diff --git a/doc/translations/es.po b/doc/translations/es.po index dd4730de161..77f120ac45f 100644 --- a/doc/translations/es.po +++ b/doc/translations/es.po @@ -169,8 +169,8 @@ msgid "" "This method describes a valid operator to use with this type as left-hand " "operand." msgstr "" -"Este método describe un operador válido para usar con este tipo como " -"operando izquierdo." +"Este método describe un operador válido para usar con este tipo como operando " +"izquierdo." msgid "This value is an integer composed as a bitmask of the following flags." msgstr "" @@ -181,8 +181,8 @@ msgid "Built-in GDScript constants, functions, and annotations." msgstr "Constantes, funciones y anotaciones de GDScript integradas." msgid "" -"A list of GDScript-specific utility functions and annotations accessible " -"from any script.\n" +"A list of GDScript-specific utility functions and annotations accessible from " +"any script.\n" "For the list of the global functions and constants see [@GlobalScope]." msgstr "" "Una lista de funciones de utilidad y anotaciones específicas de GDScript " @@ -193,8 +193,8 @@ msgid "GDScript exports" msgstr "Exportaciones de Scripts GD" msgid "" -"Returns a [Color] constructed from red ([param r8]), green ([param g8]), " -"blue ([param b8]), and optionally alpha ([param a8]) integer channels, each " +"Returns a [Color] constructed from red ([param r8]), green ([param g8]), blue " +"([param b8]), and optionally alpha ([param a8]) integer channels, each " "divided by [code]255.0[/code] for their final value. Using [method Color8] " "instead of the standard [Color] constructor is useful when you need to match " "exact color values in an [Image].\n" @@ -211,9 +211,9 @@ msgid "" msgstr "" "Devuelve un [Color] construido a partir de rojo ([param r8]), verde ([param " "g8]), azul ([param b8]) y opcionalmente alfa ([param a8]), cada uno dividido " -"entre [code]255.0[/code] para obtener su valor final. Usar [method Color8] " -"en vez del constructor estándar [Color] es útil cuando necesita hacer " -"coincidir exactamente los valores de color en una [Image].\n" +"entre [code]255.0[/code] para obtener su valor final. Usar [method Color8] en " +"vez del constructor estándar [Color] es útil cuando necesita hacer coincidir " +"exactamente los valores de color en una [Image].\n" "[codeblock]\n" "var red = Color8(255, 0, 0) # Igual que Color(1, " "0, 0)\n" @@ -223,15 +223,15 @@ msgstr "" "[/codeblock]\n" "[b]Nota:[/b] Debido a la baja precisión de [method Color8] comparado con el " "constructor estándar [Color], un color creado con [method Color8], " -"generalmente, no será igual al mismo color creado con el constructor " -"estándar [Color]. Utilice [method Color.is_equal_approx] para hacer " -"comparaciones y evitar problemas con errores de precisión de coma flotante." +"generalmente, no será igual al mismo color creado con el constructor estándar " +"[Color]. Utilice [method Color.is_equal_approx] para hacer comparaciones y " +"evitar problemas con errores de precisión de coma flotante." msgid "" "Asserts that the [param condition] is [code]true[/code]. If the [param " "condition] is [code]false[/code], an error is generated. When running from " -"the editor, the running project will also be paused until you resume it. " -"This can be used as a stronger form of [method @GlobalScope.push_error] for " +"the editor, the running project will also be paused until you resume it. This " +"can be used as a stronger form of [method @GlobalScope.push_error] for " "reporting errors to project developers or add-on users.\n" "An optional [param message] can be shown in addition to the generic " "\"Assertion failed\" message. You can use this to provide additional details " @@ -251,15 +251,15 @@ msgid "" "assert(speed < 20, \"the speed limit is 20\") # Show a message.\n" "[/codeblock]" msgstr "" -"Afirma que la [condición param] es [code]true[/code]. Si la [condición " -"param] es [code]false[/code], se genera un error. Cuando se ejecuta desde el " -"editor, el proyecto en ejecución también se pausará hasta que lo reanude. " -"Esto se puede utilizar como una forma más fuerte de [method @GlobalScope." -"push_error] para informar de errores a los desarrolladores del proyecto o a " -"los usuarios del complemento.\n" +"Afirma que la [condición param] es [code]true[/code]. Si la [condición param] " +"es [code]false[/code], se genera un error. Cuando se ejecuta desde el editor, " +"el proyecto en ejecución también se pausará hasta que lo reanude. Esto se " +"puede utilizar como una forma más fuerte de [method @GlobalScope.push_error] " +"para informar de errores a los desarrolladores del proyecto o a los usuarios " +"del complemento.\n" "Se puede mostrar un [param message] opcional además del mensaje genérico " -"\"Assertion failed\". Puede utilizarlo para proporcionar detalles " -"adicionales sobre por qué falló la aserción.\n" +"\"Assertion failed\". Puede utilizarlo para proporcionar detalles adicionales " +"sobre por qué falló la aserción.\n" "[b]Advertencia:[/b] Por razones de rendimiento, el código dentro de [method " "assert] sólo se ejecuta en construcciones de depuración o cuando se ejecuta " "el proyecto desde el editor. No incluya código que tenga efectos secundarios " @@ -316,8 +316,8 @@ msgstr "" "[/codeblock]" msgid "" -"Converts a [param dictionary] (created with [method inst_to_dict]) back to " -"an Object instance. Can be useful for deserializing." +"Converts a [param dictionary] (created with [method inst_to_dict]) back to an " +"Object instance. Can be useful for deserializing." msgstr "" "Convierte un [param dictionary] (creado con [method inst_to_dict]) en una " "instancia de objeto. Puede ser útil para deserializar datos." @@ -340,15 +340,15 @@ msgid "" "[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, " "source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n" "[/codeblock]\n" -"[b]Note:[/b] This function only works if the running instance is connected " -"to a debugging server (i.e. an editor instance). [method get_stack] will not " +"[b]Note:[/b] This function only works if the running instance is connected to " +"a debugging server (i.e. an editor instance). [method get_stack] will not " "work in projects exported in release mode, or in projects exported in debug " "mode if not connected to a debugging server.\n" -"[b]Note:[/b] Calling this function from a [Thread] is not supported. Doing " -"so will return an empty array." +"[b]Note:[/b] Calling this function from a [Thread] is not supported. Doing so " +"will return an empty array." msgstr "" -"Devuelve un array de diccionarios que representan la pila de llamadas " -"actual. Véase también [method print_stack].\n" +"Devuelve un array de diccionarios que representan la pila de llamadas actual. " +"Véase también [method print_stack].\n" "[codeblock]\n" "func _ready():\n" " foo()\n" @@ -365,10 +365,10 @@ msgstr "" "source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n" "[/codeblock]\n" "[b]Nota:[/b] Esta función sólo funciona si la instancia en ejecución está " -"conectada a un servidor de depuración (i.e. una instancia de editor). " -"[method get_stack] no funcionará en proyectos exportados en modo release, o " -"en proyectos exportados en modo depuración si no se está conectado a un " -"servidor de depuración.\n" +"conectada a un servidor de depuración (i.e. una instancia de editor). [method " +"get_stack] no funcionará en proyectos exportados en modo release, o en " +"proyectos exportados en modo depuración si no se está conectado a un servidor " +"de depuración.\n" "[b]Nota:[/b] La llamada a esta función desde un [Thread] no está soportada. " "Si lo hace, devolverá un array vacío." @@ -390,8 +390,8 @@ msgid "" "[, res://test.gd, bar]\n" "[/codeblock]" msgstr "" -"Devuelve la [instancia param] pasada, convertida en un Diccionario. Puede " -"ser útil para serializar.\n" +"Devuelve la [instancia param] pasada, convertida en un Diccionario. Puede ser " +"útil para serializar.\n" "[b]Nota:[/b] No se puede utilizar para serializar objetos con scripts " "integrados adjuntos o objetos asignados dentro de scripts integrados.\n" "[codeblock]\n" @@ -414,8 +414,8 @@ msgid "" "TYPE_INT].\n" "- An [Object]-derived class which exists in [ClassDB], for example [Node].\n" "- A [Script] (you can use any class, including inner one).\n" -"Unlike the right operand of the [code]is[/code] operator, [param type] can " -"be a non-constant value. The [code]is[/code] operator supports more features " +"Unlike the right operand of the [code]is[/code] operator, [param type] can be " +"a non-constant value. The [code]is[/code] operator supports more features " "(such as typed arrays) and is more performant. Use the operator instead of " "this method if you do not need dynamic type checking.\n" "Examples:\n" @@ -455,8 +455,8 @@ msgstr "" "[method @GlobalScope.is_instance_valid]), o [param type] no es una de las " "opciones de arriba, este método lanzará un error de ejecución (runtime " "error).\n" -"Ver también [method @GlobalScope.typeof], [method type_exists], [method " -"Array.is_same_typed] (y otros métodos [Array])." +"Ver también [method @GlobalScope.typeof], [method type_exists], [method Array." +"is_same_typed] (y otros métodos [Array])." msgid "" "Returns the length of the given Variant [param var]. The length can be the " @@ -495,9 +495,9 @@ msgid "" "@export var image: Image\n" "[/codeblock]" msgstr "" -"Marca la siguiente propiedad como exportada (editable en el panel Inspector " -"y guardado al disco). Para controlar el tipo de la propiedad exportada, use " -"la notación de sugerencia de tipo.\n" +"Marca la siguiente propiedad como exportada (editable en el panel Inspector y " +"guardado al disco). Para controlar el tipo de la propiedad exportada, use la " +"notación de sugerencia de tipo.\n" "[codeblock]\n" "@export var string = \"\"\n" "@export var int_number = 5\n" @@ -783,8 +783,8 @@ msgstr "Tecla Ayuda." msgid "" "Media back key. Not to be confused with the Back button on an Android device." msgstr "" -"Tecla para atrás en multimedia. No confundirlo con el botón hacia atrás en " -"un dispositivo Android." +"Tecla para atrás en multimedia. No confundirlo con el botón hacia atrás en un " +"dispositivo Android." msgid "Media stop key." msgstr "Tecla reproduccion parar." @@ -1088,8 +1088,7 @@ msgstr "" "Botón izquierdo de la rueda del ratón (sólo presente en algunos ratones)." msgid "Mouse wheel right button (only present on some mice)." -msgstr "" -"Botón derecho de la rueda del ratón (sólo presente en algunos ratones)." +msgstr "Botón derecho de la rueda del ratón (sólo presente en algunos ratones)." msgid "Middle mouse button mask." msgstr "Máscara del botón central del ratón." @@ -1255,8 +1254,8 @@ msgstr "" "cambio tenga efecto." msgid "" -"The property is a script variable which should be serialized and saved in " -"the scene file." +"The property is a script variable which should be serialized and saved in the " +"scene file." msgstr "" "La propiedad es un script variable que debe ser serializado y guardado en el " "archivo de la escena." @@ -1424,11 +1423,11 @@ msgid "Returns the normalized longest axis of the [AABB]." msgstr "Devuelve el eje más largo normalizado del [AABB]." msgid "" -"Returns the index of the longest axis of the [AABB] (according to " -"[Vector3]'s [code]AXIS_*[/code] constants)." +"Returns the index of the longest axis of the [AABB] (according to [Vector3]'s " +"[code]AXIS_*[/code] constants)." msgstr "" -"Devuelve el indice del eje mas grande de [AABB] (segun la constante " -"[Vector3] [code]AXIS_*[/code])." +"Devuelve el indice del eje mas grande de [AABB] (segun la constante [Vector3] " +"[code]AXIS_*[/code])." msgid "Returns the scalar length of the longest axis of the [AABB]." msgstr "Devuelve la longitud escalar del eje más largo del [AABB]." @@ -1437,8 +1436,8 @@ msgid "Returns the normalized shortest axis of the [AABB]." msgstr "Devuelve el eje más corto normalizado de la [AABB]." msgid "" -"Returns the index of the shortest axis of the [AABB] (according to " -"[Vector3]::AXIS* enum)." +"Returns the index of the shortest axis of the [AABB] (according to [Vector3]::" +"AXIS* enum)." msgstr "" "Devuelve el índice del eje más corto del [AABB] (según el enumerado " "[Vector3]::AXIS* )." @@ -1460,8 +1459,7 @@ msgid "Returns [code]true[/code] if the [AABB] overlaps with another." msgstr "Devuelve [code]true[/code] si el [AABB] se solapa con otro." msgid "Returns [code]true[/code] if the [AABB] is on both sides of a plane." -msgstr "" -"Devuelve [code]true[/code] si el [AABB] está a ambos lados de un plano." +msgstr "Devuelve [code]true[/code] si el [AABB] está a ambos lados de un plano." msgid "" "Ending corner. This is calculated as [code]position + size[/code]. Setting " @@ -1471,13 +1469,12 @@ msgstr "" "esta propiedad cambia el tamaño." msgid "Beginning corner. Typically has values lower than [member end]." -msgstr "" -"Esquina de inicio. Normalmente tiene valores inferiores a [member end]." +msgstr "Esquina de inicio. Normalmente tiene valores inferiores a [member end]." msgid "" "Returns the OK [Button] instance.\n" -"[b]Warning:[/b] This is a required internal node, removing and freeing it " -"may cause a crash. If you wish to hide it or any of its children, use their " +"[b]Warning:[/b] This is a required internal node, removing and freeing it may " +"cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." msgstr "" "Retorna la instancia de el [Button] aceptar. \n" @@ -1496,10 +1493,10 @@ msgid "Sets autowrapping for the text in the dialog." msgstr "El texto se expande automáticamente en el diálogo." msgid "" -"If [code]true[/code], the dialog is hidden when the OK button is pressed. " -"You can set it to [code]false[/code] if you want to do e.g. input validation " -"when receiving the [signal confirmed] signal, and handle hiding the dialog " -"in your own logic.\n" +"If [code]true[/code], the dialog is hidden when the OK button is pressed. You " +"can set it to [code]false[/code] if you want to do e.g. input validation when " +"receiving the [signal confirmed] signal, and handle hiding the dialog in your " +"own logic.\n" "[b]Note:[/b] Some nodes derived from this class can have a different default " "value, and potentially their own built-in logic overriding this setting. For " "example [FileDialog] defaults to [code]false[/code], and has its own input " @@ -1572,9 +1569,9 @@ msgstr "Textura de conexión para animaciones simples basadas en fotogramas." msgid "" "Number of frames to use in the animation. While you can create the frames " -"independently with [method set_frame_texture], you need to set this value " -"for the animation to take new frames into account. The maximum number of " -"frames is [constant MAX_FRAMES]." +"independently with [method set_frame_texture], you need to set this value for " +"the animation to take new frames into account. The maximum number of frames " +"is [constant MAX_FRAMES]." msgstr "" "Número de fotogramas a usar en la animación. Aunque puedes crear los " "fotogramas independientemente con [method set_frame_texture], necesitas " @@ -1591,13 +1588,13 @@ msgstr "" "al final no se establecerá [member pause] en [code]true[/code]." msgid "" -"If [code]true[/code], the animation will pause where it currently is (i.e. " -"at [member current_frame]). The animation will continue from where it was " -"paused when changing this property to [code]false[/code]." +"If [code]true[/code], the animation will pause where it currently is (i.e. at " +"[member current_frame]). The animation will continue from where it was paused " +"when changing this property to [code]false[/code]." msgstr "" -"Si [code]true[/code], la animación se detendrá donde se encuentra " -"actualmente (es decir, en [member current_frame]). La animación continuará " -"desde donde se detuvo al cambiar esta propiedad a [code]false[/code]." +"Si [code]true[/code], la animación se detendrá donde se encuentra actualmente " +"(es decir, en [member current_frame]). La animación continuará desde donde se " +"detuvo al cambiar esta propiedad a [code]false[/code]." msgid "Adds a track to the Animation." msgstr "Añade una pista a la animación." @@ -1716,8 +1713,7 @@ msgstr "" msgid "" "Audio tracks are used to play an audio stream with either type of " -"[AudioStreamPlayer]. The stream can be trimmed and previewed in the " -"animation." +"[AudioStreamPlayer]. The stream can be trimmed and previewed in the animation." msgstr "" "Las pistas de audio se utilizan para reproducir un stream de audio con " "cualquier tipo de [AudioStreamPlayer]. El stream puede ser recortado y " @@ -1738,8 +1734,8 @@ msgid "Update at the keyframes." msgstr "Actualización de los fotogramas clave." msgid "" -"Same as linear interpolation, but also interpolates from the current value " -"(i.e. dynamically at runtime) if the first key isn't at 0 seconds." +"Same as linear interpolation, but also interpolates from the current value (i." +"e. dynamically at runtime) if the first key isn't at 0 seconds." msgstr "" "Igual que la interpolación lineal, pero también interpola a partir del valor " "actual (es decir, dinámicamente en tiempo de ejecución) si la primera clave " @@ -1768,8 +1764,7 @@ msgstr "Las rutas que coincidan con el filtro serán descartados." msgid "Paths matching the filter will be blended (by the blend value)." msgstr "" -"Los caminos que coincidan con el filtro se mezclarán (por el valor de " -"mezcla)." +"Los caminos que coincidan con el filtro se mezclarán (por el valor de mezcla)." msgid "Blends two animations additively inside of an [AnimationNodeBlendTree]." msgstr "" @@ -1786,16 +1781,15 @@ msgid "" "Animation to use as an output. It is one of the animations provided by " "[member AnimationTree.anim_player]." msgstr "" -"Animación para usar como salida. Es una de las animaciones proporcionadas " -"por [member AnimationTree.anim_player]." +"Animación para usar como salida. Es una de las animaciones proporcionadas por " +"[member AnimationTree.anim_player]." msgid "Blends two animations linearly inside of an [AnimationNodeBlendTree]." msgstr "" "Mezcla dos animaciones linealmente dentro de un [AnimationNodeBlendTree]." msgid "" -"Blends two of three animations linearly inside of an " -"[AnimationNodeBlendTree]." +"Blends two of three animations linearly inside of an [AnimationNodeBlendTree]." msgstr "" "Mezcla dos de tres animaciones linealmente dentro de un " "[AnimationNodeBlendTree]." @@ -1804,8 +1798,7 @@ msgid "Returns the number of points on the blend axis." msgstr "Devuelve el número de puntos en el eje de la mezcla." msgid "" -"Controls the interpolation between animations. See [enum BlendMode] " -"constants." +"Controls the interpolation between animations. See [enum BlendMode] constants." msgstr "" "Controla la interpolación entre las animaciones. Ver las constantes de [enum " "BlendMode]." @@ -1849,9 +1842,9 @@ msgid "Returns the number of triangles in the blend space." msgstr "Devuelve el número de triángulos en el espacio de mezcla." msgid "" -"If [code]true[/code], the blend space is triangulated automatically. The " -"mesh updates every time you add or remove points with [method " -"add_blend_point] and [method remove_blend_point]." +"If [code]true[/code], the blend space is triangulated automatically. The mesh " +"updates every time you add or remove points with [method add_blend_point] and " +"[method remove_blend_point]." msgstr "" "Si [code]true[/code], el espacio de mezcla se triangula automáticamente. La " "malla se actualiza cada vez que añades o eliminas puntos con [method " @@ -1910,8 +1903,7 @@ msgstr "El retardo con el cual un reinicio automatico es lanzado, en segundos." msgid "" "If [member autorestart] is [code]true[/code], a random additional delay (in " -"seconds) between 0 and this value will be added to [member " -"autorestart_delay]." +"seconds) between 0 and this value will be added to [member autorestart_delay]." msgstr "" "Si [member autorestart] es [code]true[/code], un retardo aleatorio adicional " "(en segundos) entre 0 y este valor sera añadido al [member autorestart_delay." @@ -1992,8 +1984,7 @@ msgid "AnimationTree" msgstr "Árbol de Animación" msgid "" -"Cross-fading time (in seconds) between each animation connected to the " -"inputs." +"Cross-fading time (in seconds) between each animation connected to the inputs." msgstr "" "Desvanecimiento en tiempo(en segundos) entre cada animacione conectada a las " "salidas." @@ -2010,8 +2001,8 @@ msgstr "Limpia todas las colas, animaciones no reproducidas." msgid "" "Queues an animation for playback once the current one is done.\n" -"[b]Note:[/b] If a looped animation is currently playing, the queued " -"animation will never play unless the looped animation is stopped somehow." +"[b]Note:[/b] If a looped animation is currently playing, the queued animation " +"will never play unless the looped animation is stopped somehow." msgstr "" "Pone en cola una animación para su reproducción una vez que la actual haya " "terminado.\n" @@ -2049,8 +2040,8 @@ msgid "Notifies when an animation starts playing." msgstr "Notifica cuando una animación comienza a reproducirse." msgid "" -"Notifies when the caches have been cleared, either automatically, or " -"manually via [method clear_caches]." +"Notifies when the caches have been cleared, either automatically, or manually " +"via [method clear_caches]." msgstr "" "Notifica cuando las cachés se han limpiado, ya sea automáticamente o " "manualmente a través del [method clear_caches]." @@ -2087,8 +2078,7 @@ msgid "The path to the [AnimationPlayer] used for animating." msgstr "La ruta al [AnimationPlayer] utilizada para la animacion." msgid "The root animation node of this [AnimationTree]. See [AnimationNode]." -msgstr "" -"El nodo de animación raíz de este [AnimationTree]. Ver [AnimationNode]." +msgstr "El nodo de animación raíz de este [AnimationTree]. Ver [AnimationNode]." msgid "The animations will only progress manually (see [method advance])." msgstr "Las animaciones sólo progresarán manualmente (ver [method advance])." @@ -2132,8 +2122,8 @@ msgstr "" "área de menor prioridad." msgid "" -"This area replaces any gravity/damping, even the defaults, ignoring any " -"lower priority areas." +"This area replaces any gravity/damping, even the defaults, ignoring any lower " +"priority areas." msgstr "" "Esta área reemplaza cualquier gravedad/amortiguación, incluso las " "predeterminadas, ignorando cualquier área de menor prioridad." @@ -2153,8 +2143,7 @@ msgstr "" "[code]0[/code] a [code]1[/code] con una precisión de [code]0.1[/code]." msgid "If [code]true[/code], the area applies reverb to its associated audio." -msgstr "" -"Si [code]true[/code], el área aplica reverberación a su audio asociado." +msgstr "Si [code]true[/code], el área aplica reverberación a su audio asociado." msgid "" "The degree to which this area's reverb is a uniform effect. Ranges from " @@ -2165,8 +2154,7 @@ msgstr "" msgid "" "Appends an element at the end of the array (alias of [method push_back])." -msgstr "" -"Concatena un elemento al final del array (alias de [method push_back])." +msgstr "Concatena un elemento al final del array (alias de [method push_back])." msgid "" "Clears the array. This is equivalent to using [method resize] with a size of " @@ -2183,8 +2171,8 @@ msgid "" "valid, or at the end of the array ([code]pos == size()[/code]).\n" "[b]Note:[/b] This method acts in-place and doesn't return a value.\n" "[b]Note:[/b] On large arrays, this method will be slower if the inserted " -"element is close to the beginning of the array (index 0). This is because " -"all elements placed after the newly inserted element have to be reindexed." +"element is close to the beginning of the array (index 0). This is because all " +"elements placed after the newly inserted element have to be reindexed." msgstr "" "Inserta un nuevo elemento en la posisción dada en el array. La posición debe " "ser valida, o al final de el array([code]pos == size()[/code].\n" @@ -2338,8 +2326,8 @@ msgid "" "Base resource for audio bus. Applies an audio effect on the bus that the " "resource is applied on." msgstr "" -"Recurso base para el bus de audio. Aplica un efecto de audio en el bus en " -"que el recurso es aplicado." +"Recurso base para el bus de audio. Aplica un efecto de audio en el bus en que " +"el recurso es aplicado." msgid "Increases or decreases the volume being routed through the audio bus." msgstr "Aumenta o reduce el volumen que se dirige a traves del bus de audio." @@ -2418,15 +2406,15 @@ msgstr "" msgid "" "Dynamic range compressor reduces the level of the sound when the amplitude " "goes over a certain threshold in Decibels. One of the main uses of a " -"compressor is to increase the dynamic range by clipping as little as " -"possible (when sound goes over 0dB).\n" +"compressor is to increase the dynamic range by clipping as little as possible " +"(when sound goes over 0dB).\n" "Compressor has many uses in the mix:\n" "- In the Master bus to compress the whole output (although an " "[AudioEffectLimiter] is probably better).\n" "- In voice channels to ensure they sound as balanced as possible.\n" -"- Sidechained. This can reduce the sound level sidechained with another " -"audio bus for threshold detection. This technique is common in video game " -"mixing to the level of music and SFX while voices are being heard.\n" +"- Sidechained. This can reduce the sound level sidechained with another audio " +"bus for threshold detection. This technique is common in video game mixing to " +"the level of music and SFX while voices are being heard.\n" "- Accentuates transients by using a wider attack, making effects sound more " "punchy." msgstr "" @@ -2437,12 +2425,11 @@ msgstr "" "El compresor tiene muchos usos en la mezcla:\n" "- En el bus Maestro comprime la salida completa (Aunque un " "[AudioEffectLimiter] es probablemente mejor).\n" -"- En los canales de voces asegura que los sonidos estan balanceados lo " -"maximo posible.\n" -"-Encadenado. Esto puede reducir el nivel de sonido encadenado con otro bus " -"de audio para la deteccion de umbral. Esta tecnica es comun en la mezcla de " -"videojuegos del nivel de musica y SFX mientras que las voces son " -"escuchadas.\n" +"- En los canales de voces asegura que los sonidos estan balanceados lo maximo " +"posible.\n" +"-Encadenado. Esto puede reducir el nivel de sonido encadenado con otro bus de " +"audio para la deteccion de umbral. Esta tecnica es comun en la mezcla de " +"videojuegos del nivel de musica y SFX mientras que las voces son escuchadas.\n" "- Acentua transitorios usando un ataque amplio, haciendo los efectos mas " "contundentes." @@ -2468,17 +2455,17 @@ msgid "" "level. The higher the ratio, the more the loud parts of the audio will be " "compressed. Value can range from 1 to 48." msgstr "" -"La cantidad de compresion aplicada al audio una ves pasa el nivel del " -"umbral. A mas alto el ratio, mas compresion a las partes altas se hara. " -"Valores se encuentran entre 1 y 48." +"La cantidad de compresion aplicada al audio una ves pasa el nivel del umbral. " +"A mas alto el ratio, mas compresion a las partes altas se hara. Valores se " +"encuentran entre 1 y 48." msgid "" "Compressor's delay time to stop reducing the signal after the signal level " "falls below the threshold, in milliseconds. Value can range from 20 to 2000." msgstr "" -"Tiempo de retraso del compresor para parar de reducir la señal despues de " -"que el nivel caiga por debajo del umbral, en milisegundos. El valor puede " -"variar entre 20 y 2000." +"Tiempo de retraso del compresor para parar de reducir la señal despues de que " +"el nivel caiga por debajo del umbral, en milisegundos. El valor puede variar " +"entre 20 y 2000." msgid "Reduce the sound level using another audio bus for threshold detection." msgstr "" @@ -2503,9 +2490,9 @@ msgstr "" msgid "" "Plays input signal back after a period of time. The delayed signal may be " -"played back multiple times to create the sound of a repeating, decaying " -"echo. Delay effects range from a subtle echo effect to a pronounced blending " -"of previous sounds with new sounds." +"played back multiple times to create the sound of a repeating, decaying echo. " +"Delay effects range from a subtle echo effect to a pronounced blending of " +"previous sounds with new sounds." msgstr "" "Reproduce la señal de entrada después de un período de tiempo. La señal " "retardada puede ser reproducida varias veces para crear el sonido de un eco " @@ -2514,8 +2501,8 @@ msgstr "" "sonidos." msgid "" -"Output percent of original sound. At 0, only delayed sounds are output. " -"Value can range from 0 to 1." +"Output percent of original sound. At 0, only delayed sounds are output. Value " +"can range from 0 to 1." msgstr "" "El porcentaje de salida del sonido original. A 0, sólo se emiten sonidos " "retrasados. El valor puede variar entre 0 y 1." @@ -2533,8 +2520,8 @@ msgid "" "Low-pass filter for feedback, in Hz. Frequencies below this value are " "filtered out of the source signal." msgstr "" -"Filtro de paso bajo para retroalimentación, en Hz. Las frecuencias por " -"debajo de este valor se filtran de la señal de origen." +"Filtro de paso bajo para retroalimentación, en Hz. Las frecuencias por debajo " +"de este valor se filtran de la señal de origen." msgid "If [code]true[/code], [code]tap1[/code] will be enabled." msgstr "Si [code]true[/code], [code]tap1[/code] se activará." @@ -2543,8 +2530,8 @@ msgid "[code]tap1[/code] delay time in milliseconds." msgstr "Tiempo de retardo en milisegundos [code]tap1[/code]." msgid "" -"Pan position for [code]tap1[/code]. Value can range from -1 (fully left) to " -"1 (fully right)." +"Pan position for [code]tap1[/code]. Value can range from -1 (fully left) to 1 " +"(fully right)." msgstr "" "Posición de Pan para [code]tap1[/code]. El valor puede variar entre -1 " "(completamente a la izquierda) y 1 (completamente a la derecha)." @@ -2559,8 +2546,8 @@ msgid "Sound level for [code]tap2[/code]." msgstr "Nivel de sonido para [code]tap2[/code]." msgid "" -"Pan position for [code]tap2[/code]. Value can range from -1 (fully left) to " -"1 (fully right)." +"Pan position for [code]tap2[/code]. Value can range from -1 (fully left) to 1 " +"(fully right)." msgstr "" "Posición de pan para [code]tap2[/code]. El valor puede variar entre -1 " "(completamente a la izquierda) y 1 (completamente a la derecha)." @@ -2596,11 +2583,10 @@ msgstr "" msgid "" "Base class for audio equalizers. Gives you control over frequencies.\n" -"Use it to create a custom equalizer if [AudioEffectEQ6], [AudioEffectEQ10] " -"or [AudioEffectEQ21] don't fit your needs." +"Use it to create a custom equalizer if [AudioEffectEQ6], [AudioEffectEQ10] or " +"[AudioEffectEQ21] don't fit your needs." msgstr "" -"Clase base para ecualizadores de audio. Te da control sobre las " -"frecuencias.\n" +"Clase base para ecualizadores de audio. Te da control sobre las frecuencias.\n" "Úsalo para crear un ecualizador personalizado si [AudioEffectEQ6], " "[AudioEffectEQ10] o [AudioEffectEQ21] no se ajusta a tus necesidades." @@ -2628,8 +2614,8 @@ msgid "Sets band's gain at the specified index, in dB." msgstr "Establece la ganancia de la banda en el índice especificado, en dB." msgid "" -"Adds a 10-band equalizer audio effect to an Audio bus. Gives you control " -"over frequencies from 31 Hz to 16000 Hz.\n" +"Adds a 10-band equalizer audio effect to an Audio bus. Gives you control over " +"frequencies from 31 Hz to 16000 Hz.\n" "Each frequency can be modulated between -60/+24 dB." msgstr "" "Añade un efecto de audio ecualizador de 10 bandas a un bus de audio. Te da " @@ -2664,8 +2650,8 @@ msgstr "" "Ver también [AudioEffectEQ], [AudioEffectEQ6], [AudioEffectEQ21]." msgid "" -"Adds a 21-band equalizer audio effect to an Audio bus. Gives you control " -"over frequencies from 22 Hz to 22000 Hz.\n" +"Adds a 21-band equalizer audio effect to an Audio bus. Gives you control over " +"frequencies from 22 Hz to 22000 Hz.\n" "Each frequency can be modulated between -60/+24 dB." msgstr "" "Añade un efecto de audio ecualizador de 21 bandas a un Audiobus. Te da " @@ -2757,8 +2743,8 @@ msgid "" "Cuts frequencies lower than the [member AudioEffectFilter.cutoff_hz] and " "allows higher frequencies to pass." msgstr "" -"Corta las frecuencias más bajas que el [member AudioEffectFilter.cutoff_hz] " -"y permite que pasen las frecuencias más altas." +"Corta las frecuencias más bajas que el [member AudioEffectFilter.cutoff_hz] y " +"permite que pasen las frecuencias más altas." msgid "Adds a soft-clip limiter audio effect to an Audio bus." msgstr "Añade un efecto de audio limitador soft-clip a un bus de Audio." @@ -2768,16 +2754,16 @@ msgid "" "disallow sound going over a given dB threshold. Adding one in the Master bus " "is always recommended to reduce the effects of clipping.\n" "Soft clipping starts to reduce the peaks a little below the threshold level " -"and progressively increases its effect as the input level increases such " -"that the threshold is never exceeded." +"and progressively increases its effect as the input level increases such that " +"the threshold is never exceeded." msgstr "" "Un limitador es similar a un compresor, pero es menos flexible y está " "diseñado para no permitir que el sonido supere un determinado umbral de dB. " "Siempre se recomienda añadir un limitador en el bus maestro para reducir los " "efectos del recorte.\n" -"El soft clipping comienza a reducir los picos un poco por debajo del nivel " -"de umbral y aumenta progresivamente su efecto a medida que el nivel de " -"entrada aumenta de tal manera que el umbral nunca se supera." +"El soft clipping comienza a reducir los picos un poco por debajo del nivel de " +"umbral y aumenta progresivamente su efecto a medida que el nivel de entrada " +"aumenta de tal manera que el umbral nunca se supera." msgid "" "The waveform's maximum allowed value, in decibels. Value can range from -20 " @@ -2787,8 +2773,7 @@ msgstr "" "ir de -20 a -0,1." msgid "" -"Applies a gain to the limited waves, in decibels. Value can range from 0 to " -"6." +"Applies a gain to the limited waves, in decibels. Value can range from 0 to 6." msgstr "" "Aplica una ganancia a las ondas limitadas, en decibelios. El valor puede " "variar entre 0 y 6." @@ -2797,15 +2782,15 @@ msgid "" "Threshold from which the limiter begins to be active, in decibels. Value can " "range from -30 to 0." msgstr "" -"Umbral a partir del cual el limitador comienza a estar activo, en " -"decibelios. El valor puede ir de -30 a 0." +"Umbral a partir del cual el limitador comienza a estar activo, en decibelios. " +"El valor puede ir de -30 a 0." msgid "" "Cuts frequencies higher than the [member AudioEffectFilter.cutoff_hz] and " "allows lower frequencies to pass." msgstr "" -"Corta las frecuencias más altas que el [member AudioEffectFilter.cutoff_hz] " -"y permite que pasen las frecuencias más bajas." +"Corta las frecuencias más altas que el [member AudioEffectFilter.cutoff_hz] y " +"permite que pasen las frecuencias más bajas." msgid "Adds a notch filter to the Audio bus." msgstr "Añade un filtro eliminador de banda al bus de Audio." @@ -2837,8 +2822,8 @@ msgstr "" msgid "" "Governs how high the filter frequencies sweep. Low value will primarily " -"affect bass frequencies. High value can sweep high into the treble. Value " -"can range from 0.1 to 4." +"affect bass frequencies. High value can sweep high into the treble. Value can " +"range from 0.1 to 4." msgstr "" "Gobierna cuán altas son las frecuencias de los filtros de barrido. El valor " "bajo afectará principalmente a las frecuencias bajas. El valor alto puede " @@ -2892,8 +2877,8 @@ msgstr "" "reiniciar la grabación se eliminará la muestra previamente grabada." msgid "" -"Defines how reflective the imaginary room's walls are. Value can range from " -"0 to 1." +"Defines how reflective the imaginary room's walls are. Value can range from 0 " +"to 1." msgstr "" "Define cuán reflexivas son las paredes de la sala imaginaria. El valor puede " "variar entre 0 y 1." @@ -2906,9 +2891,9 @@ msgstr "" "modificado. El valor puede variar entre 0 y 1." msgid "" -"High-pass filter passes signals with a frequency higher than a certain " -"cutoff frequency and attenuates signals with frequencies lower than the " -"cutoff frequency. Value can range from 0 to 1." +"High-pass filter passes signals with a frequency higher than a certain cutoff " +"frequency and attenuates signals with frequencies lower than the cutoff " +"frequency. Value can range from 0 to 1." msgstr "" "El filtro de paso alto pasa señales con una frecuencia superior a una " "determinada frecuencia de corte y atenúa las señales con frecuencias " @@ -2967,8 +2952,8 @@ msgstr "Interfaz de servidor para acceso de audio de bajo nivel." msgid "" "[AudioServer] is a low-level server interface for audio access. It is in " -"charge of creating sample data (playable audio) as well as its playback via " -"a voice interface." +"charge of creating sample data (playable audio) as well as its playback via a " +"voice interface." msgstr "" "[AudioServer] es una interfaz de servidor de bajo nivel para el acceso al " "audio. Se encarga de crear datos de muestra (audio reproducible) así como de " @@ -3013,8 +2998,8 @@ msgid "" "Unlocks the audio driver's main loop. (After locking it, you should always " "unlock it.)" msgstr "" -"Desbloquea el bucle principal del controlador de audio. (Después de " -"cerrarlo, siempre debes abrirlo.)" +"Desbloquea el bucle principal del controlador de audio. (Después de cerrarlo, " +"siempre debes abrirlo.)" msgid "Number of available audio buses." msgstr "Número de buses de audio disponibles." @@ -3089,8 +3074,8 @@ msgid "" "The pitch and the tempo of the audio, as a multiplier of the audio sample's " "sample rate." msgstr "" -"El tono y el tempo del audio, como multiplicador de la tasa de muestreo de " -"la muestra de audio." +"El tono y el tempo del audio, como multiplicador de la tasa de muestreo de la " +"muestra de audio." msgid "If [code]true[/code], audio is playing." msgstr "Si [code]true[/code], el audio se está reproduciendo." @@ -3159,8 +3144,8 @@ msgstr "Almacena datos de audio cargados desde archivos WAV." msgid "" "Contains the audio data in bytes.\n" -"[b]Note:[/b] This property expects signed PCM8 data. To convert unsigned " -"PCM8 to signed PCM8, subtract 128 from each byte." +"[b]Note:[/b] This property expects signed PCM8 data. To convert unsigned PCM8 " +"to signed PCM8, subtract 128 from each byte." msgstr "" "Contiene los datos de audio en bytes.\n" "[b]Nota:[/b] Esta propiedad espera datos firmados de PCM8. Para convertir " @@ -3171,17 +3156,17 @@ msgstr "Formato de audio. Véase las constantes [enum Format] para los valores." msgid "" "The loop start point (in number of samples, relative to the beginning of the " -"sample). This information will be imported automatically from the WAV file " -"if present." +"sample). This information will be imported automatically from the WAV file if " +"present." msgstr "" "El punto de inicio del bucle (en número de muestras, en relación con el " -"inicio de la muestra). Esta información se importará automáticamente desde " -"el archivo WAV si está presente." +"inicio de la muestra). Esta información se importará automáticamente desde el " +"archivo WAV si está presente." msgid "" "The loop end point (in number of samples, relative to the beginning of the " -"sample). This information will be imported automatically from the WAV file " -"if present." +"sample). This information will be imported automatically from the WAV file if " +"present." msgstr "" "El punto final del bucle (en número de muestras, relativo al comienzo de la " "muestra). Esta información se importará automáticamente desde el archivo WAV " @@ -3239,8 +3224,8 @@ msgid "" "state (and [member toggle_mode] is active), use [method _toggled] instead." msgstr "" "Se llama cuando se presiona el botón. Si necesita saber el estado de " -"pulsación del botón (y [member toggle_mode] está activo), utilice en su " -"lugar el [method _toggled]." +"pulsación del botón (y [member toggle_mode] está activo), utilice en su lugar " +"el [method _toggled]." msgid "" "Called when the button is toggled (only if [member toggle_mode] is active)." @@ -3250,14 +3235,14 @@ msgstr "" msgid "" "Returns the visual state used to draw the button. This is useful mainly when " -"implementing your own draw code by either overriding _draw() or connecting " -"to \"draw\" signal. The visual state of the button is defined by the [enum " +"implementing your own draw code by either overriding _draw() or connecting to " +"\"draw\" signal. The visual state of the button is defined by the [enum " "DrawMode] enum." msgstr "" "Devuelve el estado visual utilizado para dibujar el botón. Esto es útil " -"principalmente cuando implementas tu propio código de dibujo, ya sea " -"anulando _draw() o conectando la señal de \"dibujo\". El estado visual del " -"botón está definido por el enum [enum DrawMode]." +"principalmente cuando implementas tu propio código de dibujo, ya sea anulando " +"_draw() o conectando la señal de \"dibujo\". El estado visual del botón está " +"definido por el enum [enum DrawMode]." msgid "" "Returns [code]true[/code] if the mouse has entered the button and has not " @@ -3274,15 +3259,15 @@ msgstr "" "constantes de [enum ActionMode]." msgid "" -"If [code]true[/code], the button is in disabled state and can't be clicked " -"or toggled." +"If [code]true[/code], the button is in disabled state and can't be clicked or " +"toggled." msgstr "" "Si [code]true[/code], el botón está en estado de desactivación y no se puede " "hacer clic o alternar el estado." msgid "" -"If [code]true[/code], the button stays pressed when moving the cursor " -"outside the button while pressing it.\n" +"If [code]true[/code], the button stays pressed when moving the cursor outside " +"the button while pressing it.\n" "[b]Note:[/b] This property only affects the button's visual appearance. " "Signals will be emitted at the same moment regardless of this property's " "value." @@ -3304,9 +3289,9 @@ msgid "" "If [code]true[/code], the button is in toggle mode. Makes the button flip " "state between pressed and unpressed each time its area is clicked." msgstr "" -"Si [code]true[/code], el botón está en modo de conmutación. Hace que el " -"botón cambie de estado entre presionado y no presionado cada vez que se hace " -"clic en su área." +"Si [code]true[/code], el botón está en modo de conmutación. Hace que el botón " +"cambie de estado entre presionado y no presionado cada vez que se hace clic " +"en su área." msgid "Emitted when the button starts being held down." msgstr "Emitido cuando el botón comienza a ser presionado." @@ -3331,8 +3316,8 @@ msgid "" "The normal state (i.e. not pressed, not hovered, not toggled and enabled) of " "buttons." msgstr "" -"El estado normal (es decir, no presionado, no encima del botón, no activado " -"y activado) de los botones." +"El estado normal (es decir, no presionado, no encima del botón, no activado y " +"activado) de los botones." msgid "The state of buttons are pressed." msgstr "El estado de los botones se presiona." @@ -3365,23 +3350,23 @@ msgid "" "for details." msgstr "" "Esto proporciona un material por defecto con una amplia variedad de " -"características y propiedades de renderizado sin necesidad de escribir " -"codigo shader. Consulte el siguiente tutorial para obtener más detalles." +"características y propiedades de renderizado sin necesidad de escribir codigo " +"shader. Consulte el siguiente tutorial para obtener más detalles." msgid "Returns [code]true[/code], if the specified [enum Feature] is enabled." msgstr "" "Devuelve [code]true[/code], si el [enum Feature] especificado está activado." msgid "" -"Returns [code]true[/code], if the specified flag is enabled. See [enum " -"Flags] enumerator for options." +"Returns [code]true[/code], if the specified flag is enabled. See [enum Flags] " +"enumerator for options." msgstr "" "Devuelve [code]true[/code], si el flag especificado está activado. Ver el " "enumerador [enum Flags] para las opciones." msgid "" -"If [code]true[/code], ambient occlusion is enabled. Ambient occlusion " -"darkens areas based on the [member ao_texture]." +"If [code]true[/code], ambient occlusion is enabled. Ambient occlusion darkens " +"areas based on the [member ao_texture]." msgstr "" "Si [code]true[/code], se activa la oclusión ambiental. La oclusión ambiental " "oscurece las áreas basadas en el [member ao_texture]." @@ -3407,8 +3392,8 @@ msgstr "" "arriba desde el [member ao_texture]." msgid "" -"Texture that defines the amount of ambient occlusion for a given point on " -"the object." +"Texture that defines the amount of ambient occlusion for a given point on the " +"object." msgstr "" "Textura que define la cantidad de oclusión ambiental para un punto " "determinado del objeto." @@ -3423,8 +3408,8 @@ msgstr "" "Especifica el canal del [member ao_texture] en el que se almacena la " "información de oclusión ambiental. Esto es útil cuando se almacena la " "información de múltiples efectos en una sola textura. Por ejemplo, si " -"almacena metálico en el canal rojo, rugosidad en el azul y oclusión " -"ambiental en el verde podría reducir el número de texturas que utiliza." +"almacena metálico en el canal rojo, rugosidad en el azul y oclusión ambiental " +"en el verde podría reducir el número de texturas que utiliza." msgid "" "The material's blend mode.\n" @@ -3447,9 +3432,9 @@ msgid "" "of the clearcoat. Strength is specified in the red channel while glossiness " "is specified in the green channel." msgstr "" -"Textura que define la fuerza del efecto del barniz y el brillo del barniz. " -"La fuerza se especifica en el canal rojo mientras que el brillo se " -"especifica en el canal verde." +"Textura que define la fuerza del efecto del barniz y el brillo del barniz. La " +"fuerza se especifica en el canal rojo mientras que el brillo se especifica en " +"el canal verde." msgid "" "Specifies how the [member detail_albedo] should blend with the current " @@ -3465,8 +3450,7 @@ msgstr "" "Especifica si se utiliza [code]UV[/code] o [code]UV2[/code] para la capa de " "detalle. Ver [enum DetailUV] para las opciones." -msgid "" -"The algorithm used for diffuse light scattering. See [enum DiffuseMode]." +msgid "The algorithm used for diffuse light scattering. See [enum DiffuseMode]." msgstr "" "El algoritmo utilizado para la dispersión de la luz difusa. Véase [enum " "DiffuseMode]." @@ -3485,8 +3469,8 @@ msgid "" "Specifies which type of fade to use. Can be any of the [enum " "DistanceFadeMode]s." msgstr "" -"Especifica el tipo de desvanecimiento a utilizar. Puede ser cualquiera de " -"los [enum DistanceFadeMode]s." +"Especifica el tipo de desvanecimiento a utilizar. Puede ser cualquiera de los " +"[enum DistanceFadeMode]s." msgid "The emitted light's color. See [member emission_enabled]." msgstr "El color de la luz emitida. Ver [member emission_enabled]." @@ -3514,14 +3498,13 @@ msgstr "" msgid "" "A high value makes the material appear more like a metal. Non-metals use " -"their albedo as the diffuse color and add diffuse to the specular " -"reflection. With non-metals, the reflection appears on top of the albedo " -"color. Metals use their albedo as a multiplier to the specular reflection " -"and set the diffuse color to black resulting in a tinted reflection. " -"Materials work better when fully metal or fully non-metal, values between " -"[code]0[/code] and [code]1[/code] should only be used for blending between " -"metal and non-metal sections. To alter the amount of reflection use [member " -"roughness]." +"their albedo as the diffuse color and add diffuse to the specular reflection. " +"With non-metals, the reflection appears on top of the albedo color. Metals " +"use their albedo as a multiplier to the specular reflection and set the " +"diffuse color to black resulting in a tinted reflection. Materials work " +"better when fully metal or fully non-metal, values between [code]0[/code] and " +"[code]1[/code] should only be used for blending between metal and non-metal " +"sections. To alter the amount of reflection use [member roughness]." msgstr "" "Un valor alto hace que el material parezca más como un metal. Los no " "metálicos usan su albedo como color difuso y añaden difusión a la reflexión " @@ -3534,8 +3517,8 @@ msgstr "" "metálicas. Para alterar la cantidad de reflexión utilice [member roughness]." msgid "" -"Texture used to specify metallic for an object. This is multiplied by " -"[member metallic]." +"Texture used to specify metallic for an object. This is multiplied by [member " +"metallic]." msgstr "" "Textura utilizada para especificar el metal de un objeto. Se multiplica por " "[member metallic]." @@ -3549,9 +3532,9 @@ msgid "" msgstr "" "Especifica el canal de la [member metallic_texture] en el que se almacena la " "información metálica. Esto es útil cuando se almacena la información para " -"múltiples efectos en una sola textura. Por ejemplo, si almacenas metálicos " -"en el canal rojo, rugosidad en el azul y oclusión ambiental en el verde, " -"podrías reducir el número de texturas que utilizas." +"múltiples efectos en una sola textura. Por ejemplo, si almacenas metálicos en " +"el canal rojo, rugosidad en el azul y oclusión ambiental en el verde, podrías " +"reducir el número de texturas que utilizas." msgid "" "If [code]true[/code], depth testing is disabled and the object will be drawn " @@ -3575,12 +3558,12 @@ msgid "" "fade effect fades out each pixel based on its distance to another object." msgstr "" "Si [code]true[/code], se activa el efecto de desvanecimiento por proximidad. " -"El efecto de desvanecimiento por proximidad se desvanece cada píxel basado " -"en su distancia a otro objeto." +"El efecto de desvanecimiento por proximidad se desvanece cada píxel basado en " +"su distancia a otro objeto." msgid "" -"Texture that controls the strength of the refraction per-pixel. Multiplied " -"by [member refraction_scale]." +"Texture that controls the strength of the refraction per-pixel. Multiplied by " +"[member refraction_scale]." msgstr "" "Textura que controla la fuerza de la refracción por píxel. Multiplicado por " "[member refraction_scale]." @@ -3624,8 +3607,7 @@ msgstr "" msgid "" "If [code]true[/code], enables the \"shadow to opacity\" render mode where " "lighting modifies the alpha so shadowed areas are opaque and non-shadowed " -"areas are transparent. Useful for overlaying shadows onto a camera feed in " -"AR." +"areas are transparent. Useful for overlaying shadows onto a camera feed in AR." msgstr "" "Si [code]true[/code], habilita el modo de representación \"sombra a " "opacidad\" en el que la iluminación modifica el alfa de modo que las áreas " @@ -3633,8 +3615,8 @@ msgstr "" "para superponer sombras en una cámara de alimentación en AR." msgid "" -"Texture used to control the subsurface scattering strength. Stored in the " -"red texture channel. Multiplied by [member subsurf_scatter_strength]." +"Texture used to control the subsurface scattering strength. Stored in the red " +"texture channel. Multiplied by [member subsurf_scatter_strength]." msgstr "" "La textura utilizada para controlar la fuerza del subsurface scattering. Se " "almacena en el canal rojo de la textura. Multiplicado por [member " @@ -3643,14 +3625,14 @@ msgstr "" msgid "" "If [code]true[/code], instead of using [code]UV[/code] textures will use a " "triplanar texture lookup to determine how to apply textures. Triplanar uses " -"the orientation of the object's surface to blend between texture " -"coordinates. It reads from the source texture 3 times, once for each axis " -"and then blends between the results based on how closely the pixel aligns " -"with each axis. This is often used for natural features to get a realistic " -"blend of materials. Because triplanar texturing requires many more texture " -"reads per-pixel it is much slower than normal UV texturing. Additionally, " -"because it is blending the texture between the three axes, it is unsuitable " -"when you are trying to achieve crisp texturing." +"the orientation of the object's surface to blend between texture coordinates. " +"It reads from the source texture 3 times, once for each axis and then blends " +"between the results based on how closely the pixel aligns with each axis. " +"This is often used for natural features to get a realistic blend of " +"materials. Because triplanar texturing requires many more texture reads per-" +"pixel it is much slower than normal UV texturing. Additionally, because it is " +"blending the texture between the three axes, it is unsuitable when you are " +"trying to achieve crisp texturing." msgstr "" "Si [code]true[/code], en lugar de usar [code]UV[/code] las texturas usarán " "una búsqueda de texturas triplanares para determinar cómo aplicarlas. " @@ -3658,23 +3640,23 @@ msgstr "" "las coordenadas de la textura. Lee de la textura fuente 3 veces, una para " "cada eje y luego se mezcla entre los resultados en base a cuán cerca se " "alinea el píxel con cada eje. Esto se utiliza a menudo para las " -"características naturales para obtener una mezcla realista de los " -"materiales. Debido a que la textura triplanar requiere muchas más lecturas " -"de textura por píxel, es mucho más lenta que la textura UV normal. Además, " -"debido a que está mezclando la textura entre los tres ejes, es inadecuado " -"cuando se trata de lograr una textura nítida." +"características naturales para obtener una mezcla realista de los materiales. " +"Debido a que la textura triplanar requiere muchas más lecturas de textura por " +"píxel, es mucho más lenta que la textura UV normal. Además, debido a que está " +"mezclando la textura entre los tres ejes, es inadecuado cuando se trata de " +"lograr una textura nítida." msgid "" "If [code]true[/code], instead of using [code]UV2[/code] textures will use a " "triplanar texture lookup to determine how to apply textures. Triplanar uses " -"the orientation of the object's surface to blend between texture " -"coordinates. It reads from the source texture 3 times, once for each axis " -"and then blends between the results based on how closely the pixel aligns " -"with each axis. This is often used for natural features to get a realistic " -"blend of materials. Because triplanar texturing requires many more texture " -"reads per-pixel it is much slower than normal UV texturing. Additionally, " -"because it is blending the texture between the three axes, it is unsuitable " -"when you are trying to achieve crisp texturing." +"the orientation of the object's surface to blend between texture coordinates. " +"It reads from the source texture 3 times, once for each axis and then blends " +"between the results based on how closely the pixel aligns with each axis. " +"This is often used for natural features to get a realistic blend of " +"materials. Because triplanar texturing requires many more texture reads per-" +"pixel it is much slower than normal UV texturing. Additionally, because it is " +"blending the texture between the three axes, it is unsuitable when you are " +"trying to achieve crisp texturing." msgstr "" "Si [code]true[/code], en lugar de usar [code]UV2[/code] las texturas usarán " "una búsqueda de texturas triplanares para determinar cómo aplicarlas. " @@ -3682,11 +3664,11 @@ msgstr "" "las coordenadas de la textura. Lee de la textura fuente 3 veces, una para " "cada eje y luego se mezcla entre los resultados en base a cuán cerca se " "alinea el píxel con cada eje. Esto se utiliza a menudo para las " -"características naturales para obtener una mezcla realista de los " -"materiales. Debido a que la textura triplanar requiere muchas más lecturas " -"de textura por píxel, es mucho más lenta que la textura UV normal. Además, " -"debido a que está mezclando la textura entre los tres ejes, es inadecuado " -"cuando se trata de lograr una textura nítida." +"características naturales para obtener una mezcla realista de los materiales. " +"Debido a que la textura triplanar requiere muchas más lecturas de textura por " +"píxel, es mucho más lenta que la textura UV normal. Además, debido a que está " +"mezclando la textura entre los tres ejes, es inadecuado cuando se trata de " +"lograr una textura nítida." msgid "If [code]true[/code], the vertex color is used as albedo color." msgstr "" @@ -3731,8 +3713,7 @@ msgstr "Textura que especifica la fuerza de refracción por píxel." msgid "Texture specifying per-pixel detail mask blending value." msgstr "" -"Textura que especifica el valor de mezcla de la máscara de detalles por " -"píxel." +"Textura que especifica el valor de mezcla de la máscara de detalles por píxel." msgid "Texture specifying per-pixel detail color." msgstr "Textura que especifica el color de detalle por píxel." @@ -3831,8 +3812,8 @@ msgstr "" msgid "" "Use [code]UV2[/code] coordinates to look up from the [member ao_texture]." msgstr "" -"Use las coordenadas [code]UV2[/code] para mirar hacia arriba desde el " -"[member ao_texture]." +"Use las coordenadas [code]UV2[/code] para mirar hacia arriba desde el [member " +"ao_texture]." msgid "" "Use [code]UV2[/code] coordinates to look up from the [member " @@ -3872,8 +3853,7 @@ msgid "Default specular blob." msgstr "Bola especular por defecto." msgid "Toon blob which changes size based on roughness." -msgstr "" -"La mancha de un dibujo que cambia de tamaño en función de la rugosidad." +msgstr "La mancha de un dibujo que cambia de tamaño en función de la rugosidad." msgid "Billboard mode is disabled." msgstr "Modo Billboard esta desactivado." @@ -3945,8 +3925,8 @@ msgstr "" "cuaterniones generalmente deben ser preferidas a los ángulos de Euler." msgid "" -"Assuming that the matrix is the combination of a rotation and scaling, " -"return the absolute value of scaling factors along each axis." +"Assuming that the matrix is the combination of a rotation and scaling, return " +"the absolute value of scaling factors along each axis." msgstr "" "Asumiendo que la matriz es la combinación de una rotación y un escalado, " "devuelve el valor absoluto de los factores de escala a lo largo de cada eje." @@ -3960,8 +3940,8 @@ msgid "" "Gram-Schmidt orthonormalization on the basis of the matrix." msgstr "" "Devuelve la versión ortonormalizada de la matriz (útil para llamar de vez en " -"cuando para evitar el error de redondeo de las matrices ortogonales). " -"Realiza una ortonormalización de Gram-Schmidt sobre la base de la matriz." +"cuando para evitar el error de redondeo de las matrices ortogonales). Realiza " +"una ortonormalización de Gram-Schmidt sobre la base de la matriz." msgid "" "Introduce an additional scaling specified by the given 3D scaling factor." @@ -3973,8 +3953,8 @@ msgid "" "Assuming that the matrix is a proper rotation matrix, slerp performs a " "spherical-linear interpolation with another rotation matrix." msgstr "" -"Asumiendo que la matriz es una matriz de rotación adecuada, slerp realiza " -"una interpolación esférica-lineal con otra matriz de rotación." +"Asumiendo que la matriz es una matriz de rotación adecuada, slerp realiza una " +"interpolación esférica-lineal con otra matriz de rotación." msgid "Transposed dot product with the X axis of the matrix." msgstr "Producto vectorial transpuesto con el eje X de la matriz." @@ -3992,28 +3972,28 @@ msgid "" "The basis matrix's X vector (column 0). Equivalent to array index [code]0[/" "code]." msgstr "" -"El vector X de la matriz base (columna 0). Equivalente al índice de la " -"matriz [code]0[/code]." +"El vector X de la matriz base (columna 0). Equivalente al índice de la matriz " +"[code]0[/code]." msgid "" "The basis matrix's Y vector (column 1). Equivalent to array index [code]1[/" "code]." msgstr "" -"El vector Y de la matriz base (columna 1). Equivalente al índice de la " -"matriz [code]1[/code]." +"El vector Y de la matriz base (columna 1). Equivalente al índice de la matriz " +"[code]1[/code]." msgid "" "The basis matrix's Z vector (column 2). Equivalent to array index [code]2[/" "code]." msgstr "" -"El vector Z de la matriz base (columna 2). Equivalente al índice de la " -"matriz [code]2[/code]." +"El vector Z de la matriz base (columna 2). Equivalente al índice de la matriz " +"[code]2[/code]." msgid "" "The identity basis, with no rotation or scaling applied.\n" "This is identical to calling [code]Basis()[/code] without any parameters. " -"This constant can be used to make your code clearer, and for consistency " -"with C#." +"This constant can be used to make your code clearer, and for consistency with " +"C#." msgstr "" "La base de la identidad, sin rotación ni escalonamiento aplicado.\n" "Esto es idéntico a llamar a [code]Basis()[/code] sin ningún parámetro. Esta " @@ -4045,14 +4025,13 @@ msgid "Boolean matrix." msgstr "Matriz booleana." msgid "" -"A two-dimensional array of boolean values, can be used to efficiently store " -"a binary matrix (every matrix element takes only one bit) and query the " -"values using natural cartesian coordinates." +"A two-dimensional array of boolean values, can be used to efficiently store a " +"binary matrix (every matrix element takes only one bit) and query the values " +"using natural cartesian coordinates." msgstr "" -"Una matriz bidimensional de valores booleanos, puede ser usada para " -"almacenar eficientemente una matriz binaria (cada elemento de la matriz toma " -"sólo un bit) y consultar los valores usando coordenadas cartesianas " -"naturales." +"Una matriz bidimensional de valores booleanos, puede ser usada para almacenar " +"eficientemente una matriz binaria (cada elemento de la matriz toma sólo un " +"bit) y consultar los valores usando coordenadas cartesianas naturales." msgid "" "Creates a bitmap with the specified size, filled with [code]false[/code]." @@ -4081,8 +4060,7 @@ msgstr "Almacena las transformaciones del nodo actual en [member rest]." msgid "" "Returns the node's index as part of the entire skeleton. See [Skeleton2D]." msgstr "" -"Devuelve el índice del nodo como parte de todo el esqueleto. Ver " -"[Skeleton2D]." +"Devuelve el índice del nodo como parte de todo el esqueleto. Ver [Skeleton2D]." msgid "" "Returns the node's [member rest] [code]Transform2D[/code] if it doesn't have " @@ -4092,8 +4070,8 @@ msgstr "" "padre, o su pose de reposo en relación con su padre." msgid "" -"Rest transform of the bone. You can reset the node's transforms to this " -"value using [method apply_rest]." +"Rest transform of the bone. You can reset the node's transforms to this value " +"using [method apply_rest]." msgstr "" "La transformación en reposo del hueso. Puedes reajustar las transformaciones " "del nodo a este valor usando [method apply_rest]." @@ -4112,8 +4090,7 @@ msgstr "Número de bucles de borde extra insertados a lo largo del eje X." msgid "" "When this property is enabled, text that is too large to fit the button is " -"clipped, when disabled the Button will always be wide enough to hold the " -"text." +"clipped, when disabled the Button will always be wide enough to hold the text." msgstr "" "Cuando esta propiedad está activada, el texto que es demasiado grande para " "caber en el botón se recorta, cuando está desactivada el botón siempre será " @@ -4178,17 +4155,15 @@ msgstr "" msgid "" "If [code]true[/code], draws the camera's drag margin rectangle in the editor." msgstr "" -"Si [code]true[/code], dibuja el rectángulo de margen de arrastre de la " -"cámara en el editor." +"Si [code]true[/code], dibuja el rectángulo de margen de arrastre de la cámara " +"en el editor." -msgid "" -"If [code]true[/code], draws the camera's limits rectangle in the editor." +msgid "If [code]true[/code], draws the camera's limits rectangle in the editor." msgstr "" "Si [code]true[/code], dibuja el rectángulo de límites de la cámara en el " "editor." -msgid "" -"If [code]true[/code], draws the camera's screen rectangle in the editor." +msgid "If [code]true[/code], draws the camera's screen rectangle in the editor." msgstr "" "Si [code]true[/code], dibuja el rectángulo de la pantalla de la cámara en el " "editor." @@ -4215,17 +4190,17 @@ msgid "" "description). If the camera node is outside the scene tree, it will attempt " "to become current once it's added." msgstr "" -"Hace que esta cámara sea la cámara actual para el [Viewport] (ver " -"descripción de la clase). Si el nodo de la cámara está fuera del árbol de la " -"escena, intentará convertirse en actual una vez que se añada." +"Hace que esta cámara sea la cámara actual para el [Viewport] (ver descripción " +"de la clase). Si el nodo de la cámara está fuera del árbol de la escena, " +"intentará convertirse en actual una vez que se añada." msgid "" "Returns a normal vector from the screen point location directed along the " "camera. Orthogonal cameras are normalized. Perspective cameras account for " "perspective, screen width/height, etc." msgstr "" -"Devuelve un vector normal de la ubicación del punto de la pantalla dirigido " -"a lo largo de la cámara. Las cámaras ortogonales están normalizadas. Las " +"Devuelve un vector normal de la ubicación del punto de la pantalla dirigido a " +"lo largo de la cámara. Las cámaras ortogonales están normalizadas. Las " "cámaras de perspectiva tienen en cuenta la perspectiva, la anchura y la " "altura de la pantalla, etc." @@ -4236,20 +4211,19 @@ msgid "The horizontal (X) offset of the camera viewport." msgstr "El desplazamiento horizontal (X) de la vista de la cámara." msgid "" -"The axis to lock during [member fov]/[member size] adjustments. Can be " -"either [constant KEEP_WIDTH] or [constant KEEP_HEIGHT]." +"The axis to lock during [member fov]/[member size] adjustments. Can be either " +"[constant KEEP_WIDTH] or [constant KEEP_HEIGHT]." msgstr "" "El eje a bloquear durante los ajustes de [member fov]/[member size]. Puede " "ser [constant KEEP_WIDTH] o [constant KEEP_HEIGHT]." msgid "" "The camera's projection mode. In [constant PROJECTION_PERSPECTIVE] mode, " -"objects' Z distance from the camera's local space scales their perceived " -"size." +"objects' Z distance from the camera's local space scales their perceived size." msgstr "" "El modo de proyección de la cámara. En el modo [constant " -"PROJECTION_PERSPECTIVE], la distancia Z de los objetos al espacio local de " -"la cámara escala su tamaño percibido." +"PROJECTION_PERSPECTIVE], la distancia Z de los objetos al espacio local de la " +"cámara escala su tamaño percibido." msgid "The vertical (Y) offset of the camera viewport." msgstr "El desplazamiento vertical (Y) del viewport de la cámara." @@ -4273,8 +4247,8 @@ msgid "" "Frustum projection. This mode allows adjusting [member frustum_offset] to " "create \"tilted frustum\" effects." msgstr "" -"Proyección de Frustum. Este modo permite ajustar [member frustum_offset] " -"para crear efectos de \"frustum inclinado\"." +"Proyección de Frustum. Este modo permite ajustar [member frustum_offset] para " +"crear efectos de \"frustum inclinado\"." msgid "" "Preserves the horizontal aspect ratio; also known as Vert- scaling. This is " @@ -4283,8 +4257,8 @@ msgid "" msgstr "" "Preserva la relación de aspecto horizontal; también conocida como escala de " "Vert-. Esta suele ser la mejor opción para los proyectos que se ejecutan en " -"modo de retrato, ya que las proporciones de aspecto más altas se " -"beneficiarán de un mayor FOV vertical." +"modo de retrato, ya que las proporciones de aspecto más altas se beneficiarán " +"de un mayor FOV vertical." msgid "" "Preserves the vertical aspect ratio; also known as Hor+ scaling. This is " @@ -4304,10 +4278,9 @@ msgstr "" "Doppler_effect]efecto Doppler[/url] (por defecto)." msgid "" -"If [code]true[/code], enables the tonemapping auto exposure mode of the " -"scene renderer. If [code]true[/code], the renderer will automatically " -"determine the exposure setting to adapt to the scene's illumination and the " -"observed light." +"If [code]true[/code], enables the tonemapping auto exposure mode of the scene " +"renderer. If [code]true[/code], the renderer will automatically determine the " +"exposure setting to adapt to the scene's illumination and the observed light." msgstr "" "Si [code]true[/code], habilita el modo de exposición automática del mapa de " "tonos del renderizador de escenas. Si [code]true[/code], el renderizador " @@ -4315,15 +4288,14 @@ msgstr "" "iluminación de la escena y a la luz observada." msgid "" -"The scale of the auto exposure effect. Affects the intensity of auto " -"exposure." +"The scale of the auto exposure effect. Affects the intensity of auto exposure." msgstr "" "La escala del efecto de la exposición automática. Afecta a la intensidad de " "la exposición automática." msgid "" -"The speed of the auto exposure effect. Affects the time needed for the " -"camera to perform auto exposure." +"The speed of the auto exposure effect. Affects the time needed for the camera " +"to perform auto exposure." msgstr "" "La velocidad del efecto de la exposición automática. Afecta al tiempo " "necesario para que la cámara realice la exposición automática." @@ -4332,8 +4304,8 @@ msgid "" "A camera feed gives you access to a single physical camera attached to your " "device." msgstr "" -"La alimentación de la cámara le da acceso a una única cámara física " -"conectada a tu dispositivo." +"La alimentación de la cámara le da acceso a una única cámara física conectada " +"a tu dispositivo." msgid "Server keeping track of different cameras accessible in Godot." msgstr "" @@ -4360,8 +4332,8 @@ msgstr "Textura proporcionada por un [CameraFeed]." msgid "" "This texture gives access to the camera texture provided by a [CameraFeed].\n" -"[b]Note:[/b] Many cameras supply YCbCr images which need to be converted in " -"a shader." +"[b]Note:[/b] Many cameras supply YCbCr images which need to be converted in a " +"shader." msgstr "" "Esta textura da acceso a la textura de la cámara proporcionada por un " "[CameraFeed].\n" @@ -4414,8 +4386,8 @@ msgstr "Dibuja una textura en una posición determinada." msgid "" "Forces the transform to update. Transform changes in physics are not instant " -"for performance reasons. Transforms are accumulated and then set. Use this " -"if you need an up-to-date transform when doing physics operations." +"for performance reasons. Transforms are accumulated and then set. Use this if " +"you need an up-to-date transform when doing physics operations." msgstr "" "Obliga a la transformación a actualizarse. Los cambios en la física de las " "transformaciones no son instantáneos por razones de rendimiento. Las " @@ -4460,20 +4432,20 @@ msgid "If [code]true[/code], the object draws behind its parent." msgstr "Si [code]true[/code], el objeto se dibuja detrás de su padre." msgid "" -"If [code]true[/code], the parent [CanvasItem]'s [member material] property " -"is used as this one's material." +"If [code]true[/code], the parent [CanvasItem]'s [member material] property is " +"used as this one's material." msgstr "" "Si [code]true[/code], la propiedad del [member material] de [CanvasItem] se " "utiliza como el material para este elemento." msgid "" -"If [code]true[/code], the node's Z index is relative to its parent's Z " -"index. If this node's Z index is 2 and its parent's effective Z index is 3, " -"then this node's effective Z index will be 2 + 3 = 5." +"If [code]true[/code], the node's Z index is relative to its parent's Z index. " +"If this node's Z index is 2 and its parent's effective Z index is 3, then " +"this node's effective Z index will be 2 + 3 = 5." msgstr "" "Si [code]true[/code], el índice Z del nodo es relativo al índice Z de su " -"padre. Si el índice Z de este nodo es 2 y el índice Z efectivo de su padre " -"es 3, entonces el índice Z efectivo de este nodo será 2 + 3 = 5." +"padre. Si el índice Z de este nodo es 2 y el índice Z efectivo de su padre es " +"3, entonces el índice Z efectivo de este nodo será 2 + 3 = 5." msgid "Emitted when becoming hidden." msgstr "Emitido al ocultarse." @@ -4495,9 +4467,9 @@ msgstr "Un material para [CanvasItem]s." msgid "" "[CanvasItemMaterial]s provide a means of modifying the textures associated " -"with a CanvasItem. They specialize in describing blend and lighting " -"behaviors for textures. Use a [ShaderMaterial] to more fully customize a " -"material's interactions with a [CanvasItem]." +"with a CanvasItem. They specialize in describing blend and lighting behaviors " +"for textures. Use a [ShaderMaterial] to more fully customize a material's " +"interactions with a [CanvasItem]." msgstr "" "Los [CanvasItemMaterial]s proporcionan un medio de modificar las texturas " "asociadas a un CanvasItem. Se especializan en describir los comportamientos " @@ -4646,8 +4618,7 @@ msgstr "" "incluso si son citados. Si están presentes, las comillas también estarán " "presentes en la string final.\n" "Por ejemplo, la etiqueta de apertura de BBCode [code][example foo=hello " -"bar=true baz=42 color=#ffffff][/code] se asignará al siguiente " -"[Dictionary]:\n" +"bar=true baz=42 color=#ffffff][/code] se asignará al siguiente [Dictionary]:\n" "[codeblock]\n" "{\"foo\": \"hola\", \"bar\": true, \"baz\": 42, \"color\": Color(1, 1, 1, " "1)}\n" @@ -4659,10 +4630,10 @@ msgstr "" "píxeles)." msgid "" -"If [code]true[/code], the character will be drawn. If [code]false[/code], " -"the character will be hidden. Characters around hidden characters will " -"reflow to take the space of hidden characters. If this is not desired, set " -"their [member color] to [code]Color(1, 1, 1, 0)[/code] instead." +"If [code]true[/code], the character will be drawn. If [code]false[/code], the " +"character will be hidden. Characters around hidden characters will reflow to " +"take the space of hidden characters. If this is not desired, set their " +"[member color] to [code]Color(1, 1, 1, 0)[/code] instead." msgstr "" "Si [code]true[/code], el carácter será dibujado. Si [code]false[/code], el " "carácter se ocultará. Los caracteres alrededor de los caracteres ocultos se " @@ -4678,8 +4649,7 @@ msgstr "El color de la fuente del texto [CheckBox] cuando está desactivado." msgid "The [CheckBox] text's font color when it's hovered." msgstr "" -"El color de la fuente del texto [CheckBox] cuando es cursor esta encima de " -"él." +"El color de la fuente del texto [CheckBox] cuando es cursor esta encima de él." msgid "The [CheckBox] text's font color when it's hovered and pressed." msgstr "" @@ -4718,8 +4688,8 @@ msgid "" "The [StyleBox] to display as a background when the [CheckBox] is hovered and " "pressed." msgstr "" -"El [StyleBox] a mostrar como fondo cuando el cursor se encuentra encima de " -"el [CheckBox] y se presiona." +"El [StyleBox] a mostrar como fondo cuando el cursor se encuentra encima de el " +"[CheckBox] y se presiona." msgid "The [StyleBox] to display as a background." msgstr "El [StyleBox] para mostrar como fondo." @@ -4777,8 +4747,7 @@ msgstr "" msgid "" "The [StyleBox] to display as a background when the [CheckButton] is pressed." -msgstr "" -"El [StyleBox] para mostrar como fondo cuando se pulsa el [CheckButton]." +msgstr "El [StyleBox] para mostrar como fondo cuando se pulsa el [CheckButton]." msgid "The circle's radius." msgstr "El radio del círculo." @@ -4809,11 +4778,11 @@ msgid "Sets the default [Font]." msgstr "Establece la [Font] predeterminada." msgid "" -"Creates a new shape owner for the given object. Returns [code]owner_id[/" -"code] of the new owner for future reference." +"Creates a new shape owner for the given object. Returns [code]owner_id[/code] " +"of the new owner for future reference." msgstr "" -"Crea un nuevo dueño de la forma para el objeto dado. Devuelve " -"[code]owner_id[/code] del nuevo propietario para futuras referencias." +"Crea un nuevo dueño de la forma para el objeto dado. Devuelve [code]owner_id[/" +"code] del nuevo propietario para futuras referencias." msgid "Returns the object's [RID]." msgstr "Devuelve el [RID] del objeto." @@ -4836,8 +4805,8 @@ msgid "" "[CollisionObject2D]s." msgstr "" "Devuelve [code]true[/code] si las colisiones para el propietario de la forma " -"originadas por este [CollisionObject2D] no serán reportadas como " -"colisionadas con los [CollisionObject2D]s." +"originadas por este [CollisionObject2D] no serán reportadas como colisionadas " +"con los [CollisionObject2D]s." msgid "Removes the given shape owner." msgstr "Elimina al dueño de la forma dada." @@ -5353,12 +5322,11 @@ msgstr "Color verde amarillo." msgid "" "Removes the given color from the list of color presets of this color picker." msgstr "" -"Elimina el color dado de la lista de colores predefinidos de este selector " -"de colores." +"Elimina el color dado de la lista de colores predefinidos de este selector de " +"colores." msgid "Returns the list of colors in the presets of the color picker." -msgstr "" -"Devuelve la lista de colores en los preajustes del selector de colores." +msgstr "Devuelve la lista de colores en los preajustes del selector de colores." msgid "The currently selected color." msgstr "El color actualmente seleccionado." @@ -5369,9 +5337,9 @@ msgid "" "(which can cause performance issues)." msgstr "" "Si [code]true[/code], el color se aplicará sólo después de que el usuario " -"suelte el botón del ratón, de lo contrario se aplicará inmediatamente " -"incluso en el evento de movimiento del ratón (lo que puede causar problemas " -"de rendimiento)." +"suelte el botón del ratón, de lo contrario se aplicará inmediatamente incluso " +"en el evento de movimiento del ratón (lo que puede causar problemas de " +"rendimiento)." msgid "Emitted when the color is changed." msgstr "Emitido cuando se cambia el color." @@ -5402,8 +5370,7 @@ msgstr "" "Textura personalizada para el deslizador de selección de tonos de la derecha." msgid "" -"The indicator used to signalize that the color value is outside the 0-1 " -"range." +"The indicator used to signalize that the color value is outside the 0-1 range." msgstr "" "El indicador utilizado para señalar que el valor del color está fuera del " "rango de 0-1." @@ -5445,8 +5412,7 @@ msgid "Text [Color] used when the [ColorPickerButton] is being pressed." msgstr "[Color] del texto utilizado cuando se pulsa el [ColorPickerButton]." msgid "The horizontal space between [ColorPickerButton]'s icon and text." -msgstr "" -"El espacio horizontal entre el icono y el texto de [ColorPickerButton]." +msgstr "El espacio horizontal entre el icono y el texto de [ColorPickerButton]." msgid "[Font] of the [ColorPickerButton]'s text." msgstr "[Font] del texto de [ColorPickerButton]." @@ -5487,8 +5453,8 @@ msgstr "" "lados." msgid "" -"The ease with which the joint starts to twist. If it's too low, it takes " -"more force to start twisting the joint." +"The ease with which the joint starts to twist. If it's too low, it takes more " +"force to start twisting the joint." msgstr "" "La facilidad con la que la articulación comienza a girar. Si es demasiado " "baja, se necesita más fuerza para empezar a torcer la articulación." @@ -5498,8 +5464,8 @@ msgid "" "joint can twist.\n" "Twist is locked if below 0.05." msgstr "" -"La torsión es la rotación alrededor del eje de la torsión, este valor " -"definió cuán lejos puede torcerse la articulación.\n" +"La torsión es la rotación alrededor del eje de la torsión, este valor definió " +"cuán lejos puede torcerse la articulación.\n" "La torsión se bloquea si está por debajo de 0,05." msgid "Represents the size of the [enum Param] enum." @@ -5516,8 +5482,8 @@ msgstr "" "dentro. Provoca un error si la sección no existe." msgid "" -"Deletes the specified key in a section. Raises an error if either the " -"section or the key do not exist." +"Deletes the specified key in a section. Raises an error if either the section " +"or the key do not exist." msgstr "" "Borra la clave especificada en una sección. Provoca un error si la sección o " "la clave no existen." @@ -5576,8 +5542,8 @@ msgstr "" "inmediatamente." msgid "" -"Returns the mouse cursor shape the control displays on mouse hover. See " -"[enum CursorShape]." +"Returns the mouse cursor shape the control displays on mouse hover. See [enum " +"CursorShape]." msgstr "" "Devuelve la forma del cursor del ratón que el control muestra al pasar el " "ratón por encima. Ver [enum CursorShape]." @@ -5589,11 +5555,11 @@ msgid "Returns the parent control node." msgstr "Devuelve el nodo de control del padre." msgid "" -"Returns [code]true[/code] if this is the current focused control. See " -"[member focus_mode]." +"Returns [code]true[/code] if this is the current focused control. See [member " +"focus_mode]." msgstr "" -"Devuelve [code]true[/code] si este es el control enfocado actual. Ver " -"[member focus_mode]." +"Devuelve [code]true[/code] si este es el control enfocado actual. Ver [member " +"focus_mode]." msgid "" "The minimum size of the node's bounding rectangle. If you set it to a value " @@ -5601,16 +5567,16 @@ msgid "" "this size, even if its content is smaller. If it's set to (0, 0), the node " "sizes automatically to fit its content, be it a texture or child nodes." msgstr "" -"El tamaño mínimo del rectángulo delimitador del nodo. Si lo fijas en un " -"valor mayor que (0, 0), el rectángulo delimitador del nodo siempre tendrá al " -"menos este tamaño, aunque su contenido sea menor. Si se establece en (0, 0), " -"el nodo se dimensiona automáticamente para ajustarse a su contenido, ya sea " -"una textura o un nodo hijo." +"El tamaño mínimo del rectángulo delimitador del nodo. Si lo fijas en un valor " +"mayor que (0, 0), el rectángulo delimitador del nodo siempre tendrá al menos " +"este tamaño, aunque su contenido sea menor. Si se establece en (0, 0), el " +"nodo se dimensiona automáticamente para ajustarse a su contenido, ya sea una " +"textura o un nodo hijo." msgid "" "Controls the direction on the horizontal axis in which the control should " -"grow if its horizontal minimum size is changed to be greater than its " -"current size, as the control always has to be at least the minimum size." +"grow if its horizontal minimum size is changed to be greater than its current " +"size, as the control always has to be at least the minimum size." msgstr "" "Controla la dirección en el eje horizontal en la que el control debe crecer " "si su tamaño mínimo horizontal se cambia para que sea mayor que su tamaño " @@ -5640,14 +5606,14 @@ msgstr "" msgid "" "Controls whether the control will be able to receive mouse button input " "events through [method _gui_input] and how these events should be handled. " -"Also controls whether the control can receive the [signal mouse_entered], " -"and [signal mouse_exited] signals. See the constants to learn what each does." +"Also controls whether the control can receive the [signal mouse_entered], and " +"[signal mouse_exited] signals. See the constants to learn what each does." msgstr "" -"Controla si el control será capaz de recibir eventos de entrada del botón " -"del ratón a través del [method _gui_input] y cómo estos eventos deben ser " +"Controla si el control será capaz de recibir eventos de entrada del botón del " +"ratón a través del [method _gui_input] y cómo estos eventos deben ser " "manejados. También controla si el control puede recibir las señales [signal " -"mouse_entered], y [signal mouse_exited]. Mira las constantes para aprender " -"lo que hace cada una." +"mouse_entered], y [signal mouse_exited]. Mira las constantes para aprender lo " +"que hace cada una." msgid "Emitted when the node receives an [InputEvent]." msgstr "Emitido cuando el nodo recibe un [InputEvent]." @@ -5690,15 +5656,15 @@ msgid "" "Sent when this node is inside a [ScrollContainer] which has begun being " "scrolled." msgstr "" -"Enviado cuando este nodo está dentro de un [ScrollContainer] que ha " -"comenzado a ser desplazado." +"Enviado cuando este nodo está dentro de un [ScrollContainer] que ha comenzado " +"a ser desplazado." msgid "" "Sent when this node is inside a [ScrollContainer] which has stopped being " "scrolled." msgstr "" -"Enviado cuando este nodo está dentro de un [ScrollContainer] que ha dejado " -"de ser desplazado." +"Enviado cuando este nodo está dentro de un [ScrollContainer] que ha dejado de " +"ser desplazado." msgid "" "Show the system's arrow mouse cursor when the user hovers the node. Use with " @@ -5719,8 +5685,8 @@ msgstr "" msgid "" "Show the system's pointing hand mouse cursor when the user hovers the node." msgstr "" -"Muestra el cursor del ratón de la mano del sistema cuando el usuario pasa " -"por encima del nodo." +"Muestra el cursor del ratón de la mano del sistema cuando el usuario pasa por " +"encima del nodo." msgid "Show the system's cross mouse cursor when the user hovers the node." msgstr "" @@ -5732,31 +5698,31 @@ msgid "" "when the user hovers the node. It tells the user they're currently dragging " "an item, like a node in the Scene dock." msgstr "" -"Muestra el cursor del ratón de arrastre del sistema, a menudo un puño " -"cerrado o un símbolo de cruz, cuando el usuario pasa por encima del nodo. Le " -"dice al usuario que está arrastrando un elemento, como un nodo en el Dock de " -"la escena." +"Muestra el cursor del ratón de arrastre del sistema, a menudo un puño cerrado " +"o un símbolo de cruz, cuando el usuario pasa por encima del nodo. Le dice al " +"usuario que está arrastrando un elemento, como un nodo en el Dock de la " +"escena." msgid "" "Show the system's drop mouse cursor when the user hovers the node. It can be " "an open hand. It tells the user they can drop an item they're currently " "grabbing, like a node in the Scene dock." msgstr "" -"Muestra el cursor del ratón del sistema cuando el usuario pasa por encima " -"del nodo. Puede ser una mano abierta. Le dice al usuario que puede soltar un " +"Muestra el cursor del ratón del sistema cuando el usuario pasa por encima del " +"nodo. Puede ser una mano abierta. Le dice al usuario que puede soltar un " "elemento que está agarrando, como un nodo en el Dock de la escena." msgid "" -"Show the system's forbidden mouse cursor when the user hovers the node. " -"Often a crossed circle." +"Show the system's forbidden mouse cursor when the user hovers the node. Often " +"a crossed circle." msgstr "" "Muestra el cursor del ratón prohibido del sistema cuando el usuario pasa por " "encima del nodo. A menudo un círculo cruzado." msgid "" -"Show the system's vertical resize mouse cursor when the user hovers the " -"node. A double-headed vertical arrow. It tells the user they can resize the " -"window or the panel vertically." +"Show the system's vertical resize mouse cursor when the user hovers the node. " +"A double-headed vertical arrow. It tells the user they can resize the window " +"or the panel vertically." msgstr "" "Muestra el cursor del ratón de tamaño vertical del sistema cuando el usuario " "pasa por encima del nodo. Una flecha vertical de doble punta. Le dice al " @@ -5764,8 +5730,8 @@ msgstr "" msgid "" "Show the system's horizontal resize mouse cursor when the user hovers the " -"node. A double-headed horizontal arrow. It tells the user they can resize " -"the window or the panel horizontally." +"node. A double-headed horizontal arrow. It tells the user they can resize the " +"window or the panel horizontally." msgstr "" "Muestra el cursor del ratón de tamaño horizontal del sistema cuando el " "usuario pasa por encima del nodo. Una flecha horizontal de doble punta. Le " @@ -5774,8 +5740,8 @@ msgstr "" msgid "" "Show the system's window resize mouse cursor when the user hovers the node. " -"The cursor is a double-headed arrow that goes from the bottom left to the " -"top right. It tells the user they can resize the window or the panel both " +"The cursor is a double-headed arrow that goes from the bottom left to the top " +"right. It tells the user they can resize the window or the panel both " "horizontally and vertically." msgstr "" "Muestra el cursor de cambio de tamaño de la ventana del sistema del ratón " @@ -5786,9 +5752,9 @@ msgstr "" msgid "" "Show the system's window resize mouse cursor when the user hovers the node. " -"The cursor is a double-headed arrow that goes from the top left to the " -"bottom right, the opposite of [constant CURSOR_BDIAGSIZE]. It tells the user " -"they can resize the window or the panel both horizontally and vertically." +"The cursor is a double-headed arrow that goes from the top left to the bottom " +"right, the opposite of [constant CURSOR_BDIAGSIZE]. It tells the user they " +"can resize the window or the panel both horizontally and vertically." msgstr "" "Muestra el cursor del cambio de tamaño de la ventana del sistema cuando el " "usuario pasa por encima del nodo. El cursor es una flecha de doble punta que " @@ -5797,14 +5763,13 @@ msgstr "" "ventana o del panel tanto horizontal como verticalmente." msgid "" -"Show the system's move mouse cursor when the user hovers the node. It shows " -"2 double-headed arrows at a 90 degree angle. It tells the user they can move " -"a UI element freely." +"Show the system's move mouse cursor when the user hovers the node. It shows 2 " +"double-headed arrows at a 90 degree angle. It tells the user they can move a " +"UI element freely." msgstr "" -"Muestra el cursor del ratón del sistema cuando el usuario pasa por encima " -"del nodo. Muestra 2 flechas de doble cabeza en un ángulo de 90 grados. Le " -"dice al usuario que puede mover libremente un elemento de la interfaz de " -"usuario." +"Muestra el cursor del ratón del sistema cuando el usuario pasa por encima del " +"nodo. Muestra 2 flechas de doble cabeza en un ángulo de 90 grados. Le dice al " +"usuario que puede mover libremente un elemento de la interfaz de usuario." msgid "" "Show the system's vertical split mouse cursor when the user hovers the node. " @@ -5823,8 +5788,8 @@ msgstr "" "CURSOR_HSIZE]." msgid "" -"Show the system's help mouse cursor when the user hovers the node, a " -"question mark." +"Show the system's help mouse cursor when the user hovers the node, a question " +"mark." msgstr "" "Mostrar el cursor del ratón de ayuda del sistema cuando el usuario pasa por " "encima del nodo, un signo de interrogación." @@ -5861,8 +5826,8 @@ msgid "" "Snap all 4 anchors to the center of the left edge of the parent control's " "bounds. Use with [method set_anchors_preset]." msgstr "" -"Pone las 4 anclas en el centro del borde izquierdo de los límites del " -"control parental. Usar con [method set_anchors_preset]." +"Pone las 4 anclas en el centro del borde izquierdo de los límites del control " +"parental. Usar con [method set_anchors_preset]." msgid "" "Snap all 4 anchors to the center of the top edge of the parent control's " @@ -5889,8 +5854,8 @@ msgid "" "Snap all 4 anchors to the center of the parent control's bounds. Use with " "[method set_anchors_preset]." msgstr "" -"Pone las cuatro anclas en el centro de los límites del control parental. " -"Usar con [method set_anchors_preset]." +"Pone las cuatro anclas en el centro de los límites del control parental. Usar " +"con [method set_anchors_preset]." msgid "" "Snap all 4 anchors to a vertical line that cuts the parent control in half. " @@ -5900,8 +5865,8 @@ msgstr "" "mitad. Usar con [method set_anchors_preset]." msgid "" -"Snap all 4 anchors to a horizontal line that cuts the parent control in " -"half. Use with [method set_anchors_preset]." +"Snap all 4 anchors to a horizontal line that cuts the parent control in half. " +"Use with [method set_anchors_preset]." msgstr "" "Pone las 4 anclas en una línea horizontal que corta el control parental por " "la mitad. Usar con [method set_anchors_preset]." @@ -5919,9 +5884,9 @@ msgid "The control's size will not change." msgstr "El tamaño del control no cambiará." msgid "" -"Tells the parent [Container] to let this node take all the available space " -"on the axis you flag. If multiple neighboring nodes are set to expand, " -"they'll share the space based on their stretch ratio. See [member " +"Tells the parent [Container] to let this node take all the available space on " +"the axis you flag. If multiple neighboring nodes are set to expand, they'll " +"share the space based on their stretch ratio. See [member " "size_flags_stretch_ratio]. Use with [member size_flags_horizontal] and " "[member size_flags_vertical]." msgstr "" @@ -5935,8 +5900,8 @@ msgid "" "The control will receive mouse button input events through [method " "_gui_input] if clicked on. And the control will receive the [signal " "mouse_entered] and [signal mouse_exited] signals. These events are " -"automatically marked as handled, and they will not propagate further to " -"other controls. This also results in blocking signals in other controls." +"automatically marked as handled, and they will not propagate further to other " +"controls. This also results in blocking signals in other controls." msgstr "" "El control recibirá los eventos de entrada del botón del ratón a través del " "[method _gui_input] si se hace clic en él. Y el control recibirá las señales " @@ -5946,8 +5911,8 @@ msgstr "" msgid "" "The control will not receive mouse button input events through [method " -"_gui_input]. The control will also not receive the [signal mouse_entered] " -"nor [signal mouse_exited] signals. This will not block other controls from " +"_gui_input]. The control will also not receive the [signal mouse_entered] nor " +"[signal mouse_exited] signals. This will not block other controls from " "receiving these events or firing the signals. Ignored events will not be " "handled automatically." msgstr "" @@ -5969,16 +5934,15 @@ msgid "" "The control will grow to the right or bottom to make up if its minimum size " "is changed to be greater than its current size on the respective axis." msgstr "" -"El control crecerá hacia la derecha o hacia abajo para compensar si su " -"tamaño mínimo se cambia para que sea mayor que su tamaño actual en el eje " -"respectivo." +"El control crecerá hacia la derecha o hacia abajo para compensar si su tamaño " +"mínimo se cambia para que sea mayor que su tamaño actual en el eje respectivo." msgid "" "The control will grow in both directions equally to make up if its minimum " "size is changed to be greater than its current size." msgstr "" -"El control crecerá en ambas direcciones por igual para compensar si su " -"tamaño mínimo se cambia para que sea mayor que su tamaño actual." +"El control crecerá en ambas direcciones por igual para compensar si su tamaño " +"mínimo se cambia para que sea mayor que su tamaño actual." msgid "" "Snaps one of the 4 anchor's sides to the origin of the node's [code]Rect[/" @@ -5988,19 +5952,19 @@ msgid "" msgstr "" "Encaja uno de los 4 lados del ancla en el origen del nodo [code]Rect[/code], " "en la parte superior izquierda. Úsalo con una de las variables miembro " -"[code]anchor_*[/code], como [member anchor_left]. Para cambiar las 4 anclas " -"a la vez, usa [method set_anchors_preset]." +"[code]anchor_*[/code], como [member anchor_left]. Para cambiar las 4 anclas a " +"la vez, usa [method set_anchors_preset]." msgid "" -"Snaps one of the 4 anchor's sides to the end of the node's [code]Rect[/" -"code], in the bottom right. Use it with one of the [code]anchor_*[/code] " -"member variables, like [member anchor_left]. To change all 4 anchors at " -"once, use [method set_anchors_preset]." +"Snaps one of the 4 anchor's sides to the end of the node's [code]Rect[/code], " +"in the bottom right. Use it with one of the [code]anchor_*[/code] member " +"variables, like [member anchor_left]. To change all 4 anchors at once, use " +"[method set_anchors_preset]." msgstr "" "Pone uno de los 4 lados del ancla al final del nodo [code]Rect[/code], en la " "parte inferior derecha. Úsalo con una de las variables miembros " -"[code]anchor_*[/code], como [member anchor_left]. Para cambiar las 4 anclas " -"a la vez, usa [method set_anchors_preset]." +"[code]anchor_*[/code], como [member anchor_left]. Para cambiar las 4 anclas a " +"la vez, usa [method set_anchors_preset]." msgid "The list of 3D points forming the convex polygon shape." msgstr "La lista de puntos 3D que forman la forma de polígono convexo." @@ -6099,8 +6063,7 @@ msgstr "Si [code]true[/code], se están emitiendo partículas." msgid "" "How rapidly particles in an emission cycle are emitted. If greater than " -"[code]0[/code], there will be a gap in emissions before the next cycle " -"begins." +"[code]0[/code], there will be a gap in emissions before the next cycle begins." msgstr "" "La rapidez con la que se emiten las partículas en un ciclo de emisión. Si es " "mayor que [code]0[/code], habrá una espacio de tiempo en las emisiones antes " @@ -6131,8 +6094,7 @@ msgid "" "code] during a cycle, emission will stop at the cycle's end." msgstr "" "Si [code]true[/code], sólo se produce un ciclo de emisión. Si se establece " -"[code]true[/code] durante un ciclo, la emisión se detendrá al final del " -"ciclo." +"[code]true[/code] durante un ciclo, la emisión se detendrá al final del ciclo." msgid "Each particle's orbital velocity will vary along this [Curve]." msgstr "" @@ -6143,8 +6105,8 @@ msgstr "Alinea el eje Y de la partícula con la dirección de su velocidad." msgid "Particle system starts as if it had already run for this many seconds." msgstr "" -"El sistema de partículas se inicia como si ya hubiera funcionado durante " -"este número de segundos." +"El sistema de partículas se inicia como si ya hubiera funcionado durante este " +"número de segundos." msgid "Each particle's radial acceleration will vary along this [Curve]." msgstr "" @@ -6217,8 +6179,8 @@ msgstr "" msgid "" "Particles will be emitted at a position chosen randomly among [member " -"emission_points]. Particle velocity and rotation will be set based on " -"[member emission_normals]. Particle color will be modulated by [member " +"emission_points]. Particle velocity and rotation will be set based on [member " +"emission_normals]. Particle color will be modulated by [member " "emission_colors]." msgstr "" "Las partículas se emitirán en una posición elegida al azar entre [member " @@ -6311,8 +6273,7 @@ msgid "" "The number of sides of the cylinder, the higher this number the more detail " "there will be in the cylinder." msgstr "" -"Cuanto más alto sea el número de lados del cilindro, más detalles habrá en " -"él." +"Cuanto más alto sea el número de lados del cilindro, más detalles habrá en él." msgid "" "If [code]true[/code] the normals of the cylinder are set to give a smooth " @@ -6339,31 +6300,30 @@ msgid "The CSG base class." msgstr "La clase base del CSG." msgid "" -"Returns [code]true[/code] if this is a root shape and is thus the object " -"that is rendered." +"Returns [code]true[/code] if this is a root shape and is thus the object that " +"is rendered." msgstr "" -"Devuelve [code]true[/code] si se trata de una forma de raíz y por lo tanto " -"es el objeto que se renderiza." +"Devuelve [code]true[/code] si se trata de una forma de raíz y por lo tanto es " +"el objeto que se renderiza." msgid "" "Calculate tangents for the CSG shape which allows the use of normal maps. " "This is only applied on the root shape, this setting is ignored on any child." msgstr "" "Calcular las tangentes para la forma CSG que permite el uso de mapas " -"normales. Esto sólo se aplica a la forma de la raíz, este ajuste se ignora " -"en cualquier hijo." +"normales. Esto sólo se aplica a la forma de la raíz, este ajuste se ignora en " +"cualquier hijo." msgid "" "The operation that is performed on this shape. This is ignored for the first " "CSG child node as the operation is between this node and the previous child " "of this nodes parent." msgstr "" -"La operación que se realiza en esta forma. Esto se ignora para el primer " -"nodo hijo de CSG ya que la operación es entre este nodo y el hijo previo a " -"este nodo padre." +"La operación que se realiza en esta forma. Esto se ignora para el primer nodo " +"hijo de CSG ya que la operación es entre este nodo y el hijo previo a este " +"nodo padre." -msgid "" -"Geometry of both primitives is merged, intersecting geometry is removed." +msgid "Geometry of both primitives is merged, intersecting geometry is removed." msgstr "" "La geometría de ambas primitivas se fusiona, la geometría que se intersecta " "se elimina." @@ -6419,13 +6379,13 @@ msgid "The number of slices the torus is constructed of." msgstr "El número de piezas de las que está construido el toroide." msgid "" -"If [code]true[/code] the normals of the torus are set to give a smooth " -"effect making the torus seem rounded. If [code]false[/code] the torus will " -"have a flat shaded look." +"If [code]true[/code] the normals of the torus are set to give a smooth effect " +"making the torus seem rounded. If [code]false[/code] the torus will have a " +"flat shaded look." msgstr "" "Si [code]true[/code] las normales del toro se fijan para dar un efecto suave " -"haciendo que el toro parezca redondeado. Si [code]false[/code] el toro " -"tendrá un aspecto de sombra plana." +"haciendo que el toro parezca redondeado. Si [code]false[/code] el toro tendrá " +"un aspecto de sombra plana." msgid "" "This class represents a C# script. It is the C# equivalent of the [GDScript] " @@ -6445,10 +6405,10 @@ msgstr "Una curva matemática." msgid "" "Adds a point to the curve. For each side, if the [code]*_mode[/code] is " -"[constant TANGENT_LINEAR], the [code]*_tangent[/code] angle (in degrees) " -"uses the slope of the curve halfway to the adjacent point. Allows custom " -"assignments to the [code]*_tangent[/code] angle if [code]*_mode[/code] is " -"set to [constant TANGENT_FREE]." +"[constant TANGENT_LINEAR], the [code]*_tangent[/code] angle (in degrees) uses " +"the slope of the curve halfway to the adjacent point. Allows custom " +"assignments to the [code]*_tangent[/code] angle if [code]*_mode[/code] is set " +"to [constant TANGENT_FREE]." msgstr "" "Añade un punto a la curva. Para cada lado, si el [code]*_mode[/code] es " "[constant TANGENT_LINEAR], el ángulo [code]*_tangent[/code] (en grados) " @@ -6486,8 +6446,8 @@ msgid "" "The curve calculates the tangent on this side of the point as the slope " "halfway towards the adjacent point." msgstr "" -"La curva calcula la tangente de este lado del punto como la pendiente a " -"mitad de camino hacia el punto adyacente." +"La curva calcula la tangente de este lado del punto como la pendiente a mitad " +"de camino hacia el punto adyacente." msgid "The total number of available tangent modes." msgstr "El número total de modos tangentes disponibles." @@ -6498,8 +6458,8 @@ msgstr "Describe una curva de Bézier en el espacio 2D." msgid "" "This class describes a Bézier curve in 2D space. It is mainly used to give a " "shape to a [Path2D], but can be manually sampled for other purposes.\n" -"It keeps a cache of precalculated points along the curve, to speed up " -"further calculations." +"It keeps a cache of precalculated points along the curve, to speed up further " +"calculations." msgstr "" "Esta clase describe una curva de Bézier en el espacio 2D. Se utiliza " "principalmente para dar una forma a un [Path2D], pero puede ser muestreada " @@ -6511,38 +6471,37 @@ msgid "" "Returns the total length of the curve, based on the cached points. Given " "enough density (see [member bake_interval]), it should be approximate enough." msgstr "" -"Devuelve la longitud total de la curva, basada en los puntos cacheados. Si " -"se le da suficiente densidad (ver [member bake_interval]), debe ser bastante " +"Devuelve la longitud total de la curva, basada en los puntos cacheados. Si se " +"le da suficiente densidad (ver [member bake_interval]), debe ser bastante " "aproximada." msgid "" -"The distance in pixels between two adjacent cached points. Changing it " -"forces the cache to be recomputed the next time the [method " -"get_baked_points] or [method get_baked_length] function is called. The " -"smaller the distance, the more points in the cache and the more memory it " -"will consume, so use with care." +"The distance in pixels between two adjacent cached points. Changing it forces " +"the cache to be recomputed the next time the [method get_baked_points] or " +"[method get_baked_length] function is called. The smaller the distance, the " +"more points in the cache and the more memory it will consume, so use with " +"care." msgstr "" "La distancia en píxeles entre dos puntos cacheados adyacentes. Cambiarlo " -"obliga a recomponer la caché la próxima vez que se llame a la función " -"[method get_baked_points] o [method get_baked_length]. Cuanto menor sea la " -"distancia, más puntos en el cache y más memoria consumirá, así que úsala con " -"cuidado." +"obliga a recomponer la caché la próxima vez que se llame a la función [method " +"get_baked_points] o [method get_baked_length]. Cuanto menor sea la distancia, " +"más puntos en el cache y más memoria consumirá, así que úsala con cuidado." msgid "Describes a Bézier curve in 3D space." msgstr "Describe una curva de Bézier en el espacio 3D." msgid "" -"The distance in meters between two adjacent cached points. Changing it " -"forces the cache to be recomputed the next time the [method " -"get_baked_points] or [method get_baked_length] function is called. The " -"smaller the distance, the more points in the cache and the more memory it " -"will consume, so use with care." +"The distance in meters between two adjacent cached points. Changing it forces " +"the cache to be recomputed the next time the [method get_baked_points] or " +"[method get_baked_length] function is called. The smaller the distance, the " +"more points in the cache and the more memory it will consume, so use with " +"care." msgstr "" "La distancia en metros entre dos puntos cacheados adyacentes. Cambiarlo " -"obliga a recomponer la caché la próxima vez que se llame a la función " -"[method get_baked_points] o [method get_baked_length]. Cuanto más pequeña " -"sea la distancia, más puntos en el cache y más memoria consumirá, así que " -"úsala con cuidado." +"obliga a recomponer la caché la próxima vez que se llame a la función [method " +"get_baked_points] o [method get_baked_length]. Cuanto más pequeña sea la " +"distancia, más puntos en el cache y más memoria consumirá, así que úsala con " +"cuidado." msgid "A texture that shows a curve." msgstr "Una textura que muestra una curva." @@ -6560,10 +6519,10 @@ msgid "The cylinder's radius." msgstr "El radio del cilindro." msgid "" -"The spring joint's damping ratio. A value between [code]0[/code] and " -"[code]1[/code]. When the two bodies move into different directions the " -"system tries to align them to the spring axis again. A high [code]damping[/" -"code] value forces the attached bodies to align faster." +"The spring joint's damping ratio. A value between [code]0[/code] and [code]1[/" +"code]. When the two bodies move into different directions the system tries to " +"align them to the spring axis again. A high [code]damping[/code] value forces " +"the attached bodies to align faster." msgstr "" "El ratio de amortiguación de la articulación del resorte. Un valor entre " "[code]0[/code] y [code]1[/code]. Cuando los dos cuerpos se mueven en " @@ -6602,12 +6561,12 @@ msgid "" "directories)." msgstr "" "Devuelve si el objeto actual procesado con la última llamada a [method " -"get_next] es un directorio. [code].[/code] y [code]..[/code] son " -"considerados directorios." +"get_next] es un directorio. [code].[/code] y [code]..[/code] son considerados " +"directorios." msgid "" -"Returns the absolute path to the currently opened directory (e.g. " -"[code]res://folder[/code] or [code]C:\\tmp\\folder[/code])." +"Returns the absolute path to the currently opened directory (e.g. [code]res://" +"folder[/code] or [code]C:\\tmp\\folder[/code])." msgstr "" "Devuelve la ruta absoluta del directorio abierto actualmente (por ejemplo, " "[code]res://folder[/code] o [code]C:\\tmp\\folder[/code])." @@ -6625,13 +6584,13 @@ msgid "" "close objects." msgstr "" "Renderiza el mapa de sombras de toda la escena desde un punto de vista " -"ortogonal. Este es el modo de sombra de dirección más rápida. Puede dar " -"lugar a sombras más borrosas en objetos cercanos." +"ortogonal. Este es el modo de sombra de dirección más rápida. Puede dar lugar " +"a sombras más borrosas en objetos cercanos." msgid "" -"Splits the view frustum in 2 areas, each with its own shadow map. This " -"shadow mode is a compromise between [constant SHADOW_ORTHOGONAL] and " -"[constant SHADOW_PARALLEL_4_SPLITS] in terms of performance." +"Splits the view frustum in 2 areas, each with its own shadow map. This shadow " +"mode is a compromise between [constant SHADOW_ORTHOGONAL] and [constant " +"SHADOW_PARALLEL_4_SPLITS] in terms of performance." msgstr "" "Divide la vista del frustum en 2 áreas, cada una con su propio mapa de " "sombras. Este modo de sombra es un compromiso entre [constant " @@ -6639,8 +6598,8 @@ msgstr "" "rendimiento." msgid "" -"Splits the view frustum in 4 areas, each with its own shadow map. This is " -"the slowest directional shadow mode." +"Splits the view frustum in 4 areas, each with its own shadow map. This is the " +"slowest directional shadow mode." msgstr "" "Divide el frustum de la vista en 4 áreas, cada una con su propio mapa de " "sombras. Este es el modo de sombra direccional más lento." @@ -6674,8 +6633,8 @@ msgstr "" msgid "" "An editor feature profile which can be used to disable specific features." msgstr "" -"Un perfil de características del editor que puede ser usado para " -"deshabilitar características específicas." +"Un perfil de características del editor que puede ser usado para deshabilitar " +"características específicas." msgid "" "An editor feature profile can be used to disable specific features of the " @@ -6693,11 +6652,11 @@ msgstr "" "menos desordenado. Esto es útil en entornos educativos para reducir la " "confusión o cuando se trabaja en equipo. Por ejemplo, los artistas y los " "diseñadores de niveles podrían utilizar un perfil de características que " -"deshabilite el editor de scripts para evitar hacer accidentalmente cambios " -"en los archivos que no deben editar.\n" -"Para gestionar visualmente los perfiles de característica del editor, " -"utiliza [b]Editor > Manage Feature Profiles...[/b] en la parte superior de " -"la ventana del editor." +"deshabilite el editor de scripts para evitar hacer accidentalmente cambios en " +"los archivos que no deben editar.\n" +"Para gestionar visualmente los perfiles de característica del editor, utiliza " +"[b]Editor > Manage Feature Profiles...[/b] en la parte superior de la ventana " +"del editor." msgid "" "Loads an editor feature profile from a file. The file must follow the JSON " @@ -6718,19 +6677,18 @@ msgstr "" "nodo." msgid "" -"The Script tab, which contains the script editor and class reference " -"browser. If this feature is disabled, the Script tab won't display." +"The Script tab, which contains the script editor and class reference browser. " +"If this feature is disabled, the Script tab won't display." msgstr "" "La pestaña Script, que contiene el editor de scripts y el navegador de " "referencia de clases. Si esta característica está desactivada, la pestaña " "Script no se mostrará." msgid "" -"The AssetLib tab. If this feature is disabled, the AssetLib tab won't " -"display." +"The AssetLib tab. If this feature is disabled, the AssetLib tab won't display." msgstr "" -"La pestaña AssetLib. Si esta función está desactivada, la pestaña AssetLib " -"no se mostrará." +"La pestaña AssetLib. Si esta función está desactivada, la pestaña AssetLib no " +"se mostrará." msgid "" "Scene tree editing. If this feature is disabled, the Scene tree dock will " @@ -6758,8 +6716,8 @@ msgid "" "The Import dock. If this feature is disabled, the Import dock won't be " "visible." msgstr "" -"El Import dock. Si esta función está desactivada, el muelle de importación " -"no será visible." +"El Import dock. Si esta función está desactivada, el muelle de importación no " +"será visible." msgid "A modified version of [FileDialog] used by the editor." msgstr "Una versión modificada de [FileDialog] utilizada por el editor." @@ -6839,8 +6797,8 @@ msgid "" "The [EditorFileDialog] can select a file or directory. Accepting the window " "will open it." msgstr "" -"El [EditorFileDialog] puede seleccionar un archivo o directorio. Aceptando " -"la ventana se abrirá." +"El [EditorFileDialog] puede seleccionar un archivo o directorio. Aceptando la " +"ventana se abrirá." msgid "" "The [EditorFileDialog] can select only one file. Accepting the window will " @@ -6858,8 +6816,8 @@ msgstr "" msgid "" "The [EditorFileDialog] can only view [code]user://[/code] directory contents." msgstr "" -"El [EditorFileDialog] sólo puede ver el contenido del directorio " -"[code]user://[/code]." +"El [EditorFileDialog] sólo puede ver el contenido del directorio [code]user://" +"[/code]." msgid "The [EditorFileDialog] can view the entire local file system." msgstr "El [EditorFileDialog] puede ver todo el sistema de archivos locales." @@ -6928,8 +6886,8 @@ msgid "" "Returns the parent directory for this directory or [code]null[/code] if " "called on a directory at [code]res://[/code] or [code]user://[/code]." msgstr "" -"Devuelve el directorio principal de este directorio o [code]null[/code] si " -"se llama a un directorio en [code]res://[/code] o [code]user://[/code]." +"Devuelve el directorio principal de este directorio o [code]null[/code] si se " +"llama a un directorio en [code]res://[/code] o [code]user://[/code]." msgid "Returns the path to this directory." msgstr "Devuelve la ruta de este directorio." @@ -6988,8 +6946,8 @@ msgid "Emitted when a property is edited in the inspector." msgstr "Emitido cuando una propiedad es editada en el inspector." msgid "" -"Emitted when a property is keyed in the inspector. Properties can be keyed " -"by clicking the \"key\" icon next to a property when the Animation panel is " +"Emitted when a property is keyed in the inspector. Properties can be keyed by " +"clicking the \"key\" icon next to a property when the Animation panel is " "toggled." msgstr "" "Emitido cuando una propiedad es puesta en clave por el inspector. Las " @@ -7086,19 +7044,18 @@ msgid "" "Sets the enabled status of a plugin. The plugin name is the same as its " "directory name." msgstr "" -"Establece el estado habilitado de un plugin. El nombre del plugin es el " -"mismo que su nombre de directorio." +"Establece el estado habilitado de un plugin. El nombre del plugin es el mismo " +"que su nombre de directorio." msgid "Stops the scene that is currently playing." msgstr "Detiene la escena que se está reproduciendo actualmente." msgid "" -"If [code]true[/code], enables distraction-free mode which hides side docks " -"to increase the space available for the main view." +"If [code]true[/code], enables distraction-free mode which hides side docks to " +"increase the space available for the main view." msgstr "" "Si [code]true[/code], permite el modo libre de distracción que oculta los " -"muelles laterales para aumentar el espacio disponible para la vista " -"principal." +"muelles laterales para aumentar el espacio disponible para la vista principal." msgid "" "Removes everything in the gizmo including meshes, collisions and handles." @@ -7121,8 +7078,8 @@ msgstr "" "de visibilidad del gizmo." msgid "" -"Adds a new material to the internal material list for the plugin. It can " -"then be accessed with [method get_material]. Should not be overridden." +"Adds a new material to the internal material list for the plugin. It can then " +"be accessed with [method get_material]. Should not be overridden." msgstr "" "Añade un nuevo material a la lista de material interno para el plugin. " "Entonces se puede acceder a él con [method get_material]. No debe ser " @@ -7132,20 +7089,19 @@ msgid "Used by the editor to extend its functionality." msgstr "Utilizado por el editor para ampliar su funcionalidad." msgid "" -"Plugins are used by the editor to extend functionality. The most common " -"types of plugins are those which edit a given node or resource type, import " -"plugins and export plugins. See also [EditorScript] to add functions to the " -"editor." +"Plugins are used by the editor to extend functionality. The most common types " +"of plugins are those which edit a given node or resource type, import plugins " +"and export plugins. See also [EditorScript] to add functions to the editor." msgstr "" "Los plugins son usados por el editor para extender la funcionalidad. Los " -"tipos más comunes de plugins son los que editan un determinado nodo o tipo " -"de recurso, importan plugins y exportan plugins. Véase también " -"[EditorScript] para añadir funciones al editor." +"tipos más comunes de plugins son los que editan un determinado nodo o tipo de " +"recurso, importan plugins y exportan plugins. Véase también [EditorScript] " +"para añadir funciones al editor." msgid "" -"This method is called when the editor is about to save the project, switch " -"to another tab, etc. It asks the plugin to apply any pending state changes " -"to ensure consistency.\n" +"This method is called when the editor is about to save the project, switch to " +"another tab, etc. It asks the plugin to apply any pending state changes to " +"ensure consistency.\n" "This is used, for example, in shader editors to let the plugin know that it " "must apply the shader code being written by the user to the object." msgstr "" @@ -7212,8 +7168,8 @@ msgstr "" "editor de forma manual." msgid "" -"This method is called after the editor saves the project or when it's " -"closed. It asks the plugin to save edited external scenes/resources." +"This method is called after the editor saves the project or when it's closed. " +"It asks the plugin to save edited external scenes/resources." msgstr "" "Este método se llama después de que el editor guarda el proyecto o cuando se " "cierra. Le pide al plugin que guarde las escenas/recursos externos editados." @@ -7237,8 +7193,8 @@ msgid "" "UI.\n" "Please remember that you have to manage the visibility of your custom " "controls yourself (and likely hide it after adding it).\n" -"When your plugin is deactivated, make sure to remove your custom control " -"with [method remove_control_from_container] and free it with [method Node." +"When your plugin is deactivated, make sure to remove your custom control with " +"[method remove_control_from_container] and free it with [method Node." "queue_free]." msgstr "" "Añade un control personalizado a un contenedor (véase [enum " @@ -7254,9 +7210,8 @@ msgid "" "Adds the control to a specific dock slot (see [enum DockSlot] for options).\n" "If the dock is repositioned and as long as the plugin is active, the editor " "will save the dock position on further sessions.\n" -"When your plugin is deactivated, make sure to remove your custom control " -"with [method remove_control_from_docks] and free it with [method Node." -"queue_free]." +"When your plugin is deactivated, make sure to remove your custom control with " +"[method remove_control_from_docks] and free it with [method Node.queue_free]." msgstr "" "Añade el control a una ranura específica del dock (ver [enum DockSlot] para " "las opciones).\n" @@ -7267,12 +7222,12 @@ msgstr "" "Node.queue_free]." msgid "" -"Gets the undo/redo object. Most actions in the editor can be undoable, so " -"use this object to make sure this happens when it's worth it." +"Gets the undo/redo object. Most actions in the editor can be undoable, so use " +"this object to make sure this happens when it's worth it." msgstr "" "Consigue el objeto deshacer/rehacer. La mayoría de las acciones del editor " -"pueden deshacerse, así que usa este objeto para asegurarte de que esto " -"ocurra cuando valga la pena." +"pueden deshacerse, así que usa este objeto para asegurarte de que esto ocurra " +"cuando valga la pena." msgid "Queue save the project's editor layout." msgstr "La cola guarda el diseño del editor del proyecto." @@ -7295,32 +7250,31 @@ msgid "" "Removes the control from the dock. You have to manually [method Node." "queue_free] the control." msgstr "" -"Quita el control del dock. Tienes que manualmente [method Node.queue_free] " -"el control." +"Quita el control del dock. Tienes que manualmente [method Node.queue_free] el " +"control." msgid "Removes a custom type added by [method add_custom_type]." msgstr "Elimina un tipo personalizado añadido por [method add_custom_type]." msgid "" -"Emitted when user changes the workspace ([b]2D[/b], [b]3D[/b], [b]Script[/" -"b], [b]AssetLib[/b]). Also works with custom screens defined by plugins." +"Emitted when user changes the workspace ([b]2D[/b], [b]3D[/b], [b]Script[/b], " +"[b]AssetLib[/b]). Also works with custom screens defined by plugins." msgstr "" -"Emitido cuando el usuario cambia el espacio de trabajo ([b]2D[/b], [b]3D[/" -"b], [b]Script[/b], [b]AssetLib[/b]). También funciona con pantallas " +"Emitido cuando el usuario cambia el espacio de trabajo ([b]2D[/b], [b]3D[/b], " +"[b]Script[/b], [b]AssetLib[/b]). También funciona con pantallas " "personalizadas definidas por plugins." msgid "" -"Emitted when the scene is changed in the editor. The argument will return " -"the root node of the scene that has just become active. If this scene is new " -"and empty, the argument will be [code]null[/code]." +"Emitted when the scene is changed in the editor. The argument will return the " +"root node of the scene that has just become active. If this scene is new and " +"empty, the argument will be [code]null[/code]." msgstr "" "Emitido cuando se cambia la escena en el editor. El argumento devolverá el " "nodo raíz de la escena que se acaba de activar. Si esta escena es nueva y " "está vacía, el argumento será [code]null[/code]." msgid "" -"Emitted when user closes a scene. The argument is file path to a closed " -"scene." +"Emitted when user closes a scene. The argument is file path to a closed scene." msgstr "" "Emitido cuando el usuario cierra una escena. El argumento es la ruta de " "archivo a una escena cerrada." @@ -7378,8 +7332,7 @@ msgstr "" "Utilizado por los subinspectores. Emitelo si lo que se seleccionó fue una " "idde objeto." -msgid "" -"Do not emit this manually, use the [method emit_changed] method instead." +msgid "Do not emit this manually, use the [method emit_changed] method instead." msgstr "" "No lo emita manualmente, utilice en su lugar el método [method emit_changed]." @@ -7390,8 +7343,8 @@ msgid "" "Emit it if you want to add this value as an animation key (check for keying " "being enabled first)." msgstr "" -"Emite si quieres añadir este valor como una clave de animación (comprueba " -"que la clave esté activada primero)." +"Emite si quieres añadir este valor como una clave de animación (comprueba que " +"la clave esté activada primero)." msgid "Emit it if you want to key a property with a single value." msgstr "Emitelo si quieres poner una llave en una propiedad con un solo valor." @@ -7410,8 +7363,8 @@ msgid "" "Check if the resource changed, if so, it will be invalidated and the " "corresponding signal emitted." msgstr "" -"Compruebe si el recurso ha cambiado, si es así, se invalidará y se emitirá " -"la señal correspondiente." +"Compruebe si el recurso ha cambiado, si es así, se invalidará y se emitirá la " +"señal correspondiente." msgid "Removes a custom preview generator." msgstr "Elimina un generador de previsualización personalizado." @@ -7516,8 +7469,7 @@ msgstr "" "Establece la lista de archivos y directorios favoritos para este proyecto." msgid "" -"Sets the list of recently visited folders in the file dialog for this " -"project." +"Sets the list of recently visited folders in the file dialog for this project." msgstr "" "Establece la lista de carpetas visitadas recientemente en el diálogo de " "archivos de este proyecto." @@ -7536,17 +7488,17 @@ msgstr "" msgid "" "Register a reference for \"do\" that will be erased if the \"do\" history is " -"lost. This is useful mostly for new nodes created for the \"do\" call. Do " -"not use for resources." +"lost. This is useful mostly for new nodes created for the \"do\" call. Do not " +"use for resources." msgstr "" "Registra una referencia para \"hacer\" que se borrará si se pierde la " "historia de \"hacer\". Esto es útil sobre todo para los nuevos nodos creados " "para la llamada \"hacer\". No lo utilice para los recursos." msgid "" -"Register a reference for \"undo\" that will be erased if the \"undo\" " -"history is lost. This is useful mostly for nodes removed with the \"do\" " -"call (not the \"undo\" call!)." +"Register a reference for \"undo\" that will be erased if the \"undo\" history " +"is lost. This is useful mostly for nodes removed with the \"do\" call (not " +"the \"undo\" call!)." msgstr "" "Registra una referencia para \"deshacer\" que se borrará si se pierde la " "historia de \"deshacer\". Esto es útil sobre todo para los nodos eliminados " @@ -7557,13 +7509,13 @@ msgstr "Contiene una referencia a la id de la instancia de un [Object]." msgid "" "The IP used when creating a server. This is set to the wildcard [code]\"*\"[/" -"code] by default, which binds to all available interfaces. The given IP " -"needs to be in IPv4 or IPv6 address format, for example: " -"[code]\"192.168.1.1\"[/code]." +"code] by default, which binds to all available interfaces. The given IP needs " +"to be in IPv4 or IPv6 address format, for example: [code]\"192.168.1.1\"[/" +"code]." msgstr "" "La IP usada cuando se crea un servidor. Está configurada por defecto con el " -"comodín [code]\"*\"[/code], que se une a todas las interfaces disponibles. " -"La IP dada debe estar en formato de dirección IPv4 o IPv6, por ejemplo: " +"comodín [code]\"*\"[/code], que se une a todas las interfaces disponibles. La " +"IP dada debe estar en formato de dirección IPv4 o IPv6, por ejemplo: " "[code]\"192.168.1.1\"[/code]." msgid "" @@ -7596,8 +7548,7 @@ msgid "" "[code]copyright[/code], [code]license[/code]} describing subsections of the " "component" msgstr "" -"Devuelve un conjunto de diccionarios de información sobre derechos de " -"autor.\n" +"Devuelve un conjunto de diccionarios de información sobre derechos de autor.\n" "[code]name[/code] - String, nombre del componente\n" "[code]parts[/code] - Array de diccionarios{ [code]files[/code], " "[code]copyright[/code], [code]license[/code]} que describen las subsecciones " @@ -7629,15 +7580,15 @@ msgstr "" "implementar una interpolación de pasos de tiempo fijos." msgid "" -"Returns [code]true[/code] if the game is inside the fixed process and " -"physics phase of the game loop." +"Returns [code]true[/code] if the game is inside the fixed process and physics " +"phase of the game loop." msgstr "" -"Devuelve [code]true[/code] si el juego está dentro del proceso fijo y la " -"fase de física del bucle de juego." +"Devuelve [code]true[/code] si el juego está dentro del proceso fijo y la fase " +"de física del bucle de juego." msgid "" -"Resource for environment nodes (like [WorldEnvironment]) that define " -"multiple rendering options." +"Resource for environment nodes (like [WorldEnvironment]) that define multiple " +"rendering options." msgstr "" "Recurso para nodos del entorno (como [WorldEnvironment]) que definen " "múltiples opciones de renderización." @@ -7657,11 +7608,11 @@ msgstr "" "es 1). Efectivo sólo si [code]adjustment_enabled[/code] es [code]true[/code]." msgid "" -"The global color saturation value of the rendered scene (default value is " -"1). Effective only if [code]adjustment_enabled[/code] is [code]true[/code]." +"The global color saturation value of the rendered scene (default value is 1). " +"Effective only if [code]adjustment_enabled[/code] is [code]true[/code]." msgstr "" -"El valor de saturación de color global de la escena renderizada (el valor " -"por defecto es 1). Efectivo sólo si [code]adjustment_enabled[/code] es " +"El valor de saturación de color global de la escena renderizada (el valor por " +"defecto es 1). Efectivo sólo si [code]adjustment_enabled[/code] es " "[code]true[/code]." msgid "The ID of the camera feed to show in the background." @@ -7671,8 +7622,8 @@ msgid "" "The maximum layer ID to display. Only effective when using the [constant " "BG_CANVAS] background mode." msgstr "" -"El ID de la capa maxima a mostrar. Sólo es efectivo cuando se utiliza el " -"modo de fondo [constant BG_CANVAS]." +"El ID de la capa maxima a mostrar. Sólo es efectivo cuando se utiliza el modo " +"de fondo [constant BG_CANVAS]." msgid "The background mode. See [enum BGMode] for possible values." msgstr "El modo de fondo. Ver [enum BGMode] para los posibles valores." @@ -7689,8 +7640,8 @@ msgstr "" "glow_hdr_threshold]." msgid "" -"The higher threshold of the HDR glow. Areas brighter than this threshold " -"will be clamped for the purposes of the glow effect." +"The higher threshold of the HDR glow. Areas brighter than this threshold will " +"be clamped for the purposes of the glow effect." msgstr "" "El umbral más alto del brillo del HDR. Las áreas más brillantes que este " "umbral serán fijadas para el efecto de brillo." @@ -7716,9 +7667,9 @@ msgid "" msgstr "" "La intensidad de la oclusión ambiental del espacio de la pantalla en luz " "directa. En la vida real, la oclusión ambiental sólo se aplica a la luz " -"indirecta, lo que significa que sus efectos no se pueden ver con luz " -"directa. Los valores superiores a [code]0[/code] harán que el efecto SSAO " -"sea visible en luz directa." +"indirecta, lo que significa que sus efectos no se pueden ver con luz directa. " +"Los valores superiores a [code]0[/code] harán que el efecto SSAO sea visible " +"en luz directa." msgid "The depth tolerance for screen-space reflections." msgstr "" @@ -7728,8 +7679,8 @@ msgid "" "The maximum number of steps for screen-space reflections. Higher values are " "slower." msgstr "" -"El número máximo de pasos para los reflejos en el espacio de la pantalla. " -"Los valores más altos son más lentos." +"El número máximo de pasos para los reflejos en el espacio de la pantalla. Los " +"valores más altos son más lentos." msgid "Clears the background using a custom clear color." msgstr "Despeja el fondo usando un color claro personalizado." @@ -7787,8 +7738,8 @@ msgid "" "values in the inputs array, in the same order." msgstr "" "Ejecuta la expresión que fue previamente analizada por [method parse] y " -"devuelve el resultado. Antes de usar el objeto devuelto, debería comprobar " -"si el método falló llamando a [method has_execute_failed].\n" +"devuelve el resultado. Antes de usar el objeto devuelto, debería comprobar si " +"el método falló llamando a [method has_execute_failed].\n" "Si ha definido las variables de entrada en [method parse], puede especificar " "sus valores en el array de entradas, en el mismo orden." @@ -7796,12 +7747,12 @@ msgid "Returns [code]true[/code] if [method execute] has failed." msgstr "Devuelve [code]true[/code] si [method execute] ha fallado." msgid "" -"Returns the next 8 bits from the file as an integer. See [method store_8] " -"for details on what values can be stored and retrieved this way." +"Returns the next 8 bits from the file as an integer. See [method store_8] for " +"details on what values can be stored and retrieved this way." msgstr "" "Devuelve los siguientes 8 bits del archivo como un entero. Ver [method " -"store_8] para detalles sobre qué valores pueden ser almacenados y " -"recuperados de esta manera." +"store_8] para detalles sobre qué valores pueden ser almacenados y recuperados " +"de esta manera." msgid "" "Returns the next 16 bits from the file as an integer. See [method store_16] " @@ -7927,8 +7878,8 @@ msgid "Stores a floating-point number in the file." msgstr "Almacena un número de real en el archivo." msgid "" -"Uses the [url=https://en.wikipedia.org/wiki/DEFLATE]DEFLATE[/url] " -"compression method." +"Uses the [url=https://en.wikipedia.org/wiki/DEFLATE]DEFLATE[/url] compression " +"method." msgstr "" "Utiliza el método de compresión [url=https://en.wikipedia.org/wiki/" "DEFLATE]DEFLATE[/url]." @@ -7994,8 +7945,8 @@ msgid "The dialog will warn when a file exists." msgstr "El diálogo avisará cuando exista un archivo." msgid "" -"The dialog only allows accessing files under the [Resource] path " -"([code]res://[/code])." +"The dialog only allows accessing files under the [Resource] path ([code]res://" +"[/code])." msgstr "" "El diálogo sólo permite acceder a los archivos bajo la ruta [Resource] " "([code]res://[/code])." @@ -8054,8 +8005,8 @@ msgstr "La separación vertical de los nodos de los hijos." msgid "Returns the font ascent (number of pixels above the baseline)." msgstr "" -"Devuelve el ascenso de la fuente (número de píxeles por encima de la línea " -"de base)." +"Devuelve el ascenso de la fuente (número de píxeles por encima de la línea de " +"base)." msgid "Returns the font descent (number of pixels below the baseline)." msgstr "" @@ -8095,11 +8046,11 @@ msgid "If [code]true[/code], rotation across the X axis is limited." msgstr "Si [code]true[/code], la rotación a través del eje X es limitada." msgid "" -"When rotating across the X axis, this error tolerance factor defines how " -"much the correction gets slowed down. The lower, the slower." +"When rotating across the X axis, this error tolerance factor defines how much " +"the correction gets slowed down. The lower, the slower." msgstr "" -"Al girar a través del eje X, este factor de tolerancia al error define " -"cuánto se ralentiza la corrección. Cuanto más baja, más lenta." +"Al girar a través del eje X, este factor de tolerancia al error define cuánto " +"se ralentiza la corrección. Cuanto más baja, más lenta." msgid "" "The maximum amount of force that can occur, when rotating around the X axis." @@ -8134,8 +8085,8 @@ msgid "If [code]true[/code], rotation across the Y axis is limited." msgstr "Si [code]true[/code], la rotación a través del eje Y está limitada." msgid "" -"When rotating across the Y axis, this error tolerance factor defines how " -"much the correction gets slowed down. The lower, the slower." +"When rotating across the Y axis, this error tolerance factor defines how much " +"the correction gets slowed down. The lower, the slower." msgstr "" "Al girar sobre el eje Y, este factor de tolerancia al error define cuánto se " "ralentiza la corrección. Cuanto más baja, más lenta." @@ -8173,11 +8124,11 @@ msgid "If [code]true[/code], rotation across the Z axis is limited." msgstr "Si [code]true[/code], la rotación a través del eje Z está limitada." msgid "" -"When rotating across the Z axis, this error tolerance factor defines how " -"much the correction gets slowed down. The lower, the slower." +"When rotating across the Z axis, this error tolerance factor defines how much " +"the correction gets slowed down. The lower, the slower." msgstr "" -"Al girar a través del eje Z, este factor de tolerancia al error define " -"cuánto se ralentiza la corrección. Cuanto más baja, más lenta." +"Al girar a través del eje Z, este factor de tolerancia al error define cuánto " +"se ralentiza la corrección. Cuanto más baja, más lenta." msgid "" "The maximum amount of force that can occur, when rotating around the Z axis." @@ -8253,8 +8204,8 @@ msgstr "" "impulso se pierde." msgid "" -"A factor applied to the movement across the X axis. The lower, the slower " -"the movement." +"A factor applied to the movement across the X axis. The lower, the slower the " +"movement." msgstr "" "Un factor aplicado al movimiento a través del eje X. Cuanto más bajo, más " "lento es el movimiento." @@ -8280,8 +8231,8 @@ msgstr "" "impulso se pierde." msgid "" -"A factor applied to the movement across the Y axis. The lower, the slower " -"the movement." +"A factor applied to the movement across the Y axis. The lower, the slower the " +"movement." msgstr "" "Un factor aplicado al movimiento a través del eje Y. Cuanto más bajo, más " "lento es el movimiento." @@ -8307,8 +8258,8 @@ msgstr "" "impulso se pierde." msgid "" -"A factor applied to the movement across the Z axis. The lower, the slower " -"the movement." +"A factor applied to the movement across the Z axis. The lower, the slower the " +"movement." msgstr "" "Un factor aplicado al movimiento a través del eje Z. Cuanto más bajo, más " "lento es el movimiento." @@ -8384,14 +8335,13 @@ msgstr "" "lento es el movimiento." msgid "" -"The amount of restitution on the axes' movement. The lower, the more " -"momentum gets lost." +"The amount of restitution on the axes' movement. The lower, the more momentum " +"gets lost." msgstr "" -"La cantidad de restitución en el movimiento de los ejes. Cuanto más bajo, " -"más impulso se pierde." +"La cantidad de restitución en el movimiento de los ejes. Cuanto más bajo, más " +"impulso se pierde." -msgid "" -"The amount of damping that happens at the linear motion across the axes." +msgid "The amount of damping that happens at the linear motion across the axes." msgstr "" "La cantidad de amortiguación que ocurre en el movimiento lineal a través de " "los ejes." @@ -8477,15 +8427,15 @@ msgstr "" msgid "" "Create regions where either subject or clip polygons (or both) are filled." msgstr "" -"Crear regiones en las que se llenen los polígonos del sujeto o del recorte " -"(o ambos)." +"Crear regiones en las que se llenen los polígonos del sujeto o del recorte (o " +"ambos)." msgid "" "Create regions where subject polygons are filled except where clip polygons " "are filled." msgstr "" -"Crea regiones en las que se rellenen los polígonos del sujeto, excepto " -"cuando se rellenen los polígonos de clips." +"Crea regiones en las que se rellenen los polígonos del sujeto, excepto cuando " +"se rellenen los polígonos de clips." msgid "Create regions where both subject and clip polygons are filled." msgstr "" @@ -8493,8 +8443,8 @@ msgstr "" "del recorte." msgid "" -"Create regions where either subject or clip polygons are filled but not " -"where both are filled." +"Create regions where either subject or clip polygons are filled but not where " +"both are filled." msgstr "" "Crea regiones en las que se llenen los polígonos del sujeto o del recorte " "pero no en las que se llenen ambos." @@ -8503,20 +8453,20 @@ msgid "" "Squaring is applied uniformally at all convex edge joins at [code]1 * delta[/" "code]." msgstr "" -"La cuadratura se aplica uniformemente en todas las uniones de bordes " -"convexos en [code]1 * delta[/code]." +"La cuadratura se aplica uniformemente en todas las uniones de bordes convexos " +"en [code]1 * delta[/code]." msgid "" -"While flattened paths can never perfectly trace an arc, they are " -"approximated by a series of arc chords." +"While flattened paths can never perfectly trace an arc, they are approximated " +"by a series of arc chords." msgstr "" -"Mientras que los caminos aplanados nunca pueden trazar perfectamente un " -"arco, son aproximados por una serie de acordes de arco." +"Mientras que los caminos aplanados nunca pueden trazar perfectamente un arco, " +"son aproximados por una serie de acordes de arco." msgid "" "There's a necessary limit to mitered joins since offsetting edges that join " -"at very acute angles will produce excessively long and narrow \"spikes\". " -"For any given edge join, when miter offsetting would exceed that maximum " +"at very acute angles will produce excessively long and narrow \"spikes\". For " +"any given edge join, when miter offsetting would exceed that maximum " "distance, \"square\" joining is applied." msgstr "" "Hay un límite necesario para las uniones a inglete, ya que los bordes " @@ -8573,8 +8523,8 @@ msgid "" "material set in any material slot of the mesh." msgstr "" "La sobreescritura del material para toda la geometría.\n" -"Si se asigna un material a esta propiedad, se utilizará en lugar de " -"cualquier material establecido en cualquier ranura de material de la malla." +"Si se asigna un material a esta propiedad, se utilizará en lugar de cualquier " +"material establecido en cualquier ranura de material de la malla." msgid "" "Will only show the shadows casted from this object.\n" @@ -8590,14 +8540,12 @@ msgstr "" "Puente entre Godot y el Mono runtime (sólo builds habilitadas para Mono)." msgid "" -"This class is a bridge between Godot and the Mono runtime. It exposes " -"several low-level operations and is only available in Mono-enabled Godot " -"builds.\n" +"This class is a bridge between Godot and the Mono runtime. It exposes several " +"low-level operations and is only available in Mono-enabled Godot builds.\n" "See also [CSharpScript]." msgstr "" "Esta clase es un puente entre Godot y el Mono runtime. Expone varias " -"operaciones de bajo nivel y sólo está disponible en builds de Godot en " -"mono.\n" +"operaciones de bajo nivel y sólo está disponible en builds de Godot en mono.\n" " Ver también [CSharpScript]." msgid "Returns a rectangle containing the positions of all existing particles." @@ -8616,8 +8564,7 @@ msgstr "" "partículas que están activas en el cuadro actual." msgid "Restarts the particle emission, clearing existing particles." -msgstr "" -"Reinicia la emisión de partículas, limpiando las partículas existentes." +msgstr "Reinicia la emisión de partículas, limpiando las partículas existentes." msgid "[Mesh] that is drawn for the first draw pass." msgstr "[Mesh] que se dibuja para el primer pase de dibujado." @@ -8691,8 +8638,8 @@ msgid "Removes all connections between nodes." msgstr "Elimina todas las conexiones entre los nodos." msgid "" -"Returns an Array containing the list of connections. A connection consists " -"in a structure of the form [code]{ from_port: 0, from: \"GraphNode name 0\", " +"Returns an Array containing the list of connections. A connection consists in " +"a structure of the form [code]{ from_port: 0, from: \"GraphNode name 0\", " "to_port: 1, to: \"GraphNode name 1\" }[/code]." msgstr "" "Devuelve un Array que contiene la lista de conexiones. Una conexión consiste " @@ -8721,8 +8668,7 @@ msgstr "El valor de zoom actual." msgid "Emitted at the beginning of a GraphNode movement." msgstr "Emitido al principio de un movimiento de GraphNode." -msgid "" -"Emitted when a GraphNode is attempted to be duplicated in the GraphEdit." +msgid "Emitted when a GraphNode is attempted to be duplicated in the GraphEdit." msgstr "Emitido cuando se intenta duplicar un GraphNode en el GraphEdit." msgid "Emitted at the end of a GraphNode movement." @@ -8732,8 +8678,8 @@ msgid "Emitted when a GraphNode is selected." msgstr "Emitido cuando se selecciona un GraphNode." msgid "" -"Emitted when the scroll offset is changed by the user. It will not be " -"emitted when changed in code." +"Emitted when the scroll offset is changed by the user. It will not be emitted " +"when changed in code." msgstr "" "Emitido cuando el desplazamiento de la pantalla es cambiado por el usuario. " "No se emitirá cuando se cambie el código." @@ -8813,8 +8759,8 @@ msgid "The text displayed in the GraphNode's title bar." msgstr "El texto que se muestra en la barra de título del GraphNode." msgid "" -"Emitted when the GraphNode is requested to be closed. Happens on clicking " -"the close button (see [member show_close])." +"Emitted when the GraphNode is requested to be closed. Happens on clicking the " +"close button (see [member show_close])." msgstr "" "Emitido cuando se solicita el cierre del GraphNode. Ocurre al hacer clic en " "el botón de cierre (ver [member show_close])." @@ -8829,8 +8775,8 @@ msgid "" "Emitted when the GraphNode is requested to be displayed over other ones. " "Happens on focusing (clicking into) the GraphNode." msgstr "" -"Emitido cuando se solicita que el GraphNode se muestre sobre otros. Ocurre " -"al enfocar (hacer clic en) el GraphNode." +"Emitido cuando se solicita que el GraphNode se muestre sobre otros. Ocurre al " +"enfocar (hacer clic en) el GraphNode." msgid "" "Emitted when the GraphNode is requested to be resized. Happens on dragging " @@ -8917,11 +8863,11 @@ msgid "Clear all cells." msgstr "Despeja todas las celdas." msgid "" -"Returns an array of [Vector3] with the non-empty cell coordinates in the " -"grid map." +"Returns an array of [Vector3] with the non-empty cell coordinates in the grid " +"map." msgstr "" -"Devuelve un array de [Vector3] con las coordenadas de la celda no vacía en " -"el mapa de la cuadrícula." +"Devuelve un array de [Vector3] con las coordenadas de la celda no vacía en el " +"mapa de la cuadrícula." msgid "If [code]true[/code], grid items are centered on the X axis." msgstr "" @@ -8944,13 +8890,13 @@ msgstr "" msgid "" "The scale of the cell items.\n" -"This does not affect the size of the grid cells themselves, only the items " -"in them. This can be used to make cell items overlap their neighbors." +"This does not affect the size of the grid cells themselves, only the items in " +"them. This can be used to make cell items overlap their neighbors." msgstr "" "La escala de los elementos de celda.\n" "Esto no afecta al tamaño de las celdas de la cuadrícula en sí, sólo a los " -"ítems en ellas. Esto puede ser usado para hacer que los elementos de la " -"celda se superpongan a sus vecinos." +"ítems en ellas. Esto puede ser usado para hacer que los elementos de la celda " +"se superpongan a sus vecinos." msgid "" "The dimensions of the grid's cells.\n" @@ -8995,8 +8941,8 @@ msgid "" "The groove's length. The groove is from the joint's origin towards [member " "length] along the joint's local Y axis." msgstr "" -"La longitud del surco. La ranura va desde el origen de la unión hacia " -"[member length] a lo largo del eje Y local de la unión." +"La longitud del surco. La ranura va desde el origen de la unión hacia [member " +"length] a lo largo del eje Y local de la unión." msgid "Closes the current context, and return the computed hash." msgstr "Cierra el contexto actual, y devuelve el hash calculado." @@ -9030,16 +8976,15 @@ msgid "" "The speed with which the rotation across the axis perpendicular to the hinge " "gets corrected." msgstr "" -"La velocidad con la que se corrige la rotación a través del eje " -"perpendicular a la bisagra." +"La velocidad con la que se corrige la rotación a través del eje perpendicular " +"a la bisagra." msgid "" "If [code]true[/code], the hinges maximum and minimum rotation, defined by " "[member angular_limit/lower] and [member angular_limit/upper] has effects." msgstr "" "Si [code]true[/code], la rotación máxima y mínima de las bisagras, definida " -"por [member angular_limit/lower] y [member angular_limit/upper] tiene " -"efectos." +"por [member angular_limit/lower] y [member angular_limit/upper] tiene efectos." msgid "" "The minimum rotation. Only active if [member angular_limit/enable] is " @@ -9097,15 +9042,14 @@ msgstr "" msgid "Displayed when the mouse cursor hovers over the increment button." msgstr "" -"Se muestra cuando el cursor del ratón pasa por encima del botón de " -"incremento." +"Se muestra cuando el cursor del ratón pasa por encima del botón de incremento." msgid "" "Used as texture for the grabber, the draggable element representing current " "scroll." msgstr "" -"Usado como textura para el grabber, el elemento arrastrable que representa " -"el scroll actual." +"Usado como textura para el grabber, el elemento arrastrable que representa el " +"scroll actual." msgid "Used when the mouse hovers over the grabber." msgstr "Se usa cuando el ratón esta encima del agarrador." @@ -9123,12 +9067,11 @@ msgid "" "The height of the area covered by the separator. Effectively works like a " "minimum height." msgstr "" -"La altura del área cubierta por el separador. Efectivamente funciona como " -"una altura mínima." +"La altura del área cubierta por el separador. Efectivamente funciona como una " +"altura mínima." msgid "The style for the separator line. Works best with [StyleBoxLine]." -msgstr "" -"El estilo de la línea de separación. Funciona mejor con [StyleBoxLine]." +msgstr "El estilo de la línea de separación. Funciona mejor con [StyleBoxLine]." msgid "The texture for the grabber (the draggable element)." msgstr "La textura para el grabber (el elemento arrastrable)." @@ -9140,8 +9083,8 @@ msgid "The texture for the grabber when it's focused." msgstr "La textura para el agarrador cuando está enfocado." msgid "" -"The texture for the ticks, visible when [member Slider.tick_count] is " -"greater than 0." +"The texture for the ticks, visible when [member Slider.tick_count] is greater " +"than 0." msgstr "" "La textura de las marcas, visible cuando [member Slider.tick_count] es mayor " "que 0." @@ -9195,9 +9138,9 @@ msgstr "Devuelve las cabeceras de la respuesta." msgid "" "Returns all response headers as a Dictionary of structure [code]{ \"key\": " -"\"value1; value2\" }[/code] where the case-sensitivity of the keys and " -"values is kept like the server delivers it. A value is a simple String, this " -"string can have more than one value where \"; \" is used as separator.\n" +"\"value1; value2\" }[/code] where the case-sensitivity of the keys and values " +"is kept like the server delivers it. A value is a simple String, this string " +"can have more than one value where \"; \" is used as separator.\n" "[b]Example:[/b]\n" "[codeblock]\n" "{\n" @@ -9206,11 +9149,11 @@ msgid "" "}\n" "[/codeblock]" msgstr "" -"Devuelve todos los encabezados de respuesta como un diccionario de " -"estructura [code]{\"key\": \"value1; value2\" }[/code] donde la sensibilidad " -"a mayúsculas y minúsculas de las claves y valores se mantiene como el " -"servidor lo entrega. Un valor es una simple String, esta string puede tener " -"más de un valor donde \"; \" se utiliza como separador.\n" +"Devuelve todos los encabezados de respuesta como un diccionario de estructura " +"[code]{\"key\": \"value1; value2\" }[/code] donde la sensibilidad a " +"mayúsculas y minúsculas de las claves y valores se mantiene como el servidor " +"lo entrega. Un valor es una simple String, esta string puede tener más de un " +"valor donde \"; \" se utiliza como separador.\n" "[b]Ejemplo:[/b]\n" "[codeblock]\n" "{\n" @@ -9227,16 +9170,15 @@ msgstr "" "obtener actualizaciones de estado." msgid "If [code]true[/code], this [HTTPClient] has a response available." -msgstr "" -"Si [code]true[/code], este [HTTPClient] tiene una respuesta disponible." +msgstr "Si [code]true[/code], este [HTTPClient] tiene una respuesta disponible." msgid "If [code]true[/code], this [HTTPClient] has a response that is chunked." msgstr "" "Si [code]true[/code], este [HTTPClient] tiene una respuesta que es troceada." msgid "" -"This needs to be called in order to have any request processed. Check " -"results with [method get_status]." +"This needs to be called in order to have any request processed. Check results " +"with [method get_status]." msgstr "" "Hay que llamar a esto para que se procese cualquier solicitud. Comprueba los " "resultados con [method get_status]." @@ -9319,8 +9261,8 @@ msgid "" "the response body. Rarely used." msgstr "" "Método HTTP TRACE. El método TRACE realiza una prueba de bucle de mensajes a " -"lo largo del camino hacia el recurso objetivo. Devuelve toda la petición " -"HTTP recibida en el cuerpo de respuesta. Rara vez se usa." +"lo largo del camino hacia el recurso objetivo. Devuelve toda la petición HTTP " +"recibida en el cuerpo de respuesta. Rara vez se usa." msgid "" "HTTP CONNECT method. The CONNECT method establishes a tunnel to the server " @@ -9330,8 +9272,8 @@ msgstr "" "identificado por el recurso objetivo. Rara vez se utiliza." msgid "" -"HTTP PATCH method. The PATCH method is used to apply partial modifications " -"to a resource." +"HTTP PATCH method. The PATCH method is used to apply partial modifications to " +"a resource." msgstr "" "Método HTTP PATCH. El método PATCH se utiliza para aplicar modificaciones " "parciales a un recurso." @@ -9381,8 +9323,8 @@ msgstr "" msgid "" "HTTP status code [code]101 Switching Protocol[/code]. Sent in response to an " -"[code]Upgrade[/code] request header by the client. Indicates the protocol " -"the server is switching to." +"[code]Upgrade[/code] request header by the client. Indicates the protocol the " +"server is switching to." msgstr "" "Código de estado HTTP [code]101 Switching Protocol[/code]. Enviado en " "respuesta a una solicitud de [code]Upgrade[/code] por el cliente. Indica el " @@ -9424,11 +9366,11 @@ msgstr "" "respuesta enviada después de una solicitud PUT." msgid "" -"HTTP status code [code]202 Accepted[/code]. The request has been received " -"but not yet acted upon. It is non-committal, meaning that there is no way in " -"HTTP to later send an asynchronous response indicating the outcome of " -"processing the request. It is intended for cases where another process or " -"server handles the request, or for batch processing." +"HTTP status code [code]202 Accepted[/code]. The request has been received but " +"not yet acted upon. It is non-committal, meaning that there is no way in HTTP " +"to later send an asynchronous response indicating the outcome of processing " +"the request. It is intended for cases where another process or server handles " +"the request, or for batch processing." msgstr "" "Código de estado HTTP [code]202 Accepted[/code]. La solicitud ha sido " "recibida pero aún no se ha actuado al respecto. No se ha tomado ninguna " @@ -9440,20 +9382,20 @@ msgstr "" msgid "" "HTTP status code [code]203 Non-Authoritative Information[/code]. This " "response code means returned meta-information set is not exact set as " -"available from the origin server, but collected from a local or a third " -"party copy. Except this condition, 200 OK response should be preferred " -"instead of this response." +"available from the origin server, but collected from a local or a third party " +"copy. Except this condition, 200 OK response should be preferred instead of " +"this response." msgstr "" "Código de estado HTTP [code]203 Información no autorizada [/code]. Este " -"código de respuesta significa que el conjunto de meta-información devuelta " -"no está exactamente establecida como disponible en el servidor de origen, " -"sino que se ha recogido de una copia local o de un tercero. Excepto en esta " +"código de respuesta significa que el conjunto de meta-información devuelta no " +"está exactamente establecida como disponible en el servidor de origen, sino " +"que se ha recogido de una copia local o de un tercero. Excepto en esta " "condición, se debe preferir la respuesta 200 OK en lugar de esta respuesta." msgid "" -"HTTP status code [code]204 No Content[/code]. There is no content to send " -"for this request, but the headers may be useful. The user-agent may update " -"its cached headers for this resource with the new ones." +"HTTP status code [code]204 No Content[/code]. There is no content to send for " +"this request, but the headers may be useful. The user-agent may update its " +"cached headers for this resource with the new ones." msgstr "" "Código de estado HTTP [code]204 No hay contenido [/code]. No hay contenido " "que enviar para esta petición, pero los encabezados pueden ser útiles. El " @@ -9461,19 +9403,19 @@ msgstr "" "nuevas." msgid "" -"HTTP status code [code]205 Reset Content[/code]. The server has fulfilled " -"the request and desires that the client resets the \"document view\" that " -"caused the request to be sent to its original state as received from the " -"origin server." +"HTTP status code [code]205 Reset Content[/code]. The server has fulfilled the " +"request and desires that the client resets the \"document view\" that caused " +"the request to be sent to its original state as received from the origin " +"server." msgstr "" -"Código de estado HTTP [code]205 Reset Content[/code]. El servidor ha " -"cumplido la solicitud y desea que el cliente restablezca la \"vista del " -"documento\" que causó que la solicitud se enviara a su estado original tal " -"como se recibió del servidor de origen." +"Código de estado HTTP [code]205 Reset Content[/code]. El servidor ha cumplido " +"la solicitud y desea que el cliente restablezca la \"vista del documento\" " +"que causó que la solicitud se enviara a su estado original tal como se " +"recibió del servidor de origen." msgid "" -"HTTP status code [code]206 Partial Content[/code]. This response code is " -"used because of a range header sent by the client to separate download into " +"HTTP status code [code]206 Partial Content[/code]. This response code is used " +"because of a range header sent by the client to separate download into " "multiple streams." msgstr "" "Código de estado HTTP [code]206 Partial Content[/code]. Este código de " @@ -9486,8 +9428,8 @@ msgid "" "multiple status codes might be appropriate." msgstr "" "Código de estado HTTP [code]207 Multi-Status[/code] (WebDAV). Una respuesta " -"Multi-Status transmite información sobre múltiples recursos en situaciones " -"en las que podrían ser apropiados múltiples códigos de estado." +"Multi-Status transmite información sobre múltiples recursos en situaciones en " +"las que podrían ser apropiados múltiples códigos de estado." msgid "" "HTTP status code [code]208 Already Reported[/code] (WebDAV). Used inside a " @@ -9527,10 +9469,10 @@ msgstr "" "cambiada. La nueva URI suele estar incluida en la respuesta." msgid "" -"HTTP status code [code]302 Found[/code]. Temporary redirection. This " -"response code means the URI of requested resource has been changed " -"temporarily. New changes in the URI might be made in the future. Therefore, " -"this same URI should be used by the client in future requests." +"HTTP status code [code]302 Found[/code]. Temporary redirection. This response " +"code means the URI of requested resource has been changed temporarily. New " +"changes in the URI might be made in the future. Therefore, this same URI " +"should be used by the client in future requests." msgstr "" "Código de estado HTTP [code]302 Found[/code]. Redireccionamiento temporal. " "Este código de respuesta significa que la URI del recurso solicitado ha sido " @@ -9555,9 +9497,9 @@ msgid "" "were not for the fact that the condition evaluated to [code]false[/code]." msgstr "" "Código de estado HTTP [code]304 Not Modified[/code]. Se ha recibido una " -"solicitud condicional GET o HEAD que habría dado lugar a una respuesta de " -"200 OK si no fuera por el hecho de que la condición fue evaluada a " -"[code]false[/code]." +"solicitud condicional GET o HEAD que habría dado lugar a una respuesta de 200 " +"OK si no fuera por el hecho de que la condición fue evaluada a [code]false[/" +"code]." msgid "" "HTTP status code [code]307 Temporary Redirect[/code]. The target resource " @@ -9570,9 +9512,9 @@ msgstr "" "URI." msgid "" -"HTTP status code [code]308 Permanent Redirect[/code]. The target resource " -"has been assigned a new permanent URI and any future references to this " -"resource ought to use one of the enclosed URIs." +"HTTP status code [code]308 Permanent Redirect[/code]. The target resource has " +"been assigned a new permanent URI and any future references to this resource " +"ought to use one of the enclosed URIs." msgstr "" "Código de estado HTTP [code]308 Permanent Redirect[/code]. Al recurso " "objetivo se le ha asignado una nueva URI permanente y cualquier referencia " @@ -9597,8 +9539,8 @@ msgid "" "credentials for the target resource." msgstr "" "Código de estado HTTP [code]401 Unauthorized[/code]. Se requieren " -"credenciales. La solicitud no se ha aplicado porque carece de credenciales " -"de autenticación válidas para el recurso de destino." +"credenciales. La solicitud no se ha aplicado porque carece de credenciales de " +"autenticación válidas para el recurso de destino." msgid "" "HTTP status code [code]402 Payment Required[/code]. This response code is " @@ -9607,14 +9549,14 @@ msgid "" msgstr "" "Código de estado HTTP [code]402 Payment Required[/code]. Este código de " "respuesta está reservado para un uso futuro. El objetivo inicial para crear " -"este código era usarlo para sistemas de pago digitales, sin embargo no se " -"usa actualmente." +"este código era usarlo para sistemas de pago digitales, sin embargo no se usa " +"actualmente." msgid "" "HTTP status code [code]403 Forbidden[/code]. The client does not have access " "rights to the content, i.e. they are unauthorized, so server is rejecting to " -"give proper response. Unlike [code]401[/code], the client's identity is " -"known to the server." +"give proper response. Unlike [code]401[/code], the client's identity is known " +"to the server." msgstr "" "Código de estado HTTP [code]403 Forbidden[/code]. El cliente no tiene " "derechos de acceso al contenido, es decir, no están autorizados, por lo que " @@ -9623,15 +9565,14 @@ msgstr "" msgid "" "HTTP status code [code]404 Not Found[/code]. The server can not find " -"requested resource. Either the URL is not recognized or the endpoint is " -"valid but the resource itself does not exist. May also be sent instead of " -"403 to hide existence of a resource if the client is not authorized." +"requested resource. Either the URL is not recognized or the endpoint is valid " +"but the resource itself does not exist. May also be sent instead of 403 to " +"hide existence of a resource if the client is not authorized." msgstr "" "Código de estado HTTP [code]404 Not Found[/code]. El servidor no puede " "encontrar el recurso solicitado. La URL no se reconoce o el punto final es " -"válido pero el recurso en sí no existe. También puede ser enviado en lugar " -"de 403 para ocultar la existencia de un recurso si el cliente no está " -"autorizado." +"válido pero el recurso en sí no existe. También puede ser enviado en lugar de " +"403 para ocultar la existencia de un recurso si el cliente no está autorizado." msgid "" "HTTP status code [code]405 Method Not Allowed[/code]. The request's HTTP " @@ -9647,9 +9588,9 @@ msgstr "" msgid "" "HTTP status code [code]406 Not Acceptable[/code]. The target resource does " -"not have a current representation that would be acceptable to the user " -"agent, according to the proactive negotiation header fields received in the " -"request. Used when negotiation content." +"not have a current representation that would be acceptable to the user agent, " +"according to the proactive negotiation header fields received in the request. " +"Used when negotiation content." msgstr "" "Código de estado HTTP [code]406 Not Acceptable[/code]. El recurso de destino " "no tiene una representación actual que sería aceptable para el agente " @@ -9661,14 +9602,13 @@ msgid "" "401 Unauthorized, but it indicates that the client needs to authenticate " "itself in order to use a proxy." msgstr "" -"Código de estado HTTP [code]407 Proxy Authentication Required[/code]. " -"Similar a 401 No autorizado, pero indica que el cliente necesita " -"autenticarse para usar un proxy." +"Código de estado HTTP [code]407 Proxy Authentication Required[/code]. Similar " +"a 401 No autorizado, pero indica que el cliente necesita autenticarse para " +"usar un proxy." msgid "" -"HTTP status code [code]408 Request Timeout[/code]. The server did not " -"receive a complete request message within the time that it was prepared to " -"wait." +"HTTP status code [code]408 Request Timeout[/code]. The server did not receive " +"a complete request message within the time that it was prepared to wait." msgstr "" "Código de estado HTTP [code]408 Solicitud de tiempo de espera [/code]. El " "servidor no recibió un mensaje de solicitud completo en el tiempo que estaba " @@ -9701,27 +9641,27 @@ msgstr "" "a aceptar la solicitud sin un encabezado de longitud de contenido definido." msgid "" -"HTTP status code [code]412 Precondition Failed[/code]. One or more " -"conditions given in the request header fields evaluated to [code]false[/" -"code] when tested on the server." +"HTTP status code [code]412 Precondition Failed[/code]. One or more conditions " +"given in the request header fields evaluated to [code]false[/code] when " +"tested on the server." msgstr "" "Código de estado HTTP [code]412 Precondition Failed[/code]. Una o más " "condiciones dadas en los campos de la cabecera de la petición evaluadas a " "[code]false[/code] al ser probadas en el servidor." msgid "" -"HTTP status code [code]413 Entity Too Large[/code]. The server is refusing " -"to process a request because the request payload is larger than the server " -"is willing or able to process." +"HTTP status code [code]413 Entity Too Large[/code]. The server is refusing to " +"process a request because the request payload is larger than the server is " +"willing or able to process." msgstr "" -"Código de estado HTTP [code]413 Entity Too large[/code]. El servidor se " -"niega a procesar una solicitud porque la carga útil de la solicitud es mayor " -"de lo que el servidor está dispuesto o puede procesar." +"Código de estado HTTP [code]413 Entity Too large[/code]. El servidor se niega " +"a procesar una solicitud porque la carga útil de la solicitud es mayor de lo " +"que el servidor está dispuesto o puede procesar." msgid "" "HTTP status code [code]414 Request-URI Too Long[/code]. The server is " -"refusing to service the request because the request-target is longer than " -"the server is willing to interpret." +"refusing to service the request because the request-target is longer than the " +"server is willing to interpret." msgstr "" "Código de estado HTTP [code]414 Request-URI Too Long[/code]. El servidor se " "niega a atender la solicitud porque el objetivo de la solicitud es más largo " @@ -9732,21 +9672,21 @@ msgid "" "is refusing to service the request because the payload is in a format not " "supported by this method on the target resource." msgstr "" -"Código de estado HTTP [code]415 Unsupported Media Type[/code]. El servidor " -"de origen se niega a atender la solicitud porque la carga útil está en un " +"Código de estado HTTP [code]415 Unsupported Media Type[/code]. El servidor de " +"origen se niega a atender la solicitud porque la carga útil está en un " "formato no soportado por este método en el recurso de destino." msgid "" "HTTP status code [code]416 Requested Range Not Satisfiable[/code]. None of " "the ranges in the request's Range header field overlap the current extent of " -"the selected resource or the set of ranges requested has been rejected due " -"to invalid ranges or an excessive request of small or overlapping ranges." +"the selected resource or the set of ranges requested has been rejected due to " +"invalid ranges or an excessive request of small or overlapping ranges." msgstr "" "Código de estado HTTP [code]416 Requested Range Not Satisfiable[/code]. " -"Ninguno de los rangos en el campo de encabezamiento del rango de la " -"solicitud se superpone a la extensión actual del recurso seleccionado o el " -"conjunto de rangos solicitados ha sido rechazado debido a rangos inválidos o " -"a una solicitud excesiva de rangos pequeños o superpuestos." +"Ninguno de los rangos en el campo de encabezamiento del rango de la solicitud " +"se superpone a la extensión actual del recurso seleccionado o el conjunto de " +"rangos solicitados ha sido rechazado debido a rangos inválidos o a una " +"solicitud excesiva de rangos pequeños o superpuestos." msgid "" "HTTP status code [code]417 Expectation Failed[/code]. The expectation given " @@ -9769,9 +9709,9 @@ msgstr "" msgid "" "HTTP status code [code]421 Misdirected Request[/code]. The request was " -"directed at a server that is not able to produce a response. This can be " -"sent by a server that is not configured to produce responses for the " -"combination of scheme and authority that are included in the request URI." +"directed at a server that is not able to produce a response. This can be sent " +"by a server that is not configured to produce responses for the combination " +"of scheme and authority that are included in the request URI." msgstr "" "Código de estado HTTP [code]421 Misdirected Request[/code]. La solicitud fue " "dirigida a un servidor que no es capaz de producir una respuesta. Esto puede " @@ -9806,18 +9746,18 @@ msgid "" "on another action and that action failed." msgstr "" "Código de estado HTTP [code]424 Failed Dependency[/code] (WebDAV). El método " -"no pudo realizarse en el recurso porque la acción solicitada dependía de " -"otra acción y esa acción falló." +"no pudo realizarse en el recurso porque la acción solicitada dependía de otra " +"acción y esa acción falló." msgid "" "HTTP status code [code]426 Upgrade Required[/code]. The server refuses to " "perform the request using the current protocol but might be willing to do so " "after the client upgrades to a different protocol." msgstr "" -"Código de estado HTTP [code]426 Upgrade Required[/code]. El servidor se " -"niega a realizar la solicitud utilizando el protocolo actual, pero podría " -"estar dispuesto a hacerlo después de que el cliente se actualice a un " -"protocolo diferente." +"Código de estado HTTP [code]426 Upgrade Required[/code]. El servidor se niega " +"a realizar la solicitud utilizando el protocolo actual, pero podría estar " +"dispuesto a hacerlo después de que el cliente se actualice a un protocolo " +"diferente." msgid "" "HTTP status code [code]428 Precondition Required[/code]. The origin server " @@ -9828,8 +9768,8 @@ msgstr "" msgid "" "HTTP status code [code]429 Too Many Requests[/code]. The user has sent too " -"many requests in a given amount of time (see \"rate limiting\"). Back off " -"and increase time between requests or try again later." +"many requests in a given amount of time (see \"rate limiting\"). Back off and " +"increase time between requests or try again later." msgstr "" "Código de estado HTTP [code]429 Too Many Requests[/code]. El usuario ha " "enviado demasiadas solicitudes en un período de tiempo determinado (véase " @@ -9837,10 +9777,10 @@ msgstr "" "solicitudes o inténtelo de nuevo más tarde." msgid "" -"HTTP status code [code]431 Request Header Fields Too Large[/code]. The " -"server is unwilling to process the request because its header fields are too " -"large. The request MAY be resubmitted after reducing the size of the request " -"header fields." +"HTTP status code [code]431 Request Header Fields Too Large[/code]. The server " +"is unwilling to process the request because its header fields are too large. " +"The request MAY be resubmitted after reducing the size of the request header " +"fields." msgstr "" "Código de estado HTTP [code]431 Request Header Fields Too Large[/code]. El " "servidor no está dispuesto a procesar la solicitud porque los campos de la " @@ -9848,13 +9788,12 @@ msgstr "" "de reducir el tamaño de los campos de la cabecera de la solicitud." msgid "" -"HTTP status code [code]451 Response Unavailable For Legal Reasons[/code]. " -"The server is denying access to the resource as a consequence of a legal " -"demand." +"HTTP status code [code]451 Response Unavailable For Legal Reasons[/code]. The " +"server is denying access to the resource as a consequence of a legal demand." msgstr "" "Código de estado HTTP [code]451 Response Unavailable for Legal Reasons[/" -"code]. El servidor está negando el acceso al recurso como consecuencia de " -"una demanda legal." +"code]. El servidor está negando el acceso al recurso como consecuencia de una " +"demanda legal." msgid "" "HTTP status code [code]500 Internal Server Error[/code]. The server " @@ -9862,8 +9801,7 @@ msgid "" "request." msgstr "" "Código de estado HTTP [code]500 Internal Server Error[/code]. El servidor se " -"encontró con una condición inesperada que le impidió cumplir con la " -"solicitud." +"encontró con una condición inesperada que le impidió cumplir con la solicitud." msgid "" "HTTP status code [code]501 Not Implemented[/code]. The server does not " @@ -9897,8 +9835,8 @@ msgstr "" msgid "" "HTTP status code [code]504 Gateway Timeout[/code]. The server, while acting " "as a gateway or proxy, did not receive a timely response from an upstream " -"server it needed to access in order to complete the request. Usually " -"returned by load balancers or proxies." +"server it needed to access in order to complete the request. Usually returned " +"by load balancers or proxies." msgstr "" "Código de estado HTTP [code]504 Gateway Timeout[/code]. El servidor, aunque " "actuaba como gateway o proxy, no recibía una respuesta oportuna de un " @@ -9906,9 +9844,9 @@ msgstr "" "Normalmente se devuelve por los balanceadores de carga o proxies." msgid "" -"HTTP status code [code]505 HTTP Version Not Supported[/code]. The server " -"does not support, or refuses to support, the major version of HTTP that was " -"used in the request message." +"HTTP status code [code]505 HTTP Version Not Supported[/code]. The server does " +"not support, or refuses to support, the major version of HTTP that was used " +"in the request message." msgstr "" "Código de estado HTTP [code]505 Versión HTTP Not Supported[/code]. El " "servidor no soporta, o se niega a soportar, la versión principal de HTTP que " @@ -9922,9 +9860,9 @@ msgid "" msgstr "" "Código de estado HTTP [code]506 Variant Also Negotiates[/code]. El servidor " "tiene un error de configuración interna: el recurso de la variante elegida " -"está configurado para participar en una negociación de contenido " -"transparente en sí misma, y por lo tanto no es un punto final adecuado en el " -"proceso de negociación." +"está configurado para participar en una negociación de contenido transparente " +"en sí misma, y por lo tanto no es un punto final adecuado en el proceso de " +"negociación." msgid "" "HTTP status code [code]507 Insufficient Storage[/code]. The method could not " @@ -9941,24 +9879,22 @@ msgid "" "with \"Depth: infinity\". This status indicates that the entire operation " "failed." msgstr "" -"Código de estado HTTP [code]508 Loop Detected[/code]. El servidor terminó " -"una operación porque encontró un bucle infinito mientras procesaba una " -"petición con \"Depth:infinity\". Este estado indica que la operación entera " -"falló." +"Código de estado HTTP [code]508 Loop Detected[/code]. El servidor terminó una " +"operación porque encontró un bucle infinito mientras procesaba una petición " +"con \"Depth:infinity\". Este estado indica que la operación entera falló." msgid "" "HTTP status code [code]510 Not Extended[/code]. The policy for accessing the " -"resource has not been met in the request. The server should send back all " -"the information necessary for the client to issue an extended request." +"resource has not been met in the request. The server should send back all the " +"information necessary for the client to issue an extended request." msgstr "" -"Código de estado HTTP [code]510 Not Extended[/code]. La política de acceso " -"al recurso no se ha cumplido en la solicitud. El servidor debería devolver " -"toda la información necesaria para que el cliente emita una solicitud " -"extendida." +"Código de estado HTTP [code]510 Not Extended[/code]. La política de acceso al " +"recurso no se ha cumplido en la solicitud. El servidor debería devolver toda " +"la información necesaria para que el cliente emita una solicitud extendida." msgid "" -"HTTP status code [code]511 Network Authentication Required[/code]. The " -"client needs to authenticate to gain network access." +"HTTP status code [code]511 Network Authentication Required[/code]. The client " +"needs to authenticate to gain network access." msgstr "" "Código de estado HTTP [code]511 Network Authentication Required[/code]. El " "cliente necesita autenticarse para obtener acceso a la red." @@ -9985,8 +9921,8 @@ msgid "" "Returns the current status of the underlying [HTTPClient]. See [enum " "HTTPClient.Status]." msgstr "" -"Devuelve el estado actual del [HTTPClient] subyacente. Véase [enum " -"HTTPClient.Status]." +"Devuelve el estado actual del [HTTPClient] subyacente. Véase [enum HTTPClient." +"Status]." msgid "If [code]true[/code], multithreading is used to improve performance." msgstr "" @@ -10012,8 +9948,7 @@ msgstr "La solicitud no tiene respuesta (todavía)." msgid "Request exceeded its maximum size limit, see [member body_size_limit]." msgstr "" -"La solicitud excedió su límite de tamaño máximo, ver [member " -"body_size_limit]." +"La solicitud excedió su límite de tamaño máximo, ver [member body_size_limit]." msgid "Request failed (currently unused)." msgstr "Solicitud fallida (actualmente no utilizada)." @@ -10079,8 +10014,8 @@ msgid "Returns [code]true[/code] if the image has no data." msgstr "Devuelve [code]true[/code] si la imagen no tiene datos." msgid "" -"Returns [code]true[/code] if all the image's pixels have an alpha value of " -"0. Returns [code]false[/code] if any pixel has an alpha value higher than 0." +"Returns [code]true[/code] if all the image's pixels have an alpha value of 0. " +"Returns [code]false[/code] if any pixel has an alpha value higher than 0." msgstr "" "Devuelve [code]true[/code] si todos los píxeles de la imagen tienen un valor " "alfa de 0. Devuelve [code]false[/code] si algún píxel tiene un valor alfa " @@ -10099,8 +10034,8 @@ msgid "Loads an image from the binary contents of a WebP file." msgstr "Carga una imagen del contenido binario de un archivo WebP." msgid "" -"Multiplies color values with alpha values. Resulting color values for a " -"pixel are [code](color * alpha)/256[/code]." +"Multiplies color values with alpha values. Resulting color values for a pixel " +"are [code](color * alpha)/256[/code]." msgstr "" "Multiplica los valores de color por los valores alfa. Los valores de color " "resultantes para un píxel son [code](color * alfa)/256[/code]." @@ -10130,15 +10065,15 @@ msgstr "" "luminancia." msgid "" -"OpenGL texture format with two values, luminance and alpha each stored with " -"8 bits." +"OpenGL texture format with two values, luminance and alpha each stored with 8 " +"bits." msgstr "" "Formato de textura OpenGL con dos valores, luminancia y alfa, cada uno " "almacenado con 8 bits." msgid "" -"OpenGL texture format [code]RG[/code] with two components and a bitdepth of " -"8 for each." +"OpenGL texture format [code]RG[/code] with two components and a bitdepth of 8 " +"for each." msgstr "" "Formato de textura OpenGL [code]RG[/code] con dos componentes y una " "profundidad de bits de 8 para cada uno." @@ -10149,8 +10084,8 @@ msgid "" "[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space " "conversion is performed." msgstr "" -"Formato de textura OpenGL [code]RGB[/code] con tres componentes, cada uno " -"con una profundidad de 8 bits.\n" +"Formato de textura OpenGL [code]RGB[/code] con tres componentes, cada uno con " +"una profundidad de 8 bits.\n" "[b]Nota:[/b] Al crear una [ImageTexture], se realiza una conversión del " "espacio de color sRGB a lineal." @@ -10160,8 +10095,8 @@ msgid "" "[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space " "conversion is performed." msgstr "" -"Formato de textura OpenGL [code]RGB[/code] con tres componentes, cada uno " -"con una profundidad de 8 bits.\n" +"Formato de textura OpenGL [code]RGB[/code] con tres componentes, cada uno con " +"una profundidad de 8 bits.\n" "[b]Nota:[/b] Al crear una [ImageTexture], se realiza una conversión del " "espacio de color sRGB a lineal." @@ -10245,9 +10180,9 @@ msgid "" "conversion is performed." msgstr "" "El formato de textura [url=https://en.wikipedia.org/wiki/" -"S3_Texture_Compression]S3TC[/url] que utiliza la Compresión de Bloque 1, y " -"es la variación más pequeña de S3TC, sólo proporciona 1 bit de datos alfa y " -"de color siendo premultiplicado con alfa.\n" +"S3_Texture_Compression]S3TC[/url] que utiliza la Compresión de Bloque 1, y es " +"la variación más pequeña de S3TC, sólo proporciona 1 bit de datos alfa y de " +"color siendo premultiplicado con alfa.\n" "[b]Nota:[/b] Al crear una [ImageTexture], se realiza una conversión del " "espacio de color sRGB a lineal." @@ -10269,10 +10204,10 @@ msgstr "" msgid "" "The [url=https://en.wikipedia.org/wiki/S3_Texture_Compression]S3TC[/url] " -"texture format also known as Block Compression 3 or BC3 that contains 64 " -"bits of alpha channel data followed by 64 bits of DXT1-encoded color data. " -"Color data is not premultiplied by alpha, same as DXT3. DXT5 generally " -"produces superior results for transparent gradients compared to DXT3.\n" +"texture format also known as Block Compression 3 or BC3 that contains 64 bits " +"of alpha channel data followed by 64 bits of DXT1-encoded color data. Color " +"data is not premultiplied by alpha, same as DXT3. DXT5 generally produces " +"superior results for transparent gradients compared to DXT3.\n" "[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space " "conversion is performed." msgstr "" @@ -10281,8 +10216,7 @@ msgstr "" "3 o BC3 que contiene 64 bits de datos de canal alfa seguidos de 64 bits de " "datos de color codificados en DXT1. Los datos de color no son " "premultiplicados por el alfa, igual que el DXT3. DXT5 generalmente produce " -"resultados superiores para gradientes transparentes en comparación con " -"DXT3.\n" +"resultados superiores para gradientes transparentes en comparación con DXT3.\n" "[b]Nota:[/b] Al crear una [ImageTexture], se realiza una conversión del " "espacio de color sRGB a lineal." @@ -10310,8 +10244,8 @@ msgstr "" msgid "" "Texture format that uses [url=https://www.khronos.org/opengl/wiki/" -"BPTC_Texture_Compression]BPTC[/url] compression with unsigned normalized " -"RGBA components.\n" +"BPTC_Texture_Compression]BPTC[/url] compression with unsigned normalized RGBA " +"components.\n" "[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space " "conversion is performed." msgstr "" @@ -10340,10 +10274,9 @@ msgstr "" "sin firmar." msgid "" -"[url=https://en.wikipedia.org/wiki/" -"Ericsson_Texture_Compression#ETC1]Ericsson Texture Compression format 1[/" -"url], also referred to as \"ETC1\", and is part of the OpenGL ES graphics " -"standard. This format cannot store an alpha channel." +"[url=https://en.wikipedia.org/wiki/Ericsson_Texture_Compression#ETC1]Ericsson " +"Texture Compression format 1[/url], also referred to as \"ETC1\", and is part " +"of the OpenGL ES graphics standard. This format cannot store an alpha channel." msgstr "" "[url=https://en.wikipedia.org/wiki/Ericsson_Texture_Compression#ETC1]Formato " "de Compresión de Textura Ericsson 1[/url], también conocido como \"ETC1\", y " @@ -10352,8 +10285,8 @@ msgstr "" msgid "" "[url=https://en.wikipedia.org/wiki/" -"Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression " -"format 2[/url] ([code]R11_EAC[/code] variant), which provides one channel of " +"Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression format " +"2[/url] ([code]R11_EAC[/code] variant), which provides one channel of " "unsigned data." msgstr "" "[url=https://en.wikipedia.org/wiki/" @@ -10363,79 +10296,78 @@ msgstr "" msgid "" "[url=https://en.wikipedia.org/wiki/" -"Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression " -"format 2[/url] ([code]SIGNED_R11_EAC[/code] variant), which provides one " -"channel of signed data." +"Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression format " +"2[/url] ([code]SIGNED_R11_EAC[/code] variant), which provides one channel of " +"signed data." msgstr "" "[url=https://en.wikipedia.org/wiki/" -"Ericsson_Texture_Compression#ETC2_and_EAC]Formato de compresión de textura " -"de Ericsson 2[/url] (variante de [code]SIGNED_R11_EAC[/code]), que " -"proporciona un canal de datos firmado." +"Ericsson_Texture_Compression#ETC2_and_EAC]Formato de compresión de textura de " +"Ericsson 2[/url] (variante de [code]SIGNED_R11_EAC[/code]), que proporciona " +"un canal de datos firmado." msgid "" "[url=https://en.wikipedia.org/wiki/" -"Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression " -"format 2[/url] ([code]RG11_EAC[/code] variant), which provides two channels " -"of unsigned data." +"Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression format " +"2[/url] ([code]RG11_EAC[/code] variant), which provides two channels of " +"unsigned data." msgstr "" "[url=https://en.wikipedia.org/wiki/" -"Ericsson_Texture_Compression#ETC2_and_EAC]Formato de compresión de textura " -"de Ericsson 2[/url] ([code]RG11_EAC[/code] variant), que proporciona dos " -"canales de datos sin firmar." +"Ericsson_Texture_Compression#ETC2_and_EAC]Formato de compresión de textura de " +"Ericsson 2[/url] ([code]RG11_EAC[/code] variant), que proporciona dos canales " +"de datos sin firmar." msgid "" "[url=https://en.wikipedia.org/wiki/" -"Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression " -"format 2[/url] ([code]SIGNED_RG11_EAC[/code] variant), which provides two " -"channels of signed data." +"Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression format " +"2[/url] ([code]SIGNED_RG11_EAC[/code] variant), which provides two channels " +"of signed data." msgstr "" "[url=https://en.wikipedia.org/wiki/" -"Ericsson_Texture_Compression#ETC2_and_EAC]Formato de compresión de textura " -"de Ericsson 2[/url] (variante de [code]SIGNED_RG11_EAC[/code]), que " -"proporciona dos canales de datos firmados." +"Ericsson_Texture_Compression#ETC2_and_EAC]Formato de compresión de textura de " +"Ericsson 2[/url] (variante de [code]SIGNED_RG11_EAC[/code]), que proporciona " +"dos canales de datos firmados." msgid "" "[url=https://en.wikipedia.org/wiki/" -"Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression " -"format 2[/url] ([code]RGB8[/code] variant), which is a follow-up of ETC1 and " +"Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression format " +"2[/url] ([code]RGB8[/code] variant), which is a follow-up of ETC1 and " "compresses RGB888 data.\n" "[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space " "conversion is performed." msgstr "" "[url=https://en.wikipedia.org/wiki/" -"Ericsson_Texture_Compression#ETC2_and_EAC]Formato de compresión de textura " -"de Ericsson 2[/url] ([code]RGB8[/code] variant), que es una continuación del " +"Ericsson_Texture_Compression#ETC2_and_EAC]Formato de compresión de textura de " +"Ericsson 2[/url] ([code]RGB8[/code] variant), que es una continuación del " "ETC1 y comprime los datos del RGB888.\n" "[b]Nota:[/b] Al crear una [ImageTexture], se realiza una conversión del " "espacio de color sRGB a lineal." msgid "" "[url=https://en.wikipedia.org/wiki/" -"Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression " -"format 2[/url] ([code]RGBA8[/code]variant), which compresses RGBA8888 data " -"with full alpha support.\n" +"Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression format " +"2[/url] ([code]RGBA8[/code]variant), which compresses RGBA8888 data with full " +"alpha support.\n" "[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space " "conversion is performed." msgstr "" "[url=https://en.wikipedia.org/wiki/" -"Ericsson_Texture_Compression#ETC2_and_EAC]Formato de compresión de textura " -"de Ericsson 2[/url] ([code]RGBA8[/code]variant), que comprime los datos de " +"Ericsson_Texture_Compression#ETC2_and_EAC]Formato de compresión de textura de " +"Ericsson 2[/url] ([code]RGBA8[/code]variant), que comprime los datos de " "RGBA8888 con soporte alfa completo.\n" "[b]Nota:[/b] Al crear una [ImageTexture], se realiza una conversión del " "espacio de color sRGB a lineal." msgid "" "[url=https://en.wikipedia.org/wiki/" -"Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression " -"format 2[/url] ([code]RGB8_PUNCHTHROUGH_ALPHA1[/code] variant), which " -"compresses RGBA data to make alpha either fully transparent or fully " -"opaque.\n" +"Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression format " +"2[/url] ([code]RGB8_PUNCHTHROUGH_ALPHA1[/code] variant), which compresses " +"RGBA data to make alpha either fully transparent or fully opaque.\n" "[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space " "conversion is performed." msgstr "" "[url=https://en.wikipedia.org/wiki/" -"Ericsson_Texture_Compression#ETC2_and_EAC]Formato de compresión de textura " -"de Ericsson 2[/url] ([code]RGB8_PUNCHTHROUGH_ALPHA1[/code] variant), que " +"Ericsson_Texture_Compression#ETC2_and_EAC]Formato de compresión de textura de " +"Ericsson 2[/url] ([code]RGB8_PUNCHTHROUGH_ALPHA1[/code] variant), que " "comprime los datos de RGBA para hacer el alfa totalmente transparente o " "totalmente opaco.\n" "[b]Nota:[/b] Al crear una [ImageTexture], se realiza una conversión del " @@ -10448,17 +10380,17 @@ msgid "" "Performs nearest-neighbor interpolation. If the image is resized, it will be " "pixelated." msgstr "" -"Realiza la interpolación del vecino más cercano. Si se cambia el tamaño de " -"la imagen, será pixelada." +"Realiza la interpolación del vecino más cercano. Si se cambia el tamaño de la " +"imagen, será pixelada." msgid "" "Performs bilinear interpolation. If the image is resized, it will be blurry. " "This mode is faster than [constant INTERPOLATE_CUBIC], but it results in " "lower quality." msgstr "" -"Realiza una interpolación bilineal. Si se cambia el tamaño de la imagen, " -"será borrosa. Este modo es más rápido que [constant INTERPOLATE_CUBIC], pero " -"da como resultado una menor calidad." +"Realiza una interpolación bilineal. Si se cambia el tamaño de la imagen, será " +"borrosa. Este modo es más rápido que [constant INTERPOLATE_CUBIC], pero da " +"como resultado una menor calidad." msgid "" "Performs cubic interpolation. If the image is resized, it will be blurry. " @@ -10529,10 +10461,10 @@ msgstr "" msgid "" "This will simulate pressing the specified action.\n" -"The strength can be used for non-boolean actions, it's ranged between 0 and " -"1 representing the intensity of the given action.\n" -"[b]Note:[/b] This method will not cause any [method Node._input] calls. It " -"is intended to be used with [method is_action_pressed] and [method " +"The strength can be used for non-boolean actions, it's ranged between 0 and 1 " +"representing the intensity of the given action.\n" +"[b]Note:[/b] This method will not cause any [method Node._input] calls. It is " +"intended to be used with [method is_action_pressed] and [method " "is_action_just_pressed]. If you want to simulate [code]_input[/code], use " "[method parse_input_event] instead." msgstr "" @@ -10548,8 +10480,8 @@ msgid "If the specified action is already pressed, this will release it." msgstr "Si la acción especificada ya está presionada, esto la liberará." msgid "" -"Adds a new mapping entry (in SDL2 format) to the mapping database. " -"Optionally update already connected devices." +"Adds a new mapping entry (in SDL2 format) to the mapping database. Optionally " +"update already connected devices." msgstr "" "Añade una nueva entrada de mapeo (en formato SDL2) a la base de datos de " "mapeo. Opcionalmente actualiza los dispositivos ya conectados." @@ -10582,20 +10514,20 @@ msgstr "" "GUID dada." msgid "" -"Sets the default cursor shape to be used in the viewport instead of " -"[constant CURSOR_ARROW].\n" +"Sets the default cursor shape to be used in the viewport instead of [constant " +"CURSOR_ARROW].\n" "[b]Note:[/b] If you want to change the default cursor shape for [Control]'s " "nodes, use [member Control.mouse_default_cursor_shape] instead.\n" "[b]Note:[/b] This method generates an [InputEventMouseMotion] to update " "cursor immediately." msgstr "" -"Establece la forma del cursor por defecto para ser usado en la vista en " -"lugar de la [constant CURSOR_ARROW].\n" +"Establece la forma del cursor por defecto para ser usado en la vista en lugar " +"de la [constant CURSOR_ARROW].\n" "[b]Nota:[/b] Si quieres cambiar la forma del cursor por defecto para los " "nodos de [Control], usa [member Control.mouse_default_cursor_shape] en su " "lugar.\n" -"[b]Nota:[/b] Este método genera un [InputEventMouseMotion] para actualizar " -"el cursor inmediatamente." +"[b]Nota:[/b] Este método genera un [InputEventMouseMotion] para actualizar el " +"cursor inmediatamente." msgid "Emitted when a joypad device has been connected or disconnected." msgstr "Se emite cuando se ha conectado o desconectado un dispositivo joypad." @@ -10618,8 +10550,8 @@ msgstr "" "puntero está sobre un enlace u otro elemento interactivo." msgid "" -"Cross cursor. Typically appears over regions in which a drawing operation " -"can be performed or for selections." +"Cross cursor. Typically appears over regions in which a drawing operation can " +"be performed or for selections." msgstr "" "Cursor en cruz. Normalmente aparece sobre las regiones en las que se puede " "realizar una operación de dibujo o para realizar selecciones." @@ -10636,8 +10568,8 @@ msgid "" "example, when dragging something) or that the control at a position is " "disabled." msgstr "" -"Cursor prohibido. Indica que la acción actual está prohibida (por ejemplo, " -"al arrastrar algo) o que el control en una posición está desactivado." +"Cursor prohibido. Indica que la acción actual está prohibida (por ejemplo, al " +"arrastrar algo) o que el control en una posición está desactivado." msgid "" "Vertical resize mouse cursor. A double-headed vertical arrow. It tells the " @@ -10651,9 +10583,9 @@ msgid "" "Horizontal resize mouse cursor. A double-headed horizontal arrow. It tells " "the user they can resize the window or the panel horizontally." msgstr "" -"Cursor del ratón de tamaño horizontal. Una flecha horizontal de doble " -"cabeza. Le dice al usuario que puede cambiar el tamaño de la ventana o del " -"panel horizontalmente." +"Cursor del ratón de tamaño horizontal. Una flecha horizontal de doble cabeza. " +"Le dice al usuario que puede cambiar el tamaño de la ventana o del panel " +"horizontalmente." msgid "" "Window resize mouse cursor. The cursor is a double-headed arrow that goes " @@ -10673,8 +10605,8 @@ msgid "" msgstr "" "La ventana cambia el tamaño del cursor del ratón. El cursor es una flecha de " "doble punta que va de arriba a la izquierda a abajo a la derecha, lo opuesto " -"a [constant CURSOR_BDIAGSIZE]. Le dice al usuario que puede cambiar el " -"tamaño de la ventana o del panel tanto horizontal como verticalmente." +"a [constant CURSOR_BDIAGSIZE]. Le dice al usuario que puede cambiar el tamaño " +"de la ventana o del panel tanto horizontal como verticalmente." msgid "Move cursor. Indicates that something can be moved." msgstr "Mueve el cursor. Indica que algo puede ser movido." @@ -10722,9 +10654,9 @@ msgstr "" msgid "" "The event's device ID.\n" -"[b]Note:[/b] This device ID will always be [code]-1[/code] for emulated " -"mouse input from a touchscreen. This can be used to distinguish emulated " -"mouse input from physical mouse input." +"[b]Note:[/b] This device ID will always be [code]-1[/code] for emulated mouse " +"input from a touchscreen. This can be used to distinguish emulated mouse " +"input from physical mouse input." msgstr "" "El ID del dispositivo del evento.\n" "[b]Nota:[/b] Este ID de dispositivo siempre será [code]-1[/code] para la " @@ -10770,13 +10702,13 @@ msgid "" "[code]-1.0[/code] to [code]1.0[/code]. A value of [code]0[/code] means the " "axis is in its resting position." msgstr "" -"Posición actual del joystick en el eje dado. El valor va de [code]-1,0[/" -"code] a [code]1,0[/code]. Un valor de [code]0[/code] significa que el eje " -"está en su posición de reposo." +"Posición actual del joystick en el eje dado. El valor va de [code]-1,0[/code] " +"a [code]1,0[/code]. Un valor de [code]0[/code] significa que el eje está en " +"su posición de reposo." msgid "" -"If [code]true[/code], the key was already pressed before this event. It " -"means the user is holding the key down." +"If [code]true[/code], the key was already pressed before this event. It means " +"the user is holding the key down." msgstr "" "Si [code]true[/code], la tecla ya estaba pulsada antes de este evento. " "Significa que el usuario está manteniendo la tecla pulsada." @@ -10840,14 +10772,13 @@ msgid "" "axes." msgstr "" "Representa los ángulos de inclinación del bolígrafo. El valor positivo de la " -"coordenada X indica una inclinación hacia la derecha. El valor positivo de " -"la coordenada Y indica una inclinación hacia el usuario. Va de [code]-1.0[/" -"code] a [code]1.0[/code] para ambos ejes." +"coordenada X indica una inclinación hacia la derecha. El valor positivo de la " +"coordenada Y indica una inclinación hacia el usuario. Va de [code]-1.0[/code] " +"a [code]1.0[/code] para ambos ejes." msgid "The drag event index in the case of a multi-drag event." msgstr "" -"El índice de eventos de arrastre en el caso de un evento de arrastre " -"múltiple." +"El índice de eventos de arrastre en el caso de un evento de arrastre múltiple." msgid "The drag position." msgstr "La posición de arrastre." @@ -10861,14 +10792,13 @@ msgid "" "If [code]true[/code], the touch's state is pressed. If [code]false[/code], " "the touch's state is released." msgstr "" -"Si [code]true[/code], el estado del toque se pulsa. Si [code]false[/code], " -"el estado del toque se libera." +"Si [code]true[/code], el estado del toque se pulsa. Si [code]false[/code], el " +"estado del toque se libera." msgid "" -"Manages all [InputEventAction] which can be created/modified from the " -"project settings menu [b]Project > Project Settings > Input Map[/b] or in " -"code with [method add_action] and [method action_add_event]. See [method " -"Node._input]." +"Manages all [InputEventAction] which can be created/modified from the project " +"settings menu [b]Project > Project Settings > Input Map[/b] or in code with " +"[method add_action] and [method action_add_event]. See [method Node._input]." msgstr "" "Gestiona todos los [InputEventAction] que pueden ser creados/modificados " "desde el menú de configuración del proyecto [b]Proyecto > Configuración del " @@ -10878,8 +10808,7 @@ msgstr "" msgid "" "Adds an [InputEvent] to an action. This [InputEvent] will trigger the action." msgstr "" -"Añade un [InputEvent] a una acción. Este [InputEvent] desencadenará la " -"acción." +"Añade un [InputEvent] a una acción. Este [InputEvent] desencadenará la acción." msgid "Removes an [InputEvent] from an action." msgstr "Elimina un [InputEvent] de una acción." @@ -10888,8 +10817,8 @@ msgid "Removes all events from an action." msgstr "Elimina todos los eventos de una acción." msgid "" -"Returns [code]true[/code] if the action has the given [InputEvent] " -"associated with it." +"Returns [code]true[/code] if the action has the given [InputEvent] associated " +"with it." msgstr "" "Devuelve [code]true[/code] si la acción tiene asociado el [InputEvent] dado." @@ -10932,8 +10861,8 @@ msgid "" " \"index\": \"1\", # Interface index.\n" " \"name\": \"eth0\", # Interface name.\n" " \"friendly\": \"Ethernet One\", # A friendly name (might be empty).\n" -" \"addresses\": [\"192.168.1.101\"], # An array of IP addresses " -"associated to this interface.\n" +" \"addresses\": [\"192.168.1.101\"], # An array of IP addresses associated " +"to this interface.\n" "}\n" "[/codeblock]" msgstr "" @@ -11041,8 +10970,8 @@ msgstr "" "desactivado." msgid "" -"Returns [code]true[/code] if the item icon will be drawn transposed, i.e. " -"the X and Y axes are swapped." +"Returns [code]true[/code] if the item icon will be drawn transposed, i.e. the " +"X and Y axes are swapped." msgstr "" "Devuelve [code]true[/code] si el icono del elemento se dibujará transpuesto, " "es decir, los ejes X e Y se intercambian." @@ -11096,10 +11025,8 @@ msgstr "" "asociado al índice especificado." msgid "" -"Allows or disallows selection of the item associated with the specified " -"index." -msgstr "" -"Permite o no la selección del elemento asociado al índice especificado." +"Allows or disallows selection of the item associated with the specified index." +msgstr "Permite o no la selección del elemento asociado al índice especificado." msgid "Sets text of the item associated with the specified index." msgstr "Establece el texto del elemento asociado con el índice especificado." @@ -11116,8 +11043,7 @@ msgstr "" msgid "Sorts items in the list by their text." msgstr "Ordena los elementos de la lista por su texto." -msgid "" -"If [code]true[/code], the currently selected item can be selected again." +msgid "If [code]true[/code], the currently selected item can be selected again." msgstr "" "Si [code]true[/code], el elemento actualmente seleccionado puede ser " "seleccionado de nuevo." @@ -11128,16 +11054,16 @@ msgstr "" "seleccionar elementos." msgid "" -"If [code]true[/code], the control will automatically resize the height to " -"fit its content." +"If [code]true[/code], the control will automatically resize the height to fit " +"its content." msgstr "" "Si [code]true[/code], el control redimensionará automáticamente la altura " "para que se ajuste a su contenido." msgid "" "The width all columns will be adjusted to.\n" -"A value of zero disables the adjustment, each item will have a width equal " -"to the width of its content and the columns will have an uneven width." +"A value of zero disables the adjustment, each item will have a width equal to " +"the width of its content and the columns will have an uneven width." msgstr "" "El ancho de todas las columnas se ajustará.\n" "Un valor de cero desactiva el ajuste, cada elemento tendrá una anchura igual " @@ -11168,8 +11094,7 @@ msgstr "" msgid "" "Maximum columns the list will have.\n" -"If greater than zero, the content will be split among the specified " -"columns.\n" +"If greater than zero, the content will be split among the specified columns.\n" "A value of zero means unlimited columns, i.e. all items will be put in the " "same row." msgstr "" @@ -11201,8 +11126,7 @@ msgstr "" "Si [code]true[/code], el ancho es igual al mayor ancho de todas las columnas." msgid "" -"Allows single or multiple item selection. See the [enum SelectMode] " -"constants." +"Allows single or multiple item selection. See the [enum SelectMode] constants." msgstr "" "Permite la selección de uno o varios elementos. Vea las constantes [enum " "SelectMode]." @@ -11219,8 +11143,8 @@ msgid "" "Triggered when a multiple selection is altered on a list allowing multiple " "selection." msgstr "" -"Se activa cuando se altera una selección múltiple en una lista que permite " -"la selección múltiple." +"Se activa cuando se altera una selección múltiple en una lista que permite la " +"selección múltiple." msgid "Icon is drawn above the text." msgstr "El icono se dibuja sobre el texto." @@ -11266,8 +11190,7 @@ msgstr "" msgid "" "[StyleBox] used for the cursor, when the [ItemList] is not being focused." msgstr "" -"[StyleBox] usado para el cursor, cuando el [ItemList] no está siendo " -"enfocado." +"[StyleBox] usado para el cursor, cuando el [ItemList] no está siendo enfocado." msgid "" "[StyleBox] for the selected items, used when the [ItemList] is not being " @@ -11291,8 +11214,7 @@ msgid "The first body attached to the joint. Must derive from [PhysicsBody2D]." msgstr "" "El primer cuerpo unido a la articulación. Debe derivar de [PhysicsBody2D]." -msgid "" -"The second body attached to the joint. Must derive from [PhysicsBody2D]." +msgid "The second body attached to the joint. Must derive from [PhysicsBody2D]." msgstr "" "El segundo cuerpo unido a la articulación. Debe derivar de [PhysicsBody2D]." @@ -11328,8 +11250,8 @@ msgid "" "Returns the number of lines shown. Useful if the [Label]'s height cannot " "currently display all lines." msgstr "" -"Devuelve el número de líneas mostradas. Es útil si la altura de la [Label] " -"no puede mostrar actualmente todas las líneas." +"Devuelve el número de líneas mostradas. Es útil si la altura de la [Label] no " +"puede mostrar actualmente todas las líneas." msgid "" "The node ignores the first [code]lines_skipped[/code] lines before it starts " @@ -11376,8 +11298,8 @@ msgid "" "However, objects drawn after it in the draw order may cover it." msgstr "" "Desactiva la prueba de profundidad, así que este objeto se dibuja encima de " -"todos los demás. Sin embargo, los objetos dibujados después de él en el " -"orden de dibujo pueden cubrirlo." +"todos los demás. Sin embargo, los objetos dibujados después de él en el orden " +"de dibujo pueden cubrirlo." msgid "Represents the size of the [enum DrawFlags] enum." msgstr "Representa el tamaño del enum [enum DrawFlags]." @@ -11389,8 +11311,7 @@ msgid "The Light2D's [Color]." msgstr "El [Color] de la Light2D." msgid "If [code]true[/code], Light2D will only appear when editing the scene." -msgstr "" -"Si [code]true[/code], Light2D sólo aparecerá cuando se edite la escena." +msgstr "Si [code]true[/code], Light2D sólo aparecerá cuando se edite la escena." msgid "If [code]true[/code], Light2D will emit light." msgstr "Si [code]true[/code], Light2D emitirá luz." @@ -11426,20 +11347,18 @@ msgstr "" "Tipo de filtro de sombra. Ver [enum ShadowFilter] para los posibles valores." msgid "" -"Adds the value of pixels corresponding to the Light2D to the values of " -"pixels under it. This is the common behavior of a light." +"Adds the value of pixels corresponding to the Light2D to the values of pixels " +"under it. This is the common behavior of a light." msgstr "" -"Añade el valor de los píxeles correspondientes a Light2D a los valores de " -"los píxeles que están debajo de él. Este es el comportamiento común de una " -"luz." +"Añade el valor de los píxeles correspondientes a Light2D a los valores de los " +"píxeles que están debajo de él. Este es el comportamiento común de una luz." msgid "" "Subtracts the value of pixels corresponding to the Light2D to the values of " "pixels under it, resulting in inversed light effect." msgstr "" -"Resta el valor de los píxeles correspondientes a Light2D a los valores de " -"los píxeles que están debajo de él, lo que resulta en un efecto de luz " -"invertida." +"Resta el valor de los píxeles correspondientes a Light2D a los valores de los " +"píxeles que están debajo de él, lo que resulta en un efecto de luz invertida." msgid "" "Mix the value of pixels corresponding to the Light2D to the values of pixels " @@ -11459,8 +11378,8 @@ msgstr "" "tiempo de ejecución." msgid "" -"The light's color. An [i]overbright[/i] color can be used to achieve a " -"result equivalent to increasing the light's [member light_energy]." +"The light's color. An [i]overbright[/i] color can be used to achieve a result " +"equivalent to increasing the light's [member light_energy]." msgstr "" "El color de la luz. Un color [i]sobrebrillante[/i] puede ser usado para " "lograr un resultado equivalente a incrementar la [member light_energy] de la " @@ -11488,9 +11407,9 @@ msgstr "" "luces sobre una superficie emisora." msgid "" -"Used to adjust shadow appearance. Too small a value results in self-" -"shadowing (\"shadow acne\"), while too large a value causes shadows to " -"separate from casters (\"peter-panning\"). Adjust as needed." +"Used to adjust shadow appearance. Too small a value results in self-shadowing " +"(\"shadow acne\"), while too large a value causes shadows to separate from " +"casters (\"peter-panning\"). Adjust as needed." msgstr "" "Se usa para ajustar la apariencia de las sombras. Un valor demasiado pequeño " "da como resultado una sombra propia (\"shadow acne\"), mientras que un valor " @@ -11520,9 +11439,9 @@ msgid "" "be provided with an [OccluderPolygon2D] in order for the shadow to be " "computed." msgstr "" -"Ocluye la luz emitida por un Light2D, proyectando sombras. El " -"LightOccluder2D debe estar provisto de un [OccluderPolygon2D] para que la " -"sombra sea computada." +"Ocluye la luz emitida por un Light2D, proyectando sombras. El LightOccluder2D " +"debe estar provisto de un [OccluderPolygon2D] para que la sombra sea " +"computada." msgid "The [OccluderPolygon2D] used to compute the shadow." msgstr "El [OccluderPolygon2D] utilizado para calcular la sombra." @@ -11544,8 +11463,7 @@ msgid "The line's color. Will not be used if a gradient is set." msgstr "El color de la línea. No se usará si se establece un gradiente." msgid "" -"Controls the style of the line's last point. Use [enum LineCapMode] " -"constants." +"Controls the style of the line's last point. Use [enum LineCapMode] constants." msgstr "" "Controla el estilo del último punto de la línea. Usa las constantes [enum " "LineCapMode]." @@ -11554,8 +11472,8 @@ msgid "" "The gradient is drawn through the whole line from start to finish. The " "default color will not be used if a gradient is set." msgstr "" -"El gradiente se dibuja a través de toda la línea de principio a fin. El " -"color por defecto no se usará si se establece un gradiente." +"El gradiente se dibuja a través de toda la línea de principio a fin. El color " +"por defecto no se usará si se establece un gradiente." msgid "The style for the points between the start and the end." msgstr "El estilo de los puntos entre el comienzo y el final." @@ -11578,18 +11496,18 @@ msgid "The line's width." msgstr "El ancho de la línea." msgid "" -"The line's width varies with the curve. The original width is simply " -"multiply by the value of the Curve." +"The line's width varies with the curve. The original width is simply multiply " +"by the value of the Curve." msgstr "" "El ancho de la línea varía con la curva. El ancho original simplemente se " "multiplica por el valor de la curva." msgid "" -"The line's joints will be pointy. If [code]sharp_limit[/code] is greater " -"than the rotation of a joint, it becomes a bevel joint instead." +"The line's joints will be pointy. If [code]sharp_limit[/code] is greater than " +"the rotation of a joint, it becomes a bevel joint instead." msgstr "" -"Las articulaciones de la línea serán puntiagudas. Si [code]sharp_limit[/" -"code] es mayor que la rotación de una articulación, se convierte en una " +"Las articulaciones de la línea serán puntiagudas. Si [code]sharp_limit[/code] " +"es mayor que la rotación de una articulación, se convierte en una " "articulación en bisel en su lugar." msgid "The line's joints will be bevelled/chamfered." @@ -11607,8 +11525,7 @@ msgstr "Dibuja la cubierta de la línea como una caja." msgid "Draws the line cap as a circle." msgstr "Dibuja la cubierta de la línea como un círculo." -msgid "" -"Takes the left pixels of the texture and renders it over the whole line." +msgid "Takes the left pixels of the texture and renders it over the whole line." msgstr "" "Toma los píxeles izquierdos de la textura y la renderiza sobre toda la línea." @@ -11636,8 +11553,8 @@ msgstr "Selecciona toda la [String]." msgid "If [code]true[/code], the context menu will appear when right-clicked." msgstr "" -"Si [code]true[/code], el menú contextual aparecerá al hacer clic con el " -"botón derecho del ratón." +"Si [code]true[/code], el menú contextual aparecerá al hacer clic con el botón " +"derecho del ratón." msgid "" "If [code]false[/code], existing text cannot be modified and new text cannot " @@ -11667,8 +11584,8 @@ msgid "" "no [member text], or always, if [member clear_button_enabled] is set to " "[code]false[/code]." msgstr "" -"Establece el icono que aparecerá en el extremo derecho de la [LineEdit] si " -"no hay [member text], o siempre, si [member clear_button_enabled] está " +"Establece el icono que aparecerá en el extremo derecho de la [LineEdit] si no " +"hay [member text], o siempre, si [member clear_button_enabled] está " "establecido en [code]false[/code]." msgid "" @@ -11682,8 +11599,8 @@ msgid "" "If [code]false[/code], it's impossible to select the text using mouse nor " "keyboard." msgstr "" -"Si [code]false[/code], es imposible seleccionar el texto usando el ratón o " -"el teclado." +"Si [code]false[/code], es imposible seleccionar el texto usando el ratón o el " +"teclado." msgid "If [code]false[/code], using shortcuts will be disabled." msgstr "Si [code]false[/code], el uso de atajos se desactivará." @@ -11821,20 +11738,20 @@ msgstr "" "Específico de la plataforma iOS." msgid "" -"Notification received when translations may have changed. Can be triggered " -"by the user changing the locale. Can be used to respond to language changes, " -"for example to change the UI strings on the fly. Useful when working with " -"the built-in translation support, like [method Object.tr]." +"Notification received when translations may have changed. Can be triggered by " +"the user changing the locale. Can be used to respond to language changes, for " +"example to change the UI strings on the fly. Useful when working with the " +"built-in translation support, like [method Object.tr]." msgstr "" "Notificación recibida cuando las traducciones pueden haber cambiado. Puede " "ser activada por el usuario al cambiar el locale. Puede utilizarse para " "responder a los cambios de idioma, por ejemplo, para cambiar las strings de " -"la interfaz de usuario sobre la marcha. Útil cuando se trabaja con el " -"soporte de traducción incorporado, como [method Object.tr]." +"la interfaz de usuario sobre la marcha. Útil cuando se trabaja con el soporte " +"de traducción incorporado, como [method Object.tr]." msgid "" -"Notification received from the OS when a request for \"About\" information " -"is sent.\n" +"Notification received from the OS when a request for \"About\" information is " +"sent.\n" "Specific to the macOS platform." msgstr "" "Notificación recibida del sistema operativo cuando se envía una solicitud de " @@ -11846,8 +11763,8 @@ msgid "" "crash.\n" "Implemented on desktop platforms if the crash handler is enabled." msgstr "" -"Notificación recibida del controlador de fallos de Godot cuando el motor " -"está a punto de fallar.\n" +"Notificación recibida del controlador de fallos de Godot cuando el motor está " +"a punto de fallar.\n" "Implementado en las plataformas de escritorio si el manejador de fallos está " "habilitado." @@ -11957,10 +11874,10 @@ msgstr "Un [Resource] que contiene un array de vértices de una geometría." msgid "" "Mesh is a type of [Resource] that contains vertex array-based geometry, " -"divided in [i]surfaces[/i]. Each surface contains a completely separate " -"array and a material used to draw it. Design wise, a mesh with multiple " -"surfaces is preferred to a single surface, because objects created in 3D " -"editing software commonly contain multiple materials." +"divided in [i]surfaces[/i]. Each surface contains a completely separate array " +"and a material used to draw it. Design wise, a mesh with multiple surfaces is " +"preferred to a single surface, because objects created in 3D editing software " +"commonly contain multiple materials." msgstr "" "La malla es un tipo de [Resource] que contiene una geometría basada en un " "array de vértices, dividida en [i]superficies[/i]. Cada superficie contiene " @@ -12064,15 +11981,14 @@ msgid "Clears all data currently in MeshDataTool." msgstr "Borra todos los datos que actualmente están en la MeshDataTool." msgid "Adds a new surface to specified [Mesh] with edited data." -msgstr "" -"Añade una nueva superficie a la [Mesh] especificada con datos editados." +msgstr "Añade una nueva superficie a la [Mesh] especificada con datos editados." msgid "" "Uses specified surface of given [Mesh] to populate data for MeshDataTool.\n" "Requires [Mesh] with primitive type [constant Mesh.PRIMITIVE_TRIANGLES]." msgstr "" -"Utiliza la superficie especificada de la [Mesh] dada para poblar los datos " -"de la MeshDataTool.\n" +"Utiliza la superficie especificada de la [Mesh] dada para poblar los datos de " +"la MeshDataTool.\n" "Requiere [Mesh] con el tipo primitivo [constant Mesh.PRIMITIVE_TRIANGLES]." msgid "Returns the number of edges in this [Mesh]." @@ -12310,8 +12226,8 @@ msgid "" "the lens used and directly influences the lens distortion effect." msgstr "" "El factor k1 de la lente es una de las dos constantes que definen la fuerza " -"de la lente utilizada e influye directamente en el efecto de distorsión de " -"la lente." +"de la lente utilizada e influye directamente en el efecto de distorsión de la " +"lente." msgid "The k2 lens factor, see k1." msgstr "El factor de lente k2, ver k1." @@ -12385,10 +12301,10 @@ msgid "" "TRANSFER_MODE_UNRELIABLE_ORDERED]. Use for non-critical data, and always " "consider whether the order matters." msgstr "" -"No se reconocen los paquetes, no se hacen intentos de reenvío de los " -"paquetes perdidos. Los paquetes pueden llegar en cualquier orden. " -"Potencialmente más rápido que [constant TRANSFER_MODE_UNRELIABLE_ORDERED]. " -"Utilícela para datos no críticos, y siempre considere si el orden importa." +"No se reconocen los paquetes, no se hacen intentos de reenvío de los paquetes " +"perdidos. Los paquetes pueden llegar en cualquier orden. Potencialmente más " +"rápido que [constant TRANSFER_MODE_UNRELIABLE_ORDERED]. Utilícela para datos " +"no críticos, y siempre considere si el orden importa." msgid "" "Packets are not acknowledged, no resend attempts are made for lost packets. " @@ -12397,36 +12313,35 @@ msgid "" "would be outdated if received late due to resend attempt(s) anyway, for " "example movement and positional data." msgstr "" -"No se reconocen los paquetes, no se hacen intentos de reenvío de los " -"paquetes perdidos. Los paquetes se reciben en el orden en que fueron " -"enviados. Potencialmente más rápido que [constant TRANSFER_MODE_RELIABLE]. " -"Se utiliza para datos no críticos o datos que estarían desactualizados si se " -"recibieran tarde debido a un intento de reenvío de todas formas, por " -"ejemplo, datos de movimiento y de posición." +"No se reconocen los paquetes, no se hacen intentos de reenvío de los paquetes " +"perdidos. Los paquetes se reciben en el orden en que fueron enviados. " +"Potencialmente más rápido que [constant TRANSFER_MODE_RELIABLE]. Se utiliza " +"para datos no críticos o datos que estarían desactualizados si se recibieran " +"tarde debido a un intento de reenvío de todas formas, por ejemplo, datos de " +"movimiento y de posición." msgid "" -"Packets must be received and resend attempts should be made until the " -"packets are acknowledged. Packets must be received in the order they were " -"sent in. Most reliable transfer mode, but potentially the slowest due to the " -"overhead. Use for critical data that must be transmitted and arrive in " -"order, for example an ability being triggered or a chat message. Consider " -"carefully if the information really is critical, and use sparingly." +"Packets must be received and resend attempts should be made until the packets " +"are acknowledged. Packets must be received in the order they were sent in. " +"Most reliable transfer mode, but potentially the slowest due to the overhead. " +"Use for critical data that must be transmitted and arrive in order, for " +"example an ability being triggered or a chat message. Consider carefully if " +"the information really is critical, and use sparingly." msgstr "" "Los paquetes deben ser recibidos y se debe intentar reenviarlos hasta que se " "acuse recibo de los mismos. Los paquetes deben ser recibidos en el orden en " "que fueron enviados. Es el modo de transferencia más fiable, pero " -"potencialmente el más lento debido a la sobrecarga. Se utiliza para los " -"datos críticos que deben transmitirse y llegar en orden, por ejemplo, una " -"capacidad que se está activando o un mensaje de chat. Considere " -"cuidadosamente si la información es realmente crítica, y utilícela con " -"moderación." +"potencialmente el más lento debido a la sobrecarga. Se utiliza para los datos " +"críticos que deben transmitirse y llegar en orden, por ejemplo, una capacidad " +"que se está activando o un mensaje de chat. Considere cuidadosamente si la " +"información es realmente crítica, y utilícela con moderación." msgid "" -"Adds a polygon using the indices of the vertices you get when calling " -"[method get_vertices]." +"Adds a polygon using the indices of the vertices you get when calling [method " +"get_vertices]." msgstr "" -"Añade un polígono usando los índices de los vértices que obtienes al llamar " -"a [method get_vertices]." +"Añade un polígono usando los índices de los vértices que obtienes al llamar a " +"[method get_vertices]." msgid "" "Sets the vertices that can be then indexed to create polygons with the " @@ -12439,15 +12354,14 @@ msgid "" "Clears the array of the outlines, but it doesn't clear the vertices and the " "polygons that were created by them." msgstr "" -"Limpia el array de los contornos, pero no limpia los vértices y los " -"polígonos que fueron creados por ellos." +"Limpia el array de los contornos, pero no limpia los vértices y los polígonos " +"que fueron creados por ellos." msgid "" "Clears the array of polygons, but it doesn't clear the array of outlines and " "vertices." msgstr "" -"Limpia el array de polígonos, pero no limpia el array de contornos y " -"vértices." +"Limpia el array de polígonos, pero no limpia el array de contornos y vértices." msgid "" "Returns the number of outlines that were created in the editor or by script." @@ -12489,16 +12403,16 @@ msgid "" "bottom corners and side will have a height of 16 pixels. You can set all 4 " "margin values individually to create panels with non-uniform borders." msgstr "" -"La altura de la fila inferior del 9-cortes. Un margen de 16 significa que " -"las esquinas inferiores y el lado de los 9 cortes tendrán una altura de 16 " +"La altura de la fila inferior del 9-cortes. Un margen de 16 significa que las " +"esquinas inferiores y el lado de los 9 cortes tendrán una altura de 16 " "píxeles. Puede establecer los 4 valores de margen individualmente para crear " "paneles con bordes no uniformes." msgid "" "Rectangular region of the texture to sample from. If you're working with an " -"atlas, use this property to define the area the 9-slice should use. All " -"other properties are relative to this one. If the rect is empty, " -"NinePatchRect will use the whole texture." +"atlas, use this property to define the area the 9-slice should use. All other " +"properties are relative to this one. If the rect is empty, NinePatchRect will " +"use the whole texture." msgstr "" "Región rectangular de la textura de la que tomar la muestra. Si trabajas con " "un atlas, usa esta propiedad para definir el área que el 9-cortes debe usar. " @@ -12516,13 +12430,13 @@ msgid "" "changing, or after calling [method add_child] in a script). If the node has " "children, its [method _enter_tree] callback will be called first, and then " "that of the children.\n" -"Corresponds to the [constant NOTIFICATION_ENTER_TREE] notification in " -"[method Object._notification]." +"Corresponds to the [constant NOTIFICATION_ENTER_TREE] notification in [method " +"Object._notification]." msgstr "" "Llamado cuando el nodo entra en el [SceneTree] (por ejemplo, al instalarse, " "al cambiar de escena o después de llamar a [method add_child] en un script). " -"Si el nodo tiene hijos, su llamada a [method _enter_tree] se llamará " -"primero, y luego la de los hijos.\n" +"Si el nodo tiene hijos, su llamada a [method _enter_tree] se llamará primero, " +"y luego la de los hijos.\n" "Corresponde a la notificación [constant NOTIFICATION_ENTER_TREE] en [method " "Object._notification]." @@ -12536,19 +12450,18 @@ msgid "" "the node has already left the active tree, connect to the [signal " "tree_exited]." msgstr "" -"Llamado cuando el nodo está a punto de salir del [SceneTree] (por ejemplo, " -"al liberarse, al cambiar de escena o después de llamar a [method " -"remove_child] en un script). Si el nodo tiene hijos, su llamada a [method " -"_exit_tree] se llamará al final, después de que todos sus hijos hayan dejado " -"el árbol.\n" +"Llamado cuando el nodo está a punto de salir del [SceneTree] (por ejemplo, al " +"liberarse, al cambiar de escena o después de llamar a [method remove_child] " +"en un script). Si el nodo tiene hijos, su llamada a [method _exit_tree] se " +"llamará al final, después de que todos sus hijos hayan dejado el árbol.\n" "Corresponde a la notificación [constant NOTIFICATION_EXIT_TREE] en [method " -"Object._notification] y a la señal [signal tree_exiting]. Para ser " -"notificado cuando el nodo ya ha dejado el árbol activo, conéctese al [signal " +"Object._notification] y a la señal [signal tree_exiting]. Para ser notificado " +"cuando el nodo ya ha dejado el árbol activo, conéctese al [signal " "tree_exited]." msgid "" -"Returns the absolute path of the current node. This only works if the " -"current node is inside the scene tree (see [method is_inside_tree])." +"Returns the absolute path of the current node. This only works if the current " +"node is inside the scene tree (see [method is_inside_tree])." msgstr "" "Devuelve la ruta absoluta del nodo actual. Esto sólo funciona si el nodo " "actual está dentro del árbol de la escena (ver [method is_inside_tree])." @@ -12564,8 +12477,8 @@ msgid "" "Returns [code]true[/code] if this is an instance load placeholder. See " "[InstancePlaceholder]." msgstr "" -"Devuelve [code]true[/code] si se trata de un marcador de posición de carga " -"de instancia. Ver [InstancePlaceholder]." +"Devuelve [code]true[/code] si se trata de un marcador de posición de carga de " +"instancia. Ver [InstancePlaceholder]." msgid "Returns the [SceneTree] that contains this node." msgstr "Devuelve el [SceneTree] que contiene este nodo." @@ -12579,22 +12492,21 @@ msgstr "Devuelve [code]true[/code] si el nodo al que apunta [NodePath] existe." msgid "" "Returns [code]true[/code] if the [NodePath] points to a valid node and its " -"subname points to a valid resource, e.g. [code]Area2D/CollisionShape2D:" -"shape[/code]. Properties with a non-[Resource] type (e.g. nodes or primitive " -"math types) are not considered resources." +"subname points to a valid resource, e.g. [code]Area2D/CollisionShape2D:shape[/" +"code]. Properties with a non-[Resource] type (e.g. nodes or primitive math " +"types) are not considered resources." msgstr "" "Devuelve [code]true[/code] si el [NodePath] apunta a un nodo válido y su " "subnombre apunta a un recurso válido, por ejemplo, [code]Area2D/" "CollisionShape2D:shape[/code]. Las propiedades que no son de tipo [Resource] " -"(por ejemplo, nodos o tipos matemáticos primitivos) no se consideran " -"recursos." +"(por ejemplo, nodos o tipos matemáticos primitivos) no se consideran recursos." msgid "" "Returns [code]true[/code] if the given node is a direct or indirect child of " "the current node." msgstr "" -"Devuelve [code]true[/code] si el nodo dado es un hijo directo o indirecto " -"del nodo actual." +"Devuelve [code]true[/code] si el nodo dado es un hijo directo o indirecto del " +"nodo actual." msgid "" "Returns [code]true[/code] if the given node occurs later in the scene " @@ -12631,8 +12543,7 @@ msgstr "" "activado (véase [method set_physics_process_internal])." msgid "" -"Returns [code]true[/code] if processing is enabled (see [method " -"set_process])." +"Returns [code]true[/code] if processing is enabled (see [method set_process])." msgstr "" "Devuelve [code]true[/code] si el procesamiento está activado (véase [method " "set_process])." @@ -12641,8 +12552,8 @@ msgid "" "Returns [code]true[/code] if the node is processing input (see [method " "set_process_input])." msgstr "" -"Devuelve [code]true[/code] si el nodo está procesando la entrada (ver " -"[method set_process_input])." +"Devuelve [code]true[/code] si el nodo está procesando la entrada (ver [method " +"set_process_input])." msgid "" "Returns [code]true[/code] if internal processing is enabled (see [method " @@ -12655,15 +12566,15 @@ msgid "" "Returns [code]true[/code] if the node is processing unhandled input (see " "[method set_process_unhandled_input])." msgstr "" -"Devuelve [code]true[/code] si el nodo está procesando una entrada no " -"manejada (ver [method set_process_unhandled_input])." +"Devuelve [code]true[/code] si el nodo está procesando una entrada no manejada " +"(ver [method set_process_unhandled_input])." msgid "" "Returns [code]true[/code] if the node is processing unhandled key input (see " "[method set_process_unhandled_key_input])." msgstr "" -"Devuelve [code]true[/code] si el nodo está procesando una entrada de clave " -"no manejada (ver [method set_process_unhandled_key_input])." +"Devuelve [code]true[/code] si el nodo está procesando una entrada de clave no " +"manejada (ver [method set_process_unhandled_key_input])." msgid "" "Prints the tree to stdout. Used mainly for debugging purposes. This version " @@ -12693,19 +12604,19 @@ msgstr "" "[/codeblock]" msgid "" -"Notifies the current node and all its children recursively by calling " -"[method Object.notification] on all of them." +"Notifies the current node and all its children recursively by calling [method " +"Object.notification] on all of them." msgstr "" "Notifica al nodo actual y a todos sus hijos de forma recursiva llamando al " "[method Object.notification] en todos ellos." msgid "" -"Requests that [code]_ready[/code] be called again. Note that the method " -"won't be called immediately, but is scheduled for when the node is added to " -"the scene tree again (see [method _ready]). [code]_ready[/code] is called " -"only for the node which requested it, which means that you need to request " -"ready for each child if you want them to call [code]_ready[/code] too (in " -"which case, [code]_ready[/code] will be called in the same order as it would " +"Requests that [code]_ready[/code] be called again. Note that the method won't " +"be called immediately, but is scheduled for when the node is added to the " +"scene tree again (see [method _ready]). [code]_ready[/code] is called only " +"for the node which requested it, which means that you need to request ready " +"for each child if you want them to call [code]_ready[/code] too (in which " +"case, [code]_ready[/code] will be called in the same order as it would " "normally)." msgstr "" "Solicita que se llame de nuevo a [code]_ready[/code]. Tenga en cuenta que el " @@ -12726,8 +12637,8 @@ msgstr "" "Habilita o deshabilita el procesamiento. Cuando un nodo está siendo " "procesado, recibirá una [constant NOTIFICATION_PROCESS] en cada fotograma " "dibujado (y se llamará a la devolución de llamada [method _process] si " -"existe). Se habilita automáticamente si se anula [method _process]. " -"Cualquier llamada a esto antes de [method _ready] será ignorada." +"existe). Se habilita automáticamente si se anula [method _process]. Cualquier " +"llamada a esto antes de [method _ready] será ignorada." msgid "" "Enables or disables input processing. This is not required for GUI controls! " @@ -12739,21 +12650,21 @@ msgstr "" "_input]. Cualquier llamada a esto antes de [method _ready] será ignorada." msgid "" -"Enables unhandled input processing. This is not required for GUI controls! " -"It enables the node to receive all input that was not previously handled " +"Enables unhandled input processing. This is not required for GUI controls! It " +"enables the node to receive all input that was not previously handled " "(usually by a [Control]). Enabled automatically if [method _unhandled_input] " "is overridden. Any calls to this before [method _ready] will be ignored." msgstr "" "Permite el procesamiento de entradas sin manejar. ¡Esto no es necesario para " -"los controles GUI! Permite que el nodo reciba todas las entradas que no " -"hayan sido manejadas previamente (normalmente por un [Control]). Se habilita " +"los controles GUI! Permite que el nodo reciba todas las entradas que no hayan " +"sido manejadas previamente (normalmente por un [Control]). Se habilita " "automáticamente si se anula [method _unhandled_input]. Cualquier llamada a " "esto antes de [method _ready] será ignorada." msgid "" "Enables unhandled key input processing. Enabled automatically if [method " -"_unhandled_key_input] is overridden. Any calls to this before [method " -"_ready] will be ignored." +"_unhandled_key_input] is overridden. Any calls to this before [method _ready] " +"will be ignored." msgstr "" "Permite el procesamiento de entradas de claves sin manejar. Se activa " "automáticamente si se anula [method _unhandled_key_input]. Cualquier llamada " @@ -12765,35 +12676,6 @@ msgstr "" "Establece si se trata de un marcador de posición de carga de instancia. Ver " "[InstancePlaceholder]." -msgid "" -"The node owner. A node can have any other node as owner (as long as it is a " -"valid parent, grandparent, etc. ascending in the tree). When saving a node " -"(using [PackedScene]), all the nodes it owns will be saved with it. This " -"allows for the creation of complex [SceneTree]s, with instancing and " -"subinstancing.\n" -"[b]Note:[/b] If you want a child to be persisted to a [PackedScene], you " -"must set [member owner] in addition to calling [method add_child]. This is " -"typically relevant for [url=$DOCS_URL/tutorials/plugins/" -"running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/" -"tutorials/plugins/editor/index.html]editor plugins[/url]. If [method " -"add_child] is called without setting [member owner], the newly added [Node] " -"will not be visible in the scene tree, though it will be visible in the " -"2D/3D view." -msgstr "" -"El nodo propietario. Un nodo puede tener cualquier otro nodo como " -"propietario (tanto como es un padre válido, abuelo, etc. ascendiendo en el " -"árbol). Cuando se guarda un nodo utilizando PackedScene, todos los nodos que " -"posee se guardarán con él. Esto permite la creación de complejos árboles de " -"Escena, con instanciación y subinstanciación.\n" -"[b]Nota:[/b] Si quieres que un hijo sea persistido a una PackedScene, debes " -"establecer [member_owner] además de llamar al método add_child. Esto es " -"típicamente relevante para [url=$DOCS_URL/tutorials/plugins/" -"running_code_in_the_editor.html]tool scripts[/url] y [url=$DOCS_URL/" -"tutorials/plugins/editor/index.html]editor plugins[/url]\n" -"Si el método add_child es llamado sin configuración de miembro propietario, " -"el nodo nuevo añadido no será visible en el árbol de escena, aunque será " -"visible en la vista 2D/3D" - msgid "" "The node's priority in the execution order of the enabled processing " "callbacks (i.e. [constant NOTIFICATION_PROCESS], [constant " @@ -12814,8 +12696,7 @@ msgid "Emitted after the node exits the tree and is no longer active." msgstr "Emitido después de que el nodo sale del árbol y ya no está activo." msgid "Notification received when the node is ready. See [method _ready]." -msgstr "" -"Notificación recibida cuando el nodo esté listo. Véase [method _ready]." +msgstr "Notificación recibida cuando el nodo esté listo. Véase [method _ready]." msgid "Notification received when the node is paused." msgstr "Notificación recibida cuando el nodo está en pausa." @@ -12917,9 +12798,9 @@ msgstr "" msgid "" "A 2D game object, with a transform (position, rotation, and scale). All 2D " -"nodes, including physics objects and sprites, inherit from Node2D. Use " -"Node2D as a parent node to move, scale and rotate children in a 2D project. " -"Also gives control of the node's render order." +"nodes, including physics objects and sprites, inherit from Node2D. Use Node2D " +"as a parent node to move, scale and rotate children in a 2D project. Also " +"gives control of the node's render order." msgstr "" "Un objeto de juego 2D, con una transformada (posición, rotación y escala). " "Todos los nodos 2D, incluyendo los objetos de física y los sprites, heredan " @@ -12947,10 +12828,10 @@ msgstr "" "Transforma la posición local proporcionada en una posición en el espacio de " "coordenadas globales. Se espera que la entrada sea local en relación con el " "[Node2D] al que se llama. Por ejemplo, aplicar este método a las posiciones " -"de los nodos hijos transformará correctamente sus posiciones en el espacio " -"de coordenadas globales, pero aplicarlo a la propia posición de un nodo dará " -"un resultado incorrecto, ya que incorporará la propia transformación del " -"nodo en su posición global." +"de los nodos hijos transformará correctamente sus posiciones en el espacio de " +"coordenadas globales, pero aplicarlo a la propia posición de un nodo dará un " +"resultado incorrecto, ya que incorporará la propia transformación del nodo en " +"su posición global." msgid "" "Transforms the provided global position into a position in local coordinate " @@ -12992,19 +12873,18 @@ msgid "" "specified angle in radians. The rotation axis is in global coordinate system." msgstr "" "Gira la transformación global (del mundo) alrededor del eje, una unidad " -"[Vector3], por un ángulo especificado en radianes. El eje de rotación está " -"en el sistema de coordenadas globales." +"[Vector3], por un ángulo especificado en radianes. El eje de rotación está en " +"el sistema de coordenadas globales." msgid "" -"Scales the global (world) transformation by the given [Vector3] scale " -"factors." +"Scales the global (world) transformation by the given [Vector3] scale factors." msgstr "" "Escala la transformación global (del mundo) por los factores de escala " "[Vector3] dados." msgid "" -"Moves the global (world) transformation by [Vector3] offset. The offset is " -"in global coordinate system." +"Moves the global (world) transformation by [Vector3] offset. The offset is in " +"global coordinate system." msgstr "" "Mueve la transformación global (del mundo) por el desplazamiento del " "[Vector3]. El desplazamiento está en el sistema de coordenadas globales." @@ -13017,8 +12897,8 @@ msgstr "" "[code]false[/code]." msgid "" -"Returns whether this node uses a scale of [code](1, 1, 1)[/code] or its " -"local transformation scale." +"Returns whether this node uses a scale of [code](1, 1, 1)[/code] or its local " +"transformation scale." msgstr "" "Devuelve si este nodo utiliza una escala de [code](1, 1, 1)[/code] o su " "escala de transformación local." @@ -13059,26 +12939,24 @@ msgstr "" msgid "" "Sets whether the node uses a scale of [code](1, 1, 1)[/code] or its local " -"transformation scale. Changes to the local transformation scale are " -"preserved." +"transformation scale. Changes to the local transformation scale are preserved." msgstr "" -"Establece si el nodo utiliza una escala de [code](1, 1, 1)[/code] o su " -"escala de transformación local. Los cambios en la escala de transformación " -"local se conservan." +"Establece si el nodo utiliza una escala de [code](1, 1, 1)[/code] o su escala " +"de transformación local. Los cambios en la escala de transformación local se " +"conservan." msgid "" -"Sets whether the node ignores notification that its transformation (global " -"or local) changed." +"Sets whether the node ignores notification that its transformation (global or " +"local) changed." msgstr "" "Establece si el nodo ignora la notificación de que su transformación (global " "o local) ha cambiado." msgid "" -"Enables rendering of this node. Changes [member visible] to [code]true[/" -"code]." +"Enables rendering of this node. Changes [member visible] to [code]true[/code]." msgstr "" -"Permite la representación de este nodo. Cambia [member visible] a " -"[code]true[/code]." +"Permite la representación de este nodo. Cambia [member visible] a [code]true[/" +"code]." msgid "" "Changes the node's position by the given offset [Vector3] in local space." @@ -13096,12 +12974,11 @@ msgid "" "root\"[/code]) or autoloads (e.g. [code]\"/global\"[/code] if a \"global\" " "autoload was registered)." msgstr "" -"Devuelve [code]true[/code] si la ruta del nodo es absoluta (en " -"contraposición a la relativa), lo que significa que comienza con un carácter " -"de barra inclinada ([code]/[/code]). Las rutas de nodo absolutas pueden " -"utilizarse para acceder al nodo raíz ([code]\"/root\"[/code]) o a las " -"autocargas (por ejemplo, [code]\"/global\"[/code] si se registró un " -"autocarga \"global\")." +"Devuelve [code]true[/code] si la ruta del nodo es absoluta (en contraposición " +"a la relativa), lo que significa que comienza con un carácter de barra " +"inclinada ([code]/[/code]). Las rutas de nodo absolutas pueden utilizarse " +"para acceder al nodo raíz ([code]\"/root\"[/code]) o a las autocargas (por " +"ejemplo, [code]\"/global\"[/code] si se registró un autocarga \"global\")." msgid "Returns [code]true[/code] if the node path is empty." msgstr "Devuelve [code]true[/code] si la ruta del nodo está vacía." @@ -13117,9 +12994,9 @@ msgid "" "Strength of the bump maps used in this texture. A higher value will make the " "bump maps appear larger while a lower value will make them appear softer." msgstr "" -"La fuerza de los bump maps usados en esta textura. Un valor más alto hará " -"que los bump maps parezcan más grandes mientras que un valor más bajo los " -"hará parecer más suaves." +"La fuerza de los bump maps usados en esta textura. Un valor más alto hará que " +"los bump maps parezcan más grandes mientras que un valor más bajo los hará " +"parecer más suaves." msgid "" "Returns [code]true[/code] if the [method Node.queue_free] method was called " @@ -13138,17 +13015,17 @@ msgid "" "Editor facility that helps you draw a 2D polygon used as resource for " "[LightOccluder2D]." msgstr "" -"Facilidad de edición que te ayuda a dibujar un polígono 2D usado como " -"recurso para [LightOccluder2D]." +"Facilidad de edición que te ayuda a dibujar un polígono 2D usado como recurso " +"para [LightOccluder2D]." msgid "" -"If [code]true[/code], closes the polygon. A closed OccluderPolygon2D " -"occludes the light coming from any direction. An opened OccluderPolygon2D " -"occludes the light only at its outline's direction." +"If [code]true[/code], closes the polygon. A closed OccluderPolygon2D occludes " +"the light coming from any direction. An opened OccluderPolygon2D occludes the " +"light only at its outline's direction." msgstr "" -"Si [code]true[/code], cierra el polígono. Un OccluderPolygon2D cerrado " -"ocluye la luz que viene de cualquier dirección. Un OccluderPolygon2D abierto " -"ocluye la luz sólo en la dirección de su contorno." +"Si [code]true[/code], cierra el polígono. Un OccluderPolygon2D cerrado ocluye " +"la luz que viene de cualquier dirección. Un OccluderPolygon2D abierto ocluye " +"la luz sólo en la dirección de su contorno." msgid "The culling mode to use." msgstr "El modo de selección a utilizar." @@ -13166,8 +13043,7 @@ msgstr "" msgid "Culling is disabled. See [member cull_mode]." msgstr "La extracción está desactivada. Ver [member cull_mode]." -msgid "" -"Culling is performed in the clockwise direction. See [member cull_mode]." +msgid "Culling is performed in the clockwise direction. See [member cull_mode]." msgstr "" "La selección se realiza en el sentido de las agujas del reloj. Ver [member " "cull_mode]." @@ -13186,8 +13062,8 @@ msgid "" "Shadows are rendered to a dual-paraboloid texture. Faster than [constant " "SHADOW_CUBE], but lower-quality." msgstr "" -"Las sombras se convierten en una textura de doble paraboloide. Más rápido " -"que [constant SHADOW_CUBE], pero de menor calidad." +"Las sombras se convierten en una textura de doble paraboloide. Más rápido que " +"[constant SHADOW_CUBE], pero de menor calidad." msgid "Add an action set." msgstr "Añadir un conjunto de acciones." @@ -13224,9 +13100,9 @@ msgid "" "Sets the metadata of an item. Metadata may be of any type and can be used to " "store extra information about an item, such as an external string ID." msgstr "" -"Establece los metadatos de un elemento. Los metadatos pueden ser de " -"cualquier tipo y pueden utilizarse para almacenar información adicional " -"sobre un elemento, como un string externa cod un ID." +"Establece los metadatos de un elemento. Los metadatos pueden ser de cualquier " +"tipo y pueden utilizarse para almacenar información adicional sobre un " +"elemento, como un string externa cod un ID." msgid "" "The index of the currently selected item, or [code]-1[/code] if no item is " @@ -13290,8 +13166,8 @@ msgstr "" "la depuración)." msgid "" -"At the moment this function is only used by [code]AudioDriverOpenSL[/code] " -"to request permission for [code]RECORD_AUDIO[/code] on Android." +"At the moment this function is only used by [code]AudioDriverOpenSL[/code] to " +"request permission for [code]RECORD_AUDIO[/code] on Android." msgstr "" "Por el momento esta función sólo es utilizada por [code]AudioDriverOpenSL[/" "code] para pedir permiso para [code]RECORD_AUDIO[/code] en Android." @@ -13354,8 +13230,7 @@ msgstr "Elimina un elemento del array por indice." msgid "" "Sets the size of the array. If the array is grown, reserves elements at the " -"end of the array. If the array is shrunk, truncates the array to the new " -"size." +"end of the array. If the array is shrunk, truncates the array to the new size." msgstr "" "Establece el tamaño del conjunto. Si el array crece, reserva elementos al " "final del array. Si el array se reduce, trunca el array al nuevo tamaño." @@ -13402,8 +13277,8 @@ msgstr "" "Las claves disponibles incluyen \"rnames\" y \"variants\" para los recursos, " "\"node_count\", \"nodes\", \"node_paths\" para los nodos, " "\"editable_instances\" para las anulaciones de hijos de la escena base, " -"\"conn_count\" y \"conns\" para las conexiones de señales, y \"version\" " -"para el estilo de formato de la PackedScene." +"\"conn_count\" y \"conns\" para las conexiones de señales, y \"version\" para " +"el estilo de formato de la PackedScene." msgid "Appends a string element at end of the array." msgstr "Añade un elemento de string al final de la array." @@ -13447,14 +13322,12 @@ msgid "" "Maximum buffer size allowed when encoding [Variant]s. Raise this value to " "support heavier memory allocations.\n" "The [method put_var] method allocates memory on the stack, and the buffer " -"used will grow automatically to the closest power of two to match the size " -"of the [Variant]. If the [Variant] is bigger than " -"[code]encode_buffer_max_size[/code], the method will error out with " -"[constant ERR_OUT_OF_MEMORY]." +"used will grow automatically to the closest power of two to match the size of " +"the [Variant]. If the [Variant] is bigger than [code]encode_buffer_max_size[/" +"code], the method will error out with [constant ERR_OUT_OF_MEMORY]." msgstr "" -"Tamaño máximo de la memoria intermedia permitido al codificar las " -"[Variant]s. Aumente este valor para soportar asignaciones de memoria más " -"pesadas.\n" +"Tamaño máximo de la memoria intermedia permitido al codificar las [Variant]s. " +"Aumente este valor para soportar asignaciones de memoria más pesadas.\n" "El método [method put_var] asigna memoria en la pila, y el búfer utilizado " "crecerá automáticamente hasta la potencia más cercana a dos para igualar el " "tamaño de la [Variant]. Si la [Variant] es más grande que " @@ -13474,9 +13347,8 @@ msgid "" "Poll the connection to check for incoming packets. Call this frequently to " "update the status and keep the connection working." msgstr "" -"Sondea la conexión para comprobar si hay paquetes entrantes. Llama a esto " -"con frecuencia para actualizar el estado y mantener la conexión en " -"funcionamiento." +"Sondea la conexión para comprobar si hay paquetes entrantes. Llama a esto con " +"frecuencia para actualizar el estado y mantener la conexión en funcionamiento." msgid "A status representing a [PacketPeerDTLS] that is disconnected." msgstr "Un estado que representa un [PacketPeerDTLS] que está desconectado." @@ -13516,8 +13388,8 @@ msgid "UDP packet peer." msgstr "Paquete de pares UDP." msgid "" -"Returns the IP of the remote peer that sent the last packet(that was " -"received with [method PacketPeer.get_packet] or [method PacketPeer.get_var])." +"Returns the IP of the remote peer that sent the last packet(that was received " +"with [method PacketPeer.get_packet] or [method PacketPeer.get_var])." msgstr "" "Devuelve la IP del par remoto que envió el último paquete (que fue recibido " "con [method PacketPeer.get_packet] o [method PacketPeer.get_var])." @@ -13530,11 +13402,11 @@ msgstr "" "recibido con [method PacketPeer.get_packet] o [method PacketPeer.get_var])." msgid "" -"Returns [code]true[/code] if the UDP socket is open and has been connected " -"to a remote address. See [method connect_to_host]." +"Returns [code]true[/code] if the UDP socket is open and has been connected to " +"a remote address. See [method connect_to_host]." msgstr "" -"Devuelve [code]true[/code] si el enchufe UDP está abierto y se ha conectado " -"a una dirección remota. Ver [method connect_to_host]." +"Devuelve [code]true[/code] si el enchufe UDP está abierto y se ha conectado a " +"una dirección remota. Ver [method connect_to_host]." msgid "The style of [PanelContainer]'s background." msgstr "El estilo del fondo de [PanelContainer]." @@ -13652,26 +13524,25 @@ msgstr "" "de esta textura en el mismo punto que la [member emission_point_texture]. Se " "utiliza sólo en [constant EMISSION_SHAPE_DIRECTED_POINTS]. Se puede crear " "automáticamente a partir de la malla o del nodo seleccionando \"Crear puntos " -"de emisión a partir de la malla o del nodo\" en la herramienta " -"\"Partículas\" de la barra de herramientas." +"de emisión a partir de la malla o del nodo\" en la herramienta \"Partículas\" " +"de la barra de herramientas." msgid "" "The number of emission points if [code]emission_shape[/code] is set to " -"[constant EMISSION_SHAPE_POINTS] or [constant " -"EMISSION_SHAPE_DIRECTED_POINTS]." +"[constant EMISSION_SHAPE_POINTS] or [constant EMISSION_SHAPE_DIRECTED_POINTS]." msgstr "" "El número de puntos de emisión si [code]emission_shape[/code] se fija en " "[constant EMISSION_SHAPE_POINTS] o [constant EMISSION_SHAPE_DIRECTED_POINTS]." msgid "" -"Particles will be emitted at positions determined by sampling this texture " -"at a random position. Used with [constant EMISSION_SHAPE_POINTS] and " -"[constant EMISSION_SHAPE_DIRECTED_POINTS]. Can be created automatically from " -"mesh or node by selecting \"Create Emission Points from Mesh/Node\" under " -"the \"Particles\" tool in the toolbar." +"Particles will be emitted at positions determined by sampling this texture at " +"a random position. Used with [constant EMISSION_SHAPE_POINTS] and [constant " +"EMISSION_SHAPE_DIRECTED_POINTS]. Can be created automatically from mesh or " +"node by selecting \"Create Emission Points from Mesh/Node\" under the " +"\"Particles\" tool in the toolbar." msgstr "" -"Las partículas se emitirán en posiciones determinadas por el muestreo de " -"esta textura en una posición aleatoria. Se utiliza con [constant " +"Las partículas se emitirán en posiciones determinadas por el muestreo de esta " +"textura en una posición aleatoria. Se utiliza con [constant " "EMISSION_SHAPE_POINTS] y [constant EMISSION_SHAPE_DIRECTED_POINTS]. Se puede " "crear automáticamente a partir de la malla o del nodo seleccionando \"Crear " "puntos de emisión a partir de la malla o del nodo\" en la herramienta " @@ -13694,8 +13565,7 @@ msgstr "" msgid "Each particle's hue will vary along this [CurveTexture]." msgstr "El tono de cada partícula variará a lo largo de esta [CurveTexture]." -msgid "" -"Each particle's linear acceleration will vary along this [CurveTexture]." +msgid "Each particle's linear acceleration will vary along this [CurveTexture]." msgstr "" "La aceleración lineal de cada partícula variará a lo largo de esta " "[CurveTexture]." @@ -13708,8 +13578,7 @@ msgstr "" msgid "If [code]true[/code], particles will not move on the z axis." msgstr "Si [code]true[/code], las partículas no se moverán en el eje z." -msgid "" -"Each particle's radial acceleration will vary along this [CurveTexture]." +msgid "Each particle's radial acceleration will vary along this [CurveTexture]." msgstr "" "La aceleración radial de cada partícula variará a lo largo de esta " "[CurveTexture]." @@ -13721,19 +13590,19 @@ msgstr "" "[CurveTexture]." msgid "" -"Particles will be emitted at a position determined by sampling a random " -"point on the [member emission_point_texture]. Particle color will be " -"modulated by [member emission_color_texture]." +"Particles will be emitted at a position determined by sampling a random point " +"on the [member emission_point_texture]. Particle color will be modulated by " +"[member emission_color_texture]." msgstr "" "Las partículas se emitirán en una posición determinada por el muestreo de un " "punto aleatorio en la [member emission_point_texture]. El color de las " "partículas será modulado por [member emission_color_texture]." msgid "" -"Particles will be emitted at a position determined by sampling a random " -"point on the [member emission_point_texture]. Particle velocity and rotation " -"will be set based on [member emission_normal_texture]. Particle color will " -"be modulated by [member emission_color_texture]." +"Particles will be emitted at a position determined by sampling a random point " +"on the [member emission_point_texture]. Particle velocity and rotation will " +"be set based on [member emission_normal_texture]. Particle color will be " +"modulated by [member emission_color_texture]." msgstr "" "Las partículas se emitirán en una posición determinada por el muestreo de un " "punto aleatorio en la [member emission_point_texture]. La velocidad y la " @@ -13774,21 +13643,21 @@ msgid "" "If [code]true[/code], the position between two cached points is interpolated " "cubically, and linearly otherwise.\n" "The points along the [Curve2D] of the [Path2D] are precomputed before use, " -"for faster calculations. The point at the requested offset is then " -"calculated interpolating between two adjacent cached points. This may " -"present a problem if the curve makes sharp turns, as the cached points may " -"not follow the curve closely enough.\n" +"for faster calculations. The point at the requested offset is then calculated " +"interpolating between two adjacent cached points. This may present a problem " +"if the curve makes sharp turns, as the cached points may not follow the curve " +"closely enough.\n" "There are two answers to this problem: either increase the number of cached " -"points and increase memory consumption, or make a cubic interpolation " -"between two points at the cost of (slightly) slower calculations." +"points and increase memory consumption, or make a cubic interpolation between " +"two points at the cost of (slightly) slower calculations." msgstr "" "Si [code]true[/code], la posición entre dos puntos cacheados se interpola " "cúbicamente, y linealmente en caso contrario.\n" -"Los puntos a lo largo de la [Curve2D] del [Path2D] se precalculan antes de " -"su uso, para cálculos más rápidos. El punto en el desplazamiento solicitado " -"se calcula entonces interpolando entre dos puntos cacheados adyacentes. Esto " -"puede presentar un problema si la curva hace giros bruscos, ya que los " -"puntos cacheados pueden no seguir la curva lo suficientemente cerca.\n" +"Los puntos a lo largo de la [Curve2D] del [Path2D] se precalculan antes de su " +"uso, para cálculos más rápidos. El punto en el desplazamiento solicitado se " +"calcula entonces interpolando entre dos puntos cacheados adyacentes. Esto " +"puede presentar un problema si la curva hace giros bruscos, ya que los puntos " +"cacheados pueden no seguir la curva lo suficientemente cerca.\n" "Hay dos respuestas a este problema: o bien aumentar el número de puntos " "cacheados y aumentar el consumo de memoria, o bien hacer una interpolación " "cúbica entre dos puntos a costa de cálculos (ligeramente) más lentos." @@ -13827,8 +13696,8 @@ msgid "" "Called during physics processing, allowing you to read and safely modify the " "simulation state for the object. By default, it works in addition to the " "usual physics behavior, but the [member custom_integrator] property allows " -"you to disable the default behavior and do fully custom force integration " -"for a body." +"you to disable the default behavior and do fully custom force integration for " +"a body." msgstr "" "Llamado durante el procesamiento de la física, que permite leer y modificar " "con seguridad el estado de simulación del objeto. Por defecto, funciona " @@ -13840,19 +13709,19 @@ msgid "" "The body's bounciness. Values range from [code]0[/code] (no bounce) to " "[code]1[/code] (full bounciness)." msgstr "" -"El rebote del cuerpo. Los valores van desde [code]0[/code] (sin rebote) " -"hasta [code]1[/code] (rebote completo)." +"El rebote del cuerpo. Los valores van desde [code]0[/code] (sin rebote) hasta " +"[code]1[/code] (rebote completo)." msgid "" "If [code]true[/code], internal force integration will be disabled (like " "gravity or air friction) for this body. Other than collision response, the " -"body will only move as determined by the [method _integrate_forces] " -"function, if defined." +"body will only move as determined by the [method _integrate_forces] function, " +"if defined." msgstr "" "Si [code]true[/code], la integración de la fuerza interna se desactivará " "(como la gravedad o la fricción del aire) para este cuerpo. Aparte de la " -"respuesta a la colisión, el cuerpo sólo se moverá según lo determinado por " -"la función [method _integrate_forces], si está definida." +"respuesta a la colisión, el cuerpo sólo se moverá según lo determinado por la " +"función [method _integrate_forces], si está definida." msgid "The body's mass." msgstr "La masa del cuerpo." @@ -13930,8 +13799,7 @@ msgstr "El inverso de la masa del cuerpo." msgid "If [code]true[/code], this body is currently sleeping (not active)." msgstr "" -"Si [code]true[/code], este cuerpo está actualmente durmiendo (no está " -"activo)." +"Si [code]true[/code], este cuerpo está actualmente durmiendo (no está activo)." msgid "The timestep (delta) used for the simulation." msgstr "El paso temporal (delta) utilizado para la simulación." @@ -13940,8 +13808,8 @@ msgid "" "The rate at which the body stops rotating, if there are not any other forces " "moving it." msgstr "" -"La velocidad a la que el cuerpo deja de girar, si no hay otras fuerzas que " -"lo muevan." +"La velocidad a la que el cuerpo deja de girar, si no hay otras fuerzas que lo " +"muevan." msgid "The total gravity vector being currently applied to this body." msgstr "El vector de gravedad total que se aplica actualmente a este cuerpo." @@ -13981,21 +13849,20 @@ msgstr "" msgid "" "If [code]true[/code], the physics engine will use the friction of the object " "marked as \"rough\" when two objects collide. If [code]false[/code], the " -"physics engine will use the lowest friction of all colliding objects " -"instead. If [code]true[/code] for both colliding objects, the physics engine " -"will use the highest friction." +"physics engine will use the lowest friction of all colliding objects instead. " +"If [code]true[/code] for both colliding objects, the physics engine will use " +"the highest friction." msgstr "" "Si [code]true[/code], el motor de la física utilizará la fricción del objeto " -"marcado como \"áspero\" cuando dos objetos colisionen. Si [code]false[/" -"code], el motor de física usará la menor fricción de todos los objetos que " +"marcado como \"áspero\" cuando dos objetos colisionen. Si [code]false[/code], " +"el motor de física usará la menor fricción de todos los objetos que " "colisionen en su lugar. Si [code]true[/code] para ambos objetos que " "colisionan, el motor de física utilizará la fricción más alta." msgid "If [code]true[/code], the query will take [Area2D]s into account." msgstr "Si [code]true[/code], la consulta tendrá en cuenta las [Area2D]s." -msgid "" -"If [code]true[/code], the query will take [PhysicsBody2D]s into account." +msgid "If [code]true[/code], the query will take [PhysicsBody2D]s into account." msgstr "" "Si [code]true[/code], la consulta tendrá en cuenta las [PhysicsBody2D]s." @@ -14003,23 +13870,23 @@ msgid "" "This is the constant for creating circle shapes. A circle shape only has a " "radius. It can be used for intersections and inside/outside checks." msgstr "" -"Esta es la constante para crear formas de círculos. Una forma de círculo " -"sólo tiene un radio. Puede ser usado para intersecciones y controles " -"internos y externos." +"Esta es la constante para crear formas de círculos. Una forma de círculo sólo " +"tiene un radio. Puede ser usado para intersecciones y controles internos y " +"externos." msgid "" "This is the constant for creating rectangle shapes. A rectangle shape is " "defined by a width and a height. It can be used for intersections and inside/" "outside checks." msgstr "" -"Esta es la constante para crear formas de rectángulo. Una forma de " -"rectángulo se define por un ancho y una altura. Se puede usar para " -"intersecciones y controles internos y externos." +"Esta es la constante para crear formas de rectángulo. Una forma de rectángulo " +"se define por un ancho y una altura. Se puede usar para intersecciones y " +"controles internos y externos." msgid "" "This is the constant for creating capsule shapes. A capsule shape is defined " -"by a radius and a length. It can be used for intersections and inside/" -"outside checks." +"by a radius and a length. It can be used for intersections and inside/outside " +"checks." msgstr "" "Esta es la constante para crear formas de cápsulas. La forma de una cápsula " "se define por un radio y una longitud. Se puede usar para intersecciones y " @@ -14027,8 +13894,8 @@ msgstr "" msgid "" "This is the constant for creating concave polygon shapes. A polygon is " -"defined by a list of points. It can be used for intersections checks, but " -"not for inside/outside checks." +"defined by a list of points. It can be used for intersections checks, but not " +"for inside/outside checks." msgstr "" "Esta es la constante para crear formas poligonales cóncavas. Un polígono se " "define por una lista de puntos. Puede ser usado para comprobar las " @@ -14118,22 +13985,22 @@ msgstr "" "más rápido que el \"shapecasting\", pero menos preciso." msgid "" -"Enables continuous collision detection by shapecasting. It is the slowest " -"CCD method, and the most precise." +"Enables continuous collision detection by shapecasting. It is the slowest CCD " +"method, and the most precise." msgstr "" "Permite la detección continua de colisiones mediante el modelado. Es el " "método más lento de CCD, y el más preciso." msgid "" -"The value of the first parameter and area callback function receives, when " -"an object enters one of its shapes." +"The value of the first parameter and area callback function receives, when an " +"object enters one of its shapes." msgstr "" "El valor del primer parámetro y la función de retrollamada de área recibe, " "cuando un objeto entra en una de sus formas." msgid "" -"The value of the first parameter and area callback function receives, when " -"an object exits one of its shapes." +"The value of the first parameter and area callback function receives, when an " +"object exits one of its shapes." msgstr "" "El valor del primer parámetro y la función de llamada de área recibe, cuando " "un objeto sale de una de sus formas." @@ -14154,9 +14021,9 @@ msgid "" "Adds a shape to the area, along with a transform matrix. Shapes are usually " "referenced by their index, so you should track which shape has a given index." msgstr "" -"Añade una forma a la zona, junto con una matriz de transformación. Las " -"formas suelen estar referenciadas por su índice, por lo que se debe rastrear " -"qué forma tiene un índice determinado." +"Añade una forma a la zona, junto con una matriz de transformación. Las formas " +"suelen estar referenciadas por su índice, por lo que se debe rastrear qué " +"forma tiene un índice determinado." msgid "" "Assigns the area to a descendant of [Object], so it can exist in the node " @@ -14169,8 +14036,8 @@ msgid "" "Removes all shapes from an area. It does not delete the shapes, so they can " "be reassigned later." msgstr "" -"Elimina todas las formas de un área. No elimina las formas, por lo que " -"pueden ser reasignadas más tarde." +"Elimina todas las formas de un área. No elimina las formas, por lo que pueden " +"ser reasignadas más tarde." msgid "Gets the instance ID of the object the area is assigned to." msgstr "Obtiene el ID de la instancia del objeto al que está asignada el área." @@ -14243,9 +14110,9 @@ msgid "" "Adds a shape to the body, along with a transform matrix. Shapes are usually " "referenced by their index, so you should track which shape has a given index." msgstr "" -"Añade una forma al cuerpo, junto con una matriz de transformación. Las " -"formas suelen estar referenciadas por su índice, así que debes rastrear qué " -"forma tiene un índice determinado." +"Añade una forma al cuerpo, junto con una matriz de transformación. Las formas " +"suelen estar referenciadas por su índice, así que debes rastrear qué forma " +"tiene un índice determinado." msgid "Removes all shapes from a body." msgstr "Elimina todas las formas de un cuerpo." @@ -14434,14 +14301,12 @@ msgstr "" "Establece un parámetro de hinge_joint (ver las constantes [enum " "HingeJointParam])." -msgid "" -"Returns position of the joint in the local space of body a of the joint." +msgid "Returns position of the joint in the local space of body a of the joint." msgstr "" "Devuelve la posición de la articulación en el espacio local del cuerpo a de " "la articulación." -msgid "" -"Returns position of the joint in the local space of body b of the joint." +msgid "Returns position of the joint in the local space of body b of the joint." msgstr "" "Devuelve la posición de la articulación en el espacio local del cuerpo b de " "la articulación." @@ -14486,9 +14351,9 @@ msgstr "" "SliderJointParam])." msgid "" -"Creates a space. A space is a collection of parameters for the physics " -"engine that can be assigned to an area or a body. It can be assigned to an " -"area with [method area_set_space], or to a body with [method body_set_space]." +"Creates a space. A space is a collection of parameters for the physics engine " +"that can be assigned to an area or a body. It can be assigned to an area with " +"[method area_set_space], or to a body with [method body_set_space]." msgstr "" "Crea un espacio. Un espacio es una colección de parámetros para el motor de " "la física que puede ser asignado a un área o a un cuerpo. Puede ser asignado " @@ -14502,8 +14367,8 @@ msgid "Returns whether the space is active." msgstr "Devuelve si el espacio está activo." msgid "" -"Marks a space as active. It will not have an effect, unless it is assigned " -"to an area or body." +"Marks a space as active. It will not have an effect, unless it is assigned to " +"an area or body." msgstr "" "Marca un espacio como activo. No tendrá efecto, a menos que se asigne a un " "área o cuerpo." @@ -14516,8 +14381,8 @@ msgstr "" "disponibles se encuentra en las constantes [enum SpaceParameter]." msgid "" -"The strength with which the pinned objects try to stay in positional " -"relation to each other.\n" +"The strength with which the pinned objects try to stay in positional relation " +"to each other.\n" "The higher, the stronger." msgstr "" "La fuerza con la que los objetos clavados tratan de mantenerse en relación " @@ -14579,8 +14444,8 @@ msgstr "" "deslizador." msgid "" -"A factor applied to the movement across the slider axis as long as the " -"slider is in the limits. The lower, the slower the movement." +"A factor applied to the movement across the slider axis as long as the slider " +"is in the limits. The lower, the slower the movement." msgstr "" "Un factor aplicado al movimiento a través del eje del deslizador mientras el " "deslizador esté en los límites. Cuanto más bajo, más lento es el movimiento." @@ -14621,8 +14486,7 @@ msgid "The amount of restitution of the rotation when the limit is surpassed." msgstr "La cantidad de restitución de la rotación cuando se supera el límite." msgid "The amount of damping of the rotation when the limit is surpassed." -msgstr "" -"La cantidad de amortiguación de la rotación cuando se supera el límite." +msgstr "La cantidad de amortiguación de la rotación cuando se supera el límite." msgid "A factor that gets applied to the all rotation in the limits." msgstr "Un factor que se aplica a toda la rotación en los límites." @@ -14667,12 +14531,11 @@ msgid "" "The amount of restitution on the axes movement. The lower, the more velocity-" "energy gets lost." msgstr "" -"La cantidad de restitución en el movimiento de los ejes. Cuanto más bajo, " -"más energía de velocidad se pierde." +"La cantidad de restitución en el movimiento de los ejes. Cuanto más bajo, más " +"energía de velocidad se pierde." msgid "The velocity that the joint's linear motor will attempt to reach." -msgstr "" -"La velocidad que el motor lineal de la articulación intentará alcanzar." +msgstr "La velocidad que el motor lineal de la articulación intentará alcanzar." msgid "" "The maximum force that the linear motor can apply while trying to reach the " @@ -14709,8 +14572,8 @@ msgstr "" msgid "Constant to set/get the priority (order of processing) of an area." msgstr "" -"Constante para establecer/obtener la prioridad (orden de procesamiento) de " -"un área." +"Constante para establecer/obtener la prioridad (orden de procesamiento) de un " +"área." msgid "Constant to set/get a body's bounce factor." msgstr "Constante para fijar/obtener el factor de rebote de un cuerpo." @@ -14725,8 +14588,7 @@ msgid "Constant to set/get a body's inertia." msgstr "Constante para fijar/obtener la inercia de un cuerpo." msgid "Constant to set/get a body's gravity multiplier." -msgstr "" -"Constante para fijar/obtener el multiplicador de gravedad de un cuerpo." +msgstr "Constante para fijar/obtener el multiplicador de gravedad de un cuerpo." msgid "" "Constant to set/get the maximum distance a pair of bodies has to move before " @@ -14739,8 +14601,8 @@ msgid "" "Constant to set/get the maximum distance a shape can penetrate another shape " "before it is considered a collision." msgstr "" -"Constante para fijar/obtener la máxima distancia que una forma puede " -"penetrar en otra forma antes de que se considere una colisión." +"Constante para fijar/obtener la máxima distancia que una forma puede penetrar " +"en otra forma antes de que se considere una colisión." msgid "" "Constant to set/get the threshold linear velocity of activity. A body marked " @@ -14752,9 +14614,9 @@ msgstr "" "como para la angular será puesto a dormir después del tiempo dado." msgid "" -"Constant to set/get the threshold angular velocity of activity. A body " -"marked as potentially inactive for both linear and angular velocity will be " -"put to sleep after the time given." +"Constant to set/get the threshold angular velocity of activity. A body marked " +"as potentially inactive for both linear and angular velocity will be put to " +"sleep after the time given." msgstr "" "Constante para fijar/obtener el umbral de velocidad angular de actividad. Un " "cuerpo marcado como potencialmente inactivo tanto para la velocidad lineal " @@ -14765,9 +14627,9 @@ msgid "" "potentially inactive for both linear and angular velocity will be put to " "sleep after this time." msgstr "" -"Constante para fijar/obtener el tiempo máximo de actividad. Un cuerpo " -"marcado como potencialmente inactivo tanto para la velocidad lineal como " -"para la angular será puesto a dormir después de este tiempo." +"Constante para fijar/obtener el tiempo máximo de actividad. Un cuerpo marcado " +"como potencialmente inactivo tanto para la velocidad lineal como para la " +"angular será puesto a dormir después de este tiempo." msgid "The collision margin for the shape." msgstr "El margen de colisión de la forma." @@ -14778,8 +14640,7 @@ msgstr "El movimiento de la forma que se ha encolado." msgid "The queried shape's transform matrix." msgstr "La matriz de transformación de la forma en cuestión." -msgid "" -"The higher this value, the more the bond to the pinned partner can flex." +msgid "The higher this value, the more the bond to the pinned partner can flex." msgstr "" "Cuanto más alto es este valor, más se puede flexionar el vínculo con el " "compañero clavado." @@ -14788,8 +14649,8 @@ msgid "" "The force with which the pinned objects stay in positional relation to each " "other. The higher, the stronger." msgstr "" -"La fuerza con la que los objetos clavados se mantienen en relación " -"posicional entre sí. Cuanto más alto, más fuerte." +"La fuerza con la que los objetos clavados se mantienen en relación posicional " +"entre sí. Cuanto más alto, más fuerte." msgid "" "The force with which the pinned objects stay in velocity relation to each " @@ -14911,21 +14772,20 @@ msgstr "" "se usará [code](0, 0)[/code]." msgid "" -"Color for each vertex. Colors are interpolated between vertices, resulting " -"in smooth gradients. There should be one per polygon vertex. If there are " -"fewer, undefined vertices will use [code]color[/code]." +"Color for each vertex. Colors are interpolated between vertices, resulting in " +"smooth gradients. There should be one per polygon vertex. If there are fewer, " +"undefined vertices will use [code]color[/code]." msgstr "" -"Color para cada vértice. Los colores se interpolan entre los vértices, lo " -"que resulta en gradientes suaves. Debería haber uno por vértice del " -"polígono. Si hay menos vértices no definidos se usará [code]color[/code]." +"Color para cada vértice. Los colores se interpolan entre los vértices, lo que " +"resulta en gradientes suaves. Debería haber uno por vértice del polígono. Si " +"hay menos vértices no definidos se usará [code]color[/code]." msgid "Same as [method add_icon_check_item], but uses a radio check button." msgstr "" -"Igual que [method add_icon_check_item], pero utiliza un botón de " -"comprobación de radio." +"Igual que [method add_icon_check_item], pero utiliza un botón de comprobación " +"de radio." -msgid "" -"Same as [method add_icon_check_shortcut], but uses a radio check button." +msgid "Same as [method add_icon_check_shortcut], but uses a radio check button." msgstr "" "Igual que [method add_icon_check_shortcut], pero utiliza un botón de " "comprobación de radio." @@ -14938,14 +14798,14 @@ msgid "" "can set it with [method set_item_metadata], which provides a simple way of " "assigning context data to items." msgstr "" -"Devuelve los metadatos del elemento especificado, que pueden ser de " -"cualquier tipo. Puede configurarlo con [method set_item_metadata], que " -"proporciona una forma sencilla de asignar datos de contexto a los elementos." +"Devuelve los metadatos del elemento especificado, que pueden ser de cualquier " +"tipo. Puede configurarlo con [method set_item_metadata], que proporciona una " +"forma sencilla de asignar datos de contexto a los elementos." msgid "" "Returns [code]true[/code] if the item is a separator. If it is, it will be " -"displayed as a line. See [method add_separator] for more info on how to add " -"a separator." +"displayed as a line. See [method add_separator] for more info on how to add a " +"separator." msgstr "" "Devuelve [code]true[/code] si el artículo es un separador. Si lo es, se " "mostrará como una línea. Ver [method add_separator] para más información " @@ -15006,8 +14866,7 @@ msgstr "" "El texto predeterminado [Color] para los nombres de los elementos del menú." msgid "[Color] used for disabled menu items' text." -msgstr "" -"[Color] utilizado para el texto de los elementos del menú desactivados." +msgstr "[Color] utilizado para el texto de los elementos del menú desactivados." msgid "[Color] used for the hovered text." msgstr "[Color] usado por el texto cuando el cursor esta encima del mismo." @@ -15024,8 +14883,7 @@ msgstr "" "encima." msgid "" -"[StyleBox] for the left side of labeled separator. See [method " -"add_separator]." +"[StyleBox] for the left side of labeled separator. See [method add_separator]." msgstr "" "[StyleBox] para el lado izquierdo del separador etiquetado. Ver [method " "add_separator]." @@ -15099,8 +14957,7 @@ msgid "Distance from center of sun where it fades out completely." msgstr "Distancia desde el centro del sol donde se desvanece completamente." msgid "The fill direction. See [enum FillMode] for possible values." -msgstr "" -"La dirección de llenado. Ver [enum FillMode] para los posibles valores." +msgstr "La dirección de llenado. Ver [enum FillMode] para los posibles valores." msgid "If [code]true[/code], the fill percentage is displayed on the bar." msgstr "Si [code]true[/code], el porcentaje de llenado se muestra en la barra." @@ -15141,15 +14998,15 @@ msgid "Background color for the boot splash." msgstr "Color de fondo para la imagen de arranque." msgid "" -"The project's description, displayed as a tooltip in the Project Manager " -"when hovering the project." +"The project's description, displayed as a tooltip in the Project Manager when " +"hovering the project." msgstr "" "La descripción del proyecto, que se muestra como una sugerencia en el " "Administrador de Proyectos cuando se pasa el cursor por encima del proyecto." msgid "" -"Forces a delay between frames in the main loop (in milliseconds). This may " -"be useful if you plan to disable vertical synchronization." +"Forces a delay between frames in the main loop (in milliseconds). This may be " +"useful if you plan to disable vertical synchronization." msgstr "" "Fuerza un retardo entre fotogramas en el bucle principal (en milisegundos). " "Esto puede ser útil si planea deshabilitar la sincronización vertical." @@ -15213,10 +15070,10 @@ msgid "" msgstr "" "El nivel de compresión por defecto para el gzip. Afecta a las escenas y " "recursos comprimidos. Los niveles más altos dan como resultado archivos más " -"pequeños a costa de la velocidad de compresión. La velocidad de " -"descompresión no se ve afectada por el nivel de compresión. [code]-1[/code] " -"utiliza el nivel de compresión predeterminado de gzip, que es idéntico al de " -"[code]6[/code] pero podría cambiar en el futuro debido a las actualizaciones " +"pequeños a costa de la velocidad de compresión. La velocidad de descompresión " +"no se ve afectada por el nivel de compresión. [code]-1[/code] utiliza el " +"nivel de compresión predeterminado de gzip, que es idéntico al de [code]6[/" +"code] pero podría cambiar en el futuro debido a las actualizaciones " "subyacentes de zlib." msgid "" @@ -15227,13 +15084,12 @@ msgid "" "to [code]6[/code] but could change in the future due to underlying zlib " "updates." msgstr "" -"El nivel de compresión por defecto para Zlib. Afecta a las escenas y " -"recursos comprimidos. Los niveles más altos dan como resultado archivos más " -"pequeños a costa de la velocidad de compresión. La velocidad de " -"descompresión no se ve afectada por el nivel de compresión. [code]-1[/code] " -"utiliza el nivel de compresión predeterminado de gzip, que es idéntico al de " -"[code]6[/code] pero podría cambiar en el futuro debido a las actualizaciones " -"subyacentes de zlib." +"El nivel de compresión por defecto para Zlib. Afecta a las escenas y recursos " +"comprimidos. Los niveles más altos dan como resultado archivos más pequeños a " +"costa de la velocidad de compresión. La velocidad de descompresión no se ve " +"afectada por el nivel de compresión. [code]-1[/code] utiliza el nivel de " +"compresión predeterminado de gzip, que es idéntico al de [code]6[/code] pero " +"podría cambiar en el futuro debido a las actualizaciones subyacentes de zlib." msgid "" "The default compression level for Zstandard. Affects compressed scenes and " @@ -15242,8 +15098,8 @@ msgid "" msgstr "" "El nivel de compresión por defecto para Zstandard. Afecta a las escenas y " "recursos comprimidos. Los niveles más altos dan como resultado archivos más " -"pequeños a costa de la velocidad de compresión. La velocidad de " -"descompresión no se ve afectada por el nivel de compresión." +"pequeños a costa de la velocidad de compresión. La velocidad de descompresión " +"no se ve afectada por el nivel de compresión." msgid "" "Enables [url=https://github.com/facebook/zstd/releases/tag/v1.3.2]long-" @@ -15270,8 +15126,8 @@ msgid "" "gdscript/warnings/*[/code] settings). If [code]false[/code], disables all " "GDScript warnings." msgstr "" -"Si [code]true[/code], habilita advertencias específicas de GDScript (véase " -"la configuración de [code]debug/gdscript/warnings/*[/code]). Si [code]false[/" +"Si [code]true[/code], habilita advertencias específicas de GDScript (véase la " +"configuración de [code]debug/gdscript/warnings/*[/code]). Si [code]false[/" "code], desactiva todas las advertencias de GDScript." msgid "" @@ -15299,8 +15155,7 @@ msgid "" "\"Visible Collision Shapes\" is enabled in the Debug menu." msgstr "" "Número máximo de puntos de contacto entre las formas de colisión a mostrar " -"cuando \"Formas de colisión visibles\" está activado en el menú de " -"Depuración." +"cuando \"Formas de colisión visibles\" está activado en el menú de Depuración." msgid "" "Color of the collision shapes, visible when \"Visible Collision Shapes\" is " @@ -15351,9 +15206,9 @@ msgstr "" msgid "" "Text-based file extensions to include in the script editor's \"Find in " -"Files\" feature. You can add e.g. [code]tscn[/code] if you wish to also " -"parse your scene files, especially if you use built-in scripts which are " -"serialized in the scene files." +"Files\" feature. You can add e.g. [code]tscn[/code] if you wish to also parse " +"your scene files, especially if you use built-in scripts which are serialized " +"in the scene files." msgstr "" "Extensiones de archivo basadas en texto para incluir en la función \"Buscar " "en los archivos\" del editor de scripts. Puedes añadir, por ejemplo, " @@ -15376,8 +15231,8 @@ msgstr "" "todos los elementos de la interfaz gráfica de usuario del proyecto." msgid "" -"Timer setting for incremental search in [Tree], [ItemList], etc. controls " -"(in milliseconds)." +"Timer setting for incremental search in [Tree], [ItemList], etc. controls (in " +"milliseconds)." msgstr "" "Ajuste del temporizador para la búsqueda incremental en los controles de " "[Tree], [ItemList], etc. (en milisegundos)." @@ -15389,18 +15244,17 @@ msgid "Default delay for tooltips (in seconds)." msgstr "Retraso predeterminado para las sugerencias (en segundos)." msgid "" -"Default [InputEventAction] to confirm a focused button, menu or list item, " -"or validate input.\n" +"Default [InputEventAction] to confirm a focused button, menu or list item, or " +"validate input.\n" "[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are " "necessary for the internal logic of several [Control]s. The events assigned " "to the action can however be modified." msgstr "" -"[InputEventAction] por defecto para confirmar un botón enfocado, un menú o " -"un elemento de la lista, o validar la entrada.\n" +"[InputEventAction] por defecto para confirmar un botón enfocado, un menú o un " +"elemento de la lista, o validar la entrada.\n" "[b]Nota:[/b] Las acciones [code]ui_*[/code] por defecto no pueden ser " -"eliminadas ya que son necesarias para la lógica interna de varios " -"[Control]s. Sin embargo, los eventos asignados a la acción pueden ser " -"modificados." +"eliminadas ya que son necesarias para la lógica interna de varios [Control]s. " +"Sin embargo, los eventos asignados a la acción pueden ser modificados." msgid "" "Default [InputEventAction] to discard a modal or pending input.\n" @@ -15408,11 +15262,10 @@ msgid "" "necessary for the internal logic of several [Control]s. The events assigned " "to the action can however be modified." msgstr "" -"[InputEventAction] por defecto para descartar una entrada modal o " -"pendiente.\n" -"[b]Nota:[/b] Las acciones [code]ui_*[/code] por defecto no se pueden " -"eliminar ya que son necesarias para la lógica interna de varios [Control]s. " -"Sin embargo, los eventos asignados a la acción pueden ser modificados." +"[InputEventAction] por defecto para descartar una entrada modal o pendiente.\n" +"[b]Nota:[/b] Las acciones [code]ui_*[/code] por defecto no se pueden eliminar " +"ya que son necesarias para la lógica interna de varios [Control]s. Sin " +"embargo, los eventos asignados a la acción pueden ser modificados." msgid "" "Default [InputEventAction] to move down in the UI.\n" @@ -15421,9 +15274,9 @@ msgid "" "to the action can however be modified." msgstr "" "[InputEventAction] por defecto para moverse hacia abajo en la UI.\n" -"[b]Nota:[/b] Las acciones [code]ui_*[/code] por defecto no se pueden " -"eliminar ya que son necesarias para la lógica interna de varios [Control]s. " -"Sin embargo, los eventos asignados a la acción pueden ser modificados." +"[b]Nota:[/b] Las acciones [code]ui_*[/code] por defecto no se pueden eliminar " +"ya que son necesarias para la lógica interna de varios [Control]s. Sin " +"embargo, los eventos asignados a la acción pueden ser modificados." msgid "" "Default [InputEventAction] to go to the end position of a [Control] (e.g. " @@ -15478,9 +15331,9 @@ msgid "" "to the action can however be modified." msgstr "" "[InputEventAction] por defecto para ir a la posición de inicio de un " -"[Control] (por ejemplo, el primer elemento de una [ItemList] o de un " -"[Tree]), que coincide con el comportamiento de [constant KEY_HOME] en los " -"típicos sistemas de interfaz de usuario de escritorio.\n" +"[Control] (por ejemplo, el primer elemento de una [ItemList] o de un [Tree]), " +"que coincide con el comportamiento de [constant KEY_HOME] en los típicos " +"sistemas de interfaz de usuario de escritorio.\n" "[b]Nota:[/b] Las acciones predeterminadas de [code]ui_*[/code] no se pueden " "eliminar ya que son necesarias para la lógica interna de varios [Control]s. " "Sin embargo, los eventos asignados a la acción pueden ser modificados." @@ -15492,9 +15345,9 @@ msgid "" "to the action can however be modified." msgstr "" "[InputEventAction] por defecto para moverse a la izquierda en la UI.\n" -"[b]Nota:[/b] Las acciones [code]ui_*[/code] por defecto no se pueden " -"eliminar ya que son necesarias para la lógica interna de varios [Control]s. " -"Sin embargo, los eventos asignados a la acción pueden ser modificados." +"[b]Nota:[/b] Las acciones [code]ui_*[/code] por defecto no se pueden eliminar " +"ya que son necesarias para la lógica interna de varios [Control]s. Sin " +"embargo, los eventos asignados a la acción pueden ser modificados." msgid "" "Default [InputEventAction] to go down a page in a [Control] (e.g. in an " @@ -15535,9 +15388,9 @@ msgid "" "to the action can however be modified." msgstr "" "[InputEventAction] por defecto para moverse a la derecha en la UI.\n" -"[b]Nota:[/b] Las acciones [code]ui_*[/code] por defecto no se pueden " -"eliminar ya que son necesarias para la lógica interna de varios [Control]s. " -"Sin embargo, los eventos asignados a la acción pueden ser modificados." +"[b]Nota:[/b] Las acciones [code]ui_*[/code] por defecto no se pueden eliminar " +"ya que son necesarias para la lógica interna de varios [Control]s. Sin " +"embargo, los eventos asignados a la acción pueden ser modificados." msgid "" "Default [InputEventAction] to select an item in a [Control] (e.g. in an " @@ -15559,13 +15412,13 @@ msgid "" "to the action can however be modified." msgstr "" "[InputEventAction] por defecto para subir en la UI.\n" -"[b]Nota:[/b] Las acciones [code]ui_*[/code] por defecto no se pueden " -"eliminar ya que son necesarias para la lógica interna de varios [Control]s. " -"Sin embargo, los eventos asignados a la acción pueden ser modificados." +"[b]Nota:[/b] Las acciones [code]ui_*[/code] por defecto no se pueden eliminar " +"ya que son necesarias para la lógica interna de varios [Control]s. Sin " +"embargo, los eventos asignados a la acción pueden ser modificados." msgid "" -"If [code]true[/code], sends mouse input events when tapping or swiping on " -"the touchscreen." +"If [code]true[/code], sends mouse input events when tapping or swiping on the " +"touchscreen." msgstr "" "Si [code]true[/code], envía eventos de entrada de ratón al tocar o deslizar " "en la pantalla táctil." @@ -15588,16 +15441,16 @@ msgid "" "If non-empty, this locale will be used when running the project from the " "editor." msgstr "" -"Si no está vacío, este lugar se utilizará cuando se ejecute el proyecto " -"desde el editor." +"Si no está vacío, este lugar se utilizará cuando se ejecute el proyecto desde " +"el editor." msgid "" "Godot uses a message queue to defer some function calls. If you run out of " "space on it (you will see an error), you can increase the size here." msgstr "" -"Godot utiliza una cola de mensajes para aplazar algunas llamadas a " -"funciones. Si te quedas sin espacio en ella (verás un error), puedes " -"aumentar el tamaño aquí." +"Godot utiliza una cola de mensajes para aplazar algunas llamadas a funciones. " +"Si te quedas sin espacio en ella (verás un error), puedes aumentar el tamaño " +"aquí." msgid "" "This is used by servers when used in multi-threading mode (servers and " @@ -15628,8 +15481,8 @@ msgstr "" "documentación del mapeo de sombras." msgid "" -"If [code]true[/code], uses faster but lower-quality Lambert material " -"lighting model instead of Burley." +"If [code]true[/code], uses faster but lower-quality Lambert material lighting " +"model instead of Burley." msgstr "" "Si [code]true[/code], utiliza un modelo de iluminación de material Lambert " "más rápido pero de menor calidad en lugar del Burley." @@ -15699,8 +15552,8 @@ msgstr "" msgid "" "The identity quaternion, representing no rotation. Equivalent to an identity " -"[Basis] matrix. If a vector is transformed by an identity quaternion, it " -"will not change." +"[Basis] matrix. If a vector is transformed by an identity quaternion, it will " +"not change." msgstr "" "El cuaternario de identidad, que no representa una rotación. Equivalente a " "una matriz [Basis] de identidad. Si un vector es transformado por un " @@ -15730,8 +15583,8 @@ msgid "" "Adds a collision exception so the ray does not report collisions with the " "specified [RID]." msgstr "" -"Añade una excepción de colisión para que el rayo no reporte colisiones con " -"el [RID] especificado." +"Añade una excepción de colisión para que el rayo no reporte colisiones con el " +"[RID] especificado." msgid "Removes all collision exceptions for this ray." msgstr "Elimina todas las excepciones de colisión para este rayo." @@ -15746,9 +15599,9 @@ msgstr "" "devuelve [code]false[/code])." msgid "" -"Returns the shape ID of the first object that the ray intersects, or " -"[code]0[/code] if no object is intersecting the ray (i.e. [method " -"is_colliding] returns [code]false[/code])." +"Returns the shape ID of the first object that the ray intersects, or [code]0[/" +"code] if no object is intersecting the ray (i.e. [method is_colliding] " +"returns [code]false[/code])." msgstr "" "Devuelve el ID de la forma del primer objeto que el rayo intersecta, o " "[code]0[/code] si no hay ningún objeto que intersecte el rayo (es decir, " @@ -15763,8 +15616,8 @@ msgstr "" "[b]Nota:[/b] Este punto está en el sistema de coordenadas [b]global[/b]." msgid "" -"Returns whether any object is intersecting with the ray's vector " -"(considering the vector length)." +"Returns whether any object is intersecting with the ray's vector (considering " +"the vector length)." msgstr "" "Devuelve si algún objeto se cruza con el vector del rayo (considerando la " "longitud del vector)." @@ -15795,8 +15648,7 @@ msgstr "" msgid "" "The ray's destination point, relative to the RayCast's [code]position[/code]." msgstr "" -"El punto de destino del rayo, relativo a la [code]position[/code] del " -"RayCast." +"El punto de destino del rayo, relativo a la [code]position[/code] del RayCast." msgid "Constructs a [Rect2] by position and size." msgstr "Construye un [Rect2] por posición y tamaño." @@ -15805,9 +15657,9 @@ msgid "Constructs a [Rect2] by x, y, width, and height." msgstr "Construye un [Rect2] por x, y, ancho y alto." msgid "" -"Returns a [Rect2] with equivalent position and area, modified so that the " -"top-left corner is the origin and [code]width[/code] and [code]height[/code] " -"are positive." +"Returns a [Rect2] with equivalent position and area, modified so that the top-" +"left corner is the origin and [code]width[/code] and [code]height[/code] are " +"positive." msgstr "" "Devuelve una [Rect2] con posición y área equivalentes, modificada de manera " "que la esquina superior izquierda es el origen y [code]width[/code] y " @@ -15815,8 +15667,7 @@ msgstr "" msgid "" "Returns [code]true[/code] if this [Rect2] completely encloses another one." -msgstr "" -"Devuelve [code]true[/code] si este [Rect2] encierra completamente otro." +msgstr "Devuelve [code]true[/code] si este [Rect2] encierra completamente otro." msgid "Base class for reference-counted objects." msgstr "Clase base para los objetos contados como referencia." @@ -15833,8 +15684,8 @@ msgstr "" msgid "" "Increments the internal reference counter. Use this only if you really know " "what you are doing.\n" -"Returns [code]true[/code] if the increment was successful, [code]false[/" -"code] otherwise." +"Returns [code]true[/code] if the increment was successful, [code]false[/code] " +"otherwise." msgstr "" "Incrementa el contador de referencia interno. Usa esto sólo si realmente " "sabes lo que estás haciendo.\n" @@ -15844,23 +15695,22 @@ msgstr "" msgid "" "Decrements the internal reference counter. Use this only if you really know " "what you are doing.\n" -"Returns [code]true[/code] if the decrement was successful, [code]false[/" -"code] otherwise." +"Returns [code]true[/code] if the decrement was successful, [code]false[/code] " +"otherwise." msgstr "" -"Disminuye el contador de referencia interno. Usa esto sólo si realmente " -"sabes lo que estás haciendo.\n" -"Devuelve [code]true[/code] si el decremento tuvo éxito, [code]false[/code] " -"en caso contrario." +"Disminuye el contador de referencia interno. Usa esto sólo si realmente sabes " +"lo que estás haciendo.\n" +"Devuelve [code]true[/code] si el decremento tuvo éxito, [code]false[/code] en " +"caso contrario." msgid "" "If [code]true[/code], computes shadows in the reflection probe. This makes " "the reflection probe slower to render; you may want to disable this if using " "the [constant UPDATE_ALWAYS] [member update_mode]." msgstr "" -"Si [code]true[/code], calcula las sombras en la sonda de reflexión. Esto " -"hace que la sonda de reflexión se renderice más lentamente; puede que " -"quieras desactivarlo si utilizas el [constant UPDATE_ALWAYS] [member " -"update_mode]." +"Si [code]true[/code], calcula las sombras en la sonda de reflexión. Esto hace " +"que la sonda de reflexión se renderice más lentamente; puede que quieras " +"desactivarlo si utilizas el [constant UPDATE_ALWAYS] [member update_mode]." msgid "" "Defines the reflection intensity. Intensity modulates the strength of the " @@ -15881,8 +15731,8 @@ msgstr "" msgid "" "Compiles and assign the search pattern to use. Returns [constant OK] if the " -"compilation is successful. If an error is encountered, details are printed " -"to standard output and an error is returned." +"compilation is successful. If an error is encountered, details are printed to " +"standard output and an error is returned." msgstr "" "Compila y asigna el patrón de búsqueda a utilizar. Devuelve [constant OK] si " "la compilación tiene éxito. Si se encuentra un error, los detalles se " @@ -15913,10 +15763,10 @@ msgid "" "and range of the match and its capturing groups, and it can extract its " "substring for you." msgstr "" -"Contiene los resultados de una sola coincidencia [RegEx] devuelta por " -"[method RegEx.search] y [method RegEx.search_all]. Puede ser usado para " -"encontrar la posición y el rango de la coincidencia y sus grupos de captura, " -"y puede extraer su subcadena para usted." +"Contiene los resultados de una sola coincidencia [RegEx] devuelta por [method " +"RegEx.search] y [method RegEx.search_all]. Puede ser usado para encontrar la " +"posición y el rango de la coincidencia y sus grupos de captura, y puede " +"extraer su subcadena para usted." msgid "" "Returns the end position of the match within the source string. The end " @@ -15936,16 +15786,16 @@ msgstr "Devuelve el número de grupos de captura." msgid "" "Returns the starting position of the match within the source string. The " -"starting position of capturing groups can be retrieved by providing its " -"group number as an integer or its string name (if it's a named group). The " -"default value of 0 refers to the whole pattern.\n" +"starting position of capturing groups can be retrieved by providing its group " +"number as an integer or its string name (if it's a named group). The default " +"value of 0 refers to the whole pattern.\n" "Returns -1 if the group did not match or doesn't exist." msgstr "" "Devuelve la posición inicial de la coincidencia dentro de la string de " "origen. La posición inicial de los grupos de captura puede recuperarse " -"proporcionando su número de grupo como un número entero o su nombre de " -"cadena (si es un grupo con nombre). El valor por defecto de 0 se refiere al " -"patrón completo.\n" +"proporcionando su número de grupo como un número entero o su nombre de cadena " +"(si es un grupo con nombre). El valor por defecto de 0 se refiere al patrón " +"completo.\n" "Devuelve -1 si el grupo no coincide o no existe." msgid "" @@ -15966,9 +15816,9 @@ msgid "" "that were matched are included. If multiple groups have the same name, that " "name would refer to the first matching one." msgstr "" -"Un diccionario de grupos nombrados y su correspondiente número de grupo. " -"Sólo se incluyen los grupos que fueron coincidentes. Si varios grupos tienen " -"el mismo nombre, ese nombre se referirá al primero que coincida." +"Un diccionario de grupos nombrados y su correspondiente número de grupo. Sólo " +"se incluyen los grupos que fueron coincidentes. Si varios grupos tienen el " +"mismo nombre, ese nombre se referirá al primero que coincida." msgid "An [Array] of the match and its capturing groups." msgstr "Una [Array] de la coincidencia y sus grupos de captura." @@ -15985,15 +15835,15 @@ msgid "" "again." msgstr "" "[RemoteTransform2D] almacena el nodo remoto. Puede que no se dé cuenta si el " -"nodo remoto desaparece; [method force_update_cache] le obliga a actualizar " -"la caché de nuevo." +"nodo remoto desaparece; [method force_update_cache] le obliga a actualizar la " +"caché de nuevo." msgid "" "The [NodePath] to the remote node, relative to the RemoteTransform2D's " "position in the scene." msgstr "" -"El [NodePath] al nodo remoto, relativo a la posición del RemoteTransform2D " -"en la escena." +"El [NodePath] al nodo remoto, relativo a la posición del RemoteTransform2D en " +"la escena." msgid "If [code]true[/code], the remote node's position is updated." msgstr "Si [code]true[/code], la posición del nodo remoto se actualiza." @@ -16016,8 +15866,8 @@ msgstr "Servidor para cualquier cosa visible." msgid "" "Sets camera to use orthogonal projection, also known as orthographic " -"projection. Objects remain the same size on the screen no matter how far " -"away they are." +"projection. Objects remain the same size on the screen no matter how far away " +"they are." msgstr "" "Establece la cámara para usar la proyección ortogonal, también conocida como " "proyección ortográfica. Los objetos permanecen del mismo tamaño en la " @@ -16027,8 +15877,8 @@ msgid "" "Sets camera to use perspective projection. Objects on the screen becomes " "smaller when they are far away." msgstr "" -"Establece la cámara para usar la proyección en perspectiva. Los objetos en " -"la pantalla se hacen más pequeños cuando están lejos." +"Establece la cámara para usar la proyección en perspectiva. Los objetos en la " +"pantalla se hacen más pequeños cuando están lejos." msgid "Clears the [CanvasItem] and removes all commands in it." msgstr "Despeja el [CanvasItem] y elimina todos los comandos en él." @@ -16043,15 +15893,15 @@ msgid "Sets if the [CanvasItem] uses its parent's material." msgstr "Establece si el [CanvasItem] utiliza el material de su padre." msgid "" -"If this is enabled, the Z index of the parent will be added to the " -"children's Z index." +"If this is enabled, the Z index of the parent will be added to the children's " +"Z index." msgstr "" "Si esto está activado, el índice Z del padre se añadirá al índice Z de los " "hijos." msgid "" -"Sets the [CanvasItem]'s Z index, i.e. its draw order (lower indexes are " -"drawn first)." +"Sets the [CanvasItem]'s Z index, i.e. its draw order (lower indexes are drawn " +"first)." msgstr "" "Establece el índice Z del [CanvasItem], es decir, su orden de dibujo (los " "índices inferiores se dibujan primero)." @@ -16132,8 +15982,8 @@ msgstr "" "Equivalente a [member Light2D.range_z_min] y [member Light2D.range_z_max]." msgid "" -"Sets an occluder polygons cull mode. See [enum " -"CanvasOccluderPolygonCullMode] constants." +"Sets an occluder polygons cull mode. See [enum CanvasOccluderPolygonCullMode] " +"constants." msgstr "" "Establece un modo de selección de polígonos oclusores. Ver las constantes " "[enum CanvasOccluderPolygonCullMode]." @@ -16169,8 +16019,7 @@ msgid "Returns the parameters of a shader." msgstr "Devuelve los parámetros de un shader." msgid "" -"Returns the name of the video adapter (e.g. \"GeForce GTX 1080/PCIe/" -"SSE2\").\n" +"Returns the name of the video adapter (e.g. \"GeForce GTX 1080/PCIe/SSE2\").\n" "[b]Note:[/b] When running a headless or server binary, this function returns " "an empty string." msgstr "" @@ -16285,8 +16134,7 @@ msgstr "" msgid "Returns the number of instances allocated for this multimesh." msgstr "Devuelve el número de instancias asignadas para esta multimalla." -msgid "" -"Returns the RID of the mesh that will be used in drawing this multimesh." +msgid "Returns the RID of the mesh that will be used in drawing this multimesh." msgstr "Devuelve el RID de la malla que se usará para dibujar este multimalla." msgid "Returns the number of visible instances for this multimesh." @@ -16319,8 +16167,8 @@ msgid "" "[method MultiMesh.set_instance_custom_data]." msgstr "" "Establece los datos personalizados para este caso. Los datos personalizados " -"se pasan como un [Color], pero se interpretan como un [code]vec4[/code] en " -"el sombreador. Equivalente al [method MultiMesh.set_instance_custom_data]." +"se pasan como un [Color], pero se interpretan como un [code]vec4[/code] en el " +"sombreador. Equivalente al [method MultiMesh.set_instance_custom_data]." msgid "" "Sets the [Transform2D] for this instance. For use when multimesh is used in " @@ -16351,8 +16199,8 @@ msgstr "" "emitir." msgid "" -"Returns [code]true[/code] if particles are not emitting and particles are " -"set to inactive." +"Returns [code]true[/code] if particles are not emitting and particles are set " +"to inactive." msgstr "" "Devuelve [code]true[/code] si las partículas no están emitiendo y las " "partículas están inactivas." @@ -16363,9 +16211,9 @@ msgid "" "instances_cull_aabb], [method instances_cull_convex], or [method " "instances_cull_ray]." msgstr "" -"Añade el sistema de partículas a la lista de sistemas de partículas que " -"deben ser actualizados. La actualización tendrá lugar en el siguiente " -"fotograma, o en la siguiente llamada a [method instances_cull_aabb], [method " +"Añade el sistema de partículas a la lista de sistemas de partículas que deben " +"ser actualizados. La actualización tendrá lugar en el siguiente fotograma, o " +"en la siguiente llamada a [method instances_cull_aabb], [method " "instances_cull_convex], o [method instances_cull_ray]." msgid "" @@ -16375,8 +16223,7 @@ msgid "" msgstr "" "Establece la máscara de selección de renderizado para esta sonda de " "reflexión. Sólo los casos con una máscara de selección que coincida serán " -"renderizados por esta sonda. Equivalente a [member ReflectionProbe." -"cull_mask]." +"renderizados por esta sonda. Equivalente a [member ReflectionProbe.cull_mask]." msgid "" "If [code]true[/code], uses box projection. This can make reflections look " @@ -16392,8 +16239,8 @@ msgid "" "the reflection much slower to compute. Equivalent to [member ReflectionProbe." "enable_shadows]." msgstr "" -"Si [code]true[/code], calcula las sombras en la sonda de reflexión. Esto " -"hace que el reflejo sea mucho más lento de calcular. Equivalente a [member " +"Si [code]true[/code], calcula las sombras en la sonda de reflexión. Esto hace " +"que el reflejo sea mucho más lento de calcular. Equivalente a [member " "ReflectionProbe.enable_shadows]." msgid "" @@ -16429,13 +16276,12 @@ msgstr "" msgid "" "Sets the fallback environment to be used by this scenario. The fallback " -"environment is used if no environment is set. Internally, this is used by " -"the editor to provide a default environment." +"environment is used if no environment is set. Internally, this is used by the " +"editor to provide a default environment." msgstr "" "Establece el entorno de reserva que se utilizará en este escenario. El " "entorno de reserva se utiliza si no se establece ningún entorno. " -"Internamente, es usado por el editor para proporcionar un entorno por " -"defecto." +"Internamente, es usado por el editor para proporcionar un entorno por defecto." msgid "Returns the [Transform2D] set for a specific bone of this skeleton." msgstr "" @@ -16461,8 +16307,7 @@ msgstr "Separa un punto de vista de un canvas y viceversa." msgid "If [code]true[/code], sets the viewport active, else sets it inactive." msgstr "" -"Si [code]true[/code], activa la ventana de visualización, si no, la " -"desactiva." +"Si [code]true[/code], activa la ventana de visualización, si no, la desactiva." msgid "Sets the transformation of a viewport's canvas." msgstr "Establece la transformación del canvas de un viewport." @@ -16495,9 +16340,9 @@ msgstr "" "ViewportUpdateMode] para las opciones." msgid "" -"If [code]false[/code], disables rendering completely, but the engine logic " -"is still being processed. You can call [method force_draw] to draw a frame " -"even with rendering disabled." +"If [code]false[/code], disables rendering completely, but the engine logic is " +"still being processed. You can call [method force_draw] to draw a frame even " +"with rendering disabled." msgstr "" "Si [code]false[/code], desactiva la renderización completamente, pero la " "lógica del motor sigue siendo procesada. Puedes llamar a [method force_draw] " @@ -16612,8 +16457,8 @@ msgstr "" "cuarta división ocupa el resto." msgid "" -"Normal bias used to offset shadow lookup by object normal. Can be used to " -"fix self-shadowing artifacts." +"Normal bias used to offset shadow lookup by object normal. Can be used to fix " +"self-shadowing artifacts." msgstr "" "Sesgo normal usado para compensar la búsqueda de sombras por el objeto " "normal. Puede ser usado para arreglar artefactos de auto-sombra." @@ -16631,8 +16476,8 @@ msgstr "" "Usar un mapa de sombras paraboloide doble para las luces omnidireccionales." msgid "" -"Use a cubemap shadow map for omni lights. Slower but better quality than " -"dual paraboloid." +"Use a cubemap shadow map for omni lights. Slower but better quality than dual " +"paraboloid." msgstr "" "Usa un mapa de cubo de sombras para las luces omnidireccionales. Más lento " "pero de mejor calidad que el paraboloide dual." @@ -16650,8 +16495,7 @@ msgstr "" msgid "Reflection probe will update reflections once and then stop." msgstr "" -"La sonda de reflexión actualizará las reflexiones una vez y luego se " -"detendrá." +"La sonda de reflexión actualizará las reflexiones una vez y luego se detendrá." msgid "" "Reflection probe will update each frame. This mode is necessary to capture " @@ -16781,8 +16625,8 @@ msgid "" "The nine patch gets filled with tiles where needed and stretches them a bit " "if needed." msgstr "" -"El nine patch se llena de tiles donde sea necesario y se estira un poco si " -"es necesario." +"El nine patch se llena de tiles donde sea necesario y se estira un poco si es " +"necesario." msgid "Adds light color additive to the canvas." msgstr "Añade un aditivo de color claro al canvas." @@ -16817,8 +16661,7 @@ msgstr "" msgid "Hardware supports shaders. This enum is currently unused in Godot 3.x." msgstr "" -"El hardware soporta los shaders. Esta enum no se usa actualmente en Godot 3." -"x." +"El hardware soporta los shaders. Esta enum no se usa actualmente en Godot 3.x." msgid "" "Hardware supports multithreading. This enum is currently unused in Godot 3.x." @@ -16831,8 +16674,8 @@ msgstr "Carga un tipo de recurso específico de un archivo." msgid "Gets the list of extensions for files this loader is able to read." msgstr "" -"Obtiene la lista de extensiones de los archivos que este cargador es capaz " -"de leer." +"Obtiene la lista de extensiones de los archivos que este cargador es capaz de " +"leer." msgid "" "Gets the class name of the resource associated with the given path. If the " @@ -16860,10 +16703,10 @@ msgid "Saves a specific resource type to a file." msgstr "Guarda un tipo de recurso específico en un archivo." msgid "" -"The engine can save resources when you do it from the editor, or when you " -"use the [ResourceSaver] singleton. This is accomplished thanks to multiple " -"[ResourceFormatSaver]s, each handling its own format and called " -"automatically by the engine.\n" +"The engine can save resources when you do it from the editor, or when you use " +"the [ResourceSaver] singleton. This is accomplished thanks to multiple " +"[ResourceFormatSaver]s, each handling its own format and called automatically " +"by the engine.\n" "By default, Godot saves resources as [code].tres[/code] (text-based), [code]." "res[/code] (binary) or another built-in format, but you can choose to create " "your own format by extending this class. Be sure to respect the documented " @@ -16876,10 +16719,10 @@ msgstr "" "usas el botón [ResourceSaver]. Esto se logra gracias a los múltiples " "[ResourceFormatSaver], cada uno de los cuales maneja su propio formato y es " "llamado automáticamente por el motor.\n" -"Por defecto, Godot guarda recursos como [code].tres[/code] (basado en " -"texto), [code].res[/code] (binario) u otro formato incorporado, pero puedes " -"elegir crear tu propio formato extendiendo esta clase. Asegúrate de respetar " -"los tipos y valores de retorno documentados. Debes darle un nombre de clase " +"Por defecto, Godot guarda recursos como [code].tres[/code] (basado en texto), " +"[code].res[/code] (binario) u otro formato incorporado, pero puedes elegir " +"crear tu propio formato extendiendo esta clase. Asegúrate de respetar los " +"tipos y valores de retorno documentados. Debes darle un nombre de clase " "global con [code]class_name[/code] para que se registre. Al igual que los " "ResourceFormatSavers incorporados, se llamará automáticamente cuando se " "guarden los recursos de su(s) tipo(s) reconocido(s). También puedes " @@ -16958,19 +16801,19 @@ msgstr "" "[code]add_*[/code]." msgid "" -"Adds a [code][font][/code] tag with a bold font to the tag stack. This is " -"the same as adding a [code][b][/code] tag if not currently in a [code][i][/" -"code] tag." +"Adds a [code][font][/code] tag with a bold font to the tag stack. This is the " +"same as adding a [code][b][/code] tag if not currently in a [code][i][/code] " +"tag." msgstr "" -"Añade una etiqueta [code][font][/code] con una fuente en negrita a la pila " -"de etiquetas. Esto es lo mismo que añadir una etiqueta [code]b[/code] si no " -"está actualmente en una etiqueta [code]i[/code]." +"Añade una etiqueta [code][font][/code] con una fuente en negrita a la pila de " +"etiquetas. Esto es lo mismo que añadir una etiqueta [code]b[/code] si no está " +"actualmente en una etiqueta [code]i[/code]." msgid "" "Adds a [code][font][/code] tag with a bold italics font to the tag stack." msgstr "" -"Añade una etiqueta [code]font[/code] con una fuente en negrita y cursiva a " -"la pila de etiquetas." +"Añade una etiqueta [code]font[/code] con una fuente en negrita y cursiva a la " +"pila de etiquetas." msgid "" "Adds a [code][cell][/code] tag to the tag stack. Must be inside a [code]" @@ -17022,8 +16865,8 @@ msgstr "" "install_effect]." msgid "" -"If [code]true[/code], the label underlines meta tags such as [code][url]" -"{text}[/url][/code]." +"If [code]true[/code], the label underlines meta tags such as [code][url]{text}" +"[/url][/code]." msgstr "" "Si [code]true[/code], la etiqueta subraya las metaetiquetas como [code][url]" "{text}[/url][/code]." @@ -17064,16 +16907,16 @@ msgstr "" msgid "" "Triggered when the user clicks on content between meta tags. If the meta is " "defined in text, e.g. [code][url={\"data\"=\"hi\"}]hi[/url][/code], then the " -"parameter for this signal will be a [String] type. If a particular type or " -"an object is desired, the [method push_meta] method must be used to manually " +"parameter for this signal will be a [String] type. If a particular type or an " +"object is desired, the [method push_meta] method must be used to manually " "insert the data into the tag stack." msgstr "" "Se activa cuando el usuario hace clic en el contenido entre las meta " "etiquetas. Si el meta se define en texto, por ejemplo, [code]" -"[url={\"data\"=\"hi\"}]hi[/url][/code], entonces el parámetro para esta " -"señal será del tipo [String]. Si se desea un tipo o un objeto determinado, " -"se debe utilizar el método [method push_meta] para insertar manualmente los " -"datos en la pila de etiquetas." +"[url={\"data\"=\"hi\"}]hi[/url][/code], entonces el parámetro para esta señal " +"será del tipo [String]. Si se desea un tipo o un objeto determinado, se debe " +"utilizar el método [method push_meta] para insertar manualmente los datos en " +"la pila de etiquetas." msgid "Triggers when the mouse exits a meta tag." msgstr "Se activa cuando el ratón sale de una meta etiqueta." @@ -17133,19 +16976,19 @@ msgid "The normal background for the [RichTextLabel]." msgstr "El fondo normal para el [RichTextLabel]." msgid "" -"Allows you to read and safely modify the simulation state for the object. " -"Use this instead of [method Node._physics_process] if you need to directly " -"change the body's [code]position[/code] or other physics properties. By " -"default, it works in addition to the usual physics behavior, but [member " +"Allows you to read and safely modify the simulation state for the object. Use " +"this instead of [method Node._physics_process] if you need to directly change " +"the body's [code]position[/code] or other physics properties. By default, it " +"works in addition to the usual physics behavior, but [member " "custom_integrator] allows you to disable the default behavior and write " "custom force integration for a body." msgstr "" "Permite leer y modificar con seguridad el estado de simulación del objeto. " "Utilízalo en lugar del [method Node._physics_process] si necesitas cambiar " -"directamente la [code]position[/code] del cuerpo o otras propiedades " -"físicas. Por defecto, funciona además del comportamiento físico habitual, " -"pero [member custom_integrator] te permite desactivar el comportamiento por " -"defecto y escribir la integración de fuerza personalizada para un cuerpo." +"directamente la [code]position[/code] del cuerpo o otras propiedades físicas. " +"Por defecto, funciona además del comportamiento físico habitual, pero [member " +"custom_integrator] te permite desactivar el comportamiento por defecto y " +"escribir la integración de fuerza personalizada para un cuerpo." msgid "" "Sets the body's velocity on the given axis. The velocity in the given vector " @@ -17187,9 +17030,9 @@ msgid "" "Physics > 2d[/b] and/or any additional gravity vector applied by [Area2D]s." msgstr "" "Multiplica la gravedad aplicada al cuerpo. La gravedad del cuerpo se calcula " -"a partir del valor [b]Gravedad por defecto[/b] en [b]Proyecto > " -"Configuración del proyecto > Física > 2d[/b] y/o cualquier vector de " -"gravedad adicional aplicado por [Area2D]s." +"a partir del valor [b]Gravedad por defecto[/b] en [b]Proyecto > Configuración " +"del proyecto > Física > 2d[/b] y/o cualquier vector de gravedad adicional " +"aplicado por [Area2D]s." msgid "" "The physics material override for the body.\n" @@ -17197,8 +17040,8 @@ msgid "" "other physics material, such as an inherited one." msgstr "" "El material de la física se sobreescribe para el cuerpo.\n" -"Si se asigna un material a esta propiedad, se utilizará en lugar de " -"cualquier otro material de física, como por ejemplo uno heredado." +"Si se asigna un material a esta propiedad, se utilizará en lugar de cualquier " +"otro material de física, como por ejemplo uno heredado." msgid "" "Emitted when the physics engine changes the body's sleeping state.\n" @@ -17216,8 +17059,8 @@ msgid "" "body collisions, but can miss small, fast-moving objects." msgstr "" "Detección de colisión continua desactivada. Es la forma más rápida de " -"detectar colisiones corporales, pero puede pasar por alto pequeños objetos " -"de movimiento rápido." +"detectar colisiones corporales, pero puede pasar por alto pequeños objetos de " +"movimiento rápido." msgid "" "Continuous collision detection enabled using raycasting. This is faster than " @@ -17244,10 +17087,10 @@ msgstr "" "Si [code]true[/code], se utiliza la detección continua de colisiones.\n" "La detección de colisión continua trata de predecir dónde colisionará un " "cuerpo en movimiento, en lugar de moverlo y corregir su movimiento si " -"colisionara. La detección de colisión continua es más precisa, y pierde " -"menos impactos de objetos pequeños y de movimiento rápido. No usar la " -"detección de colisión continua es más rápido de calcular, pero puede pasar " -"por alto los objetos pequeños y de movimiento rápido." +"colisionara. La detección de colisión continua es más precisa, y pierde menos " +"impactos de objetos pequeños y de movimiento rápido. No usar la detección de " +"colisión continua es más rápido de calcular, pero puede pasar por alto los " +"objetos pequeños y de movimiento rápido." msgid "" "Returns the number of signal connections in the scene.\n" @@ -17257,8 +17100,8 @@ msgid "" msgstr "" "Devuelve el número de conexiones de señales en la escena.\n" "El argumento [code]idx[/code] utilizado para consultar los metadatos de " -"conexión en otros métodos [code]get_connection_*[/code] en el intervalo " -"[code][0, get_connection_count() - 1][/code]." +"conexión en otros métodos [code]get_connection_*[/code] en el intervalo [code]" +"[0, get_connection_count() - 1][/code]." msgid "" "Returns the number of nodes in the scene.\n" @@ -17267,8 +17110,8 @@ msgid "" "1][/code]." msgstr "" "Devuelve el número de nodos en la escena.\n" -"El argumento [code]idx[/code] utilizado para consultar los datos de los " -"nodos en otros métodos [code]get_node_*[/code] en el intervalo [code][0, " +"El argumento [code]idx[/code] utilizado para consultar los datos de los nodos " +"en otros métodos [code]get_node_*[/code] en el intervalo [code][0, " "get_node_count() - 1][/code]." msgid "Manages the game loop via a hierarchy of nodes." @@ -17336,8 +17179,8 @@ msgid "" "Emitted immediately before [method Node._process] is called on every node in " "the [SceneTree]." msgstr "" -"Emitido inmediatamente antes de que se llame a [method Node._process] en " -"cada nodo del [SceneTree]." +"Emitido inmediatamente antes de que se llame a [method Node._process] en cada " +"nodo del [SceneTree]." msgid "" "Emitted whenever the [SceneTree] hierarchy changed (children being moved or " @@ -17403,16 +17246,15 @@ msgstr "" msgid "Reloads the script's class implementation. Returns an error code." msgstr "" -"Recarga la implementación de la clase del script. Devuelve un código de " -"error." +"Recarga la implementación de la clase del script. Devuelve un código de error." msgid "" "The script source code or an empty string if source code is not available. " "When set, does not reload the class implementation automatically." msgstr "" "El código fuente del script o una string vacía si el código fuente no está " -"disponible. Cuando está configurado, no recarga la implementación de la " -"clase automáticamente." +"disponible. Cuando está configurado, no recarga la implementación de la clase " +"automáticamente." msgid "Prefills required fields to configure the ScriptCreateDialog for use." msgstr "" @@ -17429,8 +17271,7 @@ msgid "Returns a [Script] that is currently active in editor." msgstr "Devuelve un [Script] que está actualmente activo en el editor." msgid "" -"Returns an array with all [Script] objects which are currently open in " -"editor." +"Returns an array with all [Script] objects which are currently open in editor." msgstr "" "Devuelve un array con todos los objetos [Script] que están actualmente " "abiertos en el editor." @@ -17453,8 +17294,8 @@ msgstr "" "argumento es un [Script] que va a ser cerrado." msgid "" -"Overrides the step used when clicking increment and decrement buttons or " -"when using arrow keys when the [ScrollBar] is focused." +"Overrides the step used when clicking increment and decrement buttons or when " +"using arrow keys when the [ScrollBar] is focused." msgstr "" "Sobreescribe el paso utilizado cuando se hace clic en los botones de " "incremento y disminución o cuando se utilizan las teclas de flecha cuando la " @@ -17504,8 +17345,8 @@ msgid "Mode used to draw all 2D objects." msgstr "El modo utilizado para dibujar todos los objetos 2D." msgid "" -"Mode used to calculate particle information on a per-particle basis. Not " -"used for drawing." +"Mode used to calculate particle information on a per-particle basis. Not used " +"for drawing." msgstr "" "Modo utilizado para calcular la información de las partículas en base a cada " "una de ellas. No se usa para dibujar." @@ -17569,8 +17410,8 @@ msgid "" "If [code]true[/code], the slider can be interacted with. If [code]false[/" "code], the value can be changed only by code." msgstr "" -"Si [code]true[/code], se puede interactuar con el deslizador. Si " -"[code]false[/code], el valor puede ser cambiado sólo por el código." +"Si [code]true[/code], se puede interactuar con el deslizador. Si [code]false[/" +"code], el valor puede ser cambiado sólo por el código." msgid "If [code]true[/code], the value can be changed using the mouse wheel." msgstr "" @@ -17587,13 +17428,13 @@ msgid "" "If [code]true[/code], the slider will display ticks for minimum and maximum " "values." msgstr "" -"Si [code]true[/code], el deslizador mostrará las marcas de los valores " -"mínimo y máximo." +"Si [code]true[/code], el deslizador mostrará las marcas de los valores mínimo " +"y máximo." msgid "" "The amount of damping of the rotation when the limit is surpassed.\n" -"A lower damping value allows a rotation initiated by body A to travel to " -"body B slower." +"A lower damping value allows a rotation initiated by body A to travel to body " +"B slower." msgstr "" "La cantidad de amortiguación de la rotación cuando se supera el límite.\n" "Un valor de amortiguación menor permite que una rotación iniciada por el " @@ -17653,11 +17494,10 @@ msgstr "Altura completa de la esfera." msgid "" "If [code]true[/code], a hemisphere is created rather than a full sphere.\n" -"[b]Note:[/b] To get a regular hemisphere, the height and radius of the " -"sphere must be equal." +"[b]Note:[/b] To get a regular hemisphere, the height and radius of the sphere " +"must be equal." msgstr "" -"Si [code]true[/code], se crea un hemisferio en lugar de una esfera " -"completa.\n" +"Si [code]true[/code], se crea un hemisferio en lugar de una esfera completa.\n" "[b]Nota:[/b] Para obtener un hemisferio regular, la altura y el radio de la " "esfera deben ser iguales." @@ -17687,15 +17527,15 @@ msgid "" "Adds the specified [code]prefix[/code] string before the numerical value of " "the [SpinBox]." msgstr "" -"Añade la string especificada del [code]prefix[/code] antes del valor " -"numérico del [SpinBox]." +"Añade la string especificada del [code]prefix[/code] antes del valor numérico " +"del [SpinBox]." msgid "" "Adds the specified [code]suffix[/code] string after the numerical value of " "the [SpinBox]." msgstr "" -"Añade la string especificada del [code]prefix[/code] antes del valor " -"numérico del [SpinBox]." +"Añade la string especificada del [code]prefix[/code] antes del valor numérico " +"del [SpinBox]." msgid "" "Clamps the [member split_offset] value to not go outside the currently " @@ -17712,15 +17552,14 @@ msgstr "" "arrastrador se desactivará." msgid "" -"Determines the dragger's visibility. See [enum DraggerVisibility] for " -"details." +"Determines the dragger's visibility. See [enum DraggerVisibility] for details." msgstr "" "Determina la visibilidad del arrastrador. Ver [enum DraggerVisibility] para " "más detalles." msgid "" -"The initial offset of the splitting between the two [Control]s, with " -"[code]0[/code] being at the end of the first [Control]." +"The initial offset of the splitting between the two [Control]s, with [code]0[/" +"code] being at the end of the first [Control]." msgstr "" "El desplazamiento inicial de la división entre los dos [Control]s, con " "[code]0[/code] estando al final del primer [Control]." @@ -17747,8 +17586,8 @@ msgid "General-purpose sprite node." msgstr "Nodo de sprites de propósito general." msgid "" -"A node that displays a 2D texture. The texture displayed can be a region " -"from a larger atlas texture, or a frame from a sprite sheet animation." +"A node that displays a 2D texture. The texture displayed can be a region from " +"a larger atlas texture, or a frame from a sprite sheet animation." msgstr "" "Un nodo que muestra una textura 2D. La textura mostrada puede ser una región " "de una textura de atlas más grande, o un cuadro de una animación de hoja de " @@ -17762,8 +17601,8 @@ msgid "" msgstr "" "Devuelve [code]true[/code], si el píxel en la posición dada es opaco y " "[code]false[/code] en otro caso.\n" -"[b]Nota:[/b] También devuelve [code]false[/code], si la textura del sprite " -"es [code]null[/code] o si la posición dada es inválida." +"[b]Nota:[/b] También devuelve [code]false[/code], si la textura del sprite es " +"[code]null[/code] o si la posición dada es inválida." msgid "If [code]true[/code], texture is centered." msgstr "Si [code]true[/code], la textura se centra." @@ -17772,18 +17611,18 @@ msgid "The number of columns in the sprite sheet." msgstr "El número de columnas en la hoja de sprites." msgid "" -"If [code]true[/code], texture is cut from a larger atlas texture. See " -"[member region_rect]." +"If [code]true[/code], texture is cut from a larger atlas texture. See [member " +"region_rect]." msgstr "" -"Si [code]true[/code], la textura se corta de una textura de atlas más " -"grande. Ver [member region_rect]." +"Si [code]true[/code], la textura se corta de una textura de atlas más grande. " +"Ver [member region_rect]." msgid "" "The region of the atlas texture to display. [member region_enabled] must be " "[code]true[/code]." msgstr "" -"La región de la textura del atlas a mostrar. [member region_enabled] debe " -"ser [code]true[/code]." +"La región de la textura del atlas a mostrar. [member region_enabled] debe ser " +"[code]true[/code]." msgid "The number of rows in the sprite sheet." msgstr "El número de filas en la hoja de sprites." @@ -17949,8 +17788,8 @@ msgid "" "Returns a copy of the string with special characters escaped using the C " "language standard." msgstr "" -"Devuelve una copia de la string con caracteres especiales escapados usando " -"el estándar del lenguaje C." +"Devuelve una copia de la string con caracteres especiales escapados usando el " +"estándar del lenguaje C." msgid "Returns the string converted to lowercase." msgstr "Devuelve la string convertida en minúsculas." @@ -17962,8 +17801,8 @@ msgid "" "Returns a copy of the string with escaped characters replaced by their " "meanings according to the XML standard." msgstr "" -"Devuelve una copia de la string con los caracteres escapados reemplazados " -"por sus significados según el estándar XML." +"Devuelve una copia de la string con los caracteres escapados reemplazados por " +"sus significados según el estándar XML." msgid "" "Returns the [CanvasItem] that handles its [constant CanvasItem." @@ -17992,13 +17831,13 @@ msgid "" "The bottom margin for the contents of this style box. Increasing this value " "reduces the space available to the contents from the bottom.\n" "If this value is negative, it is ignored and a child-specific margin is used " -"instead. For example for [StyleBoxFlat] the border thickness (if any) is " -"used instead.\n" +"instead. For example for [StyleBoxFlat] the border thickness (if any) is used " +"instead.\n" "It is up to the code using this style box to decide what these contents are: " -"for example, a [Button] respects this content margin for the textual " -"contents of the button.\n" -"[method get_margin] should be used to fetch this value as consumer instead " -"of reading these properties directly. This is because it correctly respects " +"for example, a [Button] respects this content margin for the textual contents " +"of the button.\n" +"[method get_margin] should be used to fetch this value as consumer instead of " +"reading these properties directly. This is because it correctly respects " "negative values and the fallback mentioned above." msgstr "" "El margen inferior para el contenido de esta caja de estilo. Aumentando este " @@ -18007,22 +17846,21 @@ msgstr "" "Si este valor es negativo, se ignora y en su lugar se utiliza un margen " "específico para el niño. Por ejemplo, para [StyleBoxFlat] se utiliza en su " "lugar el grosor del borde (si lo hay).\n" -"Depende del código que utilice este cuadro de estilo decidir cuáles son " -"estos contenidos: por ejemplo, un [Button] respeta este margen de contenido " -"para el contenido textual del botón.\n" -"El [method get_margin] debe ser usado para obtener este valor como " -"consumidor en lugar de leer estas propiedades directamente. Esto se debe a " -"que respeta correctamente los valores negativos y la solución alternativa " -"mencionada anteriormente." +"Depende del código que utilice este cuadro de estilo decidir cuáles son estos " +"contenidos: por ejemplo, un [Button] respeta este margen de contenido para el " +"contenido textual del botón.\n" +"El [method get_margin] debe ser usado para obtener este valor como consumidor " +"en lugar de leer estas propiedades directamente. Esto se debe a que respeta " +"correctamente los valores negativos y la solución alternativa mencionada " +"anteriormente." msgid "" "The left margin for the contents of this style box.Increasing this value " "reduces the space available to the contents from the left.\n" "Refer to [member content_margin_bottom] for extra considerations." msgstr "" -"El margen izquierdo para el contenido de esta caja de estilo. Aumentando " -"este valor se reduce el espacio disponible para los contenidos de la " -"izquierda.\n" +"El margen izquierdo para el contenido de esta caja de estilo. Aumentando este " +"valor se reduce el espacio disponible para los contenidos de la izquierda.\n" "Consulte [member content_margin_bottom] para consideraciones adicionales." msgid "" @@ -18069,8 +17907,7 @@ msgid "Border width for the top border." msgstr "Ancho del borde para el borde superior." msgid "" -"The bottom-left corner's radius. If [code]0[/code], the corner is not " -"rounded." +"The bottom-left corner's radius. If [code]0[/code], the corner is not rounded." msgstr "" "El radio de la esquina inferior izquierda. Si [code]0[/code], la esquina no " "está redondeada." @@ -18105,8 +17942,8 @@ msgstr "" "inferior a 1." msgid "" -"The shadow offset in pixels. Adjusts the position of the shadow relatively " -"to the stylebox." +"The shadow offset in pixels. Adjusts the position of the shadow relatively to " +"the stylebox." msgstr "" "El desplazamiento de la sombra en píxeles. Ajusta la posición de la sombra " "relativamente al stylebox." @@ -18118,9 +17955,9 @@ msgid "The line's color." msgstr "El color de la línea." msgid "" -"The number of pixels the line will extend before the [StyleBoxLine]'s " -"bounds. If set to a negative value, the line will begin inside the " -"[StyleBoxLine]'s bounds." +"The number of pixels the line will extend before the [StyleBoxLine]'s bounds. " +"If set to a negative value, the line will begin inside the [StyleBoxLine]'s " +"bounds." msgstr "" "El número de píxeles que la línea se extenderá antes de los límites de la " "[StyleBoxLine]. Si se ajusta a un valor negativo, la línea comenzará dentro " @@ -18142,8 +17979,8 @@ msgid "" "If [code]true[/code], the line will be vertical. If [code]false[/code], the " "line will be horizontal." msgstr "" -"Si [code]true[/code], la línea será vertical. Si [code]false[/code], la " -"línea será horizontal." +"Si [code]true[/code], la línea será vertical. Si [code]false[/code], la línea " +"será horizontal." msgid "" "Controls how the stylebox's texture will be stretched or tiled horizontally. " @@ -18186,11 +18023,11 @@ msgstr "" "dibuje más grande de lo solicitado." msgid "" -"Expands the top margin of this style box when drawing, causing it to be " -"drawn larger than requested." +"Expands the top margin of this style box when drawing, causing it to be drawn " +"larger than requested." msgstr "" -"Expande el margen superior de esta caja de estilo al dibujar, haciendo que " -"se dibuje más grande de lo solicitado." +"Expande el margen superior de esta caja de estilo al dibujar, haciendo que se " +"dibuje más grande de lo solicitado." msgid "Modulates the color of the texture when this style box is drawn." msgstr "Modula el color de la textura cuando se dibuja este cuadro de estilo." @@ -18251,8 +18088,8 @@ msgstr "" "content_margin_top] si es negativo." msgid "" -"Stretch the stylebox's texture. This results in visible distortion unless " -"the texture size matches the stylebox's size perfectly." +"Stretch the stylebox's texture. This results in visible distortion unless the " +"texture size matches the stylebox's size perfectly." msgstr "" "Estira la textura de la stylebox. Esto resulta en una distorsión visible a " "menos que el tamaño de la textura coincida perfectamente con el tamaño de la " @@ -18272,8 +18109,8 @@ msgid "" msgstr "" "Repite la textura de la stylebox para que coincida con el tamaño de la caja " "de estilo según el sistema nine-patch. A diferencia de [constant " -"AXIS_STRETCH_MODE_TILE], la textura puede ser ligeramente estirada para " -"hacer que la textura nine-patch se aplique sin fisuras." +"AXIS_STRETCH_MODE_TILE], la textura puede ser ligeramente estirada para hacer " +"que la textura nine-patch se aplique sin fisuras." msgid "Always clear the render target before drawing." msgstr "Siempre despeja el objetivo de renderizado antes de dibujar." @@ -18319,8 +18156,8 @@ msgstr "" "especificar otras propiedades del vértice (por ejemplo, Color, UV)." msgid "" -"Called before adding any vertices. Takes the primitive type as an argument " -"(e.g. [constant Mesh.PRIMITIVE_TRIANGLES])." +"Called before adding any vertices. Takes the primitive type as an argument (e." +"g. [constant Mesh.PRIMITIVE_TRIANGLES])." msgstr "" "Llamado antes de añadir cualquier vértice. Toma el tipo primitivo como " "argumento (por ejemplo, [constant Mesh.PRIMITIVE_TRIANGLES])." @@ -18336,8 +18173,8 @@ msgid "" "using the [ArrayMesh] API." msgstr "" "Confirma los datos al mismo formato utilizado por el [method ArrayMesh." -"add_surface_from_arrays]. De esta manera se puede seguir procesando los " -"datos de la malla usando la API [ArrayMesh]." +"add_surface_from_arrays]. De esta manera se puede seguir procesando los datos " +"de la malla usando la API [ArrayMesh]." msgid "Creates a vertex array from an existing [Mesh]." msgstr "Crea un array de vértices a partir de una [Mesh] existente." @@ -18367,9 +18204,8 @@ msgid "" "Returns [code]true[/code] if the offset buttons (the ones that appear when " "there's not enough space for all tabs) are visible." msgstr "" -"Devuelve [code]true[/code] si los botones de desplazamiento (los que " -"aparecen cuando no hay suficiente espacio para todas las pestañas) son " -"visibles." +"Devuelve [code]true[/code] si los botones de desplazamiento (los que aparecen " +"cuando no hay suficiente espacio para todas las pestañas) son visibles." msgid "Returns the previously active tab index." msgstr "Devuelve la pestaña anteriormente activa." @@ -18398,8 +18234,8 @@ msgid "" "Sets when the close button will appear on the tabs. See [enum " "CloseButtonDisplayPolicy] for details." msgstr "" -"Establece cuándo aparecerá el botón de cierre en las pestañas. Consulte " -"[enum CloseButtonDisplayPolicy] para obtener más detalles." +"Establece cuándo aparecerá el botón de cierre en las pestañas. Consulte [enum " +"CloseButtonDisplayPolicy] para obtener más detalles." msgid "" "Emitted when the active tab is rearranged via mouse drag. See [member " @@ -18459,13 +18295,13 @@ msgid "" "cursor." msgstr "" "Icono para el botón de la flecha izquierda que aparece cuando hay demasiadas " -"pestañas que no caben en el ancho del contenedor. Se utiliza cuando el " -"cursor se mantiene encima del botón." +"pestañas que no caben en el ancho del contenedor. Se utiliza cuando el cursor " +"se mantiene encima del botón." msgid "" "Icon for the right arrow button that appears when there are too many tabs to " -"fit in the container width. When the button is disabled (i.e. the last tab " -"is visible) it appears semi-transparent." +"fit in the container width. When the button is disabled (i.e. the last tab is " +"visible) it appears semi-transparent." msgstr "" "Icono para el botón de la flecha derecha que aparece cuando hay demasiadas " "pestañas que no caben en el ancho del contenedor. Cuando el botón está " @@ -18478,8 +18314,8 @@ msgid "" "cursor." msgstr "" "Icono para el botón de la flecha derecha que aparece cuando hay demasiadas " -"pestañas que no caben en el ancho del contenedor. Se utiliza cuando el " -"cursor esta encima del botón." +"pestañas que no caben en el ancho del contenedor. Se utiliza cuando el cursor " +"esta encima del botón." msgid "The style of disabled tabs." msgstr "El estilo de las pestañas desactivadas." @@ -18494,9 +18330,9 @@ msgid "Returns the number of tabs." msgstr "Devuelve el número de pestañas." msgid "" -"The current tab index. When set, this index's [Control] node's " -"[code]visible[/code] property is set to [code]true[/code] and all others are " -"set to [code]false[/code]." +"The current tab index. When set, this index's [Control] node's [code]visible[/" +"code] property is set to [code]true[/code] and all others are set to " +"[code]false[/code]." msgstr "" "El actual índice de pestañas. Cuando se establece, la propiedad " "[code]visible[/code] de este índice del nodo [Control] se establece en " @@ -18521,8 +18357,8 @@ msgid "" "Emitted when the [TabContainer]'s [Popup] button is clicked. See [method " "set_popup] for details." msgstr "" -"Se emite cuando se hace clic en el botón [Popup] del [TabContainer]. " -"Consulte [method set_popup] para obtener más detalles." +"Se emite cuando se hace clic en el botón [Popup] del [TabContainer]. Consulte " +"[method set_popup] para obtener más detalles." msgid "Emitted when a tab is selected, even if it is the current tab." msgstr "Se emite cuando se selecciona una pestaña, aunque sea la actual." @@ -18531,8 +18367,8 @@ msgid "The icon for the menu button (see [method set_popup])." msgstr "El icono para el botón de menú (ver [method set_popup])." msgid "" -"The icon for the menu button (see [method set_popup]) when it's being " -"hovered with the cursor." +"The icon for the menu button (see [method set_popup]) when it's being hovered " +"with the cursor." msgstr "" "El icono del botón de menú (ver [method set_popup]) cuando se pasa el cursor " "por encima de él." @@ -18580,8 +18416,7 @@ msgid "Returns [code]true[/code] if a \"redo\" action is available." msgstr "Devuelve [code]true[/code] si una acción de \"redo\" está disponible." msgid "Returns [code]true[/code] if an \"undo\" action is available." -msgstr "" -"Devuelve [code]true[/code] si se dispone de una acción de \"deshacer\"." +msgstr "Devuelve [code]true[/code] si se dispone de una acción de \"deshacer\"." msgid "Perform redo operation." msgstr "Realiza la operación de rehacer." @@ -18632,8 +18467,8 @@ msgid "If [code]true[/code], the line containing the cursor is highlighted." msgstr "Si [code]true[/code], se resalta la línea que contiene el cursor." msgid "" -"If [code]true[/code], a minimap is shown, providing an outline of your " -"source code." +"If [code]true[/code], a minimap is shown, providing an outline of your source " +"code." msgstr "" "Si [code]true[/code], se muestra un minimapa, que proporciona un esquema de " "su código fuente." @@ -18643,8 +18478,8 @@ msgstr "El ancho, en píxeles, del minimapa." msgid "" "If [code]true[/code], text can be selected.\n" -"If [code]false[/code], text can not be selected by the user or by the " -"[method select] or [method select_all] methods." +"If [code]false[/code], text can not be selected by the user or by the [method " +"select] or [method select_all] methods." msgstr "" "Si [code]true[/code], se puede seleccionar el texto.\n" "Si [code]false[/code], el texto no puede ser seleccionado por el usuario o " @@ -18713,24 +18548,24 @@ msgstr "" msgid "" "Texture-based button. Supports Pressed, Hover, Disabled and Focused states." msgstr "" -"Botón basado en la textura. Soporta los estados de Presionado, Cursor " -"Encima, Desactivado y Enfocado." +"Botón basado en la textura. Soporta los estados de Presionado, Cursor Encima, " +"Desactivado y Enfocado." msgid "" "Pure black and white [BitMap] image to use for click detection. On the mask, " "white pixels represent the button's clickable area. Use it to create buttons " "with curved shapes." msgstr "" -"Imagen en blanco y negro puro [BitMap] para usar en la detección de clics. " -"En la máscara, los píxeles blancos representan el área donde se puede hacer " -"clic en el botón. Úsalo para crear botones con formas curvas." +"Imagen en blanco y negro puro [BitMap] para usar en la detección de clics. En " +"la máscara, los píxeles blancos representan el área donde se puede hacer clic " +"en el botón. Úsalo para crear botones con formas curvas." msgid "" "Texture to display when the node is disabled. See [member BaseButton." "disabled]." msgstr "" -"La textura se muestra cuando el nodo está desactivado. Ver [member " -"BaseButton.disabled]." +"La textura se muestra cuando el nodo está desactivado. Ver [member BaseButton." +"disabled]." msgid "Texture to display when the mouse hovers the node." msgstr "Textura para mostrar cuando el ratón pasa por encima del nodo." @@ -18751,15 +18586,15 @@ msgid "Tile inside the node's bounding rectangle." msgstr "Tile dentro del rectángulo delimitador del nodo." msgid "" -"The texture keeps its original size and stays in the bounding rectangle's " -"top-left corner." +"The texture keeps its original size and stays in the bounding rectangle's top-" +"left corner." msgstr "" "La textura mantiene su tamaño original y se mantiene en la esquina superior " "izquierda del rectángulo delimitador." msgid "" -"The texture keeps its original size and stays centered in the node's " -"bounding rectangle." +"The texture keeps its original size and stays centered in the node's bounding " +"rectangle." msgstr "" "La textura mantiene su tamaño original y permanece centrado en el rectángulo " "delimitador del nodo." @@ -18768,8 +18603,8 @@ msgid "" "Scale the texture to fit the node's bounding rectangle, but maintain the " "texture's aspect ratio." msgstr "" -"Escala la textura para que se ajuste al rectángulo delimitador del nodo, " -"pero mantén la relación de aspecto de la textura." +"Escala la textura para que se ajuste al rectángulo delimitador del nodo, pero " +"mantén la relación de aspecto de la textura." msgid "" "Scale the texture to fit the node's bounding rectangle, center it, and " @@ -18799,10 +18634,10 @@ msgid "" "using a radial [member fill_mode], this setting will enable stretching." msgstr "" "Si [code]true[/code], Godot trata las texturas de la barra como en " -"[NinePatchRect]. Usa las propiedades de [code]stretch_margin_*[/code] como " -"en [member stretch_margin_bottom] para configurar la cuadrícula de 3×3 del " -"nueve parche. Cuando se utiliza un [member fill_mode] radial, este ajuste " -"permitirá el estiramiento." +"[NinePatchRect]. Usa las propiedades de [code]stretch_margin_*[/code] como en " +"[member stretch_margin_bottom] para configurar la cuadrícula de 3×3 del nueve " +"parche. Cuando se utiliza un [member fill_mode] radial, este ajuste permitirá " +"el estiramiento." msgid "" "Offsets [member texture_progress] if [member fill_mode] is [constant " @@ -18814,8 +18649,8 @@ msgstr "" msgid "" "Upper limit for the fill of [member texture_progress] if [member fill_mode] " "is [constant FILL_CLOCKWISE] or [constant FILL_COUNTER_CLOCKWISE]. When the " -"node's [code]value[/code] is equal to its [code]max_value[/code], the " -"texture fills up to this angle.\n" +"node's [code]value[/code] is equal to its [code]max_value[/code], the texture " +"fills up to this angle.\n" "See [member Range.value], [member Range.max_value]." msgstr "" "Límite superior para el relleno de [member texture_progress] si el [member " @@ -18826,11 +18661,10 @@ msgstr "" msgid "" "Starting angle for the fill of [member texture_progress] if [member " -"fill_mode] is [constant FILL_CLOCKWISE] or [constant " -"FILL_COUNTER_CLOCKWISE]. When the node's [code]value[/code] is equal to its " -"[code]min_value[/code], the texture doesn't show up at all. When the " -"[code]value[/code] increases, the texture fills and tends towards [member " -"radial_fill_degrees]." +"fill_mode] is [constant FILL_CLOCKWISE] or [constant FILL_COUNTER_CLOCKWISE]. " +"When the node's [code]value[/code] is equal to its [code]min_value[/code], " +"the texture doesn't show up at all. When the [code]value[/code] increases, " +"the texture fills and tends towards [member radial_fill_degrees]." msgstr "" "Ángulo inicial para el relleno de [member texture_progress] si [member " "fill_mode] es [constant FILL_CLOCKWISE] o [constant FILL_COUNTER_CLOCKWISE]. " @@ -18863,11 +18697,10 @@ msgid "" "this specific texture instead of the entire node." msgstr "" "Multiplica el color de la textura [code]texture_over[/code] de la barra. El " -"efecto es similar al de [member CanvasItem.modulate], excepto que sólo " -"afecta a esta textura específica en lugar de a todo el nodo." +"efecto es similar al de [member CanvasItem.modulate], excepto que sólo afecta " +"a esta textura específica en lugar de a todo el nodo." -msgid "" -"Multiplies the color of the bar's [code]texture_progress[/code] texture." +msgid "Multiplies the color of the bar's [code]texture_progress[/code] texture." msgstr "" "Multiplica el color de la textura [code]texture_progress[/code] de la barra." @@ -18900,8 +18733,8 @@ msgstr "" msgid "" "Turns the node into a radial bar. The [member texture_progress] fills " "counterclockwise. See [member radial_center_offset], [member " -"radial_initial_angle] and [member radial_fill_degrees] to control the way " -"the bar fills up." +"radial_initial_angle] and [member radial_fill_degrees] to control the way the " +"bar fills up." msgstr "" "Convierte el nodo en una barra radial. El [member texture_progress] se llena " "en sentido contrario a las agujas del reloj. Ver [member " @@ -18930,9 +18763,9 @@ msgid "" msgstr "" "Convierte el nodo en una barra radial. El [member texture_progress] se llena " "radialmente desde el centro, expandiéndose tanto en sentido horario como " -"antihorario. Vea [member radial_center_offset], [member " -"radial_initial_angle] y [member radial_fill_degrees] para controlar la forma " -"en que la barra se llena." +"antihorario. Vea [member radial_center_offset], [member radial_initial_angle] " +"y [member radial_fill_degrees] para controlar la forma en que la barra se " +"llena." msgid "" "Controls the texture's behavior when resizing the node's bounding rectangle. " @@ -19013,8 +18846,8 @@ msgid "" "If [code]true[/code], the timer is paused and will not process until it is " "unpaused again, even if [method start] is called." msgstr "" -"Si [code]true[/code], el temporizador se pausa y no se procesará hasta que " -"no se vuelva a pausar, incluso si se llama a [method start]." +"Si [code]true[/code], el temporizador se pausa y no se procesará hasta que no " +"se vuelva a pausar, incluso si se llama a [method start]." msgid "Returns [code]true[/code] if this button is currently pressed." msgstr "Devuelve [code]true[/code] si este botón está actualmente pulsado." @@ -19030,8 +18863,8 @@ msgid "The button's shape." msgstr "La forma del botón." msgid "" -"If [code]true[/code], the button's shape is centered in the provided " -"texture. If no texture is used, this property has no effect." +"If [code]true[/code], the button's shape is centered in the provided texture. " +"If no texture is used, this property has no effect." msgstr "" "Si [code]true[/code], la forma del botón se centra en la textura " "proporcionada. Si no se utiliza ninguna textura, esta propiedad no tiene " @@ -19046,8 +18879,8 @@ msgstr "La textura del botón para el estado presionado." msgid "" "The button's visibility mode. See [enum VisibilityMode] for possible values." msgstr "" -"El modo de visibilidad del botón. Vea [enum VisibilityMode] para los " -"posibles valores." +"El modo de visibilidad del botón. Vea [enum VisibilityMode] para los posibles " +"valores." msgid "Emitted when the button is pressed (down)." msgstr "Se emite cuando se presiona el botón (abajo)." @@ -19111,8 +18944,8 @@ msgid "" "[method affine_inverse] for transforms with scaling)." msgstr "" "Devuelve el inverso de la transformada, bajo el supuesto de que la " -"transformación se compone de rotación y traslación (sin escalamiento, " -"utilice [method affine_inverse] para las transformadas con escalamiento)." +"transformación se compone de rotación y traslación (sin escalamiento, utilice " +"[method affine_inverse] para las transformadas con escalamiento)." msgid "" "Returns the transform with the basis orthogonal (90 degrees), and normalized " @@ -19134,8 +18967,8 @@ msgid "" "transformation." msgstr "" "La identidad [Transform2D] sin traducción, rotación o escalamiento aplicado. " -"Cuando se aplica a otras estructuras de datos, [constant IDENTITY] no " -"realiza ninguna transformación." +"Cuando se aplica a otras estructuras de datos, [constant IDENTITY] no realiza " +"ninguna transformación." msgid "The [Transform2D] that will flip something along the X axis." msgstr "El [Transform2D] que volteará algo a lo largo del eje X." @@ -19149,8 +18982,8 @@ msgid "" "coordinate system traveling with the object." msgstr "" "La base es una matriz que contiene 3 [Vector3] como sus columnas: Eje X, eje " -"Y y eje Z. Estos vectores pueden ser interpretados como los vectores base " -"del sistema de coordenadas locales que viajan con el objeto." +"Y y eje Z. Estos vectores pueden ser interpretados como los vectores base del " +"sistema de coordenadas locales que viajan con el objeto." msgid "" "The translation offset of the transform (column 3, the fourth column). " @@ -19198,8 +19031,8 @@ msgid "" "This will scroll the tree if necessary. In [constant SELECT_ROW] mode, this " "will not do horizontal scrolling, as all the cells in the selected row is " "focused logically.\n" -"[b]Note:[/b] Despite the name of this method, the focus cursor itself is " -"only visible in [constant SELECT_MULTI] mode." +"[b]Note:[/b] Despite the name of this method, the focus cursor itself is only " +"visible in [constant SELECT_MULTI] mode." msgstr "" "Hace visible la célula actualmente enfocada.\n" "Esto desplazará el árbol si es necesario. En el modo [constant SELECT_ROW], " @@ -19219,8 +19052,8 @@ msgid "" "controls that display a popup. See [method TreeItem.set_cell_mode]." msgstr "" "Devuelve el rectángulo para los popups personalizados. Ayuda a crear " -"controles de celda personalizados que muestran un popup. Ver [method " -"TreeItem.set_cell_mode]." +"controles de celda personalizados que muestran un popup. Ver [method TreeItem." +"set_cell_mode]." msgid "" "Returns the tree item at the specified position (relative to the tree origin " @@ -19232,8 +19065,7 @@ msgstr "" msgid "Returns the last pressed button's index." msgstr "Devuelve el índice del último botón pulsado." -msgid "" -"Returns the tree's root item, or [code]null[/code] if the tree is empty." +msgid "Returns the tree's root item, or [code]null[/code] if the tree is empty." msgstr "" "Devuelve el elemento raíz del árbol, o [code]null[/code] si el árbol está " "vacío." @@ -19244,9 +19076,9 @@ msgstr "Devuelve la posición de scrolling actual." msgid "" "Returns the currently focused item, or [code]null[/code] if no item is " "focused.\n" -"In [constant SELECT_ROW] and [constant SELECT_SINGLE] modes, the focused " -"item is same as the selected item. In [constant SELECT_MULTI] mode, the " -"focused item is the item under the focus cursor, not necessarily selected.\n" +"In [constant SELECT_ROW] and [constant SELECT_SINGLE] modes, the focused item " +"is same as the selected item. In [constant SELECT_MULTI] mode, the focused " +"item is the item under the focus cursor, not necessarily selected.\n" "To get the currently selected item(s), use [method get_next_selected]." msgstr "" "Devuelve el elemento enfocado actualmente, o [code]null[/code] si no hay " @@ -19280,8 +19112,7 @@ msgstr "" msgid "Sets the title of a column." msgstr "Establece el título de una columna." -msgid "" -"If [code]true[/code], the currently selected cell may be selected again." +msgid "If [code]true[/code], the currently selected cell may be selected again." msgstr "" "Si [code]true[/code], la celda actualmente seleccionada puede ser " "seleccionada de nuevo." @@ -19345,8 +19176,8 @@ msgid "" "Emitted instead of [code]item_selected[/code] if [code]select_mode[/code] is " "[constant SELECT_MULTI]." msgstr "" -"Emitido en lugar de [code]item_selected[/code] si [code]select_mode[/code] " -"es [constant SELECT_MULTI]." +"Emitido en lugar de [code]item_selected[/code] si [code]select_mode[/code] es " +"[constant SELECT_MULTI]." msgid "Emitted when a left mouse button click does not select any item." msgstr "" @@ -19373,8 +19204,8 @@ msgid "" "only a single items is allowed to be selected. And all the columns are " "selected in the selected item.\n" "The focus cursor is always hidden in this mode, but it is positioned at the " -"first column of the current selection, making the currently selected item " -"the currently focused item." +"first column of the current selection, making the currently selected item the " +"currently focused item." msgstr "" "Permite la selección de una sola fila a la vez. Desde el punto de vista de " "los artículos, sólo se permite seleccionar un único artículo. Y todas las " @@ -19387,8 +19218,8 @@ msgid "" "Allows selection of multiple cells at the same time. From the perspective of " "items, multiple items are allowed to be selected. And there can be multiple " "columns selected in each selected item.\n" -"The focus cursor is visible in this mode, the item or column under the " -"cursor is not necessarily selected." +"The focus cursor is visible in this mode, the item or column under the cursor " +"is not necessarily selected." msgstr "" "Permite la selección de múltiples celdas al mismo tiempo. Desde la " "perspectiva de los artículos, se permite seleccionar múltiples artículos. Y " @@ -19427,12 +19258,12 @@ msgid "" "the height and stays on top / bottom accordingly." msgstr "" "Activa las secciones de caída \"por encima del artículo\" y \"por debajo del " -"artículo\". La sección de caída \"sobre el artículo\" cubre la mitad " -"superior del artículo, y la sección de caída \"debajo del artículo\" cubre " -"la mitad inferior.\n" -"Cuando se combinan con [constant DROP_MODE_ON_ITEM], estas secciones de " -"caída reducen a la mitad la altura y se mantienen en la parte superior / " -"inferior en consecuencia." +"artículo\". La sección de caída \"sobre el artículo\" cubre la mitad superior " +"del artículo, y la sección de caída \"debajo del artículo\" cubre la mitad " +"inferior.\n" +"Cuando se combinan con [constant DROP_MODE_ON_ITEM], estas secciones de caída " +"reducen a la mitad la altura y se mantienen en la parte superior / inferior " +"en consecuencia." msgid "" "Text [Color] for a [constant TreeItem.CELL_MODE_CUSTOM] mode cell when it's " @@ -19469,8 +19300,8 @@ msgid "" "Draws the relationship lines if not zero, this acts as a boolean. " "Relationship lines are drawn at the start of child items to show hierarchy." msgstr "" -"Dibuja las líneas de relación si no es cero, esto actúa como un booleano. " -"Las líneas de relación se dibujan al principio de los elementos hijos para " +"Dibuja las líneas de relación si no es cero, esto actúa como un booleano. Las " +"líneas de relación se dibujan al principio de los elementos hijos para " "mostrar la jerarquía." msgid "" @@ -19478,15 +19309,14 @@ msgid "" "the start of an item when folding is disabled." msgstr "" "El espacio horizontal entre las celdas de los artículos. También se utiliza " -"como el margen al principio de un artículo cuando el plegado está " -"desactivado." +"como el margen al principio de un artículo cuando el plegado está desactivado." msgid "" "The horizontal margin at the start of an item. This is used when folding is " "enabled for the item." msgstr "" -"El margen horizontal al comienzo de un artículo. Se utiliza cuando el " -"plegado está habilitado para el artículo." +"El margen horizontal al comienzo de un artículo. Se utiliza cuando el plegado " +"está habilitado para el artículo." msgid "" "The maximum distance between the mouse cursor and the control's border to " @@ -19524,8 +19354,8 @@ msgid "" "The arrow icon to display for the [constant TreeItem.CELL_MODE_RANGE] mode " "cell." msgstr "" -"El icono de la flecha que se muestra para la celda de modo [constant " -"TreeItem.CELL_MODE_RANGE]." +"El icono de la flecha que se muestra para la celda de modo [constant TreeItem." +"CELL_MODE_RANGE]." msgid "" "The check icon to display when the [constant TreeItem.CELL_MODE_CHECK] mode " @@ -19538,22 +19368,20 @@ msgid "" "The updown arrow icon to display for the [constant TreeItem.CELL_MODE_RANGE] " "mode cell." msgstr "" -"El icono de flecha arriba/abajo para mostrar el modo celda [constant " -"TreeItem.CELL_MODE_RANGE]." +"El icono de flecha arriba/abajo para mostrar el modo celda [constant TreeItem." +"CELL_MODE_RANGE]." msgid "[StyleBox] used when a button in the tree is pressed." msgstr "[StyleBox] usado cuando se pulsa un botón del árbol." msgid "[StyleBox] used for the cursor, when the [Tree] is being focused." -msgstr "" -"[StyleBox] usado para el cursor, cuando el [Tree] está siendo enfocado." +msgstr "[StyleBox] usado para el cursor, cuando el [Tree] está siendo enfocado." msgid "[StyleBox] used for the cursor, when the [Tree] is not being focused." msgstr "" "[StyleBox] usado para el cursor, cuando el [Tree] no está siendo enfocado." -msgid "" -"Default [StyleBox] for a [constant TreeItem.CELL_MODE_CUSTOM] mode cell." +msgid "Default [StyleBox] for a [constant TreeItem.CELL_MODE_CUSTOM] mode cell." msgstr "" "Por defecto [StyleBox] para una celda de modo [constant TreeItem." "CELL_MODE_CUSTOM]." @@ -19562,15 +19390,15 @@ msgid "" "[StyleBox] for a [constant TreeItem.CELL_MODE_CUSTOM] mode cell when it's " "hovered." msgstr "" -"[StyleBox] para un [constant TreeItem.CELL_MODE_CUSTOM] cuando el cursor " -"esta encima." +"[StyleBox] para un [constant TreeItem.CELL_MODE_CUSTOM] cuando el cursor esta " +"encima." msgid "" "[StyleBox] for a [constant TreeItem.CELL_MODE_CUSTOM] mode cell when it's " "pressed." msgstr "" -"[StyleBox] para una celda de modo [constant TreeItem.CELL_MODE_CUSTOM] " -"cuando se presiona." +"[StyleBox] para una celda de modo [constant TreeItem.CELL_MODE_CUSTOM] cuando " +"se presiona." msgid "" "[StyleBox] for the selected items, used when the [Tree] is not being focused." @@ -19623,8 +19451,8 @@ msgid "Returns the given column's text alignment." msgstr "Devuelve la alineación del texto de la columna dada." msgid "" -"Sets the given column's custom background color and whether to just use it " -"as an outline." +"Sets the given column's custom background color and whether to just use it as " +"an outline." msgstr "" "Establece el color de fondo personalizado de la columna y si sólo se debe " "usar como contorno." @@ -19645,8 +19473,7 @@ msgid "The custom minimum height." msgstr "La altura mínima personalizada." msgid "If [code]true[/code], folding is disabled for this TreeItem." -msgstr "" -"Si [code]true[/code], el plegado está deshabilitado para este TreeItem." +msgstr "Si [code]true[/code], el plegado está deshabilitado para este TreeItem." msgid "Cell contains a string." msgstr "La celda contiene una string." @@ -19693,16 +19520,13 @@ msgstr "" msgid "" "The animation is interpolated with elasticity, wiggling around the edges." msgstr "" -"La animación se interpola con elasticidad, moviéndose alrededor de los " -"bordes." +"La animación se interpola con elasticidad, moviéndose alrededor de los bordes." -msgid "" -"The animation is interpolated with a cubic (to the power of 3) function." +msgid "The animation is interpolated with a cubic (to the power of 3) function." msgstr "La animación se interpola con una función cúbica (a la potencia de 3)." msgid "The animation is interpolated with a function using square roots." -msgstr "" -"La animación se interpola con una función que utiliza raíces cuadradas." +msgstr "La animación se interpola con una función que utiliza raíces cuadradas." msgid "The animation is interpolated by bouncing at the end." msgstr "La animación se interpola al rebotar al final." @@ -19720,47 +19544,46 @@ msgid "" "A combination of [constant EASE_IN] and [constant EASE_OUT]. The " "interpolation is slowest at both ends." msgstr "" -"Una combinación de [constant EASE_IN] y [constant EASE_OUT]. La " -"interpolación es más lenta en ambos extremos." +"Una combinación de [constant EASE_IN] y [constant EASE_OUT]. La interpolación " +"es más lenta en ambos extremos." msgid "" "A combination of [constant EASE_IN] and [constant EASE_OUT]. The " "interpolation is fastest at both ends." msgstr "" -"Una combinación de [constant EASE_IN] y [constant EASE_OUT]. La " -"interpolación es más rápida en ambos extremos." +"Una combinación de [constant EASE_IN] y [constant EASE_OUT]. La interpolación " +"es más rápida en ambos extremos." msgid "Helper class to implement a UDP server." msgstr "Clase de ayudante para implementar un servidor UDP." msgid "" -"Returns [code]true[/code] if a packet with a new address/port combination " -"was received on the socket." +"Returns [code]true[/code] if a packet with a new address/port combination was " +"received on the socket." msgstr "" "Devuelve [code]true[/code] si un paquete con una nueva combinación de " "dirección/puerto fue recibido en el socket." -msgid "" -"Returns [code]true[/code] if the socket is open and listening on a port." +msgid "Returns [code]true[/code] if the socket is open and listening on a port." msgstr "" "Devuelve [code]true[/code] si el socket está abierto y escuchando en un " "puerto." msgid "" -"Call this method at regular intervals (e.g. inside [method Node._process]) " -"to process new packets. And packet from known address/port pair will be " +"Call this method at regular intervals (e.g. inside [method Node._process]) to " +"process new packets. And packet from known address/port pair will be " "delivered to the appropriate [PacketPeerUDP], any packet received from an " "unknown address/port pair will be added as a pending connection (see [method " "is_connection_available], [method take_connection]). The maximum number of " "pending connection is defined via [member max_pending_connections]." msgstr "" "Llame a este método a intervalos regulares (por ejemplo, dentro de [method " -"Node._process]) para procesar nuevos paquetes. Y el paquete del par " -"dirección/puerto conocido será entregado al [PacketPeerUDP] apropiado, " -"cualquier paquete recibido de un par dirección/puerto desconocido será " -"añadido como una conexión pendiente (ver [method is_connection_available], " -"[method take_connection]). El número máximo de conexiones pendientes se " -"define mediante [member max_pending_connections]." +"Node._process]) para procesar nuevos paquetes. Y el paquete del par dirección/" +"puerto conocido será entregado al [PacketPeerUDP] apropiado, cualquier " +"paquete recibido de un par dirección/puerto desconocido será añadido como una " +"conexión pendiente (ver [method is_connection_available], [method " +"take_connection]). El número máximo de conexiones pendientes se define " +"mediante [member max_pending_connections]." msgid "" "Stops the server, closing the UDP socket if open. Will close all connected " @@ -19774,8 +19597,7 @@ msgstr "" msgid "" "Returns the first pending connection (connected to the appropriate address/" "port). Will return [code]null[/code] if no new connection is available. See " -"also [method is_connection_available], [method PacketPeerUDP." -"connect_to_host]." +"also [method is_connection_available], [method PacketPeerUDP.connect_to_host]." msgstr "" "Devuelve la primera conexión pendiente (conectada a la dirección/puerto " "apropiado). Devolverá [code]null[/code] si no hay una nueva conexión " @@ -19801,8 +19623,7 @@ msgid "" msgstr "" "Consigue la versión. Cada vez que se comete una nueva acción, el número de " "versión de [UndoRedo]s se incrementa automáticamente.\n" -"Esto es útil sobre todo para comprobar si algo cambió de una versión " -"guardada." +"Esto es útil sobre todo para comprobar si algo cambió de una versión guardada." msgid "" "Returns [code]true[/code] if the [UndoRedo] is currently committing the " @@ -19846,8 +19667,7 @@ msgid "" "is also a valid IGD (InternetGatewayDevice)." msgstr "" "Devuelve la puerta de enlace por defecto. Es el primer dispositivo " -"descubierto [UPNPDevice] que también es un IGD (InternetGatewayDevice) " -"válido." +"descubierto [UPNPDevice] que también es un IGD (InternetGatewayDevice) válido." msgid "" "Returns the external [IP] address of the default gateway (see [method " @@ -19863,8 +19683,8 @@ msgstr "" msgid "" "If [code]0[/code], the local port to use for discovery is chosen " "automatically by the system. If [code]1[/code], discovery will be done from " -"the source port 1900 (same as destination port). Otherwise, the value will " -"be used as the port." +"the source port 1900 (same as destination port). Otherwise, the value will be " +"used as the port." msgstr "" "Si [code]0[/code], el puerto local a utilizar para el descubrimiento es " "elegido automáticamente por el sistema. Si [code]1[/code], el descubrimiento " @@ -19899,8 +19719,8 @@ msgid "Inconsistent parameters." msgstr "Parámetros inconsistentes." msgid "" -"No such entry in array. May be returned if a given port, protocol " -"combination is not found on an [UPNPDevice]." +"No such entry in array. May be returned if a given port, protocol combination " +"is not found on an [UPNPDevice]." msgstr "" "No hay tal entrada en el array. Puede ser devuelto si un puerto dado, la " "combinación de protocolos no se encuentra en un [UPNPDevice]." @@ -19997,8 +19817,7 @@ msgid "" "discovery didn't detect any valid [UPNPDevice]s." msgstr "" "No hay dispositivos disponibles. Puede que tengas que llamar a [method " -"discover] primero, o el descubrimiento no detectó ninguna [UPNPDevice] " -"válida." +"discover] primero, o el descubrimiento no detectó ninguna [UPNPDevice] válida." msgid "Unknown error." msgstr "Error desconocido." @@ -20026,8 +19845,7 @@ msgstr "" "Devuelve [code]true[/code] si se trata de un IGD (InternetGatewayDevice) " "válido que potencialmente soporta el reenvío de puertos." -msgid "" -"Returns the external IP address of this [UPNPDevice] or an empty string." +msgid "Returns the external IP address of this [UPNPDevice] or an empty string." msgstr "" "Devuelve la dirección IP externa de este [UPNPDevice] o una string vacía." @@ -20152,15 +19970,13 @@ msgstr "" "Un vector, un vector con todos los componentes ajustados a [code]1[/code]." msgid "" -"Infinity vector, a vector with all components set to [constant @GDScript." -"INF]." +"Infinity vector, a vector with all components set to [constant @GDScript.INF]." msgstr "" "Vector infinito, un vector con todos los componentes ajustados a [constant " "@GDScript.INF]." msgid "Left unit vector. Represents the direction of left." -msgstr "" -"Vector de la unidad izquierda. Representa la dirección de la izquierda." +msgstr "Vector de la unidad izquierda. Representa la dirección de la izquierda." msgid "Right unit vector. Represents the direction of right." msgstr "Vector de la unidad derecha. Representa la dirección de la derecha." @@ -20252,10 +20068,10 @@ msgstr "" "0.5 para un coche de carreras." msgid "" -"The damping applied to the spring when relaxing. This value should be " -"between 0.0 (no damping) and 1.0. This value should always be slightly " -"higher than the [member damping_compression] property. For a [member " -"damping_compression] value of 0.3, try a relaxation value of 0.5." +"The damping applied to the spring when relaxing. This value should be between " +"0.0 (no damping) and 1.0. This value should always be slightly higher than " +"the [member damping_compression] property. For a [member damping_compression] " +"value of 0.3, try a relaxation value of 0.5." msgstr "" "La amortiguación aplicada al resorte al relajarse. Este valor debe estar " "entre 0.0 (sin amortiguación) y 1.0. Este valor siempre debe ser ligeramente " @@ -20263,8 +20079,8 @@ msgstr "" "[member damping_compression] de 0,3, pruebe un valor de relajación de 0,5." msgid "" -"This value defines the stiffness of the suspension. Use a value lower than " -"50 for an off-road car, a value between 50 and 100 for a race car and try " +"This value defines the stiffness of the suspension. Use a value lower than 50 " +"for an off-road car, a value between 50 and 100 for a race car and try " "something around 200 for something like a Formula 1 car." msgstr "" "Este valor define la rigidez de la suspensión. Usa un valor inferior a 50 " @@ -20272,13 +20088,13 @@ msgstr "" "y prueba algo alrededor de 200 para algo como un coche de Fórmula 1." msgid "" -"This is the distance the suspension can travel. As Godot units are " -"equivalent to meters, keep this setting relatively low. Try a value between " -"0.1 and 0.3 depending on the type of car." +"This is the distance the suspension can travel. As Godot units are equivalent " +"to meters, keep this setting relatively low. Try a value between 0.1 and 0.3 " +"depending on the type of car." msgstr "" "Esta es la distancia que puede recorrer la suspensión. Como las unidades " -"Godot equivalen a metros, mantenga este ajuste relativamente bajo. Pruebe " -"con un valor entre 0,1 y 0,3 dependiendo del tipo de coche." +"Godot equivalen a metros, mantenga este ajuste relativamente bajo. Pruebe con " +"un valor entre 0,1 y 0,3 dependiendo del tipo de coche." msgid "" "This determines how much grip this wheel has. It is combined with the " @@ -20288,12 +20104,12 @@ msgid "" "simulate tire wear.\n" "It's best to set this to 1.0 when starting out." msgstr "" -"Esto determina cuánto agarre tiene esta rueda. Se combina con el ajuste de " -"la fricción de la superficie con la que la rueda está en contacto. 0.0 " -"significa que no hay agarre, 1.0 es el agarre normal. Para una configuración " -"de coche a la deriva, intente ajustar el agarre de las ruedas traseras " -"ligeramente más bajo que el de las ruedas delanteras, o utilice un valor más " -"bajo para simular el desgaste de los neumáticos.\n" +"Esto determina cuánto agarre tiene esta rueda. Se combina con el ajuste de la " +"fricción de la superficie con la que la rueda está en contacto. 0.0 significa " +"que no hay agarre, 1.0 es el agarre normal. Para una configuración de coche a " +"la deriva, intente ajustar el agarre de las ruedas traseras ligeramente más " +"bajo que el de las ruedas delanteras, o utilice un valor más bajo para " +"simular el desgaste de los neumáticos.\n" "Lo mejor es ajustarlo a 1.0 al comenzar." msgid "The radius of the wheel in meters." @@ -20303,15 +20119,15 @@ msgid "" "This is the distance in meters the wheel is lowered from its origin point. " "Don't set this to 0.0 and move the wheel into position, instead move the " "origin point of your wheel (the gizmo in Godot) to the position the wheel " -"will take when bottoming out, then use the rest length to move the wheel " -"down to the position it should be in when the car is in rest." +"will take when bottoming out, then use the rest length to move the wheel down " +"to the position it should be in when the car is in rest." msgstr "" "Esta es la distancia en metros a la que se baja la rueda desde su punto de " "origen. No lo pongas a 0.0 y mueve la rueda a su posición, en su lugar mueve " -"el punto de origen de tu rueda (el gizmo en Godot) a la posición que la " -"rueda tomará al descender, luego usa la longitud de reposo para mover la " -"rueda hacia abajo a la posición en la que debería estar cuando el auto esté " -"en reposo." +"el punto de origen de tu rueda (el gizmo en Godot) a la posición que la rueda " +"tomará al descender, luego usa la longitud de reposo para mover la rueda " +"hacia abajo a la posición en la que debería estar cuando el auto esté en " +"reposo." msgid "" "This value affects the roll of your vehicle. If set to 1.0 for all wheels, " @@ -20319,8 +20135,8 @@ msgid "" "body roll." msgstr "" "Este valor afecta al balanceo de su vehículo. Si se establece en 1,0 para " -"todas las ruedas, tu vehículo será propenso a volcarse, mientras que un " -"valor de 0.0 resistirá el balanceo de la carrocería." +"todas las ruedas, tu vehículo será propenso a volcarse, mientras que un valor " +"de 0.0 resistirá el balanceo de la carrocería." msgid "Base resource for video streams." msgstr "Recurso base para los streams de video." @@ -20410,11 +20226,11 @@ msgid "" "with a varying number of subdivisions and to have as few subdivisions as " "possible." msgstr "" -"Establece el número de subdivisiones a utilizar en el cuadrante " -"especificado. Un mayor número de subdivisiones permite tener más sombras en " -"la escena a la vez, pero reduce la calidad de las sombras. Una buena " -"práctica es tener cuadrantes con un número variable de subdivisiones y tener " -"el menor número posible de subdivisiones." +"Establece el número de subdivisiones a utilizar en el cuadrante especificado. " +"Un mayor número de subdivisiones permite tener más sombras en la escena a la " +"vez, pero reduce la calidad de las sombras. Una buena práctica es tener " +"cuadrantes con un número variable de subdivisiones y tener el menor número " +"posible de subdivisiones." msgid "If [code]true[/code], the viewport will process 2D audio streams." msgstr "Si [code]true[/code], el viewport procesará streams de audio en 2D." @@ -20428,8 +20244,8 @@ msgid "" "transform of the viewport." msgstr "" "La transformada del canvas del viewport, útil para cambiar las posiciones en " -"pantalla de todos los [CanvasItem]s hijos. Esto es relativo a la " -"transformada global del canvas del viewport." +"pantalla de todos los [CanvasItem]s hijos. Esto es relativo a la transformada " +"global del canvas del viewport." msgid "The overlay mode for test rendered geometry in debug purposes." msgstr "" @@ -20437,8 +20253,8 @@ msgstr "" "depuración." msgid "" -"The global canvas transform of the viewport. The canvas transform is " -"relative to this." +"The global canvas transform of the viewport. The canvas transform is relative " +"to this." msgstr "" "La transformación del canvas global del viewport. La transformada del canvas " "es relativa a esto." @@ -20528,10 +20344,9 @@ msgstr "Habilita ciertos nodos sólo cuando son aproximadamente visibles." msgid "" "If [code]true[/code], the bounding rectangle is on the screen.\n" -"[b]Note:[/b] It takes one frame for the node's visibility to be assessed " -"once added to the scene tree, so this method will return [code]false[/code] " -"right after it is instantiated, even if it will be on screen in the draw " -"pass." +"[b]Note:[/b] It takes one frame for the node's visibility to be assessed once " +"added to the scene tree, so this method will return [code]false[/code] right " +"after it is instantiated, even if it will be on screen in the draw pass." msgstr "" "Si [code]true[/code], el rectángulo delimitador está en la pantalla.\n" "[b]Nota:[/b] Se necesita un fotograma para evaluar la visibilidad del nodo " @@ -20544,10 +20359,9 @@ msgstr "Detecta aproximadamente cuando el nodo es visible en la pantalla." msgid "" "If [code]true[/code], the bounding box is on the screen.\n" -"[b]Note:[/b] It takes one frame for the node's visibility to be assessed " -"once added to the scene tree, so this method will return [code]false[/code] " -"right after it is instantiated, even if it will be on screen in the draw " -"pass." +"[b]Note:[/b] It takes one frame for the node's visibility to be assessed once " +"added to the scene tree, so this method will return [code]false[/code] right " +"after it is instantiated, even if it will be on screen in the draw pass." msgstr "" "Si [code]true[/code], el cuadro delimitador está en la pantalla.\n" "[b]Nota:[/b] Se necesita un fotograma para evaluar la visibilidad del nodo " @@ -20581,8 +20395,8 @@ msgid "Connects the specified nodes and ports." msgstr "Conecta los nodos y puertos especificados." msgid "" -"Connects the specified nodes and ports, even if they can't be connected. " -"Such connection is invalid and will not function properly." +"Connects the specified nodes and ports, even if they can't be connected. Such " +"connection is invalid and will not function properly." msgstr "" "Conecta los nodos y puertos especificados, aunque no puedan ser conectados. " "Dicha conexión es inválida y no funcionará correctamente." @@ -20652,8 +20466,8 @@ msgid "" "[code]-1[/code] no port will be open for preview." msgstr "" "Establece el índice del puerto de salida que se mostrará para la vista " -"previa. Si se establece en [code]-1[/code] no se abrirá ningún puerto para " -"la vista previa." +"previa. Si se establece en [code]-1[/code] no se abrirá ningún puerto para la " +"vista previa." msgid "" "Floating-point scalar. Translated to [code]float[/code] type in shader code." @@ -20731,8 +20545,7 @@ msgid "A [Color] constant which represents a state of this node." msgstr "Una constante [Color] que representa un estado de este nodo." msgid "A [Color] function to be used within the visual shader graph." -msgstr "" -"Una función [Color] para ser usada dentro del gráfico de shader visual." +msgstr "Una función [Color] para ser usada dentro del gráfico de shader visual." msgid "" "Accept a [Color] to the input port and transform it according to [member " @@ -20792,8 +20605,7 @@ msgstr "" "[/codeblock]" msgid "A [Color] operator to be used within the visual shader graph." -msgstr "" -"Un operador [Color] para ser usado dentro del gráfico de shader visual." +msgstr "Un operador [Color] para ser usado dentro del gráfico de shader visual." msgid "Applies [member operator] to two color inputs." msgstr "Aplica [member operator] a dos entradas de color." @@ -20998,12 +20810,11 @@ msgstr "" "CTYPE_TRANSFORM]." msgid "" -"Comparison for greater than or equal ([code]a >= b[/code]). Cannot be used " -"if [member type] set to [constant CTYPE_BOOLEAN] or [constant " -"CTYPE_TRANSFORM]." +"Comparison for greater than or equal ([code]a >= b[/code]). Cannot be used if " +"[member type] set to [constant CTYPE_BOOLEAN] or [constant CTYPE_TRANSFORM]." msgstr "" -"Comparación para mayor o igual ([code]a >= b[/code]). No se puede utilizar " -"si el [member type] se establece en [constant CTYPE_BOOLEAN] o [constant " +"Comparación para mayor o igual ([code]a >= b[/code]). No se puede utilizar si " +"el [member type] se establece en [constant CTYPE_BOOLEAN] o [constant " "CTYPE_TRANSFORM]." msgid "" @@ -21056,8 +20867,8 @@ msgid "" "Adds [code]hint_albedo[/code] as hint to the uniform declaration for proper " "sRGB to linear conversion." msgstr "" -"Añade [code]hint_albedo[/code] como sugerencia a la declaración uniforme " -"para la conversión adecuada de sRGB a lineal." +"Añade [code]hint_albedo[/code] como sugerencia a la declaración uniforme para " +"la conversión adecuada de sRGB a lineal." msgid "" "Adds [code]hint_normal[/code] as hint to the uniform declaration, which " @@ -21078,15 +20889,15 @@ msgid "" "in the Visual Shader Editor's members dialog.\n" "Defining this method is [b]optional[/b]." msgstr "" -"Anula este método para definir la descripción del nodo personalizado " -"asociado en el diálogo de miembros del Editor de shader Visual.\n" +"Anula este método para definir la descripción del nodo personalizado asociado " +"en el diálogo de miembros del Editor de shader Visual.\n" "La definición de este método es [b]opcional[/b]." msgid "" "Override this method to define the names of input ports of the associated " -"custom node. The names are used both for the input slots in the editor and " -"as identifiers in the shader code, and are passed in the [code]input_vars[/" -"code] array in [method _get_code].\n" +"custom node. The names are used both for the input slots in the editor and as " +"identifiers in the shader code, and are passed in the [code]input_vars[/code] " +"array in [method _get_code].\n" "Defining this method is [b]optional[/b], but recommended. If not overridden, " "input ports are named as [code]\"in\" + str(port)[/code]." msgstr "" @@ -21094,17 +20905,15 @@ msgstr "" "del nodo personalizado asociado. Los nombres se usan tanto para los puertos " "de entrada en el editor como identificadores en el código shader, y se pasan " "en el array [code]input_vars[/code] en [method _get_code].\n" -"La definición de este método es [b]opcional[/b], pero se recomienda. Si no " -"se anula, los puertos de entrada se nombran como [code]\"in\" + str(port)[/" -"code]." +"La definición de este método es [b]opcional[/b], pero se recomienda. Si no se " +"anula, los puertos de entrada se nombran como [code]\"in\" + str(port)[/code]." msgid "" "Override this method to define the returned type of each input port of the " "associated custom node (see [enum VisualShaderNode.PortType] for possible " "types).\n" "Defining this method is [b]optional[/b], but recommended. If not overridden, " -"input ports will return the [constant VisualShaderNode.PORT_TYPE_SCALAR] " -"type." +"input ports will return the [constant VisualShaderNode.PORT_TYPE_SCALAR] type." msgstr "" "Sobreescribe este método para definir el tipo devuelto de cada puerto de " "entrada del nodo personalizado asociado (véase [enum VisualShaderNode." @@ -21120,8 +20929,7 @@ msgid "" "the node will be named as \"Unnamed\"." msgstr "" "Sobreescribe este método para definir el nombre del nodo personalizado " -"asociado en el diálogo y el gráfico de miembros del Editor de shader " -"Visual.\n" +"asociado en el diálogo y el gráfico de miembros del Editor de shader Visual.\n" "Definir este método es [b]opcional[/b], pero se recomienda. Si no se anula, " "el nodo se nombrará como \"Unnamed\"." @@ -21135,11 +20943,11 @@ msgid "" msgstr "" "Sobreescribe este método para definir los nombres de los puertos de salida " "del nodo personalizado asociado. Los nombres se utilizan tanto para los " -"puertos de salida en el editor como identificadores en el código shader, y " -"se pasan en el array [code]output_vars[/code] en [method _get_code].\n" -"La definición de este método es [b]opcional[/b], pero se recomienda. Si no " -"se sobreescribe, los puertos de salida se nombran como [code]\"out\" + " -"str(port)[/code]." +"puertos de salida en el editor como identificadores en el código shader, y se " +"pasan en el array [code]output_vars[/code] en [method _get_code].\n" +"La definición de este método es [b]opcional[/b], pero se recomienda. Si no se " +"sobreescribe, los puertos de salida se nombran como [code]\"out\" + str(port)" +"[/code]." msgid "" "Override this method to define the returned type of each output port of the " @@ -21159,8 +20967,8 @@ msgstr "" msgid "" "Override this method to define the return icon of the associated custom node " "in the Visual Shader Editor's members dialog.\n" -"Defining this method is [b]optional[/b]. If not overridden, no return icon " -"is shown." +"Defining this method is [b]optional[/b]. If not overridden, no return icon is " +"shown." msgstr "" "Sobrescribe este método para definir el icono de retorno del nodo " "personalizado asociado en el diálogo de miembros del Editor Shader Visual.\n" @@ -21205,9 +21013,9 @@ msgstr "" msgid "" "An expression in Godot Shading Language, which will be injected at the start " -"of the graph's matching shader function ([code]vertex[/code], " -"[code]fragment[/code], or [code]light[/code]), and thus cannot be used to " -"declare functions, varyings, uniforms, or global constants." +"of the graph's matching shader function ([code]vertex[/code], [code]fragment[/" +"code], or [code]light[/code]), and thus cannot be used to declare functions, " +"varyings, uniforms, or global constants." msgstr "" "Una expresión del Lenguaje de Sombreado Godot, que se inyectará al comienzo " "de la función shader correspondiente del gráfico ([code]vertex[/code], " @@ -21226,11 +21034,11 @@ msgid "A Fresnel effect to be used within the visual shader graph." msgstr "Un efecto Fresnel para ser usado dentro del gráfico shader visual." msgid "" -"Returns falloff based on the dot product of surface normal and view " -"direction of camera (pass associated inputs to it)." +"Returns falloff based on the dot product of surface normal and view direction " +"of camera (pass associated inputs to it)." msgstr "" -"Los retornos decrecen en función del producto punto de la superficie normal " -"y de la dirección de visión de la cámara (pasando las entradas asociadas a " +"Los retornos decrecen en función del producto punto de la superficie normal y " +"de la dirección de visión de la cámara (pasando las entradas asociadas a " "este)." msgid "" @@ -21243,15 +21051,14 @@ msgstr "" msgid "" "Custom Godot Shader Language expression, which is placed on top of the " "generated shader. You can place various function definitions inside to call " -"later in [VisualShaderNodeExpression]s (which are injected in the main " -"shader functions). You can also declare varyings, uniforms and global " -"constants." +"later in [VisualShaderNodeExpression]s (which are injected in the main shader " +"functions). You can also declare varyings, uniforms and global constants." msgstr "" "La expresión del Lenguaje Shader Godot personalizado, que se coloca sobre el " "shader generado. Puedes colocar varias definiciones de funciones dentro para " "llamarlas más tarde en [VisualShaderNodeExpression]s (que se inyectan en las " -"principales funciones shader). También puedes declarar variaciones, " -"uniformes y constantes globales." +"principales funciones shader). También puedes declarar variaciones, uniformes " +"y constantes globales." msgid "Currently, has no direct usage, use the derived classes instead." msgstr "" @@ -21290,8 +21097,7 @@ msgstr "" "get_free_output_port_id]." msgid "Returns [code]true[/code] if the specified input port exists." -msgstr "" -"Devuelve [code]true[/code] si existe el puerto de entrada especificado." +msgstr "Devuelve [code]true[/code] si existe el puerto de entrada especificado." msgid "Returns [code]true[/code] if the specified output port exists." msgstr "Devuelve [code]true[/code] si existe el puerto de salida especificado." @@ -21319,8 +21125,8 @@ msgstr "" "VisualShaderNode.PortType])." msgid "" -"Defines all input ports using a [String] formatted as a colon-separated " -"list: [code]id,type,name;[/code] (see [method add_input_port])." +"Defines all input ports using a [String] formatted as a colon-separated list: " +"[code]id,type,name;[/code] (see [method add_input_port])." msgstr "" "Define todos los puertos de entrada usando una [String] formateada como una " "lista separada por dos puntos: [code]id,type,name;[/code] (ver [method " @@ -21344,17 +21150,16 @@ msgstr "" "add_output_port])." msgid "" -"Gives access to input variables (built-ins) available for the shader. See " -"the shading reference for the list of available built-ins for each shader " -"type (check [code]Tutorials[/code] section for link)." +"Gives access to input variables (built-ins) available for the shader. See the " +"shading reference for the list of available built-ins for each shader type " +"(check [code]Tutorials[/code] section for link)." msgstr "" "Da acceso a las variables de entrada (built-ins) disponibles para el shader. " "Consulte la referencia del shader para ver la lista de built-ins disponibles " "para cada tipo de shader (consulte la sección [code]Tutorials[/code] para el " "enlace)." -msgid "" -"A boolean comparison operator to be used within the visual shader graph." +msgid "A boolean comparison operator to be used within the visual shader graph." msgstr "" "Un operador de comparación booleana para ser usado dentro del gráfico shader " "visual." @@ -21385,16 +21190,15 @@ msgstr "Se traduce a [code]mix(a, b, weight)[/code] en el lenguaje shader." msgid "" "Calculates an outer product of two vectors within the visual shader graph." msgstr "" -"Calcula un producto exterior de dos vectores dentro del gráfico shader " -"visual." +"Calcula un producto exterior de dos vectores dentro del gráfico shader visual." msgid "" "[code]OuterProduct[/code] treats the first parameter [code]c[/code] as a " "column vector (matrix with one column) and the second parameter [code]r[/" "code] as a row vector (matrix with one row) and does a linear algebraic " -"matrix multiply [code]c * r[/code], yielding a matrix whose number of rows " -"is the number of components in [code]c[/code] and whose number of columns is " -"the number of components in [code]r[/code]." +"matrix multiply [code]c * r[/code], yielding a matrix whose number of rows is " +"the number of components in [code]c[/code] and whose number of columns is the " +"number of components in [code]r[/code]." msgstr "" "[code]OuterProduct[/code] trata el primer parámetro [code]c[/code] como un " "vector de columna (matriz con una columna) y el segundo parámetro [code]r[/" @@ -21408,8 +21212,8 @@ msgstr "" "Representa los parámetros shader de salida dentro del gráfico shader visual." msgid "" -"This visual shader node is present in all shader graphs in form of " -"\"Output\" block with multiple output value ports." +"This visual shader node is present in all shader graphs in form of \"Output\" " +"block with multiple output value ports." msgstr "" "Este nodo shader visual está presente en todos los gráficos shader en forma " "de bloque de \"Salida\" con múltiples puertos de valor de salida." @@ -21447,15 +21251,14 @@ msgstr "" msgid "The source texture, if needed for the selected [member source]." msgstr "" -"La textura de la fuente, si es necesaria para la [member source] " -"seleccionada." +"La textura de la fuente, si es necesaria para la [member source] seleccionada." msgid "" "Specifies the type of the texture if [member source] is set to [constant " "SOURCE_TEXTURE]. See [enum TextureType] for options." msgstr "" -"Especifica el tipo de la textura si [member source] se establece en " -"[constant SOURCE_TEXTURE]. Ver [enum TextureType] para las opciones." +"Especifica el tipo de la textura si [member source] se establece en [constant " +"SOURCE_TEXTURE]. Ver [enum TextureType] para las opciones." msgid "Use the texture given as an argument for this function." msgstr "Utiliza la textura dada como argumento para esta función." @@ -21482,8 +21285,7 @@ msgstr "" "uniforme para el shader." msgid "Sets the default color if no texture is assigned to the uniform." -msgstr "" -"Establece el color por defecto si no se asigna una textura al uniforme." +msgstr "Establece el color por defecto si no se asigna una textura al uniforme." msgid "" "Performs a uniform texture lookup with triplanar within the visual shader " @@ -21554,8 +21356,7 @@ msgstr "" msgid "" "The multiplication type to be performed. See [enum Operator] for options." msgstr "" -"El tipo de multiplicación a realizar. Véase [enum Operator] para las " -"opciones." +"El tipo de multiplicación a realizar. Véase [enum Operator] para las opciones." msgid "Multiplies transform [code]a[/code] by the vector [code]b[/code]." msgstr "" @@ -21620,8 +21421,8 @@ msgid "The function to be performed. See [enum Function] for options." msgstr "La función a realizar. Ver [enum Function] para las opciones." msgid "" -"Normalizes the vector so that it has a length of [code]1[/code] but points " -"in the same direction." +"Normalizes the vector so that it has a length of [code]1[/code] but points in " +"the same direction." msgstr "" "Normaliza el vector de modo que tiene una longitud de [code]1[/code] pero " "apunta en la misma dirección." @@ -21705,8 +21506,8 @@ msgid "" "otherwise." msgstr "" "Extrae el signo del parámetro, es decir, devuelve [code]-1[/code] si el " -"parámetro es negativo, [code]1[/code] si es positivo y [code]0[/code] en " -"caso contrario." +"parámetro es negativo, [code]1[/code] si es positivo y [code]0[/code] en caso " +"contrario." msgid "Returns the sine of the parameter." msgstr "Devuelve el seno del parámetro." @@ -21743,8 +21544,8 @@ msgid "A vector operator to be used within the visual shader graph." msgstr "Un operador vectorial para ser usado dentro del gráfico shader visual." msgid "" -"A visual shader node for use of vector operators. Operates on vector " -"[code]a[/code] and vector [code]b[/code]." +"A visual shader node for use of vector operators. Operates on vector [code]a[/" +"code] and vector [code]b[/code]." msgstr "" "Un nodo shader visual para uso de los operadores de vectores. Opera en el " "vector [code]a[/code] y en el vector [code]b[/code]." @@ -21775,12 +21576,10 @@ msgstr "" "para cada componente de los vectores." msgid "Returns the greater of two values, for each component of the vectors." -msgstr "" -"Devuelve el mayor de dos valores, para cada componente de los vectores." +msgstr "Devuelve el mayor de dos valores, para cada componente de los vectores." msgid "Returns the lesser of two values, for each component of the vectors." -msgstr "" -"Devuelve el menor de dos valores, para cada componente de los vectores." +msgstr "Devuelve el menor de dos valores, para cada componente de los vectores." msgid "Calculates the cross product of two vectors." msgstr "Calcula el producto vectorial de dos vectores." @@ -21789,8 +21588,8 @@ msgid "Returns the arc-tangent of the parameters." msgstr "Devuelve la arcotangente de los parámetros." msgid "" -"Returns the vector that points in the direction of reflection. [code]a[/" -"code] is incident vector and [code]b[/code] is the normal vector." +"Returns the vector that points in the direction of reflection. [code]a[/code] " +"is incident vector and [code]b[/code] is the normal vector." msgstr "" "Devuelve el vector que apunta en la dirección de reflejo. [code]a[/code] is " "el vector incidente y [code]b[/code] es el vector normal." @@ -21818,16 +21617,14 @@ msgid "Calls [method bake] with [code]create_visual_debug[/code] enabled." msgstr "Llama a [method bake] con [code]create_visual_debug[/code] activado." msgid "" -"Use 64 subdivisions. This is the lowest quality setting, but the fastest. " -"Use it if you can, but especially use it on lower-end hardware." +"Use 64 subdivisions. This is the lowest quality setting, but the fastest. Use " +"it if you can, but especially use it on lower-end hardware." msgstr "" -"Utilice las 64 subdivisiones. Este es el ajuste de menor calidad, pero el " -"más rápido. Úsalo si puedes, pero sobre todo úsalo en el hardware de gama " -"baja." +"Utilice las 64 subdivisiones. Este es el ajuste de menor calidad, pero el más " +"rápido. Úsalo si puedes, pero sobre todo úsalo en el hardware de gama baja." msgid "Use 128 subdivisions. This is the default quality setting." -msgstr "" -"Utiliza 128 subdivisiones. Este es el ajuste de calidad predeterminado." +msgstr "Utiliza 128 subdivisiones. Este es el ajuste de calidad predeterminado." msgid "Use 256 subdivisions." msgstr "Utilice 256 subdivisiones." @@ -21858,8 +21655,8 @@ msgstr "" "ancho mínimo." msgid "" -"The style for the separator line. Works best with [StyleBoxLine] (remember " -"to enable [member StyleBoxLine.vertical])." +"The style for the separator line. Works best with [StyleBoxLine] (remember to " +"enable [member StyleBoxLine.vertical])." msgstr "" "El estilo de la línea de separación. Funciona mejor con [StyleBoxLine] " "(recuerde activar [member StyleBoxLine.vertical])." @@ -21890,8 +21687,8 @@ msgstr "" "Será [code]65535[/code] si no se especifica." msgid "" -"Returns the [code]maxRetransmits[/code] value assigned to this channel " -"during creation.\n" +"Returns the [code]maxRetransmits[/code] value assigned to this channel during " +"creation.\n" "Will be [code]65535[/code] if not specified." msgstr "" "Devuelve el valor [code]maxRetransmits[/code] asignado a este canal durante " @@ -21986,32 +21783,30 @@ msgid "Interface to a WebRTC peer connection." msgstr "Interfaz a una conexión de pares WebRTC." msgid "" -"A WebRTC connection between the local computer and a remote peer. Provides " -"an interface to connect, maintain and monitor the connection.\n" +"A WebRTC connection between the local computer and a remote peer. Provides an " +"interface to connect, maintain and monitor the connection.\n" "Setting up a WebRTC connection between two peers from now on) may not seem a " "trivial task, but it can be broken down into 3 main steps:\n" -"- The peer that wants to initiate the connection ([code]A[/code] from now " -"on) creates an offer and send it to the other peer ([code]B[/code] from now " -"on).\n" +"- The peer that wants to initiate the connection ([code]A[/code] from now on) " +"creates an offer and send it to the other peer ([code]B[/code] from now on).\n" "- [code]B[/code] receives the offer, generate and answer, and sends it to " "[code]A[/code]).\n" "- [code]A[/code] and [code]B[/code] then generates and exchange ICE " "candidates with each other.\n" -"After these steps, the connection should become connected. Keep on reading " -"or look into the tutorial for more information." +"After these steps, the connection should become connected. Keep on reading or " +"look into the tutorial for more information." msgstr "" "Una conexión WebRTC entre la computadora local y un par remoto. Proporciona " "una interfaz para conectar, mantener y monitorear la conexión.\n" -"Establecer una conexión WebRTC entre dos pares de ahora en adelante) puede " -"no parecer una tarea trivial, pero puede ser dividida en 3 pasos " -"principales:\n" -"- El par que quiere iniciar la conexión ([code]A[/code] de ahora en " -"adelante) crea una oferta y la envía al otro par ([code]B[/code] de ahora en " +"Establecer una conexión WebRTC entre dos pares de ahora en adelante) puede no " +"parecer una tarea trivial, pero puede ser dividida en 3 pasos principales:\n" +"- El par que quiere iniciar la conexión ([code]A[/code] de ahora en adelante) " +"crea una oferta y la envía al otro par ([code]B[/code] de ahora en " "adelante).\n" "- [code]B[/code] recibe la oferta, la genera y la responde, y la envía a " "[code]A[/code]).\n" -"- [code]A[/code] y [code]B[/code] luego generan e intercambian candidatos " -"ICE entre sí.\n" +"- [code]A[/code] y [code]B[/code] luego generan e intercambian candidatos ICE " +"entre sí.\n" "Después de estos pasos, la conexión debe conectarse. Sigue leyendo o mira el " "tutorial para más información." @@ -22026,13 +21821,12 @@ msgid "" "Creates a new SDP offer to start a WebRTC connection with a remote peer. At " "least one [WebRTCDataChannel] must have been created before calling this " "method.\n" -"If this functions returns [constant OK], [signal " -"session_description_created] will be called when the session is ready to be " -"sent." +"If this functions returns [constant OK], [signal session_description_created] " +"will be called when the session is ready to be sent." msgstr "" -"Crea una nueva oferta SDP para iniciar una conexión WebRTC con un par " -"remoto. Al menos una [WebRTCDataChannel] debe haber sido creada antes de " -"llamar a este método.\n" +"Crea una nueva oferta SDP para iniciar una conexión WebRTC con un par remoto. " +"Al menos una [WebRTCDataChannel] debe haber sido creada antes de llamar a " +"este método.\n" "Si esta función devuelve [constant OK], se llamará a [signal " "session_description_created] cuando la sesión esté lista para ser enviada." @@ -22047,8 +21841,8 @@ msgstr "" "[method Node._physics_process]) para recibir correctamente las señales." msgid "" -"Sets the SDP description of the local peer. This should be called in " -"response to [signal session_description_created].\n" +"Sets the SDP description of the local peer. This should be called in response " +"to [signal session_description_created].\n" "After calling this function the peer will start emitting [signal " "ice_candidate_created] (unless an [enum Error] different from [constant OK] " "is returned)." @@ -22076,14 +21870,14 @@ msgid "" "Emitted when a new ICE candidate has been created. The three parameters are " "meant to be passed to the remote peer over the signaling server." msgstr "" -"Emitido cuando se ha creado un nuevo candidato de la ICE. Los tres " -"parámetros deben ser pasados al par remoto a través del servidor de señales." +"Emitido cuando se ha creado un nuevo candidato de la ICE. Los tres parámetros " +"deben ser pasados al par remoto a través del servidor de señales." msgid "" "Emitted after a successful call to [method create_offer] or [method " "set_remote_description] (when it generates an answer). The parameters are " -"meant to be passed to [method set_local_description] on this object, and " -"sent to the remote peer over the signaling server." +"meant to be passed to [method set_local_description] on this object, and sent " +"to the remote peer over the signaling server." msgstr "" "Emitido después de una llamada exitosa a [method create_offer] o [method " "set_remote_description] (cuando genera una respuesta). Los parámetros deben " @@ -22098,8 +21892,7 @@ msgstr "" "estado." msgid "" -"The peer is connecting, ICE is in progress, none of the transports has " -"failed." +"The peer is connecting, ICE is in progress, none of the transports has failed." msgstr "" "El par está conectando, el ICE está en marcha, ninguno de los transportes ha " "fallado." @@ -22132,8 +21925,8 @@ msgid "" "Returns [code]true[/code] if the last received packet was sent as a text " "payload. See [enum WriteMode]." msgstr "" -"Devuelve [code]true[/code] si el último paquete recibido fue enviado como " -"una carga de texto. Ver [enum WriteMode]." +"Devuelve [code]true[/code] si el último paquete recibido fue enviado como una " +"carga de texto. Ver [enum WriteMode]." msgid "" "Specifies that WebSockets messages should be transferred as text payload " @@ -22150,8 +21943,8 @@ msgstr "" "binaria (se permite cualquier combinación de bytes)." msgid "" -"Default environment properties for the entire scene (post-processing " -"effects, lighting and background settings)." +"Default environment properties for the entire scene (post-processing effects, " +"lighting and background settings)." msgstr "" "Propiedades de entorno por defecto para toda la escena (efectos de post-" "procesamiento, iluminación y ajustes de fondo)." @@ -22175,8 +21968,8 @@ msgid "" "current node type is neither [constant NODE_ELEMENT] nor [constant " "NODE_ELEMENT_END]." msgstr "" -"Obtiene el nombre del nodo del elemento actual. Esto provocará un error si " -"el tipo de nodo actual no es ni [constant NODE_ELEMENT] ni [constant " +"Obtiene el nombre del nodo del elemento actual. Esto provocará un error si el " +"tipo de nodo actual no es ni [constant NODE_ELEMENT] ni [constant " "NODE_ELEMENT_END]." msgid "" @@ -22189,8 +21982,7 @@ msgstr "" msgid "" "Gets the type of the current node. Compare with [enum NodeType] constants." msgstr "" -"Obtiene el tipo de nodo actual. Compara con las constantes de [enum " -"NodeType]." +"Obtiene el tipo de nodo actual. Compara con las constantes de [enum NodeType]." msgid "Check whether the current element has a certain attribute." msgstr "Comprueba si el elemento actual tiene un cierto atributo." @@ -22210,8 +22002,8 @@ msgid "" "the next node there. This returns an error code." msgstr "" "Mueve el cursor de la memoria intermedia a un determinado desplazamiento " -"(desde el principio) y lee el siguiente nodo allí. Esto devuelve un código " -"de error." +"(desde el principio) y lee el siguiente nodo allí. Esto devuelve un código de " +"error." msgid "" "Skips the current section. If the node contains other elements, they will be " @@ -22244,8 +22036,7 @@ msgstr "Nodo desconocido." msgid "An anchor point in AR space." msgstr "Un punto de anclaje en el espacio AR." -msgid "" -"Returns a plane aligned with our anchor; handy for intersection testing." +msgid "Returns a plane aligned with our anchor; handy for intersection testing." msgstr "" "Devuelve un avión alineado con nuestro ancla; útil para pruebas de " "intersección." @@ -22263,12 +22054,11 @@ msgid "" "A camera node with a few overrules for AR/VR applied, such as location " "tracking." msgstr "" -"Un nodo de cámara con unas cuantas desviaciones para AR/VR aplicadas, como " -"el seguimiento de la ubicación." +"Un nodo de cámara con unas cuantas desviaciones para AR/VR aplicadas, como el " +"seguimiento de la ubicación." msgid "A spatial node representing a spatially-tracked controller." -msgstr "" -"Un nodo espacial que representa un controlador de seguimiento espacial." +msgstr "Un nodo espacial que representa un controlador de seguimiento espacial." msgid "Emitted when a button on this controller is pressed." msgstr "Se emite cuando se presiona un botón de este controlador." @@ -22314,14 +22104,12 @@ msgstr "Apaga la interfaz." msgid "On an AR interface, [code]true[/code] if anchor detection is enabled." msgstr "" -"En una interfaz AR, [code]true[/code] si la detección de anclas está " -"activada." +"En una interfaz AR, [code]true[/code] si la detección de anclas está activada." msgid "[code]true[/code] if this is the primary interface." msgstr "[code]true[/code] si esta es la interfaz primaria." -msgid "" -"This interface can work with normal rendering output (non-HMD based AR)." +msgid "This interface can work with normal rendering output (non-HMD based AR)." msgstr "" "Esta interfaz puede funcionar con una salida de renderizado normal (AR no " "basada en HMD)." @@ -22355,8 +22143,7 @@ msgid "" "We don't know the status of the tracking or this interface does not provide " "feedback." msgstr "" -"No conocemos el estado del rastreo o esta interfaz no proporciona " -"información." +"No conocemos el estado del rastreo o esta interfaz no proporciona información." msgid "" "Tracking is not functional (camera not plugged in or obscured, lighthouses " @@ -22403,9 +22190,9 @@ msgid "" msgstr "" "Devuelve el número de interfaces registradas actualmente en el servidor AR/" "VR. Si su proyecto soporta múltiples plataformas AR/VR, puede mirar a través " -"de la interfaz disponible, y presentar al usuario una selección o " -"simplemente tratar de inicializar cada interfaz y usar la primera que " -"devuelva [code]true[/code]." +"de la interfaz disponible, y presentar al usuario una selección o simplemente " +"tratar de inicializar cada interfaz y usar la primera que devuelva " +"[code]true[/code]." msgid "" "Returns a list of available interfaces the ID and name of each interface." @@ -22418,8 +22205,8 @@ msgid "" "assume a scale of 1 game world unit = 1 real world meter." msgstr "" "Permite ajustar la escala a las unidades de su juego. La mayoría de las " -"plataformas AR/VR asumen una escala de 1 unidad del mundo del juego = 1 " -"metro del mundo real." +"plataformas AR/VR asumen una escala de 1 unidad del mundo del juego = 1 metro " +"del mundo real." msgid "The tracker tracks the location of a controller." msgstr "El rastreador rastrea la ubicación de un controlador." @@ -22442,9 +22229,9 @@ msgid "Used internally to select all trackers." msgstr "Se utiliza internamente para seleccionar todos los rastreadores." msgid "" -"Fully reset the orientation of the HMD. Regardless of what direction the " -"user is looking to in the real world. The user will look dead ahead in the " -"virtual world." +"Fully reset the orientation of the HMD. Regardless of what direction the user " +"is looking to in the real world. The user will look dead ahead in the virtual " +"world." msgstr "" "Reajustar completamente la orientación del HMD. Independientemente de la " "dirección en la que el usuario está mirando en el mundo real. El usuario " diff --git a/doc/translations/fr.po b/doc/translations/fr.po index f0ca1b4ece1..cfcb9c89688 100644 --- a/doc/translations/fr.po +++ b/doc/translations/fr.po @@ -4,7 +4,7 @@ # This file is distributed under the same license as the Godot source code. # # Rémi Verschelde , 2020, 2021. -# Freyja , 2020. +# Freyja , 2020, 2023. # Gol.D.eNI , 2020. # Anonymous , 2020. # Nathan , 2020. @@ -71,21 +71,24 @@ # "Dimitri A." , 2023. # EGuillemot , 2023. # Antonia Carrier , 2023. +# #Guigui , 2023. +# Varthore , 2023. +# Gwendal , 2023. msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2023-06-26 09:54+0000\n" -"Last-Translator: Antonia Carrier \n" -"Language-Team: French \n" +"PO-Revision-Date: 2023-08-11 01:52+0000\n" +"Last-Translator: Freyja \n" +"Language-Team: French \n" "Language: fr\n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=n > 1;\n" -"X-Generator: Weblate 4.18.1\n" +"X-Generator: Weblate 5.0-dev\n" msgid "Description" msgstr "Description" @@ -169,8 +172,7 @@ msgstr "" msgid "" "This method accepts any number of arguments after the ones described here." msgstr "" -"Cette methode accepte n'importe quel nombre d'arguments après ceux décris " -"ici." +"Cette methode accepte n'importe quel nombre d'arguments après ceux décris ici." msgid "This method is used to construct a type." msgstr "Cette methode est utilisée pour construire un type." @@ -186,15 +188,20 @@ msgid "" "This method describes a valid operator to use with this type as left-hand " "operand." msgstr "" -"Cette méthode décrit un opérateur valide à utiliser avec ce type comme " -"membre de droite." +"Cette méthode décrit un opérateur valide à utiliser avec ce type comme membre " +"de droite." + +msgid "This value is an integer composed as a bitmask of the following flags." +msgstr "" +"Cette valeur est un nombre entier composé d'un masque de bits des options " +"suivantes." msgid "Built-in GDScript constants, functions, and annotations." msgstr "Constantes, fonctions et annotations intégrées à GDScript." msgid "" -"A list of GDScript-specific utility functions and annotations accessible " -"from any script.\n" +"A list of GDScript-specific utility functions and annotations accessible from " +"any script.\n" "For the list of the global functions and constants see [@GlobalScope]." msgstr "" "Une liste de fonctions utilitaires et d'annotations, utilisables depuis " @@ -206,8 +213,8 @@ msgid "GDScript exports" msgstr "Exports GDScript" msgid "" -"Returns a [Color] constructed from red ([param r8]), green ([param g8]), " -"blue ([param b8]), and optionally alpha ([param a8]) integer channels, each " +"Returns a [Color] constructed from red ([param r8]), green ([param g8]), blue " +"([param b8]), and optionally alpha ([param a8]) integer channels, each " "divided by [code]255.0[/code] for their final value. Using [method Color8] " "instead of the standard [Color] constructor is useful when you need to match " "exact color values in an [Image].\n" @@ -239,14 +246,14 @@ msgstr "" "rapport au constructeur [Color] standard, une couleur créée avec la [method " "Color8] ne sera généralement pas égale à la même couleur créée avec le " "constructeur [Color] standard. Utilisez [method Color.is_equal_approx] pour " -"les comparaisons afin d'éviter les problèmes d'erreur de précision en " -"virgule flottante." +"les comparaisons afin d'éviter les problèmes d'erreur de précision en virgule " +"flottante." msgid "" "Asserts that the [param condition] is [code]true[/code]. If the [param " "condition] is [code]false[/code], an error is generated. When running from " -"the editor, the running project will also be paused until you resume it. " -"This can be used as a stronger form of [method @GlobalScope.push_error] for " +"the editor, the running project will also be paused until you resume it. This " +"can be used as a stronger form of [method @GlobalScope.push_error] for " "reporting errors to project developers or add-on users.\n" "An optional [param message] can be shown in addition to the generic " "\"Assertion failed\" message. You can use this to provide additional details " @@ -301,8 +308,8 @@ msgid "" "a = char(8364) # a is \"€\"\n" "[/codeblock]" msgstr "" -"Renvoie un caractère au format chaîne de caractère ([String]) correspondant " -"à la valeur Unicode donnée (compatible avec le code ASCII).\n" +"Renvoie un caractère au format chaîne de caractère ([String]) correspondant à " +"la valeur Unicode donnée (compatible avec le code ASCII).\n" "[codeblock]\n" "a = char(65) # a vaut « A »\n" "a = char(65 + 32) # a vaut « a »\n" @@ -333,8 +340,8 @@ msgstr "" "[/codeblock]" msgid "" -"Converts a [param dictionary] (created with [method inst_to_dict]) back to " -"an Object instance. Can be useful for deserializing." +"Converts a [param dictionary] (created with [method inst_to_dict]) back to an " +"Object instance. Can be useful for deserializing." msgstr "" "Convertit un [param dictionary] (créé précédemment avec [method " "inst_to_dict]) à nouveau en une instance d'Objet. Utile pour la dé-" @@ -358,12 +365,12 @@ msgid "" "[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, " "source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n" "[/codeblock]\n" -"[b]Note:[/b] This function only works if the running instance is connected " -"to a debugging server (i.e. an editor instance). [method get_stack] will not " +"[b]Note:[/b] This function only works if the running instance is connected to " +"a debugging server (i.e. an editor instance). [method get_stack] will not " "work in projects exported in release mode, or in projects exported in debug " "mode if not connected to a debugging server.\n" -"[b]Note:[/b] Calling this function from a [Thread] is not supported. Doing " -"so will return an empty array." +"[b]Note:[/b] Calling this function from a [Thread] is not supported. Doing so " +"will return an empty array." msgstr "" "Renvoie un tableau de dictionnaires représentant la pile d'appels courante. " "Voir aussi [method print_stack].\n" @@ -380,14 +387,13 @@ msgstr "" "En partant de [code]_ready()[/code], [code]bar()[/code] imprimerait :\n" "[codeblock]\n" "[{fonction:bar, ligne:12, source:res://script.gd}, {fonction:foo, ligne:9, " -"source:res://script.gd}, {fonction:_ready, ligne:6, source:res://script." -"gd}]\n" +"source:res://script.gd}, {fonction:_ready, ligne:6, source:res://script.gd}]\n" "[/codeblock]\n" "[b]Note :[/b] Cette fonction ne fonctionne que si l'instance en cours " -"d'exécution est connectée à un serveur de débogage (c'est-à-dire une " -"instance d'éditeur). La [method get_stack] ne fonctionnera pas dans les " -"projets exportés en mode release, ou dans les projets exportés en mode debug " -"s'ils ne sont pas connectés à un serveur de débogage.\n" +"d'exécution est connectée à un serveur de débogage (c'est-à-dire une instance " +"d'éditeur). La [method get_stack] ne fonctionnera pas dans les projets " +"exportés en mode release, ou dans les projets exportés en mode debug s'ils ne " +"sont pas connectés à un serveur de débogage.\n" "[b]Note(bis) :[/b] L'appel de cette fonction depuis un [Thread] n'est pas " "pris en charge. Cela renverra un tableau vide." @@ -434,8 +440,8 @@ msgid "" "TYPE_INT].\n" "- An [Object]-derived class which exists in [ClassDB], for example [Node].\n" "- A [Script] (you can use any class, including inner one).\n" -"Unlike the right operand of the [code]is[/code] operator, [param type] can " -"be a non-constant value. The [code]is[/code] operator supports more features " +"Unlike the right operand of the [code]is[/code] operator, [param type] can be " +"a non-constant value. The [code]is[/code] operator supports more features " "(such as typed arrays) and is more performant. Use the operator instead of " "this method if you do not need dynamic type checking.\n" "Examples:\n" @@ -459,11 +465,11 @@ msgstr "" "[Node].\n" "- Un [Script] (vous pouvez utiliser n'importe quelle classe, y compris une " "classe interne).\n" -"Contrairement à l'opérande droit de l'opérateur [code]is[/code], [param " -"type] peut être une valeur non constante. L'opérateur [code]is[/code] prend " -"en charge davantage de fonctionnalités (telles que les tableaux typés) et " -"est plus performant. Utilisez l'opérateur au lieu de cette méthode si vous " -"n'avez pas besoin d'une vérification dynamique des types.\n" +"Contrairement à l'opérande droit de l'opérateur [code]is[/code], [param type] " +"peut être une valeur non constante. L'opérateur [code]is[/code] prend en " +"charge davantage de fonctionnalités (telles que les tableaux typés) et est " +"plus performant. Utilisez l'opérateur au lieu de cette méthode si vous n'avez " +"pas besoin d'une vérification dynamique des types.\n" "Exemples :\n" "[codeblock]\n" "print(is_instance_of(a, TYPE_INT))\n" @@ -504,9 +510,9 @@ msgstr "" msgid "" "Returns a [Resource] from the filesystem located at the absolute [param " -"path]. Unless it's already referenced elsewhere (such as in another script " -"or in the scene), the resource is loaded from disk on function call, which " -"might cause a slight delay, especially when loading large scenes. To avoid " +"path]. Unless it's already referenced elsewhere (such as in another script or " +"in the scene), the resource is loaded from disk on function call, which might " +"cause a slight delay, especially when loading large scenes. To avoid " "unnecessary delays when loading something multiple times, either store the " "resource in a variable or use [method preload].\n" "[b]Note:[/b] Resource paths can be obtained by right-clicking on a resource " @@ -528,22 +534,22 @@ msgid "" "snippet described in [member AudioStreamMP3.data].\n" "[b]Note:[/b] If [member ProjectSettings.editor/export/" "convert_text_resources_to_binary] is [code]true[/code], [method @GDScript." -"load] will not be able to read converted files in an exported project. If " -"you rely on run-time loading of files present within the PCK, set [member " +"load] will not be able to read converted files in an exported project. If you " +"rely on run-time loading of files present within the PCK, set [member " "ProjectSettings.editor/export/convert_text_resources_to_binary] to " "[code]false[/code]." msgstr "" "Retourne une [Resource] depuis le système de fichiers localisé au chemin " "absolu [param path]. Sauf si cela est déjà référencé autre part (comme dans " -"un autre script ou dans une scène), la ressource est chargée depuis le " -"disque sur un appel de fonction, qui peut causer un petit délai, en " -"particulier pendant le chargement de larges scènes. Pour éviter des délais " -"inutiles lorsque vous chargez quelque chose plusieurs fois, vous pouvez " -"stocker la ressource dans une variable ou utiliser [method preload].\n" +"un autre script ou dans une scène), la ressource est chargée depuis le disque " +"sur un appel de fonction, qui peut causer un petit délai, en particulier " +"pendant le chargement de larges scènes. Pour éviter des délais inutiles " +"lorsque vous chargez quelque chose plusieurs fois, vous pouvez stocker la " +"ressource dans une variable ou utiliser [method preload].\n" "[b]Note :[/b] Les chemins des ressources peuvent être obtenus en faisant un " -"clic droit sur une ressource dans la barre d'outils du système de fichiers " -"et en choisissant \"Copier le chemin\", ou en déplaçant le fichier du " -"système de fichiers vers le script actuel.\n" +"clic droit sur une ressource dans la barre d'outils du système de fichiers et " +"en choisissant \"Copier le chemin\", ou en déplaçant le fichier du système de " +"fichiers vers le script actuel.\n" "[codeblock]\n" "# Charge une scène appelée \"main\" située dans la racine du répertoire du " "projet et la stocke dans une variable.\n" @@ -562,8 +568,8 @@ msgstr "" "[b]Note :[/b] Si [member ProjectSettings.editor/export/" "convert_text_resources_to_binary] est [code]true[/code], [method @GDScript." "load] ne pourra pas lire les fichiers convertis dans un projet exporté. Si " -"vous comptez sur le chargement au moment de l'exécution des fichiers " -"présents dans le PCK, définissez [member ProjectSettings.editor/export/" +"vous comptez sur le chargement au moment de l'exécution des fichiers présents " +"dans le PCK, définissez [member ProjectSettings.editor/export/" "convert_text_resources_to_binary] sur [code]false[/code]." msgid "" @@ -603,8 +609,8 @@ msgid "" "Test print\n" "At: res://test.gd:15:_process()\n" "[/codeblock]\n" -"[b]Note:[/b] Calling this function from a [Thread] is not supported. Doing " -"so will instead print the thread ID." +"[b]Note:[/b] Calling this function from a [Thread] is not supported. Doing so " +"will instead print the thread ID." msgstr "" "Comme [method @GlobalScope.print], mais inclus l'image de la pile actuelle " "quand le débogueur est activé.\n" @@ -623,15 +629,15 @@ msgid "" "[codeblock]\n" "Frame 0 - res://test.gd:16 in function '_process'\n" "[/codeblock]\n" -"[b]Note:[/b] This function only works if the running instance is connected " -"to a debugging server (i.e. an editor instance). [method print_stack] will " -"not work in projects exported in release mode, or in projects exported in " -"debug mode if not connected to a debugging server.\n" -"[b]Note:[/b] Calling this function from a [Thread] is not supported. Doing " -"so will instead print the thread ID." +"[b]Note:[/b] This function only works if the running instance is connected to " +"a debugging server (i.e. an editor instance). [method print_stack] will not " +"work in projects exported in release mode, or in projects exported in debug " +"mode if not connected to a debugging server.\n" +"[b]Note:[/b] Calling this function from a [Thread] is not supported. Doing so " +"will instead print the thread ID." msgstr "" -"Affiche une trace d'appels à l'endroit actuel du code. Voir également " -"[method get_stack].\n" +"Affiche une trace d'appels à l'endroit actuel du code. Voir également [method " +"get_stack].\n" "Le résultat dans le terminal pourrait ressembler à ci-dessous :\n" "[codeblock]\n" "Frame 0 - res://test.gd:16 in function '_process'\n" @@ -670,8 +676,8 @@ msgstr "" "degrés de rotation." msgid "" -"The circle constant, the circumference of the unit circle in radians. This " -"is equivalent to [code]PI * 2[/code], or 360 degrees in rotations." +"The circle constant, the circumference of the unit circle in radians. This is " +"equivalent to [code]PI * 2[/code], or 360 degrees in rotations." msgstr "" "La constante du cercle, c'est à dire la circonférence du cercle unité en " "radians. C'est l'équivalent de [code]PI * 2[/code] ou de 360 degrés en " @@ -681,9 +687,9 @@ msgid "" "Positive floating-point infinity. This is the result of floating-point " "division when the divisor is [code]0.0[/code]. For negative infinity, use " "[code]-INF[/code]. Dividing by [code]-0.0[/code] will result in negative " -"infinity if the numerator is positive, so dividing by [code]0.0[/code] is " -"not the same as dividing by [code]-0.0[/code] (despite [code]0.0 == -0.0[/" -"code] returning [code]true[/code]).\n" +"infinity if the numerator is positive, so dividing by [code]0.0[/code] is not " +"the same as dividing by [code]-0.0[/code] (despite [code]0.0 == -0.0[/code] " +"returning [code]true[/code]).\n" "[b]Warning:[/b] Numeric infinity is only a concept with floating-point " "numbers, and has no equivalent for integers. Dividing an integer number by " "[code]0[/code] will not result in [constant INF] and will result in a run-" @@ -764,16 +770,16 @@ msgstr "" "[/codeblock]" msgid "" -"Export a [String] property as a path to a directory. The path will be " -"limited to the project folder and its subfolders. See [annotation " -"@export_global_dir] to allow picking from the entire filesystem.\n" +"Export a [String] property as a path to a directory. The path will be limited " +"to the project folder and its subfolders. See [annotation @export_global_dir] " +"to allow picking from the entire filesystem.\n" "See also [constant PROPERTY_HINT_DIR].\n" "[codeblock]\n" "@export_dir var sprite_folder_path: String\n" "[/codeblock]" msgstr "" -"Exporte une propriété [String] en tant que chemin d'accès à un répertoire. " -"Le chemin sera limité au dossier du projet et à ses sous-dossiers. Voir " +"Exporte une propriété [String] en tant que chemin d'accès à un répertoire. Le " +"chemin sera limité au dossier du projet et à ses sous-dossiers. Voir " "[annotation @export_global_dir] pour permettre de choisir dans l'ensemble du " "système de fichiers.\n" "Voir aussi [constante PROPERTY_HINT_DIR].\n" @@ -796,8 +802,8 @@ msgid "" msgstr "" "Exporte une propriété nombre à virgule avec un widget d'éditeur de courbe. " "Des aides additionnelles peuvent être ajoutées pour ajuster le comportement " -"de ce widget. [code]\"attenuation\"[/code] retourne la courbe, ce qui la " -"rend plus intuitive pour éditer des propriétés d'atténuation. " +"de ce widget. [code]\"attenuation\"[/code] retourne la courbe, ce qui la rend " +"plus intuitive pour éditer des propriétés d'atténuation. " "[code]\"positive_only\"[/code] oblige les valeurs à être supérieures ou " "égales à zéro.\n" "Voir aussi [constant PROPERTY_HINT_EXP_EASING].\n" @@ -819,10 +825,10 @@ msgid "" "@export_file(\"*.txt\") var notes_path: String\n" "[/codeblock]" msgstr "" -"Exporter une propriété [String] en tant que chemin vers un fichier. Le " -"chemin sera limité au dossier de projet et ses sous-dossiers. Voir " -"[annotation @export_global_file] pour autoriser la sélection depuis " -"l'ensemble du système de fichiers.\n" +"Exporter une propriété [String] en tant que chemin vers un fichier. Le chemin " +"sera limité au dossier de projet et ses sous-dossiers. Voir [annotation " +"@export_global_file] pour autoriser la sélection depuis l'ensemble du système " +"de fichiers.\n" "Si [param filter] est fourni, seuls les fichiers correspondants seront " "disponible à la sélection.\n" "Voir également [constant PROPERTY_HINT_FILE].\n" @@ -831,6 +837,24 @@ msgstr "" "@export_file(\"*.txt\") var notes_path: String\n" "[/codeblock]" +msgid "" +"Export an integer property as a bit flag field for 2D navigation layers. The " +"widget in the Inspector dock will use the layer names defined in [member " +"ProjectSettings.layer_names/2d_navigation/layer_1].\n" +"See also [constant PROPERTY_HINT_LAYERS_2D_NAVIGATION].\n" +"[codeblock]\n" +"@export_flags_2d_navigation var navigation_layers: int\n" +"[/codeblock]" +msgstr "" +"Exporte une propriété entière en tant qu'une option, un champ bit pour les " +"calques de navigation 2D. Le widget dans la barre d'outils de l'Inspecteur " +"utilisera les noms des calques définis dans [member ProjectSettings." +"layer_names/2d_navigation/layer_1].\n" +"Voir également [constant PROPERTY_HINT_LAYERS_2D_NAVIGATION].\n" +"[codeblock]\n" +"@export_flags_2d_navigation var navigation_layers : int\n" +"[/codeblock]" + msgid "" "Export an integer property as a bit flag field for 2D render layers. The " "widget in the Inspector dock will use the layer names defined in [member " @@ -840,10 +864,10 @@ msgid "" "@export_flags_2d_render var render_layers: int\n" "[/codeblock]" msgstr "" -"Exporte une propriété entière en tant qu'un champ drapeau bit pour le " -"calques de rendu 2D. Le widget dans la barre d'outils de l'Inspecteur " -"utilisera les noms des calques définis dans [member ProjectSettings." -"layer_names/2d_render/layer_1].\n" +"Exporte une propriété entière en tant qu'un champ drapeau bit pour le calques " +"de rendu 2D. Le widget dans la barre d'outils de l'Inspecteur utilisera les " +"noms des calques définis dans [member ProjectSettings.layer_names/2d_render/" +"layer_1].\n" "Voir également [constant PROPERTY_HINT_LAYERS_2D_RENDER].\n" "[codeblock]\n" "@export_flags_2d_render var render_layers: int\n" @@ -859,9 +883,8 @@ msgid "" "[/codeblock]" msgstr "" "Exporte une propriété [int] en tant que champ de bits pour des couches de " -"navigation 3D. Le widget dans le dock Inspecteur utilisera les noms de " -"couche définis dans [member ProjectSettings.layer_names/3d_navigation/" -"layer_1].\n" +"navigation 3D. Le widget dans le dock Inspecteur utilisera les noms de couche " +"définis dans [member ProjectSettings.layer_names/3d_navigation/layer_1].\n" "Voir aussi [constant PROPERTY_HINT_LAYDERS_3D_NAVIGATION].\n" "[codeblock]\n" "@export_flags_3d_navigation var navigation_layers: int\n" @@ -901,6 +924,24 @@ msgstr "" "@export_flags_3d_render var render_layers: int\n" "[/codeblock]" +msgid "" +"Export an integer property as a bit flag field for navigation avoidance " +"layers. The widget in the Inspector dock will use the layer names defined in " +"[member ProjectSettings.layer_names/avoidance/layer_1].\n" +"See also [constant PROPERTY_HINT_LAYERS_AVOIDANCE].\n" +"[codeblock]\n" +"@export_flags_avoidance var avoidance_layers: int\n" +"[/codeblock]" +msgstr "" +"Exporte une propriété entière en tant qu'une option, un champ bit pour les " +"calques de navigation 2D. Le widget dans la barre d'outils de l'Inspecteur " +"utilisera les noms des calques définis dans [member ProjectSettings." +"layer_names/2d_navigation/layer_1].\n" +"Voir également [constant PROPERTY_HINT_LAYERS_2D_NAVIGATION].\n" +"[codeblock]\n" +"@export_flags_2d_navigation var navigation_layers : int\n" +"[/codeblock]" + msgid "" "Export a [String] property as an absolute path to a directory. The path can " "be picked from the entire filesystem. See [annotation @export_dir] to limit " @@ -919,6 +960,30 @@ msgstr "" "@export_global_dir var sprite_folder_path: String\n" "[/codeblock]" +msgid "" +"Export a [String] property as an absolute path to a file. The path can be " +"picked from the entire filesystem. See [annotation @export_file] to limit it " +"to the project folder and its subfolders.\n" +"If [param filter] is provided, only matching files will be available for " +"picking.\n" +"See also [constant PROPERTY_HINT_GLOBAL_FILE].\n" +"[codeblock]\n" +"@export_global_file var sound_effect_path: String\n" +"@export_global_file(\"*.txt\") var notes_path: String\n" +"[/codeblock]" +msgstr "" +"Exporte une propriété [String] en tant que chemin absolu à un fichier. Le " +"chemin peut être sélectionné depuis l'entièreté du système de fichiers. Voir " +"[annotation @export_file] afin de le limiter au dossier du projet et ses sous-" +"dossiers.\n" +"Si [param filter] est fourni, seul les fichiers correspondant seront " +"disponibles à la sélection.\n" +"Voir aussi [constant PROPERTY_HINT_GLOBAL_FILE].\n" +"[codeblock]\n" +"@export_global_file var sound_effect_path: String\n" +"@export_global_file(\"*.txt\") var notes_path: String\n" +"[/codeblock]" + msgid "" "Export a [String] property with a large [TextEdit] widget instead of a " "[LineEdit]. This adds support for multiline content and makes it easier to " @@ -965,6 +1030,15 @@ msgstr "" "@export_placeholder(\"Nom en minuscule\") var id_personnage: String\n" "[/codeblock]" +msgid "" +"Make a script with static variables to not persist after all references are " +"lost. If the script is loaded again the static variables will revert to their " +"default values." +msgstr "" +"Créez un script avec des variables statiques pour ne pas persister après la " +"perte de toutes les références. Si le script est rechargé, les variables " +"statiques reviendront à leurs valeurs par défaut." + msgid "" "Mark the following statement to ignore the specified [param warning]. See " "[url=$DOCS_URL/tutorials/scripting/gdscript/warning_system.html]GDScript " @@ -977,9 +1051,9 @@ msgid "" " print(\"unreachable\")\n" "[/codeblock]" msgstr "" -"Marquez l'instruction suivante pour ignorer le [param warning] spécifié. " -"Voir [url=$DOCS_URL/tutorials/scripting/gdscript/warning_system." -"html]GDScript warning system[/url].\n" +"Marquez l'instruction suivante pour ignorer le [param warning] spécifié. Voir " +"[url=$DOCS_URL/tutorials/scripting/gdscript/warning_system.html]GDScript " +"warning system[/url].\n" "[codeblock]\n" "func test():\n" " print(\"hello\")\n" @@ -994,6 +1068,35 @@ msgstr "Constantes et fonction à portée globale." msgid "Random number generation" msgstr "Génération de nombres aléatoires" +msgid "" +"Returns the absolute value of float parameter [param x] (i.e. positive " +"value).\n" +"[codeblock]\n" +"# a is 1.2\n" +"var a = absf(-1.2)\n" +"[/codeblock]" +msgstr "" +"Renvoie la valeur absolue du paramètre d'une valeur décimale [param x] (c'est-" +"à-dire une valeur positive).\n" +"[codeblock]\n" +"# a vaut 1.2\n" +"var a = absf(-1.2)\n" +"[/codeblock]" + +msgid "" +"Returns the absolute value of int parameter [param x] (i.e. positive value).\n" +"[codeblock]\n" +"# a is 1\n" +"var a = absi(-1)\n" +"[/codeblock]" +msgstr "" +"Renvoie la valeur absolue du paramètre d'un entier [param x] (c'est-à-dire " +"une valeur positive).\n" +"[codeblock]\n" +"# a vaut 1\n" +"var a = absi(-1)\n" +"[/codeblock]" + msgid "" "Rounds [param x] upward (towards positive infinity), returning the smallest " "whole number that is not less than [param x].\n" @@ -1027,10 +1130,10 @@ msgstr "" "min] et [param max].\n" "[codeblock]\n" "var speed = 42.1\n" -"var a = clampf(speed, 1.0, 20.5) # a vaut 20.5\n" +"var a = clampf(speed, 1.0, 20.5) # a vaut 20.5\n" "\n" "speed = -10.0\n" -"var b = clampf(speed, -1.0, 1.0) # b vaut -1.0\n" +"var b = clampf(speed, -1.0, 1.0) # b vaut -1.0\n" "[/codeblock]" msgid "" @@ -1044,8 +1147,8 @@ msgid "" "var b = clampi(speed, -1, 1) # b is -1\n" "[/codeblock]" msgstr "" -"Fixe une [param value] (valeur) et renvoie un [int] compris entre [param " -"min] et [param max].\n" +"Fixe une [param value] (valeur) et renvoie un [int] compris entre [param min] " +"et [param max].\n" "[codeblock]\n" "var speed = 42\n" "var a = clampi(speed, 1, 20) # a vaut 20\n" @@ -1058,9 +1161,8 @@ msgid "Converts from decibels to linear energy (audio)." msgstr "Convertit les décibels en énergie linéaire (audio)." msgid "" -"Rounds [param x] to the nearest whole number, with halfway cases rounded " -"away from 0. Supported types: [int], [float], [Vector2], [Vector3], " -"[Vector4].\n" +"Rounds [param x] to the nearest whole number, with halfway cases rounded away " +"from 0. Supported types: [int], [float], [Vector2], [Vector3], [Vector4].\n" "[codeblock]\n" "round(2.4) # Returns 2\n" "round(2.5) # Returns 3\n" @@ -1171,13 +1273,11 @@ msgstr "" msgid "Horizontal center alignment, usually for text-derived classes." msgstr "" -"Alignement horizontal centre, généralement pour des classes dérivées de " -"texte." +"Alignement horizontal centre, généralement pour des classes dérivées de texte." msgid "Horizontal right alignment, usually for text-derived classes." msgstr "" -"Alignement horizontal droite, généralement pour des classes dérivées de " -"texte." +"Alignement horizontal droite, généralement pour des classes dérivées de texte." msgid "Vertical top alignment, usually for text-derived classes." msgstr "" @@ -1748,16 +1848,15 @@ msgid "" "start of the song. Getting this data is not implemented in Godot." msgstr "" "Le message de position de chanson MIDI. Donne le nombre de seizième de note " -"depuis le début de la chanson. Obtenir cette donnée n'est pas implémenté " -"dans Godot." +"depuis le début de la chanson. Obtenir cette donnée n'est pas implémenté dans " +"Godot." msgid "" "MIDI song select message. Specifies which sequence or song is to be played. " "Getting this data is not implemented in Godot." msgstr "" "Le message de sélectionne de la chanson. Spécifie quelle séquence ou quelle " -"chanson doit être jouée. Obtenir cette donnée n'est pas implémenté dans " -"Godot." +"chanson doit être jouée. Obtenir cette donnée n'est pas implémenté dans Godot." msgid "" "MIDI tune request message. Upon receiving a tune request, all analog " @@ -1783,8 +1882,7 @@ msgstr "" msgid "MIDI continue message. Continue at the point the sequence was stopped." msgstr "" -"Le message de continuation en MIDI. Reprend la séquence où elle a été " -"arrêtée." +"Le message de continuation en MIDI. Reprend la séquence où elle a été arrêtée." msgid "MIDI stop message. Stop the current sequence." msgstr "Le message d'arrêt en MIDI. Arrête la séquence actuelle." @@ -1943,8 +2041,8 @@ msgid "Editing the property prompts the user for restarting the editor." msgstr "Éditer la propriété incite à l'utilisateur de redémarrer l'éditeur." msgid "" -"The property is a script variable which should be serialized and saved in " -"the scene file." +"The property is a script variable which should be serialized and saved in the " +"scene file." msgstr "" "La propriété est une variable appartenant à un script, qui devrait être " "sérialisé et sauvegardé dans le fichier de la scène." @@ -2103,15 +2201,14 @@ msgid "" "Returns an AABB with equivalent position and size, modified so that the most-" "negative corner is the origin and the size is positive." msgstr "" -"Retourne une AABB avec une position et taille équivalentes, modifiée de " -"telle sorte que le coin le plus négatif devienne l'origine et la taille soit " +"Retourne une AABB avec une position et taille équivalentes, modifiée de telle " +"sorte que le coin le plus négatif devienne l'origine et la taille soit " "positive." msgid "" "Returns [code]true[/code] if this [AABB] completely encloses another one." msgstr "" -"Retourne [code]true[/code] si cette [AABB] en recouvre complètement une " -"autre." +"Retourne [code]true[/code] si cette [AABB] en recouvre complètement une autre." msgid "" "Returns a copy of this [AABB] expanded to include a given point.\n" @@ -2127,8 +2224,8 @@ msgid "" "[csharp]\n" "// position (-3, 2, 0), size (1, 1, 1)\n" "var box = new Aabb(new Vector3(-3, 2, 0), new Vector3(1, 1, 1));\n" -"// position (-3, -1, 0), size (3, 4, 2), so we fit both the original AABB " -"and Vector3(0, -1, 2)\n" +"// position (-3, -1, 0), size (3, 4, 2), so we fit both the original AABB and " +"Vector3(0, -1, 2)\n" "var box2 = box.Expand(new Vector3(0, -1, 2));\n" "[/csharp]\n" "[/codeblocks]" @@ -2146,8 +2243,8 @@ msgstr "" "[csharp]\n" "// Occupe la position (-3, 2, 0) avec une taille de (1, 1, 1).\n" "var box = new Aabb(new Vector3(-3, 2, 0), new Vector3(1, 1, 1));\n" -"// Occupe la position (-3, -1, 0) avec une taille de (3, 4, 2) afin " -"d'inclure le point défini par Vector3(0, -1, 2) en plus du AABB d'origine.\n" +"// Occupe la position (-3, -1, 0) avec une taille de (3, 4, 2) afin d'inclure " +"le point défini par Vector3(0, -1, 2) en plus du AABB d'origine.\n" "var box2 = box.Expand(new Vector3(0, -1, 2));\n" "[/csharp]\n" "[/codeblocks]" @@ -2166,8 +2263,8 @@ msgid "Returns the normalized longest axis of the [AABB]." msgstr "Retourne normalisé l'axe le plus long de l'[AABB]." msgid "" -"Returns the index of the longest axis of the [AABB] (according to " -"[Vector3]'s [code]AXIS_*[/code] constants)." +"Returns the index of the longest axis of the [AABB] (according to [Vector3]'s " +"[code]AXIS_*[/code] constants)." msgstr "" "Retourne l'index de l'axe le plus long de l'AABB] (d'après les constantes de " "[code]AXIS_*[/code] de [Vector3])." @@ -2179,8 +2276,8 @@ msgid "Returns the normalized shortest axis of the [AABB]." msgstr "Retourne l'axe le plus court normalisé de l'[AABB]." msgid "" -"Returns the index of the shortest axis of the [AABB] (according to " -"[Vector3]::AXIS* enum)." +"Returns the index of the shortest axis of the [AABB] (according to [Vector3]::" +"AXIS* enum)." msgstr "" "Retourne l'index de l'axe le plus court de l'[AABB] (d'après l'énumération " "[Vector3]::AXIS*)." @@ -2227,8 +2324,8 @@ msgstr "" msgid "" "Returns the label used for built-in text.\n" -"[b]Warning:[/b] This is a required internal node, removing and freeing it " -"may cause a crash. If you wish to hide it or any of its children, use their " +"[b]Warning:[/b] This is a required internal node, removing and freeing it may " +"cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." msgstr "" "Retourne le label utilisé pour le texte intégré.\n" @@ -2238,8 +2335,8 @@ msgstr "" msgid "" "Returns the OK [Button] instance.\n" -"[b]Warning:[/b] This is a required internal node, removing and freeing it " -"may cause a crash. If you wish to hide it or any of its children, use their " +"[b]Warning:[/b] This is a required internal node, removing and freeing it may " +"cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." msgstr "" "Retourne l'instance du [Button] \"OK\".\n" @@ -2251,18 +2348,18 @@ msgid "" "Registers a [LineEdit] in the dialog. When the enter key is pressed, the " "dialog will be accepted." msgstr "" -"Ajoute une [LineEdit] dans le dialogue. Quand on appuie sur la touche " -"entrée, le dialogue sera accepté." +"Ajoute une [LineEdit] dans le dialogue. Quand on appuie sur la touche entrée, " +"le dialogue sera accepté." msgid "Sets autowrapping for the text in the dialog." msgstr "" "Défini le retour à la ligne automatique du texte dans la fenêtre de dialogue." msgid "" -"If [code]true[/code], the dialog is hidden when the OK button is pressed. " -"You can set it to [code]false[/code] if you want to do e.g. input validation " -"when receiving the [signal confirmed] signal, and handle hiding the dialog " -"in your own logic.\n" +"If [code]true[/code], the dialog is hidden when the OK button is pressed. You " +"can set it to [code]false[/code] if you want to do e.g. input validation when " +"receiving the [signal confirmed] signal, and handle hiding the dialog in your " +"own logic.\n" "[b]Note:[/b] Some nodes derived from this class can have a different default " "value, and potentially their own built-in logic overriding this setting. For " "example [FileDialog] defaults to [code]false[/code], and has its own input " @@ -2274,14 +2371,14 @@ msgstr "" "pressé. Vous pouvez le mettre à [code]false[/code] si vous voulez, par " "exemple, valider l'entrée quand le signal [signal confirmed] est reçu et " "masquer manuellement la boîte de dialogue.\n" -"[b]Note:[/b] Plusieurs nœuds dérivés de cette classe peuvent avoir une " -"valeur par défaut différente mais aussi leur propre logique intégrée qui " +"[b]Note:[/b] Plusieurs nœuds dérivés de cette classe peuvent avoir une valeur " +"par défaut différente mais aussi leur propre logique intégrée qui " "outrepassera ce réglage. Par exemple [FileDialog] utilise par défaut " "[code]false[/code], et contient sa propre logique pour valider l'entrée qui " -"est appelée quand vous pressez OK, puis va cacher le dialogue si cette " -"entrée est valide. Telle quelle, cette propriété ne peut pas être utilisée " -"dans [FileDialog] pour désactiver la dissimulation de la boîte de dialogue " -"quand OK est pressé." +"est appelée quand vous pressez OK, puis va cacher le dialogue si cette entrée " +"est valide. Telle quelle, cette propriété ne peut pas être utilisée dans " +"[FileDialog] pour désactiver la dissimulation de la boîte de dialogue quand " +"OK est pressé." msgid "The text displayed by the dialog." msgstr "Le texte affiché par le dialogue." @@ -2363,15 +2460,15 @@ msgid "" "option to load, edit, clear, make unique and save the states of the " "[SpriteFrames] resource." msgstr "" -"La ressource [SpriteFrames] contenant les animations. Vous permet de " -"charger, modifier, effacer, rendre unique et sauvegarder les états de la " -"ressource [SpriteFrames]." +"La ressource [SpriteFrames] contenant les animations. Vous permet de charger, " +"modifier, effacer, rendre unique et sauvegarder les états de la ressource " +"[SpriteFrames]." msgid "" "2D sprite node in 3D world, that can use multiple 2D textures for animation." msgstr "" -"Nœud sprite 2D dans le monde 3D, qui peut utiliser plusieurs textures 2D " -"pour l'animation." +"Nœud sprite 2D dans le monde 3D, qui peut utiliser plusieurs textures 2D pour " +"l'animation." msgid "2D Sprite animation (also applies to 3D)" msgstr "L'animation des sprites 2D (et aussi 3D)" @@ -2381,14 +2478,14 @@ msgstr "Texture procuration pour des animations simples basés sur les trames." msgid "" "Number of frames to use in the animation. While you can create the frames " -"independently with [method set_frame_texture], you need to set this value " -"for the animation to take new frames into account. The maximum number of " -"frames is [constant MAX_FRAMES]." +"independently with [method set_frame_texture], you need to set this value for " +"the animation to take new frames into account. The maximum number of frames " +"is [constant MAX_FRAMES]." msgstr "" "Le nombre de trames d'utiliser dans l'animation. Même que vous pouvez créer " -"les trames indépendamment avec [method set_frame_texture], vous devez " -"définir cette valeur pour l'animation pour prendre en compte les nouvelles " -"trames. Le nombre maximum de trames est [constant MAX_FRAMES]." +"les trames indépendamment avec [method set_frame_texture], vous devez définir " +"cette valeur pour l'animation pour prendre en compte les nouvelles trames. Le " +"nombre maximum de trames est [constant MAX_FRAMES]." msgid "" "If [code]true[/code], the animation will only play once and will not loop " @@ -2400,9 +2497,9 @@ msgstr "" "qu'atteindre la fin ne mettra pas [member pause] à [code]true[/code]." msgid "" -"If [code]true[/code], the animation will pause where it currently is (i.e. " -"at [member current_frame]). The animation will continue from where it was " -"paused when changing this property to [code]false[/code]." +"If [code]true[/code], the animation will pause where it currently is (i.e. at " +"[member current_frame]). The animation will continue from where it was paused " +"when changing this property to [code]false[/code]." msgstr "" "Si [code]true[/code], l'animation pausera à la trame où il se trouve " "actuellement (c'est-à-dire à [member current_frame]). L'animation continuera " @@ -2497,9 +2594,9 @@ msgid "" msgstr "" "Définit le chemin d'une piste. Les chemins doivent êtres des chemins valides " "vers un nœud de l'arbre des scènes, et doivent êtres définis en partant du " -"nœud parent du nœud qui reproduira l'animation. Les pistes qui contrôlent " -"des propriétés ou des os doivent ajouter leur nom après le chemin, séparé " -"par [code]\":\"[/code].\n" +"nœud parent du nœud qui reproduira l'animation. Les pistes qui contrôlent des " +"propriétés ou des os doivent ajouter leur nom après le chemin, séparé par " +"[code]\":\"[/code].\n" "Par exemple, [code]\"personnage/squelette:cheville\"[/code] or " "[code]\"personnage/maillage:transform/local\"[/code]." @@ -2518,8 +2615,8 @@ msgid "" msgstr "" "La longueur totale de l’animation (en secondes).\n" "[b]Note:[/b] Longueur n’est pas délimitée par la dernière clé, car celle-ci " -"peut-être avant ou après la fin pour assurer une interpolation correcte et " -"le bouclage." +"peut-être avant ou après la fin pour assurer une interpolation correcte et le " +"bouclage." msgid "The animation step value." msgstr "La valeur de l’étape d’animation." @@ -2541,8 +2638,7 @@ msgstr "" msgid "" "Audio tracks are used to play an audio stream with either type of " -"[AudioStreamPlayer]. The stream can be trimmed and previewed in the " -"animation." +"[AudioStreamPlayer]. The stream can be trimmed and previewed in the animation." msgstr "" "Les pistes audio sont utilisées pour lire un flux audio avec l'un ou l'autre " "type de [AudioStreamPlayer]. Le flux peut être découpé et prévisualisé dans " @@ -2563,12 +2659,12 @@ msgid "Update at the keyframes." msgstr "Mise à jour aux images clés." msgid "" -"Same as linear interpolation, but also interpolates from the current value " -"(i.e. dynamically at runtime) if the first key isn't at 0 seconds." +"Same as linear interpolation, but also interpolates from the current value (i." +"e. dynamically at runtime) if the first key isn't at 0 seconds." msgstr "" "Identique à l'interpolation linéaire, mais interpole aussi à partir de la " -"valeur actuelle (définie à l'exécution) si la première clé n'est pas située " -"à 0 seconde." +"valeur actuelle (définie à l'exécution) si la première clé n'est pas située à " +"0 seconde." msgid "Using AnimationTree" msgstr "Utiliser les AnimationTree" @@ -2606,8 +2702,7 @@ msgid "Paths matching the filter will be discarded." msgstr "Les chemins passant le filtre seront rejetés." msgid "Paths matching the filter will be blended (by the blend value)." -msgstr "" -"Les chemins passant le filtre seront mélangés (par la valeur de blend)." +msgstr "Les chemins passant le filtre seront mélangés (par la valeur de blend)." msgid "Blends two animations additively inside of an [AnimationNodeBlendTree]." msgstr "" @@ -2637,8 +2732,7 @@ msgstr "" "[AnimationNodeBlendTree]." msgid "" -"Blends two of three animations linearly inside of an " -"[AnimationNodeBlendTree]." +"Blends two of three animations linearly inside of an [AnimationNodeBlendTree]." msgstr "" "Mélange deux des trois animations de façon linéaire à l'intérieur d'un " "[AnimationNodeBlendTree]." @@ -2647,8 +2741,7 @@ msgid "Returns the number of points on the blend axis." msgstr "Renvoie le nombre de points sur l'axe de mélange." msgid "" -"Controls the interpolation between animations. See [enum BlendMode] " -"constants." +"Controls the interpolation between animations. See [enum BlendMode] constants." msgstr "" "Contrôle l'interpolation entre animations. Voir les constantes [enum " "BlendMode]." @@ -2657,15 +2750,15 @@ msgid "" "The blend space's axis's upper limit for the points' position. See [method " "add_blend_point]." msgstr "" -"La limite supérieure de position pour des points sur l'axe de l'espace " -"blend. Voir [method add_blend_point]." +"La limite supérieure de position pour des points sur l'axe de l'espace blend. " +"Voir [method add_blend_point]." msgid "" "The blend space's axis's lower limit for the points' position. See [method " "add_blend_point]." msgstr "" -"La limite inférieure de position pour des points sur l'axe de l'espace " -"blend. Voir [method add_blend_point]." +"La limite inférieure de position pour des points sur l'axe de l'espace blend. " +"Voir [method add_blend_point]." msgid "Position increment to snap to when moving a point on the axis." msgstr "Incrément de position (snap) quand un point est déplacé sur l'axe." @@ -2690,9 +2783,9 @@ msgid "Returns the number of triangles in the blend space." msgstr "Retourne le nombre de triangles dans le blend space." msgid "" -"If [code]true[/code], the blend space is triangulated automatically. The " -"mesh updates every time you add or remove points with [method " -"add_blend_point] and [method remove_blend_point]." +"If [code]true[/code], the blend space is triangulated automatically. The mesh " +"updates every time you add or remove points with [method add_blend_point] and " +"[method remove_blend_point]." msgstr "" "Si [code]true[/code], le blend space est triangulé automatiquement. Le " "maillage se met à jour à chaque ajout ou suppression de points via [method " @@ -2726,8 +2819,8 @@ msgid "" "Emitted every time the blend space's triangles are created, removed, or when " "one of their vertices changes position." msgstr "" -"Émis à chaque création, suppression de triangles ou changement de position " -"de l'un de leurs sommets dans le blend space." +"Émis à chaque création, suppression de triangles ou changement de position de " +"l'un de leurs sommets dans le blend space." msgid "The connection was successful." msgstr "La connexion a réussi." @@ -2753,8 +2846,7 @@ msgstr "" msgid "" "If [member autorestart] is [code]true[/code], a random additional delay (in " -"seconds) between 0 and this value will be added to [member " -"autorestart_delay]." +"seconds) between 0 and this value will be added to [member autorestart_delay]." msgstr "" "Si [member autorestart] est [code]true[/code], un délai additionnel (en " "secondes) aléatoirement choisi entre 0 et cette valeur sera ajouté à [member " @@ -2819,8 +2911,8 @@ msgid "" "Switch to the next state immediately. The current state will end and blend " "into the beginning of the new one." msgstr "" -"Passe à l'état suivant immédiatement. L'état actuel se terminera et se " -"fondra au début du nouveau." +"Passe à l'état suivant immédiatement. L'état actuel se terminera et se fondra " +"au début du nouveau." msgid "" "Switch to the next state immediately, but will seek the new state to the " @@ -2852,13 +2944,12 @@ msgstr "Efface toutes les animations en file d’attente et non joués." msgid "" "Queues an animation for playback once the current one is done.\n" -"[b]Note:[/b] If a looped animation is currently playing, the queued " -"animation will never play unless the looped animation is stopped somehow." +"[b]Note:[/b] If a looped animation is currently playing, the queued animation " +"will never play unless the looped animation is stopped somehow." msgstr "" "Ajouter une animation pour être lue une fois que l'actuelle est terminée.\n" "[b]Note :[/b] Si une animation en boucle joue actuellement, l'animation " -"ajoutée ne sera jamais joué à moins que l'animation en boucle ne soit " -"arrêtée." +"ajoutée ne sera jamais joué à moins que l'animation en boucle ne soit arrêtée." msgid "The position (in seconds) of the currently playing animation." msgstr "La position (en secondes) de l'animation actuellement jouée." @@ -2877,8 +2968,8 @@ msgid "" "The default time in which to blend animations. Ranges from 0 to 4096 with " "0.01 precision." msgstr "" -"Le moment par défaut où les animations sont mélangées. L'intervalle va de 0 " -"à 4096 avec une précision de 0,01." +"Le moment par défaut où les animations sont mélangées. L'intervalle va de 0 à " +"4096 avec une précision de 0,01." msgid "The process notification in which to update animations." msgstr "" @@ -2891,8 +2982,8 @@ msgid "Notifies when an animation starts playing." msgstr "Avertit quand une animation commence à jouer." msgid "" -"Notifies when the caches have been cleared, either automatically, or " -"manually via [method clear_caches]." +"Notifies when the caches have been cleared, either automatically, or manually " +"via [method clear_caches]." msgstr "" "Notifie quand les caches ont été effacées, soit automatiquement ou soit " "manuellement par [méthode clear_caches]." @@ -2910,8 +3001,7 @@ msgstr "" "l'animation." msgid "Manually advance the animations by the specified time (in seconds)." -msgstr "" -"Avance manuellement les animations par le temps spécifié (en secondes)." +msgstr "Avance manuellement les animations par le temps spécifié (en secondes)." msgid "If [code]true[/code], the [AnimationTree] will be processing." msgstr "Si [code]true[/code], le [AnimationTree] sera actif." @@ -2925,8 +3015,7 @@ msgstr "" msgid "The animations will only progress manually (see [method advance])." msgstr "" -"Les animations devront être mises à jour manuellement (voir [method " -"advance])." +"Les animations devront être mises à jour manuellement (voir [method advance])." msgid "Using Area2D" msgstr "Utiliser les Area2D" @@ -2951,14 +3040,14 @@ msgstr "" "détecté.\n" "Pour des raisons de performance (les colonnes sont toutes traitées en même " "temps) cette liste est modifiée une fois pendant l'étape physique, pas " -"immédiatement après le déplacement des objets. Considérez plutôt utiliser " -"des signaux." +"immédiatement après le déplacement des objets. Considérez plutôt utiliser des " +"signaux." msgid "" "The rate at which objects stop spinning in this area. Represents the angular " "velocity lost per second.\n" -"See [member ProjectSettings.physics/2d/default_angular_damp] for more " -"details about damping." +"See [member ProjectSettings.physics/2d/default_angular_damp] for more details " +"about damping." msgstr "" "La vitesse à laquelle les objets arrêtent de tourner dans cette zone. " "Représente la vitesse angulaire perdue par seconde.\n" @@ -2981,8 +3070,7 @@ msgstr "" msgid "If [code]true[/code], other monitoring areas can detect this area." msgstr "" -"Si [code]true[/code], les autres aires surveillantes peut détecter cette " -"aire." +"Si [code]true[/code], les autres aires surveillantes peut détecter cette aire." msgid "" "If [code]true[/code], the area detects bodies or areas entering and exiting " @@ -3000,8 +3088,8 @@ msgstr "Démo d'interface graphique en 3D" msgid "" "The rate at which objects stop spinning in this area. Represents the angular " "velocity lost per second.\n" -"See [member ProjectSettings.physics/3d/default_angular_damp] for more " -"details about damping." +"See [member ProjectSettings.physics/3d/default_angular_damp] for more details " +"about damping." msgstr "" "La vitesse à laquelle les objets s'arrêtent de tourner dans cette zone. " "Représente la vitesse angulaire perdue par seconde.\n" @@ -3080,9 +3168,9 @@ msgstr "Retourne le nombre de fois qu'un élément apparait dans le tableau." msgid "" "Returns the first element of the array. Prints an error and returns " "[code]null[/code] if the array is empty.\n" -"[b]Note:[/b] Calling this function is not the same as writing [code]array[0]" -"[/code]. If the array is empty, accessing by index will pause project " -"execution when running from the editor." +"[b]Note:[/b] Calling this function is not the same as writing [code]array[0][/" +"code]. If the array is empty, accessing by index will pause project execution " +"when running from the editor." msgstr "" "Renvoie le premier élément du tableau. Affiche une erreur et retourne " "[code]null[/code] si le tableau est vide.\n" @@ -3095,8 +3183,8 @@ msgid "" "contents.\n" "[b]Note:[/b] [Array]s with equal content will always produce identical hash " "values. However, the reverse is not true. Returning identical hash values " -"does [i]not[/i] imply the arrays are equal, because different arrays can " -"have identical hash values due to hash collisions." +"does [i]not[/i] imply the arrays are equal, because different arrays can have " +"identical hash values due to hash collisions." msgstr "" "Renvoie entier 32 bits de chachage représentant le tableau ainsi que son " "contenu.\n" @@ -3111,11 +3199,11 @@ msgid "" "valid, or at the end of the array ([code]pos == size()[/code]).\n" "[b]Note:[/b] This method acts in-place and doesn't return a value.\n" "[b]Note:[/b] On large arrays, this method will be slower if the inserted " -"element is close to the beginning of the array (index 0). This is because " -"all elements placed after the newly inserted element have to be reindexed." +"element is close to the beginning of the array (index 0). This is because all " +"elements placed after the newly inserted element have to be reindexed." msgstr "" -"Insère un nouvel élément à la position spécifiée du tableau. La position " -"doit être valide, ou à la fin du tableau ([code]pos == size()[/code]).\n" +"Insère un nouvel élément à la position spécifiée du tableau. La position doit " +"être valide, ou à la fin du tableau ([code]pos == size()[/code]).\n" "[b]Note :[/b] Cette méthode se contente d'insérer l'élément et ne retourne " "aucune valeur.\n" "[b]Note :[/b] Pour les grands tableaux, cette méthode sera lente si la " @@ -3135,16 +3223,16 @@ msgstr "" "pop_front]." msgid "" -"Removes and returns the first element of the array. Returns [code]null[/" -"code] if the array is empty, without printing an error message. See also " -"[method pop_back].\n" +"Removes and returns the first element of the array. Returns [code]null[/code] " +"if the array is empty, without printing an error message. See also [method " +"pop_back].\n" "[b]Note:[/b] On large arrays, this method is much slower than [method " -"pop_back] as it will reindex all the array's elements every time it's " -"called. The larger the array, the slower [method pop_front] will be." +"pop_back] as it will reindex all the array's elements every time it's called. " +"The larger the array, the slower [method pop_front] will be." msgstr "" "Retire et retourne le premier élément du tableau. Retourne [code]null[/code] " -"si le tableau est vide, sans afficher de message d'erreur. Voir aussi " -"[method pop_back].\n" +"si le tableau est vide, sans afficher de message d'erreur. Voir aussi [method " +"pop_back].\n" "[b]Note :[/b] Pour les grands tableaux, cette méthode peut être plus lente " "que [method pop_back] car elle réindexera les éléments du tableau suivants " "chaque fois qu'elle est appelée. Plus le tableau est grand et plus la " @@ -3172,9 +3260,8 @@ msgid "" "[code]null[/code]." msgstr "" "Redimensionne le tableau pour contenir un nombre différent d'éléments. Si la " -"taille du tableau est plus petite, les éléments en trop seront effacés, et " -"si la taille est plus grande, les nouveaux éléments seront à [code]null[/" -"code]." +"taille du tableau est plus petite, les éléments en trop seront effacés, et si " +"la taille est plus grande, les nouveaux éléments seront à [code]null[/code]." msgid "Reverses the order of the elements in the array." msgstr "Inverse l'ordre des éléments du tableau." @@ -3266,18 +3353,17 @@ msgid "" "The height of child controls is automatically adjusted based on the width of " "the container." msgstr "" -"La hauteur des contrôles enfants seront automatiquement ajusté en fonction " -"de la largeur du conteneur." +"La hauteur des contrôles enfants seront automatiquement ajusté en fonction de " +"la largeur du conteneur." msgid "" "The width of child controls is automatically adjusted based on the height of " "the container." msgstr "" -"La largeur des contrôles enfants seront automatiquement ajusté en fonction " -"de la hauteur du conteneur." +"La largeur des contrôles enfants seront automatiquement ajusté en fonction de " +"la hauteur du conteneur." -msgid "" -"Aligns child controls with the beginning (left or top) of the container." +msgid "Aligns child controls with the beginning (left or top) of the container." msgstr "Aligne les enfants au début (à gauche ou en haut) du conteneur." msgid "Aligns child controls with the center of the container." @@ -3291,8 +3377,8 @@ msgstr "Retire tous les points et segments." msgid "Returns the next available point ID with no point associated to it." msgstr "" -"Retourne l'identifiant du point disponible suivant avec aucun point lui " -"étant associé." +"Retourne l'identifiant du point disponible suivant avec aucun point lui étant " +"associé." msgid "Returns the number of points currently in the points pool." msgstr "Retourne le nombre de points actuellement dans le tas de points." @@ -3352,8 +3438,7 @@ msgid "" "AudioEffectFilter.cutoff_hz] and cuts frequencies outside of this band." msgstr "" "Atténue les fréquences à l'intérieur de la gamme autour de [member " -"AudioEffectFilter.cutoff_hz] et coupe les fréquences en dehors de cette " -"gamme." +"AudioEffectFilter.cutoff_hz] et coupe les fréquences en dehors de cette gamme." msgid "Captures audio from an audio bus in real-time." msgstr "Capture l'audio depuis un bus audio en temps réel." @@ -3398,15 +3483,15 @@ msgstr "Le signal traité de l’effet." msgid "" "Dynamic range compressor reduces the level of the sound when the amplitude " "goes over a certain threshold in Decibels. One of the main uses of a " -"compressor is to increase the dynamic range by clipping as little as " -"possible (when sound goes over 0dB).\n" +"compressor is to increase the dynamic range by clipping as little as possible " +"(when sound goes over 0dB).\n" "Compressor has many uses in the mix:\n" "- In the Master bus to compress the whole output (although an " "[AudioEffectLimiter] is probably better).\n" "- In voice channels to ensure they sound as balanced as possible.\n" -"- Sidechained. This can reduce the sound level sidechained with another " -"audio bus for threshold detection. This technique is common in video game " -"mixing to the level of music and SFX while voices are being heard.\n" +"- Sidechained. This can reduce the sound level sidechained with another audio " +"bus for threshold detection. This technique is common in video game mixing to " +"the level of music and SFX while voices are being heard.\n" "- Accentuates transients by using a wider attack, making effects sound more " "punchy." msgstr "" @@ -3463,15 +3548,15 @@ msgid "" "period of time.\n" "Two tap delay and feedback options." msgstr "" -"Ajoute un effet audio de retard à un bus audio. Joue le signal d'entrée " -"après une période de temps.\n" +"Ajoute un effet audio de retard à un bus audio. Joue le signal d'entrée après " +"une période de temps.\n" "Deux options de retard et de rétroaction." msgid "" "Plays input signal back after a period of time. The delayed signal may be " -"played back multiple times to create the sound of a repeating, decaying " -"echo. Delay effects range from a subtle echo effect to a pronounced blending " -"of previous sounds with new sounds." +"played back multiple times to create the sound of a repeating, decaying echo. " +"Delay effects range from a subtle echo effect to a pronounced blending of " +"previous sounds with new sounds." msgstr "" "Joue le signal d'entrée après une période de temps. Le signal retardé peut " "être joué plusieurs fois pour créer un écho qui s'amortit dans le temps. Les " @@ -3494,8 +3579,8 @@ msgid "[code]tap1[/code] delay time in milliseconds." msgstr "[code]tap1[/code] temps de retard en millisecondes." msgid "" -"Pan position for [code]tap1[/code]. Value can range from -1 (fully left) to " -"1 (fully right)." +"Pan position for [code]tap1[/code]. Value can range from -1 (fully left) to 1 " +"(fully right)." msgstr "" "La position gauche-droite pour [code]tap1[/code]. La valeur peut aller de -1 " "(complètement à gauche) à 1 (complètement à droite)." @@ -3510,8 +3595,8 @@ msgid "Sound level for [code]tap2[/code]." msgstr "Niveau sonore pour [code]tap2[/code]." msgid "" -"Pan position for [code]tap2[/code]. Value can range from -1 (fully left) to " -"1 (fully right)." +"Pan position for [code]tap2[/code]. Value can range from -1 (fully left) to 1 " +"(fully right)." msgstr "" "La position gauche-droite pour [code]tap2[/code]. La valeur peut aller de -1 " "(complètement à gauche) à 1 (complètement à droite)." @@ -3533,8 +3618,8 @@ msgid "Returns the number of bands of the equalizer." msgstr "Retourne le nombre de bandes dans l'égaliseur." msgid "" -"Adds a 10-band equalizer audio effect to an Audio bus. Gives you control " -"over frequencies from 31 Hz to 16000 Hz.\n" +"Adds a 10-band equalizer audio effect to an Audio bus. Gives you control over " +"frequencies from 31 Hz to 16000 Hz.\n" "Each frequency can be modulated between -60/+24 dB." msgstr "" "Ajoute un effet audio d'égaliseur de 10 bandes à un bus audio. Vous donne le " @@ -3569,8 +3654,8 @@ msgstr "" "Voir aussi [AudioEffectEQ], [AudioEffectEQ6], [AudioEffectEQ21]." msgid "" -"Adds a 21-band equalizer audio effect to an Audio bus. Gives you control " -"over frequencies from 22 Hz to 22000 Hz.\n" +"Adds a 21-band equalizer audio effect to an Audio bus. Gives you control over " +"frequencies from 22 Hz to 22000 Hz.\n" "Each frequency can be modulated between -60/+24 dB." msgstr "" "Ajoute un effet audio d'égaliseur de 21 bandes à un bus audio. Vous donne le " @@ -3658,15 +3743,14 @@ msgid "Gain amount of the frequencies after the filter." msgstr "La valeur du gain de fréquences après le filtre." msgid "Amount of boost in the frequency range near the cutoff frequency." -msgstr "" -"Quantité de boost dans les harmoniques près de la fréquence de coupure." +msgstr "Quantité de boost dans les harmoniques près de la fréquence de coupure." msgid "" "Cuts frequencies lower than the [member AudioEffectFilter.cutoff_hz] and " "allows higher frequencies to pass." msgstr "" -"Supprime les fréquences inférieures à [member AudioEffectFilter.cutoff_hz] " -"et laisse passer les fréquences supérieures." +"Supprime les fréquences inférieures à [member AudioEffectFilter.cutoff_hz] et " +"laisse passer les fréquences supérieures." msgid "Reduces all frequencies above the [member AudioEffectFilter.cutoff_hz]." msgstr "" @@ -3678,8 +3762,8 @@ msgid "" "disallow sound going over a given dB threshold. Adding one in the Master bus " "is always recommended to reduce the effects of clipping.\n" "Soft clipping starts to reduce the peaks a little below the threshold level " -"and progressively increases its effect as the input level increases such " -"that the threshold is never exceeded." +"and progressively increases its effect as the input level increases such that " +"the threshold is never exceeded." msgstr "" "Un limiteur est semblable à un compresseur, mais il est moins flexible et " "conçu pour limiter le son au delà d'un certain seuil de décibels donné. " @@ -3693,21 +3777,19 @@ msgid "" "Cuts frequencies higher than the [member AudioEffectFilter.cutoff_hz] and " "allows lower frequencies to pass." msgstr "" -"Supprime les fréquences supérieures à [member AudioEffectFilter.cutoff_hz] " -"et laisse passer les fréquences inférieures." +"Supprime les fréquences supérieures à [member AudioEffectFilter.cutoff_hz] et " +"laisse passer les fréquences inférieures." msgid "Reduces all frequencies below the [member AudioEffectFilter.cutoff_hz]." msgstr "" -"Réduit tous les fréquences en-dessous de [member AudioEffectFilter." -"cutoff_hz]." +"Réduit tous les fréquences en-dessous de [member AudioEffectFilter.cutoff_hz]." msgid "" "Attenuates frequencies in a narrow band around the [member AudioEffectFilter." "cutoff_hz] and cuts frequencies outside of this range." msgstr "" "Atténue les fréquences dans une bande étroite autour du [member " -"AudioEffectFilter.cutoff_hz] et coupe les fréquences en dehors de cette " -"gamme." +"AudioEffectFilter.cutoff_hz] et coupe les fréquences en dehors de cette gamme." msgid "" "Determines how much of an audio signal is sent to the left and right buses." @@ -3758,24 +3840,23 @@ msgid "" "Use a buffer of 256 samples for the Fast Fourier transform. Lowest latency, " "but least stable over time." msgstr "" -"Utilise une mémoire tampon de 256 échantillons pour la transformée de " -"Fourier rapide. Le délai est le plus court mais est le moins stable dans le " -"temps." +"Utilise une mémoire tampon de 256 échantillons pour la transformée de Fourier " +"rapide. Le délai est le plus court mais est le moins stable dans le temps." msgid "" "Use a buffer of 512 samples for the Fast Fourier transform. Low latency, but " "less stable over time." msgstr "" -"Utilise une mémoire tampon de 512 échantillons pour la transformée de " -"Fourier rapide. Le délai est court mais moins stable dans le temps." +"Utilise une mémoire tampon de 512 échantillons pour la transformée de Fourier " +"rapide. Le délai est court mais moins stable dans le temps." msgid "" "Use a buffer of 1024 samples for the Fast Fourier transform. This is a " "compromise between latency and stability over time." msgstr "" "Utilise une mémoire tampon de 1024 échantillons pour la transformée de " -"Fourier rapide. C'est un bon compromis entre le délai et la stabilité dans " -"le temps." +"Fourier rapide. C'est un bon compromis entre le délai et la stabilité dans le " +"temps." msgid "" "Use a buffer of 2048 samples for the Fast Fourier transform. High latency, " @@ -3785,8 +3866,8 @@ msgstr "" "Fourier rapide. Le délai est long mais est stable dans le temps." msgid "" -"Use a buffer of 4096 samples for the Fast Fourier transform. Highest " -"latency, but most stable over time." +"Use a buffer of 4096 samples for the Fast Fourier transform. Highest latency, " +"but most stable over time." msgstr "" "Utilise une mémoire tampon de 4096 échantillons pour la transformée de " "Fourier rapide. Le délai est le plus long mais est le plus stable dans le " @@ -3801,18 +3882,18 @@ msgid "" "audio output by Godot when used on the \"Master\" audio bus.\n" "Can be used (with an [AudioStreamMicrophone]) to record from a microphone.\n" "It sets and gets the format in which the audio file will be recorded (8-bit, " -"16-bit, or compressed). It checks whether or not the recording is active, " -"and if it is, records the sound. It then returns the recorded sample." +"16-bit, or compressed). It checks whether or not the recording is active, and " +"if it is, records the sound. It then returns the recorded sample." msgstr "" -"Permet à l'utilisateur d'enregistrer le son d'un bus audio. Cela peut " -"inclure toutes les sorties audio de Godot lorsqu'elles sont utilisées sur le " -"bus audio \"Master\".\n" +"Permet à l'utilisateur d'enregistrer le son d'un bus audio. Cela peut inclure " +"toutes les sorties audio de Godot lorsqu'elles sont utilisées sur le bus " +"audio \"Master\".\n" "Peut être utilisé (avec un [AudioStreamMicrophone)] pour enregistrer un " "microphone.\n" "Il définit et obtient le format dans lequel le fichier audio sera enregistré " "(8-bit, 16-bit ou compressé). Il vérifie si l'enregistrement est actif ou " -"non, et si c'est le cas, enregistre le son. Il retourne ensuite " -"l'échantillon enregistré." +"non, et si c'est le cas, enregistre le son. Il retourne ensuite l'échantillon " +"enregistré." msgid "Recording with microphone" msgstr "L'enregistrement avec le microphone" @@ -3857,12 +3938,12 @@ msgstr "Interface de serveur pour l'accès audio de bas niveau." msgid "" "[AudioServer] is a low-level server interface for audio access. It is in " -"charge of creating sample data (playable audio) as well as its playback via " -"a voice interface." +"charge of creating sample data (playable audio) as well as its playback via a " +"voice interface." msgstr "" "[AudioServer] est une interface bas-niveau du serveur pour l'accès audio. Il " -"est chargé de créer des données échantillonnées (audio jouable) mais aussi " -"la lecture par une interface orale." +"est chargé de créer des données échantillonnées (audio jouable) mais aussi la " +"lecture par une interface orale." msgid "Audio Device Changer Demo" msgstr "Démo de changement de périphérique audio" @@ -3941,9 +4022,9 @@ msgstr "Retourne la durée en secondes du flux audio." msgid "" "The length of the buffer to generate (in seconds). Lower values result in " -"less latency, but require the script to generate audio data faster, " -"resulting in increased CPU usage and more risk for audio cracking if the CPU " -"can't keep up." +"less latency, but require the script to generate audio data faster, resulting " +"in increased CPU usage and more risk for audio cracking if the CPU can't keep " +"up." msgstr "" "La longueur de la mémoire tampon à générer (en secondes). Les valeurs " "inférieures entraînent moins de latence, mais exigent que le script génère " @@ -3960,9 +4041,9 @@ msgid "" "According to the [url=https://en.wikipedia.org/wiki/" "Nyquist%E2%80%93Shannon_sampling_theorem]Nyquist-Shannon sampling theorem[/" "url], there is no quality difference to human hearing when going past 40,000 " -"Hz (since most humans can only hear up to ~20,000 Hz, often less). If you " -"are generating lower-pitched sounds such as voices, lower sample rates such " -"as [code]32000[/code] or [code]22050[/code] may be usable with no loss in " +"Hz (since most humans can only hear up to ~20,000 Hz, often less). If you are " +"generating lower-pitched sounds such as voices, lower sample rates such as " +"[code]32000[/code] or [code]22050[/code] may be usable with no loss in " "quality." msgstr "" "Le taux d'échantillonnage à utiliser (en Hz). Les valeurs plus élevées " @@ -3973,10 +4054,10 @@ msgstr "" "D'après le [url=https://fr.wikipedia.org/wiki/" "Th%C3%A9or%C3%A8me_d'%C3%A9chantillonnage]Théorème d'échantillonnage[/url], " "il n'y a aucune différence de qualité pour l'audition humaine au-delà de 40 " -"000 Hz (puisque la plupart des humains ne peuvent entendre que jusqu'à 20 " -"000 Hz, et souvent bien moins). Si vous générez des sons inférieurs tels que " -"les voix, des taux d'échantillonnage inférieurs tels que [code]32000[/code] " -"ou [code]22050[/code] peuvent être utilisables sans perte de qualité audible." +"000 Hz (puisque la plupart des humains ne peuvent entendre que jusqu'à 20 000 " +"Hz, et souvent bien moins). Si vous générez des sons inférieurs tels que les " +"voix, des taux d'échantillonnage inférieurs tels que [code]32000[/code] ou " +"[code]22050[/code] peuvent être utilisables sans perte de qualité audible." msgid "Plays back audio generated using [AudioStreamGenerator]." msgstr "Joue les sons générés avec [AudioStreamGenerator]." @@ -3985,8 +4066,8 @@ msgid "" "This class is meant to be used with [AudioStreamGenerator] to play back the " "generated audio in real-time." msgstr "" -"Cette classe est destinée à être utilisée avec un [AudioStreamGenerator] " -"pour lire l'audio généré en temps réel." +"Cette classe est destinée à être utilisée avec un [AudioStreamGenerator] pour " +"lire l'audio généré en temps réel." msgid "Clears the audio sample data buffer." msgstr "Efface la mémoire tampon des échantillons audio." @@ -4076,22 +4157,21 @@ msgid "" "Returns the [AudioStreamPlayback] object associated with this " "[AudioStreamPlayer2D]." msgstr "" -"Retourne l'objet [AudioStreamPlayback] associé avec cet " -"[AudioStreamPlayer2D]." +"Retourne l'objet [AudioStreamPlayback] associé avec cet [AudioStreamPlayer2D]." msgid "" "Determines which [Area2D] layers affect the sound for reverb and audio bus " "effects. Areas can be used to redirect [AudioStream]s so that they play in a " -"certain audio bus. An example of how you might use this is making a " -"\"water\" area so that sounds played in the water are redirected through an " -"audio bus to make them sound like they are being played underwater." +"certain audio bus. An example of how you might use this is making a \"water\" " +"area so that sounds played in the water are redirected through an audio bus " +"to make them sound like they are being played underwater." msgstr "" "Détermine quelles calques du [Area2D] affectent le son pour les effets de " "réverbération et du bus audio. Les zones peuvent être utilisées pour " "rediriger le [AudioStream] afin qu'ils soient joués dans un certain bus " -"audio. Un exemple de la façon dont vous pouvez utiliser ceci est de faire " -"une zone \"eau\" de sorte que les sons joués dans l'eau sont redirigés par " -"un bus audio pour les faire sonner comme ils étaient joués sous l'eau." +"audio. Un exemple de la façon dont vous pouvez utiliser ceci est de faire une " +"zone \"eau\" de sorte que les sons joués dans l'eau sont redirigés par un bus " +"audio pour les faire sonner comme ils étaient joués sous l'eau." msgid "Maximum distance from which audio is still hearable." msgstr "Distance maximale à laquelle cette piste audio peut être entendue." @@ -4111,8 +4191,8 @@ msgid "" "attenuation." msgstr "" "Décide si la piste audio doit s'atténuer avec la distance de manière " -"linéaire, quadratique, logarithmique ou ne pas être affectée par la " -"distance, désactivant ainsi l'atténuation." +"linéaire, quadratique, logarithmique ou ne pas être affectée par la distance, " +"désactivant ainsi l'atténuation." msgid "" "If [code]true[/code], audio plays when the AudioStreamPlayer3D node is added " @@ -4149,23 +4229,21 @@ msgstr "Enregistre les données audio depuis les fichiers WAV." msgid "" "Contains the audio data in bytes.\n" -"[b]Note:[/b] This property expects signed PCM8 data. To convert unsigned " -"PCM8 to signed PCM8, subtract 128 from each byte." +"[b]Note:[/b] This property expects signed PCM8 data. To convert unsigned PCM8 " +"to signed PCM8, subtract 128 from each byte." msgstr "" "Contient les données audio en octets.\n" "[b]Note :[/b] Cette propriété s'attend à des données PCM8 signées. Pour " -"convertir des PCM8 non signés en PCM8, il faut soustraire 128 de chaque " -"octet." +"convertir des PCM8 non signés en PCM8, il faut soustraire 128 de chaque octet." msgid "Audio format. See [enum Format] constants for values." msgstr "" -"Le format audio. Voir les constantes [enum Format] pour les valeurs " -"possibles." +"Le format audio. Voir les constantes [enum Format] pour les valeurs possibles." msgid "" "The loop start point (in number of samples, relative to the beginning of the " -"sample). This information will be imported automatically from the WAV file " -"if present." +"sample). This information will be imported automatically from the WAV file if " +"present." msgstr "" "Le point de départ de la boucle (en nombre de frames depuis le début de " "l'échantillon). Ces informations seront automatiquement importées depuis le " @@ -4173,8 +4251,8 @@ msgstr "" msgid "" "The loop end point (in number of samples, relative to the beginning of the " -"sample). This information will be imported automatically from the WAV file " -"if present." +"sample). This information will be imported automatically from the WAV file if " +"present." msgstr "" "Le point de fin de la boucle (en nombre de frames depuis le début de " "l'échantillon). Ces informations seront automatiquement importées depuis le " @@ -4197,24 +4275,23 @@ msgid "" "According to the [url=https://en.wikipedia.org/wiki/" "Nyquist%E2%80%93Shannon_sampling_theorem]Nyquist-Shannon sampling theorem[/" "url], there is no quality difference to human hearing when going past 40,000 " -"Hz (since most humans can only hear up to ~20,000 Hz, often less). If you " -"are using lower-pitched sounds such as voices, lower sample rates such as " +"Hz (since most humans can only hear up to ~20,000 Hz, often less). If you are " +"using lower-pitched sounds such as voices, lower sample rates such as " "[code]32000[/code] or [code]22050[/code] may be usable with no loss in " "quality." msgstr "" "Le taux d'échantillonnage pour mélanger ce son. Les valeurs plus élevées " -"nécessitent plus d'espace de stockage, mais proposent une meilleure " -"qualité.\n" +"nécessitent plus d'espace de stockage, mais proposent une meilleure qualité.\n" "Dans les jeux, les taux d'échantillonnage courants sont [code]11025[/code], " "[code]16000[/code], [code]22050[/code], [code]32000[/code], [code]44100[/" "code], et [code]48000[/code].\n" "D'après le [url=https://fr.wikipedia.org/wiki/" "Th%C3%A9or%C3%A8me_d'%C3%A9chantillonnage]Théorème d'échantillonnage[/url], " "il n'y a aucune différence de qualité pour l'audition humaine au-delà de 40 " -"000 Hz (puisque la plupart des humains ne peuvent entendre que jusqu'à 20 " -"000 Hz, et souvent bien moins). Si vous générez des sons inférieurs tels que " -"les voix, des taux d'échantillonnage inférieurs tels que [code]32000[/code] " -"ou [code]22050[/code] peuvent être utilisables sans perte de qualité audible." +"000 Hz (puisque la plupart des humains ne peuvent entendre que jusqu'à 20 000 " +"Hz, et souvent bien moins). Si vous générez des sons inférieurs tels que les " +"voix, des taux d'échantillonnage inférieurs tels que [code]32000[/code] ou " +"[code]22050[/code] peuvent être utilisables sans perte de qualité audible." msgid "If [code]true[/code], audio is stereo." msgstr "Si [code]true[/code], l’audio est stéréo." @@ -4259,8 +4336,8 @@ msgid "" "Called when the button is pressed. If you need to know the button's pressed " "state (and [member toggle_mode] is active), use [method _toggled] instead." msgstr "" -"Appelé quand le bouton est pressé. Si vous avez besoin de connaître l'état " -"du bouton activé (et que [member toggle_mode] est actif), utilisez plutôt " +"Appelé quand le bouton est pressé. Si vous avez besoin de connaître l'état du " +"bouton activé (et que [member toggle_mode] est actif), utilisez plutôt " "[méthode _toggled]." msgid "" @@ -4271,8 +4348,8 @@ msgstr "" msgid "" "Returns the visual state used to draw the button. This is useful mainly when " -"implementing your own draw code by either overriding _draw() or connecting " -"to \"draw\" signal. The visual state of the button is defined by the [enum " +"implementing your own draw code by either overriding _draw() or connecting to " +"\"draw\" signal. The visual state of the button is defined by the [enum " "DrawMode] enum." msgstr "" "Retourne l'état visuel utilisé pour dessiner le bouton. Ceci est utile " @@ -4284,8 +4361,8 @@ msgid "" "Returns [code]true[/code] if the mouse has entered the button and has not " "left it yet." msgstr "" -"Retourne [code]true[/code] si la souris est entrée dans le bouton mais ne " -"l'a pas encore quitté." +"Retourne [code]true[/code] si la souris est entrée dans le bouton mais ne l'a " +"pas encore quitté." msgid "" "Determines when the button is considered clicked, one of the [enum " @@ -4295,15 +4372,15 @@ msgstr "" "[enum ActionMode]." msgid "" -"If [code]true[/code], the button is in disabled state and can't be clicked " -"or toggled." +"If [code]true[/code], the button is in disabled state and can't be clicked or " +"toggled." msgstr "" "Si [code]true[/code], le bouton est désactivé et il ne peut donc pas être " "appuyé ou basculé." msgid "" -"If [code]true[/code], the button stays pressed when moving the cursor " -"outside the button while pressing it.\n" +"If [code]true[/code], the button stays pressed when moving the cursor outside " +"the button while pressing it.\n" "[b]Note:[/b] This property only affects the button's visual appearance. " "Signals will be emitted at the same moment regardless of this property's " "value." @@ -4341,9 +4418,9 @@ msgid "" "If you need to know the button's pressed state (and [member toggle_mode] is " "active), use [signal toggled] instead." msgstr "" -"Émis quand le bouton est basculé ou pressé. Émis lors de [signal " -"button_down] si [member action_mode] est [constant ACTION_MODE_BUTTON_PRESS] " -"et lors de [signal button_up] sinon.\n" +"Émis quand le bouton est basculé ou pressé. Émis lors de [signal button_down] " +"si [member action_mode] est [constant ACTION_MODE_BUTTON_PRESS] et lors de " +"[signal button_up] sinon.\n" "Si vous avez besoin de connaître l'état du bouton (et que [member " "toggle_mode] est actif), utilisez plutôt [signal toggled]." @@ -4385,8 +4462,8 @@ msgstr "" "active." msgid "" -"If [code]true[/code], ambient occlusion is enabled. Ambient occlusion " -"darkens areas based on the [member ao_texture]." +"If [code]true[/code], ambient occlusion is enabled. Ambient occlusion darkens " +"areas based on the [member ao_texture]." msgstr "" "Si [code]true[/code], l'occlusion ambiante est activée. L'occlusion ambiante " "assombrit les zones basées sur [member ao_texture]." @@ -4405,10 +4482,8 @@ msgstr "" "Spécifie comment [member detail_albedo] devrait se mélanger avec l'actuel " "[code]ALBEDO[/code]. Voir [enum BlendMode] pour les options." -msgid "" -"The algorithm used for diffuse light scattering. See [enum DiffuseMode]." -msgstr "" -"L'algorithme utilisé pour diffuser la lumière. Voir [enum DiffuseMode]." +msgid "The algorithm used for diffuse light scattering. See [enum DiffuseMode]." +msgstr "L'algorithme utilisé pour diffuser la lumière. Voir [enum DiffuseMode]." msgid "If [code]true[/code], the object receives no ambient light." msgstr "Si [code]trye[/code], l'objet ne reçoit aucune lumière ambiante." @@ -4436,8 +4511,8 @@ msgid "" "If [code]true[/code], depth testing is disabled and the object will be drawn " "in render order." msgstr "" -"Si [code]true[/code], les tests de profondeur sont désactivés et l'objet " -"sera dessiné suivant son ordre de rendu et non suivant sa distance." +"Si [code]true[/code], les tests de profondeur sont désactivés et l'objet sera " +"dessiné suivant son ordre de rendu et non suivant sa distance." msgid "The strength of the normal map's effect." msgstr "L'intensité de l'effet de la carte normale." @@ -4446,12 +4521,12 @@ msgid "" "Distance over which the fade effect takes place. The larger the distance the " "longer it takes for an object to fade." msgstr "" -"Distance sur laquelle l'effet de disparition se produit. Plus la distance " -"est grande, plus l'objet disparait progressivement." +"Distance sur laquelle l'effet de disparition se produit. Plus la distance est " +"grande, plus l'objet disparait progressivement." msgid "" -"Texture that controls the strength of the refraction per-pixel. Multiplied " -"by [member refraction_scale]." +"Texture that controls the strength of the refraction per-pixel. Multiplied by " +"[member refraction_scale]." msgstr "" "La texture qui contrôle l'intensité de la réfraction par pixel. Elle est " "multipliée par [member refraction_scale]." @@ -4475,27 +4550,27 @@ msgstr "" msgid "" "If [code]true[/code], instead of using [code]UV2[/code] textures will use a " "triplanar texture lookup to determine how to apply textures. Triplanar uses " -"the orientation of the object's surface to blend between texture " -"coordinates. It reads from the source texture 3 times, once for each axis " -"and then blends between the results based on how closely the pixel aligns " -"with each axis. This is often used for natural features to get a realistic " -"blend of materials. Because triplanar texturing requires many more texture " -"reads per-pixel it is much slower than normal UV texturing. Additionally, " -"because it is blending the texture between the three axes, it is unsuitable " -"when you are trying to achieve crisp texturing." +"the orientation of the object's surface to blend between texture coordinates. " +"It reads from the source texture 3 times, once for each axis and then blends " +"between the results based on how closely the pixel aligns with each axis. " +"This is often used for natural features to get a realistic blend of " +"materials. Because triplanar texturing requires many more texture reads per-" +"pixel it is much slower than normal UV texturing. Additionally, because it is " +"blending the texture between the three axes, it is unsuitable when you are " +"trying to achieve crisp texturing." msgstr "" "Si [code]true[/code], au lieu d’utiliser [code]UV2[/code] les textures " "utiliseront une recherche de texture triplanaire pour déterminer comment " -"appliquer des textures. Le triplanaire utilise l’orientation de la surface " -"de l’objet pour mélanger les coordonnées de texture. Il lit à partir de la " +"appliquer des textures. Le triplanaire utilise l’orientation de la surface de " +"l’objet pour mélanger les coordonnées de texture. Il lit à partir de la " "texture source 3 fois, une fois pour chaque axe, puis mélange les résultats " "en fonction de la façon dont le pixel s’aligne étroitement avec chaque axe. " -"Ceci est souvent utilisé pour les caractéristiques naturelles pour obtenir " -"un mélange réaliste de matériaux. Parce que la texturation triplanaire " -"nécessite beaucoup plus de lectures de texture par pixel, il est beaucoup " -"plus lent que la texturation UV normale. En outre, parce qu’il est le " -"mélange de la texture entre les trois axes, il est inapproprié lorsque vous " -"essayez d’atteindre texture croustillante." +"Ceci est souvent utilisé pour les caractéristiques naturelles pour obtenir un " +"mélange réaliste de matériaux. Parce que la texturation triplanaire nécessite " +"beaucoup plus de lectures de texture par pixel, il est beaucoup plus lent que " +"la texturation UV normale. En outre, parce qu’il est le mélange de la texture " +"entre les trois axes, il est inapproprié lorsque vous essayez d’atteindre " +"texture croustillante." msgid "If [code]true[/code], the vertex color is used as albedo color." msgstr "" @@ -4607,8 +4682,8 @@ msgid "" "albedo texture lookup to use [code]POINT_COORD[/code] instead of [code]UV[/" "code]." msgstr "" -"Utilise la taille d'affichage des points pour modifier pour les primitives " -"de points. Change également la projection des textures albedo en utilisant " +"Utilise la taille d'affichage des points pour modifier pour les primitives de " +"points. Change également la projection des textures albedo en utilisant " "[code]POINT_COORD[/code] au lieu de [code]UV[/code]." msgid "" @@ -4709,8 +4784,8 @@ msgid "" "Smoothly fades the object out based on each pixel's distance from the camera " "using the alpha channel." msgstr "" -"Fait disparaitre doucement l'objet en fonction de la distance de chaque " -"pixel par rapport à la caméra en utilisant l'opacité." +"Fait disparaitre doucement l'objet en fonction de la distance de chaque pixel " +"par rapport à la caméra en utilisant l'opacité." msgid "Matrices and transforms" msgstr "Les matrices et les transformations" @@ -4748,28 +4823,28 @@ msgid "" "The basis matrix's X vector (column 0). Equivalent to array index [code]0[/" "code]." msgstr "" -"Le vecteur X (la colonne 0) de la matrice de la base. Équivalent à l'index " -"de tableau [code]0[/code]." +"Le vecteur X (la colonne 0) de la matrice de la base. Équivalent à l'index de " +"tableau [code]0[/code]." msgid "" "The basis matrix's Y vector (column 1). Equivalent to array index [code]1[/" "code]." msgstr "" -"Le vecteur Y (la colonne 1) de la matrice de la base. Équivalent à l'index " -"de tableau [code]1[/code]." +"Le vecteur Y (la colonne 1) de la matrice de la base. Équivalent à l'index de " +"tableau [code]1[/code]." msgid "" "The basis matrix's Z vector (column 2). Equivalent to array index [code]2[/" "code]." msgstr "" -"Le vecteur Z (la colonne 2) de la matrice de la base. Équivalent à l'index " -"de tableau [code]2[/code]." +"Le vecteur Z (la colonne 2) de la matrice de la base. Équivalent à l'index de " +"tableau [code]2[/code]." msgid "" "The identity basis, with no rotation or scaling applied.\n" "This is identical to calling [code]Basis()[/code] without any parameters. " -"This constant can be used to make your code clearer, and for consistency " -"with C#." +"This constant can be used to make your code clearer, and for consistency with " +"C#." msgstr "" "La base d'identité, sans rotation ni mise à l'échelle.\n" "Ceci est identique à [code]Basis()[/code] sans aucun paramètre. Cette " @@ -4801,9 +4876,9 @@ msgid "Boolean matrix." msgstr "Matrice booléenne." msgid "" -"A two-dimensional array of boolean values, can be used to efficiently store " -"a binary matrix (every matrix element takes only one bit) and query the " -"values using natural cartesian coordinates." +"A two-dimensional array of boolean values, can be used to efficiently store a " +"binary matrix (every matrix element takes only one bit) and query the values " +"using natural cartesian coordinates." msgstr "" "Un tableau bidimensionnel de valeurs booléennes, peut être utilisé pour " "stocker efficacement une matrice binaire (chaque élément matrice ne contient " @@ -4828,8 +4903,7 @@ msgstr "" "Définit l'élément du bitmap à la position donnée, avec la valeur spécifiée." msgid "Sets a rectangular portion of the bitmap to the specified value." -msgstr "" -"Définit une valeur spécifique pour une portion rectangulaire du bitmap." +msgstr "Définit une valeur spécifique pour une portion rectangulaire du bitmap." msgid "Stores the node's current transforms in [member rest]." msgstr "Enregistre la transformation actuelle du nœud dans [member rest]." @@ -4839,15 +4913,15 @@ msgid "" "a parent, or its rest pose relative to its parent." msgstr "" "Retourne la [code]Transform2D[/code] du nœud pour la position de repos " -"[member rest] s'il n'a pas de parent, ou si sa position de repos est " -"relative à son parent." +"[member rest] s'il n'a pas de parent, ou si sa position de repos est relative " +"à son parent." msgid "" -"Rest transform of the bone. You can reset the node's transforms to this " -"value using [method apply_rest]." +"Rest transform of the bone. You can reset the node's transforms to this value " +"using [method apply_rest]." msgstr "" -"Le transformation de repos de l'os. Vous pouvez rétablir la transformation " -"du nœud à cette valeur avec [method apply_rest]." +"Le transformation de repos de l'os. Vous pouvez rétablir la transformation du " +"nœud à cette valeur avec [method apply_rest]." msgid "The name of the attached bone." msgstr "Le nom de l’os attaché." @@ -4872,8 +4946,7 @@ msgstr "Démo de test des fonctions OS (système d'exploitation)" msgid "" "When this property is enabled, text that is too large to fit the button is " -"clipped, when disabled the Button will always be wide enough to hold the " -"text." +"clipped, when disabled the Button will always be wide enough to hold the text." msgstr "" "Lorsque cette propriété est activée, un texte trop grand pour ce bouton sera " "tronqué, et lorsque le bouton est désactivé, il sera toujours assez grand " @@ -4892,9 +4965,9 @@ msgid "Text [Color] used when the [Button] is disabled." msgstr "La [Color] du texte utilisée quand le [Button] est désactivé." msgid "" -"Text [Color] used when the [Button] is focused. Only replaces the normal " -"text color of the button. Disabled, hovered, and pressed states take " -"precedence over this color." +"Text [Color] used when the [Button] is focused. Only replaces the normal text " +"color of the button. Disabled, hovered, and pressed states take precedence " +"over this color." msgstr "" "La [Color] du texte utilisée lorsque le [Button] a le focus. Ne fait que " "remplacer la couleur normale du texte du bouton. Les couleurs définies pour " @@ -4964,16 +5037,15 @@ msgstr "Force la caméra à mettre à jour le défilement immédiatement." msgid "The Camera2D's anchor point. See [enum AnchorMode] constants." msgstr "" -"Le point d'ancrage de la Camera2D. Voir [enum AnchorMode] pour les " -"constantes." +"Le point d'ancrage de la Camera2D. Voir [enum AnchorMode] pour les constantes." msgid "" "The custom [Viewport] node attached to the [Camera2D]. If [code]null[/code] " "or not a [Viewport], uses the default viewport instead." msgstr "" -"Le nœud [Viewport] personnalisé attaché à la [Camera2D]. Si [code]null[/" -"code] ou que ça n'est pas un [Viewport], ça utilise la fenêtre d'affichage " -"par défaut à la place." +"Le nœud [Viewport] personnalisé attaché à la [Camera2D]. Si [code]null[/code] " +"ou que ça n'est pas un [Viewport], ça utilise la fenêtre d'affichage par " +"défaut à la place." msgid "" "If [code]true[/code], draws the camera's drag margin rectangle in the editor." @@ -4981,23 +5053,20 @@ msgstr "" "Si [code]true[/code], dessine le rectangle de la marge de glissage de la " "caméra activée dans l'éditeur." -msgid "" -"If [code]true[/code], draws the camera's limits rectangle in the editor." +msgid "If [code]true[/code], draws the camera's limits rectangle in the editor." msgstr "" "Si [code]true[/code], dessine le rectangle des limites de la caméra activée " "dans l'éditeur." -msgid "" -"If [code]true[/code], draws the camera's screen rectangle in the editor." -msgstr "" -"Si [code]true[/code], affiche le rectangle de la caméra dans l'éditeur." +msgid "If [code]true[/code], draws the camera's screen rectangle in the editor." +msgstr "Si [code]true[/code], affiche le rectangle de la caméra dans l'éditeur." msgid "" "The camera's position is fixed so that the top-left corner is always at the " "origin." msgstr "" -"La position de l'appareil photo est fixe de telle sorte que le coin " -"supérieur gauche soit toujours placé sur l'origine." +"La position de l'appareil photo est fixe de telle sorte que le coin supérieur " +"gauche soit toujours placé sur l'origine." msgid "" "The camera's position takes into account vertical/horizontal offsets and the " @@ -5036,17 +5105,17 @@ msgid "" "useful for casting rays in the form of (origin, normal) for object " "intersection or picking." msgstr "" -"Retourne la position 3D dans l'espace global, qui est le résultat de " -"projeter un point sur le rectangle [Viewport] par la projection inverse de " -"la caméra. Ceci est utile pour lancer des rayons sous la forme (origine, " -"normale) pour l'intersection ou la sélection d'objets." +"Retourne la position 3D dans l'espace global, qui est le résultat de projeter " +"un point sur le rectangle [Viewport] par la projection inverse de la caméra. " +"Ceci est utile pour lancer des rayons sous la forme (origine, normale) pour " +"l'intersection ou la sélection d'objets." msgid "" "Returns the 2D coordinate in the [Viewport] rectangle that maps to the given " "3D point in world space.\n" -"[b]Note:[/b] When using this to position GUI elements over a 3D viewport, " -"use [method is_position_behind] to prevent them from appearing if the 3D " -"point is behind the camera:\n" +"[b]Note:[/b] When using this to position GUI elements over a 3D viewport, use " +"[method is_position_behind] to prevent them from appearing if the 3D point is " +"behind the camera:\n" "[codeblock]\n" "# This code block is part of a script that inherits from Node3D.\n" "# `control` is a reference to a node inheriting from Control.\n" @@ -5056,8 +5125,8 @@ msgid "" "unproject_position(global_transform.origin)\n" "[/codeblock]" msgstr "" -"Retourne les coordonnées 2D dans le rectangle du [Viewport] qui " -"correspondent à un point 3D donné dans l'espace du monde.\n" +"Retourne les coordonnées 2D dans le rectangle du [Viewport] qui correspondent " +"à un point 3D donné dans l'espace du monde.\n" "[b]Note :[/b] Lorsque vous utilisez cette méthode pour positionner des " "éléments graphiques sur un [Viewport] en 3D, pensez à utiliser [method " "is_position_behind] pour les empêcher d'apparaître tant que le point 3D se " @@ -5078,16 +5147,15 @@ msgid "The horizontal (X) offset of the camera viewport." msgstr "Le décalage horizontal (X) de la fenêtre de la caméra." msgid "" -"The axis to lock during [member fov]/[member size] adjustments. Can be " -"either [constant KEEP_WIDTH] or [constant KEEP_HEIGHT]." +"The axis to lock during [member fov]/[member size] adjustments. Can be either " +"[constant KEEP_WIDTH] or [constant KEEP_HEIGHT]." msgstr "" "L'axe à verrouiller pendant les réglages [member fov] ou [member size]. Peut " "être soit [constant KEEP_WIDTH] ou [constant KEEP_HEIGHT]." msgid "" "The camera's projection mode. In [constant PROJECTION_PERSPECTIVE] mode, " -"objects' Z distance from the camera's local space scales their perceived " -"size." +"objects' Z distance from the camera's local space scales their perceived size." msgstr "" "Le mode de projection de la caméra. Dans le mode [constant " "PROJECTION_PERSPECTIVE], la distance des objets dans l'espace local de la " @@ -5116,10 +5184,10 @@ msgid "" "usually the best option for projects running in landscape mode, as wider " "aspect ratios will automatically benefit from a wider horizontal FOV." msgstr "" -"Préserve le rapport d'aspect vertical ; également connu sous le nom " -"d'échelle Hor+. C'est généralement la meilleure option pour les projets en " -"mode paysage, car les ratios d'aspect plus larges bénéficieront " -"automatiquement d'un champ de vision horizontal plus large." +"Préserve le rapport d'aspect vertical ; également connu sous le nom d'échelle " +"Hor+. C'est généralement la meilleure option pour les projets en mode " +"paysage, car les ratios d'aspect plus larges bénéficieront automatiquement " +"d'un champ de vision horizontal plus large." msgid "" "Disables [url=https://en.wikipedia.org/wiki/Doppler_effect]Doppler effect[/" @@ -5136,10 +5204,10 @@ msgid "" "AudioStreamPlayer3D.pitch_scale])." msgstr "" "Simulate [url=https://fr.wikipedia.org/wiki/Effet_Doppler]l'effet Doppler[/" -"url] en suivant la position des objets qui ont changé lors de " -"[code]_process[/code]. Les changements dans la vitesse relative de cette " -"caméra par rapport à ces objets affectent la façon dont l'audio est perçu " -"(changement de la hauteur [member AudioStreamPlayer3D.pitch_scale])." +"url] en suivant la position des objets qui ont changé lors de [code]_process[/" +"code]. Les changements dans la vitesse relative de cette caméra par rapport à " +"ces objets affectent la façon dont l'audio est perçu (changement de la " +"hauteur [member AudioStreamPlayer3D.pitch_scale])." msgid "" "A camera feed gives you access to a single physical camera attached to your " @@ -5150,12 +5218,11 @@ msgstr "" msgid "" "A camera feed gives you access to a single physical camera attached to your " -"device. When enabled, Godot will start capturing frames from the camera " -"which can then be used. See also [CameraServer].\n" +"device. When enabled, Godot will start capturing frames from the camera which " +"can then be used. See also [CameraServer].\n" "[b]Note:[/b] Many cameras will return YCbCr images which are split into two " "textures and need to be combined in a shader. Godot does this automatically " -"for you if you set the environment to show the camera image in the " -"background." +"for you if you set the environment to show the camera image in the background." msgstr "" "Un flux de caméra vous donne accès à une caméra physique qui est connectée à " "votre appareil. Lorsqu'il est activé, Godot commencera à capturer les images " @@ -5189,8 +5256,7 @@ msgstr "Le flux fournis des images au format RGB." msgid "Feed supplies YCbCr images that need to be converted to RGB." msgstr "" -"Le flux fournis des images au format YCbCr qui doivent être converties en " -"RGB." +"Le flux fournis des images au format YCbCr qui doivent être converties en RGB." msgid "" "Feed supplies separate Y and CbCr images that need to be combined and " @@ -5220,8 +5286,8 @@ msgid "" "other platforms, no [CameraFeed]s will be available." msgstr "" "Le [CameraServer] garde en mémoire de différentes caméras accessibles dans " -"Godot. Ce sont des caméras externes telles que des webcams ou les caméras " -"sur votre téléphone.\n" +"Godot. Ce sont des caméras externes telles que des webcams ou les caméras sur " +"votre téléphone.\n" "Ce serveur est notamment utilisé pour fournir des flux vidéo venant de la " "caméra aux modules AR.\n" "[b]Note :[/b] Cette classe n'est actuellement implémentée que sur macOS et " @@ -5252,8 +5318,8 @@ msgstr "Texture fournie par un [CameraFeed]." msgid "" "This texture gives access to the camera texture provided by a [CameraFeed].\n" -"[b]Note:[/b] Many cameras supply YCbCr images which need to be converted in " -"a shader." +"[b]Note:[/b] Many cameras supply YCbCr images which need to be converted in a " +"shader." msgstr "" "Cette texture donne accès à la texture de la caméra fournie par " "[CameraFeed].\n" @@ -5261,8 +5327,7 @@ msgstr "" "doivent être converties dans un shader." msgid "The ID of the [CameraFeed] for which we want to display the image." -msgstr "" -"L'identifiant du [CameraFeed] pour lequel la caméra doit être affichée." +msgstr "L'identifiant du [CameraFeed] pour lequel la caméra doit être affichée." msgid "" "Convenience property that gives access to the active property of the " @@ -5297,11 +5362,11 @@ msgid "" "See also [method draw_line], [method draw_polyline], [method draw_polygon], " "and [method draw_rect]." msgstr "" -"Dessine une primitive personnalisée. 1 point pour dessiner un point, 2 " -"points pour une ligne, 3 points pour un triangle, et 4 points pour un quad. " -"Si 0 points ou plus de 4 points sont spécifiés, rien ne sera dessiné et un " -"message d'erreur sera affiché. Voir aussi [method draw_line], [method " -"draw_polyline], [method draw_polygon], et [method draw_rect]." +"Dessine une primitive personnalisée. 1 point pour dessiner un point, 2 points " +"pour une ligne, 3 points pour un triangle, et 4 points pour un quad. Si 0 " +"points ou plus de 4 points sont spécifiés, rien ne sera dessiné et un message " +"d'erreur sera affiché. Voir aussi [method draw_line], [method draw_polyline], " +"[method draw_polygon], et [method draw_rect]." msgid "" "Sets a custom transform for drawing via matrix. Anything drawn afterwards " @@ -5318,8 +5383,8 @@ msgstr "Dessine une texture à une position donnée." msgid "" "Forces the transform to update. Transform changes in physics are not instant " -"for performance reasons. Transforms are accumulated and then set. Use this " -"if you need an up-to-date transform when doing physics operations." +"for performance reasons. Transforms are accumulated and then set. Use this if " +"you need an up-to-date transform when doing physics operations." msgstr "" "Force la transformation à mettre à jour. Les changements en physique du " "transform ne sont pas instantanés pour des raisons de performance. Les " @@ -5368,10 +5433,10 @@ msgstr "" "sont communiquées aux enfants." msgid "" -"Show the [CanvasItem] if it's currently hidden. This is equivalent to " -"setting [member visible] to [code]true[/code]. For controls that inherit " -"[Popup], the correct way to make them visible is to call one of the multiple " -"[code]popup*()[/code] functions instead." +"Show the [CanvasItem] if it's currently hidden. This is equivalent to setting " +"[member visible] to [code]true[/code]. For controls that inherit [Popup], the " +"correct way to make them visible is to call one of the multiple [code]popup*()" +"[/code] functions instead." msgstr "" "Affiche le [CanvasItem] s'il est actuellement caché. Ceci est équivalent à " "[member visible] à [code]true[/code]. Pour les contrôles hérités de [Popup], " @@ -5387,20 +5452,20 @@ msgid "If [code]true[/code], the object draws behind its parent." msgstr "Si [code]true[/code], l'objet est affiché derrière son parent." msgid "" -"If [code]true[/code], the parent [CanvasItem]'s [member material] property " -"is used as this one's material." +"If [code]true[/code], the parent [CanvasItem]'s [member material] property is " +"used as this one's material." msgstr "" "Si [code]true[/code], la propriété [member material] du [CanvasItem] parent " "est utilisée comme matériau de celui-ci." msgid "" -"If [code]true[/code], the node's Z index is relative to its parent's Z " -"index. If this node's Z index is 2 and its parent's effective Z index is 3, " -"then this node's effective Z index will be 2 + 3 = 5." +"If [code]true[/code], the node's Z index is relative to its parent's Z index. " +"If this node's Z index is 2 and its parent's effective Z index is 3, then " +"this node's effective Z index will be 2 + 3 = 5." msgstr "" "Si [code]true[/code], l'indice n'est pas défini comme étant relatif à " -"l'indice Z. Si l'indice Z du nœud est de 2 et que l'indice Z actuel du " -"parent est de 3, l'indice Z de ce nœud sera au final 2 + 3 = 5." +"l'indice Z. Si l'indice Z du nœud est de 2 et que l'indice Z actuel du parent " +"est de 3, l'indice Z de ce nœud sera au final 2 + 3 = 5." msgid "Emitted when becoming hidden." msgstr "Émis en devenant caché." @@ -5533,8 +5598,8 @@ msgid "" msgstr "" "Si [code]false[/code], tous les [CanvasItem] dans ce [CanvasLayer] sont " "cachés.\n" -"Contrairement à [member CanvasItem.visible], la visibilité d'un " -"[CanvasLayer] n'est pas propagée aux calques enfants." +"Contrairement à [member CanvasItem.visible], la visibilité d'un [CanvasLayer] " +"n'est pas propagée aux calques enfants." msgid "The tint color to apply." msgstr "La couleur de la teinte à appliquer." @@ -5561,8 +5626,8 @@ msgid "" "If [code]true[/code], centers children relative to the [CenterContainer]'s " "top left corner." msgstr "" -"Si [code]true[/code], centre les enfants par rapport au coin supérieur " -"gauche du [CenterContainer])." +"Si [code]true[/code], centre les enfants par rapport au coin supérieur gauche " +"du [CenterContainer])." msgid "Kinematic character (2D)" msgstr "Caractère cinématique (2D)" @@ -5571,9 +5636,8 @@ msgid "2D Kinematic Character Demo" msgstr "Démo de personnage cinématique en 2D" msgid "" -"Returns a [KinematicCollision2D], which contains information about the " -"latest collision that occurred during the last call to [method " -"move_and_slide]." +"Returns a [KinematicCollision2D], which contains information about the latest " +"collision that occurred during the last call to [method move_and_slide]." msgstr "" "Retourne un [KinematicCollision2D], qui contient les information sur la " "dernière collision qui arrive au dernier appel de [method move_and_slide]." @@ -5589,8 +5653,8 @@ msgid "" "By setting various properties on this object, you can control how individual " "characters will be displayed in a [RichTextEffect]." msgstr "" -"En réglant les diverses propriétés de cet objet, il est possible de " -"contrôler le rendu de caractères individuels dans un [RichTextEffect]." +"En réglant les diverses propriétés de cet objet, il est possible de contrôler " +"le rendu de caractères individuels dans un [RichTextEffect]." msgid "BBCode in RichTextLabel" msgstr "BBCode dans RichTextLabel" @@ -5612,17 +5676,16 @@ msgid "" "1)}\n" "[/codeblock]" msgstr "" -"Contient les arguments passés à la balise BBCode d'ouverture. Par défaut, " -"les arguments sont des chaînes de caractères ; si leur contenu correspond à " -"un type tel que [bool], [int] ou [float], ils sont automatiquement " -"convertis. Les codes couleur de la forme [code]#rrvvbb[/code] ou [code]#rvb[/" -"code] sont convertis en une couleur ([Color]) opaque. Les arguments ne " -"doivent pas contenir d'espaces, même s'ils sont entre guillemets. Si il y en " -"a, les guillemets seront également présents dans la chaîne de caractères " -"finale.\n" -"Par exemple, la balise BBCode d'ouverture [code][exemple foo=bonjour " -"bar=true baz=42 color=#ffffff][/code] va correspondre au dictionnaire " -"([Dictionary]) suivant :\n" +"Contient les arguments passés à la balise BBCode d'ouverture. Par défaut, les " +"arguments sont des chaînes de caractères ; si leur contenu correspond à un " +"type tel que [bool], [int] ou [float], ils sont automatiquement convertis. " +"Les codes couleur de la forme [code]#rrvvbb[/code] ou [code]#rvb[/code] sont " +"convertis en une couleur ([Color]) opaque. Les arguments ne doivent pas " +"contenir d'espaces, même s'ils sont entre guillemets. Si il y en a, les " +"guillemets seront également présents dans la chaîne de caractères finale.\n" +"Par exemple, la balise BBCode d'ouverture [code][exemple foo=bonjour bar=true " +"baz=42 color=#ffffff][/code] va correspondre au dictionnaire ([Dictionary]) " +"suivant :\n" "[codeblock]\n" "{\"foo\": \"bonjour\", \"bar\": true, \"baz\": 42, \"color\": Color(1, 1, 1, " "1)}\n" @@ -5634,16 +5697,15 @@ msgstr "" "pixels)." msgid "" -"If [code]true[/code], the character will be drawn. If [code]false[/code], " -"the character will be hidden. Characters around hidden characters will " -"reflow to take the space of hidden characters. If this is not desired, set " -"their [member color] to [code]Color(1, 1, 1, 0)[/code] instead." +"If [code]true[/code], the character will be drawn. If [code]false[/code], the " +"character will be hidden. Characters around hidden characters will reflow to " +"take the space of hidden characters. If this is not desired, set their " +"[member color] to [code]Color(1, 1, 1, 0)[/code] instead." msgstr "" "Si [code]true[/code], le caractère sera affiché. Si [code]false[/code], le " "caractère sera caché. Les caractères autour des caractères cachés seront " -"réorganisés pour prendre leur place. Si ce n'est pas ce qui est voulu, " -"réglez leur couleur ([member color]) sur [code]Color(1, 1, 1, 0)[/code] à la " -"place." +"réorganisés pour prendre leur place. Si ce n'est pas ce qui est voulu, réglez " +"leur couleur ([member color]) sur [code]Color(1, 1, 1, 0)[/code] à la place." msgid "The [CheckBox] text's font color." msgstr "La couleur de la police du texte [CheckBox]." @@ -5667,8 +5729,7 @@ msgstr "" msgid "The [CheckBox] text's font color when it's hovered and pressed." msgstr "" -"La couleur de la police du texte du [CheckBox] quand il est survolé ou " -"appuyé." +"La couleur de la police du texte du [CheckBox] quand il est survolé ou appuyé." msgid "The [CheckBox] text's font color when it's pressed." msgstr "" @@ -5729,8 +5790,7 @@ msgstr "" "sont prioritaire sur cette couleur." msgid "The [CheckButton] text's font color when it's hovered." -msgstr "" -"La couleur de la police du texte du [CheckButton] quand il est survolé." +msgstr "La couleur de la police du texte du [CheckButton] quand il est survolé." msgid "The [CheckButton] text's font color when it's hovered and pressed." msgstr "" @@ -5800,8 +5860,8 @@ msgid "Sets the default [Font]." msgstr "Définit la [Font] par défaut." msgid "" -"Creates a new shape owner for the given object. Returns [code]owner_id[/" -"code] of the new owner for future reference." +"Creates a new shape owner for the given object. Returns [code]owner_id[/code] " +"of the new owner for future reference." msgstr "" "Crée un nouveau propriétaire de forme pour l'objet donné. Retourne " "[code]owner_id[/code] du nouveau propriétaire pour une prochaine référence." @@ -5867,9 +5927,9 @@ msgid "" "input events. Requires at least one [member collision_layer] bit to be set." msgstr "" "Si [code]true[/code], cet objet peut être sélectionné. Ces objets peuvent " -"détecter l'entrée/la sortie du pointeur de la souris sur eux, et si la " -"souris pointe sur l'objet, signaler par des événements d'entrée. Nécessite " -"au moins un bit de [member collision_layer] d'être réglé." +"détecter l'entrée/la sortie du pointeur de la souris sur eux, et si la souris " +"pointe sur l'objet, signaler par des événements d'entrée. Nécessite au moins " +"un bit de [member collision_layer] d'être réglé." msgid "Collision build mode. Use one of the [enum BuildMode] constants." msgstr "" @@ -5896,8 +5956,8 @@ msgid "" "high velocity." msgstr "" "La marge (en pixels) utilisée pour une collision à sens unique. Des valeurs " -"plus élevées rendront la forme plus épaisse, et fonctionneront mieux pour " -"les objets entrant en collision quand ils vont à une vitesse élevée." +"plus élevées rendront la forme plus épaisse, et fonctionneront mieux pour les " +"objets entrant en collision quand ils vont à une vitesse élevée." msgid "If [code]true[/code], no collision will be produced." msgstr "Si [code]true[/code], aucune collision ne sera produite." @@ -5918,10 +5978,10 @@ msgid "" "[b]Note:[/b] This property has no effect if this [CollisionShape2D] is a " "child of an [Area2D] node." msgstr "" -"Définit si cette forme de collision doit uniquement détecter la collision " -"sur un côté (en haut ou en bas).\n" -"[b]Note :[/b] Cette propriété n'a aucun effet si cette [CollisionShape2D] " -"est un enfant d'un nœud [Area2D]." +"Définit si cette forme de collision doit uniquement détecter la collision sur " +"un côté (en haut ou en bas).\n" +"[b]Note :[/b] Cette propriété n'a aucun effet si cette [CollisionShape2D] est " +"un enfant d'un nœud [Area2D]." msgid "" "The margin used for one-way collision (in pixels). Higher values will make " @@ -6409,8 +6469,8 @@ msgid "Yellow green color." msgstr "Couleur vert jaune." msgid "" -"Adds the given color to a list of color presets. The presets are displayed " -"in the color picker and the user will be able to select them.\n" +"Adds the given color to a list of color presets. The presets are displayed in " +"the color picker and the user will be able to select them.\n" "[b]Note:[/b] The presets list is only for [i]this[/i] color picker." msgstr "" "Ajoute la couleur donnée à une liste de pré-réglages de couleur. Les pré-" @@ -6472,8 +6532,7 @@ msgstr "" "droite." msgid "" -"The indicator used to signalize that the color value is outside the 0-1 " -"range." +"The indicator used to signalize that the color value is outside the 0-1 range." msgstr "" "L'indicateur utilisé pour signaler que la valeur de couleur est en dehors de " "l'intervalle 0-1." @@ -6483,8 +6542,8 @@ msgstr "L'icône pour le bouton de sélecteur de couleurs." msgid "" "Returns the [ColorPicker] that this node toggles.\n" -"[b]Warning:[/b] This is a required internal node, removing and freeing it " -"may cause a crash. If you wish to hide it or any of its children, use their " +"[b]Warning:[/b] This is a required internal node, removing and freeing it may " +"cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." msgstr "" "Retourne le [ColorPicker] que ce nœud bascule.\n" @@ -6505,8 +6564,8 @@ msgid "" "Emitted when the [ColorPicker] is created (the button is pressed for the " "first time)." msgstr "" -"Émis lorsque le [ColorPicker] est créé (le bouton est pressé pour la " -"première fois)." +"Émis lorsque le [ColorPicker] est créé (le bouton est pressé pour la première " +"fois)." msgid "Emitted when the [ColorPicker] is closed." msgstr "Émis lorsque le [ColorPicker] est fermé." @@ -6592,8 +6651,8 @@ msgstr "" "Affiche une erreur si la section n'existe pas." msgid "" -"Deletes the specified key in a section. Raises an error if either the " -"section or the key do not exist." +"Deletes the specified key in a section. Raises an error if either the section " +"or the key do not exist." msgstr "" "Supprime la clé spécifiée dans une section. Affiche une erreur si la section " "ou la clé n'existe pas." @@ -6602,9 +6661,9 @@ msgid "" "Returns an array of all defined key identifiers in the specified section. " "Raises an error and returns an empty array if the section does not exist." msgstr "" -"Retourne un tableau de tous les identifiants des clés définis dans la " -"section spécifiée. Affiche une erreur et retourne un tableau vide si la " -"section n'existe pas." +"Retourne un tableau de tous les identifiants des clés définis dans la section " +"spécifiée. Affiche une erreur et retourne un tableau vide si la section " +"n'existe pas." msgid "Returns an array of all defined section identifiers." msgstr "Retourne la liste des identifiants de section définis." @@ -6613,8 +6672,7 @@ msgid "Returns [code]true[/code] if the specified section exists." msgstr "Retourne [code]true[/code] si la section spécifiée existe." msgid "Returns [code]true[/code] if the specified section-key pair exists." -msgstr "" -"Retourne [code]true[/code] si la paire section et clé spécifiée existe." +msgstr "Retourne [code]true[/code] si la paire section et clé spécifiée existe." msgid "" "Assigns a value to the specified key of the specified section. If either the " @@ -6622,15 +6680,15 @@ msgid "" "code] value deletes the specified key if it exists, and deletes the section " "if it ends up empty once the key has been removed." msgstr "" -"Attribue une valeur à la clé spécifiée de la section spécifiée. Si la " -"section ou la clé n'existe pas, elles sont créées. Passer une valeur " -"[code]null[/code] supprime la clé spécifiée si elle existe, et supprime la " -"section si elle est vide une fois que la clé a été supprimée." +"Attribue une valeur à la clé spécifiée de la section spécifiée. Si la section " +"ou la clé n'existe pas, elles sont créées. Passer une valeur [code]null[/" +"code] supprime la clé spécifiée si elle existe, et supprime la section si " +"elle est vide une fois que la clé a été supprimée." msgid "" "Returns the cancel button.\n" -"[b]Warning:[/b] This is a required internal node, removing and freeing it " -"may cause a crash. If you wish to hide it or any of its children, use their " +"[b]Warning:[/b] This is a required internal node, removing and freeing it may " +"cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." msgstr "" "Retourne le bouton annuler.\n" @@ -6667,8 +6725,7 @@ msgstr "Galerie des nœuds de contrôle" msgid "All GUI Demos" msgstr "Toutes les démos d'interface graphique" -msgid "" -"Finds the next (below in the tree) [Control] that can receive the focus." +msgid "Finds the next (below in the tree) [Control] that can receive the focus." msgstr "" "Cherche le prochain (en-dessous dans l'arborescence) [Control] qui peut " "prendre le focus." @@ -6676,12 +6733,12 @@ msgstr "" msgid "" "Finds the previous (above in the tree) [Control] that can receive the focus." msgstr "" -"Retourne le [Control] précédent (au-dessus dans l'arbre) qui peut recevoir " -"le focus." +"Retourne le [Control] précédent (au-dessus dans l'arbre) qui peut recevoir le " +"focus." msgid "" -"Returns the mouse cursor shape the control displays on mouse hover. See " -"[enum CursorShape]." +"Returns the mouse cursor shape the control displays on mouse hover. See [enum " +"CursorShape]." msgstr "" "Retourne le curseur de la souris que le contrôle affiche quand la souris le " "survole. Voir [enum CursorShape]." @@ -6693,8 +6750,8 @@ msgid "Returns the parent control node." msgstr "Renvoie le nœud de contrôle parent." msgid "" -"Returns [code]true[/code] if this is the current focused control. See " -"[member focus_mode]." +"Returns [code]true[/code] if this is the current focused control. See [member " +"focus_mode]." msgstr "" "Retourne [code]true[/code] si c'est le contrôle qui a le focus. Voir [member " "focus_mode]." @@ -6722,12 +6779,12 @@ msgstr "" msgid "" "Controls the direction on the horizontal axis in which the control should " -"grow if its horizontal minimum size is changed to be greater than its " -"current size, as the control always has to be at least the minimum size." +"grow if its horizontal minimum size is changed to be greater than its current " +"size, as the control always has to be at least the minimum size." msgstr "" "Control la direction sur l'axe horizontal selon lequel le contrôle doit " -"croître si sa taille minimale horizontale est modifiée pour être supérieure " -"à sa taille actuelle, car le contrôle doit toujours avoir au moins sa taille " +"croître si sa taille minimale horizontale est modifiée pour être supérieure à " +"sa taille actuelle, car le contrôle doit toujours avoir au moins sa taille " "minimale." msgid "" @@ -6735,10 +6792,9 @@ msgid "" "if its vertical minimum size is changed to be greater than its current size, " "as the control always has to be at least the minimum size." msgstr "" -"Control la direction sur l'axe vertical selon lequel le contrôle doit " -"croître si sa taille minimale verticale est changée pour être supérieure à " -"sa taille actuelle, car le contrôle doit toujours avoir au moins sa taille " -"minimale." +"Control la direction sur l'axe vertical selon lequel le contrôle doit croître " +"si sa taille minimale verticale est changée pour être supérieure à sa taille " +"actuelle, car le contrôle doit toujours avoir au moins sa taille minimale." msgid "" "The default cursor shape for this control. Useful for Godot plugins and " @@ -6755,12 +6811,12 @@ msgstr "" msgid "" "Controls whether the control will be able to receive mouse button input " "events through [method _gui_input] and how these events should be handled. " -"Also controls whether the control can receive the [signal mouse_entered], " -"and [signal mouse_exited] signals. See the constants to learn what each does." +"Also controls whether the control can receive the [signal mouse_entered], and " +"[signal mouse_exited] signals. See the constants to learn what each does." msgstr "" -"Contrôle si la commande sera en mesure de recevoir les événements d'entrée " -"de la souris via [method gui_input] et comment ces événements seront " -"traités. Contrôle également si le contrôle peut recevoir les signaux [signal " +"Contrôle si la commande sera en mesure de recevoir les événements d'entrée de " +"la souris via [method gui_input] et comment ces événements seront traités. " +"Contrôle également si le contrôle peut recevoir les signaux [signal " "mouse_entered] et [signal mouse_exited]. Voyez les constantes pour connaitre " "le rôle de chacun." @@ -6773,17 +6829,16 @@ msgstr "Émis quand la taille minimale du nœud change." msgid "" "Emitted when the mouse enters the control's [code]Rect[/code] area, provided " "its [member mouse_filter] lets the event reach it.\n" -"[b]Note:[/b] [signal mouse_entered] will not be emitted if the mouse enters " -"a child [Control] node before entering the parent's [code]Rect[/code] area, " -"at least until the mouse is moved to reach the parent's [code]Rect[/code] " -"area." +"[b]Note:[/b] [signal mouse_entered] will not be emitted if the mouse enters a " +"child [Control] node before entering the parent's [code]Rect[/code] area, at " +"least until the mouse is moved to reach the parent's [code]Rect[/code] area." msgstr "" "Émis lorsque la souris entre dans le [code]Rect[/code] du contrôle, à " "condition que l'événement l'atteigne.\n" -"[b]Note :[/b] [signal mouse_entered] ne sera pas émis si la souris entre " -"dans un nœud [Control] enfant avant d'entrer dans le [code]Rect[/code], au " -"moins jusqu'à ce que la souris soit déplacée pour atteindre le [code]Rect[/" -"code] du parent." +"[b]Note :[/b] [signal mouse_entered] ne sera pas émis si la souris entre dans " +"un nœud [Control] enfant avant d'entrer dans le [code]Rect[/code], au moins " +"jusqu'à ce que la souris soit déplacée pour atteindre le [code]Rect[/code] du " +"parent." msgid "Emitted when the control changes size." msgstr "Émis lorsque le contrôle change de taille." @@ -6825,23 +6880,22 @@ msgid "" "- The [member theme_type_variation] property is changed on this node.\n" "- One of the node's theme property overrides is changed.\n" "- The node enters the scene tree.\n" -"[b]Note:[/b] As an optimization, this notification won't be sent from " -"changes that occur while this node is outside of the scene tree. Instead, " -"all of the theme item updates can be applied at once when the node enters " -"the scene tree." +"[b]Note:[/b] As an optimization, this notification won't be sent from changes " +"that occur while this node is outside of the scene tree. Instead, all of the " +"theme item updates can be applied at once when the node enters the scene tree." msgstr "" -"Envoyé si le nœud a besoin de rafraîchir ses éléments de thème. Cela se " -"passe dans l'un des cas suivants :\n" +"Envoyé si le nœud a besoin de rafraîchir ses éléments de thème. Cela se passe " +"dans l'un des cas suivants :\n" "- La propriété [member theme] est changée sur ce nœud ou sur un de ses " "ancêtres.\n" "- La propriété [member theme_type_variation] est changée sur ce nœud.\n" "- Une des surcharges d'une propriété de thème est changée pour ce nœud.\n" "- Le nœud entre la hiérarchie de la scène.\n" "[b]Note :[/b] Pour plus d'optimisation, cette notification ne sera pas " -"envoyée pour les changements qui se passent pendant que ce nœud est en " -"dehors de la hiérarchie de la scène. À la place, toues les mises à jour " -"d'éléments de thème peuvent être appliqués dès que le nœud entre dans la " -"hiérarchie de la scène." +"envoyée pour les changements qui se passent pendant que ce nœud est en dehors " +"de la hiérarchie de la scène. À la place, toues les mises à jour d'éléments " +"de thème peuvent être appliqués dès que le nœud entre dans la hiérarchie de " +"la scène." msgid "" "Sent when this node is inside a [ScrollContainer] which has begun being " @@ -6902,8 +6956,8 @@ msgid "" msgstr "" "Affiche le curseur de la souris de déposé-glissé, souvent un poing fermé ou " "un symbole de croix, lorsque l'utilisateur survole le nœud. Ça précise à " -"l'utilisateur qu'il déplace actuellement un objet, comme un nœud dans le " -"dock de Scene." +"l'utilisateur qu'il déplace actuellement un objet, comme un nœud dans le dock " +"de Scene." msgid "" "Show the system's drop mouse cursor when the user hovers the node. It can be " @@ -6916,26 +6970,26 @@ msgstr "" "Scene." msgid "" -"Show the system's forbidden mouse cursor when the user hovers the node. " -"Often a crossed circle." +"Show the system's forbidden mouse cursor when the user hovers the node. Often " +"a crossed circle." msgstr "" "Affiche le curseur de souris d'interdition système lorsque l'utilisateur " "survole le nœud. C'est souvent un cercle barré." msgid "" -"Show the system's vertical resize mouse cursor when the user hovers the " -"node. A double-headed vertical arrow. It tells the user they can resize the " -"window or the panel vertically." +"Show the system's vertical resize mouse cursor when the user hovers the node. " +"A double-headed vertical arrow. It tells the user they can resize the window " +"or the panel vertically." msgstr "" "Afficher le curseur de souris de redimensionnement vertical lorsque " -"l'utilisateur survole le nœud. Une flèche verticale à double tête. Ça " -"précise à l'utilisateur qu'il peut redimensionner la fenêtre ou le panneau " +"l'utilisateur survole le nœud. Une flèche verticale à double tête. Ça précise " +"à l'utilisateur qu'il peut redimensionner la fenêtre ou le panneau " "verticalement." msgid "" "Show the system's horizontal resize mouse cursor when the user hovers the " -"node. A double-headed horizontal arrow. It tells the user they can resize " -"the window or the panel horizontally." +"node. A double-headed horizontal arrow. It tells the user they can resize the " +"window or the panel horizontally." msgstr "" "Affiche le curseur de la souris de redimensionnement horizontal lorsque " "l'utilisateur survole le nœud. Une flèche horizontale à double tête. Ça " @@ -6944,32 +6998,32 @@ msgstr "" msgid "" "Show the system's window resize mouse cursor when the user hovers the node. " -"The cursor is a double-headed arrow that goes from the bottom left to the " -"top right. It tells the user they can resize the window or the panel both " +"The cursor is a double-headed arrow that goes from the bottom left to the top " +"right. It tells the user they can resize the window or the panel both " "horizontally and vertically." msgstr "" "Affiche le curseur de la souris de redimensionnement de la fenêtre lorsque " -"l'utilisateur survole le nœud. Le curseur est une flèche à double tête qui " -"va du bas à gauche au sommet à droite. Ça précise à l'utilisateur qu'il peut " +"l'utilisateur survole le nœud. Le curseur est une flèche à double tête qui va " +"du bas à gauche au sommet à droite. Ça précise à l'utilisateur qu'il peut " "redimensionner la fenêtre ou le panneau à la fois horizontalement et " "verticalement." msgid "" "Show the system's window resize mouse cursor when the user hovers the node. " -"The cursor is a double-headed arrow that goes from the top left to the " -"bottom right, the opposite of [constant CURSOR_BDIAGSIZE]. It tells the user " -"they can resize the window or the panel both horizontally and vertically." +"The cursor is a double-headed arrow that goes from the top left to the bottom " +"right, the opposite of [constant CURSOR_BDIAGSIZE]. It tells the user they " +"can resize the window or the panel both horizontally and vertically." msgstr "" "Affiche le curseur de la souris de redimensionnement de la fenêtre lorsque " -"l'utilisateur survole le nœud. Le curseur est une flèche à double tête qui " -"va du haut à gauche au bas à droite, le contraire de [constant " +"l'utilisateur survole le nœud. Le curseur est une flèche à double tête qui va " +"du haut à gauche au bas à droite, le contraire de [constant " "CURSOR_BDIAGSIZE]. Ça précise à l'utilisateur qu'il peut redimensionner la " "fenêtre ou le panneau à la fois horizontalement et verticalement." msgid "" -"Show the system's move mouse cursor when the user hovers the node. It shows " -"2 double-headed arrows at a 90 degree angle. It tells the user they can move " -"a UI element freely." +"Show the system's move mouse cursor when the user hovers the node. It shows 2 " +"double-headed arrows at a 90 degree angle. It tells the user they can move a " +"UI element freely." msgstr "" "Affiche le curseur de la souris de déplacement lorsque l'utilisateur survole " "le nœud. Il montre 2 flèches doubles à un angle de 90 degrés. Ça précise à " @@ -6987,13 +7041,13 @@ msgid "" "Show the system's horizontal split mouse cursor when the user hovers the " "node. On Windows, it's the same as [constant CURSOR_HSIZE]." msgstr "" -"Affiche le curseur système de la souris avec un séparateur horizontal " -"lorsque l'utilisateur survole le nœud. Sur Windows, il est identique à " -"[constant CURSOR_HSIZE]." +"Affiche le curseur système de la souris avec un séparateur horizontal lorsque " +"l'utilisateur survole le nœud. Sur Windows, il est identique à [constant " +"CURSOR_HSIZE]." msgid "" -"Show the system's help mouse cursor when the user hovers the node, a " -"question mark." +"Show the system's help mouse cursor when the user hovers the node, a question " +"mark." msgstr "" "Affiche le curseur système de la souris pour l'aide lorsque l'utilisateur " "survole le nœud, avec un point d'interrogation." @@ -7016,8 +7070,8 @@ msgid "" "Snap all 4 anchors to the bottom-left of the parent control's bounds. Use " "with [method set_anchors_preset]." msgstr "" -"Magnétise toutes les 4 ancres jusqu'au coin bas-gauche du rectangle " -"englobant du contrôle parent. À utiliser avec [méthod set_anchors_preset]." +"Magnétise toutes les 4 ancres jusqu'au coin bas-gauche du rectangle englobant " +"du contrôle parent. À utiliser avec [méthod set_anchors_preset]." msgid "" "Snap all 4 anchors to the bottom-right of the parent control's bounds. Use " @@ -7030,8 +7084,8 @@ msgid "" "Snap all 4 anchors to the center of the left edge of the parent control's " "bounds. Use with [method set_anchors_preset]." msgstr "" -"Magnétise toutes les 4 ancres au centre du bord gauche du rectangle " -"englobant du contrôle parent. À utiliser avec [méthod set_anchors_preset]." +"Magnétise toutes les 4 ancres au centre du bord gauche du rectangle englobant " +"du contrôle parent. À utiliser avec [méthod set_anchors_preset]." msgid "" "Snap all 4 anchors to the center of the top edge of the parent control's " @@ -7051,15 +7105,15 @@ msgid "" "Snap all 4 anchors to the center of the bottom edge of the parent control's " "bounds. Use with [method set_anchors_preset]." msgstr "" -"Magnétise toutes les 4 ancres au centre du bord du bas du rectangle " -"englobant du contrôle parent. À utiliser avec [méthod set_anchors_preset]." +"Magnétise toutes les 4 ancres au centre du bord du bas du rectangle englobant " +"du contrôle parent. À utiliser avec [méthod set_anchors_preset]." msgid "" "Snap all 4 anchors to the center of the parent control's bounds. Use with " "[method set_anchors_preset]." msgstr "" -"Magnétise les 4 ancres au centre du rectangle englobant de contrôle parent. " -"À utiliser avec [méthod set_anchors_preset]." +"Magnétise les 4 ancres au centre du rectangle englobant de contrôle parent. À " +"utiliser avec [méthod set_anchors_preset]." msgid "" "Snap all 4 anchors to a vertical line that cuts the parent control in half. " @@ -7069,11 +7123,11 @@ msgstr "" "en deux. À utiliser avec [méthod set_anchors_preset]." msgid "" -"Snap all 4 anchors to a horizontal line that cuts the parent control in " -"half. Use with [method set_anchors_preset]." +"Snap all 4 anchors to a horizontal line that cuts the parent control in half. " +"Use with [method set_anchors_preset]." msgstr "" -"Magnétise les 4 ancres sur une ligne horizontale qui coupe le contrôle " -"parent en deux. À utiliser avec [méthod set_anchors_preset]." +"Magnétise les 4 ancres sur une ligne horizontale qui coupe le contrôle parent " +"en deux. À utiliser avec [méthod set_anchors_preset]." msgid "The control will be resized to its minimum size." msgstr "Le contrôle sera redimensionné à sa taille minimale." @@ -7088,9 +7142,9 @@ msgid "The control's size will not change." msgstr "La taille du contrôle ne changera pas." msgid "" -"Tells the parent [Container] to let this node take all the available space " -"on the axis you flag. If multiple neighboring nodes are set to expand, " -"they'll share the space based on their stretch ratio. See [member " +"Tells the parent [Container] to let this node take all the available space on " +"the axis you flag. If multiple neighboring nodes are set to expand, they'll " +"share the space based on their stretch ratio. See [member " "size_flags_stretch_ratio]. Use with [member size_flags_horizontal] and " "[member size_flags_vertical]." msgstr "" @@ -7104,20 +7158,20 @@ msgid "" "The control will receive mouse button input events through [method " "_gui_input] if clicked on. And the control will receive the [signal " "mouse_entered] and [signal mouse_exited] signals. These events are " -"automatically marked as handled, and they will not propagate further to " -"other controls. This also results in blocking signals in other controls." +"automatically marked as handled, and they will not propagate further to other " +"controls. This also results in blocking signals in other controls." msgstr "" "Le contrôle recevra les événements d'entrée de la souris via [method " -"gui_input] si vous cliquez dessus. Et le contrôle recevra les signaux " -"[signal mouse_entered] et [signal mouse_exited]. Ces événements sont " -"automatiquement marqués comme traités, et ils ne se propagent pas vers les " -"autres contrôles. Cela permet également de bloquer la propagation de ces " -"signaux à partir d'autres contrôles." +"gui_input] si vous cliquez dessus. Et le contrôle recevra les signaux [signal " +"mouse_entered] et [signal mouse_exited]. Ces événements sont automatiquement " +"marqués comme traités, et ils ne se propagent pas vers les autres contrôles. " +"Cela permet également de bloquer la propagation de ces signaux à partir " +"d'autres contrôles." msgid "" "The control will not receive mouse button input events through [method " -"_gui_input]. The control will also not receive the [signal mouse_entered] " -"nor [signal mouse_exited] signals. This will not block other controls from " +"_gui_input]. The control will also not receive the [signal mouse_entered] nor " +"[signal mouse_exited] signals. This will not block other controls from " "receiving these events or firing the signals. Ignored events will not be " "handled automatically." msgstr "" @@ -7145,8 +7199,8 @@ msgid "" "The control will grow in both directions equally to make up if its minimum " "size is changed to be greater than its current size." msgstr "" -"Le contrôle va croître dans les deux directions de façon égale pour " -"compenser si sa taille minimale est plus grande que sa taille actuelle." +"Le contrôle va croître dans les deux directions de façon égale pour compenser " +"si sa taille minimale est plus grande que sa taille actuelle." msgid "" "Snaps one of the 4 anchor's sides to the origin of the node's [code]Rect[/" @@ -7156,19 +7210,19 @@ msgid "" msgstr "" "Magnétise l'un des 4 côtés d'ancrage à l'origine de l'ancrage [code]Rect[/" "code], en haut à gauche. Utilisez-le avec l'une des variables membres " -"[code]anchor_*[/code], comme [member anchor_left]. Pour modifier les 4 " -"ancres à la fois, utilisez [method set_anchors_preset]." +"[code]anchor_*[/code], comme [member anchor_left]. Pour modifier les 4 ancres " +"à la fois, utilisez [method set_anchors_preset]." msgid "" -"Snaps one of the 4 anchor's sides to the end of the node's [code]Rect[/" -"code], in the bottom right. Use it with one of the [code]anchor_*[/code] " -"member variables, like [member anchor_left]. To change all 4 anchors at " -"once, use [method set_anchors_preset]." +"Snaps one of the 4 anchor's sides to the end of the node's [code]Rect[/code], " +"in the bottom right. Use it with one of the [code]anchor_*[/code] member " +"variables, like [member anchor_left]. To change all 4 anchors at once, use " +"[method set_anchors_preset]." msgstr "" -"Magnétise l'un des 4 côtés d'ancrage à l'extrémité de l'extrémité " -"[code]Rect[/code], en bas à droite. Utilisez-le avec l'une des variables " -"membres [code]anchor_*[/code], comme [member anchor_left]. Pour modifier les " -"4 ancres à la fois, utilisez [method set_anchors_preset]." +"Magnétise l'un des 4 côtés d'ancrage à l'extrémité de l'extrémité [code]Rect[/" +"code], en bas à droite. Utilisez-le avec l'une des variables membres " +"[code]anchor_*[/code], comme [member anchor_left]. Pour modifier les 4 ancres " +"à la fois, utilisez [method set_anchors_preset]." msgid "The list of 3D points forming the convex polygon shape." msgstr "La liste des points 3D formant le polygone convexe." @@ -7221,8 +7275,7 @@ msgid "Damping will vary along this [Curve]." msgstr "L'amortissement varie le long de cette [Curve]." msgid "Unit vector specifying the particles' emission direction." -msgstr "" -"Le vecteur unitaire définissant la direction d'émission des particules." +msgstr "Le vecteur unitaire définissant la direction d'émission des particules." msgid "Particle draw order. Uses [enum DrawOrder] values." msgstr "" @@ -7247,8 +7300,7 @@ msgid "" "EMISSION_SHAPE_POINTS] or [constant EMISSION_SHAPE_DIRECTED_POINTS]." msgstr "" "Définit les positions initiales pour les particules créées en utilisant " -"[constant EMISSION_SHAPE_POINTS] ou [constant " -"EMISSION_SHAPE_DIRECTED_POINTS]." +"[constant EMISSION_SHAPE_POINTS] ou [constant EMISSION_SHAPE_DIRECTED_POINTS]." msgid "" "The rectangle's extents if [member emission_shape] is set to [constant " @@ -7276,8 +7328,7 @@ msgstr "Si [code]true[/code], des particules sont émises." msgid "" "How rapidly particles in an emission cycle are emitted. If greater than " -"[code]0[/code], there will be a gap in emissions before the next cycle " -"begins." +"[code]0[/code], there will be a gap in emissions before the next cycle begins." msgstr "" "La rapidité avec laquelle les particules d’un cycle d’émission sont émises. " "Si elle est supérieure à [code]0[/code], il y aura un écart dans les " @@ -7347,8 +7398,8 @@ msgid "" "Each particle's initial direction range from [code]+spread[/code] to [code]-" "spread[/code] degrees." msgstr "" -"La direction initiale de chaque particules sera comprise entre " -"[code]+spread[/code] et [code]-spread[/code] degrés." +"La direction initiale de chaque particules sera comprise entre [code]+spread[/" +"code] et [code]-spread[/code] degrés." msgid "Each particle's tangential acceleration will vary along this [Curve]." msgstr "" @@ -7365,8 +7416,7 @@ msgstr "" "Les particules sont affichées dans l'ordre dans lequel elles ont été émises." msgid "Particles are drawn in order of remaining lifetime." -msgstr "" -"Les particules sont affichées dans l'ordre de la durée de vie restante." +msgstr "Les particules sont affichées dans l'ordre de la durée de vie restante." msgid "Represents the size of the [enum Parameter] enum." msgstr "Représente la taille de l'énumération [enum Parameter]." @@ -7400,14 +7450,14 @@ msgstr "" msgid "" "Particles will be emitted at a position chosen randomly among [member " -"emission_points]. Particle velocity and rotation will be set based on " -"[member emission_normals]. Particle color will be modulated by [member " +"emission_points]. Particle velocity and rotation will be set based on [member " +"emission_normals]. Particle color will be modulated by [member " "emission_colors]." msgstr "" "Les particules seront émises à une position choisie au hasard parmi [member " -"emission_points]. La vitesse et la rotation des particules seront " -"déterminées en fonction de [member emission_normals]. La couleur des " -"particules sera modulée par [member emission_colors]." +"emission_points]. La vitesse et la rotation des particules seront déterminées " +"en fonction de [member emission_normals]. La couleur des particules sera " +"modulée par [member emission_colors]." msgid "Represents the size of the [enum EmissionShape] enum." msgstr "Représente la taille de l'énumération [enum EmissionShape]." @@ -7434,8 +7484,7 @@ msgid "" "The inner radius of the ring when using the emitter [constant " "EMISSION_SHAPE_RING]." msgstr "" -"Le rayon intérieur de l'anneau pour l'émetteur [constant " -"EMISSION_SHAPE_RING]." +"Le rayon intérieur de l'anneau pour l'émetteur [constant EMISSION_SHAPE_RING]." msgid "" "The radius of the ring when using the emitter [constant EMISSION_SHAPE_RING]." @@ -7459,16 +7508,16 @@ msgid "" "The [Mesh] used for each particle. If [code]null[/code], particles will be " "spheres." msgstr "" -"Le [Mesh] utilisé pour chaque particule. Si [code]null[/code], les " -"particules seront des sphères." +"Le [Mesh] utilisé pour chaque particule. Si [code]null[/code], les particules " +"seront des sphères." msgid "" "Each particle's initial direction range from [code]+spread[/code] to [code]-" "spread[/code] degrees. Applied to X/Z plane and Y/Z planes." msgstr "" -"La direction initiale de chaque particule dans l'intervalle de " -"[code]+spread[/code] à [code]-spread[/code] degrés. Appliquée aux plans sur " -"X/Z et aux plans sur Y/Z." +"La direction initiale de chaque particule dans l'intervalle de [code]+spread[/" +"code] à [code]-spread[/code] degrés. Appliquée aux plans sur X/Z et aux plans " +"sur Y/Z." msgid "Particles are drawn in order of depth." msgstr "Les particules sont affichées suivant leur profondeur à l'écran." @@ -7526,8 +7575,7 @@ msgstr "Une forme de maillage CSG qui utilise une ressource de maillage." msgid "The [Material] used in drawing the CSG shape." msgstr "Le [Material] utilisé pour dessiner la forme de la CSG." -msgid "" -"When [member mode] is [constant MODE_DEPTH], the depth of the extrusion." +msgid "When [member mode] is [constant MODE_DEPTH], the depth of the extrusion." msgstr "" "Quand [member mode] est [constant MODE_DEPTH], la profondeur de l'extrusion." @@ -7536,9 +7584,9 @@ msgstr "Le [member mode] utilisé pour extruder le [member polygon]." msgid "" "When [member mode] is [constant MODE_PATH], by default, the top half of the " -"[member material] is stretched along the entire length of the extruded " -"shape. If [code]false[/code] the top half of the material is repeated every " -"step of the extrusion." +"[member material] is stretched along the entire length of the extruded shape. " +"If [code]false[/code] the top half of the material is repeated every step of " +"the extrusion." msgstr "" "Lorsque [member mode] est [constant MODE_PATH], par défaut, la moitié " "supérieure du [member material] est étirée sur toute la longueur de la forme " @@ -7564,12 +7612,12 @@ msgstr "" msgid "" "When [member mode] is [constant MODE_PATH], if [code]true[/code] the ends of " -"the path are joined, by adding an extrusion between the last and first " -"points of the path." +"the path are joined, by adding an extrusion between the last and first points " +"of the path." msgstr "" "Lorsque [member mode] est [constant MODE_PATH], si [code]true[/code] les " -"extrémités du chemin sont jointes, en ajoutant une extrusion entre le " -"dernier et le premier points du chemin." +"extrémités du chemin sont jointes, en ajoutant une extrusion entre le dernier " +"et le premier points du chemin." msgid "" "When [member mode] is [constant MODE_PATH], the [enum PathRotation] method " @@ -7592,8 +7640,8 @@ msgid "" "coordinates will match geometry exactly with no tiling." msgstr "" "Lorsque [member mode] est [constant MODE_PATH], c'est la distance le long du " -"chemin, en mètres, que les coordonnées de texture seront répétées. Quand à " -"0, les coordonnées de texture correspondront exactement à la géométrie sans " +"chemin, en mètres, que les coordonnées de texture seront répétées. Quand à 0, " +"les coordonnées de texture correspondront exactement à la géométrie sans " "répétition." msgid "" @@ -7606,8 +7654,8 @@ msgid "" msgstr "" "Le tableau de points qui définit le polygone 2D extrudé. Cela peut être un " "polygone convexe ou concave avec 3 points ou plus. Le polygone ne doit " -"[i]pas[/i] avoir de bords qui sont des intersections. Sinon, la " -"triangulation échouera et aucun maillage ne sera généré.\n" +"[i]pas[/i] avoir de bords qui sont des intersections. Sinon, la triangulation " +"échouera et aucun maillage ne sera généré.\n" "[b]Note :[/b] Si seulement 1 ou 2 points sont définis dans [member polygon], " "aucun maillage ne sera généré." @@ -7619,15 +7667,14 @@ msgstr "" msgid "The [member polygon] shape is extruded along the negative Z axis." msgstr "La forme [member polygone] est extrudée le long de l'axe Z négatif." -msgid "" -"The [member polygon] shape is extruded by rotating it around the Y axis." +msgid "The [member polygon] shape is extruded by rotating it around the Y axis." msgstr "" "La forme [member polygon] est extrudée en la faisant pivoter autour de l'axe " "Y." msgid "" -"The [member polygon] shape follows the path and its rotations around the " -"path axis." +"The [member polygon] shape follows the path and its rotations around the path " +"axis." msgstr "" "La forme [member polygon] suit le chemin et pivote autour de l'axe du chemin." @@ -7637,15 +7684,15 @@ msgid "" "extrude." msgstr "" "Lorsque [member mode] est défini à [constant MODE_PATH], [member " -"path_interval] déterminera la distance, en mètres, entre chaque intervalle " -"où le chemin s'extrudera." +"path_interval] déterminera la distance, en mètres, entre chaque intervalle où " +"le chemin s'extrudera." msgid "" "When [member mode] is set to [constant MODE_PATH], [member path_interval] " "will subdivide the polygons along the path." msgstr "" -"Lorsque [member mode] est défini [constant MODE_PATH], [member " -"path_interval] divisera les polygones le long du chemin." +"Lorsque [member mode] est défini [constant MODE_PATH], [member path_interval] " +"divisera les polygones le long du chemin." msgid "Base class for CSG primitives." msgstr "Classe de base pour les primitives CSG." @@ -7654,17 +7701,17 @@ msgid "The CSG base class." msgstr "La classe de base CSG." msgid "" -"Returns [code]true[/code] if this is a root shape and is thus the object " -"that is rendered." +"Returns [code]true[/code] if this is a root shape and is thus the object that " +"is rendered." msgstr "" -"Retourne [code]true[/code] s’il s’agit d’une forme racine et est donc " -"l’objet rendu." +"Retourne [code]true[/code] s’il s’agit d’une forme racine et est donc l’objet " +"rendu." msgid "" "The physics layers this area is in.\n" -"Collidable objects can exist in any of 32 different layers. These layers " -"work like a tagging system, and are not visual. A collidable can use these " -"layers to select with which objects it can collide, using the collision_mask " +"Collidable objects can exist in any of 32 different layers. These layers work " +"like a tagging system, and are not visual. A collidable can use these layers " +"to select with which objects it can collide, using the collision_mask " "property.\n" "A contact is detected if object A is in any of the layers that object B " "scans, or object B is in any layer scanned by object A. See [url=$DOCS_URL/" @@ -7673,11 +7720,11 @@ msgid "" "information." msgstr "" "Le calque physique de cette zone.\n" -"Les objets de collision peuvent exister dans l'un des 32 calques " -"différentes. Ces calques fonctionnent comme un système de marquage, et ne " -"sont pas visuels. Un objet de collision peut utiliser ces calques pour " -"sélectionner avec quels objets il peut entrer en collision, en utilisant la " -"propriété [member collision_mask].\n" +"Les objets de collision peuvent exister dans l'un des 32 calques différentes. " +"Ces calques fonctionnent comme un système de marquage, et ne sont pas " +"visuels. Un objet de collision peut utiliser ces calques pour sélectionner " +"avec quels objets il peut entrer en collision, en utilisant la propriété " +"[member collision_mask].\n" "Un contact est détecté si l'objet A est dans l'un des calques que l'objet B " "observe, ou si l'objet B est dans tous les calques observés par l'objet A. " "Voir [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-" @@ -7693,8 +7740,7 @@ msgstr "" "enfant CSG puisque l'opération est entre ce nœud et l'enfant précédent de ce " "nœud parent." -msgid "" -"Geometry of both primitives is merged, intersecting geometry is removed." +msgid "Geometry of both primitives is merged, intersecting geometry is removed." msgstr "" "La géométrie des deux primitives est fusionnée, la géométrie croisée est " "supprimée." @@ -7742,13 +7788,13 @@ msgid "The number of slices the torus is constructed of." msgstr "Le nombre de tranches dont le tore est constitué." msgid "" -"If [code]true[/code] the normals of the torus are set to give a smooth " -"effect making the torus seem rounded. If [code]false[/code] the torus will " -"have a flat shaded look." +"If [code]true[/code] the normals of the torus are set to give a smooth effect " +"making the torus seem rounded. If [code]false[/code] the torus will have a " +"flat shaded look." msgstr "" "Si [code]true[/code] les normales du tore sont définies pour donner un effet " -"lisse donnant l'impression que le tore est arrondis. Si [code]false[/code] " -"le tore aura un aspect de rendu plat." +"lisse donnant l'impression que le tore est arrondis. Si [code]false[/code] le " +"tore aura un aspect de rendu plat." msgid "" "This class represents a C# script. It is the C# equivalent of the [GDScript] " @@ -7767,15 +7813,15 @@ msgstr "Une courbe mathématique." msgid "" "Adds a point to the curve. For each side, if the [code]*_mode[/code] is " -"[constant TANGENT_LINEAR], the [code]*_tangent[/code] angle (in degrees) " -"uses the slope of the curve halfway to the adjacent point. Allows custom " -"assignments to the [code]*_tangent[/code] angle if [code]*_mode[/code] is " -"set to [constant TANGENT_FREE]." +"[constant TANGENT_LINEAR], the [code]*_tangent[/code] angle (in degrees) uses " +"the slope of the curve halfway to the adjacent point. Allows custom " +"assignments to the [code]*_tangent[/code] angle if [code]*_mode[/code] is set " +"to [constant TANGENT_FREE]." msgstr "" "Ajoute un point à la courbe. Pour chaque côté, si le [code]*_mode[/code] est " -"[constant TANGENT_LINEAR], l'angle [code]*_tangent[/code] (en degrés) " -"utilise la pente de la courbe définie par rapport à la demi-distance du " -"point adjacent. Permet des spécifier des tangentes personnalisées avec " +"[constant TANGENT_LINEAR], l'angle [code]*_tangent[/code] (en degrés) utilise " +"la pente de la courbe définie par rapport à la demi-distance du point " +"adjacent. Permet des spécifier des tangentes personnalisées avec " "[code]*_tangent[/code] si [code]*_mode[/code] est défini à [constant " "TANGENT_FREE]." @@ -7807,8 +7853,8 @@ msgid "" "The curve calculates the tangent on this side of the point as the slope " "halfway towards the adjacent point." msgstr "" -"La courbe calcule la tangente de ce côté du point comme la pente avec la " -"demi-distance du point adjacent." +"La courbe calcule la tangente de ce côté du point comme la pente avec la demi-" +"distance du point adjacent." msgid "The total number of available tangent modes." msgstr "Le nombre total de modes de tangentes disponibles." @@ -7819,8 +7865,8 @@ msgstr "Décrit une courbe de Bézier dans l'espace 2D." msgid "" "This class describes a Bézier curve in 2D space. It is mainly used to give a " "shape to a [Path2D], but can be manually sampled for other purposes.\n" -"It keeps a cache of precalculated points along the curve, to speed up " -"further calculations." +"It keeps a cache of precalculated points along the curve, to speed up further " +"calculations." msgstr "" "Cette classe décrit une courbe de Bézier en 2D. C'est principalement utilisé " "pour définir un chemin [Path2D], mais ça peut être utilisé manuellement pour " @@ -7837,33 +7883,33 @@ msgstr "" "bake_interval]), cette longeur devrait être une approximation suffisante." msgid "" -"The distance in pixels between two adjacent cached points. Changing it " -"forces the cache to be recomputed the next time the [method " -"get_baked_points] or [method get_baked_length] function is called. The " -"smaller the distance, the more points in the cache and the more memory it " -"will consume, so use with care." +"The distance in pixels between two adjacent cached points. Changing it forces " +"the cache to be recomputed the next time the [method get_baked_points] or " +"[method get_baked_length] function is called. The smaller the distance, the " +"more points in the cache and the more memory it will consume, so use with " +"care." msgstr "" "La distance en pixels entre deux points du cache qui sont voisins. Le " "changement recalcule le cache des points la fois suivante où [method " -"get_baked_points] ou [method get_baked_length] sera appelée. Plus la " -"distance est petite, plus il y a de points dans ce cache, et donc plus il " -"consommera de mémoire, à utiliser donc avec soin." +"get_baked_points] ou [method get_baked_length] sera appelée. Plus la distance " +"est petite, plus il y a de points dans ce cache, et donc plus il consommera " +"de mémoire, à utiliser donc avec soin." msgid "Describes a Bézier curve in 3D space." msgstr "Décrit une courbe de Bézier dans l’espace 3D." msgid "" -"The distance in meters between two adjacent cached points. Changing it " -"forces the cache to be recomputed the next time the [method " -"get_baked_points] or [method get_baked_length] function is called. The " -"smaller the distance, the more points in the cache and the more memory it " -"will consume, so use with care." +"The distance in meters between two adjacent cached points. Changing it forces " +"the cache to be recomputed the next time the [method get_baked_points] or " +"[method get_baked_length] function is called. The smaller the distance, the " +"more points in the cache and the more memory it will consume, so use with " +"care." msgstr "" "La distance en unités entre deux points de cache adjacents. Le changement " "force le cache à être recalculé la prochaine fois que la fonction [method " -"get_baked_points] ou [method get_baked_length] sera appelée. Plus la " -"distance est petite, plus il y aura de points dans le cache, et plus ça " -"utilisera de mémoire, à utiliser donc avec soin." +"get_baked_points] ou [method get_baked_length] sera appelée. Plus la distance " +"est petite, plus il y aura de points dans le cache, et plus ça utilisera de " +"mémoire, à utiliser donc avec soin." msgid "A texture that shows a curve." msgstr "Texture qui montre une courbe." @@ -7878,8 +7924,8 @@ msgid "" msgstr "" "La largeur de la texture (en pixels). Des valeurs plus élevées permettent de " "mieux représenter les données à haute fréquence (comme les changements " -"soudains de direction) au coût de l'utilisation accrue du temps de " -"génération et de la mémoire." +"soudains de direction) au coût de l'utilisation accrue du temps de génération " +"et de la mémoire." msgid "Class representing a cylindrical [PrimitiveMesh]." msgstr "Classe représentant un cylindrique [PrimitiveMesh]." @@ -7889,9 +7935,9 @@ msgid "" "create cones by setting either the [member top_radius] or [member " "bottom_radius] properties to [code]0.0[/code]." msgstr "" -"La classe représentant un [PrimitiveMesh] cylindrique. Cette classe peut " -"être utilisée pour créer des cônes en définissant la propriété [member " -"top_radius] ou [member bottom_radius] à [code]0.0[/code]." +"La classe représentant un [PrimitiveMesh] cylindrique. Cette classe peut être " +"utilisée pour créer des cônes en définissant la propriété [member top_radius] " +"ou [member bottom_radius] à [code]0.0[/code]." msgid "Full height of the cylinder." msgstr "Pleine hauteur du cylindre." @@ -7934,8 +7980,8 @@ msgstr "" "dossier actuel, ou un chemin absolu." msgid "" -"Returns the absolute path to the currently opened directory (e.g. " -"[code]res://folder[/code] or [code]C:\\tmp\\folder[/code])." +"Returns the absolute path to the currently opened directory (e.g. [code]res://" +"folder[/code] or [code]C:\\tmp\\folder[/code])." msgstr "" "Retourne le chemin absolu vers le dossier actuellement ouvert (ex.: " "[code]res://folder[/code] ou [code]C:\\tmp\\folder[/code])." @@ -7973,8 +8019,8 @@ msgstr "" "méthode retourne une chaîne vide." msgid "" -"Closes the current stream opened with [method list_dir_begin] (whether it " -"has been fully processed with [method get_next] does not matter)." +"Closes the current stream opened with [method list_dir_begin] (whether it has " +"been fully processed with [method get_next] does not matter)." msgstr "" "Ferme le flux ouvert actuel avec [method list_dir_begin] (qu'il ait été " "entièrement traité avec [method get_next] n'a pas d'importance)." @@ -7990,9 +8036,9 @@ msgid "" "directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]." msgstr "" "Si [code]true[/code], le détail des ombres est sacrifié pour obtenir des " -"transitions plus lisses entre les fractions. Activer cette option a " -"également un coût modéré sur les performances. Ceci est ignoré lorsque " -"[member directional_shadow_mode] est [constant SHADOW_ORTHOGONAL]." +"transitions plus lisses entre les fractions. Activer cette option a également " +"un coût modéré sur les performances. Ceci est ignoré lorsque [member " +"directional_shadow_mode] est [constant SHADOW_ORTHOGONAL]." msgid "" "The maximum distance for shadow splits. Increasing this value will make " @@ -8001,9 +8047,9 @@ msgid "" "directional shadow rendering)." msgstr "" "La distance maximale pour les fractions des ombres. Augmenter cette valeur " -"rendra visibles les ombres directionnelles de plus loin, mais affichera " -"moins de détails des ombres et de moins bonnes performances (puisque plus " -"d'objets doivent être inclus dans le rendu d'ombre directionnel)." +"rendra visibles les ombres directionnelles de plus loin, mais affichera moins " +"de détails des ombres et de moins bonnes performances (puisque plus d'objets " +"doivent être inclus dans le rendu d'ombre directionnel)." msgid "The light's shadow rendering algorithm. See [enum ShadowMode]." msgstr "" @@ -8017,8 +8063,8 @@ msgid "" msgstr "" "La distance de la caméra à la division 1 de l'ombre. Relative à [member " "directional_shadow_max_distance]. Seulement utilisé lorsque [member " -"directional_shadow_mode] est [constant SHADOW_PARALLEL_2_SPLITS] ou " -"[constant SHADOW_PARALLEL_4_SPLITS]." +"directional_shadow_mode] est [constant SHADOW_PARALLEL_2_SPLITS] ou [constant " +"SHADOW_PARALLEL_4_SPLITS]." msgid "" "The distance from shadow split 2 to split 3. Relative to [member " @@ -8061,11 +8107,11 @@ msgid "A script that is executed when exporting the project." msgstr "Un script qui est exécuté à l'export du projet." msgid "" -"[EditorExportPlugin]s are automatically invoked whenever the user exports " -"the project. Their most common use is to determine what files are being " -"included in the exported project. For each plugin, [method _export_begin] is " -"called at the beginning of the export process and then [method _export_file] " -"is called for each exported file.\n" +"[EditorExportPlugin]s are automatically invoked whenever the user exports the " +"project. Their most common use is to determine what files are being included " +"in the exported project. For each plugin, [method _export_begin] is called at " +"the beginning of the export process and then [method _export_file] is called " +"for each exported file.\n" "To use [EditorExportPlugin], register it using the [method EditorPlugin." "add_export_plugin] method first." msgstr "" @@ -8088,8 +8134,8 @@ msgid "" "Adds a C++ code to the iOS export. The final code is created from the code " "appended by each active export plugin." msgstr "" -"Ajoute un code C++ à l'exportation iOS. Le code final est créé à partir de " -"ce code ajouté à chaque greffon d'exportation actif." +"Ajoute un code C++ à l'exportation iOS. Le code final est créé à partir de ce " +"code ajouté à chaque greffon d'exportation actif." msgid "Adds linker flags for the iOS export." msgstr "Ajoute un drapeau à l'assembleur pour l'export iOS." @@ -8104,8 +8150,8 @@ msgstr "" msgid "" "An editor feature profile which can be used to disable specific features." msgstr "" -"Un profile de fonctionnalités de l'éditeur qui permet de désactiver " -"certaines fonctionnalités." +"Un profile de fonctionnalités de l'éditeur qui permet de désactiver certaines " +"fonctionnalités." msgid "" "An editor feature profile can be used to disable specific features of the " @@ -8121,11 +8167,10 @@ msgstr "" "fonctionnalités spécifiques de l'éditeur Godot. Lorsqu'elles sont " "désactivées, ces fonctionnalités n'apparaîtront pas dans l'éditeur, ce qui " "rend simplie l'éditeur. Cela est utile dans les milieux d'éducation pour " -"réduire la confusion ou lorsque vous travaillez dans une équipe. Par " -"exemple, les artistes et les concepteurs de niveau pourraient utiliser un " -"profil de fonctionnalités qui désactive l'éditeur de script pour éviter des " -"modifications accidentelles aux fichiers qu'ils ne sont pas censés " -"modifier.\n" +"réduire la confusion ou lorsque vous travaillez dans une équipe. Par exemple, " +"les artistes et les concepteurs de niveau pourraient utiliser un profil de " +"fonctionnalités qui désactive l'éditeur de script pour éviter des " +"modifications accidentelles aux fichiers qu'ils ne sont pas censés modifier.\n" "Pour gérer visuellement les profils d'éditeur, utilisez [b]Éditeur > Gérer " "les profils de fonctionnalités.[/b] en haut de la fenêtre de l'éditeur." @@ -8143,10 +8188,9 @@ msgid "" "imported using the feature profile manager's [b]Import[/b] button or the " "[method load_from_file] method." msgstr "" -"Enregistre le profil de fonctionnalité de l'éditeur dans un fichier au " -"format JSON. Il peut ensuite être importé en utilisant le bouton " -"[b]Importer[/b] du gestionnaire de profils ou via la méthode [method " -"load_from_file]." +"Enregistre le profil de fonctionnalité de l'éditeur dans un fichier au format " +"JSON. Il peut ensuite être importé en utilisant le bouton [b]Importer[/b] du " +"gestionnaire de profils ou via la méthode [method load_from_file]." msgid "" "The 3D editor. If this feature is disabled, the 3D editor won't display but " @@ -8157,27 +8201,26 @@ msgstr "" "\"Créer un nouveau nœud\"." msgid "" -"The Script tab, which contains the script editor and class reference " -"browser. If this feature is disabled, the Script tab won't display." +"The Script tab, which contains the script editor and class reference browser. " +"If this feature is disabled, the Script tab won't display." msgstr "" "L'onglet \"Script\", qui contient l'éditeur de script et le navigateur de " "documentation des classes. Si cette fonctionnalité est désactivée, " "l'affichage de l'onglet \"Script\" ne sera pas affiché." msgid "" -"The AssetLib tab. If this feature is disabled, the AssetLib tab won't " -"display." +"The AssetLib tab. If this feature is disabled, the AssetLib tab won't display." msgstr "" -"L'onglet AssetLib. Si cette caractéristique est désactivée, l'onglet " -"AssetLib ne sera pas affiché." +"L'onglet AssetLib. Si cette caractéristique est désactivée, l'onglet AssetLib " +"ne sera pas affiché." msgid "" "Scene tree editing. If this feature is disabled, the Scene tree dock will " "still be visible but will be read-only." msgstr "" "L'éditeur de l'arborescence de la scène. Si cette caractéristique est " -"désactivée, le dock de l'arborescence de la scène sera toujours visible, " -"mais ne pourra pas être modifié." +"désactivée, le dock de l'arborescence de la scène sera toujours visible, mais " +"ne pourra pas être modifié." msgid "" "The Node dock. If this feature is disabled, signals and groups won't be " @@ -8208,15 +8251,15 @@ msgstr "Retire tous les filtres sauf \"Tous les fichiers (*)\"." msgid "" "Returns the [code]VBoxContainer[/code] used to display the file system.\n" -"[b]Warning:[/b] This is a required internal node, removing and freeing it " -"may cause a crash. If you wish to hide it or any of its children, use their " +"[b]Warning:[/b] This is a required internal node, removing and freeing it may " +"cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." msgstr "" "Retourne le [code]VBoxContainer[/code] utilisé pour afficher le système de " "fichiers.\n" -"[b]Avertissement :[/b] Il s'agit d'un nœud requis en interne, l'enlever et " -"le libérer peut causer un plantage. Si vous voulez le cacher lui ou un de " -"ses enfants, utilisez la propriété [membre CanvasItem.visible]." +"[b]Avertissement :[/b] Il s'agit d'un nœud requis en interne, l'enlever et le " +"libérer peut causer un plantage. Si vous voulez le cacher lui ou un de ses " +"enfants, utilisez la propriété [membre CanvasItem.visible]." msgid "" "Notify the [EditorFileDialog] that its view of the data is no longer " @@ -8269,8 +8312,8 @@ msgid "" "The [EditorFileDialog] can select only one file. Accepting the window will " "open the file." msgstr "" -"Le [EditorFileDialog] ne peut sélectionner qu'un seul fichier. Accepter " -"cette fenêtre ouvrira le fichier sélectionné." +"Le [EditorFileDialog] ne peut sélectionner qu'un seul fichier. Accepter cette " +"fenêtre ouvrira le fichier sélectionné." msgid "" "The [EditorFileDialog] can select multiple files. Accepting the window will " @@ -8411,8 +8454,8 @@ msgid "" "any file and import it as a new resource type." msgstr "" "Enregistre un importateur de ressources personnalisée dans l'éditeur. " -"Utilisez cette classe pour interpréter n'importe quel fichier pour " -"l'importer comme nouveau type de ressource." +"Utilisez cette classe pour interpréter n'importe quel fichier pour l'importer " +"comme nouveau type de ressource." msgid "Import plugins" msgstr "Importer des plugins" @@ -8424,18 +8467,17 @@ msgid "" "[code]hint_string[/code] (optional), [code]usage[/code] (optional)." msgstr "" "Retourne les options et les valeurs par défaut pour le préréglage à cet " -"index. Retourne un Array de Dictionnary avec les clés suivantes : " -"[code]name[/code], [code]default_value[/code], [code]property_hint[/code] " -"(optionnel), [code]hint_string[/code] (optionnel) et [code]usage[/code] " -"(optionnel)." +"index. Retourne un Array de Dictionnary avec les clés suivantes : [code]name[/" +"code], [code]default_value[/code], [code]property_hint[/code] (optionnel), " +"[code]hint_string[/code] (optionnel) et [code]usage[/code] (optionnel)." msgid "" -"Gets the order of this importer to be run when importing resources. " -"Importers with [i]lower[/i] import orders will be called first, and higher " -"values will be called later. Use this to ensure the importer runs after the " -"dependencies are already imported. The default import order is [code]0[/" -"code] unless overridden by a specific importer. See [enum ResourceImporter." -"ImportOrder] for some predefined values." +"Gets the order of this importer to be run when importing resources. Importers " +"with [i]lower[/i] import orders will be called first, and higher values will " +"be called later. Use this to ensure the importer runs after the dependencies " +"are already imported. The default import order is [code]0[/code] unless " +"overridden by a specific importer. See [enum ResourceImporter.ImportOrder] " +"for some predefined values." msgstr "" "Retourne l'ordre de lancement de cet importateur lors de l'importation de " "ressources. Les importateurs avec un ordre d'importation plus [i]bas[/i] " @@ -8455,8 +8497,8 @@ msgid "" "Gets the priority of this plugin for the recognized extension. Higher " "priority plugins will be preferred. The default priority is [code]1.0[/code]." msgstr "" -"Retourne la priorité de ce greffon pour l'extension reconnue. Des greffons " -"le plus prioritaires seront préférés. La priorité par défaut est [code]1.0[/" +"Retourne la priorité de ce greffon pour l'extension reconnue. Des greffons le " +"plus prioritaires seront préférés. La priorité par défaut est [code]1.0[/" "code]." msgid "" @@ -8474,8 +8516,8 @@ msgstr "" "[code]\"Mesh\"[/code] ou [code]\"Animation\"[/code]." msgid "" -"Gets the name to display in the import window. You should choose this name " -"as a continuation to \"Import as\", e.g. \"Import as Special Mesh\"." +"Gets the name to display in the import window. You should choose this name as " +"a continuation to \"Import as\", e.g. \"Import as Special Mesh\"." msgstr "" "Retourne le nom à afficher dans la fenêtre d'importation. Vous devriez " "choisir ce nom comme une suite à \"Importer comme\", par exemple \"Importer " @@ -8488,13 +8530,13 @@ msgid "Emitted when a property is edited in the inspector." msgstr "Émis lorsqu'une propriété est modifiée dans l'inspecteur." msgid "" -"Emitted when a property is keyed in the inspector. Properties can be keyed " -"by clicking the \"key\" icon next to a property when the Animation panel is " +"Emitted when a property is keyed in the inspector. Properties can be keyed by " +"clicking the \"key\" icon next to a property when the Animation panel is " "toggled." msgstr "" "Émis lorsqu'une propriété est utilisée comme clé dans l'inspecteur. Les " -"propriétés peuvent être utilisées comme clé en cliquant sur l'icône \"clé\" " -"à côté d'une propriété lorsque le panneau \"Animation\" est ouvert." +"propriétés peuvent être utilisées comme clé en cliquant sur l'icône \"clé\" à " +"côté d'une propriété lorsque le panneau \"Animation\" est ouvert." msgid "Emitted when a property is selected in the inspector." msgstr "Émis lorsqu'une propriété est sélectionnée dans l'inspecteur." @@ -8544,21 +8586,21 @@ msgstr "" "la ligne et de la colonne." msgid "" -"Edits the given [Script]. The line and column on which to open the script " -"can also be specified. The script will be open with the user-configured " -"editor for the script's language which may be an external editor." +"Edits the given [Script]. The line and column on which to open the script can " +"also be specified. The script will be open with the user-configured editor " +"for the script's language which may be an external editor." msgstr "" -"Modifie le [Script]. La ligne et la colonne à laquelle ce script s'ouvre " -"peut également être spécifiées. Le script sera ouvert avec l'éditeur " -"configuré par l'utilisateur pour ce type de langage, où un éditeur externe " -"peut être spécifié." +"Modifie le [Script]. La ligne et la colonne à laquelle ce script s'ouvre peut " +"également être spécifiées. Le script sera ouvert avec l'éditeur configuré par " +"l'utilisateur pour ce type de langage, où un éditeur externe peut être " +"spécifié." msgid "" -"Returns the main container of Godot editor's window. For example, you can " -"use it to retrieve the size of the container and place your controls " +"Returns the main container of Godot editor's window. For example, you can use " +"it to retrieve the size of the container and place your controls " "accordingly.\n" -"[b]Warning:[/b] Removing and freeing this node will render the editor " -"useless and may cause a crash." +"[b]Warning:[/b] Removing and freeing this node will render the editor useless " +"and may cause a crash." msgstr "" "Retourne le conteneur principal de la fenêtre de l'éditeur de Godot. Par " "exemple, vous pouvez l'utiliser pour récupérer la taille du conteneur et " @@ -8574,11 +8616,11 @@ msgstr "Retourne le [Node] racine de l'actuelle scène éditée." msgid "" "Returns the actual scale of the editor UI ([code]1.0[/code] being 100% " -"scale). This can be used to adjust position and dimensions of the UI added " -"by plugins.\n" +"scale). This can be used to adjust position and dimensions of the UI added by " +"plugins.\n" "[b]Note:[/b] This value is set via the [code]interface/editor/display_scale[/" -"code] and [code]interface/editor/custom_display_scale[/code] editor " -"settings. Editor must be restarted for changes to be properly applied." +"code] and [code]interface/editor/custom_display_scale[/code] editor settings. " +"Editor must be restarted for changes to be properly applied." msgstr "" "Retourne l'échelle actuelle de l'interface de l'éditeur ([code]1.0[/code] " "étant une échelle à 100%). Cela peut être utilisé pour régler la position et " @@ -8663,8 +8705,8 @@ msgid "Stops the scene that is currently playing." msgstr "Arrête la scène qui est actuellement jouée." msgid "" -"If [code]true[/code], enables distraction-free mode which hides side docks " -"to increase the space available for the main view." +"If [code]true[/code], enables distraction-free mode which hides side docks to " +"increase the space available for the main view." msgstr "" "Si [code]true[/code], active le mode sans distraction qui cache les barres " "d'outils latérales pour augmenter l'espace disponible pour la vue principale." @@ -8679,27 +8721,25 @@ msgid "Used by the editor to extend its functionality." msgstr "Utiliser par l'éditeur pour augmenter ses fonctionnalités." msgid "" -"Plugins are used by the editor to extend functionality. The most common " -"types of plugins are those which edit a given node or resource type, import " -"plugins and export plugins. See also [EditorScript] to add functions to the " -"editor." +"Plugins are used by the editor to extend functionality. The most common types " +"of plugins are those which edit a given node or resource type, import plugins " +"and export plugins. See also [EditorScript] to add functions to the editor." msgstr "" "Les greffons sont utilisés par l'éditeur pour étendre les fonctionnalités. " -"Les types les plus courants de greffons sont ceux qui modifient un nœud " -"donné ou un type de ressource, les greffons d'importation et d'exportation. " -"Voir aussi [EditorScript] pour ajouter des fonctions à l'éditeur." +"Les types les plus courants de greffons sont ceux qui modifient un nœud donné " +"ou un type de ressource, les greffons d'importation et d'exportation. Voir " +"aussi [EditorScript] pour ajouter des fonctions à l'éditeur." msgid "" -"This method is called when the editor is about to save the project, switch " -"to another tab, etc. It asks the plugin to apply any pending state changes " -"to ensure consistency.\n" +"This method is called when the editor is about to save the project, switch to " +"another tab, etc. It asks the plugin to apply any pending state changes to " +"ensure consistency.\n" "This is used, for example, in shader editors to let the plugin know that it " "must apply the shader code being written by the user to the object." msgstr "" -"Cette méthode est appelée lorsque l'éditeur est sur le point d'enregistrer " -"le projet, passer à un autre onglet, etc. Il demande au greffon d'appliquer " -"tout changement d'état qui serait en attente pour garder une certaine " -"cohérence.\n" +"Cette méthode est appelée lorsque l'éditeur est sur le point d'enregistrer le " +"projet, passer à un autre onglet, etc. Il demande au greffon d'appliquer tout " +"changement d'état qui serait en attente pour garder une certaine cohérence.\n" "Ceci est utilisé, par exemple, dans les éditeurs d'ombres pour signaler au " "greffon qu'il doit appliquer le shader d'ombre écrit par l'utilisateur à " "l'objet." @@ -8760,8 +8800,8 @@ msgstr "" "contrôles de votre éditeur." msgid "" -"This method is called after the editor saves the project or when it's " -"closed. It asks the plugin to save edited external scenes/resources." +"This method is called after the editor saves the project or when it's closed. " +"It asks the plugin to save edited external scenes/resources." msgstr "" "Cette méthode est appelée après que l'éditeur enregistre le projet ou " "lorsqu'il est fermé. Il demande au greffon d'enregistrer les scènes et " @@ -8787,35 +8827,34 @@ msgid "" "UI.\n" "Please remember that you have to manage the visibility of your custom " "controls yourself (and likely hide it after adding it).\n" -"When your plugin is deactivated, make sure to remove your custom control " -"with [method remove_control_from_container] and free it with [method Node." +"When your plugin is deactivated, make sure to remove your custom control with " +"[method remove_control_from_container] and free it with [method Node." "queue_free]." msgstr "" "Ajoute un contrôle personnalisé à un conteneur (voir [enum " -"CustomControlContainer)]. Il existe de nombreux emplacements où des " -"contrôles personnalisés peuvent être ajoutés dans l'interface utilisateur de " +"CustomControlContainer)]. Il existe de nombreux emplacements où des contrôles " +"personnalisés peuvent être ajoutés dans l'interface utilisateur de " "l'éditeur.\n" "N'oubliez pas que vous devez gérer la visibilité de vos contrôles " "personnalisés vous-même (et probablement le cacher après l'avoir ajouté).\n" -"Lorsque votre greffon est désactivé, assurez-vous de supprimer votre " -"contrôle personnalisé avec [method remove_control_from_container] et de le " -"libérer avec [method Node.queue_free]." +"Lorsque votre greffon est désactivé, assurez-vous de supprimer votre contrôle " +"personnalisé avec [method remove_control_from_container] et de le libérer " +"avec [method Node.queue_free]." msgid "" "Adds the control to a specific dock slot (see [enum DockSlot] for options).\n" "If the dock is repositioned and as long as the plugin is active, the editor " "will save the dock position on further sessions.\n" -"When your plugin is deactivated, make sure to remove your custom control " -"with [method remove_control_from_docks] and free it with [method Node." -"queue_free]." +"When your plugin is deactivated, make sure to remove your custom control with " +"[method remove_control_from_docks] and free it with [method Node.queue_free]." msgstr "" "Ajoute le contrôle à un emplacement spécifique du dock (voir [enum DockSlot] " "pour les options).\n" "Si le dock est repositionné et aussi longtemps que le greffon est actif, " "l'éditeur enregistrera la position du dock pour d'autres sessions.\n" -"Lorsque votre greffon est désactivé, assurez-vous de supprimer votre " -"contrôle personnalisé avec [method remove_control_from_container] et de le " -"libérer avec [method Node.queue_free]." +"Lorsque votre greffon est désactivé, assurez-vous de supprimer votre contrôle " +"personnalisé avec [method remove_control_from_container] et de le libérer " +"avec [method Node.queue_free]." msgid "" "Registers a new [EditorExportPlugin]. Export plugins are used to perform " @@ -8824,8 +8863,8 @@ msgid "" msgstr "" "Enregistre un nouveau [EditorExportPlugin]. Les greffons d'exportation sont " "utilisés pour effectuer des tâches lorsque le projet est exporté.\n" -"Voir [method add_inspector_plugin] pour un exemple sur comment enregistrer " -"un greffon." +"Voir [method add_inspector_plugin] pour un exemple sur comment enregistrer un " +"greffon." msgid "" "Gets the Editor's dialog used for making scripts.\n" @@ -8839,8 +8878,8 @@ msgstr "" "inutile et peut causer un accident." msgid "" -"Gets the undo/redo object. Most actions in the editor can be undoable, so " -"use this object to make sure this happens when it's worth it." +"Gets the undo/redo object. Most actions in the editor can be undoable, so use " +"this object to make sure this happens when it's worth it." msgstr "" "Obtient l'objet annuler/refaire. La plupart des actions de l'éditeur peuvent " "être inutilisables, alors utilisez cet objet pour s'assurer que cela se " @@ -8856,8 +8895,8 @@ msgid "" "Removes the control from the bottom panel. You have to manually [method Node." "queue_free] the control." msgstr "" -"Retire un contrôle du panneau du bas. Vous devez appeler manuellement " -"[method Node.queue_free] pour supprimer ce contrôle." +"Retire un contrôle du panneau du bas. Vous devez appeler manuellement [method " +"Node.queue_free] pour supprimer ce contrôle." msgid "" "Removes the control from the specified container. You have to manually " @@ -8878,8 +8917,7 @@ msgstr "Supprime un type personnalisé ajouté par [method add_custom_type]." msgid "Removes an export plugin registered by [method add_export_plugin]." msgstr "" -"Supprime un plugin d'exportation enregistré par la [method " -"add_export_plugin]." +"Supprime un plugin d'exportation enregistré par la [method add_export_plugin]." msgid "Removes an import plugin registered by [method add_import_plugin]." msgstr "Supprime un plugin importé inscrit par [method add_import_plugin]." @@ -8906,25 +8944,24 @@ msgstr "" "add_scene_format_importer_plugin]." msgid "" -"Emitted when user changes the workspace ([b]2D[/b], [b]3D[/b], [b]Script[/" -"b], [b]AssetLib[/b]). Also works with custom screens defined by plugins." +"Emitted when user changes the workspace ([b]2D[/b], [b]3D[/b], [b]Script[/b], " +"[b]AssetLib[/b]). Also works with custom screens defined by plugins." msgstr "" "Émis quand l'utilisateur change d'espace de travail ([b]2D[/b], [b]3D[/b], " "[b]Script[/b], [b]AssetLib[/b]). Fonctionne aussi avec les écrans " "personnalisés définis par des greffons." msgid "" -"Emitted when the scene is changed in the editor. The argument will return " -"the root node of the scene that has just become active. If this scene is new " -"and empty, the argument will be [code]null[/code]." +"Emitted when the scene is changed in the editor. The argument will return the " +"root node of the scene that has just become active. If this scene is new and " +"empty, the argument will be [code]null[/code]." msgstr "" "Émis lorsque la scène est changée dans l'éditeur. L'argument retournera le " "nœud racine de la scène qui vient de devenir active. Si cette scène est " "nouvelle et vide, l'argument sera [code]null[/code]." msgid "" -"Emitted when user closes a scene. The argument is file path to a closed " -"scene." +"Emitted when user closes a scene. The argument is file path to a closed scene." msgstr "" "Émis lorsque l’utilisateur ferme une scène. L’argument est le chemin d’accès " "au fichier vers une scène fermée." @@ -8993,8 +9030,7 @@ msgstr "" "Utilisé par des sous-inspecteurs. Émettez-le si l'identifiant d'un Object a " "été sélectionné." -msgid "" -"Do not emit this manually, use the [method emit_changed] method instead." +msgid "Do not emit this manually, use the [method emit_changed] method instead." msgstr "" "Ne l'émettez pas manuellement, utilisez plutôt la méthode [method " "emit_changed]." @@ -9045,12 +9081,11 @@ msgstr "" "l'édition est contrôlée par l'inspecteur lui-même ou les sous-inspecteurs." msgid "" -"Returns a list of all allowed types and subtypes corresponding to the " -"[member base_type]. If the [member base_type] is empty, an empty list is " -"returned." +"Returns a list of all allowed types and subtypes corresponding to the [member " +"base_type]. If the [member base_type] is empty, an empty list is returned." msgstr "" -"Retourne une liste de tous les types et sous-types autorisés correspondant " -"au [member base_type]. Si le [member base_type] est vide, une liste vide est " +"Retourne une liste de tous les types et sous-types autorisés correspondant au " +"[member base_type]. Si le [member base_type] est vide, une liste vide est " "retournée." msgid "" @@ -9064,8 +9099,8 @@ msgid "" "The base type of allowed resource types. Can be a comma-separated list of " "several options." msgstr "" -"Le type de base des types de ressources autorisées. Ça peut être une liste " -"de plusieurs options séparées par des virgules." +"Le type de base des types de ressources autorisées. Ça peut être une liste de " +"plusieurs options séparées par des virgules." msgid "If [code]true[/code], the value can be selected and edited." msgstr "Si [code]true[/code], la valeur peut être sélectionnée et modifiée." @@ -9151,20 +9186,20 @@ msgstr "" "code] d'un [Node]." msgid "" -"Similar to [EditorResourcePicker] this [Control] node is used in the " -"editor's Inspector dock, but only to edit the [code]script[/code] property " -"of a [Node]. Default options for creating new resources of all possible " -"subtypes are replaced with dedicated buttons that open the \"Attach Node " -"Script\" dialog. Can be used with [EditorInspectorPlugin] to recreate the " -"same behavior.\n" +"Similar to [EditorResourcePicker] this [Control] node is used in the editor's " +"Inspector dock, but only to edit the [code]script[/code] property of a " +"[Node]. Default options for creating new resources of all possible subtypes " +"are replaced with dedicated buttons that open the \"Attach Node Script\" " +"dialog. Can be used with [EditorInspectorPlugin] to recreate the same " +"behavior.\n" "[b]Note:[/b] You must set the [member script_owner] for the custom context " "menu items to work." msgstr "" "Similaire à [EditorResourcePicker], ce nœud [Control] est utilisé dans le " "dock d'inspecteur de l'éditeur, mais seulement pour modifier la propriété " "[code]script[/code] d'un [Node]. Les options par défaut pour créer de " -"nouvelles ressources de tous les sous-types possibles sont remplacées par " -"des boutons dédiés qui ouvrent le dialogue \"Attaché un Script\". Peut être " +"nouvelles ressources de tous les sous-types possibles sont remplacées par des " +"boutons dédiés qui ouvrent le dialogue \"Attaché un Script\". Peut être " "utilisé avec [EditorInspectorPlugin] pour recréer le même comportement.\n" "[b]Note :[/b] Vous devez définir le [member script_owner] pour les éléments " "de menu contextuel personnalisés fonctionnent." @@ -9189,13 +9224,12 @@ msgstr "" msgid "" "Adds a node to the selection.\n" "[b]Note:[/b] The newly selected node will not be automatically edited in the " -"inspector. If you want to edit a node, use [method EditorInterface." -"edit_node]." +"inspector. If you want to edit a node, use [method EditorInterface.edit_node]." msgstr "" "Ajoute un nœud à la sélection.\n" -"[b]Note :[/b] Le nouveau nœud sélectionné ne sera pas automatiquement " -"modifié dans l'inspecteur. Si vous souhaitez modifier un nœud, utilisez " -"[method EditorInterface.edit_nœud]." +"[b]Note :[/b] Le nouveau nœud sélectionné ne sera pas automatiquement modifié " +"dans l'inspecteur. Si vous souhaitez modifier un nœud, utilisez [method " +"EditorInterface.edit_nœud]." msgid "Clear the selection." msgstr "Effacer la sélection." @@ -9237,11 +9271,10 @@ msgid "Sets the list of favorite files and directories for this project." msgstr "Définit la liste des fichiers et dossiers favoris pour ce projet." msgid "" -"Sets the list of recently visited folders in the file dialog for this " -"project." +"Sets the list of recently visited folders in the file dialog for this project." msgstr "" -"Définit une liste des dossiers récemment visités dans le dialogue de " -"fichiers de ce projet." +"Définit une liste des dossiers récemment visités dans le dialogue de fichiers " +"de ce projet." msgid "" "The language to use for the editor interface.\n" @@ -9275,17 +9308,17 @@ msgstr "Si [code]true[/code], le glisseur est masqué." msgid "" "Register a reference for \"do\" that will be erased if the \"do\" history is " -"lost. This is useful mostly for new nodes created for the \"do\" call. Do " -"not use for resources." +"lost. This is useful mostly for new nodes created for the \"do\" call. Do not " +"use for resources." msgstr "" "Enregistre une référence pour \"faire\" qui sera effacée si l'historique de " "\"faire\" est perdue. Ceci est utile surtout pour les nouveaux nœuds créés " "avec l'appel \"faire\". Ne pas l'utiliser pour les ressources." msgid "" -"Register a reference for \"undo\" that will be erased if the \"undo\" " -"history is lost. This is useful mostly for nodes removed with the \"do\" " -"call (not the \"undo\" call!)." +"Register a reference for \"undo\" that will be erased if the \"undo\" history " +"is lost. This is useful mostly for nodes removed with the \"do\" call (not " +"the \"undo\" call!)." msgstr "" "Enregistre une référence pour \"annuler\" qui sera effacée si l'historique " "\"annuler\" est perdue. Ceci est utile surtout pour les nœuds retirés avec " @@ -9338,34 +9371,34 @@ msgid "Holds a reference to an [Object]'s instance ID." msgstr "Contient une référence à l’ID d’instance d’un [Object]." msgid "" -"No compression. This uses the most bandwidth, but has the upside of " -"requiring the fewest CPU resources. This option may also be used to make " -"network debugging using tools like Wireshark easier." +"No compression. This uses the most bandwidth, but has the upside of requiring " +"the fewest CPU resources. This option may also be used to make network " +"debugging using tools like Wireshark easier." msgstr "" "Aucune compression. Cela utilise le plus de bande passante, mais moins de " -"ressource du CPU. Cette option peut également être utilisée pour faciliter " -"le débogage du réseau en utilisant des outils comme Wireshark." +"ressource du CPU. Cette option peut également être utilisée pour faciliter le " +"débogage du réseau en utilisant des outils comme Wireshark." msgid "" "ENet's built-in range encoding. Works well on small packets, but is not the " "most efficient algorithm on packets larger than 4 KB." msgstr "" -"L'encodage intégré d'ENet. Fonctionne bien sur les petits paquets, mais " -"n'est pas l'algorithme le plus efficace pour les paquets de plus de 4 KB." +"L'encodage intégré d'ENet. Fonctionne bien sur les petits paquets, mais n'est " +"pas l'algorithme le plus efficace pour les paquets de plus de 4 KB." msgid "High-level multiplayer" msgstr "API multijoueur de haut niveau" msgid "" "The IP used when creating a server. This is set to the wildcard [code]\"*\"[/" -"code] by default, which binds to all available interfaces. The given IP " -"needs to be in IPv4 or IPv6 address format, for example: " -"[code]\"192.168.1.1\"[/code]." +"code] by default, which binds to all available interfaces. The given IP needs " +"to be in IPv4 or IPv6 address format, for example: [code]\"192.168.1.1\"[/" +"code]." msgstr "" "L'adresse IP utilisée lors de la création d'un serveur. Ceci est défini le " "joker [code]\"*\"[/code] par défaut, qui se connecte à toutes les interfaces " -"disponibles. L'adresse donnée doit être au format IPv4 ou IPv6, par " -"exemple : [code]\"192.168.1.1\"[/code]." +"disponibles. L'adresse donnée doit être au format IPv4 ou IPv6, par exemple : " +"[code]\"192.168.1.1\"[/code]." msgid "" "Returns engine author information in a Dictionary.\n" @@ -9381,8 +9414,7 @@ msgstr "" "fondateurs\n" "[code]project_managers[/code] - Un tableau de String, le nom des chefs de " "projet\n" -"[code]developers[/code] - Un tableau de String, le nom de " -"développeurs" +"[code]developers[/code] - Un tableau de String, le nom de développeurs" msgid "" "Returns an Array of copyright information Dictionaries.\n" @@ -9446,8 +9478,8 @@ msgstr "" "code]." msgid "" -"The global color saturation value of the rendered scene (default value is " -"1). Effective only if [code]adjustment_enabled[/code] is [code]true[/code]." +"The global color saturation value of the rendered scene (default value is 1). " +"Effective only if [code]adjustment_enabled[/code] is [code]true[/code]." msgstr "" "La valeur globale de la saturation des couleurs dans les scènes rendues (la " "valeur par défaut est 1). Ne fonctionne que si [code]adjustment_enabled[/" @@ -9463,8 +9495,7 @@ msgid "The glow blending mode." msgstr "Le mode de mélange pour les lueurs." msgid "The depth tolerance for screen-space reflections." -msgstr "" -"La tolérance de profondeur pour les réflexions sur l'espace de l'écran." +msgstr "La tolérance de profondeur pour les réflexions sur l'espace de l'écran." msgid "Clears the background using a custom clear color." msgstr "" @@ -9489,8 +9520,8 @@ msgid "Returns [code]true[/code] if [method execute] has failed." msgstr "Retourne [code]true[/code] si [method execute] a échoué." msgid "" -"Returns the next 8 bits from the file as an integer. See [method store_8] " -"for details on what values can be stored and retrieved this way." +"Returns the next 8 bits from the file as an integer. See [method store_8] for " +"details on what values can be stored and retrieved this way." msgstr "" "Retourne les 8 bits suivant du fichier interprété en un entier. Voir [method " "store_8] pour les détails sur les valeurs qui peuvent être enregistrées et " @@ -9500,25 +9531,25 @@ msgid "" "Returns the next 16 bits from the file as an integer. See [method store_16] " "for details on what values can be stored and retrieved this way." msgstr "" -"Retourne les 16 bits suivant du fichier interprété en un entier. Voir " -"[method store_16] pour les détails sur les valeurs qui peuvent être " -"enregistrées et récupérées de cette manière." +"Retourne les 16 bits suivant du fichier interprété en un entier. Voir [method " +"store_16] pour les détails sur les valeurs qui peuvent être enregistrées et " +"récupérées de cette manière." msgid "" "Returns the next 32 bits from the file as an integer. See [method store_32] " "for details on what values can be stored and retrieved this way." msgstr "" -"Retourne les 32 bits suivant du fichier interprété en un entier. Voir " -"[method store_32] pour les détails sur les valeurs qui peuvent être " -"enregistrées et récupérées de cette manière." +"Retourne les 32 bits suivant du fichier interprété en un entier. Voir [method " +"store_32] pour les détails sur les valeurs qui peuvent être enregistrées et " +"récupérées de cette manière." msgid "" "Returns the next 64 bits from the file as an integer. See [method store_64] " "for details on what values can be stored and retrieved this way." msgstr "" -"Retourne les 64 bits suivant du fichier interprété en un entier. Voir " -"[method store_64] pour les détails sur les valeurs qui peuvent être " -"enregistrées et récupérées de cette manière." +"Retourne les 64 bits suivant du fichier interprété en un entier. Voir [method " +"store_64] pour les détails sur les valeurs qui peuvent être enregistrées et " +"récupérées de cette manière." msgid "Returns the next 64 bits from the file as a floating-point number." msgstr "" @@ -9561,8 +9592,7 @@ msgstr "" "Le texte est interprété comme étant codé en UTF-8." msgid "Returns the path as a [String] for the current open file." -msgstr "" -"Retourne le chemin en tant que [String] du fichier actuellement ouvert." +msgstr "Retourne le chemin en tant que [String] du fichier actuellement ouvert." msgid "Returns the absolute path as a [String] for the current open file." msgstr "Retourne le chemin absolu en [String] pour l'actuel fichier ouvert." @@ -9574,8 +9604,8 @@ msgid "" "Returns a SHA-256 [String] representing the file at the given path or an " "empty [String] on failure." msgstr "" -"Retourne le SHA-256 du fichier au chemin spécifié ou une [String] vide en " -"cas d'échec." +"Retourne le SHA-256 du fichier au chemin spécifié ou une [String] vide en cas " +"d'échec." msgid "Returns [code]true[/code] if the file is currently opened." msgstr "Retourne [code]true[/code] si le fichier est actuellement ouvert." @@ -9602,8 +9632,8 @@ msgid "Stores a floating-point number in the file." msgstr "Stocke un nombre à virgule flottante dans le fichier." msgid "" -"Opens the file for read operations. The cursor is positioned at the " -"beginning of the file." +"Opens the file for read operations. The cursor is positioned at the beginning " +"of the file." msgstr "" "Ouvre le fichier en lecture seule. Le curseur du fichier est placé au début " "du fichier." @@ -9616,11 +9646,11 @@ msgstr "" "tronque s’il existe déjà." msgid "" -"Opens the file for read and write operations. Does not truncate the file. " -"The cursor is positioned at the beginning of the file." +"Opens the file for read and write operations. Does not truncate the file. The " +"cursor is positioned at the beginning of the file." msgstr "" -"Ouvre le fichier pour les opérations de lecture et d'écriture. Ne tronque " -"pas le fichier. Le curseur est placé au début du fichier." +"Ouvre le fichier pour les opérations de lecture et d'écriture. Ne tronque pas " +"le fichier. Le curseur est placé au début du fichier." msgid "" "Opens the file for read and write operations. The file is created if it does " @@ -9631,8 +9661,8 @@ msgstr "" "pas, et est vidé sinon. Le curseur est positionné au début du fichier." msgid "" -"Uses the [url=https://en.wikipedia.org/wiki/DEFLATE]DEFLATE[/url] " -"compression method." +"Uses the [url=https://en.wikipedia.org/wiki/DEFLATE]DEFLATE[/url] compression " +"method." msgstr "" "Utilise la méthode de compression [url=https://en.wikipedia.org/wiki/" "DEFLATE]DEFLATE[/url]." @@ -9824,8 +9854,8 @@ msgstr "" "valeur, plus d'inertie sera perdue." msgid "" -"A factor applied to the movement across the Y axis. The lower, the slower " -"the movement." +"A factor applied to the movement across the Y axis. The lower, the slower the " +"movement." msgstr "" "Un facteur appliqué au mouvement à travers l’axe Y. Plus c'est bas, plus le " "mouvement est lent." @@ -9851,8 +9881,8 @@ msgstr "" "plus l’élan se perd." msgid "" -"A factor applied to the movement across the Z axis. The lower, the slower " -"the movement." +"A factor applied to the movement across the Z axis. The lower, the slower the " +"movement." msgstr "" "Un facteur appliqué au mouvement à travers l’axe Z. Plus c'est bas, plus le " "mouvement est lent." @@ -9913,18 +9943,18 @@ msgid "" "The [Color] of the light. Defaults to white. A black color causes the light " "to have no effect." msgstr "" -"La [Color] de la lumière. La couleur par défauts est blanc. Une couleur " -"noire fait que la lumière n'a aucun effet." +"La [Color] de la lumière. La couleur par défauts est blanc. Une couleur noire " +"fait que la lumière n'a aucun effet." msgid "" "The intensity of the light. This is expressed in candelas (lumens per " -"steradian) for point and spot lights, and lux (lumens per m²) for " -"directional lights. When creating a Godot light, this value is converted to " -"a unitless multiplier." +"steradian) for point and spot lights, and lux (lumens per m²) for directional " +"lights. When creating a Godot light, this value is converted to a unitless " +"multiplier." msgstr "" "L'intensité de la lumière. Ceci est exprimé en candelas (lumens par " -"stéradian) pour les lumières en point et les spots, et en lux (lumens par " -"m²) pour les lumières directionnels. En créant une lumière, cette valeur est " +"stéradian) pour les lumières en point et les spots, et en lux (lumens par m²) " +"pour les lumières directionnels. En créant une lumière, cette valeur est " "convertie en un multiplicateur sans unité." msgid "" @@ -9932,20 +9962,19 @@ msgid "" "with no range defined behave like physical lights (which have infinite " "range). When creating a Godot light, the range is clamped to 4096." msgstr "" -"La portée de la lumière, au-delà de laquelle la lumière n'a plus aucun " -"effet. Les feux GLTF sans limite de portée définie se comportent comme des " -"lumières physiques (qui ont une portée infinie). Lors de la création d'une " -"lumière Godot, la portée est fixée à 4096 unités." +"La portée de la lumière, au-delà de laquelle la lumière n'a plus aucun effet. " +"Les feux GLTF sans limite de portée définie se comportent comme des lumières " +"physiques (qui ont une portée infinie). Lors de la création d'une lumière " +"Godot, la portée est fixée à 4096 unités." msgid "2D Particles Demo" msgstr "Démo des particules en 2D" msgid "" -"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the " -"player)" +"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the player)" msgstr "" -"Démo 2D « Dodge The Creeps » (utilise GPUParticles2D pour les traces " -"derrière le joueur)" +"Démo 2D « Dodge The Creeps » (utilise GPUParticles2D pour les traces derrière " +"le joueur)" msgid "Returns a rectangle containing the positions of all existing particles." msgstr "" @@ -10018,15 +10047,14 @@ msgid "" msgstr "" "Si [code]true[/code], la texture générée aura une gamme dynamique élevée (le " "format sera [constant Image.FORMAT_RGBAF]). Cela permet aux effets de lueur " -"de fonctionner si [member Environment.glow_enabled] est [code]true[/code]. " -"Si [code]false[/code], la texture générée utilisera une plage dynamique " -"basse ; les couleurs trop lumineuses seront limitées (le format sera " -"[constant Image.FORMAT_RGBA8]." +"de fonctionner si [member Environment.glow_enabled] est [code]true[/code]. Si " +"[code]false[/code], la texture générée utilisera une plage dynamique basse ; " +"les couleurs trop lumineuses seront limitées (le format sera [constant Image." +"FORMAT_RGBA8]." msgid "The number of color samples that will be obtained from the [Gradient]." msgstr "" -"Le nombre d'échantillons de couleur qui seront obtenus à partir du " -"[Gradient]." +"Le nombre d'échantillons de couleur qui seront obtenus à partir du [Gradient]." msgid "Gradient-filled 2D texture." msgstr "Texture de gradient 2D." @@ -10036,12 +10064,11 @@ msgid "" "by interpolating colors starting from [member fill_from] to [member fill_to] " "offsets." msgstr "" -"Le type de remplissage du dégradé, c'est l'une des valeurs de [enum Fill]. " -"La texture est remplie par des couleurs interpolées à partir des positions " -"de [member fill_from] à [member fill_to]." +"Le type de remplissage du dégradé, c'est l'une des valeurs de [enum Fill]. La " +"texture est remplie par des couleurs interpolées à partir des positions de " +"[member fill_from] à [member fill_to]." -msgid "" -"The initial offset used to fill the texture specified in UV coordinates." +msgid "The initial offset used to fill the texture specified in UV coordinates." msgstr "" "Le décalage initial utilisé pour remplir la texture spécifiée dans les " "coordonnées UV." @@ -10067,9 +10094,9 @@ msgid "" "default, but the gradient fill can be repeated to cover the entire texture." msgstr "" "Le type de répétition du dégradé, c'est l'une des valeurs de [enum Repeat]. " -"La texture est remplie à partir des positions de [member fill_from] à " -"[member fill_to] par défaut, mais le remplissage peut être répété pour " -"couvrir toute la texture." +"La texture est remplie à partir des positions de [member fill_from] à [member " +"fill_to] par défaut, mais le remplissage peut être répété pour couvrir toute " +"la texture." msgid "" "The number of horizontal color samples that will be obtained from the " @@ -10085,8 +10112,8 @@ msgid "The colors are linearly interpolated in a circular pattern." msgstr "Les couleurs sont linéairement interpolées selon un motif circulaire." msgid "" -"The gradient fill is restricted to the range defined by [member fill_from] " -"to [member fill_to] offsets." +"The gradient fill is restricted to the range defined by [member fill_from] to " +"[member fill_to] offsets." msgstr "" "Le remplissage du dégradé est limité à la plage définie par les positions de " "[member fill_from] à [member fill_to]." @@ -10102,27 +10129,27 @@ msgid "" "The texture is filled starting from [member fill_from] to [member fill_to] " "offsets, mirroring the pattern in both directions." msgstr "" -"La texture est remplie à partir des positions de [member fill_from] à " -"[member fill_to], en répétant en miroir le motif dans les deux directions." +"La texture est remplie à partir des positions de [member fill_from] à [member " +"fill_to], en répétant en miroir le motif dans les deux directions." msgid "Removes all connections between nodes." msgstr "Supprime toutes les connexions entre les nœuds." msgid "" -"Returns an Array containing the list of connections. A connection consists " -"in a structure of the form [code]{ from_port: 0, from: \"GraphNode name 0\", " +"Returns an Array containing the list of connections. A connection consists in " +"a structure of the form [code]{ from_port: 0, from: \"GraphNode name 0\", " "to_port: 1, to: \"GraphNode name 1\" }[/code]." msgstr "" -"Retourne un Array contenant la liste des connexions. Une connexion se " -"compose d'une structure de la forme [code]{ from_port: 0, from: \"GraphNode " -"name 0\", to_port: 1, to: \"GraphNode name 1\" }[/code]." +"Retourne un Array contenant la liste des connexions. Une connexion se compose " +"d'une structure de la forme [code]{ from_port: 0, from: \"GraphNode name 0\", " +"to_port: 1, to: \"GraphNode name 1\" }[/code]." msgid "" "Gets the [HBoxContainer] that contains the zooming and grid snap controls in " "the top left of the graph. You can use this method to reposition the toolbar " "or to add your own custom controls to it.\n" -"[b]Warning:[/b] This is a required internal node, removing and freeing it " -"may cause a crash. If you wish to hide it or any of its children, use their " +"[b]Warning:[/b] This is a required internal node, removing and freeing it may " +"cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." msgstr "" "Retourne le [HBoxContainer] qui contient les contrôles de zoom et de " @@ -10140,8 +10167,8 @@ msgid "The opacity of the minimap rectangle." msgstr "L'opacité du rectangle de la mini-carte." msgid "" -"The size of the minimap rectangle. The map itself is based on the size of " -"the grid area and is scaled to fit this rectangle." +"The size of the minimap rectangle. The map itself is based on the size of the " +"grid area and is scaled to fit this rectangle." msgstr "" "La taille du rectangle de la mini-carte. La carte elle-même est basée sur la " "taille de la zone de grille et est mise à l'échelle pour s'adapter à ce " @@ -10151,8 +10178,8 @@ msgid "" "If [code]true[/code], enables disconnection of existing connections in the " "GraphEdit by dragging the right end." msgstr "" -"Si [code]true[/code], permet de déconnecter les connexions existantes dans " -"le GraphEdit en faisant glisser l'extrémité droite." +"Si [code]true[/code], permet de déconnecter les connexions existantes dans le " +"GraphEdit en faisant glisser l'extrémité droite." msgid "The scroll offset." msgstr "Le décalage de défilement." @@ -10178,8 +10205,7 @@ msgstr "La différence entre chaque niveau de zoom." msgid "Emitted at the beginning of a GraphNode movement." msgstr "Émis au début d'un mouvement d'un GraphNode." -msgid "" -"Emitted when a GraphNode is attempted to be duplicated in the GraphEdit." +msgid "Emitted when a GraphNode is attempted to be duplicated in the GraphEdit." msgstr "Émis quand un GraphNode serait dupliqué d'un GraphEdit." msgid "Emitted at the end of a GraphNode movement." @@ -10350,8 +10376,8 @@ msgid "Clear all cells." msgstr "Effacer toutes les cellules." msgid "" -"Returns an array of [Vector3] with the non-empty cell coordinates in the " -"grid map." +"Returns an array of [Vector3] with the non-empty cell coordinates in the grid " +"map." msgstr "" "Retourne un tableau de [Vector3] avec les coordonnées des cellules non vides " "dans la grille." @@ -10372,8 +10398,8 @@ msgid "" "The size of each octant measured in number of cells. This applies to all " "three axis." msgstr "" -"La taille de chaque octant mesurée en nombre de cellules. Ceci s'applique " -"aux trois axes." +"La taille de chaque octant mesurée en nombre de cellules. Ceci s'applique aux " +"trois axes." msgid "" "The dimensions of the grid's cells.\n" @@ -10413,8 +10439,8 @@ msgid "" "The minimum rotation. Only active if [member angular_limit/enable] is " "[code]true[/code]." msgstr "" -"La rotation minimale. Uniquement actif quand[member angular_limit/enable] " -"est [code]true[/code]." +"La rotation minimale. Uniquement actif quand[member angular_limit/enable] est " +"[code]true[/code]." msgid "The lower this value, the more the rotation gets slowed down." msgstr "Plus cette valeur sera basse, plus la rotation sera ralentie." @@ -10439,16 +10465,16 @@ msgid "" "Initializes the HMACContext. This method cannot be called again on the same " "HMACContext until [method finish] has been called." msgstr "" -"Initialise le HMACContext. Cette méthode ne peut pas être appelée sur le " -"même HMACContext tant que [method finish] n'a pas été appelé." +"Initialise le HMACContext. Cette méthode ne peut pas être appelée sur le même " +"HMACContext tant que [method finish] n'a pas été appelé." msgid "" "Icon used as a button to scroll the [ScrollBar] left. Supports custom step " "using the [member ScrollBar.custom_step] property." msgstr "" -"L'icône utilisée comme bouton pour défiler la [ScrollBar] de gauche. " -"Supporte une valeur de déplacement personnalisé en utilisant la propriété " -"[member ScrollBar.custom_step]." +"L'icône utilisée comme bouton pour défiler la [ScrollBar] de gauche. Supporte " +"une valeur de déplacement personnalisé en utilisant la propriété [member " +"ScrollBar.custom_step]." msgid "Displayed when the mouse cursor hovers over the decrement button." msgstr "Affiché quand la souris survole le bouton de réduction." @@ -10511,8 +10537,8 @@ msgid "" "visible." msgstr "" "Une valeur booléenne. Si 1 ([code]true[/code]), le glisseur sera " -"automatiquement masqué quand il n'est pas sous le curseur. Si 0 " -"([code]false[/code]), il sera toujours visible." +"automatiquement masqué quand il n'est pas sous le curseur. Si 0 ([code]false[/" +"code]), il sera toujours visible." msgid "The space between sides of the container." msgstr "L'espace entre les côtés des conteneurs." @@ -10525,8 +10551,7 @@ msgstr "Client de protocole de transfert hypertexte de bas niveau." msgid "Closes the current connection, allowing reuse of this [HTTPClient]." msgstr "" -"Ferme l'actuelle connexion, permettant de la réutiliser pour cet " -"[HTTPClient]." +"Ferme l'actuelle connexion, permettant de la réutiliser pour cet [HTTPClient]." msgid "" "Returns the response's body length.\n" @@ -10548,9 +10573,9 @@ msgstr "Retourne les en-têtes de réponse." msgid "" "Returns all response headers as a Dictionary of structure [code]{ \"key\": " -"\"value1; value2\" }[/code] where the case-sensitivity of the keys and " -"values is kept like the server delivers it. A value is a simple String, this " -"string can have more than one value where \"; \" is used as separator.\n" +"\"value1; value2\" }[/code] where the case-sensitivity of the keys and values " +"is kept like the server delivers it. A value is a simple String, this string " +"can have more than one value where \"; \" is used as separator.\n" "[b]Example:[/b]\n" "[codeblock]\n" "{\n" @@ -10560,10 +10585,10 @@ msgid "" "[/codeblock]" msgstr "" "Retourne toutes les entêtes de la réponse dans un Dictionary avec la " -"structure [code]{ \"key\": \"value1; value2\" }[/code] où les clés et " -"valeurs sont dans la même casse que le serveur les a envoyées. Une valeur " -"est une simple chaine de caractères, qui peut avoir une ou plusieurs valeurs " -"séparées par \"; \".\n" +"structure [code]{ \"key\": \"value1; value2\" }[/code] où les clés et valeurs " +"sont dans la même casse que le serveur les a envoyées. Une valeur est une " +"simple chaine de caractères, qui peut avoir une ou plusieurs valeurs séparées " +"par \"; \".\n" "[b]Exemple :[/b]\n" "[codeblock]\n" "{\n" @@ -10576,8 +10601,8 @@ msgid "" "Returns a [enum Status] constant. Need to call [method poll] in order to get " "status updates." msgstr "" -"Retourne la constance de [enum Status]. Vous devez appeler [method poll] " -"pour mettre à jour ce status." +"Retourne la constance de [enum Status]. Vous devez appeler [method poll] pour " +"mettre à jour ce status." msgid "If [code]true[/code], this [HTTPClient] has a response available." msgstr "Si [code]true[/code], ce [HTTPClient] a une réponse disponible." @@ -10588,8 +10613,8 @@ msgstr "" "parties." msgid "" -"This needs to be called in order to have any request processed. Check " -"results with [method get_status]." +"This needs to be called in order to have any request processed. Check results " +"with [method get_status]." msgstr "" "Cela doit être appelé pour que les requêtes puissent être traitée. Vérifiez " "les résultats avec [method get_status]." @@ -10619,28 +10644,28 @@ msgid "" "resource. Requests using GET should only retrieve data." msgstr "" "La méthode HTTP GET. La méthode GET demande une représentation de la " -"ressource spécifiée. Les requêtes avec GET ne devrait faire que retourner " -"des données." +"ressource spécifiée. Les requêtes avec GET ne devrait faire que retourner des " +"données." msgid "" "HTTP HEAD method. The HEAD method asks for a response identical to that of a " "GET request, but without the response body. This is useful to request " "metadata like HTTP headers or to check if a resource exists." msgstr "" -"La méthode HTTP \"HEAD\". La méthode \"HEAD\" demande une réponse identique " -"à celle d'une requête \"GET\", mais sans le corps de la réponse. Ceci est " -"utile pour demander des métadonnées comme des en-têtes HTTP ou pour vérifier " -"si une ressource existe." +"La méthode HTTP \"HEAD\". La méthode \"HEAD\" demande une réponse identique à " +"celle d'une requête \"GET\", mais sans le corps de la réponse. Ceci est utile " +"pour demander des métadonnées comme des en-têtes HTTP ou pour vérifier si une " +"ressource existe." msgid "" "HTTP POST method. The POST method is used to submit an entity to the " "specified resource, often causing a change in state or side effects on the " "server. This is often used for forms and submitting data or uploading files." msgstr "" -"La méthode HTTP \"POST\". La méthode \"POST\" est utilisée pour soumettre " -"une entité à la ressource spécifiée, causant souvent un changement d'état " -"sur le serveur. Ceci est souvent utilisé pour les formulaires, pour " -"soumettre des données ou télécharger des fichiers." +"La méthode HTTP \"POST\". La méthode \"POST\" est utilisée pour soumettre une " +"entité à la ressource spécifiée, causant souvent un changement d'état sur le " +"serveur. Ceci est souvent utilisé pour les formulaires, pour soumettre des " +"données ou télécharger des fichiers." msgid "" "HTTP PUT method. The PUT method asks to replace all current representations " @@ -10674,9 +10699,9 @@ msgid "" "the path to the target resource. Returns the entire HTTP request received in " "the response body. Rarely used." msgstr "" -"La méthode HTTP \"TRACE\". La méthode \"TRACE\" effectue un test de boucle " -"de message suivant le chemin vers la ressource cible. Retourne toute la " -"requête \"HTTP\" reçue dans le corps de réponse. Elle est rarement utilisée." +"La méthode HTTP \"TRACE\". La méthode \"TRACE\" effectue un test de boucle de " +"message suivant le chemin vers la ressource cible. Retourne toute la requête " +"\"HTTP\" reçue dans le corps de réponse. Elle est rarement utilisée." msgid "" "HTTP CONNECT method. The CONNECT method establishes a tunnel to the server " @@ -10686,8 +10711,8 @@ msgstr "" "serveur identifié par la ressource cible. Elle est rarement utilisée." msgid "" -"HTTP PATCH method. The PATCH method is used to apply partial modifications " -"to a resource." +"HTTP PATCH method. The PATCH method is used to apply partial modifications to " +"a resource." msgstr "" "La méthode HTTP \"PATCH\". La méthode \"PATCH\" est utilisée pour appliquer " "des modifications partielles à une ressource." @@ -10736,8 +10761,8 @@ msgstr "" msgid "" "HTTP status code [code]101 Switching Protocol[/code]. Sent in response to an " -"[code]Upgrade[/code] request header by the client. Indicates the protocol " -"the server is switching to." +"[code]Upgrade[/code] request header by the client. Indicates the protocol the " +"server is switching to." msgstr "" "Le code d'état HTTP [code]101 Switching Protocol[/code]. Envoyé en réponse à " "une en-tête de requête [code]Upgrade[/code] du client. Précise le nouveau " @@ -10763,11 +10788,11 @@ msgid "" msgstr "" "Le code d'état HTTP [code]200 OK[/code]. La requête a réussi. C'est la " "réponse par défaut pour les requêtes réussies. La signification varie selon " -"la requête. Pour \"GET\" : La ressource a été récupérée et est transmise " -"dans le corps du message. Pour \"HEAD\" : Les en-têtes de l'entité sont dans " -"le corps du message. Pour \"POST\" : La ressource décrivant le résultat de " -"l'action est transmise dans le corps du message. Pour \"TRACE\" : Le corps " -"du message contient le message de requête reçu par le serveur." +"la requête. Pour \"GET\" : La ressource a été récupérée et est transmise dans " +"le corps du message. Pour \"HEAD\" : Les en-têtes de l'entité sont dans le " +"corps du message. Pour \"POST\" : La ressource décrivant le résultat de " +"l'action est transmise dans le corps du message. Pour \"TRACE\" : Le corps du " +"message contient le message de requête reçu par le serveur." msgid "" "HTTP status code [code]201 Created[/code]. The request has succeeded and a " @@ -10779,11 +10804,11 @@ msgstr "" "envoyée après une requête \"PUT\"." msgid "" -"HTTP status code [code]202 Accepted[/code]. The request has been received " -"but not yet acted upon. It is non-committal, meaning that there is no way in " -"HTTP to later send an asynchronous response indicating the outcome of " -"processing the request. It is intended for cases where another process or " -"server handles the request, or for batch processing." +"HTTP status code [code]202 Accepted[/code]. The request has been received but " +"not yet acted upon. It is non-committal, meaning that there is no way in HTTP " +"to later send an asynchronous response indicating the outcome of processing " +"the request. It is intended for cases where another process or server handles " +"the request, or for batch processing." msgstr "" "Le code d'état HTTP [code]202 Accepted[/code]. La requête a été reçue mais " "n'a pas encore été traitée. Aucune réponse n'est envoyé même asynchrone " @@ -10794,20 +10819,20 @@ msgstr "" msgid "" "HTTP status code [code]203 Non-Authoritative Information[/code]. This " "response code means returned meta-information set is not exact set as " -"available from the origin server, but collected from a local or a third " -"party copy. Except this condition, 200 OK response should be preferred " -"instead of this response." +"available from the origin server, but collected from a local or a third party " +"copy. Except this condition, 200 OK response should be preferred instead of " +"this response." msgstr "" "Le code d'état HTTP [code]203 Non-Authoritative Information[/code]. Ce code " "de réponse signifie que l'ensemble de méta-donnée retournée n'est pas la " -"copie exacte de celles sur le serveur d'origine, mais composée à partir " -"d'une copie locale ou autre. Sauf dans ce cas, la réponse 200 \"OK\" est " -"préférable à la place de cette réponse." +"copie exacte de celles sur le serveur d'origine, mais composée à partir d'une " +"copie locale ou autre. Sauf dans ce cas, la réponse 200 \"OK\" est préférable " +"à la place de cette réponse." msgid "" -"HTTP status code [code]204 No Content[/code]. There is no content to send " -"for this request, but the headers may be useful. The user-agent may update " -"its cached headers for this resource with the new ones." +"HTTP status code [code]204 No Content[/code]. There is no content to send for " +"this request, but the headers may be useful. The user-agent may update its " +"cached headers for this resource with the new ones." msgstr "" "Le code d'état HTTP [code]204 No Content[/code]. Il n'y a pas de contenu à " "retourner en réponse à cette requête, mais les en-têtes peuvent contenir des " @@ -10815,10 +10840,10 @@ msgstr "" "ressource qu'il a en cache avec ces nouvelles données." msgid "" -"HTTP status code [code]205 Reset Content[/code]. The server has fulfilled " -"the request and desires that the client resets the \"document view\" that " -"caused the request to be sent to its original state as received from the " -"origin server." +"HTTP status code [code]205 Reset Content[/code]. The server has fulfilled the " +"request and desires that the client resets the \"document view\" that caused " +"the request to be sent to its original state as received from the origin " +"server." msgstr "" "Le code d'état HTTP [code]205 Reset Content[/code]. Le serveur a rempli la " "requête et souhaite que le client réinitialise son « vue de document » qui a " @@ -10826,8 +10851,8 @@ msgstr "" "d'origine." msgid "" -"HTTP status code [code]206 Partial Content[/code]. This response code is " -"used because of a range header sent by the client to separate download into " +"HTTP status code [code]206 Partial Content[/code]. This response code is used " +"because of a range header sent by the client to separate download into " "multiple streams." msgstr "" "Le code d'état HTTP [code]206 Partial Content[/code]. Ce code de réponse est " @@ -10839,8 +10864,8 @@ msgid "" "response conveys information about multiple resources in situations where " "multiple status codes might be appropriate." msgstr "" -"Le code d'état HTTP [code]207 Multi-Status[/code] (WebDAV). Une réponse " -"multi-états qui transmet des informations sur plusieurs ressources dans des " +"Le code d'état HTTP [code]207 Multi-Status[/code] (WebDAV). Une réponse multi-" +"états qui transmet des informations sur plusieurs ressources dans des " "situations où plusieurs codes de statut seraient appropriés." msgid "" @@ -10859,9 +10884,9 @@ msgid "" "result of one or more instance-manipulations applied to the current instance." msgstr "" "Le code d'état HTTP [code]226 IM Used[/code] (WebDAV). Le serveur a traité " -"une requête GET pour cette ressource, et la réponse est une représentation " -"du résultat d'une ou plusieurs manipulations d'instance appliquées à " -"l'instance actuelle." +"une requête GET pour cette ressource, et la réponse est une représentation du " +"résultat d'une ou plusieurs manipulations d'instance appliquées à l'instance " +"actuelle." msgid "" "HTTP status code [code]300 Multiple Choice[/code]. The request has more than " @@ -10924,8 +10949,7 @@ msgid "Request does not have a response (yet)." msgstr "La demande n'a pas (encore) de réponse." msgid "Request exceeded its maximum size limit, see [member body_size_limit]." -msgstr "" -"La requête a dépassé la taille maximale, voir [member body_size_limit]." +msgstr "La requête a dépassé la taille maximale, voir [member body_size_limit]." msgid "Request failed (currently unused)." msgstr "Échec de la demande (actuellement inutilisé)." @@ -10960,8 +10984,8 @@ msgid "" msgstr "" "Retourne [constant ALPHA_BLEND] si l’image a des données pour les valeurs " "alpha. Retourne [constant ALPHA_BIT] si toutes les valeurs alpha sont " -"stockées en un seul bit. Retourne [constant ALPHA_NONE] si aucune donnée " -"pour les valeurs alpha n’est trouvée." +"stockées en un seul bit. Retourne [constant ALPHA_NONE] si aucune donnée pour " +"les valeurs alpha n’est trouvée." msgid "Blends low-alpha pixels with nearby pixels." msgstr "Mélange les pixels à faible opacité avec ceux proches." @@ -11005,8 +11029,7 @@ msgstr "Charge une image depuis le contenu binaire d'un fichier WebP." msgid "" "Converts a standard RGBE (Red Green Blue Exponent) image to an sRGB image." msgstr "" -"Convertit une image RGBE (« Red Green Blue Exponent ») standard en image " -"sRGB." +"Convertit une image RGBE (« Red Green Blue Exponent ») standard en image sRGB." msgid "Shrinks the image by a factor of 2." msgstr "Réduit la taille de l'image par 2." @@ -11029,22 +11052,21 @@ msgid "The maximal height allowed for [Image] resources." msgstr "La hauteur maximale autorisée pour les [Image]." msgid "Texture format with a single 8-bit depth representing luminance." -msgstr "" -"Un format de texture 8-bit représentant la luminance (niveaux de gris)." +msgstr "Un format de texture 8-bit représentant la luminance (niveaux de gris)." msgid "" -"OpenGL texture format with two values, luminance and alpha each stored with " -"8 bits." +"OpenGL texture format with two values, luminance and alpha each stored with 8 " +"bits." msgstr "" "Le format de texture OpenGL où il y a deux composants, la luminance et " "l'opacité, chacun de 8 bits." msgid "" -"OpenGL texture format [code]RG[/code] with two components and a bitdepth of " -"8 for each." +"OpenGL texture format [code]RG[/code] with two components and a bitdepth of 8 " +"for each." msgstr "" -"Le format de texture OpenGL [code]RG[/code] où il y a deux composants, " -"chacun de 8 bits." +"Le format de texture OpenGL [code]RG[/code] où il y a deux composants, chacun " +"de 8 bits." msgid "" "OpenGL texture format [code]RGBA[/code] with four components, each with a " @@ -11139,14 +11161,14 @@ msgid "" "RGB components." msgstr "" "Le format de texture qui utilise la compression [url=https://www.khronos.org/" -"opengl/wiki/BPTC_Texture_Compression]BPTC[/url] avec des flottants non-" -"signés pour les composants RGB." +"opengl/wiki/BPTC_Texture_Compression]BPTC[/url] avec des flottants non-signés " +"pour les composants RGB." msgid "" "[url=https://en.wikipedia.org/wiki/" -"Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression " -"format 2[/url] ([code]RGBA8[/code]variant), which compresses RGBA8888 data " -"with full alpha support.\n" +"Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression format " +"2[/url] ([code]RGBA8[/code]variant), which compresses RGBA8888 data with full " +"alpha support.\n" "[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space " "conversion is performed." msgstr "" @@ -11173,16 +11195,16 @@ msgid "" "lower quality." msgstr "" "Fait une interpolation bilinéaire. Si l'image est redimensionnée, elle peut " -"être floue. Ce mode est plus rapide que [constant INTERPOLATE_CUBIC], mais " -"le résultat est moins bon." +"être floue. Ce mode est plus rapide que [constant INTERPOLATE_CUBIC], mais le " +"résultat est moins bon." msgid "" "Performs cubic interpolation. If the image is resized, it will be blurry. " "This mode often gives better results compared to [constant " "INTERPOLATE_BILINEAR], at the cost of being slower." msgstr "" -"Fait une interpolation cubique. Si l'image est redimensionnée, elle peut " -"être floue. Ce mode donne en général de meilleurs résultats que [constant " +"Fait une interpolation cubique. Si l'image est redimensionnée, elle peut être " +"floue. Ce mode donne en général de meilleurs résultats que [constant " "INTERPOLATE_BILINEAR], mais est plus lente." msgid "Image does not have alpha." @@ -11217,8 +11239,8 @@ msgid "" "Source texture (before compression) is a normal texture (e.g. it can be " "compressed into two channels)." msgstr "" -"La texture d'origine (avant la compression) est une texture pour les " -"normales (elle peut être compressée en n'utilisant que deux canaux)." +"La texture d'origine (avant la compression) est une texture pour les normales " +"(elle peut être compressée en n'utilisant que deux canaux)." msgid "Resizes the texture to the specified dimensions." msgstr "Redimensionne la texture aux dimensions spécifiées." @@ -11282,8 +11304,8 @@ msgstr "" "ou un élément interactif." msgid "" -"Cross cursor. Typically appears over regions in which a drawing operation " -"can be performed or for selections." +"Cross cursor. Typically appears over regions in which a drawing operation can " +"be performed or for selections." msgstr "" "Le curseur en croix. Utilisé typiquement pour les régions où l'on peut " "dessiner, ou pour les sélections." @@ -11293,8 +11315,8 @@ msgid "" "This cursor shape denotes that the application isn't usable during the " "operation (e.g. something is blocking its main thread)." msgstr "" -"Le curseur d'occupation. Indique que l'application est occupée à exécuter " -"une opération. La forme de ce curseur suggère que l'application n'est pas " +"Le curseur d'occupation. Indique que l'application est occupée à exécuter une " +"opération. La forme de ce curseur suggère que l'application n'est pas " "utilisable durant cette opération en cours (ex.: que le fil d'exécution " "principal est bloqué)." @@ -11327,8 +11349,7 @@ msgid "" "user they can resize the window or the panel vertically." msgstr "" "Le curseur de redimensionnement vertical. Une flèche à double tête. Elle " -"précise qu'une fenêtre ou qu'un panneau peut être redimensionné " -"verticalement." +"précise qu'une fenêtre ou qu'un panneau peut être redimensionné verticalement." msgid "" "Horizontal resize mouse cursor. A double-headed horizontal arrow. It tells " @@ -11359,8 +11380,7 @@ msgstr "" "horizontalement et verticalement." msgid "Move cursor. Indicates that something can be moved." -msgstr "" -"Le curseur de déplacement. Indique que quelque chose peut être déplacé." +msgstr "Le curseur de déplacement. Indique que quelque chose peut être déplacé." msgid "" "Vertical split mouse cursor. On Windows, it's the same as [constant " @@ -11421,8 +11441,7 @@ msgid "Mouse and input coordinates" msgstr "Les coordonnées de la souris" msgid "If [code]true[/code], the mouse button's state is a double-click." -msgstr "" -"Si [code]true[/code], l’état du bouton de la souris est un double-clic." +msgstr "Si [code]true[/code], l’état du bouton de la souris est un double-clic." msgid "" "If [code]true[/code], the mouse button's state is pressed. If [code]false[/" @@ -11468,8 +11487,8 @@ msgid "Returns a deadzone value for the action." msgstr "Retourne la valeur de la zone morte de l'action." msgid "" -"Returns [code]true[/code] if the action has the given [InputEvent] " -"associated with it." +"Returns [code]true[/code] if the action has the given [InputEvent] associated " +"with it." msgstr "" "Retourne [code]true[/code] si l'action est associée au [InputEvent] spécifié." @@ -11499,8 +11518,7 @@ msgstr "" msgid "Returns all the user's current IPv4 and IPv6 addresses as an array." msgstr "" -"Retourne les actuelles adresses IPv4 et IPv6 de l'utilisateur dans un " -"tableau." +"Retourne les actuelles adresses IPv4 et IPv6 de l'utilisateur dans un tableau." msgid "DNS hostname resolver status: No status." msgstr "Statut du résolveur de noms d'hôtes DNS : Aucun statut." @@ -11576,8 +11594,7 @@ msgstr "" msgid "" "Returns [code]true[/code] if the item at the specified index is disabled." msgstr "" -"Retourne [code]true[/code] si l'élément à la position spécifiée est " -"désactivé." +"Retourne [code]true[/code] si l'élément à la position spécifiée est désactivé." msgid "" "Returns [code]true[/code] if the item at the specified index is selectable." @@ -11595,8 +11612,8 @@ msgid "" "Returns [code]true[/code] if the item at the specified index is currently " "selected." msgstr "" -"Retourne [code]true[/code] si l'élément à la position donnée est " -"actuellement sélectionné." +"Retourne [code]true[/code] si l'élément à la position donnée est actuellement " +"sélectionné." msgid "" "Select the item at the specified index.\n" @@ -11611,8 +11628,7 @@ msgstr "" "Définit la [Color] de modulation de l'élément associé à la position donnée." msgid "" -"Allows or disallows selection of the item associated with the specified " -"index." +"Allows or disallows selection of the item associated with the specified index." msgstr "" "Permet ou interdit la sélection de l’élément associé à l’index spécifié." @@ -11628,8 +11644,7 @@ msgstr "Définit si l’infobulle est active pour la position donnée." msgid "Sorts items in the list by their text." msgstr "Tri les éléments de la liste par leur texte." -msgid "" -"If [code]true[/code], the currently selected item can be selected again." +msgid "If [code]true[/code], the currently selected item can be selected again." msgstr "" "Si [code]true[/code], l'élément actuellement sélectionné peut être " "sélectionné à nouveau." @@ -11638,8 +11653,8 @@ msgid "If [code]true[/code], right mouse button click can select items." msgstr "Si [code]true[/code], un clic-droit peut sélectionner les éléments." msgid "" -"If [code]true[/code], the control will automatically resize the height to " -"fit its content." +"If [code]true[/code], the control will automatically resize the height to fit " +"its content." msgstr "" "Si [code]true[/code], le taille du contrôle sera automatiquement ajusté pour " "s'adapter à la hauteur de son contenu." @@ -11650,12 +11665,11 @@ msgid "" "affected." msgstr "" "La taille que prendrons toutes les icônes.\n" -"Si un des composants X ou Y n'est pas supérieur à zéro, la taille ne sera " -"pas changée." +"Si un des composants X ou Y n'est pas supérieur à zéro, la taille ne sera pas " +"changée." msgid "" -"Allows single or multiple item selection. See the [enum SelectMode] " -"constants." +"Allows single or multiple item selection. See the [enum SelectMode] constants." msgstr "" "Autorise une sélection d'un ou plusieurs éléments. Voir les constantes [enum " "SelectMode]." @@ -11740,8 +11754,7 @@ msgid "The first body attached to the joint. Must derive from [PhysicsBody2D]." msgstr "" "Le premier corps attaché à l'articulation. Doit hériter de [PhysicsBody2D]." -msgid "" -"The second body attached to the joint. Must derive from [PhysicsBody2D]." +msgid "The second body attached to the joint. Must derive from [PhysicsBody2D]." msgstr "" "Le second corps attaché à l'articulation. Doit hériter de [PhysicsBody2D]." @@ -11805,8 +11818,8 @@ msgid "" "If [code]true[/code], the label is rendered at the same size regardless of " "distance." msgstr "" -"Si [code]true[/code], le label est affiché à la même taille indépendamment " -"de sa distance à la caméra." +"Si [code]true[/code], le label est affiché à la même taille indépendamment de " +"sa distance à la caméra." msgid "Vertical space between lines in multiline [Label3D]." msgstr "" @@ -11836,8 +11849,8 @@ msgstr "" "suivant leur priorité)." msgid "" -"Sets the render priority for the text. Higher priority objects will be " -"sorted in front of lower priority objects.\n" +"Sets the render priority for the text. Higher priority objects will be sorted " +"in front of lower priority objects.\n" "[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant " "ALPHA_CUT_DISABLED] (default value).\n" "[b]Note:[/b] This only applies to sorting of transparent objects. This will " @@ -11861,11 +11874,11 @@ msgstr "" "l'alignement de remplissage." msgid "" -"If set, text can be seen from the back as well. If not, the text is " -"invisible when looking at it from behind." +"If set, text can be seen from the back as well. If not, the text is invisible " +"when looking at it from behind." msgstr "" -"Si défini, le texte sera aussi visible de derrière. Sinon, la texture ne " -"sera visible que de face." +"Si défini, le texte sera aussi visible de derrière. Sinon, la texture ne sera " +"visible que de face." msgid "" "Disables the depth test, so this object is drawn on top of all others. " @@ -11885,21 +11898,20 @@ msgid "Represents the size of the [enum DrawFlags] enum." msgstr "Représente la taille de l'énumération [enum DrawFlags]." msgid "" -"This mode draws fully opaque pixels in the depth prepass. This is slower " -"than [constant ALPHA_CUT_DISABLED] or [constant ALPHA_CUT_DISCARD], but it " -"allows displaying translucent areas and smooth edges while using proper " -"sorting.\n" -"[b]Note:[/b] When using text with overlapping glyphs (e.g., cursive " -"scripts), this mode might have transparency sorting issues between the main " -"text and the outline." +"This mode draws fully opaque pixels in the depth prepass. This is slower than " +"[constant ALPHA_CUT_DISABLED] or [constant ALPHA_CUT_DISCARD], but it allows " +"displaying translucent areas and smooth edges while using proper sorting.\n" +"[b]Note:[/b] When using text with overlapping glyphs (e.g., cursive scripts), " +"this mode might have transparency sorting issues between the main text and " +"the outline." msgstr "" "Ce mode dessine des pixels entièrement opaques lors de la pré-passe de " -"profondeur. Ceci est plus lent que [constant ALPHA_CUT_DISABLED] ou " -"[constant ALPHA_CUT_DISCARD], mais ça permet d'afficher des zones " -"translucides et des bords lisses tout en utilisant le tri approprié.\n" +"profondeur. Ceci est plus lent que [constant ALPHA_CUT_DISABLED] ou [constant " +"ALPHA_CUT_DISCARD], mais ça permet d'afficher des zones translucides et des " +"bords lisses tout en utilisant le tri approprié.\n" "[b]Note :[/b] Lors de l'utilisation de texte avec des caractères superposés " -"(par exemple des cursives), ce mode pourrait avoir des problèmes de tri de " -"la transparence entre le texte principal et le contour." +"(par exemple des cursives), ce mode pourrait avoir des problèmes de tri de la " +"transparence entre le texte principal et le contour." msgid "The Light2D's [Color]." msgstr "La [Color] de Light2D." @@ -11914,8 +11926,7 @@ msgstr "Si [code]true[/code], la Light2D émettra de la lumière." msgid "" "The Light2D's energy value. The larger the value, the stronger the light." msgstr "" -"L'énergie de la Light2D. Plus la valeur est élevée, plus la lumière est " -"forte." +"L'énergie de la Light2D. Plus la valeur est élevée, plus la lumière est forte." msgid "Maximum layer value of objects that are affected by the Light2D." msgstr "" @@ -11949,11 +11960,11 @@ msgstr "" "possibles." msgid "" -"Adds the value of pixels corresponding to the Light2D to the values of " -"pixels under it. This is the common behavior of a light." +"Adds the value of pixels corresponding to the Light2D to the values of pixels " +"under it. This is the common behavior of a light." msgstr "" -"Ajoute la valeur des pixels correspondant à la Light2D aux valeurs des " -"pixels sous elle. C'est le comportement classique des lumières." +"Ajoute la valeur des pixels correspondant à la Light2D aux valeurs des pixels " +"sous elle. C'est le comportement classique des lumières." msgid "" "Subtracts the value of pixels corresponding to the Light2D to the values of " @@ -11979,16 +11990,16 @@ msgid "" "If [code]true[/code], the light only appears in the editor and will not be " "visible at runtime." msgstr "" -"Si [code]true[/code], la lumière n'apparaît que dans l'éditeur et ne sera " -"pas visible au lancement du jeu." +"Si [code]true[/code], la lumière n'apparaît que dans l'éditeur et ne sera pas " +"visible au lancement du jeu." msgid "" -"The light's color. An [i]overbright[/i] color can be used to achieve a " -"result equivalent to increasing the light's [member light_energy]." +"The light's color. An [i]overbright[/i] color can be used to achieve a result " +"equivalent to increasing the light's [member light_energy]." msgstr "" -"La couleur de la lumière. Une couleur [i]sur-brillante[/i] peut être " -"utilisée pour un résultant équivalent à augmenter l'énergie [member " -"light_energy] de la lumière." +"La couleur de la lumière. Une couleur [i]sur-brillante[/i] peut être utilisée " +"pour un résultant équivalent à augmenter l'énergie [member light_energy] de " +"la lumière." msgid "The light will affect objects in the selected layers." msgstr "La lumière affectera les objets dans les calques sélectionnés." @@ -12006,21 +12017,20 @@ msgid "" "emission, this can be used to avoid unrealistic reflections when placing " "lights above an emissive surface." msgstr "" -"L'intensité du reflet spéculaire dans les objets touchés par la lumière. " -"Avec [code]0[/code], la lumière devient une lumière purement diffuse. Si ça " -"n'est pas une émission pré-calculée, cela peut être utilisé pour éviter des " -"reflets irréalistes lorsqu'on place des lumières au-dessus d'une surface " -"émise." +"L'intensité du reflet spéculaire dans les objets touchés par la lumière. Avec " +"[code]0[/code], la lumière devient une lumière purement diffuse. Si ça n'est " +"pas une émission pré-calculée, cela peut être utilisé pour éviter des reflets " +"irréalistes lorsqu'on place des lumières au-dessus d'une surface émise." msgid "" -"Used to adjust shadow appearance. Too small a value results in self-" -"shadowing (\"shadow acne\"), while too large a value causes shadows to " -"separate from casters (\"peter-panning\"). Adjust as needed." +"Used to adjust shadow appearance. Too small a value results in self-shadowing " +"(\"shadow acne\"), while too large a value causes shadows to separate from " +"casters (\"peter-panning\"). Adjust as needed." msgstr "" "Utilisé pour ajuster l'apparence de l'ombre. Une valeur trop petite résulte " "au auto-ombrage (« shadow acne »), et quqand trop grande, ça provoque des " -"ombres séparées de l'objet qui crée l'ombre (« peter-panning »). Réglez " -"selon les besoins." +"ombres séparées de l'objet qui crée l'ombre (« peter-panning »). Réglez selon " +"les besoins." msgid "Constant for accessing [member light_energy]." msgstr "La constante pour accéder à [member light_energy]." @@ -12050,15 +12060,14 @@ msgid "" "Controls the style of the line's first point. Use [enum LineCapMode] " "constants." msgstr "" -"Contrôle le style du premier point de la ligne. Utilisez les constantes " -"[enum LineCapMode]." +"Contrôle le style du premier point de la ligne. Utilisez les constantes [enum " +"LineCapMode]." msgid "The line's color. Will not be used if a gradient is set." msgstr "La couleur de la ligne. Ne sera pas utilisé si un dégradé est défini." msgid "" -"Controls the style of the line's last point. Use [enum LineCapMode] " -"constants." +"Controls the style of the line's last point. Use [enum LineCapMode] constants." msgstr "" "Contrôle le style du dernier point de la ligne. Utilisez une des constantes " "de [enum LineCapMode]." @@ -12078,8 +12087,7 @@ msgid "" "this array. Points are interpreted as local vectors." msgstr "" "Les points qui forment les lignes. La ligne est tracée entre chaque point " -"défini dans ce tableau. Les points sont interprétés comme des vecteurs " -"locaux." +"défini dans ce tableau. Les points sont interprétés comme des vecteurs locaux." msgid "" "The smoothness of the rounded joints and caps. Higher values result in " @@ -12092,14 +12100,14 @@ msgstr "" "Le lissage des coins et des bouts. Les valeurs plus élevées affichent des " "coins plus lisses, mais demandent plus de ressources pour le rendu. Ceci " "n'est utilisé que si un coin ou un bout est défini comme arrondi.\n" -"[b]Note :[/b] La valeur par défaut est réglée pour les lignes avec la " -"largeur [member width] par défaut. Pour les lignes fines, cette valeur " -"devrait être réduite à entre [code]2[/code] et [code]4[/code] pour améliorer " -"les performances." +"[b]Note :[/b] La valeur par défaut est réglée pour les lignes avec la largeur " +"[member width] par défaut. Pour les lignes fines, cette valeur devrait être " +"réduite à entre [code]2[/code] et [code]4[/code] pour améliorer les " +"performances." msgid "" -"The direction difference in radians between vector points. This value is " -"only used if [member joint_mode] is set to [constant LINE_JOINT_SHARP]." +"The direction difference in radians between vector points. This value is only " +"used if [member joint_mode] is set to [constant LINE_JOINT_SHARP]." msgstr "" "La différence de direction entre les points vectoriels. Cette valeur n'est " "utilisée que si [member joint_mode] est [constant LINE_JOINT_SHARP]." @@ -12122,15 +12130,15 @@ msgid "The line's width." msgstr "La largeur de la ligne." msgid "" -"The line's width varies with the curve. The original width is simply " -"multiply by the value of the Curve." +"The line's width varies with the curve. The original width is simply multiply " +"by the value of the Curve." msgstr "" "La largeur de la ligne dépend selon la courbe. La largeur originale est " "simplement multipliée par la valeur de la Curve." msgid "" -"The line's joints will be pointy. If [code]sharp_limit[/code] is greater " -"than the rotation of a joint, it becomes a bevel joint instead." +"The line's joints will be pointy. If [code]sharp_limit[/code] is greater than " +"the rotation of a joint, it becomes a bevel joint instead." msgstr "" "Les coins de la ligne sont pointus. Si [code]sharp_limit[/code] est plus " "grand que l'angle d'un coin, ça devient un biseau." @@ -12147,8 +12155,7 @@ msgstr "Dessine le bout de la ligne avec une boîte." msgid "Draws the line cap as a circle." msgstr "Dessine le bout de la ligne avec un arrondi." -msgid "" -"Takes the left pixels of the texture and renders it over the whole line." +msgid "Takes the left pixels of the texture and renders it over the whole line." msgstr "" "Utilise les pixels de gauche de la texture pour le rendu de toute la ligne." @@ -12181,8 +12188,7 @@ msgid "If [code]true[/code], the context menu will appear when right-clicked." msgstr "Si [code]true[/code], le menu contextuel apparaitra au clic-droit." msgid "" -"If [code]true[/code], the selected text will be deselected when focus is " -"lost." +"If [code]true[/code], the selected text will be deselected when focus is lost." msgstr "" "Si [code]true[/code], le texte actuellement sélectionné sera désélectionné " "quand le focus sera perdu." @@ -12191,8 +12197,8 @@ msgid "" "If [code]false[/code], it's impossible to select the text using mouse nor " "keyboard." msgstr "" -"Si [code]false[/code], il n'est pas possible de sélectionner le texte avec " -"la souris ou le clavier." +"Si [code]false[/code], il n'est pas possible de sélectionner le texte avec la " +"souris ou le clavier." msgid "If [code]false[/code], using shortcuts will be disabled." msgstr "Si [code]false[/code], les raccourcis sont désactivés." @@ -12268,8 +12274,8 @@ msgid "" "The LinkButton will show an underline at the bottom of its text when the " "mouse cursor is over it." msgstr "" -"Le LinkButton affichera une ligne sous le texte quand il sera survolé pour " -"le curseur de la souris." +"Le LinkButton affichera une ligne sous le texte quand il sera survolé pour le " +"curseur de la souris." msgid "The LinkButton will never show an underline at the bottom of its text." msgstr "Le LinkButton n'affichera jamais de ligne sous le texte." @@ -12284,8 +12290,7 @@ msgid "Text [Color] used when the [LinkButton] is being pressed." msgstr "La [Color] de texte utilisée quand le [LinkButton] est pressé." msgid "The vertical space between the baseline of text and the underline." -msgstr "" -"L'espacement vertical entre la ligne de base du texte et le surlignage." +msgstr "L'espacement vertical entre la ligne de base du texte et le surlignage." msgid "[Font] of the [LinkButton]'s text." msgstr "La [Font] du texte du [LinkButton]." @@ -12303,16 +12308,16 @@ msgid "Emitted when a user responds to a permission request." msgstr "Émis quand l'utilisateur répond à une demande de permission." msgid "" -"Notification received when translations may have changed. Can be triggered " -"by the user changing the locale. Can be used to respond to language changes, " -"for example to change the UI strings on the fly. Useful when working with " -"the built-in translation support, like [method Object.tr]." +"Notification received when translations may have changed. Can be triggered by " +"the user changing the locale. Can be used to respond to language changes, for " +"example to change the UI strings on the fly. Useful when working with the " +"built-in translation support, like [method Object.tr]." msgstr "" "La notification reçue quand les traductions peuvent avoir changé. Peut être " "déclenchée quand l'utilisateur modifie les paramètres régionaux. Permet de " "réagir aux changements de langue, par exemple en modifiant le texte des " -"interfaces utilisateur à la volée. Pratique lorsque vous utilisez la prise " -"en charge intégrée des traductions, comme par le biais de [method Object.tr]." +"interfaces utilisateur à la volée. Pratique lorsque vous utilisez la prise en " +"charge intégrée des traductions, comme par le biais de [method Object.tr]." msgid "" "Notification received from Godot's crash handler when the engine is about to " @@ -12365,8 +12370,7 @@ msgstr "" msgid "Abstract base [Resource] for coloring and shading geometry." msgstr "" -"La [Resource] abstraite de base pour la coloration et le rendu des " -"géométries." +"La [Resource] abstraite de base pour la coloration et le rendu des géométries." msgid "Maximum value for the [member render_priority] parameter." msgstr "La valeur maximale pour le paramètre [member render_priority]." @@ -12416,10 +12420,10 @@ msgstr "" msgid "" "Mesh is a type of [Resource] that contains vertex array-based geometry, " -"divided in [i]surfaces[/i]. Each surface contains a completely separate " -"array and a material used to draw it. Design wise, a mesh with multiple " -"surfaces is preferred to a single surface, because objects created in 3D " -"editing software commonly contain multiple materials." +"divided in [i]surfaces[/i]. Each surface contains a completely separate array " +"and a material used to draw it. Design wise, a mesh with multiple surfaces is " +"preferred to a single surface, because objects created in 3D editing software " +"commonly contain multiple materials." msgstr "" "Mesh est un type de [Resource] qui contient la géométrie à base de tableaux " "de sommets, divisé en [i]surfaces[/i]. Chaque surface contient un tableau " @@ -12436,8 +12440,8 @@ msgid "" msgstr "" "Calcule un maillage de contour avec un décalage défini (marge) du maillage " "d'origine.\n" -"[b]Note :[/b] Cette méthode renvoie généralement les sommets en ordre " -"inverse (par ex., du sens horaire au sens anti-horaire)." +"[b]Note :[/b] Cette méthode renvoie généralement les sommets en ordre inverse " +"(par ex., du sens horaire au sens anti-horaire)." msgid "Render array as points (one vertex equals one point)." msgstr "Rend le tableau avec des points (un sommet affiche un point)." @@ -12462,8 +12466,8 @@ msgid "" "Mesh array contains vertices. All meshes require a vertex array so this " "should always be present." msgstr "" -"Un maillage de points contient des sommets. Tous les maillages nécessitent " -"un tableau des sommets donc ce tableau doit être présent." +"Un maillage de points contient des sommets. Tous les maillages nécessitent un " +"tableau des sommets donc ce tableau doit être présent." msgid "Mesh array contains normals." msgstr "Un maillage de points contient des normales." @@ -12766,8 +12770,8 @@ msgid "" "The distance between the display and the lenses inside of the device in " "centimeters." msgstr "" -"La distance entre l’affichage et les lentilles à l’intérieur de l’appareil " -"en centimètres." +"La distance entre l’affichage et les lentilles à l’intérieur de l’appareil en " +"centimètres." msgid "The width of the display in centimeters." msgstr "La largeur de l'écran en centimètres." @@ -12852,8 +12856,8 @@ msgstr "" "Les paquets ne sont pas reconnus, aucune tentative de ré-envoi n'est faite " "pour les paquets perdus. Les paquets peuvent arriver dans n'importe quelle " "commande. Peut être plus rapide que [constant " -"TRANSFER_MODE_UNRELIABLE_ORDERED]. À utiliser pour des données non " -"critiques, et toujours à considérer si l'ordre compte." +"TRANSFER_MODE_UNRELIABLE_ORDERED]. À utiliser pour des données non critiques, " +"et toujours à considérer si l'ordre compte." msgid "" "Packets are not acknowledged, no resend attempts are made for lost packets. " @@ -12870,19 +12874,19 @@ msgstr "" "de mouvement et de positionnement." msgid "" -"Packets must be received and resend attempts should be made until the " -"packets are acknowledged. Packets must be received in the order they were " -"sent in. Most reliable transfer mode, but potentially the slowest due to the " -"overhead. Use for critical data that must be transmitted and arrive in " -"order, for example an ability being triggered or a chat message. Consider " -"carefully if the information really is critical, and use sparingly." +"Packets must be received and resend attempts should be made until the packets " +"are acknowledged. Packets must be received in the order they were sent in. " +"Most reliable transfer mode, but potentially the slowest due to the overhead. " +"Use for critical data that must be transmitted and arrive in order, for " +"example an ability being triggered or a chat message. Consider carefully if " +"the information really is critical, and use sparingly." msgstr "" "Les paquets doivent être reçus et les tentatives de ré-envoi doivent être " "faites jusqu'à ce que les paquets soient reconnus. Les paquets doivent être " -"reçus dans l'ordre où ils ont été envoyés. C'est le mode de transfert le " -"plus fiable, mais potentiellement le plus lent en cause de la surcharge. À " -"utiliser pour les données critiques qui doivent être transmises et arriver " -"en ordre, par exemple un élément activé ou un message de discussion. À " +"reçus dans l'ordre où ils ont été envoyés. C'est le mode de transfert le plus " +"fiable, mais potentiellement le plus lent en cause de la surcharge. À " +"utiliser pour les données critiques qui doivent être transmises et arriver en " +"ordre, par exemple un élément activé ou un message de discussion. À " "considérez soigneusement si l'information est vraiment critique, et à " "utiliser avec parcimonie." @@ -12894,8 +12898,8 @@ msgstr "Les API sûres pour plusieurs fils d'exécution" msgid "" "Locks this [Mutex], blocks until it is unlocked by the current owner.\n" -"[b]Note:[/b] This function returns without blocking if the thread already " -"has ownership of the mutex." +"[b]Note:[/b] This function returns without blocking if the thread already has " +"ownership of the mutex." msgstr "" "Verrouille ce [Mutex], le bloque jusqu'à ce qu'il soit déverrouillé par le " "propriétaire actuel.\n" @@ -12907,22 +12911,21 @@ msgid "" "function returns always the map set on the NavigationAgent node and not the " "map of the abstract agent on the NavigationServer. If the agent map is " "changed directly with the NavigationServer API the NavigationAgent node will " -"not be aware of the map change. Use [method set_navigation_map] to change " -"the navigation map for the NavigationAgent and also update the agent on the " +"not be aware of the map change. Use [method set_navigation_map] to change the " +"navigation map for the NavigationAgent and also update the agent on the " "NavigationServer." msgstr "" "Retourne le [RID] de la carte de navigation pour ce nœud NavigationAgent. " -"Cette fonction retourne toujours la carte définie sur le nœud " -"NavigationAgent et non la carte de l'agent abstrait sur le serveur " -"Navigation. Si la carte de l'agent est changée directement avec l'API de " -"NavigationServer, le nœud NavigationAgent ne sera pas au courant du " -"changement de carte. Utilisez [method set_navigation_map] pour changer la " -"carte de navigation pour le NavigationAgent et mettre à jour l'agent sur le " -"NavigationServer." +"Cette fonction retourne toujours la carte définie sur le nœud NavigationAgent " +"et non la carte de l'agent abstrait sur le serveur Navigation. Si la carte de " +"l'agent est changée directement avec l'API de NavigationServer, le nœud " +"NavigationAgent ne sera pas au courant du changement de carte. Utilisez " +"[method set_navigation_map] pour changer la carte de navigation pour le " +"NavigationAgent et mettre à jour l'agent sur le NavigationServer." msgid "" -"Sets the [RID] of the navigation map this NavigationAgent node should use " -"and also updates the [code]agent[/code] on the NavigationServer." +"Sets the [RID] of the navigation map this NavigationAgent node should use and " +"also updates the [code]agent[/code] on the NavigationServer." msgstr "" "Définit le [RID] de la carte de navigation que ce nœud NavigationAgent " "devrait utiliser et met à jour le [code]agent[/code] sur le serveur de " @@ -12942,9 +12945,9 @@ msgid "" "environment are traversable to aid agents in pathfinding through complicated " "spaces." msgstr "" -"Un maillage de navigation est une collection de polygones qui définissent " -"les zones d'un environnement qui peuvent être traversés pour aider les " -"agents dans leur cheminement dans les espaces compliqués." +"Un maillage de navigation est une collection de polygones qui définissent les " +"zones d'un environnement qui peuvent être traversés pour aider les agents " +"dans leur cheminement dans les espaces compliqués." msgid "3D Navmesh Demo" msgstr "Démo de NavigationMesh (« navmesh ») en 3D" @@ -12953,8 +12956,8 @@ msgid "Using NavigationMeshes" msgstr "Utiliser les NavigationMesh" msgid "" -"Adds a polygon using the indices of the vertices you get when calling " -"[method get_vertices]." +"Adds a polygon using the indices of the vertices you get when calling [method " +"get_vertices]." msgstr "" "Ajoute un polygone en utilisant les indices des sommets que obtenus avec " "[method get_vertices]." @@ -12971,8 +12974,8 @@ msgid "" "Sets the vertices that can be then indexed to create polygons with the " "[method add_polygon] method." msgstr "" -"Définit les sommets qui peuvent ensuite être indexés pour créer des " -"polygones avec la méthode [method add_polygon]." +"Définit les sommets qui peuvent ensuite être indexés pour créer des polygones " +"avec la méthode [method add_polygon]." msgid "" "The minimum floor to ceiling height that will still allow the floor area to " @@ -13006,18 +13009,11 @@ msgstr "" "dans l'unité des cellules." msgid "" -"The maximum distance the detail mesh surface should deviate from " -"heightfield, in cell unit." +"The maximum distance the detail mesh surface should deviate from heightfield, " +"in cell unit." msgstr "" -"La distance maximale de la surface de maillage de détail devrait s'écarter " -"du champ de hauteur, dans l'unité des cellules." - -msgid "" -"The maximum distance a simplfied contour's border edges should deviate the " -"original raw contour." -msgstr "" -"La distance maximale qu'un contour simplifié peut dévier du contour brut " -"d'origine." +"La distance maximale de la surface de maillage de détail devrait s'écarter du " +"champ de hauteur, dans l'unité des cellules." msgid "" "The maximum allowed length for contour edges along the border of the mesh.\n" @@ -13070,8 +13066,8 @@ msgstr "" msgid "" "Any regions with a size smaller than this will be merged with larger regions " "if possible.\n" -"[b]Note:[/b] This value will be squared to calculate the number of cells. " -"For example, a value of 20 will set the number of cells to 400." +"[b]Note:[/b] This value will be squared to calculate the number of cells. For " +"example, a value of 20 will set the number of cells to 400." msgstr "" "Toutes les régions ayant une taille inférieure à celle-ci seront fusionnées " "avec des régions plus grandes si possible.\n" @@ -13106,8 +13102,8 @@ msgstr "" msgid "" "Monotone partitioning. Use this if you want fast navigation mesh generation." msgstr "" -"Partage monotone. Utilisez ceci si vous voulez une génération de maillages " -"de navigation rapide." +"Partage monotone. Utilisez ceci si vous voulez une génération de maillages de " +"navigation rapide." msgid "" "Layer partitioning. Good choice to use for tiled navigation mesh with medium " @@ -13251,8 +13247,8 @@ msgid "" "distinction between them." msgstr "" "Retourne tous les [RID] des cartes de navigation créées sur le " -"NavigationServer. Cela renvoie les cartes de navigation 2D et aussi 3D car " -"il n'y a techniquement aucune distinction entre eux." +"NavigationServer. Cela renvoie les cartes de navigation 2D et aussi 3D car il " +"n'y a techniquement aucune distinction entre eux." msgid "Create a new map." msgstr "Crée une nouvelle carte." @@ -13277,8 +13273,8 @@ msgstr "Définit la carte comme active." msgid "" "Set the map edge connection margin used to weld the compatible region edges." msgstr "" -"Définit la marge de connexion de bord de la carte utilisée pour fusionner " -"les bords compatibles de la région." +"Définit la marge de connexion de bord de la carte utilisée pour fusionner les " +"bords compatibles de la région." msgid "Creates a new region." msgstr "Crée une nouvelle région." @@ -13301,14 +13297,12 @@ msgstr "" msgid "" "Returns the normal for the point returned by [method map_get_closest_point]." msgstr "" -"Retourne la normale pour le point retourné par [method " -"map_get_closest_point]." +"Retourne la normale pour le point retourné par [method map_get_closest_point]." msgid "" "Returns the closest point between the navigation surface and the segment." msgstr "" -"Retourne le point le plus proche de la surface de la navigation et du " -"segment." +"Retourne le point le plus proche de la surface de la navigation et du segment." msgid "" "Returns the edge connection margin of the map. This distance is the minimum " @@ -13347,18 +13341,18 @@ msgid "" "If [code]true[/code], draw the panel's center. Else, only draw the 9-slice's " "borders." msgstr "" -"Si [code]true[/code], dessine le centre du panneau. Sinon, ne dessine que " -"les bordures des 9 parties." +"Si [code]true[/code], dessine le centre du panneau. Sinon, ne dessine que les " +"bordures des 9 parties." msgid "" "The height of the 9-slice's bottom row. A margin of 16 means the 9-slice's " "bottom corners and side will have a height of 16 pixels. You can set all 4 " "margin values individually to create panels with non-uniform borders." msgstr "" -"La hauteur de la ligne du bas des 9 parties. Une marge de 16 signifie que " -"les angles du bas des 9 parties et les côtés auront une hauteur de 16 " -"pixels. Vous pouvez définir les 4 valeurs de marge individuellement pour " -"créer des panneaux avec des bordures non uniformes." +"La hauteur de la ligne du bas des 9 parties. Une marge de 16 signifie que les " +"angles du bas des 9 parties et les côtés auront une hauteur de 16 pixels. " +"Vous pouvez définir les 4 valeurs de marge individuellement pour créer des " +"panneaux avec des bordures non uniformes." msgid "" "The width of the 9-slice's left column. A margin of 16 means the 9-slice's " @@ -13385,16 +13379,16 @@ msgid "" "corners and side will have a height of 16 pixels. You can set all 4 margin " "values individually to create panels with non-uniform borders." msgstr "" -"La hauteur de la ligne du haut de 9 parties. Une marge de 16 signifie que " -"les angles du haut des 9 parties et le côté auront une hauteur de 16 pixels. " -"Vous pouvez définir les 4 valeurs de marge individuellement pour créer des " +"La hauteur de la ligne du haut de 9 parties. Une marge de 16 signifie que les " +"angles du haut des 9 parties et le côté auront une hauteur de 16 pixels. Vous " +"pouvez définir les 4 valeurs de marge individuellement pour créer des " "panneaux avec des bordures non uniformes." msgid "" "Rectangular region of the texture to sample from. If you're working with an " -"atlas, use this property to define the area the 9-slice should use. All " -"other properties are relative to this one. If the rect is empty, " -"NinePatchRect will use the whole texture." +"atlas, use this property to define the area the 9-slice should use. All other " +"properties are relative to this one. If the rect is empty, NinePatchRect will " +"use the whole texture." msgstr "" "La région rectangulaire de la texture à utiliser. Si vous travaillez avec un " "atlas, utilisez cette propriété pour définir la zone à utiliser. Toutes les " @@ -13411,8 +13405,8 @@ msgid "" "Stretches the center texture across the NinePatchRect. This may cause the " "texture to be distorted." msgstr "" -"Étire la texture du centre sur tout le NinePatchRect. Cela peut entraîner " -"une distorsion de cette texture." +"Étire la texture du centre sur tout le NinePatchRect. Cela peut entraîner une " +"distorsion de cette texture." msgid "All Demos" msgstr "Toutes les démos" @@ -13422,8 +13416,8 @@ msgid "" "changing, or after calling [method add_child] in a script). If the node has " "children, its [method _enter_tree] callback will be called first, and then " "that of the children.\n" -"Corresponds to the [constant NOTIFICATION_ENTER_TREE] notification in " -"[method Object._notification]." +"Corresponds to the [constant NOTIFICATION_ENTER_TREE] notification in [method " +"Object._notification]." msgstr "" "Appelé lorsque le nœud entre dans la [SceneTree] (par exemple en étant " "instancié, au changement de scène, ou après avoir appelé [method add_child] " @@ -13449,19 +13443,19 @@ msgstr "" "l'arborescence.\n" "Correspond à la notification [constant NOTIFICATION_EXIT_TREE] dans [method " "Object._notification] et signal [signal tree_exiting]. Pour être notifié " -"lorsque le nœud a déjà quitté l'arborescence active, connectez-vous à " -"[signal tree_exited]." +"lorsque le nœud a déjà quitté l'arborescence active, connectez-vous à [signal " +"tree_exited]." msgid "" -"Returns the parent node of the current node, or [code]null[/code] if the " -"node lacks a parent." +"Returns the parent node of the current node, or [code]null[/code] if the node " +"lacks a parent." msgstr "" "Retourne le nœud parent du nœud actuel, ou [code]null[/code] si le nœud n'a " "pas de parent." msgid "" -"Returns the absolute path of the current node. This only works if the " -"current node is inside the scene tree (see [method is_inside_tree])." +"Returns the absolute path of the current node. This only works if the current " +"node is inside the scene tree (see [method is_inside_tree])." msgstr "" "Retourne le chemin absolu du nœud actuel. Cela ne fonctionne que si le nœud " "actuel est à l'intérieur de l'arborescence de la scène (voir [method " @@ -13494,9 +13488,9 @@ msgstr "" msgid "" "Returns [code]true[/code] if the [NodePath] points to a valid node and its " -"subname points to a valid resource, e.g. [code]Area2D/CollisionShape2D:" -"shape[/code]. Properties with a non-[Resource] type (e.g. nodes or primitive " -"math types) are not considered resources." +"subname points to a valid resource, e.g. [code]Area2D/CollisionShape2D:shape[/" +"code]. Properties with a non-[Resource] type (e.g. nodes or primitive math " +"types) are not considered resources." msgstr "" "Retourne [code]true[/code] si le [NodePath] désigne un nœud valide et son " "sous-nom désigne une ressource valide, par exemple [code]Area2D/" @@ -13534,19 +13528,18 @@ msgid "" "Returns [code]true[/code] if physics processing is enabled (see [method " "set_physics_process])." msgstr "" -"Retourne [code]true[/code] si le traitement physique est activé (voir " -"[method set_physics_process)]." +"Retourne [code]true[/code] si le traitement physique est activé (voir [method " +"set_physics_process)]." msgid "" "Returns [code]true[/code] if internal physics processing is enabled (see " "[method set_physics_process_internal])." msgstr "" -"Retourne [code]true[/code] si le traitement physique interne est activé " -"(voir [method set_physics_process_internal)]." +"Retourne [code]true[/code] si le traitement physique interne est activé (voir " +"[method set_physics_process_internal)]." msgid "" -"Returns [code]true[/code] if processing is enabled (see [method " -"set_process])." +"Returns [code]true[/code] if processing is enabled (see [method set_process])." msgstr "" "Retourne [code]true[/code] si le traitement est activé (voir [method " "set_process)]." @@ -13607,45 +13600,45 @@ msgstr "" "[/codeblock]" msgid "" -"Notifies the current node and all its children recursively by calling " -"[method Object.notification] on all of them." +"Notifies the current node and all its children recursively by calling [method " +"Object.notification] on all of them." msgstr "" -"Notifie le nœud actuel et tous ses enfants de façon récursive en les " -"appelant [method Object.notification] sur tous." +"Notifie le nœud actuel et tous ses enfants de façon récursive en les appelant " +"[method Object.notification] sur tous." msgid "" "Removes a child node. The node is NOT deleted and must be deleted manually.\n" -"[b]Note:[/b] This function may set the [member owner] of the removed Node " -"(or its descendants) to be [code]null[/code], if that [member owner] is no " -"longer a parent or ancestor." +"[b]Note:[/b] This function may set the [member owner] of the removed Node (or " +"its descendants) to be [code]null[/code], if that [member owner] is no longer " +"a parent or ancestor." msgstr "" "Retire un nœud d'enfant. Le nœud n'est PAS supprimé et doit être supprimé " "manuellement.\n" "[b]Note :[/b] Cette fonction peut définir le [member owner] du nœud enlevé " -"(ou ses descendants) comme [code]null[/code], si ce [member owner] n'est " -"plus un parent." +"(ou ses descendants) comme [code]null[/code], si ce [member owner] n'est plus " +"un parent." msgid "" -"Requests that [code]_ready[/code] be called again. Note that the method " -"won't be called immediately, but is scheduled for when the node is added to " -"the scene tree again (see [method _ready]). [code]_ready[/code] is called " -"only for the node which requested it, which means that you need to request " -"ready for each child if you want them to call [code]_ready[/code] too (in " -"which case, [code]_ready[/code] will be called in the same order as it would " +"Requests that [code]_ready[/code] be called again. Note that the method won't " +"be called immediately, but is scheduled for when the node is added to the " +"scene tree again (see [method _ready]). [code]_ready[/code] is called only " +"for the node which requested it, which means that you need to request ready " +"for each child if you want them to call [code]_ready[/code] too (in which " +"case, [code]_ready[/code] will be called in the same order as it would " "normally)." msgstr "" "Demande que [code]_ready[/code] soit de nouveau appelé. Notez que la méthode " "va s'appeler immédiatement, mais qu'elle est prévue lorsque le nœud est " "ajouté à l'arborescence de scène à nouveau (voir [method _ready)]. " -"[code]_ready[/code] est appelé seulement pour le nœud qui l'a demandé, ce " -"qui signifie que vous devez le demander pour chaque enfant si vous voulez " -"qu'ils appellent [code]_ready[/code] aussi (dans quel cas, [code]_ready[/" -"code] sera appelé dans le même ordre que normalement)." +"[code]_ready[/code] est appelé seulement pour le nœud qui l'a demandé, ce qui " +"signifie que vous devez le demander pour chaque enfant si vous voulez qu'ils " +"appellent [code]_ready[/code] aussi (dans quel cas, [code]_ready[/code] sera " +"appelé dans le même ordre que normalement)." msgid "" "Enables unhandled key input processing. Enabled automatically if [method " -"_unhandled_key_input] is overridden. Any calls to this before [method " -"_ready] will be ignored." +"_unhandled_key_input] is overridden. Any calls to this before [method _ready] " +"will be ignored." msgstr "" "Permet un traitement des touches d'entrée non traitées. Activé " "automatiquement si [method unhandled_key_input] est surchargé. Tout appel à " @@ -13664,22 +13657,22 @@ msgid "" "process priority value is [i]lower[/i] will have their processing callbacks " "executed first." msgstr "" -"La priorité du nœud dans l'ordre d'exécution des appels de traitement " -"activés (c'est-à-dire [constant NOTIFICATION_PROCESS], [constant " +"La priorité du nœud dans l'ordre d'exécution des appels de traitement activés " +"(c'est-à-dire [constant NOTIFICATION_PROCESS], [constant " "NOTIFICATION_PHYSICS_PROCESS] et leurs homologues internes). Les nœuds dont " "la valeur de priorité d'exécution est [i]plus basse[/i] auront leurs appels " "de traitement exécutés en premier." msgid "" -"Emitted when a child node enters the scene tree, either because it entered " -"on its own or because this node entered with it.\n" +"Emitted when a child node enters the scene tree, either because it entered on " +"its own or because this node entered with it.\n" "This signal is emitted [i]after[/i] the child node's own [constant " "NOTIFICATION_ENTER_TREE] and [signal tree_entered]." msgstr "" "Émis lorsqu'un nœud enfant entre dans l'arborescence, soit parce qu'il est " "entré seul ou parce que ce nœud est entré avec lui.\n" -"Ce signal est émis [i]après[/i] [constant NOTIFICATION_ENTER_TREE] et " -"[signal tree_entered] de cet enfant." +"Ce signal est émis [i]après[/i] [constant NOTIFICATION_ENTER_TREE] et [signal " +"tree_entered] de cet enfant." msgid "Emitted when the node is renamed." msgstr "Émis quand le nœud est renommé." @@ -13697,14 +13690,14 @@ msgid "Emitted after the node exits the tree and is no longer active." msgstr "Émis quand le nœud quitte l'arborescence et n'est plus actif." msgid "" -"Emitted when the node is still active but about to exit the tree. This is " -"the right place for de-initialization (or a \"destructor\", if you will).\n" +"Emitted when the node is still active but about to exit the tree. This is the " +"right place for de-initialization (or a \"destructor\", if you will).\n" "This signal is emitted [i]before[/i] the related [constant " "NOTIFICATION_EXIT_TREE] notification." msgstr "" "Émis quand le nœud est encore actif mais sur le point de quitter " -"l'arborescence. C'est le bon endroit pour la de-initialisation (ou d'appel " -"au \"destructeur\").\n" +"l'arborescence. C'est le bon endroit pour la de-initialisation (ou d'appel au " +"\"destructeur\").\n" "Ce signal est émis [i]avant[/i] la notification correspondante [constant " "NOTIFICATION_EXIT_TREE]." @@ -13759,8 +13752,8 @@ msgid "" "Notification received when a node is unparented (parent removed it from the " "list of children)." msgstr "" -"La notification reçue lorsqu'un nœud n'a plus de parent (le parent l'a " -"retiré de sa liste d'enfants)." +"La notification reçue lorsqu'un nœud n'a plus de parent (le parent l'a retiré " +"de sa liste d'enfants)." msgid "" "Notification received when a drag operation ends.\n" @@ -13821,15 +13814,15 @@ msgstr "" msgid "" "A 2D game object, with a transform (position, rotation, and scale). All 2D " -"nodes, including physics objects and sprites, inherit from Node2D. Use " -"Node2D as a parent node to move, scale and rotate children in a 2D project. " -"Also gives control of the node's render order." +"nodes, including physics objects and sprites, inherit from Node2D. Use Node2D " +"as a parent node to move, scale and rotate children in a 2D project. Also " +"gives control of the node's render order." msgstr "" "Un objet 2D de jeu, avec une transformation (position, rotation et mise à " "l'échelle). Tous les nœuds 2D, y compris les objets de physique et les " -"sprites, héritent de Node2D. Utilisez Node2D comme nœud parent pour " -"déplacer, mettre à l'échelle et pivoter des enfants dans un projet 2D. donne " -"également le contrôle sur l'ordre de rendu des nœuds." +"sprites, héritent de Node2D. Utilisez Node2D comme nœud parent pour déplacer, " +"mettre à l'échelle et pivoter des enfants dans un projet 2D. donne également " +"le contrôle sur l'ordre de rendu des nœuds." msgid "All 2D Demos" msgstr "Toutes les démos 2D" @@ -13879,15 +13872,14 @@ msgstr "" "coordonnées global." msgid "" -"Scales the global (world) transformation by the given [Vector3] scale " -"factors." +"Scales the global (world) transformation by the given [Vector3] scale factors." msgstr "" "Met à l'échelle la transformation globale par le [Vector3] de facteur " "d'échelle." msgid "" -"Moves the global (world) transformation by [Vector3] offset. The offset is " -"in global coordinate system." +"Moves the global (world) transformation by [Vector3] offset. The offset is in " +"global coordinate system." msgstr "" "Déplace la transformation globale par le décalage [Vector3 offset]. Le " "décalage est dans le système de coordonnées global." @@ -13899,8 +13891,8 @@ msgstr "" "Désactive le rendu de ce nœud. Change [member visible] à [code]false[/code]." msgid "" -"Returns whether this node uses a scale of [code](1, 1, 1)[/code] or its " -"local transformation scale." +"Returns whether this node uses a scale of [code](1, 1, 1)[/code] or its local " +"transformation scale." msgstr "" "Retourne si ce nœud utilise une échelle de [code](1, 1, 1)[/code] ou son " "échelle de transformation locale." @@ -13937,23 +13929,21 @@ msgstr "" msgid "" "Sets whether the node uses a scale of [code](1, 1, 1)[/code] or its local " -"transformation scale. Changes to the local transformation scale are " -"preserved." +"transformation scale. Changes to the local transformation scale are preserved." msgstr "" "Définit si le nœud utilise une échelle de [code](1, 1, 1)[/code] ou son " "échelle de transformation locale. Les changements de l'échelle de " "transformation locale sont préservés." msgid "" -"Sets whether the node ignores notification that its transformation (global " -"or local) changed." +"Sets whether the node ignores notification that its transformation (global or " +"local) changed." msgstr "" "Définit si le nœud ignore la notification que sa transformation (globale ou " "locale) a changé." msgid "" -"Enables rendering of this node. Changes [member visible] to [code]true[/" -"code]." +"Enables rendering of this node. Changes [member visible] to [code]true[/code]." msgstr "" "Active le rendu de ce nœud. Change [member visible] à [code]true[/code]." @@ -14001,9 +13991,9 @@ msgid "" "Strength of the bump maps used in this texture. A higher value will make the " "bump maps appear larger while a lower value will make them appear softer." msgstr "" -"L'intensité des cartes de bosse utilisées dans cette texture. Une valeur " -"plus élevée rendra les cartes de bosse plus grandes alors qu'une valeur plus " -"basse les rendra plus douces." +"L'intensité des cartes de bosse utilisées dans cette texture. Une valeur plus " +"élevée rendra les cartes de bosse plus grandes alors qu'une valeur plus basse " +"les rendra plus douces." msgid "When and how to avoid using nodes for everything" msgstr "Quand et comment éviter d'utiliser des nœuds pour tout" @@ -14017,8 +14007,7 @@ msgstr "" msgid "One-shot connections disconnect themselves after emission." msgstr "" -"Les connections uniques (one-shot) se déconnecté automatique après " -"l'émission." +"Les connections uniques (one-shot) se déconnecté automatique après l'émission." msgid "Defines a 2D polygon for LightOccluder2D." msgstr "Définit un polygone 2D pour LightOccluder2D." @@ -14031,9 +14020,9 @@ msgstr "" "un [LightOccluder2D]." msgid "" -"If [code]true[/code], closes the polygon. A closed OccluderPolygon2D " -"occludes the light coming from any direction. An opened OccluderPolygon2D " -"occludes the light only at its outline's direction." +"If [code]true[/code], closes the polygon. A closed OccluderPolygon2D occludes " +"the light coming from any direction. An opened OccluderPolygon2D occludes the " +"light only at its outline's direction." msgstr "" "Si [code]true[/code], ferme (boucle) le polygone. Un OccluderPolygon2D fermé " "bloque la lumière provenant de n'importe quelle direction. Un " @@ -14055,8 +14044,7 @@ msgstr "" msgid "Culling is disabled. See [member cull_mode]." msgstr "Le culling est désactivé. Voir [member cull_mode]." -msgid "" -"Culling is performed in the clockwise direction. See [member cull_mode]." +msgid "Culling is performed in the clockwise direction. See [member cull_mode]." msgstr "Le culling se fait dans le sens horaire. Voir [member cull_mode]." msgid "" @@ -14206,17 +14194,17 @@ msgid "" "Windows." msgstr "" "Retourne l'identifiant du processus du projet.\n" -"[b]Note :[/b] Cette méthode est implémentée sur Android, iOS, Linux, macOS " -"et Windows." +"[b]Note :[/b] Cette méthode est implémentée sur Android, iOS, Linux, macOS et " +"Windows." msgid "" -"Returns the number of [i]logical[/i] CPU cores available on the host " -"machine. On CPUs with HyperThreading enabled, this number will be greater " -"than the number of [i]physical[/i] CPU cores." +"Returns the number of [i]logical[/i] CPU cores available on the host machine. " +"On CPUs with HyperThreading enabled, this number will be greater than the " +"number of [i]physical[/i] CPU cores." msgstr "" -"Retourne le nombre de cœurs [i]logiques[/i] du CPU disponibles sur la " -"machine hôte. Sur les processeurs avec le mode HyperThreading activé, ce " -"nombre sera supérieur au nombre de cœurs [i]physiques[/i] du CPU." +"Retourne le nombre de cœurs [i]logiques[/i] du CPU disponibles sur la machine " +"hôte. Sur les processeurs avec le mode HyperThreading activé, ce nombre sera " +"supérieur au nombre de cœurs [i]physiques[/i] du CPU." msgid "Returns the maximum amount of static memory used (only works in debug)." msgstr "" @@ -14236,8 +14224,8 @@ msgid "" "[b]Note:[/b] This method is implemented on Android, Linux, macOS and " "Windows.\n" "[b]Note:[/b] Shared storage is implemented on Android and allows to " -"differentiate between app specific and shared directories. Shared " -"directories have additional restrictions on Android." +"differentiate between app specific and shared directories. Shared directories " +"have additional restrictions on Android." msgstr "" "Retourne le chemin réel aux dossiers couramment utilisés sur différentes " "plateformes. Les emplacements disponibles sont spécifiés dans [enum " @@ -14245,8 +14233,8 @@ msgstr "" "[b]Note :[/b] Cette méthode est implémentée sur Android, Linux, macOS et " "Windows.\n" "[b]Note :[/b] Le stockage partagé est implémenté sur Android et permet de " -"différencier entre les applications spécifiques et les dossiers partagés. " -"Les dossiers partagés ont des restrictions supplémentaires sur Android." +"différencier entre les applications spécifiques et les dossiers partagés. Les " +"dossiers partagés ont des restrictions supplémentaires sur Android." msgid "" "Returns the ID of the current thread. This can be used in logs to ease " @@ -14261,12 +14249,12 @@ msgstr "" "réutilisés durant plusieurs lancement de l'application." msgid "" -"At the moment this function is only used by [code]AudioDriverOpenSL[/code] " -"to request permission for [code]RECORD_AUDIO[/code] on Android." +"At the moment this function is only used by [code]AudioDriverOpenSL[/code] to " +"request permission for [code]RECORD_AUDIO[/code] on Android." msgstr "" "Pour le moment cette fonction est uniquement utilisée par " -"[code]AudioDriverOpenSL[/code] pour demande la permission " -"[code]RECORD_AUDIO[/code] sur Android." +"[code]AudioDriverOpenSL[/code] pour demande la permission [code]RECORD_AUDIO[/" +"code] sur Android." msgid "Sets the name of the current thread." msgstr "Définit le nom du fil d'exécution actuel." @@ -14284,8 +14272,8 @@ msgid "" "enabled (in microseconds). Higher values will result in lower CPU usage." msgstr "" "La quantité d'inactivité entre les trames lorsque le mode de réduction du " -"processeur est activé (en microsecondes). Des valeurs plus élevées " -"limiteront l'utilisation du processeur." +"processeur est activé (en microsecondes). Des valeurs plus élevées limiteront " +"l'utilisation du processeur." msgid "Desktop directory path." msgstr "Chemin d’accès du répertoire de bureau." @@ -14405,8 +14393,7 @@ msgid "" "update the status and keep the connection working." msgstr "" "Sondez la connexion pour vérifier les paquets entrants. Appelez cela " -"fréquemment pour mettre à jour le statut et garder la connexion " -"fonctionnelle." +"fréquemment pour mettre à jour le statut et garder la connexion fonctionnelle." msgid "A status representing a [PacketPeerDTLS] that is disconnected." msgstr "Un status représentant un [PacketPeerDTLS] qui est déconnecté." @@ -14421,8 +14408,7 @@ msgstr "" msgid "" "A status representing a [PacketPeerDTLS] that is connected to a remote peer." msgstr "" -"Un status représentant un [PacketPeerDTLS] qui est connecté à un pair " -"distant." +"Un status représentant un [PacketPeerDTLS] qui est connecté à un pair distant." msgid "A status representing a [PacketPeerDTLS] in a generic error state." msgstr "" @@ -14445,8 +14431,8 @@ msgid "UDP packet peer." msgstr "Homologue de paquet UDP." msgid "" -"Returns the IP of the remote peer that sent the last packet(that was " -"received with [method PacketPeer.get_packet] or [method PacketPeer.get_var])." +"Returns the IP of the remote peer that sent the last packet(that was received " +"with [method PacketPeer.get_packet] or [method PacketPeer.get_var])." msgstr "" "Retourne l'IP du pair distant qui a envoyé le dernier paquet (qui a été reçu " "avec [method PacketPeer.get_packet] ou [method PacketPeer.get_var])." @@ -14459,8 +14445,8 @@ msgstr "" "reçu avec [method PacketPeer.get_packet] ou [method PacketPeer.get_var])." msgid "" -"Returns [code]true[/code] if the UDP socket is open and has been connected " -"to a remote address. See [method connect_to_host]." +"Returns [code]true[/code] if the UDP socket is open and has been connected to " +"a remote address. See [method connect_to_host]." msgstr "" "Retourne [code]true[/code] si le socket UDP est ouverte et a été connectée à " "une adresse distante. Voir [method connect_to_host]." @@ -14488,9 +14474,8 @@ msgid "" msgstr "" "Définit l'adresse de destination et le port pour envoyer des paquets et des " "variables. Un nom d'hôte sera résolu en utilisant le DNS si nécessaire.\n" -"[b]Note :[/b] [method set_broadcast_enabled] doit être activé avant " -"d'envoyer des paquets à une adresse de diffusion (par exemple " -"[code]255.255.255[/code])." +"[b]Note :[/b] [method set_broadcast_enabled] doit être activé avant d'envoyer " +"des paquets à une adresse de diffusion (par exemple [code]255.255.255[/code])." msgid "2D Finite State Machine Demo" msgstr "Démo 2D de machine à états finis" @@ -14561,23 +14546,19 @@ msgstr "La quantité de diffusion [member spread] le long de l'axe Y." msgid "Each particle's hue will vary along this [CurveTexture]." msgstr "La teinte de chaque particule variera suivant cette [CurveTexture]." -msgid "" -"Each particle's linear acceleration will vary along this [CurveTexture]." +msgid "Each particle's linear acceleration will vary along this [CurveTexture]." msgstr "" "La vitesse linéaire de chaque particule variera suivant cette [CurveTexture]." msgid "Each particle's orbital velocity will vary along this [CurveTexture]." msgstr "" -"La vélocité orbitale de chaque particule variera suivant cette " -"[CurveTexture]." +"La vélocité orbitale de chaque particule variera suivant cette [CurveTexture]." msgid "If [code]true[/code], particles will not move on the z axis." msgstr "" -"Si [code]true[/code], les particules ne se déplaceront pas le long de l'axe " -"Z." +"Si [code]true[/code], les particules ne se déplaceront pas le long de l'axe Z." -msgid "" -"Each particle's radial acceleration will vary along this [CurveTexture]." +msgid "Each particle's radial acceleration will vary along this [CurveTexture]." msgstr "" "L'accélération radiale de chaque particule variera suivant cette " "[CurveTexture]." @@ -14699,8 +14680,7 @@ msgstr "" msgid "If [code]true[/code], the query will take [Area2D]s into account." msgstr "Si [code]true[/code], la requête prendra la [Area2D] en compte." -msgid "" -"If [code]true[/code], the query will take [PhysicsBody2D]s into account." +msgid "If [code]true[/code], the query will take [PhysicsBody2D]s into account." msgstr "Si [code]true[/code], la requête prendra la [PhysicsBody2D] en compte." msgid "Represents the size of the [enum BodyParameter] enum." @@ -14713,8 +14693,7 @@ msgstr "" msgid "Constant to set/get the current linear velocity of the body." msgstr "" -"La constante pour définir/récupérer la vélocité linéaire actuelle de ce " -"corps." +"La constante pour définir/récupérer la vélocité linéaire actuelle de ce corps." msgid "Constant to set/get the current angular velocity of the body." msgstr "" @@ -14848,8 +14827,7 @@ msgstr "" "Définit le(s) calque(s) physique(s) où le corps peut entrer en collision." msgid "Sets the body mode, from one of the [enum BodyMode] constants." -msgstr "" -"Définit le mode du corps, avec l'une des constantes de [enum BodyMode]." +msgstr "Définit le mode du corps, avec l'une des constantes de [enum BodyMode]." msgid "" "Sets whether a body uses a callback function to calculate its own physics " @@ -15031,8 +15009,7 @@ msgstr "La rotation de la texture en radians." msgid "Same as [method add_icon_check_item], but uses a radio check button." msgstr "Pareil que [method add_icon_check_item], mais utilise un bouton radio." -msgid "" -"Same as [method add_icon_check_shortcut], but uses a radio check button." +msgid "Same as [method add_icon_check_shortcut], but uses a radio check button." msgstr "" "Pareil que [method add_icon_check_shorcut], mais utilise un bouton radio." @@ -15048,8 +15025,8 @@ msgstr "" msgid "If [code]true[/code], allows navigating [PopupMenu] with letter keys." msgstr "" -"Si [code]true[/code], permet de naviguer dans le [PopupMenu] avec des " -"touches alphabétiques." +"Si [code]true[/code], permet de naviguer dans le [PopupMenu] avec des touches " +"alphabétiques." msgid "" "If [code]true[/code], hides the [PopupMenu] when a checkbox or radio button " @@ -15090,8 +15067,7 @@ msgid "[StyleBox] displayed when the [PopupMenu] item is hovered." msgstr "Le [StyleBox] affiché quand un élément d'un [PopupMenu] est survolé." msgid "" -"[StyleBox] for the left side of labeled separator. See [method " -"add_separator]." +"[StyleBox] for the left side of labeled separator. See [method add_separator]." msgstr "" "La [StyleBox] pour le côté gauche du séparateur avec label. Voir [method " "add_separator]." @@ -15162,8 +15138,7 @@ msgstr "Le style de progression (c'est-à-dire la partie qui remplis la barre)." msgid "Clears the whole configuration (not recommended, may break things)." msgstr "" -"Efface complètement la configuration (non recommandé, peut casser des " -"choses)." +"Efface complètement la configuration (non recommandé, peut casser des choses)." msgid "Returns [code]true[/code] if a configuration value is present." msgstr "" @@ -15186,9 +15161,9 @@ msgstr "" msgid "" "Saves the configuration to a custom file. The file extension must be [code]." "godot[/code] (to save in text-based [ConfigFile] format) or [code].binary[/" -"code] (to save in binary format). You can also save [code]override.cfg[/" -"code] file, which is also text, but can be used in exported projects unlike " -"other formats." +"code] (to save in binary format). You can also save [code]override.cfg[/code] " +"file, which is also text, but can be used in exported projects unlike other " +"formats." msgstr "" "Enregistre la configuration vers un fichier personnalisé. L'extension de " "fichier doit être [code].godot[/code] (pour enregistrer dans le format " @@ -15230,8 +15205,8 @@ msgid "" "ProjectSettings.SetSetting(\"application/config/name\", \"Example\");\n" "[/csharp]\n" "[/codeblocks]\n" -"This can also be used to erase custom project settings. To do this change " -"the setting value to [code]null[/code]." +"This can also be used to erase custom project settings. To do this change the " +"setting value to [code]null[/code]." msgstr "" "Définit la valeur d'un paramètre.\n" "[b]Exemple :[/b]\n" @@ -15261,8 +15236,8 @@ msgstr "" msgid "" "Path to an image used as the boot splash. If left empty, the default Godot " "Engine splash will be displayed instead.\n" -"[b]Note:[/b] Only effective if [member application/boot_splash/show_image] " -"is [code]true[/code]." +"[b]Note:[/b] Only effective if [member application/boot_splash/show_image] is " +"[code]true[/code]." msgstr "" "Le chemin vers une image utilisée au lancement du jeu. Si vide, l'image avec " "le logo de Godot sera affichée à la place.\n" @@ -15277,8 +15252,7 @@ msgid "" msgstr "" "Si [code]true[/code], affiche l'image spécifiée dans [member application/" "boot_splash/image] lorsque le moteur démarre. Si [code]false[/code], affiche " -"seulement la couleur spécifiée dans [member application/boot_splash/" -"bg_color]." +"seulement la couleur spécifiée dans [member application/boot_splash/bg_color]." msgid "" "If [code]true[/code], applies linear filtering when scaling the image " @@ -15287,12 +15261,11 @@ msgid "" msgstr "" "Si [code]true[/code], applique le filtrage linéaire pour l'étirement de " "l'image (recommandé pour les images à haute résolution.) Si [code]false[/" -"code], utilise l'interpolation la plus proche (recommandée pour le pixel-" -"art)." +"code], utilise l'interpolation la plus proche (recommandée pour le pixel-art)." msgid "" -"The project's description, displayed as a tooltip in the Project Manager " -"when hovering the project." +"The project's description, displayed as a tooltip in the Project Manager when " +"hovering the project." msgstr "" "La description du projet, affichée en tant qu'infobulle dans le Gestionnaire " "de projet quand le projet est survolé." @@ -15326,8 +15299,7 @@ msgid "Maximum call stack allowed for debugging GDScript." msgstr "Pile d’appels maximale autorisée pour le débogage de GDScript." msgid "Print frames per second to standard output every second." -msgstr "" -"Afficher le nombre de trames par second dans la console chaque seconde." +msgstr "Afficher le nombre de trames par second dans la console chaque seconde." msgid "" "Color of the contact points between collision shapes, visible when \"Visible " @@ -15360,8 +15332,7 @@ msgstr "" msgid "Custom image for the mouse cursor (limited to 256×256)." msgstr "" -"L'image personnalisée pour le curseur de la souris (limitée à 256x256 " -"pixels)." +"L'image personnalisée pour le curseur de la souris (limitée à 256x256 pixels)." msgid "Hotspot for the custom mouse cursor image." msgstr "Hotspot pour l’image de curseur de souris personnalisée." @@ -15400,8 +15371,8 @@ msgstr "" "éléments graphiques du projet." msgid "" -"Timer setting for incremental search in [Tree], [ItemList], etc. controls " -"(in milliseconds)." +"Timer setting for incremental search in [Tree], [ItemList], etc. controls (in " +"milliseconds)." msgstr "" "Les préférences du minuteur pour les recherches incrémentale dans les " "contrôles [Tree], [ItemList], etc. (en millisecondes)." @@ -15446,9 +15417,9 @@ msgid "" "necessary for the internal logic of several [Control]s. The events assigned " "to the action can however be modified." msgstr "" -"La [InputEventAction] par défaut pour définit le focus au [Control] " -"précédent de la scène. Le comportement du focus peut être configuré avec " -"[member Control.focus_previous].\n" +"La [InputEventAction] par défaut pour définit le focus au [Control] précédent " +"de la scène. Le comportement du focus peut être configuré avec [member " +"Control.focus_previous].\n" "[b]Note :[/b] Les actions [code]ui_*[/code] par défaut ne peuvent pas être " "supprimées car elles sont nécessaires à la logique interne de nombreux " "[Control]. Mais les événements assignés aux actions peuvent modifiés." @@ -15530,8 +15501,8 @@ msgstr "" "[Control]. Mais les événements assignés aux actions peuvent modifiés." msgid "" -"If [code]true[/code], sends mouse input events when tapping or swiping on " -"the touchscreen." +"If [code]true[/code], sends mouse input events when tapping or swiping on the " +"touchscreen." msgstr "" "Si [code]true[/code], envoie des événements d'entrée de la souris lorsque " "vous tapez ou glissez sur l'écran tactile." @@ -15554,71 +15525,71 @@ msgid "" "If non-empty, this locale will be used when running the project from the " "editor." msgstr "" -"Si n'est pas vide, ce langage sera utilisé lors du lancement du projet " -"depuis l'éditeur." +"Si n'est pas vide, ce langage sera utilisé lors du lancement du projet depuis " +"l'éditeur." msgid "" "Optional name for the 2D navigation layer 1. If left empty, the layer will " "display as \"Layer 1\"." msgstr "" -"Le nom optionnel pour la calque de navigation 2D numéro 1. Si vide, le " -"calque s'affichera comme \"Calque 1\"." +"Le nom optionnel pour la calque de navigation 2D numéro 1. Si vide, le calque " +"s'affichera comme \"Calque 1\"." msgid "" "Optional name for the 2D navigation layer 2. If left empty, the layer will " "display as \"Layer 2\"." msgstr "" -"Le nom optionnel pour la calque de navigation 2D numéro 2. Si vide, la " -"calque affichera comme « calque 2 »." +"Le nom optionnel pour la calque de navigation 2D numéro 2. Si vide, la calque " +"affichera comme « calque 2 »." msgid "" "Optional name for the 2D navigation layer 3. If left empty, the layer will " "display as \"Layer 3\"." msgstr "" -"Le nom optionnel pour la calque de navigation 2D numéro 3. Si vide, la " -"calque s'affichera comme « calque 3 »." +"Le nom optionnel pour la calque de navigation 2D numéro 3. Si vide, la calque " +"s'affichera comme « calque 3 »." msgid "" "Optional name for the 2D navigation layer 4. If left empty, the layer will " "display as \"Layer 4\"." msgstr "" -"Le nom optionnel pour la calque de navigation 2D numéro 4. Si vide, la " -"calque apparaîtra comme \"Calque 4\"." +"Le nom optionnel pour la calque de navigation 2D numéro 4. Si vide, la calque " +"apparaîtra comme \"Calque 4\"." msgid "" "Optional name for the 2D navigation layer 5. If left empty, the layer will " "display as \"Layer 5\"." msgstr "" -"Le nom optionnel pour la calque de navigation 2D numéro 5. Si vide, le " -"calque affichera comme \"Calque 5\"." +"Le nom optionnel pour la calque de navigation 2D numéro 5. Si vide, le calque " +"affichera comme \"Calque 5\"." msgid "" "Optional name for the 2D navigation layer 6. If left empty, the layer will " "display as \"Layer 6\"." msgstr "" -"Le nom optionnel pour la calque de navigation 2D numéro 6. Si vide, la " -"calque apparaîtra comme \"Calque 6\"." +"Le nom optionnel pour la calque de navigation 2D numéro 6. Si vide, la calque " +"apparaîtra comme \"Calque 6\"." msgid "" "Optional name for the 2D navigation layer 7. If left empty, the layer will " "display as \"Layer 7\"." msgstr "" -"Le nom optionnel pour la calque de navigation 2D numéro 7. Si vide, la " -"calque s'affichera comme « calque 7 »." +"Le nom optionnel pour la calque de navigation 2D numéro 7. Si vide, la calque " +"s'affichera comme « calque 7 »." msgid "" "Optional name for the 2D navigation layer 8. If left empty, the layer will " "display as \"Layer 8\"." msgstr "" -"Le nom optionnel pour la calque de navigation 2D numéro 8. Si vide, la " -"calque s'affichera comme \"Calque 8\"." +"Le nom optionnel pour la calque de navigation 2D numéro 8. Si vide, la calque " +"s'affichera comme \"Calque 8\"." msgid "" "Optional name for the 2D navigation layer 9. If left empty, the layer will " "display as \"Layer 9\"." msgstr "" -"Le nom optionnel pour la calque de navigation 2D numéro 9. Si vide, la " -"calque s'affichera comme \"Calque 9\"." +"Le nom optionnel pour la calque de navigation 2D numéro 9. Si vide, la calque " +"s'affichera comme \"Calque 9\"." msgid "" "Optional name for the 2D navigation layer 10. If left empty, the layer will " @@ -15785,64 +15756,64 @@ msgid "" "Optional name for the 3D navigation layer 1. If left empty, the layer will " "display as \"Layer 1\"." msgstr "" -"Le nom optionnel pour la calque de navigation 3D numéro 1. Si vide, le " -"calque s'affichera comme \"Calque 1\"." +"Le nom optionnel pour la calque de navigation 3D numéro 1. Si vide, le calque " +"s'affichera comme \"Calque 1\"." msgid "" "Optional name for the 3D navigation layer 2. If left empty, the layer will " "display as \"Layer 2\"." msgstr "" -"Le nom optionnel pour la calque de navigation 3D numéro 2. Si vide, la " -"calque affichera comme « calque 2 »." +"Le nom optionnel pour la calque de navigation 3D numéro 2. Si vide, la calque " +"affichera comme « calque 2 »." msgid "" "Optional name for the 3D navigation layer 3. If left empty, the layer will " "display as \"Layer 3\"." msgstr "" -"Le nom optionnel pour la calque de navigation 3D numéro 3. Si vide, la " -"calque s'affichera comme « calque 3 »." +"Le nom optionnel pour la calque de navigation 3D numéro 3. Si vide, la calque " +"s'affichera comme « calque 3 »." msgid "" "Optional name for the 3D navigation layer 4. If left empty, the layer will " "display as \"Layer 4\"." msgstr "" -"Le nom optionnel pour la calque de navigation 3D numéro 4. Si vide, la " -"calque apparaîtra comme \"Calque 4\"." +"Le nom optionnel pour la calque de navigation 3D numéro 4. Si vide, la calque " +"apparaîtra comme \"Calque 4\"." msgid "" "Optional name for the 3D navigation layer 5. If left empty, the layer will " "display as \"Layer 5\"." msgstr "" -"Le nom optionnel pour la calque de navigation 3D numéro 5. Si vide, le " -"calque affichera comme \"Calque 5\"." +"Le nom optionnel pour la calque de navigation 3D numéro 5. Si vide, le calque " +"affichera comme \"Calque 5\"." msgid "" "Optional name for the 3D navigation layer 6. If left empty, the layer will " "display as \"Layer 6\"." msgstr "" -"Le nom optionnel pour la calque de navigation 3D numéro 6. Si vide, la " -"calque apparaîtra comme \"Calque 6\"." +"Le nom optionnel pour la calque de navigation 3D numéro 6. Si vide, la calque " +"apparaîtra comme \"Calque 6\"." msgid "" "Optional name for the 3D navigation layer 7. If left empty, the layer will " "display as \"Layer 7\"." msgstr "" -"Le nom optionnel pour la calque de navigation 3D numéro 7. Si vide, la " -"calque s'affichera comme « calque 7 »." +"Le nom optionnel pour la calque de navigation 3D numéro 7. Si vide, la calque " +"s'affichera comme « calque 7 »." msgid "" "Optional name for the 3D navigation layer 8. If left empty, the layer will " "display as \"Layer 8\"." msgstr "" -"Le nom optionnel pour la calque de navigation 3D numéro 8. Si vide, la " -"calque s'affichera comme \"Calque 8\"." +"Le nom optionnel pour la calque de navigation 3D numéro 8. Si vide, la calque " +"s'affichera comme \"Calque 8\"." msgid "" "Optional name for the 3D navigation layer 9. If left empty, the layer will " "display as \"Layer 9\"." msgstr "" -"Le nom optionnel pour la calque de navigation 3D numéro 9. Si vide, la " -"calque s'affichera comme \"Calque 9\"." +"Le nom optionnel pour la calque de navigation 3D numéro 9. Si vide, la calque " +"s'affichera comme \"Calque 9\"." msgid "" "Optional name for the 3D navigation layer 10. If left empty, the layer will " @@ -16012,8 +15983,8 @@ msgid "" msgstr "" "La taille par défaut du flux par paire de paquets pour décoder les données " "Godot (en octets, spécifié par une puissance de deux). La valeur par défaut " -"[code]16[/code] est égale à 65 536 octets. Une fois cette valeur dépassée, " -"le nouveau contenu est ignoré." +"[code]16[/code] est égale à 65 536 octets. Une fois cette valeur dépassée, le " +"nouveau contenu est ignoré." msgid "Timeout (in seconds) for connection attempts using TCP." msgstr "" @@ -16030,11 +16001,11 @@ msgstr "" "racine." msgid "" -"If [code]true[/code], uses faster but lower-quality Lambert material " -"lighting model instead of Burley." +"If [code]true[/code], uses faster but lower-quality Lambert material lighting " +"model instead of Burley." msgstr "" -"Si [code]true[/code], utilise le modèle d'éclairage de matériaux Lambert " -"plus rapide mais de qualité inférieure au modèle Burley." +"Si [code]true[/code], utilise le modèle d'éclairage de matériaux Lambert plus " +"rapide mais de qualité inférieure au modèle Burley." msgid "Interpolates an [Object]'s property over time." msgstr "Interpole une propriété d'un [Object] dans le temps." @@ -16052,9 +16023,9 @@ msgid "" "[/codeblock]" msgstr "" "Fait que ce [PropertyTweener] utilisera la valeur de propriété actuelle " -"(c'est-à-dire au moment de créer ce [PropertyTweener]) comme point de " -"départ. Ceci est pareil que [method from] avec la valeur actuelle. Ces deux " -"appels sont identiques :\n" +"(c'est-à-dire au moment de créer ce [PropertyTweener]) comme point de départ. " +"Ceci est pareil que [method from] avec la valeur actuelle. Ces deux appels " +"sont identiques :\n" "[codeblock]\n" "tween.tween_property(self, \"position\", Vector2(200, 100), 1)." "from(position)\n" @@ -16130,8 +16101,8 @@ msgstr "" msgid "" "The identity quaternion, representing no rotation. Equivalent to an identity " -"[Basis] matrix. If a vector is transformed by an identity quaternion, it " -"will not change." +"[Basis] matrix. If a vector is transformed by an identity quaternion, it will " +"not change." msgstr "" "La quaternion d'identité, sans rotation. Équivalent à la matrice [Basis] " "d'identité. Si un vecteur est transformé par un quaternion d'identité, il ne " @@ -16182,9 +16153,9 @@ msgstr "" "retourne [code]false[/code])." msgid "" -"Returns the shape ID of the first object that the ray intersects, or " -"[code]0[/code] if no object is intersecting the ray (i.e. [method " -"is_colliding] returns [code]false[/code])." +"Returns the shape ID of the first object that the ray intersects, or [code]0[/" +"code] if no object is intersecting the ray (i.e. [method is_colliding] " +"returns [code]false[/code])." msgstr "" "Retourne l'identifiant de forme du premier objet que le rayon intersecte, ou " "[code]0[/code] si aucun objet n'intersecte le rayon (c'est-à-dire [method " @@ -16196,12 +16167,11 @@ msgid "" msgstr "" "Retourne le point de collision où le rayon intersecte l'objet le plus " "proche.\n" -"[b]Note :[/b] Ce point se trouve dans le système de coordonnées [b]global[/" -"b]." +"[b]Note :[/b] Ce point se trouve dans le système de coordonnées [b]global[/b]." msgid "" -"Returns whether any object is intersecting with the ray's vector " -"(considering the vector length)." +"Returns whether any object is intersecting with the ray's vector (considering " +"the vector length)." msgstr "" "Retourne quand un objet intersecte avec le vecteur du rayon (en prenant en " "compte la longueur du vecteur)." @@ -16245,9 +16215,9 @@ msgid "Constructs a [Rect2] by x, y, width, and height." msgstr "Construit un [Rect2] avec x, y, largeur, et hauteur." msgid "" -"Returns a [Rect2] with equivalent position and area, modified so that the " -"top-left corner is the origin and [code]width[/code] and [code]height[/code] " -"are positive." +"Returns a [Rect2] with equivalent position and area, modified so that the top-" +"left corner is the origin and [code]width[/code] and [code]height[/code] are " +"positive." msgstr "" "Retourne un [Rect2] avec la même position et aire, modifié de sorte que le " "coin supérieur gauche est l'origine et [code]width[/code] et [code]height[/" @@ -16279,8 +16249,8 @@ msgstr "" msgid "" "Increments the internal reference counter. Use this only if you really know " "what you are doing.\n" -"Returns [code]true[/code] if the increment was successful, [code]false[/" -"code] otherwise." +"Returns [code]true[/code] if the increment was successful, [code]false[/code] " +"otherwise." msgstr "" "Augmente le compteur de référence interne. Utilisez ceci seulement si vous " "savez vraiment ce que vous faites.\n" @@ -16290,8 +16260,8 @@ msgstr "" msgid "" "Decrements the internal reference counter. Use this only if you really know " "what you are doing.\n" -"Returns [code]true[/code] if the decrement was successful, [code]false[/" -"code] otherwise." +"Returns [code]true[/code] if the decrement was successful, [code]false[/code] " +"otherwise." msgstr "" "Diminue le compteur de référence interne. Utilisez ceci seulement si vous " "savez vraiment ce que vous faites.\n" @@ -16360,8 +16330,8 @@ msgstr "Serveur pour tout ce qui est visible." msgid "" "Sets camera to use orthogonal projection, also known as orthographic " -"projection. Objects remain the same size on the screen no matter how far " -"away they are." +"projection. Objects remain the same size on the screen no matter how far away " +"they are." msgstr "" "Utilise une projection orthogonale pour la caméra. Les objets affichés " "apparaissent avec la même taille peu importe leur éloignement de la caméra." @@ -16383,8 +16353,8 @@ msgid "Sets if the [CanvasItem] uses its parent's material." msgstr "Définit si le [CanvasItem] utilise le même matériau que son parent." msgid "" -"Sets the [CanvasItem]'s Z index, i.e. its draw order (lower indexes are " -"drawn first)." +"Sets the [CanvasItem]'s Z index, i.e. its draw order (lower indexes are drawn " +"first)." msgstr "" "Définit l'index Z du [CanvasItem], c'est sa position d'affichage (les plus " "faibles index seront affichés avant les autres)." @@ -16392,8 +16362,8 @@ msgstr "" msgid "" "Attaches the canvas light to the canvas. Removes it from its previous canvas." msgstr "" -"Attache une lumière de canevas à une instance. Retire la lumière " -"précédemment assignée à cette instance." +"Attache une lumière de canevas à une instance. Retire la lumière précédemment " +"assignée à cette instance." msgid "" "Attaches a light occluder to the canvas. Removes it from its previous canvas." @@ -16407,8 +16377,8 @@ msgstr "Active ou désactive l'obturateur de lumière." msgid "" "The light mask. See [LightOccluder2D] for more information on light masks." msgstr "" -"Le masque de lumière. Voir [LightOccluder2D] pour plus d'informations sur " -"les masques de lumière." +"Le masque de lumière. Voir [LightOccluder2D] pour plus d'informations sur les " +"masques de lumière." msgid "Sets a light occluder's polygon." msgstr "Définit le polygone d'un occluseur de lumière." @@ -16451,15 +16421,14 @@ msgid "Returns the parameters of a shader." msgstr "Retourne les paramètres d'un shader." msgid "" -"Returns the name of the video adapter (e.g. \"GeForce GTX 1080/PCIe/" -"SSE2\").\n" +"Returns the name of the video adapter (e.g. \"GeForce GTX 1080/PCIe/SSE2\").\n" "[b]Note:[/b] When running a headless or server binary, this function returns " "an empty string." msgstr "" "Retourne le nom de l'adaptateur vidéo (par exemple \"GeForce GTX 1080/PCIe/" "SSE2\").\n" -"[b]Note :[/b] Lors de l'exécution d'une version sans graphique ou de " -"serveur, cette fonction retourne une chaîne vide." +"[b]Note :[/b] Lors de l'exécution d'une version sans graphique ou de serveur, " +"cette fonction retourne une chaîne vide." msgid "" "Returns the vendor of the video adapter (e.g. \"NVIDIA Corporation\").\n" @@ -16468,8 +16437,8 @@ msgid "" msgstr "" "Retourne le vendeur de l'adaptateur vidéo (par exemple \"NVIDIA " "Corporation\").\n" -"[b]Note :[/b] Lors de l'exécution d'une version sans graphique ou de " -"serveur, cette fonction retourne une chaîne vide." +"[b]Note :[/b] Lors de l'exécution d'une version sans graphique ou de serveur, " +"cette fonction retourne une chaîne vide." msgid "Not yet implemented. Always returns [code]false[/code]." msgstr "Pas encore implémenté. Retourne toujours [code]false[/code]." @@ -16478,8 +16447,8 @@ msgid "" "Attaches a skeleton to an instance. Removes the previous skeleton from the " "instance." msgstr "" -"Attache un squelette à une instance. Retire le squelette précédemment " -"assigné à cette instance." +"Attache un squelette à une instance. Retire le squelette précédemment assigné " +"à cette instance." msgid "" "Sets the flag for a given [enum InstanceFlags]. See [enum InstanceFlags] for " @@ -16527,11 +16496,9 @@ msgstr "Retourne le matériau de la surface du maillage." msgid "Sets a mesh's surface's material." msgstr "Définit le matériau de la surface du maillage." -msgid "" -"Returns the RID of the mesh that will be used in drawing this multimesh." +msgid "Returns the RID of the mesh that will be used in drawing this multimesh." msgstr "" -"Retourne le RID du maillage qui sera utilisé pour l'affichage de ce " -"multimesh." +"Retourne le RID du maillage qui sera utilisé pour l'affichage de ce multimesh." msgid "Returns the color by which the specified instance will be modulated." msgstr "Retourne la couleur par laquelle l'instance spécifiée sera modulée." @@ -16556,15 +16523,14 @@ msgstr "" "d'être émises." msgid "" -"Returns [code]true[/code] if particles are not emitting and particles are " -"set to inactive." +"Returns [code]true[/code] if particles are not emitting and particles are set " +"to inactive." msgstr "" "Retourne [code]true[/code] si les particules ne sont pas émises et qu'elles " "sont inactives." msgid "Returns the [Transform2D] set for a specific bone of this skeleton." -msgstr "" -"Retourne la [Transform2D] définie pour l'os spécifié pour ce squelette." +msgstr "Retourne la [Transform2D] définie pour l'os spécifié pour ce squelette." msgid "Sets the [Transform2D] for a specific bone of this skeleton." msgstr "Définit la [Transform2D] pour un os spécifique de ce squelette." @@ -16599,29 +16565,26 @@ msgid "" "Sets the debug draw mode of a viewport. See [enum ViewportDebugDraw] for " "options." msgstr "" -"Définit le mode d'affichage de débogage de la fenêtre d'affichage. Voir " -"[enum ViewportDebugDraw] pour les options." +"Définit le mode d'affichage de débogage de la fenêtre d'affichage. Voir [enum " +"ViewportDebugDraw] pour les options." msgid "Sets the viewport's global transformation matrix." -msgstr "" -"Définit la matrice de transformation globale de la fenêtre d'affichage." +msgstr "Définit la matrice de transformation globale de la fenêtre d'affichage." msgid "" "If [code]true[/code], the viewport renders its background as transparent." msgstr "" -"Si [code]true[/code], la fenêtre d'affichage rend son arrière-plan de " -"manière transparente." +"Si [code]true[/code], la fenêtre d'affichage rend son arrière-plan de manière " +"transparente." msgid "Number of weights/bones per vertex." msgstr "Nombre de poids / os par sommet." msgid "The minimum Z-layer for canvas items." -msgstr "" -"Le niveau minimal du calque de profondeur pour les éléments de canevas." +msgstr "Le niveau minimal du calque de profondeur pour les éléments de canevas." msgid "The maximum Z-layer for canvas items." -msgstr "" -"Le niveau maximal du calque de profondeur pour les éléments de canevas." +msgstr "Le niveau maximal du calque de profondeur pour les éléments de canevas." msgid "Shader is a 3D shader." msgstr "Ce shader est utilisé en 3D." @@ -16801,9 +16764,9 @@ msgid "" "Disable backface culling when rendering the shadow of the object. This is " "slightly slower but may result in more correct shadows." msgstr "" -"Désactiver le culling des faces arrières lors du rendu de l'ombre de " -"l'objet. Ceci est légèrement plus lent mais peut permettre d'obtenir de " -"meilleures ombres." +"Désactiver le culling des faces arrières lors du rendu de l'ombre de l'objet. " +"Ceci est légèrement plus lent mais peut permettre d'obtenir de meilleures " +"ombres." msgid "" "Only render the shadows from the object. The object itself will not be drawn." @@ -16863,8 +16826,7 @@ msgstr "Enregistre un type de ressource spécifique dans un fichier." msgid "Returns whether the given resource object can be saved by this saver." msgstr "" -"Retourne quand une ressource donnée peut être enregistrée par ce " -"enregistreur." +"Retourne quand une ressource donnée peut être enregistrée par ce enregistreur." msgid "Returns the list of recognized extensions for a resource type." msgstr "Retourne la liste des extensions reconnues pour ce type de ressource." @@ -16924,8 +16886,8 @@ msgstr "Ajouter un marqueur de retour à la ligne dans la pile des marqueurs." msgid "" "Adds a [code][font][/code] tag with a bold italics font to the tag stack." msgstr "" -"Ajouter un marqueur [code][font][/code] avec une police italique gras dans " -"la pile des marqueurs." +"Ajouter un marqueur [code][font][/code] avec une police italique gras dans la " +"pile des marqueurs." msgid "Adds a [code][color][/code] tag to the tag stack." msgstr "Ajouter un marqueur [code][color][/code] dans la pile des marqueurs." @@ -16939,8 +16901,8 @@ msgstr "" msgid "Adds a [code][font][/code] tag with a monospace font to the tag stack." msgstr "" -"Ajoute un marqueur [code][font][/code] avec une police monospace dans la " -"pile des marqueurs." +"Ajoute un marqueur [code][font][/code] avec une police monospace dans la pile " +"des marqueurs." msgid "Adds a [code][font][/code] tag with a normal font to the tag stack." msgstr "" @@ -16957,8 +16919,8 @@ msgid "If [code]true[/code], a right-click displays the context menu." msgstr "Si [code]true[/code], un clic droit affiche le menu contextuel." msgid "" -"If [code]true[/code], the label underlines meta tags such as [code][url]" -"{text}[/url][/code]." +"If [code]true[/code], the label underlines meta tags such as [code][url]{text}" +"[/url][/code]." msgstr "" "Si [code]true[/code], le label souligne les marqueurs de méta-donnée comme " "[code][url]{text}[/url][/code]." @@ -17166,8 +17128,7 @@ msgid "Returns a [Script] that is currently active in editor." msgstr "Retourne le [Script] actuellement actif dans l'éditeur." msgid "" -"Returns an array with all [Script] objects which are currently open in " -"editor." +"Returns an array with all [Script] objects which are currently open in editor." msgstr "" "Retourne la liste de tous les objets [Script] qui sont actuellement ouverts " "dans l'éditeur." @@ -17200,8 +17161,8 @@ msgid "Mode used to draw all 2D objects." msgstr "Le mode utilise pour afficher tous les objets 2D." msgid "" -"Mode used to calculate particle information on a per-particle basis. Not " -"used for drawing." +"Mode used to calculate particle information on a per-particle basis. Not used " +"for drawing." msgstr "" "Le mode utilisé pour calculer les informations pour chaque particule " "individuellement. N'est pas utilisé pour l'affichage." @@ -17289,8 +17250,8 @@ msgstr "Pleine hauteur de la sphère." msgid "" "If [code]true[/code], a hemisphere is created rather than a full sphere.\n" -"[b]Note:[/b] To get a regular hemisphere, the height and radius of the " -"sphere must be equal." +"[b]Note:[/b] To get a regular hemisphere, the height and radius of the sphere " +"must be equal." msgstr "" "Si [code]true[/code], un hémisphère (une demi-sphère) est créé plutôt qu'une " "sphère entière.\n" @@ -17307,17 +17268,16 @@ msgid "Number of segments along the height of the sphere." msgstr "Le nombre de longitudes de la sphère." msgid "The sphere's radius. The shape's diameter is double the radius." -msgstr "" -"Le rayon de la sphère. Le diamètre de la sphère est le double du rayon." +msgstr "Le rayon de la sphère. Le diamètre de la sphère est le double du rayon." msgid "Applies the current value of this [SpinBox]." msgstr "Appliquer la valeur actuelle à cette [SpinBox]." msgid "" -"Returns the [LineEdit] instance from this [SpinBox]. You can use it to " -"access properties and methods of [LineEdit].\n" -"[b]Warning:[/b] This is a required internal node, removing and freeing it " -"may cause a crash. If you wish to hide it or any of its children, use their " +"Returns the [LineEdit] instance from this [SpinBox]. You can use it to access " +"properties and methods of [LineEdit].\n" +"[b]Warning:[/b] This is a required internal node, removing and freeing it may " +"cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." msgstr "" "Retourne l'instance [LineEdit] utilisé pour ce [SpinBox]. Vous pouvez " @@ -17362,15 +17322,14 @@ msgstr "" "désactivé." msgid "" -"Determines the dragger's visibility. See [enum DraggerVisibility] for " -"details." +"Determines the dragger's visibility. See [enum DraggerVisibility] for details." msgstr "" "Détermine la visibilité du dragueur. Voir [enum DraggerVisibility] pour plus " "de détails." msgid "" -"The initial offset of the splitting between the two [Control]s, with " -"[code]0[/code] being at the end of the first [Control]." +"The initial offset of the splitting between the two [Control]s, with [code]0[/" +"code] being at the end of the first [Control]." msgstr "" "Le décalage initial de la séparation entre les deux [Control], avec [code]0[/" "code] étant la fin du premier [Control]." @@ -17402,12 +17361,12 @@ msgid "General-purpose sprite node." msgstr "Nœud de sprite à usage général." msgid "" -"A node that displays a 2D texture. The texture displayed can be a region " -"from a larger atlas texture, or a frame from a sprite sheet animation." +"A node that displays a 2D texture. The texture displayed can be a region from " +"a larger atlas texture, or a frame from a sprite sheet animation." msgstr "" "Un nœud qui affiche une texture 2D. La texture affichée peut être une région " -"à partir d'une texture plus grande de l'atlas, ou d'une trame d'une " -"animation de feuille de sprite." +"à partir d'une texture plus grande de l'atlas, ou d'une trame d'une animation " +"de feuille de sprite." msgid "" "Returns [code]true[/code], if the pixel at the given position is opaque and " @@ -17432,8 +17391,8 @@ msgstr "" msgid "" "Coordinates of the frame to display from sprite sheet. This is as an alias " -"for the [member frame] property. [member hframes] or [member vframes] must " -"be greater than 1." +"for the [member frame] property. [member hframes] or [member vframes] must be " +"greater than 1." msgstr "" "Les coordonnées de la trame à afficher de la feuille de sprite. Il s'agit " "d'un raccourci de la propriété [member frame]. [membres hframes] ou [membres " @@ -17443,8 +17402,8 @@ msgid "The number of columns in the sprite sheet." msgstr "Nombre de colonnes dans la feuille de sprite." msgid "" -"If [code]true[/code], texture is cut from a larger atlas texture. See " -"[member region_rect]." +"If [code]true[/code], texture is cut from a larger atlas texture. See [member " +"region_rect]." msgstr "" "Si [code]true[/code], la texture est une partie d'une plus grande texture " "atlas. Voir [member region_rect]." @@ -17525,9 +17484,9 @@ msgid "If set, lights in the environment affect the sprite." msgstr "Si définies, les lumières dans l'environnement affecte le sprite." msgid "" -"This mode performs standard alpha blending. It can display translucent " -"areas, but transparency sorting issues may be visible when multiple " -"transparent materials are overlapping." +"This mode performs standard alpha blending. It can display translucent areas, " +"but transparency sorting issues may be visible when multiple transparent " +"materials are overlapping." msgstr "" "Ce mode réalise un mélange l'opacité standard. Il peut afficher des zones " "translucides, mais des problèmes de tri selon la transparence peuvent être " @@ -17711,17 +17670,16 @@ msgstr "" msgid "Returns the minimum size that this stylebox can be shrunk to." msgstr "" -"Retourne la taille minimale à laquelle cette boîte de style peut être " -"réduite." +"Retourne la taille minimale à laquelle cette boîte de style peut être réduite." msgid "" "Returns the \"offset\" of a stylebox. This helper function returns a value " "equivalent to [code]Vector2(style.get_margin(MARGIN_LEFT), style." "get_margin(MARGIN_TOP))[/code]." msgstr "" -"Retourne le \"décalage\" d'une boîte de style. Cette fonction d'aide " -"retourne une valeur équivalente à [code]Vector2(style." -"get_margin(MARGIN_LEFT), style.get_margin(MARGIN_TOP))[/code]." +"Retourne le \"décalage\" d'une boîte de style. Cette fonction d'aide retourne " +"une valeur équivalente à [code]Vector2(style.get_margin(MARGIN_LEFT), style." +"get_margin(MARGIN_TOP))[/code]." msgid "Test a position in a rectangle, return whether it passes the mask test." msgstr "" @@ -17763,8 +17721,7 @@ msgstr "La couleur d'arrière-plan de la stylebox." msgid "If [code]true[/code], the border will fade into the background color." msgstr "" -"Si [code]true[/code], la bordure fusionnera avec la couleur de l'arrière-" -"plan." +"Si [code]true[/code], la bordure fusionnera avec la couleur de l'arrière-plan." msgid "Sets the color of the border." msgstr "Définit la couleur de la bordure." @@ -17782,8 +17739,7 @@ msgid "Border width for the top border." msgstr "L'épaisseur de la bordure du haut." msgid "" -"The bottom-left corner's radius. If [code]0[/code], the corner is not " -"rounded." +"The bottom-left corner's radius. If [code]0[/code], the corner is not rounded." msgstr "" "Le rayon du coin bas-gauche. Si [code]0[/code], le coin n'est pas arrondi." @@ -17808,8 +17764,8 @@ msgstr "Active l'affichage de l'intérieur de la stylebox." msgid "" "Expands the stylebox outside of the control rect on the bottom edge. Useful " -"in combination with [member border_width_bottom] to draw a border outside " -"the control rect.\n" +"in combination with [member border_width_bottom] to draw a border outside the " +"control rect.\n" "[b]Note:[/b] Unlike [member StyleBox.content_margin_bottom], [member " "expand_margin_bottom] does [i]not[/i] affect the size of the clickable area " "for [Control]s. This can negatively impact usability if used wrong, as the " @@ -17830,10 +17786,9 @@ msgid "" "combination with [member border_width_left] to draw a border outside the " "control rect.\n" "[b]Note:[/b] Unlike [member StyleBox.content_margin_left], [member " -"expand_margin_left] does [i]not[/i] affect the size of the clickable area " -"for [Control]s. This can negatively impact usability if used wrong, as the " -"user may try to click an area of the StyleBox that cannot actually receive " -"clicks." +"expand_margin_left] does [i]not[/i] affect the size of the clickable area for " +"[Control]s. This can negatively impact usability if used wrong, as the user " +"may try to click an area of the StyleBox that cannot actually receive clicks." msgstr "" "Étend la boite en dehors du rectangle du contrôle pour la bordure de gauche. " "Utile avec [member border_width_left] pour afficher une bordure en dehors du " @@ -17841,12 +17796,12 @@ msgstr "" "[b]Note :[/b] Contrairement à [member StyleBox.content_margin_left], [member " "expand_margin_left] n'étend [i]pas[/i] la taille de la zone qui peut être " "cliquée du [Control]. Ça peut avoir un impact négatif sur l’accessibilité si " -"c'est mal réglé, puisque l'utilisateur peut vouloir cliquer sur cette zone " -"de la boite qui ne reçoit pas les clics." +"c'est mal réglé, puisque l'utilisateur peut vouloir cliquer sur cette zone de " +"la boite qui ne reçoit pas les clics." msgid "" -"Expands the stylebox outside of the control rect on the right edge. Useful " -"in combination with [member border_width_right] to draw a border outside the " +"Expands the stylebox outside of the control rect on the right edge. Useful in " +"combination with [member border_width_right] to draw a border outside the " "control rect.\n" "[b]Note:[/b] Unlike [member StyleBox.content_margin_right], [member " "expand_margin_right] does [i]not[/i] affect the size of the clickable area " @@ -17855,13 +17810,13 @@ msgid "" "clicks." msgstr "" "Étend la boite en dehors du rectangle du contrôle pour la bordure de droite. " -"Utile avec [member border_width_right] pour afficher une bordure en dehors " -"du rectangle du contrôle.\n" -"[b]Note :[/b] Contrairement à [member StyleBox.content_margin_right], " -"[member expand_margin_right] n'étend [i]pas[/i] la taille de la zone qui " -"peut être cliquée du [Control]. Ça peut avoir un impact négatif sur " -"l’accessibilité si c'est mal réglé, puisque l'utilisateur peut vouloir " -"cliquer sur cette zone de la boite qui ne reçoit pas les clics." +"Utile avec [member border_width_right] pour afficher une bordure en dehors du " +"rectangle du contrôle.\n" +"[b]Note :[/b] Contrairement à [member StyleBox.content_margin_right], [member " +"expand_margin_right] n'étend [i]pas[/i] la taille de la zone qui peut être " +"cliquée du [Control]. Ça peut avoir un impact négatif sur l’accessibilité si " +"c'est mal réglé, puisque l'utilisateur peut vouloir cliquer sur cette zone de " +"la boite qui ne reçoit pas les clics." msgid "" "Expands the stylebox outside of the control rect on the top edge. Useful in " @@ -17878,8 +17833,8 @@ msgstr "" "[b]Note :[/b] Contrairement à [member StyleBox.content_margin_top], [member " "expand_margin_top] n'étend [i]pas[/i] la taille de la zone qui peut être " "cliquée du [Control]. Ça peut avoir un impact négatif sur l’accessibilité si " -"c'est mal réglé, puisque l'utilisateur peut vouloir cliquer sur cette zone " -"de la boite qui ne reçoit pas les clics." +"c'est mal réglé, puisque l'utilisateur peut vouloir cliquer sur cette zone de " +"la boite qui ne reçoit pas les clics." msgid "" "The color of the shadow. This has no effect if [member shadow_size] is lower " @@ -17889,8 +17844,8 @@ msgstr "" "inférieur à 1." msgid "" -"The shadow offset in pixels. Adjusts the position of the shadow relatively " -"to the stylebox." +"The shadow offset in pixels. Adjusts the position of the shadow relatively to " +"the stylebox." msgstr "" "Le décalage de l'ombre en pixels. Ajuste la position de l'ombre relativement " "à la boîte de style." @@ -17915,17 +17870,15 @@ msgid "" "Controls how the stylebox's texture will be stretched or tiled horizontally. " "See [enum AxisStretchMode] for possible values." msgstr "" -"Contrôle la façon dont la texture de la boîte de style sera étirée ou " -"répétée horizontalement. Voir [enum AxisStretchMode] pour les valeurs " -"possibles." +"Contrôle la façon dont la texture de la boîte de style sera étirée ou répétée " +"horizontalement. Voir [enum AxisStretchMode] pour les valeurs possibles." msgid "" "Controls how the stylebox's texture will be stretched or tiled vertically. " "See [enum AxisStretchMode] for possible values." msgstr "" -"Contrôle la façon dont la texture de la boîte de style sera étirée ou " -"répétée verticalement. Voir [enum AxisStretchMode] pour les valeurs " -"possibles." +"Contrôle la façon dont la texture de la boîte de style sera étirée ou répétée " +"verticalement. Voir [enum AxisStretchMode] pour les valeurs possibles." msgid "" "Expands the bottom margin of this style box when drawing, causing it to be " @@ -17949,8 +17902,8 @@ msgstr "" "qu'elle soit plus grande que demandé." msgid "" -"Expands the top margin of this style box when drawing, causing it to be " -"drawn larger than requested." +"Expands the top margin of this style box when drawing, causing it to be drawn " +"larger than requested." msgstr "" "Agrandit la marge supérieure de cette zone de style lors du dessin, la " "faisant être dessinée plus grande que demandé." @@ -17999,8 +17952,8 @@ msgid "" msgstr "" "Augmente la marge droite de la boîte de texture en 3×3.\n" "Une valeur plus élevée signifie qu'une plus grande partie de la texture " -"source est considérée comme faisant partie de la droite frontière de la " -"boîte 3×3.\n" +"source est considérée comme faisant partie de la droite frontière de la boîte " +"3×3.\n" "C'est aussi la valeur de repli utilisée pour [member StyleBox." "content_margin_right] si elle est négative." @@ -18019,12 +17972,12 @@ msgstr "" "content_margin_top] si elle est négative." msgid "" -"Stretch the stylebox's texture. This results in visible distortion unless " -"the texture size matches the stylebox's size perfectly." +"Stretch the stylebox's texture. This results in visible distortion unless the " +"texture size matches the stylebox's size perfectly." msgstr "" -"Étire la texture de la boîte de style. Cela entraîne une distorsion visible " -"à moins que la taille de la texture ne corresponde parfaitement à la taille " -"de la boîte de style." +"Étire la texture de la boîte de style. Cela entraîne une distorsion visible à " +"moins que la taille de la texture ne corresponde parfaitement à la taille de " +"la boîte de style." msgid "3D in 2D Demo" msgstr "Démo pour la 3D dans la 2D" @@ -18073,8 +18026,8 @@ msgstr "" "spécifié les autres propriétés du sommet (par ex. la couleur, l'UV)." msgid "" -"Called before adding any vertices. Takes the primitive type as an argument " -"(e.g. [constant Mesh.PRIMITIVE_TRIANGLES])." +"Called before adding any vertices. Takes the primitive type as an argument (e." +"g. [constant Mesh.PRIMITIVE_TRIANGLES])." msgstr "" "Appelé avant d'ajouter des sommets. Cela prend le type primitif comme " "argument (par exemple [constant Mesh. PRIMITIVE_TRIANGES])." @@ -18112,9 +18065,9 @@ msgstr "" "utilisée." msgid "" -"Specifies a set of UV coordinates to use for the [i]next[/i] vertex. If " -"every vertex needs to have this information set and you fail to submit it " -"for the first vertex, this information may not be used at all." +"Specifies a set of UV coordinates to use for the [i]next[/i] vertex. If every " +"vertex needs to have this information set and you fail to submit it for the " +"first vertex, this information may not be used at all." msgstr "" "Spécifie les coordonnées UV à utiliser pour le sommet [i]suivant[/i]. Si " "chaque sommet a besoin d'avoir cette information définie et que vous ne " @@ -18122,9 +18075,9 @@ msgstr "" "être utilisée." msgid "" -"Specifies an optional second set of UV coordinates to use for the [i]next[/" -"i] vertex. If every vertex needs to have this information set and you fail " -"to submit it for the first vertex, this information may not be used at all." +"Specifies an optional second set of UV coordinates to use for the [i]next[/i] " +"vertex. If every vertex needs to have this information set and you fail to " +"submit it for the first vertex, this information may not be used at all." msgstr "" "Spécifie les coordonnées UV secondaires facultatives à utiliser pour le " "sommet [i]suivant[/i]. Si chaque sommet a besoin d'avoir cette information " @@ -18164,15 +18117,14 @@ msgstr "" "Si définit à [code]true[/code], les polices en italique ou oblique sont " "préférées." -msgid "" -"Array of font family names to search, first matching font found is used." +msgid "Array of font family names to search, first matching font found is used." msgstr "" "Tableau de noms de familles de polices à chercher, la première police " "correspondante est utilisée." msgid "" -"Preferred font stretch amount, compared to a normal width. A percentage " -"value between [code]50%[/code] and [code]200%[/code]." +"Preferred font stretch amount, compared to a normal width. A percentage value " +"between [code]50%[/code] and [code]200%[/code]." msgstr "" "Valeur préférée de l'étirement de la police, comparée une largeur normale. " "Une valeur de pourcentage entre [code]50%[/code] et [code]200%[/code]." @@ -18203,8 +18155,8 @@ msgid "" "no tab at the queried position." msgstr "" "Retourne l'index de l'onglet aux coordonnées locales [param point]. Retourne " -"[code]-1[/code] si le point est en dehors des limites de contrôle ou s'il " -"n'y a pas d'onglet à la position demandée." +"[code]-1[/code] si le point est en dehors des limites de contrôle ou s'il n'y " +"a pas d'onglet à la position demandée." msgid "Returns the number of hidden tabs offsetted to the left." msgstr "Retourne le nombre d'onglets cachés décalés vers la gauche." @@ -18212,8 +18164,7 @@ msgstr "Retourne le nombre d'onglets cachés décalés vers la gauche." msgid "Returns tab [Rect2] with local position and size." msgstr "Retourne l'onglet [Rect2] avec la position et la taille locales." -msgid "" -"Returns [code]true[/code] if the tab at index [param tab_idx] is hidden." +msgid "Returns [code]true[/code] if the tab at index [param tab_idx] is hidden." msgstr "" "Retourne [code]true[/code] si l'onglet à l'index [param tab_idx] est masqué." @@ -18230,8 +18181,8 @@ msgid "" "value will hide the button." msgstr "" "Définit un [param icon] pour le bouton de l'onglet à l'index [param tab_idx] " -"(qui se trouve à droite, avant de bouton de fermeture), le rendant visible " -"et cliquable (voir [signal tab_button_pressed]). Lui donner une valeur " +"(qui se trouve à droite, avant de bouton de fermeture), le rendant visible et " +"cliquable (voir [signal tab_button_pressed]). Lui donner une valeur " "[code]null[/code] cachera le bouton." msgid "" @@ -18266,8 +18217,8 @@ msgid "" "Sets when the close button will appear on the tabs. See [enum " "CloseButtonDisplayPolicy] for details." msgstr "" -"Définit lorsque le bouton de fermeture apparaîtra sur les onglets. Voir " -"[enum CloseButtonDisplayPolicy] pour plus de détails." +"Définit lorsque le bouton de fermeture apparaîtra sur les onglets. Voir [enum " +"CloseButtonDisplayPolicy] pour plus de détails." msgid "" "Emitted when the active tab is rearranged via mouse drag. See [member " @@ -18307,8 +18258,7 @@ msgid "The font used to draw tab names." msgstr "La police utilisée pour les noms des onglets." msgid "The icon for the close button (see [member tab_close_display_policy])." -msgstr "" -"L'icône pour le bouton fermer (voir [member tab_close_display_policy])." +msgstr "L'icône pour le bouton fermer (voir [member tab_close_display_policy])." msgid "" "Icon for the left arrow button that appears when there are too many tabs to " @@ -18317,8 +18267,7 @@ msgid "" msgstr "" "L'icône pour le bouton flèche de gauche qui apparaît quand il y a trop " "d'onglets à afficher dans le conteneur. Lorsque le bouton est désactivé " -"(c'est-à-dire le premier onglet est visible), il apparaît en semi-" -"transparent." +"(c'est-à-dire le premier onglet est visible), il apparaît en semi-transparent." msgid "" "Icon for the left arrow button that appears when there are too many tabs to " @@ -18331,13 +18280,12 @@ msgstr "" msgid "" "Icon for the right arrow button that appears when there are too many tabs to " -"fit in the container width. When the button is disabled (i.e. the last tab " -"is visible) it appears semi-transparent." +"fit in the container width. When the button is disabled (i.e. the last tab is " +"visible) it appears semi-transparent." msgstr "" "L'icône pour le bouton flèche de droite qui apparaît quand il y a trop " "d'onglets à afficher dans le conteneur. Lorsque le bouton est désactivé " -"(c'est-à-dire le dernier onglet est visible), il apparaît en semi-" -"transparent." +"(c'est-à-dire le dernier onglet est visible), il apparaît en semi-transparent." msgid "" "Icon for the right arrow button that appears when there are too many tabs to " @@ -18375,13 +18323,13 @@ msgstr "" "[code]false[/code], les onglets inactifs sont dessinés derrière le panneau." msgid "" -"The current tab index. When set, this index's [Control] node's " -"[code]visible[/code] property is set to [code]true[/code] and all others are " -"set to [code]false[/code]." +"The current tab index. When set, this index's [Control] node's [code]visible[/" +"code] property is set to [code]true[/code] and all others are set to " +"[code]false[/code]." msgstr "" "L'index actuel de l'onglet. Quand définie, cette propriété [code]visible[/" -"code] du nœud [Control] pour cet index sera mis à [code]true[/code] et " -"toutes les autres seront à [code]false[/code]." +"code] du nœud [Control] pour cet index sera mis à [code]true[/code] et toutes " +"les autres seront à [code]false[/code]." msgid "" "If [code]true[/code], tabs are visible. If [code]false[/code], tabs' content " @@ -18395,9 +18343,9 @@ msgid "" "minimum size take into account in the total, instead of only the currently " "visible one." msgstr "" -"Si [code]true[/code], les nœuds [Control] enfants qui sont cachés auront " -"leur taille minimale qui sera prise en compte dans le total, au lieu de " -"seulement celle actuellement visible." +"Si [code]true[/code], les nœuds [Control] enfants qui sont cachés auront leur " +"taille minimale qui sera prise en compte dans le total, au lieu de seulement " +"celle actuellement visible." msgid "" "Emitted when the [TabContainer]'s [Popup] button is clicked. See [method " @@ -18413,8 +18361,8 @@ msgid "The icon for the menu button (see [method set_popup])." msgstr "L'icône pour le bouton de menu (voir [method set_popup])." msgid "" -"The icon for the menu button (see [method set_popup]) when it's being " -"hovered with the cursor." +"The icon for the menu button (see [method set_popup]) when it's being hovered " +"with the cursor." msgstr "" "L'icône du bouton de menu (voir [method set_popup]) quand il est survolé par " "le curseur de la souris." @@ -18427,8 +18375,7 @@ msgstr "Un serveur TCP." msgid "Returns [code]true[/code] if a connection is available for taking." msgstr "" -"Retourne [code]true[/code] si une connexion est disponible pour être " -"utilisée." +"Retourne [code]true[/code] si une connexion est disponible pour être utilisée." msgid "" "Returns [code]true[/code] if the server is currently listening for " @@ -18517,8 +18464,8 @@ msgstr "" "Si [code]true[/code], la ligne contenant le curseur de texte est surlignée." msgid "" -"If [code]true[/code], a minimap is shown, providing an outline of your " -"source code." +"If [code]true[/code], a minimap is shown, providing an outline of your source " +"code." msgstr "" "Si [code]true[/code], une mini-carte sera affichée, fournissant un aperçu de " "votre code source." @@ -18534,8 +18481,8 @@ msgstr "" "défilement horizontal actuel en pixels." msgid "" -"If there is a vertical scrollbar, this determines the current vertical " -"scroll value in line numbers, starting at 0 for the top line." +"If there is a vertical scrollbar, this determines the current vertical scroll " +"value in line numbers, starting at 0 for the top line." msgstr "" "S'il y a une barre de défilement verticale, cela détermine le décalage de " "défilement vertical actuel en nombres de lignes, en commençant par 0 pour la " @@ -18543,8 +18490,8 @@ msgstr "" msgid "" "If [code]true[/code], text can be selected.\n" -"If [code]false[/code], text can not be selected by the user or by the " -"[method select] or [method select_all] methods." +"If [code]false[/code], text can not be selected by the user or by the [method " +"select] or [method select_all] methods." msgstr "" "Si [code]true[/code], le texte peut être sélectionné.\n" "Si [code]false[/code], le texte ne peut pas être sélectionné par " @@ -18621,12 +18568,12 @@ msgid "" "doesn't support localization like more complex [Control]s.\n" "The \"normal\" state must contain a texture ([member texture_normal]); other " "textures are optional.\n" -"See also [BaseButton] which contains common properties and methods " -"associated with this node." +"See also [BaseButton] which contains common properties and methods associated " +"with this node." msgstr "" -"Le [TextureButton] a les même fonctionnalités qu'un [Button], seulement " -"qu'il utilise une images plutôt qu'une ressource [Theme]. Il est plus rapide " -"à créer, mais ne supporte pas la localisation comme certains [Control] plus " +"Le [TextureButton] a les même fonctionnalités qu'un [Button], seulement qu'il " +"utilise une images plutôt qu'une ressource [Theme]. Il est plus rapide à " +"créer, mais ne supporte pas la localisation comme certains [Control] plus " "complexes.\n" "L'état \"normal\" doit contenir une texture ([member texture_normal]) ; les " "textures des autres états sont facultatives.\n" @@ -18665,18 +18612,18 @@ msgid "Scale to fit the node's bounding rectangle." msgstr "Change l'échelle pour adapter le rectangle total du nœud." msgid "" -"The texture keeps its original size and stays in the bounding rectangle's " -"top-left corner." +"The texture keeps its original size and stays in the bounding rectangle's top-" +"left corner." msgstr "" "La texture conserve sa taille d’origine et reste dans le coin supérieur " "gauche du rectangle délimité." msgid "" -"The texture keeps its original size and stays centered in the node's " -"bounding rectangle." +"The texture keeps its original size and stays centered in the node's bounding " +"rectangle." msgstr "" -"La texture conserve sa taille d’origine et reste centrée dans le rectangle " -"de délimitation du nœud." +"La texture conserve sa taille d’origine et reste centrée dans le rectangle de " +"délimitation du nœud." msgid "The width of the 9-patch's left column." msgstr "La largeur de la colonne gauche du 9-patch." @@ -18687,8 +18634,7 @@ msgstr "La largeur de la colonne droite du 9-patch." msgid "The height of the 9-patch's top row." msgstr "La hauteur de la colonne du haut du 9-patch." -msgid "" -"Multiplies the color of the bar's [code]texture_progress[/code] texture." +msgid "Multiplies the color of the bar's [code]texture_progress[/code] texture." msgstr "" "Multiplie la couleur de la texture [code]texture_progress[/code] de la barre." @@ -18778,8 +18724,7 @@ msgstr "" "Convertit la temps donné en dictionnaire avec les clés : [code]hour[/code], " "[code]minute[/code], and [code]second[/code]." -msgid "" -"Converts the given Unix timestamp to an ISO 8601 time string (HH:MM:SS)." +msgid "Converts the given Unix timestamp to an ISO 8601 time string (HH:MM:SS)." msgstr "Convertit l'horodatage Unix au format d'heure ISO 8601 (HH:MM:SS)." msgid "The month of January, represented numerically as [code]01[/code]." @@ -18837,8 +18782,7 @@ msgstr "" "Le jour de la semaine du mercredi, représenté numériquement par [code]3[/" "code]." -msgid "" -"The day of the week Thursday, represented numerically as [code]4[/code]." +msgid "The day of the week Thursday, represented numerically as [code]4[/code]." msgstr "" "Le jour de la semaine du jeudi, représenté numériquement par [code]4[/code]." @@ -18847,8 +18791,7 @@ msgstr "" "Le jour de la semaine du vendredi, représenté numériquement par [code]5[/" "code]." -msgid "" -"The day of the week Saturday, represented numerically as [code]6[/code]." +msgid "The day of the week Saturday, represented numerically as [code]6[/code]." msgstr "" "Le jour de la semaine du samedi, représenté numériquement par [code]6[/code]." @@ -18948,9 +18891,9 @@ msgid "" "and Z axis. These vectors can be interpreted as the basis vectors of local " "coordinate system traveling with the object." msgstr "" -"La base est une matrice contenant 3 [Vector3] comme ses colonnes : axe X, " -"axe Y et axe Z. Ces vecteurs peuvent être interprétés comme les vecteurs de " -"base du système de coordonnées locale voyageant avec l’objet." +"La base est une matrice contenant 3 [Vector3] comme ses colonnes : axe X, axe " +"Y et axe Z. Ces vecteurs peuvent être interprétés comme les vecteurs de base " +"du système de coordonnées locale voyageant avec l’objet." msgid "" "The translation offset of the transform (column 3, the fourth column). " @@ -19017,8 +18960,7 @@ msgstr "Retourne la colonne de l'élément actuellement modifié." msgid "Returns the last pressed button's index." msgstr "Retourne l'index du dernier bouton pressé." -msgid "" -"Returns the tree's root item, or [code]null[/code] if the tree is empty." +msgid "Returns the tree's root item, or [code]null[/code] if the tree is empty." msgstr "" "Retourne l'élément racine de l'arborescence, ou [code]null[/code] si " "l'arborescence est vide." @@ -19029,8 +18971,7 @@ msgstr "Retourne la position de défilement actuelle." msgid "Sets the title of a column." msgstr "Définit le titre d’une colonne." -msgid "" -"If [code]true[/code], the currently selected cell may be selected again." +msgid "If [code]true[/code], the currently selected cell may be selected again." msgstr "" "Si [code]true[/code], la cellule actuellement sélectionnée peut être " "sélectionnée à nouveau." @@ -19164,8 +19105,7 @@ msgid "[StyleBox] used for the cursor, when the [Tree] is not being focused." msgstr "" "La [StyleBox] utilisée pour le curseur, quand le [Tree] n'a pas le focus." -msgid "" -"Default [StyleBox] for a [constant TreeItem.CELL_MODE_CUSTOM] mode cell." +msgid "Default [StyleBox] for a [constant TreeItem.CELL_MODE_CUSTOM] mode cell." msgstr "" "La [StyleBox] par défaut pour la cellule en mode [constant TreeItem." "CELL_MODE_CUSTOM]." @@ -19226,8 +19166,8 @@ msgid "" "Returns the next sibling TreeItem in the tree or a null object if there is " "none." msgstr "" -"Retourne le TreeItem suivant dans l'arborescence, ou l'objet null s'il n'y " -"en a pas." +"Retourne le TreeItem suivant dans l'arborescence, ou l'objet null s'il n'y en " +"a pas." msgid "Returns the parent TreeItem or a null object if there is none." msgstr "Renvoie le TreeItem parent ou un objet nul s’il n’y en a pas." @@ -19246,8 +19186,8 @@ msgid "" "Returns a dictionary containing the range parameters for a given column. The " "keys are \"min\", \"max\", \"step\", and \"expr\"." msgstr "" -"Retourne un dictionnaire contenant les paramètres de la plage pour la " -"colonne donnée. Les clés sont \"min\", \"max\", \"step\", et \"expr\"." +"Retourne un dictionnaire contenant les paramètres de la plage pour la colonne " +"donnée. Les clés sont \"min\", \"max\", \"step\", et \"expr\"." msgid "Gets the suffix string shown after the column value." msgstr "Retourne le suffixe affiché après la valeur de la colonne." @@ -19338,8 +19278,7 @@ msgid "" "The animation is interpolated with an exponential (to the power of x) " "function." msgstr "" -"L'animation est interpolée avec une fonction exponentielle (à la puissance " -"x)." +"L'animation est interpolée avec une fonction exponentielle (à la puissance x)." msgid "" "The animation is interpolated with elasticity, wiggling around the edges." @@ -19347,8 +19286,7 @@ msgstr "" "L'animation est interpolée avec un effet élastique, se balançant aux niveaux " "des bornes." -msgid "" -"The animation is interpolated with a cubic (to the power of 3) function." +msgid "The animation is interpolated with a cubic (to the power of 3) function." msgstr "" "L'animation est interpolée avec une fonction cubique (à la puissance 3)." @@ -19388,16 +19326,14 @@ msgid "Helper class to implement a UDP server." msgstr "Une classe d'aide pour implémenter un serveur UDP." msgid "" -"Returns [code]true[/code] if a packet with a new address/port combination " -"was received on the socket." +"Returns [code]true[/code] if a packet with a new address/port combination was " +"received on the socket." msgstr "" "Retourne [code]true[/code] si un paquet avec une nouvelle combinaison " "adresse / port a été reçu sur la socket." -msgid "" -"Returns [code]true[/code] if the socket is open and listening on a port." -msgstr "" -"Retourne [code]true[/code] si le socket est ouvert et écoute à un port." +msgid "Returns [code]true[/code] if the socket is open and listening on a port." +msgstr "Retourne [code]true[/code] si le socket est ouvert et écoute à un port." msgid "" "Stops the server, closing the UDP socket if open. Will close all connected " @@ -19405,8 +19341,8 @@ msgid "" "be notified)." msgstr "" "Arrête le serveur, fermant le socket UDP si ouvert. Fermera toutes les " -"connexions [PacketPeerUDP] acceptées avec [method take_connection] (les " -"pairs distantes ne seront pas notifiés)." +"connexions [PacketPeerUDP] acceptées avec [method take_connection] (les pairs " +"distantes ne seront pas notifiés)." msgid "" "Gets the version. Every time a new action is committed, the [UndoRedo]'s " @@ -19424,8 +19360,8 @@ msgid "" "commit_action])." msgstr "" "Retourne [code]true[/code] si le [UndoRedo] engage actuellement l'action, " -"c'est-à-dire en exécutant sa méthode « faire » ou son changement de " -"propriété (voir [method commit_action])." +"c'est-à-dire en exécutant sa méthode « faire » ou son changement de propriété " +"(voir [method commit_action])." msgid "Redo the last action." msgstr "Refaire la dernière action." @@ -19469,19 +19405,18 @@ msgstr "" msgid "If [code]true[/code], IPv6 is used for [UPNPDevice] discovery." msgstr "" -"Si [code]true[/code], l'IPv6 est utilisée pour la découverte des " -"[UPNPDevice]." +"Si [code]true[/code], l'IPv6 est utilisée pour la découverte des [UPNPDevice]." msgid "" "If [code]0[/code], the local port to use for discovery is chosen " "automatically by the system. If [code]1[/code], discovery will be done from " -"the source port 1900 (same as destination port). Otherwise, the value will " -"be used as the port." +"the source port 1900 (same as destination port). Otherwise, the value will be " +"used as the port." msgstr "" "Si [code]0[/code], le port local à utiliser pour la découverte est choisi " -"automatiquement par le système. Si [code]1[/code], la découverte sera faite " -"à partir du port source 1900 (même comme port de destination.) Sinon, la " -"valeur sera utilisée comme port." +"automatiquement par le système. Si [code]1[/code], la découverte sera faite à " +"partir du port source 1900 (même comme port de destination.) Sinon, la valeur " +"sera utilisée comme port." msgid "" "Multicast interface to use for discovery. Uses the default multicast " @@ -19511,8 +19446,8 @@ msgid "Inconsistent parameters." msgstr "Paramètres inconsistants." msgid "" -"No such entry in array. May be returned if a given port, protocol " -"combination is not found on an [UPNPDevice]." +"No such entry in array. May be returned if a given port, protocol combination " +"is not found on an [UPNPDevice]." msgstr "" "Pas d'entrée dans le tableau. Peut être retourné si pour un port donné, la " "combinaison de protocole n'est pas trouvée sur un [UPNPDevice]." @@ -19552,8 +19487,8 @@ msgid "" "existing one." msgstr "" "Est en conflit avec un autre mécanisme. Peut être retourné au lieu de " -"[constant UPNP_RESULT_CONFLICT_WITH_OTHER_MAPPING] si une carte des ports " -"est en conflit avec une carte existante." +"[constant UPNP_RESULT_CONFLICT_WITH_OTHER_MAPPING] si une carte des ports est " +"en conflit avec une carte existante." msgid "Conflict with an existing port mapping." msgstr "Est en conflit avec une carte des ports existante." @@ -19636,11 +19571,10 @@ msgid "" "Returns [code]true[/code] if this is a valid IGD (InternetGatewayDevice) " "which potentially supports port forwarding." msgstr "" -"Retourne [code]true[/code] si c'est un IGD (InternetGatewayDevice) valide " -"qui supporte potentiellement le suivi de port." +"Retourne [code]true[/code] si c'est un IGD (InternetGatewayDevice) valide qui " +"supporte potentiellement le suivi de port." -msgid "" -"Returns the external IP address of this [UPNPDevice] or an empty string." +msgid "Returns the external IP address of this [UPNPDevice] or an empty string." msgstr "Retourne l'adresse IP externe de ce [UPNPDevice], ou une chaîne vide." msgid "URL to the device description." @@ -19716,8 +19650,7 @@ msgstr "" msgid "" "Returns the aspect ratio of this vector, the ratio of [member x] to [member " "y]." -msgstr "" -"Retourne le ratio de ce vecteur, soit [member x] divisé par [member y]." +msgstr "Retourne le ratio de ce vecteur, soit [member x] divisé par [member y]." msgid "" "Returns a new vector with all components rounded up (towards positive " @@ -19753,8 +19686,8 @@ msgstr "" "horaire comparé à l'original, mais avec la même longueur." msgid "" -"Returns a new vector with all components rounded to the nearest integer, " -"with halfway cases rounded away from zero." +"Returns a new vector with all components rounded to the nearest integer, with " +"halfway cases rounded away from zero." msgstr "" "Retourne une nouveau vecteur avec tous ses composants arrondis à l'entier le " "plus proche, avec les demis arrondis à l'entier supérieur." @@ -19783,8 +19716,7 @@ msgstr "" "code]." msgid "" -"Infinity vector, a vector with all components set to [constant @GDScript." -"INF]." +"Infinity vector, a vector with all components set to [constant @GDScript.INF]." msgstr "" "Le vecteur infini, un vecteur avec tous ses composants définit à [constant " "@GDScript.INF]." @@ -19863,8 +19795,8 @@ msgstr "" "Retourne [code]true[/code] si cette roue est en contact avec une surface." msgid "" -"This value defines the stiffness of the suspension. Use a value lower than " -"50 for an off-road car, a value between 50 and 100 for a race car and try " +"This value defines the stiffness of the suspension. Use a value lower than 50 " +"for an off-road car, a value between 50 and 100 for a race car and try " "something around 200 for something like a Formula 1 car." msgstr "" "Cette valeur définit la rigidité de la suspension. Utilisez une valeur " @@ -19873,13 +19805,13 @@ msgstr "" "quelque chose comme une voiture de Formule 1." msgid "" -"This is the distance the suspension can travel. As Godot units are " -"equivalent to meters, keep this setting relatively low. Try a value between " -"0.1 and 0.3 depending on the type of car." +"This is the distance the suspension can travel. As Godot units are equivalent " +"to meters, keep this setting relatively low. Try a value between 0.1 and 0.3 " +"depending on the type of car." msgstr "" "C'est la distance que la suspension peut parcourir. Comme les unités Godot " -"sont équivalentes aux mètres, garder ce réglage relativement bas. Essayez " -"une valeur entre 0,1 et 0,3 selon le type de voiture." +"sont équivalentes aux mètres, garder ce réglage relativement bas. Essayez une " +"valeur entre 0,1 et 0,3 selon le type de voiture." msgid "The radius of the wheel in meters." msgstr "La rayon de la roue en mètres." @@ -19934,8 +19866,7 @@ msgid "If [code]true[/code], playback starts when the scene loads." msgstr "Si [code]true[/code], la lecture commence au chargement de la scène." msgid "Amount of time in milliseconds to store in buffer while playing." -msgstr "" -"La durée en millisecondes à stocker dans la mémoire lors de la lecture." +msgstr "La durée en millisecondes à stocker dans la mémoire lors de la lecture." msgid "Audio bus to use for sound playback." msgstr "Le bus audio pour la lecture de sons." @@ -20021,8 +19952,8 @@ msgstr "" "débogage." msgid "" -"The global canvas transform of the viewport. The canvas transform is " -"relative to this." +"The global canvas transform of the viewport. The canvas transform is relative " +"to this." msgstr "" "La transformation globale de la toile de cette fenêtre d'affichage. La " "transformation en toile est relative à cela." @@ -20047,8 +19978,7 @@ msgstr "" "être sélectionnés par la souris." msgid "The subdivision amount of the first quadrant on the shadow atlas." -msgstr "" -"La quantité de sous-division du premier quadrant de l'atlas de l'ombre." +msgstr "La quantité de sous-division du premier quadrant de l'atlas de l'ombre." msgid "The subdivision amount of the second quadrant on the shadow atlas." msgstr "" @@ -20066,8 +19996,8 @@ msgid "" "If [code]true[/code], the viewport should render its background as " "transparent." msgstr "" -"Si [code]true[/code], la fenêtre d'affichage doit faire le rendu de " -"l'arrière-plan de manière transparente." +"Si [code]true[/code], la fenêtre d'affichage doit faire le rendu de l'arrière-" +"plan de manière transparente." msgid "The custom [World2D] which can be used as 2D environment source." msgstr "" @@ -20122,16 +20052,15 @@ msgstr "Détecte approximativement quand le nœud est visible à l'écran." msgid "" "If [code]true[/code], the bounding box is on the screen.\n" -"[b]Note:[/b] It takes one frame for the node's visibility to be assessed " -"once added to the scene tree, so this method will return [code]false[/code] " -"right after it is instantiated, even if it will be on screen in the draw " -"pass." +"[b]Note:[/b] It takes one frame for the node's visibility to be assessed once " +"added to the scene tree, so this method will return [code]false[/code] right " +"after it is instantiated, even if it will be on screen in the draw pass." msgstr "" "Si [code]true[/code], le rectangle de visibilité affiché à l’écran.\n" "[b]Note :[/b] Il faut un cadre pour que la visibilité du nœud soit évaluée " "une fois ajoutée à l’arbre de scène, de sorte que cette méthode reviendra " -"[code]false[/code] juste après qu’il soit instancié, même s’il sera à " -"l’écran dans le passage de tirage." +"[code]false[/code] juste après qu’il soit instancié, même s’il sera à l’écran " +"dans le passage de tirage." msgid "Parent of all visual 3D nodes." msgstr "Le parent de tous les nœuds visuels 3D." @@ -20191,8 +20120,7 @@ msgstr "Représente la taille de l'énumération [enum Type]." msgid "" "Floating-point scalar. Translated to [code]float[/code] type in shader code." msgstr "" -"Un nombre flottant. Sera traduit en [code]float[/code] dans le code du " -"shader." +"Un nombre flottant. Sera traduit en [code]float[/code] dans le code du shader." msgid "" "3D vector of floating-point values. Translated to [code]vec3[/code] type in " @@ -20262,8 +20190,8 @@ msgstr "" msgid "" "A function to be applied to the input color. See [enum Function] for options." msgstr "" -"Une fonction à appliquer à la couleur d'entrée. Voir [enum Function] pour " -"les options." +"Une fonction à appliquer à la couleur d'entrée. Voir [enum Function] pour les " +"options." msgid "" "Converts the color to grayscale using the following formula:\n" @@ -20441,16 +20369,15 @@ msgid "A Fresnel effect to be used within the visual shader graph." msgstr "Un effet de Fresnel à utiliser dans le shader visuel du graphe." msgid "" -"Returns falloff based on the dot product of surface normal and view " -"direction of camera (pass associated inputs to it)." +"Returns falloff based on the dot product of surface normal and view direction " +"of camera (pass associated inputs to it)." msgstr "" "Renvoie l'atténuation en fonction du produit scalaire de la surface normale " "et de la direction de la caméra (transmettez-lui les entrées associées)." msgid "Currently, has no direct usage, use the derived classes instead." msgstr "" -"Actuellement, ça n'a aucune utilisation, utilisez plutôt les classes " -"dérivées." +"Actuellement, ça n'a aucune utilisation, utilisez plutôt les classes dérivées." msgid "Removes all previously specified input ports." msgstr "Retire tous les ports d'entrées précédemment spécifiés." @@ -20514,8 +20441,8 @@ msgstr "" "PortType])." msgid "" -"Defines all input ports using a [String] formatted as a colon-separated " -"list: [code]id,type,name;[/code] (see [method add_input_port])." +"Defines all input ports using a [String] formatted as a colon-separated list: " +"[code]id,type,name;[/code] (see [method add_input_port])." msgstr "" "Définit tous les ports entrants avec une [String] composée de valeurs " "séparées par un point-virgule : [code]identifiant,type,nom;[/code] (voir " @@ -20660,11 +20587,11 @@ msgstr "" "shader." msgid "" -"Normalizes the vector so that it has a length of [code]1[/code] but points " -"in the same direction." +"Normalizes the vector so that it has a length of [code]1[/code] but points in " +"the same direction." msgstr "" -"Normalise le vecteur pour qu'il ait une longueur de [code]1[/code] mais " -"qu'il pointe dans la même direction." +"Normalise le vecteur pour qu'il ait une longueur de [code]1[/code] mais qu'il " +"pointe dans la même direction." msgid "Clamps the value between [code]0.0[/code] and [code]1.0[/code]." msgstr "Limite la valeur entre [code]0.0[/code] et [code]1.0[/code]." @@ -20776,8 +20703,8 @@ msgstr "" "Un opérateur vectoriel qui peut être utilisé dans le graphe de visual shader." msgid "" -"A visual shader node for use of vector operators. Operates on vector " -"[code]a[/code] and vector [code]b[/code]." +"A visual shader node for use of vector operators. Operates on vector [code]a[/" +"code] and vector [code]b[/code]." msgstr "" "Un nœud de shader visuel pour les opérations vectorielles. Opère sur les " "vecteurs [code]a[/code] et [code]b[/code]." @@ -20807,8 +20734,8 @@ msgid "" "Vector step operator. Returns [code]0.0[/code] if [code]a[/code] is smaller " "than [code]b[/code] and [code]1.0[/code] otherwise." msgstr "" -"Opérateur d’étape vectorielle. Renvoie [code]0.0[/code] si [code]a[/code] " -"est inférieur à [code]b[/code] et [code]1.0[/code] autrement." +"Opérateur d’étape vectorielle. Renvoie [code]0.0[/code] si [code]a[/code] est " +"inférieur à [code]b[/code] et [code]1.0[/code] autrement." msgid "Real-time global illumination (GI) probe." msgstr "Sonde d’éclairage global (GI) en temps réel." @@ -20817,16 +20744,15 @@ msgid "Calls [method bake] with [code]create_visual_debug[/code] enabled." msgstr "Appelle [method bake] avec [code]create_visual_debug[/code] activé." msgid "" -"Use 64 subdivisions. This is the lowest quality setting, but the fastest. " -"Use it if you can, but especially use it on lower-end hardware." +"Use 64 subdivisions. This is the lowest quality setting, but the fastest. Use " +"it if you can, but especially use it on lower-end hardware." msgstr "" "Utilise 64 subdivisions. C’est le réglage de qualité la plus basse, mais le " "plus rapide. Utilisez-le si vous le pouvez, mais surtout utilisez-le sur du " "matériel bas de gamme." msgid "Use 128 subdivisions. This is the default quality setting." -msgstr "" -"Utilise 128 subdivisions. Il s’agit du paramètre de qualité par défaut." +msgstr "Utilise 128 subdivisions. Il s’agit du paramètre de qualité par défaut." msgid "Use 256 subdivisions." msgstr "Utilise 256 subdivisions." @@ -20849,8 +20775,8 @@ msgstr "" "comme une largeur minimale." msgid "" -"The style for the separator line. Works best with [StyleBoxLine] (remember " -"to enable [member StyleBoxLine.vertical])." +"The style for the separator line. Works best with [StyleBoxLine] (remember to " +"enable [member StyleBoxLine.vertical])." msgstr "" "Le style pour la ligne de séparation. Fonctionne mieux avec [StyleBoxLine] " "(n'oubliez pas d'activer [member StyleBoxLine.vertical])." @@ -20868,8 +20794,8 @@ msgid "" "Returns the sub-protocol assigned to this channel during creation. An empty " "string if not specified." msgstr "" -"Retourne le sous-protocole assigné à ce canal lors de la création. Une " -"chaîne de caractères vide si elle n'est pas spécifiée." +"Retourne le sous-protocole assigné à ce canal lors de la création. Une chaîne " +"de caractères vide si elle n'est pas spécifiée." msgid "Returns the current state of this channel, see [enum ChannelState]." msgstr "Retourne l'état actuel de ce canal, voir [enum ChannelState]." @@ -20944,16 +20870,14 @@ msgid "" "Creates a new SDP offer to start a WebRTC connection with a remote peer. At " "least one [WebRTCDataChannel] must have been created before calling this " "method.\n" -"If this functions returns [constant OK], [signal " -"session_description_created] will be called when the session is ready to be " -"sent." +"If this functions returns [constant OK], [signal session_description_created] " +"will be called when the session is ready to be sent." msgstr "" "Crée une nouvelle offre SDP pour démarrer une connexion WebRTC avec un pair " "distant. Au moins un [WebRTCDataChannel] doit avoir été créé avant d’appeler " "cette méthode.\n" -"Si cette fonction renvoie [constant OK], [signal " -"session_description_created] sera appelé lorsque la session est prête à être " -"envoyée." +"Si cette fonction renvoie [constant OK], [signal session_description_created] " +"sera appelé lorsque la session est prête à être envoyée." msgid "Returns the connection state. See [enum ConnectionState]." msgstr "Retourne l’état de connexion. Voir [enum ConnectionState]." @@ -20969,14 +20893,12 @@ msgid "" "The connection is new, data channels and an offer can be created in this " "state." msgstr "" -"La connexion est nouvelle, les canaux de données et une offre peut être " -"créée dans cet état." +"La connexion est nouvelle, les canaux de données et une offre peut être créée " +"dans cet état." msgid "" -"The peer is connecting, ICE is in progress, none of the transports has " -"failed." -msgstr "" -"Le pair se connecte, ICE est en cours, aucun des transports n’a échoué." +"The peer is connecting, ICE is in progress, none of the transports has failed." +msgstr "Le pair se connecte, ICE est en cours, aucun des transports n’a échoué." msgid "The peer is connected, all ICE transports are connected." msgstr "Le pair est connecté, tous les transports ICE sont connectés." @@ -21030,8 +20952,8 @@ msgid "The icon for the close button." msgstr "L'icône personnalisée pour le bouton de fermeture." msgid "" -"Default environment properties for the entire scene (post-processing " -"effects, lighting and background settings)." +"Default environment properties for the entire scene (post-processing effects, " +"lighting and background settings)." msgstr "" "Les propriétés par défaut de l'environnement de toute la scène (effets de " "post-processing, éclairage et réglages de l'arrière-plan)." @@ -21062,8 +20984,7 @@ msgstr "" msgid "" "Gets the type of the current node. Compare with [enum NodeType] constants." msgstr "" -"Retourne le type du nœud actuel. Comparer avec les constantes [enum " -"NodeType]." +"Retourne le type du nœud actuel. Comparer avec les constantes [enum NodeType]." msgid "Check whether the current element has a certain attribute." msgstr "Vérifie quand l'élément actuel à un certain attribut." @@ -21072,8 +20993,8 @@ msgid "" "Check whether the current element is empty (this only works for completely " "empty tags, e.g. [code][/code])." msgstr "" -"Vérifie si l'élément actuel est vide (ça ne fonctionne que pour les " -"marqueurs complètement vide, par ex. [code][/code])." +"Vérifie si l'élément actuel est vide (ça ne fonctionne que pour les marqueurs " +"complètement vide, par ex. [code][/code])." msgid "Reads the next node of the file. This returns an error code." msgstr "Lit le nœud suivant du fichier. Ceci retourne un code d'erreur." @@ -21089,8 +21010,8 @@ msgid "" "Skips the current section. If the node contains other elements, they will be " "ignored and the cursor will go to the closing of the current element." msgstr "" -"Ignore la section en cours. Si le nœud contient d'autres éléments, ils " -"seront ignorés et le curseur ira à la fin de l'élément courant." +"Ignore la section en cours. Si le nœud contient d'autres éléments, ils seront " +"ignorés et le curseur ira à la fin de l'élément courant." msgid "There's no node (no file or buffer opened)." msgstr "Il y aucun nœud (pas de fichier ou de mémoire tampon ouverte)." @@ -21116,8 +21037,7 @@ msgstr "Nœud inconnu." msgid "An anchor point in AR space." msgstr "Un point d'ancrage dans l'espace AR." -msgid "" -"Returns a plane aligned with our anchor; handy for intersection testing." +msgid "Returns a plane aligned with our anchor; handy for intersection testing." msgstr "" "Retourne un plan aligné avec notre ancre ; pratique pour les essais " "d’intersection." @@ -21184,14 +21104,12 @@ msgstr "Désactive l'interface." msgid "On an AR interface, [code]true[/code] if anchor detection is enabled." msgstr "" -"Sur une interface AR, [code]true[/code] si la détection d’ancrage est " -"activée." +"Sur une interface AR, [code]true[/code] si la détection d’ancrage est activée." msgid "[code]true[/code] if this is the primary interface." msgstr "[code]true[/code] (vrai) si c'est l'interface principale." -msgid "" -"This interface can work with normal rendering output (non-HMD based AR)." +msgid "This interface can work with normal rendering output (non-HMD based AR)." msgstr "" "Cette interface peut fonctionner avec la sortie de rendu normale (AR non " "basée sur HMD)." @@ -21264,15 +21182,15 @@ msgid "" msgstr "" "Retourne le nombre d'interfaces actuellement enregistrées avec le serveur AR/" "VR. Si votre projet prend en charge plusieurs plateformes AR/VR, vous pouvez " -"lister les interfaces disponibles, et présenter à l'utilisateur une " -"sélection ou simplement essayer d'initialiser chaque interface et utiliser " -"la première interface qui retourne [code]true[/code]." +"lister les interfaces disponibles, et présenter à l'utilisateur une sélection " +"ou simplement essayer d'initialiser chaque interface et utiliser la première " +"interface qui retourne [code]true[/code]." msgid "" "Returns a list of available interfaces the ID and name of each interface." msgstr "" -"Retourne une liste des interfaces disponibles avec l'identifiant et le nom " -"de chaque interface." +"Retourne une liste des interfaces disponibles avec l'identifiant et le nom de " +"chaque interface." msgid "" "Allows you to adjust the scale to your game's units. Most AR/VR platforms " @@ -21304,9 +21222,9 @@ msgid "Used internally to select all trackers." msgstr "Utilisé en interne pour sélectionner tous les traqueurs." msgid "" -"Fully reset the orientation of the HMD. Regardless of what direction the " -"user is looking to in the real world. The user will look dead ahead in the " -"virtual world." +"Fully reset the orientation of the HMD. Regardless of what direction the user " +"is looking to in the real world. The user will look dead ahead in the virtual " +"world." msgstr "" "Réinitialise complètement l'orientation du visiocasque. Indépendamment de la " "direction que l'utilisateur regarde dans le monde réel. L'utilisateur " @@ -21316,9 +21234,9 @@ msgid "" "Resets the orientation but keeps the tilt of the device. So if we're looking " "down, we keep looking down but heading will be reset." msgstr "" -"Réinitialise l'orientation mais conserve l'inclinaison du dispositif. Donc " -"si nous regardons en bas, nous continuons de regarder en bas mais le titre " -"sera réinitialisé." +"Réinitialise l'orientation mais conserve l'inclinaison du dispositif. Donc si " +"nous regardons en bas, nous continuons de regarder en bas mais le titre sera " +"réinitialisé." msgid "" "Does not reset the orientation of the HMD, only the position of the player " diff --git a/doc/translations/zh_CN.po b/doc/translations/zh_CN.po index 6ec026bb714..8aa591854ef 100644 --- a/doc/translations/zh_CN.po +++ b/doc/translations/zh_CN.po @@ -78,11 +78,12 @@ # penghao123456 , 2023. # Zae Chao , 2023. # SamBillon , 2023. +# ZhuQiLi <552084128@qq.com>, 2023. msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" -"PO-Revision-Date: 2023-07-04 00:53+0000\n" +"PO-Revision-Date: 2023-08-17 11:10+0000\n" "Last-Translator: Haoyu Qiu \n" "Language-Team: Chinese (Simplified) \n" @@ -192,8 +193,8 @@ msgid "Built-in GDScript constants, functions, and annotations." msgstr "内置 GDScript 常量、函数、注解。" msgid "" -"A list of GDScript-specific utility functions and annotations accessible " -"from any script.\n" +"A list of GDScript-specific utility functions and annotations accessible from " +"any script.\n" "For the list of the global functions and constants see [@GlobalScope]." msgstr "" "GDScript 专用的实用函数及注解列表,可在任何脚本中访问。\n" @@ -203,8 +204,8 @@ msgid "GDScript exports" msgstr "GDScript的导出" msgid "" -"Returns a [Color] constructed from red ([param r8]), green ([param g8]), " -"blue ([param b8]), and optionally alpha ([param a8]) integer channels, each " +"Returns a [Color] constructed from red ([param r8]), green ([param g8]), blue " +"([param b8]), and optionally alpha ([param a8]) integer channels, each " "divided by [code]255.0[/code] for their final value. Using [method Color8] " "instead of the standard [Color] constructor is useful when you need to match " "exact color values in an [Image].\n" @@ -219,10 +220,10 @@ msgid "" "constructor. Use [method Color.is_equal_approx] for comparisons to avoid " "issues with floating-point precision error." msgstr "" -"返回一个由整数红通道([param r8])、绿通道([param g8])、蓝通道([param " -"b8])和可选的 Alpha 通道([param a8])构造的 [Color],每个通道的最终值都会除" -"以 [code]255.0[/code]。如果你需要精确匹配 [Image] 中的颜色值,[method " -"Color8] 比标准的 [Color] 构造函数更有用。\n" +"返回一个由整数红通道([param r8])、绿通道([param g8])、蓝通道([param b8])" +"和可选的 Alpha 通道([param a8])构造的 [Color],每个通道的最终值都会除以 " +"[code]255.0[/code]。如果你需要精确匹配 [Image] 中的颜色值,[method Color8] 比" +"标准的 [Color] 构造函数更有用。\n" "[codeblock]\n" "var red = Color8(255, 0, 0) # 与 Color(1, 0, 0) 相同\n" "var dark_blue = Color8(0, 0, 51) # 与 Color(0, 0, 0.2) 相同。\n" @@ -235,8 +236,8 @@ msgstr "" msgid "" "Asserts that the [param condition] is [code]true[/code]. If the [param " "condition] is [code]false[/code], an error is generated. When running from " -"the editor, the running project will also be paused until you resume it. " -"This can be used as a stronger form of [method @GlobalScope.push_error] for " +"the editor, the running project will also be paused until you resume it. This " +"can be used as a stronger form of [method @GlobalScope.push_error] for " "reporting errors to project developers or add-on users.\n" "An optional [param message] can be shown in addition to the generic " "\"Assertion failed\" message. You can use this to provide additional details " @@ -257,9 +258,9 @@ msgid "" "[/codeblock]" msgstr "" "断言条件 [param condition] 为 [code]true[/code]。如果条件 [param condition] " -"为 [code]false[/code] ,则会生成错误。如果是从编辑器运行的,正在运行的项目还" -"会被暂停,直到手动恢复。该函数可以作为 [method @GlobalScope.push_error] 的加" -"强版,用于向项目开发者和插件用户报错。\n" +"为 [code]false[/code] ,则会生成错误。如果是从编辑器运行的,正在运行的项目还会" +"被暂停,直到手动恢复。该函数可以作为 [method @GlobalScope.push_error] 的加强" +"版,用于向项目开发者和插件用户报错。\n" "如果给出了可选的 [param message] 参数,该信息会和通用的“Assertion failed”消息" "一起显示。你可以使用它来提供关于断言失败原因的其他详细信息。\n" "[b]警告:[/b]出于对性能的考虑,[method assert] 中的代码只会在调试版本或者从编" @@ -283,8 +284,7 @@ msgid "" "a = char(8364) # a is \"€\"\n" "[/codeblock]" msgstr "" -"返回给定的 Unicode 码位(与ASCII码兼容)的单字符字符串(作为一个" -"[String])。\n" +"返回给定的 Unicode 码位(与ASCII码兼容)的单字符字符串(作为一个[String])。\n" "[codeblock]\n" "a = char(65) # a 是“A”\n" "a = char(65 + 32) # a 是“a”\n" @@ -315,8 +315,8 @@ msgstr "" "[/codeblock]" msgid "" -"Converts a [param dictionary] (created with [method inst_to_dict]) back to " -"an Object instance. Can be useful for deserializing." +"Converts a [param dictionary] (created with [method inst_to_dict]) back to an " +"Object instance. Can be useful for deserializing." msgstr "" "将一个 [param dictionary] (用 [method inst_to_dict] 创建的)转换回为一个 " "Object 实例。在反序列化时可能很有用。" @@ -339,12 +339,12 @@ msgid "" "[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, " "source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n" "[/codeblock]\n" -"[b]Note:[/b] This function only works if the running instance is connected " -"to a debugging server (i.e. an editor instance). [method get_stack] will not " +"[b]Note:[/b] This function only works if the running instance is connected to " +"a debugging server (i.e. an editor instance). [method get_stack] will not " "work in projects exported in release mode, or in projects exported in debug " "mode if not connected to a debugging server.\n" -"[b]Note:[/b] Calling this function from a [Thread] is not supported. Doing " -"so will return an empty array." +"[b]Note:[/b] Calling this function from a [Thread] is not supported. Doing so " +"will return an empty array." msgstr "" "返回一个表示当前调用堆栈的字典数组。另请参阅 [method print_stack]。\n" "[codeblock]\n" @@ -407,8 +407,8 @@ msgid "" "TYPE_INT].\n" "- An [Object]-derived class which exists in [ClassDB], for example [Node].\n" "- A [Script] (you can use any class, including inner one).\n" -"Unlike the right operand of the [code]is[/code] operator, [param type] can " -"be a non-constant value. The [code]is[/code] operator supports more features " +"Unlike the right operand of the [code]is[/code] operator, [param type] can be " +"a non-constant value. The [code]is[/code] operator supports more features " "(such as typed arrays) and is more performant. Use the operator instead of " "this method if you do not need dynamic type checking.\n" "Examples:\n" @@ -429,9 +429,9 @@ msgstr "" "- [enum Variant.Type] 枚举常量,例如 [constant TYPE_INT]。\n" "- [ClassDB] 中存在的派生自 [Object] 的类,例如 [Node]。\n" "- [Script](可以用任何类,包括内部类)。\n" -"[param type] 可以不是常量,这一点与 [code]is[/code] 的右操作数不同。" -"[code]is[/code] 运算符支持的功能更多(例如类型化数组),性能也更高。如果你不" -"需要动态类型检查,请使用该运算符,不要使用此方法。\n" +"[param type] 可以不是常量,这一点与 [code]is[/code] 的右操作数不同。[code]is[/" +"code] 运算符支持的功能更多(例如类型化数组),性能也更高。如果你不需要动态类型" +"检查,请使用该运算符,不要使用此方法。\n" "示例:\n" "[codeblock]\n" "print(is_instance_of(a, TYPE_INT))\n" @@ -439,9 +439,9 @@ msgstr "" "print(is_instance_of(a, MyClass))\n" "print(is_instance_of(a, MyClass.InnerClass))\n" "[/codeblock]\n" -"[b]注意:[/b]如果 [param value] 和/或 [param type] 为已释放的对象(见 " -"[method @GlobalScope.is_instance_valid]),或者 [param type] 不是以上选项之" -"一,则此方法会报运行时错误。\n" +"[b]注意:[/b]如果 [param value] 和/或 [param type] 为已释放的对象(见 [method " +"@GlobalScope.is_instance_valid]),或者 [param type] 不是以上选项之一,则此方" +"法会报运行时错误。\n" "另见 [method @GlobalScope.typeof]、[method type_exists]、[method Array." "is_same_typed](以及其他 [Array] 方法)。" @@ -471,9 +471,9 @@ msgstr "" msgid "" "Returns a [Resource] from the filesystem located at the absolute [param " -"path]. Unless it's already referenced elsewhere (such as in another script " -"or in the scene), the resource is loaded from disk on function call, which " -"might cause a slight delay, especially when loading large scenes. To avoid " +"path]. Unless it's already referenced elsewhere (such as in another script or " +"in the scene), the resource is loaded from disk on function call, which might " +"cause a slight delay, especially when loading large scenes. To avoid " "unnecessary delays when loading something multiple times, either store the " "resource in a variable or use [method preload].\n" "[b]Note:[/b] Resource paths can be obtained by right-clicking on a resource " @@ -495,15 +495,15 @@ msgid "" "snippet described in [member AudioStreamMP3.data].\n" "[b]Note:[/b] If [member ProjectSettings.editor/export/" "convert_text_resources_to_binary] is [code]true[/code], [method @GDScript." -"load] will not be able to read converted files in an exported project. If " -"you rely on run-time loading of files present within the PCK, set [member " +"load] will not be able to read converted files in an exported project. If you " +"rely on run-time loading of files present within the PCK, set [member " "ProjectSettings.editor/export/convert_text_resources_to_binary] to " "[code]false[/code]." msgstr "" "返回一个位于文件系统绝对路径 [param path] 的 [Resource]。除非该资源已在其他地" -"方引用(例如在另一个脚本或场景中),否则资源是在函数调用时从磁盘加载的——这可" -"能会导致轻微的延迟,尤其是在加载大型场景时。为避免在多次加载某些内容时出现不" -"必要的延迟,可以将资源存储在变量中或使用预加载 [method preload]。\n" +"方引用(例如在另一个脚本或场景中),否则资源是在函数调用时从磁盘加载的——这可能" +"会导致轻微的延迟,尤其是在加载大型场景时。为避免在多次加载某些内容时出现不必要" +"的延迟,可以将资源存储在变量中或使用预加载 [method preload]。\n" "[b]注意:[/b]资源路径可以通过右键单击文件系统停靠面板中的资源并选择“复制路" "径”,或将文件从文件系统停靠面板拖到脚本中获得。\n" "[codeblock]\n" @@ -513,9 +513,9 @@ msgstr "" "[b]重要提示:[/b]路径必须是绝对路径。相对路径将始终返回 [code]null[/code]。\n" "这个方法是 [method ResourceLoader.load] 的简化版,原方法可以用于更高级的场" "景。\n" -"[b]注意:[/b]必须先将文件导入引擎才能使用此函数加载它们。如果你想在运行时加" -"载 [Image],你可以使用 [method Image.load]。如果要导入音频文件,可以使用 " -"[member AudioStreamMP3.data] 中描述的代码片段。\n" +"[b]注意:[/b]必须先将文件导入引擎才能使用此函数加载它们。如果你想在运行时加载 " +"[Image],你可以使用 [method Image.load]。如果要导入音频文件,可以使用 [member " +"AudioStreamMP3.data] 中描述的代码片段。\n" "[b]注意:[/b]如果 [member ProjectSettings.editor/export/" "convert_text_resources_to_binary] 为 [code]true[/code],则 [method @GDScript." "load] 无法在导出后的项目中读取已转换的文件。如果你需要在运行时加载存在于 PCK " @@ -536,9 +536,9 @@ msgid "" "var diamond = preload(\"res://diamond.tscn\").instantiate()\n" "[/codeblock]" msgstr "" -"返回一个位于文件系统绝对路径[param path] 的 [Resource]。在运行时,该资源将在" -"解析脚本时加载。实际可以将这个函数视作对该资源的引用。请注意,此函数要求 " -"[param path] 为 [String]常量。如果要从动态、可变路径加载资源,请使用 [method " +"返回一个位于文件系统绝对路径[param path] 的 [Resource]。在运行时,该资源将在解" +"析脚本时加载。实际可以将这个函数视作对该资源的引用。请注意,此函数要求 [param " +"path] 为 [String]常量。如果要从动态、可变路径加载资源,请使用 [method " "load]。\n" "[b]注意:[/b]资源路径可以通过右键单击资产面板中的资源并选择“复制路径”,或通过" "将文件从文件系统停靠面板拖到脚本中来获得。\n" @@ -555,8 +555,8 @@ msgid "" "Test print\n" "At: res://test.gd:15:_process()\n" "[/codeblock]\n" -"[b]Note:[/b] Calling this function from a [Thread] is not supported. Doing " -"so will instead print the thread ID." +"[b]Note:[/b] Calling this function from a [Thread] is not supported. Doing so " +"will instead print the thread ID." msgstr "" "与 [method @GlobalScope.print] 类似,但在打开调试器运行时还会包含当前栈帧。\n" "控制台中的输出应该是类似这样的:\n" @@ -573,12 +573,12 @@ msgid "" "[codeblock]\n" "Frame 0 - res://test.gd:16 in function '_process'\n" "[/codeblock]\n" -"[b]Note:[/b] This function only works if the running instance is connected " -"to a debugging server (i.e. an editor instance). [method print_stack] will " -"not work in projects exported in release mode, or in projects exported in " -"debug mode if not connected to a debugging server.\n" -"[b]Note:[/b] Calling this function from a [Thread] is not supported. Doing " -"so will instead print the thread ID." +"[b]Note:[/b] This function only works if the running instance is connected to " +"a debugging server (i.e. an editor instance). [method print_stack] will not " +"work in projects exported in release mode, or in projects exported in debug " +"mode if not connected to a debugging server.\n" +"[b]Note:[/b] Calling this function from a [Thread] is not supported. Doing so " +"will instead print the thread ID." msgstr "" "输出当前代码位置的栈追踪。另请参阅 [method get_stack]。\n" "控制台中的输出是类似这样的:\n" @@ -593,9 +593,9 @@ msgstr "" msgid "" "Returns an array with the given range. [method range] can be called in three " "ways:\n" -"[code]range(n: int)[/code]: Starts from 0, increases by steps of 1, and " -"stops [i]before[/i] [code]n[/code]. The argument [code]n[/code] is " -"[b]exclusive[/b].\n" +"[code]range(n: int)[/code]: Starts from 0, increases by steps of 1, and stops " +"[i]before[/i] [code]n[/code]. The argument [code]n[/code] is [b]exclusive[/" +"b].\n" "[code]range(b: int, n: int)[/code]: Starts from [code]b[/code], increases by " "steps of 1, and stops [i]before[/i] [code]n[/code]. The arguments [code]b[/" "code] and [code]n[/code] are [b]inclusive[/b] and [b]exclusive[/b], " @@ -607,8 +607,8 @@ msgid "" "code] [b]can[/b] be negative, but not [code]0[/code]. If [code]s[/code] is " "[code]0[/code], an error message is printed.\n" "[method range] converts all arguments to [int] before processing.\n" -"[b]Note:[/b] Returns an empty array if no value meets the value constraint " -"(e.g. [code]range(2, 5, -1)[/code] or [code]range(5, 5, 1)[/code]).\n" +"[b]Note:[/b] Returns an empty array if no value meets the value constraint (e." +"g. [code]range(2, 5, -1)[/code] or [code]range(5, 5, 1)[/code]).\n" "Examples:\n" "[codeblock]\n" "print(range(4)) # Prints [0, 1, 2, 3]\n" @@ -641,14 +641,14 @@ msgid "" "[/codeblock]" msgstr "" "返回具有给定范围的数组。[method range] 可以通过三种方式调用:\n" -"[code]range(n: int)[/code]:从 0 开始,每次加 1,在到达 [code]n[/code] [i]之" -"前[/i]停止。[b]不包含[/b]参数 [code]n[/code]。\n" +"[code]range(n: int)[/code]:从 0 开始,每次加 1,在到达 [code]n[/code] [i]之前" +"[/i]停止。[b]不包含[/b]参数 [code]n[/code]。\n" "[code]range(b: int, n: int)[/code]:从 [code]b[/code] 开始,每次加 1,在到达 " "[code]n[/code] [i]之前[/i]停止。[b]包含[/b]参数 [code]b[/code],[b]不包含[/b]" "参数 [code]n[/code]。\n" "[code]range(b: int, n: int, s: int)[/code]:从 [code]b[/code] 开始,以 " -"[code]s[/code] 为步长递增/递减,在到达 [code]n[/code] [i]之前[/i]停止。[b]包" -"含[/b]参数 [code]b[/code],[b]不包含[/b]参数 [code]n[/code]。参数 [code]s[/" +"[code]s[/code] 为步长递增/递减,在到达 [code]n[/code] [i]之前[/i]停止。[b]包含" +"[/b]参数 [code]b[/code],[b]不包含[/b]参数 [code]n[/code]。参数 [code]s[/" "code] [b]可以[/b]为负数,但不能为 [code]0[/code]。如果 [code]s[/code] 为 " "[code]0[/code],则会输出一条错误消息。\n" "[method range] 会先将所有参数转换为 [int] 再进行处理。\n" @@ -709,8 +709,8 @@ msgstr "" "180度。" msgid "" -"The circle constant, the circumference of the unit circle in radians. This " -"is equivalent to [code]PI * 2[/code], or 360 degrees in rotations." +"The circle constant, the circumference of the unit circle in radians. This is " +"equivalent to [code]PI * 2[/code], or 360 degrees in rotations." msgstr "" "圆常量,单位圆的周长,单位为弧度。相当于 [code]PI * 2[/code],即 360 度的弧度" "值。" @@ -719,9 +719,9 @@ msgid "" "Positive floating-point infinity. This is the result of floating-point " "division when the divisor is [code]0.0[/code]. For negative infinity, use " "[code]-INF[/code]. Dividing by [code]-0.0[/code] will result in negative " -"infinity if the numerator is positive, so dividing by [code]0.0[/code] is " -"not the same as dividing by [code]-0.0[/code] (despite [code]0.0 == -0.0[/" -"code] returning [code]true[/code]).\n" +"infinity if the numerator is positive, so dividing by [code]0.0[/code] is not " +"the same as dividing by [code]-0.0[/code] (despite [code]0.0 == -0.0[/code] " +"returning [code]true[/code]).\n" "[b]Warning:[/b] Numeric infinity is only a concept with floating-point " "numbers, and has no equivalent for integers. Dividing an integer number by " "[code]0[/code] will not result in [constant INF] and will result in a run-" @@ -735,13 +735,13 @@ msgstr "" "数除以 [code]0[/code] 不会产生 [constant INF],而是会产生一个运行时错误。" msgid "" -"\"Not a Number\", an invalid floating-point value. [constant NAN] has " -"special properties, including that [code]!=[/code] always returns " -"[code]true[/code], while other comparison operators always return " -"[code]false[/code]. This is true even when comparing with itself ([code]NAN " -"== NAN[/code] returns [code]false[/code] and [code]NAN != NAN[/code] returns " -"[code]true[/code]). It is returned by some invalid operations, such as " -"dividing floating-point [code]0.0[/code] by [code]0.0[/code].\n" +"\"Not a Number\", an invalid floating-point value. [constant NAN] has special " +"properties, including that [code]!=[/code] always returns [code]true[/code], " +"while other comparison operators always return [code]false[/code]. This is " +"true even when comparing with itself ([code]NAN == NAN[/code] returns " +"[code]false[/code] and [code]NAN != NAN[/code] returns [code]true[/code]). It " +"is returned by some invalid operations, such as dividing floating-point " +"[code]0.0[/code] by [code]0.0[/code].\n" "[b]Warning:[/b] \"Not a Number\" is only a concept with floating-point " "numbers, and has no equivalent for integers. Dividing an integer [code]0[/" "code] by [code]0[/code] will not result in [constant NAN] and will result in " @@ -766,8 +766,8 @@ msgid "" "@export var image: Image\n" "[/codeblock]" msgstr "" -"将以下属性标记为导出的(可在检查器窗口中进行编辑并保存到磁盘)。使用类型提示" -"控制导出属性的类型。\n" +"将以下属性标记为导出的(可在检查器窗口中进行编辑并保存到磁盘)。使用类型提示控" +"制导出属性的类型。\n" "[codeblock]\n" "@export var string = \"\"\n" "@export var int_number = 5\n" @@ -815,9 +815,9 @@ msgstr "" "[/codeblock]" msgid "" -"Export a [String] property as a path to a directory. The path will be " -"limited to the project folder and its subfolders. See [annotation " -"@export_global_dir] to allow picking from the entire filesystem.\n" +"Export a [String] property as a path to a directory. The path will be limited " +"to the project folder and its subfolders. See [annotation @export_global_dir] " +"to allow picking from the entire filesystem.\n" "See also [constant PROPERTY_HINT_DIR].\n" "[codeblock]\n" "@export_dir var sprite_folder_path: String\n" @@ -831,8 +831,8 @@ msgstr "" "[/codeblock]" msgid "" -"Export an [int] or [String] property as an enumerated list of options. If " -"the property is an [int], then the index of the value is stored, in the same " +"Export an [int] or [String] property as an enumerated list of options. If the " +"property is an [int], then the index of the value is stored, in the same " "order the values are provided. You can add explicit values using a colon. If " "the property is a [String], then the value is stored.\n" "See also [constant PROPERTY_HINT_ENUM].\n" @@ -910,8 +910,8 @@ msgid "" "@export_file(\"*.txt\") var notes_path: String\n" "[/codeblock]" msgstr "" -"将 [String] 属性导出为文件路径。该路径仅限于项目文件夹及其子文件夹。若要允许" -"从整个文件系统中进行选择,请参阅 [annotation @export_global_file]。\n" +"将 [String] 属性导出为文件路径。该路径仅限于项目文件夹及其子文件夹。若要允许从" +"整个文件系统中进行选择,请参阅 [annotation @export_global_file]。\n" "如果提供了 [param filter],则只有匹配的文件可供选择。\n" "另请参见 [constant PROPERTY_HINT_FILE]。\n" "[codeblock]\n" @@ -934,15 +934,13 @@ msgid "" "[/codeblock]\n" "You can also combine several flags:\n" "[codeblock]\n" -"@export_flags(\"Self:4\", \"Allies:8\", \"Self and Allies:12\", " -"\"Foes:16\")\n" +"@export_flags(\"Self:4\", \"Allies:8\", \"Self and Allies:12\", \"Foes:16\")\n" "var spell_targets = 0\n" "[/codeblock]\n" -"[b]Note:[/b] A flag value must be at least [code]1[/code] and at most " -"[code]2 ** 32 - 1[/code].\n" -"[b]Note:[/b] Unlike [annotation @export_enum], the previous explicit value " -"is not taken into account. In the following example, A is 16, B is 2, C is " -"4.\n" +"[b]Note:[/b] A flag value must be at least [code]1[/code] and at most [code]2 " +"** 32 - 1[/code].\n" +"[b]Note:[/b] Unlike [annotation @export_enum], the previous explicit value is " +"not taken into account. In the following example, A is 16, B is 2, C is 4.\n" "[codeblock]\n" "@export_flags(\"A:16\", \"B\", \"C\") var x\n" "[/codeblock]" @@ -960,13 +958,12 @@ msgstr "" "[/codeblock]\n" "你还可以对标志进行组合:\n" "[codeblock]\n" -"@export_flags(\"Self:4\", \"Allies:8\", \"Self and Allies:12\", " -"\"Foes:16\")\n" +"@export_flags(\"Self:4\", \"Allies:8\", \"Self and Allies:12\", \"Foes:16\")\n" "var spell_targets = 0\n" "[/codeblock]\n" "[b]注意:[/b]标志值最多为 [code]1[/code],最多为 [code]2 ** 32 - 1[/code]。\n" -"[b]注意:[/b]与 [annotation @export_enum] 不同,不会考虑前一个显式值。下面的" -"例子中,A 为 16、B 为 2、C 为 4。\n" +"[b]注意:[/b]与 [annotation @export_enum] 不同,不会考虑前一个显式值。下面的例" +"子中,A 为 16、B 为 2、C 为 4。\n" "[codeblock]\n" "@export_flags(\"A:16\", \"B\", \"C\") var x\n" "[/codeblock]" @@ -1125,12 +1122,12 @@ msgid "" "organize properties in the Inspector dock. Groups can be added with an " "optional [param prefix], which would make group to only consider properties " "that have this prefix. The grouping will break on the first property that " -"doesn't have a prefix. The prefix is also removed from the property's name " -"in the Inspector dock.\n" -"If no [param prefix] is provided, then every following property will be " -"added to the group. The group ends when then next group or category is " -"defined. You can also force end a group by using this annotation with empty " -"strings for parameters, [code]@export_group(\"\", \"\")[/code].\n" +"doesn't have a prefix. The prefix is also removed from the property's name in " +"the Inspector dock.\n" +"If no [param prefix] is provided, then every following property will be added " +"to the group. The group ends when then next group or category is defined. You " +"can also force end a group by using this annotation with empty strings for " +"parameters, [code]@export_group(\"\", \"\")[/code].\n" "Groups cannot be nested, use [annotation @export_subgroup] to add subgroups " "within groups.\n" "See also [constant PROPERTY_USAGE_GROUP].\n" @@ -1147,9 +1144,9 @@ msgid "" "@export var ungrouped_number = 3\n" "[/codeblock]" msgstr "" -"为以下导出的属性定义一个新分组。分组有助于在检查器面板中组织属性。添加新分组" -"时可以选择性地提供 [param prefix] 前缀,分组将仅考虑具有此前缀的属性。分组将" -"在第一个没有该前缀的属性处结束。前缀也将从检查器面板中的属性名称中移除。\n" +"为以下导出的属性定义一个新分组。分组有助于在检查器面板中组织属性。添加新分组时" +"可以选择性地提供 [param prefix] 前缀,分组将仅考虑具有此前缀的属性。分组将在第" +"一个没有该前缀的属性处结束。前缀也将从检查器面板中的属性名称中移除。\n" "如果未提供 [param prefix],后续的每个属性都将添加到该分组中。定义下一个分组或" "类别时,该分组结束。你还可以通过将此注解与空字符串的参数一起使用来强制结束分" "组,[code]@export_group(\"\", \"\")[/code]。\n" @@ -1177,8 +1174,8 @@ msgid "" "@export_multiline var character_biography\n" "[/codeblock]" msgstr "" -"用一个大的 [TextEdit] 部件而不是 [LineEdit] 导出一个 [String] 属性。这增加了" -"对多行内容的支持,使其更容易编辑存储在属性中的大量文本。\n" +"用一个大的 [TextEdit] 部件而不是 [LineEdit] 导出一个 [String] 属性。这增加了对" +"多行内容的支持,使其更容易编辑存储在属性中的大量文本。\n" "参见 [constant PROPERTY_HINT_MULTILINE_TEXT]。\n" "[codeblock]\n" "@export_multiline var character_biography\n" @@ -1205,8 +1202,8 @@ msgid "" "@export_placeholder(\"Name in lowercase\") var character_id: String\n" "[/codeblock]" msgstr "" -"导出一个带有一个占位符文本的 [String] 属性,当没有值时,编辑器小部件中会显示" -"该占位符文本。\n" +"导出一个带有一个占位符文本的 [String] 属性,当没有值时,编辑器小部件中会显示该" +"占位符文本。\n" "另请参见 [constant PROPERTY_HINT_PLACEHOLDER_TEXT]。\n" "[codeblock]\n" "@export_placeholder(\"Name in lowercase\") var character_id: String\n" @@ -1215,21 +1212,20 @@ msgstr "" msgid "" "Export an [int] or [float] property as a range value. The range must be " "defined by [param min] and [param max], as well as an optional [param step] " -"and a variety of extra hints. The [param step] defaults to [code]1[/code] " -"for integer properties. For floating-point numbers this value depends on " -"your [code]EditorSettings.interface/inspector/default_float_step[/code] " -"setting.\n" +"and a variety of extra hints. The [param step] defaults to [code]1[/code] for " +"integer properties. For floating-point numbers this value depends on your " +"[code]EditorSettings.interface/inspector/default_float_step[/code] setting.\n" "If hints [code]\"or_greater\"[/code] and [code]\"or_less\"[/code] are " "provided, the editor widget will not cap the value at range boundaries. The " "[code]\"exp\"[/code] hint will make the edited values on range to change " "exponentially. The [code]\"hide_slider\"[/code] hint will hide the slider " "element of the editor widget.\n" "Hints also allow to indicate the units for the edited value. Using " -"[code]\"radians\"[/code] you can specify that the actual value is in " -"radians, but should be displayed in degrees in the Inspector dock. " -"[code]\"degrees\"[/code] allows to add a degree sign as a unit suffix. " -"Finally, a custom suffix can be provided using [code]\"suffix:unit\"[/code], " -"where \"unit\" can be any string.\n" +"[code]\"radians\"[/code] you can specify that the actual value is in radians, " +"but should be displayed in degrees in the Inspector dock. [code]\"degrees\"[/" +"code] allows to add a degree sign as a unit suffix. Finally, a custom suffix " +"can be provided using [code]\"suffix:unit\"[/code], where \"unit\" can be any " +"string.\n" "See also [constant PROPERTY_HINT_RANGE].\n" "[codeblock]\n" "@export_range(0, 20) var number\n" @@ -1245,17 +1241,17 @@ msgid "" "[/codeblock]" msgstr "" "将一个[int]或[float]属性导出为一个范围值。范围必须由 [param min] 和 [param " -"max] 定义,以及一个可选的 [param step] 和各种额外的提示。对于整数属性," -"[param step] 的默认值是 [code]1[/code] 。对于浮点数,这个值取决于你的 " +"max] 定义,以及一个可选的 [param step] 和各种额外的提示。对于整数属性,[param " +"step] 的默认值是 [code]1[/code] 。对于浮点数,这个值取决于你的 " "[code]EditorSettings.interface/inspector/default_float_step[/code] 设置。\n" "如果提供了提示 [code]\"or_greater\"[/code] 和 [code]\"or_less\"[/code] ,那么" "编辑器部件将不会在范围边界处对数值进行限制。[code]\"exp\"[/code] 提示将使范围" "内的编辑值以指数形式变化。[code]\"hide_slider\"[/code] 提示将隐藏编辑器部件中" "的滑块。\n" -"提示还允许指示编辑的值的单位。使用 [code]\"radians\"[/code] ,你可以指定实际" -"值以弧度为单位,但在检查器中会以角度为单位显示。[code]\"degrees\"[/code] 允许" -"添加一个角度符号作为单位后缀。最后,可以使用 [code]\"suffix:单位\"[/code] 提" -"供一个自定义后缀,其中“单位”可以是任何字符串。\n" +"提示还允许指示编辑的值的单位。使用 [code]\"radians\"[/code] ,你可以指定实际值" +"以弧度为单位,但在检查器中会以角度为单位显示。[code]\"degrees\"[/code] 允许添" +"加一个角度符号作为单位后缀。最后,可以使用 [code]\"suffix:单位\"[/code] 提供一" +"个自定义后缀,其中“单位”可以是任何字符串。\n" "另见 [constant PROPERTY_HINT_RANGE]。\n" "[codeblock]\n" "@export_range(0, 20) var number\n" @@ -1285,12 +1281,12 @@ msgid "" "@export var car_label = \"Speedy\"\n" "@export var car_number = 3\n" "[/codeblock]\n" -"[b]Note:[/b] Subgroups cannot be nested, they only provide one extra level " -"of depth. Just like the next group ends the previous group, so do the " -"subsequent subgroups." +"[b]Note:[/b] Subgroups cannot be nested, they only provide one extra level of " +"depth. Just like the next group ends the previous group, so do the subsequent " +"subgroups." msgstr "" -"为接下来的导出属性定义一个新的子分组。这有助于组织检查器面板中的属性。子分组" -"的工作方式与分组类似,只是它们依赖于一个父级分组。请参阅 [annotation " +"为接下来的导出属性定义一个新的子分组。这有助于组织检查器面板中的属性。子分组的" +"工作方式与分组类似,只是它们依赖于一个父级分组。请参阅 [annotation " "@export_group]。\n" "另请参见 [constant PROPERTY_USAGE_SUBGROUP]。\n" "[codeblock]\n" @@ -1318,9 +1314,8 @@ msgid "" "supported.\n" "[b]Note:[/b] As annotations describe their subject, the [code]@icon[/code] " "annotation must be placed before the class definition and inheritance.\n" -"[b]Note:[/b] Unlike other annotations, the argument of the [code]@icon[/" -"code] annotation must be a string literal (constant expressions are not " -"supported)." +"[b]Note:[/b] Unlike other annotations, the argument of the [code]@icon[/code] " +"annotation must be a string literal (constant expressions are not supported)." msgstr "" "在当前脚本中添加一个自定义图标。脚本必须使用 [code]class_name[/code] 关键字注" "册为一个全局类,这样才有可见的效果。在 [param icon_path] 处指定的图标会在场景" @@ -1344,19 +1339,94 @@ msgid "" "[/codeblock]" msgstr "" "标记后续属性会在 [Node] 的就绪状态时赋值。节点初始化([method Object._init])" -"时不会立即对这些属性赋值,而是会在即将调用 [method Node._ready] 之前进行计算" -"和保存。\n" +"时不会立即对这些属性赋值,而是会在即将调用 [method Node._ready] 之前进行计算和" +"保存。\n" "[codeblock]\n" "@onready var character_name: Label = $Label\n" "[/codeblock]" msgid "" -"Make a script with static variables to not persist after all references are " -"lost. If the script is loaded again the static variables will revert to " -"their default values." +"Mark the following method for remote procedure calls. See [url=$DOCS_URL/" +"tutorials/networking/high_level_multiplayer.html]High-level multiplayer[/" +"url].\n" +"If [param mode] is set as [code]\"any_peer\"[/code], allows any peer to call " +"this RPC function. Otherwise, only the authority peer is allowed to call it " +"and [param mode] should be kept as [code]\"authority\"[/code]. When " +"configuring functions as RPCs with [method Node.rpc_config], each of these " +"modes respectively corresponds to the [constant MultiplayerAPI." +"RPC_MODE_AUTHORITY] and [constant MultiplayerAPI.RPC_MODE_ANY_PEER] RPC " +"modes. See [enum MultiplayerAPI.RPCMode]. If a peer that is not the authority " +"tries to call a function that is only allowed for the authority, the function " +"will not be executed. If the error can be detected locally (when the RPC " +"configuration is consistent between the local and the remote peer), an error " +"message will be displayed on the sender peer. Otherwise, the remote peer will " +"detect the error and print an error there.\n" +"If [param sync] is set as [code]\"call_remote\"[/code], the function will " +"only be executed on the remote peer, but not locally. To run this function " +"locally too, set [param sync] to [code]\"call_local\"[/code]. When " +"configuring functions as RPCs with [method Node.rpc_config], this is " +"equivalent to setting `call_local` to `true`.\n" +"The [param transfer_mode] accepted values are [code]\"unreliable\"[/code], " +"[code]\"unreliable_ordered\"[/code], or [code]\"reliable\"[/code]. It sets " +"the transfer mode of the underlying [MultiplayerPeer]. See [member " +"MultiplayerPeer.transfer_mode].\n" +"The [param transfer_channel] defines the channel of the underlying " +"[MultiplayerPeer]. See [member MultiplayerPeer.transfer_channel].\n" +"The order of [param mode], [param sync] and [param transfer_mode] does not " +"matter, but values related to the same argument must not be used more than " +"once. [param transfer_channel] always has to be the 4th argument (you must " +"specify 3 preceding arguments).\n" +"[codeblock]\n" +"@rpc\n" +"func fn(): pass\n" +"\n" +"@rpc(\"any_peer\", \"unreliable_ordered\")\n" +"func fn_update_pos(): pass\n" +"\n" +"@rpc(\"authority\", \"call_remote\", \"unreliable\", 0) # Equivalent to @rpc\n" +"func fn_default(): pass\n" +"[/codeblock]" msgstr "" -"使具有静态变量的脚本在所有引用丢失之后不会持久化。当该脚本再次加载时,这些静" -"态变量将恢复为它们的默认值。" +"将后续方法标记为远程过程调用。见[url=$DOCS_URL/tutorials/networking/" +"high_level_multiplayer.html]《高阶多人游戏》[/url]。\n" +"如果将 [param mode] 设为 [code]\"any_peer\"[/code],则会允许所有对等体调用该 " +"RPC 函数。否则就只允许该对等体的控制方调用,此时应该让 [param mode] 保持为 " +"[code]\"authority\"[/code]。使用 [method Node.rpc_config] 将函数配置为 RPC " +"时,这些模式对应的是 RPC 模式 [constant MultiplayerAPI.RPC_MODE_AUTHORITY] 和 " +"[constant MultiplayerAPI.RPC_MODE_ANY_PEER]。如果非控制方的对等体尝试调用仅限" +"控制方调用的函数,则不会执行该函数。如果本地能够检测到错误(本地与远程对等体" +"的 RPC 配置一致),则发送方对等体会显示错误消息。否则远程对等体会检测到该错误" +"并输出错误。\n" +"如果将 [param sync] 设为 [code]\"call_remote\"[/code],则该函数只会在远程对等" +"体上执行,不会在本地执行。要让这个函数在本地也执行,请将 [param sync] 设置为 " +"[code]\"call_local\"[/code]。使用 [method Node.rpc_config] 将函数配置为 RPC " +"时,等价于将 `call_local` 设置为 `true`。\n" +"[param transfer_mode] 能够接受的值为 [code]\"unreliable\"[/code]、" +"[code]\"unreliable_ordered\"[/code]、[code]\"reliable\"[/code],会设置底层 " +"[MultiplayerPeer] 的传输模式。见 [member MultiplayerPeer.transfer_mode]。\n" +"[param transfer_channel] 定义的是底层 [MultiplayerPeer] 的通道。见 [member " +"MultiplayerPeer.transfer_channel]。\n" +"[param mode]、[param sync] 和 [param transfer_mode] 的顺序是无关的,但是相同参" +"数的取值不能出现多次。[param transfer_channel] 必须始终为第四个参数(前三个参" +"数必须指定)。\n" +"[codeblock]\n" +"@rpc\n" +"func fn(): pass\n" +"\n" +"@rpc(\"any_peer\", \"unreliable_ordered\")\n" +"func fn_update_pos(): pass\n" +"\n" +"@rpc(\"authority\", \"call_remote\", \"unreliable\", 0) # 等价于 @rpc\n" +"func fn_default(): pass\n" +"[/codeblock]" + +msgid "" +"Make a script with static variables to not persist after all references are " +"lost. If the script is loaded again the static variables will revert to their " +"default values." +msgstr "" +"使具有静态变量的脚本在所有引用丢失之后不会持久化。当该脚本再次加载时,这些静态" +"变量将恢复为它们的默认值。" msgid "" "Mark the current script as a tool script, allowing it to be loaded and " @@ -1413,8 +1483,8 @@ msgid "" "For the entries related to GDScript which can be accessed in any script see " "[@GDScript]." msgstr "" -"全局范围的枚举常量和内置函数的列表。这是所有驻留在全局的,关于错误代码、键" -"码、属性提示等的常量。\n" +"全局范围的枚举常量和内置函数的列表。这是所有驻留在全局的,关于错误代码、键码、" +"属性提示等的常量。\n" "单例也被记录在这里,因为它们可以从任何地方被访问。\n" "对于可以在任何脚本中访问的与 GDScript 相关的条目,请参阅 [@GDScript]。" @@ -1489,8 +1559,7 @@ msgstr "" "[/codeblock]" msgid "" -"Returns the absolute value of int parameter [param x] (i.e. positive " -"value).\n" +"Returns the absolute value of int parameter [param x] (i.e. positive value).\n" "[codeblock]\n" "# a is 1\n" "var a = absi(-1)\n" @@ -1512,9 +1581,9 @@ msgid "" "var c = acos(0.866025)\n" "[/codeblock]" msgstr "" -"返回 [param x] 的反余弦,单位为弧度。用来获取余弦 [param x] 的角度。[param " -"x] 会被钳制在 [code]-1.0[/code] 和 [code]1.0[/code](包括)之间,因此 " -"[method acos] 不会返回 [constant @GDScript.NAN]。\n" +"返回 [param x] 的反余弦,单位为弧度。用来获取余弦 [param x] 的角度。[param x] " +"会被钳制在 [code]-1.0[/code] 和 [code]1.0[/code](包括)之间,因此 [method " +"acos] 不会返回 [constant @GDScript.NAN]。\n" "[codeblock]\n" "# 如果用 rad_to_deg(c) 转换,c为0.523599或30度\n" "var c = acos(0.866025)\n" @@ -1522,25 +1591,25 @@ msgstr "" msgid "" "Returns the arc sine of [param x] in radians. Use to get the angle of sine " -"[param x]. [param x] will be clamped between [code]-1.0[/code] and " -"[code]1.0[/code] (inclusive), in order to prevent [method asin] from " -"returning [constant @GDScript.NAN].\n" +"[param x]. [param x] will be clamped between [code]-1.0[/code] and [code]1.0[/" +"code] (inclusive), in order to prevent [method asin] from returning [constant " +"@GDScript.NAN].\n" "[codeblock]\n" "# s is 0.523599 or 30 degrees if converted with rad_to_deg(s)\n" "var s = asin(0.5)\n" "[/codeblock]" msgstr "" "返回 [param x] 的反正弦值,单位为弧度。用来获取正弦 [param x] 的角度。[param " -"x] 会被钳制在 [code]-1.0[/code] 和 [code]1.0[/code](包括)之间,因此 " -"[method asin] 不会返回 [constant @GDScript.NAN]。\n" +"x] 会被钳制在 [code]-1.0[/code] 和 [code]1.0[/code](包括)之间,因此 [method " +"asin] 不会返回 [constant @GDScript.NAN]。\n" "[codeblock]\n" "# 如果用 rad_to_deg(s) 转换,s为0.523599或30度\n" "var s = asin(0.5)\n" "[/codeblock]" msgid "" -"Returns the arc tangent of [param x] in radians. Use it to get the angle " -"from an angle's tangent in trigonometry.\n" +"Returns the arc tangent of [param x] in radians. Use it to get the angle from " +"an angle's tangent in trigonometry.\n" "The method cannot know in which quadrant the angle should fall. See [method " "atan2] if you have both [code]y[/code] and [code]x[/code].\n" "[codeblock]\n" @@ -1551,8 +1620,8 @@ msgid "" msgstr "" "返回 [param x] 的反正切值,单位是弧度。在三角函数中用它来得到一个角上切线的角" "度。\n" -"该方法无法确定角度应该落在哪个象限。如果你同时拥有 [code]y[/code] 和 " -"[code]x[/code],请参见 [method atan2]。\n" +"该方法无法确定角度应该落在哪个象限。如果你同时拥有 [code]y[/code] 和 [code]x[/" +"code],请参见 [method atan2]。\n" "[codeblock]\n" "var a = atan(0.5) # a=0.463648\n" "[/codeblock]\n" @@ -1586,9 +1655,9 @@ msgstr "" "[param t] 处的导数。" msgid "" -"Returns the point at the given [param t] on a one-dimensional [url=https://" -"en.wikipedia.org/wiki/B%C3%A9zier_curve]Bézier curve[/url] defined by the " -"given [param control_1], [param control_2], and [param end] points." +"Returns the point at the given [param t] on a one-dimensional [url=https://en." +"wikipedia.org/wiki/B%C3%A9zier_curve]Bézier curve[/url] defined by the given " +"[param control_1], [param control_2], and [param end] points." msgstr "" "返回由给定的 [param control_1]、[param control_2] 和 [param end] 点定义的一维" "[url=https://en.wikipedia.org/wiki/B%C3%A9zier_curve]贝塞尔曲线[/url]上位于给" @@ -1600,12 +1669,10 @@ msgid "" "bytes_to_var_with_objects]." msgstr "" "将字节数组解码回 [Variant] 值,无法解码对象。\n" -"[b]注意:[/b]如果需要对象反序列化,请参见 [method " -"bytes_to_var_with_objects]。" +"[b]注意:[/b]如果需要对象反序列化,请参见 [method bytes_to_var_with_objects]。" msgid "" -"Decodes a byte array back to a [Variant] value. Decoding objects is " -"allowed.\n" +"Decodes a byte array back to a [Variant] value. Decoding objects is allowed.\n" "[b]Warning:[/b] Deserialized object can contain code which gets executed. Do " "not use this option if the serialized object comes from untrusted sources to " "avoid potential security threats (remote code execution)." @@ -1633,8 +1700,8 @@ msgstr "" "i = ceil(1.001) # i 是 2.0\n" "[/codeblock]\n" "另请参见 [method floor]、[method round]、以及 [method snapped]。\n" -"[b]注意:[/b]为了更好的类型安全,使用 [method ceilf]、[method ceili]、" -"[method Vector2.ceil]、[method Vector3.ceil] 或 [method Vector4.ceil]。" +"[b]注意:[/b]为了更好的类型安全,使用 [method ceilf]、[method ceili]、[method " +"Vector2.ceil]、[method Vector3.ceil] 或 [method Vector4.ceil]。" msgid "" "Rounds [param x] upward (towards positive infinity), returning the smallest " @@ -1653,9 +1720,9 @@ msgstr "" "[method ceil] 的类型安全版本,返回一个 [int]。" msgid "" -"Clamps the [param value], returning a [Variant] not less than [param min] " -"and not more than [param max]. Any values that can be compared with the less " -"than and greater than operators will work.\n" +"Clamps the [param value], returning a [Variant] not less than [param min] and " +"not more than [param max]. Any values that can be compared with the less than " +"and greater than operators will work.\n" "[codeblock]\n" "var a = clamp(-10, -1, 5)\n" "# a is -1\n" @@ -1682,8 +1749,8 @@ msgid "" "[method Vector3i.clamp], [method Vector4.clamp], [method Vector4i.clamp], or " "[method Color.clamp]." msgstr "" -"钳制 [param value],返回不小于 [param min] 且不大于 [param max] 的 " -"[Variant]。可以使用任何能够用小于和大于运算符进行比较的值。\n" +"钳制 [param value],返回不小于 [param min] 且不大于 [param max] 的 [Variant]。" +"可以使用任何能够用小于和大于运算符进行比较的值。\n" "[codeblock]\n" "var a = clamp(-10, -1, 5)\n" "# a 是 -1\n" @@ -1720,8 +1787,7 @@ msgid "" "var b = clampf(speed, -1.0, 1.0) # b is -1.0\n" "[/codeblock]" msgstr "" -"钳制 [param value],返回不小于 [param min] 且不大于 [param max] 的 " -"[float]。\n" +"钳制 [param value],返回不小于 [param min] 且不大于 [param max] 的 [float]。\n" "[codeblock]\n" "var speed = 42.1\n" "var a = clampf(speed, 1.0, 20.5) # a 是 20.5\n" @@ -1777,8 +1843,8 @@ msgstr "" "[/codeblock]" msgid "" -"Cubic interpolates between two values by the factor defined in [param " -"weight] with [param pre] and [param post] values." +"Cubic interpolates between two values by the factor defined in [param weight] " +"with [param pre] and [param post] values." msgstr "" "根据 [param weight] 中定义的因子以及 [param pre] 和 [param post] 值,在两个值" "之间进行三次插值。" @@ -1803,8 +1869,8 @@ msgstr "" "它可以根据时间值执行比 [code]cubic_interpolate()[/code] 更平滑的插值。" msgid "" -"Cubic interpolates between two values by the factor defined in [param " -"weight] with [param pre] and [param post] values.\n" +"Cubic interpolates between two values by the factor defined in [param weight] " +"with [param pre] and [param post] values.\n" "It can perform smoother interpolation than [method cubic_interpolate] by the " "time values." msgstr "" @@ -1845,8 +1911,8 @@ msgid "" "See also [method smoothstep]. If you need to perform more advanced " "transitions, use [method Tween.interpolate_value]." msgstr "" -"基于用 [param curve] 定义的缓动函数返回 [param x] 的“缓动后”的值。该缓动函数" -"是基于指数的。[param curve] 可以是任意浮点数,具体数值会导致以下行为:\n" +"基于用 [param curve] 定义的缓动函数返回 [param x] 的“缓动后”的值。该缓动函数是" +"基于指数的。[param curve] 可以是任意浮点数,具体数值会导致以下行为:\n" "[codeblock]\n" "- 低于 -1.0(开区间):缓入缓出\n" "- -1.0:线性\n" @@ -2071,10 +2137,10 @@ msgid "" "specified in [param from] and [param to], and the interpolated value " "specified in [param weight]. The returned value will be between [code]0.0[/" "code] and [code]1.0[/code] if [param weight] is between [param from] and " -"[param to] (inclusive). If [param weight] is located outside this range, " -"then an extrapolation factor will be returned (return value lower than " -"[code]0.0[/code] or greater than [code]1.0[/code]). Use [method clamp] on " -"the result of [method inverse_lerp] if this is not desired.\n" +"[param to] (inclusive). If [param weight] is located outside this range, then " +"an extrapolation factor will be returned (return value lower than [code]0.0[/" +"code] or greater than [code]1.0[/code]). Use [method clamp] on the result of " +"[method inverse_lerp] if this is not desired.\n" "[codeblock]\n" "# The interpolation ratio in the `lerp()` call below is 0.75.\n" "var middle = lerp(20, 30, 0.75)\n" @@ -2092,8 +2158,8 @@ msgstr "" "[param weight] 指定。如果 [param weight] 在 [param from] 和 [param to] 之间" "(包含),那么返回的值在 [code]0.0[/code] 和 [code]1.0[/code] 之间。如果 " "[param weight] 在该范围之外,则返回的是外推因子(返回值小于 [code]0.0[/code] " -"或大于 [code]1.0[/code])。如果不希望这样,请对 [method inverse_lerp] 的结果" -"使用 [method clamp]。\n" +"或大于 [code]1.0[/code])。如果不希望这样,请对 [method inverse_lerp] 的结果使" +"用 [method clamp]。\n" "[codeblock]\n" "# 下面的 `lerp()` 调用时的插值比例是 0.75。\n" "var middle = lerp(20, 30, 0.75)\n" @@ -2109,9 +2175,9 @@ msgstr "" msgid "" "Returns [code]true[/code] if [param a] and [param b] are approximately equal " "to each other.\n" -"Here, \"approximately equal\" means that [param a] and [param b] are within " -"a small internal epsilon of each other, which scales with the magnitude of " -"the numbers.\n" +"Here, \"approximately equal\" means that [param a] and [param b] are within a " +"small internal epsilon of each other, which scales with the magnitude of the " +"numbers.\n" "Infinity values of the same sign are considered equal." msgstr "" "如果 [param a] 和 [param b] 彼此近似相等,则返回 [code]true[/code]。\n" @@ -2123,8 +2189,8 @@ msgid "" "Returns whether [param x] is a finite value, i.e. it is not [constant " "@GDScript.NAN], positive infinity, or negative infinity." msgstr "" -"返回 [param x] 是否为有限值,即不是 [constant @GDScript.NAN]、正无穷大或负无" -"穷大。" +"返回 [param x] 是否为有限值,即不是 [constant @GDScript.NAN]、正无穷大或负无穷" +"大。" msgid "" "Returns [code]true[/code] if [param x] is either positive infinity or " @@ -2140,15 +2206,15 @@ msgstr "" "[code]true[/code] 。所有对象都有唯一的实例 ID。" msgid "" -"Returns [code]true[/code] if [param instance] is a valid Object (e.g. has " -"not been deleted from memory)." +"Returns [code]true[/code] if [param instance] is a valid Object (e.g. has not " +"been deleted from memory)." msgstr "" "如果 [param instance] 是有效的 Object(例如,没有从内存中删除),则返回 " "[code]true[/code] 。" msgid "" -"Returns [code]true[/code] if [param x] is a NaN (\"Not a Number\" or " -"invalid) value." +"Returns [code]true[/code] if [param x] is a NaN (\"Not a Number\" or invalid) " +"value." msgstr "如果 [param x] 是 NaN(“非数字”或无效)值,则返回 [code]true[/code] 。" msgid "" @@ -2209,14 +2275,13 @@ msgstr "" "[PackedVector3Array] 和 [PackedColorArray]。" msgid "" -"Returns [code]true[/code] if [param x] is zero or almost zero. The " -"comparison is done using a tolerance calculation with a small internal " -"epsilon.\n" -"This function is faster than using [method is_equal_approx] with one value " -"as zero." +"Returns [code]true[/code] if [param x] is zero or almost zero. The comparison " +"is done using a tolerance calculation with a small internal epsilon.\n" +"This function is faster than using [method is_equal_approx] with one value as " +"zero." msgstr "" -"如果 [param x] 为零或几乎为零,则返回 [code]true[/code]。比较是使用具有小内" -"部 epsilon 的公差计算的。\n" +"如果 [param x] 为零或几乎为零,则返回 [code]true[/code]。比较是使用具有小内部 " +"epsilon 的公差计算的。\n" "该函数比使用一个值为零的 [method is_equal_approx] 更快。" msgid "" @@ -2240,9 +2305,9 @@ msgid "" "[method Quaternion.slerp] or [method Basis.slerp]." msgstr "" "通过 [param weight] 中定义的因子在两个值之间进行线性插值。要执行插值,[param " -"weight] 应介于 [code]0.0[/code] 和 [code]1.0[/code] 之间(包含)。但是,超出" -"此范围的值也是允许的,并可用于执行[i]外推[/i]。如果不需要,请在该函数的结果上" -"使用 [method clamp]。\n" +"weight] 应介于 [code]0.0[/code] 和 [code]1.0[/code] 之间(包含)。但是,超出此" +"范围的值也是允许的,并可用于执行[i]外推[/i]。如果不需要,请在该函数的结果上使" +"用 [method clamp]。\n" "[param from] 和 [param to] 必须是同一类型。支持的类型:[int]、[float]、" "[Vector2]、[Vector3]、[Vector4]、[Color]、[Quaternion]、[Basis]。\n" "[codeblock]\n" @@ -2277,10 +2342,10 @@ msgid "" "example, [code]lerp_angle(0, PI, weight)[/code] lerps counter-clockwise, " "while [code]lerp_angle(0, PI + 5 * TAU, weight)[/code] lerps clockwise." msgstr "" -"通过 0.0 和 1.0 之间的 [param weight] 值,在两个角度(以弧度为单位)之间进行" -"线性插值。\n" -"类似于 [method lerp],但当角度环绕 [constant @GDScript.TAU] 时会正确插值。要" -"使用 [method lerp_angle] 执行缓动插值,请将其与 [method ease] 或 [method " +"通过 0.0 和 1.0 之间的 [param weight] 值,在两个角度(以弧度为单位)之间进行线" +"性插值。\n" +"类似于 [method lerp],但当角度环绕 [constant @GDScript.TAU] 时会正确插值。要使" +"用 [method lerp_angle] 执行缓动插值,请将其与 [method ease] 或 [method " "smoothstep] 结合使用。\n" "[codeblock]\n" "extends Sprite\n" @@ -2311,9 +2376,9 @@ msgid "" "ease] or [method smoothstep]." msgstr "" "通过 [param weight] 中定义的因子在两个值之间进行线性插值。要执行插值,[param " -"weight] 应介于 [code]0.0[/code] 和 [code]1.0[/code] 之间(包含)。但是,超出" -"此范围的值是允许的,并可用于执行 [i]外推[/i]。如果不需要,请对此函数的结果使" -"用 [method clampf]。\n" +"weight] 应介于 [code]0.0[/code] 和 [code]1.0[/code] 之间(包含)。但是,超出此" +"范围的值是允许的,并可用于执行 [i]外推[/i]。如果不需要,请对此函数的结果使用 " +"[method clampf]。\n" "[codeblock]\n" "lerpf(0, 4, 0.75) # 返回 3.0\n" "[/codeblock]\n" @@ -2335,8 +2400,8 @@ msgid "" "linear_to_db($Slider.value))\n" "[/codeblock]" msgstr "" -"从线性能量转换为分贝(音频)。这可用于实现按预期运行的音量滑块(因为音量不是" -"线性的)。\n" +"从线性能量转换为分贝(音频)。这可用于实现按预期运行的音量滑块(因为音量不是线" +"性的)。\n" "[b]示例:[/b]\n" "[codeblock]\n" "# “Slider”引用的是 HSlider、VSlider 等继承自 Range 的节点。\n" @@ -2358,8 +2423,8 @@ msgid "" "[codeblock]\n" "log(10) # Returns 2.302585\n" "[/codeblock]\n" -"[b]Note:[/b] The logarithm of [code]0[/code] returns [code]-inf[/code], " -"while negative values return [code]-nan[/code]." +"[b]Note:[/b] The logarithm of [code]0[/code] returns [code]-inf[/code], while " +"negative values return [code]-nan[/code]." msgstr "" "返回 [param x] 的[url=https://zh.wikipedia.org/zh-cn/" "%E8%87%AA%E7%84%B6%E5%B0%8D%E6%95%B8]自然对数[/url](底数为 [url=https://zh." @@ -2450,8 +2515,8 @@ msgstr "" "[/codeblock]" msgid "" -"Moves [param from] toward [param to] by the [param delta] amount. Will not " -"go past [param to].\n" +"Moves [param from] toward [param to] by the [param delta] amount. Will not go " +"past [param to].\n" "Use a negative [param delta] value to move away.\n" "[codeblock]\n" "move_toward(5, 10, 4) # Returns 9\n" @@ -2489,8 +2554,8 @@ msgid "" "value] (in reality, 1 is the smallest integer power of 2)." msgstr "" "返回最接近且不小于整数 [param value] 的 2 的幂。\n" -"换句话说,返回最小值 [code]a[/code],其中 [code]a = pow(2, n)[/code],某些非" -"负整数 [code]n[/code] 使得值 [code]value <= a[/code]。\n" +"换句话说,返回最小值 [code]a[/code],其中 [code]a = pow(2, n)[/code],某些非负" +"整数 [code]n[/code] 使得值 [code]value <= a[/code]。\n" "[codeblock]\n" "nearest_po2(3) # 返回 4\n" "nearest_po2(4) # 返回 4\n" @@ -2521,8 +2586,8 @@ msgid "" "[/codeblock]" msgstr "" "将 [param value] 包裹在 [code]0[/code] 和 [param length] 之间。如果达到限制," -"函数返回的下一个值将减少到 [code]0[/code] 侧或增加到 [param length] 侧(像三" -"角波)。如果 [param length] 小于零,则变为正数。\n" +"函数返回的下一个值将减少到 [code]0[/code] 侧或增加到 [param length] 侧(像三角" +"波)。如果 [param length] 小于零,则变为正数。\n" "[codeblock]\n" "pingpong(-3.0, 3.0) # 返回 3.0\n" "pingpong(-2.0, 3.0) # 返回 2.0\n" @@ -2590,8 +2655,8 @@ msgstr "" "[/codeblock]" msgid "" -"Converts one or more arguments of any type to string in the best way " -"possible and prints them to the console.\n" +"Converts one or more arguments of any type to string in the best way possible " +"and prints them to the console.\n" "[codeblocks]\n" "[gdscript]\n" "var a = [1, 2, 3]\n" @@ -2621,33 +2686,33 @@ msgstr "" "[/csharp]\n" "[/codeblocks]\n" "[b]注意:[/b]请考虑使用 [method push_error] 和 [method push_warning] 来打印错" -"误和警告消息,而不是 [method print] 或 [method print_rich]。这将它们与用于调" -"试目的的打印消息区分开来,同时还会在打印错误或警告时显示堆栈跟踪。" +"误和警告消息,而不是 [method print] 或 [method print_rich]。这将它们与用于调试" +"目的的打印消息区分开来,同时还会在打印错误或警告时显示堆栈跟踪。" msgid "" -"Converts one or more arguments of any type to string in the best way " -"possible and prints them to the console.\n" +"Converts one or more arguments of any type to string in the best way possible " +"and prints them to the console.\n" "The following BBCode tags are supported: [code]b[/code], [code]i[/code], " "[code]u[/code], [code]s[/code], [code]indent[/code], [code]code[/code], " "[code]url[/code], [code]center[/code], [code]right[/code], [code]color[/" "code], [code]bgcolor[/code], [code]fgcolor[/code].\n" "Color tags only support the following named colors: [code]black[/code], " -"[code]red[/code], [code]green[/code], [code]yellow[/code], [code]blue[/" -"code], [code]magenta[/code], [code]pink[/code], [code]purple[/code], " -"[code]cyan[/code], [code]white[/code], [code]orange[/code], [code]gray[/" -"code]. Hexadecimal color codes are not supported.\n" +"[code]red[/code], [code]green[/code], [code]yellow[/code], [code]blue[/code], " +"[code]magenta[/code], [code]pink[/code], [code]purple[/code], [code]cyan[/" +"code], [code]white[/code], [code]orange[/code], [code]gray[/code]. " +"Hexadecimal color codes are not supported.\n" "URL tags only support URLs wrapped by a URL tag, not URLs with a different " "title.\n" -"When printing to standard output, the supported subset of BBCode is " -"converted to ANSI escape codes for the terminal emulator to display. Support " -"for ANSI escape codes varies across terminal emulators, especially for " -"italic and strikethrough. In standard output, [code]code[/code] is " -"represented with faint text but without any font change. Unsupported tags " -"are left as-is in standard output.\n" +"When printing to standard output, the supported subset of BBCode is converted " +"to ANSI escape codes for the terminal emulator to display. Support for ANSI " +"escape codes varies across terminal emulators, especially for italic and " +"strikethrough. In standard output, [code]code[/code] is represented with " +"faint text but without any font change. Unsupported tags are left as-is in " +"standard output.\n" "[codeblocks]\n" "[gdscript]\n" -"print_rich(\"[color=green][b]Hello world![/b][/color]\") # Prints out " -"\"Hello world!\" in green with a bold font\n" +"print_rich(\"[color=green][b]Hello world![/b][/color]\") # Prints out \"Hello " +"world!\" in green with a bold font\n" "[/gdscript]\n" "[csharp]\n" "GD.PrintRich(\"[color=green][b]Hello world![/b][/color]\"); // Prints out " @@ -2671,13 +2736,13 @@ msgstr "" "颜色标签仅支持以下颜色名称:[code]black[/code]、[code]red[/code]、" "[code]green[/code]、[code]yellow[/code]、[code]blue[/code]、[code]magenta[/" "code]、[code]pink[/code]、[code]purple[/code]、[code]cyan[/code]、" -"[code]white[/code]、[code]orange[/code]、[code]gray[/code]。不支持十六进制颜" -"色代码。\n" +"[code]white[/code]、[code]orange[/code]、[code]gray[/code]。不支持十六进制颜色" +"代码。\n" "URL 标签仅支持在 URL 标签中包含 URL,不支持使用不同标题的 URL。\n" -"当打印到标准输出时,支持的 BBCode 子集被转换为 ANSI 转义码以供终端仿真器显" -"示。对 ANSI 转义码的支持可能因终端仿真器而异,尤其是斜体和删除线。在标准输出" -"中,[code]code[/code] 会使用较弱的文本表示,但字体不变。不支持的标签在标准输" -"出中会原样保留。\n" +"当打印到标准输出时,支持的 BBCode 子集被转换为 ANSI 转义码以供终端仿真器显示。" +"对 ANSI 转义码的支持可能因终端仿真器而异,尤其是斜体和删除线。在标准输出中," +"[code]code[/code] 会使用较弱的文本表示,但字体不变。不支持的标签在标准输出中会" +"原样保留。\n" "[codeblocks]\n" "[gdscript]\n" "print_rich(\"[color=green][b]Hello world![/b][/color]\") # 输出绿色的粗" @@ -2689,8 +2754,8 @@ msgstr "" "[/csharp]\n" "[/codeblocks]\n" "[b]注意:[/b]请考虑使用 [method push_error] 和 [method push_warning] 来打印错" -"误和警告消息,而不是 [method print] 或 [method print_rich]。这将它们与用于调" -"试目的的打印消息区分开来,同时还会在打印错误或警告时显示堆栈跟踪。\n" +"误和警告消息,而不是 [method print] 或 [method print_rich]。这将它们与用于调试" +"目的的打印消息区分开来,同时还会在打印错误或警告时显示堆栈跟踪。\n" "[b]注意:[/b]在 Windows 中,只有 Windows 10 及后续版本能够在标准输出中正确显" "示 ANSI 转义码。" @@ -2699,9 +2764,8 @@ msgid "" "[code]true[/code]), converts one or more arguments of any type to string in " "the best way possible and prints them to the console." msgstr "" -"如果启用了详细模式([method OS.is_stdout_verbose] 返回 [code]true[/code])," -"则尽可能以最佳方式将一个或多个任意类型的参数转换为字符串,并将它们打印到控制" -"台。" +"如果启用了详细模式([method OS.is_stdout_verbose] 返回 [code]true[/code]),则" +"尽可能以最佳方式将一个或多个任意类型的参数转换为字符串,并将它们打印到控制台。" msgid "" "Prints one or more arguments to strings in the best way possible to standard " @@ -2744,8 +2808,8 @@ msgid "" "[/csharp]\n" "[/codeblocks]" msgstr "" -"以尽可能最佳的方式将一个或多个参数作为字符串输出到 OS 终端。与 [method " -"print] 不同的是,最后不会自动添加换行符。\n" +"以尽可能最佳的方式将一个或多个参数作为字符串输出到 OS 终端。与 [method print] " +"不同的是,最后不会自动添加换行符。\n" "[codeblocks]\n" "[gdscript]\n" "printraw(\"A\")\n" @@ -2806,8 +2870,7 @@ msgstr "" "[/codeblocks]" msgid "" -"Pushes an error message to Godot's built-in debugger and to the OS " -"terminal.\n" +"Pushes an error message to Godot's built-in debugger and to the OS terminal.\n" "[codeblocks]\n" "[gdscript]\n" "push_error(\"test error\") # Prints \"test error\" to debugger and terminal " @@ -2878,9 +2941,9 @@ msgstr "" msgid "" "Given a [param seed], returns a [PackedInt64Array] of size [code]2[/code], " -"where its first element is the randomized [int] value, and the second " -"element is the same as [param seed]. Passing the same [param seed] " -"consistently returns the same array.\n" +"where its first element is the randomized [int] value, and the second element " +"is the same as [param seed]. Passing the same [param seed] consistently " +"returns the same array.\n" "[b]Note:[/b] \"Seed\" here refers to the internal state of the pseudo random " "number generator, currently implemented as a 64 bit integer.\n" "[codeblock]\n" @@ -2890,9 +2953,9 @@ msgid "" "print(a[1])\t# Prints 4\n" "[/codeblock]" msgstr "" -"给定一个 [param seed],返回一个大小为 [code]2[/code] 的 [PackedInt64Array]," -"其中第一个元素是随机化的 [int] 值,第二个元素与 [param seed] 相同。传入相同" -"的 [param seed] 会一致地返回相同的数组。\n" +"给定一个 [param seed],返回一个大小为 [code]2[/code] 的 [PackedInt64Array],其" +"中第一个元素是随机化的 [int] 值,第二个元素与 [param seed] 相同。传入相同的 " +"[param seed] 会一致地返回相同的数组。\n" "[b]注意:[/b]这里的“种子”是指伪随机数发生器的内部状态,目前实现为一个 64 位整" "数。\n" "[codeblock]\n" @@ -2903,8 +2966,8 @@ msgstr "" "[/codeblock]" msgid "" -"Returns a random floating point value between [code]0.0[/code] and " -"[code]1.0[/code] (inclusive).\n" +"Returns a random floating point value between [code]0.0[/code] and [code]1.0[/" +"code] (inclusive).\n" "[codeblocks]\n" "[gdscript]\n" "randf() # Returns e.g. 0.375671\n" @@ -2955,8 +3018,8 @@ msgid "" "Muller transform with the specified [param mean] and a standard [param " "deviation]. This is also called Gaussian distribution." msgstr "" -"返回一个正态分布的伪随机浮点值,该分布使用具有指定 [param mean] 和标准 " -"[param deviation] 的 Box-Muller 变换。这也被称为高斯分布。" +"返回一个正态分布的伪随机浮点值,该分布使用具有指定 [param mean] 和标准 [param " +"deviation] 的 Box-Muller 变换。这也被称为高斯分布。" msgid "" "Returns a random unsigned 32-bit integer. Use remainder to obtain a random " @@ -3062,14 +3125,13 @@ msgstr "" "器。" msgid "" -"Creates a RID from a [param base]. This is used mainly from native " -"extensions to build servers." +"Creates a RID from a [param base]. This is used mainly from native extensions " +"to build servers." msgstr "从 [param base] 创建一个 RID。这主要被本地扩展使用以构建服务器。" msgid "" -"Rounds [param x] to the nearest whole number, with halfway cases rounded " -"away from 0. Supported types: [int], [float], [Vector2], [Vector3], " -"[Vector4].\n" +"Rounds [param x] to the nearest whole number, with halfway cases rounded away " +"from 0. Supported types: [int], [float], [Vector2], [Vector3], [Vector4].\n" "[codeblock]\n" "round(2.4) # Returns 2\n" "round(2.5) # Returns 3\n" @@ -3091,16 +3153,16 @@ msgstr "" "[method Vector2.round]、[method Vector3.round] 或 [method Vector4.round]。" msgid "" -"Rounds [param x] to the nearest whole number, with halfway cases rounded " -"away from 0.\n" +"Rounds [param x] to the nearest whole number, with halfway cases rounded away " +"from 0.\n" "A type-safe version of [method round], returning a [float]." msgstr "" "将 [param x] 舍入到最接近的整数,中间情况远离 0 舍入。\n" "[method round] 的类型安全版本,返回一个 [float]。" msgid "" -"Rounds [param x] to the nearest whole number, with halfway cases rounded " -"away from 0.\n" +"Rounds [param x] to the nearest whole number, with halfway cases rounded away " +"from 0.\n" "A type-safe version of [method round], returning an [int]." msgstr "" "将 [param x] 舍入到最接近的整数,中间情况远离 0 舍入。\n" @@ -3163,11 +3225,11 @@ msgid "" "sign(Vector3(-6.0, 0.0, 6.0)) # Returns (-1, 0, 1)\n" "[/codeblock]\n" "[b]Note:[/b] For better type safety, use [method signf], [method signi], " -"[method Vector2.sign], [method Vector2i.sign], [method Vector3.sign], " -"[method Vector3i.sign], [method Vector4.sign], or [method Vector4i.sign]." +"[method Vector2.sign], [method Vector2i.sign], [method Vector3.sign], [method " +"Vector3i.sign], [method Vector4.sign], or [method Vector4i.sign]." msgstr "" -"返回与 [param x] 相同类型的 [Variant],[code]-1[/code] 为负值,[code]1[/" -"code] 为正值,[code]0[/code] 为零值。支持的类型:[int]、[float]、[Vector2]、" +"返回与 [param x] 相同类型的 [Variant],[code]-1[/code] 为负值,[code]1[/code] " +"为正值,[code]0[/code] 为零值。支持的类型:[int]、[float]、[Vector2]、" "[Vector2i]、[Vector3]、[Vector3i]、[Vector4]、[Vector4i]。\n" "[codeblock]\n" "sign(-6.0) # 返回 -1\n" @@ -3177,8 +3239,8 @@ msgstr "" "sign(Vector3(-6.0, 0.0, 6.0)) # 返回 (-1, 0, 1)\n" "[/codeblock]\n" "[b]注意:[/b]为了更好的类型安全,请使用 [method signf]、[method signi]、" -"[method Vector2.sign]、[method Vector2i.sign]、[method Vector3.sign]、" -"[method Vector3i.sign]、[method Vector4.sign]、或 [method Vector4i.sign]。" +"[method Vector2.sign]、[method Vector2i.sign]、[method Vector3.sign]、[method " +"Vector3i.sign]、[method Vector4.sign]、或 [method Vector4i.sign]。" msgid "" "Returns [code]-1.0[/code] if [param x] is negative, [code]1.0[/code] if " @@ -3198,8 +3260,8 @@ msgstr "" "[/codeblock]" msgid "" -"Returns [code]-1[/code] if [param x] is negative, [code]1[/code] if [param " -"x] is positive, and [code]0[/code] if if [param x] is zero.\n" +"Returns [code]-1[/code] if [param x] is negative, [code]1[/code] if [param x] " +"is positive, and [code]0[/code] if if [param x] is zero.\n" "[codeblock]\n" "signi(-6) # Returns -1\n" "signi(0) # Returns 0\n" @@ -3256,10 +3318,10 @@ msgid "" "smoothstep(0, 2, 1.0) # Returns 0.5\n" "smoothstep(0, 2, 2.0) # Returns 1.0\n" "[/codeblock]\n" -"Compared to [method ease] with a curve value of [code]-1.6521[/code], " -"[method smoothstep] returns the smoothest possible curve with no sudden " -"changes in the derivative. If you need to perform more advanced transitions, " -"use [Tween] or [AnimationPlayer].\n" +"Compared to [method ease] with a curve value of [code]-1.6521[/code], [method " +"smoothstep] returns the smoothest possible curve with no sudden changes in " +"the derivative. If you need to perform more advanced transitions, use [Tween] " +"or [AnimationPlayer].\n" "[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" "smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, " "-1.6521) return values[/url]" @@ -3282,8 +3344,8 @@ msgstr "" "回最平滑的曲线,导数没有突然变化。如果您需要执行更高级的过渡,请使用 [Tween] " "或 [AnimationPlayer]。\n" "[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" -"smoothstep_ease_comparison.png]smoothstep() 与 ease(x, -1.6521) 返回值的比较" -"[/url]" +"smoothstep_ease_comparison.png]smoothstep() 与 ease(x, -1.6521) 返回值的比较[/" +"url]" msgid "" "Returns the multiple of [param step] that is the closest to [param x]. This " @@ -3315,10 +3377,10 @@ msgstr "" "snapped(Vector2(34, 70), Vector2(8, 8)) # 返回 (32, 72)\n" "[/codeblock]\n" "另见 [method ceil]、[method floor] 和 [method round]。\n" -"[b]注意:[/b]为了更好的类型安全,请使用 [method snappedf]、[method " -"snappedi]、[method Vector2.snapped]、[method Vector2i.snapped]、[method " -"Vector3.snapped]、[method Vector3i.snapped]、[method Vector4.snapped]、或 " -"[method Vector4i.snapped]。" +"[b]注意:[/b]为了更好的类型安全,请使用 [method snappedf]、[method snappedi]、" +"[method Vector2.snapped]、[method Vector2i.snapped]、[method Vector3." +"snapped]、[method Vector3i.snapped]、[method Vector4.snapped]、或 [method " +"Vector4i.snapped]。" msgid "" "Returns the multiple of [param step] that is the closest to [param x]. This " @@ -3370,8 +3432,8 @@ msgstr "" "sqrt(10.24) # 返回 3.2\n" "sqrt(-1) # 返回 NaN\n" "[/codeblock]\n" -"[b]注意:[/b]负数的 [param x] 会返回 NaN(“不是数字”)。在 C# 中,如果需要负" -"输入,请使用 [code]System.Numerics.Complex[/code]。" +"[b]注意:[/b]负数的 [param x] 会返回 NaN(“不是数字”)。在 C# 中,如果需要负输" +"入,请使用 [code]System.Numerics.Complex[/code]。" msgid "" "Returns the position of the first non-zero digit, after the decimal point. " @@ -3550,26 +3612,26 @@ msgstr "" " \"b\": 2\n" "}\n" "[/codeblock]\n" -"[b]注意:[/b]不支持转换 [Signal] 和 [Callable],这些类型无论有什么数据,转换" -"后都是空值。" +"[b]注意:[/b]不支持转换 [Signal] 和 [Callable],这些类型无论有什么数据,转换后" +"都是空值。" msgid "" -"Returns a weak reference to an object, or [code]null[/code] if [param obj] " -"is invalid.\n" +"Returns a weak reference to an object, or [code]null[/code] if [param obj] is " +"invalid.\n" "A weak reference to an object is not enough to keep the object alive: when " "the only remaining references to a referent are weak references, garbage " -"collection is free to destroy the referent and reuse its memory for " -"something else. However, until the object is actually destroyed the weak " -"reference may return the object even if there are no strong references to it." +"collection is free to destroy the referent and reuse its memory for something " +"else. However, until the object is actually destroyed the weak reference may " +"return the object even if there are no strong references to it." msgstr "" "返回对某个对象的弱引用,如果 [param obj] 无效,则返回 [code]null[/code]。\n" -"对对象的弱引用不足以使对象保持存活:当对引用对象的剩余引用都是弱引用时,垃圾" -"回收可以自由销毁该引用对象并将其内存重新用于其他用途。但是,在对象实际被销毁" -"之前,弱引用可能会返回该对象,即使不存在对它的强引用也是如此。" +"对对象的弱引用不足以使对象保持存活:当对引用对象的剩余引用都是弱引用时,垃圾回" +"收可以自由销毁该引用对象并将其内存重新用于其他用途。但是,在对象实际被销毁之" +"前,弱引用可能会返回该对象,即使不存在对它的强引用也是如此。" msgid "" -"Wraps the [Variant] [param value] between [param min] and [param max]. Can " -"be used for creating loop-alike behavior or infinite surfaces.\n" +"Wraps the [Variant] [param value] between [param min] and [param max]. Can be " +"used for creating loop-alike behavior or infinite surfaces.\n" "Variant types [int] and [float] are supported. If any of the arguments is " "[float] this function returns a [float], otherwise it returns an [int].\n" "[codeblock]\n" @@ -3583,8 +3645,8 @@ msgid "" "# a is 5.5 (float)\n" "[/codeblock]" msgstr "" -"在 [param min] 和 [param max] 之间包裹 [Variant] [param value]。可用于创建类" -"似循环的行为或无限曲面。\n" +"在 [param min] 和 [param max] 之间包裹 [Variant] [param value]。可用于创建类似" +"循环的行为或无限曲面。\n" "支持变体类型 [int] 和 [float]。如果任一参数是 [float],则该函数返回 [float]," "否则返回 [int]。\n" "[codeblock]\n" @@ -3632,8 +3694,8 @@ msgstr "" "# 无限旋转(弧度)\n" "angle = wrapf(angle + 0.1, -PI, PI)\n" "[/codeblock]\n" -"[b]注意:[/b]如果 [param min] 为 [code]0[/code],则相当于 [method fposmod]," -"因此请改用它。\n" +"[b]注意:[/b]如果 [param min] 为 [code]0[/code],则相当于 [method fposmod],因" +"此请改用它。\n" "通过让用户控制最小值,[code]wrapf[/code] 比使用 [method fposmod] 方法更灵活。" msgid "" @@ -3846,15 +3908,15 @@ msgid "" "Aligns the top of the inline object (e.g. image, table) to the position of " "the text specified by [code]INLINE_ALIGNMENT_TO_*[/code] constant." msgstr "" -"将内联对象(例如图像、表格)的顶部与 [code]INLINE_ALIGNMENT_TO_*[/code] 常量" -"指定的文本位置对齐。" +"将内联对象(例如图像、表格)的顶部与 [code]INLINE_ALIGNMENT_TO_*[/code] 常量指" +"定的文本位置对齐。" msgid "" -"Aligns the center of the inline object (e.g. image, table) to the position " -"of the text specified by [code]INLINE_ALIGNMENT_TO_*[/code] constant." +"Aligns the center of the inline object (e.g. image, table) to the position of " +"the text specified by [code]INLINE_ALIGNMENT_TO_*[/code] constant." msgstr "" -"将内联对象(例如图像、表格)的中心与 [code]INLINE_ALIGNMENT_TO_*[/code] 常量" -"指定的文本位置对齐。" +"将内联对象(例如图像、表格)的中心与 [code]INLINE_ALIGNMENT_TO_*[/code] 常量指" +"定的文本位置对齐。" msgid "" "Aligns the baseline (user defined) of the inline object (e.g. image, table) " @@ -3865,32 +3927,32 @@ msgstr "" "code] 常数指定的文本位置对齐。" msgid "" -"Aligns the bottom of the inline object (e.g. image, table) to the position " -"of the text specified by [code]INLINE_ALIGNMENT_TO_*[/code] constant." +"Aligns the bottom of the inline object (e.g. image, table) to the position of " +"the text specified by [code]INLINE_ALIGNMENT_TO_*[/code] constant." msgstr "" -"将内联对象(例如图像、表格)的底部与 [code]INLINE_ALIGNMENT_TO_*[/code] 常量" -"指定的文本位置对齐。" +"将内联对象(例如图像、表格)的底部与 [code]INLINE_ALIGNMENT_TO_*[/code] 常量指" +"定的文本位置对齐。" msgid "" "Aligns the position of the inline object (e.g. image, table) specified by " "[code]INLINE_ALIGNMENT_*_TO[/code] constant to the top of the text." msgstr "" -"将由 [code]INLINE_ALIGNMENT_*_TO[/code] 常量指定的内联对象(例如图像、表格)" -"的位置与文本顶部对齐。" +"将由 [code]INLINE_ALIGNMENT_*_TO[/code] 常量指定的内联对象(例如图像、表格)的" +"位置与文本顶部对齐。" msgid "" "Aligns the position of the inline object (e.g. image, table) specified by " "[code]INLINE_ALIGNMENT_*_TO[/code] constant to the center of the text." msgstr "" -"将由 [code]INLINE_ALIGNMENT_*_TO[/code] 常量指定的内联对象(例如图像、表格)" -"的位置与文本中心对齐。" +"将由 [code]INLINE_ALIGNMENT_*_TO[/code] 常量指定的内联对象(例如图像、表格)的" +"位置与文本中心对齐。" msgid "" "Aligns the position of the inline object (e.g. image, table) specified by " "[code]INLINE_ALIGNMENT_*_TO[/code] constant to the baseline of the text." msgstr "" -"将由 [code]INLINE_ALIGNMENT_*_TO[/code] 常量指定的内联对象(例如图像、表格)" -"的位置与文本基线对齐。" +"将由 [code]INLINE_ALIGNMENT_*_TO[/code] 常量指定的内联对象(例如图像、表格)的" +"位置与文本基线对齐。" msgid "Aligns inline object (e.g. image, table) to the bottom of the text." msgstr "将内联对象(例如图像、表格)与文本底部对齐。" @@ -3925,49 +3987,49 @@ msgid "A bit mask for [code]INLINE_ALIGNMENT_TO_*[/code] alignment constants." msgstr "用于 [code]INLINE_ALIGNMENT_TO_*[/code] 对齐常量的位掩码。" msgid "" -"Specifies that Euler angles should be in XYZ order. When composing, the " -"order is X, Y, Z. When decomposing, the order is reversed, first Z, then Y, " -"and X last." +"Specifies that Euler angles should be in XYZ order. When composing, the order " +"is X, Y, Z. When decomposing, the order is reversed, first Z, then Y, and X " +"last." msgstr "" "指定欧拉角应按 XYZ 顺序排列。组合时,顺序为 X、Y、Z。分解时,顺序相反,先 Z," "再 Y,最后 X。" msgid "" -"Specifies that Euler angles should be in XZY order. When composing, the " -"order is X, Z, Y. When decomposing, the order is reversed, first Y, then Z, " -"and X last." +"Specifies that Euler angles should be in XZY order. When composing, the order " +"is X, Z, Y. When decomposing, the order is reversed, first Y, then Z, and X " +"last." msgstr "" "指定欧拉角应按 XZY 顺序排列。组合时,顺序为 X、Z、Y。分解时,顺序相反,先 Y," "再 Z,最后 X。" msgid "" -"Specifies that Euler angles should be in YXZ order. When composing, the " -"order is Y, X, Z. When decomposing, the order is reversed, first Z, then X, " -"and Y last." +"Specifies that Euler angles should be in YXZ order. When composing, the order " +"is Y, X, Z. When decomposing, the order is reversed, first Z, then X, and Y " +"last." msgstr "" "指定欧拉角应按 YXZ 顺序排列。组合时,顺序为 Y、X、Z。分解时,顺序相反,先 Z," "再 X,最后 Y。" msgid "" -"Specifies that Euler angles should be in YZX order. When composing, the " -"order is Y, Z, X. When decomposing, the order is reversed, first X, then Z, " -"and Y last." +"Specifies that Euler angles should be in YZX order. When composing, the order " +"is Y, Z, X. When decomposing, the order is reversed, first X, then Z, and Y " +"last." msgstr "" "指定欧拉角应按 YZX 顺序排列。组合时,顺序为 Y、Z、X。分解时,顺序相反,先 X," "再 Z,最后 Y。" msgid "" -"Specifies that Euler angles should be in ZXY order. When composing, the " -"order is Z, X, Y. When decomposing, the order is reversed, first Y, then X, " -"and Z last." +"Specifies that Euler angles should be in ZXY order. When composing, the order " +"is Z, X, Y. When decomposing, the order is reversed, first Y, then X, and Z " +"last." msgstr "" "指定欧拉角应按 ZXY 顺序排列。组合时,顺序为 Z、X、Y。分解时,顺序相反,先 Y," "再 X,最后 Z。" msgid "" -"Specifies that Euler angles should be in ZYX order. When composing, the " -"order is Z, Y, X. When decomposing, the order is reversed, first X, then Y, " -"and Z last." +"Specifies that Euler angles should be in ZYX order. When composing, the order " +"is Z, Y, X. When decomposing, the order is reversed, first X, then Y, and Z " +"last." msgstr "" "指定欧拉角应按 ZYX 顺序排列。组合时,顺序为 Z、Y、X。分解时,顺序相反,先 X," "再 Y,最后 Z。" @@ -4587,8 +4649,8 @@ msgid "" "Enum value which doesn't correspond to any mouse button. This is used to " "initialize [enum MouseButton] properties with a generic state." msgstr "" -"与任何鼠标按钮都不对应的枚举值。这用于初始化具有通用状态的 [enum " -"MouseButton] 属性。" +"与任何鼠标按钮都不对应的枚举值。这用于初始化具有通用状态的 [enum MouseButton] " +"属性。" msgid "Primary mouse button, usually assigned to the left button." msgstr "鼠标主键,通常分配给左键。" @@ -4683,13 +4745,13 @@ msgid "" msgstr "游戏控制器 SDL 左摇杆按钮。对应于 Sony L3、Xbox L/LS 按钮。" msgid "" -"Game controller SDL right stick button. Corresponds to the Sony R3, Xbox R/" -"RS button." +"Game controller SDL right stick button. Corresponds to the Sony R3, Xbox R/RS " +"button." msgstr "游戏控制器 SDL 右摇杆按钮。对应于 Sony R3、Xbox R/RS 按钮。" msgid "" -"Game controller SDL left shoulder button. Corresponds to the Sony L1, Xbox " -"LB button." +"Game controller SDL left shoulder button. Corresponds to the Sony L1, Xbox LB " +"button." msgstr "游戏控制器 SDL 左肩按钮。对应于 Sony L1、Xbox LB 按钮。" msgid "" @@ -4771,8 +4833,8 @@ msgid "The number of SDL game controller axes." msgstr "SDL 游戏控制器轴的数量。" msgid "" -"The maximum number of game controller axes: OpenVR supports up to 5 " -"Joysticks making a total of 10 axes." +"The maximum number of game controller axes: OpenVR supports up to 5 Joysticks " +"making a total of 10 axes." msgstr "最大游戏控制器轴数:OpenVR 最多支持 5 个操纵杆,总共 10 个轴。" msgid "" @@ -4787,8 +4849,8 @@ msgid "" "[constant MIDI_MESSAGE_NOTE_ON] with zero velocity instead. See the " "documentation of [InputEventMIDI] for information of how to use MIDI inputs." msgstr "" -"MIDI 音符 OFF 消息。并不是所有 MIDI 设备都会发送这个事件;有些会改为发送速度" -"为零的 [constant MIDI_MESSAGE_NOTE_ON]。如何使用 MIDI 输入的信息请参阅 " +"MIDI 音符 OFF 消息。并不是所有 MIDI 设备都会发送这个事件;有些会改为发送速度为" +"零的 [constant MIDI_MESSAGE_NOTE_ON]。如何使用 MIDI 输入的信息请参阅 " "[InputEventMIDI] 的文档。" msgid "" @@ -4829,8 +4891,7 @@ msgstr "" msgid "" "MIDI pitch bend message. This message is sent to indicate a change in the " "pitch bender (wheel or lever, typically)." -msgstr "" -"MIDI 弯音消息。发送这个消息表示弯音器(一般是弯音轮或推杆)产生了变化。" +msgstr "MIDI 弯音消息。发送这个消息表示弯音器(一般是弯音轮或推杆)产生了变化。" msgid "" "MIDI system exclusive message. This has behavior exclusive to the device " @@ -4904,8 +4965,8 @@ msgid "" "if error:\n" " printerr(\"Still failing!\")\n" "[/codeblock]\n" -"[b]Note:[/b] Many functions do not return an error code, but will print " -"error messages to standard output." +"[b]Note:[/b] Many functions do not return an error code, but will print error " +"messages to standard output." msgstr "" "返回 [enum Error] 的方法会在没有错误发生时返回 [constant OK]。\n" "由于 [constant OK] 的值为 0,并且所有其他错误常数都是正整数,因此返回值也可以" @@ -5071,12 +5132,12 @@ msgid "" "url]." msgstr "" "Bug 错误,由方法中的实现问题引起。\n" -"[b]注意:[/b]如果内置方法返回此代码,请在 [url=https://github.com/" -"godotengine/godot/issues]GitHub 问题追踪器[/url] 上开一个问题。" +"[b]注意:[/b]如果内置方法返回此代码,请在 [url=https://github.com/godotengine/" +"godot/issues]GitHub 问题追踪器[/url] 上开一个问题。" msgid "" -"Printer on fire error (This is an easter egg, no built-in methods return " -"this error code)." +"Printer on fire error (This is an easter egg, no built-in methods return this " +"error code)." msgstr "打印机起火错误(这是个彩蛋,引擎中没有内置方法会返回此错误码)。" msgid "The property has no hint for the editor." @@ -5085,13 +5146,13 @@ msgstr "该属性没有编辑器提示。" msgid "" "Hints that an [int] or [float] property should be within a range specified " "via the hint string [code]\"min,max\"[/code] or [code]\"min,max,step\"[/" -"code]. The hint string can optionally include [code]\"or_greater\"[/code] " -"and/or [code]\"or_less\"[/code] to allow manual input going respectively " -"above the max or below the min values.\n" +"code]. The hint string can optionally include [code]\"or_greater\"[/code] and/" +"or [code]\"or_less\"[/code] to allow manual input going respectively above " +"the max or below the min values.\n" "[b]Example:[/b] [code]\"-360,360,1,or_greater,or_less\"[/code].\n" "Additionally, other keywords can be included: [code]\"exp\"[/code] for " -"exponential range editing, [code]\"radians\"[/code] for editing radian " -"angles in degrees, [code]\"degrees\"[/code] to hint at an angle and " +"exponential range editing, [code]\"radians\"[/code] for editing radian angles " +"in degrees, [code]\"degrees\"[/code] to hint at an angle and " "[code]\"hide_slider\"[/code] to hide the slider." msgstr "" "提示 [int] 或 [float] 属性应在提示字符串 [code]\"min,max\"[/code] 或 " @@ -5100,8 +5161,8 @@ msgstr "" "最大值或低于最小值的值。\n" "[b]示例:[/b][code]\"-360,360,1,or_greater,or_less\"[/code]。\n" "此外,还可以包含其他关键字:[code]\"exp\"[/code] 用于指数范围编辑," -"[code]\"radians\"[/code] 用于以度数编辑弧度角,[code]\"degrees\"[/code] 提示" -"一个角度,以及 [code]\"hide_slider\"[/code] 隐藏滑块。" +"[code]\"radians\"[/code] 用于以度数编辑弧度角,[code]\"degrees\"[/code] 提示一" +"个角度,以及 [code]\"hide_slider\"[/code] 隐藏滑块。" msgid "" "Hints that an [int] or [String] property is an enumerated value to pick in a " @@ -5122,9 +5183,9 @@ msgstr "" msgid "" "Hints that a [String] property can be an enumerated value to pick in a list " "specified via a hint string such as [code]\"Hello,Something,Else\"[/code].\n" -"Unlike [constant PROPERTY_HINT_ENUM], a property with this hint still " -"accepts arbitrary values and can be empty. The list of values serves to " -"suggest possible values." +"Unlike [constant PROPERTY_HINT_ENUM], a property with this hint still accepts " +"arbitrary values and can be empty. The list of values serves to suggest " +"possible values." msgstr "" "提示 [String] 属性为枚举值,可以通过提示字符串在指定的列表中选取,例如 " "[code]\"Hello,Something,Else\"[/code]。\n" @@ -5157,11 +5218,11 @@ msgid "" "so on. Explicit values can also be specified by appending [code]:integer[/" "code] to the name, e.g. [code]\"A:4,B:8,C:16\"[/code]. You can also combine " "several flags ([code]\"A:4,B:8,AB:12,C:16\"[/code]).\n" -"[b]Note:[/b] A flag value must be at least [code]1[/code] and at most " -"[code]2 ** 32 - 1[/code].\n" +"[b]Note:[/b] A flag value must be at least [code]1[/code] and at most [code]2 " +"** 32 - 1[/code].\n" "[b]Note:[/b] Unlike [constant PROPERTY_HINT_ENUM], the previous explicit " -"value is not taken into account. For the hint [code]\"A:16,B,C\"[/code], A " -"is 16, B is 2, C is 4." +"value is not taken into account. For the hint [code]\"A:16,B,C\"[/code], A is " +"16, B is 2, C is 4." msgstr "" "提示 [int] 属性为位掩码,位标志拥有名称。\n" "提示字符串为逗号分隔的名称列表,例如 [code]\"Bit0,Bit1,Bit2,Bit3\"[/code]。名" @@ -5170,8 +5231,8 @@ msgstr "" "值,例如 [code]\"A:4,B:8,C:16\"[/code]。你还可以对标志进行组合([code]\"A:4," "B:8,AB:12,C:16\"[/code])。\n" "[b]注意:[/b]标志值最多为 [code]1[/code],最多为 [code]2 ** 32 - 1[/code]。\n" -"[b]注意:[/b]与 [constant PROPERTY_HINT_ENUM] 不同,不会考虑前一个显式值。如" -"果提示为 [code]\"A:16,B,C\"[/code],则 A 为 16、B 为 2、C 为 4。" +"[b]注意:[/b]与 [constant PROPERTY_HINT_ENUM] 不同,不会考虑前一个显式值。如果" +"提示为 [code]\"A:16,B,C\"[/code],则 A 为 16、B 为 2、C 为 4。" msgid "" "Hints that an [int] property is a bitmask using the optionally named 2D " @@ -5213,12 +5274,12 @@ msgid "" "file dialog for picking the path. The hint string can be a set of filters " "with wildcards like [code]\"*.png,*.jpg\"[/code]." msgstr "" -"提示 [String] 属性为文件的路径。编辑时会弹出选取路径的文件对话框。提示字符串" -"可以设为一组带有通配符的筛选器,例如 [code]\"*.png,*.jpg\"[/code]。" +"提示 [String] 属性为文件的路径。编辑时会弹出选取路径的文件对话框。提示字符串可" +"以设为一组带有通配符的筛选器,例如 [code]\"*.png,*.jpg\"[/code]。" msgid "" -"Hints that a [String] property is a path to a directory. Editing it will " -"show a file dialog for picking the path." +"Hints that a [String] property is a path to a directory. Editing it will show " +"a file dialog for picking the path." msgstr "提示 [String] 属性为目录的路径。编辑时会弹出选取路径的文件对话框。" msgid "" @@ -5227,29 +5288,29 @@ msgid "" "hint string can be a set of filters with wildcards, like [code]\"*.png,*." "jpg\"[/code]." msgstr "" -"提示 [String] 属性为文件的绝对路径,位于项目文件夹之外。编辑时会弹出选取路径" -"的文件对话框。提示字符串可以设为一组带有通配符的筛选器,例如 [code]\"*.png,*." +"提示 [String] 属性为文件的绝对路径,位于项目文件夹之外。编辑时会弹出选取路径的" +"文件对话框。提示字符串可以设为一组带有通配符的筛选器,例如 [code]\"*.png,*." "jpg\"[/code]。" msgid "" -"Hints that a [String] property is an absolute path to a directory outside " -"the project folder. Editing it will show a file dialog for picking the path." +"Hints that a [String] property is an absolute path to a directory outside the " +"project folder. Editing it will show a file dialog for picking the path." msgstr "" -"提示 [String] 属性为目录的绝对路径,位于项目文件夹之外。编辑时会弹出选取路径" -"的文件对话框。" +"提示 [String] 属性为目录的绝对路径,位于项目文件夹之外。编辑时会弹出选取路径的" +"文件对话框。" msgid "" -"Hints that a property is an instance of a [Resource]-derived type, " -"optionally specified via the hint string (e.g. [code]\"Texture2D\"[/code]). " -"Editing it will show a popup menu of valid resource types to instantiate." +"Hints that a property is an instance of a [Resource]-derived type, optionally " +"specified via the hint string (e.g. [code]\"Texture2D\"[/code]). Editing it " +"will show a popup menu of valid resource types to instantiate." msgstr "" "提示属性是 [Resource] 派生类型的实例,可通过提示字符串指定(例如 " "[code]\"Texture2D\"[/code])。 编辑该属性会显示一个有效资源类型的弹出菜单用以" "实例化。" msgid "" -"Hints that a [String] property is text with line breaks. Editing it will " -"show a text input field where line breaks can be typed." +"Hints that a [String] property is text with line breaks. Editing it will show " +"a text input field where line breaks can be typed." msgstr "" "提示 [String] 属性为包含换行的文本。编辑是会显示文本输入字段,可以进行换行。" @@ -5312,8 +5373,8 @@ msgid "" "hint_string = \"%d:\" % [TYPE_INT] # Array of integers.\n" "hint_string = \"%d/%d:1,10,1\" % [TYPE_INT, PROPERTY_HINT_RANGE] # Array of " "integers (in range from 1 to 10).\n" -"hint_string = \"%d/%d:Zero,One,Two\" % [TYPE_INT, PROPERTY_HINT_ENUM] # " -"Array of integers (an enum).\n" +"hint_string = \"%d/%d:Zero,One,Two\" % [TYPE_INT, PROPERTY_HINT_ENUM] # Array " +"of integers (an enum).\n" "hint_string = \"%d/%d:Zero,One,Three:3,Six:6\" % [TYPE_INT, " "PROPERTY_HINT_ENUM] # Array of integers (an enum).\n" "hint_string = \"%d/%d:*.png\" % [TYPE_STRING, PROPERTY_HINT_FILE] # Array of " @@ -5334,8 +5395,8 @@ msgid "" "[csharp]\n" "hintString = $\"{Variant.Type.Int:D}/{PropertyHint.Range:D}:1,10,1\"; // " "Array of integers (in range from 1 to 10).\n" -"hintString = $\"{Variant.Type.Int:D}/{PropertyHint.Enum:D}:Zero,One," -"Two\"; // Array of integers (an enum).\n" +"hintString = $\"{Variant.Type.Int:D}/{PropertyHint.Enum:D}:Zero,One,Two\"; // " +"Array of integers (an enum).\n" "hintString = $\"{Variant.Type.Int:D}/{PropertyHint.Enum:D}:Zero,One,Three:3," "Six:6\"; // Array of integers (an enum).\n" "hintString = $\"{Variant.Type.String:D}/{PropertyHint.File:D}:*.png\"; // " @@ -5396,12 +5457,12 @@ msgstr "" "hint_string = \"%d:\" % [TYPE_INT] # 整数数组。\n" "hint_string = \"%d/%d:1,10,1\" % [TYPE_INT, PROPERTY_HINT_RANGE] # 整数数组" "(范围为 1 到 10)。\n" -"hint_string = \"%d/%d:Zero,One,Two\" % [TYPE_INT, PROPERTY_HINT_ENUM] # 整数" -"数组(枚举)。\n" +"hint_string = \"%d/%d:Zero,One,Two\" % [TYPE_INT, PROPERTY_HINT_ENUM] # 整数数" +"组(枚举)。\n" "hint_string = \"%d/%d:Zero,One,Three:3,Six:6\" % [TYPE_INT, " "PROPERTY_HINT_ENUM] # 整数数组(枚举)。\n" -"hint_string = \"%d/%d:*.png\" % [TYPE_STRING, PROPERTY_HINT_FILE] # 字符串数" -"组(文件路径)。\n" +"hint_string = \"%d/%d:*.png\" % [TYPE_STRING, PROPERTY_HINT_FILE] # 字符串数组" +"(文件路径)。\n" "hint_string = \"%d/%d:Texture2D\" % [TYPE_OBJECT, " "PROPERTY_HINT_RESOURCE_TYPE] # 纹理数组。\n" "\n" @@ -5416,12 +5477,12 @@ msgstr "" "[csharp]\n" "hintString = $\"{Variant.Type.Int:D}/{PropertyHint.Range:D}:1,10,1\"; // 整数" "数组(范围为 1 到 10)。\n" -"hintString = $\"{Variant.Type.Int:D}/{PropertyHint.Enum:D}:Zero,One," -"Two\"; // 整数数组(枚举)。\n" +"hintString = $\"{Variant.Type.Int:D}/{PropertyHint.Enum:D}:Zero,One,Two\"; // " +"整数数组(枚举)。\n" "hintString = $\"{Variant.Type.Int:D}/{PropertyHint.Enum:D}:Zero,One,Three:3," "Six:6\"; // 整数数组(枚举)。\n" -"hintString = $\"{Variant.Type.String:D}/{PropertyHint.File:D}:*.png\"; // 字" -"符串数组(文件路径)。\n" +"hintString = $\"{Variant.Type.String:D}/{PropertyHint.File:D}:*.png\"; // 字符" +"串数组(文件路径)。\n" "hintString = $\"{Variant.Type.Object:D}/{PropertyHint.ResourceType:D}:" "Texture2D\"; // 纹理数组。\n" "\n" @@ -5441,15 +5502,14 @@ msgid "" "Hints that a string property is a locale code. Editing it will show a locale " "dialog for picking language and country." msgstr "" -"提示一个字符串属性是一个区域设置代码。编辑它将显示一个用于选择语言和地区的区" -"域设置对话框。" +"提示一个字符串属性是一个区域设置代码。编辑它将显示一个用于选择语言和地区的区域" +"设置对话框。" msgid "" "Hints that a dictionary property is string translation map. Dictionary keys " "are locale codes and, values are translated strings." msgstr "" -"提示一个字典属性是字符串翻译映射。字典的键是区域设置代码,值是翻译后的字符" -"串。" +"提示一个字典属性是字符串翻译映射。字典的键是区域设置代码,值是翻译后的字符串。" msgid "" "Hints that a quaternion property should disable the temporary euler editor." @@ -5493,8 +5553,7 @@ msgid "" "Used to group properties together in the editor in a subgroup (under a " "group). See [EditorInspector]." msgstr "" -"用于在子组(一个组下)中将编辑器中的属性编组在一起。请参阅 " -"[EditorInspector]。" +"用于在子组(一个组下)中将编辑器中的属性编组在一起。请参阅 [EditorInspector]。" msgid "The property does not save its state in [PackedScene]." msgstr "该属性不在 [PackedScene] 中保存其状态。" @@ -5503,8 +5562,8 @@ msgid "Editing the property prompts the user for restarting the editor." msgstr "编辑属性会提示用户重新启动编辑器。" msgid "" -"The property is a script variable which should be serialized and saved in " -"the scene file." +"The property is a script variable which should be serialized and saved in the " +"scene file." msgstr "该属性是一个脚本变量,应该被序列化并保存在场景文件中。" msgid "The property is an array." @@ -5516,8 +5575,8 @@ msgid "" "duplicated, regardless of the [code]subresources[/code] bool parameter." msgstr "" "当创建一个带有 [method Resource.duplicate] 的 Resource,并且它的标志是在一个 " -"Resource 的属性上设置的副本时候,无论 [code]subresources[/code] 为多少,该属" -"性永远都会被创建为副本。" +"Resource 的属性上设置的副本时候,无论 [code]subresources[/code] 为多少,该属性" +"永远都会被创建为副本。" msgid "" "When duplicating a resource with [method Resource.duplicate], and this flag " @@ -5776,17 +5835,16 @@ msgstr "3D 轴对齐包围盒。" msgid "" "[AABB] consists of a position, a size, and several utility functions. It is " "typically used for fast overlap tests.\n" -"It uses floating-point coordinates. The 2D counterpart to [AABB] is " -"[Rect2].\n" +"It uses floating-point coordinates. The 2D counterpart to [AABB] is [Rect2].\n" "Negative values for [member size] are not supported and will not work for " "most methods. Use [method abs] to get an AABB with a positive size.\n" -"[b]Note:[/b] Unlike [Rect2], [AABB] does not have a variant that uses " -"integer coordinates." +"[b]Note:[/b] Unlike [Rect2], [AABB] does not have a variant that uses integer " +"coordinates." msgstr "" "[AABB] 由一个位置、一个大小和若干实用函数组成。通常用于快速重叠测试。\n" "它使用浮点坐标。[AABB] 的 2D 对应物为 [Rect2]。\n" -"不支持负的 [member size],并且不适用于大多数方法。使用 [method abs] 获得具有" -"正尺寸的 AABB。\n" +"不支持负的 [member size],并且不适用于大多数方法。使用 [method abs] 获得具有正" +"尺寸的 AABB。\n" "[b]注意:[/b]与 [Rect2] 不同,[AABB] 没有使用整数坐标的变体。" msgid "Math documentation index" @@ -5799,8 +5857,8 @@ msgid "Advanced vector math" msgstr "高等向量数学" msgid "" -"Constructs a default-initialized [AABB] with default (zero) values of " -"[member position] and [member size]." +"Constructs a default-initialized [AABB] with default (zero) values of [member " +"position] and [member size]." msgstr "默认构造 [AABB],[member position] 和 [member size] 均为默认值(零)。" msgid "Constructs an [AABB] as a copy of the given [AABB]." @@ -5832,8 +5890,8 @@ msgid "" "[csharp]\n" "// position (-3, 2, 0), size (1, 1, 1)\n" "var box = new Aabb(new Vector3(-3, 2, 0), new Vector3(1, 1, 1));\n" -"// position (-3, -1, 0), size (3, 4, 2), so we fit both the original AABB " -"and Vector3(0, -1, 2)\n" +"// position (-3, -1, 0), size (3, 4, 2), so we fit both the original AABB and " +"Vector3(0, -1, 2)\n" "var box2 = box.Expand(new Vector3(0, -1, 2));\n" "[/csharp]\n" "[/codeblocks]" @@ -5867,8 +5925,8 @@ msgid "Returns the normalized longest axis of the [AABB]." msgstr "返回该 [AABB] 归一化后的最长轴。" msgid "" -"Returns the index of the longest axis of the [AABB] (according to " -"[Vector3]'s [code]AXIS_*[/code] constants)." +"Returns the index of the longest axis of the [AABB] (according to [Vector3]'s " +"[code]AXIS_*[/code] constants)." msgstr "" "返回该 [AABB] 最长轴的索引(根据 [Vector3] 的 [code]AXIS_*[/code] 常量)。" @@ -5879,8 +5937,8 @@ msgid "Returns the normalized shortest axis of the [AABB]." msgstr "返回该 [AABB] 归一化后的最短轴。" msgid "" -"Returns the index of the shortest axis of the [AABB] (according to " -"[Vector3]::AXIS* enum)." +"Returns the index of the shortest axis of the [AABB] (according to [Vector3]::" +"AXIS* enum)." msgstr "" "返回该 [AABB] 最短轴的索引(根据 [Vector3] 的 [code]AXIS_*[/code] 常量)。" @@ -5901,9 +5959,9 @@ msgid "" msgstr "返回 [AABB] 的副本,该副本向所有方向增长了给定数量的单位。" msgid "" -"Returns [code]true[/code] if the [AABB] contains a point. Points on the " -"faces of the AABB are considered included, though float-point precision " -"errors may impact the accuracy of such checks.\n" +"Returns [code]true[/code] if the [AABB] contains a point. Points on the faces " +"of the AABB are considered included, though float-point precision errors may " +"impact the accuracy of such checks.\n" "[b]Note:[/b] This method is not reliable for [AABB] with a [i]negative size[/" "i]. Use [method abs] to get a positive sized equivalent [AABB] to check for " "contained points." @@ -5925,12 +5983,12 @@ msgid "" "Returns [code]true[/code] if the [AABB] has a volume, and [code]false[/code] " "if the [AABB] is flat, empty, or has a negative [member size]." msgstr "" -"如果 [AABB] 有体积,则返回 [code]true[/code];如果 [AABB] 是扁平的、空的或具" -"有负的 [member size],则返回 [code]false[/code]。" +"如果 [AABB] 有体积,则返回 [code]true[/code];如果 [AABB] 是扁平的、空的或具有" +"负的 [member size],则返回 [code]false[/code]。" msgid "" -"Returns the intersection between two [AABB]. An empty AABB (size [code](0, " -"0, 0)[/code]) is returned on failure." +"Returns the intersection between two [AABB]. An empty AABB (size [code](0, 0, " +"0)[/code]) is returned on failure." msgstr "" "返回两个 [AABB] 的交叠区域。失败时返回空的 AABB(大小为 [code](0, 0, 0)[/" "code])。" @@ -5945,22 +6003,22 @@ msgid "" "Returns the point of intersection of the given ray with this [AABB] or " "[code]null[/code] if there is no intersection. Ray length is infinite." msgstr "" -"返回给定的射线与该 [AABB] 的交点,如果不相交则返回 [code]null[/code]。射线无" -"限长。" +"返回给定的射线与该 [AABB] 的交点,如果不相交则返回 [code]null[/code]。射线无限" +"长。" msgid "" "Returns the point of intersection between [param from] and [param to] with " "this [AABB] or [code]null[/code] if there is no intersection." msgstr "" -"如果没有交点,则返回 [code]null[/code],否则返回 [param from] 和 [param to] " -"与此 [AABB] 的交点。" +"如果没有交点,则返回 [code]null[/code],否则返回 [param from] 和 [param to] 与" +"此 [AABB] 的交点。" msgid "" "Returns [code]true[/code] if this [AABB] and [param aabb] are approximately " "equal, by calling [method @GlobalScope.is_equal_approx] on each component." msgstr "" -"如果该 [AABB] 和 [param aabb] 近似相等,则返回 [code]true[/code],通过在每个" -"分量上调用 [method @GlobalScope.is_equal_approx]。" +"如果该 [AABB] 和 [param aabb] 近似相等,则返回 [code]true[/code],通过在每个分" +"量上调用 [method @GlobalScope.is_equal_approx]。" msgid "" "Returns [code]true[/code] if this [AABB] is finite, by calling [method " @@ -5969,8 +6027,7 @@ msgstr "" "如果该 [AABB] 是有限的,则返回 [code]true[/code],方法是在每个分量上调用 " "[method @GlobalScope.is_finite]。" -msgid "" -"Returns a larger [AABB] that contains both this [AABB] and [param with]." +msgid "Returns a larger [AABB] that contains both this [AABB] and [param with]." msgstr "返回同时包含该 [AABB] 和 [param with] 的更大的 [AABB]。" msgid "" @@ -6023,20 +6080,20 @@ msgid "" "add_button] method allows to add custom buttons and actions." msgstr "" "[AcceptDialog] 的默认用途是允许它只被接受或关闭,结果相同。但是,[signal " -"confirmed] 和 [signal canceled] 信号允许使两个动作不同,[method add_button] " -"方法允许添加自定义按钮和动作。" +"confirmed] 和 [signal canceled] 信号允许使两个动作不同,[method add_button] 方" +"法允许添加自定义按钮和动作。" msgid "" "Adds a button with label [param text] and a custom [param action] to the " "dialog and returns the created button. [param action] will be passed to the " "[signal custom_action] signal when pressed.\n" -"If [code]true[/code], [param right] will place the button to the right of " -"any sibling buttons.\n" +"If [code]true[/code], [param right] will place the button to the right of any " +"sibling buttons.\n" "You can use [method remove_button] method to remove a button created with " "this method from the dialog." msgstr "" -"将带有标签 [param text] 和自定义 [param action] 的按钮添加到对话框,并返回该" -"创建的按钮。[param action] 将在按钮被按下时传递给 [signal custom_action] 信" +"将带有标签 [param text] 和自定义 [param action] 的按钮添加到对话框,并返回该创" +"建的按钮。[param action] 将在按钮被按下时传递给 [signal custom_action] 信" "号。\n" "如果 [param right] 为 [code]true[/code],按钮会被放置在所有同级按钮的右侧。\n" "您可以使用 [method remove_button] 方法从对话框中移除使用该方法创建的按钮。" @@ -6047,14 +6104,13 @@ msgid "" "You can use [method remove_button] method to remove a button created with " "this method from the dialog." msgstr "" -"在对话框中添加一个带有标签 [param name] 和取消动作的按钮,并返回创建的按" -"钮。\n" +"在对话框中添加一个带有标签 [param name] 和取消动作的按钮,并返回创建的按钮。\n" "你可以使用 [method remove_button] 方法从对话框中删除用此方法创建的按钮。" msgid "" "Returns the label used for built-in text.\n" -"[b]Warning:[/b] This is a required internal node, removing and freeing it " -"may cause a crash. If you wish to hide it or any of its children, use their " +"[b]Warning:[/b] This is a required internal node, removing and freeing it may " +"cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." msgstr "" "返回内置文本所使用的标签。\n" @@ -6063,8 +6119,8 @@ msgstr "" msgid "" "Returns the OK [Button] instance.\n" -"[b]Warning:[/b] This is a required internal node, removing and freeing it " -"may cause a crash. If you wish to hide it or any of its children, use their " +"[b]Warning:[/b] This is a required internal node, removing and freeing it may " +"cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." msgstr "" "返回确定按钮 [Button] 实例。\n" @@ -6077,15 +6133,15 @@ msgid "" msgstr "在对话框中注册 [LineEdit]。当按下回车键时,对话框将被接受。" msgid "" -"Removes the [param button] from the dialog. Does NOT free the [param " -"button]. The [param button] must be a [Button] added with [method " -"add_button] or [method add_cancel_button] method. After removal, pressing " -"the [param button] will no longer emit this dialog's [signal custom_action] " -"or [signal canceled] signals." +"Removes the [param button] from the dialog. Does NOT free the [param button]. " +"The [param button] must be a [Button] added with [method add_button] or " +"[method add_cancel_button] method. After removal, pressing the [param button] " +"will no longer emit this dialog's [signal custom_action] or [signal canceled] " +"signals." msgstr "" -"从对话框中移除 [param button]。但不释放该 [param button] 对象。[param " -"button] 必须是用 [method add_button] 或 [method add_cancel_button] 方法添加" -"的 [Button]。移除后,按下该 [param button] 将不再发出该对话框的 [signal " +"从对话框中移除 [param button]。但不释放该 [param button] 对象。[param button] " +"必须是用 [method add_button] 或 [method add_cancel_button] 方法添加的 " +"[Button]。移除后,按下该 [param button] 将不再发出该对话框的 [signal " "custom_action] 或 [signal canceled] 信号。" msgid "Sets autowrapping for the text in the dialog." @@ -6099,10 +6155,10 @@ msgstr "" "隐藏。" msgid "" -"If [code]true[/code], the dialog is hidden when the OK button is pressed. " -"You can set it to [code]false[/code] if you want to do e.g. input validation " -"when receiving the [signal confirmed] signal, and handle hiding the dialog " -"in your own logic.\n" +"If [code]true[/code], the dialog is hidden when the OK button is pressed. You " +"can set it to [code]false[/code] if you want to do e.g. input validation when " +"receiving the [signal confirmed] signal, and handle hiding the dialog in your " +"own logic.\n" "[b]Note:[/b] Some nodes derived from this class can have a different default " "value, and potentially their own built-in logic overriding this setting. For " "example [FileDialog] defaults to [code]false[/code], and has its own input " @@ -6111,8 +6167,8 @@ msgid "" "[FileDialog] to disable hiding the dialog when pressing OK." msgstr "" "如果为 [code]true[/code],按下确定按钮时对话框将隐藏。如果要在收到 [signal " -"confirmed] 信号时执行类似输入验证的操作,则可以将其设置为 [code]false[/" -"code],然后在自己的逻辑中处理对话框的隐藏。\n" +"confirmed] 信号时执行类似输入验证的操作,则可以将其设置为 [code]false[/code]," +"然后在自己的逻辑中处理对话框的隐藏。\n" "[b]注意:[/b]从此类派生的某些节点可以具有不同的默认值,并且可能有自己的内置逻" "辑会覆盖此设置。例如 [FileDialog] 默认其为 [code]false[/code],并在按下确定时" "实现了自己的输入验证代码,如果输入有效,最终将隐藏对话框。因此,不能在 " @@ -6158,8 +6214,8 @@ msgid "" "\n" "func _ready():\n" " var key = \"My secret key!!!\" # Key must be either 16 or 32 bytes.\n" -" var data = \"My secret text!!\" # Data size must be multiple of 16 " -"bytes, apply padding if needed.\n" +" var data = \"My secret text!!\" # Data size must be multiple of 16 bytes, " +"apply padding if needed.\n" " # Encrypt ECB\n" " aes.start(AESContext.MODE_ECB_ENCRYPT, key.to_utf8_buffer())\n" " var encrypted = aes.update(data.to_utf8_buffer())\n" @@ -6210,8 +6266,7 @@ msgid "" " // Check ECB\n" " Debug.Assert(decrypted == data.ToUtf8Buffer());\n" "\n" -" string iv = \"My secret iv!!!!\"; // IV must be of exactly 16 " -"bytes.\n" +" string iv = \"My secret iv!!!!\"; // IV must be of exactly 16 bytes.\n" " // Encrypt CBC\n" " _aes.Start(AesContext.Mode.EcbEncrypt, key.ToUtf8Buffer(), iv." "ToUtf8Buffer());\n" @@ -6229,8 +6284,8 @@ msgid "" "[/csharp]\n" "[/codeblocks]" msgstr "" -"这个类存放的是进行 AES(Advanced Encryption Standard,高级加密标准)加解密所" -"需的上下文信息。支持 AES-ECB 和 AES-CBC 两种模式。\n" +"这个类存放的是进行 AES(Advanced Encryption Standard,高级加密标准)加解密所需" +"的上下文信息。支持 AES-ECB 和 AES-CBC 两种模式。\n" "[codeblocks]\n" "[gdscript]\n" "extends Node\n" @@ -6239,8 +6294,8 @@ msgstr "" "\n" "func _ready():\n" " var key = \"My secret key!!!\" # 密钥必须是 16 或 32 字节。\n" -" var data = \"My secret text!!\" # 数据大小必须是 16 字节的倍数,需要时添" -"加补白。\n" +" var data = \"My secret text!!\" # 数据大小必须是 16 字节的倍数,需要时添加" +"补白。\n" " # ECB 加密\n" " aes.start(AESContext.MODE_ECB_ENCRYPT, key.to_utf8_buffer())\n" " var encrypted = aes.update(data.to_utf8_buffer())\n" @@ -6317,8 +6372,8 @@ msgid "" "[b]Note:[/b] This function only makes sense when the context is started with " "[constant MODE_CBC_ENCRYPT] or [constant MODE_CBC_DECRYPT]." msgstr "" -"获取此上下文的当前 IV 状态(调用 [method update] 时会更新 IV)。通常不需要此" -"函数。\n" +"获取此上下文的当前 IV 状态(调用 [method update] 时会更新 IV)。通常不需要此函" +"数。\n" "[b]注意:[/b]仅当上下文以 [constant MODE_CBC_ENCRYPT] 或 [constant " "MODE_CBC_DECRYPT] 开头时,此函数才有意义。" @@ -6361,8 +6416,7 @@ msgstr "模式列举的最大值。" msgid "" "A 2D physics body that can't be moved by external forces. When moved " "manually, it affects other bodies in its path." -msgstr "" -"无法被外力移动的 2D 物理物体。当手动移动时,它会影响其路径中的其他物体。" +msgstr "无法被外力移动的 2D 物理物体。手动移动时会影响路径上的其他物体。" msgid "" "An animatable 2D physics body. It can't be moved by external forces or " @@ -6373,17 +6427,17 @@ msgid "" "estimated and used to affect other physics bodies in its path. This makes it " "useful for moving platforms, doors, and other moving objects." msgstr "" -"可动画的 2D 物理物体。它不能被外力或接触移动,但可以通过其他方式手动移动,例" -"如通过代码、[AnimationPlayer]([member AnimationPlayer." -"playback_process_mode] 设置为 [code]ANIMATION_PROCESS_PHYSICS[/code])、以及 " -"[ RemoteTransform2D]。\n" -"当 [AnimatableBody2D] 被移动时,它的线速度和角速度被估算并用于影响其路径中的" -"其他物理物体。这使得它可用于移动的平台、门、和其他移动的对象。" +"可动画的 2D 物理物体。无法因外力或接触而移动,但可以通过代码、" +"[AnimationPlayer]([member AnimationPlayer.playback_process_mode] 设为 " +"[code]ANIMATION_PROCESS_PHYSICS[/code])、[RemoteTransform2D] 等方法手动移" +"动。\n" +"[AnimatableBody2D] 发生移动时,会对线速度和角速度进行估算,并用于影响其路径上" +"的其他物理物体。因此适用于移动平台、门等移动的对象。" msgid "" -"If [code]true[/code], the body's movement will be synchronized to the " -"physics frame. This is useful when animating movement via [AnimationPlayer], " -"for example on moving platforms. Do [b]not[/b] use together with [method " +"If [code]true[/code], the body's movement will be synchronized to the physics " +"frame. This is useful when animating movement via [AnimationPlayer], for " +"example on moving platforms. Do [b]not[/b] use together with [method " "PhysicsBody2D.move_and_collide]." msgstr "" "如果为 [code]true[/code],则物体的运动将与物理帧同步。当通过 " @@ -6393,8 +6447,7 @@ msgstr "" msgid "" "A 3D physics body that can't be moved by external forces. When moved " "manually, it affects other bodies in its path." -msgstr "" -"无法被外力移动的 3D 物理物体。当手动移动时,它会影响其路径中的其他物体。" +msgstr "无法被外力移动的 3D 物理物体。手动移动时会影响路径上的其他物体。" msgid "" "An animatable 3D physics body. It can't be moved by external forces or " @@ -6405,12 +6458,12 @@ msgid "" "estimated and used to affect other physics bodies in its path. This makes it " "useful for moving platforms, doors, and other moving objects." msgstr "" -"可动画的 3D 物理物体。它不能被外力或接触移动,但可以通过其他方式手动移动,例" -"如通过代码、[AnimationPlayer]([member AnimationPlayer." -"playback_process_mode] 设置为 [code]ANIMATION_PROCESS_PHYSICS[/code])、以及 " -"[ RemoteTransform3D]。\n" -"当 [AnimatableBody3D] 被移动时,它的线速度和角速度被估算并用于影响其路径中的" -"其他物理物体。 这使得它可用于移动的平台、门、和其他移动的对象。" +"可动画的 3D 物理物体。无法因外力或接触而移动,但可以通过代码、" +"[AnimationPlayer]([member AnimationPlayer.playback_process_mode] 设为 " +"[code]ANIMATION_PROCESS_PHYSICS[/code])、[RemoteTransform3D] 等方法手动移" +"动。\n" +"[AnimatableBody3D] 发生移动时,会对线速度和角速度进行估算,并用于影响其路径上" +"的其他物理物体。因此适用于移动平台、门等移动的对象。" msgid "3D Physics Tests Demo" msgstr "3D 物理测试演示" @@ -6422,9 +6475,9 @@ msgid "3D Voxel Demo" msgstr "3D 体素演示" msgid "" -"If [code]true[/code], the body's movement will be synchronized to the " -"physics frame. This is useful when animating movement via [AnimationPlayer], " -"for example on moving platforms. Do [b]not[/b] use together with [method " +"If [code]true[/code], the body's movement will be synchronized to the physics " +"frame. This is useful when animating movement via [AnimationPlayer], for " +"example on moving platforms. Do [b]not[/b] use together with [method " "PhysicsBody3D.move_and_collide]." msgstr "" "如果为 [code]true[/code],则实体的运动将与物理帧同步。当通过 " @@ -6444,8 +6497,8 @@ msgid "" "bottom panel." msgstr "" "[AnimatedSprite2D] 与 [Sprite2D] 节点类似,但是包含多张纹理,可用作动画帧。动" -"画使用 [SpriteFrames] 资源创建,可以导入图像文件(或包含此类文件的文件夹)为" -"该精灵提供动画帧。可以在编辑器的“动画帧”底部面板中配置 [SpriteFrames] 资源。" +"画使用 [SpriteFrames] 资源创建,可以导入图像文件(或包含此类文件的文件夹)为该" +"精灵提供动画帧。可以在编辑器的“动画帧”底部面板中配置 [SpriteFrames] 资源。" msgid "2D Sprite animation" msgstr "2D 精灵动画" @@ -6479,9 +6532,9 @@ msgid "" "playback position.\n" "See also [method stop]." msgstr "" -"暂停当前正在播放的动画。会保留 [member frame] 和 [member frame_progress],不" -"带参数调用 [method play] 或 [method play_backwards] 会从当前播放位置恢复播放" -"该动画。\n" +"暂停当前正在播放的动画。会保留 [member frame] 和 [member frame_progress],不带" +"参数调用 [method play] 或 [method play_backwards] 会从当前播放位置恢复播放该动" +"画。\n" "另见 [method stop]。" msgid "" @@ -6495,8 +6548,8 @@ msgstr "" "播放名称键为 [param name] 的动画。如果 [param custom_speed] 为负且 [param " "from_end] 为 [code]true[/code],则该动画会倒放(等价于 [method " "play_backwards])。\n" -"如果调用这个方法时使用了相同的动画名称 [param name] 或者没有使用 [param " -"name] 参数,则会继续播放已暂停的分配动画。" +"如果调用这个方法时使用了相同的动画名称 [param name] 或者没有使用 [param name] " +"参数,则会继续播放已暂停的分配动画。" msgid "" "Plays the animation with key [param name] in reverse.\n" @@ -6509,8 +6562,8 @@ msgstr "" "code] 和 [code]from_end = true[/code],所以更多信息请参阅其描述。" msgid "" -"The setter of [member frame] resets the [member frame_progress] to " -"[code]0.0[/code] implicitly, but this method avoids that.\n" +"The setter of [member frame] resets the [member frame_progress] to [code]0.0[/" +"code] implicitly, but this method avoids that.\n" "This is useful when you want to carry over the current [member " "frame_progress] to another [member frame].\n" "[b]Example:[/b]\n" @@ -6548,9 +6601,9 @@ msgstr "" "[code]custom_speed[/code] 重置为 [code]1.0[/code]。另见 [method pause]。" msgid "" -"The current animation from the [member sprite_frames] resource. If this " -"value is changed, the [member frame] counter and the [member frame_progress] " -"are reset." +"The current animation from the [member sprite_frames] resource. If this value " +"is changed, the [member frame] counter and the [member frame_progress] are " +"reset." msgstr "" "当前动画,来自 [member sprite_frames]。如果更改了这个值,会重置 [member " "frame] 计数和 [member frame_progress]。" @@ -6580,8 +6633,8 @@ msgid "" "current frame transitions to the next frame. If the animation is playing " "backwards, the value transitions from [code]1.0[/code] to [code]0.0[/code]." msgstr "" -"当前帧过渡到下一帧的进度值,在 [code]0.0[/code] 和 [code]1.0[/code] 之间。如" -"果动画是倒放的,则该值是从 [code]1.0[/code] 到 [code]0.0[/code]。" +"当前帧过渡到下一帧的进度值,在 [code]0.0[/code] 和 [code]1.0[/code] 之间。如果" +"动画是倒放的,则该值是从 [code]1.0[/code] 到 [code]0.0[/code]。" msgid "The texture's drawing offset." msgstr "纹理的绘图偏移量。" @@ -6631,16 +6684,16 @@ msgstr "3D 世界中的 2D 精灵节点,可以使用多个 2D 纹理进行动 msgid "" "[AnimatedSprite3D] is similar to the [Sprite3D] node, except it carries " -"multiple textures as animation [member sprite_frames]. Animations are " -"created using a [SpriteFrames] resource, which allows you to import image " -"files (or a folder containing said files) to provide the animation frames " -"for the sprite. The [SpriteFrames] resource can be configured in the editor " -"via the SpriteFrames bottom panel." +"multiple textures as animation [member sprite_frames]. Animations are created " +"using a [SpriteFrames] resource, which allows you to import image files (or a " +"folder containing said files) to provide the animation frames for the sprite. " +"The [SpriteFrames] resource can be configured in the editor via the " +"SpriteFrames bottom panel." msgstr "" "[AnimatedSprite3D] 与 [Sprite3D] 节点类似,但是包含多张纹理,可用作动画 " -"[member sprite_frames]。动画使用 [SpriteFrames] 资源创建,可以导入图像文件" -"(或包含此类文件的文件夹)为该精灵提供动画帧。可以在编辑器的“动画帧”底部面板" -"中配置 [SpriteFrames] 资源。" +"[member sprite_frames]。动画使用 [SpriteFrames] 资源创建,可以导入图像文件(或" +"包含此类文件的文件夹)为该精灵提供动画帧。可以在编辑器的“动画帧”底部面板中配" +"置 [SpriteFrames] 资源。" msgid "2D Sprite animation (also applies to 3D)" msgstr "2D 精灵动画(也适用于 3D)" @@ -6652,34 +6705,34 @@ msgid "" "[AnimatedTexture] is a resource format for frame-based animations, where " "multiple textures can be chained automatically with a predefined delay for " "each frame. Unlike [AnimationPlayer] or [AnimatedSprite2D], it isn't a " -"[Node], but has the advantage of being usable anywhere a [Texture2D] " -"resource can be used, e.g. in a [TileSet].\n" +"[Node], but has the advantage of being usable anywhere a [Texture2D] resource " +"can be used, e.g. in a [TileSet].\n" "The playback of the animation is controlled by the [member speed_scale] " -"property, as well as each frame's duration (see [method " -"set_frame_duration]). The animation loops, i.e. it will restart at frame 0 " -"automatically after playing the last frame.\n" +"property, as well as each frame's duration (see [method set_frame_duration]). " +"The animation loops, i.e. it will restart at frame 0 automatically after " +"playing the last frame.\n" "[AnimatedTexture] currently requires all frame textures to have the same " "size, otherwise the bigger ones will be cropped to match the smallest one.\n" "[b]Note:[/b] AnimatedTexture doesn't support using [AtlasTexture]s. Each " "frame needs to be a separate [Texture2D].\n" "[b]Warning:[/b] The current implementation is not efficient for the modern " "renderers.\n" -"[i]Deprecated.[/i] This class is deprecated, and might be removed in a " -"future release." +"[i]Deprecated.[/i] This class is deprecated, and might be removed in a future " +"release." msgstr "" -"[AnimatedTexture] 是一种用于基于帧的动画的资源格式,其中多个纹理可以自动链" -"接,每个帧都有预定义的延迟。与 [AnimationPlayer] 或 [AnimatedSprite2D] 不同," -"它不是 [Node],但具有可在任何可以使用 [Texture2D] 资源的地方使用的优势,例如 " -"在 [TileSet] 中。\n" -"动画的播放由 [member speed_scale] 属性以及每帧的持续时间(参见 [method " -"set_frame_duration])控制。动画是循环播放的,即它会在播放完最后一帧后自动从" -"第 0 帧重新开始。\n" -"[AnimatedTexture] 目前要求所有帧的纹理具有相同的大小,否则较大的纹理将被裁剪" -"以匹配最小的纹理。\n" +"[AnimatedTexture] 是一种用于帧动画的资源格式,其中多个纹理可以自动链接,每个帧" +"都有预定义的延迟。与 [AnimationPlayer] 或 [AnimatedSprite2D] 不同,它不是 " +"[Node],但具有可在任何可以使用 [Texture2D] 资源的地方使用的优势,例如在 " +"[TileSet] 中。\n" +"动画的播放由 [member speed_scale] 属性以及每帧的持续时间(见 [method " +"set_frame_duration])控制。动画是循环播放的,即它会在播放完最后一帧后自动从第 " +"0 帧重新开始。\n" +"[AnimatedTexture] 目前要求所有帧的纹理具有相同的大小,否则较大的纹理将被裁剪以" +"匹配最小的纹理。\n" "[b]注意:[/b]AnimatedTexture 不支持使用 [AtlasTexture]。 每个帧都需要是一个单" "独的 [Texture2D]。\n" "[b]警告:[/b]当前的实现对于现代渲染器来说效率不高。\n" -"[b]警告:[/b]该类已废弃,可能在未来的版本中移除。" +"[i]已废弃。[/i]该类已废弃,可能在未来的版本中移除。" msgid "Returns the given [param frame]'s duration, in seconds." msgstr "返回给定的 [param frame] 的持续时间,以秒为单位。" @@ -6703,8 +6756,8 @@ msgid "" "in mind that only frames from 0 to [member frames] - 1 will be part of the " "animation." msgstr "" -"将 [Texture2D] 分配给给定的帧。帧 ID 从 0 开始,因此第一帧的 ID 为 0,动画的" -"最后一帧的 ID 为 [member frames] - 1。\n" +"将 [Texture2D] 分配给给定的帧。帧 ID 从 0 开始,因此第一帧的 ID 为 0,动画的最" +"后一帧的 ID 为 [member frames] - 1。\n" "您可以定义最多 [constant MAX_FRAMES] 个纹理,但要记住,只有 0 到 [member " "frames] - 1 的帧会成为动画的一部分。" @@ -6713,30 +6766,30 @@ msgid "" "playing resets the current frame time, so the newly selected frame plays for " "its whole configured frame duration." msgstr "" -"设置纹理的当前可见帧。在播放时设置此帧会重置当前帧时间,因此新选择的帧将播放" -"为其配置的整个帧持续时间。" +"设置纹理的当前可见帧。在播放时设置此帧会重置当前帧时间,因此新选择的帧将播放为" +"其配置的整个帧持续时间。" msgid "" "Number of frames to use in the animation. While you can create the frames " -"independently with [method set_frame_texture], you need to set this value " -"for the animation to take new frames into account. The maximum number of " -"frames is [constant MAX_FRAMES]." +"independently with [method set_frame_texture], you need to set this value for " +"the animation to take new frames into account. The maximum number of frames " +"is [constant MAX_FRAMES]." msgstr "" -"动画中要使用的帧数。虽然您可以使用 [method set_frame_texture] 独立创建帧,但" -"是您需要为动画设置此值以考虑新帧。最大帧数为 [constant MAX_FRAMES]。" +"动画中要使用的帧数。虽然您可以使用 [method set_frame_texture] 独立创建帧,但是" +"您需要为动画设置此值以考虑新帧。最大帧数为 [constant MAX_FRAMES]。" msgid "" "If [code]true[/code], the animation will only play once and will not loop " "back to the first frame after reaching the end. Note that reaching the end " "will not set [member pause] to [code]true[/code]." msgstr "" -"如果为 [code]true[/code],则动画将只播放一次,并且在到达结尾后将不会循环回到" -"第一帧。请注意,到达终点不会将 [member pause] 设置为 [code]true[/code]。" +"如果为 [code]true[/code],则动画将只播放一次,并且在到达结尾后将不会循环回到第" +"一帧。请注意,到达终点不会将 [member pause] 设置为 [code]true[/code]。" msgid "" -"If [code]true[/code], the animation will pause where it currently is (i.e. " -"at [member current_frame]). The animation will continue from where it was " -"paused when changing this property to [code]false[/code]." +"If [code]true[/code], the animation will pause where it currently is (i.e. at " +"[member current_frame]). The animation will continue from where it was paused " +"when changing this property to [code]false[/code]." msgstr "" "如果为 [code]true[/code],则动画将暂停在当前位置(即 [member " "current_frame])。将此属性更改为 [code]false[/code] 时,动画将从暂停处继续播" @@ -6748,8 +6801,8 @@ msgid "" msgstr "动画速度将乘以该值。如果设置为负值,则动画反向播放。" msgid "" -"The maximum number of frames supported by [AnimatedTexture]. If you need " -"more frames in your animation, use [AnimationPlayer] or [AnimatedSprite2D]." +"The maximum number of frames supported by [AnimatedTexture]. If you need more " +"frames in your animation, use [AnimationPlayer] or [AnimatedSprite2D]." msgstr "" "[AnimatedTexture] 支持的最大帧数。如果动画需要更多帧,请使用 " "[AnimationPlayer] 或 [AnimatedSprite2D]。" @@ -6793,8 +6846,8 @@ msgid "" "track types instead of [constant TYPE_VALUE] is recommended for performance " "reasons." msgstr "" -"这个资源存放的是用于对引擎中的任何对象进行动画处理的数据。动画分为轨道,轨道" -"必须与节点关联。向轨道添加定时关键帧(事件)后,节点的状态可以随时间变化。\n" +"这个资源存放的是用于对引擎中的任何对象进行动画处理的数据。动画分为轨道,轨道必" +"须与节点关联。向轨道添加定时关键帧(事件)后,节点的状态可以随时间变化。\n" "[codeblocks]\n" "[gdscript]\n" "# 创建动画,让“Enemy”节点在 0.5 秒内\n" @@ -6852,16 +6905,15 @@ msgstr "" msgid "" "Returns the end offset of the key identified by [param key_idx]. The [param " "track_idx] must be the index of an Audio Track.\n" -"End offset is the number of seconds cut off at the ending of the audio " -"stream." +"End offset is the number of seconds cut off at the ending of the audio stream." msgstr "" "返回由 [param key_idx] 标识的键的结束偏移量。[param track_idx] 必须是音频轨道" "的索引。\n" "结束偏移量是在音频流结束时截断的秒数。" msgid "" -"Returns the start offset of the key identified by [param key_idx]. The " -"[param track_idx] must be the index of an Audio Track.\n" +"Returns the start offset of the key identified by [param key_idx]. The [param " +"track_idx] must be the index of an Audio Track.\n" "Start offset is the number of seconds cut off at the beginning of the audio " "stream." msgstr "" @@ -6870,8 +6922,8 @@ msgstr "" "起始偏移量是在音频流开始时截断的秒数。" msgid "" -"Returns the audio stream of the key identified by [param key_idx]. The " -"[param track_idx] must be the index of an Audio Track." +"Returns the audio stream of the key identified by [param key_idx]. The [param " +"track_idx] must be the index of an Audio Track." msgstr "" "返回由 [param key_idx] 标识的键的音频流。[param track_idx] 必须是音频轨道的索" "引。" @@ -6879,8 +6931,8 @@ msgstr "" msgid "" "Inserts an Audio Track key at the given [param time] in seconds. The [param " "track_idx] must be the index of an Audio Track.\n" -"[param stream] is the [AudioStream] resource to play. [param start_offset] " -"is the number of seconds cut off at the beginning of the audio stream, while " +"[param stream] is the [AudioStream] resource to play. [param start_offset] is " +"the number of seconds cut off at the beginning of the audio stream, while " "[param end_offset] is at the ending." msgstr "" "在 [param time] 秒处插入音频轨道关键帧。[param track_idx] 必须是音频轨道的索" @@ -6912,15 +6964,15 @@ msgid "" "Sets the stream of the key identified by [param key_idx] to value [param " "stream]. The [param track_idx] must be the index of an Audio Track." msgstr "" -"将由 [param key_idx] 标识的键的流设置为值 [param stream]。[param track_idx] " -"必须是音频轨道的索引。" +"将由 [param key_idx] 标识的键的流设置为值 [param stream]。[param track_idx] 必" +"须是音频轨道的索引。" msgid "" "Sets whether the track will be blended with other animations. If [code]true[/" "code], the audio playback volume changes depending on the blend value." msgstr "" -"设置轨道是否将与其他动画混合。如果为 [code]true[/code],音频播放音量会根据混" -"合值而变化。" +"设置轨道是否将与其他动画混合。如果为 [code]true[/code],音频播放音量会根据混合" +"值而变化。" msgid "" "Returns the in handle of the key identified by [param key_idx]. The [param " @@ -6950,8 +7002,8 @@ msgid "" "[param out_handle] is the right-side one, while [param value] is the actual " "value at this point." msgstr "" -"在给定的时间 [param time] 秒处插入贝塞尔轨道键。[param track_idx] 必须是贝塞" -"尔轨道的索引。\n" +"在给定的时间 [param time] 秒处插入贝塞尔轨道键。[param track_idx] 必须是贝塞尔" +"轨道的索引。\n" "[param in_handle] 是添加的贝塞尔曲线点的左侧权重,[param out_handle] 是右侧权" "重,而 [param value] 是这个点的实际值。" @@ -6959,8 +7011,8 @@ msgid "" "Returns the interpolated value at the given [param time] (in seconds). The " "[param track_idx] must be the index of a Bezier Track." msgstr "" -"返回给定 [param time] 处的插值(以秒为单位)。[param track_idx] 必须是贝塞尔" -"轨道的索引。" +"返回给定 [param time] 处的插值(以秒为单位)。[param track_idx] 必须是贝塞尔轨" +"道的索引。" msgid "" "Sets the in handle of the key identified by [param key_idx] to value [param " @@ -6990,8 +7042,8 @@ msgid "" "Returns the interpolated blend shape value at the given time (in seconds). " "The [param track_idx] must be the index of a blend shape track." msgstr "" -"返回位于给定时间(以秒为单位)的插值后的混合形状值。[param track_idx] 必须是" -"混合形状轨道的索引。" +"返回位于给定时间(以秒为单位)的插值后的混合形状值。[param track_idx] 必须是混" +"合形状轨道的索引。" msgid "Clear the animation (clear all tracks and reset all)." msgstr "清除动画(清除所有轨道并重置所有)。" @@ -7008,9 +7060,9 @@ msgid "" "need them." msgstr "" "就地压缩动画及其所有轨道。这将使 [method track_is_compressed] 一旦在这个 " -"[Animation] 上被调用就会返回 [code]true[/code]。压缩后的轨道在播放时需要更少" -"的内存,并且这被设计用于从外部3D软件导入的复杂的3D动画(比如过场动画)。压缩" -"是有损失的,但现实中通常不会注意到这种差异。\n" +"[Animation] 上被调用就会返回 [code]true[/code]。压缩后的轨道在播放时需要更少的" +"内存,并且这被设计用于从外部3D软件导入的复杂的3D动画(比如过场动画)。压缩是有" +"损失的,但现实中通常不会注意到这种差异。\n" "[b]注意:[/b]压缩轨道有各种限制(比如不能从编辑器中编辑),所以只有在你真正需" "要时才使用压缩动画。" @@ -7041,8 +7093,8 @@ msgid "" "Returns the interpolated position value at the given time (in seconds). The " "[param track_idx] must be the index of a 3D position track." msgstr "" -"返回位于给定时间(以秒为单位)的插值后的位置值。[param track_idx] 必须是 3D " -"位置轨道的索引。" +"返回位于给定时间(以秒为单位)的插值后的位置值。[param track_idx] 必须是 3D 位" +"置轨道的索引。" msgid "Removes a track by specifying the track index." msgstr "通过指定轨道索引来移除一个轨道。" @@ -7054,8 +7106,8 @@ msgid "" "Returns the interpolated rotation value at the given time (in seconds). The " "[param track_idx] must be the index of a 3D rotation track." msgstr "" -"返回位于给定时间(以秒为单位)的插值后的旋转值。[param track_idx] 必须是 3D " -"旋转轨道的索引。" +"返回位于给定时间(以秒为单位)的插值后的旋转值。[param track_idx] 必须是 3D 旋" +"转轨道的索引。" msgid "Inserts a key in a given 3D scale track. Returns the key index." msgstr "在给定的 3D 缩放轨道中插入关键帧。返回该关键帧的索引。" @@ -7064,12 +7116,12 @@ msgid "" "Returns the interpolated scale value at the given time (in seconds). The " "[param track_idx] must be the index of a 3D scale track." msgstr "" -"返回位于给定时间(以秒为单位)的插值后的缩放值。[param track_idx] 必须是 3D " -"缩放轨道的索引。" +"返回位于给定时间(以秒为单位)的插值后的缩放值。[param track_idx] 必须是 3D 缩" +"放轨道的索引。" msgid "" -"Finds the key index by time in a given track. Optionally, only find it if " -"the approx/exact time is given." +"Finds the key index by time in a given track. Optionally, only find it if the " +"approx/exact time is given." msgstr "" "按时间查找给定轨道中的关键帧索引。也可选择只在给定大约/准确时间的情况下查找。" @@ -7181,9 +7233,9 @@ msgid "" "For example, [code]\"character/skeleton:ankle\"[/code] or [code]\"character/" "mesh:transform/local\"[/code]." msgstr "" -"设置轨道的路径。路径必须是指向场景树节点的有效路径,必须从将要实现动画的节点" -"的父节点开始指定。控制属性或骨骼的轨道必须在路径后面加上它们的名字,用 " -"[code]\":\"[/code] 分隔。\n" +"设置轨道的路径。路径必须是指向场景树节点的有效路径,必须从将要实现动画的节点的" +"父节点开始指定。控制属性或骨骼的轨道必须在路径后面加上它们的名字,用 [code]\":" +"\"[/code] 分隔。\n" "例如,[code]\"character/skeleton:ankle\"[/code] 或 [code]\"character/mesh:" "transform/local\"[/code]。" @@ -7200,8 +7252,8 @@ msgid "" "Returns the interpolated value at the given time (in seconds). The [param " "track_idx] must be the index of a value track." msgstr "" -"返回位于给定时间(以秒为单位)的插值后的值。[param track_idx] 必须是值轨道的" -"索引。" +"返回位于给定时间(以秒为单位)的插值后的值。[param track_idx] 必须是值轨道的索" +"引。" msgid "Sets the update mode (see [enum UpdateMode]) of a value track." msgstr "设置值轨道的更新模式(请参阅 [enum UpdateMode])。" @@ -7258,13 +7310,12 @@ msgid "" "also be used to animate sub-properties of vectors and colors (e.g. alpha " "value of a [Color])." msgstr "" -"贝塞尔轨道可以用来根据自定义曲线对数值进行插值。它们也可以用来对向量和颜色的" -"子属性进行动画处理(例如 [Color] 的 Alpha 值)。" +"贝塞尔轨道可以用来根据自定义曲线对数值进行插值。它们也可以用来对向量和颜色的子" +"属性进行动画处理(例如 [Color] 的 Alpha 值)。" msgid "" "Audio tracks are used to play an audio stream with either type of " -"[AudioStreamPlayer]. The stream can be trimmed and previewed in the " -"animation." +"[AudioStreamPlayer]. The stream can be trimmed and previewed in the animation." msgstr "" "音频轨道可以用来通过任意类型的 [AudioStreamPlayer] 播放音频流。该流可以在动画" "中进行修剪和预览。" @@ -7311,8 +7362,8 @@ msgid "Update at the keyframes." msgstr "在关键帧更新。" msgid "" -"Same as linear interpolation, but also interpolates from the current value " -"(i.e. dynamically at runtime) if the first key isn't at 0 seconds." +"Same as linear interpolation, but also interpolates from the current value (i." +"e. dynamically at runtime) if the first key isn't at 0 seconds." msgstr "" "与线性插值相同,但如果第一个关键帧不在第 0 秒,则会从当前值进行插值(即在运行" "时动态插值)。" @@ -7337,8 +7388,8 @@ msgid "" msgstr "该标志表示动画已到达动画的末尾并且刚好在循环处理之后。" msgid "" -"This flag indicates that the animation has reached the start of the " -"animation and just after loop processed." +"This flag indicates that the animation has reached the start of the animation " +"and just after loop processed." msgstr "该标志表示动画已经到达动画的开始并且刚好在循环处理之后。" msgid "Finds the nearest time key." @@ -7364,8 +7415,7 @@ msgid "Animation tutorial index" msgstr "动画教程索引" msgid "" -"Adds the [param animation] to the library, accessible by the key [param " -"name]." +"Adds the [param animation] to the library, accessible by the key [param name]." msgstr "将 [param animation] 添加到库中,可通过键 [param name] 访问。" msgid "" @@ -7382,8 +7432,7 @@ msgid "" "Returns [code]true[/code] if the library stores an [Animation] with [param " "name] as the key." msgstr "" -"如果该库存储了以 [param name] 作为键的 [Animation],则返回 [code]true[/" -"code]。" +"如果该库存储了以 [param name] 作为键的 [Animation],则返回 [code]true[/code]。" msgid "Removes the [Animation] with the key [param name]." msgstr "使用键 [param name] 移除 [Animation]。" @@ -7406,8 +7455,7 @@ msgstr "" "name] 是被改变的动画的键。\n" "另见 [signal Resource.changed],本信号充当该信号的中继。" -msgid "" -"Emitted when an [Animation] stored with the key [param name] is removed." +msgid "Emitted when an [Animation] stored with the key [param name] is removed." msgstr "当使用键 [param name] 存储的 [Animation] 被移除时发出。" msgid "" @@ -7425,8 +7473,8 @@ msgid "" "[AnimationNodeBlendTree], otherwise [AnimationRootNode] should be used " "instead." msgstr "" -"[AnimationTree] 节点的基础资源。通常不会直接使用,但你可以使用自定义混合公式" -"创建自定义节点。\n" +"[AnimationTree] 节点的基础资源。通常不会直接使用,但你可以使用自定义混合公式创" +"建自定义节点。\n" "创建动画节点时继承这个类主要是用在 [AnimationNodeBlendTree] 中,否则应改用 " "[AnimationRootNode]。" @@ -7460,15 +7508,14 @@ msgid "" "memory used for your animation nodes, given a resource can be reused in " "multiple trees." msgstr "" -"继承 [AnimationRootNode] 时,实现这个虚方法可以返回参数“[param parameter]”的" -"默认值。参数是动画节点的自定义本地存储,资源可以在多个树中重用。" +"继承 [AnimationRootNode] 时,实现这个虚方法可以返回参数“[param parameter]”的默" +"认值。参数是动画节点的自定义本地存储,资源可以在多个树中重用。" msgid "" "When inheriting from [AnimationRootNode], implement this virtual method to " -"return a list of the properties on this animation node. Parameters are " -"custom local memory used for your animation nodes, given a resource can be " -"reused in multiple trees. Format is similar to [method Object." -"get_property_list]." +"return a list of the properties on this animation node. Parameters are custom " +"local memory used for your animation nodes, given a resource can be reused in " +"multiple trees. Format is similar to [method Object.get_property_list]." msgstr "" "继承 [AnimationRootNode] 时,实现这个虚方法可以返回这个节点的属性列表。参数是" "动画节点的自定义本地存储,资源可以在多个树中重用。格式与 [method Object." @@ -7485,11 +7532,11 @@ msgstr "" msgid "" "When inheriting from [AnimationRootNode], implement this virtual method to " "return whether the [param parameter] is read-only. Parameters are custom " -"local memory used for your animation nodes, given a resource can be reused " -"in multiple trees." +"local memory used for your animation nodes, given a resource can be reused in " +"multiple trees." msgstr "" -"继承 [AnimationRootNode] 时,实现这个虚方法可以返回参数 [param parameter] 是" -"否只读。参数是动画节点的自定义本地存储,资源可以在多个树中重用。" +"继承 [AnimationRootNode] 时,实现这个虚方法可以返回参数 [param parameter] 是否" +"只读。参数是动画节点的自定义本地存储,资源可以在多个树中重用。" msgid "" "When inheriting from [AnimationRootNode], implement this virtual method to " @@ -7499,25 +7546,24 @@ msgid "" "Here, call the [method blend_input], [method blend_node] or [method " "blend_animation] functions. You can also use [method get_parameter] and " "[method set_parameter] to modify local memory.\n" -"This function should return the time left for the current animation to " -"finish (if unsure, pass the value from the main blend being called)." +"This function should return the time left for the current animation to finish " +"(if unsure, pass the value from the main blend being called)." msgstr "" "继承 [AnimationRootNode] 时,实现这个虚方法可以在这个动画节点进行处理时执行代" -"码。参数 [param time] 是相对增量,除非 [param seek] 为 [code]true[/code],此" -"时为绝对增量。\n" +"码。参数 [param time] 是相对增量,除非 [param seek] 为 [code]true[/code],此时" +"为绝对增量。\n" "请在此处调用 [method blend_input]、[method blend_node] 或 [method " "blend_animation] 函数。你也可以使用 [method get_parameter] 和 [method " "set_parameter] 来修改本地存储。\n" -"这个函数应当返回当前动画还需多少时间完成(不确定的话,请传递调用主混合的" -"值)。" +"这个函数应当返回当前动画还需多少时间完成(不确定的话,请传递调用主混合的值)。" msgid "" "Adds an input to the animation node. This is only useful for animation nodes " "created for use in an [AnimationNodeBlendTree]. If the addition fails, " "returns [code]false[/code]." msgstr "" -"为节点添加一个输入。这只对创建用于 [AnimationNodeBlendTree] 的动画节点有用。" -"如果添加失败,返回 [code]false[/code]。" +"为节点添加一个输入。这只对创建用于 [AnimationNodeBlendTree] 的动画节点有用。如" +"果添加失败,返回 [code]false[/code]。" msgid "" "Blend an animation by [param blend] amount (name must be valid in the linked " @@ -7526,9 +7572,9 @@ msgid "" "A [param looped_flag] is used by internal processing immediately after the " "loop. See also [enum Animation.LoopedFlag]." msgstr "" -"按 [param blend] 量混合一个动画(名称必须在链接的 [AnimationPlayer] 中有" -"效)。可以传入时间 [param time] 和增量 [param delta],以及表示是否发生寻道的 " -"[param seeked]。\n" +"按 [param blend] 量混合一个动画(名称必须在链接的 [AnimationPlayer] 中有效)。" +"可以传入时间 [param time] 和增量 [param delta],以及表示是否发生寻道的 [param " +"seeked]。\n" "[param looped_flag] 在循环后立即由内部处理使用。另见 [enum Animation." "LoopedFlag]。" @@ -7548,9 +7594,8 @@ msgid "" "[AnimationRootNode] instead, else editors will not display your animation " "node for addition." msgstr "" -"混合另一个动画节点(在这个动画节点包含子动画节点的情况下)。这个函数只有在你" -"继承 [AnimationRootNode] 时才有用,否则编辑器在添加节点时不会显示你的动画节" -"点。" +"混合另一个动画节点(在这个动画节点包含子动画节点的情况下)。这个函数只有在你继" +"承 [AnimationRootNode] 时才有用,否则编辑器在添加节点时不会显示你的动画节点。" msgid "" "Returns the input index which corresponds to [param name]. If not found, " @@ -7559,8 +7604,8 @@ msgstr "" "返回与名称 [param name] 相关的输入索引,如果不存在则返回 [code]-1[/code]。" msgid "" -"Amount of inputs in this animation node, only useful for animation nodes " -"that go into [AnimationNodeBlendTree]." +"Amount of inputs in this animation node, only useful for animation nodes that " +"go into [AnimationNodeBlendTree]." msgstr "" "这个动画节点的输入数量,只对进入 [AnimationNodeBlendTree] 的动画节点有用。" @@ -7571,8 +7616,8 @@ msgid "" "Gets the value of a parameter. Parameters are custom local memory used for " "your animation nodes, given a resource can be reused in multiple trees." msgstr "" -"获取一个参数的值。参数是你的动画节点使用的自定义本地内存,给定的资源可以在多" -"个树中重复使用。" +"获取一个参数的值。参数是你的动画节点使用的自定义本地内存,给定的资源可以在多个" +"树中重复使用。" msgid "Returns whether the given path is filtered." msgstr "返回给定路径是否被过滤。" @@ -7594,42 +7639,40 @@ msgid "" "Sets a custom parameter. These are used as local memory, because resources " "can be reused across the tree or scenes." msgstr "" -"设置一个自定义参数。这些参数被用作本地内存,因为资源可以在树或场景中重复使" -"用。" +"设置一个自定义参数。这些参数被用作本地内存,因为资源可以在树或场景中重复使用。" msgid "If [code]true[/code], filtering is enabled." msgstr "如果为 [code]true[/code],则启用筛选功能。" msgid "" "Emitted by nodes that inherit from this class and that have an internal tree " -"when one of their animation nodes removes. The animation nodes that emit " +"when one of their animation nodes removes. The animation nodes that emit this " +"signal are [AnimationNodeBlendSpace1D], [AnimationNodeBlendSpace2D], " +"[AnimationNodeStateMachine], and [AnimationNodeBlendTree]." +msgstr "" +"由继承自该类的节点发出,并且当其中一个动画节点移除时具有内部树。发出此信号的动" +"画节点可以是 [AnimationNodeBlendSpace1D]、[AnimationNodeBlendSpace2D]、" +"[AnimationNodeStateMachine] 和 [AnimationNodeBlendTree]。" + +msgid "" +"Emitted by nodes that inherit from this class and that have an internal tree " +"when one of their animation node names changes. The animation nodes that emit " "this signal are [AnimationNodeBlendSpace1D], [AnimationNodeBlendSpace2D], " "[AnimationNodeStateMachine], and [AnimationNodeBlendTree]." msgstr "" -"由继承自该类的节点发出,并且当其中一个动画节点移除时具有内部树。发出此信号的" -"动画节点可以是 [AnimationNodeBlendSpace1D]、[AnimationNodeBlendSpace2D]、" +"由继承自该类的节点发出,并且当其中一个动画节点名称更改时具有内部树。发出此信号" +"的动画节点可以是 [AnimationNodeBlendSpace1D]、[AnimationNodeBlendSpace2D]、" "[AnimationNodeStateMachine] 和 [AnimationNodeBlendTree]。" msgid "" "Emitted by nodes that inherit from this class and that have an internal tree " -"when one of their animation node names changes. The animation nodes that " -"emit this signal are [AnimationNodeBlendSpace1D], " -"[AnimationNodeBlendSpace2D], [AnimationNodeStateMachine], and " -"[AnimationNodeBlendTree]." -msgstr "" -"由继承自该类的节点发出,并且当其中一个动画节点名称更改时具有内部树。发出此信" -"号的动画节点可以是 [AnimationNodeBlendSpace1D]、[AnimationNodeBlendSpace2D]、" -"[AnimationNodeStateMachine] 和 [AnimationNodeBlendTree]。" - -msgid "" -"Emitted by nodes that inherit from this class and that have an internal tree " -"when one of their animation nodes changes. The animation nodes that emit " -"this signal are [AnimationNodeBlendSpace1D], [AnimationNodeBlendSpace2D], " +"when one of their animation nodes changes. The animation nodes that emit this " +"signal are [AnimationNodeBlendSpace1D], [AnimationNodeBlendSpace2D], " "[AnimationNodeStateMachine], [AnimationNodeBlendTree] and " "[AnimationNodeTransition]." msgstr "" -"由继承自该类的节点发出,并且当其一个动画节点发生变化时具有内部树。发出此信号" -"的动画节点可以是 [AnimationNodeBlendSpace1D]、[AnimationNodeBlendSpace2D]、" +"由继承自该类的节点发出,并且当其一个动画节点发生变化时具有内部树。发出此信号的" +"动画节点可以是 [AnimationNodeBlendSpace1D]、[AnimationNodeBlendSpace2D]、" "[AnimationNodeStateMachine]、[AnimationNodeBlendTree] 和 " "[AnimationNodeTransition]。" @@ -7657,8 +7700,7 @@ msgid "" "If the amount is less than [code]0.0[/code], the animation connected to " "\"in\" port is blended with the inverted animation connected to \"add\" port." msgstr "" -"可添加到 [AnimationNodeBlendTree] 的资源。根据取值将两个动画加法混合在一" -"起。\n" +"可添加到 [AnimationNodeBlendTree] 的资源。根据取值将两个动画加法混合在一起。\n" "如果取值大于 [code]1.0[/code],则与“in”端口相连的动画相混合的是放大后的" "与“add”端口相连的动画。\n" "如果取值小于 [code]0.0[/code],则与“in”端口相连的动画相混合的是反转后的" @@ -7669,26 +7711,6 @@ msgid "" "[AnimationNodeBlendTree]." msgstr "在 [AnimationNodeBlendTree] 中将三个动画中的两个动画相加。" -msgid "" -"A resource to add to an [AnimationNodeBlendTree]. Blends two animations out " -"of three additively out of three based on the amounmt value.\n" -"This animation node has three inputs:\n" -"- The base animation to add to\n" -"- A \"-add\" animation to blend with when the blend amount is negative\n" -"- A \"+add\" animation to blend with when the blend amount is positive\n" -"If the absolute value of the amount is greater than [code]1.0[/code], the " -"animation connected to \"in\" port is blended with the amplified animation " -"connected to \"-add\"/\"+add\" port." -msgstr "" -"可添加到 [AnimationNodeBlendTree] 的资源。根据取值将三个动画中的两个进行加法" -"混合。\n" -"这个动画节点有三个输入:\n" -"- 加法混合的基础动画\n" -"- 取值为负时进行混合的“-add”动画\n" -"- 取值为正时进行混合的“+add”动画\n" -"如果取值的绝对值大于 [code]1.0[/code],则与“in”端口相连的动画相混合的是放大后" -"的与“-add”/“+add”端口相连的动画。" - msgid "An input animation for an [AnimationNodeBlendTree]." msgstr "[AnimationNodeBlendTree] 的输入动画。" @@ -7733,32 +7755,9 @@ msgstr "" "合放大或翻转后的动画,然而,这种场合 [AnimationNodeAdd2] 的效果更好。" msgid "" -"Blends two of three animations linearly inside of an " -"[AnimationNodeBlendTree]." +"Blends two of three animations linearly inside of an [AnimationNodeBlendTree]." msgstr "在 [AnimationNodeBlendTree] 中将三个动画中的两个进行线性混合。" -msgid "" -"A resource to add to an [AnimationNodeBlendTree]. Blends two animations out " -"of three linearly out of three based on the amounmt value.\n" -"This animation node has three inputs:\n" -"- The base animation to blend with\n" -"- A \"-blend\" animation to blend with when the blend amount is negative " -"value\n" -"- A \"+blend\" animation to blend with when the blend amount is positive " -"value\n" -"In general, the blend value should be in the [code][-1.0, 1.0][/code] range. " -"Values outside of this range can blend amplified animations, however, " -"[AnimationNodeAdd3] works better for this purpose." -msgstr "" -"可添加到 [AnimationNodeBlendTree] 的资源。根据取值将三个动画中的两个进行线性" -"混合。\n" -"这个动画节点有三个输入:\n" -"- 加法混合的基础动画\n" -"- 取值为负时进行混合的“-blend”动画\n" -"- 取值为正时进行混合的“+blend”动画\n" -"一般而言,混合值应该在 [code][-1.0, 1.0][/code] 的范围内。在此范围外的取值能" -"够混合放大后的动画,然而这种场景 [AnimationNodeAdd3] 使用更合适。" - msgid "" "A set of [AnimationRootNode]s placed on a virtual axis, crossfading between " "the two adjacent ones. Used by [AnimationTree]." @@ -7769,16 +7768,15 @@ msgstr "" msgid "" "A resource used by [AnimationNodeBlendTree].\n" "[AnimationNodeBlendSpace1D] represents a virtual axis on which any type of " -"[AnimationRootNode]s can be added using [method add_blend_point]. Outputs " -"the linear blend of the two [AnimationRootNode]s adjacent to the current " -"value.\n" +"[AnimationRootNode]s can be added using [method add_blend_point]. Outputs the " +"linear blend of the two [AnimationRootNode]s adjacent to the current value.\n" "You can set the extents of the axis with [member min_space] and [member " "max_space]." msgstr "" "可添加到 [AnimationNodeBlendTree] 的资源。\n" -"[AnimationNodeBlendSpace1D] 代表一个虚拟轴,可以使用 [method " -"add_blend_point] 在上面添加任何类型的 [AnimationRootNode]。输出的是最接近当前" -"值的两个 [AnimationRootNode] 之间的线性混合。\n" +"[AnimationNodeBlendSpace1D] 代表一个虚拟轴,可以使用 [method add_blend_point] " +"在上面添加任何类型的 [AnimationRootNode]。输出的是最接近当前值的两个 " +"[AnimationRootNode] 之间的线性混合。\n" "可以使用 [member min_space] 和 [member max_space] 来扩展轴的范围。" msgid "" @@ -7787,9 +7785,9 @@ msgid "" "using the [param at_index] argument. If you use the default value for [param " "at_index], the point is inserted at the end of the blend points array." msgstr "" -"在虚拟轴上 [param pos] 设定的给定位置,添加一个新点代表 [param node]。您可以" -"使用 [param at_index] 参数在特定的索引处插入新点。如果您使用 [param " -"at_index] 的默认值,该点会被插入到混合点数组的末尾。" +"在虚拟轴上 [param pos] 设定的给定位置,添加一个新点代表 [param node]。您可以使" +"用 [param at_index] 参数在特定的索引处插入新点。如果您使用 [param at_index] 的" +"默认值,该点会被插入到混合点数组的末尾。" msgid "Returns the number of points on the blend axis." msgstr "返回混合轴上的点的数量。" @@ -7813,8 +7811,7 @@ msgid "" msgstr "更新混合轴上索引 [param point] 处的点的位置。" msgid "" -"Controls the interpolation between animations. See [enum BlendMode] " -"constants." +"Controls the interpolation between animations. See [enum BlendMode] constants." msgstr "控制动画之间的插值。见 [enum BlendMode] 常量。" msgid "" @@ -7860,14 +7857,14 @@ msgstr "" "[AnimationTree] 使用。" msgid "" -"Adds a new point that represents a [param node] at the position set by " -"[param pos]. You can insert it at a specific index using the [param " -"at_index] argument. If you use the default value for [param at_index], the " -"point is inserted at the end of the blend points array." +"Adds a new point that represents a [param node] at the position set by [param " +"pos]. You can insert it at a specific index using the [param at_index] " +"argument. If you use the default value for [param at_index], the point is " +"inserted at the end of the blend points array." msgstr "" "在 [param pos] 设定的位置添加一个代表 [param node] 的新点。您可以使用 [param " -"at_index] 参数将它插入到特定的索引中。如果您使用 [param at_index] 的默认值," -"这个点会被插入到混合点数组的末尾。" +"at_index] 参数将它插入到特定的索引中。如果您使用 [param at_index] 的默认值,这" +"个点会被插入到混合点数组的末尾。" msgid "" "Creates a new triangle using three points [param x], [param y], and [param " @@ -7893,8 +7890,7 @@ msgstr "返回混合空间中三角形的数量。" msgid "" "Returns the position of the point at index [param point] in the triangle of " "index [param triangle]." -msgstr "" -"返回索引 [param point] 处的点在索引 [param triangle] 的三角形中的位置。" +msgstr "返回索引 [param point] 处的点在索引 [param triangle] 的三角形中的位置。" msgid "Removes the point at index [param point] from the blend space." msgstr "从混合空间中移除索引 [param point] 处的点。" @@ -7903,13 +7899,12 @@ msgid "Removes the triangle at index [param triangle] from the blend space." msgstr "从混合空间中移除索引 [param triangle] 处的三角形。" msgid "" -"If [code]true[/code], the blend space is triangulated automatically. The " -"mesh updates every time you add or remove points with [method " -"add_blend_point] and [method remove_blend_point]." +"If [code]true[/code], the blend space is triangulated automatically. The mesh " +"updates every time you add or remove points with [method add_blend_point] and " +"[method remove_blend_point]." msgstr "" "如果为 [code]true[/code],混合空间会自动进行三角测量。每次使用 [method " -"add_blend_point] 和 [method remove_blend_point] 添加或移除点时,网格都会更" -"新。" +"add_blend_point] 和 [method remove_blend_point] 添加或移除点时,网格都会更新。" msgid "" "The blend space's X and Y axes' upper limit for the points' position. See " @@ -7938,8 +7933,8 @@ msgid "" msgstr "每当创建、移除混合空间的三角形,或当其中一个顶点改变位置时发出。" msgid "" -"A sub-tree of many type [AnimationNode]s used for complex animations. Used " -"by [AnimationTree]." +"A sub-tree of many type [AnimationNode]s used for complex animations. Used by " +"[AnimationTree]." msgstr "" "用于复杂动画的许多类型 [AnimationNode] 的子树。由 [AnimationTree] 使用。" @@ -7950,6 +7945,18 @@ msgstr "" "连接一个 [AnimationNode] 的输出作为另一个 [AnimationNode] 的输入,连接在 " "[param input_index] 指定的输入端口。" +msgid "Removes a sub animation node." +msgstr "移除一个子动画节点。" + +msgid "Changes the name of a sub animation node." +msgstr "更改子动画节点的名称。" + +msgid "Modifies the position of a sub animation node." +msgstr "修改子动画节点的位置。" + +msgid "The global offset of all sub animation nodes." +msgstr "所有子动画节点的全局偏移量。" + msgid "Emitted when the input port information is changed." msgstr "当输入端口信息发生更改时发出。" @@ -7971,6 +7978,9 @@ msgstr "输入和输出节点相同。" msgid "The specified connection already exists." msgstr "指定的连接已经存在。" +msgid "Plays an animation once in an [AnimationNodeBlendTree]." +msgstr "在 [AnimationNodeBlendTree] 中播放一次动画。" + msgid "" "If [code]true[/code], the sub-animation will restart automatically after " "finishing.\n" @@ -7981,18 +7991,17 @@ msgid "" "ONE_SHOT_REQUEST_FIRE] request will start auto restarting again." msgstr "" "如果为 [code]true[/code],子动画结束后会自动重新开始。\n" -"换句话说,要开始自动重启,必须使用 [constant ONE_SHOT_REQUEST_FIRE] 请求播放" -"一次动画。[constant ONE_SHOT_REQUEST_ABORT] 请求停止自动重启,但它不会禁用 " -"[member autorestart] 本身。因此,[constant ONE_SHOT_REQUEST_FIRE] 请求将再次" -"开始自动重启。" +"换句话说,要开始自动重启,必须使用 [constant ONE_SHOT_REQUEST_FIRE] 请求播放一" +"次动画。[constant ONE_SHOT_REQUEST_ABORT] 请求停止自动重启,但它不会禁用 " +"[member autorestart] 本身。因此,[constant ONE_SHOT_REQUEST_FIRE] 请求将再次开" +"始自动重启。" msgid "The delay after which the automatic restart is triggered, in seconds." msgstr "触发自动重启的延迟时间,以秒为单位。" msgid "" "If [member autorestart] is [code]true[/code], a random additional delay (in " -"seconds) between 0 and this value will be added to [member " -"autorestart_delay]." +"seconds) between 0 and this value will be added to [member autorestart_delay]." msgstr "" "如果 [member autorestart] 为 [code]true[/code],则介于0和此值之间的随机附加延" "迟(以秒为单位)将添加到 [member autorestart_delay]。" @@ -8002,6 +8011,22 @@ msgid "" "transition will be linear." msgstr "确定如何缓动动画之间的淡入淡出。如果为空,过渡将是线性的。" +msgid "" +"The fade-in duration. For example, setting this to [code]1.0[/code] for a 5 " +"second length animation will produce a cross-fade that starts at 0 second and " +"ends at 1 second during the animation." +msgstr "" +"淡入持续时间。例如,将此属性设置为 [code]1.0[/code],对于 5 秒长的动画,将在动" +"画期间产生从 0 秒开始到 1 秒结束的交叉淡入淡出。" + +msgid "" +"The fade-out duration. For example, setting this to [code]1.0[/code] for a 5 " +"second length animation will produce a cross-fade that starts at 4 second and " +"ends at 5 second during the animation." +msgstr "" +"淡出持续时间。例如,将此属性设置为 [code]1.0[/code],对于 5 秒长的动画,将产生" +"从 4 秒开始到 5 秒结束的交叉淡入淡出。" + msgid "The blend type." msgstr "混合类型。" @@ -8014,17 +8039,35 @@ msgstr "播放连接到“shot”端口的动画的请求。" msgid "The request to stop the animation connected to \"shot\" port." msgstr "停止连接到“shot”端口的动画的请求。" +msgid "The request to fade out the animation connected to \"shot\" port." +msgstr "淡出连接到“shot”端口的动画的请求。" + msgid "Blends two animations. See also [AnimationNodeBlend2]." msgstr "混合两个动画。另请参见 [AnimationNodeBlend2]。" msgid "Blends two animations additively. See also [AnimationNodeAdd2]." msgstr "以相加方式混合两个动画。另请参阅 [AnimationNodeAdd2]。" +msgid "The animation output node of an [AnimationNodeBlendTree]." +msgstr "[AnimationNodeBlendTree] 的动画输出节点。" + msgid "" "A node created automatically in an [AnimationNodeBlendTree] that outputs the " "final animation." msgstr "在输出最终动画的 [AnimationNodeBlendTree] 中自动创建的节点。" +msgid "" +"A state machine with multiple [AnimationRootNode]s, used by [AnimationTree]." +msgstr "带有多个 [AnimationRootNode] 的状态机,用于 [AnimationTree]。" + +msgid "" +"Adds a new animation node to the graph. The [param position] is used for " +"display in the editor." +msgstr "向图中添加一个新的动画节点。[param position] 用于在编辑器中显示。" + +msgid "Adds a transition between the given animation nodes." +msgstr "在给定动画节点之间添加一个过渡。" + msgid "Returns the draw offset of the graph. Used for display in the editor." msgstr "返回图的绘制偏移。用于在编辑器中显示。" @@ -8034,6 +8077,11 @@ msgstr "返回指定名称的动画节点。" msgid "Returns the given animation node's name." msgstr "返回指定动画节点的名称。" +msgid "" +"Returns the given animation node's coordinates. Used for display in the " +"editor." +msgstr "返回给定动画节点的坐标。用于在编辑器中显示。" + msgid "Returns the given transition." msgstr "返回给定的过渡。" @@ -8046,9 +8094,27 @@ msgstr "返回给定过渡的开始节点。" msgid "Returns the given transition's end node." msgstr "返回给定过渡的末端节点。" +msgid "" +"Returns [code]true[/code] if the graph contains the given animation node." +msgstr "如果图中包含给定的动画节点,则返回 [code]true[/code]。" + +msgid "" +"Returns [code]true[/code] if there is a transition between the given " +"animation nodes." +msgstr "如果在给定动画节点之间存在过渡,则返回 [code]true[/code]。" + +msgid "Deletes the given animation node from the graph." +msgstr "从图中删除指定的动画节点。" + +msgid "Deletes the transition between the two specified animation nodes." +msgstr "删除两个指定动画节点之间的过渡。" + msgid "Deletes the given transition by index." msgstr "按索引删除给定的过渡。" +msgid "Renames the given animation node." +msgstr "重命名给定的动画节点。" + msgid "Sets the draw offset of the graph. Used for display in the editor." msgstr "设置图形的绘制偏移。用于在编辑器中显示。" @@ -8059,8 +8125,8 @@ msgid "" "If [code]true[/code], allows teleport to the self state with [method " "AnimationNodeStateMachinePlayback.travel]. When the reset option is enabled " "in [method AnimationNodeStateMachinePlayback.travel], the animation is " -"restarted. If [code]false[/code], nothing happens on the teleportation to " -"the self state." +"restarted. If [code]false[/code], nothing happens on the teleportation to the " +"self state." msgstr "" "如果为 [code]true[/code],允许使用 [method AnimationNodeStateMachinePlayback." "travel] 传送到当前状态。当在 [method AnimationNodeStateMachinePlayback." @@ -8098,8 +8164,8 @@ msgid "" "animation in the current state. Transition to the end state, or the absence " "of transitions in each state, is treated as exiting the state machine." msgstr "" -"寻道到开头被视为在当前状态下寻道到动画的开头。过渡到结束状态,或每个状态的过" -"渡都缺失,被视为退出状态机。" +"寻道到开头被视为在当前状态下寻道到动画的开头。过渡到结束状态,或每个状态的过渡" +"都缺失,被视为退出状态机。" msgid "" "This is a grouped state machine that can be controlled from a parent state " @@ -8107,22 +8173,57 @@ msgid "" "[member state_machine_type] of [constant STATE_MACHINE_TYPE_ROOT] or " "[constant STATE_MACHINE_TYPE_NESTED] in the parent or ancestor." msgstr "" -"这是一个可以从父状态机控制的编组的状态机。它不能独立运行。父级或祖先中必须有" -"一个 [member state_machine_type] 为 [constant STATE_MACHINE_TYPE_ROOT] 或 " +"这是一个可以从父状态机控制的编组的状态机。它不能独立运行。父级或祖先中必须有一" +"个 [member state_machine_type] 为 [constant STATE_MACHINE_TYPE_ROOT] 或 " "[constant STATE_MACHINE_TYPE_NESTED] 的状态机。" +msgid "Provides playback control for an [AnimationNodeStateMachine]." +msgstr "为 [AnimationNodeStateMachine] 提供播放控制。" + +msgid "" +"Allows control of [AnimationTree] state machines created with " +"[AnimationNodeStateMachine]. Retrieve with [code]$AnimationTree." +"get(\"parameters/playback\")[/code].\n" +"[b]Example:[/b]\n" +"[codeblocks]\n" +"[gdscript]\n" +"var state_machine = $AnimationTree.get(\"parameters/playback\")\n" +"state_machine.travel(\"some_state\")\n" +"[/gdscript]\n" +"[csharp]\n" +"var stateMachine = GetNode(\"AnimationTree\").Get(\"parameters/" +"playback\").As();\n" +"stateMachine.Travel(\"some_state\");\n" +"[/csharp]\n" +"[/codeblocks]" +msgstr "" +"允许控制使用 [AnimationNodeStateMachine] 创建的 [AnimationTree] 状态机。使用 " +"[code]$AnimationTree.get(\"parameters/playback\")[/code] 检索。\n" +"[b]示例:[/b]\n" +"[codeblocks]\n" +"[gdscript]\n" +"var state_machine = $AnimationTree.get(\"parameters/playback\")\n" +"state_machine.travel(\"some_state\")\n" +"[/gdscript]\n" +"[csharp]\n" +"var stateMachine = GetNode(\"AnimationTree\").Get(\"parameters/" +"playback\").As();\n" +"stateMachine.Travel(\"some_state\");\n" +"[/csharp]\n" +"[/codeblocks]" + msgid "" "Returns the current state length.\n" -"[b]Note:[/b] It is possible that any [AnimationRootNode] can be nodes as " -"well as animations. This means that there can be multiple animations within " -"a single state. Which animation length has priority depends on the nodes " +"[b]Note:[/b] It is possible that any [AnimationRootNode] can be nodes as well " +"as animations. This means that there can be multiple animations within a " +"single state. Which animation length has priority depends on the nodes " "connected inside it. Also, if a transition does not reset, the remaining " "length at that point will be returned." msgstr "" "返回当前状态长度。\n" -"[b]注意:[/b]有可能任何 [AnimationRootNode] 既可以是节点也可以是动画。这意味" -"着在单个状态中可以有多个动画。哪个动画长度会优先,取决于其内部连接的节点。此" -"外,如果过渡未重置,则将返回该点的剩余长度。" +"[b]注意:[/b]有可能任何 [AnimationRootNode] 既可以是节点也可以是动画。这意味着" +"在单个状态中可以有多个动画。哪个动画长度会优先,取决于其内部连接的节点。此外," +"如果过渡未重置,则将返回该点的剩余长度。" msgid "" "Returns the currently playing animation state.\n" @@ -8191,11 +8292,11 @@ msgstr "" msgid "" "Turn on auto advance when this condition is set. The provided name will " -"become a boolean parameter on the [AnimationTree] that can be controlled " -"from code (see [url=$DOCS_URL/tutorials/animation/animation_tree." -"html#controlling-from-code]Using AnimationTree[/url]). For example, if " -"[member AnimationTree.tree_root] is an [AnimationNodeStateMachine] and " -"[member advance_condition] is set to [code]\"idle\"[/code]:\n" +"become a boolean parameter on the [AnimationTree] that can be controlled from " +"code (see [url=$DOCS_URL/tutorials/animation/animation_tree.html#controlling-" +"from-code]Using AnimationTree[/url]). For example, if [member AnimationTree." +"tree_root] is an [AnimationNodeStateMachine] and [member advance_condition] " +"is set to [code]\"idle\"[/code]:\n" "[codeblocks]\n" "[gdscript]\n" "$animation_tree.set(\"parameters/conditions/idle\", is_on_floor and " @@ -8225,31 +8326,31 @@ msgstr "" msgid "" "Use an expression as a condition for state machine transitions. It is " -"possible to create complex animation advance conditions for switching " -"between states and gives much greater flexibility for creating complex state " -"machines by directly interfacing with the script code." +"possible to create complex animation advance conditions for switching between " +"states and gives much greater flexibility for creating complex state machines " +"by directly interfacing with the script code." msgstr "" -"将表达式用作状态机过渡的条件。可以为状态之间的切换创建复杂的动画推进条件,并" -"通过直接与脚本代码交互为创建复杂的状态机提供更大的灵活性。" +"将表达式用作状态机过渡的条件。可以为状态之间的切换创建复杂的动画推进条件,并通" +"过直接与脚本代码交互为创建复杂的状态机提供更大的灵活性。" msgid "" -"Determines whether the transition should disabled, enabled when using " -"[method AnimationNodeStateMachinePlayback.travel], or traversed " -"automatically if the [member advance_condition] and [member " -"advance_expression] checks are true (if assigned)." +"Determines whether the transition should disabled, enabled when using [method " +"AnimationNodeStateMachinePlayback.travel], or traversed automatically if the " +"[member advance_condition] and [member advance_expression] checks are true " +"(if assigned)." msgstr "" "决定在使用 [method AnimationNodeStateMachinePlayback.travel] 时该过渡是否应该" "被禁用/启用,或者如果 [member advance_condition] 和 [member " "advance_expression] 检查为真则自动行进(如果已分配)。" msgid "" -"Lower priority transitions are preferred when travelling through the tree " -"via [method AnimationNodeStateMachinePlayback.travel] or [member " -"advance_mode] is set to [constant ADVANCE_MODE_AUTO]." +"Lower priority transitions are preferred when travelling through the tree via " +"[method AnimationNodeStateMachinePlayback.travel] or [member advance_mode] is " +"set to [constant ADVANCE_MODE_AUTO]." msgstr "" "当在树中通过 [method AnimationNodeStateMachinePlayback.travel] 或将 [member " -"advance_mode] 设置为 [constant ADVANCE_MODE_AUTO] 行进时,倾向于优先级较低的" -"过渡。" +"advance_mode] 设置为 [constant ADVANCE_MODE_AUTO] 行进时,倾向于优先级较低的过" +"渡。" msgid "" "If [code]true[/code], the destination animation is played back from the " @@ -8260,8 +8361,7 @@ msgid "The transition type." msgstr "过渡类型。" msgid "" -"Ease curve for better control over cross-fade between this state and the " -"next." +"Ease curve for better control over cross-fade between this state and the next." msgstr "缓动曲线可以更好地控制此状态和下一个状态之间的交叉淡入淡出。" msgid "The time to cross-fade between this state and the next." @@ -8303,6 +8403,11 @@ msgstr "" msgid "AnimationTree" msgstr "AnimationTree" +msgid "" +"Base class for [AnimationNode]s with more than two input ports that must be " +"synchronized." +msgstr "带有两个以上输入端口的 [AnimationNode] 基类,必须对这两个端口进行同步。" + msgid "" "An animation node used to combine, mix, or blend two or more animations " "together while keeping them synchronized within an [AnimationTree]." @@ -8310,6 +8415,22 @@ msgstr "" "一种动画节点,用于将两个或多个动画组合、混合、或混合在一起,同时使它们在 " "[AnimationTree] 中保持同步。" +msgid "A time-scaling animation node used in [AnimationTree]." +msgstr "对时间进行缩放的动画节点,在 [AnimationTree] 中使用。" + +msgid "" +"Allows to scale the speed of the animation (or reverse it) in any children " +"[AnimationNode]s. Setting it to [code]0.0[/code] will pause the animation." +msgstr "" +"允许缩放任何子节点中动画的速度(或反转)。将其设置为 [code]0.0[/code] 将暂停动" +"画。" + +msgid "A time-seeking animation node used in [AnimationTree]." +msgstr "对时间进行检索的动画节点,在 [AnimationTree] 中使用。" + +msgid "A transition within an [AnimationTree] connecting two [AnimationNode]s." +msgstr "[AnimationTree] 中连接两个 [AnimationNode] 的过渡。" + msgid "" "Returns whether the animation restarts when the animation transitions from " "the other animation." @@ -8323,8 +8444,8 @@ msgstr "" msgid "" "Enables or disables auto-advance for the given [param input] index. If " -"enabled, state changes to the next input after playing the animation once. " -"If enabled for the last input state, it loops to the first." +"enabled, state changes to the next input after playing the animation once. If " +"enabled for the last input state, it loops to the first." msgstr "" "为给定的 [param input] 索引启用或禁用自动前进。如果启用,状态会在播放一次动画" "后更改为下一个输入。如果为最后一个输入状态启用,它会循环到第一个。" @@ -8339,15 +8460,19 @@ msgid "" "option is enabled in input, the animation is restarted. If [code]false[/" "code], nothing happens on the transition to the self state." msgstr "" -"如果为 [code]true[/code],允许过渡到当前状态。当在输入中启用重置选项时,动画" -"将重新启动。如果为 [code]false[/code],则在过渡到 当前状态时不会发生任何事" -"情。" +"如果为 [code]true[/code],允许过渡到当前状态。当在输入中启用重置选项时,动画将" +"重新启动。如果为 [code]false[/code],则在过渡到 当前状态时不会发生任何事情。" + +msgid "The number of enabled input ports for this animation node." +msgstr "这个动画节点启用的输入端口的数量。" msgid "" -"Cross-fading time (in seconds) between each animation connected to the " -"inputs." +"Cross-fading time (in seconds) between each animation connected to the inputs." msgstr "连接到输入的每个动画之间的交叉渐变时间(秒)。" +msgid "A node used for animation playback." +msgstr "用于播放动画的节点。" + msgid "A virtual function for processing after key getting during playback." msgstr "一个用于播放期间键获取之后的处理的虚函数。" @@ -8360,8 +8485,8 @@ msgid "" "animation. [param delta] is the time in seconds to shift. Events between the " "current frame and [param delta] are handled." msgstr "" -"移动动画时间轴上的位置并立即更新动画。[param delta] 是要移动的时间,单位为" -"秒。会处理位于当前帧和 [param delta] 之间的事件。" +"移动动画时间轴上的位置并立即更新动画。[param delta] 是要移动的时间,单位为秒。" +"会处理位于当前帧和 [param delta] 之间的事件。" msgid "" "Returns the key of the animation which is queued to play after the [param " @@ -8388,8 +8513,8 @@ msgid "" msgstr "返回 [param animation] 的键;如果未找到,则返回一个空的 [StringName]。" msgid "" -"Returns the key for the [AnimationLibrary] that contains [param animation] " -"or an empty [StringName] if not found." +"Returns the key for the [AnimationLibrary] that contains [param animation] or " +"an empty [StringName] if not found." msgstr "" "返回包含 [param animation] 的 [AnimationLibrary] 的键;如果找不到,则返回一个" "空的 [StringName]。" @@ -8409,8 +8534,8 @@ msgid "Returns a list of the animation keys that are currently queued to play." msgstr "返回当前排队播放的动画键列表。" msgid "" -"Returns [code]true[/code] if the [AnimationPlayer] stores an [Animation] " -"with key [param name]." +"Returns [code]true[/code] if the [AnimationPlayer] stores an [Animation] with " +"key [param name]." msgstr "" "如果该 [AnimationPlayer] 使用键 [param name] 存储 [Animation],则返回 " "[code]true[/code]。" @@ -8424,9 +8549,9 @@ msgstr "" msgid "" "Pauses the currently playing animation. The [member " -"current_animation_position] will be kept and calling [method play] or " -"[method play_backwards] without arguments or with the same animation name as " -"[member assigned_animation] will resume the animation.\n" +"current_animation_position] will be kept and calling [method play] or [method " +"play_backwards] without arguments or with the same animation name as [member " +"assigned_animation] will resume the animation.\n" "See also [method stop]." msgstr "" "暂停当前播放的动画。[member current_animation_position] 将被保留,调用 " @@ -8436,8 +8561,8 @@ msgstr "" msgid "" "Queues an animation for playback once the current one is done.\n" -"[b]Note:[/b] If a looped animation is currently playing, the queued " -"animation will never play unless the looped animation is stopped somehow." +"[b]Note:[/b] If a looped animation is currently playing, the queued animation " +"will never play unless the looped animation is stopped somehow." msgstr "" "将动画加入队列,在当前动画播放完毕后播放。\n" "[b]注意:[/b]如果当前正在播放循环动画,除非以某种方式停止循环动画,否则排队的" @@ -8455,15 +8580,15 @@ msgstr "" msgid "" "Seeks the animation to the [param seconds] point in time (in seconds). If " "[param update] is [code]true[/code], the animation updates too, otherwise it " -"updates at process time. Events between the current frame and [param " -"seconds] are skipped.\n" +"updates at process time. Events between the current frame and [param seconds] " +"are skipped.\n" "[b]Note:[/b] Seeking to the end of the animation doesn't emit [signal " "animation_finished]. If you want to skip animation and emit the signal, use " "[method advance]." msgstr "" -"将动画寻道到时间点 [param seconds](单位为秒)。[param update] 为 " -"[code]true[/code] 时会同时更新动画,否则会在处理时更新。当前帧和 [param " -"seconds] 之间的事件会被跳过。\n" +"将动画寻道到时间点 [param seconds](单位为秒)。[param update] 为 [code]true[/" +"code] 时会同时更新动画,否则会在处理时更新。当前帧和 [param seconds] 之间的事" +"件会被跳过。\n" "[b]注意:[/b]寻道至动画的末尾不会触发 [signal animation_finished]。如果想要跳" "过动画并触发该信号,请使用 [method advance]。" @@ -8491,15 +8616,15 @@ msgid "" "played. When set, this changes the animation, but will not play it unless " "already playing. See also [member current_animation]." msgstr "" -"如果正在播放,则为当前动画的键,否则为上次播放的动画。设置后会改变动画,但除" -"非已经播放,否则不会播放。另见 [member current_animation]。" +"如果正在播放,则为当前动画的键,否则为上次播放的动画。设置后会改变动画,但除非" +"已经播放,否则不会播放。另见 [member current_animation]。" msgid "" "The number of possible simultaneous sounds for each of the assigned " "AudioStreamPlayers.\n" -"For example, if this value is [code]32[/code] and the animation has two " -"audio tracks, the two [AudioStreamPlayer]s assigned can play simultaneously " -"up to [code]32[/code] voices each." +"For example, if this value is [code]32[/code] and the animation has two audio " +"tracks, the two [AudioStreamPlayer]s assigned can play simultaneously up to " +"[code]32[/code] voices each." msgstr "" "每个指定的 AudioStreamPlayer 可能同时发出的声音的数量。\n" "例如,如果该值为 [code]32[/code] 并且动画有两个音轨,则分配的两个 " @@ -8507,16 +8632,15 @@ msgstr "" msgid "" "The key of the currently playing animation. If no animation is playing, the " -"property's value is an empty string. Changing this value does not restart " -"the animation. See [method play] for more information on playing " -"animations.\n" +"property's value is an empty string. Changing this value does not restart the " +"animation. See [method play] for more information on playing animations.\n" "[b]Note:[/b] While this property appears in the Inspector, it's not meant to " "be edited, and it's not saved in the scene. This property is mainly used to " "get the currently playing animation, and internally for animation playback " "tracks. For more information, see [Animation]." msgstr "" -"当前播放的动画的名称。如果没有动画正在播放,该属性的值是一个空字符串。改变这" -"个值不会重新启动动画。关于播放动画的更多信息请参阅 [method play]。\n" +"当前播放的动画的名称。如果没有动画正在播放,该属性的值是一个空字符串。改变这个" +"值不会重新启动动画。关于播放动画的更多信息请参阅 [method play]。\n" "[b]注意:[/b]虽然这个属性会出现在检查器中,但它不是用来编辑的,也不会保存在场" "景中。该属性主要用于获取当前播放的动画,内部用于动画播放轨道。详情请参阅 " "[Animation]。" @@ -8541,8 +8665,8 @@ msgstr "" "如果为 [code]true[/code],并且引擎在 Movie Maker 模式下运行(请参阅 " "[MovieWriter]),则在此 [AnimationPlayer] 中播放完动画后,立即使用 [method " "SceneTree.quit] 退出引擎。当引擎因此而退出时,会打印一条消息。\n" -"[b]注意:[/b]这与 [signal animation_finished] 信号遵循相同的逻辑,因此如果动" -"画被设置为循环,它不会退出引擎。" +"[b]注意:[/b]这与 [signal animation_finished] 信号遵循相同的逻辑,因此如果动画" +"被设置为循环,它不会退出引擎。" msgid "" "If [code]true[/code], updates animations in response to process-related " @@ -8566,11 +8690,11 @@ msgid "" "as changes to the scene will not be saved as long as they are set in the " "reset animation." msgstr "" -"由编辑器使用。如果设置为 [code]true[/code],场景将被保存,并应用重置动画(带" -"有键 [code]\"RESET\"[/code] 的动画)的效果,就好像它已被定位到时间 0 一样,编" -"辑器保留场景在保存之前的值。\n" -"这使得在编辑器中预览和编辑动画更加方便,因为对场景的更改,只要在重置动画中被" -"设置,就不会被保存。" +"由编辑器使用。如果设置为 [code]true[/code],场景将被保存,并应用重置动画(带有" +"键 [code]\"RESET\"[/code] 的动画)的效果,就好像它已被定位到时间 0 一样,编辑" +"器保留场景在保存之前的值。\n" +"这使得在编辑器中预览和编辑动画更加方便,因为对场景的更改,只要在重置动画中被设" +"置,就不会被保存。" msgid "The node from which node path references will travel." msgstr "节点路径引用将从其运行的节点。" @@ -8602,8 +8726,8 @@ msgid "Notifies when an animation starts playing." msgstr "当动画开始播放时发出通知。" msgid "" -"Notifies when the caches have been cleared, either automatically, or " -"manually via [method clear_caches]." +"Notifies when the caches have been cleared, either automatically, or manually " +"via [method clear_caches]." msgstr "" "当缓存被清除时通知,可以是自动清除,也可以是通过 [method clear_caches] 手动清" "除。" @@ -8632,8 +8756,8 @@ msgid "" "events are processed. This avoids bugs involving deleting nodes or modifying " "the AnimationPlayer while playing." msgstr "" -"在动画过程中批量调用方法,然后在处理完事件后再进行调用。这样就避免了在播放过" -"程中涉及删除节点或修改AnimationPlayer的错误。" +"在动画过程中批量调用方法,然后在处理完事件后再进行调用。这样就避免了在播放过程" +"中涉及删除节点或修改AnimationPlayer的错误。" msgid "Make method calls immediately when reached in the animation." msgstr "在动画中达到时立即进行方法调用。" @@ -8646,11 +8770,11 @@ msgstr "" "AnimationTree.tree_root]。" msgid "" -"[AnimationRootNode] is a base class for [AnimationNode]s that hold a " -"complete animation. A complete animation refers to the output of an " -"[AnimationNodeOutput] in an [AnimationNodeBlendTree] or the output of " -"another [AnimationRootNode]. Used for [member AnimationTree.tree_root] or in " -"other [AnimationRootNode]s.\n" +"[AnimationRootNode] is a base class for [AnimationNode]s that hold a complete " +"animation. A complete animation refers to the output of an " +"[AnimationNodeOutput] in an [AnimationNodeBlendTree] or the output of another " +"[AnimationRootNode]. Used for [member AnimationTree.tree_root] or in other " +"[AnimationRootNode]s.\n" "Examples of built-in root nodes include [AnimationNodeBlendTree] (allows " "blending nodes between each other using various modes), " "[AnimationNodeStateMachine] (allows to configure blending and transitions " @@ -8666,8 +8790,8 @@ msgstr "" "内置根节点有 [AnimationNodeBlendTree](能够使用不同的模式将节点进行混合)、" "[AnimationNodeStateMachine](能够使用状态机模式配置节点之间的混合和过渡)、" "[AnimationNodeBlendSpace2D](能够在[b]三个[/b] [AnimationNode] 之间进行线性混" -"合)、[AnimationNodeBlendSpace1D](能够在[b]两个[/b] [AnimationNode] 之间进行" -"线性混合)等。" +"合)、[AnimationNodeBlendSpace1D](能够在[b]两个[/b] [AnimationNode] 之间进行线" +"性混合)等。" msgid "Manually advance the animations by the specified time (in seconds)." msgstr "手动将动画前进指定的时间(单位为秒)。" @@ -8694,8 +8818,8 @@ msgid "" "[/gdscript]\n" "[/codeblocks]\n" "By using this in combination with [method " -"get_root_motion_position_accumulator], you can apply the root motion " -"position more correctly to account for the rotation of the node.\n" +"get_root_motion_position_accumulator], you can apply the root motion position " +"more correctly to account for the rotation of the node.\n" "[codeblocks]\n" "[gdscript]\n" "func _process(delta):\n" @@ -8711,8 +8835,8 @@ msgid "" "[/gdscript]\n" "[/codeblocks]" msgstr "" -"将具有 [member root_motion_track] 的位置的运动增量,检索为一个可以在其他地方" -"使用的 [Vector3]。\n" +"将具有 [member root_motion_track] 的位置的运动增量,检索为一个可以在其他地方使" +"用的 [Vector3]。\n" "如果 [member root_motion_track] 不是 [constant Animation.TYPE_POSITION_3D] 类" "型轨道的路径,则返回 [code]Vector3(0, 0, 0)[/code]。\n" "另见 [member root_motion_track] 和 [RootMotionView]。\n" @@ -8755,8 +8879,8 @@ msgid "" "the animation.\n" "For example, if an animation with only one key [code]Vector3(0, 0, 0)[/code] " "is played in the previous frame and then an animation with only one key " -"[code]Vector3(1, 0, 1)[/code] is played in the next frame, the difference " -"can be calculated as follows:\n" +"[code]Vector3(1, 0, 1)[/code] is played in the next frame, the difference can " +"be calculated as follows:\n" "[codeblocks]\n" "[gdscript]\n" "var prev_root_motion_position_accumulator: Vector3\n" @@ -8776,12 +8900,12 @@ msgid "" "However, if the animation loops, an unintended discrete change may occur, so " "this is only useful for some simple use cases." msgstr "" -"检索具有 [member root_motion_track] 的位置轨道的混合值,返回的是可以在其他地" -"方使用的 [Vector3]。\n" +"检索具有 [member root_motion_track] 的位置轨道的混合值,返回的是可以在其他地方" +"使用的 [Vector3]。\n" "在想要遵循动画的初始动画帧值的情况下很有用。\n" "例如,如果前一帧播放的是一个只有单个动画帧 [code]Vector3(0, 0, 0)[/code] 的动" -"画,然后下一帧播放的是一个只有单个动画帧[code]Vector3(1, 0, 1)[/code] 的动" -"画,它们之间的差异可以这样计算:\n" +"画,然后下一帧播放的是一个只有单个动画帧[code]Vector3(1, 0, 1)[/code] 的动画," +"它们之间的差异可以这样计算:\n" "[codeblocks]\n" "[gdscript]\n" "var prev_root_motion_position_accumulator: Vector3\n" @@ -8798,8 +8922,8 @@ msgstr "" " transform.origin += difference\n" "[/gdscript]\n" "[/codeblocks]\n" -"不过,如果动画是循环播放的,就可能会发生预料之外的不连续变化,所以这只对一些" -"简单的情况有用。" +"不过,如果动画是循环播放的,就可能会发生预料之外的不连续变化,所以这只对一些简" +"单的情况有用。" msgid "" "Retrieve the motion delta of rotation with the [member root_motion_track] as " @@ -8842,9 +8966,9 @@ msgid "" "Also, this is useful in cases where you want to respect the initial key " "values of the animation.\n" "For example, if an animation with only one key [code]Quaternion(0, 0, 0, 1)[/" -"code] is played in the previous frame and then an animation with only one " -"key [code]Quaternion(0, 0.707, 0, 0.707)[/code] is played in the next frame, " -"the difference can be calculated as follows:\n" +"code] is played in the previous frame and then an animation with only one key " +"[code]Quaternion(0, 0.707, 0, 0.707)[/code] is played in the next frame, the " +"difference can be calculated as follows:\n" "[codeblocks]\n" "[gdscript]\n" "var prev_root_motion_rotation_accumulator: Quaternion\n" @@ -8852,8 +8976,8 @@ msgid "" "func _process(delta):\n" " if Input.is_action_just_pressed(\"animate\"):\n" " state_machine.travel(\"Animate\")\n" -" var current_root_motion_rotation_accumulator: Quaternion = " -"animation_tree.get_root_motion_Quaternion_accumulator()\n" +" var current_root_motion_rotation_accumulator: Quaternion = animation_tree." +"get_root_motion_Quaternion_accumulator()\n" " var difference: Quaternion = prev_root_motion_rotation_accumulator." "inverse() * current_root_motion_rotation_accumulator\n" " prev_root_motion_rotation_accumulator = " @@ -8879,8 +9003,8 @@ msgstr "" "func _process(delta):\n" " if Input.is_action_just_pressed(\"animate\"):\n" " state_machine.travel(\"Animate\")\n" -" var current_root_motion_rotation_accumulator: Quaternion = " -"animation_tree.get_root_motion_Quaternion_accumulator()\n" +" var current_root_motion_rotation_accumulator: Quaternion = animation_tree." +"get_root_motion_Quaternion_accumulator()\n" " var difference: Quaternion = prev_root_motion_rotation_accumulator." "inverse() * current_root_motion_rotation_accumulator\n" " prev_root_motion_rotation_accumulator = " @@ -8888,8 +9012,8 @@ msgstr "" " transform.basis *= difference\n" "[/gdscript]\n" "[/codeblocks]\n" -"然而,当一个动画循环时,可能会得到一个意料之外的变化,所以这个只在一些简单情" -"况下才有用。" +"然而,当一个动画循环时,可能会得到一个意料之外的变化,所以这个只在一些简单情况" +"下才有用。" msgid "" "Retrieve the motion delta of scale with the [member root_motion_track] as a " @@ -8913,10 +9037,10 @@ msgid "" "[/gdscript]\n" "[/codeblocks]" msgstr "" -"获取 [member root_motion_track] 的缩放运动增量,类型为 [Vector3],可以在其他" -"地方使用。\n" -"如果 [member root_motion_track] 不是类型为 [constant Animation." -"TYPE_SCALE_3D] 的轨道的路径,则返回 [code]Vector3(0, 0, 0)[/code] 。\n" +"获取 [member root_motion_track] 的缩放运动增量,类型为 [Vector3],可以在其他地" +"方使用。\n" +"如果 [member root_motion_track] 不是类型为 [constant Animation.TYPE_SCALE_3D] " +"的轨道的路径,则返回 [code]Vector3(0, 0, 0)[/code] 。\n" "另见 [member root_motion_track] 和 [RootMotionView]。\n" "最基本的例子是对 [CharacterBody3D] 应用缩放。\n" "[codeblocks]\n" @@ -8939,8 +9063,8 @@ msgid "" "root_motion_track] as a [Vector3] that can be used elsewhere.\n" "For example, if an animation with only one key [code]Vector3(1, 1, 1)[/code] " "is played in the previous frame and then an animation with only one key " -"[code]Vector3(2, 2, 2)[/code] is played in the next frame, the difference " -"can be calculated as follows:\n" +"[code]Vector3(2, 2, 2)[/code] is played in the next frame, the difference can " +"be calculated as follows:\n" "[codeblocks]\n" "[gdscript]\n" "var prev_root_motion_scale_accumulator: Vector3\n" @@ -8960,11 +9084,11 @@ msgid "" "However, if the animation loops, an unintended discrete change may occur, so " "this is only useful for some simple use cases." msgstr "" -"检索带有 [member root_motion_track] 的缩放轨道的混合值,作为一个 [Vector3]," -"可以在其他地方使用。\n" -"例如,如果一个动画在前一帧只播放了一个动画帧 [code]Vector3(1, 1, 1)[/code]," -"并且一个动画在后一帧只播放了一个动画帧 [code]Vector3(2, 2, 2)[/code],他们之" -"间相差的值可以这样求出:\n" +"检索带有 [member root_motion_track] 的缩放轨道的混合值,作为一个 [Vector3],可" +"以在其他地方使用。\n" +"例如,如果一个动画在前一帧只播放了一个动画帧 [code]Vector3(1, 1, 1)[/code],并" +"且一个动画在后一帧只播放了一个动画帧 [code]Vector3(2, 2, 2)[/code],他们之间相" +"差的值可以这样求出:\n" "[codeblocks]\n" "[gdscript]\n" "var prev_root_motion_scale_accumulator: Vector3\n" @@ -8981,25 +9105,25 @@ msgstr "" " transform.basis = transform.basis.scaled(difference)\n" "[/gdscript]\n" "[/codeblocks]\n" -"然而,当一个动画循环时,可能会得到一个意料之外的变化,所以这个只在一些简单情" -"况下才有用。" +"然而,当一个动画循环时,可能会得到一个意料之外的变化,所以这个只在一些简单情况" +"下才有用。" msgid "If [code]true[/code], the [AnimationTree] will be processing." msgstr "如果 [code]true[/code] 时,[AnimationTree] 将执行逻辑处理。" msgid "" -"The path to the [Node] used to evaluate the AnimationNode [Expression] if " -"one is not explicitly specified internally." +"The path to the [Node] used to evaluate the AnimationNode [Expression] if one " +"is not explicitly specified internally." msgstr "" -"用于评估 AnimationNode [Expression] 的 [Node] 的路径,如果内部未明确指定路径" -"时使用。" +"用于评估 AnimationNode [Expression] 的 [Node] 的路径,如果内部未明确指定路径时" +"使用。" msgid "The path to the [AnimationPlayer] used for animating." msgstr "用于动画的 [AnimationPlayer] 的路径。" msgid "" -"The process mode of this [AnimationTree]. See [enum " -"AnimationProcessCallback] for available modes." +"The process mode of this [AnimationTree]. See [enum AnimationProcessCallback] " +"for available modes." msgstr "" "该 [AnimationTree] 的处理模式。可用的模式见 [enum AnimationProcessCallback]。" @@ -9008,8 +9132,8 @@ msgid "" "scene-tree paths to a node, and must be specified starting from the parent " "node of the node that will reproduce the animation. To specify a track that " "controls properties or bones, append its name after the path, separated by " -"[code]\":\"[/code]. For example, [code]\"character/skeleton:ankle\"[/code] " -"or [code]\"character/mesh:transform/local\"[/code].\n" +"[code]\":\"[/code]. For example, [code]\"character/skeleton:ankle\"[/code] or " +"[code]\"character/mesh:transform/local\"[/code].\n" "If the track has type [constant Animation.TYPE_POSITION_3D], [constant " "Animation.TYPE_ROTATION_3D] or [constant Animation.TYPE_SCALE_3D] the " "transformation will be canceled visually, and the animation will appear to " @@ -9017,13 +9141,13 @@ msgid "" "get_root_motion_rotation], [method get_root_motion_scale] and " "[RootMotionView]." msgstr "" -"用于根部运动的动画轨道的路径。路径必须是指向节点的场景树有效路径,必须从将实" -"现动画的节点的父节点开始指定。要指定控件属性或骨骼的轨道,请在路径后附加其名" -"称,用 [code]\":\"[/code] 隔开。例如,[code]\"character/skeleton:ankle\"[/" -"code] 或 [code]\"character/mesh:transform/local\"[/code]。\n" +"用于根部运动的动画轨道的路径。路径必须是指向节点的场景树有效路径,必须从将实现" +"动画的节点的父节点开始指定。要指定控件属性或骨骼的轨道,请在路径后附加其名称," +"用 [code]\":\"[/code] 隔开。例如,[code]\"character/skeleton:ankle\"[/code] " +"或 [code]\"character/mesh:transform/local\"[/code]。\n" "如果轨道的类型是 [constant Animation.TYPE_POSITION_3D]、[constant Animation." -"TYPE_ROTATION_3D]、或者 [constant Animation.TYPE_SCALE_3D],那么将取消视觉上" -"的变换,其动画看起来将是留在原地。参阅 [method get_root_motion_position]、" +"TYPE_ROTATION_3D]、或者 [constant Animation.TYPE_SCALE_3D],那么将取消视觉上的" +"变换,其动画看起来将是留在原地。参阅 [method get_root_motion_position]、" "[method get_root_motion_rotation]、[method get_root_motion_scale]、和 " "[RootMotionView]。" @@ -9053,6 +9177,19 @@ msgstr "" "[b]注意:[/b]如果动画需要循环或者是被中止的,则不会发出该信号。另外请意识到可" "能存在同步和过渡所导致的不可见的播放。" +msgid "" +"The animations will progress during physics frames (see [constant Node." +"NOTIFICATION_INTERNAL_PHYSICS_PROCESS])." +msgstr "" +"动画将在物理帧期间推进(见 [constant Node." +"NOTIFICATION_INTERNAL_PHYSICS_PROCESS])。" + +msgid "" +"The animations will progress during process frames (see [constant Node." +"NOTIFICATION_INTERNAL_PROCESS])." +msgstr "" +"动画将在处理帧期间推进(见 [constant Node.NOTIFICATION_INTERNAL_PROCESS])。" + msgid "The animations will only progress manually (see [method advance])." msgstr "只能手动行进动画(见 [method advance])。" @@ -9063,18 +9200,17 @@ msgstr "2D 空间的一个区块,用于检测其他 [CollisionObject2D] 进入 msgid "" "[Area2D] is a region of 2D space defined by one or multiple " -"[CollisionShape2D] or [CollisionPolygon2D] child nodes. It detects when " -"other [CollisionObject2D]s enter or exit it, and it also keeps track of " -"which collision objects haven't exited it yet (i.e. which one are " -"overlapping it).\n" +"[CollisionShape2D] or [CollisionPolygon2D] child nodes. It detects when other " +"[CollisionObject2D]s enter or exit it, and it also keeps track of which " +"collision objects haven't exited it yet (i.e. which one are overlapping it).\n" "This node can also locally alter or override physics parameters (gravity, " "damping) and route audio to custom audio buses." msgstr "" "[Area2D] 是 2D 空间中的一个区域,由一个或多个 [CollisionShape2D] 或 " -"[CollisionPolygon2D] 子节点定义,能够检测到其他 [CollisionObject2D] 进入或退" -"出该区域,同时也会记录哪些碰撞对象尚未退出(即哪些对象与其存在重叠)。\n" -"这个节点也可以在局部修改或覆盖物理参数(重力、阻尼),将音频引导至自定义音频" -"总线。" +"[CollisionPolygon2D] 子节点定义,能够检测到其他 [CollisionObject2D] 进入或退出" +"该区域,同时也会记录哪些碰撞对象尚未退出(即哪些对象与其存在重叠)。\n" +"这个节点也可以在局部修改或覆盖物理参数(重力、阻尼),将音频引导至自定义音频总" +"线。" msgid "Using Area2D" msgstr "使用 Area2D" @@ -9094,25 +9230,25 @@ msgid "" "are moved. Consider using signals instead." msgstr "" "返回相交的 [Area2D] 的列表。重叠区域的 [member CollisionObject2D." -"collision_layer] 必须是这个区域 [member CollisionObject2D.collision_mask] 的" -"一部分,这样才能被检测到。\n" -"出于性能的考虑(所有碰撞都是一起处理的),这个列表会在物理步骤中进行一次修" -"改,而不是在物体被移动后立即修改。可考虑改用信号。" +"collision_layer] 必须是这个区域 [member CollisionObject2D.collision_mask] 的一" +"部分,这样才能被检测到。\n" +"出于性能的考虑(所有碰撞都是一起处理的),这个列表会在物理步骤中进行一次修改," +"而不是在物体被移动后立即修改。可考虑改用信号。" msgid "" "Returns a list of intersecting [PhysicsBody2D]s and [TileMap]s. The " -"overlapping body's [member CollisionObject2D.collision_layer] must be part " -"of this area's [member CollisionObject2D.collision_mask] in order to be " +"overlapping body's [member CollisionObject2D.collision_layer] must be part of " +"this area's [member CollisionObject2D.collision_mask] in order to be " "detected.\n" "For performance reasons (collisions are all processed at the same time) this " "list is modified once during the physics step, not immediately after objects " "are moved. Consider using signals instead." msgstr "" -"返回相交的 [PhysicsBody2D] 和 [TileMap]。重叠物体的 [member " -"CollisionObject2D.collision_layer] 必须是该区域 [member CollisionObject2D." -"collision_mask] 的一部分,才能被检测到。\n" -"出于性能原因(所有碰撞都是一起处理的),这个列表只会在每次物理迭代时发生一次" -"更改,不会在对象移动后立即更改。请考虑使用信号。" +"返回相交的 [PhysicsBody2D] 和 [TileMap]。重叠物体的 [member CollisionObject2D." +"collision_layer] 必须是该区域 [member CollisionObject2D.collision_mask] 的一部" +"分,才能被检测到。\n" +"出于性能原因(所有碰撞都是一起处理的),这个列表只会在每次物理迭代时发生一次更" +"改,不会在对象移动后立即更改。请考虑使用信号。" msgid "" "Returns [code]true[/code] if intersecting any [Area2D]s, otherwise returns " @@ -9126,24 +9262,24 @@ msgstr "" "如果与其他 [Area2D] 相交,则返回 [code]true[/code],否则返回 [code]false[/" "code]。重叠区域的 [member CollisionObject2D.collision_layer] 必须是该区域 " "[member CollisionObject2D.collision_mask] 的一部分,才能被检测到。\n" -"出于性能原因(所有碰撞都是一起处理的),重叠区域的列表只会在每次物理迭代时发" -"生一次更改,不会在对象移动后立即更改。请考虑使用信号。" +"出于性能原因(所有碰撞都是一起处理的),重叠区域的列表只会在每次物理迭代时发生" +"一次更改,不会在对象移动后立即更改。请考虑使用信号。" msgid "" -"Returns [code]true[/code] if intersecting any [PhysicsBody2D]s or " -"[TileMap]s, otherwise returns [code]false[/code]. The overlapping body's " -"[member CollisionObject2D.collision_layer] must be part of this area's " -"[member CollisionObject2D.collision_mask] in order to be detected.\n" +"Returns [code]true[/code] if intersecting any [PhysicsBody2D]s or [TileMap]s, " +"otherwise returns [code]false[/code]. The overlapping body's [member " +"CollisionObject2D.collision_layer] must be part of this area's [member " +"CollisionObject2D.collision_mask] in order to be detected.\n" "For performance reasons (collisions are all processed at the same time) the " "list of overlapping bodies is modified once during the physics step, not " "immediately after objects are moved. Consider using signals instead." msgstr "" -"如果与其他 [PhysicsBody2D] 或 [TileMap] 相交,则返回 [code]true[/code],否则" -"返回 [code]false[/code]。重叠物体的 [member CollisionObject2D." -"collision_layer] 必须是该区域 [member CollisionObject2D.collision_mask] 的一" -"部分,才能被检测到。\n" -"出于性能原因(所有碰撞都是一起处理的),重叠物体的列表只会在每次物理迭代时发" -"生一次更改,不会在对象移动后立即更改。请考虑使用信号。" +"如果与其他 [PhysicsBody2D] 或 [TileMap] 相交,则返回 [code]true[/code],否则返" +"回 [code]false[/code]。重叠物体的 [member CollisionObject2D.collision_layer] " +"必须是该区域 [member CollisionObject2D.collision_mask] 的一部分,才能被检测" +"到。\n" +"出于性能原因(所有碰撞都是一起处理的),重叠物体的列表只会在每次物理迭代时发生" +"一次更改,不会在对象移动后立即更改。请考虑使用信号。" msgid "" "Returns [code]true[/code] if the given [Area2D] intersects or overlaps this " @@ -9152,8 +9288,8 @@ msgid "" "For performance, the list of overlaps is updated once per frame and before " "the physics step. Consider using signals instead." msgstr "" -"如果给定的 [Area2D] 与此 [Area2D] 相交或重叠,则返回 [code]true[/code],否则" -"返回 [code]false[/code]。\n" +"如果给定的 [Area2D] 与此 [Area2D] 相交或重叠,则返回 [code]true[/code],否则返" +"回 [code]false[/code]。\n" "[b]注意:[/b]测试结果不反映对象移动后的即时状态。出于性能原因,重叠列表每帧只" "会在物理迭代前更新一次。请考虑使用信号。" @@ -9177,8 +9313,8 @@ msgstr "" msgid "" "The rate at which objects stop spinning in this area. Represents the angular " "velocity lost per second.\n" -"See [member ProjectSettings.physics/2d/default_angular_damp] for more " -"details about damping." +"See [member ProjectSettings.physics/2d/default_angular_damp] for more details " +"about damping." msgstr "" "物体在此区域停止旋转的速度。代表每秒损失的角速度。\n" "关于阻尼的更多细节见 [member ProjectSettings.physics/2d/" @@ -9202,8 +9338,8 @@ msgid "" "multiplies the gravity direction. This is useful to alter the force of " "gravity without altering its direction." msgstr "" -"该区域的重力强度(以像素每平方秒为单位)。这个值是重力向量的倍数。这对于改变" -"重力大小而不改变其方向很有用。" +"该区域的重力强度(以像素每平方秒为单位)。这个值是重力向量的倍数。这对于改变重" +"力大小而不改变其方向很有用。" msgid "The area's gravity vector (not normalized)." msgstr "该区域的重力向量(未归一化)。" @@ -9216,8 +9352,8 @@ msgstr "" "置)计算重力。参阅 [member gravity_space_override]。" msgid "" -"If gravity is a point (see [member gravity_point]), this will be the point " -"of attraction." +"If gravity is a point (see [member gravity_point]), this will be the point of " +"attraction." msgstr "如果重力是一个点(参见 [member gravity_point]),这将是吸引力点。" msgid "" @@ -9228,22 +9364,21 @@ msgid "" "example, at 200 pixels from the center the gravity will be 1.0 px/s² (twice " "the distance, 1/4th the gravity), at 50 pixels it will be 16.0 px/s² (half " "the distance, 4x the gravity), and so on.\n" -"The above is true only when the unit distance is a positive number. When " -"this is set to 0.0, the gravity will be constant regardless of distance." +"The above is true only when the unit distance is a positive number. When this " +"is set to 0.0, the gravity will be constant regardless of distance." msgstr "" -"重力强度等于 [member gravity] 的距离。例如,在一个半径为 100 像素、表面重力" -"为 4.0 px/s² 的行星上,将 [member gravity] 设置为 4.0,将单位距离设置为 " -"100.0。重力将根据平方反比定律衰减,因此在该示例中,距离中心 200 像素处的重力" -"将为 1.0 px/s²(距离的两倍,重力的 1/4),距离 50 像素处为 16.0 px/s²(距离的" -"一半,重力的 4 倍),依此类推。\n" +"重力强度等于 [member gravity] 的距离。例如,在一个半径为 100 像素、表面重力为 " +"4.0 px/s² 的行星上,将 [member gravity] 设置为 4.0,将单位距离设置为 100.0。重" +"力将根据平方反比定律衰减,因此在该示例中,距离中心 200 像素处的重力将为 1.0 " +"px/s²(距离的两倍,重力的 1/4),距离 50 像素处为 16.0 px/s²(距离的一半,重力" +"的 4 倍),依此类推。\n" "仅当单位距离为正数时,上述情况才成立。当该属性被设置为 0.0 时,无论距离如何," "重力都将保持不变。" msgid "" "Override mode for gravity calculations within this area. See [enum " "SpaceOverride] for possible values." -msgstr "" -"该区域内重力计算的覆盖模式。有关可能的值,请参阅 [enum SpaceOverride]。" +msgstr "该区域内重力计算的覆盖模式。有关可能的值,请参阅 [enum SpaceOverride]。" msgid "" "The rate at which objects stop moving in this area. Represents the linear " @@ -9252,8 +9387,7 @@ msgid "" "about damping." msgstr "" "物体在此区域停止运动的速度。代表每秒损失的线速度。\n" -"关于阻尼的更多细节见 [member ProjectSettings.physics/2d/" -"default_linear_damp]。" +"关于阻尼的更多细节见 [member ProjectSettings.physics/2d/default_linear_damp]。" msgid "" "Override mode for linear damping calculations within this area. See [enum " @@ -9266,8 +9400,14 @@ msgstr "如果为 [code]true[/code],其他监测区域可以检测到这个区 msgid "" "If [code]true[/code], the area detects bodies or areas entering and exiting " "it." +msgstr "为 [code]true[/code] 时,该区域能够检测到进入和退出该区域的实体或区域。" + +msgid "" +"The area's priority. Higher priority areas are processed first. The " +"[World2D]'s physics is always processed last, after all areas." msgstr "" -"为 [code]true[/code] 时,该区域能够检测到进入和退出该区域的实体或区域。" +"该区域的优先级。将优先处理优先级较高的区域。[World2D] 的物理始终在所有区域之后" +"处理。" msgid "" "Emitted when the received [param area] enters this area. Requires [member " @@ -9286,12 +9426,12 @@ msgstr "" msgid "" "Emitted when a [Shape2D] of the received [param area] enters a shape of this " "area. Requires [member monitoring] to be set to [code]true[/code].\n" -"[param local_shape_index] and [param area_shape_index] contain indices of " -"the interacting shapes from this area and the other area, respectively. " -"[param area_rid] contains the [RID] of the other area. These values can be " -"used with the [PhysicsServer2D].\n" -"[b]Example of getting the[/b] [CollisionShape2D] [b]node from the shape " -"index:[/b]\n" +"[param local_shape_index] and [param area_shape_index] contain indices of the " +"interacting shapes from this area and the other area, respectively. [param " +"area_rid] contains the [RID] of the other area. These values can be used with " +"the [PhysicsServer2D].\n" +"[b]Example of getting the[/b] [CollisionShape2D] [b]node from the shape index:" +"[/b]\n" "[codeblocks]\n" "[gdscript]\n" "var other_shape_owner = area.shape_find_owner(area_shape_index)\n" @@ -9304,9 +9444,9 @@ msgid "" msgstr "" "当收到的 [param area] 的 [Shape2D] 进入这个区域的形状时发出。要求 [member " "monitoring] 被设置为 [code]true[/code] 。\n" -"[param local_shape_index] 和 [param area_shape_index] 分别包含来自这个区域和" -"另一个区域的交互形状的索引。[param area_rid] 包含另一个区域的 [RID]。这些值可" -"以与 [PhysicsServer2D] 一起使用。\n" +"[param local_shape_index] 和 [param area_shape_index] 分别包含来自这个区域和另" +"一个区域的交互形状的索引。[param area_rid] 包含另一个区域的 [RID]。这些值可以" +"与 [PhysicsServer2D] 一起使用。\n" "[b]从形状索引中获取[/b] [CollisionShape2D][b]节点的例子:[/b]\n" "[codeblocks]\n" "[gdscript]\n" @@ -9334,30 +9474,30 @@ msgid "" "[code]true[/code]." msgstr "" "当接收到的 [param body] 进入这个区域时发出的。[param body] 可以是一个 " -"[PhysicsBody2D] 或一个 [TileMap]。如果 [TileMap] 的 [TileSet] 配置了碰撞形" -"状,就会被检测到。需要将 [member monitoring] 设置为 [code]true[/code] 。" +"[PhysicsBody2D] 或一个 [TileMap]。如果 [TileMap] 的 [TileSet] 配置了碰撞形状," +"就会被检测到。需要将 [member monitoring] 设置为 [code]true[/code] 。" msgid "" -"Emitted when the received [param body] exits this area. [param body] can be " -"a [PhysicsBody2D] or a [TileMap]. [TileMap]s are detected if their [TileSet] " +"Emitted when the received [param body] exits this area. [param body] can be a " +"[PhysicsBody2D] or a [TileMap]. [TileMap]s are detected if their [TileSet] " "has collision shapes configured. Requires [member monitoring] to be set to " "[code]true[/code]." msgstr "" "当接收到的 [param body] 离开这个区域时发出的。[param body] 可以是一个 " -"[PhysicsBody2D] 或一个 [TileMap]。如果 [TileMap] 的 [TileSet] 配置了碰撞形" -"状,就会被检测到。要求 [member monitoring] 被设置为 [code]true[/code] 。" +"[PhysicsBody2D] 或一个 [TileMap]。如果 [TileMap] 的 [TileSet] 配置了碰撞形状," +"就会被检测到。要求 [member monitoring] 被设置为 [code]true[/code] 。" msgid "" "Emitted when a [Shape2D] of the received [param body] enters a shape of this " "area. [param body] can be a [PhysicsBody2D] or a [TileMap]. [TileMap]s are " -"detected if their [TileSet] has collision shapes configured. Requires " -"[member monitoring] to be set to [code]true[/code].\n" -"[param local_shape_index] and [param body_shape_index] contain indices of " -"the interacting shapes from this area and the interacting body, " -"respectively. [param body_rid] contains the [RID] of the body. These values " -"can be used with the [PhysicsServer2D].\n" -"[b]Example of getting the[/b] [CollisionShape2D] [b]node from the shape " -"index:[/b]\n" +"detected if their [TileSet] has collision shapes configured. Requires [member " +"monitoring] to be set to [code]true[/code].\n" +"[param local_shape_index] and [param body_shape_index] contain indices of the " +"interacting shapes from this area and the interacting body, respectively. " +"[param body_rid] contains the [RID] of the body. These values can be used " +"with the [PhysicsServer2D].\n" +"[b]Example of getting the[/b] [CollisionShape2D] [b]node from the shape index:" +"[/b]\n" "[codeblocks]\n" "[gdscript]\n" "var body_shape_owner = body.shape_find_owner(body_shape_index)\n" @@ -9368,12 +9508,11 @@ msgid "" "[/gdscript]\n" "[/codeblocks]" msgstr "" -"当收到的 [param body] 的 [Shape2D] 进入这个区域的形状时发出。[param body] 可" -"以是一个 [PhysicsBody2D] 或一个 [TileMap]。如果 [TileMap] 的 [TileSet] 配置了" -"碰撞形状,则会被检测到。要求 [member monitoring] 被设置为 [code]true[/" -"code] 。\n" -"[param local_shape_index] 和 [param body_shape_index] 分别包含来自这个区域和" -"交互体的交互形状的指数。[param body_rid] 包含体的 [RID]。这些值可以与 " +"当收到的 [param body] 的 [Shape2D] 进入这个区域的形状时发出。[param body] 可以" +"是一个 [PhysicsBody2D] 或一个 [TileMap]。如果 [TileMap] 的 [TileSet] 配置了碰" +"撞形状,则会被检测到。要求 [member monitoring] 被设置为 [code]true[/code] 。\n" +"[param local_shape_index] 和 [param body_shape_index] 分别包含来自这个区域和交" +"互体的交互形状的指数。[param body_rid] 包含体的 [RID]。这些值可以与 " "[PhysicsServer2D] 一起使用。\n" "[b]从形状索引中获取[/b] [CollisionShape2D] [b]节点的例子。[/b]\n" "[codeblocks]\n" @@ -9389,14 +9528,13 @@ msgstr "" msgid "" "Emitted when a [Shape2D] of the received [param body] exits a shape of this " "area. [param body] can be a [PhysicsBody2D] or a [TileMap]. [TileMap]s are " -"detected if their [TileSet] has collision shapes configured. Requires " -"[member monitoring] to be set to [code]true[/code].\n" +"detected if their [TileSet] has collision shapes configured. Requires [member " +"monitoring] to be set to [code]true[/code].\n" "See also [signal body_shape_entered]." msgstr "" -"当收到的 [param body] 的 [Shape2D] 退出这个区域的形状时发出。[param body] 可" -"以是一个 [PhysicsBody2D] 或一个 [TileMap]。如果 [TileMap] 的 [TileSet] 配置了" -"碰撞形状,则会被检测到。要求 [member monitoring] 被设置为 [code]true[/" -"code] 。\n" +"当收到的 [param body] 的 [Shape2D] 退出这个区域的形状时发出。[param body] 可以" +"是一个 [PhysicsBody2D] 或一个 [TileMap]。如果 [TileMap] 的 [TileSet] 配置了碰" +"撞形状,则会被检测到。要求 [member monitoring] 被设置为 [code]true[/code] 。\n" "另请参阅 [signal body_shape_entered]。" msgid "This area does not affect gravity/damping." @@ -9413,20 +9551,20 @@ msgid "" "This area adds its gravity/damping values to whatever has been calculated so " "far (in [member priority] order), ignoring any lower priority areas." msgstr "" -"该区域将其重力/阻尼值添加到到目前为止已计算的任何内容(按 [member priority] " -"顺序),而忽略任何较低优先级的区域。" +"该区域将其重力/阻尼值添加到到目前为止已计算的任何内容(按 [member priority] 顺" +"序),而忽略任何较低优先级的区域。" msgid "" -"This area replaces any gravity/damping, even the defaults, ignoring any " -"lower priority areas." +"This area replaces any gravity/damping, even the defaults, ignoring any lower " +"priority areas." msgstr "该区域将替换所有重力/阻尼,甚至是默认值,而忽略任何较低优先级的区域。" msgid "" "This area replaces any gravity/damping calculated so far (in [member " "priority] order), but keeps calculating the rest of the areas." msgstr "" -"这个区域取代了到目前为止计算出的任何重力/阻尼(按 [member priority] 顺序)," -"但继续计算其余的区域。" +"这个区域取代了到目前为止计算出的任何重力/阻尼(按 [member priority] 顺序),但" +"继续计算其余的区域。" msgid "" "A region of 3D space that detects other [CollisionObject3D]s entering or " @@ -9435,10 +9573,9 @@ msgstr "3D 空间的一个区块,用于检测其他 [CollisionObject3D] 进入 msgid "" "[Area3D] is a region of 3D space defined by one or multiple " -"[CollisionShape3D] or [CollisionPolygon3D] child nodes. It detects when " -"other [CollisionObject3D]s enter or exit it, and it also keeps track of " -"which collision objects haven't exited it yet (i.e. which one are " -"overlapping it).\n" +"[CollisionShape3D] or [CollisionPolygon3D] child nodes. It detects when other " +"[CollisionObject3D]s enter or exit it, and it also keeps track of which " +"collision objects haven't exited it yet (i.e. which one are overlapping it).\n" "This node can also locally alter or override physics parameters (gravity, " "damping) and route audio to custom audio buses.\n" "[b]Warning:[/b] Using a [ConcavePolygonShape3D] inside a [CollisionShape3D] " @@ -9450,10 +9587,10 @@ msgid "" "cases it may be replaceable by a [CollisionPolygon3D]." msgstr "" "[Area3D] 是 3D 空间中的一个区域,由一个或多个 [CollisionShape3D] 或 " -"[CollisionPolygon3D] 子节点定义,能够检测到其他 [CollisionObject3D] 进入或退" -"出该区域,同时也会记录哪些碰撞对象尚未退出(即哪些对象与其存在重叠)。\n" -"这个节点也可以在局部修改或覆盖物理参数(重力、阻尼),将音频引导至自定义音频" -"总线。\n" +"[CollisionPolygon3D] 子节点定义,能够检测到其他 [CollisionObject3D] 进入或退出" +"该区域,同时也会记录哪些碰撞对象尚未退出(即哪些对象与其存在重叠)。\n" +"这个节点也可以在局部修改或覆盖物理参数(重力、阻尼),将音频引导至自定义音频总" +"线。\n" "[b]警告:[/b]在这个节点的 [CollisionShape3D] 子节点中使用 " "[ConcavePolygonShape3D](创建方法是在选中 [MeshInstance3D] 节点后,在出现的 " "[i]Mesh[/i] 菜单中选择[i]创建三角网格碰撞同级[/i]选项)可能得到意外的结果,因" @@ -9473,25 +9610,25 @@ msgid "" "are moved. Consider using signals instead." msgstr "" "返回相交的 [Area3D] 的列表。重叠区域的 [member CollisionObject3D." -"collision_layer] 必须是该区域的 [member CollisionObject3D.collision_mask] 的" -"一部分才能被检测到。\n" -"出于性能原因(同时处理所有碰撞),此列表在物理步骤期间修改一次,而不是在实体" -"被移动后立即修改。可考虑改用信号。" +"collision_layer] 必须是该区域的 [member CollisionObject3D.collision_mask] 的一" +"部分才能被检测到。\n" +"出于性能原因(同时处理所有碰撞),此列表在物理步骤期间修改一次,而不是在实体被" +"移动后立即修改。可考虑改用信号。" msgid "" "Returns a list of intersecting [PhysicsBody3D]s and [GridMap]s. The " -"overlapping body's [member CollisionObject3D.collision_layer] must be part " -"of this area's [member CollisionObject3D.collision_mask] in order to be " +"overlapping body's [member CollisionObject3D.collision_layer] must be part of " +"this area's [member CollisionObject3D.collision_mask] in order to be " "detected.\n" "For performance reasons (collisions are all processed at the same time) this " "list is modified once during the physics step, not immediately after objects " "are moved. Consider using signals instead." msgstr "" -"返回相交的 [PhysicsBody3D] 和 [GridMap]。重叠物体的 [member " -"CollisionObject3D.collision_layer] 必须是该区域 [member CollisionObject3D." -"collision_mask] 的一部分,才能被检测到。\n" -"出于性能原因(所有碰撞都是一起处理的),这个列表只会在每次物理迭代时发生一次" -"更改,不会在对象移动后立即更改。请考虑使用信号。" +"返回相交的 [PhysicsBody3D] 和 [GridMap]。重叠物体的 [member CollisionObject3D." +"collision_layer] 必须是该区域 [member CollisionObject3D.collision_mask] 的一部" +"分,才能被检测到。\n" +"出于性能原因(所有碰撞都是一起处理的),这个列表只会在每次物理迭代时发生一次更" +"改,不会在对象移动后立即更改。请考虑使用信号。" msgid "" "Returns [code]true[/code] if intersecting any [Area3D]s, otherwise returns " @@ -9505,24 +9642,24 @@ msgstr "" "如果与其他 [Area3D] 相交,则返回 [code]true[/code],否则返回 [code]false[/" "code]。重叠区域的 [member CollisionObject3D.collision_layer] 必须是该区域 " "[member CollisionObject3D.collision_mask] 的一部分,才能被检测到。\n" -"出于性能原因(所有碰撞都是一起处理的),重叠区域的列表只会在每次物理迭代时发" -"生一次更改,不会在对象移动后立即更改。请考虑使用信号。" +"出于性能原因(所有碰撞都是一起处理的),重叠区域的列表只会在每次物理迭代时发生" +"一次更改,不会在对象移动后立即更改。请考虑使用信号。" msgid "" -"Returns [code]true[/code] if intersecting any [PhysicsBody3D]s or " -"[GridMap]s, otherwise returns [code]false[/code]. The overlapping body's " -"[member CollisionObject3D.collision_layer] must be part of this area's " -"[member CollisionObject3D.collision_mask] in order to be detected.\n" +"Returns [code]true[/code] if intersecting any [PhysicsBody3D]s or [GridMap]s, " +"otherwise returns [code]false[/code]. The overlapping body's [member " +"CollisionObject3D.collision_layer] must be part of this area's [member " +"CollisionObject3D.collision_mask] in order to be detected.\n" "For performance reasons (collisions are all processed at the same time) the " "list of overlapping bodies is modified once during the physics step, not " "immediately after objects are moved. Consider using signals instead." msgstr "" -"如果与其他 [PhysicsBody3D] 或 [GridMap] 相交,则返回 [code]true[/code],否则" -"返回 [code]false[/code]。重叠物体的 [member CollisionObject3D." -"collision_layer] 必须是该区域 [member CollisionObject3D.collision_mask] 的一" -"部分,才能被检测到。\n" -"出于性能原因(所有碰撞都是一起处理的),重叠物体的列表只会在每次物理迭代时发" -"生一次更改,不会在对象移动后立即更改。请考虑使用信号。" +"如果与其他 [PhysicsBody3D] 或 [GridMap] 相交,则返回 [code]true[/code],否则返" +"回 [code]false[/code]。重叠物体的 [member CollisionObject3D.collision_layer] " +"必须是该区域 [member CollisionObject3D.collision_mask] 的一部分,才能被检测" +"到。\n" +"出于性能原因(所有碰撞都是一起处理的),重叠物体的列表只会在每次物理迭代时发生" +"一次更改,不会在对象移动后立即更改。请考虑使用信号。" msgid "" "Returns [code]true[/code] if the given [Area3D] intersects or overlaps this " @@ -9531,8 +9668,8 @@ msgid "" "For performance, list of overlaps is updated once per frame and before the " "physics step. Consider using signals instead." msgstr "" -"如果给定的 [Area3D] 与此 [Area3D] 相交或重叠,则返回 [code]true[/code],否则" -"返回 [code]false[/code]。\n" +"如果给定的 [Area3D] 与此 [Area3D] 相交或重叠,则返回 [code]true[/code],否则返" +"回 [code]false[/code]。\n" "[b]注意:[/b]测试结果不反映对象移动后的即时状态。出于性能原因,重叠列表每帧只" "会在物理迭代前更新一次。请考虑使用信号。" @@ -9543,8 +9680,8 @@ msgid "" "For performance, list of overlaps is updated once per frame and before the " "physics step. Consider using signals instead.\n" "The [param body] argument can either be a [PhysicsBody3D] or a [GridMap] " -"instance. While GridMaps are not physics body themselves, they register " -"their tiles with collision shapes as a virtual physics body." +"instance. While GridMaps are not physics body themselves, they register their " +"tiles with collision shapes as a virtual physics body." msgstr "" "如果给定的物理物体与此 [Area3D] 相交或重叠,则返回 [code]true[/code],否则返" "回 [code]false[/code]。\n" @@ -9556,8 +9693,8 @@ msgstr "" msgid "" "The rate at which objects stop spinning in this area. Represents the angular " "velocity lost per second.\n" -"See [member ProjectSettings.physics/3d/default_angular_damp] for more " -"details about damping." +"See [member ProjectSettings.physics/3d/default_angular_damp] for more details " +"about damping." msgstr "" "物体在此区域停止旋转的速度。代表每秒损失的角速度.\n" "关于阻尼的更多细节,见 [member ProjectSettings.physics/3d/" @@ -9568,19 +9705,19 @@ msgid "" "multiplies the gravity direction. This is useful to alter the force of " "gravity without altering its direction." msgstr "" -"该区域的重力强度(以米每平方秒为单位)。这个值是重力向量的倍数。这对于改变重" -"力大小而不改变其方向很有用。" +"该区域的重力强度(以米每平方秒为单位)。这个值是重力向量的倍数。这对于改变重力" +"大小而不改变其方向很有用。" msgid "" "The distance at which the gravity strength is equal to [member gravity]. For " -"example, on a planet 100 meters in radius with a surface gravity of 4.0 m/" -"s², set the [member gravity] to 4.0 and the unit distance to 100.0. The " -"gravity will have falloff according to the inverse square law, so in the " -"example, at 200 meters from the center the gravity will be 1.0 m/s² (twice " -"the distance, 1/4th the gravity), at 50 meters it will be 16.0 m/s² (half " -"the distance, 4x the gravity), and so on.\n" -"The above is true only when the unit distance is a positive number. When " -"this is set to 0.0, the gravity will be constant regardless of distance." +"example, on a planet 100 meters in radius with a surface gravity of 4.0 m/s², " +"set the [member gravity] to 4.0 and the unit distance to 100.0. The gravity " +"will have falloff according to the inverse square law, so in the example, at " +"200 meters from the center the gravity will be 1.0 m/s² (twice the distance, " +"1/4th the gravity), at 50 meters it will be 16.0 m/s² (half the distance, 4x " +"the gravity), and so on.\n" +"The above is true only when the unit distance is a positive number. When this " +"is set to 0.0, the gravity will be constant regardless of distance." msgstr "" "重力强度等于 [member gravity] 的距离。例如,在一个半径为 100 米、表面重力为 " "4.0 m/s² 的行星上,将 [member gravity] 设置为 4.0,将单位距离设置为 100.0。重" @@ -9600,6 +9737,13 @@ msgstr "" "关于阻尼的更多细节,见[member ProjectSettings.physics/3d/" "default_linear_damp]。" +msgid "" +"The area's priority. Higher priority areas are processed first. The " +"[World3D]'s physics is always processed last, after all areas." +msgstr "" +"该区域的优先级。将优先处理优先级较高的区域。[World3D] 的物理始终在所有区域之后" +"处理。" + msgid "" "The degree to which this area applies reverb to its associated audio. Ranges " "from [code]0[/code] to [code]1[/code] with [code]0.1[/code] precision." @@ -9640,12 +9784,12 @@ msgstr "" msgid "" "Emitted when a [Shape3D] of the received [param area] enters a shape of this " "area. Requires [member monitoring] to be set to [code]true[/code].\n" -"[param local_shape_index] and [param area_shape_index] contain indices of " -"the interacting shapes from this area and the other area, respectively. " -"[param area_rid] contains the [RID] of the other area. These values can be " -"used with the [PhysicsServer3D].\n" -"[b]Example of getting the[/b] [CollisionShape3D] [b]node from the shape " -"index:[/b]\n" +"[param local_shape_index] and [param area_shape_index] contain indices of the " +"interacting shapes from this area and the other area, respectively. [param " +"area_rid] contains the [RID] of the other area. These values can be used with " +"the [PhysicsServer3D].\n" +"[b]Example of getting the[/b] [CollisionShape3D] [b]node from the shape index:" +"[/b]\n" "[codeblocks]\n" "[gdscript]\n" "var other_shape_owner = area.shape_find_owner(area_shape_index)\n" @@ -9658,9 +9802,9 @@ msgid "" msgstr "" "当收到的 [param area] 的 [Shape3D] 进入这个区域的形状时发出。要求 [member " "monitoring] 被设置为 [code]true[/code] 。\n" -"[param local_shape_index] 和 [param area_shape_index] 分别包含来自这个区域和" -"另一个区域的交互形状的索引。[param area_rid] 包含另一个区域的 [RID]。这些值可" -"以与 [PhysicsServer3D] 一起使用。\n" +"[param local_shape_index] 和 [param area_shape_index] 分别包含来自这个区域和另" +"一个区域的交互形状的索引。[param area_rid] 包含另一个区域的 [RID]。这些值可以" +"与 [PhysicsServer3D] 一起使用。\n" "[b]从形状索引中获取[/b] [CollisionShape3D] [b]节点的例子。[/b]\n" "[codeblocks]\n" "[gdscript]\n" @@ -9688,30 +9832,30 @@ msgid "" "to be set to [code]true[/code]." msgstr "" "当接收到的 [param body] 进入这个区域时触发。[param body] 可以是一个 " -"[PhysicsBody3D] 或一个 [GridMap]。如果 [GridMap] 的 [MeshLibrary] 配置了碰撞" -"形状,就会被检测到。需要将 [member monitoring] 设置为 [code]true[/code] 。" +"[PhysicsBody3D] 或一个 [GridMap]。如果 [GridMap] 的 [MeshLibrary] 配置了碰撞形" +"状,就会被检测到。需要将 [member monitoring] 设置为 [code]true[/code] 。" msgid "" -"Emitted when the received [param body] exits this area. [param body] can be " -"a [PhysicsBody3D] or a [GridMap]. [GridMap]s are detected if their " +"Emitted when the received [param body] exits this area. [param body] can be a " +"[PhysicsBody3D] or a [GridMap]. [GridMap]s are detected if their " "[MeshLibrary] has collision shapes configured. Requires [member monitoring] " "to be set to [code]true[/code]." msgstr "" "当接收到的 [param body] 离开这个区域时发出的。[param body] 可以是一个 " -"[PhysicsBody3D] 或一个 [GridMap]。如果 [GridMap] 的 [MeshLibrary] 配置了碰撞" -"形状,就会被检测到。要求 [member monitoring] 被设置为 [code]true[/code] 。" +"[PhysicsBody3D] 或一个 [GridMap]。如果 [GridMap] 的 [MeshLibrary] 配置了碰撞形" +"状,就会被检测到。要求 [member monitoring] 被设置为 [code]true[/code] 。" msgid "" "Emitted when a [Shape3D] of the received [param body] enters a shape of this " "area. [param body] can be a [PhysicsBody3D] or a [GridMap]. [GridMap]s are " "detected if their [MeshLibrary] has collision shapes configured. Requires " "[member monitoring] to be set to [code]true[/code].\n" -"[param local_shape_index] and [param body_shape_index] contain indices of " -"the interacting shapes from this area and the interacting body, " -"respectively. [param body_rid] contains the [RID] of the body. These values " -"can be used with the [PhysicsServer3D].\n" -"[b]Example of getting the[/b] [CollisionShape3D] [b]node from the shape " -"index:[/b]\n" +"[param local_shape_index] and [param body_shape_index] contain indices of the " +"interacting shapes from this area and the interacting body, respectively. " +"[param body_rid] contains the [RID] of the body. These values can be used " +"with the [PhysicsServer3D].\n" +"[b]Example of getting the[/b] [CollisionShape3D] [b]node from the shape index:" +"[/b]\n" "[codeblocks]\n" "[gdscript]\n" "var body_shape_owner = body.shape_find_owner(body_shape_index)\n" @@ -9724,11 +9868,11 @@ msgid "" msgstr "" "当接收到的物体 [param body] 中的某个 [Shape3D] 进入此区域中的某个形状时发出。" "[param body] 可以是 [PhysicsBody3D] 或 [GridMap]。[GridMap] 的 [MeshLibrary] " -"配置有碰撞形状时才能够被检测到。要求将 [member monitoring] 设置为 " -"[code]true[/code]。\n" -"[param local_shape_index] 和 [param body_shape_index] 分别对应此区域中以及交" -"互物体中正在进行交互的形状的索引。[param body_rid] 包含该物体的 [RID]。这些值" -"可以在 [PhysicsServer3D] 中使用。\n" +"配置有碰撞形状时才能够被检测到。要求将 [member monitoring] 设置为 [code]true[/" +"code]。\n" +"[param local_shape_index] 和 [param body_shape_index] 分别对应此区域中以及交互" +"物体中正在进行交互的形状的索引。[param body_rid] 包含该物体的 [RID]。这些值可" +"以在 [PhysicsServer3D] 中使用。\n" "[b]根据形状索引获取[/b] [CollisionShape3D] [b]节点的示例:[/b]\n" "[codeblocks]\n" "[gdscript]\n" @@ -9749,8 +9893,8 @@ msgid "" msgstr "" "当接收到的物体 [param body] 中的某个 [Shape3D] 离开此区域中的某个形状时发出。" "[param body] 可以是 [PhysicsBody3D] 或 [GridMap]。[GridMap] 的 [MeshLibrary] " -"配置有碰撞形状时才能够被检测到。要求将 [member monitoring] 设置为 " -"[code]true[/code]。\n" +"配置有碰撞形状时才能够被检测到。要求将 [member monitoring] 设置为 [code]true[/" +"code]。\n" "另见 [signal body_shape_entered]。" msgid "A built-in data structure that holds a sequence of elements." @@ -9795,15 +9939,15 @@ msgid "" "GD.Print(array1 + array2); // Prints [One, 2, 3, Four]\n" "[/csharp]\n" "[/codeblocks]\n" -"[b]Note:[/b] Arrays are always passed by reference. To get a copy of an " -"array that can be modified independently of the original array, use [method " +"[b]Note:[/b] Arrays are always passed by reference. To get a copy of an array " +"that can be modified independently of the original array, use [method " "duplicate].\n" "[b]Note:[/b] Erasing elements while iterating over arrays is [b]not[/b] " "supported and will result in unpredictable behavior." msgstr "" "通用数组,可以包含任意类型的多个元素,可以通过从 0 开始的数字索引进行访问。负" -"数索引可以用来从后面数起,就像在 Python 中一样(-1 是最后一个元素、-2 是倒数" -"第二,以此类推)。\n" +"数索引可以用来从后面数起,就像在 Python 中一样(-1 是最后一个元素、-2 是倒数第" +"二,以此类推)。\n" "[b]示例:[/b]\n" "[codeblocks]\n" "[gdscript]\n" @@ -9933,8 +10077,8 @@ msgstr "" " return number > 5\n" "[/codeblock]\n" "另请参见 [method any]、[method filter]、[method map] 和 [method reduce]。\n" -"[b]注意:[/b]与依赖 [method filter] 返回的数组大小不同,此方法会尽可能早地返" -"回以提高性能(尤其是对于大型数组)。\n" +"[b]注意:[/b]与依赖 [method filter] 返回的数组大小不同,此方法会尽可能早地返回" +"以提高性能(尤其是对于大型数组)。\n" "[b]注意:[/b]对于空数组,此方法 [url=https://en.wikipedia.org/wiki/" "Vacuous_truth]总是[/url] 返回 [code]true[/code]。" @@ -9947,12 +10091,12 @@ msgid "" "element) and return a boolean value.\n" "[codeblock]\n" "func _ready():\n" -" print([6, 10, 6].any(greater_than_5)) # Prints True (3 elements " -"evaluate to `true`).\n" -" print([4, 10, 4].any(greater_than_5)) # Prints True (1 elements " -"evaluate to `true`).\n" -" print([4, 4, 4].any(greater_than_5)) # Prints False (0 elements " -"evaluate to `true`).\n" +" print([6, 10, 6].any(greater_than_5)) # Prints True (3 elements evaluate " +"to `true`).\n" +" print([4, 10, 4].any(greater_than_5)) # Prints True (1 elements evaluate " +"to `true`).\n" +" print([4, 4, 4].any(greater_than_5)) # Prints False (0 elements evaluate " +"to `true`).\n" " print([].any(greater_than_5)) # Prints False (0 elements evaluate to " "`true`).\n" "\n" @@ -9970,9 +10114,8 @@ msgid "" "code]." msgstr "" "对数组中的每个元素调用提供的 [Callable],如果 [Callable] 为数组中的[i] 一个或" -"多个[/i]元素返回 [code]true[/code],则返回 [code]true[/code]。如果 " -"[Callable] 为数组中的所有元素返回 [code]false[/code],则此方法返回 " -"[code]false[/code]。\n" +"多个[/i]元素返回 [code]true[/code],则返回 [code]true[/code]。如果 [Callable] " +"为数组中的所有元素返回 [code]false[/code],则此方法返回 [code]false[/code]。\n" "可调用体的方法应接受一个 [Variant] 参数(当前数组元素)并返回一个布尔值。\n" "[codeblock]\n" "func _ready():\n" @@ -9991,8 +10134,8 @@ msgstr "" " return number > 5\n" "[/codeblock]\n" "另请参阅 [method all]、[method filter]、[method map] 和 [method reduce]。\n" -"[b]注意:[/b]与依赖 [method filter] 返回的数组大小不同,此方法会尽可能早地返" -"回以提高性能(尤其是对于大型数组)。\n" +"[b]注意:[/b]与依赖 [method filter] 返回的数组大小不同,此方法会尽可能早地返回" +"以提高性能(尤其是对于大型数组)。\n" "[b]注意:[/b]对于一个空数组,这个方法总是返回 [code]false[/code]。" msgid "" @@ -10038,34 +10181,34 @@ msgstr "" msgid "" "Finds the index of an existing value (or the insertion index that maintains " "sorting order, if the value is not yet present in the array) using binary " -"search. Optionally, a [param before] specifier can be passed. If " -"[code]false[/code], the returned index comes after all existing entries of " -"the value in the array.\n" +"search. Optionally, a [param before] specifier can be passed. If [code]false[/" +"code], the returned index comes after all existing entries of the value in " +"the array.\n" "[b]Note:[/b] Calling [method bsearch] on an unsorted array results in " "unexpected behavior." msgstr "" -"使用二进法查找已有值的索引(如果该值尚未存在于数组中,则为保持排序顺序的插入" -"索引)。传递 [param before] 说明符是可选的。如果该参数为 [code]false[/code]," -"则返回的索引位于数组中该值的所有已有的条目之后。\n" +"使用二进法查找已有值的索引(如果该值尚未存在于数组中,则为保持排序顺序的插入索" +"引)。传递 [param before] 说明符是可选的。如果该参数为 [code]false[/code],则" +"返回的索引位于数组中该值的所有已有的条目之后。\n" "[b]注意:[/b]在未排序的数组上调用 [method bsearch] 会产生预料之外的行为。" msgid "" "Finds the index of an existing value (or the insertion index that maintains " "sorting order, if the value is not yet present in the array) using binary " -"search and a custom comparison method. Optionally, a [param before] " -"specifier can be passed. If [code]false[/code], the returned index comes " -"after all existing entries of the value in the array. The custom method " -"receives two arguments (an element from the array and the value searched " -"for) and must return [code]true[/code] if the first argument is less than " -"the second, and return [code]false[/code] otherwise.\n" +"search and a custom comparison method. Optionally, a [param before] specifier " +"can be passed. If [code]false[/code], the returned index comes after all " +"existing entries of the value in the array. The custom method receives two " +"arguments (an element from the array and the value searched for) and must " +"return [code]true[/code] if the first argument is less than the second, and " +"return [code]false[/code] otherwise.\n" "[b]Note:[/b] Calling [method bsearch_custom] on an unsorted array results in " "unexpected behavior." msgstr "" -"使用二分法和自定义比较方法查找已有值的索引(如果该值尚未存在于数组中,则为保" -"持排序顺序的插入索引)。传递 [param before] 说明符是可选的。如果该参数为 " -"[code]false[/code],则返回的索引位于数组中该值的所有已有条目之后。自定义方法" -"接收两个参数(数组中的一个元素和搜索到的值),如果第一个参数小于第二个参数," -"则必须返回 [code]true[/code],否则返回 [code]false[/code] .\n" +"使用二分法和自定义比较方法查找已有值的索引(如果该值尚未存在于数组中,则为保持" +"排序顺序的插入索引)。传递 [param before] 说明符是可选的。如果该参数为 " +"[code]false[/code],则返回的索引位于数组中该值的所有已有条目之后。自定义方法接" +"收两个参数(数组中的一个元素和搜索到的值),如果第一个参数小于第二个参数,则必" +"须返回 [code]true[/code],否则返回 [code]false[/code] .\n" "[b]注意:[/b]在未排序的数组上调用 [method bsearch_custom] 会产生预料之外的行" "为。" @@ -10089,23 +10232,23 @@ msgid "" msgstr "" "返回该数组的副本。\n" "[param deep] 为 [code]true[/code] 时会执行深拷贝:所有嵌套数组和字典都将被复" -"制,且不会与原始数组共享。为 [code]false[/code] 时则进行浅拷贝,并保留对原始" -"嵌套数组和字典的引用,因此修改副本中的子数组或字典,也会影响源数组中引用的子" -"数组或字典。请注意,无论 [param deep] 如何设置,任何 [Object] 派生的元素都是" -"浅拷贝的。" +"制,且不会与原始数组共享。为 [code]false[/code] 时则进行浅拷贝,并保留对原始嵌" +"套数组和字典的引用,因此修改副本中的子数组或字典,也会影响源数组中引用的子数组" +"或字典。请注意,无论 [param deep] 如何设置,任何 [Object] 派生的元素都是浅拷贝" +"的。" msgid "" -"Removes the first occurrence of a value from the array. If the value does " -"not exist in the array, nothing happens. To remove an element by index, use " +"Removes the first occurrence of a value from the array. If the value does not " +"exist in the array, nothing happens. To remove an element by index, use " "[method remove_at] instead.\n" "[b]Note:[/b] This method acts in-place and doesn't return a value.\n" "[b]Note:[/b] On large arrays, this method will be slower if the removed " -"element is close to the beginning of the array (index 0). This is because " -"all elements placed after the removed element have to be reindexed.\n" +"element is close to the beginning of the array (index 0). This is because all " +"elements placed after the removed element have to be reindexed.\n" "[b]Note:[/b] Do not erase entries while iterating over the array." msgstr "" -"从数组中移除第一个匹配的值。如果数组中不存在该值,则什么也不会发生。要通过索" -"引移除元素,请改用 [method remove_at]。\n" +"从数组中移除第一个匹配的值。如果数组中不存在该值,则什么也不会发生。要通过索引" +"移除元素,请改用 [method remove_at]。\n" "[b]注意:[/b]这个方法是就地操作的,不返回值。\n" "[b]注意:[/b]在大型数组上,如果移除的元素靠近数组的开头(索引 0),则此方法会" "较慢。这是因为所有放置在移除元素之后的元素都必须重新索引。\n" @@ -10188,17 +10331,17 @@ msgstr "" msgid "" "Returns the first element of the array. Prints an error and returns " "[code]null[/code] if the array is empty.\n" -"[b]Note:[/b] Calling this function is not the same as writing [code]array[0]" -"[/code]. If the array is empty, accessing by index will pause project " -"execution when running from the editor." +"[b]Note:[/b] Calling this function is not the same as writing [code]array[0][/" +"code]. If the array is empty, accessing by index will pause project execution " +"when running from the editor." msgstr "" "返回数组的第一个元素。如果数组为空,则打印错误并返回 [code]null[/code]。\n" -"[b]注意:[/b]调用这个函数和写 [code]array[0][/code] 是不一样的,如果数组为" -"空,从编辑器运行时按索引访问将暂停项目执行。" +"[b]注意:[/b]调用这个函数和写 [code]array[0][/code] 是不一样的,如果数组为空," +"从编辑器运行时按索引访问将暂停项目执行。" msgid "" -"Returns the [enum Variant.Type] constant for a typed array. If the [Array] " -"is not typed, returns [constant TYPE_NIL]." +"Returns the [enum Variant.Type] constant for a typed array. If the [Array] is " +"not typed, returns [constant TYPE_NIL]." msgstr "" "返回类型化数组的 [enum Variant.Type] 常量。如果该 [Array] 不是类型化的,则返" "回 [constant TYPE_NIL]。" @@ -10284,21 +10427,21 @@ msgid "" "contents.\n" "[b]Note:[/b] [Array]s with equal content will always produce identical hash " "values. However, the reverse is not true. Returning identical hash values " -"does [i]not[/i] imply the arrays are equal, because different arrays can " -"have identical hash values due to hash collisions." +"does [i]not[/i] imply the arrays are equal, because different arrays can have " +"identical hash values due to hash collisions." msgstr "" "返回代表该数组及其内容的 32 位整数哈希值。\n" -"[b]注意:[/b]内容相同的 [Array] 会得到一致的哈希值。然而,反之不然。返回一致" -"的哈希值[i]并不[/i]意味着数组相等,因为不同的数组可能因为哈希碰撞而得到一致的" -"哈希值。" +"[b]注意:[/b]内容相同的 [Array] 会得到一致的哈希值。然而,反之不然。返回一致的" +"哈希值[i]并不[/i]意味着数组相等,因为不同的数组可能因为哈希碰撞而得到一致的哈" +"希值。" msgid "" "Inserts a new element at a given position in the array. The position must be " "valid, or at the end of the array ([code]pos == size()[/code]).\n" "[b]Note:[/b] This method acts in-place and doesn't return a value.\n" "[b]Note:[/b] On large arrays, this method will be slower if the inserted " -"element is close to the beginning of the array (index 0). This is because " -"all elements placed after the newly inserted element have to be reindexed." +"element is close to the beginning of the array (index 0). This is because all " +"elements placed after the newly inserted element have to be reindexed." msgstr "" "在给定的数组位置插入一个新值。位置必须合法,或者是在数组末尾([code]pos == " "size()[/code])。\n" @@ -10314,8 +10457,8 @@ msgid "" "make_read_only]. Arrays are automatically read-only if declared with " "[code]const[/code] keyword." msgstr "" -"如果该数组只读,则返回 [code]true[/code]。见 [method make_read_only]。如果数" -"组是用 [code]const[/code] 关键字声明的,则自动只读。" +"如果该数组只读,则返回 [code]true[/code]。见 [method make_read_only]。如果数组" +"是用 [code]const[/code] 关键字声明的,则自动只读。" msgid "" "Returns [code]true[/code] if the array is typed the same as [param array]." @@ -10326,20 +10469,19 @@ msgid "" "elements of their associated type and provide type safety for the [code][][/" "code] operator. Methods of typed array still return [Variant]." msgstr "" -"如果该数组是类型化的,则返回 [code]true[/code]。类型化数组只能存储与其关联类" -"型的元素,能够为其 [code][][/code] 运算符提供类型安全支持。类型化数组的方法仍" -"然返回 [Variant]。" +"如果该数组是类型化的,则返回 [code]true[/code]。类型化数组只能存储与其关联类型" +"的元素,能够为其 [code][][/code] 运算符提供类型安全支持。类型化数组的方法仍然" +"返回 [Variant]。" msgid "" "Makes the array read-only, i.e. disabled modifying of the array's elements. " "Does not apply to nested content, e.g. content of nested arrays." msgstr "" -"使该数组只读,即禁止修改该数组的元素。不适用于嵌套的内容,例如嵌套数组的内" -"容。" +"使该数组只读,即禁止修改该数组的元素。不适用于嵌套的内容,例如嵌套数组的内容。" msgid "" -"Calls the provided [Callable] for each element in the array and returns a " -"new array filled with values returned by the method.\n" +"Calls the provided [Callable] for each element in the array and returns a new " +"array filled with values returned by the method.\n" "The callable's method should take one [Variant] parameter (the current array " "element) and can return any [Variant].\n" "[codeblock]\n" @@ -10353,8 +10495,8 @@ msgid "" "[/codeblock]\n" "See also [method filter], [method reduce], [method any] and [method all]." msgstr "" -"为数组中的每个元素调用提供的 [Callable] 并返回一个新数组,其中填充了该调用方" -"法返回的值。\n" +"为数组中的每个元素调用提供的 [Callable] 并返回一个新数组,其中填充了该调用方法" +"返回的值。\n" "可调用的方法应该采用一个 [Variant] 参数(当前数组元素)并且可以返回任意 " "[Variant]。\n" "[codeblock]\n" @@ -10373,8 +10515,8 @@ msgid "" "comparable types. If the elements can't be compared, [code]null[/code] is " "returned.\n" "To find the maximum value using a custom comparator, you can use [method " -"reduce]. In this example every array element is checked and the first " -"maximum value is returned:\n" +"reduce]. In this example every array element is checked and the first maximum " +"value is returned:\n" "[codeblock]\n" "func _ready():\n" " var arr = [Vector2(0, 1), Vector2(2, 0), Vector2(1, 1), Vector2(1, 0), " @@ -10387,10 +10529,10 @@ msgid "" " return a.length() > b.length()\n" "[/codeblock]" msgstr "" -"如果数组中包含的所有元素都是可比较的类型,则返回其中的最大值。如果无法比较," -"则返回 [code]null[/code]。\n" -"要使用自定义比较器来查找最大值,可以使用 [method reduce]。这个例子中会比较数" -"组中的每个元素,并返回第一个最大值:\n" +"如果数组中包含的所有元素都是可比较的类型,则返回其中的最大值。如果无法比较,则" +"返回 [code]null[/code]。\n" +"要使用自定义比较器来查找最大值,可以使用 [method reduce]。这个例子中会比较数组" +"中的每个元素,并返回第一个最大值:\n" "[codeblock]\n" "func _ready():\n" " var arr = [Vector2(0, 1), Vector2(2, 0), Vector2(1, 1), Vector2(1, 0), " @@ -10409,8 +10551,8 @@ msgid "" "returned.\n" "See also [method max] for an example of using a custom comparator." msgstr "" -"如果数组中包含的所有元素都是可比较的类型,则返回其中的最小值。如果无法比较," -"则返回 [code]null[/code]。\n" +"如果数组中包含的所有元素都是可比较的类型,则返回其中的最小值。如果无法比较,则" +"返回 [code]null[/code]。\n" "使用自定义比较器的示例见 [method max]。" msgid "" @@ -10442,35 +10584,35 @@ msgid "" "Removes and returns the element of the array at index [param position]. If " "negative, [param position] is considered relative to the end of the array. " "Leaves the array untouched and returns [code]null[/code] if the array is " -"empty or if it's accessed out of bounds. An error message is printed when " -"the array is accessed out of bounds, but not when the array is empty.\n" +"empty or if it's accessed out of bounds. An error message is printed when the " +"array is accessed out of bounds, but not when the array is empty.\n" "[b]Note:[/b] On large arrays, this method can be slower than [method " "pop_back] as it will reindex the array's elements that are located after the " "removed element. The larger the array and the lower the index of the removed " "element, the slower [method pop_at] will be." msgstr "" -"移除并返回数组中位于 [param position] 索引处的元素。如果 [param position] 为" -"负数,则认为是相对于该数组末尾的值。如果该数组为空,则返回 [code]null[/" -"code],不会改动数组。数组访问越界时会输出错误消息,但如果数组为空时不会。\n" -"[b]注意:[/b]在较大的数组上,这个方法会比 [method pop_back] 慢,因为会对移除" -"元素后的数组元素重新进行索引。数组越大,或者移除元素的索引越小,[method " -"pop_at] 就越慢。" +"移除并返回数组中位于 [param position] 索引处的元素。如果 [param position] 为负" +"数,则认为是相对于该数组末尾的值。如果该数组为空,则返回 [code]null[/code],不" +"会改动数组。数组访问越界时会输出错误消息,但如果数组为空时不会。\n" +"[b]注意:[/b]在较大的数组上,这个方法会比 [method pop_back] 慢,因为会对移除元" +"素后的数组元素重新进行索引。数组越大,或者移除元素的索引越小,[method pop_at] " +"就越慢。" msgid "" "Removes and returns the last element of the array. Returns [code]null[/code] " "if the array is empty, without printing an error message. See also [method " "pop_front]." msgstr "" -"移除并返回数组中的末尾元素。如果数组为空,则返回 [code]null[/code],而不打印" -"错误消息。另见[method pop_front]。" +"移除并返回数组中的末尾元素。如果数组为空,则返回 [code]null[/code],而不打印错" +"误消息。另见[method pop_front]。" msgid "" -"Removes and returns the first element of the array. Returns [code]null[/" -"code] if the array is empty, without printing an error message. See also " -"[method pop_back].\n" +"Removes and returns the first element of the array. Returns [code]null[/code] " +"if the array is empty, without printing an error message. See also [method " +"pop_back].\n" "[b]Note:[/b] On large arrays, this method is much slower than [method " -"pop_back] as it will reindex all the array's elements every time it's " -"called. The larger the array, the slower [method pop_front] will be." +"pop_back] as it will reindex all the array's elements every time it's called. " +"The larger the array, the slower [method pop_front] will be." msgstr "" "移除并返回数组的第一个元素。如果数组是空的,将不会输出任何错误信息并返回 " "[code]null[/code]。另请参阅 [method pop_back]。\n" @@ -10495,15 +10637,15 @@ msgstr "" msgid "" "Calls the provided [Callable] for each element in array and accumulates the " "result in [param accum].\n" -"The callable's method takes two arguments: the current value of [param " -"accum] and the current array element. If [param accum] is [code]null[/code] " -"(default value), the iteration will start from the second element, with the " -"first one used as initial value of [param accum].\n" +"The callable's method takes two arguments: the current value of [param accum] " +"and the current array element. If [param accum] is [code]null[/code] (default " +"value), the iteration will start from the second element, with the first one " +"used as initial value of [param accum].\n" "[codeblock]\n" "func _ready():\n" " print([1, 2, 3].reduce(sum, 10)) # Prints 16.\n" -" print([1, 2, 3].reduce(func(accum, number): return accum + number, 10)) " -"# Same as above, but using lambda function.\n" +" print([1, 2, 3].reduce(func(accum, number): return accum + number, 10)) # " +"Same as above, but using lambda function.\n" "\n" "func sum(accum, number):\n" " return accum + number\n" @@ -10517,8 +10659,8 @@ msgstr "" "[codeblock]\n" "func _ready():\n" " print([1, 2, 3].reduce(sum, 10)) # 输出 16.\n" -" print([1, 2, 3].reduce(func(accum, number): return accum + number, 10)) " -"# 同上,但使用 lambda 函数。\n" +" print([1, 2, 3].reduce(func(accum, number): return accum + number, 10)) # " +"同上,但使用 lambda 函数。\n" "\n" "func sum(accum, number):\n" " return accum + number\n" @@ -10531,40 +10673,40 @@ msgid "" "use [method erase] instead.\n" "[b]Note:[/b] This method acts in-place and doesn't return a value.\n" "[b]Note:[/b] On large arrays, this method will be slower if the removed " -"element is close to the beginning of the array (index 0). This is because " -"all elements placed after the removed element have to be reindexed.\n" +"element is close to the beginning of the array (index 0). This is because all " +"elements placed after the removed element have to be reindexed.\n" "[b]Note:[/b] [param position] cannot be negative. To remove an element " "relative to the end of the array, use [code]arr.remove_at(arr.size() - (i + " "1))[/code]. To remove the last element from the array without returning the " "value, use [code]arr.resize(arr.size() - 1)[/code]." msgstr "" -"按索引从数组中移除一个元素。如果索引在数组中不存在,则什么也不会发生。要通过" -"搜索一个元素的值来移除它,请使用 [method erase] 来代替。\n" +"按索引从数组中移除一个元素。如果索引在数组中不存在,则什么也不会发生。要通过搜" +"索一个元素的值来移除它,请使用 [method erase] 来代替。\n" "[b]注意:[/b]这个方法是就地操作,不返回值。\n" "[b]注意:[/b]在大数组中,如果被删除的元素靠近数组的开头(索引 0),这个方法会" "比较慢。这是因为所有放置在被移除元素之后的元素都要被重新索引。\n" "[b]注意:[/b][param position] 不能为负。要移除数组末尾的元素,请使用 " -"[code]arr.remove_at(arr.size() - (i + 1))[/code]。要移除数组末尾的元素并不返" -"回值,请使用 [code]arr.resize(arr.size() - 1)[/code]。" +"[code]arr.remove_at(arr.size() - (i + 1))[/code]。要移除数组末尾的元素并不返回" +"值,请使用 [code]arr.resize(arr.size() - 1)[/code]。" msgid "" "Resizes the array to contain a different number of elements. If the array " "size is smaller, elements are cleared, if bigger, new elements are " "[code]null[/code]." msgstr "" -"调整数组的大小,让包含的元素数量发生变化。如果数组变小则清除多余元素,变大则" -"新元素为 [code]null[/code]。" +"调整数组的大小,让包含的元素数量发生变化。如果数组变小则清除多余元素,变大则新" +"元素为 [code]null[/code]。" msgid "Reverses the order of the elements in the array." msgstr "将数组中的元素逆序排列。" msgid "" "Searches the array in reverse order. Optionally, a start search index can be " -"passed. If negative, the start index is considered relative to the end of " -"the array." +"passed. If negative, the start index is considered relative to the end of the " +"array." msgstr "" -"逆序搜索数组。还可以传递起始搜索位置索引。如果为负,则起始索引被视为相对于数" -"组的结尾。" +"逆序搜索数组。还可以传递起始搜索位置索引。如果为负,则起始索引被视为相对于数组" +"的结尾。" msgid "" "Shuffles the array such that the items will have a random order. This method " @@ -10572,9 +10714,9 @@ msgid "" "@GlobalScope.randi]. Call [method @GlobalScope.randomize] to ensure that a " "new seed will be used each time if you want non-reproducible shuffling." msgstr "" -"将数组打乱,元素随机排列。该方法使用全局随机数生成器,与 [method " -"@GlobalScope.randi] 等方法一致。如果你想每次都使用新的种子,让打乱无法重现," -"则可以调用 [method @GlobalScope.randomize]。" +"将数组打乱,元素随机排列。该方法使用全局随机数生成器,与 [method @GlobalScope." +"randi] 等方法一致。如果你想每次都使用新的种子,让打乱无法重现,则可以调用 " +"[method @GlobalScope.randomize]。" msgid "Returns the number of elements in the array." msgstr "返回数组中元素的个数。" @@ -10586,9 +10728,9 @@ msgid "" "array size, so the default value for [param end] makes it slice to the size " "of the array by default (i.e. [code]arr.slice(1)[/code] is a shorthand for " "[code]arr.slice(1, arr.size())[/code]).\n" -"If either [param begin] or [param end] are negative, they will be relative " -"to the end of the array (i.e. [code]arr.slice(0, -2)[/code] is a shorthand " -"for [code]arr.slice(0, arr.size() - 2)[/code]).\n" +"If either [param begin] or [param end] are negative, they will be relative to " +"the end of the array (i.e. [code]arr.slice(0, -2)[/code] is a shorthand for " +"[code]arr.slice(0, arr.size() - 2)[/code]).\n" "If specified, [param step] is the relative index between source elements. It " "can be negative, then [param begin] must be higher than [param end]. For " "example, [code][0, 1, 2, 3, 4, 5].slice(5, 1, -2)[/code] returns [code][5, 3]" @@ -10598,9 +10740,9 @@ msgid "" msgstr "" "返回该 [Array] 的切片,是从 [param begin](含)到 [param end](不含)的全新 " "[Array]。\n" -"[param begin] 和 [param end] 的绝对值会按数组大小进行限制,所以 [param end] " -"的默认值会切到数组大小为止(即 [code]arr.slice(1)[/code] 是 [code]arr." -"slice(1, arr.size())[/code] 的简写)。\n" +"[param begin] 和 [param end] 的绝对值会按数组大小进行限制,所以 [param end] 的" +"默认值会切到数组大小为止(即 [code]arr.slice(1)[/code] 是 [code]arr.slice(1, " +"arr.size())[/code] 的简写)。\n" "如果 [param begin] 或 [param end] 为负,则表示相对于数组的末尾(即 [code]arr." "slice(0, -2)[/code] 是 [code]arr.slice(0, arr.size() - 2)[/code] 的简写)。\n" "如果指定了 [param step],则会用作原始元素的索引间距。这个参数可以为负,此时 " @@ -10614,8 +10756,8 @@ msgid "" "wiki/Sorting_algorithm#Stability]stable[/url]. This means that values " "considered equal may have their order changed when using [method sort].\n" "[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural " -"order). This may lead to unexpected behavior when sorting an array of " -"strings ending with a sequence of numbers. Consider the following example:\n" +"order). This may lead to unexpected behavior when sorting an array of strings " +"ending with a sequence of numbers. Consider the following example:\n" "[codeblocks]\n" "[gdscript]\n" "var strings = [\"string1\", \"string2\", \"string10\", \"string11\"]\n" @@ -10698,10 +10840,10 @@ msgid "" "[/csharp]\n" "[/codeblocks]" msgstr "" -"使用自定义的方法对数组进行排序。自定义方法接受两个参数(数组中的一对元素)," -"并且必须返回 [code]true[/code] 或者 [code]false[/code]。对于两个元素 " -"[code]a[/code] 和 [code]b[/code],如果给定的方法返回 [code]true[/code],数组" -"中的元素 [code]b[/code] 将排在元素 [code]a[/code] 之后。\n" +"使用自定义的方法对数组进行排序。自定义方法接受两个参数(数组中的一对元素),并" +"且必须返回 [code]true[/code] 或者 [code]false[/code]。对于两个元素 [code]a[/" +"code] 和 [code]b[/code],如果给定的方法返回 [code]true[/code],数组中的元素 " +"[code]b[/code] 将排在元素 [code]a[/code] 之后。\n" "[b]注意:[/b]排序所使用的算法并不[url=https://zh.wikipedia.org/wiki/" "%E6%8E%92%E5%BA%8F%E7%AE%97%E6%B3%95#%E7%A9%A9%E5%AE%9A%E6%80%A7]稳定[/url]。" "也就是说,使用 [method sort_custom] 时相等的值之间的顺序可能会改变。\n" @@ -10741,43 +10883,42 @@ msgid "" "added to the end of the [Array] specified in the left operand. For example, " "[code][1, 2] + [3, 4][/code] results in [code][1, 2, 3, 4][/code]." msgstr "" -"连接两个 [Array],右操作数 [param right] [Array] 加到左操作数指定的 [Array] " -"的末尾。例如,[code][1, 2] + [3, 4][/code] 的结果是 [code][1, 2, 3, 4][/" +"连接两个 [Array],右操作数 [param right] [Array] 加到左操作数指定的 [Array] 的" +"末尾。例如,[code][1, 2] + [3, 4][/code] 的结果是 [code][1, 2, 3, 4][/code]。" + +msgid "" +"Performs a comparison for each index between the left operand [Array] and the " +"[param right] [Array], considering the highest common index of both arrays " +"for this comparison: Returns [code]true[/code] on the first occurrence of an " +"element that is less, or [code]false[/code] if the element is greater. Note " +"that depending on the type of data stored, this function may be recursive. If " +"all elements are equal, it compares the length of both arrays and returns " +"[code]false[/code] if the left operand [Array] has fewer elements, otherwise " +"it returns [code]true[/code]." +msgstr "" +"对左操作数 [Array] 和右操作数 [param right] [Array] 之间的各个索引进行比较,考" +"虑两个数组的最高公共索引:遇到第一个不同的元素时,如果该元素较小则返回 " +"[code]true[/code],如果该元素较大则返回 [code]false[/code]。请注意,部分类型的" +"存储数据可能导致本函数的递归调用。如果所有元素都相等,则比较两个数组的长度,如" +"果左操作数 [Array] 元素较少则返回 [code]false[/code],否则返回 [code]true[/" "code]。" msgid "" -"Performs a comparison for each index between the left operand [Array] and " -"the [param right] [Array], considering the highest common index of both " -"arrays for this comparison: Returns [code]true[/code] on the first " -"occurrence of an element that is less, or [code]false[/code] if the element " -"is greater. Note that depending on the type of data stored, this function " -"may be recursive. If all elements are equal, it compares the length of both " -"arrays and returns [code]false[/code] if the left operand [Array] has fewer " -"elements, otherwise it returns [code]true[/code]." +"Performs a comparison for each index between the left operand [Array] and the " +"[param right] [Array], considering the highest common index of both arrays " +"for this comparison: Returns [code]true[/code] on the first occurrence of an " +"element that is less, or [code]false[/code] if the element is greater. Note " +"that depending on the type of data stored, this function may be recursive. If " +"all elements are equal, it compares the length of both arrays and returns " +"[code]true[/code] if the left operand [Array] has the same number of elements " +"or fewer, otherwise it returns [code]false[/code]." msgstr "" -"对左操作数 [Array] 和右操作数 [param right] [Array] 之间的各个索引进行比较," -"考虑两个数组的最高公共索引:遇到第一个不同的元素时,如果该元素较小则返回 " -"[code]true[/code],如果该元素较大则返回 [code]false[/code]。请注意,部分类型" -"的存储数据可能导致本函数的递归调用。如果所有元素都相等,则比较两个数组的长" -"度,如果左操作数 [Array] 元素较少则返回 [code]false[/code],否则返回 " -"[code]true[/code]。" - -msgid "" -"Performs a comparison for each index between the left operand [Array] and " -"the [param right] [Array], considering the highest common index of both " -"arrays for this comparison: Returns [code]true[/code] on the first " -"occurrence of an element that is less, or [code]false[/code] if the element " -"is greater. Note that depending on the type of data stored, this function " -"may be recursive. If all elements are equal, it compares the length of both " -"arrays and returns [code]true[/code] if the left operand [Array] has the " -"same number of elements or fewer, otherwise it returns [code]false[/code]." -msgstr "" -"对左操作数 [Array] 和右操作数 [param right] [Array] 之间的各个索引进行比较," -"考虑两个数组的最高公共索引:遇到第一个不同的元素时,如果该元素较小则返回 " -"[code]true[/code],如果该元素较大则返回 [code]false[/code]。请注意,部分类型" -"的存储数据可能导致本函数的递归调用。如果所有元素都相等,则比较两个数组的长" -"度,如果左操作数 [Array] 元素数量相等或较少则返回 [code]true[/code],否则返" -"回 [code]false[/code]。" +"对左操作数 [Array] 和右操作数 [param right] [Array] 之间的各个索引进行比较,考" +"虑两个数组的最高公共索引:遇到第一个不同的元素时,如果该元素较小则返回 " +"[code]true[/code],如果该元素较大则返回 [code]false[/code]。请注意,部分类型的" +"存储数据可能导致本函数的递归调用。如果所有元素都相等,则比较两个数组的长度,如" +"果左操作数 [Array] 元素数量相等或较少则返回 [code]true[/code],否则返回 " +"[code]false[/code]。" msgid "" "Compares the left operand [Array] against the [param right] [Array]. Returns " @@ -10788,47 +10929,45 @@ msgstr "" "等,则返回 [code]true[/code],否则返回 [code]false[/code]。" msgid "" -"Performs a comparison for each index between the left operand [Array] and " -"the [param right] [Array], considering the highest common index of both " -"arrays for this comparison: Returns [code]true[/code] on the first " -"occurrence of an element that is greater, or [code]false[/code] if the " -"element is less. Note that depending on the type of data stored, this " -"function may be recursive. If all elements are equal, it compares the length " -"of both arrays and returns [code]true[/code] if the [param right] [Array] " -"has more elements, otherwise it returns [code]false[/code]." +"Performs a comparison for each index between the left operand [Array] and the " +"[param right] [Array], considering the highest common index of both arrays " +"for this comparison: Returns [code]true[/code] on the first occurrence of an " +"element that is greater, or [code]false[/code] if the element is less. Note " +"that depending on the type of data stored, this function may be recursive. If " +"all elements are equal, it compares the length of both arrays and returns " +"[code]true[/code] if the [param right] [Array] has more elements, otherwise " +"it returns [code]false[/code]." msgstr "" -"对左操作数 [Array] 和右操作数 [param right] [Array] 之间的各个索引进行比较," -"考虑两个数组的最高公共索引:遇到第一个不同的元素时,如果该元素较大则返回 " -"[code]true[/code],如果该元素较小则返回 [code]false[/code]。请注意,部分类型" -"的存储数据可能导致本函数的递归调用。如果所有元素都相等,则比较两个数组的长" -"度,如果左操作数 [Array] 元素较多则返回 [code]true[/code],否则返回 " -"[code]false[/code]。" +"对左操作数 [Array] 和右操作数 [param right] [Array] 之间的各个索引进行比较,考" +"虑两个数组的最高公共索引:遇到第一个不同的元素时,如果该元素较大则返回 " +"[code]true[/code],如果该元素较小则返回 [code]false[/code]。请注意,部分类型的" +"存储数据可能导致本函数的递归调用。如果所有元素都相等,则比较两个数组的长度,如" +"果左操作数 [Array] 元素较多则返回 [code]true[/code],否则返回 [code]false[/" +"code]。" msgid "" -"Performs a comparison for each index between the left operand [Array] and " -"the [param right] [Array], considering the highest common index of both " -"arrays for this comparison: Returns [code]true[/code] on the first " -"occurrence of an element that is greater, or [code]false[/code] if the " -"element is less. Note that depending on the type of data stored, this " -"function may be recursive. If all elements are equal, it compares the length " -"of both arrays and returns [code]true[/code] if the [param right] [Array] " -"has more or the same number of elements, otherwise it returns [code]false[/" -"code]." +"Performs a comparison for each index between the left operand [Array] and the " +"[param right] [Array], considering the highest common index of both arrays " +"for this comparison: Returns [code]true[/code] on the first occurrence of an " +"element that is greater, or [code]false[/code] if the element is less. Note " +"that depending on the type of data stored, this function may be recursive. If " +"all elements are equal, it compares the length of both arrays and returns " +"[code]true[/code] if the [param right] [Array] has more or the same number of " +"elements, otherwise it returns [code]false[/code]." msgstr "" -"对左操作数 [Array] 和右操作数 [param right] [Array] 之间的各个索引进行比较," -"考虑两个数组的最高公共索引:遇到第一个不同的元素时,如果该元素较大则返回 " -"[code]true[/code],如果该元素较小则返回 [code]false[/code]。请注意,部分类型" -"的存储数据可能导致本函数的递归调用。如果所有元素都相等,则比较两个数组的长" -"度,如果左操作数 [Array] 元素数量相等或较多则返回 [code]true[/code],否则返" -"回 [code]false[/code]。" +"对左操作数 [Array] 和右操作数 [param right] [Array] 之间的各个索引进行比较,考" +"虑两个数组的最高公共索引:遇到第一个不同的元素时,如果该元素较大则返回 " +"[code]true[/code],如果该元素较小则返回 [code]false[/code]。请注意,部分类型的" +"存储数据可能导致本函数的递归调用。如果所有元素都相等,则比较两个数组的长度,如" +"果左操作数 [Array] 元素数量相等或较多则返回 [code]true[/code],否则返回 " +"[code]false[/code]。" msgid "" "Returns a reference to the element of type [Variant] at the specified " "location. Arrays start at index 0. [param index] can be a zero or positive " -"value to start from the beginning, or a negative value to start from the " -"end. Out-of-bounds array access causes a run-time error, which will result " -"in an error being printed and the project execution pausing if run from the " -"editor." +"value to start from the beginning, or a negative value to start from the end. " +"Out-of-bounds array access causes a run-time error, which will result in an " +"error being printed and the project execution pausing if run from the editor." msgstr "" "该函数返回指定位置的 [Variant] 类型元素的引用。数组从索引0开始。 [param " "index] 可以是一个从头开始的零或正值,也可以是一个从末尾开始的负值。访问越界的" @@ -10839,8 +10978,8 @@ msgid "" msgstr "[Mesh] 网格类型,提供了用于从数组构造表面的工具。" msgid "" -"The [ArrayMesh] is used to construct a [Mesh] by specifying the attributes " -"as arrays.\n" +"The [ArrayMesh] is used to construct a [Mesh] by specifying the attributes as " +"arrays.\n" "The most basic example is the creation of a single triangle:\n" "[codeblocks]\n" "[gdscript]\n" @@ -10884,8 +11023,8 @@ msgid "" "See also [ImmediateMesh], [MeshDataTool] and [SurfaceTool] for procedural " "geometry generation.\n" "[b]Note:[/b] Godot uses clockwise [url=https://learnopengl.com/Advanced-" -"OpenGL/Face-culling]winding order[/url] for front faces of triangle " -"primitive modes." +"OpenGL/Face-culling]winding order[/url] for front faces of triangle primitive " +"modes." msgstr "" "[ArrayMesh] 是用来构造 [Mesh] 的,其属性指定为数组。\n" "最基本的例子是创建单个三角形:\n" @@ -10939,70 +11078,69 @@ msgid "" "Adds name for a blend shape that will be added with [method " "add_surface_from_arrays]. Must be called before surface is added." msgstr "" -"为混合形状添加名称,该形状将用 [method add_surface_from_arrays] 添加。必须在" -"添加面之前调用。" +"为混合形状添加名称,该形状将用 [method add_surface_from_arrays] 添加。必须在添" +"加面之前调用。" msgid "" "Creates a new surface. [method Mesh.get_surface_count] will become the " "[code]surf_idx[/code] for this new surface.\n" "Surfaces are created to be rendered using a [param primitive], which may be " "any of the values defined in [enum Mesh.PrimitiveType].\n" -"The [param arrays] argument is an array of arrays. Each of the [constant " -"Mesh.ARRAY_MAX] elements contains an array with some of the mesh data for " -"this surface as described by the corresponding member of [enum Mesh." -"ArrayType] or [code]null[/code] if it is not used by the surface. For " -"example, [code]arrays[0][/code] is the array of vertices. That first vertex " -"sub-array is always required; the others are optional. Adding an index array " -"puts this surface into \"index mode\" where the vertex and other arrays " -"become the sources of data and the index array defines the vertex order. All " -"sub-arrays must have the same length as the vertex array (or be an exact " -"multiple of the vertex array's length, when multiple elements of a sub-array " -"correspond to a single vertex) or be empty, except for [constant Mesh." -"ARRAY_INDEX] if it is used.\n" +"The [param arrays] argument is an array of arrays. Each of the [constant Mesh." +"ARRAY_MAX] elements contains an array with some of the mesh data for this " +"surface as described by the corresponding member of [enum Mesh.ArrayType] or " +"[code]null[/code] if it is not used by the surface. For example, " +"[code]arrays[0][/code] is the array of vertices. That first vertex sub-array " +"is always required; the others are optional. Adding an index array puts this " +"surface into \"index mode\" where the vertex and other arrays become the " +"sources of data and the index array defines the vertex order. All sub-arrays " +"must have the same length as the vertex array (or be an exact multiple of the " +"vertex array's length, when multiple elements of a sub-array correspond to a " +"single vertex) or be empty, except for [constant Mesh.ARRAY_INDEX] if it is " +"used.\n" "The [param blend_shapes] argument is an array of vertex data for each blend " "shape. Each element is an array of the same structure as [param arrays], but " "[constant Mesh.ARRAY_VERTEX], [constant Mesh.ARRAY_NORMAL], and [constant " -"Mesh.ARRAY_TANGENT] are set if and only if they are set in [param arrays] " -"and all other entries are [code]null[/code].\n" +"Mesh.ARRAY_TANGENT] are set if and only if they are set in [param arrays] and " +"all other entries are [code]null[/code].\n" "The [param lods] argument is a dictionary with [float] keys and " "[PackedInt32Array] values. Each entry in the dictionary represents a LOD " "level of the surface, where the value is the [constant Mesh.ARRAY_INDEX] " "array to use for the LOD level and the key is roughly proportional to the " -"distance at which the LOD stats being used. I.e., increasing the key of a " -"LOD also increases the distance that the objects has to be from the camera " -"before the LOD is used.\n" +"distance at which the LOD stats being used. I.e., increasing the key of a LOD " +"also increases the distance that the objects has to be from the camera before " +"the LOD is used.\n" "The [param flags] argument is the bitwise or of, as required: One value of " "[enum Mesh.ArrayCustomFormat] left shifted by " "[code]ARRAY_FORMAT_CUSTOMn_SHIFT[/code] for each custom channel in use, " "[constant Mesh.ARRAY_FLAG_USE_DYNAMIC_UPDATE], [constant Mesh." "ARRAY_FLAG_USE_8_BONE_WEIGHTS], or [constant Mesh." "ARRAY_FLAG_USES_EMPTY_VERTEX_ARRAY].\n" -"[b]Note:[/b] When using indices, it is recommended to only use points, " -"lines, or triangles." +"[b]Note:[/b] When using indices, it is recommended to only use points, lines, " +"or triangles." msgstr "" "创建一个新的表面。[method Mesh.get_surface_count] 将成为这个新表面的 " "[code]surf_idx[/code]。\n" -"创建表面以使用 [param primitive] 进行渲染,它可以是 [enum Mesh." -"PrimitiveType] 中定义的任何值。\n" -"[param arrays] 参数是数组的数组。每个 [constant Mesh.ARRAY_MAX] 元素都包含一" -"个数组,其中包含此表面的一些网格数据,如 [enum Mesh.ArrayType] 的相应成员所描" -"述的一样;如果它未被使用,则为 [code]null[/code]。例如,[code]arrays[0][/" -"code] 是顶点数组。始终需要第一个顶点子数组;其他的是可选的。添加索引数组会将" -"此表面置于“索引模式”,其中顶点和其他数组成为数据源,索引数组定义顶点顺序。所" -"有子数组的长度必须与顶点数组的长度相同(或者是顶点数组长度的精确倍数,当子数" -"组的多个元素对应于单个顶点时);或者为空,如果使用了 [constant Mesh." -"ARRAY_INDEX ] 则除外。\n" -"[param blend_shapes] 参数是每个混合形状的顶点数据数组。 每个元素都是与 " -"[param arrays] 具有相同结构的数组,但是 [constant Mesh.ARRAY_VERTEX]、" -"[constant Mesh.ARRAY_NORMAL] 和 [constant Mesh.ARRAY_TANGENT] 这些条目,当且" -"仅当在 [param arrays] 被设置且所有其他条目都是 [code]null[/code] 时,会被设" -"置。\n" -"[param lods] 参数是一个带有 [float] 键和 [PackedInt32Array] 值的字典。字典中" -"的每个条目代表了表面的一个 LOD 级别,其中值是用于 LOD 级别的 [constant Mesh." +"创建表面以使用 [param primitive] 进行渲染,它可以是 [enum Mesh.PrimitiveType] " +"中定义的任何值。\n" +"[param arrays] 参数是数组的数组。每个 [constant Mesh.ARRAY_MAX] 元素都包含一个" +"数组,其中包含此表面的一些网格数据,如 [enum Mesh.ArrayType] 的相应成员所描述" +"的一样;如果它未被使用,则为 [code]null[/code]。例如,[code]arrays[0][/code] " +"是顶点数组。始终需要第一个顶点子数组;其他的是可选的。添加索引数组会将此表面置" +"于“索引模式”,其中顶点和其他数组成为数据源,索引数组定义顶点顺序。所有子数组的" +"长度必须与顶点数组的长度相同(或者是顶点数组长度的精确倍数,当子数组的多个元素" +"对应于单个顶点时);或者为空,如果使用了 [constant Mesh.ARRAY_INDEX ] 则除" +"外。\n" +"[param blend_shapes] 参数是每个混合形状的顶点数据数组。 每个元素都是与 [param " +"arrays] 具有相同结构的数组,但是 [constant Mesh.ARRAY_VERTEX]、[constant Mesh." +"ARRAY_NORMAL] 和 [constant Mesh.ARRAY_TANGENT] 这些条目,当且仅当在 [param " +"arrays] 被设置且所有其他条目都是 [code]null[/code] 时,会被设置。\n" +"[param lods] 参数是一个带有 [float] 键和 [PackedInt32Array] 值的字典。字典中的" +"每个条目代表了表面的一个 LOD 级别,其中值是用于 LOD 级别的 [constant Mesh." "ARRAY_INDEX] 数组,键大致与使用 LOD 统计信息的距离成正比。即,增加 LOD 的关键" "点也会增加在使用 LOD 之前对象必须与相机的距离。\n" -"[param flags] 参数是根据需要按位或的:[enum Mesh.ArrayCustomFormat] 的一个值" -"左移 [code]ARRAY_FORMAT_CUSTOMn_SHIFT[/code],用于每个正在使用的自定义通道," +"[param flags] 参数是根据需要按位或的:[enum Mesh.ArrayCustomFormat] 的一个值左" +"移 [code]ARRAY_FORMAT_CUSTOMn_SHIFT[/code],用于每个正在使用的自定义通道," "[constant Mesh.ARRAY_FLAG_USE_DYNAMIC_UPDATE]、[constant Mesh." "ARRAY_FLAG_USE_8_BONE_WEIGHTS]、或 [constant Mesh." "ARRAY_FLAG_USES_EMPTY_VERTEX_ARRAY]。\n" @@ -11081,11 +11219,10 @@ msgid "" "using a mesh that only contains vertex position data (without normals, UVs, " "colors, etc.)." msgstr "" -"用于渲染阴影并可用于深度预通道的可选网格。可用于通过使用仅包含顶点位置数据" -"(不含法线、UV、颜色等)的网格来提高阴影渲染的性能。" +"用于渲染阴影并可用于深度预通道的可选网格。可用于通过使用仅包含顶点位置数据(不" +"含法线、UV、颜色等)的网格来提高阴影渲染的性能。" -msgid "" -"3D polygon shape for use with occlusion culling in [OccluderInstance3D]." +msgid "3D polygon shape for use with occlusion culling in [OccluderInstance3D]." msgstr "用于与 [OccluderInstance3D] 中的遮挡剔除一起使用的 3D 多边形形状。" msgid "" @@ -11095,16 +11232,16 @@ msgid "" "See [OccluderInstance3D]'s documentation for instructions on setting up " "occlusion culling." msgstr "" -"[ArrayOccluder3D] 存储一个任意的 3D 多边形形状,可供引擎的遮挡剔除系统使用。" -"这类似于 [ArrayMesh],但适用于遮挡物。\n" +"[ArrayOccluder3D] 存储一个任意的 3D 多边形形状,可供引擎的遮挡剔除系统使用。这" +"类似于 [ArrayMesh],但适用于遮挡物。\n" "有关设置遮挡剔除的说明,请参阅 [OccluderInstance3D] 的文档。" msgid "" "Sets [member indices] and [member vertices], while updating the final " "occluder only once after both values are set." msgstr "" -"设置 [member indices] 和 [member vertices],同时会在两个值都被设置后仅更新一" -"次最终遮挡物。" +"设置 [member indices] 和 [member vertices],同时会在两个值都被设置后仅更新一次" +"最终遮挡物。" msgid "" "The occluder's index position. Indices determine which points from the " @@ -11115,8 +11252,8 @@ msgid "" msgstr "" "该遮挡物的索引位置。索引确定 [member vertices] 数组中的哪些点应被绘制,以及以" "哪种顺序绘制。\n" -"[b]注意:[/b]该遮挡物总是在设置这个值后更新。如果程序化创建遮挡物,请考虑改" -"用 [method set_arrays] 来避免在创建时更新遮挡物两次。" +"[b]注意:[/b]该遮挡物总是在设置这个值后更新。如果程序化创建遮挡物,请考虑改用 " +"[method set_arrays] 来避免在创建时更新遮挡物两次。" msgid "" "The occluder's vertex positions in local 3D coordinates.\n" @@ -11125,8 +11262,8 @@ msgid "" "to avoid updating the occluder twice when it's created." msgstr "" "该遮挡物在局部 3D 坐标中的顶点位置。\n" -"[b]注意:[/b]该遮挡物总是在设置这个值后更新。如果程序化创建遮挡物,请考虑改" -"用 [method set_arrays] 来避免在创建时更新遮挡物两次。" +"[b]注意:[/b]该遮挡物总是在设置这个值后更新。如果程序化创建遮挡物,请考虑改用 " +"[method set_arrays] 来避免在创建时更新遮挡物两次。" msgid "A container that preserves the proportions of its child controls." msgstr "保留子控件长宽比的容器。" @@ -11137,8 +11274,8 @@ msgid "" "container has a dynamic size and the child nodes must adjust their sizes " "accordingly without losing their aspect ratios." msgstr "" -"一种容器类型,它以一种在调整容器大小时自动保持其比例的方式排列其子控件。当容" -"器具有动态大小,并且子节点必须相应地调整其大小而不丢失其长宽比时很有用。" +"一种容器类型,它以一种在调整容器大小时自动保持其比例的方式排列其子控件。当容器" +"具有动态大小,并且子节点必须相应地调整其大小而不丢失其长宽比时很有用。" msgid "Using Containers" msgstr "使用容器" @@ -11176,19 +11313,17 @@ msgstr "子控件的边界矩形会自动调整以适应容器,同时保持长 msgid "" "The width and height of child controls is automatically adjusted to make " -"their bounding rectangle cover the entire area of the container while " -"keeping the aspect ratio.\n" -"When the bounding rectangle of child controls exceed the container's size " -"and [member Control.clip_contents] is enabled, this allows to show only the " +"their bounding rectangle cover the entire area of the container while keeping " +"the aspect ratio.\n" +"When the bounding rectangle of child controls exceed the container's size and " +"[member Control.clip_contents] is enabled, this allows to show only the " "container's area restricted by its own bounding rectangle." msgstr "" -"子控件的宽度和高度被自动调整,以使其边框覆盖容器的整个区域,同时保持长宽" -"比。\n" +"子控件的宽度和高度被自动调整,以使其边框覆盖容器的整个区域,同时保持长宽比。\n" "当子控件的边界矩形超过容器的大小,并且 [member Control.clip_contents] 被启用" "时,这允许仅显示受其自身边界矩形限制的容器区域。" -msgid "" -"Aligns child controls with the beginning (left or top) of the container." +msgid "Aligns child controls with the beginning (left or top) of the container." msgstr "将子控件与容器的开头对齐(左侧或顶部)。" msgid "Aligns child controls with the center of the container." @@ -11198,13 +11333,13 @@ msgid "Aligns child controls with the end (right or bottom) of the container." msgstr "将子控件与容器的末端对齐(右侧或底部)。" msgid "" -"An implementation of A* for finding the shortest path between two vertices " -"on a connected graph in 2D space." +"An implementation of A* for finding the shortest path between two vertices on " +"a connected graph in 2D space." msgstr "A* 的一种实现,用于查找 2D 空间中连通图上两个顶点之间的最短路径。" msgid "" -"An implementation of the A* algorithm, used to find the shortest path " -"between two vertices on a connected graph in 2D space.\n" +"An implementation of the A* algorithm, used to find the shortest path between " +"two vertices on a connected graph in 2D space.\n" "See [AStar3D] for a more thorough explanation on how to use this class. " "[AStar2D] is a wrapper for [AStar3D] that enforces 2D coordinates." msgstr "" @@ -11220,8 +11355,7 @@ msgstr "" "注意这个函数隐藏在默认的 [AStar2D] 类中。" msgid "" -"Called when estimating the cost between a point and the path's ending " -"point.\n" +"Called when estimating the cost between a point and the path's ending point.\n" "Note that this function is hidden in the default [AStar2D] class." msgstr "" "估计一个点和路径终点之间的成本时调用。\n" @@ -11253,9 +11387,9 @@ msgid "" msgstr "" "在具有给定标识符的给定位置添加一个新点。[param id] 必须为 0 或更大,[param " "weight_scale] 必须为 0.0 或更大。\n" -"在确定从相邻点到此点的一段路程的总成本时,[param weight_scale] 要乘以 " -"[method _compute_cost] 的结果。因此,在其他条件相同的情况下,算法优先选择 " -"[param weight_scale] 较低的点来形成路径。\n" +"在确定从相邻点到此点的一段路程的总成本时,[param weight_scale] 要乘以 [method " +"_compute_cost] 的结果。因此,在其他条件相同的情况下,算法优先选择 [param " +"weight_scale] 较低的点来形成路径。\n" "[codeblocks]\n" "[gdscript]\n" "var astar = AStar2D.new()\n" @@ -11263,8 +11397,7 @@ msgstr "" "[/gdscript]\n" "[csharp]\n" "var astar = new AStar2D();\n" -"astar.AddPoint(1, new Vector2(1, 0), 4); // 添加点 (1, 0)、权重为 4、ID 为 " -"1\n" +"astar.AddPoint(1, new Vector2(1, 0), 4); // 添加点 (1, 0)、权重为 4、ID 为 1\n" "[/csharp]\n" "[/codeblocks]\n" "如果已经存在一个给定 [param id] 的点,则它的位置和权重缩放将被更新为给定值。" @@ -11275,8 +11408,7 @@ msgid "" "[param id] to [param to_id] is possible through this segment." msgstr "" "返回两个给定点之间是否存在连接/线段。如果 [param bidirectional] 为 " -"[code]false[/code],则返回是否可以通过此段从 [param id] 移动到 [param " -"to_id]。" +"[code]false[/code],则返回是否可以通过此段从 [param id] 移动到 [param to_id]。" msgid "Clears all the points and segments." msgstr "清除所有点和线段。" @@ -11300,8 +11432,8 @@ msgid "" "[/csharp]\n" "[/codeblocks]" msgstr "" -"在给定的点之间创建一个线段。如果 [param bidirectional] 为 [code]false[/" -"code],则只允许从 [param id] 到 [param to_id] 的移动,而不允许反向移动。\n" +"在给定的点之间创建一个线段。如果 [param bidirectional] 为 [code]false[/code]," +"则只允许从 [param id] 到 [param to_id] 的移动,而不允许反向移动。\n" "[codeblocks]\n" "[gdscript]\n" "var astar = AStar2D.new()\n" @@ -11322,21 +11454,21 @@ msgid "" "[code]false[/code], only movement from [param id] to [param to_id] is " "prevented, and a unidirectional segment possibly remains." msgstr "" -"删除给定点之间的线段。如果 [param bidirectional] 为 [code]false[/code],则仅" -"阻止从 [param id] 到 [param to_id] 的移动,并且可能会保留一个单向线段。" +"删除给定点之间的线段。如果 [param bidirectional] 为 [code]false[/code],则仅阻" +"止从 [param id] 到 [param to_id] 的移动,并且可能会保留一个单向线段。" msgid "Returns the next available point ID with no point associated to it." msgstr "返回下一个没有关联点的可用点 ID。" msgid "" -"Returns the ID of the closest point to [param to_position], optionally " -"taking disabled points into account. Returns [code]-1[/code] if there are no " -"points in the points pool.\n" +"Returns the ID of the closest point to [param to_position], optionally taking " +"disabled points into account. Returns [code]-1[/code] if there are no points " +"in the points pool.\n" "[b]Note:[/b] If several points are the closest to [param to_position], the " "one with the smallest ID will be returned, ensuring a deterministic result." msgstr "" -"返回距离 [param to_position] 最近的点的 ID,可以选择将禁用的点考虑在内。如果" -"点池中没有点,则返回 [code]-1[/code]。\n" +"返回距离 [param to_position] 最近的点的 ID,可以选择将禁用的点考虑在内。如果点" +"池中没有点,则返回 [code]-1[/code]。\n" "[b]注意:[/b]如果有多个点距离 [param to_position] 最近,则返回 ID 最小的那个" "点,以保证结果的确定性。" @@ -11371,8 +11503,7 @@ msgstr "" "astar.add_point(1, Vector2(0, 0))\n" "astar.add_point(2, Vector2(0, 5))\n" "astar.connect_points(1, 2)\n" -"var res = astar.get_closest_position_in_segment(Vector2(3, 3)) # 返回 (0, " -"3)\n" +"var res = astar.get_closest_position_in_segment(Vector2(3, 3)) # 返回 (0, 3)\n" "[/gdscript]\n" "[csharp]\n" "var astar = new AStar2D();\n" @@ -11383,8 +11514,8 @@ msgstr "" "(0, 3)\n" "[/csharp]\n" "[/codeblocks]\n" -"结果位于从 [code]y = 0[/code] 到 [code]y = 5[/code] 的线段中。它是线段中距给" -"定点最近的位置。" +"结果位于从 [code]y = 0[/code] 到 [code]y = 5[/code] 的线段中。它是线段中距给定" +"点最近的位置。" msgid "" "Returns an array with the IDs of the points that form the path found by " @@ -11423,8 +11554,8 @@ msgid "" "4, 3][/code] instead, because now even though the distance is longer, it's " "\"easier\" to get through point 4 than through point 2." msgstr "" -"返回一个数组,其中包含构成由 AStar2D 在给定点之间找到的路径的点的 ID。数组从" -"路径的起点到终点进行排序。\n" +"返回一个数组,其中包含构成由 AStar2D 在给定点之间找到的路径的点的 ID。数组从路" +"径的起点到终点进行排序。\n" "[codeblocks]\n" "[gdscript]\n" "var astar = AStar2D.new()\n" @@ -11454,19 +11585,18 @@ msgstr "" "int[] res = astar.GetIdPath(1, 3); // 返回 [1, 2, 3]\n" "[/csharp]\n" "[/codeblocks]\n" -"如果将第2个点的权重更改为 3,则结果将改为 [code][1, 4, 3][/code],因为现在即" -"使距离更长,通过第 4 点也比通过第 2 点“更容易”。" +"如果将第2个点的权重更改为 3,则结果将改为 [code][1, 4, 3][/code],因为现在即使" +"距离更长,通过第 4 点也比通过第 2 点“更容易”。" msgid "" "Returns the capacity of the structure backing the points, useful in " "conjunction with [method reserve_space]." msgstr "" -"该函数返回支持点的数据结构的容量,可以与 [method reserve_space] 方法一起使" -"用。" +"该函数返回支持点的数据结构的容量,可以与 [method reserve_space] 方法一起使用。" msgid "" -"Returns an array with the IDs of the points that form the connection with " -"the given point.\n" +"Returns an array with the IDs of the points that form the connection with the " +"given point.\n" "[codeblocks]\n" "[gdscript]\n" "var astar = AStar2D.new()\n" @@ -11530,8 +11660,8 @@ msgstr "返回所有点 ID 的数组。" msgid "" "Returns an array with the points that are in the path found by AStar2D " -"between the given points. The array is ordered from the starting point to " -"the ending point of the path.\n" +"between the given points. The array is ordered from the starting point to the " +"ending point of the path.\n" "[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " "will return an empty [PackedVector2Array] and will print an error message." msgstr "" @@ -11592,8 +11722,7 @@ msgstr "" "请注意,此函数隐藏在默认的 [code]AStar3D[/code] 类中。" msgid "" -"Called when estimating the cost between a point and the path's ending " -"point.\n" +"Called when estimating the cost between a point and the path's ending point.\n" "Note that this function is hidden in the default [code]AStar3D[/code] class." msgstr "" "在估算一个点和路径终点之间的成本时调用。\n" @@ -11670,8 +11799,8 @@ msgid "" "[/csharp]\n" "[/codeblocks]" msgstr "" -"在给定的点之间创建一条线段。如果 [param bidirectional] 为 [code]false[/" -"code],则只允许从 [param id] 到 [param to_id] 的移动,而不允许反向移动。\n" +"在给定的点之间创建一条线段。如果 [param bidirectional] 为 [code]false[/code]," +"则只允许从 [param id] 到 [param to_id] 的移动,而不允许反向移动。\n" "[codeblocks]\n" "[gdscript]\n" "var astar = AStar3D.new()\n" @@ -11730,8 +11859,8 @@ msgstr "" "回 (0, 3, 0)\n" "[/csharp]\n" "[/codeblocks]\n" -"结果是在从 [code]y = 0[/code] 到 [code]y = 5[/code] 的线段中。它是线段中距离" -"给定点最近的位置。" +"结果是在从 [code]y = 0[/code] 到 [code]y = 5[/code] 的线段中。它是线段中距离给" +"定点最近的位置。" msgid "" "Returns an array with the IDs of the points that form the path found by " @@ -11769,8 +11898,8 @@ msgid "" "4, 3][/code] instead, because now even though the distance is longer, it's " "\"easier\" to get through point 4 than through point 2." msgstr "" -"返回一个数组,其中包含构成 AStar3D 在给定点之间找到的路径中的点的 ID。数组从" -"路径的起点到终点排序。\n" +"返回一个数组,其中包含构成 AStar3D 在给定点之间找到的路径中的点的 ID。数组从路" +"径的起点到终点排序。\n" "[codeblocks]\n" "[gdscript]\n" "var astar = AStar3D.new()\n" @@ -11799,8 +11928,8 @@ msgstr "" "int[] res = astar.GetIdPath(1, 3); // 返回 [1, 2, 3]\n" "[/csharp]\n" "[/codeblocks]\n" -"如果将第2个点的权重更改为 3,则结果将改为 [code][1, 4, 3][/code],因为现在即" -"使距离更长,但通过第 4 点也比通过第 2 点“更容易”。" +"如果将第2个点的权重更改为 3,则结果将改为 [code][1, 4, 3][/code],因为现在即使" +"距离更长,但通过第 4 点也比通过第 2 点“更容易”。" msgid "" "Returns the capacity of the structure backing the points, useful in " @@ -11808,8 +11937,8 @@ msgid "" msgstr "返回支持点的结构的容量,与 [code]reserve_space[/code] 配合使用。" msgid "" -"Returns an array with the IDs of the points that form the connection with " -"the given point.\n" +"Returns an array with the IDs of the points that form the connection with the " +"given point.\n" "[codeblocks]\n" "[gdscript]\n" "var astar = AStar3D.new()\n" @@ -11865,8 +11994,8 @@ msgstr "" msgid "" "Returns an array with the points that are in the path found by AStar3D " -"between the given points. The array is ordered from the starting point to " -"the ending point of the path.\n" +"between the given points. The array is ordered from the starting point to the " +"ending point of the path.\n" "[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " "will return an empty [PackedVector3Array] and will print an error message." msgstr "" @@ -11884,16 +12013,16 @@ msgstr "" "点,例如网格上的点,则此函数很有用。新的容量必须大于或等于旧的容量。" msgid "" -"An implementation of A* for finding the shortest path between two points on " -"a partial 2D grid." +"An implementation of A* for finding the shortest path between two points on a " +"partial 2D grid." msgstr "A* 的一种实现,用于寻找疏松 2D 网格中两点之间的最短路径。" msgid "" "[AStarGrid2D] is a variant of [AStar2D] that is specialized for partial 2D " -"grids. It is simpler to use because it doesn't require you to manually " -"create points and connect them together. This class also supports multiple " -"types of heuristics, modes for diagonal movement, and a jumping mode to " -"speed up calculations.\n" +"grids. It is simpler to use because it doesn't require you to manually create " +"points and connect them together. This class also supports multiple types of " +"heuristics, modes for diagonal movement, and a jumping mode to speed up " +"calculations.\n" "To use [AStarGrid2D], you only need to set the [member region] of the grid, " "optionally set the [member cell_size], and then call the [method update] " "method:\n" @@ -11905,8 +12034,8 @@ msgid "" "astar_grid.update()\n" "print(astar_grid.get_id_path(Vector2i(0, 0), Vector2i(3, 4))) # prints (0, " "0), (1, 1), (2, 2), (3, 3), (3, 4)\n" -"print(astar_grid.get_point_path(Vector2i(0, 0), Vector2i(3, 4))) # prints " -"(0, 0), (16, 16), (32, 32), (48, 48), (48, 64)\n" +"print(astar_grid.get_point_path(Vector2i(0, 0), Vector2i(3, 4))) # prints (0, " +"0), (16, 16), (32, 32), (48, 48), (48, 64)\n" "[/gdscript]\n" "[csharp]\n" "AStarGrid2D astarGrid = new AStarGrid2D();\n" @@ -11919,12 +12048,12 @@ msgid "" "prints (0, 0), (16, 16), (32, 32), (48, 48), (48, 64)\n" "[/csharp]\n" "[/codeblocks]\n" -"To remove a point from the pathfinding grid, it must be set as \"solid\" " -"with [method set_point_solid]." +"To remove a point from the pathfinding grid, it must be set as \"solid\" with " +"[method set_point_solid]." msgstr "" "[AStarGrid2D] 是 [AStar2D] 的变种,针对疏松 2D 网格进行了优化。因为不需要手动" -"创建点并进行连接,所以用起来更加简单。这个类还支持使用不同的启发方法、斜向移" -"动模式、跳跃模式,从而加速运算。\n" +"创建点并进行连接,所以用起来更加简单。这个类还支持使用不同的启发方法、斜向移动" +"模式、跳跃模式,从而加速运算。\n" "要使用 [AStarGrid2D],你只需要设置网格的 [member region],[member cell_size] " "可以不设置,最后调用 [method update] 方法即可:\n" "[codeblocks]\n" @@ -11943,14 +12072,13 @@ msgstr "" "astarGrid.Size = new Vector2I(32, 32);\n" "astarGrid.CellSize = new Vector2I(16, 16);\n" "astarGrid.Update();\n" -"GD.Print(astarGrid.GetIdPath(Vector2I.Zero, new Vector2I(3, 4))); // 输出 " -"(0, 0), (1, 1), (2, 2), (3, 3), (3, 4)\n" +"GD.Print(astarGrid.GetIdPath(Vector2I.Zero, new Vector2I(3, 4))); // 输出 (0, " +"0), (1, 1), (2, 2), (3, 3), (3, 4)\n" "GD.Print(astarGrid.GetPointPath(Vector2I.Zero, new Vector2I(3, 4))); // 输出 " "(0, 0), (16, 16), (32, 32), (48, 48), (48, 64)\n" "[/csharp]\n" "[/codeblocks]\n" -"要从寻路网格中移除某个点,必须使用 [method set_point_solid] 将其设置为“实" -"心”。" +"要从寻路网格中移除某个点,必须使用 [method set_point_solid] 将其设置为“实心”。" msgid "" "Called when computing the cost between two connected points.\n" @@ -11961,8 +12089,7 @@ msgstr "" "请注意,该函数在默认的 [code]AStarGrid2D[/code] 类中是隐藏的。" msgid "" -"Called when estimating the cost between a point and the path's ending " -"point.\n" +"Called when estimating the cost between a point and the path's ending point.\n" "Note that this function is hidden in the default [code]AStarGrid2D[/code] " "class." msgstr "" @@ -11979,13 +12106,13 @@ msgid "" "AStar2D between the given points. The array is ordered from the starting " "point to the ending point of the path." msgstr "" -"返回一个数组,其中包含形成 AStar2D 在给定点之间找到的路径的点的 ID。该数组从" -"路径的起点到终点排序。" +"返回一个数组,其中包含形成 AStar2D 在给定点之间找到的路径的点的 ID。该数组从路" +"径的起点到终点排序。" msgid "" "Returns an array with the points that are in the path found by AStarGrid2D " -"between the given points. The array is ordered from the starting point to " -"the ending point of the path.\n" +"between the given points. The array is ordered from the starting point to the " +"ending point of the path.\n" "[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " "will return an empty [PackedVector3Array] and will print an error message." msgstr "" @@ -12003,24 +12130,22 @@ msgid "" "Returns [code]true[/code] if the [param x] and [param y] is a valid grid " "coordinate (id)." msgstr "" -"如果 [param x] 和 [param y] 是有效的网格坐标(ID),则返回 [code]true[/" -"code]。" +"如果 [param x] 和 [param y] 是有效的网格坐标(ID),则返回 [code]true[/code]。" msgid "" -"Returns [code]true[/code] if the [param id] vector is a valid grid " -"coordinate." +"Returns [code]true[/code] if the [param id] vector is a valid grid coordinate." msgstr "如果 [param id] 向量是有效的网格坐标,则返回 [code]true[/code]。" msgid "" -"Returns [code]true[/code] if a point is disabled for pathfinding. By " -"default, all points are enabled." +"Returns [code]true[/code] if a point is disabled for pathfinding. By default, " +"all points are enabled." msgstr "" -"如果寻路时会禁用某个点,则返回 [code]true[/code]。默认情况下,所有点均处于启" -"用状态。" +"如果寻路时会禁用某个点,则返回 [code]true[/code]。默认情况下,所有点均处于启用" +"状态。" msgid "" -"Disables or enables the specified point for pathfinding. Useful for making " -"an obstacle. By default, all points are enabled.\n" +"Disables or enables the specified point for pathfinding. Useful for making an " +"obstacle. By default, all points are enabled.\n" "[b]Note:[/b] Calling [method update] is not needed after the call of this " "function." msgstr "" @@ -12039,6 +12164,18 @@ msgstr "" "路段的总成本时,[param weight_scale] 要乘以 [method _compute_cost] 的结果。\n" "[b]注意:[/b]调用该函数后不需要调用 [method update]。" +msgid "" +"Updates the internal state of the grid according to the parameters to prepare " +"it to search the path. Needs to be called if parameters like [member region], " +"[member cell_size] or [member offset] are changed. [method is_dirty] will " +"return [code]true[/code] if this is the case and this needs to be called.\n" +"[b]Note:[/b] All point data (solidity and weight scale) will be cleared." +msgstr "" +"根据参数更新网格的内部状态,以准备搜索路径。如果更改了 [member region]、" +"[member cell_size] 或 [member offset] 等参数就需要调用它。如果是这种情况,则 " +"[method is_dirty] 将返回 [code]true[/code],需要调用此方法。\n" +"[b]注意:[/b]会清空所有点的数据(坚固以及权重比例)。" + msgid "" "The size of the point cell which will be applied to calculate the resulting " "point position returned by [method get_point_path]. If changed, [method " @@ -12048,19 +12185,18 @@ msgstr "" "了这个值,在查找下一个路径之前需要调用 [method update]。" msgid "" -"The default [enum Heuristic] which will be used to calculate the cost " -"between two points if [method _compute_cost] was not overridden." +"The default [enum Heuristic] which will be used to calculate the cost between " +"two points if [method _compute_cost] was not overridden." msgstr "" "默认 [enum Heuristic],用于在没有覆盖 [method _compute_cost] 时计算两点之间的" "消耗。" msgid "" -"The default [enum Heuristic] which will be used to calculate the cost " -"between the point and the end point if [method _estimate_cost] was not " -"overridden." +"The default [enum Heuristic] which will be used to calculate the cost between " +"the point and the end point if [method _estimate_cost] was not overridden." msgstr "" -"默认 [enum Heuristic],用于在没有覆盖 [method _estimate_cost] 时计算该点和终" -"点之间的消耗。" +"默认 [enum Heuristic],用于在没有覆盖 [method _estimate_cost] 时计算该点和终点" +"之间的消耗。" msgid "" "A specific [enum DiagonalMode] mode which will force the path to avoid or " @@ -12077,21 +12213,21 @@ msgstr "" "[b]注意:[/b] 目前,打开它会在寻路过程中忽略权重缩放。" msgid "" -"The offset of the grid which will be applied to calculate the resulting " -"point position returned by [method get_point_path]. If changed, [method " -"update] needs to be called before finding the next path." +"The offset of the grid which will be applied to calculate the resulting point " +"position returned by [method get_point_path]. If changed, [method update] " +"needs to be called before finding the next path." msgstr "" "栅格的偏移量,将被应用以计算 [method get_point_path] 返回的结果点的位置。如果" "发生变化,需要在查找下一条路径之前调用 [method update]。" msgid "" "The size of the grid (number of cells of size [member cell_size] on each " -"axis). If changed, [method update] needs to be called before finding the " -"next path.\n" +"axis). If changed, [method update] needs to be called before finding the next " +"path.\n" "[i]Deprecated.[/i] Use [member region] instead." msgstr "" -"栅格的大小(每个轴上大小为 [member cell_size] 的单元格数)。如果发生变化,需" -"要在查找下一条路径之前调用 [method update]。\n" +"栅格的大小(每个轴上大小为 [member cell_size] 的单元格数)。如果发生变化,需要" +"在查找下一条路径之前调用 [method update]。\n" "[i]已弃用。[/i]请使用 [member region] 替代。" msgid "" @@ -12129,8 +12265,8 @@ msgid "" "DIAGONAL_MODE_NEVER]." msgstr "" "[url=https://zh.wikipedia.org/wiki/" -"%E6%9B%BC%E5%93%88%E9%A0%93%E8%B7%9D%E9%9B%A2]曼哈顿启发式算法[/url]将被用于" -"寻路,使用的公式如下:\n" +"%E6%9B%BC%E5%93%88%E9%A0%93%E8%B7%9D%E9%9B%A2]曼哈顿启发式算法[/url]将被用于寻" +"路,使用的公式如下:\n" "[codeblock]\n" "dx = abs(to_id.x - from_id.x)\n" "dy = abs(to_id.y - from_id.y)\n" @@ -12193,12 +12329,12 @@ msgid "" "obstacles have been placed around the neighboring cells of the specific path " "segment." msgstr "" -"如果在特定路径段的相邻单元格周围放置了至少两个障碍物,则该寻路算法将避免使用" -"对角线。" +"如果在特定路径段的相邻单元格周围放置了至少两个障碍物,则该寻路算法将避免使用对" +"角线。" msgid "" -"The pathfinding algorithm will avoid using diagonals if any obstacle has " -"been placed around the neighboring cells of the specific path segment." +"The pathfinding algorithm will avoid using diagonals if any obstacle has been " +"placed around the neighboring cells of the specific path segment." msgstr "" "如果在特定路径段的相邻单元格周围放置了任意障碍物,则该寻路算法将避免使用对角" "线。" @@ -12222,8 +12358,8 @@ msgid "" msgstr "" "[Texture2D] 资源,只绘制其 [member atlas] 纹理中的由 [member region] 所定义的" "那部分。还可以设置一个额外的 [member margin],这对于小的调整很有用。\n" -"可以从同一个[member atlas]中裁剪出多个 [AtlasTexture] 资源。将许多较小的纹理" -"打包成一个单一的大纹理有助于优化视频内存成本和渲染调用。\n" +"可以从同一个[member atlas]中裁剪出多个 [AtlasTexture] 资源。将许多较小的纹理打" +"包成一个单一的大纹理有助于优化视频内存成本和渲染调用。\n" "[b]注意:[/b][AtlasTexture] 不能在 [AnimatedTexture] 中使用,并且当在其他 " "[AtlasTexture] 资源内时,可能无法在 [TextureRect] 等节点中正确平铺。" @@ -12296,8 +12432,8 @@ msgid "" "Limits the frequencies in a range around the [member AudioEffectFilter." "cutoff_hz] and allows frequencies outside of this range to pass." msgstr "" -"限制 [member AudioEffectFilter.cutoff_hz] 周围范围内的频率,允许这个范围外的" -"频率通过。" +"限制 [member AudioEffectFilter.cutoff_hz] 周围范围内的频率,允许这个范围外的频" +"率通过。" msgid "Adds a band pass filter to the audio bus." msgstr "为音频总线添加一个带通滤波器。" @@ -12306,8 +12442,8 @@ msgid "" "Attenuates the frequencies inside of a range around the [member " "AudioEffectFilter.cutoff_hz] and cuts frequencies outside of this band." msgstr "" -"衰减 [member AudioEffectFilter.cutoff_hz] 周围范围内的频率,并切断这个频段之" -"外的频率。" +"衰减 [member AudioEffectFilter.cutoff_hz] 周围范围内的频率,并切断这个频段之外" +"的频率。" msgid "Captures audio from an audio bus in real-time." msgstr "从音频总线上实时捕捉音频。" @@ -12333,8 +12469,8 @@ msgstr "" "效果,或通过网络传输音频。从麦克风捕获音频数据时,样本格式将为立体声 32 位浮" "点 PCM。\n" "[b]注意:[/b][member ProjectSettings.audio/driver/enable_input] 必须为 " -"[code]true[/code] 音频输入才能正常工作。另请参阅该设置的说明,了解与权限和操" -"作系统隐私设置相关的注意事项。" +"[code]true[/code] 音频输入才能正常工作。另请参阅该设置的说明,了解与权限和操作" +"系统隐私设置相关的注意事项。" msgid "" "Returns [code]true[/code] if at least [param frames] audio frames are " @@ -12423,25 +12559,25 @@ msgstr "" msgid "" "Dynamic range compressor reduces the level of the sound when the amplitude " "goes over a certain threshold in Decibels. One of the main uses of a " -"compressor is to increase the dynamic range by clipping as little as " -"possible (when sound goes over 0dB).\n" +"compressor is to increase the dynamic range by clipping as little as possible " +"(when sound goes over 0dB).\n" "Compressor has many uses in the mix:\n" "- In the Master bus to compress the whole output (although an " "[AudioEffectLimiter] is probably better).\n" "- In voice channels to ensure they sound as balanced as possible.\n" -"- Sidechained. This can reduce the sound level sidechained with another " -"audio bus for threshold detection. This technique is common in video game " -"mixing to the level of music and SFX while voices are being heard.\n" +"- Sidechained. This can reduce the sound level sidechained with another audio " +"bus for threshold detection. This technique is common in video game mixing to " +"the level of music and SFX while voices are being heard.\n" "- Accentuates transients by using a wider attack, making effects sound more " "punchy." msgstr "" -"动态范围压缩器在振幅超过一定的阈值(以分贝为单位)时,降低声音的电平。压缩器" -"的主要用途之一是通过尽可能少的削波(当声音超过 0dB 时)来增加动态范围。\n" +"动态范围压缩器在振幅超过一定的阈值(以分贝为单位)时,降低声音的电平。压缩器的" +"主要用途之一是通过尽可能少的削波(当声音超过 0dB 时)来增加动态范围。\n" "压缩器在混音中的用途很多。\n" "- 在主总线上压缩整个输出(虽然 [AudioEffectLimiter] 可能更好些)。\n" "- 在声音通道中,以确保它们听起来尽可能的平衡。\n" -"- 侧链。这可以降低与另一条音频总线侧链的声音级别,以进行阈值检测。这种技术在" -"视频游戏混音中很常见,以音乐和SFX的级别,从而声音被听到。\n" +"- 侧链。这可以降低与另一条音频总线侧链的声音级别,以进行阈值检测。这种技术在视" +"频游戏混音中很常见,以音乐和SFX的级别,从而声音被听到。\n" "- 通过使用更宽的冲攻来突出瞬态,使效果听起来更有冲击力。" msgid "" @@ -12464,8 +12600,8 @@ msgid "" "level. The higher the ratio, the more the loud parts of the audio will be " "compressed. Value can range from 1 to 48." msgstr "" -"音频通过阈值级别后,应用于音频的压缩量。比率越高,音频的大声部分将被压缩。数" -"值范围从 1 到 48。" +"音频通过阈值级别后,应用于音频的压缩量。比率越高,音频的大声部分将被压缩。数值" +"范围从 1 到 48。" msgid "" "Compressor's delay time to stop reducing the signal after the signal level " @@ -12492,16 +12628,16 @@ msgstr "" msgid "" "Plays input signal back after a period of time. The delayed signal may be " -"played back multiple times to create the sound of a repeating, decaying " -"echo. Delay effects range from a subtle echo effect to a pronounced blending " -"of previous sounds with new sounds." +"played back multiple times to create the sound of a repeating, decaying echo. " +"Delay effects range from a subtle echo effect to a pronounced blending of " +"previous sounds with new sounds." msgstr "" -"在一段时间后回放输入信号。延迟的信号可以多次回放,以产生重复、衰减的回声。延" -"迟效果的范围是从微弱回声效果到明显的以前声音和新声音的混合。" +"在一段时间后回放输入信号。延迟的信号可以多次回放,以产生重复、衰减的回声。延迟" +"效果的范围是从微弱回声效果到明显的以前声音和新声音的混合。" msgid "" -"Output percent of original sound. At 0, only delayed sounds are output. " -"Value can range from 0 to 1." +"Output percent of original sound. At 0, only delayed sounds are output. Value " +"can range from 0 to 1." msgstr "原始声音的输出百分比。为 0 时,只输出延迟的声音。取值范围为 0 到 1。" msgid "If [code]true[/code], feedback is enabled." @@ -12525,8 +12661,8 @@ msgid "[code]tap1[/code] delay time in milliseconds." msgstr "[code]tap1[/code] 延迟时间,单位为毫秒。" msgid "" -"Pan position for [code]tap1[/code]. Value can range from -1 (fully left) to " -"1 (fully right)." +"Pan position for [code]tap1[/code]. Value can range from -1 (fully left) to 1 " +"(fully right)." msgstr "" "[code]tap1[/code] 的声像位置。取值范围为 -1(完全向左)到 1(完全向右)。" @@ -12540,8 +12676,8 @@ msgid "Sound level for [code]tap2[/code]." msgstr "[code]tap2[/code] 的声音电平。" msgid "" -"Pan position for [code]tap2[/code]. Value can range from -1 (fully left) to " -"1 (fully right)." +"Pan position for [code]tap2[/code]. Value can range from -1 (fully left) to 1 " +"(fully right)." msgstr "" "[code]tap2[/code] 的声像位置。取值范围为 -1(完全向左)到 1(完全向右)。" @@ -12553,15 +12689,15 @@ msgstr "" "修改声音,使其失真。" msgid "" -"Different types are available: clip, tan, lo-fi (bit crushing), overdrive, " -"or waveshape.\n" +"Different types are available: clip, tan, lo-fi (bit crushing), overdrive, or " +"waveshape.\n" "By distorting the waveform the frequency content changes, which will often " "make the sound \"crunchy\" or \"abrasive\". For games, it can simulate sound " "coming from some saturated device or speaker very efficiently." msgstr "" "可以使用不同的类型:削波、正切、低保真(位破碎)、过载、波形。\n" -"通过扭曲波形,频率内容会发生变化,这通常会使声音“清脆”或“粗糙”。对于游戏,它" -"可以非常有效地模拟来自某些饱和设备或扬声器的声音。" +"通过扭曲波形,频率内容会发生变化,这通常会使声音“清脆”或“粗糙”。对于游戏,它可" +"以非常有效地模拟来自某些饱和设备或扬声器的声音。" msgid "Distortion power. Value can range from 0 to 1." msgstr "失真度。值的范围可在 0 到 1 之间。" @@ -12595,8 +12731,7 @@ msgid "" "Low-resolution digital distortion effect (bit depth reduction). You can use " "it to emulate the sound of early digital audio devices." msgstr "" -"低分辨率的数字失真效果(位深度减少)。可以使用它来模拟早期数字音频设备的声" -"音。" +"低分辨率的数字失真效果(位深度减少)。可以使用它来模拟早期数字音频设备的声音。" msgid "" "Emulates the warm distortion produced by a field effect transistor, which is " @@ -12613,12 +12748,12 @@ msgstr "波形变形失真主要是电子音乐人为了获得格外粗糙的声 msgid "" "Base class for audio equalizers. Gives you control over frequencies.\n" -"Use it to create a custom equalizer if [AudioEffectEQ6], [AudioEffectEQ10] " -"or [AudioEffectEQ21] don't fit your needs." +"Use it to create a custom equalizer if [AudioEffectEQ6], [AudioEffectEQ10] or " +"[AudioEffectEQ21] don't fit your needs." msgstr "" "音频均衡器的基础类。让你可以控制频率。\n" -"如果 [AudioEffectEQ6]、[AudioEffectEQ10] 或 [AudioEffectEQ21] 不符合您的需" -"求,请使用它来创建一个自定义均衡器。" +"如果 [AudioEffectEQ6]、[AudioEffectEQ10] 或 [AudioEffectEQ21] 不符合您的需求," +"请使用它来创建一个自定义均衡器。" msgid "" "AudioEffectEQ gives you control over frequencies. Use it to compensate for " @@ -12629,8 +12764,8 @@ msgid "" msgstr "" "AudioEffectEQ 可用于频率控制。用它来弥补音频中不足之处。AudioEffectEQ 在 " "Master 总线上很有用,可以完全掌控一个混音,并赋予它更多的特性。当游戏在移动设" -"备上运行时,它们也很有用,可以根据那种扬声器来调整混音(可以被添加,但在插入" -"耳机时禁用)。" +"备上运行时,它们也很有用,可以根据那种扬声器来调整混音(可以被添加,但在插入耳" +"机时禁用)。" msgid "Returns the number of bands of the equalizer." msgstr "返回均衡器的频段数。" @@ -12642,8 +12777,8 @@ msgid "Sets band's gain at the specified index, in dB." msgstr "设置指定索引处的波段增益,单位为 dB。" msgid "" -"Adds a 10-band equalizer audio effect to an Audio bus. Gives you control " -"over frequencies from 31 Hz to 16000 Hz.\n" +"Adds a 10-band equalizer audio effect to an Audio bus. Gives you control over " +"frequencies from 31 Hz to 16000 Hz.\n" "Each frequency can be modulated between -60/+24 dB." msgstr "" "为音频总线添加 10 段均衡器音频效果。让你控制 31Hz 到 16000Hz 的频率。\n" @@ -12677,8 +12812,8 @@ msgstr "" "另请参阅 [AudioEffectEQ]、[AudioEffectEQ6]、[AudioEffectEQ21]。" msgid "" -"Adds a 21-band equalizer audio effect to an Audio bus. Gives you control " -"over frequencies from 22 Hz to 22000 Hz.\n" +"Adds a 21-band equalizer audio effect to an Audio bus. Gives you control over " +"frequencies from 22 Hz to 22000 Hz.\n" "Each frequency can be modulated between -60/+24 dB." msgstr "" "向音频总线添加一个 21 频段均衡器音频效果。使您可以控制从 22 Hz 到 22000 Hz 的" @@ -12739,8 +12874,8 @@ msgid "" "frequencies from 32 Hz to 10000 Hz.\n" "Each frequency can be modulated between -60/+24 dB." msgstr "" -"向音频总线添加一个 6 频段均衡器音频效果。使您可以控制从 32 Hz 到 10000 Hz 的" -"频率。\n" +"向音频总线添加一个 6 频段均衡器音频效果。使您可以控制从 32 Hz 到 10000 Hz 的频" +"率。\n" "每个频率都可以在 -60/+24 dB 之间进行调制。" msgid "" @@ -12800,13 +12935,13 @@ msgid "" "disallow sound going over a given dB threshold. Adding one in the Master bus " "is always recommended to reduce the effects of clipping.\n" "Soft clipping starts to reduce the peaks a little below the threshold level " -"and progressively increases its effect as the input level increases such " -"that the threshold is never exceeded." +"and progressively increases its effect as the input level increases such that " +"the threshold is never exceeded." msgstr "" -"限制器类似于压缩器,但灵活性较差,并且设计为不允许声音超过给定的 dB 阈值。始" -"终建议在主总线中添加一个以减少削波的影响。\n" -"软削波开始将峰值降低到略低于阈值水平,并随着输入水平的增加而逐渐增强其效果," -"从而永不超过阈值。" +"限制器类似于压缩器,但灵活性较差,并且设计为不允许声音超过给定的 dB 阈值。始终" +"建议在主总线中添加一个以减少削波的影响。\n" +"软削波开始将峰值降低到略低于阈值水平,并随着输入水平的增加而逐渐增强其效果,从" +"而永不超过阈值。" msgid "" "The waveform's maximum allowed value, in decibels. Value can range from -20 " @@ -12814,8 +12949,7 @@ msgid "" msgstr "波形的最大允许值,单位是分贝。数值范围从 -20 到 -0.1。" msgid "" -"Applies a gain to the limited waves, in decibels. Value can range from 0 to " -"6." +"Applies a gain to the limited waves, in decibels. Value can range from 0 to 6." msgstr "将增益应用于被限制的波,以分贝为单位。取值范围是 0 到 6。" msgid "" @@ -12845,8 +12979,8 @@ msgid "" "Attenuates frequencies in a narrow band around the [member AudioEffectFilter." "cutoff_hz] and cuts frequencies outside of this range." msgstr "" -"衰减 [member AudioEffectFilter.cutoff_hz] 周围窄带的频率,并切断这个范围以外" -"的频率。" +"衰减 [member AudioEffectFilter.cutoff_hz] 周围窄带的频率,并切断这个范围以外的" +"频率。" msgid "Adds a panner audio effect to an audio bus. Pans sound left or right." msgstr "向音频总线添加一个声像器音频效果。向左或向右声像移动声音。" @@ -12873,11 +13007,11 @@ msgstr "将相移信号与原始信号相结合。使用低频振荡器控制相 msgid "" "Governs how high the filter frequencies sweep. Low value will primarily " -"affect bass frequencies. High value can sweep high into the treble. Value " -"can range from 0.1 to 4." +"affect bass frequencies. High value can sweep high into the treble. Value can " +"range from 0.1 to 4." msgstr "" -"控制滤波器频率扫描的高度。较低的值将主要影响低音频率。高值可以推高高音。值的" -"范围可以从 0.1 到 4。" +"控制滤波器频率扫描的高度。较低的值将主要影响低音频率。高值可以推高高音。值的范" +"围可以从 0.1 到 4。" msgid "Output percent of modified sound. Value can range from 0.1 to 0.9." msgstr "修改后声音的输出百分比。数值范围从 0.1 到 0.9。" @@ -12916,17 +13050,17 @@ msgid "" "this higher latency are especially noticeable on sounds that have sudden " "amplitude changes." msgstr "" -"[url=https://en.wikipedia.org/wiki/Fast_Fourier_transform]快速傅里叶变换[/" -"url]缓冲区的大小。较高的数值可以使效果随时间平滑,但有较大的延迟。这种较高的" -"延迟对有突然幅度变化的声音的影响特别明显。" +"[url=https://en.wikipedia.org/wiki/Fast_Fourier_transform]快速傅里叶变换[/url]" +"缓冲区的大小。较高的数值可以使效果随时间平滑,但有较大的延迟。这种较高的延迟对" +"有突然幅度变化的声音的影响特别明显。" msgid "" "The oversampling factor to use. Higher values result in better quality, but " "are more demanding on the CPU and may cause audio cracking if the CPU can't " "keep up." msgstr "" -"要使用的过采样系数。更高的值会带来更好的质量,但对 CPU 的要求更高,如果 CPU " -"跟不上,可能会导致音频破裂。" +"要使用的过采样系数。更高的值会带来更好的质量,但对 CPU 的要求更高,如果 CPU 跟" +"不上,可能会导致音频破裂。" msgid "" "The pitch scale to use. [code]1.0[/code] is the default pitch and plays " @@ -12955,8 +13089,8 @@ msgid "" "Use a buffer of 1024 samples for the Fast Fourier transform. This is a " "compromise between latency and stability over time." msgstr "" -"使用 1024 个样本的缓冲器进行快速傅里叶变换。这是延迟和随着时间的推移的稳定性" -"之间的折衷。" +"使用 1024 个样本的缓冲器进行快速傅里叶变换。这是延迟和随着时间的推移的稳定性之" +"间的折衷。" msgid "" "Use a buffer of 2048 samples for the Fast Fourier transform. High latency, " @@ -12965,11 +13099,10 @@ msgstr "" "使用 2048 个样本的缓冲器进行快速傅里叶变换。高延迟,但随着时间的推移稳定。" msgid "" -"Use a buffer of 4096 samples for the Fast Fourier transform. Highest " -"latency, but most stable over time." +"Use a buffer of 4096 samples for the Fast Fourier transform. Highest latency, " +"but most stable over time." msgstr "" -"使用 4096 个样本的缓冲器进行快速傅里叶变换。延迟最高,但随着时间的推移最稳" -"定。" +"使用 4096 个样本的缓冲器进行快速傅里叶变换。延迟最高,但随着时间的推移最稳定。" msgid "Represents the size of the [enum FFTSize] enum." msgstr "代表 [enum FFTSize] 枚举的大小。" @@ -12982,8 +13115,8 @@ msgid "" "audio output by Godot when used on the \"Master\" audio bus.\n" "Can be used (with an [AudioStreamMicrophone]) to record from a microphone.\n" "It sets and gets the format in which the audio file will be recorded (8-bit, " -"16-bit, or compressed). It checks whether or not the recording is active, " -"and if it is, records the sound. It then returns the recorded sample." +"16-bit, or compressed). It checks whether or not the recording is active, and " +"if it is, records the sound. It then returns the recorded sample." msgstr "" "允许用户录制来自音频总线的声音。在“Master”音频总线上使用时会包含所有 Godot 输" "出的音频。\n" @@ -13022,8 +13155,8 @@ msgid "" msgstr "模拟房间、音乐厅、洞穴或开放空间等声学环境的声音。" msgid "" -"Defines how reflective the imaginary room's walls are. Value can range from " -"0 to 1." +"Defines how reflective the imaginary room's walls are. Value can range from 0 " +"to 1." msgstr "定义虚拟房间墙壁的反射程度。值的范围是 0 到 1。" msgid "" @@ -13032,12 +13165,12 @@ msgid "" msgstr "原始声音的输出百分比。为 0 时,只输出修改后的声音。取值范围是 0 到 1。" msgid "" -"High-pass filter passes signals with a frequency higher than a certain " -"cutoff frequency and attenuates signals with frequencies lower than the " -"cutoff frequency. Value can range from 0 to 1." +"High-pass filter passes signals with a frequency higher than a certain cutoff " +"frequency and attenuates signals with frequencies lower than the cutoff " +"frequency. Value can range from 0 to 1." msgstr "" -"高通滤波器通过频率高于某一截止频率的信号,衰减频率低于截止频率的信号。数值范" -"围为 0 到 1。" +"高通滤波器通过频率高于某一截止频率的信号,衰减频率低于截止频率的信号。数值范围" +"为 0 到 1。" msgid "Output percent of predelay. Value can range from 0 to 1." msgstr "预延迟的输出百分比。数值范围为 0 到 1。" @@ -13066,8 +13199,8 @@ msgid "Audio effect that can be used for real-time audio visualizations." msgstr "可用于实时音频可视化的音频效果。" msgid "" -"This audio effect does not affect sound output, but can be used for real-" -"time audio visualizations.\n" +"This audio effect does not affect sound output, but can be used for real-time " +"audio visualizations.\n" "See also [AudioStreamGenerator] for procedurally generating sounds." msgstr "" "这种音频效果不影响声音输出,但可以用于实时音频可视化。\n" @@ -13080,11 +13213,11 @@ msgid "Godot 3.2 will get new audio features" msgstr "Godot 3.2 将获得新的音频功能" msgid "" -"The length of the buffer to keep (in seconds). Higher values keep data " -"around for longer, but require more memory." +"The length of the buffer to keep (in seconds). Higher values keep data around " +"for longer, but require more memory." msgstr "" -"要保留的缓冲区长度(以秒为单位)。较高的值将数据保存的时间更长,但需要更多的" -"内存。" +"要保留的缓冲区长度(以秒为单位)。较高的值将数据保存的时间更长,但需要更多的内" +"存。" msgid "" "The size of the [url=https://en.wikipedia.org/wiki/" @@ -13093,9 +13226,9 @@ msgid "" "effects of this higher latency are especially noticeable with sudden " "amplitude changes." msgstr "" -"[url=https://en.wikipedia.org/wiki/Fast_Fourier_transform]快速傅里叶变换[/" -"url]缓冲区的大小。较高的值可以使频谱分析随时间的推移而平滑,但有较大的延迟。" -"这种较高延迟的影响在突然的振幅变化中特别明显。" +"[url=https://en.wikipedia.org/wiki/Fast_Fourier_transform]快速傅里叶变换[/url]" +"缓冲区的大小。较高的值可以使频谱分析随时间的推移而平滑,但有较大的延迟。这种较" +"高延迟的影响在突然的振幅变化中特别明显。" msgid "Use the average value as magnitude." msgstr "用平均值作为幅度。" @@ -13112,8 +13245,8 @@ msgid "" "through this effect, whereas values less than 1.0 will decrease the panning " "intensity. A value of 0.0 will downmix audio to mono." msgstr "" -"大于 1.0 的值会增加通过该效果的音频的任何声像强度,而小于 1.0 的值会降低声像" -"强度。值为 0.0 会将音频缩混为单声道。" +"大于 1.0 的值会增加通过该效果的音频的任何声像强度,而小于 1.0 的值会降低声像强" +"度。值为 0.0 会将音频缩混为单声道。" msgid "Overrides the location sounds are heard from." msgstr "覆盖听到声音的位置。" @@ -13128,18 +13261,17 @@ msgid "" "needs to be inside [SceneTree] to function." msgstr "" "一旦被添加到场景树并使用 [method make_current] 启用,此节点将覆盖听到声音的位" -"置。只有一个 [AudioListener2D] 可以是当前的。使用 [method make_current] 将禁" -"用之前的 [AudioListener2D]。\n" -"如果当前 [Viewport] 中没有活动的 [AudioListener2D],则屏幕中心将用作音频的聆" -"听点。[AudioListener2D] 需要在 [SceneTree] 内才能起作用。" +"置。只有一个 [AudioListener2D] 可以是当前的。使用 [method make_current] 将禁用" +"之前的 [AudioListener2D]。\n" +"如果当前 [Viewport] 中没有活动的 [AudioListener2D],则屏幕中心将用作音频的聆听" +"点。[AudioListener2D] 需要在 [SceneTree] 内才能起作用。" msgid "" "Disables the [AudioListener2D]. If it's not set as current, this method will " "have no effect." msgstr "禁用 [AudioListener2D]。如果未设置为当前,则此方法无效。" -msgid "" -"Returns [code]true[/code] if this [AudioListener2D] is currently active." +msgid "Returns [code]true[/code] if this [AudioListener2D] is currently active." msgstr "如果该 [AudioListener2D] 当前处于激活状态,则返回 [code]true[/code]。" msgid "" @@ -13170,9 +13302,8 @@ msgstr "返回该监听器的全局正交归一化 [Transform3D]。" msgid "" "Returns [code]true[/code] if the listener was made current using [method " "make_current], [code]false[/code] otherwise.\n" -"[b]Note:[/b] There may be more than one AudioListener3D marked as " -"\"current\" in the scene tree, but only the one that was made current last " -"will be used." +"[b]Note:[/b] There may be more than one AudioListener3D marked as \"current\" " +"in the scene tree, but only the one that was made current last will be used." msgstr "" "如果使用 [method make_current] 将监听器设为当前,则返回 [code]true[/code],否" "则返回 [code]false[/code]。\n" @@ -13187,8 +13318,8 @@ msgstr "低级音频访问的服务器接口。" msgid "" "[AudioServer] is a low-level server interface for audio access. It is in " -"charge of creating sample data (playable audio) as well as its playback via " -"a voice interface." +"charge of creating sample data (playable audio) as well as its playback via a " +"voice interface." msgstr "" "[AudioServer] 是用于音频访问的底层服务器接口。它负责创建样本数据(可播放的音" "频)以及通过语音接口进行播放。" @@ -13224,8 +13355,7 @@ msgstr "返回索引为 [param bus_idx] 的总线上的效果数。" msgid "" "Returns the [AudioEffectInstance] assigned to the given bus and effect " "indices (and optionally channel)." -msgstr "" -"返回分配给给定总线和效果索引(以及可选的通道)的[AudioEffectInstance]。" +msgstr "返回分配给给定总线和效果索引(以及可选的通道)的[AudioEffectInstance]。" msgid "Returns the name of the bus with the index [param bus_idx]." msgstr "返回索引为 [param bus_idx] 的总线的名称。" @@ -13234,15 +13364,15 @@ msgid "" "Returns the peak volume of the left speaker at bus index [param bus_idx] and " "channel index [param channel]." msgstr "" -"返回总线索引为 [param bus_idx] 且通道索引为 [param channel] 处的左扬声器的峰" -"值音量。" +"返回总线索引为 [param bus_idx] 且通道索引为 [param channel] 处的左扬声器的峰值" +"音量。" msgid "" -"Returns the peak volume of the right speaker at bus index [param bus_idx] " -"and channel index [param channel]." +"Returns the peak volume of the right speaker at bus index [param bus_idx] and " +"channel index [param channel]." msgstr "" -"返回总线索引为 [param bus_idx] 且通道索引为 [param channel] 处的右扬声器的峰" -"值音量。" +"返回总线索引为 [param bus_idx] 且通道索引为 [param channel] 处的右扬声器的峰值" +"音量。" msgid "" "Returns the name of the bus that the bus at index [param bus_idx] sends to." @@ -13260,8 +13390,8 @@ msgid "" msgstr "" "返回系统中检测到的所有音频输入设备的名称。\n" "[b]注意:[/b][member ProjectSettings.audio/driver/enable_input] 必须为 " -"[code]true[/code] 音频输入才能正常工作。另请参阅该设置的说明,了解与权限和操" -"作系统隐私设置相关的注意事项。" +"[code]true[/code] 音频输入才能正常工作。另请参阅该设置的说明,了解与权限和操作" +"系统隐私设置相关的注意事项。" msgid "Returns the sample rate at the output of the [AudioServer]." msgstr "返回 [AudioServer] 输出的采样率。" @@ -13296,8 +13426,7 @@ msgid "If [code]true[/code], the bus at index [param bus_idx] is muted." msgstr "如果为 [code]true[/code],则索引为 [param bus_idx] 的总线已静音。" msgid "If [code]true[/code], the bus at index [param bus_idx] is in solo mode." -msgstr "" -"如果为 [code]true[/code],则索引为 [param bus_idx] 的总线处于独奏模式。" +msgstr "如果为 [code]true[/code],则索引为 [param bus_idx] 的总线处于独奏模式。" msgid "" "Locks the audio driver's main loop.\n" @@ -13348,8 +13477,8 @@ msgid "" "get_input_device_list]). On systems with multiple audio inputs (such as " "analog, USB and HDMI audio), this can be used to select the audio input " "device. The value [code]\"Default\"[/code] will record audio on the system-" -"wide default audio input. If an invalid device name is set, the value will " -"be reverted back to [code]\"Default\"[/code].\n" +"wide default audio input. If an invalid device name is set, the value will be " +"reverted back to [code]\"Default\"[/code].\n" "[b]Note:[/b] [member ProjectSettings.audio/driver/enable_input] must be " "[code]true[/code] for audio input to work. See also that setting's " "description for caveats related to permissions and operating system privacy " @@ -13360,25 +13489,25 @@ msgstr "" "[code]\"Default\"[/code] 时会从系统默认的音频输入录制音频。如果设置了无效的设" "备名称,该值会被恢复为 [code]\"Default\"[/code]。\n" "[b]注意:[/b][member ProjectSettings.audio/driver/enable_input] 必须为 " -"[code]true[/code] 音频输入才能正常工作。另请参阅该设置项的描述,了解权限和操" -"作系统隐私设置相关的说明。" +"[code]true[/code] 音频输入才能正常工作。另请参阅该设置项的描述,了解权限和操作" +"系统隐私设置相关的说明。" msgid "" "Name of the current device for audio output (see [method " "get_output_device_list]). On systems with multiple audio outputs (such as " "analog, USB and HDMI audio), this can be used to select the audio output " -"device. The value [code]\"Default\"[/code] will play audio on the system-" -"wide default audio output. If an invalid device name is set, the value will " -"be reverted back to [code]\"Default\"[/code]." +"device. The value [code]\"Default\"[/code] will play audio on the system-wide " +"default audio output. If an invalid device name is set, the value will be " +"reverted back to [code]\"Default\"[/code]." msgstr "" -"当前音频输出设备的名称(见 [method get_output_device_list])。在具有多个音频" -"输出(例如模拟、USB、HDMI 音频)的系统中,可用于选择音频输出设备。为 " +"当前音频输出设备的名称(见 [method get_output_device_list])。在具有多个音频输" +"出(例如模拟、USB、HDMI 音频)的系统中,可用于选择音频输出设备。为 " "[code]\"Default\"[/code] 时会从系统默认的音频输出播放音频。如果设置了无效的设" "备名称,该值会被恢复为 [code]\"Default\"[/code]。" msgid "" -"Scales the rate at which audio is played (i.e. setting it to [code]0.5[/" -"code] will make the audio be played at half its speed)." +"Scales the rate at which audio is played (i.e. setting it to [code]0.5[/code] " +"will make the audio be played at half its speed)." msgstr "" "音频播放的缩放速率(即将其设置为 [code]0.5[/code] 将使音频以其一半的速度播" "放)。" @@ -13426,13 +13555,13 @@ msgid "" "code]." msgstr "" "返回一个 AudioStreamPlayback。当想要扩展 [method _instantiate_playback],但从" -"一个内部持有的 AudioStream 子资源调用 [method instantiate_playback] 时很有" -"用。在 [code]AudioStreamRandomPitch::instantiate_playback[/code] 的源文件中可" -"以找到这方面的示例。" +"一个内部持有的 AudioStream 子资源调用 [method instantiate_playback] 时很有用。" +"在 [code]AudioStreamRandomPitch::instantiate_playback[/code] 的源文件中可以找" +"到这方面的示例。" msgid "" -"Returns true if this audio stream only supports monophonic playback, or " -"false if the audio stream supports polyphony." +"Returns true if this audio stream only supports monophonic playback, or false " +"if the audio stream supports polyphony." msgstr "" "如果该音频流仅支持单声道播放,则返回 true;如果音频流支持复调,则返回 false。" @@ -13498,19 +13627,18 @@ msgstr "" "上面的例子中,“AudioStreamPlayer”节点必须使用 [AudioStreamGenerator] 作为其" "流。[code]fill_buffer[/code] 函数负责提供模拟正弦波的音频数据。\n" "要执行实时音频频谱分析,见 [AudioEffectSpectrumAnalyzer]。\n" -"[b]注意:[/b]由于性能的限制,这个类最好在 C# 或者在利用 GDExtension 的编译语" -"言中使用。如果你仍然想要在 GDScript 中使用这个类,请考虑使用 11,025 Hz 或 " +"[b]注意:[/b]由于性能的限制,这个类最好在 C# 或者在利用 GDExtension 的编译语言" +"中使用。如果你仍然想要在 GDScript 中使用这个类,请考虑使用 11,025 Hz 或 " "22,050 Hz 等较低的 [member mix_rate]。" msgid "" "The length of the buffer to generate (in seconds). Lower values result in " -"less latency, but require the script to generate audio data faster, " -"resulting in increased CPU usage and more risk for audio cracking if the CPU " -"can't keep up." +"less latency, but require the script to generate audio data faster, resulting " +"in increased CPU usage and more risk for audio cracking if the CPU can't keep " +"up." msgstr "" -"要生成的缓冲区的长度,以秒为单位。较低的值会带来更少的延迟,但需要脚本更快地" -"生成音频数据,从而导致 CPU 使用率增加,如果 CPU 跟不上,则音频破裂的风险更" -"大。" +"要生成的缓冲区的长度,以秒为单位。较低的值会带来更少的延迟,但需要脚本更快地生" +"成音频数据,从而导致 CPU 使用率增加,如果 CPU 跟不上,则音频破裂的风险更大。" msgid "" "The sample rate to use (in Hz). Higher values are more demanding for the CPU " @@ -13521,20 +13649,19 @@ msgid "" "According to the [url=https://en.wikipedia.org/wiki/" "Nyquist%E2%80%93Shannon_sampling_theorem]Nyquist-Shannon sampling theorem[/" "url], there is no quality difference to human hearing when going past 40,000 " -"Hz (since most humans can only hear up to ~20,000 Hz, often less). If you " -"are generating lower-pitched sounds such as voices, lower sample rates such " -"as [code]32000[/code] or [code]22050[/code] may be usable with no loss in " +"Hz (since most humans can only hear up to ~20,000 Hz, often less). If you are " +"generating lower-pitched sounds such as voices, lower sample rates such as " +"[code]32000[/code] or [code]22050[/code] may be usable with no loss in " "quality." msgstr "" "使用的采样率(单位:Hz)。更高的值对 CPU 要求更高,但会带来更好的质量。\n" -"在游戏中,常用的采样率有 [code]11025[/code]、[code]16000[/code]、" -"[code]22050[/code]、[code]32000[/code]、[code]44100[/code]、[code]48000[/" -"code]。\n" -"根据[url=https://zh.wikipedia.org/wiki/%E9%87%87%E6%A0%B7%E5%AE%9A%E7%90%86]" -"奈奎斯特–香农采样定理[/url],当超过 40000 赫兹时,人类的听觉没有质量上的差别" -"(因为大多数人最多只能听到 ~20000 赫兹,往往更少)。如果你要生成语音等音高较" -"低的声音,则可以使用 [code]32000[/code] 或 [code]22050[/code] 等较低的采样" -"率,不会降低质量。" +"在游戏中,常用的采样率有 [code]11025[/code]、[code]16000[/code]、[code]22050[/" +"code]、[code]32000[/code]、[code]44100[/code]、[code]48000[/code]。\n" +"根据[url=https://zh.wikipedia.org/wiki/%E9%87%87%E6%A0%B7%E5%AE%9A%E7%90%86]奈" +"奎斯特–香农采样定理[/url],当超过 40000 赫兹时,人类的听觉没有质量上的差别(因" +"为大多数人最多只能听到 ~20000 赫兹,往往更少)。如果你要生成语音等音高较低的声" +"音,则可以使用 [code]32000[/code] 或 [code]22050[/code] 等较低的采样率,不会降" +"低质量。" msgid "Plays back audio generated using [AudioStreamGenerator]." msgstr "播放使用 [AudioStreamGenerator] 生成的音频。" @@ -13557,8 +13684,8 @@ msgstr "清除音频样本数据缓冲区。" msgid "" "Returns the number of frames that can be pushed to the audio sample data " -"buffer without overflowing it. If the result is [code]0[/code], the buffer " -"is full." +"buffer without overflowing it. If the result is [code]0[/code], the buffer is " +"full." msgstr "" "返回能够推送到音频采样数据缓冲区而不使其溢出的帧数。如果结果为 [code]0[/" "code],则缓冲区已满。" @@ -13576,8 +13703,7 @@ msgstr "" msgid "" "Pushes a single audio data frame to the buffer. This is usually less " "efficient than [method push_buffer] in C# and compiled languages via " -"GDExtension, but [method push_frame] may be [i]more[/i] efficient in " -"GDScript." +"GDExtension, but [method push_frame] may be [i]more[/i] efficient in GDScript." msgstr "" "将单个音频数据帧推送到缓冲区。这通常比 C# 中的以及通过 GDExtension 编译的语言" "中的 [method push_buffer] 效率更低,但在 GDScript 中的 [method push_frame] 的" @@ -13598,17 +13724,16 @@ msgstr "" "当直接在 [AudioStreamPlayer] 节点中使用时,[AudioStreamMicrophone] 会实时播放" "麦克风的输入。这可以配合 [AudioEffectCapture] 使用,以处理数据或保存数据。\n" "[b]注意:[/b][member ProjectSettings.audio/driver/enable_input] 必须为 " -"[code]true[/code] 音频输入才能正常工作。另请参阅该设置的说明,了解与权限和操" -"作系统隐私设置相关的注意事项。" +"[code]true[/code] 音频输入才能正常工作。另请参阅该设置的说明,了解与权限和操作" +"系统隐私设置相关的注意事项。" msgid "MP3 audio stream driver." msgstr "MP3 音频流驱动程序。" msgid "" -"MP3 audio stream driver. See [member data] if you want to load an MP3 file " -"at run-time." -msgstr "" -"MP3 音频流驱动程序。如果要在运行时加载 MP3 文件,请参阅 [member data]。" +"MP3 audio stream driver. See [member data] if you want to load an MP3 file at " +"run-time." +msgstr "MP3 音频流驱动程序。如果要在运行时加载 MP3 文件,请参阅 [member data]。" msgid "" "Contains the audio data in bytes.\n" @@ -13635,8 +13760,8 @@ msgid "" "[/codeblocks]" msgstr "" "包含以字节为单位的音频数据。\n" -"您可以使用下面的代码片段,加载文件而无需事先导入它。请记住,此代码段将整个文" -"件加载到内存中,对于大文件(数百兆字节或更多)可能并不理想。\n" +"您可以使用下面的代码片段,加载文件而无需事先导入它。请记住,此代码段将整个文件" +"加载到内存中,对于大文件(数百兆字节或更多)可能并不理想。\n" "[codeblocks]\n" "[gdscript]\n" "func load_mp3(path):\n" @@ -13689,8 +13814,8 @@ msgid "" "methods." msgstr "" "[AudioStreamPolyphonic] 的播放实例。设置 [AudioStreamPlayer]、" -"[AudioStreamPlayer2D] 或 [AudioStreamPlayer3D] 的 [code]stream[/code] 属性" -"后,可以通过调用 [method AudioStreamPlayer.get_stream_playback]、[method " +"[AudioStreamPlayer2D] 或 [AudioStreamPlayer3D] 的 [code]stream[/code] 属性后," +"可以通过调用 [method AudioStreamPlayer.get_stream_playback]、[method " "AudioStreamPlayer2D.get_stream_playback] 或 [method AudioStreamPlayer3D." "get_stream_playback] 方法获取播放实例。" @@ -13702,12 +13827,30 @@ msgstr "" "与整数 ID 关联的流仍在播放时返回 true。请检查 [method play_stream] 以获取有关" "此 ID 何时失效的信息。" +msgid "" +"Play an [AudioStream] at a given offset, volume and pitch scale. Playback " +"starts immediately.\n" +"The return value is a unique integer ID that is associated to this playback " +"stream and which can be used to control it.\n" +"This ID becomes invalid when the stream ends (if it does not loop), when the " +"[AudioStreamPlaybackPolyphonic] is stopped, or when [method stop_stream] is " +"called.\n" +"This function returns [constant INVALID_ID] if the amount of streams " +"currently playing equals [member AudioStreamPolyphonic.polyphony]. If you " +"need a higher amount of maximum polyphony, raise this value." +msgstr "" +"以给定的偏移量、音量和音高播放 [AudioStream]。播放立即开始。\n" +"返回值是与该播放流关联的唯一整数 ID,可用于控制该播放流。\n" +"当流结束(不循环)、[AudioStreamPlaybackPolyphonic] 停止或 [method " +"stop_stream] 被调用时,该 ID 将失效。\n" +"如果当前播放的流的数量等于 [member AudioStreamPolyphonic.polyphony],则该函数" +"将返回 [constant INVALID_ID]。如果需要更大的最大复音数,请提高该值。" + msgid "" "Change the stream pitch scale. The [param stream] argument is an integer ID " "returned by [method play_stream]." msgstr "" -"改变流的音阶。[param stream] 参数是一个由 [method play_stream] 返回的整数 " -"ID。" +"改变流的音阶。[param stream] 参数是一个由 [method play_stream] 返回的整数 ID。" msgid "" "Change the stream volume (in db). The [param stream] argument is an integer " @@ -13720,8 +13863,8 @@ msgid "" "Stop a stream. The [param stream] argument is an integer ID returned by " "[method play_stream], which becomes invalid after calling this function." msgstr "" -"停止某个流。[param stream] 参数是由 [method play_stream] 返回的整数 ID,在调" -"用这个函数后失效。" +"停止某个流。[param stream] 参数是由 [method play_stream] 返回的整数 ID,在调用" +"这个函数后失效。" msgid "" "Returned by [method play_stream] in case it could not allocate a stream for " @@ -13737,8 +13880,8 @@ msgid "" "[AudioStreamPlayer3D] instead of [AudioStreamPlayer]." msgstr "" "以非位置方式支持播放音频流。\n" -"要在位置上播放音频,请使用 [AudioStreamPlayer2D] 或 [AudioStreamPlayer3D] 而" -"不是 [AudioStreamPlayer]。" +"要在位置上播放音频,请使用 [AudioStreamPlayer2D] 或 [AudioStreamPlayer3D] 而不" +"是 [AudioStreamPlayer]。" msgid "Returns the position in the [AudioStream] in seconds." msgstr "返回 [AudioStream] 中的位置,单位为秒。" @@ -13775,8 +13918,8 @@ msgid "" msgstr "" "这个音频在哪个总线上播放。\n" "[b]注意:[/b]设置这个属性时,请记住它并不会对给定的名称是否与现有总线匹配进行" -"校验。这是因为音频总线布局可以在设置这个属性后再加载。如果这个给定的名称在运" -"行时无法解析,就会回退到 [code]\"Master\"[/code]。" +"校验。这是因为音频总线布局可以在设置这个属性后再加载。如果这个给定的名称在运行" +"时无法解析,就会回退到 [code]\"Master\"[/code]。" msgid "" "The maximum number of sounds this node can play at the same time. Playing " @@ -13805,8 +13948,8 @@ msgid "" "If [code]true[/code], the playback is paused. You can resume it by setting " "[code]stream_paused[/code] to [code]false[/code]." msgstr "" -"如果为 [code]true[/code],则暂停播放。您可以通过将 [code]stream_paused[/" -"code] 设置为 [code]false[/code] 来恢复播放。" +"如果为 [code]true[/code],则暂停播放。您可以通过将 [code]stream_paused[/code] " +"设置为 [code]false[/code] 来恢复播放。" msgid "Volume of sound, in dB." msgstr "音量,单位为 dB。" @@ -13865,13 +14008,13 @@ msgstr "" msgid "" "Determines which [Area2D] layers affect the sound for reverb and audio bus " "effects. Areas can be used to redirect [AudioStream]s so that they play in a " -"certain audio bus. An example of how you might use this is making a " -"\"water\" area so that sounds played in the water are redirected through an " -"audio bus to make them sound like they are being played underwater." +"certain audio bus. An example of how you might use this is making a \"water\" " +"area so that sounds played in the water are redirected through an audio bus " +"to make them sound like they are being played underwater." msgstr "" "决定对混响及音频总线效果有影响的 [Area2D] 层。可使用区域对 [AudioStream] 进行" -"重定向,使其在特定的音频总线中播放。一个例子是可以用来制作“水域”,将水中播放" -"的声音重定向至单独的音频总线,让声音听起来像是在水下播放。" +"重定向,使其在特定的音频总线中播放。一个例子是可以用来制作“水域”,将水中播放的" +"声音重定向至单独的音频总线,让声音听起来像是在水下播放。" msgid "The volume is attenuated over distance with this as an exponent." msgstr "以该属性为指数,将音量随着距离的增加而衰减。" @@ -13884,13 +14027,13 @@ msgid "" "ProjectSettings.audio/general/2d_panning_strength] with this factor. Higher " "values will pan audio from left to right more dramatically than lower values." msgstr "" -"通过将基础 [member ProjectSettings.audio/general/2d_panning_strength] 乘以该" -"因子,来缩放该节点的声像强度。与较低的值相比,较高的值将从左到右更显著地声像" -"移动音频。" +"通过将基础 [member ProjectSettings.audio/general/2d_panning_strength] 乘以该因" +"子,来缩放该节点的声像强度。与较低的值相比,较高的值将从左到右更显著地声像移动" +"音频。" msgid "" -"If [code]true[/code], audio is playing or is queued to be played (see " -"[method play])." +"If [code]true[/code], audio is playing or is queued to be played (see [method " +"play])." msgstr "" "如果为 [code]true[/code],则音频正在播放,或者已加入播放队列(见 [method " "play])。" @@ -13916,16 +14059,16 @@ msgid "" "[member volume_db] to a very low value like [code]-100[/code] (which isn't " "audible to human hearing)." msgstr "" -"根据音频收听者的相对位置播放具有位置音效的音频。位置效应包括距离衰减、方向" -"性、和多普勒效应。为了更逼真,低通滤波器会自动应用于远处的声音。这可以通过将 " +"根据音频收听者的相对位置播放具有位置音效的音频。位置效应包括距离衰减、方向性、" +"和多普勒效应。为了更逼真,低通滤波器会自动应用于远处的声音。这可以通过将 " "[member attenuation_filter_cutoff_hz] 设置为 [code]20500[/code] 来禁用。\n" "默认情况下,音频是从相机的位置听到的,这可以通过在场景中添加一个 " "[AudioListener3D] 节点,并通过对其调用 [method AudioListener3D.make_current] " "来启用该节点来改变。\n" "参阅 [AudioStreamPlayer] 来播放非位置的声音。\n" -"[b]注意:[/b]隐藏一个 [AudioStreamPlayer3D] 节点并不能禁用其音频输出。要暂时" -"禁用 [AudioStreamPlayer3D] 的音频输出,请将 [member volume_db] 设置为一个非常" -"低的值,如 [code]-100[/code](人的听觉听不到)。" +"[b]注意:[/b]隐藏一个 [AudioStreamPlayer3D] 节点并不能禁用其音频输出。要暂时禁" +"用 [AudioStreamPlayer3D] 的音频输出,请将 [member volume_db] 设置为一个非常低" +"的值,如 [code]-100[/code](人的听觉听不到)。" msgid "" "Returns the [AudioStreamPlayback] object associated with this " @@ -13935,19 +14078,19 @@ msgstr "返回与这个 [AudioStreamPlayer3D] 相关联的 [AudioStreamPlayback] msgid "" "Determines which [Area3D] layers affect the sound for reverb and audio bus " "effects. Areas can be used to redirect [AudioStream]s so that they play in a " -"certain audio bus. An example of how you might use this is making a " -"\"water\" area so that sounds played in the water are redirected through an " -"audio bus to make them sound like they are being played underwater." +"certain audio bus. An example of how you might use this is making a \"water\" " +"area so that sounds played in the water are redirected through an audio bus " +"to make them sound like they are being played underwater." msgstr "" "确定哪些 [Area3D] 层影响混响和音频总线效果的声音。区域可用于重定向 " "[AudioStream],以便它们在特定音频总线中播放。可以如何使用它的一个示例是制作一" -"个“水”区域,以便在水中播放的声音通过音频总线重定向,使它们听起来像是在水下播" -"放的。" +"个“水”区域,以便在水中播放的声音通过音频总线重定向,使它们听起来像是在水下播放" +"的。" msgid "" -"The cutoff frequency of the attenuation low-pass filter, in Hz. A sound " -"above this frequency is attenuated more than a sound below this frequency. " -"To disable this effect, set this to [code]20500[/code] as this frequency is " +"The cutoff frequency of the attenuation low-pass filter, in Hz. A sound above " +"this frequency is attenuated more than a sound below this frequency. To " +"disable this effect, set this to [code]20500[/code] as this frequency is " "above the human hearing limit." msgstr "" "衰减低通滤波器的截止频率,单位为 Hz。高于该频率的声音比低于此频率的声音衰减得" @@ -13982,8 +14125,8 @@ msgid "" msgstr "" "播放音频的总线。\n" "[b]注意:[/b]设置这个属性时,请记住它并不会对给定的名称是否与现有总线匹配进行" -"校验。这是因为音频总线布局可以在设置这个属性后再加载。如果这个给定的名称在运" -"行时无法解析,就会回退到 [code]\"Master\"[/code]。" +"校验。这是因为音频总线布局可以在设置这个属性后再加载。如果这个给定的名称在运行" +"时无法解析,就会回退到 [code]\"Master\"[/code]。" msgid "Decides in which step the Doppler effect should be calculated." msgstr "决定应该在哪个步骤计算多普勒效应。" @@ -14001,35 +14144,35 @@ msgid "" "emission_angle_degrees] and [member emission_angle_enabled] is set, in " "decibels." msgstr "" -"听者在 [member emission_angle_degrees] 之外且 [member " -"emission_angle_enabled] 被设置时使用的衰减系数,单位是分贝。" +"听者在 [member emission_angle_degrees] 之外且 [member emission_angle_enabled] " +"被设置时使用的衰减系数,单位是分贝。" msgid "Sets the absolute maximum of the soundlevel, in decibels." msgstr "设置声级的绝对最大值,以分贝为单位。" msgid "" "The distance past which the sound can no longer be heard at all. Only has an " -"effect if set to a value greater than [code]0.0[/code]. [member " -"max_distance] works in tandem with [member unit_size]. However, unlike " -"[member unit_size] whose behavior depends on the [member attenuation_model], " -"[member max_distance] always works in a linear fashion. This can be used to " -"prevent the [AudioStreamPlayer3D] from requiring audio mixing when the " -"listener is far away, which saves CPU resources." +"effect if set to a value greater than [code]0.0[/code]. [member max_distance] " +"works in tandem with [member unit_size]. However, unlike [member unit_size] " +"whose behavior depends on the [member attenuation_model], [member " +"max_distance] always works in a linear fashion. This can be used to prevent " +"the [AudioStreamPlayer3D] from requiring audio mixing when the listener is " +"far away, which saves CPU resources." msgstr "" "完全听不到声音的距离。仅当设置为大于 [code]0.0[/code] 的值时才有效。[member " -"max_distance] 与 [member unit_size] 协同工作。但是,与 [member unit_size] 的" -"行为取决于 [member attenuation_model] 不同,[member max_distance] 始终以线性" -"方式工作。这可用于防止 [AudioStreamPlayer3D] 在听者较远时需要混音,从而节省 " -"CPU 资源。" +"max_distance] 与 [member unit_size] 协同工作。但是,与 [member unit_size] 的行" +"为取决于 [member attenuation_model] 不同,[member max_distance] 始终以线性方式" +"工作。这可用于防止 [AudioStreamPlayer3D] 在听者较远时需要混音,从而节省 CPU 资" +"源。" msgid "" "Scales the panning strength for this node by multiplying the base [member " "ProjectSettings.audio/general/3d_panning_strength] with this factor. Higher " "values will pan audio from left to right more dramatically than lower values." msgstr "" -"通过将基础 [member ProjectSettings.audio/general/3d_panning_strength] 乘以该" -"因子,来缩放该节点的声像强度。与较低的值相比,较高的值将从左到右更显著地声像" -"移动音频。" +"通过将基础 [member ProjectSettings.audio/general/3d_panning_strength] 乘以该因" +"子,来缩放该节点的声像强度。与较低的值相比,较高的值将从左到右更显著地声像移动" +"音频。" msgid "The [AudioStream] resource to be played." msgstr "要播放的 [AudioStream] 资源。" @@ -14038,8 +14181,8 @@ msgid "" "If [code]true[/code], the playback is paused. You can resume it by setting " "[member stream_paused] to [code]false[/code]." msgstr "" -"如果为 [code]true[/code],则播放会暂停。你可以通过将 [member stream_paused] " -"设置为 [code]false[/code]来恢复它。" +"如果为 [code]true[/code],则播放会暂停。你可以通过将 [member stream_paused] 设" +"置为 [code]false[/code]来恢复它。" msgid "" "The factor for the attenuation effect. Higher values make the sound audible " @@ -14090,25 +14233,25 @@ msgid "" "AudioStream that lets the user play custom streams at any time from code, " "simultaneously using a single player." msgstr "" -"音频流 AudioStream,允许用户从代码中随时播放自定义流,可以使用单个播放器同时" -"播放。" +"音频流 AudioStream,允许用户从代码中随时播放自定义流,可以使用单个播放器同时播" +"放。" msgid "" "AudioStream that lets the user play custom streams at any time from code, " "simultaneously using a single player.\n" -"Playback control is done via the [AudioStreamPlaybackPolyphonic] instance " -"set inside the player, which can be obtained via [method AudioStreamPlayer." +"Playback control is done via the [AudioStreamPlaybackPolyphonic] instance set " +"inside the player, which can be obtained via [method AudioStreamPlayer." "get_stream_playback], [method AudioStreamPlayer2D.get_stream_playback] or " "[method AudioStreamPlayer3D.get_stream_playback] methods. Obtaining the " -"playback instance is only valid after the [code]stream[/code] property is " -"set as an [AudioStreamPolyphonic] in those players." +"playback instance is only valid after the [code]stream[/code] property is set " +"as an [AudioStreamPolyphonic] in those players." msgstr "" "AudioStream 允许用户随时通过代码,同时使用单个播放器播放自定义流。\n" "播放控制是通过播放器内部设置的 [AudioStreamPlaybackPolyphonic] 实例完成的,可" "以通过 [method AudioStreamPlayer.get_stream_playback]、[method " "AudioStreamPlayer2D.get_stream_playback] 或 [method AudioStreamPlayer3D." -"get_stream_playback] 方法获取该实例。只有在这些播放器中将 [code]stream[/" -"code] 属性设置为 [AudioStreamPolyphonic] 后,才能获取该播放实例。" +"get_stream_playback] 方法获取该实例。只有在这些播放器中将 [code]stream[/code] " +"属性设置为 [AudioStreamPolyphonic] 后,才能获取该播放实例。" msgid "Maximum amount of simultaneous streams that can be played." msgstr "可以同时播放的流的最大数量。" @@ -14117,11 +14260,11 @@ msgid "Wraps a pool of audio streams with pitch and volume shifting." msgstr "用音高和音量偏移,包装一个音频流池。" msgid "" -"Picks a random AudioStream from the pool, depending on the playback mode, " -"and applies random pitch shifting and volume shifting during playback." +"Picks a random AudioStream from the pool, depending on the playback mode, and " +"applies random pitch shifting and volume shifting during playback." msgstr "" -"根据播放模式,从池中随机选择一个 AudioStream,并在播放期间应用随机音高偏移和" -"音量偏移。" +"根据播放模式,从池中随机选择一个 AudioStream,并在播放期间应用随机音高偏移和音" +"量偏移。" msgid "" "Insert a stream at the specified index. If the index is less than zero, the " @@ -14149,8 +14292,8 @@ msgid "" "this value, the more likely that the randomizer will choose this stream " "during random playback modes." msgstr "" -"设置流在指定索引处的概率权重。该值越高,随机化器在随机播放模式下选择该流的可" -"能性就越大。" +"设置流在指定索引处的概率权重。该值越高,随机化器在随机播放模式下选择该流的可能" +"性就越大。" msgid "" "Controls how this AudioStreamRandomizer picks which AudioStream to play next." @@ -14173,8 +14316,8 @@ msgid "" "If only 1 sound is present in the pool, the same sound will always play, " "effectively allowing repeats to occur." msgstr "" -"根据为每个流选择的概率权重随机挑选一个流,但尽可能避免连续两次播放同一个流。" -"如果池中只有 1 个声音,则将始终播放同一个声音,从而有效地允许重复发生。" +"根据为每个流选择的概率权重随机挑选一个流,但尽可能避免连续两次播放同一个流。如" +"果池中只有 1 个声音,则将始终播放同一个声音,从而有效地允许重复发生。" msgid "" "Pick a stream at random according to the probability weights chosen for each " @@ -14194,10 +14337,10 @@ msgid "Stores audio data loaded from WAV files." msgstr "存储从 WAV 文件加载的音频数据。" msgid "" -"AudioStreamWAV stores sound samples loaded from WAV files. To play the " -"stored sound, use an [AudioStreamPlayer] (for non-positional audio) or " -"[AudioStreamPlayer2D]/[AudioStreamPlayer3D] (for positional audio). The " -"sound can be looped.\n" +"AudioStreamWAV stores sound samples loaded from WAV files. To play the stored " +"sound, use an [AudioStreamPlayer] (for non-positional audio) or " +"[AudioStreamPlayer2D]/[AudioStreamPlayer3D] (for positional audio). The sound " +"can be looped.\n" "This class can also be used to store dynamically-generated PCM audio data. " "See also [AudioStreamGenerator] for procedural audio generation." msgstr "" @@ -14220,8 +14363,8 @@ msgstr "" msgid "" "Contains the audio data in bytes.\n" -"[b]Note:[/b] This property expects signed PCM8 data. To convert unsigned " -"PCM8 to signed PCM8, subtract 128 from each byte." +"[b]Note:[/b] This property expects signed PCM8 data. To convert unsigned PCM8 " +"to signed PCM8, subtract 128 from each byte." msgstr "" "包含以字节为单位的音频数据。\n" "[b]注意:[/b]此属性需要有符号的 PCM8 数据。要将无符号的 PCM8 转换为有符号的 " @@ -14232,16 +14375,16 @@ msgstr "音频格式。取值见 [enum Format] 常量。" msgid "" "The loop start point (in number of samples, relative to the beginning of the " -"sample). This information will be imported automatically from the WAV file " -"if present." +"sample). This information will be imported automatically from the WAV file if " +"present." msgstr "" "循环起始点(相对于样本开始的样本数)。如果 WAV 文件中存在此信息,则将自动导" "入。" msgid "" "The loop end point (in number of samples, relative to the beginning of the " -"sample). This information will be imported automatically from the WAV file " -"if present." +"sample). This information will be imported automatically from the WAV file if " +"present." msgstr "" "循环结束点(相对于样本开始的样本数)。如果 WAV 文件中存在此信息,则将自动导" "入。" @@ -14250,8 +14393,8 @@ msgid "" "The loop mode. This information will be imported automatically from the WAV " "file if present. See [enum LoopMode] constants for values." msgstr "" -"循环模式。如果 WAV 文件中存在此信息,则将自动导入。取值请参阅 [enum " -"LoopMode] 常量。" +"循环模式。如果 WAV 文件中存在此信息,则将自动导入。取值请参阅 [enum LoopMode] " +"常量。" msgid "" "The sample rate for mixing this audio. Higher values require more storage " @@ -14262,20 +14405,19 @@ msgid "" "According to the [url=https://en.wikipedia.org/wiki/" "Nyquist%E2%80%93Shannon_sampling_theorem]Nyquist-Shannon sampling theorem[/" "url], there is no quality difference to human hearing when going past 40,000 " -"Hz (since most humans can only hear up to ~20,000 Hz, often less). If you " -"are using lower-pitched sounds such as voices, lower sample rates such as " +"Hz (since most humans can only hear up to ~20,000 Hz, often less). If you are " +"using lower-pitched sounds such as voices, lower sample rates such as " "[code]32000[/code] or [code]22050[/code] may be usable with no loss in " "quality." msgstr "" "混合这个音频的采样率。更高的数值需要更多的存储空间,但会带来更好的质量。\n" -"在游戏中,常用的采样率有 [code]11025[/code]、[code]16000[/code]、" -"[code]22050[/code]、[code]32000[/code]、[code]44100[/code]、[code]48000[/" -"code]。\n" -"根据[url=https://zh.wikipedia.org/wiki/%E9%87%87%E6%A0%B7%E5%AE%9A%E7%90%86]" -"奈奎斯特–香农采样定理[/url],当超过 40000 赫兹时,人类的听觉没有质量上的差别" -"(因为大多数人只能听到 ~20000 赫兹,往往更少)。如果你要使用语音等音高较低的" -"声音,则可以使用 [code]32000[/code] 或 [code]22050[/code] 等较低的采样率,不" -"会降低质量。" +"在游戏中,常用的采样率有 [code]11025[/code]、[code]16000[/code]、[code]22050[/" +"code]、[code]32000[/code]、[code]44100[/code]、[code]48000[/code]。\n" +"根据[url=https://zh.wikipedia.org/wiki/%E9%87%87%E6%A0%B7%E5%AE%9A%E7%90%86]奈" +"奎斯特–香农采样定理[/url],当超过 40000 赫兹时,人类的听觉没有质量上的差别(因" +"为大多数人只能听到 ~20000 赫兹,往往更少)。如果你要使用语音等音高较低的声音," +"则可以使用 [code]32000[/code] 或 [code]22050[/code] 等较低的采样率,不会降低质" +"量。" msgid "If [code]true[/code], audio is stereo." msgstr "如果为 [code]true[/code],则音频为立体声。" @@ -14319,23 +14461,23 @@ msgstr "" "有 ``hint_screen_texture`` 的 uniform 采样器),在着色器脚本中访问它。" msgid "" -"Node for back-buffering the currently-displayed screen. The region defined " -"in the [BackBufferCopy] node is buffered with the content of the screen it " +"Node for back-buffering the currently-displayed screen. The region defined in " +"the [BackBufferCopy] node is buffered with the content of the screen it " "covers, or the entire screen according to the copy mode set. Use the screen " "texture in your shader scripts to access the buffer.\n" "[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), " -"anchors and margins won't apply to child [Control]-derived nodes. This can " -"be problematic when resizing the window. To avoid this, add [Control]-" -"derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of " -"adding them as children." +"anchors and margins won't apply to child [Control]-derived nodes. This can be " +"problematic when resizing the window. To avoid this, add [Control]-derived " +"nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of adding them " +"as children." msgstr "" "用于后台缓冲当前显示屏幕的节点。根据设置的复制模式,[BackBufferCopy] 节点中定" -"义的区域使用它覆盖的屏幕内容或整个屏幕进行缓冲。在着色器脚本中使用屏幕纹理来" -"访问缓冲区。\n" -"[b]注意:[/b]由于该节点继承自 [Node2D](而非 [Control]),因此锚点和边距不适" -"用于子 [Control] 派生节点。这在调整窗口大小时可能会出现问题。为避免这种情况," -"请将 [Control] 派生节点添加为 [BackBufferCopy] 节点的[i]同级[/i]节点,而不是" -"将它们添加为子节点。" +"义的区域使用它覆盖的屏幕内容或整个屏幕进行缓冲。在着色器脚本中使用屏幕纹理来访" +"问缓冲区。\n" +"[b]注意:[/b]由于该节点继承自 [Node2D](而非 [Control]),因此锚点和边距不适用" +"于子 [Control] 派生节点。这在调整窗口大小时可能会出现问题。为避免这种情况,请" +"将 [Control] 派生节点添加为 [BackBufferCopy] 节点的[i]同级[/i]节点,而不是将它" +"们添加为子节点。" msgid "Buffer mode. See [enum CopyMode] constants." msgstr "缓冲区模式。见 [enum CopyMode] 常量。" @@ -14359,6 +14501,14 @@ msgstr "[BackBufferCopy] 缓冲一个矩形区域。" msgid "[BackBufferCopy] buffers the entire screen." msgstr "[BackBufferCopy] 缓冲整个屏幕。" +msgid "Abstract base class for GUI buttons." +msgstr "GUI 按钮的抽象基类。" + +msgid "" +"[BaseButton] is an abstract base class for GUI buttons. It doesn't display " +"anything by itself." +msgstr "[BaseButton] 是 GUI 按钮的抽象基类。本身不显示任何东西。" + msgid "" "Called when the button is pressed. If you need to know the button's pressed " "state (and [member toggle_mode] is active), use [method _toggled] instead." @@ -14372,8 +14522,8 @@ msgstr "当按钮被切换时调用(仅当 [member toggle_mode] 处于活动 msgid "" "Returns the visual state used to draw the button. This is useful mainly when " -"implementing your own draw code by either overriding _draw() or connecting " -"to \"draw\" signal. The visual state of the button is defined by the [enum " +"implementing your own draw code by either overriding _draw() or connecting to " +"\"draw\" signal. The visual state of the button is defined by the [enum " "DrawMode] enum." msgstr "" "返回用于绘制按钮的视觉状态。当您通过覆盖 _draw() 或连接到“draw”信号来实现您自" @@ -14392,8 +14542,8 @@ msgid "" "[b]Note:[/b] This method doesn't unpress other buttons in [member " "button_group]." msgstr "" -"更改按钮的 [member button_pressed] 状态,而不发出 [signal toggled]。当只想更" -"改按钮的状态而不发送按下的事件时使用(例如,在初始化场景时)。仅当 [member " +"更改按钮的 [member button_pressed] 状态,而不发出 [signal toggled]。当只想更改" +"按钮的状态而不发送按下的事件时使用(例如,在初始化场景时)。仅当 [member " "toggle_mode] 为 [code]true[/code] 时才有效。\n" "[b]注意:[/b]该方法不会取消按下 [member button_group] 中的其他按钮。" @@ -14431,18 +14581,17 @@ msgstr "" "如果为 [code]true[/code],则该按钮的状态为被按下。表示按钮被按下或被切换(如" "果 [member toggle_mode] 处于活动状态)。仅当 [member toggle_mode] 为 " "[code]true[/code] 时才有效。\n" -"[b]注意:[/b]设置 [member button_pressed] 将导致 [signal toggled] 被发出。如" -"果想在不发出该信号的情况下更改按下状态,请使用 [method " -"set_pressed_no_signal]。" +"[b]注意:[/b]设置 [member button_pressed] 将导致 [signal toggled] 被发出。如果" +"想在不发出该信号的情况下更改按下状态,请使用 [method set_pressed_no_signal]。" msgid "" -"If [code]true[/code], the button is in disabled state and can't be clicked " -"or toggled." +"If [code]true[/code], the button is in disabled state and can't be clicked or " +"toggled." msgstr "如果为 [code]true[/code],则该按钮处于禁用状态,无法点击或切换。" msgid "" -"If [code]true[/code], the button stays pressed when moving the cursor " -"outside the button while pressing it.\n" +"If [code]true[/code], the button stays pressed when moving the cursor outside " +"the button while pressing it.\n" "[b]Note:[/b] This property only affects the button's visual appearance. " "Signals will be emitted at the same moment regardless of this property's " "value." @@ -14474,8 +14623,8 @@ msgid "" "If [code]true[/code], the button is in toggle mode. Makes the button flip " "state between pressed and unpressed each time its area is clicked." msgstr "" -"如果为 [code]true[/code],则按钮处于切换模式。使按钮在每次点击其区域时,在按" -"下和未按下之间转换状态。" +"如果为 [code]true[/code],则按钮处于切换模式。使按钮在每次点击其区域时,在按下" +"和未按下之间转换状态。" msgid "Emitted when the button starts being held down." msgstr "当按钮开始被按下时发出。" @@ -14501,8 +14650,8 @@ msgid "" "(only if [member toggle_mode] is active). The new state is contained in the " "[param button_pressed] argument." msgstr "" -"当按钮刚刚在按下和正常状态之间切换时发出(仅当 [member toggle_mode] 处于活动" -"状态时)。新状态包含在 [param button_pressed] 参数中。" +"当按钮刚刚在按下和正常状态之间切换时发出(仅当 [member toggle_mode] 处于活动状" +"态时)。新状态包含在 [param button_pressed] 参数中。" msgid "" "The normal state (i.e. not pressed, not hovered, not toggled and enabled) of " @@ -14537,8 +14686,8 @@ msgid "" "and properties without the need to write shader code. See the tutorial below " "for details." msgstr "" -"这提供了一个默认的材质,具有多种渲染功能和属性,无需编写着色器代码。详情请看" -"下面的教程。" +"这提供了一个默认的材质,具有多种渲染功能和属性,无需编写着色器代码。详情请看下" +"面的教程。" msgid "Standard Material 3D" msgstr "标准 3D 材质" @@ -14547,8 +14696,8 @@ msgid "Returns [code]true[/code], if the specified [enum Feature] is enabled." msgstr "如果指定的 [enum Feature] 被启用,返回 [code]true[/code]。" msgid "" -"Returns [code]true[/code], if the specified flag is enabled. See [enum " -"Flags] enumerator for options." +"Returns [code]true[/code], if the specified flag is enabled. See [enum Flags] " +"enumerator for options." msgstr "" "如果指定的标志被启用,返回 [code]true[/code]。选项见 [enum Flags] 枚举值。" @@ -14562,22 +14711,22 @@ msgid "" "way the cost for using the feature is only incurred when specified. Features " "can also be enabled by setting the corresponding member to [code]true[/code]." msgstr "" -"如果为 [code]true[/code],则启用指定的 [enum Feature]。[BaseMaterial3D] 中的" -"许多功能都需要在使用前启用。这样,仅在指定时才会产生使用该功能的成本。也可以" -"通过将相应的成员设置为 [code]true[/code] 来启用功能。" +"如果为 [code]true[/code],则启用指定的 [enum Feature]。[BaseMaterial3D] 中的许" +"多功能都需要在使用前启用。这样,仅在指定时才会产生使用该功能的成本。也可以通过" +"将相应的成员设置为 [code]true[/code] 来启用功能。" msgid "" -"If [code]true[/code], enables the specified flag. Flags are optional " -"behavior that can be turned on and off. Only one flag can be enabled at a " -"time with this function, the flag enumerators cannot be bit-masked together " -"to enable or disable multiple flags at once. Flags can also be enabled by " -"setting the corresponding member to [code]true[/code]. See [enum Flags] " -"enumerator for options." +"If [code]true[/code], enables the specified flag. Flags are optional behavior " +"that can be turned on and off. Only one flag can be enabled at a time with " +"this function, the flag enumerators cannot be bit-masked together to enable " +"or disable multiple flags at once. Flags can also be enabled by setting the " +"corresponding member to [code]true[/code]. See [enum Flags] enumerator for " +"options." msgstr "" -"如果为 [code]true[/code],则启用指定的标志。标志是可以打开和关闭的可选行为。" -"使用该函数一次只能启用一个标志,不能将标志枚举值像位掩码一样进行合并,一次启" -"用或禁用多个标志。也可以通过将相应成员设置为 [code]true[/code] 来启用标志。选" -"项见 [enum Flags] 枚举值。" +"如果为 [code]true[/code],则启用指定的标志。标志是可以打开和关闭的可选行为。使" +"用该函数一次只能启用一个标志,不能将标志枚举值像位掩码一样进行合并,一次启用或" +"禁用多个标志。也可以通过将相应成员设置为 [code]true[/code] 来启用标志。选项见 " +"[enum Flags] 枚举值。" msgid "" "Sets the texture for the slot specified by [param param]. See [enum " @@ -14597,8 +14746,8 @@ msgstr "" "材质的基础颜色。\n" "[b]注意:[/b]如果 [member detail_enabled] 为 [code]true[/code] 并且指定了 " "[member detail_albedo] 纹理,则 [member albedo_color] [i]不会[/i]调制细节纹" -"理。可用于通过不指定反照率纹理并使用透明 [member detail_albedo] 纹理,来为材" -"质的部分区域着色。" +"理。可用于通过不指定反照率纹理并使用透明 [member detail_albedo] 纹理,来为材质" +"的部分区域着色。" msgid "" "Texture to multiply by [member albedo_color]. Used for basic texturing of " @@ -14610,8 +14759,8 @@ msgstr "" "如果纹理意外地显得太暗或太亮,请检查 [member albedo_texture_force_srgb]。" msgid "" -"If [code]true[/code], forces a conversion of the [member albedo_texture] " -"from sRGB color space to linear color space. See also [member " +"If [code]true[/code], forces a conversion of the [member albedo_texture] from " +"sRGB color space to linear color space. See also [member " "vertex_color_is_srgb].\n" "This should only be enabled when needed (typically when using a " "[ViewportTexture] as [member albedo_texture]). If [member " @@ -14623,15 +14772,14 @@ msgstr "" "如果为 [code]true[/code],则强制将 [member albedo_texture] 从 sRGB 颜色空间转" "换为线性颜色空间。另见 [member vertex_color_is_srgb]。\n" "该属性应该只在需要时启用(通常在使用 [ViewportTexture] 作为 [member " -"albedo_texture] 时)。如果 [member albedo_texture_force_srgb] 在不应该的情况" -"下为 [code]true[/code],则纹理会显得太暗。如果 [member " -"albedo_texture_force_srgb] 在不应该的情况下为 [code]false[/code],则纹理会显" -"得太亮。" +"albedo_texture] 时)。如果 [member albedo_texture_force_srgb] 在不应该的情况下" +"为 [code]true[/code],则纹理会显得太暗。如果 [member " +"albedo_texture_force_srgb] 在不应该的情况下为 [code]false[/code],则纹理会显得" +"太亮。" msgid "" "Enables multichannel signed distance field rendering shader. Use [member " -"msdf_pixel_range] and [member msdf_outline_size] to configure MSDF " -"parameters." +"msdf_pixel_range] and [member msdf_outline_size] to configure MSDF parameters." msgstr "" "启用多通道有符号距离场渲染着色器。使用 [member msdf_pixel_range] 和 [member " "msdf_outline_size] 配置 MSDF 参数。" @@ -14645,8 +14793,7 @@ msgstr "要应用的 Alpha 抗锯齿类型。见 [enum AlphaAntiAliasing]。" msgid "" "The hashing scale for Alpha Hash. Recommended values between [code]0[/code] " "and [code]2[/code]." -msgstr "" -"Alpha Hash 的哈希比例。推荐 [code]0[/code] 和 [code]2[/code] 之间的值。" +msgstr "Alpha Hash 的哈希比例。推荐 [code]0[/code] 和 [code]2[/code] 之间的值。" msgid "" "Threshold at which the alpha scissor will discard values. Higher values will " @@ -14654,17 +14801,17 @@ msgid "" "a distance, try increasing [member alpha_scissor_threshold]. If the material " "disappears at a distance, try decreasing [member alpha_scissor_threshold]." msgstr "" -"Alpha 剪刀将丢弃值的阈值。较高的值将导致更多像素被丢弃。如果材质在远处变得太" -"不透明,请尝试增加 [member alpha_scissor_threshold]。如果材质在远处消失,请尝" -"试降低 [member alpha_scissor_threshold]。" +"Alpha 剪刀将丢弃值的阈值。较高的值将导致更多像素被丢弃。如果材质在远处变得太不" +"透明,请尝试增加 [member alpha_scissor_threshold]。如果材质在远处消失,请尝试" +"降低 [member alpha_scissor_threshold]。" msgid "" "The strength of the anisotropy effect. This is multiplied by [member " "anisotropy_flowmap]'s alpha channel if a texture is defined there and the " "texture contains an alpha channel." msgstr "" -"各向异性效果的强度。如果 [member anisotropy_flowmap] 是一张带有 Alpha 通道的" -"纹理,那么这个值会与其 Alpha 通道相乘。" +"各向异性效果的强度。如果 [member anisotropy_flowmap] 是一张带有 Alpha 通道的纹" +"理,那么这个值会与其 Alpha 通道相乘。" msgid "" "If [code]true[/code], anisotropy is enabled. Anisotropy changes the shape of " @@ -14673,11 +14820,11 @@ msgid "" "[b]Note:[/b] Mesh tangents are needed for anisotropy to work. If the mesh " "does not contain tangents, the anisotropy effect will appear broken.\n" "[b]Note:[/b] Material anisotropy should not to be confused with anisotropic " -"texture filtering, which can be enabled by setting [member texture_filter] " -"to [constant TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC]." +"texture filtering, which can be enabled by setting [member texture_filter] to " +"[constant TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC]." msgstr "" -"如果为 [code]true[/code],则启用各向异性。各向异性会改变镜面反射斑点的形状并" -"将其与切线空间对齐。可用于拉丝铝材和毛发反射。\n" +"如果为 [code]true[/code],则启用各向异性。各向异性会改变镜面反射斑点的形状并将" +"其与切线空间对齐。可用于拉丝铝材和毛发反射。\n" "[b]注意:[/b]各向异性需要网格切线才能正常工作。如果网格中不包含切线,则各向异" "性效果会显得破碎。\n" "[b]注意:[/b]材质的各向异性不应与各向异性纹理过滤相混淆,后者可以通过将 " @@ -14691,23 +14838,23 @@ msgid "" "representing distortion on the X axis and green channel representing " "distortion on the Y axis. Values below 0.5 will result in negative " "distortion, whereas values above 0.5 will result in positive distortion.\n" -"If present, the texture's alpha channel will be used to multiply the " -"strength of the [member anisotropy] effect. Fully opaque pixels will keep " -"the anisotropy effect's original strength while fully transparent pixels " -"will disable the anisotropy effect entirely. The flowmap texture's blue " -"channel is ignored." +"If present, the texture's alpha channel will be used to multiply the strength " +"of the [member anisotropy] effect. Fully opaque pixels will keep the " +"anisotropy effect's original strength while fully transparent pixels will " +"disable the anisotropy effect entirely. The flowmap texture's blue channel is " +"ignored." msgstr "" "用于对切线图进行偏移的纹理,用于各向异性的计算,(如果存在 Alpha 通道)还可以" "控制各向异性的效果。Flowmap 方向图纹理应该是一张派生图,红色通道表示 X 轴上的" "变形、绿色通道表示 Y 轴上的变形。小于 0.5 的值会朝负方向进行变形,而大于 0.5 " "的值则朝正方向变形。\n" -"纹理的 Alpha 通道如果存在,则会用于与 [member anisotropy] 效果的强度相乘。完" -"全不透明的像素会保持原始强度,而完全透明的像素则会完全禁用各向异性效果。方向" -"图纹理的蓝色通道会被忽略。" +"纹理的 Alpha 通道如果存在,则会用于与 [member anisotropy] 效果的强度相乘。完全" +"不透明的像素会保持原始强度,而完全透明的像素则会完全禁用各向异性效果。方向图纹" +"理的蓝色通道会被忽略。" msgid "" -"If [code]true[/code], ambient occlusion is enabled. Ambient occlusion " -"darkens areas based on the [member ao_texture]." +"If [code]true[/code], ambient occlusion is enabled. Ambient occlusion darkens " +"areas based on the [member ao_texture]." msgstr "" "如果为 [code]true[/code],启用环境遮挡。环境遮挡根据 [member ao_texture] 使区" "域变暗。" @@ -14719,9 +14866,9 @@ msgid "" "This can be used to impact the strength of the ambient occlusion effect, but " "typically looks unrealistic." msgstr "" -"环境遮挡对灯光照明的影响程度。如果 [code]0[/code],环境遮挡只影响环境光。如" -"果 [code]1[/code],环境遮挡对灯光的影响和对环境光的影响一样大。这可以用来影响" -"环境遮挡效果的强度,但通常看起来不真实。" +"环境遮挡对灯光照明的影响程度。如果 [code]0[/code],环境遮挡只影响环境光。如果 " +"[code]1[/code],环境遮挡对灯光的影响和对环境光的影响一样大。这可以用来影响环境" +"遮挡效果的强度,但通常看起来不真实。" msgid "" "If [code]true[/code], use [code]UV2[/code] coordinates to look up from the " @@ -14731,8 +14878,8 @@ msgstr "" "中查找。" msgid "" -"Texture that defines the amount of ambient occlusion for a given point on " -"the object." +"Texture that defines the amount of ambient occlusion for a given point on the " +"object." msgstr "定义物体上给定点的环境遮挡量的纹理。" msgid "" @@ -14743,8 +14890,8 @@ msgid "" "occlusion in the green you could reduce the number of textures you use." msgstr "" "指定 [member ao_texture] 的通道,其中存储环境遮挡信息。当您在一个纹理中存储多" -"个效果的信息时,这很有用。例如,如果您将金属效果存储在R通道中,将粗糙度存储在" -"B通道中,将环境遮挡存储在G通道中,就可以减少您使用的纹理数量。" +"个效果的信息时,这很有用。例如,如果您将金属效果存储在R通道中,将粗糙度存储在B" +"通道中,将环境遮挡存储在G通道中,就可以减少您使用的纹理数量。" msgid "" "The color used by the backlight effect. Represents the light passing through " @@ -14768,9 +14915,9 @@ msgid "" "Otherwise, the scale is lost when billboarding. Only applies when [member " "billboard_mode] is not [constant BILLBOARD_DISABLED]." msgstr "" -"如果为 [code]true[/code],则着色器将保持为网格设置的缩放。否则,在做公告板时" -"会丢失缩放。仅在 [member billboard_mode] 不为 [constant BILLBOARD_DISABLED] " -"时适用。" +"如果为 [code]true[/code],则着色器将保持为网格设置的缩放。否则,在做公告板时会" +"丢失缩放。仅在 [member billboard_mode] 不为 [constant BILLBOARD_DISABLED] 时适" +"用。" msgid "" "Controls how the object faces the camera. See [enum BillboardMode].\n" @@ -14780,8 +14927,8 @@ msgid "" "issues/41567]GitHub issue #41567[/url] for details." msgstr "" "控制该对象如何面对相机。见 [enum BillboardMode]。\n" -"[b]注意:[/b]公告板模式不适合 VR,因为当屏幕贴在你的头上而不是在桌子上时,相" -"机的左右向量不是水平的。详见 [url=https://github.com/godotengine/godot/" +"[b]注意:[/b]公告板模式不适合 VR,因为当屏幕贴在你的头上而不是在桌子上时,相机" +"的左右向量不是水平的。详见 [url=https://github.com/godotengine/godot/" "issues/41567]GitHub issue #41567[/url]。" msgid "" @@ -14806,15 +14953,15 @@ msgid "" "[b]Note:[/b] Clearcoat rendering is not visible if the material's [member " "shading_mode] is [constant SHADING_MODE_UNSHADED]." msgstr "" -"如果为 [code]true[/code],则启用清漆渲染。将辅助透明通道添加到照明计算中,从" -"而产生一个添加的镜面反射斑点。这使得材质看起来好像它们表面上有一层透明层,该" -"透明层可以是有光泽的也可以是粗糙的。\n" +"如果为 [code]true[/code],则启用清漆渲染。将辅助透明通道添加到照明计算中,从而" +"产生一个添加的镜面反射斑点。这使得材质看起来好像它们表面上有一层透明层,该透明" +"层可以是有光泽的也可以是粗糙的。\n" "[b]注意:[/b]如果材质的 [member shading_mode] 为 [constant " "SHADING_MODE_UNSHADED],则清漆渲染不可见。" msgid "" -"Sets the roughness of the clearcoat pass. A higher value results in a " -"rougher clearcoat while a lower value results in a smoother clearcoat." +"Sets the roughness of the clearcoat pass. A higher value results in a rougher " +"clearcoat while a lower value results in a smoother clearcoat." msgstr "" "设置清漆通道的粗糙度。较高的值会产生较粗糙的清漆,而较低的值会产生更光滑的清" "漆。" @@ -14824,8 +14971,8 @@ msgid "" "of the clearcoat. Strength is specified in the red channel while glossiness " "is specified in the green channel." msgstr "" -"定义清漆效果的强度和清漆的光泽度的纹理。强度在红色通道中指定,光泽度在绿色通" -"道中指定。" +"定义清漆效果的强度和清漆的光泽度的纹理。强度在红色通道中指定,光泽度在绿色通道" +"中指定。" msgid "" "Determines which side of the triangle to cull depending on whether the " @@ -14850,26 +14997,24 @@ msgid "" msgstr "" "用于指定细节覆盖层颜色的纹理。[member detail_albedo] 的 alpha 通道会被用作遮" "罩,即使该材质不透明。要将专用纹理用作遮罩,请参阅 [member detail_mask]。\n" -"[b]注意:[/b][member detail_albedo] [i]不会[/i]被 [member albedo_color] 调" -"制。" +"[b]注意:[/b][member detail_albedo] [i]不会[/i]被 [member albedo_color] 调制。" msgid "" "Specifies how the [member detail_albedo] should blend with the current " "[code]ALBEDO[/code]. See [enum BlendMode] for options." msgstr "" -"指定 [member detail_albedo] 应如何与当前 [code]ALBEDO[/code] 混合。参阅 " -"[enum BlendMode] 选项。" +"指定 [member detail_albedo] 应如何与当前 [code]ALBEDO[/code] 混合。参阅 [enum " +"BlendMode] 选项。" msgid "" "If [code]true[/code], enables the detail overlay. Detail is a second texture " "that gets mixed over the surface of the object based on [member detail_mask] " -"and [member detail_albedo]'s alpha channel. This can be used to add " -"variation to objects, or to blend between two different albedo/normal " -"textures." +"and [member detail_albedo]'s alpha channel. This can be used to add variation " +"to objects, or to blend between two different albedo/normal textures." msgstr "" "如果为 [code]true[/code],启用细节叠加。细节是基于 [member detail_mask] 和 " -"[member detail_albedo] 的 Alpha 通道,在对象表面上混合的第二个纹理。这可用于" -"为对象添加变化,或混合两种不同的反照率/法线纹理。" +"[member detail_albedo] 的 Alpha 通道,在对象表面上混合的第二个纹理。这可用于为" +"对象添加变化,或混合两种不同的反照率/法线纹理。" msgid "" "Texture used to specify how the detail textures get blended with the base " @@ -14881,14 +15026,13 @@ msgstr "" msgid "" "Texture that specifies the per-pixel normal of the detail overlay. The " -"[member detail_normal] texture only uses the red and green channels; the " -"blue and alpha channels are ignored. The normal read from [member " -"detail_normal] is oriented around the surface normal provided by the " -"[Mesh].\n" +"[member detail_normal] texture only uses the red and green channels; the blue " +"and alpha channels are ignored. The normal read from [member detail_normal] " +"is oriented around the surface normal provided by the [Mesh].\n" "[b]Note:[/b] Godot expects the normal map to use X+, Y+, and Z+ coordinates. " "See [url=http://wiki.polycount.com/wiki/" -"Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for " -"a comparison of normal map coordinates expected by popular engines." +"Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a " +"comparison of normal map coordinates expected by popular engines." msgstr "" "用于指定细节覆盖层逐像素法线的纹理。[member detail_normal] 纹理只使用红色和绿" "色通道;会忽略蓝色和 alpha 通道。从 [member detail_normal] 读取的法线是围绕 " @@ -14904,8 +15048,7 @@ msgstr "" "指定细节层是使用 [code]UV[/code] 还是 [code]UV2[/code]。选项请参阅 [enum " "DetailUV]。" -msgid "" -"The algorithm used for diffuse light scattering. See [enum DiffuseMode]." +msgid "The algorithm used for diffuse light scattering. See [enum DiffuseMode]." msgstr "用于漫反射光散射的算法。见 [enum DiffuseMode]。" msgid "If [code]true[/code], the object receives no ambient light." @@ -14920,9 +15063,8 @@ msgid "" "Distance at which the object appears fully opaque.\n" "[b]Note:[/b] If [code]distance_fade_max_distance[/code] is less than " "[code]distance_fade_min_distance[/code], the behavior will be reversed. The " -"object will start to fade away at [code]distance_fade_max_distance[/code] " -"and will fully disappear once it reaches [code]distance_fade_min_distance[/" -"code]." +"object will start to fade away at [code]distance_fade_max_distance[/code] and " +"will fully disappear once it reaches [code]distance_fade_min_distance[/code]." msgstr "" "物体看起来完全不透明的距离。\n" "[b]注意:[/b]如果 [code]distance_fade_max_distance[/code] 小于 " @@ -14935,9 +15077,8 @@ msgid "" "than this distance away, it will be invisible.\n" "[b]Note:[/b] If [code]distance_fade_min_distance[/code] is greater than " "[code]distance_fade_max_distance[/code], the behavior will be reversed. The " -"object will start to fade away at [code]distance_fade_max_distance[/code] " -"and will fully disappear once it reaches [code]distance_fade_min_distance[/" -"code]." +"object will start to fade away at [code]distance_fade_max_distance[/code] and " +"will fully disappear once it reaches [code]distance_fade_min_distance[/code]." msgstr "" "物体开始变得可见的距离。如果物体的距离小于这个距离,它将是不可见的。\n" "[b]注意:[/b]如果 [code]distance_fade_min_distance[/code] 大于 " @@ -14967,14 +15108,14 @@ msgid "Multiplier for emitted light. See [member emission_enabled]." msgstr "发出的光的乘数。请参阅 [member emission_enabled]。" msgid "" -"Luminance of emitted light, measured in nits (candela per square meter). " -"Only available when [member ProjectSettings.rendering/lights_and_shadows/" -"use_physical_light_units] is enabled. The default is roughly equivalent to " -"an indoor lightbulb." +"Luminance of emitted light, measured in nits (candela per square meter). Only " +"available when [member ProjectSettings.rendering/lights_and_shadows/" +"use_physical_light_units] is enabled. The default is roughly equivalent to an " +"indoor lightbulb." msgstr "" -"发出的光的亮度,单位是尼特(坎德拉/平方米)。仅在启用 [member " -"ProjectSettings.rendering/lights_and_shadows/use_physical_light_units] 时可" -"用。默认值大致相当于一个室内灯泡。" +"发出的光的亮度,单位是尼特(坎德拉/平方米)。仅在启用 [member ProjectSettings." +"rendering/lights_and_shadows/use_physical_light_units] 时可用。默认值大致相当" +"于一个室内灯泡。" msgid "Use [code]UV2[/code] to read from the [member emission_texture]." msgstr "使用 [code]UV2[/code] 从 [member emission_texture] 中读取。" @@ -14983,8 +15124,8 @@ msgid "" "Sets how [member emission] interacts with [member emission_texture]. Can " "either add or multiply. See [enum EmissionOperator] for options." msgstr "" -"设置 [member emission] 与 [member emission_texture] 的交互方式。可以是加法或" -"乘法。可选值见 [enum EmissionOperator] 。" +"设置 [member emission] 与 [member emission_texture] 的交互方式。可以是加法或乘" +"法。可选值见 [enum EmissionOperator] 。" msgid "Texture that specifies how much surface emits light at a given point." msgstr "纹理,指定某点的表面发光的程度。" @@ -15005,9 +15146,9 @@ msgid "" "authoring software. In this case, grow will be able to join every outline " "together, just like in the original mesh." msgstr "" -"如果为 [code]true[/code],则启用顶点增长设置。可用于创建基于网格的轮廓,请在" -"第二个材质阶段中使用,并将 [member cull_mode] 设置为 [constant CULL_FRONT]。" -"另见 [member grow_amount]。\n" +"如果为 [code]true[/code],则启用顶点增长设置。可用于创建基于网格的轮廓,请在第" +"二个材质阶段中使用,并将 [member cull_mode] 设置为 [constant CULL_FRONT]。另" +"见 [member grow_amount]。\n" "[b]注意:[/b]顶点增长无法新建顶点,这意味着锐角可能会造成可见的缺口。缓解方法" "是在设计网格时就只用平滑的法线,在 3D 创作软件中使用 [url=https://wiki." "polycount.com/wiki/Face_weighted_normals]面加权法线[/url]。这样增长就能够将所" @@ -15017,8 +15158,8 @@ msgid "" "Grows object vertices in the direction of their normals. Only effective if " "[member grow] is [code]true[/code]." msgstr "" -"将对象的顶点沿着对应的法线方向生长。仅在 [member grow] 为 [code]true[/code] " -"时有效。" +"将对象的顶点沿着对应的法线方向生长。仅在 [member grow] 为 [code]true[/code] 时" +"有效。" msgid "" "If [code]true[/code], uses parallax occlusion mapping to represent depth in " @@ -15027,9 +15168,9 @@ msgid "" "much more expensive on the GPU. Only enable this on materials where it makes " "a significant visual difference." msgstr "" -"如果为 [code]true[/code],则使用视差遮挡贴图来表示材质中的深度,而不是简单的" -"偏移贴图(参见 [member heightmap_enabled])。这会产生更令人信服的深度效果,但" -"在 GPU 上的成本要高得多。仅在具有显著视觉差异的材质上启用该功能。" +"如果为 [code]true[/code],则使用视差遮挡贴图来表示材质中的深度,而不是简单的偏" +"移贴图(参见 [member heightmap_enabled])。这会产生更令人信服的深度效果,但在 " +"GPU 上的成本要高得多。仅在具有显著视觉差异的材质上启用该功能。" msgid "" "If [code]true[/code], height mapping is enabled (also called \"parallax " @@ -15037,8 +15178,8 @@ msgid "" "mapping is a demanding feature on the GPU, so it should only be used on " "materials where it makes a significant visual difference.\n" "[b]Note:[/b] Height mapping is not supported if triplanar mapping is used on " -"the same material. The value of [member heightmap_enabled] will be ignored " -"if [member uv1_triplanar] is enabled." +"the same material. The value of [member heightmap_enabled] will be ignored if " +"[member uv1_triplanar] is enabled." msgstr "" "如果为 [code]true[/code],则启用高度映射(也称为“视差映射”或“深度映射”)。另" "见 [member normal_enabled]。高度映射是 GPU 上的一项要求很高的功能,因此它只能" @@ -15047,67 +15188,67 @@ msgstr "" "uv1_triplanar] 被启用,则 [member heightmap_enabled] 的值将被忽略。" msgid "" -"If [code]true[/code], flips the mesh's binormal vectors when interpreting " -"the height map. If the heightmap effect looks strange when the camera moves " -"(even with a reasonable [member heightmap_scale]), try setting this to " -"[code]true[/code]." +"If [code]true[/code], flips the mesh's binormal vectors when interpreting the " +"height map. If the heightmap effect looks strange when the camera moves (even " +"with a reasonable [member heightmap_scale]), try setting this to [code]true[/" +"code]." msgstr "" -"如果为 [code]true[/code],则在解释高度图时翻转网格的副法线向量。如果相机移动" -"时高度图效果看起来很奇怪(即使使用合理的 [member heightmap_scale]),请尝试将" -"该属性设置为 [code]true[/code]。" +"如果为 [code]true[/code],则在解释高度图时翻转网格的副法线向量。如果相机移动时" +"高度图效果看起来很奇怪(即使使用合理的 [member heightmap_scale]),请尝试将该" +"属性设置为 [code]true[/code]。" msgid "" "If [code]true[/code], flips the mesh's tangent vectors when interpreting the " -"height map. If the heightmap effect looks strange when the camera moves " -"(even with a reasonable [member heightmap_scale]), try setting this to " -"[code]true[/code]." +"height map. If the heightmap effect looks strange when the camera moves (even " +"with a reasonable [member heightmap_scale]), try setting this to [code]true[/" +"code]." msgstr "" -"如果为 [code]true[/code],则在解释高度图时翻转网格的切线向量。如果相机移动时" -"高度图效果看起来很奇怪(即使使用合理的 [member heightmap_scale]),请尝试将该" -"属性设置为 [code]true[/code]。" +"如果为 [code]true[/code],则在解释高度图时翻转网格的切线向量。如果相机移动时高" +"度图效果看起来很奇怪(即使使用合理的 [member heightmap_scale]),请尝试将该属" +"性设置为 [code]true[/code]。" msgid "" "If [code]true[/code], interprets the height map texture as a depth map, with " "brighter values appearing to be \"lower\" in altitude compared to darker " "values.\n" "This can be enabled for compatibility with some materials authored for Godot " -"3.x. This is not necessary if the Invert import option was used to invert " -"the depth map in Godot 3.x, in which case [member heightmap_flip_texture] " -"should remain [code]false[/code]." +"3.x. This is not necessary if the Invert import option was used to invert the " +"depth map in Godot 3.x, in which case [member heightmap_flip_texture] should " +"remain [code]false[/code]." msgstr "" -"如果为 [code]true[/code],则将高度图纹理解释为深度图,与较暗的值相比,较亮的" -"值在高度上显得“更低”。\n" -"可以启用该功能以与为 Godot 3.x 编写的某些材质兼容。如果在 Godot 3.x 中使用反" -"转导入选项来反转深度图,则不需要这样做,在这种情况下,[member " +"如果为 [code]true[/code],则将高度图纹理解释为深度图,与较暗的值相比,较亮的值" +"在高度上显得“更低”。\n" +"可以启用该功能以与为 Godot 3.x 编写的某些材质兼容。如果在 Godot 3.x 中使用反转" +"导入选项来反转深度图,则不需要这样做,在这种情况下,[member " "heightmap_flip_texture] 应该保持为 [code]false[/code]。" msgid "" -"The number of layers to use for parallax occlusion mapping when the camera " -"is up close to the material. Higher values result in a more convincing depth " -"effect, especially in materials that have steep height changes. Higher " -"values have a significant cost on the GPU, so it should only be increased on " +"The number of layers to use for parallax occlusion mapping when the camera is " +"up close to the material. Higher values result in a more convincing depth " +"effect, especially in materials that have steep height changes. Higher values " +"have a significant cost on the GPU, so it should only be increased on " "materials where it makes a significant visual difference.\n" "[b]Note:[/b] Only effective if [member heightmap_deep_parallax] is " "[code]true[/code]." msgstr "" -"当相机靠近材质时用于视差遮挡贴图的层数。较高的值会产生更令人信服的深度效果," -"尤其是在具有陡峭高度变化的材质中。较高的值会显著地增加 GPU 的成本,因此只能在" -"会产生显著视觉差异的材质上增加它。\n" +"当相机靠近材质时用于视差遮挡贴图的层数。较高的值会产生更令人信服的深度效果,尤" +"其是在具有陡峭高度变化的材质中。较高的值会显著地增加 GPU 的成本,因此只能在会" +"产生显著视觉差异的材质上增加它。\n" "[b]注意:[/b]仅当 [member heightmap_deep_parallax] 为 [code]true[/code] 时有" "效。" msgid "" -"The number of layers to use for parallax occlusion mapping when the camera " -"is far away from the material. Higher values result in a more convincing " -"depth effect, especially in materials that have steep height changes. Higher " -"values have a significant cost on the GPU, so it should only be increased on " +"The number of layers to use for parallax occlusion mapping when the camera is " +"far away from the material. Higher values result in a more convincing depth " +"effect, especially in materials that have steep height changes. Higher values " +"have a significant cost on the GPU, so it should only be increased on " "materials where it makes a significant visual difference.\n" "[b]Note:[/b] Only effective if [member heightmap_deep_parallax] is " "[code]true[/code]." msgstr "" -"当相机远离材质时用于视差遮挡贴图的层数。较高的值会产生更令人信服的深度效果," -"尤其是在具有陡峭高度变化的材质中。较高的值会显著地增加 GPU 的成本,因此只能在" -"会产生显著视觉差异的材质上增加它。\n" +"当相机远离材质时用于视差遮挡贴图的层数。较高的值会产生更令人信服的深度效果,尤" +"其是在具有陡峭高度变化的材质中。较高的值会显著地增加 GPU 的成本,因此只能在会" +"产生显著视觉差异的材质上增加它。\n" "[b]注意:[/b]仅当 [member heightmap_deep_parallax] 为 [code]true[/code] 时有" "效。" @@ -15122,29 +15263,28 @@ msgid "" "heightmap_flip_texture] as the material will also appear to be \"closer\" to " "the camera. In most cases, [member heightmap_scale] should be kept to a " "positive value.\n" -"[b]Note:[/b] If the height map effect looks strange regardless of this " -"value, try adjusting [member heightmap_flip_binormal] and [member " +"[b]Note:[/b] If the height map effect looks strange regardless of this value, " +"try adjusting [member heightmap_flip_binormal] and [member " "heightmap_flip_tangent]. See also [member heightmap_texture] for " "recommendations on authoring heightmap textures, as the way the heightmap " "texture is authored affects how [member heightmap_scale] behaves." msgstr "" "用于视差效果的高度图缩放(参见 [member heightmap_enabled])。调整默认值,使最" "高点(值 = 255)看起来比最低点(值 = 0)高 5 厘米。较高的值会导致更深的外观," -"但可能会导致从倾斜角度查看材质时出现伪影,尤其是在相机移动时。负值可用于反转" -"视差效果,但这与使用 [member heightmap_flip_texture] 反转纹理不同,因为材质也" -"会看起来“更接近”相机。在大多数情况下,[member heightmap_scale] 应保持为正" -"值。\n" +"但可能会导致从倾斜角度查看材质时出现伪影,尤其是在相机移动时。负值可用于反转视" +"差效果,但这与使用 [member heightmap_flip_texture] 反转纹理不同,因为材质也会" +"看起来“更接近”相机。在大多数情况下,[member heightmap_scale] 应保持为正值。\n" "[b]注意:[/b]如果忽略这个值后高度图效果看起来很奇怪,请尝试调整 [member " -"heightmap_flip_binormal] 和 [member heightmap_flip_tangent]。另请参阅 " -"[member heightmap_texture] 以获取有关创作高度图纹理的建议,因为创作高度图纹理" -"的方式会影响 [member heightmap_scale] 的行为方式。" +"heightmap_flip_binormal] 和 [member heightmap_flip_tangent]。另请参阅 [member " +"heightmap_texture] 以获取有关创作高度图纹理的建议,因为创作高度图纹理的方式会" +"影响 [member heightmap_scale] 的行为方式。" msgid "" "The texture to use as a height map. See also [member heightmap_enabled].\n" "For best results, the texture should be normalized (with [member " -"heightmap_scale] reduced to compensate). In [url=https://gimp.org]GIMP[/" -"url], this can be done using [b]Colors > Auto > Equalize[/b]. If the texture " -"only uses a small part of its available range, the parallax effect may look " +"heightmap_scale] reduced to compensate). In [url=https://gimp.org]GIMP[/url], " +"this can be done using [b]Colors > Auto > Equalize[/b]. If the texture only " +"uses a small part of its available range, the parallax effect may look " "strange, especially when the camera moves.\n" "[b]Note:[/b] To reduce memory usage and improve loading times, you may be " "able to use a lower-resolution heightmap texture as most heightmaps are only " @@ -15160,20 +15300,19 @@ msgstr "" msgid "" "A high value makes the material appear more like a metal. Non-metals use " -"their albedo as the diffuse color and add diffuse to the specular " -"reflection. With non-metals, the reflection appears on top of the albedo " -"color. Metals use their albedo as a multiplier to the specular reflection " -"and set the diffuse color to black resulting in a tinted reflection. " -"Materials work better when fully metal or fully non-metal, values between " -"[code]0[/code] and [code]1[/code] should only be used for blending between " -"metal and non-metal sections. To alter the amount of reflection use [member " -"roughness]." +"their albedo as the diffuse color and add diffuse to the specular reflection. " +"With non-metals, the reflection appears on top of the albedo color. Metals " +"use their albedo as a multiplier to the specular reflection and set the " +"diffuse color to black resulting in a tinted reflection. Materials work " +"better when fully metal or fully non-metal, values between [code]0[/code] and " +"[code]1[/code] should only be used for blending between metal and non-metal " +"sections. To alter the amount of reflection use [member roughness]." msgstr "" "高值使材质看起来更像金属。非金属使用其反射率作为漫射色,并在镜面反射上添加漫" -"射。对于非金属,反射出现在反照率颜色之上。金属使用其反射率作为镜面反射的倍" -"数,并将漫射色设置为黑色,从而产生有色反射。材质在全金属或全非金属时效果更" -"好,介于 [code]0[/code] 和 [code]1[/code] 之间的值只能用于金属和非金属部分之" -"间的混合。要改变反射量,请使用[member roughness]。" +"射。对于非金属,反射出现在反照率颜色之上。金属使用其反射率作为镜面反射的倍数," +"并将漫射色设置为黑色,从而产生有色反射。材质在全金属或全非金属时效果更好,介" +"于 [code]0[/code] 和 [code]1[/code] 之间的值只能用于金属和非金属部分之间的混" +"合。要改变反射量,请使用[member roughness]。" msgid "" "Adjusts the strength of specular reflections. Specular reflections are " @@ -15183,19 +15322,18 @@ msgid "" "SPECULAR_DISABLED] [enum SpecularMode] as [constant SPECULAR_DISABLED] only " "applies to the specular lobe from the light source.\n" "[b]Note:[/b] Unlike [member metallic], this is not energy-conserving, so it " -"should be left at [code]0.5[/code] in most cases. See also [member " -"roughness]." +"should be left at [code]0.5[/code] in most cases. See also [member roughness]." msgstr "" -"调整镜面反射的强度。镜面反射由场景反射和镜面波瓣组成,镜面波瓣是从光源反射的" -"亮点。当设置为 [code]0.0[/code] 时,镜面反射将不可见。这与 [constant " +"调整镜面反射的强度。镜面反射由场景反射和镜面波瓣组成,镜面波瓣是从光源反射的亮" +"点。当设置为 [code]0.0[/code] 时,镜面反射将不可见。这与 [constant " "SPECULAR_DISABLED] [enum SpecularMode] 不同,因为 [constant " "SPECULAR_DISABLED] 仅适用于来自光源的镜面反射波瓣。\n" -"[b]注意:[/b]与 [member metallic] 不同,这不是节能的,所以在大多数情况下应将" -"其保留在 [code]0.5[/code]。另见 [member roughness]。" +"[b]注意:[/b]与 [member metallic] 不同,这不是节能的,所以在大多数情况下应将其" +"保留在 [code]0.5[/code]。另见 [member roughness]。" msgid "" -"Texture used to specify metallic for an object. This is multiplied by " -"[member metallic]." +"Texture used to specify metallic for an object. This is multiplied by [member " +"metallic]." msgstr "用于指定对象的金属质感。这个值会与 [member metallic] 相乘。" msgid "" @@ -15206,8 +15344,8 @@ msgid "" "you could reduce the number of textures you use." msgstr "" "指定存储金属度信息的 [member metallic_texture] 的通道。当将多个效果的信息存储" -"在单个纹理中时,这很有用。例如,如果在红色通道中存储金属度,在蓝色通道中存储" -"粗糙度,在绿色通道中存储环境遮挡,则可以减少使用的纹理数量。" +"在单个纹理中时,这很有用。例如,如果在红色通道中存储金属度,在蓝色通道中存储粗" +"糙度,在绿色通道中存储环境遮挡,则可以减少使用的纹理数量。" msgid "The width of the shape outine." msgstr "形状轮廓的宽度。" @@ -15244,16 +15382,16 @@ msgid "" "respectively.\n" "[b]Note:[/b] Godot expects the normal map to use X+, Y+, and Z+ coordinates. " "See [url=http://wiki.polycount.com/wiki/" -"Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for " -"a comparison of normal map coordinates expected by popular engines.\n" +"Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a " +"comparison of normal map coordinates expected by popular engines.\n" "[b]Note:[/b] If [member detail_enabled] is [code]true[/code], the [member " "detail_albedo] texture is drawn [i]below[/i] the [member normal_texture]. To " "display a normal map [i]above[/i] the [member detail_albedo] texture, use " "[member detail_normal] instead." msgstr "" -"用于指定给定像素的法线的纹理。[member normal_texture] 只使用红色和绿色通道;" -"会忽略蓝色和 alpha 通道。从 [member normal_texture] 读取的法线是围绕 [Mesh] " -"所提供的表面法线的进行朝向的。\n" +"用于指定给定像素的法线的纹理。[member normal_texture] 只使用红色和绿色通道;会" +"忽略蓝色和 alpha 通道。从 [member normal_texture] 读取的法线是围绕 [Mesh] 所提" +"供的表面法线的进行朝向的。\n" "[b]注意:[/b]该网格必须在其顶点数据中同时定义法线和切线。否则法线贴图将无法正" "确渲染,只会使整个表面变暗。如果使用 [SurfaceTool] 创建几何体,可以使用 " "[method SurfaceTool.generate_normals] 和 [method SurfaceTool." @@ -15262,21 +15400,20 @@ msgstr "" "法线贴图坐标系见[url=http://wiki.polycount.com/wiki/" "Normal_Map_Technical_Details#Common_Swizzle_Coordinates]这个页面[/url]。\n" "[b]注意:[/b]如果 [member detail_enabled] 为 [code]true[/code],则 [member " -"detail_albedo] 纹理将在 [member normal_texture] [i]下方[/i]绘制。要在 " -"[member detail_albedo] 纹理[i]之上[/i]显示法线贴图,请改用 [member " -"detail_normal]。" +"detail_albedo] 纹理将在 [member normal_texture] [i]下方[/i]绘制。要在 [member " +"detail_albedo] 纹理[i]之上[/i]显示法线贴图,请改用 [member detail_normal]。" msgid "" "The Occlusion/Roughness/Metallic texture to use. This is a more efficient " "replacement of [member ao_texture], [member roughness_texture] and [member " "metallic_texture] in [ORMMaterial3D]. Ambient occlusion is stored in the red " -"channel. Roughness map is stored in the green channel. Metallic map is " -"stored in the blue channel. The alpha channel is ignored." +"channel. Roughness map is stored in the green channel. Metallic map is stored " +"in the blue channel. The alpha channel is ignored." msgstr "" "要使用的遮挡/粗糙度/金属纹理。这是对 [ORMMaterial3D] 中 [member ao_texture]、" "[member roughness_texture]、和 [member metallic_texture] 的更有效替代。环境遮" -"挡被存储在红色通道中。粗糙度贴图被存储在绿色通道中。金属度贴图被存储在蓝色通" -"道中。Alpha 通道将被忽略。" +"挡被存储在红色通道中。粗糙度贴图被存储在绿色通道中。金属度贴图被存储在蓝色通道" +"中。Alpha 通道将被忽略。" msgid "" "The number of horizontal frames in the particle sprite sheet. Only enabled " @@ -15286,15 +15423,15 @@ msgstr "" "[member billboard_mode]。" msgid "" -"If [code]true[/code], particle animations are looped. Only enabled when " -"using [constant BILLBOARD_PARTICLES]. See [member billboard_mode]." +"If [code]true[/code], particle animations are looped. Only enabled when using " +"[constant BILLBOARD_PARTICLES]. See [member billboard_mode]." msgstr "" "如果为 [code]true[/code],则循环粒子动画。仅在使用 [constant " "BILLBOARD_PARTICLES] 时启用。见 [member billboard_mode]。" msgid "" -"The number of vertical frames in the particle sprite sheet. Only enabled " -"when using [constant BILLBOARD_PARTICLES]. See [member billboard_mode]." +"The number of vertical frames in the particle sprite sheet. Only enabled when " +"using [constant BILLBOARD_PARTICLES]. See [member billboard_mode]." msgstr "" "粒子精灵表中的垂直帧数。仅在使用 [constant BILLBOARD_PARTICLES] 时启用。见 " "[member billboard_mode]。" @@ -15311,22 +15448,21 @@ msgid "" "If [code]true[/code], the proximity fade effect is enabled. The proximity " "fade effect fades out each pixel based on its distance to another object." msgstr "" -"如果为 [code]true[/code],则启用接近淡出效果。邻近淡出效果会根据每个像素与另" -"一个对象的距离淡出。" +"如果为 [code]true[/code],则启用接近淡出效果。邻近淡出效果会根据每个像素与另一" +"个对象的距离淡出。" msgid "" -"If [code]true[/code], the refraction effect is enabled. Distorts " -"transparency based on light from behind the object." +"If [code]true[/code], the refraction effect is enabled. Distorts transparency " +"based on light from behind the object." msgstr "" -"如果为 [code]true[/code],则启用折射效果。根据来自对象后面的光线来扭曲透明" -"度。" +"如果为 [code]true[/code],则启用折射效果。根据来自对象后面的光线来扭曲透明度。" msgid "The strength of the refraction effect." msgstr "折射效果的强度。" msgid "" -"Texture that controls the strength of the refraction per-pixel. Multiplied " -"by [member refraction_scale]." +"Texture that controls the strength of the refraction per-pixel. Multiplied by " +"[member refraction_scale]." msgstr "控制每个像素折射强度的纹理。会与 [member refraction_scale] 相乘。" msgid "" @@ -15337,8 +15473,8 @@ msgid "" "occlusion in the green you could reduce the number of textures you use." msgstr "" "指定存储折射信息的 [member refraction_texture] 的通道。当将多个效果的信息存储" -"在单个纹理中时,这很有用。例如,如果在红色通道中存储折射,在蓝色通道中存储粗" -"糙度,在绿色通道中存储环境遮挡,则可以减少使用的纹理数量。" +"在单个纹理中时,这很有用。例如,如果在红色通道中存储折射,在蓝色通道中存储粗糙" +"度,在绿色通道中存储环境遮挡,则可以减少使用的纹理数量。" msgid "Sets the strength of the rim lighting effect." msgstr "设置边缘照明效果的强度。" @@ -15387,32 +15523,31 @@ msgid "" "stored metallic in the red channel, roughness in the blue, and ambient " "occlusion in the green you could reduce the number of textures you use." msgstr "" -"指定存储粗糙度信息的[member roughness_texture]的通道。当将多个效果的信息存储" -"在单个纹理中时,这很有用。例如,如果在红色通道中存储金属度,在蓝色通道中存储" -"粗糙度,在绿色通道中存储环境遮挡,则可以减少使用的纹理数量。" +"指定存储粗糙度信息的[member roughness_texture]的通道。当将多个效果的信息存储在" +"单个纹理中时,这很有用。例如,如果在红色通道中存储金属度,在蓝色通道中存储粗糙" +"度,在绿色通道中存储环境遮挡,则可以减少使用的纹理数量。" msgid "" "Sets whether the shading takes place, per-pixel, per-vertex or unshaded. Per-" -"vertex lighting is faster, making it the best choice for mobile " -"applications, however it looks considerably worse than per-pixel. Unshaded " -"rendering is the fastest, but disables all interactions with lights.\n" -"[b]Note:[/b] Setting the shading mode vertex shading currently has no " -"effect, as vertex shading is not implemented yet." +"vertex lighting is faster, making it the best choice for mobile applications, " +"however it looks considerably worse than per-pixel. Unshaded rendering is the " +"fastest, but disables all interactions with lights.\n" +"[b]Note:[/b] Setting the shading mode vertex shading currently has no effect, " +"as vertex shading is not implemented yet." msgstr "" -"设置是否发生着色,逐像素、逐顶点或无阴影。逐顶点时照明速度更快,使其成为移动" -"应用程序的最佳选择,但它看起来比逐像素时差很多。无阴影渲染是最快的,但会禁用" -"与灯光的所有交互。\n" +"设置是否发生着色,逐像素、逐顶点或无阴影。逐顶点时照明速度更快,使其成为移动应" +"用程序的最佳选择,但它看起来比逐像素时差很多。无阴影渲染是最快的,但会禁用与灯" +"光的所有交互。\n" "[b]注意:[/b]设置着色模式为顶点着色时目前没有效果,因为顶点着色还没有实现。" msgid "" "If [code]true[/code], enables the \"shadow to opacity\" render mode where " "lighting modifies the alpha so shadowed areas are opaque and non-shadowed " -"areas are transparent. Useful for overlaying shadows onto a camera feed in " -"AR." +"areas are transparent. Useful for overlaying shadows onto a camera feed in AR." msgstr "" -"如果为 [code]true[/code],启用“阴影到不透明度”的渲染模式,在该模式下,光照会" -"修改 Alpha,使阴影区域不透明,非阴影区域透明。对于在 AR 中把阴影叠加到相机画" -"面上很有用。" +"如果为 [code]true[/code],启用“阴影到不透明度”的渲染模式,在该模式下,光照会修" +"改 Alpha,使阴影区域不透明,非阴影区域透明。对于在 AR 中把阴影叠加到相机画面上" +"很有用。" msgid "" "The method for rendering the specular blob. See [enum SpecularMode].\n" @@ -15422,9 +15557,9 @@ msgid "" "sources as well, set [member metallic_specular] to [code]0.0[/code] instead." msgstr "" "渲染镜面反射斑点的方法。请参阅 [enum SpecularMode]。\n" -"[b]注意:[/b][member specular_mode] 仅适用于镜面反射斑点。它不影响来自天空的" -"镜面反射、屏幕空间反射、[VoxelGI]、SDFGI 或 [ReflectionProbe]。要同时禁用来自" -"这些源的反射,请将 [member metallic_specular] 设置为 [code]0.0[/code]。" +"[b]注意:[/b][member specular_mode] 仅适用于镜面反射斑点。它不影响来自天空的镜" +"面反射、屏幕空间反射、[VoxelGI]、SDFGI 或 [ReflectionProbe]。要同时禁用来自这" +"些源的反射,请将 [member metallic_specular] 设置为 [code]0.0[/code]。" msgid "" "If [code]true[/code], subsurface scattering is enabled. Emulates light that " @@ -15432,17 +15567,17 @@ msgid "" "scattering quality is controlled by [member ProjectSettings.rendering/" "environment/subsurface_scattering/subsurface_scattering_quality]." msgstr "" -"如果为 [code]true[/code],则启用次表面散射。模拟光线穿透物体表面,被散射,然" -"后出现。次表面散射质量由 [member ProjectSettings.rendering/environment/" +"如果为 [code]true[/code],则启用次表面散射。模拟光线穿透物体表面,被散射,然后" +"出现。次表面散射质量由 [member ProjectSettings.rendering/environment/" "subsurface_scattering/subsurface_scattering_quality] 控制。" msgid "" -"If [code]true[/code], subsurface scattering will use a special mode " -"optimized for the color and density of human skin, such as boosting the " -"intensity of the red channel in subsurface scattering." +"If [code]true[/code], subsurface scattering will use a special mode optimized " +"for the color and density of human skin, such as boosting the intensity of " +"the red channel in subsurface scattering." msgstr "" -"如果为 [code]true[/code],则次表面散射将使用针对人类皮肤的颜色和密度进行优化" -"的特殊模式,例如提升次表面散射中红色通道的强度。" +"如果为 [code]true[/code],则次表面散射将使用针对人类皮肤的颜色和密度进行优化的" +"特殊模式,例如提升次表面散射中红色通道的强度。" msgid "" "The strength of the subsurface scattering effect. The depth of the effect is " @@ -15454,8 +15589,8 @@ msgstr "" "制。" msgid "" -"Texture used to control the subsurface scattering strength. Stored in the " -"red texture channel. Multiplied by [member subsurf_scatter_strength]." +"Texture used to control the subsurface scattering strength. Stored in the red " +"texture channel. Multiplied by [member subsurf_scatter_strength]." msgstr "" "用于控制次表面散射强度的纹理。存储在红色纹理通道中。会与 [member " "subsurf_scatter_strength] 相乘。" @@ -15483,10 +15618,9 @@ msgstr "" "backlight_enabled]。" msgid "" -"The texture to use for multiplying the intensity of the subsurface " -"scattering transmitteance intensity. See also [member " -"subsurf_scatter_texture]. Ignored if [member subsurf_scatter_skin_mode] is " -"[code]true[/code]." +"The texture to use for multiplying the intensity of the subsurface scattering " +"transmitteance intensity. See also [member subsurf_scatter_texture]. Ignored " +"if [member subsurf_scatter_skin_mode] is [code]true[/code]." msgstr "" "用于乘以次表面散射透射率强度的纹理。另请参见 [member " "subsurf_scatter_texture]。[member subsurf_scatter_skin_mode] 为 [code]true[/" @@ -15501,18 +15635,18 @@ msgid "" "with nearest-neighbor filtering." msgstr "" "纹理的过滤标志。有关选项,请参阅 [enum TextureFilter]。\n" -"[b]注意:[/b]即便这里选择了最近邻过滤,[member heightmap_texture] 也始终使用" -"线性过滤采样。这是为了确保高度图效果看起来符合预期。如果需要像素之间的高度过" -"渡更加清晰,请在图像编辑器中使用最近邻过滤调整高度图纹理的大小。" +"[b]注意:[/b]即便这里选择了最近邻过滤,[member heightmap_texture] 也始终使用线" +"性过滤采样。这是为了确保高度图效果看起来符合预期。如果需要像素之间的高度过渡更" +"加清晰,请在图像编辑器中使用最近邻过滤调整高度图纹理的大小。" msgid "Repeat flags for the texture. See [enum TextureFilter] for options." msgstr "纹理的重复标志。可选项见 [enum TextureFilter]。" msgid "" -"The material's transparency mode. Some transparency modes will disable " -"shadow casting. Any transparency mode other than [constant " -"TRANSPARENCY_DISABLED] has a greater performance impact compared to opaque " -"rendering. See also [member blend_mode]." +"The material's transparency mode. Some transparency modes will disable shadow " +"casting. Any transparency mode other than [constant TRANSPARENCY_DISABLED] " +"has a greater performance impact compared to opaque rendering. See also " +"[member blend_mode]." msgstr "" "该材质的透明模式。一些透明模式将禁用阴影投射。除了 [constant " "TRANSPARENCY_DISABLED] 以外的任何透明模式都会对性能产生较大的影响。另见 " @@ -15525,29 +15659,29 @@ msgid "" "this feature outside of materials used in [GPUParticles3D] meshes will break " "material rendering." msgstr "" -"如果为 [code]true[/code],则启用 [GPUParticles3D] 尾迹所需的部分着色器以发挥" -"作用。这也需要使用具有适当蒙皮的网格,例如 [RibbonTrailMesh] 或 " +"如果为 [code]true[/code],则启用 [GPUParticles3D] 尾迹所需的部分着色器以发挥作" +"用。这也需要使用具有适当蒙皮的网格,例如 [RibbonTrailMesh] 或 " "[TubeTrailMesh]。在 [GPUParticles3D] 网格中使用的材质之外启用该功能将破坏材质" "渲染。" msgid "" "If [code]true[/code], render point size can be changed.\n" -"[b]Note:[/b] This is only effective for objects whose geometry is point-" -"based rather than triangle-based. See also [member point_size]." +"[b]Note:[/b] This is only effective for objects whose geometry is point-based " +"rather than triangle-based. See also [member point_size]." msgstr "" "如果为 [code]true[/code],可以改变渲染点大小。\n" "[b]注意:[/b]这仅对几何形状基于点而非基于三角形的对象有效。另见 [member " "point_size]。" msgid "" -"How much to offset the [code]UV[/code] coordinates. This amount will be " -"added to [code]UV[/code] in the vertex function. This can be used to offset " -"a texture. The Z component is used when [member uv1_triplanar] is enabled, " -"but it is not used anywhere else." +"How much to offset the [code]UV[/code] coordinates. This amount will be added " +"to [code]UV[/code] in the vertex function. This can be used to offset a " +"texture. The Z component is used when [member uv1_triplanar] is enabled, but " +"it is not used anywhere else." msgstr "" "[code]UV[/code] 坐标的偏移量。这个量将被添加到顶点函数中的 [code]UV[/code] " -"中。可以用来偏移纹理。Z 分量在启用 [member uv1_triplanar] 时使用,在其他任何" -"地方都不会被使用。" +"中。可以用来偏移纹理。Z 分量在启用 [member uv1_triplanar] 时使用,在其他任何地" +"方都不会被使用。" msgid "" "How much to scale the [code]UV[/code] coordinates. This is multiplied by " @@ -15560,21 +15694,21 @@ msgstr "" msgid "" "If [code]true[/code], instead of using [code]UV[/code] textures will use a " "triplanar texture lookup to determine how to apply textures. Triplanar uses " -"the orientation of the object's surface to blend between texture " -"coordinates. It reads from the source texture 3 times, once for each axis " -"and then blends between the results based on how closely the pixel aligns " -"with each axis. This is often used for natural features to get a realistic " -"blend of materials. Because triplanar texturing requires many more texture " -"reads per-pixel it is much slower than normal UV texturing. Additionally, " -"because it is blending the texture between the three axes, it is unsuitable " -"when you are trying to achieve crisp texturing." +"the orientation of the object's surface to blend between texture coordinates. " +"It reads from the source texture 3 times, once for each axis and then blends " +"between the results based on how closely the pixel aligns with each axis. " +"This is often used for natural features to get a realistic blend of " +"materials. Because triplanar texturing requires many more texture reads per-" +"pixel it is much slower than normal UV texturing. Additionally, because it is " +"blending the texture between the three axes, it is unsuitable when you are " +"trying to achieve crisp texturing." msgstr "" -"如果为 [code]true[/code],纹理将不使用 [code]UV[/code],而是使用三平面纹理查" -"找来确定如何应用纹理。三平面纹理使用对象表面的方向来混合纹理坐标之间。它从源" -"纹理中读取3次,每个轴一次,然后根据像素与每个轴的紧密程度在结果之间进行混合。" -"这通常用于自然特征,以获得真实的材质混合。由于三平面纹理处理每一个像素需要更" -"多的纹理读取,所以它比普通的UV纹理处理要慢得多。此外,由于它是在三个轴之间混" -"合纹理,所以当你试图实现清晰的纹理时,它是不合适的。" +"如果为 [code]true[/code],纹理将不使用 [code]UV[/code],而是使用三平面纹理查找" +"来确定如何应用纹理。三平面纹理使用对象表面的方向来混合纹理坐标之间。它从源纹理" +"中读取3次,每个轴一次,然后根据像素与每个轴的紧密程度在结果之间进行混合。这通" +"常用于自然特征,以获得真实的材质混合。由于三平面纹理处理每一个像素需要更多的纹" +"理读取,所以它比普通的UV纹理处理要慢得多。此外,由于它是在三个轴之间混合纹理," +"所以当你试图实现清晰的纹理时,它是不合适的。" msgid "" "A lower number blends the texture more softly while a higher number blends " @@ -15585,8 +15719,8 @@ msgid "" msgstr "" "数字越小使纹理混合得越柔和,数字越大使纹理混合得越锐利。\n" "[b]注意:[/b][member uv1_triplanar_sharpness] 被钳制在 [code]0.0[/code] 和 " -"[code]150.0[/code](包括)之间,因为超出该范围的值可能看起来会破损,具体取决" -"于网格。" +"[code]150.0[/code](包括)之间,因为超出该范围的值可能看起来会破损,具体取决于" +"网格。" msgid "" "If [code]true[/code], triplanar mapping for [code]UV[/code] is calculated in " @@ -15602,35 +15736,35 @@ msgid "" "but it is not used anywhere else." msgstr "" "[code]UV2[/code] 坐标的偏移量。在顶点函数中这个量将被加到 [code]UV2[/code] " -"中。这可以用来偏移纹理。Z 分量仅在启用 [member uv2_triplanar] 时使用,在其他" -"任何地方不会被使用。" +"中。这可以用来偏移纹理。Z 分量仅在启用 [member uv2_triplanar] 时使用,在其他任" +"何地方不会被使用。" msgid "" "How much to scale the [code]UV2[/code] coordinates. This is multiplied by " -"[code]UV2[/code] in the vertex function. The Z component is used when " -"[member uv2_triplanar] is enabled, but it is not used anywhere else." +"[code]UV2[/code] in the vertex function. The Z component is used when [member " +"uv2_triplanar] is enabled, but it is not used anywhere else." msgstr "" -"[code]UV2[/code] 坐标的缩放比例。在顶点函数中该属性乘以 [code]UV2[/code]。Z " -"分量仅在启用 [member uv2_triplanar] 时使用,在其他任何地方不会被使用。" +"[code]UV2[/code] 坐标的缩放比例。在顶点函数中该属性乘以 [code]UV2[/code]。Z 分" +"量仅在启用 [member uv2_triplanar] 时使用,在其他任何地方不会被使用。" msgid "" "If [code]true[/code], instead of using [code]UV2[/code] textures will use a " "triplanar texture lookup to determine how to apply textures. Triplanar uses " -"the orientation of the object's surface to blend between texture " -"coordinates. It reads from the source texture 3 times, once for each axis " -"and then blends between the results based on how closely the pixel aligns " -"with each axis. This is often used for natural features to get a realistic " -"blend of materials. Because triplanar texturing requires many more texture " -"reads per-pixel it is much slower than normal UV texturing. Additionally, " -"because it is blending the texture between the three axes, it is unsuitable " -"when you are trying to achieve crisp texturing." +"the orientation of the object's surface to blend between texture coordinates. " +"It reads from the source texture 3 times, once for each axis and then blends " +"between the results based on how closely the pixel aligns with each axis. " +"This is often used for natural features to get a realistic blend of " +"materials. Because triplanar texturing requires many more texture reads per-" +"pixel it is much slower than normal UV texturing. Additionally, because it is " +"blending the texture between the three axes, it is unsuitable when you are " +"trying to achieve crisp texturing." msgstr "" -"如果为 [code]true[/code],纹理将不使用 [code]UV[/code],而是使用三平面纹理查" -"找来确定如何应用纹理。三平面纹理使用对象表面的方向来混合纹理坐标之间。它从源" -"纹理中读取 3 次,每个轴一次,然后根据像素与每个轴的紧密程度在结果之间进行混" -"合。这通常用于自然特征,以获得真实的材质混合。由于三平面纹理处理每一个像素需" -"要更多的纹理读取,所以它比普通的 UV 纹理处理要慢得多。此外,由于它是在三个轴" -"之间混合纹理,所以当你试图实现清晰的纹理时,它是不合适的。" +"如果为 [code]true[/code],纹理将不使用 [code]UV[/code],而是使用三平面纹理查找" +"来确定如何应用纹理。三平面纹理使用对象表面的方向来混合纹理坐标之间。它从源纹理" +"中读取 3 次,每个轴一次,然后根据像素与每个轴的紧密程度在结果之间进行混合。这" +"通常用于自然特征,以获得真实的材质混合。由于三平面纹理处理每一个像素需要更多的" +"纹理读取,所以它比普通的 UV 纹理处理要慢得多。此外,由于它是在三个轴之间混合纹" +"理,所以当你试图实现清晰的纹理时,它是不合适的。" msgid "" "A lower number blends the texture more softly while a higher number blends " @@ -15641,29 +15775,27 @@ msgid "" msgstr "" "数字越小使纹理混合得越柔和,数字越大使纹理混合得越锐利。\n" "[b]注意:[/b][member uv2_triplanar_sharpness] 被钳制在 [code]0.0[/code] 和 " -"[code]150.0[/code](包括)之间,因为超出该范围的值可能看起来会破损,具体取决" -"于网格。" +"[code]150.0[/code](包括)之间,因为超出该范围的值可能看起来会破损,具体取决于" +"网格。" msgid "" -"If [code]true[/code], triplanar mapping for [code]UV2[/code] is calculated " -"in world space rather than object local space. See also [member " -"uv2_triplanar]." +"If [code]true[/code], triplanar mapping for [code]UV2[/code] is calculated in " +"world space rather than object local space. See also [member uv2_triplanar]." msgstr "" -"如果为 [code]true[/code],则 [code]UV2[/code] 的三平面映射是在世界空间而不是" -"对象局部空间中计算的。另见 [member uv2_triplanar]。" +"如果为 [code]true[/code],则 [code]UV2[/code] 的三平面映射是在世界空间而不是对" +"象局部空间中计算的。另见 [member uv2_triplanar]。" msgid "" -"If [code]true[/code], vertex colors are considered to be stored in sRGB " -"color space and are converted to linear color space during rendering. If " -"[code]false[/code], vertex colors are considered to be stored in linear " -"color space and are rendered as-is. See also [member " -"albedo_texture_force_srgb].\n" +"If [code]true[/code], vertex colors are considered to be stored in sRGB color " +"space and are converted to linear color space during rendering. If " +"[code]false[/code], vertex colors are considered to be stored in linear color " +"space and are rendered as-is. See also [member albedo_texture_force_srgb].\n" "[b]Note:[/b] Only effective when using the Forward+ and Mobile rendering " "methods, not Compatibility." msgstr "" -"如果为 [code]true[/code],则顶点颜色被认为使用 sRGB 颜色空间存储,并在渲染期" -"间被转换为线性颜色空间。如果为 [code]false[/code],则顶点颜色被认为使用线性颜" -"色空间存储并按原样渲染。另见 [member albedo_texture_force_srgb]。\n" +"如果为 [code]true[/code],则顶点颜色被认为使用 sRGB 颜色空间存储,并在渲染期间" +"被转换为线性颜色空间。如果为 [code]false[/code],则顶点颜色被认为使用线性颜色" +"空间存储并按原样渲染。另见 [member albedo_texture_force_srgb]。\n" "[b]注意:[/b]仅在使用 Forward+ 和移动渲染方式时有效,不支持兼容模式。" msgid "If [code]true[/code], the vertex color is used as albedo color." @@ -15738,30 +15870,30 @@ msgid "" "The texture filter blends between the nearest 4 pixels. Use this when you " "want to avoid a pixelated style, but do not want mipmaps." msgstr "" -"纹理过滤器在最邻近的 4 个像素之间混合。如果你想要避免像素化风格,但又不想使" -"用 mipmap,那么请使用这个选项。" +"纹理过滤器在最邻近的 4 个像素之间混合。如果你想要避免像素化风格,但又不想使用 " +"mipmap,那么请使用这个选项。" msgid "" "The texture filter reads from the nearest pixel in the nearest mipmap. The " "fastest way to read from textures with mipmaps." msgstr "" -"纹理过滤器读取最邻近的 mipmap 中的最邻近的像素。带有 mipmap 的纹理的最快读取" -"方法。" +"纹理过滤器读取最邻近的 mipmap 中的最邻近的像素。带有 mipmap 的纹理的最快读取方" +"法。" msgid "" "The texture filter blends between the nearest 4 pixels and between the " -"nearest 2 mipmaps. Use this for most cases as mipmaps are important to " -"smooth out pixels that are far from the camera." +"nearest 2 mipmaps. Use this for most cases as mipmaps are important to smooth " +"out pixels that are far from the camera." msgstr "" -"纹理过滤器在最邻近的 4 个像素和最邻近的 2 个 mipmap 之间混合。请在大多数情况" -"下使用,因为 mipmap 对于平滑远离相机的像素很重要。" +"纹理过滤器在最邻近的 4 个像素和最邻近的 2 个 mipmap 之间混合。请在大多数情况下" +"使用,因为 mipmap 对于平滑远离相机的像素很重要。" msgid "" "The texture filter reads from the nearest pixel, but selects a mipmap based " "on the angle between the surface and the camera view. This reduces artifacts " "on surfaces that are almost in line with the camera. The anisotropic " -"filtering level can be changed by adjusting [member ProjectSettings." -"rendering/textures/default_filters/anisotropic_filtering_level]." +"filtering level can be changed by adjusting [member ProjectSettings.rendering/" +"textures/default_filters/anisotropic_filtering_level]." msgstr "" "纹理过滤器读取最邻近的像素,但会根据表面和相机视图之间的夹角选择 mipmap。可以" "减少几乎与相机成一直线的表面的不自然情况。各向异性过滤级别可以通过调整 " @@ -15806,8 +15938,8 @@ msgid "" "faster to render than alpha blending, but slower than opaque rendering. This " "also supports casting shadows." msgstr "" -"该材质会将所有低于阈值的值截断,其余部分将保持不透明。不透明部分将在深度预通" -"道中渲染。这比 Alpha 混合的渲染速度更快,但比不透明渲染慢。支持投射阴影。" +"该材质会将所有低于阈值的值截断,其余部分将保持不透明。不透明部分将在深度预通道" +"中渲染。这比 Alpha 混合的渲染速度更快,但比不透明渲染慢。支持投射阴影。" msgid "" "The material will cut off all values below a spatially-deterministic " @@ -15841,11 +15973,11 @@ msgstr "对象将逐像素进行着色。对于逼真的阴影效果很有用。 msgid "" "The object will be shaded per vertex. Useful when you want cheaper shaders " -"and do not care about visual quality. Not implemented yet (this mode will " -"act like [constant SHADING_MODE_PER_PIXEL])." +"and do not care about visual quality. Not implemented yet (this mode will act " +"like [constant SHADING_MODE_PER_PIXEL])." msgstr "" -"对象将逐顶点进行着色。当想要更便宜的着色器并且不关心视觉质量时很有用。尚未实" -"现(该模式的行为类似于 [constant SHADING_MODE_PER_PIXEL])。" +"对象将逐顶点进行着色。当想要更便宜的着色器并且不关心视觉质量时很有用。尚未实现" +"(该模式的行为类似于 [constant SHADING_MODE_PER_PIXEL])。" msgid "Represents the size of the [enum ShadingMode] enum." msgstr "代表 [enum ShadingMode] 枚举的大小。" @@ -15917,31 +16049,31 @@ msgid "" "code]. Alpha values in the material are passed to the AntiAliasing sample " "mask." msgstr "" -"启用 AlphaToCoverage 并将所有非零的 alpha 值强制设为 [code]1[/code]。材质中" -"的 Alpha 值会被传递到 AntiAliasing 采样遮罩。" +"启用 AlphaToCoverage 并将所有非零的 alpha 值强制设为 [code]1[/code]。材质中的 " +"Alpha 值会被传递到 AntiAliasing 采样遮罩。" msgid "" "Default depth draw mode. Depth is drawn only for opaque objects during the " "opaque prepass (if any) and during the opaque pass." msgstr "" -"默认的深度绘制模式。在不透明预通道(如果有)和不透明通道期间,仅为不透明对象" -"绘制深度。" +"默认的深度绘制模式。在不透明预通道(如果有)和不透明通道期间,仅为不透明对象绘" +"制深度。" msgid "" "Objects will write to depth during the opaque and the transparent passes. " "Transparent objects that are close to the camera may obscure other " "transparent objects behind them.\n" -"[b]Note:[/b] This does not influence whether transparent objects are " -"included in the depth prepass or not. For that, see [enum Transparency]." +"[b]Note:[/b] This does not influence whether transparent objects are included " +"in the depth prepass or not. For that, see [enum Transparency]." msgstr "" -"在不透明和透明通道期间,对象将写入深度。靠近相机的透明物体可能会遮挡它们后面" -"的其他透明物体。\n" +"在不透明和透明通道期间,对象将写入深度。靠近相机的透明物体可能会遮挡它们后面的" +"其他透明物体。\n" "[b]注意:[/b]这不影响透明对象是否包含在深度预通道中。为此,请参阅 [enum " "Transparency]。" msgid "" -"Objects will not write their depth to the depth buffer, even during the " -"depth prepass (if enabled)." +"Objects will not write their depth to the depth buffer, even during the depth " +"prepass (if enabled)." msgstr "" "对象不会将其深度写入深度缓冲区,即使在深度预通道期间(如果启用)也是如此。" @@ -15951,16 +16083,16 @@ msgid "" "the front side of triangles being drawn. For closed-surface meshes, this " "means that only the exterior of the mesh will be visible." msgstr "" -"默认剔除模式。对象的背面在不可见时被剔除。面对相机时,背面三角形将被剔除。这" -"导致仅绘制三角形的正面。对于封闭表面网格,这意味着只有网格的外部可见。" +"默认剔除模式。对象的背面在不可见时被剔除。面对相机时,背面三角形将被剔除。这导" +"致仅绘制三角形的正面。对于封闭表面网格,这意味着只有网格的外部可见。" msgid "" "Front face triangles will be culled when facing the camera. This results in " "only the back side of triangles being drawn. For closed-surface meshes, this " "means that the interior of the mesh will be drawn instead of the exterior." msgstr "" -"面对相机时,正面三角形将被剔除。这导致仅绘制三角形的背面。对于封闭表面网格," -"这意味着将绘制网格的内部而不是外部。" +"面对相机时,正面三角形将被剔除。这导致仅绘制三角形的背面。对于封闭表面网格,这" +"意味着将绘制网格的内部而不是外部。" msgid "" "No face culling is performed; both the front face and back face will be " @@ -15973,9 +16105,9 @@ msgid "" "sorted based on distance to camera. Objects drawn after it in the draw order " "may cover it. This also disables writing to depth." msgstr "" -"禁用深度测试,所以这个对象将被绘制到在它之前绘制的所有其他对象之上。这会将对" -"象置于透明绘制通道中,并根据到相机的距离对其进行排序。按照绘制顺序在它之后绘" -"制的对象可能会覆盖它。会禁用深度写入。" +"禁用深度测试,所以这个对象将被绘制到在它之前绘制的所有其他对象之上。这会将对象" +"置于透明绘制通道中,并根据到相机的距离对其进行排序。按照绘制顺序在它之后绘制的" +"对象可能会覆盖它。会禁用深度写入。" msgid "Set [code]ALBEDO[/code] to the per-vertex color specified in the mesh." msgstr "将 [code]ALBEDO[/code] 设置为网格中指定的每顶点颜色。" @@ -15996,16 +16128,16 @@ msgid "" "albedo texture lookup to use [code]POINT_COORD[/code] instead of [code]UV[/" "code]." msgstr "" -"使用点大小来改变图元点的大小。同时改变反射率纹理查找,使用 " -"[code]POINT_COORD[/code] 而不是 [code]UV[/code]。" +"使用点大小来改变图元点的大小。同时改变反射率纹理查找,使用 [code]POINT_COORD[/" +"code] 而不是 [code]UV[/code]。" msgid "" "Object is scaled by depth so that it always appears the same size on screen." msgstr "按深度缩放对象,使其在屏幕上显示的大小始终相同。" msgid "" -"Shader will keep the scale set for the mesh. Otherwise the scale is lost " -"when billboarding. Only applies when [member billboard_mode] is [constant " +"Shader will keep the scale set for the mesh. Otherwise the scale is lost when " +"billboarding. Only applies when [member billboard_mode] is [constant " "BILLBOARD_ENABLED]." msgstr "" "着色器将保持网格的缩放设置。否则,在用作公告板时会丢失缩放。仅在 [member " @@ -16031,8 +16163,8 @@ msgid "" msgstr "使用 [code]UV2[/code] 坐标从 [member emission_texture] 中查找。" msgid "" -"Forces the shader to convert albedo from sRGB space to linear space. See " -"also [member albedo_texture_force_srgb]." +"Forces the shader to convert albedo from sRGB space to linear space. See also " +"[member albedo_texture_force_srgb]." msgstr "" "强制着色器将反照率从 sRGB 空间转换为线性空间。另见 [member " "albedo_texture_force_srgb]。" @@ -16068,14 +16200,14 @@ msgstr "" "观。" msgid "" -"Enables parts of the shader required for [GPUParticles3D] trails to " -"function. This also requires using a mesh with appropriate skinning, such as " +"Enables parts of the shader required for [GPUParticles3D] trails to function. " +"This also requires using a mesh with appropriate skinning, such as " "[RibbonTrailMesh] or [TubeTrailMesh]. Enabling this feature outside of " "materials used in [GPUParticles3D] meshes will break material rendering." msgstr "" -"启用使 [GPUParticles3D] 尾迹生效所需的部分着色器。这也需要使用具有适当蒙皮的" -"网格,例如 [RibbonTrailMesh] 或 [TubeTrailMesh]。在 [GPUParticles3D] 网格中使" -"用的材质之外启用该功能将破坏材质的渲染。" +"启用使 [GPUParticles3D] 尾迹生效所需的部分着色器。这也需要使用具有适当蒙皮的网" +"格,例如 [RibbonTrailMesh] 或 [TubeTrailMesh]。在 [GPUParticles3D] 网格中使用" +"的材质之外启用该功能将破坏材质的渲染。" msgid "Enables multichannel signed distance field rendering shader." msgstr "启用多通道有符号距离场渲染着色器。" @@ -16102,8 +16234,7 @@ msgid "Toon blob which changes size based on roughness." msgstr "基于粗糙度更改大小的 Toon 斑点。" msgid "" -"No specular blob. This is slightly faster to render than other specular " -"modes." +"No specular blob. This is slightly faster to render than other specular modes." msgstr "没有镜面反射斑点。这比其他镜面反射模式渲染速度稍快。" msgid "Billboard mode is disabled." @@ -16118,9 +16249,9 @@ msgstr "对象的 X 轴将始终面向相机。" msgid "" "Used for particle systems when assigned to [GPUParticles3D] and " "[CPUParticles3D] nodes. Enables [code]particles_anim_*[/code] properties.\n" -"The [member ParticleProcessMaterial.anim_speed_min] or [member " -"CPUParticles3D.anim_speed_min] should also be set to a value bigger than " -"zero for the animation to play." +"The [member ParticleProcessMaterial.anim_speed_min] or [member CPUParticles3D." +"anim_speed_min] should also be set to a value bigger than zero for the " +"animation to play." msgstr "" "分配给 [GPUParticles3D] 和 [CPUParticles3D] 节点时被用于粒子系统。启用 " "[code]particles_anim_*[/code] 属性。\n" @@ -16161,24 +16292,46 @@ msgstr "根据每个像素与相机的距离,使用 Alpha 通道平滑地淡 msgid "" "Smoothly fades the object out based on each pixel's distance from the camera " "using a dithering approach. Dithering discards pixels based on a set pattern " -"to smoothly fade without enabling transparency. On certain hardware, this " -"can be faster than [constant DISTANCE_FADE_PIXEL_ALPHA]." +"to smoothly fade without enabling transparency. On certain hardware, this can " +"be faster than [constant DISTANCE_FADE_PIXEL_ALPHA]." msgstr "" -"根据每个像素与相机的距离,使用一种抖动方法平滑地淡出对象。抖动会根据设定的模" -"式丢弃像素,在不启用透明的情况下平滑淡化。在某些硬件上,该选项可能比 " -"[constant DISTANCE_FADE_PIXEL_ALPHA] 更快。" +"根据每个像素与相机的距离,使用一种抖动方法平滑地淡出对象。抖动会根据设定的模式" +"丢弃像素,在不启用透明的情况下平滑淡化。在某些硬件上,该选项可能比 [constant " +"DISTANCE_FADE_PIXEL_ALPHA] 更快。" msgid "" "Smoothly fades the object out based on the object's distance from the camera " "using a dithering approach. Dithering discards pixels based on a set pattern " -"to smoothly fade without enabling transparency. On certain hardware, this " -"can be faster than [constant DISTANCE_FADE_PIXEL_ALPHA] and [constant " +"to smoothly fade without enabling transparency. On certain hardware, this can " +"be faster than [constant DISTANCE_FADE_PIXEL_ALPHA] and [constant " "DISTANCE_FADE_PIXEL_DITHER]." msgstr "" "根据对象与相机的距离,使用一种抖动方法平滑淡出对象。抖动根据设定的模式丢弃像" "素,在不启用透明的情况下平滑淡化。在某些硬件上,该选项可能比 [constant " "DISTANCE_FADE_PIXEL_ALPHA] 和 [constant DISTANCE_FADE_PIXEL_DITHER] 更快。" +msgid "A 3×3 matrix for representing 3D rotation and scale." +msgstr "用于表示 3D 旋转和缩放的 3×3 矩阵。" + +msgid "" +"A 3×3 matrix used for representing 3D rotation and scale. Usually used as an " +"orthogonal basis for a [Transform3D].\n" +"Contains 3 vector fields X, Y and Z as its columns, which are typically " +"interpreted as the local basis vectors of a transformation. For such use, it " +"is composed of a scaling and a rotation matrix, in that order (M = R.S).\n" +"Basis can also be accessed as an array of 3D vectors. These vectors are " +"usually orthogonal to each other, but are not necessarily normalized (due to " +"scaling).\n" +"For more information, read the \"Matrices and transforms\" documentation " +"article." +msgstr "" +"用于表示 3D 旋转和缩放的 3×3 矩阵。通常用作 [Transform3D] 的正交基。\n" +"包含 3 个向量字段 X、Y 和 Z 作为其列,它们通常被解释为变换的局部基向量。对于这" +"种用途,它由缩放和旋转矩阵组成,顺序为 (M = R.S)。\n" +"基也可以作为 3D 向量的数组访问。这些向量通常彼此正交,但(由于缩放)不一定是归" +"一化的。\n" +"更多信息请阅读文档文章《矩阵与变换》。" + msgid "Matrices and transforms" msgstr "矩阵与变换" @@ -16233,8 +16386,8 @@ msgid "" "values are set as the diagonal of the matrix, and the other parts of the " "matrix are zero." msgstr "" -"构造一个没有旋转或剪切的纯缩放基础矩阵。scale 值被设置为矩阵的对角线,矩阵的" -"其他部分为零。" +"构造一个没有旋转或剪切的纯缩放基础矩阵。scale 值被设置为矩阵的对角线,矩阵的其" +"他部分为零。" msgid "" "Returns the basis's rotation in the form of Euler angles. The Euler order " @@ -16245,28 +16398,63 @@ msgid "" "Consider using the [method get_rotation_quaternion] method instead, which " "returns a [Quaternion] quaternion instead of Euler angles." msgstr "" -"以欧拉角的形式返回基的旋转。欧拉顺序取决于 [param order] 参数,默认使用 YXZ " -"惯例:分解时,先 Z、再 X、最后 Y。返回的向量包含格式为(X 角、Y 角、Z 角)的" -"旋转角。\n" -"可考虑改用 [method get_rotation_quaternion] 方法,将返回 [Quaternion] 四元数" -"而不是欧拉角。" +"以欧拉角的形式返回基的旋转。欧拉顺序取决于 [param order] 参数,默认使用 YXZ 惯" +"例:分解时,先 Z、再 X、最后 Y。返回的向量包含格式为(X 角、Y 角、Z 角)的旋转" +"角。\n" +"可考虑改用 [method get_rotation_quaternion] 方法,将返回 [Quaternion] 四元数而" +"不是欧拉角。" msgid "" "Returns the basis's rotation in the form of a quaternion. See [method " "get_euler] if you need Euler angles, but keep in mind quaternions should " "generally be preferred to Euler angles." msgstr "" -"以四元数的形式返回基的旋转。如果你需要欧拉角,请参阅 [method get_euler] 方" -"法,但通常首选四元数而不是欧拉角。" +"以四元数的形式返回基的旋转。如果你需要欧拉角,请参阅 [method get_euler] 方法," +"但通常首选四元数而不是欧拉角。" msgid "" -"Assuming that the matrix is the combination of a rotation and scaling, " -"return the absolute value of scaling factors along each axis." +"Assuming that the matrix is the combination of a rotation and scaling, return " +"the absolute value of scaling factors along each axis." msgstr "假设矩阵是旋转和缩放的组合,返回沿各轴缩放系数的绝对值。" msgid "Returns the inverse of the matrix." msgstr "返回矩阵的逆值。" +msgid "" +"Returns [code]true[/code] if this basis and [param b] are approximately " +"equal, by calling [method @GlobalScope.is_equal_approx] on all vector " +"components." +msgstr "" +"如果该基和 [param b] 近似相等,则返回 [code]true[/code],判断方法是在每个向量" +"分量上调用 [method @GlobalScope.is_equal_approx]。" + +msgid "" +"Returns [code]true[/code] if this basis is finite, by calling [method " +"@GlobalScope.is_finite] on all vector components." +msgstr "" +"如果该基是有限的,则返回 [code]true[/code],判断方法是在每个向量分量上调用 " +"[method @GlobalScope.is_finite]。" + +msgid "" +"Creates a Basis with a rotation such that the forward axis (-Z) points " +"towards the [param target] position.\n" +"The up axis (+Y) points as close to the [param up] vector as possible while " +"staying perpendicular to the forward axis. The resulting Basis is " +"orthonormalized. The [param target] and [param up] vectors cannot be zero, " +"and cannot be parallel to each other.\n" +"If [param use_model_front] is [code]true[/code], the +Z axis (asset front) is " +"treated as forward (implies +X is left) and points toward the [param target] " +"position. By default, the -Z axis (camera forward) is treated as forward " +"(implies +X is right)." +msgstr "" +"创建旋转 Basis,向前的轴(-Z)指向 [param target] 的位置。\n" +"向上的轴(+Y)在保持与向前的轴垂直的前提下,尽可能接近 [param up] 向量。最终" +"的 Basis 是标准正交基。 [param target] 和 [param up] 向量不能为零,不能互相平" +"行。\n" +"如果 [param use_model_front] 为 [code]true[/code],则会将 +Z 轴(资产正面)作" +"为向前的轴(此时 +X 为左),指向 [param target] 的位置。默认情况下会将 -Z 轴" +"(相机前方)作为向前的轴(此时 +X 为右)。" + msgid "" "Returns the orthonormalized version of the matrix (useful to call from time " "to time to avoid rounding error for orthogonal matrices). This performs a " @@ -16279,8 +16467,8 @@ msgid "" "Introduce an additional rotation around the given axis by [param angle] (in " "radians). The axis must be a normalized vector." msgstr "" -"围绕给定轴线引入一个额外的旋转 [param angle](单位为弧度)。该轴必须是一个归" -"一化的向量。" +"围绕给定轴线引入一个额外的旋转 [param angle](单位为弧度)。该轴必须是一个归一" +"化的向量。" msgid "" "Introduce an additional scaling specified by the given 3D scaling factor." @@ -16322,12 +16510,12 @@ msgstr "基矩阵的 Z 向量(第 2 列)。相当于数组索引 [code]2[/co msgid "" "The identity basis, with no rotation or scaling applied.\n" "This is identical to calling [code]Basis()[/code] without any parameters. " -"This constant can be used to make your code clearer, and for consistency " -"with C#." +"This constant can be used to make your code clearer, and for consistency with " +"C#." msgstr "" "恒等基,未应用旋转或缩放。\n" -"这与不带任何参数调用 [code]Basis()[/code] 是一样的。这个常量可以用来让你的代" -"码更清晰,并与 C# 保持一致。" +"这与不带任何参数调用 [code]Basis()[/code] 是一样的。这个常量可以用来让你的代码" +"更清晰,并与 C# 保持一致。" msgid "" "The basis that will flip something along the X axis when used in a " @@ -16379,9 +16567,9 @@ msgstr "" "靠。" msgid "" -"Access basis components using their index. [code]b[0][/code] is equivalent " -"to [code]b.x[/code], [code]b[1][/code] is equivalent to [code]b.y[/code], " -"and [code]b[2][/code] is equivalent to [code]b.z[/code]." +"Access basis components using their index. [code]b[0][/code] is equivalent to " +"[code]b.x[/code], [code]b[1][/code] is equivalent to [code]b.y[/code], and " +"[code]b[2][/code] is equivalent to [code]b.z[/code]." msgstr "" "使用索引访问基的分量。[code]b[0][/code] 相当于 [code]b.x[/code]、[code]b[1][/" "code] 相当于 [code]b.y[/code]、[code]b[2][/code] 相当于 [code]b.z[/code]。" @@ -16390,12 +16578,12 @@ msgid "Boolean matrix." msgstr "布尔矩阵。" msgid "" -"A two-dimensional array of boolean values, can be used to efficiently store " -"a binary matrix (every matrix element takes only one bit) and query the " -"values using natural cartesian coordinates." +"A two-dimensional array of boolean values, can be used to efficiently store a " +"binary matrix (every matrix element takes only one bit) and query the values " +"using natural cartesian coordinates." msgstr "" -"布尔值二维数组,可以用来高效存储二进制矩阵(每个矩阵元素只占一个比特位),并" -"使用自然的笛卡尔坐标查询数值。" +"布尔值二维数组,可以用来高效存储二进制矩阵(每个矩阵元素只占一个比特位),并使" +"用自然的笛卡尔坐标查询数值。" msgid "" "Returns an image of the same size as the bitmap and with a [enum Image." @@ -16404,8 +16592,8 @@ msgid "" "into black." msgstr "" "返回与该位图大小相同且具有 [constant Image.FORMAT_L8] 类型的 [enum Image." -"Format] 的图像。该位图中的 [code]true[/code] 位被转换为白色像素," -"[code]false[/code] 位被转换为黑色像素。" +"Format] 的图像。该位图中的 [code]true[/code] 位被转换为白色像素,[code]false[/" +"code] 位被转换为黑色像素。" msgid "" "Creates a bitmap with the specified size, filled with [code]false[/code]." @@ -16414,8 +16602,8 @@ msgstr "创建一个指定尺寸的位图,用 [code]false[/code] 填充。" msgid "" "Creates a bitmap that matches the given image dimensions, every element of " "the bitmap is set to [code]false[/code] if the alpha value of the image at " -"that position is equal to [param threshold] or less, and [code]true[/code] " -"in other case." +"that position is equal to [param threshold] or less, and [code]true[/code] in " +"other case." msgstr "" "创建一个匹配给定图像大小的位图,如果该位图的 Alpha 值等于或小于 [param " "threshold],则位图的每个元素都被设置为 [code]false[/code];否则被设置为 " @@ -16427,32 +16615,31 @@ msgstr "返回位图在指定位置的值。" msgid "Returns bitmap's dimensions." msgstr "返回位图的尺寸。" -msgid "" -"Returns the number of bitmap elements that are set to [code]true[/code]." +msgid "Returns the number of bitmap elements that are set to [code]true[/code]." msgstr "返回设置为 [code]true[/code] 的位图元素的数量。" msgid "" -"Applies morphological dilation or erosion to the bitmap. If [param pixels] " -"is positive, dilation is applied to the bitmap. If [param pixels] is " -"negative, erosion is applied to the bitmap. [param rect] defines the area " -"where the morphological operation is applied. Pixels located outside the " -"[param rect] are unaffected by [method grow_mask]." +"Applies morphological dilation or erosion to the bitmap. If [param pixels] is " +"positive, dilation is applied to the bitmap. If [param pixels] is negative, " +"erosion is applied to the bitmap. [param rect] defines the area where the " +"morphological operation is applied. Pixels located outside the [param rect] " +"are unaffected by [method grow_mask]." msgstr "" -"对位图进行形态学膨胀或腐蚀操作。如果 [param pixels] 为正,则对位图执行膨胀。" -"如果 [param pixels] 为负,则对位图执行腐蚀。[param rect] 定义进行形态学操作的" -"区域。位于 [param rect]] 之外的像素不会被 [method grow_mask] 影响。" +"对位图进行形态学膨胀或腐蚀操作。如果 [param pixels] 为正,则对位图执行膨胀。如" +"果 [param pixels] 为负,则对位图执行腐蚀。[param rect] 定义进行形态学操作的区" +"域。位于 [param rect]] 之外的像素不会被 [method grow_mask] 影响。" msgid "" "Creates an [Array] of polygons covering a rectangular portion of the bitmap. " -"It uses a marching squares algorithm, followed by Ramer-Douglas-Peucker " -"(RDP) reduction of the number of vertices. Each polygon is described as a " +"It uses a marching squares algorithm, followed by Ramer-Douglas-Peucker (RDP) " +"reduction of the number of vertices. Each polygon is described as a " "[PackedVector2Array] of its vertices.\n" "To get polygons covering the whole bitmap, pass:\n" "[codeblock]\n" "Rect2(Vector2(), get_size())\n" "[/codeblock]\n" -"[param epsilon] is passed to RDP to control how accurately the polygons " -"cover the bitmap: a lower [param epsilon] corresponds to more points in the " +"[param epsilon] is passed to RDP to control how accurately the polygons cover " +"the bitmap: a lower [param epsilon] corresponds to more points in the " "polygons." msgstr "" "创建一个多边形 [Array],以覆盖位图的矩形部分。它使用行进方块算法,然后使用 " @@ -16462,8 +16649,8 @@ msgstr "" "[codeblock]\n" "Rect2(Vector2(), get_size())\n" "[/codeblock]\n" -"[param epsilon] 被传递给 RDP,以控制多边形覆盖位图的准确程度:[param " -"epsilon] 越低,对应的多边形中的点越多。" +"[param epsilon] 被传递给 RDP,以控制多边形覆盖位图的准确程度:[param epsilon] " +"越低,对应的多边形中的点越多。" msgid "Resizes the image to [param new_size]." msgstr "将该图像的大小修改为 [param new_size]。" @@ -16478,10 +16665,23 @@ msgstr "将位图的矩形部分设置为指定值。" msgid "Stores the node's current transforms in [member rest]." msgstr "将节点当前的变换存储在 [member rest] 中。" +msgid "" +"Returns the angle of the bone in the [Bone2D].\n" +"[b]Note:[/b] This is different from the [Bone2D]'s rotation. The bone's angle " +"is the rotation of the bone shown by the gizmo, which is unaffected by the " +"[Bone2D]'s [member Node2D.transform]." +msgstr "" +"返回 [Bone2D] 中骨骼的角度。\n" +"[b]注意:[/b]这与 [Bone2D] 的旋转不同。骨骼角度是小工具显示的骨骼旋转,不受 " +"[Bone2D] 的 [member Node2D.transform] 的影响。" + msgid "" "Returns the node's index as part of the entire skeleton. See [Skeleton2D]." msgstr "返回节点在整个骨架中的索引号。见 [Skeleton2D]。" +msgid "Returns the length of the bone in the [Bone2D] node." +msgstr "返回 [Bone2D] 节点中骨骼的长度。" + msgid "" "Returns the node's [member rest] [code]Transform2D[/code] if it doesn't have " "a parent, or its rest pose relative to its parent." @@ -16489,31 +16689,52 @@ msgstr "" "如果节点没有父节点,返回节点的 [member rest] [code]Transform2D[/code],或者返" "回它相对于父节点的放松姿势。" +msgid "" +"When set to [code]true[/code], the [Bone2D] node will attempt to " +"automatically calculate the bone angle and length using the first child " +"[Bone2D] node, if one exists. If none exist, the [Bone2D] cannot " +"automatically calculate these values and will print a warning." +msgstr "" +"当设置为 [code]true[/code] 时,该 [Bone2D] 节点将尝试使用第一个子 [Bone2D] 节" +"点(如果存在)自动计算骨骼角度和长度。如果不存在子节点,[Bone2D] 将无法自动计" +"算这些值,并将输出一条警告。" + +msgid "" +"Sets the bone angle for the [Bone2D]. This is typically set to the rotation " +"from the [Bone2D] to a child [Bone2D] node.\n" +"[b]Note:[/b] [b]Note:[/b] This is different from the [Bone2D]'s rotation. The " +"bone's angle is the rotation of the bone shown by the gizmo, which is " +"unaffected by the [Bone2D]'s [member Node2D.transform]." +msgstr "" +"设置 [Bone2D] 节点的骨骼角度。这通常设置为从 [Bone2D] 节点到子 [Bone2D] 节点的" +"旋转。\n" +"[b]注意:[/b]这与 [Bone2D] 的旋转不同。骨骼角度是 [Bone2D] 小工具显示的骨骼旋" +"转,不受 [Bone2D] 的 [member Node2D.transform] 的影响。" + msgid "Sets the length of the bone in the [Bone2D]." msgstr "设置该 [Bone2D] 中骨骼的长度。" msgid "" -"Rest transform of the bone. You can reset the node's transforms to this " -"value using [method apply_rest]." +"Rest transform of the bone. You can reset the node's transforms to this value " +"using [method apply_rest]." msgstr "" "骨骼的放松变换。您可以使用 [method apply_rest] 将节点的变换重置为这个值。" msgid "" -"А node that dynamically copies or overrides the 3D transform of a bone in " -"its parent [Skeleton3D]." +"А node that dynamically copies or overrides the 3D transform of a bone in its " +"parent [Skeleton3D]." msgstr "对父级 [Skeleton3D] 中某个骨骼的 3D 变换进行复制或覆盖的节点。" msgid "" "This node selects a bone in a [Skeleton3D] and attaches to it. This means " -"that the [BoneAttachment3D] node will either dynamically copy or override " -"the 3D transform of the selected bone." +"that the [BoneAttachment3D] node will either dynamically copy or override the " +"3D transform of the selected bone." msgstr "" "这个节点能够选中 [Skeleton3D] 中的某个骨骼并附加到这个骨骼上。这样 " "[BoneAttachment3D] 节点就能够动态复制或覆盖所选骨骼的 3D 变换。" msgid "" -"Returns the [NodePath] to the external [Skeleton3D] node, if one has been " -"set." +"Returns the [NodePath] to the external [Skeleton3D] node, if one has been set." msgstr "返回到外部 [Skeleton3D] 节点的 [NodePath](如果已设置)。" msgid "" @@ -16529,27 +16750,17 @@ msgid "" "function is where the BoneAttachment3D node updates its position so it is " "correctly bound when it is [i]not[/i] set to override the bone pose." msgstr "" -"当该 BoneAttachment3D 节点正在使用的 [Skeleton3D] 中有骨骼已改变其姿势时,自" -"动调用的函数。该函数是 BoneAttachment3D 节点更新其位置的地方,以便在[i]未[/i]" -"设置为覆盖骨骼姿势时正确绑定。" +"当该 BoneAttachment3D 节点正在使用的 [Skeleton3D] 中有骨骼已改变其姿势时,自动" +"调用的函数。该函数是 BoneAttachment3D 节点更新其位置的地方,以便在[i]未[/i]设" +"置为覆盖骨骼姿势时正确绑定。" msgid "" "Sets the [NodePath] to the external skeleton that the BoneAttachment3D node " "should use. See [method set_use_external_skeleton] to enable the external " "[Skeleton3D] node." msgstr "" -"设置该 BoneAttachment3D 节点到其应使用的外部骨架的 [NodePath]。请参阅 " -"[method set_use_external_skeleton] 以启用外部 [Skeleton3D] 节点。" - -msgid "" -"Sets whether the BoneAttachment3D node will use an extenral [Skeleton3D] " -"node rather than attenpting to use its parent node as the [Skeleton3D]. When " -"set to [code]true[/code], the BoneAttachment3D node will use the external " -"[Skeleton3D] node set in [method set_external_skeleton]." -msgstr "" -"设置该 BoneAttachment3D 节点是否将使用外部 [Skeleton3D] 节点,而不是尝试使用" -"其父节点作为 [Skeleton3D]。当设置为 [code]true[/code]时,BoneAttachment3D 节" -"点将使用 [method set_external_skeleton] 中设置的外部 [Skeleton3D] 节点。" +"设置该 BoneAttachment3D 节点到其应使用的外部骨架的 [NodePath]。请参阅 [method " +"set_use_external_skeleton] 以启用外部 [Skeleton3D] 节点。" msgid "The index of the attached bone." msgstr "所附着骨骼的索引。" @@ -16593,8 +16804,8 @@ msgid "" "In the retargeting process, the returned bone name is the bone name of the " "target skeleton." msgstr "" -"返回具有 [param skeleton_bone_name] 的轮廓骨骼名称。如果没有找到,将返回一个" -"空的 [StringName]。\n" +"返回具有 [param skeleton_bone_name] 的轮廓骨骼名称。如果没有找到,将返回一个空" +"的 [StringName]。\n" "在重定向过程中,返回的骨骼名称是目标骨架的骨骼名称。" msgid "" @@ -16681,8 +16892,8 @@ msgid "" "[/csharp]\n" "[/codeblocks]" msgstr "" -"[bool] 只有两个值:[code]true[/code] 和 [code]false[/code],类似于开关只有开" -"和关两种状态。编程领域中,布尔值用于实现条件语句的逻辑。\n" +"[bool] 只有两个值:[code]true[/code] 和 [code]false[/code],类似于开关只有开和" +"关两种状态。编程领域中,布尔值用于实现条件语句的逻辑。\n" "[code]if[/code] 和 [code]elif[/code] 语句中可以直接使用布尔值,不必加上 " "[code]== true[/code] 或 [code]== false[/code]:\n" "[codeblocks]\n" @@ -16697,9 +16908,9 @@ msgstr "" "}\n" "[/csharp]\n" "[/codeblocks]\n" -"很多常见的方法和运算符返回的都是 [bool],例如 [code]shooting_cooldown <= " -"0.0[/code] 的值就是布尔类型,[code]true[/code] 或 [code]false[/code] 取决于具" -"体的变量值。\n" +"很多常见的方法和运算符返回的都是 [bool],例如 [code]shooting_cooldown <= 0.0[/" +"code] 的值就是布尔类型,[code]true[/code] 或 [code]false[/code] 取决于具体的变" +"量值。\n" "[bool] 常用于逻辑运算符 [code]and[/code]、[code]or[/code]、[code]not[/code]," "可以组合出复杂的条件:\n" "[codeblocks]\n" @@ -16730,9 +16941,9 @@ msgid "Constructs a [bool] as a copy of the given [bool]." msgstr "构造给定 [bool] 的副本。" msgid "" -"Cast a [float] value to a boolean value. This method will return " -"[code]false[/code] if [code]0.0[/code] is passed in, and [code]true[/code] " -"for all other values." +"Cast a [float] value to a boolean value. This method will return [code]false[/" +"code] if [code]0.0[/code] is passed in, and [code]true[/code] for all other " +"values." msgstr "" "将 [float] 值转换为布尔值。如果传入 [code]0.0[/code],本方法将返回 " "[code]false[/code],传入其他值则返回 [code]true[/code]。" @@ -16746,8 +16957,8 @@ msgstr "" "code],传入其他值则返回 [code]true[/code]。" msgid "" -"Returns [code]true[/code] if two bools are different, i.e. one is " -"[code]true[/code] and the other is [code]false[/code]." +"Returns [code]true[/code] if two bools are different, i.e. one is [code]true[/" +"code] and the other is [code]false[/code]." msgstr "" "如果两个布尔值不同,即一个是 [code]true[/code],另一个是 [code]false[/code]," "则返回 [code]true[/code]。" @@ -16773,20 +16984,18 @@ msgstr "" "如果左操作数为 [code]true[/code] 且右操作数为 [code]false[/code],则返回 " "[code]true[/code]。" -msgid "" -"A container that arranges its child controls horizontally or vertically." -msgstr "将子控件水平或垂直排列的容器。" +msgid "A container that arranges its child controls horizontally or vertically." +msgstr "将子控件横向或纵向排列的容器。" msgid "" "A container that arranges its child controls horizontally or vertically, " "rearranging them automatically when their minimum size changes." msgstr "" -"将子控件水平或垂直排列的容器,会在这些控件的最小尺寸发生改变时自动重排。" +"将子控件横向或纵向排列的容器,会在这些控件的最小尺寸发生改变时自动重排。" msgid "" -"Adds a [Control] node to the box as a spacer. If [param begin] is " -"[code]true[/code], it will insert the [Control] node in front of all other " -"children." +"Adds a [Control] node to the box as a spacer. If [param begin] is [code]true[/" +"code], it will insert the [Control] node in front of all other children." msgstr "" "添加 [Control] 节点作为间隔。如果 [param begin] 为 [code]true[/code],则会将" "该 [Control] 节点添加到所有其他节点之前。" @@ -16803,8 +17012,8 @@ msgid "" "vertically, rather than horizontally.\n" "Can't be changed when using [HBoxContainer] and [VBoxContainer]." msgstr "" -"如果为 [code]true[/code],则该 [BoxContainer] 会将子节点垂直排列,否则会水平" -"排列。\n" +"如果为 [code]true[/code],则该 [BoxContainer] 会将子节点垂直排列,否则会水平排" +"列。\n" "使用 [HBoxContainer] 和 [VBoxContainer] 时无法改变。" msgid "" @@ -16838,15 +17047,15 @@ msgid "" "face individually. To apply the same texture on all faces, change the " "material's UV property to [code]Vector3(3, 2, 1)[/code]. This is equivalent " "to adding [code]UV *= vec2(3.0, 2.0)[/code] in a vertex shader.\n" -"[b]Note:[/b] When using a large textured [BoxMesh] (e.g. as a floor), you " -"may stumble upon UV jittering issues depending on the camera angle. To solve " +"[b]Note:[/b] When using a large textured [BoxMesh] (e.g. as a floor), you may " +"stumble upon UV jittering issues depending on the camera angle. To solve " "this, increase [member subdivide_depth], [member subdivide_height] and " "[member subdivide_width] until you no longer notice UV jittering." msgstr "" "生成轴对齐盒 [PrimitiveMesh]。\n" "这个盒子的 UV 布局是以 3×2 的方式排列的,允许单独对每个面进行贴图。要在所有的" -"面上应用相同的纹理,请将材质的 UV 属性改为 [code]Vector3(3, 2, 1)[/code]。这" -"样做等价于在顶点着色器中添加 [code]UV *= vec2(3.0, 2.0)[/code]。\n" +"面上应用相同的纹理,请将材质的 UV 属性改为 [code]Vector3(3, 2, 1)[/code]。这样" +"做等价于在顶点着色器中添加 [code]UV *= vec2(3.0, 2.0)[/code]。\n" "[b]注意:[/b]当使用很大且有纹理的 [BoxMesh] 时(例如作为地板),你可能会发现 " "UV 偶尔抖动的问题,这取决于相机的角度。要解决此问题,请增加 [member " "subdivide_depth]、[member subdivide_height] 和 [member subdivide_width],直到" @@ -16882,6 +17091,17 @@ msgstr "以 3D 单位表示的盒子大小。" msgid "A 3D box shape used for physics collision." msgstr "用于物理碰撞的 3D 盒形资源。" +msgid "" +"A 3D box shape, intended for use in physics. Usually used to provide a shape " +"for a [CollisionShape3D].\n" +"[b]Performance:[/b] [BoxShape3D] is fast to check collisions against. It is " +"faster than [CapsuleShape3D] and [CylinderShape3D], but slower than " +"[SphereShape3D]." +msgstr "" +"3D 盒子形状,旨在用于物理学。通常用于为 [CollisionShape3D] 提供形状。\n" +"[b]性能:[/b][BoxShape3D] 可以快速检测碰撞,比 [CapsuleShape3D] 和 " +"[CylinderShape3D] 快,但比 [SphereShape3D] 慢。" + msgid "3D Kinematic Character Demo" msgstr "3D 动力学角色演示" @@ -16919,15 +17139,14 @@ msgid "" "}\n" "[/csharp]\n" "[/codeblocks]\n" -"See also [BaseButton] which contains common properties and methods " -"associated with this node.\n" -"[b]Note:[/b] Buttons do not interpret touch input and therefore don't " -"support multitouch, since mouse emulation can only press one button at a " -"given time. Use [TouchScreenButton] for buttons that trigger gameplay " -"movement or actions." +"See also [BaseButton] which contains common properties and methods associated " +"with this node.\n" +"[b]Note:[/b] Buttons do not interpret touch input and therefore don't support " +"multitouch, since mouse emulation can only press one button at a given time. " +"Use [TouchScreenButton] for buttons that trigger gameplay movement or actions." msgstr "" -"[Button] 是标准的主题按钮,可以包含文字和图标,显示样式会根据当前的 [Theme] " -"改变。\n" +"[Button] 是标准的主题按钮,可以包含文字和图标,显示样式会根据当前的 [Theme] 改" +"变。\n" "[b]示例:通过代码创建按钮并指定在按下时的动作[/b]\n" "[codeblocks]\n" "[gdscript]\n" @@ -16969,11 +17188,10 @@ msgstr "按钮文本的文本对齐策略,使用 [enum HorizontalAlignment] msgid "" "When this property is enabled, text that is too large to fit the button is " -"clipped, when disabled the Button will always be wide enough to hold the " -"text." +"clipped, when disabled the Button will always be wide enough to hold the text." msgstr "" -"当此属性被启用时,过大而无法容纳按钮的文本会被剪掉,当被禁用时,按钮将始终有" -"足够的宽度来容纳文本。" +"当此属性被启用时,过大而无法容纳按钮的文本会被剪掉,当被禁用时,按钮将始终有足" +"够的宽度来容纳文本。" msgid "Flat buttons don't display decoration." msgstr "平面按钮不显示装饰。" @@ -17014,12 +17232,12 @@ msgid "Text [Color] used when the [Button] is disabled." msgstr "该 [Button] 处于禁用状态时,使用的文本 [Color]。" msgid "" -"Text [Color] used when the [Button] is focused. Only replaces the normal " -"text color of the button. Disabled, hovered, and pressed states take " -"precedence over this color." +"Text [Color] used when the [Button] is focused. Only replaces the normal text " +"color of the button. Disabled, hovered, and pressed states take precedence " +"over this color." msgstr "" -"该 [Button] 处于聚焦状态时,使用的文本 [Color]。只替换该按钮的正常文本颜色。" -"禁用、悬停、按下状态优先于这个颜色。" +"该 [Button] 处于聚焦状态时,使用的文本 [Color]。只替换该按钮的正常文本颜色。禁" +"用、悬停、按下状态优先于这个颜色。" msgid "Text [Color] used when the [Button] is being hovered." msgstr "该 [Button] 处于悬停状态时,使用的文本 [Color]。" @@ -17083,8 +17301,8 @@ msgstr "" "文字轮廓的大小。\n" "[b]注意:[/b]如果使用启用了 [member FontFile." "multichannel_signed_distance_field] 的字体,其 [member FontFile." -"msdf_pixel_range] 必须至少设置为 [theme_item outline_size] 的[i]两倍[/i],轮" -"廓渲染才能看起来正确。否则,轮廓可能会比预期的更早被切断。" +"msdf_pixel_range] 必须至少设置为 [theme_item outline_size] 的[i]两倍[/i],轮廓" +"渲染才能看起来正确。否则,轮廓可能会比预期的更早被切断。" msgid "[Font] of the [Button]'s text." msgstr "该 [Button] 文本的 [Font]。" @@ -17102,8 +17320,8 @@ msgid "" "visible. A [StyleBox] that represents an outline or an underline works well " "for this purpose. To disable the focus visual effect, assign a " "[StyleBoxEmpty] resource. Note that disabling the focus visual effect will " -"harm keyboard/controller navigation usability, so this is not recommended " -"for accessibility reasons." +"harm keyboard/controller navigation usability, so this is not recommended for " +"accessibility reasons." msgstr "" "该 [Button] 处于聚焦状态时使用的 [StyleBox]。[code]focus[/code] [StyleBox] 显" "示在基础 [StyleBox] [i]之上[/i],所以应该使用部分透明的 [StyleBox],确保基础 " @@ -17121,15 +17339,15 @@ msgid "[StyleBox] used when the [Button] is being pressed." msgstr "该 [Button] 处于按下状态时使用的 [StyleBox]。" msgid "" -"A group of buttons that doesn't allow more than one button to be pressed at " -"a time." +"A group of buttons that doesn't allow more than one button to be pressed at a " +"time." msgstr "不允许同时按下多个按钮的按钮的一个分组。" msgid "" "A group of [BaseButton]-derived buttons. The buttons in a [ButtonGroup] are " -"treated like radio buttons: No more than one button can be pressed at a " -"time. Some types of buttons (such as [CheckBox]) may have a special " -"appearance in this state.\n" +"treated like radio buttons: No more than one button can be pressed at a time. " +"Some types of buttons (such as [CheckBox]) may have a special appearance in " +"this state.\n" "Every member of a [ButtonGroup] should have [member BaseButton.toggle_mode] " "set to [code]true[/code]." msgstr "" @@ -17152,8 +17370,7 @@ msgstr "返回当前按下的按钮。" msgid "" "If [code]true[/code], it is possible to unpress all buttons in this " "[ButtonGroup]." -msgstr "" -"如果为 [code]true[/code],则可以取消按下该 [ButtonGroup] 中的所有按钮。" +msgstr "如果为 [code]true[/code],则可以取消按下该 [ButtonGroup] 中的所有按钮。" msgid "Emitted when one of the buttons of the group is pressed." msgstr "当该组中的一个按钮被按下时触发。" @@ -17161,6 +17378,138 @@ msgstr "当该组中的一个按钮被按下时触发。" msgid "A built-in type representing a method or a standalone function." msgstr "代表一个方法或一个独立函数的内置类型。" +msgid "" +"[Callable] is a built-in [Variant] type that represents a function. It can " +"either be a method within an [Object] instance, or a standalone function not " +"related to any object, like a lambda function. Like all [Variant] types, it " +"can be stored in variables and passed to other functions. It is most commonly " +"used for signal callbacks.\n" +"[b]Example:[/b]\n" +"[codeblocks]\n" +"[gdscript]\n" +"func print_args(arg1, arg2, arg3 = \"\"):\n" +" prints(arg1, arg2, arg3)\n" +"\n" +"func test():\n" +" var callable = Callable(self, \"print_args\")\n" +" callable.call(\"hello\", \"world\") # Prints \"hello world \".\n" +" callable.call(Vector2.UP, 42, callable) # Prints \"(0, -1) 42 Node(node." +"gd)::print_args\".\n" +" callable.call(\"invalid\") # Invalid call, should have at least 2 " +"arguments.\n" +"[/gdscript]\n" +"[csharp]\n" +"// Default parameter values are not supported.\n" +"public void PrintArgs(Variant arg1, Variant arg2, Variant arg3 = default)\n" +"{\n" +" GD.PrintS(arg1, arg2, arg3);\n" +"}\n" +"\n" +"public void Test()\n" +"{\n" +" // Invalid calls fail silently.\n" +" Callable callable = new Callable(this, MethodName.PrintArgs);\n" +" callable.Call(\"hello\", \"world\"); // Default parameter values are not " +"supported, should have 3 arguments.\n" +" callable.Call(Vector2.Up, 42, callable); // Prints \"(0, -1) 42 Node(Node." +"cs)::PrintArgs\".\n" +" callable.Call(\"invalid\"); // Invalid call, should have 3 arguments.\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]\n" +"In GDScript, it's possible to create lambda functions within a method. Lambda " +"functions are custom callables that are not associated with an [Object] " +"instance. Optionally, lambda functions can also be named. The name will be " +"displayed in the debugger, or when calling [method get_method].\n" +"[codeblock]\n" +"func _init():\n" +" var my_lambda = func (message):\n" +" print(message)\n" +"\n" +" # Prints Hello everyone!\n" +" my_lambda.call(\"Hello everyone!\")\n" +"\n" +" # Prints \"Attack!\", when the button_pressed signal is emitted.\n" +" button_pressed.connect(func(): print(\"Attack!\"))\n" +"[/codeblock]\n" +"[b]Note:[/b] Methods of native types such as [Signal], [Array], or " +"[Dictionary] are not of type [Callable] in order to avoid unnecessary " +"overhead. If you need to pass those methods as [Callable], use a lambda " +"function as a wrapper.\n" +"[codeblock]\n" +"func _init():\n" +" var my_dictionary = { \"hello\": \"world\" }\n" +"\n" +" # This will not work, `clear` is not a callable.\n" +" create_tween().tween_callback(my_dictionary.clear)\n" +"\n" +" # This will work, as lambdas are custom callables.\n" +" create_tween().tween_callback(func(): my_dictionary.clear())\n" +"[/codeblock]" +msgstr "" +"可调用体 [Callable] 是内置的 [Variant] 类型,代表某个函数。可以是 [Object] 实" +"例中的某个方法,也可以是与对象无关的独立函数,比如 lambda 函数。和所有 " +"[Variant] 类型一样可以保存在变量里,传递给其他函数。最常用于信号回调。\n" +"[b]示例:[/b]\n" +"[codeblocks]\n" +"[gdscript]\n" +"func print_args(arg1, arg2, arg3 = \"\"):\n" +" prints(arg1, arg2, arg3)\n" +"\n" +"func test():\n" +" var callable = Callable(self, \"print_args\")\n" +" callable.call(\"hello\", \"world\") # 输出 \"hello world \".\n" +" callable.call(Vector2.UP, 42, callable) # 输出 \"(0, -1) 42 Node(node." +"gd)::print_args\".\n" +" callable.call(\"invalid\") # 无效调用,应当至少有 2 个参数。\n" +"[/gdscript]\n" +"[csharp]\n" +"// 不支持参数默认值。\n" +"public void PrintArgs(Variant arg1, Variant arg2, Variant arg3 = default)\n" +"{\n" +" GD.PrintS(arg1, arg2, arg3);\n" +"}\n" +"\n" +"public void Test()\n" +"{\n" +" // Invalid calls fail silently.\n" +" Callable callable = new Callable(this, MethodName.PrintArgs);\n" +" callable.Call(\"hello\", \"world\"); // 不支持参数默认值,应当有 3 个参" +"数。\n" +" callable.Call(Vector2.Up, 42, callable); // 输出 \"(0, -1) 42 Node(Node." +"cs)::PrintArgs\".\n" +" callable.Call(\"invalid\"); // 无效调用,应当有 3 个参数。\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]\n" +"GDScript 中可以在方法里创建 lambda 函数。Lambda 函数是自定义的可调用体,不与 " +"[Object] 实例关联。也可以为 Lambda 函数命名。该名称会显示在调试器中,也会在 " +"[method get_method] 中使用。\n" +"[codeblock]\n" +"func _init():\n" +" var my_lambda = func (message):\n" +" print(message)\n" +"\n" +" # 输出 大家好呀!\n" +" my_lambda.call(\"大家好呀!\")\n" +"\n" +" # 发出 button_pressed 信号时输出 \"全军出击!\"。\n" +" button_pressed.connect(func(): print(\"全军出击!\"))\n" +"[/codeblock]\n" +"[b]注意:[/b][Signal]、[Array]、[Dictionary] 等原生类型的方法不是 [Callable] " +"类型,这是为了避免不必要的开销。如果你需要将这些方法作为 [Callable] 传递,请使" +"用 Lambda 函数进行封装。\n" +"[codeblock]\n" +"func _init():\n" +" var my_dictionary = { \"hello\": \"world\" }\n" +"\n" +" # 不可行,因为`clear` 不是可调用体。\n" +" create_tween().tween_callback(my_dictionary.clear)\n" +"\n" +" # 可行,因为 Lambda 是自定义可调用体。\n" +" create_tween().tween_callback(func(): my_dictionary.clear())\n" +"[/codeblock]" + msgid "Constructs an empty [Callable], with no object nor method bound." msgstr "构造空的 [Callable],没有绑定对象和方法。" @@ -17168,21 +17517,21 @@ msgid "Constructs a [Callable] as a copy of the given [Callable]." msgstr "构造给定 [Callable] 的副本。" msgid "" -"Creates a new [Callable] for the method named [param method] in the " -"specified [param object]." +"Creates a new [Callable] for the method named [param method] in the specified " +"[param object]." msgstr "" "创建新的 [Callable],使用指定对象 [param object] 中名为 [param method] 的方" "法。" msgid "" "Returns a copy of this [Callable] with one or more arguments bound. When " -"called, the bound arguments are passed [i]after[/i] the arguments supplied " -"by [method call]. See also [method unbind].\n" +"called, the bound arguments are passed [i]after[/i] the arguments supplied by " +"[method call]. See also [method unbind].\n" "[b]Note:[/b] When this method is chained with other similar methods, the " "order in which the argument list is modified is read from right to left." msgstr "" -"返回该 [Callable] 的副本,绑定其中的一个或多个参数。调用时,被绑定的参数在提" -"供给 [method call] 的参数[i]之后[/i]传递。另见 [method unbind]。\n" +"返回该 [Callable] 的副本,绑定其中的一个或多个参数。调用时,被绑定的参数在提供" +"给 [method call] 的参数[i]之后[/i]传递。另见 [method unbind]。\n" "[b]注意:[/b]这个方法与其他类似方法链式调用时,参数列表的修改顺序是从右至左" "的。" @@ -17193,8 +17542,8 @@ msgid "" "[b]Note:[/b] When this method is chained with other similar methods, the " "order in which the argument list is modified is read from right to left." msgstr "" -"返回该 [Callable] 的副本,绑定其中的一个或多个参数,参数从数组中读取。调用" -"时,被绑定的参数在提供给 [method call] 的参数[i]之后[/i]传递。另见 [method " +"返回该 [Callable] 的副本,绑定其中的一个或多个参数,参数从数组中读取。调用时," +"被绑定的参数在提供给 [method call] 的参数[i]之后[/i]传递。另见 [method " "unbind]。\n" "[b]注意:[/b]这个方法与其他类似方法链式调用时,参数列表的修改顺序是从右至左" "的。" @@ -17206,8 +17555,8 @@ msgstr "" "调用该 [Callable] 所代表的方法。可以传递参数,必须与该方法的签名相匹配。" msgid "" -"Calls the method represented by this [Callable] in deferred mode, i.e. at " -"the end of the current frame. Arguments can be passed and should match the " +"Calls the method represented by this [Callable] in deferred mode, i.e. at the " +"end of the current frame. Arguments can be passed and should match the " "method's signature.\n" "[codeblock]\n" "func _ready():\n" @@ -17236,23 +17585,23 @@ msgid "" "greater than zero), or empty (if [method get_bound_arguments_count] is less " "than or equal to zero)." msgstr "" -"返回绑定的参数(只要 [method get_bound_arguments_count] 大于零)或者空数组" -"(如果 [method get_bound_arguments_count] 小于等于零)。" +"返回绑定的参数(只要 [method get_bound_arguments_count] 大于零)或者空数组(如" +"果 [method get_bound_arguments_count] 小于等于零)。" msgid "" "Returns the total amount of arguments bound (or unbound) via successive " -"[method bind] or [method unbind] calls. If the amount of arguments unbound " -"is greater than the ones bound, this function returns a value less than zero." +"[method bind] or [method unbind] calls. If the amount of arguments unbound is " +"greater than the ones bound, this function returns a value less than zero." msgstr "" -"返回通过成功调用 [method bind] 或 [method unbind] 绑定(或解绑)参数的总数。" -"如果解绑参数的总数比绑定参数大,则这个函数的返回值小于零。" +"返回通过成功调用 [method bind] 或 [method unbind] 绑定(或解绑)参数的总数。如" +"果解绑参数的总数比绑定参数大,则这个函数的返回值小于零。" msgid "" "Returns the name of the method represented by this [Callable]. If the " "callable is a lambda function, returns the function's name." msgstr "" -"返回该 [Callable] 所代表的方法的名称。如果该可调用体是 lambda 函数,则返回该" -"函数的名称。" +"返回该 [Callable] 所代表的方法的名称。如果该可调用体是 lambda 函数,则返回该函" +"数的名称。" msgid "Returns the object on which this [Callable] is called." msgstr "返回该 [Callable] 所调用的对象。" @@ -17280,13 +17629,13 @@ msgid "" "callables are created from [method bind] or [method unbind]. In GDScript, " "lambda functions are also custom callables." msgstr "" -"如果该 [Callable] 为自定义可调用体,则返回 [code]true[/code]。自定义可调用体" -"是由 [method bind] 或 [method unbind] 创建的。在 GDScript 中,lambda 函数也是" -"自定义可调用体。" +"如果该 [Callable] 为自定义可调用体,则返回 [code]true[/code]。自定义可调用体是" +"由 [method bind] 或 [method unbind] 创建的。在 GDScript 中,lambda 函数也是自" +"定义可调用体。" msgid "" -"Returns [code]true[/code] if this [Callable] has no target to call the " -"method on." +"Returns [code]true[/code] if this [Callable] has no target to call the method " +"on." msgstr "如果该 [Callable] 没有调用方法的目标,则返回 [code]true[/code]。" msgid "" @@ -17305,14 +17654,39 @@ msgstr "" "如果该可调用体的对象存在,且分配了有效的方法名,或者为自定义可调用体,则返回 " "[code]true[/code]。" +msgid "" +"Perform an RPC (Remote Procedure Call) on all connected peers. This is used " +"for multiplayer and is normally not available, unless the function being " +"called has been marked as [i]RPC[/i] (using [annotation @GDScript.@rpc] or " +"[method Node.rpc_config]). Calling this method on unsupported functions will " +"result in an error. See [method Node.rpc]." +msgstr "" +"在所有已连接的对等体上执行 RPC(Remote Procedure Call,远程过程调用)。用于多" +"人游戏,一般不可用,除非所调用的函数有 [i]RPC[/i] 标记(使用 [annotation " +"@GDScript.@rpc] 或 [method Node.rpc_config])。在不支持的方法上调用该方法会导" +"致出错。见 [method Node.rpc]。" + +msgid "" +"Perform an RPC (Remote Procedure Call) on a specific peer ID (see multiplayer " +"documentation for reference). This is used for multiplayer and is normally " +"not available unless the function being called has been marked as [i]RPC[/i] " +"(using [annotation @GDScript.@rpc] or [method Node.rpc_config]). Calling this " +"method on unsupported functions will result in an error. See [method Node." +"rpc_id]." +msgstr "" +"在指定的对等体 ID(请参阅多人游戏文档)上执行 RPC(Remote Procedure Call,远程" +"过程调用)。用于多人游戏,一般不可用,除非所调用的函数有 [i]RPC[/i] 标记(使" +"用 [annotation @GDScript.@rpc] 或 [method Node.rpc_config])。在不支持的方法上" +"调用该方法会导致出错。见 [method Node.rpc_id]。" + msgid "" "Returns a copy of this [Callable] with a number of arguments unbound. In " "other words, when the new callable is called the last few arguments supplied " "by the user are ignored, according to [param argcount]. The remaining " "arguments are passed to the callable. This allows to use the original " -"callable in a context that attempts to pass more arguments than this " -"callable can handle, e.g. a signal with a fixed number of arguments. See " -"also [method bind].\n" +"callable in a context that attempts to pass more arguments than this callable " +"can handle, e.g. a signal with a fixed number of arguments. See also [method " +"bind].\n" "[b]Note:[/b] When this method is chained with other similar methods, the " "order in which the argument list is modified is read from right to left.\n" "[codeblock]\n" @@ -17322,10 +17696,10 @@ msgid "" "does not change the arguments from bind.\n" "[/codeblock]" msgstr "" -"返回这个 [Callable] 的副本,解绑了一些参数。换句话说,调用新的可调用体时,用" -"户提供的最后几个参数会被忽略,忽略几个由 [param argcount] 决定。剩余的参数会" -"被传递给该可调用体。这样传入的参数就能够比原本可调用体所能处理的参数要多,例" -"如带有固定数量参数的信号。另见 [method bind]。\n" +"返回这个 [Callable] 的副本,解绑了一些参数。换句话说,调用新的可调用体时,用户" +"提供的最后几个参数会被忽略,忽略几个由 [param argcount] 决定。剩余的参数会被传" +"递给该可调用体。这样传入的参数就能够比原本可调用体所能处理的参数要多,例如带有" +"固定数量参数的信号。另见 [method bind]。\n" "[b]注意:[/b]这个方法与其他类似方法链式调用时,参数列表的修改顺序是从右至左" "的。\n" "[codeblock]\n" @@ -17370,8 +17744,7 @@ msgstr "" "[b]示例:[/b]\n" "[codeblock]\n" "var tween = get_tree().create_tween()\n" -"tween.tween_callback(queue_free).set_delay(2) # 会在 2 秒后调用 " -"queue_free()\n" +"tween.tween_callback(queue_free).set_delay(2) # 会在 2 秒后调用 queue_free()\n" "[/codeblock]" msgid "Camera node for 2D scenes." @@ -17400,13 +17773,13 @@ msgstr "" "[CanvasItem] 节点的坐标相比,这使得对可滚动场景进行编程更加容易和快捷。\n" "相机会在最近的 [Viewport](在上层树时)节点中注册自己。每个视口只能激活一个相" "机。如果树上没有可用的视口,相机将在全局视口中注册。\n" -"这个节点旨在成为简单的辅助工具,让事情便捷,但可能需要更多的功能来改变相机的" -"工作方式。要制作自定义相机节点,则从 [Node2D] 继承,并通过设置 [Viewport] 中" -"的 [member Viewport.canvas_transform] 来改变画布的变换(你可以通过使用 " -"[method Node.get_viewport] 获得当前的 [Viewport])。\n" -"请注意,[Camera2D] 节点的 [code]position[/code] 并不代表屏幕的实际位置,这可" -"能会因应用的平滑或限制而有所不同。可以使用 [method " -"get_screen_center_position] 获取真实位置。" +"这个节点旨在成为简单的辅助工具,让事情便捷,但可能需要更多的功能来改变相机的工" +"作方式。要制作自定义相机节点,则从 [Node2D] 继承,并通过设置 [Viewport] 中的 " +"[member Viewport.canvas_transform] 来改变画布的变换(你可以通过使用 [method " +"Node.get_viewport] 获得当前的 [Viewport])。\n" +"请注意,[Camera2D] 节点的 [code]position[/code] 并不代表屏幕的实际位置,这可能" +"会因应用的平滑或限制而有所不同。可以使用 [method get_screen_center_position] " +"获取真实位置。" msgid "2D Isometric Demo" msgstr "2D 等轴演示" @@ -17422,8 +17795,8 @@ msgstr "强制相机立即更新滚动。" msgid "" "Returns the specified [enum Side]'s margin. See also [member " -"drag_bottom_margin], [member drag_top_margin], [member drag_left_margin], " -"and [member drag_right_margin]." +"drag_bottom_margin], [member drag_top_margin], [member drag_left_margin], and " +"[member drag_right_margin]." msgstr "" "返回指定边 [enum Side] 的边距。另见 [member drag_bottom_margin]、[member " "drag_top_margin]、[member drag_left_margin] 和 [member drag_right_margin]。" @@ -17443,8 +17816,7 @@ msgid "" "[method get_target_position]." msgstr "" "返回该 [Camera2D] 视角下的屏幕中心位置,使用全局坐标。\n" -"[b]注意:[/b]相机实际的目标位置可能与此不同。见 [method " -"get_target_position]。" +"[b]注意:[/b]相机实际的目标位置可能与此不同。见 [method get_target_position]。" msgid "" "Returns this camera's target position, in global coordinates.\n" @@ -17454,9 +17826,9 @@ msgid "" "[code]true[/code] (see [method get_screen_center_position])." msgstr "" "返回该相机的目标位置,使用全局坐标。\n" -"[b]注意:[/b]返回值与 [member Node2D.global_position] 不同,因为会受到拖动属" -"性的影响。如果 [member position_smoothing_enabled] 为 [code]true[/code] ,也" -"不等同于当前位置(见 [method get_screen_center_position])。" +"[b]注意:[/b]返回值与 [member Node2D.global_position] 不同,因为会受到拖动属性" +"的影响。如果 [member position_smoothing_enabled] 为 [code]true[/code] ,也不等" +"同于当前位置(见 [method get_screen_center_position])。" msgid "" "Returns [code]true[/code] if this [Camera2D] is the active camera (see " @@ -17473,8 +17845,7 @@ msgstr "" "code]。" msgid "" -"Sets the camera's position immediately to its current smoothing " -"destination.\n" +"Sets the camera's position immediately to its current smoothing destination.\n" "This method has no effect if [member position_smoothing_enabled] is " "[code]false[/code]." msgstr "" @@ -17483,8 +17854,8 @@ msgstr "" msgid "" "Sets the specified [enum Side]'s margin. See also [member " -"drag_bottom_margin], [member drag_top_margin], [member drag_left_margin], " -"and [member drag_right_margin]." +"drag_bottom_margin], [member drag_top_margin], [member drag_left_margin], and " +"[member drag_right_margin]." msgstr "" "设置指定边 [enum Side] 的边距。另见 [member drag_bottom_margin]、[member " "drag_top_margin]、[member drag_left_margin] 和 [member drag_right_margin]。" @@ -17504,15 +17875,14 @@ msgid "" "The custom [Viewport] node attached to the [Camera2D]. If [code]null[/code] " "or not a [Viewport], uses the default viewport instead." msgstr "" -"连接到 [Camera2D] 的自定义 [Viewport] 节点。如果为 [code]null[/code] 或者不" -"是 [Viewport],则使用默认的视口。" +"连接到 [Camera2D] 的自定义 [Viewport] 节点。如果为 [code]null[/code] 或者不是 " +"[Viewport],则使用默认的视口。" msgid "" "Bottom margin needed to drag the camera. A value of [code]1[/code] makes the " "camera move only when reaching the bottom edge of the screen." msgstr "" -"拖动相机所需的下边距。值为 [code]1[/code] 时,相机仅在到达屏幕底部边缘时移" -"动。" +"拖动相机所需的下边距。值为 [code]1[/code] 时,相机仅在到达屏幕底部边缘时移动。" msgid "" "If [code]true[/code], the camera only moves when reaching the horizontal " @@ -17532,42 +17902,39 @@ msgid "" msgstr "" "相机在右侧([code]-1[/code])和左侧([code]1[/code])拖动边距之间的相对水平拖" "动偏移量。\n" -"[b]注意:[/b]用于设置初始水平拖动偏移量;确定当前偏移量;或强制当前偏移量。" -"当 [member drag_horizontal_enabled] 为 [code]true[/code] 或更改拖动边距时,它" -"不会自动更新。" +"[b]注意:[/b]用于设置初始水平拖动偏移量;确定当前偏移量;或强制当前偏移量。当 " +"[member drag_horizontal_enabled] 为 [code]true[/code] 或更改拖动边距时,它不会" +"自动更新。" msgid "" "Left margin needed to drag the camera. A value of [code]1[/code] makes the " "camera move only when reaching the left edge of the screen." msgstr "" -"拖动相机所需的左边距。值为 [code]1[/code] 时,相机仅在到达屏幕左侧边缘时移" -"动。" +"拖动相机所需的左边距。值为 [code]1[/code] 时,相机仅在到达屏幕左侧边缘时移动。" msgid "" "Right margin needed to drag the camera. A value of [code]1[/code] makes the " "camera move only when reaching the right edge of the screen." msgstr "" -"拖动相机所需的右边距。值为 [code]1[/code] 时,相机仅在到达屏幕右侧边缘时移" -"动。" +"拖动相机所需的右边距。值为 [code]1[/code] 时,相机仅在到达屏幕右侧边缘时移动。" msgid "" "Top margin needed to drag the camera. A value of [code]1[/code] makes the " "camera move only when reaching the top edge of the screen." msgstr "" -"拖动相机所需的上边距。值为 [code]1[/code] 时,相机仅在到达屏幕顶部边缘时移" -"动。" +"拖动相机所需的上边距。值为 [code]1[/code] 时,相机仅在到达屏幕顶部边缘时移动。" msgid "" "If [code]true[/code], the camera only moves when reaching the vertical (top " "and bottom) drag margins. If [code]false[/code], the camera moves vertically " "regardless of the drag margins." msgstr "" -"如果为 [code]true[/code],相机仅在达到垂直(顶部及底部)拖动边距时才移动。如" -"果为 [code]false[/code],相机会垂直移动而不管边距。" +"如果为 [code]true[/code],相机仅在达到垂直(顶部及底部)拖动边距时才移动。如果" +"为 [code]false[/code],相机会垂直移动而不管边距。" msgid "" -"The relative vertical drag offset of the camera between the bottom " -"([code]-1[/code]) and top ([code]1[/code]) drag margins.\n" +"The relative vertical drag offset of the camera between the bottom ([code]-1[/" +"code]) and top ([code]1[/code]) drag margins.\n" "[b]Note:[/b] Used to set the initial vertical drag offset; determine the " "current offset; or force the current offset. It's not automatically updated " "when [member drag_vertical_enabled] is [code]true[/code] or the drag margins " @@ -17575,20 +17942,18 @@ msgid "" msgstr "" "相机在底部([code]-1[/code])和顶部([code]1[/code])拖动边距之间的相对垂直拖" "动偏移量。\n" -"[b]注意:[/b]用于设置初始垂直拖动偏移量;确定当前偏移量;或强制当前偏移量。" -"当 [member drag_vertical_enabled] 为 [code]true[/code] 或更改拖动边距时,它不" -"会自动更新。" +"[b]注意:[/b]用于设置初始垂直拖动偏移量;确定当前偏移量;或强制当前偏移量。当 " +"[member drag_vertical_enabled] 为 [code]true[/code] 或更改拖动边距时,它不会自" +"动更新。" msgid "" "If [code]true[/code], draws the camera's drag margin rectangle in the editor." msgstr "如果为 [code]true[/code],在编辑器中绘制相机的拖动边距矩形。" -msgid "" -"If [code]true[/code], draws the camera's limits rectangle in the editor." +msgid "If [code]true[/code], draws the camera's limits rectangle in the editor." msgstr "如果为 [code]true[/code],在编辑器中绘制相机的极限矩形。" -msgid "" -"If [code]true[/code], draws the camera's screen rectangle in the editor." +msgid "If [code]true[/code], draws the camera's screen rectangle in the editor." msgstr "如果为 [code]true[/code],在编辑器中绘制相机的画面矩形。" msgid "" @@ -17596,14 +17961,14 @@ msgid "" "[Camera2D] will become the main camera when it enters the scene tree and " "there is no active camera currently (see [method Viewport.get_camera_2d]).\n" "When the camera is currently active and [member enabled] is set to " -"[code]false[/code], the next enabled [Camera2D] in the scene tree will " -"become active." +"[code]false[/code], the next enabled [Camera2D] in the scene tree will become " +"active." msgstr "" -"控制该相机是否可以激活。如果为 [code]true[/code],当该 [Camera2D] 进入场景树" -"并且当前没有活动的相机时,它将成为主相机(参见 [method Viewport." +"控制该相机是否可以激活。如果为 [code]true[/code],当该 [Camera2D] 进入场景树并" +"且当前没有活动的相机时,它将成为主相机(参见 [method Viewport." "get_camera_2d])。\n" -"当该相机当前处于活动状态且 [member enabled] 被设置为 [code]false[/code] 时," -"则场景树中下一个启用的 [Camera2D] 将变为活动状态。" +"当该相机当前处于活动状态且 [member enabled] 被设置为 [code]false[/code] 时,则" +"场景树中下一个启用的 [Camera2D] 将变为活动状态。" msgid "" "If [code]true[/code], the camera's rendered view is not affected by its " @@ -17648,8 +18013,8 @@ msgstr "" "置,也要调用 [method reset_smoothing]。" msgid "" -"Top scroll limit in pixels. The camera stops moving when reaching this " -"value, but [member offset] can push the view past the limit." +"Top scroll limit in pixels. The camera stops moving when reaching this value, " +"but [member offset] can push the view past the limit." msgstr "" "顶部滚动极限,单位为像素。相机会在抵达该值时停止移动,但是 [member offset] 可" "以把视图推过该极限。" @@ -17675,8 +18040,8 @@ msgid "" "Speed in pixels per second of the camera's smoothing effect when [member " "position_smoothing_enabled] is [code]true[/code]." msgstr "" -"当 [member position_smoothing_enabled] 为 [code]true[/code] 时,相机平滑效果" -"的速度,单位为每秒像素。" +"当 [member position_smoothing_enabled] 为 [code]true[/code] 时,相机平滑效果的" +"速度,单位为每秒像素。" msgid "The camera's process callback. See [enum Camera2DProcessCallback]." msgstr "该相机的处理回调。见 [enum Camera2DProcessCallback]。" @@ -17697,19 +18062,19 @@ msgid "" "The angular, asymptotic speed of the camera's rotation smoothing effect when " "[member rotation_smoothing_enabled] is [code]true[/code]." msgstr "" -"当 [member rotation_smoothing_enabled] 为 [code]true[/code] 时,相机旋转平滑" -"效果的角度渐近速度。" +"当 [member rotation_smoothing_enabled] 为 [code]true[/code] 时,相机旋转平滑效" +"果的角度渐近速度。" msgid "" "The camera's zoom. A zoom of [code]Vector(2, 2)[/code] doubles the size seen " -"in the viewport. A zoom of [code]Vector(0.5, 0.5)[/code] halves the size " -"seen in the viewport.\n" +"in the viewport. A zoom of [code]Vector(0.5, 0.5)[/code] halves the size seen " +"in the viewport.\n" "[b]Note:[/b] [member FontFile.oversampling] does [i]not[/i] take [Camera2D] " -"zoom into account. This means that zooming in/out will cause bitmap fonts " -"and rasterized (non-MSDF) dynamic fonts to appear blurry or pixelated unless " -"the font is part of a [CanvasLayer] that makes it ignore camera zoom. To " -"ensure text remains crisp regardless of zoom, you can enable MSDF font " -"rendering by enabling [member ProjectSettings.gui/theme/" +"zoom into account. This means that zooming in/out will cause bitmap fonts and " +"rasterized (non-MSDF) dynamic fonts to appear blurry or pixelated unless the " +"font is part of a [CanvasLayer] that makes it ignore camera zoom. To ensure " +"text remains crisp regardless of zoom, you can enable MSDF font rendering by " +"enabling [member ProjectSettings.gui/theme/" "default_font_multichannel_signed_distance_field] (applies to the default " "project font only), or enabling [b]Multichannel Signed Distance Field[/b] in " "the import options of a DynamicFont for custom fonts. On system fonts, " @@ -17749,8 +18114,7 @@ msgid "" "The camera updates during process frames (see [constant Node." "NOTIFICATION_INTERNAL_PROCESS])." msgstr "" -"相机在进程帧期间更新(请参阅 [constant Node." -"NOTIFICATION_INTERNAL_PROCESS])。" +"相机在进程帧期间更新(请参阅 [constant Node.NOTIFICATION_INTERNAL_PROCESS])。" msgid "Camera node, displays from a point of view." msgstr "相机节点,会从某个角度进行显示。" @@ -17767,8 +18131,8 @@ msgstr "" "[Camera3D] 是一个特殊节点,用于显示从其当前位置可见的内容。相机在最近的 " "[Viewport] 节点中注册自己(当树上行)。每个视口中只能有一个激活的相机。如果在" "树上没有可用的视口,相机将在全局视口中注册。换句话说,相机只是用来为 " -"[Viewport] 提供 3D 显示能力的,如果没有,则在该 [Viewport](或更高层视口)中" -"注册的场景无法显示。" +"[Viewport] 提供 3D 显示能力的,如果没有,则在该 [Viewport](或更高层视口)中注" +"册的场景无法显示。" msgid "" "If this is the current camera, remove it from being current. If [param " @@ -17782,9 +18146,9 @@ msgid "Returns the camera's RID from the [RenderingServer]." msgstr "从 [RenderingServer] 返回该相机的 RID。" msgid "" -"Returns the transform of the camera plus the vertical ([member v_offset]) " -"and horizontal ([member h_offset]) offsets; and any other adjustments made " -"to the position and orientation of the camera by subclassed cameras such as " +"Returns the transform of the camera plus the vertical ([member v_offset]) and " +"horizontal ([member h_offset]) offsets; and any other adjustments made to the " +"position and orientation of the camera by subclassed cameras such as " "[XRCamera3D]." msgstr "" "返回该相机的变换,该变换会加上垂直([member v_offset])和水平([member " @@ -17795,8 +18159,8 @@ msgid "" "Returns whether or not the specified layer of the [member cull_mask] is " "enabled, given a [param layer_number] between 1 and 20." msgstr "" -"返回是否启用了 [member cull_mask] 的指定层,该层由一个介于 1 和 20 之间的给" -"定 [param layer_number] 指定。" +"返回是否启用了 [member cull_mask] 的指定层,该层由一个介于 1 和 20 之间的给定 " +"[param layer_number] 指定。" msgid "" "Returns the camera's frustum planes in world space units as an array of " @@ -17811,16 +18175,16 @@ msgid "" "ignoring the camera's near plane. The tip of the pyramid represents the " "position of the camera." msgstr "" -"返回包含该相机视锥的锥体形状的 RID,忽略相机的近处平面。锥体的尖端代表该相机" -"的位置。" +"返回包含该相机视锥的锥体形状的 RID,忽略相机的近处平面。锥体的尖端代表该相机的" +"位置。" msgid "" "Returns [code]true[/code] if the given position is behind the camera (the " "blue part of the linked diagram). [url=https://raw.githubusercontent.com/" "godotengine/godot-docs/master/img/camera3d_position_frustum.png]See this " "diagram[/url] for an overview of position query methods.\n" -"[b]Note:[/b] A position which returns [code]false[/code] may still be " -"outside the camera's field of view." +"[b]Note:[/b] A position which returns [code]false[/code] may still be outside " +"the camera's field of view." msgstr "" "如果给定位置在相机后面(链接图的蓝色部分),则返回 [code]true[/code]。" "[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" @@ -17843,24 +18207,24 @@ msgid "" "description). If the camera node is outside the scene tree, it will attempt " "to become current once it's added." msgstr "" -"使此相机成为 [Viewport] 的当前相机(见类的说明)。如果相机节点在场景树之外," -"一旦添加,它将尝试成为当前相机。" +"使此相机成为 [Viewport] 的当前相机(见类的说明)。如果相机节点在场景树之外,一" +"旦添加,它将尝试成为当前相机。" msgid "" "Returns a normal vector from the screen point location directed along the " "camera. Orthogonal cameras are normalized. Perspective cameras account for " "perspective, screen width/height, etc." msgstr "" -"返回从屏幕点位置沿相机方向的法向量。正交相机会被归一化。透视相机考虑到透视、" -"屏幕宽度/高度等因素。" +"返回从屏幕点位置沿相机方向的法向量。正交相机会被归一化。透视相机考虑到透视、屏" +"幕宽度/高度等因素。" msgid "" "Returns the 3D point in world space that maps to the given 2D coordinate in " "the [Viewport] rectangle on a plane that is the given [param z_depth] " "distance into the scene away from the camera." msgstr "" -"返回世界空间中的 3D 点,该点映射到平面上 [Viewport] 矩形中的给定 2D 坐标,该" -"平面是距相机到场景的给定 [param z_depth] 距离。" +"返回世界空间中的 3D 点,该点映射到平面上 [Viewport] 矩形中的给定 2D 坐标,该平" +"面是距相机到场景的给定 [param z_depth] 距离。" msgid "" "Returns a normal vector in world space, that is the result of projecting a " @@ -17868,8 +18232,8 @@ msgid "" "useful for casting rays in the form of (origin, normal) for object " "intersection or picking." msgstr "" -"返回世界空间中的法线向量,即通过逆相机投影将点投影到 [Viewport] 矩形上的结" -"果。这对于以(原点,法线)的形式投射光线,以进行对象相交或拾取很有用。" +"返回世界空间中的法线向量,即通过逆相机投影将点投影到 [Viewport] 矩形上的结果。" +"这对于以(原点,法线)的形式投射光线,以进行对象相交或拾取很有用。" msgid "" "Returns a 3D position in world space, that is the result of projecting a " @@ -17877,8 +18241,8 @@ msgid "" "useful for casting rays in the form of (origin, normal) for object " "intersection or picking." msgstr "" -"返回世界空间中的 3D 位置,即通过逆相机投影将点投影到 [Viewport] 矩形上的结" -"果。这对于以(原点,法线)的形式投射光线,以进行对象相交或拾取很有用。" +"返回世界空间中的 3D 位置,即通过逆相机投影将点投影到 [Viewport] 矩形上的结果。" +"这对于以(原点,法线)的形式投射光线,以进行对象相交或拾取很有用。" msgid "" "Based on [param value], enables or disables the specified layer in the " @@ -17899,9 +18263,9 @@ msgstr "" msgid "" "Sets the camera projection to orthogonal mode (see [constant " -"PROJECTION_ORTHOGONAL]), by specifying a [param size], and the [param " -"z_near] and [param z_far] clip planes in world space units. (As a hint, 2D " -"games often use this projection, with values specified in pixels.)" +"PROJECTION_ORTHOGONAL]), by specifying a [param size], and the [param z_near] " +"and [param z_far] clip planes in world space units. (As a hint, 2D games " +"often use this projection, with values specified in pixels.)" msgstr "" "通过指定的以世界空间单位为单位的 [param size]、以及 [param z_near] 和 [param " "z_far] 裁剪平面,将相机投影设置为正交模式(参见 [constant " @@ -17921,9 +18285,9 @@ msgstr "" msgid "" "Returns the 2D coordinate in the [Viewport] rectangle that maps to the given " "3D point in world space.\n" -"[b]Note:[/b] When using this to position GUI elements over a 3D viewport, " -"use [method is_position_behind] to prevent them from appearing if the 3D " -"point is behind the camera:\n" +"[b]Note:[/b] When using this to position GUI elements over a 3D viewport, use " +"[method is_position_behind] to prevent them from appearing if the 3D point is " +"behind the camera:\n" "[codeblock]\n" "# This code block is part of a script that inherits from Node3D.\n" "# `control` is a reference to a node inheriting from Control.\n" @@ -17954,14 +18318,14 @@ msgid "" "rendered.\n" "[b]Note:[/b] Since the [member cull_mask] allows for 32 layers to be stored " "in total, there are an additional 12 layers that are only used internally by " -"the engine and aren't exposed in the editor. Setting [member cull_mask] " -"using a script allows you to toggle those reserved layers, which can be " -"useful for editor plugins.\n" +"the engine and aren't exposed in the editor. Setting [member cull_mask] using " +"a script allows you to toggle those reserved layers, which can be useful for " +"editor plugins.\n" "To adjust [member cull_mask] more easily using a script, use [method " "get_cull_mask_value] and [method set_cull_mask_value].\n" "[b]Note:[/b] [VoxelGI], SDFGI and [LightmapGI] will always take all layers " -"into account to determine what contributes to global illumination. If this " -"is an issue, set [member GeometryInstance3D.gi_mode] to [constant " +"into account to determine what contributes to global illumination. If this is " +"an issue, set [member GeometryInstance3D.gi_mode] to [constant " "GeometryInstance3D.GI_MODE_DISABLED] for meshes and [member Light3D." "light_bake_mode] to [constant Light3D.BAKE_DISABLED] for lights to exclude " "them from global illumination." @@ -17969,15 +18333,15 @@ msgstr "" "剔除掩码,描述该相机渲染了哪些 [member VisualInstance3D.layers]。默认情况下," "20 个用户可见层全都被渲染。\n" "[b]注意:[/b]由于 [member cull_mask] 允许总共存储 32 个层,因此另外 12 个层仅" -"供引擎内部使用,不会在编辑器中公开。使用脚本设置 [member cull_mask] 允许您切" -"换那些保留层,这对编辑器插件很有用。\n" +"供引擎内部使用,不会在编辑器中公开。使用脚本设置 [member cull_mask] 允许您切换" +"那些保留层,这对编辑器插件很有用。\n" "要使用脚本更轻松地调整 [member cull_mask],请使用 [method " "get_cull_mask_value] 和 [method set_cull_mask_value]。\n" -"[b]注意:[/b][VoxelGI]、SDFGI 和 [LightmapGI] 将始终考虑所有层以确定对全局光" -"照有贡献的内容。如果这是一个问题,请将网格的 [member GeometryInstance3D." +"[b]注意:[/b][VoxelGI]、SDFGI 和 [LightmapGI] 将始终考虑所有层以确定对全局光照" +"有贡献的内容。如果这是一个问题,请将网格的 [member GeometryInstance3D." "gi_mode] 设置为 [constant GeometryInstance3D.GI_MODE_DISABLED],并将灯光的 " -"[member Light3D.light_bake_mode] 设置为 [constant Light3D.BAKE_DISABLED],以" -"将它们从全局光照中排除。" +"[member Light3D.light_bake_mode] 设置为 [constant Light3D.BAKE_DISABLED],以将" +"它们从全局光照中排除。" msgid "" "If [code]true[/code], the ancestor [Viewport] is currently using this " @@ -18016,9 +18380,9 @@ msgstr "" "[member far] 如果会导致对象被部分或完全剔除,则可以提高性能。" msgid "" -"The camera's field of view angle (in degrees). Only applicable in " -"perspective mode. Since [member keep_aspect] locks one axis, [code]fov[/" -"code] sets the other axis' field of view angle.\n" +"The camera's field of view angle (in degrees). Only applicable in perspective " +"mode. Since [member keep_aspect] locks one axis, [code]fov[/code] sets the " +"other axis' field of view angle.\n" "For reference, the default vertical field of view value ([code]75.0[/code]) " "is equivalent to a horizontal FOV of:\n" "- ~91.31 degrees in a 4:3 viewport\n" @@ -18026,8 +18390,8 @@ msgid "" "- ~107.51 degrees in a 16:9 viewport\n" "- ~121.63 degrees in a 21:9 viewport" msgstr "" -"相机的视野角度(单位为度)。仅适用于透视模式。由于 [member keep_aspect] 锁定" -"一个轴,因此 [code]fov[/code] 设置另一个轴的视角。\n" +"相机的视野角度(单位为度)。仅适用于透视模式。由于 [member keep_aspect] 锁定一" +"个轴,因此 [code]fov[/code] 设置另一个轴的视角。\n" "作为参考,默认的垂直视野值([code]70.0[/code])相当于以下水平 FOV:\n" "- 在 4:3 视口中约 91.31 度\n" "- 在 16:10 视口中约 101.67 度\n" @@ -18050,8 +18414,8 @@ msgid "The horizontal (X) offset of the camera viewport." msgstr "相机视口的水平(X)偏移量。" msgid "" -"The axis to lock during [member fov]/[member size] adjustments. Can be " -"either [constant KEEP_WIDTH] or [constant KEEP_HEIGHT]." +"The axis to lock during [member fov]/[member size] adjustments. Can be either " +"[constant KEEP_WIDTH] or [constant KEEP_HEIGHT]." msgstr "" "在 [member fov]/[member size] 调整时要锁定的轴。可以是 [constant KEEP_WIDTH] " "或 [constant KEEP_HEIGHT]。" @@ -18067,8 +18431,7 @@ msgstr "" msgid "" "The camera's projection mode. In [constant PROJECTION_PERSPECTIVE] mode, " -"objects' Z distance from the camera's local space scales their perceived " -"size." +"objects' Z distance from the camera's local space scales their perceived size." msgstr "" "相机的投影模式。在 [constant PROJECTION_PERSPECTIVE] 模式下,物体与相机局部空" "间的Z距离会影响其感知的大小。" @@ -18113,15 +18476,15 @@ msgid "" "usually the best option for projects running in landscape mode, as wider " "aspect ratios will automatically benefit from a wider horizontal FOV." msgstr "" -"保留垂直长宽比,也称为 Hor+ 缩放。这通常是在横向模式下运行的项目的最佳选择," -"因为较宽的纵横比会自动从较宽的水平视场中受益。" +"保留垂直长宽比,也称为 Hor+ 缩放。这通常是在横向模式下运行的项目的最佳选择,因" +"为较宽的纵横比会自动从较宽的水平视场中受益。" msgid "" "Disables [url=https://en.wikipedia.org/wiki/Doppler_effect]Doppler effect[/" "url] simulation (default)." msgstr "" -"禁用[url=https://en.wikipedia.org/wiki/Doppler_effect]多普勒效应[/url]模拟" -"(默认)。" +"禁用[url=https://en.wikipedia.org/wiki/Doppler_effect]多普勒效应[/url]模拟(默" +"认)。" msgid "" "Simulate [url=https://en.wikipedia.org/wiki/Doppler_effect]Doppler effect[/" @@ -18157,16 +18520,16 @@ msgid "" "auto-exposure, and depth of field that will be used by all cameras without " "their own [CameraAttributes], including the editor camera. When used in a " "[Camera3D] it will override any [CameraAttributes] set in the " -"[WorldEnvironment]. When used in [VoxelGI] or [LightmapGI], only the " -"exposure settings will be used.\n" +"[WorldEnvironment]. When used in [VoxelGI] or [LightmapGI], only the exposure " +"settings will be used.\n" "See also [Environment] for general 3D environment settings.\n" "This is a pure virtual class that is inherited by [CameraAttributesPhysical] " "and [CameraAttributesPractical]." msgstr "" "控制相机的特定属性,如景深和曝光覆盖。\n" -"当在 [WorldEnvironment] 中使用时,它提供了曝光、自动曝光、以及景深的默认设" -"置,这些设置将由所有没有自己的 [CameraAttributes] 的相机使用,包括编辑器相" -"机。当在 [Camera3D] 中使用时,它将覆盖 [WorldEnvironment] 中设置的任何 " +"当在 [WorldEnvironment] 中使用时,它提供了曝光、自动曝光、以及景深的默认设置," +"这些设置将由所有没有自己的 [CameraAttributes] 的相机使用,包括编辑器相机。当" +"在 [Camera3D] 中使用时,它将覆盖 [WorldEnvironment] 中设置的任何 " "[CameraAttributes]。当在 [VoxelGI] 或 [LightmapGI] 中使用时,将只会使用曝光设" "置。\n" "另请参阅 [Environment] 了解一般的 3D 环境设置。\n" @@ -18174,22 +18537,20 @@ msgstr "" "虚类。" msgid "" -"If [code]true[/code], enables the tonemapping auto exposure mode of the " -"scene renderer. If [code]true[/code], the renderer will automatically " -"determine the exposure setting to adapt to the scene's illumination and the " -"observed light." +"If [code]true[/code], enables the tonemapping auto exposure mode of the scene " +"renderer. If [code]true[/code], the renderer will automatically determine the " +"exposure setting to adapt to the scene's illumination and the observed light." msgstr "" "如果为 [code]true[/code],启用场景渲染器的色调映射自动曝光模式。如果为 " "[code]true[/code],渲染器将自动确定曝光设置,以适应场景的照明和观察到的光线。" msgid "" -"The scale of the auto exposure effect. Affects the intensity of auto " -"exposure." +"The scale of the auto exposure effect. Affects the intensity of auto exposure." msgstr "自动曝光效果的比例。影响自动曝光的强度。" msgid "" -"The speed of the auto exposure effect. Affects the time needed for the " -"camera to perform auto exposure." +"The speed of the auto exposure effect. Affects the time needed for the camera " +"to perform auto exposure." msgstr "自动曝光效果的速度。影响相机执行自动曝光所需的时间。" msgid "" @@ -18201,14 +18562,14 @@ msgid "" "Sensitivity of camera sensors, measured in ISO. A higher sensitivity results " "in a brighter image. Only available when [member ProjectSettings.rendering/" "lights_and_shadows/use_physical_light_units] is enabled. When [member " -"auto_exposure_enabled] this can be used as a method of exposure " -"compensation, doubling the value will increase the exposure value (measured " -"in EV100) by 1 stop." +"auto_exposure_enabled] this can be used as a method of exposure compensation, " +"doubling the value will increase the exposure value (measured in EV100) by 1 " +"stop." msgstr "" "相机传感器的灵敏度,以 ISO 测量。灵敏度越高,图像越亮。仅在启用 [member " "ProjectSettings.rendering/lights_and_shadows/use_physical_light_units] 时可" -"用。当 [member auto_exposure_enabled] 启用时,这可以用作曝光补偿的方法,将该" -"值加倍将使曝光值(以 EV100 测量)增加 1 档。" +"用。当 [member auto_exposure_enabled] 启用时,这可以用作曝光补偿的方法,将该值" +"加倍将使曝光值(以 EV100 测量)增加 1 档。" msgid "Physically-based camera settings." msgstr "基于物理的相机设置。" @@ -18225,22 +18586,22 @@ msgid "" "[member Camera3D.near], [member Camera3D.fov], and [member Camera3D." "keep_aspect] properties. When used in [VoxelGI] or [LightmapGI], only the " "exposure settings will be used.\n" -"The default settings are intended for use in an outdoor environment, tips " -"for settings for use in an indoor environment can be found in each setting's " +"The default settings are intended for use in an outdoor environment, tips for " +"settings for use in an indoor environment can be found in each setting's " "documentation.\n" -"[b]Note:[/b] Depth of field blur is only supported in the Forward+ and " -"Mobile rendering methods, not Compatibility." +"[b]Note:[/b] Depth of field blur is only supported in the Forward+ and Mobile " +"rendering methods, not Compatibility." msgstr "" "[CameraAttributesPhysical] 用于根据基于物理的相机的设置来设置渲染设置。它负责" "曝光、自动曝光、以及景深。\n" -"当在 [WorldEnvironment] 中使用时,它提供了曝光、自动曝光、以及景深的默认设" -"置,这些设置将由所有没有自己的 [CameraAttributes] 的相机使用,包括编辑器相" -"机。当在 [Camera3D] 中使用时,它将覆盖 [WorldEnvironment] 中设置的任何 " +"当在 [WorldEnvironment] 中使用时,它提供了曝光、自动曝光、以及景深的默认设置," +"这些设置将由所有没有自己的 [CameraAttributes] 的相机使用,包括编辑器相机。当" +"在 [Camera3D] 中使用时,它将覆盖 [WorldEnvironment] 中设置的任何 " "[CameraAttributes],并将覆盖 [Camera3D] 的 [member Camera3D.far]、[member " "Camera3D.near]、[member Camera3D.fov]、以及 [member Camera3D.keep_aspect] 属" "性。当在 [VoxelGI] 或 [LightmapGI] 中使用时,将只会使用曝光设置。\n" -"默认设置适用于室外环境,可在每个设置的文档中找到有关在室内环境中使用的设置的" -"提示。\n" +"默认设置适用于室外环境,可在每个设置的文档中找到有关在室内环境中使用的设置的提" +"示。\n" "[b]注意:[/b]景深模糊只支持 Forward+ 和移动渲染方式,不支持兼容模式。" msgid "" @@ -18253,32 +18614,31 @@ msgstr "" msgid "" "The maximum luminance (in EV100) used when calculating auto exposure. When " -"calculating scene average luminance, color values will be clamped to at " -"least this value. This limits the auto-exposure from exposing below a " -"certain brightness, resulting in a cut off point where the scene will remain " -"bright." +"calculating scene average luminance, color values will be clamped to at least " +"this value. This limits the auto-exposure from exposing below a certain " +"brightness, resulting in a cut off point where the scene will remain bright." msgstr "" "计算自动曝光时使用的最大亮度(单位:EV100)。在计算场景平均亮度时,颜色值将至" -"少被钳制在这个值上。这限制了自动曝光在低于一定的亮度进行曝光时,导致场景将保" -"持明亮的一个截止点。" +"少被钳制在这个值上。这限制了自动曝光在低于一定的亮度进行曝光时,导致场景将保持" +"明亮的一个截止点。" msgid "" "The minimum luminance luminance (in EV100) used when calculating auto " "exposure. When calculating scene average luminance, color values will be " "clamped to at least this value. This limits the auto-exposure from exposing " -"above a certain brightness, resulting in a cut off point where the scene " -"will remain dark." +"above a certain brightness, resulting in a cut off point where the scene will " +"remain dark." msgstr "" "计算自动曝光时使用的最小亮度(单位:EV100)。在计算场景平均亮度时,颜色值将至" -"少被钳制在这个值上。这限制了自动曝光在超过一定的亮度进行曝光时,导致场景将保" -"持黑暗的一个截止点。" +"少被钳制在这个值上。这限制了自动曝光在超过一定的亮度进行曝光时,导致场景将保持" +"黑暗的一个截止点。" msgid "" "Size of the aperture of the camera, measured in f-stops. An f-stop is a " -"unitless ratio between the focal length of the camera and the diameter of " -"the aperture. A high aperture setting will result in a smaller aperture " -"which leads to a dimmer image and sharper focus. A low aperture results in a " -"wide aperture which lets in more light resulting in a brighter, less-focused " +"unitless ratio between the focal length of the camera and the diameter of the " +"aperture. A high aperture setting will result in a smaller aperture which " +"leads to a dimmer image and sharper focus. A low aperture results in a wide " +"aperture which lets in more light resulting in a brighter, less-focused " "image. Default is appropriate for outdoors at daytime (i.e. for use with a " "default [DirectionalLight3D]), for indoor lighting, a value between 2 and 4 " "is more appropriate.\n" @@ -18286,10 +18646,10 @@ msgid "" "use_physical_light_units] is enabled." msgstr "" "相机光圈的大小,以 f 档为单位进行测量。f 档是相机焦距与光圈直径之间的一个无单" -"位比率。高光圈设置将产生一个更小的光圈,从而导致更暗的图像和更清晰的焦点。低" -"光圈会产生一个大光圈,让更多的光线进入,从而产生一个更亮、更不聚焦的图像。默" -"认值适用于白天的室外(即与默认 [DirectionalLight3D] 一起使用),对于室内照" -"明,2 到 4 之间的值更合适。\n" +"位比率。高光圈设置将产生一个更小的光圈,从而导致更暗的图像和更清晰的焦点。低光" +"圈会产生一个大光圈,让更多的光线进入,从而产生一个更亮、更不聚焦的图像。默认值" +"适用于白天的室外(即与默认 [DirectionalLight3D] 一起使用),对于室内照明,2 " +"到 4 之间的值更合适。\n" "仅在启用 [member ProjectSettings.rendering/lights_and_shadows/" "use_physical_light_units] 时可用。" @@ -18300,8 +18660,8 @@ msgid "" "Only available when [member ProjectSettings.rendering/lights_and_shadows/" "use_physical_light_units] is enabled." msgstr "" -"快门打开和关闭的时间,单位:秒。较高的值将使更多的光线进入,从而使图像更亮;" -"而较低的值将使更少的光线进入,从而使图像更暗。\n" +"快门打开和关闭的时间,单位:秒。较高的值将使更多的光线进入,从而使图像更亮;而" +"较低的值将使更少的光线进入,从而使图像更暗。\n" "仅在启用 [member ProjectSettings.rendering/lights_and_shadows/" "use_physical_light_units] 时可用。" @@ -18317,15 +18677,15 @@ msgid "" "Distance between camera lens and camera aperture, measured in millimeters. " "Controls field of view and depth of field. A larger focal length will result " "in a smaller field of view and a narrower depth of field meaning fewer " -"objects will be in focus. A smaller focal length will result in a wider " -"field of view and a larger depth of field meaning more objects will be in " -"focus. When attached to a [Camera3D] as its [member Camera3D.attributes], it " -"will override the [member Camera3D.fov] property and the [member Camera3D." +"objects will be in focus. A smaller focal length will result in a wider field " +"of view and a larger depth of field meaning more objects will be in focus. " +"When attached to a [Camera3D] as its [member Camera3D.attributes], it will " +"override the [member Camera3D.fov] property and the [member Camera3D." "keep_aspect] property." msgstr "" -"相机镜头和相机光圈之间的距离,单位:毫米。控制视野和景深。较大的焦距会导致较" -"小的视野和较窄的景深,这意味着更少的对象将在焦点中。较小的焦距会导致更宽的视" -"野和更大的景深,这意味着更多的物体将在焦点中。当被附加到 [Camera3D] 作为其 " +"相机镜头和相机光圈之间的距离,单位:毫米。控制视野和景深。较大的焦距会导致较小" +"的视野和较窄的景深,这意味着更少的对象将在焦点中。较小的焦距会导致更宽的视野和" +"更大的景深,这意味着更多的物体将在焦点中。当被附加到 [Camera3D] 作为其 " "[member Camera3D.attributes] 时,它将覆盖 [member Camera3D.fov] 属性和 " "[member Camera3D.keep_aspect] 属性。" @@ -18342,9 +18702,8 @@ msgid "" "depth of field. When attached to a [Camera3D] as its [member Camera3D." "attributes], it will override the [member Camera3D.near] property." msgstr "" -"覆盖 [member Camera3D.near] 的值。在内部计算景深时使用。当被附加到 " -"[Camera3D] 作为其 [member Camera3D.attributes] 时,它将覆盖 [member Camera3D." -"near] 属性。" +"覆盖 [member Camera3D.near] 的值。在内部计算景深时使用。当被附加到 [Camera3D] " +"作为其 [member Camera3D.attributes] 时,它将覆盖 [member Camera3D.near] 属性。" msgid "Camera settings in an easy to use format." msgstr "相机设置,格式比较易用。" @@ -18356,37 +18715,35 @@ msgid "" "auto-exposure, and depth of field that will be used by all cameras without " "their own [CameraAttributes], including the editor camera. When used in a " "[Camera3D] it will override any [CameraAttributes] set in the " -"[WorldEnvironment]. When used in [VoxelGI] or [LightmapGI], only the " -"exposure settings will be used." +"[WorldEnvironment]. When used in [VoxelGI] or [LightmapGI], only the exposure " +"settings will be used." msgstr "" "控制相机的特定属性,如自动曝光、景深、以及曝光覆盖。\n" -"当在 [WorldEnvironment] 中使用时,它提供了曝光、自动曝光、以及景深的默认设" -"置,这些设置将由所有没有自己的 [CameraAttributes] 的相机使用,包括编辑器相" -"机。当在 [Camera3D] 中使用时,它将覆盖 [WorldEnvironment] 中设置的任何 " +"当在 [WorldEnvironment] 中使用时,它提供了曝光、自动曝光、以及景深的默认设置," +"这些设置将由所有没有自己的 [CameraAttributes] 的相机使用,包括编辑器相机。当" +"在 [Camera3D] 中使用时,它将覆盖 [WorldEnvironment] 中设置的任何 " "[CameraAttributes]。当在 [VoxelGI] 或 [LightmapGI] 中使用时,只会使用曝光设" "置。" msgid "" "The maximum sensitivity (in ISO) used when calculating auto exposure. When " -"calculating scene average luminance, color values will be clamped to at " -"least this value. This limits the auto-exposure from exposing below a " -"certain brightness, resulting in a cut off point where the scene will remain " -"bright." +"calculating scene average luminance, color values will be clamped to at least " +"this value. This limits the auto-exposure from exposing below a certain " +"brightness, resulting in a cut off point where the scene will remain bright." msgstr "" "计算自动曝光时使用的最大感光度(单位:ISO)。在计算场景平均亮度时,颜色值将至" -"少被钳制在这个值上。这限制了自动曝光在低于一定的亮度进行曝光时,导致场景将保" -"持明亮的一个截止点。" +"少被钳制在这个值上。这限制了自动曝光在低于一定的亮度进行曝光时,导致场景将保持" +"明亮的一个截止点。" msgid "" "The minimum sensitivity (in ISO) used when calculating auto exposure. When " -"calculating scene average luminance, color values will be clamped to at " -"least this value. This limits the auto-exposure from exposing above a " -"certain brightness, resulting in a cut off point where the scene will remain " -"dark." +"calculating scene average luminance, color values will be clamped to at least " +"this value. This limits the auto-exposure from exposing above a certain " +"brightness, resulting in a cut off point where the scene will remain dark." msgstr "" "计算自动曝光时使用的最小感光度(单位:ISO)。在计算场景平均亮度时,颜色值将至" -"少被钳制在这个值上。这限制了自动曝光在超过一定的亮度进行曝光时,导致场景将保" -"持黑暗的一个截止点。" +"少被钳制在这个值上。这限制了自动曝光在超过一定的亮度进行曝光时,导致场景将保持" +"黑暗的一个截止点。" msgid "" "Sets the maximum amount of blur. When using physically-based blur amounts, " @@ -18394,9 +18751,8 @@ msgid "" "bluriness, but can be much more expensive to calculate. It is best to keep " "this as low as possible for a given art style." msgstr "" -"设置最大模糊量。当使用基于物理的模糊量时,将改为充当一个乘数。高值会导致模糊" -"度增加,但计算起来会更昂贵。对于一个给定的艺术风格,最好将该值保持得尽可能" -"低。" +"设置最大模糊量。当使用基于物理的模糊量时,将改为充当一个乘数。高值会导致模糊度" +"增加,但计算起来会更昂贵。对于一个给定的艺术风格,最好将该值保持得尽可能低。" msgid "" "Objects further from the [Camera3D] by this amount will be blurred by the " @@ -18408,8 +18764,8 @@ msgid "" "Enables depth of field blur for objects further than [member " "dof_blur_far_distance]. Strength of blur is controlled by [member " "dof_blur_amount] and modulated by [member dof_blur_far_transition].\n" -"[b]Note:[/b] Depth of field blur is only supported in the Forward+ and " -"Mobile rendering methods, not Compatibility." +"[b]Note:[/b] Depth of field blur is only supported in the Forward+ and Mobile " +"rendering methods, not Compatibility." msgstr "" "为比 [member dof_blur_far_distance] 更远的对象启用景深模糊。模糊强度由 " "[member dof_blur_amount] 控制并由 [member dof_blur_far_transition] 调制。\n" @@ -18423,10 +18779,10 @@ msgid "" "increase in a physically accurate way as objects get further from the " "[Camera3D]." msgstr "" -"当为正数时,距离超过该值(从 [member dof_blur_far_distance] 开始)时,模糊效" -"果将从 0 缩放到 [member dof_blur_amount]。当为负数时,使用基于物理的缩放,因" -"此景深效果将在 [member dof_blur_far_distance] 处从 0 开始缩放,并且随着对象远" -"离该 [Camera3D],将以物理上准确的方式增加该效果。" +"当为正数时,距离超过该值(从 [member dof_blur_far_distance] 开始)时,模糊效果" +"将从 0 缩放到 [member dof_blur_amount]。当为负数时,使用基于物理的缩放,因此景" +"深效果将在 [member dof_blur_far_distance] 处从 0 开始缩放,并且随着对象远离该 " +"[Camera3D],将以物理上准确的方式增加该效果。" msgid "" "Objects closer from the [Camera3D] by this amount will be blurred by the " @@ -18438,8 +18794,8 @@ msgid "" "Enables depth of field blur for objects closer than [member " "dof_blur_near_distance]. Strength of blur is controlled by [member " "dof_blur_amount] and modulated by [member dof_blur_near_transition].\n" -"[b]Note:[/b] Depth of field blur is only supported in the Forward+ and " -"Mobile rendering methods, not Compatibility." +"[b]Note:[/b] Depth of field blur is only supported in the Forward+ and Mobile " +"rendering methods, not Compatibility." msgstr "" "为比 [member dof_blur_near_distance] 更近的对象启用景深模糊。模糊强度由 " "[member dof_blur_amount] 控制并由 [member dof_blur_near_transition] 调制。\n" @@ -18453,9 +18809,9 @@ msgid "" "way as objects get closer to the [Camera3D]." msgstr "" "当为正数时,距离超过该值且截止到 [member dof_blur_near_distance] 时,模糊效果" -"将从 0 缩放到 [member dof_blur_amount]。当为负数时,使用基于物理的缩放,因此" -"景深效果将在 [member dof_blur_near_distance] 处从 0 开始缩放,并且随着对象靠" -"近该 [Camera3D],将以物理上准确的方式增加该效果。" +"将从 0 缩放到 [member dof_blur_amount]。当为负数时,使用基于物理的缩放,因此景" +"深效果将在 [member dof_blur_near_distance] 处从 0 开始缩放,并且随着对象靠近" +"该 [Camera3D],将以物理上准确的方式增加该效果。" msgid "" "A camera feed gives you access to a single physical camera attached to your " @@ -18464,17 +18820,16 @@ msgstr "通过相机源,您可以访问连接到设备的单个物理相机。 msgid "" "A camera feed gives you access to a single physical camera attached to your " -"device. When enabled, Godot will start capturing frames from the camera " -"which can then be used. See also [CameraServer].\n" +"device. When enabled, Godot will start capturing frames from the camera which " +"can then be used. See also [CameraServer].\n" "[b]Note:[/b] Many cameras will return YCbCr images which are split into two " "textures and need to be combined in a shader. Godot does this automatically " -"for you if you set the environment to show the camera image in the " -"background." +"for you if you set the environment to show the camera image in the background." msgstr "" -"通过相机源,你可以访问连接到设备的单个物理相机。启用后,Godot 将开始从相机捕" -"获帧,然后使用。另请参阅 [CameraServer]。\n" -"[b]注意:[/b]很多相机会返回 YCbCr 图像,这些图像被分成两个纹理,需要在着色器" -"中组合。如果你将环境设置为在背景中显示相机图像,Godot 会自动为将执行此操作。" +"通过相机源,你可以访问连接到设备的单个物理相机。启用后,Godot 将开始从相机捕获" +"帧,然后使用。另请参阅 [CameraServer]。\n" +"[b]注意:[/b]很多相机会返回 YCbCr 图像,这些图像被分成两个纹理,需要在着色器中" +"组合。如果你将环境设置为在背景中显示相机图像,Godot 会自动为将执行此操作。" msgid "Returns feed image data type." msgstr "返回源图像的数据类型。" @@ -18527,8 +18882,8 @@ msgid "" "[b]Note:[/b] This class is currently only implemented on macOS and iOS. On " "other platforms, no [CameraFeed]s will be available." msgstr "" -"[CameraServer] 记录了 Godot 中可访问的不同摄像机。这些是外部摄像机,如网络摄" -"像头或手机上的摄像机。\n" +"[CameraServer] 记录了 Godot 中可访问的不同摄像机。这些是外部摄像机,如网络摄像" +"头或手机上的摄像机。\n" "它主要用于为 AR 模块提供来自摄像机的视频源。\n" "[b]注意:[/b]这个类目前只在 macOS 和 iOS 上实现。在其他平台上没有可用的 " "[CameraFeed]。" @@ -18573,8 +18928,8 @@ msgstr "由 [CameraFeed] 提供的纹理。" msgid "" "This texture gives access to the camera texture provided by a [CameraFeed].\n" -"[b]Note:[/b] Many cameras supply YCbCr images which need to be converted in " -"a shader." +"[b]Note:[/b] Many cameras supply YCbCr images which need to be converted in a " +"shader." msgstr "" "该纹理可以访问 [CameraFeed] 提供的相机纹理。\n" "[b]注意:[/b]许多相机提供的都是 YCbCr 图像,需要在着色器中进行转换。" @@ -18604,8 +18959,8 @@ msgid "" "effect).\n" "[b]Note:[/b] The [CanvasGroup] uses a custom shader to read from the " "backbuffer to draw its children. Assigning a [Material] to the [CanvasGroup] " -"overrides the builtin shader. To duplicate the behavior of the builtin " -"shader in a custom [Shader] use the following:\n" +"overrides the builtin shader. To duplicate the behavior of the builtin shader " +"in a custom [Shader] use the following:\n" "[codeblock]\n" "shader_type canvas_item;\n" "render_mode unshaded;\n" @@ -18628,9 +18983,9 @@ msgid "" "CanvasItem.clip_children] set to anything other than [constant CanvasItem." "CLIP_CHILDREN_DISABLED] will not function correctly." msgstr "" -"[CanvasGroup] 的所有子 [CanvasItem] 节点会作为一个单独的对象绘制。它允许在不" -"混合的情况下绘制重叠的半透明 2D 节点(设置 [CanvasGroup] 的 [member " -"CanvasItem.self_modulate] 属性来实现这一效果)。\n" +"[CanvasGroup] 的所有子 [CanvasItem] 节点会作为一个单独的对象绘制。它允许在不混" +"合的情况下绘制重叠的半透明 2D 节点(设置 [CanvasGroup] 的 [member CanvasItem." +"self_modulate] 属性来实现这一效果)。\n" "[b]注意:[/b][CanvasGroup] 使用一个自定义着色器从后台缓冲区读取以绘制其子节" "点。为 [CanvasGroup] 指定一个 [Material] 会覆盖内置着色器。要在自定义 " "[Shader] 中复制内置着色器的行为,请使用以下方法:\n" @@ -18652,9 +19007,9 @@ msgstr "" "}\n" "[/codeblock]\n" "[b]注意:[/b]由于 [CanvasGroup] 和 [member CanvasItem.clip_children] 都使用后" -"台缓冲区,因此 [CanvasGroup] 的子级如果将其 [member CanvasItem." -"clip_children] 设置为 [constant CanvasItem.CLIP_CHILDREN_DISABLED] 以外的其他" -"值将无法正常工作。" +"台缓冲区,因此 [CanvasGroup] 的子级如果将其 [member CanvasItem.clip_children] " +"设置为 [constant CanvasItem.CLIP_CHILDREN_DISABLED] 以外的其他值将无法正常工" +"作。" msgid "" "Sets the size of the margin used to expand the clearing rect of this " @@ -18665,11 +19020,11 @@ msgid "" "[CanvasGroup]. Accordingly, this should be left as small as possible, but " "should be increased if artifacts appear along the edges of the canvas group." msgstr "" -"设置用于扩展该 [CanvasGroup] 清除矩形的边距大小。会对该 [CanvasGroup] 所使用" -"的后台缓冲的区域进行扩展。边距较小时可以减少后台缓冲的区域大小,从而提升性" -"能,但如果启用了 [member use_mipmaps],较小的边距可能在该 [CanvasGroup] 边缘" -"造成 mipmap 错误。因此,这个值应该尽量调小,但是如果画布组的边缘出现问题,就" -"应该将其调大。" +"设置用于扩展该 [CanvasGroup] 清除矩形的边距大小。会对该 [CanvasGroup] 所使用的" +"后台缓冲的区域进行扩展。边距较小时可以减少后台缓冲的区域大小,从而提升性能,但" +"如果启用了 [member use_mipmaps],较小的边距可能在该 [CanvasGroup] 边缘造成 " +"mipmap 错误。因此,这个值应该尽量调小,但是如果画布组的边缘出现问题,就应该将" +"其调大。" msgid "" "Sets the size of a margin used to expand the drawable rect of this " @@ -18680,11 +19035,11 @@ msgid "" "small as possible and should only be expanded when an increased size is " "needed (e.g. for custom shader effects)." msgstr "" -"设置用于扩展该 [CanvasGroup] 绘图矩形的边距大小。确定该 [CanvasGroup] 大小的" -"方法是:首先框定子节点的矩形区域,然后将该矩形按照 [member fit_margin] 进行扩" -"展。会增大该 [CanvasGroup] 所使用的后台缓冲的区域,也会增大该 [CanvasGroup] " -"所覆盖的面积,两者都会降低性能。这个值应该尽量调小,仅在需要时调大(例如自定" -"义着色器效果)。" +"设置用于扩展该 [CanvasGroup] 绘图矩形的边距大小。确定该 [CanvasGroup] 大小的方" +"法是:首先框定子节点的矩形区域,然后将该矩形按照 [member fit_margin] 进行扩" +"展。会增大该 [CanvasGroup] 所使用的后台缓冲的区域,也会增大该 [CanvasGroup] 所" +"覆盖的面积,两者都会降低性能。这个值应该尽量调小,仅在需要时调大(例如自定义着" +"色器效果)。" msgid "" "If [code]true[/code], calculates mipmaps for the backbuffer before drawing " @@ -18696,6 +19051,45 @@ msgstr "" "mipmap,附加到该 [CanvasGroup] 的自定义 [ShaderMaterial] 就可以使用 mipmap。" "Mipmap 的生成会造成性能消耗,所以应在必要时才启用。" +msgid "Abstract base class for everything in 2D space." +msgstr "2D 空间中所有对象的抽象基类。" + +msgid "" +"Abstract base class for everything in 2D space. Canvas items are laid out in " +"a tree; children inherit and extend their parent's transform. [CanvasItem] is " +"extended by [Control] for GUI-related nodes, and by [Node2D] for 2D game " +"objects.\n" +"Any [CanvasItem] can draw. For this, [method queue_redraw] is called by the " +"engine, then [constant NOTIFICATION_DRAW] will be received on idle time to " +"request a redraw. Because of this, canvas items don't need to be redrawn on " +"every frame, improving the performance significantly. Several functions for " +"drawing on the [CanvasItem] are provided (see [code]draw_*[/code] functions). " +"However, they can only be used inside [method _draw], its corresponding " +"[method Object._notification] or methods connected to the [signal draw] " +"signal.\n" +"Canvas items are drawn in tree order. By default, children are on top of " +"their parents, so a root [CanvasItem] will be drawn behind everything. This " +"behavior can be changed on a per-item basis.\n" +"A [CanvasItem] can be hidden, which will also hide its children. By adjusting " +"various other properties of a [CanvasItem], you can also modulate its color " +"(via [member modulate] or [member self_modulate]), change its Z-index, blend " +"mode, and more." +msgstr "" +"2D 空间中所有对象的抽象基类。画布项目(Canvas Item)以树状排列;子节点继承并扩" +"展其父节点的变换。[CanvasItem] 由 [Control] 扩展为 GUI 相关的节点,由 " +"[Node2D] 扩展为 2D 游戏对象。\n" +"任何 [CanvasItem] 都可以进行绘图。绘图时,引擎会调用 [method queue_redraw],然" +"后节点就会在空闲时接收到请求重绘的 [constant NOTIFICATION_DRAW]。因此画布项目" +"不需要每一帧都重绘,显著提升了性能。这个类还提供了几个用于在 [CanvasItem] 上绘" +"图的函数(见 [code]draw_*[/code] 函数)。不过这些函数都只能在 [method _draw] " +"及其对应的 [method Object._notification] 或连接到 [signal draw] 的方法内使" +"用。\n" +"画布项目是按树状顺序绘制的。默认情况下,子项目位于父项目的上方,因此根 " +"[CanvasItem] 将被画在所有项目的后面。这种行为可以针对单个画布项目进行更改。\n" +"[CanvasItem] 可以隐藏,隐藏时也会隐藏其子项目。通过调整画布项目的各种其它属" +"性,你还可以调制它的颜色(通过 [member modulate] 或 [member self_modulate])、" +"更改 Z 索引、混合模式等。" + msgid "Viewport and canvas transforms" msgstr "Viewport 和画布变换" @@ -18717,18 +19111,18 @@ msgid "" "specified animation slice. This is a faster way to implement animations that " "loop on background rather than redrawing constantly." msgstr "" -"后续的绘制命令将被忽略,除非它们位于指定的动画切片内。这是实现在背景上循环而" -"不是不断重绘的动画的更快方法。" +"后续的绘制命令将被忽略,除非它们位于指定的动画切片内。这是实现在背景上循环而不" +"是不断重绘的动画的更快方法。" msgid "" "Draws an unfilled arc between the given angles with a uniform [param color] " "and [param width] and optional antialiasing (supported only for positive " -"[param width]). The larger the value of [param point_count], the smoother " -"the curve. See also [method draw_circle].\n" +"[param width]). The larger the value of [param point_count], the smoother the " +"curve. See also [method draw_circle].\n" "If [param width] is negative, then the arc is drawn using [constant " -"RenderingServer.PRIMITIVE_LINE_STRIP]. This means that when the CanvasItem " -"is scaled, the arc will remain thin. If this behavior is not desired, then " -"pass a positive [param width] like [code]1.0[/code].\n" +"RenderingServer.PRIMITIVE_LINE_STRIP]. This means that when the CanvasItem is " +"scaled, the arc will remain thin. If this behavior is not desired, then pass " +"a positive [param width] like [code]1.0[/code].\n" "The arc is drawn from [param start_angle] towards the value of [param " "end_angle] so in clockwise direction if [code]start_angle < end_angle[/code] " "and counter-clockwise otherwise. Passing the same angles but in reversed " @@ -18737,11 +19131,11 @@ msgid "" "radians, then a full circle arc is drawn (i.e. arc will not overlap itself)." msgstr "" "使用一个 uniform [param color] 和 [param width] 以及可选的抗锯齿(仅支持正 " -"[param width] ),在给定的角度之间绘制一条未填充的弧线。[param point_count] " -"的值越大,该曲线越平滑。另请参见 [method draw_circle]。\n" +"[param width] ),在给定的角度之间绘制一条未填充的弧线。[param point_count] 的" +"值越大,该曲线越平滑。另请参见 [method draw_circle]。\n" "如果 [param width] 为负,则使用 [constant RenderingServer." -"PRIMITIVE_LINE_STRIP] 绘制弧线。这意味着当缩放 CanvasItem 时,弧线将保持细" -"长。如果不需要此行为,请传递一个正的 [param width],如 [code]1.0[/code]。\n" +"PRIMITIVE_LINE_STRIP] 绘制弧线。这意味着当缩放 CanvasItem 时,弧线将保持细长。" +"如果不需要此行为,请传递一个正的 [param width],如 [code]1.0[/code]。\n" "如果 [code]start_angle < end_angle[/code] ,则圆弧是从 [param start_angle] 朝" "向 [param end_angle] 的值绘制的,即是顺时针方向;否则为逆时针方向。以相反的顺" "序传递相同的角度,将产生相同的弧线。如果 [param start_angle] 和 [param " @@ -18763,25 +19157,24 @@ msgstr "" msgid "" "Draws a colored polygon of any number of points, convex or concave. Unlike " -"[method draw_polygon], a single color must be specified for the whole " -"polygon." +"[method draw_polygon], a single color must be specified for the whole polygon." msgstr "" "绘制一个由任意数量的点组成的彩色多边形,凸形或凹形。与 [method draw_polygon] " "不同,必须为整个多边形指定一个单一颜色。" msgid "" -"Draws a dashed line from a 2D point to another, with a given color and " -"width. See also [method draw_multiline] and [method draw_polyline].\n" +"Draws a dashed line from a 2D point to another, with a given color and width. " +"See also [method draw_multiline] and [method draw_polyline].\n" "If [param width] is negative, then a two-point primitives will be drawn " "instead of a four-point ones. This means that when the CanvasItem is scaled, " -"the line parts will remain thin. If this behavior is not desired, then pass " -"a positive [param width] like [code]1.0[/code]." +"the line parts will remain thin. If this behavior is not desired, then pass a " +"positive [param width] like [code]1.0[/code]." msgstr "" "使用给定的颜色和宽度,从一个 2D 点到另一个点绘制一条虚线。另请参见 [method " "draw_multiline] 和 [method draw_polyline]。\n" "如果 [param width] 为负,则将绘制一个两点图元而不是一个四点图元。这意味着当缩" -"放 CanvasItem 时,线条部分将保持细长。如果不需要此行为,请传递一个正的 " -"[param width],如 [code]1.0[/code]。" +"放 CanvasItem 时,线条部分将保持细长。如果不需要此行为,请传递一个正的 [param " +"width],如 [code]1.0[/code]。" msgid "" "After submitting all animations slices via [method draw_animation_slice], " @@ -18791,8 +19184,8 @@ msgid "" "not required." msgstr "" "通过 [method draw_animation_slice] 提交所有动画切片后,该函数可以被用来将绘制" -"恢复到其默认状态(所有后续绘制命令都将可见)。如果不关心这个特定用例,则不需" -"要在提交切片后使用该函数。" +"恢复到其默认状态(所有后续绘制命令都将可见)。如果不关心这个特定用例,则不需要" +"在提交切片后使用该函数。" msgid "" "Draws a textured rectangle region of the font texture with LCD subpixel anti-" @@ -18823,16 +19216,16 @@ msgstr "" "[/codeblock]" msgid "" -"Draws a line from a 2D point to another, with a given color and width. It " -"can be optionally antialiased. See also [method draw_multiline] and [method " +"Draws a line from a 2D point to another, with a given color and width. It can " +"be optionally antialiased. See also [method draw_multiline] and [method " "draw_polyline].\n" "If [param width] is negative, then a two-point primitive will be drawn " "instead of a four-point one. This means that when the CanvasItem is scaled, " "the line will remain thin. If this behavior is not desired, then pass a " "positive [param width] like [code]1.0[/code]." msgstr "" -"使用给定的颜色和宽度,从一个 2D 点到另一个点绘制一条直线。它可以选择抗锯齿。" -"另请参阅 [method draw_multiline] 和 [method draw_polyline]。\n" +"使用给定的颜色和宽度,从一个 2D 点到另一个点绘制一条直线。它可以选择抗锯齿。另" +"请参阅 [method draw_multiline] 和 [method draw_polyline]。\n" "如果 [param width] 为负,则将绘制一个两点图元而不是一个四点图元。这意味着当缩" "放 CanvasItem 时,线条将保持细长。如果不需要此行为,请传递一个正的 [param " "width],如 [code]1.0[/code]。" @@ -18846,29 +19239,73 @@ msgstr "" msgid "" "Draws a textured rectangle region of the multi-channel signed distance field " "texture at a given position, optionally modulated by a color. See [member " -"FontFile.multichannel_signed_distance_field] for more information and " -"caveats about MSDF font rendering.\n" +"FontFile.multichannel_signed_distance_field] for more information and caveats " +"about MSDF font rendering.\n" "If [param outline] is positive, each alpha channel value of pixel in region " "is set to maximum value of true distance in the [param outline] radius.\n" "Value of the [param pixel_range] should the same that was used during " "distance field texture generation." msgstr "" -"在给定位置,绘制一条多通道有符号距离场纹理的纹理矩形区域,可以选择用一种颜色" -"来调制。有关 MSDF 字体渲染的更多信息和注意事项,请参阅 [member FontFile." +"在给定位置,绘制一条多通道有符号距离场纹理的纹理矩形区域,可以选择用一种颜色来" +"调制。有关 MSDF 字体渲染的更多信息和注意事项,请参阅 [member FontFile." "multichannel_signed_distance_field]。\n" "如果 [param outline] 为正,则区域中像素的每个 Alpha 通道值都被设置为 [param " "outline] 半径内真实距离的最大值。\n" "[param pixel_range] 的值应该与距离场纹理生成期间使用的值相同。" msgid "" -"Breaks [param text] into lines and draws it using the specified [param font] " -"at the [param pos] (top-left corner). The text will have its color " -"multiplied by [param modulate]. If [param width] is greater than or equal to " -"0, the text will be clipped if it exceeds the specified width." +"Draws multiple disconnected lines with a uniform [param width] and [param " +"color]. Each line is defined by two consecutive points from [param points] " +"array, i.e. i-th segment consists of [code]points[2 * i][/code], " +"[code]points[2 * i + 1][/code] endpoints. When drawing large amounts of " +"lines, this is faster than using individual [method draw_line] calls. To draw " +"interconnected lines, use [method draw_polyline] instead.\n" +"If [param width] is negative, then two-point primitives will be drawn instead " +"of a four-point ones. This means that when the CanvasItem is scaled, the " +"lines will remain thin. If this behavior is not desired, then pass a positive " +"[param width] like [code]1.0[/code]." msgstr "" -"将 [param text] 分成几行,并在 [param pos](左上角)处使用指定的 [param " -"font] 绘制文本。该文本的颜色将乘以 [param modulate]。如果 [param width] 大于" -"等于 0,则当该文本超过指定宽度时将被裁剪。" +"使用一致的宽度 [param width] 和颜色 [param color] 绘制多条断开的线段。[param " +"points] 数组中相邻的两个点定义一条线段,即第 i 条线段由端点 [code]points[2 * " +"i][/code] 和 [code]points[2 * i + 1][/code] 组成。绘制大量线段时,这种方法比使" +"用 [method draw_line] 一条条画要快。要绘制相连的线段,请改用 [method " +"draw_polyline]。\n" +"如果 [param width] 为负数,则会绘制由两个点组成的图元,不使用四个点组成的图" +"元。此时如果 CanvasItem 发生缩放,则线段仍然会很细。如果不想要这样的行为,请传" +"入 [code]1.0[/code] 等正数 [param width]。" + +msgid "" +"Draws multiple disconnected lines with a uniform [param width] and segment-by-" +"segment coloring. Each segment is defined by two consecutive points from " +"[param points] array and a corresponding color from [param colors] array, i." +"e. i-th segment consists of [code]points[2 * i][/code], [code]points[2 * i + " +"1][/code] endpoints and has [code]colors[i][/code] color. When drawing large " +"amounts of lines, this is faster than using individual [method draw_line] " +"calls. To draw interconnected lines, use [method draw_polyline_colors] " +"instead.\n" +"If [param width] is negative, then two-point primitives will be drawn instead " +"of a four-point ones. This means that when the CanvasItem is scaled, the " +"lines will remain thin. If this behavior is not desired, then pass a positive " +"[param width] like [code]1.0[/code]." +msgstr "" +"使用一致的宽度 [param width] 分段颜色绘制多条断开的线段。[param points] 数组中" +"相邻的两个点定义一条线段,即第 i 条线段由端点 [code]points[2 * i][/code] 和 " +"[code]points[2 * i + 1][/code] 组成,使用的颜色为 [code]colors[i][/code]。绘制" +"大量线段时,这种方法比使用 [method draw_line] 一条条画要快。要绘制相连的线段," +"请改用 [method draw_polyline_colors]。\n" +"如果 [param width] 为负数,则会绘制由两个点组成的图元,不使用四个点组成的图" +"元。此时如果 CanvasItem 发生缩放,则线段仍然会很细。如果不想要这样的行为,请传" +"入 [code]1.0[/code] 等正数 [param width]。" + +msgid "" +"Breaks [param text] into lines and draws it using the specified [param font] " +"at the [param pos] (top-left corner). The text will have its color multiplied " +"by [param modulate]. If [param width] is greater than or equal to 0, the text " +"will be clipped if it exceeds the specified width." +msgstr "" +"将 [param text] 分成几行,并在 [param pos](左上角)处使用指定的 [param font] " +"绘制文本。该文本的颜色将乘以 [param modulate]。如果 [param width] 大于等于 0," +"则当该文本超过指定宽度时将被裁剪。" msgid "" "Breaks [param text] to the lines and draws text outline using the specified " @@ -18876,9 +19313,9 @@ msgid "" "color multiplied by [param modulate]. If [param width] is greater than or " "equal to 0, the text will be clipped if it exceeds the specified width." msgstr "" -"将 [param text] 分成几行,并在 [param pos](左上角)处使用指定的 [param " -"font] 绘制文本轮廓。该文本的颜色将乘以 [param modulate]。如果 [param width] " -"大于等于 0,则当该文本超过指定宽度时将被裁剪。" +"将 [param text] 分成几行,并在 [param pos](左上角)处使用指定的 [param font] " +"绘制文本轮廓。该文本的颜色将乘以 [param modulate]。如果 [param width] 大于等" +"于 0,则当该文本超过指定宽度时将被裁剪。" msgid "" "Draws a [MultiMesh] in 2D with the provided texture. See " @@ -18903,22 +19340,46 @@ msgstr "" msgid "" "Draws interconnected line segments with a uniform [param color] and [param " -"width] and optional antialiasing (supported only for positive [param " -"width]). When drawing large amounts of lines, this is faster than using " -"individual [method draw_line] calls. To draw disconnected lines, use [method " +"width] and optional antialiasing (supported only for positive [param width]). " +"When drawing large amounts of lines, this is faster than using individual " +"[method draw_line] calls. To draw disconnected lines, use [method " "draw_multiline] instead. See also [method draw_polygon].\n" "If [param width] is negative, the polyline is drawn using [constant " -"RenderingServer.PRIMITIVE_LINE_STRIP]. This means that when the CanvasItem " -"is scaled, the polyline will remain thin. If this behavior is not desired, " -"then pass a positive [param width] like [code]1.0[/code]." +"RenderingServer.PRIMITIVE_LINE_STRIP]. This means that when the CanvasItem is " +"scaled, the polyline will remain thin. If this behavior is not desired, then " +"pass a positive [param width] like [code]1.0[/code]." msgstr "" "使用一个 uniform [param color] 和 [param width] 以及可选的抗锯齿(仅支持正 " "[param width] ),绘制相互连接的线段。绘制大量线条时,这比使用单独的 [method " "draw_line] 调用更快。要绘制不相连的的线段,请改用 [method draw_multiline]。另" "见 [method draw_polygon]。\n" "如果 [param width] 为负,则使用 [constant RenderingServer." -"PRIMITIVE_LINE_STRIP] 绘制折线。这意味着当缩放 CanvasItem 时,多段线将保持为" -"细线。如果不需要该行为,请传递一个正的 [param width],如 [code]1.0[/code]。" +"PRIMITIVE_LINE_STRIP] 绘制折线。这意味着当缩放 CanvasItem 时,多段线将保持为细" +"线。如果不需要该行为,请传递一个正的 [param width],如 [code]1.0[/code]。" + +msgid "" +"Draws interconnected line segments with a uniform [param width], point-by-" +"point coloring, and optional antialiasing (supported only for positive [param " +"width]). Colors assigned to line points match by index between [param points] " +"and [param colors], i.e. each line segment is filled with a gradient between " +"the colors of the endpoints. When drawing large amounts of lines, this is " +"faster than using individual [method draw_line] calls. To draw disconnected " +"lines, use [method draw_multiline_colors] instead. See also [method " +"draw_polygon].\n" +"If [param width] is negative, then the polyline is drawn using [constant " +"RenderingServer.PRIMITIVE_LINE_STRIP]. This means that when the CanvasItem is " +"scaled, the polyline will remain thin. If this behavior is not desired, then " +"pass a positive [param width] like [code]1.0[/code]." +msgstr "" +"绘制相连的线段,使用一致的宽度 [param width],按点指定颜色,还可以开启抗锯齿" +"(仅支持正的 [param width])。将颜色与线段上的点匹配时,使用的是 [param " +"points] 和 [param colors] 的索引,即每条线段填充的都是在两个端点之间颜色的渐变" +"色。绘制大量线段时,这种方法比使用 [method draw_line] 一条条画要快。要绘制不相" +"连的线段,请改用 [method draw_multiline_colors]。另见 [method " +"draw_polygon]。\n" +"如果 [param width] 为负数,则折线使用 [constant RenderingServer." +"PRIMITIVE_LINE_STRIP] 绘制。此时如果 CanvasItem 发生缩放,则线段仍然会很细。如" +"果不想要这样的行为,请传入 [code]1.0[/code] 等正数 [param width]。" msgid "" "Draws a custom primitive. 1 point for a point, 2 points for a line, 3 points " @@ -18927,20 +19388,20 @@ msgid "" "See also [method draw_line], [method draw_polyline], [method draw_polygon], " "and [method draw_rect]." msgstr "" -"绘制自定义图元。1 个点的是个点,2 个点的是线段,3 个点的是三角形,4 个点的是" -"四边形。如果没有指定点或者指定了超过 4 个点,则不会绘制任何东西,只会输出错误" -"消息。另请参阅 [method draw_line]、[method draw_polyline]、[method " +"绘制自定义图元。1 个点的是个点,2 个点的是线段,3 个点的是三角形,4 个点的是四" +"边形。如果没有指定点或者指定了超过 4 个点,则不会绘制任何东西,只会输出错误消" +"息。另请参阅 [method draw_line]、[method draw_polyline]、[method " "draw_polygon]、[method draw_rect]。" msgid "" -"Draws a rectangle. If [param filled] is [code]true[/code], the rectangle " -"will be filled with the [param color] specified. If [param filled] is " -"[code]false[/code], the rectangle will be drawn as a stroke with the [param " -"color] and [param width] specified. See also [method draw_texture_rect].\n" -"If [param width] is negative, then two-point primitives will be drawn " -"instead of a four-point ones. This means that when the CanvasItem is scaled, " -"the lines will remain thin. If this behavior is not desired, then pass a " -"positive [param width] like [code]1.0[/code].\n" +"Draws a rectangle. If [param filled] is [code]true[/code], the rectangle will " +"be filled with the [param color] specified. If [param filled] is [code]false[/" +"code], the rectangle will be drawn as a stroke with the [param color] and " +"[param width] specified. See also [method draw_texture_rect].\n" +"If [param width] is negative, then two-point primitives will be drawn instead " +"of a four-point ones. This means that when the CanvasItem is scaled, the " +"lines will remain thin. If this behavior is not desired, then pass a positive " +"[param width] like [code]1.0[/code].\n" "[b]Note:[/b] [param width] is only effective if [param filled] is " "[code]false[/code].\n" "[b]Note:[/b] Unfilled rectangles drawn with a negative [param width] may not " @@ -18956,12 +19417,12 @@ msgstr "" "width],如 [code]1.0[/code]。\n" "[b]注意:[/b][param width] 只有在 [param filled] 为 [code]false[/code] 时才有" "效。\n" -"[b]注意:[/b]使用负 [param width] 绘制的未填充矩形可能不会完美显示。例如,由" -"于线条的重叠,角可能会缺失或变亮(对于半透明的 [param color])。" +"[b]注意:[/b]使用负 [param width] 绘制的未填充矩形可能不会完美显示。例如,由于" +"线条的重叠,角可能会缺失或变亮(对于半透明的 [param color])。" msgid "" -"Sets a custom transform for drawing via components. Anything drawn " -"afterwards will be transformed by this.\n" +"Sets a custom transform for drawing via components. Anything drawn afterwards " +"will be transformed by this.\n" "[b]Note:[/b] [member FontFile.oversampling] does [i]not[/i] take [param " "scale] into account. This means that scaling up/down will cause bitmap fonts " "and rasterized (non-MSDF) dynamic fonts to appear blurry or pixelated. To " @@ -18975,12 +19436,12 @@ msgid "" msgstr "" "使用分量设置用于绘图的自定义变换。后续的绘制都会使用这个变换。\n" "[b]注意:[/b][member FontFile.oversampling] [i]不会[/i]考虑 [param scale]。这" -"意味着将位图字体及栅格化(非 MSDF)动态字体放大/缩小会产生模糊或像素化的结" -"果。要让文本无论如何缩放都保持清晰,可以启用 MSDF 字体渲染,方法是启用 " -"[member ProjectSettings.gui/theme/" -"default_font_multichannel_signed_distance_field](仅应用于默认项目字体),或" -"者启用自定义 DynamicFont 的[b]多通道带符号距离场[/b]导入选项。对于系统字体," -"可以在检查器中启用 [member SystemFont.multichannel_signed_distance_field]。" +"意味着将位图字体及栅格化(非 MSDF)动态字体放大/缩小会产生模糊或像素化的结果。" +"要让文本无论如何缩放都保持清晰,可以启用 MSDF 字体渲染,方法是启用 [member " +"ProjectSettings.gui/theme/default_font_multichannel_signed_distance_field](仅" +"应用于默认项目字体),或者启用自定义 DynamicFont 的[b]多通道带符号距离场[/b]导" +"入选项。对于系统字体,可以在检查器中启用 [member SystemFont." +"multichannel_signed_distance_field]。" msgid "" "Sets a custom transform for drawing via matrix. Anything drawn afterwards " @@ -19044,8 +19505,8 @@ msgstr "" msgid "" "Draws [param text] outline using the specified [param font] at the [param " "pos] (bottom-left corner using the baseline of the font). The text will have " -"its color multiplied by [param modulate]. If [param width] is greater than " -"or equal to 0, the text will be clipped if it exceeds the specified width." +"its color multiplied by [param modulate]. If [param width] is greater than or " +"equal to 0, the text will be clipped if it exceeds the specified width." msgstr "" "在 [param pos](左下角使用字体的基线)处使用指定的 [param font] 绘制 [param " "text] 轮廓。该文本的颜色将乘以 [param modulate]。如果 [param width] 大于等于 " @@ -19059,12 +19520,12 @@ msgstr "在给定的位置绘制纹理。" msgid "" "Draws a textured rectangle at a given position, optionally modulated by a " -"color. If [param transpose] is [code]true[/code], the texture will have its " -"X and Y coordinates swapped. See also [method draw_rect] and [method " +"color. If [param transpose] is [code]true[/code], the texture will have its X " +"and Y coordinates swapped. See also [method draw_rect] and [method " "draw_texture_rect_region]." msgstr "" -"在给定位置绘制一个带纹理的矩形,可以选择用颜色调制。如果 [param transpose] " -"为 [code]true[/code],则纹理将交换其 X 和 Y 坐标。另见 [method draw_rect] 和 " +"在给定位置绘制一个带纹理的矩形,可以选择用颜色调制。如果 [param transpose] 为 " +"[code]true[/code],则纹理将交换其 X 和 Y 坐标。另见 [method draw_rect] 和 " "[method draw_texture_rect_region]。" msgid "" @@ -19073,17 +19534,17 @@ msgid "" "transpose] is [code]true[/code], the texture will have its X and Y " "coordinates swapped. See also [method draw_texture_rect]." msgstr "" -"在给定的位置绘制具有纹理的矩形,可以指定所使用的纹理区域(由 [param " -"src_rect] 指定),可选择用颜色调制。如果 [param transpose] 为 [code]true[/" -"code],则纹理将交换其 X 和 Y 坐标。另见 [method draw_texture_rect]。" +"在给定的位置绘制具有纹理的矩形,可以指定所使用的纹理区域(由 [param src_rect] " +"指定),可选择用颜色调制。如果 [param transpose] 为 [code]true[/code],则纹理" +"将交换其 X 和 Y 坐标。另见 [method draw_texture_rect]。" msgid "" "Forces the transform to update. Transform changes in physics are not instant " -"for performance reasons. Transforms are accumulated and then set. Use this " -"if you need an up-to-date transform when doing physics operations." +"for performance reasons. Transforms are accumulated and then set. Use this if " +"you need an up-to-date transform when doing physics operations." msgstr "" -"强制更新变换。由于性能原因,物理中的变换改变不是即时的。变换是在累积后再设" -"置。如果你在进行物理操作时需要最新的变换,请使用此功能。" +"强制更新变换。由于性能原因,物理中的变换改变不是即时的。变换是在累积后再设置。" +"如果你在进行物理操作时需要最新的变换,请使用此功能。" msgid "Returns the [RID] of the [World2D] canvas where this item is in." msgstr "返回此项目所在的 [World2D] 画布的 [RID]。" @@ -19102,20 +19563,20 @@ msgid "" "[b]Note:[/b] For screen-space coordinates (e.g. when using a non-embedded " "[Popup]), you can use [method DisplayServer.mouse_get_position]." msgstr "" -"返回该 [CanvasItem] 所在的 [CanvasLayer] 中鼠标的位置,使用该 [CanvasLayer] " -"的坐标系。\n" +"返回该 [CanvasItem] 所在的 [CanvasLayer] 中鼠标的位置,使用该 [CanvasLayer] 的" +"坐标系。\n" "[b]注意:[/b]要得到屏幕空间的坐标(例如使用非嵌入式 [Popup] 时),你可以使用 " "[method DisplayServer.mouse_get_position]。" msgid "" -"Returns the global transform matrix of this item, i.e. the combined " -"transform up to the topmost [CanvasItem] node. The topmost item is a " -"[CanvasItem] that either has no parent, has non-[CanvasItem] parent or it " -"has [member top_level] enabled." +"Returns the global transform matrix of this item, i.e. the combined transform " +"up to the topmost [CanvasItem] node. The topmost item is a [CanvasItem] that " +"either has no parent, has non-[CanvasItem] parent or it has [member " +"top_level] enabled." msgstr "" -"返回该项目的全局变换矩阵,即到最顶层的 [CanvasItem] 节点的综合变换。最顶层的" -"项目是一个 [CanvasItem],它要么没有父级,要么有非 [CanvasItem] 父级,或者要么" -"它启用了 [member top_level]。" +"返回该项目的全局变换矩阵,即到最顶层的 [CanvasItem] 节点的综合变换。最顶层的项" +"目是一个 [CanvasItem],它要么没有父级,要么有非 [CanvasItem] 父级,或者要么它" +"启用了 [member top_level]。" msgid "" "Returns the transform from the local coordinate system of this [CanvasItem] " @@ -19128,15 +19589,15 @@ msgid "" msgstr "返回该 [CanvasItem] 中鼠标的位置,使用该 [CanvasItem] 的局部坐标系。" msgid "" -"Returns the transform of this [CanvasItem] in global screen coordinates (i." -"e. taking window position into account). Mostly useful for editor plugins.\n" +"Returns the transform of this [CanvasItem] in global screen coordinates (i.e. " +"taking window position into account). Mostly useful for editor plugins.\n" "Equals to [method get_global_transform] if the window is embedded (see " "[member Viewport.gui_embed_subwindows])." msgstr "" -"返回该 [CanvasItem] 在全局屏幕坐标中的变换(即考虑窗口位置)。主要用于编辑器" -"插件。\n" -"如果窗口是嵌入的,则等于 [method get_global_transform](参见 [member " -"Viewport.gui_embed_subwindows])。" +"返回该 [CanvasItem] 在全局屏幕坐标中的变换(即考虑窗口位置)。主要用于编辑器插" +"件。\n" +"如果窗口是嵌入的,则等于 [method get_global_transform](参见 [member Viewport." +"gui_embed_subwindows])。" msgid "Returns the transform matrix of this item." msgstr "返回此项目的变换矩阵。" @@ -19174,9 +19635,9 @@ msgstr "如果将全局变换通知传达给子级,则返回 [code]true[/code] msgid "" "Returns [code]true[/code] if the node is present in the [SceneTree], its " -"[member visible] property is [code]true[/code] and all its ancestors are " -"also visible. If any ancestor is hidden, this node will not be visible in " -"the scene tree, and is consequently not drawn (see [method _draw])." +"[member visible] property is [code]true[/code] and all its ancestors are also " +"visible. If any ancestor is hidden, this node will not be visible in the " +"scene tree, and is consequently not drawn (see [method _draw])." msgstr "" "如果该节点位于 [SceneTree] 中,并且其 [member visible] 属性为 [code]true[/" "code],并且其所有上层节点也均可见,则返回 [code]true[/code]。如果任何上层节点" @@ -19196,8 +19657,8 @@ msgid "" "method has no effect on nodes without a parent." msgstr "" "移动该节点以显示在其同级节点之上。\n" -"在内部,该节点被移动到父节点的子节点列表的底部。该方法对没有父节点的节点没有" -"影响。" +"在内部,该节点被移动到父节点的子节点列表的底部。该方法对没有父节点的节点没有影" +"响。" msgid "" "Queues the [CanvasItem] to redraw. During idle time, if [CanvasItem] is " @@ -19206,8 +19667,8 @@ msgid "" "multiple times." msgstr "" "将该 [CanvasItem] 加入重绘队列。空闲时,如果 [CanvasItem] 可见,则会发送 " -"[constant NOTIFICATION_DRAW] 并调用 [method _draw]。即便多次调用这个方法,每" -"帧也都只会发生[b]一次[/b]绘制。" +"[constant NOTIFICATION_DRAW] 并调用 [method _draw]。即便多次调用这个方法,每帧" +"也都只会发生[b]一次[/b]绘制。" msgid "" "If [param enable] is [code]true[/code], this node will receive [constant " @@ -19220,8 +19681,8 @@ msgid "" "If [param enable] is [code]true[/code], this node will receive [constant " "NOTIFICATION_TRANSFORM_CHANGED] when its global transform changes." msgstr "" -"如果 [param enable] 为 [code]true[/code],那么这个节点会在其全局变换发生改变" -"时接收到 [constant NOTIFICATION_TRANSFORM_CHANGED]。" +"如果 [param enable] 为 [code]true[/code],那么这个节点会在其全局变换发生改变时" +"接收到 [constant NOTIFICATION_TRANSFORM_CHANGED]。" msgid "" "Set/clear individual bits on the rendering visibility layer. This simplifies " @@ -19230,14 +19691,14 @@ msgstr "" "设置或清除渲染可见层上的单个位。这简化了对该 [CanvasItem] 的可见层的编辑。" msgid "" -"Show the [CanvasItem] if it's currently hidden. This is equivalent to " -"setting [member visible] to [code]true[/code]. For controls that inherit " -"[Popup], the correct way to make them visible is to call one of the multiple " -"[code]popup*()[/code] functions instead." +"Show the [CanvasItem] if it's currently hidden. This is equivalent to setting " +"[member visible] to [code]true[/code]. For controls that inherit [Popup], the " +"correct way to make them visible is to call one of the multiple [code]popup*()" +"[/code] functions instead." msgstr "" "如果该 [CanvasItem] 目前是隐藏的,则将其显示。相当于将 [member visible] 设为 " -"[code]true[/code]。对于继承自 [Popup] 的控件,让它们可见的正确做法是换成调用" -"各种 [code]popup*()[/code] 函数的其中之一。" +"[code]true[/code]。对于继承自 [Popup] 的控件,让它们可见的正确做法是换成调用各" +"种 [code]popup*()[/code] 函数的其中之一。" msgid "" "Allows the current node to clip children nodes, essentially acting as a mask." @@ -19267,8 +19728,8 @@ msgid "" "[code]include_internal[/code] parameter of [method Node.get_child] and other " "similar methods)." msgstr "" -"应用于这个 [CanvasItem] 的颜色。这个属性[b]不会[/b]影响子级 [CanvasItem],与" -"会同时影响节点自身和子级的 [member modulate] 不同。\n" +"应用于这个 [CanvasItem] 的颜色。这个属性[b]不会[/b]影响子级 [CanvasItem],与会" +"同时影响节点自身和子级的 [member modulate] 不同。\n" "[b]注意:[/b]内部子节点(例如 [ColorPicker] 中的滑动条、[TabContainer] 中的选" "项卡栏)也不受这个属性的影响(见 [method Node.get_child] 等类似方法的 " "[code]include_internal[/code] 参数)。" @@ -19283,11 +19744,11 @@ msgid "The texture repeating mode to use on this [CanvasItem]." msgstr "在该 [CanvasItem] 上使用的纹理重复模式。" msgid "" -"If [code]true[/code], this [CanvasItem] will [i]not[/i] inherit its " -"transform from parent [CanvasItem]s. Its draw order will also be changed to " -"make it draw on top of other [CanvasItem]s that do not have [member " -"top_level] set to [code]true[/code]. The [CanvasItem] will effectively act " -"as if it was placed as a child of a bare [Node]." +"If [code]true[/code], this [CanvasItem] will [i]not[/i] inherit its transform " +"from parent [CanvasItem]s. Its draw order will also be changed to make it " +"draw on top of other [CanvasItem]s that do not have [member top_level] set to " +"[code]true[/code]. The [CanvasItem] will effectively act as if it was placed " +"as a child of a bare [Node]." msgstr "" "如果为 [code]true[/code],则该 [CanvasItem] [i]不会[/i]继承父级 [CanvasItem] " "的变换。它的绘制顺序也会发生改变,会在其他没有将 [member top_level] 设置为 " @@ -19295,8 +19756,8 @@ msgstr "" "[Node] 的子级一样。" msgid "" -"If [code]true[/code], the parent [CanvasItem]'s [member material] property " -"is used as this one's material." +"If [code]true[/code], the parent [CanvasItem]'s [member material] property is " +"used as this one's material." msgstr "" "如果为 [code]true[/code],则将父级 [CanvasItem] 的 [member material] 属性用作" "此项的材质。" @@ -19311,69 +19772,68 @@ msgstr "" "[CanvasItem]。" msgid "" -"If [code]true[/code], this [CanvasItem] is drawn. The node is only visible " -"if all of its ancestors are visible as well (in other words, [method " +"If [code]true[/code], this [CanvasItem] is drawn. The node is only visible if " +"all of its ancestors are visible as well (in other words, [method " "is_visible_in_tree] must return [code]true[/code]).\n" "[b]Note:[/b] For controls that inherit [Popup], the correct way to make them " "visible is to call one of the multiple [code]popup*()[/code] functions " "instead." msgstr "" -"如果为 [code]true[/code],这个 [CanvasItem] 被绘制。只有当它的所有父节点也可" -"见时,该节点才是可见的(换句话说,[method is_visible_in_tree] 必须返回 " +"如果为 [code]true[/code],这个 [CanvasItem] 被绘制。只有当它的所有父节点也可见" +"时,该节点才是可见的(换句话说,[method is_visible_in_tree] 必须返回 " "[code]true[/code])。\n" "[b]注意:[/b]对于继承了 [Popup] 的控件,使其可见的正确方法是调用多个 " "[code]popup*()[/code] 函数之一。" msgid "" -"If [code]true[/code], child nodes with the lowest Y position are drawn " -"before those with a higher Y position. If [code]false[/code], Y-sorting is " -"disabled. Y-sorting only affects children that inherit from [CanvasItem].\n" +"If [code]true[/code], child nodes with the lowest Y position are drawn before " +"those with a higher Y position. If [code]false[/code], Y-sorting is disabled. " +"Y-sorting only affects children that inherit from [CanvasItem].\n" "You can nest nodes with Y-sorting. Child Y-sorted nodes are sorted in the " "same space as the parent Y-sort. This feature allows you to organize a scene " "better or divide it into multiple ones without changing your scene tree." msgstr "" -"如果为 [code]true[/code],则会在绘制 Y 位置最低的子节点之后再绘制 Y 位置较高" -"的子节点。如果为 [code]false[/code],则禁用 Y 排序。Y 排序仅影响继承自 " +"如果为 [code]true[/code],则会在绘制 Y 位置最低的子节点之后再绘制 Y 位置较高的" +"子节点。如果为 [code]false[/code],则禁用 Y 排序。Y 排序仅影响继承自 " "[CanvasItem] 的子节点。\n" "可以将 Y 排序的节点进行嵌套。子级 Y 排序的节点,会与父级在同一空间中进行 Y 排" -"序。此功能可以让你在不更改场景树的情况下,更好地组织场景,或者将场景分为多个" -"场景。" +"序。此功能可以让你在不更改场景树的情况下,更好地组织场景,或者将场景分为多个场" +"景。" msgid "" -"If [code]true[/code], the node's Z index is relative to its parent's Z " -"index. If this node's Z index is 2 and its parent's effective Z index is 3, " -"then this node's effective Z index will be 2 + 3 = 5." +"If [code]true[/code], the node's Z index is relative to its parent's Z index. " +"If this node's Z index is 2 and its parent's effective Z index is 3, then " +"this node's effective Z index will be 2 + 3 = 5." msgstr "" -"如果为 [code]true[/code],节点的 Z 索引是相对于它的父节点的 Z 索引而言的。如" -"果这个节点的 Z 索引是 2,它的父节点的实际 Z 索引是 3,那么这个节点的实际 Z 索" -"引将是 2 + 3 = 5。" +"如果为 [code]true[/code],节点的 Z 索引是相对于它的父节点的 Z 索引而言的。如果" +"这个节点的 Z 索引是 2,它的父节点的实际 Z 索引是 3,那么这个节点的实际 Z 索引" +"将是 2 + 3 = 5。" msgid "" -"Z index. Controls the order in which the nodes render. A node with a higher " -"Z index will display in front of others. Must be between [constant " +"Z index. Controls the order in which the nodes render. A node with a higher Z " +"index will display in front of others. Must be between [constant " "RenderingServer.CANVAS_ITEM_Z_MIN] and [constant RenderingServer." "CANVAS_ITEM_Z_MAX] (inclusive).\n" "[b]Note:[/b] Changing the Z index of a [Control] only affects the drawing " -"order, not the order in which input events are handled. This can be useful " -"to implement certain UI animations, e.g. a menu where hovered items are " -"scaled and should overlap others." +"order, not the order in which input events are handled. This can be useful to " +"implement certain UI animations, e.g. a menu where hovered items are scaled " +"and should overlap others." msgstr "" "Z 索引。控制节点的渲染顺序。具有较高 Z 索引的节点将显示在其他节点的前面。必须" "在 [constant RenderingServer.CANVAS_ITEM_Z_MIN] 和 [constant RenderingServer." "CANVAS_ITEM_Z_MAX]之间(包含)。\n" "[b]注意:[/b]改变 [Control] 的 Z 索引只影响绘图顺序,不影响处理输入事件的顺" -"序。可用于实现某些 UI 动画,例如对处于悬停状态的菜单项进行缩放,此时会与其他" -"内容重叠。" +"序。可用于实现某些 UI 动画,例如对处于悬停状态的菜单项进行缩放,此时会与其他内" +"容重叠。" msgid "" -"Emitted when the [CanvasItem] must redraw, [i]after[/i] the related " -"[constant NOTIFICATION_DRAW] notification, and [i]before[/i] [method _draw] " -"is called.\n" +"Emitted when the [CanvasItem] must redraw, [i]after[/i] the related [constant " +"NOTIFICATION_DRAW] notification, and [i]before[/i] [method _draw] is called.\n" "[b]Note:[/b] Deferred connections do not allow drawing through the " "[code]draw_*[/code] methods." msgstr "" -"当该 [CanvasItem] 必须重绘时发出,发生在相关的 [constant NOTIFICATION_DRAW] " -"通知[i]之后[/i],调用 [method _draw] [i]之前[/i]。\n" +"当该 [CanvasItem] 必须重绘时发出,发生在相关的 [constant NOTIFICATION_DRAW] 通" +"知[i]之后[/i],调用 [method _draw] [i]之前[/i]。\n" "[b]注意:[/b]延迟连接无法使用 [code]draw_*[/code] 方法进行绘制。" msgid "Emitted when becoming hidden." @@ -19416,6 +19876,9 @@ msgstr "该 [CanvasItem] 已进入画布。" msgid "The [CanvasItem] has exited the canvas." msgstr "该 [CanvasItem] 已退出画布。" +msgid "The [CanvasItem]'s active [World2D] changed." +msgstr "该 [CanvasItem] 的活动 [World2D] 已更改。" + msgid "The [CanvasItem] will inherit the filter from its parent." msgstr "该 [CanvasItem] 将从其父级继承过滤器。" @@ -19428,32 +19891,32 @@ msgid "" "The texture filter blends between the nearest four pixels. Use this for most " "cases where you want to avoid a pixelated style." msgstr "" -"纹理过滤器在最邻近的四个像素之间混合。如果想要避免像素化样式,大多数情况下请" -"使用此选项。" +"纹理过滤器在最邻近的四个像素之间混合。如果想要避免像素化样式,大多数情况下请使" +"用此选项。" msgid "" "The texture filter reads from the nearest pixel in the nearest mipmap. This " "is the fastest way to read from textures with mipmaps." msgstr "" -"纹理过滤器读取最邻近的 mipmap 中的最邻近像素。这是使用 mipmap 从纹理中读取的" -"最快方法。" +"纹理过滤器读取最邻近的 mipmap 中的最邻近像素。这是使用 mipmap 从纹理中读取的最" +"快方法。" msgid "" "The texture filter blends between the nearest 4 pixels and between the " "nearest 2 mipmaps. Use this for non-pixel art textures that may be viewed at " -"a low scale (e.g. due to [Camera2D] zoom), as mipmaps are important to " -"smooth out pixels that are smaller than on-screen pixels." +"a low scale (e.g. due to [Camera2D] zoom), as mipmaps are important to smooth " +"out pixels that are smaller than on-screen pixels." msgstr "" -"纹理过滤器在最邻近的 4 个像素和最邻近的 2 个 mipmap 之间混合。请用于可能以低" -"缩放率查看的非像素画纹理(例如由 [Camera2D] 缩放造成),因为 mipmap 对于平滑" -"小于屏幕像素的像素很重要。" +"纹理过滤器在最邻近的 4 个像素和最邻近的 2 个 mipmap 之间混合。请用于可能以低缩" +"放率查看的非像素画纹理(例如由 [Camera2D] 缩放造成),因为 mipmap 对于平滑小于" +"屏幕像素的像素很重要。" msgid "" "The texture filter reads from the nearest pixel, but selects a mipmap based " "on the angle between the surface and the camera view. This reduces artifacts " "on surfaces that are almost in line with the camera. The anisotropic " -"filtering level can be changed by adjusting [member ProjectSettings." -"rendering/textures/default_filters/anisotropic_filtering_level].\n" +"filtering level can be changed by adjusting [member ProjectSettings.rendering/" +"textures/default_filters/anisotropic_filtering_level].\n" "[b]Note:[/b] This texture filter is rarely useful in 2D projects. [constant " "TEXTURE_FILTER_NEAREST_WITH_MIPMAPS] is usually more appropriate." msgstr "" @@ -19489,8 +19952,8 @@ msgid "Texture will repeat normally." msgstr "纹理将正常重复。" msgid "" -"Texture will repeat in a 2x2 tiled mode, where elements at even positions " -"are mirrored." +"Texture will repeat in a 2x2 tiled mode, where elements at even positions are " +"mirrored." msgstr "纹理将以 2x2 平铺模式重复,其中偶数位置的元素会被镜像。" msgid "Represents the size of the [enum TextureRepeat] enum." @@ -19508,8 +19971,8 @@ msgid "" "Parent is used for clipping child, but parent is also drawn underneath child " "as normal before clipping child to its visible area." msgstr "" -"父级用于裁剪子级,但在将子级剪裁到其可见区域之前,父级也像往常一样绘制在子级" -"下方。" +"父级用于裁剪子级,但在将子级剪裁到其可见区域之前,父级也像往常一样绘制在子级下" +"方。" msgid "Represents the size of the [enum ClipChildrenMode] enum." msgstr "代表 [enum ClipChildrenMode] 枚举的大小。" @@ -19519,12 +19982,12 @@ msgstr "[CanvasItem]的材质。" msgid "" "[CanvasItemMaterial]s provide a means of modifying the textures associated " -"with a CanvasItem. They specialize in describing blend and lighting " -"behaviors for textures. Use a [ShaderMaterial] to more fully customize a " -"material's interactions with a [CanvasItem]." +"with a CanvasItem. They specialize in describing blend and lighting behaviors " +"for textures. Use a [ShaderMaterial] to more fully customize a material's " +"interactions with a [CanvasItem]." msgstr "" -"[CanvasItemMaterial]提供了一种修改与CanvasItem相关联的纹理的方法。他们专注于" -"描述纹理的混合和照明行为。使用[ShaderMaterial]可以更全面地自定义材质与" +"[CanvasItemMaterial]提供了一种修改与CanvasItem相关联的纹理的方法。他们专注于描" +"述纹理的混合和照明行为。使用[ShaderMaterial]可以更全面地自定义材质与" "[CanvasItem]的交互。" msgid "" @@ -19571,13 +20034,12 @@ msgid "" "ParticleProcessMaterial.anim_speed_max] or [member CPUParticles2D." "anim_speed_max] should also be set to a positive value for the animation to " "play.\n" -"This property (and other [code]particles_anim_*[/code] properties that " -"depend on it) has no effect on other types of nodes." +"This property (and other [code]particles_anim_*[/code] properties that depend " +"on it) has no effect on other types of nodes." msgstr "" "如果 [code]true[/code] ,在分配给 [GPUParticles2D] 和 [CPUParticles2D] 节点" -"时,启用基于精灵表的动画功能。[member ParticleProcessMaterial." -"anim_speed_max] 或 [member CPUParticles2D.anim_speed_max] 也应该设置为正值," -"才能播放动画。\n" +"时,启用基于精灵表的动画功能。[member ParticleProcessMaterial.anim_speed_max] " +"或 [member CPUParticles2D.anim_speed_max] 也应该设置为正值,才能播放动画。\n" "这个属性(以及其他依赖它的 [code]particles_anim_*[/code] 属性)对其他类型的节" "点没有影响。" @@ -19614,6 +20076,41 @@ msgstr "将材质渲染成只有光的样子。" msgid "A node used for independent rendering of objects within a 2D scene." msgstr "用于 2D 场景中的对象的独立渲染的节点。" +msgid "" +"[CanvasItem]-derived nodes that are direct or indirect children of a " +"[CanvasLayer] will be drawn in that layer. The layer is a numeric index that " +"defines the draw order. The default 2D scene renders with index [code]0[/" +"code], so a [CanvasLayer] with index [code]-1[/code] will be drawn below, and " +"a [CanvasLayer] with index [code]1[/code] will be drawn above. This order " +"will hold regardless of the [member CanvasItem.z_index] of the nodes within " +"each layer.\n" +"[CanvasLayer]s can be hidden and they can also optionally follow the " +"viewport. This makes them useful for HUDs like health bar overlays (on layers " +"[code]1[/code] and higher) or backgrounds (on layers [code]-1[/code] and " +"lower).\n" +"[b]Note:[/b] Embedded [Window]s are placed on layer [code]1024[/code]. " +"[CanvasItem]s on layers [code]1025[/code] and higher appear in front of " +"embedded windows.\n" +"[b]Note:[/b] Each [CanvasLayer] is drawn on one specific [Viewport] and " +"cannot be shared between multiple [Viewport]s, see [member custom_viewport]. " +"When using multiple [Viewport]s, for example in a split-screen game, you need " +"create an individual [CanvasLayer] for each [Viewport] you want it to be " +"drawn on." +msgstr "" +"[CanvasLayer] 的直接或间接子节点中,派生自 [CanvasItem] 的节点会在该图层中进行" +"绘制。图层是定义绘制顺序的数字索引。默认 2D 场景使用的索引为 [code]0[/code]," +"因此索引为 [code]-1[/code] 的 [CanvasLayer] 会在下方绘制,而索引为 [code]1[/" +"code] 的 [CanvasLayer] 会在上方绘制。无论节点在图层中的 [member CanvasItem." +"z_index] 是多少,这一顺序都成立。\n" +"[CanvasLayer] 可以隐藏,也可以跟随视口。因此常用于血条等 HUD(位于 [code]1[/" +"code] 或更高的图层上)和背景(位于 [code]-1[/code] 或更低的图层上)。\n" +"[b]注意:[/b]嵌入式 [Windows] 位于 [code]1024[/code] 图层。位于 [code]1025[/" +"code] 或更高图层的 [CanvasItem] 会显示在嵌入式窗口之上。\n" +"[b]注意:[/b]每个 [CanvasLayer] 都是在一个特定的 [Viewport] 中绘制的,不能在多" +"个 [Viewport] 之间共享,见 [member custom_viewport]。使用多个 [Viewport] 时," +"例如分屏游戏中,你需要为每个想要绘制的 [Viewport] 创建一个单独的 " +"[CanvasLayer]。" + msgid "Canvas layers" msgstr "画布层" @@ -19662,11 +20159,10 @@ msgid "" "into the foreground should have increasing scales, while layers moving into " "the background should have decreasing scales." msgstr "" -"使用 [member follow_viewport_enabled] 时缩放图层。移入到前景的图层应具有增加" -"的缩放,而移入到背景的图层应具有减小的缩放。" +"使用 [member follow_viewport_enabled] 时缩放图层。移入到前景的图层应具有增加的" +"缩放,而移入到背景的图层应具有减小的缩放。" -msgid "" -"Layer index for draw order. Lower values are drawn behind higher values." +msgid "Layer index for draw order. Lower values are drawn behind higher values." msgstr "绘制顺序的图层索引。较低值绘制在较高值之后。" msgid "The layer's base offset." @@ -19715,8 +20211,8 @@ msgstr "用于 2D 渲染的纹理,带有可选的法线和镜面贴图。" msgid "" "[CanvasTexture] is an alternative to [ImageTexture] for 2D rendering. It " "allows using normal maps and specular maps in any node that inherits from " -"[CanvasItem]. [CanvasTexture] also allows overriding the texture's filter " -"and repeat mode independently of the node's properties (or the project " +"[CanvasItem]. [CanvasTexture] also allows overriding the texture's filter and " +"repeat mode independently of the node's properties (or the project " "settings).\n" "[b]Note:[/b] [CanvasTexture] cannot be used in 3D rendering. For physically-" "based materials in 3D, use [BaseMaterial3D] instead." @@ -19737,8 +20233,8 @@ msgid "" "affecting this [CanvasTexture].\n" "[b]Note:[/b] Godot expects the normal map to use X+, Y+, and Z+ coordinates. " "See [url=http://wiki.polycount.com/wiki/" -"Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for " -"a comparison of normal map coordinates expected by popular engines." +"Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a " +"comparison of normal map coordinates expected by popular engines." msgstr "" "要使用的法线贴图纹理。仅在有 [Light2D] 影响该 [CanvasTexture] 时才有可见的效" "果。\n" @@ -19762,8 +20258,8 @@ msgid "" "[Light2D]s are affecting this [CanvasTexture]." msgstr "" "用于 [Light2D] 镜面反射的镜面指数。更高的值会产生更有光泽或更加“湿润”的外观," -"反射变得更局部,且整体上不太明显。默认值为 [code]1.0[/code] ,将完全禁用镜面" -"反射。只有在 [Light2D] 影响到这个 [CanvasTexture] 时才会有可见的效果。" +"反射变得更局部,且整体上不太明显。默认值为 [code]1.0[/code] ,将完全禁用镜面反" +"射。只有在 [Light2D] 影响到这个 [CanvasTexture] 时才会有可见的效果。" msgid "" "The specular map to use for [Light2D] specular reflections. This should be a " @@ -19773,9 +20269,9 @@ msgid "" "visible effect if [Light2D]s are affecting this [CanvasTexture]." msgstr "" "用于 [Light2D] 镜面反射的镜面贴图。这应该是一个灰度或彩色纹理,更亮的区域会产" -"生更高的 [member specular_shininess] 值。使用彩色 [member specular_texture] " -"允许在每个通道的基础上控制镜面反射光泽度。仅当 [Light2D] 影响该 " -"[CanvasTexture] 时才有可见的效果。" +"生更高的 [member specular_shininess] 值。使用彩色 [member specular_texture] 允" +"许在每个通道的基础上控制镜面反射光泽度。仅当 [Light2D] 影响该 [CanvasTexture] " +"时才有可见的效果。" msgid "The texture filtering mode to use when drawing this [CanvasTexture]." msgstr "绘制该 [CanvasTexture] 时所使用的纹理过滤模式。" @@ -19804,10 +20300,10 @@ msgstr "用于物理碰撞的 2D 胶囊形状。" msgid "" "A 2D capsule shape, intended for use in physics. Usually used to provide a " "shape for a [CollisionShape2D].\n" -"[b]Performance:[/b] [CapsuleShape2D] is fast to check collisions against, " -"but it is slower than [RectangleShape2D] and [CircleShape2D]." +"[b]Performance:[/b] [CapsuleShape2D] is fast to check collisions against, but " +"it is slower than [RectangleShape2D] and [CircleShape2D]." msgstr "" -"2D 胶囊形状,旨在用于物理学。通常用于为 [CollisionShape2D] 提供一个形状。\n" +"2D 胶囊形状,旨在用于物理学。通常用于为 [CollisionShape2D] 提供形状。\n" "[b]性能:[/b][CapsuleShape2D] 可以快速检查碰撞,但比 [RectangleShape2D] 和 " "[CircleShape2D] 慢。" @@ -19827,9 +20323,9 @@ msgid "" "is faster than [CylinderShape3D], but slower than [SphereShape3D] and " "[BoxShape3D]." msgstr "" -"3D 胶囊形状,旨在用于物理学。通常用于为 [CollisionShape3D] 提供一个形状。\n" -"[b]性能:[/b][CapsuleShape3D] 可以快速检查碰撞。它比 [CylinderShape3D] 快,但" -"比 [SphereShape3D] 和 [BoxShape3D] 慢。" +"3D 胶囊形状,旨在用于物理学。通常用于为 [CollisionShape3D] 提供形状。\n" +"[b]性能:[/b][CapsuleShape3D] 可以快速检查碰撞。比 [CylinderShape3D] 快,但比 " +"[SphereShape3D] 和 [BoxShape3D] 慢。" msgid "A container that keeps child controls in its center." msgstr "将子控件保持在其中心的容器。" @@ -19848,6 +20344,27 @@ msgstr "" msgid "A 2D physics body specialized for characters moved by script." msgstr "专门用于通过脚本移动的角色的 2D 物理物体。" +msgid "" +"[CharacterBody2D] is a specialized class for physics bodies that are meant to " +"be user-controlled. They are not affected by physics at all, but they affect " +"other physics bodies in their path. They are mainly used to provide high-" +"level API to move objects with wall and slope detection ([method " +"move_and_slide] method) in addition to the general collision detection " +"provided by [method PhysicsBody2D.move_and_collide]. This makes it useful for " +"highly configurable physics bodies that must move in specific ways and " +"collide with the world, as is often the case with user-controlled " +"characters.\n" +"For game objects that don't require complex movement or collision detection, " +"such as moving platforms, [AnimatableBody2D] is simpler to configure." +msgstr "" +"[CharacterBody2D] 是针对用户控制的物理体的特化类。它们不会受到物理的影响,但会" +"影响路径上的其他物理体。除了由 [method PhysicsBody2D.move_and_collide] 提供的" +"常见的碰撞检测之外,它们主要用于提供移动对象的高阶 API,能够检测墙壁和斜坡" +"([method move_and_slide] 方法)。因此适用于需要高度可配置的物理体,因为通常是" +"用户控制的角色,所以必须按照特定的方式移动、与世界发生碰撞。\n" +"如果是移动平台等不需要复杂移动和碰撞检测的游戏对象,[AnimatableBody2D] 更方便" +"配置。" + msgid "Kinematic character (2D)" msgstr "运动学角色(2D)" @@ -19867,14 +20384,13 @@ msgstr "" msgid "" "Returns the floor's collision angle at the last collision point according to " -"[param up_direction], which is [code]Vector2.UP[/code] by default. This " -"value is always positive and only valid after calling [method " -"move_and_slide] and when [method is_on_floor] returns [code]true[/code]." +"[param up_direction], which is [code]Vector2.UP[/code] by default. This value " +"is always positive and only valid after calling [method move_and_slide] and " +"when [method is_on_floor] returns [code]true[/code]." msgstr "" "返回地板在最近一次碰撞点的碰撞角度,依据为 [param up_direction],默认为 " -"[code]Vector2.UP[/code]。该值始终为正数,只有在调用了 [method " -"move_and_slide] 并且 [method is_on_floor] 返回值为 [code]true[/code] 时才有" -"效。" +"[code]Vector2.UP[/code]。该值始终为正数,只有在调用了 [method move_and_slide] " +"并且 [method is_on_floor] 返回值为 [code]true[/code] 时才有效。" msgid "" "Returns the surface normal of the floor at the last collision point. Only " @@ -19885,26 +20401,25 @@ msgstr "" "[method is_on_floor] 返回值为 [code]true[/code] 时才有效。" msgid "" -"Returns the last motion applied to the [CharacterBody2D] during the last " -"call to [method move_and_slide]. The movement can be split into multiple " -"motions when sliding occurs, and this method return the last one, which is " -"useful to retrieve the current direction of the movement." +"Returns the last motion applied to the [CharacterBody2D] during the last call " +"to [method move_and_slide]. The movement can be split into multiple motions " +"when sliding occurs, and this method return the last one, which is useful to " +"retrieve the current direction of the movement." msgstr "" -"返回最近一次调用 [method move_and_slide] 时施加给该 [CharacterBody2D] 的最后" -"一次运动。如果发生了滑动,则该移动可以拆分为多次运动,此方法返回的是最后一" -"次,可用于获取当前的移动方向。" +"返回最近一次调用 [method move_and_slide] 时施加给该 [CharacterBody2D] 的最后一" +"次运动。如果发生了滑动,则该移动可以拆分为多次运动,此方法返回的是最后一次,可" +"用于获取当前的移动方向。" msgid "" -"Returns a [KinematicCollision2D], which contains information about the " -"latest collision that occurred during the last call to [method " -"move_and_slide]." +"Returns a [KinematicCollision2D], which contains information about the latest " +"collision that occurred during the last call to [method move_and_slide]." msgstr "" -"返回 [KinematicCollision2D],包含最近一次调用 [method move_and_slide] 时发生" -"的最后一次运动的相关信息。" +"返回 [KinematicCollision2D],包含最近一次调用 [method move_and_slide] 时发生的" +"最后一次运动的相关信息。" msgid "" -"Returns the linear velocity of the platform at the last collision point. " -"Only valid after calling [method move_and_slide]." +"Returns the linear velocity of the platform at the last collision point. Only " +"valid after calling [method move_and_slide]." msgstr "" "返回位于最近一次碰撞点的平台线速度。仅在调用 [method move_and_slide] 后有效。" @@ -19946,9 +20461,9 @@ msgid "" "[/csharp]\n" "[/codeblocks]" msgstr "" -"返回 [KinematicCollision2D],包含最近一次调用 [method move_and_slide] 时发生" -"的碰撞信息。因为单次调用 [method move_and_slide] 可能发生多次碰撞,所以你必须" -"指定碰撞索引,范围为 0 到 ([method get_slide_collision_count] - 1)。\n" +"返回 [KinematicCollision2D],包含最近一次调用 [method move_and_slide] 时发生的" +"碰撞信息。因为单次调用 [method move_and_slide] 可能发生多次碰撞,所以你必须指" +"定碰撞索引,范围为 0 到 ([method get_slide_collision_count] - 1)。\n" "[b]用法示例:[/b]\n" "[codeblocks]\n" "[gdscript]\n" @@ -19985,9 +20500,9 @@ msgid "" "[member up_direction] and [member floor_max_angle] are used to determine " "whether a surface is \"ceiling\" or not." msgstr "" -"如果最近一次调用 [method move_and_slide] 时,该物体和天花板发生了碰撞,则返" -"回 [code]true[/code]。否则返回 [code]false[/code]。决定表面是否为“天花板”的" -"是 [member up_direction] 和 [member floor_max_angle]。" +"如果最近一次调用 [method move_and_slide] 时,该物体和天花板发生了碰撞,则返回 " +"[code]true[/code]。否则返回 [code]false[/code]。决定表面是否为“天花板”的是 " +"[member up_direction] 和 [member floor_max_angle]。" msgid "" "Returns [code]true[/code] if the body collided only with the ceiling on the " @@ -19996,8 +20511,8 @@ msgid "" "whether a surface is \"ceiling\" or not." msgstr "" "如果最近一次调用 [method move_and_slide] 时,该物体仅和天花板发生了碰撞,则返" -"回 [code]true[/code]。否则返回 [code]false[/code]。决定表面是否为“天花板”的" -"是 [member up_direction] 和 [member floor_max_angle]。" +"回 [code]true[/code]。否则返回 [code]false[/code]。决定表面是否为“天花板”的是 " +"[member up_direction] 和 [member floor_max_angle]。" msgid "" "Returns [code]true[/code] if the body collided with the floor on the last " @@ -20015,8 +20530,8 @@ msgid "" "The [member up_direction] and [member floor_max_angle] are used to determine " "whether a surface is \"floor\" or not." msgstr "" -"如果最近一次调用 [method move_and_slide] 时,该物体仅和地板发生了碰撞,则返" -"回 [code]true[/code]。否则返回 [code]false[/code]。决定表面是否为“地板”的是 " +"如果最近一次调用 [method move_and_slide] 时,该物体仅和地板发生了碰撞,则返回 " +"[code]true[/code]。否则返回 [code]false[/code]。决定表面是否为“地板”的是 " "[member up_direction] 和 [member floor_max_angle]。" msgid "" @@ -20035,37 +20550,36 @@ msgid "" "[member up_direction] and [member floor_max_angle] are used to determine " "whether a surface is \"wall\" or not." msgstr "" -"如果最近一次调用 [method move_and_slide] 时,该物体仅和墙壁发生了碰撞,则返" -"回 [code]true[/code]。否则返回 [code]false[/code]。决定表面是否为“墙壁”的是 " +"如果最近一次调用 [method move_and_slide] 时,该物体仅和墙壁发生了碰撞,则返回 " +"[code]true[/code]。否则返回 [code]false[/code]。决定表面是否为“墙壁”的是 " "[member up_direction] 和 [member floor_max_angle]。" msgid "" -"Moves the body based on [member velocity]. If the body collides with " -"another, it will slide along the other body (by default only on floor) " -"rather than stop immediately. If the other body is a [CharacterBody2D] or " -"[RigidBody2D], it will also be affected by the motion of the other body. You " -"can use this to make moving and rotating platforms, or to make nodes push " -"other nodes.\n" +"Moves the body based on [member velocity]. If the body collides with another, " +"it will slide along the other body (by default only on floor) rather than " +"stop immediately. If the other body is a [CharacterBody2D] or [RigidBody2D], " +"it will also be affected by the motion of the other body. You can use this to " +"make moving and rotating platforms, or to make nodes push other nodes.\n" "Modifies [member velocity] if a slide collision occurred. To get the latest " "collision call [method get_last_slide_collision], for detailed information " "about collisions that occurred, use [method get_slide_collision].\n" "When the body touches a moving platform, the platform's velocity is " "automatically added to the body motion. If a collision occurs due to the " "platform's motion, it will always be first in the slide collisions.\n" -"The general behavior and available properties change according to the " -"[member motion_mode].\n" +"The general behavior and available properties change according to the [member " +"motion_mode].\n" "Returns [code]true[/code] if the body collided, otherwise, returns " "[code]false[/code]." msgstr "" "根据 [member velocity] 移动该物体。该物体如果与其他物体发生碰撞,则会沿着对方" -"滑动(默认只在地板上滑动),不会立即停止移动。如果对方是 [CharacterBody2D] " -"或 [RigidBody2D],还会受到对方运动的影响。可以用于制作移动、旋转的平台,也可" -"用于推动其他节点。\n" +"滑动(默认只在地板上滑动),不会立即停止移动。如果对方是 [CharacterBody2D] 或 " +"[RigidBody2D],还会受到对方运动的影响。可以用于制作移动、旋转的平台,也可用于" +"推动其他节点。\n" "发生滑动碰撞时会改变 [member velocity]。要获取最后一次碰撞,请调用 [method " "get_last_slide_collision],要获取碰撞的更多信息,请使用 [method " "get_slide_collision]。\n" -"该物体接触到移动平台时,平台的速度会自动加入到该物体的运动中。平台运动所造成" -"的碰撞始终为所有滑动碰撞中的第一个。\n" +"该物体接触到移动平台时,平台的速度会自动加入到该物体的运动中。平台运动所造成的" +"碰撞始终为所有滑动碰撞中的第一个。\n" "通用行为和可用属性会根据 [member motion_mode] 发生改变。\n" "如果该物体发生了碰撞,则返回 [code]true[/code],否则返回 [code]false[/code]。" @@ -20074,8 +20588,8 @@ msgid "" "option avoids to be able to walk on walls, it will however allow to slide " "down along them." msgstr "" -"如果为 [code]true[/code],则该物体将只能在地板上移动。此选项能够避免在墙壁上" -"行走,但允许沿墙壁向下滑动。" +"如果为 [code]true[/code],则该物体将只能在地板上移动。此选项能够避免在墙壁上行" +"走,但允许沿墙壁向下滑动。" msgid "" "If [code]false[/code] (by default), the body will move faster on downward " @@ -20086,9 +20600,8 @@ msgid "" msgstr "" "如果为 [code]false[/code](默认),则该物体在下坡时会移动得更快,在上坡时会移" "动得更慢。\n" -"如果为 [code]true[/code],则无论坡度如何,该物体在地面上都会以相同的速度移" -"动。请注意,你需要使用 [member floor_snap_length] 以恒定速度粘着至向下的斜" -"坡。" +"如果为 [code]true[/code],则无论坡度如何,该物体在地面上都会以相同的速度移动。" +"请注意,你需要使用 [member floor_snap_length] 以恒定速度粘着至向下的斜坡。" msgid "" "Maximum angle (in radians) where a slope is still considered a floor (or a " @@ -20127,8 +20640,8 @@ msgid "" msgstr "" "如果为 [code]true[/code],则该物体静止时,调用 [method move_and_slide] 不会让" "它在斜坡上发生滑动。\n" -"如果为 [code]false[/code],则 [member velocity] 施加向下的力时,该物体会在地" -"板的斜坡上发生滑动。" +"如果为 [code]false[/code],则 [member velocity] 施加向下的力时,该物体会在地板" +"的斜坡上发生滑动。" msgid "" "Maximum number of times the body can change direction before it stops when " @@ -20153,11 +20666,11 @@ msgstr "" msgid "" "Sets the behavior to apply when you leave a moving platform. By default, to " -"be physically accurate, when you leave the last platform velocity is " -"applied. See [enum PlatformOnLeave] constants for available behavior." +"be physically accurate, when you leave the last platform velocity is applied. " +"See [enum PlatformOnLeave] constants for available behavior." msgstr "" -"设置离开移动平台时要应用的行为。为了达到物理准确,默认会应用你离开时最后的平" -"台速度。可用的行为见 [enum PlatformOnLeave] 常量。" +"设置离开移动平台时要应用的行为。为了达到物理准确,默认会应用你离开时最后的平台" +"速度。可用的行为见 [enum PlatformOnLeave] 常量。" msgid "" "Collision layers that will be included for detecting wall bodies that will " @@ -20180,31 +20693,30 @@ msgid "" "bodies." msgstr "" "额外边距,用于在调用 [method move_and_slide] 时进行碰撞恢复。\n" -"如果该物体与另一个物体至少有这么近,就会认为它们正在碰撞,并在执行实际运动前" -"推开。\n" +"如果该物体与另一个物体至少有这么近,就会认为它们正在碰撞,并在执行实际运动前推" +"开。\n" "值较高时,对碰撞的检测会更加灵活,有助于持续检测墙壁和地板。\n" -"值较低时,会强制碰撞算法进行更精确的检测,因此可以在特别需要精度的情况下使" -"用,例如在非常低的缩放下避免可见的抖动,或者为了让一堆角色物体的达到稳定。" +"值较低时,会强制碰撞算法进行更精确的检测,因此可以在特别需要精度的情况下使用," +"例如在非常低的缩放下避免可见的抖动,或者为了让一堆角色物体的达到稳定。" msgid "" -"If [code]true[/code], during a jump against the ceiling, the body will " -"slide, if [code]false[/code] it will be stopped and will fall vertically." +"If [code]true[/code], during a jump against the ceiling, the body will slide, " +"if [code]false[/code] it will be stopped and will fall vertically." msgstr "" "如果为 [code]true[/code],则该物体在跳到天花板时会滑动;如果为 [code]false[/" "code],则会停止并垂直下落。" msgid "" -"Vector pointing upwards, used to determine what is a wall and what is a " -"floor (or a ceiling) when calling [method move_and_slide]. Defaults to " +"Vector pointing upwards, used to determine what is a wall and what is a floor " +"(or a ceiling) when calling [method move_and_slide]. Defaults to " "[code]Vector2.UP[/code]. As the vector will be normalized it can't be equal " "to [constant Vector2.ZERO], if you want all collisions to be reported as " -"walls, consider using [constant MOTION_MODE_FLOATING] as [member " -"motion_mode]." +"walls, consider using [constant MOTION_MODE_FLOATING] as [member motion_mode]." msgstr "" "指向上方的向量,用于在调用 [method move_and_slide] 时决定什么是墙壁、什么是地" -"板(或者天花板)。默认为 [code]Vector2.UP[/code]。因为会对该向量进行归一化," -"所以不能等于 [constant Vector2.ZERO],如果你想要让所有碰撞都被报告为墙壁,请" -"考虑使用 [constant MOTION_MODE_FLOATING] 作为 [member motion_mode]。" +"板(或者天花板)。默认为 [code]Vector2.UP[/code]。因为会对该向量进行归一化,所" +"以不能等于 [constant Vector2.ZERO],如果你想要让所有碰撞都被报告为墙壁,请考虑" +"使用 [constant MOTION_MODE_FLOATING] 作为 [member motion_mode]。" msgid "" "Current velocity vector in pixels per second, used and modified during calls " @@ -20216,20 +20728,19 @@ msgstr "" msgid "" "Minimum angle (in radians) where the body is allowed to slide when it " "encounters a slope. The default value equals 15 degrees. This property only " -"affects movement when [member motion_mode] is [constant " -"MOTION_MODE_FLOATING]." +"affects movement when [member motion_mode] is [constant MOTION_MODE_FLOATING]." msgstr "" "该物体遇到斜坡时,允许滑动的最小角度(单位为弧度)。默认值等于 15 度。仅在 " "[member motion_mode] 为 [constant MOTION_MODE_FLOATING] 时,该属性才会影响运" "动。" msgid "" -"Apply when notions of walls, ceiling and floor are relevant. In this mode " -"the body motion will react to slopes (acceleration/slowdown). This mode is " +"Apply when notions of walls, ceiling and floor are relevant. In this mode the " +"body motion will react to slopes (acceleration/slowdown). This mode is " "suitable for sided games like platformers." msgstr "" -"请在墙壁、天花板、地板等概念有意义时应用。在该模式下,物体运动会对斜坡作出反" -"应(加减速)。该模式适合平台跳跃等侧视角游戏。" +"请在墙壁、天花板、地板等概念有意义时应用。在该模式下,物体运动会对斜坡作出反应" +"(加减速)。该模式适合平台跳跃等侧视角游戏。" msgid "" "Apply when there is no notion of floor or ceiling. All collisions will be " @@ -20246,8 +20757,8 @@ msgstr "离开移动平台时,将最后的平台速度添加到 [member veloci msgid "" "Add the last platform velocity to the [member velocity] when you leave a " -"moving platform, but any downward motion is ignored. It's useful to keep " -"full jump height even when the platform is moving down." +"moving platform, but any downward motion is ignored. It's useful to keep full " +"jump height even when the platform is moving down." msgstr "" "离开移动平台时,将最后的平台速度添加到 [member velocity] 中,但是忽略向下的运" "动。如果想要在平台向下移动时保持完整的跳跃高度,就非常有用。" @@ -20255,34 +20766,56 @@ msgstr "" msgid "Do nothing when leaving a platform." msgstr "离开平台时什么也不做。" +msgid "A 3D physics body specialized for characters moved by script." +msgstr "专门用于通过脚本移动的角色的 3D 物理物体。" + +msgid "" +"[CharacterBody3D] is a specialized class for physics bodies that are meant to " +"be user-controlled. They are not affected by physics at all, but they affect " +"other physics bodies in their path. They are mainly used to provide high-" +"level API to move objects with wall and slope detection ([method " +"move_and_slide] method) in addition to the general collision detection " +"provided by [method PhysicsBody3D.move_and_collide]. This makes it useful for " +"highly configurable physics bodies that must move in specific ways and " +"collide with the world, as is often the case with user-controlled " +"characters.\n" +"For game objects that don't require complex movement or collision detection, " +"such as moving platforms, [AnimatableBody3D] is simpler to configure." +msgstr "" +"[CharacterBody3D] 是针对用户控制的物理体的特化类。它们不会受到物理的影响,但会" +"影响路径上的其他物理体。除了由 [method PhysicsBody3D.move_and_collide] 提供的" +"常见的碰撞检测之外,它们主要用于提供移动对象的高阶 API,能够检测墙壁和斜坡" +"([method move_and_slide] 方法)。因此适用于需要高度可配置的物理体,因为通常是" +"用户控制的角色,所以必须按照特定的方式移动、与世界发生碰撞。\n" +"如果是移动平台等不需要复杂移动和碰撞检测的游戏对象,[AnimatableBody3D] 更方便" +"配置。" + msgid "" "Returns the floor's collision angle at the last collision point according to " -"[param up_direction], which is [code]Vector3.UP[/code] by default. This " -"value is always positive and only valid after calling [method " -"move_and_slide] and when [method is_on_floor] returns [code]true[/code]." +"[param up_direction], which is [code]Vector3.UP[/code] by default. This value " +"is always positive and only valid after calling [method move_and_slide] and " +"when [method is_on_floor] returns [code]true[/code]." msgstr "" "返回地板在最近一次碰撞点的碰撞角度,依据为 [param up_direction],默认为 " -"[code]Vector3.UP[/code]。该值始终为正数,只有在调用了 [method " -"move_and_slide] 并且 [method is_on_floor] 返回值为 [code]true[/code] 时才有" -"效。" +"[code]Vector3.UP[/code]。该值始终为正数,只有在调用了 [method move_and_slide] " +"并且 [method is_on_floor] 返回值为 [code]true[/code] 时才有效。" msgid "" -"Returns the last motion applied to the [CharacterBody3D] during the last " -"call to [method move_and_slide]. The movement can be split into multiple " -"motions when sliding occurs, and this method return the last one, which is " -"useful to retrieve the current direction of the movement." +"Returns the last motion applied to the [CharacterBody3D] during the last call " +"to [method move_and_slide]. The movement can be split into multiple motions " +"when sliding occurs, and this method return the last one, which is useful to " +"retrieve the current direction of the movement." msgstr "" -"返回最近一次调用 [method move_and_slide] 时施加给该 [CharacterBody3D] 的最后" -"一次运动。如果发生了滑动,则该移动可以拆分为多次运动,此方法返回的是最后一" -"次,可用于获取当前的移动方向。" +"返回最近一次调用 [method move_and_slide] 时施加给该 [CharacterBody3D] 的最后一" +"次运动。如果发生了滑动,则该移动可以拆分为多次运动,此方法返回的是最后一次,可" +"用于获取当前的移动方向。" msgid "" -"Returns a [KinematicCollision3D], which contains information about the " -"latest collision that occurred during the last call to [method " -"move_and_slide]." +"Returns a [KinematicCollision3D], which contains information about the latest " +"collision that occurred during the last call to [method move_and_slide]." msgstr "" -"返回 [KinematicCollision3D],包含最近一次调用 [method move_and_slide] 时发生" -"的最后一次运动的相关信息。" +"返回 [KinematicCollision3D],包含最近一次调用 [method move_and_slide] 时发生的" +"最后一次运动的相关信息。" msgid "" "Returns the angular velocity of the platform at the last collision point. " @@ -20297,16 +20830,16 @@ msgid "" "move_and_slide], you must specify the index of the collision in the range 0 " "to ([method get_slide_collision_count] - 1)." msgstr "" -"返回 [KinematicCollision3D],包含最近一次调用 [method move_and_slide] 时发生" -"的碰撞信息。因为单次调用 [method move_and_slide] 可能发生多次碰撞,所以你必须" -"指定碰撞索引,范围为 0 到 ([method get_slide_collision_count] - 1)。" +"返回 [KinematicCollision3D],包含最近一次调用 [method move_and_slide] 时发生的" +"碰撞信息。因为单次调用 [method move_and_slide] 可能发生多次碰撞,所以你必须指" +"定碰撞索引,范围为 0 到 ([method get_slide_collision_count] - 1)。" msgid "" -"Moves the body based on [member velocity]. If the body collides with " -"another, it will slide along the other body rather than stop immediately. If " -"the other body is a [CharacterBody3D] or [RigidBody3D], it will also be " -"affected by the motion of the other body. You can use this to make moving " -"and rotating platforms, or to make nodes push other nodes.\n" +"Moves the body based on [member velocity]. If the body collides with another, " +"it will slide along the other body rather than stop immediately. If the other " +"body is a [CharacterBody3D] or [RigidBody3D], it will also be affected by the " +"motion of the other body. You can use this to make moving and rotating " +"platforms, or to make nodes push other nodes.\n" "Modifies [member velocity] if a slide collision occurred. To get the latest " "collision call [method get_last_slide_collision], for more detailed " "information about collisions that occurred, use [method " @@ -20323,8 +20856,8 @@ msgstr "" "发生滑动碰撞时会改变 [member velocity]。要获取最后一次碰撞,请调用 [method " "get_last_slide_collision],要获取碰撞的更多信息,请使用 [method " "get_slide_collision]。\n" -"该物体接触到移动平台时,平台的速度会自动加入到该物体的运动中。平台运动所造成" -"的碰撞始终为所有滑动碰撞中的第一个。\n" +"该物体接触到移动平台时,平台的速度会自动加入到该物体的运动中。平台运动所造成的" +"碰撞始终为所有滑动碰撞中的第一个。\n" "如果该物体发生了碰撞,则返回 [code]true[/code],否则返回 [code]false[/code]。" msgid "" @@ -20344,17 +20877,16 @@ msgstr "" "平台。默认情况下会忽略所有墙壁物体。" msgid "" -"Vector pointing upwards, used to determine what is a wall and what is a " -"floor (or a ceiling) when calling [method move_and_slide]. Defaults to " +"Vector pointing upwards, used to determine what is a wall and what is a floor " +"(or a ceiling) when calling [method move_and_slide]. Defaults to " "[code]Vector3.UP[/code]. As the vector will be normalized it can't be equal " "to [constant Vector3.ZERO], if you want all collisions to be reported as " -"walls, consider using [constant MOTION_MODE_FLOATING] as [member " -"motion_mode]." +"walls, consider using [constant MOTION_MODE_FLOATING] as [member motion_mode]." msgstr "" "指向上方的向量,用于在调用 [method move_and_slide] 时决定什么是墙壁、什么是地" -"板(或者天花板)。默认为 [code]Vector3.UP[/code]。因为会对该向量进行归一化," -"所以不能等于 [constant Vector3.ZERO],如果你想要让所有碰撞都被报告为墙壁,请" -"考虑使用 [constant MOTION_MODE_FLOATING] 作为 [member motion_mode]。" +"板(或者天花板)。默认为 [code]Vector3.UP[/code]。因为会对该向量进行归一化,所" +"以不能等于 [constant Vector3.ZERO],如果你想要让所有碰撞都被报告为墙壁,请考虑" +"使用 [constant MOTION_MODE_FLOATING] 作为 [member motion_mode]。" msgid "" "Current velocity vector (typically meters per second), used and modified " @@ -20374,12 +20906,12 @@ msgstr "" "floor_block_on_wall] 为 [code]true[/code] 才会影响运动。" msgid "" -"Apply when notions of walls, ceiling and floor are relevant. In this mode " -"the body motion will react to slopes (acceleration/slowdown). This mode is " +"Apply when notions of walls, ceiling and floor are relevant. In this mode the " +"body motion will react to slopes (acceleration/slowdown). This mode is " "suitable for grounded games like platformers." msgstr "" -"请在墙壁、天花板、地板等概念有意义时应用。在该模式下,物体运动会对斜坡作出反" -"应(加减速)。该模式适合平台跳跃等地面游戏。" +"请在墙壁、天花板、地板等概念有意义时应用。在该模式下,物体运动会对斜坡作出反应" +"(加减速)。该模式适合平台跳跃等地面游戏。" msgid "" "Apply when there is no notion of floor or ceiling. All collisions will be " @@ -20398,8 +20930,7 @@ msgid "" "By setting various properties on this object, you can control how individual " "characters will be displayed in a [RichTextEffect]." msgstr "" -"通过在此对象上设置各种属性,可以控制单个字符在 [RichTextEffect] 中的显示方" -"式。" +"通过在此对象上设置各种属性,可以控制单个字符在 [RichTextEffect] 中的显示方式。" msgid "BBCode in RichTextLabel" msgstr "RichTextLabel 中的 BBCode" @@ -20435,13 +20966,12 @@ msgid "" "1)}\n" "[/codeblock]" msgstr "" -"包含在开头的 BBCode 标记中传递的参数。默认情况下,参数是字符串。如果它们的内" -"容与 [bool]、[int]、[float] 之类的类型匹配,它们将被自动转换。格式为 " -"[code]#rrggbb[/code] 或 [code]#rgb[/code] 的颜色代码将转换为不透明的 " -"[Color]。字符串参数即使使用引号也不能包含空格。如果存在,引号也将出现在最终字" -"符串中。\n" -"例如,开头的 BBCode 标签 [code][example foo = hello bar = true baz = 42 " -"color =#ffffff][/code] 将映射到以下 [Dictionary]:\n" +"包含在开头的 BBCode 标记中传递的参数。默认情况下,参数是字符串。如果它们的内容" +"与 [bool]、[int]、[float] 之类的类型匹配,它们将被自动转换。格式为 " +"[code]#rrggbb[/code] 或 [code]#rgb[/code] 的颜色代码将转换为不透明的 [Color]。" +"字符串参数即使使用引号也不能包含空格。如果存在,引号也将出现在最终字符串中。\n" +"例如,开头的 BBCode 标签 [code][example foo = hello bar = true baz = 42 color " +"=#ffffff][/code] 将映射到以下 [Dictionary]:\n" "[codeblock]\n" "{\"foo\": \"hello\", \"bar\": true, \"baz\": 42, \"color\": Color(1, 1, 1, " "1)}\n" @@ -20484,19 +21014,43 @@ msgid "" "The character offset of the glyph, relative to the current [RichTextEffect] " "custom block. Setting this property won't affect drawing." msgstr "" -"该字形的字符偏移量,相对于当前 [RichTextEffect] 自定义块。设置该属性不会影响" -"绘制。" +"该字形的字符偏移量,相对于当前 [RichTextEffect] 自定义块。设置该属性不会影响绘" +"制。" msgid "" -"If [code]true[/code], the character will be drawn. If [code]false[/code], " -"the character will be hidden. Characters around hidden characters will " -"reflow to take the space of hidden characters. If this is not desired, set " -"their [member color] to [code]Color(1, 1, 1, 0)[/code] instead." +"If [code]true[/code], the character will be drawn. If [code]false[/code], the " +"character will be hidden. Characters around hidden characters will reflow to " +"take the space of hidden characters. If this is not desired, set their " +"[member color] to [code]Color(1, 1, 1, 0)[/code] instead." msgstr "" "如果为 [code]true[/code],将绘制字符。如果为 [code]false[/code],则隐藏字符。" "隐藏字符周围的字符将回流以占用隐藏字符的空间。如果不希望这样做,可以将它们的 " "[member color] 设置为[code]Color(1, 1, 1, 0)[/code]。" +msgid "A button that represents a binary choice." +msgstr "代表二元选项的按钮。" + +msgid "" +"[CheckBox] allows the user to choose one of only two possible options. It's " +"similar to [CheckButton] in functionality, but it has a different appearance. " +"To follow established UX patterns, it's recommended to use [CheckBox] when " +"toggling it has [b]no[/b] immediate effect on something. For example, it " +"could be used when toggling it will only do something once a confirmation " +"button is pressed.\n" +"See also [BaseButton] which contains common properties and methods associated " +"with this node.\n" +"When [member BaseButton.button_group] specifies a [ButtonGroup], [CheckBox] " +"changes its appearance to that of a radio button and uses the various " +"[code]radio_*[/code] theme properties." +msgstr "" +"[CheckBox] 允许用户在仅有的两个可能的选项中选择一个。它在功能上类似于 " +"[CheckButton],但外观不同。为了遵循既定的 UX 模式,建议在切换而[b]不会[/b]立即" +"对某些内容产生影响时使用 [CheckBox]。例如,切换后只会在按下确认按钮后才执行某" +"些操作时,就可以使用它。\n" +"另见 [BaseButton],其中包含与该节点相关的通用属性和方法。\n" +"当 [member BaseButton.button_group] 指定 [ButtonGroup] 时,[CheckBox] 的外观将" +"变为单选按钮,并使用各种 [code]radio_*[/code] 主题属性。" + msgid "The [CheckBox] text's font color." msgstr "该 [CheckBox] 文本的字体颜色。" @@ -20508,8 +21062,8 @@ msgid "" "text color of the checkbox. Disabled, hovered, and pressed states take " "precedence over this color." msgstr "" -"该 [CheckBox] 被聚焦时的文本字体颜色。只替代该勾选框的正常文本颜色。禁用、悬" -"停和按下状态优先于这个颜色。" +"该 [CheckBox] 被聚焦时的文本字体颜色。只替代该勾选框的正常文本颜色。禁用、悬停" +"和按下状态优先于这个颜色。" msgid "The [CheckBox] text's font color when it's hovered." msgstr "该 [CheckBox] 被悬停时的文本字体颜色。" @@ -20546,8 +21100,8 @@ msgid "" msgstr "勾选图标,该 [CheckBox] 被勾选且被禁用时显示。" msgid "" -"The check icon to display when the [CheckBox] is configured as a radio " -"button and is checked." +"The check icon to display when the [CheckBox] is configured as a radio button " +"and is checked." msgstr "勾选图标,该 [CheckBox] 被配置为单选按钮、被勾选时显示。" msgid "" @@ -20556,8 +21110,8 @@ msgid "" msgstr "勾选图标,该 [CheckBox] 被配置为单选按钮、被禁用且未勾选时显示。" msgid "" -"The check icon to display when the [CheckBox] is configured as a radio " -"button and is unchecked." +"The check icon to display when the [CheckBox] is configured as a radio button " +"and is unchecked." msgstr "勾选图标,该 [CheckBox] 被配置为单选按钮、未勾选时显示。" msgid "The check icon to display when the [CheckBox] is unchecked." @@ -20572,21 +21126,21 @@ msgid "" msgstr "作为背景显示的 [StyleBox],该 [CheckBox] 被禁用时使用。" msgid "" -"The [StyleBox] to display as a background when the [CheckBox] is focused. " -"The [code]focus[/code] [StyleBox] is displayed [i]over[/i] the base " -"[StyleBox], so a partially transparent [StyleBox] should be used to ensure " -"the base [StyleBox] remains visible. A [StyleBox] that represents an outline " -"or an underline works well for this purpose. To disable the focus visual " -"effect, assign a [StyleBoxEmpty] resource. Note that disabling the focus " -"visual effect will harm keyboard/controller navigation usability, so this is " -"not recommended for accessibility reasons." +"The [StyleBox] to display as a background when the [CheckBox] is focused. The " +"[code]focus[/code] [StyleBox] is displayed [i]over[/i] the base [StyleBox], " +"so a partially transparent [StyleBox] should be used to ensure the base " +"[StyleBox] remains visible. A [StyleBox] that represents an outline or an " +"underline works well for this purpose. To disable the focus visual effect, " +"assign a [StyleBoxEmpty] resource. Note that disabling the focus visual " +"effect will harm keyboard/controller navigation usability, so this is not " +"recommended for accessibility reasons." msgstr "" "作为背景显示的 [StyleBox],该 [CheckBox] 被聚焦时使用。[code]focus[/code] " "[StyleBox] 显示在基础 [StyleBox] [i]之上[/i],所以应该使用部分透明的 " -"[StyleBox],确保基础 [StyleBox] 仍然可见。代表轮廓或下划线的 [StyleBox] 可以" -"很好地实现这个目的。要禁用聚焦的视觉效果,请指定 [StyleBoxEmpty] 资源。请注" -"意,禁用聚焦的视觉效果会影响使用键盘/手柄进行导航的可用性,所以出于可访问性的" -"原因,不建议这样做。" +"[StyleBox],确保基础 [StyleBox] 仍然可见。代表轮廓或下划线的 [StyleBox] 可以很" +"好地实现这个目的。要禁用聚焦的视觉效果,请指定 [StyleBoxEmpty] 资源。请注意," +"禁用聚焦的视觉效果会影响使用键盘/手柄进行导航的可用性,所以出于可访问性的原" +"因,不建议这样做。" msgid "" "The [StyleBox] to display as a background when the [CheckBox] is hovered." @@ -20604,6 +21158,22 @@ msgid "" "The [StyleBox] to display as a background when the [CheckBox] is pressed." msgstr "作为背景显示的 [StyleBox],该 [CheckBox] 被按下时使用。" +msgid "" +"[CheckButton] is a toggle button displayed as a check field. It's similar to " +"[CheckBox] in functionality, but it has a different appearance. To follow " +"established UX patterns, it's recommended to use [CheckButton] when toggling " +"it has an [b]immediate[/b] effect on something. For example, it can be used " +"when pressing it shows or hides advanced settings, without asking the user to " +"confirm this action.\n" +"See also [BaseButton] which contains common properties and methods associated " +"with this node." +msgstr "" +"[CheckButton] 是一种显示为勾选字段的切换按钮。它在功能上类似于 [CheckBox],但" +"外观不同。为了遵循既定的 UX 模式,建议在切换后会[b]立即[/b]生效时使用 " +"[CheckButton]。例如,如果切换后立即启用/禁用设置而无需用户按下确认按钮时,就可" +"以使用它。\n" +"另见 [BaseButton],其中包含与该节点相关的通用属性和方法。" + msgid "The [CheckButton] text's font color." msgstr "该 [CheckButton] 的文本字体颜色。" @@ -20656,8 +21226,8 @@ msgid "" msgstr "切换图标,该 [CheckButton] 被勾选且被禁用时显示(用于从左至右布局)。" msgid "" -"The icon to display when the [CheckButton] is checked and disabled (for " -"right-to-left layouts)." +"The icon to display when the [CheckButton] is checked and disabled (for right-" +"to-left layouts)." msgstr "切换图标,该 [CheckButton] 被勾选且被禁用时显示(用于从右至左布局)。" msgid "" @@ -20701,10 +21271,10 @@ msgid "" msgstr "" "作为背景显示的 [StyleBox],该 [CheckButton] 被聚焦时使用。[code]focus[/code] " "[StyleBox] 显示在基础 [StyleBox] [i]之上[/i],所以应该使用部分透明的 " -"[StyleBox],确保基础 [StyleBox] 仍然可见。代表轮廓或下划线的 [StyleBox] 可以" -"很好地实现这个目的。要禁用聚焦的视觉效果,请指定 [StyleBoxEmpty] 资源。请注" -"意,禁用聚焦的视觉效果会影响使用键盘/手柄进行导航的可用性,所以出于可访问性的" -"原因,不建议这样做。" +"[StyleBox],确保基础 [StyleBox] 仍然可见。代表轮廓或下划线的 [StyleBox] 可以很" +"好地实现这个目的。要禁用聚焦的视觉效果,请指定 [StyleBoxEmpty] 资源。请注意," +"禁用聚焦的视觉效果会影响使用键盘/手柄进行导航的可用性,所以出于可访问性的原" +"因,不建议这样做。" msgid "" "The [StyleBox] to display as a background when the [CheckButton] is hovered." @@ -20719,9 +21289,25 @@ msgid "" "The [StyleBox] to display as a background when the [CheckButton] is pressed." msgstr "作为背景显示的 [StyleBox],该 [CheckButton] 被按下时使用。" +msgid "A 2D circle shape used for physics collision." +msgstr "2D 圆形,旨在用于物理学。" + +msgid "" +"A 2D circle shape, intended for use in physics. Usually used to provide a " +"shape for a [CollisionShape2D].\n" +"[b]Performance:[/b] [CircleShape2D] is fast to check collisions against. It " +"is faster than [RectangleShape2D] and [CapsuleShape2D]." +msgstr "" +"2D 圆形,旨在用于物理学。通常用于为 [CollisionShape2D] 提供形状。\n" +"[b]性能:[/b][CircleShape2D] 可以快速检测碰撞。比 [RectangleShape2D] 和 " +"[CapsuleShape2D] 快。" + msgid "The circle's radius." msgstr "圆的半径。" +msgid "A class information repository." +msgstr "类信息的存储库。" + msgid "Provides access to metadata stored for every available class." msgstr "提供对为每个可用类存储的元数据的访问。" @@ -20729,8 +21315,8 @@ msgid "" "Returns [code]true[/code] if objects can be instantiated from the specified " "[param class], otherwise returns [code]false[/code]." msgstr "" -"如果可以从指定的 [param class] 实例化对象,则返回 [code]true[/code],否则返" -"回 [code]false[/code]。" +"如果可以从指定的 [param class] 实例化对象,则返回 [code]true[/code],否则返回 " +"[code]false[/code]。" msgid "Returns whether the specified [param class] is available or not." msgstr "返回指定的类 [param class] 是否可用。" @@ -20748,8 +21334,8 @@ msgid "" "Returns the value of the integer constant [param name] of [param class] or " "its ancestry. Always returns 0 when the constant could not be found." msgstr "" -"返回 [param class] 或其父级的整数常量值 [param name]。如果找不到该常量,则总" -"是返回0。" +"返回 [param class] 或其父级的整数常量值 [param name]。如果找不到该常量,则总是" +"返回0。" msgid "" "Returns which enum the integer constant [param name] of [param class] or its " @@ -20757,38 +21343,36 @@ msgid "" msgstr "返回 [param class] 或其祖先的整数常量 [param name] 所属的枚举。" msgid "" -"Returns an array with the names all the integer constants of [param class] " -"or its ancestry." +"Returns an array with the names all the integer constants of [param class] or " +"its ancestry." msgstr "返回包含 [param class] 或其父级全部整数常量的名称数组。" msgid "" "Returns an array with all the methods of [param class] or its ancestry if " -"[param no_inheritance] is [code]false[/code]. Every element of the array is " -"a [Dictionary] with the following keys: [code]args[/code], " -"[code]default_args[/code], [code]flags[/code], [code]id[/code], [code]name[/" -"code], [code]return: (class_name, hint, hint_string, name, type, usage)[/" -"code].\n" +"[param no_inheritance] is [code]false[/code]. Every element of the array is a " +"[Dictionary] with the following keys: [code]args[/code], [code]default_args[/" +"code], [code]flags[/code], [code]id[/code], [code]name[/code], [code]return: " +"(class_name, hint, hint_string, name, type, usage)[/code].\n" "[b]Note:[/b] In exported release builds the debug info is not available, so " "the returned dictionaries will contain only method names." msgstr "" -"如果 [param no_inheritance] 为 [code]false[/code],则返回包含 [param class] " -"或其祖先的所有方法的数组。数组的每个元素都是一个 [Dictionary],包含以下键:" +"如果 [param no_inheritance] 为 [code]false[/code],则返回包含 [param class] 或" +"其祖先的所有方法的数组。数组的每个元素都是一个 [Dictionary],包含以下键:" "[code]args[/code]、[code]default_args[/code]、[code]flags[/code]、[code]id[/" -"code]、[code]name[/code]、[code]return: (class_name, hint, hint_string, " -"name, type, usage)[/code]。\n" +"code]、[code]name[/code]、[code]return: (class_name, hint, hint_string, name, " +"type, usage)[/code]。\n" "[b]注意:[/b]在导出的发布版本中,调试信息不可用,因此返回的字典将仅包含方法名" "称。" -msgid "" -"Returns the value of [param property] of [param object] or its ancestry." +msgid "Returns the value of [param property] of [param object] or its ancestry." msgstr "返回 [param object] 或其父级 [param property] 的属性值。" msgid "" "Returns an array with all the properties of [param class] or its ancestry if " "[param no_inheritance] is [code]false[/code]." msgstr "" -"如果 [param no_inheritance] 为 [code]false[/code],则返回包含 [param class] " -"或其祖先的所有属性的数组。" +"如果 [param no_inheritance] 为 [code]false[/code],则返回包含 [param class] 或" +"其祖先的所有属性的数组。" msgid "" "Returns the [param signal] data of [param class] or its ancestry. The " @@ -20804,16 +21388,16 @@ msgstr "" msgid "" "Returns an array with all the signals of [param class] or its ancestry if " -"[param no_inheritance] is [code]false[/code]. Every element of the array is " -"a [Dictionary] as described in [method class_get_signal]." +"[param no_inheritance] is [code]false[/code]. Every element of the array is a " +"[Dictionary] as described in [method class_get_signal]." msgstr "" -"如果 [param no_inheritance] 为 [code]false[/code],则返回包含 [param class] " -"或其祖先的所有信号的数组。数组的每个元素都是一个如 [method class_get_signal] " -"中所述的 [Dictionary]。" +"如果 [param no_inheritance] 为 [code]false[/code],则返回包含 [param class] 或" +"其祖先的所有信号的数组。数组的每个元素都是一个如 [method class_get_signal] 中" +"所述的 [Dictionary]。" msgid "" -"Returns whether [param class] or its ancestry has an enum called [param " -"name] or not." +"Returns whether [param class] or its ancestry has an enum called [param name] " +"or not." msgstr "返回类 [param class] 或其祖类是否有名为 [param name] 的枚举。" msgid "" @@ -20840,8 +21424,8 @@ msgid "Returns the names of all the classes available." msgstr "返回所有可用类的名称。" msgid "" -"Returns the names of all the classes that directly or indirectly inherit " -"from [param class]." +"Returns the names of all the classes that directly or indirectly inherit from " +"[param class]." msgstr "返回所有直接或间接继承自 [param class] 的类的名称。" msgid "Returns the parent class of [param class]." @@ -20853,10 +21437,25 @@ msgstr "创建 [param class] 的实例。" msgid "Returns whether this [param class] is enabled or not." msgstr "返回这个 [param class] 是否已启用。" -msgid "" -"Returns whether [param inherits] is an ancestor of [param class] or not." +msgid "Returns whether [param inherits] is an ancestor of [param class] or not." msgstr "返回 [param inherits] 是否为 [param class] 的祖先。" +msgid "A multiline text editor designed for editing code." +msgstr "多行文本编辑器,针对编辑代码而设计。" + +msgid "" +"CodeEdit is a specialized [TextEdit] designed for editing plain text code " +"files. It has many features commonly found in code editors such as line " +"numbers, line folding, code completion, indent management, and string/comment " +"management.\n" +"[b]Note:[/b] Regardless of locale, [CodeEdit] will by default always use left-" +"to-right text direction to correctly display source code." +msgstr "" +"CodeEdit 是一种专门用于编辑纯文本代码文件的 [TextEdit]。它包含了许多代码编辑器" +"中的常见功能,如行号、折行、代码补全、缩进管理以及字符串/注释管理。\n" +"[b]注意:[/b]无论使用什么区域设置,[CodeEdit] 默认总是使用从左至右的文本方向来" +"正确显示源代码。" + msgid "" "Override this method to define how the selected entry should be inserted. If " "[param replace] is true, any existing text should be replaced." @@ -20899,8 +21498,8 @@ msgid "" msgstr "" "添加注释分隔符。\n" "开始键和结束键都必须是符号。只有开始键必须是唯一的。\n" -"[param line_only] 表示该区域应该持续到该行的末尾,还是延续到下一行。如果结束" -"键为空,则自动设置为[code]true[/code]。" +"[param line_only] 表示该区域应该持续到该行的末尾,还是延续到下一行。如果结束键" +"为空,则自动设置为[code]true[/code]。" msgid "" "Adds a string delimiter.\n" @@ -20912,8 +21511,8 @@ msgid "" msgstr "" "添加字符串分隔符。\n" "开始键和结束键都必须是符号。只有开始键必须是唯一的。\n" -"[param line_only] 表示该区域应该持续到该行的末尾,还是延续到下一行。如果结束" -"键为空,则自动设置为[code]true[/code]。" +"[param line_only] 表示该区域应该持续到该行的末尾,还是延续到下一行。如果结束键" +"为空,则自动设置为[code]true[/code]。" msgid "" "Returns if the given line is foldable, that is, it has indented lines right " @@ -21059,14 +21658,14 @@ msgid "" "[param column] is not provided, will return delimiter index if the entire " "[param line] is a comment. Otherwise [code]-1[/code]." msgstr "" -"如果 [param line] [param column] 在一条注释中,则返回分隔符索引。如果没有提" -"供 [param column],且整个 [param line] 是一条注释,则将返回分隔符索引。否则返" -"回 [code]-1[/code]。" +"如果 [param line] [param column] 在一条注释中,则返回分隔符索引。如果没有提供 " +"[param column],且整个 [param line] 是一条注释,则将返回分隔符索引。否则返回 " +"[code]-1[/code]。" msgid "" -"Returns the delimiter index if [param line] [param column] is in a string. " -"If [param column] is not provided, will return the delimiter index if the " -"entire [param line] is a string. Otherwise [code]-1[/code]." +"Returns the delimiter index if [param line] [param column] is in a string. If " +"[param column] is not provided, will return the delimiter index if the entire " +"[param line] is a string. Otherwise [code]-1[/code]." msgstr "" "如果 [param line] [param column] 在一条字符串中,则返回分隔符索引。如果没有提" "供 [param column],且整个 [param line] 是一个字符串,则将返回分隔符索引。否则" @@ -21079,8 +21678,7 @@ msgid "Returns whether the line at the specified index is breakpointed or not." msgstr "返回指定索引处的行是否有断点。" msgid "" -"Returns whether the line at the specified index is marked as executing or " -"not." +"Returns whether the line at the specified index is marked as executing or not." msgstr "返回指定索引处的行是否标记为正在执行。" msgid "Returns whether the line at the specified index is folded or not." @@ -21095,12 +21693,12 @@ msgstr "移除带有 [param start_key] 的字符串分隔符。" msgid "" "Emits [signal code_completion_requested], if [param force] is true will " "bypass all checks. Otherwise will check that the caret is in a word or in " -"front of a prefix. Will ignore the request if all current options are of " -"type file path, node path or signal." +"front of a prefix. Will ignore the request if all current options are of type " +"file path, node path or signal." msgstr "" "发出 [signal code_completion_requested],如果 [param force] 为真将绕过所有检" -"查。否则,将检查光标是否在一个词中或在一个前缀的前面。如果当前所有选项都是文" -"件路径、节点路径或信号类型,将忽略该请求。" +"查。否则,将检查光标是否在一个词中或在一个前缀的前面。如果当前所有选项都是文件" +"路径、节点路径或信号类型,将忽略该请求。" msgid "Sets the current selected completion option." msgstr "设置当前选定的补全选项。" @@ -21178,13 +21776,13 @@ msgid "" msgstr "设置是否应在边栏中绘制书签。该边栏与断点和执行行共享。" msgid "" -"Sets if breakpoints should be drawn in the gutter. This gutter is shared " -"with bookmarks and executing lines." +"Sets if breakpoints should be drawn in the gutter. This gutter is shared with " +"bookmarks and executing lines." msgstr "设置是否应在边栏中绘制断点。该边栏与书签和执行行共享。" msgid "" -"Sets if executing lines should be marked in the gutter. This gutter is " -"shared with breakpoints and bookmarks lines." +"Sets if executing lines should be marked in the gutter. This gutter is shared " +"with breakpoints and bookmarks lines." msgstr "设置是否应在边栏中绘制执行行。该边栏与断点和书签共享。" msgid "Sets if foldable lines icons should be drawn in the gutter." @@ -21197,8 +21795,8 @@ msgid "Sets if line numbers drawn in the gutter are zero padded." msgstr "设置在装订线中绘制的行号是否填充零。" msgid "" -"Sets whether automatic indent are enabled, this will add an extra indent if " -"a prefix or brace is found." +"Sets whether automatic indent are enabled, this will add an extra indent if a " +"prefix or brace is found." msgstr "设置是否启用自动缩进,如果找到前缀或括号,这将添加额外的缩进。" msgid "Prefixes to trigger an automatic indent." @@ -21217,11 +21815,10 @@ msgid "Sets whether line folding is allowed." msgstr "设置是否允许折叠行。" msgid "" -"Draws vertical lines at the provided columns. The first entry is considered " -"a main hard guideline and is draw more prominently." +"Draws vertical lines at the provided columns. The first entry is considered a " +"main hard guideline and is draw more prominently." msgstr "" -"在提供的列上绘制垂直线。第一个条目被认为是主要的硬参考线,并且被绘制得更显" -"眼。" +"在提供的列上绘制垂直线。第一个条目被认为是主要的硬参考线,并且被绘制得更显眼。" msgid "" "Set when a validated word from [signal symbol_validate] is clicked, the " @@ -21234,8 +21831,8 @@ msgid "" "Emitted when a breakpoint is added or removed from a line. If the line is " "moved via backspace a removed is emitted at the old line." msgstr "" -"在行中添加或移除断点时触发。如果该行通过退格键移动,则在旧行处触发一个移除的" -"信号。" +"在行中添加或移除断点时触发。如果该行通过退格键移动,则在旧行处触发一个移除的信" +"号。" msgid "Emitted when the user requests code completion." msgstr "当用户请求代码补全时触发。" @@ -21282,9 +21879,8 @@ msgstr "将该选项标记为未分类或纯文本。" msgid "" "The option is local to the location of the code completion query - e.g. a " -"local variable. Subsequent value of location represent options from the " -"outer class, the exact value represent how far they are (in terms of inner " -"classes)." +"local variable. Subsequent value of location represent options from the outer " +"class, the exact value represent how far they are (in terms of inner classes)." msgstr "" "该选项是相对于代码补全查询位置的 - 例如局部变量。位置的后续值表示选项来自外部" "类,确切的值表示它们的距离(就内部类而言)。" @@ -21300,13 +21896,13 @@ msgstr "" "类或父类中存储选项的深度。" msgid "" -"The option is from user code which is not local and not in a derived class " -"(e.g. Autoload Singletons)." +"The option is from user code which is not local and not in a derived class (e." +"g. Autoload Singletons)." msgstr "该选项来自用户代码,不是局部,也不是派生类(例如自动加载单例)。" msgid "" -"The option is from other engine code, not covered by the other enum " -"constants - e.g. built-in classes." +"The option is from other engine code, not covered by the other enum constants " +"- e.g. built-in classes." msgstr "该选项来自其他引擎代码,未被其他枚举常量覆盖 - 例如内置类。" msgid "Sets the background [Color]." @@ -21347,8 +21943,8 @@ msgid "[Color] of the scrollbar in the code completion popup when hovered." msgstr "代码补全弹出窗口中滚动条在悬停状态的 [Color]。" msgid "" -"Background highlight [Color] for the current selected option item in the " -"code completion popup." +"Background highlight [Color] for the current selected option item in the code " +"completion popup." msgstr "代码补全弹出窗口中,当前选定选项的背景高亮的 [Color]。" msgid "Background [Color] of the line containing the caret." @@ -21377,8 +21973,8 @@ msgstr "" "忽略。" msgid "" -"[Color] of the main line length guideline, secondary guidelines will have " -"50% alpha applied." +"[Color] of the main line length guideline, secondary guidelines will have 50% " +"alpha applied." msgstr "主行长度参考线的 [Color],次要参考线将应用 50% 的 Alpha。" msgid "Sets the [Color] of line numbers." @@ -21397,12 +21993,11 @@ msgid "" "Sets the highlight [Color] of multiple occurrences. [member TextEdit." "highlight_all_occurrences] has to be enabled." msgstr "" -"设置多次出现的高亮的 [Color]。[member TextEdit.highlight_all_occurrences] 必" -"须已被启用。" +"设置多次出现的高亮的 [Color]。[member TextEdit.highlight_all_occurrences] 必须" +"已被启用。" msgid "" -"Max number of options to display in the code completion popup at any one " -"time." +"Max number of options to display in the code completion popup at any one time." msgstr "同时在代码补全弹出窗口中显示的最大选项数。" msgid "" @@ -21423,8 +22018,7 @@ msgid "Sets default font size." msgstr "设置默认的字体大小。" msgid "" -"Sets a custom [Texture2D] to draw in the bookmark gutter for bookmarked " -"lines." +"Sets a custom [Texture2D] to draw in the bookmark gutter for bookmarked lines." msgstr "设置书签行的自定义 [Texture2D],会在书签栏中绘制。" msgid "" @@ -21465,14 +22059,14 @@ msgid "" "[StyleBox] that represents an outline or an underline works well for this " "purpose. To disable the focus visual effect, assign a [StyleBoxEmpty] " "resource. Note that disabling the focus visual effect will harm keyboard/" -"controller navigation usability, so this is not recommended for " -"accessibility reasons." +"controller navigation usability, so this is not recommended for accessibility " +"reasons." msgstr "" "设置当获得焦点时的 [StyleBox]。该 [code]focus[/code] [StyleBox] 显示在基础 " -"[StyleBox] [i]之上[/i],因此应使用部分透明的 [StyleBox] 以确保基础 " -"[StyleBox] 保持可见。表示轮廓或下划线的 [StyleBox] 非常适合此目的。要禁用焦点" -"视觉效果,请指定一个 [StyleBoxEmpty] 资源。请注意,禁用焦点视觉效果会破坏键" -"盘 / 控制器导航的可用性,出于可访问性原因,不建议这样做。" +"[StyleBox] [i]之上[/i],因此应使用部分透明的 [StyleBox] 以确保基础 [StyleBox] " +"保持可见。表示轮廓或下划线的 [StyleBox] 非常适合此目的。要禁用焦点视觉效果,请" +"指定一个 [StyleBoxEmpty] 资源。请注意,禁用焦点视觉效果会破坏键盘 / 控制器导航" +"的可用性,出于可访问性原因,不建议这样做。" msgid "Sets the [StyleBox]." msgstr "设置该 [StyleBox]。" @@ -21488,8 +22082,8 @@ msgid "" "of strings, comments, numbers, and other text patterns inside a [TextEdit] " "control." msgstr "" -"通过调整该资源的各种属性,可以更改 [TextEdit] 控件内的字符串、注释、数字、和" -"其他文本图案的颜色。" +"通过调整该资源的各种属性,可以更改 [TextEdit] 控件内的字符串、注释、数字、和其" +"他文本图案的颜色。" msgid "" "Adds a color region such as comments or strings.\n" @@ -21501,8 +22095,8 @@ msgid "" msgstr "" "添加颜色区域,类似注释和字符串。\n" "开始键和结束键都必须是符号。只有开始键必须是唯一的。\n" -"[param line_only] 表示该区域应该持续到该行的末尾,还是延续到下一行。如果结束" -"键为空,则自动设置为[code]true[/code]。" +"[param line_only] 表示该区域应该持续到该行的末尾,还是延续到下一行。如果结束键" +"为空,则自动设置为[code]true[/code]。" msgid "" "Sets the color for a keyword.\n" @@ -21597,6 +22191,9 @@ msgstr "设置数字的颜色。" msgid "Sets the color for symbols." msgstr "设置符号的颜色。" +msgid "Abstract base class for 2D physics objects." +msgstr "2D 物理对象的抽象基类。" + msgid "" "Accepts unhandled [InputEvent]s. [param shape_idx] is the child index of the " "clicked [Shape2D]. Connect to the [code]input_event[/code] signal to easily " @@ -21604,8 +22201,8 @@ msgid "" "[b]Note:[/b] [method _input_event] requires [member input_pickable] to be " "[code]true[/code] and at least one [member collision_layer] bit to be set." msgstr "" -"接收未处理的 [InputEvent]。[param shape_idx] 是被点击的 [Shape2D] 的子索引。" -"连接到 [code]input_event[/code] 信号即可轻松获取这些事件。\n" +"接收未处理的 [InputEvent]。[param shape_idx] 是被点击的 [Shape2D] 的子索引。连" +"接到 [code]input_event[/code] 信号即可轻松获取这些事件。\n" "[b]注意:[/b][method _input_event] 要求 [member input_pickable] 为 " "[code]true[/code],并且至少要设置一个 [member collision_layer] 位。" @@ -21616,8 +22213,8 @@ msgid "" "within a single [CollisionObject2D] won't cause this function to be called." msgstr "" "当鼠标指针进入该实体的任何形状时调用。要求 [member input_pickable] 为 " -"[code]true[/code] 并且至少设置了一个 [member collision_layer] 位。请注意,在" -"单个 [CollisionObject2D] 中的不同形状之间移动,不会导致该函数被调用。" +"[code]true[/code] 并且至少设置了一个 [member collision_layer] 位。请注意,在单" +"个 [CollisionObject2D] 中的不同形状之间移动,不会导致该函数被调用。" msgid "" "Called when the mouse pointer exits all this object's shapes. Requires " @@ -21626,8 +22223,8 @@ msgid "" "within a single [CollisionObject2D] won't cause this function to be called." msgstr "" "当鼠标指针退出该实体的所有形状时调用。要求 [member input_pickable] 为 " -"[code]true[/code] 并且至少设置了一个 [member collision_layer] 位。请注意,在" -"单个 [CollisionObject2D] 中的不同形状之间移动,不会导致该函数被调用。" +"[code]true[/code] 并且至少设置了一个 [member collision_layer] 位。请注意,在单" +"个 [CollisionObject2D] 中的不同形状之间移动,不会导致该函数被调用。" msgid "" "Called when the mouse pointer enters any of this object's shapes or moves " @@ -21650,15 +22247,15 @@ msgstr "" "[member collision_layer] 位。" msgid "" -"Creates a new shape owner for the given object. Returns [code]owner_id[/" -"code] of the new owner for future reference." +"Creates a new shape owner for the given object. Returns [code]owner_id[/code] " +"of the new owner for future reference." msgstr "" -"为给定对象创建一个新的形状所有者。返回 [code]owner_id[/code]的新所有者,供将" -"来引用。" +"为给定对象创建一个新的形状所有者。返回 [code]owner_id[/code]的新所有者,供将来" +"引用。" msgid "" -"Returns whether or not the specified layer of the [member collision_layer] " -"is enabled, given a [param layer_number] between 1 and 32." +"Returns whether or not the specified layer of the [member collision_layer] is " +"enabled, given a [param layer_number] between 1 and 32." msgstr "" "返回 [member collision_layer] 中是否启用了指定的层,给定的 [param " "layer_number] 应在 1 和 32 之间。" @@ -21770,8 +22367,8 @@ msgid "" "in one or more of 32 different layers. See also [member collision_mask].\n" "[b]Note:[/b] Object A can detect a contact with object B only if object B is " "in any of the layers that object A scans. See [url=$DOCS_URL/tutorials/" -"physics/physics_introduction.html#collision-layers-and-masks]Collision " -"layers and masks[/url] in the documentation for more information." +"physics/physics_introduction.html#collision-layers-and-masks]Collision layers " +"and masks[/url] in the documentation for more information." msgstr "" "此 CollisionObject2D 所在的物理层。碰撞对象可以存在于 32 个不同层中的一个或多" "个中。另见 [member collision_mask]。\n" @@ -21784,8 +22381,8 @@ msgid "" "one or more of 32 different layers. See also [member collision_layer].\n" "[b]Note:[/b] Object A can detect a contact with object B only if object B is " "in any of the layers that object A scans. See [url=$DOCS_URL/tutorials/" -"physics/physics_introduction.html#collision-layers-and-masks]Collision " -"layers and masks[/url] in the documentation for more information." +"physics/physics_introduction.html#collision-layers-and-masks]Collision layers " +"and masks[/url] in the documentation for more information." msgstr "" "此 CollisionObject2D 扫描的物理层。碰撞对象可以扫描 32 个不同层中的一个或多" "个。另见 [member collision_layer]。\n" @@ -21799,8 +22396,8 @@ msgid "" "for example be used to prevent the player from breaking through the " "boundaries of a level." msgstr "" -"发生穿透时用于解决碰撞的优先级。优先级越高,对物体的穿透度就越低。例如,可以" -"用来防止玩家突破关卡的边界。" +"发生穿透时用于解决碰撞的优先级。优先级越高,对物体的穿透度就越低。例如,可以用" +"来防止玩家突破关卡的边界。" msgid "" "Defines the behavior in physics when [member Node.process_mode] is set to " @@ -21815,8 +22412,8 @@ msgid "" "the mouse pointer entering/leaving, and if the mouse is inside it, report " "input events. Requires at least one [member collision_layer] bit to be set." msgstr "" -"如果为 [code]true[/code],则该对象是可拾取的。可拾取的对象可以检测鼠标指针的" -"进入/离开,鼠标位于其中时,就会报告输入事件。要求至少设置一个 [member " +"如果为 [code]true[/code],则该对象是可拾取的。可拾取的对象可以检测鼠标指针的进" +"入/离开,鼠标位于其中时,就会报告输入事件。要求至少设置一个 [member " "collision_layer] 位。" msgid "" @@ -21824,8 +22421,8 @@ msgid "" "[code]true[/code] and at least one [member collision_layer] bit to be set. " "See [method _input_event] for details." msgstr "" -"当输入事件发生时发出。要求 [member input_pickable] 为 [code]true[/code] 并且" -"至少设置了一个 [member collision_layer] 位。有关详细信息,请参见 [method " +"当输入事件发生时发出。要求 [member input_pickable] 为 [code]true[/code] 并且至" +"少设置了一个 [member collision_layer] 位。有关详细信息,请参见 [method " "_input_event]。" msgid "" @@ -21840,8 +22437,8 @@ msgid "" "question." msgstr "" "当鼠标指针进入该对象的任何形状时发出。要求 [member input_pickable] 为 " -"[code]true[/code] 并且至少设置了一个 [member collision_layer] 位。请注意,在" -"单个 [CollisionObject2D] 中的不同形状之间移动,不会导致发出该信号。\n" +"[code]true[/code] 并且至少设置了一个 [member collision_layer] 位。请注意,在单" +"个 [CollisionObject2D] 中的不同形状之间移动,不会导致发出该信号。\n" "[b]注意:[/b]由于缺少连续的碰撞检测,如果鼠标移动得足够快并且 " "[CollisionObject2D] 的区域很小,则该信号可能不会按预期的顺序发出。如果另一个 " "[CollisionObject2D] 与所讨论的 [CollisionObject2D] 重叠,则也可能不会发出该信" @@ -21859,8 +22456,8 @@ msgid "" "question." msgstr "" "当鼠标指针离开该对象的所有形状时发出。要求 [member input_pickable] 为 " -"[code]true[/code] 并且至少设置了一个 [member collision_layer] 位。请注意,在" -"单个 [CollisionObject2D] 中的不同形状之间移动,不会导致发出该信号。\n" +"[code]true[/code] 并且至少设置了一个 [member collision_layer] 位。请注意,在单" +"个 [CollisionObject2D] 中的不同形状之间移动,不会导致发出该信号。\n" "[b]注意:[/b]由于缺少连续的碰撞检测,如果鼠标移动得足够快并且 " "[CollisionObject2D] 的区域很小,则该信号可能不会按预期的顺序发出。如果另一个 " "[CollisionObject2D] 与所讨论的 [CollisionObject2D] 重叠,则也可能不会发出该信" @@ -21890,8 +22487,8 @@ msgid "" "When [member Node.process_mode] is set to [constant Node." "PROCESS_MODE_DISABLED], remove from the physics simulation to stop all " "physics interactions with this [CollisionObject2D].\n" -"Automatically re-added to the physics simulation when the [Node] is " -"processed again." +"Automatically re-added to the physics simulation when the [Node] is processed " +"again." msgstr "" "当 [member Node.process_mode] 被设置为 [constant Node.PROCESS_MODE_DISABLED] " "时,从物理仿真中移除,停止与此 [CollisionObject2D] 的所有物理交互。\n" @@ -21905,8 +22502,8 @@ msgid "" "is processed again." msgstr "" "当 [member Node.process_mode] 被设置为 [constant Node.PROCESS_MODE_DISABLED] " -"时,使物体进入静态模式。不影响 [Area2D]。处于静态模式的 [PhysicsBody2D] 不会" -"受到力和其他物体的影响。\n" +"时,使物体进入静态模式。不影响 [Area2D]。处于静态模式的 [PhysicsBody2D] 不会受" +"到力和其他物体的影响。\n" "当该 [Node] 再次被处理时,会自动将 [PhysicsBody2D] 设置回其原始模式。" msgid "" @@ -21916,18 +22513,21 @@ msgstr "" "当 [member Node.process_mode] 被设置为 [constant Node.PROCESS_MODE_DISABLED] " "时,不影响物理仿真。" +msgid "Abstract base class for 3D physics objects." +msgstr "3D 物理对象的抽象基类。" + msgid "" "Receives unhandled [InputEvent]s. [param position] is the location in world " "space of the mouse pointer on the surface of the shape with index [param " "shape_idx] and [param normal] is the normal vector of the surface at that " "point. Connect to the [signal input_event] signal to easily pick up these " "events.\n" -"[b]Note:[/b] [method _input_event] requires [member input_ray_pickable] to " -"be [code]true[/code] and at least one [member collision_layer] bit to be set." +"[b]Note:[/b] [method _input_event] requires [member input_ray_pickable] to be " +"[code]true[/code] and at least one [member collision_layer] bit to be set." msgstr "" "接收未处理的 [InputEvent]。[param position] 是鼠标指针在索引为 [param " -"shape_idx] 的形状表面上的世界空间位置,[param normal] 是该点表面的法向量。连" -"接到 [signal input_event] 信号即可轻松获取这些事件。\n" +"shape_idx] 的形状表面上的世界空间位置,[param normal] 是该点表面的法向量。连接" +"到 [signal input_event] 信号即可轻松获取这些事件。\n" "[b]注意:[/b][method _input_event] 要求 [member input_ray_pickable] 为 " "[code]true[/code],并且至少要设置一个 [member collision_layer] 位。" @@ -21969,31 +22569,30 @@ msgid "Sets the [Transform3D] of the given shape owner." msgstr "设置给定形状所有者的 [Transform3D]。" msgid "" -"The physics layers this CollisionObject3D [b]is in[/b]. Collision objects " -"can exist in one or more of 32 different layers. See also [member " +"The physics layers this CollisionObject3D [b]is in[/b]. Collision objects can " +"exist in one or more of 32 different layers. See also [member " "collision_mask].\n" "[b]Note:[/b] Object A can detect a contact with object B only if object B is " "in any of the layers that object A scans. See [url=$DOCS_URL/tutorials/" -"physics/physics_introduction.html#collision-layers-and-masks]Collision " -"layers and masks[/url] in the documentation for more information." +"physics/physics_introduction.html#collision-layers-and-masks]Collision layers " +"and masks[/url] in the documentation for more information." msgstr "" -"该 CollisionObject3D [b]所在的[/b]物理层。碰撞对象可以存在于 32 个不同层中的" -"一层或多层。另见 [member collision_mask]。\n" +"该 CollisionObject3D [b]所在的[/b]物理层。碰撞对象可以存在于 32 个不同层中的一" +"层或多层。另见 [member collision_mask]。\n" "[b]注意:[/b]只有当对象 B 位于对象 A 扫描的任何层中时,对象 A 才能检测到与对" "象 B 的接触。有关更多信息,请参阅文档中的[url=$DOCS_URL/tutorials/physics/" "physics_introduction.html#collision-layers-and-masks]《碰撞层和掩码》[/url]。" msgid "" -"The physics layers this CollisionObject3D [b]scans[/b]. Collision objects " -"can scan one or more of 32 different layers. See also [member " -"collision_layer].\n" +"The physics layers this CollisionObject3D [b]scans[/b]. Collision objects can " +"scan one or more of 32 different layers. See also [member collision_layer].\n" "[b]Note:[/b] Object A can detect a contact with object B only if object B is " "in any of the layers that object A scans. See [url=$DOCS_URL/tutorials/" -"physics/physics_introduction.html#collision-layers-and-masks]Collision " -"layers and masks[/url] in the documentation for more information." +"physics/physics_introduction.html#collision-layers-and-masks]Collision layers " +"and masks[/url] in the documentation for more information." msgstr "" -"该 CollisionObject3D [b]扫描的[/b]物理层。碰撞对象可以扫描 32 个不同层中的一" -"层或多层。另见 [member collision_layer]。\n" +"该 CollisionObject3D [b]扫描的[/b]物理层。碰撞对象可以扫描 32 个不同层中的一层" +"或多层。另见 [member collision_layer]。\n" "[b]注意:[/b]只有当对象 B 位于对象 A 扫描的任何层中时,对象 A 才能检测到与对" "象 B 的接触。有关更多信息,请参阅文档中的[url=$DOCS_URL/tutorials/physics/" "physics_introduction.html#collision-layers-and-masks]《碰撞层和掩码》[/url]。" @@ -22002,14 +22601,14 @@ msgid "" "If [code]true[/code], the [CollisionObject3D] will continue to receive input " "events as the mouse is dragged across its shapes." msgstr "" -"如果为 [code]true[/code],则当鼠标拖过其形状时,[CollisionObject3D] 将继续接" -"收输入事件。" +"如果为 [code]true[/code],则当鼠标拖过其形状时,[CollisionObject3D] 将继续接收" +"输入事件。" msgid "" "Emitted when the object receives an unhandled [InputEvent]. [param position] " "is the location in world space of the mouse pointer on the surface of the " -"shape with index [param shape_idx] and [param normal] is the normal vector " -"of the surface at that point." +"shape with index [param shape_idx] and [param normal] is the normal vector of " +"the surface at that point." msgstr "" "当对象收到未处理的 [InputEvent] 时发出。[param position] 是鼠标指针在索引为 " "[param shape_idx] 的形状表面上的世界空间位置,[param normal] 是表面在该点的法" @@ -22053,8 +22652,8 @@ msgid "" "When [member Node.process_mode] is set to [constant Node." "PROCESS_MODE_DISABLED], remove from the physics simulation to stop all " "physics interactions with this [CollisionObject3D].\n" -"Automatically re-added to the physics simulation when the [Node] is " -"processed again." +"Automatically re-added to the physics simulation when the [Node] is processed " +"again." msgstr "" "当 [member Node.process_mode] 被设置为 [constant Node.PROCESS_MODE_DISABLED] " "时,从物理仿真中移除,停止与此 [CollisionObject3D] 的所有物理交互。\n" @@ -22072,6 +22671,24 @@ msgstr "" "体的影响。\n" "当该 [Node] 再次被处理时,自动将 [PhysicsBody3D] 设置回其原始模式。" +msgid "A node that provides a polygon shape to a [CollisionObject2D] parent." +msgstr "向 [CollisionObject2D] 父级提供多边形形状的节点。" + +msgid "" +"A node that provides a thickened polygon shape (a prism) to a " +"[CollisionObject2D] parent and allows to edit it. The polygon can be concave " +"or convex. This can give a detection shape to an [Area2D] or turn " +"[PhysicsBody2D] into a solid object.\n" +"[b]Warning:[/b] A non-uniformly scaled [CollisionShape3D] will likely not " +"behave as expected. Make sure to keep its scale the same on all axes and " +"adjust its shape resource instead." +msgstr "" +"向 [CollisionObject2D] 父级提供加厚多边形形状(角柱体)的节点,能够为这个形状" +"提供编辑的方法。该多边形可以是凹多边形,也可以是凸多边形。能够为 [Area2D] 提供" +"检测形状,也能够将 [PhysicsBody2D] 变为实体。\n" +"[b]警告:[/b]非均匀缩放的 [CollisionObject2D] 应该无法按预期工作。请确保它在所" +"有轴上的缩放是一致的,可以用对形状资源的调整来代替非均匀缩放。" + msgid "Collision build mode. Use one of the [enum BuildMode] constants." msgstr "碰撞构建模式。使用 [enum BuildMode] 常量之一。" @@ -22084,8 +22701,8 @@ msgid "" "[b]Note:[/b] This property has no effect if this [CollisionPolygon2D] is a " "child of an [Area2D] node." msgstr "" -"如果为 [code]true[/code],则只有面朝上的边缘才会与其他对象发生碰撞,方向是相" -"对于 [CollisionPolygon2D] 的旋转而言的。\n" +"如果为 [code]true[/code],则只有面朝上的边缘才会与其他对象发生碰撞,方向是相对" +"于 [CollisionPolygon2D] 的旋转而言的。\n" "[b]注意:[/b]如果这个 [CollisionPolygon2D] 是 [Area2D] 节点的子节点,则这个属" "性无效。" @@ -22094,12 +22711,12 @@ msgid "" "the shape thicker, and work better for colliders that enter the polygon at a " "high velocity." msgstr "" -"用于单向碰撞的边距(以像素为单位)。较高的值将使形状更厚,并且对于以高速进入" -"多边形的对撞机来说效果更好。" +"用于单向碰撞的边距(以像素为单位)。较高的值将使形状更厚,并且对于以高速进入多" +"边形的对撞机来说效果更好。" msgid "" -"The polygon's list of vertices. Each point will be connected to the next, " -"and the final point will be connected to the first.\n" +"The polygon's list of vertices. Each point will be connected to the next, and " +"the final point will be connected to the first.\n" "[b]Warning:[/b] The returned value is a clone of the [PackedVector2Array], " "not a reference." msgstr "" @@ -22109,19 +22726,19 @@ msgstr "" msgid "" "Collisions will include the polygon and its contained area. In this mode the " "node has the same effect as several [ConvexPolygonShape2D] nodes, one for " -"each convex shape in the convex decomposition of the polygon (but without " -"the overhead of multiple nodes)." +"each convex shape in the convex decomposition of the polygon (but without the " +"overhead of multiple nodes)." msgstr "" "碰撞包含多边形及其内部区域。在这个模式下,该节点的效果与使用若干 " "[ConvexPolygonShape2D] 节点相同,其中的每个节点都包含该多边形凸分解后的凸形状" "(但不会有使用多个节点的负担)。" msgid "" -"Collisions will only include the polygon edges. In this mode the node has " -"the same effect as a single [ConcavePolygonShape2D] made of segments, with " -"the restriction that each segment (after the first one) starts where the " -"previous one ends, and the last one ends where the first one starts (forming " -"a closed but hollow polygon)." +"Collisions will only include the polygon edges. In this mode the node has the " +"same effect as a single [ConcavePolygonShape2D] made of segments, with the " +"restriction that each segment (after the first one) starts where the previous " +"one ends, and the last one ends where the first one starts (forming a closed " +"but hollow polygon)." msgstr "" "碰撞经包含多边形的边缘。在这个模式下,该节点的效果与单个由若干线段组成的 " "[ConcavePolygonShape2D] 相同,其中(第一条以后的)每条线段都从上一条的终点开" @@ -22133,16 +22750,31 @@ msgid "" msgstr "向 [CollisionObject3D] 父级提供加厚多边形形状(角柱体)的节点。" msgid "" -"Length that the resulting collision extends in either direction " -"perpendicular to its 2D polygon." +"A node that provides a thickened polygon shape (a prism) to a " +"[CollisionObject3D] parent and allows to edit it. The polygon can be concave " +"or convex. This can give a detection shape to an [Area3D] or turn " +"[PhysicsBody3D] into a solid object.\n" +"[b]Warning:[/b] A non-uniformly scaled [CollisionShape3D] will likely not " +"behave as expected. Make sure to keep its scale the same on all axes and " +"adjust its shape resource instead." +msgstr "" +"向 [CollisionObject3D] 父级提供加厚多边形形状(角柱体)的节点,能够为这个形状" +"提供编辑的方法。该多边形可以是凹多边形,也可以是凸多边形。能够为 [Area3D] 提供" +"检测形状,也能够将 [PhysicsBody3D] 变为实体。\n" +"[b]警告:[/b]非均匀缩放的 [CollisionShape3D] 应该无法按预期工作。请确保它在所" +"有轴上的缩放是一致的,可以用对形状资源的调整来代替非均匀缩放。" + +msgid "" +"Length that the resulting collision extends in either direction perpendicular " +"to its 2D polygon." msgstr "产生的碰撞沿着与 2D 多边形垂直的任意方向深入的长度。" msgid "If [code]true[/code], no collision will be produced." msgstr "如果为 [code]true[/code],将不会产生碰撞。" msgid "" -"The collision margin for the generated [Shape3D]. See [member Shape3D." -"margin] for more details." +"The collision margin for the generated [Shape3D]. See [member Shape3D.margin] " +"for more details." msgstr "生成的 [Shape3D] 的碰撞边距。详情见 [member Shape3D.margin]。" msgid "" @@ -22180,15 +22812,15 @@ msgid "" msgstr "" "碰撞形状的调试颜色。\n" "[b]注意:[/b]默认值为 [member ProjectSettings.debug/shapes/collision/" -"shape_color]。这里记录的 [code]Color(0, 0, 0, 1)[/code] 值是占位符,不是实际" -"的默认调试颜色。" +"shape_color]。这里记录的 [code]Color(0, 0, 0, 1)[/code] 值是占位符,不是实际的" +"默认调试颜色。" msgid "" "A disabled collision shape has no effect in the world. This property should " "be changed with [method Object.set_deferred]." msgstr "" -"禁用的碰撞形状在世界中没有影响。这个属性应该用 [method Object.set_deferred] " -"改变。" +"禁用的碰撞形状在世界中没有影响。这个属性应该用 [method Object.set_deferred] 改" +"变。" msgid "" "Sets whether this collision shape should only detect collision on one side " @@ -22205,8 +22837,8 @@ msgid "" "the shape thicker, and work better for colliders that enter the shape at a " "high velocity." msgstr "" -"用于单向碰撞的边距(以像素为单位)。较高的值将使形状更厚,并且对于高速进入形" -"状的对撞机来说效果更好。" +"用于单向碰撞的边距(以像素为单位)。较高的值将使形状更厚,并且对于高速进入形状" +"的对撞机来说效果更好。" msgid "The actual shape owned by this collision shape." msgstr "该碰撞形状拥有的实际形状。" @@ -22214,6 +22846,19 @@ msgstr "该碰撞形状拥有的实际形状。" msgid "A node that provides a [Shape3D] to a [CollisionObject3D] parent." msgstr "向 [CollisionObject3D] 父级提供 [Shape3D] 的节点。" +msgid "" +"A node that provides a [Shape3D] to a [CollisionObject3D] parent and allows " +"to edit it. This can give a detection shape to an [Area3D] or turn a " +"[PhysicsBody3D] into a solid object.\n" +"[b]Warning:[/b] A non-uniformly scaled [CollisionShape3D] will likely not " +"behave as expected. Make sure to keep its scale the same on all axes and " +"adjust its [member shape] resource instead." +msgstr "" +"向 [CollisionObject3D] 父级提供 [Shape3D] 并能够对其进行编辑的节点。可以为 " +"[Area3D] 提供检测形状,也可以将 [PhysicsBody3D] 变为实体对象。\n" +"[b]警告:[/b]非均匀缩放的 [CollisionShape3D] 可能无法按预期运行。请保持在所有" +"轴上使用相同的缩放,需要时可以更改其 [member shape] 资源代替。" + msgid "" "Sets the collision shape's shape to the addition of all its convexed " "[MeshInstance3D] siblings geometry." @@ -22230,6 +22875,42 @@ msgstr "禁用的碰撞形状对世界没有任何影响。" msgid "A color represented in RGBA format." msgstr "以 RGBA 格式表示的颜色。" +msgid "" +"A color represented in RGBA format by a red ([member r]), green ([member g]), " +"blue ([member b]), and alpha ([member a]) component. Each component is a 16-" +"bit floating-point value, usually ranging from [code]0.0[/code] to [code]1.0[/" +"code]. Some properties (such as [member CanvasItem.modulate]) may support " +"values greater than [code]1.0[/code], for overbright or HDR (High Dynamic " +"Range) colors.\n" +"Colors can be created in various ways: By the various [Color] constructors, " +"by static methods such as [method from_hsv], and by using a name from the set " +"of standardized colors based on [url=https://en.wikipedia.org/wiki/" +"X11_color_names]X11 color names[/url] with the addition of [constant " +"TRANSPARENT]. GDScript also provides [method @GDScript.Color8], which uses " +"integers from [code]0[/code] to [code]255[/code] and doesn't support " +"overbright colors.\n" +"[b]Note:[/b] In a boolean context, a Color will evaluate to [code]false[/" +"code] if it is equal to [code]Color(0, 0, 0, 1)[/code] (opaque black). " +"Otherwise, a Color will always evaluate to [code]true[/code].\n" +"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" +"color_constants.png]Color constants cheatsheet[/url]" +msgstr "" +"由红([member r])、绿([member g])、蓝([member b])和 alpha([member a])分" +"量表示的 RGBA 格式的颜色。每个分量都是一个 16 位浮点值,通常介于 [code]0.0[/" +"code] 到 [code]1.0[/code] 之间。某些属性(例如 [member CanvasItem.modulate])" +"可能支持大于 [code]1.0[/code] 的值,用于表示过亮或 HDR(High Dynamic Range,高" +"动态范围)颜色。\n" +"创建颜色的方法有很多:可以使用 [Color] 的各种构造函数,[method from_hsv] 等静" +"态方法,以及使用基于 [url=https://en.wikipedia.org/wiki/X11_color_names]X11 颜" +"色名称[/url]的标准化颜色集外加 [constant TRANSPARENT]。GDScript 还提供了 " +"[method @GDScript.Color8],使用的是 [code]0[/code] 到 [code]255[/code] 之间的" +"整数,但不支持过亮的颜色。\n" +"[b]注意:[/b]在布尔上下文中,等于 [code]Color(0, 0, 0, 1)[/code](不透明的黑" +"色)的 Color 将被评估为 [code]false[/code]。否则,Color 将始终被评估为 " +"[code]true[/code]。\n" +"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" +"color_constants.png]Color 常量速查表[/url]" + msgid "2D GD Paint Demo" msgstr "2D GD 画图演示" @@ -22240,14 +22921,13 @@ msgid "GUI Drag And Drop Demo" msgstr "GUI 拖放演示" msgid "" -"Constructs a default [Color] from opaque black. This is the same as " -"[constant BLACK].\n" +"Constructs a default [Color] from opaque black. This is the same as [constant " +"BLACK].\n" "[b]Note:[/b] in C#, constructs an empty color with all of its components set " "to [code]0.0[/code] (transparent black)." msgstr "" "用不透明的黑色构造默认的 [Color],与 [constant BLACK] 相同。\n" -"[b]注意:[/b]在 C# 中构造的空颜色,其所有分量都为 [code]0.0[/code](透明" -"黑)。" +"[b]注意:[/b]在 C# 中构造的空颜色,其所有分量都为 [code]0.0[/code](透明黑)。" msgid "" "Constructs a [Color] from the existing color, with [member a] set to the " @@ -22278,8 +22958,7 @@ msgid "" "Constructs a [Color] either from an HTML color code or from a standardized " "color name. The supported color names are the same as the constants." msgstr "" -"从 HTML 颜色代码或标准化的颜色名称中构建 [Color]。支持的颜色名称与常量名相" -"同。" +"从 HTML 颜色代码或标准化的颜色名称中构建 [Color]。支持的颜色名称与常量名相同。" msgid "" "Constructs a [Color] either from an HTML color code or from a standardized " @@ -22297,8 +22976,8 @@ msgid "" "var color = Color(0.2, 1.0, 0.7) # Similar to `Color8(51, 255, 178, 255)`\n" "[/gdscript]\n" "[csharp]\n" -"var color = new Color(0.2f, 1.0f, 0.7f); // Similar to `Color.Color8(51, " -"255, 178, 255)`\n" +"var color = new Color(0.2f, 1.0f, 0.7f); // Similar to `Color.Color8(51, 255, " +"178, 255)`\n" "[/csharp]\n" "[/codeblocks]" msgstr "" @@ -22355,8 +23034,8 @@ msgid "" "[/csharp]\n" "[/codeblocks]" msgstr "" -"返回将该颜色混合到给定颜色上所产生的新颜色。在绘画程序中,您可以将其想象为在" -"该颜色(包括 alpha)上绘制的 [param over] 颜色。\n" +"返回将该颜色混合到给定颜色上所产生的新颜色。在绘画程序中,您可以将其想象为在该" +"颜色(包括 alpha)上绘制的 [param over] 颜色。\n" "[codeblocks]\n" "[gdscript]\n" "var bg = Color(0.0, 1.0, 0.0, 0.5) # 50% 不透明的绿色\n" @@ -22375,8 +23054,8 @@ msgid "" "[param min] and [param max], by running [method @GlobalScope.clamp] on each " "component." msgstr "" -"通过在每个分量上运行 [method @GlobalScope.clamp],返回一种新颜色,其中所有分" -"量都被钳制在 [param min] 和 [param max] 的分量之间。" +"通过在每个分量上运行 [method @GlobalScope.clamp],返回一种新颜色,其中所有分量" +"都被钳制在 [param min] 和 [param max] 的分量之间。" msgid "" "Returns a new color resulting from making this color darker by the specified " @@ -22406,9 +23085,9 @@ msgstr "" "[/codeblocks]" msgid "" -"Constructs a color from an [url=https://en.wikipedia.org/wiki/" -"HSL_and_HSV]HSV profile[/url]. The hue ([param h]), saturation ([param s]), " -"and value ([param v]) are typically between 0.0 and 1.0.\n" +"Constructs a color from an [url=https://en.wikipedia.org/wiki/HSL_and_HSV]HSV " +"profile[/url]. The hue ([param h]), saturation ([param s]), and value ([param " +"v]) are typically between 0.0 and 1.0.\n" "[codeblocks]\n" "[gdscript]\n" "var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8)\n" @@ -22419,8 +23098,8 @@ msgid "" "[/codeblocks]" msgstr "" "根据 [url=https://zh.wikipedia.org/wiki/" -"HSL%E5%92%8CHSV%E8%89%B2%E5%BD%A9%E7%A9%BA%E9%97%B4]HSV 配置[/url]构建颜色。" -"色相([param h])、饱和度([param s])和值([param v])通常在 0.0 和 1.0 之" +"HSL%E5%92%8CHSV%E8%89%B2%E5%BD%A9%E7%A9%BA%E9%97%B4]HSV 配置[/url]构建颜色。色" +"相([param h])、饱和度([param s])和值([param v])通常在 0.0 和 1.0 之" "间。\n" "[codeblocks]\n" "[gdscript]\n" @@ -22444,9 +23123,9 @@ msgid "" "[/csharp]\n" "[/codeblocks]" msgstr "" -"根据 [url=https://bottosson.github.io/posts/colorpicker/]OK HSL 配置[/url]构" -"建颜色。色相([param h])、饱和度([param s])和亮度([param l])通常在 0.0 " -"和 1.0 之间。\n" +"根据 [url=https://bottosson.github.io/posts/colorpicker/]OK HSL 配置[/url]构建" +"颜色。色相([param h])、饱和度([param s])和亮度([param l])通常在 0.0 和 " +"1.0 之间。\n" "[codeblocks]\n" "[gdscript]\n" "var color = Color.from_ok_hsl(0.58, 0.5, 0.79, 0.8)\n" @@ -22467,13 +23146,13 @@ msgid "" "code or a named color (case-insensitive). Returns [param default] if the " "color cannot be inferred from the string." msgstr "" -"从给定的字符串创建 [Color],该字符串可以是 HTML 颜色代码,也可以是颜色名称" -"(不区分大小写)。如果无法从字符串中推断出颜色,则返回 [param default]。" +"从给定的字符串创建 [Color],该字符串可以是 HTML 颜色代码,也可以是颜色名称(不" +"区分大小写)。如果无法从字符串中推断出颜色,则返回 [param default]。" msgid "" "Returns the light intensity of the color, as a value between 0.0 and 1.0 " -"(inclusive). This is useful when determining light or dark color. Colors " -"with a luminance smaller than 0.5 can be generally considered dark.\n" +"(inclusive). This is useful when determining light or dark color. Colors with " +"a luminance smaller than 0.5 can be generally considered dark.\n" "[b]Note:[/b] [method get_luminance] relies on the color being in the linear " "color space to return an accurate relative luminance value. If the color is " "in the sRGB color space, use [method srgb_to_linear] to convert it to the " @@ -22481,9 +23160,55 @@ msgid "" msgstr "" "将颜色的光照强度返回为一个介于 0.0 和 1.0(包含)之间的值。这在确定浅色或深色" "时很有用。亮度小于 0.5 的颜色通常可以认为是深色。\n" -"[b]注意:[/b][method get_luminance] 依赖于线性色彩空间中的颜色,以返回准确的" -"相对亮度值。如果颜色在 sRGB 色彩空间,请先使用 [method srgb_to_linear] 将其转" -"换为线性色彩空间。" +"[b]注意:[/b][method get_luminance] 依赖于线性色彩空间中的颜色,以返回准确的相" +"对亮度值。如果颜色在 sRGB 色彩空间,请先使用 [method srgb_to_linear] 将其转换" +"为线性色彩空间。" + +msgid "" +"Returns the [Color] associated with the provided [param hex] integer in 32-" +"bit RGBA format (8 bits per channel).\n" +"In GDScript and C#, the [int] is best visualized with hexadecimal notation " +"([code]\"0x\"[/code] prefix, making it [code]\"0xRRGGBBAA\"[/code]).\n" +"[codeblocks]\n" +"[gdscript]\n" +"var red = Color.hex(0xff0000ff)\n" +"var dark_cyan = Color.hex(0x008b8bff)\n" +"var my_color = Color.hex(0xbbefd2a4)\n" +"[/gdscript]\n" +"[csharp]\n" +"var red = new Color(0xff0000ff);\n" +"var dark_cyan = new Color(0x008b8bff);\n" +"var my_color = new Color(0xbbefd2a4);\n" +"[/csharp]\n" +"[/codeblocks]" +msgstr "" +"返回与提供的整数 [param hex] 相关联的 [Color],使用 32 位 RGBA 格式(每通道 8 " +"位)。\n" +"在 GDScript 和 C# 中,展示该 [int] 的最好方法是十六进制表示法(使用 " +"[code]\"0x\"[/code] 前缀,得到 [code]\"0xRRGGBBAA\"[/code])。\n" +"[codeblocks]\n" +"[gdscript]\n" +"var red = Color.hex(0xff0000ff)\n" +"var dark_cyan = Color.hex(0x008b8bff)\n" +"var my_color = Color.hex(0xbbefd2a4)\n" +"[/gdscript]\n" +"[csharp]\n" +"var red = new Color(0xff0000ff);\n" +"var dark_cyan = new Color(0x008b8bff);\n" +"var my_color = new Color(0xbbefd2a4);\n" +"[/csharp]\n" +"[/codeblocks]" + +msgid "" +"Returns the [Color] associated with the provided [param hex] integer in 64-" +"bit RGBA format (16 bits per channel).\n" +"In GDScript and C#, the [int] is best visualized with hexadecimal notation " +"([code]\"0x\"[/code] prefix, making it [code]\"0xRRRRGGGGBBBBAAAA\"[/code])." +msgstr "" +"返回与提供的整数 [param hex] 相关联的 [Color],使用 64 位 RGBA 格式(每通道 8 " +"位)。\n" +"在 GDScript 和 C# 中,展示该 [int] 的最好方法是十六进制表示法(使用 " +"[code]\"0x\"[/code] 前缀,得到 [code]\"0xRRRRGGGGBBBBAAAA\"[/code])。" msgid "" "Returns a new color from [param rgba], an HTML hexadecimal color string. " @@ -22500,8 +23225,7 @@ msgid "" "var col = Color.html(\"663399cc\") # col is Color(0.4, 0.2, 0.6, 0.8)\n" "[/gdscript]\n" "[csharp]\n" -"var blue = Color.FromHtml(\"#0000ff\"); // blue is Color(0.0, 0.0, 1.0, " -"1.0)\n" +"var blue = Color.FromHtml(\"#0000ff\"); // blue is Color(0.0, 0.0, 1.0, 1.0)\n" "var green = Color.FromHtml(\"#0F0\"); // green is Color(0.0, 1.0, 0.0, " "1.0)\n" "var col = Color.FromHtml(\"663399cc\"); // col is Color(0.4, 0.2, 0.6, 0.8)\n" @@ -22510,8 +23234,8 @@ msgid "" msgstr "" "从 HTML 十六进制颜色字符串 [param rgba] 返回一个新颜色。[param rgba] 不区分大" "小写,可以使用哈希符号([code]#[/code])作为前缀。\n" -"[param rgba] 必须是有效的三位或六位十六进制颜色字符串,并且可以包含 alpha 通" -"道值。如果 [param rgba] 不包含 alpha 通道值,则应用 alpha 通道值 1.0。如果 " +"[param rgba] 必须是有效的三位或六位十六进制颜色字符串,并且可以包含 alpha 通道" +"值。如果 [param rgba] 不包含 alpha 通道值,则应用 alpha 通道值 1.0。如果 " "[param rgba] 无效,则返回一个空颜色。\n" "[codeblocks]\n" "[gdscript]\n" @@ -22520,8 +23244,7 @@ msgstr "" "var col = Color.html(\"663399cc\") # col 为 Color(0.4, 0.2, 0.6, 0.8)\n" "[/gdscript]\n" "[csharp]\n" -"var blue = Color.FromHtml(\"#0000ff\"); // blue 为 Color(0.0, 0.0, 1.0, " -"1.0)\n" +"var blue = Color.FromHtml(\"#0000ff\"); // blue 为 Color(0.0, 0.0, 1.0, 1.0)\n" "var green = Color.FromHtml(\"#0F0\"); // green 为 Color(0.0, 1.0, 0.0, " "1.0)\n" "var col = Color.FromHtml(\"663399cc\"); // col 为 Color(0.4, 0.2, 0.6, 0.8)\n" @@ -22586,8 +23309,7 @@ msgid "" "[gdscript]\n" "var black = Color.WHITE.inverted()\n" "var color = Color(0.3, 0.4, 0.9)\n" -"var inverted_color = color.inverted() # Equivalent to `Color(0.7, 0.6, " -"0.1)`\n" +"var inverted_color = color.inverted() # Equivalent to `Color(0.7, 0.6, 0.1)`\n" "[/gdscript]\n" "[csharp]\n" "var black = Colors.White.Inverted();\n" @@ -22597,8 +23319,8 @@ msgid "" "[/csharp]\n" "[/codeblocks]" msgstr "" -"返回将 [member r]、[member g]、[member b] 分量翻转后的颜色([code](1 - r, 1 " -"- g, 1 - b, a)[/code])。\n" +"返回将 [member r]、[member g]、[member b] 分量翻转后的颜色([code](1 - r, 1 - " +"g, 1 - b, a)[/code])。\n" "[codeblocks]\n" "[gdscript]\n" "var black = Color.WHITE.inverted()\n" @@ -22617,8 +23339,8 @@ msgid "" "Returns [code]true[/code] if this color and [param to] are approximately " "equal, by running [method @GlobalScope.is_equal_approx] on each component." msgstr "" -"如果该颜色和 [param to] 近似相等,则返回 [code]true[/code],判断近似相等的方" -"法是通过在每个分量上运行 [method @GlobalScope.is_equal_approx]。" +"如果该颜色和 [param to] 近似相等,则返回 [code]true[/code],判断近似相等的方法" +"是通过在每个分量上运行 [method @GlobalScope.is_equal_approx]。" msgid "" "Returns the linear interpolation between this color's components and [param " @@ -22666,9 +23388,9 @@ msgstr "" "[/codeblocks]" msgid "" -"Returns a new color resulting from making this color lighter by the " -"specified [param amount], which should be a ratio from 0.0 to 1.0. See also " -"[method darkened].\n" +"Returns a new color resulting from making this color lighter by the specified " +"[param amount], which should be a ratio from 0.0 to 1.0. See also [method " +"darkened].\n" "[codeblocks]\n" "[gdscript]\n" "var green = Color(0.0, 1.0, 0.0)\n" @@ -22695,12 +23417,12 @@ msgstr "" msgid "" "Returns the color converted to the [url=https://en.wikipedia.org/wiki/" -"SRGB]sRGB[/url] color space. This method assumes the original color is in " -"the linear color space. See also [method srgb_to_linear] which performs the " +"SRGB]sRGB[/url] color space. This method assumes the original color is in the " +"linear color space. See also [method srgb_to_linear] which performs the " "opposite operation." msgstr "" -"返回转换到 [url=https://en.wikipedia.org/wiki/SRGB]sRGB[/url] 色彩空间的颜" -"色。该方法假定原始颜色位于线性色彩空间中。另请参阅执行相反操作的 [method " +"返回转换到 [url=https://en.wikipedia.org/wiki/SRGB]sRGB[/url] 色彩空间的颜色。" +"该方法假定原始颜色位于线性色彩空间中。另请参阅执行相反操作的 [method " "srgb_to_linear]。" msgid "" @@ -22708,8 +23430,8 @@ msgid "" "the original color already is in the sRGB color space. See also [method " "linear_to_srgb] which performs the opposite operation." msgstr "" -"返回转换到线性色彩空间的颜色。该方法假定原始颜色已经在 sRGB 色彩空间中。另请" -"参见执行相反操作的 [method linear_to_srgb]。" +"返回转换到线性色彩空间的颜色。该方法假定原始颜色已经在 sRGB 色彩空间中。另请参" +"见执行相反操作的 [method linear_to_srgb]。" msgid "" "Returns the color converted to a 32-bit integer in ABGR format (each " @@ -22726,8 +23448,8 @@ msgid "" "[/csharp]\n" "[/codeblocks]" msgstr "" -"返回转换为 ABGR 格式(每个分量为 8 位)的 32 位整数的颜色。ABGR 是默认 RGBA " -"格式的反转版本。\n" +"返回转换为 ABGR 格式(每个分量为 8 位)的 32 位整数的颜色。ABGR 是默认 RGBA 格" +"式的反转版本。\n" "[codeblocks]\n" "[gdscript]\n" "var color = Color(1, 0.5, 0.2)\n" @@ -22808,8 +23530,8 @@ msgid "" "[/csharp]\n" "[/codeblocks]" msgstr "" -"返回转换为 ARGB 格式(每个分量为 16 位)的 64 位整数的颜色。ARGB 与 DirectX " -"更兼容。\n" +"返回转换为 ARGB 格式(每个分量为 16 位)的 64 位整数的颜色。ARGB 与 DirectX 更" +"兼容。\n" "[codeblocks]\n" "[gdscript]\n" "var color = Color(1, 0.5, 0.2)\n" @@ -22897,8 +23619,8 @@ msgid "" "[/csharp]\n" "[/codeblocks]" msgstr "" -"返回转换为 RGBA 格式(每个分量为 16 位)的 64 位整数的颜色。RGBA 是 Godot 的" -"默认格式。\n" +"返回转换为 RGBA 格式(每个分量为 16 位)的 64 位整数的颜色。RGBA 是 Godot 的默" +"认格式。\n" "[codeblocks]\n" "[gdscript]\n" "var color = Color(1, 0.5, 0.2)\n" @@ -23435,37 +24157,35 @@ msgstr "" msgid "" "Access color components using their index. [code][0][/code] is equivalent to " -"[member r], [code][1][/code] is equivalent to [member g], [code][2][/code] " -"is equivalent to [member b], and [code][3][/code] is equivalent to [member " -"a]." +"[member r], [code][1][/code] is equivalent to [member g], [code][2][/code] is " +"equivalent to [member b], and [code][3][/code] is equivalent to [member a]." msgstr "" "使用索引访问颜色分量。[code][0][/code] 相当于 [member r],[code][1][/code] 相" "当于 [member g],[code][2][/code] 相当于 [member b],[code][3][/code] 相当于 " "[member a]." msgid "" -"Returns the same value as if the [code]+[/code] was not there. Unary " -"[code]+[/code] does nothing, but sometimes it can make your code more " -"readable." +"Returns the same value as if the [code]+[/code] was not there. Unary [code]+[/" +"code] does nothing, but sometimes it can make your code more readable." msgstr "" -"返回与 [code]+[/code] 不存在时相同的值。单目 [code]+[/code] 没有作用,但有时" -"可以使你的代码更具可读性。" +"返回与 [code]+[/code] 不存在时相同的值。单目 [code]+[/code] 没有作用,但有时可" +"以使你的代码更具可读性。" msgid "" "Inverts the given color. This is equivalent to [code]Color.WHITE - c[/code] " "or [code]Color(1 - c.r, 1 - c.g, 1 - c.b, 1 - c.a)[/code]. Unlike with " "[method inverted], the [member a] component is inverted, too." msgstr "" -"反转给定的颜色。这相当于 [code]Color.WHITE - c[/code] 或 [code]Color(1 - c." -"r, 1 - c.g, 1 - c.b, 1 - c.a)[/code]。与 [method inverted] 不同,[member a] " -"分量也将被反转。" +"反转给定的颜色。这相当于 [code]Color.WHITE - c[/code] 或 [code]Color(1 - c.r, " +"1 - c.g, 1 - c.b, 1 - c.a)[/code]。与 [method inverted] 不同,[member a] 分量" +"也将被反转。" msgid "A widget that provides an interface for selecting or modifying a color." msgstr "提供用于选择或修改颜色的界面的小工具。" msgid "" -"Adds the given color to a list of color presets. The presets are displayed " -"in the color picker and the user will be able to select them.\n" +"Adds the given color to a list of color presets. The presets are displayed in " +"the color picker and the user will be able to select them.\n" "[b]Note:[/b] The presets list is only for [i]this[/i] color picker." msgstr "" "将给定的颜色添加到颜色预设列表中。预设会显示在取色器中,可以被用户选择。\n" @@ -23478,8 +24198,8 @@ msgid "" "new color.\n" "[b]Note:[/b] The recent presets list is only for [i]this[/i] color picker." msgstr "" -"将给定的颜色添加到近期颜色预设列表中,以便以后可以选择它。近期预设是最近选择" -"的颜色,当选择新颜色时,会自动创建新的预设并将其添加到近期预设中。\n" +"将给定的颜色添加到近期颜色预设列表中,以便以后可以选择它。近期预设是最近选择的" +"颜色,当选择新颜色时,会自动创建新的预设并将其添加到近期预设中。\n" "[b]注意:[/b]近期预设列表仅适用于[i]这个[/i]取色器。" msgid "" @@ -23518,8 +24238,8 @@ msgid "" "mouse button, otherwise it will apply immediately even in mouse motion event " "(which can cause performance issues)." msgstr "" -"如果为 [code]true[/code],只有在用户松开鼠标按钮后才会应用颜色,否则即使在鼠" -"标移动事件中也会立即应用(会造成性能问题)。" +"如果为 [code]true[/code],只有在用户松开鼠标按钮后才会应用颜色,否则即使在鼠标" +"移动事件中也会立即应用(会造成性能问题)。" msgid "If [code]true[/code], shows an alpha channel slider (opacity)." msgstr "如果为 [code]true[/code],则显示 Alpha 通道滑动条(不透明度)。" @@ -23556,24 +24276,24 @@ msgid "Allows editing the color with Hue/Saturation/Value sliders." msgstr "允许使用色相、饱和度、明度滑块编辑颜色。" msgid "" -"Allows the color R, G, B component values to go beyond 1.0, which can be " -"used for certain special operations that require it (like tinting without " +"Allows the color R, G, B component values to go beyond 1.0, which can be used " +"for certain special operations that require it (like tinting without " "darkening or rendering sprites in HDR)." msgstr "" -"允许颜色 R、G、B 分量值超过 1.0,这可用于某些需要它的特殊操作(例如在 HDR " -"中,着色而不变暗或渲染精灵)。" +"允许颜色 R、G、B 分量值超过 1.0,这可用于某些需要它的特殊操作(例如在 HDR 中," +"着色而不变暗或渲染精灵)。" msgid "" "Allows editing the color with Hue/Saturation/Lightness sliders.\n" -"OKHSL is a new color space similar to HSL but that better match perception " -"by leveraging the Oklab color space which is designed to be simple to use, " -"while doing a good job at predicting perceived lightness, chroma and hue.\n" +"OKHSL is a new color space similar to HSL but that better match perception by " +"leveraging the Oklab color space which is designed to be simple to use, while " +"doing a good job at predicting perceived lightness, chroma and hue.\n" "[url=https://bottosson.github.io/posts/colorpicker/]Okhsv and Okhsl color " "spaces[/url]" msgstr "" "允许使用色相/饱和度/亮度滑块编辑颜色。\n" -"OKHSL 是一种类似于 HSL 的新色彩空间,但通过利用设计简单易用的 Oklab 色彩空间" -"更好地匹配感知,同时在预测感知亮度、色度和色调方面做得很好。\n" +"OKHSL 是一种类似于 HSL 的新色彩空间,但通过利用设计简单易用的 Oklab 色彩空间更" +"好地匹配感知,同时在预测感知亮度、色度和色调方面做得很好。\n" "[url=https://bottosson.github.io/posts/colorpicker/]Okhsv 和 Okhsl 色彩空间[/" "url]" @@ -23633,8 +24353,7 @@ msgid "The icon for color preset drop down menu when folded." msgstr "颜色预设下拉菜单折叠时使用的图标。" msgid "" -"The indicator used to signalize that the color value is outside the 0-1 " -"range." +"The indicator used to signalize that the color value is outside the 0-1 range." msgstr "该指示器用于指示颜色值在 0-1 范围之外。" msgid "" @@ -23665,8 +24384,8 @@ msgstr "点击后会显示 [ColorPicker] 的按钮。" msgid "" "Returns the [ColorPicker] that this node toggles.\n" -"[b]Warning:[/b] This is a required internal node, removing and freeing it " -"may cause a crash. If you wish to hide it or any of its children, use their " +"[b]Warning:[/b] This is a required internal node, removing and freeing it may " +"cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." msgstr "" "返回此节点所切换的 [ColorPicker]。\n" @@ -23677,8 +24396,8 @@ msgid "" "Returns the control's [PopupPanel] which allows you to connect to popup " "signals. This allows you to handle events when the ColorPicker is shown or " "hidden.\n" -"[b]Warning:[/b] This is a required internal node, removing and freeing it " -"may cause a crash. If you wish to hide it or any of its children, use their " +"[b]Warning:[/b] This is a required internal node, removing and freeing it may " +"cause a crash. If you wish to hide it or any of its children, use their " "[member Window.visible] property." msgstr "" "返回该控件的 [PopupPanel],它允许连接到其弹出信号。这允许在显示或隐藏 " @@ -23743,20 +24462,20 @@ msgstr "该 [ColorPickerButton] 处于禁用状态时使用的 [StyleBox]。" msgid "" "[StyleBox] used when the [ColorPickerButton] is focused. The [code]focus[/" -"code] [StyleBox] is displayed [i]over[/i] the base [StyleBox], so a " -"partially transparent [StyleBox] should be used to ensure the base " -"[StyleBox] remains visible. A [StyleBox] that represents an outline or an " -"underline works well for this purpose. To disable the focus visual effect, " -"assign a [StyleBoxEmpty] resource. Note that disabling the focus visual " -"effect will harm keyboard/controller navigation usability, so this is not " -"recommended for accessibility reasons." +"code] [StyleBox] is displayed [i]over[/i] the base [StyleBox], so a partially " +"transparent [StyleBox] should be used to ensure the base [StyleBox] remains " +"visible. A [StyleBox] that represents an outline or an underline works well " +"for this purpose. To disable the focus visual effect, assign a " +"[StyleBoxEmpty] resource. Note that disabling the focus visual effect will " +"harm keyboard/controller navigation usability, so this is not recommended for " +"accessibility reasons." msgstr "" "该 [ColorPickerButton] 处于聚焦状态时使用的 [StyleBox]。[code]focus[/code] " "[StyleBox] 显示在基础 [StyleBox] [i]之上[/i],所以应该使用部分透明的 " -"[StyleBox],确保基础 [StyleBox] 仍然可见。代表轮廓或下划线的 [StyleBox] 可以" -"很好地实现这个目的。要禁用聚焦的视觉效果,请指定 [StyleBoxEmpty] 资源。请注" -"意,禁用聚焦的视觉效果会影响使用键盘/手柄进行导航的可用性,所以出于可访问性的" -"原因,不建议这样做。" +"[StyleBox],确保基础 [StyleBox] 仍然可见。代表轮廓或下划线的 [StyleBox] 可以很" +"好地实现这个目的。要禁用聚焦的视觉效果,请指定 [StyleBoxEmpty] 资源。请注意," +"禁用聚焦的视觉效果会影响使用键盘/手柄进行导航的可用性,所以出于可访问性的原" +"因,不建议这样做。" msgid "[StyleBox] used when the [ColorPickerButton] is being hovered." msgstr "该 [ColorPickerButton] 处于悬停状态时使用的 [StyleBox]。" @@ -23784,40 +24503,40 @@ msgid "6-sided texture typically used in 3D rendering, optionally compressed." msgstr "6 面纹理,通常用于 3D 渲染,可选择压缩。" msgid "" -"A cubemap that is loaded from a [code].ccube[/code] file. This file format " -"is internal to Godot; it is created by importing other image formats with " -"the import system. [CompressedCubemap] can use one of 4 compresson methods:\n" +"A cubemap that is loaded from a [code].ccube[/code] file. This file format is " +"internal to Godot; it is created by importing other image formats with the " +"import system. [CompressedCubemap] can use one of 4 compresson methods:\n" "- Lossless (WebP or PNG, uncompressed on the GPU)\n" "- Lossy (WebP, uncompressed on the GPU)\n" "- VRAM Compressed (compressed on the GPU)\n" "- VRAM Uncompressed (uncompressed on the GPU)\n" "- Basis Universal (compressed on the GPU. Lower file sizes than VRAM " "Compressed, but slower to compress and lower quality than VRAM Compressed)\n" -"Only [b]VRAM Compressed[/b] actually reduces the memory usage on the GPU. " -"The [b]Lossless[/b] and [b]Lossy[/b] compression methods will reduce the " -"required storage on disk, but they will not reduce memory usage on the GPU " -"as the texture is sent to the GPU uncompressed.\n" +"Only [b]VRAM Compressed[/b] actually reduces the memory usage on the GPU. The " +"[b]Lossless[/b] and [b]Lossy[/b] compression methods will reduce the required " +"storage on disk, but they will not reduce memory usage on the GPU as the " +"texture is sent to the GPU uncompressed.\n" "Using [b]VRAM Compressed[/b] also improves loading times, as VRAM-compressed " "textures are faster to load compared to textures using lossless or lossy " "compression. VRAM compression can exhibit noticeable artifacts and is " "intended to be used for 3D rendering, not 2D.\n" "See [Cubemap] for a general description of cubemaps." msgstr "" -"一种从 [code].ccube[/code] 文件加载的立方体贴图。这种文件格式是 Godot 内部使" -"用的;它是通过导入系统导入其他图像格式创建的。[CompressedCubemap] 可以使用 4 " -"种压缩方法中的一种:\n" +"一种从 [code].ccube[/code] 文件加载的立方体贴图。这种文件格式是 Godot 内部使用" +"的;它是通过导入系统导入其他图像格式创建的。[CompressedCubemap] 可以使用 4 种" +"压缩方法中的一种:\n" "- 无损(WebP 或 PNG,在 GPU 上不压缩)\n" "- 有损(WebP,在 GPU 上不压缩)\n" "- VRAM 压缩(在 GPU 上压缩)\n" "- VRAM 未压缩(在 GPU 上不压缩)\n" -"- Basis Universal(在 GPU 上压缩。与 VRAM 压缩相比,文件更小,但压缩速度更" -"慢、质量更低)\n" -"只有 [b]VRAM 压缩[/b]实际上减少了 GPU 上的内存使用。[b]无损[/b]和[b]有损[/b]" -"压缩方法将减少磁盘上所需的存储空间,但它们不会减少 GPU 上的内存使用,因为纹理" -"未经压缩地被发送到 GPU。\n" +"- Basis Universal(在 GPU 上压缩。与 VRAM 压缩相比,文件更小,但压缩速度更慢、" +"质量更低)\n" +"只有 [b]VRAM 压缩[/b]实际上减少了 GPU 上的内存使用。[b]无损[/b]和[b]有损[/b]压" +"缩方法将减少磁盘上所需的存储空间,但它们不会减少 GPU 上的内存使用,因为纹理未" +"经压缩地被发送到 GPU。\n" "使用 [b]VRAM 压缩[/b]还可以缩短加载时间,因为与使用无损或有损压缩的纹理相比," -"VRAM 压缩的纹理加载速度更快。VRAM 压缩会表现出明显的伪影,并且它旨在用于 3D " -"渲染,而不是 2D。\n" +"VRAM 压缩的纹理加载速度更快。VRAM 压缩会表现出明显的伪影,并且它旨在用于 3D 渲" +"染,而不是 2D。\n" "有关立方体贴图的一般描述,请参阅 [Cubemap]。" msgid "" @@ -23836,10 +24555,10 @@ msgid "" "- VRAM Uncompressed (uncompressed on the GPU)\n" "- Basis Universal (compressed on the GPU. Lower file sizes than VRAM " "Compressed, but slower to compress and lower quality than VRAM Compressed)\n" -"Only [b]VRAM Compressed[/b] actually reduces the memory usage on the GPU. " -"The [b]Lossless[/b] and [b]Lossy[/b] compression methods will reduce the " -"required storage on disk, but they will not reduce memory usage on the GPU " -"as the texture is sent to the GPU uncompressed.\n" +"Only [b]VRAM Compressed[/b] actually reduces the memory usage on the GPU. The " +"[b]Lossless[/b] and [b]Lossy[/b] compression methods will reduce the required " +"storage on disk, but they will not reduce memory usage on the GPU as the " +"texture is sent to the GPU uncompressed.\n" "Using [b]VRAM Compressed[/b] also improves loading times, as VRAM-compressed " "textures are faster to load compared to textures using lossless or lossy " "compression. VRAM compression can exhibit noticeable artifacts and is " @@ -23853,14 +24572,14 @@ msgstr "" "- 有损(WebP,在 GPU 上不压缩)\n" "- VRAM 压缩(在 GPU 上压缩)\n" "- VRAM 未压缩(在 GPU 上不压缩)\n" -"- Basis Universal(在 GPU 上压缩。与 VRAM 压缩相比,文件更小,但压缩速度更" -"慢、质量更低)\n" -"只有 [b]VRAM 压缩[/b]实际上减少了 GPU 上的内存使用。[b]无损[/b]和[b]有损[/b]" -"压缩方法将减少磁盘上所需的存储空间,但它们不会减少 GPU 上的内存使用,因为纹理" -"未经压缩地被发送到 GPU。\n" +"- Basis Universal(在 GPU 上压缩。与 VRAM 压缩相比,文件更小,但压缩速度更慢、" +"质量更低)\n" +"只有 [b]VRAM 压缩[/b]实际上减少了 GPU 上的内存使用。[b]无损[/b]和[b]有损[/b]压" +"缩方法将减少磁盘上所需的存储空间,但它们不会减少 GPU 上的内存使用,因为纹理未" +"经压缩地被发送到 GPU。\n" "使用 [b]VRAM 压缩[/b]还可以缩短加载时间,因为与使用无损或有损压缩的纹理相比," -"VRAM 压缩的纹理加载速度更快。VRAM 压缩会表现出明显的伪影,并且它旨在用于 3D " -"渲染,而不是 2D。\n" +"VRAM 压缩的纹理加载速度更快。VRAM 压缩会表现出明显的伪影,并且它旨在用于 3D 渲" +"染,而不是 2D。\n" "有关立方体贴图数组的一般说明,请参阅 [CubemapArray]。" msgid "Texture with 2 dimensions, optionally compressed." @@ -23877,10 +24596,10 @@ msgid "" "- VRAM Uncompressed (uncompressed on the GPU)\n" "- Basis Universal (compressed on the GPU. Lower file sizes than VRAM " "Compressed, but slower to compress and lower quality than VRAM Compressed)\n" -"Only [b]VRAM Compressed[/b] actually reduces the memory usage on the GPU. " -"The [b]Lossless[/b] and [b]Lossy[/b] compression methods will reduce the " -"required storage on disk, but they will not reduce memory usage on the GPU " -"as the texture is sent to the GPU uncompressed.\n" +"Only [b]VRAM Compressed[/b] actually reduces the memory usage on the GPU. The " +"[b]Lossless[/b] and [b]Lossy[/b] compression methods will reduce the required " +"storage on disk, but they will not reduce memory usage on the GPU as the " +"texture is sent to the GPU uncompressed.\n" "Using [b]VRAM Compressed[/b] also improves loading times, as VRAM-compressed " "textures are faster to load compared to textures using lossless or lossy " "compression. VRAM compression can exhibit noticeable artifacts and is " @@ -23893,14 +24612,14 @@ msgstr "" "- 有损(WebP,在 GPU 上不压缩)\n" "- VRAM 压缩(在 GPU 上压缩)\n" "- VRAM 未压缩(在 GPU 上不压缩)\n" -"- Basis Universal(在 GPU 上压缩。与 VRAM 压缩相比,文件更小,但压缩速度更" -"慢、质量更低)\n" -"只有 [b]VRAM 压缩[/b]实际上减少了 GPU 上的内存使用。[b]无损[/b]和[b]有损[/b]" -"压缩方法将减少磁盘上所需的存储空间,但它们不会减少 GPU 上的内存使用,因为纹理" -"未经压缩地被发送到 GPU。\n" +"- Basis Universal(在 GPU 上压缩。与 VRAM 压缩相比,文件更小,但压缩速度更慢、" +"质量更低)\n" +"只有 [b]VRAM 压缩[/b]实际上减少了 GPU 上的内存使用。[b]无损[/b]和[b]有损[/b]压" +"缩方法将减少磁盘上所需的存储空间,但它们不会减少 GPU 上的内存使用,因为纹理未" +"经压缩地被发送到 GPU。\n" "使用 [b]VRAM 压缩[/b]还可以缩短加载时间,因为与使用无损或有损压缩的纹理相比," -"VRAM 压缩的纹理加载速度更快。VRAM 压缩会表现出明显的伪影,并且它旨在用于 3D " -"渲染,而不是 2D。" +"VRAM 压缩的纹理加载速度更快。VRAM 压缩会表现出明显的伪影,并且它旨在用于 3D 渲" +"染,而不是 2D。" msgid "Loads the texture from the specified [param path]." msgstr "从指定的路径 [param path] 加载纹理。" @@ -23912,9 +24631,9 @@ msgid "Array of 2-dimensional textures, optionally compressed." msgstr "二维纹理的数组,可选择压缩。" msgid "" -"A texture array that is loaded from a [code].ctexarray[/code] file. This " -"file format is internal to Godot; it is created by importing other image " -"formats with the import system. [CompressedTexture2DArray] can use one of 4 " +"A texture array that is loaded from a [code].ctexarray[/code] file. This file " +"format is internal to Godot; it is created by importing other image formats " +"with the import system. [CompressedTexture2DArray] can use one of 4 " "compresson methods:\n" "- Lossless (WebP or PNG, uncompressed on the GPU)\n" "- Lossy (WebP, uncompressed on the GPU)\n" @@ -23922,51 +24641,51 @@ msgid "" "- VRAM Uncompressed (uncompressed on the GPU)\n" "- Basis Universal (compressed on the GPU. Lower file sizes than VRAM " "Compressed, but slower to compress and lower quality than VRAM Compressed)\n" -"Only [b]VRAM Compressed[/b] actually reduces the memory usage on the GPU. " -"The [b]Lossless[/b] and [b]Lossy[/b] compression methods will reduce the " -"required storage on disk, but they will not reduce memory usage on the GPU " -"as the texture is sent to the GPU uncompressed.\n" +"Only [b]VRAM Compressed[/b] actually reduces the memory usage on the GPU. The " +"[b]Lossless[/b] and [b]Lossy[/b] compression methods will reduce the required " +"storage on disk, but they will not reduce memory usage on the GPU as the " +"texture is sent to the GPU uncompressed.\n" "Using [b]VRAM Compressed[/b] also improves loading times, as VRAM-compressed " "textures are faster to load compared to textures using lossless or lossy " "compression. VRAM compression can exhibit noticeable artifacts and is " "intended to be used for 3D rendering, not 2D.\n" "See [Texture2DArray] for a general description of texture arrays." msgstr "" -"一种从 [code].ctexarray[/code] 文件加载的纹理数组。这种文件格式是 Godot 内部" -"使用的;它是通过导入系统导入其他图像格式创建的。[CompressedTexture2DArray] 可" -"以使用 4 种压缩方法中的一种:\n" +"一种从 [code].ctexarray[/code] 文件加载的纹理数组。这种文件格式是 Godot 内部使" +"用的;它是通过导入系统导入其他图像格式创建的。[CompressedTexture2DArray] 可以" +"使用 4 种压缩方法中的一种:\n" "- 无损(WebP 或 PNG,在 GPU 上不压缩)\n" "- 有损(WebP,在 GPU 上不压缩)\n" "- VRAM 压缩(在 GPU 上压缩)\n" "- VRAM 未压缩(在 GPU 上不压缩)\n" -"- Basis Universal(在 GPU 上压缩。与 VRAM 压缩相比,文件更小,但压缩速度更" -"慢、质量更低)\n" -"只有 [b]VRAM 压缩[/b]实际上减少了 GPU 上的内存使用。[b]无损[/b]和[b]有损[/b]" -"压缩方法将减少磁盘上所需的存储空间,但它们不会减少 GPU 上的内存使用,因为纹理" -"未经压缩地被发送到 GPU。\n" +"- Basis Universal(在 GPU 上压缩。与 VRAM 压缩相比,文件更小,但压缩速度更慢、" +"质量更低)\n" +"只有 [b]VRAM 压缩[/b]实际上减少了 GPU 上的内存使用。[b]无损[/b]和[b]有损[/b]压" +"缩方法将减少磁盘上所需的存储空间,但它们不会减少 GPU 上的内存使用,因为纹理未" +"经压缩地被发送到 GPU。\n" "使用 [b]VRAM 压缩[/b]还可以缩短加载时间,因为与使用无损或有损压缩的纹理相比," -"VRAM 压缩的纹理加载速度更快。VRAM 压缩会表现出明显的伪影,并且它旨在用于 3D " -"渲染,而不是 2D。\n" +"VRAM 压缩的纹理加载速度更快。VRAM 压缩会表现出明显的伪影,并且它旨在用于 3D 渲" +"染,而不是 2D。\n" "有关纹理数组的一般描述,请参阅 [Texture2DArray]。" msgid "Texture with 3 dimensions, optionally compressed." msgstr "三维纹理,可选择压缩。" msgid "" -"[CompressedTexture3D] is the VRAM-compressed counterpart of " -"[ImageTexture3D]. The file extension for [CompressedTexture3D] files is " -"[code].ctex3d[/code]. This file format is internal to Godot; it is created " -"by importing other image formats with the import system.\n" +"[CompressedTexture3D] is the VRAM-compressed counterpart of [ImageTexture3D]. " +"The file extension for [CompressedTexture3D] files is [code].ctex3d[/code]. " +"This file format is internal to Godot; it is created by importing other image " +"formats with the import system.\n" "[CompressedTexture3D] uses VRAM compression, which allows to reduce memory " "usage on the GPU when rendering the texture. This also improves loading " "times, as VRAM-compressed textures are faster to load compared to textures " -"using lossless compression. VRAM compression can exhibit noticeable " -"artifacts and is intended to be used for 3D rendering, not 2D.\n" +"using lossless compression. VRAM compression can exhibit noticeable artifacts " +"and is intended to be used for 3D rendering, not 2D.\n" "See [Texture3D] for a general description of 3D textures." msgstr "" "[CompressedTexture3D] 是 [ImageTexture3D] 的 VRAM 压缩对应物。" -"[CompressedTexture3D] 文件的文件扩展名为 [code].ctex3d[/code]。这种文件格式" -"是 Godot 内部使用的;它是通过导入系统导入其他图像格式创建的。\n" +"[CompressedTexture3D] 文件的文件扩展名为 [code].ctex3d[/code]。这种文件格式是 " +"Godot 内部使用的;它是通过导入系统导入其他图像格式创建的。\n" "[CompressedTexture3D] 使用 VRAM 压缩,这可以在渲染纹理时减少 GPU 的内存使用" "量。这也缩短了加载时间,因为与使用无损压缩的纹理相比,VRAM 压缩的纹理加载速度" "更快。VRAM 压缩会表现出明显的伪影,并且它旨在用于 3D 渲染,而不是 2D。\n" @@ -23983,8 +24702,8 @@ msgid "" "be used directly, but contains all the functions necessary for accessing the " "derived resource types. See also [TextureLayered]." msgstr "" -"[CompressedTexture2DArray] 和 [CompressedTexture3D] 的基类。不能直接使用,但" -"包含了访问派生资源类型所需的所有函数。另见 [TextureLayered]。" +"[CompressedTexture2DArray] 和 [CompressedTexture3D] 的基类。不能直接使用,但包" +"含了访问派生资源类型所需的所有函数。另见 [TextureLayered]。" msgid "Loads the texture at [param path]." msgstr "加载位于 [param path] 的纹理。" @@ -23996,10 +24715,52 @@ msgid "A 2D polyline shape used for physics collision." msgstr "用于物理碰撞的 2D 多线段形状。" msgid "" -"The array of points that make up the [ConcavePolygonShape2D]'s line " -"segments. The array (of length divisible by two) is naturally divided into " -"pairs (one pair for each segment); each pair consists of the starting point " -"of a segment and the endpoint of a segment." +"A 2D polyline shape, intended for use in physics. Used internally in " +"[CollisionPolygon2D] when it's in [code]BUILD_SEGMENTS[/code] mode.\n" +"Being just a collection of interconnected line segments, " +"[ConcavePolygonShape2D] is the most freely configurable single 2D shape. It " +"can be used to form polygons of any nature, or even shapes that don't enclose " +"an area. However, [ConvexPolygonShape2D] is [i]hollow[/i] even if the " +"interconnected line segments do enclose an area, which often makes it " +"unsuitable for physics or detection.\n" +"[b]Note:[/b] When used for collision, [ConcavePolygonShape2D] is intended to " +"work with static [CollisionShape2D] nodes like [StaticBody2D] and will likely " +"not behave well for [CharacterBody2D]s or [RigidBody2D]s in a mode other than " +"Static.\n" +"[b]Warning:[/b] Physics bodies that are small have a chance to clip through " +"this shape when moving fast. This happens because on one frame, the physics " +"body may be on the \"outside\" of the shape, and on the next frame it may be " +"\"inside\" it. [ConcavePolygonShape2D] is hollow, so it won't detect a " +"collision.\n" +"[b]Performance:[/b] Due to its complexity, [ConcavePolygonShape2D] is the " +"slowest 2D collision shape to check collisions against. Its use should " +"generally be limited to level geometry. If the polyline is closed, " +"[CollisionPolygon2D]'s [code]BUILD_SOLIDS[/code] mode can be used, which " +"decomposes the polygon into convex ones; see [ConvexPolygonShape2D]'s " +"documentation for instructions." +msgstr "" +"一个2D折线形状,用于物理运算。当处于 [code]BUILD_SEGMENTS[/code] 模式下时在" +"[CollisionPolygon2D]内部使用。\n" +"相互连接线段的集合,[ConcavePolygonShape2D]是最自由的可配置的单个2D形状。它能" +"用于形成任何性质的多边形,甚至是不包围区域的形状。然而,[ConvexPolygonShape2D]" +"是 [i]空心的(hollow)[/i]即使相互连接的线段确实形成了一个区域,这往往使得不适合" +"物理运算或检测。\n" +"[b]注意:[/b] 当用于碰撞时,[ConcavePolygonShape2D]预期是与静态(static)的 " +"[CollisionShape2D]节点一起工作(例如 [StaticBody2D])。对于[CharacterBody2D]或" +"[RigidBody2D],在静态模式以外的模式下可能表现不符预期。\n" +"[b]警告:[/b] 物理物体快速移动时,体积小的物体将有机会穿过这个形状。发生的原因" +"为在某一帧物理物体可能在形状的“外部”,而下一帧它有可能直接在形状的“内部”。" +"[ConcavePolygonShape2D]是空心的,因此它不会检测到碰撞。\n" +"[b]性能:[/b]由于它的复杂性, [ConcavePolygonShape2D]是检测碰撞最慢的2D碰撞形" +"状。它的使用一般仅限于关卡几何体(level geometry)。如果折线是闭合的," +"[CollisionPolygon2D]的 [code]BUILD_SOLIDS[/code]模式可以被使用,它会将多边形分" +"解成凸多边形;相关说明请参阅 [ConvexPolygonShape2D] 文档。" + +msgid "" +"The array of points that make up the [ConcavePolygonShape2D]'s line segments. " +"The array (of length divisible by two) is naturally divided into pairs (one " +"pair for each segment); each pair consists of the starting point of a segment " +"and the endpoint of a segment." msgstr "" "顶点数组,构成 [ConcavePolygonShape2D] 的线段。该(长度能被二整除的)数组自然" "两两分组(每组代表一条线段);每组都由一条线段的起点和终点构成。" @@ -24008,9 +24769,9 @@ msgid "A 3D trimesh shape used for physics collision." msgstr "用于物理碰撞的 3D 三角网格形状。" msgid "" -"Returns the faces of the trimesh shape as an array of vertices. The array " -"(of length divisible by three) is naturally divided into triples; each " -"triple of vertices defines a triangle." +"Returns the faces of the trimesh shape as an array of vertices. The array (of " +"length divisible by three) is naturally divided into triples; each triple of " +"vertices defines a triangle." msgstr "" "以顶点数组的形式返回三角网格形状中的面。该(长度能被三整除的)数组自然三三分" "组;每组中的三个顶点定义一个三角形。" @@ -24020,19 +24781,19 @@ msgid "" "faces] array should be composed of triples such that each triple of vertices " "defines a triangle." msgstr "" -"根据顶点数组设置三角网格形状的面。[param faces] 数组应更多由若干三元组构成," -"每三个顶点定义一个三角形。" +"根据顶点数组设置三角网格形状的面。[param faces] 数组应更多由若干三元组构成,每" +"三个顶点定义一个三角形。" msgid "" "If set to [code]true[/code], collisions occur on both sides of the concave " "shape faces. Otherwise they occur only along the face normals." msgstr "" -"如果设置为 [code]true[/code],则碰撞会发生在凹形面的两侧。否则,它们只会沿着" -"面法线发生。" +"如果设置为 [code]true[/code],则碰撞会发生在凹形面的两侧。否则,它们只会沿着面" +"法线发生。" msgid "" -"A physics joint that connects two 3D physics bodies in a way that simulates " -"a ball-and-socket joint." +"A physics joint that connects two 3D physics bodies in a way that simulates a " +"ball-and-socket joint." msgstr "以模拟球窝关节的方式连接两个 3D 物理物体的物理关节。" msgid "Returns the value of the specified parameter." @@ -24054,8 +24815,8 @@ msgid "" msgstr "定义两侧的摆动速度和扭转速度差异同步的速度。" msgid "" -"The ease with which the joint starts to twist. If it's too low, it takes " -"more force to start twisting the joint." +"The ease with which the joint starts to twist. If it's too low, it takes more " +"force to start twisting the joint." msgstr "关节开始扭转的难易程度。如果太低,则需要更多的力才能开始扭转关节。" msgid "" @@ -24087,8 +24848,8 @@ msgstr "用于处理 INI 样式文件的辅助类。" msgid "" "This helper class can be used to store [Variant] values on the filesystem " -"using INI-style formatting. The stored values are identified by a section " -"and a key:\n" +"using INI-style formatting. The stored values are identified by a section and " +"a key:\n" "[codeblock]\n" "[section]\n" "some_key=42\n" @@ -24170,18 +24931,17 @@ msgid "" "}\n" "[/csharp]\n" "[/codeblocks]\n" -"Any operation that mutates the ConfigFile such as [method set_value], " -"[method clear], or [method erase_section], only changes what is loaded in " -"memory. If you want to write the change to a file, you have to save the " -"changes with [method save], [method save_encrypted], or [method " -"save_encrypted_pass].\n" +"Any operation that mutates the ConfigFile such as [method set_value], [method " +"clear], or [method erase_section], only changes what is loaded in memory. If " +"you want to write the change to a file, you have to save the changes with " +"[method save], [method save_encrypted], or [method save_encrypted_pass].\n" "Keep in mind that section and property names can't contain spaces. Anything " "after a space will be ignored on save and on load.\n" "ConfigFiles can also contain manually written comment lines starting with a " "semicolon ([code];[/code]). Those lines will be ignored when parsing the " "file. Note that comments will be lost when saving the ConfigFile. This can " -"still be useful for dedicated server configuration files, which are " -"typically never overwritten without explicit user action.\n" +"still be useful for dedicated server configuration files, which are typically " +"never overwritten without explicit user action.\n" "[b]Note:[/b] The file extension given to a ConfigFile does not have any " "impact on its formatting or behavior. By convention, the [code].cfg[/code] " "extension is used here, but any other extension such as [code].ini[/code] is " @@ -24189,16 +24949,16 @@ msgid "" "standardized, Godot's ConfigFile formatting may differ from files written by " "other programs." msgstr "" -"该辅助类可用于使用 INI 样式格式在文件系统上存储 [Variant] 值。存储的值由一个" -"小节和一个键标识:\n" +"该辅助类可用于使用 INI 样式格式在文件系统上存储 [Variant] 值。存储的值由一个小" +"节和一个键标识:\n" "[codeblock]\n" "[section]\n" "some_key=42\n" "string_example=\"Hello World3D!\"\n" "a_vector=Vector3(1, 0, 2)\n" "[/codeblock]\n" -"存储的数据可以被保存到文件中或从文件中解析出来,尽管 ConfigFile 对象也可以直" -"接使用而无需访问文件系统。\n" +"存储的数据可以被保存到文件中或从文件中解析出来,尽管 ConfigFile 对象也可以直接" +"使用而无需访问文件系统。\n" "以下示例显示了如何创建一个简单的 [ConfigFile] 并将其保存在磁盘上:\n" "[codeblocks]\n" "[gdscript]\n" @@ -24272,17 +25032,17 @@ msgstr "" "[/csharp]\n" "[/codeblocks]\n" "任何改变 ConfigFile 的操作,例如 [method set_value]、[method clear]、或 " -"[method erase_section],只会改变加载到内存中的内容。如果要将更改写入文件,则" -"必须使用 [method save]、[method save_encrypted]、或 [method " +"[method erase_section],只会改变加载到内存中的内容。如果要将更改写入文件,则必" +"须使用 [method save]、[method save_encrypted]、或 [method " "save_encrypted_pass] 保存更改。\n" "请记住,小节和属性名称不能包含空格。保存和加载时将忽略空格后的任何内容。\n" -"ConfigFiles 还可以包含以分号([code];[/code])开头的手动编写的注释行。解析文" -"件时将忽略这些行。请注意,保存 ConfigFile 时注释将丢失。注释对于专用服务器配" -"置文件仍然很有用,如果没有明确的用户操作,这些文件通常永远不会被覆盖。\n" +"ConfigFiles 还可以包含以分号([code];[/code])开头的手动编写的注释行。解析文件" +"时将忽略这些行。请注意,保存 ConfigFile 时注释将丢失。注释对于专用服务器配置文" +"件仍然很有用,如果没有明确的用户操作,这些文件通常永远不会被覆盖。\n" "[b]注意:[/b]为 ConfigFile 指定的文件扩展名对其格式或行为没有任何影响。按照惯" -"例,此处使用 [code].cfg[/code] 扩展名,但 [code].ini[/code] 等任何其他扩展名" -"也有效。由于 [code].cfg[/code] 和 [code].ini[/code] 都不是标准化的格式," -"Godot 的 ConfigFile 格式可能与其他程序编写的文件不同。" +"例,此处使用 [code].cfg[/code] 扩展名,但 [code].ini[/code] 等任何其他扩展名也" +"有效。由于 [code].cfg[/code] 和 [code].ini[/code] 都不是标准化的格式,Godot " +"的 ConfigFile 格式可能与其他程序编写的文件不同。" msgid "Removes the entire contents of the config." msgstr "移除配置的全部内容。" @@ -24298,16 +25058,16 @@ msgid "" msgstr "删除指定小节以及其中的所有键值对。如果该小节不存在,则会引发错误。" msgid "" -"Deletes the specified key in a section. Raises an error if either the " -"section or the key do not exist." +"Deletes the specified key in a section. Raises an error if either the section " +"or the key do not exist." msgstr "删除小节中的指定键。如果该小节或键不存在,则会引发错误。" msgid "" "Returns an array of all defined key identifiers in the specified section. " "Raises an error and returns an empty array if the section does not exist." msgstr "" -"返回指定小节中所有已定义键标识符的数组。如果该小节不存在,则会引发错误并返回" -"一个空数组。" +"返回指定小节中所有已定义键标识符的数组。如果该小节不存在,则会引发错误并返回一" +"个空数组。" msgid "Returns an array of all defined section identifiers." msgstr "返回所有已定义小节的标识符的数组。" @@ -24330,12 +25090,11 @@ msgstr "如果指定的小节-键对存在,则返回 [code]true[/code]。" msgid "" "Loads the config file specified as a parameter. The file's contents are " -"parsed and loaded in the [ConfigFile] object which the method was called " -"on.\n" +"parsed and loaded in the [ConfigFile] object which the method was called on.\n" "Returns one of the [enum Error] code constants ([constant OK] on success)." msgstr "" -"加载指定为参数的配置文件。解析文件的内容并将其加载到调用该方法的 " -"[ConfigFile] 对象中。\n" +"加载指定为参数的配置文件。解析文件的内容并将其加载到调用该方法的 [ConfigFile] " +"对象中。\n" "返回 [enum Error] 错误码常量(成功时为 [constant OK])。" msgid "" @@ -24354,8 +25113,8 @@ msgid "" "the [ConfigFile] object which the method was called on.\n" "Returns one of the [enum Error] code constants ([constant OK] on success)." msgstr "" -"加载作为参数的加密配置文件,使用提供的 [param password] 解密。该文件的内容被" -"解析并加载到调用该方法的 [ConfigFile] 对象中。\n" +"加载作为参数的加密配置文件,使用提供的 [param password] 解密。该文件的内容被解" +"析并加载到调用该方法的 [ConfigFile] 对象中。\n" "返回 [enum Error] 错误码常量(成功时为 [constant OK])。" msgid "" @@ -24382,8 +25141,8 @@ msgid "" "output file uses an INI-style structure.\n" "Returns one of the [enum Error] code constants ([constant OK] on success)." msgstr "" -"使用提供的 [param key] 将 [ConfigFile] 对象的内容保存到作为参数指定的 " -"AES-256 加密文件中。输出文件使用 INI 样式的结构。\n" +"使用提供的 [param key] 将 [ConfigFile] 对象的内容保存到作为参数指定的 AES-256 " +"加密文件中。输出文件使用 INI 样式的结构。\n" "返回 [enum Error] 错误码常量(成功时为 [constant OK])。" msgid "" @@ -24392,8 +25151,8 @@ msgid "" "The output file uses an INI-style structure.\n" "Returns one of the [enum Error] code constants ([constant OK] on success)." msgstr "" -"将 [ConfigFile] 对象的内容保存到作为参数指定的 AES-256 加密文件中,使用提供" -"的 [param password] 进行加密。输出文件使用 INI 风格的结构。\n" +"将 [ConfigFile] 对象的内容保存到作为参数指定的 AES-256 加密文件中,使用提供的 " +"[param password] 进行加密。输出文件使用 INI 风格的结构。\n" "返回 [enum Error] 错误码常量(成功时为 [constant OK])。" msgid "" @@ -24408,8 +25167,8 @@ msgstr "" msgid "" "Returns the cancel button.\n" -"[b]Warning:[/b] This is a required internal node, removing and freeing it " -"may cause a crash. If you wish to hide it or any of its children, use their " +"[b]Warning:[/b] This is a required internal node, removing and freeing it may " +"cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." msgstr "" "返回取消按钮。\n" @@ -24420,6 +25179,9 @@ msgid "" "The text displayed by the cancel button (see [method get_cancel_button])." msgstr "取消按钮显示的文本(见 [method get_cancel_button])。" +msgid "Base class for all GUI containers." +msgstr "所有 GUI 容器的基类。" + msgid "" "Base class for all GUI containers. A [Container] automatically arranges its " "child controls in a certain way. This class can be inherited to make custom " @@ -24429,18 +25191,18 @@ msgstr "" "可以继承此类来生成自定义的容器类。" msgid "" -"Implement to return a list of allowed horizontal [enum Control.SizeFlags] " -"for child nodes. This doesn't technically prevent the usages of any other " -"size flags, if your implementation requires that. This only limits the " -"options available to the user in the Inspector dock.\n" +"Implement to return a list of allowed horizontal [enum Control.SizeFlags] for " +"child nodes. This doesn't technically prevent the usages of any other size " +"flags, if your implementation requires that. This only limits the options " +"available to the user in the Inspector dock.\n" "[b]Note:[/b] Having no size flags is equal to having [constant Control." "SIZE_SHRINK_BEGIN]. As such, this value is always implicitly allowed." msgstr "" -"实现以返回子节点允许的水平 [enum Control.SizeFlags] 列表。这在技术上并不妨碍" -"任何其他大小标志的使用,如果你的实现需要这样做。这只会限制检查器停靠面板中用" -"户可用的选项。\n" -"[b]注意:[/b]没有大小标志等同于有 [constant Control.SIZE_SHRINK_BEGIN]。因" -"此,该值始终是隐式允许的。" +"实现以返回子节点允许的水平 [enum Control.SizeFlags] 列表。这在技术上并不妨碍任" +"何其他大小标志的使用,如果你的实现需要这样做。这只会限制检查器停靠面板中用户可" +"用的选项。\n" +"[b]注意:[/b]没有大小标志等同于有 [constant Control.SIZE_SHRINK_BEGIN]。因此," +"该值始终是隐式允许的。" msgid "" "Implement to return a list of allowed vertical [enum Control.SizeFlags] for " @@ -24450,11 +25212,11 @@ msgid "" "[b]Note:[/b] Having no size flags is equal to having [constant Control." "SIZE_SHRINK_BEGIN]. As such, this value is always implicitly allowed." msgstr "" -"实现以返回子节点允许的垂直 [enum Control.SizeFlags] 列表。这在技术上并不妨碍" -"任何其他大小标志的使用,如果你的实现需要这样做。这只会限制检查器停靠面板中用" -"户可用的选项。\n" -"[b]注意:[/b]没有大小标志等同于有 [constant Control.SIZE_SHRINK_BEGIN]。因" -"此,该值始终是隐式允许的。" +"实现以返回子节点允许的垂直 [enum Control.SizeFlags] 列表。这在技术上并不妨碍任" +"何其他大小标志的使用,如果你的实现需要这样做。这只会限制检查器停靠面板中用户可" +"用的选项。\n" +"[b]注意:[/b]没有大小标志等同于有 [constant Control.SIZE_SHRINK_BEGIN]。因此," +"该值始终是隐式允许的。" msgid "" "Fit a child control in a given rect. This is mainly a helper for creating " @@ -24493,19 +25255,19 @@ msgid "" "update automatically when the node, any of its parents, or the screen size " "change.\n" "For more information on Godot's UI system, anchors, offsets, and containers, " -"see the related tutorials in the manual. To build flexible UIs, you'll need " -"a mix of UI elements that inherit from [Control] and [Container] nodes.\n" +"see the related tutorials in the manual. To build flexible UIs, you'll need a " +"mix of UI elements that inherit from [Control] and [Container] nodes.\n" "[b]User Interface nodes and input[/b]\n" "Godot propagates input events via viewports. Each [Viewport] is responsible " "for propagating [InputEvent]s to their child nodes. As the [member SceneTree." "root] is a [Window], this already happens automatically for all UI elements " "in your game.\n" -"Input events are propagated through the [SceneTree] from the root node to " -"all child nodes by calling [method Node._input]. For UI elements " -"specifically, it makes more sense to override the virtual method [method " -"_gui_input], which filters out unrelated input events, such as by checking z-" -"order, [member mouse_filter], focus, or if the event was inside of the " -"control's bounding box.\n" +"Input events are propagated through the [SceneTree] from the root node to all " +"child nodes by calling [method Node._input]. For UI elements specifically, it " +"makes more sense to override the virtual method [method _gui_input], which " +"filters out unrelated input events, such as by checking z-order, [member " +"mouse_filter], focus, or if the event was inside of the control's bounding " +"box.\n" "Call [method accept_event] so no other node receives the event. Once you " "accept an input, it becomes handled so [method Node._unhandled_input] will " "not process it.\n" @@ -24525,9 +25287,9 @@ msgid "" "Instead, use the [code]get_theme_*[/code] and [code]add_theme_*_override[/" "code] methods provided by this class." msgstr "" -"所有 UI 相关节点的基类。[Control] 具有定义其范围的边界矩形,相对于父控件或当" -"前视口的锚点位置,以及相对于锚点的偏移。当节点、任何父节点或屏幕尺寸发生变化" -"时,偏移就会自动更新。\n" +"所有 UI 相关节点的基类。[Control] 具有定义其范围的边界矩形,相对于父控件或当前" +"视口的锚点位置,以及相对于锚点的偏移。当节点、任何父节点或屏幕尺寸发生变化时," +"偏移就会自动更新。\n" "更多关于 Godot 的 UI 系统、锚点、偏移和容器的信息,请参阅手册中的相关教程。要" "构建灵活的 UI,你需要混合使用从 [Control] 和 [Container] 节点继承的 UI 元" "素。\n" @@ -24536,17 +25298,16 @@ msgstr "" "[member SceneTree.root] 是 [Window],所以游戏中的所有 UI 元素都会自动进行传" "播。\n" "输入事件通过调用 [method Node._input] 在 [SceneTree] 中传播,从根节点传播到所" -"有子节点。对 UI 元素而言,覆盖的最好是 [method _gui_input],可以过滤掉无关的" -"输入事件,例如它会对 Z 顺序、[member mouse_filter]、焦点、事件是否在该控件的" -"边界框内等条件进行检查。\n" -"请调用 [method accept_event],这样其他节点就不会收到该事件。输入被接受后,就" -"会被标记为已处理,[method Node._unhandled_input] 不会对它进行处理。\n" +"有子节点。对 UI 元素而言,覆盖的最好是 [method _gui_input],可以过滤掉无关的输" +"入事件,例如它会对 Z 顺序、[member mouse_filter]、焦点、事件是否在该控件的边界" +"框内等条件进行检查。\n" +"请调用 [method accept_event],这样其他节点就不会收到该事件。输入被接受后,就会" +"被标记为已处理,[method Node._unhandled_input] 不会对它进行处理。\n" "只能有一个 [Control] 节点处于焦点。只有处于焦点的节点才会接收到事件。要获得焦" "点,请调用 [method grab_focus]。导致 [Control] 节点失去焦点的情况有:其他节点" "获得了焦点、隐藏了聚焦节点。\n" "将 [member mouse_filter] 设置为 [constant MOUSE_FILTER_IGNORE] 可以让 " -"[Control] 节点忽略鼠标或触摸事件。如果你在按钮上放了一个图标,就会需要用" -"到。\n" +"[Control] 节点忽略鼠标或触摸事件。如果你在按钮上放了一个图标,就会需要用到。\n" "[Theme] 资源会更改控件的外观。如果你更改了 [Control] 节点上的 [Theme],则会影" "响其所有子节点。要覆盖某些主题的参数,请调用 [code]add_theme_*_override[/" "code] 方法,例如 [method add_theme_font_override]。你可以使用检查器覆盖主" @@ -24564,20 +25325,119 @@ msgstr "控件节点一览" msgid "All GUI Demos" msgstr "所有 GUI 演示" +msgid "" +"Godot calls this method to test if [param data] from a control's [method " +"_get_drag_data] can be dropped at [param at_position]. [param at_position] is " +"local to this control.\n" +"This method should only be used to test the data. Process the data in [method " +"_drop_data].\n" +"[codeblocks]\n" +"[gdscript]\n" +"func _can_drop_data(position, data):\n" +" # Check position if it is relevant to you\n" +" # Otherwise, just check data\n" +" return typeof(data) == TYPE_DICTIONARY and data.has(\"expected\")\n" +"[/gdscript]\n" +"[csharp]\n" +"public override bool _CanDropData(Vector2 atPosition, Variant data)\n" +"{\n" +" // Check position if it is relevant to you\n" +" // Otherwise, just check data\n" +" return data.VariantType == Variant.Type.Dictionary && data." +"AsGodotDictionary().ContainsKey(\"expected\");\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]" +msgstr "" +"Godot 调用这个方法来检查是否能够将来自某个控件 [method _get_drag_data] 方法的 " +"[param data] 拖放到 [param at_position]。[param at_position] 使用的是这个控件" +"的局部坐标系。\n" +"这个方法应该只用于检查数据。请在 [method _drop_data] 中处理数据。\n" +"[codeblocks]\n" +"[gdscript]\n" +"func _can_drop_data(position, data):\n" +" # 如果和位置相关就检查 position\n" +" # 否则只检查 data 即可\n" +" return typeof(data) == TYPE_DICTIONARY and data.has(\"expected\")\n" +"[/gdscript]\n" +"[csharp]\n" +"public override bool _CanDropData(Vector2 atPosition, Variant data)\n" +"{\n" +" // 如果和位置相关就检查 position\n" +" // 否则只检查 data 即可\n" +" return data.VariantType == Variant.Type.Dictionary && data." +"AsGodotDictionary().ContainsKey(\"expected\");\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]" + +msgid "" +"Godot calls this method to pass you the [param data] from a control's [method " +"_get_drag_data] result. Godot first calls [method _can_drop_data] to test if " +"[param data] is allowed to drop at [param at_position] where [param " +"at_position] is local to this control.\n" +"[codeblocks]\n" +"[gdscript]\n" +"func _can_drop_data(position, data):\n" +" return typeof(data) == TYPE_DICTIONARY and data.has(\"color\")\n" +"\n" +"func _drop_data(position, data):\n" +" var color = data[\"color\"]\n" +"[/gdscript]\n" +"[csharp]\n" +"public override bool _CanDropData(Vector2 atPosition, Variant data)\n" +"{\n" +" return data.VariantType == Variant.Type.Dictionary && dict." +"AsGodotDictionary().ContainsKey(\"color\");\n" +"}\n" +"\n" +"public override void _DropData(Vector2 atPosition, Variant data)\n" +"{\n" +" Color color = data.AsGodotDictionary()[\"color\"].AsColor();\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]" +msgstr "" +"Godot 调用这个方法把 [param data] 传给你,这是从某个控件的 [method " +"_get_drag_data] 获得的结果。Godot 首先会调用 [method _can_drop_data] 来检查是" +"否允许把 [param data] 拖放到 [param at_position],这里的 [param at_position] " +"使用的是这个控件的局部坐标系。\n" +"[codeblocks]\n" +"[gdscript]\n" +"func _can_drop_data(position, data):\n" +" return typeof(data) == TYPE_DICTIONARY and data.has(\"color\")\n" +"\n" +"func _drop_data(position, data):\n" +" var color = data[\"color\"]\n" +"[/gdscript]\n" +"[csharp]\n" +"public override bool _CanDropData(Vector2 atPosition, Variant data)\n" +"{\n" +" return data.VariantType == Variant.Type.Dictionary && dict." +"AsGodotDictionary().ContainsKey(\"color\");\n" +"}\n" +"\n" +"public override void _DropData(Vector2 atPosition, Variant data)\n" +"{\n" +" Color color = data.AsGodotDictionary()[\"color\"].AsColor();\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]" + msgid "" "Godot calls this method to get data that can be dragged and dropped onto " -"controls that expect drop data. Returns [code]null[/code] if there is no " -"data to drag. Controls that want to receive drop data should implement " -"[method _can_drop_data] and [method _drop_data]. [param at_position] is " -"local to this control. Drag may be forced with [method force_drag].\n" +"controls that expect drop data. Returns [code]null[/code] if there is no data " +"to drag. Controls that want to receive drop data should implement [method " +"_can_drop_data] and [method _drop_data]. [param at_position] is local to this " +"control. Drag may be forced with [method force_drag].\n" "A preview that will follow the mouse that should represent the data can be " -"set with [method set_drag_preview]. A good time to set the preview is in " -"this method.\n" +"set with [method set_drag_preview]. A good time to set the preview is in this " +"method.\n" "[codeblocks]\n" "[gdscript]\n" "func _get_drag_data(position):\n" -" var mydata = make_data() # This is your custom method generating the " -"drag data.\n" +" var mydata = make_data() # This is your custom method generating the drag " +"data.\n" " set_drag_preview(make_preview(mydata)) # This is your custom method " "generating the preview of the drag data.\n" " return mydata\n" @@ -24594,8 +25454,8 @@ msgid "" "[/csharp]\n" "[/codeblocks]" msgstr "" -"Godot 调用该方法来获取可以拖放到期望放置数据的控件上的数据。如果没有要拖动的" -"数据,则返回 [code]null[/code]。想要接收拖放数据的控件应该实现 [method " +"Godot 调用该方法来获取可以拖放到期望放置数据的控件上的数据。如果没有要拖动的数" +"据,则返回 [code]null[/code]。想要接收拖放数据的控件应该实现 [method " "_can_drop_data] 和 [method _drop_data]。[param at_position] 是该控件的局部位" "置。可以使用 [method force_drag] 强制拖动。\n" "可以使用 [method set_drag_preview] 设置跟随鼠标显示数据的预览。设置预览的好时" @@ -24603,8 +25463,8 @@ msgstr "" "[codeblocks]\n" "[gdscript]\n" "func _get_drag_data(position):\n" -" var mydata = make_data() # This is your custom method generating the " -"drag data.\n" +" var mydata = make_data() # This is your custom method generating the drag " +"data.\n" " set_drag_preview(make_preview(mydata)) # 这是您生成拖动数据预览的自定义方" "法。\n" " return mydata\n" @@ -24624,8 +25484,8 @@ msgstr "" msgid "" "Virtual method to be implemented by the user. Returns the minimum size for " "this control. Alternative to [member custom_minimum_size] for controlling " -"minimum size via code. The actual minimum size will be the max value of " -"these two (in each axis separately).\n" +"minimum size via code. The actual minimum size will be the max value of these " +"two (in each axis separately).\n" "If not overridden, defaults to [constant Vector2.ZERO].\n" "[b]Note:[/b] This method will not be called when the script is attached to a " "[Control] node that already overrides its minimum size (e.g. [Label], " @@ -24636,9 +25496,9 @@ msgstr "" "以用于通过代码控制最小尺寸。实际的最小尺寸将是这两者的最大值(分别在每个轴" "上)。\n" "如果未重写,则默认为 [constant Vector2.ZERO]。\n" -"[b]注意:[/b]当脚本被附加到已经覆盖其最小大小的 [Control] 节点(例如 " -"[Label]、[Button]、[PanelContainer] 等)时,该方法将不会被调用。它只能用于最" -"基本的 GUI 节点,如 [Control]、[Container]、[Panel] 等。" +"[b]注意:[/b]当脚本被附加到已经覆盖其最小大小的 [Control] 节点(例如 [Label]、" +"[Button]、[PanelContainer] 等)时,该方法将不会被调用。它只能用于最基本的 GUI " +"节点,如 [Control]、[Container]、[Panel] 等。" msgid "" "Virtual method to be implemented by the user. Use this method to process and " @@ -24667,12 +25527,12 @@ msgid "" "The event won't trigger if:\n" "* clicking outside the control (see [method _has_point]);\n" "* control has [member mouse_filter] set to [constant MOUSE_FILTER_IGNORE];\n" -"* control is obstructed by another [Control] on top of it, which doesn't " -"have [member mouse_filter] set to [constant MOUSE_FILTER_IGNORE];\n" +"* control is obstructed by another [Control] on top of it, which doesn't have " +"[member mouse_filter] set to [constant MOUSE_FILTER_IGNORE];\n" "* control's parent has [member mouse_filter] set to [constant " "MOUSE_FILTER_STOP] or has accepted the event;\n" -"* it happens outside the parent's rectangle and the parent has either " -"[member clip_contents] enabled.\n" +"* it happens outside the parent's rectangle and the parent has either [member " +"clip_contents] enabled.\n" "[b]Note:[/b] Event position is relative to the control origin." msgstr "" "由用户实现的虚方法。使用此方法处理和接受 UI 元素上的输入。请参阅 [method " @@ -24736,8 +25596,8 @@ msgid "" "using [method Theme.set_stylebox] for the type [code]\"TooltipPanel\"[/code] " "(see [member tooltip_text] for an example).\n" "[b]Note:[/b] The tooltip is shrunk to minimal size. If you want to ensure " -"it's fully visible, you might want to set its [member custom_minimum_size] " -"to some non-zero value.\n" +"it's fully visible, you might want to set its [member custom_minimum_size] to " +"some non-zero value.\n" "[b]Note:[/b] The node (and any relevant children) should be [member " "CanvasItem.visible] when returned, otherwise, the viewport that instantiates " "it will not be able to calculate its minimum size reliably.\n" @@ -24779,10 +25639,10 @@ msgid "" msgstr "" "由用户实现的虚方法。返回一个 [Control] 节点,该节点取代默认节点以用作工具提" "示。[param for_text] 包含 [member tooltip_text] 属性的内容。\n" -"返回的节点必须是 [Control] 类型或 Control 派生类型。它可以有任何类型的子节" -"点。当工具提示消失时它会被释放,因此请确保您始终提供一个新实例(如果您想使用" -"场景树中预先存在的节点,您可以复制它并传递复制的实例)。当返回 [code]null[/" -"code] 或非控制节点时,将使用默认的工具提示。\n" +"返回的节点必须是 [Control] 类型或 Control 派生类型。它可以有任何类型的子节点。" +"当工具提示消失时它会被释放,因此请确保您始终提供一个新实例(如果您想使用场景树" +"中预先存在的节点,您可以复制它并传递复制的实例)。当返回 [code]null[/code] 或" +"非控制节点时,将使用默认的工具提示。\n" "返回的节点将作为子节点添加到 [PopupPanel],因此您应该只提供该面板的内容。该 " "[PopupPanel] 可以使用 [method Theme.set_stylebox] 为类型 " "[code]\"TooltipPanel\"[/code] 设置主题(参见 [member tooltip_text] 示例)。\n" @@ -24828,21 +25688,21 @@ msgstr "" msgid "" "User defined BiDi algorithm override function.\n" -"Returns an [Array] of [Vector3i] text ranges and text base directions, in " -"the left-to-right order. Ranges should cover full source [param text] " -"without overlaps. BiDi algorithm will be used on each range separately." +"Returns an [Array] of [Vector3i] text ranges and text base directions, in the " +"left-to-right order. Ranges should cover full source [param text] without " +"overlaps. BiDi algorithm will be used on each range separately." msgstr "" "用户定义的 BiDi 算法覆盖函数。\n" -"返回 [Vector3i] 文本范围和文本基础方向的 [Array],顺序为从左至右。这些范围应" -"该覆盖完整的来源文本 [param text],不应该存在重叠。BiDi 算法会对每个范围单独" -"应用。" +"返回 [Vector3i] 文本范围和文本基础方向的 [Array],顺序为从左至右。这些范围应该" +"覆盖完整的来源文本 [param text],不应该存在重叠。BiDi 算法会对每个范围单独应" +"用。" msgid "" "Marks an input event as handled. Once you accept an input event, it stops " "propagating, even to nodes listening to [method Node._unhandled_input] or " "[method Node._unhandled_key_input].\n" -"[b]Note:[/b] This does not affect the methods in [Input], only the way " -"events are propagated." +"[b]Note:[/b] This does not affect the methods in [Input], only the way events " +"are propagated." msgstr "" "将输入事件标记为已处理。一旦接受输入事件,传播就会停止,不会再传播到正在侦听 " "[method Node._unhandled_input] 和 [method Node._unhandled_key_input] 的节" @@ -24850,9 +25710,9 @@ msgstr "" "[b]注意:[/b]不会影响 [Input] 中的方法,只会影响事件的传播。" msgid "" -"Creates a local override for a theme [Color] with the specified [param " -"name]. Local overrides always take precedence when fetching theme items for " -"the control. An override can be removed with [method " +"Creates a local override for a theme [Color] with the specified [param name]. " +"Local overrides always take precedence when fetching theme items for the " +"control. An override can be removed with [method " "remove_theme_color_override].\n" "See also [method get_theme_color].\n" "[b]Example of overriding a label's color and resetting it later:[/b]\n" @@ -24883,8 +25743,7 @@ msgid "" "[/codeblocks]" msgstr "" "为名称为 [param name] 的主题 [Color] 创建本地覆盖项。为控件获取主题项目时,本" -"地覆盖项始终优先。覆盖项可以使用 [method remove_theme_color_override] 移" -"除。\n" +"地覆盖项始终优先。覆盖项可以使用 [method remove_theme_color_override] 移除。\n" "另见 [method get_theme_color]。\n" "[b]覆盖标签颜色并在之后重置的示例:[/b]\n" "[codeblocks]\n" @@ -24916,8 +25775,8 @@ msgid "" "remove_theme_constant_override].\n" "See also [method get_theme_constant]." msgstr "" -"为名称为 [param name] 的主题常量创建本地覆盖项。为控件获取主题项目时,本地覆" -"盖项始终优先。覆盖项可以使用 [method remove_theme_constant_override] 移除。\n" +"为名称为 [param name] 的主题常量创建本地覆盖项。为控件获取主题项目时,本地覆盖" +"项始终优先。覆盖项可以使用 [method remove_theme_constant_override] 移除。\n" "另见 [method get_theme_constant]。" msgid "" @@ -24927,8 +25786,8 @@ msgid "" "remove_theme_font_override].\n" "See also [method get_theme_font]." msgstr "" -"为名称为 [param name] 的主题 [Font] 创建本地覆盖项。为控件获取主题项目时,本" -"地覆盖项始终优先。覆盖项可以使用 [method remove_theme_font_override] 移除。\n" +"为名称为 [param name] 的主题 [Font] 创建本地覆盖项。为控件获取主题项目时,本地" +"覆盖项始终优先。覆盖项可以使用 [method remove_theme_font_override] 移除。\n" "另见 [method get_theme_font]。" msgid "" @@ -24938,8 +25797,8 @@ msgid "" "remove_theme_font_size_override].\n" "See also [method get_theme_font_size]." msgstr "" -"为名称为 [param name] 的主题字体大小创建本地覆盖项。为控件获取主题项目时,本" -"地覆盖项始终优先。覆盖项可以使用 [method remove_theme_font_size_override] 移" +"为名称为 [param name] 的主题字体大小创建本地覆盖项。为控件获取主题项目时,本地" +"覆盖项始终优先。覆盖项可以使用 [method remove_theme_font_size_override] 移" "除。\n" "另见 [method get_theme_font_size]。" @@ -24950,8 +25809,8 @@ msgid "" "remove_theme_icon_override].\n" "See also [method get_theme_icon]." msgstr "" -"为名称为 [param name] 的主题图标创建本地覆盖项。为控件获取主题项目时,本地覆" -"盖项始终优先。覆盖项可以使用 [method remove_theme_icon_override] 移除。\n" +"为名称为 [param name] 的主题图标创建本地覆盖项。为控件获取主题项目时,本地覆盖" +"项始终优先。覆盖项可以使用 [method remove_theme_icon_override] 移除。\n" "另见 [method get_theme_icon]。" msgid "" @@ -24991,9 +25850,9 @@ msgid "" "[/csharp]\n" "[/codeblocks]" msgstr "" -"为名称为 [param name] 的主题 [StyleBox] 创建本地覆盖项。为控件获取主题项目" -"时,本地覆盖项始终优先。覆盖项可以使用 [method " -"remove_theme_stylebox_override] 移除。\n" +"为名称为 [param name] 的主题 [StyleBox] 创建本地覆盖项。为控件获取主题项目时," +"本地覆盖项始终优先。覆盖项可以使用 [method remove_theme_stylebox_override] 移" +"除。\n" "另见 [method get_theme_stylebox]。\n" "[b]通过创建副本来修改 StyleBox 属性的示例:[/b]\n" "[codeblocks]\n" @@ -25035,8 +25894,7 @@ msgid "" "Ends a bulk theme override update. See [method begin_bulk_theme_override]." msgstr "结束批量主题覆盖更新。见 [method begin_bulk_theme_override]。" -msgid "" -"Finds the next (below in the tree) [Control] that can receive the focus." +msgid "Finds the next (below in the tree) [Control] that can receive the focus." msgstr "找到下一个可以接受焦点的 [Control],在树的下方。" msgid "" @@ -25051,15 +25909,15 @@ msgid "" "implemented on controls that want to receive drop data." msgstr "" "通过传递 [param data] 和 [param preview] 强制拖动并绕过 [method " -"_get_drag_data] 和 [method set_drag_preview]。即使鼠标既没有在该控件悬停也没" -"有在该控件上按下,拖动都将开始。\n" -"方法 [method _can_drop_data] 和 [method _drop_data] 必须在想要接收拖放数据的" -"控件上实现。" +"_get_drag_data] 和 [method set_drag_preview]。即使鼠标既没有在该控件悬停也没有" +"在该控件上按下,拖动都将开始。\n" +"方法 [method _can_drop_data] 和 [method _drop_data] 必须在想要接收拖放数据的控" +"件上实现。" msgid "" -"Returns the anchor for the specified [enum Side]. A getter method for " -"[member anchor_bottom], [member anchor_left], [member anchor_right] and " -"[member anchor_top]." +"Returns the anchor for the specified [enum Side]. A getter method for [member " +"anchor_bottom], [member anchor_left], [member anchor_right] and [member " +"anchor_top]." msgstr "" "返回指定 [enum Side] 的锚点。用于 [member anchor_bottom]、[member " "anchor_left]、[member anchor_right]、和 [member anchor_top] 的取值方法。" @@ -25068,8 +25926,7 @@ msgid "" "Returns [member offset_left] and [member offset_top]. See also [member " "position]." msgstr "" -"返回 [member offset_left] 和 [member offset_top]。另请参阅 [member " -"position]。" +"返回 [member offset_left] 和 [member offset_top]。另请参阅 [member position]。" msgid "" "Returns combined minimum size from [member custom_minimum_size] and [method " @@ -25079,20 +25936,20 @@ msgstr "" "小。" msgid "" -"Returns the mouse cursor shape the control displays on mouse hover. See " -"[enum CursorShape]." +"Returns the mouse cursor shape the control displays on mouse hover. See [enum " +"CursorShape]." msgstr "返回控件在鼠标悬停时显示的鼠标指针形状。见 [enum CursorShape]。" msgid "Returns [member offset_right] and [member offset_bottom]." msgstr "返回 [member offset_right] 和 [member offset_bottom]。" msgid "" -"Returns the focus neighbor for the specified [enum Side]. A getter method " -"for [member focus_neighbor_bottom], [member focus_neighbor_left], [member " +"Returns the focus neighbor for the specified [enum Side]. A getter method for " +"[member focus_neighbor_bottom], [member focus_neighbor_left], [member " "focus_neighbor_right] and [member focus_neighbor_top]." msgstr "" -"返回指定 [enum Side] 的焦点邻居。用于 [member focus_neighbor_bottom]、" -"[member focus_neighbor_left]、[member focus_neighbor_right]、和 [member " +"返回指定 [enum Side] 的焦点邻居。用于 [member focus_neighbor_bottom]、[member " +"focus_neighbor_left]、[member focus_neighbor_right]、和 [member " "focus_neighbor_top] 的取值方法。" msgid "" @@ -25117,9 +25974,9 @@ msgid "" msgstr "返回该控件的最小尺寸。见 [member custom_minimum_size]。" msgid "" -"Returns the offset for the specified [enum Side]. A getter method for " -"[member offset_bottom], [member offset_left], [member offset_right] and " -"[member offset_top]." +"Returns the offset for the specified [enum Side]. A getter method for [member " +"offset_bottom], [member offset_left], [member offset_right] and [member " +"offset_top]." msgstr "" "返回指定 [enum Side] 的偏移。这是 [member offset_bottom]、[member " "offset_left]、[member offset_right] 和 [member offset_top] 的 getter 方法。" @@ -25170,17 +26027,17 @@ msgstr "" "[/codeblock]" msgid "" -"Returns a [Color] from the first matching [Theme] in the tree if that " -"[Theme] has a color item with the specified [param name] and [param " -"theme_type]. If [param theme_type] is omitted the class name of the current " -"control is used as the type, or [member theme_type_variation] if it is " -"defined. If the type is a class name its parent classes are also checked, in " -"order of inheritance. If the type is a variation its base types are checked, " -"in order of dependency, then the control's class name and its parent classes " -"are checked.\n" -"For the current control its local overrides are considered first (see " -"[method add_theme_color_override]), then its assigned [member theme]. After " -"the current control, each parent control and its assigned [member theme] are " +"Returns a [Color] from the first matching [Theme] in the tree if that [Theme] " +"has a color item with the specified [param name] and [param theme_type]. If " +"[param theme_type] is omitted the class name of the current control is used " +"as the type, or [member theme_type_variation] if it is defined. If the type " +"is a class name its parent classes are also checked, in order of inheritance. " +"If the type is a variation its base types are checked, in order of " +"dependency, then the control's class name and its parent classes are " +"checked.\n" +"For the current control its local overrides are considered first (see [method " +"add_theme_color_override]), then its assigned [member theme]. After the " +"current control, each parent control and its assigned [member theme] are " "considered; controls without a [member theme] assigned are skipped. If no " "matching [Theme] is found in the tree, the custom project [Theme] (see " "[member ProjectSettings.gui/theme/custom]) and the default [Theme] are used " @@ -25207,13 +26064,13 @@ msgid "" "[/codeblocks]" msgstr "" "从树中第一个匹配的 [Theme] 返回 [Color],该 [Theme] 中应存在指定名称 [param " -"name] 和主题类型 [param theme_type] 的颜色项。如果省略 [param theme_type] 则" -"会使用当前控件的类名,如果定义了 [member theme_type_variation] 则会优先使用。" -"如果该类型为类名,则还会按照继承顺序检查父类。如果该类型为变种,则还会按照依" -"赖顺序检查基础类型,然后再检查该控件的类名及其父类。\n" -"会首先考虑当前控件的本地覆盖项(见 [method add_theme_color_override]),然后" -"才是其 [member theme]。各个父控件及其 [member theme] 在当前控件之后考虑;会跳" -"过没有 [member theme] 的控件。如果树中没有匹配的 [Theme],则会使用自定义项目 " +"name] 和主题类型 [param theme_type] 的颜色项。如果省略 [param theme_type] 则会" +"使用当前控件的类名,如果定义了 [member theme_type_variation] 则会优先使用。如" +"果该类型为类名,则还会按照继承顺序检查父类。如果该类型为变种,则还会按照依赖顺" +"序检查基础类型,然后再检查该控件的类名及其父类。\n" +"会首先考虑当前控件的本地覆盖项(见 [method add_theme_color_override]),然后才" +"是其 [member theme]。各个父控件及其 [member theme] 在当前控件之后考虑;会跳过" +"没有 [member theme] 的控件。如果树中没有匹配的 [Theme],则会使用自定义项目 " "[Theme](见 [member ProjectSettings.gui/theme/custom])和默认 [Theme](见 " "[ThemeDB])。\n" "[codeblocks]\n" @@ -25241,8 +26098,8 @@ msgid "" "theme_type].\n" "See [method get_theme_color] for details." msgstr "" -"从树中第一个匹配的 [Theme] 返回常量,该 [Theme] 中应存在指定名称 [param " -"name] 和主题类型 [param theme_type] 的常量项。\n" +"从树中第一个匹配的 [Theme] 返回常量,该 [Theme] 中应存在指定名称 [param name] " +"和主题类型 [param theme_type] 的常量项。\n" "详情请参阅 [method get_theme_color]。" msgid "" @@ -25296,8 +26153,8 @@ msgid "" "has an icon item with the specified [param name] and [param theme_type].\n" "See [method get_theme_color] for details." msgstr "" -"从树中第一个匹配的 [Theme] 返回图标,该 [Theme] 中应存在指定名称 [param " -"name] 和主题类型 [param theme_type] 的图标项。\n" +"从树中第一个匹配的 [Theme] 返回图标,该 [Theme] 中应存在指定名称 [param name] " +"和主题类型 [param theme_type] 的图标项。\n" "详情请参阅 [method get_theme_color]。" msgid "" @@ -25311,8 +26168,22 @@ msgstr "" "详情请参阅 [method get_theme_color]。" msgid "" -"Creates an [InputEventMouseButton] that attempts to click the control. If " -"the event is received, the control acquires focus.\n" +"Returns the tooltip text for the position [param at_position] in control's " +"local coordinates, which will typically appear when the cursor is resting " +"over this control. By default, it returns [member tooltip_text].\n" +"This method can be overridden to customize its behavior. See [method " +"_get_tooltip].\n" +"[b]Note:[/b] If this method returns an empty [String], no tooltip is " +"displayed." +msgstr "" +"返回位于该控件局部坐标系中 [param at_position] 位置的工具提示文本,工具提示一" +"般会在鼠标停留在该控件上时显示。默认情况下返回的是 [member tooltip_text]。\n" +"覆盖这个方法可以自定义行为。见 [method _get_tooltip]。\n" +"[b]注意:[/b]如果返回的是空 [String],则不会显示工具提示。" + +msgid "" +"Creates an [InputEventMouseButton] that attempts to click the control. If the " +"event is received, the control acquires focus.\n" "[codeblocks]\n" "[gdscript]\n" "func _process(delta):\n" @@ -25328,8 +26199,8 @@ msgid "" "[/csharp]\n" "[/codeblocks]" msgstr "" -"创建一个尝试点击控件的 [InputEventMouseButton]。如果收到该事件,则该控件将获" -"得焦点。\n" +"创建一个尝试点击控件的 [InputEventMouseButton]。如果收到该事件,则该控件将获得" +"焦点。\n" "[codeblocks]\n" "[gdscript]\n" "func _process(delta):\n" @@ -25350,22 +26221,22 @@ msgid "" "makes it more reliable, especially when called inside [method Node._ready]." msgstr "" "从别的控件上窃取焦点,从而成为聚焦的控件(见 [member focus_mode])。\n" -"[b]注意:[/b]这个方法与 [method Object.call_deferred] 配合使用会更加可靠,尤" -"其是在 [method Node._ready] 中调用时。" +"[b]注意:[/b]这个方法与 [method Object.call_deferred] 配合使用会更加可靠,尤其" +"是在 [method Node._ready] 中调用时。" msgid "" -"Returns [code]true[/code] if this is the current focused control. See " -"[member focus_mode]." +"Returns [code]true[/code] if this is the current focused control. See [member " +"focus_mode]." msgstr "" "如果这是当前的焦点控件,则返回 [code]true[/code]。见 [member focus_mode]。" msgid "" -"Returns [code]true[/code] if there is a matching [Theme] in the tree that " -"has a color item with the specified [param name] and [param theme_type].\n" +"Returns [code]true[/code] if there is a matching [Theme] in the tree that has " +"a color item with the specified [param name] and [param theme_type].\n" "See [method get_theme_color] for details." msgstr "" -"如果树中存在匹配的 [Theme] 则返回 [code]true[/code],该 [Theme] 中应存在指定" -"名称 [param name] 和主题类型 [param theme_type] 的颜色项。\n" +"如果树中存在匹配的 [Theme] 则返回 [code]true[/code],该 [Theme] 中应存在指定名" +"称 [param name] 和主题类型 [param theme_type] 的颜色项。\n" "详情请参阅 [method get_theme_color]。" msgid "" @@ -25373,17 +26244,17 @@ msgid "" "with the specified [param name] in this [Control] node.\n" "See [method add_theme_color_override]." msgstr "" -"如果该 [Control] 节点中存在名为指定 [param name] 的主题 [Color] 本地覆盖项," -"则返回 [code]true[/code]。\n" +"如果该 [Control] 节点中存在名为指定 [param name] 的主题 [Color] 本地覆盖项,则" +"返回 [code]true[/code]。\n" "详情请参阅 [method add_theme_color_override]。" msgid "" -"Returns [code]true[/code] if there is a matching [Theme] in the tree that " -"has a constant item with the specified [param name] and [param theme_type].\n" +"Returns [code]true[/code] if there is a matching [Theme] in the tree that has " +"a constant item with the specified [param name] and [param theme_type].\n" "See [method get_theme_color] for details." msgstr "" -"如果树中存在匹配的 [Theme] 则返回 [code]true[/code],该 [Theme] 中应存在指定" -"名称 [param name] 和主题类型 [param theme_type] 的常量项。\n" +"如果树中存在匹配的 [Theme] 则返回 [code]true[/code],该 [Theme] 中应存在指定名" +"称 [param name] 和主题类型 [param theme_type] 的常量项。\n" "详情请参阅 [method get_theme_color]。" msgid "" @@ -25391,17 +26262,17 @@ msgid "" "with the specified [param name] in this [Control] node.\n" "See [method add_theme_constant_override]." msgstr "" -"如果该 [Control] 节点中存在名为指定 [param name] 的主题常量本地覆盖项,则返" -"回 [code]true[/code]。\n" +"如果该 [Control] 节点中存在名为指定 [param name] 的主题常量本地覆盖项,则返回 " +"[code]true[/code]。\n" "详情请参阅 [method add_theme_constant_override]。" msgid "" -"Returns [code]true[/code] if there is a matching [Theme] in the tree that " -"has a font item with the specified [param name] and [param theme_type].\n" +"Returns [code]true[/code] if there is a matching [Theme] in the tree that has " +"a font item with the specified [param name] and [param theme_type].\n" "See [method get_theme_color] for details." msgstr "" -"如果树中存在匹配的 [Theme] 则返回 [code]true[/code],该 [Theme] 中应存在指定" -"名称 [param name] 和主题类型 [param theme_type] 的字体项。\n" +"如果树中存在匹配的 [Theme] 则返回 [code]true[/code],该 [Theme] 中应存在指定名" +"称 [param name] 和主题类型 [param theme_type] 的字体项。\n" "详情请参阅 [method get_theme_color]。" msgid "" @@ -25414,13 +26285,12 @@ msgstr "" "详情请参阅 [method add_theme_font_override]。" msgid "" -"Returns [code]true[/code] if there is a matching [Theme] in the tree that " -"has a font size item with the specified [param name] and [param " -"theme_type].\n" +"Returns [code]true[/code] if there is a matching [Theme] in the tree that has " +"a font size item with the specified [param name] and [param theme_type].\n" "See [method get_theme_color] for details." msgstr "" -"如果树中存在匹配的 [Theme] 则返回 [code]true[/code],该 [Theme] 中应存在指定" -"名称 [param name] 和主题类型 [param theme_type] 的字体大小项。\n" +"如果树中存在匹配的 [Theme] 则返回 [code]true[/code],该 [Theme] 中应存在指定名" +"称 [param name] 和主题类型 [param theme_type] 的字体大小项。\n" "详情请参阅 [method get_theme_color]。" msgid "" @@ -25433,12 +26303,12 @@ msgstr "" "详情请参阅 [method add_theme_font_size_override]。" msgid "" -"Returns [code]true[/code] if there is a matching [Theme] in the tree that " -"has an icon item with the specified [param name] and [param theme_type].\n" +"Returns [code]true[/code] if there is a matching [Theme] in the tree that has " +"an icon item with the specified [param name] and [param theme_type].\n" "See [method get_theme_color] for details." msgstr "" -"如果树中存在匹配的 [Theme] 则返回 [code]true[/code],该 [Theme] 中应存在指定" -"名称 [param name] 和主题类型 [param theme_type] 的图标项。\n" +"如果树中存在匹配的 [Theme] 则返回 [code]true[/code],该 [Theme] 中应存在指定名" +"称 [param name] 和主题类型 [param theme_type] 的图标项。\n" "详情请参阅 [method get_theme_color]。" msgid "" @@ -25446,22 +26316,22 @@ msgid "" "the specified [param name] in this [Control] node.\n" "See [method add_theme_icon_override]." msgstr "" -"如果该 [Control] 节点中存在名为指定 [param name] 的主题图标本地覆盖项,则返" -"回 [code]true[/code]。\n" +"如果该 [Control] 节点中存在名为指定 [param name] 的主题图标本地覆盖项,则返回 " +"[code]true[/code]。\n" "详情请参阅 [method add_theme_icon_override]。" msgid "" -"Returns [code]true[/code] if there is a matching [Theme] in the tree that " -"has a stylebox item with the specified [param name] and [param theme_type].\n" +"Returns [code]true[/code] if there is a matching [Theme] in the tree that has " +"a stylebox item with the specified [param name] and [param theme_type].\n" "See [method get_theme_color] for details." msgstr "" -"如果树中存在匹配的 [Theme] 则返回 [code]true[/code],该 [Theme] 中应存在指定" -"名称 [param name] 和主题类型 [param theme_type] 的样式盒项。\n" +"如果树中存在匹配的 [Theme] 则返回 [code]true[/code],该 [Theme] 中应存在指定名" +"称 [param name] 和主题类型 [param theme_type] 的样式盒项。\n" "详情请参阅 [method get_theme_color]。" msgid "" -"Returns [code]true[/code] if there is a local override for a theme " -"[StyleBox] with the specified [param name] in this [Control] node.\n" +"Returns [code]true[/code] if there is a local override for a theme [StyleBox] " +"with the specified [param name] in this [Control] node.\n" "See [method add_theme_stylebox_override]." msgstr "" "如果该 [Control] 节点中存在名为指定 [param name] 的主题 [StyleBox] 本地覆盖" @@ -25492,9 +26362,9 @@ msgstr "" "add_theme_color_override] 或检查器面板添加的。" msgid "" -"Removes a local override for a theme constant with the specified [param " -"name] previously added by [method add_theme_constant_override] or via the " -"Inspector dock." +"Removes a local override for a theme constant with the specified [param name] " +"previously added by [method add_theme_constant_override] or via the Inspector " +"dock." msgstr "" "移除名为指定 [param name] 的主题常量本地覆盖项,该覆盖项由 [method " "add_theme_constant_override] 或检查器面板添加的。" @@ -25546,19 +26416,18 @@ msgid "" "this operation.\n" "If [param push_opposite_anchor] is [code]true[/code] and the opposite anchor " "overlaps this anchor, the opposite one will have its value overridden. For " -"example, when setting left anchor to 1 and the right anchor has value of " -"0.5, the right anchor will also get value of 1. If [param " -"push_opposite_anchor] was [code]false[/code], the left anchor would get " -"value 0.5." +"example, when setting left anchor to 1 and the right anchor has value of 0.5, " +"the right anchor will also get value of 1. If [param push_opposite_anchor] " +"was [code]false[/code], the left anchor would get value 0.5." msgstr "" "将指定 [enum Side] 的锚点设置为 [param anchor]。用于 [member anchor_bottom]、" "[member anchor_left]、[member anchor_right]、和 [member anchor_top] 的设值函" "数。\n" "如果 [param keep_offset] 为 [code]true[/code],则偏移量不会在该操作后更新。\n" -"如果 [param push_opposite_anchor] 为 [code]true[/code],并且相对的锚点与该锚" -"点重叠,则相对的锚点的值将被覆盖。例如,当将左锚点设置为 1 且右锚点的值为 " -"0.5 时,右锚点的值也将为 1。如果 [param push_opposite_anchor] 为 " -"[code]false[/code],则左锚点的值将为 0.5。" +"如果 [param push_opposite_anchor] 为 [code]true[/code],并且相对的锚点与该锚点" +"重叠,则相对的锚点的值将被覆盖。例如,当将左锚点设置为 1 且右锚点的值为 0.5 " +"时,右锚点的值也将为 1。如果 [param push_opposite_anchor] 为 [code]false[/" +"code],则左锚点的值将为 0.5。" msgid "" "Works the same as [method set_anchor], but instead of [code]keep_offset[/" @@ -25578,8 +26447,8 @@ msgstr "" msgid "" "Sets the anchors to a [param preset] from [enum Control.LayoutPreset] enum. " "This is the code equivalent to using the Layout menu in the 2D editor.\n" -"If [param keep_offsets] is [code]true[/code], control's position will also " -"be updated." +"If [param keep_offsets] is [code]true[/code], control's position will also be " +"updated." msgstr "" "将锚点设置为 [enum Control.LayoutPreset] 枚举中的 [param preset]。这是相当于" "在 2D 编辑器中使用布局菜单的代码。\n" @@ -25596,8 +26465,8 @@ msgid "" "Forwards the handling of this control's [method _get_drag_data], [method " "_can_drop_data] and [method _drop_data] virtual functions to delegate " "callables.\n" -"For each argument, if not empty, the delegate callable is used, otherwise " -"the local (virtual) function is used.\n" +"For each argument, if not empty, the delegate callable is used, otherwise the " +"local (virtual) function is used.\n" "The function format for each callable should be exactly the same as the " "virtual functions described above." msgstr "" @@ -25607,11 +26476,11 @@ msgstr "" "每个可调用体的函数格式应该与上面描述的虚函数完全相同。" msgid "" -"Shows the given control at the mouse pointer. A good time to call this " -"method is in [method _get_drag_data]. The control must not be in the scene " -"tree. You should not free the control, and you should not keep a reference " -"to the control beyond the duration of the drag. It will be deleted " -"automatically after the drag has ended.\n" +"Shows the given control at the mouse pointer. A good time to call this method " +"is in [method _get_drag_data]. The control must not be in the scene tree. You " +"should not free the control, and you should not keep a reference to the " +"control beyond the duration of the drag. It will be deleted automatically " +"after the drag has ended.\n" "[codeblocks]\n" "[gdscript]\n" "@export var color = Color(1, 0, 0, 1)\n" @@ -25641,8 +26510,8 @@ msgid "" "[/codeblocks]" msgstr "" "在鼠标指针处显示给定的控件。调用此方法的好时机是在 [method _get_drag_data] " -"中。控件不得位于场景树中。您不应释放控件,也不应在拖动持续时间之外保留对控件" -"的引用。拖拽结束后它会自动删除。\n" +"中。控件不得位于场景树中。您不应释放控件,也不应在拖动持续时间之外保留对控件的" +"引用。拖拽结束后它会自动删除。\n" "[codeblocks]\n" "[gdscript]\n" "@export var color = Color(1, 0, 0, 1)\n" @@ -25744,8 +26613,8 @@ msgid "" "automatically." msgstr "" "使该节点和直至顶级的父节点中的大小缓存无效。旨在当返回值更改时与 [method " -"get_minimum_size] 一起使用。直接设置 [member custom_minimum_size] 将自动调用" -"该方法。" +"get_minimum_size] 一起使用。直接设置 [member custom_minimum_size] 将自动调用该" +"方法。" msgid "" "Moves the mouse cursor to [param position], relative to [member position] of " @@ -25753,8 +26622,7 @@ msgid "" "[b]Note:[/b] [method warp_mouse] is only supported on Windows, macOS and " "Linux. It has no effect on Android, iOS and Web." msgstr "" -"将鼠标光标移动到 [param position],相对于该 [Control] 的 [member " -"position]。\n" +"将鼠标光标移动到 [param position],相对于该 [Control] 的 [member position]。\n" "[b]注意:[/b][method warp_mouse] 仅在 Windows、macOS 和 Linux 上受支持。它在 " "Android、iOS 和 Web 上没有效果。" @@ -25764,17 +26632,16 @@ msgid "" "moves or changes size. You can use one of the [enum Anchor] constants for " "convenience." msgstr "" -"将节点的底部边缘锚定到父控件的原点、中心或末端。会改变该节点发生移动或改变大" -"小时底部偏移量的更新方式。方便起见,你可以使用 [enum Anchor] 常量。" +"将节点的底部边缘锚定到父控件的原点、中心或末端。会改变该节点发生移动或改变大小" +"时底部偏移量的更新方式。方便起见,你可以使用 [enum Anchor] 常量。" msgid "" -"Anchors the left edge of the node to the origin, the center or the end of " -"its parent control. It changes how the left offset updates when the node " -"moves or changes size. You can use one of the [enum Anchor] constants for " -"convenience." +"Anchors the left edge of the node to the origin, the center or the end of its " +"parent control. It changes how the left offset updates when the node moves or " +"changes size. You can use one of the [enum Anchor] constants for convenience." msgstr "" -"将节点的左侧边缘锚定到父控件的原点、中心或末端。会改变该节点发生移动或改变大" -"小时左侧偏移量的更新方式。方便起见,你可以使用 [enum Anchor] 常量。" +"将节点的左侧边缘锚定到父控件的原点、中心或末端。会改变该节点发生移动或改变大小" +"时左侧偏移量的更新方式。方便起见,你可以使用 [enum Anchor] 常量。" msgid "" "Anchors the right edge of the node to the origin, the center or the end of " @@ -25782,22 +26649,30 @@ msgid "" "moves or changes size. You can use one of the [enum Anchor] constants for " "convenience." msgstr "" -"将节点的右侧边缘锚定到父控件的原点、中心或末端。会改变该节点发生移动或改变大" -"小时右侧偏移量的更新方式。方便起见,你可以使用 [enum Anchor] 常量。" +"将节点的右侧边缘锚定到父控件的原点、中心或末端。会改变该节点发生移动或改变大小" +"时右侧偏移量的更新方式。方便起见,你可以使用 [enum Anchor] 常量。" msgid "" "Anchors the top edge of the node to the origin, the center or the end of its " "parent control. It changes how the top offset updates when the node moves or " "changes size. You can use one of the [enum Anchor] constants for convenience." msgstr "" -"将节点的顶部边缘锚定到父控件的原点、中心或末端。会改变该节点发生移动或改变大" -"小时顶部偏移量的更新方式。方便起见,你可以使用 [enum Anchor] 常量。" +"将节点的顶部边缘锚定到父控件的原点、中心或末端。会改变该节点发生移动或改变大小" +"时顶部偏移量的更新方式。方便起见,你可以使用 [enum Anchor] 常量。" msgid "" -"Enables whether rendering of [CanvasItem] based children should be clipped " -"to this control's rectangle. If [code]true[/code], parts of a child which " -"would be visibly outside of this control's rectangle will not be rendered " -"and won't receive input." +"Toggles if any text should automatically change to its translated version " +"depending on the current locale.\n" +"Also decides if the node's strings should be parsed for POT generation." +msgstr "" +"切换是否所有文本都应该根据当前区域设置自动变为翻译后的版本。\n" +"还会决定生成 POT 时是否应解析该节点中的字符串。" + +msgid "" +"Enables whether rendering of [CanvasItem] based children should be clipped to " +"this control's rectangle. If [code]true[/code], parts of a child which would " +"be visibly outside of this control's rectangle will not be rendered and won't " +"receive input." msgstr "" "渲染基于 [CanvasItem] 的子节点时,是否应剪裁到该控件的矩形中。如果为 " "[code]true[/code],则子节点显示在该控件的矩形范围之外的部分,不会渲染,也不会" @@ -25809,41 +26684,41 @@ msgid "" "this size, even if its content is smaller. If it's set to (0, 0), the node " "sizes automatically to fit its content, be it a texture or child nodes." msgstr "" -"节点的边界矩形的最小尺寸。如果你将它设置为大于 (0,0) 的值,节点的边界矩形将" -"始终至少有这个大小,即使它的内容更小。如果设置为 (0,0),节点的大小会自动适应" -"其内容,无论是纹理还是子节点。" +"节点的边界矩形的最小尺寸。如果你将它设置为大于 (0,0) 的值,节点的边界矩形将始" +"终至少有这个大小,即使它的内容更小。如果设置为 (0,0),节点的大小会自动适应其" +"内容,无论是纹理还是子节点。" msgid "" "The focus access mode for the control (None, Click or All). Only one Control " "can be focused at the same time, and it will receive keyboard, gamepad, and " "mouse signals." msgstr "" -"该控件的焦点访问模式(“无”“单击”或“全部”)。只能同时聚焦一个控件,该控件会收" -"到键盘、手柄以及鼠标的信号。" +"该控件的焦点访问模式(“无”“单击”或“全部”)。只能同时聚焦一个控件,该控件会收到" +"键盘、手柄以及鼠标的信号。" msgid "" "Tells Godot which node it should give focus to if the user presses the down " -"arrow on the keyboard or down on a gamepad by default. You can change the " -"key by editing the [member ProjectSettings.input/ui_down] input action. The " -"node must be a [Control]. If this property is not set, Godot will give focus " -"to the closest [Control] to the bottom of this one." +"arrow on the keyboard or down on a gamepad by default. You can change the key " +"by editing the [member ProjectSettings.input/ui_down] input action. The node " +"must be a [Control]. If this property is not set, Godot will give focus to " +"the closest [Control] to the bottom of this one." msgstr "" "告诉 Godot 当用户按下键盘上的下方向键或游戏手柄上的下方向键时,默认应该将焦点" -"移交给哪个节点。你可以通过编辑输入动作 [member ProjectSettings.input/" -"ui_down] 来修改具体的按键。该节点必须为 [Control]。如果未设置这个属性,Godot " -"会将焦点移交给该节点下方距离最近的 [Control]。" +"移交给哪个节点。你可以通过编辑输入动作 [member ProjectSettings.input/ui_down] " +"来修改具体的按键。该节点必须为 [Control]。如果未设置这个属性,Godot 会将焦点移" +"交给该节点下方距离最近的 [Control]。" msgid "" "Tells Godot which node it should give focus to if the user presses the left " -"arrow on the keyboard or left on a gamepad by default. You can change the " -"key by editing the [member ProjectSettings.input/ui_left] input action. The " -"node must be a [Control]. If this property is not set, Godot will give focus " -"to the closest [Control] to the left of this one." +"arrow on the keyboard or left on a gamepad by default. You can change the key " +"by editing the [member ProjectSettings.input/ui_left] input action. The node " +"must be a [Control]. If this property is not set, Godot will give focus to " +"the closest [Control] to the left of this one." msgstr "" "告诉 Godot 当用户按下键盘上的左方向键或游戏手柄上的左方向键时,默认应该将焦点" -"移交给哪个节点。你可以通过编辑输入动作 [member ProjectSettings.input/" -"ui_left] 来修改具体的按键。该节点必须为 [Control]。如果未设置这个属性,Godot " -"会将焦点移交给该节点左侧距离最近的 [Control]。" +"移交给哪个节点。你可以通过编辑输入动作 [member ProjectSettings.input/ui_left] " +"来修改具体的按键。该节点必须为 [Control]。如果未设置这个属性,Godot 会将焦点移" +"交给该节点左侧距离最近的 [Control]。" msgid "" "Tells Godot which node it should give focus to if the user presses the right " @@ -25854,8 +26729,8 @@ msgid "" msgstr "" "告诉 Godot 当用户按下键盘上的右方向键或游戏手柄上的右方向键时,默认应该将焦点" "移交给哪个节点。你可以通过编辑输入动作 [member ProjectSettings.input/" -"ui_right] 来修改具体的按键。该节点必须为 [Control]。如果未设置这个属性," -"Godot 会将焦点移交给该节点右侧距离最近的 [Control]。" +"ui_right] 来修改具体的按键。该节点必须为 [Control]。如果未设置这个属性,Godot " +"会将焦点移交给该节点右侧距离最近的 [Control]。" msgid "" "Tells Godot which node it should give focus to if the user presses the top " @@ -25865,9 +26740,9 @@ msgid "" "the closest [Control] to the top of this one." msgstr "" "告诉 Godot 当用户按下键盘上的下方向键或游戏手柄上的下方向键时,默认应该将焦点" -"移交给哪个节点。你可以通过编辑输入动作 [member ProjectSettings.input/ui_up] " -"来修改具体的按键。该节点必须为 [Control]。如果未设置这个属性,Godot 会将焦点" -"移交给该节点上方距离最近的 [Control]。" +"移交给哪个节点。你可以通过编辑输入动作 [member ProjectSettings.input/ui_up] 来" +"修改具体的按键。该节点必须为 [Control]。如果未设置这个属性,Godot 会将焦点移交" +"给该节点上方距离最近的 [Control]。" msgid "" "Tells Godot which node it should give focus to if the user presses [kbd]Tab[/" @@ -25877,20 +26752,20 @@ msgid "" "surrounding nodes in the scene tree." msgstr "" "告诉 Godot 在默认情况下,当用户按下键盘上的 [kbd]Tab[/kbd] 时,应将焦点交给哪" -"个节点。你可以通过编辑 [member ProjectSettings.input/ui_focus_next] 的输入动" -"作来更改按键。\n" +"个节点。你可以通过编辑 [member ProjectSettings.input/ui_focus_next] 的输入动作" +"来更改按键。\n" "如果未设置此属性,则 Godot 会将根据场景树中的附近节点选择一个“最佳猜测”。" msgid "" -"Tells Godot which node it should give focus to if the user presses " -"[kbd]Shift + Tab[/kbd] on a keyboard by default. You can change the key by " -"editing the [member ProjectSettings.input/ui_focus_prev] input action.\n" +"Tells Godot which node it should give focus to if the user presses [kbd]Shift " +"+ Tab[/kbd] on a keyboard by default. You can change the key by editing the " +"[member ProjectSettings.input/ui_focus_prev] input action.\n" "If this property is not set, Godot will select a \"best guess\" based on " "surrounding nodes in the scene tree." msgstr "" "告诉 Godot 在默认情况下,当用户按下键盘上的 [kbd]Shift + Tab[/kbd] 时,应将焦" -"点交给哪个节点。你可以通过编辑 [member ProjectSettings.input/ui_focus_prev] " -"的输入动作来更改按键。\n" +"点交给哪个节点。你可以通过编辑 [member ProjectSettings.input/ui_focus_prev] 的" +"输入动作来更改按键。\n" "如果未设置此属性,则 Godot 会将根据场景树中的附近节点选择一个“最佳猜测”。" msgid "" @@ -25900,19 +26775,19 @@ msgstr "该节点的全局位置,相对于世界(通常为 [CanvasLayer]) msgid "" "Controls the direction on the horizontal axis in which the control should " -"grow if its horizontal minimum size is changed to be greater than its " -"current size, as the control always has to be at least the minimum size." +"grow if its horizontal minimum size is changed to be greater than its current " +"size, as the control always has to be at least the minimum size." msgstr "" -"控制水平轴的方向,如果控件的水平最小尺寸更改为大于其当前尺寸,则控件应沿水平" -"轴增长,因为控件始终必须至少为最小尺寸。" +"控制水平轴的方向,如果控件的水平最小尺寸更改为大于其当前尺寸,则控件应沿水平轴" +"增长,因为控件始终必须至少为最小尺寸。" msgid "" "Controls the direction on the vertical axis in which the control should grow " "if its vertical minimum size is changed to be greater than its current size, " "as the control always has to be at least the minimum size." msgstr "" -"控制控件在垂直轴上的方向,如果控件的垂直最小尺寸更改为大于当前尺寸,则控件应" -"沿该方向增大,因为控件始终必须至少为最小尺寸。" +"控制控件在垂直轴上的方向,如果控件的垂直最小尺寸更改为大于当前尺寸,则控件应沿" +"该方向增大,因为控件始终必须至少为最小尺寸。" msgid "" "Controls layout direction and text writing direction. Right-to-left layouts " @@ -25922,15 +26797,14 @@ msgstr "" "语)。" msgid "" -"If [code]true[/code], automatically converts code line numbers, list " -"indices, [SpinBox] and [ProgressBar] values from the Western Arabic (0..9) " -"to the numeral systems used in current locale.\n" +"If [code]true[/code], automatically converts code line numbers, list indices, " +"[SpinBox] and [ProgressBar] values from the Western Arabic (0..9) to the " +"numeral systems used in current locale.\n" "[b]Note:[/b] Numbers within the text are not automatically converted, it can " "be done manually, using [method TextServer.format_number]." msgstr "" "如果为 [code]true[/code],则会自动将代码行号、列表索引号、[SpinBox] 和 " -"[ProgressBar] 的值,从阿拉伯数字(0..9)转换为当前区域设置所使用的记数系" -"统。\n" +"[ProgressBar] 的值,从阿拉伯数字(0..9)转换为当前区域设置所使用的记数系统。\n" "[b]注意:[/b]不会自动转换文本中的数字,可以使用 [method TextServer." "format_number] 手动转换。" @@ -25947,8 +26821,8 @@ msgstr "" msgid "" "Controls whether the control will be able to receive mouse button input " "events through [method _gui_input] and how these events should be handled. " -"Also controls whether the control can receive the [signal mouse_entered], " -"and [signal mouse_exited] signals. See the constants to learn what each does." +"Also controls whether the control can receive the [signal mouse_entered], and " +"[signal mouse_exited] signals. See the constants to learn what each does." msgstr "" "控制控件是否能够通过 [method _gui_input] 接收鼠标按钮输入事件,以及如何处理这" "些事件。还控制控件是否能接收 [signal mouse_entered] 和 [signal mouse_exited] " @@ -25959,14 +26833,14 @@ msgid "" "passed to the parent control even if [member mouse_filter] is set to " "[constant MOUSE_FILTER_STOP]. As it defaults to true, this allows nested " "scrollable containers to work out of the box.\n" -"You should disable it on the root of your UI if you do not want scroll " -"events to go to the [method Node._unhandled_input] processing." +"You should disable it on the root of your UI if you do not want scroll events " +"to go to the [method Node._unhandled_input] processing." msgstr "" "启用后,即使 [member mouse_filter] 被设置为 [constant MOUSE_FILTER_STOP],由 " -"[method _gui_input] 处理的滚轮事件也会被传递给父控件。由于它默认为“真”,这允" -"许嵌套的可滚动容器可以开箱即用。\n" -"如果不希望滚动事件进入 [method Node._unhandled_input] 处理,则应该在用户界面" -"的根部禁用它。" +"[method _gui_input] 处理的滚轮事件也会被传递给父控件。由于它默认为“真”,这允许" +"嵌套的可滚动容器可以开箱即用。\n" +"如果不希望滚动事件进入 [method Node._unhandled_input] 处理,则应该在用户界面的" +"根部禁用它。" msgid "" "Distance between the node's bottom edge and its parent control, based on " @@ -25976,9 +26850,8 @@ msgid "" "[Container]. Offsets update automatically when you move or resize the node." msgstr "" "该节点底部边缘与其父控件之间的距离,基于 [member anchor_bottom]。\n" -"偏移量通常由一个或多个父 [Container] 节点控制,因此如果你的节点是 " -"[Container] 的直接子节点,则不应进行手动修改。移动节点或调整节点大小时,偏移" -"量会自动更新。" +"偏移量通常由一个或多个父 [Container] 节点控制,因此如果你的节点是 [Container] " +"的直接子节点,则不应进行手动修改。移动节点或调整节点大小时,偏移量会自动更新。" msgid "" "Distance between the node's left edge and its parent control, based on " @@ -25988,9 +26861,8 @@ msgid "" "[Container]. Offsets update automatically when you move or resize the node." msgstr "" "该节点左侧边缘与其父控件之间的距离,基于 [member anchor_left]。\n" -"偏移量通常由一个或多个父 [Container] 节点控制,因此如果你的节点是 " -"[Container] 的直接子节点,则不应进行手动修改。移动节点或调整节点大小时,偏移" -"量会自动更新。" +"偏移量通常由一个或多个父 [Container] 节点控制,因此如果你的节点是 [Container] " +"的直接子节点,则不应进行手动修改。移动节点或调整节点大小时,偏移量会自动更新。" msgid "" "Distance between the node's right edge and its parent control, based on " @@ -26000,21 +26872,19 @@ msgid "" "[Container]. Offsets update automatically when you move or resize the node." msgstr "" "该节点右侧边缘与其父控件之间的距离,基于 [member anchor_right]。\n" -"偏移量通常由一个或多个父 [Container] 节点控制,因此如果你的节点是 " -"[Container] 的直接子节点,则不应进行手动修改。移动节点或调整节点大小时,偏移" -"量会自动更新。" +"偏移量通常由一个或多个父 [Container] 节点控制,因此如果你的节点是 [Container] " +"的直接子节点,则不应进行手动修改。移动节点或调整节点大小时,偏移量会自动更新。" msgid "" -"Distance between the node's top edge and its parent control, based on " -"[member anchor_top].\n" +"Distance between the node's top edge and its parent control, based on [member " +"anchor_top].\n" "Offsets are often controlled by one or multiple parent [Container] nodes, so " "you should not modify them manually if your node is a direct child of a " "[Container]. Offsets update automatically when you move or resize the node." msgstr "" "该节点顶部边缘与其父控件之间的距离,基于 [member anchor_top]。\n" -"偏移量通常由一个或多个父 [Container] 节点控制,因此如果你的节点是 " -"[Container] 的直接子节点,则不应进行手动修改。移动节点或调整节点大小时,偏移" -"量会自动更新。" +"偏移量通常由一个或多个父 [Container] 节点控制,因此如果你的节点是 [Container] " +"的直接子节点,则不应进行手动修改。移动节点或调整节点大小时,偏移量会自动更新。" msgid "" "By default, the node's pivot is its top-left corner. When you change its " @@ -26023,8 +26893,8 @@ msgid "" "center." msgstr "" "默认情况下,该节点的轴心位于左上角。更改 [member rotation] 或 [member scale] " -"时,将围绕该轴心进行旋转或缩放。如果将该属性设置为 [member size] / 2,则围绕" -"的是该控件的中心点。" +"时,将围绕该轴心进行旋转或缩放。如果将该属性设置为 [member size] / 2,则围绕的" +"是该控件的中心点。" msgid "" "The node's position, relative to its containing node. It corresponds to the " @@ -26037,8 +26907,8 @@ msgstr "" msgid "" "The node's rotation around its pivot, in radians. See [member pivot_offset] " "to change the pivot's position.\n" -"[b]Note:[/b] This property is edited in the inspector in degrees. If you " -"want to use degrees in a script, use [member rotation_degrees]." +"[b]Note:[/b] This property is edited in the inspector in degrees. If you want " +"to use degrees in a script, use [member rotation_degrees]." msgstr "" "该节点围绕其轴心的旋转,单位为弧度。要更改轴心的位置,请参阅 [member " "pivot_offset]。\n" @@ -26054,10 +26924,10 @@ msgid "" "scale the node around its [member pivot_offset]. The Control's [member " "tooltip_text] will also scale according to this value.\n" "[b]Note:[/b] This property is mainly intended to be used for animation " -"purposes. To support multiple resolutions in your project, use an " -"appropriate viewport stretch mode as described in the [url=$DOCS_URL/" -"tutorials/rendering/multiple_resolutions.html]documentation[/url] instead of " -"scaling Controls individually.\n" +"purposes. To support multiple resolutions in your project, use an appropriate " +"viewport stretch mode as described in the [url=$DOCS_URL/tutorials/rendering/" +"multiple_resolutions.html]documentation[/url] instead of scaling Controls " +"individually.\n" "[b]Note:[/b] [member FontFile.oversampling] does [i]not[/i] take [Control] " "[member scale] into account. This means that scaling up/down will cause " "bitmap fonts and rasterized (non-MSDF) dynamic fonts to appear blurry or " @@ -26075,17 +26945,17 @@ msgid "" "property." msgstr "" "节点的缩放,相对于它的 [member size]。更改该属性以围绕其 [member " -"pivot_offset] 缩放节点。该 Control 的 [member tooltip_text] 也将根据该值进行" -"缩放。\n" +"pivot_offset] 缩放节点。该 Control 的 [member tooltip_text] 也将根据该值进行缩" +"放。\n" "[b]注意:[/b]该属性主要用于动画用途。要在项目中支持多种分辨率,请使用 " -"[url=$DOCS_URL/tutorials/rendering/multiple_resolutions.html]文档[/url] 中所" -"述的合适的视口拉伸模式,而不是单独缩放控件。\n" +"[url=$DOCS_URL/tutorials/rendering/multiple_resolutions.html]文档[/url] 中所述" +"的合适的视口拉伸模式,而不是单独缩放控件。\n" "[b]注意:[/b][member FontFile.oversampling] [i]不[/i]考虑 [Control] [member " -"scale]。这意味着放大/缩小会导致位图字体和光栅化(非 MSDF)动态字体显得模糊或" -"像素化。为确保无论缩放比例如何,文本都保持清晰,您可以通过启用 [member " -"ProjectSettings.gui/theme/default_font_multichannel_signed_distance_field]" -"(仅适用于默认项目字体);或在自定义字体的 DynamicFont 的导入选项中,启用[b]" -"多通道有符号距离场[/b]来启用 MSDF 字体渲染。对于系统字体,可以在检查器中启用 " +"scale]。这意味着放大/缩小会导致位图字体和光栅化(非 MSDF)动态字体显得模糊或像" +"素化。为确保无论缩放比例如何,文本都保持清晰,您可以通过启用 [member " +"ProjectSettings.gui/theme/default_font_multichannel_signed_distance_field](仅" +"适用于默认项目字体);或在自定义字体的 DynamicFont 的导入选项中,启用[b]多通道" +"有符号距离场[/b]来启用 MSDF 字体渲染。对于系统字体,可以在检查器中启用 " "[member SystemFont.multichannel_signed_distance_field]。\n" "[b]注意:[/b]如果该 Control 节点是 [Container] 节点的子节点,则场景实例化时," "缩放将重置为 [code]Vector2(1, 1)[/code]。要在实例化时设置控件的缩放,请使用 " @@ -26094,9 +26964,9 @@ msgstr "" msgid "" "The [Node] which must be a parent of the focused [Control] for the shortcut " -"to be activated. If [code]null[/code], the shortcut can be activated when " -"any control is focused (a global shortcut). This allows shortcuts to be " -"accepted only when the user has a certain area of the GUI focused." +"to be activated. If [code]null[/code], the shortcut can be activated when any " +"control is focused (a global shortcut). This allows shortcuts to be accepted " +"only when the user has a certain area of the GUI focused." msgstr "" "该 [Node] 必须是被聚焦 [Control] 的父节点,才能激活快捷方式。如果为 " "[code]null[/code],则可以在任何控件获得焦点时激活该快捷方式(全局快捷方式)。" @@ -26106,24 +26976,22 @@ msgid "" "The size of the node's bounding rectangle, in the node's coordinate system. " "[Container] nodes update this property automatically." msgstr "" -"该节点的边界矩形的大小,使用该节点的坐标系。[Container] 节点会自动更新此属" -"性。" +"该节点的边界矩形的大小,使用该节点的坐标系。[Container] 节点会自动更新此属性。" msgid "" -"If the node and at least one of its neighbors uses the [constant " -"SIZE_EXPAND] size flag, the parent [Container] will let it take more or less " -"space depending on this property. If this node has a stretch ratio of 2 and " -"its neighbor a ratio of 1, this node will take two thirds of the available " -"space." +"If the node and at least one of its neighbors uses the [constant SIZE_EXPAND] " +"size flag, the parent [Container] will let it take more or less space " +"depending on this property. If this node has a stretch ratio of 2 and its " +"neighbor a ratio of 1, this node will take two thirds of the available space." msgstr "" "如果该节点及其至少一个邻居节点使用 [constant SIZE_EXPAND] 大小标志,则父 " -"[Container] 将根据该属性让它占用更多或更少的空间。如果该节点的拉伸比为 2,其" -"邻居节点的拉伸比为 1,则该节点将占用三分之二的可用空间。" +"[Container] 将根据该属性让它占用更多或更少的空间。如果该节点的拉伸比为 2,其邻" +"居节点的拉伸比为 1,则该节点将占用三分之二的可用空间。" msgid "" "The [Theme] resource this node and all its [Control] and [Window] children " -"use. If a child node has its own [Theme] resource set, theme items are " -"merged with child's definitions having higher priority.\n" +"use. If a child node has its own [Theme] resource set, theme items are merged " +"with child's definitions having higher priority.\n" "[b]Note:[/b] [Window] styles will have no effect unless the window is " "embedded." msgstr "" @@ -26145,20 +27013,20 @@ msgid "" "code] methods without specifying [code]theme_type[/code].\n" "[b]Note:[/b] Theme items are looked for in the tree order, from branch to " "root, where each [Control] node is checked for its [member theme] property. " -"The earliest match against any type/class name is returned. The project-" -"level Theme and the default Theme are checked last." +"The earliest match against any type/class name is returned. The project-level " +"Theme and the default Theme are checked last." msgstr "" "该 [Control] 用于查找其自有的主题项的主题类型变体的名称。当为空时,将使用节点" "的类名(例如 [code]Button[/code] 用于 [Button] 控件),以及所有父类的类名(按" "继承顺序)。\n" -"设置后,该属性将最高优先级赋予指定名称的类型。这种类型又可以扩展另一种类型," -"形成依赖链。参见 [method Theme.set_type_variation]。如果使用该类型或其基类型" -"无法找到主题项,则查找会回退到依赖类名查找。\n" -"[b]注意:[/b]要查找 [Control] 自有的项目,请使用各种 [code]get_theme_*[/" -"code] 方法且无需指定 [code]theme_type[/code]。\n" +"设置后,该属性将最高优先级赋予指定名称的类型。这种类型又可以扩展另一种类型,形" +"成依赖链。参见 [method Theme.set_type_variation]。如果使用该类型或其基类型无法" +"找到主题项,则查找会回退到依赖类名查找。\n" +"[b]注意:[/b]要查找 [Control] 自有的项目,请使用各种 [code]get_theme_*[/code] " +"方法且无需指定 [code]theme_type[/code]。\n" "[b]注意:[/b]主题项按树状顺序查找,从分支到根,其中每个 [Control] 节点的 " -"[member theme] 属性都将被检查。最早匹配任意类型名称/类名称的项将被返回。最后" -"检查项目级的主题和默认主题。" +"[member theme] 属性都将被检查。最早匹配任意类型名称/类名称的项将被返回。最后检" +"查项目级的主题和默认主题。" msgid "" "The default tooltip text. The tooltip appears when the user's mouse cursor " @@ -26168,10 +27036,10 @@ msgid "" "ProjectSettings.gui/timers/tooltip_delay_sec] option. See also [method " "get_tooltip].\n" "The tooltip popup will use either a default implementation, or a custom one " -"that you can provide by overriding [method _make_custom_tooltip]. The " -"default tooltip includes a [PopupPanel] and [Label] whose theme properties " -"can be customized using [Theme] methods with the [code]\"TooltipPanel\"[/" -"code] and [code]\"TooltipLabel\"[/code] respectively. For example:\n" +"that you can provide by overriding [method _make_custom_tooltip]. The default " +"tooltip includes a [PopupPanel] and [Label] whose theme properties can be " +"customized using [Theme] methods with the [code]\"TooltipPanel\"[/code] and " +"[code]\"TooltipLabel\"[/code] respectively. For example:\n" "[codeblocks]\n" "[gdscript]\n" "var style_box = StyleBoxFlat.new()\n" @@ -26194,9 +27062,9 @@ msgid "" "[/codeblocks]" msgstr "" "默认工具提示文本。如果 [member mouse_filter] 属性不是 [constant " -"MOUSE_FILTER_IGNORE],则当用户的鼠标光标在此控件上停留片刻时,将出现工具提" -"示。可以使用 [member ProjectSettings.gui/timers/tooltip_delay_sec] 选项更改工" -"具提示出现所需的时间。另见 [method get_tooltip]。\n" +"MOUSE_FILTER_IGNORE],则当用户的鼠标光标在此控件上停留片刻时,将出现工具提示。" +"可以使用 [member ProjectSettings.gui/timers/tooltip_delay_sec] 选项更改工具提" +"示出现所需的时间。另见 [method get_tooltip]。\n" "工具提示弹出窗口将使用默认实现,或者使用通过覆盖 [method " "_make_custom_tooltip] 提供的自定义实现。默认工具提示包括一个 [PopupPanel] 和 " "[Label],其主题属性可以使用 [Theme] 方法分别对 [code]\"TooltipPanel\"[/code] " @@ -26235,13 +27103,12 @@ msgstr "当节点的最小大小更改时发出。" msgid "" "Emitted when the mouse enters the control's [code]Rect[/code] area, provided " "its [member mouse_filter] lets the event reach it.\n" -"[b]Note:[/b] [signal mouse_entered] will not be emitted if the mouse enters " -"a child [Control] node before entering the parent's [code]Rect[/code] area, " -"at least until the mouse is moved to reach the parent's [code]Rect[/code] " -"area." +"[b]Note:[/b] [signal mouse_entered] will not be emitted if the mouse enters a " +"child [Control] node before entering the parent's [code]Rect[/code] area, at " +"least until the mouse is moved to reach the parent's [code]Rect[/code] area." msgstr "" -"当鼠标进入控件的[code]Rect[/code]区域时触发,只要其[member mouse_filter]允许" -"事件到达。\n" +"当鼠标进入控件的[code]Rect[/code]区域时触发,只要其[member mouse_filter]允许事" +"件到达。\n" "[b]注意:[/b]如果鼠标在进入父控件的[code]Rect[/code]区域之前进入子[Control]节" "点,在鼠标移动到父控件的[code]Rect[/code]区域之前,不会发出[signal " "mouse_entered]。" @@ -26323,10 +27190,9 @@ msgid "" "- The [member theme_type_variation] property is changed on this node.\n" "- One of the node's theme property overrides is changed.\n" "- The node enters the scene tree.\n" -"[b]Note:[/b] As an optimization, this notification won't be sent from " -"changes that occur while this node is outside of the scene tree. Instead, " -"all of the theme item updates can be applied at once when the node enters " -"the scene tree." +"[b]Note:[/b] As an optimization, this notification won't be sent from changes " +"that occur while this node is outside of the scene tree. Instead, all of the " +"theme item updates can be applied at once when the node enters the scene tree." msgstr "" "当节点需要刷新其主题项目时发送。这发生在以下情况之一:\n" "- 在该节点或其任何祖先节点上的 [member theme] 属性被更改。\n" @@ -26361,8 +27227,8 @@ msgid "" "beam pointer has a shape similar to \"I\". It tells the user they can " "highlight or insert text." msgstr "" -"当用户将节点悬停时,显示系统的 I 型光束鼠标光标。工字梁指针的形状类似于“I”。" -"它告诉用户他们可以突出显示或插入文本。" +"当用户将节点悬停时,显示系统的 I 型光束鼠标光标。工字梁指针的形状类似于“I”。它" +"告诉用户他们可以突出显示或插入文本。" msgid "" "Show the system's pointing hand mouse cursor when the user hovers the node." @@ -26386,61 +27252,61 @@ msgid "" "when the user hovers the node. It tells the user they're currently dragging " "an item, like a node in the Scene dock." msgstr "" -"当用户悬停在节点上时,显示系统的拖动鼠标光标,通常是一个闭合的拳头或十字符" -"号。它告诉用户他们当前正在拖动一个项目,例如场景面板中的节点。" +"当用户悬停在节点上时,显示系统的拖动鼠标光标,通常是一个闭合的拳头或十字符号。" +"它告诉用户他们当前正在拖动一个项目,例如场景面板中的节点。" msgid "" "Show the system's drop mouse cursor when the user hovers the node. It can be " "an open hand. It tells the user they can drop an item they're currently " "grabbing, like a node in the Scene dock." msgstr "" -"当用户悬停节点时,显示系统的落地鼠标光标。它可以是一个张开的手。它告诉用户可" -"以放下一个他们当前正在抓取的物品,比如场景面板中的一个节点。" +"当用户悬停节点时,显示系统的落地鼠标光标。它可以是一个张开的手。它告诉用户可以" +"放下一个他们当前正在抓取的物品,比如场景面板中的一个节点。" msgid "" -"Show the system's forbidden mouse cursor when the user hovers the node. " -"Often a crossed circle." +"Show the system's forbidden mouse cursor when the user hovers the node. Often " +"a crossed circle." msgstr "当用户悬停节点时,显示系统禁止的鼠标光标。通常是一个交叉的圆圈。" msgid "" -"Show the system's vertical resize mouse cursor when the user hovers the " -"node. A double-headed vertical arrow. It tells the user they can resize the " -"window or the panel vertically." +"Show the system's vertical resize mouse cursor when the user hovers the node. " +"A double-headed vertical arrow. It tells the user they can resize the window " +"or the panel vertically." msgstr "" -"当用户悬停节点时,显示系统的垂直调整鼠标光标。一个双头的垂直箭头。它告诉用户" -"可以垂直调整窗口或面板的大小。" +"当用户悬停节点时,显示系统的垂直调整鼠标光标。一个双头的垂直箭头。它告诉用户可" +"以垂直调整窗口或面板的大小。" msgid "" "Show the system's horizontal resize mouse cursor when the user hovers the " -"node. A double-headed horizontal arrow. It tells the user they can resize " -"the window or the panel horizontally." +"node. A double-headed horizontal arrow. It tells the user they can resize the " +"window or the panel horizontally." msgstr "" -"当用户悬停节点时,显示系统的水平调整鼠标光标。一个双头的水平箭头。它告诉用户" -"可以水平调整窗口或面板的大小。" +"当用户悬停节点时,显示系统的水平调整鼠标光标。一个双头的水平箭头。它告诉用户可" +"以水平调整窗口或面板的大小。" msgid "" "Show the system's window resize mouse cursor when the user hovers the node. " -"The cursor is a double-headed arrow that goes from the bottom left to the " -"top right. It tells the user they can resize the window or the panel both " +"The cursor is a double-headed arrow that goes from the bottom left to the top " +"right. It tells the user they can resize the window or the panel both " "horizontally and vertically." msgstr "" -"当用户将节点悬停时,显示系统窗口调整大小的鼠标光标。光标是从左下角到右上角的" -"双向箭头。它告诉用户可以水平和垂直调整窗口或面板的大小。" +"当用户将节点悬停时,显示系统窗口调整大小的鼠标光标。光标是从左下角到右上角的双" +"向箭头。它告诉用户可以水平和垂直调整窗口或面板的大小。" msgid "" "Show the system's window resize mouse cursor when the user hovers the node. " -"The cursor is a double-headed arrow that goes from the top left to the " -"bottom right, the opposite of [constant CURSOR_BDIAGSIZE]. It tells the user " -"they can resize the window or the panel both horizontally and vertically." +"The cursor is a double-headed arrow that goes from the top left to the bottom " +"right, the opposite of [constant CURSOR_BDIAGSIZE]. It tells the user they " +"can resize the window or the panel both horizontally and vertically." msgstr "" -"当用户将节点悬停时,显示系统窗口调整大小的鼠标光标。光标是一个双向箭头,从左" -"上角到右下角,与 [constant CURSOR_BDIAGSIZE] 相反。它告诉用户可以水平和垂直调" -"整窗口或面板的大小。" +"当用户将节点悬停时,显示系统窗口调整大小的鼠标光标。光标是一个双向箭头,从左上" +"角到右下角,与 [constant CURSOR_BDIAGSIZE] 相反。它告诉用户可以水平和垂直调整" +"窗口或面板的大小。" msgid "" -"Show the system's move mouse cursor when the user hovers the node. It shows " -"2 double-headed arrows at a 90 degree angle. It tells the user they can move " -"a UI element freely." +"Show the system's move mouse cursor when the user hovers the node. It shows 2 " +"double-headed arrows at a 90 degree angle. It tells the user they can move a " +"UI element freely." msgstr "" "当用户将节点悬停时,显示系统的移动鼠标光标。它以 90 度角显示 2 个双向箭头。它" "告诉用户他们可以自由移动 UI 元素。" @@ -26460,65 +27326,65 @@ msgstr "" "CURSOR_HSIZE] 相同。" msgid "" -"Show the system's help mouse cursor when the user hovers the node, a " -"question mark." +"Show the system's help mouse cursor when the user hovers the node, a question " +"mark." msgstr "当用户将节点悬停在一个节点上时,显示系统的帮助鼠标光标,一个问号。" msgid "" "Snap all 4 anchors to the top-left of the parent control's bounds. Use with " "[method set_anchors_preset]." msgstr "" -"将所有 4 个锚点对齐到父控件边界的左上角。与 [method set_anchors_preset] 一起" -"使用。" +"将所有 4 个锚点对齐到父控件边界的左上角。与 [method set_anchors_preset] 一起使" +"用。" msgid "" "Snap all 4 anchors to the top-right of the parent control's bounds. Use with " "[method set_anchors_preset]." msgstr "" -"将所有 4 个锚点对齐到父控件边界的右上角。与 [method set_anchors_preset] 一起" -"使用。" +"将所有 4 个锚点对齐到父控件边界的右上角。与 [method set_anchors_preset] 一起使" +"用。" msgid "" "Snap all 4 anchors to the bottom-left of the parent control's bounds. Use " "with [method set_anchors_preset]." msgstr "" -"将所有 4 个锚点对齐到父控件边界的左下角。与 [method set_anchors_preset] 一起" -"使用。" +"将所有 4 个锚点对齐到父控件边界的左下角。与 [method set_anchors_preset] 一起使" +"用。" msgid "" "Snap all 4 anchors to the bottom-right of the parent control's bounds. Use " "with [method set_anchors_preset]." msgstr "" -"将所有 4 个锚点对齐到父控件边界的右下角。与 [method set_anchors_preset] 一起" -"使用。" +"将所有 4 个锚点对齐到父控件边界的右下角。与 [method set_anchors_preset] 一起使" +"用。" msgid "" "Snap all 4 anchors to the center of the left edge of the parent control's " "bounds. Use with [method set_anchors_preset]." msgstr "" -"将所有 4 个锚点对齐到父控件边界的左边缘的中点。与 [method " -"set_anchors_preset] 一起使用。" +"将所有 4 个锚点对齐到父控件边界的左边缘的中点。与 [method set_anchors_preset] " +"一起使用。" msgid "" "Snap all 4 anchors to the center of the top edge of the parent control's " "bounds. Use with [method set_anchors_preset]." msgstr "" -"将所有 4 个锚点对齐到父控件边界的顶边缘的中点。与 [method " -"set_anchors_preset] 一起使用。" +"将所有 4 个锚点对齐到父控件边界的顶边缘的中点。与 [method set_anchors_preset] " +"一起使用。" msgid "" "Snap all 4 anchors to the center of the right edge of the parent control's " "bounds. Use with [method set_anchors_preset]." msgstr "" -"将所有 4 个锚点对齐到父控件边界的右边缘的中点。与 [method " -"set_anchors_preset] 一起使用。" +"将所有 4 个锚点对齐到父控件边界的右边缘的中点。与 [method set_anchors_preset] " +"一起使用。" msgid "" "Snap all 4 anchors to the center of the bottom edge of the parent control's " "bounds. Use with [method set_anchors_preset]." msgstr "" -"将所有 4 个锚点对齐到父控件边界的底边缘的中点。与 [method " -"set_anchors_preset] 一起使用。" +"将所有 4 个锚点对齐到父控件边界的底边缘的中点。与 [method set_anchors_preset] " +"一起使用。" msgid "" "Snap all 4 anchors to the center of the parent control's bounds. Use with " @@ -26529,8 +27395,8 @@ msgstr "" msgid "" "Snap all 4 anchors to the left edge of the parent control. The left offset " -"becomes relative to the left edge and the top offset relative to the top " -"left corner of the node's parent. Use with [method set_anchors_preset]." +"becomes relative to the left edge and the top offset relative to the top left " +"corner of the node's parent. Use with [method set_anchors_preset]." msgstr "" "将所有 4 个锚点对齐到父控件的左边缘。左偏移量相对于父节点的左边缘,上偏移量相" "对于父节点的左上角。与 [method set_anchors_preset] 一起使用。" @@ -26555,9 +27421,9 @@ msgstr "" msgid "" "Snap all 4 anchors to the bottom edge of the parent control. The left offset " -"becomes relative to the bottom left corner, the bottom offset relative to " -"the bottom edge, and the right offset relative to the bottom right corner of " -"the node's parent. Use with [method set_anchors_preset]." +"becomes relative to the bottom left corner, the bottom offset relative to the " +"bottom edge, and the right offset relative to the bottom right corner of the " +"node's parent. Use with [method set_anchors_preset]." msgstr "" "将所有 4 个锚点对齐到父控件的下边缘。左偏移量相对于父节点的左下角,下偏移量相" "对于父节点的下边缘,右偏移相对于父节点的右下角。与 [method " @@ -26571,15 +27437,15 @@ msgstr "" "set_anchors_preset] 一起使用。" msgid "" -"Snap all 4 anchors to a horizontal line that cuts the parent control in " -"half. Use with [method set_anchors_preset]." +"Snap all 4 anchors to a horizontal line that cuts the parent control in half. " +"Use with [method set_anchors_preset]." msgstr "" "将所有 4 个锚点对齐到一条水平线,该水平线将父控件切成两半。与 [method " "set_anchors_preset] 一起使用。" msgid "" -"Snap all 4 anchors to the respective corners of the parent control. Set all " -"4 offsets to 0 after you applied this preset and the [Control] will fit its " +"Snap all 4 anchors to the respective corners of the parent control. Set all 4 " +"offsets to 0 after you applied this preset and the [Control] will fit its " "parent control. Use with [method set_anchors_preset]." msgstr "" "将所有 4 个锚点对齐到父控件对应的角。应用此预设后,会将所有 4 个偏移都设置为 " @@ -26598,8 +27464,8 @@ msgid "The control's size will not change." msgstr "控件的大小不会改变。" msgid "" -"Tells the parent [Container] to align the node with its start, either the " -"top or the left edge. It is mutually exclusive with [constant SIZE_FILL] and " +"Tells the parent [Container] to align the node with its start, either the top " +"or the left edge. It is mutually exclusive with [constant SIZE_FILL] and " "other shrink size flags, but can be used with [constant SIZE_EXPAND] in some " "containers. Use with [member size_flags_horizontal] and [member " "size_flags_vertical].\n" @@ -26622,9 +27488,9 @@ msgstr "" "size_flags_vertical] 一起使用。" msgid "" -"Tells the parent [Container] to let this node take all the available space " -"on the axis you flag. If multiple neighboring nodes are set to expand, " -"they'll share the space based on their stretch ratio. See [member " +"Tells the parent [Container] to let this node take all the available space on " +"the axis you flag. If multiple neighboring nodes are set to expand, they'll " +"share the space based on their stretch ratio. See [member " "size_flags_stretch_ratio]. Use with [member size_flags_horizontal] and " "[member size_flags_vertical]." msgstr "" @@ -26637,14 +27503,14 @@ msgid "" "Sets the node's size flags to both fill and expand. See [constant SIZE_FILL] " "and [constant SIZE_EXPAND] for more information." msgstr "" -"将该节点的大小标志设置为填充和扩展。有关详细信息,请参阅 [constant " -"SIZE_FILL] 和 [constant SIZE_EXPAND]。" +"将该节点的大小标志设置为填充和扩展。有关详细信息,请参阅 [constant SIZE_FILL] " +"和 [constant SIZE_EXPAND]。" msgid "" -"Tells the parent [Container] to center the node in the available space. It " -"is mutually exclusive with [constant SIZE_FILL] and other shrink size flags, " -"but can be used with [constant SIZE_EXPAND] in some containers. Use with " -"[member size_flags_horizontal] and [member size_flags_vertical]." +"Tells the parent [Container] to center the node in the available space. It is " +"mutually exclusive with [constant SIZE_FILL] and other shrink size flags, but " +"can be used with [constant SIZE_EXPAND] in some containers. Use with [member " +"size_flags_horizontal] and [member size_flags_vertical]." msgstr "" "告诉父级 [Container] 将节点置于可用空间的中心。它与 [constant SIZE_FILL] 以及" "其他收缩大小标志互斥,但可以在某些容器中与 [constant SIZE_EXPAND] 一起使用。" @@ -26666,12 +27532,12 @@ msgid "" "The control will receive mouse button input events through [method " "_gui_input] if clicked on. And the control will receive the [signal " "mouse_entered] and [signal mouse_exited] signals. These events are " -"automatically marked as handled, and they will not propagate further to " -"other controls. This also results in blocking signals in other controls." +"automatically marked as handled, and they will not propagate further to other " +"controls. This also results in blocking signals in other controls." msgstr "" -"被点击时,控件将通过 [method _gui_input] 收到鼠标按钮输入事件。控件能够接收" -"到 [signal mouse_entered] 和 [signal mouse_exited] 信号。这些事件将自动被标记" -"为已处理,不会进一步传播到其他控件,因此相关的信号也不会在其他控件中触发。" +"被点击时,控件将通过 [method _gui_input] 收到鼠标按钮输入事件。控件能够接收到 " +"[signal mouse_entered] 和 [signal mouse_exited] 信号。这些事件将自动被标记为已" +"处理,不会进一步传播到其他控件,因此相关的信号也不会在其他控件中触发。" msgid "" "The control will receive mouse button input events through [method " @@ -26679,47 +27545,46 @@ msgid "" "mouse_entered] and [signal mouse_exited] signals. If this control does not " "handle the event, the parent control (if any) will be considered, and so on " "until there is no more parent control to potentially handle it. This also " -"allows signals to fire in other controls. If no control handled it, the " -"event will be passed to [method Node._unhandled_input] for further " -"processing." +"allows signals to fire in other controls. If no control handled it, the event " +"will be passed to [method Node._unhandled_input] for further processing." msgstr "" "控件被点击时,将通过 [method _gui_input] 收到鼠标按钮输入事件。并且控件能够接" "收到 [signal mouse_entered] 和 [signal mouse_exited] 信号。如果此控件未处理事" -"件,则将考虑其父控件(如果有的话),并依此类推,直到不再有可能处理它的父控件" -"为止。相关的信号可以在其他控件中触发。如果没有控件处理它,事件将被传递到 " +"件,则将考虑其父控件(如果有的话),并依此类推,直到不再有可能处理它的父控件为" +"止。相关的信号可以在其他控件中触发。如果没有控件处理它,事件将被传递到 " "[method Node._unhandled_input] 进一步处理。" msgid "" "The control will not receive mouse button input events through [method " -"_gui_input]. The control will also not receive the [signal mouse_entered] " -"nor [signal mouse_exited] signals. This will not block other controls from " +"_gui_input]. The control will also not receive the [signal mouse_entered] nor " +"[signal mouse_exited] signals. This will not block other controls from " "receiving these events or firing the signals. Ignored events will not be " "handled automatically." msgstr "" -"该控件不会通过 [method _gui_input] 收到鼠标按钮输入事件,也不会接收到 " -"[signal mouse_entered] 和 [signal mouse_exited] 信号。这不会阻止其他控件接收" -"这些事件或触发信号。被忽略的事件将不会被自动处理。" +"该控件不会通过 [method _gui_input] 收到鼠标按钮输入事件,也不会接收到 [signal " +"mouse_entered] 和 [signal mouse_exited] 信号。这不会阻止其他控件接收这些事件或" +"触发信号。被忽略的事件将不会被自动处理。" msgid "" "The control will grow to the left or top to make up if its minimum size is " "changed to be greater than its current size on the respective axis." msgstr "" -"如果控件的最小尺寸更改为大于其相应轴上的当前尺寸,则控件将向左或顶部增大以进" -"行组合。" +"如果控件的最小尺寸更改为大于其相应轴上的当前尺寸,则控件将向左或顶部增大以进行" +"组合。" msgid "" "The control will grow to the right or bottom to make up if its minimum size " "is changed to be greater than its current size on the respective axis." msgstr "" -"如果控件的最小尺寸更改为大于其相应轴上的当前尺寸,则控件将向右或向下增大以进" -"行补偿。" +"如果控件的最小尺寸更改为大于其相应轴上的当前尺寸,则控件将向右或向下增大以进行" +"补偿。" msgid "" "The control will grow in both directions equally to make up if its minimum " "size is changed to be greater than its current size." msgstr "" -"如果控件的最小大小更改为大于其当前大小,则控件将在两个方向上均等地增长以组成" -"该控件。" +"如果控件的最小大小更改为大于其当前大小,则控件将在两个方向上均等地增长以组成该" +"控件。" msgid "" "Snaps one of the 4 anchor's sides to the origin of the node's [code]Rect[/" @@ -26732,10 +27597,10 @@ msgstr "" "部 4 个锚点,请使用 [method set_anchors_preset]。" msgid "" -"Snaps one of the 4 anchor's sides to the end of the node's [code]Rect[/" -"code], in the bottom right. Use it with one of the [code]anchor_*[/code] " -"member variables, like [member anchor_left]. To change all 4 anchors at " -"once, use [method set_anchors_preset]." +"Snaps one of the 4 anchor's sides to the end of the node's [code]Rect[/code], " +"in the bottom right. Use it with one of the [code]anchor_*[/code] member " +"variables, like [member anchor_left]. To change all 4 anchors at once, use " +"[method set_anchors_preset]." msgstr "" "将 4 个锚点的某一侧吸附到节点的 [code]Rect[/code] 的右下角。在 " "[code]anchor_*[/code] 成员变量中使用,例如 [member anchor_left]。要一次更改全" @@ -26759,8 +27624,8 @@ msgid "Text writing direction is the same as layout direction." msgstr "文字书写方向与布局方向相同。" msgid "" -"Automatic text writing direction, determined from the current locale and " -"text content." +"Automatic text writing direction, determined from the current locale and text " +"content." msgstr "自动文本书写方向,根据当前区域设置和文本内容确定。" msgid "Left-to-right text writing direction." @@ -26769,6 +27634,9 @@ msgstr "从左至右的文本书写方向。" msgid "Right-to-left text writing direction." msgstr "从右至左的文本书写方向。" +msgid "A 2D convex polygon shape used for physics collision." +msgstr "用于物理碰撞的 2D 凸多边形形状。" + msgid "" "Based on the set of points provided, this assigns the [member points] " "property using the convex hull algorithm, removing all unneeded points. See " @@ -26780,14 +27648,17 @@ msgstr "" msgid "" "The polygon's list of vertices that form a convex hull. Can be in either " "clockwise or counterclockwise order.\n" -"[b]Warning:[/b] Only set this property to a list of points that actually " -"form a convex hull. Use [method set_point_cloud] to generate the convex hull " -"of an arbitrary set of points." +"[b]Warning:[/b] Only set this property to a list of points that actually form " +"a convex hull. Use [method set_point_cloud] to generate the convex hull of an " +"arbitrary set of points." msgstr "" "该多边形构成凸包的顶点列表。顺时针顺序或逆时针顺序都有可能。\n" "[b]警告:[/b]请务必将这个属性设置为能够形成凸包的顶点列表。可以使用 [method " "set_point_cloud] 从任意顶点集生成凸包。" +msgid "A 3D convex polyhedron shape used for physics collision." +msgstr "用于物理碰撞的 3D 凸多面体形状。" + msgid "The list of 3D points forming the convex polygon shape." msgstr "形成凸多边形的 3D 点列表。" @@ -26860,8 +27731,8 @@ msgid "Each particle's angular velocity will vary along this [Curve]." msgstr "每个粒子的角速度将沿着这条 [Curve] 变化。" msgid "" -"Maximum initial angular velocity (rotation speed) applied to each particle " -"in [i]degrees[/i] per second." +"Maximum initial angular velocity (rotation speed) applied to each particle in " +"[i]degrees[/i] per second." msgstr "应用于每个粒子的最大初始角速度(旋转速度),单位:[i]度[/i]每秒。" msgid "Minimum equivalent of [member angular_velocity_max]." @@ -26889,8 +27760,8 @@ msgid "" "that the particles will make full [code]0[/code] to [code]1[/code] offset " "cycle during lifetime, [code]2[/code] means [code]2[/code] cycles etc.\n" "With animation speed greater than [code]1[/code], remember to enable [member " -"CanvasItemMaterial.particles_anim_loop] property if you want the animation " -"to repeat." +"CanvasItemMaterial.particles_anim_loop] property if you want the animation to " +"repeat." msgstr "" "最大粒子动画速度。[code]1[/code] 的动画速度是指粒子在生命周期内会做完整的 " "[code]0[/code] 到 [code]1[/code] 的偏移循环,[code]2[/code] 则表示 [code]2[/" @@ -26926,8 +27797,8 @@ msgid "" "[code]100[/code] means that the particle will go from [code]100[/code] " "velocity to [code]0[/code] in [code]1[/code] second." msgstr "" -"粒子失去速度的最大速率。例如 [code]100[/code] 的值表示粒子将在 [code]1[/" -"code] 秒内,速度从 [code]100[/code] 变为 [code]0[/code]。" +"粒子失去速度的最大速率。例如 [code]100[/code] 的值表示粒子将在 [code]1[/code] " +"秒内,速度从 [code]100[/code] 变为 [code]0[/code]。" msgid "Minimum equivalent of [member damping_max]." msgstr "[member damping_max] 的对应最小值。" @@ -26973,16 +27844,15 @@ msgid "" "The sphere's radius if [member emission_shape] is set to [constant " "EMISSION_SHAPE_SPHERE]." msgstr "" -"[member emission_shape] 被设置为 [constant EMISSION_SHAPE_SPHERE] 时,该球体" -"的半径。" +"[member emission_shape] 被设置为 [constant EMISSION_SHAPE_SPHERE] 时,该球体的" +"半径。" msgid "If [code]true[/code], particles are being emitted." msgstr "如果为 [code]true[/code],则正在发射粒子。" msgid "" "How rapidly particles in an emission cycle are emitted. If greater than " -"[code]0[/code], there will be a gap in emissions before the next cycle " -"begins." +"[code]0[/code], there will be a gap in emissions before the next cycle begins." msgstr "" "粒子在单个发射周期中的发射有多急。如果大于 [code]0[/code],则在下一个发射周期" "开始之前,发射会出现一个间隔。" @@ -26992,8 +27862,8 @@ msgid "" "the value to 2 will make the particles render at 2 frames per second. Note " "this does not slow down the simulation of the particle system itself." msgstr "" -"粒子系统的帧速率被固定为一个值。例如,将值更改为 2 会使粒子以每秒 2 帧的速度" -"渲染。请注意,这并不会降低粒子系统本身的模拟速度。" +"粒子系统的帧速率被固定为一个值。例如,将值更改为 2 会使粒子以每秒 2 帧的速度渲" +"染。请注意,这并不会降低粒子系统本身的模拟速度。" msgid "" "If [code]true[/code], results in fractional delta calculation which has a " @@ -27043,16 +27913,16 @@ msgid "Minimum equivalent of [member linear_accel_max]." msgstr "[member linear_accel_max] 的对应最小值。" msgid "" -"If [code]true[/code], particles use the parent node's coordinate space " -"(known as local coordinates). This will cause particles to move and rotate " -"along the [CPUParticles2D] node (and its parents) when it is moved or " -"rotated. If [code]false[/code], particles use global coordinates; they will " -"not move or rotate along the [CPUParticles2D] node (and its parents) when it " -"is moved or rotated." +"If [code]true[/code], particles use the parent node's coordinate space (known " +"as local coordinates). This will cause particles to move and rotate along the " +"[CPUParticles2D] node (and its parents) when it is moved or rotated. If " +"[code]false[/code], particles use global coordinates; they will not move or " +"rotate along the [CPUParticles2D] node (and its parents) when it is moved or " +"rotated." msgstr "" -"如果为 [code]true[/code],粒子使用父节点的坐标空间(称为局部坐标)。这将导致" -"粒子在移动或旋转时,沿着 [CPUParticles2D] 节点(及其父节点)移动和旋转。如果" -"为 [code]false[/code],则粒子使用全局坐标;当移动或旋转时,它们不会沿着 " +"如果为 [code]true[/code],粒子使用父节点的坐标空间(称为局部坐标)。这将导致粒" +"子在移动或旋转时,沿着 [CPUParticles2D] 节点(及其父节点)移动和旋转。如果为 " +"[code]false[/code],则粒子使用全局坐标;当移动或旋转时,它们不会沿着 " "[CPUParticles2D] 节点(及其父节点)移动或旋转。" msgid "" @@ -27066,12 +27936,11 @@ msgid "Each particle's orbital velocity will vary along this [Curve]." msgstr "每个粒子的轨道速度将沿着这条 [Curve] 变化。" msgid "" -"Maximum orbital velocity applied to each particle. Makes the particles " -"circle around origin. Specified in number of full rotations around origin " -"per second." +"Maximum orbital velocity applied to each particle. Makes the particles circle " +"around origin. Specified in number of full rotations around origin per second." msgstr "" -"应用于每个粒子的最大轨道速度。使粒子围绕原点旋转。以每秒围绕原点的完整旋转数" -"指定。" +"应用于每个粒子的最大轨道速度。使粒子围绕原点旋转。以每秒围绕原点的完整旋转数指" +"定。" msgid "Minimum equivalent of [member orbit_velocity_max]." msgstr "[member orbit_velocity_max] 的对应最小值。" @@ -27137,19 +28006,18 @@ msgid "" "Each particle's initial direction range from [code]+spread[/code] to [code]-" "spread[/code] degrees." msgstr "" -"每个粒子的初始方向范围,从 [code]+spread[/code] 度到 [code]-spread[/code] " -"度。" +"每个粒子的初始方向范围,从 [code]+spread[/code] 度到 [code]-spread[/code] 度。" msgid "Each particle's tangential acceleration will vary along this [Curve]." msgstr "每个粒子的切向加速度将沿着这条 [Curve] 变化。" msgid "" "Maximum tangential acceleration applied to each particle. Tangential " -"acceleration is perpendicular to the particle's velocity giving the " -"particles a swirling motion." +"acceleration is perpendicular to the particle's velocity giving the particles " +"a swirling motion." msgstr "" -"应用于每个粒子的最大切向加速度。切向加速度垂直于粒子的速度,从而使粒子产生涡" -"旋运动。" +"应用于每个粒子的最大切向加速度。切向加速度垂直于粒子的速度,从而使粒子产生涡旋" +"运动。" msgid "Minimum equivalent of [member tangential_accel_max]." msgstr "[member tangential_accel_max] 的对应最小值。" @@ -27167,85 +28035,85 @@ msgid "" "Use with [method set_param_min], [method set_param_max], and [method " "set_param_curve] to set initial velocity properties." msgstr "" -"与 [method set_param_min]、[method set_param_max]、[method set_param_curve] " -"一起使用,设置初始速度属性。" +"与 [method set_param_min]、[method set_param_max]、[method set_param_curve] 一" +"起使用,设置初始速度属性。" msgid "" "Use with [method set_param_min], [method set_param_max], and [method " "set_param_curve] to set angular velocity properties." msgstr "" -"与 [method set_param_min]、[method set_param_max]、[method set_param_curve] " -"一起使用,设置角速度属性。" +"与 [method set_param_min]、[method set_param_max]、[method set_param_curve] 一" +"起使用,设置角速度属性。" msgid "" "Use with [method set_param_min], [method set_param_max], and [method " "set_param_curve] to set orbital velocity properties." msgstr "" -"与 [method set_param_min]、[method set_param_max]、[method set_param_curve] " -"一起使用,设置轨道速度属性。" +"与 [method set_param_min]、[method set_param_max]、[method set_param_curve] 一" +"起使用,设置轨道速度属性。" msgid "" "Use with [method set_param_min], [method set_param_max], and [method " "set_param_curve] to set linear acceleration properties." msgstr "" -"与 [method set_param_min]、[method set_param_max]、[method set_param_curve] " -"一起使用,设置线性加速度属性。" +"与 [method set_param_min]、[method set_param_max]、[method set_param_curve] 一" +"起使用,设置线性加速度属性。" msgid "" "Use with [method set_param_min], [method set_param_max], and [method " "set_param_curve] to set radial acceleration properties." msgstr "" -"与 [method set_param_min]、[method set_param_max]、[method set_param_curve] " -"一起使用,设置径向加速度属性。" +"与 [method set_param_min]、[method set_param_max]、[method set_param_curve] 一" +"起使用,设置径向加速度属性。" msgid "" "Use with [method set_param_min], [method set_param_max], and [method " "set_param_curve] to set tangential acceleration properties." msgstr "" -"与 [method set_param_min]、[method set_param_max]、[method set_param_curve] " -"一起使用,设置切向加速度属性。" +"与 [method set_param_min]、[method set_param_max]、[method set_param_curve] 一" +"起使用,设置切向加速度属性。" msgid "" "Use with [method set_param_min], [method set_param_max], and [method " "set_param_curve] to set damping properties." msgstr "" -"与 [method set_param_min]、[method set_param_max]、[method set_param_curve] " -"一起使用,设置阻尼属性。" +"与 [method set_param_min]、[method set_param_max]、[method set_param_curve] 一" +"起使用,设置阻尼属性。" msgid "" "Use with [method set_param_min], [method set_param_max], and [method " "set_param_curve] to set angle properties." msgstr "" -"与 [method set_param_min]、[method set_param_max]、[method set_param_curve] " -"一起使用,设置角度属性。" +"与 [method set_param_min]、[method set_param_max]、[method set_param_curve] 一" +"起使用,设置角度属性。" msgid "" "Use with [method set_param_min], [method set_param_max], and [method " "set_param_curve] to set scale properties." msgstr "" -"与 [method set_param_min]、[method set_param_max]、[method set_param_curve] " -"一起使用,设置缩放属性。" +"与 [method set_param_min]、[method set_param_max]、[method set_param_curve] 一" +"起使用,设置缩放属性。" msgid "" "Use with [method set_param_min], [method set_param_max], and [method " "set_param_curve] to set hue variation properties." msgstr "" -"与 [method set_param_min]、[method set_param_max]、[method set_param_curve] " -"一起使用,设置色相变化属性。" +"与 [method set_param_min]、[method set_param_max]、[method set_param_curve] 一" +"起使用,设置色相变化属性。" msgid "" "Use with [method set_param_min], [method set_param_max], and [method " "set_param_curve] to set animation speed properties." msgstr "" -"与 [method set_param_min]、[method set_param_max]、[method set_param_curve] " -"一起使用,设置动画速度属性。" +"与 [method set_param_min]、[method set_param_max]、[method set_param_curve] 一" +"起使用,设置动画速度属性。" msgid "" "Use with [method set_param_min], [method set_param_max], and [method " "set_param_curve] to set animation offset properties." msgstr "" -"与 [method set_param_min]、[method set_param_max]、[method set_param_curve] " -"一起使用,设置动画偏移属性。" +"与 [method set_param_min]、[method set_param_max]、[method set_param_curve] 一" +"起使用,设置动画偏移属性。" msgid "Represents the size of the [enum Parameter] enum." msgstr "代表 [enum Parameter] 枚举的大小。" @@ -27287,8 +28155,8 @@ msgstr "" msgid "" "Particles will be emitted at a position chosen randomly among [member " -"emission_points]. Particle velocity and rotation will be set based on " -"[member emission_normals]. Particle color will be modulated by [member " +"emission_points]. Particle velocity and rotation will be set based on [member " +"emission_normals]. Particle color will be modulated by [member " "emission_colors]." msgstr "" "粒子将在 [member emission_points] 中随机选择的位置发射。粒子的速度和旋转将基" @@ -27340,8 +28208,8 @@ msgid "" msgstr "每个粒子的角速度(旋转速度)将在其生命周期内沿着这条 [Curve] 变化。" msgid "" -"Minimum initial angular velocity (rotation speed) applied to each particle " -"in [i]degrees[/i] per second." +"Minimum initial angular velocity (rotation speed) applied to each particle in " +"[i]degrees[/i] per second." msgstr "应用于每个粒子的最小初始角速度(旋转速度),单位:[i]度[/i]每秒 。" msgid "Maximum animation offset." @@ -27366,11 +28234,11 @@ msgid "" "have no visible effect." msgstr "" "每个粒子的初始颜色。\n" -"[b]注意:[/b][member color] 乘以粒子网格的顶点颜色。要在 [BaseMaterial3D] 上" -"产生可见效果,[member BaseMaterial3D.vertex_color_use_as_albedo] [i]必须[/i]" -"为 [code]true[/code]。对于 [ShaderMaterial],必须在着色器的 [code]fragment()" -"[/code] 函数中插入 [code]ALBEDO *= COLOR.rgb;[/code]。否则,[member color] 将" -"没有可见效果。" +"[b]注意:[/b][member color] 乘以粒子网格的顶点颜色。要在 [BaseMaterial3D] 上产" +"生可见效果,[member BaseMaterial3D.vertex_color_use_as_albedo] [i]必须[/i]为 " +"[code]true[/code]。对于 [ShaderMaterial],必须在着色器的 [code]fragment()[/" +"code] 函数中插入 [code]ALBEDO *= COLOR.rgb;[/code]。否则,[member color] 将没" +"有可见效果。" msgid "" "Each particle's initial color will vary along this [GradientTexture1D] " @@ -27378,8 +28246,8 @@ msgid "" "[b]Note:[/b] [member color_initial_ramp] multiplies the particle mesh's " "vertex colors. To have a visible effect on a [BaseMaterial3D], [member " "BaseMaterial3D.vertex_color_use_as_albedo] [i]must[/i] be [code]true[/code]. " -"For a [ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted " -"in the shader's [code]fragment()[/code] function. Otherwise, [member " +"For a [ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in " +"the shader's [code]fragment()[/code] function. Otherwise, [member " "color_initial_ramp] will have no visible effect." msgstr "" "每个粒子的初始颜色将沿着该 [GradientTexture1D](乘以 [member color])而变" @@ -27397,9 +28265,9 @@ msgid "" "[b]Note:[/b] [member color_ramp] multiplies the particle mesh's vertex " "colors. To have a visible effect on a [BaseMaterial3D], [member " "BaseMaterial3D.vertex_color_use_as_albedo] [i]must[/i] be [code]true[/code]. " -"For a [ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted " -"in the shader's [code]fragment()[/code] function. Otherwise, [member " -"color_ramp] will have no visible effect." +"For a [ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in " +"the shader's [code]fragment()[/code] function. Otherwise, [member color_ramp] " +"will have no visible effect." msgstr "" "每个粒子的颜色将在其生命周期内沿该 [GradientTexture1D] 变化(乘以 [member " "color])。\n" @@ -27428,8 +28296,8 @@ msgid "" "[b]Note:[/b] [member emission_colors] multiplies the particle mesh's vertex " "colors. To have a visible effect on a [BaseMaterial3D], [member " "BaseMaterial3D.vertex_color_use_as_albedo] [i]must[/i] be [code]true[/code]. " -"For a [ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted " -"in the shader's [code]fragment()[/code] function. Otherwise, [member " +"For a [ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in " +"the shader's [code]fragment()[/code] function. Otherwise, [member " "emission_colors] will have no visible effect." msgstr "" "设置使用 [constant EMISSION_SHAPE_POINTS] 或 [constant " @@ -27470,15 +28338,14 @@ msgid "" "the value to 2 will make the particles render at 2 frames per second. Note " "this does not slow down the particle system itself." msgstr "" -"粒子系统的帧速率被固定为一个值。例如,将值更改为 2 会使粒子以每秒 2 帧的速度" -"渲染。请注意,这并不会降低粒子系统本身的速度。" +"粒子系统的帧速率被固定为一个值。例如,将值更改为 2 会使粒子以每秒 2 帧的速度渲" +"染。请注意,这并不会降低粒子系统本身的速度。" msgid "" "Amount of [member spread] in Y/Z plane. A value of [code]1[/code] restricts " "particles to X/Z plane." msgstr "" -"Y/Z 平面中的 [member spread] 数量。值 [code]1[/code] 将粒子限制在 X/Z 平面" -"上。" +"Y/Z 平面中的 [member spread] 数量。值 [code]1[/code] 将粒子限制在 X/Z 平面上。" msgid "Maximum hue variation." msgstr "最大色相变化。" @@ -27499,16 +28366,16 @@ msgid "Minimum linear acceleration." msgstr "最小线性加速度。" msgid "" -"If [code]true[/code], particles use the parent node's coordinate space " -"(known as local coordinates). This will cause particles to move and rotate " -"along the [CPUParticles3D] node (and its parents) when it is moved or " -"rotated. If [code]false[/code], particles use global coordinates; they will " -"not move or rotate along the [CPUParticles3D] node (and its parents) when it " -"is moved or rotated." +"If [code]true[/code], particles use the parent node's coordinate space (known " +"as local coordinates). This will cause particles to move and rotate along the " +"[CPUParticles3D] node (and its parents) when it is moved or rotated. If " +"[code]false[/code], particles use global coordinates; they will not move or " +"rotate along the [CPUParticles3D] node (and its parents) when it is moved or " +"rotated." msgstr "" -"如果为 [code]true[/code],粒子使用父节点的坐标空间(称为局部坐标)。这将导致" -"粒子在移动或旋转时,沿着 [CPUParticles3D] 节点(及其父节点)移动和旋转。如果" -"为 [code]false[/code],则粒子使用全局坐标;当移动或旋转时,它们不会沿着 " +"如果为 [code]true[/code],粒子使用父节点的坐标空间(称为局部坐标)。这将导致粒" +"子在移动或旋转时,沿着 [CPUParticles3D] 节点(及其父节点)移动和旋转。如果为 " +"[code]false[/code],则粒子使用全局坐标;当移动或旋转时,它们不会沿着 " "[CPUParticles3D] 节点(及其父节点)移动或旋转。" msgid "" @@ -27560,8 +28427,8 @@ msgid "" "Each particle's initial direction range from [code]+spread[/code] to [code]-" "spread[/code] degrees. Applied to X/Z plane and Y/Z planes." msgstr "" -"每个粒子的初始方向范围为 [code]+spread[/code] 至 [code]-spread[/code] 度。适" -"用于 X/Z 平面和 Y/Z 平面。" +"每个粒子的初始方向范围为 [code]+spread[/code] 至 [code]-spread[/code] 度。适用" +"于 X/Z 平面和 Y/Z 平面。" msgid "Maximum tangent acceleration." msgstr "最大切向加速度。" @@ -27575,14 +28442,12 @@ msgstr "粒子按深度顺序绘制。" msgid "" "Use with [method set_particle_flag] to set [member particle_flag_rotate_y]." msgstr "" -"与 [method set_particle_flag] 一起使用,设置 [member " -"particle_flag_rotate_y]。" +"与 [method set_particle_flag] 一起使用,设置 [member particle_flag_rotate_y]。" msgid "" "Use with [method set_particle_flag] to set [member particle_flag_disable_z]." msgstr "" -"与 [method set_particle_flag] 一起使用,设置[member " -"particle_flag_disable_z]。" +"与 [method set_particle_flag] 一起使用,设置[member particle_flag_disable_z]。" msgid "Particles will be emitted in the volume of a sphere." msgstr "粒子将在球体的体积中发射。" @@ -27638,11 +28503,10 @@ msgstr "" msgid "" "Generates a self-signed [X509Certificate] from the given [CryptoKey] and " "[param issuer_name]. The certificate validity will be defined by [param " -"not_before] and [param not_after] (first valid date and last valid date). " -"The [param issuer_name] must contain at least \"CN=\" (common name, i.e. the " -"domain name), \"O=\" (organization, i.e. your company name), " -"\"C=\" (country, i.e. 2 lettered ISO-3166 code of the country the " -"organization is based in).\n" +"not_before] and [param not_after] (first valid date and last valid date). The " +"[param issuer_name] must contain at least \"CN=\" (common name, i.e. the " +"domain name), \"O=\" (organization, i.e. your company name), \"C=\" (country, " +"i.e. 2 lettered ISO-3166 code of the country the organization is based in).\n" "A small example to generate an RSA key and a X509 self-signed certificate.\n" "[codeblocks]\n" "[gdscript]\n" @@ -27663,11 +28527,11 @@ msgid "" "[/csharp]\n" "[/codeblocks]" msgstr "" -"根据给定的 [CryptoKey] 和 [param issuer_name] 生成自签名的 " -"[X509Certificate]。证书有效性将由 [param not_before] 和 [param not_after](第" -"一个有效日期和最后一个有效日期)定义。[param issuer_name] 必须至少包" -"含“CN=”(通用名称,即域名)、“O=”(组织,即您的公司名称)、“C=”(国家,即 2 " -"个字母的该组织所在的国家/地区的 ISO-3166 代码)。\n" +"根据给定的 [CryptoKey] 和 [param issuer_name] 生成自签名的 [X509Certificate]。" +"证书有效性将由 [param not_before] 和 [param not_after](第一个有效日期和最后一" +"个有效日期)定义。[param issuer_name] 必须至少包含“CN=”(通用名称,即域" +"名)、“O=”(组织,即您的公司名称)、“C=”(国家,即 2 个字母的该组织所在的国家/" +"地区的 ISO-3166 代码)。\n" "生成 RSA 密钥和 X509 自签名证书的小示例。\n" "[codeblocks]\n" "[gdscript]\n" @@ -27690,23 +28554,22 @@ msgstr "" msgid "" "Generates an [url=https://en.wikipedia.org/wiki/HMAC]HMAC[/url] digest of " -"[param msg] using [param key]. The [param hash_type] parameter is the " -"hashing algorithm that is used for the inner and outer hashes.\n" +"[param msg] using [param key]. The [param hash_type] parameter is the hashing " +"algorithm that is used for the inner and outer hashes.\n" "Currently, only [constant HashingContext.HASH_SHA256] and [constant " "HashingContext.HASH_SHA1] are supported." msgstr "" "使用密钥 [param key] 生成 [param msg] 的 [url=https://zh.wikipedia.org/wiki/" -"HMAC]HMAC[/url] 摘要。[param hash_type] 参数是用于内部和外部哈希的哈希算" -"法。\n" +"HMAC]HMAC[/url] 摘要。[param hash_type] 参数是用于内部和外部哈希的哈希算法。\n" "目前仅支持 [constant HashingContext.HASH_SHA256] 和 [constant HashingContext." "HASH_SHA1]。" msgid "" -"Sign a given [param hash] of type [param hash_type] with the provided " -"private [param key]." +"Sign a given [param hash] of type [param hash_type] with the provided private " +"[param key]." msgstr "" -"使用提供的私钥 [param key] 对类型为 [param hash_type] 的给定 [param hash] 进" -"行签名。" +"使用提供的私钥 [param key] 对类型为 [param hash_type] 的给定 [param hash] 进行" +"签名。" msgid "" "Verify that a given [param signature] for [param hash] of type [param " @@ -27725,15 +28588,14 @@ msgid "" "Crypto.generate_self_signed_certificate] and as private key in [method " "StreamPeerTLS.accept_stream] along with the appropriate certificate." msgstr "" -"CryptoKey 类表示加密密钥。密钥可以像其他任何 [Resource] 一样进行加载和保" -"存。\n" +"CryptoKey 类表示加密密钥。密钥可以像其他任何 [Resource] 一样进行加载和保存。\n" "密钥可以通过 [method Crypto.generate_self_signed_certificate] 生成自签名的 " "[X509Certificate],并可作为 [method StreamPeerTLS.accept_stream] 中相应的证书" "的私钥。" msgid "" -"Returns [code]true[/code] if this CryptoKey only has the public part, and " -"not the private one." +"Returns [code]true[/code] if this CryptoKey only has the public part, and not " +"the private one." msgstr "" "如果该 CryptoKey 仅具有公钥部分,没有私钥部分,则返回 [code]true[/code]。" @@ -27745,15 +28607,15 @@ msgid "" msgstr "" "从路径 [param path] 加载密钥。如果 [param public_only] 为 [code]true[/code]," "将只加载公钥。\n" -"[b]注意:[/b]如果 [param public_only] 为 [code]true[/code],则 [param path] " -"应该是“*.pub”文件,否则是“*.key”文件。" +"[b]注意:[/b]如果 [param public_only] 为 [code]true[/code],则 [param path] 应" +"该是“*.pub”文件,否则是“*.key”文件。" msgid "" "Loads a key from the given [param string_key]. If [param public_only] is " "[code]true[/code], only the public key will be loaded." msgstr "" -"从给定的 [param string_key] 加载密钥。如果 [param public_only] 为 " -"[code]true[/code],则仅会加载公钥。" +"从给定的 [param string_key] 加载密钥。如果 [param public_only] 为 [code]true[/" +"code],则仅会加载公钥。" msgid "" "Saves a key to the given [param path]. If [param public_only] is [code]true[/" @@ -27763,8 +28625,8 @@ msgid "" msgstr "" "将密钥保存到给定的路径 [param path]。如果 [param public_only] 为 [code]true[/" "code],则只会保存公钥。\n" -"[b]注意:[/b]如果 [param public_only] 为 [code]true[/code],则 [param path] " -"应该是“*.pub”文件,否则是“*.key”文件。" +"[b]注意:[/b]如果 [param public_only] 为 [code]true[/code],则 [param path] 应" +"该是“*.pub”文件,否则是“*.key”文件。" msgid "" "Returns a string containing the key in PEM format. If [param public_only] is " @@ -27780,14 +28642,13 @@ msgid "" "This node allows you to create a box for use with the CSG system.\n" "[b]Note:[/b] CSG nodes are intended to be used for level prototyping. " "Creating CSG nodes has a significant CPU cost compared to creating a " -"[MeshInstance3D] with a [PrimitiveMesh]. Moving a CSG node within another " -"CSG node also has a significant CPU cost, so it should be avoided during " -"gameplay." +"[MeshInstance3D] with a [PrimitiveMesh]. Moving a CSG node within another CSG " +"node also has a significant CPU cost, so it should be avoided during gameplay." msgstr "" "此节点允许您创建与 CSG 系统一起使用的盒子。\n" "[b]注意:[/b] CSG 节点旨在用于关卡原型设计。与使用 [PrimitiveMesh] 创建 " -"[MeshInstance3D] 相比,创建 CSG 节点具有显着的 CPU 成本。在另一个 CSG 节点" -"中,移动一个 CSG 节点,也会大量消耗 CPU,因此在游戏过程中,应该避免这种情况。" +"[MeshInstance3D] 相比,创建 CSG 节点具有显着的 CPU 成本。在另一个 CSG 节点中," +"移动一个 CSG 节点,也会大量消耗 CPU,因此在游戏过程中,应该避免这种情况。" msgid "Prototyping levels with CSG" msgstr "使用 CSG 设计关卡原型" @@ -27803,15 +28664,14 @@ msgid "" "to your CSG nodes. The CSGCombiner3D node allows you to create this " "structure. The node encapsulates the result of the CSG operations of its " "children. In this way, it is possible to do operations on one set of shapes " -"that are children of one CSGCombiner3D node, and a set of separate " -"operations on a second set of shapes that are children of a second " -"CSGCombiner3D node, and then do an operation that takes the two end results " -"as its input to create the final shape.\n" +"that are children of one CSGCombiner3D node, and a set of separate operations " +"on a second set of shapes that are children of a second CSGCombiner3D node, " +"and then do an operation that takes the two end results as its input to " +"create the final shape.\n" "[b]Note:[/b] CSG nodes are intended to be used for level prototyping. " "Creating CSG nodes has a significant CPU cost compared to creating a " -"[MeshInstance3D] with a [PrimitiveMesh]. Moving a CSG node within another " -"CSG node also has a significant CPU cost, so it should be avoided during " -"gameplay." +"[MeshInstance3D] with a [PrimitiveMesh]. Moving a CSG node within another CSG " +"node also has a significant CPU cost, so it should be avoided during gameplay." msgstr "" "对于形状的复杂排列,有时需要向 CSG 节点添加结构。CSGCombiner3D 节点允许创建该" "结构。节点封装了其子节点的 CSG 操作的结果。通过这种方式,可以对作为一个 " @@ -27819,8 +28679,8 @@ msgstr "" "点的子节点的第二组形状进行一组单独的操作,然后执行以下操作: 将两个最终结果作" "为输入来创建最终形状。\n" "[b]注意:[/b] CSG 节点旨在用于关卡原型设计。与使用 [PrimitiveMesh] 创建 " -"[MeshInstance3D] 相比,创建 CSG 节点具有显著的 CPU 成本。在另一个 CSG 节点" -"中,移动一个 CSG 节点,也会大量消耗 CPU,因此在游戏过程中,应该避免这种情况。" +"[MeshInstance3D] 相比,创建 CSG 节点具有显著的 CPU 成本。在另一个 CSG 节点中," +"移动一个 CSG 节点,也会大量消耗 CPU,因此在游戏过程中,应该避免这种情况。" msgid "A CSG Cylinder shape." msgstr "CSG 圆柱形状。" @@ -27830,14 +28690,13 @@ msgid "" "system.\n" "[b]Note:[/b] CSG nodes are intended to be used for level prototyping. " "Creating CSG nodes has a significant CPU cost compared to creating a " -"[MeshInstance3D] with a [PrimitiveMesh]. Moving a CSG node within another " -"CSG node also has a significant CPU cost, so it should be avoided during " -"gameplay." +"[MeshInstance3D] with a [PrimitiveMesh]. Moving a CSG node within another CSG " +"node also has a significant CPU cost, so it should be avoided during gameplay." msgstr "" "此节点允许您创建与 CSG 系统一起使用的圆柱体(或圆锥体)。\n" "[b]注意:[/b] CSG 节点旨在用于关卡原型设计。与使用 [PrimitiveMesh] 创建 " -"[MeshInstance3D] 相比,创建 CSG 节点具有显着的 CPU 成本。在另一个 CSG 节点" -"中,移动一个 CSG 节点,也会大量消耗 CPU,因此在游戏过程中,应该避免这种情况。" +"[MeshInstance3D] 相比,创建 CSG 节点具有显着的 CPU 成本。在另一个 CSG 节点中," +"移动一个 CSG 节点,也会大量消耗 CPU,因此在游戏过程中,应该避免这种情况。" msgid "" "If [code]true[/code] a cone is created, the [member radius] will only apply " @@ -27863,29 +28722,28 @@ msgid "" "effect making the cylinder seem rounded. If [code]false[/code] the cylinder " "will have a flat shaded look." msgstr "" -"如果为 [code]true[/code],则将圆柱体的法线设置为具有平滑效果,使圆柱体看起来" -"是圆形的。如果为 [code]false[/code],则圆柱体将具有平坦的阴影表现。" +"如果为 [code]true[/code],则将圆柱体的法线设置为具有平滑效果,使圆柱体看起来是" +"圆形的。如果为 [code]false[/code],则圆柱体将具有平坦的阴影表现。" msgid "A CSG Mesh shape that uses a mesh resource." msgstr "使用网格资源的 CSG 网格形状。" msgid "" -"This CSG node allows you to use any mesh resource as a CSG shape, provided " -"it is closed, does not self-intersect, does not contain internal faces and " -"has no edges that connect to more than two faces. See also [CSGPolygon3D] " -"for drawing 2D extruded polygons to be used as CSG nodes.\n" +"This CSG node allows you to use any mesh resource as a CSG shape, provided it " +"is closed, does not self-intersect, does not contain internal faces and has " +"no edges that connect to more than two faces. See also [CSGPolygon3D] for " +"drawing 2D extruded polygons to be used as CSG nodes.\n" "[b]Note:[/b] CSG nodes are intended to be used for level prototyping. " "Creating CSG nodes has a significant CPU cost compared to creating a " -"[MeshInstance3D] with a [PrimitiveMesh]. Moving a CSG node within another " -"CSG node also has a significant CPU cost, so it should be avoided during " -"gameplay." +"[MeshInstance3D] with a [PrimitiveMesh]. Moving a CSG node within another CSG " +"node also has a significant CPU cost, so it should be avoided during gameplay." msgstr "" -"此 CSG 节点允许你将任何网格资源用作 CSG 形状,前提是它是闭合的、不自相交、不" -"包含内部面并且没有连接到两个面以上的边。 另请参阅 [CSGPolygon3D],以绘制 2D " -"挤出多边形以用作 CSG 节点。\n" +"此 CSG 节点允许你将任何网格资源用作 CSG 形状,前提是它是闭合的、不自相交、不包" +"含内部面并且没有连接到两个面以上的边。 另请参阅 [CSGPolygon3D],以绘制 2D 挤出" +"多边形以用作 CSG 节点。\n" "[b]注意:[/b] CSG 节点旨在用于关卡原型设计。与使用 [PrimitiveMesh] 创建 " -"[MeshInstance3D] 相比,创建 CSG 节点具有显着的 CPU 成本。在另一个 CSG 节点" -"中,移动一个 CSG 节点,也会大量消耗 CPU,因此在游戏过程中,应该避免这种情况。" +"[MeshInstance3D] 相比,创建 CSG 节点具有显着的 CPU 成本。在另一个 CSG 节点中," +"移动一个 CSG 节点,也会大量消耗 CPU,因此在游戏过程中,应该避免这种情况。" msgid "The [Material] used in drawing the CSG shape." msgstr "用于绘制 CSG 形状的 [Material]。" @@ -27899,9 +28757,9 @@ msgid "" "parallel." msgstr "" "用来作为 CSG 形状的 [Mesh] 资源。\n" -"[b]注意:[/b]当使用 [ArrayMesh] 时,除非需要一个平面着色器,否则要避免使用顶" -"点法线的网格。默认情况下,CSGMesh 会忽略网格的顶点法线,并使用面的法线计算平" -"整的着色器。如果需要使用平面着色器,请确保所有面的顶点法线是平行的。" +"[b]注意:[/b]当使用 [ArrayMesh] 时,除非需要一个平面着色器,否则要避免使用顶点" +"法线的网格。默认情况下,CSGMesh 会忽略网格的顶点法线,并使用面的法线计算平整的" +"着色器。如果需要使用平面着色器,请确保所有面的顶点法线是平行的。" msgid "Extrudes a 2D polygon shape to create a 3D mesh." msgstr "拉伸 2D 多边形形状以创建 3D 网格。" @@ -27911,18 +28769,16 @@ msgid "" "3D meshes. See also [CSGMesh3D] for using 3D meshes as CSG nodes.\n" "[b]Note:[/b] CSG nodes are intended to be used for level prototyping. " "Creating CSG nodes has a significant CPU cost compared to creating a " -"[MeshInstance3D] with a [PrimitiveMesh]. Moving a CSG node within another " -"CSG node also has a significant CPU cost, so it should be avoided during " -"gameplay." +"[MeshInstance3D] with a [PrimitiveMesh]. Moving a CSG node within another CSG " +"node also has a significant CPU cost, so it should be avoided during gameplay." msgstr "" "挤出一组 2D 点,以快速轻松地创建各种 3D 网格。另请参阅 [CSGMesh3D],以了解将 " "3D 网格用作 CSG 节点。\n" "[b]注意:[/b]CSG 节点旨在用于关卡原型设计。与使用 [PrimitiveMesh] 创建 " -"[MeshInstance3D] 相比,创建 CSG 节点具有显著的 CPU 成本。在另一个 CSG 节点" -"中,移动一个 CSG 节点,也会大量消耗 CPU,因此在游戏过程中,应该避免这种情况。" +"[MeshInstance3D] 相比,创建 CSG 节点具有显著的 CPU 成本。在另一个 CSG 节点中," +"移动一个 CSG 节点,也会大量消耗 CPU,因此在游戏过程中,应该避免这种情况。" -msgid "" -"When [member mode] is [constant MODE_DEPTH], the depth of the extrusion." +msgid "When [member mode] is [constant MODE_DEPTH], the depth of the extrusion." msgstr "当 [member mode] 为 [constant MODE_DEPTH] 时,挤出的深度。" msgid "" @@ -27932,27 +28788,26 @@ msgid "" "front end face, and the bottom-right quarter to the back end face." msgstr "" "用于生成的网格的材质。UV 将材质的上半部分映射到挤出形状(U 沿着挤出的长度,V " -"围绕 [member polygon] 的轮廓),左下四分之一映射到前端面,右下四分之一映射到" -"后端面。" +"围绕 [member polygon] 的轮廓),左下四分之一映射到前端面,右下四分之一映射到后" +"端面。" msgid "The [member mode] used to extrude the [member polygon]." msgstr "用于挤出 [member polygon] 的 [member mode] 。" msgid "" "When [member mode] is [constant MODE_PATH], by default, the top half of the " -"[member material] is stretched along the entire length of the extruded " -"shape. If [code]false[/code] the top half of the material is repeated every " -"step of the extrusion." +"[member material] is stretched along the entire length of the extruded shape. " +"If [code]false[/code] the top half of the material is repeated every step of " +"the extrusion." msgstr "" -"当 [member mode] 为[constant MODE_PATH] 时,默认情况下,[member material] 的" -"上半部分会沿着挤出形状的整个长度被拉伸。如果为 [code]false[/code],挤出的每一" -"步都会重复材质的上半部分。" +"当 [member mode] 为[constant MODE_PATH] 时,默认情况下,[member material] 的上" +"半部分会沿着挤出形状的整个长度被拉伸。如果为 [code]false[/code],挤出的每一步" +"都会重复材质的上半部分。" msgid "" "When [member mode] is [constant MODE_PATH], the path interval or ratio of " "path points to extrusions." -msgstr "" -"当 [member mode] 为 [constant MODE_PATH] 时,路径间隔或路径点比例挤出。" +msgstr "当 [member mode] 为 [constant MODE_PATH] 时,路径间隔或路径点比例挤出。" msgid "" "When [member mode] is [constant MODE_PATH], this will determine if the " @@ -27964,11 +28819,11 @@ msgstr "" msgid "" "When [member mode] is [constant MODE_PATH], if [code]true[/code] the ends of " -"the path are joined, by adding an extrusion between the last and first " -"points of the path." +"the path are joined, by adding an extrusion between the last and first points " +"of the path." msgstr "" -"当 [member mode] 为 [constant MODE_PATH] 时,如果 [code]true[/code] 路径的两" -"端会被连接起来,在路径的最后一个点和第一个点之间添加挤出。" +"当 [member mode] 为 [constant MODE_PATH] 时,如果 [code]true[/code] 路径的两端" +"会被连接起来,在路径的最后一个点和第一个点之间添加挤出。" msgid "" "When [member mode] is [constant MODE_PATH], if [code]true[/code] the " @@ -28039,8 +28894,7 @@ msgstr "[member mode] 为 [constant MODE_SPIN] 时,挤出的次数。" msgid "The [member polygon] shape is extruded along the negative Z axis." msgstr "[member polygon] 形状沿负 Z 轴挤出。" -msgid "" -"The [member polygon] shape is extruded by rotating it around the Y axis." +msgid "The [member polygon] shape is extruded by rotating it around the Y axis." msgstr "[member polygon] 形状通过围绕 Y 轴旋转来挤出。" msgid "" @@ -28066,8 +28920,8 @@ msgstr "" "[b]注意:[/b]需要路径的 Z 坐标不断减小,以确保可行的形状。" msgid "" -"The [member polygon] shape follows the path and its rotations around the " -"path axis." +"The [member polygon] shape follows the path and its rotations around the path " +"axis." msgstr "[member polygon] 多边形的形状跟随路径及其围绕路径轴的旋转。" msgid "" @@ -28075,8 +28929,8 @@ msgid "" "will determine the distance, in meters, each interval of the path will " "extrude." msgstr "" -"当 [member mode] 被设置为 [constant MODE_PATH] 时,[member path_interval] 将" -"决定路径的每个间隔将被挤出的距离,单位为米。" +"当 [member mode] 被设置为 [constant MODE_PATH] 时,[member path_interval] 将决" +"定路径的每个间隔将被挤出的距离,单位为米。" msgid "" "When [member mode] is set to [constant MODE_PATH], [member path_interval] " @@ -28094,16 +28948,15 @@ msgid "" "the various classes that inherit from it.\n" "[b]Note:[/b] CSG nodes are intended to be used for level prototyping. " "Creating CSG nodes has a significant CPU cost compared to creating a " -"[MeshInstance3D] with a [PrimitiveMesh]. Moving a CSG node within another " -"CSG node also has a significant CPU cost, so it should be avoided during " -"gameplay." +"[MeshInstance3D] with a [PrimitiveMesh]. Moving a CSG node within another CSG " +"node also has a significant CPU cost, so it should be avoided during gameplay." msgstr "" "各种 CSG 图元的父类,包含了它们所需的公共代码和功能。无法直接使用这个类,请使" "用继承它的各种类。\n" "[b]注意:[/b]CSG 节点旨在用于关卡原型设计。与使用 [PrimitiveMesh] 创建 " -"[MeshInstance3D] 相比,创建 CSG 节点具有显著的 CPU 成本。在一个 CSG 节点中移" -"动另一个 CSG 节点也会产生显著的 CPU 消耗,所以应当在游戏过程中避免进行类似的" -"操作。" +"[MeshInstance3D] 相比,创建 CSG 节点具有显著的 CPU 成本。在一个 CSG 节点中移动" +"另一个 CSG 节点也会产生显著的 CPU 消耗,所以应当在游戏过程中避免进行类似的操" +"作。" msgid "" "If set, the order of the vertices in each triangle are reversed resulting in " @@ -28114,31 +28967,30 @@ msgid "The CSG base class." msgstr "CSG 基类。" msgid "" -"This is the CSG base class that provides CSG operation support to the " -"various CSG nodes in Godot.\n" +"This is the CSG base class that provides CSG operation support to the various " +"CSG nodes in Godot.\n" "[b]Note:[/b] CSG nodes are intended to be used for level prototyping. " "Creating CSG nodes has a significant CPU cost compared to creating a " -"[MeshInstance3D] with a [PrimitiveMesh]. Moving a CSG node within another " -"CSG node also has a significant CPU cost, so it should be avoided during " -"gameplay." +"[MeshInstance3D] with a [PrimitiveMesh]. Moving a CSG node within another CSG " +"node also has a significant CPU cost, so it should be avoided during gameplay." msgstr "" "这是为 Godot 中的各种 CSG 节点提供 CSG 操作支持的 CSG 基类。\n" "[b]注意:[/b]CSG 节点旨在用于关卡原型设计。与使用 [PrimitiveMesh] 创建 " -"[MeshInstance3D] 相比,创建 CSG 节点具有显著的 CPU 成本。在一个 CSG 节点中移" -"动另一个 CSG 节点也会产生显著的 CPU 消耗,所以应当在游戏过程中避免进行类似的" -"操作。" +"[MeshInstance3D] 相比,创建 CSG 节点具有显著的 CPU 成本。在一个 CSG 节点中移动" +"另一个 CSG 节点也会产生显著的 CPU 消耗,所以应当在游戏过程中避免进行类似的操" +"作。" msgid "" "Returns an [Array] with two elements, the first is the [Transform3D] of this " "node and the second is the root [Mesh] of this node. Only works when this " "node is the root shape." msgstr "" -"返回一个包含两个元素的 [Array],第一个元素是该节点的 [Transform3D],第二个元" -"素是该节点的根 [Mesh]。仅当该节点是根形状时才有效。" +"返回一个包含两个元素的 [Array],第一个元素是该节点的 [Transform3D],第二个元素" +"是该节点的根 [Mesh]。仅当该节点是根形状时才有效。" msgid "" -"Returns [code]true[/code] if this is a root shape and is thus the object " -"that is rendered." +"Returns [code]true[/code] if this is a root shape and is thus the object that " +"is rendered." msgstr "如果这是根形状,因此是渲染的对象,则返回 [code]true[/code]。" msgid "" @@ -28150,9 +29002,9 @@ msgstr "" msgid "" "The physics layers this area is in.\n" -"Collidable objects can exist in any of 32 different layers. These layers " -"work like a tagging system, and are not visual. A collidable can use these " -"layers to select with which objects it can collide, using the collision_mask " +"Collidable objects can exist in any of 32 different layers. These layers work " +"like a tagging system, and are not visual. A collidable can use these layers " +"to select with which objects it can collide, using the collision_mask " "property.\n" "A contact is detected if object A is in any of the layers that object B " "scans, or object B is in any layer scanned by object A. See [url=$DOCS_URL/" @@ -28161,33 +29013,33 @@ msgid "" "information." msgstr "" "这个区域所处的物理层。\n" -"可碰撞的物体可以存在于 32 个不同层中的任何一个。这些层的工作就像一个标签系" -"统,而不是可视化的。一个可碰撞物体可以使用这些层来选择它可以与哪些物体碰撞," -"使用 collision_mask 属性。\n" -"如果对象 A 在对象 B 所扫描的任何层中,或者对象 B 在对象 A 所扫描的任何层中," -"就会检测到接触。详情请参阅文档中的[url=$DOCS_URL/tutorials/physics/" +"可碰撞的物体可以存在于 32 个不同层中的任何一个。这些层的工作就像一个标签系统," +"而不是可视化的。一个可碰撞物体可以使用这些层来选择它可以与哪些物体碰撞,使用 " +"collision_mask 属性。\n" +"如果对象 A 在对象 B 所扫描的任何层中,或者对象 B 在对象 A 所扫描的任何层中,就" +"会检测到接触。详情请参阅文档中的[url=$DOCS_URL/tutorials/physics/" "physics_introduction.html#collision-layers-and-masks]《碰撞层与掩码》[/url]。" msgid "" "The physics layers this CSG shape scans for collisions. Only effective if " "[member use_collision] is [code]true[/code]. See [url=$DOCS_URL/tutorials/" -"physics/physics_introduction.html#collision-layers-and-masks]Collision " -"layers and masks[/url] in the documentation for more information." +"physics/physics_introduction.html#collision-layers-and-masks]Collision layers " +"and masks[/url] in the documentation for more information." msgstr "" -"该 CSG 形状扫描碰撞的物理层。仅当 [member use_collision] 为 [code]true[/" -"code] 时有效。有关更多信息,请参阅文档中的[url=$DOCS_URL/tutorials/physics/" +"该 CSG 形状扫描碰撞的物理层。仅当 [member use_collision] 为 [code]true[/code] " +"时有效。有关更多信息,请参阅文档中的[url=$DOCS_URL/tutorials/physics/" "physics_introduction.html#collision-layers-and-masks]《碰撞层与掩码》[/url]。" msgid "" "The priority used to solve colliding when occurring penetration. Only " "effective if [member use_collision] is [code]true[/code]. The higher the " "priority is, the lower the penetration into the object will be. This can for " -"example be used to prevent the player from breaking through the boundaries " -"of a level." +"example be used to prevent the player from breaking through the boundaries of " +"a level." msgstr "" "发生穿透时用于解算碰撞的优先级。仅当 [member use_collision] 为 [code]true[/" -"code] 时有效。优先级越高,对对象的穿透力就越低。例如,这可以用来防止玩家突破" -"关卡的边界。" +"code] 时有效。优先级越高,对对象的穿透力就越低。例如,这可以用来防止玩家突破关" +"卡的边界。" msgid "" "The operation that is performed on this shape. This is ignored for the first " @@ -28215,8 +29067,7 @@ msgstr "" "意,即使 CSG 形状本身被隐藏,碰撞形状仍处于活动状态。另见 [member " "collision_mask] 和 [member collision_priority]。" -msgid "" -"Geometry of both primitives is merged, intersecting geometry is removed." +msgid "Geometry of both primitives is merged, intersecting geometry is removed." msgstr "合并两个图元的几何体,移除相交的几何体。" msgid "Only intersecting geometry remains, the rest is removed." @@ -28233,14 +29084,13 @@ msgid "" "This node allows you to create a sphere for use with the CSG system.\n" "[b]Note:[/b] CSG nodes are intended to be used for level prototyping. " "Creating CSG nodes has a significant CPU cost compared to creating a " -"[MeshInstance3D] with a [PrimitiveMesh]. Moving a CSG node within another " -"CSG node also has a significant CPU cost, so it should be avoided during " -"gameplay." +"[MeshInstance3D] with a [PrimitiveMesh]. Moving a CSG node within another CSG " +"node also has a significant CPU cost, so it should be avoided during gameplay." msgstr "" "该节点允许创建与 CSG 系统一起使用的球体。\n" "[b]注意:[/b]CSG 节点旨在用于关卡原型设计。与使用 [PrimitiveMesh] 创建 " -"[MeshInstance3D] 相比,创建 CSG 节点具有显著的 CPU 成本。在另一个 CSG 节点" -"中,移动一个 CSG 节点,也会大量消耗 CPU,因此在游戏过程中,应该避免这种情况。" +"[MeshInstance3D] 相比,创建 CSG 节点具有显著的 CPU 成本。在另一个 CSG 节点中," +"移动一个 CSG 节点,也会大量消耗 CPU,因此在游戏过程中,应该避免这种情况。" msgid "The material used to render the sphere." msgstr "用于渲染球体的材质。" @@ -28259,8 +29109,8 @@ msgid "" "effect making the sphere seem rounded. If [code]false[/code] the sphere will " "have a flat shaded look." msgstr "" -"如果为 [code]true[/code],则将球体的法线设置为具有平滑效果,使球体看起来是圆" -"形的。如果为 [code]false[/code],则球体将具有平坦的阴影表现。" +"如果为 [code]true[/code],则将球体的法线设置为具有平滑效果,使球体看起来是圆形" +"的。如果为 [code]false[/code],则球体将具有平坦的阴影表现。" msgid "A CSG Torus shape." msgstr "CSG 圆环形状。" @@ -28269,14 +29119,13 @@ msgid "" "This node allows you to create a torus for use with the CSG system.\n" "[b]Note:[/b] CSG nodes are intended to be used for level prototyping. " "Creating CSG nodes has a significant CPU cost compared to creating a " -"[MeshInstance3D] with a [PrimitiveMesh]. Moving a CSG node within another " -"CSG node also has a significant CPU cost, so it should be avoided during " -"gameplay." +"[MeshInstance3D] with a [PrimitiveMesh]. Moving a CSG node within another CSG " +"node also has a significant CPU cost, so it should be avoided during gameplay." msgstr "" "该节点允许创建与 CSG 系统一起使用的环面。\n" "[b]注意:[/b]CSG 节点旨在用于关卡原型设计。与使用 [PrimitiveMesh] 创建 " -"[MeshInstance3D] 相比,创建 CSG 节点具有显著的 CPU 成本。在另一个 CSG 节点" -"中,移动一个 CSG 节点,也会大量消耗 CPU,因此在游戏过程中,应该避免这种情况。" +"[MeshInstance3D] 相比,创建 CSG 节点具有显著的 CPU 成本。在另一个 CSG 节点中," +"移动一个 CSG 节点,也会大量消耗 CPU,因此在游戏过程中,应该避免这种情况。" msgid "The inner radius of the torus." msgstr "圆环的内半径。" @@ -28294,13 +29143,20 @@ msgid "The number of slices the torus is constructed of." msgstr "构成圆环的切片数。" msgid "" -"If [code]true[/code] the normals of the torus are set to give a smooth " -"effect making the torus seem rounded. If [code]false[/code] the torus will " -"have a flat shaded look." +"If [code]true[/code] the normals of the torus are set to give a smooth effect " +"making the torus seem rounded. If [code]false[/code] the torus will have a " +"flat shaded look." msgstr "" "如果 [code]true[/code] 设置圆环的法线以提供平滑效果,则使圆环看起来是圆形的。" "如果为 [code]false[/code],则圆环将具有平坦的阴影表现。" +msgid "" +"A script implemented in the C# programming language, saved with the [code]." +"cs[/code] extension (Mono-enabled builds only)." +msgstr "" +"用 C# 编程语言实现的脚本,使用 [code].cs[/code] 扩展名保存(仅 Mono 版本中存" +"在)。" + msgid "" "This class represents a C# script. It is the C# equivalent of the [GDScript] " "class and is only available in Mono-enabled Godot builds.\n" @@ -28328,14 +29184,14 @@ msgid "" "Godot methods make use of [Cubemap] resources.\n" "To create such a texture file yourself, reimport your image files using the " "Godot Editor import presets.\n" -"[b]Note:[/b] Godot doesn't support using cubemaps in a " -"[PanoramaSkyMaterial]. You can use [url=https://danilw.github.io/GLSL-howto/" -"cubemap_to_panorama_js/cubemap_to_panorama.html]this tool[/url] to convert a " -"cubemap to an equirectangular sky map." +"[b]Note:[/b] Godot doesn't support using cubemaps in a [PanoramaSkyMaterial]. " +"You can use [url=https://danilw.github.io/GLSL-howto/cubemap_to_panorama_js/" +"cubemap_to_panorama.html]this tool[/url] to convert a cubemap to an " +"equirectangular sky map." msgstr "" "单个立方体贴图是由 6 个纹理分层组织的纹理组成的。它们通常用于在 3D 渲染中伪造" -"反射(参见 [ReflectionProbe])。可以用来让对象看起来像是在反射它的周围环境。" -"与其他反射方法相比,这通常能提供更好的性能。\n" +"反射(参见 [ReflectionProbe])。可以用来让对象看起来像是在反射它的周围环境。与" +"其他反射方法相比,这通常能提供更好的性能。\n" "这种资源通常在自定义着色器中用作一个 uniform。很少有 Godot 的核心方法会使用 " "[Cubemap] 资源。\n" "要想自己创建这样的纹理文件,请使用 Godot 编辑器的导入预设重新导入你的图像文" @@ -28372,8 +29228,8 @@ msgstr "" "组成的,其纹理的数量必须能被 6 整除(立方体的每个面都有一个图像)。" "[CubemapArray] 的主要好处是可以使用单个纹理引用在着色器代码中访问它们。换句话" "说,可以使用单个 [CubemapArray] 将多个 [Cubemap] 传入着色器。\n" -"通常,与将多个 [Cubemap] 本身存储在数组中相比,[CubemapArray] 提供了一种更有" -"效的存储多个 [Cubemap] 的方法。\n" +"通常,与将多个 [Cubemap] 本身存储在数组中相比,[CubemapArray] 提供了一种更有效" +"的存储多个 [Cubemap] 的方法。\n" "如果将 [member ProjectSettings.rendering/reflections/sky_reflections/" "texture_array_reflections] 设置为 [code]true[/code],Godot 在内部会将 " "[CubemapArray] 用于多种效果,包括 [Sky]。\n" @@ -28401,10 +29257,10 @@ msgstr "" msgid "" "Adds a point to the curve. For each side, if the [code]*_mode[/code] is " -"[constant TANGENT_LINEAR], the [code]*_tangent[/code] angle (in degrees) " -"uses the slope of the curve halfway to the adjacent point. Allows custom " -"assignments to the [code]*_tangent[/code] angle if [code]*_mode[/code] is " -"set to [constant TANGENT_FREE]." +"[constant TANGENT_LINEAR], the [code]*_tangent[/code] angle (in degrees) uses " +"the slope of the curve halfway to the adjacent point. Allows custom " +"assignments to the [code]*_tangent[/code] angle if [code]*_mode[/code] is set " +"to [constant TANGENT_FREE]." msgstr "" "在曲线上添加一个点。对于每一侧,如果 [code]*_mode[/code] 为 [constant " "TANGENT_LINEAR],则 [code]*_tangent[/code] 角度(以度为单位)将使用曲线到邻近" @@ -28418,8 +29274,8 @@ msgid "" "Removes duplicate points, i.e. points that are less than 0.00001 units " "(engine epsilon value) away from their neighbor on the curve." msgstr "" -"移除重复点,即与曲线上相邻点的距离小于 0.00001 个单位(引擎中的 epsilon 值)" -"的点。" +"移除重复点,即与曲线上相邻点的距离小于 0.00001 个单位(引擎中的 epsilon 值)的" +"点。" msgid "Removes all points from the curve." msgstr "从曲线中移除所有点。" @@ -28451,8 +29307,8 @@ msgid "" "offset] along the curve using the baked cache. Bakes the curve's points if " "not already baked." msgstr "" -"使用烘焙的缓存返回沿曲线的 X 位置 [param offset] 处将存在的点的 Y 值。烘焙尚" -"未烘焙的曲线的点。" +"使用烘焙的缓存返回沿曲线的 X 位置 [param offset] 处将存在的点的 Y 值。烘焙尚未" +"烘焙的曲线的点。" msgid "" "Sets the left [enum TangentMode] for the point at [param index] to [param " @@ -28461,8 +29317,7 @@ msgstr "" "将索引为 [param index] 的点的左侧 [enum TangentMode] 设置为 [param mode]。" msgid "" -"Sets the left tangent angle for the point at [param index] to [param " -"tangent]." +"Sets the left tangent angle for the point at [param index] to [param tangent]." msgstr "将索引为 [param index] 的点的左侧切线角度设置为 [param tangent]。" msgid "Sets the offset from [code]0.5[/code]." @@ -28514,11 +29369,11 @@ msgstr "描述 2D 空间的贝塞尔曲线。" msgid "" "This class describes a Bézier curve in 2D space. It is mainly used to give a " "shape to a [Path2D], but can be manually sampled for other purposes.\n" -"It keeps a cache of precalculated points along the curve, to speed up " -"further calculations." +"It keeps a cache of precalculated points along the curve, to speed up further " +"calculations." msgstr "" -"该类描述了 2D 空间中的贝塞尔曲线。它主要用于给 [Path2D] 一个形状,但也可以手" -"动采样用于其他目的。\n" +"该类描述了 2D 空间中的贝塞尔曲线。它主要用于给 [Path2D] 一个形状,但也可以手动" +"采样用于其他目的。\n" "它保留了沿曲线的预计算点的缓存,以加快进一步的计算。" msgid "" @@ -28553,8 +29408,7 @@ msgid "" "used in [method sample_baked].\n" "[param to_point] must be in this curve's local space." msgstr "" -"返回最接近 [param to_point] 的偏移量。该偏移量被用于 [method " -"sample_baked]。\n" +"返回最接近 [param to_point] 的偏移量。该偏移量被用于 [method sample_baked]。\n" "[param to_point] 必须在该曲线的局部空间中。" msgid "" @@ -28572,8 +29426,7 @@ msgid "" "(0, 0)[/code]." msgstr "" "返回指向顶点 [param idx] 的控制点的位置。返回的位置是相对于顶点 [param idx] " -"的。如果索引越界,则该函数将向控制台发送一个错误,并返回 [code](0, 0)[/" -"code]。" +"的。如果索引越界,则该函数将向控制台发送一个错误,并返回 [code](0, 0)[/code]。" msgid "" "Returns the position of the control point leading out of the vertex [param " @@ -28582,16 +29435,21 @@ msgid "" "returns [code](0, 0)[/code]." msgstr "" "返回离向顶点 [param idx] 的控制点的位置。返回的位置是相对于顶点 [param idx] " -"的。如果索引越界,则该函数将向控制台发送一个错误,并返回 [code](0, 0)[/" -"code]。" +"的。如果索引越界,则该函数将向控制台发送一个错误,并返回 [code](0, 0)[/code]。" msgid "" "Returns the position of the vertex [param idx]. If the index is out of " -"bounds, the function sends an error to the console, and returns [code](0, 0)" -"[/code]." +"bounds, the function sends an error to the console, and returns [code](0, 0)[/" +"code]." msgstr "" -"返回顶点的位置 [param idx]。如果索引越界,则该函数将向控制台发送一个错误,并" -"返回 [code](0, 0)[/code]。" +"返回顶点的位置 [param idx]。如果索引越界,则该函数将向控制台发送一个错误,并返" +"回 [code](0, 0)[/code]。" + +msgid "" +"Deletes the point [param idx] from the curve. Sends an error to the console " +"if [param idx] is out of bounds." +msgstr "" +"从曲线上删除点 [param idx]。如果 [param idx] 越界,则会向控制台发送错误信息。" msgid "" "Returns the position between the vertex [param idx] and the vertex [code]idx " @@ -28603,10 +29461,10 @@ msgid "" "and [param t] is ignored. If the curve has no points, the function sends an " "error to the console, and returns [code](0, 0)[/code]." msgstr "" -"返回顶点 [param idx] 和顶点 [code]idx + 1[/code] 之间的位置,其中 [param t] " -"控制该点是否为第一个顶点([code]t = 0.0[/code])、最后一个顶点([code]t = " -"1.0[/code])、或介于两者之间。超出范围([code]0.0 >= t <=1[/code])的 [param " -"t] 的值会给出奇怪但可预测的结果。\n" +"返回顶点 [param idx] 和顶点 [code]idx + 1[/code] 之间的位置,其中 [param t] 控" +"制该点是否为第一个顶点([code]t = 0.0[/code])、最后一个顶点([code]t = 1.0[/" +"code])、或介于两者之间。超出范围([code]0.0 >= t <=1[/code])的 [param t] 的" +"值会给出奇怪但可预测的结果。\n" "如果 [param idx] 越界,它将被截断到第一个或最后一个顶点,而 [param t] 将被忽" "略。如果曲线没有点,则该函数将向控制台发送一个错误,并返回 [code](0, 0)[/" "code]。" @@ -28620,13 +29478,46 @@ msgid "" "Cubic interpolation tends to follow the curves better, but linear is faster " "(and often, precise enough)." msgstr "" -"返回曲线内位于 [param offset] 位置的一个点,其中 [param offset] 为沿曲线的像" -"素测量距离。\n" +"返回曲线内位于 [param offset] 位置的一个点,其中 [param offset] 为沿曲线的像素" +"测量距离。\n" "为此,它会找到 [param offset] 位于其中的两个缓存点,然后对值进行插值。如果 " "[param cubic] 被设置为 [code]true[/code],则该插值是立方插值;如果被设置为 " "[code]false[/code],则该插值是线性插值。\n" "立方插值往往能更好地跟随曲线,但线性插值速度更快(而且通常足够精确)。" +msgid "" +"Similar to [method sample_baked], but returns [Transform2D] that includes a " +"rotation along the curve, with [member Transform2D.origin] as the point " +"position, [member Transform2D.x] as the sideways vector, and [member " +"Transform2D.y] as the forward vector. Returns an empty transform if the " +"length of the curve is [code]0[/code].\n" +"[codeblock]\n" +"var baked = curve.sample_baked_with_rotation(offset)\n" +"# This will rotate and position the node with the up direction pointing along " +"the curve.\n" +"position = baked.get_origin()\n" +"rotation = baked.get_rotation()\n" +"# Alternatively, not preserving scale.\n" +"transform = baked * Transform2D.FLIP_Y\n" +"# To match the rotation of PathFollow2D, not preserving scale.\n" +"transform = Transform2D(baked.y, baked.x, baked.origin)\n" +"[/codeblock]" +msgstr "" +"与 [method sample_baked] 类似,但返回的是 [Transform2D],包含沿曲线进行的旋" +"转,[member Transform2D.origin] 为点的位置,[member Transform2D.x] 为侧面向" +"量,[member Transform2D.y] 为前进方向的向量。如果曲线长度为 [code]0[/code] 则" +"返回的是一个空变换。\n" +"[codeblock]\n" +"var baked = curve.sample_baked_with_rotation(offset)\n" +"# 旋转并放置节点,让原来的上方向指向曲线的方向。\n" +"position = baked.get_origin()\n" +"rotation = baked.get_rotation()\n" +"# 也可以这样,但是不保留缩放。\n" +"transform = baked * Transform2D.FLIP_Y\n" +"# 匹配 PathFollow2D 的旋转,但是不保留缩放。\n" +"transform = Transform2D(baked.y, baked.x, baked.origin)\n" +"[/codeblock]" + msgid "" "Returns the position at the vertex [param fofs]. It calls [method sample] " "using the integer part of [param fofs] as [code]idx[/code], and its " @@ -28644,9 +29535,9 @@ msgstr "" "误信息。位置相对于顶点。" msgid "" -"Sets the position of the control point leading out of the vertex [param " -"idx]. If the index is out of bounds, the function sends an error to the " -"console. The position is relative to the vertex." +"Sets the position of the control point leading out of the vertex [param idx]. " +"If the index is out of bounds, the function sends an error to the console. " +"The position is relative to the vertex." msgstr "" "设置从顶点 [param idx] 引出的控制点位置。如果索引超出范围,函数会向控制台发送" "错误信息。位置相对于顶点。" @@ -28659,33 +29550,31 @@ msgstr "" msgid "" "Returns a list of points along the curve, with a curvature controlled point " -"density. That is, the curvier parts will have more points than the " -"straighter parts.\n" +"density. That is, the curvier parts will have more points than the straighter " +"parts.\n" "This approximation makes straight segments between each point, then " "subdivides those segments until the resulting shape is similar enough.\n" "[param max_stages] controls how many subdivisions a curve segment may face " "before it is considered approximate enough. Each subdivision splits the " "segment in half, so the default 5 stages may mean up to 32 subdivisions per " "curve segment. Increase with care!\n" -"[param tolerance_degrees] controls how many degrees the midpoint of a " -"segment may deviate from the real curve, before the segment has to be " -"subdivided." +"[param tolerance_degrees] controls how many degrees the midpoint of a segment " +"may deviate from the real curve, before the segment has to be subdivided." msgstr "" -"返回沿曲线的点的列表,点的密度由曲率控制。也就是说,弯曲的部分比直的部分有更" -"多的点。\n" -"这种近似会在每个点之间制作直段,然后将这些直段细分,直到得到的形状足够相" -"似。\n" +"返回沿曲线的点的列表,点的密度由曲率控制。也就是说,弯曲的部分比直的部分有更多" +"的点。\n" +"这种近似会在每个点之间制作直段,然后将这些直段细分,直到得到的形状足够相似。\n" "[param max_stages] 控制曲线段在被认为足够近似之前可能会面临多少次细分。每次细" "分会将曲线段分成两半,因此默认的 5 个阶段可能意味着每个曲线段最多得到 32 个细" "分。请谨慎增加!\n" "[param tolerance_degrees] 控制曲线段在其中点偏离真实曲线的多少度会被细分。" msgid "" -"Returns a list of points along the curve, with almost uniform density. " -"[param max_stages] controls how many subdivisions a curve segment may face " -"before it is considered approximate enough. Each subdivision splits the " -"segment in half, so the default 5 stages may mean up to 32 subdivisions per " -"curve segment. Increase with care!\n" +"Returns a list of points along the curve, with almost uniform density. [param " +"max_stages] controls how many subdivisions a curve segment may face before it " +"is considered approximate enough. Each subdivision splits the segment in " +"half, so the default 5 stages may mean up to 32 subdivisions per curve " +"segment. Increase with care!\n" "[param tolerance_length] controls the maximal distance between two " "neighboring points, before the segment has to be subdivided." msgstr "" @@ -28695,11 +29584,11 @@ msgstr "" "[param tolerance_length] 控制在必须细分线段之前两个相邻点之间的最大距离。" msgid "" -"The distance in pixels between two adjacent cached points. Changing it " -"forces the cache to be recomputed the next time the [method " -"get_baked_points] or [method get_baked_length] function is called. The " -"smaller the distance, the more points in the cache and the more memory it " -"will consume, so use with care." +"The distance in pixels between two adjacent cached points. Changing it forces " +"the cache to be recomputed the next time the [method get_baked_points] or " +"[method get_baked_length] function is called. The smaller the distance, the " +"more points in the cache and the more memory it will consume, so use with " +"care." msgstr "" "相邻两个缓存点之间的距离,以像素为单位。改变它将迫使缓存在下次调用 [method " "get_baked_points] 或 [method get_baked_length] 函数时重新计算。距离越小,缓存" @@ -28711,11 +29600,11 @@ msgstr "描述 3D 空间的贝兹尔曲线。" msgid "" "This class describes a Bézier curve in 3D space. It is mainly used to give a " "shape to a [Path3D], but can be manually sampled for other purposes.\n" -"It keeps a cache of precalculated points along the curve, to speed up " -"further calculations." +"It keeps a cache of precalculated points along the curve, to speed up further " +"calculations." msgstr "" -"该类描述了 3D 空间中的贝塞尔曲线。它主要用于给 [Path3D] 提供一个形状,但也可" -"以手动采样以用于其他目的。\n" +"该类描述了 3D 空间中的贝塞尔曲线。它主要用于给 [Path3D] 提供一个形状,但也可以" +"手动采样以用于其他目的。\n" "它保留沿曲线预先计算的点的缓存,以加速进一步的计算。" msgid "Returns the cache of points as a [PackedVector3Array]." @@ -28736,8 +29625,8 @@ msgid "" "used in [method sample_baked] or [method sample_baked_up_vector].\n" "[param to_point] must be in this curve's local space." msgstr "" -"返回最接近 [param to_point] 的偏移量。该偏移量被用于 [method sample_baked] " -"或 [method sample_baked_up_vector]。\n" +"返回最接近 [param to_point] 的偏移量。该偏移量被用于 [method sample_baked] 或 " +"[method sample_baked_up_vector]。\n" "[param to_point] 必须在该曲线的局部空间中。" msgid "" @@ -28786,10 +29675,10 @@ msgid "" "and [param t] is ignored. If the curve has no points, the function sends an " "error to the console, and returns [code](0, 0, 0)[/code]." msgstr "" -"返回顶点 [param idx] 和顶点 [code]idx + 1[/code] 之间的位置,其中 [param t] " -"控制该点是否为第一个顶点([code]t = 0.0[/code])、最后一个顶点([code]t = " -"1.0[/code])、或介于两者之间。超出范围([code]0.0 >= t <=1[/code])的 [param " -"t] 的值会给出奇怪但可预测的结果。\n" +"返回顶点 [param idx] 和顶点 [code]idx + 1[/code] 之间的位置,其中 [param t] 控" +"制该点是否为第一个顶点([code]t = 0.0[/code])、最后一个顶点([code]t = 1.0[/" +"code])、或介于两者之间。超出范围([code]0.0 >= t <=1[/code])的 [param t] 的" +"值会给出奇怪但可预测的结果。\n" "如果 [param idx] 越界,它将被截断到第一个或最后一个顶点,而 [param t] 将被忽" "略。如果曲线没有点,则该函数将向控制台发送一个错误,并返回 [code](0, 0, 0)[/" "code]。" @@ -28803,8 +29692,8 @@ msgid "" "Cubic interpolation tends to follow the curves better, but linear is faster " "(and often, precise enough)." msgstr "" -"返回曲线内位于 [param offset] 位置的一个点,其中 [param offset] 为沿曲线的 " -"3D 单位测量距离。\n" +"返回曲线内位于 [param offset] 位置的一个点,其中 [param offset] 为沿曲线的 3D " +"单位测量距离。\n" "为此,它会找到 [param offset] 位于其间的两个缓存点,然后对值进行插值。如果 " "[param cubic] 被设置为 [code]true[/code],则该插值是立方插值;如果被设置为 " "[code]false[/code],则该插值是线性插值。\n" @@ -28821,11 +29710,11 @@ msgid "" msgstr "" "返回曲线内位于 [param offset] 位置的向上向量,其中 [param offset] 为沿曲线的 " "3D 单位测量距离。\n" -"为此,它会找到 [param offset] 位于其间的两个缓存向上向量,然后对值进行插值。" -"如果 [param apply_tilt] 为 [code]true[/code],则对插值后的向上向量应用插值后" -"的倾斜。\n" -"如果曲线没有向上向量,则该函数将向控制台发送一个错误,并返回 [code](0, 1, 0)" -"[/code]。" +"为此,它会找到 [param offset] 位于其间的两个缓存向上向量,然后对值进行插值。如" +"果 [param apply_tilt] 为 [code]true[/code],则对插值后的向上向量应用插值后的倾" +"斜。\n" +"如果曲线没有向上向量,则该函数将向控制台发送一个错误,并返回 [code](0, 1, 0)[/" +"code]。" msgid "" "Similar with [code]interpolate_baked()[/code]. The return value is " @@ -28837,27 +29726,27 @@ msgid "" msgstr "" "与 [code]interpolate_baked()[/code] 类似。返回值为 [code]Transform3D[/code]," "其中 [code]origin[/code] 作为点位置,[code]basis.x[/code] 作为横向向量," -"[code]basis.y[/code] 作为向上向量,[code]basis.z[/code] 作为前向向量。当曲线" -"长度为 0 时,将没有合理的方法来计算旋转,所有向量都会与全局空间轴对齐。" +"[code]basis.y[/code] 作为向上向量,[code]basis.z[/code] 作为前向向量。当曲线长" +"度为 0 时,将没有合理的方法来计算旋转,所有向量都会与全局空间轴对齐。" msgid "" -"Sets the tilt angle in radians for the point [param idx]. If the index is " -"out of bounds, the function sends an error to the console.\n" -"The tilt controls the rotation along the look-at axis an object traveling " -"the path would have. In the case of a curve controlling a [PathFollow3D], " -"this tilt is an offset over the natural tilt the [PathFollow3D] calculates." +"Sets the tilt angle in radians for the point [param idx]. If the index is out " +"of bounds, the function sends an error to the console.\n" +"The tilt controls the rotation along the look-at axis an object traveling the " +"path would have. In the case of a curve controlling a [PathFollow3D], this " +"tilt is an offset over the natural tilt the [PathFollow3D] calculates." msgstr "" "以弧度为单位,设置点 [param idx] 的倾斜角度。如果索引超出范围,则该函数将向控" "制台发送一个错误。\n" -"倾斜控制对象沿着路径行进时,沿着观察轴的旋转。在曲线控制 [PathFollow3D] 的情" -"况下,该倾斜是 [PathFollow3D] 计算的自然倾斜的偏移。" +"倾斜控制对象沿着路径行进时,沿着观察轴的旋转。在曲线控制 [PathFollow3D] 的情况" +"下,该倾斜是 [PathFollow3D] 计算的自然倾斜的偏移。" msgid "" -"The distance in meters between two adjacent cached points. Changing it " -"forces the cache to be recomputed the next time the [method " -"get_baked_points] or [method get_baked_length] function is called. The " -"smaller the distance, the more points in the cache and the more memory it " -"will consume, so use with care." +"The distance in meters between two adjacent cached points. Changing it forces " +"the cache to be recomputed the next time the [method get_baked_points] or " +"[method get_baked_length] function is called. The smaller the distance, the " +"more points in the cache and the more memory it will consume, so use with " +"care." msgstr "" "相邻两个缓存点之间的距离,单位为米。改变它将迫使缓存在下次调用 [method " "get_baked_points] 或 [method get_baked_length] 函数时重新计算。距离越小,缓存" @@ -28869,16 +29758,16 @@ msgid "" "PathFollow3D.ROTATION_ORIENTED]. Changing it forces the cache to be " "recomputed." msgstr "" -"如果为 [code]true[/code],则曲线将烘焙用于定向的向量。当 [member " -"PathFollow3D.rotation_mode] 被设置为 [constant PathFollow3D." -"ROTATION_ORIENTED] 时使用。更改它会强制缓存被重新计算。" +"如果为 [code]true[/code],则曲线将烘焙用于定向的向量。当 [member PathFollow3D." +"rotation_mode] 被设置为 [constant PathFollow3D.ROTATION_ORIENTED] 时使用。更改" +"它会强制缓存被重新计算。" msgid "A texture that shows a curve." msgstr "显示曲线的纹理。" msgid "" -"Renders a given [Curve] provided to it. Simplifies the task of drawing " -"curves and/or saving them as image files.\n" +"Renders a given [Curve] provided to it. Simplifies the task of drawing curves " +"and/or saving them as image files.\n" "If you need to store up to 3 curves within a single texture, use " "[CurveXYZTexture] instead. See also [GradientTexture1D] and " "[GradientTexture2D]." @@ -28894,24 +29783,24 @@ msgid "" "The format the texture should be generated with. When passing a CurveTexture " "as an input to a [Shader], this may need to be adjusted." msgstr "" -"生成纹理时应使用的格式。当将 CurveTexture 作为输入传递给 [Shader] 时,可能需" -"要调整。" +"生成纹理时应使用的格式。当将 CurveTexture 作为输入传递给 [Shader] 时,可能需要" +"调整。" msgid "" "The width of the texture (in pixels). Higher values make it possible to " "represent high-frequency data better (such as sudden direction changes), at " "the cost of increased generation time and memory usage." msgstr "" -"纹理宽度(单位为像素)。较大的值能够更好地表示高频数据(例如方向的突变),但" -"会增加生成时间和内存占用。" +"纹理宽度(单位为像素)。较大的值能够更好地表示高频数据(例如方向的突变),但会" +"增加生成时间和内存占用。" msgid "" "Store the curve equally across the red, green and blue channels. This uses " "more video memory, but is more compatible with shaders that only read the " "green and blue values." msgstr "" -"将曲线平均存储在红色、绿色和蓝色通道上。这会使用更多的显存,但与只读取绿色和" -"蓝色值的着色器更兼容。" +"将曲线平均存储在红色、绿色和蓝色通道上。这会使用更多的显存,但与只读取绿色和蓝" +"色值的着色器更兼容。" msgid "" "Store the curve only in the red channel. This saves video memory, but some " @@ -28932,8 +29821,7 @@ msgid "" "[CurveTexture] instead. See also [GradientTexture1D] and [GradientTexture2D]." msgstr "" "分别在红色、绿色和蓝色通道上,渲染 3 条给定的 [Curve]。与使用单独的 " -"[CurveTexture] 相比,这进一步简化了绘制曲线和/或将它们保存为图像文件的任" -"务。\n" +"[CurveTexture] 相比,这进一步简化了绘制曲线和/或将它们保存为图像文件的任务。\n" "如果只需要在单个纹理中存储一条曲线,请改用 [CurveTexture]。另见 " "[GradientTexture1D] 和 [GradientTexture2D]。" @@ -28962,15 +29850,15 @@ msgid "" "will not be generated, resulting in a conic shape. See also [member " "cap_bottom]." msgstr "" -"圆柱体的底部半径。如果设置为 [code]0.0[/code],则不会生成底面,呈圆锥状。另" -"见 [member cap_bottom]。" +"圆柱体的底部半径。如果设置为 [code]0.0[/code],则不会生成底面,呈圆锥状。另见 " +"[member cap_bottom]。" msgid "" -"If [code]true[/code], generates a cap at the bottom of the cylinder. This " -"can be set to [code]false[/code] to speed up generation and rendering when " -"the cap is never seen by the camera. See also [member bottom_radius].\n" -"[b]Note:[/b] If [member bottom_radius] is [code]0.0[/code], cap generation " -"is always skipped even if [member cap_bottom] is [code]true[/code]." +"If [code]true[/code], generates a cap at the bottom of the cylinder. This can " +"be set to [code]false[/code] to speed up generation and rendering when the " +"cap is never seen by the camera. See also [member bottom_radius].\n" +"[b]Note:[/b] If [member bottom_radius] is [code]0.0[/code], cap generation is " +"always skipped even if [member cap_bottom] is [code]true[/code]." msgstr "" "如果为 [code]true[/code],则在圆柱体底部生成一个盖子。这可以设置为 " "[code]false[/code] 以在相机从未看到盖子时加速生成和渲染。另见 [member " @@ -28979,9 +29867,9 @@ msgstr "" "cap_bottom] 为 [code]true[/code],盖子生成也会始终被跳过。" msgid "" -"If [code]true[/code], generates a cap at the top of the cylinder. This can " -"be set to [code]false[/code] to speed up generation and rendering when the " -"cap is never seen by the camera. See also [member top_radius].\n" +"If [code]true[/code], generates a cap at the top of the cylinder. This can be " +"set to [code]false[/code] to speed up generation and rendering when the cap " +"is never seen by the camera. See also [member top_radius].\n" "[b]Note:[/b] If [member top_radius] is [code]0.0[/code], cap generation is " "always skipped even if [member cap_top] is [code]true[/code]." msgstr "" @@ -29009,17 +29897,17 @@ msgid "" "altering the vertex data using a shader or procedural mesh tool, [member " "rings] should be kept to its default value." msgstr "" -"沿圆柱体的高度的边缘环的数量。除非使用着色器或程序网格工具来更改顶点数据,否" -"则更改 [member rings] 不会影响显示,[member rings] 应保持其默认值。较高的值会" -"产生更多的细分,这可用于使用着色器或程序式网格工具创建更平滑的显示效果,但以" -"性能为代价。" +"沿圆柱体的高度的边缘环的数量。除非使用着色器或程序网格工具来更改顶点数据,否则" +"更改 [member rings] 不会影响显示,[member rings] 应保持其默认值。较高的值会产" +"生更多的细分,这可用于使用着色器或程序式网格工具创建更平滑的显示效果,但以性能" +"为代价。" msgid "" "Top radius of the cylinder. If set to [code]0.0[/code], the top faces will " "not be generated, resulting in a conic shape. See also [member cap_top]." msgstr "" -"圆柱体的顶部半径。如果设置为 [code]0.0[/code],则不会生成顶面,呈圆锥状。另" -"见 [member cap_top]。" +"圆柱体的顶部半径。如果设置为 [code]0.0[/code],则不会生成顶面,呈圆锥状。另见 " +"[member cap_top]。" msgid "A 3D cylinder shape used for physics collision." msgstr "用于物理碰撞的 3D 圆柱体形状。" @@ -29035,22 +29923,21 @@ msgid "" msgstr "通过类似弹簧的力连接两个 2D 物理物体的物理关节。" msgid "" -"A physics joint that connects two 2D physics bodies with a spring-like " -"force. This resembles a spring that always wants to stretch to a given " -"length." +"A physics joint that connects two 2D physics bodies with a spring-like force. " +"This resembles a spring that always wants to stretch to a given length." msgstr "" -"通过类似弹簧的力连接两个 2D 物理物体的物理关节。这就像一个总是想拉伸到给定长" -"度的弹簧。" +"通过类似弹簧的力连接两个 2D 物理物体的物理关节。这就像一个总是想拉伸到给定长度" +"的弹簧。" msgid "" -"The spring joint's damping ratio. A value between [code]0[/code] and " -"[code]1[/code]. When the two bodies move into different directions the " -"system tries to align them to the spring axis again. A high [code]damping[/" -"code] value forces the attached bodies to align faster." +"The spring joint's damping ratio. A value between [code]0[/code] and [code]1[/" +"code]. When the two bodies move into different directions the system tries to " +"align them to the spring axis again. A high [code]damping[/code] value forces " +"the attached bodies to align faster." msgstr "" -"弹簧关节的阻尼比。值在 [code]0[/code] 和 [code]1[/code] 之间。当两个机构移动" -"到不同的方向时,系统会尝试将它们再次对准弹簧轴。高的 [code]damping[/code] 值" -"迫使连接的机构更快地对齐。" +"弹簧关节的阻尼比。值在 [code]0[/code] 和 [code]1[/code] 之间。当两个机构移动到" +"不同的方向时,系统会尝试将它们再次对准弹簧轴。高的 [code]damping[/code] 值迫使" +"连接的机构更快地对齐。" msgid "" "The spring joint's maximum length. The two attached bodies cannot stretch it " @@ -29061,36 +29948,35 @@ msgid "" "When the bodies attached to the spring joint move they stretch or squash it. " "The joint always tries to resize towards this length." msgstr "" -"当连接到弹簧关节的机构移动时,它们会拉伸或挤压它。关节总是尝试向这个长度调" -"整。" +"当连接到弹簧关节的机构移动时,它们会拉伸或挤压它。关节总是尝试向这个长度调整。" msgid "" "The higher the value, the less the bodies attached to the joint will deform " "it. The joint applies an opposing force to the bodies, the product of the " "stiffness multiplied by the size difference from its resting length." msgstr "" -"该值越大,连接在关节上的机构变形越小。关节对各机构施加一个相反的力,即刚度乘" -"以与其静止长度的大小差的乘积。" +"该值越大,连接在关节上的机构变形越小。关节对各机构施加一个相反的力,即刚度乘以" +"与其静止长度的大小差的乘积。" msgid "Node that projects a texture onto a [MeshInstance3D]." msgstr "将纹理投影到 [MeshInstance3D] 上的节点。" msgid "" -"[Decal]s are used to project a texture onto a [Mesh] in the scene. Use " -"Decals to add detail to a scene without affecting the underlying [Mesh]. " -"They are often used to add weathering to building, add dirt or mud to the " -"ground, or add variety to props. Decals can be moved at any time, making " -"them suitable for things like blob shadows or laser sight dots.\n" +"[Decal]s are used to project a texture onto a [Mesh] in the scene. Use Decals " +"to add detail to a scene without affecting the underlying [Mesh]. They are " +"often used to add weathering to building, add dirt or mud to the ground, or " +"add variety to props. Decals can be moved at any time, making them suitable " +"for things like blob shadows or laser sight dots.\n" "They are made of an [AABB] and a group of [Texture2D]s specifying [Color], " "normal, ORM (ambient occlusion, roughness, metallic), and emission. Decals " "are projected within their [AABB] so altering the orientation of the Decal " "affects the direction in which they are projected. By default, Decals are " "projected down (i.e. from positive Y to negative Y).\n" "The [Texture2D]s associated with the Decal are automatically stored in a " -"texture atlas which is used for drawing the decals so all decals can be " -"drawn at once. Godot uses clustered decals, meaning they are stored in " -"cluster data and drawn when the mesh is drawn, they are not drawn as a post-" -"processing effect after.\n" +"texture atlas which is used for drawing the decals so all decals can be drawn " +"at once. Godot uses clustered decals, meaning they are stored in cluster data " +"and drawn when the mesh is drawn, they are not drawn as a post-processing " +"effect after.\n" "[b]Note:[/b] Decals cannot affect an underlying material's transparency, " "regardless of its transparency mode (alpha blend, alpha scissor, alpha hash, " "opaque pre-pass). This means translucent or transparent areas of a material " @@ -29107,36 +29993,35 @@ msgid "" "its AABB, [member GeometryInstance3D.extra_cull_margin] must be increased on " "the mesh. Otherwise, the decal may not be visible on the mesh." msgstr "" -"[Decal] 用于将纹理投射到场景中的 [Mesh] 上。使用贴花可在不影响底层 [Mesh] 的" -"情况下向场景中添加细节。它们通常用于为建筑物添加风化效果,为地面添加污垢或泥" -"土,或为道具添加多样性。贴花可以随时移动,使其适用于斑点阴影或激光瞄准点之类" -"的东西。\n" +"[Decal] 用于将纹理投射到场景中的 [Mesh] 上。使用贴花可在不影响底层 [Mesh] 的情" +"况下向场景中添加细节。它们通常用于为建筑物添加风化效果,为地面添加污垢或泥土," +"或为道具添加多样性。贴花可以随时移动,使其适用于斑点阴影或激光瞄准点之类的东" +"西。\n" "贴花由一个 [AABB] 和一组用于指定 [Color]、法线、ORM(环境光遮蔽、粗糙度、金属" "度)和自发光的 [Texture2D] 组成。贴花在其 [AABB] 内投影,因此改变贴花的朝向会" "影响它们投影的方向。默认情况下,贴花向下投影(即从正 Y 到负 Y)。\n" "与贴花关联的 [Texture2D] 会自动存储在用于绘制贴花的纹理图集中,因此可以一次绘" -"制所有贴花。Godot 使用集群贴花,这意味着贴花是存储在集群数据中的,会在绘制网" -"格时绘制,而不是作为后期处理效果在此之后进行绘制。\n" +"制所有贴花。Godot 使用集群贴花,这意味着贴花是存储在集群数据中的,会在绘制网格" +"时绘制,而不是作为后期处理效果在此之后进行绘制。\n" "[b]注意:[/b]贴花不会影响底层材质的透明度,无论其透明度模式如何(Alpha 混合、" -"Alpha 剪切、Alpha 哈希、不透明预通)。这意味着材质的半透明或透明区域将保持半" -"透明或透明,即使在其上应用不透明贴花也是如此。\n" +"Alpha 剪切、Alpha 哈希、不透明预通)。这意味着材质的半透明或透明区域将保持半透" +"明或透明,即使在其上应用不透明贴花也是如此。\n" "[b]注意:[/b]贴花仅在支持 Forward+ 和 Mobile 渲染方式,不支持 Compatibility。" "使用 Mobile 渲染方式时,每个网格资源上最多只能显示 8 个贴花。尝试在单个网格资" "源上显示超过 8 个贴花,将导致贴花随着相机移动而闪烁。\n" -"[b]注意:[/b]当使用 Mobile 渲染方式时,贴花只会正确影响其可视 AABB 与该贴花" -"的 AABB 相交的网格。如果使用着色器变形网格,使其超出网格自身的 AABB,则必须增" -"大网格上的 [member GeometryInstance3D.extra_cull_margin]。否则,贴花可能在该" -"网格上不可见。" +"[b]注意:[/b]当使用 Mobile 渲染方式时,贴花只会正确影响其可视 AABB 与该贴花的 " +"AABB 相交的网格。如果使用着色器变形网格,使其超出网格自身的 AABB,则必须增大网" +"格上的 [member GeometryInstance3D.extra_cull_margin]。否则,贴花可能在该网格上" +"不可见。" msgid "" "Returns the [Texture2D] associated with the specified [enum DecalTexture]. " "This is a convenience method, in most cases you should access the texture " "directly.\n" "For example, instead of [code]albedo_tex = $Decal.get_texture(Decal." -"TEXTURE_ALBEDO)[/code], use [code]albedo_tex = $Decal.texture_albedo[/" -"code].\n" -"One case where this is better than accessing the texture directly is when " -"you want to copy one Decal's textures to another. For example:\n" +"TEXTURE_ALBEDO)[/code], use [code]albedo_tex = $Decal.texture_albedo[/code].\n" +"One case where this is better than accessing the texture directly is when you " +"want to copy one Decal's textures to another. For example:\n" "[codeblocks]\n" "[gdscript]\n" "for i in Decal.TEXTURE_MAX:\n" @@ -29155,8 +30040,8 @@ msgstr "" "数情况下,你应该直接访问纹理。\n" "例如,相比于 [code]albedo_tex = $Decal.get_texture(Decal.TEXTURE_ALBEDO)[/" "code],请使用 [code]albedo_tex = $Decal.texture_albedo[/code]。\n" -"有一种情况下这种写法比直接访问纹理更好,那就是当想要将贴花的纹理复制到另一个" -"贴花是。例如:\n" +"有一种情况下这种写法比直接访问纹理更好,那就是当想要将贴花的纹理复制到另一个贴" +"花是。例如:\n" "[codeblocks]\n" "[gdscript]\n" "for i in Decal.TEXTURE_MAX:\n" @@ -29177,8 +30062,8 @@ msgid "" "directly.\n" "For example, instead of [code]$Decal.set_texture(Decal.TEXTURE_ALBEDO, " "albedo_tex)[/code], use [code]$Decal.texture_albedo = albedo_tex[/code].\n" -"One case where this is better than accessing the texture directly is when " -"you want to copy one Decal's textures to another. For example:\n" +"One case where this is better than accessing the texture directly is when you " +"want to copy one Decal's textures to another. For example:\n" "[codeblocks]\n" "[gdscript]\n" "for i in Decal.TEXTURE_MAX:\n" @@ -29196,10 +30081,9 @@ msgstr "" "设置与指定的 [enum DecalTexture] 关联的 [Texture2D]。这是一个便捷方法,在大多" "数情况下,你应该直接访问纹理。\n" "例如,相比于 [code]albedo_tex = $Decal.set_texture(Decal.TEXTURE_ALBEDO, " -"albedo_tex)[/code],请使用 [code]$Decal.texture_albedo = albedo_tex[/" -"code]。\n" -"有一种情况下这种写法比直接访问纹理更好,那就是当想要将贴花的纹理复制到另一个" -"贴花是。例如:\n" +"albedo_tex)[/code],请使用 [code]$Decal.texture_albedo = albedo_tex[/code]。\n" +"有一种情况下这种写法比直接访问纹理更好,那就是当想要将贴花的纹理复制到另一个贴" +"花是。例如:\n" "[codeblocks]\n" "[gdscript]\n" "for i in Decal.TEXTURE_MAX:\n" @@ -29216,10 +30100,10 @@ msgstr "" msgid "" "Blends the albedo [Color] of the decal with albedo [Color] of the underlying " -"mesh. This can be set to [code]0.0[/code] to create a decal that only " -"affects normal or ORM. In this case, an albedo texture is still required as " -"its alpha channel will determine where the normal and ORM will be " -"overridden. See also [member modulate]." +"mesh. This can be set to [code]0.0[/code] to create a decal that only affects " +"normal or ORM. In this case, an albedo texture is still required as its alpha " +"channel will determine where the normal and ORM will be overridden. See also " +"[member modulate]." msgstr "" "将该贴花的反照率 [Color] 与底层网格的反照率 [Color] 混合。可以将其设置为 " "[code]0.0[/code],从而创建仅影响法线或 ORM 的贴花。这种情况下仍然需要反照率纹" @@ -29232,9 +30116,9 @@ msgid "" "useful so you can ensure that dynamic objects don't accidentally receive a " "Decal intended for the terrain under them." msgstr "" -"指定此贴花将投射到哪些 [member VisualInstance3D.layers] 上。默认情况下,贴花" -"会影响所有图层。可用于指定哪些类型的对象接收该贴花、哪些不接收。这一点特别有" -"用,你可以确保动态对象不会意外收到用于其下方地形的贴花。" +"指定此贴花将投射到哪些 [member VisualInstance3D.layers] 上。默认情况下,贴花会" +"影响所有图层。可用于指定哪些类型的对象接收该贴花、哪些不接收。这一点特别有用," +"你可以确保动态对象不会意外收到用于其下方地形的贴花。" msgid "" "The distance from the camera at which the Decal begins to fade away (in 3D " @@ -29242,25 +30126,25 @@ msgid "" msgstr "与相机的距离,贴花从该处开始淡出(以 3D 单位表示)。" msgid "" -"If [code]true[/code], decals will smoothly fade away when far from the " -"active [Camera3D] starting at [member distance_fade_begin]. The Decal will " -"fade out over [member distance_fade_begin] + [member distance_fade_length], " -"after which it will be culled and not sent to the shader at all. Use this to " -"reduce the number of active Decals in a scene and thus improve performance." +"If [code]true[/code], decals will smoothly fade away when far from the active " +"[Camera3D] starting at [member distance_fade_begin]. The Decal will fade out " +"over [member distance_fade_begin] + [member distance_fade_length], after " +"which it will be culled and not sent to the shader at all. Use this to reduce " +"the number of active Decals in a scene and thus improve performance." msgstr "" "如果为 [code]true[/code],贴花会在远离活动的 [Camera3D] 时平滑地淡出,从 " "[member distance_fade_begin] 开始。该贴花将在 [member distance_fade_begin] + " -"[member distance_fade_length] 处消失,之后就会被剔除,根本不会发送到着色器。" -"请使用这个选项来减少场景中激活贴花的数量,从而提高性能。" +"[member distance_fade_length] 处消失,之后就会被剔除,根本不会发送到着色器。请" +"使用这个选项来减少场景中激活贴花的数量,从而提高性能。" msgid "" "The distance over which the Decal fades (in 3D units). The Decal becomes " -"slowly more transparent over this distance and is completely invisible at " -"the end. Higher values result in a smoother fade-out transition, which is " -"more suited when the camera moves fast." +"slowly more transparent over this distance and is completely invisible at the " +"end. Higher values result in a smoother fade-out transition, which is more " +"suited when the camera moves fast." msgstr "" -"该贴花淡出的距离(以 3D 单位表示)。这段距离内,该贴花会慢慢变得透明,直至完" -"全不可见。值越大,淡出过渡更平滑,更适合于相机快速移动的情况。" +"该贴花淡出的距离(以 3D 单位表示)。这段距离内,该贴花会慢慢变得透明,直至完全" +"不可见。值越大,淡出过渡更平滑,更适合于相机快速移动的情况。" msgid "" "Energy multiplier for the emission texture. This will make the decal emit " @@ -29275,8 +30159,8 @@ msgid "" "from the center of the [AABB]. Only positive values are valid (negative " "values will be clamped to [code]0.0[/code]). See also [member upper_fade]." msgstr "" -"设置该贴花的淡出曲线,表示随着表面远离 [AABB] 中心而逐渐淡出。仅正值有效(负" -"值将被限制到 [code]0.0[/code])。另见 [member upper_fade]。" +"设置该贴花的淡出曲线,表示随着表面远离 [AABB] 中心而逐渐淡出。仅正值有效(负值" +"将被限制到 [code]0.0[/code])。另见 [member upper_fade]。" msgid "" "Changes the [Color] of the Decal by multiplying the albedo and emission " @@ -29285,8 +30169,8 @@ msgid "" "emission_energy] and [member albedo_mix] to change the emission and albedo " "intensity independently of each other." msgstr "" -"更改贴花的 [Color],将其反照率和自发光颜色乘以这个值。仅在与反照率颜色相乘时" -"才会考虑 Alpha 分量,与自发光颜色相乘时则不会。如果要独立更改自发光和反照率强" +"更改贴花的 [Color],将其反照率和自发光颜色乘以这个值。仅在与反照率颜色相乘时才" +"会考虑 Alpha 分量,与自发光颜色相乘时则不会。如果要独立更改自发光和反照率强" "度,请参阅 [member emission_energy] 和 [member albedo_mix]。" msgid "" @@ -29295,24 +30179,23 @@ msgid "" "regardless of angle, a value of [code]1[/code] limits the Decal to surfaces " "that are nearly perpendicular.\n" "[b]Note:[/b] Setting [member normal_fade] to a value greater than [code]0.0[/" -"code] has a small performance cost due to the added normal angle " -"computations." +"code] has a small performance cost due to the added normal angle computations." msgstr "" "如果贴花的 [AABB] 与目标表面之间的角度变得过大,则淡出贴花。值为 [code]0[/" -"code] 时在投影贴花会忽略角度,值为 [code]1[/code] 时会将贴花限制到几乎垂直的" -"表面。\n" +"code] 时在投影贴花会忽略角度,值为 [code]1[/code] 时会将贴花限制到几乎垂直的表" +"面。\n" "[b]注意:[/b]将 [member normal_fade] 设置为大于 [code]0.0[/code] 的值会有较小" "的性能成本,因为增加了法线角度计算。" msgid "" "Sets the size of the [AABB] used by the decal. All dimensions must be set to " -"a value greater than zero (they will be clamped to [code]0.001[/code] if " -"this is not the case). The AABB goes from [code]-size/2[/code] to " -"[code]size/2[/code].\n" +"a value greater than zero (they will be clamped to [code]0.001[/code] if this " +"is not the case). The AABB goes from [code]-size/2[/code] to [code]size/2[/" +"code].\n" "[b]Note:[/b] To improve culling efficiency of \"hard surface\" decals, set " -"their [member upper_fade] and [member lower_fade] to [code]0.0[/code] and " -"set the Y component of the [member size] as low as possible. This will " -"reduce the decals' AABB size without affecting their appearance." +"their [member upper_fade] and [member lower_fade] to [code]0.0[/code] and set " +"the Y component of the [member size] as low as possible. This will reduce the " +"decals' AABB size without affecting their appearance." msgstr "" "设置贴花使用的 [AABB] 的大小。所有大小都必须设置为大于零的值(如果不是这种情" "况,它们将被钳制为 [code]0.001[/code])。该 AABB 从 [code]-size/2[/code] 到 " @@ -29327,12 +30210,12 @@ msgid "" "channel like a mask to smoothly blend the edges of the decal with the " "underlying object.\n" "[b]Note:[/b] Unlike [BaseMaterial3D] whose filter mode can be adjusted on a " -"per-material basis, the filter mode for [Decal] textures is set globally " -"with [member ProjectSettings.rendering/textures/decals/filter]." +"per-material basis, the filter mode for [Decal] textures is set globally with " +"[member ProjectSettings.rendering/textures/decals/filter]." msgstr "" "带有贴花的基础 [Color] 的 [Texture2D]。必须设置这个属性或者 [member " -"texture_emission] 贴花才可见。要将贴花的边缘与底层对象平滑地混合,请像遮罩一" -"样使用 Alpha 通道。\n" +"texture_emission] 贴花才可见。要将贴花的边缘与底层对象平滑地混合,请像遮罩一样" +"使用 Alpha 通道。\n" "[b]注意:[/b][BaseMaterial3D] 的过滤模式可以对每个材质进行调整,而 [Decal] 纹" "理的过滤模式是通过 [member ProjectSettings.rendering/textures/decals/filter] " "全局设置的。" @@ -29343,12 +30226,12 @@ msgid "" "alpha channel like a mask to smoothly blend the edges of the decal with the " "underlying object.\n" "[b]Note:[/b] Unlike [BaseMaterial3D] whose filter mode can be adjusted on a " -"per-material basis, the filter mode for [Decal] textures is set globally " -"with [member ProjectSettings.rendering/textures/decals/filter]." +"per-material basis, the filter mode for [Decal] textures is set globally with " +"[member ProjectSettings.rendering/textures/decals/filter]." msgstr "" "带有贴花的自发光 [Color] 的 [Texture2D]。必须设置这个属性或者 [member " -"texture_albedo] 贴花才可见。要将贴花的边缘与底层对象平滑地混合,请像遮罩一样" -"使用 Alpha 通道。\n" +"texture_albedo] 贴花才可见。要将贴花的边缘与底层对象平滑地混合,请像遮罩一样使" +"用 Alpha 通道。\n" "[b]注意:[/b][BaseMaterial3D] 的过滤模式可以对每个材质进行调整,而 [Decal] 纹" "理的过滤模式是通过 [member ProjectSettings.rendering/textures/decals/filter] " "全局设置的。" @@ -29357,8 +30240,8 @@ msgid "" "[Texture2D] with the per-pixel normal map for the decal. Use this to add " "extra detail to decals.\n" "[b]Note:[/b] Unlike [BaseMaterial3D] whose filter mode can be adjusted on a " -"per-material basis, the filter mode for [Decal] textures is set globally " -"with [member ProjectSettings.rendering/textures/decals/filter].\n" +"per-material basis, the filter mode for [Decal] textures is set globally with " +"[member ProjectSettings.rendering/textures/decals/filter].\n" "[b]Note:[/b] Setting this texture alone will not result in a visible decal, " "as [member texture_albedo] must also be set. To create a normal-only decal, " "load an albedo texture into [member texture_albedo] and set [member " @@ -29376,17 +30259,17 @@ msgstr "" "的 Alpha 通道将用于确定应在何处覆盖底层表面的法线贴图(及其强度)。" msgid "" -"[Texture2D] storing ambient occlusion, roughness, and metallic for the " -"decal. Use this to add extra detail to decals.\n" +"[Texture2D] storing ambient occlusion, roughness, and metallic for the decal. " +"Use this to add extra detail to decals.\n" "[b]Note:[/b] Unlike [BaseMaterial3D] whose filter mode can be adjusted on a " -"per-material basis, the filter mode for [Decal] textures is set globally " -"with [member ProjectSettings.rendering/textures/decals/filter].\n" +"per-material basis, the filter mode for [Decal] textures is set globally with " +"[member ProjectSettings.rendering/textures/decals/filter].\n" "[b]Note:[/b] Setting this texture alone will not result in a visible decal, " "as [member texture_albedo] must also be set. To create an ORM-only decal, " "load an albedo texture into [member texture_albedo] and set [member " "albedo_mix] to [code]0.0[/code]. The albedo texture's alpha channel will be " -"used to determine where the underlying surface's ORM map should be " -"overridden (and its intensity)." +"used to determine where the underlying surface's ORM map should be overridden " +"(and its intensity)." msgstr "" "存有贴花的环境光遮蔽、粗糙度、金属性的 [Texture2D]。可用于为贴花添加额外的细" "节。\n" @@ -29403,8 +30286,8 @@ msgid "" "from the center of the [AABB]. Only positive values are valid (negative " "values will be clamped to [code]0.0[/code]). See also [member lower_fade]." msgstr "" -"设置该贴花的淡出曲线,表示随着表面远离 [AABB] 中心而逐渐淡出。仅正值有效(负" -"值将被限制到 [code]0.0[/code])。另见 [member upper_fade]。" +"设置该贴花的淡出曲线,表示随着表面远离 [AABB] 中心而逐渐淡出。仅正值有效(负值" +"将被限制到 [code]0.0[/code])。另见 [member upper_fade]。" msgid "[Texture2D] corresponding to [member texture_albedo]." msgstr "与 [member texture_albedo] 对应的 [Texture2D]。" @@ -29462,13 +30345,13 @@ msgstr "" msgid "" "Finds and returns the first key whose associated value is equal to [param " "value], or [code]null[/code] if it is not found.\n" -"[b]Note:[/b] [code]null[/code] is also a valid key. If inside the " -"dictionary, [method find_key] may give misleading results." +"[b]Note:[/b] [code]null[/code] is also a valid key. If inside the dictionary, " +"[method find_key] may give misleading results." msgstr "" "找到并返回关联值等于 [param value] 的第一个键,如果没有找到,则返回 " "[code]null[/code]。\n" -"[b]注意:[/b][code]null[/code] 也是有效的键。如果字典中包含这个键,则 " -"[method find_key] 可能会给出误导性的结果。" +"[b]注意:[/b][code]null[/code] 也是有效的键。如果字典中包含这个键,则 [method " +"find_key] 可能会给出误导性的结果。" msgid "" "Returns the corresponding value for the given [param key] in the dictionary. " @@ -29505,16 +30388,15 @@ msgid "" "var dict1 = new Godot.Collections.Dictionary{{\"A\", 10}, {\"B\", 2}};\n" "var dict2 = new Godot.Collections.Dictionary{{\"A\", 10}, {\"B\", 2}};\n" "\n" -"// Godot.Collections.Dictionary has no Hash() method. Use GD.Hash() " -"instead.\n" +"// Godot.Collections.Dictionary has no Hash() method. Use GD.Hash() instead.\n" "GD.Print(GD.Hash(dict1) == GD.Hash(dict2)); // Prints true\n" "[/csharp]\n" "[/codeblocks]\n" -"[b]Note:[/b] Dictionaries with the same entries but in a different order " -"will not have the same hash.\n" -"[b]Note:[/b] Dictionaries with equal hash values are [i]not[/i] guaranteed " -"to be the same, because of hash collisions. On the countrary, dictionaries " -"with different hash values are guaranteed to be different." +"[b]Note:[/b] Dictionaries with the same entries but in a different order will " +"not have the same hash.\n" +"[b]Note:[/b] Dictionaries with equal hash values are [i]not[/i] guaranteed to " +"be the same, because of hash collisions. On the countrary, dictionaries with " +"different hash values are guaranteed to be different." msgstr "" "返回代表该字典内容的 32 位整数哈希值。\n" "[codeblocks]\n" @@ -29533,8 +30415,8 @@ msgstr "" "[/csharp]\n" "[/codeblocks]\n" "[b]注意:[/b]如果两个字典条目相同,但顺序不同,则哈希值也不同。\n" -"[b]注意:[/b]哈希值相同的字典[i]不保证[/i]相同,因为可能存在哈希碰撞。相对" -"地,哈希值不同的字典保证不同。" +"[b]注意:[/b]哈希值相同的字典[i]不保证[/i]相同,因为可能存在哈希碰撞。相对地," +"哈希值不同的字典保证不同。" msgid "" "Returns [code]true[/code] if the dictionary is empty (its size is [code]0[/" @@ -29548,8 +30430,8 @@ msgid "" "make_read_only]. Dictionaries are automatically read-only if declared with " "[code]const[/code] keyword." msgstr "" -"如果该字典是只读的,则返回 [code]true[/code] 。见 [method make_read_only]。" -"用 [code]const[/code] 关键字声明的字典自动只读。" +"如果该字典是只读的,则返回 [code]true[/code] 。见 [method make_read_only]。用 " +"[code]const[/code] 关键字声明的字典自动只读。" msgid "Returns the list of keys in the dictionary." msgstr "返回该字典中的键列表。" @@ -29566,12 +30448,12 @@ msgid "" "duplicate keys are not copied over, unless [param overwrite] is [code]true[/" "code]." msgstr "" -"将 [param dictionary] 中的条目添加到该字典中。默认不复制重复的键,除非 " -"[param overwrite] 为 [code]true[/code]。" +"将 [param dictionary] 中的条目添加到该字典中。默认不复制重复的键,除非 [param " +"overwrite] 为 [code]true[/code]。" msgid "" -"Returns the number of entries in the dictionary. Empty dictionaries ([code]" -"{ }[/code]) always return [code]0[/code]. See also [method is_empty]." +"Returns the number of entries in the dictionary. Empty dictionaries ([code]{ }" +"[/code]) always return [code]0[/code]. See also [method is_empty]." msgstr "" "返回该字典中条目的数量。空字典([code]{ }[/code])始终返回 [code]0[/code]。另" "见 [method is_empty]。" @@ -29592,8 +30474,8 @@ msgid "" msgstr "" "如果两个字典包含的键、值心相同,则返回 [code]true[/code] 。条目顺序并不重" "要。\n" -"[b]注意:[/b]在 C# 中,按照惯例,这个操作符进行的是按[b]引用[/b]比较。如果你" -"需要按值比较,请遍历这两个字典。" +"[b]注意:[/b]在 C# 中,按照惯例,这个操作符进行的是按[b]引用[/b]比较。如果你需" +"要按值比较,请遍历这两个字典。" msgid "" "Returns the corresponding value for the given [param key] in the dictionary. " @@ -29603,6 +30485,9 @@ msgstr "" "返回该字典中与给定的键 [param key] 对应的值。如果条目不存在或者失败,则返回 " "[code]null[/code]。为了更安全的访问,请使用 [method get] 或 [method has]。" +msgid "Provides methods for managing directories and their content." +msgstr "提供管理目录及其内容的方法。" + msgid "File system" msgstr "文件系统" @@ -29627,9 +30512,9 @@ msgid "" "available on the current operating system.\n" "Returns one of the [enum Error] code constants ([constant OK] on success)." msgstr "" -"将 [param from] 文件复制到 [param to] 目标位置。两个参数都应该是文件的路径," -"可以是相对路径,也可以是绝对路径。如果目标文件存在并且没有访问保护,则它将被" -"覆盖。\n" +"将 [param from] 文件复制到 [param to] 目标位置。两个参数都应该是文件的路径,可" +"以是相对路径,也可以是绝对路径。如果目标文件存在并且没有访问保护,则它将被覆" +"盖。\n" "如果 [param chmod_flags] 不同于 [code]-1[/code],且如果在当前操作系统上可用," "目标路径的 Unix 权限将设置为提供的值。\n" "返回 [enum Error] 错误码常量之一(成功时为 [constant OK])。" @@ -29663,8 +30548,8 @@ msgstr "" "对于静态等效项,请使用 [method FileAccess.file_exists]。" msgid "" -"Returns the absolute path to the currently opened directory (e.g. " -"[code]res://folder[/code] or [code]C:\\tmp\\folder[/code])." +"Returns the absolute path to the currently opened directory (e.g. [code]res://" +"folder[/code] or [code]C:\\tmp\\folder[/code])." msgstr "" "返回当前打开目录的绝对路径(例如 [code]res://文件夹[/code] 或 [code]C:" "\\tmp\\文件夹[/code])。" @@ -29677,16 +30562,16 @@ msgstr "" "get_drive_name]。" msgid "" -"Returns a [PackedStringArray] containing filenames of the directory " -"contents, excluding files. The array is sorted alphabetically.\n" +"Returns a [PackedStringArray] containing filenames of the directory contents, " +"excluding files. The array is sorted alphabetically.\n" "Affected by [member include_hidden] and [member include_navigational]." msgstr "" "返回该目录内容的文件名 [PackedStringArray],不含文件。该数组按字母排序。\n" "受 [member include_hidden] 和 [member include_navigational] 的影响。" msgid "" -"Returns a [PackedStringArray] containing filenames of the directory " -"contents, excluding files, at the given [param path]. The array is sorted " +"Returns a [PackedStringArray] containing filenames of the directory contents, " +"excluding files, at the given [param path]. The array is sorted " "alphabetically.\n" "Use [method get_directories] if you want more control of what gets included." msgstr "" @@ -29722,9 +30607,33 @@ msgstr "" "在其他平台上,或者当请求的驱动器不存在时,该方法会返回空的 String。" msgid "" -"Returns a [PackedStringArray] containing filenames of the directory " -"contents, excluding directories, at the given [param path]. The array is " -"sorted alphabetically.\n" +"Returns a [PackedStringArray] containing filenames of the directory contents, " +"excluding directories. The array is sorted alphabetically.\n" +"Affected by [member include_hidden].\n" +"[b]Note:[/b] When used on a [code]res://[/code] path in an exported project, " +"only the files actually included in the PCK at the given folder level are " +"returned. In practice, this means that since imported resources are stored in " +"a top-level [code].godot/[/code] folder, only paths to [code]*.gd[/code] and " +"[code]*.import[/code] files are returned (plus a few files such as " +"[code]project.godot[/code] or [code]project.binary[/code] and the project " +"icon). In an exported project, the list of returned files will also vary " +"depending on whether [member ProjectSettings.editor/export/" +"convert_text_resources_to_binary] is [code]true[/code]." +msgstr "" +"返回目录内容的文件名 [PackedStringArray],不含目录。该数组按字母排序。\n" +"受 [member include_hidden] 的影响。\n" +"[b]注意:[/b]在导出后的项目中对 [code]res://[/code] 使用时,只会返回确实在 " +"PCK 的给定文件夹中存在的文件。在实践中,导入后的资源是存放在顶层的 [code]." +"godot[/code] 文件夹中的,因此只会返回 [code]*.gd[/code] 和 [code]*.import[/" +"code] 文件的路径(以及 [code]project.godot[/code] 或者 [code]project.binary[/" +"code] 和项目图标等文件)。导出后的项目中,返回的列表也会因为 [member " +"ProjectSettings.editor/export/convert_text_resources_to_binary] 是否为 " +"[code]true[/code] 而变化。" + +msgid "" +"Returns a [PackedStringArray] containing filenames of the directory contents, " +"excluding directories, at the given [param path]. The array is sorted " +"alphabetically.\n" "Use [method get_files] if you want more control of what gets included." msgstr "" "返回位于给定路径 [param path] 的目录内容的文件名 [PackedStringArray],不含目" @@ -29734,25 +30643,24 @@ msgstr "" msgid "" "Returns the next element (file or directory) in the current directory.\n" "The name of the file or directory is returned (and not its full path). Once " -"the stream has been fully processed, the method returns an empty [String] " -"and closes the stream automatically (i.e. [method list_dir_end] would not be " +"the stream has been fully processed, the method returns an empty [String] and " +"closes the stream automatically (i.e. [method list_dir_end] would not be " "mandatory in such a case)." msgstr "" "返回当前目录中的下一个元素(文件或目录)。\n" "返回的是文件或目录的名称(不是完整路径)。完全处理完流之后,该方法会返回空 " "[String] 并自动将流关闭(即此时不必再调用 [method list_dir_end])。" -msgid "" -"Returns the result of the last [method open] call in the current thread." +msgid "Returns the result of the last [method open] call in the current thread." msgstr "返回当前线程中最后一次 [method open] 调用的结果。" msgid "" "Returns the available space on the current directory's disk, in bytes. " -"Returns [code]0[/code] if the platform-specific method to query the " -"available space fails." +"Returns [code]0[/code] if the platform-specific method to query the available " +"space fails." msgstr "" -"返回当前目录所在磁盘的可用空间,单位为字节。如果该平台查询可用空间的方法失" -"败,则返回 [code]0[/code]。" +"返回当前目录所在磁盘的可用空间,单位为字节。如果该平台查询可用空间的方法失败," +"则返回 [code]0[/code]。" msgid "" "Initializes the stream used to list all files and directories using the " @@ -29761,9 +30669,9 @@ msgid "" "[method list_dir_end].\n" "Affected by [member include_hidden] and [member include_navigational].\n" "[b]Note:[/b] The order of files and directories returned by this method is " -"not deterministic, and can vary between operating systems. If you want a " -"list of all files or folders sorted alphabetically, use [method get_files] " -"or [method get_directories]." +"not deterministic, and can vary between operating systems. If you want a list " +"of all files or folders sorted alphabetically, use [method get_files] or " +"[method get_directories]." msgstr "" "初始化流,用于使用 [method get_next] 函数列出所有文件和目录,如果需要还会关闭" "目前打开的流。处理完流之后,一般应使用 [method list_dir_end] 关闭。\n" @@ -29773,8 +30681,8 @@ msgstr "" "[method get_directories]。" msgid "" -"Closes the current stream opened with [method list_dir_begin] (whether it " -"has been fully processed with [method get_next] does not matter)." +"Closes the current stream opened with [method list_dir_begin] (whether it has " +"been fully processed with [method get_next] does not matter)." msgstr "" "关闭用 [method list_dir_begin] 打开的当前流(并不关注是否已经用 [method " "get_next] 完成处理)。" @@ -29786,8 +30694,8 @@ msgid "" "make_dir_recursive]).\n" "Returns one of the [enum Error] code constants ([constant OK] on success)." msgstr "" -"创建目录。参数可以相对于当前目录,也可以是绝对路径。目标目录应该位于已经存在" -"的目录中(递归创建完整的路径请参阅 [method make_dir_recursive])。\n" +"创建目录。参数可以相对于当前目录,也可以是绝对路径。目标目录应该位于已经存在的" +"目录中(递归创建完整的路径请参阅 [method make_dir_recursive])。\n" "返回 [enum Error] 错误码常量(成功时为 [constant OK])。" msgid "Static version of [method make_dir]. Supports only absolute paths." @@ -29816,8 +30724,8 @@ msgid "" "Returns [code]null[/code] if opening the directory failed. You can use " "[method get_open_error] to check the error that occurred." msgstr "" -"新建 [DirAccess] 对象并打开文件系统中的某个现存目录。[param path] 参数可以是" -"在项目树中([code]res://folder[/code])、用户目录中([code]user://folder[/" +"新建 [DirAccess] 对象并打开文件系统中的某个现存目录。[param path] 参数可以是在" +"项目树中([code]res://folder[/code])、用户目录中([code]user://folder[/" "code]),也可以是用户文件系统的绝对路径(例如 [code]/tmp/folder[/code] 或 " "[code]C:\\tmp\\folder[/code])。\n" "如果打开目录失败,则返回 [code]null[/code]。你可以使用 [method " @@ -29831,8 +30739,8 @@ msgid "" "move_to_trash] instead.\n" "Returns one of the [enum Error] code constants ([constant OK] on success)." msgstr "" -"将目标文件或空目录永久删除。参数可以相对于当前目录,也可以是绝对路径。如果目" -"标目录非空,则操作失败。\n" +"将目标文件或空目录永久删除。参数可以相对于当前目录,也可以是绝对路径。如果目标" +"目录非空,则操作失败。\n" "如果你不想永久删除该文件/目录,请改用 [method OS.move_to_trash]。\n" "返回 [enum Error] 错误码常量(成功时为 [constant OK])。" @@ -29847,8 +30755,8 @@ msgid "" "Returns one of the [enum Error] code constants ([constant OK] on success)." msgstr "" "将 [param from] 文件或目录重命名为(移动至)[param to] 目标。两个参数都应该是" -"文件或目录的路径,可以是相对路径也可以是绝对路径。如果目标文件或目录已存在," -"并且没有写保护,则会被覆盖。\n" +"文件或目录的路径,可以是相对路径也可以是绝对路径。如果目标文件或目录已存在,并" +"且没有写保护,则会被覆盖。\n" "返回 [enum Error] 错误码常量(成功时为 [constant OK])。" msgid "Static version of [method rename]. Supports only absolute paths." @@ -29877,24 +30785,24 @@ msgstr "来自远处的 2D 平行光。" msgid "" "A directional light is a type of [Light2D] node that models an infinite " -"number of parallel rays covering the entire scene. It is used for lights " -"with strong intensity that are located far away from the scene (for example: " -"to model sunlight or moonlight).\n" +"number of parallel rays covering the entire scene. It is used for lights with " +"strong intensity that are located far away from the scene (for example: to " +"model sunlight or moonlight).\n" "[b]Note:[/b] [DirectionalLight2D] does not support light cull masks (but it " "supports shadow cull masks). It will always light up 2D nodes, regardless of " "the 2D node's [member CanvasItem.light_mask]." msgstr "" "平行光是一种 [Light2D] 节点,模拟覆盖整个场景的无数平行光线。可用于远离场景的" "强光(例如:模拟日光或月光)。\n" -"[b]注意:[/b][DirectionalLight2D] 不支持灯光剔除遮罩(但支持阴影剔除遮罩)。" -"它会忽略 2D 节点的 [member CanvasItem.light_mask],始终点亮 2D 节点。" +"[b]注意:[/b][DirectionalLight2D] 不支持灯光剔除遮罩(但支持阴影剔除遮罩)。它" +"会忽略 2D 节点的 [member CanvasItem.light_mask],始终点亮 2D 节点。" msgid "2D lights and shadows" msgstr "2D 灯光和阴影" msgid "" -"The height of the light. Used with 2D normal mapping. Ranges from 0 " -"(parallel to the plane) to 1 (perpendicular to the plane)." +"The height of the light. Used with 2D normal mapping. Ranges from 0 (parallel " +"to the plane) to 1 (perpendicular to the plane)." msgstr "" "灯光的高度。用于 2D 法线贴图。范围从 0(平行于平面)到 1(垂直于平面)。" @@ -29903,28 +30811,27 @@ msgid "" "shadows are culled (in pixels). Decreasing this value can prevent objects " "located outside the camera from casting shadows (while also improving " "performance). [member Camera2D.zoom] is not taken into account by [member " -"max_distance], which means that at higher zoom values, shadows will appear " -"to fade out sooner when zooming onto a given point." +"max_distance], which means that at higher zoom values, shadows will appear to " +"fade out sooner when zooming onto a given point." msgstr "" -"对象在其阴影被剔除前与相机中心的最大距离(单位:像素)。降低这个值可以防止位" -"于相机外部的对象投射阴影(同时还可以提高性能)。[member Camera2D.zoom] 不被 " -"[member max_distance] 考虑在内,这意味着在较高的缩放值下,当缩放到一个给定的" -"点时,阴影会更快地淡出。" +"对象在其阴影被剔除前与相机中心的最大距离(单位:像素)。降低这个值可以防止位于" +"相机外部的对象投射阴影(同时还可以提高性能)。[member Camera2D.zoom] 不被 " +"[member max_distance] 考虑在内,这意味着在较高的缩放值下,当缩放到一个给定的点" +"时,阴影会更快地淡出。" msgid "Directional light from a distance, as from the Sun." msgstr "来自远处的平行光,如太阳光。" msgid "" "A directional light is a type of [Light3D] node that models an infinite " -"number of parallel rays covering the entire scene. It is used for lights " -"with strong intensity that are located far away from the scene to model " -"sunlight or moonlight. The worldspace location of the DirectionalLight3D " -"transform (origin) is ignored. Only the basis is used to determine light " -"direction." +"number of parallel rays covering the entire scene. It is used for lights with " +"strong intensity that are located far away from the scene to model sunlight " +"or moonlight. The worldspace location of the DirectionalLight3D transform " +"(origin) is ignored. Only the basis is used to determine light direction." msgstr "" "平行光是一种 [Light3D] 节点,它可以模拟覆盖整个场景的无限数量的平行光线。它用" -"于距离场景较远的强光,以模拟日光或月光。 DirectionalLight3D 变换的世界空间位" -"置(原点)将被忽略。只有基被用于确定光线方向。" +"于距离场景较远的强光,以模拟日光或月光。 DirectionalLight3D 变换的世界空间位置" +"(原点)将被忽略。只有基被用于确定光线方向。" msgid "Lights and shadows" msgstr "灯光与阴影" @@ -29935,9 +30842,9 @@ msgid "" "moderate performance cost. This is ignored when [member " "directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]." msgstr "" -"如果为 [code]true[/code],会牺牲阴影的细节,换取分割区域之间更平滑的过渡。启" -"用阴影混合分割同时也会带来一些性能消耗。当 [member directional_shadow_mode] " -"为 [constant SHADOW_ORTHOGONAL] 时会被忽略。" +"如果为 [code]true[/code],会牺牲阴影的细节,换取分割区域之间更平滑的过渡。启用" +"阴影混合分割同时也会带来一些性能消耗。当 [member directional_shadow_mode] 为 " +"[constant SHADOW_ORTHOGONAL] 时会被忽略。" msgid "" "Proportion of [member directional_shadow_max_distance] at which point the " @@ -29953,12 +30860,12 @@ msgid "" msgstr "" "阴影开始消失时,[member directional_shadow_max_distance] 的比例。在 [member " "directional_shadow_max_distance] 处,阴影会消失。默认值是平滑淡化和远处阴影可" -"见性之间的平衡。如果相机移动较快且 [member directional_shadow_max_distance] " -"较低,请考虑将 [member directional_shadow_fade_start] 降低到 [code]0.8[/" -"code] 以下,以使阴影过渡不那么明显。另一方面,如果调整了 [member " +"见性之间的平衡。如果相机移动较快且 [member directional_shadow_max_distance] 较" +"低,请考虑将 [member directional_shadow_fade_start] 降低到 [code]0.8[/code] 以" +"下,以使阴影过渡不那么明显。另一方面,如果调整了 [member " "directional_shadow_max_distance] 来覆盖整个场景,可以将 [member " -"directional_shadow_fade_start] 设置为 [code]1.0[/code],以防止阴影在远处逐渐" -"淡化(它将会突然切断 )。" +"directional_shadow_fade_start] 设置为 [code]1.0[/code],以防止阴影在远处逐渐淡" +"化(它将会突然切断 )。" msgid "" "The maximum distance for shadow splits. Increasing this value will make " @@ -29966,8 +30873,8 @@ msgid "" "shadow detail and performance (since more objects need to be included in the " "directional shadow rendering)." msgstr "" -"阴影分割的最大距离。将这个值增大会让定向阴影在更远处可见,代价是整体的阴影细" -"节降低和性能(因为渲染定向阴影时需要包含更多的物体)。" +"阴影分割的最大距离。将这个值增大会让定向阴影在更远处可见,代价是整体的阴影细节" +"降低和性能(因为渲染定向阴影时需要包含更多的物体)。" msgid "The light's shadow rendering algorithm. See [enum ShadowMode]." msgstr "灯光的阴影渲染算法。见 [enum ShadowMode]。" @@ -29990,9 +30897,9 @@ msgid "" "directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant " "SHADOW_PARALLEL_4_SPLITS]." msgstr "" -"相机到阴影分割 1 的距离。相对于 [member directional_shadow_max_distance]。只" -"有当 [member directional_shadow_mode] 为 [constant SHADOW_PARALLEL_2_SPLITS] " -"或 [constant SHADOW_PARALLEL_4_SPLITS] 时才使用。" +"相机到阴影分割 1 的距离。相对于 [member directional_shadow_max_distance]。只有" +"当 [member directional_shadow_mode] 为 [constant SHADOW_PARALLEL_2_SPLITS] 或 " +"[constant SHADOW_PARALLEL_4_SPLITS] 时才使用。" msgid "" "The distance from shadow split 1 to split 2. Relative to [member " @@ -30013,31 +30920,31 @@ msgstr "" "[constant SHADOW_PARALLEL_4_SPLITS] 时才使用。" msgid "" -"Set whether this [DirectionalLight3D] is visible in the sky, in the scene, " -"or both in the sky and in the scene. See [enum SkyMode] for options." +"Set whether this [DirectionalLight3D] is visible in the sky, in the scene, or " +"both in the sky and in the scene. See [enum SkyMode] for options." msgstr "" -"设置该 [DirectionalLight3D] 是否在天空、场景、或天空和场景中可见。有关选项," -"请参阅 [enum SkyMode]。" +"设置该 [DirectionalLight3D] 是否在天空、场景、或天空和场景中可见。有关选项,请" +"参阅 [enum SkyMode]。" msgid "" "Renders the entire scene's shadow map from an orthogonal point of view. This " "is the fastest directional shadow mode. May result in blurrier shadows on " "close objects." msgstr "" -"从正交的角度渲染整个场景的阴影图。这是最快的定向阴影模式。可能会导致近距离物" -"体的阴影更模糊。" +"从正交的角度渲染整个场景的阴影图。这是最快的定向阴影模式。可能会导致近距离物体" +"的阴影更模糊。" msgid "" -"Splits the view frustum in 2 areas, each with its own shadow map. This " -"shadow mode is a compromise between [constant SHADOW_ORTHOGONAL] and " -"[constant SHADOW_PARALLEL_4_SPLITS] in terms of performance." +"Splits the view frustum in 2 areas, each with its own shadow map. This shadow " +"mode is a compromise between [constant SHADOW_ORTHOGONAL] and [constant " +"SHADOW_PARALLEL_4_SPLITS] in terms of performance." msgstr "" "将视锥体分成2个区域,每个区域都有自己的阴影贴图。这种阴影模式是 [constant " "SHADOW_ORTHOGONAL] 和 [constant SHADOW_PARALLEL_4_SPLITS] 在性能上的折衷。" msgid "" -"Splits the view frustum in 4 areas, each with its own shadow map. This is " -"the slowest directional shadow mode." +"Splits the view frustum in 4 areas, each with its own shadow map. This is the " +"slowest directional shadow mode." msgstr "" "将视锥体分成 4 个区域,每个区域都有自己的阴影贴图。这是最慢的定向阴影模式。" @@ -30045,42 +30952,41 @@ msgid "Makes the light visible in both scene lighting and sky rendering." msgstr "使灯光在场景照明和天空渲染中都可见。" msgid "" -"Makes the light visible in scene lighting only (including direct lighting " -"and global illumination). When using this mode, the light will not be " -"visible from sky shaders." +"Makes the light visible in scene lighting only (including direct lighting and " +"global illumination). When using this mode, the light will not be visible " +"from sky shaders." msgstr "" -"使灯光仅在场景照明中可见(包括直接照明和全局照明)。使用此模式时,天空着色器" -"看不到此灯光。" +"使灯光仅在场景照明中可见(包括直接照明和全局照明)。使用此模式时,天空着色器看" +"不到此灯光。" msgid "" "Makes the light visible to sky shaders only. When using this mode the light " -"will not cast light into the scene (either through direct lighting or " -"through global illumination), but can be accessed through sky shaders. This " -"can be useful, for example, when you want to control sky effects without " +"will not cast light into the scene (either through direct lighting or through " +"global illumination), but can be accessed through sky shaders. This can be " +"useful, for example, when you want to control sky effects without " "illuminating the scene (during a night cycle, for example)." msgstr "" -"使灯光仅对天空着色器可见。使用此模式时,灯光不会将灯光投射到场景中(通过直接" -"照明或通过全局照明),但可以通过天空着色器访问。例如,当您想要控制天空效果而" -"不照亮场景时(例如,在夜间循环期间),这可能很有用。" +"使灯光仅对天空着色器可见。使用此模式时,灯光不会将灯光投射到场景中(通过直接照" +"明或通过全局照明),但可以通过天空着色器访问。例如,当您想要控制天空效果而不照" +"亮场景时(例如,在夜间循环期间),这可能很有用。" msgid "Returns the user's clipboard as a string if possible." msgstr "如果可能,将用户的剪贴板作为字符串返回。" msgid "" -"Returns the user's [url=https://unix.stackexchange.com/questions/139191/" -"whats-the-difference-between-primary-selection-and-clipboard-buffer]primary[/" -"url] clipboard as a string if possible. This is the clipboard that is set " -"when the user selects text in any application, rather than when pressing " -"[kbd]Ctrl + C[/kbd]. The clipboard data can then be pasted by clicking the " -"middle mouse button in any application that supports the primary clipboard " -"mechanism.\n" +"Returns the user's [url=https://unix.stackexchange.com/questions/139191/whats-" +"the-difference-between-primary-selection-and-clipboard-buffer]primary[/url] " +"clipboard as a string if possible. This is the clipboard that is set when the " +"user selects text in any application, rather than when pressing [kbd]Ctrl + " +"C[/kbd]. The clipboard data can then be pasted by clicking the middle mouse " +"button in any application that supports the primary clipboard mechanism.\n" "[b]Note:[/b] This method is only implemented on Linux (X11)." msgstr "" "如果可能的话,将用户的[url=https://unix.stackexchange.com/questions/139191/" -"whats-the-difference-between-primary-selection-and-clipboard-buffer]主[/url]" -"剪贴板作为字符串返回。这是当用户在任何应用程序中选择文本时设置的剪贴板,而不" -"是在按下 [kbd]Ctrl + C[/kbd] 时设置的。然后可以通过在支持主剪贴板机制的任何应" -"用程序中,通过点击鼠标中键来粘贴该剪贴板数据。\n" +"whats-the-difference-between-primary-selection-and-clipboard-buffer]主[/url]剪" +"贴板作为字符串返回。这是当用户在任何应用程序中选择文本时设置的剪贴板,而不是在" +"按下 [kbd]Ctrl + C[/kbd] 时设置的。然后可以通过在支持主剪贴板机制的任何应用程" +"序中,通过点击鼠标中键来粘贴该剪贴板数据。\n" "[b]注意:[/b] 这个方法只在 Linux(X11)上实现。" msgid "Returns [code]true[/code] if there is content on the user's clipboard." @@ -30092,22 +30998,20 @@ msgstr "将用户的剪贴板内容设置为给定的字符串。" msgid "" "Sets the user's [url=https://unix.stackexchange.com/questions/139191/whats-" "the-difference-between-primary-selection-and-clipboard-buffer]primary[/url] " -"clipboard content to the given string. This is the clipboard that is set " -"when the user selects text in any application, rather than when pressing " -"[kbd]Ctrl + C[/kbd]. The clipboard data can then be pasted by clicking the " -"middle mouse button in any application that supports the primary clipboard " -"mechanism.\n" +"clipboard content to the given string. This is the clipboard that is set when " +"the user selects text in any application, rather than when pressing [kbd]Ctrl " +"+ C[/kbd]. The clipboard data can then be pasted by clicking the middle mouse " +"button in any application that supports the primary clipboard mechanism.\n" "[b]Note:[/b] This method is only implemented on Linux (X11)." msgstr "" "将用户的[url=https://unix.stackexchange.com/questions/139191/whats-the-" -"difference-between-primary-selection-and-clipboard-buffer]主剪贴板[/url]内容" -"设置为给定的字符串。这是用户在应用程序中选中文本时设置的剪贴板,不是按 " -"[kbd]Ctrl + C[/kbd] 时设置的。设置后可以在任何支持主剪贴板机制的应用程序中通" -"过点击鼠标中键粘贴剪贴板数据。\n" +"difference-between-primary-selection-and-clipboard-buffer]主剪贴板[/url]内容设" +"置为给定的字符串。这是用户在应用程序中选中文本时设置的剪贴板,不是按 " +"[kbd]Ctrl + C[/kbd] 时设置的。设置后可以在任何支持主剪贴板机制的应用程序中通过" +"点击鼠标中键粘贴剪贴板数据。\n" "[b]注意:[/b] 这个方法只在 Linux(X11)上实现。" -msgid "" -"Returns the default mouse cursor shape set by [method cursor_set_shape]." +msgid "Returns the default mouse cursor shape set by [method cursor_set_shape]." msgstr "返回默认鼠标光标形状,由 [method cursor_set_shape] 设置。" msgid "" @@ -30116,22 +31020,22 @@ msgid "" "the mouse cursor's appearance. The image must be [code]256x256[/code] or " "smaller for correct appearance. [param hotspot] can optionally be set to " "define the area where the cursor will click. By default, [param hotspot] is " -"set to [code]Vector2(0, 0)[/code], which is the top-left corner of the " -"image. See also [method cursor_set_shape]." +"set to [code]Vector2(0, 0)[/code], which is the top-left corner of the image. " +"See also [method cursor_set_shape]." msgstr "" "为定义的形状 [param shape] 设置自定义鼠标指针图像。这意味着用户的操作系统和鼠" "标光标主题不再影响鼠标光标的外观。图像的最大尺寸为 [code]256x256[/code],否则" -"无法正确显示。还可以设置 [param hotspot],用来定义光标的点击位置。默认情况" -"下,[param hotspot] 为 [code]Vector2(0, 0)[/code],即图像的左上角。另见 " -"[method cursor_set_shape]。" +"无法正确显示。还可以设置 [param hotspot],用来定义光标的点击位置。默认情况下," +"[param hotspot] 为 [code]Vector2(0, 0)[/code],即图像的左上角。另见 [method " +"cursor_set_shape]。" msgid "" "Sets the default mouse cursor shape. The cursor's appearance will vary " "depending on the user's operating system and mouse cursor theme. See also " "[method cursor_get_shape] and [method cursor_set_custom_image]." msgstr "" -"设置默认的鼠标光标形状。光标的外观将根据用户的操作系统和鼠标光标主题而变化。" -"另见 [method cursor_get_shape] 和 [method cursor_set_custom_image]。" +"设置默认的鼠标光标形状。光标的外观将根据用户的操作系统和鼠标光标主题而变化。另" +"见 [method cursor_get_shape] 和 [method cursor_set_custom_image]。" msgid "" "Forces window manager processing while ignoring all [InputEvent]s. See also " @@ -30160,10 +31064,10 @@ msgid "" "return an empty array even if they do have display cutouts or notches." msgstr "" "返回 [Rect2] 的 [Array],其中每个都是显示切口或凹口的边界矩形。这些是相机和传" -"感器使用的无边框屏幕上的非功能区域。如果设备没有切口,则返回一个空数组。另请" -"参见 [method get_display_safe_area]。\n" -"[b]注意:[/b]目前仅在 Android 上实现。其他平台将返回一个空数组,即使它们确实" -"有显示切口或凹口。" +"感器使用的无边框屏幕上的非功能区域。如果设备没有切口,则返回一个空数组。另请参" +"见 [method get_display_safe_area]。\n" +"[b]注意:[/b]目前仅在 Android 上实现。其他平台将返回一个空数组,即使它们确实有" +"显示切口或凹口。" msgid "" "Returns the unobscured area of the display where interactive controls should " @@ -30180,23 +31084,21 @@ msgstr "" msgid "" "Returns the name of the [DisplayServer] currently in use. Most operating " -"systems only have a single [DisplayServer], but Linux has access to more " -"than one [DisplayServer] (although only X11 is currently implemented in " -"Godot).\n" +"systems only have a single [DisplayServer], but Linux has access to more than " +"one [DisplayServer] (although only X11 is currently implemented in Godot).\n" "The names of built-in display servers are [code]Windows[/code], [code]macOS[/" "code], [code]X11[/code] (Linux), [code]Android[/code], [code]iOS[/code], " "[code]web[/code] (HTML5) and [code]headless[/code] (when started with the " -"[code]--headless[/code] [url=$DOCS_URL/tutorials/editor/" -"command_line_tutorial.html]command line argument[/url])." +"[code]--headless[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial." +"html]command line argument[/url])." msgstr "" "返回当前使用的 [DisplayServer] 的名称。大多数操作系统只有一种 " "[DisplayServer],但 Linux 可以使用多种 [DisplayServer](尽管 Godot 中目前只实" "现了 X11)。\n" "内置显示服务器的名称有 [code]Windows[/code]、[code]macOS[/code]、[code]X11[/" "code](Linux)、[code]Android[/code]、[code]iOS[/code]、[code]web[/code]" -"(HTML5)、[code]headless[/code](使用 [code]--headless[/code] " -"[url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]命令行参数[/url]启" -"动)。" +"(HTML5)、[code]headless[/code](使用 [code]--headless[/code] [url=$DOCS_URL/" +"tutorials/editor/command_line_tutorial.html]命令行参数[/url]启动)。" msgid "Returns index of the primary screen." msgstr "返回主屏幕的索引。" @@ -30208,9 +31110,9 @@ msgid "Returns index of the screen which contains specified rectangle." msgstr "返回包含指定矩形的屏幕的索引。" msgid "" -"Returns [code]true[/code] if positions of [b]OK[/b] and [b]Cancel[/b] " -"buttons are swapped in dialogs. This is enabled by default on Windows and " -"UWP to follow interface conventions, and be toggled by changing [member " +"Returns [code]true[/code] if positions of [b]OK[/b] and [b]Cancel[/b] buttons " +"are swapped in dialogs. This is enabled by default on Windows and UWP to " +"follow interface conventions, and be toggled by changing [member " "ProjectSettings.gui/common/swap_cancel_ok].\n" "[b]Note:[/b] This doesn't affect native dialogs such as the ones spawned by " "[method DisplayServer.dialog_show]." @@ -30237,8 +31139,8 @@ msgid "" "[/codeblock]" msgstr "" "返回位于指定屏幕位置 [param position] 的窗口 ID(单位为像素)。使用多个监视器" -"时,屏幕位置是相对于虚拟桌面区域的位置。如果多监视器中使用了不同的屏幕分辨率" -"或朝向,原点有可能位于所有显示器之外,类似于:\n" +"时,屏幕位置是相对于虚拟桌面区域的位置。如果多监视器中使用了不同的屏幕分辨率或" +"朝向,原点有可能位于所有显示器之外,类似于:\n" "[codeblock]\n" "* (0, 0) +-------+\n" " | |\n" @@ -30255,12 +31157,336 @@ msgstr "" "返回属于该进程的 Godot 窗口 ID 列表。\n" "[b]注意:[/b]这个列表中不含原生对话框。" +msgid "" +"Returns the accelerator of the item at index [param idx]. Accelerators are " +"special combinations of keys that activate the item, no matter which control " +"is focused.\n" +"[b]Note:[/b] This method is implemented only on macOS." +msgstr "" +"返回索引为 [param idx] 的菜单项的快捷键。快捷键是能够激活该菜单项的特殊按键组" +"合,无论该控件是否有焦点。\n" +"[b]注意:[/b]该方法仅在 macOS 上实现。" + +msgid "" +"Returns the callback of the item at index [param idx].\n" +"[b]Note:[/b] This method is implemented only on macOS." +msgstr "" +"返回索引为 [param idx] 的菜单项的回调。\n" +"[b]注意:[/b]该方法仅在 macOS 上实现。" + +msgid "" +"Returns number of items in the global menu with ID [param menu_root].\n" +"[b]Note:[/b] This method is implemented only on macOS." +msgstr "" +"返回 ID 为 [param menu_root] 的全局菜单中菜单项的数量。\n" +"[b]注意:[/b]该方法仅在 macOS 上实现。" + +msgid "" +"Returns the icon of the item at index [param idx].\n" +"[b]Note:[/b] This method is implemented only on macOS." +msgstr "" +"返回索引为 [param idx] 的菜单项的图标。\n" +"[b]注意:[/b]该方法仅在 macOS 上实现。" + +msgid "" +"Returns the horizontal offset of the item at the given [param idx].\n" +"[b]Note:[/b] This method is implemented only on macOS." +msgstr "" +"返回索引为 [param idx] 的菜单项的水平偏移量。\n" +"[b]注意:[/b]该方法仅在 macOS 上实现。" + +msgid "" +"Returns the index of the item with the specified [param tag]. Index is " +"automatically assigned to each item by the engine. Index can not be set " +"manually.\n" +"[b]Note:[/b] This method is implemented only on macOS." +msgstr "" +"返回标签为指定的 [param tag] 的菜单项的索引。引擎会自动为每个菜单项赋予索引。" +"索引无法手动设置。\n" +"[b]注意:[/b]该方法仅在 macOS 上实现。" + +msgid "" +"Returns the index of the item with the specified [param text]. Index is " +"automatically assigned to each item by the engine. Index can not be set " +"manually.\n" +"[b]Note:[/b] This method is implemented only on macOS." +msgstr "" +"返回文本为指定的 [param text] 的菜单项的索引。引擎会自动为每个菜单项赋予索引。" +"索引无法手动设置。\n" +"[b]注意:[/b]该方法仅在 macOS 上实现。" + +msgid "" +"Returns the callback of the item accelerator at index [param idx].\n" +"[b]Note:[/b] This method is implemented only on macOS." +msgstr "" +"返回索引为 [param idx] 的菜单项的快捷键回调。\n" +"[b]注意:[/b]该方法仅在 macOS 上实现。" + +msgid "" +"Returns number of states of a multistate item. See [method " +"global_menu_add_multistate_item] for details.\n" +"[b]Note:[/b] This method is implemented only on macOS." +msgstr "" +"返回多状态项的状态数。详见 [method global_menu_add_multistate_item]。\n" +"[b]注意:[/b]该方法仅在 macOS 上实现。" + +msgid "" +"Returns the state of a multistate item. See [method " +"global_menu_add_multistate_item] for details.\n" +"[b]Note:[/b] This method is implemented only on macOS." +msgstr "" +"返回多状态项的状态。详见 [method global_menu_add_multistate_item]。\n" +"[b]注意:[/b]该方法仅在 macOS 上实现。" + +msgid "" +"Returns the submenu ID of the item at index [param idx]. See [method " +"global_menu_add_submenu_item] for more info on how to add a submenu.\n" +"[b]Note:[/b] This method is implemented only on macOS." +msgstr "" +"返回索引为 [param idx] 的菜单项的子菜单 ID。关于如何添加子菜单的更多信息见 " +"[method global_menu_add_submenu_item]。\n" +"[b]注意:[/b]该方法仅在 macOS 上实现。" + +msgid "" +"Returns the metadata of the specified item, which might be of any type. You " +"can set it with [method global_menu_set_item_tag], which provides a simple " +"way of assigning context data to items.\n" +"[b]Note:[/b] This method is implemented only on macOS." +msgstr "" +"返回指定菜单项的元数据,可能是任何类型。元数据可以使用 [method " +"global_menu_set_item_tag] 设置,可以方法地为菜单项关联上下文数据。\n" +"[b]注意:[/b]该方法仅在 macOS 上实现。" + +msgid "" +"Returns the text of the item at index [param idx].\n" +"[b]Note:[/b] This method is implemented only on macOS." +msgstr "" +"返回索引为 [param idx] 的菜单项的文本。\n" +"[b]注意:[/b]该方法仅在 macOS 上实现。" + +msgid "" +"Returns the tooltip associated with the specified index [param idx].\n" +"[b]Note:[/b] This method is implemented only on macOS." +msgstr "" +"返回索引为 [param idx] 的菜单项所关联的工具提示。\n" +"[b]注意:[/b]该方法仅在 macOS 上实现。" + +msgid "" +"Returns [code]true[/code] if the item at index [param idx] is checkable in " +"some way, i.e. if it has a checkbox or radio button.\n" +"[b]Note:[/b] This method is implemented only on macOS." +msgstr "" +"如果索引为 [param idx] 的菜单项能够以某种方式选中,即有复选框或单选按钮,则返" +"回 [code]true[/code]。\n" +"[b]注意:[/b]该方法仅在 macOS 上实现。" + +msgid "" +"Returns [code]true[/code] if the item at index [param idx] is checked.\n" +"[b]Note:[/b] This method is implemented only on macOS." +msgstr "" +"如果索引为 [param idx] 的菜单项处于选中状态,则返回 [code]true[/code]。\n" +"[b]注意:[/b]该方法仅在 macOS 上实现。" + +msgid "" +"Returns [code]true[/code] if the item at index [param idx] is disabled. When " +"it is disabled it can't be selected, or its action invoked.\n" +"See [method global_menu_set_item_disabled] for more info on how to disable an " +"item.\n" +"[b]Note:[/b] This method is implemented only on macOS." +msgstr "" +"如果索引为 [param idx] 的菜单项处于禁用状态,则返回 [code]true[/code]。禁用状" +"态下无法被选中,也无法激活动作。\n" +"关于如何禁用菜单项的更多信息见 [method global_menu_set_item_disabled]。\n" +"[b]注意:[/b]该方法仅在 macOS 上实现。" + +msgid "" +"Returns [code]true[/code] if the item at index [param idx] has radio button-" +"style checkability.\n" +"[b]Note:[/b] This is purely cosmetic; you must add the logic for checking/" +"unchecking items in radio groups.\n" +"[b]Note:[/b] This method is implemented only on macOS." +msgstr "" +"如果索引为 [param idx] 的菜单项为单选按钮风格,则返回 [code]true[/code]。\n" +"[b]注意:[/b]仅为装饰作用;必须自行为单选组添加选中、取消选中的逻辑。\n" +"[b]注意:[/b]该方法仅在 macOS 上实现。" + +msgid "" +"Removes the item at index [param idx] from the global menu [param " +"menu_root].\n" +"[b]Note:[/b] The indices of items after the removed item will be shifted by " +"one.\n" +"[b]Note:[/b] This method is implemented only on macOS." +msgstr "" +"从全局菜单 [param menu_root] 移除索引为 [param idx] 的菜单项。\n" +"[b]注意:[/b]位置在被移除菜单项之后的菜单项的索引号都会减一。\n" +"[b]注意:[/b]该方法仅在 macOS 上实现。" + +msgid "" +"Sets the accelerator of the item at index [param idx]. [param keycode] can be " +"a single [enum Key], or a combination of [enum KeyModifierMask]s and [enum " +"Key]s using bitwise OR such as [code]KEY_MASK_CTRL | KEY_A[/code] ([kbd]Ctrl " +"+ A[/kbd]).\n" +"[b]Note:[/b] This method is implemented only on macOS." +msgstr "" +"设置索引为 [param idx] 的菜单项的快捷键。[param keycode] 可以是单一 [enum " +"Key],也可以是 [enum KeyModifierMask] 和 [enum Key] 用按位或操作进行的组合,例" +"如 [code]KEY_MASK_CTRL | KEY_A[/code]([kbd]Ctrl + A[/kbd])。\n" +"[b]注意:[/b]该方法仅在 macOS 上实现。" + +msgid "" +"Sets the callback of the item at index [param idx]. Callback is emitted when " +"an item is pressed.\n" +"[b]Note:[/b] The [param callback] Callable needs to accept exactly one " +"Variant parameter, the parameter passed to the Callable will be the value " +"passed to the [code]tag[/code] parameter when the menu item was created.\n" +"[b]Note:[/b] This method is implemented only on macOS." +msgstr "" +"设置索引为 [param idx] 的菜单项的回调。回调会在按下菜单项时发出。\n" +"[b]注意:[/b][param callback] Callable 只接受一个 Variant 参数,传入 Callable " +"的参数是创建菜单项时传给 [code]tag[/code] 参数的值。\n" +"[b]注意:[/b]该方法仅在 macOS 上实现。" + +msgid "" +"Sets whether the item at index [param idx] has a checkbox. If [code]false[/" +"code], sets the type of the item to plain text.\n" +"[b]Note:[/b] This method is implemented only on macOS." +msgstr "" +"设置索引为 [param idx] 的菜单项是否为复选框。如果为 [code]false[/code],则会将" +"该菜单项的类型设置为纯文本。\n" +"[b]注意:[/b]该方法仅在 macOS 上实现。" + +msgid "" +"Sets the checkstate status of the item at index [param idx].\n" +"[b]Note:[/b] This method is implemented only on macOS." +msgstr "" +"设置索引为 [param idx] 的菜单项的选中状态。\n" +"[b]注意:[/b]该方法仅在 macOS 上实现。" + +msgid "" +"Enables/disables the item at index [param idx]. When it is disabled, it can't " +"be selected and its action can't be invoked.\n" +"[b]Note:[/b] This method is implemented only on macOS." +msgstr "" +"启用/禁用索引为 [param idx] 的菜单项。禁用状态下无法被选中,也无法激活动作。\n" +"[b]注意:[/b]该方法仅在 macOS 上实现。" + +msgid "" +"Replaces the [Texture2D] icon of the specified [param idx].\n" +"[b]Note:[/b] This method is implemented only on macOS.\n" +"[b]Note:[/b] This method is not supported by macOS \"_dock\" menu items." +msgstr "" +"替换指定索引 [param idx] 的 [Texture2D] 图标。\n" +"[b]注意:[/b]该方法仅在 macOS 上实现。\n" +"[b]注意:[/b]该方法不支持 macOS 的“_dock”菜单项。" + +msgid "" +"Sets the horizontal offset of the item at the given [param idx].\n" +"[b]Note:[/b] This method is implemented only on macOS." +msgstr "" +"设置索引为 [param idx] 的菜单项的水平偏移量。\n" +"[b]注意:[/b]该方法仅在 macOS 上实现。" + +msgid "" +"Sets the callback of the item at index [param idx]. Callback is emitted when " +"its accelerator is activated.\n" +"[b]Note:[/b] The [param key_callback] Callable needs to accept exactly one " +"Variant parameter, the parameter passed to the Callable will be the value " +"passed to the [code]tag[/code] parameter when the menu item was created.\n" +"[b]Note:[/b] This method is implemented only on macOS." +msgstr "" +"设置索引为 [param idx] 的菜单项的回调。回调会在激活快捷键时发出。\n" +"[b]注意:[/b][param key_callback] Callable 只接受一个 Variant 参数,传入 " +"Callable 的参数是创建菜单项时传给 [code]tag[/code] 参数的值。\n" +"[b]注意:[/b]该方法仅在 macOS 上实现。" + +msgid "" +"Sets number of state of a multistate item. See [method " +"global_menu_add_multistate_item] for details.\n" +"[b]Note:[/b] This method is implemented only on macOS." +msgstr "" +"设置多状态项的状态数。详见 [method global_menu_add_multistate_item]。\n" +"[b]注意:[/b]该方法仅在 macOS 上实现。" + +msgid "" +"Sets the type of the item at the specified index [param idx] to radio button. " +"If [code]false[/code], sets the type of the item to plain text.\n" +"[b]Note:[/b] This is purely cosmetic; you must add the logic for checking/" +"unchecking items in radio groups.\n" +"[b]Note:[/b] This method is implemented only on macOS." +msgstr "" +"将索引为 [param idx] 的菜单项设置为单选按钮风格。如果为 [code]false[/code],则" +"会将该菜单项的类型设置为纯文本。\n" +"[b]注意:[/b]仅为装饰作用;必须自行为单选组添加选中、取消选中的逻辑。\n" +"[b]注意:[/b]该方法仅在 macOS 上实现。" + +msgid "" +"Sets the state of a multistate item. See [method " +"global_menu_add_multistate_item] for details.\n" +"[b]Note:[/b] This method is implemented only on macOS." +msgstr "" +"设置多状态项的状态。详见 [method global_menu_add_multistate_item]。\n" +"[b]注意:[/b]该方法仅在 macOS 上实现。" + +msgid "" +"Sets the submenu of the item at index [param idx]. The submenu is the ID of a " +"global menu root that would be shown when the item is clicked.\n" +"[b]Note:[/b] This method is implemented only on macOS." +msgstr "" +"设置索引为 [param idx] 的菜单项的子菜单。子菜单是某个全局菜单根菜单项的 ID,点" +"击该菜单项时会显示子菜单。\n" +"[b]注意:[/b]该方法仅在 macOS 上实现。" + +msgid "" +"Sets the metadata of an item, which may be of any type. You can later get it " +"with [method global_menu_get_item_tag], which provides a simple way of " +"assigning context data to items.\n" +"[b]Note:[/b] This method is implemented only on macOS." +msgstr "" +"设置指定菜单项的元数据,可以是任何类型。后续可以使用 [method " +"global_menu_get_item_tag] 获取,可以方法地为菜单项关联上下文数据。\n" +"[b]注意:[/b]该方法仅在 macOS 上实现。" + +msgid "" +"Sets the text of the item at index [param idx].\n" +"[b]Note:[/b] This method is implemented only on macOS." +msgstr "" +"设置索引为 [param idx] 的菜单项的文本。\n" +"[b]注意:[/b]该方法仅在 macOS 上实现。" + +msgid "" +"Sets the [String] tooltip of the item at the specified index [param idx].\n" +"[b]Note:[/b] This method is implemented only on macOS." +msgstr "" +"设置索引为 [param idx] 的菜单项的工具提示 [String]。\n" +"[b]注意:[/b]该方法仅在 macOS 上实现。" + msgid "" "Returns [code]true[/code] if the specified [param feature] is supported by " "the current [DisplayServer], [code]false[/code] otherwise." msgstr "" -"如果当前的 [DisplayServer] 支持指定的特性 [param feature],则返回 " -"[code]true[/code],否则返回 [code]false[/code]。" +"如果当前的 [DisplayServer] 支持指定的特性 [param feature],则返回 [code]true[/" +"code],否则返回 [code]false[/code]。" + +msgid "" +"Returns the text selection in the [url=https://en.wikipedia.org/wiki/" +"Input_method]Input Method Editor[/url] composition string, with the " +"[Vector2i]'s [code]x[/code] component being the caret position and [code]y[/" +"code] being the length of the selection.\n" +"[b]Note:[/b] This method is implemented only on macOS." +msgstr "" +"返回[url=https://zh.wikipedia.org/wiki/%E8%BE%93%E5%85%A5%E6%B3%95]输入法编辑" +"器[/url]编组字符串中选中的文本,[Vector2i] 的 [code]x[/code] 分量为光标的位" +"置,[code]y[/code] 则为所选项的长度。\n" +"[b]注意:[/b]该方法仅在 macOS 上实现。" + +msgid "" +"Returns the composition string contained within the [url=https://en.wikipedia." +"org/wiki/Input_method]Input Method Editor[/url] window.\n" +"[b]Note:[/b] This method is implemented only on macOS." +msgstr "" +"返回[url=https://zh.wikipedia.org/wiki/%E8%BE%93%E5%85%A5%E6%B3%95]输入法编辑" +"器[/url]窗口中的编组字符串。\n" +"[b]注意:[/b]该方法仅在 macOS 上实现。" msgid "" "Returns [code]true[/code] if OS is using dark mode.\n" @@ -30277,8 +31503,8 @@ msgstr "" "[b]注意:[/b]这个方法在 macOS、Windows 和 Linux(X11)上实现。" msgid "" -"Returns [code]true[/code] if touch events are available (Android or iOS), " -"the capability is detected on the Webplatform or if [member ProjectSettings." +"Returns [code]true[/code] if touch events are available (Android or iOS), the " +"capability is detected on the Webplatform or if [member ProjectSettings." "input_devices/pointing/emulate_touch_from_mouse] is [code]true[/code]." msgstr "" "如果触摸事件可用(Android 或 iOS)、在 Web 平台上检测到该功能或如果 [member " @@ -30293,8 +31519,8 @@ msgstr "" "[b]注意:[/b]本方法在 Linux(X11)、macOS 和 Windows 上实现。" msgid "" -"Converts a physical (US QWERTY) [param keycode] to one in the active " -"keyboard layout.\n" +"Converts a physical (US QWERTY) [param keycode] to one in the active keyboard " +"layout.\n" "[b]Note:[/b] This method is implemented on Linux (X11), macOS and Windows." msgstr "" "将物理(美式 QWERTY)键码 [param keycode] 转换为激活键盘布局中的键码。\n" @@ -30316,8 +31542,7 @@ msgstr "" "[b]注意:[/b]本方法在 Linux(X11)、macOS 和 Windows 上实现。" msgid "" -"Returns the localized name of the keyboard layout at position [param " -"index].\n" +"Returns the localized name of the keyboard layout at position [param index].\n" "[b]Note:[/b] This method is implemented on Linux (X11), macOS and Windows." msgstr "" "返回位于 [param index] 位置的键盘布局的本地化名称。\n" @@ -30335,8 +31560,8 @@ msgid "" "as a bitmask. If multiple mouse buttons are pressed at the same time, the " "bits are added together. Equivalent to [method Input.get_mouse_button_mask]." msgstr "" -"以位掩码的形式返回当前鼠标按键的状态(各个按钮是否处于按下状态)。如果同时按" -"下了多个按键,则会同时设置多个比特位。等价于 [method Input." +"以位掩码的形式返回当前鼠标按键的状态(各个按钮是否处于按下状态)。如果同时按下" +"了多个按键,则会同时设置多个比特位。等价于 [method Input." "get_mouse_button_mask]。" msgid "Returns the current mouse mode. See also [method mouse_set_mode]." @@ -30349,13 +31574,13 @@ msgid "Sets the current mouse mode. See also [method mouse_get_mode]." msgstr "设置当前的鼠标模式。另见 [method mouse_get_mode]。" msgid "" -"Perform window manager processing, including input flushing. See also " -"[method force_process_and_drop_events], [method Input.flush_buffered_events] " -"and [member Input.use_accumulated_input]." +"Perform window manager processing, including input flushing. See also [method " +"force_process_and_drop_events], [method Input.flush_buffered_events] and " +"[member Input.use_accumulated_input]." msgstr "" "执行窗口管理器处理,包括输入的清空。另见 [method " -"force_process_and_drop_events]、[method Input.flush_buffered_events]、" -"[member Input.use_accumulated_input]。" +"force_process_and_drop_events]、[method Input.flush_buffered_events]、[member " +"Input.use_accumulated_input]。" msgid "" "Returns the dots per inch density of the specified screen. If [param screen] " @@ -30363,8 +31588,8 @@ msgid "" "main window will be used.\n" "[b]Note:[/b] On macOS, returned value is inaccurate if fractional display " "scaling mode is used.\n" -"[b]Note:[/b] On Android devices, the actual screen densities are grouped " -"into six generalized densities:\n" +"[b]Note:[/b] On Android devices, the actual screen densities are grouped into " +"six generalized densities:\n" "[codeblock]\n" " ldpi - 120 dpi\n" " mdpi - 160 dpi\n" @@ -30388,8 +31613,8 @@ msgstr "" " xxhdpi - 480 dpi\n" "xxxhdpi - 640 dpi\n" "[/codeblock]\n" -"[b]注意:[/b]该方法在 Android、Linux(X11)、macOS 和 Windows 上实现。在不受支" -"持的平台上返回 [code]72[/code]。" +"[b]注意:[/b]该方法在 Android、Linux(X11)、macOS 和 Windows 上实现。在不受支持" +"的平台上返回 [code]72[/code]。" msgid "" "Returns screenshot of the [param screen].\n" @@ -30399,14 +31624,14 @@ msgid "" msgstr "" "返回 [param screen] 的屏幕截图。\n" "[b]注意:[/b]该方法在 Linux(X11)、macOS 和 Windows 上实现。\n" -"[b]注意:[/b]在 macOS 上,该方法需要“屏幕录制”权限,如果未授予权限将返回桌面" -"壁纸颜色。" +"[b]注意:[/b]在 macOS 上,该方法需要“屏幕录制”权限,如果未授予权限将返回桌面壁" +"纸颜色。" msgid "" "Returns the greatest scale factor of all screens.\n" -"[b]Note:[/b] On macOS returned value is [code]2.0[/code] if there is at " -"least one hiDPI (Retina) screen in the system, and [code]1.0[/code] in all " -"other cases.\n" +"[b]Note:[/b] On macOS returned value is [code]2.0[/code] if there is at least " +"one hiDPI (Retina) screen in the system, and [code]1.0[/code] in all other " +"cases.\n" "[b]Note:[/b] This method is implemented only on macOS." msgstr "" "返回所有屏幕的最大缩放系数。\n" @@ -30430,14 +31655,14 @@ msgid "" msgstr "" "返回 [param position] 处的显示像素的颜色。\n" "[b]注意:[/b]该方法在 Linux(X11)、macOS 和 Windows 上实现。\n" -"[b]注意:[/b]在 macOS 上,该方法需要“屏幕录制”权限,如果未授予权限将返回桌面" -"壁纸颜色。" +"[b]注意:[/b]在 macOS 上,该方法需要“屏幕录制”权限,如果未授予权限将返回桌面壁" +"纸颜色。" msgid "" "Returns the screen's top-left corner position in pixels. On multi-monitor " -"setups, the screen position is relative to the virtual desktop area. On " -"multi-monitor setups with different screen resolutions or orientations, the " -"origin may be located outside any display like this:\n" +"setups, the screen position is relative to the virtual desktop area. On multi-" +"monitor setups with different screen resolutions or orientations, the origin " +"may be located outside any display like this:\n" "[codeblock]\n" "* (0, 0) +-------+\n" " | |\n" @@ -30448,9 +31673,9 @@ msgid "" "[/codeblock]\n" "See also [method screen_get_size]." msgstr "" -"返回屏幕左上角的位置,单位为像素。使用多个监视器时,屏幕位置是相对于虚拟桌面" -"区域的位置。如果多监视器中使用了不同的屏幕分辨率或朝向,原点有可能位于所有显" -"示器之外,类似于:\n" +"返回屏幕左上角的位置,单位为像素。使用多个监视器时,屏幕位置是相对于虚拟桌面区" +"域的位置。如果多监视器中使用了不同的屏幕分辨率或朝向,原点有可能位于所有显示器" +"之外,类似于:\n" "[codeblock]\n" "* (0, 0) +-------+\n" " | |\n" @@ -30465,8 +31690,8 @@ msgid "" "Returns the current refresh rate of the specified screen. If [param screen] " "is [constant SCREEN_OF_MAIN_WINDOW] (the default value), a screen with the " "main window will be used.\n" -"[b]Note:[/b] Returns [code]-1.0[/code] if the DisplayServer fails to find " -"the refresh rate for the specified screen. On Web, [method " +"[b]Note:[/b] Returns [code]-1.0[/code] if the DisplayServer fails to find the " +"refresh rate for the specified screen. On Web, [method " "screen_get_refresh_rate] will always return [code]-1.0[/code] as there is no " "way to retrieve the refresh rate on that platform.\n" "To fallback to a default refresh rate if the method fails, try:\n" @@ -30548,8 +31773,8 @@ msgstr "" msgid "" "Sets the window icon (usually displayed in the top-left corner) in the " -"operating system's [i]native[/i] format. The file at [param filename] must " -"be in [code].ico[/code] format on Windows or [code].icns[/code] on macOS. By " +"operating system's [i]native[/i] format. The file at [param filename] must be " +"in [code].ico[/code] format on Windows or [code].icns[/code] on macOS. By " "using specially crafted [code].ico[/code] or [code].icns[/code] icons, " "[method set_native_icon] allows specifying different icons depending on the " "size the icon is displayed at. This size is determined by the operating " @@ -30557,11 +31782,11 @@ msgid "" "icons in other formats, use [method set_icon] instead." msgstr "" "使用操作系统的[i]原生[/i]格式设置窗口图标(通常显示在左上角)。位于 [param " -"filename] 的文件在 Windows 上必须为 [code].ico[/code] 格式,在 macOS 上必须" -"为 [code].icns[/code] 格式。使用特制的 [code].ico[/code] 或 [code].icns[/" -"code] 图标,就能够让 [method set_native_icon] 指定以不同尺寸显示图标时显示不" -"同的图标。大小由操作系统和用户首选项决定(包括显示器缩放系数)。要使用其他格" -"式的图标,请改用 [method set_icon]。" +"filename] 的文件在 Windows 上必须为 [code].ico[/code] 格式,在 macOS 上必须为 " +"[code].icns[/code] 格式。使用特制的 [code].ico[/code] 或 [code].icns[/code] 图" +"标,就能够让 [method set_native_icon] 指定以不同尺寸显示图标时显示不同的图标。" +"大小由操作系统和用户首选项决定(包括显示器缩放系数)。要使用其他格式的图标,请" +"改用 [method set_icon]。" msgid "" "Returns current active tablet driver name.\n" @@ -30596,15 +31821,15 @@ msgid "" "Each [Dictionary] contains two [String] entries:\n" "- [code]name[/code] is voice name.\n" "- [code]id[/code] is voice identifier.\n" -"- [code]language[/code] is language code in [code]lang_Variant[/code] " -"format. [code]lang[/code] part is a 2 or 3-letter code based on the ISO-639 " -"standard, in lowercase. And [code]Variant[/code] part is an engine dependent " -"string describing country, region or/and dialect.\n" -"Note that Godot depends on system libraries for text-to-speech " -"functionality. These libraries are installed by default on Windows and " -"macOS, but not on all Linux distributions. If they are not present, this " -"method will return an empty list. This applies to both Godot users on Linux, " -"as well as end-users on Linux running Godot games that use text-to-speech.\n" +"- [code]language[/code] is language code in [code]lang_Variant[/code] format. " +"[code]lang[/code] part is a 2 or 3-letter code based on the ISO-639 standard, " +"in lowercase. And [code]Variant[/code] part is an engine dependent string " +"describing country, region or/and dialect.\n" +"Note that Godot depends on system libraries for text-to-speech functionality. " +"These libraries are installed by default on Windows and macOS, but not on all " +"Linux distributions. If they are not present, this method will return an " +"empty list. This applies to both Godot users on Linux, as well as end-users " +"on Linux running Godot games that use text-to-speech.\n" "[b]Note:[/b] This method is implemented on Android, iOS, Web, Linux (X11), " "macOS, and Windows.\n" "[b]Note:[/b] [member ProjectSettings.audio/general/text_to_speech] should be " @@ -30616,14 +31841,13 @@ msgstr "" "- [code]id[/code] 是语音标识符。\n" "- [code]language[/code] 是语言代码,格式为 [code]lang_Variant[/code] 。" "[code]lang[/code] 部分是小写的基于 ISO-639 标准的 2 或 3 字母代码。而 " -"[code]Variant[/code] 部分是一个依赖于引擎的字符串,描述国家、地区或/和方" -"言。\n" -"请注意,Godot 依赖于系统库来实现文本到语音的功能。这些库在 Windows 和 MacOS " -"上是默认安装的,但并非安装在所有 Linux 发行版上。如果它们不存在,此方法将返回" -"一个空列表。这适用于 Linux 上的 Godot 用户,以及在 Linux 上运行使用文本到语音" -"的 Godot 游戏的最终用户。\n" -"[b]注意:[/b]这个方法在 Android、iOS、Web、Linux(X11)、macOS 和 Windows 上" -"实现。\n" +"[code]Variant[/code] 部分是一个依赖于引擎的字符串,描述国家、地区或/和方言。\n" +"请注意,Godot 依赖于系统库来实现文本到语音的功能。这些库在 Windows 和 MacOS 上" +"是默认安装的,但并非安装在所有 Linux 发行版上。如果它们不存在,此方法将返回一" +"个空列表。这适用于 Linux 上的 Godot 用户,以及在 Linux 上运行使用文本到语音的 " +"Godot 游戏的最终用户。\n" +"[b]注意:[/b]这个方法在 Android、iOS、Web、Linux(X11)、macOS 和 Windows 上实" +"现。\n" "[b]注意:[/b][member ProjectSettings.audio/general/text_to_speech] 应当为 " "[code]true[/code] 才能够使用文本到语音功能。" @@ -30662,13 +31886,120 @@ msgid "" "[b]Note:[/b] [member ProjectSettings.audio/general/text_to_speech] should be " "[code]true[/code] to use text-to-speech." msgstr "" -"如果合成器正在生成语音,或者有发言正在队列中等待,则返回 [code]true[/" -"code]。\n" +"如果合成器正在生成语音,或者有发言正在队列中等待,则返回 [code]true[/code]。\n" "[b]注意:[/b]该方法在 Android、iOS、Web、Linux(X11)、macOS 和 Windows 上实" "现。\n" "[b]注意:[/b][member ProjectSettings.audio/general/text_to_speech] 应为 " "[code]true[/code] 才能使用文本转语音。" +msgid "" +"Puts the synthesizer into a paused state.\n" +"[b]Note:[/b] This method is implemented on Android, iOS, Web, Linux (X11), " +"macOS, and Windows.\n" +"[b]Note:[/b] [member ProjectSettings.audio/general/text_to_speech] should be " +"[code]true[/code] to use text-to-speech." +msgstr "" +"让合成器进入暂停状态。\n" +"[b]注意:[/b]该方法在 Android、iOS、Web、Linux(X11)、macOS 以及 Windows 上实" +"现。\n" +"[b]注意:[/b]要使用文本转语音,[member ProjectSettings.audio/general/" +"text_to_speech] 应该为 [code]true[/code]。" + +msgid "" +"Resumes the synthesizer if it was paused.\n" +"[b]Note:[/b] This method is implemented on Android, iOS, Web, Linux (X11), " +"macOS, and Windows.\n" +"[b]Note:[/b] [member ProjectSettings.audio/general/text_to_speech] should be " +"[code]true[/code] to use text-to-speech." +msgstr "" +"让处于暂停状态的合成器继续执行。\n" +"[b]注意:[/b]该方法在 Android、iOS、Web、Linux(X11)、macOS 以及 Windows 上实" +"现。\n" +"[b]注意:[/b]要使用文本转语音,[member ProjectSettings.audio/general/" +"text_to_speech] 应该为 [code]true[/code]。" + +msgid "" +"Adds a callback, which is called when the utterance has started, finished, " +"canceled or reached a text boundary.\n" +"- [constant TTS_UTTERANCE_STARTED], [constant TTS_UTTERANCE_ENDED], and " +"[constant TTS_UTTERANCE_CANCELED] callable's method should take one [int] " +"parameter, the utterance ID.\n" +"- [constant TTS_UTTERANCE_BOUNDARY] callable's method should take two [int] " +"parameters, the index of the character and the utterance ID.\n" +"[b]Note:[/b] The granularity of the boundary callbacks is engine dependent.\n" +"[b]Note:[/b] This method is implemented on Android, iOS, Web, Linux (X11), " +"macOS, and Windows.\n" +"[b]Note:[/b] [member ProjectSettings.audio/general/text_to_speech] should be " +"[code]true[/code] to use text-to-speech." +msgstr "" +"添加回调,会在发言开始、结束、取消、到达文本边界时调用。\n" +"- [constant TTS_UTTERANCE_STARTED]、[constant TTS_UTTERANCE_ENDED]、[constant " +"TTS_UTTERANCE_CANCELED] 可调用体的方法应接受一个 [int] 参数,即发言 ID。\n" +"- [constant TTS_UTTERANCE_BOUNDARY] 可调用体的方法应接受两个 [int] 参数:字符" +"索引和发言 ID。\n" +"[b]注意:[/b]边界回调的颗粒度由引擎决定。\n" +"[b]注意:[/b]该方法在 Android、iOS、Web、Linux(X11)、macOS 以及 Windows 上实" +"现。\n" +"[b]注意:[/b]要使用文本转语音,[member ProjectSettings.audio/general/" +"text_to_speech] 应该为 [code]true[/code]。" + +msgid "" +"Adds an utterance to the queue. If [param interrupt] is [code]true[/code], " +"the queue is cleared first.\n" +"- [param voice] identifier is one of the [code]\"id\"[/code] values returned " +"by [method tts_get_voices] or one of the values returned by [method " +"tts_get_voices_for_language].\n" +"- [param volume] ranges from [code]0[/code] (lowest) to [code]100[/code] " +"(highest).\n" +"- [param pitch] ranges from [code]0.0[/code] (lowest) to [code]2.0[/code] " +"(highest), [code]1.0[/code] is default pitch for the current voice.\n" +"- [param rate] ranges from [code]0.1[/code] (lowest) to [code]10.0[/code] " +"(highest), [code]1.0[/code] is a normal speaking rate. Other values act as a " +"percentage relative.\n" +"- [param utterance_id] is passed as a parameter to the callback functions.\n" +"[b]Note:[/b] On Windows and Linux (X11), utterance [param text] can use SSML " +"markup. SSML support is engine and voice dependent. If the engine does not " +"support SSML, you should strip out all XML markup before calling [method " +"tts_speak].\n" +"[b]Note:[/b] The granularity of pitch, rate, and volume is engine and voice " +"dependent. Values may be truncated.\n" +"[b]Note:[/b] This method is implemented on Android, iOS, Web, Linux (X11), " +"macOS, and Windows.\n" +"[b]Note:[/b] [member ProjectSettings.audio/general/text_to_speech] should be " +"[code]true[/code] to use text-to-speech." +msgstr "" +"向队列中添加发言。如果 [param interrupt] 为 [code]true[/code],则会先清空队" +"列。\n" +"- [param voice] 语音标识符是 [method tts_get_voices] 所返回的 [code]\"id\"[/" +"code] 值,也可以是 [method tts_get_voices_for_language] 返回的值。\n" +"- [param volume] 音量从 [code]0[/code](最低)到 [code]100[/code](最高)。\n" +"- [param pitch] 音高从 [code]0.0[/code](最低)到 [code]2.0[/code](最高), " +"[code]1.0[/code] 为当前语音的默认音高。\n" +"- [param rate] 语速从 [code]0.1[/code](最低)到 [code]10.0[/code](最高), " +"[code]1.0[/code] 为普通语速。其他值为相对百分比。\n" +"- [param utterance_id] 话语 ID 会作为参数传递给回调函数。\n" +"[b]注意:[/b]在 Windows 和 Linux(X11)上,发言的 [param text] 可以使用 SSML " +"标记。对 SSML 支持取决于引擎和语音。如果引擎不支持 SSML,你应该在调用 [method " +"tts_speak] 之前剥离所有 XML 标记。\n" +"[b]注意:[/b]音高、语速、音量的颗粒度由引擎和语音决定。设置的值可能被截断。\n" +"[b]注意:[/b]该方法在 Android、iOS、Web、Linux(X11)、macOS 以及 Windows 上实" +"现。\n" +"[b]注意:[/b]要使用文本转语音,[member ProjectSettings.audio/general/" +"text_to_speech] 应该为 [code]true[/code]。" + +msgid "" +"Stops synthesis in progress and removes all utterances from the queue.\n" +"[b]Note:[/b] This method is implemented on Android, iOS, Web, Linux (X11), " +"macOS, and Windows.\n" +"[b]Note:[/b] [member ProjectSettings.audio/general/text_to_speech] should be " +"[code]true[/code] to use text-to-speech." +msgstr "" +"停止执行中的合成器,移除队列中的所有发言。\n" +"[b]注意:[/b]该方法在 Android、iOS、Web、Linux(X11)、macOS 以及 Windows 上实" +"现。\n" +"[b]注意:[/b]要使用文本转语音,[member ProjectSettings.audio/general/" +"text_to_speech] 应该为 [code]true[/code]。" + msgid "" "Returns the on-screen keyboard's height in pixels. Returns 0 if there is no " "keyboard or if it is currently hidden." @@ -30691,13 +32022,13 @@ msgid "" "different from [code]-1[/code].\n" "[param cursor_start] can optionally define the current text cursor position " "if [param cursor_end] is not set.\n" -"[param cursor_start] and [param cursor_end] can optionally define the " -"current text selection.\n" +"[param cursor_start] and [param cursor_end] can optionally define the current " +"text selection.\n" "[b]Note:[/b] This method is implemented on Android, iOS and Web." msgstr "" "如果该平台有虚拟键盘,则显示虚拟键盘。\n" -"[param existing_text] 参数对于实现您自己的 [LineEdit] 或 [TextEdit] 很有用," -"因为它告诉虚拟键盘已经输入了哪些文本(虚拟键盘使用它进行自动更正和预测)。\n" +"[param existing_text] 参数对于实现您自己的 [LineEdit] 或 [TextEdit] 很有用,因" +"为它告诉虚拟键盘已经输入了哪些文本(虚拟键盘使用它进行自动更正和预测)。\n" "[param position] 参数为编辑文本的屏幕空间 [Rect2]。\n" "[param type] 参数允许配置要显示的虚拟键盘类型。\n" "[param max_length] 在当与 [code]-1[/code] 不同时,限制可输入的字符数。\n" @@ -30719,14 +32050,14 @@ msgstr "" "Android、iOS 和 Web 上无效。" msgid "" -"Returns [code]true[/code] if anything can be drawn in the window specified " -"by [param window_id], [code]false[/code] otherwise. Using the [code]--" -"disable-render-loop[/code] command line argument or a headless build will " -"return [code]false[/code]." +"Returns [code]true[/code] if anything can be drawn in the window specified by " +"[param window_id], [code]false[/code] otherwise. Using the [code]--disable-" +"render-loop[/code] command line argument or a headless build will return " +"[code]false[/code]." msgstr "" "如果可以在 [param window_id] 指定的窗口中绘制任何内容,则返回 [code]true[/" -"code],否则返回 [code]false[/code]。使用 [code]--disable-render-loop[/code] " -"命令行参数或无头构建将返回 [code]false[/code]。" +"code],否则返回 [code]false[/code]。使用 [code]--disable-render-loop[/code] 命" +"令行参数或无头构建将返回 [code]false[/code]。" msgid "" "Returns ID of the active popup window, or [constant INVALID_WINDOW_ID] if " @@ -30735,8 +32066,8 @@ msgstr "返回活动弹出窗口的 ID,如果没有则返回 [constant INVALID msgid "" "Returns the screen the window specified by [param window_id] is currently " -"positioned on. If the screen overlaps multiple displays, the screen where " -"the window's center is located is returned. See also [method " +"positioned on. If the screen overlaps multiple displays, the screen where the " +"window's center is located is returned. See also [method " "window_set_current_screen]." msgstr "" "该函数返回窗口 [param window_id] 所在的屏幕。如果屏幕跨越多个显示器,则返回窗" @@ -30770,8 +32101,8 @@ msgid "" "Returns the bounding box of control, or menu item that was used to open the " "popup window, in the screen coordinate system." msgstr "" -"该函数返回控件或菜单项在屏幕坐标系统中的边界框,这个控件或菜单项被用来打开弹" -"出窗口。" +"该函数返回控件或菜单项在屏幕坐标系统中的边界框,这个控件或菜单项被用来打开弹出" +"窗口。" msgid "" "Returns the position of the client area of the given window on the screen." @@ -30823,8 +32154,8 @@ msgstr "" "如果给定的窗口能够最大化(最大化按钮已启用),则返回 [code]true[/code]。" msgid "" -"Moves the window specified by [param window_id] to the foreground, so that " -"it is visible over other windows." +"Moves the window specified by [param window_id] to the foreground, so that it " +"is visible over other windows." msgstr "将由 [param window_id] 指定的窗口移动至前台,使其位于其他窗口之上。" msgid "" @@ -30834,8 +32165,8 @@ msgid "" "focused. The exact behavior varies depending on the operating system." msgstr "" "让由 [param window_id] 指定的窗口请求注意,该窗口获得焦点之前会闪烁窗口标题和" -"任务栏项目。如果该窗口目前持有焦点,则通常是没有可见效果的。实际的行为因操作" -"系统而异。" +"任务栏项目。如果该窗口目前持有焦点,则通常是没有可见效果的。实际的行为因操作系" +"统而异。" msgid "" "Moves the window specified by [param window_id] to the specified [param " @@ -30862,10 +32193,10 @@ msgid "" "(virtual desktop or screen) as the parent window.\n" "[b]Note:[/b] This method is implemented on macOS and Windows." msgstr "" -"如果设置为 [code]true[/code],该窗口将始终位于其父窗口之上,父窗口将在该窗口" -"打开时忽略输入。\n" -"[b]注意:[/b]在 macOS 上,独占窗口被限制在与父窗口相同的空间(虚拟桌面或屏" -"幕)中。\n" +"如果设置为 [code]true[/code],该窗口将始终位于其父窗口之上,父窗口将在该窗口打" +"开时忽略输入。\n" +"[b]注意:[/b]在 macOS 上,独占窗口被限制在与父窗口相同的空间(虚拟桌面或屏幕)" +"中。\n" "[b]注意:[/b]该方法在 macOS 和 Windows 上实现。" msgid "" @@ -30877,8 +32208,8 @@ msgstr "" msgid "" "Sets whether [url=https://en.wikipedia.org/wiki/Input_method]Input Method " -"Editor[/url] should be enabled for the window specified by [param " -"window_id]. See also [method window_set_ime_position]." +"Editor[/url] should be enabled for the window specified by [param window_id]. " +"See also [method window_set_ime_position]." msgstr "" "设置是否应该为窗口启用[url=https://zh.wikipedia.org/wiki/" "%E8%BE%93%E5%85%A5%E6%B3%95]输入法编辑器[/url],该窗口由 [param window_id] 指" @@ -30895,8 +32226,8 @@ msgstr "" "window_id] 的 [method window_set_ime_active] 为 [code]true[/code] 时有效。" msgid "" -"Sets the [param callback] that should be called when any [InputEvent] is " -"sent to the window specified by [param window_id]." +"Sets the [param callback] that should be called when any [InputEvent] is sent " +"to the window specified by [param window_id]." msgstr "" "设置回调 [param callback],向由 [param window_id] 指定的窗口发送任何 " "[InputEvent] 时会进行回调。" @@ -30905,13 +32236,13 @@ msgid "" "Sets the [param callback] that should be called when text is entered using " "the virtual keyboard to the window specified by [param window_id]." msgstr "" -"设置回调 [param callback],使用虚拟键盘向由 [param window_id] 指定的窗口输入" -"文本时会进行回调。" +"设置回调 [param callback],使用虚拟键盘向由 [param window_id] 指定的窗口输入文" +"本时会进行回调。" msgid "" -"Sets the maximum size of the window specified by [param window_id] in " -"pixels. Normally, the user will not be able to drag the window to make it " -"smaller than the specified size. See also [method window_get_max_size].\n" +"Sets the maximum size of the window specified by [param window_id] in pixels. " +"Normally, the user will not be able to drag the window to make it smaller " +"than the specified size. See also [method window_get_max_size].\n" "[b]Note:[/b] It's recommended to change this value using [member Window." "max_size] instead.\n" "[b]Note:[/b] Using third-party tools, it is possible for users to disable " @@ -30924,8 +32255,8 @@ msgstr "" msgid "" "Sets the minimum size for the given window to [param min_size] (in pixels). " -"Normally, the user will not be able to drag the window to make it larger " -"than the specified size. See also [method window_get_min_size].\n" +"Normally, the user will not be able to drag the window to make it larger than " +"the specified size. See also [method window_get_min_size].\n" "[b]Note:[/b] It's recommended to change this value using [member Window." "min_size] instead.\n" "[b]Note:[/b] By default, the main window has a minimum size of " @@ -30961,8 +32292,7 @@ msgid "" "[codeblocks]\n" "[gdscript]\n" "# Set region, using Path2D node.\n" -"DisplayServer.window_set_mouse_passthrough($Path2D.curve." -"get_baked_points())\n" +"DisplayServer.window_set_mouse_passthrough($Path2D.curve.get_baked_points())\n" "\n" "# Set region, using Polygon2D node.\n" "DisplayServer.window_set_mouse_passthrough($Polygon2D.polygon)\n" @@ -30983,8 +32313,8 @@ msgid "" "DisplayServer.WindowSetMousePassthrough(new Vector2[] {});\n" "[/csharp]\n" "[/codeblocks]\n" -"[b]Note:[/b] On Windows, the portion of a window that lies outside the " -"region is not drawn, while on Linux (X11) and macOS it is.\n" +"[b]Note:[/b] On Windows, the portion of a window that lies outside the region " +"is not drawn, while on Linux (X11) and macOS it is.\n" "[b]Note:[/b] This method is implemented on Linux (X11), macOS and Windows." msgstr "" "设置一个接受鼠标事件的窗口的多边形区域。该区域外的鼠标事件将被传递出去。\n" @@ -30992,8 +32322,7 @@ msgstr "" "[codeblocks]\n" "[gdscript]\n" "# 设置区域,使用 Path2D 节点。\n" -"DisplayServer.window_set_mouse_passthrough($Path2D.curve." -"get_baked_points())\n" +"DisplayServer.window_set_mouse_passthrough($Path2D.curve.get_baked_points())\n" "\n" "# 设置区域,使用 Polygon2D 节点。\n" "DisplayServer.window_set_mouse_passthrough($Polygon2D.polygon)\n" @@ -31023,14 +32352,14 @@ msgid "" "popup window, in the screen coordinate system. Clicking this area will not " "auto-close this popup." msgstr "" -"设置用于打开弹出窗口的控件或菜单项的范围框,使用屏幕坐标系。在该区域中点击不" -"会自动关闭该弹出框。" +"设置用于打开弹出窗口的控件或菜单项的范围框,使用屏幕坐标系。在该区域中点击不会" +"自动关闭该弹出框。" msgid "" "Sets the position of the given window to [param position]. On multi-monitor " -"setups, the screen position is relative to the virtual desktop area. On " -"multi-monitor setups with different screen resolutions or orientations, the " -"origin may be located outside any display like this:\n" +"setups, the screen position is relative to the virtual desktop area. On multi-" +"monitor setups with different screen resolutions or orientations, the origin " +"may be located outside any display like this:\n" "[codeblock]\n" "* (0, 0) +-------+\n" " | |\n" @@ -31044,8 +32373,8 @@ msgid "" "position] instead." msgstr "" "将给定窗口的位置设置为 [param position]。使用多个监视器时,屏幕位置是相对于虚" -"拟桌面区域的位置。如果多监视器中使用了不同的屏幕分辨率或朝向,原点有可能位于" -"所有显示器之外,类似于:\n" +"拟桌面区域的位置。如果多监视器中使用了不同的屏幕分辨率或朝向,原点有可能位于所" +"有显示器之外,类似于:\n" "[codeblock]\n" "* (0, 0) +-------+\n" " | |\n" @@ -31061,14 +32390,14 @@ msgid "" "Sets the [param callback] that will be called when the window specified by " "[param window_id] is moved or resized." msgstr "" -"设置回调 [param callback],由 [param window_id] 指定的窗口发生移动或调整大小" -"时会进行回调。" +"设置回调 [param callback],由 [param window_id] 指定的窗口发生移动或调整大小时" +"会进行回调。" msgid "" "Sets the size of the given window to [param size] (in pixels). See also " "[method window_get_size] and [method window_get_position].\n" -"[b]Note:[/b] It's recommended to change this value using [member Window." -"size] instead." +"[b]Note:[/b] It's recommended to change this value using [member Window.size] " +"instead." msgstr "" "将给定窗口的大小设置为 [param size](单位为像素)。另见 [method " "window_get_size] 和 [method window_get_position]。\n" @@ -31079,8 +32408,8 @@ msgid "" "[b]Note:[/b] It's recommended to change this value using [member Window." "title] instead.\n" "[b]Note:[/b] Avoid changing the window title every frame, as this can cause " -"performance issues on certain window managers. Try to change the window " -"title only a few times per second at most." +"performance issues on certain window managers. Try to change the window title " +"only a few times per second at most." msgstr "" "将给定窗口的标题设置为 [param title]。\n" "[b]注意:[/b]建议改用 [member Window.title] 更改此值。\n" @@ -31096,8 +32425,8 @@ msgid "" "transient] instead.\n" "[b]Note:[/b] The behavior might be different depending on the platform." msgstr "" -"设置窗口瞬态父级。瞬态窗口将与其瞬态父级一起销毁,并在关闭时将焦点返回到它们" -"的父级。瞬态窗口显示在非排他性全屏父窗口的顶部。瞬态窗口无法进入全屏模式。\n" +"设置窗口瞬态父级。瞬态窗口将与其瞬态父级一起销毁,并在关闭时将焦点返回到它们的" +"父级。瞬态窗口显示在非排他性全屏父窗口的顶部。瞬态窗口无法进入全屏模式。\n" "[b]注意:[/b]建议改用 [member Window.transient] 更改此值。\n" "[b]注意:[/b]行为可能因平台而异。" @@ -31111,15 +32440,24 @@ msgid "" "[b]Note:[/b] V-Sync modes other than [constant VSYNC_ENABLED] are only " "supported in the Forward+ and Mobile rendering methods, not Compatibility." msgstr "" -"设置给定窗口的垂直同步模式。另见 [member ProjectSettings.display/window/" -"vsync/vsync_mode]。\n" -"参阅 [enum DisplayServer.VSyncMode] 了解可能的值,以及它们如何影响应用程序的" -"行为。\n" +"设置给定窗口的垂直同步模式。另见 [member ProjectSettings.display/window/vsync/" +"vsync_mode]。\n" +"参阅 [enum DisplayServer.VSyncMode] 了解可能的值,以及它们如何影响应用程序的行" +"为。\n" "根据平台和使用的渲染器,如果不支持所需的模式,引擎将回退到 [constant " "VSYNC_ENABLED]。\n" "[b]注意:[/b]除 [constant VSYNC_ENABLED] 以外的垂直同步模式,仅支持 Forward+ " "和 Mobile 渲染方式,不支持 Compatibility。" +msgid "" +"When [constant WINDOW_FLAG_EXTEND_TO_TITLE] flag is set, set offset to the " +"center of the first titlebar button.\n" +"[b]Note:[/b] This flag is implemented only on macOS." +msgstr "" +"设置了 [constant WINDOW_FLAG_EXTEND_TO_TITLE] 标志时,会设置第一个标题栏按钮中" +"心的偏移量。\n" +"[b]注意:[/b]这个标志仅在 macOS 上实现。" + msgid "" "Sets the [param callback] that will be called when an event occurs in the " "window specified by [param window_id]." @@ -31144,12 +32482,11 @@ msgstr "" msgid "" "Display server supports touchscreen input. [b]Windows, Linux (X11), Android, " "iOS, Web[/b]" -msgstr "" -"显示服务器支持触屏输入。[b]Windows、Linux(X11)、Android、iOS、Web[/b]" +msgstr "显示服务器支持触屏输入。[b]Windows、Linux(X11)、Android、iOS、Web[/b]" msgid "" -"Display server supports mouse input. [b]Windows, macOS, Linux (X11), " -"Android, Web[/b]" +"Display server supports mouse input. [b]Windows, macOS, Linux (X11), Android, " +"Web[/b]" msgstr "" "显示服务器支持鼠标输入。[b]Windows、macOS、Linux(X11)、Android、Web[/b]" @@ -31158,8 +32495,8 @@ msgid "" "constrained within an area, but looping when one of the edges is reached. " "[b]Windows, macOS, Linux (X11)[/b]" msgstr "" -"显示服务器支持扭曲鼠标坐标以将鼠标光标限制在一个区域内,但在到达其中一个边缘" -"时循环。[b]Windows, macOS, Linux (X11)[/b]" +"显示服务器支持扭曲鼠标坐标以将鼠标光标限制在一个区域内,但在到达其中一个边缘时" +"循环。[b]Windows, macOS, Linux (X11)[/b]" msgid "" "Display server supports setting and getting clipboard data. See also " @@ -31171,8 +32508,8 @@ msgstr "" "Web[/b]" msgid "" -"Display server supports popping up a virtual keyboard when requested to " -"input text without a physical keyboard. [b]Android, iOS, Web[/b]" +"Display server supports popping up a virtual keyboard when requested to input " +"text without a physical keyboard. [b]Android, iOS, Web[/b]" msgstr "" "显示服务器支持在请求输入文本但没有物理键盘时弹出虚拟键盘。[b]Android、iOS、" "Web[/b]" @@ -31197,10 +32534,10 @@ msgid "" msgstr "显示服务器支持使用操作系统的本地界面外观来生成对话框。[b]macOS[/b]" msgid "" -"Display server supports [url=https://en.wikipedia.org/wiki/" -"Input_method]Input Method Editor[/url], which is commonly used for inputting " -"Chinese/Japanese/Korean text. This is handled by the operating system, " -"rather than by Godot. [b]Windows, macOS, Linux (X11)[/b]" +"Display server supports [url=https://en.wikipedia.org/wiki/Input_method]Input " +"Method Editor[/url], which is commonly used for inputting Chinese/Japanese/" +"Korean text. This is handled by the operating system, rather than by Godot. " +"[b]Windows, macOS, Linux (X11)[/b]" msgstr "" "显示服务器支持 [url=https://en.wikipedia.org/wiki/Input_method]输入法[/url]," "它通常用于输入中文、日文和韩文文本。这由操作系统处理,而不是由 Godot 处理。" @@ -31208,22 +32545,21 @@ msgstr "" msgid "" "Display server supports windows can use per-pixel transparency to make " -"windows behind them partially or fully visible. [b]Windows, macOS, Linux " -"(X11)[/b]" +"windows behind them partially or fully visible. [b]Windows, macOS, Linux (X11)" +"[/b]" msgstr "" "显示服务器支持窗口可以使用逐像素透明,以使它们后面的窗口部分或完全可见。" "[b]Windows, macOS, Linux (X11)[/b]" msgid "" -"Display server supports querying the operating system's display scale " -"factor. This allows for [i]reliable[/i] automatic hiDPI display detection, " -"as opposed to guessing based on the screen resolution and reported display " -"DPI (which can be unreliable due to broken monitor EDID). [b]Windows, macOS[/" -"b]" +"Display server supports querying the operating system's display scale factor. " +"This allows for [i]reliable[/i] automatic hiDPI display detection, as opposed " +"to guessing based on the screen resolution and reported display DPI (which " +"can be unreliable due to broken monitor EDID). [b]Windows, macOS[/b]" msgstr "" -"显示服务器支持查询操作系统的显示缩放系数。这允许[i]可靠地[/i]执行自动 hiDPI " -"显示器检测,而不是根据屏幕分辨率和报告的显示器 DPI 进行猜测(由于显示器 EDID " -"损坏,这可能不可靠)。[b]Windows, macOS[/b]" +"显示服务器支持查询操作系统的显示缩放系数。这允许[i]可靠地[/i]执行自动 hiDPI 显" +"示器检测,而不是根据屏幕分辨率和报告的显示器 DPI 进行猜测(由于显示器 EDID 损" +"坏,这可能不可靠)。[b]Windows, macOS[/b]" msgid "" "Display server supports changing the window icon (usually displayed in the " @@ -31253,15 +32589,15 @@ msgid "" "Display server supports Primary clipboard can be used. This is a different " "clipboard from [constant FEATURE_CLIPBOARD]. [b]Linux (X11)[/b]" msgstr "" -"显示服务器支持使用主剪贴板。主剪贴板和 [constant FEATURE_CLIPBOARD] 是不同的" -"剪贴板。[b]Linux(X11)[/b]" +"显示服务器支持使用主剪贴板。主剪贴板和 [constant FEATURE_CLIPBOARD] 是不同的剪" +"贴板。[b]Linux(X11)[/b]" msgid "" "Display server supports text-to-speech. See [code]tts_*[/code] methods. " "[b]Windows, macOS, Linux (X11), Android, iOS, Web[/b]" msgstr "" -"显示服务器支持文字转语音。见 [code]tts_*[/code] 方法。[b]Windows、macOS、" -"Linux(X11)、Android、iOS、Web[/b]" +"显示服务器支持文字转语音。见 [code]tts_*[/code] 方法。[b]Windows、macOS、Linux" +"(X11)、Android、iOS、Web[/b]" msgid "" "Display server supports expanding window content to the title. See [constant " @@ -31320,8 +32656,8 @@ msgid "" "The ID that refers to a nonexisting window. This is be returned by some " "[DisplayServer] methods if no window matches the requested result." msgstr "" -"指向一个不存在窗口的 ID。如果没有窗口与请求的结果相匹配,某些 " -"[DisplayServer] 方法将返回这个 ID。" +"指向一个不存在窗口的 ID。如果没有窗口与请求的结果相匹配,某些 [DisplayServer] " +"方法将返回这个 ID。" msgid "Default landscape orientation." msgstr "默认横屏朝向。" @@ -31339,8 +32675,7 @@ msgid "" "Automatic landscape orientation (default or reverse depending on sensor)." msgstr "自动横屏朝向(传感器决定默认或倒向)。" -msgid "" -"Automatic portrait orientation (default or reverse depending on sensor)." +msgid "Automatic portrait orientation (default or reverse depending on sensor)." msgstr "自动竖屏朝向(传感器决定默认或倒向)。" msgid "" @@ -31373,8 +32708,8 @@ msgid "" "[b]Note:[/b] This is not supported on Web. Instead, this behaves identically " "to [constant KEYBOARD_TYPE_DEFAULT]." msgstr "" -"用于输入密码的虚拟键盘。在大多数平台上,这应该会禁用自动完成和自动首字母大写" -"功能。\n" +"用于输入密码的虚拟键盘。在大多数平台上,这应该会禁用自动完成和自动首字母大写功" +"能。\n" "[b]注意:[/b]Web 平台不支持。与 [constant KEYBOARD_TYPE_DEFAULT] 的行为相同。" msgid "Virtual keyboard with additional keys to assist with typing URLs." @@ -31384,8 +32719,8 @@ msgid "" "Arrow cursor shape. This is the default when not pointing anything that " "overrides the mouse cursor, such as a [LineEdit] or [TextEdit]." msgstr "" -"箭头光标形状。这是默认形状,没有指向 [LineEdit] 和 [TextEdit] 等会覆盖鼠标指" -"针的节点时显示。" +"箭头光标形状。这是默认形状,没有指向 [LineEdit] 和 [TextEdit] 等会覆盖鼠标指针" +"的节点时显示。" msgid "" "I-beam cursor shape. This is used by default when hovering a control that " @@ -31394,19 +32729,24 @@ msgstr "" "工字光标形状。默认在悬停于 [LineEdit] 和 [TextEdit] 等接受文本输入的控件时显" "示。" +msgid "" +"Pointing hand cursor shape. This is used by default when hovering a " +"[LinkButton] or a URL tag in a [RichTextLabel]." +msgstr "" +"指点的手形光标形状。默认在悬停于 [LinkButton] 或 [RichTextLabel] 中的 URL 标签" +"时使用。" + msgid "" "Crosshair cursor. This is intended to be displayed when the user needs " "precise aim over an element, such as a rectangle selection tool or a color " "picker." msgstr "" -"十字光标。应当在用户需要精确瞄准某个元素时显示,例如矩形选择工具和颜色拾取" -"器。" +"十字光标。应当在用户需要精确瞄准某个元素时显示,例如矩形选择工具和颜色拾取器。" msgid "" -"Wait cursor. On most cursor themes, this displays a spinning icon " -"[i]besides[/i] the arrow. Intended to be used for non-blocking operations " -"(when the user can do something else at the moment). See also [constant " -"CURSOR_BUSY]." +"Wait cursor. On most cursor themes, this displays a spinning icon [i]besides[/" +"i] the arrow. Intended to be used for non-blocking operations (when the user " +"can do something else at the moment). See also [constant CURSOR_BUSY]." msgstr "" "等待光标。大多数光标主题会在箭头[i]旁边[/i]显示旋转图标。旨在用于非阻塞操作" "(此时用户可以做其他事情)。另见 [constant CURSOR_BUSY]。" @@ -31422,14 +32762,13 @@ msgstr "" msgid "" "Dragging hand cursor. This is displayed during drag-and-drop operations. See " "also [constant CURSOR_CAN_DROP]." -msgstr "" -"拖动的手形光标。在拖放操作过程中显示。另见 [constant CURSOR_CAN_DROP]。" +msgstr "拖动的手形光标。在拖放操作过程中显示。另见 [constant CURSOR_CAN_DROP]。" msgid "" "\"Can drop\" cursor. This is displayed during drag-and-drop operations if " "hovering over a [Control] that can accept the drag-and-drop event. On most " -"cursor themes, this displays a dragging hand with an arrow symbol besides " -"it. See also [constant CURSOR_DRAG]." +"cursor themes, this displays a dragging hand with an arrow symbol besides it. " +"See also [constant CURSOR_DRAG]." msgstr "" "“能放下”光标。在拖放操作过程中,如果将鼠标悬停在可以接受拖放事件的 [Control] " "上,就会显示这个光标。大多数光标主题会显示一只正在拖拽的手,旁边有一个箭头符" @@ -31446,36 +32785,36 @@ msgid "" "Vertical resize cursor. Intended to be displayed when the hovered [Control] " "can be vertically resized using the mouse. See also [constant CURSOR_VSPLIT]." msgstr "" -"垂直尺寸调整光标。只在用于悬停的 [Control] 可以用鼠标调整垂直大小时显示。另" -"见 [constant CURSOR_VSPLIT]。" +"垂直尺寸调整光标。只在用于悬停的 [Control] 可以用鼠标调整垂直大小时显示。另见 " +"[constant CURSOR_VSPLIT]。" msgid "" -"Horizontal resize cursor. Intended to be displayed when the hovered " -"[Control] can be horizontally resized using the mouse. See also [constant " +"Horizontal resize cursor. Intended to be displayed when the hovered [Control] " +"can be horizontally resized using the mouse. See also [constant " "CURSOR_HSPLIT]." msgstr "" -"水平尺寸调整光标。只在用于悬停的 [Control] 可以用鼠标调整水平大小时显示。另" -"见 [constant CURSOR_HSPLIT]。" +"水平尺寸调整光标。只在用于悬停的 [Control] 可以用鼠标调整水平大小时显示。另见 " +"[constant CURSOR_HSPLIT]。" msgid "" "Secondary diagonal resize cursor (top-right/bottom-left). Intended to be " "displayed when the hovered [Control] can be resized on both axes at once " "using the mouse." msgstr "" -"辅助对角线尺寸调整光标(右上/左下)。只在但悬停的 [Control] 可以使用鼠标同时" -"在两个轴上调整大小时显示。" - -msgid "" -"Main diagonal resize cursor (top-left/bottom-right). Intended to be " -"displayed when the hovered [Control] can be resized on both axes at once " -"using the mouse." -msgstr "" -"主对角线尺寸调整光标(左上/右下)。只在当悬停的 [Control] 可以使用鼠标同时在" +"辅助对角线尺寸调整光标(右上/左下)。只在但悬停的 [Control] 可以使用鼠标同时在" "两个轴上调整大小时显示。" msgid "" -"Move cursor. Intended to be displayed when the hovered [Control] can be " -"moved using the mouse." +"Main diagonal resize cursor (top-left/bottom-right). Intended to be displayed " +"when the hovered [Control] can be resized on both axes at once using the " +"mouse." +msgstr "" +"主对角线尺寸调整光标(左上/右下)。只在当悬停的 [Control] 可以使用鼠标同时在两" +"个轴上调整大小时显示。" + +msgid "" +"Move cursor. Intended to be displayed when the hovered [Control] can be moved " +"using the mouse." msgstr "移动光标。应在能够使用鼠标移动被悬停 [Control] 时显示。" msgid "" @@ -31485,8 +32824,8 @@ msgid "" "appearance as [constant CURSOR_VSIZE]." msgstr "" "垂直分割光标。当光标悬停于 [VSplitContainer] 等能够使用鼠标调整拆分的垂直大小" -"的 [Control] 时显示。部分光标主题中,该光标的外观和 [constant CURSOR_VSIZE] " -"一致。" +"的 [Control] 时显示。部分光标主题中,该光标的外观和 [constant CURSOR_VSIZE] 一" +"致。" msgid "" "Horizontal split cursor. This is displayed when hovering a [Control] with " @@ -31495,16 +32834,16 @@ msgid "" "appearance as [constant CURSOR_HSIZE]." msgstr "" "水平分割光标。当光标悬停于 [HSplitContainer] 等能够使用鼠标调整拆分的水平大小" -"的 [Control] 时显示。部分光标主题中,该光标的外观和 [constant CURSOR_HSIZE] " -"一致。" +"的 [Control] 时显示。部分光标主题中,该光标的外观和 [constant CURSOR_HSIZE] 一" +"致。" msgid "" "Help cursor. On most cursor themes, this displays a question mark icon " "instead of the mouse cursor. Intended to be used when the user has requested " "help on the next element that will be clicked." msgstr "" -"帮助光标。在大多数光标主题中显示为问号图标,不显示为鼠标光标。应在用户请求对" -"下一次点击的元素提供帮助信息时使用。" +"帮助光标。在大多数光标主题中显示为问号图标,不显示为鼠标光标。应在用户请求对下" +"一次点击的元素提供帮助信息时使用。" msgid "Represents the size of the [enum CursorShape] enum." msgstr "代表 [enum CursorShape] 枚举的大小。" @@ -31518,30 +32857,30 @@ msgid "" "Minimized window mode, i.e. [Window] is not visible and available on window " "manager's window list. Normally happens when the minimize button is pressed." msgstr "" -"最小化窗口模式,即 [Window] 在窗口管理器的窗口列表中既不可见也不可用。通常发" -"生在按下最小化按钮时。" +"最小化窗口模式,即 [Window] 在窗口管理器的窗口列表中既不可见也不可用。通常发生" +"在按下最小化按钮时。" msgid "" "Maximized window mode, i.e. [Window] will occupy whole screen area except " "task bar and still display its borders. Normally happens when the maximize " "button is pressed." msgstr "" -"最大化窗口模式,即 [Window] 会占据整个屏幕区域,任务栏除外,并且会显示边框。" -"通常发生在按下最大化按钮时。" +"最大化窗口模式,即 [Window] 会占据整个屏幕区域,任务栏除外,并且会显示边框。通" +"常发生在按下最大化按钮时。" msgid "" "Full screen mode with full multi-window support.\n" "Full screen window cover the entire display area of a screen, have no border " "or decorations. Display video mode is not changed.\n" -"[b]Note:[/b] Regardless of the platform, enabling full screen will change " -"the window size to match the monitor's size. Therefore, make sure your " -"project supports [url=$DOCS_URL/tutorials/rendering/multiple_resolutions." +"[b]Note:[/b] Regardless of the platform, enabling full screen will change the " +"window size to match the monitor's size. Therefore, make sure your project " +"supports [url=$DOCS_URL/tutorials/rendering/multiple_resolutions." "html]multiple resolutions[/url] when enabling full screen mode." msgstr "" "具有完整多窗口支持的全屏模式。\n" "全屏窗口覆盖屏幕的整个显示区域,没有边框或装饰。显示视频模式没有更改。\n" -"[b]注意:[/b] 无论平台如何,启用全屏都会更改窗口大小以匹配显示器的大小。因" -"此,请确保您的项目在启用全屏模式时支持[url=$DOCS_URL/tutorials/rendering/" +"[b]注意:[/b] 无论平台如何,启用全屏都会更改窗口大小以匹配显示器的大小。因此," +"请确保您的项目在启用全屏模式时支持[url=$DOCS_URL/tutorials/rendering/" "multiple_resolutions.html]多种分辨率[/url]。" msgid "" @@ -31555,13 +32894,13 @@ msgid "" "[b]On macOS:[/b] Exclusive full screen mode prevents Dock and Menu from " "showing up when the mouse pointer is hovering the edge of the screen.\n" "[b]On Linux (X11):[/b] Exclusive full screen mode bypasses compositor.\n" -"[b]Note:[/b] Regardless of the platform, enabling full screen will change " -"the window size to match the monitor's size. Therefore, make sure your " -"project supports [url=$DOCS_URL/tutorials/rendering/multiple_resolutions." +"[b]Note:[/b] Regardless of the platform, enabling full screen will change the " +"window size to match the monitor's size. Therefore, make sure your project " +"supports [url=$DOCS_URL/tutorials/rendering/multiple_resolutions." "html]multiple resolutions[/url] when enabling full screen mode." msgstr "" -"单窗口全屏模式。这种模式开销较小,但一次只能在给定屏幕上打开一个窗口(打开子" -"窗口或切换应用程序会触发全屏过渡)。\n" +"单窗口全屏模式。这种模式开销较小,但一次只能在给定屏幕上打开一个窗口(打开子窗" +"口或切换应用程序会触发全屏过渡)。\n" "全屏窗口会覆盖屏幕的整个显示区域,没有边框或装饰。显示视频模式没有改变。\n" "[b]在 Windows 上:[/b]取决于视频驱动程序,全屏过渡可能会导致屏幕暂时变黑。\n" "[b]在 macOS 上:[/b]当鼠标指针悬停在屏幕边缘时,独占全屏模式会阻止 Dock 和 " @@ -31573,8 +32912,8 @@ msgstr "" msgid "" "The window can't be resized by dragging its resize grip. It's still possible " -"to resize the window using [method window_set_size]. This flag is ignored " -"for full screen windows." +"to resize the window using [method window_set_size]. This flag is ignored for " +"full screen windows." msgstr "" "该窗口不能通过拖动其调整大小的手柄来调整大小。但仍然可以使用 [method " "window_set_size] 调整窗口大小。全屏窗口会忽略该标志。" @@ -31609,17 +32948,17 @@ msgid "" msgstr "该窗口无法获得焦点。无聚焦窗口会忽略除鼠标点击外的所有输入。" msgid "" -"Window is part of menu or [OptionButton] dropdown. This flag can't be " -"changed when the window is visible. An active popup window will exclusively " -"receive all input, without stealing focus from its parent. Popup windows are " +"Window is part of menu or [OptionButton] dropdown. This flag can't be changed " +"when the window is visible. An active popup window will exclusively receive " +"all input, without stealing focus from its parent. Popup windows are " "automatically closed when uses click outside it, or when an application is " "switched. Popup window must have transient parent set (see [method " "window_set_transient])." msgstr "" -"窗口是菜单或 [OptionButton] 下拉菜单的一部分。当窗口可见时,不能更改该标志。" -"活动的弹出窗口会以独占的形式接收所有输入,但不会从其父窗口窃取焦点。当在其外" -"部点击或切换应用程序时,弹出窗口将会自动关闭。 弹出窗口必须已经设置了临时父级" -"(参见 [method window_set_transient])。" +"窗口是菜单或 [OptionButton] 下拉菜单的一部分。当窗口可见时,不能更改该标志。活" +"动的弹出窗口会以独占的形式接收所有输入,但不会从其父窗口窃取焦点。当在其外部点" +"击或切换应用程序时,弹出窗口将会自动关闭。 弹出窗口必须已经设置了临时父级(参" +"见 [method window_set_transient])。" msgid "" "All mouse events are passed to the underlying window of the same application." @@ -31662,24 +33001,24 @@ msgid "" "fast as possible (tearing may be visible). Framerate is unlimited " "(nonwithstanding [member Engine.max_fps])." msgstr "" -"没有垂直同步,这意味着引擎将尽可能快地显示帧(可能会有可见的撕裂)。帧速率是" -"未限制的(不考虑 [member Engine.max_fps])。" +"没有垂直同步,这意味着引擎将尽可能快地显示帧(可能会有可见的撕裂)。帧速率是未" +"限制的(不考虑 [member Engine.max_fps])。" msgid "" "Default vertical synchronization mode, the image is displayed only on " "vertical blanking intervals (no tearing is visible). Framerate is limited by " "the monitor refresh rate (nonwithstanding [member Engine.max_fps])." msgstr "" -"默认的垂直同步模式,图像只在垂直消隐间隔显示(没有可见的撕裂)。帧速率受显示" -"器刷新率的限制(不考虑 [member Engine.max_fps])。" +"默认的垂直同步模式,图像只在垂直消隐间隔显示(没有可见的撕裂)。帧速率受显示器" +"刷新率的限制(不考虑 [member Engine.max_fps])。" msgid "" "Behaves like [constant VSYNC_DISABLED] when the framerate drops below the " "screen's refresh rate to reduce stuttering (tearing may be visible). " -"Otherwise, vertical synchronization is enabled to avoid tearing. Framerate " -"is limited by the monitor refresh rate (nonwithstanding [member Engine." -"max_fps]). Behaves like [constant VSYNC_ENABLED] when using the " -"Compatibility rendering method." +"Otherwise, vertical synchronization is enabled to avoid tearing. Framerate is " +"limited by the monitor refresh rate (nonwithstanding [member Engine." +"max_fps]). Behaves like [constant VSYNC_ENABLED] when using the Compatibility " +"rendering method." msgstr "" "当帧速率降至屏幕刷新率以下以减少卡顿(可能有可见的撕裂)时,行为类似于 " "[constant VSYNC_DISABLED]。否则,启用垂直同步以避免撕裂。帧速率受显示器刷新率" @@ -31696,11 +33035,11 @@ msgid "" "refresh rate are rendered. Behaves like [constant VSYNC_ENABLED] when using " "the Compatibility rendering method." msgstr "" -"在垂直消隐间隔显示队列中的最新图像,同时对其他图像渲染(没有可见的撕裂)。帧" -"速率是未限制的(不考虑 [member Engine.max_fps])。\n" +"在垂直消隐间隔显示队列中的最新图像,同时对其他图像渲染(没有可见的撕裂)。帧速" +"率是未限制的(不考虑 [member Engine.max_fps])。\n" "虽然不能保证,但可以尽可能快地渲染图像,这可能会减少输入滞后(也称为“快速”V-" -"Sync 模式)。[constant VSYNC_MAILBOX] 在渲染的帧数至少是显示器刷新率的两倍时" -"效果最佳。使用兼容渲染方法时表现得像 [constant VSYNC_ENABLED]。" +"Sync 模式)。[constant VSYNC_MAILBOX] 在渲染的帧数至少是显示器刷新率的两倍时效" +"果最佳。使用兼容渲染方法时表现得像 [constant VSYNC_ENABLED]。" msgid "" "Display handle:\n" @@ -31856,8 +33195,8 @@ msgid "" "\n" "func _ready():\n" " udp.connect_to_host(\"127.0.0.1\", 4242)\n" -" dtls.connect_to_peer(udp, false) # Use true in production for " -"certificate validation!\n" +" dtls.connect_to_peer(udp, false) # Use true in production for certificate " +"validation!\n" "\n" "func _process(delta):\n" " dtls.poll()\n" @@ -32019,8 +33358,7 @@ msgstr "" " # 尝试联系服务器\n" " dtls.put_packet(\"回应是… 42!\".to_utf8_buffer())\n" " while dtls.get_available_packet_count() > 0:\n" -" print(\"已连接:%s\" % dtls.get_packet()." -"get_string_from_utf8())\n" +" print(\"已连接:%s\" % dtls.get_packet().get_string_from_utf8())\n" " connected = true\n" "[/gdscript]\n" "[csharp]\n" @@ -32071,17 +33409,17 @@ msgstr "" "TLSOptions.server]。" msgid "" -"Try to initiate the DTLS handshake with the given [param udp_peer] which " -"must be already connected (see [method PacketPeerUDP.connect_to_host]).\n" +"Try to initiate the DTLS handshake with the given [param udp_peer] which must " +"be already connected (see [method PacketPeerUDP.connect_to_host]).\n" "[b]Note:[/b] You must check that the state of the return PacketPeerUDP is " -"[constant PacketPeerDTLS.STATUS_HANDSHAKING], as it is normal that 50% of " -"the new connections will be invalid due to cookie exchange." +"[constant PacketPeerDTLS.STATUS_HANDSHAKING], as it is normal that 50% of the " +"new connections will be invalid due to cookie exchange." msgstr "" "尝试与给定 [param udp_peer] 启动 DTLS 握手,必须已连接到该 [param udp_peer]" "(请参阅 [method PacketPeerUDP.connect_to_host])。\n" "[b]注意:[/b]必须检查返回的 PacketPeerUDP 的状态是否为 [constant " -"PacketPeerDTLS.STATUS_HANDSHAKING],因为正常情况下,50% 的新连接会因为 " -"cookie 交换而无效。" +"PacketPeerDTLS.STATUS_HANDSHAKING],因为正常情况下,50% 的新连接会因为 cookie " +"交换而无效。" msgid "Godot editor's command palette." msgstr "Godot 编辑器的命令面板。" @@ -32149,8 +33487,8 @@ msgstr "" "- [param command_name]:[String]([b]Command[/b] 的名称。这会显示给用户。)\n" "- [param key_name]:[String](特定 [b]Command[/b] 的密钥名称。这用于唯一标识 " "[b]Command[/b]。)\n" -"- [param binded_callable]:[Callable]([b]Command[/b] 的 Callable。这将在选" -"择 [b]Command[/b] 时执行。)\n" +"- [param binded_callable]:[Callable]([b]Command[/b] 的 Callable。这将在选择 " +"[b]Command[/b] 时执行。)\n" "- [param shortcut_text]:[String]([b]Command[/b] 的快捷键文本,如果可用。)" msgid "" @@ -32167,8 +33505,8 @@ msgstr "实现调试器插件的基类。" msgid "" "[EditorDebuggerPlugin] provides functions related to the editor side of the " "debugger.\n" -"To interact with the debugger, an instance of this class must be added to " -"the editor via [method EditorPlugin.add_debugger_plugin].\n" +"To interact with the debugger, an instance of this class must be added to the " +"editor via [method EditorPlugin.add_debugger_plugin].\n" "Once added, the [method _setup_session] callback will be called for every " "[EditorDebuggerSession] available to the plugin, and when new ones are " "created (the sessions may be inactive during this stage).\n" @@ -32210,13 +33548,12 @@ msgid "" "[/gdscript]\n" "[/codeblocks]" msgstr "" -"编辑器调试器插件 [EditorDebuggerPlugin] 提供了与调试器的编辑器端相关的函" -"数。\n" +"编辑器调试器插件 [EditorDebuggerPlugin] 提供了与调试器的编辑器端相关的函数。\n" "要与调试器交互,必须将这个类的实例通过 [method EditorPlugin." "add_debugger_plugin] 添加至编辑器。\n" "添加完成后,会针对该插件可用的每一个编辑器调试器会话 [EditorDebuggerSession] " -"回调一次 [method _setup_session],后续有新的会话也会进行回调(这些会话在此阶" -"段可能尚未激活)。\n" +"回调一次 [method _setup_session],后续有新的会话也会进行回调(这些会话在此阶段" +"可能尚未激活)。\n" "你可以通过 [method get_sessions] 获取所有可用的 [EditorDebuggerSession],也可" "以通过 [method get_session] 获取特定的会话。\n" "[codeblocks]\n" @@ -32265,15 +33602,15 @@ msgstr "" msgid "" "Override this method to enable receiving messages from the debugger. If " -"[param capture] is \"my_message\" then messages starting with \"my_message:" -"\" will be passes to the [method _capture] method." +"[param capture] is \"my_message\" then messages starting with \"my_message:\" " +"will be passes to the [method _capture] method." msgstr "" "重写此方法以启用从调试器接收消息。如果[param capture]是\"my_message\",那么以" "\"my_message:\"开头的消息将会传递到[method _capture]方法。" msgid "" -"Override this method to be notified whenever a new [EditorDebuggerSession] " -"is created (the session may be inactive during this stage)." +"Override this method to be notified whenever a new [EditorDebuggerSession] is " +"created (the session may be inactive during this stage)." msgstr "" "重写此方法,以在创建新的[EditorDebuggerSession]时被通知(此阶段期间可能处于非" "活动状态)。" @@ -32307,8 +33644,8 @@ msgstr "" "[EngineProfiler]。" msgid "" -"Adds the given [param control] to the debug session UI in the debugger " -"bottom panel." +"Adds the given [param control] to the debug session UI in the debugger bottom " +"panel." msgstr "将给定的控件 [param control] 添加到底部调试器面板的调试会话 UI 中。" msgid "" @@ -32317,8 +33654,8 @@ msgid "" msgstr "如果调试会话附加到了某个远程实例,则返回 [code]true[/code]。" msgid "" -"Returns [code]true[/code] if the attached remote instance is currently in " -"the debug loop." +"Returns [code]true[/code] if the attached remote instance is currently in the " +"debug loop." msgstr "如果附加的远程实例正处于调试循环中,则返回 [code]true[/code]。" msgid "" @@ -32339,9 +33676,8 @@ msgstr "" "如何获取这些消息见 [EngineDebugger]。" msgid "" -"Toggle the given [param profiler] on the attached remote instance, " -"optionally passing additionally [param data]. See [EngineProfiler] for more " -"details." +"Toggle the given [param profiler] on the attached remote instance, optionally " +"passing additionally [param data]. See [EngineProfiler] for more details." msgstr "" "在所附加的远程实例上开关给定的 [param profiler],还可以传入额外的数据 [param " "data]。详见 [EngineProfiler]。" @@ -32373,11 +33709,11 @@ msgid "" msgstr "标识一个支持的导出平台,并在内部提供导出到该平台的功能。" msgid "" -"Base resource that provides the functionality of exporting a release build " -"of a project to a platform, from the editor. Stores platform-specific " -"metadata such as the name and supported features of the platform, and " -"performs the exporting of projects, PCK files, and ZIP files. Uses an export " -"template for the platform provided at the time of project exporting.\n" +"Base resource that provides the functionality of exporting a release build of " +"a project to a platform, from the editor. Stores platform-specific metadata " +"such as the name and supported features of the platform, and performs the " +"exporting of projects, PCK files, and ZIP files. Uses an export template for " +"the platform provided at the time of project exporting.\n" "Used in scripting by [EditorExportPlugin] to configure platform-specific " "customization of scenes and resources. See [method EditorExportPlugin." "_begin_customize_scenes] and [method EditorExportPlugin." @@ -32386,9 +33722,9 @@ msgstr "" "基础资源,提供从编辑器将项目的发布构建导出到平台的功能。存储特定于平台的元数" "据,例如平台的名称和支持的功能,并执行项目、PCK 文件和 ZIP 文件的导出。使用在" "项目导出时提供的平台导出模板。\n" -"在 [EditorExportPlugin] 的脚本中用于配置特定于平台的场景和资源的定制。有关详" -"细信息,请参阅 [method EditorExportPlugin._begin_customize_scenes] 和 " -"[method EditorExportPlugin._begin_customize_resources]。" +"在 [EditorExportPlugin] 的脚本中用于配置特定于平台的场景和资源的定制。有关详细" +"信息,请参阅 [method EditorExportPlugin._begin_customize_scenes] 和 [method " +"EditorExportPlugin._begin_customize_resources]。" msgid "Exporter for Android." msgstr "适用于 Android 的导出器。" @@ -32436,18 +33772,16 @@ msgstr "" "如果为 [code]true[/code],[code]arm32[/code] 二进制文件将包含在导出的项目中。" msgid "" -"If [code]true[/code], [code]x86_32[/code] binaries are included into " -"exported project." +"If [code]true[/code], [code]x86_32[/code] binaries are included into exported " +"project." msgstr "" -"如果为 [code]true[/code],[code]x86_32[/code] 二进制文件将包含在导出的项目" -"中。" +"如果为 [code]true[/code],[code]x86_32[/code] 二进制文件将包含在导出的项目中。" msgid "" -"If [code]true[/code], [code]x86_64[/code] binaries are included into " -"exported project." +"If [code]true[/code], [code]x86_64[/code] binaries are included into exported " +"project." msgstr "" -"如果为 [code]true[/code],[code]x86_64[/code] 二进制文件将包含在导出的项目" -"中。" +"如果为 [code]true[/code],[code]x86_64[/code] 二进制文件将包含在导出的项目中。" msgid "" "A list of additional command line arguments, exported project will receive " @@ -32486,12 +33820,103 @@ msgid "" msgstr "" "调试密钥库文件的路径。\n" "可以被环境变量 [code]GODOT_ANDROID_KEYSTORE_DEBUG_PATH[/code] 覆盖。\n" -"如果为空,则回退到 [code]EditorSettings.export/android/debug_keystore[/" -"code]。" +"如果为空,则回退到 [code]EditorSettings.export/android/debug_keystore[/code]。" msgid "" -"Allows read/write access to the \"properties\" table in the checkin " -"database. See [url=https://developer.android.com/reference/android/Manifest." +"Password for the debug keystore file.\n" +"Can be overridden with the environment variable " +"[code]GODOT_ANDROID_KEYSTORE_DEBUG_PASSWORD[/code].\n" +"Fallbacks to [code]EditorSettings.export/android/debug_keystore_pass[/code] " +"if both it and [member keystore/debug] are empty." +msgstr "" +"调试密钥库文件的密码。\n" +"可以使用环境变量 [code]GODOT_ANDROID_KEYSTORE_DEBUG_PASSWORD[/code] 覆盖。\n" +"如果该属性和 [member keystore/debug] 都为空,则回退到 [code]EditorSettings." +"export/android/debug_keystore_pass[/code]。" + +msgid "" +"User name for the debug keystore file.\n" +"Can be overridden with the environment variable " +"[code]GODOT_ANDROID_KEYSTORE_DEBUG_USER[/code].\n" +"Fallbacks to [code]EditorSettings.export/android/debug_keystore_user[/code] " +"if both it and [member keystore/debug] are empty." +msgstr "" +"调试密钥库文件的用户名。\n" +"可以使用环境变量 [code]GODOT_ANDROID_KEYSTORE_DEBUG_USER[/code] 覆盖。\n" +"如果该属性和 [member keystore/debug] 都为空,则回退到 [code]EditorSettings." +"export/android/debug_keystore_user[/code]。" + +msgid "" +"Path of the release keystore file.\n" +"Can be overridden with the environment variable " +"[code]GODOT_ANDROID_KEYSTORE_RELEASE_PATH[/code]." +msgstr "" +"发布密钥库文件的路径。\n" +"可以使用环境变量 [code]GODOT_ANDROID_KEYSTORE_RELEASE_PATH[/code] 覆盖。" + +msgid "" +"Password for the release keystore file.\n" +"Can be overridden with the environment variable " +"[code]GODOT_ANDROID_KEYSTORE_RELEASE_PASSWORD[/code]." +msgstr "" +"发布密钥库文件的密码。\n" +"可以使用环境变量 [code]GODOT_ANDROID_KEYSTORE_RELEASE_PASSWORD[/code] 覆盖。" + +msgid "" +"User name for the release keystore file.\n" +"Can be overridden with the environment variable " +"[code]GODOT_ANDROID_KEYSTORE_RELEASE_USER[/code]." +msgstr "" +"发布密钥库文件的用户名。\n" +"可以使用环境变量 [code]GODOT_ANDROID_KEYSTORE_RELEASE_USER[/code] 覆盖。" + +msgid "Background layer of the application adaptive icon file." +msgstr "应用程序自适应图标文件的背景图层。" + +msgid "Foreground layer of the application adaptive icon file." +msgstr "应用程序自适应图标文件的前景图层。" + +msgid "" +"Application icon file. If left empty, it will fallback to [member " +"ProjectSettings.application/config/icon]." +msgstr "" +"应用程序图标文件。如果留空,它将回退到 [member ProjectSettings.application/" +"config/icon]。" + +msgid "Application category for the Play Store." +msgstr "Play 商店的应用程序类别。" + +msgid "" +"If [code]true[/code], task initiated by main activity will be excluded from " +"the list of recently used applications." +msgstr "" +"如果为 [code]true[/code],则主 Activity 启动的任务将从最近使用的应用程序列表中" +"排除。" + +msgid "Name of the application." +msgstr "应用程序的名称。" + +msgid "" +"If [code]true[/code], when the user uninstalls an app, a prompt to keep the " +"app's data will be shown." +msgstr "" +"如果为 [code]true[/code],当用户卸载应用程序时,将显示保留应用程序数据的提示。" + +msgid "If [code]true[/code], package signing is enabled." +msgstr "如果为 [code]true[/code],则包签名被启用。" + +msgid "" +"Unique application identifier in a reverse-DNS format, can only contain " +"alphanumeric characters ([code]A-Z[/code], [code]a-z[/code], and [code]0-9[/" +"code]), hyphens ([code]-[/code]), and periods ([code].[/code])." +msgstr "" +"反向 DNS 格式的唯一应用程序标识符,只能包含字母数字字符([code]A-Z[/code]、" +"[code]a-z[/code] 和 [code]0-9[/code])、连字符([code]-[/code])和句点" +"([code].[/code])。" + +msgid "" +"Allows read/write access to the \"properties\" table in the checkin database. " +"See [url=https://developer.android.com/reference/android/Manifest." "permission#ACCESS_CHECKIN_PROPERTIES]ACCESS_CHECKIN_PROPERTIES[/url]." msgstr "" "允许对签到数据库的“properties”表进行读写访问。见 [url=https://developer." @@ -32503,17 +33928,16 @@ msgid "" "developer.android.com/reference/android/Manifest." "permission#ACCESS_COARSE_LOCATION]ACCESS_COARSE_LOCATION[/url]." msgstr "" -"允许访问大致位置信息。见 [url=https://developer.android.com/reference/" -"android/Manifest.permission#ACCESS_COARSE_LOCATION]ACCESS_COARSE_LOCATION[/" -"url]。" +"允许访问大致位置信息。见 [url=https://developer.android.com/reference/android/" +"Manifest.permission#ACCESS_COARSE_LOCATION]ACCESS_COARSE_LOCATION[/url]。" msgid "" -"Allows access to the precise location information. See [url=https://" -"developer.android.com/reference/android/Manifest." +"Allows access to the precise location information. See [url=https://developer." +"android.com/reference/android/Manifest." "permission#ACCESS_FINE_LOCATION]ACCESS_FINE_LOCATION[/url]." msgstr "" -"允许访问精确位置信息。见 [url=https://developer.android.com/reference/" -"android/Manifest.permission#ACCESS_FINE_LOCATION]ACCESS_FINE_LOCATION[/url]。" +"允许访问精确位置信息。见 [url=https://developer.android.com/reference/android/" +"Manifest.permission#ACCESS_FINE_LOCATION]ACCESS_FINE_LOCATION[/url]。" msgid "" "Allows access to the extra location provider commands. See [url=https://" @@ -32576,8 +34000,8 @@ msgid "" "developer.android.com/reference/android/Manifest." "permission#BATTERY_STATS]BATTERY_STATS[/url]." msgstr "" -"允许应用程序收集电池统计信息。见 [url=https://developer.android.com/" -"reference/android/Manifest.permission#BATTERY_STATS]BATTERY_STATS[/url]。" +"允许应用程序收集电池统计信息。见 [url=https://developer.android.com/reference/" +"android/Manifest.permission#BATTERY_STATS]BATTERY_STATS[/url]。" msgid "" "Must be required by an AccessibilityService, to ensure that only the system " @@ -32589,6 +34013,645 @@ msgstr "" "[url=https://developer.android.com/reference/android/Manifest." "permission#BIND_ACCESSIBILITY_SERVICE]BIND_ACCESSIBILITY_SERVICE[/url]。" +msgid "" +"Allows an application to tell the AppWidget service which application can " +"access AppWidget's data. See [url=https://developer.android.com/reference/" +"android/Manifest.permission#BIND_APPWIDGET]BIND_APPWIDGET[/url]." +msgstr "" +"允许应用程序告诉 AppWidget 服务哪个应用程序可以访问 AppWidget 的数据。见 " +"[url=https://developer.android.com/reference/android/Manifest." +"permission#BIND_APPWIDGET]BIND_APPWIDGET[/url]。" + +msgid "" +"Must be required by device administration receiver, to ensure that only the " +"system can interact with it. See [url=https://developer.android.com/reference/" +"android/Manifest.permission#BIND_DEVICE_ADMIN]BIND_DEVICE_ADMIN[/url]." +msgstr "" +"设备管理接收器所必需的,以确保只有系统可以与其交互。见 [url=https://developer." +"android.com/reference/android/Manifest." +"permission#BIND_DEVICE_ADMIN]BIND_DEVICE_ADMIN[/url]。" + +msgid "" +"Must be required by an InputMethodService, to ensure that only the system can " +"bind to it. See [url=https://developer.android.com/reference/android/Manifest." +"permission#BIND_INPUT_METHOD]BIND_INPUT_METHOD[/url]." +msgstr "" +"InputMethodService 必须要求此权限,确保只能系统能够进行绑定。见 [url=https://" +"developer.android.com/reference/android/Manifest." +"permission#BIND_INPUT_METHOD]BIND_INPUT_METHOD[/url]。" + +msgid "" +"Must be required by a HostApduService or OffHostApduService to ensure that " +"only the system can bind to it. See [url=https://developer.android.com/" +"reference/android/Manifest.permission#BIND_NFC_SERVICE]BIND_NFC_SERVICE[/url]." +msgstr "" +"HostApduService 或 OffHostApduService 必须要求此权限,确保只能系统能够进行绑" +"定。见 [url=https://developer.android.com/reference/android/Manifest." +"permission#BIND_NFC_SERVICE]BIND_NFC_SERVICE[/url]。" + +msgid "" +"Must be required by a NotificationListenerService, to ensure that only the " +"system can bind to it. See [url=https://developer.android.com/reference/" +"android/Manifest." +"permission#BIND_NOTIFICATION_LISTENER_SERVICE]BIND_NOTIFICATION_LISTENER_SERVICE[/" +"url]." +msgstr "" +"NotificationListenerService 必须要求此权限,确保只能系统能够进行绑定。见 " +"[url=https://developer.android.com/reference/android/Manifest." +"permission#BIND_NOTIFICATION_LISTENER_SERVICE]BIND_NOTIFICATION_LISTENER_SERVICE[/" +"url]。" + +msgid "" +"Must be required by a PrintService, to ensure that only the system can bind " +"to it. See [url=https://developer.android.com/reference/android/Manifest." +"permission#BIND_PRINT_SERVICE]BIND_PRINT_SERVICE[/url]." +msgstr "" +"PrintService 必须要求此权限,确保只能系统能够进行绑定。见 [url=https://" +"developer.android.com/reference/android/Manifest." +"permission#BIND_PRINT_SERVICE]BIND_PRINT_SERVICE[/url]。" + +msgid "" +"Must be required by a RemoteViewsService, to ensure that only the system can " +"bind to it. See [url=https://developer.android.com/reference/android/Manifest." +"permission#BIND_REMOTEVIEWS]BIND_REMOTEVIEWS[/url]." +msgstr "" +"RemoteViewsService 必须要求此权限,确保只能系统能够进行绑定。见 [url=https://" +"developer.android.com/reference/android/Manifest." +"permission#BIND_REMOTEVIEWS]BIND_REMOTEVIEWS[/url]。" + +msgid "" +"Must be required by a TextService (e.g. SpellCheckerService) to ensure that " +"only the system can bind to it. See [url=https://developer.android.com/" +"reference/android/Manifest.permission#BIND_TEXT_SERVICE]BIND_TEXT_SERVICE[/" +"url]." +msgstr "" +"TextService(例如 SpellCheckerService)必须要求此权限,确保只能系统能够进行绑" +"定。见 [url=https://developer.android.com/reference/android/Manifest." +"permission#BIND_TEXT_SERVICE]BIND_TEXT_SERVICE[/url]。" + +msgid "" +"Must be required by a VpnService, to ensure that only the system can bind to " +"it. See [url=https://developer.android.com/reference/android/Manifest." +"permission#BIND_VPN_SERVICE]BIND_VPN_SERVICE[/url]." +msgstr "" +"VpnService 必须要求此权限,确保只能系统能够进行绑定。见 [url=https://" +"developer.android.com/reference/android/Manifest." +"permission#BIND_VPN_SERVICE]BIND_VPN_SERVICE[/url]。" + +msgid "" +"Must be required by a WallpaperService, to ensure that only the system can " +"bind to it. See [url=https://developer.android.com/reference/android/Manifest." +"permission#BIND_WALLPAPER]BIND_WALLPAPER[/url]." +msgstr "" +"WallpaperService 必须要求此权限,确保只能系统能够进行绑定。见 [url=https://" +"developer.android.com/reference/android/Manifest." +"permission#BIND_WALLPAPER]BIND_WALLPAPER[/url]。" + +msgid "" +"Allows applications to connect to paired bluetooth devices. See [url=https://" +"developer.android.com/reference/android/Manifest." +"permission#BLUETOOTH]BLUETOOTH[/url]." +msgstr "" +"允许应用程序连接到配对的蓝牙设备。见 [url=https://developer.android.com/" +"reference/android/Manifest.permission#BLUETOOTH]BLUETOOTH[/url]。" + +msgid "" +"Allows applications to discover and pair bluetooth devices. See [url=https://" +"developer.android.com/reference/android/Manifest." +"permission#BLUETOOTH_ADMIN]BLUETOOTH_ADMIN[/url]." +msgstr "" +"允许应用程序发现并配对蓝牙设备。见 [url=https://developer.android.com/" +"reference/android/Manifest.permission#BLUETOOTH_ADMIN]BLUETOOTH_ADMIN[/url]。" + +msgid "" +"Allows applications to pair bluetooth devices without user interaction, and " +"to allow or disallow phonebook access or message access. See [url=https://" +"developer.android.com/reference/android/Manifest." +"permission#BLUETOOTH_PRIVILEGED]BLUETOOTH_PRIVILEGED[/url]." +msgstr "" +"允许应用程序在无需用户交互的情况下配对蓝牙设备,并允许或禁止访问电话簿或消息。" +"见 [url=https://developer.android.com/reference/android/Manifest." +"permission#BLUETOOTH_PRIVILEGED]BLUETOOTH_PRIVILEGED[/url]。" + +msgid "Required to be able to disable the device (very dangerous!)." +msgstr "能够禁用该设备(非常危险!)必须要求此权限。" + +msgid "" +"Allows an application to broadcast a notification that an application package " +"has been removed. See [url=https://developer.android.com/reference/android/" +"Manifest.permission#BROADCAST_PACKAGE_REMOVED]BROADCAST_PACKAGE_REMOVED[/url]." +msgstr "" +"允许应用程序广播应用程序包已被删除的通知。见 [url=https://developer.android." +"com/reference/android/Manifest." +"permission#BROADCAST_PACKAGE_REMOVED]BROADCAST_PACKAGE_REMOVED[/url]。" + +msgid "" +"Allows an application to broadcast an SMS receipt notification. See " +"[url=https://developer.android.com/reference/android/Manifest." +"permission#BROADCAST_SMS]BROADCAST_SMS[/url]." +msgstr "" +"允许应用程序广播短信接收通知。见 [url=https://developer.android.com/reference/" +"android/Manifest.permission#BROADCAST_SMS]BROADCAST_SMS[/url]。" + +msgid "" +"Allows an application to broadcast sticky intents. See [url=https://developer." +"android.com/reference/android/Manifest." +"permission#BROADCAST_STICKY]BROADCAST_STICKY[/url]." +msgstr "" +"允许应用程序广播粘性意图。见 [url=https://developer.android.com/reference/" +"android/Manifest.permission#BROADCAST_STICKY]BROADCAST_STICKY[/url]。" + +msgid "" +"Allows an application to broadcast a WAP PUSH receipt notification. See " +"[url=https://developer.android.com/reference/android/Manifest." +"permission#BROADCAST_WAP_PUSH]BROADCAST_WAP_PUSH[/url]." +msgstr "" +"允许应用程序广播 WAP PUSH 回执通知。见 [url=https://developer.android.com/" +"reference/android/Manifest.permission#BROADCAST_WAP_PUSH]BROADCAST_WAP_PUSH[/" +"url]。" + +msgid "" +"Allows an application to initiate a phone call without going through the " +"Dialer user interface. See [url=https://developer.android.com/reference/" +"android/Manifest.permission#CALL_PHONE]CALL_PHONE[/url]." +msgstr "" +"允许应用程序无需通过拨号器用户界面即可发起电话呼叫。见 [url=https://developer." +"android.com/reference/android/Manifest.permission#CALL_PHONE]CALL_PHONE[/" +"url]。" + +msgid "" +"Allows an application to call any phone number, including emergency numbers, " +"without going through the Dialer user interface. See [url=https://developer." +"android.com/reference/android/Manifest." +"permission#CALL_PRIVILEGED]CALL_PRIVILEGED[/url]." +msgstr "" +"允许应用程序无需通过拨号器用户界面,即可拨打任意电话号码,包括紧急号码。见 " +"[url=https://developer.android.com/reference/android/Manifest." +"permission#CALL_PRIVILEGED]CALL_PRIVILEGED[/url]。" + +msgid "" +"Required to be able to access the camera device. See [url=https://developer." +"android.com/reference/android/Manifest.permission#CAMERA]CAMERA[/url]." +msgstr "" +"能够访问相机设备必须要求此权限。见 [url=https://developer.android.com/" +"reference/android/Manifest.permission#CAMERA]CAMERA[/url]。" + +msgid "" +"Allows an application to capture audio output. See [url=https://developer." +"android.com/reference/android/Manifest." +"permission#CAPTURE_AUDIO_OUTPUT]CAPTURE_AUDIO_OUTPUT[/url]." +msgstr "" +"允许应用程序捕获音频输出。见 [url=https://developer.android.com/reference/" +"android/Manifest.permission#CAPTURE_AUDIO_OUTPUT]CAPTURE_AUDIO_OUTPUT[/url]。" + +msgid "Allows an application to capture secure video output." +msgstr "允许应用程序捕获安全的视频输出。" + +msgid "Allows an application to capture video output." +msgstr "允许应用程序捕获视频输出。" + +msgid "" +"Allows an application to change whether an application component (other than " +"its own) is enabled or not. See [url=https://developer.android.com/reference/" +"android/Manifest." +"permission#CHANGE_COMPONENT_ENABLED_STATE]CHANGE_COMPONENT_ENABLED_STATE[/" +"url]." +msgstr "" +"允许应用程序更改是否启用应用程序组件(除了它自己的组件)。见 [url=https://" +"developer.android.com/reference/android/Manifest." +"permission#CHANGE_COMPONENT_ENABLED_STATE]CHANGE_COMPONENT_ENABLED_STATE[/" +"url]。" + +msgid "" +"Allows an application to modify the current configuration, such as locale. " +"See [url=https://developer.android.com/reference/android/Manifest." +"permission#CHANGE_CONFIGURATION]CHANGE_CONFIGURATION[/url]." +msgstr "" +"允许应用程序修改当前配置,例如区域设置。见 [url=https://developer.android.com/" +"reference/android/Manifest." +"permission#CHANGE_CONFIGURATION]CHANGE_CONFIGURATION[/url]。" + +msgid "" +"Allows applications to change network connectivity state. See [url=https://" +"developer.android.com/reference/android/Manifest." +"permission#CHANGE_NETWORK_STATE]CHANGE_NETWORK_STATE[/url]." +msgstr "" +"允许应用程序更改网络连接状态。见 [url=https://developer.android.com/reference/" +"android/Manifest.permission#CHANGE_NETWORK_STATE]CHANGE_NETWORK_STATE[/url]。" + +msgid "" +"Allows applications to enter Wi-Fi Multicast mode. See [url=https://developer." +"android.com/reference/android/Manifest." +"permission#CHANGE_WIFI_MULTICAST_STATE]CHANGE_WIFI_MULTICAST_STATE[/url]." +msgstr "" +"允许应用程序进入 Wi-Fi 多播模式。见 [url=https://developer.android.com/" +"reference/android/Manifest." +"permission#CHANGE_WIFI_MULTICAST_STATE]CHANGE_WIFI_MULTICAST_STATE[/url]。" + +msgid "" +"Allows applications to change Wi-Fi connectivity state. See [url=https://" +"developer.android.com/reference/android/Manifest." +"permission#CHANGE_WIFI_STATE]CHANGE_WIFI_STATE[/url]." +msgstr "" +"允许应用程序更改 Wi-Fi 连接状态。见 [url=https://developer.android.com/" +"reference/android/Manifest.permission#CHANGE_WIFI_STATE]CHANGE_WIFI_STATE[/" +"url]。" + +msgid "" +"Allows an application to clear the caches of all installed applications on " +"the device. See [url=https://developer.android.com/reference/android/Manifest." +"permission#CLEAR_APP_CACHE]CLEAR_APP_CACHE[/url]." +msgstr "" +"允许应用程序清除设备上所有已安装应用程序的缓存。见 [url=https://developer." +"android.com/reference/android/Manifest." +"permission#CLEAR_APP_CACHE]CLEAR_APP_CACHE[/url]。" + +msgid "Allows an application to clear user data." +msgstr "允许应用程序清除用户数据。" + +msgid "" +"Allows enabling/disabling location update notifications from the radio. See " +"[url=https://developer.android.com/reference/android/Manifest." +"permission#CONTROL_LOCATION_UPDATES]CONTROL_LOCATION_UPDATES[/url]." +msgstr "" +"允许启用/禁用无线电的位置更新通知。见 [url=https://developer.android.com/" +"reference/android/Manifest." +"permission#CONTROL_LOCATION_UPDATES]CONTROL_LOCATION_UPDATES[/url]。" + +msgid "Array of custom permission strings." +msgstr "自定义权限字符串数组。" + +msgid "Deprecated." +msgstr "已弃用。" + +msgid "" +"Allows an application to delete packages. See [url=https://developer.android." +"com/reference/android/Manifest.permission#DELETE_PACKAGES]DELETE_PACKAGES[/" +"url]." +msgstr "" +"允许应用程序删除包。见 [url=https://developer.android.com/reference/android/" +"Manifest.permission#DELETE_PACKAGES]DELETE_PACKAGES[/url]。" + +msgid "Allows low-level access to power management." +msgstr "允许对电源管理进行低级访问。" + +msgid "" +"Allows applications to RW to diagnostic resources. See [url=https://developer." +"android.com/reference/android/Manifest.permission#DIAGNOSTIC]DIAGNOSTIC[/url]." +msgstr "" +"允许应用程序读写诊断资源。见 [url=https://developer.android.com/reference/" +"android/Manifest.permission#DIAGNOSTIC]DIAGNOSTIC[/url]。" + +msgid "" +"Allows applications to disable the keyguard if it is not secure. See " +"[url=https://developer.android.com/reference/android/Manifest." +"permission#DISABLE_KEYGUARD]DISABLE_KEYGUARD[/url]." +msgstr "" +"如果键盘保护不安全,则允许应用程序禁用它。见 [url=https://developer.android." +"com/reference/android/Manifest.permission#DISABLE_KEYGUARD]DISABLE_KEYGUARD[/" +"url]。" + +msgid "" +"Allows an application to retrieve state dump information from system " +"services. See [url=https://developer.android.com/reference/android/Manifest." +"permission#DUMP]DUMP[/url]." +msgstr "" +"允许应用程序从系统服务检索状态转储信息。见 [url=https://developer.android.com/" +"reference/android/Manifest.permission#DUMP]DUMP[/url]。" + +msgid "" +"Allows an application to expand or collapse the status bar. See [url=https://" +"developer.android.com/reference/android/Manifest." +"permission#EXPAND_STATUS_BAR]EXPAND_STATUS_BAR[/url]." +msgstr "" +"允许应用程序展开或折叠状态栏。见 [url=https://developer.android.com/reference/" +"android/Manifest.permission#EXPAND_STATUS_BAR]EXPAND_STATUS_BAR[/url]。" + +msgid "" +"Run as a manufacturer test application, running as the root user. See " +"[url=https://developer.android.com/reference/android/Manifest." +"permission#FACTORY_TEST]FACTORY_TEST[/url]." +msgstr "" +"作为制造商测试应用程序运行,以 root 用户身份运行。见 [url=https://developer." +"android.com/reference/android/Manifest.permission#FACTORY_TEST]FACTORY_TEST[/" +"url]。" + +msgid "Allows access to the flashlight." +msgstr "允许访问手电筒。" + +msgid "" +"Allows an application to force a BACK operation on whatever is the top " +"activity." +msgstr "允许应用程序对任何顶部 activity 强制执行 BACK 操作。" + +msgid "" +"Allows access to the list of accounts in the Accounts Service. See " +"[url=https://developer.android.com/reference/android/Manifest." +"permission#GET_ACCOUNTS]GET_ACCOUNTS[/url]." +msgstr "" +"允许访问帐户服务中的帐户列表。见 [url=https://developer.android.com/reference/" +"android/Manifest.permission#GET_ACCOUNTS]GET_ACCOUNTS[/url]。" + +msgid "" +"Allows an application to find out the space used by any package. See " +"[url=https://developer.android.com/reference/android/Manifest." +"permission#GET_PACKAGE_SIZE]GET_PACKAGE_SIZE[/url]." +msgstr "" +"允许应用程序找出任何包所使用的空间。见 [url=https://developer.android.com/" +"reference/android/Manifest.permission#GET_PACKAGE_SIZE]GET_PACKAGE_SIZE[/" +"url]。" + +msgid "Deprecated in API level 21." +msgstr "在 API 级别 21 中已弃用。" + +msgid "" +"Allows an application to retrieve private information about the current top " +"activity." +msgstr "允许应用程序检索有关当前顶部 activity 的私有信息。" + +msgid "" +"Used on content providers to allow the global search system to access their " +"data. See [url=https://developer.android.com/reference/android/Manifest." +"permission#GLOBAL_SEARCH]GLOBAL_SEARCH[/url]." +msgstr "" +"用于内容提供商,以允许全局搜索系统访问其数据。见 [url=https://developer." +"android.com/reference/android/Manifest." +"permission#GLOBAL_SEARCH]GLOBAL_SEARCH[/url]。" + +msgid "Allows access to hardware peripherals." +msgstr "允许访问硬件外围设备。" + +msgid "" +"Allows an application to inject user events (keys, touch, trackball) into the " +"event stream and deliver them to ANY window." +msgstr "" +"允许应用程序将用户事件(按键、触摸、轨迹球)注入事件流并将它们传递到任意窗口。" + +msgid "" +"Allows an application to install a location provider into the Location " +"Manager. See [url=https://developer.android.com/reference/android/Manifest." +"permission#INSTALL_LOCATION_PROVIDER]INSTALL_LOCATION_PROVIDER[/url]." +msgstr "" +"允许应用程序将位置提供程序安装到位置管理器中。见 [url=https://developer." +"android.com/reference/android/Manifest." +"permission#INSTALL_LOCATION_PROVIDER]INSTALL_LOCATION_PROVIDER[/url]。" + +msgid "" +"Allows an application to install packages. See [url=https://developer.android." +"com/reference/android/Manifest.permission#INSTALL_PACKAGES]INSTALL_PACKAGES[/" +"url]." +msgstr "" +"允许应用程序安装软件包。见 [url=https://developer.android.com/reference/" +"android/Manifest.permission#INSTALL_PACKAGES]INSTALL_PACKAGES[/url]。" + +msgid "" +"Allows an application to install a shortcut in Launcher. See [url=https://" +"developer.android.com/reference/android/Manifest." +"permission#INSTALL_SHORTCUT]INSTALL_SHORTCUT[/url]." +msgstr "" +"允许应用程序在启动器中安装快捷方式。见 [url=https://developer.android.com/" +"reference/android/Manifest.permission#INSTALL_SHORTCUT]INSTALL_SHORTCUT[/" +"url]。" + +msgid "" +"Allows an application to open windows that are for use by parts of the system " +"user interface." +msgstr "允许应用程序打开供系统用户界面部分使用的窗口。" + +msgid "" +"Allows applications to open network sockets. See [url=https://developer." +"android.com/reference/android/Manifest.permission#INTERNET]INTERNET[/url]." +msgstr "" +"允许应用程序打开网络套接字。见 [url=https://developer.android.com/reference/" +"android/Manifest.permission#INTERNET]INTERNET[/url]。" + +msgid "" +"Allows an application to call ActivityManager." +"killBackgroundProcesses(String). See [url=https://developer.android.com/" +"reference/android/Manifest." +"permission#KILL_BACKGROUND_PROCESSES]KILL_BACKGROUND_PROCESSES[/url]." +msgstr "" +"允许应用程序调用 ActivityManager.killBackgroundProcesses(String)。见 " +"[url=https://developer.android.com/reference/android/Manifest." +"permission#KILL_BACKGROUND_PROCESSES]KILL_BACKGROUND_PROCESSES[/url]。" + +msgid "" +"Allows an application to use location features in hardware, such as the " +"geofencing api. See [url=https://developer.android.com/reference/android/" +"Manifest.permission#LOCATION_HARDWARE]LOCATION_HARDWARE[/url]." +msgstr "" +"允许应用程序使用硬件中的位置功能,例如地理围栏 API。见 [url=https://developer." +"android.com/reference/android/Manifest." +"permission#LOCATION_HARDWARE]LOCATION_HARDWARE[/url]。" + +msgid "" +"Allows an application to manage the list of accounts in the AccountManager." +msgstr "允许应用程序管理 AccountManager 中的帐户列表。" + +msgid "" +"Allows an application to manage (create, destroy, Z-order) application tokens " +"in the window manager." +msgstr "允许应用程序在窗口管理器中管理(创建、销毁、Z 排序)应用程序令牌。" + +msgid "" +"Allows an application to manage access to documents, usually as part of a " +"document picker. See [url=https://developer.android.com/reference/android/" +"Manifest.permission#MANAGE_DOCUMENTS]MANAGE_DOCUMENTS[/url]." +msgstr "" +"允许应用程序管理对文档的访问,通常作为文档选择器的一部分。见 [url=https://" +"developer.android.com/reference/android/Manifest." +"permission#MANAGE_DOCUMENTS]MANAGE_DOCUMENTS[/url]。" + +msgid "" +"Allows an application a broad access to external storage in scoped storage. " +"See [url=https://developer.android.com/reference/android/Manifest." +"permission#MANAGE_EXTERNAL_STORAGE]MANAGE_EXTERNAL_STORAGE[/url]." +msgstr "" +"允许应用程序广泛访问范围存储中的外部存储。见 [url=https://developer.android." +"com/reference/android/Manifest." +"permission#MANAGE_EXTERNAL_STORAGE]MANAGE_EXTERNAL_STORAGE[/url]。" + +msgid "" +"See [url=https://developer.android.com/reference/android/Manifest." +"permission#MASTER_CLEAR]MASTER_CLEAR[/url]." +msgstr "" +"见 [url=https://developer.android.com/reference/android/Manifest." +"permission#MASTER_CLEAR]MASTER_CLEAR[/url]。" + +msgid "" +"Allows an application to know what content is playing and control its " +"playback. See [url=https://developer.android.com/reference/android/Manifest." +"permission#MEDIA_CONTENT_CONTROL]MEDIA_CONTENT_CONTROL[/url]." +msgstr "" +"允许应用程序了解正在播放的内容并控制其播放。见 [url=https://developer.android." +"com/reference/android/Manifest." +"permission#MEDIA_CONTENT_CONTROL]MEDIA_CONTENT_CONTROL[/url]。" + +msgid "" +"Allows an application to modify global audio settings. See [url=https://" +"developer.android.com/reference/android/Manifest." +"permission#MODIFY_AUDIO_SETTINGS]MODIFY_AUDIO_SETTINGS[/url]." +msgstr "" +"允许应用程序修改全局音频设置。见 [url=https://developer.android.com/reference/" +"android/Manifest.permission#MODIFY_AUDIO_SETTINGS]MODIFY_AUDIO_SETTINGS[/" +"url]。" + +msgid "" +"Allows modification of the telephony state - power on, mmi, etc. Does not " +"include placing calls. See [url=https://developer.android.com/reference/" +"android/Manifest.permission#MODIFY_PHONE_STATE]MODIFY_PHONE_STATE[/url]." +msgstr "" +"允许修改电话状态 - 开机、mmi 等。不包括拨打电话。见 [url=https://developer." +"android.com/reference/android/Manifest." +"permission#MODIFY_PHONE_STATE]MODIFY_PHONE_STATE[/url]。" + +msgid "" +"Allows formatting file systems for removable storage. See [url=https://" +"developer.android.com/reference/android/Manifest." +"permission#MOUNT_FORMAT_FILESYSTEMS]MOUNT_FORMAT_FILESYSTEMS[/url]." +msgstr "" +"允许格式化可移动存储的文件系统。见 [url=https://developer.android.com/" +"reference/android/Manifest." +"permission#MOUNT_FORMAT_FILESYSTEMS]MOUNT_FORMAT_FILESYSTEMS[/url]。" + +msgid "" +"Allows mounting and unmounting file systems for removable storage. See " +"[url=https://developer.android.com/reference/android/Manifest." +"permission#MOUNT_UNMOUNT_FILESYSTEMS]MOUNT_UNMOUNT_FILESYSTEMS[/url]." +msgstr "" +"允许挂载和卸载可移动存储的文件系统。见 [url=https://developer.android.com/" +"reference/android/Manifest." +"permission#MOUNT_UNMOUNT_FILESYSTEMS]MOUNT_UNMOUNT_FILESYSTEMS[/url]。" + +msgid "" +"Allows applications to perform I/O operations over NFC. See [url=https://" +"developer.android.com/reference/android/Manifest.permission#NFC]NFC[/url]." +msgstr "" +"允许应用程序通过 NFC 执行 I/O 操作。见 [url=https://developer.android.com/" +"reference/android/Manifest.permission#NFC]NFC[/url]。" + +msgid "" +"Allow an application to make its activities persistent.\n" +"Deprecated in API level 15." +msgstr "" +"允许应用程序使其 activity 持久化。\n" +"在 API 级别 15 中已弃用。" + +msgid "" +"Allows an application to see the number being dialed during an outgoing call " +"with the option to redirect the call to a different number or abort the call " +"altogether. See [url=https://developer.android.com/reference/android/Manifest." +"permission#PROCESS_OUTGOING_CALLS]PROCESS_OUTGOING_CALLS[/url].\n" +"Deprecated in API level 29." +msgstr "" +"允许应用程序查看拨出呼叫期间拨打的号码,并可以选择将呼叫重定向到其他号码或完全" +"中止呼叫。见 [url=https://developer.android.com/reference/android/Manifest." +"permission#PROCESS_OUTGOING_CALLS]PROCESS_OUTGOING_CALLS[/url]。\n" +"在 API 级别 29 中已弃用。" + +msgid "" +"Allows an application to read the user's calendar data. See [url=https://" +"developer.android.com/reference/android/Manifest." +"permission#READ_CALENDAR]READ_CALENDAR[/url]." +msgstr "" +"允许应用程序读取用户的日历数据。见 [url=https://developer.android.com/" +"reference/android/Manifest.permission#READ_CALENDAR]READ_CALENDAR[/url]。" + +msgid "" +"Allows an application to read the user's call log. See [url=https://developer." +"android.com/reference/android/Manifest." +"permission#READ_CALL_LOG]READ_CALL_LOG[/url]." +msgstr "" +"允许应用程序读取用户的通话记录。见 [url=https://developer.android.com/" +"reference/android/Manifest.permission#READ_CALL_LOG]READ_CALL_LOG[/url]。" + +msgid "" +"Allows an application to read the user's contacts data. See [url=https://" +"developer.android.com/reference/android/Manifest." +"permission#READ_CONTACTS]READ_CONTACTS[/url]." +msgstr "" +"允许应用程序读取用户的联系人数据。见 [url=https://developer.android.com/" +"reference/android/Manifest.permission#READ_CONTACTS]READ_CONTACTS[/url]。" + +msgid "" +"Allows an application to read from external storage. See [url=https://" +"developer.android.com/reference/android/Manifest." +"permission#READ_EXTERNAL_STORAGE]READ_EXTERNAL_STORAGE[/url].\n" +"Deprecated in API level 33." +msgstr "" +"允许应用程序从外部存储中读取数据。见 [url=https://developer.android.com/" +"reference/android/Manifest." +"permission#READ_EXTERNAL_STORAGE]READ_EXTERNAL_STORAGE[/url]。\n" +"在 API 级别 33 中已弃用。" + +msgid "" +"Allows an application to take screen shots and more generally get access to " +"the frame buffer data." +msgstr "允许应用程序截取屏幕截图,并且更常见的是访问帧缓冲区数据。" + +msgid "" +"Allows an application to read (but not write) the user's browsing history and " +"bookmarks." +msgstr "允许应用程序读取(但不能写入)用户的浏览历史记录和书签。" + +msgid "Deprecated in API level 16." +msgstr "在 API 级别 16 中已弃用。" + +msgid "" +"Allows an application to read the low-level system log files. See " +"[url=https://developer.android.com/reference/android/Manifest." +"permission#READ_LOGS]READ_LOGS[/url]." +msgstr "" +"允许应用程序读取低级系统日志文件。见 [url=https://developer.android.com/" +"reference/android/Manifest.permission#READ_LOGS]READ_LOGS[/url]。" + +msgid "" +"Allows read only access to phone state. See [url=https://developer.android." +"com/reference/android/Manifest.permission#READ_PHONE_STATE]READ_PHONE_STATE[/" +"url]." +msgstr "" +"允许对电话状态进行只读访问。见 [url=https://developer.android.com/reference/" +"android/Manifest.permission#READ_PHONE_STATE]READ_PHONE_STATE[/url]。" + +msgid "Allows an application to read the user's personal profile data." +msgstr "允许应用程序读取用户的个人配置文件数据。" + +msgid "" +"Allows an application to read SMS messages. See [url=https://developer." +"android.com/reference/android/Manifest.permission#READ_SMS]READ_SMS[/url]." +msgstr "" +"允许应用程序读取 SMS 消息。见 [url=https://developer.android.com/reference/" +"android/Manifest.permission#READ_SMS]READ_SMS[/url]。" + +msgid "Allows an application to read from the user's social stream." +msgstr "允许应用程序读取用户的社交流。" + +msgid "" +"Allows applications to read the sync settings. See [url=https://developer." +"android.com/reference/android/Manifest." +"permission#READ_SYNC_SETTINGS]READ_SYNC_SETTINGS[/url]." +msgstr "" +"允许应用程序读取同步设置。见 [url=https://developer.android.com/reference/" +"android/Manifest.permission#READ_SYNC_SETTINGS]READ_SYNC_SETTINGS[/url]。" + +msgid "" +"Allows applications to read the sync stats. See [url=https://developer." +"android.com/reference/android/Manifest." +"permission#READ_SYNC_STATS]READ_SYNC_STATS[/url]." +msgstr "" +"允许应用程序读取同步统计信息。见 [url=https://developer.android.com/reference/" +"android/Manifest.permission#READ_SYNC_STATS]READ_SYNC_STATS[/url]。" + +msgid "Allows an application to read the user dictionary." +msgstr "允许应用程序读取用户词典。" + +msgid "" +"Required to be able to reboot the device. See [url=https://developer.android." +"com/reference/android/Manifest.permission#REBOOT]REBOOT[/url]." +msgstr "" +"能够重新启动设备必须要求此权限。见 [url=https://developer.android.com/" +"reference/android/Manifest.permission#REBOOT]REBOOT[/url]。" + msgid "" "Allows an application to receive the Intent.ACTION_BOOT_COMPLETED that is " "broadcast after the system finishes booting. See [url=https://developer." @@ -32612,8 +34675,8 @@ msgid "" "android.com/reference/android/Manifest.permission#RECEIVE_SMS]RECEIVE_SMS[/" "url]." msgstr "" -"允许应用程序接收短信。见 [url=https://developer.android.com/reference/" -"android/Manifest.permission#RECEIVE_SMS]RECEIVE_SMS[/url]。" +"允许应用程序接收短信。见 [url=https://developer.android.com/reference/android/" +"Manifest.permission#RECEIVE_SMS]RECEIVE_SMS[/url]。" msgid "" "Allows an application to receive WAP push messages. See [url=https://" @@ -32625,8 +34688,8 @@ msgstr "" "url]。" msgid "" -"Allows an application to record audio. See [url=https://developer.android." -"com/reference/android/Manifest.permission#RECORD_AUDIO]RECORD_AUDIO[/url]." +"Allows an application to record audio. See [url=https://developer.android.com/" +"reference/android/Manifest.permission#RECORD_AUDIO]RECORD_AUDIO[/url]." msgstr "" "允许应用程序录音。见 [url=https://developer.android.com/reference/android/" "Manifest.permission#RECORD_AUDIO]RECORD_AUDIO[/url]。" @@ -32644,20 +34707,20 @@ msgstr "API 级别 15 中废弃。" msgid "" "Allows an application (Phone) to send a request to other applications to " -"handle the respond-via-message action during incoming calls. See " -"[url=https://developer.android.com/reference/android/Manifest." +"handle the respond-via-message action during incoming calls. See [url=https://" +"developer.android.com/reference/android/Manifest." "permission#SEND_RESPOND_VIA_MESSAGE]SEND_RESPOND_VIA_MESSAGE[/url]." msgstr "" -"允许应用程序(手机)在接听电话时向其他应用程序发送对“通过短信回复”动作的处理" -"请求。见 [url=https://developer.android.com/reference/android/Manifest." +"允许应用程序(手机)在接听电话时向其他应用程序发送对“通过短信回复”动作的处理请" +"求。见 [url=https://developer.android.com/reference/android/Manifest." "permission#SEND_RESPOND_VIA_MESSAGE]SEND_RESPOND_VIA_MESSAGE[/url]。" msgid "" "Allows an application to send SMS messages. See [url=https://developer." "android.com/reference/android/Manifest.permission#SEND_SMS]SEND_SMS[/url]." msgstr "" -"允许应用程序发送短信。见 [url=https://developer.android.com/reference/" -"android/Manifest.permission#SEND_SMS]SEND_SMS[/url]。" +"允许应用程序发送短信。见 [url=https://developer.android.com/reference/android/" +"Manifest.permission#SEND_SMS]SEND_SMS[/url]。" msgid "" "Allows an application to watch and control how activities are started " @@ -32698,8 +34761,8 @@ msgstr "" "android/Manifest.permission#SET_DEBUG_APP]SET_DEBUG_APP[/url]。" msgid "" -"Allows low-level access to setting the orientation (actually rotation) of " -"the screen." +"Allows low-level access to setting the orientation (actually rotation) of the " +"screen." msgstr "允许对设置屏幕朝向(本质为旋转)的功能进行底层访问。" msgid "Allows low-level access to setting the pointer speed." @@ -32752,8 +34815,8 @@ msgid "" "processes. See [url=https://developer.android.com/reference/android/Manifest." "permission#SIGNAL_PERSISTENT_PROCESSES]SIGNAL_PERSISTENT_PROCESSES[/url]." msgstr "" -"允许应用程序请求将信号发送到所有持久化进程。见 [url=https://developer." -"android.com/reference/android/Manifest." +"允许应用程序请求将信号发送到所有持久化进程。见 [url=https://developer.android." +"com/reference/android/Manifest." "permission#SIGNAL_PERSISTENT_PROCESSES]SIGNAL_PERSISTENT_PROCESSES[/url]。" msgid "" @@ -32776,8 +34839,8 @@ msgid "" "permission#SYSTEM_ALERT_WINDOW]SYSTEM_ALERT_WINDOW[/url]." msgstr "" "允许应用使用 WindowManager.LayoutParams.TYPE_APPLICATION_OVERLAY 类型创建显示" -"在其他应用之上的窗口。见 [url=https://developer.android.com/reference/" -"android/Manifest.permission#SYSTEM_ALERT_WINDOW]SYSTEM_ALERT_WINDOW[/url]。" +"在其他应用之上的窗口。见 [url=https://developer.android.com/reference/android/" +"Manifest.permission#SYSTEM_ALERT_WINDOW]SYSTEM_ALERT_WINDOW[/url]。" msgid "" "Allows using the device's IR transmitter, if available. See [url=https://" @@ -32788,8 +34851,8 @@ msgstr "" "android/Manifest.permission#TRANSMIT_IR]TRANSMIT_IR[/url]。" msgid "" -"Allows an application to update device statistics. See [url=https://" -"developer.android.com/reference/android/Manifest." +"Allows an application to update device statistics. See [url=https://developer." +"android.com/reference/android/Manifest." "permission#UPDATE_DEVICE_STATS]UPDATE_DEVICE_STATS[/url]." msgstr "" "允许应用程序对设备统计信息进行更新。见 [url=https://developer.android.com/" @@ -32814,17 +34877,17 @@ msgstr "" "Manifest.permission#VIBRATE]VIBRATE[/url]。" msgid "" -"Allows using PowerManager WakeLocks to keep processor from sleeping or " -"screen from dimming. See [url=https://developer.android.com/reference/" -"android/Manifest.permission#WAKE_LOCK]WAKE_LOCK[/url]." +"Allows using PowerManager WakeLocks to keep processor from sleeping or screen " +"from dimming. See [url=https://developer.android.com/reference/android/" +"Manifest.permission#WAKE_LOCK]WAKE_LOCK[/url]." msgstr "" "允许使用 PowerManager WakeLock 放置处理器进入休眠或屏幕变暗。见 [url=https://" "developer.android.com/reference/android/Manifest." "permission#WAKE_LOCK]WAKE_LOCK[/url]。" msgid "" -"Allows applications to write the apn settings and read sensitive fields of " -"an existing apn settings like user and password. See [url=https://developer." +"Allows applications to write the apn settings and read sensitive fields of an " +"existing apn settings like user and password. See [url=https://developer." "android.com/reference/android/Manifest." "permission#WRITE_APN_SETTINGS]WRITE_APN_SETTINGS[/url]." msgstr "" @@ -32837,17 +34900,16 @@ msgid "" "developer.android.com/reference/android/Manifest." "permission#WRITE_CALENDAR]WRITE_CALENDAR[/url]." msgstr "" -"允许应用程序对用户的日历数据进行写操作。见 [url=https://developer.android." -"com/reference/android/Manifest.permission#WRITE_CALENDAR]WRITE_CALENDAR[/" -"url]。" +"允许应用程序对用户的日历数据进行写操作。见 [url=https://developer.android.com/" +"reference/android/Manifest.permission#WRITE_CALENDAR]WRITE_CALENDAR[/url]。" msgid "" "Allows an application to write (but not read) the user's call log data. See " "[url=https://developer.android.com/reference/android/Manifest." "permission#WRITE_CALL_LOG]WRITE_CALL_LOG[/url]." msgstr "" -"允许应用程序对用户的通话记录数据进行写操作(不会允许读操作)。见 " -"[url=https://developer.android.com/reference/android/Manifest." +"允许应用程序对用户的通话记录数据进行写操作(不会允许读操作)。见 [url=https://" +"developer.android.com/reference/android/Manifest." "permission#WRITE_CALL_LOG]WRITE_CALL_LOG[/url]。" msgid "" @@ -32873,13 +34935,12 @@ msgid "" "developer.android.com/reference/android/Manifest." "permission#WRITE_GSERVICES]WRITE_GSERVICES[/url]." msgstr "" -"允许应用程序对 Google 服务映射进行修改。见 [url=https://developer.android." -"com/reference/android/Manifest.permission#WRITE_GSERVICES]WRITE_GSERVICES[/" -"url]。" +"允许应用程序对 Google 服务映射进行修改。见 [url=https://developer.android.com/" +"reference/android/Manifest.permission#WRITE_GSERVICES]WRITE_GSERVICES[/url]。" msgid "" -"Allows an application to write (but not read) the user's browsing history " -"and bookmarks." +"Allows an application to write (but not read) the user's browsing history and " +"bookmarks." msgstr "允许应用程序对用户的浏览器历史和收藏进行写操作(不会允许读操作)。" msgid "" @@ -32892,8 +34953,8 @@ msgid "" "[url=https://developer.android.com/reference/android/Manifest." "permission#WRITE_SECURE_SETTINGS]WRITE_SECURE_SETTINGS[/url]." msgstr "" -"允许应用程序对安全系统设置进行读写操作。见 [url=https://developer.android." -"com/reference/android/Manifest." +"允许应用程序对安全系统设置进行读写操作。见 [url=https://developer.android.com/" +"reference/android/Manifest." "permission#WRITE_SECURE_SETTINGS]WRITE_SECURE_SETTINGS[/url]。" msgid "" @@ -32941,8 +35002,8 @@ msgid "" msgstr "表示应用程序是否支持超大屏幕尺寸。" msgid "" -"If [code]true[/code], allows the application to participate in the backup " -"and restore infrastructure." +"If [code]true[/code], allows the application to participate in the backup and " +"restore infrastructure." msgstr "如果为 [code]true[/code],则允许应用程序参与基础设施的备份与恢复。" msgid "Machine-readable application version." @@ -32957,6 +35018,316 @@ msgstr "iOS 导出器。" msgid "Exporting for iOS" msgstr "为 iOS 导出" +msgid "" +"Apple Team ID, unique 10-character string. To locate your Team ID check " +"\"Membership details\" section in your Apple developer account dashboard, or " +"\"Organizational Unit\" of your code signing certificate. See [url=https://" +"developer.apple.com/help/account/manage-your-team/locate-your-team-id]Locate " +"your Team ID[/url]." +msgstr "" +"Apple 团队 ID,唯一的 10 字符的字符串。要找到你的团队 ID,请检查 Apple 开发者" +"帐户仪表板中的“会员详细信息”部分,或代码签名证书的“组织单位”。见 [url=https://" +"developer.apple.com/cn/help/account/manage-your-team/locate-your-team-id]查找" +"你的团队 ID[/url]。" + +msgid "" +"The \"Full Name\", \"Common Name\" or SHA-1 hash of the signing identity used " +"for debug export." +msgstr "用于调试导出的签名身份的“全名”、“通用名”或 SHA-1 哈希值。" + +msgid "" +"The \"Full Name\", \"Common Name\" or SHA-1 hash of the signing identity used " +"for release export." +msgstr "用于发布导出的签名身份的“全名”、“通用名”或 SHA-1 哈希值。" + +msgid "Application distribution target (debug export)." +msgstr "应用程序分发目标(调试导出)。" + +msgid "Application distribution target (release export)." +msgstr "应用程序分发目标(发布导出)。" + +msgid "Interpolation method used to resize application icon." +msgstr "用于调整应用程序图标大小的插值方法。" + +msgid "Interpolation method used to resize launch screen images." +msgstr "用于调整启动屏幕图像大小的插值方法。" + +msgid "" +"UUID of the provisioning profile. If left empty, Xcode will download or " +"create a provisioning profile automatically. See [url=https://developer.apple." +"com/help/account/manage-profiles/edit-download-or-delete-profiles]Edit, " +"download, or delete provisioning profiles[/url].\n" +"Can be overridden with the environment variable " +"[code]GODOT_IOS_PROVISIONING_PROFILE_UUID_DEBUG[/code]." +msgstr "" +"预置描述文件的 UUID。如果留空,则 Xcode 会自动下载或创建一个预置描述文件。见" +"[url=https://developer.apple.com/cn/help/account/manage-profiles/edit-" +"download-or-delete-profiles/]编辑、下载或删除预置描述文件[/url]。\n" +"可以使用环境变量 [code]GODOT_IOS_PROVISIONING_PROFILE_UUID_DEBUG[/code] 覆盖。" + +msgid "" +"UUID of the provisioning profile. If left empty, Xcode will download or " +"create a provisioning profile automatically. See [url=https://developer.apple." +"com/help/account/manage-profiles/edit-download-or-delete-profiles]Edit, " +"download, or delete provisioning profiles[/url].\n" +"Can be overridden with the environment variable " +"[code]GODOT_IOS_PROVISIONING_PROFILE_UUID_RELEASE[/code]." +msgstr "" +"预置描述文件的 UUID。如果留空,则 Xcode 会自动下载或创建一个预置描述文件。见" +"[url=https://developer.apple.com/cn/help/account/manage-profiles/edit-" +"download-or-delete-profiles/]编辑、下载或删除预置描述文件[/url]。\n" +"可以使用环境变量 [code]GODOT_IOS_PROVISIONING_PROFILE_UUID_RELEASE[/code] 覆" +"盖。" + +msgid "" +"Application version visible to the user, can only contain numeric characters " +"([code]0-9[/code]) and periods ([code].[/code])." +msgstr "" +"用户可见的应用程序版本,只能包含数字字符([code]0-9[/code])和句点([code].[/" +"code])。" + +msgid "A four-character creator code that is specific to the bundle. Optional." +msgstr "特定于该捆绑包的四字符创建者码。可选的。" + +msgid "Supported device family." +msgstr "支持的设备家族。" + +msgid "" +"Machine-readable application version, in the [code]major.minor.patch[/code] " +"format, can only contain numeric characters ([code]0-9[/code]) and periods " +"([code].[/code])." +msgstr "" +"机器可读的应用程序版本,采用 [code]major.minor.patch[/code] 格式,只能包含数字" +"字符 ([code]0-9[/code]) 和句点 ([code].[/code])。" + +msgid "" +"If [code]true[/code], networking features related to Wi-Fi access are " +"enabled. See [url=https://developer.apple.com/support/required-device-" +"capabilities/]Required Device Capabilities[/url]." +msgstr "" +"如果为 [code]true[/code],则启用与 Wi-Fi 访问相关的网络功能。见 [url=https://" +"developer.apple.com/cn/support/required-device-capabilities/]App 所需的设备功" +"能[/url]。" + +msgid "" +"If [code]true[/code], push notifications are enabled. See [url=https://" +"developer.apple.com/support/required-device-capabilities/]Required Device " +"Capabilities[/url]." +msgstr "" +"如果为 [code]true[/code],则启用推送通知。见 [url=https://developer.apple.com/" +"cn/support/required-device-capabilities/]App 所需的设备功能[/url]。" + +msgid "" +"App Store application icon file. If left empty, it will fallback to [member " +"ProjectSettings.application/config/icon]. See [url=https://developer.apple." +"com/design/human-interface-guidelines/foundations/app-icons]App icons[/url]." +msgstr "" +"App Store 应用程序图标文件。如果留空,则会回退至 [member ProjectSettings." +"application/config/icon]。见 [url=https://developer.apple.com/cn/design/human-" +"interface-guidelines/app-icons]App 图标[/url]。" + +msgid "" +"Home screen application icon file on iPad (1x DPI). If left empty, it will " +"fallback to [member ProjectSettings.application/config/icon]. See " +"[url=https://developer.apple.com/design/human-interface-guidelines/" +"foundations/app-icons]App icons[/url]." +msgstr "" +"iPad 主屏幕应用程序图标文件(1x DPI)。如果留空,则会回退至 [member " +"ProjectSettings.application/config/icon]。见 [url=https://developer.apple.com/" +"cn/design/human-interface-guidelines/app-icons]App 图标[/url]。" + +msgid "" +"Home screen application icon file on iPad (2x DPI). If left empty, it will " +"fallback to [member ProjectSettings.application/config/icon]. See " +"[url=https://developer.apple.com/design/human-interface-guidelines/" +"foundations/app-icons]App icons[/url]." +msgstr "" +"iPad 主屏幕应用程序图标文件(2x DPI)。如果留空,则会回退至 [member " +"ProjectSettings.application/config/icon]。见 [url=https://developer.apple.com/" +"cn/design/human-interface-guidelines/app-icons]App 图标[/url]。" + +msgid "" +"Home screen application icon file on iPad (3x DPI). If left empty, it will " +"fallback to [member ProjectSettings.application/config/icon]. See " +"[url=https://developer.apple.com/design/human-interface-guidelines/" +"foundations/app-icons]App icons[/url]." +msgstr "" +"iPad 主屏幕应用程序图标文件(3x DPI)。如果留空,则会回退至 [member " +"ProjectSettings.application/config/icon]。见 [url=https://developer.apple.com/" +"cn/design/human-interface-guidelines/app-icons]App 图标[/url]。" + +msgid "" +"Home screen application icon file on iPhone (2x DPI). If left empty, it will " +"fallback to [member ProjectSettings.application/config/icon]. See " +"[url=https://developer.apple.com/design/human-interface-guidelines/" +"foundations/app-icons]App icons[/url]." +msgstr "" +"iPhone 主屏幕应用程序图标文件(2x DPI)。如果留空,则会回退至 [member " +"ProjectSettings.application/config/icon]。见 [url=https://developer.apple.com/" +"cn/design/human-interface-guidelines/app-icons]App 图标[/url]。" + +msgid "" +"Home screen application icon file on iPhone (3x DPI). If left empty, it will " +"fallback to [member ProjectSettings.application/config/icon]. See " +"[url=https://developer.apple.com/design/human-interface-guidelines/" +"foundations/app-icons]App icons[/url]." +msgstr "" +"iPhone 主屏幕应用程序图标文件(3x DPI)。如果留空,则会回退至 [member " +"ProjectSettings.application/config/icon]。见 [url=https://developer.apple.com/" +"cn/design/human-interface-guidelines/app-icons]App 图标[/url]。" + +msgid "" +"Notification icon file on iPad and iPhone (2x DPI). If left empty, it will " +"fallback to [member ProjectSettings.application/config/icon]. See " +"[url=https://developer.apple.com/design/human-interface-guidelines/" +"foundations/app-icons]App icons[/url]." +msgstr "" +"iPad 和 iPhone 上的通知图标文件(2x DPI)。如果留空,则会回退至 [member " +"ProjectSettings.application/config/icon]。见 [url=https://developer.apple.com/" +"cn/design/human-interface-guidelines/app-icons]App 图标[/url]。" + +msgid "" +"Notification icon file on iPhone (3x DPI). If left empty, it will fallback to " +"[member ProjectSettings.application/config/icon]. See [url=https://developer." +"apple.com/design/human-interface-guidelines/foundations/app-icons]App icons[/" +"url]." +msgstr "" +"iPad 和 iPhone 上的通知图标文件(3x DPI)。如果留空,则会回退至 [member " +"ProjectSettings.application/config/icon]。见 [url=https://developer.apple.com/" +"cn/design/human-interface-guidelines/app-icons]App 图标[/url]。" + +msgid "" +"Application settings icon file on iPad and iPhone (2x DPI). If left empty, it " +"will fallback to [member ProjectSettings.application/config/icon]. See " +"[url=https://developer.apple.com/design/human-interface-guidelines/" +"foundations/app-icons]App icons[/url]." +msgstr "" +"iPad 和 iPhone 上的应用程序设置图标文件(2x DPI)。如果留空,则会回退至 " +"[member ProjectSettings.application/config/icon]。见 [url=https://developer." +"apple.com/cn/design/human-interface-guidelines/app-icons]App 图标[/url]。" + +msgid "" +"Application settings icon file on iPhone (3x DPI). If left empty, it will " +"fallback to [member ProjectSettings.application/config/icon]. See " +"[url=https://developer.apple.com/design/human-interface-guidelines/" +"foundations/app-icons]App icons[/url]." +msgstr "" +"iPhone 上的应用程序设置图标文件(3x DPI)。如果留空,则会回退至 [member " +"ProjectSettings.application/config/icon]。见 [url=https://developer.apple.com/" +"cn/design/human-interface-guidelines/app-icons]App 图标[/url]。" + +msgid "" +"Spotlight icon file on iPad (1x DPI). If left empty, it will fallback to " +"[member ProjectSettings.application/config/icon]. See [url=https://developer." +"apple.com/design/human-interface-guidelines/foundations/app-icons]App icons[/" +"url]." +msgstr "" +"iPad 上的“聚焦”图标文件(1x DPI)。如果留空,则会回退至 [member " +"ProjectSettings.application/config/icon]。见 [url=https://developer.apple.com/" +"cn/design/human-interface-guidelines/app-icons]App 图标[/url]。" + +msgid "" +"Spotlight icon file on iPad and iPhone (2x DPI). If left empty, it will " +"fallback to [member ProjectSettings.application/config/icon]. See " +"[url=https://developer.apple.com/design/human-interface-guidelines/" +"foundations/app-icons]App icons[/url]." +msgstr "" +"iPad 和 iPhone 上的“聚焦”图标文件(2x DPI)。如果留空,则会回退至 [member " +"ProjectSettings.application/config/icon]。见 [url=https://developer.apple.com/" +"cn/design/human-interface-guidelines/app-icons]App 图标[/url]。" + +msgid "" +"Application launch screen image file. If left empty, it will fallback to " +"[member ProjectSettings.application/boot_splash/image]." +msgstr "" +"应用程序启动屏幕图像文件。如果留空,则会回退至 [member ProjectSettings." +"application/boot_splash/image]。" + +msgid "" +"A message displayed when requesting access to the device's camera (in " +"English)." +msgstr "请求访问设备相机时显示的(英文)消息。" + +msgid "" +"A message displayed when requesting access to the device's camera (localized)." +msgstr "请求访问设备相机时显示的(本地化)消息。" + +msgid "" +"A message displayed when requesting access to the device's microphone (in " +"English)." +msgstr "请求访问设备麦克风时显示的(英文)消息。" + +msgid "" +"A message displayed when requesting access to the device's microphone " +"(localized)." +msgstr "请求访问设备麦克风时显示的(本地化)消息。" + +msgid "" +"A message displayed when requesting access to the user's photo library (in " +"English)." +msgstr "请求访问用户照片图库时显示的(英文)消息。" + +msgid "" +"A message displayed when requesting access to the user's photo library " +"(localized)." +msgstr "请求访问用户照片图库时显示的(本地化)消息。" + +msgid "A custom background color of the storyboard launch screen." +msgstr "Storyboard 启动屏幕的自定义背景色。" + +msgid "" +"Application launch screen image file (2x DPI). If left empty, it will " +"fallback to [member ProjectSettings.application/boot_splash/image]." +msgstr "" +"应用程序启动屏幕图像文件(2x DPI)。如果留空,则会回退至 [member " +"ProjectSettings.application/boot_splash/image]。" + +msgid "" +"Application launch screen image file (3x DPI). If left empty, it will " +"fallback to [member ProjectSettings.application/boot_splash/image]." +msgstr "" +"应用程序启动屏幕图像文件(3x DPI)。如果留空,则会回退至 [member " +"ProjectSettings.application/boot_splash/image]。" + +msgid "Launch screen image scaling mode." +msgstr "启动屏幕图像缩放模式。" + +msgid "" +"If [code]true[/code], [member storyboard/custom_bg_color] is used as a launch " +"screen background color, otherwise [code]application/boot_splash/bg_color[/" +"code] project setting is used." +msgstr "" +"如果为 [code]true[/code],则会将 [member storyboard/custom_bg_color] 用作启动" +"屏幕的背景色,否则会使用项目设置 [code]application/boot_splash/bg_color[/" +"code]。" + +msgid "" +"If [code]true[/code], storyboard launch screen is used instead of launch " +"screen images." +msgstr "" +"如果为 [code]true[/code],则使用 storyboard 启动屏幕,不使用启动屏幕图像。" + +msgid "" +"If [code]true[/code], the app \"Documents\" folder can be accessed via " +"\"Files\" app. See [url=https://developer.apple.com/documentation/" +"bundleresources/information_property_list/" +"lssupportsopeningdocumentsinplace]LSSupportsOpeningDocumentsInPlace[/url]." +msgstr "" +"如果为 [code]true[/code],应用的“Documents”文件夹可以在“文件”应用中访问。见 " +"[url=https://developer.apple.com/documentation/bundleresources/" +"information_property_list/" +"lssupportsopeningdocumentsinplace]LSSupportsOpeningDocumentsInPlace[/url]。" + +msgid "" +"If [code]true[/code], the app \"Documents\" folder can be accessed via iTunes " +"file sharing. See [url=https://developer.apple.com/documentation/" +"bundleresources/information_property_list/" +"uifilesharingenabled]UIFileSharingEnabled[/url]." +msgstr "" +"如果为 [code]true[/code],应用的“Documents”文件夹可以在 iTunes 文件共享中访" +"问。见 [url=https://developer.apple.com/documentation/bundleresources/" +"information_property_list/uifilesharingenabled]UIFileSharingEnabled[/url]。" + msgid "Exporter for Linux/BSD." msgstr "Linux/BSD 导出器。" @@ -32968,22 +35339,541 @@ msgid "" "Supported architectures: [code]x86_32[/code], [code]x86_64[/code], " "[code]arm64[/code], [code]arm32[/code], [code]rv64[/code], [code]ppc64[/" "code], and [code]ppc32[/code].\n" -"Official export templates include [code]x86_32[/code] and [code]x86_64[/" -"code] binaries only." +"Official export templates include [code]x86_32[/code] and [code]x86_64[/code] " +"binaries only." msgstr "" "程序可执行文件架构。\n" "支持的架构有:[code]x86_32[/code]、[code]x86_64[/code]、[code]arm64[/code]、" "[code]arm32[/code]、[code]rv64[/code]、[code]ppc64[/code]、[code]ppc32[/" "code]。\n" -"官方导出模板中仅包含 [code]x86_32[/code] 和 [code]x86_64[/code] 的二进制文" -"件。" +"官方导出模板中仅包含 [code]x86_32[/code] 和 [code]x86_64[/code] 的二进制文件。" + +msgid "" +"If [code]true[/code], project resources are embedded into the executable." +msgstr "如果为 [code]true[/code],则会将项目资源嵌入到可执行文件中。" msgid "" "If [code]true[/code], a console wrapper is exported alongside the main " "executable, which allows running the project with enabled console output." msgstr "" -"如果为 [code]true[/code],则会在导出主可执行文件的同时导出一个控制台封装,能" -"够在运行项目时启用控制台输出。" +"如果为 [code]true[/code],则会在导出主可执行文件的同时导出一个控制台封装,能够" +"在运行项目时启用控制台输出。" + +msgid "" +"Script code to execute on the remote host when app is finished.\n" +"The following variables can be used in the script:\n" +"- [code]{temp_dir}[/code] - Path of temporary folder on the remote, used to " +"upload app and scripts to.\n" +"- [code]{archive_name}[/code] - Name of the ZIP containing uploaded " +"application.\n" +"- [code]{exe_name}[/code] - Name of application executable.\n" +"- [code]{cmd_args}[/code] - Array of the command line argument for the " +"application." +msgstr "" +"应用结束时,要在远程主机上执行的脚本代码。\n" +"可以在脚本中使用以下变量:\n" +"- [code]{temp_dir}[/code] - 远程的临时文件夹路径,用于上传应用和脚本。\n" +"- [code]{archive_name}[/code] - 包含上传的应用程序的 ZIP 文件的名称。\n" +"- [code]{exe_name}[/code] - 应用程序可执行文件的名称。\n" +"- [code]{cmd_args}[/code] - 应用程序命令行参数的数组。" + +msgid "Enables remote deploy using SSH/SCP." +msgstr "启用通过 SSH/SCP 进行远程部署。" + +msgid "Array of the additional command line arguments passed to the SCP." +msgstr "要传给 SCP 的额外命令行参数的数组。" + +msgid "Array of the additional command line arguments passed to the SSH." +msgstr "要传给 SSH 的额外命令行参数的数组。" + +msgid "" +"Remote host SSH user name and address, in [code]user@address[/code] format." +msgstr "远程主机 SSH 用户名及地址,格式为 [code]用户名@地址[/code]。" + +msgid "Remote host SSH port number." +msgstr "远程主机 SSH 端口号。" + +msgid "" +"Script code to execute on the remote host when running the app.\n" +"The following variables can be used in the script:\n" +"- [code]{temp_dir}[/code] - Path of temporary folder on the remote, used to " +"upload app and scripts to.\n" +"- [code]{archive_name}[/code] - Name of the ZIP containing uploaded " +"application.\n" +"- [code]{exe_name}[/code] - Name of application executable.\n" +"- [code]{cmd_args}[/code] - Array of the command line argument for the " +"application." +msgstr "" +"运行应用时,要在远程主机上执行的脚本代码。\n" +"可以在脚本中使用以下变量:\n" +"- [code]{temp_dir}[/code] - 远程的临时文件夹路径,用于上传应用和脚本。\n" +"- [code]{archive_name}[/code] - 包含上传的应用程序的 ZIP 文件的名称。\n" +"- [code]{exe_name}[/code] - 应用程序可执行文件的名称。\n" +"- [code]{cmd_args}[/code] - 应用程序命令行参数的数组。" + +msgid "If [code]true[/code], project textures are exported in the BPTC format." +msgstr "如果为 [code]true[/code],则项目中的纹理在导出时使用 BPTC 格式。" + +msgid "If [code]true[/code], project textures are exported in the ETC format." +msgstr "如果为 [code]true[/code],则项目中的纹理在导出时使用 ETC 格式。" + +msgid "If [code]true[/code], project textures are exported in the ETC2 format." +msgstr "如果为 [code]true[/code],则项目中的纹理在导出时使用 ETC2 格式。" + +msgid "If [code]true[/code], project textures are exported in the S3TC format." +msgstr "如果为 [code]true[/code],则项目中的纹理在导出时使用 S3TC 格式。" + +msgid "Exporter for macOS." +msgstr "macOS 导出器。" + +msgid "Exporting for macOS" +msgstr "为 macOS 导出" + +msgid "Running Godot apps on macOS" +msgstr "在 macOS 上运行 Godot 应用" + +msgid "Application category for the App Store." +msgstr "App Store 的应用程序分类。" + +msgid "Copyright notice for the bundle visible to the user (in English)." +msgstr "捆绑包的(英文)版权声明,用户可见。" + +msgid "Copyright notice for the bundle visible to the user (localized)." +msgstr "捆绑包的(本地化)版权声明,用户可见。" + +msgid "" +"Application icon file. If left empty, it will fallback to [member " +"ProjectSettings.application/config/macos_native_icon], and then to [member " +"ProjectSettings.application/config/icon]." +msgstr "" +"应用程序图标文件。如果留空,则会回退至 [member ProjectSettings.application/" +"config/macos_native_icon],继而回退至 [member ProjectSettings.application/" +"config/icon]。" + +msgid "" +"Minimum version of macOS required for this application to run in the " +"[code]major.minor.patch[/code] or [code]major.minor[/code] format, can only " +"contain numeric characters ([code]0-9[/code]) and periods ([code].[/code])." +msgstr "" +"运行该应用程序所需的最低 macOS 版本,格式为 [code]主版本号.次版本号.补丁号[/" +"code] 或 [code]主版本号.次版本号[/code],只能包含数字([code]0-9[/code])和英" +"文句点([code].[/code])。" + +msgid "" +"Application executable architecture.\n" +"Supported architectures: [code]x86_64[/code], [code]arm64[/code], and " +"[code]universal[/code] ([code]x86_64 + arm64[/code]).\n" +"Official export templates include [code]universal[/code] binaries only." +msgstr "" +"应用程序可执行文件的架构。\n" +"支持的架构有:[code]x86_64[/code]、[code]arm64[/code]、[code]universal[/code]" +"([code]x86_64 + arm64[/code])。\n" +"官方导出模板中只包含 [code]universal[/code] 的二进制文件。" + +msgid "" +"PKCS #12 certificate file used to sign [code].app[/code] bundle.\n" +"Can be overridden with the environment variable " +"[code]GODOT_MACOS_CODESIGN_CERTIFICATE_FILE[/code]." +msgstr "" +"用于对 [code].app[/code] 捆绑包进行签名的 PKCS #12 证书文件。\n" +"可以使用环境变量 [code]GODOT_MACOS_CODESIGN_CERTIFICATE_FILE[/code] 覆盖。" + +msgid "" +"Password for the certificate file used to sign [code].app[/code] bundle.\n" +"Can be overridden with the environment variable " +"[code]GODOT_MACOS_CODESIGN_CERTIFICATE_PASSWORD[/code]." +msgstr "" +"用于对 [code].app[/code] 捆绑包进行签名的证书文件的密码。\n" +"可以使用环境变量 [code]GODOT_MACOS_CODESIGN_CERTIFICATE_PASSWORD[/code] 覆盖。" + +msgid "Tool to use for code signing." +msgstr "用于代码签名的工具。" + +msgid "" +"Array of the additional command line arguments passed to the code signing " +"tool." +msgstr "要额外传给代码签名工具的命令行参数的数组。" + +msgid "" +"Enable to allow access to contacts in the user's address book, if it's " +"enabled you should also provide usage message in the [code]privacy/" +"address_book_usage_description[/code] option.See [url=https://developer.apple." +"com/documentation/bundleresources/entitlements/com_apple_security_personal-" +"information_addressbook]com.apple.security.personal-information.addressbook[/" +"url]." +msgstr "" +"启用后允许对用户地址簿中的联系人进行访问,启用时还应在 [code]privacy/" +"address_book_usage_description[/code] 选项中提供用途信息。见 [url=https://" +"developer.apple.com/documentation/bundleresources/entitlements/" +"com_apple_security_personal-information_addressbook]com.apple.security." +"personal-information.addressbook[/url]。" + +msgid "" +"Allows app to use dynamic linker environment variables to inject code. If you " +"are using add-ons with dynamic or self-modifying native code, enable them " +"according to the add-on documentation. See [url=https://developer.apple.com/" +"documentation/bundleresources/entitlements/com_apple_security_cs_allow-dyld-" +"environment-variables]com.apple.security.cs.allow-dyld-environment-variables[/" +"url]." +msgstr "" +"允许应用使用动态链接器环境变量注入代码。如果你使用的插件使用了动态或自我修改的" +"原生代码,请根据该插件文档中的说明启用。见 [url=https://developer.apple.com/" +"documentation/bundleresources/entitlements/com_apple_security_cs_allow-dyld-" +"environment-variables]com.apple.security.cs.allow-dyld-environment-variables[/" +"url]。" + +msgid "" +"Allows creating writable and executable memory for JIT code. If you are using " +"add-ons with dynamic or self-modifying native code, enable them according to " +"the add-on documentation. See [url=https://developer.apple.com/documentation/" +"bundleresources/entitlements/com_apple_security_cs_allow-jit]com.apple." +"security.cs.allow-jit[/url]." +msgstr "" +"允许创建可写可执行内存,用于 JIT 代码。如果你使用的插件使用了动态或自我修改的" +"原生代码,请根据该插件文档中的说明启用。见 [url=https://developer.apple.com/" +"documentation/bundleresources/entitlements/com_apple_security_cs_allow-" +"jit]com.apple.security.cs.allow-jit[/url]。" + +msgid "" +"Allows creating writable and executable memory without JIT restrictions. If " +"you are using add-ons with dynamic or self-modifying native code, enable them " +"according to the add-on documentation. See [url=https://developer.apple.com/" +"documentation/bundleresources/entitlements/com_apple_security_cs_allow-" +"unsigned-executable-memory]com.apple.security.cs.allow-unsigned-executable-" +"memory[/url]." +msgstr "" +"允许创建可写可执行内存,不受 JIT 限制。如果你使用的插件使用了动态或自我修改的" +"原生代码,请根据该插件文档中的说明启用。见 [url=https://developer.apple.com/" +"documentation/bundleresources/entitlements/com_apple_security_cs_allow-" +"unsigned-executable-memory]com.apple.security.cs.allow-unsigned-executable-" +"memory[/url]。" + +msgid "" +"Enable to allow app to interact with Bluetooth devices. This entitlement is " +"required to use wireless controllers. See [url=https://developer.apple.com/" +"documentation/bundleresources/entitlements/" +"com_apple_security_device_bluetooth]com.apple.security.device.bluetooth[/url]." +msgstr "" +"启用后能够允许应用与蓝牙设备交互。使用无线控制器时,必须拥有这项权利。见 " +"[url=https://developer.apple.com/documentation/bundleresources/entitlements/" +"com_apple_security_device_bluetooth]com.apple.security.device.bluetooth[/" +"url]。" + +msgid "" +"Enable to allow app to interact with USB devices. This entitlement is " +"required to use wired controllers. See [url=https://developer.apple.com/" +"documentation/bundleresources/entitlements/com_apple_security_device_usb]com." +"apple.security.device.usb[/url]." +msgstr "" +"启用后能够允许应用与 USB 设备交互。使用有线控制器时,必须拥有这项权利。见 " +"[url=https://developer.apple.com/documentation/bundleresources/entitlements/" +"com_apple_security_device_usb]com.apple.security.device.usb[/url]。" + +msgid "" +"Enables App Sandbox. The App Sandbox restricts access to user data, " +"networking, and devices. Sandboxed apps can't access most of the file system, " +"can't use custom file dialogs and execute binaries outside the .app bundle. " +"See [url=https://developer.apple.com/documentation/security/app_sandbox]App " +"Sandbox[/url].\n" +"[b]Note:[/b] To distribute an app through the App Store, you must enable the " +"App Sandbox." +msgstr "" +"启用 App Sandbox 应用沙盒。App Sandbox 能够限制对用户数据、网络以及设备的访" +"问。沙盒应用无法访问文件系统中的大部分区域,无法使用自定义文件对话框,也无法执" +"行 .app 捆绑包之外的二进制文件。见 [url=https://developer.apple.com/" +"documentation/security/app_sandbox]App Sandbox[/url]。\n" +"[b]注意:[/b]通过 App Store 分发应用时必须启用 App Sandbox。" + +msgid "" +"Allows read or write access to the user's \"Downloads\" folder. See " +"[url=https://developer.apple.com/documentation/bundleresources/entitlements/" +"com_apple_security_files_downloads_read-write]com.apple.security.files." +"downloads.read-write[/url]." +msgstr "" +"允许对用户“下载”文件夹的读写访问。见 [url=https://developer.apple.com/" +"documentation/bundleresources/entitlements/" +"com_apple_security_files_downloads_read-write]com.apple.security.files." +"downloads.read-write[/url]。" + +msgid "" +"Allows read or write access to the user's \"Movies\" folder. See [url=https://" +"developer.apple.com/documentation/bundleresources/entitlements/" +"com_apple_security_assets_movies_read-write]com.apple.security.files.movies." +"read-write[/url]." +msgstr "" +"允许对用户“影片”文件夹的读写访问。见 [url=https://developer.apple.com/" +"documentation/bundleresources/entitlements/" +"com_apple_security_assets_movies_read-write]com.apple.security.files.movies." +"read-write[/url]。" + +msgid "" +"Allows read or write access to the user's \"Music\" folder. See [url=https://" +"developer.apple.com/documentation/bundleresources/entitlements/" +"com_apple_security_assets_music_read-write]com.apple.security.files.music." +"read-write[/url]." +msgstr "" +"允许对用户“音乐”文件夹的读写访问。见 [url=https://developer.apple.com/" +"documentation/bundleresources/entitlements/" +"com_apple_security_assets_music_read-write]com.apple.security.files.music." +"read-write[/url]。" + +msgid "" +"Allows read or write access to the user's \"Pictures\" folder. See " +"[url=https://developer.apple.com/documentation/bundleresources/entitlements/" +"com_apple_security_assets_pictures_read-write]com.apple.security.files." +"pictures.read-write[/url]." +msgstr "" +"允许对用户“图片”文件夹的读写访问。见 [url=https://developer.apple.com/" +"documentation/bundleresources/entitlements/" +"com_apple_security_assets_pictures_read-write]com.apple.security.files." +"pictures.read-write[/url]。" + +msgid "" +"List of helper executables to embedded to the app bundle. Sandboxed app are " +"limited to execute only these executable. See [url=https://developer.apple." +"com/documentation/xcode/embedding-a-helper-tool-in-a-sandboxed-app]Embedding " +"a command-line tool in a sandboxed app[/url]." +msgstr "" +"要嵌入应用捆绑包的辅助可执行文件列表。沙盒应用仅限于执行这些可执行文件。见 " +"[url=https://developer.apple.com/documentation/xcode/embedding-a-helper-tool-" +"in-a-sandboxed-app]Embedding a command-line tool in a sandboxed app[/url]。" + +msgid "" +"Enable to allow app to establish outgoing network connections. See " +"[url=https://developer.apple.com/documentation/bundleresources/entitlements/" +"com_apple_security_network_client]com.apple.security.network.client[/url]." +msgstr "" +"启用后允许应用建立出站的网络连接。见 [url=https://developer.apple.com/" +"documentation/bundleresources/entitlements/" +"com_apple_security_network_client]com.apple.security.network.client[/url]。" + +msgid "" +"Enable to allow app to listen for incoming network connections. See " +"[url=https://developer.apple.com/documentation/bundleresources/entitlements/" +"com_apple_security_network_server]com.apple.security.network.server[/url]." +msgstr "" +"启用后允许应用监听入站的网络连接。见 [url=https://developer.apple.com/" +"documentation/bundleresources/entitlements/" +"com_apple_security_network_server]com.apple.security.network.server[/url]。" + +msgid "" +"Enable to allow app to send Apple events to other apps. See [url=https://" +"developer.apple.com/documentation/bundleresources/entitlements/" +"com_apple_security_automation_apple-events]com.apple.security.automation." +"apple-events[/url]." +msgstr "" +"启用后允许应用向其他应用发送 Apple 事件。见 [url=https://developer.apple.com/" +"documentation/bundleresources/entitlements/" +"com_apple_security_automation_apple-events]com.apple.security.automation." +"apple-events[/url]。" + +msgid "" +"Enable to allow access to the user's calendar, if it's enabled you should " +"also provide usage message in the [code]privacy/calendar_usage_description[/" +"code] option. See [url=https://developer.apple.com/documentation/" +"bundleresources/entitlements/com_apple_security_personal-" +"information_calendars]com.apple.security.personal-information.calendars[/url]." +msgstr "" +"启用后允许访问用户的日历,启用时还应在 [code]privacy/" +"calendar_usage_description[/code] 选项中提供用途信息。见 [url=https://" +"developer.apple.com/documentation/bundleresources/entitlements/" +"com_apple_security_personal-information_calendars]com.apple.security.personal-" +"information.calendars[/url]。" + +msgid "" +"Enable if you need to use the camera, if it's enabled you should also provide " +"usage message in the [code]privacy/camera_usage_description[/code] option. " +"See [url=https://developer.apple.com/documentation/bundleresources/" +"entitlements/com_apple_security_device_camera]com.apple.security.device." +"camera[/url]." +msgstr "" +"请在需要访问相机时启用,启用时还应在 [code]privacy/camera_usage_description[/" +"code] 选项中提供用途信息。见 [url=https://developer.apple.com/documentation/" +"bundleresources/entitlements/com_apple_security_device_camera]com.apple." +"security.device.camera[/url]。" + +msgid "" +"Custom entitlements [code].plist[/code] file, if specified the rest of " +"entitlements in the export config are ignored." +msgstr "" +"自定义权利 [code].plist[/code] 文件,如果指定,则会忽略导出配置中的其他权利。" + +msgid "" +"Allows app to load arbitrary libraries and frameworks (not signed with the " +"same Team ID as the main executable or by Apple). Enable it if you are using " +"GDExtension add-ons or ad-hoc signing, or want to support user-provided " +"external add-ons. See [url=https://developer.apple.com/documentation/" +"bundleresources/entitlements/com_apple_security_cs_disable-library-" +"validation]com.apple.security.cs.disable-library-validation[/url]." +msgstr "" +"允许应用加载任意库和框架(没有使用与主可执行文件相同的团队 ID 进行签名,也没有" +"经过 Apple 的签名)。如果你使用了 GDExtension 插件或 ad-hoc 签名,或者想要支持" +"用户提供的外部插件,请启用该选项。见 [url=https://developer.apple.com/" +"documentation/bundleresources/entitlements/com_apple_security_cs_disable-" +"library-validation]com.apple.security.cs.disable-library-validation[/url]。" + +msgid "" +"The \"Full Name\", \"Common Name\" or SHA-1 hash of the signing identity used " +"to sign [code].app[/code] bundle." +msgstr "" +"用于对 [code].app[/code] 捆绑包进行签名的签名身份的“全名”“通用名”或 SHA-1 哈" +"希。" + +msgid "" +"The \"Full Name\", \"Common Name\" or SHA-1 hash of the signing identity used " +"to sign [code].pkg[/code] installer package for App Store distribution, use " +"[code]3rd Party Mac Developer Installer: Name.[/code] identity." +msgstr "" +"用于对通过 App Store 分发的 [code].pkg[/code] 安装器进行签名的签名身份的“全" +"名”“通用名”或 SHA-1 哈希,使用 [code]3rd Party Mac Developer Installer: Name." +"[/code] 身份。" + +msgid "" +"Provisioning profile file downloaded from Apple developer account dashboard. " +"See [url=https://developer.apple.com/help/account/manage-profiles/edit-" +"download-or-delete-profiles]Edit, download, or delete provisioning profiles[/" +"url].\n" +"Can be overridden with the environment variable " +"[code]GODOT_MACOS_CODESIGN_PROVISIONING_PROFILE[/code]." +msgstr "" +"从 Apple 开发者账户控制面板下载到的预置描述文件。见 [url=https://developer." +"apple.com/cn/help/account/manage-profiles/edit-download-or-delete-profiles/]编" +"辑、下载或删除预置描述文件[/url]。\n" +"可以使用环境变量 [code]GODOT_MACOS_CODESIGN_PROVISIONING_PROFILE[/code] 覆盖。" + +msgid "" +"If [code]true[/code], the application is rendered at native display " +"resolution, otherwise it is always rendered at loHPI resolution and upscaled " +"by OS when required." +msgstr "" +"如果为 [code]true[/code],则应用程序使用原生显示器分辨率渲染,否则始终使用 " +"loHPI 分辨率渲染,必要时由操作系统放大。" + +msgid "Application distribution target." +msgstr "应用程序分发目标。" + +msgid "" +"Apple App Store Connect API issuer key file.\n" +"Can be overridden with the environment variable " +"[code]GODOT_MACOS_NOTARIZATION_API_KEY[/code]." +msgstr "" +"Apple App Store Connect API 发行者密钥文件。\n" +"可以使用环境变量 [code]GODOT_MACOS_NOTARIZATION_API_KEY[/code] 覆盖。" + +msgid "" +"Apple App Store Connect API issuer key ID.\n" +"Can be overridden with the environment variable " +"[code]GODOT_MACOS_NOTARIZATION_API_KEY_ID[/code]." +msgstr "" +"Apple App Store Connect API 发行者密钥 ID。\n" +"可以使用环境变量 [code]GODOT_MACOS_NOTARIZATION_API_KEY_ID[/code] 覆盖。" + +msgid "" +"Apple App Store Connect API issuer UUID.\n" +"Can be overridden with the environment variable " +"[code]GODOT_MACOS_NOTARIZATION_API_UUID[/code]." +msgstr "" +"Apple App Store Connect API 发行者 UUID。\n" +"可以使用环境变量 [code]GODOT_MACOS_NOTARIZATION_API_UUID[/code] 覆盖。" + +msgid "" +"Apple ID account name (email address).\n" +"Can be overridden with the environment variable " +"[code]GODOT_MACOS_NOTARIZATION_APPLE_ID_NAME[/code]." +msgstr "" +"Apple ID 账户名(邮箱地址)。\n" +"可以使用环境变量 [code]GODOT_MACOS_NOTARIZATION_APPLE_ID_NAME[/code] 覆盖。" + +msgid "" +"Apple ID app-specific password.\n" +"Can be overridden with the environment variable " +"[code]GODOT_MACOS_NOTARIZATION_APPLE_ID_PASSWORD[/code]." +msgstr "" +"Apple ID 针对应用的密码。\n" +"可以使用环境变量 [code]GODOT_MACOS_NOTARIZATION_APPLE_ID_PASSWORD[/code] 覆" +"盖。" + +msgid "Tool to use for notarization." +msgstr "用于公证的工具。" + +msgid "" +"A message displayed when requesting access to the user's contacts (in " +"English)." +msgstr "请求访问用户的联系人时显示的(英文)消息。" + +msgid "" +"A message displayed when requesting access to the user's contacts (localized)." +msgstr "请求访问用户的联系人时显示的(本地化)消息。" + +msgid "" +"A message displayed when requesting access to the user's calendar data (in " +"English)." +msgstr "请求访问用户的日历数据时显示的(英文)消息。" + +msgid "" +"A message displayed when requesting access to the user's calendar data " +"(localized)." +msgstr "请求访问用户的日历数据时显示的(本地化)消息。" + +msgid "" +"A message displayed when requesting access to the user's \"Desktop\" folder " +"(in English)." +msgstr "请求访问用户的“桌面”文件夹时显示的(英文)消息。" + +msgid "" +"A message displayed when requesting access to the user's \"Desktop\" folder " +"(localized)." +msgstr "请求访问用户的“桌面”文件夹时显示的(本地化)消息。" + +msgid "" +"A message displayed when requesting access to the user's \"Documents\" folder " +"(in English)." +msgstr "请求访问用户的“文档”文件夹时显示的(英文)消息。" + +msgid "" +"A message displayed when requesting access to the user's \"Documents\" folder " +"(localized)." +msgstr "请求访问用户的“文档”文件夹时显示的(本地化)消息。" + +msgid "" +"A message displayed when requesting access to the user's \"Downloads\" folder " +"(in English)." +msgstr "请求访问用户的“下载”文件夹时显示的(英文)消息。" + +msgid "" +"A message displayed when requesting access to the user's \"Downloads\" folder " +"(localized)." +msgstr "请求访问用户的“下载”文件夹时显示的(本地化)消息。" + +msgid "" +"A message displayed when requesting access to the user's location information " +"(in English)." +msgstr "请求访问用户的位置信息时显示的(英文)消息。" + +msgid "" +"A message displayed when requesting access to the user's location information " +"(localized)." +msgstr "请求访问用户的位置信息时显示的(本地化)消息。" + +msgid "" +"A message displayed when requesting access to the user's network drives (in " +"English)." +msgstr "请求访问用户的网络驱动器时显示的(英文)消息。" + +msgid "" +"A message displayed when requesting access to the user's network drives " +"(localized)." +msgstr "请求访问用户的网络驱动器时显示的(本地化)消息。" + +msgid "" +"A message displayed when requesting access to the user's removable drives (in " +"English)." +msgstr "请求访问用户的可移除驱动器时显示的(英文)消息。" + +msgid "" +"A message displayed when requesting access to the user's removable drives " +"(localized)." +msgstr "请求访问用户的可移除驱动器时显示的(本地化)消息。" msgid "macOS build number used to build application executable." msgstr "构建应用程序可执行文件所使用的 macOS 构建号。" @@ -33017,8 +35907,7 @@ msgid "Exporting for the Web" msgstr "为 Web 导出" msgid "" -"The canvas resize policy determines how the canvas should be resized by " -"Godot." +"The canvas resize policy determines how the canvas should be resized by Godot." msgstr "画布大小调整策略决定 Godot 应当如何调整画布的大小。" msgid "Exporter for Windows." @@ -33029,8 +35918,8 @@ msgstr "为 Windows 导出" msgid "" "Company that produced the application. Required. See [url=https://learn." -"microsoft.com/en-us/windows/win32/menurc/stringfileinfo-" -"block]StringFileInfo[/url]." +"microsoft.com/en-us/windows/win32/menurc/stringfileinfo-block]StringFileInfo[/" +"url]." msgstr "" "出品该程序的公司。必填。见 [url=https://learn.microsoft.com/en-us/windows/" "win32/menurc/stringfileinfo-block]StringFileInfo[/url]。" @@ -33041,42 +35930,188 @@ msgid "" "windows_native_icon], and lastly, [member ProjectSettings.application/config/" "icon]." msgstr "" -"控制台封装图标文件。如果留空,则依次回退至 [member application/icon]、" -"[member ProjectSettings.application/config/windows_native_icon]、[member " +"控制台封装图标文件。如果留空,则依次回退至 [member application/icon]、[member " +"ProjectSettings.application/config/windows_native_icon]、[member " "ProjectSettings.application/config/icon]。" msgid "" -"If [code]true[/code], a console wrapper executable is exported alongside the " -"main executable, which allows running the project with enabled console " -"output." +"Copyright notice for the bundle visible to the user. Optional. See " +"[url=https://learn.microsoft.com/en-us/windows/win32/menurc/stringfileinfo-" +"block]StringFileInfo[/url]." msgstr "" -"如果为 [code]true[/code],则会在导出主可执行文件的同时导出一个控制台封装可执" -"行文件,能够在运行项目时启用控制台输出。" +"用户可见的捆绑包版权声明。选填。见 [url=https://learn.microsoft.com/en-us/" +"windows/win32/menurc/stringfileinfo-block]StringFileInfo[/url]。" + +msgid "" +"File description to be presented to users. Required. See [url=https://learn." +"microsoft.com/en-us/windows/win32/menurc/stringfileinfo-block]StringFileInfo[/" +"url]." +msgstr "" +"展示给用户的文件说明。必填。见 [url=https://learn.microsoft.com/en-us/windows/" +"win32/menurc/stringfileinfo-block]StringFileInfo[/url]。" + +msgid "" +"Version number of the file. Required. See [url=https://learn.microsoft.com/en-" +"us/windows/win32/menurc/stringfileinfo-block]StringFileInfo[/url]." +msgstr "" +"文件的版本号。必填。见 [url=https://learn.microsoft.com/en-us/windows/win32/" +"menurc/stringfileinfo-block]StringFileInfo[/url]。" + +msgid "" +"Application icon file. If left empty, it will fallback to [member " +"ProjectSettings.application/config/windows_native_icon], and then to [member " +"ProjectSettings.application/config/icon]." +msgstr "" +"应用程序图标文件。如果留空,则回退至 [member ProjectSettings.application/" +"config/windows_native_icon],而后是 [member ProjectSettings.application/" +"config/icon]。" + +msgid "" +"If enabled, icon and metadata of the exported executable is set according to " +"the other [code]application/*[/code] values." +msgstr "" +"如果启用,则会根据 [code]application/*[/code] 中的其他值设置导出后可执行文件的" +"图标和元数据。" + +msgid "" +"Name of the application. Required. See [url=https://learn.microsoft.com/en-us/" +"windows/win32/menurc/stringfileinfo-block]StringFileInfo[/url]." +msgstr "" +"应用程序的名称。必填。见 [url=https://learn.microsoft.com/en-us/windows/win32/" +"menurc/stringfileinfo-block]StringFileInfo[/url]。" + +msgid "" +"Application version visible to the user. Required. See [url=https://learn." +"microsoft.com/en-us/windows/win32/menurc/stringfileinfo-block]StringFileInfo[/" +"url]." +msgstr "" +"用户可见的应用程序版本。必填。见 [url=https://learn.microsoft.com/en-us/" +"windows/win32/menurc/stringfileinfo-block]StringFileInfo[/url]。" + +msgid "" +"Trademarks and registered trademarks that apply to the file. Optional. See " +"[url=https://learn.microsoft.com/en-us/windows/win32/menurc/stringfileinfo-" +"block]StringFileInfo[/url]." +msgstr "" +"适用于该文件的商标及注册商标。选填。见 [url=https://learn.microsoft.com/en-us/" +"windows/win32/menurc/stringfileinfo-block]StringFileInfo[/url]。" + +msgid "" +"Application executable architecture.\n" +"Supported architectures: [code]x86_32[/code], [code]x86_64[/code], and " +"[code]arm64[/code].\n" +"Official export templates include [code]x86_32[/code] and [code]x86_64[/code] " +"binaries only." +msgstr "" +"应用程序可执行文件的架构。\n" +"支持的架构:[code]x86_32[/code]、[code]x86_64[/code]、[code]arm64[/code]。\n" +"官方导出模板中仅包含 [code]x86_32[/code] 和 [code]x86_64[/code] 的二进制文件。" + +msgid "" +"Array of the additional command line arguments passed to the code signing " +"tool. See [url=https://learn.microsoft.com/en-us/dotnet/framework/tools/" +"signtool-exe]Sign Tool[/url]." +msgstr "" +"要传给代码签名工具的额外命令行参数的数据。见[url=https://learn.microsoft.com/" +"zh-cn/dotnet/framework/tools/signtool-exe]签名工具[/url]。" + +msgid "" +"Description of the signed content. See [url=https://learn.microsoft.com/en-us/" +"dotnet/framework/tools/signtool-exe]Sign Tool[/url]." +msgstr "" +"对被签名内容的描述。见[url=https://learn.microsoft.com/zh-cn/dotnet/framework/" +"tools/signtool-exe]签名工具[/url]。" + +msgid "" +"Digest algorithm to use for creating signature. See [url=https://learn." +"microsoft.com/en-us/dotnet/framework/tools/signtool-exe]Sign Tool[/url]." +msgstr "" +"创建签名所使用的摘要算法。见[url=https://learn.microsoft.com/zh-cn/dotnet/" +"framework/tools/signtool-exe]签名工具[/url]。" + +msgid "If [code]true[/code], executable signing is enabled." +msgstr "如果为 [code]true[/code],则启用可执行文件签名。" + +msgid "" +"PKCS #12 certificate file used to sign executable or certificate SHA-1 hash " +"(if [member codesign/identity_type] is set to \"Use certificate store\"). See " +"[url=https://learn.microsoft.com/en-us/dotnet/framework/tools/signtool-" +"exe]Sign Tool[/url].\n" +"Can be overridden with the environment variable " +"[code]GODOT_WINDOWS_CODESIGN_IDENTITY[/code]." +msgstr "" +"用于对可执行文件签名的 PKCS #12 证书文件,或证书的 SHA-1 哈希(如果 [member " +"codesign/identity_type] 为 \"Use certificate store\")。见[url=https://learn." +"microsoft.com/zh-cn/dotnet/framework/tools/signtool-exe]签名工具[/url]。\n" +"可以使用环境变量 [code]GODOT_WINDOWS_CODESIGN_IDENTITY[/code] 覆盖。" + +msgid "" +"Type of identity to use. See [url=https://learn.microsoft.com/en-us/dotnet/" +"framework/tools/signtool-exe]Sign Tool[/url].\n" +"Can be overridden with the environment variable " +"[code]GODOT_WINDOWS_CODESIGN_IDENTITY_TYPE[/code]." +msgstr "" +"要使用的身份类型。见[url=https://learn.microsoft.com/zh-cn/dotnet/framework/" +"tools/signtool-exe]签名工具[/url]。\n" +"可以使用环境变量 [code]GODOT_WINDOWS_CODESIGN_IDENTITY_TYPE[/code] 覆盖。" + +msgid "" +"Password for the certificate file used to sign executable. See [url=https://" +"learn.microsoft.com/en-us/dotnet/framework/tools/signtool-exe]Sign Tool[/" +"url].\n" +"Can be overridden with the environment variable " +"[code]GODOT_WINDOWS_CODESIGN_PASSWORD[/code]." +msgstr "" +"用于对可执行文件签名的证书文件的密码。见[url=https://learn.microsoft.com/zh-" +"cn/dotnet/framework/tools/signtool-exe]签名工具[/url]。\n" +"可以使用环境变量 [code]GODOT_WINDOWS_CODESIGN_PASSWORD[/code] 覆盖。" + +msgid "" +"If [code]true[/code], time-stamp is added to the signature. See [url=https://" +"learn.microsoft.com/en-us/dotnet/framework/tools/signtool-exe]Sign Tool[/url]." +msgstr "" +"如果为 [code]true[/code],则会在签名中添加时间戳。见[url=https://learn." +"microsoft.com/zh-cn/dotnet/framework/tools/signtool-exe]签名工具[/url]。" + +msgid "" +"URL of the time stamp server. If left empty, the default server is used. See " +"[url=https://learn.microsoft.com/en-us/dotnet/framework/tools/signtool-" +"exe]Sign Tool[/url]." +msgstr "" +"时间戳服务器的 URL。如果留空则使用默认服务器。见[url=https://learn.microsoft." +"com/zh-cn/dotnet/framework/tools/signtool-exe]签名工具[/url]。" + +msgid "" +"If [code]true[/code], a console wrapper executable is exported alongside the " +"main executable, which allows running the project with enabled console output." +msgstr "" +"如果为 [code]true[/code],则会在导出主可执行文件的同时导出一个控制台封装可执行" +"文件,能够在运行项目时启用控制台输出。" msgid "A script that is executed when exporting the project." msgstr "在导出项目时执行的脚本。" msgid "" -"[EditorExportPlugin]s are automatically invoked whenever the user exports " -"the project. Their most common use is to determine what files are being " -"included in the exported project. For each plugin, [method _export_begin] is " -"called at the beginning of the export process and then [method _export_file] " -"is called for each exported file.\n" +"[EditorExportPlugin]s are automatically invoked whenever the user exports the " +"project. Their most common use is to determine what files are being included " +"in the exported project. For each plugin, [method _export_begin] is called at " +"the beginning of the export process and then [method _export_file] is called " +"for each exported file.\n" "To use [EditorExportPlugin], register it using the [method EditorPlugin." "add_export_plugin] method first." msgstr "" "[EditorExportPlugin] 会在用户导出项目时自动调用。它们最常见的用途是确定哪些文" "件应该包含在导出的项目中。对于每个插件,导出过程开始时都会调用 [method " "_export_begin],然后会为每一个导出的文件调用 [method _export_file]。\n" -"要使用 [EditorExportPlugin],请先用 [method EditorPlugin.add_export_plugin] " -"注册。" +"要使用 [EditorExportPlugin],请先用 [method EditorPlugin.add_export_plugin] 注" +"册。" msgid "" -"Return [code]true[/code] if this plugin will customize resources based on " -"the platform and features used.\n" +"Return [code]true[/code] if this plugin will customize resources based on the " +"platform and features used.\n" "When enabled, [method _get_customization_configuration_hash], [method " -"_customize_resource] and [method _customize_scene] will be called and must " -"be implemented." +"_customize_resource] and [method _customize_scene] will be called and must be " +"implemented." msgstr "" "如果该插件将根据所使用的平台和功能自定义资源,则返回 [code]true[/code]。\n" "启用后,[method _get_customization_configuration_hash]、[method " @@ -33091,22 +36126,22 @@ msgid "" "Customize a resource. If changes are made to it, return the same or a new " "resource. Otherwise, return [code]null[/code].\n" "The [i]path[/i] argument is only used when customizing an actual file, " -"otherwise this means that this resource is part of another one and it will " -"be empty.\n" +"otherwise this means that this resource is part of another one and it will be " +"empty.\n" "Implementing this method is required if [method _begin_customize_resources] " "returns [code]true[/code]." msgstr "" "定制一个资源。如果对其进行了修改,则返回相同的或新的资源。否则,返回 " "[code]null[/code] 。\n" -"[i]path[/i] 参数只在定制一个实际文件时使用,否则这意味着这个资源是另一个资源" -"的一部分,并且它将是空的。\n" +"[i]path[/i] 参数只在定制一个实际文件时使用,否则这意味着这个资源是另一个资源的" +"一部分,并且它将是空的。\n" "如果 [method _begin_customize_resources] 返回 [code]true[/code],则需要实现该" "方法。" msgid "" -"Customize a scene. If changes are made to it, return the same or a new " -"scene. Otherwise, return [code]null[/code]. If a new scene is returned, it " -"is up to you to dispose of the old one.\n" +"Customize a scene. If changes are made to it, return the same or a new scene. " +"Otherwise, return [code]null[/code]. If a new scene is returned, it is up to " +"you to dispose of the old one.\n" "Implementing this method is required if [method _begin_customize_resources] " "returns [code]true[/code]." msgstr "" @@ -33123,16 +36158,16 @@ msgstr "场景的自定义处理完成时调用。" msgid "" "Virtual method to be overridden by the user. It is called when the export " -"starts and provides all information about the export. [param features] is " -"the list of features for the export, [param is_debug] is [code]true[/code] " -"for debug builds, [param path] is the target path for the exported project. " +"starts and provides all information about the export. [param features] is the " +"list of features for the export, [param is_debug] is [code]true[/code] for " +"debug builds, [param path] is the target path for the exported project. " "[param flags] is only used when running a runnable profile, e.g. when using " "native run on Android." msgstr "" "由用户重写的虚方法。它在导出开始时调用,并提供有关导出的所有信息。[param " -"features] 是导出的特性列表,[param is_debug] 是 [code]true[/code] 时用于调试" -"构建,[param path] 是导出项目的目标路径。[param flags] 仅在运行可运行配置文件" -"时使用,例如在 Android 上使用本机运行时。" +"features] 是导出的特性列表,[param is_debug] 是 [code]true[/code] 时用于调试构" +"建,[param path] 是导出项目的目标路径。[param flags] 仅在运行可运行配置文件时" +"使用,例如在 Android 上使用本机运行时。" msgid "" "Virtual method to be overridden by the user. Called when the export is " @@ -33145,8 +36180,8 @@ msgid "" "the path of the file, [param type] is the [Resource] represented by the file " "(e.g. [PackedScene]) and [param features] is the list of features for the " "export.\n" -"Calling [method skip] inside this callback will make the file not included " -"in the export." +"Calling [method skip] inside this callback will make the file not included in " +"the export." msgstr "" "虚方法,需要用户重写。对于每个导出的文件调用,提供可用于标识文件的参数。" "[param path]是文件的路径,[param type]是文件所表示的[Resource](例如" @@ -33160,8 +36195,8 @@ msgid "" "Implementing this method is required if [method _begin_customize_resources] " "returns [code]true[/code]." msgstr "" -"根据传入的配置返回一个哈希值(对于场景和资源)。这有助于为单独的导出配置保留" -"单独的缓存。\n" +"根据传入的配置返回一个哈希值(对于场景和资源)。这有助于为单独的导出配置保留单" +"独的缓存。\n" "如果 [method _begin_customize_resources] 返回 [code]true[/code],则需要实现该" "方法。" @@ -33172,6 +36207,25 @@ msgstr "" "返回该预设对于给定的 [param platform],应该具有的附加功能的 " "[PackedStringArray]。" +msgid "" +"Return a list of export options that can be configured for this export " +"plugin.\n" +"Each element in the return value is a [Dictionary] with the following keys:\n" +"- [code]option[/code]: A dictionary with the structure documented by [method " +"Object.get_property_list], but all keys are optional.\n" +"- [code]default_value[/code]: The default value for this option.\n" +"- [code]update_visibility[/code]: An optional boolean value. If set to " +"[code]true[/code], the preset will emit [signal Object.property_list_changed] " +"when the option is changed." +msgstr "" +"返回导出选项列表,能够用来配置这个导出插件。\n" +"返回值中的每个元素都是一个 [Dictionary],包含如下字段:\n" +"- [code]option[/code]:字典,结构与 [method Object.get_property_list] 文档中的" +"相同,但所有字段都是可选的。\n" +"- [code]default_value[/code]:该选项的默认值。\n" +"- [code]update_visibility[/code]:可选的布尔值。如果设为 [code]true[/code],则" +"该选项发生变化时,预设会发出 [signal Object.property_list_changed]。" + msgid "" "Return the name identifier of this plugin (for future identification by the " "exporter). The plugins are sorted by name before exporting.\n" @@ -33181,14 +36235,12 @@ msgstr "" "需要实现该方法。" msgid "" -"Adds a custom file to be exported. [param path] is the virtual path that can " -"be used to load the file, [param file] is the binary data of the file. If " -"[param remap] is [code]true[/code], file will not be exported, but instead " -"remapped to the given [param path]." +"Return [code]true[/code], if the result of [method _get_export_options] has " +"changed and the export options of preset corresponding to [param platform] " +"should be updated." msgstr "" -"添加一个要导出的自定义文件。[param path] 是可以用来加载文件的虚拟路径," -"[param file]是文件的二进制数据。如果 [param remap] 为 [code]true[/code],则文" -"件将不会被导出,而是被重新映射到给定的 [param path]。" +"如果 [method _get_export_options] 的结果发生了改变,与 [param platform] 对应的" +"导出预设的选项需要更新,则返回 [code]true[/code]。" msgid "" "Adds an iOS bundle file from the given [param path] to the exported project." @@ -33202,15 +36254,15 @@ msgstr "" "的。" msgid "" -"Adds a dynamic library (*.dylib, *.framework) to Linking Phase in iOS's " -"Xcode project and embeds it into resulting binary.\n" +"Adds a dynamic library (*.dylib, *.framework) to Linking Phase in iOS's Xcode " +"project and embeds it into resulting binary.\n" "[b]Note:[/b] For static libraries (*.a) works in same way as " "[code]add_ios_framework[/code].\n" "This method should not be used for System libraries as they are already " "present on the device." msgstr "" -"将动态库(*.dylib、*.framework)添加到iOS的Xcode项目的链接阶段,并将其嵌入到" -"生成的二进制文件中。\n" +"将动态库(*.dylib、*.framework)添加到iOS的Xcode项目的链接阶段,并将其嵌入到生" +"成的二进制文件中。\n" "[b]注意:[/b] 对于静态库(*.a),该方法的工作方式与[code]add_ios_framework[/" "code]相同。\n" "此方法不该用于系统库,因为它们已经存在于设备上。" @@ -33248,12 +36300,17 @@ msgid "" "In case of a directory code-sign will error if you place non code object in " "directory." msgstr "" -"添加一个共享对象或仅包含具有给定 [param tags] 和目标 [param path] 的共享对象" -"的目录。\n" +"添加一个共享对象或仅包含具有给定 [param tags] 和目标 [param path] 的共享对象的" +"目录。\n" "[b]注意:[/b]使用 macOS 导出时,这些共享对象将被添加到应用程序包的 " "[code]Frameworks[/code] 目录中。\n" "如果使用的是目录,如果将非代码对象放在该目录中,则代码签名时会报错。" +msgid "" +"Returns the current value of an export option supplied by [method " +"_get_export_options]." +msgstr "返回 [method _get_export_options] 提供的导出选项的当前值。" + msgid "" "To be called inside [method _export_file]. Skips the current file, so it's " "not included in the export." @@ -33274,22 +36331,21 @@ msgid "" "Profiles...[/b] at the top of the editor window." msgstr "" "编辑器功能配置可以用来禁用 Godot 编辑器的特定功能。当禁用时,这些功能将不会出" -"现在编辑器中,从而使编辑器不那么混乱。这个设置使编辑器更简洁,在团队中工作" -"时。例如,游戏美术和关卡设计师可以使用禁用脚本编辑器的功能配置,以避免意外地" -"对他们不应该编辑的文件进行更改。\n" -"要可视化地管理编辑器功能配置,请使用编辑器窗口顶部的[b]编辑器 >管理功能配" -"置...[/b]。" +"现在编辑器中,从而使编辑器不那么混乱。这个设置使编辑器更简洁,在团队中工作时。" +"例如,游戏美术和关卡设计师可以使用禁用脚本编辑器的功能配置,以避免意外地对他们" +"不应该编辑的文件进行更改。\n" +"要可视化地管理编辑器功能配置,请使用编辑器窗口顶部的[b]编辑器 >管理功能配置..." +"[/b]。" msgid "Returns the specified [param feature]'s human-readable name." msgstr "返回指定特性 [param feature] 的人类可读名称。" msgid "" "Returns [code]true[/code] if the class specified by [param class_name] is " -"disabled. When disabled, the class won't appear in the Create New Node " -"dialog." +"disabled. When disabled, the class won't appear in the Create New Node dialog." msgstr "" -"如果 [param class_name] 指定的类被禁用,则返回 [code]true[/code]。被禁用时," -"该类不会出现在“创建 Node”对话框中。" +"如果 [param class_name] 指定的类被禁用,则返回 [code]true[/code]。被禁用时,该" +"类不会出现在“创建 Node”对话框中。" msgid "" "Returns [code]true[/code] if editing for the class specified by [param " @@ -33297,19 +36353,19 @@ msgid "" "Create New Node dialog but the Inspector will be read-only when selecting a " "node that extends the class." msgstr "" -"如果由 [param class_name] 指定的类的编辑被禁用,则返回 [code]true[/code]。被" -"禁用时,该类仍会出现在“创建 Node”对话框中,但在选择继承该类的节点时,检查器将" -"是只读的。" +"如果由 [param class_name] 指定的类的编辑被禁用,则返回 [code]true[/code]。被禁" +"用时,该类仍会出现在“创建 Node”对话框中,但在选择继承该类的节点时,检查器将是" +"只读的。" msgid "" "Returns [code]true[/code] if [param property] is disabled in the class " -"specified by [param class_name]. When a property is disabled, it won't " -"appear in the Inspector when selecting a node that extends the class " -"specified by [param class_name]." +"specified by [param class_name]. When a property is disabled, it won't appear " +"in the Inspector when selecting a node that extends the class specified by " +"[param class_name]." msgstr "" -"如果在 [param class_name] 指定的类中禁用 [param property],则返回 " -"[code]true[/code]。当属性被禁用时,在选择继承由 [param class_name] 指定的类的" -"节点时,该属性将不会出现在检查器中。" +"如果在 [param class_name] 指定的类中禁用 [param property],则返回 [code]true[/" +"code]。当属性被禁用时,在选择继承由 [param class_name] 指定的类的节点时,该属" +"性将不会出现在检查器中。" msgid "" "Returns [code]true[/code] if the [param feature] is disabled. When a feature " @@ -33323,8 +36379,8 @@ msgid "" "format obtained by using the feature profile manager's [b]Export[/b] button " "or the [method save_to_file] method." msgstr "" -"从文件中加载一个编辑器功能配置。该文件必须遵循 JSON 格式,通过使用功能配置管" -"理器的[b]导出[/b]按钮或 [method save_to_file] 方法获得。" +"从文件中加载一个编辑器功能配置。该文件必须遵循 JSON 格式,通过使用功能配置管理" +"器的[b]导出[/b]按钮或 [method save_to_file] 方法获得。" msgid "" "Saves the editor feature profile to a file in JSON format. It can then be " @@ -33355,8 +36411,8 @@ msgstr "" msgid "" "If [param disable] is [code]true[/code], disables editing for [param " "property] in the class specified by [param class_name]. When a property is " -"disabled, it won't appear in the Inspector when selecting a node that " -"extends the class specified by [param class_name]." +"disabled, it won't appear in the Inspector when selecting a node that extends " +"the class specified by [param class_name]." msgstr "" "如果 [param disable] 为 [code]true[/code],则禁用 [param class_name] 指定的类" "中的 [param property] 属性的编辑。禁用某一属性后,选中继承自 [param " @@ -33367,8 +36423,8 @@ msgid "" "specified in [param feature]. When a feature is disabled, it will disappear " "from the editor entirely." msgstr "" -"如果 [param disable] 为 [code]true[/code],则禁用 [param feature] 中指定的编" -"辑器功能。当一个功能被禁用时,它将从编辑器中完全消失。" +"如果 [param disable] 为 [code]true[/code],则禁用 [param feature] 中指定的编辑" +"器功能。当一个功能被禁用时,它将从编辑器中完全消失。" msgid "" "The 3D editor. If this feature is disabled, the 3D editor won't display but " @@ -33378,15 +36434,14 @@ msgstr "" "Node”对话框中。" msgid "" -"The Script tab, which contains the script editor and class reference " -"browser. If this feature is disabled, the Script tab won't display." +"The Script tab, which contains the script editor and class reference browser. " +"If this feature is disabled, the Script tab won't display." msgstr "" -"脚本选项卡,它包含脚本编辑器和类引用浏览器。如果该功能被禁用,脚本选项卡将不" -"会显示。" +"脚本选项卡,它包含脚本编辑器和类引用浏览器。如果该功能被禁用,脚本选项卡将不会" +"显示。" msgid "" -"The AssetLib tab. If this feature is disabled, the AssetLib tab won't " -"display." +"The AssetLib tab. If this feature is disabled, the AssetLib tab won't display." msgstr "AssetLib 选项卡。如果禁用此功能,则不会显示 AssetLib 选项卡。" msgid "" @@ -33417,23 +36472,30 @@ msgstr "历史面板。如果禁用此功能,则历史面板将不可见。" msgid "A modified version of [FileDialog] used by the editor." msgstr "编辑器使用的 [FileDialog] 的修改版。" +msgid "" +"[EditorFileDialog] is an enhanced version of [FileDialog] available only to " +"editor plugins. Additional features include list of favorited/recent files " +"and the ability to see files as thumbnails grid instead of list." +msgstr "" +"[EditorFileDialog] 是 [FileDialog] 的增强版,只对编辑器插件可用。额外的功能包" +"括收藏列表、最近文件列表和以缩略图网格而不是列表的形式查看文件的能力。" + msgid "" "Adds a comma-delimited file name [param filter] option to the " -"[EditorFileDialog] with an optional [param description], which restricts " -"what files can be picked.\n" +"[EditorFileDialog] with an optional [param description], which restricts what " +"files can be picked.\n" "A [param filter] should be of the form [code]\"filename.extension\"[/code], " "where filename and extension can be [code]*[/code] to match any string. " -"Filters starting with [code].[/code] (i.e. empty filenames) are not " -"allowed.\n" +"Filters starting with [code].[/code] (i.e. empty filenames) are not allowed.\n" "For example, a [param filter] of [code]\"*.tscn, *.scn\"[/code] and a [param " "description] of [code]\"Scenes\"[/code] results in filter text \"Scenes (*." "tscn, *.scn)\"." msgstr "" "将一个逗号分隔的文件名 [param filter] 且带有可选 [param description] 的选项添" "加到的 [EditorFileDialog],这限制了可以选择的文件。\n" -"[param filter] 的格式应为 [code]\"文件名.扩展名\"[/code],其中文件名和扩展名" -"可以是 [code]*[/code],以匹配任意字符串。不允许使用以 [code].[/code] 开头的过" -"滤器(即空文件名)。\n" +"[param filter] 的格式应为 [code]\"文件名.扩展名\"[/code],其中文件名和扩展名可" +"以是 [code]*[/code],以匹配任意字符串。不允许使用以 [code].[/code] 开头的过滤" +"器(即空文件名)。\n" "例如,[code]\"*.tscn, *.scn\"[/code] 的 [param filter] 和 [code]\"场景\"[/" "code] 的 [param description] 会产生过滤文本“场景 (* .tscn, *.scn)”。" @@ -33442,8 +36504,8 @@ msgstr "移除“All Files(*)”筛选器之外的所有筛选器。" msgid "" "Returns the LineEdit for the selected file.\n" -"[b]Warning:[/b] This is a required internal node, removing and freeing it " -"may cause a crash. If you wish to hide it or any of its children, use their " +"[b]Warning:[/b] This is a required internal node, removing and freeing it may " +"cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." msgstr "" "返回所选文件的 LineEdit。\n" @@ -33452,8 +36514,8 @@ msgstr "" msgid "" "Returns the [code]VBoxContainer[/code] used to display the file system.\n" -"[b]Warning:[/b] This is a required internal node, removing and freeing it " -"may cause a crash. If you wish to hide it or any of its children, use their " +"[b]Warning:[/b] This is a required internal node, removing and freeing it may " +"cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." msgstr "" "返回用于显示文件系统的 [code]VBoxContainer[/code]。\n" @@ -33508,17 +36570,16 @@ msgstr "" "可用的文件类型过滤器。例如,这样就只会显示 [code].png[/code] 和 [code].gd[/" "code] 文件:[code]set_filters(PackedStringArray([\"*.png ; PNG Images\",\"*." "gd ; GDScript Files\"]))[/code]。也可以在单个过滤器中指定多种文件类型。选中 " -"[code]\"*.png, *.jpg, *.jpeg ; 支持的图片\"[/code] 时,将同时显示 PNG 和 " -"JPEG 文件。" +"[code]\"*.png, *.jpg, *.jpeg ; 支持的图片\"[/code] 时,将同时显示 PNG 和 JPEG " +"文件。" msgid "" "If [code]true[/code], hidden files and directories will be visible in the " -"[EditorFileDialog]. This property is synchronized with [member " -"EditorSettings.filesystem/file_dialog/show_hidden_files]." +"[EditorFileDialog]. This property is synchronized with [member EditorSettings." +"filesystem/file_dialog/show_hidden_files]." msgstr "" -"如果为 [code]true[/code],隐藏的文件和目录将在 [EditorFileDialog] 中可见。该" -"属性与 [member EditorSettings.filesystem/file_dialog/show_hidden_files] 同" -"步。" +"如果为 [code]true[/code],隐藏的文件和目录将在 [EditorFileDialog] 中可见。该属" +"性与 [member EditorSettings.filesystem/file_dialog/show_hidden_files] 同步。" msgid "Emitted when a directory is selected." msgstr "选择目录时触发。" @@ -33615,11 +36676,11 @@ msgid "" "update_file] or [method scan].\n" "[b]Note:[/b] This function blocks until the import is finished. However, the " "main loop iteration, including timers and [method Node._process], will occur " -"during the import process due to progress bar updates. Avoid calls to " -"[method reimport_files] or [method scan] while an import is in progress." +"during the import process due to progress bar updates. Avoid calls to [method " +"reimport_files] or [method scan] while an import is in progress." msgstr "" -"重新导入一组文件。如果这些文件或其 [code].import[/code] 文件是由脚本或外部程" -"序直接编辑的,请调用此函数。\n" +"重新导入一组文件。如果这些文件或其 [code].import[/code] 文件是由脚本或外部程序" +"直接编辑的,请调用此函数。\n" "如果文件类型已更改或文件是新创建的,请使用 [method update_file] 或 [method " "scan]。\n" "[b]注意:[/b]此函数会阻塞,直到导入完成。但由于进度条更新,主循环迭代,包括计" @@ -33639,10 +36700,10 @@ msgid "" "This will not import the file. To reimport, call [method reimport_files] or " "[method scan] methods." msgstr "" -"在现有目录中添加文件,或计划在编辑器重新启动时更新文件信息。可用于更新由外部" -"程序保存的文本文件。\n" -"这不会导入文件。要重新导入,请调用 [method reimport_files] 或 [method scan] " -"方法。" +"在现有目录中添加文件,或计划在编辑器重新启动时更新文件信息。可用于更新由外部程" +"序保存的文本文件。\n" +"这不会导入文件。要重新导入,请调用 [method reimport_files] 或 [method scan] 方" +"法。" msgid "Emitted if the filesystem changed." msgstr "在文件系统更改的时候触发。" @@ -33711,8 +36772,8 @@ msgid "" "[i]not[/i] a file extension such as [code]\".gd\"[/code]." msgstr "" "返回在索引 [param idx] 处文件的资源类型。返回的是类似 [code]\"Resource\"[/" -"code] 和 [code]\"GDScript\"[/code] 的字符串,[i]而不是[/i]类似 [code]\"." -"gd\"[/code] 的文件扩展名。" +"code] 和 [code]\"GDScript\"[/code] 的字符串,[i]而不是[/i]类似 [code]\".gd\"[/" +"code] 的文件扩展名。" msgid "Returns the name of this directory." msgstr "返回这个目录的名字。" @@ -33737,8 +36798,8 @@ msgid "Used to query and configure import format support." msgstr "用于查询和配置导入格式支持。" msgid "" -"This class is used to query and configure a certain import format. It is " -"used in conjunction with asset format import plugins." +"This class is used to query and configure a certain import format. It is used " +"in conjunction with asset format import plugins." msgstr "该类用于查询和配置某种导入格式。它与资产格式导入插件配合使用。" msgid "Return the file extensions supported." @@ -33754,8 +36815,260 @@ msgid "" "Registers a custom resource importer in the editor. Use the class to parse " "any file and import it as a new resource type." msgstr "" -"在编辑器中注册一个自定义资源导入器。使用该类来解析任何文件,并将其作为新的资" -"源类型导入。" +"在编辑器中注册一个自定义资源导入器。使用该类来解析任何文件,并将其作为新的资源" +"类型导入。" + +msgid "" +"[EditorImportPlugin]s provide a way to extend the editor's resource import " +"functionality. Use them to import resources from custom files or to provide " +"alternatives to the editor's existing importers.\n" +"EditorImportPlugins work by associating with specific file extensions and a " +"resource type. See [method _get_recognized_extensions] and [method " +"_get_resource_type]. They may optionally specify some import presets that " +"affect the import process. EditorImportPlugins are responsible for creating " +"the resources and saving them in the [code].godot/imported[/code] directory " +"(see [member ProjectSettings.application/config/" +"use_hidden_project_data_directory]).\n" +"Below is an example EditorImportPlugin that imports a [Mesh] from a file with " +"the extension \".special\" or \".spec\":\n" +"[codeblocks]\n" +"[gdscript]\n" +"@tool\n" +"extends EditorImportPlugin\n" +"\n" +"func _get_importer_name():\n" +" return \"my.special.plugin\"\n" +"\n" +"func _get_visible_name():\n" +" return \"Special Mesh\"\n" +"\n" +"func _get_recognized_extensions():\n" +" return [\"special\", \"spec\"]\n" +"\n" +"func _get_save_extension():\n" +" return \"mesh\"\n" +"\n" +"func _get_resource_type():\n" +" return \"Mesh\"\n" +"\n" +"func _get_preset_count():\n" +" return 1\n" +"\n" +"func _get_preset_name(preset_index):\n" +" return \"Default\"\n" +"\n" +"func _get_import_options(path, preset_index):\n" +" return [{\"name\": \"my_option\", \"default_value\": false}]\n" +"\n" +"func _import(source_file, save_path, options, platform_variants, gen_files):\n" +" var file = FileAccess.open(source_file, FileAccess.READ)\n" +" if file == null:\n" +" return FAILED\n" +" var mesh = ArrayMesh.new()\n" +" # Fill the Mesh with data read in \"file\", left as an exercise to the " +"reader.\n" +"\n" +" var filename = save_path + \".\" + _get_save_extension()\n" +" return ResourceSaver.save(mesh, filename)\n" +"[/gdscript]\n" +"[csharp]\n" +"using Godot;\n" +"\n" +"public partial class MySpecialPlugin : EditorImportPlugin\n" +"{\n" +" public override string _GetImporterName()\n" +" {\n" +" return \"my.special.plugin\";\n" +" }\n" +"\n" +" public override string _GetVisibleName()\n" +" {\n" +" return \"Special Mesh\";\n" +" }\n" +"\n" +" public override string[] _GetRecognizedExtensions()\n" +" {\n" +" return new string[] { \"special\", \"spec\" };\n" +" }\n" +"\n" +" public override string _GetSaveExtension()\n" +" {\n" +" return \"mesh\";\n" +" }\n" +"\n" +" public override string _GetResourceType()\n" +" {\n" +" return \"Mesh\";\n" +" }\n" +"\n" +" public override int _GetPresetCount()\n" +" {\n" +" return 1;\n" +" }\n" +"\n" +" public override string _GetPresetName(int presetIndex)\n" +" {\n" +" return \"Default\";\n" +" }\n" +"\n" +" public override Godot.Collections.Array " +"_GetImportOptions(string path, int presetIndex)\n" +" {\n" +" return new Godot.Collections.Array\n" +" {\n" +" new Godot.Collections.Dictionary\n" +" {\n" +" { \"name\", \"myOption\" },\n" +" { \"default_value\", false },\n" +" }\n" +" };\n" +" }\n" +"\n" +" public override int _Import(string sourceFile, string savePath, Godot." +"Collections.Dictionary options, Godot.Collections.Array " +"platformVariants, Godot.Collections.Array genFiles)\n" +" {\n" +" using var file = FileAccess.Open(sourceFile, FileAccess.ModeFlags." +"Read);\n" +" if (file.GetError() != Error.Ok)\n" +" {\n" +" return (int)Error.Failed;\n" +" }\n" +"\n" +" var mesh = new ArrayMesh();\n" +" // Fill the Mesh with data read in \"file\", left as an exercise to " +"the reader.\n" +" string filename = $\"{savePath}.{_GetSaveExtension()}\";\n" +" return (int)ResourceSaver.Save(mesh, filename);\n" +" }\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]\n" +"To use [EditorImportPlugin], register it using the [method EditorPlugin." +"add_import_plugin] method first." +msgstr "" +"[EditorImportPlugin] 提供了一种方法来扩展编辑器的资源导入功能。使用它们从自定" +"义文件中导入资源,或为编辑器的现有导入器提供替代方案。\n" +"EditorImportPlugin 通过与特定的文件扩展名和资源类型相关联来工作。请参见 " +"[method _get_recognized_extensions] 和 [method _get_resource_type]。它们可以选" +"择性地指定一些影响导入过程的导入预设。EditorImportPlugin 负责创建资源并将它们" +"保存在 [code].godot/imported[/code] 目录中(参见 [member ProjectSettings." +"application/config/use_hidden_project_data_directory])。\n" +"下面是一个 EditorImportPlugin 的示例,它从扩展名为“.special”或“.spec”的文件中" +"导入 [Mesh]:\n" +"[codeblocks]\n" +"[gdscript]\n" +"@tool\n" +"extends EditorImportPlugin\n" +"\n" +"func _get_importer_name():\n" +" return \"my.special.plugin\"\n" +"\n" +"func _get_visible_name():\n" +" return \"Special Mesh\"\n" +"\n" +"func _get_recognized_extensions():\n" +" return [\"special\", \"spec\"]\n" +"\n" +"func _get_save_extension():\n" +" return \"mesh\"\n" +"\n" +"func _get_resource_type():\n" +" return \"Mesh\"\n" +"\n" +"func _get_preset_count():\n" +" return 1\n" +"\n" +"func _get_preset_name(preset_index):\n" +" return \"Default\"\n" +"\n" +"func _get_import_options(path, preset_index):\n" +" return [{\"name\": \"my_option\", \"default_value\": false}]\n" +"\n" +"func _import(source_file, save_path, options, platform_variants, gen_files):\n" +" var file = FileAccess.open(source_file, FileAccess.READ)\n" +" if file == null:\n" +" return FAILED\n" +" var mesh = ArrayMesh.new()\n" +" # 使用从“file”中读取的数据填充 Mesh,留作读者的练习。\n" +"\n" +" var filename = save_path + \".\" + _get_save_extension()\n" +" return ResourceSaver.save(mesh, filename)\n" +"[/gdscript]\n" +"[csharp]\n" +"using Godot;\n" +"\n" +"public partial class MySpecialPlugin : EditorImportPlugin\n" +"{\n" +" public override string _GetImporterName()\n" +" {\n" +" return \"my.special.plugin\";\n" +" }\n" +"\n" +" public override string _GetVisibleName()\n" +" {\n" +" return \"Special Mesh\";\n" +" }\n" +"\n" +" public override string[] _GetRecognizedExtensions()\n" +" {\n" +" return new string[] { \"special\", \"spec\" };\n" +" }\n" +"\n" +" public override string _GetSaveExtension()\n" +" {\n" +" return \"mesh\";\n" +" }\n" +"\n" +" public override string _GetResourceType()\n" +" {\n" +" return \"Mesh\";\n" +" }\n" +"\n" +" public override int _GetPresetCount()\n" +" {\n" +" return 1;\n" +" }\n" +"\n" +" public override string _GetPresetName(int presetIndex)\n" +" {\n" +" return \"Default\";\n" +" }\n" +"\n" +" public override Godot.Collections.Array " +"_GetImportOptions(string path, int presetIndex)\n" +" {\n" +" return new Godot.Collections.Array\n" +" {\n" +" new Godot.Collections.Dictionary\n" +" {\n" +" { \"name\", \"myOption\" },\n" +" { \"default_value\", false },\n" +" }\n" +" };\n" +" }\n" +"\n" +" public override int _Import(string sourceFile, string savePath, Godot." +"Collections.Dictionary options, Godot.Collections.Array " +"platformVariants, Godot.Collections.Array genFiles)\n" +" {\n" +" using var file = FileAccess.Open(sourceFile, FileAccess.ModeFlags." +"Read);\n" +" if (file.GetError() != Error.Ok)\n" +" {\n" +" return (int)Error.Failed;\n" +" }\n" +"\n" +" var mesh = new ArrayMesh();\n" +" // 使用从“file”中读取的数据填充 Mesh,留作读者的练习\n" +" string filename = $\"{savePath}.{_GetSaveExtension()}\";\n" +" return (int)ResourceSaver.Save(mesh, filename);\n" +" }\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]\n" +"要使用 [EditorImportPlugin],请先使用 [method EditorPlugin.add_import_plugin] " +"方法注册它。" msgid "Import plugins" msgstr "导入插件" @@ -33771,28 +37084,94 @@ msgstr "" "[code]hint_string[/code](可选)、[code]usage[/code](可选)。" msgid "" -"Gets the order of this importer to be run when importing resources. " -"Importers with [i]lower[/i] import orders will be called first, and higher " -"values will be called later. Use this to ensure the importer runs after the " -"dependencies are already imported. The default import order is [code]0[/" -"code] unless overridden by a specific importer. See [enum ResourceImporter." -"ImportOrder] for some predefined values." +"Gets the order of this importer to be run when importing resources. Importers " +"with [i]lower[/i] import orders will be called first, and higher values will " +"be called later. Use this to ensure the importer runs after the dependencies " +"are already imported. The default import order is [code]0[/code] unless " +"overridden by a specific importer. See [enum ResourceImporter.ImportOrder] " +"for some predefined values." msgstr "" "获取该导入器在导入资源时的运行顺序。具有[i]较低[/i]导入顺序的导入器将被首先调" -"用,较高值的将被其后调用。使用这个来确保导入器在依赖项已经被导入后执行。默认" -"的导入顺序是 [code]0[/code],除非被指定的导入器重写。参阅 [enum " +"用,较高值的将被其后调用。使用这个来确保导入器在依赖项已经被导入后执行。默认的" +"导入顺序是 [code]0[/code],除非被指定的导入器重写。参阅 [enum " "ResourceImporter.ImportOrder] 了解相关预定义的值。" msgid "Gets the unique name of the importer." msgstr "获取导入器的唯一名称。" +msgid "" +"This method can be overridden to hide specific import options if conditions " +"are met. This is mainly useful for hiding options that depend on others if " +"one of them is disabled. For example:\n" +"[codeblocks]\n" +"[gdscript]\n" +"func _get_option_visibility(option, options):\n" +" # Only show the lossy quality setting if the compression mode is set to " +"\"Lossy\".\n" +" if option == \"compress/lossy_quality\" and options.has(\"compress/" +"mode\"):\n" +" return int(options[\"compress/mode\"]) == COMPRESS_LOSSY # This is a " +"constant that you set\n" +"\n" +" return true\n" +"[/gdscript]\n" +"[csharp]\n" +"public void _GetOptionVisibility(string option, Godot.Collections.Dictionary " +"options)\n" +"{\n" +" // Only show the lossy quality setting if the compression mode is set to " +"\"Lossy\".\n" +" if (option == \"compress/lossy_quality\" && options." +"ContainsKey(\"compress/mode\"))\n" +" {\n" +" return (int)options[\"compress/mode\"] == CompressLossy; // This is a " +"constant you set\n" +" }\n" +"\n" +" return true;\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]\n" +"Returns [code]true[/code] to make all options always visible." +msgstr "" +"覆盖此方法就可以在满足条件时隐藏指定的导入选项。主要用于当某些选项存在依赖项" +"时,如果禁用了某个依赖项就隐藏这些选项。例如:\n" +"[codeblocks]\n" +"[gdscript]\n" +"func _get_option_visibility(option, options):\n" +" # 仅在压缩模式设为“Lossy”时显示有损压缩质量设置。\n" +" if option == \"compress/lossy_quality\" and options.has(\"compress/" +"mode\"):\n" +" return int(options[\"compress/mode\"]) == COMPRESS_LOSSY # 这是你设置" +"的常量\n" +"\n" +" return true\n" +"[/gdscript]\n" +"[csharp]\n" +"public void _GetOptionVisibility(string option, Godot.Collections.Dictionary " +"options)\n" +"{\n" +" // 仅在压缩模式设为“Lossy”时显示有损压缩质量设置。\n" +" if (option == \"compress/lossy_quality\" && options." +"ContainsKey(\"compress/mode\"))\n" +" {\n" +" return (int)options[\"compress/mode\"] == CompressLossy; // 这是你设置" +"的常量\n" +" }\n" +"\n" +" return true;\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]\n" +"返回 [code]true[/code],会让所有选项始终可见。" + msgid "" "Gets the number of initial presets defined by the plugin. Use [method " "_get_import_options] to get the default options for the preset and [method " "_get_preset_name] to get the name of the preset." msgstr "" -"获取插件定义的初始预设的数量。使用 [method _get_import_options] 获取预设的默" -"认选项,使用 [method _get_preset_name] 获取预设的名称。" +"获取插件定义的初始预设的数量。使用 [method _get_import_options] 获取预设的默认" +"选项,使用 [method _get_preset_name] 获取预设的名称。" msgid "Gets the name of the options preset at this index." msgstr "获取该索引处预设的选项名称。" @@ -33828,11 +37207,11 @@ msgstr "" "use_hidden_project_data_directory])。" msgid "" -"Gets the name to display in the import window. You should choose this name " -"as a continuation to \"Import as\", e.g. \"Import as Special Mesh\"." +"Gets the name to display in the import window. You should choose this name as " +"a continuation to \"Import as\", e.g. \"Import as Special Mesh\"." msgstr "" -"获取在导入窗口中显示的名称。你应该选择这个名字作为“导入为”的延续,例如“导入" -"为 Special Mesh”。" +"获取在导入窗口中显示的名称。你应该选择这个名字作为“导入为”的延续,例如“导入为 " +"Special Mesh”。" msgid "" "Imports [param source_file] into [param save_path] with the import [param " @@ -33848,34 +37227,33 @@ msgstr "" msgid "" "This function can only be called during the [method _import] callback and it " -"allows manually importing resources from it. This is useful when the " -"imported file generates external resources that require importing (as " -"example, images). Custom parameters for the \".import\" file can be passed " -"via the [param custom_options]. Additionally, in cases where multiple " -"importers can handle a file, the [param custom_importer] ca be specified to " -"force a specific one. This function performs a resource import and returns " +"allows manually importing resources from it. This is useful when the imported " +"file generates external resources that require importing (as example, " +"images). Custom parameters for the \".import\" file can be passed via the " +"[param custom_options]. Additionally, in cases where multiple importers can " +"handle a file, the [param custom_importer] ca be specified to force a " +"specific one. This function performs a resource import and returns " "immediately with a success or error code. [param generator_parameters] " "defines optional extra metadata which will be stored as " "[code]generator_parameters[/code] in the [code]remap[/code] section of the " -"[code].import[/code] file, for example to store a md5 hash of the source " -"data." +"[code].import[/code] file, for example to store a md5 hash of the source data." msgstr "" -"该函数只能在 [method _import] 回调期间调用,它允许从中手动导入资源。当导入的" -"文件生成需要导入的外部资源(例如图像)时,这很有用。“.import”文件的自定义参数" -"可以通过 [param custom_options] 传递。此外,在多个导入器可以处理一个文件的情" -"况下,可以指定 [param custom_importer] 以强制使用某个特定的导入器。该函数会执" -"行一次资源导入并立即返回成功或错误代码。[param generator_parameters] 定义可选" -"的额外元数据,这些元数据将作为 [code]generator_parameters[/code] 存储在 " -"[code].import[/code] 文件的 [code]remap[/code] 小节中,例如存储源数据的一个 " -"md5 散列值。" +"该函数只能在 [method _import] 回调期间调用,它允许从中手动导入资源。当导入的文" +"件生成需要导入的外部资源(例如图像)时,这很有用。“.import”文件的自定义参数可" +"以通过 [param custom_options] 传递。此外,在多个导入器可以处理一个文件的情况" +"下,可以指定 [param custom_importer] 以强制使用某个特定的导入器。该函数会执行" +"一次资源导入并立即返回成功或错误代码。[param generator_parameters] 定义可选的" +"额外元数据,这些元数据将作为 [code]generator_parameters[/code] 存储在 [code]." +"import[/code] 文件的 [code]remap[/code] 小节中,例如存储源数据的一个 md5 散列" +"值。" msgid "A control used to edit properties of an object." msgstr "用于编辑对象属性的控件。" msgid "" -"This is the control that implements property editing in the editor's " -"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used " -"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n" +"This is the control that implements property editing in the editor's Settings " +"dialogs, the Inspector dock, etc. To get the [EditorInspector] used in the " +"editor's Inspector dock, use [method EditorInterface.get_inspector].\n" "[EditorInspector] will show properties in the same order as the array " "returned by [method Object.get_property_list].\n" "If a property's name is path-like (i.e. if it contains forward slashes), " @@ -33885,48 +37263,48 @@ msgid "" "\"GDScript\" section nested inside the \"Highlighting\" section.\n" "If a property has [constant PROPERTY_USAGE_GROUP] usage, it will group " "subsequent properties whose name starts with the property's hint string. The " -"group ends when a property does not start with that hint string or when a " -"new group starts. An empty group name effectively ends the current group. " +"group ends when a property does not start with that hint string or when a new " +"group starts. An empty group name effectively ends the current group. " "[EditorInspector] will create a top-level section for each group. For " "example, if a property with group usage is named [code]Collide With[/code] " "and its hint string is [code]collide_with_[/code], a subsequent " "[code]collide_with_area[/code] property will be shown as \"Area\" inside the " "\"Collide With\" section. There is also a special case: when the hint string " -"contains the name of a property, that property is grouped too. This is " -"mainly to help grouping properties like [code]font[/code], [code]font_color[/" -"code] and [code]font_size[/code] (using the hint string [code]font_[/" -"code]).\n" +"contains the name of a property, that property is grouped too. This is mainly " +"to help grouping properties like [code]font[/code], [code]font_color[/code] " +"and [code]font_size[/code] (using the hint string [code]font_[/code]).\n" "If a property has [constant PROPERTY_USAGE_SUBGROUP] usage, a subgroup will " "be created in the same way as a group, and a second-level section will be " "created for each subgroup.\n" "[b]Note:[/b] Unlike sections created from path-like property names, " -"[EditorInspector] won't capitalize the name for sections created from " -"groups. So properties with group usage usually use capitalized names instead " -"of snake_cased names." +"[EditorInspector] won't capitalize the name for sections created from groups. " +"So properties with group usage usually use capitalized names instead of " +"snake_cased names." msgstr "" -"这是在编辑器的设置对话框、检查器停靠面板等中实现属性编辑的控件。要获取在编辑" -"器的检查器停靠面板中使用的 [EditorInspector],请使用 [method EditorInterface." +"这是为编辑器的“设置”对话框、“检查器”面板等实现属性编辑的控件。要获取编辑器" +"的“检查器”面板中所使用的 [EditorInspector],请使用 [method EditorInterface." "get_inspector]。\n" -"[EditorInspector] 将按照与 [method Object.get_property_list] 返回的数组相同的" -"顺序显示属性。\n" -"如果属性的名称类似于路径(即如果它包含正斜杠),[EditorInspector] 将沿路径为" -"各个“目录”创建嵌套的部分。例如,如果属性名为 [code]highlighting/gdscript/" -"node_path_color[/code],则它将在嵌套在“Highlighting”部分内的“GDScript”部分中" -"显示为“Node Path Color”。\n" -"如果某个属性具有 [constant PROPERTY_USAGE_GROUP] 用法,它将对名称以该属性的提" -"示字符串开头的后续属性进行分组。当属性不以该提示字符串开头或新组开始时,该组" -"结束。空组名有效地结束了当前组。[EditorInspector] 将为每个组创建一个顶级部" -"分。例如,如果具有组用法的属性名为 [code]Collide With[/code],其提示字符串为 " -"[code]collide_with_[/code],则后续的 [code]collide_with_area[/code] 属性将显" -"示为 “Collide With” 部分内的 “Area”。还有一种特殊情况:当提示字符串包含属性名" -"称时,该属性也被分组。这主要是为了帮助分组属性,如 [code]font[/code]、" -"[code]font_color[/code] 和 [code]font_size[/code](使用提示字符串 " -"[code]font_[/code])。\n" -"如果属性具有 [constant PROPERTY_USAGE_SUBGROUP] 用法,则将以与组相同的方式创" -"建子组,并为每个子组创建一个二级部分。\n" -"[b]注意:[/b]与从类似路径的属性名称创建的部分不同,[EditorInspector] 不会将从" -"组创建的部分的名称的首字母大写。因此,具有组用法的属性通常使用首字母大写的名" -"称而不是蛇形名称。" +"[EditorInspector] 展示属性的顺序与 [method Object.get_property_list] 返回的数" +"组一致。\n" +"如果属性的名称为路径形式(即包含正斜杠),[EditorInspector] 会为该路径上的各" +"个“目录”创建嵌套的部分。例如,如果某个属性名为 [code]highlighting/gdscript/" +"node_path_color[/code],那么就会显示为“Node Path Color”,位于嵌套" +"在“Highlighting”部分的“GDScript”部分中。\n" +"如果属性包含 [constant @GlobalScope.PROPERTY_USAGE_GROUP] 用法,就会将其后续属" +"性中,名称以其提示字符串开头的属性合为一组。如果遇到不以该提示字符串开头的属" +"性,或者开始了一个新的分组,那么这个分组就会结束。分组名称为空的效果为结束当前" +"分组。[EditorInspector] 会为每个分组都创建一个顶层的部分。例如,如果有个包含分" +"组用法的属性名叫 [code]Collide With[/code],其提示字符串为 " +"[code]collide_with_[/code],那么后续的 [code]collide_with_area[/code] 属性就会" +"以“Area”的名称出现在“Collide With”部分中。另外还有一种特殊情况:提示字符串包含" +"属性名称时,该属性也会被划入该分组。这样做的目的是将类似 [code]font[/code]、" +"[code]font_color[/code]、[code]font_size[/code] 的属性分在一起(使用 " +"[code]font_[/code] 提示字符串)\n" +"如果属性包含 [constant PROPERTY_USAGE_SUBGROUP] 用法,就会用和分组一样的方法创" +"建子分组,每个子分组都会创建一个二级部分。\n" +"[b]注意:[/b]与根据路径形式的名称而创建的部分不同,[EditorInspector] 不会对根" +"据分组创建的部分的名称进行首字母大写。因此,包含分组用法的属性通常使用首字母大" +"写的名称,而不是 snake_case。" msgid "Gets the path of the currently selected property." msgstr "获取当前选定属性的路径。" @@ -33947,12 +37325,12 @@ msgid "Emitted when a property is edited in the inspector." msgstr "在检查器中编辑属性时触发。" msgid "" -"Emitted when a property is keyed in the inspector. Properties can be keyed " -"by clicking the \"key\" icon next to a property when the Animation panel is " +"Emitted when a property is keyed in the inspector. Properties can be keyed by " +"clicking the \"key\" icon next to a property when the Animation panel is " "toggled." msgstr "" -"当属性在检查器中被键入时触发。当动画面板打开时,可通过点击属性旁边的“钥匙”图" -"标为属性添加关键帧。" +"当属性在检查器中被键入时触发。当动画面板打开时,可通过点击属性旁边的“钥匙”图标" +"为属性添加关键帧。" msgid "Emitted when a property is selected in the inspector." msgstr "在检查器中选择属性时触发。" @@ -34029,8 +37407,8 @@ msgid "" msgstr "可以将控件添加在 [param object] 的属性列表末尾时调用。" msgid "" -"Called to allow adding controls at the beginning of a group or a sub-group " -"in the property list for [param object]." +"Called to allow adding controls at the beginning of a group or a sub-group in " +"the property list for [param object]." msgstr "" "可以将控件添加在 [param object] 属性列表的某个分组或子分组的开头时调用。" @@ -34041,15 +37419,15 @@ msgid "" "otherwise allows to insert a custom editor before the built-in one." msgstr "" "可以为 [param object] 的属性列表添加针对属性的编辑器时调用。这些编辑器必须继" -"承 [EditorProperty]。返回 [code]true[/code] 会移除该属性的内置编辑器,否则会" -"在内置编辑器之前插入自定义编辑器。" +"承 [EditorProperty]。返回 [code]true[/code] 会移除该属性的内置编辑器,否则会在" +"内置编辑器之前插入自定义编辑器。" msgid "Adds a custom control, which is not necessarily a property editor." msgstr "添加自定义控件,它不一定是属性编辑器。" msgid "" -"Adds a property editor for an individual property. The [param editor] " -"control must extend [EditorProperty]." +"Adds a property editor for an individual property. The [param editor] control " +"must extend [EditorProperty]." msgstr "" "为单独的属性添加属性编辑器。[param editor] 控件必须扩展 [EditorProperty]。" @@ -34062,6 +37440,22 @@ msgstr "" msgid "Godot editor's interface." msgstr "Godot 编辑器的界面。" +msgid "" +"[EditorInterface] gives you control over Godot editor's window. It allows " +"customizing the window, saving and (re-)loading scenes, rendering mesh " +"previews, inspecting and editing resources and objects, and provides access " +"to [EditorSettings], [EditorFileSystem], [EditorResourcePreview], " +"[ScriptEditor], the editor viewport, and information about scenes.\n" +"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access " +"the singleton using [method EditorPlugin.get_editor_interface]." +msgstr "" +"[EditorInterface] 可以让你控制 Godot 编辑器的窗口。它允许自定义窗口、保存和" +"(重新)加载场景、渲染网格预览、检查和编辑资源和对象,并且提供了对 " +"[EditorSettings]、[EditorFileSystem]、[EditorResourcePreview]、" +"[ScriptEditor]、编辑器视口和场景相关信息的访问。\n" +"[b]注意:[/b]这个类不应该直接实例化。请使用 [method EditorPlugin." +"get_editor_interface] 访问单例。" + msgid "" "Edits the given [Node]. The node will be also selected if it's inside the " "scene tree." @@ -34075,19 +37469,19 @@ msgstr "" "edit_script] 编辑,指定行列位置。" msgid "" -"Edits the given [Script]. The line and column on which to open the script " -"can also be specified. The script will be open with the user-configured " -"editor for the script's language which may be an external editor." +"Edits the given [Script]. The line and column on which to open the script can " +"also be specified. The script will be open with the user-configured editor " +"for the script's language which may be an external editor." msgstr "" "编辑给定的 [Script]。还可以指定所打开脚本的行和列。打开脚本所使用的编辑器是由" "用户为该脚本的语言所配置,可能是外部编辑器。" msgid "" -"Returns the main container of Godot editor's window. For example, you can " -"use it to retrieve the size of the container and place your controls " +"Returns the main container of Godot editor's window. For example, you can use " +"it to retrieve the size of the container and place your controls " "accordingly.\n" -"[b]Warning:[/b] Removing and freeing this node will render the editor " -"useless and may cause a crash." +"[b]Warning:[/b] Removing and freeing this node will render the editor useless " +"and may cause a crash." msgstr "" "返回 Godot 编辑器窗口的主容器。例如,你可以用它来检索容器的大小并相应地放置你" "的控件。\n" @@ -34102,8 +37496,8 @@ msgstr "" "[b]警告:[/b] 删除和释放此节点,将使编辑器的一部分失去作用,并可能导致崩溃。" msgid "" -"Returns the current directory being viewed in the [FileSystemDock]. If a " -"file is selected, its base directory will be returned using [method String." +"Returns the current directory being viewed in the [FileSystemDock]. If a file " +"is selected, its base directory will be returned using [method String." "get_base_dir] instead." msgstr "" "返回 [FileSystemDock] 中当前正在查看的目录。如果选择了一个文件,则将使用 " @@ -34116,8 +37510,8 @@ msgid "Returns the edited (current) scene's root [Node]." msgstr "返回正在编辑的(当前)场景的根 [Node]。" msgid "" -"Returns the editor control responsible for main screen plugins and tools. " -"Use it with plugins that implement [method EditorPlugin._has_main_screen].\n" +"Returns the editor control responsible for main screen plugins and tools. Use " +"it with plugins that implement [method EditorPlugin._has_main_screen].\n" "[b]Warning:[/b] Removing and freeing this node will render a part of the " "editor useless and may cause a crash." msgstr "" @@ -34130,14 +37524,14 @@ msgstr "返回 [EditorPaths] 单例。" msgid "" "Returns the actual scale of the editor UI ([code]1.0[/code] being 100% " -"scale). This can be used to adjust position and dimensions of the UI added " -"by plugins.\n" +"scale). This can be used to adjust position and dimensions of the UI added by " +"plugins.\n" "[b]Note:[/b] This value is set via the [code]interface/editor/display_scale[/" -"code] and [code]interface/editor/custom_display_scale[/code] editor " -"settings. Editor must be restarted for changes to be properly applied." +"code] and [code]interface/editor/custom_display_scale[/code] editor settings. " +"Editor must be restarted for changes to be properly applied." msgstr "" -"返回编辑器用户 UI 的实际比例([code]1.0[/code] 表示比例为 100%)。这可以用来" -"调整由插件添加的用户 UI 的位置和尺寸。\n" +"返回编辑器用户 UI 的实际比例([code]1.0[/code] 表示比例为 100%)。这可以用来调" +"整由插件添加的用户 UI 的位置和尺寸。\n" "[b]注意:[/b]这个值是通过 [code]interface/editor/display_scale[/code] 和 " "[code]interface/editor/custom_display_scale[/code] 编辑器设置项来设置。编辑器" "必须重新启动才能正确应用这些变化。" @@ -34216,8 +37610,10 @@ msgstr "" msgid "" "Returns mesh previews rendered at the given size as an [Array] of " "[Texture2D]s." -msgstr "" -"将以给定大小渲染的网格预览返回为元素类型为 [Texture2D] 的一个 [Array]。" +msgstr "将以给定大小渲染的网格预览返回为元素类型为 [Texture2D] 的一个 [Array]。" + +msgid "Marks the current scene tab as unsaved." +msgstr "将当前场景选项卡标记为未保存。" msgid "Opens the scene at the given path." msgstr "打开给定路径中的场景。" @@ -34231,6 +37627,46 @@ msgstr "播放文件路径所指定的场景。" msgid "Plays the main scene." msgstr "播放主场景。" +msgid "" +"Pops up the [param dialog] in the editor UI with [method Window." +"popup_exclusive]. The dialog must have no current parent, otherwise the " +"method fails.\n" +"See also [method Window.set_unparent_when_invisible]." +msgstr "" +"使用 [method Window.popup_exclusive] 在编辑器 UI 中弹出 [param dialog]。该对话" +"框目前必须没有父级,否则该方法失败。\n" +"另见 [method Window.set_unparent_when_invisible]。" + +msgid "" +"Pops up the [param dialog] in the editor UI with [method Window." +"popup_exclusive_centered]. The dialog must have no current parent, otherwise " +"the method fails.\n" +"See also [method Window.set_unparent_when_invisible]." +msgstr "" +"使用 [method Window.popup_exclusive_centered] 在编辑器 UI 中弹出 [param " +"dialog]。该对话框目前必须没有父级,否则该方法失败。\n" +"另见 [method Window.set_unparent_when_invisible]。" + +msgid "" +"Pops up the [param dialog] in the editor UI with [method Window." +"popup_exclusive_centered_clamped]. The dialog must have no current parent, " +"otherwise the method fails.\n" +"See also [method Window.set_unparent_when_invisible]." +msgstr "" +"使用 [method Window.popup_exclusive_centered_clamped] 在编辑器 UI 中弹出 " +"[param dialog]。该对话框目前必须没有父级,否则该方法失败。\n" +"另见 [method Window.set_unparent_when_invisible]。" + +msgid "" +"Pops up the [param dialog] in the editor UI with [method Window." +"popup_exclusive_centered_ratio]. The dialog must have no current parent, " +"otherwise the method fails.\n" +"See also [method Window.set_unparent_when_invisible]." +msgstr "" +"使用 [method Window.popup_exclusive_centered_ratio] 在编辑器 UI 中弹出 [param " +"dialog]。该对话框目前必须没有父级,否则该方法失败。\n" +"另见 [method Window.set_unparent_when_invisible]。" + msgid "Reloads the scene at the given path." msgstr "重新加载给定路径的场景。" @@ -34272,23 +37708,30 @@ msgid "Stops the scene that is currently playing." msgstr "停止当前正在播放的场景。" msgid "" -"If [code]true[/code], enables distraction-free mode which hides side docks " -"to increase the space available for the main view." +"If [code]true[/code], enables distraction-free mode which hides side docks to " +"increase the space available for the main view." msgstr "" -"如果为 [code]true[/code],将启用专注模式,该模式会隐藏侧边面板,增加主视图的" -"可用空间。" +"如果为 [code]true[/code],将启用专注模式,该模式会隐藏侧边面板,增加主视图的可" +"用空间。" + +msgid "" +"If [code]true[/code], the Movie Maker mode is enabled in the editor. See " +"[MovieWriter] for more information." +msgstr "" +"如果为 [code]true[/code],则编辑器启用了 Movie Maker 模式。详见 " +"[MovieWriter]。" msgid "Gizmo for editing Node3D objects." msgstr "用于编辑 Node3D 对象的小工具。" msgid "" "Gizmo that is used for providing custom visualization and editing (handles " -"and subgizmos) for Node3D objects. Can be overridden to create custom " -"gizmos, but for simple gizmos creating a [EditorNode3DGizmoPlugin] is " -"usually recommended." +"and subgizmos) for Node3D objects. Can be overridden to create custom gizmos, " +"but for simple gizmos creating a [EditorNode3DGizmoPlugin] is usually " +"recommended." msgstr "" -"小工具可用于为 Node3D 对象提供自定义可视化和编辑功能(控柄和子小工具)。可以" -"被重写以创建自定义小工具,但对于简单的小工具而言,通常建议创建 " +"小工具可用于为 Node3D 对象提供自定义可视化和编辑功能(控柄和子小工具)。可以被" +"重写以创建自定义小工具,但对于简单的小工具而言,通常建议创建 " "[EditorNode3DGizmoPlugin]。" msgid "" @@ -34298,56 +37741,55 @@ msgid "" "and the [param restore] argument as \"undo\".\n" "If the [param cancel] argument is [code]true[/code], the [param restore] " "value should be directly set, without any [UndoRedo] action.\n" -"The [param secondary] argument is [code]true[/code] when the committed " -"handle is secondary (see [method add_handles] for more information)." +"The [param secondary] argument is [code]true[/code] when the committed handle " +"is secondary (see [method add_handles] for more information)." msgstr "" -"重写该方法,以提交一个正在编辑的控柄(控柄必须是之前通过 [method " -"add_handles] 添加的)。这通常意味着为该修改创建一个 [UndoRedo] 动作,将当前控" -"柄值用作“做”,并将 [param restore] 参数用作“撤销”。\n" +"重写该方法,以提交一个正在编辑的控柄(控柄必须是之前通过 [method add_handles] " +"添加的)。这通常意味着为该修改创建一个 [UndoRedo] 动作,将当前控柄值用作“做”," +"并将 [param restore] 参数用作“撤销”。\n" "如果 [param cancel] 参数为 [code]true[/code],则应直接设置 [param restore] " "值,而不需要任何 [UndoRedo] 动作。\n" -"当提交的控柄为次要控柄时,[param secondary] 参数为 [code]true[/code](有关更" -"多信息,请参阅 [method add_handles])。" +"当提交的控柄为次要控柄时,[param secondary] 参数为 [code]true[/code](有关更多" +"信息,请参阅 [method add_handles])。" msgid "" -"Override this method to commit a group of subgizmos being edited (see " -"[method _subgizmos_intersect_ray] and [method " -"_subgizmos_intersect_frustum]). This usually means creating an [UndoRedo] " -"action for the change, using the current transforms as \"do\" and the [param " -"restores] transforms as \"undo\".\n" +"Override this method to commit a group of subgizmos being edited (see [method " +"_subgizmos_intersect_ray] and [method _subgizmos_intersect_frustum]). This " +"usually means creating an [UndoRedo] action for the change, using the current " +"transforms as \"do\" and the [param restores] transforms as \"undo\".\n" "If the [param cancel] argument is [code]true[/code], the [param restores] " "transforms should be directly set, without any [UndoRedo] action." msgstr "" "重写该方法,以提交一组正在编辑的子小工具(参见 [method " -"_subgizmos_intersect_ray] 和 [method _subgizmos_intersect_frustum])。这通常" -"意味着为该更改创建一个 [UndoRedo] 动作,将当前变换用作“做”,并将 [param " +"_subgizmos_intersect_ray] 和 [method _subgizmos_intersect_frustum])。这通常意" +"味着为该更改创建一个 [UndoRedo] 动作,将当前变换用作“做”,并将 [param " "restores] 变换用作“撤消”。\n" "如果 [param cancel] 参数为 [code]true[/code],则[param restores] 变换应被直接" "设置 ,而无需任何 [UndoRedo] 动作。" msgid "" "Override this method to return the name of an edited handle (handles must " -"have been previously added by [method add_handles]). Handles can be named " -"for reference to the user when editing.\n" -"The [param secondary] argument is [code]true[/code] when the requested " -"handle is secondary (see [method add_handles] for more information)." +"have been previously added by [method add_handles]). Handles can be named for " +"reference to the user when editing.\n" +"The [param secondary] argument is [code]true[/code] when the requested handle " +"is secondary (see [method add_handles] for more information)." msgstr "" -"重写该方法,以返回编辑的控柄的名称(控柄必须先前通过 [method add_handles] 添" -"加的)。可以命名控柄以供用户在编辑时引用。\n" -"当请求的控柄是次要控柄时,[param secondary] 参数为 [code]true[/code](有关更" -"多信息,请参阅 [method add_handles])。" +"重写该方法,以返回编辑的控柄的名称(控柄必须先前通过 [method add_handles] 添加" +"的)。可以命名控柄以供用户在编辑时引用。\n" +"当请求的控柄是次要控柄时,[param secondary] 参数为 [code]true[/code](有关更多" +"信息,请参阅 [method add_handles])。" msgid "" -"Override this method to return the current value of a handle. This value " -"will be requested at the start of an edit and used as the [code]restore[/" -"code] argument in [method _commit_handle].\n" -"The [param secondary] argument is [code]true[/code] when the requested " -"handle is secondary (see [method add_handles] for more information)." +"Override this method to return the current value of a handle. This value will " +"be requested at the start of an edit and used as the [code]restore[/code] " +"argument in [method _commit_handle].\n" +"The [param secondary] argument is [code]true[/code] when the requested handle " +"is secondary (see [method add_handles] for more information)." msgstr "" "重写该方法,以返回一个控柄的当前值。该值将在编辑开始时被请求,并用作 [method " "_commit_handle] 中的 [code]restore[/code] 参数。\n" -"当请求的控柄是次要控柄时,[param secondary] 参数为 [code]true[/code](有关更" -"多信息,请参阅 [method add_handles])。" +"当请求的控柄是次要控柄时,[param secondary] 参数为 [code]true[/code](有关更多" +"信息,请参阅 [method add_handles])。" msgid "" "Override this method to return the current transform of a subgizmo. This " @@ -34360,18 +37802,18 @@ msgstr "" msgid "" "Override this method to return [code]true[/code] whenever the given handle " "should be highlighted in the editor.\n" -"The [param secondary] argument is [code]true[/code] when the requested " -"handle is secondary (see [method add_handles] for more information)." +"The [param secondary] argument is [code]true[/code] when the requested handle " +"is secondary (see [method add_handles] for more information)." msgstr "" "重写该方法,只要给定的控柄应该在编辑器中被高亮显示时就返回 [code]true[/" "code]。\n" -"当请求的控柄是次要控柄时,[param secondary] 参数为 [code]true[/code](有关更" -"多信息,请参阅 [method add_handles])。" +"当请求的控柄是次要控柄时,[param secondary] 参数为 [code]true[/code](有关更多" +"信息,请参阅 [method add_handles])。" msgid "" -"Override this method to add all the gizmo elements whenever a gizmo update " -"is requested. It's common to call [method clear] at the beginning of this " -"method and then add visual elements depending on the node's properties." +"Override this method to add all the gizmo elements whenever a gizmo update is " +"requested. It's common to call [method clear] at the beginning of this method " +"and then add visual elements depending on the node's properties." msgstr "" "重写该方法,每当请求小工具更新时将添加所有小工具元素。通常在该方法的开头调用 " "[method clear],然后根据节点的属性添加可视元素。" @@ -34381,14 +37823,14 @@ msgid "" "gizmo handle (previously added with [method add_handles]). The provided " "[param point] is the mouse position in screen coordinates and the [param " "camera] can be used to convert it to raycasts.\n" -"The [param secondary] argument is [code]true[/code] when the edited handle " -"is secondary (see [method add_handles] for more information)." +"The [param secondary] argument is [code]true[/code] when the edited handle is " +"secondary (see [method add_handles] for more information)." msgstr "" -"重写该方法,当用户拖动小工具控柄(之前使用 [method add_handles] 添加的)时更" -"新节点属性。提供的 [param point] 是屏幕坐标中的鼠标位置, [param camera] 可用" -"于将其转换为射线投射。\n" -"当编辑的控柄是次要控柄时,[param secondary] 参数为 [code]true[/code](有关更" -"多信息,请参阅 [method add_handles])。" +"重写该方法,当用户拖动小工具控柄(之前使用 [method add_handles] 添加的)时更新" +"节点属性。提供的 [param point] 是屏幕坐标中的鼠标位置, [param camera] 可用于" +"将其转换为射线投射。\n" +"当编辑的控柄是次要控柄时,[param secondary] 参数为 [code]true[/code](有关更多" +"信息,请参阅 [method add_handles])。" msgid "" "Override this method to update the node properties during subgizmo editing " @@ -34410,20 +37852,19 @@ msgid "" "will be used in other virtual methods like [method _get_subgizmo_transform] " "or [method _commit_subgizmos]." msgstr "" -"重写该方法,以允许使用鼠标拖动框选来选择子小工具。给定一个 [param camera] 和" -"一个 [param frustum],这个方法应该返回哪些子小工具包含在锥体中。[param " -"frustum] 参数由一个构成选择锥体的所有 [code]Plane[/code] 的 [code]Array[/" -"code] 组成。返回的值应该包含一个唯一的子小工具标识符列表,它可以有任何非负" -"值,并将用于其他虚方法,如 [method _get_subgizmo_transform] 或 [method " -"_commit_subgizmos]。" +"重写该方法,以允许使用鼠标拖动框选来选择子小工具。给定一个 [param camera] 和一" +"个 [param frustum],这个方法应该返回哪些子小工具包含在锥体中。[param frustum] " +"参数由一个构成选择锥体的所有 [code]Plane[/code] 的 [code]Array[/code] 组成。返" +"回的值应该包含一个唯一的子小工具标识符列表,它可以有任何非负值,并将用于其他虚" +"方法,如 [method _get_subgizmo_transform] 或 [method _commit_subgizmos]。" msgid "" -"Override this method to allow selecting subgizmos using mouse clicks. Given " -"a [param camera] and a [param point] in screen coordinates, this method " -"should return which subgizmo should be selected. The returned value should " -"be a unique subgizmo identifier, which can have any non-negative value and " -"will be used in other virtual methods like [method _get_subgizmo_transform] " -"or [method _commit_subgizmos]." +"Override this method to allow selecting subgizmos using mouse clicks. Given a " +"[param camera] and a [param point] in screen coordinates, this method should " +"return which subgizmo should be selected. The returned value should be a " +"unique subgizmo identifier, which can have any non-negative value and will be " +"used in other virtual methods like [method _get_subgizmo_transform] or " +"[method _commit_subgizmos]." msgstr "" "重写该方法,以允许使用鼠标点击选择子小工具。给定屏幕坐标中的 [param camera] " "和 [param point] 时,该方法应返回应选择哪个子小工具。返回值应该是一个唯一的子" @@ -34439,8 +37880,7 @@ msgstr "" msgid "" "Adds collision triangles to the gizmo for picking. A [TriangleMesh] can be " -"generated from a regular [Mesh] too. Call this method during [method " -"_redraw]." +"generated from a regular [Mesh] too. Call this method during [method _redraw]." msgstr "" "将碰撞三角形添加到小工具以进行拾取。[TriangleMesh] 也可以从常规 [Mesh] 生成。" "在 [method _redraw] 期间调用该方法。" @@ -34448,24 +37888,24 @@ msgstr "" msgid "" "Adds a list of handles (points) which can be used to edit the properties of " "the gizmo's Node3D. The [param ids] argument can be used to specify a custom " -"identifier for each handle, if an empty [code]Array[/code] is passed, the " -"ids will be assigned automatically from the [param handles] argument order.\n" +"identifier for each handle, if an empty [code]Array[/code] is passed, the ids " +"will be assigned automatically from the [param handles] argument order.\n" "The [param secondary] argument marks the added handles as secondary, meaning " "they will normally have lower selection priority than regular handles. When " "the user is holding the shift key secondary handles will switch to have " "higher priority than regular handles. This change in priority can be used to " "place multiple handles at the same point while still giving the user control " "on their selection.\n" -"There are virtual methods which will be called upon editing of these " -"handles. Call this method during [method _redraw]." +"There are virtual methods which will be called upon editing of these handles. " +"Call this method during [method _redraw]." msgstr "" -"添加可用于编辑该小工具的 Node3D 属性的一组控柄(点)。[param ids] 参数可用于" -"为每个控柄指定一个自定义的标识符,如果传递了一个空的 [code]Array[/code],id " -"将按照 [param handles] 参数顺序自动分配。\n" -"[param secondary] 参数将添加的控柄标记为次要控柄,这意味着它们通常比普通控柄" -"具有更低的选择优先级。当用户按住 Shift 键时,次要控柄将被切换为比普通控柄具有" -"更高的优先级。这种优先级的变化可用于在同一点放置多个控柄,同时仍让用户控制他" -"们的选择。\n" +"添加可用于编辑该小工具的 Node3D 属性的一组控柄(点)。[param ids] 参数可用于为" +"每个控柄指定一个自定义的标识符,如果传递了一个空的 [code]Array[/code],id 将按" +"照 [param handles] 参数顺序自动分配。\n" +"[param secondary] 参数将添加的控柄标记为次要控柄,这意味着它们通常比普通控柄具" +"有更低的选择优先级。当用户按住 Shift 键时,次要控柄将被切换为比普通控柄具有更" +"高的优先级。这种优先级的变化可用于在同一点放置多个控柄,同时仍让用户控制他们的" +"选择。\n" "这些虚方法将在编辑这些控柄时被调用。在 [method _redraw] 期间将调用该方法。" msgid "" @@ -34480,8 +37920,8 @@ msgid "" "Adds a mesh to the gizmo with the specified [param material], local [param " "transform] and [param skeleton]. Call this method during [method _redraw]." msgstr "" -"为小工具添加网格,可以指定材质 [param material]、本地变换 [param transform] " -"和骨架 [param skeleton]。请在 [method _redraw] 期间调用此方法。" +"为小工具添加网格,可以指定材质 [param material]、本地变换 [param transform] 和" +"骨架 [param skeleton]。请在 [method _redraw] 期间调用此方法。" msgid "" "Adds an unscaled billboard for visualization and selection. Call this method " @@ -34507,12 +37947,11 @@ msgid "" "Returns a list of the currently selected subgizmos. Can be used to highlight " "selected elements during [method _redraw]." msgstr "" -"返回当前选定的子小工具的列表。可用于在 [method _redraw] 期间高亮显示所选元" -"素。" +"返回当前选定的子小工具的列表。可用于在 [method _redraw] 期间高亮显示所选元素。" msgid "" -"Returns [code]true[/code] if the given subgizmo is currently selected. Can " -"be used to highlight selected elements during [method _redraw]." +"Returns [code]true[/code] if the given subgizmo is currently selected. Can be " +"used to highlight selected elements during [method _redraw]." msgstr "" "如果给定的子小工具是当前所选定的,则返回 [code]true[/code]。可用于在 [method " "_redraw] 期间高亮显示所选元素。" @@ -34529,16 +37968,19 @@ msgid "" "from [Node3D]." msgstr "设置该小工具参考的 [Node3D] 节点。[param node] 必须继承自 [Node3D]。" +msgid "A class used by the editor to define Node3D gizmo types." +msgstr "编辑器用来定义 Node3D 小工具类型的类。" + msgid "" -"[EditorNode3DGizmoPlugin] allows you to define a new type of Gizmo. There " -"are two main ways to do so: extending [EditorNode3DGizmoPlugin] for the " -"simpler gizmos, or creating a new [EditorNode3DGizmo] type. See the tutorial " -"in the documentation for more info.\n" +"[EditorNode3DGizmoPlugin] allows you to define a new type of Gizmo. There are " +"two main ways to do so: extending [EditorNode3DGizmoPlugin] for the simpler " +"gizmos, or creating a new [EditorNode3DGizmo] type. See the tutorial in the " +"documentation for more info.\n" "To use [EditorNode3DGizmoPlugin], register it using the [method EditorPlugin." "add_node_3d_gizmo_plugin] method first." msgstr "" -"[EditorNode3DGizmoPlugin] 允许定义一种新的小工具类型。定义主要有两种方法:比" -"较简单的小工具可以扩展 [EditorNode3DGizmoPlugin],否则可以创建新的 " +"[EditorNode3DGizmoPlugin] 允许定义一种新的小工具类型。定义主要有两种方法:比较" +"简单的小工具可以扩展 [EditorNode3DGizmoPlugin],否则可以创建新的 " "[EditorNode3DGizmo] 类型。有关详细信息,请参阅文档中的教程。\n" "要使用 [EditorNode3DGizmoPlugin],请先使用 [method EditorPlugin." "add_node_3d_gizmo_plugin] 方法注册它。" @@ -34561,38 +38003,36 @@ msgid "" "\"undo\".\n" "If the [param cancel] argument is [code]true[/code], the [param restore] " "value should be directly set, without any [UndoRedo] action.\n" -"The [param secondary] argument is [code]true[/code] when the committed " -"handle is secondary (see [method EditorNode3DGizmo.add_handles] for more " +"The [param secondary] argument is [code]true[/code] when the committed handle " +"is secondary (see [method EditorNode3DGizmo.add_handles] for more " "information).\n" "Called for this plugin's active gizmos." msgstr "" "重写该方法,以提交正在编辑的控柄(控柄必须是先前在 [method _redraw] 期间通过 " -"[method EditorNode3DGizmo.add_handles] 添加的)。这通常意味着为该更改创建一" -"个 [UndoRedo] 动作,将当前控柄值用作“做”,并将 [param restore] 参数用作“撤" -"销”。\n" +"[method EditorNode3DGizmo.add_handles] 添加的)。这通常意味着为该更改创建一个 " +"[UndoRedo] 动作,将当前控柄值用作“做”,并将 [param restore] 参数用作“撤销”。\n" "如果 [param cancel] 参数为 [code]true[/code],则 [param restore] 值应被直接设" "置,无需任何 [UndoRedo] 动作。\n" -"当提交的控柄为次要控柄时,[param secondary] 参数为 [code]true[/code](有关更" -"多信息,请参阅 [method EditorNode3DGizmo.add_handles])。\n" +"当提交的控柄为次要控柄时,[param secondary] 参数为 [code]true[/code](有关更多" +"信息,请参阅 [method EditorNode3DGizmo.add_handles])。\n" "为该插件的活动小工具而调用。" msgid "" -"Override this method to commit a group of subgizmos being edited (see " -"[method _subgizmos_intersect_ray] and [method " -"_subgizmos_intersect_frustum]). This usually means creating an [UndoRedo] " -"action for the change, using the current transforms as \"do\" and the [param " -"restores] transforms as \"undo\".\n" +"Override this method to commit a group of subgizmos being edited (see [method " +"_subgizmos_intersect_ray] and [method _subgizmos_intersect_frustum]). This " +"usually means creating an [UndoRedo] action for the change, using the current " +"transforms as \"do\" and the [param restores] transforms as \"undo\".\n" "If the [param cancel] argument is [code]true[/code], the [param restores] " -"transforms should be directly set, without any [UndoRedo] action. As with " -"all subgizmo methods, transforms are given in local space respect to the " -"gizmo's Node3D. Called for this plugin's active gizmos." +"transforms should be directly set, without any [UndoRedo] action. As with all " +"subgizmo methods, transforms are given in local space respect to the gizmo's " +"Node3D. Called for this plugin's active gizmos." msgstr "" "重写该方法,以提交一组正在编辑的子小工具(参见 [method " -"_subgizmos_intersect_ray] 和 [method _subgizmos_intersect_frustum])。这通常" -"意味着为该更改创建一个 [UndoRedo] 动作,将当前变换用作“做”,并将 [param " +"_subgizmos_intersect_ray] 和 [method _subgizmos_intersect_frustum])。这通常意" +"味着为该更改创建一个 [UndoRedo] 动作,将当前变换用作“做”,并将 [param " "restores] 变换用作“撤消”。\n" -"如果 [param cancel] 参数为 [code]true[/code],则 [param restores] 变换应被直" -"接设置,无需任何 [UndoRedo] 动作。对于所有子小工具方法,变换是在与小工具的 " +"如果 [param cancel] 参数为 [code]true[/code],则 [param restores] 变换应被直接" +"设置,无需任何 [UndoRedo] 动作。对于所有子小工具方法,变换是在与小工具的 " "Node3D 相关的局部空间中给出的。为该插件的活动小工具而调用。" msgid "" @@ -34600,8 +38040,8 @@ msgid "" "nodes of your choice, return [code]null[/code] for the rest of nodes. See " "also [method _has_gizmo]." msgstr "" -"重写此方法,为选择的空间节点返回一个自定义的 [EditorNode3DGizmo],为其余节点" -"返回 [code]null[/code]。另见 [method _has_gizmo]。" +"重写此方法,为选择的空间节点返回一个自定义的 [EditorNode3DGizmo],为其余节点返" +"回 [code]null[/code]。另见 [method _has_gizmo]。" msgid "" "Override this method to provide the name that will appear in the gizmo " @@ -34611,38 +38051,38 @@ msgstr "重写该方法,以提供将出现在小工具可见性菜单中的名 msgid "" "Override this method to provide gizmo's handle names. The [param secondary] " "argument is [code]true[/code] when the requested handle is secondary (see " -"[method EditorNode3DGizmo.add_handles] for more information). Called for " -"this plugin's active gizmos." +"[method EditorNode3DGizmo.add_handles] for more information). Called for this " +"plugin's active gizmos." msgstr "" "重写该方法,以提供小工具的控柄名称。当请求的控柄是次要控柄时,[param " "secondary] 参数为 [code]true[/code](有关更多信息,请参阅 [method " "EditorNode3DGizmo.add_handles])。为该插件的活动小工具而调用。" msgid "" -"Override this method to return the current value of a handle. This value " -"will be requested at the start of an edit and used as the [code]restore[/" -"code] argument in [method _commit_handle].\n" -"The [param secondary] argument is [code]true[/code] when the requested " -"handle is secondary (see [method EditorNode3DGizmo.add_handles] for more " +"Override this method to return the current value of a handle. This value will " +"be requested at the start of an edit and used as the [code]restore[/code] " +"argument in [method _commit_handle].\n" +"The [param secondary] argument is [code]true[/code] when the requested handle " +"is secondary (see [method EditorNode3DGizmo.add_handles] for more " "information).\n" "Called for this plugin's active gizmos." msgstr "" "重写该方法,以返回一个控柄的当前值。该值将在编辑开始时被请求,并用作 [method " "_commit_handle] 中的 [code]restore[/code] 参数。\n" -"当请求的控柄是次要控柄时,[param secondary] 参数为 [code]true[/code](有关更" -"多信息,请参阅 [method EditorNode3DGizmo.add_handles])。\n" +"当请求的控柄是次要控柄时,[param secondary] 参数为 [code]true[/code](有关更多" +"信息,请参阅 [method EditorNode3DGizmo.add_handles])。\n" "为该插件的活动小工具而调用。" msgid "" -"Override this method to set the gizmo's priority. Gizmos with higher " -"priority will have precedence when processing inputs like handles or " -"subgizmos selection.\n" +"Override this method to set the gizmo's priority. Gizmos with higher priority " +"will have precedence when processing inputs like handles or subgizmos " +"selection.\n" "All built-in editor gizmos return a priority of [code]-1[/code]. If not " -"overridden, this method will return [code]0[/code], which means custom " -"gizmos will automatically get higher priority than built-in gizmos." +"overridden, this method will return [code]0[/code], which means custom gizmos " +"will automatically get higher priority than built-in gizmos." msgstr "" -"重写该方法,以设置该小工具的优先级。具有更高优先级的小工具,将在处理控柄或子" -"小工具选择等输入时具有优先权。\n" +"重写该方法,以设置该小工具的优先级。具有更高优先级的小工具,将在处理控柄或子小" +"工具选择等输入时具有优先权。\n" "所有内置编辑器小工具都会返回 [code]-1[/code] 的优先级。如果未被重写,该方法将" "返回 [code]0[/code],这意味着自定义小工具将自动获得比内置小工具更高的优先级。" @@ -34653,8 +38093,8 @@ msgid "" "used in the [code]restore[/code] argument in [method _commit_subgizmos]. " "Called for this plugin's active gizmos." msgstr "" -"重写该方法,以返回子小工具的当前变换。对于所有子小工具方法,变换应该在相对于" -"小工具的 Node3D 的局部空间中。此变换将在编辑开始时被请求,并在 [method " +"重写该方法,以返回子小工具的当前变换。对于所有子小工具方法,变换应该在相对于小" +"工具的 Node3D 的局部空间中。此变换将在编辑开始时被请求,并在 [method " "_commit_subgizmos] 中的 [code]restore[/code] 参数中使用。为该插件的活动小工具" "而调用。" @@ -34664,9 +38104,9 @@ msgid "" "if it returns [code]true[/code] the node gets a generic [EditorNode3DGizmo] " "assigned and is added to this plugin's list of active gizmos." msgstr "" -"重写该方法,以定义哪些 Node3D 节点具有来自该插件的小工具。每当将 [Node3D] 节" -"点添加到场景时,该方法都会被调用,如果它返回 [code]true[/code],则该节点将被" -"分配一个通用的 [EditorNode3DGizmo],并被添加到该插件的活动小工具列表中。" +"重写该方法,以定义哪些 Node3D 节点具有来自该插件的小工具。每当将 [Node3D] 节点" +"添加到场景时,该方法都会被调用,如果它返回 [code]true[/code],则该节点将被分配" +"一个通用的 [EditorNode3DGizmo],并被添加到该插件的活动小工具列表中。" msgid "" "Override this method to return [code]true[/code] whenever to given handle " @@ -34675,22 +38115,21 @@ msgid "" "EditorNode3DGizmo.add_handles] for more information). Called for this " "plugin's active gizmos." msgstr "" -"重写该方法,以在编辑器中高亮显示给定控柄时返回 [code]true[/code]。当请求的控" -"柄是次要控柄时,[param secondary] 参数为 [code]true[/code](有关更多信息,请" -"参阅 [method EditorNode3DGizmo.add_handles])。为该插件的活动小工具而调用。" +"重写该方法,以在编辑器中高亮显示给定控柄时返回 [code]true[/code]。当请求的控柄" +"是次要控柄时,[param secondary] 参数为 [code]true[/code](有关更多信息,请参" +"阅 [method EditorNode3DGizmo.add_handles])。为该插件的活动小工具而调用。" msgid "" "Override this method to define whether Node3D with this gizmo should be " "selectable even when the gizmo is hidden." msgstr "" -"重写该方法,以定义具有该小工具的 Node3D 是否应该是可选的,即使该小工具被隐" -"藏。" +"重写该方法,以定义具有该小工具的 Node3D 是否应该是可选的,即使该小工具被隐藏。" msgid "" -"Override this method to add all the gizmo elements whenever a gizmo update " -"is requested. It's common to call [method EditorNode3DGizmo.clear] at the " -"beginning of this method and then add visual elements depending on the " -"node's properties." +"Override this method to add all the gizmo elements whenever a gizmo update is " +"requested. It's common to call [method EditorNode3DGizmo.clear] at the " +"beginning of this method and then add visual elements depending on the node's " +"properties." msgstr "" "重写该方法,以在每当请求小工具更新时添加所有小工具元素。通常在该方法的开头调" "用 [method EditorNode3DGizmo.clear],然后根据节点的属性添加可视元素。" @@ -34700,16 +38139,15 @@ msgid "" "gizmo handle (previously added with [method EditorNode3DGizmo.add_handles]). " "The provided [param screen_pos] is the mouse position in screen coordinates " "and the [param camera] can be used to convert it to raycasts.\n" -"The [param secondary] argument is [code]true[/code] when the edited handle " -"is secondary (see [method EditorNode3DGizmo.add_handles] for more " -"information).\n" +"The [param secondary] argument is [code]true[/code] when the edited handle is " +"secondary (see [method EditorNode3DGizmo.add_handles] for more information).\n" "Called for this plugin's active gizmos." msgstr "" "重写该方法,以在用户拖动小工具控柄(控柄是之前使用 [method EditorNode3DGizmo." "add_handles] 添加的)时更新节点的属性。提供的 [param screen_pos] 是屏幕坐标中" "的鼠标位置, [param camera] 可用于将其转换为射线投射。\n" -"当编辑的控柄是次要控柄时,[param secondary] 参数为 [code]true[/code](有关更" -"多信息,请参阅 [method EditorNode3DGizmo.add_handles])。\n" +"当编辑的控柄是次要控柄时,[param secondary] 参数为 [code]true[/code](有关更多" +"信息,请参阅 [method EditorNode3DGizmo.add_handles])。\n" "为该插件的活动小工具而调用。" msgid "" @@ -34737,27 +38175,26 @@ msgstr "" "[param frustum_planes],该方法应返回哪些子小工具包含在视锥体中。[param " "frustum_planes] 参数由一个构成选择视锥体的所有 [code]Plane[/code] 的" "[code]Array[/code] 组成。返回的值应该包含一个唯一的子小工具标识符列表,这些标" -"识符可以有任何非负值,并将用于其他虚方法,如 [method " -"_get_subgizmo_transform] 或 [method _commit_subgizmos]。为该插件的活动小工具" -"而调用。" +"识符可以有任何非负值,并将用于其他虚方法,如 [method _get_subgizmo_transform] " +"或 [method _commit_subgizmos]。为该插件的活动小工具而调用。" msgid "" -"Override this method to allow selecting subgizmos using mouse clicks. Given " -"a [param camera] and a [param screen_pos] in screen coordinates, this method " -"should return which subgizmo should be selected. The returned value should " -"be a unique subgizmo identifier, which can have any non-negative value and " -"will be used in other virtual methods like [method _get_subgizmo_transform] " -"or [method _commit_subgizmos]. Called for this plugin's active gizmos." +"Override this method to allow selecting subgizmos using mouse clicks. Given a " +"[param camera] and a [param screen_pos] in screen coordinates, this method " +"should return which subgizmo should be selected. The returned value should be " +"a unique subgizmo identifier, which can have any non-negative value and will " +"be used in other virtual methods like [method _get_subgizmo_transform] or " +"[method _commit_subgizmos]. Called for this plugin's active gizmos." msgstr "" "重写该方法,以允许使用鼠标点击选择子小工具。给定屏幕坐标中的 [param camera] " -"和 [param screen_pos] 时,该方法应返回应选择哪个子小工具。返回值应该是一个唯" -"一的子小工具标识符,它可以有任何非负值,并将用于其他虚方法,如 [method " -"_get_subgizmo_transform] 或 [method _commit_subgizmos]。为该插件的活动小工具" -"而调用。" +"和 [param screen_pos] 时,该方法应返回应选择哪个子小工具。返回值应该是一个唯一" +"的子小工具标识符,它可以有任何非负值,并将用于其他虚方法,如 [method " +"_get_subgizmo_transform] 或 [method _commit_subgizmos]。为该插件的活动小工具而" +"调用。" msgid "" -"Adds a new material to the internal material list for the plugin. It can " -"then be accessed with [method get_material]. Should not be overridden." +"Adds a new material to the internal material list for the plugin. It can then " +"be accessed with [method get_material]. Should not be overridden." msgstr "" "将新材质添加到该插件的内部材质列表中。然后可以使用 [method get_material] 访问" "它。不应被重写。" @@ -34785,23 +38222,23 @@ msgstr "" "add_unscaled_billboard] 中使用它们。不应被重写。" msgid "" -"Creates an unshaded material with its variants (selected and/or editable) " -"and adds them to the internal material list. They can then be accessed with " +"Creates an unshaded material with its variants (selected and/or editable) and " +"adds them to the internal material list. They can then be accessed with " "[method get_material] and used in [method EditorNode3DGizmo.add_mesh] and " "[method EditorNode3DGizmo.add_lines]. Should not be overridden." msgstr "" "创建具有变体(选定的和/或可编辑的)的未着色材质,并将它们添加到内部材质列表" "中。然后可以使用 [method get_material] 访问它们,并在 [method " -"EditorNode3DGizmo.add_mesh] 和 [method EditorNode3DGizmo.add_lines] 中使用。" -"不应被重写。" +"EditorNode3DGizmo.add_mesh] 和 [method EditorNode3DGizmo.add_lines] 中使用。不" +"应被重写。" msgid "" "Gets material from the internal list of materials. If an [EditorNode3DGizmo] " "is provided, it will try to get the corresponding variant (selected and/or " "editable)." msgstr "" -"从内部材质列表中获取材质。如果提供了一个 [EditorNode3DGizmo],它将尝试获取相" -"应的变体(选定的和/或可编辑的)。" +"从内部材质列表中获取材质。如果提供了一个 [EditorNode3DGizmo],它将尝试获取相应" +"的变体(选定的和/或可编辑的)。" msgid "" "Editor-only singleton that returns paths to various OS-specific data folders " @@ -34815,11 +38252,11 @@ msgid "" "[b]Note:[/b] This singleton is not accessible in exported projects. " "Attempting to access it in an exported project will result in a script error " "as the singleton won't be declared. To prevent script errors in exported " -"projects, use [method Engine.has_singleton] to check whether the singleton " -"is available before using it.\n" +"projects, use [method Engine.has_singleton] to check whether the singleton is " +"available before using it.\n" "[b]Note:[/b] On the Linux/BSD platform, Godot complies with the [url=https://" -"specifications.freedesktop.org/basedir-spec/basedir-spec-latest.html]XDG " -"Base Directory Specification[/url]. You can override environment variables " +"specifications.freedesktop.org/basedir-spec/basedir-spec-latest.html]XDG Base " +"Directory Specification[/url]. You can override environment variables " "following the specification to change the editor and project data paths." msgstr "" "这个仅供编辑器使用的单例,可返回特定于操作系统的,到各种数据文件夹和文件的路" @@ -34828,8 +38265,8 @@ msgstr "" "生脚本错误,因为该单例没有被声明。为防止导出项目中出现脚本错误,请使用 " "[method Engine.has_singleton] 检查单例是否可用后再使用该单例。\n" "[b]注意:[/b]在 Linux/BSD 平台上,Godot 遵守 [url=https://specifications." -"freedesktop.org/basedir-spec/basedir-spec-latest.html]XDG 基本目录规范[/" -"url]。可以按照规范覆盖环境变量,来更改编辑器和项目数据路径。" +"freedesktop.org/basedir-spec/basedir-spec-latest.html]XDG 基本目录规范[/url]。" +"可以按照规范覆盖环境变量,来更改编辑器和项目数据路径。" msgid "File paths in Godot projects" msgstr "Godot 项目中的文件路径" @@ -34845,8 +38282,8 @@ msgid "" "- Linux: ~/.cache/godot/\n" "[/codeblock]" msgstr "" -"返回用户缓存文件夹的绝对路径。该文件夹应该用于临时数据,关闭编辑器时应该能够" -"安全地移除这些数据(例如生成的资源预览图)。\n" +"返回用户缓存文件夹的绝对路径。该文件夹应该用于临时数据,关闭编辑器时应该能够安" +"全地移除这些数据(例如生成的资源预览图)。\n" "[b]各平台的默认路径:[/b]\n" "[codeblock]\n" "- Windows: %LOCALAPPDATA%\\Godot\\\n" @@ -34894,12 +38331,12 @@ msgstr "" "[/codeblock]" msgid "" -"Returns the project-specific editor settings path. Projects all have a " -"unique subdirectory inside the settings path where project-specific editor " -"settings are saved." +"Returns the project-specific editor settings path. Projects all have a unique " +"subdirectory inside the settings path where project-specific editor settings " +"are saved." msgstr "" -"返回针对项目的编辑器设置路径。各个项目在设置路径中都有一个独立的子目录,用于" -"保存针对项目的编辑器设置。" +"返回针对项目的编辑器设置路径。各个项目在设置路径中都有一个独立的子目录,用于保" +"存针对项目的编辑器设置。" msgid "" "Returns the absolute path to the self-contained file that makes the current " @@ -34914,8 +38351,8 @@ msgstr "" msgid "" "Returns [code]true[/code] if the editor is marked as self-contained, " "[code]false[/code] otherwise. When self-contained mode is enabled, user " -"configuration, data and cache files are saved in an [code]editor_data/[/" -"code] folder next to the editor binary. This makes portable usage easier and " +"configuration, data and cache files are saved in an [code]editor_data/[/code] " +"folder next to the editor binary. This makes portable usage easier and " "ensures the Godot editor minimizes file writes outside its own folder. Self-" "contained mode is not available for exported projects.\n" "Self-contained mode can be enabled by creating a file named [code]._sc_[/" @@ -34930,17 +38367,17 @@ msgid "" "placing it in the same folder as the .app bundle instead.\n" "[b]Note:[/b] The Steam release of Godot uses self-contained mode by default." msgstr "" -"如果编辑器被标记为是自包含的,则返回 [code]true[/code],否则返回 " -"[code]false[/code]。启用自包含模式后,用户配置、数据和缓存文件将保被存在编辑" -"器二进制文件旁边的 [code]editor_data/[/code] 文件夹中。这使得便携使用更容易," -"并确保 Godot 编辑器最大限度地减少将文件写入到它自己的文件夹之外的情况。自包含" -"模式不适用于导出的项目。\n" -"当编辑器未运行时,可以通过在与编辑器二进制文件或 macOS .app 捆绑包相同的文件" -"夹中创建名为 [code]._sc_[/code] 或 [code]_sc_[/code] 的文件来启用自包含模式。" -"另见 [method get_self_contained_file]。\n" +"如果编辑器被标记为是自包含的,则返回 [code]true[/code],否则返回 [code]false[/" +"code]。启用自包含模式后,用户配置、数据和缓存文件将保被存在编辑器二进制文件旁" +"边的 [code]editor_data/[/code] 文件夹中。这使得便携使用更容易,并确保 Godot 编" +"辑器最大限度地减少将文件写入到它自己的文件夹之外的情况。自包含模式不适用于导出" +"的项目。\n" +"当编辑器未运行时,可以通过在与编辑器二进制文件或 macOS .app 捆绑包相同的文件夹" +"中创建名为 [code]._sc_[/code] 或 [code]_sc_[/code] 的文件来启用自包含模式。另" +"见 [method get_self_contained_file]。\n" "[b]注意:[/b]在 macOS 上,应当在使用自包含模式前手动移除隔离标志,见" -"[url=https://docs.godotengine.org/en/stable/tutorials/export/" -"running_on_macos.html]《在 macOS 上运行》[/url]。\n" +"[url=https://docs.godotengine.org/en/stable/tutorials/export/running_on_macos." +"html]《在 macOS 上运行》[/url]。\n" "[b]注意:[/b]在 macOS 上,将 [code]_sc_[/code] 或任何其他文件放入 .app 捆绑包" "中会破坏其数字签名,使其不再便携,请考虑改为放在与 .app 捆绑包相同的文件夹" "中。\n" @@ -34950,37 +38387,36 @@ msgid "Used by the editor to extend its functionality." msgstr "由编辑器使用,用于扩展其功能。" msgid "" -"Plugins are used by the editor to extend functionality. The most common " -"types of plugins are those which edit a given node or resource type, import " -"plugins and export plugins. See also [EditorScript] to add functions to the " -"editor." +"Plugins are used by the editor to extend functionality. The most common types " +"of plugins are those which edit a given node or resource type, import plugins " +"and export plugins. See also [EditorScript] to add functions to the editor." msgstr "" -"编辑器使用插件来扩展功能。最常见的插件类型是编辑给定的节点或资源类型的插件、" -"导入插件和导出插件。另请参阅 [EditorScript] 以向编辑器添加功能。" +"编辑器使用插件来扩展功能。最常见的插件类型是编辑给定的节点或资源类型的插件、导" +"入插件和导出插件。另请参阅 [EditorScript] 以向编辑器添加功能。" msgid "Editor plugins documentation index" msgstr "编辑器插件文档索引" msgid "" -"This method is called when the editor is about to save the project, switch " -"to another tab, etc. It asks the plugin to apply any pending state changes " -"to ensure consistency.\n" +"This method is called when the editor is about to save the project, switch to " +"another tab, etc. It asks the plugin to apply any pending state changes to " +"ensure consistency.\n" "This is used, for example, in shader editors to let the plugin know that it " "must apply the shader code being written by the user to the object." msgstr "" -"当编辑器将要进行保存项目、切换选项卡等操作时,将调用该方法。它要求插件应用所" -"有暂挂的状态更改以确保一致性。\n" +"当编辑器将要进行保存项目、切换选项卡等操作时,将调用该方法。它要求插件应用所有" +"暂挂的状态更改以确保一致性。\n" "例如,在着色器编辑器中使用它来使插件将用户编写的着色代码应用于对象。" msgid "" -"This method is called when the editor is about to run the project. The " -"plugin can then perform required operations before the project runs.\n" -"This method must return a boolean. If this method returns [code]false[/" -"code], the project will not run. The run is aborted immediately, so this " -"also prevents all other plugins' [method _build] methods from running." +"This method is called when the editor is about to run the project. The plugin " +"can then perform required operations before the project runs.\n" +"This method must return a boolean. If this method returns [code]false[/code], " +"the project will not run. The run is aborted immediately, so this also " +"prevents all other plugins' [method _build] methods from running." msgstr "" -"该方法在编辑器即将运行项目时被调用。这样,插件可以在项目运行之前,执行所需的" -"操作。\n" +"该方法在编辑器即将运行项目时被调用。这样,插件可以在项目运行之前,执行所需的操" +"作。\n" "该方法必须返回一个布尔值。如果该方法返回 [code]false[/code],则项目将不会运" "行。运行会立即中止,因此这也会阻止运行所有其他插件的 [method _build] 方法。" @@ -34989,8 +38425,8 @@ msgid "" "your plugin does not keep editing a currently existing node, or a node from " "the wrong scene." msgstr "" -"清除所有状态,并将正在编辑的对象重置为零。这可确保你的插件不会继续编辑当前存" -"在的节点或来自错误场景的节点。" +"清除所有状态,并将正在编辑的对象重置为零。这可确保你的插件不会继续编辑当前存在" +"的节点或来自错误场景的节点。" msgid "" "Called by the engine when the user disables the [EditorPlugin] in the Plugin " @@ -35004,8 +38440,7 @@ msgid "" "but there is no longer any selected object handled by this plugin. It can be " "used to cleanup editing state." msgstr "" -"该函数用于编辑特定对象类型(节点或资源)的插件。它请求编辑器编辑给定的对" -"象。\n" +"该函数用于编辑特定对象类型(节点或资源)的插件。它请求编辑器编辑给定的对象。\n" "如果该插件刚刚正在编辑一个对象,且它不想再处理任何选定的对象,则 [param " "object] 可以为 [code]null[/code]。这可用于清理编辑状态。" @@ -35092,9 +38527,9 @@ msgstr "" "[/codeblocks]" msgid "" -"This method is the same as [method _forward_3d_draw_over_viewport], except " -"it draws on top of everything. Useful when you need an extra layer that " -"shows over anything else.\n" +"This method is the same as [method _forward_3d_draw_over_viewport], except it " +"draws on top of everything. Useful when you need an extra layer that shows " +"over anything else.\n" "You need to enable calling of this method by using [method " "set_force_draw_over_forwarding_enabled]." msgstr "" @@ -35104,9 +38539,9 @@ msgstr "" msgid "" "Called when there is a root node in the current edited scene, [method " -"_handles] is implemented, and an [InputEvent] happens in the 3D viewport. " -"The return value decides whether the [InputEvent] is consumed or forwarded " -"to other [EditorPlugin]s. See [enum AfterGUIInput] for options.\n" +"_handles] is implemented, and an [InputEvent] happens in the 3D viewport. The " +"return value decides whether the [InputEvent] is consumed or forwarded to " +"other [EditorPlugin]s. See [enum AfterGUIInput] for options.\n" "[b]Example:[/b]\n" "[codeblocks]\n" "[gdscript]\n" @@ -35192,8 +38627,7 @@ msgid "" "[gdscript]\n" "func _forward_canvas_draw_over_viewport(overlay):\n" " # Draw a circle at cursor position.\n" -" overlay.draw_circle(overlay.get_local_mouse_position(), 64, Color." -"WHITE)\n" +" overlay.draw_circle(overlay.get_local_mouse_position(), 64, Color.WHITE)\n" "\n" "func _forward_canvas_gui_input(event):\n" " if event is InputEventMouseMotion:\n" @@ -35203,8 +38637,7 @@ msgid "" " return false\n" "[/gdscript]\n" "[csharp]\n" -"public override void _ForwardCanvasDrawOverViewport(Control " -"viewportControl)\n" +"public override void _ForwardCanvasDrawOverViewport(Control viewportControl)\n" "{\n" " // Draw a circle at cursor position.\n" " viewportControl.DrawCircle(viewportControl.GetLocalMousePosition(), 64, " @@ -35230,8 +38663,7 @@ msgstr "" "[gdscript]\n" "func _forward_canvas_draw_over_viewport(overlay):\n" " # 在光标位置画一个圆。\n" -" overlay.draw_circle(overlay.get_local_mouse_position(), 64, Color." -"WHITE)\n" +" overlay.draw_circle(overlay.get_local_mouse_position(), 64, Color.WHITE)\n" "\n" "func _forward_canvas_gui_input(event):\n" " if event is InputEventMouseMotion:\n" @@ -35241,8 +38673,7 @@ msgstr "" " return false\n" "[/gdscript]\n" "[csharp]\n" -"public override void _ForwardCanvasDrawOverViewport(Control " -"viewportControl)\n" +"public override void _ForwardCanvasDrawOverViewport(Control viewportControl)\n" "{\n" " // 在光标位置画一个圆。\n" " viewportControl.DrawCircle(viewportControl.GetLocalMousePosition(), 64, " @@ -35380,8 +38811,8 @@ msgid "" " # You can use a custom icon:\n" " return preload(\"res://addons/my_plugin/my_plugin_icon.svg\")\n" " # Or use a built-in icon:\n" -" return get_editor_interface().get_base_control()." -"get_theme_icon(\"Node\", \"EditorIcons\")\n" +" return get_editor_interface().get_base_control().get_theme_icon(\"Node\", " +"\"EditorIcons\")\n" "[/gdscript]\n" "[csharp]\n" "public override Texture2D _GetPluginIcon()\n" @@ -35406,8 +38837,8 @@ msgstr "" " # 你可以使用一个自定义的图标:\n" " return preload(\"res://addons/my_plugin/my_plugin_icon.svg\")\n" " # 或者使用一个内置的图标:\n" -" return get_editor_interface().get_base_control()." -"get_theme_icon(\"Node\", \"EditorIcons\")\n" +" return get_editor_interface().get_base_control().get_theme_icon(\"Node\", " +"\"EditorIcons\")\n" "[/gdscript]\n" "[csharp]\n" "public override Texture2D _GetPluginIcon()\n" @@ -35433,27 +38864,27 @@ msgstr "" msgid "" "Override this method to provide a state data you want to be saved, like view " -"position, grid settings, folding, etc. This is used when saving the scene " -"(so state is kept when opening it again) and for switching tabs (so state " -"can be restored when the tab returns). This data is automatically saved for " -"each scene in an [code]editstate[/code] file in the editor metadata folder. " -"If you want to store global (scene-independent) editor data for your plugin, " -"you can use [method _get_window_layout] instead.\n" +"position, grid settings, folding, etc. This is used when saving the scene (so " +"state is kept when opening it again) and for switching tabs (so state can be " +"restored when the tab returns). This data is automatically saved for each " +"scene in an [code]editstate[/code] file in the editor metadata folder. If you " +"want to store global (scene-independent) editor data for your plugin, you can " +"use [method _get_window_layout] instead.\n" "Use [method _set_state] to restore your saved state.\n" "[b]Note:[/b] This method should not be used to save important settings that " "should persist with the project.\n" -"[b]Note:[/b] You must implement [method _get_plugin_name] for the state to " -"be stored and restored correctly.\n" +"[b]Note:[/b] You must implement [method _get_plugin_name] for the state to be " +"stored and restored correctly.\n" "[codeblock]\n" "func _get_state():\n" " var state = {\"zoom\": zoom, \"preferred_color\": my_color}\n" " return state\n" "[/codeblock]" msgstr "" -"重写该方法,以提供要保存的状态数据,如视图位置、网格设置、折叠等。这可用于保" -"存场景(再次打开时,保持状态)和切换选项卡( 选项卡返回时,可以恢复状态)。每" -"个场景的数据会自动被保存在编辑器元数据文件夹中的 [code]editstate[/code] 文件" -"中。如果想为插件存储全局的(独立于场景的)编辑器数据,可以改用 [method " +"重写该方法,以提供要保存的状态数据,如视图位置、网格设置、折叠等。这可用于保存" +"场景(再次打开时,保持状态)和切换选项卡( 选项卡返回时,可以恢复状态)。每个" +"场景的数据会自动被保存在编辑器元数据文件夹中的 [code]editstate[/code] 文件中。" +"如果想为插件存储全局的(独立于场景的)编辑器数据,可以改用 [method " "_get_window_layout]。\n" "使用 [method _set_state] 恢复保存的状态。\n" "[b]注意:[/b]此方法不应该用于保存应随项目保留的重要设置。\n" @@ -35479,9 +38910,9 @@ msgid "" "[/codeblock]" msgstr "" "重写该方法,以提供该插件的 GUI 布局、或想要存储的任何其他数据。这用于在调用 " -"[method queue_save_layout]、或更改编辑器布局(例如更改停靠面板的位置)时,保" -"存项目的编辑器布局。数据被存储在编辑器元数据目录中的 [code]editor_layout." -"cfg[/code] 文件中。\n" +"[method queue_save_layout]、或更改编辑器布局(例如更改停靠面板的位置)时,保存" +"项目的编辑器布局。数据被存储在编辑器元数据目录中的 [code]editor_layout.cfg[/" +"code] 文件中。\n" "使用 [method _set_window_layout] 恢复保存的布局。\n" "[codeblock]\n" "func _get_window_layout(configuration):\n" @@ -35532,17 +38963,17 @@ msgid "" " return \"My Super Cool Plugin 3000\"\n" "\n" "func _get_plugin_icon():\n" -" return get_editor_interface().get_base_control()." -"get_theme_icon(\"Node\", \"EditorIcons\")\n" +" return get_editor_interface().get_base_control().get_theme_icon(\"Node\", " +"\"EditorIcons\")\n" "[/codeblock]" msgstr "" "如果这是一个主屏幕编辑器插件,则返回 [code]true[/code](它与 [b]2D[/b]、" "[b]3D[/b]、[b]Script[/b] 和 [b]AssetLib[/b] 一起进入工作区选择器)。\n" -"当该插件的工作区被选中时,其他主屏幕插件将被隐藏,但你的插件不会自动出现。它" -"需要被添加为 [method EditorInterface.get_base_control] 的子节点,并在 " -"[method _make_visible] 中使其可见。\n" -"使用 [method _get_plugin_name] 和 [method _get_plugin_icon] 自定义插件按钮的" -"外观。\n" +"当该插件的工作区被选中时,其他主屏幕插件将被隐藏,但你的插件不会自动出现。它需" +"要被添加为 [method EditorInterface.get_base_control] 的子节点,并在 [method " +"_make_visible] 中使其可见。\n" +"使用 [method _get_plugin_name] 和 [method _get_plugin_icon] 自定义插件按钮的外" +"观。\n" "[codeblock]\n" "var plugin_control\n" "\n" @@ -35562,8 +38993,8 @@ msgstr "" " return \"My Super Cool Plugin 3000\"\n" "\n" "func _get_plugin_icon():\n" -" return get_editor_interface().get_base_control()." -"get_theme_icon(\"Node\", \"EditorIcons\")\n" +" return get_editor_interface().get_base_control().get_theme_icon(\"Node\", " +"\"EditorIcons\")\n" "[/codeblock]" msgid "" @@ -35576,8 +39007,8 @@ msgstr "" "请记住,你必须手动管理所有编辑器控件的可见性。" msgid "" -"This method is called after the editor saves the project or when it's " -"closed. It asks the plugin to save edited external scenes/resources." +"This method is called after the editor saves the project or when it's closed. " +"It asks the plugin to save edited external scenes/resources." msgstr "" "这个方法在编辑器保存项目后或关闭项目时被调用,它要求插件保存编辑的外部场景/资" "源。" @@ -35615,8 +39046,8 @@ msgid "" "Color.WHITE)\n" "[/codeblock]" msgstr "" -"恢复用 [method _get_window_layout] 保存的插件 GUI 布局和数据。编辑器启动时会" -"调用每个插件的这个方法。请使用提供的 [param configuration] 文件读取你保存的数" +"恢复用 [method _get_window_layout] 保存的插件 GUI 布局和数据。编辑器启动时会调" +"用每个插件的这个方法。请使用提供的 [param configuration] 文件读取你保存的数" "据。\n" "[codeblock]\n" "func _set_window_layout(configuration):\n" @@ -35636,8 +39067,8 @@ msgid "" "your custom control with [method remove_control_from_bottom_panel] and free " "it with [method Node.queue_free]." msgstr "" -"将控件添加到底部面板(包含“输出”“调试”“动画”等)。返回对添加的按钮的引用。可" -"以根据需要隐藏/显示按钮。停用插件后,请确保使用 [method " +"将控件添加到底部面板(包含“输出”“调试”“动画”等)。返回对添加的按钮的引用。可以" +"根据需要隐藏/显示按钮。停用插件后,请确保使用 [method " "remove_control_from_bottom_panel] 移除自定义控件,并使用 [method Node." "queue_free] 将其释放。" @@ -35647,36 +39078,35 @@ msgid "" "UI.\n" "Please remember that you have to manage the visibility of your custom " "controls yourself (and likely hide it after adding it).\n" -"When your plugin is deactivated, make sure to remove your custom control " -"with [method remove_control_from_container] and free it with [method Node." +"When your plugin is deactivated, make sure to remove your custom control with " +"[method remove_control_from_container] and free it with [method Node." "queue_free]." msgstr "" -"将自定义控件添加到容器中(见 [enum CustomControlContainer])。在编辑器用户界" -"面中,有许多位置可以添加自定义控件。\n" +"将自定义控件添加到容器中(见 [enum CustomControlContainer])。在编辑器用户界面" +"中,有许多位置可以添加自定义控件。\n" "请记住,必须自己管理您的自定义控件的可见性(并且很可能在添加后隐藏它)。\n" -"当插件被停用时,请确保使用 [method remove_control_from_container] 移除自定义" -"控件,并使用 [method Node.queue_free] 将其释放。" +"当插件被停用时,请确保使用 [method remove_control_from_container] 移除自定义控" +"件,并使用 [method Node.queue_free] 将其释放。" msgid "" "Adds the control to a specific dock slot (see [enum DockSlot] for options).\n" "If the dock is repositioned and as long as the plugin is active, the editor " "will save the dock position on further sessions.\n" -"When your plugin is deactivated, make sure to remove your custom control " -"with [method remove_control_from_docks] and free it with [method Node." -"queue_free]." +"When your plugin is deactivated, make sure to remove your custom control with " +"[method remove_control_from_docks] and free it with [method Node.queue_free]." msgstr "" "将控件添加到特定的停靠面板(有关选项,请参阅 [enum DockSlot])。\n" -"如果重新放置了停靠面板,并且只要该插件处于活动状态,编辑器就会在以后的会话中" -"保存停靠面板的位置。\n" -"停用插件后,请确保使用 [method remove_control_from_docks] 移除自定义控件,并" -"使用 [method Node.queue_free] 将其释放。" +"如果重新放置了停靠面板,并且只要该插件处于活动状态,编辑器就会在以后的会话中保" +"存停靠面板的位置。\n" +"停用插件后,请确保使用 [method remove_control_from_docks] 移除自定义控件,并使" +"用 [method Node.queue_free] 将其释放。" msgid "" "Adds a custom type, which will appear in the list of nodes or resources. An " "icon can be optionally passed.\n" -"When a given node or resource is selected, the base type will be " -"instantiated (e.g. \"Node3D\", \"Control\", \"Resource\"), then the script " -"will be loaded and set to this object.\n" +"When a given node or resource is selected, the base type will be instantiated " +"(e.g. \"Node3D\", \"Control\", \"Resource\"), then the script will be loaded " +"and set to this object.\n" "[b]Note:[/b] The base type is the base engine class which this type's class " "hierarchy inherits, not any custom type parent classes.\n" "You can use the virtual method [method _handles] to check if your custom " @@ -35692,8 +39122,8 @@ msgstr "" "如“Node3D”、“Control”、“Resource”),然后脚本将被加载并将其设置为该对象。\n" "[b]注意:[/b]基本类型是该类型的类层次继承的基本引擎类,而不是任何自定义类型的" "父类。\n" -"可以使用虚方法 [method _handles] 通过检查脚本或使用 [code]is[/code] 关键字来" -"检查您的自定义对象是否正在被编辑。\n" +"可以使用虚方法 [method _handles] 通过检查脚本或使用 [code]is[/code] 关键字来检" +"查您的自定义对象是否正在被编辑。\n" "在运行时,这将是一个带有脚本的简单对象,因此不需要调用该函数。\n" "[b]注意:[/b]以这种方式添加的自定义类型不是真正的类。它们只是使用特定脚本创建" "节点的助手。" @@ -35724,16 +39154,16 @@ msgid "" msgstr "" "注册一个新的 [EditorImportPlugin]。导入插件用于将自定义的和不受支持的资产,作" "为一种自定义 [Resource] 类型导入。\n" -"如果 [param first_priority] 是 [code]true[/code],则该新的导入插件被首先插入" -"列表中,并优先于预先存在的插件。\n" +"如果 [param first_priority] 是 [code]true[/code],则该新的导入插件被首先插入列" +"表中,并优先于预先存在的插件。\n" "[b]注意:[/b]如果要导入自定义 3D 资产格式,请改用 [method " "add_scene_format_importer_plugin]。\n" "有关如何注册插件的示例,请参见 [method add_inspector_plugin]。" msgid "" -"Registers a new [EditorInspectorPlugin]. Inspector plugins are used to " -"extend [EditorInspector] and provide custom configuration tools for your " -"object's properties.\n" +"Registers a new [EditorInspectorPlugin]. Inspector plugins are used to extend " +"[EditorInspector] and provide custom configuration tools for your object's " +"properties.\n" "[b]Note:[/b] Always use [method remove_inspector_plugin] to remove the " "registered [EditorInspectorPlugin] when your [EditorPlugin] is disabled to " "prevent leaks and an unexpected behavior.\n" @@ -35751,8 +39181,8 @@ msgid "" "[/gdscript]\n" "[/codeblocks]" msgstr "" -"注册一个新的 [EditorInspectorPlugin]。检查器插件用于扩展 [EditorInspector]," -"并为对象的属性提供自定义配置工具。\n" +"注册一个新的 [EditorInspectorPlugin]。检查器插件用于扩展 [EditorInspector],并" +"为对象的属性提供自定义配置工具。\n" "[b]注意:[/b]当 [EditorPlugin] 被禁用时,请始终使用 [method " "remove_inspector_plugin] 移除已注册的 [EditorInspectorPlugin],以防止泄漏和意" "外行为。\n" @@ -35780,8 +39210,8 @@ msgstr "" "有关如何注册插件的示例,请参阅 [method add_inspector_plugin]。" msgid "" -"Registers a new [EditorResourceConversionPlugin]. Resource conversion " -"plugins are used to add custom resource converters to the editor inspector.\n" +"Registers a new [EditorResourceConversionPlugin]. Resource conversion plugins " +"are used to add custom resource converters to the editor inspector.\n" "See [EditorResourceConversionPlugin] for an example of how to create a " "resource conversion plugin." msgstr "" @@ -35795,10 +39225,10 @@ msgid "" "If [param first_priority] is [code]true[/code], the new import plugin is " "inserted first in the list and takes precedence over pre-existing plugins." msgstr "" -"注册一个新的 [EditorSceneFormatImporter]。场景导入器用于将自定义格式的 3D 资" -"产导入为场景。\n" -"如果 [param first_priority] 为 [code]true[/code],则这个新的导入插件会被插入" -"到列表的首位,优先于预先存在的插件。" +"注册一个新的 [EditorSceneFormatImporter]。场景导入器用于将自定义格式的 3D 资产" +"导入为场景。\n" +"如果 [param first_priority] 为 [code]true[/code],则这个新的导入插件会被插入到" +"列表的首位,优先于预先存在的插件。" msgid "" "Add a [EditorScenePostImportPlugin]. These plugins allow customizing the " @@ -35806,17 +39236,17 @@ msgid "" "If [param first_priority] is [code]true[/code], the new import plugin is " "inserted first in the list and takes precedence over pre-existing plugins." msgstr "" -"添加 [EditorScenePostImportPlugin]。这些插件能够在导入对话框中添加新的选项," -"自定义 3D 资产的导入过程。\n" -"如果 [param first_priority] 为 [code]true[/code],则这个新的导入插件会被插入" -"到列表的首位,优先于预先存在的插件。" +"添加 [EditorScenePostImportPlugin]。这些插件能够在导入对话框中添加新的选项,自" +"定义 3D 资产的导入过程。\n" +"如果 [param first_priority] 为 [code]true[/code],则这个新的导入插件会被插入到" +"列表的首位,优先于预先存在的插件。" msgid "" "Adds a custom menu item to [b]Project > Tools[/b] named [param name]. When " "clicked, the provided [param callable] will be called." msgstr "" -"在[b]项目 > 工具[/b]中添加名为 [param name] 的自定义菜单项。点击时会调用所提" -"供的 [param callable]。" +"在[b]项目 > 工具[/b]中添加名为 [param name] 的自定义菜单项。点击时会调用所提供" +"的 [param callable]。" msgid "" "Adds a custom [PopupMenu] submenu under [b]Project > Tools >[/b] [param " @@ -35833,8 +39263,8 @@ msgstr "注册一个自定义翻译解析器插件,用于从自定义文件中 msgid "" "Hooks a callback into the undo/redo action creation when a property is " -"modified in the inspector. This allows, for example, to save other " -"properties that may be lost when a given property is modified.\n" +"modified in the inspector. This allows, for example, to save other properties " +"that may be lost when a given property is modified.\n" "The callback should have 4 arguments: [Object] [code]undo_redo[/code], " "[Object] [code]modified_object[/code], [String] [code]property[/code] and " "[Variant] [code]new_value[/code]. They are, respectively, the [UndoRedo] " @@ -35848,6 +39278,13 @@ msgstr "" "[code]new_value[/code]。它们分别是检查器使用的 [UndoRedo] 对象、当前修改的对" "象、修改的属性的名称、和该属性即将采用的新值。" +msgid "" +"Returns the [EditorInterface] singleton. It provides access to some parts of " +"the editor GUI as well as various inner states and tools." +msgstr "" +"返回 [EditorInterface] 单例。可以用来访问部分编辑器 GUI、各种内部状态以及工" +"具。" + msgid "Returns the [PopupMenu] under [b]Scene > Export As...[/b]." msgstr "返回[b]场景 > 另存为...[/b]下的 [PopupMenu]。" @@ -35862,8 +39299,8 @@ msgstr "" "[b]警告:[/b]移除和释放这个节点将使编辑器的一部分失去作用,并可能导致崩溃。" msgid "" -"Gets the undo/redo object. Most actions in the editor can be undoable, so " -"use this object to make sure this happens when it's worth it." +"Gets the undo/redo object. Most actions in the editor can be undoable, so use " +"this object to make sure this happens when it's worth it." msgstr "" "获取撤消/重做对象。编辑器中的大多数操作都是可以撤消的,因此请使用此对象来确保" "在需要时执行此操作。" @@ -35950,26 +39387,26 @@ msgstr "移除由 [method add_undo_redo_inspector_hook_callback] 添加的回调 msgid "" "Enables calling of [method _forward_canvas_force_draw_over_viewport] for the " -"2D editor and [method _forward_3d_force_draw_over_viewport] for the 3D " -"editor when their viewports are updated. You need to call this method only " -"once and it will work permanently for this plugin." +"2D editor and [method _forward_3d_force_draw_over_viewport] for the 3D editor " +"when their viewports are updated. You need to call this method only once and " +"it will work permanently for this plugin." msgstr "" "更新视口时,为 2D 编辑器启用 [method " "_forward_canvas_force_draw_over_viewport] 的调用,为 3D 编辑器启用 [method " -"_forward_3d_force_draw_over_viewport] 的调用。只需调用该方法一次,它将永久适" -"用于该插件。" +"_forward_3d_force_draw_over_viewport] 的调用。只需调用该方法一次,它将永久适用" +"于该插件。" msgid "" "Use this method if you always want to receive inputs from 3D view screen " "inside [method _forward_3d_gui_input]. It might be especially usable if your " "plugin will want to use raycast in the scene." msgstr "" -"如果始终希望从 3D 视图屏幕在 [method _forward_3d_gui_input] 中接收输入,请使" -"用该方法。如果插件想要在场景中使用射线投射,它可能特别有用。" +"如果始终希望从 3D 视图屏幕在 [method _forward_3d_gui_input] 中接收输入,请使用" +"该方法。如果插件想要在场景中使用射线投射,它可能特别有用。" msgid "" -"Updates the overlays of the 2D and 3D editor viewport. Causes methods " -"[method _forward_canvas_draw_over_viewport], [method " +"Updates the overlays of the 2D and 3D editor viewport. Causes methods [method " +"_forward_canvas_draw_over_viewport], [method " "_forward_canvas_force_draw_over_viewport], [method " "_forward_3d_draw_over_viewport] and [method " "_forward_3d_force_draw_over_viewport] to be called." @@ -35981,11 +39418,11 @@ msgstr "" "_forward_3d_force_draw_over_viewport] 被调用。" msgid "" -"Emitted when user changes the workspace ([b]2D[/b], [b]3D[/b], [b]Script[/" -"b], [b]AssetLib[/b]). Also works with custom screens defined by plugins." +"Emitted when user changes the workspace ([b]2D[/b], [b]3D[/b], [b]Script[/b], " +"[b]AssetLib[/b]). Also works with custom screens defined by plugins." msgstr "" -"当用户改变工作空间([b]2D[/b]、[b]3D[/b]、[b]Script[/b]、[b]AssetLib[/b])时" -"发出。也适用于由插件定义的自定义屏幕。" +"当用户改变工作空间([b]2D[/b]、[b]3D[/b]、[b]Script[/b]、[b]AssetLib[/b])时发" +"出。也适用于由插件定义的自定义屏幕。" msgid "Emitted when any project setting has changed." msgstr "项目设置发生任何改变时发出。" @@ -35994,16 +39431,15 @@ msgid "Emitted when the given [param resource] was saved on disc." msgstr "给定的资源 [param resource] 保存到磁盘时发出。" msgid "" -"Emitted when the scene is changed in the editor. The argument will return " -"the root node of the scene that has just become active. If this scene is new " -"and empty, the argument will be [code]null[/code]." +"Emitted when the scene is changed in the editor. The argument will return the " +"root node of the scene that has just become active. If this scene is new and " +"empty, the argument will be [code]null[/code]." msgstr "" -"在编辑器中更改场景时发出。该参数将返回刚刚变为活动状态的场景的根节点。如果此" -"场景是新场景且为空,则参数将为 [code]null[/code]。" +"在编辑器中更改场景时发出。该参数将返回刚刚变为活动状态的场景的根节点。如果此场" +"景是新场景且为空,则参数将为 [code]null[/code]。" msgid "" -"Emitted when user closes a scene. The argument is file path to a closed " -"scene." +"Emitted when user closes a scene. The argument is file path to a closed scene." msgstr "当用户关闭场景时发出。参数是关闭的场景的文件路径。" msgid "Main editor toolbar, next to play buttons." @@ -36086,8 +39522,8 @@ msgid "" "This can be used to prevent node selection changes and work with sub-gizmos " "instead." msgstr "" -"将该 [InputEvent] 传递给除主 [Node3D] 插件之外的其他编辑器插件。这可用于防止" -"节点选择更改并且改为使用子小工具。" +"将该 [InputEvent] 传递给除主 [Node3D] 插件之外的其他编辑器插件。这可用于防止节" +"点选择更改并且改为使用子小工具。" msgid "" "Custom control for editing properties that can be added to the " @@ -36105,8 +39541,7 @@ msgid "" "Called when the read-only status of the property is changed. It may be used " "to change custom controls into a read-only or modifiable state." msgstr "" -"当属性的只读状态被改变时被调用。它可用于将自定义控件改变为只读或可修改的状" -"态。" +"当属性的只读状态被改变时被调用。它可用于将自定义控件改变为只读或可修改的状态。" msgid "When this virtual function is called, you must update your editor." msgstr "当这个虚函数被调用时,你必须更新你的编辑器。" @@ -36115,19 +39550,18 @@ msgid "" "If any of the controls added can gain keyboard focus, add it here. This " "ensures that focus will be restored if the inspector is refreshed." msgstr "" -"如果添加的任何控件可以获得键盘焦点,将其添加到此处。这样可以确保在检查器被刷" -"新时恢复焦点。" +"如果添加的任何控件可以获得键盘焦点,将其添加到此处。这样可以确保在检查器被刷新" +"时恢复焦点。" msgid "" -"If one or several properties have changed, this must be called. [param " -"field] is used in case your editor can modify fields separately (as an " -"example, Vector3.x). The [param changing] argument avoids the editor " -"requesting this property to be refreshed (leave as [code]false[/code] if " -"unsure)." +"If one or several properties have changed, this must be called. [param field] " +"is used in case your editor can modify fields separately (as an example, " +"Vector3.x). The [param changing] argument avoids the editor requesting this " +"property to be refreshed (leave as [code]false[/code] if unsure)." msgstr "" -"如果一个或几个属性发生了变化,必然会调用这个函数。[param field] 用于您的编辑" -"器可以单独修改字段的情况(例如,Vector3.x)。[param changing] 参数可以避免编" -"辑器请求刷新该属性(如果不确定,请保留为 [code]false[/code])。" +"如果一个或几个属性发生了变化,必然会调用这个函数。[param field] 用于您的编辑器" +"可以单独修改字段的情况(例如,Vector3.x)。[param changing] 参数可以避免编辑器" +"请求刷新该属性(如果不确定,请保留为 [code]false[/code])。" msgid "Gets the edited object." msgstr "获取被编辑的对象。" @@ -36141,8 +39575,8 @@ msgstr "" "EditorInspectorPlugin._parse_property] 添加),则返回该属性。" msgid "" -"Puts the [param editor] control below the property label. The control must " -"be previously added using [method Node.add_child]." +"Puts the [param editor] control below the property label. The control must be " +"previously added using [method Node.add_child]." msgstr "" "将 [param editor] 控件放在属性标签的下方。该控件必须事先用 [method Node." "add_child] 添加。" @@ -36169,8 +39603,8 @@ msgid "" "with the editor theme's warning color. This is used for editable children's " "properties." msgstr "" -"用于检查器,该属性用编辑器主题的警告色绘制时设置为 [code]true[/code]。用于可" -"编辑子节点的属性。" +"用于检查器,该属性用编辑器主题的警告色绘制时设置为 [code]true[/code]。用于可编" +"辑子节点的属性。" msgid "" "Used by the inspector, set to [code]true[/code] when the property can add " @@ -36186,8 +39620,8 @@ msgid "" msgstr "用于检查器,该属性为只读时设置为 [code]true[/code]。" msgid "" -"Emit it if you want multiple properties modified at the same time. Do not " -"use if added via [method EditorInspectorPlugin._parse_property]." +"Emit it if you want multiple properties modified at the same time. Do not use " +"if added via [method EditorInspectorPlugin._parse_property]." msgstr "" "如果想要同时修改多个属性,请发出它。如果属性是通过 [method " "EditorInspectorPlugin._parse_property] 添加的,请勿使用。" @@ -36199,11 +39633,10 @@ msgid "" "Emitted when the revertability (i.e., whether it has a non-default value and " "thus is displayed with a revert icon) of a property has changed." msgstr "" -"当属性的可恢复性(即,它是否具有非默认值并因此显示为带有恢复图标)发生变化时" -"发出。" +"当属性的可恢复性(即,它是否具有非默认值并因此显示为带有恢复图标)发生变化时发" +"出。" -msgid "" -"Do not emit this manually, use the [method emit_changed] method instead." +msgid "Do not emit this manually, use the [method emit_changed] method instead." msgstr "不要手动触发,使用 [method emit_changed] 方法代替。" msgid "Emitted when a property was checked. Used internally." @@ -36244,8 +39677,8 @@ msgid "" "the editor resource picker context menu; for example, converting a " "[StandardMaterial3D] to a [ShaderMaterial]." msgstr "" -"用于在编辑器资源选择器的上下文菜单中添加从一种资源格式到另一种资源格式的自定" -"义转换器的插件;例如,将 [StandardMaterial3D] 转换为 [ShaderMaterial]。" +"用于在编辑器资源选择器的上下文菜单中添加从一种资源格式到另一种资源格式的自定义" +"转换器的插件;例如,将 [StandardMaterial3D] 转换为 [ShaderMaterial]。" msgid "" "[EditorResourceConversionPlugin] is invoked when the context menu is brought " @@ -36329,8 +39762,8 @@ msgstr "" "此 [Control] 节点用于编辑器的属性检查器以允许编辑 [Resource] 类型属性。它提供" "了创建、加载、保存和转换资源的选项。可以与 [EditorInspectorPlugin] 检查器插件" "一起使用以重新创建相同的行为。\n" -"[b]注意:[/b]这个 [Control] 不包括资源的任何编辑器,因为编辑是由属性检查器本" -"身或子检查器控制的。" +"[b]注意:[/b]这个 [Control] 不包括资源的任何编辑器,因为编辑是由属性检查器本身" +"或子检查器控制的。" msgid "" "This virtual method can be implemented to handle context menu items not " @@ -36347,15 +39780,13 @@ msgid "" "[b]Note:[/b] Implement [method _handle_menu_selected] to handle these custom " "items." msgstr "" -"在更新 [EditorResourcePicker] 的上下文菜单时调用该虚方法。实现该方法以使用您" -"自己的选项覆盖“新建 ...”项目。[param menu_node] 是对 [PopupMenu] 节点的引" -"用。\n" +"在更新 [EditorResourcePicker] 的上下文菜单时调用该虚方法。实现该方法以使用您自" +"己的选项覆盖“新建 ...”项目。[param menu_node] 是对 [PopupMenu] 节点的引用。\n" "[b]注意:[/b]实现 [method _handle_menu_selected] 来处理这些自定义项。" msgid "" -"Returns a list of all allowed types and subtypes corresponding to the " -"[member base_type]. If the [member base_type] is empty, an empty list is " -"returned." +"Returns a list of all allowed types and subtypes corresponding to the [member " +"base_type]. If the [member base_type] is empty, an empty list is returned." msgstr "" "返回一个与 [member base_type] 对应的所有允许的类型和子类型的列表。如果 " "[member base_type] 是空,将返回一个空的列表。" @@ -36396,6 +39827,18 @@ msgstr "" "当资源值被设置,并且用户点击它编辑时触发。当 [param inspect] 为 [code]true[/" "code] 时,该信号是由上下文菜单“编辑”或“检查”选项引起的。" +msgid "A node used to generate previews of resources or files." +msgstr "用于生成资源或文件的预览的节点。" + +msgid "" +"This node is used to generate previews for resources of files.\n" +"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access " +"the singleton using [method EditorInterface.get_resource_previewer]." +msgstr "" +"该节点用于生成文件资源的预览。\n" +"[b]注意:[/b]不应该直接实例化这个类。请使用 [method EditorInterface." +"get_resource_previewer] 访问单例。" + msgid "Create an own, custom preview generator." msgstr "创建一个自定义的预览生成器。" @@ -36419,8 +39862,8 @@ msgstr "" "数:[String] path、[Texture2D] preview、[Texture2D] thumbnail_preview、" "[Variant] userdata。[param userdata] 可以是任何东西,并将在调用 [param " "receiver_func] 时返回。\n" -"[b]注意:[/b]如果无法创建预览,[param receiver_func] 仍将被调用,但 preview " -"将为 null。" +"[b]注意:[/b]如果无法创建预览,[param receiver_func] 仍将被调用,但 preview 将" +"为 null。" msgid "" "Queue a resource file located at [param path] for preview. Once the preview " @@ -36437,8 +39880,8 @@ msgstr "" "数:[String] path、[Texture2D] preview、[Texture2D] thumbnail_preview、" "[Variant] userdata。[param userdata] 可以是任何东西,并将在调用 [param " "receiver_func] 时返回。\n" -"[b]注意:[/b]如果无法创建预览,[param receiver_func] 仍将被调用,但 preview " -"将为 null。" +"[b]注意:[/b]如果无法创建预览,[param receiver_func] 仍将被调用,但 preview 将" +"为 null。" msgid "Removes a custom preview generator." msgstr "移除自定义预览生成器。" @@ -36468,6 +39911,43 @@ msgstr "" "_generate] 或 [method _generate_from_path]。\n" "默认情况下,它返回 [code]false[/code]。" +msgid "" +"Generate a preview from a given resource with the specified size. This must " +"always be implemented.\n" +"Returning an empty texture is an OK way to fail and let another generator " +"take care.\n" +"Care must be taken because this function is always called from a thread (not " +"the main thread).\n" +"[param metadata] dictionary can modified to store file-specific metadata that " +"can be used in [method EditorResourceTooltipPlugin._make_tooltip_for_path] " +"(like image size, sample length etc.)." +msgstr "" +"根据给定的资源生成指定大小的预览。必须始终实现。\n" +"失败时允许返回空纹理,会由其他生成器接手。\n" +"必须保持谨慎,因为这个函数始终是从(主线程以外的)线程中调用的。\n" +"可以修改 [param metadata] 字典,从而保存能够在 [method " +"EditorResourceTooltipPlugin._make_tooltip_for_path] 中使用的文件相关的源数据" +"(例如图片大小、采样长度等)。" + +msgid "" +"Generate a preview directly from a path with the specified size. Implementing " +"this is optional, as default code will load and call [method _generate].\n" +"Returning an empty texture is an OK way to fail and let another generator " +"take care.\n" +"Care must be taken because this function is always called from a thread (not " +"the main thread).\n" +"[param metadata] dictionary can modified to store file-specific metadata that " +"can be used in [method EditorResourceTooltipPlugin._make_tooltip_for_path] " +"(like image size, sample length etc.)." +msgstr "" +"根据路径直接生成指定大小的预览。可选实现,默认代码会在加载后调用 [method " +"_generate]。\n" +"失败时允许返回空纹理,会由其他生成器接手。\n" +"必须保持谨慎,因为这个函数始终是从(主线程以外的)线程中调用的。\n" +"可以修改 [param metadata] 字典,从而保存能够在 [method " +"EditorResourceTooltipPlugin._make_tooltip_for_path] 中使用的文件相关的源数据" +"(例如图片大小、采样长度等)。" + msgid "" "If this function returns [code]true[/code], the generator will automatically " "generate the small previews from the normal preview texture generated by the " @@ -36484,6 +39964,20 @@ msgid "" msgstr "" "如果您的生成器支持类型为 [param type] 的资源,则返回 [code]true[/code]。" +msgid "" +"Return [code]true[/code] if the plugin is going to handle the given " +"[Resource] [param type]." +msgstr "" +"如果插件要处理给定的 [Resource] 类型 [param type],则返回 [code]true[/code]。" + +msgid "" +"Requests a thumbnail for the given [TextureRect]. The thumbnail is created " +"asynchronously by [EditorResourcePreview] and automatically set when " +"available." +msgstr "" +"为给定的 [TextureRect] 请求缩略图。缩略图使用 [EditorResourcePreview] 异步创" +"建,会在可用时自动设置。" + msgid "Imports scenes from third-parties' 3D files." msgstr "从第三方的 3D 文件中导入场景。" @@ -36515,13 +40009,13 @@ msgid "" msgstr "" "通过 glTF 2.0 3D 导入管道导入使用 [code].blend[/code] 文件格式的 Blender 场" "景。该导入器要求用户安装 Blender,以便将场景导出为 glTF 2.0。\n" -"Blender 可执行文件的位置是通过 [code]filesystem/import/blender/" -"blender3_path[/code] 编辑器设置来设置的。\n" -"该导入器仅在启用 [member ProjectSettings.filesystem/import/blender/enabled] " -"时使用,否则不会导入项目文件夹中存在的 [code].blend[/code] 文件。\n" +"Blender 可执行文件的位置是通过 [code]filesystem/import/blender/blender3_path[/" +"code] 编辑器设置来设置的。\n" +"该导入器仅在启用 [member ProjectSettings.filesystem/import/blender/enabled] 时" +"使用,否则不会导入项目文件夹中存在的 [code].blend[/code] 文件。\n" "Blend 导入需要 Blender 3.0。\n" -"在内部,EditorSceneFormatImporterBlend 使用 Blender glTF“使用原始”模式来引用" -"外部纹理。" +"在内部,EditorSceneFormatImporterBlend 使用 Blender glTF“使用原始”模式来引用外" +"部纹理。" msgid "Importer for the [code].fbx[/code] scene file format." msgstr "[code].fbx[/code] 场景文件格式的导入器。" @@ -36532,8 +40026,8 @@ msgid "" "The location of the FBX2glTF binary is set via the [code]filesystem/import/" "fbx/fbx2gltf_path[/code] editor setting.\n" "This importer is only used if [member ProjectSettings.filesystem/import/fbx/" -"enabled] is enabled, otherwise [code].fbx[/code] files present in the " -"project folder are not imported." +"enabled] is enabled, otherwise [code].fbx[/code] files present in the project " +"folder are not imported." msgstr "" "通过使用 FBX2glTF 命令行工具将 Autodesk FBX 3D 场景转换为 glTF 2.0 来导入它" "们。\n" @@ -36547,8 +40041,8 @@ msgstr "导入后对场景进行后处理。" msgid "" "Imported scenes can be automatically modified right after import by setting " -"their [b]Custom Script[/b] Import property to a [code]tool[/code] script " -"that inherits from this class.\n" +"their [b]Custom Script[/b] Import property to a [code]tool[/code] script that " +"inherits from this class.\n" "The [method _post_import] callback receives the imported scene's root node " "and returns the modified version of the scene. Usage example:\n" "[codeblocks]\n" @@ -36599,8 +40093,8 @@ msgid "" "[/csharp]\n" "[/codeblocks]" msgstr "" -"通过将[b]自定义脚本[/b]导入属性设置为从此类继承的 [code]tool[/code] 脚本,可" -"以在导入后立即自动修改导入的场景。\n" +"通过将[b]自定义脚本[/b]导入属性设置为从此类继承的 [code]tool[/code] 脚本,可以" +"在导入后立即自动修改导入的场景。\n" "[method _post_import] 回调接收导入场景的根节点,并返回场景的修改版本。使用示" "例:\n" "[codeblocks]\n" @@ -36672,8 +40166,8 @@ msgid "" "to change the content as well as add importer options at every stage of the " "process." msgstr "" -"这种插件类型的存在是为了修改导入场景的处理,允许在处理的每个阶段更改内容以及" -"添加导入器选项。" +"这种插件类型的存在是为了修改导入场景的处理,允许在处理的每个阶段更改内容以及添" +"加导入器选项。" msgid "" "Override to add general import options. These will appear in the main import " @@ -36694,12 +40188,11 @@ msgstr "" msgid "" "Return true whether updating the 3D view of the import dialog needs to be " "updated if an option has changed." -msgstr "" -"返回在选项已更改时是否需要更新导入对话框的 3D 视图,若更新则返回 true。" +msgstr "返回在选项已更改时是否需要更新导入对话框的 3D 视图,若更新则返回 true。" msgid "" -"Return true or false whether a given option should be visible. Return null " -"to ignore." +"Return true or false whether a given option should be visible. Return null to " +"ignore." msgstr "返回给定的选项是否应该可见。忽略时返回 null。" msgid "Process a specific node or resource for a given category." @@ -36717,8 +40210,8 @@ msgstr "" "对场景进行预处理。该方法会在场景格式加载器加载场景后、尚未进行更改时调用。" msgid "" -"Add a specific import option (name and default value only). This function " -"can only be called from [method _get_import_options] and [method " +"Add a specific import option (name and default value only). This function can " +"only be called from [method _get_import_options] and [method " "_get_internal_import_options]." msgstr "" "添加特定的导入选项(仅限名称和默认值)。该函数只能从 [method " @@ -36740,8 +40233,8 @@ msgid "Base script that can be used to add extension functions to the editor." msgstr "可用于为编辑器添加扩展功能的基础脚本。" msgid "" -"Scripts extending this class and implementing its [method _run] method can " -"be executed from the Script Editor's [b]File > Run[/b] menu option (or by " +"Scripts extending this class and implementing its [method _run] method can be " +"executed from the Script Editor's [b]File > Run[/b] menu option (or by " "pressing [kbd]Ctrl + Shift + X[/kbd]) while the editor is running. This is " "useful for adding custom in-editor functionality to Godot. For more complex " "additions, consider using [EditorPlugin]s instead.\n" @@ -36775,8 +40268,8 @@ msgid "" "nothing references it. This can cause errors during asynchronous operations " "if there are no references to the script." msgstr "" -"扩展该类并实现其 [method _run] 方法的脚本可以在编辑器运行时通过脚本编辑器的" -"[b]文件 > 运行[/b]菜单选项(或按 [kbd]Ctrl + Shift + X[/kbd])执行。这对于向 " +"扩展该类并实现其 [method _run] 方法的脚本可以在编辑器运行时通过脚本编辑器的[b]" +"文件 > 运行[/b]菜单选项(或按 [kbd]Ctrl + Shift + X[/kbd])执行。这对于向 " "Godot 添加自定义的编辑内功能很有用。对于更复杂的添加,请考虑改用 " "[EditorPlugin]。\n" "[b]注意:[/b]扩展脚本需要启用 [code]tool[/code] 工具模式。\n" @@ -36830,12 +40323,12 @@ msgstr "" "Godot 编辑器的控件,用于选择节点 [Node] 的脚本 [code]script[/code] 属性。" msgid "" -"Similar to [EditorResourcePicker] this [Control] node is used in the " -"editor's Inspector dock, but only to edit the [code]script[/code] property " -"of a [Node]. Default options for creating new resources of all possible " -"subtypes are replaced with dedicated buttons that open the \"Attach Node " -"Script\" dialog. Can be used with [EditorInspectorPlugin] to recreate the " -"same behavior.\n" +"Similar to [EditorResourcePicker] this [Control] node is used in the editor's " +"Inspector dock, but only to edit the [code]script[/code] property of a " +"[Node]. Default options for creating new resources of all possible subtypes " +"are replaced with dedicated buttons that open the \"Attach Node Script\" " +"dialog. Can be used with [EditorInspectorPlugin] to recreate the same " +"behavior.\n" "[b]Note:[/b] You must set the [member script_owner] for the custom context " "menu items to work." msgstr "" @@ -36843,8 +40336,8 @@ msgstr "" "用,但只用于编辑 [Node] 的 [code]script[/code] 属性。创建包含所有可能子类型的" "新资源的默认选项 被替换为打开“附加节点脚本”对话框的专用按钮。可以与 " "[EditorInspectorPlugin] 一起使用以重新创建相同的行为。\n" -"[b]注意:[/b]你必须设置 [member script_owner] 才能让自定义的上下文菜单项发挥" -"作用。" +"[b]注意:[/b]你必须设置 [member script_owner] 才能让自定义的上下文菜单项发挥作" +"用。" msgid "The owner [Node] of the script property that holds the edited resource." msgstr "持有被编辑资源的脚本属性的所有者 [Node]。" @@ -36864,8 +40357,7 @@ msgstr "" msgid "" "Adds a node to the selection.\n" "[b]Note:[/b] The newly selected node will not be automatically edited in the " -"inspector. If you want to edit a node, use [method EditorInterface." -"edit_node]." +"inspector. If you want to edit a node, use [method EditorInterface.edit_node]." msgstr "" "将一个节点添加到选择中。\n" "[b]注意:[/b]新选择的节点不会在检查器中自动被编辑。如果你想编辑一个节点,请使" @@ -36882,8 +40374,8 @@ msgid "" "moving them, rotating, etc). This list avoids situations where a node is " "selected and also child/grandchild." msgstr "" -"获取所选节点的列表,针对变换操作(如移动、旋转等)进行优化。这个列表避免了节" -"点被选中的情况,也避免了子/孙节点被选中的情况。" +"获取所选节点的列表,针对变换操作(如移动、旋转等)进行优化。这个列表避免了节点" +"被选中的情况,也避免了子/孙节点被选中的情况。" msgid "Removes a node from the selection." msgstr "从选择中删除一个节点。" @@ -36894,6 +40386,67 @@ msgstr "更改选择时发出。" msgid "Object that holds the project-independent editor settings." msgstr "保存与项目无关的编辑器设置的对象。" +msgid "" +"Object that holds the project-independent editor settings. These settings are " +"generally visible in the [b]Editor > Editor Settings[/b] menu.\n" +"Property names use slash delimiters to distinguish sections. Setting values " +"can be of any [Variant] type. It's recommended to use [code]snake_case[/code] " +"for editor settings to be consistent with the Godot editor itself.\n" +"Accessing the settings can be done using the following methods, such as:\n" +"[codeblocks]\n" +"[gdscript]\n" +"var settings = get_editor_interface().get_editor_settings()\n" +"# `settings.set(\"some/property\", 10)` also works as this class overrides " +"`_set()` internally.\n" +"settings.set_setting(\"some/property\", 10)\n" +"# `settings.get(\"some/property\")` also works as this class overrides " +"`_get()` internally.\n" +"settings.get_setting(\"some/property\")\n" +"var list_of_settings = settings.get_property_list()\n" +"[/gdscript]\n" +"[csharp]\n" +"EditorSettings settings = GetEditorInterface().GetEditorSettings();\n" +"// `settings.set(\"some/property\", value)` also works as this class " +"overrides `_set()` internally.\n" +"settings.SetSetting(\"some/property\", Value);\n" +"// `settings.get(\"some/property\", value)` also works as this class " +"overrides `_get()` internally.\n" +"settings.GetSetting(\"some/property\");\n" +"Godot.Collections.Array listOfSettings = " +"settings.GetPropertyList();\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access " +"the singleton using [method EditorInterface.get_editor_settings]." +msgstr "" +"保存与项目无关的编辑器设置的对象。这些设置通常在[b]编辑器 > 编辑器设置[/b]菜单" +"中可见。\n" +"属性名称使用斜线分隔符来区分部分。设置的值可以是任何 [Variant] 类型。建议对编" +"辑器设置使用 [code]snake_case[/code],以与 Godot 编辑器本身保持一致。\n" +"可以使用以下方法访问设置,例如:\n" +"[codeblocks]\n" +"[gdscript]\n" +"var settings = get_editor_interface().get_editor_settings()\n" +"# `settings.set(\"some/property\", 10)` 在内部像该类重写 `_set()` 一样工作。\n" +"settings.set_setting(\"some/property\", 10)\n" +"# `settings.get(\"some/property\")` 在内部像该类重写 `_get()` 一样工作。\n" +"settings.get_setting(\"some/property\")\n" +"var list_of_settings = settings.get_property_list()\n" +"[/gdscript]\n" +"[csharp]\n" +"EditorSettings settings = GetEditorInterface().GetEditorSettings();\n" +"// `settings.set(\"some/property\", 10)` 在内部像该类重写 `_set()` 一样工" +"作。\n" +"settings.SetSetting(\"some/property\", Value);\n" +"// `settings.get(\"some/property\")` 在内部像该类重写 `_get()` 一样工作。\n" +"settings.GetSetting(\"some/property\");\n" +"Godot.Collections.Array listOfSettings = " +"settings.GetPropertyList();\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]注意:[/b]该类不应被直接实例化。而是使用 [method EditorInterface." +"get_editor_settings] 访问其单例。" + msgid "" "Adds a custom property info to a property. The dictionary must contain:\n" "- [code]name[/code]: [String] (the name of the property)\n" @@ -36995,8 +40548,8 @@ msgid "" "specified. If the metadata doesn't exist, [param default] will be returned " "instead. See also [method set_project_metadata]." msgstr "" -"返回由 [param section] 和 [param key] 指定的特定于项目的元数据。如果该元数据" -"不存在,则将返回 [param default]。另见 [method set_project_metadata]。" +"返回由 [param section] 和 [param key] 指定的特定于项目的元数据。如果该元数据不" +"存在,则将返回 [param default]。另见 [method set_project_metadata]。" msgid "" "Returns the list of recently visited folders in the file dialog for this " @@ -37022,8 +40575,8 @@ msgid "" "get_changed_settings]. Only settings which exist (see [method has_setting]) " "will be accepted." msgstr "" -"将传入的编辑器设置项标记为已更改,请参阅 [method get_changed_settings]。只有" -"存在的设置(参见 [method has_setting])才会被接受。" +"将传入的编辑器设置项标记为已更改,请参阅 [method get_changed_settings]。只有存" +"在的设置(参见 [method has_setting])才会被接受。" msgid "" "Overrides the built-in editor action [param name] with the input actions " @@ -37038,12 +40591,12 @@ msgstr "设置该游戏项目收藏的文件和目录的列表。" msgid "" "Sets the initial value of the setting specified by [param name] to [param " "value]. This is used to provide a value for the Revert button in the Editor " -"Settings. If [param update_current] is true, the current value of the " -"setting will be set to [param value] as well." +"Settings. If [param update_current] is true, the current value of the setting " +"will be set to [param value] as well." msgstr "" "将由 [param name] 指定的设置项的初始值设置为 [param value]。用于在“编辑器设" -"置”中为“恢复”按钮提供值。如果 [param update_current] 为 true,则该设置的当前" -"值也会被设为 [param value]。" +"置”中为“恢复”按钮提供值。如果 [param update_current] 为 true,则该设置的当前值" +"也会被设为 [param value]。" msgid "" "Sets project-specific metadata with the [param section], [param key] and " @@ -37051,21 +40604,28 @@ msgid "" "and therefore won't be checked into version control. See also [method " "get_project_metadata]." msgstr "" -"设置由 [param section]、[param key]、[param data] 指定的特定于项目的元数据。" -"该元数据保存在项目文件夹之外,因此不会加入到版本控制中。另见 [method " +"设置由 [param section]、[param key]、[param data] 指定的特定于项目的元数据。该" +"元数据保存在项目文件夹之外,因此不会加入到版本控制中。另见 [method " "get_project_metadata]。" msgid "" -"Sets the list of recently visited folders in the file dialog for this " -"project." +"Sets the list of recently visited folders in the file dialog for this project." msgstr "设置该游戏项目在文件对话框中最近访问的文件夹的列表。" msgid "" "Sets the [param value] of the setting specified by [param name]. This is " "equivalent to using [method Object.set] on the EditorSettings instance." msgstr "" -"将由 [param name] 指定的设置项设置为 [param value]。等价于在 EditorSettings " -"实例上使用 [method Object.set]。" +"将由 [param name] 指定的设置项设置为 [param value]。等价于在 EditorSettings 实" +"例上使用 [method Object.set]。" + +msgid "" +"If [code]true[/code], automatically switches to the [b]Remote[/b] scene tree " +"when running the project from the editor. If [code]false[/code], stays on the " +"[b]Local[/b] scene tree when running the project from the editor." +msgstr "" +"如果为 [code]true[/code],则在从编辑器运行项目时自动切换到[b]远程[/b]场景树。" +"如果为 [code]false[/code],则在从编辑器运行项目时保持[b]本地[/b]场景树。" msgid "" "The size of the profiler's frame history. The default value (3600) allows " @@ -37073,29 +40633,58 @@ msgid "" "FPS. Higher values allow viewing longer periods of profiling in the graphs, " "especially when the project is running at high framerates." msgstr "" -"分析器的帧历史的大小。如果项目以恒定的 60 FPS 渲染,则默认值(3600)允许查看" -"最多 60 秒的分析。更高的值允许在图表中查看更长时间的分析,尤其是当项目以高帧" -"率运行时。" +"分析器的帧历史的大小。如果项目以恒定的 60 FPS 渲染,则默认值(3600)允许查看最" +"多 60 秒的分析。更高的值允许在图表中查看更长时间的分析,尤其是当项目以高帧率运" +"行时。" + +msgid "" +"The maximum number of script functions that can be displayed per frame in the " +"profiler. If there are more script functions called in a given profiler " +"frame, these functions will be discarded from the profiling results " +"entirely.\n" +"[b]Note:[/b] This setting is only read when the profiler is first started, so " +"changing it during profiling will have no effect." +msgstr "" +"性能分析器中,每帧能够显示的脚本函数的最大数量。如果给定的分析器帧中存在超过这" +"个数量的脚本函数,则这些函数会被完全全部丢弃。\n" +"[b]注意:[/b]这个设置仅在首次启动性能分析器时读取,进行分析时修改无效。" + +msgid "" +"The refresh interval for the remote inspector's properties (in seconds). " +"Lower values are more reactive, but may cause stuttering while the project is " +"running from the editor and the [b]Remote[/b] scene tree is selected in the " +"Scene tree dock." +msgstr "" +"远程检查器属性的刷新间隔(单位为秒)。值越低反应越快,但如果项目从编辑器运行并" +"且“场景”面板中选中了[b]远程[/b]场景树就可能导致卡顿。" + +msgid "" +"The refresh interval for the remote scene tree (in seconds). Lower values are " +"more reactive, but may cause stuttering while the project is running from the " +"editor and the [b]Remote[/b] scene tree is selected in the Scene tree dock." +msgstr "" +"远程场景树的刷新间隔(单位为秒)。值越低反应越快,但如果项目从编辑器运行并" +"且“场景”面板中选中了[b]远程[/b]场景树就可能导致卡顿。" msgid "" "If [code]true[/code], displays folders in the FileSystem dock's bottom pane " "when split mode is enabled. If [code]false[/code], only files will be " "displayed in the bottom pane. Split mode can be toggled by pressing the icon " "next to the [code]res://[/code] folder path.\n" -"[b]Note:[/b] This setting has no effect when split mode is disabled (which " -"is the default)." +"[b]Note:[/b] This setting has no effect when split mode is disabled (which is " +"the default)." msgstr "" -"如果为 [code]true[/code],则在启用拆分模式时,在文件系统停靠面板的底部窗格中" -"显示文件夹。如果为 [code]false[/code],则只有文件将显示在底部窗格中。可以通过" -"按 [code]res://[/code] 文件夹路径旁边的图标来切换拆分模式。\n" +"如果为 [code]true[/code],则在启用拆分模式时,在文件系统停靠面板的底部窗格中显" +"示文件夹。如果为 [code]false[/code],则只有文件将显示在底部窗格中。可以通过按 " +"[code]res://[/code] 文件夹路径旁边的图标来切换拆分模式。\n" "[b]注意:[/b]当拆分模式被禁用(这是默认设置)时,该设置无效。" msgid "" "List of file extensions to consider as editable text files in the FileSystem " "dock (by double-clicking on the files)." msgstr "" -"文件扩展名列表,“文件系统”面板会将这些文件认为是可编辑的文本文件(在文件上双" -"击编辑)。" +"文件扩展名列表,“文件系统”面板会将这些文件认为是可编辑的文本文件(在文件上双击" +"编辑)。" msgid "" "The thumbnail size to use in the FileSystem dock (in pixels). See also " @@ -37126,14 +40715,14 @@ msgid "" "If [code]true[/code], the scene tree dock will automatically unfold nodes " "when a node that has folded parents is selected." msgstr "" -"如果为 [code]true[/code],则在选中节点时,场景树停靠面板会自动展开该节点已折" -"叠的父节点。" +"如果为 [code]true[/code],则在选中节点时,场景树停靠面板会自动展开该节点已折叠" +"的父节点。" msgid "" -"If [code]true[/code], the Create dialog (Create New Node/Create New " -"Resource) will start with all its sections expanded. Otherwise, sections " -"will be collapsed until the user starts searching (which will automatically " -"expand sections as needed)." +"If [code]true[/code], the Create dialog (Create New Node/Create New Resource) " +"will start with all its sections expanded. Otherwise, sections will be " +"collapsed until the user starts searching (which will automatically expand " +"sections as needed)." msgstr "" "如果为 [code]true[/code],则创建对话框(创建新节点/创建新资源)将以展开其所有" "部分开始。否则,部分将被折叠,直到用户开始搜索(这将根据需要自动展开部分)。" @@ -37164,8 +40753,7 @@ msgid "" "The outline size in the 2D skeleton editor (in pixels). See also [member " "editors/2d/bone_width]." msgstr "" -"2D 骨架编辑器中轮廓的大小(单位为像素)。另见 [member editors/2d/" -"bone_width]。" +"2D 骨架编辑器中轮廓的大小(单位为像素)。另见 [member editors/2d/bone_width]。" msgid "" "The color to use for selected bones in the 2D skeleton editor. See also " @@ -37191,16 +40779,16 @@ msgstr "2D 编辑器使用的参考线颜色。可以通过从标尺上拖动鼠 msgid "" "The color to use when drawing smart snapping lines in the 2D editor. The " -"smart snapping lines will automatically display when moving 2D nodes if " -"smart snapping is enabled in the Snapping Options menu at the top of the 2D " -"editor viewport." +"smart snapping lines will automatically display when moving 2D nodes if smart " +"snapping is enabled in the Snapping Options menu at the top of the 2D editor " +"viewport." msgstr "" "在 2D 编辑器中,绘制智能吸附线时使用的颜色。如果在 2D 编辑器视口顶部的“吸附选" "项”菜单中启用智能吸附,则移动 2D 节点时智能吸附线将自动显示。" msgid "" -"The color of the viewport border in the 2D editor. This border represents " -"the viewport's size at the base resolution defined in the Project Settings. " +"The color of the viewport border in the 2D editor. This border represents the " +"viewport's size at the base resolution defined in the Project Settings. " "Objects placed outside this border will not be visible unless a [Camera2D] " "node is used, or unless the window is resized and the stretch mode is set to " "[code]disabled[/code]." @@ -37219,52 +40807,50 @@ msgid "" msgstr "" "在 3D 编辑器中使用的默认相机视野(以度为单位)。可以使用 3D 编辑器顶部的[b]查" "看[/b]菜单,在每个场景的基础上调整相机视野。如果使用[b]查看[/b]菜单调整了场景" -"的相机视野,则该设置将在相关场景中被忽略。在编辑器中预览 Camera3D 节点时,该" -"设置也将被忽略。" +"的相机视野,则该设置将在相关场景中被忽略。在编辑器中预览 Camera3D 节点时,该设" +"置也将被忽略。" msgid "" "The default camera far clip distance to use in the 3D editor (in degrees). " "Higher values make it possible to view objects placed further away from the " "camera, at the cost of lower precision in the depth buffer (which can result " "in visible Z-fighting in the distance). The camera far clip distance can be " -"adjusted on a per-scene basis using the [b]View[/b] menu at the top of the " -"3D editor. If a scene had its camera far clip distance adjusted using the " +"adjusted on a per-scene basis using the [b]View[/b] menu at the top of the 3D " +"editor. If a scene had its camera far clip distance adjusted using the " "[b]View[/b] menu, this setting is ignored in the scene in question. This " "setting is also ignored while a Camera3D node is being previewed in the " "editor." msgstr "" -"在 3D 编辑器中使用的默认相机远剪辑距离(以度为单位)。较高的值可以查看距离相" -"机较远的对象,但会降低深度缓冲区的精度(这可能导致远处可见的 Z 冲突)。可以使" -"用 3D 编辑器顶部的[b]查看[/b]菜单在每个场景的基上,调整相机远剪辑距离。如果一" -"个场景使用[b]查看[/b]菜单调整了其相机远剪辑距离,则该设置在相关场景中将被忽" -"略。在编辑器中预览 Camera3D 节点时,该设置也将被忽略。" +"在 3D 编辑器中使用的默认相机远剪辑距离(以度为单位)。较高的值可以查看距离相机" +"较远的对象,但会降低深度缓冲区的精度(这可能导致远处可见的 Z 冲突)。可以使用 " +"3D 编辑器顶部的[b]查看[/b]菜单在每个场景的基上,调整相机远剪辑距离。如果一个场" +"景使用[b]查看[/b]菜单调整了其相机远剪辑距离,则该设置在相关场景中将被忽略。在" +"编辑器中预览 Camera3D 节点时,该设置也将被忽略。" msgid "" "The default camera near clip distance to use in the 3D editor (in degrees). " -"Lower values make it possible to view objects placed closer to the camera, " -"at the cost of lower precision in the depth buffer (which can result in " -"visible Z-fighting in the distance). The camera near clip distance can be " -"adjusted on a per-scene basis using the [b]View[/b] menu at the top of the " -"3D editor. If a scene had its camera near clip distance adjusted using the " -"[b]View[/b] menu, this setting is ignored in the scene in question. This " -"setting is also ignored while a Camera3D node is being previewed in the " -"editor." +"Lower values make it possible to view objects placed closer to the camera, at " +"the cost of lower precision in the depth buffer (which can result in visible " +"Z-fighting in the distance). The camera near clip distance can be adjusted on " +"a per-scene basis using the [b]View[/b] menu at the top of the 3D editor. If " +"a scene had its camera near clip distance adjusted using the [b]View[/b] " +"menu, this setting is ignored in the scene in question. This setting is also " +"ignored while a Camera3D node is being previewed in the editor." msgstr "" -"要在 3D 编辑器中使用的默认相机近剪辑距离(以度为单位)。较低的值可以查看距离" -"相机更近的对象,但会降低深度缓冲区的精度(这可能会导致远处可见的 Z 冲突)。可" -"以使用 3D 编辑器顶部的[b]查看[/b]菜单,在每个场景的基上调整相机近剪辑距离。如" -"果一个场景使用[b]查看[/b]菜单,调整了其相机近剪辑距离,则该设置在相关场景中将" -"被忽略。在编辑器中预览 Camera3D 节点时,该设置也将被忽略。" +"要在 3D 编辑器中使用的默认相机近剪辑距离(以度为单位)。较低的值可以查看距离相" +"机更近的对象,但会降低深度缓冲区的精度(这可能会导致远处可见的 Z 冲突)。可以" +"使用 3D 编辑器顶部的[b]查看[/b]菜单,在每个场景的基上调整相机近剪辑距离。如果" +"一个场景使用[b]查看[/b]菜单,调整了其相机近剪辑距离,则该设置在相关场景中将被" +"忽略。在编辑器中预览 Camera3D 节点时,该设置也将被忽略。" msgid "" "The modifier key to use to enable freelook in the 3D editor (on top of " "pressing the right mouse button).\n" "[b]Note:[/b] Regardless of this setting, the freelook toggle keyboard " "shortcut ([kbd]Shift + F[/kbd] by default) is always available.\n" -"[b]Note:[/b] On certain window managers on Linux, the [kbd]Alt[/kbd] key " -"will be intercepted by the window manager when clicking a mouse button at " -"the same time. This means Godot will not see the modifier key as being " -"pressed." +"[b]Note:[/b] On certain window managers on Linux, the [kbd]Alt[/kbd] key will " +"be intercepted by the window manager when clicking a mouse button at the same " +"time. This means Godot will not see the modifier key as being pressed." msgstr "" "用于在 3D 编辑器中启用自由观看的修饰键(在按下鼠标右键的同时)。\n" "[b]注意:[/b]无论该设置如何,自由观看切换键盘快捷键(默认为 [kbd]Shift + F[/" @@ -37273,10 +40859,10 @@ msgstr "" "时会被窗口管理器拦截。这意味着 Godot 不会看到该修饰键被按下。" msgid "" -"The base 3D freelook speed in units per second. This can be adjusted by " -"using the mouse wheel while in freelook mode, or by holding down the " -"\"fast\" or \"slow\" modifier keys ([kbd]Shift[/kbd] and [kbd]Alt[/kbd] by " -"default, respectively)." +"The base 3D freelook speed in units per second. This can be adjusted by using " +"the mouse wheel while in freelook mode, or by holding down the \"fast\" or " +"\"slow\" modifier keys ([kbd]Shift[/kbd] and [kbd]Alt[/kbd] by default, " +"respectively)." msgstr "" "基本 3D 自由观看速度(单位:3D 单位(unit)每秒)。这可以通过在自由观看模式下" "使用鼠标滚轮进行调整,或者按住“快速”或“慢速”修饰键(默认分别为 [kbd]Shift[/" @@ -37293,29 +40879,29 @@ msgid "" "The navigation scheme to use when freelook is enabled in the 3D editor. Some " "of the navigation schemes below may be more convenient when designing " "specific levels in the 3D editor.\n" -"- [b]Default:[/b] The \"Freelook Forward\", \"Freelook Backward\", " -"\"Freelook Up\" and \"Freelook Down\" keys will move relative to the camera, " -"taking its pitch angle into account for the movement.\n" -"- [b]Partially Axis-Locked:[/b] The \"Freelook Forward\" and \"Freelook " -"Backward\" keys will move relative to the camera, taking its pitch angle " -"into account for the movement. The \"Freelook Up\" and \"Freelook Down\" " -"keys will move in an \"absolute\" manner, [i]not[/i] taking the camera's " +"- [b]Default:[/b] The \"Freelook Forward\", \"Freelook Backward\", \"Freelook " +"Up\" and \"Freelook Down\" keys will move relative to the camera, taking its " "pitch angle into account for the movement.\n" +"- [b]Partially Axis-Locked:[/b] The \"Freelook Forward\" and \"Freelook " +"Backward\" keys will move relative to the camera, taking its pitch angle into " +"account for the movement. The \"Freelook Up\" and \"Freelook Down\" keys will " +"move in an \"absolute\" manner, [i]not[/i] taking the camera's pitch angle " +"into account for the movement.\n" "- [b]Fully Axis-Locked:[/b] The \"Freelook Forward\", \"Freelook Backward\", " "\"Freelook Up\" and \"Freelook Down\" keys will move in an \"absolute\" " "manner, [i]not[/i] taking the camera's pitch angle into account for the " "movement.\n" "See also [member editors/3d/navigation/navigation_scheme]." msgstr "" -"在 3D 编辑器中启用自由观看时使用的导航方案。在 3D 编辑器中设计特定关卡时,下" -"面的一些导航方案可能会更方便。\n" +"在 3D 编辑器中启用自由观看时使用的导航方案。在 3D 编辑器中设计特定关卡时,下面" +"的一些导航方案可能会更方便。\n" "- [b]默认值:[/b]“自由观看向前”、“自由观看向后”、“自由观看向上”和“自由观看向" "下”键将相对于相机移动,运动时考虑相机的俯仰角。\n" "- [b]部分轴锁定:[/b]“自由观看向前”和“自由观看向后”键将相对于相机移动,运动时" -"考虑相机的俯仰角。“自由观看向上”和“自由观看向下”键将以“绝对的”方式移动,运动" -"时[i]不[/i]考虑相机的俯仰角。\n" -"- [b]完全轴锁定:[/b]“自由观看向前”、“自由观看向后”、“自由观看向上”和“自由观" -"看向下”键将以“绝对的”方式移动,运动时[i]不[/i]考虑相机的俯仰角。\n" +"考虑相机的俯仰角。“自由观看向上”和“自由观看向下”键将以“绝对的”方式移动,运动时" +"[i]不[/i]考虑相机的俯仰角。\n" +"- [b]完全轴锁定:[/b]“自由观看向前”、“自由观看向后”、“自由观看向上”和“自由观看" +"向下”键将以“绝对的”方式移动,运动时[i]不[/i]考虑相机的俯仰角。\n" "另见 [member editors/3d/navigation/navigation_scheme]。" msgid "" @@ -37329,26 +40915,56 @@ msgid "" "If [code]true[/code], freelook speed is linked to the zoom value used in the " "camera orbit mode in the 3D editor." msgstr "" -"如果为 [code]true[/code],则自由观看速度与 3D 编辑器中相机轨道模式中使用的缩" -"放值相关联。" +"如果为 [code]true[/code],则自由观看速度与 3D 编辑器中相机轨道模式中使用的缩放" +"值相关联。" msgid "" "The grid division bias to use in the 3D editor. Negative values will cause " "small grid divisions to appear earlier, whereas positive values will cause " "small grid divisions to appear later." msgstr "" -"在 3D 编辑器中使用的栅格划分偏差。负值会使小的栅格划分出现得更早,而正值会使" -"小的栅格划分出现得更晚。" +"在 3D 编辑器中使用的栅格划分偏差。负值会使小的栅格划分出现得更早,而正值会使小" +"的栅格划分出现得更晚。" + +msgid "" +"The largest grid division to use in the 3D editor. Together with [member " +"editors/3d/primary_grid_steps], this determines how large the grid divisions " +"can be. The grid divisions will not be able to get larger than " +"[code]primary_grid_steps ^ grid_division_level_max[/code] units. By default, " +"when [member editors/3d/primary_grid_steps] is [code]8[/code], this means " +"grid divisions cannot get larger than [code]64[/code] uints each (so primary " +"grid lines are [code]512[/code] uints apart), no matter how far away the " +"camera is from the grid." +msgstr "" +"在 3D 编辑器中使用的最大栅格划分。这个属性与 [member editors/3d/" +"primary_grid_steps] 一同决定栅格划分的大小。栅格不能大于 " +"[code]primary_grid_steps ^ grid_division_level_max[/code] 个单位。默认情况下 " +"[member editors/3d/primary_grid_steps] 为 [code]8[/code],这意味着无论相机离栅" +"格有多远,每个栅格划分都不能大于 [code]64[/code] 个单位(因此主栅格线之间相距 " +"[code]512[/code] 个单位)。" + +msgid "" +"The smallest grid division to use in the 3D editor. Together with [member " +"editors/3d/primary_grid_steps], this determines how small the grid divisions " +"can be. The grid divisions will not be able to get smaller than " +"[code]primary_grid_steps ^ grid_division_level_min[/code] units. By default, " +"this means grid divisions cannot get smaller than 1 unit each, no matter how " +"close the camera is from the grid." +msgstr "" +"在 3D 编辑器中使用的最小栅格划分。这个属性与 [member editors/3d/" +"primary_grid_steps] 一同决定栅格划分的大小。栅格不能小于 " +"[code]primary_grid_steps ^ grid_division_level_min[/code] 个单位。默认情况下这" +"意味着无论相机离栅格有多近,每个栅格划分都不能小于 1 个单位。" msgid "" "The grid size in units. Higher values prevent the grid from appearing \"cut " "off\" at certain angles, but make the grid more demanding to render. " -"Depending on the camera's position, the grid may not be fully visible since " -"a shader is used to fade it progressively." +"Depending on the camera's position, the grid may not be fully visible since a " +"shader is used to fade it progressively." msgstr "" "栅格大小,单位:3D 单位(unit)。较高的值可防止栅格在某些角度出现“截断”,但会" -"使栅格对渲染的要求更高。根据相机的位置,栅格可能不会完全可见,因为着色器用于" -"逐渐淡化它。" +"使栅格对渲染的要求更高。根据相机的位置,栅格可能不会完全可见,因为着色器用于逐" +"渐淡化它。" msgid "" "If [code]true[/code], render the grid on an XY plane. This can be useful for " @@ -37369,8 +40985,8 @@ msgid "" "If [code]true[/code], enables 3-button mouse emulation mode. This is useful " "on laptops when using a trackpad.\n" "When 3-button mouse emulation mode is enabled, the pan, zoom and orbit " -"modifiers can always be used in the 3D editor viewport, even when not " -"holding down any mouse button.\n" +"modifiers can always be used in the 3D editor viewport, even when not holding " +"down any mouse button.\n" "[b]Note:[/b] No matter the orbit modifier configured in [member editors/3d/" "navigation/orbit_modifier], [kbd]Alt[/kbd] will always remain usable for " "orbiting in this mode to improve usability with graphics tablets." @@ -37379,13 +40995,13 @@ msgstr "" "很有用。\n" "启用 3 键鼠标模拟模式后,即使未按住任何鼠标按钮,也始终可以在 3D 编辑器视口中" "使用平移、缩放、和视轨修饰键。\n" -"[b]注意:[/b]无论 [member editors/3d/navigation/orbit_modifier] 中配置的视轨" -"修饰键如何,[kbd]Alt[/kbd] 在该模式下始终可用于视轨,以提高绘图板的可用性。" +"[b]注意:[/b]无论 [member editors/3d/navigation/orbit_modifier] 中配置的视轨修" +"饰键如何,[kbd]Alt[/kbd] 在该模式下始终可用于视轨,以提高绘图板的可用性。" msgid "" -"If [code]true[/code], allows using the top row [kbd]0[/kbd]-[kbd]9[/kbd] " -"keys to function as their equivalent numpad keys for 3D editor navigation. " -"This should be enabled on keyboards that have no numeric keypad available." +"If [code]true[/code], allows using the top row [kbd]0[/kbd]-[kbd]9[/kbd] keys " +"to function as their equivalent numpad keys for 3D editor navigation. This " +"should be enabled on keyboards that have no numeric keypad available." msgstr "" "如果为 [code]true[/code],则允许使用顶行 [kbd]0[/kbd]-[kbd]9[/kbd] 键作为 3D " "编辑器导航的等效数字键盘键。应该在没有可用数字小键盘的键盘上启用。" @@ -37395,43 +41011,42 @@ msgid "" "orbiting in the 3D editor. This setting does [i]not[/i] apply to freelook " "mode." msgstr "" -"如果为 [code]true[/code],则在 3D 编辑器中平移或视轨时,反转鼠标水平轴。该设" -"置[i]不[/i]适用于自由观看模式。" +"如果为 [code]true[/code],则在 3D 编辑器中平移或视轨时,反转鼠标水平轴。该设置" +"[i]不[/i]适用于自由观看模式。" msgid "" "If [code]true[/code], invert the vertical mouse axis when panning, orbiting, " "or using freelook mode in the 3D editor." msgstr "" -"如果为 [code]true[/code],则在 3D 编辑器中平移、视轨、或使用自由观看模式时," -"反转鼠标垂直轴。" +"如果为 [code]true[/code],则在 3D 编辑器中平移、视轨、或使用自由观看模式时,反" +"转鼠标垂直轴。" msgid "" "The navigation scheme to use in the 3D editor. Changing this setting will " -"affect the mouse buttons that must be held down to perform certain " -"operations in the 3D editor viewport.\n" +"affect the mouse buttons that must be held down to perform certain operations " +"in the 3D editor viewport.\n" "- [b]Godot[/b] Middle mouse button to orbit, [kbd]Shift + Middle mouse " "button[/kbd] to pan. [kbd]Mouse wheel[/kbd] to zoom.\n" -"- [b]Maya:[/b] [kbd]Alt + Left mouse button[/kbd] to orbit. [kbd]Middle " -"mouse button[/kbd] to pan, [kbd]Shift + Middle mouse button[/kbd] to pan 10 " -"times faster. [kbd]Mouse wheel[/kbd] to zoom.\n" +"- [b]Maya:[/b] [kbd]Alt + Left mouse button[/kbd] to orbit. [kbd]Middle mouse " +"button[/kbd] to pan, [kbd]Shift + Middle mouse button[/kbd] to pan 10 times " +"faster. [kbd]Mouse wheel[/kbd] to zoom.\n" "- [b]Modo:[/b] [kbd]Alt + Left mouse button[/kbd] to orbit. [kbd]Alt + Shift " "+ Left mouse button[/kbd] to pan. [kbd]Ctrl + Alt + Left mouse button[/kbd] " "to zoom.\n" "See also [member editors/3d/freelook/freelook_navigation_scheme].\n" -"[b]Note:[/b] On certain window managers on Linux, the [kbd]Alt[/kbd] key " -"will be intercepted by the window manager when clicking a mouse button at " -"the same time. This means Godot will not see the modifier key as being " -"pressed." +"[b]Note:[/b] On certain window managers on Linux, the [kbd]Alt[/kbd] key will " +"be intercepted by the window manager when clicking a mouse button at the same " +"time. This means Godot will not see the modifier key as being pressed." msgstr "" -"在 3D 编辑器中使用的导航方案。更改该设置将影响鼠标按钮,这些鼠标按钮必须被按" -"住才能在 3D 编辑器视口中执行某些操作。\n" -"- [b]Godot[/b]鼠标中键进行视轨,[kbd]Shift + 鼠标中键[/kbd]进行平移。[kbd]鼠" -"标滚轮[/kbd]进行缩放。\n" +"在 3D 编辑器中使用的导航方案。更改该设置将影响鼠标按钮,这些鼠标按钮必须被按住" +"才能在 3D 编辑器视口中执行某些操作。\n" +"- [b]Godot[/b]鼠标中键进行视轨,[kbd]Shift + 鼠标中键[/kbd]进行平移。[kbd]鼠标" +"滚轮[/kbd]进行缩放。\n" "- [b]Maya:[/b][kbd]Alt + 鼠标左键[/kbd]进行视轨。[kbd]鼠标中键[/kbd]进行平" "移,[kbd]Shift + 鼠标中键[/kbd] 平移速度提高 10 倍。[kbd]鼠标滚轮[/kbd]进行缩" "放。\n" -"- [b]Modo:[/b][kbd]Alt + 鼠标左键[/kbd]进行视轨。 [kbd]Alt + Shift + 鼠标左" -"键[/kbd]进行平移。 [kbd]Ctrl + Alt + 鼠标左键[/kbd]进行缩放。\n" +"- [b]Modo:[/b][kbd]Alt + 鼠标左键[/kbd]进行视轨。 [kbd]Alt + Shift + 鼠标左键" +"[/kbd]进行平移。 [kbd]Ctrl + Alt + 鼠标左键[/kbd]进行缩放。\n" "另请参阅 [member editors/3d/freelook/freelook_navigation_scheme]。\n" "[b]注意:[/b]在 Linux 的某些窗口管理器上,[kbd]Alt[/kbd] 键在同时点击鼠标按钮" "时会被窗口管理器拦截。这意味着 Godot 不会看到该修饰键被按下。" @@ -37441,10 +41056,9 @@ msgid "" "[b]Note:[/b] If [member editors/3d/navigation/emulate_3_button_mouse] is " "[code]true[/code], [kbd]Alt[/kbd] will always remain usable for orbiting to " "improve usability with graphics tablets.\n" -"[b]Note:[/b] On certain window managers on Linux, the [kbd]Alt[/kbd] key " -"will be intercepted by the window manager when clicking a mouse button at " -"the same time. This means Godot will not see the modifier key as being " -"pressed." +"[b]Note:[/b] On certain window managers on Linux, the [kbd]Alt[/kbd] key will " +"be intercepted by the window manager when clicking a mouse button at the same " +"time. This means Godot will not see the modifier key as being pressed." msgstr "" "必须被按住以在 3D 编辑器中进行视轨的修饰键。\n" "[b]注意:[/b]如果 [member editors/3d/navigation/emulate_3_button_mouse] 为 " @@ -37454,10 +41068,9 @@ msgstr "" msgid "" "The modifier key that must be held to pan in the 3D editor.\n" -"[b]Note:[/b] On certain window managers on Linux, the [kbd]Alt[/kbd] key " -"will be intercepted by the window manager when clicking a mouse button at " -"the same time. This means Godot will not see the modifier key as being " -"pressed." +"[b]Note:[/b] On certain window managers on Linux, the [kbd]Alt[/kbd] key will " +"be intercepted by the window manager when clicking a mouse button at the same " +"time. This means Godot will not see the modifier key as being pressed." msgstr "" "必须被按住以在 3D 编辑器中进行平移的修饰键。\n" "[b]注意:[/b]在 Linux 的某些窗口管理器上,[kbd]Alt[/kbd] 键在同时点击鼠标按钮" @@ -37465,10 +41078,9 @@ msgstr "" msgid "" "The modifier key that must be held to zoom in the 3D editor.\n" -"[b]Note:[/b] On certain window managers on Linux, the [kbd]Alt[/kbd] key " -"will be intercepted by the window manager when clicking a mouse button at " -"the same time. This means Godot will not see the modifier key as being " -"pressed." +"[b]Note:[/b] On certain window managers on Linux, the [kbd]Alt[/kbd] key will " +"be intercepted by the window manager when clicking a mouse button at the same " +"time. This means Godot will not see the modifier key as being pressed." msgstr "" "必须被按住以在 3D 编辑器中进行放大的修饰键。\n" "[b]注意:[/b]在 Linux 的某些窗口管理器上,[kbd]Alt[/kbd] 键在同时点击鼠标按钮" @@ -37478,19 +41090,19 @@ msgid "" "The mouse cursor movement direction to use when zooming by moving the mouse. " "This does not affect zooming with the mouse wheel." msgstr "" -"当通过移动鼠标进行缩放时要使用的鼠标光标移动方向。这不会影响使用鼠标滚轮进行" -"缩放。" +"当通过移动鼠标进行缩放时要使用的鼠标光标移动方向。这不会影响使用鼠标滚轮进行缩" +"放。" msgid "" "The inertia to use when orbiting in the 3D editor. Higher values make the " "camera start and stop slower, which looks smoother but adds latency." msgstr "" -"在 3D 编辑器中进行视轨时要使用的惯性。更高的值会使相机启动和停止更慢,这看起" -"来更流畅但会增加延迟。" +"在 3D 编辑器中进行视轨时要使用的惯性。更高的值会使相机启动和停止更慢,这看起来" +"更流畅但会增加延迟。" msgid "" -"The mouse sensitivity to use when orbiting in the 3D editor. See also " -"[member editors/3d/freelook/freelook_sensitivity]." +"The mouse sensitivity to use when orbiting in the 3D editor. See also [member " +"editors/3d/freelook/freelook_sensitivity]." msgstr "" "在 3D 编辑器中进行视轨时要使用的鼠标灵敏度。另请参阅 [member editors/3d/" "freelook/freelook_sensitivity]。" @@ -37499,15 +41111,15 @@ msgid "" "The inertia to use when panning in the 3D editor. Higher values make the " "camera start and stop slower, which looks smoother but adds latency." msgstr "" -"在 3D 编辑器中进行平移时要使用的惯性。更高的值会使相机启动和停止更慢,这看起" -"来更流畅但会增加延迟。" +"在 3D 编辑器中进行平移时要使用的惯性。更高的值会使相机启动和停止更慢,这看起来" +"更流畅但会增加延迟。" msgid "" "The inertia to use when zooming in the 3D editor. Higher values make the " "camera start and stop slower, which looks smoother but adds latency." msgstr "" -"在 3D 编辑器中进行缩放时要使用的惯性。更高的值会使相机启动和停止更慢,这看起" -"来更流畅但会增加延迟。" +"在 3D 编辑器中进行缩放时要使用的惯性。更高的值会使相机启动和停止更慢,这看起来" +"更流畅但会增加延迟。" msgid "" "The color to use for the primary 3D grid. The color's alpha channel affects " @@ -37529,8 +41141,8 @@ msgid "" "color than [member editors/3d/primary_grid_color]. The color's alpha channel " "affects the grid's opacity." msgstr "" -"用于次要 3D 栅格的颜色。这通常是没有 [member editors/3d/primary_grid_color] " -"显眼的颜色。颜色的 Alpha 通道影响栅格的不透明度。" +"用于次要 3D 栅格的颜色。这通常是没有 [member editors/3d/primary_grid_color] 显" +"眼的颜色。颜色的 Alpha 通道影响栅格的不透明度。" msgid "" "The color to use for the selection box that surrounds selected nodes in the " @@ -37541,8 +41153,8 @@ msgstr "" "的不透明度。" msgid "" -"The color override to use for 3D editor gizmos if the [Node3D] in question " -"is part of an instantiated scene file (from the perspective of the current " +"The color override to use for 3D editor gizmos if the [Node3D] in question is " +"part of an instantiated scene file (from the perspective of the current " "scene)." msgstr "" "用于 3D 编辑器小工具的颜色覆盖,适用于相关的 [Node3D](从当前场景的角度看)属" @@ -37555,39 +41167,39 @@ msgid "" "The 3D editor gizmo color for [CollisionShape3D]s, [VehicleWheel3D]s, " "[RayCast3D]s and [SpringArm3D]s." msgstr "" -"用于 [CollisionShape3D]、[VehicleWheel3D]、[RayCast3D]、[SpringArm3D] 的 3D " -"编辑器小工具颜色。" +"用于 [CollisionShape3D]、[VehicleWheel3D]、[RayCast3D]、[SpringArm3D] 的 3D 编" +"辑器小工具颜色。" msgid "" "If [code]true[/code], automatically updates animation tracks' target paths " "when renaming or reparenting nodes in the Scene tree dock." msgstr "" -"如果为 [code]true[/code],则在“场景”面板中重命名节点或重设节点的父节点时,会" -"自动更新动画轨道的目标路径。" +"如果为 [code]true[/code],则在“场景”面板中重命名节点或重设节点的父节点时,会自" +"动更新动画轨道的目标路径。" msgid "" "If [code]true[/code], display a confirmation dialog when adding a new track " "to an animation by pressing the \"key\" icon next to a property." msgstr "" -"如果为 [code]true[/code],则在按下属性旁的“钥匙”图标向动画中添加新轨道时,显" -"示确认对话框。" +"如果为 [code]true[/code],则在按下属性旁的“钥匙”图标向动画中添加新轨道时,显示" +"确认对话框。" msgid "" "If [code]true[/code], create a Bezier track instead of a standard track when " "pressing the \"key\" icon next to a property. Bezier tracks provide more " "control over animation curves, but are more difficult to adjust quickly." msgstr "" -"如果为 [code]true[/code],则在按下属性旁的“钥匙”图标向动画中添加新轨道时,创" -"建贝塞尔轨道而不是标准轨道。贝塞尔轨道可以更精细地控制动画曲线,但调整的难度" -"也会大一些。" +"如果为 [code]true[/code],则在按下属性旁的“钥匙”图标向动画中添加新轨道时,创建" +"贝塞尔轨道而不是标准轨道。贝塞尔轨道可以更精细地控制动画曲线,但调整的难度也会" +"大一些。" msgid "" "If [code]true[/code], create a [code]RESET[/code] track when creating a new " "animation track. This track can be used to restore the animation to a " "\"default\" state." msgstr "" -"如果为 [code]true[/code],则会在新建动画轨道时创建 [code]RESET[/code] 轨道。" -"这个轨道会用于将动画恢复到“默认”状态。" +"如果为 [code]true[/code],则会在新建动画轨道时创建 [code]RESET[/code] 轨道。这" +"个轨道会用于将动画恢复到“默认”状态。" msgid "" "The modulate color to use for \"future\" frames displayed in the animation " @@ -37609,8 +41221,8 @@ msgid "" "editor. This setting does not apply to panning by holding down the middle or " "right mouse buttons." msgstr "" -"在 2D 编辑器中使用鼠标滚轮或触摸屏事件进行平移的速度。该设置不适用于通过按住" -"鼠标中键或鼠标右键进行的平移。" +"在 2D 编辑器中使用鼠标滚轮或触摸屏事件进行平移的速度。该设置不适用于通过按住鼠" +"标中键或鼠标右键进行的平移。" msgid "" "Controls whether the mouse wheel scroll zooms or pans in the 2D editor. See " @@ -37625,8 +41237,8 @@ msgid "" "Controls whether the mouse wheel scroll zooms or pans in the animation track " "and Bezier editors. See also [member editors/" "panning/2d_editor_panning_scheme] and [member editors/panning/" -"sub_editors_panning_scheme] (which controls the animation blend tree " -"editor's pan behavior)." +"sub_editors_panning_scheme] (which controls the animation blend tree editor's " +"pan behavior)." msgstr "" "控制在动画轨道编辑器和贝塞尔编辑器中滚动鼠标滚轮是缩放还是平移。另请参阅 " "[member editors/panning/2d_editor_panning_scheme] 和 [member editors/panning/" @@ -37638,22 +41250,21 @@ msgid "" "buttons). If [code]false[/code], the left mouse button must be held down " "while holding down [kbd]Space[/kbd] to pan in the 2D editor viewport." msgstr "" -"如果为 [code]true[/code],允许通过在 2D 编辑器视口中,按住 [kbd]Space[/kbd] " -"进行平移(除了使用鼠标中键或鼠标右键进行平移)。如果为 [code]false[/code],则" -"必须在按住 [kbd]Space[/kbd] 的同时,按住鼠标左键才能在 2D 编辑器视口中进行平" -"移。" +"如果为 [code]true[/code],允许通过在 2D 编辑器视口中,按住 [kbd]Space[/kbd] 进" +"行平移(除了使用鼠标中键或鼠标右键进行平移)。如果为 [code]false[/code],则必" +"须在按住 [kbd]Space[/kbd] 的同时,按住鼠标左键才能在 2D 编辑器视口中进行平移。" msgid "" -"Controls whether the mouse wheel scroll zooms or pans in subeditors. The " -"list of affected subeditors is: animation blend tree editor, [Polygon2D] " -"editor, tileset editor, texture region editor and visual shader editor. See " -"also [member editors/panning/2d_editor_panning_scheme] and [member editors/" -"panning/animation_editors_panning_scheme]." +"Controls whether the mouse wheel scroll zooms or pans in subeditors. The list " +"of affected subeditors is: animation blend tree editor, [Polygon2D] editor, " +"tileset editor, texture region editor and visual shader editor. See also " +"[member editors/panning/2d_editor_panning_scheme] and [member editors/panning/" +"animation_editors_panning_scheme]." msgstr "" -"控制鼠标滚轮滚动在子编辑器中是缩放还是平移。受影响的子编辑器列表有:动画混合" -"树编辑器、[Polygon2D] 编辑器、图块集编辑器、纹理区域编辑器、和可视着色器编辑" -"器。另请参阅 [member editors/panning/2d_editor_panning_scheme] 和 [member " -"editors/panning/animation_editors_panning_scheme]。" +"控制鼠标滚轮滚动在子编辑器中是缩放还是平移。受影响的子编辑器列表有:动画混合树" +"编辑器、[Polygon2D] 编辑器、图块集编辑器、纹理区域编辑器、和可视着色器编辑器。" +"另请参阅 [member editors/panning/2d_editor_panning_scheme] 和 [member editors/" +"panning/animation_editors_panning_scheme]。" msgid "" "The radius in which points can be selected in the [Polygon2D] and " @@ -37662,20 +41273,20 @@ msgid "" "point when several points are located close to each other." msgstr "" "在 [Polygon2D] 和 [CollisionPolygon2D] 编辑器中,点可以被选择的半径(以像素为" -"单位)。更高的值可以更轻松地快速地选择点,但是当多个点彼此靠近时,可能会使选" -"择想要的点变得更加困难。" +"单位)。更高的值可以更轻松地快速地选择点,但是当多个点彼此靠近时,可能会使选择" +"想要的点变得更加困难。" msgid "" -"If [code]true[/code], displays the polygon's previous shape in the 2D " -"polygon editors with an opaque gray outline. This outline is displayed while " -"dragging a point until the left mouse button is released." +"If [code]true[/code], displays the polygon's previous shape in the 2D polygon " +"editors with an opaque gray outline. This outline is displayed while dragging " +"a point until the left mouse button is released." msgstr "" -"如果为 [code]true[/code],则在 2D 多边形编辑器中,以不透明的灰色轮廓,显示多" -"边形先前的形状。拖动一个点直到释放鼠标左键前,会显示该轮廓。" +"如果为 [code]true[/code],则在 2D 多边形编辑器中,以不透明的灰色轮廓,显示多边" +"形先前的形状。拖动一个点直到释放鼠标左键前,会显示该轮廓。" msgid "" -"If [code]true[/code], displays a grid while the TileMap editor is active. " -"See also [member editors/tiles_editor/grid_color]." +"If [code]true[/code], displays a grid while the TileMap editor is active. See " +"also [member editors/tiles_editor/grid_color]." msgstr "" "如果为 [code]true[/code],则在 TileMap 编辑器处于活动状态时显示一个栅格。另请" "参阅 [member editors/tiles_editor/grid_color]。" @@ -37690,17 +41301,17 @@ msgstr "" "code] 时有效。" msgid "" -"The curvature to use for connection lines in the visual shader editor. " -"Higher values will make connection lines appear more curved, with values " -"above [code]0.5[/code] resulting in more \"angular\" turns in the middle of " +"The curvature to use for connection lines in the visual shader editor. Higher " +"values will make connection lines appear more curved, with values above " +"[code]0.5[/code] resulting in more \"angular\" turns in the middle of " "connection lines." msgstr "" "用于可视着色器编辑器中连接线的曲率。更高的值会使连接线看起来更弯曲,值高于 " "[code]0.5[/code] 会导致连接线中间出现更多“角度”转折。" msgid "" -"The opacity of the minimap displayed in the bottom-right corner of the " -"visual shader editor." +"The opacity of the minimap displayed in the bottom-right corner of the visual " +"shader editor." msgstr "在可视着色器编辑器的右下角显示的小地图的不透明度。" msgid "" @@ -37722,11 +41333,11 @@ msgid "" "folder as \"specific\" as possible." msgstr "" "项目应该被(递归地)扫描的文件夹,其方式类似于项目经理的[b]扫描[/b]按钮。为方" -"便起见,可以将其设置为与 [member filesystem/directories/" -"default_project_path] 相同的值。\n" -"[b]注意:[/b]将该路径设置为一个包含大量文件/文件夹的文件夹,会显著减慢项目管" -"理器的启动速度。为了让项目管理器快速启动,建议将该值设置为一个尽可能“具体”的" -"文件夹。" +"便起见,可以将其设置为与 [member filesystem/directories/default_project_path] " +"相同的值。\n" +"[b]注意:[/b]将该路径设置为一个包含大量文件/文件夹的文件夹,会显著减慢项目管理" +"器的启动速度。为了让项目管理器快速启动,建议将该值设置为一个尽可能“具体”的文件" +"夹。" msgid "" "The folder where new projects should be created by default when clicking the " @@ -37743,32 +41354,32 @@ msgid "" "Program\" option in Filesystem Dock. If not specified, the file will be " "opened in the system's default program." msgstr "" -"点击文件系统面板中的“在外部程序中打开”选项时,用于打开 3D 模型场景文件的程" -"序。如果未指定,则该文件会使用系统默认的程序打开。" +"点击文件系统面板中的“在外部程序中打开”选项时,用于打开 3D 模型场景文件的程序。" +"如果未指定,则该文件会使用系统默认的程序打开。" msgid "" -"The program that opens audio files when clicking \"Open in External " -"Program\" option in Filesystem Dock. If not specified, the file will be " -"opened in the system's default program." +"The program that opens audio files when clicking \"Open in External Program\" " +"option in Filesystem Dock. If not specified, the file will be opened in the " +"system's default program." msgstr "" -"点击文件系统面板中的“在外部程序中打开”选项时,用于打开音频文件的程序。如果未" -"指定,则该文件会使用系统默认的程序打开。" +"点击文件系统面板中的“在外部程序中打开”选项时,用于打开音频文件的程序。如果未指" +"定,则该文件会使用系统默认的程序打开。" msgid "" "The program that opens raster image files when clicking \"Open in External " "Program\" option in Filesystem Dock. If not specified, the file will be " "opened in the system's default program." msgstr "" -"点击文件系统面板中的“在外部程序中打开”选项时,用于打开位图文件的程序。如果未" -"指定,则该文件会使用系统默认的程序打开。" +"点击文件系统面板中的“在外部程序中打开”选项时,用于打开位图文件的程序。如果未指" +"定,则该文件会使用系统默认的程序打开。" msgid "" "The program that opens vector image files when clicking \"Open in External " "Program\" option in Filesystem Dock. If not specified, the file will be " "opened in the system's default program." msgstr "" -"点击文件系统面板中的“在外部程序中打开”选项时,用于打开矢量图文件的程序。如果" -"未指定,则该文件会使用系统默认的程序打开。" +"点击文件系统面板中的“在外部程序中打开”选项时,用于打开矢量图文件的程序。如果未" +"指定,则该文件会使用系统默认的程序打开。" msgid "" "The display mode to use in the editor's file dialogs.\n" @@ -37788,8 +41399,8 @@ msgid "" "Files that have names starting with [code].[/code] are considered hidden (e." "g. [code].hidden_file[/code])." msgstr "" -"如果为 [code]true[/code],则在编辑器的文件对话框中显示隐藏文件。名称以 " -"[code].[/code] 开头的文件被视为隐藏文件(例如 [code].hidden_file[/code])。" +"如果为 [code]true[/code],则在编辑器的文件对话框中显示隐藏文件。名称以 [code]." +"[/code] 开头的文件被视为隐藏文件(例如 [code].hidden_file[/code])。" msgid "" "The thumbnail size to use in the editor's file dialogs (in pixels). See also " @@ -37802,35 +41413,35 @@ msgid "If [code]true[/code], uses lossless compression for binary resources." msgstr "如果为 [code]true[/code],则对二进制资源使用无损压缩。" msgid "" -"If [code]true[/code], when saving a file, the editor will rename the old " -"file to a different name, save a new file, then only remove the old file " -"once the new file has been saved. This makes loss of data less likely to " -"happen if the editor or operating system exits unexpectedly while saving (e." -"g. due to a crash or power outage).\n" +"If [code]true[/code], when saving a file, the editor will rename the old file " +"to a different name, save a new file, then only remove the old file once the " +"new file has been saved. This makes loss of data less likely to happen if the " +"editor or operating system exits unexpectedly while saving (e.g. due to a " +"crash or power outage).\n" "[b]Note:[/b] On Windows, this feature can interact negatively with certain " "antivirus programs. In this case, you may have to set this to [code]false[/" "code] to prevent file locking issues." msgstr "" -"如果为 [code]true[/code],当保存文件时,编辑器会将旧文件重命名为不同的名称," -"保存一个新文件,然后只有在新文件保存后,才删除旧文件。如果编辑器或操作系统在" -"保存时意外退出(例如,由于崩溃或断电),这会降低数据丢失的可能性。\n" -"[b]注意:[/b]在 Windows 上,该功能可能会与某些防病毒程序产生负面的交互。在这" -"种情况下,可能必须将其设置为 [code]false[/code],以防止出现文件锁定问题。" +"如果为 [code]true[/code],当保存文件时,编辑器会将旧文件重命名为不同的名称,保" +"存一个新文件,然后只有在新文件保存后,才删除旧文件。如果编辑器或操作系统在保存" +"时意外退出(例如,由于崩溃或断电),这会降低数据丢失的可能性。\n" +"[b]注意:[/b]在 Windows 上,该功能可能会与某些防病毒程序产生负面的交互。在这种" +"情况下,可能必须将其设置为 [code]false[/code],以防止出现文件锁定问题。" msgid "" "How to position the Cancel and OK buttons in the editor's [AcceptDialog]s. " "Different platforms have different standard behaviors for this, which can be " "overridden using this setting. This is useful if you use Godot both on " -"Windows and macOS/Linux and your Godot muscle memory is stronger than your " -"OS specific one.\n" +"Windows and macOS/Linux and your Godot muscle memory is stronger than your OS " +"specific one.\n" "- [b]Auto[/b] follows the platform convention: Cancel first on macOS and " "Linux, OK first on Windows.\n" "- [b]Cancel First[/b] forces the ordering Cancel/OK.\n" "- [b]OK First[/b] forces the ordering OK/Cancel." msgstr "" "如何在编辑器的 [AcceptDialog] 中定位取消和确定按钮。不同的平台有不同的标准行" -"为,可以用这个设置来覆盖。如果你在 Windows 和 macOS/Linux 上都使用 Godot,而" -"且你的 Godot 肌肉记忆比你的操作系统记忆更强,那么这一点很有用。\n" +"为,可以用这个设置来覆盖。如果你在 Windows 和 macOS/Linux 上都使用 Godot,而且" +"你的 Godot 肌肉记忆比你的操作系统记忆更强,那么这一点很有用。\n" "- [b]Auto[/b] 遵守平台约定:在 macOS 和 Linux 上取消在前,在 Windows 上确定在" "前。\n" "- [b]Cancel First[/b] 强制为取消/确定的顺序。\n" @@ -37841,8 +41452,8 @@ msgid "" "program associated to [code].png[/code] files after a screenshot is taken " "using the [b]Editor > Take Screenshot[/b] action." msgstr "" -"如果为 [code]true[/code],则在使用[b]编辑器 > 截图[/b]动作截取屏幕截图后,使" -"用与 [code].png[/code] 文件关联的默认程序自动打开该屏幕截图。" +"如果为 [code]true[/code],则在使用[b]编辑器 > 截图[/b]动作截取屏幕截图后,使用" +"与 [code].png[/code] 文件关联的默认程序自动打开该屏幕截图。" msgid "" "The font to use for the script editor. Must be a resource of a [Font] type " @@ -37869,11 +41480,11 @@ msgid "" "mono/]JetBrains Mono[/url]) has custom OpenType features in its font file, " "but there is no documented list yet." msgstr "" -"要使用的自定义 OpenType 特性列表,需要当前配置的代码字体支持。并非所有字体都" -"支持自定义 OpenType 特性。该字符串应遵循 OpenType 规范。\n" +"要使用的自定义 OpenType 特性列表,需要当前配置的代码字体支持。并非所有字体都支" +"持自定义 OpenType 特性。该字符串应遵循 OpenType 规范。\n" "[b]注意:[/b]编辑器默认的代码字体([url=https://www.jetbrains.com/lp/" -"mono/]JetBrains Mono[/url])在其字体文件中具有自定义 OpenType 特性,但是目前" -"还没有文档记录的清单。" +"mono/]JetBrains Mono[/url])在其字体文件中具有自定义 OpenType 特性,但是目前还" +"没有文档记录的清单。" msgid "" "List of alternative characters to use, if supported by the currently " @@ -37886,8 +41497,8 @@ msgstr "" "要使用的备选字符列表,需要当前配置的代码字体支持。并非所有字体都支持自定义变" "体。该字符串应遵循 OpenType 规范。\n" "[b]注意:[/b]编辑器默认的代码字体([url=https://www.jetbrains.com/lp/" -"mono/]JetBrains Mono[/url])在其字体文件中有备选字符,但是有还没有文档记录的" -"清单。" +"mono/]JetBrains Mono[/url])在其字体文件中有备选字符,但是有还没有文档记录的清" +"单。" msgid "" "The size of the font in the script editor. This setting does not impact the " @@ -37899,26 +41510,25 @@ msgstr "" msgid "" "The custom editor scale factor to use. This can be used for displays with " "very high DPI where a scale factor of 200% is not sufficient.\n" -"[b]Note:[/b] Only effective if [member interface/editor/display_scale] is " -"set to [b]Custom[/b]." +"[b]Note:[/b] Only effective if [member interface/editor/display_scale] is set " +"to [b]Custom[/b]." msgstr "" "要使用的自定义编辑器缩放系数。这可用于具有非常高 DPI 的显示器,其中 200% 的缩" "放系数是不够的。\n" -"[b]注意:[/b]只有当 [member interface/editor/display_scale] 被设置为 [b]自定" -"义(Custom)[/b] 时才有效。" +"[b]注意:[/b]只有当 [member interface/editor/display_scale] 被设置为 [b]自定义" +"(Custom)[/b] 时才有效。" msgid "" -"If [code]true[/code], lengthens the editor's localizable strings and " -"replaces their characters with accented variants. This allows spotting non-" -"localizable strings easily, while also ensuring the UI layout doesn't break " -"when strings are made longer (as many languages require strings to be " -"longer).\n" +"If [code]true[/code], lengthens the editor's localizable strings and replaces " +"their characters with accented variants. This allows spotting non-localizable " +"strings easily, while also ensuring the UI layout doesn't break when strings " +"are made longer (as many languages require strings to be longer).\n" "This is a debugging feature and should only be enabled when working on the " "editor itself." msgstr "" -"如果为 [code]true[/code],则延长编辑器的可本地化字符串,并将其字符替换为重音" -"变体。这允许轻松发现不可本地化的字符串,同时还确保 UI 布局在字符串变长时不会" -"中断(因为许多语言会要求字符串变长)。\n" +"如果为 [code]true[/code],则延长编辑器的可本地化字符串,并将其字符替换为重音变" +"体。这允许轻松发现不可本地化的字符串,同时还确保 UI 布局在字符串变长时不会中断" +"(因为许多语言会要求字符串变长)。\n" "这是一个调试功能,只有在编辑器本身工作时才能启用。" msgid "" @@ -37933,8 +41543,8 @@ msgid "" msgstr "" "用于编辑器界面的显示缩放系数。更高的值更适合 hiDPI/Retina 显示器。\n" "如果被设置为 [b]Auto[/b],则编辑器缩放将根据屏幕分辨率和报告的显示 DPI 自动确" -"定。这种启发式算法并不总是理想的,这意味着可以通过手动设置编辑器缩放来获得更" -"好的结果。\n" +"定。这种启发式算法并不总是理想的,这意味着可以通过手动设置编辑器缩放来获得更好" +"的结果。\n" "如果被设置为 [b]Custom[/b],则将使用 [member interface/editor/" "custom_display_scale] 中的缩放值。" @@ -37968,16 +41578,16 @@ msgstr "" msgid "" "The font hinting mode to use for the editor fonts. FreeType supports the " "following font hinting modes:\n" -"- [b]None:[/b] Don't use font hinting when rasterizing the font. This " -"results in a smooth font, but it can look blurry.\n" +"- [b]None:[/b] Don't use font hinting when rasterizing the font. This results " +"in a smooth font, but it can look blurry.\n" "- [b]Light:[/b] Use hinting on the X axis only. This is a compromise between " "font sharpness and smoothness.\n" "- [b]Normal:[/b] Use hinting on both X and Y axes. This results in a sharp " "font, but it doesn't look very smooth.\n" -"If set to [b]Auto[/b], the font hinting mode will be set to match the " -"current operating system in use. This means the [b]Light[/b] hinting mode " -"will be used on Windows and Linux, and the [b]None[/b] hinting mode will be " -"used on macOS." +"If set to [b]Auto[/b], the font hinting mode will be set to match the current " +"operating system in use. This means the [b]Light[/b] hinting mode will be " +"used on Windows and Linux, and the [b]None[/b] hinting mode will be used on " +"macOS." msgstr "" "用于编辑器字体的字体提示模式。FreeType 支持以下字体提示模式:\n" "- [b]无(None):[/b]光栅化字体时不使用字体提示。这会产生一个流畅的字体,但看" @@ -37985,9 +41595,9 @@ msgstr "" "- [b]Light:[/b]仅在 X 轴上使用提示。这是字体清晰度和平滑度之间的折衷。\n" "- [b]Normal:[/b]在 X 和 Y 轴上使用提示。这会产生清晰的字体,但看起来不是很流" "畅。\n" -"如果被设置为 [b]Auto[/b],字体提示模式将被设置为匹配当前使用的操作系统。这意" -"味着 [b]Light[/b] 提示模式将在 Windows 和 Linux 上使用,而 [b]None[/b] 提示模" -"式将在 macOS 上使用。" +"如果被设置为 [b]Auto[/b],字体提示模式将被设置为匹配当前使用的操作系统。这意味" +"着 [b]Light[/b] 提示模式将在 Windows 和 Linux 上使用,而 [b]None[/b] 提示模式" +"将在 macOS 上使用。" msgid "" "The subpixel positioning mode to use when rendering editor font glyphs. This " @@ -38000,26 +41610,26 @@ msgid "" msgstr "" "渲染编辑器字体字形时要使用的子像素定位模式。这对主字体和代码字体都有影响。[b]" "禁用[/b] ,渲染速度最快,使用的内存最少。[b]自动[/b] ,只对小尺寸的字体使用子" -"像素定位(这里的好处是最明显的)。[b]二分之一像素[/b]和[b]四分之一像素[/b]对" -"所有编辑器字体强制使用相同的子像素定位模式,无论其大小如何(其中[b]四分之一像" -"素[/b]是最高质量的选项)。" +"像素定位(这里的好处是最明显的)。[b]二分之一像素[/b]和[b]四分之一像素[/b]对所" +"有编辑器字体强制使用相同的子像素定位模式,无论其大小如何(其中[b]四分之一像素" +"[/b]是最高质量的选项)。" msgid "" "The amount of sleeping between frames when the low-processor usage mode is " "enabled (in microseconds). Higher values will result in lower CPU/GPU usage, " -"which can improve battery life on laptops. However, higher values will " -"result in a less responsive editor. The default value is set to allow for " -"maximum smoothness on monitors up to 144 Hz. See also [member interface/" -"editor/unfocused_low_processor_mode_sleep_usec]." +"which can improve battery life on laptops. However, higher values will result " +"in a less responsive editor. The default value is set to allow for maximum " +"smoothness on monitors up to 144 Hz. See also [member interface/editor/" +"unfocused_low_processor_mode_sleep_usec]." msgstr "" "启用低处理器使用模式时帧之间的睡眠时间(以微秒为单位)。更高的值将导致更低的 " -"CPU/GPU 使用率,这可以延长笔记本电脑的电池寿命。但是,更高的值会导致编辑器的" -"响应速度更慢。默认值设置为允许在高达 144 Hz 的显示器上实现最大流畅度。另见 " +"CPU/GPU 使用率,这可以延长笔记本电脑的电池寿命。但是,更高的值会导致编辑器的响" +"应速度更慢。默认值设置为允许在高达 144 Hz 的显示器上实现最大流畅度。另见 " "[member interface/editor/unfocused_low_processor_mode_sleep_usec]。" msgid "" -"The font to use for the editor interface. Must be a resource of a [Font] " -"type such as a [code].ttf[/code] or [code].otf[/code] font file." +"The font to use for the editor interface. Must be a resource of a [Font] type " +"such as a [code].ttf[/code] or [code].otf[/code] font file." msgstr "" "用于编辑器界面的字体。必须是 [Font] 类型的资源,例如 [code].ttf[/code] 或 " "[code].otf[/code] 字体文件。" @@ -38040,18 +41650,30 @@ msgid "" "if you're using the side buttons for other purposes (such as a push-to-talk " "button in a VoIP program)." msgstr "" -"如果为 [code]true[/code],鼠标的额外侧键将可用于在脚本编辑器的文件历史记录中" -"导航。如果正将侧键用于其他目的(例如 VoIP 程序中的一键通按钮),请将该项设置" -"为 [code]false[/code]。" +"如果为 [code]true[/code],鼠标的额外侧键将可用于在脚本编辑器的文件历史记录中导" +"航。如果正将侧键用于其他目的(例如 VoIP 程序中的一键通按钮),请将该项设置为 " +"[code]false[/code]。" + +msgid "The preferred monitor to display the project manager." +msgstr "显示项目管理器的首选显示器。" + +msgid "" +"If [code]false[/code], the editor will save all scenes when confirming the " +"[b]Save[/b] action when quitting the editor or quitting to the project list. " +"If [code]true[/code], the editor will ask to save each scene individually." +msgstr "" +"如果为 [code]false[/code],则当正退出编辑器或正退出到项目列表时,确认[b]保存[/" +"b]动作后,编辑器将保存所有场景。如果为 [code]true[/code],则编辑器将要求单独保" +"存每个场景。" msgid "" "If [code]true[/code], the editor's Script tab will have a separate " -"distraction mode setting from the 2D/3D/AssetLib tabs. If [code]false[/" -"code], the distraction-free mode toggle is shared between all tabs." +"distraction mode setting from the 2D/3D/AssetLib tabs. If [code]false[/code], " +"the distraction-free mode toggle is shared between all tabs." msgstr "" -"如果为 [code]true[/code],则编辑器的 Script 选项卡,将具有与 2D/3D/AssetLib " -"选项卡不同的干扰模式设置。如果为 [code]false[/code],无干扰模式切换在所有选项" -"卡之间共享。" +"如果为 [code]true[/code],则编辑器的 Script 选项卡,将具有与 2D/3D/AssetLib 选" +"项卡不同的干扰模式设置。如果为 [code]false[/code],无干扰模式切换在所有选项卡" +"之间共享。" msgid "" "If enabled, displays internal engine errors in toast notifications " @@ -38064,8 +41686,8 @@ msgid "" msgstr "" "如果启用,则会使用吐司通知的形式显示引擎的内部错误(可通过点击编辑器底部的“铃" "铛”图标切换)。无论这个设置项是什么值,非引擎内部错误都会在吐司通知中显示。\n" -"默认的 [b]Auto[/b] 只会在使用 [code]dev=yes[/code] 选项(默认为 " -"[code]dev=no[/code])编译的编辑器中启用这个行为。" +"默认的 [b]Auto[/b] 只会在使用 [code]dev=yes[/code] 选项(默认为 [code]dev=no[/" +"code])编译的编辑器中启用这个行为。" msgid "" "If [code]true[/code], embed modal windows such as docks inside the main " @@ -38073,33 +41695,33 @@ msgid "" "embedded inside the main editor window, which means they can't be displayed " "outside of the editor window." msgstr "" -"如果为 [code]true[/code],则在主编辑器窗口中嵌入停靠面板等模态窗口。当启用单" -"窗口模式时,工具提示也将被嵌入到主编辑器窗口中,这意味着它们不能显示在编辑器" -"窗口之外。" +"如果为 [code]true[/code],则在主编辑器窗口中嵌入停靠面板等模态窗口。当启用单窗" +"口模式时,工具提示也将被嵌入到主编辑器窗口中,这意味着它们不能显示在编辑器窗口" +"之外。" msgid "" "When the editor window is unfocused, the amount of sleeping between frames " -"when the low-processor usage mode is enabled (in microseconds). Higher " -"values will result in lower CPU/GPU usage, which can improve battery life on " -"laptops (in addition to improving the running project's performance if the " -"editor has to redraw continuously). However, higher values will result in a " -"less responsive editor. The default value is set to limit the editor to 20 " -"FPS when the editor window is unfocused. See also [member interface/editor/" +"when the low-processor usage mode is enabled (in microseconds). Higher values " +"will result in lower CPU/GPU usage, which can improve battery life on laptops " +"(in addition to improving the running project's performance if the editor has " +"to redraw continuously). However, higher values will result in a less " +"responsive editor. The default value is set to limit the editor to 20 FPS " +"when the editor window is unfocused. See also [member interface/editor/" "low_processor_mode_sleep_usec]." msgstr "" -"当编辑器窗口未聚焦时,启用低处理器使用模式时帧之间的睡眠量(以微秒为单位)。" -"更高的值将导致更低的 CPU/GPU 使用率,这可以延长笔记本电脑的电池寿命(如果编辑" -"器必须连续重绘,还可以提高正在运行的项目的性能)。但是,更高的值会导致编辑器" -"的响应速度变慢。默认值设置会在编辑器窗口未聚焦时,将编辑器限制为 20 FPS。另" -"见 [member interface/editor/low_processor_mode_sleep_usec]。" +"当编辑器窗口未聚焦时,启用低处理器使用模式时帧之间的睡眠量(以微秒为单位)。更" +"高的值将导致更低的 CPU/GPU 使用率,这可以延长笔记本电脑的电池寿命(如果编辑器" +"必须连续重绘,还可以提高正在运行的项目的性能)。但是,更高的值会导致编辑器的响" +"应速度变慢。默认值设置会在编辑器窗口未聚焦时,将编辑器限制为 20 FPS。另见 " +"[member interface/editor/low_processor_mode_sleep_usec]。" msgid "" -"If [code]true[/code], editor main menu is using embedded [MenuBar] instead " -"of system global menu.\n" +"If [code]true[/code], editor main menu is using embedded [MenuBar] instead of " +"system global menu.\n" "Specific to the macOS platform." msgstr "" -"如果为 [code]true[/code],则编辑器的主菜单使用嵌入式 [MenuBar],不使用系统全" -"局菜单。\n" +"如果为 [code]true[/code],则编辑器的主菜单使用嵌入式 [MenuBar],不使用系统全局" +"菜单。\n" "专用于 macOS 平台。" msgid "" @@ -38114,12 +41736,12 @@ msgid "" "nodes that have array or dictionary properties in the editor." msgstr "" "在检查器中,为 [Array] 或 [Dictionary] 的每一“页”显示多少项目。值越高,每一页" -"可以查看的值就越多,但也会花越多的时间进行加载。在编辑器中选中具有很多数组或" -"字典属性的节点时,这些多出来的加载时间就会很显著。" +"可以查看的值就越多,但也会花越多的时间进行加载。在编辑器中选中具有很多数组或字" +"典属性的节点时,这些多出来的加载时间就会很显著。" msgid "" -"If [code]true[/code], display OpenType features marked as [code]hidden[/" -"code] by the font file in the [Font] editor." +"If [code]true[/code], display OpenType features marked as [code]hidden[/code] " +"by the font file in the [Font] editor." msgstr "" "如果为 [code]true[/code],则在 [Font] 编辑器中,显示被字体文件标记为 " "[code]hidden[/code] 的 OpenType 特性。" @@ -38128,8 +41750,8 @@ msgid "" "If [code]true[/code], the multi window support in editor is enabled. The " "following panels can become dedicated windows (made floating): Docks, Script " "editor, and Shader editor.\n" -"[b]Note:[/b] When [member interface/editor/single_window_mode] is " -"[code]true[/code], the multi window support is always disabled." +"[b]Note:[/b] When [member interface/editor/single_window_mode] is [code]true[/" +"code], the multi window support is always disabled." msgstr "" "如果为 [code]true[/code],将启用编辑器的多窗口支持。以下面板可以成为独立窗口" "(浮动):停靠面板、脚本编辑器、着色器编辑器。\n" @@ -38151,8 +41773,8 @@ msgid "" "saved on editor exit. On next launch the panels that were floating will be " "made floating in the saved positions, sizes and screens, if possible." msgstr "" -"如果为 [code]true[/code],则编辑器在退出时会保存浮动面板的位置、大小、屏幕。" -"下次启动时,会尽可能让浮动面板在保存的位置、大小、屏幕处保持浮动。" +"如果为 [code]true[/code],则编辑器在退出时会保存浮动面板的位置、大小、屏幕。下" +"次启动时,会尽可能让浮动面板在保存的位置、大小、屏幕处保持浮动。" msgid "" "Controls when the Close (X) button is displayed on scene tabs at the top of " @@ -38167,16 +41789,16 @@ msgid "" "scene's \"dominant\" script when clicked. The \"dominant\" script is the one " "that is at the highest level in the scene's hierarchy." msgstr "" -"如果为 [code]true[/code],则在每个场景选项卡旁边显示一个按钮,点击该按钮会打" -"开场景的“主导”脚本。“主导”脚本是场景层次结构中位于最高级别的脚本。" +"如果为 [code]true[/code],则在每个场景选项卡旁边显示一个按钮,点击该按钮会打开" +"场景的“主导”脚本。“主导”脚本是场景层次结构中位于最高级别的脚本。" msgid "" "If [code]true[/code], display an automatically-generated thumbnail when " "hovering scene tabs with the mouse. Scene thumbnails are generated when " "saving the scene." msgstr "" -"如果为 [code]true[/code],当鼠标悬停在场景选项卡上时,会显示自动生成的缩略" -"图。场景缩略图在保存场景时生成。" +"如果为 [code]true[/code],当鼠标悬停在场景选项卡上时,会显示自动生成的缩略图。" +"场景缩略图在保存场景时生成。" msgid "" "The color to use for \"highlighted\" user interface elements in the editor " @@ -38185,11 +41807,11 @@ msgstr "用于编辑器中“高亮显示”的用户界面元素(按下和悬 msgid "" "The spacing to add for buttons and list items in the editor (in pixels). " -"Increasing this value is useful to improve usability on touch screens, at " -"the cost of reducing the amount of usable screen real estate." +"Increasing this value is useful to improve usability on touch screens, at the " +"cost of reducing the amount of usable screen real estate." msgstr "" -"在编辑器中为按钮和列表项添加的间距(以像素为单位)。增加该值有助于提高触摸屏" -"的可用性,但代价是减少可用屏幕空间。" +"在编辑器中为按钮和列表项添加的间距(以像素为单位)。增加该值有助于提高触摸屏的" +"可用性,但代价是减少可用屏幕空间。" msgid "" "The base color to use for user interface elements in the editor. Secondary " @@ -38210,9 +41832,9 @@ msgid "" "better for light themes." msgstr "" "当派生编辑器主题的基色时,使用的对比度系数(参见 [member interface/theme/" -"base_color])。当使用正值时,派生的颜色将比基色[i]更深[/i]。该对比度系数可以" -"设置为负值,这将使派生颜色比基色[i]更浅[/i]。对于浅色主题,负对比度通常看起来" -"更好。" +"base_color])。当使用正值时,派生的颜色将比基色[i]更深[/i]。该对比度系数可以设" +"置为负值,这将使派生颜色比基色[i]更浅[/i]。对于浅色主题,负对比度通常看起来更" +"好。" msgid "" "The corner radius to use for interface elements (in pixels). [code]0[/code] " @@ -38227,10 +41849,9 @@ msgstr "" "式的 Godot 主题资源。" msgid "" -"If [code]true[/code], draws additional borders around interactive UI " -"elements in the editor. This is automatically enabled when using the " -"[b]Black (OLED)[/b] theme preset, as this theme preset uses a fully black " -"background." +"If [code]true[/code], draws additional borders around interactive UI elements " +"in the editor. This is automatically enabled when using the [b]Black (OLED)[/" +"b] theme preset, as this theme preset uses a fully black background." msgstr "" "如果 [code]true[/code],则在编辑器中的交互式 UI 元素周围绘制额外的边框。使用" "[b]Black (OLED)[/b]主题预设时该项会自动启用,因为该主题预设使用全黑背景。" @@ -38256,14 +41877,14 @@ msgstr "" msgid "" "The saturation to use for editor icons. Higher values result in more vibrant " "colors.\n" -"[b]Note:[/b] The default editor icon saturation was increased by 30% in " -"Godot 4.0 and later. To get Godot 3.x's icon saturation back, set [member " -"interface/theme/icon_saturation] to [code]0.77[/code]." +"[b]Note:[/b] The default editor icon saturation was increased by 30% in Godot " +"4.0 and later. To get Godot 3.x's icon saturation back, set [member interface/" +"theme/icon_saturation] to [code]0.77[/code]." msgstr "" "用于编辑器图标的饱和度。值越高,颜色越鲜艳。\n" -"[b]注意:[/b]在 Godot 4.0 及更高版本中,默认编辑器图标饱和度增加了 30%。要恢" -"复为 Godot 3.x 的图标饱和度,请将 [member interface/theme/icon_saturation] 设" -"置为 [code]0.77[/code]。" +"[b]注意:[/b]在 Godot 4.0 及更高版本中,默认编辑器图标饱和度增加了 30%。要恢复" +"为 Godot 3.x 的图标饱和度,请将 [member interface/theme/icon_saturation] 设置" +"为 [code]0.77[/code]。" msgid "The editor theme preset to use." msgstr "要使用的编辑器主题预设。" @@ -38283,57 +41904,65 @@ msgstr "" "[b]注意:[/b]在触摸屏设备上默认为 [code]true[/code]。" msgid "" -"If [code]true[/code], enable two finger pan and scale gestures on " -"touchscreen devices.\n" +"If [code]true[/code], enable two finger pan and scale gestures on touchscreen " +"devices.\n" "[b]Note:[/b] Defaults to [code]true[/code] on touchscreen devices." msgstr "" "如果为 [code]true[/code],则在触摸屏设备上启用两指平移和缩放手势。\n" "[b]注意:[/b]在触摸屏设备上默认为 [code]true[/code]。" msgid "" -"If [code]true[/code], increases the scrollbar touch area to improve " -"usability on touchscreen devices.\n" +"If [code]true[/code], increases the scrollbar touch area to improve usability " +"on touchscreen devices.\n" "[b]Note:[/b] Defaults to [code]true[/code] on touchscreen devices." msgstr "" "如果为 [code]true[/code],则增加滚动条触摸区域以提高触摸屏设备的可用性。\n" "[b]注意:[/b]在触摸屏设备上默认为 [code]true[/code]。" +msgid "" +"Specify the multiplier to apply to the scale for the editor gizmo handles to " +"improve usability on touchscreen devices.\n" +"[b]Note:[/b] Defaults to [code]1[/code] on non-touchscreen devices." +msgstr "" +"指定为了在提高触摸屏设备的可用性而对编辑器小工具手柄应用的缩放乘数。\n" +"[b]注意:[/b]在非触摸屏设备上默认为 [code]1[/code]。" + msgid "" "The address to listen to when starting the remote debugger. This can be set " "to [code]0.0.0.0[/code] to allow external clients to connect to the remote " "debugger (instead of restricting the remote debugger to connections from " "[code]localhost[/code])." msgstr "" -"启动远程调试器时要监听的地址。这可以设置为 [code]0.0.0.0[/code] 以允许外部客" -"户端连接到远程调试器(而不是将远程调试器限制为来自 [code]localhost[/code] 的" -"连接)。" +"启动远程调试器时要监听的地址。这可以设置为 [code]0.0.0.0[/code] 以允许外部客户" +"端连接到远程调试器(而不是将远程调试器限制为来自 [code]localhost[/code] 的连" +"接)。" msgid "" "The port to listen to when starting the remote debugger. Godot will try to " "use port numbers above the configured number if the configured number is " "already taken by another application." msgstr "" -"启动远程调试器时要监听的端口。如果配置的数字已被另一个应用程序占用,Godot 将" -"尝试使用高于该配置数字的端口号。" +"启动远程调试器时要监听的端口。如果配置的数字已被另一个应用程序占用,Godot 将尝" +"试使用高于该配置数字的端口号。" msgid "" "The host to use to contact the HTTP and HTTPS proxy in the editor (for the " "asset library and export template downloads). See also [member network/" "http_proxy/port].\n" -"[b]Note:[/b] Godot currently doesn't automatically use system proxy " -"settings, so you have to enter them manually here if needed." +"[b]Note:[/b] Godot currently doesn't automatically use system proxy settings, " +"so you have to enter them manually here if needed." msgstr "" -"用于在编辑器中联系 HTTP 和 HTTPS 代理的主机(用于资产库和导出模板下载)。另" -"见 [member network/http_proxy/port]。\n" +"用于在编辑器中联系 HTTP 和 HTTPS 代理的主机(用于资产库和导出模板下载)。另见 " +"[member network/http_proxy/port]。\n" "[b]注意:[/b]Godot 目前不会自动使用系统代理设置,所以如果需要,必须在此处手动" "输入。" msgid "" -"The port number to use to contact the HTTP and HTTPS proxy in the editor " -"(for the asset library and export template downloads). See also [member " -"network/http_proxy/host].\n" -"[b]Note:[/b] Godot currently doesn't automatically use system proxy " -"settings, so you have to enter them manually here if needed." +"The port number to use to contact the HTTP and HTTPS proxy in the editor (for " +"the asset library and export template downloads). See also [member network/" +"http_proxy/host].\n" +"[b]Note:[/b] Godot currently doesn't automatically use system proxy settings, " +"so you have to enter them manually here if needed." msgstr "" "用于在编辑器中联系 HTTP 和 HTTPS 代理的端口号(用于资产库和导出模板下载)。另" "请参阅 [member network/http_proxy/host]。\n" @@ -38341,8 +41970,8 @@ msgstr "" "输入。" msgid "" -"The TLS certificate bundle to use for HTTP requests made within the editor " -"(e.g. from the AssetLib tab). If left empty, the [url=https://github.com/" +"The TLS certificate bundle to use for HTTP requests made within the editor (e." +"g. from the AssetLib tab). If left empty, the [url=https://github.com/" "godotengine/godot/blob/master/thirdparty/certs/ca-certificates.crt]included " "Mozilla certificate bundle[/url] will be used." msgstr "" @@ -38363,29 +41992,29 @@ msgid "" "order in the project manager, this setting is set permanently in the editor " "settings." msgstr "" -"在项目管理器中使用的排序顺序。在项目管理器中更改排序顺序时,该设置将在编辑器" -"设置中被永久设置。" +"在项目管理器中使用的排序顺序。在项目管理器中更改排序顺序时,该设置将在编辑器设" +"置中被永久设置。" msgid "" "If [code]true[/code], saves all scenes and scripts automatically before " "running the project. Setting this to [code]false[/code] prevents the editor " "from saving if there are no changes which can speed up the project startup " -"slightly, but it makes it possible to run a project that has unsaved " -"changes. (Unsaved changes will not be visible in the running project.)" +"slightly, but it makes it possible to run a project that has unsaved changes. " +"(Unsaved changes will not be visible in the running project.)" msgstr "" -"如果为 [code]true[/code],则在运行游戏项目之前会自动保存所有场景和脚本。将该" -"项设置为 [code]false[/code] 可防止编辑器在没有更改的情况下保存,这可以稍微加" -"快该游戏项目的启动速度,但它可以运行带有未保存的更改的游戏项目。(未保存的更" -"改在正在运行的项目中将不可见。)" +"如果为 [code]true[/code],则在运行游戏项目之前会自动保存所有场景和脚本。将该项" +"设置为 [code]false[/code] 可防止编辑器在没有更改的情况下保存,这可以稍微加快该" +"游戏项目的启动速度,但它可以运行带有未保存的更改的游戏项目。(未保存的更改在正" +"在运行的项目中将不可见。)" msgid "" -"If [code]true[/code], the editor will clear the Output panel when running " -"the project." +"If [code]true[/code], the editor will clear the Output panel when running the " +"project." msgstr "如果为 [code]true[/code],则编辑器会在运行游戏项目时清空“输出”面板。" msgid "" -"If [code]true[/code], the editor will collapse the Output panel when " -"stopping the project." +"If [code]true[/code], the editor will collapse the Output panel when stopping " +"the project." msgstr "如果为 [code]true[/code],则编辑器会在停止游戏项目时折叠“输出”面板。" msgid "" @@ -38398,8 +42027,16 @@ msgid "" "This setting does not impact the font size of the script editor (see [member " "interface/editor/code_font_size])." msgstr "" -"编辑器底部[b]输出[/b]面板中的字体大小。该设置不会影响脚本编辑器的字体大小" -"(见 [member interface/editor/code_font_size])。" +"编辑器底部[b]输出[/b]面板中的字体大小。该设置不会影响脚本编辑器的字体大小(见 " +"[member interface/editor/code_font_size])。" + +msgid "" +"The Android window to display the project on when starting the project from " +"the editor.\n" +"[b]Note:[/b] Only available in the Android editor." +msgstr "" +"从编辑器中启动项目时,用于显示项目的 Android 窗口。\n" +"[b]注意:[/b]仅在 Android 编辑器中可用。" msgid "" "The window mode to use to display the project when starting the project from " @@ -38427,16 +42064,23 @@ msgid "" "redrawn." msgstr "" "如果为 [code]true[/code] ,则文本光标按照 [member text_editor/appearance/" -"caret/caret_blink_interval] 来闪烁。如果长时间使用脚本编辑器,禁用这个设置可" -"以改善笔记本电脑的电池寿命,因为可以减少编辑器需要重绘的频率。" +"caret/caret_blink_interval] 来闪烁。如果长时间使用脚本编辑器,禁用这个设置可以" +"改善笔记本电脑的电池寿命,因为可以减少编辑器需要重绘的频率。" + +msgid "" +"The interval at which the caret will blink (in seconds). See also [member " +"text_editor/appearance/caret/caret_blink]." +msgstr "" +"文本光标闪烁的时间间隔(单位为秒)。另见 [member text_editor/appearance/caret/" +"caret_blink]。" msgid "" "If [code]true[/code], highlights all occurrences of the currently selected " "text in the script editor. See also [member text_editor/theme/highlighting/" "word_highlighted_color]." msgstr "" -"如果为 [code]true[/code],则在脚本编辑器中高亮显示当前所选文本的所有匹配项。" -"另请参阅 [member text_editor/theme/highlighting/word_highlighted_color]。" +"如果为 [code]true[/code],则在脚本编辑器中高亮显示当前所选文本的所有匹配项。另" +"请参阅 [member text_editor/theme/highlighting/word_highlighted_color]。" msgid "" "If [code]true[/code], colors the background of the line the caret is " @@ -38450,13 +42094,13 @@ msgid "" "vertical line to the left of the current character, whereas [b]Block[/b] " "displays an outline over the current character." msgstr "" -"在脚本编辑器中使用的文本光标的形状。[b]Line[/b] 会在当前字符的左侧显示一条垂" -"直线,而 [b]Block[/b] 会在当前字符上方显示一个轮廓。" +"在脚本编辑器中使用的文本光标的形状。[b]Line[/b] 会在当前字符的左侧显示一条垂直" +"线,而 [b]Block[/b] 会在当前字符上方显示一个轮廓。" msgid "" "The column at which to display a subtle line as a line length guideline for " -"scripts. This should generally be greater than [member text_editor/" -"appearance/guidelines/line_length_guideline_soft_column]." +"scripts. This should generally be greater than [member text_editor/appearance/" +"guidelines/line_length_guideline_soft_column]." msgstr "" "在哪列将细线显示为脚本的行长参考线。这通常应该大于 [member text_editor/" "appearance/guidelines/line_length_guideline_soft_column]。" @@ -38490,9 +42134,9 @@ msgid "" msgstr "" "如果为 [code]true[/code],则通过使用 [member text_editor/theme/highlighting/" "safe_line_number_color] 而不是 [member text_editor/theme/highlighting/" -"line_number_color],来显示行号颜色以突出显示类型安全行。类型安全行是指所有变" -"量的类型在编译时已知的代码行。由于类型化的指令,这些类型安全的行可能会运行得" -"更快。" +"line_number_color],来显示行号颜色以突出显示类型安全行。类型安全行是指所有变量" +"的类型在编译时已知的代码行。由于类型化的指令,这些类型安全的行可能会运行得更" +"快。" msgid "" "If [code]true[/code], displays line numbers with zero padding (e.g. " @@ -38501,17 +42145,32 @@ msgstr "" "如果为 [code]true[/code],则显示的行号使用零填充(例如 [code]7[/code] 会变成 " "[code]007[/code])。" +msgid "" +"If [code]true[/code], displays a gutter at the left containing icons for " +"methods with signal connections and for overridden methods." +msgstr "" +"如果为 [code]true[/code],则会在左侧显示一个装订线,为存在信号连接和覆盖方法的" +"方法显示图标。" + msgid "If [code]true[/code], displays line numbers in a gutter at the left." msgstr "如果为 [code]true[/code],则会在左侧的装订线中显示行号。" +msgid "" +"If [member text_editor/appearance/lines/word_wrap] is set to [code]1[/code], " +"sets text wrapping mode. To see how each mode behaves, see [enum TextServer." +"AutowrapMode]." +msgstr "" +"如果 [member text_editor/appearance/lines/word_wrap] 设置为 [code]1[/code],则" +"设置文本换行模式。每种模式的行为见 [enum TextServer.AutowrapMode]。" + msgid "" "If [code]true[/code], displays the folding arrows next to indented code " "sections and allows code folding. If [code]false[/code], hides the folding " "arrows next to indented code sections and disallows code folding." msgstr "" -"如果为 [code]true[/code],则显示缩进的代码小节旁边的折叠箭头,并允许代码折" -"叠。如果为 [code]false[/code],则隐藏缩进的代码小节旁边的折叠箭头,并禁止代码" -"折叠。" +"如果为 [code]true[/code],则显示缩进的代码小节旁边的折叠箭头,并允许代码折叠。" +"如果为 [code]false[/code],则隐藏缩进的代码小节旁边的折叠箭头,并禁止代码折" +"叠。" msgid "" "If [code]true[/code], wraps long lines over multiple lines to avoid " @@ -38542,48 +42201,48 @@ msgid "" "The space to add between lines (in pixels). Greater line spacing can help " "improve readability at the cost of displaying fewer lines on screen." msgstr "" -"行与行之间要增加的空间(像素)。更大的行间距可以帮助提高可读性,但代价是在屏" -"幕上显示更少的行。" +"行与行之间要增加的空间(像素)。更大的行间距可以帮助提高可读性,但代价是在屏幕" +"上显示更少的行。" msgid "" "If [code]true[/code], automatically reloads scripts in the editor when they " "have been modified and saved by external editors." msgstr "" -"如果为 [code]true[/code],当脚本被外部编辑器修改和保存时,会自动在编辑器中重" -"新加载脚本。" +"如果为 [code]true[/code],当脚本被外部编辑器修改和保存时,会自动在编辑器中重新" +"加载脚本。" msgid "" "If set to a value greater than [code]0[/code], automatically saves the " "current script following the specified interval (in seconds). This can be " "used to prevent data loss if the editor crashes." msgstr "" -"如果设置为大于 [code]0[/code] 的值,则按照指定的时间间隔(以秒为单位)会自动" -"保存当前脚本。这可用于防止编辑器崩溃时的数据丢失。" +"如果设置为大于 [code]0[/code] 的值,则按照指定的时间间隔(以秒为单位)会自动保" +"存当前脚本。这可用于防止编辑器崩溃时的数据丢失。" msgid "" "If [code]true[/code], converts indentation to match the script editor's " "indentation settings when saving a script. See also [member text_editor/" "behavior/indent/type]." msgstr "" -"如果为 [code]true[/code],则在保存脚本时转换缩进,以匹配脚本编辑器的缩进设" -"置。另见 [member text_editor/behavior/indent/type]。" +"如果为 [code]true[/code],则在保存脚本时转换缩进,以匹配脚本编辑器的缩进设置。" +"另见 [member text_editor/behavior/indent/type]。" msgid "" "If [code]true[/code], reopens scripts that were opened in the last session " "when the editor is reopened on a given project." msgstr "" -"如果为 [code]true[/code],则在给定项目上重新打开编辑器时,重新打开在上次会话" -"中打开的脚本。" +"如果为 [code]true[/code],则在给定项目上重新打开编辑器时,重新打开在上次会话中" +"打开的脚本。" msgid "" "If [code]true[/code], trims trailing whitespace when saving a script. " "Trailing whitespace refers to tab and space characters placed at the end of " -"lines. Since these serve no practical purpose, they can and should be " -"removed to make version control diffs less noisy." +"lines. Since these serve no practical purpose, they can and should be removed " +"to make version control diffs less noisy." msgstr "" -"如果为 [code]true[/code],则在保存脚本时修剪尾随空格。尾随空格是指放置在行尾" -"的制表符和空格字符。由于这些没有任何实际用途,因此可以并且应该将其移除,以减" -"少版本控制差异的干扰。" +"如果为 [code]true[/code],则在保存脚本时修剪尾随空格。尾随空格是指放置在行尾的" +"制表符和空格字符。由于这些没有任何实际用途,因此可以并且应该将其移除,以减少版" +"本控制差异的干扰。" msgid "" "If [code]true[/code], automatically indents code when pressing the " @@ -38603,32 +42262,32 @@ msgstr "" msgid "" "The indentation style to use (tabs or spaces).\n" "[b]Note:[/b] The [url=$DOCS_URL/tutorials/scripting/gdscript/" -"gdscript_styleguide.html]GDScript style guide[/url] recommends using tabs " -"for indentation. It is advised to change this setting only if you need to " -"work on a project that currently uses spaces for indentation." +"gdscript_styleguide.html]GDScript style guide[/url] recommends using tabs for " +"indentation. It is advised to change this setting only if you need to work on " +"a project that currently uses spaces for indentation." msgstr "" "要使用的缩进风格(制表符或空格)。\n" "[b]注意:[/b][url=$DOCS_URL/tutorials/scripting/gdscript/gdscript_styleguide." -"html]GDScript 风格指南[/url]建议使用制表符进行缩进。建议仅当需要处理当前使用" -"空格进行缩进的游戏项目时,才更改这项设置。" +"html]GDScript 风格指南[/url]建议使用制表符进行缩进。建议仅当需要处理当前使用空" +"格进行缩进的游戏项目时,才更改这项设置。" msgid "" "If [code]true[/code], allows drag-and-dropping text in the script editor to " "move text. Disable this if you find yourself accidentally drag-and-dropping " "text in the script editor." msgstr "" -"如果为 [code]true[/code],则允许在脚本编辑器中拖放文本以移动文本。如果发现不" -"小心在脚本编辑器中拖放了文本,请禁用该项。" +"如果为 [code]true[/code],则允许在脚本编辑器中拖放文本以移动文本。如果发现不小" +"心在脚本编辑器中拖放了文本,请禁用该项。" msgid "" "If [code]true[/code], the caret will be moved when right-clicking somewhere " "in the script editor (like when left-clicking or middle-clicking). If " -"[code]false[/code], the caret will only be moved when left-clicking or " -"middle-clicking somewhere." +"[code]false[/code], the caret will only be moved when left-clicking or middle-" +"clicking somewhere." msgstr "" -"如果为 [code]true[/code],则在脚本编辑器中右键点击某处时,文本光标将被移动" -"(像左键点击或中键点击时一样)。如果为 [code]false[/code],文本光标只会在左键" -"点击或中键点击某个位置时移动。" +"如果为 [code]true[/code],则在脚本编辑器中右键点击某处时,文本光标将被移动(像" +"左键点击或中键点击时一样)。如果为 [code]false[/code],文本光标只会在左键点击" +"或中键点击某个位置时移动。" msgid "If [code]true[/code], allows scrolling past the end of the file." msgstr "如果为 [code]true[/code],则允许滚动越过文件的末尾。" @@ -38642,16 +42301,16 @@ msgid "" "default value ([code]60[/code]). In this case, it is recommended to disable " "this setting." msgstr "" -"如果为 [code]true[/code],则允许在子行间隔内滚动,并在使用鼠标滚轮滚动时启用" -"平滑的滚动动画。\n" -"[b]注意:[/b][member text_editor/behavior/navigation/smooth_scrolling] 当前" -"在 [member ProjectSettings.physics/common/physics_ticks_per_second] 从其默认" -"值([code]60[/code])显著增加的游戏项目中表现不佳。在这种情况下,建议禁用该设" +"如果为 [code]true[/code],则允许在子行间隔内滚动,并在使用鼠标滚轮滚动时启用平" +"滑的滚动动画。\n" +"[b]注意:[/b][member text_editor/behavior/navigation/smooth_scrolling] 当前在 " +"[member ProjectSettings.physics/common/physics_ticks_per_second] 从其默认值" +"([code]60[/code])显著增加的游戏项目中表现不佳。在这种情况下,建议禁用该设" "置。" msgid "" -"If [code]true[/code], prevents automatically switching between the Script " -"and 2D/3D screens when selecting a node in the Scene tree dock." +"If [code]true[/code], prevents automatically switching between the Script and " +"2D/3D screens when selecting a node in the Scene tree dock." msgstr "" "如果为 [code]true[/code],则在场景树面板中选择节点时,可防止自动在脚本和 " "2D/3D 屏幕之间切换。" @@ -38663,8 +42322,8 @@ msgid "" "temporarily scroll 5 times faster." msgstr "" "每个鼠标滚轮增量滚动的像素数。使用鼠标滚轮时,较高的值会使脚本滚动得更快。\n" -"[b]注意:[/b]可以在按住 [kbd]Alt[/kbd] 的同时,使用鼠标滚轮将滚动速度暂时提" -"高 5 倍。" +"[b]注意:[/b]可以在按住 [kbd]Alt[/kbd] 的同时,使用鼠标滚轮将滚动速度暂时提高 " +"5 倍。" msgid "" "If [code]true[/code], adds static typing hints such as [code]-> void[/code] " @@ -38672,9 +42331,9 @@ msgid "" "onready variables by drag and dropping nodes into the script editor while " "pressing the [kbd]Ctrl[/kbd] key." msgstr "" -"如果为 [code]true[/code] ,则在使用代码自动补全时,或在按下 [kbd]Ctrl[/kbd] " -"键的同时将节点拖放到脚本编辑器中创建 onready 变量时,将添加静态类型提示,类型" -"提示类似 [code]-> void[/code] 和 [code]: int[/code] 。" +"如果为 [code]true[/code] ,则在使用代码自动补全时,或在按下 [kbd]Ctrl[/kbd] 键" +"的同时将节点拖放到脚本编辑器中创建 onready 变量时,将添加静态类型提示,类型提" +"示类似 [code]-> void[/code] 和 [code]: int[/code] 。" msgid "" "If [code]true[/code], automatically completes braces when making use of code " @@ -38701,8 +42360,8 @@ msgstr "用户停止输入后,脚本编辑器应检查错误的延迟时间( msgid "" "If [code]true[/code], the code completion tooltip will appear below the " "current line unless there is no space on screen below the current line. If " -"[code]false[/code], the code completion tooltip will appear above the " -"current line." +"[code]false[/code], the code completion tooltip will appear above the current " +"line." msgstr "" "如果为 [code]true[/code],除非当前行下方的屏幕上没有空间,否则代码补全工具提" "示,将出现在当前行下方。如果为 [code]false[/code],则代码补全工具提示,将出现" @@ -38714,18 +42373,16 @@ msgid "" "matches the [url=$DOCS_URL/tutorials/scripting/gdscript/gdscript_styleguide." "html]GDScript style guide[/url])." msgstr "" -"如果为 [code]true[/code],则执行带单引号的字符串自动补全。如果为 " -"[code]false[/code],则执行带双引号的字符串自动补全(则与 [url=$DOCS_URL/" -"tutorials/scripting/gdscript/gdscript_styleguide.html]GDScript 风格指南[/url]" -"一致)。" +"如果为 [code]true[/code],则执行带单引号的字符串自动补全。如果为 [code]false[/" +"code],则执行带双引号的字符串自动补全(则与 [url=$DOCS_URL/tutorials/" +"scripting/gdscript/gdscript_styleguide.html]GDScript 风格指南[/url]一致)。" msgid "" -"Controls which multi-line code blocks should be displayed in the editor " -"help. This setting does not affect single-line code literals in the editor " -"help." +"Controls which multi-line code blocks should be displayed in the editor help. " +"This setting does not affect single-line code literals in the editor help." msgstr "" -"控制应在编辑器帮助中显示哪些多行代码块。该设置不会影响编辑器帮助中的单行代码" -"文字。" +"控制应在编辑器帮助中显示哪些多行代码块。该设置不会影响编辑器帮助中的单行代码文" +"字。" msgid "The font size to use for the editor help (built-in class reference)." msgstr "编辑器帮助(内置类参考)的字体大小。" @@ -38745,16 +42402,16 @@ msgid "" "help (at the location where the members overview would appear when editing a " "script)." msgstr "" -"如果为 [code]true[/code],则在编辑器帮助的左侧显示目录(编辑脚本时出现成员概" -"览的位置)。" +"如果为 [code]true[/code],则在编辑器帮助的左侧显示目录(编辑脚本时出现成员概览" +"的位置)。" msgid "" "If [code]true[/code], displays an overview of the current script's member " "variables and functions at the left of the script editor. See also [member " "text_editor/script_list/sort_members_outline_alphabetically]." msgstr "" -"如果为 [code]true[/code],则在脚本编辑器的左侧显示当前脚本的成员变量和函数的" -"概览。另见 [member text_editor/script_list/" +"如果为 [code]true[/code],则在脚本编辑器的左侧显示当前脚本的成员变量和函数的概" +"览。另见 [member text_editor/script_list/" "sort_members_outline_alphabetically]。" msgid "" @@ -38765,9 +42422,9 @@ msgid "" "[b]Note:[/b] Only effective if [member text_editor/script_list/" "show_members_overview] is [code]true[/code]." msgstr "" -"如果为 [code]true[/code],则使用字母顺序,对成员大纲(位于脚本编辑器的左侧)" -"进行排序。如果为 [code]false[/code],则根据在脚本中找到成员的顺序,对成员大纲" -"进行排序。\n" +"如果为 [code]true[/code],则使用字母顺序,对成员大纲(位于脚本编辑器的左侧)进" +"行排序。如果为 [code]false[/code],则根据在脚本中找到成员的顺序,对成员大纲进" +"行排序。\n" "[b]注意:[/b]仅当 [member text_editor/script_list/show_members_overview] 为 " "[code]true[/code] 时有效。" @@ -38780,8 +42437,8 @@ msgid "" "com/godotengine/godot-syntax-themes]godot-syntax-themes[/url] repository." msgstr "" "脚本编辑器中,使用的语法主题。\n" -"可以使用脚本编辑器顶部的[b]文件 > 主题 > 另存为...[/b],从当前设置中保存自己" -"的语法主题。然后,语法主题将在本地颜色主题列表中可用。\n" +"可以使用脚本编辑器顶部的[b]文件 > 主题 > 另存为...[/b],从当前设置中保存自己的" +"语法主题。然后,语法主题将在本地颜色主题列表中可用。\n" "可以在 [url=https://github.com/godotengine/godot-syntax-themes]godot-syntax-" "themes[/url] 存储库中,找到要安装的其他语法主题。" @@ -38789,8 +42446,8 @@ msgid "" "The script editor's background color. If set to a translucent color, the " "editor theme's base color will be visible behind." msgstr "" -"脚本编辑器中,背景的颜色。如果设置为半透明的颜色,会透出后面的编辑器主题的基" -"础色。" +"脚本编辑器中,背景的颜色。如果设置为半透明的颜色,会透出后面的编辑器主题的基础" +"色。" msgid "" "The script editor's base type color (used for types like [Vector2], " @@ -38802,11 +42459,11 @@ msgid "The script editor's bookmark icon color (displayed in the gutter)." msgstr "脚本编辑器中,书签图标的颜色(在装订线中显示)。" msgid "" -"The script editor's brace mismatch color. Used when the caret is currently " -"on a mismatched brace, parenthesis or bracket character." +"The script editor's brace mismatch color. Used when the caret is currently on " +"a mismatched brace, parenthesis or bracket character." msgstr "" -"脚本编辑器中,括号不匹配的颜色。当文本光标位于不匹配的大括号、圆括号或方括号" -"字符上时使用。" +"脚本编辑器中,括号不匹配的颜色。当文本光标位于不匹配的大括号、圆括号或方括号字" +"符上时使用。" msgid "The script editor's breakpoint icon color (displayed in the gutter)." msgstr "脚本编辑器中,断点图标的颜色(在装订线中显示)。" @@ -38822,15 +42479,13 @@ msgid "The script editor's caret color." msgstr "脚本编辑器中,文本光标的颜色。" msgid "" -"The script editor's color for the code folding icon (displayed in the " -"gutter)." +"The script editor's color for the code folding icon (displayed in the gutter)." msgstr "脚本编辑器中,代码折叠图标的颜色(在装订线中显示)。" msgid "" "The script editor's comment color.\n" -"[b]Note:[/b] In GDScript, unlike Python, multiline strings are not " -"considered to be comments, and will use the string highlighting color " -"instead." +"[b]Note:[/b] In GDScript, unlike Python, multiline strings are not considered " +"to be comments, and will use the string highlighting color instead." msgstr "" "脚本编辑器中,注释的颜色。\n" "[b]注意:[/b]在 GDScript 中,与 Python 不同,多行字符串不被视为注释,而是使用" @@ -38840,13 +42495,13 @@ msgid "The script editor's autocompletion box background color." msgstr "脚本编辑器中,自动补全框的背景色。" msgid "" -"The script editor's autocompletion box background color to highlight " -"existing characters in the completion results. This should be a translucent " -"color so that [member text_editor/theme/highlighting/" -"completion_selected_color] can be seen behind." +"The script editor's autocompletion box background color to highlight existing " +"characters in the completion results. This should be a translucent color so " +"that [member text_editor/theme/highlighting/completion_selected_color] can be " +"seen behind." msgstr "" -"脚本编辑器中,自动补全框的背景颜色,用于高亮显示补全结果中的现有字符。这应该" -"是半透明的颜色,以便在后面可以看到 [member text_editor/theme/highlighting/" +"脚本编辑器中,自动补全框的背景颜色,用于高亮显示补全结果中的现有字符。这应该是" +"半透明的颜色,以便在后面可以看到 [member text_editor/theme/highlighting/" "completion_selected_color]。" msgid "The script editor's autocompletion box text color." @@ -38878,8 +42533,8 @@ msgid "" "other line color modifiers such as [member text_editor/theme/highlighting/" "mark_color]." msgstr "" -"脚本编辑器中,文本光标当前所在行的背景色。这应该被设置为半透明颜色,以便它可" -"以显示在其他的行颜色修饰之上,例如 [member text_editor/theme/highlighting/" +"脚本编辑器中,文本光标当前所在行的背景色。这应该被设置为半透明颜色,以便它可以" +"显示在其他的行颜色修饰之上,例如 [member text_editor/theme/highlighting/" "mark_color]。" msgid "" @@ -38913,8 +42568,8 @@ msgid "" "length guideline will be drawn with this color, whereas the \"soft\" line " "length guideline will be drawn with half of its opacity." msgstr "" -"脚本编辑器中,行长参考线的颜色。“硬”行长参考线将使用该颜色绘制,而“软”行长参" -"考线将使用其一半的不透明度绘制。" +"脚本编辑器中,行长参考线的颜色。“硬”行长参考线将使用该颜色绘制,而“软”行长参考" +"线将使用其一半的不透明度绘制。" msgid "" "The script editor's color for line numbers. See also [member text_editor/" @@ -38928,18 +42583,16 @@ msgid "" "set to a translucent color so that it can display on top of other line color " "modifiers such as [member text_editor/theme/highlighting/current_line_color]." msgstr "" -"脚本编辑器中,有错误的行的背景颜色。这应该被设置为半透明颜色,以便它可以显示" -"在其他的行颜色修饰之上,例如 [member text_editor/theme/highlighting/" +"脚本编辑器中,有错误的行的背景颜色。这应该被设置为半透明颜色,以便它可以显示在" +"其他的行颜色修饰之上,例如 [member text_editor/theme/highlighting/" "current_line_color]。" msgid "" "The script editor's color for member variables on objects (e.g. [code]self." "some_property[/code]).\n" -"[b]Note:[/b] This color is not used for local variable declaration and " -"access." +"[b]Note:[/b] This color is not used for local variable declaration and access." msgstr "" -"脚本编辑器中,对象上成员变量(例如 [code]self.some_property[/code])的颜" -"色。\n" +"脚本编辑器中,对象上成员变量(例如 [code]self.some_property[/code])的颜色。\n" "[b]注意:[/b]该颜色不用于局部变量的声明和访问。" msgid "The script editor's color for numbers (integer and floating-point)." @@ -38957,12 +42610,12 @@ msgstr "" "highlight_type_safe_lines] 为 [code]true[/code] 时才显示。" msgid "" -"The script editor's color for the border of search results. This border " -"helps bring further attention to the search result. Set this color's opacity " -"to 0 to disable the border." +"The script editor's color for the border of search results. This border helps " +"bring further attention to the search result. Set this color's opacity to 0 " +"to disable the border." msgstr "" -"脚本编辑器中,搜索结果边框的颜色。该边框有助于进一步关注搜索结果。将该颜色的" -"不透明度设置为 0 可禁用该边框。" +"脚本编辑器中,搜索结果边框的颜色。该边框有助于进一步关注搜索结果。将该颜色的不" +"透明度设置为 0 可禁用该边框。" msgid "The script editor's background color for search results." msgstr "脚本编辑器中,搜索结果的背景色。" @@ -38979,17 +42632,17 @@ msgid "" msgstr "脚本编辑器中,运算符的颜色([code]( ) [ ] { } + - * /[/code] 等)。" msgid "" -"The script editor's color for text not highlighted by any syntax " -"highlighting rule." +"The script editor's color for text not highlighted by any syntax highlighting " +"rule." msgstr "脚本编辑器中,所有语法高亮规则均未高亮显示的文本的颜色。" msgid "" "The script editor's background color for text. This should be set to a " -"translucent color so that it can display on top of other line color " -"modifiers such as [member text_editor/theme/highlighting/current_line_color]." +"translucent color so that it can display on top of other line color modifiers " +"such as [member text_editor/theme/highlighting/current_line_color]." msgstr "" -"脚本编辑器中,文本的背景颜色。这应该被设置为半透明颜色,以便它可以显示在其他" -"的行颜色修饰之上,例如 [member text_editor/theme/highlighting/" +"脚本编辑器中,文本的背景颜色。这应该被设置为半透明颜色,以便它可以显示在其他的" +"行颜色修饰之上,例如 [member text_editor/theme/highlighting/" "current_line_color]。" msgid "" @@ -38999,8 +42652,8 @@ msgstr "脚本编辑器中,用户定义的类型(使用 [code]class_name[/co msgid "" "The script editor's color for words highlighted by selecting them. Only " -"visible if [member text_editor/appearance/caret/highlight_all_occurrences] " -"is [code]true[/code]." +"visible if [member text_editor/appearance/caret/highlight_all_occurrences] is " +"[code]true[/code]." msgstr "" "脚本编辑器中,通过选择单词而高亮显示的颜色。仅当 [member text_editor/" "appearance/caret/highlight_all_occurrences] 为 [code]true[/code] 时可见。" @@ -39013,8 +42666,8 @@ msgid "" "plugins to update their visuals on theme changes or logic on configuration " "changes." msgstr "" -"在编辑器设置改变后触发。它被各种编辑器插件使用,以在主题更改时更新视觉效果," -"或在配置更改时更新逻辑。" +"在编辑器设置改变后触发。它被各种编辑器插件使用,以在主题更改时更新视觉效果,或" +"在配置更改时更新逻辑。" msgid "Godot editor's control for editing numeric values." msgstr "Godot 编辑器用于编辑数值的控件。" @@ -39041,11 +42694,11 @@ msgstr "如果为 [code]true[/code],则无法与滑块交互。" msgid "" "The suffix to display after the value (in a faded color). This should " -"generally be a plural word. You may have to use an abbreviation if the " -"suffix is too long to be displayed." +"generally be a plural word. You may have to use an abbreviation if the suffix " +"is too long to be displayed." msgstr "" -"在值之后显示的后缀(以一种淡化的颜色显示)。这通常应该是一个复数形式的词。如" -"果后缀太长而无法显示,可能必须使用缩写。" +"在值之后显示的后缀(以一种淡化的颜色显示)。这通常应该是一个复数形式的词。如果" +"后缀太长而无法显示,可能必须使用缩写。" msgid "Emitted when the spinner/slider is grabbed." msgstr "当微调器/滑块被抓取时发出。" @@ -39059,18 +42712,32 @@ msgstr "值表单获得焦点时发出。" msgid "Emitted when the value form loses focus." msgstr "值表单丢失焦点时发出。" +msgid "Base class for [SyntaxHighlighter] used by the [ScriptEditor]." +msgstr "[ScriptEditor] 所使用的 [SyntaxHighlighter] 的基类。" + +msgid "" +"Base class that all [SyntaxHighlighter]s used by the [ScriptEditor] extend " +"from.\n" +"Add a syntax highlighter to an individual script by calling [method " +"ScriptEditorBase.add_syntax_highlighter]. To apply to all scripts on open, " +"call [method ScriptEditor.register_syntax_highlighter]" +msgstr "" +"扩展了 [ScriptEditor] 的编辑器所使用的所有 [SyntaxHighlighter] 的基类。\n" +"请通过调用 [method ScriptEditorBase.add_syntax_highlighter] 为各个脚本添加语法" +"高亮器。要在打开时应用于所有脚本,请调用 [method ScriptEditor." +"register_syntax_highlighter]" + msgid "" "Virtual method which can be overridden to return the syntax highlighter name." msgstr "虚函数,可以在重写后返回语法高亮器的名称。" msgid "" -"Virtual method which can be overridden to return the supported language " -"names." +"Virtual method which can be overridden to return the supported language names." msgstr "虚函数,可以在重写后返回所支持的语言名称。" msgid "" -"Plugin for adding custom parsers to extract strings that are to be " -"translated from custom files (.csv, .json etc.)." +"Plugin for adding custom parsers to extract strings that are to be translated " +"from custom files (.csv, .json etc.)." msgstr "" "用于添加自定义解析器,以从自定义文件(.csv、.json等)提取已翻译的字符串的插" "件。" @@ -39085,9 +42752,9 @@ msgid "" "using the format [code][\"A\", \"B\", \"C\"][/code], where [code]A[/code] " "represents the extracted string, [code]B[/code] represents the context, and " "[code]C[/code] represents the plural version of the extracted string. If you " -"want to add only context but not plural, put [code]\"\"[/code] for the " -"plural slot. The idea is the same if you only want to add plural but not " -"context. See the code below for concrete examples.\n" +"want to add only context but not plural, put [code]\"\"[/code] for the plural " +"slot. The idea is the same if you only want to add plural but not context. " +"See the code below for concrete examples.\n" "The extracted strings will be written into a POT file selected by user under " "\"POT Generation\" in \"Localization\" tab in \"Project Settings\" menu.\n" "Below shows an example of a custom parser that extracts strings from a CSV " @@ -39168,8 +42835,8 @@ msgid "" "[/codeblocks]\n" "[b]Note:[/b] If you override parsing logic for standard script types " "(GDScript, C#, etc.), it would be better to load the [code]path[/code] " -"argument using [method ResourceLoader.load]. This is because built-in " -"scripts are loaded as [Resource] type, not [FileAccess] type.\n" +"argument using [method ResourceLoader.load]. This is because built-in scripts " +"are loaded as [Resource] type, not [FileAccess] type.\n" "For example:\n" "[codeblocks]\n" "[gdscript]\n" @@ -39205,10 +42872,10 @@ msgstr "" "如果使用上下文或复数形式,则将提取的字符串添加到参数 [code]msgids[/code] 或 " "[code]msgids_context_plural[/code]。\n" "添加到 [code]msgids_context_plural[/code] 时,必须使用格式 [code][\"A\", " -"\"B\", \"C\"][/code] 添加数据,其中 [code]A[/code] 表示提取的字符串," -"[code]B[/code] 表示上下文,[code]C[/code] 表示提取的字符串的复数形式。如果只" -"想添加上下文而不添加复数形式,请将 [code]\"\"[/code] 用于复数形式槽。如果只想" -"添加复数形式而不是上下文,做法也是一样的。有关具体示例,请参阅下面的代码。\n" +"\"B\", \"C\"][/code] 添加数据,其中 [code]A[/code] 表示提取的字符串,[code]B[/" +"code] 表示上下文,[code]C[/code] 表示提取的字符串的复数形式。如果只想添加上下" +"文而不添加复数形式,请将 [code]\"\"[/code] 用于复数形式槽。如果只想添加复数形" +"式而不是上下文,做法也是一样的。有关具体示例,请参阅下面的代码。\n" "提取的字符串将被写入用户在“项目设置”菜单的“本地化”选项卡中的“POT 生成”下选择" "的 POT 文件中。\n" "下面显示了一个自定义解析器的示例,该解析器从 CSV 文件中提取字符串以写入 POT " @@ -39263,14 +42930,12 @@ msgstr "" "# 这将添加一条消息,其中 msgid 为“测试 1”、msgctxt 为“上下文”,以及 " "msgid_plural 为“测试 1 复数形式”。\n" "msgids_context_plural.append([\"测试 1\", \"上下文\", \"测试 1 复数形式\"])\n" -"# 这将添加一条消息,其中 msgid 为“一个没有上下文的测试”、msgid_plural 为 “复" -"数形式”。\n" -"msgids_context_plural.append([\"一个没有上下文的测试\", \"\", \"复数形式" -"\"])\n" +"# 这将添加一条消息,其中 msgid 为“一个没有上下文的测试”、msgid_plural 为 “复数" +"形式”。\n" +"msgids_context_plural.append([\"一个没有上下文的测试\", \"\", \"复数形式\"])\n" "# 这将添加一条消息,其中 msgid 为“仅带有上下文”、msgctxt 为 “一条友好的上下" "文”。\n" -"msgids_context_plural.append([\"仅带有上下文\", \"一条友好的上下文\", " -"\"\"])\n" +"msgids_context_plural.append([\"仅带有上下文\", \"一条友好的上下文\", \"\"])\n" "[/gdscript]\n" "[csharp]\n" "// 这将添加一条消息,其中 msgid 为“测试 1”、msgctxt 为“上下文”,以及 " @@ -39279,17 +42944,17 @@ msgstr "" "\"测试 1 复数形式\"});\n" "// 这将添加一条消息,其中 msgid 为“一个没有上下文的测试”、msgid_plural 为 “复" "数形式”。\n" -"msgidsContextPlural.Add(new Godot.Collections.Array{\"一个没有上下文的测试" -"\", \"\", \"复数形式\"});\n" +"msgidsContextPlural.Add(new Godot.Collections.Array{\"一个没有上下文的测试\", " +"\"\", \"复数形式\"});\n" "// 这将添加一条消息,其中 msgid 为“仅带有上下文”、msgctxt 为 “一条友好的上下" "文”。\n" -"msgidsContextPlural.Add(new Godot.Collections.Array{\"仅带有上下文\", \"一条" -"友好的上下文\", \"\"});\n" +"msgidsContextPlural.Add(new Godot.Collections.Array{\"仅带有上下文\", \"一条友" +"好的上下文\", \"\"});\n" "[/csharp]\n" "[/codeblocks]\n" "[b]注意:[/b]如果覆盖了标准脚本类型(GDScript、C# 等)的解析逻辑,最好使用 " -"[method ResourceLoader.load] 加载 [code]path[/code] 参数。这是因为内置脚本被" -"加载为 [Resource] 类型,而不是 [FileAccess] 类型。\n" +"[method ResourceLoader.load] 加载 [code]path[/code] 参数。这是因为内置脚本被加" +"载为 [Resource] 类型,而不是 [FileAccess] 类型。\n" "例如:\n" "[codeblocks]\n" "[gdscript]\n" @@ -39336,14 +43001,14 @@ msgstr "管理编辑器中打开场景的撤销历史。" msgid "" "[EditorUndoRedoManager] is a manager for [UndoRedo] objects associated with " "edited scenes. Each scene has its own undo history and " -"[EditorUndoRedoManager] ensures that each action performed in the editor " -"gets associated with a proper scene. For actions not related to scenes " +"[EditorUndoRedoManager] ensures that each action performed in the editor gets " +"associated with a proper scene. For actions not related to scenes " "([ProjectSettings] edits, external resources, etc.), a separate global " "history is used.\n" -"The usage is mostly the same as [UndoRedo]. You create and commit actions " -"and the manager automatically decides under-the-hood what scenes it belongs " -"to. The scene is deduced based on the first operation in an action, using " -"the object from the operation. The rules are as follows:\n" +"The usage is mostly the same as [UndoRedo]. You create and commit actions and " +"the manager automatically decides under-the-hood what scenes it belongs to. " +"The scene is deduced based on the first operation in an action, using the " +"object from the operation. The rules are as follows:\n" "- If the object is a [Node], use the currently edited scene;\n" "- If the object is a built-in resource, use the scene from its path;\n" "- If the object is external resource or anything else, use global history.\n" @@ -39358,19 +43023,19 @@ msgid "" "[EditorUndoRedoManager] uses object + method name for actions, instead of " "[Callable]." msgstr "" -"[EditorUndoRedoManager] 是将 [UndoRedo] 对象与编辑场景相关联的管理器。每个场" -"景都有自己的撤销历史,[EditorUndoRedoManager] 能够确保编辑器中执行的每个动作" -"都与正确的场景相关联。与场景无关的动作(对 [ProjectSettings]、外部资源等对象" -"的编辑)使用单独的全局历史。\n" -"用法与 [UndoRedo] 基本一致。需要创建并提交动作,然后管理器会自动决定这个动作" -"属于哪个场景。场景是根据该动作中第一个操作所使用的对象来推断的。规则如下:\n" +"[EditorUndoRedoManager] 是将 [UndoRedo] 对象与编辑场景相关联的管理器。每个场景" +"都有自己的撤销历史,[EditorUndoRedoManager] 能够确保编辑器中执行的每个动作都与" +"正确的场景相关联。与场景无关的动作(对 [ProjectSettings]、外部资源等对象的编" +"辑)使用单独的全局历史。\n" +"用法与 [UndoRedo] 基本一致。需要创建并提交动作,然后管理器会自动决定这个动作属" +"于哪个场景。场景是根据该动作中第一个操作所使用的对象来推断的。规则如下:\n" "- 如果该对象为 [Node],则使用当前编辑的场景;\n" "- 如果该对象为内置资源,则使用其路径上的场景;\n" "- 如果该对象为外部资源或任何其他对象,则使用全局历史。\n" "推断的结果有时并不准确,所以在创建动作时你可以提供自定义的上下文对象。\n" -"[EditorUndoRedoManager] 是为 Godot 编辑器插件使用而设计的。你可以使用 " -"[method EditorPlugin.get_undo_redo] 获取。对于非编辑器使用场景或者不需要与编" -"辑器撤销历史记录集成的插件,请改用 [UndoRedo]。\n" +"[EditorUndoRedoManager] 是为 Godot 编辑器插件使用而设计的。你可以使用 [method " +"EditorPlugin.get_undo_redo] 获取。对于非编辑器使用场景或者不需要与编辑器撤销历" +"史记录集成的插件,请改用 [UndoRedo]。\n" "管理器的 API 与 [UndoRedo] 基本一致,它的文档中有更多示例。主要区别在于 " "[EditorUndoRedoManager] 的动作使用对象 + 方法名,而不是 [Callable]。" @@ -39393,11 +43058,11 @@ msgstr "" msgid "" "Register a reference for \"do\" that will be erased if the \"do\" history is " -"lost. This is useful mostly for new nodes created for the \"do\" call. Do " -"not use for resources." +"lost. This is useful mostly for new nodes created for the \"do\" call. Do not " +"use for resources." msgstr "" -"为“做”注册一个引用,如果“做”历史丢失,则该引用将被擦除。这主要用于为“做”调用" -"而创建的新节点。请不要用于资源。" +"为“做”注册一个引用,如果“做”历史丢失,则该引用将被擦除。这主要用于为“做”调用而" +"创建的新节点。请不要用于资源。" msgid "" "Register a method that will be called when the action is undone (i.e. the " @@ -39417,9 +43082,9 @@ msgstr "" "如果这是第一次操作,[param object] 将被用于推断目标撤消历史。" msgid "" -"Register a reference for \"undo\" that will be erased if the \"undo\" " -"history is lost. This is useful mostly for nodes removed with the \"do\" " -"call (not the \"undo\" call!)." +"Register a reference for \"undo\" that will be erased if the \"undo\" history " +"is lost. This is useful mostly for nodes removed with the \"do\" call (not " +"the \"undo\" call!)." msgstr "" "为“撤消”注册一个引用,如果“撤消”历史丢失,则该引用将被擦除。这主要用于通" "过“做”调用(而不是“撤销”调用!)而移除的节点。" @@ -39428,8 +43093,33 @@ msgid "" "Commit the action. If [param execute] is true (default), all \"do\" methods/" "properties are called/set when this function is called." msgstr "" -"提交该动作。如果 [param execute] 为真(默认值),则该函数被调用时所有“做”方" -"法/属性将被调用/设置。" +"提交该动作。如果 [param execute] 为真(默认值),则该函数被调用时所有“做”方法/" +"属性将被调用/设置。" + +msgid "" +"Create a new action. After this is called, do all your calls to [method " +"add_do_method], [method add_undo_method], [method add_do_property], and " +"[method add_undo_property], then commit the action with [method " +"commit_action].\n" +"The way actions are merged is dictated by the [param merge_mode] argument. " +"See [enum UndoRedo.MergeMode] for details.\n" +"If [param custom_context] object is provided, it will be used for deducing " +"target history (instead of using the first operation).\n" +"The way undo operation are ordered in actions is dictated by [param " +"backward_undo_ops]. When [param backward_undo_ops] is [code]false[/code] undo " +"option are ordered in the same order they were added. Which means the first " +"operation to be added will be the first to be undone." +msgstr "" +"创建一个新的动作。调用后,请执行所有你需要的 [method add_do_method]、[method " +"add_undo_method]、[method add_do_property] 和 [method add_undo_property] 调" +"用,然后再用 [method commit_action] 提交这个动作。\n" +"动作的合并方式由 [param merge_mode] 参数决定。详见 [enum UndoRedo." +"MergeMode]。\n" +"如果提供了 [param custom_context] 对象,则它将被用于推断目标历史(而不是使用第" +"一个操作)。\n" +"动作中撤销操作的顺序由 [param backward_undo_ops] 决定。[param " +"backward_undo_ops] 为 [code]false[/code] 时,撤销选项的顺序和添加顺序一致。也" +"就是说,先添加的操作会先撤销。" msgid "" "Returns the [UndoRedo] object associated with the given history [param id].\n" @@ -39458,8 +43148,8 @@ msgstr "" msgid "" "Returns [code]true[/code] if the [EditorUndoRedoManager] is currently " -"committing the action, i.e. running its \"do\" method or property change " -"(see [method commit_action])." +"committing the action, i.e. running its \"do\" method or property change (see " +"[method commit_action])." msgstr "" "如果 [EditorUndoRedoManager] 当前正在提交该动作,即运行其“做”方法或属性更改" "(请参阅 [method commit_action])时,则返回 [code]true[/code]。" @@ -39477,8 +43167,7 @@ msgid "" msgstr "当任何历史记录的版本因撤消或重做调用而变化时发出。" msgid "" -"Global history not associated with any scene, but with external resources " -"etc." +"Global history not associated with any scene, but with external resources etc." msgstr "全局历史不与任何场景相关联,但与外部资源等相关联。" msgid "" @@ -39508,18 +43197,68 @@ msgid "" msgstr "" "定义编辑器使用的 API,负责从底层 VCS 提取信息。该 API 的实现包含在 VCS 插件" "中,这些插件是继承 [EditorVCSInterface] 并被附加(按需)到 " -"[EditorVCSInterface] 的单例实例的 GDExtension 插件。以下列出的所有虚函数都不" -"会亲自执行操作,而是会去调用 VCS 插件中内部重写的函数,以提供即插即用的体验。" -"自定义 VCS 插件应当继承 [EditorVCSInterface] 并重写这些虚函数。" +"[EditorVCSInterface] 的单例实例的 GDExtension 插件。以下列出的所有虚函数都不会" +"亲自执行操作,而是会去调用 VCS 插件中内部重写的函数,以提供即插即用的体验。自" +"定义 VCS 插件应当继承 [EditorVCSInterface] 并重写这些虚函数。" + +msgid "Checks out a [param branch_name] in the VCS." +msgstr "检出 VCS 中的 [param branch_name] 分支。" msgid "" -"Gets an instance of an [Array] of [String]s containing available branch " -"names in the VCS." +"Commits the currently staged changes and applies the commit [param msg] to " +"the resulting commit." +msgstr "提交当前暂存的修改,并对提交应用提交信息 [param msg]。" + +msgid "Creates a new branch named [param branch_name] in the VCS." +msgstr "在 VCS 中新建名为 [param branch_name] 的分支。" + +msgid "" +"Creates a new remote destination with name [param remote_name] and points it " +"to [param remote_url]. This can be an HTTPS remote or an SSH remote." +msgstr "" +"创建一个名为 [param remote_name] 的新远程仓库目标,并将其指向 [param " +"remote_url]。这既可以是 HTTPS 远程仓库,也可以是 SSH 远程仓库。" + +msgid "Discards the changes made in a file present at [param file_path]." +msgstr "丢弃对位于 [param file_path] 的文件进行的修改。" + +msgid "" +"Fetches new changes from the [param remote], but doesn't write changes to the " +"current working directory. Equivalent to [code]git fetch[/code]." +msgstr "" +"从远程仓库 [param remote] 中抓取新修改,但不将修改写入当前工作目录。相当于 " +"[code]git fetch[/code]。" + +msgid "" +"Gets an instance of an [Array] of [String]s containing available branch names " +"in the VCS." msgstr "获取 [String] 字符串的 [Array] 数组实例,包含在 VCS 中可用的分支名称。" msgid "Gets the current branch name defined in the VCS." msgstr "获取 VCS 中定义的当前分支名称。" +msgid "" +"Returns an array of [Dictionary] items (see [method create_diff_file], " +"[method create_diff_hunk], [method create_diff_line], [method " +"add_line_diffs_into_diff_hunk] and [method add_diff_hunks_into_diff_file]), " +"each containing information about a diff. If [param identifier] is a file " +"path, returns a file diff, and if it is a commit identifier, then returns a " +"commit diff." +msgstr "" +"返回 [Dictionary] 项的数组(参见 [method create_diff_file]、[method " +"create_diff_hunk]、[method create_diff_line]、[method " +"add_line_diffs_into_diff_hunk]、和 [method add_diff_hunks_into_diff_file])," +"每项都包含一个差异的信息。如果 [param identifier] 是文件路径,则返回文件差异;" +"如果它是提交标识符,则返回提交差异。" + +msgid "" +"Returns an [Array] of [Dictionary] items (see [method create_diff_hunk]), " +"each containing a line diff between a file at [param file_path] and the " +"[param text] which is passed in." +msgstr "" +"返回 [Dictionary] 字典项的 [Array] 数组(见 [method create_diff_hunk]),每一" +"项都包含位于 [param file_path] 的文件与传入的 [param text] 之间的单行差异。" + msgid "" "Returns an [Array] of [Dictionary] items (see [method create_status_file]), " "each containing the status data of every modified file in the project folder." @@ -39531,19 +43270,27 @@ msgid "" "Returns an [Array] of [Dictionary] items (see [method create_commit]), each " "containing the data for a past commit." msgstr "" -"返回 [Dictionary] 字典项的 [Array] 数组(见 [method create_commit]),每一项" -"都包含一个过去提交的数据。" +"返回 [Dictionary] 字典项的 [Array] 数组(见 [method create_commit]),每一项都" +"包含一个过去提交的数据。" msgid "" "Returns an [Array] of [String]s, each containing the name of a remote " "configured in the VCS." msgstr "" -"返回 [String] 字符串的 [Array] 数组,每一个都包含 VCS 中配置的一个远程仓库的" -"名称。" +"返回 [String] 字符串的 [Array] 数组,每一个都包含 VCS 中配置的一个远程仓库的名" +"称。" msgid "Returns the name of the underlying VCS provider." msgstr "返回底层 VCS 提供方的名称。" +msgid "" +"Initializes the VCS plugin when called from the editor. Returns whether or " +"not the plugin was successfully initialized. A VCS project is initialized at " +"[param project_path]." +msgstr "" +"从编辑器中调用时初始化该 VCS 插件。返回该插件是否成功初始化。会在 [param " +"project_path] 初始化 VCS 项目。" + msgid "Pulls changes from the remote. This can give rise to merge conflicts." msgstr "从远程仓库拉取修改。这可能会导致合并冲突。" @@ -39551,8 +43298,8 @@ msgid "" "Pushes changes to the [param remote]. If [param force] is [code]true[/code], " "a force push will override the change history already present on the remote." msgstr "" -"将修改推送至远程仓库 [param remote]。如果 [param force] 为 [code]true[/" -"code],则会进行强制推送,覆盖远程仓库中现有的修改历史。" +"将修改推送至远程仓库 [param remote]。如果 [param force] 为 [code]true[/code]," +"则会进行强制推送,覆盖远程仓库中现有的修改历史。" msgid "Remove a branch from the local VCS." msgstr "从本地 VCS 中移除一个分支。" @@ -39561,11 +43308,90 @@ msgid "Remove a remote from the local VCS." msgstr "从本地 VCS 中移除一个远程仓库。" msgid "" -"Shuts down VCS plugin instance. Called when the user either closes the " -"editor or shuts down the VCS plugin through the editor UI." +"Set user credentials in the underlying VCS. [param username] and [param " +"password] are used only during HTTPS authentication unless not already " +"mentioned in the remote URL. [param ssh_public_key_path], [param " +"ssh_private_key_path], and [param ssh_passphrase] are only used during SSH " +"authentication." +msgstr "" +"在底层 VCS 中设置用户认证信息。用户名 [param username] 和密码 [param " +"password] 只会在进行 HTTPS 认证且没有在远程仓库 URL 中给出时使用。SSH 公钥路" +"径 [param ssh_public_key_path]、SSH 私钥路径 [param ssh_private_key_path]、" +"SSH 密码 [param ssh_passphrase] 只会在进行 SSH 认证时使用。" + +msgid "" +"Shuts down VCS plugin instance. Called when the user either closes the editor " +"or shuts down the VCS plugin through the editor UI." msgstr "" "关闭 VCS 插件实例。会在用户关闭编辑器或通过编辑器 UI 关闭该 VCS 插件时调用。" +msgid "Stages the file present at [param file_path] to the staged area." +msgstr "将位于 [param file_path] 的文件暂存到暂存区。" + +msgid "" +"Unstages the file present at [param file_path] from the staged area to the " +"unstaged area." +msgstr "将位于 [param file_path] 的文件从暂存区撤销到未暂存区。" + +msgid "" +"Helper function to add an array of [param diff_hunks] into a [param " +"diff_file]." +msgstr "辅助函数,用于将一组 [param diff_hunks] 添加到 [param diff_file]。" + +msgid "" +"Helper function to add an array of [param line_diffs] into a [param " +"diff_hunk]." +msgstr "辅助函数,用于将一组 [param line_diffs] 添加到 [param diff_hunk] 中。" + +msgid "" +"Helper function to create a commit [Dictionary] item. [param msg] is the " +"commit message of the commit. [param author] is a single human-readable " +"string containing all the author's details, e.g. the email and name " +"configured in the VCS. [param id] is the identifier of the commit, in " +"whichever format your VCS may provide an identifier to commits. [param " +"unix_timestamp] is the UTC Unix timestamp of when the commit was created. " +"[param offset_minutes] is the timezone offset in minutes, recorded from the " +"system timezone where the commit was created." +msgstr "" +"辅助函数, 用于创建一个提交 [Dictionary] 项。[param msg] 是该提交的提交消息。" +"[param author] 是单个人类可读的字符串,包含所有作者的详细信息,例如 VCS 中配置" +"的电子邮件和名称。无论 VCS 可能以哪种格式为提交提供标识符,[param id] 是该提交" +"的标识符。[param unix_timestamp] 是该提交被创建时的 UTC Unix 时间戳。[param " +"offset_minutes] 是该提交创建时当前系统时区的偏移量,单位为分钟。" + +msgid "" +"Helper function to create a [Dictionary] for storing old and new diff file " +"paths." +msgstr "辅助函数,用于创建用来保存新旧文件路径差异的 [Dictionary]。" + +msgid "" +"Helper function to create a [Dictionary] for storing diff hunk data. [param " +"old_start] is the starting line number in old file. [param new_start] is the " +"starting line number in new file. [param old_lines] is the number of lines in " +"the old file. [param new_lines] is the number of lines in the new file." +msgstr "" +"辅助函数,用于创建用于保存差异块数据的 [Dictionary]。[param old_start] 是旧文" +"件中的起始行号。[param new_start] 是新文件中的起始行号。[param old_lines] 是旧" +"文件中的行数。[param new_lines] 是新文件中的行数。" + +msgid "" +"Helper function to create a [Dictionary] for storing a line diff. [param " +"new_line_no] is the line number in the new file (can be [code]-1[/code] if " +"the line is deleted). [param old_line_no] is the line number in the old file " +"(can be [code]-1[/code] if the line is added). [param content] is the diff " +"text. [param status] is a single character string which stores the line " +"origin." +msgstr "" +"辅助函数,创建用于保存行差异的 [Dictionary]。[param new_line_no] 是新文件中的" +"行号(该行被删除时可为 [code]-1[/code])。[param old_line_no] 是旧文件中的行号" +"(该行为新增时可为 [code]-1[/code])。[param content] 为差异文本。[param " +"status] 为保存该行原点的单字符字符串。" + +msgid "" +"Helper function to create a [Dictionary] used by editor to read the status of " +"a file." +msgstr "辅助函数,用于创建被编辑器用来读取文件状态的 [Dictionary]。" + msgid "" "Pops up an error message in the edior which is shown as coming from the " "underlying VCS. Use this to show VCS specific error messages." @@ -39614,8 +43440,8 @@ msgstr "" "实用程序类,其中包含对 [Object] 实例的内部标识符的引用,由 [method Object." "get_instance_id] 给出。然后可以使用该 ID 通过 [method @GlobalScope." "instance_from_id] 检索对象实例。\n" -"该类由编辑器检查器和脚本调试器在内部使用,但也可用于插件中,以使用其 ID 传递" -"和显示对象。" +"该类由编辑器检查器和脚本调试器在内部使用,但也可用于插件中,以使用其 ID 传递和" +"显示对象。" msgid "" "The [Object] identifier stored in this [EncodedObjectAsID] instance. The " @@ -39625,8 +43451,8 @@ msgstr "" "@GlobalScope.instance_from_id] 检索对象实例。" msgid "" -"A wrapper class for an [url=http://enet.bespin.org/group__host." -"html]ENetHost[/url]." +"A wrapper class for an [url=http://enet.bespin.org/group__host.html]ENetHost[/" +"url]." msgstr "[url=http://enet.bespin.org/group__host.html]ENetHost[/url] 的包装类。" msgid "" @@ -39642,6 +43468,15 @@ msgstr "ENet 网站上的 API 文档" msgid "Adjusts the bandwidth limits of a host." msgstr "调整主机的带宽限制。" +msgid "" +"Queues a [param packet] to be sent to all peers associated with the host over " +"the specified [param channel]. See [ENetPacketPeer] [code]FLAG_*[/code] " +"constants for available packet flags." +msgstr "" +"将一个 [param packet] 加入队列,以便将其通过指定的 [param channel] 发送到与主" +"机关联的所有对等体。请参阅 [ENetPacketPeer] 中的 [code]FLAG_*[/code] 常量以了" +"解可用的数据包标志。" + msgid "Limits the maximum allowed channels of future incoming connections." msgstr "限制未来传入连接的最大允许通道数。" @@ -39656,25 +43491,38 @@ msgid "" "server and all its clients. Clients will fail to connect if the compression " "mode set on the client differs from the one set on the server." msgstr "" -"设置用于网络数据包的压缩方法。这些在压缩速度与带宽之间有不同的权衡,如果需要" -"使用压缩,可能需要测试哪一种最适合你的用例。\n" +"设置用于网络数据包的压缩方法。这些在压缩速度与带宽之间有不同的权衡,如果需要使" +"用压缩,可能需要测试哪一种最适合你的用例。\n" "[b]注意:[/b]大多数游戏的网络设计,都涉及频繁发送许多小数据包(每个小于 4 " "KB)。如果有疑问,建议保留默认压缩算法,因为它最适合这些小数据包。\n" "[b]注意:[/b]压缩模式必须在服务端及其所有客户端上设置为相同的值。如果客户端上" "设置的压缩模式与服务端上设置的不同,则客户端将无法连接。" +msgid "" +"Initiates a connection to a foreign [param address] using the specified " +"[param port] and allocating the requested [param channels]. Optional [param " +"data] can be passed during connection in the form of a 32 bit integer.\n" +"[b]Note:[/b] You must call either [method create_host] or [method " +"create_host_bound] before calling this method." +msgstr "" +"使用指定的端口 [param port] 并分配所需的通道 [param channels],向外部地址 " +"[param address] 建立连接。可以在连接期间可以传递数据 [param data] ,形式为 32 " +"位整数。\n" +"[b]注意:[/b]在调用此方法之前,必须先调用 [method create_host] 或 [method " +"create_host_bound]。" + msgid "Destroys the host and all resources associated with it." msgstr "销毁主机和与其关联的所有资源。" msgid "" "Configure this ENetHost to use the custom Godot extension allowing DTLS " -"encryption for ENet servers. Call this right after [method " -"create_host_bound] to have ENet expect peers to connect using DTLS. See " -"[method TLSOptions.server]." +"encryption for ENet servers. Call this right after [method create_host_bound] " +"to have ENet expect peers to connect using DTLS. See [method TLSOptions." +"server]." msgstr "" -"配置该 ENetHost 以使用允许对 ENet 服务器进行 DTLS 加密的自定义 Godot 扩展。" -"在 [method create_host_bound] 之后立即调用该方法,以让 ENet 期望对等体使用 " -"DTLS 进行连接。请参阅 [method TLSOptions.server]。" +"配置该 ENetHost 以使用允许对 ENet 服务器进行 DTLS 加密的自定义 Godot 扩展。在 " +"[method create_host_bound] 之后立即调用该方法,以让 ENet 期望对等体使用 DTLS " +"进行连接。请参阅 [method TLSOptions.server]。" msgid "Sends any queued packets on the host specified to its designated peers." msgstr "将指定主机上所有被队列的数据包发送到其指定的对等体。" @@ -39715,16 +43563,16 @@ msgid "" "Call this function regularly to handle connections, disconnections, and to " "receive new packets." msgstr "" -"等待指定主机上的事件,并在主机与其对等体之间传送数据包。返回的 [Array] 将有 " -"4 个元素。[enum EventType]、生成事件的 [ENetPacketPeer]、事件关联的数据(如果" +"等待指定主机上的事件,并在主机与其对等体之间传送数据包。返回的 [Array] 将有 4 " +"个元素。[enum EventType]、生成事件的 [ENetPacketPeer]、事件关联的数据(如果" "有)、事件关联的通道(如果有)。如果生成的事件是 [constant EVENT_RECEIVE],则" "接收到的数据包,将被队列到关联的 [ENetPacketPeer]。\n" "定期调用该函数来处理连接、断开连接、和接收新数据包。" msgid "" -"No compression. This uses the most bandwidth, but has the upside of " -"requiring the fewest CPU resources. This option may also be used to make " -"network debugging using tools like Wireshark easier." +"No compression. This uses the most bandwidth, but has the upside of requiring " +"the fewest CPU resources. This option may also be used to make network " +"debugging using tools like Wireshark easier." msgstr "" "无压缩。这使用最多的带宽,但具有占用最少 CPU 资源的好处。这个选项可以用于 " "Wireshark 等工具使用,更容易进行网络调试。" @@ -39741,8 +43589,8 @@ msgid "" "resources compared to [constant COMPRESS_ZLIB], at the expense of using more " "bandwidth." msgstr "" -"[url=https://fastlz.org/]FastLZ[/url] 压缩。与 [constant COMPRESS_ZLIB] 相" -"比,此选项使用的 CPU 资源更少,代价是使用更多的带宽。" +"[url=https://fastlz.org/]FastLZ[/url] 压缩。与 [constant COMPRESS_ZLIB] 相比," +"此选项使用的 CPU 资源更少,代价是使用更多的带宽。" msgid "" "[url=https://www.zlib.net/]Zlib[/url] compression. This option uses less " @@ -39754,12 +43602,11 @@ msgstr "" msgid "" "[url=https://facebook.github.io/zstd/]Zstandard[/url] compression. Note that " -"this algorithm is not very efficient on packets smaller than 4 KB. " -"Therefore, it's recommended to use other compression algorithms in most " -"cases." +"this algorithm is not very efficient on packets smaller than 4 KB. Therefore, " +"it's recommended to use other compression algorithms in most cases." msgstr "" -"[url=https://facebook.github.io/zstd/]Zstandard[/url] 压缩。请注意,此算法对" -"小于 4 KB 的数据包效率不高。因此,建议在大多数情况下使用其他压缩算法。" +"[url=https://facebook.github.io/zstd/]Zstandard[/url] 压缩。请注意,此算法对小" +"于 4 KB 的数据包效率不高。因此,建议在大多数情况下使用其他压缩算法。" msgid "" "An error occurred during [method service]. You will likely need to [method " @@ -39784,15 +43631,15 @@ msgid "" "disconnected. The data field contains user supplied data describing the " "disconnection, or 0, if none is available." msgstr "" -"对等体已断开连接。如果对等体超时,或者由 [method connect_to_host] 初始化的连" -"接请求超时,则在由 [method ENetPacketPeer.peer_disconnect] 发起的断开连接成功" -"完成时,生成该事件。该数组将包含断开连接的对等体。数据字段包含用户提供的描述" -"断开连接的数据,如果没有可用的数据,则为 0。" +"对等体已断开连接。如果对等体超时,或者由 [method connect_to_host] 初始化的连接" +"请求超时,则在由 [method ENetPacketPeer.peer_disconnect] 发起的断开连接成功完" +"成时,生成该事件。该数组将包含断开连接的对等体。数据字段包含用户提供的描述断开" +"连接的数据,如果没有可用的数据,则为 0。" msgid "" -"A packet has been received from a peer. The array will contain the peer " -"which sent the packet, the channel number upon which the packet was " -"received, and the received packet." +"A packet has been received from a peer. The array will contain the peer which " +"sent the packet, the channel number upon which the packet was received, and " +"the received packet." msgstr "" "已从对等体接收到一个数据包。该数组将包含发送数据包的对等体、接收数据包的通道" "号、以及接收到的数据包。" @@ -39819,9 +43666,9 @@ msgstr "" msgid "" "A MultiplayerPeer implementation that should be passed to [member " "MultiplayerAPI.multiplayer_peer] after being initialized as either a client, " -"server, or mesh. Events can then be handled by connecting to " -"[MultiplayerAPI] signals. See [ENetConnection] for more information on the " -"ENet library wrapper.\n" +"server, or mesh. Events can then be handled by connecting to [MultiplayerAPI] " +"signals. See [ENetConnection] for more information on the ENet library " +"wrapper.\n" "[b]Note:[/b] ENet only uses UDP, not TCP. When forwarding the server port to " "make your server accessible on the public Internet, you only need to forward " "the server port in UDP. You can use the [UPNP] class to try to forward the " @@ -39831,21 +43678,114 @@ msgstr "" "[member MultiplayerAPI.multiplayer_peer]。然后就可以通过连接到 " "[MultiplayerAPI] 的信号来处理事件。有关 ENet 库包装的更多信息,请参见 " "[ENetConnection]。\n" -"[b]注意:[/b]ENet 仅使用 UDP,不使用 TCP。当你想要将服务器端口转发到公共互联" -"网上以便让服务器可以被访问时,只需要转发 UDP 服务器端口即可。可以使用 [UPNP] " -"类尝试在启动服务器时自动转发服务器端口。" +"[b]注意:[/b]ENet 仅使用 UDP,不使用 TCP。当你想要将服务器端口转发到公共互联网" +"上以便让服务器可以被访问时,只需要转发 UDP 服务器端口即可。可以使用 [UPNP] 类" +"尝试在启动服务器时自动转发服务器端口。" msgid "High-level multiplayer" msgstr "高级多人游戏" msgid "" -"The IP used when creating a server. This is set to the wildcard [code]\"*\"[/" -"code] by default, which binds to all available interfaces. The given IP " -"needs to be in IPv4 or IPv6 address format, for example: " -"[code]\"192.168.1.1\"[/code]." +"Add a new remote peer with the given [param peer_id] connected to the given " +"[param host].\n" +"[b]Note:[/b] The [param host] must have exactly one peer in the [constant " +"ENetPacketPeer.STATE_CONNECTED] state." msgstr "" -"创建服务器时使用的 IP。默认情况下,这被设置为通配符 [code]\"*\"[/code],它绑" -"定到所有可用的接口。给定的 IP 地址格式需要是 IPv4 或 IPv6,例如:" +"使用给定的 [param peer_id] 添加一个新的远程对等体,并将其连接到给定的 [param " +"host]。\n" +"[b]注意:[/b][param host] 必须只有一个处于 [constant ENetPacketPeer." +"STATE_CONNECTED] 状态的对等体。" + +msgid "" +"Create client that connects to a server at [param address] using specified " +"[param port]. The given address needs to be either a fully qualified domain " +"name (e.g. [code]\"www.example.com\"[/code]) or an IP address in IPv4 or IPv6 " +"format (e.g. [code]\"192.168.1.1\"[/code]). The [param port] is the port the " +"server is listening on. The [param channel_count] parameter can be used to " +"specify the number of ENet channels allocated for the connection. The [param " +"in_bandwidth] and [param out_bandwidth] parameters can be used to limit the " +"incoming and outgoing bandwidth to the given number of bytes per second. The " +"default of 0 means unlimited bandwidth. Note that ENet will strategically " +"drop packets on specific sides of a connection between peers to ensure the " +"peer's bandwidth is not overwhelmed. The bandwidth parameters also determine " +"the window size of a connection which limits the amount of reliable packets " +"that may be in transit at any given time. Returns [constant OK] if a client " +"was created, [constant ERR_ALREADY_IN_USE] if this ENetMultiplayerPeer " +"instance already has an open connection (in which case you need to call " +"[method MultiplayerPeer.close] first) or [constant ERR_CANT_CREATE] if the " +"client could not be created. If [param local_port] is specified, the client " +"will also listen to the given port; this is useful for some NAT traversal " +"techniques." +msgstr "" +"创建客户端,该客户端使用指定的 [param port] 连接到位于 [param address] 的服务" +"器。给定的地址必须是完全限定的域名(例如 [code]\"www.example.com\"[/code])," +"或 IPv4 或 IPv6 格式的 IP 地址(例如 [code]\"192.168.1.1\"[/code])。[param " +"port] 是服务器监听的端口。[param channel_count] 参数可用于指定为连接分配的 " +"ENet 通道数。[param in_bandwidth] 和 [param out_bandwidth] 参数可用于将传入和" +"传出带宽限制为给定的每秒字节数。默认值 0 表示无限制的带宽。请注意,ENet 将对在" +"对等体之间的连接的特定端,策略性地丢弃数据包,以确保对等体的带宽不会被淹没。带" +"宽参数还决定了连接的窗口大小,它限制了在任何给定时间可能正在传输的可靠数据包的" +"数量。如果创建了一个客户端,则返回 [constant OK];如果该 ENetMultiplayerPeer " +"实例已经有一个打开的连接(在这种情况下,需要先调用 [method MultiplayerPeer." +"close]),则返回 [constant ERR_ALREADY_IN_USE];如果不能被创建客户端,则返回 " +"[constant ERR_CANT_CREATE]。如果指定了 [param local_port],客户端也会监听给定" +"的端口;这对一些 NAT 穿越技术很有用。" + +msgid "" +"Initialize this [MultiplayerPeer] in mesh mode. The provided [param " +"unique_id] will be used as the local peer network unique ID once assigned as " +"the [member MultiplayerAPI.multiplayer_peer]. In the mesh configuration you " +"will need to set up each new peer manually using [ENetConnection] before " +"calling [method add_mesh_peer]. While this technique is more advanced, it " +"allows for better control over the connection process (e.g. when dealing with " +"NAT punch-through) and for better distribution of the network load (which " +"would otherwise be more taxing on the server)." +msgstr "" +"在网格网络模式下初始化该 [MultiplayerPeer]。提供的 [param unique_id] 一旦被分" +"配为 [member MultiplayerAPI.multiplayer_peer],就将被用作本地对等体的网络唯一 " +"ID。在网格网络配置中,需要在调用 [method add_mesh_peer] 之前,使用 " +"[ENetConnection] 手动设置每个新的对等体。这种技术更先进,它可以更好地控制连接" +"过程(例如,在处理 NAT 穿透时),并更好地分配网络负载(否则会给服务器带来更大" +"的负担)。" + +msgid "" +"Create server that listens to connections via [param port]. The port needs to " +"be an available, unused port between 0 and 65535. Note that ports below 1024 " +"are privileged and may require elevated permissions depending on the " +"platform. To change the interface the server listens on, use [method " +"set_bind_ip]. The default IP is the wildcard [code]\"*\"[/code], which " +"listens on all available interfaces. [param max_clients] is the maximum " +"number of clients that are allowed at once, any number up to 4095 may be " +"used, although the achievable number of simultaneous clients may be far lower " +"and depends on the application. For additional details on the bandwidth " +"parameters, see [method create_client]. Returns [constant OK] if a server was " +"created, [constant ERR_ALREADY_IN_USE] if this ENetMultiplayerPeer instance " +"already has an open connection (in which case you need to call [method " +"MultiplayerPeer.close] first) or [constant ERR_CANT_CREATE] if the server " +"could not be created." +msgstr "" +"创建通过 [param port] 监听连接的服务器。该端口需要是一个介于 0 到 65535 之间的" +"可用且未被使用的端口。请注意,低于 1024 的端口是特权端口,可能需要提升权限,具" +"体取决于平台。要更改服务器监听的接口,请使用 [method set_bind_ip]。默认 IP 是" +"通配符 [code]\"*\"[/code],它会监听所有可用的接口。[param max_clients] 是同时" +"允许的最大客户端数,可以使用最大可达 4095 的任何数字,尽管可实现的同时客户端数" +"可能要低得多,并且取决于应用程序。有关带宽参数的其他详细信息,请参阅 [method " +"create_client]。如果服务器被创建,则返回 [constant OK];如果该 " +"ENetMultiplayerPeer 实例已经有一个打开的连接(在这种情况下,需要先调用 " +"[method MultiplayerPeer.close]),则返回 [constant ERR_ALREADY_IN_USE];如果服" +"务器不能被创建,则返回 [constant ERR_CANT_CREATE]。" + +msgid "Returns the [ENetPacketPeer] associated to the given [param id]." +msgstr "返回与给定 [param id] 关联的 [ENetPacketPeer]。" + +msgid "" +"The IP used when creating a server. This is set to the wildcard [code]\"*\"[/" +"code] by default, which binds to all available interfaces. The given IP needs " +"to be in IPv4 or IPv6 address format, for example: [code]\"192.168.1.1\"[/" +"code]." +msgstr "" +"创建服务器时使用的 IP。默认情况下,这被设置为通配符 [code]\"*\"[/code],它绑定" +"到所有可用的接口。给定的 IP 地址格式需要是 IPv4 或 IPv6,例如:" "[code]\"192.168.1.1\"[/code]。" msgid "" @@ -39856,8 +43796,8 @@ msgstr "" "[ENetConnection]。" msgid "" -"A wrapper class for an [url=http://enet.bespin.org/group__peer." -"html]ENetPeer[/url]." +"A wrapper class for an [url=http://enet.bespin.org/group__peer.html]ENetPeer[/" +"url]." msgstr "[url=http://enet.bespin.org/group__peer.html]ENetPeer[/url] 的包装类。" msgid "" @@ -39888,6 +43828,11 @@ msgstr "返回该对等体的远程端口。" msgid "Returns the current peer state. See [enum PeerState]." msgstr "返回该对等体的当前状态。见 [enum PeerState]。" +msgid "" +"Returns the requested [param statistic] for this peer. See [enum " +"PeerStatistic]." +msgstr "返回此对等体请求的 [param statistic]。见 [enum PeerStatistic]。" + msgid "" "Returns [code]true[/code] if the peer is currently active (i.e. the " "associated [ENetConnection] is still valid)." @@ -39909,9 +43854,9 @@ msgid "" "generated during [method ENetConnection.service] once the disconnection is " "complete." msgstr "" -"请求与对等体断开连接,但仅在发送完所有队列的传出数据包之后。一旦断开连接完" -"成,在 [method ENetConnection.service] 期间,将生成一个 [constant " -"ENetConnection.EVENT_DISCONNECT]。" +"请求与对等体断开连接,但仅在发送完所有队列的传出数据包之后。一旦断开连接完成," +"在 [method ENetConnection.service] 期间,将生成一个 [constant ENetConnection." +"EVENT_DISCONNECT]。" msgid "" "Force an immediate disconnection from a peer. No [constant ENetConnection." @@ -39931,13 +43876,83 @@ msgstr "" "向对等体发送 ping 请求。ENet 会定期自动 ping 所有连接的对等体,但也可以手动调" "用此函数,确保进行更频繁的 ping 请求。" +msgid "" +"Sets the [param ping_interval] in milliseconds at which pings will be sent to " +"a peer. Pings are used both to monitor the liveness of the connection and " +"also to dynamically adjust the throttle during periods of low traffic so that " +"the throttle has reasonable responsiveness during traffic spikes. The default " +"ping interval is [code]500[/code] milliseconds." +msgstr "" +"设置向对等体发送 ping 的间隔 [param ping_interval],单位为毫秒。Ping 既用于监" +"控连接的有效性,也用于在低流量期间动态调整节流,以便在流量高峰期节流具有合理的" +"响应能力。默认的 ping 间隔为 [code]500[/code] 毫秒。" + msgid "" "Forcefully disconnects a peer. The foreign host represented by the peer is " "not notified of the disconnection and will timeout on its connection to the " "local host." msgstr "" -"强制断开对等体。对等体代表的外部主机不会收到断开连接的通知,并且会在与本地主" -"机的连接上超时。" +"强制断开对等体。对等体代表的外部主机不会收到断开连接的通知,并且会在与本地主机" +"的连接上超时。" + +msgid "" +"Queues a [param packet] to be sent over the specified [param channel]. See " +"[code]FLAG_*[/code] constants for available packet flags." +msgstr "" +"将数据包 [param packet] 加入通过通道 [param channel] 发送的队列。可用的数据包" +"标志见 [code]FLAG_*[/code] 常量。" + +msgid "" +"Sets the timeout parameters for a peer. The timeout parameters control how " +"and when a peer will timeout from a failure to acknowledge reliable traffic. " +"Timeout values are expressed in milliseconds.\n" +"The [param timeout] is a factor that, multiplied by a value based on the " +"average round trip time, will determine the timeout limit for a reliable " +"packet. When that limit is reached, the timeout will be doubled, and the peer " +"will be disconnected if that limit has reached [param timeout_min]. The " +"[param timeout_max] parameter, on the other hand, defines a fixed timeout for " +"which any packet must be acknowledged or the peer will be dropped." +msgstr "" +"设置对等体的超时参数。超时参数控制对等体因无法确认可靠流量而超时的方式和时间。" +"超时值以毫秒表示。\n" +"[param timeout] 是一个系数,乘以基于平均往返时间的值,将确定可靠数据包的超时限" +"制。当达到该限制时,超时将加倍,如果该限制已达到 [param timeout_min],则对等体" +"将断开连接。另一方面,[param timeout_max] 参数定义了一个固定的超时时间,在该时" +"间内必须确认所有数据包,否则对等体将被丢弃。" + +msgid "" +"Configures throttle parameter for a peer.\n" +"Unreliable packets are dropped by ENet in response to the varying conditions " +"of the Internet connection to the peer. The throttle represents a probability " +"that an unreliable packet should not be dropped and thus sent by ENet to the " +"peer. By measuring fluctuations in round trip times of reliable packets over " +"the specified [param interval], ENet will either increase the probability by " +"the amount specified in the [param acceleration] parameter, or decrease it by " +"the amount specified in the [param deceleration] parameter (both are ratios " +"to [constant PACKET_THROTTLE_SCALE]).\n" +"When the throttle has a value of [constant PACKET_THROTTLE_SCALE], no " +"unreliable packets are dropped by ENet, and so 100% of all unreliable packets " +"will be sent.\n" +"When the throttle has a value of [code]0[/code], all unreliable packets are " +"dropped by ENet, and so 0% of all unreliable packets will be sent.\n" +"Intermediate values for the throttle represent intermediate probabilities " +"between 0% and 100% of unreliable packets being sent. The bandwidth limits of " +"the local and foreign hosts are taken into account to determine a sensible " +"limit for the throttle probability above which it should not raise even in " +"the best of conditions." +msgstr "" +"为对等体配置节流参数。\n" +"不可靠的数据包会被 ENet 丢弃,以应对与对等体的互联网连接的各种情况。节流表示一" +"个不可靠数据包不应被丢弃并因此由 ENet 将其发送到对等体的概率。通过测量指定 " +"[param interval] 内可靠数据包往返时间的波动,ENet 将按照 [param acceleration] " +"参数中指定的量增加概率,或者按照 [param deceleration] 参数中指定的量降低概率" +"(两者都是与 [constant PACKET_THROTTLE_SCALE] 的比率)。\n" +"当节流的值为 [constant PACKET_THROTTLE_SCALE] 时,ENet 不会丢弃任何不可靠的数" +"据包,因此所有不可靠数据包以 100% 的概率将被发送。\n" +"当节流的值为 [code]0[/code] 时,ENet 将丢弃所有不可靠的数据包,因此所有不可靠" +"数据包以 0% 的概率将被发送。\n" +"节流的中间值表示发送不可靠数据包的 0% 到 100% 之间的中间概率。考虑本地和外部主" +"机的带宽限制,以确定节流概率的合理限制,即使在最好的条件下也不应超过该限制。" msgid "The peer is disconnected." msgstr "该对等体已断开连接。" @@ -39952,8 +43967,8 @@ msgid "The peer is currently connecting." msgstr "该对等体正在连接。" msgid "" -"The peer has successfully connected, but is not ready to communicate with " -"yet ([constant STATE_CONNECTED])." +"The peer has successfully connected, but is not ready to communicate with yet " +"([constant STATE_CONNECTED])." msgstr "" "该对等体已成功连接,但还没有准备好进行通讯([constant STATE_CONNECTED])。" @@ -39975,12 +43990,12 @@ msgid "" "The peer has lost connection, but is not considered truly disconnected (as " "the peer didn't acknowledge the disconnection request)." msgstr "" -"该对等体已丢失连接,但并未真正断开连接(因为该对等体还没有对断开连接请求进行" -"确认)。" +"该对等体已丢失连接,但并未真正断开连接(因为该对等体还没有对断开连接请求进行确" +"认)。" msgid "" -"Mean packet loss of reliable packets as a ratio with respect to the " -"[constant PACKET_LOSS_SCALE]." +"Mean packet loss of reliable packets as a ratio with respect to the [constant " +"PACKET_LOSS_SCALE]." msgstr "可靠数据包的平均丢包率,即与 [constant PACKET_LOSS_SCALE] 的比率。" msgid "Packet loss variance." @@ -39992,8 +44007,8 @@ msgid "" "updates is 10 seconds, and at least one packet must have been sent since the " "last statistics update." msgstr "" -"丢包统计信息上一次被更新的时间(从连接开始后的毫秒数)。丢包统计信息更新的时" -"间间隔为 10 秒,自上次统计信息更新以来,至少必须有一个数据包被发送。" +"丢包统计信息上一次被更新的时间(从连接开始后的毫秒数)。丢包统计信息更新的时间" +"间隔为 10 秒,自上次统计信息更新以来,至少必须有一个数据包被发送。" msgid "Mean packet round trip time for reliable packets." msgstr "可靠数据包的平均往返时间。" @@ -40012,43 +44027,43 @@ msgstr "该对等体的当前节流状态。" msgid "" "The maximum number of unreliable packets that should not be dropped. This " -"value is always greater than or equal to [code]1[/code]. The initial value " -"is equal to [constant PACKET_THROTTLE_SCALE]." +"value is always greater than or equal to [code]1[/code]. The initial value is " +"equal to [constant PACKET_THROTTLE_SCALE]." msgstr "" -"不应被丢弃的不可靠数据包的最大数量。这个值总是大于或等于 [code]1[/code] 。初" -"始值等于 [constant PACKET_THROTTLE_SCALE]。" +"不应被丢弃的不可靠数据包的最大数量。这个值总是大于或等于 [code]1[/code] 。初始" +"值等于 [constant PACKET_THROTTLE_SCALE]。" msgid "" "Internal value used to increment the packet throttle counter. The value is " "hardcoded to [code]7[/code] and cannot be changed. You probably want to look " "at [constant PEER_PACKET_THROTTLE_ACCELERATION] instead." msgstr "" -"用于增加数据包节流计数器的内部值。该值被硬编码为 [code]7[/code] 且无法更改。" -"你可能想查看 [constant PEER_PACKET_THROTTLE_ACCELERATION]。" +"用于增加数据包节流计数器的内部值。该值被硬编码为 [code]7[/code] 且无法更改。你" +"可能想查看 [constant PEER_PACKET_THROTTLE_ACCELERATION]。" msgid "" "The time at which throttle statistics were last updated (in milliseconds " "since the connection started). The interval for throttle statistics updates " "is [constant PEER_PACKET_THROTTLE_INTERVAL]." msgstr "" -"节流统计数据上一次被更新的时间(自连接开始以来的毫秒数)。节流统计更新的时间" -"间隔是 [constant PEER_PACKET_THROTTLE_INTERVAL]。" +"节流统计数据上一次被更新的时间(自连接开始以来的毫秒数)。节流统计更新的时间间" +"隔是 [constant PEER_PACKET_THROTTLE_INTERVAL]。" msgid "" "The throttle's acceleration factor. Higher values will make ENet adapt to " "fluctuating network conditions faster, causing unrelaible packets to be sent " "[i]more[/i] often. The default value is [code]2[/code]." msgstr "" -"节流的加速系数。更高的值将使 ENet 更快地适应波动的网络条件,从而导致不可靠的" -"数据包[i]更[/i]频繁地被发送。默认值为 [code]2[/code]。" +"节流的加速系数。更高的值将使 ENet 更快地适应波动的网络条件,从而导致不可靠的数" +"据包[i]更[/i]频繁地被发送。默认值为 [code]2[/code]。" msgid "" "The throttle's deceleration factor. Higher values will make ENet adapt to " "fluctuating network conditions faster, causing unrelaible packets to be sent " "[i]less[/i] often. The default value is [code]2[/code]." msgstr "" -"节流的减速系数。更高的值将使 ENet 更快地适应波动的网络条件,从而导致不可靠的" -"数据包[i]不会[/i]频繁地被发送。默认值为 [code]2[/code]。" +"节流的减速系数。更高的值将使 ENet 更快地适应波动的网络条件,从而导致不可靠的数" +"据包[i]不会[/i]频繁地被发送。默认值为 [code]2[/code]。" msgid "" "The interval over which the lowest mean round trip time should be measured " @@ -40059,11 +44074,10 @@ msgstr "" "[code]5000[/code]。" msgid "" -"The reference scale for packet loss. See [method get_statistic] and " -"[constant PEER_PACKET_LOSS]." +"The reference scale for packet loss. See [method get_statistic] and [constant " +"PEER_PACKET_LOSS]." msgstr "" -"丢包的参考尺度。请参阅 [method get_statistic] 和 [constant " -"PEER_PACKET_LOSS]。" +"丢包的参考尺度。请参阅 [method get_statistic] 和 [constant PEER_PACKET_LOSS]。" msgid "" "The reference value for throttle configuration. The default value is " @@ -40079,11 +44093,13 @@ msgid "Mark the packet to be sent unsequenced (unreliable)." msgstr "将要发送的数据包标记为无序(不可靠)。" msgid "" -"Mark the packet to be sent unreliable even if the packet is too big and " -"needs fragmentation (increasing the chance of it being dropped)." +"Mark the packet to be sent unreliable even if the packet is too big and needs " +"fragmentation (increasing the chance of it being dropped)." msgstr "" -"将要发送的数据包标记为不可靠,即使数据包太大且需要分片(增加其被丢弃的机" -"会)。" +"将要发送的数据包标记为不可靠,即使数据包太大且需要分片(增加其被丢弃的机会)。" + +msgid "Provides access to engine properties." +msgstr "提供对引擎属性的访问。" msgid "" "The [Engine] singleton allows you to query and modify the project's run-time " @@ -40091,56 +44107,6 @@ msgid "" msgstr "" "[Engine] 单例使您可以查询和修改项目的运行时参数,例如每秒帧数,时间范围等。" -msgid "" -"Returns the name of the CPU architecture the Godot binary was built for. " -"Possible return values are [code]x86_64[/code], [code]x86_32[/code], " -"[code]arm64[/code], [code]armv7[/code], [code]rv64[/code], [code]riscv[/" -"code], [code]ppc64[/code], [code]ppc[/code], [code]wasm64[/code] and " -"[code]wasm32[/code].\n" -"To detect whether the current CPU architecture is 64-bit, you can use the " -"fact that all 64-bit architecture names have [code]64[/code] in their name:\n" -"[codeblocks]\n" -"[gdscript]\n" -"if \"64\" in Engine.get_architecture_name():\n" -" print(\"Running on 64-bit CPU.\")\n" -"else:\n" -" print(\"Running on 32-bit CPU.\")\n" -"[/gdscript]\n" -"[csharp]\n" -"if (Engine.GetArchitectureName().Contains(\"64\"))\n" -" GD.Print(\"Running on 64-bit CPU.\");\n" -"else\n" -" GD.Print(\"Running on 32-bit CPU.\");\n" -"[/csharp]\n" -"[/codeblocks]\n" -"[b]Note:[/b] [method get_architecture_name] does [i]not[/i] return the name " -"of the host CPU architecture. For example, if running an x86_32 Godot binary " -"on a x86_64 system, the returned value will be [code]x86_32[/code]." -msgstr "" -"返回构建 Godot 二进制文件所针对的 CPU 体系结构的名称。可能的返回值有 " -"[code]x86_64[/code]、[code]x86_32[/code]、[code]arm64[/code]、[code]armv7[/" -"code]、[code]rv64[/code]、[code]riscv[/code]、[code]ppc64[/code]、[code]ppc[/" -"code]、[code]wasm64[/code] 和 [code]wasm32[/code]。\n" -"要检测当前 CPU 架构是否为 64 位,可以利用所有 64 位架构名称中都包含 " -"[code]64[/code]:\n" -"[codeblocks]\n" -"[gdscript]\n" -"if \"64\" in Engine.get_architecture_name():\n" -" print(\"正运行在 64 位 CPU 上。\")\n" -"else:\n" -" print(\"正运行在 32 位 CPU 上。\")\n" -"[/gdscript]\n" -"[csharp]\n" -"if (Engine.GetArchitectureName().Contains(\"64\"))\n" -" GD.Print(\"正运行在 64 位 CPU 上。\");\n" -"else\n" -" GD.Print(\"正运行在 32 位 CPU 上。\");\n" -"[/csharp]\n" -"[/codeblocks]\n" -"[b]注意:[/b][method get_architecture_name] [i]不[/i]返回主机 CPU 体系结构的" -"名称。例如,如果在 x86_64 系统上运行 x86_32 Godot 二进制文件,返回值将是 " -"[code]x86_32[/code]。" - msgid "" "Returns engine author information in a Dictionary.\n" "[code]lead_developers[/code] - Array of Strings, lead developer names\n" @@ -40185,9 +44151,9 @@ msgid "" "line, [method get_frames_drawn] always returns [code]0[/code]. See [method " "get_process_frames]." msgstr "" -"返回绘制的总帧数。在无头平台上,或者如果通过命令行使用 [code]--disable-" -"render-loop[/code] 禁用渲染循环,[method get_frames_drawn] 总是返回 [code]0[/" -"code]。请参阅 [method get_process_frames]。" +"返回绘制的总帧数。在无头平台上,或者如果通过命令行使用 [code]--disable-render-" +"loop[/code] 禁用渲染循环,[method get_frames_drawn] 总是返回 [code]0[/code]。" +"请参阅 [method get_process_frames]。" msgid "Returns the frames per second of the running game." msgstr "返回运行游戏的每秒帧数。" @@ -40268,8 +44234,8 @@ msgid "" "[gdscript]\n" "func _process(_delta):\n" " if Engine.get_process_frames() % 2 == 0:\n" -" pass # Run expensive logic only once every 2 process (render) " -"frames here.\n" +" pass # Run expensive logic only once every 2 process (render) frames " +"here.\n" "[/gdscript]\n" "[csharp]\n" "public override void _Process(double delta)\n" @@ -40316,8 +44282,8 @@ msgid "" msgstr "返回可用脚本语言的数量。请配合 [method get_script_language] 使用。" msgid "" -"Returns a global singleton with given [param name]. Often used for plugins, " -"e.g. GodotPayments." +"Returns a global singleton with given [param name]. Often used for plugins, e." +"g. GodotPayments." msgstr "" "返回具有给定名称 [param name] 的全局单例。常用于插件,例如 GodotPayments。" @@ -40336,8 +44302,7 @@ msgid "" "[code]build[/code] - Holds the build name (e.g. \"custom_build\") as a " "String\n" "[code]hash[/code] - Holds the full Git commit hash as a String\n" -"[code]year[/code] - Holds the year the version was released in as an " -"int\n" +"[code]year[/code] - Holds the year the version was released in as an int\n" "[code]string[/code] - [code]major[/code] + [code]minor[/code] + " "[code]patch[/code] + [code]status[/code] + [code]build[/code] in a single " "String\n" @@ -40378,12 +44343,12 @@ msgstr "" "[code]hash[/code] - 将完整的 Git 提交哈希保存为字符串\n" "[code]year[/code] - 将版本发布的年份保存为 int\n" "[code]string[/code] - 将 [code]major[/code] + [code]minor[/code] + " -"[code]patch[/code] + [code]status[/code] + [code]build[/code] 保存在单个字符" -"串中\n" +"[code]patch[/code] + [code]status[/code] + [code]build[/code] 保存在单个字符串" +"中\n" "[code]hex[/code] 值的编码方式如下,从左到右:主版本对应一字节,次版本对应一字" "节,补丁版本对应一字节。例如,“3.1.12”将是 [code]0x03010C[/code]。[b]注意:[/" -"b]它内部还是一个 int,打印出来就是它的十进制表示,没有特别的意义。使用十六进" -"制文字从代码中轻松比较版本:\n" +"b]它内部还是一个 int,打印出来就是它的十进制表示,没有特别的意义。使用十六进制" +"文字从代码中轻松比较版本:\n" "[codeblocks]\n" "[gdscript]\n" "if Engine.get_version_info().hex >= 0x030200:\n" @@ -40408,9 +44373,8 @@ msgid "" "the engine wasn't started in Movie Maker mode. This path can be absolute or " "relative depending on how the user specified it." msgstr "" -"返回 [MovieWriter] 的输出文件的路径,如果引擎未在 Movie Maker 模式下启动,则" -"返回一个空字符串。该路径可以是绝对路径或相对路径,具体取决于用户指定它的方" -"式。" +"返回 [MovieWriter] 的输出文件的路径,如果引擎未在 Movie Maker 模式下启动,则返" +"回一个空字符串。该路径可以是绝对路径或相对路径,具体取决于用户指定它的方式。" msgid "" "Returns [code]true[/code] if a singleton with given [param name] exists in " @@ -40421,9 +44385,8 @@ msgstr "" msgid "" "Returns [code]true[/code] if the script is currently running inside the " "editor, [code]false[/code] otherwise. This is useful for [code]@tool[/code] " -"scripts to conditionally draw editor helpers, or prevent accidentally " -"running \"game\" code that would affect the scene state while in the " -"editor:\n" +"scripts to conditionally draw editor helpers, or prevent accidentally running " +"\"game\" code that would affect the scene state while in the editor:\n" "[codeblocks]\n" "[gdscript]\n" "if Engine.is_editor_hint():\n" @@ -40443,13 +44406,13 @@ msgid "" "[b]Note:[/b] To detect whether the script is run from an editor [i]build[/i] " "(e.g. when pressing [kbd]F5[/kbd]), use [method OS.has_feature] with the " "[code]\"editor\"[/code] argument instead. [code]OS.has_feature(\"editor\")[/" -"code] will evaluate to [code]true[/code] both when the code is running in " -"the editor and when running the project from the editor, but it will " -"evaluate to [code]false[/code] when the code is run from an exported project." +"code] will evaluate to [code]true[/code] both when the code is running in the " +"editor and when running the project from the editor, but it will evaluate to " +"[code]false[/code] when the code is run from an exported project." msgstr "" -"如果脚本当前正在编辑器中运行,则返回 [code]true[/code],否则返回 " -"[code]false[/code]。这对于 [code]@tool[/code] 脚本很有用,可以有条件地绘制编" -"辑器助手,或者防止在编辑器中意外运行会影响场景状态的“游戏”代码:\n" +"如果脚本当前正在编辑器中运行,则返回 [code]true[/code],否则返回 [code]false[/" +"code]。这对于 [code]@tool[/code] 脚本很有用,可以有条件地绘制编辑器助手,或者" +"防止在编辑器中意外运行会影响场景状态的“游戏”代码:\n" "[codeblocks]\n" "[gdscript]\n" "if Engine.is_editor_hint():\n" @@ -40468,13 +44431,13 @@ msgstr "" "running_code_in_the_editor.html]《在编辑器中运行代码》[/url]。\n" "[b]注意:[/b]要检测脚本是否从编辑器[i]构建[/i]中运行(例如,当按 [kbd]F5[/" "kbd] 时),请改用 [method OS.has_feature] 和 [code]\"editor\"[/code] 参数。" -"[code]OS.has_feature(\"editor\")[/code] 将在编辑器中运行代码和从编辑器运行项" -"目时,被评估为 [code]true[/code];但当代码从导出的项目运行时,它将被评估为 " +"[code]OS.has_feature(\"editor\")[/code] 将在编辑器中运行代码和从编辑器运行项目" +"时,被评估为 [code]true[/code];但当代码从导出的项目运行时,它将被评估为 " "[code]false[/code]。" msgid "" -"Returns [code]true[/code] if the game is inside the fixed process and " -"physics phase of the game loop." +"Returns [code]true[/code] if the game is inside the fixed process and physics " +"phase of the game loop." msgstr "如果游戏在游戏循环的固定过程和物理阶段内,返回 [code]true[/code]。" msgid "" @@ -40484,14 +44447,14 @@ msgid "" "- [constant OK] on success\n" "- [constant ERR_UNAVAILABLE] if [code]ScriptServer[/code] has reached it " "limit and cannot register any new language\n" -"- [constant ERR_ALREADY_EXISTS] if [code]ScriptServer[/code] already " -"contains a language with similar extension/name/type" +"- [constant ERR_ALREADY_EXISTS] if [code]ScriptServer[/code] already contains " +"a language with similar extension/name/type" msgstr "" "注册一个 [ScriptLanguage] 实例以供 [code]ScriptServer[/code] 使用。\n" "返回:\n" "- [constant OK] 成功\n" -"- [constant ERR_UNAVAILABLE] 如果 [code]ScriptServer[/code] 已达到限制,并且" -"无法注册任何新语言\n" +"- [constant ERR_UNAVAILABLE] 如果 [code]ScriptServer[/code] 已达到限制,并且无" +"法注册任何新语言\n" "- [constant ERR_ALREADY_EXISTS] 如果 [code]ScriptServer[/code] 已经包含一个具" "有相似扩展名/名称/类型的语言" @@ -40514,55 +44477,55 @@ msgstr "" "注册" msgid "" -"Unregisters the singleton registered under [param name]. The singleton " -"object is not freed. Only works with user-defined singletons created with " -"[method register_singleton]." +"Unregisters the singleton registered under [param name]. The singleton object " +"is not freed. Only works with user-defined singletons created with [method " +"register_singleton]." msgstr "" "将名称为 [param name] 的单例解除注册。该单例对象不会被释放。仅能够对通过 " "[method register_singleton] 创建的用户定义单例使用。" msgid "" "The maximum number of frames per second that can be rendered. A value of " -"[code]0[/code] means \"no limit\". The actual number of frames per second " -"may still be below this value if the CPU or GPU cannot keep up with the " -"project logic and rendering.\n" +"[code]0[/code] means \"no limit\". The actual number of frames per second may " +"still be below this value if the CPU or GPU cannot keep up with the project " +"logic and rendering.\n" "Limiting the FPS can be useful to reduce system power consumption, which " "reduces heat and noise emissions (and improves battery life on mobile " "devices).\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Enabled[/code] or [code]Adaptive[/code], it takes precedence and the " -"forced FPS number cannot exceed the monitor's refresh rate.\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Enabled[/code], on monitors with variable refresh rate enabled (G-Sync/" -"FreeSync), using a FPS limit a few frames lower than the monitor's refresh " -"rate will [url=https://blurbusters.com/howto-low-lag-vsync-on/]reduce input " -"lag while avoiding tearing[/url].\n" +"If [member ProjectSettings.display/window/vsync/vsync_mode] is [code]Enabled[/" +"code] or [code]Adaptive[/code], it takes precedence and the forced FPS number " +"cannot exceed the monitor's refresh rate.\n" +"If [member ProjectSettings.display/window/vsync/vsync_mode] is [code]Enabled[/" +"code], on monitors with variable refresh rate enabled (G-Sync/FreeSync), " +"using a FPS limit a few frames lower than the monitor's refresh rate will " +"[url=https://blurbusters.com/howto-low-lag-vsync-on/]reduce input lag while " +"avoiding tearing[/url].\n" "If [member ProjectSettings.display/window/vsync/vsync_mode] is " "[code]Disabled[/code], limiting the FPS to a high value that can be " "consistently reached on the system can reduce input lag compared to an " "uncapped framerate. Since this works by ensuring the GPU load is lower than " -"100%, this latency reduction is only effective in GPU-bottlenecked " -"scenarios, not CPU-bottlenecked scenarios.\n" +"100%, this latency reduction is only effective in GPU-bottlenecked scenarios, " +"not CPU-bottlenecked scenarios.\n" "See also [member physics_ticks_per_second] and [member ProjectSettings." "application/run/max_fps]." msgstr "" -"每秒可渲染的最大帧数。值为 [code]0[/code] 表示“无限制”。如果 CPU 或 GPU 跟不" -"上项目逻辑和渲染的速度,实际的每秒帧数仍可能低于这个值。\n" +"每秒可渲染的最大帧数。值为 [code]0[/code] 表示“无限制”。如果 CPU 或 GPU 跟不上" +"项目逻辑和渲染的速度,实际的每秒帧数仍可能低于这个值。\n" "限制 FPS 会对降低系统功耗很有帮助,可以减少热量和噪音排放(并延长移动设备的电" "池寿命)。\n" "如果 [member ProjectSettings.display/window/vsync/vsync_mode] 为 " -"[code]Enabled[/code] 或 [code]Adaptive[/code] ,则该设置将被优先考虑,并且强" -"制的 FPS 数不能超过显示器的刷新率。\n" +"[code]Enabled[/code] 或 [code]Adaptive[/code] ,则该设置将被优先考虑,并且强制" +"的 FPS 数不能超过显示器的刷新率。\n" "如果 [member ProjectSettings.display/window/vsync/vsync_mode] 为 " "[code]Enabled[/code],在启用了可变刷新率(G-Sync/FreeSync)的显示器上,使用比" "显示器刷新率低几帧的 FPS 限制,将[url=https://blurbusters.com/howto-low-lag-" "vsync-on/]减少输入延迟,同时可以避免撕裂[/url]。\n" "如果 [member ProjectSettings.display/window/vsync/vsync_mode] 为 " -"[code]Disabled[/code],则与无上限的帧率相比,将 FPS 限制为可以在系统上持续达" -"到的高值,可以减少输入滞后。由于这是通过确保 GPU 负载低于 100% 来实现的,这种" -"延迟减少仅在 GPU 瓶颈场景中有效,在 CPU 瓶颈的情况下无效。\n" -"另见 [member physics_ticks_per_second] 和 [member ProjectSettings." -"application/run/max_fps]。" +"[code]Disabled[/code],则与无上限的帧率相比,将 FPS 限制为可以在系统上持续达到" +"的高值,可以减少输入滞后。由于这是通过确保 GPU 负载低于 100% 来实现的,这种延" +"迟减少仅在 GPU 瓶颈场景中有效,在 CPU 瓶颈的情况下无效。\n" +"另见 [member physics_ticks_per_second] 和 [member ProjectSettings.application/" +"run/max_fps]。" msgid "" "Controls the maximum number of physics steps that can be simulated each " @@ -40575,12 +44538,12 @@ msgid "" "max_physics_steps_per_frame] if you have increased [member " "physics_ticks_per_second] significantly above its default value." msgstr "" -"控制每个渲染帧所能模拟的最大物理步骤数。默认值经过调试,可以避免“死亡螺旋”," -"防止开销较大的物理仿真无限触发开销更大的仿真。不过如果渲染 FPS 小于 [member " +"控制每个渲染帧所能模拟的最大物理步骤数。默认值经过调试,可以避免“死亡螺旋”,防" +"止开销较大的物理仿真无限触发开销更大的仿真。不过如果渲染 FPS 小于 [member " "physics_ticks_per_second] 的 [code]1 / max_physics_steps_per_frame[/code],游" -"戏看上去会是降速的。即便在物理计算中始终使用 [code]delta[/code] 也一样会发" -"生。要避免这种情况,如果增大了 [member physics_ticks_per_second],而且远大于" -"默认值,那么建议将 [member max_physics_steps_per_frame] 也调大。" +"戏看上去会是降速的。即便在物理计算中始终使用 [code]delta[/code] 也一样会发生。" +"要避免这种情况,如果增大了 [member physics_ticks_per_second],而且远大于默认" +"值,那么建议将 [member max_physics_steps_per_frame] 也调大。" msgid "" "Controls how much physics ticks are synchronized with real time. For 0 or " @@ -40594,10 +44557,10 @@ msgid "" "solution, the physics jitter fix should be disabled by setting [member " "physics_jitter_fix] to [code]0[/code]." msgstr "" -"控制物理周期与实际时间的同步程度。如果小于等于 0,则周期是同步的。这样的值建" -"议用于网络游戏,因为时钟的同步性很重要。较高的值会导致游戏中的时钟和真实时钟" -"之间的偏差较大,但可以平滑帧速率的抖动。默认值0.5对大多数人来说应该是良好的;" -"超过2的值可能导致游戏对掉帧的反应有明显的延迟,因此不推荐使用。\n" +"控制物理周期与实际时间的同步程度。如果小于等于 0,则周期是同步的。这样的值建议" +"用于网络游戏,因为时钟的同步性很重要。较高的值会导致游戏中的时钟和真实时钟之间" +"的偏差较大,但可以平滑帧速率的抖动。默认值0.5对大多数人来说应该是良好的;超过2" +"的值可能导致游戏对掉帧的反应有明显的延迟,因此不推荐使用。\n" "[b]注意:[/b]为了获得最佳效果,当使用自定义物理插值这种解决方案时,应通过将 " "[member physics_jitter_fix] 设置为 [code]0[/code] 来禁用物理抖动修复。" @@ -40618,16 +44581,16 @@ msgid "" "max_physics_steps_per_frame] if increasing [member physics_ticks_per_second] " "significantly above its default value." msgstr "" -"每秒执行的固定迭代次数。用于控制物理仿真和 [method Node._physics_process] 的" -"执行频率。因为 Godot 不会进行物理步骤的插值,所以通常应该总是将其设成大于等" -"于 [code]60[/code] 的值。因此,如果值小于 [code]60[/code] 就会看起来卡顿。提" -"高该值可以让输入变得更加灵敏、也可以绕过碰撞隧道问题,但请记得这么做也会提升 " -"CPU 的占用率。另请参阅 [member max_fps] 和 [member ProjectSettings.physics/" -"common/physics_ticks_per_second]。\n" +"每秒执行的固定迭代次数。用于控制物理仿真和 [method Node._physics_process] 的执" +"行频率。因为 Godot 不会进行物理步骤的插值,所以通常应该总是将其设成大于等于 " +"[code]60[/code] 的值。因此,如果值小于 [code]60[/code] 就会看起来卡顿。提高该" +"值可以让输入变得更加灵敏、也可以绕过碰撞隧道问题,但请记得这么做也会提升 CPU " +"的占用率。另请参阅 [member max_fps] 和 [member ProjectSettings.physics/common/" +"physics_ticks_per_second]。\n" "[b]注意:[/b]每个渲染帧最多只能模拟 [member max_physics_steps_per_frame] 个物" -"理周期。如果为了追赶渲染,需要在每个渲染帧中模拟更多物理周期,游戏看上去会是" -"降速的(即便在物理计算中始终使用 [code]delta[/code])。因此,如果增大了 " -"[member physics_ticks_per_second],而且远大于默认值,那么建议将 [member " +"理周期。如果为了追赶渲染,需要在每个渲染帧中模拟更多物理周期,游戏看上去会是降" +"速的(即便在物理计算中始终使用 [code]delta[/code])。因此,如果增大了 [member " +"physics_ticks_per_second],而且远大于默认值,那么建议将 [member " "max_physics_steps_per_frame] 也调大。" msgid "" @@ -40636,27 +44599,27 @@ msgid "" "messages during unit test suite runs. This property is equivalent to the " "[member ProjectSettings.application/run/disable_stderr] project setting.\n" "[b]Warning:[/b] If you set this to [code]false[/code] anywhere in the " -"project, important error messages may be hidden even if they are emitted " -"from other scripts. If this is set to [code]false[/code] in a [code]@tool[/" -"code] script, this will also impact the editor itself. Do [i]not[/i] report " -"bugs before ensuring error messages are enabled (as they are by default).\n" +"project, important error messages may be hidden even if they are emitted from " +"other scripts. If this is set to [code]false[/code] in a [code]@tool[/code] " +"script, this will also impact the editor itself. Do [i]not[/i] report bugs " +"before ensuring error messages are enabled (as they are by default).\n" "[b]Note:[/b] This property does not impact the editor's Errors tab when " "running a project from the editor." msgstr "" "如果为 [code]false[/code],则停止向控制台和编辑器输出日志打印错误和警告消息。" "这可用于在单元测试套件运行期间隐藏错误和警告消息。该属性等效于 [member " "ProjectSettings.application/run/disable_stderr] 项目设置。\n" -"[b]警告:[/b]如果在项目的任何地方将该项设置为 [code]false[/code],重要的错误" -"消息可能会被隐藏,即使它们是从其他脚本发出的。如果在 [code]@tool[/code] 脚本" -"中将该项设置为 [code]false[/code],这也会影响编辑器本身。在确保错误消息被启用" -"(默认情况下)之前,[i]不[/i]报告错误。\n" +"[b]警告:[/b]如果在项目的任何地方将该项设置为 [code]false[/code],重要的错误消" +"息可能会被隐藏,即使它们是从其他脚本发出的。如果在 [code]@tool[/code] 脚本中将" +"该项设置为 [code]false[/code],这也会影响编辑器本身。在确保错误消息被启用(默" +"认情况下)之前,[i]不[/i]报告错误。\n" "[b]注意:[/b]从编辑器运行项目时,该属性不会影响编辑器的“错误”选项卡。" msgid "" "Controls how fast or slow the in-game clock ticks versus the real life one. " -"It defaults to 1.0. A value of 2.0 means the game moves twice as fast as " -"real life, whilst a value of 0.5 means the game moves at half the regular " -"speed. This also affects [Timer] and [SceneTreeTimer] (see [method SceneTree." +"It defaults to 1.0. A value of 2.0 means the game moves twice as fast as real " +"life, whilst a value of 0.5 means the game moves at half the regular speed. " +"This also affects [Timer] and [SceneTreeTimer] (see [method SceneTree." "create_timer] for how to control this)." msgstr "" "控制游戏中的时钟与现实生活中的时钟的快慢。默认值为 1.0。值为 2.0 意味着游戏的" @@ -40668,9 +44631,9 @@ msgid "Exposes the internal debugger." msgstr "暴露内部调试器。" msgid "" -"[EngineDebugger] handles the communication between the editor and the " -"running game. It is active in the running game. Messages can be sent/" -"received through it. It also manages the profilers." +"[EngineDebugger] handles the communication between the editor and the running " +"game. It is active in the running game. Messages can be sent/received through " +"it. It also manages the profilers." msgstr "" "[EngineDebugger] 处理编辑器与正在运行的游戏之间的通信。它会在运行游戏时激活," "可以通过它收发消息,还负责管理性能分析器。" @@ -40686,8 +44649,8 @@ msgid "" "Returns [code]true[/code] if a profiler with the given name is present " "otherwise [code]false[/code]." msgstr "" -"如果存在具有给定名称的分析器,则返回 [code]true[/code],否则返回 " -"[code]false[/code]。" +"如果存在具有给定名称的分析器,则返回 [code]true[/code],否则返回 [code]false[/" +"code]。" msgid "" "Returns [code]true[/code] if the debugger is active otherwise [code]false[/" @@ -40707,8 +44670,16 @@ msgid "" "Calls the [code]add[/code] callable of the profiler with given [param name] " "and [param data]." msgstr "" -"使用给定的 [param name] 和 [param data] 调用分析器中的 [code]add[/code] 可调" -"用体。" +"使用给定的 [param name] 和 [param data] 调用分析器中的 [code]add[/code] 可调用" +"体。" + +msgid "" +"Calls the [code]toggle[/code] callable of the profiler with given [param " +"name] and [param arguments]. Enables/Disables the same profiler depending on " +"[param enable] argument." +msgstr "" +"使用给定的 [param name] 和 [param arguments] 调用分析器中的 [code]toggle[/" +"code] 可调用体。会根据 [param enable] 参数启用/禁用同一分析器。" msgid "" "Registers a message capture with given [param name]. If [param name] is " @@ -40718,8 +44689,8 @@ msgid "" "message and data are valid then callable must return [code]true[/code] " "otherwise [code]false[/code]." msgstr "" -"使用给定的名称 [param name] 注册消息捕获。如果 [param name] 为“my_message”则" -"会为“my_message:”开头的消息调用给定的可调用体。\n" +"使用给定的名称 [param name] 注册消息捕获。如果 [param name] 为“my_message”则会" +"为“my_message:”开头的消息调用给定的可调用体。\n" "Callable 必须接受消息字符串和数据数组参数。如果消息和数据有效,则可调用体必须" "返回 [code]true[/code],否则返回 [code]false[/code]。" @@ -40759,8 +44730,8 @@ msgid "" "information about the current frame. All time values are in seconds. Lower " "values represent faster processing times and are therefore considered better." msgstr "" -"当分析器使用有关当前帧的信息处于活动状态时,每次引擎迭代调用一次。所有时间值" -"都以秒为单位。较低的值表示更快的处理时间,因此被认为更好。" +"当分析器使用有关当前帧的信息处于活动状态时,每次引擎迭代调用一次。所有时间值都" +"以秒为单位。较低的值表示更快的处理时间,因此被认为更好。" msgid "" "Called when the profiler is enabled/disabled, along with a set of [param " @@ -40768,15 +44739,15 @@ msgid "" msgstr "启用/禁用分析器时调用,提供了一组选项 [param options]。" msgid "" -"Resource for environment nodes (like [WorldEnvironment]) that define " -"multiple rendering options." +"Resource for environment nodes (like [WorldEnvironment]) that define multiple " +"rendering options." msgstr "定义渲染选项的资源,用于环境节点(例如 [WorldEnvironment])。" msgid "" -"Resource for environment nodes (like [WorldEnvironment]) that define " -"multiple environment operations (such as background [Sky] or [Color], " -"ambient light, fog, depth-of-field...). These parameters affect the final " -"render of the scene. The order of these operations is:\n" +"Resource for environment nodes (like [WorldEnvironment]) that define multiple " +"environment operations (such as background [Sky] or [Color], ambient light, " +"fog, depth-of-field...). These parameters affect the final render of the " +"scene. The order of these operations is:\n" "- Depth of Field Blur\n" "- Glow\n" "- Tonemap (Auto Exposure)\n" @@ -40809,20 +44780,20 @@ msgid "" "even if previous levels aren't enabled." msgstr "" "设置辉光级别 [param idx] 的强度。大于 [code]0.0[/code] 时启用该级别。每个级别" -"都依赖于前一个级别。这意味着启用较高的辉光等级会减慢辉光效果的渲染速度,即使" -"之前的等级没有启用。" +"都依赖于前一个级别。这意味着启用较高的辉光等级会减慢辉光效果的渲染速度,即使之" +"前的等级没有启用。" msgid "" "The global brightness value of the rendered scene. Effective only if " "[code]adjustment_enabled[/code] is [code]true[/code]." msgstr "" -"渲染场景的全局亮度值。只有当 [code]adjust_enabled[/code] 为 [code]true[/" -"code] 时才有效。" +"渲染场景的全局亮度值。只有当 [code]adjust_enabled[/code] 为 [code]true[/code] " +"时才有效。" msgid "" "The [Texture2D] or [Texture3D] lookup table (LUT) to use for the built-in " -"post-process color grading. Can use a [GradientTexture1D] for a 1-" -"dimensional LUT, or a [Texture3D] for a more complex LUT. Effective only if " +"post-process color grading. Can use a [GradientTexture1D] for a 1-dimensional " +"LUT, or a [Texture3D] for a more complex LUT. Effective only if " "[code]adjustment_enabled[/code] is [code]true[/code]." msgstr "" "用于内置后处理颜色分级的 [Texture2D] 或 [Texture3D] 查找表(LUT)。可以将 " @@ -40845,13 +44816,13 @@ msgid "" "rendering methods, not Compatibility." msgstr "" "如果为 [code]true[/code],则启用该资源提供的 [code]adjustment_*[/code] 属性。" -"如果为 [code]false[/code],则对 [code]adjustment_*[/code] 属性的修改将不会对" -"渲染场景产生影响。\n" +"如果为 [code]false[/code],则对 [code]adjustment_*[/code] 属性的修改将不会对渲" +"染场景产生影响。\n" "[b]注意:[/b]调整仅支持 Forward+ 和 Mobile 渲染方式,不支持 Compatibility。" msgid "" -"The global color saturation value of the rendered scene (default value is " -"1). Effective only if [code]adjustment_enabled[/code] is [code]true[/code]." +"The global color saturation value of the rendered scene (default value is 1). " +"Effective only if [code]adjustment_enabled[/code] is [code]true[/code]." msgstr "" "渲染场景的全局色彩饱和度值(默认值为 1)。只有在 [code]adjustment_enabled[/" "code] 为 [code]true[/code] 时才有效。" @@ -40875,15 +44846,15 @@ msgid "" "Defines the amount of light that the sky brings on the scene. A value of " "[code]0.0[/code] means that the sky's light emission has no effect on the " "scene illumination, thus all ambient illumination is provided by the ambient " -"light. On the contrary, a value of [code]1.0[/code] means that [i]all[/i] " -"the light that affects the scene is provided by the sky, thus the ambient " -"light parameter has no effect on the scene.\n" +"light. On the contrary, a value of [code]1.0[/code] means that [i]all[/i] the " +"light that affects the scene is provided by the sky, thus the ambient light " +"parameter has no effect on the scene.\n" "[b]Note:[/b] [member ambient_light_sky_contribution] is internally clamped " "between [code]0.0[/code] and [code]1.0[/code] (inclusive)." msgstr "" -"定义天空给场景带来的光照量。值为 [code]0.0[/code] 表示天空的发光对场景照明没" -"有影响,因此所有的环境照明都由环境光提供。相反,值为 [code]1.0[/code] 表示[i]" -"所有[/i]影响场景的光线都由天空提供,因此环境光参数对场景没有影响。\n" +"定义天空给场景带来的光照量。值为 [code]0.0[/code] 表示天空的发光对场景照明没有" +"影响,因此所有的环境照明都由环境光提供。相反,值为 [code]1.0[/code] 表示[i]所" +"有[/i]影响场景的光线都由天空提供,因此环境光参数对场景没有影响。\n" "[b]注意:[/b]内部会将 [member ambient_light_sky_contribution] 限制在 " "[code]0.0[/code] 到 [code]1.0[/code] 之间(闭区间)。" @@ -40901,8 +44872,8 @@ msgid "" msgstr "要显示的最大图层 ID。只有在使用 [constant BG_CANVAS] 背景模式时有效。" msgid "" -"The [Color] displayed for clear areas of the scene. Only effective when " -"using the [constant BG_COLOR] background mode." +"The [Color] displayed for clear areas of the scene. Only effective when using " +"the [constant BG_COLOR] background mode." msgstr "" "场景中清除区域显示的 [Color]。仅在使用 [constant BG_COLOR] 背景模式时有效。" @@ -40914,8 +44885,8 @@ msgstr "背景能量的倍数。增加可以使背景更亮,减少可以使背 msgid "" "Luminance of background measured in nits (candela per square meter). Only " "used when [member ProjectSettings.rendering/lights_and_shadows/" -"use_physical_light_units] is enabled. The default value is roughly " -"equivalent to the sky at midday." +"use_physical_light_units] is enabled. The default value is roughly equivalent " +"to the sky at midday." msgstr "" "背景的亮度,单位是尼特(坎德拉/平方米)。仅当启用 [member ProjectSettings." "rendering/lights_and_shadows/use_physical_light_units] 时使用。默认值大致相当" @@ -40925,18 +44896,18 @@ msgid "The background mode. See [enum BGMode] for possible values." msgstr "背景模式。可能的取值见 [enum BGMode]。" msgid "" -"If set above [code]0.0[/code] (exclusive), blends between the fog's color " -"and the color of the background [Sky]. This has a small performance cost " -"when set above [code]0.0[/code]. Must have [member background_mode] set to " -"[constant BG_SKY].\n" +"If set above [code]0.0[/code] (exclusive), blends between the fog's color and " +"the color of the background [Sky]. This has a small performance cost when set " +"above [code]0.0[/code]. Must have [member background_mode] set to [constant " +"BG_SKY].\n" "This is useful to simulate [url=https://en.wikipedia.org/wiki/" "Aerial_perspective]aerial perspective[/url] in large scenes with low density " "fog. However, it is not very useful for high-density fog, as the sky will " "shine through. When set to [code]1.0[/code], the fog color comes completely " "from the [Sky]. If set to [code]0.0[/code], aerial perspective is disabled." msgstr "" -"如果设置大于 [code]0.0[/code](不含),会在雾的颜色和背景 [Sky] 的颜色之间进" -"行混合。设置大于 [code]0.0[/code] 时有较小的性能代价。必须将 [member " +"如果设置大于 [code]0.0[/code](不含),会在雾的颜色和背景 [Sky] 的颜色之间进行" +"混合。设置大于 [code]0.0[/code] 时有较小的性能代价。必须将 [member " "background_mode] 设置为 [constant BG_SKY]。\n" "对于模拟雾密度较低的大场景中的[url=https://zh.wikipedia.org/wiki/" "%E7%A9%BA%E6%B0%94%E9%80%8F%E8%A7%86]空气透视[/url]很有用。但对于高密度的雾来" @@ -40957,8 +44928,8 @@ msgid "The height at which the height fog effect begins." msgstr "高度雾效果开始的高度。" msgid "" -"The density used to increase fog as height decreases. To make fog increase " -"as height increases, use a negative value." +"The density used to increase fog as height decreases. To make fog increase as " +"height increases, use a negative value." msgstr "用于随着高度降低而增加雾的密度。要使雾随着高度增加而增加,请使用负值。" msgid "The fog's color." @@ -40985,8 +44956,8 @@ msgid "" "the fog color depending on the view angle. This can be used to give the " "impression that the sun is \"piercing\" through the fog." msgstr "" -"如果设置为 [code]0.0[/code] 以上,则根据视角以雾色渲染场景的定向光。这可以用" -"来给人一种太阳正在“穿透”雾的印象。" +"如果设置为 [code]0.0[/code] 以上,则根据视角以雾色渲染场景的定向光。这可以用来" +"给人一种太阳正在“穿透”雾的印象。" msgid "The glow blending mode." msgstr "辉光混合模式。" @@ -41001,18 +44972,18 @@ msgstr "" msgid "" "If [code]true[/code], the glow effect is enabled.\n" "[b]Note:[/b] Glow is only supported in the Forward+ and Mobile rendering " -"methods, not Compatibility. When using the Mobile rendering method, glow " -"will look different due to the lower dynamic range available in the Mobile " +"methods, not Compatibility. When using the Mobile rendering method, glow will " +"look different due to the lower dynamic range available in the Mobile " "rendering method." msgstr "" "如果为 [code]true[/code],则启用辉光效果。\n" "[b]注意:[/b]只有 Forward+ 和 Mobile 渲染方法支持辉光,Compatibility 不支持。" -"使用 Mobile 渲染方法时,辉光的外观会有些不同,因为 Mobile 渲染方法可用的动态" -"范围较低。" +"使用 Mobile 渲染方法时,辉光的外观会有些不同,因为 Mobile 渲染方法可用的动态范" +"围较低。" msgid "" -"The higher threshold of the HDR glow. Areas brighter than this threshold " -"will be clamped for the purposes of the glow effect." +"The higher threshold of the HDR glow. Areas brighter than this threshold will " +"be clamped for the purposes of the glow effect." msgstr "" "HDR 辉光的较高阈值。比这个阈值更亮的区域将被限制,以达到辉光效果的目的。" @@ -41070,32 +45041,32 @@ msgid "" "resulting glow color according to [member glow_map_strength]. This can be " "used to create a \"lens dirt\" effect. The texture's RGB color channels are " "used for modulation, but the alpha channel is ignored.\n" -"[b]Note:[/b] The texture will be stretched to fit the screen. Therefore, " -"it's recommended to use a texture with an aspect ratio that matches your " -"project's base aspect ratio (typically 16:9)." +"[b]Note:[/b] The texture will be stretched to fit the screen. Therefore, it's " +"recommended to use a texture with an aspect ratio that matches your project's " +"base aspect ratio (typically 16:9)." msgstr "" -"该纹理应被用作一个辉光贴图,以根据 [member glow_map_strength] [i]乘以[/i] 生" -"成的辉光颜色。这可以用来创建一个“镜头污垢”效果。该纹理的 RGB 颜色通道被用于调" +"该纹理应被用作一个辉光贴图,以根据 [member glow_map_strength] [i]乘以[/i] 生成" +"的辉光颜色。这可以用来创建一个“镜头污垢”效果。该纹理的 RGB 颜色通道被用于调" "制,但 Alpha 通道将被忽略。\n" "[b]注意:[/b]该纹理将被拉伸以适应屏幕。因此,建议使用长宽比与项目的基本长宽比" "(通常为 16:9)相匹配的纹理。" msgid "" -"How strong of an impact the [member glow_map] should have on the overall " -"glow effect. A strength of [code]0.0[/code] means the glow map has no effect " -"on the overall glow effect. A strength of [code]1.0[/code] means the glow " -"has a full effect on the overall glow effect (and can turn off glow entirely " -"in specific areas of the screen if the glow map has black areas)." +"How strong of an impact the [member glow_map] should have on the overall glow " +"effect. A strength of [code]0.0[/code] means the glow map has no effect on " +"the overall glow effect. A strength of [code]1.0[/code] means the glow has a " +"full effect on the overall glow effect (and can turn off glow entirely in " +"specific areas of the screen if the glow map has black areas)." msgstr "" "[member glow_map] 应该对整体发光效果产生多大的影响。[code]0.0[/code] 的强度," "表示辉光贴图对整体辉光效果没有影响。[code]1.0[/code] 的强度,表示辉光对整体辉" -"光效果具有完全的效果(如果辉光贴图有黑色区域,则可以在屏幕的特定区域完全关闭" -"辉光)。" +"光效果具有完全的效果(如果辉光贴图有黑色区域,则可以在屏幕的特定区域完全关闭辉" +"光)。" msgid "" "When using the [constant GLOW_BLEND_MODE_MIX] [member glow_blend_mode], this " -"controls how much the source image is blended with the glow layer. A value " -"of [code]0.0[/code] makes the glow rendering invisible, while a value of " +"controls how much the source image is blended with the glow layer. A value of " +"[code]0.0[/code] makes the glow rendering invisible, while a value of " "[code]1.0[/code] is equivalent to [constant GLOW_BLEND_MODE_REPLACE]." msgstr "" "当使用 [constant GLOW_BLEND_MODE_MIX] [member glow_blend_mode] 时,它控制源图" @@ -41115,31 +45086,31 @@ msgid "" "the Mobile rendering method, this should be increased to compensate for the " "lower dynamic range." msgstr "" -"辉光效果的强度。适用于屏幕上的辉光模糊,能够增加模糊的距离和强度。使用 " -"Mobile 渲染方法时应将其提高,对低动态范围进行补偿。" +"辉光效果的强度。适用于屏幕上的辉光模糊,能够增加模糊的距离和强度。使用 Mobile " +"渲染方法时应将其提高,对低动态范围进行补偿。" msgid "The reflected (specular) light source." msgstr "反射(镜面反射)光源。" msgid "" "The energy multiplier applied to light every time it bounces from a surface " -"when using SDFGI. Values greater than [code]0.0[/code] will simulate " -"multiple bounces, resulting in a more realistic appearance. Increasing " -"[member sdfgi_bounce_feedback] generally has no performance impact. See also " -"[member sdfgi_energy].\n" -"[b]Note:[/b] Values greater than [code]0.5[/code] can cause infinite " -"feedback loops and should be avoided in scenes with bright materials.\n" +"when using SDFGI. Values greater than [code]0.0[/code] will simulate multiple " +"bounces, resulting in a more realistic appearance. Increasing [member " +"sdfgi_bounce_feedback] generally has no performance impact. See also [member " +"sdfgi_energy].\n" +"[b]Note:[/b] Values greater than [code]0.5[/code] can cause infinite feedback " +"loops and should be avoided in scenes with bright materials.\n" "[b]Note:[/b] If [member sdfgi_bounce_feedback] is [code]0.0[/code], indirect " -"lighting will not be represented in reflections as light will only bounce " -"one time." +"lighting will not be represented in reflections as light will only bounce one " +"time." msgstr "" "使用 SDFGI 时,每次从表面反弹时应用于光的能量倍增器。大于 [code]0.0[/code] 的" -"值将模拟多次反弹,从而产生更逼真的外观。增加 [member sdfgi_bounce_feedback] " -"通常对性能没有影响。另见 [member sdfgi_energy]。\n" +"值将模拟多次反弹,从而产生更逼真的外观。增加 [member sdfgi_bounce_feedback] 通" +"常对性能没有影响。另见 [member sdfgi_energy]。\n" "[b]注意:[/b]大于 [code]0.5[/code] 的值会导致无限的反馈循环,应避免在具有明亮" "材质的场景中使用。\n" -"[b]注意:[/b]如果 [member sdfgi_bounce_feedback] 为 [code]0.0[/code],间接照" -"明会在反射中表现出来,因为光只会反弹一次。" +"[b]注意:[/b]如果 [member sdfgi_bounce_feedback] 为 [code]0.0[/code],间接照明" +"会在反射中表现出来,因为光只会反弹一次。" msgid "" "[b]Note:[/b] This property is linked to [member sdfgi_min_cell_size] and " @@ -41150,62 +45121,60 @@ msgstr "" "sdfgi_max_distance]。更改其值也会自动更改这些属性。" msgid "" -"The number of cascades to use for SDFGI (between 1 and 8). A higher number " -"of cascades allows displaying SDFGI further away while preserving detail up " +"The number of cascades to use for SDFGI (between 1 and 8). A higher number of " +"cascades allows displaying SDFGI further away while preserving detail up " "close, at the cost of performance. When using SDFGI on small-scale levels, " "[member sdfgi_cascades] can often be decreased between [code]1[/code] and " "[code]4[/code] to improve performance." msgstr "" -"用于 SDFGI 的级联数(1 到 8 之间)。更高的级联数会以性能为代价,允许在更远的" -"地方显示 SDFGI,同时保持近距离的细节。在小型关卡上使用 SDFGI 时,通常 " -"[member sdfgi_cascades] 可以被降低到 [code]1[/code] 和 [code]4[/code] 之间以" -"提高性能。" +"用于 SDFGI 的级联数(1 到 8 之间)。更高的级联数会以性能为代价,允许在更远的地" +"方显示 SDFGI,同时保持近距离的细节。在小型关卡上使用 SDFGI 时,通常 [member " +"sdfgi_cascades] 可以被降低到 [code]1[/code] 和 [code]4[/code] 之间以提高性能。" msgid "" "If [code]true[/code], enables signed distance field global illumination for " "meshes that have their [member GeometryInstance3D.gi_mode] set to [constant " "GeometryInstance3D.GI_MODE_STATIC]. SDFGI is a real-time global illumination " "technique that works well with procedurally generated and user-built levels, " -"including in situations where geometry is created during gameplay. The " -"signed distance field is automatically generated around the camera as it " -"moves. Dynamic lights are supported, but dynamic occluders and emissive " -"surfaces are not.\n" +"including in situations where geometry is created during gameplay. The signed " +"distance field is automatically generated around the camera as it moves. " +"Dynamic lights are supported, but dynamic occluders and emissive surfaces are " +"not.\n" "[b]Note:[/b] SDFGI is only supported in the Forward+ rendering method, not " "Mobile or Compatibility.\n" "[b]Performance:[/b] SDFGI is relatively demanding on the GPU and is not " -"suited to low-end hardware such as integrated graphics (consider " -"[LightmapGI] instead). To improve SDFGI performance, enable [member " -"ProjectSettings.rendering/global_illumination/gi/use_half_resolution] in the " -"Project Settings.\n" -"[b]Note:[/b] Meshes should have sufficiently thick walls to avoid light " -"leaks (avoid one-sided walls). For interior levels, enclose your level " -"geometry in a sufficiently large box and bridge the loops to close the mesh." +"suited to low-end hardware such as integrated graphics (consider [LightmapGI] " +"instead). To improve SDFGI performance, enable [member ProjectSettings." +"rendering/global_illumination/gi/use_half_resolution] in the Project " +"Settings.\n" +"[b]Note:[/b] Meshes should have sufficiently thick walls to avoid light leaks " +"(avoid one-sided walls). For interior levels, enclose your level geometry in " +"a sufficiently large box and bridge the loops to close the mesh." msgstr "" "如果为 [code]true[/code],则为将 [member GeometryInstance3D.gi_mode] 设置为 " "[constant GeometryInstance3D.GI_MODE_STATIC] 的网格,启用有符号距离场全局照明" -"(即 SDFGI)。SDFGI 是一种实时全局照明技术,适用于程序生成和用户构建的关卡," -"包括在游戏过程中创建几何体的情况。有符号距离场会在相机移动时自动围绕相机生" -"成。支持动态光,但不支持动态遮挡物和自发光表面。\n" +"(即 SDFGI)。SDFGI 是一种实时全局照明技术,适用于程序生成和用户构建的关卡,包" +"括在游戏过程中创建几何体的情况。有符号距离场会在相机移动时自动围绕相机生成。支" +"持动态光,但不支持动态遮挡物和自发光表面。\n" "[b]注意:[/b]SDFGI 只支持 Forward+ 渲染方式,不支持 Mobile 或 " "Compatibility。\n" "[b]性能:[/b]SDFGI 对 GPU 的要求比较高,不适合集成显卡等低端硬件(可以考虑 " -"[LightmapGI])。要提高 SDFGI 性能,请在项目设置中启用 [member " -"ProjectSettings.rendering/global_illumination/gi/use_half_resolution]。\n" +"[LightmapGI])。要提高 SDFGI 性能,请在项目设置中启用 [member ProjectSettings." +"rendering/global_illumination/gi/use_half_resolution]。\n" "[b]注意:[/b]网格应该有足够厚的壁以避免漏光(避免单面壁)。对于内部关卡,将关" "卡几何体放入一个足够大的盒子中,并桥接循环边以闭合网格。" msgid "" -"The energy multiplier to use for SDFGI. Higher values will result in " -"brighter indirect lighting and reflections. See also [member " -"sdfgi_bounce_feedback]." +"The energy multiplier to use for SDFGI. Higher values will result in brighter " +"indirect lighting and reflections. See also [member sdfgi_bounce_feedback]." msgstr "" "用于 SDFGI 的能量乘数。较高的值将导致更亮的间接照明和反射。另见 [member " "sdfgi_bounce_feedback]。" msgid "" "The maximum distance at which SDFGI is visible. Beyond this distance, " -"environment lighting or other sources of GI such as [ReflectionProbe] will " -"be used as a fallback.\n" +"environment lighting or other sources of GI such as [ReflectionProbe] will be " +"used as a fallback.\n" "[b]Note:[/b] This property is linked to [member sdfgi_min_cell_size] and " "[member sdfgi_cascade0_distance]. Changing its value will automatically " "change those properties as well." @@ -41218,16 +45187,16 @@ msgstr "" msgid "" "The cell size to use for the closest SDFGI cascade (in 3D units). Lower " "values allow SDFGI to be more precise up close, at the cost of making SDFGI " -"updates more demanding. This can cause stuttering when the camera moves " -"fast. Higher values allow SDFGI to cover more ground, while also reducing " -"the performance impact of SDFGI updates.\n" +"updates more demanding. This can cause stuttering when the camera moves fast. " +"Higher values allow SDFGI to cover more ground, while also reducing the " +"performance impact of SDFGI updates.\n" "[b]Note:[/b] This property is linked to [member sdfgi_max_distance] and " "[member sdfgi_cascade0_distance]. Changing its value will automatically " "change those properties as well." msgstr "" -"用于最接近的 SDFGI 级联的像元大小(以 3D 单位表示)。较低的值允许 SDFGI 近距" -"离更精确,但代价是 SDFGI 更新要求更高。当相机快速移动时,这可能会导致卡顿。较" -"高的值允许 SDFGI 覆盖更多的范围,同时也降低了 SDFGI 更新对性能的影响。\n" +"用于最接近的 SDFGI 级联的像元大小(以 3D 单位表示)。较低的值允许 SDFGI 近距离" +"更精确,但代价是 SDFGI 更新要求更高。当相机快速移动时,这可能会导致卡顿。较高" +"的值允许 SDFGI 覆盖更多的范围,同时也降低了 SDFGI 更新对性能的影响。\n" "[b]注意:[/b]该属性被链接到 [member sdfgi_max_distance] 和 [member " "sdfgi_cascade0_distance]。更改其值也会自动更改这些属性。" @@ -41248,8 +45217,8 @@ msgstr "" "漏光。" msgid "" -"If [code]true[/code], SDFGI takes the environment lighting into account. " -"This should be set to [code]false[/code] for interior scenes." +"If [code]true[/code], SDFGI takes the environment lighting into account. This " +"should be set to [code]false[/code] for interior scenes." msgstr "" "如果为 [code]true[/code],则 SDFGI 会考虑环境光照。对于室内场景,这应该被设置" "为 [code]false[/code]。" @@ -41258,23 +45227,23 @@ msgid "" "If [code]true[/code], SDFGI uses an occlusion detection approach to reduce " "light leaking. Occlusion may however introduce dark blotches in certain " "spots, which may be undesired in mostly outdoor scenes. [member " -"sdfgi_use_occlusion] has a performance impact and should only be enabled " -"when needed." +"sdfgi_use_occlusion] has a performance impact and should only be enabled when " +"needed." msgstr "" -"如果为 [code]true[/code],SDFGI 使用遮挡检测方法来减少漏光。然而,遮挡可能会" -"在某些位置引入暗斑,这在大多数户外场景中可能是不希望的。[member " +"如果为 [code]true[/code],SDFGI 使用遮挡检测方法来减少漏光。然而,遮挡可能会在" +"某些位置引入暗斑,这在大多数户外场景中可能是不希望的。[member " "sdfgi_use_occlusion] 对性能有影响,只应在需要时启用。" msgid "" "The Y scale to use for SDFGI cells. Lower values will result in SDFGI cells " "being packed together more closely on the Y axis. This is used to balance " -"between quality and covering a lot of vertical ground. [member " -"sdfgi_y_scale] should be set depending on how vertical your scene is (and " -"how fast your camera may move on the Y axis)." +"between quality and covering a lot of vertical ground. [member sdfgi_y_scale] " +"should be set depending on how vertical your scene is (and how fast your " +"camera may move on the Y axis)." msgstr "" -"用于 SDFGI 单元格的 Y 缩放。较低的值将导致 SDFGI 单元格在 Y 轴上更紧密地堆积" -"在一起。这用于在质量和覆盖大量垂直地面之间取得平衡。[member sdfgi_y_scale] 应" -"该根据场景的垂直程度(以及相机在 Y 轴上移动的速度)来设置。" +"用于 SDFGI 单元格的 Y 缩放。较低的值将导致 SDFGI 单元格在 Y 轴上更紧密地堆积在" +"一起。这用于在质量和覆盖大量垂直地面之间取得平衡。[member sdfgi_y_scale] 应该" +"根据场景的垂直程度(以及相机在 Y 轴上移动的速度)来设置。" msgid "The [Sky] resource used for this [Environment]." msgstr "该 [Environment] 所使用的 [Sky] 资源。" @@ -41284,8 +45253,8 @@ msgid "" "to use for sky rendering. If set to [code]0.0[/code], the same FOV as the " "current [Camera3D] is used for sky rendering." msgstr "" -"如果被设置为大于 [code]0.0[/code] 的值,则会覆盖用于天空渲染的视野。如果被设" -"置为 [code]0.0[/code],则使用与当前 [Camera3D] 相同的 FOV 进行天空渲染。" +"如果被设置为大于 [code]0.0[/code] 的值,则会覆盖用于天空渲染的视野。如果被设置" +"为 [code]0.0[/code],则使用与当前 [Camera3D] 相同的 FOV 进行天空渲染。" msgid "The rotation to use for sky rendering." msgstr "用于天空渲染的旋转。" @@ -41295,16 +45264,16 @@ msgid "" "texture defined. Values higher than [code]0[/code] will make the SSAO effect " "visible in areas darkened by AO textures." msgstr "" -"定义了AO纹理的材质的屏幕空间环境遮挡强度。高于[code]0[/code]的值将使SSAO效果" -"在AO纹理变暗的区域可见。" +"定义了AO纹理的材质的屏幕空间环境遮挡强度。高于[code]0[/code]的值将使SSAO效果在" +"AO纹理变暗的区域可见。" msgid "" "Sets the strength of the additional level of detail for the screen-space " "ambient occlusion effect. A high value makes the detail pass more prominent, " "but it may contribute to aliasing in your final image." msgstr "" -"设置屏幕空间环境遮蔽效果的附加细节级别的强度。高的值会使细节传递更加突出,但" -"它可能会导致最终图像中出现锯齿。" +"设置屏幕空间环境遮蔽效果的附加细节级别的强度。高的值会使细节传递更加突出,但它" +"可能会导致最终图像中出现锯齿。" msgid "" "If [code]true[/code], the screen-space ambient occlusion effect is enabled. " @@ -41317,11 +45286,11 @@ msgid "" "[b]Note:[/b] SSAO is only supported in the Forward+ rendering method, not " "Mobile or Compatibility." msgstr "" -"如果为 [code]true[/code],则启用屏幕空间环境光遮蔽效果。这会使物体的角落和空" -"腔变暗,以模拟环境光像现实生活中那样不会到达整个物体。这适用于小型动态对象," -"但烘焙照明或环境光遮蔽纹理,在大型静态对象上显示环境光遮蔽方面效果更好。" -"Godot 使用一种称为自适应屏幕空间环境光遮蔽的 SSAO 形式,它本身就是一种基于地" -"平线的环境光遮蔽形式。\n" +"如果为 [code]true[/code],则启用屏幕空间环境光遮蔽效果。这会使物体的角落和空腔" +"变暗,以模拟环境光像现实生活中那样不会到达整个物体。这适用于小型动态对象,但烘" +"焙照明或环境光遮蔽纹理,在大型静态对象上显示环境光遮蔽方面效果更好。Godot 使用" +"一种称为自适应屏幕空间环境光遮蔽的 SSAO 形式,它本身就是一种基于地平线的环境光" +"遮蔽形式。\n" "[b]注意:[/b]SSAO 只支持 Forward+ 渲染方式,不支持 Mobile 或 Compatibility。" msgid "" @@ -41338,8 +45307,8 @@ msgid "" "for the screen-space ambient occlusion effect. A higher value results in " "darker occlusion." msgstr "" -"主要屏幕空间的环境光遮蔽强度。用作屏幕空间环境光遮蔽效果的乘数。较高的值会导" -"致较暗的遮蔽。" +"主要屏幕空间的环境光遮蔽强度。用作屏幕空间环境光遮蔽效果的乘数。较高的值会导致" +"较暗的遮蔽。" msgid "" "The screen-space ambient occlusion intensity in direct light. In real life, " @@ -41347,32 +45316,32 @@ msgid "" "can't be seen in direct light. Values higher than [code]0[/code] will make " "the SSAO effect visible in direct light." msgstr "" -"直射光下的屏幕空间环境光遮蔽强度。在现实生活中,环境遮挡只适用于间接光,也就" -"是说在直射光下无法看到其效果。高于[code]0[/code]的数值将使SSAO效果在直射光下" -"可见。" +"直射光下的屏幕空间环境光遮蔽强度。在现实生活中,环境遮挡只适用于间接光,也就是" +"说在直射光下无法看到其效果。高于[code]0[/code]的数值将使SSAO效果在直射光下可" +"见。" msgid "" "The distribution of occlusion. A higher value results in darker occlusion, " "similar to [member ssao_intensity], but with a sharper falloff." msgstr "" -"光遮蔽的分布。更高的值会导致更暗的光遮蔽,类似于 [member ssao_intensity],但" -"衰减更剧烈。" +"光遮蔽的分布。更高的值会导致更暗的光遮蔽,类似于 [member ssao_intensity],但衰" +"减更剧烈。" msgid "" "The distance at which objects can occlude each other when calculating screen-" "space ambient occlusion. Higher values will result in occlusion over a " "greater distance at the cost of performance and quality." msgstr "" -"计算屏幕空间环境光遮蔽时,对象可以相互遮蔽的距离。较高的值将导致以性能和质量" -"为代价的更远距离的光遮蔽。" +"计算屏幕空间环境光遮蔽时,对象可以相互遮蔽的距离。较高的值将导致以性能和质量为" +"代价的更远距离的光遮蔽。" msgid "" "The amount that the screen-space ambient occlusion effect is allowed to blur " "over the edges of objects. Setting too high will result in aliasing around " "the edges of objects. Setting too low will make object edges appear blurry." msgstr "" -"允许屏幕空间环境光遮蔽效果,在对象边缘上模糊的量。设置太高,会导致对象边缘出" -"现锯齿。设置太低,会使对象边缘显得模糊。" +"允许屏幕空间环境光遮蔽效果,在对象边缘上模糊的量。设置太高,会导致对象边缘出现" +"锯齿。设置太低,会使对象边缘显得模糊。" msgid "" "If [code]true[/code], the screen-space indirect lighting effect is enabled. " @@ -41386,11 +45355,11 @@ msgid "" "[b]Note:[/b] SSIL is only supported in the Forward+ rendering method, not " "Mobile or Compatibility." msgstr "" -"如果为 [code]true[/code],则启用屏幕空间间接照明效果。屏幕空间间接照明是一种" -"间接照明形式,它允许漫射光在附近的物体之间反射。屏幕空间间接照明与屏幕空间环" -"境光遮蔽的工作方式非常相似,因为它只影响有限的范围。它旨在与 SDFGI 或 " -"[VoxelGI] 等适当的全局照明形式一起使用。屏幕空间间接光照不受单个光源 [member " -"Light3D.light_indirect_energy] 的影响。\n" +"如果为 [code]true[/code],则启用屏幕空间间接照明效果。屏幕空间间接照明是一种间" +"接照明形式,它允许漫射光在附近的物体之间反射。屏幕空间间接照明与屏幕空间环境光" +"遮蔽的工作方式非常相似,因为它只影响有限的范围。它旨在与 SDFGI 或 [VoxelGI] 等" +"适当的全局照明形式一起使用。屏幕空间间接光照不受单个光源 [member Light3D." +"light_indirect_energy] 的影响。\n" "[b]注意:[/b]SSIL 只支持 Forward+ 渲染方式,不支持 Mobile 或 Compatibility。" msgid "" @@ -41407,10 +45376,10 @@ msgid "" "desirable, such as when the scene mostly contains emissive objects that emit " "light from faces that cannot be seen from the camera." msgstr "" -"计算屏幕空间间接照明时,使用的法线抛弃量。法线抛弃使用给定样本点的法线,来抛" -"弃远离当前像素的样本。当只有物体的一侧被照亮时,为了避免漏光法线抛弃是必要" -"的。但是,如果需要漏光,则可以禁用法线抛弃,例如当场景主要包含自发光对象,且" -"其发光面从相机无法看到时。" +"计算屏幕空间间接照明时,使用的法线抛弃量。法线抛弃使用给定样本点的法线,来抛弃" +"远离当前像素的样本。当只有物体的一侧被照亮时,为了避免漏光法线抛弃是必要的。但" +"是,如果需要漏光,则可以禁用法线抛弃,例如当场景主要包含自发光对象,且其发光面" +"从相机无法看到时。" msgid "" "The distance that bounced lighting can travel when using the screen space " @@ -41418,16 +45387,16 @@ msgid "" "further in a scene, but may result in under-sampling artifacts which look " "like long spikes surrounding light sources." msgstr "" -"使用屏幕空间间接照明效果时,反射光可以传播的距离。较大的值,会导致光线在场景" -"中进一步反弹,但可能会导致采样不足的伪影,看起来像光源周围的长尖峰。" +"使用屏幕空间间接照明效果时,反射光可以传播的距离。较大的值,会导致光线在场景中" +"进一步反弹,但可能会导致采样不足的伪影,看起来像光源周围的长尖峰。" msgid "" "The amount that the screen-space indirect lighting effect is allowed to blur " "over the edges of objects. Setting too high will result in aliasing around " "the edges of objects. Setting too low will make object edges appear blurry." msgstr "" -"允许屏幕空间间接照明效果,在对象边缘上模糊的量。设置太高,会导致对象边缘出现" -"锯齿。设置太低,会使对象边缘显得模糊。" +"允许屏幕空间间接照明效果,在对象边缘上模糊的量。设置太高,会导致对象边缘出现锯" +"齿。设置太低,会使对象边缘显得模糊。" msgid "The depth tolerance for screen-space reflections." msgstr "屏幕空间反射的深度公差。" @@ -41440,8 +45409,8 @@ msgid "" "[b]Note:[/b] SSR is only supported in the Forward+ rendering method, not " "Mobile or Compatibility." msgstr "" -"如果为 [code]true[/code],则启用屏幕空间反射。屏幕空间反射比来自 [VoxelGI] " -"或 [ReflectionProbe] 的反射更准确,但更慢并且不能反射被其他物体遮挡的表面。\n" +"如果为 [code]true[/code],则启用屏幕空间反射。屏幕空间反射比来自 [VoxelGI] 或 " +"[ReflectionProbe] 的反射更准确,但更慢并且不能反射被其他物体遮挡的表面。\n" "[b]注意:[/b]SSR 只支持 Forward+ 渲染方式,不支持 Mobile 或 Compatibility。" msgid "" @@ -41449,16 +45418,16 @@ msgid "" "reflected material to the screen-space reflection. Only positive values are " "valid (negative values will be clamped to [code]0.0[/code])." msgstr "" -"屏幕空间反射的淡入距离。影响从反射材质到屏幕空间反射的区域。只有正值有效(负" -"值将被钳制为 [code]0.0[/code])。" +"屏幕空间反射的淡入距离。影响从反射材质到屏幕空间反射的区域。只有正值有效(负值" +"将被钳制为 [code]0.0[/code])。" msgid "" -"The fade-out distance for screen-space reflections. Affects the area from " -"the screen-space reflection to the \"global\" reflection. Only positive " -"values are valid (negative values will be clamped to [code]0.0[/code])." +"The fade-out distance for screen-space reflections. Affects the area from the " +"screen-space reflection to the \"global\" reflection. Only positive values " +"are valid (negative values will be clamped to [code]0.0[/code])." msgstr "" -"屏幕空间反射的淡出距离。影响从屏幕空间反射到“全局”反射的区域。只有正值有效" -"(负值将被钳制为 [code]0.0[/code])。" +"屏幕空间反射的淡出距离。影响从屏幕空间反射到“全局”反射的区域。只有正值有效(负" +"值将被钳制为 [code]0.0[/code])。" msgid "" "The maximum number of steps for screen-space reflections. Higher values are " @@ -41466,27 +45435,27 @@ msgid "" msgstr "屏幕空间反射的最大步数。数值越高,速度越慢。" msgid "" -"The default exposure used for tonemapping. Higher values result in a " -"brighter image. See also [member tonemap_white]." +"The default exposure used for tonemapping. Higher values result in a brighter " +"image. See also [member tonemap_white]." msgstr "色调映射的默认曝光。值越高,图像越亮。另见 [member tonemap_white]。" msgid "" -"The tonemapping mode to use. Tonemapping is the process that \"converts\" " -"HDR values to be suitable for rendering on a LDR display. (Godot doesn't " -"support rendering on HDR displays yet.)" +"The tonemapping mode to use. Tonemapping is the process that \"converts\" HDR " +"values to be suitable for rendering on a LDR display. (Godot doesn't support " +"rendering on HDR displays yet.)" msgstr "" "要使用的色调映射模式。色调映射是对 HDR 值进行“转换”的过程,转换后的值适合在 " "LDR 显示器上渲染。(Godot 尚不支持在 HDR 显示器上进行渲染。)" msgid "" "The white reference value for tonemapping (also called \"whitepoint\"). " -"Higher values can make highlights look less blown out, and will also " -"slightly darken the whole scene as a result. Only effective if the [member " +"Higher values can make highlights look less blown out, and will also slightly " +"darken the whole scene as a result. Only effective if the [member " "tonemap_mode] isn't set to [constant TONE_MAPPER_LINEAR]. See also [member " "tonemap_exposure]." msgstr "" -"色调映射的白色参考值(也称为“白点”)。值越高,高光处的过曝越不明显,并且整个" -"场景也会因此而略微变暗。仅当 [member tonemap_mode] 未设置为 [constant " +"色调映射的白色参考值(也称为“白点”)。值越高,高光处的过曝越不明显,并且整个场" +"景也会因此而略微变暗。仅当 [member tonemap_mode] 未设置为 [constant " "TONE_MAPPER_LINEAR] 时有效。另见 [member tonemap_exposure]。" msgid "" @@ -41494,21 +45463,20 @@ msgid "" "have an albedo close to [code]Color(1, 1, 1, 1)[/code] while smoke has a " "darker albedo." msgstr "" -"与灯光交互时体积雾的 [Color]。当烟雾的反照率颜色更暗时,薄雾和雾的反照率颜色" -"接近 [code]Color(1, 1, 1, 1)[/code]。" +"与灯光交互时体积雾的 [Color]。当烟雾的反照率颜色更暗时,薄雾和雾的反照率颜色接" +"近 [code]Color(1, 1, 1, 1)[/code]。" msgid "" "Scales the strength of ambient light used in the volumetric fog. A value of " -"[code]0.0[/code] means that ambient light will not impact the volumetric " -"fog. [member volumetric_fog_ambient_inject] has a small performance cost " -"when set above [code]0.0[/code].\n" -"[b]Note:[/b] This has no visible effect if [member volumetric_fog_density] " -"is [code]0.0[/code] or if [member volumetric_fog_albedo] is a fully black " -"color." +"[code]0.0[/code] means that ambient light will not impact the volumetric fog. " +"[member volumetric_fog_ambient_inject] has a small performance cost when set " +"above [code]0.0[/code].\n" +"[b]Note:[/b] This has no visible effect if [member volumetric_fog_density] is " +"[code]0.0[/code] or if [member volumetric_fog_albedo] is a fully black color." msgstr "" -"衡量体积雾中使用的环境光的强度。值为 [code]0.0[/code] ,意味着环境光不会影响" -"体积雾。当 [member volumetric_fog_ambient_inject] 设置高于 [code]0.0[/code] " -"时,会有一个小的性能成本。\n" +"衡量体积雾中使用的环境光的强度。值为 [code]0.0[/code] ,意味着环境光不会影响体" +"积雾。当 [member volumetric_fog_ambient_inject] 设置高于 [code]0.0[/code] 时," +"会有一个小的性能成本。\n" "[b]注意:[/b]如果 [member volumetric_fog_density] 为 [code]0.0[/code],或 " "[member volumetric_fog_albedo] 是全黑的颜色,则该属性没有可见效果。" @@ -41520,16 +45488,16 @@ msgid "" "mostly backward. Fog and mist scatter light slightly forward, while smoke " "scatters light equally in all directions." msgstr "" -"散射光穿过体积雾时的方向。接近 [code]1.0[/code] 的值意味着几乎所有的光都是向" -"前散射的。接近 [code]0.0[/code] 的值表示光在所有方向上均匀散射。接近 " -"[code]-1.0[/code] 的值表示光主要向后散射。雾和薄雾会稍微向前散射光,而烟雾则" -"向各个方向均匀散射光。" +"散射光穿过体积雾时的方向。接近 [code]1.0[/code] 的值意味着几乎所有的光都是向前" +"散射的。接近 [code]0.0[/code] 的值表示光在所有方向上均匀散射。接近 " +"[code]-1.0[/code] 的值表示光主要向后散射。雾和薄雾会稍微向前散射光,而烟雾则向" +"各个方向均匀散射光。" msgid "" "The base [i]exponential[/i] density of the volumetric fog. Set this to the " "lowest density you want to have globally. [FogVolume]s can be used to add to " -"or subtract from this density in specific areas. Fog rendering is " -"exponential as in real life.\n" +"or subtract from this density in specific areas. Fog rendering is exponential " +"as in real life.\n" "A value of [code]0.0[/code] disables global volumetric fog while allowing " "[FogVolume]s to display volumetric fog in specific areas.\n" "To make volumetric fog work as a volumetric [i]lighting[/i] solution, set " @@ -41540,30 +45508,30 @@ msgid "" msgstr "" "体积雾的基本[i]指数[/i]密度。将其设置为希望全局拥有的最低密度。[FogVolume] 可" "用于增加或减少特定区域的密度。雾渲染如同在现实生活中一样是指数式的。\n" -"[code]0.0[/code] 的值会禁用全局体积雾,同时允许 [FogVolume] 在特定区域显示体" -"积雾。\n" +"[code]0.0[/code] 的值会禁用全局体积雾,同时允许 [FogVolume] 在特定区域显示体积" +"雾。\n" "要使体积雾作为一种体积[i]照明[/i]解决方案,请将 [member " "volumetric_fog_density] 设置为最低的非零值([code]0.0001[/code]),然后将灯光" "的 [member Light3D.light_volumetric_fog_energy] 增加到 [code]10000[/code] 和 " "[code]100000[/code] 之间的值,以补偿极低的密度。" msgid "" -"The distribution of size down the length of the froxel buffer. A higher " -"value compresses the froxels closer to the camera and places more detail " -"closer to the camera." +"The distribution of size down the length of the froxel buffer. A higher value " +"compresses the froxels closer to the camera and places more detail closer to " +"the camera." msgstr "" -"视锥体素缓冲区长度的大小分布。较高的值会压缩更靠近相机的视锥体素,并将更多细" -"节放置在更靠近相机的位置。" +"视锥体素缓冲区长度的大小分布。较高的值会压缩更靠近相机的视锥体素,并将更多细节" +"放置在更靠近相机的位置。" msgid "" -"The emitted light from the volumetric fog. Even with emission, volumetric " -"fog will not cast light onto other surfaces. Emission is useful to establish " -"an ambient color. As the volumetric fog effect uses single-scattering only, " -"fog tends to need a little bit of emission to soften the harsh shadows." +"The emitted light from the volumetric fog. Even with emission, volumetric fog " +"will not cast light onto other surfaces. Emission is useful to establish an " +"ambient color. As the volumetric fog effect uses single-scattering only, fog " +"tends to need a little bit of emission to soften the harsh shadows." msgstr "" -"从体积雾发出的光。即使有自发光,体积雾也不会将光投射到其他表面上。自发光对于" -"建立环境颜色很有用。由于体积雾效果仅使用单次散射,因此雾往往需要一点点自发光" -"来柔化刺眼的阴影。" +"从体积雾发出的光。即使有自发光,体积雾也不会将光投射到其他表面上。自发光对于建" +"立环境颜色很有用。由于体积雾效果仅使用单次散射,因此雾往往需要一点点自发光来柔" +"化刺眼的阴影。" msgid "The brightness of the emitted light from the volumetric fog." msgstr "从体积雾发出的光的亮度。" @@ -41578,19 +45546,19 @@ msgid "" "[b]Note:[/b] Volumetric fog is only supported in the Forward+ rendering " "method, not Mobile or Compatibility." msgstr "" -"启用体积雾效果。体积雾使用与屏幕对齐的视锥体素缓冲区,来计算短至中等范围内的" -"精确体积散射。体积雾与 [FogVolume] 和灯光交互,以计算局部和全局的雾。体积雾使" -"用一个基于消光、散射、和自发光的 PBR 单一散射模型,它以密度、反照率、和自发光" -"的形式暴露给用户。\n" +"启用体积雾效果。体积雾使用与屏幕对齐的视锥体素缓冲区,来计算短至中等范围内的精" +"确体积散射。体积雾与 [FogVolume] 和灯光交互,以计算局部和全局的雾。体积雾使用" +"一个基于消光、散射、和自发光的 PBR 单一散射模型,它以密度、反照率、和自发光的" +"形式暴露给用户。\n" "[b]注意:[/b]体积雾只支持 Forward+ 渲染方式,不支持移动和兼容模式。" msgid "" "Scales the strength of Global Illumination used in the volumetric fog's " -"albedo color. A value of [code]0.0[/code] means that Global Illumination " -"will not impact the volumetric fog. [member volumetric_fog_gi_inject] has a " -"small performance cost when set above [code]0.0[/code].\n" -"[b]Note:[/b] This has no visible effect if [member volumetric_fog_density] " -"is [code]0.0[/code] or if [member volumetric_fog_albedo] is a fully black " +"albedo color. A value of [code]0.0[/code] means that Global Illumination will " +"not impact the volumetric fog. [member volumetric_fog_gi_inject] has a small " +"performance cost when set above [code]0.0[/code].\n" +"[b]Note:[/b] This has no visible effect if [member volumetric_fog_density] is " +"[code]0.0[/code] or if [member volumetric_fog_albedo] is a fully black " "color.\n" "[b]Note:[/b] Only [VoxelGI] and SDFGI ([member Environment.sdfgi_enabled]) " "are taken into account when using [member volumetric_fog_gi_inject]. Global " @@ -41598,8 +45566,8 @@ msgid "" "ssil_enabled]) will be ignored by volumetric fog." msgstr "" "衡量体积雾的反照率颜色中使用的全局照明的强度。值为[code]0.0[/code] ,意味着全" -"局照明不会影响体积雾。当 [member volumetric_fog_gi_inject] 设置高于" -"[code]0.0[/code] 时,会有很小的性能成本。\n" +"局照明不会影响体积雾。当 [member volumetric_fog_gi_inject] 设置高于[code]0.0[/" +"code] 时,会有很小的性能成本。\n" "[b]注意:[/b]如果 [member volumetric_fog_density] 为 [code]0.0[/code],或 " "[member volumetric_fog_albedo] 是全黑的颜色,则该选项没有可见效果。\n" "[b]注意:[/b]在使用 [member volumetric_fog_gi_inject] 时,只有 [VoxelGI] 和 " @@ -41627,19 +45595,19 @@ msgid "" "[FogVolume]s are disappearing when looking towards the sky, set [member " "volumetric_fog_sky_affect] to [code]1.0[/code]." msgstr "" -"使用体积雾影响天空时使用的系数。[code]1.0[/code]表示体积雾可以完全遮蔽天空。" -"较低的值会减少体积雾对天空渲染的影响,[code]0.0[/code] 根本不会影响天空的渲" +"使用体积雾影响天空时使用的系数。[code]1.0[/code]表示体积雾可以完全遮蔽天空。较" +"低的值会减少体积雾对天空渲染的影响,[code]0.0[/code] 根本不会影响天空的渲" "染。\n" "[b]注意:[/b]即使 [member volumetric_fog_density] 为 [code]0.0[/code]," -"[member volumetric_fog_sky_affect] 也会影响 [FogVolume]。如果发现 " -"[FogVolume] 在仰望天空时正在消失,请将 [member volumetric_fog_sky_affect] 设" -"置为 [code]1.0[/code]。" +"[member volumetric_fog_sky_affect] 也会影响 [FogVolume]。如果发现 [FogVolume] " +"在仰望天空时正在消失,请将 [member volumetric_fog_sky_affect] 设置为 " +"[code]1.0[/code]。" msgid "" "The amount by which to blend the last frame with the current frame. A higher " -"number results in smoother volumetric fog, but makes \"ghosting\" much " -"worse. A lower value reduces ghosting but can result in the per-frame " -"temporal jitter becoming visible." +"number results in smoother volumetric fog, but makes \"ghosting\" much worse. " +"A lower value reduces ghosting but can result in the per-frame temporal " +"jitter becoming visible." msgstr "" "将最后一帧与当前帧混合的量。更高的数值会导致体积雾更平滑,但会使“重影”变得更" "糟。更低的值会减少重影,但会导致每帧时间抖动变得可见。" @@ -41654,8 +45622,8 @@ msgid "" "should have [member Light3D.light_volumetric_fog_energy] set to [code]0.0[/" "code] to avoid ghosting." msgstr "" -"在体积雾中启用时间重投影。时间重投影将当前帧的体积雾与上一帧的体积雾混合,以" -"平滑锯齿状的边缘。性能成本最小;但是,它会导致移动 [FogVolume] 和 [Light3D] " +"在体积雾中启用时间重投影。时间重投影将当前帧的体积雾与上一帧的体积雾混合,以平" +"滑锯齿状的边缘。性能成本最小;但是,它会导致移动 [FogVolume] 和 [Light3D] " "时“重影”,并在它们身后留下痕迹。启用时间重投影时,尽量避免将 [FogVolume] 或 " "[Light3D] 移动得太快。短暂的动态光照效果应将 [member Light3D." "light_volumetric_fog_energy] 设置为 [code]0.0[/code] 以避免重影。" @@ -41682,9 +45650,9 @@ msgid "" "visible sky or sky reflections). If enabled in a scene where the background " "is visible, \"ghost trail\" artifacts will be visible when moving the camera." msgstr "" -"在屏幕上保留在背景中绘制的每个像素。这是最快的背景模式,但它只能安全地用在完" -"全室内的场景(没有可见的天空或天空反射)。如果在背景可见的场景中启用,则移动" -"相机时,将看到“鬼影踪迹”伪影。" +"在屏幕上保留在背景中绘制的每个像素。这是最快的背景模式,但它只能安全地用在完全" +"室内的场景(没有可见的天空或天空反射)。如果在背景可见的场景中启用,则移动相机" +"时,将看到“鬼影踪迹”伪影。" msgid "Displays a camera feed in the background." msgstr "在背景中显示相机源。" @@ -41725,21 +45693,20 @@ msgstr "无论背景如何,都使用 [Sky] 进行反射。" msgid "" "Linear tonemapper operator. Reads the linear data and passes it on " -"unmodified. This can cause bright lighting to look blown out, with " -"noticeable clipping in the output colors." +"unmodified. This can cause bright lighting to look blown out, with noticeable " +"clipping in the output colors." msgstr "" -"线性色调映射运算子。读取线性数据并将其原样传递。较亮的光照会导致过曝、输出的" -"颜色中会有可见的截断。" +"线性色调映射运算子。读取线性数据并将其原样传递。较亮的光照会导致过曝、输出的颜" +"色中会有可见的截断。" msgid "" "Reinhardt tonemapper operator. Performs a variation on rendered pixels' " -"colors by this formula: [code]color = color / (1 + color)[/code]. This " -"avoids clipping bright highlights, but the resulting image can look a bit " -"dull." +"colors by this formula: [code]color = color / (1 + color)[/code]. This avoids " +"clipping bright highlights, but the resulting image can look a bit dull." msgstr "" "Reinhardt 色调映射运算子。对渲染后的像素颜色进行调整,使用的是这个公式:" -"[code]color = color / (1 + color)[/code]。可以避免对高光的截断,但最终的图像" -"可能看上去有些寡淡。" +"[code]color = color / (1 + color)[/code]。可以避免对高光的截断,但最终的图像可" +"能看上去有些寡淡。" msgid "" "Filmic tonemapper operator. This avoids clipping bright highlights, with a " @@ -41753,15 +45720,14 @@ msgid "" "Use the Academy Color Encoding System tonemapper. ACES is slightly more " "expensive than other options, but it handles bright lighting in a more " "realistic fashion by desaturating it as it becomes brighter. ACES typically " -"has a more contrasted output compared to [constant TONE_MAPPER_REINHARDT] " -"and [constant TONE_MAPPER_FILMIC].\n" -"[b]Note:[/b] This tonemapping operator is called \"ACES Fitted\" in Godot 3." -"x." +"has a more contrasted output compared to [constant TONE_MAPPER_REINHARDT] and " +"[constant TONE_MAPPER_FILMIC].\n" +"[b]Note:[/b] This tonemapping operator is called \"ACES Fitted\" in Godot 3.x." msgstr "" -"使用学院色彩编码系统(Academy Color Encoding System)色调映射器。ACES 比其他" -"选项消耗略高,但对于较亮光照的处理更真实,越亮饱和度越低。ACES 的输出在对比度" -"方面通常比 [constant TONE_MAPPER_REINHARDT] 和 [constant TONE_MAPPER_FILMIC] " -"更高。\n" +"使用学院色彩编码系统(Academy Color Encoding System)色调映射器。ACES 比其他选" +"项消耗略高,但对于较亮光照的处理更真实,越亮饱和度越低。ACES 的输出在对比度方" +"面通常比 [constant TONE_MAPPER_REINHARDT] 和 [constant TONE_MAPPER_FILMIC] 更" +"高。\n" "[b]注意:[/b]Godot 3.x 将该色调映射运算符称为“ACES Fitted”。" msgid "" @@ -41783,8 +45749,8 @@ msgid "" "This can be used to simulate a full-screen blur effect by tweaking the glow " "parameters to match the original image's brightness." msgstr "" -"替换辉光混合模式。用辉光值替换所有像素的颜色。这可以通过调整辉光参数来模拟全" -"屏模糊效果,使其与原始图像的亮度相匹配。" +"替换辉光混合模式。用辉光值替换所有像素的颜色。这可以通过调整辉光参数来模拟全屏" +"模糊效果,使其与原始图像的亮度相匹配。" msgid "" "Mixes the glow with the underlying color to avoid increasing brightness as " @@ -41794,12 +45760,12 @@ msgstr "将辉光与底层颜色混合,以避免在保持辉光效果的同时 msgid "" "Use 50% scale for SDFGI on the Y (vertical) axis. SDFGI cells will be twice " "as short as they are wide. This allows providing increased GI detail and " -"reduced light leaking with thin floors and ceilings. This is usually the " -"best choice for scenes that don't feature much verticality." +"reduced light leaking with thin floors and ceilings. This is usually the best " +"choice for scenes that don't feature much verticality." msgstr "" -"在 Y(垂直)轴上对 SDFGI 使用 50% 的缩放。SDFGI 单元格将比它们的宽度短两倍。" -"这允许提供更多的 GI 细节,并减少薄地板和天花板的漏光。这通常是垂直度不高的场" -"景的最佳选择。" +"在 Y(垂直)轴上对 SDFGI 使用 50% 的缩放。SDFGI 单元格将比它们的宽度短两倍。这" +"允许提供更多的 GI 细节,并减少薄地板和天花板的漏光。这通常是垂直度不高的场景的" +"最佳选择。" msgid "" "Use 75% scale for SDFGI on the Y (vertical) axis. This is a balance between " @@ -41815,20 +45781,18 @@ msgid "" "thin floors and ceilings." msgstr "" "在 Y(垂直)轴上为 SDFGI 使用 100% 的缩放。SDFGI 单元格将与宽度一样高。这通常" -"是高度垂直场景的最佳选择。不利之处在于,薄地板和天花板可能会导致漏光更加明" -"显。" +"是高度垂直场景的最佳选择。不利之处在于,薄地板和天花板可能会导致漏光更加明显。" msgid "A class that stores an expression you can execute." msgstr "存储你可以执行的表达式的类。" msgid "" -"An expression can be made of any arithmetic operation, built-in math " -"function call, method call of a passed instance, or built-in type " -"construction call.\n" +"An expression can be made of any arithmetic operation, built-in math function " +"call, method call of a passed instance, or built-in type construction call.\n" "An example expression text using the built-in math functions could be " "[code]sqrt(pow(3, 2) + pow(4, 2))[/code].\n" -"In the following example we use a [LineEdit] node to write our expression " -"and show the result.\n" +"In the following example we use a [LineEdit] node to write our expression and " +"show the result.\n" "[codeblocks]\n" "[gdscript]\n" "var expression = Expression.new()\n" @@ -41870,10 +45834,10 @@ msgid "" "[/csharp]\n" "[/codeblocks]" msgstr "" -"表达式可以由任何算术运算、内置数学函数调用、传递实例的方法调用或内置类型构造" -"调用组成。\n" -"一个使用内置数学函数的示例表达式文本可以是 [code]sqrt(pow(3, 2) + pow(4, 2))" -"[/code]。\n" +"表达式可以由任何算术运算、内置数学函数调用、传递实例的方法调用或内置类型构造调" +"用组成。\n" +"一个使用内置数学函数的示例表达式文本可以是 [code]sqrt(pow(3, 2) + pow(4, 2))[/" +"code]。\n" "在下面的示例中,我们使用 [LineEdit] 节点来编写表达式并显示结果。\n" "[codeblocks]\n" "[gdscript]\n" @@ -41926,13 +45890,12 @@ msgid "" "If you defined input variables in [method parse], you can specify their " "values in the inputs array, in the same order." msgstr "" -"执行之前由 [method parse] 解析的表达式,并返回结果。在使用返回的对象之前,应" -"该通过调用 [method has_execute_failed] 来检查方法是否失败。\n" -"如果你在 [method parse] 中定义了输入变量,你可以在输入数组中以同样的顺序指定" -"它们的值。" +"执行之前由 [method parse] 解析的表达式,并返回结果。在使用返回的对象之前,应该" +"通过调用 [method has_execute_failed] 来检查方法是否失败。\n" +"如果你在 [method parse] 中定义了输入变量,你可以在输入数组中以同样的顺序指定它" +"们的值。" -msgid "" -"Returns the error text if [method parse] or [method execute] has failed." +msgid "Returns the error text if [method parse] or [method execute] has failed." msgstr "如果 [method parse] 或 [method execute] 失败,则返回错误文本。" msgid "Returns [code]true[/code] if [method execute] has failed." @@ -41953,8 +45916,8 @@ msgstr "使用 FastNoiseLite 库生成噪声。" msgid "" "This class generates noise using the FastNoiseLite library, which is a " -"collection of several noise algorithms including Cellular, Perlin, Value, " -"and more.\n" +"collection of several noise algorithms including Cellular, Perlin, Value, and " +"more.\n" "Most generated noise values are in the range of [code][-1,1][/code], however " "not always. Some of the cellular noise algorithms return results above " "[code]1[/code]." @@ -42000,12 +45963,12 @@ msgstr "" "较低的值更强调较低频率的基础层,而较高的值则更强调较高频率的层。" msgid "" -"Octave lacunarity of the fractal noise which warps the space. Increasing " -"this value results in higher octaves producing noise with finer details and " -"a rougher appearance." +"Octave lacunarity of the fractal noise which warps the space. Increasing this " +"value results in higher octaves producing noise with finer details and a " +"rougher appearance." msgstr "" -"扭曲空间的分形噪声的八度音阶空隙。增加此值,会导致更高的八度音阶,从而产生细" -"节更精细、外观更粗糙的噪声。" +"扭曲空间的分形噪声的八度音阶空隙。增加此值,会导致更高的八度音阶,从而产生细节" +"更精细、外观更粗糙的噪声。" msgid "" "The number of noise layers that are sampled to get the final value for the " @@ -42020,11 +45983,10 @@ msgstr "" "DomainWarpFractalType]。" msgid "" -"Frequency of the noise which warps the space. Low frequency results in " -"smooth noise while high frequency results in rougher, more granular noise." +"Frequency of the noise which warps the space. Low frequency results in smooth " +"noise while high frequency results in rougher, more granular noise." msgstr "" -"扭曲空间的噪音频率。低频产生平滑的噪声,而高频产生更粗糙、颗粒状更明显的噪" -"声。" +"扭曲空间的噪音频率。低频产生平滑的噪声,而高频产生更粗糙、颗粒状更明显的噪声。" msgid "Sets the warp algorithm. See [enum DomainWarpType]." msgstr "设置扭曲算法。请参阅 [enum DomainWarpType]。" @@ -42042,8 +46004,8 @@ msgid "" "results in higher octaves producing noise with finer details and a rougher " "appearance." msgstr "" -"后续八度音阶之间的倍频器。增加该值,会产生更高的八度音阶,从而产生细节更精" -"细、外观更粗糙的噪声。" +"后续八度音阶之间的倍频器。增加该值,会产生更高的八度音阶,从而产生细节更精细、" +"外观更粗糙的噪声。" msgid "" "The number of noise layers that are sampled to get the final value for " @@ -42053,8 +46015,7 @@ msgstr "为获得分形噪声类型的最终值而采样的噪声层数。" msgid "Sets the strength of the fractal ping pong type." msgstr "设置分形乒乓类型的强度。" -msgid "" -"The method for combining octaves into a fractal. See [enum FractalType]." +msgid "The method for combining octaves into a fractal. See [enum FractalType]." msgstr "将八度音阶组合成分形的方法。请参阅 [enum FractalType]。" msgid "" @@ -42067,8 +46028,7 @@ msgid "" "The frequency for all noise types. Low frequency results in smooth noise " "while high frequency results in rougher, more granular noise." msgstr "" -"所有噪声类型的频率。低频产生平滑的噪声,而高频产生更粗糙、颗粒状更明显的噪" -"声。" +"所有噪声类型的频率。低频产生平滑的噪声,而高频产生更粗糙、颗粒状更明显的噪声。" msgid "The noise algorithm used. See [enum NoiseType]." msgstr "所使用的噪声算法。见 [enum NoiseType]。" @@ -42091,8 +46051,8 @@ msgid "" "noise is being used for a heightmap or bumpmap." msgstr "" "类似于 Value 噪声,但速度较慢。波峰和波谷的变化更大。\n" -"在使用值噪声创建凹凸贴图时,可以使用三次噪声来避免某些伪影。一般来说,如果值" -"噪声用于高度图或凹凸贴图,则应始终使用此模式。" +"在使用值噪声创建凹凸贴图时,可以使用三次噪声来避免某些伪影。一般来说,如果值噪" +"声用于高度图或凹凸贴图,则应始终使用此模式。" msgid "" "A lattice of random gradients. Their dot products are interpolated to obtain " @@ -42108,11 +46068,10 @@ msgid "" "As opposed to [constant TYPE_PERLIN], gradients exist in a simplex lattice " "rather than a grid lattice, avoiding directional artifacts." msgstr "" -"与 [constant TYPE_PERLIN] 不同,渐变存在于单纯形点阵中,而不是网格点阵中,从" -"而避免了定向伪影。" +"与 [constant TYPE_PERLIN] 不同,渐变存在于单纯形点阵中,而不是网格点阵中,从而" +"避免了定向伪影。" -msgid "" -"Modified, higher quality version of [constant TYPE_SIMPLEX], but slower." +msgid "Modified, higher quality version of [constant TYPE_SIMPLEX], but slower." msgstr "对 [constant TYPE_SIMPLEX] 修改后得到的更高质量版本,但速度较慢。" msgid "No fractal noise." @@ -42151,8 +46110,8 @@ msgid "" msgstr "蜂窝单元格距离函数,将为单元格内的所有点返回相同的值。" msgid "" -"The cellular distance function will return a value determined by the " -"distance to the nearest point." +"The cellular distance function will return a value determined by the distance " +"to the nearest point." msgstr "蜂窝单元格距离函数,将返回一个由到最近点的距离确定的值。" msgid "" @@ -42206,6 +46165,105 @@ msgid "" "distortion." msgstr "为每个八度音阶独立地扭曲空间,从而导致更混乱的失真。" +msgid "Provides methods for file reading and writing operations." +msgstr "提供用于文件读写操作的方法。" + +msgid "" +"This class can be used to permanently store data in the user device's file " +"system and to read from it. This is useful for store game save data or player " +"configuration files.\n" +"Here's a sample on how to write and read from a file:\n" +"[codeblocks]\n" +"[gdscript]\n" +"func save(content):\n" +" var file = FileAccess.open(\"user://save_game.dat\", FileAccess.WRITE)\n" +" file.store_string(content)\n" +"\n" +"func load():\n" +" var file = FileAccess.open(\"user://save_game.dat\", FileAccess.READ)\n" +" var content = file.get_as_text()\n" +" return content\n" +"[/gdscript]\n" +"[csharp]\n" +"public void Save(string content)\n" +"{\n" +" using var file = FileAccess.Open(\"user://save_game.dat\", FileAccess." +"ModeFlags.Write);\n" +" file.StoreString(content);\n" +"}\n" +"\n" +"public string Load()\n" +"{\n" +" using var file = FileAccess.Open(\"user://save_game.dat\", FileAccess." +"ModeFlags.Read);\n" +" string content = file.GetAsText();\n" +" return content;\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]\n" +"In the example above, the file will be saved in the user data folder as " +"specified in the [url=$DOCS_URL/tutorials/io/data_paths.html]Data paths[/url] " +"documentation.\n" +"[FileAccess] will close when it's freed, which happens when it goes out of " +"scope or when it gets assigned with [code]null[/code]. [method close] can be " +"used to close it before then explicitly. In C# the reference must be disposed " +"manually, which can be done with the [code]using[/code] statement or by " +"calling the [code]Dispose[/code] method directly.\n" +"[b]Note:[/b] To access project resources once exported, it is recommended to " +"use [ResourceLoader] instead of [FileAccess], as some files are converted to " +"engine-specific formats and their original source files might not be present " +"in the exported PCK package.\n" +"[b]Note:[/b] Files are automatically closed only if the process exits " +"\"normally\" (such as by clicking the window manager's close button or " +"pressing [b]Alt + F4[/b]). If you stop the project execution by pressing " +"[b]F8[/b] while the project is running, the file won't be closed as the game " +"process will be killed. You can work around this by calling [method flush] at " +"regular intervals." +msgstr "" +"这个类可以用于在用户设备的文件系统中永久存储数据,也可以从中读取数据。适用于存" +"储游戏存档数据或玩家配置文件。\n" +"下面是一个关于如何写入和读取文件的示例:\n" +"[codeblocks]\n" +"[gdscript]\n" +"func save(content):\n" +" var file = FileAccess.open(\"user://save_game.dat\", FileAccess.WRITE)\n" +" file.store_string(content)\n" +"\n" +"func load():\n" +" var file = FileAccess.open(\"user://save_game.dat\", FileAccess.READ)\n" +" var content = file.get_as_text()\n" +" return content\n" +"[/gdscript]\n" +"[csharp]\n" +"public void Save(string content)\n" +"{\n" +" using var file = FileAccess.Open(\"user://save_game.dat\", FileAccess." +"ModeFlags.Write);\n" +" file.StoreString(content);\n" +"}\n" +"\n" +"public string Load()\n" +"{\n" +" using var file = FileAccess.Open(\"user://save_game.dat\", FileAccess." +"ModeFlags.Read);\n" +" string content = file.GetAsText();\n" +" return content;\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]\n" +"在上面的例子中,文件将被保存在[url=$DOCS_URL/tutorials/io/data_paths.html]数据" +"路径[/url]文件中指定的用户数据文件夹中。\n" +"[FileAccess] 会在释放时关闭,超出作用于、赋值为 [code]null[/code] 等情况都会导" +"致释放。可以使用 [method close] 在此之前显式关闭。在 C# 中,引用必须手动释放," +"可以通过 [code]using[/code] 语句或直接调用 [code]Dispose[/code] 方法来完成。\n" +"[b]注意:[/b]要在导出后访问项目资源,建议使用 [ResourceLoader] 而不是 " +"[FileAccess],因为有些文件已被转换为特定于引擎的格式,并且它们的原始源文件可能" +"并不存在于导出的 PCK 包中。\n" +"[b]注意:[/b]只有当进程“正常”退出时(例如通过单击窗口管理器的关闭按钮或按 " +"[b]Alt + F4[/b]),文件才会自动关闭。如果在项目运行时按 [b]F8[/b] 停止项目执" +"行,则不会关闭文件,因为游戏进程将被杀死。可以通过定期调用 [method flush] 来解" +"决这个问题。" + msgid "" "Closes the currently opened file and prevents subsequent read/write " "operations. Use [method flush] to persist the data to disk without closing " @@ -42216,15 +46274,15 @@ msgid "" "can be done with the [code]using[/code] statement or calling the " "[code]Dispose[/code] method directly." msgstr "" -"关闭当前打开的文件,阻止后续的读写操作。如果要将数据持久化到磁盘而不关闭文" -"件,请使用 [method flush]。\n" +"关闭当前打开的文件,阻止后续的读写操作。如果要将数据持久化到磁盘而不关闭文件," +"请使用 [method flush]。\n" "[b]注意:[/b][FileAccess] 被释放时会自动关闭,释放发生在离开作用域或被赋值为 " -"[code]null[/code] 时。在 C# 中,使用完后必须弃置该引用,可以使用 " -"[code]using[/code] 语句或直接调用 [code]Dispose[/code] 方法。" +"[code]null[/code] 时。在 C# 中,使用完后必须弃置该引用,可以使用 [code]using[/" +"code] 语句或直接调用 [code]Dispose[/code] 方法。" msgid "" -"Returns [code]true[/code] if the file cursor has already read past the end " -"of the file.\n" +"Returns [code]true[/code] if the file cursor has already read past the end of " +"the file.\n" "[b]Note:[/b] [code]eof_reached() == false[/code] cannot be used to check " "whether there is more data available. To loop while there is more data " "available, use:\n" @@ -42242,8 +46300,8 @@ msgid "" "[/codeblocks]" msgstr "" "如果文件光标已经读到了文件末尾,则返回 [code]true[/code]。\n" -"[b]注意:[/b] [code]eof_reached() == false[/code] 不能用于检查是否有更多可用" -"数据。要在有更多可用数据时循环,请使用:\n" +"[b]注意:[/b] [code]eof_reached() == false[/code] 不能用于检查是否有更多可用数" +"据。要在有更多可用数据时循环,请使用:\n" "[codeblocks]\n" "[gdscript]\n" "while file.get_position() < file.get_length():\n" @@ -42273,32 +46331,32 @@ msgstr "" msgid "" "Writes the file's buffer to disk. Flushing is automatically performed when " -"the file is closed. This means you don't need to call [method flush] " -"manually before closing a file. Still, calling [method flush] can be used to " -"ensure the data is safe even if the project crashes instead of being closed " +"the file is closed. This means you don't need to call [method flush] manually " +"before closing a file. Still, calling [method flush] can be used to ensure " +"the data is safe even if the project crashes instead of being closed " "gracefully.\n" "[b]Note:[/b] Only call [method flush] when you actually need it. Otherwise, " "it will decrease performance due to constant disk writes." msgstr "" -"将文件的缓冲区写入磁盘。当关闭文件时,会自动进行刷新。这意味着你不需要在关闭" -"文件前手动调用 [method flush]。尽管如此,即使项目崩溃而不是正常关闭,调用 " +"将文件的缓冲区写入磁盘。当关闭文件时,会自动进行刷新。这意味着你不需要在关闭文" +"件前手动调用 [method flush]。尽管如此,即使项目崩溃而不是正常关闭,调用 " "[method flush] 仍可用于确保数据安全。\n" "[b]注意:[/b] 只有在你真正需要的时候才调用 [method flush]。否则,它会因不断的" "磁盘写入而降低性能。" msgid "" -"Returns the next 8 bits from the file as an integer. See [method store_8] " -"for details on what values can be stored and retrieved this way." +"Returns the next 8 bits from the file as an integer. See [method store_8] for " +"details on what values can be stored and retrieved this way." msgstr "" -"以整数形式返回文件中接下来的 8 位。请参阅 [method store_8],详细了解哪些值可" -"以通过这种方式存储和检索。" +"以整数形式返回文件中接下来的 8 位。请参阅 [method store_8],详细了解哪些值可以" +"通过这种方式存储和检索。" msgid "" "Returns the next 16 bits from the file as an integer. See [method store_16] " "for details on what values can be stored and retrieved this way." msgstr "" -"以整数形式返回文件中接下来的 16 位。请参阅 [method store_16],以获取有关可以" -"通过这种方式存储和检索哪些值的详细信息。" +"以整数形式返回文件中接下来的 16 位。请参阅 [method store_16],以获取有关可以通" +"过这种方式存储和检索哪些值的详细信息。" msgid "" "Returns the next 32 bits from the file as an integer. See [method store_32] " @@ -42311,8 +46369,8 @@ msgid "" "Returns the next 64 bits from the file as an integer. See [method store_64] " "for details on what values can be stored and retrieved this way." msgstr "" -"以整数形式返回文件中接下来的 64 位。请参阅 [method store_64],以获取有关可以" -"通过这种方式存储和检索哪些值的详细信息。" +"以整数形式返回文件中接下来的 64 位。请参阅 [method store_64],以获取有关可以通" +"过这种方式存储和检索哪些值的详细信息。" msgid "" "Returns the whole file as a [String]. Text is interpreted as being UTF-8 " @@ -42324,8 +46382,8 @@ msgid "" msgstr "" "以 [String] 形式返回整个文件。文本会按照 UTF-8 编码解析。\n" "如果 [param skip_cr] 为 [code]true[/code],解析 UTF-8 时会忽略回车符" -"([code]\\r[/code],CR),因此只使用换行符([code]\\n[/code],LF)表示新一行" -"的开始(Unix 规范)。" +"([code]\\r[/code],CR),因此只使用换行符([code]\\n[/code],LF)表示新一行的" +"开始(Unix 规范)。" msgid "Returns next [param length] bytes of the file as a [PackedByteArray]." msgstr "将文件中接下来的 [param length] 个字节作为 [PackedByteArray] 返回。" @@ -42336,18 +46394,18 @@ msgid "" "default [code]\",\"[/code] (comma). This delimiter must be one-character " "long, and cannot be a double quotation mark.\n" "Text is interpreted as being UTF-8 encoded. Text values must be enclosed in " -"double quotes if they include the delimiter character. Double quotes within " -"a text value can be escaped by doubling their occurrence.\n" -"For example, the following CSV lines are valid and will be properly parsed " -"as two strings each:\n" +"double quotes if they include the delimiter character. Double quotes within a " +"text value can be escaped by doubling their occurrence.\n" +"For example, the following CSV lines are valid and will be properly parsed as " +"two strings each:\n" "[codeblock]\n" "Alice,\"Hello, Bob!\"\n" "Bob,Alice! What a surprise!\n" "Alice,\"I thought you'd reply with \"\"Hello, world\"\".\"\n" "[/codeblock]\n" -"Note how the second line can omit the enclosing quotes as it does not " -"include the delimiter. However it [i]could[/i] very well use quotes, it was " -"only written without for demonstration purposes. The third line must use " +"Note how the second line can omit the enclosing quotes as it does not include " +"the delimiter. However it [i]could[/i] very well use quotes, it was only " +"written without for demonstration purposes. The third line must use " "[code]\"\"[/code] for each quotation mark that needs to be interpreted as " "such instead of the end of a text value." msgstr "" @@ -42363,8 +46421,8 @@ msgstr "" "Alice,\"I thought you'd reply with \"\"Hello, world\"\".\"\n" "[/codeblock]\n" "请注意第二行如何省略封闭的引号,因为它不包含分隔符。然而它[i]可以[/i]很好地使" -"用引号,它只是为了演示目的而没有编写。第三行必须为每个需要被解析为引号而不是" -"文本值的末尾而使用 [code]\"\"[/code]。" +"用引号,它只是为了演示目的而没有编写。第三行必须为每个需要被解析为引号而不是文" +"本值的末尾而使用 [code]\"\"[/code]。" msgid "Returns the next 64 bits from the file as a floating-point number." msgstr "将文件中接下来的 64 位作为浮点数返回。" @@ -42435,11 +46493,11 @@ msgstr "" msgid "" "Returns the next [Variant] value from the file. If [param allow_objects] is " "[code]true[/code], decoding objects is allowed.\n" -"Internally, this uses the same decoding mechanism as the [method " -"@GlobalScope.bytes_to_var] method.\n" -"[b]Warning:[/b] Deserialized objects can contain code which gets executed. " -"Do not use this option if the serialized object comes from untrusted sources " -"to avoid potential security threats such as remote code execution." +"Internally, this uses the same decoding mechanism as the [method @GlobalScope." +"bytes_to_var] method.\n" +"[b]Warning:[/b] Deserialized objects can contain code which gets executed. Do " +"not use this option if the serialized object comes from untrusted sources to " +"avoid potential security threats such as remote code execution." msgstr "" "返回文件中的下一个 [Variant] 值。如果 [param allow_objects] 为 [code]true[/" "code],则允许解码对象。\n" @@ -42456,8 +46514,7 @@ msgid "" "Returns [code]null[/code] if opening the file failed. You can use [method " "get_open_error] to check the error that occurred." msgstr "" -"创建一个新的 [FileAccess] 对象,会根据标志来确定以写入还是读取模式打开文" -"件。\n" +"创建一个新的 [FileAccess] 对象,会根据标志来确定以写入还是读取模式打开文件。\n" "如果打开文件失败,则返回 [code]null[/code] 。你可以使用 [method " "get_open_error] 来检查发生的错误。" @@ -42484,8 +46541,8 @@ msgid "" "Returns [code]null[/code] if opening the file failed. You can use [method " "get_open_error] to check the error that occurred." msgstr "" -"创建一个新的 [FileAccess] 对象,并以写入或读取模式打开一个加密文件。需要传入" -"一个二进制密钥来加密/解密它。\n" +"创建一个新的 [FileAccess] 对象,并以写入或读取模式打开一个加密文件。需要传入一" +"个二进制密钥来加密/解密它。\n" "[b]注意:[/b]提供的密钥必须是 32 字节长。\n" "如果打开文件失败,则返回 [code]null[/code]。可以使用 [method get_open_error] " "来检查发生的错误。" @@ -42496,8 +46553,8 @@ msgid "" "Returns [code]null[/code] if opening the file failed. You can use [method " "get_open_error] to check the error that occurred." msgstr "" -"创建一个新的 [FileAccess] 对象,以写或读的模式打开一个加密文件。你需要传递一" -"个密码来加密/解密它。\n" +"创建一个新的 [FileAccess] 对象,以写或读的模式打开一个加密文件。你需要传递一个" +"密码来加密/解密它。\n" "如果打开文件失败,则返回 [code]null[/code] 。你可以使用 [method " "get_open_error] 来检查发生的错误。" @@ -42519,12 +46576,12 @@ msgid "" "Stores an integer as 8 bits in the file.\n" "[b]Note:[/b] The [param value] should lie in the interval [code][0, 255][/" "code]. Any other value will overflow and wrap around.\n" -"To store a signed integer, use [method store_64], or convert it manually " -"(see [method store_16] for an example)." +"To store a signed integer, use [method store_64], or convert it manually (see " +"[method store_16] for an example)." msgstr "" "将一个整数以 8 位形式存储在文件中。\n" -"[b]注意:[/b][param value] 应该位于 [code][0, 255][/code] 的区间内。任何其他" -"的值都会溢出并环绕。\n" +"[b]注意:[/b][param value] 应该位于 [code][0, 255][/code] 的区间内。任何其他的" +"值都会溢出并环绕。\n" "要存储有符号的整数,请使用 [method store_64],或者手动转换(见 [method " "store_16] 的例子)。" @@ -42599,8 +46656,7 @@ msgstr "" "{\n" " using var f = FileAccess.Open(\"user://file.dat\", FileAccess.ModeFlags." "WriteRead);\n" -" f.Store16(unchecked((ushort)-42)); // 发生环绕,存储 65494 (2^16 - " -"42)。\n" +" f.Store16(unchecked((ushort)-42)); // 发生环绕,存储 65494 (2^16 - 42)。\n" " f.Store16(121); // 在范围内,存储 121。\n" " f.Seek(0); // 回到开头,读取存储的值。\n" " ushort read1 = f.Get16(); // 65494\n" @@ -42615,8 +46671,8 @@ msgid "" "Stores an integer as 32 bits in the file.\n" "[b]Note:[/b] The [param value] should lie in the interval [code][0, 2^32 - 1]" "[/code]. Any other value will overflow and wrap around.\n" -"To store a signed integer, use [method store_64], or convert it manually " -"(see [method store_16] for an example)." +"To store a signed integer, use [method store_64], or convert it manually (see " +"[method store_16] for an example)." msgstr "" "将一个整数以 32 位形式存储在文件中。\n" "[b]注意:[/b][param value] 应该位于 [code][0, 2^32 - 1][/code] 区间内。任何其" @@ -42644,8 +46700,8 @@ msgid "" "Text will be encoded as UTF-8." msgstr "" "将给定的 [PackedStringArray] 作为 CSV(逗号分隔值)格式的行存储在文件中。你可" -"以传递不同的分隔符 [param delim] 以使用默认 [code]\",\"[/code](逗号)以外的" -"其他分隔符。此分隔符的长度必须为一个字符。\n" +"以传递不同的分隔符 [param delim] 以使用默认 [code]\",\"[/code](逗号)以外的其" +"他分隔符。此分隔符的长度必须为一个字符。\n" "将使用 UTF-8 编码文本。" msgid "Stores a floating-point number as 64 bits in the file." @@ -42658,8 +46714,8 @@ msgid "" "Appends [param line] to the file followed by a line return character " "([code]\\n[/code]), encoding the text as UTF-8." msgstr "" -"将 [param line] 附加到文件末尾,并在后面加上一个换行符([code]\\n[/code])," -"将使用 UTF-8 编码文本。" +"将 [param line] 附加到文件末尾,并在后面加上一个换行符([code]\\n[/code]),将" +"使用 UTF-8 编码文本。" msgid "" "Stores the given [String] as a line in the file in Pascal format (i.e. also " @@ -42684,17 +46740,17 @@ msgid "" "the length) or [method get_as_text]." msgstr "" "将 [param string] 追加到文件中,不带换行,且将文本编码为 UTF-8。\n" -"[b]注意:[/b]本方法是用来写入文本文件的。字符串会被存储为 UTF-8 编码的缓冲" -"区,不带字符串长度或末尾零,这意味着它不能被轻易加载回来。如果想在二进制文件" -"中存储一个可检索的字符串,可以考虑改用 [method store_pascal_string]。对于从文" -"本文件中检索字符串,可以使用 [code]get_buffer(length).get_string_from_utf8()" -"[/code](如果知道长度)或 [method get_as_text]。" +"[b]注意:[/b]本方法是用来写入文本文件的。字符串会被存储为 UTF-8 编码的缓冲区," +"不带字符串长度或末尾零,这意味着它不能被轻易加载回来。如果想在二进制文件中存储" +"一个可检索的字符串,可以考虑改用 [method store_pascal_string]。对于从文本文件" +"中检索字符串,可以使用 [code]get_buffer(length).get_string_from_utf8()[/code]" +"(如果知道长度)或 [method get_as_text]。" msgid "" "Stores any Variant value in the file. If [param full_objects] is [code]true[/" "code], encoding objects is allowed (and can potentially include code).\n" -"Internally, this uses the same encoding mechanism as the [method " -"@GlobalScope.var_to_bytes] method.\n" +"Internally, this uses the same encoding mechanism as the [method @GlobalScope." +"var_to_bytes] method.\n" "[b]Note:[/b] Not all properties are included. Only properties that are " "configured with the [constant PROPERTY_USAGE_STORAGE] flag set will be " "serialized. You can add a new usage flag to a property by overriding the " @@ -42720,22 +46776,22 @@ msgid "" "[b]Note:[/b] [member big_endian] is only about the file format, not the CPU " "type. The CPU endianness doesn't affect the default endianness for files " "written.\n" -"[b]Note:[/b] This is always reset to [code]false[/code] whenever you open " -"the file. Therefore, you must set [member big_endian] [i]after[/i] opening " -"the file, not before." +"[b]Note:[/b] This is always reset to [code]false[/code] whenever you open the " +"file. Therefore, you must set [member big_endian] [i]after[/i] opening the " +"file, not before." msgstr "" "如果为 [code]true[/code],则文件用大端[url=https://zh.wikipedia.org/wiki/" "%E5%AD%97%E8%8A%82%E5%BA%8F]字节序[/url]读取。如果为 [code]false[/code],则文" "件以小端字节序读取。如果有疑问,请将其保留为 [code]false[/code],因为大多数文" "件都是用小端字节序编写的。\n" -"[b]注意:[/b][member big_endian] 只与文件格式有关,与 CPU 类型无关。CPU 字节" -"序不会影响写入文件的默认字节序。\n" -"[b]注意:[/b]每当打开文件时,该选项总是被重置为 [code]false[/code]。因此,必" -"须在打开文件[i]之后[/i]设置 [member big_endian],而不是之前。" +"[b]注意:[/b][member big_endian] 只与文件格式有关,与 CPU 类型无关。CPU 字节序" +"不会影响写入文件的默认字节序。\n" +"[b]注意:[/b]每当打开文件时,该选项总是被重置为 [code]false[/code]。因此,必须" +"在打开文件[i]之后[/i]设置 [member big_endian],而不是之前。" msgid "" -"Opens the file for read operations. The cursor is positioned at the " -"beginning of the file." +"Opens the file for read operations. The cursor is positioned at the beginning " +"of the file." msgstr "打开文件进行读取操作。光标位于文件的开头。" msgid "" @@ -42744,8 +46800,8 @@ msgid "" msgstr "打开文件进行写操作。如果文件不存在,则创建该文件,如果存在则截断。" msgid "" -"Opens the file for read and write operations. Does not truncate the file. " -"The cursor is positioned at the beginning of the file." +"Opens the file for read and write operations. Does not truncate the file. The " +"cursor is positioned at the beginning of the file." msgstr "打开文件用于读写操作。不截断文件。光标位于文件的开头。" msgid "" @@ -42753,15 +46809,15 @@ msgid "" "not exist, and truncated if it does. The cursor is positioned at the " "beginning of the file." msgstr "" -"打开文件进行读写操作。如果文件不存在,则创建该文件,如果存在则截断。光标位于" -"文件的开头。" +"打开文件进行读写操作。如果文件不存在,则创建该文件,如果存在则截断。光标位于文" +"件的开头。" msgid "Uses the [url=https://fastlz.org/]FastLZ[/url] compression method." msgstr "使用 [url=https://fastlz.org/]FastLZ[/url] 压缩方法。" msgid "" -"Uses the [url=https://en.wikipedia.org/wiki/DEFLATE]DEFLATE[/url] " -"compression method." +"Uses the [url=https://en.wikipedia.org/wiki/DEFLATE]DEFLATE[/url] compression " +"method." msgstr "" "使用 [url=https://en.wikipedia.org/wiki/DEFLATE]DEFLATE[/url] 压缩方法。" @@ -42779,17 +46835,16 @@ msgid "" "picked.\n" "A [param filter] should be of the form [code]\"filename.extension\"[/code], " "where filename and extension can be [code]*[/code] to match any string. " -"Filters starting with [code].[/code] (i.e. empty filenames) are not " -"allowed.\n" +"Filters starting with [code].[/code] (i.e. empty filenames) are not allowed.\n" "For example, a [param filter] of [code]\"*.png, *.jpg\"[/code] and a [param " "description] of [code]\"Images\"[/code] results in filter text \"Images (*." "png, *.jpg)\"." msgstr "" "将一个逗号分隔的文件名 [param filter] 且带有可选 [param description] 的选项添" "加到的 [FileDialog],这限制了可以选择的文件。\n" -"[param filter] 的格式应为 [code]\"文件名.扩展名\"[/code],其中文件名和扩展名" -"可以是 [code]*[/code],以匹配任意字符串。不允许使用以 [code].[/code] 开头的过" -"滤器(即空文件名)。\n" +"[param filter] 的格式应为 [code]\"文件名.扩展名\"[/code],其中文件名和扩展名可" +"以是 [code]*[/code],以匹配任意字符串。不允许使用以 [code].[/code] 开头的过滤" +"器(即空文件名)。\n" "例如,[code]\"*.png, *.jpg\"[/code] 的 [param filter] 和 [code]\"图像\"[/" "code] 的 [param description] 会产生过滤器文本“图像 (* .png, *.jpg)”。" @@ -42802,8 +46857,8 @@ msgstr "清除对话框中所有当前选定的项目。" msgid "" "Returns the vertical box container of the dialog, custom controls can be " "added to it.\n" -"[b]Warning:[/b] This is a required internal node, removing and freeing it " -"may cause a crash. If you wish to hide it or any of its children, use their " +"[b]Warning:[/b] This is a required internal node, removing and freeing it may " +"cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." msgstr "" "返回对话框的垂直框容器,可以向其中添加自定义控件。\n" @@ -42821,9 +46876,9 @@ msgid "" "proposals#1123[/url]." msgstr "" "文件系统的访问范围。见 [enum Access] 常量。\n" -"[b]警告:[/b]目前,在 Web 构建或沙盒 macOS 应用程序等沙盒环境中,FileDialog " -"无法访问主机文件系统。参见 [url=https://github.com/godotengine/godot-" -"proposals/issues/1123]godot-proposals#1123[/url]。" +"[b]警告:[/b]目前,在 Web 构建或沙盒 macOS 应用程序等沙盒环境中,FileDialog 无" +"法访问主机文件系统。参见 [url=https://github.com/godotengine/godot-proposals/" +"issues/1123]godot-proposals#1123[/url]。" msgid "The current working directory of the file dialog." msgstr "文件对话框的当前工作目录。" @@ -42839,9 +46894,9 @@ msgid "" "window title accordingly (e.g. setting [member file_mode] to [constant " "FILE_MODE_OPEN_FILE] will change the window title to \"Open a File\")." msgstr "" -"如果为 [code]true[/code],更改 [member file_mode] 属性将相应地设置窗口标题" -"(例如,将 [member file_mode] 设置为 [constant FILE_MODE_OPEN_FILE],会将窗口" -"标题更改为“打开文件”)。" +"如果为 [code]true[/code],更改 [member file_mode] 属性将相应地设置窗口标题(例" +"如,将 [member file_mode] 设置为 [constant FILE_MODE_OPEN_FILE],会将窗口标题" +"更改为“打开文件”)。" msgid "" "If non-empty, the given sub-folder will be \"root\" of this [FileDialog], i." @@ -42882,8 +46937,8 @@ msgid "The dialog will warn when a file exists." msgstr "当文件存在时,对话框会发出警告。" msgid "" -"The dialog only allows accessing files under the [Resource] path " -"([code]res://[/code])." +"The dialog only allows accessing files under the [Resource] path ([code]res://" +"[/code])." msgstr "该对话框只允许访问 [Resource] 路径下的文件([code]res://[/code])。" msgid "" @@ -42926,12 +46981,34 @@ msgstr "重新加载按钮的自定义图标。" msgid "Custom icon for the toggle hidden button." msgstr "切换隐藏按钮的自定义图标。" +msgid "Godot editor's dock for managing files in the project." +msgstr "Godot 编辑器中用于管理项目文件的停靠面板。" + msgid "" -"Sets the given [param path] as currently selected, ensuring that the " -"selected file/directory is visible." +"This class is available only in [EditorPlugin]s and can't be instantiated. " +"You can access it using [method EditorInterface.get_file_system_dock].\n" +"While [FileSystemDock] doesn't expose any methods for file manipulation, it " +"can listen for various file-related signals." +msgstr "" +"这个类仅在 [EditorPlugin] 中可用,无法实例化。可以使用 [method " +"EditorInterface.get_file_system_dock] 访问。\n" +"虽然 [FileSystemDock] 没有暴露任何操作文件的方法,但是你可以监听各种与文件相关" +"的信号。" + +msgid "Registers a new [EditorResourceTooltipPlugin]." +msgstr "注册一个新的 [EditorResourceTooltipPlugin]。" + +msgid "" +"Sets the given [param path] as currently selected, ensuring that the selected " +"file/directory is visible." msgstr "" "将给定的 [param path] 设置为当前选定的路径,能够确保选中的文件/目录可见。" +msgid "" +"Removes an [EditorResourceTooltipPlugin]. Fails if the plugin wasn't " +"previously added." +msgstr "移除一个 [EditorResourceTooltipPlugin]。如果该插件尚未添加,则失败。" + msgid "Emitted when the user switches file display mode or split mode." msgstr "用户切换文件显示模式或分隔模式时发出。" @@ -42962,6 +47039,37 @@ msgstr "在编辑器中实例化给定场景时发出。" msgid "Emitted when an external [param resource] had its file removed." msgstr "外部资源 [param resource] 的对应文件被移除时发出。" +msgid "A built-in type for floating point numbers." +msgstr "浮点数内置类型。" + +msgid "" +"The [float] built-in type is a 64-bit double-precision floating-point number, " +"equivalent to [code]double[/code] in C++. This type has 14 reliable decimal " +"digits of precision. The maximum value of [float] is approximately " +"[code]1.79769e308[/code], and the minimum is approximately " +"[code]-1.79769e308[/code].\n" +"Many methods and properties in the engine use 32-bit single-precision " +"floating-point numbers instead, equivalent to [code]float[/code] in C++, " +"which have 6 reliable decimal digits of precision. For data structures such " +"as [Vector2] and [Vector3], Godot uses 32-bit floating-point numbers by " +"default, but it can be changed to use 64-bit doubles if Godot is compiled " +"with the [code]precision=double[/code] option.\n" +"Math done using the [float] type is not guaranteed to be exact and will often " +"result in small errors. You should usually use the [method @GlobalScope." +"is_equal_approx] and [method @GlobalScope.is_zero_approx] methods instead of " +"[code]==[/code] to compare [float] values for equality." +msgstr "" +"[float] 内置类型是 64 位双精度浮点数,相当于 C++ 中的 [code]double[/code]。这" +"个类型有 14 个可靠的十进制小数位精度。[float] 的最大值约为 [code]1.79769e308[/" +"code],最小值约为 [code]-1.79769e308[/code]。\n" +"不过引擎中的许多方法和属性默认使用的都是 32 位单精度浮点数,相当于 C++ 中的 " +"[code]float[/code],有 6 位可靠的十进制小数位精度。Godot 在 [Vector2] 和 " +"[Vector3] 等数据结构中默认使用 32 位浮点数,但如果 Godot 编译时使用了 " +"[code]precision=double[/code] 选项,就会改为 64 位的 double。\n" +"使用 [float] 类型进行的数学运算无法保证精确与稳定,经常会产生较小的误差。你通" +"常应该使用 [method @GlobalScope.is_equal_approx] 和 [method @GlobalScope." +"is_zero_approx] 方法来比较 [float] 值是否相等,不应该用 [code]==[/code]。" + msgid "Wikipedia: Double-precision floating-point format" msgstr "维基百科:双精度浮点数格式" @@ -42993,17 +47101,39 @@ msgid "" msgstr "" "将 [int] 值转换为浮点值,[code]float(1)[/code] 将等于 [code]1.0[/code]。" +msgid "" +"Returns [code]true[/code] if two floats are different from each other.\n" +"[b]Note:[/b] [constant @GDScript.NAN] doesn't behave the same as other " +"numbers. Therefore, the results from this operator may not be accurate if " +"NaNs are included." +msgstr "" +"如果两个浮点数彼此不同,则返回 [code]true[/code]。\n" +"[b]注意:[/b][constant @GDScript.NAN] 的行为与其他数字不同。因此,如果包含 " +"NaN,则这个方法的结果可能不准确。" + msgid "" "Returns [code]true[/code] if the integer has different value than the float." msgstr "如果整数的值与浮点数不同,则返回 [code]true[/code]。" +msgid "" +"Multiplies each component of the [Color], including the alpha, by the given " +"[float].\n" +"[codeblock]\n" +"print(1.5 * Color(0.5, 0.5, 0.5)) # Color(0.75, 0.75, 0.75)\n" +"[/codeblock]" +msgstr "" +"将该 [Color] 的每个分量乘以给定的 [float],包括 Alpha。\n" +"[codeblock]\n" +"print(1.5 * Color(0.5, 0.5, 0.5)) # Color(0.75, 0.75, 0.75)\n" +"[/codeblock]" + msgid "" "Multiplies each component of the [Quaternion] by the given [float]. This " "operation is not meaningful on its own, but it can be used as a part of a " "larger expression." msgstr "" -"将该 [Quaternion] 的每个分量乘以给定的 [float]。此操作本身没有意义,但可以用" -"作更大表达式的一部分。" +"将该 [Quaternion] 的每个分量乘以给定的 [float]。此操作本身没有意义,但可以用作" +"更大表达式的一部分。" msgid "" "Multiplies each component of the [Vector2] by the given [float].\n" @@ -43104,21 +47234,78 @@ msgstr "将两个浮点数相除。" msgid "Divides a [float] by an [int]. The result is a [float]." msgstr "将 [float] 除以 [int]。结果是 [float]。" +msgid "" +"Returns [code]true[/code] if the left float is less than the right one.\n" +"[b]Note:[/b] [constant @GDScript.NAN] doesn't behave the same as other " +"numbers. Therefore, the results from this operator may not be accurate if " +"NaNs are included." +msgstr "" +"如果左侧的浮点数小于右侧的,则返回 [code]true[/code]。\n" +"[b]注意:[/b][constant @GDScript.NAN] 的行为与其他数字不同。因此,如果包含 " +"NaN,则这个方法的结果可能不准确。" + msgid "Returns [code]true[/code] if this [float] is less than the given [int]." msgstr "如果该 [float] 小于给定的 [int],则返回 [code]true[/code]。" +msgid "" +"Returns [code]true[/code] if the left float is less than or equal to the " +"right one.\n" +"[b]Note:[/b] [constant @GDScript.NAN] doesn't behave the same as other " +"numbers. Therefore, the results from this operator may not be accurate if " +"NaNs are included." +msgstr "" +"如果左侧的浮点数小于等于右侧的,则返回 [code]true[/code]。\n" +"[b]注意:[/b][constant @GDScript.NAN] 的行为与其他数字不同。因此,如果包含 " +"NaN,则这个方法的结果可能不准确。" + msgid "" "Returns [code]true[/code] if this [float] is less than or equal to the given " "[int]." msgstr "如果该 [float] 小于等于给定的 [int],则返回 [code]true[/code]。" +msgid "" +"Returns [code]true[/code] if both floats are exactly equal.\n" +"[b]Note:[/b] Due to floating-point precision errors, consider using [method " +"@GlobalScope.is_equal_approx] or [method @GlobalScope.is_zero_approx] " +"instead, which are more reliable.\n" +"[b]Note:[/b] [constant @GDScript.NAN] doesn't behave the same as other " +"numbers. Therefore, the results from this operator may not be accurate if " +"NaNs are included." +msgstr "" +"如果两个浮点数完全相等,则返回 [code]true[/code]。\n" +"[b]注意:[/b]由于浮点精度误差,考虑改用更可靠的 [method @GlobalScope." +"is_equal_approx] 或 [method @GlobalScope.is_zero_approx]。\n" +"[b]注意:[/b][constant @GDScript.NAN] 的行为与其他数字不同。因此,如果包含 " +"NaN,则这个方法的结果可能不准确。" + msgid "Returns [code]true[/code] if the [float] and the given [int] are equal." msgstr "如果该 [float] 等于给定的 [int],则返回 [code]true[/code]。" +msgid "" +"Returns [code]true[/code] if the left float is greater than the right one.\n" +"[b]Note:[/b] [constant @GDScript.NAN] doesn't behave the same as other " +"numbers. Therefore, the results from this operator may not be accurate if " +"NaNs are included." +msgstr "" +"如果左侧的浮点数大于右侧的,则返回 [code]true[/code]。\n" +"[b]注意:[/b][constant @GDScript.NAN] 的行为与其他数字不同。因此,如果包含 " +"NaN,则这个方法的结果可能不准确。" + msgid "" "Returns [code]true[/code] if this [float] is greater than the given [int]." msgstr "如果该 [float] 大于给定的 [int],则返回 [code]true[/code]。" +msgid "" +"Returns [code]true[/code] if the left float is greater than or equal to the " +"right one.\n" +"[b]Note:[/b] [constant @GDScript.NAN] doesn't behave the same as other " +"numbers. Therefore, the results from this operator may not be accurate if " +"NaNs are included." +msgstr "" +"如果左侧的浮点数大于等于右侧的,则返回 [code]true[/code]。\n" +"[b]注意:[/b][constant @GDScript.NAN] 的行为与其他数字不同。因此,如果包含 " +"NaN,则这个方法的结果可能不准确。" + msgid "" "Returns [code]true[/code] if this [float] is greater than or equal to the " "given [int]." @@ -43132,6 +47319,19 @@ msgstr "" "返回该 [float] 的相反数。如果为正数,则将该数变为负数。如果为负数,则将该数变" "为正数。对于浮点数,数字零既可以是正数,也可以是负数。" +msgid "" +"A container that arranges its child controls horizontally or vertically and " +"wraps them around at the borders." +msgstr "将子控件横向或纵向排列并在边界处换行的容器。" + +msgid "" +"A container that arranges its child controls horizontally or vertically and " +"wraps them around at the borders. This is similar to how text in a book wraps " +"around when no more words can fit on a line." +msgstr "" +"将子控件横向或纵向排列并在边界处换行的容器。类似于书本中文字在一行中写不下以后" +"的换行方式。" + msgid "Returns the current line count." msgstr "返回当前的行数。" @@ -43166,13 +47366,12 @@ msgstr "" "shader_reference/fog_shader.html]雾着色器[/url]。" msgid "" -"The single-scattering [Color] of the [FogVolume]. Internally, [member " -"albedo] is converted into single-scattering, which is additively blended " -"with other [FogVolume]s and the [member Environment.volumetric_fog_albedo]." +"The single-scattering [Color] of the [FogVolume]. Internally, [member albedo] " +"is converted into single-scattering, which is additively blended with other " +"[FogVolume]s and the [member Environment.volumetric_fog_albedo]." msgstr "" -"[FogVolume] 的单次散射 [Color]。在内部,[member albedo] 被转换为单次散射,它" -"与其他 [FogVolume] 和 [member Environment.volumetric_fog_albedo] 进行相加混" -"合。" +"[FogVolume] 的单次散射 [Color]。在内部,[member albedo] 被转换为单次散射,它与" +"其他 [FogVolume] 和 [member Environment.volumetric_fog_albedo] 进行相加混合。" msgid "" "The density of the [FogVolume]. Denser objects are more opaque, but may " @@ -43183,21 +47382,20 @@ msgid "" "[code]-0.001[/code] and [code]0.001[/code] (exclusive) act like [code]0.0[/" "code]. This does not apply to [member Environment.volumetric_fog_density]." msgstr "" -"[FogVolume] 的密度。更密集的对象更不透明,但可能会受到看起来像条纹的欠采样伪" -"影的影响。负值可用于从其他 [FogVolume] 或全局体积雾中减去雾。\n" +"[FogVolume] 的密度。更密集的对象更不透明,但可能会受到看起来像条纹的欠采样伪影" +"的影响。负值可用于从其他 [FogVolume] 或全局体积雾中减去雾。\n" "[b]注意:[/b]由于精度有限,介于 [code]-0.001[/code] 和 [code]0.001[/code](不" "含)之间的 [member density] 值相当于 [code]0.0[/code]。这不适用于 [member " "Environment.volumetric_fog_density]。" msgid "" -"The 3D texture that is used to scale the [member density] of the " -"[FogVolume]. This can be used to vary fog density within the [FogVolume] " -"with any kind of static pattern. For animated effects, consider using a " -"custom [url=$DOCS_URL/tutorials/shaders/shader_reference/fog_shader.html]fog " -"shader[/url]." +"The 3D texture that is used to scale the [member density] of the [FogVolume]. " +"This can be used to vary fog density within the [FogVolume] with any kind of " +"static pattern. For animated effects, consider using a custom [url=$DOCS_URL/" +"tutorials/shaders/shader_reference/fog_shader.html]fog shader[/url]." msgstr "" -"用于缩放 [FogVolume] 的 [member density] 的 3D 纹理。这可用于改变 " -"[FogVolume] 内具有任何静态模式的雾密度。对于动画效果,请考虑使用一个自定义的" +"用于缩放 [FogVolume] 的 [member density] 的 3D 纹理。这可用于改变 [FogVolume] " +"内具有任何静态模式的雾密度。对于动画效果,请考虑使用一个自定义的" "[url=$DOCS_URL/tutorials/shaders/shader_reference/fog_shader.html]雾着色器[/" "url]。" @@ -43205,8 +47403,7 @@ msgid "" "The hardness of the edges of the [FogVolume]. A higher value will result in " "softer edges, while a lower value will result in harder edges." msgstr "" -"[FogVolume] 边缘的硬度。较高的值将导致较软的边缘,而较低的值将导致较硬的边" -"缘。" +"[FogVolume] 边缘的硬度。较高的值将导致较软的边缘,而较低的值将导致较硬的边缘。" msgid "" "The [Color] of the light emitted by the [FogVolume]. Emitted light will not " @@ -43223,9 +47420,9 @@ msgid "" "[code]0.0[/code] results in uniform-density fog. The height threshold is " "determined by the height of the associated [FogVolume]." msgstr "" -"基于高度的雾,随着世界空间中高度的增加而降低密度的速度。高的衰减将产生急剧的" -"过渡,而低的衰减将产生更平滑的过渡。[code]0.0[/code] 的值会产生均匀密度的雾。" -"高度阈值由关联的 [FogVolume] 的高度决定。" +"基于高度的雾,随着世界空间中高度的增加而降低密度的速度。高的衰减将产生急剧的过" +"渡,而低的衰减将产生更平滑的过渡。[code]0.0[/code] 的值会产生均匀密度的雾。高" +"度阈值由关联的 [FogVolume] 的高度决定。" msgid "A node used to add local fog with the volumetric fog effect." msgstr "用于添加具有体积雾效果的局部雾的节点。" @@ -43234,13 +47431,13 @@ msgid "" "[FogVolume]s are used to add localized fog into the global volumetric fog " "effect. [FogVolume]s can also remove volumetric fog from specific areas if " "using a [FogMaterial] with a negative [member FogMaterial.density].\n" -"Performance of [FogVolume]s is directly related to their relative size on " -"the screen and the complexity of their attached [FogMaterial]. It is best to " -"keep [FogVolume]s relatively small and simple where possible.\n" +"Performance of [FogVolume]s is directly related to their relative size on the " +"screen and the complexity of their attached [FogMaterial]. It is best to keep " +"[FogVolume]s relatively small and simple where possible.\n" "[b]Note:[/b] [FogVolume]s only have a visible effect if [member Environment." "volumetric_fog_enabled] is [code]true[/code]. If you don't want fog to be " -"globally visible (but only within [FogVolume] nodes), set [member " -"Environment.volumetric_fog_density] to [code]0.0[/code]." +"globally visible (but only within [FogVolume] nodes), set [member Environment." +"volumetric_fog_density] to [code]0.0[/code]." msgstr "" "[FogVolume] 用于将局部雾添加到全局体积雾效果中。如果使用具有负 [member " "FogMaterial.density] 的 [FogMaterial],[FogVolume] 也可以从特定区域移除体积" @@ -43249,8 +47446,8 @@ msgstr "" "直接相关。最好尽可能保持 [FogVolume] 相对较小且简单。\n" "[b]注意:[/b][FogVolume] 只有在 [member Environment.volumetric_fog_enabled] " "为 [code]true[/code] 时才会有可见效果。如果不希望雾全局可见(而只是在 " -"[FogVolume] 节点内),请将 [member Environment.volumetric_fog_density] 设置" -"为 [code]0.0[/code]。" +"[FogVolume] 节点内),请将 [member Environment.volumetric_fog_density] 设置为 " +"[code]0.0[/code]。" msgid "" "The [Material] used by the [FogVolume]. Can be either a built-in " @@ -43262,15 +47459,15 @@ msgstr "" msgid "" "The shape of the [FogVolume]. This can be set to either [constant " "RenderingServer.FOG_VOLUME_SHAPE_ELLIPSOID], [constant RenderingServer." -"FOG_VOLUME_SHAPE_CONE], [constant RenderingServer." -"FOG_VOLUME_SHAPE_CYLINDER], [constant RenderingServer.FOG_VOLUME_SHAPE_BOX] " -"or [constant RenderingServer.FOG_VOLUME_SHAPE_WORLD]." +"FOG_VOLUME_SHAPE_CONE], [constant RenderingServer.FOG_VOLUME_SHAPE_CYLINDER], " +"[constant RenderingServer.FOG_VOLUME_SHAPE_BOX] or [constant RenderingServer." +"FOG_VOLUME_SHAPE_WORLD]." msgstr "" "[FogVolume] 的形状。这可以被设置为 [constant RenderingServer." "FOG_VOLUME_SHAPE_ELLIPSOID]、[constant RenderingServer." -"FOG_VOLUME_SHAPE_CONE]、[constant RenderingServer." -"FOG_VOLUME_SHAPE_CYLINDER]、[constant RenderingServer.FOG_VOLUME_SHAPE_BOX] " -"或 [constant RenderingServer.FOG_VOLUME_SHAPE_WORLD]。" +"FOG_VOLUME_SHAPE_CONE]、[constant RenderingServer.FOG_VOLUME_SHAPE_CYLINDER]、" +"[constant RenderingServer.FOG_VOLUME_SHAPE_BOX] 或 [constant RenderingServer." +"FOG_VOLUME_SHAPE_WORLD]。" msgid "" "The size of the [FogVolume] when [member shape] is [constant RenderingServer." @@ -43279,11 +47476,10 @@ msgid "" "or [constant RenderingServer.FOG_VOLUME_SHAPE_BOX].\n" "[b]Note:[/b] Thin fog volumes may appear to flicker when the camera moves or " "rotates. This can be alleviated by increasing [member ProjectSettings." -"rendering/environment/volumetric_fog/volume_depth] (at a performance cost) " -"or by decreasing [member Environment.volumetric_fog_length] (at no " -"performance cost, but at the cost of lower fog range). Alternatively, the " -"[FogVolume] can be made thicker and use a lower density in the [member " -"material].\n" +"rendering/environment/volumetric_fog/volume_depth] (at a performance cost) or " +"by decreasing [member Environment.volumetric_fog_length] (at no performance " +"cost, but at the cost of lower fog range). Alternatively, the [FogVolume] can " +"be made thicker and use a lower density in the [member material].\n" "[b]Note:[/b] If [member shape] is [constant RenderingServer." "FOG_VOLUME_SHAPE_CONE] or [constant RenderingServer." "FOG_VOLUME_SHAPE_CYLINDER], the cone/cylinder will be adjusted to fit within " @@ -43295,50 +47491,58 @@ msgstr "" "FOG_VOLUME_SHAPE_CYLINDER] 或 [constant RenderingServer.FOG_VOLUME_SHAPE_BOX]" "时,该 [FogVolume] 的大小。\n" "[b]注意:[/b]当相机移动或旋转时,薄雾体积可能会出现闪烁。这可以通过增加 " -"[member ProjectSettings.rendering/environment/volumetric_fog/volume_depth]" -"(以性能为代价)或减少 [member Environment.volumetric_fog_length](无性能成" -"本,但以降低雾的范围为代价)来缓解。或者,[FogVolume] 可以做得更厚,并在 " -"[member material] 中使用较低的密度。\n" +"[member ProjectSettings.rendering/environment/volumetric_fog/volume_depth](以" +"性能为代价)或减少 [member Environment.volumetric_fog_length](无性能成本,但" +"以降低雾的范围为代价)来缓解。或者,[FogVolume] 可以做得更厚,并在 [member " +"material] 中使用较低的密度。\n" "[b]注意:[/b]如果 [member shape] 为 [constant RenderingServer." "FOG_VOLUME_SHAPE_CONE] 或 [constant RenderingServer." "FOG_VOLUME_SHAPE_CYLINDER],圆锥体/圆柱体将被调整以适应该大小。不支持通过 " "[member size] 属性对圆锥体/圆柱体形状进行非均匀缩放,但可以改为缩放该 " "[FogVolume] 节点。" +msgid "Abstract base class for fonts and font variations." +msgstr "字体和字体变体的抽象基类。" + +msgid "" +"Abstract base class for different font types. It has methods for drawing text " +"and font character introspection." +msgstr "各种字体类型的抽象基类。提供了绘制文本以及内省字体字符的方法。" + msgid "" "Draw a single Unicode character [param char] into a canvas item using the " -"font, at a given position, with [param modulate] color. [param pos] " -"specifies the baseline, not the top. To draw from the top, [i]ascent[/i] " -"must be added to the Y axis.\n" -"[b]Note:[/b] Do not use this function to draw strings character by " -"character, use [method draw_string] or [TextLine] instead." +"font, at a given position, with [param modulate] color. [param pos] specifies " +"the baseline, not the top. To draw from the top, [i]ascent[/i] must be added " +"to the Y axis.\n" +"[b]Note:[/b] Do not use this function to draw strings character by character, " +"use [method draw_string] or [TextLine] instead." msgstr "" "使用该字体将单个 Unicode 字符 [param char] 绘制在画布项目中的给定的位置,颜色" "为 [param modulate]。[param pos] 指定的是基线位置而不是顶部。如果要按顶部位置" "绘制,则必须在 Y 轴中加入[i]升部[/i]。\n" -"[b]注意:[/b]请勿使用这个方法进行逐字符的绘制,请改用 [method draw_string] " -"或 [TextLine]。" +"[b]注意:[/b]请勿使用这个方法进行逐字符的绘制,请改用 [method draw_string] 或 " +"[TextLine]。" msgid "" -"Draw a single Unicode character [param char] outline into a canvas item " -"using the font, at a given position, with [param modulate] color and [param " -"size] outline size. [param pos] specifies the baseline, not the top. To draw " -"from the top, [i]ascent[/i] must be added to the Y axis.\n" -"[b]Note:[/b] Do not use this function to draw strings character by " -"character, use [method draw_string] or [TextLine] instead." +"Draw a single Unicode character [param char] outline into a canvas item using " +"the font, at a given position, with [param modulate] color and [param size] " +"outline size. [param pos] specifies the baseline, not the top. To draw from " +"the top, [i]ascent[/i] must be added to the Y axis.\n" +"[b]Note:[/b] Do not use this function to draw strings character by character, " +"use [method draw_string] or [TextLine] instead." msgstr "" "使用该字体将单个 Unicode 字符 [param char] 的轮廓绘制在画布项目中的给定的位" "置,颜色为 [param modulate]。[param pos] 指定的是基线位置而不是顶部。如果要按" "顶部位置绘制,则必须在 Y 轴中加入[i]升部[/i]。\n" -"[b]注意:[/b]请勿使用这个方法进行逐字符的绘制,请改用 [method draw_string] " -"或 [TextLine]。" +"[b]注意:[/b]请勿使用这个方法进行逐字符的绘制,请改用 [method draw_string] 或 " +"[TextLine]。" msgid "" -"Breaks [param text] into lines using rules specified by [param brk_flags] " -"and draws it into a canvas item using the font, at a given position, with " -"[param modulate] color, optionally clipping the width and aligning " -"horizontally. [param pos] specifies the baseline of the first line, not the " -"top. To draw from the top, [i]ascent[/i] must be added to the Y axis.\n" +"Breaks [param text] into lines using rules specified by [param brk_flags] and " +"draws it into a canvas item using the font, at a given position, with [param " +"modulate] color, optionally clipping the width and aligning horizontally. " +"[param pos] specifies the baseline of the first line, not the top. To draw " +"from the top, [i]ascent[/i] must be added to the Y axis.\n" "See also [method CanvasItem.draw_multiline_string]." msgstr "" "使用 [param brk_flags] 指定的规则对 [param text] 进行断行,并使用该字体将其绘" @@ -43358,8 +47562,8 @@ msgid "" msgstr "" "使用 [param brk_flags] 指定的规则对 [param text] 进行断行,并使用该字体将其轮" "廓绘制在画布项目中的给定位置,颜色为 [param modulate],也可以指定裁剪宽度并进" -"行水平对齐。[param pos] 指定的是基线位置而不是顶部。如果要按顶部位置绘制,则" -"必须在 Y 轴中加入[i]升部[/i]。\n" +"行水平对齐。[param pos] 指定的是基线位置而不是顶部。如果要按顶部位置绘制,则必" +"须在 Y 轴中加入[i]升部[/i]。\n" "另见 [method CanvasItem.draw_multiline_string_outline]。" msgid "" @@ -43378,8 +47582,8 @@ msgid "" "Draw [param text] outline into a canvas item using the font, at a given " "position, with [param modulate] color and [param size] outline size, " "optionally clipping the width and aligning horizontally. [param pos] " -"specifies the baseline, not the top. To draw from the top, [i]ascent[/i] " -"must be added to the Y axis.\n" +"specifies the baseline, not the top. To draw from the top, [i]ascent[/i] must " +"be added to the Y axis.\n" "See also [method CanvasItem.draw_string_outline]." msgstr "" "使用该字体将 [param text] 的轮廓绘制在画布项目中的给定位置,颜色为 [param " @@ -43393,8 +47597,8 @@ msgstr "返回特定变体的字体缓存的 [TextServer] RID。" msgid "" "Returns the average font ascent (number of pixels above the baseline).\n" "[b]Note:[/b] Real ascent of the string is context-dependent and can be " -"significantly different from the value returned by this function. Use it " -"only as rough estimate (e.g. as the ascent of empty line)." +"significantly different from the value returned by this function. Use it only " +"as rough estimate (e.g. as the ascent of empty line)." msgstr "" "返回平均上高(基线以上的像素数)。\n" "[b]注意:[/b]字符串的实际上高是上下文相关的,并且可能与该函数返回的值有很大不" @@ -43405,8 +47609,8 @@ msgid "" "the next character is provided.\n" "[b]Note:[/b] Do not use this function to calculate width of the string " "character by character, use [method get_string_size] or [TextLine] instead. " -"The height returned is the font height (see also [method get_height]) and " -"has no relation to the glyph height." +"The height returned is the font height (see also [method get_height]) and has " +"no relation to the glyph height." msgstr "" "返回字符的大小,如果提供了下一个字符,则可以选择考虑字距调整。\n" "[b]注意:[/b]不要使用这个函数逐个字符地计算字符串的宽度,而是使用 [method " @@ -43416,8 +47620,8 @@ msgstr "" msgid "" "Returns the average font descent (number of pixels below the baseline).\n" "[b]Note:[/b] Real descent of the string is context-dependent and can be " -"significantly different from the value returned by this function. Use it " -"only as rough estimate (e.g. as the descent of empty line)." +"significantly different from the value returned by this function. Use it only " +"as rough estimate (e.g. as the descent of empty line)." msgstr "" "返回平均下深(基线以下的像素数)。\n" "[b]注意:[/b]字符串的真实下深是依赖于上下文的,并且可能与此函数返回的值有很大" @@ -43447,17 +47651,17 @@ msgstr "返回字体样式名称。" msgid "" "Returns weight (boldness) of the font. A value in the [code]100...999[/code] " -"range, normal font weight is [code]400[/code], bold font weight is " -"[code]700[/code]." +"range, normal font weight is [code]400[/code], bold font weight is [code]700[/" +"code]." msgstr "" -"返回该字体的字重(粗度)。一个在 [code]100...999[/code] 范围内的值,正常字体" -"字重为 [code]400[/code],粗体字体字重为 [code]700[/code]。" +"返回该字体的字重(粗度)。一个在 [code]100...999[/code] 范围内的值,正常字体字" +"重为 [code]400[/code],粗体字体字重为 [code]700[/code]。" msgid "" "Returns the total average font height (ascent plus descent) in pixels.\n" "[b]Note:[/b] Real height of the string is context-dependent and can be " -"significantly different from the value returned by this function. Use it " -"only as rough estimate (e.g. as the height of empty line)." +"significantly different from the value returned by this function. Use it only " +"as rough estimate (e.g. as the height of empty line)." msgstr "" "返回总的平均字体高度(上高加下深),单位为像素。\n" "[b]注意:[/b]字符串的实际高度取决于上下文,并且可能与该函数返回的值有很大差" @@ -43479,6 +47683,13 @@ msgstr "" "返回一组 OpenType 功能标签。更多信息:[url=https://docs.microsoft.com/en-us/" "typography/opentype/spec/featuretags]OpenType 功能标签[/url]。" +msgid "" +"Returns [Dictionary] with OpenType font name strings (localized font names, " +"version, description, license information, sample text, etc.)." +msgstr "" +"返回 OpenType 字体名称字符串的 [Dictionary](本地化的字体名称、版本、描述、许" +"可信息、示例文本等)。" + msgid "" "Returns [Array] of valid [Font] [RID]s, which can be passed to the " "[TextServer] methods." @@ -43532,11 +47743,11 @@ msgstr "" "[/csharp]\n" "[/codeblocks]\n" "[b]注意:[/b]由于 [method get_string_size] 考虑了字距调整、提前量和子像素定" -"位,因此对字符串的子字符串使用单独的 [method get_string_size] 调用,然后将结" -"果加在一起,将返回与对完整字符串使用单个 [method get_string_size] 调用的返回" -"值不同的结果 。\n" -"[b]注意:[/b]字符串的实际高度取决于上下文,并且可能与 [method get_height] 返" -"回的值有很大不同。" +"位,因此对字符串的子字符串使用单独的 [method get_string_size] 调用,然后将结果" +"加在一起,将返回与对完整字符串使用单个 [method get_string_size] 调用的返回值不" +"同的结果 。\n" +"[b]注意:[/b]字符串的实际高度取决于上下文,并且可能与 [method get_height] 返回" +"的值有很大不同。" msgid "" "Returns a string containing all the characters available in the font.\n" @@ -43572,8 +47783,8 @@ msgstr "" "返回支持的[url=https://docs.microsoft.com/en-us/typography/opentype/spec/" "dvaraxisreg]变体坐标[/url]列表,坐标以 [code]tag: Vector3i(min_value," "max_value,default_value)[/code] 的形式返回。\n" -"字体变体能够沿着某个给定的设计轴对字形的特性进行连续的变化,例如字重、宽度、" -"斜度。\n" +"字体变体能够沿着某个给定的设计轴对字形的特性进行连续的变化,例如字重、宽度、斜" +"度。\n" "要输出可变字体的可用变体轴:\n" "[codeblock]\n" "var fv = FontVariation.new()\n" @@ -43585,8 +47796,8 @@ msgstr "" " print(\"变体轴:%s (%d)\\n\\t最小值、最大值、默认值:%s\" % [name, tag, " "values])\n" "[/codeblock]\n" -"[b]注意:[/b][FontVariation] 变体坐标的设置和获取请使用 [member " -"FontVariation.variation_opentype]。" +"[b]注意:[/b][FontVariation] 变体坐标的设置和获取请使用 [member FontVariation." +"variation_opentype]。" msgid "" "Returns average pixel offset of the underline below the baseline.\n" @@ -43632,6 +47843,78 @@ msgstr "为 [code]draw_*[/code] 方法设置 LRU 缓存容量。" msgid "Sets array of fallback [Font]s." msgstr "设置回退 [Font] 数组。" +msgid "" +"Holds font source data and prerendered glyph cache, imported from a dynamic " +"or a bitmap font." +msgstr "存放字体源数据和预渲染字形的缓存,从动态字体或位图字体导入。" + +msgid "" +"[FontFile] contains a set of glyphs to represent Unicode characters imported " +"from a font file, as well as a cache of rasterized glyphs, and a set of " +"fallback [Font]s to use.\n" +"Use [FontVariation] to access specific OpenType variation of the font, create " +"simulated bold / slanted version, and draw lines of text.\n" +"For more complex text processing, use [FontVariation] in conjunction with " +"[TextLine] or [TextParagraph].\n" +"Supported font formats:\n" +"- Dynamic font importer: TrueType (.ttf), TrueType collection (.ttc), " +"OpenType (.otf), OpenType collection (.otc), WOFF (.woff), WOFF2 (.woff2), " +"Type 1 (.pfb, .pfm).\n" +"- Bitmap font importer: AngelCode BMFont (.fnt, .font), text and binary " +"(version 3) format variants.\n" +"- Monospace image font importer: All supported image formats.\n" +"[b]Note:[/b] A character is a symbol that represents an item (letter, digit " +"etc.) in an abstract way.\n" +"[b]Note:[/b] A glyph is a bitmap or a shape used to draw one or more " +"characters in a context-dependent manner. Glyph indices are bound to the " +"specific font data source.\n" +"[b]Note:[/b] If none of the font data sources contain glyphs for a character " +"used in a string, the character in question will be replaced with a box " +"displaying its hexadecimal code.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var f = load(\"res://BarlowCondensed-Bold.ttf\")\n" +"$Label.add_theme_font_override(\"font\", f)\n" +"$Label.add_theme_font_size_override(\"font_size\", 64)\n" +"[/gdscript]\n" +"[csharp]\n" +"var f = ResourceLoader.Load(\"res://BarlowCondensed-Bold.ttf\");\n" +"GetNode(\"Label\").AddThemeFontOverride(\"font\", f);\n" +"GetNode(\"Label\").AddThemeFontSizeOverride(\"font_size\", 64);\n" +"[/csharp]\n" +"[/codeblocks]" +msgstr "" +"[FontFile] 包含了一组字形,代表从字体文件中导入的 Unicode 字符,还包含了光栅化" +"字形的缓存,以及一组备用的回退 [Font]。\n" +"要访问字体的 OpenType 变体,创建模拟的粗体/斜体版本,或者绘制文本行,请使用 " +"[FontVariation]。\n" +"要进行更复杂的文本处理,请将 [FontVariation] 与 [TextLine] 或 [TextParagraph] " +"结合使用。\n" +"支持的字体格式:\n" +"- 动态字体导入器:TrueType(.ttf)、TrueType 合集(.ttc)、OpenType(.otf)、" +"OpenType 合集(.otc)、WOFF(.woff)、WOFF2(.woff2)、Type 1(.pfb,." +"pfm)。\n" +"- 位图字体导入器:AngelCode BMFont(.fnt,.font),支持文本和二进制(版本 3)" +"格式变体。\n" +"- 等宽图像字体导入器:所有支持的图像格式。\n" +"[b]注意:[/b]字符(character)是一种表示某个项目(字母、数字等)的抽象符号。\n" +"[b]注意:[/b]字形(glphy)是一种位图或形状,用于根据上下文绘制一个或多个字符。" +"字形索引绑定的是某个字体数据源。\n" +"[b]注意:[/b]如果所有字体数据源都不包含字符串中某个字符的字形,那么该字符就会" +"被替换为一个中间是对应十六进制码的方框。\n" +"[codeblocks]\n" +"[gdscript]\n" +"var f = load(\"res://BarlowCondensed-Bold.ttf\")\n" +"$Label.add_theme_font_override(\"font\", f)\n" +"$Label.add_theme_font_size_override(\"font_size\", 64)\n" +"[/gdscript]\n" +"[csharp]\n" +"var f = ResourceLoader.Load(\"res://BarlowCondensed-Bold.ttf\");\n" +"GetNode(\"Label\").AddThemeFontOverride(\"font\", f);\n" +"GetNode(\"Label\").AddThemeFontSizeOverride(\"font_size\", 64);\n" +"[/csharp]\n" +"[/codeblocks]" + msgid "Removes all font cache entries." msgstr "移除所有字体缓存条目。" @@ -43641,8 +47924,8 @@ msgid "" "glyphs, use [method remove_texture] to remove them manually." msgstr "" "从字体缓存条目中,移除所有渲染的字形信息。\n" -"[b]注意:[/b]该函数不会移除与字形相关的纹理,请使用 [method remove_texture] " -"手动移除它们。" +"[b]注意:[/b]该函数不会移除与字形相关的纹理,请使用 [method remove_texture] 手" +"动移除它们。" msgid "Removes all kerning overrides." msgstr "移除所有字距调整覆盖。" @@ -43656,8 +47939,8 @@ msgid "" "texture, use [method remove_glyph] to remove them manually." msgstr "" "从字体缓存条目中,移除所有纹理。\n" -"[b]注意:[/b]该函数不会移除与纹理相关的字形,请使用 [method remove_glyph] 手" -"动移除它们。" +"[b]注意:[/b]该函数不会移除与纹理相关的字形,请使用 [method remove_glyph] 手动" +"移除它们。" msgid "Returns the font ascent (number of pixels above the baseline)." msgstr "返回字体的上升幅度(超出基线的像素数)。" @@ -43677,6 +47960,13 @@ msgstr "返回基线下方下划线的像素偏移。" msgid "Returns thickness of the underline in pixels." msgstr "返回下划线的粗细度,单位为像素。" +msgid "" +"Returns character code associated with [param glyph_index], or [code]0[/code] " +"if [param glyph_index] is invalid. See [method get_glyph_index]." +msgstr "" +"返回与 [param glyph_index] 关联的字符代码,如果 [param glyph_index] 无效则返" +"回 [code]0[/code]。见 [method get_glyph_index]。" + msgid "" "Returns embolden strength, if is not equal to zero, emboldens the font " "outlines. Negative values reduce the outline thickness." @@ -43752,13 +48042,13 @@ msgid "Returns a copy of the array containing glyph packing data." msgstr "返回包含字形打包数据的数组副本。" msgid "" -"Returns 2D transform, applied to the font outlines, can be used for " -"slanting, flipping and rotating glyphs." +"Returns 2D transform, applied to the font outlines, can be used for slanting, " +"flipping and rotating glyphs." msgstr "返回应用于字体轮廓的 2D 变换,可用于倾斜、翻转和旋转字形。" msgid "" -"Returns variation coordinates for the specified font cache entry. See " -"[method Font.get_supported_variation_list] for more info." +"Returns variation coordinates for the specified font cache entry. See [method " +"Font.get_supported_variation_list] for more info." msgstr "" "返回指定字体缓存条目的变体坐标。有关详细信息,请参阅 [method Font." "get_supported_variation_list]。" @@ -43780,8 +48070,8 @@ msgid "" "when you need to load external fonts at run-time, such as fonts located at " "the [code]user://[/code] directory." msgstr "" -"从文件 [param path] 中加载 TrueType(.ttf)、OpenType(.otf)、WOFF(." -"woff)、WOFF2(.woff2)或 Type 1(.pfb、.pfm)动态字体。\n" +"从文件 [param path] 中加载 TrueType(.ttf)、OpenType(.otf)、WOFF(.woff)、" +"WOFF2(.woff2)或 Type 1(.pfb、.pfm)动态字体。\n" "[b]警告:[/b]该方法只能在编辑器中或需要在运行时加载外部字体的情况下使用,例如" "位于 [code]user://[/code] 目录的字体。" @@ -43794,8 +48084,8 @@ msgid "" "glyphs, use [method remove_texture] to remove them manually." msgstr "" "从缓存条目中移除指定的渲染的字形信息。\n" -"[b]注意:[/b]该函数不会移除与字形相关的纹理,请使用 [method remove_texture] " -"手动移除它们。" +"[b]注意:[/b]该函数不会移除与字形相关的纹理,请使用 [method remove_texture] 手" +"动移除它们。" msgid "Removes kerning override for the pair of glyphs." msgstr "移除字形对的字距调整覆盖。" @@ -43815,8 +48105,8 @@ msgid "" "texture. Remove them manually using [method remove_glyph]." msgstr "" "从缓存条目中移除指定的纹理。\n" -"[b]注意:[/b]该函数不会移除与纹理相关的字形,请使用 [method remove_glyph] 手" -"动移除它们。" +"[b]注意:[/b]该函数不会移除与纹理相关的字形,请使用 [method remove_glyph] 手动" +"移除它们。" msgid "Renders specified glyph to the font cache texture." msgstr "将指定的字符渲染到字体缓存纹理。" @@ -43840,8 +48130,8 @@ msgid "Sets thickness of the underline in pixels." msgstr "设置下划线的粗细度,单位为像素。" msgid "" -"Sets embolden strength, if is not equal to zero, emboldens the font " -"outlines. Negative values reduce the outline thickness." +"Sets embolden strength, if is not equal to zero, emboldens the font outlines. " +"Negative values reduce the outline thickness." msgstr "设置加粗强度,如果不等于零,则会加粗字体的轮廓。负值会减小轮廓的厚度。" msgid "Sets an active face index in the TrueType / OpenType collection." @@ -43918,8 +48208,8 @@ msgid "" "Font stretch amount, compared to a normal width. A percentage value between " "[code]50%[/code] and [code]200%[/code]." msgstr "" -"与正常宽度相比的字体的拉伸量。 一个介于 [code]50%[/code] 和 [code]200%[/" -"code] 之间的百分比值。" +"与正常宽度相比的字体的拉伸量。 一个介于 [code]50%[/code] 和 [code]200%[/code] " +"之间的百分比值。" msgid "Font style flags, see [enum TextServer.FontStyle]." msgstr "字体样式标志,见 [enum TextServer.FontStyle]。" @@ -43936,8 +48226,8 @@ msgid "" "font built-in hinting. Used by dynamic fonts only (MSDF fonts don't support " "hinting)." msgstr "" -"如果设置为 [code]true[/code],则支持自动提示并且优先于字体内置提示。仅由动态" -"字体使用(MSDF 字体不支持提示)。" +"如果设置为 [code]true[/code],则支持自动提示并且优先于字体内置提示。仅由动态字" +"体使用(MSDF 字体不支持提示)。" msgid "If set to [code]true[/code], generate mipmaps for the font textures." msgstr "如果设置为 [code]true[/code],则为字体纹理生成 mipmap。" @@ -43954,60 +48244,58 @@ msgid "" msgstr "" "最小和最大可表示的有符号距离之间的形状周围的范围宽度。如果使用字体轮廓," "[member msdf_pixel_range] 必须至少设置为最大字体轮廓大小的[i]两倍[/i]。" -"[member msdf_pixel_range] 的默认值为 [code]16[/code],允许大小最大到 " -"[code]8[/code] 的轮廓看起来正确。" +"[member msdf_pixel_range] 的默认值为 [code]16[/code],允许大小最大到 [code]8[/" +"code] 的轮廓看起来正确。" msgid "" -"Source font size used to generate MSDF textures. Higher values allow for " -"more precision, but are slower to render and require more memory. Only " -"increase this value if you notice a visible lack of precision in glyph " -"rendering." +"Source font size used to generate MSDF textures. Higher values allow for more " +"precision, but are slower to render and require more memory. Only increase " +"this value if you notice a visible lack of precision in glyph rendering." msgstr "" -"用于生成 MSDF 纹理的源字体大小。较高的值允许更高的精度,但渲染速度较慢并且需" -"要更多内存。只有当注意到字形渲染中明显缺乏精度时,才增加该属性的值。" +"用于生成 MSDF 纹理的源字体大小。较高的值允许更高的精度,但渲染速度较慢并且需要" +"更多内存。只有当注意到字形渲染中明显缺乏精度时,才增加该属性的值。" msgid "" "If set to [code]true[/code], glyphs of all sizes are rendered using single " "multichannel signed distance field (MSDF) generated from the dynamic font " "vector data. Since this approach does not rely on rasterizing the font every " -"time its size changes, this allows for resizing the font in real-time " -"without any performance penalty. Text will also not look grainy for " -"[Control]s that are scaled down (or for [Label3D]s viewed from a long " -"distance). As a downside, font hinting is not available with MSDF. The lack " -"of font hinting may result in less crisp and less readable fonts at small " -"sizes.\n" -"[b]Note:[/b] If using font outlines, [member msdf_pixel_range] must be set " -"to at least [i]twice[/i] the size of the largest font outline.\n" +"time its size changes, this allows for resizing the font in real-time without " +"any performance penalty. Text will also not look grainy for [Control]s that " +"are scaled down (or for [Label3D]s viewed from a long distance). As a " +"downside, font hinting is not available with MSDF. The lack of font hinting " +"may result in less crisp and less readable fonts at small sizes.\n" +"[b]Note:[/b] If using font outlines, [member msdf_pixel_range] must be set to " +"at least [i]twice[/i] the size of the largest font outline.\n" "[b]Note:[/b] MSDF font rendering does not render glyphs with overlapping " -"shapes correctly. Overlapping shapes are not valid per the OpenType " -"standard, but are still commonly found in many font files, especially those " -"converted by Google Fonts. To avoid issues with overlapping glyphs, consider " +"shapes correctly. Overlapping shapes are not valid per the OpenType standard, " +"but are still commonly found in many font files, especially those converted " +"by Google Fonts. To avoid issues with overlapping glyphs, consider " "downloading the font file directly from the type foundry instead of relying " "on Google Fonts." msgstr "" -"如果被设置为 [code]true[/code],则所有大小的字形进行渲染时,都使用从动态字体" -"矢量数据中生成的单个多通道带符号距离场(MSDF)。由于这种方法不依赖于在每次字" -"体大小发生变化时,对字体进行栅格化,因此可以实时调整字体大小而不会造成任何性" -"能损失。对于按比例缩小的 [Control](或从远距离查看的 [Label3D]),文本也不会" -"看起来有颗粒感。有一个缺点,MSDF 不提供字体提示。缺少字体提示可能会导致大小较" -"小的字体的清晰度和可读性较差。\n" +"如果被设置为 [code]true[/code],则所有大小的字形进行渲染时,都使用从动态字体矢" +"量数据中生成的单个多通道带符号距离场(MSDF)。由于这种方法不依赖于在每次字体大" +"小发生变化时,对字体进行栅格化,因此可以实时调整字体大小而不会造成任何性能损" +"失。对于按比例缩小的 [Control](或从远距离查看的 [Label3D]),文本也不会看起来" +"有颗粒感。有一个缺点,MSDF 不提供字体提示。缺少字体提示可能会导致大小较小的字" +"体的清晰度和可读性较差。\n" "[b]注意:[/b]如果使用字体轮廓,[member msdf_pixel_range] 必须至少设置为最大字" "体轮廓大小的[i]两倍[/i]。\n" -"[b]注意:[/b]MSDF 字体渲染不能正确渲染具有重叠形状的字形。根据 OpenType 标" -"准,重叠形状是无效的,但在许多字体文件中仍然很常见,尤其是那些由 Google 字体" -"转换的字体文件。为避免字形重叠的问题,请考虑直接从字体开发公司下载字体文件," -"而不是依赖 Google 字体。" +"[b]注意:[/b]MSDF 字体渲染不能正确渲染具有重叠形状的字形。根据 OpenType 标准," +"重叠形状是无效的,但在许多字体文件中仍然很常见,尤其是那些由 Google 字体转换的" +"字体文件。为避免字形重叠的问题,请考虑直接从字体开发公司下载字体文件,而不是依" +"赖 Google 字体。" msgid "Font OpenType feature set override." msgstr "字体 OpenType 特性集覆盖。" msgid "" -"Font oversampling factor. If set to [code]0.0[/code], the global " -"oversampling factor is used instead. Used by dynamic fonts only (MSDF fonts " -"ignore oversampling)." +"Font oversampling factor. If set to [code]0.0[/code], the global oversampling " +"factor is used instead. Used by dynamic fonts only (MSDF fonts ignore " +"oversampling)." msgstr "" -"字体过采样系数。如果设置为 [code]0.0[/code] ,则使用全局过采样系数。仅由动态" -"字体使用(MSDF 字体忽略过采样)。" +"字体过采样系数。如果设置为 [code]0.0[/code] ,则使用全局过采样系数。仅由动态字" +"体使用(MSDF 字体忽略过采样)。" msgid "Font style name." msgstr "字体样式名称。" @@ -44018,16 +48306,78 @@ msgid "" "usage and lower font rasterization speed. Use [constant TextServer." "SUBPIXEL_POSITIONING_AUTO] to automatically enable it based on the font size." msgstr "" -"字体字形的子像素定位模式。子像素定位为较小的字体提供了更清晰的文本和更好的字" -"距调整,但代价是更高的内存占用和更低的字体光栅化速度。使用 [constant " -"TextServer.SUBPIXEL_POSITIONING_AUTO] 来根据字体大小自动启用它。" +"字体字形的子像素定位模式。子像素定位为较小的字体提供了更清晰的文本和更好的字距" +"调整,但代价是更高的内存占用和更低的字体光栅化速度。使用 [constant TextServer." +"SUBPIXEL_POSITIONING_AUTO] 来根据字体大小自动启用它。" + +msgid "A variation of a font with additional settings." +msgstr "字体的变体,提供额外的设置。" msgid "" -"Sets the spacing for [code]type[/code] (see [enum TextServer.SpacingType]) " -"to [param value] in pixels (not relative to the font size)." +"Provides OpenType variations, simulated bold / slant, and additional font " +"settings like OpenType features and extra spacing.\n" +"To use simulated bold font variant:\n" +"[codeblocks]\n" +"[gdscript]\n" +"var fv = FontVariation.new()\n" +"fv.set_base_font(load(\"res://BarlowCondensed-Regular.ttf\"))\n" +"fv.set_variation_embolden(1.2)\n" +"$Label.add_theme_font_override(\"font\", fv)\n" +"$Label.add_theme_font_size_override(\"font_size\", 64)\n" +"[/gdscript]\n" +"[csharp]\n" +"var fv = new FontVariation();\n" +"fv.SetBaseFont(ResourceLoader.Load(\"res://BarlowCondensed-Regular." +"ttf\"));\n" +"fv.SetVariationEmbolden(1.2);\n" +"GetNode(\"Label\").AddThemeFontOverride(\"font\", fv);\n" +"GetNode(\"Label\").AddThemeFontSizeOverride(\"font_size\", 64);\n" +"[/csharp]\n" +"[/codeblocks]\n" +"To set the coordinate of multiple variation axes:\n" +"[codeblock]\n" +"var fv = FontVariation.new();\n" +"var ts = TextServerManager.get_primary_interface()\n" +"fv.base_font = load(\"res://BarlowCondensed-Regular.ttf\")\n" +"fv.variation_opentype = { ts.name_to_tag(\"wght\"): 900, ts." +"name_to_tag(\"custom_hght\"): 900 }\n" +"[/codeblock]" msgstr "" -"将 [code]type[/code](参见 [enum TextServer.SpacingType])的间距设置为 " -"[param value] 像素(与字体大小无关)。" +"提供 OpenType 变体,模拟的粗体/斜体,以及 OpenType 特性和额外间距等额外的字体" +"设置。\n" +"要使用模拟的粗体变体:\n" +"[codeblocks]\n" +"[gdscript]\n" +"var fv = FontVariation.new()\n" +"fv.set_base_font(load(\"res://BarlowCondensed-Regular.ttf\"))\n" +"fv.set_variation_embolden(1.2)\n" +"$Label.add_theme_font_override(\"font\", fv)\n" +"$Label.add_theme_font_size_override(\"font_size\", 64)\n" +"[/gdscript]\n" +"[csharp]\n" +"var fv = new FontVariation();\n" +"fv.SetBaseFont(ResourceLoader.Load(\"res://BarlowCondensed-Regular." +"ttf\"));\n" +"fv.SetVariationEmbolden(1.2);\n" +"GetNode(\"Label\").AddThemeFontOverride(\"font\", fv);\n" +"GetNode(\"Label\").AddThemeFontSizeOverride(\"font_size\", 64);\n" +"[/csharp]\n" +"[/codeblocks]\n" +"要设置多个变体轴的坐标:\n" +"[codeblock]\n" +"var fv = FontVariation.new();\n" +"var ts = TextServerManager.get_primary_interface()\n" +"fv.base_font = load(\"res://BarlowCondensed-Regular.ttf\")\n" +"fv.variation_opentype = { ts.name_to_tag(\"wght\"): 900, ts." +"name_to_tag(\"custom_hght\"): 900 }\n" +"[/codeblock]" + +msgid "" +"Sets the spacing for [code]type[/code] (see [enum TextServer.SpacingType]) to " +"[param value] in pixels (not relative to the font size)." +msgstr "" +"将 [code]type[/code](参见 [enum TextServer.SpacingType])的间距设置为 [param " +"value] 像素(与字体大小无关)。" msgid "" "Base font used to create a variation. If not set, default [Theme] font is " @@ -44043,8 +48393,8 @@ msgstr "" "设置,则使用 [member base_font] 的回退字体。" msgid "" -"A set of OpenType feature tags. More info: [url=https://docs.microsoft.com/" -"en-us/typography/opentype/spec/featuretags]OpenType feature tags[/url]." +"A set of OpenType feature tags. More info: [url=https://docs.microsoft.com/en-" +"us/typography/opentype/spec/featuretags]OpenType feature tags[/url]." msgstr "" "一组 OpenType 功能标签。更多信息:[url=https://docs.microsoft.com/en-us/" "typography/opentype/spec/featuretags]OpenType 功能标签[/url]。" @@ -44068,8 +48418,8 @@ msgid "" "will prevent MSDF fonts and [TextMesh] from working correctly." msgstr "" "如果不等于零,则加粗字体轮廓。负值会减小轮廓厚度。\n" -"[b]注意:[/b] 加粗字体可能有自相交的轮廓,这将阻止 MSDF 字体和 [TextMesh] 正" -"常工作。" +"[b]注意:[/b] 加粗字体可能有自相交的轮廓,这将阻止 MSDF 字体和 [TextMesh] 正常" +"工作。" msgid "Active face index in the TrueType / OpenType collection file." msgstr "在 TrueType / OpenType 集合文件中的活动字体索引。" @@ -44078,12 +48428,12 @@ msgid "" "Font OpenType variation coordinates. More info: [url=https://docs.microsoft." "com/en-us/typography/opentype/spec/dvaraxisreg]OpenType variation tags[/" "url].\n" -"[b]Note:[/b] This [Dictionary] uses OpenType tags as keys. Variation axes " -"can be identified both by tags([code]int[/code]) and names ([code]string[/" -"code]). Some axes might be accessible by multiple names. For example, " -"[code]wght[/code] refers to the same axis as [code]weight[/code]. Tags on " -"the other hand are unique. To convert between names and tags, use [method " -"TextServer.name_to_tag] and [method TextServer.tag_to_name].\n" +"[b]Note:[/b] This [Dictionary] uses OpenType tags as keys. Variation axes can " +"be identified both by tags([code]int[/code]) and names ([code]string[/code]). " +"Some axes might be accessible by multiple names. For example, [code]wght[/" +"code] refers to the same axis as [code]weight[/code]. Tags on the other hand " +"are unique. To convert between names and tags, use [method TextServer." +"name_to_tag] and [method TextServer.tag_to_name].\n" "[b]Note:[/b] To get available variation axes of a font, use [method Font." "get_supported_variation_list]." msgstr "" @@ -44092,8 +48442,8 @@ msgstr "" "[b]注意:[/b]这个 [Dictionary] 使用 OpenType 标签作为键。变体轴既可以用标签来" "标识([code]int[/code]),也可以用名称来标识([code]string[/code])。有些轴可" "以通过多个名称来访问。例如,[code]wght[/code] 和 [code]weight[/code] 引用的是" -"同一个轴。而标签则是唯一的。要在名称和标签之间转换,请使用 [method " -"TextServer.name_to_tag] 和 [method TextServer.tag_to_name]。\n" +"同一个轴。而标签则是唯一的。要在名称和标签之间转换,请使用 [method TextServer." +"name_to_tag] 和 [method TextServer.tag_to_name]。\n" "[b]注意:[/b]要获取字体的可用变体轴,请使用 [method Font." "get_supported_variation_list]。" @@ -44110,6 +48460,21 @@ msgstr "" msgid "A script implemented in the GDScript programming language." msgstr "用 GDScript 编程语言实现的脚本。" +msgid "" +"A script implemented in the GDScript programming language, saved with the " +"[code].gd[/code] extension. The script extends the functionality of all " +"objects that instantiate it.\n" +"Calling [method new] creates a new instance of the script. [method Object." +"set_script] extends an existing object, if that object's class matches one of " +"the script's base classes.\n" +"If you are looking for GDScript's built-in functions, see [@GDScript] instead." +msgstr "" +"用 GDScript 编程语言实现的脚本,使用 [code].gd[/code] 扩展名保存。该脚本扩展了" +"将其实例化的所有对象的功能。\n" +"调用 [method new] 会创建该脚本的全新实例。如果现有对象的类与该脚本的基类相匹" +"配,那么 [method Object.set_script] 就能够扩展该对象。\n" +"如果你想要查看 GDScript 的内置函数,请移步 [@GDScript]。" + msgid "GDScript documentation index" msgstr "GDScript 文档索引" @@ -44130,6 +48495,24 @@ msgstr "" "assert(instance.get_script() == MyClass)\n" "[/codeblock]" +msgid "" +"A physics joint that allows for complex movement and rotation between two 3D " +"physics bodies." +msgstr "一种物理关节,允许在两个 3D 物理对象之间进行复杂的移动和旋转。" + +msgid "" +"The [Generic6DOFJoint3D] (6 Degrees Of Freedom) joint allows for implementing " +"custom types of joints by locking the rotation and translation of certain " +"axes.\n" +"The first 3 DOF represent the linear motion of the physics bodies and the " +"last 3 DOF represent the angular motion of the physics bodies. Each axis can " +"be either locked, or limited." +msgstr "" +"[Generic6DOFJoint3D](6 Degrees Of Freedom,六自由度)关节允许通过锁定某些轴的" +"旋转和平移来实现自定义类型的关节。\n" +"前三个自由度代表物理体的线性运动,后三个自由度代表物理题的角度运动。每个轴都可" +"以进行锁定或限制。" + msgid "" "The amount of rotational damping across the X axis.\n" "The lower, the longer an impulse from one side takes to travel to the other " @@ -44142,8 +48525,8 @@ msgid "If [code]true[/code], rotation across the X axis is limited." msgstr "如果为 [code]true[/code],则跨越 X 轴的旋转将受到限制。" msgid "" -"When rotating across the X axis, this error tolerance factor defines how " -"much the correction gets slowed down. The lower, the slower." +"When rotating across the X axis, this error tolerance factor defines how much " +"the correction gets slowed down. The lower, the slower." msgstr "" "当在X轴上旋转时,这个误差容限系数定义了修正的速度被减慢的程度。值越低,旋转越" "慢。" @@ -44179,8 +48562,8 @@ msgid "If [code]true[/code], rotation across the Y axis is limited." msgstr "如果为 [code]true[/code],则跨越 Y 轴的旋转将受到限制。" msgid "" -"When rotating across the Y axis, this error tolerance factor defines how " -"much the correction gets slowed down. The lower, the slower." +"When rotating across the Y axis, this error tolerance factor defines how much " +"the correction gets slowed down. The lower, the slower." msgstr "" "当在 Y 轴上旋转时,这个误差容限系数定义了修正的速度被减慢的程度。值越低,旋转" "越慢。" @@ -44216,8 +48599,8 @@ msgid "If [code]true[/code], rotation across the Z axis is limited." msgstr "如果为 [code]true[/code],则跨越 Z 轴的旋转将受到限制。" msgid "" -"When rotating across the Z axis, this error tolerance factor defines how " -"much the correction gets slowed down. The lower, the slower." +"When rotating across the Z axis, this error tolerance factor defines how much " +"the correction gets slowed down. The lower, the slower." msgstr "" "当在 Z 轴上旋转时,这个误差容限系数定义了修正的速度被减慢的程度。值越低,旋转" "越慢。" @@ -44286,8 +48669,8 @@ msgid "" msgstr "X 轴运动的恢复量。越低,动量损失越大。" msgid "" -"A factor applied to the movement across the X axis. The lower, the slower " -"the movement." +"A factor applied to the movement across the X axis. The lower, the slower the " +"movement." msgstr "应用于 X 轴上移动的一个系数。值越低,移动的就越慢。" msgid "The maximum difference between the pivot points' X axis." @@ -44308,8 +48691,8 @@ msgid "" msgstr "Y 轴运动的恢复量。值越低,动量损失越大。" msgid "" -"A factor applied to the movement across the Y axis. The lower, the slower " -"the movement." +"A factor applied to the movement across the Y axis. The lower, the slower the " +"movement." msgstr "应用于 Y 轴上移动的一个系数。值越低,移动的就越慢。" msgid "The maximum difference between the pivot points' Y axis." @@ -44330,8 +48713,8 @@ msgid "" msgstr "Y 轴运动的恢复量。越低,动量损失越大。" msgid "" -"A factor applied to the movement across the Z axis. The lower, the slower " -"the movement." +"A factor applied to the movement across the Z axis. The lower, the slower the " +"movement." msgstr "适用于跨 Z 轴移动的一个系数。值越低,移动的就越慢。" msgid "The maximum difference between the pivot points' Z axis." @@ -44394,12 +48777,11 @@ msgid "" msgstr "适用于跨轴移动的一个系数。值越低,移动的就越慢。" msgid "" -"The amount of restitution on the axes' movement. The lower, the more " -"momentum gets lost." +"The amount of restitution on the axes' movement. The lower, the more momentum " +"gets lost." msgstr "轴的运动的恢复量。值越低,动量损失越大。" -msgid "" -"The amount of damping that happens at the linear motion across the axes." +msgid "The amount of damping that happens at the linear motion across the axes." msgstr "发生在跨轴线性运动的阻尼量。" msgid "The velocity the linear motor will try to reach." @@ -44424,8 +48806,8 @@ msgid "The speed of all rotations across the axes." msgstr "所有跨轴旋转的速度。" msgid "" -"The amount of rotational damping across the axes. The lower, the more " -"damping occurs." +"The amount of rotational damping across the axes. The lower, the more damping " +"occurs." msgstr "跨该轴的旋转阻尼量。值越低,发生的阻尼就越多。" msgid "" @@ -44441,8 +48823,7 @@ msgid "" "When rotating across the axes, this error tolerance factor defines how much " "the correction gets slowed down. The lower, the slower." msgstr "" -"当跨轴旋转时,这个误差容限系数定义了修正的速度被减慢的程度。值越低,旋转越" -"慢。" +"当跨轴旋转时,这个误差容限系数定义了修正的速度被减慢的程度。值越低,旋转越慢。" msgid "Target speed for the motor at the axes." msgstr "轴上电机的目标速度。" @@ -44465,6 +48846,17 @@ msgstr "如果启用,则存在跨这些轴的线性马达。" msgid "Represents the size of the [enum Flag] enum." msgstr "代表 [enum Flag] 枚举的大小。" +msgid "Provides methods for some common 2D geometric operations." +msgstr "提供常见 2D 几何运算的方法。" + +msgid "" +"Provides a set of helper functions to create geometric shapes, compute " +"intersections between shapes, and process various other geometric operations " +"in 2D." +msgstr "" +"为创建几何形状,计算形状之间的交集,以及处理 2D 中的各种其他几何操作提供了一组" +"辅助函数。" + msgid "" "Clips [param polygon_a] against [param polygon_b] and returns an array of " "clipped polygons. This performs [constant OPERATION_DIFFERENCE] between " @@ -44477,8 +48869,8 @@ msgstr "" "根据 [param polygon_b] 裁剪 [param polygon_a],并返回一组裁剪后的多边形。这会" "在多边形之间执行 [constant OPERATION_DIFFERENCE]。如果 [param polygon_b] 与 " "[param polygon_a] 完全重叠,则返回一个空数组。\n" -"如果 [param polygon_b] 被 [param polygon_a] 包围,则返回一个外多边形(边界)" -"和一个内多边形(孔),可以通过调用 [method is_polygon_clockwise] 来区分。" +"如果 [param polygon_b] 被 [param polygon_a] 包围,则返回一个外多边形(边界)和" +"一个内多边形(孔),可以通过调用 [method is_polygon_clockwise] 来区分。" msgid "" "Clips [param polyline] against [param polygon] and returns an array of " @@ -44486,9 +48878,9 @@ msgid "" "polyline and the polygon. This operation can be thought of as cutting a line " "with a closed shape." msgstr "" -"根据 [param polygon] 裁剪 [param polyline],并返回一组裁剪后的折线。这会在折" -"线和多边形之间执行 [constant OPERATION_DIFFERENCE]。这个操作可以被认为是用一" -"个封闭的形状切割一条线。" +"根据 [param polygon] 裁剪 [param polyline],并返回一组裁剪后的折线。这会在折线" +"和多边形之间执行 [constant OPERATION_DIFFERENCE]。这个操作可以被认为是用一个封" +"闭的形状切割一条线。" msgid "" "Given an array of [Vector2]s, returns the convex hull as a list of points in " @@ -44534,8 +48926,8 @@ msgid "" "extending from the segment." msgstr "" "返回 2D 直线 ([param s1], [param s2]) 上与 [param point] 最接近的 2D 点。返回" -"的点可能在 ([param s1], [param s2]) 线段上,也有可能不在,即直线上该线段之外" -"的部分。" +"的点可能在 ([param s1], [param s2]) 线段上,也有可能不在,即直线上该线段之外的" +"部分。" msgid "" "Given the two 2D segments ([param p1], [param q1]) and ([param p2], [param " @@ -44549,16 +48941,16 @@ msgstr "" msgid "" "Intersects [param polygon_a] with [param polygon_b] and returns an array of " -"intersected polygons. This performs [constant OPERATION_INTERSECTION] " -"between polygons. In other words, returns common area shared by polygons. " -"Returns an empty array if no intersection occurs.\n" +"intersected polygons. This performs [constant OPERATION_INTERSECTION] between " +"polygons. In other words, returns common area shared by polygons. Returns an " +"empty array if no intersection occurs.\n" "The operation may result in an outer polygon (boundary) and inner polygon " "(hole) produced which could be distinguished by calling [method " "is_polygon_clockwise]." msgstr "" -"将 [param polygon_a] 与 [param polygon_b] 相交,并返回一组相交的多边形。这会" -"在多边形之间执行 [constant OPERATION_INTERSECTION]。换句话说,返回由各多边形" -"共享的公共区域。如果没有交集,则返回一个空数组。\n" +"将 [param polygon_a] 与 [param polygon_b] 相交,并返回一组相交的多边形。这会在" +"多边形之间执行 [constant OPERATION_INTERSECTION]。换句话说,返回由各多边形共享" +"的公共区域。如果没有交集,则返回一个空数组。\n" "该操作可能会产生一个外多边形(边界)和一个内多边形(孔),这可以通过调用 " "[method is_polygon_clockwise] 来区分。" @@ -44569,8 +48961,8 @@ msgid "" "chopping a line with a closed shape." msgstr "" "将 [param polyline] 与 [param polygon] 相交,并返回一组相交的折线。这会在折线" -"和多边形之间执行 [constant OPERATION_INTERSECTION]。这个操作可以被认为是用一" -"个封闭的形状切割一条线。" +"和多边形之间执行 [constant OPERATION_INTERSECTION]。这个操作可以被认为是用一个" +"封闭的形状切割一条线。" msgid "" "Returns [code]true[/code] if [param point] is inside the circle or if it's " @@ -44624,18 +49016,18 @@ msgid "" "polygons (holes) produced which could be distinguished by calling [method " "is_polygon_clockwise]." msgstr "" -"合并(结合)[param polygon_a] 和 [param polygon_b],并返回一组合并的多边形。" -"这在多边形之间执行 [constant OPERATION_UNION]。\n" +"合并(结合)[param polygon_a] 和 [param polygon_b],并返回一组合并的多边形。这" +"在多边形之间执行 [constant OPERATION_UNION]。\n" "该操作可能会产生一个外部多边形(边界)和多个内部多边形(孔),可以通过调用 " "[method is_polygon_clockwise] 来区分它们。" msgid "" "Inflates or deflates [param polygon] by [param delta] units (pixels). If " "[param delta] is positive, makes the polygon grow outward. If [param delta] " -"is negative, shrinks the polygon inward. Returns an array of polygons " -"because inflating/deflating may result in multiple discrete polygons. " -"Returns an empty array if [param delta] is negative and the absolute value " -"of it approximately exceeds the minimum bounding rectangle dimensions of the " +"is negative, shrinks the polygon inward. Returns an array of polygons because " +"inflating/deflating may result in multiple discrete polygons. Returns an " +"empty array if [param delta] is negative and the absolute value of it " +"approximately exceeds the minimum bounding rectangle dimensions of the " "polygon.\n" "Each polygon's vertices will be rounded as determined by [param join_type], " "see [enum PolyJoinType].\n" @@ -44662,10 +49054,10 @@ msgid "" "[/csharp]\n" "[/codeblocks]" msgstr "" -"按 [param delta] 单位(像素)膨胀或缩小 [param polygon]。如果 [param delta] " -"为正,则使多边形向外增长。如果 [param delta] 为负,则使多边形向内收缩。返回一" -"个多边形数组,因为膨胀/收缩可能会产生多个离散的多边形。如果 [param delta] 为" -"负,且其绝对值大约超过多边形的最小边界矩形尺寸,则返回一个空数组。\n" +"按 [param delta] 单位(像素)膨胀或缩小 [param polygon]。如果 [param delta] 为" +"正,则使多边形向外增长。如果 [param delta] 为负,则使多边形向内收缩。返回一个" +"多边形数组,因为膨胀/收缩可能会产生多个离散的多边形。如果 [param delta] 为负," +"且其绝对值大约超过多边形的最小边界矩形尺寸,则返回一个空数组。\n" "每个多边形的顶点将根据 [param join_type] 决定进行舍入,参见 [enum " "PolyJoinType]。\n" "该操作可能会产生一个外部多边形(边界)和内部多边形(孔),这可以通过调用 " @@ -44693,8 +49085,8 @@ msgid "" "Inflates or deflates [param polyline] by [param delta] units (pixels), " "producing polygons. If [param delta] is positive, makes the polyline grow " "outward. Returns an array of polygons because inflating/deflating may result " -"in multiple discrete polygons. If [param delta] is negative, returns an " -"empty array.\n" +"in multiple discrete polygons. If [param delta] is negative, returns an empty " +"array.\n" "Each polygon's vertices will be rounded as determined by [param join_type], " "see [enum PolyJoinType].\n" "Each polygon's endpoints will be rounded as determined by [param end_type], " @@ -44704,8 +49096,8 @@ msgid "" "is_polygon_clockwise]." msgstr "" "将 [param polyline] 膨胀或缩小 [param delta] 个单位(像素),以产生多边形。如" -"果 [param delta] 为正,则使折线向外增长。返回一组多边形,因为膨胀/收缩可能会" -"产生多个离散的多边形。如果 [param delta] 为负,则返回一个空数组。\n" +"果 [param delta] 为正,则使折线向外增长。返回一组多边形,因为膨胀/收缩可能会产" +"生多个离散的多边形。如果 [param delta] 为负,则返回一个空数组。\n" "每个多边形的顶点将由 [param join_type] 决定进行舍入,参见 [enum " "PolyJoinType]。\n" "每个多边形的端点将由 [param end_type] 决定进行舍入,参见 [enum " @@ -44717,16 +49109,15 @@ msgid "" "Returns if [param point] is inside the triangle specified by [param a], " "[param b] and [param c]." msgstr "" -"返回 [param point] 是否位于由 [param a]、[param b]、[param c] 指定的三角形" -"中。" +"返回 [param point] 是否位于由 [param a]、[param b]、[param c] 指定的三角形中。" msgid "" "Given the 2D segment ([param segment_from], [param segment_to]), returns the " "position on the segment (as a number between 0 and 1) at which the segment " "hits the circle that is located at position [param circle_position] and has " "radius [param circle_radius]. If the segment does not intersect the circle, " -"-1 is returned (this is also the case if the line extending the segment " -"would intersect the circle, but the segment does not)." +"-1 is returned (this is also the case if the line extending the segment would " +"intersect the circle, but the segment does not)." msgstr "" "给定 2D 线段 ([param segment_from], [param segment_to]),返回该线段与圆相交的" "位置(0 和 1 之间的数),这个圆位于 [param circle_position],半径为 [param " @@ -44735,12 +49126,12 @@ msgstr "" msgid "" "Checks if the two segments ([param from_a], [param to_a]) and ([param " -"from_b], [param to_b]) intersect. If yes, return the point of intersection " -"as [Vector2]. If no intersection takes place, returns [code]null[/code]." +"from_b], [param to_b]) intersect. If yes, return the point of intersection as " +"[Vector2]. If no intersection takes place, returns [code]null[/code]." msgstr "" -"检查两条线段 ([param from_a], [param to_a]) 和 ([param from_b], [param " -"to_b]) 是否相交。如果相交,则返回交点 [Vector2]。如果不相交,则返回 " -"[code]null[/code]。" +"检查两条线段 ([param from_a], [param to_a]) 和 ([param from_b], [param to_b]) " +"是否相交。如果相交,则返回交点 [Vector2]。如果不相交,则返回 [code]null[/" +"code]。" msgid "" "Triangulates the area specified by discrete set of [param points] such that " @@ -44750,11 +49141,11 @@ msgid "" "code] elements, with [code]n[/code] being the number of found triangles). If " "the triangulation did not succeed, an empty [PackedInt32Array] is returned." msgstr "" -"对由离散的 [param points] 集指定的区域进行三角化,使得任何点都不在任何生成的" -"三角形的外接圆内。返回一个 [PackedInt32Array],其中每个三角形由 [param " -"points] 中的三个连续点的索引组成(即返回的数组将具有 [code]n * 3[/code] 个元" -"素,其中 [code]n[/code] 是找到的三角形的数量)。如果三角化没有成功,则返回一" -"个空的 [PackedInt32Array]。" +"对由离散的 [param points] 集指定的区域进行三角化,使得任何点都不在任何生成的三" +"角形的外接圆内。返回一个 [PackedInt32Array],其中每个三角形由 [param points] " +"中的三个连续点的索引组成(即返回的数组将具有 [code]n * 3[/code] 个元素,其中 " +"[code]n[/code] 是找到的三角形的数量)。如果三角化没有成功,则返回一个空的 " +"[PackedInt32Array]。" msgid "" "Triangulates the polygon specified by the points in [param polygon]. Returns " @@ -44767,9 +49158,9 @@ msgid "" msgstr "" "对由 [param polygon] 中的点指定的多边形进行三角化。 返回一个 " "[PackedInt32Array],其中每个三角形由 [param polygon] 中的三个连续点的索引组成" -"(即返回的数组将具有 [code]n * 3[/code] 个元素,其中 [code]n[/code] 是找到的" -"三角形的数量)。输出三角形将始终为逆时针旋转,如果为顺时针旋转,则轮廓将翻" -"转。如果三角化没有成功,则返回一个空的 [PackedInt32Array]。" +"(即返回的数组将具有 [code]n * 3[/code] 个元素,其中 [code]n[/code] 是找到的三" +"角形的数量)。输出三角形将始终为逆时针旋转,如果为顺时针旋转,则轮廓将翻转。如" +"果三角化没有成功,则返回一个空的 [PackedInt32Array]。" msgid "" "Create regions where either subject or clip polygons (or both) are filled." @@ -44784,8 +49175,8 @@ msgid "Create regions where both subject and clip polygons are filled." msgstr "创建主体和剪辑多边形都被填充的区域。" msgid "" -"Create regions where either subject or clip polygons are filled but not " -"where both are filled." +"Create regions where either subject or clip polygons are filled but not where " +"both are filled." msgstr "创建主体或剪辑多边形被填充的区域,但不是两者都被填充的区域。" msgid "" @@ -44794,15 +49185,15 @@ msgid "" msgstr "在 [code]1 * delta[/code] 的所有凸边连接处均匀地应用平方。" msgid "" -"While flattened paths can never perfectly trace an arc, they are " -"approximated by a series of arc chords." +"While flattened paths can never perfectly trace an arc, they are approximated " +"by a series of arc chords." msgstr "" "虽然扁平化路径不可能完美地追踪一个弧线,但它们可以通过一系列弧弦来近似。" msgid "" "There's a necessary limit to mitered joins since offsetting edges that join " -"at very acute angles will produce excessively long and narrow \"spikes\". " -"For any given edge join, when miter offsetting would exceed that maximum " +"at very acute angles will produce excessively long and narrow \"spikes\". For " +"any given edge join, when miter offsetting would exceed that maximum " "distance, \"square\" joining is applied." msgstr "" "对斜接有一个必要的限制,因为以非常尖锐的角度连接的边缘偏移会产生过长和过窄的 " @@ -44828,10 +49219,21 @@ msgstr "端点被平方化并扩展了 [code]delta[/code] 单位。" msgid "Endpoints are rounded off and extended by [code]delta[/code] units." msgstr "端点被四舍五入,并以 [code]delta[/code] 为单位进行扩展。" +msgid "Provides methods for some common 3D geometric operations." +msgstr "提供常见 3D 几何运算的方法。" + msgid "" -"Returns an array with 6 [Plane]s that describe the sides of a box centered " -"at the origin. The box size is defined by [param extents], which represents " -"one (positive) corner of the box (i.e. half its actual size)." +"Provides a set of helper functions to create geometric shapes, compute " +"intersections between shapes, and process various other geometric operations " +"in 3D." +msgstr "" +"为创建几何形状,计算形状之间的交集,以及处理 3D 中的各种其他几何操作提供了一组" +"辅助函数。" + +msgid "" +"Returns an array with 6 [Plane]s that describe the sides of a box centered at " +"the origin. The box size is defined by [param extents], which represents one " +"(positive) corner of the box (i.e. half its actual size)." msgstr "" "返回一个包含 6 个 [Plane] 的数组,这些 [Plane] 描述以原点为中心的盒子的边。盒" "子大小由 [param extents] 定义,它代表盒子的一个(正)角(即实际大小的一半)。" @@ -44845,10 +49247,10 @@ msgid "" "axis] describes the axis along which the capsule is oriented (0 for X, 1 for " "Y, 2 for Z)." msgstr "" -"返回一个 [Plane] 的数组,这些 [Plane] 紧密围绕着以原点为中心的多面胶囊,该胶" -"囊半径为 [param radius]、高度为 [param height]。参数 [param sides] 定义了将为" -"胶囊的侧面部分生成多少个平面,而 [param lats] 给出了胶囊底部和顶部的纬向步" -"数。参数 [param axis] 描述了胶囊的方向轴(0 代表 X,1 代表 Y,2 代表 Z)。" +"返回一个 [Plane] 的数组,这些 [Plane] 紧密围绕着以原点为中心的多面胶囊,该胶囊" +"半径为 [param radius]、高度为 [param height]。参数 [param sides] 定义了将为胶" +"囊的侧面部分生成多少个平面,而 [param lats] 给出了胶囊底部和顶部的纬向步数。参" +"数 [param axis] 描述了胶囊的方向轴(0 代表 X,1 代表 Y,2 代表 Z)。" msgid "" "Returns an array of [Plane]s closely bounding a faceted cylinder centered at " @@ -44858,9 +49260,9 @@ msgid "" "along which the cylinder is oriented (0 for X, 1 for Y, 2 for Z)." msgstr "" "返回一组 [Plane],这些 [Plane] 紧密围绕着以原点为中心的多面圆柱体,该圆柱体半" -"径为 [param radius]、高度为 [param height] 。参数 [param sides] 定义了将为圆" -"柱体的圆形部分生成多少个平面。参数 [param axis] 描述了圆柱体的方向轴(0 代表 " -"X,1 代表 Y,2 代表 Z)。" +"径为 [param radius]、高度为 [param height] 。参数 [param sides] 定义了将为圆柱" +"体的圆形部分生成多少个平面。参数 [param axis] 描述了圆柱体的方向轴(0 代表 X," +"1 代表 Y,2 代表 Z)。" msgid "" "Clips the polygon defined by the points in [param points] against the [param " @@ -44884,8 +49286,8 @@ msgid "" "extending from the segment." msgstr "" "返回直线上与 [param point] 最近的 3D 点,该直线由 ([param s1], [param s2]) 定" -"义。返回的点可能在线段 ([param s1], [param s2]) 上,也可能不在,即位于线段的" -"延长线上。" +"义。返回的点可能在线段 ([param s1], [param s2]) 上,也可能不在,即位于线段的延" +"长线上。" msgid "" "Given the two 3D segments ([param p1], [param p2]) and ([param q1], [param " @@ -44899,9 +49301,9 @@ msgstr "" msgid "" "Tests if the 3D ray starting at [param from] with the direction of [param " -"dir] intersects the triangle specified by [param a], [param b] and [param " -"c]. If yes, returns the point of intersection as [Vector3]. If no " -"intersection takes place, returns [code]null[/code]." +"dir] intersects the triangle specified by [param a], [param b] and [param c]. " +"If yes, returns the point of intersection as [Vector3]. If no intersection " +"takes place, returns [code]null[/code]." msgstr "" "测试起始于 [param from]、方向为 [param dir] 的 3D 射线是否与 [param a]、" "[param b]、[param c] 构成的三角形相交。如果相交则返回交点 [Vector3]。如果不相" @@ -44909,21 +49311,20 @@ msgstr "" msgid "" "Given a convex hull defined though the [Plane]s in the array [param planes], " -"tests if the segment ([param from], [param to]) intersects with that hull. " -"If an intersection is found, returns a [PackedVector3Array] containing the " -"point the intersection and the hull's normal. Otherwise, returns an empty " -"array." +"tests if the segment ([param from], [param to]) intersects with that hull. If " +"an intersection is found, returns a [PackedVector3Array] containing the point " +"the intersection and the hull's normal. Otherwise, returns an empty array." msgstr "" "给定一个通过数组 [param planes] 中的 [Plane] 定义的凸面体,测试线段([param " "from],[param to])是否与该面体相交。如果找到交点,则返回一个 " "[PackedVector3Array],其中包含交点和凸面体的法线。否则,返回一个空数组。" msgid "" -"Checks if the segment ([param from], [param to]) intersects the cylinder " -"with height [param height] that is centered at the origin and has radius " -"[param radius]. If no, returns an empty [PackedVector3Array]. If an " -"intersection takes place, the returned array contains the point of " -"intersection and the cylinder's normal at the point of intersection." +"Checks if the segment ([param from], [param to]) intersects the cylinder with " +"height [param height] that is centered at the origin and has radius [param " +"radius]. If no, returns an empty [PackedVector3Array]. If an intersection " +"takes place, the returned array contains the point of intersection and the " +"cylinder's normal at the point of intersection." msgstr "" "检查线段([param from],[param to])是否与以原点为中心且高度为 [param " "height]、半径为 [param radius] 的圆柱相交。如果不相交,则返回一个空的 " @@ -44943,11 +49344,11 @@ msgstr "" msgid "" "Tests if the segment ([param from], [param to]) intersects the triangle " -"[param a], [param b], [param c]. If yes, returns the point of intersection " -"as [Vector3]. If no intersection takes place, returns [code]null[/code]." +"[param a], [param b], [param c]. If yes, returns the point of intersection as " +"[Vector3]. If no intersection takes place, returns [code]null[/code]." msgstr "" -"测试线段([param from],[param to])是否与三角形 [param a]、[param b]、" -"[param c] 相交。如果相交,则将交点作为 [Vector3] 返回。如果不相交,则返回 " +"测试线段([param from],[param to])是否与三角形 [param a]、[param b]、[param " +"c] 相交。如果相交,则将交点作为 [Vector3] 返回。如果不相交,则返回 " "[code]null[/code]。" msgid "Base node for geometry-based visual instances." @@ -44973,20 +49374,20 @@ msgid "" "[code]uniform ...[/code] in the shader code.\n" "[b]Note:[/b] [param name] is case-sensitive and must match the name of the " "uniform in the code exactly (not the capitalized name in the inspector).\n" -"[b]Note:[/b] Per-instance shader uniforms are currently only available in " -"3D, so there is no 2D equivalent of this method." +"[b]Note:[/b] Per-instance shader uniforms are currently only available in 3D, " +"so there is no 2D equivalent of this method." msgstr "" "仅为该实例设置一个着色器 uniform 值([url=$DOCS_URL/tutorials/shaders/" "shader_reference/shading_language.html#per-instance-uniforms]每实例 uniform[/" "url]) 。另请参阅 [method ShaderMaterial.set_shader_parameter] 以使用相同的 " "[ShaderMaterial] 在所有实例上分配一个 uniform。\n" -"[b]注意:[/b]要在每个实例的基础上分配一个着色器 uniform,则[i]必须[/i]在着色" -"器代码中,使用 [code]instance uniform ...[/code],而不是 [code]uniform ...[/" +"[b]注意:[/b]要在每个实例的基础上分配一个着色器 uniform,则[i]必须[/i]在着色器" +"代码中,使用 [code]instance uniform ...[/code],而不是 [code]uniform ...[/" "code] 来定义。\n" "[b]注意:[/b][param name] 是区分大小写的,并且必须与代码中的 uniform 名称完全" "匹配(而不是检查器中大写的名称)。\n" -"[b]注意:[/b]逐实例着色器 uniform 目前仅在 3D 中可用,因此没有该方法的 2D 等" -"效方法。" +"[b]注意:[/b]逐实例着色器 uniform 目前仅在 3D 中可用,因此没有该方法的 2D 等效" +"方法。" msgid "" "The selected shadow casting flag. See [enum ShadowCastingSetting] for " @@ -44994,26 +49395,26 @@ msgid "" msgstr "选择的阴影投射标志。可能的取值见 [enum ShadowCastingSetting]。" msgid "" -"The extra distance added to the GeometryInstance3D's bounding box ([AABB]) " -"to increase its cull box." +"The extra distance added to the GeometryInstance3D's bounding box ([AABB]) to " +"increase its cull box." msgstr "" "添加到 GeometryInstance3D 的边界框([AABB]),以增加其剔除框的额外距离。" msgid "" "The texel density to use for lightmapping in [LightmapGI]. Greater scale " -"values provide higher resolution in the lightmap, which can result in " -"sharper shadows for lights that have both direct and indirect light baked. " -"However, greater scale values will also increase the space taken by the mesh " -"in the lightmap texture, which increases the memory, storage, and bake time " +"values provide higher resolution in the lightmap, which can result in sharper " +"shadows for lights that have both direct and indirect light baked. However, " +"greater scale values will also increase the space taken by the mesh in the " +"lightmap texture, which increases the memory, storage, and bake time " "requirements. When using a single mesh at different scales, consider " "adjusting this value to keep the lightmap texel density consistent across " "meshes." msgstr "" "[LightmapGI] 中用于光照贴图的纹素密度。较大的缩放值可在光照贴图中提供更高的分" -"辨率,这可以为同时烘焙了直接光和间接光的灯光,生成更清晰的阴影。但是,更大的" -"缩放值也会增加光照贴图纹理中网格占用的空间,从而增加需要的内存、存储空间、和" -"烘焙时间。在不同缩放下使用单个网格时,请考虑调整该值,以保持光照贴图纹素密度" -"在网格之间保持一致。" +"辨率,这可以为同时烘焙了直接光和间接光的灯光,生成更清晰的阴影。但是,更大的缩" +"放值也会增加光照贴图纹理中网格占用的空间,从而增加需要的内存、存储空间、和烘焙" +"时间。在不同缩放下使用单个网格时,请考虑调整该值,以保持光照贴图纹素密度在网格" +"之间保持一致。" msgid "" "The global illumination mode to use for the whole geometry. To avoid " @@ -45022,8 +49423,8 @@ msgid "" "[b]Note:[/b] Lights' bake mode will also affect the global illumination " "rendering. See [member Light3D.light_bake_mode]." msgstr "" -"用于整个几何体的全局照明模式。为避免结果不一致,请在游戏过程中,使用与网格用" -"途相匹配的模式(静态/动态)。\n" +"用于整个几何体的全局照明模式。为避免结果不一致,请在游戏过程中,使用与网格用途" +"相匹配的模式(静态/动态)。\n" "[b]注意:[/b]灯光的烘焙模式,也会影响全局照明渲染。请参阅 [member Light3D." "light_bake_mode]。" @@ -45032,12 +49433,12 @@ msgid "" "for gizmos that must be rendered even when occlusion culling is in use.\n" "[b]Note:[/b] [member ignore_occlusion_culling] does not affect frustum " "culling (which is what happens when an object is not visible given the " -"camera's angle). To avoid frustum culling, set [member custom_aabb] to a " -"very large AABB that covers your entire game world such as " -"[code]AABB(-10000, -10000, -10000, 20000, 20000, 20000)[/code]." +"camera's angle). To avoid frustum culling, set [member custom_aabb] to a very " +"large AABB that covers your entire game world such as [code]AABB(-10000, " +"-10000, -10000, 20000, 20000, 20000)[/code]." msgstr "" -"如果为 [code]true[/code],则禁用这个实例的遮挡剔除。可用于即便开启遮挡剔除也" -"必须渲染的小工具。\n" +"如果为 [code]true[/code],则禁用这个实例的遮挡剔除。可用于即便开启遮挡剔除也必" +"须渲染的小工具。\n" "[b]注意:[/b][member ignore_occlusion_culling] 不会影响视锥剔除(对象因为相机" "的角度而不可见时触发)。要避免视锥剔除,请将 [member custom_aabb] 设置为很大" "的 AABB,覆盖住整个游戏世界,例如 [code]AABB(-10000, -10000, -10000, 20000, " @@ -45045,19 +49446,19 @@ msgstr "" msgid "" "Changes how quickly the mesh transitions to a lower level of detail. A value " -"of 0 will force the mesh to its lowest level of detail, a value of 1 will " -"use the default settings, and larger values will keep the mesh in a higher " -"level of detail at farther distances.\n" +"of 0 will force the mesh to its lowest level of detail, a value of 1 will use " +"the default settings, and larger values will keep the mesh in a higher level " +"of detail at farther distances.\n" "Useful for testing level of detail transitions in the editor." msgstr "" -"改变网格过渡到较低细节级别的速度。值为 0 将强制网格达到最低细节级别,值为 1 " -"将使用默认设置,更大的值将使网格在更远的距离处保持更高的细节级别。\n" +"改变网格过渡到较低细节级别的速度。值为 0 将强制网格达到最低细节级别,值为 1 将" +"使用默认设置,更大的值将使网格在更远的距离处保持更高的细节级别。\n" "对于测试编辑器中的细节级别的过渡很有用。" msgid "" "The material overlay for the whole geometry.\n" -"If a material is assigned to this property, it will be rendered on top of " -"any other active material for all the surfaces." +"If a material is assigned to this property, it will be rendered on top of any " +"other active material for all the surfaces." msgstr "" "整个几何体的材质覆盖层。\n" "如果一个材质被分配给这个属性,它将会被渲染在所有表面的任何其他活动材质之上。" @@ -45068,18 +49469,18 @@ msgid "" "material set in any material slot of the mesh." msgstr "" "整个几何体的材质覆盖。\n" -"如果一个材质被分配给这个属性,它将会被用来代替在网格的任何材质槽中设置的任何" -"材质。" +"如果一个材质被分配给这个属性,它将会被用来代替在网格的任何材质槽中设置的任何材" +"质。" msgid "" "The transparency applied to the whole geometry (as a multiplier of the " "materials' existing transparency). [code]0.0[/code] is fully opaque, while " "[code]1.0[/code] is fully transparent. Values greater than [code]0.0[/code] " -"(exclusive) will force the geometry's materials to go through the " -"transparent pipeline, which is slower to render and can exhibit rendering " -"issues due to incorrect transparency sorting. However, unlike using a " -"transparent material, setting [member transparency] to a value greater than " -"[code]0.0[/code] (exclusive) will [i]not[/i] disable shadow rendering.\n" +"(exclusive) will force the geometry's materials to go through the transparent " +"pipeline, which is slower to render and can exhibit rendering issues due to " +"incorrect transparency sorting. However, unlike using a transparent material, " +"setting [member transparency] to a value greater than [code]0.0[/code] " +"(exclusive) will [i]not[/i] disable shadow rendering.\n" "In spatial shaders, [code]1.0 - transparency[/code] is set as the default " "value of the [code]ALPHA[/code] built-in.\n" "[b]Note:[/b] [member transparency] is clamped between [code]0.0[/code] and " @@ -45088,10 +49489,9 @@ msgid "" msgstr "" "应用于整个几何体的透明度(作为材质现有透明度的乘数)。[code]0.0[/code] 是完全" "不透明的,而 [code]1.0[/code] 是完全透明的。大于 [code]0.0[/code](不含)的值" -"将强制几何体的材质通过透明管道,这会导致渲染速度变慢,并且可能会因不正确的透" -"明度排序而出现渲染问题。但是,与使用透明材质不同的是,将 [member " -"transparency] 设置为大于 [code]0.0[/code](不含)的值并[i]不会[/i]禁用阴影渲" -"染。\n" +"将强制几何体的材质通过透明管道,这会导致渲染速度变慢,并且可能会因不正确的透明" +"度排序而出现渲染问题。但是,与使用透明材质不同的是,将 [member transparency] " +"设置为大于 [code]0.0[/code](不含)的值并[i]不会[/i]禁用阴影渲染。\n" "在空间着色器中,[code]1.0 - transparency[/code] 被设置为内置 [code]ALPHA[/" "code] 的默认值。\n" "[b]注意:[/b][member transparency] 被钳制在 [code]0.0[/code] 和 [code]1.0[/" @@ -45107,8 +49507,8 @@ msgstr "" msgid "" "Margin for the [member visibility_range_begin] threshold. The " -"GeometryInstance3D will only change its visibility state when it goes over " -"or under the [member visibility_range_begin] threshold by this amount.\n" +"GeometryInstance3D will only change its visibility state when it goes over or " +"under the [member visibility_range_begin] threshold by this amount.\n" "If [member visibility_range_fade_mode] is [constant " "VISIBILITY_RANGE_FADE_DISABLED], this acts as a hysteresis distance. If " "[member visibility_range_fade_mode] is [constant VISIBILITY_RANGE_FADE_SELF] " @@ -45134,8 +49534,8 @@ msgstr "" msgid "" "Margin for the [member visibility_range_end] threshold. The " -"GeometryInstance3D will only change its visibility state when it goes over " -"or under the [member visibility_range_end] threshold by this amount.\n" +"GeometryInstance3D will only change its visibility state when it goes over or " +"under the [member visibility_range_end] threshold by this amount.\n" "If [member visibility_range_fade_mode] is [constant " "VISIBILITY_RANGE_FADE_DISABLED], this acts as a hysteresis distance. If " "[member visibility_range_fade_mode] is [constant VISIBILITY_RANGE_FADE_SELF] " @@ -45143,8 +49543,8 @@ msgid "" "transition distance and must be set to a value greater than [code]0.0[/code] " "for the effect to be noticeable." msgstr "" -"[member visibility_range_end] 阈值的边距。GeometryInstance3D 只有在超出或低" -"于 [member visibility_range_end] 阈值达到这个量时,才会更改其可见性状态。\n" +"[member visibility_range_end] 阈值的边距。GeometryInstance3D 只有在超出或低于 " +"[member visibility_range_end] 阈值达到这个量时,才会更改其可见性状态。\n" "如果 [member visibility_range_fade_mode] 为 [constant " "VISIBILITY_RANGE_FADE_DISABLED],这将作为滞后距离。如果 [member " "visibility_range_fade_mode] 为 [constant VISIBILITY_RANGE_FADE_SELF] 或 " @@ -45159,16 +49559,16 @@ msgstr "" "VisibilityRangeFadeMode]。" msgid "" -"Will not cast any shadows. Use this to improve performance for small " -"geometry that is unlikely to cast noticeable shadows (such as debris)." +"Will not cast any shadows. Use this to improve performance for small geometry " +"that is unlikely to cast noticeable shadows (such as debris)." msgstr "" "不会投射任何阴影。使用该选项,可提高不太可能投射明显阴影的小型几何体(例如碎" "片)的性能。" msgid "" "Will cast shadows from all visible faces in the GeometryInstance3D.\n" -"Will take culling into account, so faces not being rendered will not be " -"taken into account when shadow casting." +"Will take culling into account, so faces not being rendered will not be taken " +"into account when shadow casting." msgstr "" "将从 GeometryInstance3D 中的所有可见面投射阴影。\n" "将考虑剔除,因此在阴影投射时,不会考虑那些不会被渲染的面。" @@ -45192,30 +49592,29 @@ msgstr "" msgid "" "Disabled global illumination mode. Use for dynamic objects that do not " "contribute to global illumination (such as characters). When using [VoxelGI] " -"and SDFGI, the geometry will [i]receive[/i] indirect lighting and " -"reflections but the geometry will not be considered in GI baking. When using " -"[LightmapGI], the object will receive indirect lighting using lightmap " -"probes instead of using the baked lightmap texture." +"and SDFGI, the geometry will [i]receive[/i] indirect lighting and reflections " +"but the geometry will not be considered in GI baking. When using " +"[LightmapGI], the object will receive indirect lighting using lightmap probes " +"instead of using the baked lightmap texture." msgstr "" "禁用全局照明模式。用于对全局照明没有贡献的动态对象(例如角色)。使用 " -"[VoxelGI] 和 SDFGI 时,几何体将[i]接收[/i]间接照明和反射,但在 GI 烘焙中不会" -"考虑几何体。使用 [LightmapGI] 时,对象将使用光照贴图探针接收间接光照,而不是" -"使用烘焙的光照贴图纹理。" +"[VoxelGI] 和 SDFGI 时,几何体将[i]接收[/i]间接照明和反射,但在 GI 烘焙中不会考" +"虑几何体。使用 [LightmapGI] 时,对象将使用光照贴图探针接收间接光照,而不是使用" +"烘焙的光照贴图纹理。" msgid "" "Baked global illumination mode. Use for static objects that contribute to " "global illumination (such as level geometry). This GI mode is effective when " "using [VoxelGI], SDFGI and [LightmapGI]." msgstr "" -"烘焙全局照明模式。用于有助于全局照明的静态对象(例如关卡几何体)。该 GI 模式" -"在使用 [VoxelGI]、SDFGI 和 [LightmapGI] 时有效。" +"烘焙全局照明模式。用于有助于全局照明的静态对象(例如关卡几何体)。该 GI 模式在" +"使用 [VoxelGI]、SDFGI 和 [LightmapGI] 时有效。" msgid "" "Dynamic global illumination mode. Use for dynamic objects that contribute to " -"global illumination. This GI mode is only effective when using [VoxelGI], " -"but it has a higher performance impact than [constant GI_MODE_STATIC]. When " -"using other GI methods, this will act the same as [constant " -"GI_MODE_DISABLED]." +"global illumination. This GI mode is only effective when using [VoxelGI], but " +"it has a higher performance impact than [constant GI_MODE_STATIC]. When using " +"other GI methods, this will act the same as [constant GI_MODE_DISABLED]." msgstr "" "动态全局照明模式。用于有助于全局照明的动态对象。这种 GI 模式只有在使用 " "[VoxelGI] 时才有效,但它对性能的影响,比 [constant GI_MODE_STATIC] 更高。当使" @@ -45252,11 +49651,11 @@ msgid "Represents the size of the [enum LightmapScale] enum." msgstr "代表 [enum LightmapScale] 枚举的大小。" msgid "" -"Will not fade itself nor its visibility dependencies, hysteresis will be " -"used instead. This is the fastest approach to manual LOD, but it can result " -"in noticeable LOD transitions depending on how the LOD meshes are authored. " -"See [member visibility_range_begin] and [member Node3D.visibility_parent] " -"for more information." +"Will not fade itself nor its visibility dependencies, hysteresis will be used " +"instead. This is the fastest approach to manual LOD, but it can result in " +"noticeable LOD transitions depending on how the LOD meshes are authored. See " +"[member visibility_range_begin] and [member Node3D.visibility_parent] for " +"more information." msgstr "" "不会自行淡化,也不会淡化其可见性依赖项,而是使用滞后。这是手动 LOD 的最快方" "法,但它可能会导致明显的 LOD 过渡,具体取决于 LOD 网格的创作方式。有关更多信" @@ -45327,11 +49726,11 @@ msgstr "" msgid "" "The FOV of the camera. This class and GLTF define the camera FOV in radians, " "while Godot uses degrees. This maps to GLTF's [code]yfov[/code] property. " -"This value is only used for perspective cameras, when [member perspective] " -"is true." +"This value is only used for perspective cameras, when [member perspective] is " +"true." msgstr "" -"该相机的 FOV。这个类和 GLTF 在定义相机 FOV 时使用的都是弧度,但 Godot 使用的" -"是度。映射到 GLTF 的 [code]yfov[/code] 属性。只在透视相机中使用,即 [member " +"该相机的 FOV。这个类和 GLTF 在定义相机 FOV 时使用的都是弧度,但 Godot 使用的是" +"度。映射到 GLTF 的 [code]yfov[/code] 属性。只在透视相机中使用,即 [member " "perspective] 为 true 时。" msgid "" @@ -45357,19 +49756,19 @@ msgid "" "Append a glTF2 3d format from a file, buffer or scene and then write to the " "filesystem, buffer or scene." msgstr "" -"从文件、缓冲区、或场景,追加一个 glTF2 3d 格式,然后写入文件系统、缓冲区、或" -"场景。" +"从文件、缓冲区、或场景,追加一个 glTF2 3d 格式,然后写入文件系统、缓冲区、或场" +"景。" msgid "" "Takes a [PackedByteArray] defining a GLTF and imports the data to the given " "[GLTFState] object through the [param state] parameter.\n" -"[b]Note:[/b] The [param base_path] tells [method append_from_buffer] where " -"to find dependencies and can be empty." +"[b]Note:[/b] The [param base_path] tells [method append_from_buffer] where to " +"find dependencies and can be empty." msgstr "" "接收一个定义 GLTF 的 [PackedByteArray],并通过 [param state] 参数将数据导入给" "定的 [GLTFState] 对象。\n" -"[b]注意:[/b][param base_path] 被 [method append_from_buffer] 用作依赖关系的" -"查找路径,可以为空。" +"[b]注意:[/b][param base_path] 被 [method append_from_buffer] 用作依赖关系的查" +"找路径,可以为空。" msgid "" "Takes a path to a GLTF file and imports the data at that file path to the " @@ -45379,15 +49778,15 @@ msgid "" msgstr "" "接收一个 GLTF 文件的路径,并通过 [param state] 参数将该文件路径上的数据导入到" "给定的 [GLTFState] 对象。\n" -"[b]注意:[/b][param base_path] 被 [method append_from_file] 用作依赖关系的查" -"找路径,可以为空。" +"[b]注意:[/b][param base_path] 被 [method append_from_file] 用作依赖关系的查找" +"路径,可以为空。" msgid "" "Takes a Godot Engine scene node and exports it and its descendants to the " "given [GLTFState] object through the [param state] parameter." msgstr "" -"接收一个 Godot 引擎的场景节点,并通过 [param state] 参数将其及其后代导出到给" -"定的 [GLTFState] 对象。" +"接收一个 Godot 引擎的场景节点,并通过 [param state] 参数将其及其后代导出到给定" +"的 [GLTFState] 对象。" msgid "" "Takes a [GLTFState] object through the [param state] parameter and returns a " @@ -45407,15 +49806,15 @@ msgid "" "Registers the given [GLTFDocumentExtension] instance with GLTFDocument. If " "[param first_priority] is true, this extension will be run first. Otherwise, " "it will be run last.\n" -"[b]Note:[/b] Like GLTFDocument itself, all GLTFDocumentExtension classes " -"must be stateless in order to function properly. If you need to store data, " -"use the [code]set_additional_data[/code] and [code]get_additional_data[/" -"code] methods in [GLTFState] or [GLTFNode]." +"[b]Note:[/b] Like GLTFDocument itself, all GLTFDocumentExtension classes must " +"be stateless in order to function properly. If you need to store data, use " +"the [code]set_additional_data[/code] and [code]get_additional_data[/code] " +"methods in [GLTFState] or [GLTFNode]." msgstr "" "使用 GLTFDocument 注册给定的 [GLTFDocumentExtension] 实例。如果 [param " "first_priority] 为 true,则该扩展将被首先运行。否则,它将被最后运行。\n" -"[b]注意:[/b]与 GLTFDocument 本身一样,所有 GLTFDocumentExtension 类都必须是" -"无状态的才能正常运行。如果需要存储数据,使用 [GLTFState] 或 [GLTFNode] 中的 " +"[b]注意:[/b]与 GLTFDocument 本身一样,所有 GLTFDocumentExtension 类都必须是无" +"状态的才能正常运行。如果需要存储数据,使用 [GLTFState] 或 [GLTFNode] 中的 " "[code]set_additional_data[/code] 和 [code]get_additional_data[/code] 方法。" msgid "Unregisters the given [GLTFDocumentExtension] instance." @@ -45424,11 +49823,11 @@ msgstr "将给定的 [GLTFDocumentExtension] 实例取消注册。" msgid "" "Takes a [GLTFState] object through the [param state] parameter and writes a " "glTF file to the filesystem.\n" -"[b]Note:[/b] The extension of the glTF file determines if it is a .glb " -"binary file or a .gltf file." +"[b]Note:[/b] The extension of the glTF file determines if it is a .glb binary " +"file or a .gltf file." msgstr "" -"通过 [param state] 参数接收一个 [GLTFState] 对象,并将一个 glTF 文件写入文件" -"系统。\n" +"通过 [param state] 参数接收一个 [GLTFState] 对象,并将一个 glTF 文件写入文件系" +"统。\n" "[b]注意:[/b]glTF 文件的扩展名决定了它是一个 .glb 二进制文件还是一个 .gltf 文" "件。" @@ -45441,20 +49840,19 @@ msgid "" "To use, make a new class extending GLTFDocumentExtension, override any " "methods you need, make an instance of your class, and register it using " "[method GLTFDocument.register_gltf_document_extension].\n" -"[b]Note:[/b] Like GLTFDocument itself, all GLTFDocumentExtension classes " -"must be stateless in order to function properly. If you need to store data, " -"use the [code]set_additional_data[/code] and [code]get_additional_data[/" -"code] methods in [GLTFState] or [GLTFNode]." +"[b]Note:[/b] Like GLTFDocument itself, all GLTFDocumentExtension classes must " +"be stateless in order to function properly. If you need to store data, use " +"the [code]set_additional_data[/code] and [code]get_additional_data[/code] " +"methods in [GLTFState] or [GLTFNode]." msgstr "" -"通过允许在 GLTF 导入或导出的各个阶段运行任意代码,来扩展 [GLTFDocument] 类的" -"功能。\n" +"通过允许在 GLTF 导入或导出的各个阶段运行任意代码,来扩展 [GLTFDocument] 类的功" +"能。\n" "要使用它,请创建一个扩展 GLTFDocumentExtension 的新类,覆盖需要的任何方法,创" "建你的类的实例,然后使用 [method GLTFDocument." "register_gltf_document_extension] 注册它。\n" -"[b]注意:[/b]与 GLTFDocument 本身一样,所有 GLTFDocumentExtension 类都必须是" -"无状态的才能正常运行。如果需要存储数据,请使用 [GLTFState] 或 [GLTFNode] 中" -"的 [code]set_additional_data[/code] 和 [code]get_additional_data[/code] 方" -"法。" +"[b]注意:[/b]与 GLTFDocument 本身一样,所有 GLTFDocumentExtension 类都必须是无" +"状态的才能正常运行。如果需要存储数据,请使用 [GLTFState] 或 [GLTFNode] 中的 " +"[code]set_additional_data[/code] 和 [code]get_additional_data[/code] 方法。" msgid "" "Part of the export process. This method is run after [method " @@ -45465,8 +49863,8 @@ msgid "" msgstr "" "导出过程的一部分。该方法在 [method _export_preflight] 之后和 [method " "_export_node] 之前运行。\n" -"在转换来自 Godot 场景节点的数据时运行。该方法可用于将 Godot 场景节点的数据," -"处理成可以被 [method _export_node] 使用的格式。" +"在转换来自 Godot 场景节点的数据时运行。该方法可用于将 Godot 场景节点的数据,处" +"理成可以被 [method _export_node] 使用的格式。" msgid "" "Part of the export process. This method is run after [method " @@ -45478,8 +49876,8 @@ msgstr "" "该方法可用于修改每个节点的最终 JSON。" msgid "" -"Part of the export process. This method is run last, after all other parts " -"of the export process.\n" +"Part of the export process. This method is run last, after all other parts of " +"the export process.\n" "This method can be used to modify the final JSON of the generated GLTF file." msgstr "" "导出过程的一部分。该方法在最后运行,在导出过程的所有其他部分之后。\n" @@ -45490,8 +49888,8 @@ msgid "" "of the export process.\n" "The return value is used to determine if this [GLTFDocumentExtension] " "instance should be used for exporting a given GLTF file. If [constant OK], " -"the export will use this [GLTFDocumentExtension] instance. If not " -"overridden, [constant OK] is returned." +"the export will use this [GLTFDocumentExtension] instance. If not overridden, " +"[constant OK] is returned." msgstr "" "导出过程的一部分。该方法将最初运行,在导出过程的所有其他部分之前。\n" "返回值用于确定该 [GLTFDocumentExtension] 实例是否应该用于导出一个给定的 GLTF " @@ -45502,8 +49900,8 @@ msgid "" "Part of the import process. This method is run after [method " "_parse_node_extensions] and before [method _import_post_parse].\n" "Runs when generating a Godot scene node from a GLTFNode. The returned node " -"will be added to the scene tree. Multiple nodes can be generated in this " -"step if they are added as a child of the returned node." +"will be added to the scene tree. Multiple nodes can be generated in this step " +"if they are added as a child of the returned node." msgstr "" "导入过程的一部分。该方法在 [method _parse_node_extensions] 之后和 [method " "_import_post_parse] 之前运行。\n" @@ -45533,8 +49931,8 @@ msgstr "" "该方法可用于对每个生成的 Godot 场景节点进行修改。" msgid "" -"Part of the import process. This method is run last, after all other parts " -"of the import process.\n" +"Part of the import process. This method is run last, after all other parts of " +"the import process.\n" "This method can be used to modify the final Godot scene generated by the " "import process." msgstr "" @@ -45549,16 +49947,16 @@ msgid "" msgstr "" "导入过程的一部分。该方法在 [method _generate_scene_node] 之后和 [method " "_import_node] 之前运行。\n" -"在运行最终的各节点导入步骤之前,该方法可用于修改到目前为止导入的任何数据,包" -"括任何场景节点。" +"在运行最终的各节点导入步骤之前,该方法可用于修改到目前为止导入的任何数据,包括" +"任何场景节点。" msgid "" "Part of the import process. This method is run first, before all other parts " "of the import process.\n" "The return value is used to determine if this [GLTFDocumentExtension] " "instance should be used for importing a given GLTF file. If [constant OK], " -"the import will use this [GLTFDocumentExtension] instance. If not " -"overridden, [constant OK] is returned." +"the import will use this [GLTFDocumentExtension] instance. If not overridden, " +"[constant OK] is returned." msgstr "" "导入过程的一部分。该方法在最初运行,在导入过程的所有其他部分之前。\n" "返回值用于确定该 [GLTFDocumentExtension] 实例是否应该用于导入一个给定的 GLTF " @@ -45576,8 +49974,8 @@ msgstr "" "导入过程的一部分。该方法在 [method _get_supported_extensions] 之后和 [method " "_generate_scene_node] 之前运行。\n" "在解析 GLTFNode 的节点扩展时运行。该方法可用于将扩展 JSON 数据,处理成可被 " -"[method _generate_scene_node] 使用的格式。该返回值应该是 [enum Error] 枚举中" -"的一个成员。" +"[method _generate_scene_node] 使用的格式。该返回值应该是 [enum Error] 枚举中的" +"一个成员。" msgid "Represents a GLTF light." msgstr "代表 GLTF 灯光。" @@ -45608,22 +50006,22 @@ msgid "" msgstr "灯的 [Color]。默认为白色。黑色会导致灯光无效。" msgid "" -"The inner angle of the cone in a spotlight. Must be less than or equal to " -"the outer cone angle.\n" +"The inner angle of the cone in a spotlight. Must be less than or equal to the " +"outer cone angle.\n" "Within this angle, the light is at full brightness. Between the inner and " "outer cone angles, there is a transition from full brightness to zero " "brightness. When creating a Godot [SpotLight3D], the ratio between the inner " "and outer cone angles is used to calculate the attenuation of the light." msgstr "" "聚光灯下圆锥体的内角。必须小于等于外锥角。\n" -"在这个角度内,光线处于全亮状态。在内锥角和外锥角之间,存在一个从全亮度到零亮" -"度的过渡。创建 Godot [SpotLight3D] 时,内外锥角之间的比率将被来计算光的衰减。" +"在这个角度内,光线处于全亮状态。在内锥角和外锥角之间,存在一个从全亮度到零亮度" +"的过渡。创建 Godot [SpotLight3D] 时,内外锥角之间的比率将被来计算光的衰减。" msgid "" "The intensity of the light. This is expressed in candelas (lumens per " -"steradian) for point and spot lights, and lux (lumens per m²) for " -"directional lights. When creating a Godot light, this value is converted to " -"a unitless multiplier." +"steradian) for point and spot lights, and lux (lumens per m²) for directional " +"lights. When creating a Godot light, this value is converted to a unitless " +"multiplier." msgstr "" "光的强度。对于点光和聚光,用烛光(流明/立体光)表示;对于平行光,用勒克斯(流" "明/平方米)表示。在创建 Godot 灯光时,这个值会被转换为无单位的乘数。" @@ -45642,12 +50040,12 @@ msgid "" "At this angle, the light drops off to zero brightness. Between the inner and " "outer cone angles, there is a transition from full brightness to zero " "brightness. If this angle is a half turn, then the spotlight emits in all " -"directions. When creating a Godot [SpotLight3D], the outer cone angle is " -"used as the angle of the spotlight." +"directions. When creating a Godot [SpotLight3D], the outer cone angle is used " +"as the angle of the spotlight." msgstr "" "聚光灯下圆锥体的外角。必须大于等于内锥角。\n" -"在这个角度,光线会下降到零亮度。在内锥角和外锥角之间,存在一个从全亮度到零亮" -"度的过渡。如果这个角度是一个半圆,那么聚光灯会向所有方向发射。创建一个 Godot " +"在这个角度,光线会下降到零亮度。在内锥角和外锥角之间,存在一个从全亮度到零亮度" +"的过渡。如果这个角度是一个半圆,那么聚光灯会向所有方向发射。创建一个 Godot " "[SpotLight3D] 时,外锥角被用作聚光灯的角度。" msgid "" @@ -45655,23 +50053,23 @@ msgid "" "with no range defined behave like physical lights (which have infinite " "range). When creating a Godot light, the range is clamped to 4096." msgstr "" -"灯光的范围,超过这个范围灯光无效。没有定义范围的 GLTF 灯光的行为与无限范围的" -"物理灯光一样。当创建 Godot 灯光时,范围限制在 4096。" +"灯光的范围,超过这个范围灯光无效。没有定义范围的 GLTF 灯光的行为与无限范围的物" +"理灯光一样。当创建 Godot 灯光时,范围限制在 4096。" msgid "GLTF node class." msgstr "GLTF 节点类。" msgid "" "Represents a GLTF node. GLTF nodes may have names, transforms, children " -"(other GLTF nodes), and more specialized properties (represented by their " -"own classes).\n" -"GLTF nodes generally exist inside of [GLTFState] which represents all data " -"of a GLTF file. Most of GLTFNode's properties are indices of other data in " -"the GLTF file. You can extend a GLTF node with additional properties by " -"using [method get_additional_data] and [method set_additional_data]." +"(other GLTF nodes), and more specialized properties (represented by their own " +"classes).\n" +"GLTF nodes generally exist inside of [GLTFState] which represents all data of " +"a GLTF file. Most of GLTFNode's properties are indices of other data in the " +"GLTF file. You can extend a GLTF node with additional properties by using " +"[method get_additional_data] and [method set_additional_data]." msgstr "" -"代表 GLTF 节点。GLTF 节点中可以包含名称、变换、子节点(GLTF 节点)以及其他专" -"门的属性(由各自不同的类表示)。\n" +"代表 GLTF 节点。GLTF 节点中可以包含名称、变换、子节点(GLTF 节点)以及其他专门" +"的属性(由各自不同的类表示)。\n" "GLTF 节点通常存在于表示 GLTF 文件中的所有数据的 [GLTFState] 内部。大多数 " "GLTFNode 的属性都是 GLTF 文件中其他数据的索引。你可以使用 [method " "get_additional_data] 和 [method set_additional_data] 来添加额外的属性,扩展 " @@ -45699,8 +50097,8 @@ msgid "" "to keep per-node state data in [GLTFDocumentExtension] classes, which is " "important because they are stateless.\n" "The first argument should be the [GLTFDocumentExtension] name (does not have " -"to match the extension name in the GLTF file), and the second argument can " -"be anything you want." +"to match the extension name in the GLTF file), and the second argument can be " +"anything you want." msgstr "" "在这个 [GLTFNode] 实例中设置额外的任意数据。这可以用来保持 " "[GLTFDocumentExtension] 类中每个节点的状态数据,这很重要,因为它们是无状态" @@ -45710,8 +50108,8 @@ msgstr "" msgid "" "If this GLTF node is a camera, the index of the [GLTFCamera] in the " -"[GLTFState] that describes the camera's properties. If -1, this node is not " -"a camera." +"[GLTFState] that describes the camera's properties. If -1, this node is not a " +"camera." msgstr "" "如果该 GLTF 节点是一个相机,则 [GLTFState] 中 [GLTFCamera] 的索引将描述该相机" "的属性。如果为 -1,则该节点不是相机。" @@ -45723,17 +50121,16 @@ msgstr "" "[GLTFState] 中子节点的索引。如果该 GLTF 节点没有子节点,则这将是一个空数组。" msgid "" -"How deep into the node hierarchy this node is. A root node will have a " -"height of 0, its children will have a height of 1, and so on. If -1, the " -"height has not been calculated." +"How deep into the node hierarchy this node is. A root node will have a height " +"of 0, its children will have a height of 1, and so on. If -1, the height has " +"not been calculated." msgstr "" -"该节点在节点层次结构中的深度。根节点的高度为 0,其子节点的高度为 1,依此类" -"推。如果为 -1,则尚未计算高度。" +"该节点在节点层次结构中的深度。根节点的高度为 0,其子节点的高度为 1,依此类推。" +"如果为 -1,则尚未计算高度。" msgid "" -"If this GLTF node is a light, the index of the [GLTFLight] in the " -"[GLTFState] that describes the light's properties. If -1, this node is not a " -"light." +"If this GLTF node is a light, the index of the [GLTFLight] in the [GLTFState] " +"that describes the light's properties. If -1, this node is not a light." msgstr "" "如果该 GLTF 节点是一盏灯,则 [GLTFState] 中 [GLTFLight] 的索引将描述该灯的属" "性。如果为 -1,则该节点不是灯。" @@ -45782,19 +50179,186 @@ msgstr "" "GLTF 节点相对于其父节点的变换。由于通常首选位置、旋转和缩放属性,因此不使用该" "属性。" +msgid "Represents a GLTF physics body." +msgstr "代表 GLTF 物理体。" + +msgid "" +"Represents a physics body as defined by the [code]OMI_physics_body[/code] " +"GLTF extension. This class is an intermediary between the GLTF data and " +"Godot's nodes, and it's abstracted in a way that allows adding support for " +"different GLTF physics extensions in the future." +msgstr "" +"代表 [code]OMI_physics_body[/code] GLTF 扩展中定义的物理体。这个类是 GLTF 数据" +"与 Godot 节点的中介,并且经过了抽象,支持将来加入各种 GLTF 物理扩展。" + +msgid "OMI_physics_body GLTF extension" +msgstr "OMI_physics_body GLTF 扩展" + +msgid "" +"Creates a new GLTFPhysicsBody instance by parsing the given [Dictionary]." +msgstr "通过解析给定的 [Dictionary] 新建 GLTFPhysicsBody 实例。" + +msgid "" +"Create a new GLTFPhysicsBody instance from the given Godot " +"[CollisionObject3D] node." +msgstr "从给定的 Godot [CollisionObject3D] 节点新建 GLTFPhysicsBody 实例。" + +msgid "Serializes this GLTFPhysicsBody instance into a [Dictionary]." +msgstr "将这个 GLTFPhysicsBody 实例序列化为 [Dictionary]。" + +msgid "" +"Converts this GLTFPhysicsBody instance into a Godot [CollisionObject3D] node." +msgstr "将这个 GLTFPhysicsBody 实例转换为 Godot [CollisionObject3D] 节点。" + +msgid "" +"The angular velocity of the physics body, in radians per second. This is only " +"used when the body type is \"rigid\" or \"vehicle\"." +msgstr "" +"该物理体的角速度,单位为弧度每秒。仅在物体类型为“rigid”或“vehicle”时使用。" + +msgid "" +"The type of the body. Valid values are \"static\", \"kinematic\", " +"\"character\", \"rigid\", \"vehicle\", and \"trigger\"." +msgstr "" +"该物体的类型。有效值" +"有“static”“kinematic”“character”“rigid”“vehicle”“trigger”。" + +msgid "" +"The inertia tensor of the physics body, in kilogram meter squared (kg⋅m²). " +"This is only used when the body type is \"rigid\" or \"vehicle\".\n" +"When converted to a Godot [RigidBody3D] node, if this value is zero, then the " +"inertia will be calculated automatically." +msgstr "" +"该物理体的惯性张量,单位为千克平方米(kg⋅m²)。仅在物体类型" +"为“rigid”或“vehicle”时使用。\n" +"转换为 Godot [RigidBody3D] 节点时,如果该值为零,则会自动计算惯性。" + +msgid "" +"The linear velocity of the physics body, in meters per second. This is only " +"used when the body type is \"rigid\" or \"vehicle\"." +msgstr "" +"该物理体的线速度,单位为米每秒。仅在物体类型为“rigid”或“vehicle”时使用。" + +msgid "" +"The mass of the physics body, in kilograms. This is only used when the body " +"type is \"rigid\" or \"vehicle\"." +msgstr "该物理体的质量,单位为千克。仅在物体类型为“rigid”或“vehicle”时使用。" + +msgid "Represents a GLTF physics shape." +msgstr "代表 GLTF 物理形状。" + +msgid "" +"Represents a physics shape as defined by the [code]OMI_collider[/code] GLTF " +"extension. This class is an intermediary between the GLTF data and Godot's " +"nodes, and it's abstracted in a way that allows adding support for different " +"GLTF physics extensions in the future." +msgstr "" +"代表 [code]OMI_collider[/code] GLTF 扩展中定义的物理形状。这个类是 GLTF 数据" +"与 Godot 节点的中介,并且经过了抽象,支持将来加入各种 GLTF 物理扩展。" + msgid "OMI_collider GLTF extension" msgstr "OMI_collider GLTF 扩展" +msgid "" +"Creates a new GLTFPhysicsShape instance by parsing the given [Dictionary]." +msgstr "通过解析给定的 [Dictionary] 新建 GLTFPhysicsShape 实例。" + +msgid "" +"Create a new GLTFPhysicsShape instance from the given Godot " +"[CollisionShape3D] node." +msgstr "根据给定的 Godot [CollisionShape3D] 节点新建 GLTFPhysicsShape 实例。" + +msgid "Serializes this GLTFPhysicsShape instance into a [Dictionary]." +msgstr "将这个 GLTFPhysicsShape 实例序列化为 [Dictionary]。" + +msgid "" +"Converts this GLTFPhysicsShape instance into a Godot [CollisionShape3D] node." +msgstr "将这个 GLTFPhysicsShape 实例转换为 Godot [CollisionShape3D] 节点。" + +msgid "" +"The height of the shape, in meters. This is only used when the shape type is " +"\"capsule\" or \"cylinder\". This value should not be negative, and for " +"\"capsule\" it should be at least twice the radius." +msgstr "" +"形状的高度,单位为米。仅在形状类型为“capsule”或“cylinder”时使用。这个值不能为" +"负数,并且对于“capsule”而言应当至少是半径的两倍。" + +msgid "" +"The [ImporterMesh] resource of the shape. This is only used when the shape " +"type is \"hull\" (convex hull) or \"trimesh\" (concave trimesh)." +msgstr "" +"形状的 [ImporterMesh] 资源。仅在形状类型为“hull”(凸包)和“trimesh”(凹三角网" +"格)时使用。" + +msgid "" +"If [code]true[/code], indicates that this shape is a trigger. For Godot, this " +"means that the shape should be a child of an Area3D node.\n" +"This is the only variable not used in the [method to_node] method, it's " +"intended to be used alongside when deciding where to add the generated node " +"as a child." +msgstr "" +"如果为 [code]true[/code],则表示这个形状是触发器。对于 Godot 而言,这意味着该" +"形状应当是 Area3D 节点的子节点。\n" +"这是 [method to_node] 方法中唯一没有用到的变量,应该单独用来确定要将生成的节点" +"添加到哪个节点之下。" + +msgid "" +"The index of the shape's mesh in the GLTF file. This is only used when the " +"shape type is \"hull\" (convex hull) or \"trimesh\" (concave trimesh)." +msgstr "" +"形状网格在 GLTF 文件中的索引。仅在形状类型为“hull”(凸包)和“trimesh”(凹三角" +"网格)时使用。" + +msgid "" +"The radius of the shape, in meters. This is only used when the shape type is " +"\"capsule\", \"cylinder\", or \"sphere\". This value should not be negative." +msgstr "" +"形状的半径,单位为米。仅在形状类型为“capsule”“cylinder”或“sphere”时使用。这个" +"值不应为负数。" + +msgid "" +"The type of shape this shape represents. Valid values are \"box\", " +"\"capsule\", \"cylinder\", \"sphere\", \"hull\", and \"trimesh\"." +msgstr "" +"这个形状所代表的形状类型。有效取值有“box”“capsule”“cylinder”“sphere”“hull”以" +"及“trimesh”。" + +msgid "" +"The size of the shape, in meters. This is only used when the shape type is " +"\"box\", and it represents the \"diameter\" of the box. This value should not " +"be negative." +msgstr "" +"形状的大小,单位为米。仅在碰撞体类型为“box”时使用,代表盒子的“直径”。这个值不" +"应为负数。" + +msgid "" +"Returns a [Dictionary] that maps skeleton bone indices to the indices of GLTF " +"nodes. This property is unused during import, and only set during export. In " +"a GLTF file, a bone is a node, so Godot converts skeleton bones to GLTF nodes." +msgstr "" +"返回将骨架的骨骼索引映射到 GLTF 节点索引的 [Dictionary]。导入时不使用该属性," +"仅在导出时设置。在 GLTF 文件中,骨骼是一种节点,因此 Godot 将骨架中的骨骼转换" +"为 GLTF 节点。" + +msgid "" +"Sets a [Dictionary] that maps skeleton bone indices to the indices of GLTF " +"nodes. This property is unused during import, and only set during export. In " +"a GLTF file, a bone is a node, so Godot converts skeleton bones to GLTF nodes." +msgstr "" +"设置将骨架的骨骼索引映射到 GLTF 节点索引的 [Dictionary]。导入时不使用该属性," +"仅在导出时设置。在 GLTF 文件中,骨骼是一种节点,因此 Godot 将骨架中的骨骼转换" +"为 GLTF 节点。" + msgid "Archived GLTF extension for specular/glossy materials." msgstr "已归档的 GLTF 扩展,用于镜面/光泽材质。" msgid "" -"KHR_materials_pbrSpecularGlossiness is an archived GLTF extension. This " -"means that it is deprecated and not recommended for new files. However, it " -"is still supported for loading old files." +"KHR_materials_pbrSpecularGlossiness is an archived GLTF extension. This means " +"that it is deprecated and not recommended for new files. However, it is still " +"supported for loading old files." msgstr "" -"KHR_materials_pbrSpecularGlossiness 是一个已归档的 GLTF 扩展。这意味着它已被" -"弃用,不推荐用于新文件。但是,它仍然被支持用于加载旧文件。" +"KHR_materials_pbrSpecularGlossiness 是一个已归档的 GLTF 扩展。这意味着它已被弃" +"用,不推荐用于新文件。但是,它仍然被支持用于加载旧文件。" msgid "KHR_materials_pbrSpecularGlossiness GLTF extension spec" msgstr "KHR_materials_pbrSpecularGlossiness GLTF 扩展规范" @@ -45825,8 +50389,8 @@ msgid "" "a Godot scene. Then the data can either be used to create a Godot scene or " "save to a GLTF file. The code that converts to/from a Godot scene can be " "intercepted at arbitrary points by [GLTFDocumentExtension] classes. This " -"allows for custom data to be stored in the GLTF file or for custom data to " -"be converted to/from Godot nodes." +"allows for custom data to be stored in the GLTF file or for custom data to be " +"converted to/from Godot nodes." msgstr "" "包含 GLTF 文件中的所有节点和资源。用于 [GLTFDocument] 的数据存储,能够让 " "[GLTFDocument] 和所有 [GLTFDocumentExtension] 类保持无状态。\n" @@ -45845,13 +50409,13 @@ msgid "" msgstr "" "在序列化期间,将一个扩展名追加到该 GLTF 文件使用的扩展名列表在。如果 [param " "required] 为 true,则该扩展名也将被添加到所需扩展名列表中。不要在 [method " -"GLTFDocumentExtension._export_post] 中运行它,因为那个阶段已来不及添加扩展。" -"最终的列表将按字母顺序排序。" +"GLTFDocumentExtension._export_post] 中运行它,因为那个阶段已来不及添加扩展。最" +"终的列表将按字母顺序排序。" msgid "" -"Gets additional arbitrary data in this [GLTFState] instance. This can be " -"used to keep per-file state data in [GLTFDocumentExtension] classes, which " -"is important because they are stateless.\n" +"Gets additional arbitrary data in this [GLTFState] instance. This can be used " +"to keep per-file state data in [GLTFDocumentExtension] classes, which is " +"important because they are stateless.\n" "The argument should be the [GLTFDocumentExtension] name (does not have to " "match the extension name in the GLTF file), and the return value can be " "anything you set. If nothing was set, the return value is null." @@ -45864,9 +50428,9 @@ msgstr "" "null。" msgid "" -"Returns the [AnimationPlayer] node with the given index. These nodes are " -"only used during the export process when converting Godot [AnimationPlayer] " -"nodes to GLTF animations." +"Returns the [AnimationPlayer] node with the given index. These nodes are only " +"used during the export process when converting Godot [AnimationPlayer] nodes " +"to GLTF animations." msgstr "" "返回具有给定索引的 [AnimationPlayer] 节点。这些节点仅在将 Godot " "[AnimationPlayer] 节点转换为 GLTF 动画时的导出过程中使用。" @@ -45889,25 +50453,25 @@ msgstr "" "点生成。" msgid "" -"Returns an array of all [GLTFCamera]s in the GLTF file. These are the " -"cameras that the [member GLTFNode.camera] index refers to." +"Returns an array of all [GLTFCamera]s in the GLTF file. These are the cameras " +"that the [member GLTFNode.camera] index refers to." msgstr "" -"返回 GLTF 文件中所有 [GLTFCamera] 的数组。这些是 [member GLTFNode.camera] 索" -"引引用的相机。" +"返回 GLTF 文件中所有 [GLTFCamera] 的数组。这些是 [member GLTFNode.camera] 索引" +"引用的相机。" msgid "" "Returns an array of all [GLTFLight]s in the GLTF file. These are the lights " "that the [member GLTFNode.light] index refers to." msgstr "" -"返回 GLTF 文件中所有 [GLTFLight] 的数组。这些是 [member GLTFNode.light] 索引" -"引用的灯。" +"返回 GLTF 文件中所有 [GLTFLight] 的数组。这些是 [member GLTFNode.light] 索引引" +"用的灯。" msgid "" "Returns an array of all [GLTFMesh]es in the GLTF file. These are the meshes " "that the [member GLTFNode.mesh] index refers to." msgstr "" -"返回 GLTF 文件中所有 [GLTFMesh] 的数组。这些是 [member GLTFNode.mesh] 索引引" -"用的网格。" +"返回 GLTF 文件中所有 [GLTFMesh] 的数组。这些是 [member GLTFNode.mesh] 索引引用" +"的网格。" msgid "" "Returns an array of all [GLTFNode]s in the GLTF file. These are the nodes " @@ -45923,15 +50487,15 @@ msgid "" "Returns an array of all [GLTFSkeleton]s in the GLTF file. These are the " "skeletons that the [member GLTFNode.skeleton] index refers to." msgstr "" -"返回 GLTF 文件中所有 [GLTFSkeleton] 的数组。这些是 [member GLTFNode." -"skeleton] 索引引用的骨架。" +"返回 GLTF 文件中所有 [GLTFSkeleton] 的数组。这些是 [member GLTFNode.skeleton] " +"索引引用的骨架。" msgid "" "Returns an array of all [GLTFSkin]s in the GLTF file. These are the skins " "that the [member GLTFNode.skin] index refers to." msgstr "" -"返回 GLTF 文件中所有 [GLTFSkin] 的数组。这些是 [member GLTFNode.skin] 索引引" -"用的皮肤。" +"返回 GLTF 文件中所有 [GLTFSkin] 的数组。这些是 [member GLTFNode.skin] 索引引用" +"的皮肤。" msgid "" "Retrieves the array of texture samplers that are used by the textures " @@ -45949,12 +50513,12 @@ msgid "" msgstr "返回唯一节点名称的数组。这用于导入过程和导出过程。" msgid "" -"Sets additional arbitrary data in this [GLTFState] instance. This can be " -"used to keep per-file state data in [GLTFDocumentExtension] classes, which " -"is important because they are stateless.\n" +"Sets additional arbitrary data in this [GLTFState] instance. This can be used " +"to keep per-file state data in [GLTFDocumentExtension] classes, which is " +"important because they are stateless.\n" "The first argument should be the [GLTFDocumentExtension] name (does not have " -"to match the extension name in the GLTF file), and the second argument can " -"be anything you want." +"to match the extension name in the GLTF file), and the second argument can be " +"anything you want." msgstr "" "在这个 [GLTFState] 实例中设置额外的任意数据。这可以用来保留在 " "[GLTFDocumentExtension] 类中的每个文件的状态数据,这很重要,因为它们是无状态" @@ -46012,8 +50576,8 @@ msgstr "" "设置该状态中的 [GLTFSkin]。这些是 [member GLTFNode.skin] 索引引用的皮肤。" msgid "" -"Sets the array of texture samplers that are used by the textures contained " -"in the GLTF." +"Sets the array of texture samplers that are used by the textures contained in " +"the GLTF." msgstr "设置由 GLTF 中包含的纹理所使用的纹理采样器的数组。" msgid "" @@ -46029,33 +50593,31 @@ msgstr "设置该状态中的唯一节点名称。这用于导入过程和导出 msgid "" "The root nodes of the GLTF file. Typically, a GLTF file will only have one " "scene, and therefore one root node. However, a GLTF file may have multiple " -"scenes and therefore multiple root nodes, which will be generated as " -"siblings of each other and as children of the root node of the generated " -"Godot scene." +"scenes and therefore multiple root nodes, which will be generated as siblings " +"of each other and as children of the root node of the generated Godot scene." msgstr "" "GLTF 文件的根节点。通常,一个 GLTF 文件只有一个场景,因此只有一个根节点。然" -"而,一个 GLTF 文件可能有多个场景,因此可以有多个根节点,它们将作为彼此的兄弟" -"节点生成,并作为生成的 Godot 场景的根节点的子节点生成。" +"而,一个 GLTF 文件可能有多个场景,因此可以有多个根节点,它们将作为彼此的兄弟节" +"点生成,并作为生成的 Godot 场景的根节点的子节点生成。" msgid "" "The name of the scene. When importing, if not specified, this will be the " "file name. When exporting, if specified, the scene name will be saved to the " "GLTF file." msgstr "" -"场景的名称。导入时,如果没有指定,这将是文件名。导出时,如果指定,场景名称将" -"被保存到 GLTF 文件中。" +"场景的名称。导入时,如果没有指定,这将是文件名。导出时,如果指定,场景名称将被" +"保存到 GLTF 文件中。" msgid "Discards all embedded textures and uses untextured materials." msgstr "丢弃所有内嵌的纹理,并使用无纹理的材质。" msgid "" -"Extracts embedded textures to be reimported and compressed. Editor only. " -"Acts as uncompressed at runtime." +"Extracts embedded textures to be reimported and compressed. Editor only. Acts " +"as uncompressed at runtime." msgstr "提取内嵌的纹理以重新导入和压缩。仅限编辑器。在运行时充当未压缩的。" msgid "" -"Embeds textures VRAM compressed with Basis Universal into the generated " -"scene." +"Embeds textures VRAM compressed with Basis Universal into the generated scene." msgstr "将使用 Basis Universal 压缩的纹理 VRAM 嵌入到生成的场景中。" msgid "" @@ -46068,8 +50630,8 @@ msgid "" "default texture sampler is used (linear filtering, and repeat wrapping in " "both axes)." msgstr "" -"纹理采样器的 ID,在对图像进行采样时使用。如果为 -1,则使用默认的纹理采样器" -"(线性过滤,并在两个轴上重复环绕)。" +"纹理采样器的 ID,在对图像进行采样时使用。如果为 -1,则使用默认的纹理采样器(线" +"性过滤,并在两个轴上重复环绕)。" msgid "Represents a GLTF texture sampler" msgstr "代表 GLTF 纹理采样器" @@ -46102,9 +50664,8 @@ msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)." msgstr "Godot 和 Mono 运行时之间的桥梁(仅支持 Mono 的构建)。" msgid "" -"This class is a bridge between Godot and the Mono runtime. It exposes " -"several low-level operations and is only available in Mono-enabled Godot " -"builds.\n" +"This class is a bridge between Godot and the Mono runtime. It exposes several " +"low-level operations and is only available in Mono-enabled Godot builds.\n" "See also [CSharpScript]." msgstr "" "该类是连接 Godot 和 Mono 运行时的桥梁。它暴露了一些低级别的操作,只在支持 " @@ -46125,15 +50686,14 @@ msgid "" "2D particle node used to create a variety of particle systems and effects. " "[GPUParticles2D] features an emitter that generates some number of particles " "at a given rate.\n" -"Use the [member process_material] property to add a " -"[ParticleProcessMaterial] to configure particle appearance and behavior. " -"Alternatively, you can add a [ShaderMaterial] which will be applied to all " -"particles.\n" +"Use the [member process_material] property to add a [ParticleProcessMaterial] " +"to configure particle appearance and behavior. Alternatively, you can add a " +"[ShaderMaterial] which will be applied to all particles.\n" "2D particles can optionally collide with [LightOccluder2D] nodes (note: they " "don't collide with [PhysicsBody2D] nodes)." msgstr "" -"2D 粒子节点,用于创建各种粒子系统和效果。[GPUParticles2D] 是一个发射器,特点" -"是以给定的速度生成一定数量的粒子。\n" +"2D 粒子节点,用于创建各种粒子系统和效果。[GPUParticles2D] 是一个发射器,特点是" +"以给定的速度生成一定数量的粒子。\n" "使用 [member process_material] 属性来添加一个配置粒子的外观和行为的 " "[ParticleProcessMaterial]。或者,你可以添加一个应用于所有粒子的 " "[ShaderMaterial]。\n" @@ -46144,8 +50704,7 @@ msgid "2D Particles Demo" msgstr "2D 粒子演示" msgid "" -"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the " -"player)" +"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the player)" msgstr "2D Dodge The Creeps 演示(玩家身后的拖尾使用的是 GPUParticles2D)" msgid "Returns a rectangle containing the positions of all existing particles." @@ -46170,20 +50729,19 @@ msgstr "粒子碰撞半径的乘数。 [code]1.0[/code]对应精灵的大小。" msgid "" "Enables particle interpolation, which makes the particle movement smoother " "when their [member fixed_fps] is lower than the screen refresh rate." -msgstr "" -"启用粒子插值,当[member fixed_fps] 低于屏幕刷新率时,使粒子运动更平滑。" +msgstr "启用粒子插值,当[member fixed_fps] 低于屏幕刷新率时,使粒子运动更平滑。" msgid "" -"If [code]true[/code], particles use the parent node's coordinate space " -"(known as local coordinates). This will cause particles to move and rotate " -"along the [GPUParticles2D] node (and its parents) when it is moved or " -"rotated. If [code]false[/code], particles use global coordinates; they will " -"not move or rotate along the [GPUParticles2D] node (and its parents) when it " -"is moved or rotated." +"If [code]true[/code], particles use the parent node's coordinate space (known " +"as local coordinates). This will cause particles to move and rotate along the " +"[GPUParticles2D] node (and its parents) when it is moved or rotated. If " +"[code]false[/code], particles use global coordinates; they will not move or " +"rotate along the [GPUParticles2D] node (and its parents) when it is moved or " +"rotated." msgstr "" -"如果为 [code]true[/code],则粒子使用父节点的坐标空间(称为局部坐标)。这将导" -"致粒子在移动或旋转时沿着 [GPUParticles2D] 节点(及其父节点)移动和旋转。如果" -"为 [code]false[/code],则粒子使用全局坐标;当移动或旋转时,它们不会沿着 " +"如果为 [code]true[/code],则粒子使用父节点的坐标空间(称为局部坐标)。这将导致" +"粒子在移动或旋转时沿着 [GPUParticles2D] 节点(及其父节点)移动和旋转。如果为 " +"[code]false[/code],则粒子使用全局坐标;当移动或旋转时,它们不会沿着 " "[GPUParticles2D] 节点(及其父节点)移动或旋转。" msgid "" @@ -46203,9 +50761,8 @@ msgid "" "trail_section_subdivisions] properties." msgstr "" "如果[code]true[/code] ,可以使用网格换肤系统来启用粒子轨迹。\n" -"[b]注意:[/b] 与[GPUParticles3D]不同的是,trail sections和subdivisions的数量" -"是通过属性[member trail_sections]和[member trail_section_subdivisions]设置" -"的。" +"[b]注意:[/b] 与[GPUParticles3D]不同的是,trail sections和subdivisions的数量是" +"通过属性[member trail_sections]和[member trail_section_subdivisions]设置的。" msgid "" "The amount of time the particle's trail should represent (in seconds). Only " @@ -46216,22 +50773,22 @@ msgstr "" msgid "" "The number of subdivisions to use for the particle trail rendering. Higher " -"values can result in smoother trail curves, at the cost of performance due " -"to increased mesh complexity. See also [member trail_sections]. Only " -"effective if [member trail_enabled] is [code]true[/code]." +"values can result in smoother trail curves, at the cost of performance due to " +"increased mesh complexity. See also [member trail_sections]. Only effective " +"if [member trail_enabled] is [code]true[/code]." msgstr "" -"用于粒子尾迹渲染的细分数。较高的值可以产生更平滑的尾迹曲线,但由于增加了网格" -"的复杂度,因此会牺牲性能。另见 [member trail_sections]。仅当 [member " +"用于粒子尾迹渲染的细分数。较高的值可以产生更平滑的尾迹曲线,但由于增加了网格的" +"复杂度,因此会牺牲性能。另见 [member trail_sections]。仅当 [member " "trail_enabled] 为 [code]true[/code] 时有效。" msgid "" -"The number of sections to use for the particle trail rendering. Higher " -"values can result in smoother trail curves, at the cost of performance due " -"to increased mesh complexity. See also [member trail_section_subdivisions]. " -"Only effective if [member trail_enabled] is [code]true[/code]." +"The number of sections to use for the particle trail rendering. Higher values " +"can result in smoother trail curves, at the cost of performance due to " +"increased mesh complexity. See also [member trail_section_subdivisions]. Only " +"effective if [member trail_enabled] is [code]true[/code]." msgstr "" -"用于粒子轨迹渲染的部分数。较高的值可以产生更平滑的尾迹曲线,但由于增加了网格" -"的复杂度,因此会牺牲性能。另见 [member trail_section_subdivisions]。仅当 " +"用于粒子轨迹渲染的部分数。较高的值可以产生更平滑的尾迹曲线,但由于增加了网格的" +"复杂度,因此会牺牲性能。另见 [member trail_section_subdivisions]。仅当 " "[member trail_enabled] 为 [code]true[/code] 时有效。" msgid "" @@ -46242,8 +50799,8 @@ msgid "" "→ Generate Visibility Rect[/b] editor tool." msgstr "" "[Rect2] 确定节点的区域,该区域需要在屏幕上可见才能使粒子系统处于活动状态。\n" -"如果当节点进入/退出屏幕时粒子突然出现/消失,则增长矩形。[Rect2] 可以通过代码" -"或使用 [b]Particles → Generate Visibility Rect[/b] 编辑器工具生成。" +"如果当节点进入/退出屏幕时粒子突然出现/消失,则增长矩形。[Rect2] 可以通过代码或" +"使用 [b]Particles → Generate Visibility Rect[/b] 编辑器工具生成。" msgid "Particle starts at the specified position." msgstr "粒子在指定位置开始。" @@ -46274,8 +50831,8 @@ msgid "" "Alternatively, you can add a [ShaderMaterial] which will be applied to all " "particles." msgstr "" -"3D粒子节点,用于创建各种粒子系统和效果。[GPUParticles3D]的特点是,发射器以给" -"定的速度产生一定数量的粒子。\n" +"3D粒子节点,用于创建各种粒子系统和效果。[GPUParticles3D]的特点是,发射器以给定" +"的速度产生一定数量的粒子。\n" "使用[code]process_material[/code] 属性来添加一个配置粒子外观和行为的" "[ParticleProcessMaterial]。或者,你可以添加一个应用于所有粒子的" "[ShaderMaterial]。" @@ -46323,16 +50880,16 @@ msgstr "" "[code]1[/code],则所有的粒子都同时发射。" msgid "" -"If [code]true[/code], particles use the parent node's coordinate space " -"(known as local coordinates). This will cause particles to move and rotate " -"along the [GPUParticles3D] node (and its parents) when it is moved or " -"rotated. If [code]false[/code], particles use global coordinates; they will " -"not move or rotate along the [GPUParticles3D] node (and its parents) when it " -"is moved or rotated." +"If [code]true[/code], particles use the parent node's coordinate space (known " +"as local coordinates). This will cause particles to move and rotate along the " +"[GPUParticles3D] node (and its parents) when it is moved or rotated. If " +"[code]false[/code], particles use global coordinates; they will not move or " +"rotate along the [GPUParticles3D] node (and its parents) when it is moved or " +"rotated." msgstr "" -"如果为 [code]true[/code],则粒子使用父节点的坐标空间(称为局部坐标)。这将导" -"致粒子在移动或旋转时沿着 [GPUParticles3D] 节点(及其父节点)移动和旋转。如果" -"为 [code]false[/code],则粒子使用全局坐标;当移动或旋转时,它们不会沿着 " +"如果为 [code]true[/code],则粒子使用父节点的坐标空间(称为局部坐标)。这将导致" +"粒子在移动或旋转时沿着 [GPUParticles3D] 节点(及其父节点)移动和旋转。如果为 " +"[code]false[/code],则粒子使用全局坐标;当移动或旋转时,它们不会沿着 " "[GPUParticles3D] 节点(及其父节点)移动或旋转。" msgid "" @@ -46356,9 +50913,9 @@ msgstr "速度缩放比例。[code]0[/code] 的值可被用于暂停粒子。" msgid "" "If [code]true[/code], enables particle trails using a mesh skinning system. " "Designed to work with [RibbonTrailMesh] and [TubeTrailMesh].\n" -"[b]Note:[/b] [member BaseMaterial3D.use_particle_trails] must also be " -"enabled on the particle mesh's material. Otherwise, setting [member " -"trail_enabled] to [code]true[/code] will have no effect.\n" +"[b]Note:[/b] [member BaseMaterial3D.use_particle_trails] must also be enabled " +"on the particle mesh's material. Otherwise, setting [member trail_enabled] to " +"[code]true[/code] will have no effect.\n" "[b]Note:[/b] Unlike [GPUParticles2D], the number of trail sections and " "subdivisions is set in the [RibbonTrailMesh] or the [TubeTrailMesh]'s " "properties." @@ -46375,8 +50932,8 @@ msgid "" "The [AABB] that determines the node's region which needs to be visible on " "screen for the particle system to be active.\n" "Grow the box if particles suddenly appear/disappear when the node enters/" -"exits the screen. The [AABB] can be grown via code or with the [b]Particles " -"→ Generate AABB[/b] editor tool." +"exits the screen. The [AABB] can be grown via code or with the [b]Particles → " +"Generate AABB[/b] editor tool." msgstr "" "[AABB] 确定节点的区域,该区域需要在屏幕上可见,才能使粒子系统处于活动状态。\n" "如果在节点进入/退出屏幕时,粒子突然出现/消失,则应该增大矩形。[AABB] 可以通过" @@ -46401,8 +50958,8 @@ msgid "" "[CPUParticles3D]." msgstr "" "粒子吸引器可以将粒子朝吸引器的原点吸,也可以将粒子推离吸引器的原点。\n" -"粒子吸引器是实时进行的,可以在游戏过程中进行移动、旋转、缩放。与碰撞形状不" -"同,吸引器支持不统一的缩放。\n" +"粒子吸引器是实时进行的,可以在游戏过程中进行移动、旋转、缩放。与碰撞形状不同," +"吸引器支持不统一的缩放。\n" "临时禁用吸引器的方法是将其隐藏,也可以将 [member strength] 设置为 [code]0.0[/" "code]。\n" "[b]注意:[/b]粒子吸引器只会影响 [GPUParticles3D],不影响 [CPUParticles3D]。" @@ -46413,27 +50970,27 @@ msgid "" "negative values will cause particles to be pushed very fast as soon as the " "touch the attractor's edges." msgstr "" -"粒子吸引器的衰减。较高的值会导致粒子在靠近吸引器的原点时逐渐被推动。零值或负" -"值将导致粒子一接触吸引器的边缘就会被快速推动。" +"粒子吸引器的衰减。较高的值会导致粒子在靠近吸引器的原点时逐渐被推动。零值或负值" +"将导致粒子一接触吸引器的边缘就会被快速推动。" msgid "" -"The particle rendering layers ([member VisualInstance3D.layers]) that will " -"be affected by the attractor. By default, all particles are affected by an " +"The particle rendering layers ([member VisualInstance3D.layers]) that will be " +"affected by the attractor. By default, all particles are affected by an " "attractor.\n" "After configuring particle nodes accordingly, specific layers can be " -"unchecked to prevent certain particles from being affected by attractors. " -"For example, this can be used if you're using an attractor as part of a " -"spell effect but don't want the attractor to affect unrelated weather " -"particles at the same position.\n" +"unchecked to prevent certain particles from being affected by attractors. For " +"example, this can be used if you're using an attractor as part of a spell " +"effect but don't want the attractor to affect unrelated weather particles at " +"the same position.\n" "Particle attraction can also be disabled on a per-process material basis by " -"setting [member ParticleProcessMaterial.attractor_interaction_enabled] on " -"the [GPUParticles3D] node." +"setting [member ParticleProcessMaterial.attractor_interaction_enabled] on the " +"[GPUParticles3D] node." msgstr "" -"将受吸引器影响的粒子渲染层([member VisualInstance3D.layers])。默认情况下," -"所有粒子都受吸引子器影响。\n" +"将受吸引器影响的粒子渲染层([member VisualInstance3D.layers])。默认情况下,所" +"有粒子都受吸引子器影响。\n" "相应地配置粒子节点后,可以取消勾选特定层,以防止某些粒子受到吸引器的影响。例" -"如,如果将吸引器用作法术效果的一部分,但不希望吸引器影响同一位置的不相关天气" -"粒子,则可以使用该属性。\n" +"如,如果将吸引器用作法术效果的一部分,但不希望吸引器影响同一位置的不相关天气粒" +"子,则可以使用该属性。\n" "通过在 [GPUParticles3D] 节点上设置 [member ParticleProcessMaterial." "attractor_interaction_enabled],也可以在每个进程材质的基上禁用粒子吸引。" @@ -46442,13 +50999,13 @@ msgid "" "is not directional at all: it will attract particles towards its center. At " "[code]1.0[/code], the attractor is fully directional: particles will always " "be pushed towards local -Z (or +Z if [member strength] is negative).\n" -"[b]Note:[/b] If [member directionality] is greater than [code]0.0[/code], " -"the direction in which particles are pushed can be changed by rotating the " +"[b]Note:[/b] If [member directionality] is greater than [code]0.0[/code], the " +"direction in which particles are pushed can be changed by rotating the " "[GPUParticlesAttractor3D] node." msgstr "" -"调整吸引器的方向。在 [code]0.0[/code] 处,吸引器完全没有方向性:它会将粒子吸" -"引到其中心。在 [code]1.0[/code] 中,吸引器是完全定向的:粒子将始终被推向局部 " -"-Z(如果 [member strength] 为负数,则推向 +Z)。\n" +"调整吸引器的方向。在 [code]0.0[/code] 处,吸引器完全没有方向性:它会将粒子吸引" +"到其中心。在 [code]1.0[/code] 中,吸引器是完全定向的:粒子将始终被推向局部 -Z" +"(如果 [member strength] 为负数,则推向 +Z)。\n" "[b]注意:[/b]如果 [member directionality] 大于 [code]0.0[/code],则可以通过旋" "转 [GPUParticlesAttractor3D] 节点,来改变粒子推送的方向。" @@ -46458,9 +51015,9 @@ msgid "" "if [member directionality] is [code]0.0[/code], or towards local +Z if " "[member directionality] is greater than [code]0.0[/code]." msgstr "" -"如果 [member strength] 为负,则粒子将被反向推动。如果 [member " -"directionality] 为 [code]0.0[/code],则粒子将被推[i]离[/i]吸引器的原点,如果 " -"[member directionality] 大于 [code]0.0[/code],则粒子将被推向局部 +Z。" +"如果 [member strength] 为负,则粒子将被反向推动。如果 [member directionality] " +"为 [code]0.0[/code],则粒子将被推[i]离[/i]吸引器的原点,如果 [member " +"directionality] 大于 [code]0.0[/code],则粒子将被推向局部 +Z。" msgid "Box-shaped 3D particle attractor affecting [GPUParticles3D] nodes." msgstr "盒状 3D 粒子吸引器,会影响 [GPUParticles3D] 节点。" @@ -46493,8 +51050,8 @@ msgid "" "on the [GPUParticlesAttractorSphere3D] node." msgstr "" "吸引器球体的半径,使用 3D 单位。\n" -"[b]注意:[/b]要得到拉伸椭圆形,可以对 [GPUParticlesAttractorSphere3D] 节点使" -"用非统一缩放。" +"[b]注意:[/b]要得到拉伸椭圆形,可以对 [GPUParticlesAttractorSphere3D] 节点使用" +"非统一缩放。" msgid "" "Box-shaped 3D particle attractor with strength varying within the box, " @@ -46514,8 +51071,8 @@ msgid "" msgstr "" "盒状 3D 粒子吸引器,内部存在强度变化,会影响 [GPUParticles3D] 节点。\n" "与 [GPUParticlesAttractorBox3D] 不同,[GPUParticlesAttractorVectorField3D] 使" -"用 [member texture] 来影响盒子内的吸引力强度。可用于创建复杂的吸引场景,其中" -"粒子根据其位置向不同方向移动。这对于沙尘暴等天气影响很有用。\n" +"用 [member texture] 来影响盒子内的吸引力强度。可用于创建复杂的吸引场景,其中粒" +"子根据其位置向不同方向移动。这对于沙尘暴等天气影响很有用。\n" "[b]注意:[/b]粒子吸引器只会影响 [GPUParticles3D],不影响 [CPUParticles3D]。" msgid "The size of the vector field box in 3D units." @@ -46558,47 +51115,44 @@ msgid "" "that matches or exceeds the target framerate." msgstr "" "粒子碰撞形状可用于使粒子停止或对其反弹。\n" -"粒子碰撞形状是实时的,在游戏过程中可以移动、旋转和缩放。与吸引器不同,碰撞形" -"状的非均匀缩放[i]不[/i]受支持。\n" +"粒子碰撞形状是实时的,在游戏过程中可以移动、旋转和缩放。与吸引器不同,碰撞形状" +"的非均匀缩放[i]不[/i]受支持。\n" "粒子碰撞形状可以通过隐藏而暂时禁用。\n" "[b]注意:[/b]在 [GPUParticles3D] 的处理材质上,[member " "ParticleProcessMaterial.collision_mode] 必须是 [constant " -"ParticleProcessMaterial.COLLISION_RIGID] 或 [constant " -"ParticleProcessMaterial.COLLISION_HIDE_ON_CONTACT],才能使碰撞生效。\n" +"ParticleProcessMaterial.COLLISION_RIGID] 或 [constant ParticleProcessMaterial." +"COLLISION_HIDE_ON_CONTACT],才能使碰撞生效。\n" "[b]注意:[/b]粒子碰撞只影响 [GPUParticles3D],不影响 [CPUParticles3D]。\n" "[b]注意:[/b]由正在移动的碰撞器推动的粒子不会被插值,这可能会导致可见的卡顿。" "这可以通过将 [member GPUParticles3D.fixed_fps] 设置为 [code]0[/code] 或一个符" "合或超过目标帧速率的值来缓解。" msgid "" -"The particle rendering layers ([member VisualInstance3D.layers]) that will " -"be affected by the collision shape. By default, all particles that have " -"[member ParticleProcessMaterial.collision_mode] set to [constant " -"ParticleProcessMaterial.COLLISION_RIGID] or [constant " -"ParticleProcessMaterial.COLLISION_HIDE_ON_CONTACT] will be affected by a " -"collision shape.\n" +"The particle rendering layers ([member VisualInstance3D.layers]) that will be " +"affected by the collision shape. By default, all particles that have [member " +"ParticleProcessMaterial.collision_mode] set to [constant " +"ParticleProcessMaterial.COLLISION_RIGID] or [constant ParticleProcessMaterial." +"COLLISION_HIDE_ON_CONTACT] will be affected by a collision shape.\n" "After configuring particle nodes accordingly, specific layers can be " -"unchecked to prevent certain particles from being affected by attractors. " -"For example, this can be used if you're using an attractor as part of a " -"spell effect but don't want the attractor to affect unrelated weather " -"particles at the same position.\n" +"unchecked to prevent certain particles from being affected by attractors. For " +"example, this can be used if you're using an attractor as part of a spell " +"effect but don't want the attractor to affect unrelated weather particles at " +"the same position.\n" "Particle attraction can also be disabled on a per-process material basis by " -"setting [member ParticleProcessMaterial.attractor_interaction_enabled] on " -"the [GPUParticles3D] node." +"setting [member ParticleProcessMaterial.attractor_interaction_enabled] on the " +"[GPUParticles3D] node." msgstr "" -"将受碰撞形状影响的粒子渲染层([member VisualInstance3D.layers])。默认情况" -"下,所有 [member ParticleProcessMaterial.collision_mode] 设置为 [constant " -"ParticleProcessMaterial.COLLISION_RIGID] 或 [constant " -"ParticleProcessMaterial.COLLISION_HIDE_ON_CONTACT] 的粒子都将受到碰撞形状的影" -"响。\n" +"将受碰撞形状影响的粒子渲染层([member VisualInstance3D.layers])。默认情况下," +"所有 [member ParticleProcessMaterial.collision_mode] 设置为 [constant " +"ParticleProcessMaterial.COLLISION_RIGID] 或 [constant ParticleProcessMaterial." +"COLLISION_HIDE_ON_CONTACT] 的粒子都将受到碰撞形状的影响。\n" "相应地配置粒子节点后,可以取消选中特定层,以防止某些粒子受到吸引子的影响。例" -"如,如果你将吸引子用作法术效果的一部分但不希望吸引子影响同一位置的不相关天气" -"粒子,则可以使用此选项。\n" +"如,如果你将吸引子用作法术效果的一部分但不希望吸引子影响同一位置的不相关天气粒" +"子,则可以使用此选项。\n" "通过在 [GPUParticles3D] 节点上设置 [member ParticleProcessMaterial." "attractor_interaction_enabled],也可以在每个进程材质的基础上禁用粒子吸引。" -msgid "" -"Box-shaped 3D particle collision shape affecting [GPUParticles3D] nodes." +msgid "Box-shaped 3D particle collision shape affecting [GPUParticles3D] nodes." msgstr "Box-3D 粒子碰撞的形状影响 [GPUParticles3D] 节点。" msgid "" @@ -46613,8 +51167,7 @@ msgstr "" "盒状3D粒子碰撞形状影响[GPUParticles3D]节点。\n" "[b]注意:[/b] [member ParticleProcessMaterial.collision_mode]必须是[constant " "ParticleProcessMaterial.COLLISION_RIGID]或[constant ParticleProcessMaterial." -"COLLISION_HIDE_ON_CONTACT]在经过[GPUParticles3D]的材质上,碰撞才能发挥作" -"用。\n" +"COLLISION_HIDE_ON_CONTACT]在经过[GPUParticles3D]的材质上,碰撞才能发挥作用。\n" "[b]注意:[/b] 粒子碰撞只影响到[GPUParticles3D],而不是[CPUParticles3D]。" msgid "The collision box's size in 3D units." @@ -46628,8 +51181,8 @@ msgstr "实时高度图状的 3D 粒子吸引器,影响 [GPUParticles3D] 节 msgid "" "Real-time heightmap-shaped 3D particle attractor affecting [GPUParticles3D] " "nodes.\n" -"Heightmap shapes allow for efficiently representing collisions for convex " -"and concave objects with a single \"floor\" (such as terrain). This is less " +"Heightmap shapes allow for efficiently representing collisions for convex and " +"concave objects with a single \"floor\" (such as terrain). This is less " "flexible than [GPUParticlesCollisionSDF3D], but it doesn't require a baking " "step.\n" "[GPUParticlesCollisionHeightField3D] can also be regenerated in real-time " @@ -46639,8 +51192,8 @@ msgid "" "heightmaps cannot represent overhangs, [GPUParticlesCollisionHeightField3D] " "is not suited for indoor particle collision.\n" "[b]Note:[/b] [member ParticleProcessMaterial.collision_mode] must be " -"[code]true[/code] on the [GPUParticles3D]'s process material for collision " -"to work.\n" +"[code]true[/code] on the [GPUParticles3D]'s process material for collision to " +"work.\n" "[b]Note:[/b] Particle collision only affects [GPUParticles3D], not " "[CPUParticles3D]." msgstr "" @@ -46648,13 +51201,13 @@ msgstr "" "高度图形状允许有效地表示凸面和凹面对象与单个“地板”(例如地形)的碰撞。它不如 " "[GPUParticlesCollisionSDF3D] 灵活,但不需要烘焙步骤。\n" "也可以在移动时、相机移动时、甚至连续时,实时重新生成 " -"[GPUParticlesCollisionHeightField3D]。这对雨雪等天气效果、以及具有高度动态几" -"何体的游戏来说,[GPUParticlesCollisionHeightField3D] 是一个不错的选择。但是," -"由于高度图不能表示悬垂,因此 [GPUParticlesCollisionHeightField3D] 不适用于室" -"内粒子碰撞。\n" +"[GPUParticlesCollisionHeightField3D]。这对雨雪等天气效果、以及具有高度动态几何" +"体的游戏来说,[GPUParticlesCollisionHeightField3D] 是一个不错的选择。但是,由" +"于高度图不能表示悬垂,因此 [GPUParticlesCollisionHeightField3D] 不适用于室内粒" +"子碰撞。\n" "[b]注意:[/b]在 [GPUParticles3D] 的处理材质上,[member " -"ParticleProcessMaterial.collision_mode] 必须为 [code]true[/code],才能使碰撞" -"生效。\n" +"ParticleProcessMaterial.collision_mode] 必须为 [code]true[/code],才能使碰撞生" +"效。\n" "[b]注意:[/b]粒子碰撞只影响 [GPUParticles3D],不影响 [CPUParticles3D]。" msgid "" @@ -46662,16 +51215,15 @@ msgid "" "the current camera in global space. The [GPUParticlesCollisionHeightField3D] " "does not need to be a child of the [Camera3D] node for this to work.\n" "Following the camera has a performance cost, as it will force the heightmap " -"to update whenever the camera moves. Consider lowering [member resolution] " -"to improve performance if [member follow_camera_enabled] is [code]true[/" -"code]." +"to update whenever the camera moves. Consider lowering [member resolution] to " +"improve performance if [member follow_camera_enabled] is [code]true[/code]." msgstr "" -"如果为 [code]true[/code],则 [GPUParticlesCollisionHeightField3D] 将在全局空" -"间中跟随当前相机。[GPUParticlesCollisionHeightField3D] 不需要是该 [Camera3D] " -"节点的子节点也能工作。\n" +"如果为 [code]true[/code],则 [GPUParticlesCollisionHeightField3D] 将在全局空间" +"中跟随当前相机。[GPUParticlesCollisionHeightField3D] 不需要是该 [Camera3D] 节" +"点的子节点也能工作。\n" "跟随相机会有性能成本,因为它会在相机移动时强制更新高度图。如果 [member " -"follow_camera_enabled] 为 [code]true[/code],请考虑降低 [member resolution] " -"以提高性能。" +"follow_camera_enabled] 为 [code]true[/code],请考虑降低 [member resolution] 以" +"提高性能。" msgid "" "Higher resolutions can represent small details more accurately in large " @@ -46700,8 +51252,7 @@ msgstr "生成 256×256 的高度图。适用于小规模场景,或没有远 msgid "" "Generate a 512×512 heightmap. Intended for medium-scale scenes, or larger " "scenes with no distant particles." -msgstr "" -"生成 512×512 的高度图。适用于中等规模的场景,或没有远景粒子的较大场景。" +msgstr "生成 512×512 的高度图。适用于中等规模的场景,或没有远景粒子的较大场景。" msgid "" "Generate a 1024×1024 heightmap. Intended for large scenes with distant " @@ -46734,17 +51285,17 @@ msgid "" "RenderingServer.particles_collision_height_field_update]." msgstr "" "仅在 [GPUParticlesCollisionHeightField3D] 节点移动时,或者当 [member " -"follow_camera_enabled] 为 [code]true[/code] 且相机移动时,更新高度图。可以通" -"过向任意方向稍微移动 [GPUParticlesCollisionHeightField3D] 或者调用 [method " +"follow_camera_enabled] 为 [code]true[/code] 且相机移动时,更新高度图。可以通过" +"向任意方向稍微移动 [GPUParticlesCollisionHeightField3D] 或者调用 [method " "RenderingServer.particles_collision_height_field_update] 来强制更新。" msgid "" "Update the heightmap every frame. This has a significant performance cost. " -"This update should only be used when geometry that particles can collide " -"with changes significantly during gameplay." +"This update should only be used when geometry that particles can collide with " +"changes significantly during gameplay." msgstr "" -"每帧更新高度图。这具有显著的性能成本。只有当粒子可以碰撞的几何体在游戏过程中" -"发生显著变化时,才应使用该更新选项。" +"每帧更新高度图。这具有显著的性能成本。只有当粒子可以碰撞的几何体在游戏过程中发" +"生显著变化时,才应使用该更新选项。" msgid "" "Baked signed distance field 3D particle attractor affecting [GPUParticles3D] " @@ -46761,11 +51312,11 @@ msgid "" "[b]Baking:[/b] The signed distance field texture can be baked by selecting " "the [GPUParticlesCollisionSDF3D] node in the editor, then clicking [b]Bake " "SDF[/b] at the top of the 3D viewport. Any [i]visible[/i] [MeshInstance3D]s " -"within the [member size] will be taken into account for baking, regardless " -"of their [member GeometryInstance3D.gi_mode].\n" -"[b]Note:[/b] Baking a [GPUParticlesCollisionSDF3D]'s [member texture] is " -"only possible within the editor, as there is no bake method exposed for use " -"in exported projects. However, it's still possible to load pre-baked " +"within the [member size] will be taken into account for baking, regardless of " +"their [member GeometryInstance3D.gi_mode].\n" +"[b]Note:[/b] Baking a [GPUParticlesCollisionSDF3D]'s [member texture] is only " +"possible within the editor, as there is no bake method exposed for use in " +"exported projects. However, it's still possible to load pre-baked " "[Texture3D]s into its [member texture] property in an exported project.\n" "[b]Note:[/b] [member ParticleProcessMaterial.collision_mode] must be " "[constant ParticleProcessMaterial.COLLISION_RIGID] or [constant " @@ -46782,12 +51333,12 @@ msgstr "" "任何[i]可见[/i] [MeshInstance3D],无论它们的 [member GeometryInstance3D." "gi_mode] 如何,都将被考虑用于烘焙。\n" "[b]注意:[/b]烘焙 [GPUParticlesCollisionSDF3D] 的 [member texture] 只能在编辑" -"器中进行,因为没有公开的烘焙方法可用于导出的游戏项目中。但是,在导出的游戏项" -"目中,仍然可以将预先烘焙的 [Texture3D] 加载到 [member texture] 属性中。\n" +"器中进行,因为没有公开的烘焙方法可用于导出的游戏项目中。但是,在导出的游戏项目" +"中,仍然可以将预先烘焙的 [Texture3D] 加载到 [member texture] 属性中。\n" "[b]注意:[/b]在 [GPUParticles3D] 的处理材质上,[member " "ParticleProcessMaterial.collision_mode] 必须是 [constant " -"ParticleProcessMaterial.COLLISION_RIGID] 或 [constant " -"ParticleProcessMaterial.COLLISION_HIDE_ON_CONTACT],才能使碰撞生效。\n" +"ParticleProcessMaterial.COLLISION_RIGID] 或 [constant ParticleProcessMaterial." +"COLLISION_HIDE_ON_CONTACT],才能使碰撞生效。\n" "[b]注意:[/b]粒子碰撞只影响 [GPUParticles3D],不影响 [CPUParticles3D]。" msgid "" @@ -46801,19 +51352,19 @@ msgid "" "Based on [param value], enables or disables the specified layer in the " "[member bake_mask], given a [param layer_number] between 1 and 32." msgstr "" -"基于 [param value],启用或禁用 [member bake_mask] 中的指定层,该层由给定的一" -"个介于 1 和 32 之间的 [param layer_number] 指定。" +"基于 [param value],启用或禁用 [member bake_mask] 中的指定层,该层由给定的一个" +"介于 1 和 32 之间的 [param layer_number] 指定。" msgid "" -"The visual layers to account for when baking the particle collision SDF. " -"Only [MeshInstance3D]s whose [member VisualInstance3D.layers] match with " -"this [member bake_mask] will be included in the generated particle collision " -"SDF. By default, all objects are taken into account for the particle " -"collision SDF baking." +"The visual layers to account for when baking the particle collision SDF. Only " +"[MeshInstance3D]s whose [member VisualInstance3D.layers] match with this " +"[member bake_mask] will be included in the generated particle collision SDF. " +"By default, all objects are taken into account for the particle collision SDF " +"baking." msgstr "" "烘焙粒子碰撞 SDF 时要考虑的可视层。只有其 [member VisualInstance3D.layers] 与" -"该 [member bake_mask] 匹配的 [MeshInstance3D],才会被包含在生成的粒子碰撞 " -"SDF 中。默认情况下,粒子碰撞 SDF 烘焙会考虑所有对象。" +"该 [member bake_mask] 匹配的 [MeshInstance3D],才会被包含在生成的粒子碰撞 SDF " +"中。默认情况下,粒子碰撞 SDF 烘焙会考虑所有对象。" msgid "" "The bake resolution to use for the signed distance field [member texture]. " @@ -46821,21 +51372,21 @@ msgid "" "property to be effective. Higher resolutions have a greater performance cost " "and take more time to bake. Higher resolutions also result in larger baked " "textures, leading to increased VRAM and storage space requirements. To " -"improve performance and reduce bake times, use the lowest resolution " -"possible for the object you're representing the collision of." +"improve performance and reduce bake times, use the lowest resolution possible " +"for the object you're representing the collision of." msgstr "" "用于有符号距离场 [member texture] 的烘焙分辨率。必须再次烘焙纹理,才能使 " -"[member resolution] 属性的更改生效。更高的分辨率具有更高的性能成本,并且需要" -"更多的时间来烘焙。更高的分辨率还会产生更大的烘焙纹理,从而增加 VRAM 和存储的" -"空间需求。要提高性能并减少烘焙时间,请为表示碰撞的对象使用尽可能低的分辨率。" +"[member resolution] 属性的更改生效。更高的分辨率具有更高的性能成本,并且需要更" +"多的时间来烘焙。更高的分辨率还会产生更大的烘焙纹理,从而增加 VRAM 和存储的空间" +"需求。要提高性能并减少烘焙时间,请为表示碰撞的对象使用尽可能低的分辨率。" msgid "" "The collision SDF's size in 3D units. To improve SDF quality, the [member " "size] should be set as small as possible while covering the parts of the " "scene you need." msgstr "" -"碰撞 SDF 的大小,单位为 3D 单位。为了提高 SDF 质量,应在能覆盖需要的场景部分" -"的同时,将 [member size] 设置得尽可能小。" +"碰撞 SDF 的大小,单位为 3D 单位。为了提高 SDF 质量,应在能覆盖需要的场景部分的" +"同时,将 [member size] 设置得尽可能小。" msgid "The 3D texture representing the signed distance field." msgstr "代表有符号距离场的 3D 纹理。" @@ -46889,8 +51440,8 @@ msgstr "" "球状的 3D 粒子碰撞形状,影响 [GPUParticles3D] 节点。\n" "[b]注意:[/b]在 [GPUParticles3D] 的处理材质上,[member " "ParticleProcessMaterial.collision_mode] 必须是 [constant " -"ParticleProcessMaterial.COLLISION_RIGID] 或 [constant " -"ParticleProcessMaterial.COLLISION_HIDE_ON_CONTACT] ,才能使碰撞生效。\n" +"ParticleProcessMaterial.COLLISION_RIGID] 或 [constant ParticleProcessMaterial." +"COLLISION_HIDE_ON_CONTACT] ,才能使碰撞生效。\n" "[b]注意:[/b]粒子碰撞只影响 [GPUParticles3D],不影响 [CPUParticles3D]。" msgid "The collision sphere's radius in 3D units." @@ -46904,17 +51455,16 @@ msgstr "颜色插值器资源,可用于在用户定义的颜色点之间生成 msgid "" "Given a set of colors, this resource will interpolate them in order. This " "means that if you have color 1, color 2 and color 3, the gradient will " -"interpolate from color 1 to color 2 and from color 2 to color 3. The " -"gradient will initially have 2 colors (black and white), one (black) at " -"gradient lower offset 0 and the other (white) at the gradient higher offset " -"1.\n" +"interpolate from color 1 to color 2 and from color 2 to color 3. The gradient " +"will initially have 2 colors (black and white), one (black) at gradient lower " +"offset 0 and the other (white) at the gradient higher offset 1.\n" "See also [Curve] which supports more complex easing methods, but does not " "support colors." msgstr "" "给定一组颜色,这个资源将依次两两插值。这意味着,如果你有颜色 1、颜色 2和颜色 " -"3,渐变将从颜色 1 插值到颜色2、从颜色 2 插值到颜色 3。渐变最初有两种颜色(黑" -"色和白色),一种(黑色)位于渐变较低的偏移量 0 处,另一种(白色)位于渐变较高" -"的偏移量 1 处。\n" +"3,渐变将从颜色 1 插值到颜色2、从颜色 2 插值到颜色 3。渐变最初有两种颜色(黑色" +"和白色),一种(黑色)位于渐变较低的偏移量 0 处,另一种(白色)位于渐变较高的" +"偏移量 1 处。\n" "另请参阅 [Curve],支持更多复杂的缓动函数,但不支持颜色。" msgid "" @@ -46942,8 +51492,8 @@ msgid "" msgstr "" "将渐变进行翻转/镜像。\n" "[b]注意:[/b]这个方法会将所有点以渐变的中点进行镜像,[member " -"interpolation_mode] 为 [constant GRADIENT_INTERPOLATE_CONSTANT] 时可能产生意" -"外的结果。" +"interpolation_mode] 为 [constant GRADIENT_INTERPOLATE_CONSTANT] 时可能产生意外" +"的结果。" msgid "Returns the interpolated color specified by [param offset]." msgstr "返回由偏移 [param offset] 指定的插值颜色。" @@ -46954,17 +51504,47 @@ msgstr "设置渐变色在索引 [param point] 处的颜色。" msgid "Sets the offset for the gradient color at index [param point]." msgstr "设置渐变色在索引 [param point] 处的偏移。" +msgid "" +"The color space used to interpolate between points of the gradient. It does " +"not affect the returned colors, which will always be in sRGB space. See [enum " +"ColorSpace] for available modes.\n" +"[b]Note:[/b] This setting has no effect when [member interpolation_mode] is " +"set to [constant GRADIENT_INTERPOLATE_CONSTANT]." +msgstr "" +"用于在渐变点之间进行插值的色彩空间。不影响返回的颜色,返回的颜色始终在 sRGB 空" +"间。可用的模式见 [enum ColorSpace]。\n" +"[b]注意:[/b][member interpolation_mode] 为 [constant " +"GRADIENT_INTERPOLATE_CONSTANT] 时该设置无效。" + +msgid "" +"The algorithm used to interpolate between points of the gradient. See [enum " +"InterpolationMode] for available modes." +msgstr "用于在渐变点之间进行插值的算法。可用的模式见 [enum InterpolationMode]。" + msgid "" "Constant interpolation, color changes abruptly at each point and stays " "uniform between. This might cause visible aliasing when used for a gradient " "texture in some cases." msgstr "" -"常量插值,颜色会在每个点上突变,在点和点之间保持一致。在某些情况下用于渐变纹" -"理时,可能会造成明显的锯齿。" +"常量插值,颜色会在每个点上突变,在点和点之间保持一致。在某些情况下用于渐变纹理" +"时,可能会造成明显的锯齿。" msgid "Cubic interpolation." msgstr "三次插值。" +msgid "sRGB color space." +msgstr "sRGB 色彩空间。" + +msgid "Linear sRGB color space." +msgstr "线性 sRGB 色彩空间。" + +msgid "" +"[url=https://bottosson.github.io/posts/oklab/]Oklab[/url] color space. This " +"color space provides a smooth and uniform-looking transition between colors." +msgstr "" +"[url=https://bottosson.github.io/posts/oklab/]Oklab[/url] 色彩空间。该色彩空间" +"能够在不同颜色之间进行平滑、外观统一的过渡。" + msgid "Gradient-filled texture." msgstr "渐变填充纹理。" @@ -46976,9 +51556,9 @@ msgid "" "at fixed steps (see [member width]). See also [GradientTexture2D], " "[CurveTexture] and [CurveXYZTexture]." msgstr "" -"GradientTexture1D 使用一个 [Gradient] 来填充纹理数据。该渐变纹理将使用从渐变" -"中获得的颜色从左到右进行填充。这意味着该纹理不一定代表渐变的精确副本,而是以" -"固定步长从渐变中获得的样本的插值(参见 [member width])。另请参见 " +"GradientTexture1D 使用一个 [Gradient] 来填充纹理数据。该渐变纹理将使用从渐变中" +"获得的颜色从左到右进行填充。这意味着该纹理不一定代表渐变的精确副本,而是以固定" +"步长从渐变中获得的样本的插值(参见 [member width])。另请参见 " "[GradientTexture2D]、[CurveTexture] 和 [CurveXYZTexture]。" msgid "The [Gradient] that will be used to fill the texture." @@ -46992,9 +51572,9 @@ msgid "" "will be clamped ([constant Image.FORMAT_RGBA8] format)." msgstr "" "如果为 [code]true[/code],则生成的纹理会支持高动态范围([constant Image." -"FORMAT_RGBAF] 格式)。可以在 [member Environment.glow_enabled] 为 " -"[code]true[/code] 时实现辉光效果。如果为 [code]false[/code],则生成的纹理会使" -"用低动态范围;过亮的颜色会被钳制([constant Image.FORMAT_RGBA8] 格式)。" +"FORMAT_RGBAF] 格式)。可以在 [member Environment.glow_enabled] 为 [code]true[/" +"code] 时实现辉光效果。如果为 [code]false[/code],则生成的纹理会使用低动态范" +"围;过亮的颜色会被钳制([constant Image.FORMAT_RGBA8] 格式)。" msgid "The number of color samples that will be obtained from the [Gradient]." msgstr "将从 [Gradient] 中获得的颜色样本的数量。" @@ -47011,10 +51591,10 @@ msgid "" "[member width] and [member height]). See also [GradientTexture1D], " "[CurveTexture] and [CurveXYZTexture]." msgstr "" -"该纹理使用一个 [Gradient] 来填充 2D 空间中的纹理数据。使用从渐变中获得的颜" -"色,根据指定的 [member fill] 和 [member repeat] 类型来填充该渐变纹理。该纹理" -"不一定代表渐变的精确副本,而是以固定步长从渐变获得的样本的插值(参见 [member " -"width] 和 [member height])。另请参见 [GradientTexture1D]、[CurveTexture] 和 " +"该纹理使用一个 [Gradient] 来填充 2D 空间中的纹理数据。使用从渐变中获得的颜色," +"根据指定的 [member fill] 和 [member repeat] 类型来填充该渐变纹理。该纹理不一定" +"代表渐变的精确副本,而是以固定步长从渐变获得的样本的插值(参见 [member width] " +"和 [member height])。另请参见 [GradientTexture1D]、[CurveTexture] 和 " "[CurveXYZTexture]。" msgid "" @@ -47025,8 +51605,7 @@ msgstr "" "渐变填充类型,是 [enum Fill] 中的某个值。该纹理使用的是位于 [member " "fill_from] 到 [member fill_to] 偏移量的颜色,对它们进行插值填充。" -msgid "" -"The initial offset used to fill the texture specified in UV coordinates." +msgid "The initial offset used to fill the texture specified in UV coordinates." msgstr "用于填充纹理的初始偏移量,使用 UV 坐标。" msgid "The final offset used to fill the texture specified in UV coordinates." @@ -47060,8 +51639,8 @@ msgid "The colors are linearly interpolated in a circular pattern." msgstr "颜色按照圆形模式进行线性插值。" msgid "" -"The gradient fill is restricted to the range defined by [member fill_from] " -"to [member fill_to] offsets." +"The gradient fill is restricted to the range defined by [member fill_from] to " +"[member fill_to] offsets." msgstr "" "渐变填充限制在由 [member fill_from] 到 [member fill_to] 的偏移量范围内。" @@ -47079,9 +51658,37 @@ msgstr "" "纹理的填充从偏移量 [member fill_from] 开始到 [member fill_to],两个方向都按照" "相同的模式镜像重复。" +msgid "An editor for graph-like structures, using [GraphNode]s." +msgstr "图结构编辑器,使用 [GraphNode]。" + msgid "" -"Virtual method which can be overridden to customize how connections are " -"drawn." +"[GraphEdit] provides tools for creation, manipulation, and display of various " +"graphs. Its main purpose in the engine is to power the visual programming " +"systems, such as visual shaders, but it is also available for use in user " +"projects.\n" +"[GraphEdit] by itself is only an empty container, representing an infinite " +"grid where [GraphNode]s can be placed. Each [GraphNode] represents a node in " +"the graph, a single unit of data in the connected scheme. [GraphEdit], in " +"turn, helps to control various interactions with nodes and between nodes. " +"When the user attempts to connect, disconnect, or close a [GraphNode], a " +"signal is emitted in the [GraphEdit], but no action is taken by default. It " +"is the responsibility of the programmer utilizing this control to implement " +"the necessary logic to determine how each request should be handled.\n" +"[b]Performance:[/b] It is greatly advised to enable low-processor usage mode " +"(see [member OS.low_processor_usage_mode]) when using GraphEdits." +msgstr "" +"[GraphEdit] 提供了用于对各种图进行创建、操作、显示的工具。它在引擎中的主要目的" +"是驱动可视化编程系统,例如可视化着色器,但也可以在用户项目中使用。\n" +"[GraphEdit] 本身只是一个空容器,表示一个可以放置 [GraphNode] 的无限栅格。每个 " +"[GraphNode] 代表图中的一个节点,是连接方案中的单个数据单元。而 [GraphEdit] 则" +"有助于控制节点和节点之间的各种交互。当用户尝试连接、断开或关闭 [GraphNode] " +"时,[GraphEdit] 中会发出对应的信号,但默认情况下不执行任何动作。使用此控件的程" +"序员负责实现必要的逻辑,来确定应如何处理每个请求。\n" +"[b]性能:[/b]强烈建议在使用 GraphEdit 时启用低处理器使用模式(见 [member OS." +"low_processor_usage_mode])。" + +msgid "" +"Virtual method which can be overridden to customize how connections are drawn." msgstr "可以重写的虚方法,以自定义如何绘制连接。" msgid "" @@ -47179,8 +51786,8 @@ msgid "" msgstr "" "当用户在有效端口上拖动连接时,该虚拟方法可用于插入额外的错误检测。\n" "如果连接确实有效,则返回 [code]true[/code];如果连接不可能,则返回 " -"[code]false[/code]。如果连接是不可能的,则不会捕捉到该端口,因此不会发起对该" -"端口的连接请求。\n" +"[code]false[/code]。如果连接是不可能的,则不会捕捉到该端口,因此不会发起对该端" +"口的连接请求。\n" "在该示例中,抑制了与同一节点的连接:\n" "[codeblocks]\n" "[gdscript]\n" @@ -47228,8 +51835,8 @@ msgid "" "Rearranges selected nodes in a layout with minimum crossings between " "connections and uniform horizontal and vertical gap between nodes." msgstr "" -"重新排列布局中的选定节点,使连接之间的交叉最少,节点之间的水平和垂直间隙保持" -"一致。" +"重新排列布局中的选定节点,使连接之间的交叉最少,节点之间的水平和垂直间隙保持一" +"致。" msgid "Removes all connections between nodes." msgstr "移除节点之间的所有连接。" @@ -47240,13 +51847,13 @@ msgid "" "the connection already exists, no connection is created." msgstr "" "在来源 [GraphNode] 节点 [param from_node] 的 [param from_port] 端口和目标 " -"[GraphNode] 节点 [param to_node] 的 [param to_port] 端口之间创建连接。如果已" -"存在连接,则不会创建连接。" +"[GraphNode] 节点 [param to_node] 的 [param to_port] 端口之间创建连接。如果已存" +"在连接,则不会创建连接。" msgid "" -"Removes the connection between the [param from_port] of the [param " -"from_node] [GraphNode] and the [param to_port] of the [param to_node] " -"[GraphNode]. If the connection does not exist, no connection is removed." +"Removes the connection between the [param from_port] of the [param from_node] " +"[GraphNode] and the [param to_port] of the [param to_node] [GraphNode]. If " +"the connection does not exist, no connection is removed." msgstr "" "移除 [param from_node] [GraphNode] 的 [param from_port] 和 [param to_node] " "[GraphNode] 的 [param to_port] 之间的连接。如果该连接不存在,则不移除任何连" @@ -47254,29 +51861,29 @@ msgstr "" msgid "" "Ends the creation of the current connection. In other words, if you are " -"dragging a connection you can use this method to abort the process and " -"remove the line that followed your cursor.\n" +"dragging a connection you can use this method to abort the process and remove " +"the line that followed your cursor.\n" "This is best used together with [signal connection_drag_started] and [signal " "connection_drag_ended] to add custom behavior like node addition through " "shortcuts.\n" "[b]Note:[/b] This method suppresses any other connection request signals " "apart from [signal connection_drag_ended]." msgstr "" -"结束当前连接的创建。换句话说,如果正在拖动一个连接,可以使用该方法中止该过" -"程,并移除鼠标光标后面的线。\n" -"这最好与 [signal connection_drag_started] 和 [signal connection_drag_ended] " -"一起使用,以添加自定义的行为,如通过快捷方式添加节点。\n" +"结束当前连接的创建。换句话说,如果正在拖动一个连接,可以使用该方法中止该过程," +"并移除鼠标光标后面的线。\n" +"这最好与 [signal connection_drag_started] 和 [signal connection_drag_ended] 一" +"起使用,以添加自定义的行为,如通过快捷方式添加节点。\n" "[b]注意:[/b]该方法会抑制除 [signal connection_drag_ended] 之外的任何其他连接" "请求信号。" msgid "" -"Returns the points which would make up a connection between [param " -"from_node] and [param to_node]." +"Returns the points which would make up a connection between [param from_node] " +"and [param to_node]." msgstr "返回构成 [param from_node] 和 [param to_node] 之间的连接的点。" msgid "" -"Returns an Array containing the list of connections. A connection consists " -"in a structure of the form [code]{ from_port: 0, from: \"GraphNode name 0\", " +"Returns an Array containing the list of connections. A connection consists in " +"a structure of the form [code]{ from_port: 0, from: \"GraphNode name 0\", " "to_port: 1, to: \"GraphNode name 1\" }[/code]." msgstr "" "返回一个包含连接列表的数组。一个连接包括一个结构,其形式为 [code]" @@ -47287,12 +51894,12 @@ msgid "" "Gets the [HBoxContainer] that contains the zooming and grid snap controls in " "the top left of the graph. You can use this method to reposition the toolbar " "or to add your own custom controls to it.\n" -"[b]Warning:[/b] This is a required internal node, removing and freeing it " -"may cause a crash. If you wish to hide it or any of its children, use their " +"[b]Warning:[/b] This is a required internal node, removing and freeing it may " +"cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." msgstr "" -"获取包含图形左上角的缩放和网格捕捉控件的 [HBoxContainer]。你可以使用此方法重" -"新定位工具栏或向其添加自定义控件。\n" +"获取包含图形左上角的缩放和网格捕捉控件的 [HBoxContainer]。你可以使用此方法重新" +"定位工具栏或向其添加自定义控件。\n" "[b]警告:[/b]这是一个必需的内部节点,删除和释放它可能会导致崩溃。如果你希望隐" "藏它或其任何子项,请使用它们的 [member CanvasItem.visible] 属性。" @@ -47305,9 +51912,9 @@ msgstr "" "to_node] [GraphNode] 的 [param to_port],则返回 [code]true[/code]。" msgid "" -"Returns whether it's possible to make a connection between two different " -"port types. The port type is defined individually for the left and the right " -"port of each slot with the [method GraphNode.set_slot] method.\n" +"Returns whether it's possible to make a connection between two different port " +"types. The port type is defined individually for the left and the right port " +"of each slot with the [method GraphNode.set_slot] method.\n" "See also [method add_valid_connection_type] and [method " "remove_valid_connection_type]." msgstr "" @@ -47323,16 +51930,15 @@ msgid "" "set_slot] method.\n" "See also [method is_valid_connection_type]." msgstr "" -"不允许先前由 [method add_valid_connection_type] 允许的两种不同端口类型之间的" -"连接。端口类型是通过 [method GraphNode.set_slot] 方法为每个插槽的左右端口单独" -"定义的。\n" +"不允许先前由 [method add_valid_connection_type] 允许的两种不同端口类型之间的连" +"接。端口类型是通过 [method GraphNode.set_slot] 方法为每个插槽的左右端口单独定" +"义的。\n" "另请参阅 [method is_valid_connection_type]。" msgid "" "Disallows to disconnect nodes when dragging from the left port of the " "[GraphNode]'s slot if it has the specified type. Use this to disable " -"disconnection previously allowed with [method " -"add_valid_left_disconnect_type]." +"disconnection previously allowed with [method add_valid_left_disconnect_type]." msgstr "" "如果 [GraphNode] 插槽的左侧端口具有指定类型,当从该端口拖动时,则不允许断开节" "点的连接。使用该方法来禁用以前使用 [method add_valid_left_disconnect_type] 允" @@ -47345,8 +51951,8 @@ msgid "" "add_valid_right_disconnect_type]." msgstr "" "如果 [GraphNode] 插槽的右侧端口具有指定类型,当从该端口拖动时,则不允许断开节" -"点的连接。使用该方法来禁用以前使用 [method add_valid_right_disconnect_type] " -"允许的断开连接。" +"点的连接。使用该方法来禁用以前使用 [method add_valid_right_disconnect_type] 允" +"许的断开连接。" msgid "" "Sets the coloration of the connection between [param from_node]'s [param " @@ -47379,8 +51985,8 @@ msgid "The opacity of the minimap rectangle." msgstr "小图矩形的不透明度。" msgid "" -"The size of the minimap rectangle. The map itself is based on the size of " -"the grid area and is scaled to fit this rectangle." +"The size of the minimap rectangle. The map itself is based on the size of the " +"grid area and is scaled to fit this rectangle." msgstr "小图矩形的大小。地图自身基于网格区域的大小,并被缩放以适应这个矩形。" msgid "Defines the control scheme for panning with mouse wheel." @@ -47434,16 +52040,16 @@ msgid "" msgstr "当用户将连接从输入端口拖动到图形的空白区域时发出。" msgid "" -"Emitted to the GraphEdit when the connection between the [param from_port] " -"of the [param from_node] [GraphNode] and the [param to_port] of the [param " +"Emitted to the GraphEdit when the connection between the [param from_port] of " +"the [param from_node] [GraphNode] and the [param to_port] of the [param " "to_node] [GraphNode] is attempted to be created." msgstr "" "当尝试创建 [param from_node] [GraphNode] 的 [param from_port] 和 [param " "to_node] [GraphNode] 的 [param to_port] 之间的连接时发出。" msgid "" -"Emitted when user drags a connection from an output port into the empty " -"space of the graph." +"Emitted when user drags a connection from an output port into the empty space " +"of the graph." msgstr "当用户将连接从输出端口拖动到图形的空白区域时发出。" msgid "Emitted when the user presses [kbd]Ctrl + C[/kbd]." @@ -47454,8 +52060,8 @@ msgid "" "Provides a list of node names to be removed (all selected nodes, excluding " "nodes without closing button)." msgstr "" -"当有 GraphNode 尝试从该 GraphEdit 中移除时触发。提供要移除的节点名称列表(所" -"有选中的节点,除去不包含关闭按钮的节点)。" +"当有 GraphNode 尝试从该 GraphEdit 中移除时触发。提供要移除的节点名称列表(所有" +"选中的节点,除去不包含关闭按钮的节点)。" msgid "" "Emitted to the GraphEdit when the connection between [param from_port] of " @@ -47465,8 +52071,7 @@ msgstr "" "当试图移除 [param from_node] [GraphNode] 的 [param from_port] 和 [param " "to_node] [GraphNode] 的 [param to_port] 之间的连接时发出。" -msgid "" -"Emitted when a GraphNode is attempted to be duplicated in the GraphEdit." +msgid "Emitted when a GraphNode is attempted to be duplicated in the GraphEdit." msgstr "当 GraphNode 试图在 GraphEdit 中被复制时发出的。" msgid "Emitted at the end of a GraphNode movement." @@ -47487,21 +52092,19 @@ msgstr "" "被发出时鼠标指针的位置。" msgid "" -"Emitted when the scroll offset is changed by the user. It will not be " -"emitted when changed in code." +"Emitted when the scroll offset is changed by the user. It will not be emitted " +"when changed in code." msgstr "当用户改变滚动偏移量时发出。在代码中改变滚动偏移量时,它不会被触发。" msgid "" -"[kbd]Mouse Wheel[/kbd] will zoom, [kbd]Ctrl + Mouse Wheel[/kbd] will move " -"the view." -msgstr "" -"[kbd]鼠标滚轮[/kbd]进行缩放,[kbd]Ctrl + 鼠标滚轮[/kbd]进行视图的移动。" +"[kbd]Mouse Wheel[/kbd] will zoom, [kbd]Ctrl + Mouse Wheel[/kbd] will move the " +"view." +msgstr "[kbd]鼠标滚轮[/kbd]进行缩放,[kbd]Ctrl + 鼠标滚轮[/kbd]进行视图的移动。" msgid "" -"[kbd]Mouse Wheel[/kbd] will move the view, [kbd]Ctrl + Mouse Wheel[/kbd] " -"will zoom." -msgstr "" -"[kbd]鼠标滚轮[/kbd]进行视图的移动,[kbd]Ctrl + 鼠标滚轮[/kbd]进行缩放。" +"[kbd]Mouse Wheel[/kbd] will move the view, [kbd]Ctrl + Mouse Wheel[/kbd] will " +"zoom." +msgstr "[kbd]鼠标滚轮[/kbd]进行视图的移动,[kbd]Ctrl + 鼠标滚轮[/kbd]进行缩放。" msgid "Color of major grid lines." msgstr "主要栅格线的颜色。" @@ -47536,6 +52139,48 @@ msgstr "吸附动按钮的图标。" msgid "The background drawn under the grid." msgstr "绘制在栅格下方的背景。" +msgid "A container with connection ports, representing a node in a [GraphEdit]." +msgstr "带有连接端口的容器,代表 [GraphEdit] 中的一个节点。" + +msgid "" +"[GraphNode] allows to create nodes for a [GraphEdit] graph with customizable " +"content based on its child controls. [GraphNode] is derived from [Container] " +"and it is responsible for placing its children on screen. This works similar " +"to [VBoxContainer]. Children, in turn, provide [GraphNode] with so-called " +"slots, each of which can have a connection port on either side.\n" +"Each [GraphNode] slot is defined by its index and can provide the node with " +"up to two ports: one on the left, and one on the right. By convention the " +"left port is also referred to as the [b]input port[/b] and the right port is " +"referred to as the [b]output port[/b]. Each port can be enabled and " +"configured individually, using different type and color. The type is an " +"arbitrary value that you can define using your own considerations. The parent " +"[GraphEdit] will receive this information on each connect and disconnect " +"request.\n" +"Slots can be configured in the Inspector dock once you add at least one child " +"[Control]. The properties are grouped by each slot's index in the \"Slot\" " +"section.\n" +"[b]Note:[/b] While GraphNode is set up using slots and slot indices, " +"connections are made between the ports which are enabled. Because of that, " +"[GraphEdit] uses the port's index and not the slot's index. You can use " +"[method get_connection_input_slot] and [method get_connection_output_slot] to " +"get the slot index from the port index." +msgstr "" +"[GraphNode] 能够在 [GraphEdit] 图中创建节点,节点会根据其子控件定制内容。" +"[GraphNode] 派生自 [Container],负责将其子节点放置在屏幕上。工作原理类似于 " +"[VBoxContainer]。而子节点为 [GraphNode] 提供所谓的插槽,每个插槽的两侧都可以有" +"一个连接端口。\n" +"[GraphNode] 的插槽由其索引定义,一个插槽可以为节点提供最多两个端口:一个在左" +"侧,一个在右侧。根据惯例,左侧端口也被称为[b]输入端口[/b],右侧端口被称为[b]输" +"出端口[/b]。每个端口都可以单独启用和配置,使用不同的类型和颜色。类型是你按照自" +"己的需要来定义的任意值。父 [GraphEdit] 将在每个连接和断开连接请求中收到此信" +"息。\n" +"添加至少一个子 [Control] 后,就可以在“检查器”面板中配置插槽。这些属性" +"在“Slot”部分中按每个插槽的索引进行分组。\n" +"[b]注意:[/b]虽然 GraphNode 是使用插槽和插槽索引设置的,但连接是在启用的端口之" +"间建立的。因此 [GraphEdit] 使用端口的索引,而不是插槽的索引。可以使用 [method " +"get_connection_input_slot] 和 [method get_connection_output_slot] 从端口索引中" +"获取插槽索引。" + msgid "Disables all input and output slots of the GraphNode." msgstr "禁用 GraphNode 的所有输入和输出槽。" @@ -47600,8 +52245,8 @@ msgid "" msgstr "如果插槽 [param slot_index] 的背景 [StyleBox] 被绘制,则返回 true。" msgid "" -"Returns [code]true[/code] if left (input) side of the slot [param " -"slot_index] is enabled." +"Returns [code]true[/code] if left (input) side of the slot [param slot_index] " +"is enabled." msgstr "" "如果插槽 [param slot_index] 的左侧(输入)被启用,则返回 [code]true[/code]。" @@ -47613,16 +52258,15 @@ msgstr "" msgid "" "Sets properties of the slot with the [param slot_index] index.\n" -"If [param enable_left_port]/[param enable_right_port] is [code]true[/code], " -"a port will appear and the slot will be able to be connected from this " -"side.\n" +"If [param enable_left_port]/[param enable_right_port] is [code]true[/code], a " +"port will appear and the slot will be able to be connected from this side.\n" "With [param type_left]/[param type_right] an arbitrary type can be assigned " "to each port. Two ports can be connected if they share the same type, or if " "the connection between their types is allowed in the parent [GraphEdit] (see " "[method GraphEdit.add_valid_connection_type]). Keep in mind that the " -"[GraphEdit] has the final say in accepting the connection. Type " -"compatibility simply allows the [signal GraphEdit.connection_request] signal " -"to be emitted.\n" +"[GraphEdit] has the final say in accepting the connection. Type compatibility " +"simply allows the [signal GraphEdit.connection_request] signal to be " +"emitted.\n" "Ports can be further customized using [param color_left]/[param color_right] " "and [param custom_icon_left]/[param custom_icon_right]. The color parameter " "adds a tint to the icon. The custom icon can be used to override the default " @@ -47631,37 +52275,35 @@ msgid "" "of the background stylebox for each slot. See [theme_item slot].\n" "Individual properties can also be set using one of the [code]set_slot_*[/" "code] methods.\n" -"[b]Note:[/b] This method only sets properties of the slot. To create the " -"slot itself, add a [Control]-derived child to the GraphNode." +"[b]Note:[/b] This method only sets properties of the slot. To create the slot " +"itself, add a [Control]-derived child to the GraphNode." msgstr "" "设置具有 [param slot_index] 索引的插槽的属性。\n" -"如果 [param enable_left_port]/[param enable_right_port] 为 [code]true[/" -"code],则将出现一个端口,插槽将能够从这一侧连接。\n" -"使用 [param type_left]/[param type_right] 可以为每个端口分配一个任意类型。如" -"果两个端口具有相同的类型,或者如果它们的类型之间的连接在父 [GraphEdit] 中被允" -"许(参见 [method GraphEdit.add_valid_connection_type]),那么这两个端口就可以" -"被连接。请记住,[GraphEdit] 在接受连接上拥有最终决定权。类型兼容性只允许发出 " +"如果 [param enable_left_port]/[param enable_right_port] 为 [code]true[/code]," +"则将出现一个端口,插槽将能够从这一侧连接。\n" +"使用 [param type_left]/[param type_right] 可以为每个端口分配一个任意类型。如果" +"两个端口具有相同的类型,或者如果它们的类型之间的连接在父 [GraphEdit] 中被允许" +"(参见 [method GraphEdit.add_valid_connection_type]),那么这两个端口就可以被" +"连接。请记住,[GraphEdit] 在接受连接上拥有最终决定权。类型兼容性只允许发出 " "[signal GraphEdit.connection_request] 信号。\n" "可以使用 [param color_left]/[param color_right] 和 [param custom_icon_left]/" -"[param custom_icon_right] 进一步定制端口。颜色参数为图标添加了一个色调。自定" -"义图标可以用来覆盖默认的端口点。\n" +"[param custom_icon_right] 进一步定制端口。颜色参数为图标添加了一个色调。自定义" +"图标可以用来覆盖默认的端口点。\n" "此外,[param draw_stylebox] 可以用来启用或禁用每个插槽的背景样式框的绘制。参" "见 [theme_item slot]。\n" "单个属性也可以使用 [code]set_slot_*[/code] 方法之一来设置。\n" -"[b]注意:[/b]该方法只设置插槽的属性。要创建插槽本身,请将 [Control] 派生的子" -"节点添加到该 GraphNode。" +"[b]注意:[/b]该方法只设置插槽的属性。要创建插槽本身,请将 [Control] 派生的子节" +"点添加到该 GraphNode。" msgid "" "Sets the [Color] of the left (input) side of the slot [param slot_index] to " "[param color]." -msgstr "" -"将插槽 [param slot_index] 左侧(输入)的 [Color] 设置为 [param color]。" +msgstr "将插槽 [param slot_index] 左侧(输入)的 [Color] 设置为 [param color]。" msgid "" -"Sets the [Color] of the right (output) side of the slot [param slot_index] " -"to [param color]." -msgstr "" -"将插槽 [param slot_index] 右侧(输出)的 [Color] 设置为 [param color]。" +"Sets the [Color] of the right (output) side of the slot [param slot_index] to " +"[param color]." +msgstr "将插槽 [param slot_index] 右侧(输出)的 [Color] 设置为 [param color]。" msgid "Toggles the background [StyleBox] of the slot [param slot_index]." msgstr "切换插槽 [param slot_index] 的背景 [StyleBox]。" @@ -47683,9 +52325,9 @@ msgstr "" "[code]true[/code],则右侧会出现一个端口,插槽可以从这一侧连接。" msgid "" -"Sets the left (input) type of the slot [param slot_index] to [param type]. " -"If the value is negative, all connections will be disallowed to be created " -"via user inputs." +"Sets the left (input) type of the slot [param slot_index] to [param type]. If " +"the value is negative, all connections will be disallowed to be created via " +"user inputs." msgstr "" "将插槽 [param slot_index] 的左侧(输入)类型设置为 [param type]。如果值为负," "则所有的连接将不允许通过用户输入来创建。" @@ -47722,8 +52364,8 @@ msgid "" "signal, the GraphNode needs to be resized manually." msgstr "" "如果为 [code]true[/code],用户可以调整 GraphNode 的大小。\n" -"[b]注意:[/b]拖动手柄只会发出 [signal resize_request] 信号,GraphNode 需要手" -"动调整大小。" +"[b]注意:[/b]拖动手柄只会发出 [signal resize_request] 信号,GraphNode 需要手动" +"调整大小。" msgid "If [code]true[/code], the user can select the GraphNode." msgstr "如果为 [code]true[/code],则用户能够选中该 GraphNode。" @@ -47744,8 +52386,8 @@ msgid "The text displayed in the GraphNode's title bar." msgstr "显示在 GraphNode 标题栏中的文本。" msgid "" -"Emitted when the GraphNode is requested to be closed. Happens on clicking " -"the close button (see [member show_close])." +"Emitted when the GraphNode is requested to be closed. Happens on clicking the " +"close button (see [member show_close])." msgstr "" "当 GraphNode 被请求关闭时发出。在点击关闭按钮时发生(见 [member " "show_close])。" @@ -47766,8 +52408,8 @@ msgid "" "Emitted when the GraphNode is requested to be displayed over other ones. " "Happens on focusing (clicking into) the GraphNode." msgstr "" -"当 GraphNode 被要求显示在其他节点之上时触发。在 GraphNode 获得焦点时触发,即" -"鼠标点击进入。" +"当 GraphNode 被要求显示在其他节点之上时触发。在 GraphNode 获得焦点时触发,即鼠" +"标点击进入。" msgid "" "Emitted when the GraphNode is requested to be resized. Happens on dragging " @@ -47854,6 +52496,9 @@ msgstr "[GraphNode] 被选中时使用的背景。" msgid "The [StyleBox] used for each slot of the [GraphNode]." msgstr "用于 [GraphNode] 的每个插槽的 [StyleBox]。" +msgid "A container that arranges its child controls in a grid layout." +msgstr "将子控件按照网格布局排列的容器。" + msgid "" "The number of columns in the [GridContainer]. If modified, [GridContainer] " "reorders its Control-derived children to accommodate the new layout." @@ -47865,9 +52510,8 @@ msgid "Node for 3D tile-based maps." msgstr "基于 3D 图块地图的节点。" msgid "" -"GridMap lets you place meshes on a grid interactively. It works both from " -"the editor and from scripts, which can help you create in-game level " -"editors.\n" +"GridMap lets you place meshes on a grid interactively. It works both from the " +"editor and from scripts, which can help you create in-game level editors.\n" "GridMaps use a [MeshLibrary] which contains a list of tiles. Each tile is a " "mesh with materials plus optional collision and navigation shapes.\n" "A GridMap contains a collection of cells. Each grid cell refers to a tile in " @@ -47875,22 +52519,22 @@ msgid "" "Internally, a GridMap is split into a sparse collection of octants for " "efficient rendering and physics processing. Every octant has the same " "dimensions and can contain several cells.\n" -"[b]Note:[/b] GridMap doesn't extend [VisualInstance3D] and therefore can't " -"be hidden or cull masked based on [member VisualInstance3D.layers]. If you " -"make a light not affect the first layer, the whole GridMap won't be lit by " -"the light in question." +"[b]Note:[/b] GridMap doesn't extend [VisualInstance3D] and therefore can't be " +"hidden or cull masked based on [member VisualInstance3D.layers]. If you make " +"a light not affect the first layer, the whole GridMap won't be lit by the " +"light in question." msgstr "" -"GridMap 允许以交互的方式将网格放置在栅格上。它在编辑器和脚本中均可使用,可帮" -"助创建游戏内的关卡编辑器。\n" -"GridMap 使用一个包含图块列表的 [MeshLibrary]。每个图块都是一个带有材质的网格" -"以及可选的碰撞和导航形状。\n" -"GridMap 包含一组单元格。每个栅格单元引用 [MeshLibrary] 中的一个图块。地图中的" -"所有单元格都具有相同的大小。\n" -"在内部,GridMap 被拆分为八分圆的稀疏集合,以进行高效的渲染和物理处理。每个八" -"分圆都具有相同的维度,并且可以包含多个单元格。\n" -"[b]注意:[/b]GridMap 没有扩展 [VisualInstance3D],因此不能基于 [member " +"GridMap 允许以交互的方式将网格放置在栅格上。它在编辑器和脚本中均可使用,可帮助" +"创建游戏内的关卡编辑器。\n" +"GridMap 使用一个包含图块列表的 [MeshLibrary]。每个图块都是一个带有材质的网格以" +"及可选的碰撞和导航形状。\n" +"GridMap 包含一组单元格。每个栅格单元格引用 [MeshLibrary] 中的一个图块。地图中" +"的所有单元格都具有相同的大小。\n" +"在内部,GridMap 会根据卦限进行拆分,形成卦限的稀疏合集,能够进行高效的渲染和物" +"理处理。每个卦限的大小是相同的,可以包含多个单元格。\n" +"[b]注意:[/b]GridMap 不是从 [VisualInstance3D] 扩展的,因此不能基于 [member " "VisualInstance3D.layers] 隐藏或剔除掩码。如果使灯光不影响第一层,则整个 " -"GridMap 将不会被有问题的灯光照亮。" +"GridMap 将不会被该灯光照亮。" msgid "Using gridmaps" msgstr "使用网格地图" @@ -47916,8 +52560,8 @@ msgid "" "each component being either -1, 0, or 1. For further details, refer to the " "Godot source code." msgstr "" -"返回沿向量 (x,y,z) 的 24 种可能旋转中的一种,每个分量为 -1、0 或 1。有关详细" -"信息,请参阅 Godot 源代码。" +"返回沿向量 (x,y,z) 的 24 种可能旋转中的一种,每个分量为 -1、0 或 1。有关详细信" +"息,请参阅 Godot 源代码。" msgid "" "The [MeshLibrary] item index located at the given grid coordinates. If the " @@ -47930,8 +52574,8 @@ msgid "Returns the basis that gives the specified cell its orientation." msgstr "返回为指定单元格提供方向的基。" msgid "" -"The orientation of the cell at the given grid coordinates. [code]-1[/code] " -"is returned if the cell is empty." +"The orientation of the cell at the given grid coordinates. [code]-1[/code] is " +"returned if the cell is empty." msgstr "" "给定栅格坐标处的单元格的方向。如果该单元格为空,则返回 [code]-1[/code]。" @@ -47958,27 +52602,27 @@ msgid "" "This function considers a discretization of rotations into 24 points on unit " "sphere, lying along the vectors (x,y,z) with each component being either -1, " "0, or 1, and returns the index (in the range from 0 to 23) of the point best " -"representing the orientation of the object. For further details, refer to " -"the Godot source code." +"representing the orientation of the object. For further details, refer to the " +"Godot source code." msgstr "" -"该函数考虑将旋转离散化为单位球体上的 24 个点,沿向量 (x,y,z) 放置,每个分量" -"为 -1、0 或 1,并返回索引(在 0 到 23 的范围内 ) 最能代表物体方向的点。 有关" -"详细信息,请参阅 Godot 源代码。" +"该函数考虑将旋转离散化为单位球体上的 24 个点,沿向量 (x,y,z) 放置,每个分量为 " +"-1、0 或 1,并返回索引(在 0 到 23 的范围内 ) 最能代表物体方向的点。 有关详细" +"信息,请参阅 Godot 源代码。" msgid "" -"Returns an array of [Vector3] with the non-empty cell coordinates in the " -"grid map." +"Returns an array of [Vector3] with the non-empty cell coordinates in the grid " +"map." msgstr "返回一个包含网格中非空单元格坐标的 [Vector3] 数组。" msgid "" "Returns the map coordinates of the cell containing the given [param " -"local_position]. If [param local_position] is in global coordinates, " -"consider using [method Node3D.to_local] before passing it to this method. " -"See also [method map_to_local]." +"local_position]. If [param local_position] is in global coordinates, consider " +"using [method Node3D.to_local] before passing it to this method. See also " +"[method map_to_local]." msgstr "" "返回包含给定 [param local_position] 的单元格的地图坐标。如果 [param " -"local_position] 在全局坐标中,请考虑在将其传递给该方法之前使用 [method " -"Node3D.to_local]。另请参阅 [method map_to_local]。" +"local_position] 在全局坐标中,请考虑在将其传递给该方法之前使用 [method Node3D." +"to_local]。另请参阅 [method map_to_local]。" msgid "Bakes lightmap data for all meshes in the assigned [MeshLibrary]." msgstr "为指定的 [MeshLibrary] 中的所有网格烘焙光照贴图数据。" @@ -47991,9 +52635,8 @@ msgstr "" "返回栅格单元格在 GridMap 的局部坐标空间中的位置。要将返回值转换为全局坐标,请" "使用 [method Node3D.to_global]。另请参阅 [method map_to_local]。" -msgid "" -"Notifies the [GridMap] about changed resource and recreates octant data." -msgstr "通知 [GridMap] 有关更改的资源并重新创建八分圆数据。" +msgid "Notifies the [GridMap] about changed resource and recreates octant data." +msgstr "通知 [GridMap] 资源发生了改变,需要重新创建卦限数据。" msgid "" "Sets the mesh index for the cell referenced by its grid coordinates.\n" @@ -48034,16 +52677,16 @@ msgstr "如果为 [code]true[/code],则网格项以 Z 轴为中心。" msgid "" "The size of each octant measured in number of cells. This applies to all " "three axis." -msgstr "每个八分圆的大小以单元格的数量衡量。适用于全部三个轴。" +msgstr "每个卦限的大小,单位为单元格的数量。适用于全部三个轴。" msgid "" "The scale of the cell items.\n" -"This does not affect the size of the grid cells themselves, only the items " -"in them. This can be used to make cell items overlap their neighbors." +"This does not affect the size of the grid cells themselves, only the items in " +"them. This can be used to make cell items overlap their neighbors." msgstr "" "单元格项目的比例。\n" -"这不会影响网格单元本身的大小,只会影响其中的项目。这可用于使单元格项目与其邻" -"居重叠。" +"这不会影响网格单元本身的大小,只会影响其中的项目。这可用于使单元格项目与其邻居" +"重叠。" msgid "" "The dimensions of the grid's cells.\n" @@ -48058,8 +52701,8 @@ msgid "" "other forces. They only affect other physics bodies that collide with them." msgstr "" "这个 GridMap 所处的物理层。\n" -"GridMap 作为静态体,意味着它们不会受到重力或是其他力的影响。它们只会受到其他" -"与它们碰撞的物理体的影响。" +"GridMap 作为静态体,意味着它们不会受到重力或是其他力的影响。它们只会受到其他与" +"它们碰撞的物理体的影响。" msgid "" "The physics layers this GridMap detects collisions in. See [url=$DOCS_URL/" @@ -48086,8 +52729,8 @@ msgid "" "Invalid cell item that can be used in [method set_cell_item] to clear cells " "(or represent an empty cell in [method get_cell_item])." msgstr "" -"可以在 [method set_cell_item] 中清除单元格(或在 [method get_cell_item] 中重" -"新代表一个空的单元格)的无效单元格。" +"可以在 [method set_cell_item] 中清除单元格(或在 [method get_cell_item] 中重新" +"代表一个空的单元格)的无效单元格。" msgid "" "The body B's initial anchor position defined by the joint's origin and a " @@ -48102,6 +52745,10 @@ msgid "" "length] along the joint's local Y axis." msgstr "沟槽的长度。沟槽是从关键原点沿着关节局部 Y 轴朝向 [member length] 。" +msgid "" +"Provides functionality for computing cryptographic hashes chunk by chunk." +msgstr "提供分段计算加密哈希的功能。" + msgid "Closes the current context, and return the computed hash." msgstr "关闭当前上下文,并返回计算出的哈希值。" @@ -48124,9 +52771,38 @@ msgstr "哈希算法:SHA-1。" msgid "Hashing algorithm: SHA-256." msgstr "哈希算法:SHA-256。" +msgid "A container that arranges its child controls horizontally." +msgstr "将子控件横向排列的容器。" + +msgid "" +"A variant of [BoxContainer] that can only arrange its child controls " +"horizontally. Child controls are rearranged automatically when their minimum " +"size changes." +msgstr "" +"[BoxContainer] 的变体,只会将子控件横向排列。子控件的最小尺寸发生变化时会自动" +"进行重新排列。" + msgid "The horizontal space between the [HBoxContainer]'s elements." msgstr "[HBoxContainer] 的元素之间的水平间隙。" +msgid "A 3D height map shape used for physics collision." +msgstr "3D 高度图形状,用于物理碰撞。" + +msgid "" +"A 3D heightmap shape, intended for use in physics. Usually used to provide a " +"shape for a [CollisionShape3D]. This is useful for terrain, but it is limited " +"as overhangs (such as caves) cannot be stored. Holes in a [HeightMapShape3D] " +"are created by assigning very low values to points in the desired area.\n" +"[b]Performance:[/b] [HeightMapShape3D] is faster to check collisions against " +"than [ConcavePolygonShape3D], but it is significantly slower than primitive " +"shapes like [BoxShape3D]." +msgstr "" +"3D 高度图形状,旨在用于物理。常用于为 [CollisionShape3D] 提供形状。可用于地" +"形,但是有无法存储悬垂部分(如洞窟)的限制。[HeightMapShape3D] 中创建洞的方法" +"是为所需区域分配极低的值。\n" +"[b]性能:[/b]对 [HeightMapShape3D] 的碰撞检测比 [ConcavePolygonShape3D] 快,但" +"与 [BoxShape3D] 等图元形状相比显著要慢。" + msgid "" "Height map data, pool array must be of [member map_width] * [member " "map_depth] size." @@ -48143,6 +52819,32 @@ msgid "" "the [member map_data]." msgstr "高度图宽度中的顶点数。更改该项将调整 [member map_data] 的大小。" +msgid "" +"A container that arranges its child controls horizontally and wraps them " +"around at the borders." +msgstr "将子控件横向排列并在边界处换行的容器。" + +msgid "" +"A variant of [FlowContainer] that can only arrange its child controls " +"horizontally, wrapping them around at the borders. This is similar to how " +"text in a book wraps around when no more words can fit on a line." +msgstr "" +"[FlowContainer] 的一种,只能将其子控件横向排列并在边界处换行。类似于书本中文字" +"在一行中写不下以后的换行方式。" + +msgid "" +"A physics joint that restricts the rotation of a 3D physics body around an " +"axis relative to another physics body." +msgstr "限制 3D 物理体旋转轴的物理关节,旋转轴相对于另一个物理体。" + +msgid "" +"A physics joint that restricts the rotation of a 3D physics body around an " +"axis relative to another physics body. For example, Body A can be a " +"[StaticBody3D] representing a door hinge that a [RigidBody3D] rotates around." +msgstr "" +"限制 3D 物理体旋转轴的物理关节,旋转轴相对于另一个物理体。例如甲物体可以是代表" +"门铰链的 [StaticBody3D],[RigidBody3D] 可以围绕它旋转。" + msgid "Returns the value of the specified flag." msgstr "返回指定标志的值。" @@ -48244,8 +52946,8 @@ msgid "" "[/csharp]\n" "[/codeblocks]" msgstr "" -"HMACContext 类对于高级的 HMAC 用例非常有用,例如流式消息,因为它支持在一段时" -"间内创建消息,而非一次性提供。\n" +"HMACContext 类对于高级的 HMAC 用例非常有用,例如流式消息,因为它支持在一段时间" +"内创建消息,而非一次性提供。\n" "[codeblocks]\n" "[gdscript]\n" "extends Node\n" @@ -48292,16 +52994,16 @@ msgstr "" "[/codeblocks]" msgid "" -"Returns the resulting HMAC. If the HMAC failed, an empty [PackedByteArray] " -"is returned." +"Returns the resulting HMAC. If the HMAC failed, an empty [PackedByteArray] is " +"returned." msgstr "返回生成的 HMAC。如果该 HMAC 失败,则返回一个空的 [PackedByteArray]。" msgid "" "Initializes the HMACContext. This method cannot be called again on the same " "HMACContext until [method finish] has been called." msgstr "" -"初始化 HMACContext。在 [method finish] 被调用之前,不能在同一个 HMACContext " -"上再次调用此方法。" +"初始化 HMACContext。在 [method finish] 被调用之前,不能在同一个 HMACContext 上" +"再次调用此方法。" msgid "" "Updates the message to be HMACed. This can be called multiple times before " @@ -48311,6 +53013,17 @@ msgstr "" "更新要进行 HMAC 处理的消息。在 [method finish] 被调用以将 [param data] 追加到" "该消息之前,该函数可以多次被调用,但在 [method start] 被调用之前不能被调用。" +msgid "A horizontal scrollbar that goes from left (min) to right (max)." +msgstr "水平滚动条,从左侧(最小)滚动到右侧(最大)。" + +msgid "" +"A horizontal scrollbar, typically used to navigate through content that " +"extends beyond the visible width of a control. It is a [Range]-based control " +"and goes from left (min) to right (max)." +msgstr "" +"水平滚动条,通常用于为超出控件可见宽度的内容进行导航。这是基于 [Range] 的控" +"件,从左侧(最小)滚动到右侧(最大)。" + msgid "" "Icon used as a button to scroll the [ScrollBar] left. Supports custom step " "using the [member ScrollBar.custom_step] property." @@ -48354,6 +53067,17 @@ msgstr "用作此 [ScrollBar] 的背景。" msgid "Used as background when the [ScrollBar] has the GUI focus." msgstr "当 [ScrollBar] 具有 GUI 焦点时用作背景。" +msgid "A horizontal line used for separating other controls." +msgstr "分隔其他控件的水平线。" + +msgid "" +"A horizontal separator used for separating other controls that are arranged " +"[b]vertically[/b]. [HSeparator] is purely visual and normally drawn as a " +"[StyleBoxLine]." +msgstr "" +"分隔其他[b]垂直[/b]排列的控件的水平线。[HSeparator] 只提供视觉上的分隔,通常" +"用 [StyleBoxLine] 绘制。" + msgid "" "The height of the area covered by the separator. Effectively works like a " "minimum height." @@ -48362,6 +53086,24 @@ msgstr "分隔器覆盖区域的高度。效果上和最小高度一致。" msgid "The style for the separator line. Works best with [StyleBoxLine]." msgstr "分隔器的线条样式。与 [StyleBoxLine] 配合使用效果更佳。" +msgid "A horizontal slider that goes from left (min) to right (max)." +msgstr "从左(最小)到右(最大)的水平滚动条。" + +msgid "" +"A horizontal slider, used to adjust a value by moving a grabber along a " +"horizontal axis. It is a [Range]-based control and goes from left (min) to " +"right (max)." +msgstr "" +"水平滚动条,可用通过沿着水平轴移动抓取器来调整取值。这个控件继承自 [Range],从" +"左(最小)到右(最大)滚动。" + +msgid "" +"Boolean constant. If [code]1[/code], the grabber texture size will be ignored " +"and it will fit within slider's bounds based only on its center position." +msgstr "" +"布尔常量。如果为 [code]1[/code],则会忽略抓取器纹理的大小,根据其中心位置将其" +"缩放到滚动条的边界。" + msgid "Vertical offset of the grabber." msgstr "抓取器的垂直偏移。" @@ -48375,16 +53117,16 @@ msgid "The texture for the grabber when it's focused." msgstr "抓取器获得焦点时的材质。" msgid "" -"The texture for the ticks, visible when [member Slider.tick_count] is " -"greater than 0." +"The texture for the ticks, visible when [member Slider.tick_count] is greater " +"than 0." msgstr "刻度的纹理。当 [member Slider.tick_count] 大于 0 时可见。" msgid "The background of the area to the left of the grabber." msgstr "抓取器左侧区域的背景。" msgid "" -"The background of the area to the left of the grabber that displays when " -"it's being hovered or focused." +"The background of the area to the left of the grabber that displays when it's " +"being hovered or focused." msgstr "抓取器左边区域的背景,当它被悬停或聚焦时显示。" msgid "" @@ -48392,6 +53134,19 @@ msgid "" "[code]grabber_area[/code]." msgstr "整个滑动条的背景。受 [code]grabber_area[/code] 高度的影响。" +msgid "" +"A container that splits two child controls horizontally and provides a " +"grabber for adjusting the split ratio." +msgstr "会将两个子控件进行水平分隔的容器,并且提供了用于调整分隔比例的抓取器。" + +msgid "" +"A container that accepts only two child controls, then arranges them " +"horizontally and creates a divisor between them. The divisor can be dragged " +"around to change the size relation between the child controls." +msgstr "" +"仅接受两个子控件的容器,会将这两个控件水平排列,在两者之间创建一条分隔线。分隔" +"线可以拖动,从而改变两个子控件之间的大小关系。" + msgid "" "Boolean value. If 1 ([code]true[/code]), the grabber will hide automatically " "when it isn't under the cursor. If 0 ([code]false[/code]), it's always " @@ -48406,8 +53161,7 @@ msgid "" "small, this ensure that the splitting line can still be dragged." msgstr "" "用户可以点击的区域的最小粗细,点击该区域将抓取分割线。如果 [theme_item " -"separation] 或 [theme_item grabber] 的粗细太小,这将保证分割线仍然可以被拖" -"动。" +"separation] 或 [theme_item grabber] 的粗细太小,这将保证分割线仍然可以被拖动。" msgid "The space between sides of the container." msgstr "容器两侧之间的空间。" @@ -48418,6 +53172,74 @@ msgstr "在中间区域绘制的抓取图标。" msgid "Low-level hyper-text transfer protocol client." msgstr "低级别的超文本传输协议客户端。" +msgid "" +"Hyper-text transfer protocol client (sometimes called \"User Agent\"). Used " +"to make HTTP requests to download web content, upload files and other data or " +"to communicate with various services, among other use cases.\n" +"See the [HTTPRequest] node for a higher-level alternative.\n" +"[b]Note:[/b] This client only needs to connect to a host once (see [method " +"connect_to_host]) to send multiple requests. Because of this, methods that " +"take URLs usually take just the part after the host instead of the full URL, " +"as the client is already connected to a host. See [method request] for a full " +"example and to get started.\n" +"A [HTTPClient] should be reused between multiple requests or to connect to " +"different hosts instead of creating one client per request. Supports " +"Transport Layer Security (TLS), including server certificate verification. " +"HTTP status codes in the 2xx range indicate success, 3xx redirection (i.e. " +"\"try again, but over here\"), 4xx something was wrong with the request, and " +"5xx something went wrong on the server's side.\n" +"For more information on HTTP, see [url=https://developer.mozilla.org/en-US/" +"docs/Web/HTTP]MDN's documentation on HTTP[/url] (or read [url=https://tools." +"ietf.org/html/rfc2616]RFC 2616[/url] to get it straight from the source).\n" +"[b]Note:[/b] When exporting to Android, make sure to enable the " +"[code]INTERNET[/code] permission in the Android export preset before " +"exporting the project or using one-click deploy. Otherwise, network " +"communication of any kind will be blocked by Android.\n" +"[b]Note:[/b] It's recommended to use transport encryption (TLS) and to avoid " +"sending sensitive information (such as login credentials) in HTTP GET URL " +"parameters. Consider using HTTP POST requests or HTTP headers for such " +"information instead.\n" +"[b]Note:[/b] When performing HTTP requests from a project exported to Web, " +"keep in mind the remote server may not allow requests from foreign origins " +"due to [url=https://developer.mozilla.org/en-US/docs/Web/HTTP/CORS]CORS[/" +"url]. If you host the server in question, you should modify its backend to " +"allow requests from foreign origins by adding the [code]Access-Control-Allow-" +"Origin: *[/code] HTTP header.\n" +"[b]Note:[/b] TLS support is currently limited to TLS 1.0, TLS 1.1, and TLS " +"1.2. Attempting to connect to a TLS 1.3-only server will return an error.\n" +"[b]Warning:[/b] TLS certificate revocation and certificate pinning are " +"currently not supported. Revoked certificates are accepted as long as they " +"are otherwise valid. If this is a concern, you may want to use automatically " +"managed certificates with a short validity period." +msgstr "" +"超文本传输协议客户端(有时称为“用户代理”)。用于发出 HTTP 请求以下载网络内容," +"上传文件和其他数据、或与各种服务通信,以及其他用例。\n" +"请参阅 [HTTPRequest] 节点以获取更高级别的替代方案。\n" +"[b]注意:[/b]这个客户端只需要连接一个主机一次(见[method connect_to_host])," +"就可以发送多个请求。因此,使用 URL 的方法通常只使用主机后面的部分而不是完整的 " +"URL,因为客户端已经连接到主机。请参阅 [method request] 以获取完整示例并开始使" +"用。\n" +"[HTTPClient] 应该在多个请求之间重用、或连接到不同的主机,而不是为每个请求创建" +"一个客户端。支持传输层安全 (TLS),包括服务器证书验证。2xx 范围内的 HTTP 状态代" +"码表示成功,3xx 表示重定向(即“再试一次,但在这里”),4xx 表示请求有问题,5xx " +"表示服务器端出了问题。\n" +"有关 HTTP 的更多信息,请参阅 [url=https://developer.mozilla.org/en-US/docs/" +"Web/HTTP]MDN 上 HTTP 的文档[/url](或阅读 [url=https://tools.ietf.org/html/" +"rfc2616]RFC 2616[/url],直接从根源了解)。\n" +"[b]注意:[/b]导出到 Android 时,在导出项目或使用一键部署前,请确保在 Android " +"导出预设中启用 [code]INTERNET[/code] 权限。否则,任何类型的网络通信都将被 " +"Android 阻止。\n" +"[b]注意:[/b]建议使用传输加密(TLS)并避免在 HTTP GET URL 参数中发送敏感信息" +"(例如登录凭据)。考虑改用 HTTP POST 请求或 HTTP 标头来获取此类信息。\n" +"[b]注意:[/b]当从导出到 Web 的项目执行 HTTP 请求时,请记住,由于 [url=https://" +"developer.mozilla.org/en-US/docs/Web/HTTP/CORS]CORS[/url],远程服务器可能不允" +"许来自站外的请求。如果托管到有问题的服务器,应该修改其后台,以通过添加 " +"[code]Access-Control-Allow-Origin: *[/code] HTTP 标头来允许来自站外的请求。\n" +"[b]注意:[/b]TLS 支持目前仅限于 TLS 1.0、TLS 1.1 和 TLS 1.2。尝试连接到仅支持 " +"TLS 1.3 的服务器时将返回一个错误。\n" +"[b]警告:[/b]目前不支持 TLS 证书撤销和证书绑定。只要吊销的证书在其他方面有效," +"就会被接受。如果这是一个问题,您可能希望使用有效期较短的自动管理的证书。" + msgid "HTTP client class" msgstr "HTTP 客户端类" @@ -48430,10 +53252,10 @@ msgstr "关闭当前连接,允许重用此[HTTPClient]。" msgid "" "Connects to a host. This needs to be done before any requests are sent.\n" "If no [param port] is specified (or [code]-1[/code] is used), it is " -"automatically set to 80 for HTTP and 443 for HTTPS. You can pass the " -"optional [param tls_options] parameter to customize the trusted " -"certification authorities, or the common name verification when using HTTPS. " -"See [method TLSOptions.client] and [method TLSOptions.client_unsafe]." +"automatically set to 80 for HTTP and 443 for HTTPS. You can pass the optional " +"[param tls_options] parameter to customize the trusted certification " +"authorities, or the common name verification when using HTTPS. See [method " +"TLSOptions.client] and [method TLSOptions.client_unsafe]." msgstr "" "连接到主机。这需要在发送任何请求之前完成。\n" "如果未指定 [param port](或使用 [code]-1[/code]),则自动将其设置为 80(用于 " @@ -48459,9 +53281,9 @@ msgstr "返回响应报头。" msgid "" "Returns all response headers as a Dictionary of structure [code]{ \"key\": " -"\"value1; value2\" }[/code] where the case-sensitivity of the keys and " -"values is kept like the server delivers it. A value is a simple String, this " -"string can have more than one value where \"; \" is used as separator.\n" +"\"value1; value2\" }[/code] where the case-sensitivity of the keys and values " +"is kept like the server delivers it. A value is a simple String, this string " +"can have more than one value where \"; \" is used as separator.\n" "[b]Example:[/b]\n" "[codeblock]\n" "{\n" @@ -48493,8 +53315,8 @@ msgid "If [code]true[/code], this [HTTPClient] has a response that is chunked." msgstr "为 [code]true[/code] 时,则该 [HTTPClient] 有分块的响应。" msgid "" -"This needs to be called in order to have any request processed. Check " -"results with [method get_status]." +"This needs to be called in order to have any request processed. Check results " +"with [method get_status]." msgstr "调用此方法才能对请求进行处理。使用 [method get_status] 获取检查。" msgid "" @@ -48514,8 +53336,8 @@ msgid "" "[/csharp]\n" "[/codeblocks]\n" "Furthermore, if a key has a [code]null[/code] value, only the key itself is " -"added, without equal sign and value. If the value is an array, for each " -"value in it a pair with the same key is added.\n" +"added, without equal sign and value. If the value is an array, for each value " +"in it a pair with the same key is added.\n" "[codeblocks]\n" "[gdscript]\n" "var fields = {\"single\": 123, \"not_valued\": null, \"multiple\": [22, 33, " @@ -48535,8 +53357,8 @@ msgid "" "[/csharp]\n" "[/codeblocks]" msgstr "" -"从提供的字典生成 GET/POST application/x-www-form-urlencoded 样式的查询字符" -"串,例如:\n" +"从提供的字典生成 GET/POST application/x-www-form-urlencoded 样式的查询字符串," +"例如:\n" "[codeblocks]\n" "[gdscript]\n" "var fields = {\"username\": \"user\", \"password\": \"pass\"}\n" @@ -48589,8 +53411,8 @@ msgid "" "[gdscript]\n" "var fields = {\"username\" : \"user\", \"password\" : \"pass\"}\n" "var query_string = http_client.query_string_from_dict(fields)\n" -"var headers = [\"Content-Type: application/x-www-form-urlencoded\", " -"\"Content-Length: \" + str(query_string.length())]\n" +"var headers = [\"Content-Type: application/x-www-form-urlencoded\", \"Content-" +"Length: \" + str(query_string.length())]\n" "var result = http_client.request(http_client.METHOD_POST, \"/index.php\", " "headers, query_string)\n" "[/gdscript]\n" @@ -48606,8 +53428,8 @@ msgid "" "[/codeblocks]\n" "[b]Note:[/b] The [param body] parameter is ignored if [param method] is " "[constant HTTPClient.METHOD_GET]. This is because GET methods can't contain " -"request data. As a workaround, you can pass request data as a query string " -"in the URL. See [method String.uri_encode] for an example." +"request data. As a workaround, you can pass request data as a query string in " +"the URL. See [method String.uri_encode] for an example." msgstr "" "向连接的服务器发送请求。\n" "URL 参数通常只是主机名后面的部分,所以对于 [code]https://somehost.com/index." @@ -48615,15 +53437,14 @@ msgstr "" "它应该是一个绝对 URL。对于 [constant HTTPClient.METHOD_OPTIONS] 请求," "[code]*[/code] 也是允许的。对于 [constant HTTPClient.METHOD_CONNECT] 请求,它" "应该是权限组件 ([code]host:port[/code])。\n" -"Headers 参数是 HTTP 请求的报头。有关可用的 HTTP 方法,请参阅 [enum " -"Method]。\n" +"Headers 参数是 HTTP 请求的报头。有关可用的 HTTP 方法,请参阅 [enum Method]。\n" "要创建带有查询字符串的 POST 请求以推送到服务器,请执行以下操作:\n" "[codeblocks]\n" "[gdscript]\n" "var fields = {\"username\" : \"user\", \"password\" : \"pass\"}\n" "var query_string = http_client.query_string_from_dict(fields)\n" -"var headers = [\"Content-Type: application/x-www-form-urlencoded\", " -"\"Content-Length: \" + str(query_string.length())]\n" +"var headers = [\"Content-Type: application/x-www-form-urlencoded\", \"Content-" +"Length: \" + str(query_string.length())]\n" "var result = http_client.request(http_client.METHOD_POST, \"/index.php\", " "headers, query_string)\n" "[/gdscript]\n" @@ -48638,9 +53459,8 @@ msgstr "" "[/csharp]\n" "[/codeblocks]\n" "[b]注意:[/b]如果 [param method] 是 [constant HTTPClient.METHOD_GET],则忽略 " -"[param body] 参数。这是因为 GET 方法不能包含请求数据。解决方法是,可以将请求" -"数据作为 URL 中的查询字符串传递。有关示例,请参见 [method String." -"uri_encode]。" +"[param body] 参数。这是因为 GET 方法不能包含请求数据。解决方法是,可以将请求数" +"据作为 URL 中的查询字符串传递。有关示例,请参见 [method String.uri_encode]。" msgid "" "Sends a raw request to the connected host.\n" @@ -48660,8 +53480,7 @@ msgstr "" "它应该是一个绝对 URL。对于 [constant HTTPClient.METHOD_OPTIONS] 请求," "[code]*[/code] 也是允许的。对于 [constant HTTPClient.METHOD_CONNECT] 请求,它" "应该是权限组件 ([code]host:port[/code])。\n" -"Headers 参数是 HTTP 请求的报头。有关可用的 HTTP 方法,请参阅 [enum " -"Method]。\n" +"Headers 参数是 HTTP 请求的报头。有关可用的 HTTP 方法,请参阅 [enum Method]。\n" "请求体是以字节数组的形式原样发送的,不会进行任何形式的编码。" msgid "" @@ -48697,16 +53516,16 @@ msgid "" "HTTP GET method. The GET method requests a representation of the specified " "resource. Requests using GET should only retrieve data." msgstr "" -"HTTP GET 方法。GET 方法用于请求指定资源的某种表示。使用 GET 的请求应该只进行" -"数据的获取。" +"HTTP GET 方法。GET 方法用于请求指定资源的某种表示。使用 GET 的请求应该只进行数" +"据的获取。" msgid "" "HTTP HEAD method. The HEAD method asks for a response identical to that of a " "GET request, but without the response body. This is useful to request " "metadata like HTTP headers or to check if a resource exists." msgstr "" -"HTTP HEAD 方法。HEAD 方法请求的是和 GET 请求一样的相应,但不包含响应体。用来" -"请求元数据很方便,比如可以通过请求 HTTP 报头来判断资源是否存在。" +"HTTP HEAD 方法。HEAD 方法请求的是和 GET 请求一样的相应,但不包含响应体。用来请" +"求元数据很方便,比如可以通过请求 HTTP 报头来判断资源是否存在。" msgid "" "HTTP POST method. The POST method is used to submit an entity to the " @@ -48752,8 +53571,8 @@ msgstr "" "HTTP CONNECT 方法。CONNECT 方法会与目标资源所表示的服务器建立隧道。很少使用。" msgid "" -"HTTP PATCH method. The PATCH method is used to apply partial modifications " -"to a resource." +"HTTP PATCH method. The PATCH method is used to apply partial modifications to " +"a resource." msgstr "HTTP PATCH 方法。PATCH 方法用于对资源进行部分修改。" msgid "Represents the size of the [enum Method] enum." @@ -48799,8 +53618,8 @@ msgstr "" msgid "" "HTTP status code [code]101 Switching Protocol[/code]. Sent in response to an " -"[code]Upgrade[/code] request header by the client. Indicates the protocol " -"the server is switching to." +"[code]Upgrade[/code] request header by the client. Indicates the protocol the " +"server is switching to." msgstr "" "HTTP 状态码 [code]101 Switching Protocol[/code]。针对客户 [code]Upgrade[/" "code] 请求的响应,表示服务器所转换到的协议。" @@ -48836,47 +53655,47 @@ msgstr "" "PUT 请求的响应." msgid "" -"HTTP status code [code]202 Accepted[/code]. The request has been received " -"but not yet acted upon. It is non-committal, meaning that there is no way in " -"HTTP to later send an asynchronous response indicating the outcome of " -"processing the request. It is intended for cases where another process or " -"server handles the request, or for batch processing." +"HTTP status code [code]202 Accepted[/code]. The request has been received but " +"not yet acted upon. It is non-committal, meaning that there is no way in HTTP " +"to later send an asynchronous response indicating the outcome of processing " +"the request. It is intended for cases where another process or server handles " +"the request, or for batch processing." msgstr "" -"HTTP 状态码 [code]202 Accepted[/code]。请求已收到,但尚未处理。HTTP 协议中无" -"法实现在完成对请求的处理后异步地把请求发回来。这个响应的使用场景应该是会有其" -"他进程或者服务器去处理这个请求,或者会进行批量处理。" +"HTTP 状态码 [code]202 Accepted[/code]。请求已收到,但尚未处理。HTTP 协议中无法" +"实现在完成对请求的处理后异步地把请求发回来。这个响应的使用场景应该是会有其他进" +"程或者服务器去处理这个请求,或者会进行批量处理。" msgid "" "HTTP status code [code]203 Non-Authoritative Information[/code]. This " "response code means returned meta-information set is not exact set as " -"available from the origin server, but collected from a local or a third " -"party copy. Except this condition, 200 OK response should be preferred " -"instead of this response." +"available from the origin server, but collected from a local or a third party " +"copy. Except this condition, 200 OK response should be preferred instead of " +"this response." msgstr "" -"HTTP 状态码 [code]203 Non-Authoritative Information[/code]。该响应状态码表示" -"返回的元消息与原始服务器所返回的不一致,而是从本地或者第三方副本中收集而来。" -"除了特殊情况,应该优先选用 200 OK 响应所返回的内容。" +"HTTP 状态码 [code]203 Non-Authoritative Information[/code]。该响应状态码表示返" +"回的元消息与原始服务器所返回的不一致,而是从本地或者第三方副本中收集而来。除了" +"特殊情况,应该优先选用 200 OK 响应所返回的内容。" msgid "" -"HTTP status code [code]204 No Content[/code]. There is no content to send " -"for this request, but the headers may be useful. The user-agent may update " -"its cached headers for this resource with the new ones." +"HTTP status code [code]204 No Content[/code]. There is no content to send for " +"this request, but the headers may be useful. The user-agent may update its " +"cached headers for this resource with the new ones." msgstr "" "HTTP 状态码 [code]204 No Content[/code]。本请求无响应内容,但报头可能有用。用" "户代理可能会根据该资源更新缓存报头。" msgid "" -"HTTP status code [code]205 Reset Content[/code]. The server has fulfilled " -"the request and desires that the client resets the \"document view\" that " -"caused the request to be sent to its original state as received from the " -"origin server." +"HTTP status code [code]205 Reset Content[/code]. The server has fulfilled the " +"request and desires that the client resets the \"document view\" that caused " +"the request to be sent to its original state as received from the origin " +"server." msgstr "" -"HTTP 状态码 [code]205 Reset Content[/code]。服务器已完成对请求的处理,并要求" -"客户端将导致该请求的“文档视图”重置回原始状态。" +"HTTP 状态码 [code]205 Reset Content[/code]。服务器已完成对请求的处理,并要求客" +"户端将导致该请求的“文档视图”重置回原始状态。" msgid "" -"HTTP status code [code]206 Partial Content[/code]. This response code is " -"used because of a range header sent by the client to separate download into " +"HTTP status code [code]206 Partial Content[/code]. This response code is used " +"because of a range header sent by the client to separate download into " "multiple streams." msgstr "" "HTTP 状态码 [code]206 Partial Content[/code]。客户端如果发送范围(Range)报头" @@ -48895,8 +53714,8 @@ msgid "" "DAV: propstat response element to avoid enumerating the internal members of " "multiple bindings to the same collection repeatedly." msgstr "" -"HTTP 状态码 [code]208 Already Reported[/code](WebDAV)。在 DAV: propstat 相" -"应元素内部使用,可以防止重复遍历同一合集中不同绑定的内部成员。" +"HTTP 状态码 [code]208 Already Reported[/code](WebDAV)。在 DAV: propstat 相应" +"元素内部使用,可以防止重复遍历同一合集中不同绑定的内部成员。" msgid "" "HTTP status code [code]226 IM Used[/code] (WebDAV). The server has fulfilled " @@ -48911,22 +53730,22 @@ msgid "" "one possible responses and there is no standardized way to choose one of the " "responses. User-agent or user should choose one of them." msgstr "" -"HTTP 状态码 [code]300 Multiple Choice[/code]。请求有多个可能的响应,并且没有" -"从中挑选其一的标准方法。用户代理或者用户应该自行挑选。" +"HTTP 状态码 [code]300 Multiple Choice[/code]。请求有多个可能的响应,并且没有从" +"中挑选其一的标准方法。用户代理或者用户应该自行挑选。" msgid "" "HTTP status code [code]301 Moved Permanently[/code]. Redirection. This " "response code means the URI of requested resource has been changed. The new " "URI is usually included in the response." msgstr "" -"HTTP 状态码 [code]301 Moved Permanently[/code]。重定向。该响应码表示所请求资" -"源的 URI 已改变。新的 URI 通常包含在响应中。" +"HTTP 状态码 [code]301 Moved Permanently[/code]。重定向。该响应码表示所请求资源" +"的 URI 已改变。新的 URI 通常包含在响应中。" msgid "" -"HTTP status code [code]302 Found[/code]. Temporary redirection. This " -"response code means the URI of requested resource has been changed " -"temporarily. New changes in the URI might be made in the future. Therefore, " -"this same URI should be used by the client in future requests." +"HTTP status code [code]302 Found[/code]. Temporary redirection. This response " +"code means the URI of requested resource has been changed temporarily. New " +"changes in the URI might be made in the future. Therefore, this same URI " +"should be used by the client in future requests." msgstr "" "HTTP 状态码 [code]302 Found[/code]。临时重定向。该响应码表示所请求资源的 URI " "已临时改变。该 URI 将来还可能发生变,因此后续的请求应该仍然使用相同的 URI。" @@ -48937,8 +53756,8 @@ msgid "" "header field, which is intended to provide an indirect response to the " "original request." msgstr "" -"HTTP 状态码 [code]303 See Other[/code]。服务器将用户代理重定向到另一个资源," -"资源由 Location 报头中的 URI 指定。用于提供针对原始请求的间接响应。" +"HTTP 状态码 [code]303 See Other[/code]。服务器将用户代理重定向到另一个资源,资" +"源由 Location 报头中的 URI 指定。用于提供针对原始请求的间接响应。" msgid "" "HTTP status code [code]304 Not Modified[/code]. A conditional GET or HEAD " @@ -48963,9 +53782,9 @@ msgstr "" "用户代理如果要自动重定向到该 URI,就一定不能更改所使用的请求方法。" msgid "" -"HTTP status code [code]308 Permanent Redirect[/code]. The target resource " -"has been assigned a new permanent URI and any future references to this " -"resource ought to use one of the enclosed URIs." +"HTTP status code [code]308 Permanent Redirect[/code]. The target resource has " +"been assigned a new permanent URI and any future references to this resource " +"ought to use one of the enclosed URIs." msgstr "" "HTTP 状态码 [code]308 Permanent Redirect[/code]。目标资源已被赋予全新的永久 " "URI,后续针对该资源的请求应当使用所提供的 URI。" @@ -48977,9 +53796,9 @@ msgid "" "request message framing, invalid request contents, or deceptive request " "routing)." msgstr "" -"HTTP 状态码 [code]400 Bad Request[/code]。请求无效。服务器认为客户端出错,所" -"以无法或者拒绝处理该请求(例如:请求语法错误、请求消息帧无效、请求内容无效、" -"请求路由可疑)。" +"HTTP 状态码 [code]400 Bad Request[/code]。请求无效。服务器认为客户端出错,所以" +"无法或者拒绝处理该请求(例如:请求语法错误、请求消息帧无效、请求内容无效、请求" +"路由可疑)。" msgid "" "HTTP status code [code]401 Unauthorized[/code]. Credentials required. The " @@ -49000,22 +53819,22 @@ msgstr "" msgid "" "HTTP status code [code]403 Forbidden[/code]. The client does not have access " "rights to the content, i.e. they are unauthorized, so server is rejecting to " -"give proper response. Unlike [code]401[/code], the client's identity is " -"known to the server." +"give proper response. Unlike [code]401[/code], the client's identity is known " +"to the server." msgstr "" -"HTTP 状态码 [code]403 Forbidden[/code]。客户端没有该内容的访问权限,即未授" -"权,服务器拒绝给出正确响应。与 [code]401[/code] 不同,服务器已收到客户端的身" -"份信息。" +"HTTP 状态码 [code]403 Forbidden[/code]。客户端没有该内容的访问权限,即未授权," +"服务器拒绝给出正确响应。与 [code]401[/code] 不同,服务器已收到客户端的身份信" +"息。" msgid "" "HTTP status code [code]404 Not Found[/code]. The server can not find " -"requested resource. Either the URL is not recognized or the endpoint is " -"valid but the resource itself does not exist. May also be sent instead of " -"403 to hide existence of a resource if the client is not authorized." +"requested resource. Either the URL is not recognized or the endpoint is valid " +"but the resource itself does not exist. May also be sent instead of 403 to " +"hide existence of a resource if the client is not authorized." msgstr "" -"HTTP 状态码 [code]404 Not Found[/code]。服务器无法找到所请求的资源。可能是无" -"法识别 URL,也可能是 URL 有效但资源本身不存在。也有可能在客户端未提供认证信息" -"时代替 403 返回,从而达到隐藏资源存在性的目的。" +"HTTP 状态码 [code]404 Not Found[/code]。服务器无法找到所请求的资源。可能是无法" +"识别 URL,也可能是 URL 有效但资源本身不存在。也有可能在客户端未提供认证信息时" +"代替 403 返回,从而达到隐藏资源存在性的目的。" msgid "" "HTTP status code [code]405 Method Not Allowed[/code]. The request's HTTP " @@ -49024,14 +53843,14 @@ msgid "" "GET and HEAD, must never be disabled and should not return this error code." msgstr "" "HTTP 状态码 [code]405 Method Not Allowed[/code]。服务器理解请求所使用的 HTTP " -"方法,但该方法已被禁止使用。例如:API 可能禁止 DELETE 资源。GET 和 HEAD 这两" -"个方法是必须的,所以不能被禁用,也不应该返回该错误码。" +"方法,但该方法已被禁止使用。例如:API 可能禁止 DELETE 资源。GET 和 HEAD 这两个" +"方法是必须的,所以不能被禁用,也不应该返回该错误码。" msgid "" "HTTP status code [code]406 Not Acceptable[/code]. The target resource does " -"not have a current representation that would be acceptable to the user " -"agent, according to the proactive negotiation header fields received in the " -"request. Used when negotiation content." +"not have a current representation that would be acceptable to the user agent, " +"according to the proactive negotiation header fields received in the request. " +"Used when negotiation content." msgstr "" "HTTP 状态码 [code]406 Not Acceptable[/code]。根据请求中主动注明的交涉报头字" "段,目标资源没有用户代理所能接受的表示。用于内容交涉过程。" @@ -49045,12 +53864,11 @@ msgstr "" "Unauthorized,表示客户端需要在提供认证信息后使用代理。" msgid "" -"HTTP status code [code]408 Request Timeout[/code]. The server did not " -"receive a complete request message within the time that it was prepared to " -"wait." +"HTTP status code [code]408 Request Timeout[/code]. The server did not receive " +"a complete request message within the time that it was prepared to wait." msgstr "" -"HTTP 状态码 [code]408 Request Timeout[/code]。服务器在其准备等待的时间段内未" -"获取完整的请求信息。" +"HTTP 状态码 [code]408 Request Timeout[/code]。服务器在其准备等待的时间段内未获" +"取完整的请求信息。" msgid "" "HTTP status code [code]409 Conflict[/code]. The request could not be " @@ -49076,25 +53894,25 @@ msgstr "" "Length 报头的请求。" msgid "" -"HTTP status code [code]412 Precondition Failed[/code]. One or more " -"conditions given in the request header fields evaluated to [code]false[/" -"code] when tested on the server." +"HTTP status code [code]412 Precondition Failed[/code]. One or more conditions " +"given in the request header fields evaluated to [code]false[/code] when " +"tested on the server." msgstr "" -"HTTP 状态码 [code]412 Percondition Failed[/code]。请求报头中给出的若干条件在" -"服务器上检查为 [code]false[/code]。" +"HTTP 状态码 [code]412 Percondition Failed[/code]。请求报头中给出的若干条件在服" +"务器上检查为 [code]false[/code]。" msgid "" -"HTTP status code [code]413 Entity Too Large[/code]. The server is refusing " -"to process a request because the request payload is larger than the server " -"is willing or able to process." +"HTTP status code [code]413 Entity Too Large[/code]. The server is refusing to " +"process a request because the request payload is larger than the server is " +"willing or able to process." msgstr "" "HTTP 状态码 [code]413 Entity Too Large[/code]。服务器拒绝处理请求,因为请求的" "负载超过了服务器所允许或者所能够处理的上限。" msgid "" "HTTP status code [code]414 Request-URI Too Long[/code]. The server is " -"refusing to service the request because the request-target is longer than " -"the server is willing to interpret." +"refusing to service the request because the request-target is longer than the " +"server is willing to interpret." msgstr "" "HTTP 状态码 [code]414 Request-URI Too Long[/code]。服务器拒绝为请求提供服务," "因为请求目标的长度超过了服务器所愿意解析的上限。" @@ -49110,12 +53928,12 @@ msgstr "" msgid "" "HTTP status code [code]416 Requested Range Not Satisfiable[/code]. None of " "the ranges in the request's Range header field overlap the current extent of " -"the selected resource or the set of ranges requested has been rejected due " -"to invalid ranges or an excessive request of small or overlapping ranges." +"the selected resource or the set of ranges requested has been rejected due to " +"invalid ranges or an excessive request of small or overlapping ranges." msgstr "" "HTTP 状态码 [code]416 Requested Range Not Satisfiable[/code]。请求的 Range 报" -"头中指定的所有范围都与所选资源的有效范围不重合,或者拒绝处理该范围的集合。拒" -"绝的可能原因是存在无效的范围,或者存在过多细小或者重叠的范围。" +"头中指定的所有范围都与所选资源的有效范围不重合,或者拒绝处理该范围的集合。拒绝" +"的可能原因是存在无效的范围,或者存在过多细小或者重叠的范围。" msgid "" "HTTP status code [code]417 Expectation Failed[/code]. The expectation given " @@ -49131,18 +53949,18 @@ msgid "" "resulting entity body MAY be short and stout." msgstr "" "HTTP 状态码 [code]418 I'm A Teapot[/code]。想要尝试用茶壶煮咖啡就会得到错误" -"码“418 因为我是个茶壶”,得到的实体大概又矮又胖。这个错误是对1998年愚人节玩笑" -"的超文本咖啡壶控制协议的引用。" +"码“418 因为我是个茶壶”,得到的实体大概又矮又胖。这个错误是对1998年愚人节玩笑的" +"超文本咖啡壶控制协议的引用。" msgid "" "HTTP status code [code]421 Misdirected Request[/code]. The request was " -"directed at a server that is not able to produce a response. This can be " -"sent by a server that is not configured to produce responses for the " -"combination of scheme and authority that are included in the request URI." +"directed at a server that is not able to produce a response. This can be sent " +"by a server that is not configured to produce responses for the combination " +"of scheme and authority that are included in the request URI." msgstr "" -"HTTP 状态码 [code]421 Misdirected Request[/code]。请求被重定向到了一台无法生" -"成响应的服务器。如果一台服务器没有针对请求 URI 的协议类型和主机身份配置响应," -"就有可能返回这个代码。" +"HTTP 状态码 [code]421 Misdirected Request[/code]。请求被重定向到了一台无法生成" +"响应的服务器。如果一台服务器没有针对请求 URI 的协议类型和主机身份配置响应,就" +"有可能返回这个代码。" msgid "" "HTTP status code [code]422 Unprocessable Entity[/code] (WebDAV). The server " @@ -49152,9 +53970,9 @@ msgid "" "was unable to process the contained instructions." msgstr "" "HTTP 状态码 [code]422 Unprocessable Entity[/code](WebDAV)。服务器能够理解请" -"求实体的内容类型(所以不适用 415 Unsupported Media Type 状态码),请求实体的" -"语法也是正确的(所以不适用 400 Bad Request 状态码),但仍然无法执行请求中所包" -"含的指令。" +"求实体的内容类型(所以不适用 415 Unsupported Media Type 状态码),请求实体的语" +"法也是正确的(所以不适用 400 Bad Request 状态码),但仍然无法执行请求中所包含" +"的指令。" msgid "" "HTTP status code [code]423 Locked[/code] (WebDAV). The source or destination " @@ -49168,8 +53986,8 @@ msgid "" "could not be performed on the resource because the requested action depended " "on another action and that action failed." msgstr "" -"HTTP 状态码 [code]424 Failed Dependency[/code](WebDAV)。无法在该资源上执行" -"该方法,因为请求的操作依赖于另一个操作,而那个操作失败了。" +"HTTP 状态码 [code]424 Failed Dependency[/code](WebDAV)。无法在该资源上执行该" +"方法,因为请求的操作依赖于另一个操作,而那个操作失败了。" msgid "" "HTTP status code [code]426 Upgrade Required[/code]. The server refuses to " @@ -49188,25 +54006,24 @@ msgstr "" msgid "" "HTTP status code [code]429 Too Many Requests[/code]. The user has sent too " -"many requests in a given amount of time (see \"rate limiting\"). Back off " -"and increase time between requests or try again later." +"many requests in a given amount of time (see \"rate limiting\"). Back off and " +"increase time between requests or try again later." msgstr "" -"HTTP 状态码 [code]429 Too Many Requests[/code]。用户在指定时间段中(见“限" -"流”)发送了过多的请求。静默一段时间后增加请求之间的时间间隔,稍后再试。" +"HTTP 状态码 [code]429 Too Many Requests[/code]。用户在指定时间段中(见“限流”)" +"发送了过多的请求。静默一段时间后增加请求之间的时间间隔,稍后再试。" msgid "" -"HTTP status code [code]431 Request Header Fields Too Large[/code]. The " -"server is unwilling to process the request because its header fields are too " -"large. The request MAY be resubmitted after reducing the size of the request " -"header fields." +"HTTP status code [code]431 Request Header Fields Too Large[/code]. The server " +"is unwilling to process the request because its header fields are too large. " +"The request MAY be resubmitted after reducing the size of the request header " +"fields." msgstr "" -"HTTP 状态码 [code]431 Request Header Fields Too Large[/code]。服务器拒绝处理" -"请求,因为报头字段过大。请求可以在减小报头字段后重新提交。" +"HTTP 状态码 [code]431 Request Header Fields Too Large[/code]。服务器拒绝处理请" +"求,因为报头字段过大。请求可以在减小报头字段后重新提交。" msgid "" -"HTTP status code [code]451 Response Unavailable For Legal Reasons[/code]. " -"The server is denying access to the resource as a consequence of a legal " -"demand." +"HTTP status code [code]451 Response Unavailable For Legal Reasons[/code]. The " +"server is denying access to the resource as a consequence of a legal demand." msgstr "" "HTTP 状态码 [code]451 Response Unavailable For Legal Reasons[/code]。服务器因" "法律要求而拒绝访问该资源。" @@ -49216,15 +54033,14 @@ msgid "" "encountered an unexpected condition that prevented it from fulfilling the " "request." msgstr "" -"HTTP 状态码 [code]500 Internal Server Error[/code]。服务器遭遇预料之外的情" -"况,无法完成请求。" +"HTTP 状态码 [code]500 Internal Server Error[/code]。服务器遭遇预料之外的情况," +"无法完成请求。" msgid "" "HTTP status code [code]501 Not Implemented[/code]. The server does not " "support the functionality required to fulfill the request." msgstr "" -"HTTP 状态码 [code]501 Not Implemented[/code]。服务器不支持完成请求所需的功" -"能。" +"HTTP 状态码 [code]501 Not Implemented[/code]。服务器不支持完成请求所需的功能。" msgid "" "HTTP status code [code]502 Bad Gateway[/code]. The server, while acting as a " @@ -49232,8 +54048,8 @@ msgid "" "accessed while attempting to fulfill the request. Usually returned by load " "balancers or proxies." msgstr "" -"HTTP 状态码 [code]502 Bad Gateway[/code]。网关或代理服务器尝试使用内部服务器" -"处理请求,但从该服务器收到了无效的响应。通常由负载均衡器或者代理服务器返回。" +"HTTP 状态码 [code]502 Bad Gateway[/code]。网关或代理服务器尝试使用内部服务器处" +"理请求,但从该服务器收到了无效的响应。通常由负载均衡器或者代理服务器返回。" msgid "" "HTTP status code [code]503 Service Unavailable[/code]. The server is " @@ -49241,23 +54057,23 @@ msgid "" "scheduled maintenance, which will likely be alleviated after some delay. Try " "again later." msgstr "" -"HTTP 状态码 [code]503 Service Unavailable[/code]。服务器目前无法处理请求,原" -"因是暂时过载或者处于定期维护状态,可能在一段延迟后就能恢复,请稍后再试。" +"HTTP 状态码 [code]503 Service Unavailable[/code]。服务器目前无法处理请求,原因" +"是暂时过载或者处于定期维护状态,可能在一段延迟后就能恢复,请稍后再试。" msgid "" "HTTP status code [code]504 Gateway Timeout[/code]. The server, while acting " "as a gateway or proxy, did not receive a timely response from an upstream " -"server it needed to access in order to complete the request. Usually " -"returned by load balancers or proxies." +"server it needed to access in order to complete the request. Usually returned " +"by load balancers or proxies." msgstr "" -"HTTP 状态码 [code]504 Gateway Timeout[/code]。网关或代理服务器尝试使用上游服" -"务器处理请求,但无法在指定时间内从该服务器收到响应。通常由负载均衡器或者代理" -"服务器返回。" +"HTTP 状态码 [code]504 Gateway Timeout[/code]。网关或代理服务器尝试使用上游服务" +"器处理请求,但无法在指定时间内从该服务器收到响应。通常由负载均衡器或者代理服务" +"器返回。" msgid "" -"HTTP status code [code]505 HTTP Version Not Supported[/code]. The server " -"does not support, or refuses to support, the major version of HTTP that was " -"used in the request message." +"HTTP status code [code]505 HTTP Version Not Supported[/code]. The server does " +"not support, or refuses to support, the major version of HTTP that was used " +"in the request message." msgstr "" "HTTP 状态码 [code]505 HTTP Version Not Supported[/code]。服务器不支持或者拒绝" "支持请求消息所使用的 HTTP 主版本。" @@ -49268,9 +54084,8 @@ msgid "" "engage in transparent content negotiation itself, and is therefore not a " "proper end point in the negotiation process." msgstr "" -"HTTP 状态码 [code]506 Variant Also Negotiates[/code]。服务器存在内部配置错" -"误:所选的可变资源被配置为参与自身的透明内容交涉,因此不是交涉过程中的正确端" -"点。" +"HTTP 状态码 [code]506 Variant Also Negotiates[/code]。服务器存在内部配置错误:" +"所选的可变资源被配置为参与自身的透明内容交涉,因此不是交涉过程中的正确端点。" msgid "" "HTTP status code [code]507 Insufficient Storage[/code]. The method could not " @@ -49291,22 +54106,350 @@ msgstr "" msgid "" "HTTP status code [code]510 Not Extended[/code]. The policy for accessing the " -"resource has not been met in the request. The server should send back all " -"the information necessary for the client to issue an extended request." +"resource has not been met in the request. The server should send back all the " +"information necessary for the client to issue an extended request." msgstr "" "HTTP 状态码 [code]510 Not Extended[/code]。请求未满足访问该资源的策略。服务器" "应当将所需信息返回给客户端,以便其提交后续请求。" msgid "" -"HTTP status code [code]511 Network Authentication Required[/code]. The " -"client needs to authenticate to gain network access." +"HTTP status code [code]511 Network Authentication Required[/code]. The client " +"needs to authenticate to gain network access." msgstr "" -"HTTP 状态码 [code]511 Network Authentication Required[/code]。客户端需要身份" -"认证才能访问网络。" +"HTTP 状态码 [code]511 Network Authentication Required[/code]。客户端需要身份认" +"证才能访问网络。" msgid "A node with the ability to send HTTP(S) requests." msgstr "具有发送 HTTP(S) 请求能力的节点。" +msgid "" +"A node with the ability to send HTTP requests. Uses [HTTPClient] internally.\n" +"Can be used to make HTTP requests, i.e. download or upload files or web " +"content via HTTP.\n" +"[b]Warning:[/b] See the notes and warnings on [HTTPClient] for limitations, " +"especially regarding TLS security.\n" +"[b]Note:[/b] When exporting to Android, make sure to enable the " +"[code]INTERNET[/code] permission in the Android export preset before " +"exporting the project or using one-click deploy. Otherwise, network " +"communication of any kind will be blocked by Android.\n" +"[b]Example of contacting a REST API and printing one of its returned fields:[/" +"b]\n" +"[codeblocks]\n" +"[gdscript]\n" +"func _ready():\n" +" # Create an HTTP request node and connect its completion signal.\n" +" var http_request = HTTPRequest.new()\n" +" add_child(http_request)\n" +" http_request.request_completed.connect(self._http_request_completed)\n" +"\n" +" # Perform a GET request. The URL below returns JSON as of writing.\n" +" var error = http_request.request(\"https://httpbin.org/get\")\n" +" if error != OK:\n" +" push_error(\"An error occurred in the HTTP request.\")\n" +"\n" +" # Perform a POST request. The URL below returns JSON as of writing.\n" +" # Note: Don't make simultaneous requests using a single HTTPRequest " +"node.\n" +" # The snippet below is provided for reference only.\n" +" var body = JSON.new().stringify({\"name\": \"Godette\"})\n" +" error = http_request.request(\"https://httpbin.org/post\", [], HTTPClient." +"METHOD_POST, body)\n" +" if error != OK:\n" +" push_error(\"An error occurred in the HTTP request.\")\n" +"\n" +"# Called when the HTTP request is completed.\n" +"func _http_request_completed(result, response_code, headers, body):\n" +" var json = JSON.new()\n" +" json.parse(body.get_string_from_utf8())\n" +" var response = json.get_data()\n" +"\n" +" # Will print the user agent string used by the HTTPRequest node (as " +"recognized by httpbin.org).\n" +" print(response.headers[\"User-Agent\"])\n" +"[/gdscript]\n" +"[csharp]\n" +"public override void _Ready()\n" +"{\n" +" // Create an HTTP request node and connect its completion signal.\n" +" var httpRequest = new HTTPRequest();\n" +" AddChild(httpRequest);\n" +" httpRequest.RequestCompleted += HttpRequestCompleted;\n" +"\n" +" // Perform a GET request. The URL below returns JSON as of writing.\n" +" Error error = httpRequest.Request(\"https://httpbin.org/get\");\n" +" if (error != Error.Ok)\n" +" {\n" +" GD.PushError(\"An error occurred in the HTTP request.\");\n" +" }\n" +"\n" +" // Perform a POST request. The URL below returns JSON as of writing.\n" +" // Note: Don't make simultaneous requests using a single HTTPRequest " +"node.\n" +" // The snippet below is provided for reference only.\n" +" string body = new Json().Stringify(new Godot.Collections.Dictionary\n" +" {\n" +" { \"name\", \"Godette\" }\n" +" });\n" +" error = httpRequest.Request(\"https://httpbin.org/post\", null, " +"HTTPClient.Method.Post, body);\n" +" if (error != Error.Ok)\n" +" {\n" +" GD.PushError(\"An error occurred in the HTTP request.\");\n" +" }\n" +"}\n" +"\n" +"// Called when the HTTP request is completed.\n" +"private void HttpRequestCompleted(long result, long responseCode, string[] " +"headers, byte[] body)\n" +"{\n" +" var json = new Json();\n" +" json.Parse(body.GetStringFromUtf8());\n" +" var response = json.GetData().AsGodotDictionary();\n" +"\n" +" // Will print the user agent string used by the HTTPRequest node (as " +"recognized by httpbin.org).\n" +" GD.Print((response[\"headers\"].AsGodotDictionary())[\"User-Agent\"]);\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]Example of loading and displaying an image using HTTPRequest:[/b]\n" +"[codeblocks]\n" +"[gdscript]\n" +"func _ready():\n" +" # Create an HTTP request node and connect its completion signal.\n" +" var http_request = HTTPRequest.new()\n" +" add_child(http_request)\n" +" http_request.request_completed.connect(self._http_request_completed)\n" +"\n" +" # Perform the HTTP request. The URL below returns a PNG image as of " +"writing.\n" +" var error = http_request.request(\"https://via.placeholder.com/512\")\n" +" if error != OK:\n" +" push_error(\"An error occurred in the HTTP request.\")\n" +"\n" +"# Called when the HTTP request is completed.\n" +"func _http_request_completed(result, response_code, headers, body):\n" +" if result != HTTPRequest.RESULT_SUCCESS:\n" +" push_error(\"Image couldn't be downloaded. Try a different image.\")\n" +"\n" +" var image = Image.new()\n" +" var error = image.load_png_from_buffer(body)\n" +" if error != OK:\n" +" push_error(\"Couldn't load the image.\")\n" +"\n" +" var texture = ImageTexture.create_from_image(image)\n" +"\n" +" # Display the image in a TextureRect node.\n" +" var texture_rect = TextureRect.new()\n" +" add_child(texture_rect)\n" +" texture_rect.texture = texture\n" +"[/gdscript]\n" +"[csharp]\n" +"public override void _Ready()\n" +"{\n" +" // Create an HTTP request node and connect its completion signal.\n" +" var httpRequest = new HTTPRequest();\n" +" AddChild(httpRequest);\n" +" httpRequest.RequestCompleted += HttpRequestCompleted;\n" +"\n" +" // Perform the HTTP request. The URL below returns a PNG image as of " +"writing.\n" +" Error error = httpRequest.Request(\"https://via.placeholder.com/512\");\n" +" if (error != Error.Ok)\n" +" {\n" +" GD.PushError(\"An error occurred in the HTTP request.\");\n" +" }\n" +"}\n" +"\n" +"// Called when the HTTP request is completed.\n" +"private void HttpRequestCompleted(long result, long responseCode, string[] " +"headers, byte[] body)\n" +"{\n" +" if (result != (long)HTTPRequest.Result.Success)\n" +" {\n" +" GD.PushError(\"Image couldn't be downloaded. Try a different image." +"\");\n" +" }\n" +" var image = new Image();\n" +" Error error = image.LoadPngFromBuffer(body);\n" +" if (error != Error.Ok)\n" +" {\n" +" GD.PushError(\"Couldn't load the image.\");\n" +" }\n" +"\n" +" var texture = ImageTexture.CreateFromImage(image);\n" +"\n" +" // Display the image in a TextureRect node.\n" +" var textureRect = new TextureRect();\n" +" AddChild(textureRect);\n" +" textureRect.Texture = texture;\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]Gzipped response bodies[/b]: HTTPRequest will automatically handle " +"decompression of response bodies. A [code]Accept-Encoding[/code] header will " +"be automatically added to each of your requests, unless one is already " +"specified. Any response with a [code]Content-Encoding: gzip[/code] header " +"will automatically be decompressed and delivered to you as uncompressed bytes." +msgstr "" +"一种具有发送 HTTP 请求能力的节点。内部使用 [HTTPClient]。\n" +"可用于发出 HTTP 请求,即通过 HTTP 下载或上传文件或网络内容。\n" +"[b]警告:[/b]请参阅 [HTTPClient] 中的注释和警告以了解限制,尤其是有关 TLS 安全" +"性的限制。\n" +"[b]注意:[/b]导出到 Android 时,在导出项目或使用一键部署前,请确保在 Android " +"导出预设中启用 [code]INTERNET[/code] 权限。否则,任何类型的网络通信都将被 " +"Android 阻止。\n" +"[b]联系 REST API 并打印其返回字段之一的示例:[/b]\n" +"[codeblocks]\n" +"[gdscript]\n" +"func _ready():\n" +" # 创建一个 HTTP 请求节点并连接其完成信号。\n" +" var http_request = HTTPRequest.new()\n" +" add_child(http_request)\n" +" http_request.request_completed.connect(self._http_request_completed)\n" +"\n" +" # 执行一个 GET 请求。以下 URL 会将写入作为 JSON 返回。\n" +" var error = http_request.request(\"https://httpbin.org/get\")\n" +" if error != OK:\n" +" push_error(\"在HTTP请求中发生了一个错误。\")\n" +"\n" +" # 执行一个 POST 请求。 以下 URL 会将写入作为 JSON 返回。\n" +" # 注意:不要使用单个 HTTPRequest 节点同时发出请求。\n" +" # 下面的代码片段仅供参考。\n" +" var body = JSON.new().stringify({\"name\": \"Godette\"})\n" +" error = http_request.request(\"https://httpbin.org/post\", [], HTTPClient." +"METHOD_POST, body)\n" +" if error != OK:\n" +" push_error(\"在HTTP请求中发生了一个错误。\")\n" +"\n" +"# 当 HTTP 请求完成时调用。\n" +"func _http_request_completed(result, response_code, headers, body):\n" +" var json = JSON.new()\n" +" json.parse(body.get_string_from_utf8())\n" +" var response = json.get_data()\n" +"\n" +" # 将打印 HTTPRequest 节点使用的用户代理字符串(由 httpbin.org 识别)。\n" +" print(response.headers[\"User-Agent\"])\n" +"[/gdscript]\n" +"[csharp]\n" +"public override void _Ready()\n" +"{\n" +" // 创建一个 HTTP 请求节点并连接其完成信号。\n" +" var httpRequest = new HTTPRequest();\n" +" AddChild(httpRequest);\n" +" httpRequest.RequestCompleted += HttpRequestCompleted;\n" +"\n" +" // 执行一个 GET 请求。以下 URL 会将写入作为 JSON 返回。\n" +" Error error = httpRequest.Request(\"https://httpbin.org/get\");\n" +" if (error != Error.Ok)\n" +" {\n" +" GD.PushError(\"在HTTP请求中发生了一个错误。\");\n" +" }\n" +"\n" +" // 执行一个 POST 请求。 以下 URL 会将写入作为 JSON 返回。\n" +" // 注意:不要使用单个 HTTPRequest 节点同时发出请求。\n" +" // 下面的代码片段仅供参考。\n" +" string body = new Json().Stringify(new Godot.Collections.Dictionary\n" +" {\n" +" { \"name\", \"Godette\" }\n" +" });\n" +" error = httpRequest.Request(\"https://httpbin.org/post\", null, " +"HTTPClient.Method.Post, body);\n" +" if (error != Error.Ok)\n" +" {\n" +" GD.PushError(\"在HTTP请求中发生了一个错误。\");\n" +" }\n" +"}\n" +"\n" +"// 当 HTTP 请求完成时调用。\n" +"private void HttpRequestCompleted(long result, long responseCode, string[] " +"headers, byte[] body)\n" +"{\n" +" var json = new Json();\n" +" json.Parse(body.GetStringFromUtf8());\n" +" var response = json.GetData().AsGodotDictionary();\n" +"\n" +" // 将打印 HTTPRequest 节点使用的用户代理字符串(由 httpbin.org 识别)。\n" +" GD.Print((response[\"headers\"].AsGodotDictionary())[\"User-Agent\"]);\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]使用 HTTPRequest 加载和显示图像的示例:[/b]\n" +"[codeblocks]\n" +"[gdscript]\n" +"func _ready():\n" +" # 创建一个 HTTP 请求节点并连接其完成信号。\n" +" var http_request = HTTPRequest.new()\n" +" add_child(http_request)\n" +" http_request.request_completed.connect(self._http_request_completed)\n" +"\n" +" # 执行一个 HTTP 请求。下面的 URL 将写入作为一个 PNG 图像返回。\n" +" var error = http_request.request(\"https://via.placeholder.com/512\")\n" +" if error != OK:\n" +" push_error(\"在HTTP请求中发生了一个错误。\")\n" +"\n" +"# 当 HTTP 请求完成时调用。\n" +"func _http_request_completed(result, response_code, headers, body):\n" +" if result != HTTPRequest.RESULT_SUCCESS:\n" +" push_error(\"无法下载图像。尝试一个不同的图像。\")\n" +"\n" +" var image = Image.new()\n" +" var error = image.load_png_from_buffer(body)\n" +" if error != OK:\n" +" push_error(\"无法加载图像。\")\n" +"\n" +" var texture = ImageTexture.create_from_image(image)\n" +"\n" +" # 在 TextureRect 节点中显示图像。\n" +" var texture_rect = TextureRect.new()\n" +" add_child(texture_rect)\n" +" texture_rect.texture = texture\n" +"[/gdscript]\n" +"[csharp]\n" +"public override void _Ready()\n" +"{\n" +" // 创建一个 HTTP 请求节点并连接其完成信号。\n" +" var httpRequest = new HTTPRequest();\n" +" AddChild(httpRequest);\n" +" httpRequest.RequestCompleted += HttpRequestCompleted;\n" +"\n" +" // 执行一个 HTTP 请求。下面的 URL 将写入作为一个 PNG 图像返回。\n" +" Error error = httpRequest.Request(\"https://via.placeholder.com/512\");\n" +" if (error != Error.Ok)\n" +" {\n" +" GD.PushError(\"在HTTP请求中发生了一个错误。\");\n" +" }\n" +"}\n" +"\n" +"// 当 HTTP 请求完成时调用。\n" +"private void HttpRequestCompleted(long result, long responseCode, string[] " +"headers, byte[] body)\n" +"{\n" +" if (result != (long)HTTPRequest.Result.Success)\n" +" {\n" +" GD.PushError(\"无法下载图像。尝试一个不同的图像。\");\n" +" }\n" +" var image = new Image();\n" +" Error error = image.LoadPngFromBuffer(body);\n" +" if (error != Error.Ok)\n" +" {\n" +" GD.PushError(\"无法加载图像。\");\n" +" }\n" +"\n" +" var texture = ImageTexture.CreateFromImage(image);\n" +"\n" +" // 在 TextureRect 节点中显示图像。\n" +" var textureRect = new TextureRect();\n" +" AddChild(textureRect);\n" +" textureRect.Texture = texture;\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]Gzipped 响应体[/b]:HTTPRequest 将自动处理响应体的解压缩。除非已经指定了一" +"个,否则 [code]Accept-Encoding[/code] 报头将自动添加到您的每个请求中。任何带" +"有 [code]Content-Encoding: gzip[/code] 报头的响应都将自动解压,并作为未压缩的" +"字节传送给您。" + msgid "Making HTTP requests" msgstr "发出 HTTP 请求" @@ -49353,13 +54496,12 @@ msgid "" "information instead." msgstr "" "在底层的 [HTTPClient] 上创建请求。如果没有配置错误,它会尝试使用 [method " -"HTTPClient.connect_to_host] 连接并将参数传递给 [method HTTPClient." -"request]。\n" -"如果成功创建请求,则返回 [constant OK]。(并不意味着服务器已响应),如果不在" -"树中,则返回 [constant ERR_UNCONFIGURED];如果仍在处理先前的请求,则返回 " +"HTTPClient.connect_to_host] 连接并将参数传递给 [method HTTPClient.request]。\n" +"如果成功创建请求,则返回 [constant OK]。(并不意味着服务器已响应),如果不在树" +"中,则返回 [constant ERR_UNCONFIGURED];如果仍在处理先前的请求,则返回 " "[constant ERR_BUSY];如果给定的字符串不是有效的 URL 格式,则返回 [constant " -"ERR_INVALID_PARAMETER];或者如果不使用线程并且 [HTTPClient] 无法连接到主机," -"则返回 [constant ERR_CANT_CONNECT]。\n" +"ERR_INVALID_PARAMETER];或者如果不使用线程并且 [HTTPClient] 无法连接到主机,则" +"返回 [constant ERR_CANT_CONNECT]。\n" "[b]注意:[/b]当 [param method] 为 [constant HTTPClient.METHOD_GET] 时,通过 " "[param request_data] 发送的有效载荷可能会被服务器忽略,甚至导致服务器拒绝请求" "(参阅 [url= https://datatracker.ietf.org/doc/html/rfc7231#section-4.3.1]RFC " @@ -49369,10 +54511,10 @@ msgstr "" "(例如登录凭据)。考虑改用 HTTP POST 请求或 HTTP 报头来获取此类信息。" msgid "" -"Creates request on the underlying [HTTPClient] using a raw array of bytes " -"for the request body. If there is no configuration errors, it tries to " -"connect using [method HTTPClient.connect_to_host] and passes parameters onto " -"[method HTTPClient.request].\n" +"Creates request on the underlying [HTTPClient] using a raw array of bytes for " +"the request body. If there is no configuration errors, it tries to connect " +"using [method HTTPClient.connect_to_host] and passes parameters onto [method " +"HTTPClient.request].\n" "Returns [constant OK] if request is successfully created. (Does not imply " "that the server has responded), [constant ERR_UNCONFIGURED] if not in the " "tree, [constant ERR_BUSY] if still processing previous request, [constant " @@ -49380,14 +54522,13 @@ msgid "" "[constant ERR_CANT_CONNECT] if not using thread and the [HTTPClient] cannot " "connect to host." msgstr "" -"在底层的[HTTPClient]上创建请求,使用一个原始字节数组作为请求主体。如果没有配" -"置错误,它会尝试使用 [method HTTPClient.connect_to_host] 连接并将参数传递给 " +"在底层的[HTTPClient]上创建请求,使用一个原始字节数组作为请求主体。如果没有配置" +"错误,它会尝试使用 [method HTTPClient.connect_to_host] 连接并将参数传递给 " "[method HTTPClient.request]。\n" -"如果请求创建成功,则返回 [constant OK]。(并不意味着服务器已响应)," -"[constant ERR_UNCONFIGURED] 如果不在树中,[constant ERR_BUSY] 如果仍在处理先" -"前的请求,[constant ERR_INVALID_PARAMETER] 如果给定的字符串不是有效的 URL 格" -"式,或 [constant ERR_CANT_CONNECT]如果不使用线程并且 [HTTPClient] 无法连接到" -"主机。" +"如果请求创建成功,则返回 [constant OK]。(并不意味着服务器已响应),[constant " +"ERR_UNCONFIGURED] 如果不在树中,[constant ERR_BUSY] 如果仍在处理先前的请求," +"[constant ERR_INVALID_PARAMETER] 如果给定的字符串不是有效的 URL 格式,或 " +"[constant ERR_CANT_CONNECT]如果不使用线程并且 [HTTPClient] 无法连接到主机。" msgid "" "Sets the [TLSOptions] to be used when connecting to an HTTPS server. See " @@ -49396,23 +54537,23 @@ msgstr "" "设置连接到 HTTPS 服务器时使用的 [TLSOptions]。见 [method TLSOptions.client]。" msgid "" -"If [code]true[/code], this header will be added to each request: " -"[code]Accept-Encoding: gzip, deflate[/code] telling servers that it's okay " -"to compress response bodies.\n" +"If [code]true[/code], this header will be added to each request: [code]Accept-" +"Encoding: gzip, deflate[/code] telling servers that it's okay to compress " +"response bodies.\n" "Any Response body declaring a [code]Content-Encoding[/code] of either " "[code]gzip[/code] or [code]deflate[/code] will then be automatically " "decompressed, and the uncompressed bytes will be delivered via " "[code]request_completed[/code].\n" -"If the user has specified their own [code]Accept-Encoding[/code] header, " -"then no header will be added regardless of [code]accept_gzip[/code].\n" +"If the user has specified their own [code]Accept-Encoding[/code] header, then " +"no header will be added regardless of [code]accept_gzip[/code].\n" "If [code]false[/code] no header will be added, and no decompression will be " "performed on response bodies. The raw bytes of the response body will be " "returned via [code]request_completed[/code]." msgstr "" "如果为 [code]true[/code],这个报头会被添加到每个请求中:[code]Accept-" "Encoding: gzip, deflate[/code] 告诉服务器可以压缩响应正文。\n" -"任何声明 [code]gzip[/code] 或 [code]deflate[/code] 的 [code]Content-" -"Encoding[/code] 的响应正文,将被自动解压缩,并且未压缩的字节将通过 " +"任何声明 [code]gzip[/code] 或 [code]deflate[/code] 的 [code]Content-Encoding[/" +"code] 的响应正文,将被自动解压缩,并且未压缩的字节将通过 " "[code]request_completed[/code] 被传递。\n" "如果用户指定了自己的 [code]Accept-Encoding[/code] 报头,那么无论 " "[code]accept_gzip[/code] 是什么,都不会添加任何报头。\n" @@ -49420,9 +54561,8 @@ msgstr "" "缩。响应正文的原始字节将通过 [code]request_completed[/code] 返回。" msgid "" -"Maximum allowed size for response bodies. If the response body is " -"compressed, this will be used as the maximum allowed size for the " -"decompressed body." +"Maximum allowed size for response bodies. If the response body is compressed, " +"this will be used as the maximum allowed size for the decompressed body." msgstr "" "响应正文的最大允许大小。如果响应正文被压缩,这将用作解压缩的正文的最大允许大" "小。" @@ -49435,8 +54575,8 @@ msgid "" msgstr "" "使用的缓冲区大小和每次迭代读取的最大字节数。参阅 [member HTTPClient." "read_chunk_size]。\n" -"下载小文件时将其设置为较低的值,以降低内存使用量,但会降低下载速度,例如 " -"4096 表示 4 KiB。" +"下载小文件时将其设置为较低的值,以降低内存使用量,但会降低下载速度,例如 4096 " +"表示 4 KiB。" msgid "The file to download into. Will output any received file into it." msgstr "要下载到的文件。将任何接收到的文件输出到其中。" @@ -49444,6 +54584,25 @@ msgstr "要下载到的文件。将任何接收到的文件输出到其中。" msgid "Maximum number of allowed redirects." msgstr "允许的最大重定向数。" +msgid "" +"The duration to wait in seconds before a request times out. If [member " +"timeout] is set to [code]0.0[/code] then the request will never time out. For " +"simple requests, such as communication with a REST API, it is recommended " +"that [member timeout] is set to a value suitable for the server response time " +"(e.g. between [code]1.0[/code] and [code]10.0[/code]). This will help prevent " +"unwanted timeouts caused by variation in server response times while still " +"allowing the application to detect when a request has timed out. For larger " +"requests such as file downloads it is suggested the [member timeout] be set " +"to [code]0.0[/code], disabling the timeout functionality. This will help to " +"prevent large transfers from failing due to exceeding the timeout value." +msgstr "" +"请求超时前等待的秒数。如果 [member timeout] 为 [code]0.0[/code],则请求不会超" +"时。对于简单的请求,例如与 REST API 通信,建议将 [member timeout] 设为与服务器" +"响应时间匹配的值(例如 [code]1.0[/code] 和 [code]10.0[/code] 之间)。这样能够" +"防止由于服务器响应时间的变化而造成的超时,同时仍然允许应用程序检测到请求超时。" +"对于大型请求,例如下载文件,建议将 [member timeout] 设置为 [code]0.0[/code] 禁" +"用超时功能。这样有助于防止由于超时而让大型传输失败。" + msgid "If [code]true[/code], multithreading is used to improve performance." msgstr "为 [code]true[/code] 时,将启用多线程提高性能。" @@ -49483,6 +54642,14 @@ msgstr "HTTPRequest 无法写入下载文件。" msgid "Request reached its maximum redirect limit, see [member max_redirects]." msgstr "请求超出了重定向次数上限,见 [member max_redirects]。" +msgid "" +"Request failed due to a timeout. If you expect requests to take a long time, " +"try increasing the value of [member timeout] or setting it to [code]0.0[/" +"code] to remove the timeout completely." +msgstr "" +"请求由于超时而失败。如果本就希望请求花费较长的时间,请尝试增大 [member " +"timeout],或将其设为 [code]0.0[/code] 从而完全移除超时。" + msgid "Image datatype." msgstr "图像数据类型。" @@ -49491,8 +54658,8 @@ msgid "" "[ImageTexture] and provides commonly used [i]image processing[/i] methods. " "The maximum width and height for an [Image] are [constant MAX_WIDTH] and " "[constant MAX_HEIGHT].\n" -"An [Image] cannot be assigned to a [code]texture[/code] property of an " -"object directly (such as [Sprite2D]), and has to be converted manually to an " +"An [Image] cannot be assigned to a [code]texture[/code] property of an object " +"directly (such as [Sprite2D]), and has to be converted manually to an " "[ImageTexture] first.\n" "[b]Note:[/b] The maximum image size is 16384×16384 pixels due to graphics " "hardware limitations. Larger images may fail to import." @@ -49502,21 +54669,21 @@ msgstr "" "[constant MAX_HEIGHT]。\n" "[Image] 不能被直接分配给对象(例如 [Sprite2D])的 [code]texture[/code] 属性," "必须先手动转换为 [ImageTexture]。\n" -"[b]注意:[/b]由于图形硬件限制,最大图像大小为 16384×16384 像素。较大的图像可" -"能无法导入。" +"[b]注意:[/b]由于图形硬件限制,最大图像大小为 16384×16384 像素。较大的图像可能" +"无法导入。" msgid "Importing images" msgstr "导入图像" msgid "" "Alpha-blends [param src_rect] from [param src] image to this image at " -"coordinates [param dst], clipped accordingly to both image bounds. This " -"image and [param src] image [b]must[/b] have the same format. [param " -"src_rect] with non-positive size is treated as empty." +"coordinates [param dst], clipped accordingly to both image bounds. This image " +"and [param src] image [b]must[/b] have the same format. [param src_rect] with " +"non-positive size is treated as empty." msgstr "" "将 [param src] 图像上的 [param src_rect] 与该图像的坐标 [param dst] 处进行 " -"Alpha 混合,将根据两个图像的边界进行裁剪。该图像和 [param src] 图像[b]必须[/" -"b]具有相同的格式。具有非正大小的 [param src_rect] 将被视为空。" +"Alpha 混合,将根据两个图像的边界进行裁剪。该图像和 [param src] 图像[b]必须[/b]" +"具有相同的格式。具有非正大小的 [param src_rect] 将被视为空。" msgid "" "Alpha-blends [param src_rect] from [param src] image to this image using " @@ -49534,8 +54701,8 @@ msgstr "" "剪。[param src] 和 [param mask] 都需要有 Alpha 通道。如果遮罩图 mask 上某个像" "素的 Alpha 值非 0,则相应的 [param dst] 的像素和 [param src] 的像素将混合。这" "张图像和 [param src] 图像的格式[b]必须[/b]一致。[param src] 图像和 [param " -"mask] 图像的大小(宽度和高度)[b]必须[/b]相同,格式可以不同。[param " -"src_rect] 的大小如果非正,则会作为空矩形处理。" +"mask] 图像的大小(宽度和高度)[b]必须[/b]相同,格式可以不同。[param src_rect] " +"的大小如果非正,则会作为空矩形处理。" msgid "" "Copies [param src_rect] from [param src] image to this image at coordinates " @@ -49543,33 +54710,32 @@ msgid "" "src] image [b]must[/b] have the same format. [param src_rect] with non-" "positive size is treated as empty." msgstr "" -"将 [param src] 图像上的 [param src_rect] 复制到该图像的坐标 [param dst] 处," -"并根据两个图像边界进行裁剪。该图像和 [param src] 图像[b]必须[/b]具有相同的格" -"式。具有非正大小的 [param src_rect] 将被视为空矩形。" +"将 [param src] 图像上的 [param src_rect] 复制到该图像的坐标 [param dst] 处,并" +"根据两个图像边界进行裁剪。该图像和 [param src] 图像[b]必须[/b]具有相同的格式。" +"具有非正大小的 [param src_rect] 将被视为空矩形。" msgid "" "Blits [param src_rect] area from [param src] image to this image at the " "coordinates given by [param dst], clipped accordingly to both image bounds. " "[param src] pixel is copied onto [param dst] if the corresponding [param " -"mask] pixel's alpha value is not 0. This image and [param src] image " -"[b]must[/b] have the same format. [param src] image and [param mask] image " -"[b]must[/b] have the same size (width and height) but they can have " -"different formats. [param src_rect] with non-positive size is treated as " -"empty." +"mask] pixel's alpha value is not 0. This image and [param src] image [b]must[/" +"b] have the same format. [param src] image and [param mask] image [b]must[/b] " +"have the same size (width and height) but they can have different formats. " +"[param src_rect] with non-positive size is treated as empty." msgstr "" "将源图像 [param src] 上的矩形区域 [param src_rect] 复制到本图像从坐标 [param " "dst] 起的区域,会根据两者的图像区域进行裁剪。如果遮罩图 [param mask] 上某个像" "素的 Alpha 值非 0,就会把 [param src] 上对应的像素复制到 [param dst] 上。这张" -"图像和 [param src] 图像的格式[b]必须[/b]一致。[param src] 图像和 [param " -"mask] 图像的大小(宽度和高度)[b]必须[/b]相同,格式可以不同。[param " -"src_rect] 的大小如果非正,则会作为空矩形处理。" +"图像和 [param src] 图像的格式[b]必须[/b]一致。[param src] 图像和 [param mask] " +"图像的大小(宽度和高度)[b]必须[/b]相同,格式可以不同。[param src_rect] 的大小" +"如果非正,则会作为空矩形处理。" msgid "" "Converts a bump map to a normal map. A bump map provides a height offset per-" "pixel, while a normal map provides a normal direction per pixel." msgstr "" -"将凹凸贴图转换为法线贴图。凹凸贴图提供每个像素的高度偏移,而法线贴图提供每个" -"像素的法线方向。" +"将凹凸贴图转换为法线贴图。凹凸贴图提供每个像素的高度偏移,而法线贴图提供每个像" +"素的法线方向。" msgid "Removes the image's mipmaps." msgstr "删除图像的多级渐远纹理。" @@ -49582,10 +54748,10 @@ msgid "" "DXT and ETC2 formats. It is ignored for ASTC compression.\n" "For ASTC compression, the [param astc_format] parameter must be supplied." msgstr "" -"压缩图像以减少内存的使用。当图像被压缩时,不能直接访问像素数据。如果选择的压" -"缩模式不可用,则返回错误。\n" -"[param source] 参数有助于为 DXT 和 ETC2 格式选择最佳压缩方法。对于 ASTC 压" -"缩,它会被忽略。\n" +"压缩图像以减少内存的使用。当图像被压缩时,不能直接访问像素数据。如果选择的压缩" +"模式不可用,则返回错误。\n" +"[param source] 参数有助于为 DXT 和 ETC2 格式选择最佳压缩方法。对于 ASTC 压缩," +"它会被忽略。\n" "对于 ASTC 压缩,必须提供 [param astc_format] 参数。" msgid "" @@ -49597,8 +54763,8 @@ msgid "" "formats. For other formats (non DXT or ETC2), this argument is ignored.\n" "For ASTC compression, the [param astc_format] parameter must be supplied." msgstr "" -"压缩图像以减少内存的使用。当图像被压缩时,不能直接访问像素数据。如果选择的压" -"缩模式不可用,则返回错误。\n" +"压缩图像以减少内存的使用。当图像被压缩时,不能直接访问像素数据。如果选择的压缩" +"模式不可用,则返回错误。\n" "这是 [method compress] 的一种替代方法,允许用户提供使用的通道,以便压缩器选择" "最佳的 DXT 和 ETC2 格式。对于其他格式(非 DXT 或 ETC2),将忽略此参数。\n" "对于 ASTC 压缩,必须提供 [param astc_format] 参数。" @@ -49606,8 +54772,8 @@ msgstr "" msgid "" "Compute image metrics on the current image and the compared image.\n" "The dictionary contains [code]max[/code], [code]mean[/code], " -"[code]mean_squared[/code], [code]root_mean_squared[/code] and " -"[code]peak_snr[/code]." +"[code]mean_squared[/code], [code]root_mean_squared[/code] and [code]peak_snr[/" +"code]." msgstr "" "在当前图像和被比较图像上,计算图像指标。\n" "该字典包含 [code]max[/code]、[code]mean[/code]、[code]mean_squared[/code]、" @@ -49620,9 +54786,9 @@ msgid "Copies [param src] image to this image." msgstr "将源图像 [param src] 复制到本图像。" msgid "" -"Creates an empty image of given size and format. See [enum Format] " -"constants. If [param use_mipmaps] is [code]true[/code], then generate " -"mipmaps for this image. See the [method generate_mipmaps]." +"Creates an empty image of given size and format. See [enum Format] constants. " +"If [param use_mipmaps] is [code]true[/code], then generate mipmaps for this " +"image. See the [method generate_mipmaps]." msgstr "" "创建一个给定大小和格式的空图像。请参阅 [enum Format] 常量。如果 [param " "use_mipmaps] 为 [code]true[/code],则为该图像生成 Mipmaps。请参阅 [method " @@ -49640,11 +54806,11 @@ msgstr "" msgid "" "Crops the image to the given [param width] and [param height]. If the " -"specified size is larger than the current size, the extra area is filled " -"with black pixels." +"specified size is larger than the current size, the extra area is filled with " +"black pixels." msgstr "" -"将该图像裁剪成给定的 [param width] 和 [param height]。如果指定的大小大于当前" -"大小,则额外的区域用黑色像素填充。" +"将该图像裁剪成给定的 [param width] 和 [param height]。如果指定的大小大于当前大" +"小,则额外的区域用黑色像素填充。" msgid "" "Decompresses the image if it is VRAM compressed in a supported format. " @@ -49663,8 +54829,8 @@ msgid "" "bit. Returns [constant ALPHA_NONE] if no data for alpha values is found." msgstr "" "如果图像有 Alpha 值的数据,则返回 [constant ALPHA_BLEND]。如果所有的 Alpha 值" -"都存储在一个位上,则返回 [constant ALPHA_BIT]。如果没有找到 Alpha 值的数据," -"则返回 [constant ALPHA_NONE]。" +"都存储在一个位上,则返回 [constant ALPHA_BIT]。如果没有找到 Alpha 值的数据,则" +"返回 [constant ALPHA_NONE]。" msgid "Fills the image with [param color]." msgstr "使用颜色 [param color] 填充图像。" @@ -49685,13 +54851,13 @@ msgid "" "Generates mipmaps for the image. Mipmaps are precalculated lower-resolution " "copies of the image that are automatically used if the image needs to be " "scaled down when rendered. They help improve image quality and performance " -"when rendering. This method returns an error if the image is compressed, in " -"a custom format, or if the image's width/height is [code]0[/code]." +"when rendering. This method returns an error if the image is compressed, in a " +"custom format, or if the image's width/height is [code]0[/code]." msgstr "" -"为图像生成 Mipmap。Mipmap 是预先计算好的图像的低分辨率副本,如果图像在渲染时" -"需要按比例缩小,则会自动使用这些副本。它们有助于在渲染时提高图像质量和性能。" -"如果图像被压缩,或采用自定义格式,或图像的宽度或高度为 [code]0[/code],则该方" -"法返回错误。" +"为图像生成 Mipmap。Mipmap 是预先计算好的图像的低分辨率副本,如果图像在渲染时需" +"要按比例缩小,则会自动使用这些副本。它们有助于在渲染时提高图像质量和性能。如果" +"图像被压缩,或采用自定义格式,或图像的宽度或高度为 [code]0[/code],则该方法返" +"回错误。" msgid "Returns a copy of the image's raw data." msgstr "返回图像原始数据的副本。" @@ -49754,16 +54920,16 @@ msgid "Returns [code]true[/code] if the image has no data." msgstr "如果图像没有数据,返回 [code]true[/code]。" msgid "" -"Returns [code]true[/code] if all the image's pixels have an alpha value of " -"0. Returns [code]false[/code] if any pixel has an alpha value higher than 0." +"Returns [code]true[/code] if all the image's pixels have an alpha value of 0. " +"Returns [code]false[/code] if any pixel has an alpha value higher than 0." msgstr "" -"如果图像中所有像素的 Alpha 都是 0,则返回 [code]true[/code]。如果有任何像素" -"的 Alpha 高于 0,则返回 [code]false[/code]。" +"如果图像中所有像素的 Alpha 都是 0,则返回 [code]true[/code]。如果有任何像素的 " +"Alpha 高于 0,则返回 [code]false[/code]。" msgid "" "Loads an image from file [param path]. See [url=$DOCS_URL/tutorials/" -"assets_pipeline/importing_images.html#supported-image-formats]Supported " -"image formats[/url] for a list of supported image formats and limitations.\n" +"assets_pipeline/importing_images.html#supported-image-formats]Supported image " +"formats[/url] for a list of supported image formats and limitations.\n" "[b]Warning:[/b] This method should only be used in the editor or in cases " "when you need to load external images at run-time, such as images located at " "the [code]user://[/code] directory, and may not work in exported projects.\n" @@ -49772,14 +54938,14 @@ msgstr "" "从文件 [param path] 加载图像。有关支持的图像格式的列表和限制,请参阅" "[url=$DOCS_URL/tutorials/assets_pipeline/importing_images.html#supported-" "image-formats]支持的图像格式[/url]。\n" -"[b]警告:[/b]该方法只能用于编辑器,或需要在运行时加载外部图像的情况,例如位" -"于 [code]user://[/code] 目录的图像,并且可能不适用于导出的项目。\n" +"[b]警告:[/b]该方法只能用于编辑器,或需要在运行时加载外部图像的情况,例如位于 " +"[code]user://[/code] 目录的图像,并且可能不适用于导出的项目。\n" "另请参阅 [ImageTexture] 说明,以获取使用示例。" msgid "" "Loads an image from the binary contents of a BMP file.\n" -"[b]Note:[/b] Godot's BMP module doesn't support 16-bit per pixel images. " -"Only 1-bit, 4-bit, 8-bit, 24-bit, and 32-bit per pixel images are supported." +"[b]Note:[/b] Godot's BMP module doesn't support 16-bit per pixel images. Only " +"1-bit, 4-bit, 8-bit, 24-bit, and 32-bit per pixel images are supported." msgstr "" "从 BMP 文件的二进制内容中加载图像。\n" "[b]注意:[/b]Godot 的 BMP 模块不支持 16 位像素的图像。只支持 1 位、4 位、8 " @@ -49805,15 +54971,14 @@ msgid "" "used when the image represents a normal map. A normal map can add lots of " "detail to a 3D surface without increasing the polygon count." msgstr "" -"转换图像的数据以表示 3D 平面上的坐标。可以在该图像表示法线贴图时使用。法线贴" -"图可以在不增加多边形数量的情况下向 3D 表面添加大量细节。" +"转换图像的数据以表示 3D 平面上的坐标。可以在该图像表示法线贴图时使用。法线贴图" +"可以在不增加多边形数量的情况下向 3D 表面添加大量细节。" msgid "" -"Multiplies color values with alpha values. Resulting color values for a " -"pixel are [code](color * alpha)/256[/code]." +"Multiplies color values with alpha values. Resulting color values for a pixel " +"are [code](color * alpha)/256[/code]." msgstr "" -"将颜色值与 Alpha 值相乘。像素的结果颜色值为 [code](color * alpha)/256[/" -"code]。" +"将颜色值与 Alpha 值相乘。像素的结果颜色值为 [code](color * alpha)/256[/code]。" msgid "" "Resizes the image to the given [param width] and [param height]. New pixels " @@ -49821,14 +54986,13 @@ msgid "" "Interpolation] constants." msgstr "" "将该图像的宽度调整为 [param width]、高度调整为 [param height]。新的像素使用 " -"[param interpolation] 插值模式计算,插值模式由 [enum Interpolation] 常量定" -"义。" +"[param interpolation] 插值模式计算,插值模式由 [enum Interpolation] 常量定义。" msgid "" "Resizes the image to the nearest power of 2 for the width and height. If " -"[param square] is [code]true[/code] then set width and height to be the " -"same. New pixels are calculated using the [param interpolation] mode defined " -"via [enum Interpolation] constants." +"[param square] is [code]true[/code] then set width and height to be the same. " +"New pixels are calculated using the [param interpolation] mode defined via " +"[enum Interpolation] constants." msgstr "" "将图像的宽度和高度调整为最接近的 2 的幂。如果 [param square] 为 [code]true[/" "code],则将宽度和高度设置为相同。新像素将通过使用 [enum Interpolation] 常量定" @@ -49843,8 +55007,8 @@ msgid "" "degrees. The width and height of the image must be greater than [code]1[/" "code]. If the width and height are not equal, the image will be resized." msgstr "" -"将该图像按照 [param direction] 指定的方向旋转 [code]90[/code] 度。该图像的宽" -"度和高度必须大于 [code]1[/code]。如果宽和高不相等,则会调整图像的大小。" +"将该图像按照 [param direction] 指定的方向旋转 [code]90[/code] 度。该图像的宽度" +"和高度必须大于 [code]1[/code]。如果宽和高不相等,则会调整图像的大小。" msgid "" "Rotates the image by [code]180[/code] degrees. The width and height of the " @@ -49858,32 +55022,31 @@ msgid "" "explicitly as monochrome rather than one red channel. This function will " "return [constant ERR_UNAVAILABLE] if Godot was compiled without the TinyEXR " "module.\n" -"[b]Note:[/b] The TinyEXR module is disabled in non-editor builds, which " -"means [method save_exr] will return [constant ERR_UNAVAILABLE] when it is " -"called from an exported project." +"[b]Note:[/b] The TinyEXR module is disabled in non-editor builds, which means " +"[method save_exr] will return [constant ERR_UNAVAILABLE] when it is called " +"from an exported project." msgstr "" -"将图像作为 EXR 文件保存到 [param path]。如果 [param grayscale] 为 " -"[code]true[/code],并且图像只有一个通道,它将被明确地保存为单色而不是一个红色" -"通道。如果 Godot 是在没有 TinyEXR 模块的情况下编译的,则该函数将返回 " -"[constant ERR_UNAVAILABLE]。\n" -"[b]注意:[/b]TinyEXR 模块在非编辑器构建中被禁用,这意味着当 [method " -"save_exr] 从导出的项目中被调用时将返回 [constant ERR_UNAVAILABLE]。" +"将图像作为 EXR 文件保存到 [param path]。如果 [param grayscale] 为 [code]true[/" +"code],并且图像只有一个通道,它将被明确地保存为单色而不是一个红色通道。如果 " +"Godot 是在没有 TinyEXR 模块的情况下编译的,则该函数将返回 [constant " +"ERR_UNAVAILABLE]。\n" +"[b]注意:[/b]TinyEXR 模块在非编辑器构建中被禁用,这意味着当 [method save_exr] " +"从导出的项目中被调用时将返回 [constant ERR_UNAVAILABLE]。" msgid "" "Saves the image as an EXR file to a byte array. If [param grayscale] is " "[code]true[/code] and the image has only one channel, it will be saved " "explicitly as monochrome rather than one red channel. This function will " -"return an empty byte array if Godot was compiled without the TinyEXR " -"module.\n" -"[b]Note:[/b] The TinyEXR module is disabled in non-editor builds, which " -"means [method save_exr] will return an empty byte array when it is called " -"from an exported project." +"return an empty byte array if Godot was compiled without the TinyEXR module.\n" +"[b]Note:[/b] The TinyEXR module is disabled in non-editor builds, which means " +"[method save_exr] will return an empty byte array when it is called from an " +"exported project." msgstr "" "将图像作为 EXR 文件保存到一个字节数组。如果 [param grayscale] 为 [code]true[/" "code] 并且图像只有一个通道,它将被明确地保存为单色而不是一个红色通道。如果 " "Godot 是在没有 TinyEXR 模块的情况下编译的,则该函数将返回一个空字节数组。\n" -"[b]注意:[/b]TinyEXR 模块在非编辑器构建中被禁用,这意味着当 [method " -"save_exr] 从导出的项目中被调用时将返回一个空字节数组。" +"[b]注意:[/b]TinyEXR 模块在非编辑器构建中被禁用,这意味着当 [method save_exr] " +"从导出的项目中被调用时将返回一个空字节数组。" msgid "" "Saves the image as a JPEG file to [param path] with the specified [param " @@ -49897,8 +55060,8 @@ msgid "" "won't contain the alpha channel." msgstr "" "将该图像作为 JPEG 文件保存到 [param path],指定的 [param quality] 介于 " -"[code]0.01[/code] 和 [code]1.0[/code](包括)之间。更高的 [param quality] 值" -"会以更大的文件大小为代价产生更好看的输出。推荐的 [param quality] 值介于 " +"[code]0.01[/code] 和 [code]1.0[/code](包括)之间。更高的 [param quality] 值会" +"以更大的文件大小为代价产生更好看的输出。推荐的 [param quality] 值介于 " "[code]0.75[/code] 和 [code]0.90[/code] 之间。即使质量为 [code]1.00[/code]," "JPEG 压缩仍然是有损的。\n" "[b]注意:[/b]JPEG 不保存 alpha 通道。如果该 [Image] 包含 alpha 通道,该图像仍" @@ -49916,8 +55079,8 @@ msgid "" "won't contain the alpha channel." msgstr "" "将该图像作为 JPEG 文件保存到字节数组中,指定的 [param quality] 介于 " -"[code]0.01[/code] 和 [code]1.0[/code](包括)之间。更高的 [param quality] 值" -"会以更大的字节数组大小(以及因此的内存使用)为代价产生更好看的输出。推荐的 " +"[code]0.01[/code] 和 [code]1.0[/code](包括)之间。更高的 [param quality] 值会" +"以更大的字节数组大小(以及因此的内存使用)为代价产生更好看的输出。推荐的 " "[param quality] 值介于 [code]0.75[/code] 和 [code]0.90[/code] 之间。即使质量" "为 [code]1.00[/code],JPEG 压缩仍然是有损的。\n" "[b]注意:[/b]JPEG 不保存 alpha 通道。如果该 [Image] 包含 alpha 通道,该图像仍" @@ -49936,8 +55099,8 @@ msgid "" "(inclusive)." msgstr "" "将该图像作为 WebP(Web 图片)文件保存到 [param path] 中的文件中。默认情况下," -"它将无损保存。如果 [param lossy] 为真,则该图像将使用介于 0.0 和 1.0(包含)" -"之间的 [param quality] 设置进行有损保存。" +"它将无损保存。如果 [param lossy] 为真,则该图像将使用介于 0.0 和 1.0(包含)之" +"间的 [param quality] 设置进行有损保存。" msgid "" "Saves the image as a WebP (Web Picture) file to a byte array. By default it " @@ -50005,16 +55168,15 @@ msgid "" "var img_height = 5\n" "var img = Image.create(img_width, img_height, false, Image.FORMAT_RGBA8)\n" "\n" -"img.set_pixelv(Vector2i(1, 2), Color.RED) # Sets the color at (1, 2) to " -"red.\n" +"img.set_pixelv(Vector2i(1, 2), Color.RED) # Sets the color at (1, 2) to red.\n" "[/gdscript]\n" "[csharp]\n" "int imgWidth = 10;\n" "int imgHeight = 5;\n" "var img = Image.Create(imgWidth, imgHeight, false, Image.Format.Rgba8);\n" "\n" -"img.SetPixelv(new Vector2I(1, 2), Colors.Red); // Sets the color at (1, 2) " -"to red.\n" +"img.SetPixelv(new Vector2I(1, 2), Colors.Red); // Sets the color at (1, 2) to " +"red.\n" "[/csharp]\n" "[/codeblocks]\n" "This is the same as [method set_pixel], but with a [Vector2i] argument " @@ -50039,8 +55201,7 @@ msgstr "" "色。\n" "[/csharp]\n" "[/codeblocks]\n" -"这与 [method set_pixel] 相同,只是使用一个 [Vector2i] 参数而不是两个整数参" -"数。" +"这与 [method set_pixel] 相同,只是使用一个 [Vector2i] 参数而不是两个整数参数。" msgid "Shrinks the image by a factor of 2." msgstr "将图像缩小 2 倍。" @@ -50063,18 +55224,18 @@ msgid "Texture format with a single 8-bit depth representing luminance." msgstr "纹理格式,具有代表亮度的单一 8 位深度。" msgid "" -"OpenGL texture format with two values, luminance and alpha each stored with " -"8 bits." +"OpenGL texture format with two values, luminance and alpha each stored with 8 " +"bits." msgstr "OpenGL 纹理格式,具有两个值,亮度和 Alpha,都以 8 位存储。" msgid "" -"OpenGL texture format [code]RED[/code] with a single component and a " -"bitdepth of 8." +"OpenGL texture format [code]RED[/code] with a single component and a bitdepth " +"of 8." msgstr "OpenGL 纹理格式 [code]RED[/code],具有单个分量和 8 位深度。" msgid "" -"OpenGL texture format [code]RG[/code] with two components and a bitdepth of " -"8 for each." +"OpenGL texture format [code]RG[/code] with two components and a bitdepth of 8 " +"for each." msgstr "OpenGL 纹理格式 [code]RG[/code],具有两个部分,每个部分的位深度为 8。" msgid "" @@ -50110,15 +55271,15 @@ msgid "" "OpenGL texture format [code]GL_RG32F[/code] where there are two components, " "each a 32-bit floating-point values." msgstr "" -"OpenGL 纹理格式 [code]GL_RG32F[/code] 这里有两个部分,每个部分是一个 32 位浮" -"点值。" +"OpenGL 纹理格式 [code]GL_RG32F[/code] 这里有两个部分,每个部分是一个 32 位浮点" +"值。" msgid "" "OpenGL texture format [code]GL_RGB32F[/code] where there are three " "components, each a 32-bit floating-point values." msgstr "" -"OpenGL 纹理格式 [code]GL_RGB32F[/code],其中有三个部分,每个部分都是 32 位浮" -"点值。" +"OpenGL 纹理格式 [code]GL_RGB32F[/code],其中有三个部分,每个部分都是 32 位浮点" +"值。" msgid "" "OpenGL texture format [code]GL_RGBA32F[/code] where there are four " @@ -50131,15 +55292,14 @@ msgid "" "OpenGL texture format [code]GL_R32F[/code] where there's one component, a 16-" "bit \"half-precision\" floating-point value." msgstr "" -"OpenGL 纹理格式 [code]GL_R32F[/code],其中有一个分量,即 16 位“半精度”浮点" -"值。" +"OpenGL 纹理格式 [code]GL_R32F[/code],其中有一个分量,即 16 位“半精度”浮点值。" msgid "" "OpenGL texture format [code]GL_RG32F[/code] where there are two components, " "each a 16-bit \"half-precision\" floating-point value." msgstr "" -"OpenGL 纹理格式 [code]GL_RG32F[/code],其中有两个部分,每个部分都是 16 位“半" -"精度”浮点值。" +"OpenGL 纹理格式 [code]GL_RG32F[/code],其中有两个部分,每个部分都是 16 位“半精" +"度”浮点值。" msgid "" "OpenGL texture format [code]GL_RGB32F[/code] where there are three " @@ -50184,23 +55344,23 @@ msgid "" "conversion is performed." msgstr "" "使用块压缩 2 的 [url=https://en.wikipedia.org/wiki/" -"S3_Texture_Compression]S3TC[/url] 贴图格式,并且颜色数据被解析为没有与 Alpha " -"预先相乘。非常适用于具有 半透明和不透明区域之间的清晰的 Alpha 过渡。\n" +"S3_Texture_Compression]S3TC[/url] 贴图格式,并且颜色数据被解析为没有与 Alpha 预" +"先相乘。非常适用于具有 半透明和不透明区域之间的清晰的 Alpha 过渡。\n" "[b]注意:[/b]创建 [ImageTexture] 时,会执行 sRGB 到线性色彩空间的转换。" msgid "" "The [url=https://en.wikipedia.org/wiki/S3_Texture_Compression]S3TC[/url] " -"texture format also known as Block Compression 3 or BC3 that contains 64 " -"bits of alpha channel data followed by 64 bits of DXT1-encoded color data. " -"Color data is not premultiplied by alpha, same as DXT3. DXT5 generally " -"produces superior results for transparent gradients compared to DXT3.\n" +"texture format also known as Block Compression 3 or BC3 that contains 64 bits " +"of alpha channel data followed by 64 bits of DXT1-encoded color data. Color " +"data is not premultiplied by alpha, same as DXT3. DXT5 generally produces " +"superior results for transparent gradients compared to DXT3.\n" "[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space " "conversion is performed." msgstr "" "[url=https://en.wikipedia.org/wiki/S3_Texture_Compression]S3TC[/url] 纹理格式" -"也称为块压缩 3 或 BC3,其中包含 64 位的 Alpha 通道数据,后跟 64 位的 DXT1 编" -"码颜色数据。颜色数据不会与 DXT3 预先乘以 Alpha。与 DXT3 相比,DXT5 对于透明渐" -"变通常会产生更好的结果。\n" +"也称为块压缩 3 或 BC3,其中包含 64 位的 Alpha 通道数据,后跟 64 位的 DXT1 编码" +"颜色数据。颜色数据不会与 DXT3 预先乘以 Alpha。与 DXT3 相比,DXT5 对于透明渐变" +"通常会产生更好的结果。\n" "[b]注意:[/b]创建 [ImageTexture] 时,会执行 sRGB 到线性色彩空间的转换。" msgid "" @@ -50225,8 +55385,8 @@ msgstr "" msgid "" "Texture format that uses [url=https://www.khronos.org/opengl/wiki/" -"BPTC_Texture_Compression]BPTC[/url] compression with unsigned normalized " -"RGBA components.\n" +"BPTC_Texture_Compression]BPTC[/url] compression with unsigned normalized RGBA " +"components.\n" "[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space " "conversion is performed." msgstr "" @@ -50251,10 +55411,9 @@ msgstr "" "url] 压缩和无符号浮点RGB分量的贴图格式." msgid "" -"[url=https://en.wikipedia.org/wiki/" -"Ericsson_Texture_Compression#ETC1]Ericsson Texture Compression format 1[/" -"url], also referred to as \"ETC1\", and is part of the OpenGL ES graphics " -"standard. This format cannot store an alpha channel." +"[url=https://en.wikipedia.org/wiki/Ericsson_Texture_Compression#ETC1]Ericsson " +"Texture Compression format 1[/url], also referred to as \"ETC1\", and is part " +"of the OpenGL ES graphics standard. This format cannot store an alpha channel." msgstr "" "[url=https://zh.wikipedia.org/zh-cn/" "%E7%88%B1%E7%AB%8B%E4%BF%A1%E7%BA%B9%E7%90%86%E5%8E%8B%E7%BC%A9#ETC1]爱立信纹" @@ -50263,8 +55422,8 @@ msgstr "" msgid "" "[url=https://en.wikipedia.org/wiki/" -"Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression " -"format 2[/url] ([code]R11_EAC[/code] variant), which provides one channel of " +"Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression format " +"2[/url] ([code]R11_EAC[/code] variant), which provides one channel of " "unsigned data." msgstr "" "[url=https://zh.wikipedia.org/zh-cn/" @@ -50274,31 +55433,31 @@ msgstr "" msgid "" "[url=https://en.wikipedia.org/wiki/" -"Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression " -"format 2[/url] ([code]SIGNED_R11_EAC[/code] variant), which provides one " -"channel of signed data." +"Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression format " +"2[/url] ([code]SIGNED_R11_EAC[/code] variant), which provides one channel of " +"signed data." msgstr "" "[url=https://zh.wikipedia.org/zh-cn/" "%E7%88%B1%E7%AB%8B%E4%BF%A1%E7%BA%B9%E7%90%86%E5%8E%8B%E7%BC%A9#[3]ETC2%E5%92%8CEAC]" -"爱立信纹理压缩格式 2[/url]([code]SIGNED_R11_EAC[/code] 变体),它提供一个有" -"符号数据通道。" +"爱立信纹理压缩格式 2[/url]([code]SIGNED_R11_EAC[/code] 变体),它提供一个有符" +"号数据通道。" msgid "" "[url=https://en.wikipedia.org/wiki/" -"Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression " -"format 2[/url] ([code]RG11_EAC[/code] variant), which provides two channels " -"of unsigned data." +"Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression format " +"2[/url] ([code]RG11_EAC[/code] variant), which provides two channels of " +"unsigned data." msgstr "" "[url=https://zh.wikipedia.org/zh-cn/" "%E7%88%B1%E7%AB%8B%E4%BF%A1%E7%BA%B9%E7%90%86%E5%8E%8B%E7%BC%A9#[3]ETC2%E5%92%8CEAC]" -"爱立信纹理压缩格式 2[/url]([code]RG11_EAC[/code] 变体),它提供一个无符号数" -"据通道。" +"爱立信纹理压缩格式 2[/url]([code]RG11_EAC[/code] 变体),它提供一个无符号数据" +"通道。" msgid "" "[url=https://en.wikipedia.org/wiki/" -"Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression " -"format 2[/url] ([code]SIGNED_RG11_EAC[/code] variant), which provides two " -"channels of signed data." +"Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression format " +"2[/url] ([code]SIGNED_RG11_EAC[/code] variant), which provides two channels " +"of signed data." msgstr "" "[url=https://zh.wikipedia.org/zh-cn/" "%E7%88%B1%E7%AB%8B%E4%BF%A1%E7%BA%B9%E7%90%86%E5%8E%8B%E7%BC%A9#[3]ETC2%E5%92%8CEAC]" @@ -50307,23 +55466,23 @@ msgstr "" msgid "" "[url=https://en.wikipedia.org/wiki/" -"Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression " -"format 2[/url] ([code]RGB8[/code] variant), which is a follow-up of ETC1 and " +"Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression format " +"2[/url] ([code]RGB8[/code] variant), which is a follow-up of ETC1 and " "compresses RGB888 data.\n" "[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space " "conversion is performed." msgstr "" "[url=https://zh.wikipedia.org/zh-cn/" "%E7%88%B1%E7%AB%8B%E4%BF%A1%E7%BA%B9%E7%90%86%E5%8E%8B%E7%BC%A9#[3]ETC2%E5%92%8CEAC]" -"爱立信纹理压缩格式 2[/url]([code]RGB8[/code] 变体),它是 ETC1 的后续版本," -"可压缩 RGB888 数据。\n" +"爱立信纹理压缩格式 2[/url]([code]RGB8[/code] 变体),它是 ETC1 的后续版本,可" +"压缩 RGB888 数据。\n" "[b]注意:[/b]创建 [ImageTexture] 时,会执行 sRGB 到线性色彩空间的转换。" msgid "" "[url=https://en.wikipedia.org/wiki/" -"Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression " -"format 2[/url] ([code]RGBA8[/code]variant), which compresses RGBA8888 data " -"with full alpha support.\n" +"Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression format " +"2[/url] ([code]RGBA8[/code]variant), which compresses RGBA8888 data with full " +"alpha support.\n" "[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space " "conversion is performed." msgstr "" @@ -50335,17 +55494,16 @@ msgstr "" msgid "" "[url=https://en.wikipedia.org/wiki/" -"Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression " -"format 2[/url] ([code]RGB8_PUNCHTHROUGH_ALPHA1[/code] variant), which " -"compresses RGBA data to make alpha either fully transparent or fully " -"opaque.\n" +"Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression format " +"2[/url] ([code]RGB8_PUNCHTHROUGH_ALPHA1[/code] variant), which compresses " +"RGBA data to make alpha either fully transparent or fully opaque.\n" "[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space " "conversion is performed." msgstr "" "[url=https://zh.wikipedia.org/zh-cn/" "%E7%88%B1%E7%AB%8B%E4%BF%A1%E7%BA%B9%E7%90%86%E5%8E%8B%E7%BC%A9#[3]ETC2%E5%92%8CEAC]" -"爱立信纹理压缩格式 2[/url]([code]RGB8_PUNCHTHROUGH_ALPHA1[/code] 变体),它" -"可以压缩 RGBA 数据,使 Alpha 完全透明或完全不透明。\n" +"爱立信纹理压缩格式 2[/url]([code]RGB8_PUNCHTHROUGH_ALPHA1[/code] 变体),它可" +"以压缩 RGBA 数据,使 Alpha 完全透明或完全不透明。\n" "[b]注意:[/b]创建 [ImageTexture] 时,会执行 sRGB 到线性色彩空间的转换。" msgid "" @@ -50405,22 +55563,22 @@ msgstr "" msgid "" "Performs bilinear separately on the two most-suited mipmap levels, then " "linearly interpolates between them.\n" -"It's slower than [constant INTERPOLATE_BILINEAR], but produces higher-" -"quality results with far fewer aliasing artifacts.\n" +"It's slower than [constant INTERPOLATE_BILINEAR], but produces higher-quality " +"results with far fewer aliasing artifacts.\n" "If the image does not have mipmaps, they will be generated and used " "internally, but no mipmaps will be generated on the resulting image.\n" "[b]Note:[/b] If you intend to scale multiple copies of the original image, " "it's better to call [method generate_mipmaps]] on it in advance, to avoid " "wasting processing power in generating them again and again.\n" -"On the other hand, if the image already has mipmaps, they will be used, and " -"a new set will be generated for the resulting image." +"On the other hand, if the image already has mipmaps, they will be used, and a " +"new set will be generated for the resulting image." msgstr "" -"在两个最适合的多级渐远纹理级别上分别执行双线性采样,然后在采样结果之间进行线" -"性插值。\n" +"在两个最适合的多级渐远纹理级别上分别执行双线性采样,然后在采样结果之间进行线性" +"插值。\n" "它比 [constant INTERPOLATE_BILINEAR] 慢,但能产生更高质量的效果,减少锯齿伪" "影。\n" -"如果图像没有多级渐远纹理,它们将被生成并在内部使用,但不会在生成的图像之上生" -"成多级渐远纹理。\n" +"如果图像没有多级渐远纹理,它们将被生成并在内部使用,但不会在生成的图像之上生成" +"多级渐远纹理。\n" "[b]注意:[/b]如果你打算缩放原始图像的多个副本,最好事先对其调用 [method " "generate_mipmaps],以避免在生成它们时反复浪费处理能力。\n" "另一方面,如果图像已经有了多级渐远纹理,其将被使用,并为生成的图像生成新的一" @@ -50516,11 +55674,10 @@ msgid "" "Returns the list of file extensions for this image format. Files with the " "given extensions will be treated as image file and loaded using this class." msgstr "" -"返回该图像格式的文件扩展名列表。具有给定扩展名的文件将被视为图像文件并使用该" -"类加载。" +"返回该图像格式的文件扩展名列表。具有给定扩展名的文件将被视为图像文件并使用该类" +"加载。" -msgid "" -"Loads the content of [param fileaccess] into the provided [param image]." +msgid "Loads the content of [param fileaccess] into the provided [param image]." msgstr "将 [param fileaccess] 的内容加载至提供的 [param image]。" msgid "" @@ -50538,8 +55695,8 @@ msgstr "基于 [Image] 的 [Texture2D]。" msgid "" "A [Texture2D] based on an [Image]. For an image to be displayed, an " -"[ImageTexture] has to be created from it using the [method " -"create_from_image] method:\n" +"[ImageTexture] has to be created from it using the [method create_from_image] " +"method:\n" "[codeblock]\n" "var image = Image.load_from_file(\"res://icon.svg\")\n" "var texture = ImageTexture.create_from_image(image)\n" @@ -50547,9 +55704,9 @@ msgid "" "[/codeblock]\n" "This way, textures can be created at run-time by loading images both from " "within the editor and externally.\n" -"[b]Warning:[/b] Prefer to load imported textures with [method @GDScript." -"load] over loading them from within the filesystem dynamically with [method " -"Image.load], as it may not work in exported projects:\n" +"[b]Warning:[/b] Prefer to load imported textures with [method @GDScript.load] " +"over loading them from within the filesystem dynamically with [method Image." +"load], as it may not work in exported projects:\n" "[codeblock]\n" "var texture = load(\"res://icon.svg\")\n" "$Sprite2D.texture = texture\n" @@ -50557,8 +55714,7 @@ msgid "" "This is because images have to be imported as a [CompressedTexture2D] first " "to be loaded with [method @GDScript.load]. If you'd still like to load an " "image file just like any other [Resource], import it as an [Image] resource " -"instead, and then load it normally using the [method @GDScript.load] " -"method.\n" +"instead, and then load it normally using the [method @GDScript.load] method.\n" "[b]Note:[/b] The image can be retrieved from an imported texture using the " "[method Texture2D.get_image] method, which returns a copy of the image:\n" "[codeblock]\n" @@ -50567,9 +55723,9 @@ msgid "" "[/codeblock]\n" "An [ImageTexture] is not meant to be operated from within the editor " "interface directly, and is mostly useful for rendering images on screen " -"dynamically via code. If you need to generate images procedurally from " -"within the editor, consider saving and importing images as custom texture " -"resources implementing a new [EditorImportPlugin].\n" +"dynamically via code. If you need to generate images procedurally from within " +"the editor, consider saving and importing images as custom texture resources " +"implementing a new [EditorImportPlugin].\n" "[b]Note:[/b] The maximum texture size is 16384×16384 pixels due to graphics " "hardware limitations." msgstr "" @@ -50589,8 +55745,8 @@ msgstr "" "$Sprite2D.texture = texture\n" "[/codeblock]\n" "这是因为图像必须首先作为 [CompressedTexture2D] 导入,然后才能使用 [method " -"@GDScript.load] 加载。如果仍想像加载任何其他 [Resource] 一样加载图像文件,请" -"将其导入为 [Image] 资源,然后使用 [method @GDScript.load] 方法正常加载它。\n" +"@GDScript.load] 加载。如果仍想像加载任何其他 [Resource] 一样加载图像文件,请将" +"其导入为 [Image] 资源,然后使用 [method @GDScript.load] 方法正常加载它。\n" "[b]注意:[/b]可以使用 [method Texture2D.get_image] 方法从导入的纹理中检索该图" "像,该方法返回该图像的副本:\n" "[codeblock]\n" @@ -50603,8 +55759,8 @@ msgstr "" "[b]注意:[/b]由于图形硬件限制,最大纹理大小为 16384×16384 像素。" msgid "" -"Creates a new [ImageTexture] and initializes it by allocating and setting " -"the data from an [Image]." +"Creates a new [ImageTexture] and initializes it by allocating and setting the " +"data from an [Image]." msgstr "" "创建一个新的 [ImageTexture],并通过分配和设置来自 [Image] 的数据来初始化它。" @@ -50647,8 +55803,8 @@ msgstr "具有 3 个维度的纹理。" msgid "" "[ImageTexture3D] is a 3-dimensional [ImageTexture] that has a width, height, " "and depth. See also [ImageTextureLayered].\n" -"3D textures are typically used to store density maps for [FogMaterial], " -"color correction LUTs for [Environment], vector fields for " +"3D textures are typically used to store density maps for [FogMaterial], color " +"correction LUTs for [Environment], vector fields for " "[GPUParticlesAttractorVectorField3D] and collision maps for " "[GPUParticlesCollisionSDF3D]. 3D textures can also be used in custom shaders." msgstr "" @@ -50669,27 +55825,35 @@ msgstr "" "[param use_mipmaps] 为 [code]true[/code],则为该 [ImageTexture3D] 生成 " "Mipmaps。" +msgid "" +"Replaces the texture's existing data with the layers specified in [param " +"data]. The size of [param data] must match the parameters that were used for " +"[method create]. In other words, the texture cannot be resized or have its " +"format changed by calling [method update]." +msgstr "" +"将纹理的现有数据替换为 [param data] 中指定的图层。[param data] 的大小必须与用" +"于 [method create] 的参数一致。换句话说,不能通过调用 [method update] 来调整纹" +"理的大小或改变其格式。" + msgid "" "Base class for texture types which contain the data of multiple " "[ImageTexture]s. Each image is of the same size and format." msgstr "" -"纹理类型的基类,包含多个 [ImageTexture] 的数据。各个图像具有相同的大小和格" -"式。" +"纹理类型的基类,包含多个 [ImageTexture] 的数据。各个图像具有相同的大小和格式。" msgid "" -"Base class for [Texture2DArray], [Cubemap] and [CubemapArray]. Cannot be " -"used directly, but contains all the functions necessary for accessing the " -"derived resource types. See also [Texture3D]." +"Base class for [Texture2DArray], [Cubemap] and [CubemapArray]. Cannot be used " +"directly, but contains all the functions necessary for accessing the derived " +"resource types. See also [Texture3D]." msgstr "" -"[Texture2DArray]、[Cubemap] 和 [CubemapArray] 的基类。不能直接使用,但包含了" -"访问派生资源类型所需的所有函数。另请参阅 [Texture3D]。" +"[Texture2DArray]、[Cubemap] 和 [CubemapArray] 的基类。不能直接使用,但包含了访" +"问派生资源类型所需的所有函数。另请参阅 [Texture3D]。" msgid "" -"Creates an [ImageTextureLayered] from an array of [Image]s. See [method " -"Image.create] for the expected data format. The first image decides the " -"width, height, image format and mipmapping setting. The other images " -"[i]must[/i] have the same width, height, image format and mipmapping " -"setting.\n" +"Creates an [ImageTextureLayered] from an array of [Image]s. See [method Image." +"create] for the expected data format. The first image decides the width, " +"height, image format and mipmapping setting. The other images [i]must[/i] " +"have the same width, height, image format and mipmapping setting.\n" "Each [Image] represents one [code]layer[/code]." msgstr "" "从一组 [Image] 创建一个 [ImageTextureLayered]。有关预期的数据格式,请参阅 " @@ -50697,6 +55861,23 @@ msgstr "" "其他图像[i]必须[/i]具有相同的宽度、高度、图像格式和 mipmapping 设置。\n" "每个 [Image] 代表一个 [code]layer[/code]。" +msgid "" +"Replaces the existing [Image] data at the given [param layer] with this new " +"image.\n" +"The given [Image] must have the same width, height, image format and " +"mipmapping setting (a [code]bool[/code] value) as the rest of the referenced " +"images.\n" +"If the image format is unsupported, it will be decompressed and converted to " +"a similar and supported [enum Image.Format].\n" +"The update is immediate: it's synchronized with drawing." +msgstr "" +"用这个新图像替换给定 [param layer] 的现有 [Image] 数据。\n" +"给定的 [Image] 必须与其他引用的图像具有相同的宽度、高度、图像格式和 " +"mipmapping 设置([code]bool[/code] 值)。\n" +"如果图像格式不受支持,它将被解压缩并转换为一个相似且受支持的 [enum Image." +"Format]。\n" +"更新是即时的:它与绘制同步。" + msgid "Mesh optimized for creating geometry manually." msgstr "为手动创建几何体,而优化的网格。" @@ -50715,8 +55896,8 @@ msgid "" "[/gdscript]\n" "[/codeblocks]\n" "[b]Note:[/b] Generating complex geometries with [ImmediateMesh] is highly " -"inefficient. Instead, it is designed to generate simple geometry that " -"changes often." +"inefficient. Instead, it is designed to generate simple geometry that changes " +"often." msgstr "" "针对手动创建几何体优化的网格类型,与 OpenGL 1.x 的立即模式类似。\n" "以下是生成三角形面的示例:\n" @@ -50730,8 +55911,8 @@ msgstr "" "mesh.surface_end()\n" "[/gdscript]\n" "[/codeblocks]\n" -"[b]注意:[/b]使用 [ImmediateMesh] 生成复杂的几何体极其低效。这种网格的设计目" -"的是用来生成经常变化的简单几何体。" +"[b]注意:[/b]使用 [ImmediateMesh] 生成复杂的几何体极其低效。这种网格的设计目的" +"是用来生成经常变化的简单几何体。" msgid "Using ImmediateMesh" msgstr "使用 ImmediateMesh" @@ -50777,9 +55958,8 @@ msgid "" "ImporterMesh is a type of [Resource] analogous to [ArrayMesh]. It contains " "vertex array-based geometry, divided in [i]surfaces[/i]. Each surface " "contains a completely separate array and a material used to draw it. Design " -"wise, a mesh with multiple surfaces is preferred to a single surface, " -"because objects created in 3D editing software commonly contain multiple " -"materials.\n" +"wise, a mesh with multiple surfaces is preferred to a single surface, because " +"objects created in 3D editing software commonly contain multiple materials.\n" "Unlike its runtime counterpart, [ImporterMesh] contains mesh data before " "various import steps, such as lod and shadow mesh generation, have taken " "place. Modify surface data by calling [method clear], followed by [method " @@ -50787,11 +55967,11 @@ msgid "" msgstr "" "ImporterMesh 是一种类似于 [ArrayMesh] 的 [Resource]。它包含基于顶点数组的几何" "体,被分为[i]表面[/i]。每个表面都包含一个完全独立的数组和一个用于绘制它的材" -"质。在设计方面,具有多个表面的网格优于单个表面,因为在 3D 编辑软件中创建的对" -"象通常包含多种材质。\n" -"与其运行时对应物不同,[ImporterMesh] 在各种导入步骤(例如 lod 和阴影网格生" -"成)发生之前包含网格数据。修改表面数据时,通过先调用 [method clear] ,然后为" -"每个表面调用 [method add_surface]。" +"质。在设计方面,具有多个表面的网格优于单个表面,因为在 3D 编辑软件中创建的对象" +"通常包含多种材质。\n" +"与其运行时对应物不同,[ImporterMesh] 在各种导入步骤(例如 lod 和阴影网格生成)" +"发生之前包含网格数据。修改表面数据时,通过先调用 [method clear] ,然后为每个表" +"面调用 [method add_surface]。" msgid "" "Adds name for a blend shape that will be added with [method add_surface]. " @@ -50806,8 +55986,8 @@ msgstr "从该 [ImporterMesh] 中,移除所有表面和混合形状。" msgid "" "Generates all lods for this ImporterMesh.\n" "[param normal_merge_angle] and [param normal_split_angle] are in degrees and " -"used in the same way as the importer settings in [code]lods[/code]. As a " -"good default, use 25 and 60 respectively.\n" +"used in the same way as the importer settings in [code]lods[/code]. As a good " +"default, use 25 and 60 respectively.\n" "The number of generated lods can be accessed using [method " "get_surface_lod_count], and each LOD is available in [method " "get_surface_lod_size] and [method get_surface_lod_indices].\n" @@ -50846,8 +56026,8 @@ msgid "" "be used and mutated." msgstr "" "将该 [ImporterMesh] 表示的网格数据作为一个可用的 [ArrayMesh] 返回。\n" -"这个方法缓存了返回的网格,后续的调用将返回缓存的数据,直到 [method clear] 被" -"调用。\n" +"这个方法缓存了返回的网格,后续的调用将返回缓存的数据,直到 [method clear] 被调" +"用。\n" "如果还没有缓存并且提供了 [param base_mesh],则 [param base_mesh] 将被使用并被" "改变。" @@ -50894,53 +56074,73 @@ msgid "" "material." msgstr "设置给定面的 [Material] 材质。该面将会使用此材质渲染。" +msgid "A singleton for handling inputs." +msgstr "用于处理输入的单例。" + +msgid "" +"The [Input] singleton handles key presses, mouse buttons and movement, " +"gamepads, and input actions. Actions and their events can be set in the " +"[b]Input Map[/b] tab in [b]Project > Project Settings[/b], or with the " +"[InputMap] class.\n" +"[b]Note:[/b] [Input]'s methods reflect the global input state and are not " +"affected by [method Control.accept_event] or [method Viewport." +"set_input_as_handled], as those methods only deal with the way input is " +"propagated in the [SceneTree]." +msgstr "" +"[Input] 是处理键盘按键、鼠标按钮及移动、游戏手柄、输入动作等的单例。动作以及对" +"应的事件可以在[b]项目 > 项目设置[/b]的[b]输入映射[/b]选项卡中设置,也可以使用 " +"[InputMap] 类设置。\n" +"[b]注意:[/b][Input] 的方法反映的是全局输入状态,不受 [method Control." +"accept_event] 和 [method Viewport.set_input_as_handled] 的影响,因为这两个方法" +"处理的是输入在 [SceneTree] 中传播的方式。" + msgid "Inputs documentation index" msgstr "输入文档索引" msgid "" "This will simulate pressing the specified action.\n" -"The strength can be used for non-boolean actions, it's ranged between 0 and " -"1 representing the intensity of the given action.\n" -"[b]Note:[/b] This method will not cause any [method Node._input] calls. It " -"is intended to be used with [method is_action_pressed] and [method " +"The strength can be used for non-boolean actions, it's ranged between 0 and 1 " +"representing the intensity of the given action.\n" +"[b]Note:[/b] This method will not cause any [method Node._input] calls. It is " +"intended to be used with [method is_action_pressed] and [method " "is_action_just_pressed]. If you want to simulate [code]_input[/code], use " "[method parse_input_event] instead." msgstr "" "这将模拟按下指定的按键动作。\n" "强度可以用于非布尔运算的动作,它的范围在 0 到 1 之间,代表给定动作的力度。\n" -"[b]注意:[/b]这个方法不会引起任何 [method Node._input] 调用。它旨在与 " -"[method is_action_pressed] 和 [method is_action_just_pressed] 一起使用。如果" -"你想模拟 [code]_input[/code],请使用 [method parse_input_event] 代替。" +"[b]注意:[/b]这个方法不会引起任何 [method Node._input] 调用。它旨在与 [method " +"is_action_pressed] 和 [method is_action_just_pressed] 一起使用。如果你想模拟 " +"[code]_input[/code],请使用 [method parse_input_event] 代替。" msgid "If the specified action is already pressed, this will release it." msgstr "如果已按下指定操作,那么将释放它。" msgid "" -"Adds a new mapping entry (in SDL2 format) to the mapping database. " -"Optionally update already connected devices." +"Adds a new mapping entry (in SDL2 format) to the mapping database. Optionally " +"update already connected devices." msgstr "在映射数据库中添加新的映射条目(SDL2 格式)。可选更新已连接的设备。" msgid "" "Sends all input events which are in the current buffer to the game loop. " -"These events may have been buffered as a result of accumulated input " -"([member use_accumulated_input]) or agile input flushing ([member " -"ProjectSettings.input_devices/buffering/agile_event_flushing]).\n" -"The engine will already do this itself at key execution points (at least " -"once per frame). However, this can be useful in advanced cases where you " -"want precise control over the timing of event handling." +"These events may have been buffered as a result of accumulated input ([member " +"use_accumulated_input]) or agile input flushing ([member ProjectSettings." +"input_devices/buffering/agile_event_flushing]).\n" +"The engine will already do this itself at key execution points (at least once " +"per frame). However, this can be useful in advanced cases where you want " +"precise control over the timing of event handling." msgstr "" "将当前缓冲区内的所有输入事件发送给游戏循环。这些事件可能是由于累积输入" "([member use_accumulated_input])或敏捷输入刷新([member ProjectSettings." "input_devices/buffering/agile_event_flushing])而被缓冲的结果。\n" -"引擎已经会在关键的执行点执行此操作,至少每帧一次。然而,在你想要精确控制事件" -"处理时间的高级情况下,这可能是有用的。" +"引擎已经会在关键的执行点执行此操作,至少每帧一次。然而,在你想要精确控制事件处" +"理时间的高级情况下,这可能是有用的。" msgid "" -"Returns the acceleration in m/s² of the device's accelerometer sensor, if " -"the device has one. Otherwise, the method returns [constant Vector3.ZERO].\n" -"Note this method returns an empty [Vector3] when running from the editor " -"even when your device has an accelerometer. You must export your project to " -"a supported device to read values from the accelerometer.\n" +"Returns the acceleration in m/s² of the device's accelerometer sensor, if the " +"device has one. Otherwise, the method returns [constant Vector3.ZERO].\n" +"Note this method returns an empty [Vector3] when running from the editor even " +"when your device has an accelerometer. You must export your project to a " +"supported device to read values from the accelerometer.\n" "[b]Note:[/b] This method only works on iOS, Android, and UWP. On other " "platforms, it always returns [constant Vector3.ZERO]." msgstr "" @@ -50953,34 +56153,34 @@ msgstr "" msgid "" "Returns a value between 0 and 1 representing the raw intensity of the given " -"action, ignoring the action's deadzone. In most cases, you should use " -"[method get_action_strength] instead.\n" +"action, ignoring the action's deadzone. In most cases, you should use [method " +"get_action_strength] instead.\n" "If [param exact_match] is [code]false[/code], it ignores additional input " "modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " "direction for [InputEventJoypadMotion] events." msgstr "" -"返回一个介于 0 和 1 之间的值,表示给定动作的原始强度,忽略动作的死区。在大多" -"数情况下,应该改用 [method get_action_strength]。\n" +"返回一个介于 0 和 1 之间的值,表示给定动作的原始强度,忽略动作的死区。在大多数" +"情况下,应该改用 [method get_action_strength]。\n" "如果 [param exact_match] 为 [code]false[/code],它会忽略 [InputEventKey] 和 " -"[InputEventMouseButton] 事件的额外输入修饰键,以及 [InputEventJoypadMotion] " -"事件的方向。" +"[InputEventMouseButton] 事件的额外输入修饰键,以及 [InputEventJoypadMotion] 事" +"件的方向。" msgid "" "Returns a value between 0 and 1 representing the intensity of the given " -"action. In a joypad, for example, the further away the axis (analog sticks " -"or L2, R2 triggers) is from the dead zone, the closer the value will be to " -"1. If the action is mapped to a control that has no axis as the keyboard, " -"the value returned will be 0 or 1.\n" +"action. In a joypad, for example, the further away the axis (analog sticks or " +"L2, R2 triggers) is from the dead zone, the closer the value will be to 1. If " +"the action is mapped to a control that has no axis as the keyboard, the value " +"returned will be 0 or 1.\n" "If [param exact_match] is [code]false[/code], it ignores additional input " "modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " "direction for [InputEventJoypadMotion] events." msgstr "" -"返回一个介于 0 和 1 之间的值,表示给定动作的强度。例如,在游戏手柄中,轴(模" -"拟摇杆或 L2、R2 触发器)离死区越远,该值将越接近 1。如果动作被映射到一个如键" -"盘一样没有轴的控制器时,返回值将为 0 或 1。\n" +"返回一个介于 0 和 1 之间的值,表示给定动作的强度。例如,在游戏手柄中,轴(模拟" +"摇杆或 L2、R2 触发器)离死区越远,该值将越接近 1。如果动作被映射到一个如键盘一" +"样没有轴的控制器时,返回值将为 0 或 1。\n" "如果 [param exact_match] 为 [code]false[/code],它会忽略 [InputEventKey] 和 " -"[InputEventMouseButton] 事件的额外输入修饰键,以及 [InputEventJoypadMotion] " -"事件的方向。" +"[InputEventMouseButton] 事件的额外输入修饰键,以及 [InputEventJoypadMotion] 事" +"件的方向。" msgid "" "Get axis input by specifying two actions, one negative and one positive.\n" @@ -51028,6 +56228,28 @@ msgid "" "JoyAxis])." msgstr "返回给定索引(参见 [enum JoyAxis])处的游戏手柄轴的当前值。" +msgid "" +"Returns a SDL2-compatible device GUID on platforms that use gamepad " +"remapping, e.g. [code]030000004c050000c405000000010000[/code]. Returns " +"[code]\"Default Gamepad\"[/code] otherwise. Godot uses the [url=https://" +"github.com/gabomdq/SDL_GameControllerDB]SDL2 game controller database[/url] " +"to determine gamepad names and mappings based on this GUID." +msgstr "" +"如果平台使用游戏手柄重映射,则返回设备的 GUID,与 SDL2 兼容,例如 " +"[code]030000004c050000c405000000010000[/code]。否则返回 [code]\"Default " +"Gamepad\"[/code]。Godot 会根据这个 GUI 使用 [url=https://github.com/gabomdq/" +"SDL_GameControllerDB]SDL2 游戏控制器数据库[/url]来确定游戏手柄的名称和映射。" + +msgid "" +"Returns the name of the joypad at the specified device index, e.g. [code]PS4 " +"Controller[/code]. Godot uses the [url=https://github.com/gabomdq/" +"SDL_GameControllerDB]SDL2 game controller database[/url] to determine gamepad " +"names." +msgstr "" +"返回位于指定设备索引的游戏手柄名称,例如 [code]PS4 Controller[/code]。Godot 使" +"用 [url=https://github.com/gabomdq/SDL_GameControllerDB]SDL2 游戏控制器数据库" +"[/url]来确定游戏手柄的名称。" + msgid "Returns the duration of the current vibration effect in seconds." msgstr "以秒为单位返回当前振动效果的持续时间。" @@ -51051,8 +56273,8 @@ msgid "" "[b]Note:[/b] This method only works on Android, iOS and UWP. On other " "platforms, it always returns [constant Vector3.ZERO]." msgstr "" -"如果设备有磁力传感器,则返回设备所有轴的磁场强度,单位为微特斯拉。否则,该方" -"法返回 [constant Vector3.ZERO]。\n" +"如果设备有磁力传感器,则返回设备所有轴的磁场强度,单位为微特斯拉。否则,该方法" +"返回 [constant Vector3.ZERO]。\n" "[b]注意:[/b]这个方法只在 Android、iOS 和 UWP 上有效。在其他平台上,总是返回 " "[constant Vector3.ZERO]。" @@ -51065,12 +56287,11 @@ msgstr "" "起。相当于 [method DisplayServer.mouse_get_button_state]。" msgid "" -"Gets an input vector by specifying four actions for the positive and " -"negative X and Y axes.\n" +"Gets an input vector by specifying four actions for the positive and negative " +"X and Y axes.\n" "This method is useful when getting vector input, such as from a joystick, " "directional pad, arrows, or WASD. The vector has its length limited to 1 and " -"has a circular deadzone, which is useful for using vector input as " -"movement.\n" +"has a circular deadzone, which is useful for using vector input as movement.\n" "By default, the deadzone is automatically calculated from the average of the " "action deadzones. However, you can override the deadzone to be whatever you " "want (on the range of 0 to 1)." @@ -51078,14 +56299,68 @@ msgstr "" "通过指定正负 X 和 Y 轴的四个动作来获取输入向量。\n" "这个方法在获取向量输入时很有用,比如从操纵杆、方向盘、箭头或 WASD。向量的长度" "被限制为 1,并且有一个圆形的死区,这对于使用向量输入进行运动很有用。\n" -"默认情况下,死区根据动作死区的平均值自动计算。然而,你可以把死区覆盖为任何你" -"想要的值(在 0 到 1 的范围内)。" +"默认情况下,死区根据动作死区的平均值自动计算。然而,你可以把死区覆盖为任何你想" +"要的值(在 0 到 1 的范围内)。" + +msgid "" +"Returns [code]true[/code] when the user has [i]started[/i] pressing the " +"action event in the current frame or physics tick. It will only return " +"[code]true[/code] on the frame or tick that the user pressed down the " +"button.\n" +"This is useful for code that needs to run only once when an action is " +"pressed, instead of every frame while it's pressed.\n" +"If [param exact_match] is [code]false[/code], it ignores additional input " +"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " +"direction for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Returning [code]true[/code] does not imply that the action is " +"[i]still[/i] pressed. An action can be pressed and released again rapidly, " +"and [code]true[/code] will still be returned so as not to miss input.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may " +"return [code]false[/code] even if one of the action's keys is pressed. See " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." +msgstr "" +"当用户在当前帧或物理周期中[i]开始[/i]按下动作事件时返回 [code]true[/code]。只" +"在用户按下按钮的那一帧或周期中为 [code]true[/code]。\n" +"如果代码只需要在动作按下时执行一次,而不是只要处于按下状态就每帧都需要执行,那" +"么这个方法就很有用。\n" +"如果 [param exact_match] 为 [code]false[/code],则会忽略 [InputEventKey] 和 " +"[InputEventMouseButton] 事件的额外输入修饰键,以及 [InputEventJoypadMotion] 事" +"件的方向。\n" +"[b]注意:[/b]返回 [code]true[/code] 并不意味着该动作[i]仍然[/i]处于按下状态。" +"动作在按下后是可以很快再释放的,为了不丢失输入,这种情况下仍然会返回 " +"[code]true[/code]。\n" +"[b]注意:[/b]由于键盘重影,即便该动作的某个键处于按下状态,[method " +"is_action_just_pressed] 仍可能会返回 [code]false[/code]。详情见文档中的" +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]《输入示" +"例》[/url]。" + +msgid "" +"Returns [code]true[/code] when the user [i]stops[/i] pressing the action " +"event in the current frame or physics tick. It will only return [code]true[/" +"code] on the frame or tick that the user releases the button.\n" +"[b]Note:[/b] Returning [code]true[/code] does not imply that the action is " +"[i]still[/i] not pressed. An action can be released and pressed again " +"rapidly, and [code]true[/code] will still be returned so as not to miss " +"input.\n" +"If [param exact_match] is [code]false[/code], it ignores additional input " +"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " +"direction for [InputEventJoypadMotion] events." +msgstr "" +"当用户在当前帧或物理周期中[i]停止[/i]按下动作事件时返回 [code]true[/code]。只" +"在用户松开按钮的那一帧或周期中为 [code]true[/code]。\n" +"[b]注意:[/b]返回 [code]true[/code] 并不意味着该动作[i]仍然[/i]处于松开状态。" +"动作在松开后是可以很快再按下的,为了不丢失输入,这种情况下仍然会返回 " +"[code]true[/code]。\n" +"如果 [param exact_match] 为 [code]false[/code],则会忽略 [InputEventKey] 和 " +"[InputEventMouseButton] 事件的额外输入修饰键,以及 [InputEventJoypadMotion] 事" +"件的方向。" msgid "" "Returns [code]true[/code] if you are pressing the action event. Note that if " -"an action has multiple buttons assigned and more than one of them is " -"pressed, releasing one button will release the action, even if some other " -"button assigned to this action is still pressed.\n" +"an action has multiple buttons assigned and more than one of them is pressed, " +"releasing one button will release the action, even if some other button " +"assigned to this action is still pressed.\n" "If [param exact_match] is [code]false[/code], it ignores additional input " "modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " "direction for [InputEventJoypadMotion] events.\n" @@ -51094,16 +56369,16 @@ msgid "" "[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " "examples[/url] in the documentation for more information." msgstr "" -"如果正在按下动作事件,则返回 [code]true[/code]。请注意,如果一个动作分配了多" -"个按钮,并且不止一个按钮被按下,则释放一个按钮将释放该动作,即使分配给该动作" -"的其他一些按钮仍然被按下时也是如此。\n" +"如果正在按下动作事件,则返回 [code]true[/code]。请注意,如果一个动作分配了多个" +"按钮,并且不止一个按钮被按下,则释放一个按钮将释放该动作,即使分配给该动作的其" +"他一些按钮仍然被按下时也是如此。\n" "如果 [param exact_match] 为 [code]false[/code],它会忽略 [InputEventKey] 和 " -"[InputEventMouseButton] 事件的额外输入修饰键,以及 [InputEventJoypadMotion] " -"事件的方向。\n" -"[b]注意:[/b]由于键盘重影,[method is_action_pressed] 可能会返回 " -"[code]false[/code],即使该动作的某个键被按下时也是如此。有关详细信息,请参阅" -"文档中的 [url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]" -"《输入示例》[/url]。" +"[InputEventMouseButton] 事件的额外输入修饰键,以及 [InputEventJoypadMotion] 事" +"件的方向。\n" +"[b]注意:[/b]由于键盘重影,[method is_action_pressed] 可能会返回 [code]false[/" +"code],即使该动作的某个键被按下时也是如此。有关详细信息,请参阅文档中的 " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]《输入示" +"例》[/url]。" msgid "" "Returns [code]true[/code] if any action, key, joypad button, or mouse button " @@ -51111,8 +56386,8 @@ msgid "" "simulated via code by calling [method action_press]." msgstr "" "如果任何动作、按键、游戏手柄按钮、或鼠标按钮正被按下,则返回 [code]true[/" -"code]。如果动作是通过调用 [method action_press] 以通过代码来模拟,该方法也将" -"返回 [code]true[/code]。" +"code]。如果动作是通过调用 [method action_press] 以通过代码来模拟,该方法也将返" +"回 [code]true[/code]。" msgid "" "Returns [code]true[/code] if you are pressing the joypad button (see [enum " @@ -51126,8 +56401,8 @@ msgid "" "expected to match these constants, but you can still retrieve events from " "them." msgstr "" -"如果系统知道指定的设备,则返回 [code]true[/code]。这意味着它设置了所有按钮和" -"轴索引。未知的游戏手柄预计不会匹配这些常量,但仍然可以从中检索事件。" +"如果系统知道指定的设备,则返回 [code]true[/code]。这意味着它设置了所有按钮和轴" +"索引。未知的游戏手柄预计不会匹配这些常量,但仍然可以从中检索事件。" msgid "" "Returns [code]true[/code] if you are pressing the key with the [param " @@ -51141,10 +56416,10 @@ msgid "" "Returns [code]true[/code] if you are pressing the Latin key in the current " "keyboard layout. You can pass a [enum Key] constant.\n" "[method is_key_pressed] is only recommended over [method " -"is_physical_key_pressed] in non-game applications. This ensures that " -"shortcut keys behave as expected depending on the user's keyboard layout, as " -"keyboard shortcuts are generally dependent on the keyboard layout in non-" -"game applications. If in doubt, use [method is_physical_key_pressed].\n" +"is_physical_key_pressed] in non-game applications. This ensures that shortcut " +"keys behave as expected depending on the user's keyboard layout, as keyboard " +"shortcuts are generally dependent on the keyboard layout in non-game " +"applications. If in doubt, use [method is_physical_key_pressed].\n" "[b]Note:[/b] Due to keyboard ghosting, [method is_key_pressed] may return " "[code]false[/code] even if one of the action's keys is pressed. See " "[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " @@ -51153,16 +56428,16 @@ msgstr "" "如果在当前键盘布局中正在按该拉丁键,则返回 [code]true[/code]。可以传递一个 " "[enum Key] 常量。\n" "只有在非游戏应用程序中,才推荐使用 [method is_key_pressed] 而不是 [method " -"is_physical_key_pressed]。这可确保快捷键将根据用户的键盘布局按预期运行,因为" -"在非游戏应用程序中,键盘快捷键通常取决于键盘布局。如有疑问,请使用 [method " +"is_physical_key_pressed]。这可确保快捷键将根据用户的键盘布局按预期运行,因为在" +"非游戏应用程序中,键盘快捷键通常取决于键盘布局。如有疑问,请使用 [method " "is_physical_key_pressed]。\n" "[b]注意:[/b]由于键盘重影,即使按下动作的某个键,[method is_key_pressed] 也有" "可能会返回 [code]false[/code]。有关详细信息,请参阅文档中的[url=$DOCS_URL/" "tutorials/inputs/input_examples.html#keyboard-events]《输入示例》[/url]。" msgid "" -"Returns [code]true[/code] if you are pressing the mouse button specified " -"with [enum MouseButton]." +"Returns [code]true[/code] if you are pressing the mouse button specified with " +"[enum MouseButton]." msgstr "" "如果正在按下由 [enum MouseButton] 指定的鼠标按钮,则返回 [code]true[/code]。" @@ -51182,15 +56457,15 @@ msgid "" msgstr "" "如果正按下 101/102 键美式 QWERTY 键盘物理位置上的键,则返回 [code]true[/" "code]。可以传递一个 [enum Key] 常量。\n" -"与 [method is_key_pressed] 相比,[method is_physical_key_pressed] 被推荐用于" -"游戏内的动作,因为无论用户的键盘布局如何,它都会使 [kbd]W[/kbd]/[kbd]A[/kbd]/" +"与 [method is_key_pressed] 相比,[method is_physical_key_pressed] 被推荐用于游" +"戏内的动作,因为无论用户的键盘布局如何,它都会使 [kbd]W[/kbd]/[kbd]A[/kbd]/" "[kbd]S[/kbd]/[kbd]D[/kbd] 布局有效。[method is_physical_key_pressed] 还将确保" "顶行数字键在任何键盘布局上有效。如有疑问,请使用 [method " "is_physical_key_pressed]。\n" "[b]注意:[/b]由于键盘重影,即使按下动作的某个键,[method " -"is_physical_key_pressed] 也有可能会返回 [code]false[/code]。有关详细信息,请" -"参阅文档中的[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-" -"events]《输入示例》[/url]。" +"is_physical_key_pressed] 也有可能会返回 [code]false[/code]。有关详细信息,请参" +"阅文档中的[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]" +"《输入示例》[/url]。" msgid "" "Feeds an [InputEvent] to the game. Can be used to artificially trigger input " @@ -51235,18 +56510,52 @@ msgstr "从内部数据库中删除与给定 GUID 匹配的所有映射。" msgid "" "Sets the acceleration value of the accelerometer sensor. Can be used for " -"debugging on devices without a hardware sensor, for example in an editor on " -"a PC.\n" -"[b]Note:[/b] This value can be immediately overwritten by the hardware " -"sensor value on Android and iOS." +"debugging on devices without a hardware sensor, for example in an editor on a " +"PC.\n" +"[b]Note:[/b] This value can be immediately overwritten by the hardware sensor " +"value on Android and iOS." msgstr "" "设置加速度传感器的加速度值。可以用于在没有硬件传感器的设备上进行调试,例如在 " "PC 上的编辑器中。\n" "[b]注意:[/b]这个值在 Android 和 iOS 上可立即被硬件传感器的值所覆盖。" msgid "" -"Sets the default cursor shape to be used in the viewport instead of " -"[constant CURSOR_ARROW].\n" +"Sets a custom mouse cursor image, which is only visible inside the game " +"window. The hotspot can also be specified. Passing [code]null[/code] to the " +"image parameter resets to the system cursor. See [enum CursorShape] for the " +"list of shapes.\n" +"[param image]'s size must be lower than or equal to 256×256. To avoid " +"rendering issues, sizes lower than or equal to 128×128 are recommended.\n" +"[param hotspot] must be within [param image]'s size.\n" +"[b]Note:[/b] [AnimatedTexture]s aren't supported as custom mouse cursors. If " +"using an [AnimatedTexture], only the first frame will be displayed.\n" +"[b]Note:[/b] The [b]Lossless[/b], [b]Lossy[/b] or [b]Uncompressed[/b] " +"compression modes are recommended. The [b]Video RAM[/b] compression mode can " +"be used, but it will be decompressed on the CPU, which means loading times " +"are slowed down and no memory is saved compared to lossless modes.\n" +"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is " +"128×128. Cursor images larger than 32×32 will also only be displayed if the " +"mouse cursor image is entirely located within the page for [url=https://" +"chromestatus.com/feature/5825971391299584]security reasons[/url]." +msgstr "" +"设置自定义鼠标光标图像,该图像仅在游戏窗口内可见。还可以指定热点。将 " +"[code]null[/code] 传递给 image 参数将重置为系统光标。形状列表见 [enum " +"CursorShape]。\n" +"[param image] 的大小必须小于等于 256×256。为了避免渲染问题,建议使用小于等于 " +"128×128 的大小。\n" +"[param hotspot] 必须在 [param image] 的大小范围内。\n" +"[b]注意:[/b]不支持使用 [AnimatedTexture] 作为自定义鼠标光标。如果使用 " +"[AnimatedTexture],则只会显示第一帧。\n" +"[b]注意:[/b]推荐使用 [b]Lossless[/b]、[b]Lossy[/b] 或 [b]Uncompressed[/b] 压" +"缩模式。[b]Video RAM[/b] 压缩模式也可以,但会使用 CPU 解压,拖慢加载,相对于无" +"损模式也并不节省内存。\n" +"[b]注意:[/b]在网络平台上,光标图像允许的最大尺寸为 128×128。 出于" +"[url=https://chromestatus.com/feature/5825971391299584]安全原因[/url],只有当" +"鼠标光标图像完全位于页面内时,大于 32×32 的光标图像才会显示。" + +msgid "" +"Sets the default cursor shape to be used in the viewport instead of [constant " +"CURSOR_ARROW].\n" "[b]Note:[/b] If you want to change the default cursor shape for [Control]'s " "nodes, use [member Control.mouse_default_cursor_shape] instead.\n" "[b]Note:[/b] This method generates an [InputEventMouseMotion] to update " @@ -51258,22 +56567,21 @@ msgstr "" "[b]注意:[/b]这个方法会生成一个 [InputEventMouseMotion] 以立即更新光标。" msgid "" -"Sets the gravity value of the accelerometer sensor. Can be used for " -"debugging on devices without a hardware sensor, for example in an editor on " -"a PC.\n" -"[b]Note:[/b] This value can be immediately overwritten by the hardware " -"sensor value on Android and iOS." +"Sets the gravity value of the accelerometer sensor. Can be used for debugging " +"on devices without a hardware sensor, for example in an editor on a PC.\n" +"[b]Note:[/b] This value can be immediately overwritten by the hardware sensor " +"value on Android and iOS." msgstr "" -"设置加速度传感器的重力值。可用于在没有硬件传感器的设备上进行调试,例如在 PC " -"上的编辑器中。\n" +"设置加速度传感器的重力值。可用于在没有硬件传感器的设备上进行调试,例如在 PC 上" +"的编辑器中。\n" "[b]注意:[/b]这个值在 Android 和 iOS 上可立即被硬件传感器的值覆盖。" msgid "" "Sets the value of the rotation rate of the gyroscope sensor. Can be used for " -"debugging on devices without a hardware sensor, for example in an editor on " -"a PC.\n" -"[b]Note:[/b] This value can be immediately overwritten by the hardware " -"sensor value on Android and iOS." +"debugging on devices without a hardware sensor, for example in an editor on a " +"PC.\n" +"[b]Note:[/b] This value can be immediately overwritten by the hardware sensor " +"value on Android and iOS." msgstr "" "设置陀螺仪传感器的旋转速率值。可用于在没有硬件传感器的设备上进行调试,例如在 " "PC 上的编辑器中。\n" @@ -51283,11 +56591,11 @@ msgid "" "Sets the value of the magnetic field of the magnetometer sensor. Can be used " "for debugging on devices without a hardware sensor, for example in an editor " "on a PC.\n" -"[b]Note:[/b] This value can be immediately overwritten by the hardware " -"sensor value on Android and iOS." +"[b]Note:[/b] This value can be immediately overwritten by the hardware sensor " +"value on Android and iOS." msgstr "" -"设置磁力传感器的磁场值。可用于在没有硬件传感器的设备上进行调试,例如在 PC 上" -"的编辑器中。\n" +"设置磁力传感器的磁场值。可用于在没有硬件传感器的设备上进行调试,例如在 PC 上的" +"编辑器中。\n" "[b]注意:[/b]在 Android 和 iOS 上,这个值可立即被硬件传感器的值所覆盖。" msgid "" @@ -51321,8 +56629,8 @@ msgid "" "[b]Note:[/b] For Android, [method vibrate_handheld] requires enabling the " "[code]VIBRATE[/code] permission in the export preset. Otherwise, [method " "vibrate_handheld] will have no effect.\n" -"[b]Note:[/b] For iOS, specifying the duration is only supported in iOS 13 " -"and later.\n" +"[b]Note:[/b] For iOS, specifying the duration is only supported in iOS 13 and " +"later.\n" "[b]Note:[/b] Some web browsers such as Safari and Firefox for Android do not " "support [method vibrate_handheld]." msgstr "" @@ -51344,8 +56652,8 @@ msgid "" "[b]Note:[/b] [method warp_mouse] is only supported on Windows, macOS and " "Linux. It has no effect on Android, iOS and Web." msgstr "" -"将鼠标位置设置为指定的向量,单位为像素,并相对于当前聚焦的窗口管理器游戏窗口" -"左上角的原点。\n" +"将鼠标位置设置为指定的向量,单位为像素,并相对于当前聚焦的窗口管理器游戏窗口左" +"上角的原点。\n" "如果 [enum MouseMode] 被设置为 [constant MOUSE_MODE_CONFINED] 或 [constant " "MOUSE_MODE_CONFINED_HIDDEN],则鼠标位置会被钳制在屏幕分辨率的限制内,或者钳制" "在游戏窗口的限制内。\n" @@ -51368,12 +56676,12 @@ msgid "" "actual input.\n" "[b]Note:[/b] Input accumulation is [i]enabled[/i] by default." msgstr "" -"如果为 [code]true[/code],则操作系统发送的相似输入事件将被累积。当输入累积被" -"启用时,在帧期间内所有生成的输入事件,将在帧完成渲染时被合并并发出。因此,这" -"会将每秒输入方法被调用的数量限制为渲染 FPS。\n" -"输入累积可以被禁用,以增加 CPU 使用率为代价,获得稍微更具精确性/反应性的输" -"入。在需要徒手绘制线条的应用程序中,输入累积通常应在用户绘制线条时被禁用,以" -"获得与实际输入非常接近的结果。\n" +"如果为 [code]true[/code],则操作系统发送的相似输入事件将被累积。当输入累积被启" +"用时,在帧期间内所有生成的输入事件,将在帧完成渲染时被合并并发出。因此,这会将" +"每秒输入方法被调用的数量限制为渲染 FPS。\n" +"输入累积可以被禁用,以增加 CPU 使用率为代价,获得稍微更具精确性/反应性的输入。" +"在需要徒手绘制线条的应用程序中,输入累积通常应在用户绘制线条时被禁用,以获得与" +"实际输入非常接近的结果。\n" "[b]注意:[/b]输入累积默认是[i]启用的[/i] 。" msgid "Emitted when a joypad device has been connected or disconnected." @@ -51393,8 +56701,8 @@ msgid "" msgstr "指向手形光标。通常用在指示链接或其他可交互项上。" msgid "" -"Cross cursor. Typically appears over regions in which a drawing operation " -"can be performed or for selections." +"Cross cursor. Typically appears over regions in which a drawing operation can " +"be performed or for selections." msgstr "十字光标。通常出现在可以执行绘制操作或进行选择的区域上方。" msgid "" @@ -51402,16 +56710,16 @@ msgid "" "This cursor shape denotes that the application isn't usable during the " "operation (e.g. something is blocking its main thread)." msgstr "" -"等待光标。表示应用程序正忙于执行操作。此光标形状表示应用程序在操作过程中不可" -"用(例如,有东西阻塞了主线程)。" +"等待光标。表示应用程序正忙于执行操作。此光标形状表示应用程序在操作过程中不可用" +"(例如,有东西阻塞了主线程)。" msgid "" "Busy cursor. Indicates that the application is busy performing an operation. " "This cursor shape denotes that the application is still usable during the " "operation." msgstr "" -"忙碌光标。表示应用程序正忙于执行一项操作。这种光标形状表示应用程序在操作过程" -"中仍然可以使用。" +"忙碌光标。表示应用程序正忙于执行一项操作。这种光标形状表示应用程序在操作过程中" +"仍然可以使用。" msgid "" "Drag cursor. Usually displayed when dragging something.\n" @@ -51432,30 +56740,29 @@ msgid "" "example, when dragging something) or that the control at a position is " "disabled." msgstr "" -"禁止的光标。表示当前操作是被禁止的(例如,拖动东西时)或某个位置的控件被禁" -"用。" +"禁止的光标。表示当前操作是被禁止的(例如,拖动东西时)或某个位置的控件被禁用。" msgid "" "Vertical resize mouse cursor. A double-headed vertical arrow. It tells the " "user they can resize the window or the panel vertically." msgstr "" -"垂直调整大小的光标。一个双头的垂直箭头。它告诉用户他们可以垂直地调整窗口或面" -"板的大小。" +"垂直调整大小的光标。一个双头的垂直箭头。它告诉用户他们可以垂直地调整窗口或面板" +"的大小。" msgid "" "Horizontal resize mouse cursor. A double-headed horizontal arrow. It tells " "the user they can resize the window or the panel horizontally." msgstr "" -"水平调整尺寸的光标。一个双头的水平箭头。它告诉用户他们可以水平调整窗口或面板" -"的大小。" +"水平调整尺寸的光标。一个双头的水平箭头。它告诉用户他们可以水平调整窗口或面板的" +"大小。" msgid "" "Window resize mouse cursor. The cursor is a double-headed arrow that goes " "from the bottom left to the top right. It tells the user they can resize the " "window or the panel both horizontally and vertically." msgstr "" -"窗口调整大小的光标。该光标是一个双头箭头,从左下方到右上方。它告诉用户他们可" -"以在水平和垂直方向上调整窗口或面板的大小。" +"窗口调整大小的光标。该光标是一个双头箭头,从左下方到右上方。它告诉用户他们可以" +"在水平和垂直方向上调整窗口或面板的大小。" msgid "" "Window resize mouse cursor. The cursor is a double-headed arrow that goes " @@ -51464,8 +56771,8 @@ msgid "" "both horizontally and vertically." msgstr "" "窗口调整大小的光标。是一个双头的箭头,从左上角到右下角,与 [constant " -"CURSOR_BDIAGSIZE] 相反。它告诉用户他们可以在水平和垂直方向上调整窗口或面板的" -"大小。" +"CURSOR_BDIAGSIZE] 相反。它告诉用户他们可以在水平和垂直方向上调整窗口或面板的大" +"小。" msgid "Move cursor. Indicates that something can be moved." msgstr "移动光标。表示那些东西可以移动。" @@ -51483,6 +56790,16 @@ msgstr "水平分割的鼠标光标。在 Windows 上与 [constant CURSOR_HSIZE] msgid "Help cursor. Usually a question mark." msgstr "帮助光标。通常是一个问号。" +msgid "Abstract base class for input events." +msgstr "输入事件的抽象基类。" + +msgid "" +"Abstract base class of all types of input events. See [method Node._input]." +msgstr "各种输入事件的抽象基类。见 [method Node._input]。" + +msgid "Using InputEvent" +msgstr "使用 InputEvent" + msgid "" "Returns [code]true[/code] if the given input event and this input event can " "be added together (only for events of type [InputEventMouseMotion]).\n" @@ -51505,27 +56822,27 @@ msgid "" "modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " "direction for [InputEventJoypadMotion] events." msgstr "" -"根据给定动作的状态返回 0.0 到 1.0 之间的值。获取 [InputEventJoypadMotion] 类" -"型事件的值时很有用。\n" +"根据给定动作的状态返回 0.0 到 1.0 之间的值。获取 [InputEventJoypadMotion] 类型" +"事件的值时很有用。\n" "如果 [param exact_match] 为 [code]false[/code],它会忽略 [InputEventKey] 和 " -"[InputEventMouseButton] 事件的额外输入修饰键,以及 [InputEventJoypadMotion] " -"事件的方向。" +"[InputEventMouseButton] 事件的额外输入修饰键,以及 [InputEventJoypadMotion] 事" +"件的方向。" msgid "" -"Returns [code]true[/code] if this input event matches a pre-defined action " -"of any type.\n" +"Returns [code]true[/code] if this input event matches a pre-defined action of " +"any type.\n" "If [param exact_match] is [code]false[/code], it ignores additional input " "modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " "direction for [InputEventJoypadMotion] events." msgstr "" "如果该输入事件匹配任何类型的预定义动作,则返回 [code]true[/code]。\n" "如果 [param exact_match] 为 [code]false[/code],它会忽略 [InputEventKey] 和 " -"[InputEventMouseButton] 事件的额外输入修饰键,以及 [InputEventJoypadMotion] " -"事件的方向。" +"[InputEventMouseButton] 事件的额外输入修饰键,以及 [InputEventJoypadMotion] 事" +"件的方向。" msgid "" -"Returns [code]true[/code] if the given action is being pressed (and is not " -"an echo event for [InputEventKey] events, unless [param allow_echo] is " +"Returns [code]true[/code] if the given action is being pressed (and is not an " +"echo event for [InputEventKey] events, unless [param allow_echo] is " "[code]true[/code]). Not relevant for events of type [InputEventMouseMotion] " "or [InputEventScreenDrag].\n" "If [param exact_match] is [code]false[/code], it ignores additional input " @@ -51539,17 +56856,17 @@ msgstr "" "如果给定的动作正被按下,则返回 [code]true[/code](除非 [param allow_echo] 为 " "[code]true[/code],否则不是 [InputEventKey] 事件中的回显事件)。与 " "[InputEventMouseMotion] 或 [InputEventScreenDrag] 类型的事件无关。\n" -"如果 [param exact_match] 为 [code]false[/code],则它会忽略 [InputEventKey] " -"和 [InputEventMouseButton] 事件的额外输入修饰键,以及 " -"[InputEventJoypadMotion] 事件的方向。\n" -"[b]注意:[/b]由于键盘重影,[method is_action_pressed] 可能会返回 " -"[code]false[/code],即使动作的某个键被按下时也是如此。有关详细信息,请参阅文" -"档中的 [url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]" -"《输入示例》[/url]。" +"如果 [param exact_match] 为 [code]false[/code],则它会忽略 [InputEventKey] 和 " +"[InputEventMouseButton] 事件的额外输入修饰键,以及 [InputEventJoypadMotion] 事" +"件的方向。\n" +"[b]注意:[/b]由于键盘重影,[method is_action_pressed] 可能会返回 [code]false[/" +"code],即使动作的某个键被按下时也是如此。有关详细信息,请参阅文档中的 " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]《输入示" +"例》[/url]。" msgid "" -"Returns [code]true[/code] if the given action is released (i.e. not " -"pressed). Not relevant for events of type [InputEventMouseMotion] or " +"Returns [code]true[/code] if the given action is released (i.e. not pressed). " +"Not relevant for events of type [InputEventMouseMotion] or " "[InputEventScreenDrag].\n" "If [param exact_match] is [code]false[/code], it ignores additional input " "modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " @@ -51558,8 +56875,8 @@ msgstr "" "如果给定的动作被释放(即未按下),则返回 [code]true[/code]。与 " "[InputEventMouseMotion] 或 [InputEventScreenDrag] 类型的事件无关。\n" "如果 [param exact_match] 为 [code]false[/code],它会忽略 [InputEventKey] 和 " -"[InputEventMouseButton] 事件的额外输入修饰键,以及 [InputEventJoypadMotion] " -"事件的方向。" +"[InputEventMouseButton] 事件的额外输入修饰键,以及 [InputEventJoypadMotion] 事" +"件的方向。" msgid "" "Returns [code]true[/code] if this input event's type is one that can be " @@ -51567,6 +56884,9 @@ msgid "" msgstr "" "如果这个输入事件的类型是可以分配给输入动作的类型,则返回 [code]true[/code]。" +msgid "Returns [code]true[/code] if this input event has been canceled." +msgstr "如果这个输入事件已被取消,则返回 [code]true[/code]。" + msgid "" "Returns [code]true[/code] if this input event is an echo event (only for " "events of type [InputEventKey]). Any other event type returns [code]false[/" @@ -51589,8 +56909,8 @@ msgstr "" "[InputEventJoypadButton])、轴 [InputEventJoypadMotion] 或动作" "([InputEventAction])事件。\n" "如果 [param exact_match] 为 [code]false[/code],它会忽略 [InputEventKey] 和 " -"[InputEventMouseButton] 事件的额外输入修饰键,以及 [InputEventJoypadMotion] " -"事件的方向。" +"[InputEventMouseButton] 事件的额外输入修饰键,以及 [InputEventJoypadMotion] 事" +"件的方向。" msgid "" "Returns [code]true[/code] if this input event is pressed. Not relevant for " @@ -51600,34 +56920,46 @@ msgid "" "[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " "examples[/url] in the documentation for more information." msgstr "" -"如果该输入事件被按下,则返回 [code]true[/code]。与 [InputEventMouseMotion] " -"或 [InputEventScreenDrag] 类型的事件无关。\n" +"如果该输入事件被按下,则返回 [code]true[/code]。与 [InputEventMouseMotion] 或 " +"[InputEventScreenDrag] 类型的事件无关。\n" "[b]注意:[/b]由于键盘重影,即使按下动作的某个键,[method is_pressed] 也有可能" "会返回 [code]false[/code]。有关详细信息,请参阅文档中的[url=$DOCS_URL/" "tutorials/inputs/input_examples.html#keyboard-events]《输入示例》[/url]。" +msgid "" +"Returns [code]true[/code] if this input event is released. Not relevant for " +"events of type [InputEventMouseMotion] or [InputEventScreenDrag]." +msgstr "" +"如果该输入事件是回显事件,则返回 [code]true[/code]。不适用于类型为 " +"[InputEventMouseMotion] 和 [InputEventScreenDrag] 的事件。" + msgid "" "Returns a copy of the given input event which has been offset by [param " "local_ofs] and transformed by [param xform]. Relevant for events of type " "[InputEventMouseButton], [InputEventMouseMotion], [InputEventScreenTouch], " -"[InputEventScreenDrag], [InputEventMagnifyGesture] and " -"[InputEventPanGesture]." +"[InputEventScreenDrag], [InputEventMagnifyGesture] and [InputEventPanGesture]." msgstr "" -"返回给定输入事件的副本,该副本已被 [param local_ofs] 偏移并被 [param xform] " -"变换。与 [InputEventMouseButton]、[InputEventMouseMotion]、" +"返回给定输入事件的副本,该副本已被 [param local_ofs] 偏移并被 [param xform] 变" +"换。与 [InputEventMouseButton]、[InputEventMouseMotion]、" "[InputEventScreenTouch]、[InputEventScreenDrag]、[InputEventMagnifyGesture]、" "和 [InputEventPanGesture] 类型的事件相关。" msgid "" "The event's device ID.\n" -"[b]Note:[/b] This device ID will always be [code]-1[/code] for emulated " -"mouse input from a touchscreen. This can be used to distinguish emulated " -"mouse input from physical mouse input." +"[b]Note:[/b] This device ID will always be [code]-1[/code] for emulated mouse " +"input from a touchscreen. This can be used to distinguish emulated mouse " +"input from physical mouse input." msgstr "" "该事件的设备 ID。\n" "[b]注意:[/b]对于来自触摸屏的模拟鼠标输入,该设备 ID 将总是 [code]-1[/code]。" "可用于区分模拟鼠标输入和物理鼠标输入。" +msgid "An input event type for actions." +msgstr "动作的输入事件类型。" + +msgid "Using InputEvent: Actions" +msgstr "使用 InputEvent:动作" + msgid "The action's name. Actions are accessed via this [String]." msgstr "动作的名称。动作可以通过此 [String] 访问。" @@ -51639,8 +56971,8 @@ msgstr "" "处于被释放状态。" msgid "" -"The action's strength between 0 and 1. This value is considered as equal to " -"0 if pressed is [code]false[/code]. The event strength allows faking analog " +"The action's strength between 0 and 1. This value is considered as equal to 0 " +"if pressed is [code]false[/code]. The event strength allows faking analog " "joypad motion events, by specifying how strongly the joypad axis is bent or " "pressed." msgstr "" @@ -51648,10 +56980,13 @@ msgstr "" "等于 0。通过将事件强度设置为手柄轴的弯曲或按压强度,可以仿造模拟手柄的移动事" "件。" +msgid "Abstract base class for [Viewport]-based input events." +msgstr "基于 [Viewport] 的输入事件的抽象基类。" + msgid "" -"InputEventFromWindow represents events specifically received by windows. " -"This includes mouse events, keyboard events in focused windows or touch " -"screen actions." +"InputEventFromWindow represents events specifically received by windows. This " +"includes mouse events, keyboard events in focused windows or touch screen " +"actions." msgstr "" "InputEventFromWindow 代表明确由窗口接收的事件。包括鼠标事件、聚焦窗口中的键盘" "事件或触屏动作。" @@ -51659,6 +56994,9 @@ msgstr "" msgid "The ID of a [Window] that received this event." msgstr "接收这个事件的 [Window] 的 ID。" +msgid "Abstract base class for touch gestures." +msgstr "触摸手势的抽象基类。" + msgid "" "The local gesture position relative to the [Viewport]. If used in [method " "Control._gui_input], the position is relative to the current [Control] that " @@ -51667,6 +57005,9 @@ msgstr "" "相对于[Viewport]的本地手势位置。如果在[method Control._gui_input]中使用,位置" "是相对于当前接收该手势的控件[Control]而言的。" +msgid "Represents a gamepad button being pressed or released." +msgstr "代表按下或松开的游戏手柄按钮。" + msgid "" "Input event type for gamepad buttons. For gamepad analog sticks and " "joysticks, see [InputEventJoypadMotion]." @@ -51685,12 +57026,24 @@ msgstr "" "状态被释放。" msgid "" -"Represents the pressure the user puts on the button with their finger, if " -"the controller supports it. Ranges from [code]0[/code] to [code]1[/code]." +"Represents the pressure the user puts on the button with their finger, if the " +"controller supports it. Ranges from [code]0[/code] to [code]1[/code]." msgstr "" "如果控制器支持,则表示用户用手指在按钮上施加的压力。范围从 [code]0[/code] 到 " "[code]1[/code]。" +msgid "" +"Represents axis motions (such as joystick or analog triggers) from a gamepad." +msgstr "代表游戏手柄的轴运动(例如摇杆和模拟扳机)。" + +msgid "" +"Stores information about joystick motions. One [InputEventJoypadMotion] " +"represents one axis at a time. For gamepad buttons, see " +"[InputEventJoypadButton]." +msgstr "" +"存储关于摇杆运动的信息。一个 [InputEventJoypadMotion] 一次代表一个轴。游戏手柄" +"按钮见 [InputEventJoypadButton]。" + msgid "Axis identifier. Use one of the [enum JoyAxis] axis constants." msgstr "轴标识符。使用 [enum JoyAxis] 轴常量。" @@ -51699,8 +57052,29 @@ msgid "" "[code]-1.0[/code] to [code]1.0[/code]. A value of [code]0[/code] means the " "axis is in its resting position." msgstr "" -"操纵杆在给定轴上的当前位置。该值范围从 [code]-1.0[/code] 到 [code]1.0[/" -"code]。值为 [code]0[/code] 意味着轴处于静止位置。" +"操纵杆在给定轴上的当前位置。该值范围从 [code]-1.0[/code] 到 [code]1.0[/code]。" +"值为 [code]0[/code] 意味着轴处于静止位置。" + +msgid "Represents a key on a keyboard being pressed or released." +msgstr "代表键盘上的某个按键被按下或松开。" + +msgid "" +"An input event for keys on a keyboard. Supports key presses, key releases and " +"[member echo] events. It can also be received in [method Node." +"_unhandled_key_input].\n" +"[b]Note:[/b] Events received from the keyboard usually have all properties " +"set. Event mappings should have only one of the [member keycode], [member " +"physical_keycode] or [member unicode] set.\n" +"When events are compared, properties are checked in the following priority - " +"[member keycode], [member physical_keycode] and [member unicode]. Events with " +"the first matching value will be considered equal." +msgstr "" +"键盘上的按键操作对应的输入事件。支持按键按下、释放和 [member echo] 事件。还可" +"以在 [method Node._unhandled_key_input] 收到。\n" +"[b]注意:[/b]从键盘上接收的事件通常设置了所有属性。事件映射应该只设置 [member " +"keycode]、[member physical_keycode]、[member unicode] 的其中之一。\n" +"比较事件时,将按以下优先级检查属性——[member keycode]、[member " +"physical_keycode]、[member unicode]。有一个匹配就会认为事件相等。" msgid "" "Returns a [String] representation of the event's [member key_label] and " @@ -51720,10 +57094,9 @@ msgstr "返回该事件 [member physical_keycode] 及修饰键的 [String] 字 msgid "" "Returns the localized key label combined with modifier keys such as " "[kbd]Shift[/kbd] or [kbd]Alt[/kbd]. See also [InputEventWithModifiers].\n" -"To get a human-readable representation of the [InputEventKey] with " -"modifiers, use [code]OS.get_keycode_string(event." -"get_key_label_with_modifiers())[/code] where [code]event[/code] is the " -"[InputEventKey]." +"To get a human-readable representation of the [InputEventKey] with modifiers, " +"use [code]OS.get_keycode_string(event.get_key_label_with_modifiers())[/code] " +"where [code]event[/code] is the [InputEventKey]." msgstr "" "返回与修饰键,例如 [kbd]Shift[/kbd] 或 [kbd]Alt[/kbd] 组合的本地化键标签。另" "见 [InputEventWithModifiers]。\n" @@ -51734,10 +57107,9 @@ msgstr "" msgid "" "Returns the Latin keycode combined with modifier keys such as [kbd]Shift[/" "kbd] or [kbd]Alt[/kbd]. See also [InputEventWithModifiers].\n" -"To get a human-readable representation of the [InputEventKey] with " -"modifiers, use [code]OS.get_keycode_string(event." -"get_keycode_with_modifiers())[/code] where [code]event[/code] is the " -"[InputEventKey]." +"To get a human-readable representation of the [InputEventKey] with modifiers, " +"use [code]OS.get_keycode_string(event.get_keycode_with_modifiers())[/code] " +"where [code]event[/code] is the [InputEventKey]." msgstr "" "返回与 [kbd]Shift[/kbd] 或 [kbd]Alt[/kbd] 等修饰键组合的拉丁键码。另见 " "[InputEventWithModifiers]。\n" @@ -51748,10 +57120,9 @@ msgstr "" msgid "" "Returns the physical keycode combined with modifier keys such as [kbd]Shift[/" "kbd] or [kbd]Alt[/kbd]. See also [InputEventWithModifiers].\n" -"To get a human-readable representation of the [InputEventKey] with " -"modifiers, use [code]OS.get_keycode_string(event." -"get_physical_keycode_with_modifiers())[/code] where [code]event[/code] is " -"the [InputEventKey]." +"To get a human-readable representation of the [InputEventKey] with modifiers, " +"use [code]OS.get_keycode_string(event.get_physical_keycode_with_modifiers())[/" +"code] where [code]event[/code] is the [InputEventKey]." msgstr "" "返回与诸如 [kbd]Shift[/kbd] 或 [kbd]Alt[/kbd] 的修饰键组合的物理键码。另请参" "阅 [InputEventWithModifiers]。\n" @@ -51760,8 +57131,8 @@ msgstr "" "[code]event[/code] 是 [InputEventKey]。" msgid "" -"If [code]true[/code], the key was already pressed before this event. It " -"means the user is holding the key down." +"If [code]true[/code], the key was already pressed before this event. It means " +"the user is holding the key down." msgstr "" "如果为 [code]true[/code],则该键在此事件之前已被按下。这意味着用户正在按住该" "键。" @@ -51846,8 +57217,8 @@ msgid "" "set_ime_active] for more information." msgstr "" "按键 Unicode 字符代码(当相关时),由修饰键移动。除非 IME 输入模式处于活动状" -"态,否则复合字符和复杂文字的 Unicode 字符代码可能不可用。有关详细信息,请参" -"阅 [method Window.set_ime_active]。" +"态,否则复合字符和复杂文字的 Unicode 字符代码可能不可用。有关详细信息,请参阅 " +"[method Window.set_ime_active]。" msgid "Represents a magnifying touch gesture." msgstr "代表放大触摸手势。" @@ -51856,8 +57227,8 @@ msgid "" "Stores the factor of a magnifying touch gesture. This is usually performed " "when the user pinches the touch screen and used for zooming in/out." msgstr "" -"存储放大触摸手势的系数。通常用户在触摸屏上将双指捏合,就执行了放大手势,可用" -"于缩放。" +"存储放大触摸手势的系数。通常用户在触摸屏上将双指捏合,就执行了放大手势,可用于" +"缩放。" msgid "" "The amount (or delta) of the event. This value is closer to [code]1.0[/code] " @@ -51867,6 +57238,127 @@ msgstr "事件的量(或增量)。这个值越接近 [code]1.0[/code],手 msgid "Represents an input event from a MIDI device, such as a piano." msgstr "代表来自 MIDI 设备的输入事件,例如钢琴。" +msgid "" +"InputEventMIDI allows receiving input events from MIDI (Musical Instrument " +"Digital Interface) devices such as a piano.\n" +"MIDI signals can be sent over a 5-pin MIDI connector or over USB, if your " +"device supports both be sure to check the settings in the device to see which " +"output it's using.\n" +"To receive input events from MIDI devices, you need to call [method OS." +"open_midi_inputs]. You can check which devices are detected using [method OS." +"get_connected_midi_inputs].\n" +"[codeblocks]\n" +"[gdscript]\n" +"func _ready():\n" +" OS.open_midi_inputs()\n" +" print(OS.get_connected_midi_inputs())\n" +"\n" +"func _input(input_event):\n" +" if input_event is InputEventMIDI:\n" +" _print_midi_info(input_event)\n" +"\n" +"func _print_midi_info(midi_event: InputEventMIDI):\n" +" print(midi_event)\n" +" print(\"Channel \" + str(midi_event.channel))\n" +" print(\"Message \" + str(midi_event.message))\n" +" print(\"Pitch \" + str(midi_event.pitch))\n" +" print(\"Velocity \" + str(midi_event.velocity))\n" +" print(\"Instrument \" + str(midi_event.instrument))\n" +" print(\"Pressure \" + str(midi_event.pressure))\n" +" print(\"Controller number: \" + str(midi_event.controller_number))\n" +" print(\"Controller value: \" + str(midi_event.controller_value))\n" +"[/gdscript]\n" +"[csharp]\n" +"public override void _Ready()\n" +"{\n" +" OS.OpenMidiInputs();\n" +" GD.Print(OS.GetConnectedMidiInputs());\n" +"}\n" +"\n" +"public override void _Input(InputEvent @event)\n" +"{\n" +" if (@event is InputEventMIDI midiEvent)\n" +" {\n" +" PrintMIDIInfo(midiEvent);\n" +" }\n" +"}\n" +"\n" +"private void PrintMIDIInfo(InputEventMIDI midiEvent)\n" +"{\n" +" GD.Print(midiEvent);\n" +" GD.Print($\"Channel {midiEvent.Channel}\");\n" +" GD.Print($\"Message {midiEvent.Message}\");\n" +" GD.Print($\"Pitch {midiEvent.Pitch}\");\n" +" GD.Print($\"Velocity {midiEvent.Velocity}\");\n" +" GD.Print($\"Instrument {midiEvent.Instrument}\");\n" +" GD.Print($\"Pressure {midiEvent.Pressure}\");\n" +" GD.Print($\"Controller number: {midiEvent.ControllerNumber}\");\n" +" GD.Print($\"Controller value: {midiEvent.ControllerValue}\");\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]\n" +"Note that Godot does not currently support MIDI output, so there is no way to " +"emit MIDI signals from Godot. Only MIDI input works." +msgstr "" +"InputEventMIDI 允许从钢琴等 MIDI(Musical Instrument Digital Interface)设备接" +"收输入事件。\n" +"MIDI 信号可以通过 5 针 MIDI 连接器或 USB 发送,如果你的设备支持这两种方式,请" +"务必检查设备中的设置以查看它使用的是哪种输出。\n" +"要从 MIDI 设备接收输入事件,需要调用 [method OS.open_midi_inputs]。可以使用 " +"[method OS.get_connected_midi_inputs] 检查检测到哪些设备。\n" +"[codeblocks]\n" +"[gdscript]\n" +"func _ready():\n" +" OS.open_midi_inputs()\n" +" print(OS.get_connected_midi_inputs())\n" +"\n" +"func _input(input_event):\n" +" if input_event is InputEventMIDI:\n" +" _print_midi_info(input_event)\n" +"\n" +"func _print_midi_info(midi_event: InputEventMIDI):\n" +" print(midi_event)\n" +" print(\"Channel \" + str(midi_event.channel))\n" +" print(\"Message \" + str(midi_event.message))\n" +" print(\"Pitch \" + str(midi_event.pitch))\n" +" print(\"Velocity \" + str(midi_event.velocity))\n" +" print(\"Instrument \" + str(midi_event.instrument))\n" +" print(\"Pressure \" + str(midi_event.pressure))\n" +" print(\"Controller number: \" + str(midi_event.controller_number))\n" +" print(\"Controller value: \" + str(midi_event.controller_value))\n" +"[/gdscript]\n" +"[csharp]\n" +"public override void _Ready()\n" +"{\n" +" OS.OpenMidiInputs();\n" +" GD.Print(OS.GetConnectedMidiInputs());\n" +"}\n" +"\n" +"public override void _Input(InputEvent @event)\n" +"{\n" +" if (@event is InputEventMIDI midiEvent)\n" +" {\n" +" PrintMIDIInfo(midiEvent);\n" +" }\n" +"}\n" +"\n" +"private void PrintMIDIInfo(InputEventMIDI midiEvent)\n" +"{\n" +" GD.Print(midiEvent);\n" +" GD.Print($\"Channel {midiEvent.Channel}\");\n" +" GD.Print($\"Message {midiEvent.Message}\");\n" +" GD.Print($\"Pitch {midiEvent.Pitch}\");\n" +" GD.Print($\"Velocity {midiEvent.Velocity}\");\n" +" GD.Print($\"Instrument {midiEvent.Instrument}\");\n" +" GD.Print($\"Pressure {midiEvent.Pressure}\");\n" +" GD.Print($\"Controller number: {midiEvent.ControllerNumber}\");\n" +" GD.Print($\"Controller value: {midiEvent.ControllerValue}\");\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]\n" +"请注意,Godot 目前不支持 MIDI 输出,因此无法从 Godot 发出 MIDI 信号。只有 " +"MIDI 输入有效。" + msgid "MIDI Message Status Byte List" msgstr "MIDI 消息状态字节列表" @@ -51894,22 +57386,21 @@ msgstr "" msgid "" "If the message is [constant MIDI_MESSAGE_CONTROL_CHANGE], this indicates the " -"controller value, otherwise this is zero. Controllers include devices such " -"as pedals and levers." +"controller value, otherwise this is zero. Controllers include devices such as " +"pedals and levers." msgstr "" "如果消息是 [constant MIDI_MESSAGE_CONTROL_CHANGE],则表示控制器值,否则为零。" "控制器包含踏板、推杆等设备。" msgid "" -"The instrument of this input event. This value ranges from 0 to 127. Refer " -"to the instrument list on the General MIDI wikipedia article to see a list " -"of instruments, except that this value is 0-index, so subtract one from " -"every number on that chart. A standard piano will have an instrument number " -"of 0." +"The instrument of this input event. This value ranges from 0 to 127. Refer to " +"the instrument list on the General MIDI wikipedia article to see a list of " +"instruments, except that this value is 0-index, so subtract one from every " +"number on that chart. A standard piano will have an instrument number of 0." msgstr "" -"这个输入事件的乐器。这个值的范围是 0 到 127。乐器列表请参考维基百科的 " -"General MIDI 文中的乐器列表,不过这个值是从 0 开始的,所以请把那张表中的数字" -"都减一。标准钢琴的乐器号为 0。" +"这个输入事件的乐器。这个值的范围是 0 到 127。乐器列表请参考维基百科的 General " +"MIDI 文中的乐器列表,不过这个值是从 0 开始的,所以请把那张表中的数字都减一。标" +"准钢琴的乐器号为 0。" msgid "" "Returns a value indicating the type of message for this MIDI signal. This is " @@ -51921,18 +57412,18 @@ msgid "" "might not always return [constant MIDI_MESSAGE_NOTE_OFF] when deactivated, " "therefore your code should treat the input as stopped if some period of time " "has passed.\n" -"Some MIDI devices may send [constant MIDI_MESSAGE_NOTE_ON] with zero " -"velocity instead of [constant MIDI_MESSAGE_NOTE_OFF].\n" +"Some MIDI devices may send [constant MIDI_MESSAGE_NOTE_ON] with zero velocity " +"instead of [constant MIDI_MESSAGE_NOTE_OFF].\n" "For more information, see the note in [member velocity] and the MIDI message " "status byte list chart linked above." msgstr "" "返回表示这个 MIDI 信号类型的值,是 [enum MIDIMessage] 枚举的成员。\n" -"对于在 0x80 和 0xEF 之间的 MIDI 消息,这个值返回的是左半部分的比特位,另一半" -"是通道(例:0x94 会变成 0x9)。对于在 0xF0 到 0xFF 之间的 MIDI 消息,这个值是" -"原样返回的。\n" +"对于在 0x80 和 0xEF 之间的 MIDI 消息,这个值返回的是左半部分的比特位,另一半是" +"通道(例:0x94 会变成 0x9)。对于在 0xF0 到 0xFF 之间的 MIDI 消息,这个值是原" +"样返回的。\n" "激活音符时会返回 [constant MIDI_MESSAGE_NOTE_ON],但失活时并不一定会返回 " -"[constant MIDI_MESSAGE_NOTE_OFF],因此你的代码应该在经过一段时间后将输入处理" -"为停止。\n" +"[constant MIDI_MESSAGE_NOTE_OFF],因此你的代码应该在经过一段时间后将输入处理为" +"停止。\n" "有些 MIDI 设备可能发送速度为零的 [constant MIDI_MESSAGE_NOTE_ON] 来代替 " "[constant MIDI_MESSAGE_NOTE_OFF]。\n" "更多消息请参阅 [member velocity] 中的备注,以及上面链接的 MIDI 消息状态字节列" @@ -51967,13 +57458,16 @@ msgstr "" "很少超过 110。\n" "[b]注意:[/b]部分 MIDI 设备可能会发送速度为零的 [constant " "MIDI_MESSAGE_NOTE_ON] 并期望进行和 [constant MIDI_MESSAGE_NOTE_OFF] 一样的处" -"理,但因设备实现而异,所以 Godot 会原样汇报事件数据。根据硬件和游戏/应用的需" -"求的不同,可以用几行脚本来可靠地处理这种 MIDI 特质(检查 [constant " +"理,但因设备实现而异,所以 Godot 会原样汇报事件数据。根据硬件和游戏/应用的需求" +"的不同,可以用几行脚本来可靠地处理这种 MIDI 特质(检查 [constant " "MIDI_MESSAGE_NOTE_ON] 的速度是否为零)。" msgid "Base input event type for mouse events." msgstr "鼠标事件的基本输入事件类型。" +msgid "Stores general information about mouse events." +msgstr "存储与鼠标事件相关的通用信息。" + msgid "" "The mouse button mask identifier, one of or a bitwise combination of the " "[enum MouseButton] button masks." @@ -51983,9 +57477,9 @@ msgid "" "When received in [method Node._input] or [method Node._unhandled_input], " "returns the mouse's position in the root [Viewport] using the coordinate " "system of the root [Viewport].\n" -"When received in [method Control._gui_input], returns the mouse's position " -"in the [CanvasLayer] that the [Control] is in using the coordinate system of " -"the [CanvasLayer]." +"When received in [method Control._gui_input], returns the mouse's position in " +"the [CanvasLayer] that the [Control] is in using the coordinate system of the " +"[CanvasLayer]." msgstr "" "在 [method Node._input] 或 [method Node._unhandled_input] 中获取时,返回根 " "[Viewport] 中鼠标的位置,使用根 [Viewport] 的坐标系。\n" @@ -51996,14 +57490,20 @@ msgid "" "When received in [method Node._input] or [method Node._unhandled_input], " "returns the mouse's position in the [Viewport] this [Node] is in using the " "coordinate system of this [Viewport].\n" -"When received in [method Control._gui_input], returns the mouse's position " -"in the [Control] using the local coordinate system of the [Control]." +"When received in [method Control._gui_input], returns the mouse's position in " +"the [Control] using the local coordinate system of the [Control]." msgstr "" "在 [method Node._input] 或 [method Node._unhandled_input] 中获取时,返回该 " "[Node] 所在 [Viewport] 中鼠标的位置,使用该 [Viewport] 的坐标系。\n" "在 [method Control._gui_input] 中获取时,返回该 [Control] 中鼠标的位置,使用" "该 [Control] 的坐标系。" +msgid "Represents a mouse button being pressed or released." +msgstr "代表某个鼠标按键被按下或松开。" + +msgid "Stores information about mouse click events. See [method Node._input]." +msgstr "存储与鼠标点击事件相关的信息。见 [method Node._input]。" + msgid "Mouse and input coordinates" msgstr "鼠标和输入坐标" @@ -52012,8 +57512,11 @@ msgid "" "wheel constants." msgstr "鼠标按键标识符,[enum MouseButton] 按钮或按钮滚轮常量。" +msgid "If [code]true[/code], the mouse button event has been canceled." +msgstr "如果为 [code]true[/code],则鼠标按键事件被取消。" + msgid "If [code]true[/code], the mouse button's state is a double-click." -msgstr "如果为 [code]true[/code],鼠标按钮的状态是双击。" +msgstr "如果为 [code]true[/code],则鼠标按键的状态是双击。" msgid "" "The amount (or delta) of the event. When used for high-precision scroll " @@ -52021,8 +57524,8 @@ msgid "" "only supported on some platforms; the reported sensitivity varies depending " "on the platform. May be [code]0[/code] if not supported." msgstr "" -"事件的数量(或 delta)。当用于高精度滚动事件时,这表示滚动量(垂直或水平)。" -"这只在一些平台上被支持;报告的灵敏度因平台不同而不同。如果不支持,可能是" +"事件的数量(或 delta)。当用于高精度滚动事件时,这表示滚动量(垂直或水平)。这" +"只在一些平台上被支持;报告的灵敏度因平台不同而不同。如果不支持,可能是" "[code]0[/code]。" msgid "" @@ -52032,6 +57535,29 @@ msgstr "" "如果为 [code]true[/code],鼠标按键的状态为按下。如果为 [code]false[/code],鼠" "标按钮的状态被释放。" +msgid "Represents a mouse or a pen movement." +msgstr "代表鼠标或笔的移动。" + +msgid "" +"Stores information about a mouse or a pen motion. This includes relative " +"position, absolute position, and velocity. See [method Node._input].\n" +"[b]Note:[/b] By default, this event is only emitted once per frame rendered " +"at most. If you need more precise input reporting, set [member Input." +"use_accumulated_input] to [code]false[/code] to make events emitted as often " +"as possible. If you use InputEventMouseMotion to draw lines, consider " +"implementing [url=https://en.wikipedia.org/wiki/" +"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to " +"avoid visible gaps in lines if the user is moving the mouse quickly." +msgstr "" +"存储鼠标或笔的运动信息。支持相对位置、绝对位置和速度。见 [method Node." +"_input]。\n" +"[b]注意:[/b]默认情况下,该事件每个渲染帧最多只会发出一个。如果你需要更精确的" +"输入汇报,请将 [member Input.use_accumulated_input] 设置为 [code]false[/" +"code],尽可能频繁地发出事件。如果你使用 InputEventMouseMotion 来画线,请考虑同" +"时实现[url=https://zh.wikipedia.org/zh-cn/" +"%E5%B8%83%E9%9B%B7%E6%A3%AE%E6%BC%A2%E5%A7%86%E7%9B%B4%E7%B7%9A%E6%BC%94%E7%AE%97%E6%B3%95]" +"布雷森汉姆直线算法[/url],以避免在用户快速移动鼠标时出现可见的线条空隙。" + msgid "" "Returns [code]true[/code] when using the eraser end of a stylus pen.\n" "[b]Note:[/b] This property is implemented on Linux, macOS and Windows." @@ -52052,8 +57578,8 @@ msgid "" "code] when the user stops moving the mouse." msgstr "" "鼠标相对于前一个位置的位置(上一帧的位置)。\n" -"[b]注意:[/b]因为 [InputEventMouseMotion] 只在鼠标移动时发出,当用户停止移动" -"鼠标时,最后一个事件的相对位置不会是 [code]Vector2(0, 0)[/code]。" +"[b]注意:[/b]因为 [InputEventMouseMotion] 只在鼠标移动时发出,当用户停止移动鼠" +"标时,最后一个事件的相对位置不会是 [code]Vector2(0, 0)[/code]。" msgid "" "Represents the angles of tilt of the pen. Positive X-coordinate value " @@ -52061,15 +57587,32 @@ msgid "" "toward the user. Ranges from [code]-1.0[/code] to [code]1.0[/code] for both " "axes." msgstr "" -"代表笔的倾斜角度。正的 X 坐标值表示向右倾斜。正的Y坐标值表示向用户自身倾斜。" -"两个轴的范围是 [code]-1.0[/code] 到 [code]1.0[/code]。" +"代表笔的倾斜角度。正的 X 坐标值表示向右倾斜。正的Y坐标值表示向用户自身倾斜。两" +"个轴的范围是 [code]-1.0[/code] 到 [code]1.0[/code]。" msgid "The mouse velocity in pixels per second." msgstr "鼠标速度,以像素每秒为单位。" +msgid "Represents a panning touch gesture." +msgstr "代表平移触摸手势。" + +msgid "" +"Stores information about pan gestures. A pan gesture is performed when the " +"user swipes the touch screen with two fingers. It's typically used for " +"panning/scrolling." +msgstr "" +"存储与平移手势相关的信息。用户在触摸屏上滑动双指,就执行了平移手势。一般用于平" +"移/滚动。" + msgid "Panning amount since last pan event." msgstr "上一次平移事件以来的平移量。" +msgid "Represents a screen drag event." +msgstr "代表屏幕拖拽事件。" + +msgid "Stores information about screen drag events. See [method Node._input]." +msgstr "存放与屏幕拖拽事件相关的信息。见 [method Node._input]。" + msgid "The drag event index in the case of a multi-drag event." msgstr "多次拖动事件中的拖动事件索引。" @@ -52087,6 +57630,19 @@ msgstr "相对于之前位置(上一帧时的位置)的拖拽位置。" msgid "The drag velocity." msgstr "拖拽的速度。" +msgid "Represents a screen touch event." +msgstr "代表屏幕触摸事件。" + +msgid "" +"Stores information about multi-touch press/release input events. Supports " +"touch press, touch release and [member index] for multi-touch count and order." +msgstr "" +"存储多点触摸的按压/释放信息。支持触摸按压、触摸释放以及用于多点触摸计数和定序" +"的 [member index]。" + +msgid "If [code]true[/code], the touch event has been canceled." +msgstr "如果为 [code]true[/code],则触摸事件被取消。" + msgid "If [code]true[/code], the touch's state is a double tap." msgstr "如果为 [code]true[/code],则触摸状态为双击。" @@ -52104,12 +57660,39 @@ msgstr "" "如果为 [code]true[/code],触摸的状态为按下。如果为 [code]false[/code],触摸的" "状态被释放。" +msgid "Represents a triggered keyboard [Shortcut]." +msgstr "代表触发的键盘快捷键 [Shortcut]。" + msgid "" -"The [Shortcut] represented by this event. Its [method Shortcut." -"matches_event] method will always return [code]true[/code] for this event." +"InputEventShortcut is a special event that can be received in [method Node." +"_unhandled_key_input]. It is typically sent by the editor's Command Palette " +"to trigger actions, but can also be sent manually using [method Viewport." +"push_input]." msgstr "" -"这个事件代表的 [Shortcut]。它的 [method Shortcut.matches_event] 方法对这个事" -"件始终返回 [code]true[/code]。" +"InputEventShortcut 是一种可以在 [method Node._unhandled_key_input] 中收到的特" +"殊事件。通常由编辑器的“命令面板”发送,用于触发动作,但也可以使用 [method " +"Viewport.push_input] 手动发送。" + +msgid "" +"The [Shortcut] represented by this event. Its [method Shortcut.matches_event] " +"method will always return [code]true[/code] for this event." +msgstr "" +"这个事件代表的 [Shortcut]。它的 [method Shortcut.matches_event] 方法对这个事件" +"始终返回 [code]true[/code]。" + +msgid "" +"Abstract base class for input events affected by modifier keys like " +"[kbd]Shift[/kbd] and [kbd]Alt[/kbd]." +msgstr "" +"受 [kbd]Shift[/kbd] 和 [kbd]Alt[/kbd] 等修饰键影响的输入事件的抽象基类。" + +msgid "" +"Stores information about mouse, keyboard, and touch gesture input events. " +"This includes information about which modifier keys are pressed, such as " +"[kbd]Shift[/kbd] or [kbd]Alt[/kbd]. See [method Node._input]." +msgstr "" +"存储鼠标、键盘、触摸手势等输入事件的相关信息。包括按下了哪些修饰键等信息,修饰" +"键包括 [kbd]Shift[/kbd]、[kbd]Alt[/kbd] 等。见 [method Node._input]。" msgid "Returns the keycode combination of modifier keys." msgstr "返回修饰键的键码组合。" @@ -52149,16 +57732,21 @@ msgstr "" msgid "State of the [kbd]Shift[/kbd] modifier." msgstr "[kbd]Shift[/kbd] 修饰键的状态。" +msgid "A singleton that manages all [InputEventAction]s." +msgstr "管理所有 [InputEventAction] 的单例。" + msgid "" -"Manages all [InputEventAction] which can be created/modified from the " -"project settings menu [b]Project > Project Settings > Input Map[/b] or in " -"code with [method add_action] and [method action_add_event]. See [method " -"Node._input]." +"Manages all [InputEventAction] which can be created/modified from the project " +"settings menu [b]Project > Project Settings > Input Map[/b] or in code with " +"[method add_action] and [method action_add_event]. See [method Node._input]." msgstr "" -"管理所有的 [InputEventAction],可以通过项目设置菜单[b]项目 > 项目设置 > 输入" -"映射[/b]或在代码中用 [method add_action] 和 [method action_add_event] 创建/修" +"管理所有的 [InputEventAction],可以通过项目设置菜单[b]项目 > 项目设置 > 输入映" +"射[/b]或在代码中用 [method add_action] 和 [method action_add_event] 创建/修" "改。请参阅 [method Node._input]。" +msgid "Using InputEvent: InputMap" +msgstr "使用 InputEvent:InputMap" + msgid "" "Adds an [InputEvent] to an action. This [InputEvent] will trigger the action." msgstr "给某个动作添加一个 [InputEvent]。这个 [InputEvent] 将触发这个动作。" @@ -52181,20 +57769,19 @@ msgid "" msgstr "" "返回与给定动作关联的 [InputEvent] 的数组。\n" "[b]注意:[/b]在编辑器中使用时(例如在工具脚本或 [EditorPlugin] 中使用),这个" -"方法返回的是编辑器动作对应的事件。如果你想要在编辑器中访问你的项目的输入绑" -"定,请读取 [ProjectSettings] 的 [code]input/*[/code] 设置。" +"方法返回的是编辑器动作对应的事件。如果你想要在编辑器中访问你的项目的输入绑定," +"请读取 [ProjectSettings] 的 [code]input/*[/code] 设置。" msgid "" -"Returns [code]true[/code] if the action has the given [InputEvent] " -"associated with it." +"Returns [code]true[/code] if the action has the given [InputEvent] associated " +"with it." msgstr "如果该动作有给定的 [InputEvent] 与之相关,则返回 [code]true[/code]。" msgid "Sets a deadzone value for the action." msgstr "为该动作设置死区值。" msgid "" -"Adds an empty action to the [InputMap] with a configurable [param " -"deadzone].\n" +"Adds an empty action to the [InputMap] with a configurable [param deadzone].\n" "An [InputEvent] can then be added to this action with [method " "action_add_event]." msgstr "" @@ -52217,8 +57804,8 @@ msgstr "" "[InputEvent] 没有被按下,这个方法会忽略键盘(为了正确地检测释放)。如果你不想" "要这种行为,请参阅 [method action_has_event]。\n" "如果 [param exact_match] 是 [code]false[/code],它会忽略 [InputEventKey] 和 " -"[InputEventMouseButton] 事件的额外输入修饰键,以及 [InputEventJoypadMotion] " -"事件的方向。" +"[InputEventMouseButton] 事件的额外输入修饰键,以及 [InputEventJoypadMotion] 事" +"件的方向。" msgid "Returns an array of all actions in the [InputMap]." msgstr "返回 [InputMap] 中所有动作的数组。" @@ -52232,19 +57819,19 @@ msgid "" "Clears all [InputEventAction] in the [InputMap] and load it anew from " "[ProjectSettings]." msgstr "" -"清除 [InputMap] 中的所有 [InputEventAction],并从 [ProjectSettings] 项目设置" -"中重新加载它。" +"清除 [InputMap] 中的所有 [InputEventAction],并从 [ProjectSettings] 项目设置中" +"重新加载它。" msgid "Placeholder for the root [Node] of a [PackedScene]." msgstr "[PackedScene] 根 [Node] 的占位符。" msgid "" -"Turning on the option [b]Load As Placeholder[/b] for an instantiated scene " -"in the editor causes it to be replaced by an [InstancePlaceholder] when " -"running the game, this will not replace the node in the editor. This makes " -"it possible to delay actually loading the scene until calling [method " -"create_instance]. This is useful to avoid loading large scenes all at once " -"by loading parts of it selectively.\n" +"Turning on the option [b]Load As Placeholder[/b] for an instantiated scene in " +"the editor causes it to be replaced by an [InstancePlaceholder] when running " +"the game, this will not replace the node in the editor. This makes it " +"possible to delay actually loading the scene until calling [method " +"create_instance]. This is useful to avoid loading large scenes all at once by " +"loading parts of it selectively.\n" "The [InstancePlaceholder] does not have a transform. This causes any child " "nodes to be positioned relatively to the [Viewport] from point (0,0), rather " "than their parent as displayed in the editor. Replacing the placeholder with " @@ -52261,8 +57848,8 @@ msgstr "" msgid "" "Call this method to actually load in the node. The created node will be " -"placed as a sibling [i]above[/i] the [InstancePlaceholder] in the scene " -"tree. The [Node]'s reference is also returned for convenience.\n" +"placed as a sibling [i]above[/i] the [InstancePlaceholder] in the scene tree. " +"The [Node]'s reference is also returned for convenience.\n" "[b]Note:[/b] [method create_instance] is not thread-safe. Use [method Object." "call_deferred] if calling from a thread." msgstr "" @@ -52293,14 +57880,17 @@ msgstr "" "code] 字段(注意有个前缀的点)。这个 [code].order[/code] 字段是属性名称 " "[String] 的 [Array],指定属性的应用顺序(索引为 0 的是第一个)。" +msgid "A built-in type for integers." +msgstr "整数内置类型。" + msgid "" "Signed 64-bit integer type. This means that it can take values from " "[code]-2^63[/code] to [code]2^63 - 1[/code], i.e. from " "[code]-9223372036854775808[/code] to [code]9223372036854775807[/code]. When " "it exceeds these bounds, it will wrap around.\n" -"[int]s can be automatically converted to [float]s when necessary, for " -"example when passing them as arguments in functions. The [float] will be as " -"close to the original integer as possible.\n" +"[int]s can be automatically converted to [float]s when necessary, for example " +"when passing them as arguments in functions. The [float] will be as close to " +"the original integer as possible.\n" "Likewise, [float]s can be automatically converted into [int]s. This will " "truncate the [float], discarding anything after the floating point.\n" "[b]Note:[/b] In a boolean context, an [int] will evaluate to [code]false[/" @@ -52337,13 +57927,13 @@ msgid "" "var z = 10_000_000 # z is 10000000\n" "[/codeblock]" msgstr "" -"带符号 64 位整数类型。这意味着它能够接受从 [code]-2^63[/code] 到 [code]2^63 " -"- 1[/code] 的值,即从 [code]-9223372036854775808[/code] 到 " +"带符号 64 位整数类型。这意味着它能够接受从 [code]-2^63[/code] 到 [code]2^63 - " +"1[/code] 的值,即从 [code]-9223372036854775808[/code] 到 " "[code]9223372036854775807[/code]。超出这个范围后,值会绕回到另一端。\n" -"[int] 可以在需要时自动转换为 [float],例如在作为函数的参数传递的时候。" -"[float] 会尽可能与原始整数接近。\n" -"类似地,[float] 可以自动转换为 [int]。这样会截断该 [float],丢弃小数点之后的" -"部分。\n" +"[int] 可以在需要时自动转换为 [float],例如在作为函数的参数传递的时候。[float] " +"会尽可能与原始整数接近。\n" +"类似地,[float] 可以自动转换为 [int]。这样会截断该 [float],丢弃小数点之后的部" +"分。\n" "[b]注意:[/b]布尔环境中会将等于 [code]0[/code] 的 [int] 评估为 [code]false[/" "code],其他值则为 [code]true[/code]。\n" "[codeblocks]\n" @@ -52365,9 +57955,9 @@ msgstr "" "maxInt++; // maxInt 现在是 -2147483648,因为它绕到了另一端。\n" "[/csharp]\n" "[/codeblocks]\n" -"在 GDScript 中,你可以使用 [code]0b[/code] 字面量书写二进制值,使用 " -"[code]0x[/code] 字面量书写十六进制值,使用 [code]_[/code] 符号分隔较长的数" -"字,提升可读性。\n" +"在 GDScript 中,你可以使用 [code]0b[/code] 字面量书写二进制值,使用 [code]0x[/" +"code] 字面量书写十六进制值,使用 [code]_[/code] 符号分隔较长的数字,提升可读" +"性。\n" "[codeblock]\n" "var x = 0b1001 # x 为 9\n" "var y = 0xF5 # y 为 245\n" @@ -52395,11 +57985,9 @@ msgstr "" msgid "" "Constructs a new [int] from a [float]. This will truncate the [float], " "discarding anything after the floating point." -msgstr "" -"从 [float] 构造新的 [int]。这样会截断该 [float],丢弃小数点之后的部分。" +msgstr "从 [float] 构造新的 [int]。这样会截断该 [float],丢弃小数点之后的部分。" -msgid "" -"Returns [code]true[/code] if the [int] is not equivalent to the [float]." +msgid "Returns [code]true[/code] if the [int] is not equivalent to the [float]." msgstr "如果该 [int] 与该 [float] 不等价,则返回 [code]true[/code]。" msgid "Returns [code]true[/code] if the [int]s are not equal." @@ -52452,12 +58040,12 @@ msgid "Multiplies each component of the [Color] by the [int]." msgstr "将 [Color] 的每个分量乘以该 [int]。" msgid "" -"Multiplies each component of the [Quaternion] by the [int]. This operation " -"is not meaningful on its own, but it can be used as a part of a larger " +"Multiplies each component of the [Quaternion] by the [int]. This operation is " +"not meaningful on its own, but it can be used as a part of a larger " "expression." msgstr "" -"将 [Quaternion] 的每个分量乘以该 [int]。此操作本身没有意义,但可以用作更大表" -"达式的一部分。" +"将 [Quaternion] 的每个分量乘以该 [int]。此操作本身没有意义,但可以用作更大表达" +"式的一部分。" msgid "" "Multiplies each component of the [Vector2] by the [int].\n" @@ -52697,19 +58285,19 @@ msgid "" "DNS hostname resolution support, both blocking and threaded." msgstr "" "IP 包含网际协议(IP)的支持函数。TCP/IP 的支持在其他类中(请参阅 " -"[StreamPeerTCP] 和 [TCPServer])。IP 提供 DNS 主机名解析支持,包括阻塞式和线" -"程式。" +"[StreamPeerTCP] 和 [TCPServer])。IP 提供 DNS 主机名解析支持,包括阻塞式和线程" +"式。" msgid "" -"Removes all of a [param hostname]'s cached references. If no [param " -"hostname] is given, all cached IP addresses are removed." +"Removes all of a [param hostname]'s cached references. If no [param hostname] " +"is given, all cached IP addresses are removed." msgstr "" "移除所有 [param hostname] 主机名的缓存引用。如果没有给出 [param hostname],所" "有缓存的 IP 地址将被删除。" msgid "" -"Removes a given item [param id] from the queue. This should be used to free " -"a queue after it has completed to enable more queries to happen." +"Removes a given item [param id] from the queue. This should be used to free a " +"queue after it has completed to enable more queries to happen." msgstr "" "从队列中删除一个给定的项目 [param id]。这应该被用来在队列完成后释放队列,以便" "进行更多的查询。" @@ -52725,8 +58313,8 @@ msgid "" " \"index\": \"1\", # Interface index.\n" " \"name\": \"eth0\", # Interface name.\n" " \"friendly\": \"Ethernet One\", # A friendly name (might be empty).\n" -" \"addresses\": [\"192.168.1.101\"], # An array of IP addresses " -"associated to this interface.\n" +" \"addresses\": [\"192.168.1.101\"], # An array of IP addresses associated " +"to this interface.\n" "}\n" "[/codeblock]" msgstr "" @@ -52757,19 +58345,18 @@ msgstr "" "get_resolve_item_status])。" msgid "" -"Returns a queued hostname's status as a [enum ResolverStatus] constant, " -"given its queue [param id]." +"Returns a queued hostname's status as a [enum ResolverStatus] constant, given " +"its queue [param id]." msgstr "" -"给定队列 [param id],以 [enum ResolverStatus] 常量的形式返回排队主机名的状" -"态。" +"给定队列 [param id],以 [enum ResolverStatus] 常量的形式返回排队主机名的状态。" msgid "" "Returns a given hostname's IPv4 or IPv6 address when resolved (blocking-type " "method). The address type returned depends on the [enum Type] constant given " "as [param ip_type]." msgstr "" -"在解析时返回一个给定的主机名的 IPv4 或 IPv6 地址(阻塞类型方法)。返回的地址" -"类型取决于作为 [param ip_type] 的 [enum Type] 常量。" +"在解析时返回一个给定的主机名的 IPv4 或 IPv6 地址(阻塞类型方法)。返回的地址类" +"型取决于作为 [param ip_type] 的 [enum Type] 常量。" msgid "" "Resolves a given hostname in a blocking way. Addresses are returned as an " @@ -52822,6 +58409,57 @@ msgstr "地址类型:网际协议版本 6(IPv6)。" msgid "Address type: Any." msgstr "地址类型:任意。" +msgid "A vertical list of selectable items with one or multiple columns." +msgstr "可选项目的垂直列表,可以有一列或多列。" + +msgid "" +"This control provides a vertical list of selectable items that may be in a " +"single or in multiple columns, with each item having options for text and an " +"icon. Tooltips are supported and may be different for every item in the " +"list.\n" +"Selectable items in the list may be selected or deselected and multiple " +"selection may be enabled. Selection with right mouse button may also be " +"enabled to allow use of popup context menus. Items may also be \"activated\" " +"by double-clicking them or by pressing [kbd]Enter[/kbd].\n" +"Item text only supports single-line strings. Newline characters (e.g. " +"[code]\\n[/code]) in the string won't produce a newline. Text wrapping is " +"enabled in [constant ICON_MODE_TOP] mode, but the column's width is adjusted " +"to fully fit its content by default. You need to set [member " +"fixed_column_width] greater than zero to wrap the text.\n" +"All [code]set_*[/code] methods allow negative item indices, i.e. [code]-1[/" +"code] to access the last item, [code]-2[/code] to select the second-to-last " +"item, and so on.\n" +"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." +msgstr "" +"该控件提供了可选项目的垂直列表,这些项目可能位于单列或多列中,每个项目都有文本" +"和图标选项。支持工具提示,并且列表中的每个项目可能会有所不同。\n" +"可以选择或取消选择列表中的可选项目,并且可以启用多项选择。也可以启用用鼠标右键" +"进行选择,以允许使用弹出上下文菜单。项目也可以通过双击它们,或按 [kbd]Enter[/" +"kbd] 来“激活”。\n" +"项目文本只支持单行字符串。字符串中的换行符(例如 [code]\\n[/code])不会产生换" +"行。在 [constant ICON_MODE_TOP] 模式下会启用文本换行,但默认情况下会调整列的宽" +"度以完全适合其内容。需要将 [member fixed_column_width] 设置得大于零,才能换行" +"文本。\n" +"所有 [code]set_*[/code] 方法都允许负的项目索引,例如 [code]-1[/code] 访问的是" +"最后一个项目,[code]-2[/code] 选择的是倒数第二个项目,以此类推。\n" +"[b]增量搜索:[/b]与 [PopupMenu] 和 [Tree] 一样,[ItemList] 支持在控件获得焦点" +"时在列表内进行搜索。按下与项目名称的第一个字母匹配的键,以选择以给定字母开头的" +"第一个项目。在该点之后,有两种方法可以执行增量搜索: 1) 在超时持续时间之前再次" +"按下相同的键,以选择下一个以相同字母开头的项目。 2) 在超时时间前,按匹配单词剩" +"余部分的字母键,将直接选择问题项。如果自上次击键被注册后,超时持续时间已过,则" +"这两个动作都将被重置为列表的开头。可以通过更改 [member ProjectSettings.gui/" +"timers/incremental_search_max_interval_msec] 来调整超时持续时间。" + msgid "" "Adds an item to the item list with no text, only an icon. Returns the index " "of an added item." @@ -52854,6 +58492,19 @@ msgid "" "necessary." msgstr "确保当前选择可见,根据需要调整滚动位置。" +msgid "" +"Returns the item index at the given [param position].\n" +"When there is no item at that point, -1 will be returned if [param exact] is " +"[code]true[/code], and the closest item index will be returned otherwise.\n" +"[b]Note:[/b] The returned value is unreliable if called right after modifying " +"the [ItemList], before it redraws in the next frame." +msgstr "" +"返回位于给定位置 [param position] 的项目的索引。\n" +"这个位置没有项目时,如果 [param exact] 为 [code]true[/code] 则会返回 -1,否则" +"会返回距离最近的项目的索引。\n" +"[b]注意:[/b]如果修改 [ItemList] 后立即调用,尚未在下一帧中重绘,则返回值不可" +"靠。" + msgid "" "Returns the custom background color of the item specified by [param idx] " "index." @@ -52881,6 +58532,18 @@ msgstr "返回项目文本的语言代码。" msgid "Returns the metadata value of the specified index." msgstr "返回指定索引的元数据值。" +msgid "" +"Returns the position and size of the item with the specified index, in the " +"coordinate system of the [ItemList] node. If [param expand] is [code]true[/" +"code] the last column expands to fill the rest of the row.\n" +"[b]Note:[/b] The returned value is unreliable if called right after modifying " +"the [ItemList], before it redraws in the next frame." +msgstr "" +"返回具有给定索引的项目的位置和大小,使用 [ItemList] 节点的坐标系。如果 [param " +"expand] 为 [code]true[/code],则会将最后一列进行扩展,充满该行剩余的大小。\n" +"[b]注意:[/b]如果修改 [ItemList] 后立即调用,尚未在下一帧中重绘,则返回值不可" +"靠。" + msgid "Returns the text associated with the specified index." msgstr "返回与指定索引关联的文本。" @@ -52895,8 +58558,8 @@ msgstr "返回一个包含所选项目索引的数组。" msgid "" "Returns the vertical scrollbar.\n" -"[b]Warning:[/b] This is a required internal node, removing and freeing it " -"may cause a crash. If you wish to hide it or any of its children, use their " +"[b]Warning:[/b] This is a required internal node, removing and freeing it may " +"cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." msgstr "" "返回垂直滚动条。\n" @@ -52911,8 +58574,8 @@ msgid "" msgstr "索引所对应的项目被禁用时,返回 [code]true[/code]。" msgid "" -"Returns [code]true[/code] if the item icon will be drawn transposed, i.e. " -"the X and Y axes are swapped." +"Returns [code]true[/code] if the item icon will be drawn transposed, i.e. the " +"X and Y axes are swapped." msgstr "项目图标被转置绘制,即 X 和 Y 轴互换时,返回 [code]true[/code]。" msgid "" @@ -52953,15 +58616,14 @@ msgstr "将索引 [param idx] 指定的项目的前景色设置为指定的 [Col msgid "" "Disables (or enables) the item at the specified index.\n" -"Disabled items cannot be selected and do not trigger activation signals " -"(when double-clicking or pressing [kbd]Enter[/kbd])." +"Disabled items cannot be selected and do not trigger activation signals (when " +"double-clicking or pressing [kbd]Enter[/kbd])." msgstr "" "禁用(或启用)指定索引处的项目。\n" "禁用的项目不能被选中,也不会触发(双击或按 [kbd]Enter[/kbd] 时的)激活信号。" msgid "" -"Sets (or replaces) the icon's [Texture2D] associated with the specified " -"index." +"Sets (or replaces) the icon's [Texture2D] associated with the specified index." msgstr "设置(或替换)与指定索引关联的图标 [Texture2D]。" msgid "" @@ -52988,8 +58650,7 @@ msgid "" msgstr "设置与指定索引相关的项目存储的值(任何类型的值)。" msgid "" -"Allows or disallows selection of the item associated with the specified " -"index." +"Allows or disallows selection of the item associated with the specified index." msgstr "允许或禁止选择与指定索引关联的项目。" msgid "Sets text of the item associated with the specified index." @@ -53007,22 +58668,26 @@ msgstr "设置是否为指定的项目索引启用工具提示。" msgid "Sorts items in the list by their text." msgstr "按文本对列表中的项目进行排序。" -msgid "" -"If [code]true[/code], the currently selected item can be selected again." +msgid "If [code]true[/code], the currently selected item can be selected again." msgstr "如果为 [code]true[/code],则可以再次选择当前选中的项目。" msgid "If [code]true[/code], right mouse button click can select items." msgstr "如果为 [code]true[/code],点击鼠标右键可以选中项目。" msgid "" -"If [code]true[/code], the control will automatically resize the height to " -"fit its content." +"If [code]true[/code], allows navigating the [ItemList] with letter keys " +"through incremental search." +msgstr "如果为 [code]true[/code],则允许用字母键通过增量搜索导航 [ItemList]。" + +msgid "" +"If [code]true[/code], the control will automatically resize the height to fit " +"its content." msgstr "如果为 [code]true[/code],控件将自动调整高度以适合其内容。" msgid "" "The width all columns will be adjusted to.\n" -"A value of zero disables the adjustment, each item will have a width equal " -"to the width of its content and the columns will have an uneven width." +"A value of zero disables the adjustment, each item will have a width equal to " +"the width of its content and the columns will have an uneven width." msgstr "" "所有列的宽度将调整为。\n" "零值禁用调整,每个项目的宽度将等于其内容的宽度,列的宽度将不均匀。" @@ -53038,8 +58703,7 @@ msgstr "" msgid "" "The icon position, whether above or to the left of the text. See the [enum " "IconMode] constants." -msgstr "" -"图标的位置,是在文本的上方还是在文本的左边。参阅 [enum IconMode] 常量。" +msgstr "图标的位置,是在文本的上方还是在文本的左边。参阅 [enum IconMode] 常量。" msgid "" "The scale of icon applied after [member fixed_icon_size] and transposing " @@ -53051,8 +58715,7 @@ msgstr "当前列表中的项目数。" msgid "" "Maximum columns the list will have.\n" -"If greater than zero, the content will be split among the specified " -"columns.\n" +"If greater than zero, the content will be split among the specified columns.\n" "A value of zero means unlimited columns, i.e. all items will be put in the " "same row." msgstr "" @@ -53080,8 +58743,7 @@ msgstr "" "如果为 [code]true[/code],则宽度等于所有列的最大列宽度。" msgid "" -"Allows single or multiple item selection. See the [enum SelectMode] " -"constants." +"Allows single or multiple item selection. See the [enum SelectMode] constants." msgstr "允许单选或多选。参阅[enum SelectMode]常量。" msgid "" @@ -53139,6 +58801,9 @@ msgstr "允许通过按住 [kbd]Ctrl[/kbd] 或 [kbd]Shift[/kbd] 来选择多个 msgid "Default text [Color] of the item." msgstr "项目的默认文本颜色 [Color]。" +msgid "Text [Color] used when the item is hovered and not selected yet." +msgstr "项目处于悬停但未选中状态时使用的文本 [Color]。" + msgid "The tint of text outline of the item." msgstr "项目文本轮廓的色调。" @@ -53170,8 +58835,8 @@ msgstr "" "项目文本轮廓的大小。\n" "[b]注意:[/b]如果使用启用了 [member FontFile." "multichannel_signed_distance_field] 的字体,其 [member FontFile." -"msdf_pixel_range] 必须至少设置为 [theme_item outline_size] 的[i]两倍[/i],轮" -"廓渲染才能看起来正确。否则,轮廓可能会比预期的更早被切断。" +"msdf_pixel_range] 必须至少设置为 [theme_item outline_size] 的[i]两倍[/i],轮廓" +"渲染才能看起来正确。否则,轮廓可能会比预期的更早被切断。" msgid "The vertical spacing between items." msgstr "项目菜单之间的垂直间距。" @@ -53194,6 +58859,9 @@ msgid "" "below everything else." msgstr "该 [ItemList]的焦点样式,绘制在背景之上,但低于其他东西。" +msgid "[StyleBox] for the hovered, but not selected items." +msgstr "悬停但未被选中的项目的 [StyleBox]。" + msgid "The background style for the [ItemList]." msgstr "该 [ItemList] 的默认背景。" @@ -53213,8 +58881,8 @@ msgstr "单例,在 Web 导出中将引擎与浏览器的 JavaScript 上下文 msgid "" "The JavaScriptBridge singleton is implemented only in the Web export. It's " -"used to access the browser's JavaScript context. This allows interaction " -"with embedding pages or calling third-party JavaScript APIs.\n" +"used to access the browser's JavaScript context. This allows interaction with " +"embedding pages or calling third-party JavaScript APIs.\n" "[b]Note:[/b] This singleton can be disabled at build-time to improve " "security. By default, the JavaScriptBridge singleton is enabled. Official " "export templates also have the JavaScriptBridge singleton enabled. See " @@ -53236,8 +58904,8 @@ msgid "" "JavaScript. The reference must be kept until the callback happens, or it " "won't be called at all. See [JavaScriptObject] for usage." msgstr "" -"创建一个对可被 JavaScript 用作回调的 [Callable] 的引用。该引用必须一直保留到" -"回调发生,否则根本不会被调用。有关用法,请参阅 [JavaScriptObject]。" +"创建一个对可被 JavaScript 用作回调的 [Callable] 的引用。该引用必须一直保留到回" +"调发生,否则根本不会被调用。有关用法,请参阅 [JavaScriptObject]。" msgid "" "Creates a new JavaScript object using the [code]new[/code] constructor. The " @@ -53254,10 +58922,10 @@ msgid "" "[b]Note:[/b] The browser may override the [url=https://en.wikipedia.org/wiki/" "Media_type]MIME type[/url] provided based on the file [param name]'s " "extension.\n" -"[b]Note:[/b] Browsers might block the download if [method download_buffer] " -"is not being called from a user interaction (e.g. button click).\n" -"[b]Note:[/b] Browsers might ask the user for permission or block the " -"download if multiple download requests are made in a quick succession." +"[b]Note:[/b] Browsers might block the download if [method download_buffer] is " +"not being called from a user interaction (e.g. button click).\n" +"[b]Note:[/b] Browsers might ask the user for permission or block the download " +"if multiple download requests are made in a quick succession." msgstr "" "提示用户下载一个包含指定 [param buffer] 的文件。该文件将具有给定的 [param " "name] 和 [param mime] 类型。\n" @@ -53269,18 +58937,16 @@ msgstr "" "载。" msgid "" -"Execute the string [param code] as JavaScript code within the browser " -"window. This is a call to the actual global JavaScript function [code]eval()" -"[/code].\n" +"Execute the string [param code] as JavaScript code within the browser window. " +"This is a call to the actual global JavaScript function [code]eval()[/code].\n" "If [param use_global_execution_context] is [code]true[/code], the code will " "be evaluated in the global execution context. Otherwise, it is evaluated in " "the execution context of a function within the engine's runtime environment." msgstr "" "在浏览器窗口中将字符串 [param code] 作为 JavaScript 代码执行。这是对实际的全" "局 JavaScript 函数 [code]eval()[/code] 的调用。\n" -"如果 [param use_global_execution_context] 为 [code]true[/code],则代码将在全" -"局执行上下文中被求值。否则,它将在引擎运行时环境中的函数的执行上下文中进行求" -"值。" +"如果 [param use_global_execution_context] 为 [code]true[/code],则代码将在全局" +"执行上下文中被求值。否则,它将在引擎运行时环境中的函数的执行上下文中进行求值。" msgid "" "Force synchronization of the persistent file system (when enabled).\n" @@ -53293,14 +58959,12 @@ msgstr "" msgid "" "Returns an interface to a JavaScript object that can be used by scripts. The " "[param interface] must be a valid property of the JavaScript [code]window[/" -"code]. The callback must accept a single [Array] argument, which will " -"contain the JavaScript [code]arguments[/code]. See [JavaScriptObject] for " -"usage." +"code]. The callback must accept a single [Array] argument, which will contain " +"the JavaScript [code]arguments[/code]. See [JavaScriptObject] for usage." msgstr "" "返回一个可以被脚本使用的 JavaScript 对象的接口。[param interface] 必须是 " -"JavaScript [code]window[/code] 的有效属性。回调必须接受单个 [Array] 参数,它" -"将包含 JavaScript [code]arguments[/code]。有关用法,请参阅 " -"[JavaScriptObject]。" +"JavaScript [code]window[/code] 的有效属性。回调必须接受单个 [Array] 参数,它将" +"包含 JavaScript [code]arguments[/code]。有关用法,请参阅 [JavaScriptObject]。" msgid "" "Returns [code]true[/code] if a new version of the progressive web app is " @@ -53314,8 +58978,8 @@ msgid "" "Performs the live update of the progressive web app. Forcing the new version " "to be installed and the page to be reloaded.\n" "[b]Note:[/b] Your application will be [b]reloaded in all browser tabs[/b].\n" -"[b]Note:[/b] Only relevant when exported as a Progressive Web App and " -"[method pwa_needs_update] returns [code]true[/code]." +"[b]Note:[/b] Only relevant when exported as a Progressive Web App and [method " +"pwa_needs_update] returns [code]true[/code]." msgstr "" "执行该渐进式网络应用程序的在线更新。强制安装新版本并重新载入该页面。\n" "[b]注意:[/b]你的应用程序将[b]在所有浏览器标签页中重新载入[/b]。\n" @@ -53327,34 +58991,115 @@ msgid "" "waiting to be activated because a previous version is active. See [method " "pwa_update] to force the update to take place immediately." msgstr "" -"在检测到该渐进式网络应用程序的更新,但因为存在活动的较早版本而等待激活时触" -"发。要强制立即执行更新,请参阅 [method pwa_update]。" +"在检测到该渐进式网络应用程序的更新,但因为存在活动的较早版本而等待激活时触发。" +"要强制立即执行更新,请参阅 [method pwa_update]。" msgid "A wrapper class for web native JavaScript objects." msgstr "Web 原生 JavaScript 对象的封装类。" +msgid "" +"JavaScriptObject is used to interact with JavaScript objects retrieved or " +"created via [method JavaScriptBridge.get_interface], [method JavaScriptBridge." +"create_object], or [method JavaScriptBridge.create_callback].\n" +"[b]Example:[/b]\n" +"[codeblock]\n" +"extends Node\n" +"\n" +"var _my_js_callback = JavaScriptBridge.create_callback(myCallback) # This " +"reference must be kept\n" +"var console = JavaScriptBridge.get_interface(\"console\")\n" +"\n" +"func _init():\n" +" var buf = JavaScriptBridge.create_object(\"ArrayBuffer\", 10) # new " +"ArrayBuffer(10)\n" +" print(buf) # prints [JavaScriptObject:OBJECT_ID]\n" +" var uint8arr = JavaScriptBridge.create_object(\"Uint8Array\", buf) # new " +"Uint8Array(buf)\n" +" uint8arr[1] = 255\n" +" prints(uint8arr[1], uint8arr.byteLength) # prints 255 10\n" +" console.log(uint8arr) # prints in browser console \"Uint8Array(10) [ 0, " +"255, 0, 0, 0, 0, 0, 0, 0, 0 ]\"\n" +"\n" +" # Equivalent of JavaScriptBridge: Array.from(uint8arr)." +"forEach(myCallback)\n" +" JavaScriptBridge.get_interface(\"Array\").from(uint8arr)." +"forEach(_my_js_callback)\n" +"\n" +"func myCallback(args):\n" +" # Will be called with the parameters passed to the \"forEach\" callback\n" +" # [0, 0, [JavaScriptObject:1173]]\n" +" # [255, 1, [JavaScriptObject:1173]]\n" +" # ...\n" +" # [0, 9, [JavaScriptObject:1180]]\n" +" print(args)\n" +"[/codeblock]\n" +"[b]Note:[/b] Only available in the Web platform." +msgstr "" +"JavaScriptObject 用于与通过 [method JavaScriptBridge.get_interface]、[method " +"JavaScriptBridge.create_object] 或 [method JavaScriptBridge.create_callback] " +"检索或创建的 JavaScript 对象进行交互。\n" +"[b]示例:[/b]\n" +"[codeblock]\n" +"extends Node\n" +"\n" +"var _my_js_callback = JavaScriptBridge.create_callback(myCallback) # 必须保留" +"该引用\n" +"var console = JavaScriptBridge.get_interface(\"console\")\n" +"\n" +"func _init():\n" +" var buf = JavaScriptBridge.create_object(\"ArrayBuffer\", 10) # 新建 " +"ArrayBuffer(10)\n" +" print(buf) # 输出 [JavaScriptObject:OBJECT_ID]\n" +" var uint8arr = JavaScriptBridge.create_object(\"Uint8Array\", buf) # 新建 " +"Uint8Array(buf)\n" +" uint8arr[1] = 255\n" +" prints(uint8arr[1], uint8arr.byteLength) # 输出 255 10\n" +" console.log(uint8arr) # prints in browser console \"Uint8Array(10) [ 0, " +"255, 0, 0, 0, 0, 0, 0, 0, 0 ]\"\n" +"\n" +" # 等效于 JavaScriptBridge: Array.from(uint8arr).forEach(myCallback)\n" +" JavaScriptBridge.get_interface(\"Array\").from(uint8arr)." +"forEach(_my_js_callback)\n" +"\n" +"func myCallback(args):\n" +" # 将使用传递给“forEach”回调的参数调用\n" +" # [0, 0, [JavaScriptObject:1173]]\n" +" # [255, 1, [JavaScriptObject:1173]]\n" +" # ...\n" +" # [0, 9, [JavaScriptObject:1180]]\n" +" print(args)\n" +"[/codeblock]\n" +"[b]注意:[/b]仅在 Web 平台上可用。" + msgid "" "Singleton that connects the engine with Android plugins to interface with " "native Android code." msgstr "将引擎与 Android 插件连接起来以与原生 Android 代码交互的单例。" msgid "" -"The JNISingleton is implemented only in the Android export. It's used to " -"call methods and connect signals from an Android plugin written in Java or " -"Kotlin. Methods and signals can be called and connected to the JNISingleton " -"as if it is a Node. See [url=https://en.wikipedia.org/wiki/" -"Java_Native_Interface]Java Native Interface - Wikipedia[/url] for more " -"information." +"The JNISingleton is implemented only in the Android export. It's used to call " +"methods and connect signals from an Android plugin written in Java or Kotlin. " +"Methods and signals can be called and connected to the JNISingleton as if it " +"is a Node. See [url=https://en.wikipedia.org/wiki/Java_Native_Interface]Java " +"Native Interface - Wikipedia[/url] for more information." msgstr "" "JNISingleton 仅在 Android 导出中实现。它用于从用 Java 或 Kotlin 编写的 " "Android 插件调用方法、连接信号。方法和信号可以被调用并连接到 JNISingleton,就" -"好像它是一个 Node 一样。有关更多信息,请参阅 [url=https://zh.wikipedia.org/" -"zh-cn/Java%E6%9C%AC%E5%9C%B0%E6%8E%A5%E5%8F%A3]Java 本地接口 - 维基百科[/" -"url]。" +"好像它是一个 Node 一样。有关更多信息,请参阅 [url=https://zh.wikipedia.org/zh-" +"cn/Java%E6%9C%AC%E5%9C%B0%E6%8E%A5%E5%8F%A3]Java 本地接口 - 维基百科[/url]。" msgid "Creating Android plugins" msgstr "创建 Android 插件" +msgid "Abstract base class for all 2D physics joints." +msgstr "所有 2D 物理关节的抽象基类。" + +msgid "" +"Abstract base class for all joints in 2D physics. 2D joints bind together two " +"physics bodies and apply a constraint." +msgstr "" +"2D 物理中所有关节的抽象基类。2D 关节能够将两个物理体绑定在一起并施加约束。" + msgid "" "When [member node_a] and [member node_b] move in different directions the " "[code]bias[/code] controls how fast the joint pulls them back to their " @@ -53363,9 +59108,9 @@ msgid "" "When set to [code]0[/code], the default value from [member ProjectSettings." "physics/2d/solver/default_constraint_bias] is used." msgstr "" -"当 [member node_a] 和 [member node_b] 向不同方向移动时,[code]bias[/code] 控" -"制关节将它们拉回到原始位置的速度。[code]bias[/code] 越低,两个实体对该关节的" -"拉力就越大。\n" +"当 [member node_a] 和 [member node_b] 向不同方向移动时,[code]bias[/code] 控制" +"关节将它们拉回到原始位置的速度。[code]bias[/code] 越低,两个实体对该关节的拉力" +"就越大。\n" "当被设置为 [code]0[/code] 时,使用来自 [member ProjectSettings.physics/2d/" "solver/default_constraint_bias] 的默认值。" @@ -53377,10 +59122,18 @@ msgstr "" msgid "The first body attached to the joint. Must derive from [PhysicsBody2D]." msgstr "连接到关节的第一个实体。必须继承自 [PhysicsBody2D] 。" -msgid "" -"The second body attached to the joint. Must derive from [PhysicsBody2D]." +msgid "The second body attached to the joint. Must derive from [PhysicsBody2D]." msgstr "连接到关节的第二个实体。必须继承自 [PhysicsBody2D]。" +msgid "Abstract base class for all 3D physics joints." +msgstr "所有 3D 物理关节的抽象基类。" + +msgid "" +"Abstract base class for all joints in 3D physics. 3D joints bind together two " +"physics bodies and apply a constraint." +msgstr "" +"3D 物理中所有关节的抽象基类。3D 关节能够将两个物理体绑定在一起并施加约束。" + msgid "3D Truck Town Demo" msgstr "3D 货车镇演示" @@ -53404,6 +59157,92 @@ msgstr "" msgid "Helper class for creating and parsing JSON data." msgstr "用于创建和解析 JSON 数据的辅助类。" +msgid "" +"The [JSON] enables all data types to be converted to and from a JSON string. " +"This useful for serializing data to save to a file or send over the network.\n" +"[method stringify] is used to convert any data type into a JSON string.\n" +"[method parse] is used to convert any existing JSON data into a [Variant] " +"that can be used within Godot. If successfully parsed, use [member data] to " +"retrieve the [Variant], and use [code]typeof[/code] to check if the Variant's " +"type is what you expect. JSON Objects are converted into a [Dictionary], but " +"JSON data can be used to store [Array]s, numbers, [String]s and even just a " +"boolean.\n" +"[b]Example[/b]\n" +"[codeblock]\n" +"var data_to_send = [\"a\", \"b\", \"c\"]\n" +"var json_string = JSON.stringify(data_to_send)\n" +"# Save data\n" +"# ...\n" +"# Retrieve data\n" +"var json = JSON.new()\n" +"var error = json.parse(json_string)\n" +"if error == OK:\n" +" var data_received = json.data\n" +" if typeof(data_received) == TYPE_ARRAY:\n" +" print(data_received) # Prints array\n" +" else:\n" +" print(\"Unexpected data\")\n" +"else:\n" +" print(\"JSON Parse Error: \", json.get_error_message(), \" in \", " +"json_string, \" at line \", json.get_error_line())\n" +"[/codeblock]\n" +"Alternatively, you can parse string using the static [method parse_string] " +"method, but it doesn't allow to handle errors.\n" +"[codeblock]\n" +"var data = JSON.parse_string(json_string) # Returns null if parsing failed.\n" +"[/codeblock]\n" +"[b]Note:[/b] Both parse methods do not fully comply with the JSON " +"specification:\n" +"- Trailing commas in arrays or objects are ignored, instead of causing a " +"parser error.\n" +"- New line and tab characters are accepted in string literals, and are " +"treated like their corresponding escape sequences [code]\\n[/code] and " +"[code]\\t[/code].\n" +"- Numbers are parsed using [method String.to_float] which is generally more " +"lax than the JSON specification.\n" +"- Certain errors, such as invalid Unicode sequences, do not cause a parser " +"error. Instead, the string is cleansed and an error is logged to the console." +msgstr "" +"[JSON] 允许所有数据类型与 JSON 字符串相互转换。 这对于序列化数据以保存到文件或" +"通过网络发送很有用。\n" +"[method stringify] 用于将任何数据类型转换为 JSON 字符串。\n" +"[method parse] 用于将任何现有的 JSON 数据转换为可以在 Godot 中使用的 " +"[Variant]。如果解析成功,使用 [member data] 检索 [Variant],并使用 " +"[code]typeof[/code] 检查 Variant 的类型是否符合您的预期。JSON 对象被转换为 " +"[Dictionary],但 JSON 数据可用于存储 [Array]、数字、[String],甚至只是一个布尔" +"值。\n" +"[b]示例[/b]\n" +"[codeblock]\n" +"var data_to_send = [\"a\", \"b\", \"c\"]\n" +"var json_string = JSON.stringify(data_to_send)\n" +"# 保存数据\n" +"# ...\n" +"# 检索数据\n" +"var json = JSON.new()\n" +"var error = json.parse(json_string)\n" +"if error == OK:\n" +" var data_received = json.data\n" +" if typeof(data_received) == TYPE_ARRAY:\n" +" print(data_received) # 输出 array\n" +" else:\n" +" print(\"Unexpected data\")\n" +"else:\n" +" print(\"JSON Parse Error: \", json.get_error_message(), \" in \", " +"json_string, \" at line \", json.get_error_line())\n" +"[/codeblock]\n" +"或者,您可以使用静态 [method parse_string] 方法解析字符串,但它不允许处理错" +"误。\n" +"[codeblock]\n" +"var data = JSON.parse_string(json_string) # 如果解析失败则返回 null。\n" +"[/codeblock]\n" +"[b]注意:[/b]两种解析方式都不完全符合 JSON 规范:\n" +"- 数组或对象中的尾随逗号将被忽略,而不是引起解析器错误。\n" +"- 换行符和制表符在字符串文字中被接受,并被视为它们相应的转义序列 [code]\\n[/" +"code] 和 [code]\\t[/code]。\n" +"- 使用 [method String.to_float] 解析数字,这通常比 JSON 规范更宽松。\n" +"- 某些错误,例如无效的 Unicode 序列,不会导致解析器错误。相反,该字符串会被清" +"理并将错误记录到控制台。" + msgid "" "Returns [code]0[/code] if the last call to [method parse] was successful, or " "the line number where the parse failed." @@ -53412,11 +59251,10 @@ msgstr "" "行号。" msgid "" -"Returns an empty string if the last call to [method parse] was successful, " -"or the error message if it failed." +"Returns an empty string if the last call to [method parse] was successful, or " +"the error message if it failed." msgstr "" -"如果上一次调用 [method parse] 成功,则返回空字符串,否则返回失败时的错误消" -"息。" +"如果上一次调用 [method parse] 成功,则返回空字符串,否则返回失败时的错误消息。" msgid "" "Return the text parsed by [method parse] as long as the function is " @@ -53426,9 +59264,9 @@ msgstr "只要该函数被指示以保留该文本,就返回由 [method parse] msgid "" "Attempts to parse the [param json_text] provided.\n" "Returns an [enum Error]. If the parse was successful, it returns [constant " -"OK] and the result can be retrieved using [member data]. If unsuccessful, " -"use [method get_error_line] and [method get_error_message] for identifying " -"the source of the failure.\n" +"OK] and the result can be retrieved using [member data]. If unsuccessful, use " +"[method get_error_line] and [method get_error_message] for identifying the " +"source of the failure.\n" "Non-static variant of [method parse_string], if you want custom error " "handling.\n" "The optional [param keep_text] argument instructs the parser to keep a copy " @@ -53459,8 +59297,8 @@ msgid "" "but only a [i]number[/i] type. Therefore, converting a Variant to JSON text " "will convert all numerical values to [float] types.\n" "[b]Note:[/b] If [param full_precision] is [code]true[/code], when " -"stringifying floats, the unreliable digits are stringified in addition to " -"the reliable digits to guarantee exact decoding.\n" +"stringifying floats, the unreliable digits are stringified in addition to the " +"reliable digits to guarantee exact decoding.\n" "The [param indent] parameter controls if and how something is indented, the " "string used for this parameter will be used where there should be an indent " "in the output, even spaces like [code]\" \"[/code] will work. [code]\\t[/" @@ -53513,8 +59351,8 @@ msgstr "" "[b]注意:[/b]如果 [param full_precision] 为 [code]true[/code],则在字符串化浮" "点数时,除可靠数字外,还将对不可靠数字进行字符串化,以保证准确解码。\n" "[param indent] 参数控制是否缩进以及如何缩进,用于输出该参数的字符串时应该有缩" -"进的地方,甚至可以使用空格 [code]\" \"[/code]。[code]\\t[/code] 和 " -"[code]\\n[/code] 可用于制表符缩进,或分别为每个缩进换行。\n" +"进的地方,甚至可以使用空格 [code]\" \"[/code]。[code]\\t[/code] 和 [code]\\n[/" +"code] 可用于制表符缩进,或分别为每个缩进换行。\n" "[b]示例输出:[/b]\n" "[codeblock]\n" "## JSON.stringify(my_dictionary)\n" @@ -53565,14 +59403,14 @@ msgid "" "[url=https://www.jsonrpc.org/]JSON-RPC[/url] is a standard which wraps a " "method call in a [JSON] object. The object has a particular structure and " "identifies which method is called, the parameters to that function, and " -"carries an ID to keep track of responses. This class implements that " -"standard on top of [Dictionary]; you will have to convert between a " -"[Dictionary] and [JSON] with other functions." +"carries an ID to keep track of responses. This class implements that standard " +"on top of [Dictionary]; you will have to convert between a [Dictionary] and " +"[JSON] with other functions." msgstr "" "[url=https://www.jsonrpc.org/]JSON-RPC[/url] 是一项标准,它将方法调用包装在一" "个 [JSON] 对象中。该对象有一个特定的结构,并标识出哪个方法被调用,该函数的参" -"数,并携带一个 ID 来跟踪响应。这个类在 [Dictionary] 之上实现了该标准;你必须" -"用其他函数在 [Dictionary] 和 [JSON] 之间进行转换。" +"数,并携带一个 ID 来跟踪响应。这个类在 [Dictionary] 之上实现了该标准;你必须用" +"其他函数在 [Dictionary] 和 [JSON] 之间进行转换。" msgid "" "Returns a dictionary in the form of a JSON-RPC notification. Notifications " @@ -53608,8 +59446,7 @@ msgid "" "- [param result]: The return value of the function which was called.\n" "- [param id]: The ID of the request this response is targeted to." msgstr "" -"当服务器接收并处理了请求时,它应该发送响应。如果不想要响应,则需要发送通" -"知。\n" +"当服务器接收并处理了请求时,它应该发送响应。如果不想要响应,则需要发送通知。\n" "- [param result]:被调用的函数的返回值。\n" "- [param id]:该响应针对的请求的 ID。" @@ -53647,19 +59484,36 @@ msgid "" "JSONRPC subclass." msgstr "请求了方法调用,但 JSONRPC 子类中不存在该名称的函数。" +msgid "Holds collision data from the movement of a [PhysicsBody2D]." +msgstr "存放移动 [PhysicsBody2D] 所产生的碰撞数据。" + +msgid "" +"Holds collision data from the movement of a [PhysicsBody2D], usually from " +"[method PhysicsBody2D.move_and_collide]. When a [PhysicsBody2D] is moved, it " +"stops if it detects a collision with another body. If a collision is " +"detected, a [KinematicCollision2D] object is returned.\n" +"The collision data includes the colliding object, the remaining motion, and " +"the collision position. This data can be used to determine a custom response " +"to the collision." +msgstr "" +"存放移动 [PhysicsBody2D] 所产生的碰撞数据,通常是由 [method PhysicsBody2D." +"move_and_collide] 产生的。移动 [PhysicsBody2D] 时,它会在检测到与另一个实体发" +"生碰撞时停止。检测到碰撞时就会返回 [KinematicCollision2D] 对象。\n" +"碰撞数据包括碰撞对象、剩余运动和碰撞位置。可以使用该数据进行碰撞的自定义响应。" + msgid "" "Returns the collision angle according to [param up_direction], which is " "[constant Vector2.UP] by default. This value is always positive." msgstr "" -"根据 [param up_direction] 返回碰撞角度,[param up_direction] 默认为 " -"[constant Vector2.UP]。该返回值始终为正。" +"根据 [param up_direction] 返回碰撞角度,[param up_direction] 默认为 [constant " +"Vector2.UP]。该返回值始终为正。" msgid "Returns the colliding body's attached [Object]." msgstr "返回该碰撞实体所附加的 [Object]。" msgid "" -"Returns the unique instance ID of the colliding body's attached [Object]. " -"See [method Object.get_instance_id]." +"Returns the unique instance ID of the colliding body's attached [Object]. See " +"[method Object.get_instance_id]." msgstr "" "返回该碰撞物体附加的 [Object] 的唯一实例 ID。见 [method Object." "get_instance_id]。" @@ -53695,26 +59549,42 @@ msgstr "返回移动对象的剩余移动向量。" msgid "Returns the moving object's travel before collision." msgstr "返回移动对象的在碰撞前的运动。" +msgid "Holds collision data from the movement of a [PhysicsBody3D]." +msgstr "存放移动 [PhysicsBody3D] 所产生的碰撞数据。" + +msgid "" +"Holds collision data from the movement of a [PhysicsBody3D], usually from " +"[method PhysicsBody3D.move_and_collide]. When a [PhysicsBody3D] is moved, it " +"stops if it detects a collision with another body. If a collision is " +"detected, a [KinematicCollision3D] object is returned.\n" +"The collision data includes the colliding object, the remaining motion, and " +"the collision position. This data can be used to determine a custom response " +"to the collision." +msgstr "" +"存放移动 [PhysicsBody3D] 所产生的碰撞数据,通常是由 [method PhysicsBody3D." +"move_and_collide] 产生的。移动 [PhysicsBody3D] 时,它会在检测到与另一个实体发" +"生碰撞时停止。检测到碰撞时就会返回 [KinematicCollision3D] 对象。\n" +"碰撞数据包括碰撞对象、剩余运动和碰撞位置。可以使用该数据进行碰撞的自定义响应。" + msgid "" "Returns the collision angle according to [param up_direction], which is " "[constant Vector3.UP] by default. This value is always positive." msgstr "" -"根据 [param up_direction] 返回碰撞角度,默认为 [constant Vector3.UP]。该值始" -"终为正。" +"根据 [param up_direction] 返回碰撞角度,默认为 [constant Vector3.UP]。该值始终" +"为正。" msgid "" "Returns the colliding body's attached [Object] given a collision index (the " "deepest collision by default)." -msgstr "" -"给定碰撞索引(默认情况下最深的碰撞),返回该碰撞实体所附加的 [Object]。" +msgstr "给定碰撞索引(默认情况下最深的碰撞),返回该碰撞实体所附加的 [Object]。" msgid "" "Returns the unique instance ID of the colliding body's attached [Object] " "given a collision index (the deepest collision by default). See [method " "Object.get_instance_id]." msgstr "" -"给定碰撞索引(默认情况下最深的碰撞),返回该碰撞实体所附加的 [Object] 的唯一" -"实例 ID。请参阅 [method Object.get_instance_id]。" +"给定碰撞索引(默认情况下最深的碰撞),返回该碰撞实体所附加的 [Object] 的唯一实" +"例 ID。请参阅 [method Object.get_instance_id]。" msgid "" "Returns the colliding body's [RID] used by the [PhysicsServer3D] given a " @@ -53729,8 +59599,8 @@ msgid "" msgstr "给定碰撞索引(默认情况下最深的碰撞),返回该碰撞实体的形状。" msgid "" -"Returns the colliding body's shape index given a collision index (the " -"deepest collision by default). See [CollisionObject3D]." +"Returns the colliding body's shape index given a collision index (the deepest " +"collision by default). See [CollisionObject3D]." msgstr "" "给定碰撞索引(默认情况下最深的碰撞),返回该碰撞实体的形状索引。请参阅 " "[CollisionObject3D]。" @@ -53749,8 +59619,8 @@ msgid "" msgstr "给定碰撞索引(默认情况下最深的碰撞),返回移动的对象的碰撞形状。" msgid "" -"Returns the colliding body's shape's normal at the point of collision given " -"a collision index (the deepest collision by default)." +"Returns the colliding body's shape's normal at the point of collision given a " +"collision index (the deepest collision by default)." msgstr "" "给定碰撞索引(默认情况下最深的碰撞),返回在碰撞点处该碰撞实体的形状的法线。" @@ -53759,6 +59629,18 @@ msgid "" "(the deepest collision by default)." msgstr "给定碰撞索引(默认情况下最深的碰撞),返回以全局坐标表示的碰撞点。" +msgid "A control for displaying plain text." +msgstr "用于显示纯文本的控件。" + +msgid "" +"A control for displaying plain text. It gives you control over the horizontal " +"and vertical alignment and can wrap the text inside the node's bounding " +"rectangle. It doesn't support bold, italics, or other rich text formatting. " +"For that, use [RichTextLabel] instead." +msgstr "" +"用于显示纯文本的控件。可以控制水平和垂直对齐方式以及文本在节点包围框内的换行方" +"式。不支持粗体、斜体等富文本格式。这种需求请改用 [RichTextLabel]。" + msgid "Returns the number of lines of text the Label has." msgstr "返回该 Label 的文本行数。" @@ -53783,33 +59665,37 @@ msgstr "返回显示的行数。如果 [Label] 的高度目前无法显示所有 msgid "" "If set to something other than [constant TextServer.AUTOWRAP_OFF], the text " -"gets wrapped inside the node's bounding rectangle. If you resize the node, " -"it will change its height automatically to show all the text. To see how " -"each mode behaves, see [enum TextServer.AutowrapMode]." +"gets wrapped inside the node's bounding rectangle. If you resize the node, it " +"will change its height automatically to show all the text. To see how each " +"mode behaves, see [enum TextServer.AutowrapMode]." msgstr "" -"如果设置为 [constant TextServer.AUTOWRAP_OFF] 以外的值,则文本将在节点的边界" -"矩形内自动换行。如果你调整节点大小,就会自动更改其高度,从而显示所有文本。要" -"了解每种模式的行为方式,请参阅 [enum TextServer.AutowrapMode]。" +"如果设置为 [constant TextServer.AUTOWRAP_OFF] 以外的值,则文本将在节点的边界矩" +"形内自动换行。如果你调整节点大小,就会自动更改其高度,从而显示所有文本。要了解" +"每种模式的行为方式,请参阅 [enum TextServer.AutowrapMode]。" msgid "" "If [code]true[/code], the Label only shows the text that fits inside its " "bounding rectangle and will clip text horizontally." msgstr "" -"如果为 [code]true[/code],Label 将仅显示位于其边界矩形内部的文本,并将水平裁" -"剪文本。" +"如果为 [code]true[/code],Label 将仅显示位于其边界矩形内部的文本,并将水平裁剪" +"文本。" msgid "" "Controls the text's horizontal alignment. Supports left, center, right, and " "fill, or justify. Set it to one of the [enum HorizontalAlignment] constants." msgstr "" -"控制文本的水平对齐方式。支持左对齐、居中对齐、右对齐、和填充、或两端对齐。将" -"其设置为 [enum HorizontalAlignment] 常量之一。" +"控制文本的水平对齐方式。支持左对齐、居中对齐、右对齐、和填充、或两端对齐。将其" +"设置为 [enum HorizontalAlignment] 常量之一。" msgid "" -"A [LabelSettings] resource that can be shared between multiple [Label] " -"nodes. Takes priority over theme properties." -msgstr "" -"[LabelSettings] 资源,可以在多个 [Label] 节点之间共享。优先于主题属性。" +"Line fill alignment rules. For more info see [enum TextServer." +"JustificationFlag]." +msgstr "行两端对齐规则。详见 [enum TextServer.JustificationFlag]。" + +msgid "" +"A [LabelSettings] resource that can be shared between multiple [Label] nodes. " +"Takes priority over theme properties." +msgstr "[LabelSettings] 资源,可以在多个 [Label] 节点之间共享。优先于主题属性。" msgid "" "The node ignores the first [code]lines_skipped[/code] lines before it starts " @@ -53845,11 +59731,10 @@ msgid "" "The number of characters to display. If set to [code]-1[/code], all " "characters are displayed. This can be useful when animating the text " "appearing in a dialog box.\n" -"[b]Note:[/b] Setting this property updates [member visible_ratio] " -"accordingly." +"[b]Note:[/b] Setting this property updates [member visible_ratio] accordingly." msgstr "" -"要显示的字符数。如果设置为 [code]-1[/code],则显示所有字符。这用于在对话框中" -"为显示的文本设置动画。\n" +"要显示的字符数。如果设置为 [code]-1[/code],则显示所有字符。这用于在对话框中为" +"显示的文本设置动画。\n" "[b]注意:[/b]设置该属性会相应地更新 [member visible_ratio]。" msgid "" @@ -53863,15 +59748,15 @@ msgstr "" msgid "" "The fraction of characters to display, relative to the total number of " "characters (see [method get_total_character_count]). If set to [code]1.0[/" -"code], all characters are displayed. If set to [code]0.5[/code], only half " -"of the characters will be displayed. This can be useful when animating the " -"text appearing in a dialog box.\n" +"code], all characters are displayed. If set to [code]0.5[/code], only half of " +"the characters will be displayed. This can be useful when animating the text " +"appearing in a dialog box.\n" "[b]Note:[/b] Setting this property updates [member visible_characters] " "accordingly." msgstr "" "相对于字符总数(参见 [method get_total_character_count]),要显示的字符的占" -"比。如果设置为 [code]1.0[/code],则显示所有字符。如果设置为 [code]0.5[/" -"code],则只显示一半的字符。这用于在对话框中为显示的文本设置动画。\n" +"比。如果设置为 [code]1.0[/code],则显示所有字符。如果设置为 [code]0.5[/code]," +"则只显示一半的字符。这用于在对话框中为显示的文本设置动画。\n" "[b]注意:[/b]设置该属性会相应地更新 [member visible_characters]。" msgid "Default text [Color] of the [Label]." @@ -53897,8 +59782,8 @@ msgstr "" "文字轮廓的大小。\n" "[b]注意:[/b]如果使用启用了 [member FontFile." "multichannel_signed_distance_field] 的字体,其 [member FontFile." -"msdf_pixel_range] 必须至少设置为 [theme_item outline_size] 的[i]两倍[/i],轮" -"廓渲染才能看起来正确。否则,轮廓可能会比预期的更早被切断。" +"msdf_pixel_range] 必须至少设置为 [theme_item outline_size] 的[i]两倍[/i],轮廓" +"渲染才能看起来正确。否则,轮廓可能会比预期的更早被切断。" msgid "The horizontal offset of the text's shadow." msgstr "文本阴影的水平偏移。" @@ -53918,6 +59803,17 @@ msgstr "该 [Label] 文本的字体大小。" msgid "Background [StyleBox] for the [Label]." msgstr "为 [Label] 设置背景样式盒 [StyleBox]。" +msgid "A node for displaying plain text in 3D space." +msgstr "用于在 3D 空间显示纯文本的节点。" + +msgid "" +"A node for displaying plain text in 3D space. By adjusting various properties " +"of this node, you can configure things such as the text's appearance and " +"whether it always faces the camera." +msgstr "" +"用于在 3D 空间显示纯文本的节点。通过调整该节点的各种属性,可以配置文本外观、是" +"否面朝相机等特性。" + msgid "" "Returns a [TriangleMesh] with the label's vertices following its current " "configuration (such as its [member pixel_size])." @@ -53935,8 +59831,7 @@ msgstr "" msgid "" "The type of alpha antialiasing to apply. See [enum BaseMaterial3D." "AlphaAntiAliasing]." -msgstr "" -"要应用的 Alpha 抗锯齿类型。见 [enum BaseMaterial3D.AlphaAntiAliasing]。" +msgstr "要应用的 Alpha 抗锯齿类型。见 [enum BaseMaterial3D.AlphaAntiAliasing]。" msgid "" "The alpha cutting mode to use for the sprite. See [enum AlphaCutMode] for " @@ -53952,8 +59847,8 @@ msgid "" msgstr "该标签的公告板模式。可能的值见 [enum BaseMaterial3D.BillboardMode]。" msgid "" -"If [code]true[/code], text can be seen from the back as well, if " -"[code]false[/code], it is invisible when looking at it from behind." +"If [code]true[/code], text can be seen from the back as well, if [code]false[/" +"code], it is invisible when looking at it from behind." msgstr "" "如果为 [code]true[/code],则从后面也可以看到文本,如果为 [code]false[/code]," "则从后面看它是不可见的。" @@ -53968,10 +59863,10 @@ msgstr "用于显示文本的字体配置。" msgid "" "Font size of the [Label3D]'s text. To make the font look more detailed when " -"up close, increase [member font_size] while decreasing [member pixel_size] " -"at the same time.\n" -"Higher font sizes require more time to render new characters, which can " -"cause stuttering during gameplay." +"up close, increase [member font_size] while decreasing [member pixel_size] at " +"the same time.\n" +"Higher font sizes require more time to render new characters, which can cause " +"stuttering during gameplay." msgstr "" "[Label3D] 文本的字体大小。为了让字体在近距离时看起来更细腻,可增加 [member " "font_size],同时减小 [member pixel_size]。\n" @@ -54013,12 +59908,12 @@ msgid "" "font look more detailed when up close, increase [member font_size] while " "decreasing [member pixel_size] at the same time." msgstr "" -"标签中一个像素宽度对应缩放至的 3D 大小。要让字体在较近距离时也能够看到细节," -"请在减小 [member pixel_size] 的同时增大 [member font_size]。" +"标签中一个像素宽度对应缩放至的 3D 大小。要让字体在较近距离时也能够看到细节,请" +"在减小 [member pixel_size] 的同时增大 [member font_size]。" msgid "" -"Sets the render priority for the text. Higher priority objects will be " -"sorted in front of lower priority objects.\n" +"Sets the render priority for the text. Higher priority objects will be sorted " +"in front of lower priority objects.\n" "[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant " "ALPHA_CUT_DISABLED] (default value).\n" "[b]Note:[/b] This only applies to sorting of transparent objects. This will " @@ -54057,16 +59952,16 @@ msgid "If set, lights in the environment affect the label." msgstr "如果打开,环境中的灯光会影响该标签。" msgid "" -"If set, text can be seen from the back as well. If not, the text is " -"invisible when looking at it from behind." +"If set, text can be seen from the back as well. If not, the text is invisible " +"when looking at it from behind." msgstr "如果打开,从后面也可以看到文本。如果不打开,从后面看该文本是不可见的。" msgid "" "Disables the depth test, so this object is drawn on top of all others. " "However, objects drawn after it in the draw order may cover it." msgstr "" -"禁用深度测试,所以这个对象被画在所有其他对象的上面。但是,在绘制顺序中,在它" -"之后绘制的对象可能会覆盖它。" +"禁用深度测试,所以这个对象被画在所有其他对象的上面。但是,在绘制顺序中,在它之" +"后绘制的对象可能会覆盖它。" msgid "" "Label is scaled by depth so that it always appears the same size on screen." @@ -54076,50 +59971,48 @@ msgid "Represents the size of the [enum DrawFlags] enum." msgstr "代表 [enum DrawFlags] 枚举的大小。" msgid "" -"This mode performs standard alpha blending. It can display translucent " -"areas, but transparency sorting issues may be visible when multiple " -"transparent materials are overlapping. [member GeometryInstance3D." -"cast_shadow] has no effect when this transparency mode is used; the " -"[Label3D] will never cast shadows." +"This mode performs standard alpha blending. It can display translucent areas, " +"but transparency sorting issues may be visible when multiple transparent " +"materials are overlapping. [member GeometryInstance3D.cast_shadow] has no " +"effect when this transparency mode is used; the [Label3D] will never cast " +"shadows." msgstr "" "该模式会执行标准的 Alpha 混合。它可以显示半透明区域,但当多个透明材质重叠时," -"可能会出现透明度排序问题。[member GeometryInstance3D.cast_shadow] 在使用该透" -"明模式时无效;[Label3D] 永远不会投射阴影。" +"可能会出现透明度排序问题。[member GeometryInstance3D.cast_shadow] 在使用该透明" +"模式时无效;[Label3D] 永远不会投射阴影。" msgid "" "This mode only allows fully transparent or fully opaque pixels. Harsh edges " -"will be visible unless some form of screen-space antialiasing is enabled " -"(see [member ProjectSettings.rendering/anti_aliasing/quality/" -"screen_space_aa]). This mode is also known as [i]alpha testing[/i] or [i]1-" -"bit transparency[/i].\n" +"will be visible unless some form of screen-space antialiasing is enabled (see " +"[member ProjectSettings.rendering/anti_aliasing/quality/screen_space_aa]). " +"This mode is also known as [i]alpha testing[/i] or [i]1-bit transparency[/" +"i].\n" "[b]Note:[/b] This mode might have issues with anti-aliased fonts and " -"outlines, try adjusting [member alpha_scissor_threshold] or using MSDF " -"font.\n" -"[b]Note:[/b] When using text with overlapping glyphs (e.g., cursive " -"scripts), this mode might have transparency sorting issues between the main " -"text and the outline." +"outlines, try adjusting [member alpha_scissor_threshold] or using MSDF font.\n" +"[b]Note:[/b] When using text with overlapping glyphs (e.g., cursive scripts), " +"this mode might have transparency sorting issues between the main text and " +"the outline." msgstr "" "该模式仅允许完全透明、或完全不透明的像素。除非启用了某种形式的屏幕空间抗锯齿" "(请参阅 [member ProjectSettings.rendering/anti_aliasing/quality/" -"screen_space_aa]),否则会看到粗糙的边缘。该模式也被称为 [i]Alpha 测试[/i] " -"或 [i]1 位透明度[/i]。\n" +"screen_space_aa]),否则会看到粗糙的边缘。该模式也被称为 [i]Alpha 测试[/i] 或 " +"[i]1 位透明度[/i]。\n" "[b]注意:[/b]该模式可能会出现抗锯齿字体和轮廓问题,请尝试调整 [member " "alpha_scissor_threshold] 或使用 MSDF 字体。\n" "[b]注意:[/b]当使用具有重叠字形的文本(例如草书)时,该模式可能会在正文和轮廓" "之间,出现透明度排序问题。" msgid "" -"This mode draws fully opaque pixels in the depth prepass. This is slower " -"than [constant ALPHA_CUT_DISABLED] or [constant ALPHA_CUT_DISCARD], but it " -"allows displaying translucent areas and smooth edges while using proper " -"sorting.\n" -"[b]Note:[/b] When using text with overlapping glyphs (e.g., cursive " -"scripts), this mode might have transparency sorting issues between the main " -"text and the outline." +"This mode draws fully opaque pixels in the depth prepass. This is slower than " +"[constant ALPHA_CUT_DISABLED] or [constant ALPHA_CUT_DISCARD], but it allows " +"displaying translucent areas and smooth edges while using proper sorting.\n" +"[b]Note:[/b] When using text with overlapping glyphs (e.g., cursive scripts), " +"this mode might have transparency sorting issues between the main text and " +"the outline." msgstr "" "这个模式会在深度预处理时绘制完全不透明的像素。比 [constant " -"ALPHA_CUT_DISABLED] 或 [constant ALPHA_CUT_DISCARD] 要慢,但能够对半透明区域" -"和平滑边缘进行正确的排序。\n" +"ALPHA_CUT_DISABLED] 或 [constant ALPHA_CUT_DISCARD] 要慢,但能够对半透明区域和" +"平滑边缘进行正确的排序。\n" "[b]注意:[/b]文本中存在重叠的字形时(例如手写体),这个模式可能会造成主文本和" "轮廓的透明度排序问题。" @@ -54128,6 +60021,20 @@ msgid "" "threshold, the rest will remain opaque." msgstr "该模式绘制时会截断所有低于空间确定性阈值的值,其余值将保持不透明。" +msgid "Provides common settings to customize the text in a [Label]." +msgstr "提供能够在 [Label] 中自定义文本的常见设置。" + +msgid "" +"[LabelSettings] is a resource that provides common settings to customize the " +"text in a [Label]. It will take priority over the properties defined in " +"[member Control.theme]. The resource can be shared between multiple labels " +"and changed on the fly, so it's convenient and flexible way to setup text " +"style." +msgstr "" +"[LabelSettings] 是一种提供在 [Label] 中自定义文本的常见设置的资源。优先于 " +"[member Control.theme] 中定义的属性。该资源可以在多个标签之间共享,可以随时替" +"换,因此可以方便、灵活地设置文本样式。" + msgid "[Font] used for the text." msgstr "文本使用的 [Font]。" @@ -54162,8 +60069,8 @@ msgid "" "value, a mode (see constants), and various other parameters (range and " "shadows-related)." msgstr "" -"在 2D 环境中投射光线。光线由颜色、能量值、模式(见常量)以及其他各种参数(与" -"范围和阴影有关)来定义。" +"在 2D 环境中投射光线。光线由颜色、能量值、模式(见常量)以及其他各种参数(与范" +"围和阴影有关)来定义。" msgid "" "Returns the light's height, which is used in 2D normal mapping. See [member " @@ -54203,8 +60110,8 @@ msgid "" "[DirectionalLight2D], which will always light a 2D node regardless of the 2D " "node's [member CanvasItem.light_mask]." msgstr "" -"层遮罩。[member CanvasItem.light_mask] 与之匹配的对象才会被该 Light2D 影响。" -"另见 [member shadow_item_cull_mask],影响的是哪些对象能够投射阴影。\n" +"层遮罩。[member CanvasItem.light_mask] 与之匹配的对象才会被该 Light2D 影响。另" +"见 [member shadow_item_cull_mask],影响的是哪些对象能够投射阴影。\n" "[b]注意:[/b][DirectionalLight2D] 会忽略 [member range_item_cull_mask],始终" "对 2D 节点进行照明,无论其 [member CanvasItem.light_mask] 的取值。" @@ -54244,8 +60151,8 @@ msgstr "" msgid "" "The shadow mask. Used with [LightOccluder2D] to cast shadows. Only occluders " "with a matching [member CanvasItem.light_mask] will cast shadows. See also " -"[member range_item_cull_mask], which affects which objects can [i]receive[/" -"i] the light." +"[member range_item_cull_mask], which affects which objects can [i]receive[/i] " +"the light." msgstr "" "阴影遮罩。与 [LightOccluder2D] 一起使用以投射阴影。只有匹配 [member " "CanvasItem.light_mask] 的遮挡物才会投射阴影。另见 [member " @@ -54270,12 +60177,12 @@ msgid "" "the slowest shadow filtering mode, and should be used sparingly. See [member " "shadow_filter]." msgstr "" -"对阴影贴图使用百分比接近过滤(13 个样本)。最慢的阴影过滤模式,应谨慎使用。" -"见 [member shadow_filter]。" +"对阴影贴图使用百分比接近过滤(13 个样本)。最慢的阴影过滤模式,应谨慎使用。见 " +"[member shadow_filter]。" msgid "" -"Adds the value of pixels corresponding to the Light2D to the values of " -"pixels under it. This is the common behavior of a light." +"Adds the value of pixels corresponding to the Light2D to the values of pixels " +"under it. This is the common behavior of a light." msgstr "将 Light2D 对应的像素值与其下方的像素值相加。这是灯的常见行为。" msgid "" @@ -54306,8 +60213,8 @@ msgstr "3D 灯光与阴影" msgid "" "Returns the [Color] of an idealized blackbody at the given [member " "light_temperature]. This value is calculated internally based on the [member " -"light_temperature]. This [Color] is multiplied by [member light_color] " -"before being sent to the [RenderingServer]." +"light_temperature]. This [Color] is multiplied by [member light_color] before " +"being sent to the [RenderingServer]." msgstr "" "返回给定 [member light_temperature] 下的理想化黑体的 [Color]。该值是根据 " "[member light_temperature] 在内部计算得出的。该 [Color] 在被发送到 " @@ -54339,8 +60246,8 @@ msgstr "" "如果为 [code]true[/code],从 [member distance_fade_begin] 开始,当远离活动的 " "[Camera3D] 时,灯光会平滑地消失。这充当了一种多细节层次(LOD)形式。灯光将在 " "[member distance_fade_begin] + [member distance_fade_length] 之外淡出,之后它" -"将被剔除并且根本不会被发送到着色器。使用它可以减少场景中的活动灯光数量,从而" -"提高性能。\n" +"将被剔除并且根本不会被发送到着色器。使用它可以减少场景中的活动灯光数量,从而提" +"高性能。\n" "[b]注意:[/b]仅对 [OmniLight3D] 和 [SpotLight3D] 有效。" msgid "" @@ -54349,15 +60256,15 @@ msgid "" "completely invisible at the end.\n" "[b]Note:[/b] Only effective for [OmniLight3D] and [SpotLight3D]." msgstr "" -"灯光及其阴影消失的距离。灯光的能量和阴影的不透明度,在此距离内逐渐降低,最终" -"完全不可见。\n" +"灯光及其阴影消失的距离。灯光的能量和阴影的不透明度,在此距离内逐渐降低,最终完" +"全不可见。\n" "[b]注意:[/b]仅对 [OmniLight3D] 和 [SpotLight3D] 有效。" msgid "" "The distance from the camera at which the light's shadow cuts off (in 3D " -"units). Set this to a value lower than [member distance_fade_begin] + " -"[member distance_fade_length] to further improve performance, as shadow " -"rendering is often more expensive than light rendering itself.\n" +"units). Set this to a value lower than [member distance_fade_begin] + [member " +"distance_fade_length] to further improve performance, as shadow rendering is " +"often more expensive than light rendering itself.\n" "[b]Note:[/b] Only effective for [OmniLight3D] and [SpotLight3D], and only " "when [member shadow_enabled] is [code]true[/code]." msgstr "" @@ -54373,10 +60280,10 @@ msgid "" msgstr "如果为 [code]true[/code],灯光只在编辑器中出现,在运行时将不可见。" msgid "" -"The light's angular size in degrees. Increasing this will make shadows " -"softer at greater distances (also called percentage-closer soft shadows, or " -"PCSS). Only available for [DirectionalLight3D]s. For reference, the Sun from " -"the Earth is approximately [code]0.5[/code]. Increasing this value above " +"The light's angular size in degrees. Increasing this will make shadows softer " +"at greater distances (also called percentage-closer soft shadows, or PCSS). " +"Only available for [DirectionalLight3D]s. For reference, the Sun from the " +"Earth is approximately [code]0.5[/code]. Increasing this value above " "[code]0.0[/code] for lights with shadows enabled will have a noticeable " "performance cost due to PCSS.\n" "[b]Note:[/b] [member light_angular_distance] is not affected by [member " @@ -54384,10 +60291,10 @@ msgid "" "[b]Note:[/b] PCSS for directional lights is only supported in the Forward+ " "rendering method, not Mobile or Compatibility." msgstr "" -"灯光的角度大小,单位是度。增加此值将使阴影在更远的距离处更柔和(也称为百分比" -"更近的柔和阴影,或 PCSS)。仅适用于 [DirectionalLight3D]。作为参考,太阳距离" -"地球大约是 [code]0.5[/code]。对于启用了阴影的灯光,将此值增加到 [code]0.0[/" -"code] 以上,将由于 PCSS 而产生明显的性能成本。\n" +"灯光的角度大小,单位是度。增加此值将使阴影在更远的距离处更柔和(也称为百分比更" +"近的柔和阴影,或 PCSS)。仅适用于 [DirectionalLight3D]。作为参考,太阳距离地球" +"大约是 [code]0.5[/code]。对于启用了阴影的灯光,将此值增加到 [code]0.0[/code] " +"以上,将由于 PCSS 而产生明显的性能成本。\n" "[b]注意:[/b][member light_angular_distance] 不受 [member Node3D.scale](灯光" "的缩放或其父级的缩放)的影响。\n" "[b]注意:[/b]定向光的 PCSS 仅支持 Forward+ 渲染方式,不支持 Mobile 或 " @@ -54404,11 +60311,11 @@ msgstr "" "GeometryInstance3D.gi_mode]。" msgid "" -"The light's color. An [i]overbright[/i] color can be used to achieve a " -"result equivalent to increasing the light's [member light_energy]." +"The light's color. An [i]overbright[/i] color can be used to achieve a result " +"equivalent to increasing the light's [member light_energy]." msgstr "" -"光的颜色。[i]过亮[/i]的颜色可用于实现与增加光的 [member light_energy] 相等价" -"的结果。" +"光的颜色。[i]过亮[/i]的颜色可用于实现与增加光的 [member light_energy] 相等价的" +"结果。" msgid "The light will affect objects in the selected layers." msgstr "灯光将影响所选图层中的对象。" @@ -54435,23 +60342,23 @@ msgstr "" msgid "" "Used by positional lights ([OmniLight3D] and [SpotLight3D]) when [member " "ProjectSettings.rendering/lights_and_shadows/use_physical_light_units] is " -"[code]true[/code]. Sets the intensity of the light source measured in " -"Lumens. Lumens are a measure of luminous flux, which is the total amount of " -"visible light emitted by a light source per unit of time.\n" +"[code]true[/code]. Sets the intensity of the light source measured in Lumens. " +"Lumens are a measure of luminous flux, which is the total amount of visible " +"light emitted by a light source per unit of time.\n" "For [SpotLight3D]s, we assume that the area outside the visible cone is " "surrounded by a perfect light absorbing material. Accordingly, the apparent " "brightness of the cone area does not change as the cone increases and " "decreases in size.\n" "A typical household lightbulb can range from around 600 lumens to 1,200 " -"lumens, a candle is about 13 lumens, while a streetlight can be " -"approximately 60,000 lumens." +"lumens, a candle is about 13 lumens, while a streetlight can be approximately " +"60,000 lumens." msgstr "" "当 [member ProjectSettings.rendering/lights_and_shadows/" -"use_physical_light_units] 为 [code]true[/code] 时,由定位灯([OmniLight3D] " -"和 [SpotLight3D])使用。设置光源的强度,测量单位为流明。流明是对光通量的一种" -"度量,它是光源在单位时间内发出的可见光总量。\n" -"对于 [SpotLight3D],我们假设可见锥体之外的区域将被完美的光吸收材质包围。因" -"此,锥体区域的表观亮度不会随着锥体大小的增大和减小而改变。\n" +"use_physical_light_units] 为 [code]true[/code] 时,由定位灯([OmniLight3D] 和 " +"[SpotLight3D])使用。设置光源的强度,测量单位为流明。流明是对光通量的一种度" +"量,它是光源在单位时间内发出的可见光总量。\n" +"对于 [SpotLight3D],我们假设可见锥体之外的区域将被完美的光吸收材质包围。因此," +"锥体区域的表观亮度不会随着锥体大小的增大和减小而改变。\n" "一只典型的家用灯泡的流明范围从 600 流明到 1,200 流明不等,一支蜡烛的流明约为 " "13 流明,而一盏路灯的流明约为 60,000 流明。" @@ -54480,9 +60387,9 @@ msgstr "" msgid "" "[Texture2D] projected by light. [member shadow_enabled] must be on for the " -"projector to work. Light projectors make the light appear as if it is " -"shining through a colored but transparent object, almost like light shining " -"through stained-glass.\n" +"projector to work. Light projectors make the light appear as if it is shining " +"through a colored but transparent object, almost like light shining through " +"stained-glass.\n" "[b]Note:[/b] Unlike [BaseMaterial3D] whose filter mode can be adjusted on a " "per-material basis, the filter mode for light projector textures is set " "globally with [member ProjectSettings.rendering/textures/light_projectors/" @@ -54490,9 +60397,9 @@ msgid "" "[b]Note:[/b] Light projector textures are only supported in the Forward+ and " "Mobile rendering methods, not Compatibility." msgstr "" -"[Texture2D] 由灯光投影。[member shadow_enabled] 必须打开,投影仪才能工作。灯" -"光投影仪使光线看起来像是透过彩色但透明的物体照射,几乎就像光线透过彩色玻璃照" -"射一样。\n" +"[Texture2D] 由灯光投影。[member shadow_enabled] 必须打开,投影仪才能工作。灯光" +"投影仪使光线看起来像是透过彩色但透明的物体照射,几乎就像光线透过彩色玻璃照射一" +"样。\n" "[b]注意:[/b]不像 [BaseMaterial3D] 的过滤器模式可以在每个材质的基础上进行调" "整,灯光投影仪纹理的过滤器模式是通过 [member ProjectSettings.rendering/" "textures/light_projectors/filter] 全局设置的。\n" @@ -54501,18 +60408,18 @@ msgstr "" msgid "" "The size of the light in Godot units. Only available for [OmniLight3D]s and " -"[SpotLight3D]s. Increasing this value will make the light fade out slower " -"and shadows appear blurrier (also called percentage-closer soft shadows, or " -"PCSS). This can be used to simulate area lights to an extent. Increasing " -"this value above [code]0.0[/code] for lights with shadows enabled will have " -"a noticeable performance cost due to PCSS.\n" +"[SpotLight3D]s. Increasing this value will make the light fade out slower and " +"shadows appear blurrier (also called percentage-closer soft shadows, or " +"PCSS). This can be used to simulate area lights to an extent. Increasing this " +"value above [code]0.0[/code] for lights with shadows enabled will have a " +"noticeable performance cost due to PCSS.\n" "[b]Note:[/b] [member light_size] is not affected by [member Node3D.scale] " "(the light's scale or its parent's scale).\n" -"[b]Note:[/b] PCSS for positional lights is only supported in the Forward+ " -"and Mobile rendering methods, not Compatibility." +"[b]Note:[/b] PCSS for positional lights is only supported in the Forward+ and " +"Mobile rendering methods, not Compatibility." msgstr "" -"灯光的大小,使用 Godot 的单位。仅适用于 [OmniLight3D] 和 [SpotLight3D]。增加" -"此值将使光线淡出速度变慢,并且阴影看起来更模糊(也称为百分比接近软阴影或 " +"灯光的大小,使用 Godot 的单位。仅适用于 [OmniLight3D] 和 [SpotLight3D]。增加此" +"值将使光线淡出速度变慢,并且阴影看起来更模糊(也称为百分比接近软阴影或 " "PCSS)。这可用于在一定程度上模拟区域光。对于启用了阴影的灯光,将此值增加到 " "[code]0.0[/code] 以上,将由于 PCSS 而产生明显的性能成本。\n" "[b]注意:[/b][member light_size] 不受 [member Node3D.scale](灯光的缩放或其父" @@ -54526,8 +60433,8 @@ msgid "" "emission, this can be used to avoid unrealistic reflections when placing " "lights above an emissive surface." msgstr "" -"受灯光影响的对象中镜面反射斑点的强度。在 [code]0[/code] 处,灯光变成纯漫反射" -"灯光。当不烘焙发射时,这可用于在发光表面上方放置灯光时避免不真实的反射。" +"受灯光影响的对象中镜面反射斑点的强度。在 [code]0[/code] 处,灯光变成纯漫反射灯" +"光。当不烘焙发射时,这可用于在发光表面上方放置灯光时避免不真实的反射。" msgid "" "Sets the color temperature of the light source, measured in Kelvin. This is " @@ -54537,14 +60444,14 @@ msgid "" "between 5500 to 6000 Kelvin, and on a clear day at sunrise or sunset it " "ranges to around 1850 Kelvin." msgstr "" -"设置光源的色温,测量单位为开尔文。这用于计算对 [member light_color] 着色的相" -"关色温。\n" -"阴天的太阳温度约为 6500 开尔文,晴天的太阳温度在 5500 到 6000 开尔文之间,晴" -"天日出或日落时的太阳温度范围为 1850 开尔文左右。" +"设置光源的色温,测量单位为开尔文。这用于计算对 [member light_color] 着色的相关" +"色温。\n" +"阴天的太阳温度约为 6500 开尔文,晴天的太阳温度在 5500 到 6000 开尔文之间,晴天" +"日出或日落时的太阳温度范围为 1850 开尔文左右。" msgid "" -"Secondary multiplier multiplied with [member light_energy] then used with " -"the [Environment]'s volumetric fog (if enabled). If set to [code]0.0[/code], " +"Secondary multiplier multiplied with [member light_energy] then used with the " +"[Environment]'s volumetric fog (if enabled). If set to [code]0.0[/code], " "computing volumetric fog will be skipped for this light, which can improve " "performance for large amounts of lights when volumetric fog is enabled.\n" "[b]Note:[/b] To prevent short-lived dynamic light effects from poorly " @@ -54553,21 +60460,21 @@ msgid "" "Environment.volumetric_fog_temporal_reprojection_enabled] is disabled (or " "unless the reprojection amount is significantly lowered)." msgstr "" -"与 [member light_energy] 相乘的次级乘数,然后与 [Environment] 的体积雾(如果" -"启用)一起使用。如果设置为 [code]0.0[/code],将用于该灯的体积雾计算将被跳过," -"这可以在启用体积雾时提高大量灯光的性能。\n" +"与 [member light_energy] 相乘的次级乘数,然后与 [Environment] 的体积雾(如果启" +"用)一起使用。如果设置为 [code]0.0[/code],将用于该灯的体积雾计算将被跳过,这" +"可以在启用体积雾时提高大量灯光的性能。\n" "[b]注意:[/b]除非 [member Environment." -"volumetric_fog_temporal_reprojection_enabled] 被禁用(或者除非重投影的量显著" -"降低),否则为防止短暂的动态光效与体积雾的互动性差,这些效果中使用的光应将 " +"volumetric_fog_temporal_reprojection_enabled] 被禁用(或者除非重投影的量显著降" +"低),否则为防止短暂的动态光效与体积雾的互动性差,这些效果中使用的光应将 " "[member light_volumetric_fog_energy] 设置为 [code]0.0[/code]。" msgid "" -"Used to adjust shadow appearance. Too small a value results in self-" -"shadowing (\"shadow acne\"), while too large a value causes shadows to " -"separate from casters (\"peter-panning\"). Adjust as needed." +"Used to adjust shadow appearance. Too small a value results in self-shadowing " +"(\"shadow acne\"), while too large a value causes shadows to separate from " +"casters (\"peter-panning\"). Adjust as needed." msgstr "" -"用于调整阴影表现。值太小会导致自阴影(“阴影失真”),而值太大会导致阴影与之分" -"离(“阴影悬浮”)。根据需要进行调整。" +"用于调整阴影表现。值太小会导致自阴影(“阴影失真”),而值太大会导致阴影与之分离" +"(“阴影悬浮”)。根据需要进行调整。" msgid "" "Blurs the edges of the shadow. Can be used to hide pixel artifacts in low-" @@ -54575,8 +60482,8 @@ msgid "" "appear grainy and can cause other unwanted artifacts. Try to keep as near " "default as possible." msgstr "" -"模糊阴影的边缘。可用于隐藏低分辨率阴影贴图中的像素伪影。高值会影响性能,使阴" -"影看起来有颗粒感,并可能导致其他不需要的伪影。尽量保持接近默认值。" +"模糊阴影的边缘。可用于隐藏低分辨率阴影贴图中的像素伪影。高值会影响性能,使阴影" +"看起来有颗粒感,并可能导致其他不需要的伪影。尽量保持接近默认值。" msgid "" "If [code]true[/code], the light will cast real-time shadows. This has a " @@ -54584,9 +60491,9 @@ msgid "" "noticeable difference in the scene's appearance, and consider using [member " "distance_fade_enabled] to hide the light when far away from the [Camera3D]." msgstr "" -"如果为 [code]true[/code],则灯光将投射实时阴影。这具有显著的性能成本。仅当阴" -"影渲染对场景外观产生明显影响时,才启用阴影渲染,并考虑在远离 [Camera3D] 时使" -"用 [member distance_fade_enabled] 隐藏该灯光。" +"如果为 [code]true[/code],则灯光将投射实时阴影。这具有显著的性能成本。仅当阴影" +"渲染对场景外观产生明显影响时,才启用阴影渲染,并考虑在远离 [Camera3D] 时使用 " +"[member distance_fade_enabled] 隐藏该灯光。" msgid "" "Offsets the lookup into the shadow map by the object's normal. This can be " @@ -54594,17 +60501,17 @@ msgid "" "In practice, this value should be tweaked along with [member shadow_bias] to " "reduce artifacts as much as possible." msgstr "" -"通过对象的法线,将查找偏移到阴影贴图中。这可用于在不使用 [member " -"shadow_bias] 的情况下,减少自身阴影伪影。在实践中,这个值应该与 [member " -"shadow_bias] 一起调整,以尽可能减少伪影。" +"通过对象的法线,将查找偏移到阴影贴图中。这可用于在不使用 [member shadow_bias] " +"的情况下,减少自身阴影伪影。在实践中,这个值应该与 [member shadow_bias] 一起调" +"整,以尽可能减少伪影。" msgid "" "The opacity to use when rendering the light's shadow map. Values lower than " "[code]1.0[/code] make the light appear through shadows. This can be used to " "fake global illumination at a low performance cost." msgstr "" -"渲染灯光的阴影贴图时使用的不透明度。低于 [code]1.0[/code] 的值会使光线透过阴" -"影出现。这可以用于以较低的性能成本,伪造全局照明。" +"渲染灯光的阴影贴图时使用的不透明度。低于 [code]1.0[/code] 的值会使光线透过阴影" +"出现。这可以用于以较低的性能成本,伪造全局照明。" msgid "" "If [code]true[/code], reverses the backface culling of the mesh. This can be " @@ -54630,11 +60537,11 @@ msgid "Constant for accessing [member light_specular]." msgstr "用于访问 [member light_specular] 的常量。" msgid "" -"Constant for accessing [member OmniLight3D.omni_range] or [member " -"SpotLight3D.spot_range]." +"Constant for accessing [member OmniLight3D.omni_range] or [member SpotLight3D." +"spot_range]." msgstr "" -"用于访问 [member OmniLight3D.omni_range] 或 [member SpotLight3D.spot_range] " -"的常量。" +"用于访问 [member OmniLight3D.omni_range] 或 [member SpotLight3D.spot_range] 的" +"常量。" msgid "Constant for accessing [member light_size]." msgstr "用于访问 [member light_size] 的常量。" @@ -54659,20 +60566,17 @@ msgstr "" "用于访问 [member DirectionalLight3D.directional_shadow_max_distance] 的常量。" msgid "" -"Constant for accessing [member DirectionalLight3D." -"directional_shadow_split_1]." +"Constant for accessing [member DirectionalLight3D.directional_shadow_split_1]." msgstr "" "用于访问 [member DirectionalLight3D.directional_shadow_split_1] 的常量。" msgid "" -"Constant for accessing [member DirectionalLight3D." -"directional_shadow_split_2]." +"Constant for accessing [member DirectionalLight3D.directional_shadow_split_2]." msgstr "" "用于访问 [member DirectionalLight3D.directional_shadow_split_2] 的常量。" msgid "" -"Constant for accessing [member DirectionalLight3D." -"directional_shadow_split_3]." +"Constant for accessing [member DirectionalLight3D.directional_shadow_split_3]." msgstr "" "用于访问 [member DirectionalLight3D.directional_shadow_split_3] 的常量。" @@ -54713,16 +60617,16 @@ msgstr "" "use_physical_light_units] 为 [code]true[/code] 时使用。" msgid "" -"Light is ignored when baking. This is the fastest mode, but the light will " -"be taken into account when baking global illumination. This mode should " +"Light is ignored when baking. This is the fastest mode, but the light will be " +"taken into account when baking global illumination. This mode should " "generally be used for dynamic lights that change quickly, as the effect of " "global illumination is less noticeable on those lights.\n" "[b]Note:[/b] Hiding a light does [i]not[/i] affect baking [LightmapGI]. " "Hiding a light will still affect baking [VoxelGI] and SDFGI (see [member " "Environment.sdfgi_enabled)." msgstr "" -"烘焙时灯光将被忽略。这是最快的模式,但是在烘焙全局照明时仍会考虑该灯光。该模" -"式通常应用于快速变化的动态灯光,因为全局照明的效果在这些灯光上不太明显。\n" +"烘焙时灯光将被忽略。这是最快的模式,但是在烘焙全局照明时仍会考虑该灯光。该模式" +"通常应用于快速变化的动态灯光,因为全局照明的效果在这些灯光上不太明显。\n" "[b]注意:[/b]将灯光隐藏,[i]不[/i]影响烘焙 [LightmapGI]。但将灯光隐藏,仍会影" "响烘焙 [VoxelGI] 和 SDFGI(请参阅 [member Environment.sdfgi_enabled])。" @@ -54734,9 +60638,9 @@ msgid "" "large changes such as toggling a light on and off." msgstr "" "在静态烘焙([VoxelGI]、[LightmapGI]、SDFGI([member Environment." -"sdfgi_enabled]))时,考虑了灯光。灯光可以四处移动或修改,但其全局照明不会实" -"时更新。这适用于细微的变化(例如闪烁的手电筒),但通常不适用于大的变化,例如" -"打开和关闭灯光。" +"sdfgi_enabled]))时,考虑了灯光。灯光可以四处移动或修改,但其全局照明不会实时" +"更新。这适用于细微的变化(例如闪烁的手电筒),但通常不适用于大的变化,例如打开" +"和关闭灯光。" msgid "" "Light is taken into account in dynamic baking ([VoxelGI] and SDFGI ([member " @@ -54759,20 +60663,20 @@ msgid "Computes and stores baked lightmaps for fast global illumination." msgstr "计算并存储烘焙光照贴图,以实现快速全局照明。" msgid "" -"The [LightmapGI] node is used to compute and store baked lightmaps. " -"Lightmaps are used to provide high-quality indirect lighting with very " -"little light leaking. [LightmapGI] can also provide rough reflections using " -"spherical harmonics if [member directional] is enabled. Dynamic objects can " -"receive indirect lighting thanks to [i]light probes[/i], which can be " -"automatically placed by setting [member generate_probes_subdiv] to a value " -"other than [constant GENERATE_PROBES_DISABLED]. Additional lightmap probes " -"can also be added by creating [LightmapProbe] nodes. The downside is that " -"lightmaps are fully static and cannot be baked in an exported project. " -"Baking a [LightmapGI] node is also slower compared to [VoxelGI].\n" -"[b]Procedural generation:[/b] Lightmap baking functionality is only " -"available in the editor. This means [LightmapGI] is not suited to " -"procedurally generated or user-built levels. For procedurally generated or " -"user-built levels, use [VoxelGI] or SDFGI instead (see [member Environment." +"The [LightmapGI] node is used to compute and store baked lightmaps. Lightmaps " +"are used to provide high-quality indirect lighting with very little light " +"leaking. [LightmapGI] can also provide rough reflections using spherical " +"harmonics if [member directional] is enabled. Dynamic objects can receive " +"indirect lighting thanks to [i]light probes[/i], which can be automatically " +"placed by setting [member generate_probes_subdiv] to a value other than " +"[constant GENERATE_PROBES_DISABLED]. Additional lightmap probes can also be " +"added by creating [LightmapProbe] nodes. The downside is that lightmaps are " +"fully static and cannot be baked in an exported project. Baking a " +"[LightmapGI] node is also slower compared to [VoxelGI].\n" +"[b]Procedural generation:[/b] Lightmap baking functionality is only available " +"in the editor. This means [LightmapGI] is not suited to procedurally " +"generated or user-built levels. For procedurally generated or user-built " +"levels, use [VoxelGI] or SDFGI instead (see [member Environment." "sdfgi_enabled]).\n" "[b]Performance:[/b] [LightmapGI] provides the best possible run-time " "performance for global illumination. It is suitable for low-end hardware " @@ -54785,21 +60689,21 @@ msgid "" "be baked when using the Vulkan backend (Forward+ or Mobile), not OpenGL." msgstr "" "[LightmapGI] 节点用于计算和存储烘焙的光照贴图。光照贴图用于提供高质量的间接照" -"明,并且漏光很少。如果启用 [member directional],[LightmapGI] 还可以使用球谐" -"函数,以提供粗略的反射。由于[i]光照探针[/i],动态物体可以接收间接光照,可以通" -"过将 [member generate_probes_subdiv] 设置为 [constant " -"GENERATE_PROBES_DISABLED] 以外的值,来自动放置光照探针。也可以通过创建 " -"[LightmapProbe] 节点,来添加额外的光照贴图探针。缺点是光照贴图是完全静态的," -"不能在导出的项目中烘焙。与 [VoxelGI] 相比,烘焙 [LightmapGI] 节点也更慢。\n" +"明,并且漏光很少。如果启用 [member directional],[LightmapGI] 还可以使用球谐函" +"数,以提供粗略的反射。由于[i]光照探针[/i],动态物体可以接收间接光照,可以通过" +"将 [member generate_probes_subdiv] 设置为 [constant GENERATE_PROBES_DISABLED] " +"以外的值,来自动放置光照探针。也可以通过创建 [LightmapProbe] 节点,来添加额外" +"的光照贴图探针。缺点是光照贴图是完全静态的,不能在导出的项目中烘焙。与 " +"[VoxelGI] 相比,烘焙 [LightmapGI] 节点也更慢。\n" "[b]程序生成:[/b]光照贴图烘焙功能仅在编辑器中可用。这意味着 [LightmapGI] 不适" -"合程序生成或用户构建的关卡。对于程序生成或用户构建的关卡,请改用 [VoxelGI] " -"或 SDFGI(请参阅 [member Environment.sdfgi_enabled])。\n" -"[b]性能:[/b][LightmapGI] 为全局照明提供最佳的运行时性能。它适用于包括集成显" -"卡和移动设备在内的低端硬件。\n" +"合程序生成或用户构建的关卡。对于程序生成或用户构建的关卡,请改用 [VoxelGI] 或 " +"SDFGI(请参阅 [member Environment.sdfgi_enabled])。\n" +"[b]性能:[/b][LightmapGI] 为全局照明提供最佳的运行时性能。它适用于包括集成显卡" +"和移动设备在内的低端硬件。\n" "[b]注意:[/b]由于光照贴图的工作方式,大多数属性只有在光照贴图被再次烘焙后,才" "会产生可见效果。\n" -"[b]注意:[/b]不支持在 [CSGShape3D] 和 [PrimitiveMesh] 上烘焙光照贴图,因为它" -"们无法存储烘焙所需的 UV2 数据。\n" +"[b]注意:[/b]不支持在 [CSGShape3D] 和 [PrimitiveMesh] 上烘焙光照贴图,因为它们" +"无法存储烘焙所需的 UV2 数据。\n" "[b]注意:[/b]如果没有安装自定义光照贴图,[LightmapGI] 只能在使用 Vulkan 后端" "(Forward+ 或 Mobile)时进行烘焙,而不能在使用 OpenGL 时烘焙。" @@ -54816,12 +60720,11 @@ msgstr "" msgid "" "Number of light bounces that are taken into account during baking. Higher " "values result in brighter, more realistic lighting, at the cost of longer " -"bake times. If set to [code]0[/code], only environment lighting, direct " -"light and emissive lighting is baked." +"bake times. If set to [code]0[/code], only environment lighting, direct light " +"and emissive lighting is baked." msgstr "" -"烘焙过程中考虑的光反弹次数。较高的值会产生更明亮、更逼真的光线,但代价是更长" -"的烘焙时间。如果设置为 [code]0[/code],则仅烘焙环境光线、直接光线和自发光光" -"线。" +"烘焙过程中考虑的光反弹次数。较高的值会产生更明亮、更逼真的光线,但代价是更长的" +"烘焙时间。如果设置为 [code]0[/code],则仅烘焙环境光线、直接光线和自发光光线。" msgid "" "The [CameraAttributes] resource that specifies exposure levels to bake at. " @@ -54837,24 +60740,24 @@ msgstr "" msgid "" "If [code]true[/code], bakes lightmaps to contain directional information as " "spherical harmonics. This results in more realistic lighting appearance, " -"especially with normal mapped materials and for lights that have their " -"direct light baked ([member Light3D.light_bake_mode] set to [constant " -"Light3D.BAKE_STATIC]). The directional information is also used to provide " -"rough reflections for static and dynamic objects. This has a small run-time " +"especially with normal mapped materials and for lights that have their direct " +"light baked ([member Light3D.light_bake_mode] set to [constant Light3D." +"BAKE_STATIC]). The directional information is also used to provide rough " +"reflections for static and dynamic objects. This has a small run-time " "performance cost as the shader has to perform more work to interpret the " "direction information from the lightmap. Directional lightmaps also take " "longer to bake and result in larger file sizes.\n" "[b]Note:[/b] The property's name has no relationship with " "[DirectionalLight3D]. [member directional] works with all light types." msgstr "" -"如果为 [code]true[/code],烘焙光照贴图以包含作为球谐函数的方向信息。这会产生" -"更逼真的光照外观,尤其是使用法线贴图材质和烘焙了直射光的灯光([member " -"Light3D.light_bake_mode] 设置为 [constant Light3D.BAKE_STATIC])。方向信息还" -"用于为静态和动态对象提供粗略的反射。这有一个小的运行时性能成本,因为着色器必" -"须执行更多的工作,来解释来自光照贴图的方向信息。定向光照贴图也需要更长的时间" -"来烘焙并产生更大的文件大小。\n" -"[b]注意:[/b]属性的名称与 [DirectionalLight3D] 没有关系。[member " -"directional] 适用于所有灯光类型。" +"如果为 [code]true[/code],烘焙光照贴图以包含作为球谐函数的方向信息。这会产生更" +"逼真的光照外观,尤其是使用法线贴图材质和烘焙了直射光的灯光([member Light3D." +"light_bake_mode] 设置为 [constant Light3D.BAKE_STATIC])。方向信息还用于为静态" +"和动态对象提供粗略的反射。这有一个小的运行时性能成本,因为着色器必须执行更多的" +"工作,来解释来自光照贴图的方向信息。定向光照贴图也需要更长的时间来烘焙并产生更" +"大的文件大小。\n" +"[b]注意:[/b]属性的名称与 [DirectionalLight3D] 没有关系。[member directional] " +"适用于所有灯光类型。" msgid "" "The color to use for environment lighting. Only effective if [member " @@ -54871,8 +60774,8 @@ msgstr "" "ENVIRONMENT_MODE_CUSTOM_COLOR] 时有效。" msgid "" -"The sky to use as a source of environment lighting. Only effective if " -"[member environment_mode] is [constant ENVIRONMENT_MODE_CUSTOM_SKY]." +"The sky to use as a source of environment lighting. Only effective if [member " +"environment_mode] is [constant ENVIRONMENT_MODE_CUSTOM_SKY]." msgstr "" "用作环境照明光源的天空。仅在 [member environment_mode] 为 [constant " "ENVIRONMENT_MODE_CUSTOM_SKY] 时有效。" @@ -54898,8 +60801,7 @@ msgstr "" "[b]注意:[/b]不管 [member generate_probes_subdiv],动态对象上的直接光照,总是" "使用 [Light3D] 节点实时应用。" -msgid "" -"If [code]true[/code], ignore environment lighting when baking lightmaps." +msgid "If [code]true[/code], ignore environment lighting when baking lightmaps." msgstr "如果为 [code]true[/code],则会在烘焙光照贴图时忽略环境光照。" msgid "" @@ -54911,23 +60813,23 @@ msgstr "" msgid "" "The maximum texture size for the generated texture atlas. Higher values will " -"result in fewer slices being generated, but may not work on all hardware as " -"a result of hardware limitations on texture sizes. Leave [member " +"result in fewer slices being generated, but may not work on all hardware as a " +"result of hardware limitations on texture sizes. Leave [member " "max_texture_size] at its default value of [code]16384[/code] if unsure." msgstr "" -"生成的纹理图集的最大纹理大小。更高的值将导致生成的切片更少,但由于硬件对纹理" -"大小的限制,可能无法在所有硬件上工作。如果不确定,请将 [member " +"生成的纹理图集的最大纹理大小。更高的值将导致生成的切片更少,但由于硬件对纹理大" +"小的限制,可能无法在所有硬件上工作。如果不确定,请将 [member " "max_texture_size] 保留为其默认值 [code]16384[/code]。" msgid "" -"The quality preset to use when baking lightmaps. This affects bake times, " -"but output file sizes remain mostly identical across quality levels.\n" +"The quality preset to use when baking lightmaps. This affects bake times, but " +"output file sizes remain mostly identical across quality levels.\n" "To further speed up bake times, decrease [member bounces], disable [member " -"use_denoiser] and increase the lightmap texel size on 3D scenes in the " -"Import doc." +"use_denoiser] and increase the lightmap texel size on 3D scenes in the Import " +"doc." msgstr "" -"烘焙光照贴图时使用的质量预设。这会影响烘焙时间,但输出文件的大小在所有质量级" -"别上基本相同。\n" +"烘焙光照贴图时使用的质量预设。这会影响烘焙时间,但输出文件的大小在所有质量级别" +"上基本相同。\n" "要进一步加快烘焙时间,请在导入停靠面板中减少 [member bounces]、禁用 [member " "use_denoiser]、并增加 3D 场景的光照贴图纹素大小。" @@ -54942,11 +60844,10 @@ msgid "" "lightmap baking, try disabling [member use_denoiser]." msgstr "" "如果为 [code]true[/code],则在生成的光照贴图上,使用基于 CPU 的降噪算法。这以" -"更长的烘焙时间为代价,消除了生成的光照贴图中的大部分噪点。尽管无损压缩在压缩" -"降噪图像方面可能做得更好,但使用降噪器通常不会显著影响文件大小。\n" +"更长的烘焙时间为代价,消除了生成的光照贴图中的大部分噪点。尽管无损压缩在压缩降" +"噪图像方面可能做得更好,但使用降噪器通常不会显著影响文件大小。\n" "[b]注意:[/b]在大场景中对光照贴图进行降噪时,内置降噪器(OpenImageDenoise)可" -"能会崩溃。如果在光照贴图烘焙结束时遇到崩溃,请尝试禁用 [member " -"use_denoiser]。" +"能会崩溃。如果在光照贴图烘焙结束时遇到崩溃,请尝试禁用 [member use_denoiser]。" msgid "" "Low bake quality (fastest bake times). The quality of this preset can be " @@ -55016,8 +60917,8 @@ msgid "" msgstr "光照贴图烘焙失败,原因是无法访问所编辑场景的根节点。" msgid "" -"Lightmap baking failed as the lightmap data resource is embedded in a " -"foreign resource." +"Lightmap baking failed as the lightmap data resource is embedded in a foreign " +"resource." msgstr "光照贴图烘焙失败,原因是光照贴图数据嵌入在外部资源之中。" msgid "" @@ -55037,9 +60938,9 @@ msgid "" "scenes in the Import dock and change their global illumination mode " "accordingly." msgstr "" -"光照贴图烘焙失败,原因是当前场景中没有 [member GeometryInstance3D.gi_mode] " -"为 [constant GeometryInstance3D.GI_MODE_STATIC] 且具有有效 UV2 映射的网格。可" -"能需要在导入停靠面板中选择 3D 场景,并相应地更改它们的全局照明模式。" +"光照贴图烘焙失败,原因是当前场景中没有 [member GeometryInstance3D.gi_mode] 为 " +"[constant GeometryInstance3D.GI_MODE_STATIC] 且具有有效 UV2 映射的网格。可能需" +"要在导入停靠面板中选择 3D 场景,并相应地更改它们的全局照明模式。" msgid "" "Lightmap baking failed as the lightmapper failed to analyze some of the " @@ -55050,8 +60951,7 @@ msgstr "" msgid "" "Lightmap baking failed as the resulting image couldn't be saved or imported " "by Godot after it was saved." -msgstr "" -"光照贴图烘焙失败,原因是最终的图像无法保存,或保存后无法被 Godot 导入。" +msgstr "光照贴图烘焙失败,原因是最终的图像无法保存,或保存后无法被 Godot 导入。" msgid "" "The user aborted the lightmap baking operation (typically by clicking the " @@ -55065,9 +60965,9 @@ msgstr "烘焙光照贴图时忽略环境光照。" msgid "" "Use the scene's environment lighting when baking lightmaps.\n" "[b]Note:[/b] If baking lightmaps in a scene with no [WorldEnvironment] node, " -"this will act like [constant ENVIRONMENT_MODE_DISABLED]. The editor's " -"preview sky and sun is [i]not[/i] taken into account by [LightmapGI] when " -"baking lightmaps." +"this will act like [constant ENVIRONMENT_MODE_DISABLED]. The editor's preview " +"sky and sun is [i]not[/i] taken into account by [LightmapGI] when baking " +"lightmaps." msgstr "" "烘焙光照贴图时,使用场景的环境光照。\n" "[b]注意:[/b]如果在没有 [WorldEnvironment] 节点的场景中烘焙光照贴图,这将表现" @@ -55077,8 +60977,7 @@ msgstr "" msgid "" "Use [member environment_custom_sky] as a source of environment lighting when " "baking lightmaps." -msgstr "" -"烘焙光照贴图时,使用 [member environment_custom_sky] 作为环境光照来源。" +msgstr "烘焙光照贴图时,使用 [member environment_custom_sky] 作为环境光照来源。" msgid "" "Use [member environment_custom_color] multiplied by [member " @@ -55121,19 +61020,19 @@ msgstr "" "LightmapGI.directional]。" msgid "" -"If [param uses_spherical_harmonics] is [code]true[/code], tells the engine " -"to treat the lightmap data as if it was baked with directional information.\n" +"If [param uses_spherical_harmonics] is [code]true[/code], tells the engine to " +"treat the lightmap data as if it was baked with directional information.\n" "[b]Note:[/b] Changing this value on already baked lightmaps will not cause " "them to be baked again. This means the material appearance will look " "incorrect until lightmaps are baked again, in which case the value set here " "is discarded as the entire [LightmapGIData] resource is replaced by the " "lightmapper." msgstr "" -"如果 [param uses_spherical_harmonics] 为 [code]true[/code],则告诉引擎将光照" -"贴图数据视为使用了定向信息烘焙的。\n" -"[b]注意:[/b] 在已烘焙的光照贴图上更改此值不会导致再次烘焙它们。这意味着在再" -"次烘焙光照贴图之前,材质外观将看起来不正确,在这种情况下,此处设置的值将被丢" -"弃,因为整个 [LightmapGIData] 资源被光照贴图器替换。" +"如果 [param uses_spherical_harmonics] 为 [code]true[/code],则告诉引擎将光照贴" +"图数据视为使用了定向信息烘焙的。\n" +"[b]注意:[/b] 在已烘焙的光照贴图上更改此值不会导致再次烘焙它们。这意味着在再次" +"烘焙光照贴图之前,材质外观将看起来不正确,在这种情况下,此处设置的值将被丢弃," +"因为整个 [LightmapGIData] 资源被光照贴图器替换。" msgid "The lightmap atlas texture generated by the lightmapper." msgstr "由光照贴图器生成的光照贴图图集纹理。" @@ -55142,14 +61041,14 @@ msgid "Abstract class extended by lightmappers, for use in [LightmapGI]." msgstr "由光照贴图器扩展的抽象类,用于 [LightmapGI]。" msgid "" -"This class should be extended by custom lightmapper classes. Lightmappers " -"can then be used with [LightmapGI] to provide fast baked global illumination " -"in 3D.\n" +"This class should be extended by custom lightmapper classes. Lightmappers can " +"then be used with [LightmapGI] to provide fast baked global illumination in " +"3D.\n" "Godot contains a built-in GPU-based lightmapper [LightmapperRD] that uses " "compute shaders, but custom lightmappers can be implemented by C++ modules." msgstr "" -"此类应由自定义光照贴图器类扩展。然后可以将光照贴图器与 [LightmapGI] 一起使" -"用,以提供快速烘焙的 3D 全局光照。\n" +"此类应由自定义光照贴图器类扩展。然后可以将光照贴图器与 [LightmapGI] 一起使用," +"以提供快速烘焙的 3D 全局光照。\n" "Godot 包含一个基于 GPU 的内置光照贴图器 [LightmapperRD],它使用计算着色器,但" "自定义光照贴图器可以由 C++ 模块实现。" @@ -55157,18 +61056,18 @@ msgid "The built-in GPU-based lightmapper for use with [LightmapGI]." msgstr "内置的基于 GPU 的光照贴图器,与 [LightmapGI] 一起使用。" msgid "" -"LightmapperRD (\"RD\" stands for [RenderingDevice]) is the built-in GPU-" -"based lightmapper for use with [LightmapGI]. On most dedicated GPUs, it can " -"bake lightmaps much faster than most CPU-based lightmappers. LightmapperRD " -"uses compute shaders to bake lightmaps, so it does not require CUDA or " -"OpenCL libraries to be installed to be usable.\n" +"LightmapperRD (\"RD\" stands for [RenderingDevice]) is the built-in GPU-based " +"lightmapper for use with [LightmapGI]. On most dedicated GPUs, it can bake " +"lightmaps much faster than most CPU-based lightmappers. LightmapperRD uses " +"compute shaders to bake lightmaps, so it does not require CUDA or OpenCL " +"libraries to be installed to be usable.\n" "[b]Note:[/b] Only usable when using the Vulkan backend (Forward+ or Mobile), " "not OpenGL." msgstr "" "LightmapperRD(“RD”代表 [RenderingDevice])是基于 GPU 的内置光照贴图器,可与 " "[LightmapGI] 一起使用。在大多数专用 GPU 上,它可以比大多数基于 CPU 的光照贴图" -"更快地烘焙光照贴图。LightmapperRD 使用计算着色器来烘焙光照贴图,因此它不需要" -"安装 CUDA 或 OpenCL 库即可使用。\n" +"更快地烘焙光照贴图。LightmapperRD 使用计算着色器来烘焙光照贴图,因此它不需要安" +"装 CUDA 或 OpenCL 库即可使用。\n" "[b]注意:[/b] 仅在使用 Vulkan 后端(Forward+ 或移动),而不是 OpenGL 时可用。" msgid "" @@ -55177,17 +61076,16 @@ msgid "" msgstr "表示使用 [LightmapGI] 进行动态物体照明的单个手动放置的探针。" msgid "" -"[LightmapProbe] represents the position of a single manually placed probe " -"for dynamic object lighting with [LightmapGI].\n" +"[LightmapProbe] represents the position of a single manually placed probe for " +"dynamic object lighting with [LightmapGI].\n" "Typically, [LightmapGI] probes are placed automatically by setting [member " -"LightmapGI.generate_probes_subdiv] to a value other than [constant " -"LightmapGI.GENERATE_PROBES_DISABLED]. By creating [LightmapProbe] nodes " -"before baking lightmaps, you can add more probes in specific areas for " -"greater detail, or disable automatic generation and rely only on manually " -"placed probes instead." +"LightmapGI.generate_probes_subdiv] to a value other than [constant LightmapGI." +"GENERATE_PROBES_DISABLED]. By creating [LightmapProbe] nodes before baking " +"lightmaps, you can add more probes in specific areas for greater detail, or " +"disable automatic generation and rely only on manually placed probes instead." msgstr "" -"[LightmapProbe] 表示单个手动放置探针的位置,用于使用 [LightmapGI] 进行动态物" -"体照明。\n" +"[LightmapProbe] 表示单个手动放置探针的位置,用于使用 [LightmapGI] 进行动态物体" +"照明。\n" "通常,通过将 [member LightmapGI.generate_probes_subdiv] 设置为 [constant " "LightmapGI.GENERATE_PROBES_DISABLED] 以外的值,来自动放置 [LightmapGI] 探针。" "通过在烘焙光照贴图之前创建 [LightmapProbe] 节点,您可以在特定区域,添加更多探" @@ -55229,11 +61127,11 @@ msgid "" "greater than or equal to [code]0[/code] and must not exceed the number of " "existing points in the line. See [method get_point_count]." msgstr "" -"在指定的位置 [param position] 添加一个点,该位置相对于该线段自身的位置。新的" -"点会被加入到点的列表末尾。\n" +"在指定的位置 [param position] 添加一个点,该位置相对于该线段自身的位置。新的点" +"会被加入到点的列表末尾。\n" "如果给出 [param index],则将新点插入到由索引 [param index] 标识的已有点之前。" -"从 [param index] 开始的每个已有点都会进一步向下移动点列表。索引必须大于或等" -"于 [code]0[/code],并且不得超过线段中已有点的数量。请参阅 [method " +"从 [param index] 开始的每个已有点都会进一步向下移动点列表。索引必须大于或等于 " +"[code]0[/code],并且不得超过线段中已有点的数量。请参阅 [method " "get_point_count]。" msgid "Removes all points from the line." @@ -55249,8 +61147,8 @@ msgid "Removes the point at index [param index] from the line." msgstr "移除该直线中索引为 [param index] 的点。" msgid "" -"Overwrites the position of the point at index [param index] with the " -"supplied [param position]." +"Overwrites the position of the point at index [param index] with the supplied " +"[param position]." msgstr "用提供的 [param position] 覆盖索引 [param index] 处的点的位置。" msgid "" @@ -55269,8 +61167,7 @@ msgid "The line's color. Will not be used if a gradient is set." msgstr "线条的颜色。如果设置了渐变,则不会生效。" msgid "" -"Controls the style of the line's last point. Use [enum LineCapMode] " -"constants." +"Controls the style of the line's last point. Use [enum LineCapMode] constants." msgstr "控制线条最后一点的样式。使用 [enum LineCapMode] 常量。" msgid "" @@ -55294,14 +61191,14 @@ msgid "" "width]. For thin lines, this value should be reduced to a number between " "[code]2[/code] and [code]4[/code] to improve performance." msgstr "" -"连接点及端点的圆角平滑度。取值越高,边角越平滑,不过渲染和更新的消耗也越大。" -"只会在端点或连接点被设为圆角时使用。\n" +"连接点及端点的圆角平滑度。取值越高,边角越平滑,不过渲染和更新的消耗也越大。只" +"会在端点或连接点被设为圆角时使用。\n" "[b]注意:[/b]默认值针对的是使用默认 [member width] 的线条。针对更细的线条,应" "该将这个值减小到 [code]2[/code] 和 [code]4[/code] 之间,提升性能。" msgid "" -"The direction difference in radians between vector points. This value is " -"only used if [member joint_mode] is set to [constant LINE_JOINT_SHARP]." +"The direction difference in radians between vector points. This value is only " +"used if [member joint_mode] is set to [constant LINE_JOINT_SHARP]." msgstr "" "向量点之间的方向差,单位为弧度。仅当 [member joint_mode] 设置为 [constant " "LINE_JOINT_SHARP] 时,才使用此值。" @@ -55321,16 +61218,16 @@ msgid "The line's width." msgstr "该线条的宽度。" msgid "" -"The line's width varies with the curve. The original width is simply " -"multiply by the value of the Curve." +"The line's width varies with the curve. The original width is simply multiply " +"by the value of the Curve." msgstr "该线条的宽度随曲线变化。原始宽度只需乘以曲线的值即可。" msgid "" -"The line's joints will be pointy. If [code]sharp_limit[/code] is greater " -"than the rotation of a joint, it becomes a bevel joint instead." +"The line's joints will be pointy. If [code]sharp_limit[/code] is greater than " +"the rotation of a joint, it becomes a bevel joint instead." msgstr "" -"该线条的交点将是尖头。如果 [code]sharp_limit[/code] 大于交点的旋转,它将变为" -"倒角交点。" +"该线条的交点将是尖头。如果 [code]sharp_limit[/code] 大于交点的旋转,它将变为倒" +"角交点。" msgid "The line's joints will be bevelled/chamfered." msgstr "该线条的交点将为倒角/切角。" @@ -55347,8 +61244,7 @@ msgstr "将线条端点绘制为矩形。" msgid "Draws the line cap as a circle." msgstr "将线条端点绘制为圆形。" -msgid "" -"Takes the left pixels of the texture and renders it over the whole line." +msgid "Takes the left pixels of the texture and renders it over the whole line." msgstr "获取纹理的左侧像素并在整个线条上渲染它。" msgid "" @@ -55356,8 +61252,8 @@ msgid "" "[Line2D] node must be [constant CanvasItem.TEXTURE_REPEAT_ENABLED] or " "[constant CanvasItem.TEXTURE_REPEAT_MIRROR] for it to work properly." msgstr "" -"将纹理平铺在该线条上。该 [Line2D] 节点的 [member CanvasItem.texture_repeat] " -"必须为 [constant CanvasItem.TEXTURE_REPEAT_ENABLED] 或 [constant CanvasItem." +"将纹理平铺在该线条上。该 [Line2D] 节点的 [member CanvasItem.texture_repeat] 必" +"须为 [constant CanvasItem.TEXTURE_REPEAT_ENABLED] 或 [constant CanvasItem." "TEXTURE_REPEAT_MIRROR],才能正常工作。" msgid "" @@ -55368,12 +61264,78 @@ msgstr "" "沿该线条拉伸纹理。该 [Line2D] 节点的 [member CanvasItem.texture_repeat] 必须" "为 [constant CanvasItem.TEXTURE_REPEAT_DISABLED],以获得最佳效果。" +msgid "An input field for single-line text." +msgstr "单行文本的输入字段。" + +msgid "" +"[LineEdit] provides an input field for editing a single line of text. It " +"features many built-in shortcuts that are always available ([kbd]Ctrl[/kbd] " +"here maps to [kbd]Cmd[/kbd] on macOS):\n" +"- [kbd]Ctrl + C[/kbd]: Copy\n" +"- [kbd]Ctrl + X[/kbd]: Cut\n" +"- [kbd]Ctrl + V[/kbd] or [kbd]Ctrl + Y[/kbd]: Paste/\"yank\"\n" +"- [kbd]Ctrl + Z[/kbd]: Undo\n" +"- [kbd]Ctrl + ~[/kbd]: Swap input direction.\n" +"- [kbd]Ctrl + Shift + Z[/kbd]: Redo\n" +"- [kbd]Ctrl + U[/kbd]: Delete text from the caret position to the beginning " +"of the line\n" +"- [kbd]Ctrl + K[/kbd]: Delete text from the caret position to the end of the " +"line\n" +"- [kbd]Ctrl + A[/kbd]: Select all text\n" +"- [kbd]Up Arrow[/kbd]/[kbd]Down Arrow[/kbd]: Move the caret to the beginning/" +"end of the line\n" +"On macOS, some extra keyboard shortcuts are available:\n" +"- [kbd]Cmd + F[/kbd]: Same as [kbd]Right Arrow[/kbd], move the caret one " +"character right\n" +"- [kbd]Cmd + B[/kbd]: Same as [kbd]Left Arrow[/kbd], move the caret one " +"character left\n" +"- [kbd]Cmd + P[/kbd]: Same as [kbd]Up Arrow[/kbd], move the caret to the " +"previous line\n" +"- [kbd]Cmd + N[/kbd]: Same as [kbd]Down Arrow[/kbd], move the caret to the " +"next line\n" +"- [kbd]Cmd + D[/kbd]: Same as [kbd]Delete[/kbd], delete the character on the " +"right side of caret\n" +"- [kbd]Cmd + H[/kbd]: Same as [kbd]Backspace[/kbd], delete the character on " +"the left side of the caret\n" +"- [kbd]Cmd + A[/kbd]: Same as [kbd]Home[/kbd], move the caret to the " +"beginning of the line\n" +"- [kbd]Cmd + E[/kbd]: Same as [kbd]End[/kbd], move the caret to the end of " +"the line\n" +"- [kbd]Cmd + Left Arrow[/kbd]: Same as [kbd]Home[/kbd], move the caret to the " +"beginning of the line\n" +"- [kbd]Cmd + Right Arrow[/kbd]: Same as [kbd]End[/kbd], move the caret to the " +"end of the line" +msgstr "" +"[LineEdit] 提供了一个单行文本的输入字段,提供了许多始终可用的内置快捷键(此处" +"的 [kbd]Ctrl[/kbd] 在 macOS 上会映射到 [kbd]Cmd[/kbd]):\n" +"- [kbd]Ctrl + C[/kbd]:复制\n" +"- [kbd]Ctrl + X[/kbd]:剪切\n" +"- [kbd]Ctrl + V[/kbd] 或 [kbd]Ctrl + Y[/kbd]:粘贴/“拉扯”n\n" +"- [kbd]Ctrl + Z[/kbd]:撤销\n" +"- [kbd]Ctrl + ~[/kbd]:交换输入方向\n" +"- [kbd]Ctrl + Shift + Z[/kbd]:重做\n" +"- [kbd]Ctrl + U[/kbd]:删除从文本光标位置到行首的文本\n" +"- [kbd]Ctrl + K[/kbd]:删除从文本光标位置到行尾的文本\n" +"- [kbd]Ctrl + A[/kbd]:选择所有文本\n" +"- [kbd]Up Arrow[/kbd]/[kbd]Down Arrow[/kbd]:将文本光标移动到行首/行尾\n" +"在 macOS 上,有一些额外的键盘快捷键可用:\n" +"- [kbd]Ctrl + F[/kbd]:同 [kbd]Right Arrow[/kbd],将文本光标向右移动一个字符\n" +"- [kbd]Ctrl + B[/kbd]:同 [kbd]Left Arrow[/kbd],将文本光标向左移动一个字符\n" +"- [kbd]Ctrl + P[/kbd]:同 [kbd]Up Arrow[/kbd],将文本光标移动到上一行\n" +"- [kbd]Ctrl + N[/kbd]:同 [kbd]Down Arrow[/kbd],将文本光标移动到下一行\n" +"- [kbd]Ctrl + D[/kbd]:同 [kbd]Delete[/kbd],删除文本光标右侧的字符\n" +"- [kbd]Ctrl + H[/kbd]:同 [kbd]Backspace[/kbd],删除文本光标左侧的字符\n" +"- [kbd]Ctrl + A[/kbd]:同 [kbd]Home[/kbd],将文本光标移动到行首\n" +"- [kbd]Ctrl + E[/kbd]:同 [kbd]End[/kbd],将文本光标移动到行首尾\n" +"- [kbd]Cmd + Left Arrow[/kbd]:同 [kbd]Home[/kbd],将文本光标移动到行首\n" +"- [kbd]Cmd + Right Arrow[/kbd]:同 [kbd]End[/kbd],将文本光标移动到行尾" + msgid "Erases the [LineEdit]'s [member text]." msgstr "擦除 [LineEdit] 的 [member text]。" msgid "" -"Deletes one character at the caret's current position (equivalent to " -"pressing [kbd]Delete[/kbd])." +"Deletes one character at the caret's current position (equivalent to pressing " +"[kbd]Delete[/kbd])." msgstr "删除光标当前位置处的一个字符(相当于按 [kbd]Delete[/kbd])。" msgid "" @@ -55430,8 +61392,8 @@ msgid "" "}\n" "[/csharp]\n" "[/codeblocks]\n" -"[b]Warning:[/b] This is a required internal node, removing and freeing it " -"may cause a crash. If you wish to hide it or any of its children, use their " +"[b]Warning:[/b] This is a required internal node, removing and freeing it may " +"cause a crash. If you wish to hide it or any of its children, use their " "[member Window.visible] property." msgstr "" "返回该 [LineEdit] 的 [PopupMenu]。默认情况下,右键点击 [LineEdit] 会显示该菜" @@ -55500,16 +61462,16 @@ msgid "" "Inserts [param text] at the caret. If the resulting value is longer than " "[member max_length], nothing happens." msgstr "" -"在光标处插入文本 [param text]。如果最终值比 [member max_length] 长,则不会发" -"生任何事情。" +"在光标处插入文本 [param text]。如果最终值比 [member max_length] 长,则不会发生" +"任何事情。" msgid "" "Returns whether the menu is visible. Use this instead of [code]get_menu()." "visible[/code] to improve performance (so the creation of the menu is " "avoided)." msgstr "" -"返回菜单是否可见。请使用这个方法来代替 [code]get_menu().visible[/code],可以" -"提高性能(因为避免了菜单的创建)。" +"返回菜单是否可见。请使用这个方法来代替 [code]get_menu().visible[/code],可以提" +"高性能(因为避免了菜单的创建)。" msgid "Executes a given action as defined in the [enum MenuItems] enum." msgstr "执行 [enum MenuItems] 枚举中定义的给定操作。" @@ -55555,6 +61517,12 @@ msgstr "选中整个 [String]。" msgid "Text alignment as defined in the [enum HorizontalAlignment] enum." msgstr "文本对齐方式,由 [enum HorizontalAlignment] 枚举定义。" +msgid "If [code]true[/code], makes the caret blink." +msgstr "如果为 [code]true[/code],则文本光标会闪烁。" + +msgid "The interval at which the caret blinks (in seconds)." +msgstr "文本光标的闪烁间隔(单位为秒)。" + msgid "" "The caret's column position inside the [LineEdit]. When set, the text may " "scroll to accommodate it." @@ -55567,20 +61535,26 @@ msgstr "" "如果为 [code]true[/code],则该 [LineEdit] 会始终显示光标,即使焦点丢失。" msgid "" -"Allow moving caret, selecting and removing the individual composite " -"character components.\n" +"Allow moving caret, selecting and removing the individual composite character " +"components.\n" "[b]Note:[/b] [kbd]Backspace[/kbd] is always removing individual composite " "character components." msgstr "" "允许在单个复合字符的组件中进行移动光标、选中、删除的操作。\n" "[b]注意:[/b]退格键 [kbd]Backspace[/kbd] 始终按复合字符的组件删除。" +msgid "" +"If [code]true[/code], the [LineEdit] will show a clear button if [member " +"text] is not empty, which can be used to clear the text quickly." +msgstr "" +"如果为 [code]true[/code],[LineEdit] 将在 [member text] 非空时显示清空按钮,可" +"以用来快速清除文本。" + msgid "If [code]true[/code], the context menu will appear when right-clicked." msgstr "如果为 [code]true[/code],右键单击将出现上下文菜单。" msgid "" -"If [code]true[/code], the selected text will be deselected when focus is " -"lost." +"If [code]true[/code], the selected text will be deselected when focus is lost." msgstr "如果为 [code]true[/code],则在丢失焦点时会取消选中文本。" msgid "If [code]true[/code], control characters are displayed." @@ -55596,8 +61570,8 @@ msgid "" "the [member text]. It will [b]not[/b] compress if the [member text] is " "shortened." msgstr "" -"如果为 [code]true[/code],则 [LineEdit] 宽度将增加到比 [member text] 长。如" -"果 [member text] 被缩短,它将[b]不[/b]压缩。" +"如果为 [code]true[/code],则 [LineEdit] 宽度将增加到比 [member text] 长。如果 " +"[member text] 被缩短,它将[b]不[/b]压缩。" msgid "If [code]true[/code], the [LineEdit] don't display decoration." msgstr "如果为 [code]true[/code],则 [LineEdit] 不显示装饰。" @@ -55605,12 +61579,11 @@ msgstr "如果为 [code]true[/code],则 [LineEdit] 不显示装饰。" msgid "" "Maximum number of characters that can be entered inside the [LineEdit]. If " "[code]0[/code], there is no limit.\n" -"When a limit is defined, characters that would exceed [member max_length] " -"are truncated. This happens both for existing [member text] contents when " -"setting the max length, or for new text inserted in the [LineEdit], " -"including pasting. If any input text is truncated, the [signal " -"text_change_rejected] signal is emitted with the truncated substring as " -"parameter.\n" +"When a limit is defined, characters that would exceed [member max_length] are " +"truncated. This happens both for existing [member text] contents when setting " +"the max length, or for new text inserted in the [LineEdit], including " +"pasting. If any input text is truncated, the [signal text_change_rejected] " +"signal is emitted with the truncated substring as parameter.\n" "[b]Example:[/b]\n" "[codeblocks]\n" "[gdscript]\n" @@ -55636,8 +61609,8 @@ msgstr "" "[LineEdit] 中可以输入的最大字符数。如果为 [code]0[/code],则没有限制。\n" "定义限制后,将截断超过 [member max_length] 的字符。在设置最大长度时,将适用于" "现有的 [member text] 内容,以及在 [LineEdit] 中插入、包括粘贴进来的新文本。如" -"果任何输入文本被截断,[signal text_change_rejected] 信号将以截断的子字符串作" -"为参数发出。\n" +"果任何输入文本被截断,[signal text_change_rejected] 信号将以截断的子字符串作为" +"参数发出。\n" "[b]示例:[/b]\n" "[codeblocks]\n" "[gdscript]\n" @@ -55672,8 +61645,8 @@ msgid "" "Text shown when the [LineEdit] is empty. It is [b]not[/b] the [LineEdit]'s " "default value (see [member text])." msgstr "" -"当 [LineEdit] 为空时显示的文本。它[b]不是[/b] [LineEdit] 的默认值(见 " -"[member text])。" +"当 [LineEdit] 为空时显示的文本。它[b]不是[/b] [LineEdit] 的默认值(见 [member " +"text])。" msgid "" "Sets the icon that will appear in the right end of the [LineEdit] if there's " @@ -55696,8 +61669,8 @@ msgid "" msgstr "用于掩盖秘密输入的字符(默认为“•”)。只能用一个字符作为秘密字符。" msgid "" -"If [code]true[/code], the [LineEdit] will select the whole text when it " -"gains focus." +"If [code]true[/code], the [LineEdit] will select the whole text when it gains " +"focus." msgstr "如果为 [code]true[/code],则在获得焦点时会全选文本。" msgid "" @@ -55725,6 +61698,14 @@ msgstr "" msgid "Specifies the type of virtual keyboard to show." msgstr "指定要显示的虚拟键盘的类型。" +msgid "" +"Emitted when appending text that overflows the [member max_length]. The " +"appended text is truncated to fit [member max_length], and the part that " +"couldn't fit is passed as the [param rejected_substring] argument." +msgstr "" +"当追加的文本超过了 [member max_length] 时触发。追加后的文本会被截断以适应 " +"[member max_length],超出的部分会被作为 [param rejected_substring] 参数传递。" + msgid "Emitted when the text changes." msgstr "当文本更改时触发。" @@ -55867,8 +61848,8 @@ msgid "" "accessibility by ensuring the caret is easily visible, or to ensure " "consistency with a large font size." msgstr "" -"文本光标的像素宽度。使用较大的数值可以提高可访问性,使文本光标更加显眼,或者" -"确保文本与较大字体尺寸的一致性。" +"文本光标的像素宽度。使用较大的数值可以提高可访问性,使文本光标更加显眼,或者确" +"保文本与较大字体尺寸的一致性。" msgid "" "Minimum horizontal space for the text (not counting the clear button and " @@ -55887,6 +61868,22 @@ msgstr "该 [LineEdit] 文本的字体大小。" msgid "Texture for the clear button. See [member clear_button_enabled]." msgstr "“清除”按钮的纹理。见 [member clear_button_enabled]。" +msgid "" +"Background used when [LineEdit] has GUI focus. The [theme_item focus] " +"[StyleBox] is displayed [i]over[/i] the base [StyleBox], so a partially " +"transparent [StyleBox] should be used to ensure the base [StyleBox] remains " +"visible. A [StyleBox] that represents an outline or an underline works well " +"for this purpose. To disable the focus visual effect, assign a " +"[StyleBoxEmpty] resource. Note that disabling the focus visual effect will " +"harm keyboard/controller navigation usability, so this is not recommended for " +"accessibility reasons." +msgstr "" +"[LineEdit] 拥有 GUI 焦点时使用的背景。[theme_item focus] [StyleBox] 显示在基" +"础 [StyleBox] [i]之上[/i],所以应该使用部分透明的 [StyleBox],确保基础 " +"[StyleBox] 仍然可见。代表轮廓或下划线的 [StyleBox] 可以很好地实现这个目的。要" +"禁用聚焦的视觉效果,请指定 [StyleBoxEmpty] 资源。请注意,禁用聚焦的视觉效果会" +"影响使用键盘/手柄进行导航的可用性,所以出于可访问性的原因,不建议这样做。" + msgid "Default background for the [LineEdit]." msgstr "该 [LineEdit] 的默认背景。" @@ -55897,6 +61894,19 @@ msgstr "" "该 [LineEdit] 处于只读模式时使用的背景([member editable] 为 [code]false[/" "code])。" +msgid "A button that represents a link." +msgstr "代表链接的按钮。" + +msgid "" +"A button that represents a link. This type of button is primarily used for " +"interactions that cause a context change (like linking to a web page).\n" +"See also [BaseButton] which contains common properties and methods associated " +"with this node." +msgstr "" +"代表链接的按钮。这种按钮主要用于与按钮的交互引起上下文变化时(如链接到网" +"页)。\n" +"另见 [BaseButton],它包含了该节点相关的常用属性和方法。" + msgid "" "The underline mode to use for the text. See [enum LinkButton.UnderlineMode] " "for the available modes." @@ -55927,9 +61937,8 @@ msgid "" msgstr "" "这个 [LinkButton] 的 [url=https://zh.wikipedia.org/wiki/" "%E7%BB%9F%E4%B8%80%E8%B5%84%E6%BA%90%E6%A0%87%E5%BF%97%E7%AC%A6]URI[/url]。如" -"果设置为有效的 URI,按下按钮就会使用操作系统中与该协议对应的默认程序打开该 " -"URI(使用 [method OS.shell_open])。HTTP 和 HTTPS 的 URL 会打开默认的浏览" -"器。\n" +"果设置为有效的 URI,按下按钮就会使用操作系统中与该协议对应的默认程序打开该 URI" +"(使用 [method OS.shell_open])。HTTP 和 HTTPS 的 URL 会打开默认的浏览器。\n" "[b]示例:[/b]\n" "[codeblocks]\n" "[gdscript]\n" @@ -55963,8 +61972,8 @@ msgid "" "text color of the button. Disabled, hovered, and pressed states take " "precedence over this color." msgstr "" -"当 [LinkButton] 获得焦点时使用的文本 [Color]。只替换按钮的正常文本颜色。禁" -"用、悬停和按下状态优先于这个颜色。" +"当 [LinkButton] 获得焦点时使用的文本 [Color]。只替换按钮的正常文本颜色。禁用、" +"悬停和按下状态优先于这个颜色。" msgid "Text [Color] used when the [LinkButton] is being hovered." msgstr "当 [LinkButton] 被悬停时使用的文本颜色 [Color]。" @@ -55991,15 +62000,15 @@ msgid "" "visible. A [StyleBox] that represents an outline or an underline works well " "for this purpose. To disable the focus visual effect, assign a " "[StyleBoxEmpty] resource. Note that disabling the focus visual effect will " -"harm keyboard/controller navigation usability, so this is not recommended " -"for accessibility reasons." +"harm keyboard/controller navigation usability, so this is not recommended for " +"accessibility reasons." msgstr "" "该 [LinkButton] 处于聚焦状态时使用的 [StyleBox]。[code]focus[/code] " "[StyleBox] 显示在基础 [StyleBox] [i]之上[/i],所以应该使用部分透明的 " -"[StyleBox],确保基础 [StyleBox] 仍然可见。代表轮廓或下划线的 [StyleBox] 可以" -"很好地实现这个目的。要禁用聚焦的视觉效果,请指定 [StyleBoxEmpty] 资源。请注" -"意,禁用聚焦的视觉效果会影响使用键盘/手柄进行导航的可用性,所以出于可访问性的" -"原因,不建议这样做。" +"[StyleBox],确保基础 [StyleBox] 仍然可见。代表轮廓或下划线的 [StyleBox] 可以很" +"好地实现这个目的。要禁用聚焦的视觉效果,请指定 [StyleBoxEmpty] 资源。请注意," +"禁用聚焦的视觉效果会影响使用键盘/手柄进行导航的可用性,所以出于可访问性的原" +"因,不建议这样做。" msgid "Abstract base class for the game's main loop." msgstr "游戏主循环的抽象基类。" @@ -56010,10 +62019,10 @@ msgid "" "in Godot projects, though it is also possible to write and use one's own " "[MainLoop] subclass instead of the scene tree.\n" "Upon the application start, a [MainLoop] implementation must be provided to " -"the OS; otherwise, the application will exit. This happens automatically " -"(and a [SceneTree] is created) unless a [MainLoop] [Script] is provided from " -"the command line (with e.g. [code]godot -s my_loop.gd[/code] or the \"Main " -"Loop Type\" project setting is overwritten.\n" +"the OS; otherwise, the application will exit. This happens automatically (and " +"a [SceneTree] is created) unless a [MainLoop] [Script] is provided from the " +"command line (with e.g. [code]godot -s my_loop.gd[/code] or the \"Main Loop " +"Type\" project setting is overwritten.\n" "Here is an example script implementing a simple [MainLoop]:\n" "[codeblocks]\n" "[gdscript]\n" @@ -56168,18 +62177,18 @@ msgstr "" "仅限 iOS 平台。" msgid "" -"Notification received when translations may have changed. Can be triggered " -"by the user changing the locale. Can be used to respond to language changes, " -"for example to change the UI strings on the fly. Useful when working with " -"the built-in translation support, like [method Object.tr]." +"Notification received when translations may have changed. Can be triggered by " +"the user changing the locale. Can be used to respond to language changes, for " +"example to change the UI strings on the fly. Useful when working with the " +"built-in translation support, like [method Object.tr]." msgstr "" -"当翻译可能发生变化时收到的通知。会在用户改变区域设置时触发。可以用来响应语言" -"的变化,例如实时改变 UI 字符串。可配合内置的翻译支持使用,比如 [method " -"Object.tr]。" +"当翻译可能发生变化时收到的通知。会在用户改变区域设置时触发。可以用来响应语言的" +"变化,例如实时改变 UI 字符串。可配合内置的翻译支持使用,比如 [method Object." +"tr]。" msgid "" -"Notification received from the OS when a request for \"About\" information " -"is sent.\n" +"Notification received from the OS when a request for \"About\" information is " +"sent.\n" "Specific to the macOS platform." msgstr "" "当发出“关于”信息请求时,从操作系统收到的通知。\n" @@ -56198,8 +62207,8 @@ msgid "" "occurs (e.g. change of IME cursor position or composition string).\n" "Specific to the macOS platform." msgstr "" -"当输入法引擎发生更新时,从操作系统收到的通知(例如,IME 光标位置或组成字符串" -"的变化)。\n" +"当输入法引擎发生更新时,从操作系统收到的通知(例如,IME 光标位置或组成字符串的" +"变化)。\n" "仅限 macOS 平台。" msgid "" @@ -56222,8 +62231,8 @@ msgid "" "open window of the Godot instance.\n" "Implemented on desktop platforms." msgstr "" -"当应用程序获得焦点时从操作系统收到的通知,即焦点将从操作系统桌面或第三方应用" -"程序更改为 Godot 实例的任何一个打开窗口时。\n" +"当应用程序获得焦点时从操作系统收到的通知,即焦点将从操作系统桌面或第三方应用程" +"序更改为 Godot 实例的任何一个打开窗口时。\n" "在桌面平台上被实现。" msgid "" @@ -56239,6 +62248,59 @@ msgstr "" msgid "Notification received when text server is changed." msgstr "文本服务器被更改时,收到的通知。" +msgid "A container that keeps a margin around its child controls." +msgstr "在子控件周围保留边距的容器。" + +msgid "" +"[MarginContainer] adds an adjustable margin on each side of its child " +"controls. The margins are added around all children, not around each " +"individual one. To control the [MarginContainer]'s margins, use the " +"[code]margin_*[/code] theme properties listed below.\n" +"[b]Note:[/b] The margin sizes are theme overrides, not normal properties. " +"This is an example of how to change them in code:\n" +"[codeblocks]\n" +"[gdscript]\n" +"# This code sample assumes the current script is extending MarginContainer.\n" +"var margin_value = 100\n" +"add_theme_constant_override(\"margin_top\", margin_value)\n" +"add_theme_constant_override(\"margin_left\", margin_value)\n" +"add_theme_constant_override(\"margin_bottom\", margin_value)\n" +"add_theme_constant_override(\"margin_right\", margin_value)\n" +"[/gdscript]\n" +"[csharp]\n" +"// This code sample assumes the current script is extending MarginContainer.\n" +"int marginValue = 100;\n" +"AddThemeConstantOverride(\"margin_top\", marginValue);\n" +"AddThemeConstantOverride(\"margin_left\", marginValue);\n" +"AddThemeConstantOverride(\"margin_bottom\", marginValue);\n" +"AddThemeConstantOverride(\"margin_right\", marginValue);\n" +"[/csharp]\n" +"[/codeblocks]" +msgstr "" +"[MarginContainer] 会为子控件的各条边加上可调整的边距。是在所有子项周围添加边" +"距,而不是在它们各自周围添加边距。要控制 [MarginContainer] 的边距,请使用下列 " +"[code]margin_*[/code] 主题属性。\n" +"[b]注意:[/b]边距大小是主题覆盖项,而不是普通的属性。如果想要通过代码更改,应" +"使用以下示例:\n" +"[codeblocks]\n" +"[gdscript]\n" +"# 这段代码示例要求当前脚本扩展的是 MarginContainer。\n" +"var margin_value = 100\n" +"add_theme_constant_override(\"margin_top\", margin_value)\n" +"add_theme_constant_override(\"margin_left\", margin_value)\n" +"add_theme_constant_override(\"margin_bottom\", margin_value)\n" +"add_theme_constant_override(\"margin_right\", margin_value)\n" +"[/gdscript]\n" +"[csharp]\n" +"// 这段代码示例要求当前脚本扩展的是 MarginContainer。\n" +"int marginValue = 100;\n" +"AddThemeConstantOverride(\"margin_top\", marginValue);\n" +"AddThemeConstantOverride(\"margin_left\", marginValue);\n" +"AddThemeConstantOverride(\"margin_bottom\", marginValue);\n" +"AddThemeConstantOverride(\"margin_right\", marginValue);\n" +"[/csharp]\n" +"[/codeblocks]" + msgid "" "All direct children of [MarginContainer] will have a bottom margin of " "[code]margin_bottom[/code] pixels." @@ -56264,12 +62326,19 @@ msgid "" "All direct children of [MarginContainer] will have a top margin of " "[code]margin_top[/code] pixels." msgstr "" -"所有 [MarginContainer] 的直接子节点将有 [code]margin_top[/code] 像素的顶边" -"距。" +"所有 [MarginContainer] 的直接子节点将有 [code]margin_top[/code] 像素的顶边距。" msgid "Generic 2D position hint for editing." msgstr "通用 2D 位置提示,用于编辑。" +msgid "" +"Generic 2D position hint for editing. It's just like a plain [Node2D], but it " +"displays as a cross in the 2D editor at all times. You can set the cross' " +"visual size by using the gizmo in the 2D editor while the node is selected." +msgstr "" +"用于编辑的通用 2D 位置提示。类似于普通的 [Node2D],但它始终在 2D 编辑器中显示" +"十字。该节点处于选中状态时,可以使用 2D 编辑器中的小工具来设置十字的视觉大小。" + msgid "Size of the gizmo cross that appears in the editor." msgstr "出现在编辑器中的小工具十字的大小。" @@ -56277,8 +62346,8 @@ msgid "Generic 3D position hint for editing." msgstr "通用 3D 位置提示,用于编辑。" msgid "" -"Generic 3D position hint for editing. It's just like a plain [Node3D], but " -"it displays as a cross in the 3D editor at all times." +"Generic 3D position hint for editing. It's just like a plain [Node3D], but it " +"displays as a cross in the 3D editor at all times." msgstr "" "用于编辑的通用 3D 位置提示。类似于普通的 [Node3D],但它始终在 3D 编辑器中显示" "十字。" @@ -56301,14 +62370,14 @@ msgid "" msgstr "返回与 Base64 编码的字符串 [param base64_str] 相对应的解码字符串。" msgid "" -"Returns a decoded [Variant] corresponding to the Base64-encoded string " -"[param base64_str]. If [param allow_objects] is [code]true[/code], decoding " -"objects is allowed.\n" -"Internally, this uses the same decoding mechanism as the [method " -"@GlobalScope.bytes_to_var] method.\n" -"[b]Warning:[/b] Deserialized objects can contain code which gets executed. " -"Do not use this option if the serialized object comes from untrusted sources " -"to avoid potential security threats such as remote code execution." +"Returns a decoded [Variant] corresponding to the Base64-encoded string [param " +"base64_str]. If [param allow_objects] is [code]true[/code], decoding objects " +"is allowed.\n" +"Internally, this uses the same decoding mechanism as the [method @GlobalScope." +"bytes_to_var] method.\n" +"[b]Warning:[/b] Deserialized objects can contain code which gets executed. Do " +"not use this option if the serialized object comes from untrusted sources to " +"avoid potential security threats such as remote code execution." msgstr "" "返回一个对应于 Base64 编码的字符串 [param base64_str] 的解码 [Variant]。如果 " "[param allow_objects] 为 [code]true[/code],则允许对对象进行解码。\n" @@ -56326,12 +62395,11 @@ msgid "" "Returns a Base64-encoded string of the [Variant] [param variant]. If [param " "full_objects] is [code]true[/code], encoding objects is allowed (and can " "potentially include code).\n" -"Internally, this uses the same encoding mechanism as the [method " -"@GlobalScope.var_to_bytes] method." +"Internally, this uses the same encoding mechanism as the [method @GlobalScope." +"var_to_bytes] method." msgstr "" "返回经过 Base64 编码的 [Variant] [param variant] 的字符串。如果 [param " -"full_objects] 为 [code]true[/code],则允许将对象进行编码(有可能包括代" -"码)。\n" +"full_objects] 为 [code]true[/code],则允许将对象进行编码(有可能包括代码)。\n" "内部实现时,使用的编码机制与 [method @GlobalScope.var_to_bytes] 方法相同。" msgid "Abstract base [Resource] for coloring and shading geometry." @@ -56344,8 +62412,8 @@ msgid "" "types and are configured here." msgstr "" "材质 Material 是用于为几何体上色和着色的 [Resource] 基类。所有的材质都继承自" -"它,几乎所有的 [VisualInstance3D] 派生节点都带有材质。有几个标志和参数在所有" -"材质类型之间是共享的,并在这里进行配置。" +"它,几乎所有的 [VisualInstance3D] 派生节点都带有材质。有几个标志和参数在所有材" +"质类型之间是共享的,并在这里进行配置。" msgid "Creates a placeholder version of this resource ([PlaceholderMaterial])." msgstr "创建该资源的占位符版本([PlaceholderMaterial])。" @@ -56353,8 +62421,8 @@ msgstr "创建该资源的占位符版本([PlaceholderMaterial])。" msgid "" "Sets the [Material] to be used for the next pass. This renders the object " "again using a different material.\n" -"[b]Note:[/b] This only applies to [StandardMaterial3D]s and " -"[ShaderMaterial]s with type \"Spatial\"." +"[b]Note:[/b] This only applies to [StandardMaterial3D]s and [ShaderMaterial]s " +"with type \"Spatial\"." msgstr "" "设置下一阶段使用的 [Material]。这将使用不同的材质再次渲染对象。\n" "[b]注意:[/b]仅适用于 [StandardMaterial3D] 和“Spatial”类型的 " @@ -56363,8 +62431,8 @@ msgstr "" msgid "" "Sets the render priority for transparent objects in 3D scenes. Higher " "priority objects will be sorted in front of lower priority objects.\n" -"[b]Note:[/b] This only applies to [StandardMaterial3D]s and " -"[ShaderMaterial]s with type \"Spatial\".\n" +"[b]Note:[/b] This only applies to [StandardMaterial3D]s and [ShaderMaterial]s " +"with type \"Spatial\".\n" "[b]Note:[/b] This only applies to sorting of transparent objects. This will " "not impact how transparent objects are sorted relative to opaque objects. " "This is because opaque objects are not sorted, while transparent objects are " @@ -56383,6 +62451,17 @@ msgstr "[member render_priority] 参数的最大值。" msgid "Minimum value for the [member render_priority] parameter." msgstr "[member render_priority] 参数的最小值。" +msgid "" +"A horizontal menu bar that creates a [MenuButton] for each [PopupMenu] child." +msgstr "水平菜单栏,会为每个 [PopupMenu] 子项创建一个 [MenuButton]。" + +msgid "" +"A horizontal menu bar that creates a [MenuButton] for each [PopupMenu] child. " +"New items are created by adding [PopupMenu]s to this node." +msgstr "" +"水平菜单栏,会为每个 [PopupMenu] 子项创建一个 [MenuButton]。向这个节点添加 " +"[PopupMenu] 就会创建新的项目。" + msgid "Returns number of menu items." msgstr "返回菜单项的数量。" @@ -56455,8 +62534,8 @@ msgid "" "text color of the menu item. Disabled, hovered, and pressed states take " "precedence over this color." msgstr "" -"菜单项处于聚焦状态时使用的文字 [Color]。只替换按钮的正常文本颜色。禁用、悬停" -"和按下状态优先于这个颜色。" +"菜单项处于聚焦状态时使用的文字 [Color]。只替换按钮的正常文本颜色。禁用、悬停和" +"按下状态优先于这个颜色。" msgid "Text [Color] used when the menu item is being hovered." msgstr "菜单项处于悬停状态时使用的文字 [Color]。" @@ -56489,8 +62568,8 @@ msgid "" "visible. A [StyleBox] that represents an outline or an underline works well " "for this purpose. To disable the focus visual effect, assign a " "[StyleBoxEmpty] resource. Note that disabling the focus visual effect will " -"harm keyboard/controller navigation usability, so this is not recommended " -"for accessibility reasons." +"harm keyboard/controller navigation usability, so this is not recommended for " +"accessibility reasons." msgstr "" "菜单项处于聚焦状态时使用的 [StyleBox]。[code]focus[/code] [StyleBox] 显示在基" "础 [StyleBox] [i]之上[/i],所以应该使用部分透明的 [StyleBox],确保基础 " @@ -56507,10 +62586,25 @@ msgstr "菜单项的默认 [StyleBox]。" msgid "[StyleBox] used when the menu item is being pressed." msgstr "菜单项处于按下状态时使用的 [StyleBox]。" +msgid "A button that brings up a [PopupMenu] when clicked." +msgstr "点击后会弹出 [PopupMenu] 的按钮。" + +msgid "" +"A button that brings up a [PopupMenu] when clicked. To create new items " +"inside this [PopupMenu], use [code]get_popup().add_item(\"My Item Name\")[/" +"code]. You can also create them directly from Godot editor's inspector.\n" +"See also [BaseButton] which contains common properties and methods associated " +"with this node." +msgstr "" +"点击后会弹出 [PopupMenu] 的按钮。可以使用 [code]get_popup().add_item(\"菜单项" +"名称\")[/code] 在这个 [PopupMenu] 中创建新的菜单项,也可以直接从 Godot 编辑器" +"的检查器中创建。\n" +"另见 [BaseButton],提供了与该节点相关的常用属性和方法。" + msgid "" "Returns the [PopupMenu] contained in this button.\n" -"[b]Warning:[/b] This is a required internal node, removing and freeing it " -"may cause a crash. If you wish to hide it or any of its children, use their " +"[b]Warning:[/b] This is a required internal node, removing and freeing it may " +"cause a crash. If you wish to hide it or any of its children, use their " "[member Window.visible] property." msgstr "" "返回这个按钮中包含的 [PopupMenu]。\n" @@ -56547,8 +62641,8 @@ msgid "" "text color of the button. Disabled, hovered, and pressed states take " "precedence over this color." msgstr "" -"该 [MenuButton] 处于聚焦状态时的字体 [Color]。只替换按钮的正常文本颜色。禁" -"用、悬停和按下状态优先于这个颜色。" +"该 [MenuButton] 处于聚焦状态时的字体 [Color]。只替换按钮的正常文本颜色。禁用、" +"悬停和按下状态优先于这个颜色。" msgid "Text [Color] used when the [MenuButton] is being hovered." msgstr "该 [MenuButton] 处于悬停状态时的字体 [Color]。" @@ -56581,15 +62675,15 @@ msgid "" "visible. A [StyleBox] that represents an outline or an underline works well " "for this purpose. To disable the focus visual effect, assign a " "[StyleBoxEmpty] resource. Note that disabling the focus visual effect will " -"harm keyboard/controller navigation usability, so this is not recommended " -"for accessibility reasons." +"harm keyboard/controller navigation usability, so this is not recommended for " +"accessibility reasons." msgstr "" "该 [MenuButton] 处于聚焦状态时使用的 [StyleBox]。[code]focus[/code] " "[StyleBox] 显示在基础 [StyleBox] [i]之上[/i],所以应该使用部分透明的 " -"[StyleBox],确保基础 [StyleBox] 仍然可见。代表轮廓或下划线的 [StyleBox] 可以" -"很好地实现这个目的。要禁用聚焦的视觉效果,请指定 [StyleBoxEmpty] 资源。请注" -"意,禁用聚焦的视觉效果会影响使用键盘/手柄进行导航的可用性,所以出于可访问性的" -"原因,不建议这样做。" +"[StyleBox],确保基础 [StyleBox] 仍然可见。代表轮廓或下划线的 [StyleBox] 可以很" +"好地实现这个目的。要禁用聚焦的视觉效果,请指定 [StyleBoxEmpty] 资源。请注意," +"禁用聚焦的视觉效果会影响使用键盘/手柄进行导航的可用性,所以出于可访问性的原" +"因,不建议这样做。" msgid "[StyleBox] used when the [MenuButton] is being hovered." msgstr "该 [MenuButton] 处于悬停状态时使用的 [StyleBox]。" @@ -56605,14 +62699,14 @@ msgstr "一种包含基于顶点数组的几何资源。" msgid "" "Mesh is a type of [Resource] that contains vertex array-based geometry, " -"divided in [i]surfaces[/i]. Each surface contains a completely separate " -"array and a material used to draw it. Design wise, a mesh with multiple " -"surfaces is preferred to a single surface, because objects created in 3D " -"editing software commonly contain multiple materials." +"divided in [i]surfaces[/i]. Each surface contains a completely separate array " +"and a material used to draw it. Design wise, a mesh with multiple surfaces is " +"preferred to a single surface, because objects created in 3D editing software " +"commonly contain multiple materials." msgstr "" "网格是一种包含了基于顶点数组的几何资源。网格被分为各种[i]平面[/i],每一个平面" -"包含了一个完整的、单独的顶点数组和材质用来绘制它。通过明智的设计,一个由多个" -"面组成的网格胜过单个面的,这是因为在3D编辑软件中,一个物体通常包含多种材质。" +"包含了一个完整的、单独的顶点数组和材质用来绘制它。通过明智的设计,一个由多个面" +"组成的网格胜过单个面的,这是因为在3D编辑软件中,一个物体通常包含多种材质。" msgid "" "Virtual method to override the [AABB] for a custom class extending [Mesh]." @@ -56695,8 +62789,7 @@ msgid "" msgstr "" "从网格计算 [ConvexPolygonShape3D]。\n" "如果 [param clean] 为 [code]true[/code](默认值),则自动移除重复顶点和内部顶" -"点。如果不需要如此的化话,可以将其设置为 [code]false[/code] 以加快处理速" -"度。\n" +"点。如果不需要如此的化话,可以将其设置为 [code]false[/code] 以加快处理速度。\n" "如果 [param simplify] 为 [code]true[/code],则可以进一步简化几何体以减少顶点" "数。默认情况下是禁用的。" @@ -56716,8 +62809,8 @@ msgid "Calculate a [ConcavePolygonShape3D] from the mesh." msgstr "从该网格计算出 [ConcavePolygonShape3D]。" msgid "" -"Generate a [TriangleMesh] from the mesh. Considers only surfaces using one " -"of these primitive types: [constant PRIMITIVE_TRIANGLES], [constant " +"Generate a [TriangleMesh] from the mesh. Considers only surfaces using one of " +"these primitive types: [constant PRIMITIVE_TRIANGLES], [constant " "PRIMITIVE_TRIANGLE_STRIP]." msgstr "" "从网格生成 [TriangleMesh]。仅考虑使用以下图元类型的表面:[constant " @@ -56780,8 +62873,8 @@ msgid "" "first 3 floats determine the tangent, and the last the binormal direction as " "-1 or 1." msgstr "" -"顶点切线的 [PackedFloat32Array]。4 个浮点数为一组表示一个元素,前 3 个浮点数" -"确定切线,最后一个是为 -1 或 1 的副法线方向。" +"顶点切线的 [PackedFloat32Array]。4 个浮点数为一组表示一个元素,前 3 个浮点数确" +"定切线,最后一个是为 -1 或 1 的副法线方向。" msgid "[PackedColorArray] of vertex colors." msgstr "顶点颜色的 [PackedColorArray]。" @@ -56793,8 +62886,60 @@ msgid "[PackedVector2Array] for second UV coordinates." msgstr "第二 UV 坐标的 [PackedVector2Array]。" msgid "" -"[PackedFloat32Array] or [PackedInt32Array] of bone indices. Contains either " -"4 or 8 numbers per vertex depending on the presence of the [constant " +"Contains custom color channel 0. [PackedByteArray] if [code](format >> Mesh." +"ARRAY_FORMAT_CUSTOM0_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " +"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[PackedFloat32Array] otherwise." +msgstr "" +"包含自定义颜色通道 0。如果 [code](format >> Mesh.ARRAY_FORMAT_CUSTOM0_SHIFT) " +"& Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] 为 [constant " +"ARRAY_CUSTOM_RGBA8_UNORM]、[constant ARRAY_CUSTOM_RGBA8_UNORM]、[constant " +"ARRAY_CUSTOM_RG_HALF] 或 [constant ARRAY_CUSTOM_RGBA_HALF],则为 " +"[PackedByteArray]。否则为 [PackedFloat32Array]。" + +msgid "" +"Contains custom color channel 1. [PackedByteArray] if [code](format >> Mesh." +"ARRAY_FORMAT_CUSTOM1_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " +"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[PackedFloat32Array] otherwise." +msgstr "" +"包含自定义颜色通道 1。如果 [code](format >> Mesh.ARRAY_FORMAT_CUSTOM1_SHIFT) " +"& Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] 为 [constant " +"ARRAY_CUSTOM_RGBA8_UNORM]、[constant ARRAY_CUSTOM_RGBA8_UNORM]、[constant " +"ARRAY_CUSTOM_RG_HALF] 或 [constant ARRAY_CUSTOM_RGBA_HALF],则为 " +"[PackedByteArray]。否则为 [PackedFloat32Array]。" + +msgid "" +"Contains custom color channel 2. [PackedByteArray] if [code](format >> Mesh." +"ARRAY_FORMAT_CUSTOM2_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " +"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[PackedFloat32Array] otherwise." +msgstr "" +"包含自定义颜色通道 2。如果 [code](format >> Mesh.ARRAY_FORMAT_CUSTOM2_SHIFT) " +"& Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] 为 [constant " +"ARRAY_CUSTOM_RGBA8_UNORM]、[constant ARRAY_CUSTOM_RGBA8_UNORM]、[constant " +"ARRAY_CUSTOM_RG_HALF] 或 [constant ARRAY_CUSTOM_RGBA_HALF],则为 " +"[PackedByteArray]。否则为 [PackedFloat32Array]。" + +msgid "" +"Contains custom color channel 3. [PackedByteArray] if [code](format >> Mesh." +"ARRAY_FORMAT_CUSTOM3_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " +"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[PackedFloat32Array] otherwise." +msgstr "" +"包含自定义颜色通道 3。如果 [code](format >> Mesh.ARRAY_FORMAT_CUSTOM3_SHIFT) " +"& Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] 为 [constant " +"ARRAY_CUSTOM_RGBA8_UNORM]、[constant ARRAY_CUSTOM_RGBA8_UNORM]、[constant " +"ARRAY_CUSTOM_RG_HALF] 或 [constant ARRAY_CUSTOM_RGBA_HALF],则为 " +"[PackedByteArray]。否则为 [PackedFloat32Array]。" + +msgid "" +"[PackedFloat32Array] or [PackedInt32Array] of bone indices. Contains either 4 " +"or 8 numbers per vertex depending on the presence of the [constant " "ARRAY_FLAG_USE_8_BONE_WEIGHTS] flag." msgstr "" "骨骼索引的 [PackedFloat32Array] 或 [PackedInt32Array]。每个顶点包含 4 个还是 " @@ -56823,19 +62968,19 @@ msgid "" "the start and end of each line." msgstr "" "整数的 [PackedInt32Array],用作引用顶点、颜色、法线、切线、和纹理的索引。所有" -"这些数组必须具有与顶点数组相同数量的元素。任何索引都不能超过顶点数组的大小。" -"当该索引数组存在时,它会将函数置于“索引模式”,其中索引选择第 *i* 个顶点、法" -"线、切线、颜色、UV 等。这意味着,如果想要沿着一条边有不同的法线或颜色,则必须" -"复制这些顶点。\n" -"对于三角形,索引数组被解释为三元组,指代每个三角形的顶点。对于线条,索引数组" -"成对表示每条线的开始和结束。" +"这些数组必须具有与顶点数组相同数量的元素。任何索引都不能超过顶点数组的大小。当" +"该索引数组存在时,它会将函数置于“索引模式”,其中索引选择第 *i* 个顶点、法线、" +"切线、颜色、UV 等。这意味着,如果想要沿着一条边有不同的法线或颜色,则必须复制" +"这些顶点。\n" +"对于三角形,索引数组被解释为三元组,指代每个三角形的顶点。对于线条,索引数组成" +"对表示每条线的开始和结束。" msgid "Represents the size of the [enum ArrayType] enum." msgstr "代表 [enum ArrayType] 枚举的大小。" msgid "" -"Indicates this custom channel contains unsigned normalized byte colors from " -"0 to 1, encoded as [PackedByteArray]." +"Indicates this custom channel contains unsigned normalized byte colors from 0 " +"to 1, encoded as [PackedByteArray]." msgstr "" "表示该自定义通道包含的是无符号归一化字节颜色,范围为 0 到 1,编码为 " "[PackedByteArray]。" @@ -56851,8 +62996,8 @@ msgid "" "Indicates this custom channel contains half precision float colors, encoded " "as [PackedByteArray]. Only red and green channels are used." msgstr "" -"表示该自定义通道包含的是半精度浮点数颜色,编码为 [PackedByteArray]。仅使用" -"红、绿通道。" +"表示该自定义通道包含的是半精度浮点数颜色,编码为 [PackedByteArray]。仅使用红、" +"绿通道。" msgid "" "Indicates this custom channel contains half precision float colors, encoded " @@ -56954,8 +63099,8 @@ msgid "" "Mask of custom format bits per custom channel. Must be shifted by one of the " "SHIFT constants. See [enum ArrayCustomFormat]." msgstr "" -"每个自定义通道的自定义格式位掩码。必须按 SHIFT 常量之一进行移位。请参阅 " -"[enum ArrayCustomFormat]。" +"每个自定义通道的自定义格式位掩码。必须按 SHIFT 常量之一进行移位。请参阅 [enum " +"ArrayCustomFormat]。" msgid "" "Shift of first compress flag. Compress flags should be passed to [method " @@ -56971,8 +63116,8 @@ msgid "" "Flag indices that the mesh data will use [code]GL_DYNAMIC_DRAW[/code] on " "GLES. Unused on Vulkan." msgstr "" -"网格数据将在 GLES 上使用 [code]GL_DYNAMIC_DRAW[/code] 的标记索引。在 Vulkan " -"上未被使用。" +"网格数据将在 GLES 上使用 [code]GL_DYNAMIC_DRAW[/code] 的标记索引。在 Vulkan 上" +"未被使用。" msgid "" "Flag used to mark that the mesh contains up to 8 bone influences per vertex. " @@ -56991,6 +63136,30 @@ msgstr "混合形状是被归一化了的。" msgid "Blend shapes are relative to base weight." msgstr "混合形状是相对于基础的权重。" +msgid "Parameters to be used with a [Mesh] convex decomposition operation." +msgstr "用于 [Mesh] 凸分解操作的参数。" + +msgid "If enabled uses approximation for computing convex hulls." +msgstr "如果启用,则在计算凸包时使用近似计算。" + +msgid "Maximum concavity. Ranges from [code]0.0[/code] to [code]1.0[/code]." +msgstr "最大凹度。范围从 [code]0.0[/code] 到 [code]1.0[/code]。" + +msgid "The maximum number of convex hulls to produce from the merge operation." +msgstr "合并操作能够产生的最大凸包数。" + +msgid "" +"Controls the maximum number of triangles per convex-hull. Ranges from " +"[code]4[/code] to [code]1024[/code]." +msgstr "" +"控制单个凸包的最大三角形数。范围从 [code]4[/code] 到 [code]1024[/code] 。" + +msgid "" +"Controls the adaptive sampling of the generated convex-hulls. Ranges from " +"[code]0.0[/code] to [code]0.01[/code]." +msgstr "" +"控制生成凸包的自适应采样。范围从 [code]0.0[/code] 到 [code]0.01[/code] 。" + msgid "Helper tool to access and edit [Mesh] data." msgstr "用于访问和编辑 [Mesh] 数据的辅助工具。" @@ -57047,8 +63216,8 @@ msgid "" "See also [ArrayMesh], [ImmediateMesh] and [SurfaceTool] for procedural " "geometry generation.\n" "[b]Note:[/b] Godot uses clockwise [url=https://learnopengl.com/Advanced-" -"OpenGL/Face-culling]winding order[/url] for front faces of triangle " -"primitive modes." +"OpenGL/Face-culling]winding order[/url] for front faces of triangle primitive " +"modes." msgstr "" "MeshDataTool 提供对 [Mesh] 中各个顶点的访问。它允许用户读取和编辑网格的顶点数" "据。它还创建了一系列面和边。\n" @@ -57064,8 +63233,8 @@ msgstr "" "mdt.create_from_surface(mesh, 0)\n" "for i in range(mdt.get_vertex_count()):\n" " var vertex = mdt.get_vertex(i)\n" -" # 在这个例子中,我们将网格挤出一个单位,这会导致分离的面,因为它是平直着" -"色的。\n" +" # 在这个例子中,我们将网格挤出一个单位,这会导致分离的面,因为它是平直着色" +"的。\n" " vertex += mdt.get_vertex_normal(i)\n" " # 保存你的更改。\n" " mdt.set_vertex(i, vertex)\n" @@ -57255,8 +63424,8 @@ msgid "" "MeshInstance2D[/b] at the top of the 2D editor viewport." msgstr "" "用于在 2D 中显示 [Mesh] 的节点。可以通过编辑器工具栏中的工具,从现有的 " -"[Sprite2D] 自动创建 [MeshInstance2D]。请选中该 [Sprite2D] 节点,然后在 2D 编" -"辑器视口的顶部选择 [b]Sprite2D > 转换为 MeshInstance2D[/b]。" +"[Sprite2D] 自动创建 [MeshInstance2D]。请选中该 [Sprite2D] 节点,然后在 2D 编辑" +"器视口的顶部选择 [b]Sprite2D > 转换为 MeshInstance2D[/b]。" msgid "2D meshes" msgstr "2D 网格" @@ -57268,8 +63437,8 @@ msgid "" "The [Texture2D] that will be used if using the default [CanvasItemMaterial]. " "Can be accessed as [code]TEXTURE[/code] in CanvasItem shader." msgstr "" -"使用默认 [CanvasItemMaterial] 时,将使用的 [Texture2D]。可以在 CanvasItem 着" -"色器中作为 [code]TEXTURE[/code] 访问。" +"使用默认 [CanvasItemMaterial] 时,将使用的 [Texture2D]。可以在 CanvasItem 着色" +"器中作为 [code]TEXTURE[/code] 访问。" msgid "Emitted when the [member texture] is changed." msgstr "当 [member texture] 被改变时触发。" @@ -57286,15 +63455,14 @@ msgid "" "proximity, consider using a [MultiMesh] in a [MultiMeshInstance3D] instead." msgstr "" "MeshInstance3D 节点接受 [Mesh] 资源,会为该网格创建一个实例,将其添加到当前的" -"场景中。这是渲染 3D 几何体时最常用的类,可以将单个 [Mesh] 在不同的地方实例" -"化。这样就能够实现几何体的复用,节省资源。如果需要在比较集中的区域内将某个 " -"[Mesh] 实例化超过几千次,请考虑改为在 [MultiMeshInstance3D] 中使用 " -"[MultiMesh]。" +"场景中。这是渲染 3D 几何体时最常用的类,可以将单个 [Mesh] 在不同的地方实例化。" +"这样就能够实现几何体的复用,节省资源。如果需要在比较集中的区域内将某个 [Mesh] " +"实例化超过几千次,请考虑改为在 [MultiMeshInstance3D] 中使用 [MultiMesh]。" msgid "" -"This helper creates a [StaticBody3D] child node with a " -"[ConvexPolygonShape3D] collision shape calculated from the mesh geometry. " -"It's mainly used for testing.\n" +"This helper creates a [StaticBody3D] child node with a [ConvexPolygonShape3D] " +"collision shape calculated from the mesh geometry. It's mainly used for " +"testing.\n" "If [param clean] is [code]true[/code] (default), duplicate and interior " "vertices are removed automatically. You can set it to [code]false[/code] to " "make the process faster if not needed.\n" @@ -57305,15 +63473,15 @@ msgstr "" "[ConvexPolygonShape3D] 碰撞形状。它主要用于测试。\n" "如果 [param clean] 为 [code]true[/code](默认值),则重复的顶点和内部顶点会被" "自动移除。如果不需要,可以将其设置为 [code]false[/code],以加快处理速度。\n" -"如果 [param simplify] 为 [code]true[/code],则该几何体可以进一步被简化以减少" -"顶点的数量。默认情况下是禁用的。" +"如果 [param simplify] 为 [code]true[/code],则该几何体可以进一步被简化以减少顶" +"点的数量。默认情况下是禁用的。" msgid "" -"This helper creates a [MeshInstance3D] child node with gizmos at every " -"vertex calculated from the mesh geometry. It's mainly used for testing." +"This helper creates a [MeshInstance3D] child node with gizmos at every vertex " +"calculated from the mesh geometry. It's mainly used for testing." msgstr "" -"该助手创建一个 [MeshInstance3D] 子节点,该子节点在每个顶点处都有小工具,这些" -"顶点是根据该网格几何体计算出的。它主要用于测试。" +"该助手创建一个 [MeshInstance3D] 子节点,该子节点在每个顶点处都有小工具,这些顶" +"点是根据该网格几何体计算出的。它主要用于测试。" msgid "" "This helper creates a [StaticBody3D] child node with a " @@ -57321,20 +63489,20 @@ msgid "" "It's mainly used for testing." msgstr "" "该助手创建一个 [StaticBody3D] 子节点,该子节点具有一个 " -"[ConcavePolygonShape3D] 碰撞形状,该形状是根据网格几何体计算出来的。它主要用" -"于测试。" +"[ConcavePolygonShape3D] 碰撞形状,该形状是根据网格几何体计算出来的。它主要用于" +"测试。" msgid "" "Returns the index of the blend shape with the given [param name]. Returns " "[code]-1[/code] if no blend shape with this name exists, including when " "[member mesh] is [code]null[/code]." msgstr "" -"返回具有给定 [param name] 的混合形状的索引。如果不存在具有该名称的混合形状," -"以及当 [member mesh] 为 [code]null[/code] 时,则返回 [code]-1[/code]。" +"返回具有给定 [param name] 的混合形状的索引。如果不存在具有该名称的混合形状,以" +"及当 [member mesh] 为 [code]null[/code] 时,则返回 [code]-1[/code]。" msgid "" -"Returns the [Material] that will be used by the [Mesh] when drawing. This " -"can return the [member GeometryInstance3D.material_override], the surface " +"Returns the [Material] that will be used by the [Mesh] when drawing. This can " +"return the [member GeometryInstance3D.material_override], the surface " "override [Material] defined in this [MeshInstance3D], or the surface " "[Material] defined in the [member mesh]. For example, if [member " "GeometryInstance3D.material_override] is used, all surfaces will return the " @@ -57343,10 +63511,9 @@ msgid "" "mesh] is [code]null[/code]." msgstr "" "返回 [Mesh] 在绘制时将使用的 [Material]。这可以返回 [member " -"GeometryInstance3D.material_override]、在该 [MeshInstance3D] 中定义的表面覆" -"盖 [Material]、或 [member mesh] 中定义的表面 [Material]。例如,如果使用 " -"[member GeometryInstance3D.material_override],则所有表面都将返回该覆盖材" -"质。\n" +"GeometryInstance3D.material_override]、在该 [MeshInstance3D] 中定义的表面覆盖 " +"[Material]、或 [member mesh] 中定义的表面 [Material]。例如,如果使用 [member " +"GeometryInstance3D.material_override],则所有表面都将返回该覆盖材质。\n" "如果没有材质处于活动状态,包括当 [member mesh] 为 [code]null[/code] 时,则返" "回 [code]null[/code]。" @@ -57380,17 +63547,16 @@ msgid "" "value]. Produces an error if [member mesh] is [code]null[/code] or doesn't " "have a blend shape at that index." msgstr "" -"将 [param blend_shape_idx] 处的混合形状的值设置为 [param value]。如果 " -"[member mesh] 为 [code]null[/code],或在该索引处没有混合形状,则会产生一个错" -"误。" +"将 [param blend_shape_idx] 处的混合形状的值设置为 [param value]。如果 [member " +"mesh] 为 [code]null[/code],或在该索引处没有混合形状,则会产生一个错误。" msgid "" "Sets the override [param material] for the specified [param surface] of the " "[Mesh] resource. This material is associated with this [MeshInstance3D] " "rather than with [member mesh]." msgstr "" -"为 [Mesh] 资源的指定表面 [param surface] 设置覆盖 [Material]。与该材质关联的" -"是这个 [MeshInstance3D],不是 [member mesh]。" +"为 [Mesh] 资源的指定表面 [param surface] 设置覆盖 [Material]。与该材质关联的是" +"这个 [MeshInstance3D],不是 [member mesh]。" msgid "The [Mesh] resource for the instance." msgstr "该实例的 [Mesh] 资源。" @@ -57453,10 +63619,10 @@ msgid "" "set_item_preview]. Returns an empty [Texture2D] if no preview was manually " "set in a running project." msgstr "" -"在编辑器中运行时,返回生成的项目预览(等轴透视中的 3D 渲染)。在一个运行的项" -"目中使用时,返回手动定义的项目预览,该项目预览可以使用 [method " -"set_item_preview] 设置。如果在一个运行的项目中,没有手动设置预览,则返回一个" -"空的 [Texture2D]。" +"在编辑器中运行时,返回生成的项目预览(等轴透视中的 3D 渲染)。在一个运行的项目" +"中使用时,返回手动定义的项目预览,该项目预览可以使用 [method " +"set_item_preview] 设置。如果在一个运行的项目中,没有手动设置预览,则返回一个空" +"的 [Texture2D]。" msgid "" "Returns an item's collision shapes.\n" @@ -57515,8 +63681,8 @@ msgid "" "Simple texture that uses a mesh to draw itself. It's limited because flags " "can't be changed and region drawing is not supported." msgstr "" -"简单的纹理,使用一个网格来绘制自己。它的应用场景有限,因为 Flag 不能更改,而" -"且不支持区域绘制。" +"简单的纹理,使用一个网格来绘制自己。它的应用场景有限,因为 Flag 不能更改,而且" +"不支持区域绘制。" msgid "Sets the base texture that the Mesh will use to draw." msgstr "设置该 Mesh 用来绘制的基础纹理。" @@ -57539,9 +63705,8 @@ msgid "" "[MethodTweener]. Any [MethodTweener] created manually will not function " "correctly." msgstr "" -"[MethodTweener] 类似于 [CallbackTweener] 和 [PropertyTweener] 的组合,会将插" -"值后的值作为调用方法时的参数。更多用法信息请参阅 [method Tween." -"tween_method]。\n" +"[MethodTweener] 类似于 [CallbackTweener] 和 [PropertyTweener] 的组合,会将插值" +"后的值作为调用方法时的参数。更多用法信息请参阅 [method Tween.tween_method]。\n" "[b]注意:[/b]创建 [MethodTweener] 的唯一正确方法是 [method Tween." "tween_method]。任何手动创建的 [MethodTweener] 都无法正常工作。" @@ -57565,15 +63730,26 @@ msgstr "" "设置所使用的过渡类型 [enum Tween.TransitionType]。如果没有设置,则使用包含这" "个 Tweener 的 [Tween] 的默认过渡类型。" +msgid "" +"An internal editor class intended for keeping the data of unrecognized nodes." +msgstr "编辑器内部类,用于保存未知节点的数据。" + msgid "" "This is an internal editor class intended for keeping data of nodes of " "unknown type (most likely this type was supplied by an extension that is no " "longer loaded). It can't be manually instantiated or placed in the scene. " "Ignore it if you don't know what it is." msgstr "" -"这是编辑器内部类,用于保存未知类型节点的数据(该类型很有可能是由扩展提供的," -"而该扩展未加载)。无法手动实例化或放置在场景中。如果你不知道这是什么,请忽略" -"它。" +"这是编辑器内部类,用于保存未知类型节点的数据(该类型很有可能是由扩展提供的,而" +"该扩展未加载)。无法手动实例化或放置在场景中。如果你不知道这是什么,请忽略它。" + +msgid "Returns the name of the type this node was originally." +msgstr "返回这个节点原本的类型名。" + +msgid "" +"An internal editor class intended for keeping the data of unrecognized " +"resources." +msgstr "编辑器内部类,用于保存未知资源的数据。" msgid "" "This is an internal editor class intended for keeping data of resources of " @@ -57581,9 +63757,11 @@ msgid "" "longer loaded). It can't be manually instantiated or placed in the scene. " "Ignore it if you don't know what it is." msgstr "" -"这是编辑器内部类,用于保存未知类型资源的数据(该类型很有可能是由扩展提供的," -"而该扩展未加载)。无法手动实例化或放置在场景中。如果你不知道这是什么,请忽略" -"它。" +"这是编辑器内部类,用于保存未知类型资源的数据(该类型很有可能是由扩展提供的,而" +"该扩展未加载)。无法手动实例化或放置在场景中。如果你不知道这是什么,请忽略它。" + +msgid "Returns the name of the class this resource was originally." +msgstr "返回这个资源原本的类名。" msgid "Generic mobile VR implementation." msgstr "通用移动 VR 实现。" @@ -57593,9 +63771,9 @@ msgid "" "about the phone and HMD used. It does not rely on any existing framework. " "This is the most basic interface we have. For the best effect, you need a " "mobile phone with a gyroscope and accelerometer.\n" -"Note that even though there is no positional tracking, the camera will " -"assume the headset is at a height of 1.85 meters. You can change this by " -"setting [member eye_height].\n" +"Note that even though there is no positional tracking, the camera will assume " +"the headset is at a height of 1.85 meters. You can change this by setting " +"[member eye_height].\n" "You can initialize this interface as follows:\n" "[codeblock]\n" "var interface = XRServer.find_interface(\"Native mobile\")\n" @@ -57604,8 +63782,8 @@ msgid "" "[/codeblock]" msgstr "" "这是一个通用的移动 VR 实现,你需要提供有关所用手机和 HMD 的详细信息。它不依赖" -"于任何现有框架。这是我们拥有的最基本的接口。为了获得最佳效果,你需要一部带有" -"陀螺仪和加速度计的手机。\n" +"于任何现有框架。这是我们拥有的最基本的接口。为了获得最佳效果,你需要一部带有陀" +"螺仪和加速度计的手机。\n" "请注意,即使没有位置跟踪,相机也会假定头戴设备处于 1.85 米的高度。可以通过设" "置 [member eye_height] 来更改该设置。\n" "可以按如下方式初始化该接口:\n" @@ -57636,8 +63814,7 @@ msgstr "眼间距离,也称为瞳孔间距离。左眼和右眼瞳孔之间的 msgid "" "The k1 lens factor is one of the two constants that define the strength of " "the lens used and directly influences the lens distortion effect." -msgstr "" -"k1 镜头因子是定义所使用镜头强度的两个常量之一,并直接影响镜头失真效果。" +msgstr "k1 镜头因子是定义所使用镜头强度的两个常量之一,并直接影响镜头失真效果。" msgid "The k2 lens factor, see k1." msgstr "k2 镜头因子,见 k1。" @@ -57655,20 +63832,20 @@ msgid "Abstract class for non-real-time video recording encoders." msgstr "非实时视频录制编码器的抽象类。" msgid "" -"Godot can record videos with non-real-time simulation. Like the [code]--" -"fixed-fps[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial." -"html]command line argument[/url], this forces the reported [code]delta[/" -"code] in [method Node._process] functions to be identical across frames, " -"regardless of how long it actually took to render the frame. This can be " -"used to record high-quality videos with perfect frame pacing regardless of " -"your hardware's capabilities.\n" +"Godot can record videos with non-real-time simulation. Like the [code]--fixed-" +"fps[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]command " +"line argument[/url], this forces the reported [code]delta[/code] in [method " +"Node._process] functions to be identical across frames, regardless of how " +"long it actually took to render the frame. This can be used to record high-" +"quality videos with perfect frame pacing regardless of your hardware's " +"capabilities.\n" "Godot has 2 built-in [MovieWriter]s:\n" "- AVI container with MJPEG for video and uncompressed audio ([code].avi[/" "code] file extension). Lossy compression, medium file sizes, fast encoding. " "The lossy compression quality can be adjusted by changing [member " -"ProjectSettings.editor/movie_writer/mjpeg_quality]. The resulting file can " -"be viewed in most video players, but it must be converted to another format " -"for viewing on the web or by Godot with [VideoStreamPlayer]. MJPEG does not " +"ProjectSettings.editor/movie_writer/mjpeg_quality]. The resulting file can be " +"viewed in most video players, but it must be converted to another format for " +"viewing on the web or by Godot with [VideoStreamPlayer]. MJPEG does not " "support transparency. AVI output is currently limited to a file of 4 GB in " "size at most.\n" "- PNG image sequence for video and WAV for audio ([code].png[/code] file " @@ -57685,17 +63862,16 @@ msgid "" "single scenes, a [code]movie_path[/code] metadata can be added to the root " "node, specifying the path to a movie file that will be used when recording " "that scene. Once a path is set, click the video reel icon in the top-right " -"corner of the editor to enable Movie Maker mode, then run any scene as " -"usual. The engine will start recording as soon as the splash screen is " -"finished, and it will only stop recording when the engine quits. Click the " -"video reel icon again to disable Movie Maker mode. Note that toggling Movie " -"Maker mode does not affect project instances that are already running.\n" -"[b]Note:[/b] MovieWriter is available for use in both the editor and " -"exported projects, but it is [i]not[/i] designed for use by end users to " -"record videos while playing. Players wishing to record gameplay videos " -"should install tools such as [url=https://obsproject.com/]OBS Studio[/url] " -"or [url=https://www.maartenbaert.be/" -"simplescreenrecorder/]SimpleScreenRecorder[/url] instead." +"corner of the editor to enable Movie Maker mode, then run any scene as usual. " +"The engine will start recording as soon as the splash screen is finished, and " +"it will only stop recording when the engine quits. Click the video reel icon " +"again to disable Movie Maker mode. Note that toggling Movie Maker mode does " +"not affect project instances that are already running.\n" +"[b]Note:[/b] MovieWriter is available for use in both the editor and exported " +"projects, but it is [i]not[/i] designed for use by end users to record videos " +"while playing. Players wishing to record gameplay videos should install tools " +"such as [url=https://obsproject.com/]OBS Studio[/url] or [url=https://www." +"maartenbaert.be/simplescreenrecorder/]SimpleScreenRecorder[/url] instead." msgstr "" "Godot 能够使用非实时模拟技术录制视频。与 [code]--fixed-fps[/code] " "[url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]命令行参数[/url]类" @@ -57703,26 +63879,26 @@ msgstr "" "code],无论实际渲染花费了多长的时间。这个技术可用于录制高画质的视频,无论你的" "硬件性能如何,帧率始终都是恒定的。\n" "Godot 内置的 [MovieWriter] 有两个:\n" -"- 使用 MJPEG 视频和未压缩音频的 AVI 容器(文件扩展名为 [code].avi[/code])。" -"有损压缩、文件大小中等、编码速度较快。有损压缩质量可以通过修改 [member " +"- 使用 MJPEG 视频和未压缩音频的 AVI 容器(文件扩展名为 [code].avi[/code])。有" +"损压缩、文件大小中等、编码速度较快。有损压缩质量可以通过修改 [member " "ProjectSettings.editor/movie_writer/mjpeg_quality] 来调整。生成的文件可以使用" "大多数视频播放器查看,但如果要在 Web 上查看或者用 Godot 的 " -"[VideoStreamPlayer] 查看,则必须先进行格式的转换。MJPEG 不支持透明度。AVI 输" -"出的文件目前最多为 4 GB 大小。\n" +"[VideoStreamPlayer] 查看,则必须先进行格式的转换。MJPEG 不支持透明度。AVI 输出" +"的文件目前最多为 4 GB 大小。\n" "- 视频使用 PNG 图像序列、音频使用 WAV(文件扩展名为 [code].png[/code])。无损" "压缩、文件大小较大、编码速度较慢。旨在录制后使用 [url=https://ffmpeg." -"org/]FFmpeg[/url] 等其他工具编码为视频文件。目前不支持透明度,即便将根视口设" -"为透明。\n" +"org/]FFmpeg[/url] 等其他工具编码为视频文件。目前不支持透明度,即便将根视口设为" +"透明。\n" "如果你需要编码为其他格式,或者将流导入到第三方软件中,你可以扩展 " "[MovieWriter] 类,创建自己的影片写入器。出于性能考虑,一般应该使用 " "GDExtension 实现。\n" "[b]编辑器使用:[/b]默认影片文件路径可以在 [member ProjectSettings.editor/" "movie_writer/movie_file] 指定。或者在运行单个场景时,也可以在根节点上添加元数" -"据 [code]movie_path[/code],可以指定录制该场景时所使用的影片文件路径。设置路" -"径后,请点击编辑器右上角的电影胶卷图标,启动 Movie Maker 模式,然后和平常一样" -"运行场景即可。引擎会在启动画面结束后开始录制,只会在引擎退出时停止录制。再次" -"点击电影胶卷图标可以禁用 Movie Maker 模式。请注意,Movie Maker 模式的开关不会" -"影响正在运行的项目实例。\n" +"据 [code]movie_path[/code],可以指定录制该场景时所使用的影片文件路径。设置路径" +"后,请点击编辑器右上角的电影胶卷图标,启动 Movie Maker 模式,然后和平常一样运" +"行场景即可。引擎会在启动画面结束后开始录制,只会在引擎退出时停止录制。再次点击" +"电影胶卷图标可以禁用 Movie Maker 模式。请注意,Movie Maker 模式的开关不会影响" +"正在运行的项目实例。\n" "[b]注意:[/b]MovieWriter 既可以在编辑器中使用,也可以在导出的项目中使用,但这" "个功能[i]不应[/i]用来让最终用户录制游戏视频。希望录制游戏视频的玩家应该安装 " "[url=https://obsproject.com/]OBS Studio[/url] 或 [url=https://www." @@ -57738,9 +63914,9 @@ msgstr "" msgid "" "Called when the audio speaker mode used for recording the audio is requested " -"by the engine. This can affect the number of output channels in the " -"resulting audio file/stream. Defaults to [constant AudioServer." -"SPEAKER_MODE_STEREO] if [method _get_audio_speaker_mode] is not overridden." +"by the engine. This can affect the number of output channels in the resulting " +"audio file/stream. Defaults to [constant AudioServer.SPEAKER_MODE_STEREO] if " +"[method _get_audio_speaker_mode] is not overridden." msgstr "" "当引擎请求用于录制音频的音频扬声器模式时调用。这可能会影响生成的音频文件/流中" "的输出通道数。如果 [method _get_audio_speaker_mode] 未被重写,则默认为 " @@ -57761,10 +63937,10 @@ msgid "" " return path.get_extension().to_lower() == \"mkv\"\n" "[/codeblock]" msgstr "" -"当引擎确定该 [MovieWriter] 是否能够处理位于 [param path] 的文件时调用。如果" -"该 [MovieWriter] 能够处理给定的文件路径,则必须返回 [code]true[/code],否则返" -"回 [code]false[/code]。通常,[method _handles_file] 如下被重写,以允许用户使" -"用给定文件扩展名,在任何路径下记录一个文件:\n" +"当引擎确定该 [MovieWriter] 是否能够处理位于 [param path] 的文件时调用。如果该 " +"[MovieWriter] 能够处理给定的文件路径,则必须返回 [code]true[/code],否则返回 " +"[code]false[/code]。通常,[method _handles_file] 如下被重写,以允许用户使用给" +"定文件扩展名,在任何路径下记录一个文件:\n" "[codeblock]\n" "func _handles_file(path):\n" " # 允许指定一个带有 `.mkv` 文件扩展名(不区分大小写)的输出文件,\n" @@ -57785,9 +63961,9 @@ msgstr "" "《命令行参数》[/url]指定。" msgid "" -"Called when the engine finishes writing. This occurs when the engine quits " -"by pressing the window manager's close button, or when [method SceneTree." -"quit] is called.\n" +"Called when the engine finishes writing. This occurs when the engine quits by " +"pressing the window manager's close button, or when [method SceneTree.quit] " +"is called.\n" "[b]Note:[/b] Pressing [kbd]Ctrl + C[/kbd] on the terminal running the editor/" "project does [i]not[/i] result in [method _write_end] being called." msgstr "" @@ -57797,8 +63973,8 @@ msgstr "" "致 [method _write_end] 被调用。" msgid "" -"Called at the end of every rendered frame. The [param frame_image] and " -"[param audio_frame_block] function arguments should be written to." +"Called at the end of every rendered frame. The [param frame_image] and [param " +"audio_frame_block] function arguments should be written to." msgstr "" "在每个渲染的帧结束时被调用。应写入 [param frame_image] 和 [param " "audio_frame_block] 函数参数。" @@ -57822,13 +63998,13 @@ msgstr "使用 GPU 实例提供单一网格的高性能多次绘制。" msgid "" "MultiMesh provides low-level mesh instancing. Drawing thousands of " -"[MeshInstance3D] nodes can be slow, since each object is submitted to the " -"GPU then drawn individually.\n" +"[MeshInstance3D] nodes can be slow, since each object is submitted to the GPU " +"then drawn individually.\n" "MultiMesh is much faster as it can draw thousands of instances with a single " "draw call, resulting in less API overhead.\n" -"As a drawback, if the instances are too far away from each other, " -"performance may be reduced as every single instance will always render (they " -"are spatially indexed as one, for the whole object).\n" +"As a drawback, if the instances are too far away from each other, performance " +"may be reduced as every single instance will always render (they are " +"spatially indexed as one, for the whole object).\n" "Since instances may have any behavior, the AABB used for visibility must be " "provided by the user.\n" "[b]Note:[/b] A MultiMesh is a single object, therefore the same maximum " @@ -57837,16 +64013,16 @@ msgid "" "instances will [b]not[/b] receive any lighting.\n" "[b]Note:[/b] Blend Shapes will be ignored if used in a MultiMesh." msgstr "" -"MultiMesh 提供了低级别的网格实例化功能。绘制数以千计的 [MeshInstance3D] 节点" -"可能会很慢,因为每个对象都要提交给 GPU 然后单独绘制。\n" +"MultiMesh 提供了低级别的网格实例化功能。绘制数以千计的 [MeshInstance3D] 节点可" +"能会很慢,因为每个对象都要提交给 GPU 然后单独绘制。\n" "MultiMesh 要快得多,因为它可以通过一次绘制调用来绘制成千上万的实例,从而减少 " "API 的开销。\n" -"缺点是,如果实例之间的距离太远,性能可能会降低,因为每一个实例总是会被渲染" -"(对于整个对象,它们在空间上被索引为一个)。\n" +"缺点是,如果实例之间的距离太远,性能可能会降低,因为每一个实例总是会被渲染(对" +"于整个对象,它们在空间上被索引为一个)。\n" "由于实例可能具有任何行为,因此用于可见性的 AABB 必须由用户提供。\n" "[b]注意:[/b]MultiMesh 是单个对象,因此适用相同的对每个对象的最大灯光限制。这" -"意味着,一旦最大灯光被一个或多个实例消耗了,其余的 MultiMesh 实例将[b]不会[/" -"b]接收任何光照。\n" +"意味着,一旦最大灯光被一个或多个实例消耗了,其余的 MultiMesh 实例将[b]不会[/b]" +"接收任何光照。\n" "[b]注意:[/b]在 MultiMesh 中使用的 Blend Shape 将被忽略。" msgid "Animating thousands of fish with MultiMeshInstance" @@ -57899,8 +64075,8 @@ msgstr "" "容器。\n" "对于要使用的自定义数据,请确保 [member use_custom_data] 为 [code]true[/" "code]。\n" -"必须使用 [code]INSTANCE_CUSTOM[/code] 在自定义着色器中,手动访问该自定义实例" -"数据。" +"必须使用 [code]INSTANCE_CUSTOM[/code] 在自定义着色器中,手动访问该自定义实例数" +"据。" msgid "Sets the [Transform3D] for a specific instance." msgstr "为指定实例设置 [Transform3D]。" @@ -57920,8 +64096,8 @@ msgid "" "By default, all instances are drawn but you can limit this with [member " "visible_instance_count]." msgstr "" -"将被绘制的实例数。这会清除缓冲区,并(重新)调整其大小。之后设置的数据格式或" -"标志将无效。\n" +"将被绘制的实例数。这会清除缓冲区,并(重新)调整其大小。之后设置的数据格式或标" +"志将无效。\n" "默认情况下,所有实例都会被绘制,但可以使用 [member visible_instance_count] 来" "限制它。" @@ -57950,9 +64126,9 @@ msgid "" "setting the instance count, or temporarily reset it to [code]0[/code]." msgstr "" "如果为 [code]true[/code],则该 [MultiMesh] 将使用颜色数据(参见 [method " -"set_instance_color])。只有在 [member instance_count] 为 [code]0[/code] 或更" -"少时才能被设置。这意味着需要在设置实例计数之前调用该方法,或者暂时将实例计数" -"重置为 [code]0[/code]。" +"set_instance_color])。只有在 [member instance_count] 为 [code]0[/code] 或更少" +"时才能被设置。这意味着需要在设置实例计数之前调用该方法,或者暂时将实例计数重置" +"为 [code]0[/code]。" msgid "" "If [code]true[/code], the [MultiMesh] will use custom data (see [method " @@ -57961,9 +64137,9 @@ msgid "" "setting the instance count, or temporarily reset it to [code]0[/code]." msgstr "" "如果为 [code]true[/code],则该 [MultiMesh] 将使用自定义数据(参见 [method " -"set_instance_custom_data])。只有在 [member instance_count] 为 [code]0[/" -"code] 或更少时才能被设置。这意味着需要在设置实例计数之前调用该方法,或者暂时" -"将实例计数重置为 [code]0[/code]。" +"set_instance_custom_data])。只有在 [member instance_count] 为 [code]0[/code] " +"或更少时才能被设置。这意味着需要在设置实例计数之前调用该方法,或者暂时将实例计" +"数重置为 [code]0[/code]。" msgid "" "Limits the number of instances drawn, -1 draws all instances. Changing this " @@ -57995,8 +64171,8 @@ msgid "Node that instances a [MultiMesh]." msgstr "实例化 [MultiMesh] 的节点。" msgid "" -"[MultiMeshInstance3D] is a specialized node to instance " -"[GeometryInstance3D]s based on a [MultiMesh] resource.\n" +"[MultiMeshInstance3D] is a specialized node to instance [GeometryInstance3D]s " +"based on a [MultiMesh] resource.\n" "This is useful to optimize the rendering of a high number of instances of a " "given mesh (for example trees in a forest or grass strands)." msgstr "" @@ -58031,21 +64207,20 @@ msgid "" "implementation." msgstr "" "用于高级多人游戏 API 实现的基类。另请参阅 [MultiplayerPeer]。\n" -"默认情况下,[SceneTree] 引用了这个类的一个实现,并使用它来提供跨整个场景的多" -"人游戏功能(即 RPC)。\n" +"默认情况下,[SceneTree] 引用了这个类的一个实现,并使用它来提供跨整个场景的多人" +"游戏功能(即 RPC)。\n" "可以通过调用 [method SceneTree.set_multiplayer] 方法,覆盖特定树分支使用的 " "MultiplayerAPI 实例,从而有效地允许在同一场景中同时运行客户端和服务器。\n" "也可以通过脚本或本地扩展来扩展或替换默认实现。有关扩展的详细信息,请参阅 " -"[MultiplayerAPIExtension];有关默认实现的详细信息,请参阅 " -"[SceneMultiplayer]。" +"[MultiplayerAPIExtension];有关默认实现的详细信息,请参阅 [SceneMultiplayer]。" msgid "Returns a new instance of the default MultiplayerAPI." msgstr "返回默认 MultiplayerAPI 的新实例。" msgid "" -"Returns the default MultiplayerAPI implementation class name. This is " -"usually [code]\"SceneMultiplayer\"[/code] when [SceneMultiplayer] is " -"available. See [method set_default_interface]." +"Returns the default MultiplayerAPI implementation class name. This is usually " +"[code]\"SceneMultiplayer\"[/code] when [SceneMultiplayer] is available. See " +"[method set_default_interface]." msgstr "" "返回默认的 MultiplayerAPI 实现类名称。[SceneMultiplayer] 可用时通常为 " "[code]\"SceneMultiplayer\"[/code]。见 [method set_default_interface]。" @@ -58054,8 +64229,8 @@ msgid "" "Returns the peer IDs of all connected peers of this MultiplayerAPI's [member " "multiplayer_peer]." msgstr "" -"返回这个 MultiplayerAPI 的 [member multiplayer_peer] 所有已连接对等体的对等" -"体 ID。" +"返回这个 MultiplayerAPI 的 [member multiplayer_peer] 所有已连接对等体的对等体 " +"ID。" msgid "" "Returns the sender's peer ID for the RPC currently being executed.\n" @@ -58065,8 +64240,7 @@ msgstr "" "[b]注意:[/b]如果不在 RPC 内,这个方法将返回 0。" msgid "" -"Returns the unique peer ID of this MultiplayerAPI's [member " -"multiplayer_peer]." +"Returns the unique peer ID of this MultiplayerAPI's [member multiplayer_peer]." msgstr "返回这个 MultiplayerAPI 的 [member multiplayer_peer] 唯一对等体 ID。" msgid "Returns [code]true[/code] if there is a [member multiplayer_peer] set." @@ -58085,51 +64259,51 @@ msgid "" "the root path for this MultiplayerAPI (passing [code]null[/code] and a valid " "[NodePath] as [param configuration]). This method can be further used by " "MultiplayerAPI implementations to provide additional features, refer to " -"specific implementation (e.g. [SceneMultiplayer]) for details on how they " -"use it.\n" +"specific implementation (e.g. [SceneMultiplayer]) for details on how they use " +"it.\n" "[b]Note:[/b] This method is mostly relevant when extending or overriding the " "MultiplayerAPI behavior via [MultiplayerAPIExtension]." msgstr "" "通知该 MultiplayerAPI,以添加用于给定 [param object] 的新的 [param " "configuration]。该方法在内部被 [SceneTree] 使用,以配置该 MultiplayerAPI 的根" "路径(传入 [code]null[/code] 并将一个有效的 [NodePath] 作为 [param " -"configuration])。该方法可以进一步被 MultiplayerAPI 实现使用,以提供其他功" -"能,有关如何使用它的详细信息,请参阅具体实现(例如 [SceneMultiplayer])。\n" +"configuration])。该方法可以进一步被 MultiplayerAPI 实现使用,以提供其他功能," +"有关如何使用它的详细信息,请参阅具体实现(例如 [SceneMultiplayer])。\n" "[b]注意:[/b]当通过 [MultiplayerAPIExtension] 扩展或重写 MultiplayerAPI 行为" "时,该方法最相关。" msgid "" "Notifies the MultiplayerAPI to remove a [param configuration] for the given " "[param object]. This method is used internally by [SceneTree] to configure " -"the root path for this MultiplayerAPI (passing [code]null[/code] and an " -"empty [NodePath] as [param configuration]). This method can be further used " -"by MultiplayerAPI implementations to provide additional features, refer to " -"specific implementation (e.g. [SceneMultiplayer]) for details on how they " -"use it.\n" +"the root path for this MultiplayerAPI (passing [code]null[/code] and an empty " +"[NodePath] as [param configuration]). This method can be further used by " +"MultiplayerAPI implementations to provide additional features, refer to " +"specific implementation (e.g. [SceneMultiplayer]) for details on how they use " +"it.\n" "[b]Note:[/b] This method is mostly relevant when extending or overriding the " "MultiplayerAPI behavior via [MultiplayerAPIExtension]." msgstr "" "通知该 MultiplayerAPI,以移除用于给定 [param object] 的 [param " "configuration]。该方法在内部被 [SceneTree] 使用,以配置该 MultiplayerAPI 的根" "路径(传入 [code]null[/code] 并将一个空的 [NodePath] 作为 [param " -"configuration])。该方法可以进一步被 MultiplayerAPI 实现使用,以提供其他功" -"能,有关如何使用它的详细信息,请参阅具体实现(例如 [SceneMultiplayer])。\n" +"configuration])。该方法可以进一步被 MultiplayerAPI 实现使用,以提供其他功能," +"有关如何使用它的详细信息,请参阅具体实现(例如 [SceneMultiplayer])。\n" "[b]注意:[/b]当通过 [MultiplayerAPIExtension] 扩展或重写 MultiplayerAPI 行为" "时,该方法最相关。" msgid "" -"Method used for polling the MultiplayerAPI. You only need to worry about " -"this if you set [member SceneTree.multiplayer_poll] to [code]false[/code]. " -"By default, [SceneTree] will poll its MultiplayerAPI(s) for you.\n" +"Method used for polling the MultiplayerAPI. You only need to worry about this " +"if you set [member SceneTree.multiplayer_poll] to [code]false[/code]. By " +"default, [SceneTree] will poll its MultiplayerAPI(s) for you.\n" "[b]Note:[/b] This method results in RPCs being called, so they will be " "executed in the same context of this function (e.g. [code]_process[/code], " "[code]physics[/code], [Thread])." msgstr "" -"用于轮询 MultiplayerAPI 的方法。如果将 [member SceneTree.multiplayer_poll] 设" -"置为 [code]false[/code],才需要担心这一点。默认情况下,[SceneTree] 将为轮询" -"其 MultiplayerAPI。\n" -"[b]注意:[/b]该方法会导致 RPC 被调用,因此它们将在该函数的同一上下文中被执行" -"(例如 [code]_process[/code]、[code]physics[/code]、[Thread])。" +"用于轮询 MultiplayerAPI 的方法。将 [member SceneTree.multiplayer_poll] 设置为 " +"[code]false[/code] 时才需要关心。默认情况下,[SceneTree] 将为你轮询其 " +"MultiplayerAPI。\n" +"[b]注意:[/b]该方法会导致 RPC 被调用,因此它们将在该函数的相同上下文中执行(例" +"如 [code]_process[/code]、[code]physics[/code]、[Thread])。" msgid "" "Sends an RPC to the target [param peer]. The given [param method] will be " @@ -58143,18 +64317,17 @@ msgid "" "capabilities." msgstr "" "向目标对等体 [param peer] 发送 RPC。会使用提供的参数 [param arguments] 在远程" -"对象 [param object] 上调用给定的方法 [param method]。根据实现和 RPC 配置," -"RPC 可能也可以进行本地调用。见 [method Node.rpc] 和 [method Node." -"rpc_config]。\n" +"对象 [param object] 上调用给定的方法 [param method]。根据实现和 RPC 配置,RPC " +"可能也可以进行本地调用。见 [method Node.rpc] 和 [method Node.rpc_config]。\n" "[b]注意:[/b]请尽量使用 [method Node.rpc]、[method Node.rpc_id] 或 " -"[code]my_method.rpc(peer, arg1, arg2, ...)[/code](适用于 GDScript),因为速" -"度更快。这个方法主要用于 [MultiplayerAPIExtension] 进行多人游戏能力的增强和替" +"[code]my_method.rpc(peer, arg1, arg2, ...)[/code](适用于 GDScript),因为速度" +"更快。这个方法主要用于 [MultiplayerAPIExtension] 进行多人游戏能力的增强和替" "换。" msgid "" -"Sets the default MultiplayerAPI implementation class. This method can be " -"used by modules and extensions to configure which implementation will be " -"used by [SceneTree] when the engine starts." +"Sets the default MultiplayerAPI implementation class. This method can be used " +"by modules and extensions to configure which implementation will be used by " +"[SceneTree] when the engine starts." msgstr "" "设置默认的 MultiplayerAPI 实现类。模块和扩展可以使用这个方法来配置引擎启动时 " "[SceneTree] 将使用哪个实现。" @@ -58163,15 +64336,15 @@ msgid "" "The peer object to handle the RPC system (effectively enabling networking " "when set). Depending on the peer itself, the MultiplayerAPI will become a " "network server (check with [method is_server]) and will set root node's " -"network mode to authority, or it will become a regular client peer. All " -"child nodes are set to inherit the network mode by default. Handling of " -"networking-related events (connection, disconnection, new clients) is done " -"by connecting to MultiplayerAPI's signals." +"network mode to authority, or it will become a regular client peer. All child " +"nodes are set to inherit the network mode by default. Handling of networking-" +"related events (connection, disconnection, new clients) is done by connecting " +"to MultiplayerAPI's signals." msgstr "" "处理 RPC 系统的对等体对象(设置后会启用网络)。根据对等体本身的不同,该 " "MultiplayerAPI 可能会成为网络服务器(使用 [method is_server] 判断)并将根节点" -"的网络模式设置为控制者,也可能会成为普通的客户端对等体。所有子节点默认会继承" -"其网络模式。网络相关事件(连接、断开连接、新客户端)的处理是通过连接 " +"的网络模式设置为控制者,也可能会成为普通的客户端对等体。所有子节点默认会继承其" +"网络模式。网络相关事件(连接、断开连接、新客户端)的处理是通过连接 " "MultiplayerAPI 的信号来完成的。" msgid "" @@ -58194,21 +64367,21 @@ msgid "" "clients connect to the same server. Upon connecting to a server, a client " "also receives this signal for the server (with ID being 1)." msgstr "" -"当此 MultiplayerAPI 的 [member multiplayer_peer] 与新对等体连接时发出。ID 为" -"新对等体的对等体 ID。当某个客户端连接到同一服务器时,其他客户端会收到通知。连" -"接到服务器时,该客户端也会收到此信号,新对等体为服务器(ID 为 1)。" +"当此 MultiplayerAPI 的 [member multiplayer_peer] 与新对等体连接时发出。ID 为新" +"对等体的对等体 ID。当某个客户端连接到同一服务器时,其他客户端会收到通知。连接" +"到服务器时,该客户端也会收到此信号,新对等体为服务器(ID 为 1)。" msgid "" -"Emitted when this MultiplayerAPI's [member multiplayer_peer] disconnects " -"from a peer. Clients get notified when other clients disconnect from the " -"same server." +"Emitted when this MultiplayerAPI's [member multiplayer_peer] disconnects from " +"a peer. Clients get notified when other clients disconnect from the same " +"server." msgstr "" "当此 MultiplayerAPI 的 [member multiplayer_peer] 与对等体断开连接时发出。当某" "个客户端从同一服务器断开连接时,其他客户端会收到通知。" msgid "" -"Emitted when this MultiplayerAPI's [member multiplayer_peer] disconnects " -"from server. Only emitted on clients." +"Emitted when this MultiplayerAPI's [member multiplayer_peer] disconnects from " +"server. Only emitted on clients." msgstr "" "当此 MultiplayerAPI 的 [member multiplayer_peer] 与服务器断开连接时发出。仅在" "客户端上发出。" @@ -58221,13 +64394,13 @@ msgstr "" "其不可用。所有方法的默认值。" msgid "" -"Used with [method Node.rpc_config] to set a method to be callable remotely " -"by any peer. Analogous to the [code]@rpc(\"any_peer\")[/code] annotation. " -"Calls are accepted from all remote peers, no matter if they are node's " -"authority or not." +"Used with [method Node.rpc_config] to set a method to be callable remotely by " +"any peer. Analogous to the [code]@rpc(\"any_peer\")[/code] annotation. Calls " +"are accepted from all remote peers, no matter if they are node's authority or " +"not." msgstr "" -"在 [method Node.rpc_config] 中使用,可以将某个方法设置为能够被任何对等体远程" -"调用。类似于 [code]@rpc(\"any_peer\")[/code] 注解。接受来自所有远程对等体的调" +"在 [method Node.rpc_config] 中使用,可以将某个方法设置为能够被任何对等体远程调" +"用。类似于 [code]@rpc(\"any_peer\")[/code] 注解。接受来自所有远程对等体的调" "用,无论是否为节点的控制者。" msgid "" @@ -58236,9 +64409,9 @@ msgid "" "Analogous to the [code]@rpc(\"authority\")[/code] annotation. See [method " "Node.set_multiplayer_authority]." msgstr "" -"在 [method Node.rpc_config] 中使用,可以将某个方法设置为仅能够被当前的多人控" -"制者远程调用(默认为服务器)。类似于 [code]@rpc(\"authority\")[/code] 注解。" -"见 [method Node.set_multiplayer_authority]。" +"在 [method Node.rpc_config] 中使用,可以将某个方法设置为仅能够被当前的多人控制" +"者远程调用(默认为服务器)。类似于 [code]@rpc(\"authority\")[/code] 注解。见 " +"[method Node.set_multiplayer_authority]。" msgid "Base class used for extending the [MultiplayerAPI]." msgstr "用于扩展 [MultiplayerAPI] 的基类。" @@ -58246,9 +64419,9 @@ msgstr "用于扩展 [MultiplayerAPI] 的基类。" msgid "" "This class can be used to augment or replace the default [MultiplayerAPI] " "implementation via script or extensions.\n" -"The following example augment the default implementation " -"([SceneMultiplayer]) by logging every RPC being made, and every object being " -"configured for replication.\n" +"The following example augment the default implementation ([SceneMultiplayer]) " +"by logging every RPC being made, and every object being configured for " +"replication.\n" "[codeblocks]\n" "[gdscript]\n" "extends MultiplayerAPIExtension\n" @@ -58270,8 +64443,8 @@ msgid "" " base_multiplayer.peer_disconnected.connect(func(id): pd.emit(id))\n" "\n" "# Log RPC being made and forward it to the default multiplayer.\n" -"func _rpc(peer: int, object: Object, method: StringName, args: Array) -> " -"int: # Error\n" +"func _rpc(peer: int, object: Object, method: StringName, args: Array) -> int: " +"# Error\n" " print(\"Got RPC for %d: %s::%s(%s)\" % [peer, object, method, args])\n" " return base_multiplayer.rpc(peer, object, method, args)\n" "\n" @@ -58297,8 +64470,8 @@ msgid "" "[object, config])\n" " return base_multiplayer.object_configuration_remove(object, config)\n" "\n" -"# These can be optional, but in our case we want to augment " -"SceneMultiplayer, so forward everything.\n" +"# These can be optional, but in our case we want to augment SceneMultiplayer, " +"so forward everything.\n" "func _set_multiplayer_peer(p_peer: MultiplayerPeer):\n" " base_multiplayer.multiplayer_peer = p_peer\n" "\n" @@ -58349,10 +64522,9 @@ msgstr "" " base_multiplayer.peer_disconnected.connect(func(id): pd.emit(id))\n" "\n" "# 记录正在进行的 RPC 并将其转发到默认的多人游戏。\n" -"func _rpc(peer: int, object: Object, method: StringName, args: Array) -> " -"int: # 错误代码\n" -" print(\"获取用于 %d 的 RPC:%s::%s(%s)\" % [peer, object, method, " -"args])\n" +"func _rpc(peer: int, object: Object, method: StringName, args: Array) -> int: " +"# 错误代码\n" +" print(\"获取用于 %d 的 RPC:%s::%s(%s)\" % [peer, object, method, args])\n" " return base_multiplayer.rpc(peer, object, method, args)\n" "\n" "# 记录配置添加。例如,根路径(nullptr、NodePath),复制(Node、Spawner|" @@ -58459,8 +64631,8 @@ msgid "" "CONNECTION_DISCONNECTED]. Connected peers will be dropped without emitting " "[signal peer_disconnected]." msgstr "" -"立即关闭多人对等体,返回到 [constant CONNECTION_DISCONNECTED] 状态。已连接的" -"对等体将被丢弃,不会发出 [signal peer_disconnected]。" +"立即关闭多人对等体,返回到 [constant CONNECTION_DISCONNECTED] 状态。已连接的对" +"等体将被丢弃,不会发出 [signal peer_disconnected]。" msgid "" "Disconnects the given [param peer] from this host. If [param force] is " @@ -58487,8 +64659,7 @@ msgstr "" msgid "" "Returns the [enum MultiplayerPeer.TransferMode] the remote peer used to send " -"the next available packet. See [method PacketPeer." -"get_available_packet_count]." +"the next available packet. See [method PacketPeer.get_available_packet_count]." msgstr "" "返回用于发送下一个可用数据包的远程对等体的 [enum MultiplayerPeer." "TransferMode]。请参阅 [method PacketPeer.get_available_packet_count]。" @@ -58504,10 +64675,10 @@ msgid "Returns the ID of this [MultiplayerPeer]." msgstr "返回该 [MultiplayerPeer] 的 ID。" msgid "" -"Returns true if the server can act as a relay in the current configuration " -"(i.e. if the higher level [MultiplayerAPI] should notify connected clients " -"of other peers, and implement a relay protocol to allow communication " -"between them)." +"Returns true if the server can act as a relay in the current configuration (i." +"e. if the higher level [MultiplayerAPI] should notify connected clients of " +"other peers, and implement a relay protocol to allow communication between " +"them)." msgstr "" "如果服务器在当前配置中可以充当中继者,则返回 true(也就是说,如果更高级别的 " "[MultiplayerAPI] 应该通知连接的客户端有其他对等体,并实现一个中继协议以允许它" @@ -58518,11 +64689,11 @@ msgstr "等待最多 1 秒以接收一个新的网络事件。" msgid "" "Sets the peer to which packets will be sent.\n" -"The [param id] can be one of: [constant TARGET_PEER_BROADCAST] to send to " -"all connected peers, [constant TARGET_PEER_SERVER] to send to the peer " -"acting as server, a valid peer ID to send to that specific peer, a negative " -"peer ID to send to all peers except that one. By default, the target peer is " -"[constant TARGET_PEER_BROADCAST]." +"The [param id] can be one of: [constant TARGET_PEER_BROADCAST] to send to all " +"connected peers, [constant TARGET_PEER_SERVER] to send to the peer acting as " +"server, a valid peer ID to send to that specific peer, a negative peer ID to " +"send to all peers except that one. By default, the target peer is [constant " +"TARGET_PEER_BROADCAST]." msgstr "" "设置数据包将被发送至的对等体。\n" "[param id] 可以是以下之一:[constant TARGET_PEER_BROADCAST],以发送到所有连接" @@ -58535,30 +64706,28 @@ msgid "If [code]true[/code], this [MultiplayerPeer] refuses new connections." msgstr "如果为 [code]true[/code],则这个 [MultiplayerPeer] 拒绝新的连接。" msgid "" -"The channel to use to send packets. Many network APIs such as ENet and " -"WebRTC allow the creation of multiple independent channels which behaves, in " -"a way, like separate connections. This means that reliable data will only " -"block delivery of other packets on that channel, and ordering will only be " -"in respect to the channel the packet is being sent on. Using different " -"channels to send [b]different and independent[/b] state updates is a common " -"way to optimize network usage and decrease latency in fast-paced games.\n" +"The channel to use to send packets. Many network APIs such as ENet and WebRTC " +"allow the creation of multiple independent channels which behaves, in a way, " +"like separate connections. This means that reliable data will only block " +"delivery of other packets on that channel, and ordering will only be in " +"respect to the channel the packet is being sent on. Using different channels " +"to send [b]different and independent[/b] state updates is a common way to " +"optimize network usage and decrease latency in fast-paced games.\n" "[b]Note:[/b] The default channel ([code]0[/code]) actually works as 3 " "separate channels (one for each [enum TransferMode]) so that [constant " "TRANSFER_MODE_RELIABLE] and [constant TRANSFER_MODE_UNRELIABLE_ORDERED] does " "not interact with each other by default. Refer to the specific network API " -"documentation (e.g. ENet or WebRTC) to learn how to set up channels " -"correctly." +"documentation (e.g. ENet or WebRTC) to learn how to set up channels correctly." msgstr "" "用于发送数据包的通道。许多网络 API,例如 ENet 和 WebRTC,允许创建多个独立的通" -"道,这些通道的行为在某种程度上类似于单独的连接。这意味着可靠数据只会阻止该通" -"道上其他数据包的传递,并且排序将仅与正在发送数据包的通道有关。使用不同的通道" -"发送[b]不同且独立的[/b]状态更新,是优化快节奏游戏的网络使用和减少延迟的常用方" +"道,这些通道的行为在某种程度上类似于单独的连接。这意味着可靠数据只会阻止该通道" +"上其他数据包的传递,并且排序将仅与正在发送数据包的通道有关。使用不同的通道发送" +"[b]不同且独立的[/b]状态更新,是优化快节奏游戏的网络使用和减少延迟的常用方" "法。\n" "[b]注意:[/b]默认通道([code]0[/code])实际上作为 3 个独立的通道工作(每种 " -"[enum TransferMode] 一个),因此默认情况下,[constant " -"TRANSFER_MODE_RELIABLE] 和 [constant TRANSFER_MODE_UNRELIABLE_ORDERED] 不会相" -"互交互。请参阅特定的网络 API 文档(例如 ENet 或 WebRTC),以了解如何正确地设" -"置通道。" +"[enum TransferMode] 一个),因此默认情况下,[constant TRANSFER_MODE_RELIABLE] " +"和 [constant TRANSFER_MODE_UNRELIABLE_ORDERED] 不会相互交互。请参阅特定的网络 " +"API 文档(例如 ENet 或 WebRTC),以了解如何正确地设置通道。" msgid "" "The manner in which to send packets to the target peer. See [enum " @@ -58610,17 +64779,17 @@ msgstr "" "能收到的数据,例如运动和位置数据。" msgid "" -"Packets must be received and resend attempts should be made until the " -"packets are acknowledged. Packets must be received in the order they were " -"sent in. Most reliable transfer mode, but potentially the slowest due to the " -"overhead. Use for critical data that must be transmitted and arrive in " -"order, for example an ability being triggered or a chat message. Consider " -"carefully if the information really is critical, and use sparingly." +"Packets must be received and resend attempts should be made until the packets " +"are acknowledged. Packets must be received in the order they were sent in. " +"Most reliable transfer mode, but potentially the slowest due to the overhead. " +"Use for critical data that must be transmitted and arrive in order, for " +"example an ability being triggered or a chat message. Consider carefully if " +"the information really is critical, and use sparingly." msgstr "" -"数据包必须被接收,并应进行重发尝试,直到数据包被确认。数据包必须按照其发送的" -"顺序接收。最可靠的传输模式,但由于开销很大,可能是最慢的。用于必须按顺序传输" -"和到达的关键数据,例如触发的能力或聊天信息。仔细考虑信息是否真的是关键的,并" -"尽量少用。" +"数据包必须被接收,并应进行重发尝试,直到数据包被确认。数据包必须按照其发送的顺" +"序接收。最可靠的传输模式,但由于开销很大,可能是最慢的。用于必须按顺序传输和到" +"达的关键数据,例如触发的能力或聊天信息。仔细考虑信息是否真的是关键的,并尽量少" +"用。" msgid "" "Class that can be inherited to implement custom multiplayer API networking " @@ -58628,14 +64797,14 @@ msgid "" msgstr "可以通过 GDExtension 继承,从而实现自定义多人 API 网络层的类。" msgid "" -"This class is designed to be inherited from a GDExtension plugin to " -"implement custom networking layers for the multiplayer API (such as WebRTC). " -"All the methods below [b]must[/b] be implemented to have a working custom " -"multiplayer implementation. See also [MultiplayerAPI]." +"This class is designed to be inherited from a GDExtension plugin to implement " +"custom networking layers for the multiplayer API (such as WebRTC). All the " +"methods below [b]must[/b] be implemented to have a working custom multiplayer " +"implementation. See also [MultiplayerAPI]." msgstr "" -"该类旨在被一个 GDExtension 插件继承,以实现多人游戏 API(例如 WebRTC)的自定" -"义网络层。下面的所有方法都[b]必须[/b]被实现,才能实现一个有效的自定义多人游戏" -"实现。另请参阅 [MultiplayerAPI]。" +"该类旨在被一个 GDExtension 插件继承,以实现多人游戏 API(例如 WebRTC)的自定义" +"网络层。下面的所有方法都[b]必须[/b]被实现,才能实现一个有效的自定义多人游戏实" +"现。另请参阅 [MultiplayerAPI]。" msgid "" "Called when the multiplayer peer should be immediately closed (see [method " @@ -58644,8 +64813,8 @@ msgstr "" "该多人游戏对等体应当立即关闭时调用(见 [method MultiplayerPeer.close])。" msgid "" -"Called when the connected [param p_peer] should be forcibly disconnected " -"(see [method MultiplayerPeer.disconnect_peer])." +"Called when the connected [param p_peer] should be forcibly disconnected (see " +"[method MultiplayerPeer.disconnect_peer])." msgstr "" "应当强制断开与对等体 [param p_peer] 的连接时调用(见 [method MultiplayerPeer." "disconnect_peer])。" @@ -58682,9 +64851,8 @@ msgstr "" "get_packet_channel]。" msgid "" -"Called to get the [enum MultiplayerPeer.TransferMode] the remote peer used " -"to send the next available packet. See [method MultiplayerPeer." -"get_packet_mode]." +"Called to get the [enum MultiplayerPeer.TransferMode] the remote peer used to " +"send the next available packet. See [method MultiplayerPeer.get_packet_mode]." msgstr "" "返回发送下一个可用数据包所使用的远程对等体的 [enum MultiplayerPeer." "TransferMode]。请参阅 [method MultiplayerPeer.get_packet_mode]。" @@ -58697,12 +64865,12 @@ msgstr "" "MultiplayerPeer.get_packet_peer])。" msgid "" -"Called when a packet needs to be received by the [MultiplayerAPI], if " -"[method _get_packet] isn't implemented. Use this when extending this class " -"via GDScript." +"Called when a packet needs to be received by the [MultiplayerAPI], if [method " +"_get_packet] isn't implemented. Use this when extending this class via " +"GDScript." msgstr "" -"如果 [method _get_packet] 未实现,则在有数据包需要被 [MultiplayerAPI] 接收时" -"调用。使用 GDScript 扩展这个类时请使用。" +"如果 [method _get_packet] 未实现,则在有数据包需要被 [MultiplayerAPI] 接收时调" +"用。使用 GDScript 扩展这个类时请使用。" msgid "" "Called when the transfer channel to use is read on this [MultiplayerPeer] " @@ -58719,9 +64887,9 @@ msgstr "" "transfer_mode])。" msgid "" -"Called when the unique ID of this [MultiplayerPeer] is requested (see " -"[method MultiplayerPeer.get_unique_id]). The value must be between [code]1[/" -"code] and [code]2147483647[/code]." +"Called when the unique ID of this [MultiplayerPeer] is requested (see [method " +"MultiplayerPeer.get_unique_id]). The value must be between [code]1[/code] and " +"[code]2147483647[/code]." msgstr "" "请求 [MultiplayerPeer] 的唯一 ID 时调用(见 [method MultiplayerPeer." "get_unique_id])。取值必须在 [code]1[/code] 和 [code]2147483647[/code] 之间。" @@ -58781,8 +64949,8 @@ msgstr "" "set_target_peer])。" msgid "" -"Called when the channel to use is set for this [MultiplayerPeer] (see " -"[member MultiplayerPeer.transfer_channel])." +"Called when the channel to use is set for this [MultiplayerPeer] (see [member " +"MultiplayerPeer.transfer_channel])." msgstr "" "设置 [MultiplayerPeer] 所使用的通道时调用(见 [member MultiplayerPeer." "transfer_channel])。" @@ -58800,20 +64968,20 @@ msgid "" msgstr "自动将可出生节点从授权端复制到其他多人对等体。" msgid "" -"Spawnable scenes can be configured in the editor or through code (see " -"[method add_spawnable_scene]).\n" +"Spawnable scenes can be configured in the editor or through code (see [method " +"add_spawnable_scene]).\n" "Also supports custom node spawns through [method spawn], calling [member " "spawn_function] on all peers.\n" "Internally, [MultiplayerSpawner] uses [method MultiplayerAPI." "object_configuration_add] to notify spawns passing the spawned node as the " -"[code]object[/code] and itself as the [code]configuration[/code], and " -"[method MultiplayerAPI.object_configuration_remove] to notify despawns in a " -"similar way." +"[code]object[/code] and itself as the [code]configuration[/code], and [method " +"MultiplayerAPI.object_configuration_remove] to notify despawns in a similar " +"way." msgstr "" "可出生的场景可以在编辑器中或通过代码配置(参阅 [method " "add_spawnable_scene])。\n" -"还支持通过在所有对等体上调用 [member spawn_function],通过 [method spawn] 自" -"定义节点出生。\n" +"还支持通过在所有对等体上调用 [member spawn_function],通过 [method spawn] 自定" +"义节点出生。\n" "在内部,[MultiplayerSpawner] 使用 [method MultiplayerAPI." "object_configuration_add] 来通知出生, 需将出生的节点作为 [code]object[/" "code],并将其自身作为 [code]configuration[/code] 传入;并使用 [method " @@ -58838,6 +65006,18 @@ msgstr "按索引返回可生成场景的路径。" msgid "Returns the count of spawnable scene paths." msgstr "返回可生成场景路径的数量。" +msgid "" +"Requests a custom spawn, with [param data] passed to [member spawn_function] " +"on all peers. Returns the locally spawned node instance already inside the " +"scene tree, and added as a child of the node pointed by [member spawn_path].\n" +"[b]Note:[/b] Spawnable scenes are spawned automatically. [method spawn] is " +"only needed for custom spawns." +msgstr "" +"请求进行一次自定义出生,[param data] 将被传递给所有对等体的 [member " +"spawn_function]。返回本地出生的节点实例,该节点实例已经在场景树中,并被添加为 " +"[member spawn_path] 指向的节点的子节点。\n" +"[b]注意:[/b]可出生的场景是自动出生的。[method spawn] 仅在自定义出生时需要。" + msgid "" "Method called on all peers when for every custom [method spawn] requested by " "the authority. Will receive the [code]data[/code] parameter, and should " @@ -58870,49 +65050,132 @@ msgid "" msgstr "当可生成场景或自定义生成被多人游戏授权端消除时发出。只在傀儡端调用。" msgid "" -"Emitted when a spawnable scene or custom spawn was spawned by the " -"multiplayer authority. Only called on puppets." +"Emitted when a spawnable scene or custom spawn was spawned by the multiplayer " +"authority. Only called on puppets." msgstr "当可生成场景或自定义生成被多人游戏授权端生成时发出。只在傀儡端调用。" msgid "" "Synchronizes properties from the multiplayer authority to the remote peers." msgstr "将属性从多人游戏权威同步到远程对等体。" +msgid "" +"Adds a peer visibility filter for this synchronizer.\n" +"[param filter] should take a peer ID [int] and return a [bool]." +msgstr "" +"为该同步器添加对等体可见性过滤器。\n" +"[param filter] 应该接受对等体 ID [int],返回 [bool]。" + +msgid "Queries the current visibility for peer [param peer]." +msgstr "查询对等体 [param peer] 的当前可见性。" + msgid "Removes a peer visibility filter from this synchronizer." msgstr "从该同步器中移除某个对等体的可见性过滤器。" +msgid "" +"Sets the visibility of [param peer] to [param visible]. If [param peer] is " +"[code]0[/code], the value of [member public_visibility] will be updated " +"instead." +msgstr "" +"将 [param peer] 的可见性设置为 [param visible]。如果 [param peer] 为 [code]0[/" +"code],则会改为更新 [member public_visibility] 的值。" + +msgid "" +"Updates the visibility of [param for_peer] according to visibility filters. " +"If [param for_peer] is [code]0[/code] (the default), all peers' visibilties " +"are updated." +msgstr "" +"根据可见性过滤器更新 [param peer] 的可见性。如果 [param peer] 为 [code]0[/" +"code](默认值),则更新所有对等体的可见性。" + msgid "" "Whether synchronization should be visible to all peers by default. See " "[method set_visibility_for] and [method add_visibility_filter] for ways of " "configuring fine-grained visibility options." msgstr "" -"默认情况下,同步是否应该对所有对等体可见。有关配置细粒度可见性选项的方法,请" -"参阅 [method set_visibility_for] 和 [method add_visibility_filter]。" +"默认情况下,同步是否应该对所有对等体可见。有关配置细粒度可见性选项的方法,请参" +"阅 [method set_visibility_for] 和 [method add_visibility_filter]。" msgid "Resource containing which properties to synchronize." msgstr "包含要同步的属性的资源。" msgid "" "Node path that replicated properties are relative to.\n" -"If [member root_path] was spawned by a [MultiplayerSpawner], the node will " -"be also be spawned and despawned based on this synchronizer visibility " -"options." +"If [member root_path] was spawned by a [MultiplayerSpawner], the node will be " +"also be spawned and despawned based on this synchronizer visibility options." msgstr "" "复制属性相对的节点路径。\n" -"如果 [member root_path] 是由 [MultiplayerSpawner] 生成的,则该节点也将根据此" -"同步器可见性选项生成和消失。" +"如果 [member root_path] 是由 [MultiplayerSpawner] 生成的,则该节点也将根据此同" +"步器可见性选项生成和消失。" msgid "" "Specifies when visibility filters are updated (see [enum " "VisibilityUpdateMode] for options)." msgstr "指定何时更新可见性过滤器(有关选项见 [enum VisibilityUpdateMode])。" +msgid "" +"Emitted when a new delta synchronization state is received by this " +"synchronizer after the properties have been updated." +msgstr "属性发生更新后,该同步器收到新的增量同步状态时发出。" + +msgid "" +"Emitted when a new synchronization state is received by this synchronizer " +"after the properties have been updated." +msgstr "属性发生更新后,该同步器收到新的同步状态时发出。" + +msgid "" +"Emitted when visibility of [param for_peer] is updated. See [method " +"update_visibility]." +msgstr "" +"当 [param for_peer] 的可见性发生更新时发出。见 [method update_visibility]。" + +msgid "" +"Visibility filters are updated during process frames (see [constant Node." +"NOTIFICATION_INTERNAL_PROCESS])." +msgstr "" +"可见性过滤器的更新发生在处理帧中(见 [constant Node." +"NOTIFICATION_INTERNAL_PROCESS])。" + +msgid "" +"Visibility filters are updated during physics frames (see [constant Node." +"NOTIFICATION_INTERNAL_PHYSICS_PROCESS])." +msgstr "" +"可见性过滤器的更新发生在物理帧中(见 [constant Node." +"NOTIFICATION_INTERNAL_PHYSICS_PROCESS])。" + msgid "" "Visibility filters are not updated automatically, and must be updated " "manually by calling [method update_visibility]." msgstr "" "可见性过滤器不会自动更新,必须通过调用 [method update_visibility] 手动更新。" +msgid "A binary [Semaphore] for synchronization of multiple [Thread]s." +msgstr "二元 [Semaphore],用于在多 [Thread] 间进行同步。" + +msgid "" +"A synchronization mutex (mutual exclusion). This is used to synchronize " +"multiple [Thread]s, and is equivalent to a binary [Semaphore]. It guarantees " +"that only one thread can access a critical section at a time.\n" +"This is a reentrant mutex, meaning that it can be locked multiple times by " +"one thread, provided it also unlocks it as many times.\n" +"[b]Warning:[/b] Mutexes must be used carefully to avoid deadlocks.\n" +"[b]Warning:[/b] To ensure proper cleanup without crashes or deadlocks, the " +"following conditions must be met:\n" +"- When a [Mutex]'s reference count reaches zero and it is therefore " +"destroyed, no threads (including the one on which the destruction will " +"happen) must have it locked.\n" +"- When a [Thread]'s reference count reaches zero and it is therefore " +"destroyed, it must not have any mutex locked." +msgstr "" +"同步互斥器(mutex 来源于 mutual exclusion,即互斥)。可用于在多 [Thread] 间进" +"行同步,等价于二元 [Semaphore]。能够确保同时只有一个线程能够访问临界区。\n" +"这是一种可重入的互斥器,也就是说同一个线程能够将其多次上锁,只要也进行相同次数" +"的解锁即可。\n" +"[b]警告:[/b]互斥器必须谨慎使用才能避免死锁。\n" +"[b]警告:[/b]为了能够正确清理,避免崩溃和死锁,必须满足以下条件:\n" +"- [Mutex] 的引用计数到达零,将被销毁时,必须没有线程将其锁定(包括发生析构的线" +"程)。\n" +"- [Thread] 的引用计数达到零,将被销毁时,必须没有锁定任何互斥器。" + msgid "Using multiple threads" msgstr "使用多线程" @@ -58921,12 +65184,62 @@ msgstr "线程安全的 API" msgid "" "Locks this [Mutex], blocks until it is unlocked by the current owner.\n" -"[b]Note:[/b] This function returns without blocking if the thread already " -"has ownership of the mutex." +"[b]Note:[/b] This function returns without blocking if the thread already has " +"ownership of the mutex." msgstr "" "锁定此 [Mutex],直到被当前所有者解锁为止。\n" "[b]注意:[/b]如果线程已经拥有互斥锁的所有权,该函数将无阻塞地返回。" +msgid "" +"Tries locking this [Mutex], but does not block. Returns [code]true[/code] on " +"success, [code]false[/code] otherwise.\n" +"[b]Note:[/b] This function returns [code]true[/code] if the thread already " +"has ownership of the mutex." +msgstr "" +"尝试锁定该 [Mutex],但不会阻塞。成功时返回 [code]true[/code],否则返回 " +"[code]false[/code]。\n" +"[b]注意:[/b]如果该线程已经拥有了该互斥器的所有权,则函数返回 [code]true[/" +"code]。" + +msgid "" +"Unlocks this [Mutex], leaving it to other threads.\n" +"[b]Note:[/b] If a thread called [method lock] or [method try_lock] multiple " +"times while already having ownership of the mutex, it must also call [method " +"unlock] the same number of times in order to unlock it correctly.\n" +"[b]Warning:[/b] Calling [method unlock] more times that [method lock] on a " +"given thread, thus ending up trying to unlock a non-locked mutex, is wrong " +"and may causes crashes or deadlocks." +msgstr "" +"解锁该 [Mutex],将其留给其他线程。\n" +"[b]注意:[/b]如果一个线程在已经拥有互斥器的情况下多次调用 [method lock] 或 " +"[method try_lock],则也必须调用相同次数的 [method unlock] 才能正确解锁。\n" +"[b]警告:[/b]在给定的线程中调用 [method unlock] 的次数超过调用 [method lock] " +"的次数,导致尝试解锁未加锁的互斥器,是错误的行为,可能引起崩溃和死锁。" + +msgid "A 2D agent used to pathfind to a position while avoiding obstacles." +msgstr "用于寻路至某个位置并且能够躲避障碍物的 2D 代理。" + +msgid "" +"A 2D agent used to pathfind to a position while avoiding static and dynamic " +"obstacles. The calculation can be used by the parent node to dynamically move " +"it along the path. Requires navigation data to work correctly.\n" +"Dynamic obstacles are avoided using RVO collision avoidance. Avoidance is " +"computed before physics, so the pathfinding information can be used safely in " +"the physics step.\n" +"[b]Note:[/b] After setting the [member target_position] property, the [method " +"get_next_path_position] method must be used once every physics frame to " +"update the internal path logic of the navigation agent. The vector position " +"it returns should be used as the next movement position for the agent's " +"parent node." +msgstr "" +"用于寻路至某个位置并且能够躲避静态和动态障碍物的 2D 代理。父节点能够使用计算结" +"果沿着路径动态前进。需要有导航数据才能正常工作。\n" +"躲避动态障碍物使用的是 RVO 防撞算法。避障的计算发生在物理之前,因此寻路信息能" +"够在物理迭代时安全使用。\n" +"[b]注意:[/b]设置 [member target_position] 属性之后,必须在每个物理帧使用一次 " +"[method get_next_path_position] 函数来更新导航代理的内部路径逻辑。这个函数返回" +"的向量位置应该用作该代理的父节点的下一次移动位置。" + msgid "Using NavigationAgents" msgstr "使用 NavigationAgent" @@ -58939,20 +65252,34 @@ msgstr "" "target_position] 才能获得精确结果。" msgid "" -"Returns this agent's current path from start to finish in global " -"coordinates. The path only updates when the target position is changed or " -"the agent requires a repath. The path array is not intended to be used in " -"direct path movement as the agent has its own internal path logic that would " -"get corrupted by changing the path array manually. Use the intended [method " +"Returns whether or not the specified layer of the [member avoidance_layers] " +"bitmask is enabled, given a [param layer_number] between 1 and 32." +msgstr "" +"返回 [member avoidance_layers] 位掩码中指定的层是否启用,给定的 [param " +"layer_number] 应在 1 和 32 之间。" + +msgid "" +"Returns whether or not the specified mask of the [member avoidance_mask] " +"bitmask is enabled, given a [param mask_number] between 1 and 32." +msgstr "" +"返回 [member avoidance_mask] 位掩码中指定的掩码是否启用,给定的 [param " +"mask_number] 应在 1 和 32 之间。" + +msgid "" +"Returns this agent's current path from start to finish in global coordinates. " +"The path only updates when the target position is changed or the agent " +"requires a repath. The path array is not intended to be used in direct path " +"movement as the agent has its own internal path logic that would get " +"corrupted by changing the path array manually. Use the intended [method " "get_next_path_position] once every physics frame to receive the next path " -"point for the agents movement as this function also updates the internal " -"path logic." +"point for the agents movement as this function also updates the internal path " +"logic." msgstr "" "返回这个代理从起点到终点的当前路径,使用全局坐标。该路径只会在目标位置发生变" -"化,或者代理要求重新计算路径时更新。路径数组不应用于直接路径移动,因为代理有" -"自己的内部路径逻辑,手动更改路径数组可能会破坏该逻辑。每个物理帧上使用一次预" -"期的 [method get_next_path_position],来接收用于该代理移动的下一个路径点,因" -"为该函数还会更新内部路径逻辑。" +"化,或者代理要求重新计算路径时更新。路径数组不应用于直接路径移动,因为代理有自" +"己的内部路径逻辑,手动更改路径数组可能会破坏该逻辑。每个物理帧上使用一次预期" +"的 [method get_next_path_position],来接收用于该代理移动的下一个路径点,因为该" +"函数还会更新内部路径逻辑。" msgid "" "Returns which index the agent is currently on in the navigation path's " @@ -58975,26 +65302,26 @@ msgid "" "function returns always the map set on the NavigationAgent node and not the " "map of the abstract agent on the NavigationServer. If the agent map is " "changed directly with the NavigationServer API the NavigationAgent node will " -"not be aware of the map change. Use [method set_navigation_map] to change " -"the navigation map for the NavigationAgent and also update the agent on the " +"not be aware of the map change. Use [method set_navigation_map] to change the " +"navigation map for the NavigationAgent and also update the agent on the " "NavigationServer." msgstr "" "返回这个 NavigationAgent 节点的导航地图的 [RID]。这个函数返回的始终是在 " -"NavigationAgent 上设置的地图,不是 NavigationServer 上的抽象代理所使用的地" -"图。如果通过 NavigationServer API 修改了代理的地图,该 NavigationAgent 节点是" -"不会感知到地图的变化的。请使用 [method set_navigation_map] 修改该 " -"NavigationAgent 的导航地图,能够同时在 NavigationServer 上的代理。" +"NavigationAgent 上设置的地图,不是 NavigationServer 上的抽象代理所使用的地图。" +"如果通过 NavigationServer API 修改了代理的地图,该 NavigationAgent 节点是不会" +"感知到地图的变化的。请使用 [method set_navigation_map] 修改该 NavigationAgent " +"的导航地图,能够同时在 NavigationServer 上的代理。" msgid "" "Returns the next position in global coordinates that can be moved to, making " "sure that there are no static objects in the way. If the agent does not have " -"a navigation path, it will return the position of the agent's parent. The " -"use of this function once every physics frame is required to update the " -"internal path logic of the NavigationAgent." +"a navigation path, it will return the position of the agent's parent. The use " +"of this function once every physics frame is required to update the internal " +"path logic of the NavigationAgent." msgstr "" -"返回可以移动至的下一个位置,使用全局坐标,确保中途没有静态对象的阻挡。如果该" -"代理没有导航路径,则会返回该代理父节点的位置。这个函数每个物理帧都必须调用一" -"次,更新 NavigationAgent 内部的路径逻辑。" +"返回可以移动至的下一个位置,使用全局坐标,确保中途没有静态对象的阻挡。如果该代" +"理没有导航路径,则会返回该代理父节点的位置。这个函数每个物理帧都必须调用一次," +"更新 NavigationAgent 内部的路径逻辑。" msgid "Returns the [RID] of this agent on the [NavigationServer2D]." msgstr "返回这个代理在 [NavigationServer2D] 上的 [RID]。" @@ -59003,8 +65330,8 @@ msgid "Returns true if the navigation path's final position has been reached." msgstr "如果到达了导航路径的终点位置,则返回 true。" msgid "" -"Returns true if [member target_position] is reachable. The target position " -"is set using [member target_position]." +"Returns true if [member target_position] is reachable. The target position is " +"set using [member target_position]." msgstr "" "如果可到达 [member target_position],则返回 true。目标位置由 [member " "target_position] 设置。" @@ -59014,45 +65341,44 @@ msgid "" "possible to reach the target position. It should always be possible to reach " "the final position though. See [method get_final_position]." msgstr "" -"如果已到达 [member target_position],则返回 true。目标位置并不总是可达。终点" -"位置应该总是可达的。见 [method get_final_position]。" +"如果已到达 [member target_position],则返回 true。目标位置并不总是可达。终点位" +"置应该总是可达的。见 [method get_final_position]。" msgid "" "Based on [param value], enables or disables the specified layer in the " -"[member avoidance_layers] bitmask, given a [param layer_number] between 1 " -"and 32." -msgstr "" -"根据 [param value] 启用或禁用 [member avoidance_layers] 位掩码中指定的层,给" -"定的 [param layer_number] 应在 1 和 32 之间。" - -msgid "" -"Based on [param value], enables or disables the specified mask in the " -"[member avoidance_mask] bitmask, given a [param mask_number] between 1 and " +"[member avoidance_layers] bitmask, given a [param layer_number] between 1 and " "32." msgstr "" -"根据 [param value] 启用或禁用 [member avoidance_mask] 位掩码中指定的掩码,给" -"定的 [param mask_number] 应在 1 和 32 之间。" +"根据 [param value] 启用或禁用 [member avoidance_layers] 位掩码中指定的层,给定" +"的 [param layer_number] 应在 1 和 32 之间。" + +msgid "" +"Based on [param value], enables or disables the specified mask in the [member " +"avoidance_mask] bitmask, given a [param mask_number] between 1 and 32." +msgstr "" +"根据 [param value] 启用或禁用 [member avoidance_mask] 位掩码中指定的掩码,给定" +"的 [param mask_number] 应在 1 和 32 之间。" msgid "" "Based on [param value], enables or disables the specified layer in the " "[member navigation_layers] bitmask, given a [param layer_number] between 1 " "and 32." msgstr "" -"根据 [param value],启用或禁用 [member navigation_layers] 位掩码中指定的层," -"给定的 [param layer_number] 应在 1 和 32 之间。" +"根据 [param value],启用或禁用 [member navigation_layers] 位掩码中指定的层,给" +"定的 [param layer_number] 应在 1 和 32 之间。" msgid "" -"Sets the [RID] of the navigation map this NavigationAgent node should use " -"and also updates the [code]agent[/code] on the NavigationServer." +"Sets the [RID] of the navigation map this NavigationAgent node should use and " +"also updates the [code]agent[/code] on the NavigationServer." msgstr "" "设置这个 NavigationAgent 节点所应使用的导航地图的 [RID],同时还会更新 " "NavigationServer 上的代理 [code]agent[/code]。" msgid "" "Replaces the internal velocity in the collision avoidance simulation with " -"[param velocity]. When an agent is teleported to a new position this " -"function should be used in the same frame. If called frequently this " -"function can get agents stuck." +"[param velocity]. When an agent is teleported to a new position this function " +"should be used in the same frame. If called frequently this function can get " +"agents stuck." msgstr "" "将防撞仿真的内部速度替换为 [param velocity]。代理传送到新的位置之后,应该在同" "一帧里使用这个函数。如果频繁调用这个函数,可能会让代理卡住。" @@ -59085,8 +65411,8 @@ msgid "" "If [code]true[/code] uses the defined [member debug_path_custom_color] for " "this agent instead of global color." msgstr "" -"如果为 [code]true[/code],则该代理使用 [member debug_path_custom_color] 中定" -"义的颜色,不使用全局颜色。" +"如果为 [code]true[/code],则该代理使用 [member debug_path_custom_color] 中定义" +"的颜色,不使用全局颜色。" msgid "The maximum number of neighbors for the agent to consider." msgstr "该代理所需考虑的最大邻居数。" @@ -59102,15 +65428,15 @@ msgid "" "final position. This can happen due to trying to avoid collisions. When the " "maximum distance is exceeded, it recalculates the ideal path." msgstr "" -"允许代理偏离通往最终位置的理想路径的最大距离。可能为了防撞而产生偏离。超出最" -"大距离时,会重新计算理想路径。" +"允许代理偏离通往最终位置的理想路径的最大距离。可能为了防撞而产生偏离。超出最大" +"距离时,会重新计算理想路径。" msgid "Additional information to return with the navigation path." msgstr "与导航路径一起返回的附加信息。" msgid "" -"The path postprocessing applied to the raw path corridor found by the " -"[member pathfinding_algorithm]." +"The path postprocessing applied to the raw path corridor found by the [member " +"pathfinding_algorithm]." msgstr "" "对 [member pathfinding_algorithm] 找到的原始路径走廊应用的路径后期处理。" @@ -59127,9 +65453,9 @@ msgid "" msgstr "" "该避障代理的半径。这是该避障代理的“身体”,不是避障机制的起始半径(由 [member " "neighbor_distance] 控制)。\n" -"不会影响正常的寻路。要修改角色的寻路半径,请在烘焙 [NavigationMesh] 资源时使" -"用不同的 [member NavigationMesh.agent_radius] 属性,针对不同的角色大小使用不" -"同的导航地图。" +"不会影响正常的寻路。要修改角色的寻路半径,请在烘焙 [NavigationMesh] 资源时使用" +"不同的 [member NavigationMesh.agent_radius] 属性,针对不同的角色大小使用不同的" +"导航地图。" msgid "" "Notifies when a navigation link has been reached.\n" @@ -59142,11 +65468,11 @@ msgid "" "- [code]owner[/code]: The object which manages the link (usually " "[NavigationLink2D]).\n" "- [code]link_entry_position[/code]: If [code]owner[/code] is available and " -"the owner is a [NavigationLink2D], it will contain the global position of " -"the link's point the agent is entering.\n" -"- [code]link_exit_position[/code]: If [code]owner[/code] is available and " -"the owner is a [NavigationLink2D], it will contain the global position of " -"the link's point which the agent is exiting." +"the owner is a [NavigationLink2D], it will contain the global position of the " +"link's point the agent is entering.\n" +"- [code]link_exit_position[/code]: If [code]owner[/code] is available and the " +"owner is a [NavigationLink2D], it will contain the global position of the " +"link's point which the agent is exiting." msgstr "" "当到达一个导航链接时通知。\n" "根据 [member path_metadata_flags] 的值,详细信息字典可能包含以下键:\n" @@ -59155,8 +65481,8 @@ msgstr "" "PATH_SEGMENT_TYPE_LINK]。\n" "- [code]rid[/code]:链接的 [RID]。\n" "- [code]owner[/code]:管理该链接的对象(通常是[NavigationLink2D])。\n" -"- [code]link_entry_position[/code]:如果 [code]owner[/code] 可用且该所有者是" -"一个 [NavigationLink2D],它将包含代理正在进入时的链接点的全局位置。\n" +"- [code]link_entry_position[/code]:如果 [code]owner[/code] 可用且该所有者是一" +"个 [NavigationLink2D],它将包含代理正在进入时的链接点的全局位置。\n" "- [code]link_exit_position[/code]:如果 [code]owner[/code] 可用且该所有者是一" "个 [NavigationLink2D],它将包含代理正在退出时的链接点的全局位置。" @@ -59188,6 +65514,30 @@ msgstr "" "- [code]rid[/code]:包含的导航基元(区块或链接)的 [RID]。\n" "- [code]owner[/code]:管理包含的导航基元(区块或链接)的对象。" +msgid "A 3D agent used to pathfind to a position while avoiding obstacles." +msgstr "用于寻路至某个位置并且能够躲避障碍物的 3D 代理。" + +msgid "" +"A 3D agent used to pathfind to a position while avoiding static and dynamic " +"obstacles. The calculation can be used by the parent node to dynamically move " +"it along the path. Requires navigation data to work correctly.\n" +"Dynamic obstacles are avoided using RVO collision avoidance. Avoidance is " +"computed before physics, so the pathfinding information can be used safely in " +"the physics step.\n" +"[b]Note:[/b] After setting the [member target_position] property, the [method " +"get_next_path_position] method must be used once every physics frame to " +"update the internal path logic of the navigation agent. The vector position " +"it returns should be used as the next movement position for the agent's " +"parent node." +msgstr "" +"用于寻路至某个位置并且能够躲避静态和动态障碍物的 3D 代理。父节点能够使用计算结" +"果沿着路径动态前进。需要有导航数据才能正常工作。\n" +"躲避动态障碍物使用的是 RVO 防撞算法。避障的计算发生在物理之前,因此寻路信息能" +"够在物理迭代时安全使用。\n" +"[b]注意:[/b]设置 [member target_position] 属性之后,必须在每个物理帧使用一次 " +"[method get_next_path_position] 函数来更新导航代理的内部路径逻辑。这个函数返回" +"的向量位置应该用作该代理的父节点的下一次移动位置。" + msgid "" "Returns which index the agent is currently on in the navigation path's " "[PackedVector3Array]." @@ -59207,11 +65557,11 @@ msgid "" "- [code]owner[/code]: The object which manages the link (usually " "[NavigationLink3D]).\n" "- [code]link_entry_position[/code]: If [code]owner[/code] is available and " -"the owner is a [NavigationLink2D], it will contain the global position of " -"the link's point the agent is entering.\n" -"- [code]link_exit_position[/code]: If [code]owner[/code] is available and " -"the owner is a [NavigationLink2D], it will contain the global position of " -"the link's point which the agent is exiting." +"the owner is a [NavigationLink2D], it will contain the global position of the " +"link's point the agent is entering.\n" +"- [code]link_exit_position[/code]: If [code]owner[/code] is available and the " +"owner is a [NavigationLink2D], it will contain the global position of the " +"link's point which the agent is exiting." msgstr "" "当到达一个导航链接时通知。\n" "根据 [member path_metadata_flags] 的值,详细信息字典可能包含以下键:\n" @@ -59220,8 +65570,8 @@ msgstr "" "PATH_SEGMENT_TYPE_LINK]。\n" "- [code]rid[/code]:链接的 [RID]。\n" "- [code]owner[/code]:管理该链接的对象(通常是[NavigationLink3D])。\n" -"- [code]link_entry_position[/code]:如果 [code]owner[/code] 可用且该所有者是" -"一个 [NavigationLink3D],它将包含代理正在进入时的链接点的全局位置。\n" +"- [code]link_entry_position[/code]:如果 [code]owner[/code] 可用且该所有者是一" +"个 [NavigationLink3D],它将包含代理正在进入时的链接点的全局位置。\n" "- [code]link_exit_position[/code]:如果 [code]owner[/code] 可用且该所有者是一" "个 [NavigationLink3D],它将包含代理正在退出时的链接点的全局位置。" @@ -59229,8 +65579,7 @@ msgid "" "A link between two positions on [NavigationRegion2D]s that agents can be " "routed through." msgstr "" -"连接两个位于 [NavigationRegion2D] 上的位置的链接,导航时代理能够通过这个链" -"接。" +"连接两个位于 [NavigationRegion2D] 上的位置的链接,导航时代理能够通过这个链接。" msgid "Using NavigationLinks" msgstr "使用 NavigationLink" @@ -59273,40 +65622,54 @@ msgid "" "Ending position of the link.\n" "This position will search out the nearest polygon in the navigation mesh to " "attach to.\n" -"The distance the link will search is controlled by [method " -"NavigationServer2D.map_set_link_connection_radius]." +"The distance the link will search is controlled by [method NavigationServer2D." +"map_set_link_connection_radius]." msgstr "" "链接的结束位置。\n" "链接会搜索导航网格中最接近这个位置的多边形,并将自身与该多边形相关联。\n" -"链接搜索的距离由 [method NavigationServer2D.map_set_link_connection_radius] " -"控制。" +"链接搜索的距离由 [method NavigationServer2D.map_set_link_connection_radius] 控" +"制。" + +msgid "" +"When pathfinding enters this link from another regions navigation mesh the " +"[member enter_cost] value is added to the path distance for determining the " +"shortest path." +msgstr "" +"当寻路从其他地区的导航网格进入该链接时,[member enter_cost] 会加到路径距离中," +"用于确定最短路径。" msgid "" "A bitfield determining all navigation layers the link belongs to. These " "navigation layers will be checked when requesting a path with [method " "NavigationServer2D.map_get_path]." msgstr "" -"决定链接所属导航层的位域。使用 [method NavigationServer2D.map_get_path] 请求" -"路径时会检查这些导航层。" +"决定链接所属导航层的位域。使用 [method NavigationServer2D.map_get_path] 请求路" +"径时会检查这些导航层。" msgid "" "Starting position of the link.\n" "This position will search out the nearest polygon in the navigation mesh to " "attach to.\n" -"The distance the link will search is controlled by [method " -"NavigationServer2D.map_set_link_connection_radius]." +"The distance the link will search is controlled by [method NavigationServer2D." +"map_set_link_connection_radius]." msgstr "" "链接的起始位置。\n" "链接会搜索导航网格中最接近这个位置的多边形,并将自身与该多边形相关联。\n" -"链接搜索的距离由 [method NavigationServer2D.map_set_link_connection_radius] " -"控制。" +"链接搜索的距离由 [method NavigationServer2D.map_set_link_connection_radius] 控" +"制。" + +msgid "" +"When pathfinding moves along the link the traveled distance is multiplied " +"with [member travel_cost] for determining the shortest path." +msgstr "" +"当寻路沿着该链接移动时,移动距离会和 [member travel_cost] 相乘,用于确定最短路" +"径。" msgid "" "A link between two positions on [NavigationRegion3D]s that agents can be " "routed through." msgstr "" -"连接两个位于 [NavigationRegion3D] 上的位置的链接,导航时代理能够通过这个链" -"接。" +"连接两个位于 [NavigationRegion3D] 上的位置的链接,导航时代理能够通过这个链接。" msgid "" "Whether this link is currently active. If [code]false[/code], [method " @@ -59319,41 +65682,44 @@ msgid "" "Ending position of the link.\n" "This position will search out the nearest polygon in the navigation mesh to " "attach to.\n" -"The distance the link will search is controlled by [method " -"NavigationServer3D.map_set_link_connection_radius]." +"The distance the link will search is controlled by [method NavigationServer3D." +"map_set_link_connection_radius]." msgstr "" "链接的结束位置。\n" "链接会搜索导航网格中最接近这个位置的多边形,并将自身与该多边形相关联。\n" -"链接搜索的距离由 [method NavigationServer3D.map_set_link_connection_radius] " -"控制。" +"链接搜索的距离由 [method NavigationServer3D.map_set_link_connection_radius] 控" +"制。" msgid "" "A bitfield determining all navigation layers the link belongs to. These " "navigation layers will be checked when requesting a path with [method " "NavigationServer3D.map_get_path]." msgstr "" -"决定链接所属导航层的位域。使用 [method NavigationServer3D.map_get_path] 请求" -"路径时会检查这些导航层。" +"决定链接所属导航层的位域。使用 [method NavigationServer3D.map_get_path] 请求路" +"径时会检查这些导航层。" msgid "" "Starting position of the link.\n" "This position will search out the nearest polygon in the navigation mesh to " "attach to.\n" -"The distance the link will search is controlled by [method " -"NavigationServer3D.map_set_link_connection_radius]." +"The distance the link will search is controlled by [method NavigationServer3D." +"map_set_link_connection_radius]." msgstr "" "链接的起始位置。\n" "链接会搜索导航网格中最接近这个位置的多边形,并将自身与该多边形相关联。\n" -"链接搜索的距离由 [method NavigationServer3D.map_set_link_connection_radius] " -"控制。" +"链接搜索的距离由 [method NavigationServer3D.map_set_link_connection_radius] 控" +"制。" + +msgid "A navigation mesh that defines traversable areas and obstacles." +msgstr "用于定义可达区域和障碍物的导航网格。" msgid "" "A navigation mesh is a collection of polygons that define which areas of an " "environment are traversable to aid agents in pathfinding through complicated " "spaces." msgstr "" -"导航网格是多边形的集合,用于定义环境中的哪些区域是可以穿越的,帮助代理在复杂" -"的空间中寻路。" +"导航网格是多边形的集合,用于定义环境中的哪些区域是可以穿越的,帮助代理在复杂的" +"空间中寻路。" msgid "3D Navmesh Demo" msgstr "3D 导航网格演示" @@ -59362,8 +65728,8 @@ msgid "Using NavigationMeshes" msgstr "使用 NavigationMesh" msgid "" -"Adds a polygon using the indices of the vertices you get when calling " -"[method get_vertices]." +"Adds a polygon using the indices of the vertices you get when calling [method " +"get_vertices]." msgstr "使用调用 [method get_vertices] 得到的顶点的索引添加一个多边形。" msgid "" @@ -59371,14 +65737,14 @@ msgid "" msgstr "清除多边形数组,但不清除顶点数组。" msgid "" -"Initializes the navigation mesh by setting the vertices and indices " -"according to a [Mesh].\n" +"Initializes the navigation mesh by setting the vertices and indices according " +"to a [Mesh].\n" "[b]Note:[/b] The given [param mesh] must be of type [constant Mesh." "PRIMITIVE_TRIANGLES] and have an index array." msgstr "" "通过根据 [Mesh] 设置顶点和索引来初始化导航网格。\n" -"[b]注意:[/b]给定的 [param mesh] 必须是 [constant Mesh.PRIMITIVE_TRIANGLES] " -"类型,并且有一个索引数组。" +"[b]注意:[/b]给定的 [param mesh] 必须是 [constant Mesh.PRIMITIVE_TRIANGLES] 类" +"型,并且有一个索引数组。" msgid "" "Returns whether or not the specified layer of the [member " @@ -59444,33 +65810,28 @@ msgstr "" "[b]注意:[/b]烘焙时,这个值会向上取整到最接近的 [member cell_size] 的倍数。" msgid "" -"The cell height used to rasterize the navigation mesh vertices on the Y " -"axis. Must match with the cell height on the navigation map." +"The cell height used to rasterize the navigation mesh vertices on the Y axis. " +"Must match with the cell height on the navigation map." msgstr "" "单元格高度,用于将导航网格的顶点在 Y 轴上进行栅格化。必须与导航地图的单元格高" "度匹配。" msgid "" -"The cell size used to rasterize the navigation mesh vertices on the XZ " -"plane. Must match with the cell size on the navigation map." +"The cell size used to rasterize the navigation mesh vertices on the XZ plane. " +"Must match with the cell size on the navigation map." msgstr "" -"单元格大小,用于将导航网格的顶点在 XZ 平面上进行栅格化。必须与导航地图的单元" -"格大小匹配。" +"单元格大小,用于将导航网格的顶点在 XZ 平面上进行栅格化。必须与导航地图的单元格" +"大小匹配。" msgid "" "The sampling distance to use when generating the detail mesh, in cell unit." msgstr "生成细分网格时使用的采样距离,以单元格为单位。" msgid "" -"The maximum distance the detail mesh surface should deviate from " -"heightfield, in cell unit." +"The maximum distance the detail mesh surface should deviate from heightfield, " +"in cell unit." msgstr "细节网格表面应偏离高度场的最大距离,以单元格为单位。" -msgid "" -"The maximum distance a simplfied contour's border edges should deviate the " -"original raw contour." -msgstr "简化轮廓的边界边缘应偏离原始原始轮廓的最大距离。" - msgid "" "The maximum allowed length for contour edges along the border of the mesh.\n" "[b]Note:[/b] While baking, this value will be rounded up to the nearest " @@ -59501,8 +65862,8 @@ msgid "" "If [code]true[/code], marks walkable spans as not walkable if the clearance " "above the span is less than [member agent_height]." msgstr "" -"如果为 [code]true[/code],如果跨度上方的间隙小于 [member agent_height],则将" -"可行走范围标记为不可行走。" +"如果为 [code]true[/code],如果跨度上方的间隙小于 [member agent_height],则将可" +"行走范围标记为不可行走。" msgid "" "The physics layers to scan for static colliders.\n" @@ -59539,8 +65900,8 @@ msgstr "" msgid "" "Any regions with a size smaller than this will be merged with larger regions " "if possible.\n" -"[b]Note:[/b] This value will be squared to calculate the number of cells. " -"For example, a value of 20 will set the number of cells to 400." +"[b]Note:[/b] This value will be squared to calculate the number of cells. For " +"example, a value of 20 will set the number of cells to 400." msgstr "" "如果可能的话,任何小于这个尺寸的区域将与较大的区域合并。\n" "[b]注意:[/b]这个值将被平方来计算单元格的数量。例如,值为 20 时将把单元格的数" @@ -59553,8 +65914,8 @@ msgid "" "set the number of cells to 64." msgstr "" "区域被创建所需的最小尺寸。\n" -"[b]注意:[/b]该值将被平方,以计算出允许形成孤岛区域的最小单元数。例如,值为 " -"8 时将把单元格的数量设为 64。" +"[b]注意:[/b]该值将被平方,以计算出允许形成孤岛区域的最小单元数。例如,值为 8 " +"时将把单元格的数量设为 64。" msgid "" "Partitioning algorithm for creating the navigation mesh polys. See [enum " @@ -59571,8 +65932,8 @@ msgid "" "Watershed partitioning. Generally the best choice if you precompute the " "navigation mesh, use this if you have large open areas." msgstr "" -"分水岭分区。如果您预先计算导航网格,通常是最佳选择,如果您有大的开放区域,请" -"使用它。" +"分水岭分区。如果您预先计算导航网格,通常是最佳选择,如果您有大的开放区域,请使" +"用它。" msgid "" "Monotone partitioning. Use this if you want fast navigation mesh generation." @@ -59594,8 +65955,8 @@ msgstr "" "点。" msgid "" -"Parses [StaticBody3D] colliders as geometry. The collider should be in any " -"of the layers specified by [member geometry_collision_mask]." +"Parses [StaticBody3D] colliders as geometry. The collider should be in any of " +"the layers specified by [member geometry_collision_mask]." msgstr "" "将 [StaticBody3D] 碰撞器解析为几何体。碰撞器应在由 [member " "geometry_collision_mask] 指定的层中。" @@ -59634,77 +65995,75 @@ msgid "Helper class for creating and clearing navigation meshes." msgstr "对导航网格进行创建和清理的辅助类。" msgid "" -"This class is responsible for creating and clearing 3D navigation meshes " -"used as [NavigationMesh] resources inside [NavigationRegion3D]. The " -"[NavigationMeshGenerator] has very limited to no use for 2D as the " -"navigation mesh baking process expects 3D node types and 3D source geometry " -"to parse.\n" +"This class is responsible for creating and clearing 3D navigation meshes used " +"as [NavigationMesh] resources inside [NavigationRegion3D]. The " +"[NavigationMeshGenerator] has very limited to no use for 2D as the navigation " +"mesh baking process expects 3D node types and 3D source geometry to parse.\n" "The entire navigation mesh baking is best done in a separate thread as the " "voxelization, collision tests and mesh optimization steps involved are very " "performance and time hungry operations.\n" -"Navigation mesh baking happens in multiple steps and the result depends on " -"3D source geometry and properties of the [NavigationMesh] resource. In the " -"first step, starting from a root node and depending on [NavigationMesh] " -"properties all valid 3D source geometry nodes are collected from the " -"[SceneTree]. Second, all collected nodes are parsed for their relevant 3D " -"geometry data and a combined 3D mesh is build. Due to the many different " -"types of parsable objects, from normal [MeshInstance3D]s to [CSGShape3D]s or " -"various [CollisionObject3D]s, some operations to collect geometry data can " -"trigger [RenderingServer] and [PhysicsServer3D] synchronizations. Server " +"Navigation mesh baking happens in multiple steps and the result depends on 3D " +"source geometry and properties of the [NavigationMesh] resource. In the first " +"step, starting from a root node and depending on [NavigationMesh] properties " +"all valid 3D source geometry nodes are collected from the [SceneTree]. " +"Second, all collected nodes are parsed for their relevant 3D geometry data " +"and a combined 3D mesh is build. Due to the many different types of parsable " +"objects, from normal [MeshInstance3D]s to [CSGShape3D]s or various " +"[CollisionObject3D]s, some operations to collect geometry data can trigger " +"[RenderingServer] and [PhysicsServer3D] synchronizations. Server " "synchronization can have a negative effect on baking time or framerate as it " -"often involves [Mutex] locking for thread security. Many parsable objects " -"and the continuous synchronization with other threaded Servers can increase " -"the baking time significantly. On the other hand only a few but very large " -"and complex objects will take some time to prepare for the Servers which can " -"noticeably stall the next frame render. As a general rule the total number " -"of parsable objects and their individual size and complexity should be " -"balanced to avoid framerate issues or very long baking times. The combined " -"mesh is then passed to the Recast Navigation Object to test the source " -"geometry for walkable terrain suitable to [NavigationMesh] agent properties " -"by creating a voxel world around the meshes bounding area.\n" +"often involves [Mutex] locking for thread security. Many parsable objects and " +"the continuous synchronization with other threaded Servers can increase the " +"baking time significantly. On the other hand only a few but very large and " +"complex objects will take some time to prepare for the Servers which can " +"noticeably stall the next frame render. As a general rule the total number of " +"parsable objects and their individual size and complexity should be balanced " +"to avoid framerate issues or very long baking times. The combined mesh is " +"then passed to the Recast Navigation Object to test the source geometry for " +"walkable terrain suitable to [NavigationMesh] agent properties by creating a " +"voxel world around the meshes bounding area.\n" "The finalized navigation mesh is then returned and stored inside the " "[NavigationMesh] for use as a resource inside [NavigationRegion3D] nodes.\n" "[b]Note:[/b] Using meshes to not only define walkable surfaces but also " -"obstruct navigation baking does not always work. The navigation baking has " -"no concept of what is a geometry \"inside\" when dealing with mesh source " +"obstruct navigation baking does not always work. The navigation baking has no " +"concept of what is a geometry \"inside\" when dealing with mesh source " "geometry and this is intentional. Depending on current baking parameters, as " "soon as the obstructing mesh is large enough to fit a navigation mesh area " "inside, the baking will generate navigation mesh areas that are inside the " "obstructing source geometry mesh." msgstr "" -"该类负责创建和清除用作 [NavigationRegion3D] 内的 [NavigationMesh] 资源的 3D " -"导航网格。[NavigationMeshGenerator] 在 2D 中的用途非常有限,因为导航网格烘焙" -"过程需要 3D 节点类型和 3D 源几何体来解析。\n" -"整个导航网格的烘焙最好在单独的线程中完成,因为所涉及的体素化、碰撞测试、和网" -"格优化步骤是非常耗费性能和时间的操作。\n" -"导航网格的烘焙分成若干步进行,最终结果取决于 [NavigationMesh] 资源的 3D 源几" -"何体和该资源的属性。第一步是从根节点开始,并根据 [NavigationMesh] 的属性从 " -"[SceneTree] 收集所有有效的 3D 源几何体节点。第二步会对所有收集的节点进行解" -"析,以获得其相关的 3D 几何体数据,合并构造成一个 3D 网格。由于可解析的对象类" -"型众多,从普通的 [MeshInstance3D] 到 [CSGShape3D] 再到各种 " -"[CollisionObject3D],其中某些收集几何数据的操作可能会触发 [RenderingServer] " -"和 [PhysicsServer3D] 的同步。服务器同步通常涉及 [Mutex] 锁定以确保线程安全," -"这会对烘焙时间或帧率产生负面影响。可解析对象过多,以及与多线程服务器之间的连" -"续同步,都会大幅影响烘焙时间。而如果对象数量较少,但都是非常大而且复杂的对" -"象,那么就会在为服务器准备数据上花费时间,这可能会明显拖延下一帧渲染。一般而" -"言,可解析对象的总数与它们各自的大小和复杂度之间应该达到平衡,防止出现帧率问" -"题和超长的烘焙时间。合并后的网格后续会被交给 Recast 导航对象,通过在网格的包" -"围区域周边创建体素世界,来测试适合 [NavigationMesh] 代理属性的可行走地形的源" -"几何体。\n" +"该类负责创建和清除用作 [NavigationRegion3D] 内的 [NavigationMesh] 资源的 3D 导" +"航网格。[NavigationMeshGenerator] 在 2D 中的用途非常有限,因为导航网格烘焙过程" +"需要 3D 节点类型和 3D 源几何体来解析。\n" +"整个导航网格的烘焙最好在单独的线程中完成,因为所涉及的体素化、碰撞测试、和网格" +"优化步骤是非常耗费性能和时间的操作。\n" +"导航网格的烘焙分成若干步进行,最终结果取决于 [NavigationMesh] 资源的 3D 源几何" +"体和该资源的属性。第一步是从根节点开始,并根据 [NavigationMesh] 的属性从 " +"[SceneTree] 收集所有有效的 3D 源几何体节点。第二步会对所有收集的节点进行解析," +"以获得其相关的 3D 几何体数据,合并构造成一个 3D 网格。由于可解析的对象类型众" +"多,从普通的 [MeshInstance3D] 到 [CSGShape3D] 再到各种 [CollisionObject3D],其" +"中某些收集几何数据的操作可能会触发 [RenderingServer] 和 [PhysicsServer3D] 的同" +"步。服务器同步通常涉及 [Mutex] 锁定以确保线程安全,这会对烘焙时间或帧率产生负" +"面影响。可解析对象过多,以及与多线程服务器之间的连续同步,都会大幅影响烘焙时" +"间。而如果对象数量较少,但都是非常大而且复杂的对象,那么就会在为服务器准备数据" +"上花费时间,这可能会明显拖延下一帧渲染。一般而言,可解析对象的总数与它们各自的" +"大小和复杂度之间应该达到平衡,防止出现帧率问题和超长的烘焙时间。合并后的网格后" +"续会被交给 Recast 导航对象,通过在网格的包围区域周边创建体素世界,来测试适合 " +"[NavigationMesh] 代理属性的可行走地形的源几何体。\n" "最终的导航网格然后将被返回并被存储在 [NavigationMesh] 中,用作 " "[NavigationRegion3D] 节点内的资源。\n" "[b]注意:[/b]使用网格不仅定义可行走的表面的导航烘焙,而且定义障碍的导航烘焙," -"并不总会有效。在处理网格源几何体时,导航烘焙没有什么是几何体“位于内部”的概" -"念,这是有意为之的。根据当前的烘焙参数,一旦障碍网格足够大,大到足以在内部容" -"纳一个导航网格区域,则烘焙时将生成位于障碍源几何体网格内部的导航网格区域。" +"并不总会有效。在处理网格源几何体时,导航烘焙没有什么是几何体“位于内部”的概念," +"这是有意为之的。根据当前的烘焙参数,一旦障碍网格足够大,大到足以在内部容纳一个" +"导航网格区域,则烘焙时将生成位于障碍源几何体网格内部的导航网格区域。" msgid "" "The bake function is deprecated due to core threading changes. To upgrade " "existing code, first create a [NavigationMeshSourceGeometryData3D] resource. " "Use this resource with [method parse_source_geometry_data] to parse the " -"SceneTree for nodes that should contribute to the navigation mesh baking. " -"The SceneTree parsing needs to happen on the main thread. After the parsing " -"is finished use the resource with [method bake_from_source_geometry_data] to " +"SceneTree for nodes that should contribute to the navigation mesh baking. The " +"SceneTree parsing needs to happen on the main thread. After the parsing is " +"finished use the resource with [method bake_from_source_geometry_data] to " "bake a navigation mesh." msgstr "" "由于核心多线程方面的更改,烘焙功能已废弃。更新现有代码时,请先创建一个 " @@ -59726,26 +66085,40 @@ msgid "" "resource." msgstr "从提供的 [param navigation_mesh] 资源中移除所有多边形和顶点。" -msgid "" -"Parses the [SceneTree] for source geometry according to the properties of " -"[param navigation_mesh]. Updates the provided [param source_geometry_data] " -"resource with the resulting data. The resource can then be used to bake a " -"navigation mesh with [method bake_from_source_geometry_data]. After the " -"process is finished the optional [param callback] will be called.\n" -"[b]Note:[/b] This function needs to run on the main thread or with a " -"deferred call as the SceneTree is not thread-safe." -msgstr "" -"根据 [param navigation_mesh] 的属性解析 [SceneTree] 中的源几何体。会使用解析" -"的结果对提供的 [param source_geometry_data] 资源进行更新。后续可以在使用 " -"[method bake_from_source_geometry_data] 烘焙导航网格时使用该资源。解析过程完" -"成后,会调用可选的 [param callback]。\n" -"[b]注意:[/b]因为 SceneTree 并不是线程安全的,所以这个函数需要在主线程执行或" -"使用延迟调用。" - msgid "" "Container for parsed source geometry data used in navigation mesh baking." msgstr "存放解析所得的源几何体数据的容器,用于导航网格的烘焙。" +msgid "Clears the internal data." +msgstr "清除内部数据。" + +msgid "Returns the parsed source geometry data indices array." +msgstr "返回解析得到的源几何体数据索引数据。" + +msgid "Returns the parsed source geometry data vertices array." +msgstr "返回解析得到的源几何体数据顶点数据。" + +msgid "Returns [b]true[/b] when parsed source geometry data exists." +msgstr "如果存在解析得到的源几何体数据,则返回 [b]true[/b]。" + +msgid "" +"Sets the parsed source geometry data indices. The indices need to be matched " +"with appropriated vertices.\n" +"[b]Warning:[/b] Inappropriate data can crash the baking process of the " +"involved third-party libraries." +msgstr "" +"设置解析得到的源几何体数据索引。索引需要与正确的顶点相匹配。\n" +"[b]警告:[/b]数据不正确会导致相关第三方库在烘焙过程中崩溃。" + +msgid "" +"Sets the parsed source geometry data vertices. The vertices need to be " +"matched with appropriated indices.\n" +"[b]Warning:[/b] Inappropriate data can crash the baking process of the " +"involved third-party libraries." +msgstr "" +"设置解析得到的源几何体数据顶点。顶点需要与正确的索引相匹配。\n" +"[b]警告:[/b]数据不正确会导致相关第三方库在烘焙过程中崩溃。" + msgid "" "2D Obstacle used in navigation to constrain avoidance controlled agents " "outside or inside an area." @@ -59755,29 +66128,44 @@ msgstr "" msgid "Using NavigationObstacles" msgstr "使用 NavigationObstacle" +msgid "" +"Sets the [RID] of the navigation map this NavigationObstacle node should use " +"and also updates the [code]obstacle[/code] on the NavigationServer." +msgstr "" +"设置该 NavigationObstacle 节点应使用的导航地图的 [RID],并会更新 " +"NavigationServer 上的 [code]obstacle[/code]。" + +msgid "If [code]true[/code] the obstacle affects avoidance using agents." +msgstr "如果为 [code]true[/code],则该障碍物会影响使用代理的避障。" + +msgid "" +"A bitfield determining the avoidance layers for this obstacle. Agent's with a " +"matching bit on the their avoidance mask will avoid this obstacle." +msgstr "决定该障碍物的避障层的位域。避障掩码中存在匹配位的代理会躲避该障碍物。" + msgid "Sets the avoidance radius for the obstacle." msgstr "设置该障碍物的避障半径。" msgid "" -"Sets the wanted velocity for the obstacle so other agent's can better " -"predict the obstacle if it is moved with a velocity regularly (every frame) " -"instead of warped to a new position. Does only affect avoidance for the " -"obstacles [member radius]. Does nothing for the obstacles static vertices." +"Sets the wanted velocity for the obstacle so other agent's can better predict " +"the obstacle if it is moved with a velocity regularly (every frame) instead " +"of warped to a new position. Does only affect avoidance for the obstacles " +"[member radius]. Does nothing for the obstacles static vertices." msgstr "" -"设置该障碍物的期望速度,这样如果(每帧)一直使用相同的速度移动而不是直接跳到" -"某个位置,那么其他代理就能够更好地预测该障碍物的行为。仅影响该障碍物 [member " +"设置该障碍物的期望速度,这样如果(每帧)一直使用相同的速度移动而不是直接跳到某" +"个位置,那么其他代理就能够更好地预测该障碍物的行为。仅影响该障碍物 [member " "radius] 的避障。不会影响障碍物的静态顶点。" msgid "" -"The outline vertices of the obstacle. If the vertices are winded in " -"clockwise order agents will be pushed in by the obstacle, else they will be " -"pushed out. Outlines can not be crossed or overlap. Should the vertices " -"using obstacle be warped to a new position agent's can not predict this " -"movement and may get trapped inside the obstacle." +"The outline vertices of the obstacle. If the vertices are winded in clockwise " +"order agents will be pushed in by the obstacle, else they will be pushed out. " +"Outlines can not be crossed or overlap. Should the vertices using obstacle be " +"warped to a new position agent's can not predict this movement and may get " +"trapped inside the obstacle." msgstr "" -"该障碍物的轮廓顶点。如果这些顶点是按照顺时针顺序缠绕的,那么障碍物就会将其他" -"代理向内推,否则就会向外推。轮廓不能交叉或重叠。如果这些顶点直接跳到了新的位" -"置,那么其他代理可能无法预测这种行为,导致被困在障碍物内。" +"该障碍物的轮廓顶点。如果这些顶点是按照顺时针顺序缠绕的,那么障碍物就会将其他代" +"理向内推,否则就会向外推。轮廓不能交叉或重叠。如果这些顶点直接跳到了新的位置," +"那么其他代理可能无法预测这种行为,导致被困在障碍物内。" msgid "" "3D Obstacle used in navigation to constrain avoidance controlled agents " @@ -59785,6 +66173,9 @@ msgid "" msgstr "" "用于导航的 3D 障碍物,能够将启用了避障处理的代理约束在某个区域之外或之内。" +msgid "Provides parameters for 2D navigation path queries." +msgstr "为 2D 导航路径查询提供参数。" + msgid "Using NavigationPathQueryObjects" msgstr "使用 NavigationPathQueryObject" @@ -59814,18 +66205,18 @@ msgid "" "layouts can face artificial corners with diagonal movement due to a jagged " "path corridor imposed by the cell shapes." msgstr "" -"将漏斗算法应用于寻路算法找到的原始路径走廊。这将导致最短路径可能在路径走廊" -"内。该后处理在很大程度上取决于导航网格多边形布局和创建的走廊。特别是基于图块" -"和网格的布局,可能会由于单元格形状强加的锯齿状的路径走廊,而面临对角线移动的" -"人工角落。" +"将漏斗算法应用于寻路算法找到的原始路径走廊。这将导致最短路径可能在路径走廊内。" +"该后处理在很大程度上取决于导航网格多边形布局和创建的走廊。特别是基于图块和网格" +"的布局,可能会由于单元格形状强加的锯齿状的路径走廊,而面临对角线移动的人工角" +"落。" msgid "" "Centers every path position in the middle of the traveled navigation mesh " "polygon edge. This creates better paths for tile- or gridbased layouts that " "restrict the movement to the cells center." msgstr "" -"将路径上的所有位置在经过的导航网格多边形边缘上居中。这样就把移动限制在了单元" -"格的中心,能够为基于图块或栅格的布局创建更好的路径。" +"将路径上的所有位置在经过的导航网格多边形边缘上居中。这样就把移动限制在了单元格" +"的中心,能够为基于图块或栅格的布局创建更好的路径。" msgid "Don't include any additional metadata about the returned path." msgstr "不要包含任何关于返回路径的额外元数据。" @@ -59844,12 +66235,22 @@ msgid "" "Include the [code]ObjectID[/code]s of the [Object]s which manage the regions " "and links each point of the path goes through." msgstr "" -"包含管理路径上的各个点所经过的地区和链接的 [Object] 的 [code]ObjectID[/" -"code]。" +"包含管理路径上的各个点所经过的地区和链接的 [Object] 的 [code]ObjectID[/code]。" msgid "Include all available metadata about the returned path." msgstr "包含关于返回路径的所有可用元数据。" +msgid "Provides parameters for 3D navigation path queries." +msgstr "为 3D 导航路径查询提供参数。" + +msgid "Represents the result of a 2D pathfinding query." +msgstr "代表 2D 寻路查询的结果。" + +msgid "" +"This class stores the result of a 2D navigation path query from the " +"[NavigationServer2D]." +msgstr "这个类存储的是向 [NavigationServer2D] 进行 2D 导航路径查询的结果。" + msgid "" "Reset the result object to its initial state. This is useful to reuse the " "object across multiple queries." @@ -59861,8 +66262,8 @@ msgid "" "are in global coordinates. Without customized query parameters this is the " "same path as returned by [method NavigationServer2D.map_get_path]." msgstr "" -"导航查询的路径数组结果。所有的路径数组位置都使用全局坐标。未自定义查询参数" -"时,与 [method NavigationServer2D.map_get_path] 返回的路径相同。" +"导航查询的路径数组结果。所有的路径数组位置都使用全局坐标。未自定义查询参数时," +"与 [method NavigationServer2D.map_get_path] 返回的路径相同。" msgid "" "The [code]ObjectID[/code]s of the [Object]s which manage the regions and " @@ -59875,8 +66276,8 @@ msgid "" msgstr "路径上的各个点所经过的地区和链接的 [RID]。" msgid "" -"The type of navigation primitive (region or link) that each point of the " -"path goes through." +"The type of navigation primitive (region or link) that each point of the path " +"goes through." msgstr "路径上的各个点所经过的导航图元类型(地区或链接)。" msgid "This segment of the path goes through a region." @@ -59885,13 +66286,21 @@ msgstr "这一段路径穿过了某个地区。" msgid "This segment of the path goes through a link." msgstr "这一段路径穿过了某个链接。" +msgid "Represents the result of a 3D pathfinding query." +msgstr "代表 3D 寻路查询的结果。" + +msgid "" +"This class stores the result of a 3D navigation path query from the " +"[NavigationServer3D]." +msgstr "这个类存储的是向 [NavigationServer3D] 进行 3D 导航路径查询的结果。" + msgid "" "The resulting path array from the navigation query. All path array positions " "are in global coordinates. Without customized query parameters this is the " "same path as returned by [method NavigationServer3D.map_get_path]." msgstr "" -"导航查询的路径数组结果。所有的路径数组位置都使用全局坐标。未自定义查询参数" -"时,与 [method NavigationServer3D.map_get_path] 返回的路径相同。" +"导航查询的路径数组结果。所有的路径数组位置都使用全局坐标。未自定义查询参数时," +"与 [method NavigationServer3D.map_get_path] 返回的路径相同。" msgid "" "There are two ways to create polygons. Either by using the [method " @@ -59920,8 +66329,8 @@ msgid "" "[codeblocks]\n" "[gdscript]\n" "var polygon = NavigationPolygon.new()\n" -"var vertices = PackedVector2Array([Vector2(0, 0), Vector2(0, 50), " -"Vector2(50, 50), Vector2(50, 0)])\n" +"var vertices = PackedVector2Array([Vector2(0, 0), Vector2(0, 50), Vector2(50, " +"50), Vector2(50, 0)])\n" "polygon.vertices = vertices\n" "var indices = PackedInt32Array([0, 1, 2, 3])\n" "polygon.add_polygon(indices)\n" @@ -59965,8 +66374,8 @@ msgstr "" "[codeblocks]\n" "[gdscript]\n" "var polygon = NavigationPolygon.new()\n" -"var vertices = PackedVector2Array([Vector2(0, 0), Vector2(0, 50), " -"Vector2(50, 50), Vector2(50, 0)])\n" +"var vertices = PackedVector2Array([Vector2(0, 0), Vector2(0, 50), Vector2(50, " +"50), Vector2(50, 0)])\n" "polygon.vertices = vertices\n" "var indices = PackedInt32Array([0, 1, 2, 3])\n" "polygon.add_polygon(indices)\n" @@ -59993,9 +66402,8 @@ msgid "" "make_polygons_from_outlines] in order for this array to be converted to " "polygons that the engine will use." msgstr "" -"将包含轮廓顶点的 [PackedVector2Array],追加到包含所有轮廓的内部数组。必须调" -"用 [method make_polygons_from_outlines] 才能将该数组转换为引擎将使用的多边" -"形。" +"将包含轮廓顶点的 [PackedVector2Array],追加到包含所有轮廓的内部数组。必须调用 " +"[method make_polygons_from_outlines] 才能将该数组转换为引擎将使用的多边形。" msgid "" "Adds a [PackedVector2Array] that contains the vertices of an outline to the " @@ -60004,8 +66412,8 @@ msgid "" "converted to polygons that the engine will use." msgstr "" "将包含轮廓顶点的 [PackedVector2Array],添加到包含位于固定位置处的所有轮廓的内" -"部数组。必须调用 [method make_polygons_from_outlines] 才能将该数组转换为引擎" -"将使用的多边形。" +"部数组。必须调用 [method make_polygons_from_outlines] 才能将该数组转换为引擎将" +"使用的多边形。" msgid "" "Clears the array of the outlines, but it doesn't clear the vertices and the " @@ -60028,8 +66436,8 @@ msgstr "" "为 2D 在幕后使用 3D 服务器)。" msgid "" -"Returns a [PackedVector2Array] containing the vertices of an outline that " -"was created in the editor or by script." +"Returns a [PackedVector2Array] containing the vertices of an outline that was " +"created in the editor or by script." msgstr "" "返回一个 [PackedVector2Array],其中包含在编辑器中或通过脚本创建的轮廓的顶点。" @@ -60062,21 +66470,59 @@ msgstr "" "更改在编辑器或脚本中创建的轮廓。你必须调用 [method " "make_polygons_from_outlines] 来更新多边形。" +msgid "" +"The cell size used to rasterize the navigation mesh vertices. Must match with " +"the cell size on the navigation map." +msgstr "" +"用于将导航网格顶点栅格化的单元格大小。必须与导航地图上的单元格大小相匹配。" + +msgid "" +"A traversable 2D region that [NavigationAgent2D]s can use for pathfinding." +msgstr "可达的 2D 地区,[NavigationAgent2D] 能够将其用于寻路。" + +msgid "" +"A traversable 2D region based on a [NavigationPolygon] that " +"[NavigationAgent2D]s can use for pathfinding.\n" +"Two regions can be connected to each other if they share a similar edge. You " +"can set the minimum distance between two vertices required to connect two " +"edges by using [method NavigationServer2D.map_set_edge_connection_margin].\n" +"[b]Note:[/b] Overlapping two regions' navigation polygons is not enough for " +"connecting two regions. They must share a similar edge.\n" +"The pathfinding cost of entering a region from another region can be " +"controlled with the [member enter_cost] value.\n" +"[b]Note:[/b] This value is not added to the path cost when the start position " +"is already inside this region.\n" +"The pathfinding cost of traveling distances inside this region can be " +"controlled with the [member travel_cost] multiplier.\n" +"[b]Note:[/b] This node caches changes to its properties, so if you make " +"changes to the underlying region [RID] in [NavigationServer2D], they will not " +"be reflected in this node's properties." +msgstr "" +"可达的 2D 地区,基于 [NavigationPolygon],[NavigationAgent2D] 能够将其用于寻" +"路。\n" +"两个地区如果存在相近的边就可以互相连接。连接两条边所需的顶点最小间距可以通过 " +"[method NavigationServer2D.map_set_edge_connection_margin] 设置。\n" +"[b]注意:[/b]两个地区存在重叠部分并不足以让它们相连。必须有相近的边。\n" +"从一个地区进入另一个地区的寻路成本可以使用 [member enter_cost] 控制。\n" +"[b]注意:[/b]起点位于该地区时,这个值不计入路径成本。\n" +"在该地区中行进的寻路成本可以使用乘数 [member travel_cost] 控制。\n" +"[b]注意:[/b]该节点会对这些属性进行缓存,因此,你在 [NavigationServer2D] 中对" +"底层的地区 [RID] 进行的修改不会在该节点的属性中。" + msgid "Using NavigationRegions" msgstr "使用 NavigationRegion" msgid "" "Returns the [RID] of this region on the [NavigationServer2D]. Combined with " "[method NavigationServer2D.map_get_closest_point_owner] can be used to " -"identify the [NavigationRegion2D] closest to a point on the merged " -"navigation map." +"identify the [NavigationRegion2D] closest to a point on the merged navigation " +"map." msgstr "" "返回 [NavigationServer2D] 上该区块的 [RID]。结合 [method NavigationServer2D." "map_get_closest_point_owner] 可用于识别合并导航地图上离某点最近的 " "[NavigationRegion2D]。" -msgid "" -"A bitfield determining all avoidance layers for the avoidance constrain." +msgid "A bitfield determining all avoidance layers for the avoidance constrain." msgstr "位域,确定避障约束的所有避障层。" msgid "Determines if the [NavigationRegion2D] is enabled or disabled." @@ -60087,8 +66533,8 @@ msgid "" "navigation mesh the [code]enter_cost[/code] value is added to the path " "distance for determining the shortest path." msgstr "" -"当寻路从另一个区块的导航网格进入该区块的导航网格时,[code]enter_cost[/code] " -"值将被加到路径距离,以确定最短路径。" +"当寻路从另一个区块的导航网格进入该区块的导航网格时,[code]enter_cost[/code] 值" +"将被加到路径距离,以确定最短路径。" msgid "" "A bitfield determining all navigation layers the region belongs to. These " @@ -60106,32 +66552,64 @@ msgid "" "distances are multiplied with [code]travel_cost[/code] for determining the " "shortest path." msgstr "" -"当寻路在该区块的导航网格内移动时,将行进距离乘以 [code]travel_cost[/code] 以" -"确定最短路径。" +"当寻路在该区块的导航网格内移动时,将行进距离乘以 [code]travel_cost[/code] 以确" +"定最短路径。" + +msgid "" +"A traversable 3D region that [NavigationAgent3D]s can use for pathfinding." +msgstr "可达的 3D 地区,[NavigationAgent3D] 能够将其用于寻路。" + +msgid "" +"A traversable 3D region based on a [NavigationMesh] that [NavigationAgent3D]s " +"can use for pathfinding.\n" +"Two regions can be connected to each other if they share a similar edge. You " +"can set the minimum distance between two vertices required to connect two " +"edges by using [method NavigationServer3D.map_set_edge_connection_margin].\n" +"[b]Note:[/b] Overlapping two regions' navigation meshes is not enough for " +"connecting two regions. They must share a similar edge.\n" +"The cost of entering this region from another region can be controlled with " +"the [member enter_cost] value.\n" +"[b]Note:[/b] This value is not added to the path cost when the start position " +"is already inside this region.\n" +"The cost of traveling distances inside this region can be controlled with the " +"[member travel_cost] multiplier.\n" +"[b]Note:[/b] This node caches changes to its properties, so if you make " +"changes to the underlying region [RID] in [NavigationServer3D], they will not " +"be reflected in this node's properties." +msgstr "" +"可达的 3D 地区,基于 [NavigationMesh],[NavigationAgent3D] 能够将其用于寻" +"路。\n" +"两个地区如果存在相近的边就可以互相连接。连接两条边所需的顶点最小间距可以通过 " +"[method NavigationServer3D.map_set_edge_connection_margin] 设置。\n" +"[b]注意:[/b]两个地区存在重叠部分并不足以让它们相连。必须有相近的边。\n" +"从一个地区进入另一个地区的寻路成本可以使用 [member enter_cost] 控制。\n" +"[b]注意:[/b]起点位于该地区时,这个值不计入路径成本。\n" +"在该地区中行进的寻路成本可以使用乘数 [member travel_cost] 控制。\n" +"[b]注意:[/b]该节点会对这些属性进行缓存,因此,你在 [NavigationServer3D] 中对" +"底层的地区 [RID] 进行的修改不会在该节点的属性中。" msgid "" "Bakes the [NavigationMesh]. If [param on_thread] is set to [code]true[/code] " -"(default), the baking is done on a separate thread. Baking on separate " -"thread is useful because navigation baking is not a cheap operation. When it " -"is completed, it automatically sets the new [NavigationMesh]. Please note " -"that baking on separate thread may be very slow if geometry is parsed from " -"meshes as async access to each mesh involves heavy synchronization. Also, " -"please note that baking on a separate thread is automatically disabled on " -"operating systems that cannot use threads (such as Web with threads " -"disabled)." +"(default), the baking is done on a separate thread. Baking on separate thread " +"is useful because navigation baking is not a cheap operation. When it is " +"completed, it automatically sets the new [NavigationMesh]. Please note that " +"baking on separate thread may be very slow if geometry is parsed from meshes " +"as async access to each mesh involves heavy synchronization. Also, please " +"note that baking on a separate thread is automatically disabled on operating " +"systems that cannot use threads (such as Web with threads disabled)." msgstr "" -"烘焙该 [NavigationMesh]。如果 [param on_thread] 被设置为 [code]true[/code]" -"(默认),则该烘焙将在单独的线程上完成。独立线程烘焙很有用,因为导航烘焙不是" -"一项廉价的操作。完成后,它会自动设置新的 [NavigationMesh]。请注意,如果几何体" -"是从网格解析而来的,则独立线程烘焙可能会非常慢,因为对每个网格的异步访问会涉" -"及大量同步操作。另外,请注意在无法使用线程的操作系统(例如禁用线程的 Web)" -"上,会自动禁用独立线程烘焙。" +"烘焙该 [NavigationMesh]。如果 [param on_thread] 被设置为 [code]true[/code](默" +"认),则该烘焙将在单独的线程上完成。独立线程烘焙很有用,因为导航烘焙不是一项廉" +"价的操作。完成后,它会自动设置新的 [NavigationMesh]。请注意,如果几何体是从网" +"格解析而来的,则独立线程烘焙可能会非常慢,因为对每个网格的异步访问会涉及大量同" +"步操作。另外,请注意在无法使用线程的操作系统(例如禁用线程的 Web)上,会自动禁" +"用独立线程烘焙。" msgid "" "Returns the [RID] of this region on the [NavigationServer3D]. Combined with " "[method NavigationServer3D.map_get_closest_point_owner] can be used to " -"identify the [NavigationRegion3D] closest to a point on the merged " -"navigation map." +"identify the [NavigationRegion3D] closest to a point on the merged navigation " +"map." msgstr "" "返回 [NavigationServer3D] 上该区块的 [RID]。结合 [method NavigationServer3D." "map_get_closest_point_owner] 可用于识别距离该合并导航地图上的点最近的 " @@ -60163,14 +66641,32 @@ msgstr "使用 NavigationServer" msgid "Creates the agent." msgstr "创建代理。" +msgid "Return [code]true[/code] if the specified [param agent] uses avoidance." +msgstr "如果指定的 [param agent] 使用避障,则返回 [code]true[/code]。" + msgid "" "Returns the navigation map [RID] the requested [param agent] is currently " "assigned to." msgstr "返回请求 [param agent] 目前分配到的导航地图 [RID]。" +msgid "Returns [code]true[/code] if the specified [param agent] is paused." +msgstr "如果指定的 [param agent] 处于暂停状态,则返回 [code]true[/code]。" + msgid "Returns true if the map got changed the previous frame." msgstr "如果该地图在上一帧发生了改变,则返回 true。" +msgid "" +"If [param enabled] is [code]true[/code] the specified [param agent] uses " +"avoidance." +msgstr "" +"如果 [param enabled] 为 [code]true[/code],则指定的 [param agent] 使用避障。" + +msgid "Set the agent's [code]avoidance_layers[/code] bitmask." +msgstr "设置该代理的 [code]avoidance_layers[/code] 位掩码。" + +msgid "Set the agent's [code]avoidance_mask[/code] bitmask." +msgstr "设置该代理的 [code]avoidance_mask[/code] 位掩码。" + msgid "Puts the agent in the map." msgstr "将代理放入地图中。" @@ -60193,6 +66689,13 @@ msgstr "" "设置在导航中,该代理所考虑的其他代理的最大距离。这个数越大,模拟的运行时间越" "长。如果这个数太小,则模拟会不安全。" +msgid "" +"If [param paused] is true the specified [param agent] will not be processed, " +"e.g. calculate avoidance velocities or receive avoidance callbacks." +msgstr "" +"如果 [param paused] 为 true,则不会对指定的 [param agent] 进行处理,例如计算避" +"障速度以及收到避障回调。" + msgid "Sets the position of the agent in world space." msgstr "设置该代理在世界空间中的位置。" @@ -60210,8 +66713,8 @@ msgid "" "returns both 2D and 3D created navigation maps as there is technically no " "distinction between them." msgstr "" -"返回该 NavigationServer 上所有已创建的导航地图的 [RID]。会同时返回已创建的 " -"2D 和 3D 导航地图,因为理论上它们之间是没有区别的。" +"返回该 NavigationServer 上所有已创建的导航地图的 [RID]。会同时返回已创建的 2D " +"和 3D 导航地图,因为理论上它们之间是没有区别的。" msgid "Create a new link between two positions on a map." msgstr "在地图上新建两个地点之间的链接。" @@ -60219,13 +66722,30 @@ msgstr "在地图上新建两个地点之间的链接。" msgid "Returns the enter cost of this [param link]." msgstr "返回 [param link] 链接的进入消耗。" -msgid "" -"Returns the [code]ObjectID[/code] of the object which manages this link." +msgid "Returns the navigation layers for this [param link]." +msgstr "返回 [param link] 的导航层。" + +msgid "Returns the [code]ObjectID[/code] of the object which manages this link." msgstr "返回管理该链接的对象的 [code]ObjectID[/code]。" +msgid "Returns the starting position of this [param link]." +msgstr "返回 [param link] 链接的入口位置。" + msgid "Returns the travel cost of this [param link]." msgstr "返回 [param link] 链接的移动消耗。" +msgid "Returns whether this [param link] can be travelled in both directions." +msgstr "返回该 [param link] 是否能够双向通行。" + +msgid "Sets whether this [param link] can be travelled in both directions." +msgstr "设置该 [param link] 是否能够双向通行。" + +msgid "Sets the exit position for the [param link]." +msgstr "设置 [param link] 的出口位置。" + +msgid "Sets the [param enter_cost] for this [param link]." +msgstr "设置 [param link] 的进入消耗 [param enter_cost]。" + msgid "Sets the navigation map [RID] for the link." msgstr "设置该链接的导航地图 [RID]。" @@ -60239,6 +66759,12 @@ msgstr "" msgid "Set the [code]ObjectID[/code] of the object which manages this link." msgstr "设置管理该链接的对象的 [code]ObjectID[/code]。" +msgid "Sets the entry position for this [param link]." +msgstr "设置 [param link] 的入口位置。" + +msgid "Sets the [param travel_cost] for this [param link]." +msgstr "设置 [param link] 的移动消耗 [param travel_cost]。" + msgid "Create a new map." msgstr "创建一张新地图。" @@ -60249,37 +66775,36 @@ msgid "" "(re)calculate all the navigation meshes and region connections of the " "navigation map. This makes it possible to query a navigation path for a " "changed map immediately and in the same frame (multiple times if needed).\n" -"Due to technical restrictions the current NavigationServer command queue " -"will be flushed. This means all already queued update commands for this " -"physics frame will be executed, even those intended for other maps, regions " -"and agents not part of the specified map. The expensive computation of the " +"Due to technical restrictions the current NavigationServer command queue will " +"be flushed. This means all already queued update commands for this physics " +"frame will be executed, even those intended for other maps, regions and " +"agents not part of the specified map. The expensive computation of the " "navigation meshes and region connections of a map will only be done for the " "specified map. Other maps will receive the normal synchronization at the end " "of the physics frame. Should the specified map receive changes after the " "forced update it will update again as well when the other maps receive their " "update.\n" "Avoidance processing and dispatch of the [code]safe_velocity[/code] signals " -"is untouched by this function and continues to happen for all maps and " -"agents at the end of the physics frame.\n" +"is untouched by this function and continues to happen for all maps and agents " +"at the end of the physics frame.\n" "[b]Note:[/b] With great power comes great responsibility. This function " "should only be used by users that really know what they are doing and have a " "good reason for it. Forcing an immediate update of a navigation map requires " -"locking the NavigationServer and flushing the entire NavigationServer " -"command queue. Not only can this severely impact the performance of a game " -"but it can also introduce bugs if used inappropriately without much " -"foresight." +"locking the NavigationServer and flushing the entire NavigationServer command " +"queue. Not only can this severely impact the performance of a game but it can " +"also introduce bugs if used inappropriately without much foresight." msgstr "" "该函数将立即强制指定的导航 [param map] [RID] 的同步。默认情况下,导航地图仅在" -"每个物理帧结束时同步。该函数可用于立即(重新)计算该导航地图的所有导航网格和" -"区块连接。这使得可以在同一帧中对修改后的地图的导航路径立即执行查询(如果需" -"要,可以执行多次)。\n" -"由于技术上的限制,当前的 NavigationServer 命令队列将被冲刷。这意味着所有已在" -"当前物理帧中入队的更新命令都会被执行,即使是那些用于其他地图、不属于指定地图" -"的区块和代理的更新命令。 昂贵计算的导航网格和地图的区块连接将仅针对指定地图进" -"行。其他地图将在物理帧结束时接收正常同步。如果指定的地图在强制更新后又收到了" -"修改,则它将在其他地图收到更新时再次更新。\n" -"避障处理和 [code]safe_velocity[/code] 信号的分发不受该函数影响,仍继续发生在" -"物理帧结束时的所有地图和代理上。\n" +"每个物理帧结束时同步。该函数可用于立即(重新)计算该导航地图的所有导航网格和区" +"块连接。这使得可以在同一帧中对修改后的地图的导航路径立即执行查询(如果需要,可" +"以执行多次)。\n" +"由于技术上的限制,当前的 NavigationServer 命令队列将被冲刷。这意味着所有已在当" +"前物理帧中入队的更新命令都会被执行,即使是那些用于其他地图、不属于指定地图的区" +"块和代理的更新命令。 昂贵计算的导航网格和地图的区块连接将仅针对指定地图进行。" +"其他地图将在物理帧结束时接收正常同步。如果指定的地图在强制更新后又收到了修改," +"则它将在其他地图收到更新时再次更新。\n" +"避障处理和 [code]safe_velocity[/code] 信号的分发不受该函数影响,仍继续发生在物" +"理帧结束时的所有地图和代理上。\n" "[b]注意:[/b]能力越大,责任越大。该函数仅该用于用户真正知道自己在做什么并且有" "充分理由的情况。强制立即更新导航地图需要锁定 NavigationServer 并冲刷整个 " "NavigationServer 命令队列。这不仅会严重影响游戏的性能,而且如果缺乏远见且使用" @@ -60290,6 +66815,10 @@ msgid "" "requested navigation [param map]." msgstr "返回所有与请求的导航地图 [param map] 关联的导航代理的 [RID]。" +msgid "" +"Returns the map cell size used to rasterize the navigation mesh vertices." +msgstr "返回地图的单元格大小,用于将导航网格的顶点进行栅格化。" + msgid "" "Returns the point closest to the provided [param to_point] on the navigation " "mesh surface." @@ -60309,16 +66838,16 @@ msgid "" "Returns the link connection radius of the map. This distance is the maximum " "range any link will search for navigation mesh polygons to connect to." msgstr "" -"返回该地图的链接连接半径。该距离是任何链接将搜索要连接的导航网格多边形的最大" -"范围。" +"返回该地图的链接连接半径。该距离是任何链接将搜索要连接的导航网格多边形的最大范" +"围。" msgid "" "Returns the navigation path to reach the destination from the origin. [param " "navigation_layers] is a bitmask of all region navigation layers that are " "allowed to be in the path." msgstr "" -"返回从原点到达目的地的导航路径。[param navigation_layers] 是被允许在路径中的" -"所有区块导航层的位掩码。" +"返回从原点到达目的地的导航路径。[param navigation_layers] 是被允许在路径中的所" +"有区块导航层的位掩码。" msgid "" "Returns all navigation regions [RID]s that are currently assigned to the " @@ -60340,31 +66869,52 @@ msgid "" "polygons." msgstr "设置该地图用于连接链接和导航多边形的链接连接半径。" +msgid "Creates a new navigation obstacle." +msgstr "新建导航障碍物。" + msgid "" -"Queries a path in a given navigation map. Start and target position and " -"other parameters are defined through [NavigationPathQueryParameters2D]. " -"Updates the provided [NavigationPathQueryResult2D] result object with the " -"path among other results requested by the query." +"Returns [code]true[/code] if the provided [param obstacle] has avoidance " +"enabled." +msgstr "如果给定的 [param obstacle] 启用了避障,则返回 [code]true[/code]。" + +msgid "Returns [code]true[/code] if the specified [param obstacle] is paused." +msgstr "如果指定的 [enum obstacle] 被暂停,则返回 [code]true[/code]。" + +msgid "Set the obstacles's [code]avoidance_layers[/code] bitmask." +msgstr "设置障碍物的避障层 [code]avoidance_layers[/code] 位掩码。" + +msgid "Sets the navigation map [RID] for the obstacle." +msgstr "为障碍物设置导航地图 [RID]。" + +msgid "Sets the position of the obstacle in world space." +msgstr "设置障碍物在世界空间中的位置。" + +msgid "Sets the radius of the dynamic obstacle." +msgstr "设置动态障碍物的半径。" + +msgid "" +"Queries a path in a given navigation map. Start and target position and other " +"parameters are defined through [NavigationPathQueryParameters2D]. Updates the " +"provided [NavigationPathQueryResult2D] result object with the path among " +"other results requested by the query." msgstr "" "在给定导航地图中查询路径。起点、目标点以及其他参数通过 " -"[NavigationPathQueryParameters2D] 定义。会使用路径和其他查询中请求的信息更新" -"提供的 [NavigationPathQueryResult2D]。" +"[NavigationPathQueryParameters2D] 定义。会使用路径和其他查询中请求的信息更新提" +"供的 [NavigationPathQueryResult2D]。" msgid "Creates a new region." msgstr "创建一个新的地区。" msgid "" -"Returns the ending point of a connection door. [param connection] is an " -"index between 0 and the return value of [method " -"region_get_connections_count]." +"Returns the ending point of a connection door. [param connection] is an index " +"between 0 and the return value of [method region_get_connections_count]." msgstr "" "返回连接门的终点。[param connection] 是一个索引,介于 0 和 [method " "region_get_connections_count] 的返回值之间。" msgid "" "Returns the starting point of a connection door. [param connection] is an " -"index between 0 and the return value of [method " -"region_get_connections_count]." +"index between 0 and the return value of [method region_get_connections_count]." msgstr "" "返回连接门的起点。[param connection] 是一个索引,介于 0 和 [method " "region_get_connections_count] 的返回值之间。" @@ -60396,24 +66946,23 @@ msgid "" "Returns [code]true[/code] if the provided [param point] in world space is " "currently owned by the provided navigation [param region]. Owned in this " "context means that one of the region's navigation mesh polygon faces has a " -"possible position at the closest distance to this point compared to all " -"other navigation meshes from other navigation regions that are also " -"registered on the navigation map of the provided region.\n" -"If multiple navigation meshes have positions at equal distance the " -"navigation region whose polygons are processed first wins the ownership. " -"Polygons are processed in the same order that navigation regions were " -"registered on the NavigationServer.\n" +"possible position at the closest distance to this point compared to all other " +"navigation meshes from other navigation regions that are also registered on " +"the navigation map of the provided region.\n" +"If multiple navigation meshes have positions at equal distance the navigation " +"region whose polygons are processed first wins the ownership. Polygons are " +"processed in the same order that navigation regions were registered on the " +"NavigationServer.\n" "[b]Note:[/b] If navigation meshes from different navigation regions overlap " -"(which should be avoided in general) the result might not be what is " -"expected." +"(which should be avoided in general) the result might not be what is expected." msgstr "" "如果提供的世界空间中的 [param point] 当前由提供的导航区块 [param region] 拥" -"有,则返回 [code]true[/code]。在这里的上下文中,“拥有”意味着与来自其他导航区" -"块的所有其他导航网格相比,该区块的导航网格多边形面中有一个距离该点最近的可能" -"位置,这些其他导航区块也已在提供的区块的导航地图上注册。\n" -"如果有多个导航网格存在符合条件的位置并且距离相等,那么其多边形先被处理的导航" -"区块将赢得所有权。多边形的处理顺序与导航区块在 NavigationServer 上的注册顺序" -"一致。\n" +"有,则返回 [code]true[/code]。在这里的上下文中,“拥有”意味着与来自其他导航区块" +"的所有其他导航网格相比,该区块的导航网格多边形面中有一个距离该点最近的可能位" +"置,这些其他导航区块也已在提供的区块的导航地图上注册。\n" +"如果有多个导航网格存在符合条件的位置并且距离相等,那么其多边形先被处理的导航区" +"块将赢得所有权。多边形的处理顺序与导航区块在 NavigationServer 上的注册顺序一" +"致。\n" "[b]注意:[/b]如果来自不同导航区块的导航网格存在重叠(通常应当避免),可能会得" "到预料之外的结果。" @@ -60424,8 +66973,8 @@ msgid "Sets the map for the region." msgstr "设置该地区的地图。" msgid "" -"Set the region's navigation layers. This allows selecting regions from a " -"path request (when using [method NavigationServer2D.map_get_path])." +"Set the region's navigation layers. This allows selecting regions from a path " +"request (when using [method NavigationServer2D.map_get_path])." msgstr "" "设置地区的导航层。能够在路径请求中选择地区(使用 [method NavigationServer2D." "map_get_path] 时)。" @@ -60489,14 +67038,14 @@ msgid "Sets the map up direction." msgstr "设置地图的上方向。" msgid "" -"Queries a path in a given navigation map. Start and target position and " -"other parameters are defined through [NavigationPathQueryParameters3D]. " -"Updates the provided [NavigationPathQueryResult3D] result object with the " -"path among other results requested by the query." +"Queries a path in a given navigation map. Start and target position and other " +"parameters are defined through [NavigationPathQueryParameters3D]. Updates the " +"provided [NavigationPathQueryResult3D] result object with the path among " +"other results requested by the query." msgstr "" "在给定导航地图中查询路径。起点、目标点以及其他参数通过 " -"[NavigationPathQueryParameters3D] 定义。会使用路径和其他查询中请求的信息更新" -"提供的 [NavigationPathQueryResult3D]。" +"[NavigationPathQueryParameters3D] 定义。会使用路径和其他查询中请求的信息更新提" +"供的 [NavigationPathQueryResult3D]。" msgid "" "Bakes the [param navigation_mesh] with bake source geometry collected " @@ -60506,8 +67055,8 @@ msgstr "" "navigation_mesh]。" msgid "" -"Set the region's navigation layers. This allows selecting regions from a " -"path request (when using [method NavigationServer3D.map_get_path])." +"Set the region's navigation layers. This allows selecting regions from a path " +"request (when using [method NavigationServer3D.map_get_path])." msgstr "" "设置地区的导航层。能够在路径请求中选择地区(使用 [method NavigationServer3D." "map_get_path])。" @@ -60548,8 +67097,8 @@ msgid "" msgstr "常量,用以获取被认为由于边接近而连接的导航网格多边形的边的数量。" msgid "" -"Constant to get the number of navigation mesh polygon edges that could not " -"be merged but may be still connected by edge proximity or with links." +"Constant to get the number of navigation mesh polygon edges that could not be " +"merged but may be still connected by edge proximity or with links." msgstr "" "常量,用于获取无法合并但仍可通过边接近或链接连接的导航网格多边形的边的数量。" @@ -60614,13 +67163,13 @@ msgstr "" msgid "" "Rectangular region of the texture to sample from. If you're working with an " -"atlas, use this property to define the area the 9-slice should use. All " -"other properties are relative to this one. If the rect is empty, " -"NinePatchRect will use the whole texture." +"atlas, use this property to define the area the 9-slice should use. All other " +"properties are relative to this one. If the rect is empty, NinePatchRect will " +"use the whole texture." msgstr "" "要取样的纹理的矩形区域。如果你正在使用一个图集,使用这个属性来定义 9-切片应该" -"使用的区域。所有其他属性都是相对于这个属性而言的。如果矩形为空," -"NinePatchRect 将使用整个纹理。" +"使用的区域。所有其他属性都是相对于这个属性而言的。如果矩形为空,NinePatchRect " +"将使用整个纹理。" msgid "The node's texture resource." msgstr "节点的纹理资源。" @@ -60638,8 +67187,8 @@ msgid "" "visible distortion. The texture must be seamless for this to work without " "displaying artifacts between edges." msgstr "" -"在 NinePatchRect 上重复中心纹理。这不会导致任何可见的失真。 纹理必须是无缝" -"的,这样才能在边缘之间不显示伪影。" +"在 NinePatchRect 上重复中心纹理。这不会导致任何可见的失真。 纹理必须是无缝的," +"这样才能在边缘之间不显示伪影。" msgid "" "Repeats the center texture across the NinePatchRect, but will also stretch " @@ -60660,9 +67209,9 @@ msgid "" "another node, resulting in a tree arrangement. A given node can contain any " "number of nodes as children with the requirement that all siblings (direct " "children of a node) should have unique names.\n" -"A tree of nodes is called a [i]scene[/i]. Scenes can be saved to the disk " -"and then instantiated into other scenes. This allows for very high " -"flexibility in the architecture and data model of Godot projects.\n" +"A tree of nodes is called a [i]scene[/i]. Scenes can be saved to the disk and " +"then instantiated into other scenes. This allows for very high flexibility in " +"the architecture and data model of Godot projects.\n" "[b]Scene tree:[/b] The [SceneTree] contains the active tree of nodes. When a " "node is added to the scene tree, it receives the [constant " "NOTIFICATION_ENTER_TREE] notification and its [method _enter_tree] callback " @@ -60671,8 +67220,8 @@ msgid "" "before its child's.\n" "Once all nodes have been added in the scene tree, they receive the [constant " "NOTIFICATION_READY] notification and their respective [method _ready] " -"callbacks are triggered. For groups of nodes, the [method _ready] callback " -"is called in reverse order, starting with the children and moving up to the " +"callbacks are triggered. For groups of nodes, the [method _ready] callback is " +"called in reverse order, starting with the children and moving up to the " "parent nodes.\n" "This means that when adding a node to the scene tree, the following order " "will be used for the callbacks: [method _enter_tree] of the parent, [method " @@ -60681,12 +67230,11 @@ msgid "" "[b]Processing:[/b] Nodes can override the \"process\" state, so that they " "receive a callback on each frame requesting them to process (do something). " "Normal processing (callback [method _process], toggled with [method " -"set_process]) happens as fast as possible and is dependent on the frame " -"rate, so the processing time [i]delta[/i] (in seconds) is passed as an " -"argument. Physics processing (callback [method _physics_process], toggled " -"with [method set_physics_process]) happens a fixed number of times per " -"second (60 by default) and is useful for code related to the physics " -"engine.\n" +"set_process]) happens as fast as possible and is dependent on the frame rate, " +"so the processing time [i]delta[/i] (in seconds) is passed as an argument. " +"Physics processing (callback [method _physics_process], toggled with [method " +"set_physics_process]) happens a fixed number of times per second (60 by " +"default) and is useful for code related to the physics engine.\n" "Nodes can also process input events. When present, the [method _input] " "function will be called for each input that the program receives. In many " "cases, this can be overkill (unless used for simple projects), and the " @@ -60699,33 +67247,33 @@ msgid "" "when writing editors and tools, though.\n" "Finally, when a node is freed with [method Object.free] or [method " "queue_free], it will also free all its children.\n" -"[b]Groups:[/b] Nodes can be added to as many groups as you want to be easy " -"to manage, you could create groups like \"enemies\" or \"collectables\" for " +"[b]Groups:[/b] Nodes can be added to as many groups as you want to be easy to " +"manage, you could create groups like \"enemies\" or \"collectables\" for " "example, depending on your game. See [method add_to_group], [method " "is_in_group] and [method remove_from_group]. You can then retrieve all nodes " -"in these groups, iterate them and even call methods on groups via the " -"methods on [SceneTree].\n" +"in these groups, iterate them and even call methods on groups via the methods " +"on [SceneTree].\n" "[b]Networking with nodes:[/b] After connecting to a server (or making one, " "see [ENetMultiplayerPeer]), it is possible to use the built-in RPC (remote " "procedure call) system to communicate over the network. By calling [method " -"rpc] with a method name, it will be called locally and in all connected " -"peers (peers = clients and the server that accepts connections). To identify " -"which node receives the RPC call, Godot will use its [NodePath] (make sure " -"node names are the same on all peers). Also, take a look at the high-level " +"rpc] with a method name, it will be called locally and in all connected peers " +"(peers = clients and the server that accepts connections). To identify which " +"node receives the RPC call, Godot will use its [NodePath] (make sure node " +"names are the same on all peers). Also, take a look at the high-level " "networking tutorial and corresponding demos.\n" "[b]Note:[/b] The [code]script[/code] property is part of the [Object] class, " "not [Node]. It isn't exposed like most properties but does have a setter and " "getter ([code]set_script()[/code] and [code]get_script()[/code])." msgstr "" "节点是 Godot 的构建模块。它们可以被指定为另一个节点的子节点,从而形成树状排" -"列。一个给定的节点可以包含任意数量的节点作为子节点,要求所有的兄弟节点(即该" -"节点的直接子节点)的名字唯一。\n" +"列。一个给定的节点可以包含任意数量的节点作为子节点,要求所有的兄弟节点(即该节" +"点的直接子节点)的名字唯一。\n" "节点树被称为[i]场景[/i]。场景可以被保存到磁盘上,然后被实例化到其他场景中。这" "使得 Godot 项目的架构和数据模型具有非常高的灵活性。\n" "[b]场景树:[/b][SceneTree] 包含活动的节点树。当一个节点被添加到场景树中时,它" -"将收到 [constant NOTIFICATION_ENTER_TREE] 通知,并触发其 [method " -"_enter_tree] 回调。子节点总是在其父节点[i]之后[/i]被添加,即父节点的 [method " -"_enter_tree] 回调将在其子节点的之前被触发。\n" +"将收到 [constant NOTIFICATION_ENTER_TREE] 通知,并触发其 [method _enter_tree] " +"回调。子节点总是在其父节点[i]之后[/i]被添加,即父节点的 [method _enter_tree] " +"回调将在其子节点的之前被触发。\n" "一旦所有的节点被添加到场景树中,它们就会收到 [constant NOTIFICATION_READY] 通" "知,其各自的 [method _ready] 回调被触发。对于一组节点,[method _ready] 回调是" "按相反的顺序调用的,从子节点开始,向上移动到父节点。\n" @@ -60734,10 +67282,10 @@ msgstr "" "_ready],最后是父节点的 [method _ready](对整个场景树进行递归)。\n" "[b]处理:[/b]节点可以覆盖“处理”状态,以便它们在每一帧上都收到回调,要求它们进" "行处理(做一些事情)。普通处理(回调 [method _process],可以使用 [method " -"set_process] 开关)会尽可能快地发生,并且取决于帧率,所以处理时间 [i]delta[/" -"i](单位为秒)会作为参数传入。物理处理(回调 [method _physics_process],可以" -"使用 [method set_physics_process] 开关)每秒发生固定次数(默认为 60),对物理" -"引擎相关的代码很有用。\n" +"set_process] 开关)会尽可能快地发生,并且取决于帧率,所以处理时间 [i]delta[/i]" +"(单位为秒)会作为参数传入。物理处理(回调 [method _physics_process],可以使" +"用 [method set_physics_process] 开关)每秒发生固定次数(默认为 60),对物理引" +"擎相关的代码很有用。\n" "节点也可以处理输入事件。存在 [method _input] 函数时,程序每收到一次输入都会去" "调用它。在许多情况下,这么做是大材小用了(除非是用于简单的项目),用 [method " "_unhandled_input] 函数可能更合适;当输入事件没有被其他节点(通常是 GUI " @@ -60750,17 +67298,17 @@ msgstr "" "释放它的所有子节点。\n" "[b]分组:[/b]节点可以被添加到很多的组中,以方便管理,你可以根据自己游戏的需要" "来创建类似“敌人”或“收集品”这样的组。见 [method add_to_group]、[method " -"is_in_group] 和 [method remove_from_group]。加入组后,你可以检索这些组中的所" -"有节点,对它们进行迭代,甚至通过 [SceneTree] 中的方法调用组内方法。\n" +"is_in_group] 和 [method remove_from_group]。加入组后,你可以检索这些组中的所有" +"节点,对它们进行迭代,甚至通过 [SceneTree] 中的方法调用组内方法。\n" "[b]节点的网络编程:[/b]在连接到服务器(或制作服务器,见 " "[ENetMultiplayerPeer])之后,可以使用内置的 RPC(远程过程调用)系统在网络上进" -"行通信。在调用 [method rpc] 时传入方法名,将在本地和所有已连接的对等体中调用" -"对应的方法(对等体=客户端和接受连接的服务器)。为了识别哪个节点收到 RPC 调" -"用,Godot 将使用它的 [NodePath](请确保所有对等体上的节点名称相同)。另外,请" -"参阅高级网络教程和相应的演示。\n" -"[b]注意:[/b][code]script[/code] 属性是 [Object] 类的一部分,不属于 [Node]。" -"这个属性暴露的方式和其他属性不同,但提供了 setter 和 getter" -"([code]set_script()[/code] 和 [code]get_script()[/code])。" +"行通信。在调用 [method rpc] 时传入方法名,将在本地和所有已连接的对等体中调用对" +"应的方法(对等体=客户端和接受连接的服务器)。为了识别哪个节点收到 RPC 调用," +"Godot 将使用它的 [NodePath](请确保所有对等体上的节点名称相同)。另外,请参阅" +"高级网络教程和相应的演示。\n" +"[b]注意:[/b][code]script[/code] 属性是 [Object] 类的一部分,不属于 [Node]。这" +"个属性暴露的方式和其他属性不同,但提供了 setter 和 getter([code]set_script()" +"[/code] 和 [code]get_script()[/code])。" msgid "Nodes and scenes" msgstr "节点与场景" @@ -60773,8 +67321,8 @@ msgid "" "changing, or after calling [method add_child] in a script). If the node has " "children, its [method _enter_tree] callback will be called first, and then " "that of the children.\n" -"Corresponds to the [constant NOTIFICATION_ENTER_TREE] notification in " -"[method Object._notification]." +"Corresponds to the [constant NOTIFICATION_ENTER_TREE] notification in [method " +"Object._notification]." msgstr "" "当节点进入 [SceneTree] 时调用(例如实例化时,场景改变时,或者在脚本中调用 " "[method add_child] 后)。如果节点有子节点,则首先调用它的 [method " @@ -60795,14 +67343,14 @@ msgstr "" "当节点即将离开 [SceneTree] 时被调用(例如,在释放、场景改变或在脚本中调用 " "[method remove_child] 后)。如果该节点有子节点,它的 [method _exit_tree] 回调" "将在所有子节点离开树后被最后调用。\n" -"对应于 [method Object._notification] 中的 [constant NOTIFICATION_EXIT_TREE] " -"通知和 [signal tree_exiting] 信号。要在节点已经离开活动树时得到通知,请连接" -"到 [signal tree_exited]。" +"对应于 [method Object._notification] 中的 [constant NOTIFICATION_EXIT_TREE] 通" +"知和 [signal tree_exiting] 信号。要在节点已经离开活动树时得到通知,请连接到 " +"[signal tree_exited]。" msgid "" -"The elements in the array returned from this method are displayed as " -"warnings in the Scene dock if the script that overrides it is a [code]tool[/" -"code] script.\n" +"The elements in the array returned from this method are displayed as warnings " +"in the Scene dock if the script that overrides it is a [code]tool[/code] " +"script.\n" "Returning an empty array produces no warnings.\n" "Call [method update_configuration_warnings] when the warnings need to be " "updated for this node.\n" @@ -60839,8 +67387,8 @@ msgstr "" msgid "" "Called when there is an input event. The input event propagates up through " "the node tree until a node consumes it.\n" -"It is only called if input processing is enabled, which is done " -"automatically if this method is overridden, and can be toggled with [method " +"It is only called if input processing is enabled, which is done automatically " +"if this method is overridden, and can be toggled with [method " "set_process_input].\n" "To consume the input event and stop it propagating further to other nodes, " "[method Viewport.set_input_as_handled] can be called.\n" @@ -60873,8 +67421,8 @@ msgid "" msgstr "" "在主循环的物理处理步骤中被调用。物理处理意味着帧率与物理同步,即 [param " "delta] 变量应该是常量。 [param delta] 的单位是秒。\n" -"只有当物理处理被启用时才会被调用,如果这个方法被重写,就会自动被调用,并且可" -"以使用 [method set_physics_process] 进行切换。\n" +"只有当物理处理被启用时才会被调用,如果这个方法被重写,就会自动被调用,并且可以" +"使用 [method set_physics_process] 进行切换。\n" "对应于 [method Object._notification] 中的 [constant " "NOTIFICATION_PHYSICS_PROCESS] 通知。\n" "[b]注意:[/b]这个方法只有在当节点存在于场景树中时才会被调用(也就是说,如果它" @@ -60897,8 +67445,8 @@ msgstr "" "[method set_process] 来开关。\n" "对应于 [method Object._notification] 中的 [constant NOTIFICATION_PROCESS] 通" "知。\n" -"[b]注意:[/b] 这个方法只有在节点存在于场景树中时才会被调用(也就是说,如果它" -"不是“孤儿”)。" +"[b]注意:[/b] 这个方法只有在节点存在于场景树中时才会被调用(也就是说,如果它不" +"是“孤儿”)。" msgid "" "Called when the node is \"ready\", i.e. when both the node and its children " @@ -60918,13 +67466,13 @@ msgid "" msgstr "" "当节点“就绪”时被调用,即当节点及其子节点都已经进入场景树时。如果该节点有子节" "点,将首先触发子节点的 [method _ready] 回调,稍后父节点将收到就绪通知。\n" -"对应 [method Object._notification] 中的 [constant NOTIFICATION_READY] 通知。" -"另请参阅用于变量的 [code]@onready[/code] 注解。\n" +"对应 [method Object._notification] 中的 [constant NOTIFICATION_READY] 通知。另" +"请参阅用于变量的 [code]@onready[/code] 注解。\n" "通常用于初始化。对于更早的初始化,可以使用 [method Object._init]。另见 " "[method _enter_tree]。\n" -"[b]注意:[/b] 对于每个节点可能仅调用一次 [method _ready]。从场景树中移除一个" -"节点后,并再次添加该节点时,将不会第二次调用 [code]_ready[/code]。这时可以通" -"过使用 [method request_ready],它可以在再次添加节点之前的任何地方被调用。" +"[b]注意:[/b] 对于每个节点可能仅调用一次 [method _ready]。从场景树中移除一个节" +"点后,并再次添加该节点时,将不会第二次调用 [code]_ready[/code]。这时可以通过使" +"用 [method request_ready],它可以在再次添加节点之前的任何地方被调用。" msgid "" "Called when an [InputEventKey] or [InputEventShortcut] hasn't been consumed " @@ -60939,50 +67487,49 @@ msgid "" "[b]Note:[/b] This method is only called if the node is present in the scene " "tree (i.e. if it's not orphan)." msgstr "" -"当一个 [InputEventKey] 或 [InputEventShortcut],尚未被 [method _input] 或任" -"何 GUI [Control] 项使用时调用。输入事件通过节点树向上传播,直到一个节点消耗" -"它。\n" +"当一个 [InputEventKey] 或 [InputEventShortcut],尚未被 [method _input] 或任何 " +"GUI [Control] 项使用时调用。输入事件通过节点树向上传播,直到一个节点消耗它。\n" "它仅在启用快捷键处理时调用,如果此方法被覆盖,则会自动调用,并且可以使用 " "[method set_process_shortcut_input] 进行开关。\n" "要消耗输入事件,并阻止它进一步传播到其他节点,可以调用 [method Viewport." "set_input_as_handled]。\n" "此方法可用于处理快捷键。\n" -"[b]注意:[/b] 仅当该节点存在于场景树中(即它不是一个孤儿节点)时,此方法才会" -"被调用。" +"[b]注意:[/b] 仅当该节点存在于场景树中(即它不是一个孤儿节点)时,此方法才会被" +"调用。" msgid "" "Called when an [InputEvent] hasn't been consumed by [method _input] or any " -"GUI [Control] item. The input event propagates up through the node tree " -"until a node consumes it.\n" +"GUI [Control] item. The input event propagates up through the node tree until " +"a node consumes it.\n" "It is only called if unhandled input processing is enabled, which is done " "automatically if this method is overridden, and can be toggled with [method " "set_process_unhandled_input].\n" "To consume the input event and stop it propagating further to other nodes, " "[method Viewport.set_input_as_handled] can be called.\n" "For gameplay input, this and [method _unhandled_key_input] are usually a " -"better fit than [method _input] as they allow the GUI to intercept the " -"events first.\n" +"better fit than [method _input] as they allow the GUI to intercept the events " +"first.\n" "[b]Note:[/b] This method is only called if the node is present in the scene " "tree (i.e. if it's not an orphan)." msgstr "" -"当一个 [InputEvent] 尚未被 [method _input] 或任何 GUI [Control] 项消耗时调" -"用。输入事件通过节点树向上传播,直到一个节点消耗它。\n" -"只有在未处理的输入处理被启用时,才会被调用,如果该方法被重写,则会自动被调" -"用,并且可以使用 [method set_process_unhandled_input] 进行切换。\n" +"当一个 [InputEvent] 尚未被 [method _input] 或任何 GUI [Control] 项消耗时调用。" +"输入事件通过节点树向上传播,直到一个节点消耗它。\n" +"只有在未处理的输入处理被启用时,才会被调用,如果该方法被重写,则会自动被调用," +"并且可以使用 [method set_process_unhandled_input] 进行切换。\n" "要消耗输入事件,并阻止它进一步传播到其他节点,可以调用 [method Viewport." "set_input_as_handled]。\n" -"对于游戏输入,该函数和 [method _unhandled_key_input] 通常比 [method _input] " -"更适合,因为它们允许 GUI 首先拦截事件。\n" +"对于游戏输入,该函数和 [method _unhandled_key_input] 通常比 [method _input] 更" +"适合,因为它们允许 GUI 首先拦截事件。\n" "[b]注意:[/b]仅当该节点存在于场景树中(即,如果它不是一个孤儿节点)时,该方法" "才会被调用。" msgid "" -"Called when an [InputEventKey] hasn't been consumed by [method _input] or " -"any GUI [Control] item. The input event propagates up through the node tree " -"until a node consumes it.\n" -"It is only called if unhandled key input processing is enabled, which is " -"done automatically if this method is overridden, and can be toggled with " -"[method set_process_unhandled_key_input].\n" +"Called when an [InputEventKey] hasn't been consumed by [method _input] or any " +"GUI [Control] item. The input event propagates up through the node tree until " +"a node consumes it.\n" +"It is only called if unhandled key input processing is enabled, which is done " +"automatically if this method is overridden, and can be toggled with [method " +"set_process_unhandled_key_input].\n" "To consume the input event and stop it propagating further to other nodes, " "[method Viewport.set_input_as_handled] can be called.\n" "This method can be used to handle Unicode character input with [kbd]Alt[/" @@ -60992,37 +67539,35 @@ msgid "" "fit than [method _input] as they allow the GUI to intercept the events " "first.\n" "This method also performs better than [method _unhandled_input], since " -"unrelated events such as [InputEventMouseMotion] are automatically " -"filtered.\n" +"unrelated events such as [InputEventMouseMotion] are automatically filtered.\n" "[b]Note:[/b] This method is only called if the node is present in the scene " "tree (i.e. if it's not an orphan)." msgstr "" -"当 [InputEventKey] 没有被 [method _input] 或任何 GUI [Control] 项目消耗时被调" -"用。输入事件通过节点树向上传播,直到一个节点消耗它。\n" -"只有在启用了未处理的键输入处理时才会被调用,如果这个方法被重写,它就会自动完" -"成,并且可以用 [method set_process_unhandled_key_input] 来切换。\n" +"当 [InputEventKey] 没有被 [method _input] 或任何 GUI [Control] 项目消耗时调" +"用。输入事件通过节点树向上传播,直到某个节点将其消耗。\n" +"只有在启用了未处理按键输入处理时才会被调用,如果覆盖了这个方法就会自动启用,并" +"且可以用 [method set_process_unhandled_key_input] 来开关。\n" "要消耗输入事件并阻止它进一步传播到其他节点,可以调用 [method Viewport." "set_input_as_handled]。\n" "在处理快捷键后,此方法可用于使用 [kbd]Alt[/kbd]、[kbd]Alt + Ctrl[/kbd] 和 " "[kbd]Alt + Shift[/kbd] 修饰符处理 Unicode 字符输入。\n" -"对于游戏输入,这和 [method _unhandled_input] 通常比 [method _input] 更适合," -"因为它们允许 GUI 首先拦截事件。\n" -"该方法也比 [method _unhandled_input] 执行得更好,因为 " -"[InputEventMouseMotion] 等无关事件会被自动过滤。\n" -"[b]注意:[/b]只有当节点存在于场景树中时(即,如果它不是孤儿节点),该方法才会" -"被调用。" +"对于游戏输入,这和 [method _unhandled_input] 通常比 [method _input] 更适合,因" +"为它们允许 GUI 首先拦截事件。\n" +"该方法也比 [method _unhandled_input] 执行得更好,因为 [InputEventMouseMotion] " +"等无关事件会被自动过滤。\n" +"[b]注意:[/b]只有当节点存在于场景树中(即不是孤儿节点)时,该方法才会被调用。" msgid "" "Adds a child [param node]. Nodes can have any number of children, but every " -"child must have a unique name. Child nodes are automatically deleted when " -"the parent node is deleted, so an entire scene can be removed by deleting " -"its topmost node.\n" -"If [param force_readable_name] is [code]true[/code], improves the " -"readability of the added [param node]. If not named, the [param node] is " -"renamed to its type, and if it shares [member name] with a sibling, a number " -"is suffixed more appropriately. This operation is very slow. As such, it is " -"recommended leaving this to [code]false[/code], which assigns a dummy name " -"featuring [code]@[/code] in both situations.\n" +"child must have a unique name. Child nodes are automatically deleted when the " +"parent node is deleted, so an entire scene can be removed by deleting its " +"topmost node.\n" +"If [param force_readable_name] is [code]true[/code], improves the readability " +"of the added [param node]. If not named, the [param node] is renamed to its " +"type, and if it shares [member name] with a sibling, a number is suffixed " +"more appropriately. This operation is very slow. As such, it is recommended " +"leaving this to [code]false[/code], which assigns a dummy name featuring " +"[code]@[/code] in both situations.\n" "If [param internal] is different than [constant INTERNAL_MODE_DISABLED], the " "child will be added as internal node. Such nodes are ignored by methods like " "[method get_children], unless their parameter [code]include_internal[/code] " @@ -61050,28 +67595,28 @@ msgid "" "[/codeblocks]\n" "If you need the child node to be added below a specific node in the list of " "children, use [method add_sibling] instead of this method.\n" -"[b]Note:[/b] If you want a child to be persisted to a [PackedScene], you " -"must set [member owner] in addition to calling [method add_child]. This is " +"[b]Note:[/b] If you want a child to be persisted to a [PackedScene], you must " +"set [member owner] in addition to calling [method add_child]. This is " "typically relevant for [url=$DOCS_URL/tutorials/plugins/" "running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/" "tutorials/plugins/editor/index.html]editor plugins[/url]. If [method " "add_child] is called without setting [member owner], the newly added [Node] " -"will not be visible in the scene tree, though it will be visible in the " -"2D/3D view." +"will not be visible in the scene tree, though it will be visible in the 2D/3D " +"view." msgstr "" -"将 [param node] 添加为子节点。节点可以有任意数量的子节点,但子节点的名称必须" -"唯一。删除父节点时会自动删除子节点,因此可以通过删除最顶层的节点来删除整个场" +"将 [param node] 添加为子节点。节点可以有任意数量的子节点,但子节点的名称必须唯" +"一。删除父节点时会自动删除子节点,因此可以通过删除最顶层的节点来删除整个场" "景。\n" "如果 [param force_readable_name] 为 [code]true[/code],则将提高所添加的 " "[param node] 的可读性。如果尚未命名,[param node] 将重命名为它的类型,如果存" "在 [member name] 相同的兄弟节点,则会添加合适的数字后缀。这个操作很慢。因此," "建议将其保留为 [code]false[/code],在这两种情况下会分配包含 [code]@[/code] 的" "虚拟名称。\n" -"如果 [param internal] 不同于 [constant INTERNAL_MODE_DISABLED],则该子节点将" -"被添加为内部节点。[method get_children] 等方法会忽略这种节点,除非它们的参数 " -"[code]include_internal[/code] 为 [code]true[/code]。这种功能的设计初衷是对用" -"户隐藏内部节点,这样用户就不会意外删除或修改这些节点。部分 GUI 节点会使用这个" -"功能,例如 [ColorPicker]。可用的模式见 [enum InternalMode]。\n" +"如果 [param internal] 不同于 [constant INTERNAL_MODE_DISABLED],则该子节点将被" +"添加为内部节点。[method get_children] 等方法会忽略这种节点,除非它们的参数 " +"[code]include_internal[/code] 为 [code]true[/code]。这种功能的设计初衷是对用户" +"隐藏内部节点,这样用户就不会意外删除或修改这些节点。部分 GUI 节点会使用这个功" +"能,例如 [ColorPicker]。可用的模式见 [enum InternalMode]。\n" "[b]注意:[/b]如果子节点已经有父节点,则该函数会失败。请先使用 [method " "remove_child] 将节点从当前父节点中移除。例如:\n" "[codeblocks]\n" @@ -61102,12 +67647,12 @@ msgstr "" msgid "" "Adds a [param sibling] node to current's node parent, at the same level as " "that node, right below it.\n" -"If [param force_readable_name] is [code]true[/code], improves the " -"readability of the added [param sibling]. If not named, the [param sibling] " -"is renamed to its type, and if it shares [member name] with a sibling, a " -"number is suffixed more appropriately. This operation is very slow. As such, " -"it is recommended leaving this to [code]false[/code], which assigns a dummy " -"name featuring [code]@[/code] in both situations.\n" +"If [param force_readable_name] is [code]true[/code], improves the readability " +"of the added [param sibling]. If not named, the [param sibling] is renamed to " +"its type, and if it shares [member name] with a sibling, a number is suffixed " +"more appropriately. This operation is very slow. As such, it is recommended " +"leaving this to [code]false[/code], which assigns a dummy name featuring " +"[code]@[/code] in both situations.\n" "Use [method add_child] instead of this method if you don't need the child " "node to be added below a specific node in the list of children.\n" "[b]Note:[/b] If this node is internal, the new sibling will be internal too " @@ -61117,34 +67662,34 @@ msgstr "" "它的正下方。\n" "如果 [param force_readable_name] 为 [code]true[/code],则提高添加的 [param " "sibling] 的可读性。如果没有命名,[param sibling] 将被重命名为它的类型,如果它" -"与一个同级节点共享 [member name],则添加一个更合适的数字后缀。这个操作很慢。" -"因此,建议将其保留为 [code]false[/code],这会在两种情况下分配一个以 [code]@[/" +"与一个同级节点共享 [member name],则添加一个更合适的数字后缀。这个操作很慢。因" +"此,建议将其保留为 [code]false[/code],这会在两种情况下分配一个以 [code]@[/" "code] 为特色的虚拟名称。\n" -"如果不需要将该子节点添加到子列表中特定节点的下方,请使用 [method add_child] " -"而不是该方法。\n" +"如果不需要将该子节点添加到子列表中特定节点的下方,请使用 [method add_child] 而" +"不是该方法。\n" "[b]注意:[/b]如果这个节点是内部的,则新的同级节点也将是内部的(参见 [method " "add_child] 中的 [code]internal[/code] 参数)。" msgid "" -"Adds the node to a group. Groups are helpers to name and organize a subset " -"of nodes, for example \"enemies\" or \"collectables\". A node can be in any " +"Adds the node to a group. Groups are helpers to name and organize a subset of " +"nodes, for example \"enemies\" or \"collectables\". A node can be in any " "number of groups. Nodes can be assigned a group at any time, but will not be " -"added until they are inside the scene tree (see [method is_inside_tree]). " -"See notes in the description, and the group methods in [SceneTree].\n" +"added until they are inside the scene tree (see [method is_inside_tree]). See " +"notes in the description, and the group methods in [SceneTree].\n" "The [param persistent] option is used when packing node to [PackedScene] and " "saving to file. Non-persistent groups aren't stored.\n" "[b]Note:[/b] For performance reasons, the order of node groups is [i]not[/i] " -"guaranteed. The order of node groups should not be relied upon as it can " -"vary across project runs." +"guaranteed. The order of node groups should not be relied upon as it can vary " +"across project runs." msgstr "" "将节点添加到一个组中。组是命名和组织节点子集的辅助工具,例如“敌人”或“收集" "品”等。一个节点可以在任意数量的组中。节点可以随时被分配到一个组中,但在它们进" "入场景树之前不会添加(参见 [method is_inside_tree])。参阅描述中的注释,以及 " "[SceneTree] 中的分组方法。\n" -"[param persistent] 选项在将节点打包到 [PackedScene] 并保存到文件时使用。非持" -"久化的组不会被存储。\n" -"[b]注意:[/b]出于性能原因,[i]不[/i]保证节点组的顺序。不应依赖节点组的顺序," -"因为它可能因项目运行而异。" +"[param persistent] 选项在将节点打包到 [PackedScene] 并保存到文件时使用。非持久" +"化的组不会被存储。\n" +"[b]注意:[/b]出于性能原因,[i]不[/i]保证节点组的顺序。不应依赖节点组的顺序,因" +"为它可能因项目运行而异。" msgid "" "Returns [code]true[/code] if the node can process while the scene tree is " @@ -61167,8 +67712,8 @@ msgid "" "GetTree().CreateTween().BindNode(this);\n" "[/csharp]\n" "[/codeblocks]\n" -"The Tween will start automatically on the next process frame or physics " -"frame (depending on [enum Tween.TweenProcessMode])." +"The Tween will start automatically on the next process frame or physics frame " +"(depending on [enum Tween.TweenProcessMode])." msgstr "" "新建 [Tween] 并将其绑定到这个节点。与如下操作等价:\n" "[codeblocks]\n" @@ -61197,15 +67742,15 @@ msgstr "" "下被复制。" msgid "" -"Finds the first descendant of this node whose name matches [param pattern] " -"as in [method String.match]. Internal children are also searched over (see " +"Finds the first descendant of this node whose name matches [param pattern] as " +"in [method String.match]. Internal children are also searched over (see " "[code]internal[/code] parameter in [method add_child]).\n" -"[param pattern] does not match against the full path, just against " -"individual node names. It is case-sensitive, with [code]\"*\"[/code] " -"matching zero or more characters and [code]\"?\"[/code] matching any single " -"character except [code]\".\"[/code]).\n" -"If [param recursive] is [code]true[/code], all child nodes are included, " -"even if deeply nested. Nodes are checked in tree order, so this node's first " +"[param pattern] does not match against the full path, just against individual " +"node names. It is case-sensitive, with [code]\"*\"[/code] matching zero or " +"more characters and [code]\"?\"[/code] matching any single character except " +"[code]\".\"[/code]).\n" +"If [param recursive] is [code]true[/code], all child nodes are included, even " +"if deeply nested. Nodes are checked in tree order, so this node's first " "direct child is checked first, then its own direct children, etc., before " "moving to the second direct child, and so on. If [param recursive] is " "[code]false[/code], only this node's direct children are matched.\n" @@ -61213,22 +67758,22 @@ msgid "" "an assigned [member Node.owner]. This is especially important for scenes " "instantiated through a script, because those scenes don't have an owner.\n" "Returns [code]null[/code] if no matching [Node] is found.\n" -"[b]Note:[/b] As this method walks through all the descendants of the node, " -"it is the slowest way to get a reference to another node. Whenever possible, " +"[b]Note:[/b] As this method walks through all the descendants of the node, it " +"is the slowest way to get a reference to another node. Whenever possible, " "consider using [method get_node] with unique names instead (see [member " "unique_name_in_owner]), or caching the node references into variable.\n" -"[b]Note:[/b] To find all descendant nodes matching a pattern or a class " -"type, see [method find_children]." +"[b]Note:[/b] To find all descendant nodes matching a pattern or a class type, " +"see [method find_children]." msgstr "" -"查找此节点的后代中,其名称与 [method String.match] 中的 [param pattern] 匹配" -"的第一个节点。也会查找内部子节点(见 [method add_child] 的 [code]internal[/" +"查找此节点的后代中,其名称与 [method String.match] 中的 [param pattern] 匹配的" +"第一个节点。也会查找内部子节点(见 [method add_child] 的 [code]internal[/" "code] 参数)。\n" "[param pattern] 不匹配完整路径,只匹配单个节点名称。它区分大小写," -"[code]\"*\"[/code] 匹配零个或多个字符,[code]\"?\"[/code] 匹配除 [code]\"." -"\"[/code] 之外的任意单个字符。\n" +"[code]\"*\"[/code] 匹配零个或多个字符,[code]\"?\"[/code] 匹配除 [code]\".\"[/" +"code] 之外的任意单个字符。\n" "如果 [param recursive] 为 [code]true[/code],则查找范围包括所有子节点,即使嵌" -"套很深。节点按树顺序检查,因此首先检查该节点的第一个直接子节点,然后是该直接" -"子节点的直接子节点,等等,然后移动到第二个直接子节点,依此类推。如果 [param " +"套很深。节点按树顺序检查,因此首先检查该节点的第一个直接子节点,然后是该直接子" +"节点的直接子节点,等等,然后移动到第二个直接子节点,依此类推。如果 [param " "recursive] 为 [code]false[/code],则仅匹配该节点的直接子节点。\n" "如果 [param owned] 为 [code]true[/code],则该方法仅查找分配有 [member Node." "owner] 的节点。这对于通过脚本实例化的场景尤其重要,因为这些场景没有所有者。\n" @@ -61244,15 +67789,15 @@ msgid "" "[method String.match], and/or type matches [param type] as in [method Object." "is_class]. Internal children are also searched over (see [code]internal[/" "code] parameter in [method add_child]).\n" -"[param pattern] does not match against the full path, just against " -"individual node names. It is case-sensitive, with [code]\"*\"[/code] " -"matching zero or more characters and [code]\"?\"[/code] matching any single " -"character except [code]\".\"[/code]).\n" +"[param pattern] does not match against the full path, just against individual " +"node names. It is case-sensitive, with [code]\"*\"[/code] matching zero or " +"more characters and [code]\"?\"[/code] matching any single character except " +"[code]\".\"[/code]).\n" "[param type] will check equality or inheritance, and is case-sensitive. " -"[code]\"Object\"[/code] will match a node whose type is [code]\"Node\"[/" -"code] but not the other way around.\n" -"If [param recursive] is [code]true[/code], all child nodes are included, " -"even if deeply nested. Nodes are checked in tree order, so this node's first " +"[code]\"Object\"[/code] will match a node whose type is [code]\"Node\"[/code] " +"but not the other way around.\n" +"If [param recursive] is [code]true[/code], all child nodes are included, even " +"if deeply nested. Nodes are checked in tree order, so this node's first " "direct child is checked first, then its own direct children, etc., before " "moving to the second direct child, and so on. If [param recursive] is " "[code]false[/code], only this node's direct children are matched.\n" @@ -61260,8 +67805,8 @@ msgid "" "an assigned [member Node.owner]. This is especially important for scenes " "instantiated through a script, because those scenes don't have an owner.\n" "Returns an empty array if no matching nodes are found.\n" -"[b]Note:[/b] As this method walks through all the descendants of the node, " -"it is the slowest way to get references to other nodes. Whenever possible, " +"[b]Note:[/b] As this method walks through all the descendants of the node, it " +"is the slowest way to get references to other nodes. Whenever possible, " "consider caching the node references into variables.\n" "[b]Note:[/b] If you only want to find the first descendant node that matches " "a pattern, see [method find_child]." @@ -61270,13 +67815,13 @@ msgstr "" "配,和/或类型与 [method Object.is_class] 中的 [param type] 匹配。也会查找内部" "子节点(见 [method add_child] 的 [code]internal[/code] 参数)。\n" "[param pattern] 不匹配完整路径,只匹配单个节点名称。它区分大小写," -"[code]\"*\"[/code] 匹配零个或多个字符,[code]\"?\"[/code] 匹配除 [code]\"." -"\"[/code] 之外的任意单个字符。\n" +"[code]\"*\"[/code] 匹配零个或多个字符,[code]\"?\"[/code] 匹配除 [code]\".\"[/" +"code] 之外的任意单个字符。\n" "[param type] 将检查相等性或继承关系,并且区分大小写。[code]\"Object\"[/code] " "会匹配类型为 [code]\"Node\"[/code] 的节点,但反之则不然。\n" "如果 [param recursive] 为 [code]true[/code],则匹配范围包括所有子节点,即使嵌" -"套很深。节点按树顺序检查,因此首先检查该节点的第一个直接子节点,然后是该直接" -"子节点的直接子节点,等等,然后移动到第二个直接子节点,依此类推。如果 [param " +"套很深。节点按树顺序检查,因此首先检查该节点的第一个直接子节点,然后是该直接子" +"节点的直接子节点,等等,然后移动到第二个直接子节点,依此类推。如果 [param " "recursive] 为 [code]false[/code],则仅匹配该节点的直接子节点。\n" "如果 [param owned] 为 [code]true[/code],则该方法仅查找分配有 [member Node." "owner] 的节点。这对于通过脚本实例化的场景尤其重要,因为这些场景没有所有者。\n" @@ -61287,12 +67832,12 @@ msgstr "" "find_child]。" msgid "" -"Finds the first parent of the current node whose name matches [param " -"pattern] as in [method String.match].\n" -"[param pattern] does not match against the full path, just against " -"individual node names. It is case-sensitive, with [code]\"*\"[/code] " -"matching zero or more characters and [code]\"?\"[/code] matching any single " -"character except [code]\".\"[/code]).\n" +"Finds the first parent of the current node whose name matches [param pattern] " +"as in [method String.match].\n" +"[param pattern] does not match against the full path, just against individual " +"node names. It is case-sensitive, with [code]\"*\"[/code] matching zero or " +"more characters and [code]\"?\"[/code] matching any single character except " +"[code]\".\"[/code]).\n" "[b]Note:[/b] As this method walks upwards in the scene tree, it can be slow " "in large, deeply nested scene trees. Whenever possible, consider using " "[method get_node] with unique names instead (see [member " @@ -61301,15 +67846,15 @@ msgstr "" "查找当前节点的第一个父节点,其名称与 [method String.match] 中的 [param " "pattern] 匹配。\n" "[param pattern] 不匹配完整路径,只匹配单个节点名称。它区分大小写," -"[code]\"*\"[/code] 匹配零个或多个字符,[code]\"?\"[/code] 匹配除 [code]\"." -"\"[/code] 之外的任意单个字符。\n" +"[code]\"*\"[/code] 匹配零个或多个字符,[code]\"?\"[/code] 匹配除 [code]\".\"[/" +"code] 之外的任意单个字符。\n" "[b]注意:[/b]由于该方法在场景树中向上遍历,因此在大型、深度嵌套的场景树中可能" "会很慢。只要有可能,请考虑使用具有唯一名称的 [method get_node](请参阅 " "[member unique_name_in_owner]),或将该节点引用缓存到变量中。" msgid "" -"Returns a child node by its index (see [method get_child_count]). This " -"method is often used for iterating all children of a node.\n" +"Returns a child node by its index (see [method get_child_count]). This method " +"is often used for iterating all children of a node.\n" "Negative indices access the children from the last one.\n" "If [param include_internal] is [code]false[/code], internal children are " "skipped (see [code]internal[/code] parameter in [method add_child]).\n" @@ -61344,12 +67889,12 @@ msgstr "" msgid "" "Returns an array listing the groups that the node is a member of.\n" "[b]Note:[/b] For performance reasons, the order of node groups is [i]not[/i] " -"guaranteed. The order of node groups should not be relied upon as it can " -"vary across project runs.\n" +"guaranteed. The order of node groups should not be relied upon as it can vary " +"across project runs.\n" "[b]Note:[/b] The engine uses some group names internally (all starting with " "an underscore). To avoid conflicts with internal groups, do not add custom " -"groups whose name starts with an underscore. To exclude internal groups " -"while looping over [method get_groups], use the following snippet:\n" +"groups whose name starts with an underscore. To exclude internal groups while " +"looping over [method get_groups], use the following snippet:\n" "[codeblocks]\n" "[gdscript]\n" "# Stores the node's non-internal groups only (as an array of Strings).\n" @@ -61398,8 +67943,8 @@ msgid "" "Returns the node's order in the scene tree branch. For example, if called on " "the first child node the position is [code]0[/code].\n" "If [param include_internal] is [code]false[/code], the index won't take " -"internal children into account, i.e. first non-internal child will have " -"index of 0 (see [code]internal[/code] parameter in [method add_child])." +"internal children into account, i.e. first non-internal child will have index " +"of 0 (see [code]internal[/code] parameter in [method add_child])." msgstr "" "返回节点在场景树分支中的顺序。例如,如果在第一个子节点上调用,则位置为 " "[code]0[/code]。\n" @@ -61407,19 +67952,25 @@ msgstr "" "点,即第一个非内部子节点的索引将为 0(请参阅 [method add_child] 中的 " "[code]internal[/code] 参数)。" +msgid "" +"Returns the [Window] that contains this node, or the last exclusive child in " +"a chain of windows starting with the one that contains this node." +msgstr "" +"返回包含该节点的 [Window],或者是从包含该节点的窗口开始的窗口链中最近的独占子" +"项。" + msgid "" "Returns the peer ID of the multiplayer authority for this node. See [method " "set_multiplayer_authority]." msgstr "" -"返回这个节点多人游戏控制者的对等体 ID。见 [method " -"set_multiplayer_authority]。" +"返回这个节点多人游戏控制者的对等体 ID。见 [method set_multiplayer_authority]。" msgid "" "Fetches a node. The [NodePath] can be either a relative path (from the " "current node) or an absolute path (in the scene tree) to a node. If the path " "does not exist, [code]null[/code] is returned and an error is logged. " -"Attempts to access methods on the return value will result in an \"Attempt " -"to call on a null instance.\" error.\n" +"Attempts to access methods on the return value will result in an \"Attempt to " +"call on a null instance.\" error.\n" "[b]Note:[/b] Fetching absolute paths only works when the node is inside the " "scene tree (see [method is_inside_tree]).\n" "[b]Example:[/b] Assume your current node is Character and the following " @@ -61514,8 +68065,8 @@ msgid "" "[/codeblocks]" msgstr "" "按照 [NodePath] 的子名称(例如 [code]Area2D/CollisionShape2D:shape[/code])指" -"定的方式,获取节点及其一个资源。如果在 [NodePath] 中指定了多个嵌套资源,则将" -"获取最后一个。\n" +"定的方式,获取节点及其一个资源。如果在 [NodePath] 中指定了多个嵌套资源,则将获" +"取最后一个。\n" "返回值是一个大小为 3 的数组:第一个索引指向该 [Node](如果未找到,则为 " "[code]null[/code]),第二个索引指向 [Resource](或者未找到时为 [code]null[/" "code]),第三个索引是剩余的 [NodePath],如果有的话。\n" @@ -61549,20 +68100,20 @@ msgstr "" "记录错误。" msgid "" -"Returns the parent node of the current node, or [code]null[/code] if the " -"node lacks a parent." +"Returns the parent node of the current node, or [code]null[/code] if the node " +"lacks a parent." msgstr "返回当前节点的父节点,如果节点缺少父节点,则返回 [code]null[/code]。" msgid "" -"Returns the absolute path of the current node. This only works if the " -"current node is inside the scene tree (see [method is_inside_tree])." +"Returns the absolute path of the current node. This only works if the current " +"node is inside the scene tree (see [method is_inside_tree])." msgstr "" "返回当前节点的绝对路径。这只在当前节点在场景树中起作用(请参阅 [method " "is_inside_tree])。" msgid "" -"Returns the relative [NodePath] from this node to the specified [param " -"node]. Both nodes must be in the same scene or the function will fail.\n" +"Returns the relative [NodePath] from this node to the specified [param node]. " +"Both nodes must be in the same scene or the function will fail.\n" "If [param use_unique_path] is [code]true[/code], returns the shortest path " "considering unique node.\n" "[b]Note:[/b] If you get a relative path which starts from a unique node, the " @@ -61577,8 +68128,8 @@ msgstr "" "名称长度而比普通的相对路径长。" msgid "" -"Returns the time elapsed (in seconds) since the last physics-bound frame " -"(see [method _physics_process]). This is always a constant value in physics " +"Returns the time elapsed (in seconds) since the last physics-bound frame (see " +"[method _physics_process]). This is always a constant value in physics " "processing unless the frames per second is changed via [member Engine." "physics_ticks_per_second]." msgstr "" @@ -61618,9 +68169,9 @@ msgstr "如果 [NodePath] 指向的节点存在,则返回 [code]true[/code]。 msgid "" "Returns [code]true[/code] if the [NodePath] points to a valid node and its " -"subname points to a valid resource, e.g. [code]Area2D/CollisionShape2D:" -"shape[/code]. Properties with a non-[Resource] type (e.g. nodes or primitive " -"math types) are not considered resources." +"subname points to a valid resource, e.g. [code]Area2D/CollisionShape2D:shape[/" +"code]. Properties with a non-[Resource] type (e.g. nodes or primitive math " +"types) are not considered resources." msgstr "" "如果 [NodePath] 指向一个有效的节点,并且它的子名称指向一个有效的资源,例如 " "[code]Area2D/CollisionShape2D:shape[/code],则返回 [code]true[/code]。具有非 " @@ -61635,23 +68186,22 @@ msgid "" "Returns [code]true[/code] if the node is folded (collapsed) in the Scene " "dock. This method is only intended for use with editor tooling." msgstr "" -"如果该节点在“场景”面板中被折叠,则返回 [code]true[/code]。该方法仅适用于编辑" -"器工具。" +"如果该节点在“场景”面板中被折叠,则返回 [code]true[/code]。该方法仅适用于编辑器" +"工具。" msgid "" "Returns [code]true[/code] if [param node] has editable children enabled " "relative to this node. This method is only intended for use with editor " "tooling." msgstr "" -"如果 [param node] 有与相对于此节点的可编辑子节点,则返回 [code]true[/code]。" -"该方法仅适用于编辑器工具。" +"如果 [param node] 有与相对于此节点的可编辑子节点,则返回 [code]true[/code]。该" +"方法仅适用于编辑器工具。" msgid "" "Returns [code]true[/code] if the given node occurs later in the scene " "hierarchy than the current node." msgstr "" -"如果给定节点在场景层次结构中出现的时间晚于当前节点,则返回 [code]true[/" -"code]。" +"如果给定节点在场景层次结构中出现的时间晚于当前节点,则返回 [code]true[/code]。" msgid "" "Returns [code]true[/code] if this node is in the specified group. See notes " @@ -61665,8 +68215,8 @@ msgid "" msgstr "如果该节点当前在 [SceneTree] 中,返回 [code]true[/code]。" msgid "" -"Returns [code]true[/code] if the local system is the multiplayer authority " -"of this node." +"Returns [code]true[/code] if the local system is the multiplayer authority of " +"this node." msgstr "如果本地系统为这个节点的多人游戏控制者,则返回 [code]true[/code]。" msgid "" @@ -61674,8 +68224,8 @@ msgid "" "and all its children are initialized.\n" "[method request_ready] resets it back to [code]false[/code]." msgstr "" -"如果该节点已就绪,则返回 [code]true[/code],即该节点位于场景树中,并且所有子" -"项均已初始化。\n" +"如果该节点已就绪,则返回 [code]true[/code],即该节点位于场景树中,并且所有子项" +"均已初始化。\n" "[method request_ready] 会将其重置回 [code]false[/code]。" msgid "" @@ -61693,8 +68243,7 @@ msgstr "" "set_physics_process_internal])。" msgid "" -"Returns [code]true[/code] if processing is enabled (see [method " -"set_process])." +"Returns [code]true[/code] if processing is enabled (see [method set_process])." msgstr "如果开启了处理,返回 [code]true[/code](见 [method set_process])。" msgid "" @@ -61734,16 +68283,16 @@ msgstr "" msgid "" "Moves a child node to a different index (order) among the other children. " -"Since calls, signals, etc. are performed by tree order, changing the order " -"of children nodes may be useful. If [param to_index] is negative, the index " -"will be counted from the end.\n" +"Since calls, signals, etc. are performed by tree order, changing the order of " +"children nodes may be useful. If [param to_index] is negative, the index will " +"be counted from the end.\n" "[b]Note:[/b] Internal children can only be moved within their expected " "\"internal range\" (see [code]internal[/code] parameter in [method " "add_child])." msgstr "" -"在其他子节点中将子节点移动到不同的索引(顺序)。由于调用、信号等是按树顺序执" -"行的,因此更改子节点的顺序可能会很有用。如果 [param to_index] 为负数,索引将" -"从末尾开始计算。\n" +"在其他子节点中将子节点移动到不同的索引(顺序)。由于调用、信号等是按树顺序执行" +"的,因此更改子节点的顺序可能会很有用。如果 [param to_index] 为负数,索引将从末" +"尾开始计算。\n" "[b]注意:[/b]内部子节点只能在其期望的“内部范围”内移动(参见 [method " "add_child] 中的 [code]internal[/code] 参数)。" @@ -61754,8 +68303,7 @@ msgid "Similar to [method call_thread_safe], but for notifications." msgstr "类似于 [method call_thread_safe],但针对的是通知。" msgid "" -"Prints all orphan nodes (nodes outside the [SceneTree]). Used for " -"debugging.\n" +"Prints all orphan nodes (nodes outside the [SceneTree]). Used for debugging.\n" "[b]Note:[/b] [method print_orphan_nodes] only works in debug builds. When " "called in a project exported in release mode, [method print_orphan_nodes] " "will not print anything." @@ -61804,8 +68352,8 @@ msgid "" " ┖╴Camera2D\n" "[/codeblock]" msgstr "" -"类似于 [method print_tree],会将树打印到标准输出。这个版本显示了一种更加图形" -"化的表示方式,类似于在场景面板中显示的内容。非常适合检查较大的树。\n" +"类似于 [method print_tree],会将树打印到标准输出。这个版本显示了一种更加图形化" +"的表示方式,类似于在场景面板中显示的内容。非常适合检查较大的树。\n" "[b]输出示例:[/b]\n" "[codeblock]\n" " ┖╴TheGame\n" @@ -61818,40 +68366,60 @@ msgstr "" msgid "" "Calls the given method (if present) with the arguments given in [param args] " -"on this node and recursively on all its children. If the [param " -"parent_first] argument is [code]true[/code], the method will be called on " -"the current node first, then on all its children. If [param parent_first] is " -"[code]false[/code], the children will be called first." +"on this node and recursively on all its children. If the [param parent_first] " +"argument is [code]true[/code], the method will be called on the current node " +"first, then on all its children. If [param parent_first] is [code]false[/" +"code], the children will be called first." msgstr "" -"在该节点上并递归地在其所有子节点上,使用 [param args] 中给出的参数调用给定方" -"法(如果存在)。如果 [param parent_first] 参数为 [code]true[/code],则该方法" -"将首先在当前节点上调用,然后在其所有子节点上调用。如果 [param parent_first] " -"为 [code]false[/code],则子节点上的方法将首先被调用。" +"在该节点上并递归地在其所有子节点上,使用 [param args] 中给出的参数调用给定方法" +"(如果存在)。如果 [param parent_first] 参数为 [code]true[/code],则该方法将首" +"先在当前节点上调用,然后在其所有子节点上调用。如果 [param parent_first] 为 " +"[code]false[/code],则子节点上的方法将首先被调用。" msgid "" -"Notifies the current node and all its children recursively by calling " -"[method Object.notification] on all of them." +"Notifies the current node and all its children recursively by calling [method " +"Object.notification] on all of them." msgstr "" "通过对所有节点调用 [method Object.notification],递归地通知当前节点和它的所有" "子节点。" +msgid "" +"Queues a node for deletion at the end of the current frame. When deleted, all " +"of its child nodes will be deleted as well, and all references to the node " +"and its children will become invalid, see [method Object.free].\n" +"It is safe to call [method queue_free] multiple times per frame on a node, " +"and to [method Object.free] a node that is currently queued for deletion. Use " +"[method Object.is_queued_for_deletion] to check whether a node will be " +"deleted at the end of the frame.\n" +"The node will only be freed after all other deferred calls are finished, so " +"using [method queue_free] is not always the same as calling [method Object." +"free] through [method Object.call_deferred]." +msgstr "" +"将节点加入队列,在当前帧结束时删除。节点被删除时,它的所有子节点也将被删除,对" +"该节点及其子节点的引用也会失效,见 [method Object.free]。\n" +"同一帧可以对同一个节点调用多次 [method queue_free],也可以 [method Object." +"free] 已经排队删除的节点。请使用 [method Object.is_queued_for_deletion] 检查节" +"点是否将在帧结束时被删除。\n" +"该节点会在所有其他已延迟的调用结束后释放,所以使用 [method queue_free] 并不总" +"是和通过 [method Object.call_deferred] 调用 [method Object.free] 相同。" + msgid "" "Removes a child node. The node is NOT deleted and must be deleted manually.\n" -"[b]Note:[/b] This function may set the [member owner] of the removed Node " -"(or its descendants) to be [code]null[/code], if that [member owner] is no " -"longer a parent or ancestor." +"[b]Note:[/b] This function may set the [member owner] of the removed Node (or " +"its descendants) to be [code]null[/code], if that [member owner] is no longer " +"a parent or ancestor." msgstr "" "删除一个子节点。该节点不会被删除,必须手动删除。\n" "[b]注意:[/b]如果该 [member owner] 不再是父节点或祖先,则该函数可以将被移除节" "点(或其后代)的 [member owner] 设置为 [code]null[/code]。" msgid "" -"Removes a node from the [param group]. Does nothing if the node is not in " -"the [param group]. See notes in the description, and the group methods in " +"Removes a node from the [param group]. Does nothing if the node is not in the " +"[param group]. See notes in the description, and the group methods in " "[SceneTree]." msgstr "" -"从 [param group] 中移除一个节点。如果该节点不在 [param group] 中,则不执行任" -"何操作。见描述中的注意项,以及 [SceneTree] 中的分组方法。" +"从 [param group] 中移除一个节点。如果该节点不在 [param group] 中,则不执行任何" +"操作。见描述中的注意项,以及 [SceneTree] 中的分组方法。" msgid "" "Changes the parent of this [Node] to the [param new_parent]. The node needs " @@ -61868,13 +68436,12 @@ msgstr "" msgid "" "Replaces a node in a scene by the given one. Subscriptions that pass through " "this node will be lost.\n" -"If [param keep_groups] is [code]true[/code], the [param node] is added to " -"the same groups that the replaced node is in.\n" +"If [param keep_groups] is [code]true[/code], the [param node] is added to the " +"same groups that the replaced node is in.\n" "[b]Note:[/b] The given node will become the new parent of any child nodes " "that the replaced node had.\n" -"[b]Note:[/b] The replaced node is not automatically freed, so you either " -"need to keep it in a variable for later use or free it using [method Object." -"free]." +"[b]Note:[/b] The replaced node is not automatically freed, so you either need " +"to keep it in a variable for later use or free it using [method Object.free]." msgstr "" "将场景中的某个节点替换为给定的节点。经过该节点的订阅会丢失。\n" "如果 [param keep_groups] 为 [code]true[/code],则 [param node] 被添加到被替换" @@ -61884,19 +68451,18 @@ msgstr "" "者使用 [method Object.free] 释放它。" msgid "" -"Requests that [code]_ready[/code] be called again. Note that the method " -"won't be called immediately, but is scheduled for when the node is added to " -"the scene tree again (see [method _ready]). [code]_ready[/code] is called " -"only for the node which requested it, which means that you need to request " -"ready for each child if you want them to call [code]_ready[/code] too (in " -"which case, [code]_ready[/code] will be called in the same order as it would " +"Requests that [code]_ready[/code] be called again. Note that the method won't " +"be called immediately, but is scheduled for when the node is added to the " +"scene tree again (see [method _ready]). [code]_ready[/code] is called only " +"for the node which requested it, which means that you need to request ready " +"for each child if you want them to call [code]_ready[/code] too (in which " +"case, [code]_ready[/code] will be called in the same order as it would " "normally)." msgstr "" -"请求再次调用 [code]_ready[/code]。注意,该方法不会被立即调用,而是被安排在该" -"节点再次被添加到场景树时(见 [method _ready])。[code]_ready[/code] 只为请求" -"它的节点调用,这意味着如果你想让每个子节点也调用 [code]_ready[/code],你需要" -"为它们请求 ready(在这种情况下,[code]_ready[/code] 的调用顺序与正常情况下相" -"同)。" +"请求再次调用 [code]_ready[/code]。注意,该方法不会被立即调用,而是被安排在该节" +"点再次被添加到场景树时(见 [method _ready])。[code]_ready[/code] 只为请求它的" +"节点调用,这意味着如果你想让每个子节点也调用 [code]_ready[/code],你需要为它们" +"请求 ready(在这种情况下,[code]_ready[/code] 的调用顺序与正常情况下相同)。" msgid "" "Sends a remote procedure call request for the given [param method] to peers " @@ -61910,19 +68476,52 @@ msgid "" "[code]connected_to_server[/code] signal from the [MultiplayerAPI]. You also " "need to keep track of the connection state, either by the [MultiplayerAPI] " "signals like [code]server_disconnected[/code] or by checking " -"[code]get_multiplayer().peer.get_connection_status() == " -"CONNECTION_CONNECTED[/code]." +"[code]get_multiplayer().peer.get_connection_status() == CONNECTION_CONNECTED[/" +"code]." msgstr "" -"将给定 [param method] 的远程过程调用请求发送到网络(和本地)上的对等体,可选" -"择将所有其他参数作为参数发送给 RPC 调用的方法。调用请求只会被具有相同 " -"[NodePath] 的节点接收,该节点包括完全相同的节点名称。行为取决于给定方法的 " -"RPC 配置,请参阅 [method rpc_config] 和 [annotation @GDScript.@rpc]。默认情况" -"下,方法不会暴露给 RPC。返回 [code]null[/code]。\n" +"将给定 [param method] 的远程过程调用请求发送到网络(和本地)上的对等体,可选择" +"将所有其他参数作为参数发送给 RPC 调用的方法。调用请求只会被具有相同 " +"[NodePath] 的节点接收,该节点包括完全相同的节点名称。行为取决于给定方法的 RPC " +"配置,请参阅 [method rpc_config] 和 [annotation @GDScript.@rpc]。默认情况下," +"方法不会暴露给 RPC。返回 [code]null[/code]。\n" "[b]注意:[/b]只有在收到来自 [MultiplayerAPI] 的 [code]connected_to_server[/" "code] 信号后,才能在客户端上安全地使用 RPC。还需要跟踪连接状态,可通过 " "[MultiplayerAPI] 信号(例如 [code]server_disconnected[/code])或检查 " -"[code]get_multiplayer().peer.get_connection_status() == " -"CONNECTION_CONNECTED[/code] 来跟踪。" +"[code]get_multiplayer().peer.get_connection_status() == CONNECTION_CONNECTED[/" +"code] 来跟踪。" + +msgid "" +"Changes the RPC mode for the given [param method] with the given [param " +"config] which should be [code]null[/code] (to disable) or a [Dictionary] in " +"the form:\n" +"[codeblock]\n" +"{\n" +" rpc_mode = MultiplayerAPI.RPCMode,\n" +" transfer_mode = MultiplayerPeer.TransferMode,\n" +" call_local = false,\n" +" channel = 0,\n" +"}\n" +"[/codeblock]\n" +"See [enum MultiplayerAPI.RPCMode] and [enum MultiplayerPeer.TransferMode]. An " +"alternative is annotating methods and properties with the corresponding " +"[annotation @GDScript.@rpc] annotation ([code]@rpc(\"any_peer\")[/code], " +"[code]@rpc(\"authority\")[/code]). By default, methods are not exposed to " +"networking (and RPCs)." +msgstr "" +"将给定方法 [param method] 的 RPC 模式更改为给定的配置 [param config],该配置应" +"该是 [code]null[/code](表示禁用)或者是以下形式的 [Dictionary]:\n" +"[codeblock]\n" +"{\n" +" rpc_mode = MultiplayerAPI.RPCMode,\n" +" transfer_mode = MultiplayerPeer.TransferMode,\n" +" call_local = false,\n" +" channel = 0,\n" +"}\n" +"[/codeblock]\n" +"见 [enum MultiplayerAPI.RPCMode] 和 [enum MultiplayerPeer.TransferMode]。另一" +"种选择是使用相应的 [annotation @GDScript.@rpc] 注解对方法和属性进行注解(例如 " +"[code]@rpc(\"any_peer\")[/code]、[code]@rpc(\"authority\")[/code])。默认情况" +"下,方法不会被暴露给网络(和 RPC)。" msgid "" "Sends a [method rpc] to a specific peer identified by [param peer_id] (see " @@ -61948,17 +68547,16 @@ msgstr "" "具。" msgid "" -"Enables or disables physics (i.e. fixed framerate) processing. When a node " -"is being processed, it will receive a [constant " -"NOTIFICATION_PHYSICS_PROCESS] at a fixed (usually 60 FPS, see [member Engine." -"physics_ticks_per_second] to change) interval (and the [method " -"_physics_process] callback will be called if exists). Enabled automatically " -"if [method _physics_process] is overridden. Any calls to this before [method " -"_ready] will be ignored." +"Enables or disables physics (i.e. fixed framerate) processing. When a node is " +"being processed, it will receive a [constant NOTIFICATION_PHYSICS_PROCESS] at " +"a fixed (usually 60 FPS, see [member Engine.physics_ticks_per_second] to " +"change) interval (and the [method _physics_process] callback will be called " +"if exists). Enabled automatically if [method _physics_process] is overridden. " +"Any calls to this before [method _ready] will be ignored." msgstr "" -"启用或禁用物理(即固定帧率)处理。当一个节点正在被处理时,它会在一个固定的" -"(通常是 60 FPS,参见 [member Engine.physics_ticks_per_second] 以更改)时间间" -"隔,接收一个 [constant NOTIFICATION_PHYSICS_PROCESS] (如果存在 [method " +"启用或禁用物理(即固定帧率)处理。当一个节点正在被处理时,它会在一个固定的(通" +"常是 60 FPS,参见 [member Engine.physics_ticks_per_second] 以更改)时间间隔," +"接收一个 [constant NOTIFICATION_PHYSICS_PROCESS] (如果存在 [method " "_physics_process] 回调,该回调将被调用)。如果 [method _physics_process] 被重" "写,则自动被启用。在 [method _ready] 之前对该函数的任何调用,都将被忽略。" @@ -61970,17 +68568,17 @@ msgid "" "([method set_physics_process]). Only useful for advanced uses to manipulate " "built-in nodes' behavior.\n" "[b]Warning:[/b] Built-in Nodes rely on the internal processing for their own " -"logic, so changing this value from your code may lead to unexpected " -"behavior. Script access to this internal logic is provided for specific " -"advanced uses, but is unsafe and not supported." +"logic, so changing this value from your code may lead to unexpected behavior. " +"Script access to this internal logic is provided for specific advanced uses, " +"but is unsafe and not supported." msgstr "" "启用或禁用该节点的内部物理。内部物理处理与正常的 [method _physics_process] 调" -"用隔离进行,并且由某些节点内部使用,以确保正常工作,即使节点暂停或物理处理因" -"脚本而禁用([method set_physics_process])。仅适用于用于操纵内置节点行为的高" -"级用途。\n" +"用隔离进行,并且由某些节点内部使用,以确保正常工作,即使节点暂停或物理处理因脚" +"本而禁用([method set_physics_process])。仅适用于用于操纵内置节点行为的高级用" +"途。\n" "[b]警告:[/b]内置节点依靠内部处理来实现自己的逻辑,所以从你的代码中改变这个值" -"可能会导致意外的行为。为特定的高级用途提供了对此内部逻辑的脚本访问,但不安全" -"且不支持。" +"可能会导致意外的行为。为特定的高级用途提供了对此内部逻辑的脚本访问,但不安全且" +"不支持。" msgid "" "Enables or disables processing. When a node is being processed, it will " @@ -61990,17 +68588,16 @@ msgid "" "will be ignored." msgstr "" "启用或禁用帧处理。当一个节点被处理时,它将在每个绘制的帧上收到一个[constant " -"NOTIFICATION_PROCESS](如果存在,[method _process]回调将被调用)。如果" -"[method _process]被重写,则自动启用。在 [method _ready] 之前对它的任何调用都" -"将被忽略。" +"NOTIFICATION_PROCESS](如果存在,[method _process]回调将被调用)。如果[method " +"_process]被重写,则自动启用。在 [method _ready] 之前对它的任何调用都将被忽略。" msgid "" "Enables or disables input processing. This is not required for GUI controls! " "Enabled automatically if [method _input] is overridden. Any calls to this " "before [method _ready] will be ignored." msgstr "" -"启用或禁用输入处理。对于 GUI 控件来说不是必需的。如果 [method _input] 被覆" -"盖,则自动启用。任何在 [method _ready] 之前对它的调用都将被忽略。" +"启用或禁用输入处理。对于 GUI 控件来说不是必需的。如果 [method _input] 被覆盖," +"则自动启用。任何在 [method _ready] 之前对它的调用都将被忽略。" msgid "" "Enables or disabled internal processing for this node. Internal processing " @@ -62009,39 +68606,39 @@ msgid "" "paused or processing is disabled for scripting ([method set_process]). Only " "useful for advanced uses to manipulate built-in nodes' behavior.\n" "[b]Warning:[/b] Built-in Nodes rely on the internal processing for their own " -"logic, so changing this value from your code may lead to unexpected " -"behavior. Script access to this internal logic is provided for specific " -"advanced uses, but is unsafe and not supported." +"logic, so changing this value from your code may lead to unexpected behavior. " +"Script access to this internal logic is provided for specific advanced uses, " +"but is unsafe and not supported." msgstr "" "启用或禁用此节点的内部处理。内部处理与正常的 [method _process] 调用隔离进行," "并且由某些节点内部使用,以确保正常工作,即使节点已暂停或处理因脚本而禁用" "([method set_process])。仅适用于操纵内置节点行为的高级用途。\n" "[b]警告:[/b]内置节点依赖于内部处理来实现自己的逻辑,因此更改代码中的这个值可" -"能会导致意外行为。为特定的高级用途提供了对此内部逻辑的脚本访问,但不安全且不" -"支持。" +"能会导致意外行为。为特定的高级用途提供了对此内部逻辑的脚本访问,但不安全且不支" +"持。" msgid "" "Enables shortcut processing. Enabled automatically if [method " -"_shortcut_input] is overridden. Any calls to this before [method _ready] " -"will be ignored." +"_shortcut_input] is overridden. Any calls to this before [method _ready] will " +"be ignored." msgstr "" "启用快捷键处理。如果 [method _shortcut_input] 被覆盖,则自动启用。在 [method " "_ready] 之前对此的任何调用都将被忽略。" msgid "" -"Enables unhandled input processing. This is not required for GUI controls! " -"It enables the node to receive all input that was not previously handled " +"Enables unhandled input processing. This is not required for GUI controls! It " +"enables the node to receive all input that was not previously handled " "(usually by a [Control]). Enabled automatically if [method _unhandled_input] " "is overridden. Any calls to this before [method _ready] will be ignored." msgstr "" "启用未处理的输入处理。这对 GUI 控件来说是不需要的!它使节点能够接收所有以前没" -"有处理的输入(通常是由 [Control] 处理的)。如果 [method _unhandled_input] 被" -"覆盖,则自动启用。在 [method _ready] 之前对它的任何调用都将被忽略。" +"有处理的输入(通常是由 [Control] 处理的)。如果 [method _unhandled_input] 被覆" +"盖,则自动启用。在 [method _ready] 之前对它的任何调用都将被忽略。" msgid "" "Enables unhandled key input processing. Enabled automatically if [method " -"_unhandled_key_input] is overridden. Any calls to this before [method " -"_ready] will be ignored." +"_unhandled_key_input] is overridden. Any calls to this before [method _ready] " +"will be ignored." msgstr "" "启用未处理的按键输入处理。如果 [method _unhandled_key_input] 被重写,则自动启" "用。任何在 [method _ready] 之前对它的调用都将被忽略。" @@ -62062,8 +68659,8 @@ msgid "" "Add a custom description to a node. It will be displayed in a tooltip when " "hovered in editor's scene tree." msgstr "" -"为该节点添加自定义描述。该节点在编辑器的场景树中处于悬停状态时,该描述将显示" -"在工具提示中。" +"为该节点添加自定义描述。该节点在编辑器的场景树中处于悬停状态时,该描述将显示在" +"工具提示中。" msgid "" "The [MultiplayerAPI] instance associated with this node. See [method " @@ -62076,42 +68673,16 @@ msgid "" "The name of the node. This name is unique among the siblings (other child " "nodes from the same parent). When set to an existing name, the node will be " "automatically renamed.\n" -"[b]Note:[/b] Auto-generated names might include the [code]@[/code] " -"character, which is reserved for unique names when using [method add_child]. " -"When setting the name manually, any [code]@[/code] will be removed." +"[b]Note:[/b] Auto-generated names might include the [code]@[/code] character, " +"which is reserved for unique names when using [method add_child]. When " +"setting the name manually, any [code]@[/code] will be removed." msgstr "" -"该节点的名称。这个名称在兄弟节点(来自同一父节点的其他子节点)中是唯一的。当" -"设置为现有名称时,节点将自动重命名。\n" +"该节点的名称。这个名称在兄弟节点(来自同一父节点的其他子节点)中是唯一的。当设" +"置为现有名称时,节点将自动重命名。\n" "[b]注意:[/b]自动生成的名称可能包含 [code]@[/code] 字符,在使用 [method " "add_child] 时保留该字符用于唯一名称。手动设置名称时,将删除任何 [code]@[/" "code]。" -msgid "" -"The node owner. A node can have any other node as owner (as long as it is a " -"valid parent, grandparent, etc. ascending in the tree). When saving a node " -"(using [PackedScene]), all the nodes it owns will be saved with it. This " -"allows for the creation of complex [SceneTree]s, with instancing and " -"subinstancing.\n" -"[b]Note:[/b] If you want a child to be persisted to a [PackedScene], you " -"must set [member owner] in addition to calling [method add_child]. This is " -"typically relevant for [url=$DOCS_URL/tutorials/plugins/" -"running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/" -"tutorials/plugins/editor/index.html]editor plugins[/url]. If [method " -"add_child] is called without setting [member owner], the newly added [Node] " -"will not be visible in the scene tree, though it will be visible in the " -"2D/3D view." -msgstr "" -"该节点的所有者。节点的所有者可以是任何其他节点(需要是沿场景树向上的有效节" -"点,如父节点、祖父节点等)。(通过 [PackedScene])保存节点时,它拥有的所有节" -"点也会随之保存。这样就可以创建复杂的 [SceneTree],能够进行实例化与次实例" -"化。\n" -"[b]注意:[/b]如果想要将子节点持久化进 [PackedScene],除了调用 [method " -"add_child] 之外你还必须设置 [member owner]。通常在[url=$DOCS_URL/tutorials/" -"plugins/running_code_in_the_editor.html]工具脚本[/url]和[url=$DOCS_URL/" -"tutorials/plugins/editor/index.html]编辑器插件[/url]中会用到。如果调用了 " -"[method add_child] 但没有设置 [member owner],那么新建的这个 [Node] 在场景树" -"中不可见,但在 2D/3D 视图中可见。" - msgid "" "Can be used to pause or unpause the node, or make the node paused based on " "the [SceneTree], or make it inherit the process mode from its parent " @@ -62136,17 +68707,17 @@ msgid "" "executed first." msgstr "" "该节点在已启用的处理回调(即 [constant NOTIFICATION_PROCESS]、[constant " -"NOTIFICATION_PHYSICS_PROCESS] 及其内部对应物)的执行顺序中的优先级。进程优先" -"级值[i]较低[/i]的节点将首先执行其处理回调。" +"NOTIFICATION_PHYSICS_PROCESS] 及其内部对应物)的执行顺序中的优先级。进程优先级" +"值[i]较低[/i]的节点将首先执行其处理回调。" msgid "" "Change the process thread group order. Groups with a lesser order will " "process before groups with a greater order. This is useful when a large " -"amount of nodes process in sub thread and, afterwards, another group wants " -"to collect their result in the main thread, as an example." +"amount of nodes process in sub thread and, afterwards, another group wants to " +"collect their result in the main thread, as an example." msgstr "" -"修改处理线程组的顺序。顺序取值较小的分组会在较大的分组前处理。例如,可以让大" -"量的节点先在子线程中处理,然后另一组节点要在主线程中获取它们的处理结果。" +"修改处理线程组的顺序。顺序取值较小的分组会在较大的分组前处理。例如,可以让大量" +"的节点先在子线程中处理,然后另一组节点要在主线程中获取它们的处理结果。" msgid "" "Set whether the current thread group will process messages (calls to [method " @@ -62159,34 +68730,34 @@ msgstr "" msgid "" "If a scene is instantiated from a file, its topmost node contains the " -"absolute file path from which it was loaded in [member scene_file_path] (e." -"g. [code]res://levels/1.tscn[/code]). Otherwise, [member scene_file_path] is " -"set to an empty string." +"absolute file path from which it was loaded in [member scene_file_path] (e.g. " +"[code]res://levels/1.tscn[/code]). Otherwise, [member scene_file_path] is set " +"to an empty string." msgstr "" "如果一个场景是从一个文件实例化来的,则其最顶层的节点的 [member " "scene_file_path] 中,将包含它从何处被加载的绝对文件路径(例如 [code]res://" "levels/1.tscn[/code])。否则 [member scene_file_path] 被设置为一个空字符串。" msgid "" -"Sets this node's name as a unique name in its [member owner]. This allows " -"the node to be accessed as [code]%Name[/code] instead of the full path, from " -"any node within that scene.\n" -"If another node with the same owner already had that name declared as " -"unique, that other node's name will no longer be set as having a unique name." +"Sets this node's name as a unique name in its [member owner]. This allows the " +"node to be accessed as [code]%Name[/code] instead of the full path, from any " +"node within that scene.\n" +"If another node with the same owner already had that name declared as unique, " +"that other node's name will no longer be set as having a unique name." msgstr "" -"将这个节点的名称设置为其 [member owner] 中的唯一名称。这样就可以从该场景中的" -"任意节点处使用 [code]%名称[/code] 来访问这个节点,无需使用完整路径。\n" -"如果所有者相同的另一个节点已经将该名称声明为唯一,那么其他节点就无法再将此名" -"称设置为唯一名称。" +"将这个节点的名称设置为其 [member owner] 中的唯一名称。这样就可以从该场景中的任" +"意节点处使用 [code]%名称[/code] 来访问这个节点,无需使用完整路径。\n" +"如果所有者相同的另一个节点已经将该名称声明为唯一,那么其他节点就无法再将此名称" +"设置为唯一名称。" msgid "" -"Emitted when a child node enters the scene tree, either because it entered " -"on its own or because this node entered with it.\n" +"Emitted when a child node enters the scene tree, either because it entered on " +"its own or because this node entered with it.\n" "This signal is emitted [i]after[/i] the child node's own [constant " "NOTIFICATION_ENTER_TREE] and [signal tree_entered]." msgstr "" -"在子节点进入场景树时触发,可以是因为该子节点自行进入,也可以是因为本节点带着" -"该子节点一起进入。\n" +"在子节点进入场景树时触发,可以是因为该子节点自行进入,也可以是因为本节点带着该" +"子节点一起进入。\n" "这个信号会在该子节点自身的 [constant NOTIFICATION_ENTER_TREE] 和 [signal " "tree_entered] [i]之后[/i]触发。" @@ -62194,12 +68765,12 @@ msgid "" "Emitted when a child node is about to exit the scene tree, either because it " "is being removed or freed directly, or because this node is exiting the " "tree.\n" -"When this signal is received, the child [param node] is still in the tree " -"and valid. This signal is emitted [i]after[/i] the child node's own [signal " +"When this signal is received, the child [param node] is still in the tree and " +"valid. This signal is emitted [i]after[/i] the child node's own [signal " "tree_exiting] and [constant NOTIFICATION_EXIT_TREE]." msgstr "" -"当一个子节点即将退出场景树时发出,要么是因为它正在被移除或直接释放,要么是因" -"为该节点正在退出树。\n" +"当一个子节点即将退出场景树时发出,要么是因为它正在被移除或直接释放,要么是因为" +"该节点正在退出树。\n" "当收到这个信号时,子 [param node] 仍然在树中并且有效。该信号在子节点自己的 " "[signal tree_exiting] 和 [constant NOTIFICATION_EXIT_TREE] [i]之后[/i]发出。" @@ -62228,13 +68799,13 @@ msgid "Emitted after the node exits the tree and is no longer active." msgstr "当该节点退出树之后触发,并且不再处于活动状态。" msgid "" -"Emitted when the node is still active but about to exit the tree. This is " -"the right place for de-initialization (or a \"destructor\", if you will).\n" +"Emitted when the node is still active but about to exit the tree. This is the " +"right place for de-initialization (or a \"destructor\", if you will).\n" "This signal is emitted [i]before[/i] the related [constant " "NOTIFICATION_EXIT_TREE] notification." msgstr "" -"当该节点仍处于活动状态但即将退出树时发出。这是反初始化的正确位置(如果愿意," -"也可以称之为“析构函数”)。\n" +"当该节点仍处于活动状态但即将退出树时发出。这是反初始化的正确位置(如果愿意,也" +"可以称之为“析构函数”)。\n" "这个信号会在相关的 [constant NOTIFICATION_EXIT_TREE] 通知[i]之前[/i]触发。" msgid "" @@ -62302,10 +68873,9 @@ msgid "" "[method Control._get_drag_data]) or using [method Control.force_drag].\n" "Use [method Viewport.gui_get_drag_data] to get the dragged data." msgstr "" -"当拖拽操作开始时收到的通知。所有节点都会收到此通知,而不仅仅是被拖动的节" -"点。\n" -"可以通过拖动提供拖动数据的 [Control](见 [method Control._get_drag_data])," -"或使用 [method Control.force_drag] 来触发。\n" +"当拖拽操作开始时收到的通知。所有节点都会收到此通知,而不仅仅是被拖动的节点。\n" +"可以通过拖动提供拖动数据的 [Control](见 [method Control._get_drag_data]),或" +"使用 [method Control.force_drag] 来触发。\n" "请使用 [method Viewport.gui_get_drag_data] 获取拖动数据。" msgid "" @@ -62320,8 +68890,8 @@ msgid "" "changed. This notification is [i]not[/i] received when the node is removed " "from the scene tree to be added to another parent later on." msgstr "" -"当该节点或其祖级的名称被更改时收到的通知。当节点从场景树中移除,稍后被添加到" -"另一个父节点时,[i]不会[/i]收到此通知。" +"当该节点或其祖级的名称被更改时收到的通知。当节点从场景树中移除,稍后被添加到另" +"一个父节点时,[i]不会[/i]收到此通知。" msgid "" "Notification received every frame when the internal process flag is set (see " @@ -62366,16 +68936,16 @@ msgstr "" msgid "" "Notification received right before the scene with the node is saved in the " -"editor. This notification is only sent in the Godot editor and will not " -"occur in exported projects." +"editor. This notification is only sent in the Godot editor and will not occur " +"in exported projects." msgstr "" "在编辑器中保存有节点的场景之前收到的通知。这个通知只在 Godot 编辑器中发送,不" "会出现在导出的项目中。" msgid "" "Notification received right after the scene with the node is saved in the " -"editor. This notification is only sent in the Godot editor and will not " -"occur in exported projects." +"editor. This notification is only sent in the Godot editor and will not occur " +"in exported projects." msgstr "" "在编辑器中保存有节点的场景后立即收到通知。这个通知只在 Godot 编辑器中发送,在" "导出的项目中不会出现。" @@ -62394,6 +68964,30 @@ msgstr "" "当鼠标离开游戏窗口时,从操作系统收到的通知。\n" "在桌面和 Web 平台上实现。" +msgid "" +"Notification received when the node's parent [Window] is focused. This may be " +"a change of focus between two windows of the same engine instance, or from " +"the OS desktop or a third-party application to a window of the game (in which " +"case [constant NOTIFICATION_APPLICATION_FOCUS_IN] is also emitted).\n" +"A [Window] node receives this notification when it is focused." +msgstr "" +"当该节点的父 [Window] 获得焦点时收到的通知。可能是在同一引擎实例的两个窗口之间" +"的焦点变化,也可能是从操作系统桌面或第三方应用程序切换到游戏的某个窗口(在这种" +"情况下,还会发出 [constant NOTIFICATION_APPLICATION_FOCUS_IN])。\n" +"[Window] 节点会在获得焦点时收到该通知。" + +msgid "" +"Notification received when the node's parent [Window] is defocused. This may " +"be a change of focus between two windows of the same engine instance, or from " +"a window of the game to the OS desktop or a third-party application (in which " +"case [constant NOTIFICATION_APPLICATION_FOCUS_OUT] is also emitted).\n" +"A [Window] node receives this notification when it is defocused." +msgstr "" +"当该节点的父 [Window] 失去焦点时收到的通知。可能是在同一引擎实例的两个窗口之间" +"的焦点变化,也可能是从游戏的某个窗口切换到操作系统桌面或第三方应用程序(在这种" +"情况下,还会发出 [constant NOTIFICATION_APPLICATION_FOCUS_OUT])。\n" +"[Window] 节点会在失去焦点时收到该通知。" + msgid "" "Notification received from the OS when a close request is sent (e.g. closing " "the window with a \"Close\" button or [kbd]Alt + F4[/kbd]).\n" @@ -62434,8 +69028,8 @@ msgstr "" "PROCESS_MODE_PAUSABLE]。默认值。" msgid "" -"Stops processing when the [SceneTree] is paused (process when unpaused). " -"This is the inverse of [constant PROCESS_MODE_WHEN_PAUSED]." +"Stops processing when the [SceneTree] is paused (process when unpaused). This " +"is the inverse of [constant PROCESS_MODE_WHEN_PAUSED]." msgstr "" "[SceneTree] 暂停时停止处理(取消暂停时处理)。与 [constant " "PROCESS_MODE_WHEN_PAUSED] 相反。" @@ -62448,8 +69042,8 @@ msgstr "" "PROCESS_MODE_PAUSABLE] 相反。" msgid "" -"Always process. Continue processing always, ignoring the [SceneTree]'s " -"paused property. This is the inverse of [constant PROCESS_MODE_DISABLED]." +"Always process. Continue processing always, ignoring the [SceneTree]'s paused " +"property. This is the inverse of [constant PROCESS_MODE_DISABLED]." msgstr "" "始终处理。始终继续处理,忽略 [SceneTree] 的 paused 属性。与 [constant " "PROCESS_MODE_DISABLED] 相反。" @@ -62461,6 +69055,28 @@ msgstr "" "从不处理。完全禁用处理,忽略 [SceneTree] 的 paused 属性。与 [constant " "PROCESS_MODE_ALWAYS] 相反。" +msgid "" +"If the [member process_thread_group] property is sent to this, the node will " +"belong to any parent (or grandparent) node that has a thread group mode that " +"is not inherit. See [member process_thread_group] for more information." +msgstr "" +"如果 [member process_thread_group] 属性设为这个值,该节点会属于线程组不是继承" +"的父节点(或祖父节点)。详见 [member process_thread_group]。" + +msgid "" +"Process this node (and children nodes set to inherit) on the main thread. See " +"[member process_thread_group] for more information." +msgstr "" +"在主线程上处理该节点(以及设为继承的子节点)。详见 [member " +"process_thread_group]。" + +msgid "" +"Process this node (and children nodes set to inherit) on a sub-thread. See " +"[member process_thread_group] for more information." +msgstr "" +"在子线程上处理该节点(以及设为继承的子节点)。详见 [member " +"process_thread_group]。" + msgid "Duplicate the node's signals." msgstr "复制该节点的信号。" @@ -62487,8 +69103,8 @@ msgid "" msgstr "该节点将被放置在父节点的节点列表开头,在所有非内部兄弟节点之前。" msgid "" -"Node will be placed at the back of parent's node list, after any non-" -"internal sibling." +"Node will be placed at the back of parent's node list, after any non-internal " +"sibling." msgstr "该节点将被放置在父节点的节点列表末尾,在所有非内部兄弟节点之后。" msgid "" @@ -62498,9 +69114,9 @@ msgstr "2D 游戏对象,被所有 2D 相关的节点继承。具有位置、 msgid "" "A 2D game object, with a transform (position, rotation, and scale). All 2D " -"nodes, including physics objects and sprites, inherit from Node2D. Use " -"Node2D as a parent node to move, scale and rotate children in a 2D project. " -"Also gives control of the node's render order." +"nodes, including physics objects and sprites, inherit from Node2D. Use Node2D " +"as a parent node to move, scale and rotate children in a 2D project. Also " +"gives control of the node's render order." msgstr "" "2D 游戏对象,具有变换(位置、旋转、缩放)。所有的 2D 节点,包括物理对象和精" "灵,都继承自 Node2D。使用 Node2D 作为父节点来移动、缩放和旋转 2D 项目中的子节" @@ -62528,8 +69144,8 @@ msgid "Adds the [param offset] vector to the node's global position." msgstr "将偏移向量 [param offset] 添加到该节点的全局位置。" msgid "" -"Rotates the node so it points towards the [param point], which is expected " -"to use global coordinates." +"Rotates the node so it points towards the [param point], which is expected to " +"use global coordinates." msgstr "旋转该节点,使其指向 [param point],该点应使用全局坐标。" msgid "" @@ -62561,9 +69177,9 @@ msgid "" "applying it to a node's own position will give an incorrect result, as it " "will incorporate the node's own transformation into its global position." msgstr "" -"将提供的本地位置转换为全局坐标空间的位置。例如,对子节点的位置应用这个方法将" -"正确地把它们的位置转换到全局坐标空间,但对节点自己的位置应用这个方法将得到一" -"个不正确的结果,因为它将把节点自己的变换纳入它的全局位置。" +"将提供的本地位置转换为全局坐标空间的位置。例如,对子节点的位置应用这个方法将正" +"确地把它们的位置转换到全局坐标空间,但对节点自己的位置应用这个方法将得到一个不" +"正确的结果,因为它将把节点自己的变换纳入它的全局位置。" msgid "" "Transforms the provided global position into a position in local coordinate " @@ -62571,8 +69187,8 @@ msgid "" "g. It is appropriate for determining the positions of child nodes, but it is " "not appropriate for determining its own position relative to its parent." msgstr "" -"将提供的全局位置转换为本地坐标空间的位置。例如,它适合于确定子节点的位置,但" -"不适合于确定其自身相对于父节点的位置。" +"将提供的全局位置转换为本地坐标空间的位置。例如,它适合于确定子节点的位置,但不" +"适合于确定其自身相对于父节点的位置。" msgid "Translates the node by the given [param offset] in local coordinates." msgstr "在局部坐标系中,将该节点按给定的偏移量 [param offset] 进行平移。" @@ -62602,12 +69218,12 @@ msgstr "位置,相对于父节点。" msgid "" "Rotation in radians, relative to the node's parent.\n" -"[b]Note:[/b] This property is edited in the inspector in degrees. If you " -"want to use degrees in a script, use [member rotation_degrees]." +"[b]Note:[/b] This property is edited in the inspector in degrees. If you want " +"to use degrees in a script, use [member rotation_degrees]." msgstr "" "以弧度为单位的旋转,相对于该节点的父节点。\n" -"[b]注意:[/b] 这个属性在检查器中是以度数编辑的。如果你想在脚本中使用度数,请" -"使用 [member rotation_degrees]。" +"[b]注意:[/b] 这个属性在检查器中是以度数编辑的。如果你想在脚本中使用度数,请使" +"用 [member rotation_degrees]。" msgid "" "The node's scale. Unscaled value: [code](1, 1)[/code].\n" @@ -62618,9 +69234,9 @@ msgid "" "decomposed." msgstr "" "该节点的缩放。未缩放值:[code](1, 1)[/code]。\n" -"[b]注意:[/b]2D 中,变换矩阵是无法分解出负数的 X 缩放的。由于 Godot 中使用变" -"换矩阵来表示缩放,X 轴上的负数缩放在分解后会变为 Y 轴的负数缩放和一次 180 度" -"的旋转。" +"[b]注意:[/b]2D 中,变换矩阵是无法分解出负数的 X 缩放的。由于 Godot 中使用变换" +"矩阵来表示缩放,X 轴上的负数缩放在分解后会变为 Y 轴的负数缩放和一次 180 度的旋" +"转。" msgid "" "Slants the node.\n" @@ -62635,6 +69251,35 @@ msgstr "局部 [Transform2D]。" msgid "Most basic 3D game object, parent of all 3D-related nodes." msgstr "最基本的 3D 游戏对象,所有 3D 相关节点的父类。" +msgid "" +"Most basic 3D game object, with a [Transform3D] and visibility settings. All " +"other 3D game objects inherit from Node3D. Use [Node3D] as a parent node to " +"move, scale, rotate and show/hide children in a 3D project.\n" +"Affine operations (rotate, scale, translate) happen in parent's local " +"coordinate system, unless the [Node3D] object is set as top-level. Affine " +"operations in this coordinate system correspond to direct affine operations " +"on the [Node3D]'s transform. The word local below refers to this coordinate " +"system. The coordinate system that is attached to the [Node3D] object itself " +"is referred to as object-local coordinate system.\n" +"[b]Note:[/b] Unless otherwise specified, all methods that have angle " +"parameters must have angles specified as [i]radians[/i]. To convert degrees " +"to radians, use [method @GlobalScope.deg_to_rad].\n" +"[b]Note:[/b] Be aware that \"Spatial\" nodes are now called \"Node3D\" " +"starting with Godot 4. Any Godot 3.x references to \"Spatial\" nodes refer to " +"\"Node3D\" in Godot 4." +msgstr "" +"最基本的 3D 游戏对象,具有 [Transform3D] 和可见性设置。所有其他的 3D 游戏对象" +"都继承自 Node3D。在 3D 项目中,请使用 [Node3D] 作为父节点对子节点进行移动、缩" +"放、旋转和显示/隐藏。\n" +"除非该 [Node3D] 对象被设置为顶层,否则仿射操作(旋转、缩放、平移)会在父节点的" +"本地坐标系中进行。在这个坐标系中的仿射操作对应于对 [Node3D] 变换的直接仿射运" +"算。下文中的本地一词指的就是这个坐标系。附加到 [Node3D] 对象本身的坐标系被称为" +"对象本地坐标系。\n" +"[b]注意:[/b]除非另有规定,所有有角度参数的方法必须将角度指定为[i]弧度[/i]。请" +"使用 [method @GlobalScope.deg_to_rad] 将度数转换为弧度。\n" +"[b]注意:[/b]“Spatial”节点从 Godot 4 开始被称为“Node3D”。Godot 3.x 中指" +"的“Spatial”节点在 Godot 4 中指的是“Node3D”。" + msgid "Introduction to 3D" msgstr "3D 简介" @@ -62651,8 +69296,8 @@ msgid "" "Clears subgizmo selection for this node in the editor. Useful when subgizmo " "IDs become invalid after a property change." msgstr "" -"在编辑器中,清除该节点的子小工具选择。在一个属性更改后,子小工具 ID 变得无效" -"时很有用。" +"在编辑器中,清除该节点的子小工具选择。在一个属性更改后,子小工具 ID 变得无效时" +"很有用。" msgid "Returns all the gizmos attached to this [code]Node3D[/code]." msgstr "返回附加到该 [code]Node3D[/code] 的所有小工具。" @@ -62661,8 +69306,8 @@ msgid "" "Returns the parent [Node3D], or an empty [Object] if no parent exists or " "parent is not of type [Node3D]." msgstr "" -"返回父节点 [Node3D],如果不存在父节点,或父节点不是 [Node3D] 类型,则返回空" -"的 [Object]。" +"返回父节点 [Node3D],如果不存在父节点,或父节点不是 [Node3D] 类型,则返回空的 " +"[Object]。" msgid "" "Returns the current [World3D] resource this [Node3D] node is registered to." @@ -62672,19 +69317,17 @@ msgid "" "Rotates the global (world) transformation around axis, a unit [Vector3], by " "specified angle in radians. The rotation axis is in global coordinate system." msgstr "" -"将全局(世界)变换围绕某个轴(单位 [Vector3])旋转指定的弧度。旋转轴使用全局" -"坐标系。" +"将全局(世界)变换围绕某个轴(单位 [Vector3])旋转指定的弧度。旋转轴使用全局坐" +"标系。" msgid "" -"Scales the global (world) transformation by the given [Vector3] scale " -"factors." +"Scales the global (world) transformation by the given [Vector3] scale factors." msgstr "将全局(世界)变换按照给定的 [Vector3] 缩放因子进行缩放。" msgid "" -"Moves the global (world) transformation by [Vector3] offset. The offset is " -"in global coordinate system." -msgstr "" -"将全局(世界)变换按照 [Vector3] 偏移量进行移动。偏移量使用全局坐标系。" +"Moves the global (world) transformation by [Vector3] offset. The offset is in " +"global coordinate system." +msgstr "将全局(世界)变换按照 [Vector3] 偏移量进行移动。偏移量使用全局坐标系。" msgid "" "Disables rendering of this node. Changes [member visible] to [code]false[/" @@ -62697,15 +69340,52 @@ msgid "" msgstr "返回该节点是否通知其局部变换的更改。[Node3D] 默认不会传播此属性。" msgid "" -"Returns whether this node uses a scale of [code](1, 1, 1)[/code] or its " -"local transformation scale." +"Returns whether this node uses a scale of [code](1, 1, 1)[/code] or its local " +"transformation scale." msgstr "返回该节点是否使用 [code](1, 1, 1)[/code] 的比例或其本地变换比例。" msgid "" "Returns whether the node notifies about its global and local transformation " "changes. [Node3D] will not propagate this by default." +msgstr "返回该节点是否通知其全局和局部变换的更改。[Node3D] 默认不会传播此属性。" + +msgid "" +"Returns [code]true[/code] if the node is present in the [SceneTree], its " +"[member visible] property is [code]true[/code] and all its ancestors are also " +"visible. If any ancestor is hidden, this node will not be visible in the " +"scene tree." msgstr "" -"返回该节点是否通知其全局和局部变换的更改。[Node3D] 默认不会传播此属性。" +"如果该节点位于 [SceneTree] 中,并且其 [member visible] 属性为 [code]true[/" +"code],并且其所有上层节点也均可见,则返回 [code]true[/code]。如果任何上层节点" +"被隐藏,则该节点在场景树中将不可见。" + +msgid "" +"Rotates the node so that the local forward axis (-Z, [constant Vector3." +"FORWARD]) points toward the [param target] position.\n" +"The local up axis (+Y) points as close to the [param up] vector as possible " +"while staying perpendicular to the local forward axis. The resulting " +"transform is orthogonal, and the scale is preserved. Non-uniform scaling may " +"not work correctly.\n" +"The [param target] position cannot be the same as the node's position, the " +"[param up] vector cannot be zero, and the direction from the node's position " +"to the [param target] vector cannot be parallel to the [param up] vector.\n" +"Operations take place in global space, which means that the node must be in " +"the scene tree.\n" +"If [param use_model_front] is [code]true[/code], the +Z axis (asset front) is " +"treated as forward (implies +X is left) and points toward the [param target] " +"position. By default, the -Z axis (camera forward) is treated as forward " +"(implies +X is right)." +msgstr "" +"旋转该节点,让局部向前的轴(-Z,[constant Vector3.FORWARD])指向 [param " +"target] 的位置。\n" +"局部向上的轴(+Y)在保持与局部向前的轴垂直的前提下,尽可能接近 [param up] 向" +"量。最终的变换是正交变换,并且保留了原有缩放。非统一缩放可能无法正常工作。\n" +"[param target] 位置不能和该节点的位置相同,[param up] 向量不能为零,从节点的位" +"置到 [param target] 的向量不能与 [param up] 平行。\n" +"操作发生在全局空间,也就是说该节点必须位于场景树中。\n" +"如果 [param use_model_front] 为 [code]true[/code],则会将 +Z 轴(资产正面)作" +"为向前的轴(此时 +X 为左),指向 [param target] 的位置。默认情况下会将 -Z 轴" +"(相机前方)作为向前的轴(此时 +X 为右)。" msgid "" "Moves the node to the specified [param position], and then rotates the node " @@ -62717,8 +69397,8 @@ msgstr "" msgid "" "Resets this node's transformations (like scale, skew and taper) preserving " -"its rotation and translation by performing Gram-Schmidt orthonormalization " -"on this node's [Transform3D]." +"its rotation and translation by performing Gram-Schmidt orthonormalization on " +"this node's [Transform3D]." msgstr "" "通过在该节点的 [Transform3D] 上执行 Gram-Schmidt 正交归一化,重置该节点的变换" "(如缩放、倾斜和锥度),以保留其旋转和平移。" @@ -62732,8 +69412,8 @@ msgid "" "Rotates the local transformation around axis, a unit [Vector3], by specified " "angle in radians. The rotation axis is in object-local coordinate system." msgstr "" -"围绕轴(单位 [Vector3])旋转局部变换,指定角度(弧度)。旋转轴是在物体的本地" -"坐标系中。" +"围绕轴(单位 [Vector3])旋转局部变换,指定角度(弧度)。旋转轴是在物体的本地坐" +"标系中。" msgid "Rotates the local transformation around the X axis by angle in radians." msgstr "围绕 X 轴旋转局部变换,旋转角度为弧度。" @@ -62751,11 +69431,10 @@ msgstr "在物体局部坐标系中,通过给定的 3D 比例因子来缩放 msgid "" "Sets whether the node uses a scale of [code](1, 1, 1)[/code] or its local " -"transformation scale. Changes to the local transformation scale are " -"preserved." +"transformation scale. Changes to the local transformation scale are preserved." msgstr "" -"设置节点是否使用 [code](1, 1, 1)[/code] 的比例或其本地变换比例。对本地变换比" -"例的改变会被保留下来。" +"设置节点是否使用 [code](1, 1, 1)[/code] 的比例或其本地变换比例。对本地变换比例" +"的改变会被保留下来。" msgid "" "Reset all transformations for this node (sets its [Transform3D] to the " @@ -62763,8 +69442,8 @@ msgid "" msgstr "重置此节点的所有变换(将其 [Transform3D] 设置为单位矩阵)。" msgid "" -"Sets whether the node ignores notification that its transformation (global " -"or local) changed." +"Sets whether the node ignores notification that its transformation (global or " +"local) changed." msgstr "设置该节点是否忽略其转换(全局或局部)改变的通知。" msgid "" @@ -62784,8 +69463,7 @@ msgid "Set subgizmo selection for this node in the editor." msgstr "在编辑器中为该节点设置子小工具选择。" msgid "" -"Enables rendering of this node. Changes [member visible] to [code]true[/" -"code]." +"Enables rendering of this node. Changes [member visible] to [code]true[/code]." msgstr "启用此节点的呈现。将 [member visible] 更改为 [code]true[/code]。" msgid "" @@ -62827,8 +69505,8 @@ msgid "" "Rotation part of the global transformation in radians, specified in terms of " "YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n" "[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a " -"vector. The three Euler angles, which are the three independent parameters " -"of the Euler-angle parametrization of the rotation matrix, are stored in a " +"vector. The three Euler angles, which are the three independent parameters of " +"the Euler-angle parametrization of the rotation matrix, are stored in a " "[Vector3] data structure not because the rotation is a vector, but only " "because [Vector3] exists as a convenient data-structure to store 3 floating-" "point numbers. Therefore, applying affine operations on the rotation " @@ -62861,21 +69539,21 @@ msgid "" "Euler angles. The angles construct a rotaton in the order specified by the " "[member rotation_order] property.\n" "[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a " -"vector. The three Euler angles, which are the three independent parameters " -"of the Euler-angle parametrization of the rotation matrix, are stored in a " +"vector. The three Euler angles, which are the three independent parameters of " +"the Euler-angle parametrization of the rotation matrix, are stored in a " "[Vector3] data structure not because the rotation is a vector, but only " "because [Vector3] exists as a convenient data-structure to store 3 floating-" "point numbers. Therefore, applying affine operations on the rotation " "\"vector\" is not meaningful.\n" -"[b]Note:[/b] This property is edited in the inspector in degrees. If you " -"want to use degrees in a script, use [member rotation_degrees]." +"[b]Note:[/b] This property is edited in the inspector in degrees. If you want " +"to use degrees in a script, use [member rotation_degrees]." msgstr "" "以弧度为单位的,局部变换的旋转部分,根据欧拉角指定。角度按照 [member " "rotation_order] 属性指定的顺序,构造一个旋转。\n" "[b]注意:[/b]在数学意义上,旋转是一个矩阵,而不是一个向量。三个欧拉角,即旋转" "矩阵的欧拉角参数化的三个独立参数,存储在一个 [Vector3] 数据结构中,并不是因为" -"旋转是一个向量,而是因为 [Vector3] 是一个方便存储 3 个浮点数的数据结构。因" -"此,对旋转“向量”,应用仿射操作是没有意义的。\n" +"旋转是一个向量,而是因为 [Vector3] 是一个方便存储 3 个浮点数的数据结构。因此," +"对旋转“向量”,应用仿射操作是没有意义的。\n" "[b]注意:[/b]该属性在检查器中以度为单位进行编辑。如果要在脚本中使用度数,请使" "用 [member rotation_degrees]。" @@ -62897,8 +69575,7 @@ msgid "" "transformation matrices in Godot, the scale values will either be all " "positive or all negative.\n" "[b]Note:[/b] Not all nodes are visually scaled by the [member scale] " -"property. For example, [Light3D]s are not visually affected by [member " -"scale]." +"property. For example, [Light3D]s are not visually affected by [member scale]." msgstr "" "局部变换的缩放部分。\n" "[b]注意:[/b]3D 中,变换矩阵是无法分解出正负混合的缩放的。由于 Godot 中使用变" @@ -62910,28 +69587,36 @@ msgid "" "If [code]true[/code], the node will not inherit its transformations from its " "parent. Node transformations are only in global space." msgstr "" -"如果为 [code]true[/code],则该节点将不会从其父节点继承其变换。节点变换仅在全" -"局空间中。" +"如果为 [code]true[/code],则该节点将不会从其父节点继承其变换。节点变换仅在全局" +"空间中。" -msgid "" -"Local space [Transform3D] of this node, with respect to the parent node." +msgid "Local space [Transform3D] of this node, with respect to the parent node." msgstr "该节点的局部空间 [Transform3D],相对于父节点。" msgid "" "Defines the visibility range parent for this node and its subtree. The " -"visibility parent must be a GeometryInstance3D. Any visual instance will " -"only be visible if the visibility parent (and all of its visibility " -"ancestors) is hidden by being closer to the camera than its own [member " -"GeometryInstance3D.visibility_range_begin]. Nodes hidden via the [member " -"Node3D.visible] property are essentially removed from the visibility " -"dependency tree, so dependent instances will not take the hidden node or its " -"ancestors into account." +"visibility parent must be a GeometryInstance3D. Any visual instance will only " +"be visible if the visibility parent (and all of its visibility ancestors) is " +"hidden by being closer to the camera than its own [member GeometryInstance3D." +"visibility_range_begin]. Nodes hidden via the [member Node3D.visible] " +"property are essentially removed from the visibility dependency tree, so " +"dependent instances will not take the hidden node or its ancestors into " +"account." msgstr "" "定义该节点及其子树的可见性范围父级。可见性父级必须是一个 GeometryInstance3D。" "仅当可见性父级(及其所有可见性祖先)通过比其自身 [member GeometryInstance3D." "visibility_range_begin] 更靠近相机而被隐藏时,任何视觉实例才会可见。通过 " -"[member Node3D.visible] 属性隐藏的节点,基本上可以从可见性依赖树中移除,因此" -"依赖实例不会考虑隐藏节点或其祖先。" +"[member Node3D.visible] 属性隐藏的节点,基本上可以从可见性依赖树中移除,因此依" +"赖实例不会考虑隐藏节点或其祖先。" + +msgid "" +"If [code]true[/code], this node is drawn. The node is only visible if all of " +"its ancestors are visible as well (in other words, [method " +"is_visible_in_tree] must return [code]true[/code])." +msgstr "" +"如果为 [code]true[/code],这个节点就会被画出来。只有当它的所有前项也是可见的时" +"候,这个节点才是可见的(换句话说,[method is_visible_in_tree] 必须返回 " +"[code]true[/code])。" msgid "Emitted when node visibility changes." msgstr "当节点可见性更改时触发。" @@ -62971,8 +69656,8 @@ msgid "" msgstr "" "Node3D 节点在自己的局部变换发生改变时,会收到这个通知。父节点的变换发生改变时" "不会收到这个通知。\n" -"用户需要使用 [method set_notify_local_transform] 手动申请才能够收到 " -"[constant NOTIFICATION_LOCAL_TRANSFORM_CHANGED]。" +"用户需要使用 [method set_notify_local_transform] 手动申请才能够收到 [constant " +"NOTIFICATION_LOCAL_TRANSFORM_CHANGED]。" msgid "The rotation is edited using [Vector3] Euler angles." msgstr "旋转量以 [Vector3] 欧拉角的形式编辑。" @@ -62981,10 +69666,83 @@ msgid "The rotation is edited using a [Quaternion]." msgstr "旋转量以 [Quaternion] 的形式编辑。" msgid "" -"The rotation is edited using a [Basis]. In this mode, [member scale] can't " -"be edited separately." +"The rotation is edited using a [Basis]. In this mode, [member scale] can't be " +"edited separately." msgstr "旋转量以 [Basis] 的形式编辑。此模式下无法单独编辑 [member scale]。" +msgid "A pre-parsed scene tree path." +msgstr "预先解析的场景树路径。" + +msgid "" +"A pre-parsed relative or absolute path in a scene tree, for use with [method " +"Node.get_node] and similar functions. It can reference a node, a resource " +"within a node, or a property of a node or resource. For example, " +"[code]\"Path2D/PathFollow2D/Sprite2D:texture:size\"[/code] would refer to the " +"[code]size[/code] property of the [code]texture[/code] resource on the node " +"named [code]\"Sprite2D\"[/code] which is a child of the other named nodes in " +"the path.\n" +"You will usually just pass a string to [method Node.get_node] and it will be " +"automatically converted, but you may occasionally want to parse a path ahead " +"of time with [NodePath] or the literal syntax [code]^\"path\"[/code]. " +"Exporting a [NodePath] variable will give you a node selection widget in the " +"properties panel of the editor, which can often be useful.\n" +"A [NodePath] is composed of a list of slash-separated node names (like a " +"filesystem path) and an optional colon-separated list of \"subnames\" which " +"can be resources or properties.\n" +"Some examples of NodePaths include the following:\n" +"[codeblock]\n" +"# No leading slash means it is relative to the current node.\n" +"^\"A\" # Immediate child A\n" +"^\"A/B\" # A's child B\n" +"^\".\" # The current node.\n" +"^\"..\" # The parent node.\n" +"^\"../C\" # A sibling node C.\n" +"^\"../..\" # The grandparent node.\n" +"# A leading slash means it is absolute from the SceneTree.\n" +"^\"/root\" # Equivalent to get_tree().get_root().\n" +"^\"/root/Main\" # If your main scene's root node were named \"Main\".\n" +"^\"/root/MyAutoload\" # If you have an autoloaded node or scene.\n" +"[/codeblock]\n" +"See also [StringName], which is a similar concept for general-purpose string " +"interning.\n" +"[b]Note:[/b] In the editor, [NodePath] properties are automatically updated " +"when moving, renaming or deleting a node in the scene tree, but they are " +"never updated at runtime.\n" +"[b]Note:[/b] In a boolean context, a [NodePath] will evaluate to [code]false[/" +"code] if it is empty ([code]NodePath(\"\")[/code]). Otherwise, a [NodePath] " +"will always evaluate to [code]true[/code]." +msgstr "" +"场景树中预先解析的相对或绝对路径,用于 [method Node.get_node] 和类似函数。它可" +"以引用节点、节点内的资源、或节点或资源的属性。例如,[code]\"Path2D/" +"PathFollow2D/Sprite2D:texture:size\"[/code] 将引用名为 [code]\"Sprite2D\"[/" +"code] 节点上的 [code]texture[/code] 资源的 [code]size[/code] 属性,该节点是路" +"径中其他命名节点的一个子节点。\n" +"通常只需将一个字符串传递给 [method Node.get_node],它将会被自动转换,但可能偶" +"尔想要使用 [NodePath] 或文字语法 [code]^\"path\"[/code] 提前解析路径。导出 " +"[NodePath] 变量会在编辑器的属性面板中,为您提供一个节点选择小部件,这通常很有" +"用。\n" +"[NodePath] 由斜线分隔的节点名称列表(如文件系统路径)和可选的冒号分隔的“子名" +"称”列表组成,这些“子名称”可以是资源或属性。\n" +"NodePath 的一些示例包括:\n" +"[codeblock]\n" +"# 没有前导斜杠意味着它是相对于当前节点的。\n" +"^\"A\" # 直接子节点 A\n" +"^\"A/B\" # A 的子节点 B\n" +"^\".\" # 当前节点。\n" +"^\"..\" # 父节点。\n" +"^\"../C\" # 兄弟节点 C。\n" +"^\"../..\" # 祖父节点。\n" +"# 前导斜杠意味着它是来自 SceneTree 的绝对路径。\n" +"^\"/root\" # 等同于 get_tree().get_root()。\n" +"^\"/root/Main\" # 如果您的主场景的根节点被命名为“Main”。\n" +"^\"/root/MyAutoload\" # 如果您有一个自动加载的节点或场景。\n" +"[/codeblock]\n" +"另见 [StringName],它是通用字符串的类似概念。\n" +"[b]注意:[/b]在编辑器中,[NodePath] 属性在场景树中移动、重命名或删除节点时会自" +"动更新,但它们不会在运行时更新。\n" +"[b]注意:[/b]在布尔上下文中,如果 [NodePath] 为空([code]NodePath(\"\")[/" +"code])则会得到 [code]false[/code]。否则 [NodePath] 始终为 [code]true[/code]。" + msgid "2D Role Playing Game Demo" msgstr "2D 角色扮演游戏演示" @@ -62993,18 +69751,17 @@ msgstr "构造空的 [NodePath]。" msgid "" "Constructs a [NodePath] as a copy of the given [NodePath]. " -"[code]NodePath(\"example\")[/code] is equivalent to [code]^\"example\"[/" -"code]." +"[code]NodePath(\"example\")[/code] is equivalent to [code]^\"example\"[/code]." msgstr "" "构造给定 [NodePath] 的副本。[code]NodePath(\"example\")[/code] 等价于 " "[code]^\"example\"[/code]。" msgid "" "Creates a NodePath from a string, e.g. [code]\"Path2D/PathFollow2D/Sprite2D:" -"texture:size\"[/code]. A path is absolute if it starts with a slash. " -"Absolute paths are only valid in the global scene tree, not within " -"individual scenes. In a relative path, [code]\".\"[/code] and [code]\"..\"[/" -"code] indicate the current node and its parent.\n" +"texture:size\"[/code]. A path is absolute if it starts with a slash. Absolute " +"paths are only valid in the global scene tree, not within individual scenes. " +"In a relative path, [code]\".\"[/code] and [code]\"..\"[/code] indicate the " +"current node and its parent.\n" "The \"subnames\" optionally included after the path to the target node can " "point to resources or properties, and can also be nested.\n" "Examples of valid NodePaths (assuming that those nodes exist and have the " @@ -63026,8 +69783,8 @@ msgid "" "[/codeblock]" msgstr "" "从一个字符串,例如 [code]\"Path2D/PathFollow2D/Sprite2D:texture:size\"[/" -"code],创建一个 NodePath。如果路径以斜杠开头,则该路径是绝对路径。绝对路径仅" -"在全局场景树中有效,在单个场景中无效。在相对路径中,[code]\".\"[/code] 和 " +"code],创建一个 NodePath。如果路径以斜杠开头,则该路径是绝对路径。绝对路径仅在" +"全局场景树中有效,在单个场景中无效。在相对路径中,[code]\".\"[/code] 和 " "[code]\"..\"[/code] 表示当前节点及其父节点。\n" "在到目标节点的路径后可以选择包含“子名称”,它可以指向资源或属性,也可以被嵌" "套。\n" @@ -63072,8 +69829,8 @@ msgid "" "[/csharp]\n" "[/codeblocks]" msgstr "" -"返回前面带有冒号字符([code]:[/code])的节点路径,将其转换为没有节点名称的纯" -"属性路径(默认为从当前节点解析)。\n" +"返回前面带有冒号字符([code]:[/code])的节点路径,将其转换为没有节点名称的纯属" +"性路径(默认为从当前节点解析)。\n" "[codeblocks]\n" "[gdscript]\n" "# 这将被解析为一个到“position”节点中“x”属性的节点路径。\n" @@ -63112,8 +69869,8 @@ msgid "" "[/csharp]\n" "[/codeblocks]" msgstr "" -"返回所有以冒号字符([code]:[/code])作为分隔符连接的子名称,即节点路径中第一" -"个冒号的右侧。\n" +"返回所有以冒号字符([code]:[/code])作为分隔符连接的子名称,即节点路径中第一个" +"冒号的右侧。\n" "[codeblocks]\n" "[gdscript]\n" "var nodepath = NodePath(\"Path2D/PathFollow2D/Sprite2D:texture:load_path\")\n" @@ -63174,8 +69931,7 @@ msgid "" "get_subname_count] - 1).\n" "[codeblocks]\n" "[gdscript]\n" -"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite2D:texture:" -"load_path\")\n" +"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite2D:texture:load_path\")\n" "print(node_path.get_subname(0)) # texture\n" "print(node_path.get_subname(1)) # load_path\n" "[/gdscript]\n" @@ -63191,8 +69947,7 @@ msgstr "" "1)。\n" "[codeblocks]\n" "[gdscript]\n" -"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite2D:texture:" -"load_path\")\n" +"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite2D:texture:load_path\")\n" "print(node_path.get_subname(0)) # texture\n" "print(node_path.get_subname(1)) # load_path\n" "[/gdscript]\n" @@ -63211,8 +69966,8 @@ msgid "" "For example, [code]\"Path2D/PathFollow2D/Sprite2D:texture:load_path\"[/code] " "has 2 subnames." msgstr "" -"获取路径中资源或属性名称(“子名称”)的数量。每个子名称都列在节点路径中的冒号" -"字符([code]:[/code])之后。\n" +"获取路径中资源或属性名称(“子名称”)的数量。每个子名称都列在节点路径中的冒号字" +"符([code]:[/code])之后。\n" "例如,[code]\"Path2D/PathFollow2D/Sprite2D:texture:load_path\"[/code] 中有 2 " "个子名称。" @@ -63227,9 +69982,9 @@ msgid "" "autoload was registered)." msgstr "" "如果节点路径是绝对的(而不是相对的),即以斜线字符([code]/[/code])开始,返" -"回 [code]true[/code]。绝对节点路径可以用来访问根节点([code]\"/root\"[/" -"code])或自动加载(例如[code]\"/global\"[/code] 如果注册了一个叫“global”的自" -"动加载项)。" +"回 [code]true[/code]。绝对节点路径可以用来访问根节点([code]\"/root\"[/code])" +"或自动加载(例如[code]\"/global\"[/code] 如果注册了一个叫“global”的自动加载" +"项)。" msgid "Returns [code]true[/code] if the node path is empty." msgstr "如果节点路径为空,则返回 [code]true[/code]。" @@ -63238,8 +69993,8 @@ msgid "Returns [code]true[/code] if two node paths are not equal." msgstr "如果两个节点路径不相等,则返回 [code]true[/code]。" msgid "" -"Returns [code]true[/code] if two node paths are equal, i.e. all node names " -"in the path are the same and in the same order." +"Returns [code]true[/code] if two node paths are equal, i.e. all node names in " +"the path are the same and in the same order." msgstr "" "如果两个节点路径相等,即路径中的所有节点名称都相同且顺序一致,则返回 " "[code]true[/code]。" @@ -63259,10 +70014,32 @@ msgid "" msgstr "" "该类定义了噪声生成库要继承的接口。\n" "为不提供无缝噪声的库提供一个默认的 get_seamless_noise() 实现。该函数从 " -"get_image() 请求更大的图像,反转该图像的象限,然后使用额外宽度的条带在接缝处" -"混合。\n" +"get_image() 请求更大的图像,反转该图像的象限,然后使用额外宽度的条带在接缝处混" +"合。\n" "继承的噪声类可以选择性地重写该函数,以提供更优化的算法。" +msgid "" +"Returns an [Image] containing 2D noise values.\n" +"[b]Note:[/b] With [param normalize] set to [code]false[/code], the default " +"implementation expects the noise generator to return values in the range " +"[code]-1.0[/code] to [code]1.0[/code]." +msgstr "" +"返回包含 2D 噪声值的 [Image]。\n" +"[b]注意:[/b][param normalize] 为 [code]false[/code] 时,默认实现要求噪声生成" +"器返回 [code]-1.0[/code] 到 [code]1.0[/code] 之间的值。" + +msgid "" +"Returns an [Array] of [Image]s containing 3D noise values for use with " +"[method ImageTexture3D.create].\n" +"[b]Note:[/b] With [param normalize] set to [code]false[/code], the default " +"implementation expects the noise generator to return values in the range " +"[code]-1.0[/code] to [code]1.0[/code]." +msgstr "" +"返回包含 3D 噪声值的 [Image] 的 [Array],用于 [method ImageTexture3D." +"create]。\n" +"[b]注意:[/b][param normalize] 为 [code]false[/code] 时,默认实现要求噪声生成" +"器返回 [code]-1.0[/code] 到 [code]1.0[/code] 之间的值。" + msgid "Returns the 1D noise value at the given (x) coordinate." msgstr "返回给定 (x) 坐标处的 1D 噪声值。" @@ -63272,28 +70049,81 @@ msgstr "返回给定位置处的 2D 噪声值。" msgid "Returns the 3D noise value at the given position." msgstr "返回给定位置处的 3D 噪声值。" +msgid "" +"Returns an [Image] containing seamless 2D noise values.\n" +"[b]Note:[/b] With [param normalize] set to [code]false[/code], the default " +"implementation expects the noise generator to return values in the range " +"[code]-1.0[/code] to [code]1.0[/code]." +msgstr "" +"返回包含无缝 2D 噪声值的 [Image]。\n" +"[b]注意:[/b][param normalize] 为 [code]false[/code] 时,默认实现要求噪声生成" +"器返回 [code]-1.0[/code] 到 [code]1.0[/code] 之间的值。" + +msgid "" +"Returns an [Array] of [Image]s containing seamless 3D noise values for use " +"with [method ImageTexture3D.create].\n" +"[b]Note:[/b] With [param normalize] set to [code]false[/code], the default " +"implementation expects the noise generator to return values in the range " +"[code]-1.0[/code] to [code]1.0[/code]." +msgstr "" +"返回包含无缝 3D 噪声值的 [Image] 的 [Array],用于 [method ImageTexture3D." +"create]。\n" +"[b]注意:[/b][param normalize] 为 [code]false[/code] 时,默认实现要求噪声生成" +"器返回 [code]-1.0[/code] 到 [code]1.0[/code] 之间的值。" + msgid "A texture filled with noise generated by a [Noise] object." msgstr "由 [Noise] 对象生成的噪声所填充的纹理。" +msgid "" +"Uses [FastNoiseLite] or other libraries to fill the texture data of your " +"desired size. [NoiseTexture2D] can also generate normal map textures.\n" +"The class uses [Thread]s to generate the texture data internally, so [method " +"Texture2D.get_image] may return [code]null[/code] if the generation process " +"has not completed yet. In that case, you need to wait for the texture to be " +"generated before accessing the image and the generated byte data:\n" +"[codeblock]\n" +"var texture = NoiseTexture2D.new()\n" +"texture.noise = FastNoiseLite.new()\n" +"await texture.changed\n" +"var image = texture.get_image()\n" +"var data = image.get_data()\n" +"[/codeblock]" +msgstr "" +"使用 [FastNoiseLite] 或其他库来填充所需大小的纹理数据。[NoiseTexture2D] 还能生" +"成法线贴图纹理。\n" +"该类在内部使用 [Thread] 生成纹理数据,因此如果生成过程尚未完成,[method " +"Texture2D.get_image] 可能会返回 [code]null[/code]。在这种情况下,需要等待纹理" +"生成后再访问图像和生成的字节数据:\n" +"[codeblock]\n" +"var texture = NoiseTexture2D.new()\n" +"texture.noise = FastNoiseLite.new()\n" +"await texture.changed\n" +"var image = texture.get_image()\n" +"var data = image.get_data()\n" +"[/codeblock]" + msgid "" "If [code]true[/code], the resulting texture contains a normal map created " "from the original noise interpreted as a bump map." msgstr "" -"如果为 [code]true[/code],产生的纹理包含一个由原始噪声创建的法线贴图,解释为" -"凹凸贴图。" +"如果为 [code]true[/code],产生的纹理包含一个由原始噪声创建的法线贴图,解释为凹" +"凸贴图。" msgid "" "Strength of the bump maps used in this texture. A higher value will make the " "bump maps appear larger while a lower value will make them appear softer." msgstr "" -"该纹理中使用的凹凸贴图的强度。更高的值会使凹凸贴图看起来更大,而更低的值会使" -"它们看起来更柔和。" +"该纹理中使用的凹凸贴图的强度。更高的值会使凹凸贴图看起来更大,而更低的值会使它" +"们看起来更柔和。" msgid "" "A [Gradient] which is used to map the luminance of each pixel to a color " "value." msgstr "[Gradient],用于将每个像素的亮度映射到一个颜色值。" +msgid "Height of the generated texture (in pixels)." +msgstr "生成的纹理的高度(单位为像素)。" + msgid "" "Determines whether the noise image is calculated in 3D space. May result in " "reduced contrast." @@ -63317,16 +70147,115 @@ msgstr "" "[code]0.0[/code] 到 [code]1.0[/code]。\n" "关闭归一化会影响对比度,并允许生成非重复的可平铺噪声纹理。" +msgid "" +"If [code]true[/code], a seamless texture is requested from the [Noise] " +"resource.\n" +"[b]Note:[/b] Seamless noise textures may take longer to generate and/or can " +"have a lower contrast compared to non-seamless noise depending on the used " +"[Noise] resource. This is because some implementations use higher dimensions " +"for generating seamless noise.\n" +"[b]Note:[/b] The default [FastNoiseLite] implementation uses the fallback " +"path for seamless generation. If using a [member width] or [member height] " +"lower than the default, you may need to increase [member " +"seamless_blend_skirt] to make seamless blending more effective." +msgstr "" +"如果为 [code]true[/code],则从 [Noise] 资源请求无缝纹理。\n" +"[b]注意:[/b]与非无缝噪声相比,无缝噪声纹理可能需要更长的时间来生成,并且/或者" +"可能具有较低的对比度,具体取决于所使用的 [Noise] 资源。这是因为一些实现使用更" +"高的维度来生成无缝噪声。\n" +"[b]注意:[/b]默认的 [FastNoiseLite] 实现在生成无缝纹理时使用回退路径。如果使用" +"的 [member width] 或 [member height] 小于默认值,你可能需要通过增大 [member " +"seamless_blend_skirt] 来让无缝混合更高效。" + +msgid "" +"Used for the default/fallback implementation of the seamless texture " +"generation. It determines the distance over which the seams are blended. High " +"values may result in less details and contrast. See [Noise] for further " +"details.\n" +"[b]Note:[/b] If using a [member width] or [member height] lower than the " +"default, you may need to increase [member seamless_blend_skirt] to make " +"seamless blending more effective." +msgstr "" +"用于无缝纹理生成的默认/回退实现。它决定接缝混合的距离。较高的值可能会导致较少" +"的细节和对比度。详情见 [Noise]。\n" +"[b]注意:[/b]如果使用的 [member width] 或 [member height] 小于默认值,你可能需" +"要通过增大 [member seamless_blend_skirt] 来让无缝混合更高效。" + +msgid "Width of the generated texture (in pixels)." +msgstr "生成的纹理的宽度(单位为像素)。" + +msgid "" +"Uses [FastNoiseLite] or other libraries to fill the texture data of your " +"desired size.\n" +"The class uses [Thread]s to generate the texture data internally, so [method " +"Texture3D.get_data] may return [code]null[/code] if the generation process " +"has not completed yet. In that case, you need to wait for the texture to be " +"generated before accessing the image:\n" +"[codeblock]\n" +"var texture = NoiseTexture3D.new()\n" +"texture.noise = FastNoiseLite.new()\n" +"await texture.changed\n" +"var data = texture.get_data()\n" +"[/codeblock]" +msgstr "" +"使用 [FastNoiseLite] 或其他库来填充所需大小的纹理数据。\n" +"该类在内部使用 [Thread] 生成纹理数据,因此如果生成过程尚未完成,[method " +"Texture2D.get_image] 可能会返回 [code]null[/code]。在这种情况下,需要等待纹理" +"生成后再访问图像和生成的字节数据:\n" +"[codeblock]\n" +"var texture = NoiseTexture3D.new()\n" +"texture.noise = FastNoiseLite.new()\n" +"await texture.changed\n" +"var data = texture.get_data()\n" +"[/codeblock]" + +msgid "Depth of the generated texture (in pixels)." +msgstr "生成的纹理的深度(单位为像素)。" + +msgid "" +"If [code]true[/code], a seamless texture is requested from the [Noise] " +"resource.\n" +"[b]Note:[/b] Seamless noise textures may take longer to generate and/or can " +"have a lower contrast compared to non-seamless noise depending on the used " +"[Noise] resource. This is because some implementations use higher dimensions " +"for generating seamless noise.\n" +"[b]Note:[/b] The default [FastNoiseLite] implementation uses the fallback " +"path for seamless generation. If using a [member width], [member height] or " +"[member depth] lower than the default, you may need to increase [member " +"seamless_blend_skirt] to make seamless blending more effective." +msgstr "" +"如果为 [code]true[/code],则从 [Noise] 资源请求无缝纹理。\n" +"[b]注意:[/b]与非无缝噪声相比,无缝噪声纹理可能需要更长的时间来生成,并且/或者" +"可能具有较低的对比度,具体取决于所使用的 [Noise] 资源。这是因为一些实现使用更" +"高的维度来生成无缝噪声。\n" +"[b]注意:[/b]默认的 [FastNoiseLite] 实现在生成无缝纹理时使用回退路径。如果使用" +"的 [member width]、[member height] 或 [member depth] 小于默认值,你可能需要通" +"过增大 [member seamless_blend_skirt] 来让无缝混合更高效。" + +msgid "" +"Used for the default/fallback implementation of the seamless texture " +"generation. It determines the distance over which the seams are blended. High " +"values may result in less details and contrast. See [Noise] for further " +"details.\n" +"[b]Note:[/b] If using a [member width], [member height] or [member depth] " +"lower than the default, you may need to increase [member " +"seamless_blend_skirt] to make seamless blending more effective." +msgstr "" +"用于无缝纹理生成的默认/回退实现。它决定接缝混合的距离。较高的值可能会导致较少" +"的细节和对比度。详情见 [Noise]。\n" +"[b]注意:[/b]如果使用的 [member width]、[member height] 或 [member depth] 小于" +"默认值,你可能需要通过增大 [member seamless_blend_skirt] 来让无缝混合更高效。" + msgid "Base class for all other classes in the engine." msgstr "引擎中所有其他类的基类。" msgid "" "An advanced [Variant] type. All classes in the engine inherit from Object. " -"Each class may define new properties, methods or signals, which are " -"available to all inheriting classes. For example, a [Sprite2D] instance is " -"able to call [method Node.add_child] because it inherits from [Node].\n" -"You can create new instances, using [code]Object.new()[/code] in GDScript, " -"or [code]new Object[/code] in C#.\n" +"Each class may define new properties, methods or signals, which are available " +"to all inheriting classes. For example, a [Sprite2D] instance is able to call " +"[method Node.add_child] because it inherits from [Node].\n" +"You can create new instances, using [code]Object.new()[/code] in GDScript, or " +"[code]new Object[/code] in C#.\n" "To delete an Object instance, call [method free]. This is necessary for most " "classes inheriting Object, because they do not manage memory on their own, " "and will otherwise cause memory leaks when no longer in use. There are a few " @@ -63334,19 +70263,19 @@ msgid "" "extension [Resource]) deletes itself when no longer referenced, and [Node] " "deletes its children when freed.\n" "Objects can have a [Script] attached to them. Once the [Script] is " -"instantiated, it effectively acts as an extension to the base class, " -"allowing it to define and inherit new properties, methods and signals.\n" -"Inside a [Script], [method _get_property_list] may be overridden to " -"customize properties in several ways. This allows them to be available to " -"the editor, display as lists of options, sub-divide into groups, save on " -"disk, etc. Scripting languages offer easier ways to customize properties, " -"such as with the [annotation @GDScript.@export] annotation.\n" +"instantiated, it effectively acts as an extension to the base class, allowing " +"it to define and inherit new properties, methods and signals.\n" +"Inside a [Script], [method _get_property_list] may be overridden to customize " +"properties in several ways. This allows them to be available to the editor, " +"display as lists of options, sub-divide into groups, save on disk, etc. " +"Scripting languages offer easier ways to customize properties, such as with " +"the [annotation @GDScript.@export] annotation.\n" "Godot is very dynamic. An object's script, and therefore its properties, " "methods and signals, can be changed at run-time. Because of this, there can " "be occasions where, for example, a property required by a method may not " "exist. To prevent run-time errors, see methods such as [method set], [method " -"get], [method call], [method has_method], [method has_signal], etc. Note " -"that these methods are [b]much[/b] slower than direct references.\n" +"get], [method call], [method has_method], [method has_signal], etc. Note that " +"these methods are [b]much[/b] slower than direct references.\n" "In GDScript, you can also check if a given property, method, or signal name " "exists in an object with the [code]in[/code] operator:\n" "[codeblock]\n" @@ -63375,26 +70304,26 @@ msgid "" "set or get an object's [Script] in code, use [method set_script] and [method " "get_script], respectively." msgstr "" -"一种高级的 [Variant] 类型。引擎中的所有类都继承自 Object。每个类都可以定义新" -"的属性、方法或信号,并且这些对所有继承的类都可用。例如,一个 [Sprite2D] 实例" -"能够调用 [method Node.add_child] 因为它继承自 [Node]。\n" -"可以使用 GDScript 中的 [code]Object.new()[/code] 或 C# 中的 [code]new " -"Object[/code] 来创建新实例。\n" -"要删除一个 Object 实例,请调用 [method free]。这对于大多数继承 Object 的类来" -"说是必须的,因为它们本身并不管理内存,如果不调用该方法的话,在不再使用时会造" -"成内存泄漏。有几个类会执行内存管理。例如,[RefCounted](以及扩展的 " -"[Resource])在不再被引用时删除自身,而 [Node] 在释放时会删除其子节点。\n" +"一种高级的 [Variant] 类型。引擎中的所有类都继承自 Object。每个类都可以定义新的" +"属性、方法或信号,并且这些对所有继承的类都可用。例如,一个 [Sprite2D] 实例能够" +"调用 [method Node.add_child] 因为它继承自 [Node]。\n" +"可以使用 GDScript 中的 [code]Object.new()[/code] 或 C# 中的 [code]new Object[/" +"code] 来创建新实例。\n" +"要删除一个 Object 实例,请调用 [method free]。这对于大多数继承 Object 的类来说" +"是必须的,因为它们本身并不管理内存,如果不调用该方法的话,在不再使用时会造成内" +"存泄漏。有几个类会执行内存管理。例如,[RefCounted](以及扩展的 [Resource])在" +"不再被引用时删除自身,而 [Node] 在释放时会删除其子节点。\n" "对象可以附加一个 [Script]。一旦该 [Script] 被实例化,它就有效地充当了基类的扩" "展,允许它定义和继承新的属性、方法和信号。\n" -"在 [Script] 中,[method _get_property_list] 可以被可以重写,以通过多种方式自" -"定义属性。这允许它们对编辑器可用,显示为选项列表,细分为组,保存在磁盘上,等" -"等。脚本语言提供更简单的方式来自定义属性,例如使用 [annotation @GDScript." -"@export] 注解。\n" -"Godot 是非常动态的。一个对象的脚本,以及它的属性、方法和信号,都可以在运行时" -"改变。正因为如此,可能会出现这样的情况,例如,一个方法所需的属性可能不存在。" -"为了防止运行时出错,可以参考 [method set]、[method get]、[method call]、" -"[method has_method]、[method has_signal] 等方法。请注意,这些方法比直接引用慢" -"[b]得多[/b]。\n" +"在 [Script] 中,[method _get_property_list] 可以被可以重写,以通过多种方式自定" +"义属性。这允许它们对编辑器可用,显示为选项列表,细分为组,保存在磁盘上,等等。" +"脚本语言提供更简单的方式来自定义属性,例如使用 [annotation @GDScript.@export] " +"注解。\n" +"Godot 是非常动态的。一个对象的脚本,以及它的属性、方法和信号,都可以在运行时改" +"变。正因为如此,可能会出现这样的情况,例如,一个方法所需的属性可能不存在。为了" +"防止运行时出错,可以参考 [method set]、[method get]、[method call]、[method " +"has_method]、[method has_signal] 等方法。请注意,这些方法比直接引用慢[b]得多[/" +"b]。\n" "在 GDScript 中,还可以使用 [code]in[/code] 运算符来检查对象中是否存在给定的属" "性、方法或信号名称:\n" "[codeblock]\n" @@ -63408,11 +70337,11 @@ msgstr "" "用 [constant Node.NOTIFICATION_PROCESS] 通知树内的节点。节点收到它后,可以调" "用 [method Node._process] 进行更新。要使用通知,请参阅 [method notification] " "和 [method _notification]。\n" -"最后,每个对象还可以包含元数据(关于数据的数据)。[method set_meta] 可用于存" -"储对象本身不依赖的信息。为了保持代码整洁,不鼓励过度使用元数据。\n" +"最后,每个对象还可以包含元数据(关于数据的数据)。[method set_meta] 可用于存储" +"对象本身不依赖的信息。为了保持代码整洁,不鼓励过度使用元数据。\n" "[b]注意:[/b]与对 [RefCounted] 的引用不同,对存储在变量中的对象的引用,可能会" -"在未被设置为 [code]null[/code] 的情况下变得无效。要检查对象是否已被删除,请" -"[i]不要[/i]将其与 [code]null[/code] 进行比较。而是使用 [method @GlobalScope." +"在未被设置为 [code]null[/code] 的情况下变得无效。要检查对象是否已被删除,请[i]" +"不要[/i]将其与 [code]null[/code] 进行比较。而是使用 [method @GlobalScope." "is_instance_valid]。存储数据的类,建议从 [RefCounted] 继承而不是 [Object]。\n" "[b]注意:[/b][code]script[/code] 不像大多数属性那样公开。要在代码中设置或获取" "一个对象的 [Script],请分别使用 [method set_script] 和 [method get_script]。" @@ -63427,9 +70356,9 @@ msgid "Object notifications" msgstr "对象通知" msgid "" -"Override this method to customize the behavior of [method get]. Should " -"return the given [param property]'s value, or [code]null[/code] if the " -"[param property] should be handled normally.\n" +"Override this method to customize the behavior of [method get]. Should return " +"the given [param property]'s value, or [code]null[/code] if the [param " +"property] should be handled normally.\n" "Combined with [method _set] and [method _get_property_list], this method " "allows defining custom properties, which is particularly useful for editor " "plugins. Note that a property must be present in [method get_property_list], " @@ -63472,11 +70401,11 @@ msgid "" "[/csharp]\n" "[/codeblocks]" msgstr "" -"重写该方法以自定义 [method get] 的行为。应该返回给定的 [param property] 的" -"值,或者 [param property] 应该被正常处理时返回 [code]null[/code]。\n" +"重写该方法以自定义 [method get] 的行为。应该返回给定的 [param property] 的值," +"或者 [param property] 应该被正常处理时返回 [code]null[/code]。\n" "结合 [method _set] 和 [method _get_property_list],该方法允许定义自定义属性," -"这对编辑器插件特别有用。请注意,属性必须存在于 [method get_property_list] " -"中,否则该方法不会被调用。\n" +"这对编辑器插件特别有用。请注意,属性必须存在于 [method get_property_list] 中," +"否则该方法不会被调用。\n" "[codeblocks]\n" "[gdscript]\n" "func _get(property):\n" @@ -63603,15 +70532,15 @@ msgid "" "use cases, the scripting languages offer easier ways to handle properties. " "See [annotation @GDScript.@export], [annotation @GDScript.@export_enum], " "[annotation @GDScript.@export_group], etc.\n" -"[b]Note:[/b] If the object's script is not [annotation @GDScript.@tool], " -"this method will not be called in the editor." +"[b]Note:[/b] If the object's script is not [annotation @GDScript.@tool], this " +"method will not be called in the editor." msgstr "" "重写该方法以自定义引擎处理脚本属性的方式。\n" "应该返回一个属性列表,作为字典的 [Array]。该结果被添加到 [method " "get_property_list] 的数组中,并且应该以相同的方式进行格式化。每个 " "[Dictionary] 必须至少包含 [code]name[/code] 和 [code]type[/code] 条目。\n" -"以下示例仅在 [code]holding_hammer[/code] 为 [code]true[/code] 时,在检查器停" -"靠面板中显示 [code]hammer_type[/code]:\n" +"以下示例仅在 [code]holding_hammer[/code] 为 [code]true[/code] 时,在检查器停靠" +"面板中显示 [code]hammer_type[/code]:\n" "[codeblocks]\n" "[gdscript]\n" "@tool\n" @@ -63690,26 +70619,72 @@ msgstr "" "[b]注意:[/b]该方法旨在用于高级目的。对于大多数常见用例,脚本语言提供了更简单" "的方法来处理属性。参见 [annotation @GDScript.@export]、[annotation @GDScript." "@export_enum]、[annotation @GDScript.@export_group]、等。\n" -"[b]注意:[/b]如果该对象的脚本不是 [annotation @GDScript.@tool],则该方法在编" -"辑器中不会被调用。" +"[b]注意:[/b]如果该对象的脚本不是 [annotation @GDScript.@tool],则该方法在编辑" +"器中不会被调用。" msgid "" "Called when the object's script is instantiated, oftentimes after the object " "is initialized in memory (through [code]Object.new()[/code] in GDScript, or " -"[code]new Object[/code] in C#). It can be also defined to take in " -"parameters. This method is similar to a constructor in most programming " -"languages.\n" +"[code]new Object[/code] in C#). It can be also defined to take in parameters. " +"This method is similar to a constructor in most programming languages.\n" "[b]Note:[/b] If [method _init] is defined with [i]required[/i] parameters, " -"the Object with script may only be created directly. If any other means " -"(such as [method PackedScene.instantiate] or [method Node.duplicate]) are " -"used, the script's initialization will fail." +"the Object with script may only be created directly. If any other means (such " +"as [method PackedScene.instantiate] or [method Node.duplicate]) are used, the " +"script's initialization will fail." msgstr "" -"会在对象的脚本被实例化时调用,通常是在对象在内存中初始化之后(通过 GDScript " -"中的 [code]Object.new()[/code],或 C# 中的 [code]new Object[/code])。它也可" -"以被定义为接受参数的形式。该方法类似于大多数编程语言中的构造函数。\n" -"[b]注意:[/b]如果 [method _init] 被定义了[i]必需的[/i]参数,则带脚本的 " -"Object 只能被直接创建。如果使用任何其他方式(例如 [method PackedScene." -"instantiate] 或 [method Node.duplicate])创建,则该脚本的初始化将失败。" +"会在对象的脚本被实例化时调用,通常是在对象在内存中初始化之后(通过 GDScript 中" +"的 [code]Object.new()[/code],或 C# 中的 [code]new Object[/code])。它也可以被" +"定义为接受参数的形式。该方法类似于大多数编程语言中的构造函数。\n" +"[b]注意:[/b]如果 [method _init] 被定义了[i]必需的[/i]参数,则带脚本的 Object " +"只能被直接创建。如果使用任何其他方式(例如 [method PackedScene.instantiate] " +"或 [method Node.duplicate])创建,则该脚本的初始化将失败。" + +msgid "" +"Called when the object receives a notification, which can be identified in " +"[param what] by comparing it with a constant. See also [method " +"notification].\n" +"[codeblocks]\n" +"[gdscript]\n" +"func _notification(what):\n" +" if what == NOTIFICATION_PREDELETE:\n" +" print(\"Goodbye!\")\n" +"[/gdscript]\n" +"[csharp]\n" +"public override void _Notification(int what)\n" +"{\n" +" if (what == NotificationPredelete)\n" +" {\n" +" GD.Print(\"Goodbye!\");\n" +" }\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]Note:[/b] The base [Object] defines a few notifications ([constant " +"NOTIFICATION_POSTINITIALIZE] and [constant NOTIFICATION_PREDELETE]). " +"Inheriting classes such as [Node] define a lot more notifications, which are " +"also received by this method." +msgstr "" +"当对象收到通知时被调用,可以通过将 [param what] 与常量比较来识别通知。另见 " +"[method notification]。\n" +"[codeblocks]\n" +"[gdscript]\n" +"func _notification(what):\n" +" if what == NOTIFICATION_PREDELETE:\n" +" print(\"再见!\")\n" +"[/gdscript]\n" +"[csharp]\n" +"public override void _Notification(int what)\n" +"{\n" +" if (what == NotificationPredelete)\n" +" {\n" +" GD.Print(\"再见!\");\n" +" }\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]注意:[/b]基类 [Object] 定义了一些通知([constant " +"NOTIFICATION_POSTINITIALIZE] 和 [constant NOTIFICATION_PREDELETE])。[Node] 等" +"继承类定义了更多通知,这些通知也由该方法接收。" msgid "" "Override this method to customize the given [param property]'s revert " @@ -63719,8 +70694,8 @@ msgid "" "[b]Note:[/b] This method must return consistently, regardless of the current " "value of the [param property]." msgstr "" -"重写该方法以自定义给定 [param property] 的还原行为。如果 [param property] 可" -"以在检查器停靠面板中恢复,则应该返回 [code]true[/code]。使用 [method " +"重写该方法以自定义给定 [param property] 的还原行为。如果 [param property] 可以" +"在检查器停靠面板中恢复,则应该返回 [code]true[/code]。使用 [method " "_property_get_revert] 来指定 [param property] 的默认值。\n" "[b]注意:[/b]无论 [param property] 的当前值如何,该方法都必须始终如一地返回。" @@ -63732,9 +70707,9 @@ msgid "" "[b]Note:[/b] [method _property_can_revert] must also be overridden for this " "method to be called." msgstr "" -"重写该方法以自定义给定 [param property] 的还原行为。应返回 [param property] " -"的默认值。如果默认值与 [param property] 的当前值不同,则检查器停靠面板中会显" -"示一个还原图标。\n" +"重写该方法以自定义给定 [param property] 的还原行为。应返回 [param property] 的" +"默认值。如果默认值与 [param property] 的当前值不同,则检查器停靠面板中会显示一" +"个还原图标。\n" "[b]注意:[/b][method _property_can_revert] 也必须被重写,该方法才能被调用。" msgid "" @@ -63831,8 +70806,8 @@ msgstr "" "[/codeblocks]" msgid "" -"Override this method to customize the return value of [method to_string], " -"and therefore the object's representation as a [String].\n" +"Override this method to customize the return value of [method to_string], and " +"therefore the object's representation as a [String].\n" "[codeblock]\n" "func _to_string():\n" " return \"Welcome to Godot 4!\"\n" @@ -63882,8 +70857,8 @@ msgid "" "[/csharp]\n" "[/codeblocks]" msgstr "" -"添加用户定义的信号 [param signal]。信号的参数是可选的,以字典的 [Array] 形式" -"添加,字典中定义名称 [code]name[/code] [String],类型 [code]type[/code] [int]" +"添加用户定义的信号 [param signal]。信号的参数是可选的,以字典的 [Array] 形式添" +"加,字典中定义名称 [code]name[/code] [String],类型 [code]type[/code] [int]" "(见 [enum Variant.Type])。另见 [method has_user_signal]。\n" "[codeblocks]\n" "[gdscript]\n" @@ -63928,8 +70903,8 @@ msgid "" "[code]MethodName[/code] class to avoid allocating a new [StringName] on each " "call." msgstr "" -"在对象上调用 [param method] 并返回结果。该方法支持可变数量的参数,因此参数可" -"以作为逗号分隔的列表传递。\n" +"在对象上调用 [param method] 并返回结果。该方法支持可变数量的参数,因此参数可以" +"作为逗号分隔的列表传递。\n" "[codeblocks]\n" "[gdscript]\n" "var node = Node3D.new()\n" @@ -63941,13 +70916,87 @@ msgstr "" "[/csharp]\n" "[/codeblocks]\n" "[b]注意:[/b]在 C# 中,在引用 Godot 内置方法时,[param method] 必须为 " -"snake_case 格式。最好使用 [code]MethodName[/code] 类中公开的名称,以避免在每" -"次调用时分配新的 [StringName]。" +"snake_case 格式。最好使用 [code]MethodName[/code] 类中公开的名称,以避免在每次" +"调用时分配新的 [StringName]。" msgid "" -"Calls the [param method] on the object and returns the result. Unlike " -"[method call], this method expects all parameters to be contained inside " -"[param arg_array].\n" +"Calls the [param method] on the object during idle time. Always returns null, " +"[b]not[/b] the method's result.\n" +"Idle time happens mainly at the end of process and physics frames. In it, " +"deferred calls will be run until there are none left, which means you can " +"defer calls from other deferred calls and they'll still be run in the current " +"idle time cycle. If not done carefully, this can result in infinite recursion " +"without causing a stack overflow, which will hang the game similarly to an " +"infinite loop.\n" +"This method supports a variable number of arguments, so parameters can be " +"passed as a comma separated list.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var node = Node3D.new()\n" +"node.call_deferred(\"rotate\", Vector3(1.0, 0.0, 0.0), 1.571)\n" +"[/gdscript]\n" +"[csharp]\n" +"var node = new Node3D();\n" +"node.CallDeferred(Node3D.MethodName.Rotate, new Vector3(1f, 0f, 0f), " +"1.571f);\n" +"[/csharp]\n" +"[/codeblocks]\n" +"See also [method Callable.call_deferred].\n" +"[b]Note:[/b] In C#, [param method] must be in snake_case when referring to " +"built-in Godot methods. Prefer using the names exposed in the " +"[code]MethodName[/code] class to avoid allocating a new [StringName] on each " +"call.\n" +"[b]Note:[/b] If you're looking to delay the function call by a frame, refer " +"to the [signal SceneTree.process_frame] and [signal SceneTree.physics_frame] " +"signals.\n" +"[codeblock]\n" +"var node = Node3D.new()\n" +"# Make a Callable and bind the arguments to the node's rotate() call.\n" +"var callable = node.rotate.bind(Vector3(1.0, 0.0, 0.0), 1.571)\n" +"# Connect the callable to the process_frame signal, so it gets called in the " +"next process frame.\n" +"# CONNECT_ONE_SHOT makes sure it only gets called once instead of every " +"frame.\n" +"get_tree().process_frame.connect(callable, CONNECT_ONE_SHOT)\n" +"[/codeblock]" +msgstr "" +"在空闲时调用该对象的 [param method] 方法。始终返回 null,[b]不返回[/b]该方法的" +"结果。\n" +"空闲时间主要出现在处理帧和物理帧的末尾。此时会执行延迟调用,直到全部调用完毕," +"也就是说延迟调用中也可以进行延迟调用,这种情况下就仍然是在当前空闲时间周期中执" +"行。如果没有谨慎处理,可能导致无限递归,但不会导致栈溢出,后者会像死循环一样让" +"游戏死机。\n" +"这个方法支持可变数量的参数,所以参数可以用逗号分隔列表的形式传递。\n" +"[codeblocks]\n" +"[gdscript]\n" +"var node = Node3D.new()\n" +"node.call_deferred(\"rotate\", Vector3(1.0, 0.0, 0.0), 1.571)\n" +"[/gdscript]\n" +"[csharp]\n" +"var node = new Node3D();\n" +"node.CallDeferred(Node3D.MethodName.Rotate, new Vector3(1f, 0f, 0f), " +"1.571f);\n" +"[/csharp]\n" +"[/codeblocks]\n" +"另见 [method Callable.call_deferred]。\n" +"[b]注意:[/b]在 C# 中,[param method] 引用内置的 Godot 方法时必须使用 " +"snake_case 的形式。请优先使用 [code]MethodName[/code] 类中暴露的名称,避免每次" +"调用都分配一个新的 [StringName]。\n" +"[b]注意:[/b]如果你想要延迟一帧再调用函数,请使用 [signal SceneTree." +"process_frame] 和 [signal SceneTree.physics_frame] 信号。\n" +"[codeblock]\n" +"var node = Node3D.new()\n" +"# 制作可调用体并将参数绑定到该节点的 rotate() 调用。\n" +"var callable = node.rotate.bind(Vector3(1.0, 0.0, 0.0), 1.571)\n" +"# 将可调用体连接到 process_frame 信号,这样就能够在下一个处理帧中调用。\n" +"# CONNECT_ONE_SHOT 能够确保只调用一次,不会每帧都调用。\n" +"get_tree().process_frame.connect(callable, CONNECT_ONE_SHOT)\n" +"[/codeblock]" + +msgid "" +"Calls the [param method] on the object and returns the result. Unlike [method " +"call], this method expects all parameters to be contained inside [param " +"arg_array].\n" "[codeblocks]\n" "[gdscript]\n" "var node = Node3D.new()\n" @@ -63982,13 +71031,22 @@ msgstr "" "时分配新的 [StringName]。" msgid "" -"Returns [code]true[/code] if the object is allowed to translate messages " -"with [method tr] and [method tr_n]. See also [method " -"set_message_translation]." +"Returns [code]true[/code] if the object is allowed to translate messages with " +"[method tr] and [method tr_n]. See also [method set_message_translation]." msgstr "" "如果允许该对象使用 [method tr] 和 [method tr_n] 翻译消息,则返回 [code]true[/" "code]。另见 [method set_message_translation]。" +msgid "" +"If this method is called during [constant NOTIFICATION_PREDELETE], this " +"object will reject being freed and will remain allocated. This is mostly an " +"internal function used for error handling to avoid the user from freeing " +"objects when they are not intended to." +msgstr "" +"如果在 [constant NOTIFICATION_PREDELETE] 时调用该方法,则该对象拒绝释放,仍会" +"保持已分配的状态。主要是作为内部函数使用,用于错误处理,避免用户释放不想释放的" +"对象。" + msgid "" "Connects a [param signal] by name to a [param callable]. Optional [param " "flags] can be also added to configure the connection's behavior (see [enum " @@ -64001,8 +71059,8 @@ msgid "" "If the [param callable]'s object is freed, the connection will be lost.\n" "[b]Examples with recommended syntax:[/b]\n" "Connecting signals is one of the most common operations in Godot and the API " -"gives many options to do so, which are described further down. The code " -"block below shows the recommended approach.\n" +"gives many options to do so, which are described further down. The code block " +"below shows the recommended approach.\n" "[codeblocks]\n" "[gdscript]\n" "func _ready():\n" @@ -64056,8 +71114,7 @@ msgid "" "As seen above, the recommended method to connect signals is not [method " "Object.connect]. The code block below shows the four options for connecting " "signals, using either this legacy method or the recommended [method Signal." -"connect], and using either an implicit [Callable] or a manually defined " -"one.\n" +"connect], and using either an implicit [Callable] or a manually defined one.\n" "[codeblocks]\n" "[gdscript]\n" "func _ready():\n" @@ -64106,8 +71163,8 @@ msgid "" "code]), [b]option 3[/b] offers the best validation: it will print a compile-" "time error if either the [code]button_down[/code] [Signal] or the " "[code]_on_button_down[/code] [Callable] are not defined. On the other hand, " -"[b]option 2[/b] only relies on string names and will only be able to " -"validate either names at runtime: it will print a runtime error if " +"[b]option 2[/b] only relies on string names and will only be able to validate " +"either names at runtime: it will print a runtime error if " "[code]\"button_down\"[/code] doesn't correspond to a signal, or if " "[code]\"_on_button_down\"[/code] is not a registered method in the object " "[code]self[/code]. The main reason for using options 1, 2, or 4 would be if " @@ -64170,8 +71227,8 @@ msgstr "" "flags] 来配置该连接的行为(请参阅 [enum ConnectFlags] 常量)。\n" "一个信号只能连接到同一个 [Callable] 一次。如果该信号已经连接,除非该信号是使" "用 [constant CONNECT_REFERENCE_COUNTED] 连接的,否则该方法会返回 [constant " -"ERR_INVALID_PARAMETER] 并推送一条错误消息。为防止这种情况,请首先使用 " -"[method is_connected] 检查已存在的连接。\n" +"ERR_INVALID_PARAMETER] 并推送一条错误消息。为防止这种情况,请首先使用 [method " +"is_connected] 检查已存在的连接。\n" "如果 [param callable] 的对象被释放,则该连接将会丢失。\n" "[b]推荐语法的示例:[/b]\n" "连接信号是 Godot 中最常见的操作之一,API 提供了许多这样做的选项,这些选项将在" @@ -64223,9 +71280,9 @@ msgstr "" "[/csharp]\n" "[/codeblocks]\n" "[b][code]Object.connect()[/code] 还是 [code]Signal.connect()[/code]?[/b]\n" -"如上所示,推荐的连接信号的方法不是 [method Object.connect]。下面的代码块显示" -"了连接信号的四个选项,使用该传统方法或推荐的 [method Signal.connect],并使用" -"一个隐式的 [Callable] 或手动定义的 [Callable]。\n" +"如上所示,推荐的连接信号的方法不是 [method Object.connect]。下面的代码块显示了" +"连接信号的四个选项,使用该传统方法或推荐的 [method Signal.connect],并使用一个" +"隐式的 [Callable] 或手动定义的 [Callable]。\n" "[codeblocks]\n" "[gdscript]\n" "func _ready():\n" @@ -64264,20 +71321,20 @@ msgstr "" "[/csharp]\n" "[/codeblocks]\n" "虽然所有选项都有相同的结果([code]button[/code] 的 [signal BaseButton." -"button_down] 信号将被连接到 [code]_on_button_down[/code]),但[b]选项 3[/b] " -"提供了最好的验证:如果 [code]button_down[/code] [Signal] 或 " -"[code]_on_button_down[/code] [Callable] 没有被定义,它将打印一个编译时错误。" -"另一方面,[b]选项 2[/b] 只依赖于字符串名称,并且只能在运行时验证这两个名称:" -"如果 [code]\"button_down\"[/code] 不对应于一个信号,或者如果 " -"[code]\"_on_button_down\"[/code] 不是对象 [code]self[/code] 中的注册方法,它" -"将打印一个运行时错误。使用选项 1、2 或 4 的主要原因,是你是否确实需要使用字符" -"串(例如,根据从配置文件读取的字符串,以编程的方式连接信号)。否则,选项 3 是" -"推荐的(也是最快的)方法。\n" +"button_down] 信号将被连接到 [code]_on_button_down[/code]),但[b]选项 3[/b] 提" +"供了最好的验证:如果 [code]button_down[/code] [Signal] 或 " +"[code]_on_button_down[/code] [Callable] 没有被定义,它将打印一个编译时错误。另" +"一方面,[b]选项 2[/b] 只依赖于字符串名称,并且只能在运行时验证这两个名称:如" +"果 [code]\"button_down\"[/code] 不对应于一个信号,或者如果 " +"[code]\"_on_button_down\"[/code] 不是对象 [code]self[/code] 中的注册方法,它将" +"打印一个运行时错误。使用选项 1、2 或 4 的主要原因,是你是否确实需要使用字符串" +"(例如,根据从配置文件读取的字符串,以编程的方式连接信号)。否则,选项 3 是推" +"荐的(也是最快的)方法。\n" "[b]绑定和传递参数:[/b]\n" "绑定参数的语法是通过 [method Callable.bind],它返回一个绑定了参数的 " "[Callable] 的副本。\n" -"当调用 [method emit_signal] 时,信号参数也可以被传递。下面的示例显示了这些信" -"号参数和绑定参数之间的关系。\n" +"当调用 [method emit_signal] 时,信号参数也可以被传递。下面的示例显示了这些信号" +"参数和绑定参数之间的关系。\n" "[codeblocks]\n" "[gdscript]\n" "func _ready():\n" @@ -64329,8 +71386,8 @@ msgstr "" msgid "" "Emits the given [param signal] by name. The signal must exist, so it should " -"be a built-in signal of this class or one of its inherited classes, or a " -"user-defined signal (see [method add_user_signal]). This method supports a " +"be a built-in signal of this class or one of its inherited classes, or a user-" +"defined signal (see [method add_user_signal]). This method supports a " "variable number of arguments, so parameters can be passed as a comma " "separated list.\n" "Returns [constant ERR_UNAVAILABLE] if [param signal] does not exist or the " @@ -64374,9 +71431,9 @@ msgid "" "Checking the references with [method @GlobalScope.is_instance_valid] will " "return [code]false[/code]." msgstr "" -"从内存中删除该对象。对该对象的预先存在的引用会变得无效,并且任何访问它们的尝" -"试都将会产生一个运行时错误。使用 [method @GlobalScope.is_instance_valid] 检查" -"引用时将返回 [code]false[/code]。" +"从内存中删除该对象。对该对象的预先存在的引用会变得无效,并且任何访问它们的尝试" +"都将会产生一个运行时错误。使用 [method @GlobalScope.is_instance_valid] 检查引" +"用时将返回 [code]false[/code]。" msgid "" "Returns the [Variant] value of the given [param property]. If the [param " @@ -64424,8 +71481,8 @@ msgid "" "in class name is returned instead." msgstr "" "返回该对象的内置类名,作为一个 [String]。另请参阅 [method is_class]。\n" -"[b]注意:[/b]该方法将忽略 [code]class_name[/code] 声明。如果该对象的脚本定义" -"了一个 [code]class_name[/code],则改为返回内置基类名称。" +"[b]注意:[/b]该方法将忽略 [code]class_name[/code] 声明。如果该对象的脚本定义了" +"一个 [code]class_name[/code],则改为返回内置基类名称。" msgid "" "Returns an [Array] of signal connections received by this object. Each " @@ -64461,9 +71518,9 @@ msgid "" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] In C#, [param property_path] must be in snake_case when " -"referring to built-in Godot properties. Prefer using the names exposed in " -"the [code]PropertyName[/code] class to avoid allocating a new [StringName] " -"on each call.\n" +"referring to built-in Godot properties. Prefer using the names exposed in the " +"[code]PropertyName[/code] class to avoid allocating a new [StringName] on " +"each call.\n" "[b]Note:[/b] This method does not support actual paths to nodes in the " "[SceneTree], only sub-property paths. In the context of nodes, use [method " "Node.get_node_and_resource] instead." @@ -64488,10 +71545,10 @@ msgstr "" "[/csharp]\n" "[/codeblocks]\n" "[b]注意:[/b]在 C# 中引用内置 Godot 属性时 [param property_path] 必须为 " -"snake_case 蛇形大小写。请优先使用 [code]PropertyName[/code] 类中暴露的名称," -"避免每次调用都重新分配一个 [StringName]。\n" -"[b]注意:[/b]这个方法不支持指向 [SceneTree] 中节点的路径,仅支持子属性路径。" -"在节点语境下,请改用 [method Node.get_node_and_resource]。" +"snake_case 蛇形大小写。请优先使用 [code]PropertyName[/code] 类中暴露的名称,避" +"免每次调用都重新分配一个 [StringName]。\n" +"[b]注意:[/b]这个方法不支持指向 [SceneTree] 中节点的路径,仅支持子属性路径。在" +"节点语境下,请改用 [method Node.get_node_and_resource]。" msgid "" "Returns the object's unique instance ID. This ID can be saved in " @@ -64501,6 +71558,25 @@ msgstr "" "返回该对象的唯一实例 ID。该 ID 可以保存在 [EncodedObjectAsID] 中,并可用于 " "[method @GlobalScope.instance_from_id],来检索该对象实例。" +msgid "" +"Returns the object's metadata value for the given entry [param name]. If the " +"entry does not exist, returns [param default]. If [param default] is " +"[code]null[/code], an error is also generated.\n" +"[b]Note:[/b] A metadata's [param name] must be a valid identifier as per " +"[method StringName.is_valid_identifier] method.\n" +"[b]Note:[/b] Metadata that has a [param name] starting with an underscore " +"([code]_[/code]) is considered editor-only. Editor-only metadata is not " +"displayed in the Inspector and should not be edited, although it can still be " +"found by this method." +msgstr "" +"返回该对象的元数据中名称为 [param name] 的条目。如果不存在该条目,则返回 " +"[param default]。如果 [param default] 为 [code]null[/code],则还会生成错误。\n" +"[b]注意:[/b]元数据的名称 [param name] 必须是符合 [method StringName." +"is_valid_identifier] 的有效标识符。\n" +"[b]注意:[/b]名称 [param name] 以下划线([code]_[/code])开头的元数据仅供编辑" +"器使用。仅供编辑器使用的元数据不会在“检查器”中显示,虽然仍然能够被这个方法找" +"到,但是不应该进行编辑。" + msgid "Returns the object's metadata entry names as a [PackedStringArray]." msgstr "将该对象的元数据作为 [PackedStringArray] 返回。" @@ -64548,8 +71624,7 @@ msgstr "" "- [code]name[/code] 是该属性的名称,类型为 [String];\n" "- [code]class_name[/code] 为空 [StringName],除非该属性为 [constant " "TYPE_OBJECT] 并继承自某个类;\n" -"- [code]type[/code] 是该属性的类型,类型为 [int](见 [enum Variant." -"Type]);\n" +"- [code]type[/code] 是该属性的类型,类型为 [int](见 [enum Variant.Type]);\n" "- [code]hint[/code] 是应当[i]如何[/i]编辑该属性(见 [enum PropertyHint]);\n" "- [code]hint_string[/code] 取决于 hint(见 [enum PropertyHint]);\n" "- [code]usage[/code] 是 [enum PropertyUsageFlags] 的组合。" @@ -64582,6 +71657,25 @@ msgstr "" "[b]注意:[/b]由于该实现,每个 [Dictionary] 被格式为与 [method " "get_method_list] 的返回值非常相似。" +msgid "" +"Returns [code]true[/code] if a metadata entry is found with the given [param " +"name]. See also [method get_meta], [method set_meta] and [method " +"remove_meta].\n" +"[b]Note:[/b] A metadata's [param name] must be a valid identifier as per " +"[method StringName.is_valid_identifier] method.\n" +"[b]Note:[/b] Metadata that has a [param name] starting with an underscore " +"([code]_[/code]) is considered editor-only. Editor-only metadata is not " +"displayed in the Inspector and should not be edited, although it can still be " +"found by this method." +msgstr "" +"如果找到名称为 [param name] 的元数据条目,则返回 [code]true[/code]。另请参阅 " +"[method get_meta]、[method set_meta] 和 [method remove_meta]。\n" +"[b]注意:[/b]元数据的名称 [param name] 必须是符合 [method StringName." +"is_valid_identifier] 的有效标识符。\n" +"[b]注意:[/b]名称 [param name] 以下划线([code]_[/code])开头的元数据仅供编辑" +"器使用。仅供编辑器使用的元数据不会在“检查器”中显示,虽然仍然能够被这个方法找" +"到,但是不应该进行编辑。" + msgid "" "Returns [code]true[/code] if the given [param method] name exists in the " "object.\n" @@ -64591,9 +71685,9 @@ msgid "" "call." msgstr "" "如果该对象中存在给定的方法名 [param method],则返回 [code]true[/code]。\n" -"[b]注意:[/b]在 C# 中引用内置 Godot 方法时 [param method] 必须为 snake_case " -"蛇形大小写。请优先使用 [code]MethodName[/code] 类中暴露的名称,避免每次调用都" -"重新分配一个 [StringName]。" +"[b]注意:[/b]在 C# 中引用内置 Godot 方法时 [param method] 必须为 snake_case 蛇" +"形大小写。请优先使用 [code]MethodName[/code] 类中暴露的名称,避免每次调用都重" +"新分配一个 [StringName]。" msgid "" "Returns [code]true[/code] if the given [param signal] name exists in the " @@ -64604,9 +71698,9 @@ msgid "" "call." msgstr "" "如果该对象中存在给定的信号名 [param signal],则返回 [code]true[/code]。\n" -"[b]注意:[/b]在 C# 中引用内置 Godot 信号时 [param signal] 必须为 snake_case " -"蛇形大小写。请优先使用 [code]SignalName[/code] 类中暴露的名称,避免每次调用都" -"重新分配一个 [StringName]。" +"[b]注意:[/b]在 C# 中引用内置 Godot 信号时 [param signal] 必须为 snake_case 蛇" +"形大小写。请优先使用 [code]SignalName[/code] 类中暴露的名称,避免每次调用都重" +"新分配一个 [StringName]。" msgid "" "Returns [code]true[/code] if the given user-defined [param signal] name " @@ -64682,9 +71776,8 @@ msgstr "" msgid "" "Sends the given [param what] notification to all classes inherited by the " -"object, triggering calls to [method _notification], starting from the " -"highest ancestor (the [Object] class) and going down to the object's " -"script.\n" +"object, triggering calls to [method _notification], starting from the highest " +"ancestor (the [Object] class) and going down to the object's script.\n" "If [param reversed] is [code]true[/code], the call order is reversed.\n" "[codeblocks]\n" "[gdscript]\n" @@ -64710,8 +71803,7 @@ msgid "" "[/codeblocks]" msgstr "" "将给定的 [param what] 通知发送给对象继承的所有类,触发对 [method " -"_notification] 的调用,从最高祖先([Object] 类)开始,向下一直到对象的脚" -"本。\n" +"_notification] 的调用,从最高祖先([Object] 类)开始,向下一直到对象的脚本。\n" "如果 [param reversed] 为 [code]true[/code],则调用顺序会被颠倒。\n" "[codeblocks]\n" "[gdscript]\n" @@ -64741,22 +71833,22 @@ msgid "" "refresh the editor, so that the Inspector and editor plugins are properly " "updated." msgstr "" -"发出 [signal property_list_changed] 信号。这主要是用来刷新编辑器,以让检查器" -"和编辑器插件被正确更新。" +"发出 [signal property_list_changed] 信号。这主要是用来刷新编辑器,以让检查器和" +"编辑器插件被正确更新。" msgid "" "Returns [code]true[/code] if the given [param property] has a custom default " -"value. Use [method property_get_revert] to get the [param property]'s " -"default value.\n" +"value. Use [method property_get_revert] to get the [param property]'s default " +"value.\n" "[b]Note:[/b] This method is used by the Inspector dock to display a revert " "icon. The object must implement [method _property_can_revert] to customize " "the default value. If [method _property_can_revert] is not implemented, this " "method returns [code]false[/code]." msgstr "" -"如果给定的属性 [param property] 有自定义的默认值,则返回 [code]true[/code]。" -"请使用 [method property_get_revert] 获取 [param property] 的默认值。\n" -"[b]注意:[/b]“检查器”面板会使用这个方法来显示恢复图标。该对象必须实现 " -"[method _property_can_revert] 来自定义默认值。如果未实现 [method " +"如果给定的属性 [param property] 有自定义的默认值,则返回 [code]true[/code]。请" +"使用 [method property_get_revert] 获取 [param property] 的默认值。\n" +"[b]注意:[/b]“检查器”面板会使用这个方法来显示恢复图标。该对象必须实现 [method " +"_property_can_revert] 来自定义默认值。如果未实现 [method " "_property_can_revert],则这个方法返回 [code]false[/code]。" msgid "" @@ -64770,13 +71862,31 @@ msgid "" msgstr "" "返回给定的属性 [param property] 的自定义默认值。请使用 [method " "property_can_revert] 检查 [param property] 是否有自定义的默认值。\n" -"[b]注意:[/b]“检查器”面板会使用这个方法来显示恢复图标。该对象必须实现 " -"[method _property_get_revert] 来自定义默认值。如果未实现 [method " +"[b]注意:[/b]“检查器”面板会使用这个方法来显示恢复图标。该对象必须实现 [method " +"_property_get_revert] 来自定义默认值。如果未实现 [method " "_property_get_revert],则这个方法返回 [code]null[/code]。" msgid "" -"Assigns [param value] to the given [param property]. If the property does " -"not exist or the given [param value]'s type doesn't match, nothing happens.\n" +"Removes the given entry [param name] from the object's metadata. See also " +"[method has_meta], [method get_meta] and [method set_meta].\n" +"[b]Note:[/b] A metadata's [param name] must be a valid identifier as per " +"[method StringName.is_valid_identifier] method.\n" +"[b]Note:[/b] Metadata that has a [param name] starting with an underscore " +"([code]_[/code]) is considered editor-only. Editor-only metadata is not " +"displayed in the Inspector and should not be edited, although it can still be " +"found by this method." +msgstr "" +"从对象的元数据中移除名称为 [param name] 的条目。另请参阅 [method has_meta]、" +"[method get_meta]、和 [method set_meta]。\n" +"[b]注意:[/b]元数据的名称 [param name] 必须是符合 [method StringName." +"is_valid_identifier] 的有效标识符。\n" +"[b]注意:[/b]名称 [param name] 以下划线([code]_[/code])开头的元数据仅供编辑" +"器使用。仅供编辑器使用的元数据不会在“检查器”中显示,虽然仍然能够被这个方法找" +"到,但是不应该进行编辑。" + +msgid "" +"Assigns [param value] to the given [param property]. If the property does not " +"exist or the given [param value]'s type doesn't match, nothing happens.\n" "[codeblocks]\n" "[gdscript]\n" "var node = Node2D.new()\n" @@ -64794,8 +71904,8 @@ msgid "" "[code]PropertyName[/code] class to avoid allocating a new [StringName] on " "each call." msgstr "" -"将给定属性 [param property] 的值分配为 [param value]。如果该属性不存在,或者" -"给定 [param value] 的类型不匹配,则不会发生任何事情。\n" +"将给定属性 [param property] 的值分配为 [param value]。如果该属性不存在,或者给" +"定 [param value] 的类型不匹配,则不会发生任何事情。\n" "[codeblocks]\n" "[gdscript]\n" "var node = Node2D.new()\n" @@ -64808,9 +71918,9 @@ msgstr "" "GD.Print(node.GlobalScale); // 输出 Vector2(8, 2.5)\n" "[/csharp]\n" "[/codeblocks]\n" -"[b]注意:[/b]在 C# 中引用内置 Godot 属性时 [param property] 必须为 " -"snake_case 蛇形大小写。请优先使用 [code]PropertyName[/code] 类中暴露的名称," -"避免每次调用都重新分配一个 [StringName]。" +"[b]注意:[/b]在 C# 中引用内置 Godot 属性时 [param property] 必须为 snake_case " +"蛇形大小写。请优先使用 [code]PropertyName[/code] 类中暴露的名称,避免每次调用" +"都重新分配一个 [StringName]。" msgid "" "If set to [code]true[/code], the object becomes unable to emit signals. As " @@ -64820,6 +71930,65 @@ msgstr "" "如果设置为 [code]true[/code],这该对象将无法发出信号。因此,[method " "emit_signal] 和信号连接将不起作用,直到该属性被设置为 [code]false[/code]。" +msgid "" +"Assigns [param value] to the given [param property], at the end of the " +"current frame. This is equivalent to calling [method set] through [method " +"call_deferred].\n" +"[codeblocks]\n" +"[gdscript]\n" +"var node = Node2D.new()\n" +"add_child(node)\n" +"\n" +"node.rotation = 45.0\n" +"node.set_deferred(\"rotation\", 90.0)\n" +"print(node.rotation) # Prints 45.0\n" +"\n" +"await get_tree().process_frame\n" +"print(node.rotation) # Prints 90.0\n" +"[/gdscript]\n" +"[csharp]\n" +"var node = new Node2D();\n" +"node.Rotation = 45f;\n" +"node.SetDeferred(\"rotation\", 90f);\n" +"GD.Print(node.Rotation); // Prints 45.0\n" +"\n" +"await ToSignal(GetTree(), SceneTree.SignalName.ProcessFrame);\n" +"GD.Print(node.Rotation); // Prints 90.0\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]Note:[/b] In C#, [param property] must be in snake_case when referring to " +"built-in Godot properties. Prefer using the names exposed in the " +"[code]PropertyName[/code] class to avoid allocating a new [StringName] on " +"each call." +msgstr "" +"在当前帧的末尾,将给定属性 [param property] 的值分配为 [param value]。等价于通" +"过 [method call_deferred] 调用 [method set]。\n" +"[codeblocks]\n" +"[gdscript]\n" +"var node = Node2D.new()\n" +"add_child(node)\n" +"\n" +"node.rotation = 45.0\n" +"node.set_deferred(\"rotation\", 90.0)\n" +"print(node.rotation) # 输出 45.0\n" +"\n" +"await get_tree().process_frame\n" +"print(node.rotation) # 输出 90.0\n" +"[/gdscript]\n" +"[csharp]\n" +"var node = new Node2D();\n" +"node.Rotation = 45f;\n" +"node.SetDeferred(\"rotation\", 90f);\n" +"GD.Print(node.Rotation); // 输出 45.0\n" +"\n" +"await ToSignal(GetTree(), SceneTree.SignalName.ProcessFrame);\n" +"GD.Print(node.Rotation); // 输出 90.0\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]注意:[/b]在 C# 中引用内置 Godot 属性时 [param property] 必须为 snake_case " +"蛇形大小写。请优先使用 [code]PropertyName[/code] 类中暴露的名称,避免每次调用" +"都重新分配一个 [StringName]。" + msgid "" "Assigns a new [param value] to the property identified by the [param " "property_path]. The path should be a [NodePath] relative to this object, and " @@ -64839,9 +72008,9 @@ msgid "" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] In C#, [param property_path] must be in snake_case when " -"referring to built-in Godot properties. Prefer using the names exposed in " -"the [code]PropertyName[/code] class to avoid allocating a new [StringName] " -"on each call." +"referring to built-in Godot properties. Prefer using the names exposed in the " +"[code]PropertyName[/code] class to avoid allocating a new [StringName] on " +"each call." msgstr "" "将由属性路径 [param property_path] 标识的属性的值分配为 [param value]。该路径" "应为相对于这个对象的 [NodePath],可以使用英文冒号([code]:[/code])访问内嵌属" @@ -64861,28 +72030,52 @@ msgstr "" "[/csharp]\n" "[/codeblocks]\n" "[b]注意:[/b]在 C# 中引用内置 Godot 属性时 [param property_path] 必须为 " -"snake_case 蛇形大小写。请优先使用 [code]PropertyName[/code] 类中暴露的名称," -"避免每次调用都重新分配一个 [StringName]。" +"snake_case 蛇形大小写。请优先使用 [code]PropertyName[/code] 类中暴露的名称,避" +"免每次调用都重新分配一个 [StringName]。" msgid "" "If set to [code]true[/code], allows the object to translate messages with " "[method tr] and [method tr_n]. Enabled by default. See also [method " "can_translate_messages]." msgstr "" -"如果设置为 [code]true[/code],则允许对象使用 [method tr] 和 [method tr_n] 翻" -"译消息。该属性默认启用。另请参阅 [method can_translate_messages]。" +"如果设置为 [code]true[/code],则允许对象使用 [method tr] 和 [method tr_n] 翻译" +"消息。该属性默认启用。另请参阅 [method can_translate_messages]。" + +msgid "" +"Adds or changes the entry [param name] inside the object's metadata. The " +"metadata [param value] can be any [Variant], although some types cannot be " +"serialized correctly.\n" +"If [param value] is [code]null[/code], the entry is removed. This is the " +"equivalent of using [method remove_meta]. See also [method has_meta] and " +"[method get_meta].\n" +"[b]Note:[/b] A metadata's [param name] must be a valid identifier as per " +"[method StringName.is_valid_identifier] method.\n" +"[b]Note:[/b] Metadata that has a [param name] starting with an underscore " +"([code]_[/code]) is considered editor-only. Editor-only metadata is not " +"displayed in the Inspector and should not be edited, although it can still be " +"found by this method." +msgstr "" +"添加或更改对象元数据中名称为 [param name] 的条目。元数据值 [param value] 可以" +"是任何 [Variant],尽管某些类型无法正确序列化。\n" +"如果 [param value] 为 [code]null[/code],则该条目被移除。等价于使用 [method " +"remove_meta]。另见 [method has_meta] 和 [method get_meta]。\n" +"[b]注意:[/b]元数据的名称 [param name] 必须是符合 [method StringName." +"is_valid_identifier] 的有效标识符。\n" +"[b]注意:[/b]名称 [param name] 以下划线([code]_[/code])开头的元数据仅供编辑" +"器使用。仅供编辑器使用的元数据不会在“检查器”中显示,虽然仍然能够被这个方法找" +"到,但是不应该进行编辑。" msgid "" "Attaches [param script] to the object, and instantiates it. As a result, the " "script's [method _init] is called. A [Script] is used to extend the object's " "functionality.\n" -"If a script already exists, its instance is detached, and its property " -"values and state are lost. Built-in property values are still kept." +"If a script already exists, its instance is detached, and its property values " +"and state are lost. Built-in property values are still kept." msgstr "" "将脚本 [param script] 附加至该对象,并进行实例化。因此会调用该脚本的 [method " "_init]。[Script] 可用于扩展对象的功能。\n" -"如果已存在脚本,则该脚本的实例会被分离,其属性值和状态会丢失。仍会保留内置属" -"性的值。" +"如果已存在脚本,则该脚本的实例会被分离,其属性值和状态会丢失。仍会保留内置属性" +"的值。" msgid "" "Returns a [String] representing the object. Defaults to " @@ -64902,18 +72095,18 @@ msgid "" "For detailed examples, see [url=$DOCS_URL/tutorials/i18n/" "internationalizing_games.html]Internationalizing games[/url]." msgstr "" -"使用项目设置中配置的翻译目录,翻译一个 [param message]。可以进一步指定 " -"[param context] 来帮助翻译。\n" -"如果 [method can_translate_messages] 为 [code]false[/code],或者没有翻译可" -"用,则该方法将返回 [param message] 而不做任何更改。请参阅 [method " +"使用项目设置中配置的翻译目录,翻译一个 [param message]。可以进一步指定 [param " +"context] 来帮助翻译。\n" +"如果 [method can_translate_messages] 为 [code]false[/code],或者没有翻译可用," +"则该方法将返回 [param message] 而不做任何更改。请参阅 [method " "set_message_translation]。\n" "有关详细示例,请参阅[url=$DOCS_URL/tutorials/i18n/internationalizing_games." "html]《国际化游戏》[/url]。" msgid "" -"Translates a [param message] or [param plural_message], using the " -"translation catalogs configured in the Project Settings. Further [param " -"context] can be specified to help with the translation.\n" +"Translates a [param message] or [param plural_message], using the translation " +"catalogs configured in the Project Settings. Further [param context] can be " +"specified to help with the translation.\n" "If [method can_translate_messages] is [code]false[/code], or no translation " "is available, this method returns [param message] or [param plural_message], " "without changes. See [method set_message_translation].\n" @@ -64927,9 +72120,9 @@ msgid "" msgstr "" "使用项目设置中配置的翻译目录,翻译一个 [param message] 或 [param " "plural_message]。可以进一步指定 [param context] 来帮助翻译。\n" -"如果 [method can_translate_messages] 为 [code]false[/code],或者没有翻译可" -"用,则该方法将返回 [param message] 或 [param plural_message],而不做任何更" -"改。请参阅 [method set_message_translation]。\n" +"如果 [method can_translate_messages] 为 [code]false[/code],或者没有翻译可用," +"则该方法将返回 [param message] 或 [param plural_message],而不做任何更改。请参" +"阅 [method set_message_translation]。\n" "[param n] 是消息主题的数字或数量。它被翻译系统用来获取当前语言的正确复数形" "式。\n" "有关详细示例,请参阅[url=$DOCS_URL/tutorials/i18n/localization_using_gettext." @@ -64961,9 +72154,14 @@ msgid "" msgstr "该对象即将被删除时收到的通知。可以当作其他编程语言中的析构函数。" msgid "" -"Persisting connections are stored when the object is serialized (such as " -"when using [method PackedScene.pack]). In the editor, connections created " -"through the Node dock are always persisting." +"Deferred connections trigger their [Callable]s on idle time (at the end of " +"the frame), rather than instantly." +msgstr "延迟连接会在空闲时触发 [Callable](当前帧的末尾),不会立即触发。" + +msgid "" +"Persisting connections are stored when the object is serialized (such as when " +"using [method PackedScene.pack]). In the editor, connections created through " +"the Node dock are always persisting." msgstr "" "持久连接会在序列化对象时存储(比如使用 [method PackedScene.pack] 时)。在编辑" "器中,通过“节点”面板创建的连接总是持久的。" @@ -64972,9 +72170,9 @@ msgid "One-shot connections disconnect themselves after emission." msgstr "一次性连接,会在触发后自行断开。" msgid "" -"Reference-counted connections can be assigned to the same [Callable] " -"multiple times. Each disconnection decreases the internal counter. The " -"signal fully disconnects only when the counter reaches 0." +"Reference-counted connections can be assigned to the same [Callable] multiple " +"times. Each disconnection decreases the internal counter. The signal fully " +"disconnects only when the counter reaches 0." msgstr "" "引用计数连接可以多次分配给同一个 [Callable]。每断开一次连接会让内部计数器减" "一。信号会在计数器变为 0 时完全断开连接。" @@ -65000,18 +72198,18 @@ msgid "Returns the occluder shape's vertex positions." msgstr "返回该遮挡器形状的顶点位置。" msgid "" -"Provides occlusion culling for 3D nodes, which improves performance in " -"closed areas." +"Provides occlusion culling for 3D nodes, which improves performance in closed " +"areas." msgstr "为 3D 节点提供遮挡剔除,可以提高封闭区域的性能。" msgid "" -"Occlusion culling can improve rendering performance in closed/semi-open " -"areas by hiding geometry that is occluded by other objects.\n" +"Occlusion culling can improve rendering performance in closed/semi-open areas " +"by hiding geometry that is occluded by other objects.\n" "The occlusion culling system is mostly static. [OccluderInstance3D]s can be " "moved or hidden at run-time, but doing so will trigger a background " "recomputation that can take several frames. It is recommended to only move " -"[OccluderInstance3D]s sporadically (e.g. for procedural generation " -"purposes), rather than doing so every frame.\n" +"[OccluderInstance3D]s sporadically (e.g. for procedural generation purposes), " +"rather than doing so every frame.\n" "The occlusion culling system works by rendering the occluders on the CPU in " "parallel using [url=https://www.embree.org/]Embree[/url], drawing the result " "to a low-resolution buffer then using this to cull 3D nodes individually. In " @@ -65039,18 +72237,18 @@ msgstr "" "做会触发可能需要几帧的背景重新计算。建议仅偶尔移动 [OccluderInstance3D](例" "如,出于程序生成目的),而不是每帧都这样做。\n" "遮挡剔除系统的工作原理是,使用 [url=https://www.embree.org/]Embree[/url] 在 " -"CPU 上并行渲染遮挡物,将结果绘制到一个低分辨率缓冲区,然后使用它来单独剔除 " -"3D 的节点。在 3D 编辑器中,可以通过选择 3D 视口左上角的[b]透视图 > 高级调" -"试... > 遮挡剔除缓冲区[/b],来预览遮挡剔除缓冲区。可以在项目设置中调整遮挡剔" -"除缓冲区的质量。\n" -"[b]烘焙:[/b]选择一个 [OccluderInstance3D] 节点,然后使用 3D 编辑器顶部的[b]" -"烘焙遮挡物[/b]按钮。只考虑不透明的材质;遮挡器生成将忽略透明材质(alpha 混合" -"或 alpha 测试)。\n" +"CPU 上并行渲染遮挡物,将结果绘制到一个低分辨率缓冲区,然后使用它来单独剔除 3D " +"的节点。在 3D 编辑器中,可以通过选择 3D 视口左上角的[b]透视图 > 高级调试... > " +"遮挡剔除缓冲区[/b],来预览遮挡剔除缓冲区。可以在项目设置中调整遮挡剔除缓冲区的" +"质量。\n" +"[b]烘焙:[/b]选择一个 [OccluderInstance3D] 节点,然后使用 3D 编辑器顶部的[b]烘" +"焙遮挡物[/b]按钮。只考虑不透明的材质;遮挡器生成将忽略透明材质(alpha 混合或 " +"alpha 测试)。\n" "[b]注意:[/b]遮挡剔除只有在 [member ProjectSettings.rendering/" -"occlusion_culling/use_occlusion_culling] 为 [code]true[/code] 时才有效。启用" -"遮挡剔除会消耗一定的 CPU。仅当确实打算使用遮挡剔除时才启用它。具有很少或没有" -"物体,将阻挡视口的大型开放场景,通常不会从遮挡剔除中受益更多。与遮挡剔除相" -"比,大型开放场景通常从网格 LOD 和可见性范围([member GeometryInstance3D." +"occlusion_culling/use_occlusion_culling] 为 [code]true[/code] 时才有效。启用遮" +"挡剔除会消耗一定的 CPU。仅当确实打算使用遮挡剔除时才启用它。具有很少或没有物" +"体,将阻挡视口的大型开放场景,通常不会从遮挡剔除中受益更多。与遮挡剔除相比,大" +"型开放场景通常从网格 LOD 和可见性范围([member GeometryInstance3D." "visibility_range_begin] 和 [member GeometryInstance3D.visibility_range_end])" "中受益更多。" @@ -65061,47 +72259,15 @@ msgid "" "default, all objects with [i]opaque[/i] materials are taken into account for " "the occluder baking.\n" "To improve performance and avoid artifacts, it is recommended to exclude " -"dynamic objects, small objects and fixtures from the baking process by " -"moving them to a separate visual layer and excluding this layer in [member " +"dynamic objects, small objects and fixtures from the baking process by moving " +"them to a separate visual layer and excluding this layer in [member " "bake_mask]." msgstr "" "烘焙遮挡物时要考虑的可视层。只有其 [member VisualInstance3D.layers] 与该 " -"[member bake_mask] 匹配的 [MeshInstance3D],才会被包含在生成的遮挡物网格中。" -"默认情况下,所有具有[i]不透明[/i]材质的对象,都将被考虑用于遮挡物烘焙。\n" -"为了提高性能并避免伪影,建议将动态对象、小对象和固定装置从烘焙过程中排除,方" -"法是将它们移动到一个单独的可视层,并在 [member bake_mask] 中排除该层。" - -msgid "" -"The simplification distance to use for simplifying the generated occluder " -"polygon (in 3D units). Higher values result in a less detailed occluder " -"mesh, which improves performance but reduces culling accuracy.\n" -"The occluder geometry is rendered on the CPU, so it is important to keep its " -"geometry as simple as possible. Since the buffer is rendered at a low " -"resolution, less detailed occluder meshes generally still work well. The " -"default value is fairly aggressive, so you may have to decrase it if you run " -"into false negatives (objects being occluded even though they are visible by " -"the camera). A value of [code]0.01[/code] will act conservatively, and will " -"keep geometry [i]perceptually[/i] unaffected in the occlusion culling " -"buffer. Depending on the scene, a value of [code]0.01[/code] may still " -"simplify the mesh noticeably compared to disabling simplification entirely.\n" -"Setting this to [code]0.0[/code] disables simplification entirely, but " -"vertices in the exact same position will still be merged. The mesh will also " -"be re-indexed to reduce both the number of vertices and indices.\n" -"[b]Note:[/b] This uses the [url=https://meshoptimizer.org/]meshoptimizer[/" -"url] library under the hood, similar to LOD generation." -msgstr "" -"用于简化生成的遮挡物多边形的简化距离(单位为 3D 单位)。更高的值会导致遮挡物" -"网格的细节更少,这会提高性能但会降低剔除精度。\n" -"遮挡物几何体是在 CPU 上渲染的,因此保持其几何体尽可能简单很重要。由于缓冲区以" -"低分辨率渲染,因此细节较少的遮挡网格通常仍能正常工作。默认值相当激进,因此如" -"果遇到误报(即使相机可见的对象也被遮挡),可能必须降低该属性。[code]0.01[/" -"code] 的值将保守地起作用,并将保持几何体[i]感知[/i]在遮挡剔除缓冲区中不受影" -"响。根据场景的不同,与完全禁用简化相比,[code]0.01[/code] 的值仍能显著简化网" -"格。\n" -"将该属性设置为 [code]0.0[/code] 将会完全禁用简化,但仍会合并位置完全相同的顶" -"点。网格也将被重新索引以减少顶点和索引的数量。\n" -"[b]注意:[/b]这在底层使用了 [url=https://meshoptimizer.org/]meshoptimizer[/" -"url] 库,类似于 LOD 生成。" +"[member bake_mask] 匹配的 [MeshInstance3D],才会被包含在生成的遮挡物网格中。默" +"认情况下,所有具有[i]不透明[/i]材质的对象,都将被考虑用于遮挡物烘焙。\n" +"为了提高性能并避免伪影,建议将动态对象、小对象和固定装置从烘焙过程中排除,方法" +"是将它们移动到一个单独的可视层,并在 [member bake_mask] 中排除该层。" msgid "" "The occluder resource for this [OccluderInstance3D]. You can generate an " @@ -65115,8 +72281,8 @@ msgid "" msgstr "" "这个 [OccluderInstance3D] 的遮挡器资源。要生成遮挡器资源,你可以先选中 " "[OccluderInstance3D] 节点,然后使用编辑器顶部的[b]烘焙遮挡器[/b]按钮。\n" -"你还可以通过在“检查器”中为 [member occluder] 属性添加新的 " -"[PolygonOccluder3D] 资源来绘制自己的 2D 遮挡器多边形。\n" +"你还可以通过在“检查器”中为 [member occluder] 属性添加新的 [PolygonOccluder3D] " +"资源来绘制自己的 2D 遮挡器多边形。\n" "另外,你也可以选择要使用的基本遮挡器:[QuadOccluder3D]、[BoxOccluder3D]、" "[SphereOccluder3D]。" @@ -65129,9 +72295,9 @@ msgid "" msgstr "编辑工具,帮助你绘制一个 2D 多边形用作资源 [LightOccluder2D]。" msgid "" -"If [code]true[/code], closes the polygon. A closed OccluderPolygon2D " -"occludes the light coming from any direction. An opened OccluderPolygon2D " -"occludes the light only at its outline's direction." +"If [code]true[/code], closes the polygon. A closed OccluderPolygon2D occludes " +"the light coming from any direction. An opened OccluderPolygon2D occludes the " +"light only at its outline's direction." msgstr "" "如果为 [code]true[/code],封闭该多边形。一个封闭的polygon2d封闭来自任何方向的" "光。一个开放的OccluderPolygon2D只在其轮廓方向上遮挡光。" @@ -65150,8 +72316,7 @@ msgstr "" msgid "Culling is disabled. See [member cull_mode]." msgstr "禁用剔除。见 [member cull_mode]。" -msgid "" -"Culling is performed in the clockwise direction. See [member cull_mode]." +msgid "Culling is performed in the clockwise direction. See [member cull_mode]." msgstr "按顺时针方向进行剔除。见 [member cull_mode]。" msgid "" @@ -65203,41 +72368,41 @@ msgid "" "configured by changing its energy, radius, and attenuation parameters.\n" "[b]Note:[/b] When using the Mobile rendering method, only 8 omni lights can " "be displayed on each mesh resource. Attempting to display more than 8 omni " -"lights on a single mesh resource will result in omni lights flickering in " -"and out as the camera moves. When using the Compatibility rendering method, " -"only 8 omni lights can be displayed on each mesh resource by default, but " -"this can be increased by adjusting [member ProjectSettings.rendering/limits/" -"opengl/max_lights_per_object].\n" +"lights on a single mesh resource will result in omni lights flickering in and " +"out as the camera moves. When using the Compatibility rendering method, only " +"8 omni lights can be displayed on each mesh resource by default, but this can " +"be increased by adjusting [member ProjectSettings.rendering/limits/opengl/" +"max_lights_per_object].\n" "[b]Note:[/b] When using the Mobile or Compatibility rendering methods, omni " "lights will only correctly affect meshes whose visibility AABB intersects " "with the light's AABB. If using a shader to deform the mesh in a way that " "makes it go outside its AABB, [member GeometryInstance3D.extra_cull_margin] " -"must be increased on the mesh. Otherwise, the light may not be visible on " -"the mesh." +"must be increased on the mesh. Otherwise, the light may not be visible on the " +"mesh." msgstr "" "全向光是 [Light3D] 的一类,可以向所有方向发射光。光随距离而衰减,该衰减可以通" "过修改其能量、半径和衰减参数来配置。\n" -"[b]注意:[/b]使用移动渲染方式时,每个网格资源上只能显示 8 个全向灯。尝试在单" -"个网格资源上显示 8 个以上的全向灯,将导致全向灯随着相机移动而闪烁。使用 " +"[b]注意:[/b]使用移动渲染方式时,每个网格资源上只能显示 8 个全向灯。尝试在单个" +"网格资源上显示 8 个以上的全向灯,将导致全向灯随着相机移动而闪烁。使用 " "Compatibility 渲染方式时,默认情况下每个网格资源上只能显示 8 个全向灯,但可以" "通过调整 [member ProjectSettings.rendering/limits/opengl/" "max_lights_per_object] 来增加。\n" -"[b]注意:[/b]当使用 Mobile 或 Compatibility 渲染方法时,全向灯只会正确影响可" -"见性 AABB 与该灯光的 AABB 相交的网格。如果使用了着色器将网格进行了变形,超出" -"了 AABB 的范围,则必须将该网格的 [member GeometryInstance3D." -"extra_cull_margin] 增大。否则灯光在该网格上可能不可见。" +"[b]注意:[/b]当使用 Mobile 或 Compatibility 渲染方法时,全向灯只会正确影响可见" +"性 AABB 与该灯光的 AABB 相交的网格。如果使用了着色器将网格进行了变形,超出了 " +"AABB 的范围,则必须将该网格的 [member GeometryInstance3D.extra_cull_margin] 增" +"大。否则灯光在该网格上可能不可见。" msgid "" "The light's attenuation (drop-off) curve. A number of presets are available " -"in the [b]Inspector[/b] by right-clicking the curve. Zero and negative " -"values are allowed but can produce unusual effects.\n" +"in the [b]Inspector[/b] by right-clicking the curve. Zero and negative values " +"are allowed but can produce unusual effects.\n" "[b]Note:[/b] Very high [member omni_attenuation] values (typically above 10) " "can impact performance negatively if the light is made to use a larger " -"[member omni_range] to compensate. This is because culling opportunities " -"will become less common and shading costs will be increased (as the light " -"will cover more pixels on screen while resulting in the same amount of " -"brightness). To improve performance, use the lowest [member " -"omni_attenuation] value possible for the visuals you're trying to achieve." +"[member omni_range] to compensate. This is because culling opportunities will " +"become less common and shading costs will be increased (as the light will " +"cover more pixels on screen while resulting in the same amount of " +"brightness). To improve performance, use the lowest [member omni_attenuation] " +"value possible for the visuals you're trying to achieve." msgstr "" "灯光的衰减(衰减)曲线。通过右键点击曲线,可以在[b]属性检查器[/b]中使用许多预" "设。允许零值和负值,但会产生不寻常的效果。\n" @@ -65250,14 +72415,14 @@ msgstr "" msgid "" "The light's radius. Note that the effectively lit area may appear to be " "smaller depending on the [member omni_attenuation] in use. No matter the " -"[member omni_attenuation] in use, the light will never reach anything " -"outside this radius.\n" +"[member omni_attenuation] in use, the light will never reach anything outside " +"this radius.\n" "[b]Note:[/b] [member omni_range] is not affected by [member Node3D.scale] " "(the light's scale or its parent's scale)." msgstr "" -"该灯光的半径。请注意,根据使用的 [member omni_attenuation],有效照明区域可能" -"看起来更小。无论使用 [member omni_attenuation] 为何值,光线永远不会到达该半径" -"之外的任何地方。\n" +"该灯光的半径。请注意,根据使用的 [member omni_attenuation],有效照明区域可能看" +"起来更小。无论使用 [member omni_attenuation] 为何值,光线永远不会到达该半径之" +"外的任何地方。\n" "[b]注意:[/b][member omni_range] 不受 [member Node3D.scale](无论是该灯光的缩" "放还是其父节点的缩放)的影响。" @@ -65286,15 +72451,14 @@ msgid "" "whenever possible. An analog trigger bound to a boolean action will thus " "return [code]false[/code] if the trigger is depressed and [code]true[/code] " "if pressed fully.\n" -"Actions are not directly bound to specific devices, instead OpenXR " -"recognizes a limited number of top level paths that identify devices by " -"usage. We can restrict which devices an action can be bound to by these top " -"level paths. For instance an action that should only be used for hand held " -"controllers can have the top level paths \"/user/hand/left\" and \"/user/" -"hand/right\" associated with them. See the [url=https://www.khronos.org/" -"registry/OpenXR/specs/1.0/html/xrspec.html#semantic-path-reserved]reserved " -"path section in the OpenXR specification[/url] for more info on the top " -"level paths.\n" +"Actions are not directly bound to specific devices, instead OpenXR recognizes " +"a limited number of top level paths that identify devices by usage. We can " +"restrict which devices an action can be bound to by these top level paths. " +"For instance an action that should only be used for hand held controllers can " +"have the top level paths \"/user/hand/left\" and \"/user/hand/right\" " +"associated with them. See the [url=https://www.khronos.org/registry/OpenXR/" +"specs/1.0/html/xrspec.html#semantic-path-reserved]reserved path section in " +"the OpenXR specification[/url] for more info on the top level paths.\n" "Note that the name of the resource is used to register the action with." msgstr "" "该资源定义了一个 OpenXR 动作。动作可用于输入(按钮/操纵杆/触发器/等)和输出" @@ -65303,10 +72467,10 @@ msgstr "" "被按下,则绑定到一个布尔动作的模拟触发器将返回 [code]false[/code],如果完全按" "下则返回 [code]true[/code]。\n" "动作并不被直接绑定到特定设备,相反,OpenXR 识别了有限数量的顶级路径,这些路径" -"按用途识别设备。我们可以通过这些顶级路径来限制一个动作可以被绑定到哪些设备" -"上。例如,一个只应用于手持控制器的动作,可以具有与其关联的顶级路径“/user/" -"hand/left”和“/user/hand/right”。有关顶级路径的详细信息,请参阅 OpenXR 规范中" -"的[url=https://www.khronos.org/registry/OpenXR/specs/1.0/html/xrspec." +"按用途识别设备。我们可以通过这些顶级路径来限制一个动作可以被绑定到哪些设备上。" +"例如,一个只应用于手持控制器的动作,可以具有与其关联的顶级路径“/user/hand/" +"left”和“/user/hand/right”。有关顶级路径的详细信息,请参阅 OpenXR 规范中的" +"[url=https://www.khronos.org/registry/OpenXR/specs/1.0/html/xrspec." "html#semantic-path-reserved]保留路径部分[/url]。\n" "注意,资源的名字是用来注册动作的。" @@ -65326,12 +72490,12 @@ msgid "" "This action provides a float value between [code]0.0[/code] and [code]1.0[/" "code] for any analog input such as triggers." msgstr "" -"该动作提供 [code]0.0[/code] 和 [code]1.0[/code] 之间的浮点值,用于扳机等模拟" -"输入。" +"该动作提供 [code]0.0[/code] 和 [code]1.0[/code] 之间的浮点值,用于扳机等模拟输" +"入。" msgid "" -"This action provides a [Vector2] value and can be bound to embedded " -"trackpads and joysticks." +"This action provides a [Vector2] value and can be bound to embedded trackpads " +"and joysticks." msgstr "该动作提供 [Vector2] 值,可以和嵌入式控制板与操纵杆绑定。" msgid "" @@ -65354,11 +72518,11 @@ msgid "" "afterwards. This resource is a container for the entire action map." msgstr "" "OpenXR 使用类似于 Godots 输入映射系统的动作系统,将各种类型的 XR 控制器上的输" -"入和输出绑定到命名的动作。OpenXR 规范了比 Godot 支持的更多关于这些输入和输出" -"的细节。\n" +"入和输出绑定到命名的动作。OpenXR 规范了比 Godot 支持的更多关于这些输入和输出的" +"细节。\n" "另一个重要的区别是 OpenXR 不提供对这些绑定的控制。我们注册的绑定是建议,取决" -"于 XR 运行时是否为用户提供更改这些绑定的能力。如果有新硬件可用,这允许 XR 运" -"行时填补空白。\n" +"于 XR 运行时是否为用户提供更改这些绑定的能力。如果有新硬件可用,这允许 XR 运行" +"时填补空白。\n" "因此,动作映射需要在启动时加载,之后无法更改。该资源是整个动作映射的容器。" msgid "Add an action set." @@ -65405,22 +72569,22 @@ msgid "Collection of [OpenXRAction] resources that make up an action set." msgstr "[OpenXRAction] 资源的合集,构成动作集。" msgid "" -"Action sets in OpenXR define a collection of actions that can be activated " -"in unison. This allows games to easily change between different states that " -"require different inputs or need to reinterpret inputs. For instance we " -"could have an action set that is active when a menu is open, an action set " -"that is active when the player is freely walking around and an action set " -"that is active when the player is controlling a vehicle.\n" +"Action sets in OpenXR define a collection of actions that can be activated in " +"unison. This allows games to easily change between different states that " +"require different inputs or need to reinterpret inputs. For instance we could " +"have an action set that is active when a menu is open, an action set that is " +"active when the player is freely walking around and an action set that is " +"active when the player is controlling a vehicle.\n" "Action sets can contain the same action with the same name, if such action " "sets are active at the same time the action set with the highest priority " "defines which binding is active." msgstr "" "OpenXR 中的动作集定义了一组可以统一激活的动作。这允许游戏在需要不同输入或需要" -"重新解释输入的不同状态之间轻松切换。例如,我们可以有一个在菜单打开时处于活动" -"状态的动作集,一个在玩家自由走动时处于活动状态的动作集,以及一个在玩家控制车" -"辆时处于活动状态的动作集。\n" -"动作集可以包含具有相同名称的相同动作,如果这些动作集同时处于活动状态,则具有" -"最高优先级的动作集定义了哪个绑定是活动的。" +"重新解释输入的不同状态之间轻松切换。例如,我们可以有一个在菜单打开时处于活动状" +"态的动作集,一个在玩家自由走动时处于活动状态的动作集,以及一个在玩家控制车辆时" +"处于活动状态的动作集。\n" +"动作集可以包含具有相同名称的相同动作,如果这些动作集同时处于活动状态,则具有最" +"高优先级的动作集定义了哪个绑定是活动的。" msgid "Add an action to this action set." msgstr "向该动作集中添加某个动作。" @@ -65450,12 +72614,11 @@ msgid "" "skeleton of a properly skinned hand model. The hand mesh should be a child " "node of this node." msgstr "" -"该节点启用 OpenXR 的手部跟踪功能。该节点应该是 [XROrigin3D] 节点的一个子节" -"点,跟踪会将其位置更新为玩家的实际手所在的位置。该节点还更新了适当蒙皮的手部" -"模型的骨架。手部网格应该是该节点的一个子节点。" +"该节点启用 OpenXR 的手部跟踪功能。该节点应该是 [XROrigin3D] 节点的一个子节点," +"跟踪会将其位置更新为玩家的实际手所在的位置。该节点还更新了适当蒙皮的手部模型的" +"骨架。手部网格应该是该节点的一个子节点。" -msgid "" -"Specifies whether this node tracks the left or right hand of the player." +msgid "Specifies whether this node tracks the left or right hand of the player." msgstr "指定该节点是追踪玩家的左手还是右手。" msgid "Set a [Skeleton3D] node for which the pose positions will be updated." @@ -65488,15 +72651,15 @@ msgid "Suggested bindings object for OpenXR." msgstr "用于 OpenXR 的建议绑定对象。" msgid "" -"This object stores suggested bindings for an interaction profile. " -"Interaction profiles define the meta data for a tracked XR device such as an " -"XR controller.\n" +"This object stores suggested bindings for an interaction profile. Interaction " +"profiles define the meta data for a tracked XR device such as an XR " +"controller.\n" "For more information see the [url=https://www.khronos.org/registry/OpenXR/" "specs/1.0/html/xrspec.html#semantic-path-interaction-profiles]interaction " "profiles info in the OpenXR specification[/url]." msgstr "" -"此对象存储用于一个交互配置的建议绑定。交互配置定义了一个被跟踪的 XR 设备(例" -"如一个 XR 控制器)的元数据。\n" +"此对象存储用于一个交互配置的建议绑定。交互配置定义了一个被跟踪的 XR 设备(例如" +"一个 XR 控制器)的元数据。\n" "有关更多信息,请参阅[url=https://www.khronos.org/registry/OpenXR/specs/1.0/" "html/xrspec.html#semantic-path-interaction-profiles]《OpenXR 规范中的交互配置" "信息》[/url]。" @@ -65519,19 +72682,19 @@ msgstr "OpenXR 接口。" msgid "" "The OpenXR interface allows Godot to interact with OpenXR runtimes and make " "it possible to create XR experiences and games.\n" -"Due to the needs of OpenXR this interface works slightly different than " -"other plugin based XR interfaces. It needs to be initialized when Godot " -"starts. You need to enable OpenXR, settings for this can be found in your " -"games project settings under the XR heading. You do need to mark a viewport " -"for use with XR in order for Godot to know which render result should be " -"output to the headset." +"Due to the needs of OpenXR this interface works slightly different than other " +"plugin based XR interfaces. It needs to be initialized when Godot starts. You " +"need to enable OpenXR, settings for this can be found in your games project " +"settings under the XR heading. You do need to mark a viewport for use with XR " +"in order for Godot to know which render result should be output to the " +"headset." msgstr "" "OpenXR 接口允许 Godot 与 OpenXR 运行时进行交互,并使创建 XR 体验和游戏成为可" "能。\n" "由于 OpenXR 的需要,该接口的工作方式与其他基于插件的 XR 接口略有不同。它需要" -"在 Godot 启动时被初始化。若需要启用 OpenXR,相关设置可以在游戏项目设置中的 " -"XR 标题下找到。你确实需要标记一个视口以与 XR 一起使用,以便 Godot 知道应该将" -"哪个渲染结果输出到头戴式设备。" +"在 Godot 启动时被初始化。若需要启用 OpenXR,相关设置可以在游戏项目设置中的 XR " +"标题下找到。你确实需要标记一个视口以与 XR 一起使用,以便 Godot 知道应该将哪个" +"渲染结果输出到头戴式设备。" msgid "Setting up XR" msgstr "设置 XR" @@ -65556,13 +72719,18 @@ msgid "Sets the given action set as active or inactive." msgstr "将给定的动作集设置为活动或非活动。" msgid "" -"The display refresh rate for the current HMD. Only functional if this " -"feature is supported by the OpenXR runtime and after the interface has been " +"The display refresh rate for the current HMD. Only functional if this feature " +"is supported by the OpenXR runtime and after the interface has been " "initialized." msgstr "" "当前 HMD 的显示刷新率。仅当 OpenXR 运行时支持该功能并且接口已被初始化后才会有" "效。" +msgid "" +"The render size multiplier for the current HMD. Must be set before the " +"interface has been initialized." +msgstr "当前 HMD 的渲染大小乘数。必须在接触初始化之前设置。" + msgid "Informs the user queued a recenter of the player position." msgstr "通知用户队列玩家位置的重新居中。" @@ -65586,13 +72754,12 @@ msgid "" "This binding resource binds an [OpenXRAction] to inputs or outputs. As most " "controllers have left hand and right versions that are handled by the same " "interaction profile we can specify multiple bindings. For instance an action " -"\"Fire\" could be bound to both \"/user/hand/left/input/trigger\" and \"/" -"user/hand/right/input/trigger\"." +"\"Fire\" could be bound to both \"/user/hand/left/input/trigger\" and \"/user/" +"hand/right/input/trigger\"." msgstr "" -"该绑定资源将一个 [OpenXRAction] 绑定到输入或输出。由于大多数控制器都有由相同" -"交互配置处理的左手和右手版本,我们可以指定多个绑定。例如,一个动作“开火”可以" -"同时被绑定到“/user/hand/left/input/trigger”和“/user/hand/right/input/" -"trigger”。" +"该绑定资源将一个 [OpenXRAction] 绑定到输入或输出。由于大多数控制器都有由相同交" +"互配置处理的左手和右手版本,我们可以指定多个绑定。例如,一个动作“开火”可以同时" +"被绑定到“/user/hand/left/input/trigger”和“/user/hand/right/input/trigger”。" msgid "Add an input/output path to this binding." msgstr "为该绑定添加输入/输出路径。" @@ -65613,32 +72780,76 @@ msgstr "绑定到这些路径的 [OpenXRAction]。" msgid "Paths that define the inputs or outputs bound on the device." msgstr "定义该设备上绑定的输入或输出的路径。" +msgid "An optimized translation, used by default for CSV Translations." +msgstr "经过优化的翻译,由 CSV 翻译默认使用。" + +msgid "" +"An optimized translation, used by default for CSV Translations. Uses real-" +"time compressed translations, which results in very small dictionaries." +msgstr "" +"经过优化的翻译,由 CSV 翻译默认使用。使用实时压缩翻译,从而生成非常小的词典。" + msgid "" "Generates and sets an optimized translation from the given [Translation] " "resource." msgstr "从给定的 [Translation] 资源生成并设置优化的翻译。" +msgid "A button that brings up a dropdown with selectable options when pressed." +msgstr "按下时弹出下拉菜单的按钮。" + +msgid "" +"[OptionButton] is a type of button that brings up a dropdown with selectable " +"items when pressed. The item selected becomes the \"current\" item and is " +"displayed as the button text.\n" +"See also [BaseButton] which contains common properties and methods associated " +"with this node.\n" +"[b]Note:[/b] Properties [member Button.text] and [member Button.icon] are " +"automatically set based on the selected item. They shouldn't be changed " +"manually.\n" +"[b]Note:[/b] The ID values used for items are limited to 32 bits, not full 64 " +"bits of [int]. This has a range of [code]-2^32[/code] to [code]2^32 - 1[/" +"code], i.e. [code]-2147483648[/code] to [code]2147483647[/code].\n" +"[b]Note:[/b] The ID values used for items are 32-bit, unlike [int] which is " +"always 64-bit. They go from [code]-2147483648[/code] to [code]2147483647[/" +"code].\n" +"[b]Note:[/b] The [member Button.text] and [member Button.icon] properties are " +"set automatically based on the selected item. They shouldn't be changed " +"manually." +msgstr "" +"[OptionButton] 是一种按下时弹出下拉菜单的按钮。选中的菜单项会成为“当前”菜单" +"项,作为按钮文本显示。\n" +"另见 [BaseButton],其中包含与此节点相关联的通用属性和方法。\n" +"[b]注意:[/b][member Button.text] 和 [member Button.icon] 属性会根据当前所选菜" +"单项自动设置。不应该手动更改。\n" +"[b]注意:[/b]菜单项的 ID 值有 32 位的限制,并不是完整的 64 位 [int]。取值范围" +"为 [code]-2^32[/code] 到 [code]2^32 - 1[/code],即 [code]-2147483648[/code] " +"到 [code]2147483647[/code]。\n" +"[b]注意:[/b]用于菜单项的 ID 值有 32 位的限制,与始终为 64 位的 [int] 不同。取" +"值范围为 [code]-2147483648[/code] 到 [code]2147483647[/code]。\n" +"[b]注意:[/b][member Button.text] 和 [member Button.icon] 属性会根据当前所选菜" +"单项自动设置。不应该手动更改。" + msgid "" "Adds an item, with a [param texture] icon, text [param label] and " "(optionally) [param id]. If no [param id] is passed, the item index will be " "used as the item's ID. New items are appended at the end." msgstr "" "添加一个菜单项,图标为 [param texture],文本为 [param label],(可选)ID 为 " -"[param id]。如果没有传入 [param id],则会将菜单项的索引用作 ID。新菜单项会追" -"加到末尾。" +"[param id]。如果没有传入 [param id],则会将菜单项的索引用作 ID。新菜单项会追加" +"到末尾。" msgid "" "Adds an item, with text [param label] and (optionally) [param id]. If no " -"[param id] is passed, the item index will be used as the item's ID. New " -"items are appended at the end." +"[param id] is passed, the item index will be used as the item's ID. New items " +"are appended at the end." msgstr "" "添加一个菜单项,文本为 [param label],(可选)ID 为 [param id]。如果没有传入 " "[param id],则会将菜单项的索引用作 ID。新菜单项会追加到末尾。" msgid "" "Adds a separator to the list of items. Separators help to group items, and " -"can optionally be given a [param text] header. A separator also gets an " -"index assigned, and is appended at the end of the item list." +"can optionally be given a [param text] header. A separator also gets an index " +"assigned, and is appended at the end of the item list." msgstr "" "在菜单项列表中添加分隔符。分隔符可以用来对菜单项进行分组,还可以给出标题文本 " "[param text]。分隔符也设有索引,会追加到菜单项列表的末尾。" @@ -65659,8 +72870,8 @@ msgid "" "Retrieves the metadata of an item. Metadata may be any type and can be used " "to store extra information about an item, such as an external string ID." msgstr "" -"检索项的元数据。元数据可以是任何类型,并可用于存储关于项的额外信息,如外部字" -"符串ID。" +"检索项的元数据。元数据可以是任何类型,并可用于存储关于项的额外信息,如外部字符" +"串ID。" msgid "Returns the text of the item at index [param idx]." msgstr "返回索引为 [param idx] 的菜单项的文本。" @@ -65723,8 +72934,8 @@ msgid "" "selected." msgstr "" "设置是否禁用索引为 [param idx] 的菜单项。\n" -"处于禁用状态的菜单项在下拉列表中绘制的方式不同,用户无法选中这个菜单项。如果" -"将当前选中的菜单项设为了禁用,则仍然会处于选中状态。" +"处于禁用状态的菜单项在下拉列表中绘制的方式不同,用户无法选中这个菜单项。如果将" +"当前选中的菜单项设为了禁用,则仍然会处于选中状态。" msgid "Sets the icon of the item at index [param idx]." msgstr "设置索引为 [param idx] 的菜单项的图标。" @@ -65736,8 +72947,8 @@ msgid "" "Sets the metadata of an item. Metadata may be of any type and can be used to " "store extra information about an item, such as an external string ID." msgstr "" -"设置项的元数据。元数据可以是任何类型,可以用来存储关于项目的额外信息,比如外" -"部字符串ID。" +"设置项的元数据。元数据可以是任何类型,可以用来存储关于项目的额外信息,比如外部" +"字符串ID。" msgid "Sets the text of the item at index [param idx]." msgstr "设置索引为 [param idx] 的菜单项的文本。" @@ -65749,8 +72960,8 @@ msgid "" "Adjusts popup position and sizing for the [OptionButton], then shows the " "[PopupMenu]. Prefer this over using [code]get_popup().popup()[/code]." msgstr "" -"调整 [OptionButton] 弹出项的位置和大小,然后显示 [PopupMenu]。请优先使用这个" -"方法,而不是 [code]get_popup().popup()[/code]。" +"调整 [OptionButton] 弹出项的位置和大小,然后显示 [PopupMenu]。请优先使用这个方" +"法,而不是 [code]get_popup().popup()[/code]。" msgid "" "If [code]true[/code], minimum size will be determined by the longest item's " @@ -65778,6 +72989,14 @@ msgstr "" "当用户使用 [member ProjectSettings.input/ui_up] 或 [member ProjectSettings." "input/ui_down] 输入动作导航到某个项目时发出。所选项目的索引将作为参数传递。" +msgid "" +"Emitted when the current item has been changed by the user. The index of the " +"item selected is passed as argument.\n" +"[member allow_reselect] must be enabled to reselect an item." +msgstr "" +"当用户更改当前项时触发。所选项目的索引作为参数传递。\n" +"必须启用 [member allow_reselect] 才能重新选中项目。" + msgid "Default text [Color] of the [OptionButton]." msgstr "该 [OptionButton] 的默认文本 [Color]。" @@ -65789,8 +73008,8 @@ msgid "" "normal text color of the button. Disabled, hovered, and pressed states take " "precedence over this color." msgstr "" -"该 [OptionButton] 处于聚焦状态时使用的文本 [Color]。只替换按钮的正常文本颜" -"色。禁用、悬停和按下状态优先于这个颜色。" +"该 [OptionButton] 处于聚焦状态时使用的文本 [Color]。只替换按钮的正常文本颜色。" +"禁用、悬停和按下状态优先于这个颜色。" msgid "Text [Color] used when the [OptionButton] is being hovered." msgstr "该 [OptionButton] 处于悬停状态时使用的文本 [Color]。" @@ -65831,14 +73050,12 @@ msgstr "要绘制在按钮右侧的箭头图标。" msgid "" "[StyleBox] used when the [OptionButton] is disabled (for left-to-right " "layouts)." -msgstr "" -"该 [OptionButton] 处于禁用状态时使用的 [StyleBox](用于从左至右布局)。" +msgstr "该 [OptionButton] 处于禁用状态时使用的 [StyleBox](用于从左至右布局)。" msgid "" "[StyleBox] used when the [OptionButton] is disabled (for right-to-left " "layouts)." -msgstr "" -"该 [OptionButton] 处于禁用状态时使用的 [StyleBox](用于从右至左布局)。" +msgstr "该 [OptionButton] 处于禁用状态时使用的 [StyleBox](用于从右至左布局)。" msgid "" "[StyleBox] used when the [OptionButton] is focused. The [code]focus[/code] " @@ -65847,27 +73064,25 @@ msgid "" "visible. A [StyleBox] that represents an outline or an underline works well " "for this purpose. To disable the focus visual effect, assign a " "[StyleBoxEmpty] resource. Note that disabling the focus visual effect will " -"harm keyboard/controller navigation usability, so this is not recommended " -"for accessibility reasons." +"harm keyboard/controller navigation usability, so this is not recommended for " +"accessibility reasons." msgstr "" "该 [OptionButton] 处于聚焦状态时使用的 [StyleBox]。[code]focus[/code] " "[StyleBox] 显示在基础 [StyleBox] [i]之上[/i],所以应该使用部分透明的 " -"[StyleBox],确保基础 [StyleBox] 仍然可见。代表轮廓或下划线的 [StyleBox] 可以" -"很好地实现这个目的。要禁用聚焦的视觉效果,请指定 [StyleBoxEmpty] 资源。请注" -"意,禁用聚焦的视觉效果会影响使用键盘/手柄进行导航的可用性,所以出于可访问性的" -"原因,不建议这样做。" +"[StyleBox],确保基础 [StyleBox] 仍然可见。代表轮廓或下划线的 [StyleBox] 可以很" +"好地实现这个目的。要禁用聚焦的视觉效果,请指定 [StyleBoxEmpty] 资源。请注意," +"禁用聚焦的视觉效果会影响使用键盘/手柄进行导航的可用性,所以出于可访问性的原" +"因,不建议这样做。" msgid "" "[StyleBox] used when the [OptionButton] is being hovered (for left-to-right " "layouts)." -msgstr "" -"该 [OptionButton] 处于悬停状态时使用的 [StyleBox](用于从左至右布局)。" +msgstr "该 [OptionButton] 处于悬停状态时使用的 [StyleBox](用于从左至右布局)。" msgid "" "[StyleBox] used when the [OptionButton] is being hovered (for right-to-left " "layouts)." -msgstr "" -"该 [OptionButton] 处于悬停状态时使用的 [StyleBox](用于从右至左布局)。" +msgstr "该 [OptionButton] 处于悬停状态时使用的 [StyleBox](用于从右至左布局)。" msgid "Default [StyleBox] for the [OptionButton] (for left-to-right layouts)." msgstr "该 [OptionButton] 的默认 [StyleBox](用于从左至右布局)。" @@ -65878,14 +73093,12 @@ msgstr "该 [OptionButton] 的默认 [StyleBox](用于从右至左布局)。 msgid "" "[StyleBox] used when the [OptionButton] is being pressed (for left-to-right " "layouts)." -msgstr "" -"该 [OptionButton] 处于按下状态时使用的 [StyleBox](用于从左至右布局)。" +msgstr "该 [OptionButton] 处于按下状态时使用的 [StyleBox](用于从左至右布局)。" msgid "" "[StyleBox] used when the [OptionButton] is being pressed (for right-to-left " "layouts)." -msgstr "" -"该 [OptionButton] 处于按下状态时使用的 [StyleBox](用于从右至左布局)。" +msgstr "该 [OptionButton] 处于按下状态时使用的 [StyleBox](用于从右至左布局)。" msgid "" "Physically based rendering (PBR) material that can be applied to 3D objects, " @@ -65903,6 +73116,21 @@ msgstr "" msgid "Standard Material 3D and ORM Material 3D" msgstr "标准 3D 材质与 ORM 3D 材质" +msgid "Provides access to common operating system functionalities." +msgstr "提供对常见操作系统功能的访问。" + +msgid "" +"This class wraps the most common functionalities for communicating with the " +"host operating system, such as the video driver, delays, environment " +"variables, execution of binaries, command line, etc.\n" +"[b]Note:[/b] In Godot 4, [OS] functions related to window management were " +"moved to the [DisplayServer] singleton." +msgstr "" +"这个类封装了与主机操作系统通信的最常见功能,例如视频驱动、延时、环境变量、二进" +"制文件的执行、命令行等。\n" +"[b]注意:[/b]在 Godot 4 中,窗口管理相关的 [OS] 函数已移动至 [DisplayServer] " +"单例。" + msgid "" "Displays a modal dialog box using the host OS' facilities. Execution is " "blocked until the dialog is closed." @@ -65946,14 +73174,13 @@ msgstr "" "[b]注意:[/b]该方法在 Android、iOS、Linux、macOS 和 Windows 上实现。" msgid "" -"Creates a new process that runs independently of Godot. It will not " -"terminate if Godot terminates. The path specified in [param path] must exist " -"and be executable file or macOS .app bundle. Platform path resolution will " -"be used. The [param arguments] are used in the given order and separated by " -"a space.\n" -"On Windows, if [param open_console] is [code]true[/code] and the process is " -"a console app, a new terminal window will be opened. This is ignored on " -"other platforms.\n" +"Creates a new process that runs independently of Godot. It will not terminate " +"if Godot terminates. The path specified in [param path] must exist and be " +"executable file or macOS .app bundle. Platform path resolution will be used. " +"The [param arguments] are used in the given order and separated by a space.\n" +"On Windows, if [param open_console] is [code]true[/code] and the process is a " +"console app, a new terminal window will be opened. This is ignored on other " +"platforms.\n" "If the process creation succeeds, the method will return the new process ID, " "which you can use to monitor the process (and potentially terminate it with " "[method kill]). If the process creation fails, the method will return " @@ -65976,13 +73203,12 @@ msgid "" "system .app bundles will ignore arguments." msgstr "" "创建一个独立于 Godot 运行的新进程。如果 Godot 终止,它也不会终止。[param " -"path] 中指定的路径必须存在,并且是可执行文件或 macOS .app 包。将使用平台路径" -"解析。[param arguments] 按给定顺序使用,并以空格分隔。\n" +"path] 中指定的路径必须存在,并且是可执行文件或 macOS .app 包。将使用平台路径解" +"析。[param arguments] 按给定顺序使用,并以空格分隔。\n" "在 Windows 上,如果 [param open_console] 为 [code]true[/code],并且该进程是一" "个控制台应用程序,则一个新的终端窗口将被打开。这在其他平台上将被忽略。\n" -"如果进程创建成功,则该方法将返回新的进程 ID,可以使用它来监视进程(并可能使" -"用 [method kill] 终止它)。如果进程创建失败,则该方法将返回 [code]-1[/" -"code]。\n" +"如果进程创建成功,则该方法将返回新的进程 ID,可以使用它来监视进程(并可能使用 " +"[method kill] 终止它)。如果进程创建失败,则该方法将返回 [code]-1[/code]。\n" "例如,运行项目的另一个实例:\n" "[codeblocks]\n" "[gdscript]\n" @@ -65994,8 +73220,8 @@ msgstr "" "[/codeblocks]\n" "如果希望运行一个外部命令并检索结果,请参阅 [method execute]。\n" "[b]注意:[/b]该方法在 Android、iOS、Linux、macOS 和 Windows 上实现。\n" -"[b]注意:[/b]在 macOS 上,沙盒应用程序被限制为只能运行嵌入式辅助可执行文件," -"在导出或系统 .app 包期间指定,系统 .app 包将忽略参数。" +"[b]注意:[/b]在 macOS 上,沙盒应用程序被限制为只能运行嵌入式辅助可执行文件,在" +"导出或系统 .app 包期间指定,系统 .app 包将忽略参数。" msgid "" "Delays execution of the current thread by [param msec] milliseconds. [param " @@ -66016,15 +73242,15 @@ msgid "" msgstr "" "将当前线程的执行延迟 [param msec] 毫秒。[param msec] 必须大于或等于 [code]0[/" "code]。否则,[method delay_msec] 将不执行任何操作并打印一条错误消息。\n" -"[b]注意:[/b][method delay_msec] 是一种[i]阻塞[/i]延迟代码执行的方式。要以非" -"阻塞的方式延迟代码执行,请参阅 [method SceneTree.create_timer]。使用 [method " -"SceneTree.create_timer] 等待将会延迟那些放置在 [code]await[/code] 下方的代码" -"的执行,而不会影响该项目(或编辑器,对于 [EditorPlugin] 和 [EditorScript])的" -"其余部分。\n" -"[b]注意:[/b]当在主线程上调用 [method delay_msec] 时,它将冻结项目并阻止它重" -"新绘制和注册输入,直到延迟结束。当使用 [method delay_msec] 作为 " -"[EditorPlugin] 或 [EditorScript] 的一部分时,它会冻结编辑器但不会冻结当前正在" -"运行的项目(因为项目是一个独立的子进程)。" +"[b]注意:[/b][method delay_msec] 是一种[i]阻塞[/i]延迟代码执行的方式。要以非阻" +"塞的方式延迟代码执行,请参阅 [method SceneTree.create_timer]。使用 [method " +"SceneTree.create_timer] 等待将会延迟那些放置在 [code]await[/code] 下方的代码的" +"执行,而不会影响该项目(或编辑器,对于 [EditorPlugin] 和 [EditorScript])的其" +"余部分。\n" +"[b]注意:[/b]当在主线程上调用 [method delay_msec] 时,它将冻结项目并阻止它重新" +"绘制和注册输入,直到延迟结束。当使用 [method delay_msec] 作为 [EditorPlugin] " +"或 [EditorScript] 的一部分时,它会冻结编辑器但不会冻结当前正在运行的项目(因为" +"项目是一个独立的子进程)。" msgid "" "Delays execution of the current thread by [param usec] microseconds. [param " @@ -66045,41 +73271,144 @@ msgid "" msgstr "" "将当前线程的执行延迟 [param usec] 微秒。[param usec] 必须大于或等于 [code]0[/" "code]。否则,[method delay_usec] 将不执行任何操作并打印一条错误消息。\n" -"[b]注意:[/b][method delay_usec] 是一种[i]阻塞[/i]延迟代码执行的方式。要以非" -"阻塞的方式延迟代码执行,请参阅 [method SceneTree.create_timer]。使用 [method " -"SceneTree.create_timer] 等待将会延迟那些放置在 [code]await[/code] 下方的代码" -"的执行,而不会影响该项目(或编辑器,对于 [EditorPlugin] 和 [EditorScript])的" -"其余部分。\n" -"[b]注意:[/b]当在主线程上调用 [method delay_usec] 时,它将冻结项目并阻止它重" -"新绘制和注册输入,直到延迟结束。当使用 [method delay_usec] 作为 " -"[EditorPlugin] 或 [EditorScript] 的一部分时,它会冻结编辑器但不会冻结当前正在" -"运行的项目(因为项目是一个独立的子进程)。" +"[b]注意:[/b][method delay_usec] 是一种[i]阻塞[/i]延迟代码执行的方式。要以非阻" +"塞的方式延迟代码执行,请参阅 [method SceneTree.create_timer]。使用 [method " +"SceneTree.create_timer] 等待将会延迟那些放置在 [code]await[/code] 下方的代码的" +"执行,而不会影响该项目(或编辑器,对于 [EditorPlugin] 和 [EditorScript])的其" +"余部分。\n" +"[b]注意:[/b]当在主线程上调用 [method delay_usec] 时,它将冻结项目并阻止它重新" +"绘制和注册输入,直到延迟结束。当使用 [method delay_usec] 作为 [EditorPlugin] " +"或 [EditorScript] 的一部分时,它会冻结编辑器但不会冻结当前正在运行的项目(因为" +"项目是一个独立的子进程)。" + +msgid "" +"Executes a command. The file specified in [param path] must exist and be " +"executable. Platform path resolution will be used. The [param arguments] are " +"used in the given order, separated by spaces, and wrapped in quotes. If an " +"[param output] [Array] is provided, the complete shell output of the process " +"will be appended as a single [String] element in [param output]. If [param " +"read_stderr] is [code]true[/code], the output to the standard error stream " +"will be included too.\n" +"On Windows, if [param open_console] is [code]true[/code] and the process is a " +"console app, a new terminal window will be opened. This is ignored on other " +"platforms.\n" +"If the command is successfully executed, the method will return the exit code " +"of the command, or [code]-1[/code] if it fails.\n" +"[b]Note:[/b] The Godot thread will pause its execution until the executed " +"command terminates. Use [Thread] to create a separate thread that will not " +"pause the Godot thread, or use [method create_process] to create a completely " +"independent process.\n" +"For example, to retrieve a list of the working directory's contents:\n" +"[codeblocks]\n" +"[gdscript]\n" +"var output = []\n" +"var exit_code = OS.execute(\"ls\", [\"-l\", \"/tmp\"], output)\n" +"[/gdscript]\n" +"[csharp]\n" +"var output = new Godot.Collections.Array();\n" +"int exitCode = OS.Execute(\"ls\", new string[] {\"-l\", \"/tmp\"}, output);\n" +"[/csharp]\n" +"[/codeblocks]\n" +"If you wish to access a shell built-in or execute a composite command, a " +"platform-specific shell can be invoked. For example:\n" +"[codeblocks]\n" +"[gdscript]\n" +"var output = []\n" +"OS.execute(\"CMD.exe\", [\"/C\", \"cd %TEMP% && dir\"], output)\n" +"[/gdscript]\n" +"[csharp]\n" +"var output = new Godot.Collections.Array();\n" +"OS.Execute(\"CMD.exe\", new string[] {\"/C\", \"cd %TEMP% && dir\"}, " +"output);\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and " +"Windows.\n" +"[b]Note:[/b] To execute a Windows command interpreter built-in command, " +"specify [code]cmd.exe[/code] in [param path], [code]/c[/code] as the first " +"argument, and the desired command as the second argument.\n" +"[b]Note:[/b] To execute a PowerShell built-in command, specify " +"[code]powershell.exe[/code] in [param path], [code]-Command[/code] as the " +"first argument, and the desired command as the second argument.\n" +"[b]Note:[/b] To execute a Unix shell built-in command, specify shell " +"executable name in [param path], [code]-c[/code] as the first argument, and " +"the desired command as the second argument.\n" +"[b]Note:[/b] On macOS, sandboxed applications are limited to run only " +"embedded helper executables, specified during export." +msgstr "" +"执行一条命令。[param path] 中指定的文件必须存在且可执行。将使用平台路径解析。" +"[param arguments] 按给定顺序使用,以空格分隔,会使用引号包裹。如果提供了 " +"[param output] [Array],则进程的完整 shell 输出,将作为单个 [String] 元素追加" +"到 [param output] 中。如果 [param read_stderr] 为 [code]true[/code],则标准错" +"误流的输出也将被包含在内。\n" +"在 Windows 上,如果 [param open_console] 为 [code]true[/code] 并且进程是控制台" +"应用程序,则将打开一个新的终端窗口。该参数在其他平台上被忽略。\n" +"如果命令执行成功,该方法将返回命令的退出代码,如果失败则返回 [code]-1[/" +"code]。\n" +"[b]注意:[/b]Godot 线程将暂停执行,直到执行的命令终止。使用 [Thread] 创建一个" +"不会暂停 Godot 线程的独立线程,或者使用 [method create_process] 创建一个完全独" +"立的进程。\n" +"例如,要检索工作目录内容的列表:\n" +"[codeblocks]\n" +"[gdscript]\n" +"var output = []\n" +"var exit_code = OS.execute(\"ls\", [\"-l\", \"/tmp\"], output)\n" +"[/gdscript]\n" +"[csharp]\n" +"var output = new Godot.Collections.Array();\n" +"int exitCode = OS.Execute(\"ls\", new string[] {\"-l\", \"/tmp\"}, output);\n" +"[/csharp]\n" +"[/codeblocks]\n" +"如果希望访问内置的 shell 或执行复合命令,则可以调用特定于平台的 shell。例" +"如:\n" +"[codeblocks]\n" +"[gdscript]\n" +"var output = []\n" +"OS.execute(\"CMD.exe\", [\"/C\", \"cd %TEMP% && dir\"], output)\n" +"[/gdscript]\n" +"[csharp]\n" +"var output = new Godot.Collections.Array();\n" +"OS.Execute(\"CMD.exe\", new string[] {\"/C\", \"cd %TEMP% && dir\"}, " +"output);\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]注意:[/b]该方法在 Android、iOS、Linux、macOS 和 Windows 上实现。\n" +"[b]注意:[/b]要执行 Windows 命令解释器的内置命令,在 [param path] 中指定 " +"[code]cmd.exe[/code],将 [code]/c[/code] 作为第一个参数,并将所需的命令作为第" +"二个参数。\n" +"[b]注意:[/b]要执行 PowerShell 的内置命令,在 [param path] 中指定 " +"[code]powershell.exe[/code],将 [code]-Command[/code] 作为第一个参数,然后将所" +"需的命令作为第二个参数。\n" +"[b]注意:[/b]要执行 Unix shell 内置命令,请在 [param path] 中指定 shell 可执行" +"文件名称,将 [code]-c[/code] 作为第一个参数,并将所需的命令作为第二个参数。\n" +"[b]注意:[/b]在 macOS 上,沙盒应用程序仅限于运行在导出期间指定的嵌入的辅助可执" +"行文件。" msgid "Returns the keycode of the given string (e.g. \"Escape\")." msgstr "返回给定字符串(例如“Escape”)的键码。" msgid "" "Returns the [i]global[/i] cache data directory according to the operating " -"system's standards. On the Linux/BSD platform, this path can be overridden " -"by setting the [code]XDG_CACHE_HOME[/code] environment variable before " -"starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File " -"paths in Godot projects[/url] in the documentation for more information. See " -"also [method get_config_dir] and [method get_data_dir].\n" +"system's standards. On the Linux/BSD platform, this path can be overridden by " +"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting " +"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in " +"Godot projects[/url] in the documentation for more information. See also " +"[method get_config_dir] and [method get_data_dir].\n" "Not to be confused with [method get_user_data_dir], which returns the " "[i]project-specific[/i] user data path." msgstr "" -"根据操作系统的标准返回[i]全局[/i]缓存数据目录。在 Linux/BSD 平台上,可以通过" -"在启动项目之前设置 [code]XDG_CACHE_HOME[/code] 环境变量来覆盖该路径。有关详细" -"信息,请参阅文档中的[url=$DOCS_URL/tutorials/io/data_paths.html]《Godot 项目" -"中的文件路径》[/url]。另请参阅 [method get_config_dir] 和 [method " +"根据操作系统的标准返回[i]全局[/i]缓存数据目录。在 Linux/BSD 平台上,可以通过在" +"启动项目之前设置 [code]XDG_CACHE_HOME[/code] 环境变量来覆盖该路径。有关详细信" +"息,请参阅文档中的[url=$DOCS_URL/tutorials/io/data_paths.html]《Godot 项目中的" +"文件路径》[/url]。另请参阅 [method get_config_dir] 和 [method " "get_data_dir]。\n" "不要与 [method get_user_data_dir] 混淆,后者返回[i]项目特定的[/i]用户数据路" "径。" msgid "" "Returns the command-line arguments passed to the engine.\n" -"Command-line arguments can be written in any form, including both [code]--" -"key value[/code] and [code]--key=value[/code] forms so they can be properly " +"Command-line arguments can be written in any form, including both [code]--key " +"value[/code] and [code]--key=value[/code] forms so they can be properly " "parsed, as long as custom command-line arguments do not conflict with engine " "arguments.\n" "You can also incorporate environment variables using the [method " @@ -66131,8 +73460,8 @@ msgstr "" "还可以使用 [method get_environment] 方法合并环境变量。\n" "可以设置 [member ProjectSettings.editor/run/main_run_args] 来定义编辑器在运行" "项目时传递的命令行参数。\n" -"下面是一个关于如何使用参数的 [code]--key=value[/code] 形式,将命令行参数解析" -"为一个字典的最小示例:\n" +"下面是一个关于如何使用参数的 [code]--key=value[/code] 形式,将命令行参数解析为" +"一个字典的最小示例:\n" "[codeblocks]\n" "[gdscript]\n" "var arguments = {}\n" @@ -66165,8 +73494,7 @@ msgstr "" "[/codeblocks]\n" "[b]注意:[/b]不建议直接传递自定义用户参数,因为引擎可能会丢弃或修改它们。相" "反,最好的方法是使用标准的 UNIX 双破折号([code]--[/code]),然后传递自定义参" -"数,引擎本身将忽略这些参数。这些可以通过 [method get_cmdline_user_args] 读" -"取。" +"数,引擎本身将忽略这些参数。这些可以通过 [method get_cmdline_user_args] 读取。" msgid "" "Similar to [method get_cmdline_args], but this returns the user arguments " @@ -66174,9 +73502,9 @@ msgid "" "[code]++[/code] argument). These are left untouched by Godot for the user. " "[code]++[/code] can be used in situations where [code]--[/code] is " "intercepted by another program (such as [code]startx[/code]).\n" -"For example, in the command line below, [code]--fullscreen[/code] will not " -"be returned in [method get_cmdline_user_args] and [code]--level 1[/code] " -"will only be returned in [method get_cmdline_user_args]:\n" +"For example, in the command line below, [code]--fullscreen[/code] will not be " +"returned in [method get_cmdline_user_args] and [code]--level 1[/code] will " +"only be returned in [method get_cmdline_user_args]:\n" "[codeblock]\n" "godot --fullscreen -- --level 1\n" "# Or:\n" @@ -66184,9 +73512,9 @@ msgid "" "[/codeblock]" msgstr "" "类似于 [method get_cmdline_args],但它返回用户参数(在双破折号 [code]--[/" -"code] 或双加号 [code]++[/code] 参数之后传递的任何参数)。这些都是 Godot 为用" -"户留下的,不做任何改动。[code]++[/code] 可用于 [code]--[/code] 被其他程序拦截" -"的情况(如 [code]startx[/code])。\n" +"code] 或双加号 [code]++[/code] 参数之后传递的任何参数)。这些都是 Godot 为用户" +"留下的,不做任何改动。[code]++[/code] 可用于 [code]--[/code] 被其他程序拦截的" +"情况(如 [code]startx[/code])。\n" "例如,在下面的命令行中,[code]--fullscreen[/code] 不会在 [method " "get_cmdline_user_args] 中返回,[code]--level 1[/code] 只会在 [method " "get_cmdline_user_args] 中返回:\n" @@ -66206,18 +73534,18 @@ msgid "" "Not to be confused with [method get_user_data_dir], which returns the " "[i]project-specific[/i] user data path." msgstr "" -"根据操作系统的标准,返回[i]全局[/i]用户配置目录。在 Linux/BSD 平台上,可以通" -"过在启动项目之前设置 [code]XDG_CONFIG_HOME[/code] 环境变量来覆盖该路径。有关" -"详细信息,请参阅文档中的[url=$DOCS_URL/tutorials/io/data_paths.html]《Godot " -"项目中的文件路径》[/url]。另请参阅 [method get_cache_dir] 和 [method " +"根据操作系统的标准,返回[i]全局[/i]用户配置目录。在 Linux/BSD 平台上,可以通过" +"在启动项目之前设置 [code]XDG_CONFIG_HOME[/code] 环境变量来覆盖该路径。有关详细" +"信息,请参阅文档中的[url=$DOCS_URL/tutorials/io/data_paths.html]《Godot 项目中" +"的文件路径》[/url]。另请参阅 [method get_cache_dir] 和 [method " "get_data_dir]。\n" "不要与 [method get_user_data_dir] 混淆,后者返回[i]项目专用的[/i]用户数据路" "径。" msgid "" "Returns an array of MIDI device names.\n" -"The returned array will be empty if the system MIDI driver has not " -"previously been initialized with [method open_midi_inputs].\n" +"The returned array will be empty if the system MIDI driver has not previously " +"been initialized with [method open_midi_inputs].\n" "[b]Note:[/b] This method is implemented on Linux, macOS and Windows." msgstr "" "返回 MIDI 设备名称数组。\n" @@ -66227,18 +73555,18 @@ msgstr "" msgid "" "Returns the [i]global[/i] user data directory according to the operating " -"system's standards. On the Linux/BSD platform, this path can be overridden " -"by setting the [code]XDG_DATA_HOME[/code] environment variable before " -"starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File " -"paths in Godot projects[/url] in the documentation for more information. See " -"also [method get_cache_dir] and [method get_config_dir].\n" +"system's standards. On the Linux/BSD platform, this path can be overridden by " +"setting the [code]XDG_DATA_HOME[/code] environment variable before starting " +"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in " +"Godot projects[/url] in the documentation for more information. See also " +"[method get_cache_dir] and [method get_config_dir].\n" "Not to be confused with [method get_user_data_dir], which returns the " "[i]project-specific[/i] user data path." msgstr "" -"根据操作系统的标准返回[i]全局[/i]用户数据目录。在 Linux/BSD 平台上,可以通过" -"在启动项目之前设置 [code]XDG_DATA_HOME[/code] 环境变量来覆盖该路径。有关详细" -"信息,请参阅文档中的[url=$DOCS_URL/tutorials/io/data_paths.html]《Godot 项目" -"中的文件路径》[/url]。另请参阅 [method get_cache_dir] 和 [method " +"根据操作系统的标准返回[i]全局[/i]用户数据目录。在 Linux/BSD 平台上,可以通过在" +"启动项目之前设置 [code]XDG_DATA_HOME[/code] 环境变量来覆盖该路径。有关详细信" +"息,请参阅文档中的[url=$DOCS_URL/tutorials/io/data_paths.html]《Godot 项目中的" +"文件路径》[/url]。另请参阅 [method get_cache_dir] 和 [method " "get_config_dir]。\n" "不要与 [method get_user_data_dir] 混淆,后者返回[i]项目专用的[/i]用户数据路" "径。" @@ -66266,18 +73594,26 @@ msgid "" "variable names are case-sensitive on all platforms except Windows." msgstr "" "返回环境变量的值。如果环境变量不存在,则返回一个空字符串。\n" -"[b]注意:[/b]请仔细检查 [param variable] 的大小写。环境变量名称在除 Windows " -"之外的所有平台上都区分大小写。" +"[b]注意:[/b]请仔细检查 [param variable] 的大小写。环境变量名称在除 Windows 之" +"外的所有平台上都区分大小写。" msgid "" "Returns the path to the current engine executable.\n" -"[b]Note:[/b] On macOS, always use [method create_instance] instead of " -"relying on executable path." +"[b]Note:[/b] On macOS, always use [method create_instance] instead of relying " +"on executable path." msgstr "" "返回当前引擎可执行文件的路径。\n" "[b]注意:[/b]在 macOS 上,请始终使用 [method create_instance],不要依赖可执行" "文件的路径。" +msgid "" +"With this function, you can get the list of dangerous permissions that have " +"been granted to the Android application.\n" +"[b]Note:[/b] This method is implemented only on Android." +msgstr "" +"通过这个函数,你可以获得已经授予 Android 应用程序的危险权限列表。\n" +"[b]注意:[/b]这个方法仅在 Android 上实现。" + msgid "" "Returns the given keycode as a string (e.g. Return values: [code]\"Escape\"[/" "code], [code]\"Shift+Escape\"[/code]).\n" @@ -66305,9 +73641,9 @@ msgid "" "[code]extra[/code] - optional, semicolon separated list of additional key " "words. Currency, calendar, sort order and numbering system information." msgstr "" -"将主机操作系统区域设置为 [code]language_Script_COUNTRY_VARIANT@extra[/code] " -"形式的字符串。如果你只想要语言代码而不是操作系统中完全指定的语言环境,可以使" -"用 [method get_locale_language]。\n" +"将主机操作系统区域设置为 [code]language_Script_COUNTRY_VARIANT@extra[/code] 形" +"式的字符串。如果你只想要语言代码而不是操作系统中完全指定的语言环境,可以使用 " +"[method get_locale_language]。\n" "[code]language[/code] - 2 个或 3 个字母的[url=https://en.wikipedia.org/wiki/" "List_of_ISO_639-1_codes]语言代码[/url],小写。\n" "[code]Script[/code] - 可选,4 个字母的[url=https://en.wikipedia.org/wiki/" @@ -66320,8 +73656,8 @@ msgstr "" "号系统信息。" msgid "" -"Returns the host OS locale's 2 or 3-letter [url=https://en.wikipedia.org/" -"wiki/List_of_ISO_639-1_codes]language code[/url] as a string which should be " +"Returns the host OS locale's 2 or 3-letter [url=https://en.wikipedia.org/wiki/" +"List_of_ISO_639-1_codes]language code[/url] as a string which should be " "consistent on all platforms. This is equivalent to extracting the " "[code]language[/code] part of the [method get_locale] string.\n" "This can be used to narrow down fully specified locale strings to only the " @@ -66330,12 +73666,12 @@ msgid "" "[code]fr_CA[/code] locale, this would return [code]fr[/code]." msgstr "" "将主机操作系统区域设置的 2 或 3 个字母的[url=https://en.wikipedia.org/wiki/" -"List_of_ISO_639-1_codes]语言代码[/url]作为字符串返回,该字符串应在所有平台上" -"保持一致。这相当于提取 [method get_locale] 字符串的 [code]language[/code] 部" +"List_of_ISO_639-1_codes]语言代码[/url]作为字符串返回,该字符串应在所有平台上保" +"持一致。这相当于提取 [method get_locale] 字符串的 [code]language[/code] 部" "分。\n" "当您不需要有关国家/地区代码或变体的附加信息时,这可用于将完全指定的区域设置字" -"符串缩小为“通用”语言代码。例如,对于使用 [code]fr_CA[/code] 语言环境的加拿大" -"法语用户,这将返回 [code]fr[/code]。" +"符串缩小为“通用”语言代码。例如,对于使用 [code]fr_CA[/code] 语言环境的加拿大法" +"语用户,这将返回 [code]fr[/code]。" msgid "" "Returns the ID of the main thread. See [method get_thread_caller_id].\n" @@ -66345,6 +73681,35 @@ msgstr "" "返回主线程的 ID。请参阅 [method get_thread_caller_id]。\n" "[b]注意:[/b]线程 ID 不是确定的,也许会在应用程序重新启动时被重复使用。" +msgid "" +"Returns the [Dictionary] with the following keys:\n" +"[code]\"physical\"[/code] - total amount of usable physical memory, in bytes " +"or [code]-1[/code] if unknown. This value can be slightly less than the " +"actual physical memory amount, since it does not include memory reserved by " +"kernel and devices.\n" +"[code]\"free\"[/code] - amount of physical memory, that can be immediately " +"allocated without disk access or other costly operation, in bytes or " +"[code]-1[/code] if unknown. The process might be able to allocate more " +"physical memory, but such allocation will require moving inactive pages to " +"disk and can take some time.\n" +"[code]\"available\"[/code] - amount of memory, that can be allocated without " +"extending the swap file(s), in bytes or [code]-1[/code] if unknown. This " +"value include both physical memory and swap.\n" +"[code]\"stack\"[/code] - size of the current thread stack, in bytes or " +"[code]-1[/code] if unknown." +msgstr "" +"返回带有以下键的 [Dictionary]:\n" +"[code]\"physical\"[/code] - 可用物理内存的总大小,单位为字节,未知时为 " +"[code]-1[/code]。这个值可能比实际的物理内存略小,因为计算时不含内核以及各种设" +"备所保留的内存。\n" +"[code]\"free\"[/code] - 在不访问磁盘、不进行其他高成本操作的前提下,能够立即分" +"配的物理内存大小,单位为字节,未知时为 [code]-1[/code]。进程也许能够分配更多的" +"物理内存,但是这种分配会需要将不活跃的内存页移动至磁盘,可能花费较长时间。\n" +"[code]\"available\"[/code] - 在不扩展交换文件的前提下,能够分配的内存大小,单" +"位为字节,未知时为 [code]-1[/code]。包括物理内存和交换分区大小。\n" +"[code]\"stack\"[/code] - 当前线程的栈大小,单位为字节,未知时为 [code]-1[/" +"code]。" + msgid "" "Returns the model name of the current device.\n" "[b]Note:[/b] This method is implemented on Android and iOS. Returns " @@ -66361,8 +73726,8 @@ msgid "" "On macOS, this is [code]\"macOS\"[/code].\n" "On Linux-based operating systems, this is [code]\"Linux\"[/code].\n" "On BSD-based operating systems, this is [code]\"FreeBSD\"[/code], " -"[code]\"NetBSD\"[/code], [code]\"OpenBSD\"[/code], or [code]\"BSD\"[/code] " -"as a fallback.\n" +"[code]\"NetBSD\"[/code], [code]\"OpenBSD\"[/code], or [code]\"BSD\"[/code] as " +"a fallback.\n" "On Android, this is [code]\"Android\"[/code].\n" "On iOS, this is [code]\"iOS\"[/code].\n" "On the web, this is [code]\"Web\"[/code].\n" @@ -66481,9 +73846,9 @@ msgstr "" "[b]注意:[/b]这个方法在 Android、iOS、Linux、macOS 和 Windows 上实现。" msgid "" -"Returns the number of [i]logical[/i] CPU cores available on the host " -"machine. On CPUs with HyperThreading enabled, this number will be greater " -"than the number of [i]physical[/i] CPU cores." +"Returns the number of [i]logical[/i] CPU cores available on the host machine. " +"On CPUs with HyperThreading enabled, this number will be greater than the " +"number of [i]physical[/i] CPU cores." msgstr "" "返回主机的[i]逻辑[/i] CPU 核心数。对于启用了超线程的 CPU,这个数会比[i]物理[/" "i] CPU 核心数大。" @@ -66501,12 +73866,12 @@ msgstr "" "Web 和 UWP 平台,[method get_processor_name] 返回空字符串。" msgid "" -"Returns the list of command line arguments that will be used when the " -"project automatically restarts using [method set_restart_on_exit]. See also " -"[method is_restart_on_exit_set]." +"Returns the list of command line arguments that will be used when the project " +"automatically restarts using [method set_restart_on_exit]. See also [method " +"is_restart_on_exit_set]." msgstr "" -"返回当项目使用 [method set_restart_on_exit] 自动重新启动时,将使用的命令行参" -"数列表。另请参阅 [method is_restart_on_exit_set]。" +"返回当项目使用 [method set_restart_on_exit] 自动重新启动时,将使用的命令行参数" +"列表。另请参阅 [method is_restart_on_exit_set]。" msgid "Returns the maximum amount of static memory used (only works in debug)." msgstr "返回使用的静态内存的最大数量(仅在调试时有效)。" @@ -66522,13 +73887,13 @@ msgid "" "[b]Note:[/b] This method is implemented on Android, Linux, macOS and " "Windows.\n" "[b]Note:[/b] Shared storage is implemented on Android and allows to " -"differentiate between app specific and shared directories. Shared " -"directories have additional restrictions on Android." +"differentiate between app specific and shared directories. Shared directories " +"have additional restrictions on Android." msgstr "" "返回不同平台上常用文件夹的实际路径。可用的位置在 [enum SystemDir] 中指定。\n" "[b]注意:[/b]这个方法在 Android、Linux、macOS 和 Windows 上实现。\n" -"[b]注意:[/b]共享存储在 Android 上实现,并允许区分应用程序特定目录和共享目" -"录。共享目录在 Android 上有额外的限制。" +"[b]注意:[/b]共享存储在 Android 上实现,并允许区分应用程序特定目录和共享目录。" +"共享目录在 Android 上有额外的限制。" msgid "" "Returns path to the system font file with [param font_name] and style. " @@ -66547,6 +73912,31 @@ msgstr "" "[b]注意:[/b]如果没有请求的风格,则可能返回不同风格的字体。\n" "[b]注意:[/b]该方法在 Android、iOS、Linux、macOS、Windows 上实现。" +msgid "" +"Returns an array of the system substitute font file paths, which are similar " +"to the font with [param font_name] and style for the specified text, locale " +"and script. Returns empty array if no matching fonts found.\n" +"The following aliases can be used to request default fonts: \"sans-serif\", " +"\"serif\", \"monospace\", \"cursive\", and \"fantasy\".\n" +"[b]Note:[/b] Depending on OS, it's not guaranteed that any of the returned " +"fonts will be suitable for rendering specified text. Fonts should be loaded " +"and checked in the order they are returned, and the first suitable one used.\n" +"[b]Note:[/b] Returned fonts might have different style if the requested style " +"is not available or belong to a different font family.\n" +"[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and " +"Windows." +msgstr "" +"返回系统替换字体文件路径的数组,这些字体与名称为 [param font_name] 并且其他风" +"格也相符的字体相近,可用于指定的文本、区域设置以及文字。如果没有相匹配的字体," +"则返回空数组。\n" +"下列别名可用于请求默认字体:无衬线“sans-serif”、有衬线“serif”、等" +"宽“monospace”、手写体“cursive”、花体“fantasy”。\n" +"[b]注意:[/b]根据操作系统的不同,无法保证任何返回的字体都适合渲染指定的文本。" +"应该按照返回的顺序加载并检查字体,选用第一个合适的字体。\n" +"[b]注意:[/b]如果没有请求的风格,或者属于不同的字体家族,则可能返回不同风格的" +"字体。\n" +"[b]注意:[/b]该方法在 Android、iOS、Linux、macOS、Windows 上实现。" + msgid "" "Returns list of font family names available.\n" "[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and " @@ -66569,17 +73959,17 @@ msgid "" "[b]Note:[/b] This string may change without notice if the user reinstalls/" "upgrades their operating system or changes their hardware. This means it " "should generally not be used to encrypt persistent data as the data saved " -"before an unexpected ID change would become inaccessible. The returned " -"string may also be falsified using external programs, so do not rely on the " -"string returned by [method get_unique_id] for security purposes.\n" +"before an unexpected ID change would become inaccessible. The returned string " +"may also be falsified using external programs, so do not rely on the string " +"returned by [method get_unique_id] for security purposes.\n" "[b]Note:[/b] Returns an empty string on Web and UWP, as this method isn't " "implemented on those platforms yet." msgstr "" "返回特定于该设备的一个字符串。\n" -"[b]注意:[/b]如果用户重新安装/升级他们的操作系统或更改他们的硬件,该字符串可" -"能会更改,恕不另行通知。这意味着它通常不应用于加密持久数据,因为在意外的 ID " -"更改会使之前保存的数据将变得不可访问。返回的字符串也可能会被外部程序伪造,因" -"此出于安全目的,不要依赖 [method get_unique_id] 返回的字符串。\n" +"[b]注意:[/b]如果用户重新安装/升级他们的操作系统或更改他们的硬件,该字符串可能" +"会更改,恕不另行通知。这意味着它通常不应用于加密持久数据,因为在意外的 ID 更改" +"会使之前保存的数据将变得不可访问。返回的字符串也可能会被外部程序伪造,因此出于" +"安全目的,不要依赖 [method get_unique_id] 返回的字符串。\n" "[b]注意:[/b]在 Web 和 UWP 上返回一个空字符串,因为该方法尚未在这些平台上实" "现。" @@ -66587,9 +73977,9 @@ msgid "" "Returns the absolute directory path where user data is written ([code]user://" "[/code]).\n" "On Windows, this is [code]%AppData%\\Godot\\app_userdata\\[project_name][/" -"code], or [code]%AppData%\\[custom_name][/code] if " -"[code]use_custom_user_dir[/code] is set. [code]%AppData%[/code] expands to " -"[code]%UserProfile%\\AppData\\Roaming[/code].\n" +"code], or [code]%AppData%\\[custom_name][/code] if [code]use_custom_user_dir[/" +"code] is set. [code]%AppData%[/code] expands to [code]%UserProfile%" +"\\AppData\\Roaming[/code].\n" "On macOS, this is [code]~/Library/Application Support/Godot/app_userdata/" "[project_name][/code], or [code]~/Library/Application Support/[custom_name][/" "code] if [code]use_custom_user_dir[/code] is set.\n" @@ -66599,8 +73989,8 @@ msgid "" "On Android and iOS, this is a sandboxed directory in either internal or " "external storage, depending on the user's configuration.\n" "On the web, this is a virtual directory managed by the browser.\n" -"If the project name is empty, [code][project_name][/code] falls back to " -"[code][unnamed project][/code].\n" +"If the project name is empty, [code][project_name][/code] falls back to [code]" +"[unnamed project][/code].\n" "Not to be confused with [method get_data_dir], which returns the [i]global[/" "i] (non-project-specific) user home directory." msgstr "" @@ -66620,8 +74010,8 @@ msgstr "" "在 Web 上,这是由浏览器管理的虚拟目录。\n" "如果项目名称为空,则 [code][project_name][/code] 将回退为 [code][unnamed " "project][/code]。\n" -"请勿与 [method get_data_dir] 混淆,后者返回的是[i]全局[/i](非项目特定的)用" -"户主目录。" +"请勿与 [method get_data_dir] 混淆,后者返回的是[i]全局[/i](非项目特定的)用户" +"主目录。" msgid "" "Returns the exact production and build version of the operating system. This " @@ -66629,9 +74019,9 @@ msgid "" "distinguish between different releases of operating systems, including minor " "versions, and insider and custom builds.\n" "For Windows, the major and minor version are returned, as well as the build " -"number. For example, the returned string can look like [code]10.0.9926[/" -"code] for a build of Windows 10, and it can look like [code]6.1.7601[/code] " -"for a build of Windows 7 SP1.\n" +"number. For example, the returned string can look like [code]10.0.9926[/code] " +"for a build of Windows 10, and it can look like [code]6.1.7601[/code] for a " +"build of Windows 7 SP1.\n" "For rolling distributions, such as Arch Linux, an empty string is returned.\n" "For macOS and iOS, the major and minor version are returned, as well as the " "patch number.\n" @@ -66641,11 +74031,11 @@ msgid "" "[b]Note:[/b] This method is not supported on the web platform. It returns an " "empty string." msgstr "" -"返回操作系统的确切生产和构建版本。这与营销中使用的品牌版本不同。这有助于区分" -"操作系统的不同版本,包括次要版本、内部版本和自定义版本。\n" -"对于 Windows,返回主要和次要版本,以及构建号。例如,对于 Windows 10 版本,返" -"回的字符串可能看起来像 [code]10.0.9926[/code],对于 Windows 7 SP1 版本,它可" -"能看起来像 [code]6.1.7601[/code]。\n" +"返回操作系统的确切生产和构建版本。这与营销中使用的品牌版本不同。这有助于区分操" +"作系统的不同版本,包括次要版本、内部版本和自定义版本。\n" +"对于 Windows,返回主要和次要版本,以及构建号。例如,对于 Windows 10 版本,返回" +"的字符串可能看起来像 [code]10.0.9926[/code],对于 Windows 7 SP1 版本,它可能看" +"起来像 [code]6.1.7601[/code]。\n" "对于滚动发行版,例如 Arch Linux,会返回一个空字符串。\n" "对于 macOS 和 iOS,会返回主要和次要版本,以及补丁号。\n" "对于 UWP,会返回设备系列的版本。\n" @@ -66653,6 +74043,29 @@ msgstr "" "版本。\n" "[b]注意:[/b]该方法在 web 平台上不被支持。它将返回一个空字符串。" +msgid "" +"Returns the video adapter driver name and version for the user's currently " +"active graphics card. See also [method RenderingServer." +"get_video_adapter_api_version].\n" +"The first element holds the driver name, such as [code]nvidia[/code], " +"[code]amdgpu[/code], etc.\n" +"The second element holds the driver version. For e.g. the [code]nvidia[/code] " +"driver on a Linux/BSD platform, the version is in the format [code]510.85.02[/" +"code]. For Windows, the driver's format is [code]31.0.15.1659[/code].\n" +"[b]Note:[/b] This method is only supported on the platforms Linux/BSD and " +"Windows when not running in headless mode. It returns an empty array on other " +"platforms." +msgstr "" +"返回用户当前激活的显卡的视频适配器驱动程序名称和版本。另见 [method " +"RenderingServer.get_video_adapter_api_version]。\n" +"第一个元素保存驱动程序的名称,如 [code]nvidia[/code]、[code]amdgpu[/code] " +"等。\n" +"第二个元素保存驱动程序的版本。例如 Linux/BSD 平台上的 [code]nvidia[/code] 驱动" +"程序,其版本格式为 [code]510.85.02[/code]。对于 Windows,其驱动程序的格式是 " +"[code]31.0.15.1659[/code]。\n" +"[b]注意:[/b]该方法仅在 Linux/BSD 和 Windows 平台上不以无头模式运行时才受支" +"持。在其他平台上返回一个空数组。" + msgid "" "Returns [code]true[/code] if the environment variable with the name [param " "variable] exists.\n" @@ -66660,8 +74073,8 @@ msgid "" "variable names are case-sensitive on all platforms except Windows." msgstr "" "如果名称为 [param variable] 的环境变量存在,则返回 [code]true[/code]。\n" -"[b]注意:[/b]请仔细检查 [param variable] 的大小写。环境变量名称在除 Windows " -"之外的所有平台上都区分大小写。" +"[b]注意:[/b]请仔细检查 [param variable] 的大小写。环境变量名称在除 Windows 之" +"外的所有平台上都区分大小写。" msgid "" "Returns [code]true[/code] if the Godot binary used to run the project is a " @@ -66674,8 +74087,8 @@ msgid "" msgstr "" "如果用于运行项目的 Godot 二进制文件是[i]调试[/i]导出模板,或是在编辑器中运行" "时,则返回 [code]true[/code]。\n" -"如果用于运行项目的 Godot 二进制文件是[i]发布[/i]导出模板,则返回 " -"[code]false[/code]。\n" +"如果用于运行项目的 Godot 二进制文件是[i]发布[/i]导出模板,则返回 [code]false[/" +"code]。\n" "要检查用于运行项目的 Godot 二进制文件是否是导出模板(调试或发布),请改用 " "[code]OS.has_feature(\"template\")[/code]。" @@ -66721,8 +74134,8 @@ msgid "" "that its state is the same after a player quits and starts the game again. " "Relevant to the Web platform, where this persistence may be unavailable." msgstr "" -"如果为 [code]true[/code],则 [code]user://[/code] 文件系统是持久的,所以在玩" -"家退出并再次开始游戏后,它的状态是相同的。与 Web 平台相关时,该持久性可能不可" +"如果为 [code]true[/code],则 [code]user://[/code] 文件系统是持久的,所以在玩家" +"退出并再次开始游戏后,它的状态是相同的。与 Web 平台相关时,该持久性可能不可" "用。" msgid "" @@ -66734,8 +74147,8 @@ msgid "" "[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and " "Windows." msgstr "" -"杀死(终止)由给定进程 ID([param pid])标识的进程,例如由 [method execute] " -"在非阻塞模式下返回的那个进程 ID。另请参阅 [method crash]。\n" +"杀死(终止)由给定进程 ID([param pid])标识的进程,例如由 [method execute] 在" +"非阻塞模式下返回的那个进程 ID。另请参阅 [method crash]。\n" "[b]注意:[/b]该方法也可用于杀死不是由游戏产生的进程。\n" "[b]注意:[/b]该方法在 Android、iOS、Linux、macOS 和 Windows 上实现。" @@ -66760,8 +74173,8 @@ msgid "" msgstr "" "将文件或目录移动到系统的回收站。另见 [method DirAccess.remove]。\n" "该方法仅支持全局路径,所以可能需要使用 [method ProjectSettings." -"globalize_path]。请勿将其用于 [code]res://[/code] 中的文件,因为它在导出后的" -"项目中是无法正常工作的。\n" +"globalize_path]。请勿将其用于 [code]res://[/code] 中的文件,因为它在导出后的项" +"目中是无法正常工作的。\n" "[b]注意:[/b]如果用户在系统上禁用了回收站,则该文件将被永久删除。\n" "[codeblocks]\n" "[gdscript]\n" @@ -66785,30 +74198,30 @@ msgid "" "Reads a user input string from the standard input (usually the terminal). " "This operation is [i]blocking[/i], which causes the window to freeze if " "[method read_string_from_stdin] is called on the main thread. The thread " -"calling [method read_string_from_stdin] will block until the program " -"receives a line break in standard input (usually by the user pressing " -"[kbd]Enter[/kbd]).\n" +"calling [method read_string_from_stdin] will block until the program receives " +"a line break in standard input (usually by the user pressing [kbd]Enter[/" +"kbd]).\n" "[b]Note:[/b] This method is implemented on Linux, macOS and Windows." msgstr "" -"从标准输入(通常是终端)读取一个用户输入字符串。这个操作是[i]阻塞的[/i] ,如" -"果在主线程上调用 [method read_string_from_stdin],就会导致窗口冻结。调用 " -"[method read_string_from_stdin] 的线程将被阻塞,直到程序在标准输入中接收到一" -"个断行(通常由用户按下 [kbd]Enter[/kbd])。\n" +"从标准输入(通常是终端)读取一个用户输入字符串。这个操作是[i]阻塞的[/i] ,如果" +"在主线程上调用 [method read_string_from_stdin],就会导致窗口冻结。调用 " +"[method read_string_from_stdin] 的线程将被阻塞,直到程序在标准输入中接收到一个" +"断行(通常由用户按下 [kbd]Enter[/kbd])。\n" "[b]注意:[/b]该方法在 Linux、macOS 和 Windows 上实现。" msgid "" -"At the moment this function is only used by [code]AudioDriverOpenSL[/code] " -"to request permission for [code]RECORD_AUDIO[/code] on Android." +"At the moment this function is only used by [code]AudioDriverOpenSL[/code] to " +"request permission for [code]RECORD_AUDIO[/code] on Android." msgstr "" "目前,这个函数只被 [code]AudioDriverOpenSL[/code] 用来请求 Android 上 " "[code]RECORD_AUDIO[/code] 的权限。" msgid "" -"Sets the value of the environment variable [param variable] to [param " -"value]. The environment variable will be set for the Godot process and any " -"process executed with [method execute] after running [method " -"set_environment]. The environment variable will [i]not[/i] persist to " -"processes run after the Godot process was terminated.\n" +"Sets the value of the environment variable [param variable] to [param value]. " +"The environment variable will be set for the Godot process and any process " +"executed with [method execute] after running [method set_environment]. The " +"environment variable will [i]not[/i] persist to processes run after the Godot " +"process was terminated.\n" "[b]Note:[/b] Environment variable names are case-sensitive on all platforms " "except Windows. The [param variable] name cannot be empty or include the " "[code]=[/code] character. On Windows, there is a 32767 characters limit for " @@ -66817,12 +74230,12 @@ msgid "" "environment block." msgstr "" "将环境变量 [param variable] 的值设置为 [param value]。运行 [method " -"set_environment] 后,会为 Godot 进程和任何用 [method execute] 执行的进程设置" -"该环境变量。该环境变量[i]不会[/i]持续存在于 Godot 进程终止后运行的进程中。\n" +"set_environment] 后,会为 Godot 进程和任何用 [method execute] 执行的进程设置该" +"环境变量。该环境变量[i]不会[/i]持续存在于 Godot 进程终止后运行的进程中。\n" "[b]注意:[/b]环境变量的名称在除 Windows 外的所有平台上都是区分大小写的。名称 " -"[param variable] 不能为空,也不能包含 [code]=[/code] 字符。在 Windows 上,在" -"环境块中注册的 [param variable]、[param value]、[code]=[/code] 以及 null 终止" -"符的总长度有 32767 个字符的限制。" +"[param variable] 不能为空,也不能包含 [code]=[/code] 字符。在 Windows 上,在环" +"境块中注册的 [param variable]、[param value]、[code]=[/code] 以及 null 终止符" +"的总长度有 32767 个字符的限制。" msgid "" "If [param restart] is [code]true[/code], restarts the project automatically " @@ -66843,8 +74256,8 @@ msgid "" msgstr "" "如果 [param restart] 为 [code]true[/code],则项目在使用 [method SceneTree." "quit] 或 [constant Node.NOTIFICATION_WM_CLOSE_REQUEST] 退出时,会自动重新启" -"动。可以提供命令行 [param arguments]。要使用最初用于运行项目的命令行参数重新" -"启动项目,请将 [method get_cmdline_args] 作为 [param arguments] 的值传递。\n" +"动。可以提供命令行 [param arguments]。要使用最初用于运行项目的命令行参数重新启" +"动项目,请将 [method get_cmdline_args] 作为 [param arguments] 的值传递。\n" "[method set_restart_on_exit] 可用于应用需要重新启动的设置更改。另请参见 " "[method is_restart_on_exit_set] 和 [method get_restart_on_exit_arguments]。\n" "[b]注意:[/b]该方法只在桌面平台上有效,并且只在项目不是从编辑器启动时有效。不" @@ -66868,8 +74281,7 @@ msgid "" "- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the " "default email client with the \"To\" field set to [code]example@example.com[/" "code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The " -"[code]mailto[/code] URL scheme[/url] for a list of fields that can be " -"added.\n" +"[code]mailto[/code] URL scheme[/url] for a list of fields that can be added.\n" "Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] " "or [code]user://[/code] path into a system path for use with this method.\n" "[b]Note:[/b] Use [method String.uri_encode] to encode characters within URLs " @@ -66880,10 +74292,10 @@ msgid "" "and Windows." msgstr "" "请求操作系统使用最合适的程序打开资源。例如:\n" -"- [code]OS.shell_open(\"C:\\\\Users\\name\\Downloads\")[/code] 在 Windows 上" -"会用资源管理器打开用户的 Downloads 文件夹。\n" -"- [code]OS.shell_open(\"https://godotengine.org\")[/code] 会使用默认网页浏览" -"器打开 Godot 官方网站。\n" +"- [code]OS.shell_open(\"C:\\\\Users\\name\\Downloads\")[/code] 在 Windows 上会" +"用资源管理器打开用户的 Downloads 文件夹。\n" +"- [code]OS.shell_open(\"https://godotengine.org\")[/code] 会使用默认网页浏览器" +"打开 Godot 官方网站。\n" "- [code]OS.shell_open(\"mailto:example@example.com\")[/code] 会打开默认电子邮" "件客户端并将“收件人”字段设置为 [code]example@example.com[/code]。其他支持自定" "义的字段见 [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - " @@ -66891,8 +74303,8 @@ msgstr "" "可以使用 [method ProjectSettings.globalize_path] 将 [code]res://[/code] 和 " "[code]user://[/code] 路径转换为本方法所使用的系统路径。\n" "[b]注意:[/b]请使用 [method String.uri_encode] 对 URL 中的字符进行编码,得到" -"的 URL 才能安全使用、可移植。尤其是在包含换行的情况下。否则项目导出至 Web 平" -"台后 [method shell_open] 可能无法正常工作。\n" +"的 URL 才能安全使用、可移植。尤其是在包含换行的情况下。否则项目导出至 Web 平台" +"后 [method shell_open] 可能无法正常工作。\n" "[b]注意:[/b]这个方法在 Android、iOS、HTML5、Linux、macOS、以及 Windows 上实" "现。" @@ -66907,18 +74319,25 @@ msgid "" "[code]=[/code] character." msgstr "" "从当前环境中移除环境变量 [param variable](如果存在)。在运行 [method " -"unset_environment] 后,将为 Godot 进程和使用 [method execute] 执行的任何进程" -"移除环境变量。环境变量的移除并[i]不会[/i]持续到 Godot 进程终止后运行的进" -"程。\n" +"unset_environment] 后,将为 Godot 进程和使用 [method execute] 执行的任何进程移" +"除环境变量。环境变量的移除并[i]不会[/i]持续到 Godot 进程终止后运行的进程。\n" "[b]注意:[/b]环境变量名称在除 Windows 以外的所有平台上都区分大小写。[param " "variable] 名称不能为空或包含 [code]=[/code] 字符。" +msgid "" +"If [code]true[/code], the engine filters the time delta measured between each " +"frame, and attempts to compensate for random variation. This will only " +"operate on systems where V-Sync is active." +msgstr "" +"如果为 [code]true[/code],则引擎会在每帧之间过滤测量得到的时间增量,并尝试补偿" +"随机变化。仅在启用垂直同步的系统上有效。" + msgid "" "If [code]true[/code], the engine optimizes for low processor usage by only " "refreshing the screen if needed. Can improve battery consumption on mobile." msgstr "" -"如果为 [code]true[/code],则引擎会通过只在需要时刷新屏幕来优化处理器的使用。" -"可以改善移动设备上的电池消耗。" +"如果为 [code]true[/code],则引擎会通过只在需要时刷新屏幕来优化处理器的使用。可" +"以改善移动设备上的电池消耗。" msgid "" "The amount of sleeping between frames when the low-processor usage mode is " @@ -66928,8 +74347,8 @@ msgstr "" "CPU 使用率。" msgid "" -"The Vulkan rendering driver. It requires Vulkan 1.0 support and " -"automatically uses features from Vulkan 1.1 and 1.2 if available." +"The Vulkan rendering driver. It requires Vulkan 1.0 support and automatically " +"uses features from Vulkan 1.1 and 1.2 if available." msgstr "" "Vulkan 渲染驱动。需要支持 Vulkan 1.0,而 Vulkan 1.1 和 1.2 的功能则会在支持时" "自动使用。" @@ -66969,22 +74388,20 @@ msgid "A packed array of bytes." msgstr "字节紧缩数组。" msgid "" -"An array specifically designed to hold bytes. Packs data tightly, so it " -"saves memory for large array sizes.\n" +"An array specifically designed to hold bytes. Packs data tightly, so it saves " +"memory for large array sizes.\n" "[PackedByteArray] also provides methods to encode/decode various types to/" "from bytes. The way values are encoded is an implementation detail and " "shouldn't be relied upon when interacting with external apps." msgstr "" -"专门设计用于存放字节的数组。数据是紧密存放的,因此能够在数组较大时节省内" -"存。\n" +"专门设计用于存放字节的数组。数据是紧密存放的,因此能够在数组较大时节省内存。\n" "[PackedByteArray] 还提供了在许多类型和字节之间进行编码/解码的方法。这些值的编" "码方式属于实现细节,与外部应用程序交互时不应依赖这种编码。" msgid "Constructs an empty [PackedByteArray]." msgstr "构造空的 [PackedByteArray]。" -msgid "" -"Constructs a [PackedByteArray] as a copy of the given [PackedByteArray]." +msgid "Constructs a [PackedByteArray] as a copy of the given [PackedByteArray]." msgstr "构造给定 [PackedByteArray] 的副本。" msgid "" @@ -66996,8 +74413,8 @@ msgid "Appends a [PackedByteArray] at the end of this array." msgstr "在该数组的末尾追加一个 [PackedByteArray]。" msgid "" -"Returns a new [PackedByteArray] with the data compressed. Set the " -"compression mode using one of [enum FileAccess.CompressionMode]'s constants." +"Returns a new [PackedByteArray] with the data compressed. Set the compression " +"mode using one of [enum FileAccess.CompressionMode]'s constants." msgstr "" "返回新的 [PackedByteArray],其中的数据已压缩。请将压缩模式设置为 [enum " "FileAccess.CompressionMode] 常量。" @@ -67007,102 +74424,101 @@ msgid "" "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" -"将字节序列解码为 64 位浮点数,起始位置字节偏移量为 [param byte_offset]。字节" -"数不足时会失败。如果无法解码有效的数字,则返回 [code]0.0[/code]。" +"将字节序列解码为 64 位浮点数,起始位置字节偏移量为 [param byte_offset]。字节数" +"不足时会失败。如果无法解码有效的数字,则返回 [code]0.0[/code]。" msgid "" "Decodes a 32-bit floating point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" -"将字节序列解码为 32 位浮点数,起始位置字节偏移量为 [param byte_offset]。字节" -"数不足时会失败。如果无法解码有效的数字,则返回 [code]0.0[/code]。" +"将字节序列解码为 32 位浮点数,起始位置字节偏移量为 [param byte_offset]。字节数" +"不足时会失败。如果无法解码有效的数字,则返回 [code]0.0[/code]。" msgid "" "Decodes a 16-bit floating point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" -"将字节序列解码为 16 位浮点数,起始位置字节偏移量为 [param byte_offset]。字节" -"数不足时会失败。如果无法解码有效的数字,则返回 [code]0.0[/code]。" +"将字节序列解码为 16 位浮点数,起始位置字节偏移量为 [param byte_offset]。字节数" +"不足时会失败。如果无法解码有效的数字,则返回 [code]0.0[/code]。" msgid "" "Decodes a 8-bit signed integer number from the bytes starting at [param " -"byte_offset]. Fails if the byte count is insufficient. Returns [code]0[/" -"code] if a valid number can't be decoded." +"byte_offset]. Fails if the byte count is insufficient. Returns [code]0[/code] " +"if a valid number can't be decoded." msgstr "" "将字节序列解码为 8 位有符号整数,起始位置字节偏移量为 [param byte_offset]。字" "节数不足时会失败。如果无法解码有效的数字,则返回 [code]0.0[/code]。" msgid "" "Decodes a 16-bit signed integer number from the bytes starting at [param " -"byte_offset]. Fails if the byte count is insufficient. Returns [code]0[/" -"code] if a valid number can't be decoded." +"byte_offset]. Fails if the byte count is insufficient. Returns [code]0[/code] " +"if a valid number can't be decoded." msgstr "" -"将字节序列解码为 16 位有符号整数,起始位置字节偏移量为 [param byte_offset]。" -"字节数不足时会失败。如果无法解码有效的数字,则返回 [code]0.0[/code]。" +"将字节序列解码为 16 位有符号整数,起始位置字节偏移量为 [param byte_offset]。字" +"节数不足时会失败。如果无法解码有效的数字,则返回 [code]0.0[/code]。" msgid "" "Decodes a 32-bit signed integer number from the bytes starting at [param " -"byte_offset]. Fails if the byte count is insufficient. Returns [code]0[/" -"code] if a valid number can't be decoded." +"byte_offset]. Fails if the byte count is insufficient. Returns [code]0[/code] " +"if a valid number can't be decoded." msgstr "" -"将字节序列解码为 32 位有符号整数,起始位置字节偏移量为 [param byte_offset]。" -"字节数不足时会失败。如果无法解码有效的数字,则返回 [code]0.0[/code]。" +"将字节序列解码为 32 位有符号整数,起始位置字节偏移量为 [param byte_offset]。字" +"节数不足时会失败。如果无法解码有效的数字,则返回 [code]0.0[/code]。" msgid "" "Decodes a 64-bit signed integer number from the bytes starting at [param " -"byte_offset]. Fails if the byte count is insufficient. Returns [code]0[/" -"code] if a valid number can't be decoded." +"byte_offset]. Fails if the byte count is insufficient. Returns [code]0[/code] " +"if a valid number can't be decoded." msgstr "" -"将字节序列解码为 64 位有符号整数,起始位置字节偏移量为 [param byte_offset]。" -"字节数不足时会失败。如果无法解码有效的数字,则返回 [code]0.0[/code]。" +"将字节序列解码为 64 位有符号整数,起始位置字节偏移量为 [param byte_offset]。字" +"节数不足时会失败。如果无法解码有效的数字,则返回 [code]0.0[/code]。" msgid "" "Decodes a 8-bit unsigned integer number from the bytes starting at [param " -"byte_offset]. Fails if the byte count is insufficient. Returns [code]0[/" -"code] if a valid number can't be decoded." +"byte_offset]. Fails if the byte count is insufficient. Returns [code]0[/code] " +"if a valid number can't be decoded." msgstr "" "将字节序列解码为 8 位无符号整数,起始位置字节偏移量为 [param byte_offset]。字" "节数不足时会失败。如果无法解码有效的数字,则返回 [code]0.0[/code]。" msgid "" "Decodes a 16-bit unsigned integer number from the bytes starting at [param " -"byte_offset]. Fails if the byte count is insufficient. Returns [code]0[/" -"code] if a valid number can't be decoded." +"byte_offset]. Fails if the byte count is insufficient. Returns [code]0[/code] " +"if a valid number can't be decoded." msgstr "" -"将字节序列解码为 16 位无符号整数,起始位置字节偏移量为 [param byte_offset]。" -"字节数不足时会失败。如果无法解码有效的数字,则返回 [code]0.0[/code]。" +"将字节序列解码为 16 位无符号整数,起始位置字节偏移量为 [param byte_offset]。字" +"节数不足时会失败。如果无法解码有效的数字,则返回 [code]0.0[/code]。" msgid "" "Decodes a 32-bit unsigned integer number from the bytes starting at [param " -"byte_offset]. Fails if the byte count is insufficient. Returns [code]0[/" -"code] if a valid number can't be decoded." +"byte_offset]. Fails if the byte count is insufficient. Returns [code]0[/code] " +"if a valid number can't be decoded." msgstr "" -"将字节序列解码为 32 位无符号整数,起始位置字节偏移量为 [param byte_offset]。" -"字节数不足时会失败。如果无法解码有效的数字,则返回 [code]0.0[/code]。" +"将字节序列解码为 32 位无符号整数,起始位置字节偏移量为 [param byte_offset]。字" +"节数不足时会失败。如果无法解码有效的数字,则返回 [code]0.0[/code]。" msgid "" "Decodes a 64-bit unsigned integer number from the bytes starting at [param " -"byte_offset]. Fails if the byte count is insufficient. Returns [code]0[/" -"code] if a valid number can't be decoded." +"byte_offset]. Fails if the byte count is insufficient. Returns [code]0[/code] " +"if a valid number can't be decoded." msgstr "" -"将字节序列解码为 64 位无符号整数,起始位置字节偏移量为 [param byte_offset]。" -"字节数不足时会失败。如果无法解码有效的数字,则返回 [code]0.0[/code]。" +"将字节序列解码为 64 位无符号整数,起始位置字节偏移量为 [param byte_offset]。字" +"节数不足时会失败。如果无法解码有效的数字,则返回 [code]0.0[/code]。" msgid "" "Decodes a [Variant] from the bytes starting at [param byte_offset]. Returns " "[code]null[/code] if a valid variant can't be decoded or the value is " "[Object]-derived and [param allow_objects] is [code]false[/code]." msgstr "" -"将字节序列解码为 [Variant],起始位置字节偏移量为 [param byte_offset]。如果无" -"法解码有效的变体,或者其值派生自 [Object] 而 [param allow_objects] 为 " +"将字节序列解码为 [Variant],起始位置字节偏移量为 [param byte_offset]。如果无法" +"解码有效的变体,或者其值派生自 [Object] 而 [param allow_objects] 为 " "[code]false[/code],则返回 [code]null[/code]。" msgid "" -"Decodes a size of a [Variant] from the bytes starting at [param " -"byte_offset]. Requires at least 4 bytes of data starting at the offset, " -"otherwise fails." +"Decodes a size of a [Variant] from the bytes starting at [param byte_offset]. " +"Requires at least 4 bytes of data starting at the offset, otherwise fails." msgstr "" "将字节序列解码为 [Variant] 的大小,起始位置字节偏移量为 [param byte_offset]。" "要求起始位置后至少有 4 个字节的数据,否则返回 [code]null[/code]。" @@ -67123,29 +74539,29 @@ msgid "" "byte_offset] bytes. The array must have at least 8 bytes of allocated space, " "starting at the offset." msgstr "" -"将 64 位浮点数编码为字节序列,起始位置字节偏移量为 [param byte_offset]。从偏" -"移量位置开始,该数组必须还分配有至少 8 个字节的空间。" +"将 64 位浮点数编码为字节序列,起始位置字节偏移量为 [param byte_offset]。从偏移" +"量位置开始,该数组必须还分配有至少 8 个字节的空间。" msgid "" "Encodes a 32-bit floating point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 4 bytes of space, starting " "at the offset." msgstr "" -"将 32 位浮点数编码为字节序列,起始位置字节偏移量为 [param byte_offset]。从偏" -"移量位置开始,该数组必须还分配有至少 4 个字节的空间。" +"将 32 位浮点数编码为字节序列,起始位置字节偏移量为 [param byte_offset]。从偏移" +"量位置开始,该数组必须还分配有至少 4 个字节的空间。" msgid "" "Encodes a 16-bit floating point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 2 bytes of space, starting " "at the offset." msgstr "" -"将 16 位浮点数编码为字节序列,起始位置字节偏移量为 [param byte_offset]。从偏" -"移量位置开始,该数组必须还分配有至少 2 个字节的空间。" +"将 16 位浮点数编码为字节序列,起始位置字节偏移量为 [param byte_offset]。从偏移" +"量位置开始,该数组必须还分配有至少 2 个字节的空间。" msgid "" "Encodes a 8-bit signed integer number (signed byte) at the index of [param " -"byte_offset] bytes. The array must have at least 1 byte of space, starting " -"at the offset." +"byte_offset] bytes. The array must have at least 1 byte of space, starting at " +"the offset." msgstr "" "将 8 位有符号整数编码为字节序列,起始位置字节偏移量为 [param byte_offset]。从" "偏移量位置开始,该数组必须还分配有至少 1 个字节的空间。" @@ -67155,29 +74571,29 @@ msgid "" "byte_offset] bytes. The array must have at least 2 bytes of space, starting " "at the offset." msgstr "" -"将 16 位有符号整数编码为字节序列,起始位置字节偏移量为 [param byte_offset]。" -"从偏移量位置开始,该数组必须还分配有至少 2 个字节的空间。" +"将 16 位有符号整数编码为字节序列,起始位置字节偏移量为 [param byte_offset]。从" +"偏移量位置开始,该数组必须还分配有至少 2 个字节的空间。" msgid "" "Encodes a 32-bit signed integer number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 4 bytes of space, starting " "at the offset." msgstr "" -"将 32 位无符号整数编码为字节序列,起始位置字节偏移量为 [param byte_offset]。" -"从偏移量位置开始,该数组必须还分配有至少 4 个字节的空间。" +"将 32 位无符号整数编码为字节序列,起始位置字节偏移量为 [param byte_offset]。从" +"偏移量位置开始,该数组必须还分配有至少 4 个字节的空间。" msgid "" "Encodes a 64-bit signed integer number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 8 bytes of space, starting " "at the offset." msgstr "" -"将 64 位有符号整数编码为字节序列,起始位置字节偏移量为 [param byte_offset]。" -"从偏移量位置开始,该数组必须还分配有至少 8 个字节的空间。" +"将 64 位有符号整数编码为字节序列,起始位置字节偏移量为 [param byte_offset]。从" +"偏移量位置开始,该数组必须还分配有至少 8 个字节的空间。" msgid "" "Encodes a 8-bit unsigned integer number (byte) at the index of [param " -"byte_offset] bytes. The array must have at least 1 byte of space, starting " -"at the offset." +"byte_offset] bytes. The array must have at least 1 byte of space, starting at " +"the offset." msgstr "" "将 8 位无符号整数编码为字节序列,起始位置字节偏移量为 [param byte_offset]。从" "偏移量位置开始,该数组必须还分配有至少 1 个字节的空间。" @@ -67187,24 +74603,24 @@ msgid "" "byte_offset] bytes. The array must have at least 2 bytes of space, starting " "at the offset." msgstr "" -"将 16 位无符号整数编码为字节序列,起始位置字节偏移量为 [param byte_offset]。" -"从偏移量位置开始,该数组必须还分配有至少 2 个字节的空间。" +"将 16 位无符号整数编码为字节序列,起始位置字节偏移量为 [param byte_offset]。从" +"偏移量位置开始,该数组必须还分配有至少 2 个字节的空间。" msgid "" "Encodes a 32-bit unsigned integer number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 4 bytes of space, starting " "at the offset." msgstr "" -"将 32 位无符号整数编码为字节序列,起始位置字节偏移量为 [param byte_offset]。" -"从偏移量位置开始,该数组必须还分配有至少 4 个字节的空间。" +"将 32 位无符号整数编码为字节序列,起始位置字节偏移量为 [param byte_offset]。从" +"偏移量位置开始,该数组必须还分配有至少 4 个字节的空间。" msgid "" "Encodes a 64-bit unsigned integer number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 8 bytes of space, starting " "at the offset." msgstr "" -"将 64 位无符号整数编码为字节序列,起始位置字节偏移量为 [param byte_offset]。" -"从偏移量位置开始,该数组必须还分配有至少 8 个字节的空间。" +"将 64 位无符号整数编码为字节序列,起始位置字节偏移量为 [param byte_offset]。从" +"偏移量位置开始,该数组必须还分配有至少 8 个字节的空间。" msgid "" "Encodes a [Variant] at the index of [param byte_offset] bytes. A sufficient " @@ -67213,8 +74629,8 @@ msgid "" "permitted and will instead be serialized as ID-only." msgstr "" "将 [Variant] 编码为字节序列,起始位置字节偏移量为 [param byte_offset]。必须分" -"配有足够的空间,空间大小取决于编码后变体的大小。如果 [param allow_objects] " -"为 [code]false[/code],则不允许派生自 [Object] 的值,只会将其 ID 进行序列化。" +"配有足够的空间,空间大小取决于编码后变体的大小。如果 [param allow_objects] 为 " +"[code]false[/code],则不允许派生自 [Object] 的值,只会将其 ID 进行序列化。" msgid "" "Assigns the given value to all elements in the array. This can typically be " @@ -67225,27 +74641,27 @@ msgstr "" "小的数组并初始化元素。" msgid "" -"Converts ASCII/Latin-1 encoded array to [String]. Fast alternative to " -"[method get_string_from_utf8] if the content is ASCII/Latin-1 only. Unlike " -"the UTF-8 function this function maps every byte to a character in the " -"array. Multibyte sequences will not be interpreted correctly. For parsing " -"user input always use [method get_string_from_utf8]." +"Converts ASCII/Latin-1 encoded array to [String]. Fast alternative to [method " +"get_string_from_utf8] if the content is ASCII/Latin-1 only. Unlike the UTF-8 " +"function this function maps every byte to a character in the array. Multibyte " +"sequences will not be interpreted correctly. For parsing user input always " +"use [method get_string_from_utf8]." msgstr "" "将 ASCII/Latin-1 编码的数组转换为 [String]。如果内容仅为 ASCII/Latin-1,则是" -"比 [method get_string_from_utf8] 更快的选择。与 UTF-8 函数不同,这个函数会将" -"数组中的每个字节都映射到一个字符。多字节序列无法正确解析。要解析用户的输入内" -"容,请始终使用 [method get_string_from_utf8]。" +"比 [method get_string_from_utf8] 更快的选择。与 UTF-8 函数不同,这个函数会将数" +"组中的每个字节都映射到一个字符。多字节序列无法正确解析。要解析用户的输入内容," +"请始终使用 [method get_string_from_utf8]。" msgid "" "Converts UTF-8 encoded array to [String]. Slower than [method " "get_string_from_ascii] but supports UTF-8 encoded data. Use this function if " "you are unsure about the source of the data. For user input this function " -"should always be preferred. Returns empty string if source array is not " -"valid UTF-8 string." +"should always be preferred. Returns empty string if source array is not valid " +"UTF-8 string." msgstr "" -"将 UTF-8 编码的数组转换为 [String]。比 [method get_string_from_ascii] 慢,但" -"支持 UTF-8 编码的数据。不确定数据来源时请使用此函数。对于用户的输入内容,应始" -"终首选此函数。如果源数组不是有效的 UTF-8 字符串,则返回空字符串。" +"将 UTF-8 编码的数组转换为 [String]。比 [method get_string_from_ascii] 慢,但支" +"持 UTF-8 编码的数据。不确定数据来源时请使用此函数。对于用户的输入内容,应始终" +"首选此函数。如果源数组不是有效的 UTF-8 字符串,则返回空字符串。" msgid "" "Converts UTF-16 encoded array to [String]. If the BOM is missing, system " @@ -67262,6 +74678,15 @@ msgstr "" "将 UTF-32 编码的数组转换为 [String]。假定为系统字节序。如果源数组不是有效的 " "UTF-32 字符串,则返回空字符串。" +msgid "" +"Converts wide character ([code]wchar_t[/code], UTF-16 on Windows, UTF-32 on " +"other platforms) encoded array to [String]. Returns empty string if source " +"array is not valid wide string." +msgstr "" +"将宽字符([code]wchar_t[/code],在 Windows 上为 UTF-16,在其他平台上为 " +"UTF-32)编码的数组转换为 [String]。如果源数组不是有效的宽字符串,则返回空字符" +"串。" + msgid "Returns [code]true[/code] if the array contains [param value]." msgstr "如果该数组包含 [param value],则返回 [code]true[/code]。" @@ -67314,31 +74739,30 @@ msgstr "从数组中删除位于索引的元素。" msgid "" "Sets the size of the array. If the array is grown, reserves elements at the " -"end of the array. If the array is shrunk, truncates the array to the new " -"size." +"end of the array. If the array is shrunk, truncates the array to the new size." msgstr "" -"设置数组的大小。如果数组被增大,则保留数组末端的元素。如果数组被缩小,则将数" -"组截断到新的大小。" +"设置数组的大小。如果数组被增大,则保留数组末端的元素。如果数组被缩小,则将数组" +"截断到新的大小。" msgid "Changes the byte at the given index." msgstr "改变给定索引处的字节。" msgid "" -"Returns the slice of the [PackedByteArray], from [param begin] (inclusive) " -"to [param end] (exclusive), as a new [PackedByteArray].\n" +"Returns the slice of the [PackedByteArray], from [param begin] (inclusive) to " +"[param end] (exclusive), as a new [PackedByteArray].\n" "The absolute value of [param begin] and [param end] will be clamped to the " "array size, so the default value for [param end] makes it slice to the size " "of the array by default (i.e. [code]arr.slice(1)[/code] is a shorthand for " "[code]arr.slice(1, arr.size())[/code]).\n" -"If either [param begin] or [param end] are negative, they will be relative " -"to the end of the array (i.e. [code]arr.slice(0, -2)[/code] is a shorthand " -"for [code]arr.slice(0, arr.size() - 2)[/code])." +"If either [param begin] or [param end] are negative, they will be relative to " +"the end of the array (i.e. [code]arr.slice(0, -2)[/code] is a shorthand for " +"[code]arr.slice(0, arr.size() - 2)[/code])." msgstr "" "返回该 [PackedByteArray] 的切片,是从 [param begin](含)到 [param end](不" "含)的全新 [PackedByteArray]。\n" -"[param begin] 和 [param end] 的绝对值会按数组大小进行限制,所以 [param end] " -"的默认值会切到数组大小为止(即 [code]arr.slice(1)[/code] 是 [code]arr." -"slice(1, arr.size())[/code] 的简写)。\n" +"[param begin] 和 [param end] 的绝对值会按数组大小进行限制,所以 [param end] 的" +"默认值会切到数组大小为止(即 [code]arr.slice(1)[/code] 是 [code]arr.slice(1, " +"arr.size())[/code] 的简写)。\n" "如果 [param begin] 或 [param end] 为负,则表示相对于数组的末尾(即 [code]arr." "slice(0, -2)[/code] 是 [code]arr.slice(0, arr.size() - 2)[/code] 的简写)。" @@ -67379,9 +74803,8 @@ msgid "" "Returns a copy of the data converted to a [PackedInt32Array], where each " "block of 4 bytes has been converted to a signed 32-bit integer (C++ " "[code]int32_t[/code]).\n" -"The size of the input array must be a multiple of 4 (size of 32-bit " -"integer). The size of the new array will be [code]byte_array.size() / 4[/" -"code].\n" +"The size of the input array must be a multiple of 4 (size of 32-bit integer). " +"The size of the new array will be [code]byte_array.size() / 4[/code].\n" "If the original data can't be converted to signed 32-bit integers, the " "resulting data is undefined." msgstr "" @@ -67395,9 +74818,8 @@ msgid "" "Returns a copy of the data converted to a [PackedInt64Array], where each " "block of 8 bytes has been converted to a signed 64-bit integer (C++ " "[code]int64_t[/code], Godot [int]).\n" -"The size of the input array must be a multiple of 8 (size of 64-bit " -"integer). The size of the new array will be [code]byte_array.size() / 8[/" -"code].\n" +"The size of the input array must be a multiple of 8 (size of 64-bit integer). " +"The size of the new array will be [code]byte_array.size() / 8[/code].\n" "If the original data can't be converted to signed 64-bit integers, the " "resulting data is undefined." msgstr "" @@ -67415,8 +74837,8 @@ msgid "" "end of this array. For better performance, consider using [method " "append_array] instead." msgstr "" -"返回新的 [PackedByteArray],新数组的内容为此数组在末尾加上 [param right]。为" -"了提高性能,请考虑改用 [method append_array]。" +"返回新的 [PackedByteArray],新数组的内容为此数组在末尾加上 [param right]。为了" +"提高性能,请考虑改用 [method append_array]。" msgid "" "Returns [code]true[/code] if contents of both arrays are the same, i.e. they " @@ -67451,6 +74873,22 @@ msgid "" "Constructs a [PackedColorArray] as a copy of the given [PackedColorArray]." msgstr "构造给定 [PackedColorArray] 的副本。" +msgid "" +"Constructs a new [PackedColorArray]. Optionally, you can pass in a generic " +"[Array] that will be converted.\n" +"[b]Note:[/b] When initializing a [PackedColorArray] with elements, it must be " +"initialized with an [Array] of [Color] values:\n" +"[codeblock]\n" +"var array = PackedColorArray([Color(0.1, 0.2, 0.3), Color(0.4, 0.5, 0.6)])\n" +"[/codeblock]" +msgstr "" +"构造新的 [PackedColorArray]。你也可以传一个通用 [Array] 进行转换。\n" +"[b]注意:[/b]使用元素初始化 [PackedColorArray] 时,必须使用元素为 [Color] 的 " +"[Array]:\n" +"[codeblock]\n" +"var array = PackedColorArray([Color(0.1, 0.2, 0.3), Color(0.4, 0.5, 0.6)])\n" +"[/codeblock]" + msgid "Appends a [PackedColorArray] at the end of this array." msgstr "在该数组的末尾追加一个 [PackedColorArray]。" @@ -67467,15 +74905,15 @@ msgid "" "array size, so the default value for [param end] makes it slice to the size " "of the array by default (i.e. [code]arr.slice(1)[/code] is a shorthand for " "[code]arr.slice(1, arr.size())[/code]).\n" -"If either [param begin] or [param end] are negative, they will be relative " -"to the end of the array (i.e. [code]arr.slice(0, -2)[/code] is a shorthand " -"for [code]arr.slice(0, arr.size() - 2)[/code])." +"If either [param begin] or [param end] are negative, they will be relative to " +"the end of the array (i.e. [code]arr.slice(0, -2)[/code] is a shorthand for " +"[code]arr.slice(0, arr.size() - 2)[/code])." msgstr "" "返回该 [PackedColorArray] 的切片,是从 [param begin](含)到 [param end](不" "含)的全新 [PackedColorArray]。\n" -"[param begin] 和 [param end] 的绝对值会按数组大小进行限制,所以 [param end] " -"的默认值会切到数组大小为止(即 [code]arr.slice(1)[/code] 是 [code]arr." -"slice(1, arr.size())[/code] 的简写)。\n" +"[param begin] 和 [param end] 的绝对值会按数组大小进行限制,所以 [param end] 的" +"默认值会切到数组大小为止(即 [code]arr.slice(1)[/code] 是 [code]arr.slice(1, " +"arr.size())[/code] 的简写)。\n" "如果 [param begin] 或 [param end] 为负,则表示相对于数组的末尾(即 [code]arr." "slice(0, -2)[/code] 是 [code]arr.slice(0, arr.size() - 2)[/code] 的简写)。" @@ -67502,8 +74940,133 @@ msgid "" "access the elements starting from the end. Using index out of array's bounds " "will result in an error." msgstr "" -"返回索引 [param index] 处的[Color]。负数索引可以从末端开始访问元素。使用超出" -"数组范围的索引将导致出错。" +"返回索引 [param index] 处的[Color]。负数索引可以从末端开始访问元素。使用超出数" +"组范围的索引将导致出错。" + +msgid "Efficiently packs and serializes [Array] or [Dictionary]." +msgstr "将 [Array] 或 [Dictionary] 进行高效打包和序列化。" + +msgid "" +"[PackedDataContainer] can be used to efficiently store data from untyped " +"containers. The data is packed into raw bytes and can be saved to file. Only " +"[Array] and [Dictionary] can be stored this way.\n" +"You can retrieve the data by iterating on the container, which will work as " +"if iterating on the packed data itself. If the packed container is a " +"[Dictionary], the data can be retrieved by key names ([String]/[StringName] " +"only).\n" +"[codeblock]\n" +"var data = { \"key\": \"value\", \"another_key\": 123, \"lock\": Vector2() }\n" +"var packed = PackedDataContainer.new()\n" +"packed.pack(data)\n" +"ResourceSaver.save(packed, \"packed_data.res\")\n" +"[/codeblock]\n" +"[codeblock]\n" +"var container = load(\"packed_data.res\")\n" +"for key in container:\n" +" prints(key, container[key])\n" +"\n" +"# Prints:\n" +"# key value\n" +"# lock (0, 0)\n" +"# another_key 123\n" +"[/codeblock]\n" +"Nested containers will be packed recursively. While iterating, they will be " +"returned as [PackedDataContainerRef]." +msgstr "" +"[PackedDataContainer] 可以高效地保存未指定类型的容器中的数据。数据会以原始字节" +"的形式打包,能够保存到文件中。只有 [Array] 和 [Dictionary] 能够这样存储。\n" +"你可以通过遍历容器来获取数据,效果和遍历被打包的数据一样。如果打包容器为 " +"[Dictionary],则获取的是键名(仅 [String]/[StringName])。\n" +"[codeblock]\n" +"var data = { \"key\": \"value\", \"another_key\": 123, \"lock\": Vector2() }\n" +"var packed = PackedDataContainer.new()\n" +"packed.pack(data)\n" +"ResourceSaver.save(packed, \"packed_data.res\")\n" +"[/codeblock]\n" +"[codeblock]\n" +"var container = load(\"packed_data.res\")\n" +"for key in container:\n" +" prints(key, container[key])\n" +"\n" +"# 输出:\n" +"# key value\n" +"# lock (0, 0)\n" +"# another_key 123\n" +"[/codeblock]\n" +"内嵌容器会递归打包。遍历时返回的是 [PackedDataContainerRef]。" + +msgid "" +"Packs the given container into a binary representation. The [param value] " +"must be either [Array] or [Dictionary], any other type will result in invalid " +"data error.\n" +"[b]Note:[/b] Subsequent calls to this method will overwrite the existing data." +msgstr "" +"将给定的容器打包为二进制表示。[param value] 必须为 [Array] 或 [Dictionary],其" +"他类型会导致无效数据错误。\n" +"[b]注意:[/b]后续再次调用该方法会覆盖已有数据。" + +msgid "" +"Returns the size of the packed container (see [method Array.size] and [method " +"Dictionary.size])." +msgstr "" +"返回打包后容器的大小(见 [method Array.size] 和 [method Dictionary.size])。" + +msgid "" +"An internal class used by [PackedDataContainer] to pack nested arrays and " +"dictionaries." +msgstr "[PackedDataContainer] 使用的内部类,用于打包嵌套的数组和字典。" + +msgid "" +"When packing nested containers using [PackedDataContainer], they are " +"recursively packed into [PackedDataContainerRef] (only applies to [Array] and " +"[Dictionary]). Their data can be retrieved the same way as from " +"[PackedDataContainer].\n" +"[codeblock]\n" +"var packed = PackedDataContainer.new()\n" +"packed.pack([1, 2, 3, [\"abc\", \"def\"], 4, 5, 6])\n" +"\n" +"for element in packed:\n" +" if element is PackedDataContainerRef:\n" +" for subelement in element:\n" +" print(\"::\", subelement)\n" +" else:\n" +" print(element)\n" +"\n" +"# Prints:\n" +"# 1\n" +"# 2\n" +"# 3\n" +"# ::abc\n" +"# ::def\n" +"# 4\n" +"# 5\n" +"# 6\n" +"[/codeblock]" +msgstr "" +"使用 [PackedDataContainer] 打包嵌套容器时,会将其递归打包进 " +"[PackedDataContainerRef](仅适用于 [Array] 和 [Dictionary])。获取数据的方法" +"和 [PackedDataContainer] 相同。\n" +"[codeblock]\n" +"var packed = PackedDataContainer.new()\n" +"packed.pack([1, 2, 3, [\"abc\", \"def\"], 4, 5, 6])\n" +"\n" +"for element in packed:\n" +" if element is PackedDataContainerRef:\n" +" for subelement in element:\n" +" print(\"::\", subelement)\n" +" else:\n" +" print(element)\n" +"\n" +"# 输出:\n" +"# 1\n" +"# 2\n" +"# 3\n" +"# ::abc\n" +"# ::def\n" +"# 4\n" +"# 5\n" +"# 6\n" +"[/codeblock]" msgid "A packed array of 32-bit floating-point values." msgstr "32 位浮点数紧缩数组。" @@ -67521,8 +75084,7 @@ msgid "Constructs an empty [PackedFloat32Array]." msgstr "构造空的 [PackedFloat32Array]。" msgid "" -"Constructs a [PackedFloat32Array] as a copy of the given " -"[PackedFloat32Array]." +"Constructs a [PackedFloat32Array] as a copy of the given [PackedFloat32Array]." msgstr "构造给定 [PackedFloat32Array] 的副本。" msgid "" @@ -67533,28 +75095,102 @@ msgstr "构造新 [PackedFloat32Array]。你还可以传入通用 [Array] 进行 msgid "Appends a [PackedFloat32Array] at the end of this array." msgstr "在该数组的末尾追加一个 [PackedFloat32Array]。" +msgid "" +"Finds the index of an existing value (or the insertion index that maintains " +"sorting order, if the value is not yet present in the array) using binary " +"search. Optionally, a [param before] specifier can be passed. If [code]false[/" +"code], the returned index comes after all existing entries of the value in " +"the array.\n" +"[b]Note:[/b] Calling [method bsearch] on an unsorted array results in " +"unexpected behavior.\n" +"[b]Note:[/b] [constant @GDScript.NAN] doesn't behave the same as other " +"numbers. Therefore, the results from this method may not be accurate if NaNs " +"are included." +msgstr "" +"使用二分法查找已有值的索引(如果该值尚未存在于数组中,则为保持排序顺序的插入索" +"引)。传递 [param before] 说明符是可选的。如果该参数为 [code]false[/code],则" +"返回的索引位于数组中该值的所有已有的条目之后。\n" +"[b]注意:[/b]在未排序的数组上调用 [method bsearch] 会产生预料之外的行为。\n" +"[b]注意:[/b][constant @GDScript.NAN] 的行为与其他数字不同。因此,如果包含 " +"NaN,则这个方法的结果可能不准确。" + +msgid "" +"Returns the number of times an element is in the array.\n" +"[b]Note:[/b] [constant @GDScript.NAN] doesn't behave the same as other " +"numbers. Therefore, the results from this method may not be accurate if NaNs " +"are included." +msgstr "" +"返回数组中某个元素的出现次数。\n" +"[b]注意:[/b][constant @GDScript.NAN] 的行为与其他数字不同。因此,如果包含 " +"NaN,则这个方法的结果可能不准确。" + +msgid "" +"Searches the array for a value and returns its index or [code]-1[/code] if " +"not found. Optionally, the initial search index can be passed.\n" +"[b]Note:[/b] [constant @GDScript.NAN] doesn't behave the same as other " +"numbers. Therefore, the results from this method may not be accurate if NaNs " +"are included." +msgstr "" +"在数组中搜索值并返回其索引,如果未找到则返回 [code]-1[/code] 。可选地,可以传" +"递起始搜索索引。\n" +"[b]注意:[/b][constant @GDScript.NAN] 的行为与其他数字不同。因此,如果包含 " +"NaN,则这个方法的结果可能不准确。" + +msgid "" +"Returns [code]true[/code] if the array contains [param value].\n" +"[b]Note:[/b] [constant @GDScript.NAN] doesn't behave the same as other " +"numbers. Therefore, the results from this method may not be accurate if NaNs " +"are included." +msgstr "" +"如果数组中包含 [param value],则返回 [code]true[/code]。\n" +"[b]注意:[/b][constant @GDScript.NAN] 的行为与其他数字不同。因此,如果包含 " +"NaN,则这个方法的结果可能不准确。" + +msgid "" +"Searches the array in reverse order. Optionally, a start search index can be " +"passed. If negative, the start index is considered relative to the end of the " +"array.\n" +"[b]Note:[/b] [constant @GDScript.NAN] doesn't behave the same as other " +"numbers. Therefore, the results from this method may not be accurate if NaNs " +"are included." +msgstr "" +"逆序搜索数组。还可以传递起始搜索位置索引。如果为负,则起始索引被视为相对于数组" +"的结尾。\n" +"[b]注意:[/b][constant @GDScript.NAN] 的行为与其他数字不同。因此,如果包含 " +"NaN,则这个方法的结果可能不准确。" + msgid "Changes the float at the given index." msgstr "更改给定索引处的浮点数。" msgid "" -"Returns the slice of the [PackedFloat32Array], from [param begin] " -"(inclusive) to [param end] (exclusive), as a new [PackedFloat32Array].\n" +"Returns the slice of the [PackedFloat32Array], from [param begin] (inclusive) " +"to [param end] (exclusive), as a new [PackedFloat32Array].\n" "The absolute value of [param begin] and [param end] will be clamped to the " "array size, so the default value for [param end] makes it slice to the size " "of the array by default (i.e. [code]arr.slice(1)[/code] is a shorthand for " "[code]arr.slice(1, arr.size())[/code]).\n" -"If either [param begin] or [param end] are negative, they will be relative " -"to the end of the array (i.e. [code]arr.slice(0, -2)[/code] is a shorthand " -"for [code]arr.slice(0, arr.size() - 2)[/code])." +"If either [param begin] or [param end] are negative, they will be relative to " +"the end of the array (i.e. [code]arr.slice(0, -2)[/code] is a shorthand for " +"[code]arr.slice(0, arr.size() - 2)[/code])." msgstr "" -"返回该 [PackedFloat32Array] 的切片,是从 [param begin](含)到 [param end]" -"(不含)的全新 [PackedFloat32Array]。\n" -"[param begin] 和 [param end] 的绝对值会按数组大小进行限制,所以 [param end] " -"的默认值会切到数组大小为止(即 [code]arr.slice(1)[/code] 是 [code]arr." -"slice(1, arr.size())[/code] 的简写)。\n" +"返回该 [PackedFloat32Array] 的切片,是从 [param begin](含)到 [param end](不" +"含)的全新 [PackedFloat32Array]。\n" +"[param begin] 和 [param end] 的绝对值会按数组大小进行限制,所以 [param end] 的" +"默认值会切到数组大小为止(即 [code]arr.slice(1)[/code] 是 [code]arr.slice(1, " +"arr.size())[/code] 的简写)。\n" "如果 [param begin] 或 [param end] 为负,则表示相对于数组的末尾(即 [code]arr." "slice(0, -2)[/code] 是 [code]arr.slice(0, arr.size() - 2)[/code] 的简写)。" +msgid "" +"Sorts the elements of the array in ascending order.\n" +"[b]Note:[/b] [constant @GDScript.NAN] doesn't behave the same as other " +"numbers. Therefore, the results from this method may not be accurate if NaNs " +"are included." +msgstr "" +"升序排列数组中的元素。\n" +"[b]注意:[/b][constant @GDScript.NAN] 的行为与其他数字不同。因此,如果包含 " +"NaN,则这个方法的结果可能不准确。" + msgid "" "Returns a copy of the data converted to a [PackedByteArray], where each " "element have been encoded as 4 bytes.\n" @@ -67592,13 +75228,13 @@ msgid "A packed array of 64-bit floating-point values." msgstr "64 位浮点数紧缩数组。" msgid "" -"An array specifically designed to hold 64-bit floating-point values " -"(double). Packs data tightly, so it saves memory for large array sizes.\n" +"An array specifically designed to hold 64-bit floating-point values (double). " +"Packs data tightly, so it saves memory for large array sizes.\n" "If you only need to pack 32-bit floats tightly, see [PackedFloat32Array] for " "a more memory-friendly alternative." msgstr "" -"专门设计用于存放 64 位浮点值(double)的数组。数据是紧密存放的,因此能够在数" -"组较大时节省内存。\n" +"专门设计用于存放 64 位浮点值(double)的数组。数据是紧密存放的,因此能够在数组" +"较大时节省内存。\n" "如果你只需要紧密存放 32 位浮点数,请参阅 [PackedFloat32Array],是对内存更友好" "的选择。" @@ -67606,8 +75242,7 @@ msgid "Constructs an empty [PackedFloat64Array]." msgstr "构造空的 [PackedFloat64Array]。" msgid "" -"Constructs a [PackedFloat64Array] as a copy of the given " -"[PackedFloat64Array]." +"Constructs a [PackedFloat64Array] as a copy of the given [PackedFloat64Array]." msgstr "构造给定 [PackedFloat64Array] 的副本。" msgid "" @@ -67619,21 +75254,21 @@ msgid "Appends a [PackedFloat64Array] at the end of this array." msgstr "在该数组的末尾追加一个 [PackedFloat64Array]。" msgid "" -"Returns the slice of the [PackedFloat64Array], from [param begin] " -"(inclusive) to [param end] (exclusive), as a new [PackedFloat64Array].\n" +"Returns the slice of the [PackedFloat64Array], from [param begin] (inclusive) " +"to [param end] (exclusive), as a new [PackedFloat64Array].\n" "The absolute value of [param begin] and [param end] will be clamped to the " "array size, so the default value for [param end] makes it slice to the size " "of the array by default (i.e. [code]arr.slice(1)[/code] is a shorthand for " "[code]arr.slice(1, arr.size())[/code]).\n" -"If either [param begin] or [param end] are negative, they will be relative " -"to the end of the array (i.e. [code]arr.slice(0, -2)[/code] is a shorthand " -"for [code]arr.slice(0, arr.size() - 2)[/code])." +"If either [param begin] or [param end] are negative, they will be relative to " +"the end of the array (i.e. [code]arr.slice(0, -2)[/code] is a shorthand for " +"[code]arr.slice(0, arr.size() - 2)[/code])." msgstr "" -"返回该 [PackedFloat64Array] 的切片,是从 [param begin](含)到 [param end]" -"(不含)的全新 [PackedFloat64Array]。\n" -"[param begin] 和 [param end] 的绝对值会按数组大小进行限制,所以 [param end] " -"的默认值会切到数组大小为止(即 [code]arr.slice(1)[/code] 是 [code]arr." -"slice(1, arr.size())[/code] 的简写)。\n" +"返回该 [PackedFloat64Array] 的切片,是从 [param begin](含)到 [param end](不" +"含)的全新 [PackedFloat64Array]。\n" +"[param begin] 和 [param end] 的绝对值会按数组大小进行限制,所以 [param end] 的" +"默认值会切到数组大小为止(即 [code]arr.slice(1)[/code] 是 [code]arr.slice(1, " +"arr.size())[/code] 的简写)。\n" "如果 [param begin] 或 [param end] 为负,则表示相对于数组的末尾(即 [code]arr." "slice(0, -2)[/code] 是 [code]arr.slice(0, arr.size() - 2)[/code] 的简写)。" @@ -67675,18 +75310,18 @@ msgstr "32 位整数紧缩数组。" msgid "" "An array specifically designed to hold 32-bit integer values. Packs data " "tightly, so it saves memory for large array sizes.\n" -"[b]Note:[/b] This type stores signed 32-bit integers, which means it can " -"take values in the interval [code][-2^31, 2^31 - 1][/code], i.e. [code]" -"[-2147483648, 2147483647][/code]. Exceeding those bounds will wrap around. " -"In comparison, [int] uses signed 64-bit integers which can hold much larger " +"[b]Note:[/b] This type stores signed 32-bit integers, which means it can take " +"values in the interval [code][-2^31, 2^31 - 1][/code], i.e. [code]" +"[-2147483648, 2147483647][/code]. Exceeding those bounds will wrap around. In " +"comparison, [int] uses signed 64-bit integers which can hold much larger " "values. If you need to pack 64-bit integers tightly, see [PackedInt64Array]." msgstr "" -"专门设计用于存放 32 位整数值的数组。数据是紧密存放的,因此能够在数组较大时节" -"省内存。\n" +"专门设计用于存放 32 位整数值的数组。数据是紧密存放的,因此能够在数组较大时节省" +"内存。\n" "[b]注意:[/b]该类型存储的是 32 位有符号整数,也就是说它可以取区间 [code]" -"[-2^31, 2^31 - 1][/code] 内的值,即 [code][-2147483648, 2147483647][/code]。" -"超过这些界限将环绕往复。相比之下,[int] 使用带符号的 64 位整数,可以容纳更大" -"的值。如果您需要紧密存放 64 位整数,请参阅 [PackedInt64Array]。" +"[-2^31, 2^31 - 1][/code] 内的值,即 [code][-2147483648, 2147483647][/code]。超" +"过这些界限将环绕往复。相比之下,[int] 使用带符号的 64 位整数,可以容纳更大的" +"值。如果您需要紧密存放 64 位整数,请参阅 [PackedInt64Array]。" msgid "Constructs an empty [PackedInt32Array]." msgstr "构造空的 [PackedInt32Array]。" @@ -67720,15 +75355,15 @@ msgid "" "array size, so the default value for [param end] makes it slice to the size " "of the array by default (i.e. [code]arr.slice(1)[/code] is a shorthand for " "[code]arr.slice(1, arr.size())[/code]).\n" -"If either [param begin] or [param end] are negative, they will be relative " -"to the end of the array (i.e. [code]arr.slice(0, -2)[/code] is a shorthand " -"for [code]arr.slice(0, arr.size() - 2)[/code])." +"If either [param begin] or [param end] are negative, they will be relative to " +"the end of the array (i.e. [code]arr.slice(0, -2)[/code] is a shorthand for " +"[code]arr.slice(0, arr.size() - 2)[/code])." msgstr "" "返回该 [PackedInt32Array] 的切片,是从 [param begin](含)到 [param end](不" "含)的全新 [PackedInt32Array]。\n" -"[param begin] 和 [param end] 的绝对值会按数组大小进行限制,所以 [param end] " -"的默认值会切到数组大小为止(即 [code]arr.slice(1)[/code] 是 [code]arr." -"slice(1, arr.size())[/code] 的简写)。\n" +"[param begin] 和 [param end] 的绝对值会按数组大小进行限制,所以 [param end] 的" +"默认值会切到数组大小为止(即 [code]arr.slice(1)[/code] 是 [code]arr.slice(1, " +"arr.size())[/code] 的简写)。\n" "如果 [param begin] 或 [param end] 为负,则表示相对于数组的末尾(即 [code]arr." "slice(0, -2)[/code] 是 [code]arr.slice(0, arr.size() - 2)[/code] 的简写)。" @@ -67771,14 +75406,14 @@ msgstr "64 位整数紧缩数组。" msgid "" "An array specifically designed to hold 64-bit integer values. Packs data " "tightly, so it saves memory for large array sizes.\n" -"[b]Note:[/b] This type stores signed 64-bit integers, which means it can " -"take values in the interval [code][-2^63, 2^63 - 1][/code], i.e. [code]" +"[b]Note:[/b] This type stores signed 64-bit integers, which means it can take " +"values in the interval [code][-2^63, 2^63 - 1][/code], i.e. [code]" "[-9223372036854775808, 9223372036854775807][/code]. Exceeding those bounds " "will wrap around. If you only need to pack 32-bit integers tightly, see " "[PackedInt32Array] for a more memory-friendly alternative." msgstr "" -"专门设计用于存放 64 位整数值的数组。数据是紧密存放的,因此能够在数组较大时节" -"省内存。\n" +"专门设计用于存放 64 位整数值的数组。数据是紧密存放的,因此能够在数组较大时节省" +"内存。\n" "[b]注意:[/b]该类型存储的是 64 位有符号整数,也就是说它可以取区间 [code]" "[-2^63, 2^63 - 1][/code] 内的值,即 [code][-9223372036854775808, " "9223372036854775807][/code]。超过这些界限将环绕往复。如果你只需要紧密存放 32 " @@ -67806,15 +75441,15 @@ msgid "" "array size, so the default value for [param end] makes it slice to the size " "of the array by default (i.e. [code]arr.slice(1)[/code] is a shorthand for " "[code]arr.slice(1, arr.size())[/code]).\n" -"If either [param begin] or [param end] are negative, they will be relative " -"to the end of the array (i.e. [code]arr.slice(0, -2)[/code] is a shorthand " -"for [code]arr.slice(0, arr.size() - 2)[/code])." +"If either [param begin] or [param end] are negative, they will be relative to " +"the end of the array (i.e. [code]arr.slice(0, -2)[/code] is a shorthand for " +"[code]arr.slice(0, arr.size() - 2)[/code])." msgstr "" "返回该 [PackedInt64Array] 的切片,是从 [param begin](含)到 [param end](不" "含)的全新 [PackedInt64Array]。\n" -"[param begin] 和 [param end] 的绝对值会按数组大小进行限制,所以 [param end] " -"的默认值会切到数组大小为止(即 [code]arr.slice(1)[/code] 是 [code]arr." -"slice(1, arr.size())[/code] 的简写)。\n" +"[param begin] 和 [param end] 的绝对值会按数组大小进行限制,所以 [param end] 的" +"默认值会切到数组大小为止(即 [code]arr.slice(1)[/code] 是 [code]arr.slice(1, " +"arr.size())[/code] 的简写)。\n" "如果 [param begin] 或 [param end] 为负,则表示相对于数组的末尾(即 [code]arr." "slice(0, -2)[/code] 是 [code]arr.slice(0, arr.size() - 2)[/code] 的简写)。" @@ -67920,16 +75555,15 @@ msgid "" "\"user://...\"\n" " if (error != Error.Ok)\n" " {\n" -" GD.PushError(\"An error occurred while saving the scene to disk." -"\");\n" +" GD.PushError(\"An error occurred while saving the scene to disk.\");\n" " }\n" "}\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "场景文件的简化接口。提供可以对场景资源本身进行的操作和检查。\n" -"可以用来将某个节点保存到文件中。保存时,会将该节点和它所拥有的所有节点一起保" -"存(见 [member Node.owner] 属性)。\n" +"可以用来将某个节点保存到文件中。保存时,会将该节点和它所拥有的所有节点一起保存" +"(见 [member Node.owner] 属性)。\n" "[b]注意:[/b] 该节点不必自我拥有。\n" "[b]加载保存场景的示例:[/b]\n" "[codeblocks]\n" @@ -67948,10 +75582,10 @@ msgstr "" "[/csharp]\n" "[/codeblocks]\n" "[b]保存不同所有者的节点的示例:[/b]下面的粒子会创建 3 个对象:[Node2D]" -"([code]node[/code])、[RigidBody2D]([code]body[/code])、" -"[CollisionObject2D]([code]collision[/code]))。[code]node[/code] 的下一级是 " -"[code]body[/code],再下一级是 [code]collision[/code]。只有 [code]body[/code] " -"被 [code]node[/code] 拥有,因此 [code]pack[/code] 只会保存两个节点,不会保存 " +"([code]node[/code])、[RigidBody2D]([code]body[/code])、[CollisionObject2D]" +"([code]collision[/code]))。[code]node[/code] 的下一级是 [code]body[/code]," +"再下一级是 [code]collision[/code]。只有 [code]body[/code] 被 [code]node[/" +"code] 拥有,因此 [code]pack[/code] 只会保存两个节点,不会保存 " "[code]collision[/code]。\n" "[codeblocks]\n" "[gdscript]\n" @@ -68034,8 +75668,8 @@ msgstr "" "场景内容的字典表示。\n" "可用的字段包括资源的“rnames”和“variants”,节点" "的“node_count”、“nodes”、“node_paths”,基本场景子级覆盖" -"的“editable_instances”,信号连接的“conn_count”和“conns”,以及 PackedScene 格" -"式样式的版本“version”。" +"的“editable_instances”,信号连接的“conn_count”和“conns”,以及 PackedScene 格式" +"样式的版本“version”。" msgid "If passed to [method instantiate], blocks edits to the scene state." msgstr "如果传递给 [method instantiate],则会阻止对场景状态的编辑。" @@ -68062,8 +75696,8 @@ msgid "" "scene is being instantiated to be the base of another one.\n" "[b]Note:[/b] Only available in editor builds." msgstr "" -"与 [constant GEN_EDIT_STATE_MAIN] 类似,但适用于场景作为另一个场景的基类实例" -"化的情况。\n" +"与 [constant GEN_EDIT_STATE_MAIN] 类似,但适用于场景作为另一个场景的基类实例化" +"的情况。\n" "[b]注意:[/b]仅在编辑器构建中可用。" msgid "A packed array of [String]s." @@ -68079,8 +75713,8 @@ msgid "" "print(string) # \"hello world\"\n" "[/codeblock]" msgstr "" -"专门设计用于存放 [String] 的数组。数据是紧密存放的,因此能够在数组较大时节省" -"内存。\n" +"专门设计用于存放 [String] 的数组。数据是紧密存放的,因此能够在数组较大时节省内" +"存。\n" "如果要连接数组中的字符串,请使用 [method String.join]。\n" "[codeblock]\n" "var string_array = PackedStringArray([\"hello\", \"world\"])\n" @@ -68116,15 +75750,15 @@ msgid "" "array size, so the default value for [param end] makes it slice to the size " "of the array by default (i.e. [code]arr.slice(1)[/code] is a shorthand for " "[code]arr.slice(1, arr.size())[/code]).\n" -"If either [param begin] or [param end] are negative, they will be relative " -"to the end of the array (i.e. [code]arr.slice(0, -2)[/code] is a shorthand " -"for [code]arr.slice(0, arr.size() - 2)[/code])." +"If either [param begin] or [param end] are negative, they will be relative to " +"the end of the array (i.e. [code]arr.slice(0, -2)[/code] is a shorthand for " +"[code]arr.slice(0, arr.size() - 2)[/code])." msgstr "" "返回该 [PackedStringArray] 的切片,是从 [param begin](含)到 [param end](不" "含)的全新 [PackedStringArray]。\n" -"[param begin] 和 [param end] 的绝对值会按数组大小进行限制,所以 [param end] " -"的默认值会切到数组大小为止(即 [code]arr.slice(1)[/code] 是 [code]arr." -"slice(1, arr.size())[/code] 的简写)。\n" +"[param begin] 和 [param end] 的绝对值会按数组大小进行限制,所以 [param end] 的" +"默认值会切到数组大小为止(即 [code]arr.slice(1)[/code] 是 [code]arr.slice(1, " +"arr.size())[/code] 的简写)。\n" "如果 [param begin] 或 [param end] 为负,则表示相对于数组的末尾(即 [code]arr." "slice(0, -2)[/code] 是 [code]arr.slice(0, arr.size() - 2)[/code] 的简写)。" @@ -68132,12 +75766,12 @@ msgid "Returns a [PackedByteArray] with each string encoded as bytes." msgstr "返回 [PackedByteArray],每个字符串都被编码为字节。" msgid "" -"Returns a new [PackedStringArray] with contents of [param right] added at " -"the end of this array. For better performance, consider using [method " +"Returns a new [PackedStringArray] with contents of [param right] added at the " +"end of this array. For better performance, consider using [method " "append_array] instead." msgstr "" -"返回新的 [PackedStringArray],新数组的内容为此数组在末尾加上 [param right]。" -"为了提高性能,请考虑改用 [method append_array]。" +"返回新的 [PackedStringArray],新数组的内容为此数组在末尾加上 [param right]。为" +"了提高性能,请考虑改用 [method append_array]。" msgid "" "Returns [code]true[/code] if contents of both arrays are the same, i.e. they " @@ -68151,8 +75785,8 @@ msgid "" "access the elements starting from the end. Using index out of array's bounds " "will result in an error." msgstr "" -"返回索引为 [param index] 的 [String]。负数索引能从末尾开始访问元素。使用数组" -"范围外的索引会导致出错。" +"返回索引为 [param index] 的 [String]。负数索引能从末尾开始访问元素。使用数组范" +"围外的索引会导致出错。" msgid "A packed array of [Vector2]s." msgstr "[Vector2] 紧缩数组。" @@ -68171,38 +75805,127 @@ msgid "Constructs an empty [PackedVector2Array]." msgstr "构造空的 [PackedVector2Array]。" msgid "" -"Constructs a [PackedVector2Array] as a copy of the given " -"[PackedVector2Array]." +"Constructs a [PackedVector2Array] as a copy of the given [PackedVector2Array]." msgstr "构造给定 [PackedVector2Array] 的副本。" +msgid "" +"Constructs a new [PackedVector2Array]. Optionally, you can pass in a generic " +"[Array] that will be converted.\n" +"[b]Note:[/b] When initializing a [PackedVector2Array] with elements, it must " +"be initialized with an [Array] of [Vector2] values:\n" +"[codeblock]\n" +"var array = PackedVector2Array([Vector2(12, 34), Vector2(56, 78)])\n" +"[/codeblock]" +msgstr "" +"构造新的 [PackedVector2Array]。也可以传入需要转换的通用 [Array]。\n" +"[b]注意:[/b]使用元素初始化 [PackedVector2Array] 时,必须使用元素为 [Vector2] " +"的 [Array] 进行初始化:\n" +"[codeblock]\n" +"var array = PackedVector2Array([Vector2(12, 34), Vector2(56, 78)])\n" +"[/codeblock]" + msgid "Appends a [PackedVector2Array] at the end of this array." msgstr "在该数组的末尾追加一个 [PackedVector2Array]。" +msgid "" +"Finds the index of an existing value (or the insertion index that maintains " +"sorting order, if the value is not yet present in the array) using binary " +"search. Optionally, a [param before] specifier can be passed. If [code]false[/" +"code], the returned index comes after all existing entries of the value in " +"the array.\n" +"[b]Note:[/b] Calling [method bsearch] on an unsorted array results in " +"unexpected behavior.\n" +"[b]Note:[/b] Vectors with [constant @GDScript.NAN] elements don't behave the " +"same as other vectors. Therefore, the results from this method may not be " +"accurate if NaNs are included." +msgstr "" +"使用二分法查找已有值的索引(如果该值尚未存在于数组中,则为保持排序顺序的插入索" +"引)。传递 [param before] 说明符是可选的。如果该参数为 [code]false[/code],则" +"返回的索引位于数组中该值的所有已有的条目之后。\n" +"[b]注意:[/b]在未排序的数组上调用 [method bsearch] 会产生预料之外的行为。\n" +"[b]注意:[/b]包含 [constant @GDScript.NAN] 元素的向量的行为与其他向量不同。因" +"此,如果包含 NaN,则这个方法的结果可能不准确。" + +msgid "" +"Returns the number of times an element is in the array.\n" +"[b]Note:[/b] Vectors with [constant @GDScript.NAN] elements don't behave the " +"same as other vectors. Therefore, the results from this method may not be " +"accurate if NaNs are included." +msgstr "" +"返回数组中某个元素出现的次数。\n" +"[b]注意:[/b]包含 [constant @GDScript.NAN] 元素的向量的行为与其他向量不同。因" +"此,如果包含 NaN,则这个方法的结果可能不准确。" + +msgid "" +"Searches the array for a value and returns its index or [code]-1[/code] if " +"not found. Optionally, the initial search index can be passed.\n" +"[b]Note:[/b] Vectors with [constant @GDScript.NAN] elements don't behave the " +"same as other vectors. Therefore, the results from this method may not be " +"accurate if NaNs are included." +msgstr "" +"在数组中搜索值并返回其索引,如果未找到则返回 [code]-1[/code] 。可选地,可以传" +"递起始搜索索引。\n" +"[b]注意:[/b]包含 [constant @GDScript.NAN] 元素的向量的行为与其他向量不同。因" +"此,如果包含 NaN,则这个方法的结果可能不准确。" + +msgid "" +"Returns [code]true[/code] if the array contains [param value].\n" +"[b]Note:[/b] Vectors with [constant @GDScript.NAN] elements don't behave the " +"same as other vectors. Therefore, the results from this method may not be " +"accurate if NaNs are included." +msgstr "" +"如果数组中包含 [param value],则返回 [code]true[/code]。\n" +"[b]注意:[/b]包含 [constant @GDScript.NAN] 元素的向量的行为与其他向量不同。因" +"此,如果包含 NaN,则这个方法的结果可能不准确。" + msgid "Inserts a [Vector2] at the end." msgstr "在末尾插入一个 [Vector2]。" +msgid "" +"Searches the array in reverse order. Optionally, a start search index can be " +"passed. If negative, the start index is considered relative to the end of the " +"array.\n" +"[b]Note:[/b] Vectors with [constant @GDScript.NAN] elements don't behave the " +"same as other vectors. Therefore, the results from this method may not be " +"accurate if NaNs are included." +msgstr "" +"逆序搜索数组。还可以传递起始搜索位置索引。如果为负,则起始索引被视为相对于数组" +"的结尾。\n" +"[b]注意:[/b]包含 [constant @GDScript.NAN] 元素的向量的行为与其他向量不同。因" +"此,如果包含 NaN,则这个方法的结果可能不准确。" + msgid "Changes the [Vector2] at the given index." msgstr "更改给定索引处的 [Vector2]。" msgid "" -"Returns the slice of the [PackedVector2Array], from [param begin] " -"(inclusive) to [param end] (exclusive), as a new [PackedVector2Array].\n" +"Returns the slice of the [PackedVector2Array], from [param begin] (inclusive) " +"to [param end] (exclusive), as a new [PackedVector2Array].\n" "The absolute value of [param begin] and [param end] will be clamped to the " "array size, so the default value for [param end] makes it slice to the size " "of the array by default (i.e. [code]arr.slice(1)[/code] is a shorthand for " "[code]arr.slice(1, arr.size())[/code]).\n" -"If either [param begin] or [param end] are negative, they will be relative " -"to the end of the array (i.e. [code]arr.slice(0, -2)[/code] is a shorthand " -"for [code]arr.slice(0, arr.size() - 2)[/code])." +"If either [param begin] or [param end] are negative, they will be relative to " +"the end of the array (i.e. [code]arr.slice(0, -2)[/code] is a shorthand for " +"[code]arr.slice(0, arr.size() - 2)[/code])." msgstr "" -"返回该 [PackedVector2Array] 的切片,是从 [param begin](含)到 [param end]" -"(不含)的全新 [PackedVector2Array]。\n" -"[param begin] 和 [param end] 的绝对值会按数组大小进行限制,所以 [param end] " -"的默认值会切到数组大小为止(即 [code]arr.slice(1)[/code] 是 [code]arr." -"slice(1, arr.size())[/code] 的简写)。\n" +"返回该 [PackedVector2Array] 的切片,是从 [param begin](含)到 [param end](不" +"含)的全新 [PackedVector2Array]。\n" +"[param begin] 和 [param end] 的绝对值会按数组大小进行限制,所以 [param end] 的" +"默认值会切到数组大小为止(即 [code]arr.slice(1)[/code] 是 [code]arr.slice(1, " +"arr.size())[/code] 的简写)。\n" "如果 [param begin] 或 [param end] 为负,则表示相对于数组的末尾(即 [code]arr." "slice(0, -2)[/code] 是 [code]arr.slice(0, arr.size() - 2)[/code] 的简写)。" +msgid "" +"Sorts the elements of the array in ascending order.\n" +"[b]Note:[/b] Vectors with [constant @GDScript.NAN] elements don't behave the " +"same as other vectors. Therefore, the results from this method may not be " +"accurate if NaNs are included." +msgstr "" +"升序排列数组中的元素。\n" +"[b]注意:[/b]包含 [constant @GDScript.NAN] 元素的向量的行为与其他向量不同。因" +"此,如果包含 NaN,则这个方法的结果可能不准确。" + msgid "Returns a [PackedByteArray] with each vector encoded as bytes." msgstr "返回 [PackedByteArray],每个向量都被编码为字节。" @@ -68226,9 +75949,9 @@ msgstr "" "code]。" msgid "" -"Returns the [Vector2] at index [param index]. Negative indices can be used " -"to access the elements starting from the end. Using index out of array's " -"bounds will result in an error." +"Returns the [Vector2] at index [param index]. Negative indices can be used to " +"access the elements starting from the end. Using index out of array's bounds " +"will result in an error." msgstr "" "返回索引为 [param index] 的 [Vector2]。负数索引能从末尾开始访问元素。使用数组" "范围外的索引会导致出错。" @@ -68247,10 +75970,25 @@ msgid "Constructs an empty [PackedVector3Array]." msgstr "构造空的 [PackedVector3Array]。" msgid "" -"Constructs a [PackedVector3Array] as a copy of the given " -"[PackedVector3Array]." +"Constructs a [PackedVector3Array] as a copy of the given [PackedVector3Array]." msgstr "构造给定 [PackedVector3Array] 的副本。" +msgid "" +"Constructs a new [PackedVector3Array]. Optionally, you can pass in a generic " +"[Array] that will be converted.\n" +"[b]Note:[/b] When initializing a [PackedVector3Array] with elements, it must " +"be initialized with an [Array] of [Vector3] values:\n" +"[codeblock]\n" +"var array = PackedVector3Array([Vector3(12, 34, 56), Vector3(78, 90, 12)])\n" +"[/codeblock]" +msgstr "" +"构造新的 [PackedVector3Array]。也可以传入需要转换的通用 [Array]。\n" +"[b]注意:[/b]使用元素初始化 [PackedVector3Array] 时,必须使用元素为 [Vector3] " +"的 [Array] 进行初始化:\n" +"[codeblock]\n" +"var array = PackedVector3Array([Vector3(12, 34, 56), Vector3(78, 90, 12)])\n" +"[/codeblock]" + msgid "Appends a [PackedVector3Array] at the end of this array." msgstr "在该数组的末尾追加一个 [PackedVector3Array]。" @@ -68261,21 +75999,21 @@ msgid "Changes the [Vector3] at the given index." msgstr "更改给定索引处的 [Vector3]。" msgid "" -"Returns the slice of the [PackedVector3Array], from [param begin] " -"(inclusive) to [param end] (exclusive), as a new [PackedVector3Array].\n" +"Returns the slice of the [PackedVector3Array], from [param begin] (inclusive) " +"to [param end] (exclusive), as a new [PackedVector3Array].\n" "The absolute value of [param begin] and [param end] will be clamped to the " "array size, so the default value for [param end] makes it slice to the size " "of the array by default (i.e. [code]arr.slice(1)[/code] is a shorthand for " "[code]arr.slice(1, arr.size())[/code]).\n" -"If either [param begin] or [param end] are negative, they will be relative " -"to the end of the array (i.e. [code]arr.slice(0, -2)[/code] is a shorthand " -"for [code]arr.slice(0, arr.size() - 2)[/code])." +"If either [param begin] or [param end] are negative, they will be relative to " +"the end of the array (i.e. [code]arr.slice(0, -2)[/code] is a shorthand for " +"[code]arr.slice(0, arr.size() - 2)[/code])." msgstr "" -"返回该 [PackedVector3Array] 的切片,是从 [param begin](含)到 [param end]" -"(不含)的全新 [PackedVector3Array]。\n" -"[param begin] 和 [param end] 的绝对值会按数组大小进行限制,所以 [param end] " -"的默认值会切到数组大小为止(即 [code]arr.slice(1)[/code] 是 [code]arr." -"slice(1, arr.size())[/code] 的简写)。\n" +"返回该 [PackedVector3Array] 的切片,是从 [param begin](含)到 [param end](不" +"含)的全新 [PackedVector3Array]。\n" +"[param begin] 和 [param end] 的绝对值会按数组大小进行限制,所以 [param end] 的" +"默认值会切到数组大小为止(即 [code]arr.slice(1)[/code] 是 [code]arr.slice(1, " +"arr.size())[/code] 的简写)。\n" "如果 [param begin] 或 [param end] 为负,则表示相对于数组的末尾(即 [code]arr." "slice(0, -2)[/code] 是 [code]arr.slice(0, arr.size() - 2)[/code] 的简写)。" @@ -68299,9 +76037,9 @@ msgstr "" "code]。" msgid "" -"Returns the [Vector3] at index [param index]. Negative indices can be used " -"to access the elements starting from the end. Using index out of array's " -"bounds will result in an error." +"Returns the [Vector3] at index [param index]. Negative indices can be used to " +"access the elements starting from the end. Using index out of array's bounds " +"will result in an error." msgstr "" "返回索引为 [param index] 的 [Vector3]。负数索引能从末尾开始访问元素。使用数组" "范围外的索引会导致出错。" @@ -68321,8 +76059,8 @@ msgid "" "communication of any kind will be blocked by Android." msgstr "" "PacketPeer 是基于数据包的协议(如 UDP)的抽象和基类。它提供了用于发送和接收数" -"据包的 API,可以发送原始数据或变量。这使得在协议之间传输数据变得容易,不必将" -"数据编码为低级字节或担心网络排序问题。\n" +"据包的 API,可以发送原始数据或变量。这使得在协议之间传输数据变得容易,不必将数" +"据编码为低级字节或担心网络排序问题。\n" "[b]注意:[/b]导出到安卓时,在导出项目、或使用一键部署之前,请务必在安卓导出预" "设中,开启 [code]INTERNET[/code] 权限。否则,任何类型的网络通信,都将被 " "Android 阻止。" @@ -68343,11 +76081,11 @@ msgstr "" msgid "" "Gets a Variant. If [param allow_objects] is [code]true[/code], decoding " "objects is allowed.\n" -"Internally, this uses the same decoding mechanism as the [method " -"@GlobalScope.bytes_to_var] method.\n" -"[b]Warning:[/b] Deserialized objects can contain code which gets executed. " -"Do not use this option if the serialized object comes from untrusted sources " -"to avoid potential security threats such as remote code execution." +"Internally, this uses the same decoding mechanism as the [method @GlobalScope." +"bytes_to_var] method.\n" +"[b]Warning:[/b] Deserialized objects can contain code which gets executed. Do " +"not use this option if the serialized object comes from untrusted sources to " +"avoid potential security threats such as remote code execution." msgstr "" "获取 Variant。如果 [param allow_objects] 为 [code]true[/code],则允许解码出对" "象。\n" @@ -68361,8 +76099,8 @@ msgstr "发送一个原始数据包。" msgid "" "Sends a [Variant] as a packet. If [param full_objects] is [code]true[/code], " "encoding objects is allowed (and can potentially include code).\n" -"Internally, this uses the same encoding mechanism as the [method " -"@GlobalScope.var_to_bytes] method." +"Internally, this uses the same encoding mechanism as the [method @GlobalScope." +"var_to_bytes] method." msgstr "" "将 [Variant] 作为数据包发送。如果 [param full_objects] 为 [code]true[/code]," "则允许将对象编码(其中可能包含代码)。\n" @@ -68372,10 +76110,9 @@ msgid "" "Maximum buffer size allowed when encoding [Variant]s. Raise this value to " "support heavier memory allocations.\n" "The [method put_var] method allocates memory on the stack, and the buffer " -"used will grow automatically to the closest power of two to match the size " -"of the [Variant]. If the [Variant] is bigger than " -"[code]encode_buffer_max_size[/code], the method will error out with " -"[constant ERR_OUT_OF_MEMORY]." +"used will grow automatically to the closest power of two to match the size of " +"the [Variant]. If the [Variant] is bigger than [code]encode_buffer_max_size[/" +"code], the method will error out with [constant ERR_OUT_OF_MEMORY]." msgstr "" "编码 [Variant] 时允许的最大缓冲区大小。提高此值以支持更大的内存分配。\n" "[method put_var] 方法在栈上分配内存,使用的缓冲区将自动增长到最接近的二次方," @@ -68402,21 +76139,20 @@ msgstr "" "[b]注意:[/b]导出到 Android 时,在导出项目或使用一键部署前,请确保在 Android " "导出预设中启用 [code]INTERNET[/code] 权限。否则,任何类型的网络通信都将被 " "Android 阻止。\n" -"[b]警告:[/b]目前不支持 TLS 证书撤销和证书绑定。只要撤销的证书在其他方面有" -"效,就会被接受。如果这是一个问题,可以使用有效期较短的自动管理证书。" +"[b]警告:[/b]目前不支持 TLS 证书撤销和证书绑定。只要撤销的证书在其他方面有效," +"就会被接受。如果这是一个问题,可以使用有效期较短的自动管理证书。" msgid "" "Connects a [param packet_peer] beginning the DTLS handshake using the " -"underlying [PacketPeerUDP] which must be connected (see [method " -"PacketPeerUDP.connect_to_host]). You can optionally specify the [param " -"client_options] to be used while verifying the TLS connections. See [method " -"TLSOptions.client] and [method TLSOptions.client_unsafe]." +"underlying [PacketPeerUDP] which must be connected (see [method PacketPeerUDP." +"connect_to_host]). You can optionally specify the [param client_options] to " +"be used while verifying the TLS connections. See [method TLSOptions.client] " +"and [method TLSOptions.client_unsafe]." msgstr "" -"连接 [param packet_peer] 并开始使用底层的 [PacketPeerUDP] 进行 DTLS 握手,进" -"行握手时 [PacketPeerUDP] 必须已连接(见 [method PacketPeerUDP." -"connect_to_host])。你还可以指定验证 TLS 连接时使用的 [param " -"client_options]。见 [method TLSOptions.client] 和 [method TLSOptions." -"client_unsafe]。" +"连接 [param packet_peer] 并开始使用底层的 [PacketPeerUDP] 进行 DTLS 握手,进行" +"握手时 [PacketPeerUDP] 必须已连接(见 [method PacketPeerUDP." +"connect_to_host])。你还可以指定验证 TLS 连接时使用的 [param client_options]。" +"见 [method TLSOptions.client] 和 [method TLSOptions.client_unsafe]。" msgid "Disconnects this peer, terminating the DTLS session." msgstr "断开此对等体的连接,终止 DTLS 会话。" @@ -68456,8 +76192,8 @@ msgstr "在 StreamPeer 上使用 PacketPeer 的包装器。" msgid "" "PacketStreamPeer provides a wrapper for working using packets over a stream. " "This allows for using packet based code with StreamPeers. PacketPeerStream " -"implements a custom protocol over the StreamPeer, so the user should not " -"read or write to the wrapped StreamPeer directly.\n" +"implements a custom protocol over the StreamPeer, so the user should not read " +"or write to the wrapped StreamPeer directly.\n" "[b]Note:[/b] When exporting to Android, make sure to enable the " "[code]INTERNET[/code] permission in the Android export preset before " "exporting the project or using one-click deploy. Otherwise, network " @@ -68492,8 +76228,8 @@ msgid "" "Binds this [PacketPeerUDP] to the specified [param port] and [param " "bind_address] with a buffer size [param recv_buf_size], allowing it to " "receive incoming packets.\n" -"If [param bind_address] is set to [code]\"*\"[/code] (default), the peer " -"will be bound on all available addresses (both IPv4 and IPv6).\n" +"If [param bind_address] is set to [code]\"*\"[/code] (default), the peer will " +"be bound on all available addresses (both IPv4 and IPv6).\n" "If [param bind_address] is set to [code]\"0.0.0.0\"[/code] (for IPv4) or " "[code]\"::\"[/code] (for IPv6), the peer will be bound to all available " "addresses matching that IP type.\n" @@ -68502,16 +76238,16 @@ msgid "" "only be bound to the interface with that addresses (or fail if no interface " "with the given address exists)." msgstr "" -"将该 [PacketPeerUDP] 绑定到指定的 [param port] 和 [param bind_address],其缓" -"冲区大小为 [param recv_buf_size],允许它接收传入的数据包。\n" +"将该 [PacketPeerUDP] 绑定到指定的 [param port] 和 [param bind_address],其缓冲" +"区大小为 [param recv_buf_size],允许它接收传入的数据包。\n" "如果 [param bind_address] 被设置为 [code]\"*\"[/code](默认),对等体将被绑定" "到所有可用地址(IPv4 和 IPv6)。\n" "如果 [param bind_address] 被设置为 [code]\"0.0.0.0\"[/code](对于 IPv4)或 " "[code]\"::\"[/code](对于 IPv6),对等体将被绑定到匹配该 IP 类型的所有可用地" "址。\n" -"如果 [param bind_address] 被设置为任何有效地址(例如 " -"[code]\"192.168.1.101\"[/code]、[code]\"::1\"[/code] 等),对等体将只被绑定到" -"该地址的接口(如果不存在具有给定地址的接口,则失败)。" +"如果 [param bind_address] 被设置为任何有效地址(例如 [code]\"192.168.1.101\"[/" +"code]、[code]\"::1\"[/code] 等),对等体将只被绑定到该地址的接口(如果不存在具" +"有给定地址的接口,则失败)。" msgid "Closes the [PacketPeerUDP]'s underlying UDP socket." msgstr "关闭该 [PacketPeerUDP] 底层 UDP 套接字。" @@ -68529,18 +76265,17 @@ msgid "" "technique like TLS or DTLS if you feel like your application is transferring " "sensitive information." msgstr "" -"调用该方法将该 UDP 对等体连接到给定的 [param host]/[param port] 对。UDP 实际" -"上是无连接的,因此该选项仅意味着自动丢弃来自不同地址的传入数据包,并且传出的" -"数据包始终发送到连接的地址(不允许将来调用 [method set_dest_address])。该方" -"法不会向远程对等体发送任何数据,要发送数据,请像往常一样使用 [method " -"PacketPeer.put_var] 或 [method PacketPeer.put_packet]。另请参阅 " -"[UDPServer]。\n" +"调用该方法将该 UDP 对等体连接到给定的 [param host]/[param port] 对。UDP 实际上" +"是无连接的,因此该选项仅意味着自动丢弃来自不同地址的传入数据包,并且传出的数据" +"包始终发送到连接的地址(不允许将来调用 [method set_dest_address])。该方法不会" +"向远程对等体发送任何数据,要发送数据,请像往常一样使用 [method PacketPeer." +"put_var] 或 [method PacketPeer.put_packet]。另请参阅 [UDPServer]。\n" "[b]注意:[/b]连接到远程对等体并不能防止 IP 欺骗等恶意攻击。如果您觉得您的应用" "程序正在传输敏感信息,可以考虑使用 TLS 或 DTLS 等加密技术。" msgid "" -"Returns the IP of the remote peer that sent the last packet(that was " -"received with [method PacketPeer.get_packet] or [method PacketPeer.get_var])." +"Returns the IP of the remote peer that sent the last packet(that was received " +"with [method PacketPeer.get_packet] or [method PacketPeer.get_var])." msgstr "" "返回发送最后一个数据包(通过 [method PacketPeer.get_packet] 或 [method " "PacketPeer.get_var] 接收)的远程对等体的 IP。" @@ -68558,11 +76293,11 @@ msgid "" msgstr "返回该 [PacketPeerUDP] 是否被绑定到某个地址上,并且可以接收数据包。" msgid "" -"Returns [code]true[/code] if the UDP socket is open and has been connected " -"to a remote address. See [method connect_to_host]." +"Returns [code]true[/code] if the UDP socket is open and has been connected to " +"a remote address. See [method connect_to_host]." msgstr "" -"如果 UDP 套接字已打开并已连接到远程地址,则返回 [code]true[/code]。见 " -"[method connect_to_host]。" +"如果 UDP 套接字已打开并已连接到远程地址,则返回 [code]true[/code]。见 [method " +"connect_to_host]。" msgid "" "Joins the multicast group specified by [param multicast_address] using the " @@ -68574,14 +76309,14 @@ msgid "" msgstr "" "使用由 [param interface_name] 标识的接口加入由 [param multicast_address] 指定" "的多播组。\n" -"可以使用多个接口加入同一个多播组。使用 [method IP.get_local_interfaces] 了解" -"哪些接口可用。\n" +"可以使用多个接口加入同一个多播组。使用 [method IP.get_local_interfaces] 了解哪" +"些接口可用。\n" "[b]注意:[/b]某些 Android 设备可能需要 [code]CHANGE_WIFI_MULTICAST_STATE[/" "code] 权限才能进行多播。" msgid "" -"Removes the interface identified by [param interface_name] from the " -"multicast group specified by [param multicast_address]." +"Removes the interface identified by [param interface_name] from the multicast " +"group specified by [param multicast_address]." msgstr "" "从 [param multicast_address] 指定的组播组中移除 [param interface_name] 标识的" "接口。" @@ -68594,9 +76329,8 @@ msgid "" "[code]CHANGE_WIFI_MULTICAST_STATE[/code] permission and this option to be " "enabled to receive broadcast packets too." msgstr "" -"启用或禁用广播数据包的发送(例如:" -"[code]set_dest_address(\"255.255.255.255\", 4343)[/code]。这个选项在默认情况" -"下是禁用的。\n" +"启用或禁用广播数据包的发送(例如:[code]set_dest_address(\"255.255.255.255\", " +"4343)[/code]。这个选项在默认情况下是禁用的。\n" "[b]注意:[/b]一些 Android 设备可能需要 [code]CHANGE_WIFI_MULTICAST_STATE[/" "code] 权限和本选项被启用来接收广播包。" @@ -68610,12 +76344,32 @@ msgstr "" "[b]注意:[/b]在向广播地址(例如:[code]255.255.255.255[/code])发送数据包之" "前,必须启用 [method set_broadcast_enabled]。" +msgid "A GUI control that displays a [StyleBox]." +msgstr "显示 [StyleBox] 的 GUI 控件。" + +msgid "" +"[Panel] is a GUI control that displays a [StyleBox]. See also " +"[PanelContainer]." +msgstr "[Panel] 是一种显示 [StyleBox] 的 GUI 控件。另见 [PanelContainer]。" + msgid "2D Finite State Machine Demo" msgstr "2D 有限状态机演示" msgid "3D Inverse Kinematics Demo" msgstr "3D 逆运动学演示" +msgid "The [StyleBox] of this control." +msgstr "该控件的 [StyleBox]。" + +msgid "" +"A container that keeps its child controls within the area of a [StyleBox]." +msgstr "保证子控件在 [StyleBox] 区域内的容器。" + +msgid "" +"A container that keeps its child controls within the area of a [StyleBox]. " +"Useful for giving controls an outline." +msgstr "保证子控件在 [StyleBox] 区域内的容器。可用来为控件提供轮廓。" + msgid "The style of [PanelContainer]'s background." msgstr "[PanelContainer] 的背景样式。" @@ -68653,8 +76407,8 @@ msgid "A node used to create a parallax scrolling background." msgstr "用于创建视差滚动背景的节点。" msgid "" -"A ParallaxBackground uses one or more [ParallaxLayer] child nodes to create " -"a parallax effect. Each [ParallaxLayer] can move at a different speed using " +"A ParallaxBackground uses one or more [ParallaxLayer] child nodes to create a " +"parallax effect. Each [ParallaxLayer] can move at a different speed using " "[member ParallaxLayer.motion_offset]. This creates an illusion of depth in a " "2D game. If not used with a [Camera2D], you must manually calculate the " "[member scroll_offset].\n" @@ -68666,8 +76420,8 @@ msgid "" msgstr "" "ParallaxBackground 使用一个或多个 [ParallaxLayer] 子节点来创建视差效果。每个 " "[ParallaxLayer] 可以使用 [member ParallaxLayer.motion_offset] 以不同的速度移" -"动。这在 2D 游戏中可以创造一种深度错觉。如果没有与 [Camera2D] 一起使用,你必" -"须手动计算 [member scroll_offset]。\n" +"动。这在 2D 游戏中可以创造一种深度错觉。如果没有与 [Camera2D] 一起使用,你必须" +"手动计算 [member scroll_offset]。\n" "[b]注意:[/b]每个 [ParallaxBackground] 都是在各自的 [Viewport] 中绘制的,无法" "在不同 [Viewport] 之间共享,见 [member CanvasLayer.custom_viewport]。在分屏游" "戏等使用多个 [Viewport] 的场景下,你需要每个需要绘制的 [Viewport] 创建单独的 " @@ -68706,8 +76460,8 @@ msgid "" "[Camera2D], but can be used to manually manage scrolling when no camera is " "present." msgstr "" -"视差背景的滚动值。使用 [Camera2D] 时会自动计算,但也可用于手动管理无摄像机时" -"的滚动。" +"视差背景的滚动值。使用 [Camera2D] 时会自动计算,但也可用于手动管理无摄像机时的" +"滚动。" msgid "A parallax scrolling layer to be used with [ParallaxBackground]." msgstr "使用 [ParallaxBackground] 的视差滚动层。" @@ -68737,8 +76491,8 @@ msgid "" msgstr "" "ParallaxLayer 的 [Texture2D] 镜像。用于创建无限滚动的背景。如果轴被设置为 " "[code]0[/code],则该 [Texture2D] 将不会被镜像。\n" -"如果视口轴的长度大于镜像轴的两倍大小,并不会无限重复,因为视差层在任何时候只" -"会绘制 2 个纹理实例。\n" +"如果视口轴的长度大于镜像轴的两倍大小,并不会无限重复,因为视差层在任何时候只会" +"绘制 2 个纹理实例。\n" "[b]注意:[/b]虽然属性的名称如此,但实际不会对纹理进行镜像操作,而是简单地重" "复。" @@ -68759,18 +76513,17 @@ msgstr "[GPUParticles3D] 和 [GPUParticles2D] 节点的粒子属性。" msgid "" "ParticleProcessMaterial defines particle properties and behavior. It is used " -"in the [code]process_material[/code] of [GPUParticles3D] and " -"[GPUParticles2D] emitter nodes.\n" -"Some of this material's properties are applied to each particle when " -"emitted, while others can have a [CurveTexture] applied to vary values over " -"the lifetime of the particle.\n" -"Particle animation is available only in [GPUParticles2D]. To use it, attach " -"a [CanvasItemMaterial], with [member CanvasItemMaterial.particles_animation] " +"in the [code]process_material[/code] of [GPUParticles3D] and [GPUParticles2D] " +"emitter nodes.\n" +"Some of this material's properties are applied to each particle when emitted, " +"while others can have a [CurveTexture] applied to vary values over the " +"lifetime of the particle.\n" +"Particle animation is available only in [GPUParticles2D]. To use it, attach a " +"[CanvasItemMaterial], with [member CanvasItemMaterial.particles_animation] " "enabled, to the particles node." msgstr "" "ParticleProcessMaterial 定义了粒子的属性和行为。[GPUParticles3D] 和 " -"[GPUParticles2D] 发射器节点的 [code]process_material[/code] 会使用这个材" -"质。\n" +"[GPUParticles2D] 发射器节点的 [code]process_material[/code] 会使用这个材质。\n" "这种材质的有些属性是在粒子发射时应用的,有些则会在粒子的生命周期中不断应用按" "照 [CurveTexture] 变化的值。\n" "粒子动画仅在 [GPUParticles2D] 中可用。使用时请为粒子节点分配 " @@ -68824,8 +76577,8 @@ msgstr "" "在每个粒子生命周期内,其角速度(旋转速度)将沿着此 [CurveTexture] 变化。" msgid "" -"Maximum initial angular velocity (rotation speed) applied to each particle " -"in [i]degrees[/i] per second.\n" +"Maximum initial angular velocity (rotation speed) applied to each particle in " +"[i]degrees[/i] per second.\n" "Only applied when [member particle_flag_disable_z] or [member " "particle_flag_rotate_y] are [code]true[/code] or the [BaseMaterial3D] being " "used to draw the particle is using [constant BaseMaterial3D." @@ -68850,8 +76603,8 @@ msgid "" "[code]1[/code] (full bounciness). Only effective if [member collision_mode] " "is [constant COLLISION_RIGID]." msgstr "" -"粒子的弹性。值范围从 [code]0[/code](无弹跳)到 [code]1[/code](完全弹跳)。" -"仅当 [member collision_mode] 为 [constant COLLISION_RIGID] 时有效。" +"粒子的弹性。值范围从 [code]0[/code](无弹跳)到 [code]1[/code](完全弹跳)。仅" +"当 [member collision_mode] 为 [constant COLLISION_RIGID] 时有效。" msgid "" "The particles' friction. Values range from [code]0[/code] (frictionless) to " @@ -68873,15 +76626,15 @@ msgstr "" "[b]注意:[/b]3D 粒子只能与 [GPUParticlesCollision3D] 节点碰撞,无法与 " "[PhysicsBody3D] 节点碰撞。要使粒子与不同的物体碰撞,可以将 " "[GPUParticlesCollision3D] 节点添加为 [PhysicsBody3D] 节点的子节点。\n" -"[b]注意:[/b]2D 粒子只能与 [LightOccluder2D] 节点碰撞,无法与 " -"[PhysicsBody2D] 节点碰撞。" +"[b]注意:[/b]2D 粒子只能与 [LightOccluder2D] 节点碰撞,无法与 [PhysicsBody2D] " +"节点碰撞。" msgid "Should collision take scale into account." msgstr "碰撞是否应该考虑缩放。" msgid "" -"Each particle's initial color. If the [GPUParticles2D]'s [code]texture[/" -"code] is defined, it will be multiplied by this color.\n" +"Each particle's initial color. If the [GPUParticles2D]'s [code]texture[/code] " +"is defined, it will be multiplied by this color.\n" "[b]Note:[/b] [member color] multiplies the particle mesh's vertex colors. To " "have a visible effect on a [BaseMaterial3D], [member BaseMaterial3D." "vertex_color_use_as_albedo] [i]must[/i] be [code]true[/code]. For a " @@ -68891,11 +76644,11 @@ msgid "" msgstr "" "每个粒子的初始颜色。如果定义了 [GPUParticles2D] 的 [code]texture[/code],它将" "乘以该颜色。\n" -"[b]注意:[/b][member color] 乘以粒子网格的顶点颜色。要在 [BaseMaterial3D] 上" -"产生可见效果,[member BaseMaterial3D.vertex_color_use_as_albedo] [i]必须[/i]" -"为 [code]true[/code]。对于 [ShaderMaterial],必须在着色器的 [code]fragment()" -"[/code] 函数中插入 [code]ALBEDO *= COLOR.rgb;[/code]。否则,[member color] 将" -"没有可见效果。" +"[b]注意:[/b][member color] 乘以粒子网格的顶点颜色。要在 [BaseMaterial3D] 上产" +"生可见效果,[member BaseMaterial3D.vertex_color_use_as_albedo] [i]必须[/i]为 " +"[code]true[/code]。对于 [ShaderMaterial],必须在着色器的 [code]fragment()[/" +"code] 函数中插入 [code]ALBEDO *= COLOR.rgb;[/code]。否则,[member color] 将没" +"有可见效果。" msgid "Damping will vary along this [CurveTexture]." msgstr "阻尼将沿着这个 [CurveTexture] 变化。" @@ -68904,17 +76657,17 @@ msgid "" "The box's extents if [code]emission_shape[/code] is set to [constant " "EMISSION_SHAPE_BOX]." msgstr "" -"[code]emission_shape[/code] 设置为 [constant EMISSION_SHAPE_BOX] 时,该 Box " -"的范围。" +"[code]emission_shape[/code] 设置为 [constant EMISSION_SHAPE_BOX] 时,该 Box 的" +"范围。" msgid "" -"Particle color will be modulated by color determined by sampling this " -"texture at the same point as the [member emission_point_texture].\n" +"Particle color will be modulated by color determined by sampling this texture " +"at the same point as the [member emission_point_texture].\n" "[b]Note:[/b] [member emission_color_texture] multiplies the particle mesh's " "vertex colors. To have a visible effect on a [BaseMaterial3D], [member " "BaseMaterial3D.vertex_color_use_as_albedo] [i]must[/i] be [code]true[/code]. " -"For a [ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted " -"in the shader's [code]fragment()[/code] function. Otherwise, [member " +"For a [ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in " +"the shader's [code]fragment()[/code] function. Otherwise, [member " "emission_color_texture] will have no visible effect." msgstr "" "粒子颜色将被调制,调制使用的颜色将通过对该纹理在与 [member " @@ -68935,27 +76688,25 @@ msgid "" msgstr "" "粒子的速度和旋转将通过在与[member emission_point_texture]相同的点上对该纹理进" "行采样来设置。仅在[constant EMISSION_SHAPE_DIRECTED_POINTS]中使用。可以通过选" -"择工具栏中 \"粒子 \"工具下的 \"从网格/节点创建发射点\",从网格或节点自动创" -"建。" +"择工具栏中 \"粒子 \"工具下的 \"从网格/节点创建发射点\",从网格或节点自动创建。" msgid "" "The number of emission points if [code]emission_shape[/code] is set to " -"[constant EMISSION_SHAPE_POINTS] or [constant " -"EMISSION_SHAPE_DIRECTED_POINTS]." +"[constant EMISSION_SHAPE_POINTS] or [constant EMISSION_SHAPE_DIRECTED_POINTS]." msgstr "" "[code]emission_shape[/code] 设置为 [constant EMISSION_SHAPE_POINTS] 或 " "[constant EMISSION_SHAPE_DIRECTED_POINTS] 时,发射点的数量。" msgid "" -"Particles will be emitted at positions determined by sampling this texture " -"at a random position. Used with [constant EMISSION_SHAPE_POINTS] and " -"[constant EMISSION_SHAPE_DIRECTED_POINTS]. Can be created automatically from " -"mesh or node by selecting \"Create Emission Points from Mesh/Node\" under " -"the \"Particles\" tool in the toolbar." +"Particles will be emitted at positions determined by sampling this texture at " +"a random position. Used with [constant EMISSION_SHAPE_POINTS] and [constant " +"EMISSION_SHAPE_DIRECTED_POINTS]. Can be created automatically from mesh or " +"node by selecting \"Create Emission Points from Mesh/Node\" under the " +"\"Particles\" tool in the toolbar." msgstr "" -"粒子将被发射到由随机采样纹理所决定的位置。与[constant EMISSION_SHAPE_POINTS]" -"和[constant EMISSION_SHAPE_DIRECTED_POINTS]一起使用。可以通过选择工具栏中" -"的“粒子”工具下的“从网格/节点中创建发射点”自动创建网格或节点。" +"粒子将被发射到由随机采样纹理所决定的位置。与[constant EMISSION_SHAPE_POINTS]和" +"[constant EMISSION_SHAPE_DIRECTED_POINTS]一起使用。可以通过选择工具栏中的“粒" +"子”工具下的“从网格/节点中创建发射点”自动创建网格或节点。" msgid "" "Particles will be emitted inside this region. Use [enum EmissionShape] " @@ -68985,28 +76736,26 @@ msgstr "" "lifetime_randomness)[/code]。例如 [member lifetime_randomness] 为 [code]0.4[/" "code] 时,寿命会被缩放为原本的 [code]0.6[/code] 到 [code]1.0[/code] 倍。" -msgid "" -"Each particle's linear acceleration will vary along this [CurveTexture]." +msgid "Each particle's linear acceleration will vary along this [CurveTexture]." msgstr "每个粒子的线性加速度将沿着这个 [CurveTexture] 变化。" msgid "Each particle's orbital velocity will vary along this [CurveTexture]." msgstr "每个粒子的轨道速度将沿着这个 [CurveTexture] 变化。" msgid "" -"Maximum orbital velocity applied to each particle. Makes the particles " -"circle around origin. Specified in number of full rotations around origin " -"per second.\n" +"Maximum orbital velocity applied to each particle. Makes the particles circle " +"around origin. Specified in number of full rotations around origin per " +"second.\n" "Only available when [member particle_flag_disable_z] is [code]true[/code]." msgstr "" -"应用于每个粒子的最大轨道速度。使粒子围绕原点环绕。以每秒围绕原点的完整旋转次" -"数指定。\n" +"应用于每个粒子的最大轨道速度。使粒子围绕原点环绕。以每秒围绕原点的完整旋转次数" +"指定。\n" "仅当 [member particle_flag_disable_z] 为 [code]true[/code] 时可用。" msgid "If [code]true[/code], particles will not move on the z axis." msgstr "如果为 [code]true[/code],则粒子将不会在 z 轴上移动。" -msgid "" -"Each particle's radial acceleration will vary along this [CurveTexture]." +msgid "Each particle's radial acceleration will vary along this [CurveTexture]." msgstr "每个粒子的径向加速度将沿着这个 [CurveTexture] 变化。" msgid "" @@ -69032,8 +76781,8 @@ msgstr "每个粒子的切向加速度将沿着这个 [CurveTexture] 变化。" msgid "" "Maximum turbulence influence on each particle.\n" -"The actual amount of turbulence influence on each particle is calculated as " -"a random value between [member turbulence_influence_min] and [member " +"The actual amount of turbulence influence on each particle is calculated as a " +"random value between [member turbulence_influence_min] and [member " "turbulence_influence_max] and multiplied by the amount of turbulence " "influence from [member turbulence_influence_over_life]." msgstr "" @@ -69044,8 +76793,8 @@ msgstr "" msgid "" "Minimum turbulence influence on each particle.\n" -"The actual amount of turbulence influence on each particle is calculated as " -"a random value between [member turbulence_influence_min] and [member " +"The actual amount of turbulence influence on each particle is calculated as a " +"random value between [member turbulence_influence_min] and [member " "turbulence_influence_max] and multiplied by the amount of turbulence " "influence from [member turbulence_influence_over_life]." msgstr "" @@ -69066,8 +76815,8 @@ msgid "" "scale will result in smoother noise with larger features." msgstr "" "该值控制湍流噪声图案的整体比例/频率。\n" -"小的比例会产生更小的特征具有更多细节,而高的比例会产生具有更大特征的更平滑的" -"噪声。" +"小的比例会产生更小的特征具有更多细节,而高的比例会产生具有更大特征的更平滑的噪" +"声。" msgid "" "Use with [method set_param_min], [method set_param_max], and [method " @@ -69154,18 +76903,18 @@ msgstr "" "set_param_texture] 一起使用,设置动画偏移属性。" msgid "" -"Particles will be emitted at a position determined by sampling a random " -"point on the [member emission_point_texture]. Particle color will be " -"modulated by [member emission_color_texture]." +"Particles will be emitted at a position determined by sampling a random point " +"on the [member emission_point_texture]. Particle color will be modulated by " +"[member emission_color_texture]." msgstr "" "粒子将在 [member emission_point_texture] 上随机采样点所决定的位置发射。粒子颜" "色将由 [member emission_color_texture] 调节。" msgid "" -"Particles will be emitted at a position determined by sampling a random " -"point on the [member emission_point_texture]. Particle velocity and rotation " -"will be set based on [member emission_normal_texture]. Particle color will " -"be modulated by [member emission_color_texture]." +"Particles will be emitted at a position determined by sampling a random point " +"on the [member emission_point_texture]. Particle velocity and rotation will " +"be set based on [member emission_normal_texture]. Particle color will be " +"modulated by [member emission_color_texture]." msgstr "" "粒子将在 [member emission_point_texture] 上随机采样点所决定的位置发射。粒子速" "度和旋转将基于 [member emission_normal_texture] 进行设置。粒子颜色将由 " @@ -69175,15 +76924,15 @@ msgid "" "Use with [method set_param_min] and [method set_param_max] to set the " "turbulence minimum und maximum influence on each particles velocity." msgstr "" -"与 [method set_param_min] 和 [method set_param_max] 一起使用,以设置湍流对每" -"个粒子速度的最小和最大影响。" +"与 [method set_param_min] 和 [method set_param_max] 一起使用,以设置湍流对每个" +"粒子速度的最小和最大影响。" msgid "" "Use with [method set_param_min] and [method set_param_max] to set the " "turbulence minimum and maximum displacement of the particles spawn position." msgstr "" -"与 [method set_param_min] 和 [method set_param_max] 一起使用,以设置粒子出生" -"位置的湍流最小和最大位移。" +"与 [method set_param_min] 和 [method set_param_max] 一起使用,以设置粒子出生位" +"置的湍流最小和最大位移。" msgid "" "Use with [method set_param_texture] to set the turbulence influence over the " @@ -69228,8 +76977,8 @@ msgid "" msgstr "" "可以让 [PathFollow2D] 子节点沿着 [Curve2D] 移动。有关用法的更多信息,请参阅 " "[PathFollow2D]。\n" -"[b]注意:[/b]该路径被认为是相对于移动的节点([PathFollow2D] 的子节点)。因" -"此,曲线通常以零向量([code](0,0)[/code])开始。" +"[b]注意:[/b]该路径被认为是相对于移动的节点([PathFollow2D] 的子节点)。因此," +"曲线通常以零向量([code](0,0)[/code])开始。" msgid "A [Curve2D] describing the path." msgstr "描述路径的 [Curve2D]。" @@ -69266,30 +77015,30 @@ msgid "" "descendant nodes will then move accordingly when setting the [member " "progress] in this node." msgstr "" -"这个节点接受它的父节点 [Path2D] 并返回其中一个点的坐标,需要给定到第一个顶点" -"的距离。\n" -"在不编码移动图案的情况下,它可以使其他节点遵循一条路径。为此,节点必须是该节" -"点的子节点。在该节点中设置 [member progress] 后,后代节点会随之移动。" +"这个节点接受它的父节点 [Path2D] 并返回其中一个点的坐标,需要给定到第一个顶点的" +"距离。\n" +"在不编码移动图案的情况下,它可以使其他节点遵循一条路径。为此,节点必须是该节点" +"的子节点。在该节点中设置 [member progress] 后,后代节点会随之移动。" msgid "" "If [code]true[/code], the position between two cached points is interpolated " "cubically, and linearly otherwise.\n" "The points along the [Curve2D] of the [Path2D] are precomputed before use, " -"for faster calculations. The point at the requested offset is then " -"calculated interpolating between two adjacent cached points. This may " -"present a problem if the curve makes sharp turns, as the cached points may " -"not follow the curve closely enough.\n" +"for faster calculations. The point at the requested offset is then calculated " +"interpolating between two adjacent cached points. This may present a problem " +"if the curve makes sharp turns, as the cached points may not follow the curve " +"closely enough.\n" "There are two answers to this problem: either increase the number of cached " -"points and increase memory consumption, or make a cubic interpolation " -"between two points at the cost of (slightly) slower calculations." +"points and increase memory consumption, or make a cubic interpolation between " +"two points at the cost of (slightly) slower calculations." msgstr "" "如果为 [code]true[/code],则两个缓存点之间的位置将进行三次插值,否则将线性插" "值。\n" "沿着 [Path2D] 的 [Curve2D] 的点在使用前被预先计算,以更快的计算速度。然后在两" -"个相邻的缓存点之间计算请求偏移量的点。这可能会出现一个问题,如果曲线做急转" -"弯,因为缓存点可能不跟随曲线足够近。\n" -"有两种方法可以解决这个问题:要么增加缓存点的数量,增加内存消耗,要么在两个点" -"之间进行三次插值,但代价是(稍微)降低计算速度。" +"个相邻的缓存点之间计算请求偏移量的点。这可能会出现一个问题,如果曲线做急转弯," +"因为缓存点可能不跟随曲线足够近。\n" +"有两种方法可以解决这个问题:要么增加缓存点的数量,增加内存消耗,要么在两个点之" +"间进行三次插值,但代价是(稍微)降低计算速度。" msgid "The node's offset along the curve." msgstr "节点沿曲线的偏移量。" @@ -69298,8 +77047,8 @@ msgid "" "If [code]true[/code], any offset outside the path's length will wrap around, " "instead of stopping at the ends. Use it for cyclic paths." msgstr "" -"如果为 [code]true[/code],路径长度以外的任何偏移都将环绕,而不是在结束时停" -"止。对于循环路径使用它。" +"如果为 [code]true[/code],路径长度以外的任何偏移都将环绕,而不是在结束时停止。" +"对于循环路径使用它。" msgid "" "The distance along the path, in pixels. Changing this value sets this node's " @@ -69314,15 +77063,13 @@ msgid "" "progress within the path, as the offset supplied is multiplied internally by " "the path's length." msgstr "" -"沿路径走过的距离,用 0.0(第一个顶点)到 1.0(最后一个顶点)范围内的数字表" -"示。这只是表示路径内偏移量的另一种方式,提供的偏移量在内部会与路径的长度相" -"乘。" +"沿路径走过的距离,用 0.0(第一个顶点)到 1.0(最后一个顶点)范围内的数字表示。" +"这只是表示路径内偏移量的另一种方式,提供的偏移量在内部会与路径的长度相乘。" msgid "" "If [code]true[/code], this node rotates to follow the path, with the +X " "direction facing forward on the path." -msgstr "" -"如果为 [code]true[/code],则该节点会跟随路径旋转,+X 方向朝向路径前方。" +msgstr "如果为 [code]true[/code],则该节点会跟随路径旋转,+X 方向朝向路径前方。" msgid "The node's offset perpendicular to the curve." msgstr "节点垂直于曲线的偏移量。" @@ -69338,37 +77085,44 @@ msgid "" "descendant nodes will then move accordingly when setting the [member " "progress] in this node." msgstr "" -"这个节点接受它的父节点 [Path3D] 并返回其中一个点的坐标,需要给定到第一个顶点" -"的距离。\n" -"在不编码移动图案的情况下,它可以使其他节点遵循一条路径。为此,节点必须是该节" -"点的子节点。在该节点中设置 [member progress] 后,后代节点会随之移动。" +"这个节点接受它的父节点 [Path3D] 并返回其中一个点的坐标,需要给定到第一个顶点的" +"距离。\n" +"在不编码移动图案的情况下,它可以使其他节点遵循一条路径。为此,节点必须是该节点" +"的子节点。在该节点中设置 [member progress] 后,后代节点会随之移动。" + +msgid "" +"Correct the [param transform]. [param rotation_mode] implicitly specifies how " +"posture (forward, up and sideway direction) is calculated." +msgstr "" +"校正 [param transform]。[param rotation_mode] 隐式指定如何计算姿势(向前、向上" +"和侧向)。" msgid "" "If [code]true[/code], the position between two cached points is interpolated " "cubically, and linearly otherwise.\n" "The points along the [Curve3D] of the [Path3D] are precomputed before use, " -"for faster calculations. The point at the requested offset is then " -"calculated interpolating between two adjacent cached points. This may " -"present a problem if the curve makes sharp turns, as the cached points may " -"not follow the curve closely enough.\n" +"for faster calculations. The point at the requested offset is then calculated " +"interpolating between two adjacent cached points. This may present a problem " +"if the curve makes sharp turns, as the cached points may not follow the curve " +"closely enough.\n" "There are two answers to this problem: either increase the number of cached " -"points and increase memory consumption, or make a cubic interpolation " -"between two points at the cost of (slightly) slower calculations." +"points and increase memory consumption, or make a cubic interpolation between " +"two points at the cost of (slightly) slower calculations." msgstr "" "如果为 [code]true[/code],则两个缓存点之间的位置将被三次插值,否则将被线性插" "值。\n" "沿着 [Path3D] 的 [Curve3D] 的点在使用前已被预先计算,以便更快地计算。然后在两" -"个相邻缓存点之间,插值计算请求的偏移处的点。如果曲线急转弯,这可能会出现问" -"题,因为缓存的点可能没有足够紧密地跟随曲线。\n" -"这个问题有两个答案:要么增加缓存点的数量,并增加内存消耗;要么在两个点之间进" -"行三次插值,代价是(稍微)降低计算速度。" +"个相邻缓存点之间,插值计算请求的偏移处的点。如果曲线急转弯,这可能会出现问题," +"因为缓存的点可能没有足够紧密地跟随曲线。\n" +"这个问题有两个答案:要么增加缓存点的数量,并增加内存消耗;要么在两个点之间进行" +"三次插值,代价是(稍微)降低计算速度。" msgid "" "The distance from the first vertex, measured in 3D units along the path. " "Changing this value sets this node's position to a point within the path." msgstr "" -"到第一个顶点的距离,单位为沿路径经过的 3D 单位数。改变这个值会将这个节点的位" -"置设置为路径上的某个点。" +"到第一个顶点的距离,单位为沿路径经过的 3D 单位数。改变这个值会将这个节点的位置" +"设置为路径上的某个点。" msgid "" "The distance from the first vertex, considering 0.0 as the first vertex and " @@ -69388,6 +77142,14 @@ msgstr "" msgid "If [code]true[/code], the tilt property of [Curve3D] takes effect." msgstr "如果为 [code]true[/code],则 [Curve3D] 的倾斜属性生效。" +msgid "" +"If [code]true[/code], the node moves on the travel path with orienting the +Z " +"axis as forward. See also [constant Vector3.FORWARD] and [constant Vector3." +"MODEL_FRONT]." +msgstr "" +"如果为 [code]true[/code],则沿路径移动的节点会将 +Z 轴作为前方向进行朝向。另" +"见 [constant Vector3.FORWARD] 和 [constant Vector3.MODEL_FRONT]。" + msgid "Forbids the PathFollow3D to rotate." msgstr "禁止该 PathFollow3D 旋转。" @@ -69428,8 +77190,8 @@ msgid "" "packer.Flush();\n" "[/csharp]\n" "[/codeblocks]\n" -"The above [PCKPacker] creates package [code]test.pck[/code], then adds a " -"file named [code]text.txt[/code] at the root of the package." +"The above [PCKPacker] creates package [code]test.pck[/code], then adds a file " +"named [code]text.txt[/code] at the root of the package." msgstr "" "[PCKPacker] 可以创建打包文件,项目运行时可以使用 [method ProjectSettings." "load_resource_pack] 来加载打包文件。\n" @@ -69454,13 +77216,13 @@ msgid "" "Adds the [param source_path] file to the current PCK package at the [param " "pck_path] internal path (should start with [code]res://[/code])." msgstr "" -"将 [param source_path] 文件添加到当前 PCK 包的内部路径 [param pck_path] 中" -"(应以 [code]res://[/code] 开头)。" +"将 [param source_path] 文件添加到当前 PCK 包的内部路径 [param pck_path] 中(应" +"以 [code]res://[/code] 开头)。" msgid "" "Writes the files specified using all [method add_file] calls since the last " -"flush. If [param verbose] is [code]true[/code], a list of files added will " -"be printed to the console for easier debugging." +"flush. If [param verbose] is [code]true[/code], a list of files added will be " +"printed to the console for easier debugging." msgstr "" "自上次刷新以来,使用所有 [method add_file] 调用写入指定的文件。如果 [param " "verbose] 为 [code]true[/code],被添加的文件的列表将被打印到控制台,以便于调" @@ -69471,18 +77233,18 @@ msgid "" "file extension isn't added automatically, so it should be part of [param " "pck_name] (even though it's not required)." msgstr "" -"创建一个名为 [param pck_name] 的新 PCK 文件。不会自动添加 [code].pck[/code] " -"文件扩展名,因此它应该是 [param pck_name] 的一部分(即使它不是必需的)。" +"创建一个名为 [param pck_name] 的新 PCK 文件。不会自动添加 [code].pck[/code] 文" +"件扩展名,因此它应该是 [param pck_name] 的一部分(即使它不是必需的)。" msgid "Exposes performance-related data." msgstr "公开与性能相关的数据。" msgid "" "This class provides access to a number of different monitors related to " -"performance, such as memory usage, draw calls, and FPS. These are the same " -"as the values displayed in the [b]Monitor[/b] tab in the editor's " -"[b]Debugger[/b] panel. By using the [method get_monitor] method of this " -"class, you can access this data from your code.\n" +"performance, such as memory usage, draw calls, and FPS. These are the same as " +"the values displayed in the [b]Monitor[/b] tab in the editor's [b]Debugger[/" +"b] panel. By using the [method get_monitor] method of this class, you can " +"access this data from your code.\n" "You can add custom monitors using the [method add_custom_monitor] method. " "Custom monitors are available in [b]Monitor[/b] tab in the editor's " "[b]Debugger[/b] panel together with built-in monitors.\n" @@ -69498,8 +77260,8 @@ msgstr "" "该类提供对许多与性能相关的不同监视器的访问,例如内存使用情况、绘制调用、和 " "FPS。这些值与编辑器的[b]调试器[/b]面板中的[b]监视[/b]选项卡中显示的值相同。通" "过使用该类的 [method get_monitor] 方法,你可以从代码中访问该数据。\n" -"可以使用 [method add_custom_monitor] 方法添加自定义监视器。在编辑器的[b]调试" -"器[/b]面板的[b]监视[/b]选项卡中,自定义监视器可以与内置监视器一起使用。\n" +"可以使用 [method add_custom_monitor] 方法添加自定义监视器。在编辑器的[b]调试器" +"[/b]面板的[b]监视[/b]选项卡中,自定义监视器可以与内置监视器一起使用。\n" "[b]注意:[/b]某些内置监视器仅在调试模式下可用,并且在以发布模式导出的项目中使" "用时,将始终返回 [code]0[/code]。\n" "[b]注意:[/b]出于性能原因,某些内置监视器不会实时更新,所以在更改之间可能会有" @@ -69533,8 +77295,8 @@ msgid "" "\n" " # Adds monitor with name \"MyCategoryOne/MyCategoryTwo/MyMonitor\" to " "category \"Custom\".\n" -" Performance.add_custom_monitor(\"MyCategoryOne/MyCategoryTwo/" -"MyMonitor\", monitor_value)\n" +" Performance.add_custom_monitor(\"MyCategoryOne/MyCategoryTwo/MyMonitor\", " +"monitor_value)\n" "\n" "func get_monitor_value():\n" " return randi() % 25\n" @@ -69572,10 +77334,10 @@ msgid "" "callable must return a zero or positive integer or floating-point number.\n" "Callables are called with arguments supplied in argument array." msgstr "" -"添加一个名为 [param id] 的自定义监视器。可以在 [param id] 中使用斜线分隔符指" -"定监视器的类别(例如:[code]\"Game/NumberOfNPCs\"[/code])。如果有多个斜线分" -"隔符,则使用默认的类别。默认类别是 [code]\"Custom\"[/code]。如果给定的 " -"[param id] 已经存在,则打印一个错误。\n" +"添加一个名为 [param id] 的自定义监视器。可以在 [param id] 中使用斜线分隔符指定" +"监视器的类别(例如:[code]\"Game/NumberOfNPCs\"[/code])。如果有多个斜线分隔" +"符,则使用默认的类别。默认类别是 [code]\"Custom\"[/code]。如果给定的 [param " +"id] 已经存在,则打印一个错误。\n" "[codeblocks]\n" "[gdscript]\n" "func _ready():\n" @@ -69585,8 +77347,7 @@ msgstr "" " Performance.add_custom_monitor(\"MyCategory/MyMonitor\", monitor_value)\n" "\n" " # 将名称为“MyName”的监视器添加到类别“Custom”。\n" -" # 注意:“MyCategory/MyMonitor”和“MyMonitor”同名但不同 ID,所以代码有" -"效。\n" +" # 注意:“MyCategory/MyMonitor”和“MyMonitor”同名但不同 ID,所以代码有效。\n" " Performance.add_custom_monitor(\"MyMonitor\", monitor_value)\n" "\n" " # 将名称为“MyName”的监视器添加到类别“Custom”。\n" @@ -69596,8 +77357,8 @@ msgstr "" "\n" " # 将名称为“MyCategoryOne/MyCategoryTwo/MyMonitor”的监视器添加到类" "别“Custom”。\n" -" Performance.add_custom_monitor(\"MyCategoryOne/MyCategoryTwo/" -"MyMonitor\", monitor_value)\n" +" Performance.add_custom_monitor(\"MyCategoryOne/MyCategoryTwo/MyMonitor\", " +"monitor_value)\n" "\n" "func get_monitor_value():\n" " return randi() % 25\n" @@ -69615,8 +77376,8 @@ msgstr "" " Performance.AddCustomMonitor(\"MyMonitor\", monitorValue);\n" "\n" " // 将名称为“MyName”的监视器添加到类别“Custom”。\n" -" // 注意:“MyMonitor”和“Custom/MyMonitor”名称相同,类别相同,但 ID 不同," -"所以代码有效。\n" +" // 注意:“MyMonitor”和“Custom/MyMonitor”名称相同,类别相同,但 ID 不同,所" +"以代码有效。\n" " Performance.AddCustomMonitor(\"Custom/MyMonitor\", monitorValue);\n" "\n" " // 将名称为“MyCategoryOne/MyCategoryTwo/MyMonitor”的监视器添加到类" @@ -69631,8 +77392,8 @@ msgstr "" "}\n" "[/csharp]\n" "[/codeblocks]\n" -"调试器调用可调用对象来获取自定义监视器的值。可调用对象必须返回一个零或正整数" -"或浮点数。\n" +"调试器调用可调用对象来获取自定义监视器的值。可调用对象必须返回一个零或正整数或" +"浮点数。\n" "使用参数数组中提供的参数来调用可调用对象。" msgid "" @@ -69640,9 +77401,9 @@ msgid "" "called to get the value of custom monitor. See also [method " "has_custom_monitor]. Prints an error if the given [param id] is absent." msgstr "" -"返回具有给定 [param id] 的自定义监视器的值。调用这个可调用对象以获取自定义监" -"视器的值。另请参阅 [method has_custom_monitor]。如果给定的 [param id] 不存" -"在,则打印一个错误。" +"返回具有给定 [param id] 的自定义监视器的值。调用这个可调用对象以获取自定义监视" +"器的值。另请参阅 [method has_custom_monitor]。如果给定的 [param id] 不存在,则" +"打印一个错误。" msgid "Returns the names of active custom monitors in an [Array]." msgstr "以一个 [Array],返回活动自定义监视器的名称。" @@ -69662,12 +77423,11 @@ msgid "" "[/codeblocks]\n" "See [method get_custom_monitor] to query custom performance monitors' values." msgstr "" -"返回任一可用的内置监视器的值。应该提供任一 [enum Monitor] 常量作为参数,如下" -"所示:\n" +"返回任一可用的内置监视器的值。应该提供任一 [enum Monitor] 常量作为参数,如下所" +"示:\n" "[codeblocks]\n" "[gdscript]\n" -"print(Performance.get_monitor(Performance.TIME_FPS)) # 将 FPS 打印到控制" -"台。\n" +"print(Performance.get_monitor(Performance.TIME_FPS)) # 将 FPS 打印到控制台。\n" "[/gdscript]\n" "[csharp]\n" "GD.Print(Performance.GetMonitor(Performance.Monitor.TimeFps)); // 将 FPS 打印" @@ -69695,12 +77455,12 @@ msgid "" "Removes the custom monitor with given [param id]. Prints an error if the " "given [param id] is already absent." msgstr "" -"移除具有给定 [param id] 的自定义监视器。如果给定的 [param id] 已经不存在,则" -"打印一个错误。" +"移除具有给定 [param id] 的自定义监视器。如果给定的 [param id] 已经不存在,则打" +"印一个错误。" msgid "" -"The number of frames rendered in the last second. This metric is only " -"updated once per second, even if queried more often. [i]Higher is better.[/i]" +"The number of frames rendered in the last second. This metric is only updated " +"once per second, even if queried more often. [i]Higher is better.[/i]" msgstr "" "上一秒渲染的帧数。该指标每秒仅更新一次,与查询频率无关。[i]越高越好。[/i]" @@ -69735,8 +77495,8 @@ msgid "" "message queue is used for deferred functions calls and notifications. " "[i]Lower is better.[/i]" msgstr "" -"消息队列缓冲区已使用的最大内存量,单位为字节。消息队列用于延迟函数调用和通" -"知。[i]越低越好。[/i]" +"消息队列缓冲区已使用的最大内存量,单位为字节。消息队列用于延迟函数调用和通知。" +"[i]越低越好。[/i]" msgid "" "Number of objects currently instantiated (including nodes). [i]Lower is " @@ -69758,23 +77518,23 @@ msgstr "孤立节点的数量,即父节点不是场景树节点的节点。[i] msgid "" "The total number of objects in the last rendered frame. This metric doesn't " -"include culled objects (either via hiding nodes, frustum culling or " -"occlusion culling). [i]Lower is better.[/i]" +"include culled objects (either via hiding nodes, frustum culling or occlusion " +"culling). [i]Lower is better.[/i]" msgstr "" -"在上一个渲染帧中的对象总数。该指标不包括剔除的对象(通过隐藏节点、视锥剔除、" -"或遮挡剔除)。[i]越低越好。[/i]" +"在上一个渲染帧中的对象总数。该指标不包括剔除的对象(通过隐藏节点、视锥剔除、或" +"遮挡剔除)。[i]越低越好。[/i]" msgid "" "The total number of vertices or indices rendered in the last rendered frame. " -"This metric doesn't include primitives from culled objects (either via " -"hiding nodes, frustum culling or occlusion culling). Due to the depth " -"prepass and shadow passes, the number of primitives is always higher than " -"the actual number of vertices in the scene (typically double or triple the " -"original vertex count). [i]Lower is better.[/i]" +"This metric doesn't include primitives from culled objects (either via hiding " +"nodes, frustum culling or occlusion culling). Due to the depth prepass and " +"shadow passes, the number of primitives is always higher than the actual " +"number of vertices in the scene (typically double or triple the original " +"vertex count). [i]Lower is better.[/i]" msgstr "" -"在上一个渲染帧中渲染的顶点或索引的总数。该指标不包括来自被剔除对象的图元(通" -"过隐藏节点、视锥剔除、或遮挡剔除)。由于预深度阶段和阴影阶段,图元的数量总是" -"高于场景中的实际顶点数量(通常是原始顶点数量的两倍或三倍)。[i]越低越好。[/i]" +"在上一个渲染帧中渲染的顶点或索引的总数。该指标不包括来自被剔除对象的图元(通过" +"隐藏节点、视锥剔除、或遮挡剔除)。由于预深度阶段和阴影阶段,图元的数量总是高于" +"场景中的实际顶点数量(通常是原始顶点数量的两倍或三倍)。[i]越低越好。[/i]" msgid "" "The total number of draw calls performed in the last rendered frame. This " @@ -69782,17 +77542,17 @@ msgid "" "culling or occlusion culling), since they do not result in draw calls. " "[i]Lower is better.[/i]" msgstr "" -"在上一个渲染帧中执行的绘制调用的总数。该指标不包括剔除对象(通过隐藏节点、视" -"锥剔除、或遮挡剔除),因为它们不会导致绘制调用。[i]越低越好。[/i]" +"在上一个渲染帧中执行的绘制调用的总数。该指标不包括剔除对象(通过隐藏节点、视锥" +"剔除、或遮挡剔除),因为它们不会导致绘制调用。[i]越低越好。[/i]" msgid "" "The amount of video memory used (texture and vertex memory combined, in " -"bytes). Since this metric also includes miscellaneous allocations, this " -"value is always greater than the sum of [constant RENDER_TEXTURE_MEM_USED] " -"and [constant RENDER_BUFFER_MEM_USED]. [i]Lower is better.[/i]" +"bytes). Since this metric also includes miscellaneous allocations, this value " +"is always greater than the sum of [constant RENDER_TEXTURE_MEM_USED] and " +"[constant RENDER_BUFFER_MEM_USED]. [i]Lower is better.[/i]" msgstr "" -"显存的使用量(纹理和顶点内存之和,单位为字节)。由于该指标还包括其他杂项分" -"配,因此该值始终大于 [constant RENDER_TEXTURE_MEM_USED] 和 [constant " +"显存的使用量(纹理和顶点内存之和,单位为字节)。由于该指标还包括其他杂项分配," +"因此该值始终大于 [constant RENDER_TEXTURE_MEM_USED] 和 [constant " "RENDER_BUFFER_MEM_USED] 的总和。[i]越低越好。[/i]" msgid "The amount of texture memory used (in bytes). [i]Lower is better.[/i]" @@ -69816,8 +77576,7 @@ msgstr "2D 物理引擎中孤岛的数量。[i]越低越好。[/i]" msgid "" "Number of active [RigidBody3D] and [VehicleBody3D] nodes in the game. " "[i]Lower is better.[/i]" -msgstr "" -"游戏中活跃的 [RigidBody3D] 和 [VehicleBody3D] 节点数。[i]越低越好。[/i]" +msgstr "游戏中活跃的 [RigidBody3D] 和 [VehicleBody3D] 节点数。[i]越低越好。[/i]" msgid "" "Number of collision pairs in the 3D physics engine. [i]Lower is better.[/i]" @@ -69831,8 +77590,7 @@ msgstr "[AudioServer] 的输出延迟。[i]越低越好。[/i]" msgid "" "Number of active navigation maps in the [NavigationServer3D]. This also " -"includes the two empty default navigation maps created by World2D and " -"World3D." +"includes the two empty default navigation maps created by World2D and World3D." msgstr "" "[NavigationServer3D] 中活动导航地图的数量。也包含 World2D 和 World3D 所创建的" "两张默认导航地图。" @@ -69857,8 +77615,7 @@ msgstr "[NavigationServer3D] 中导航网格多边形边缘的数量。" msgid "" "Number of navigation mesh polygon edges that were merged due to edge key " "overlap in the [NavigationServer3D]." -msgstr "" -"[NavigationServer3D] 中由于边键重叠而被合并的导航网格多边形的边的数量。" +msgstr "[NavigationServer3D] 中由于边键重叠而被合并的导航网格多边形的边的数量。" msgid "" "Number of polygon edges that are considered connected by edge proximity " @@ -69876,16 +77633,103 @@ msgstr "" msgid "Represents the size of the [enum Monitor] enum." msgstr "代表 [enum Monitor] 枚举的大小。" +msgid "" +"A [RigidBody2D]-derived node used to make [Bone2D]s in a [Skeleton2D] react " +"to physics." +msgstr "" +"派生自 [RigidBody2D] 的节点,用于让 [Skeleton2D] 中的 [Bone2D] 对物理作出反" +"应。" + +msgid "" +"The [PhysicalBone2D] node is a [RigidBody2D]-based node that can be used to " +"make [Bone2D]s in a [Skeleton2D] react to physics.\n" +"[b]Note:[/b] To make the [Bone2D]s visually follow the [PhysicalBone2D] node, " +"use a [SkeletonModification2DPhysicalBones] modification on the [Skeleton2D] " +"parent.\n" +"[b]Note:[/b] The [PhysicalBone2D] node does not automatically create a " +"[Joint2D] node to keep [PhysicalBone2D] nodes together. They must be created " +"manually. For most cases, you want to use a [PinJoint2D] node. The " +"[PhysicalBone2D] node will automatically configure the [Joint2D] node once " +"it's been added as a child node." +msgstr "" +"[PhysicalBone2D] 节点基于 [RigidBody2D],可以用来使 [Skeleton2D] 中的 " +"[Bone2D] 节点对物理作出反应。\n" +"[b]注意:[/b]为了让 [Bone2D] 节点在视觉上跟随 [PhysicalBone2D] 节点,请在父级 " +"[Skeleton2D] 节点上使用 [SkeletonModification2DPhysicalBones] 修改。\n" +"[b]注意:[/b][PhysicalBone2D] 节点不会自动创建 [Joint2D] 节点来让 " +"[PhysicalBone2D] 节点保持在一起。你需要手动创建这些节点。大多数情况下,你想要" +"使用的都是 [PinJoint2D] 节点。创建 [PhysicalBone2D] 子节点后会自动配置 " +"[Joint2D] 节点。" + +msgid "" +"Returns the first [Joint2D] child node, if one exists. This is mainly a " +"helper function to make it easier to get the [Joint2D] that the " +"[PhysicalBone2D] is autoconfiguring." +msgstr "" +"如果存在,则返回第一个 [Joint2D] 子节点。主要是辅助函数,用于简化对 " +"[PhysicalBone2D] 所自动配置的 [Joint2D] 的获取。" + +msgid "" +"Returns a boolean that indicates whether the [PhysicalBone2D] is running and " +"simulating using the Godot 2D physics engine. When [code]true[/code], the " +"PhysicalBone2D node is using physics." +msgstr "" +"返回一个布尔值,表示 [PhysicalBone2D] 节点是否处于运行状态,正在使用 Godot 2D " +"物理引擎进行仿真。为 [code]true[/code] 时,该 PhysicalBone2D 节点正在使用物" +"理。" + +msgid "" +"If [code]true[/code], the [PhysicalBone2D] will automatically configure the " +"first [Joint2D] child node. The automatic configuration is limited to setting " +"up the node properties and positioning the [Joint2D]." +msgstr "" +"如果为 [code]true[/code],[PhysicalBone2D] 节点会自动配置第一个 [Joint2D] 子节" +"点。自动配置仅限于设置节点属性和定位该 [Joint2D]。" + +msgid "The index of the [Bone2D] that this [PhysicalBone2D] should simulate." +msgstr "该 [PhysicalBone2D] 节点所模拟的 [Bone2D] 节点的索引。" + +msgid "" +"If [code]true[/code], the [PhysicalBone2D] will keep the transform of the " +"bone it is bound to when simulating physics." +msgstr "" +"如果为 [code]true[/code],则该 [PhysicalBone2D] 在模拟物理时会保持其绑定的骨骼" +"的变换。" + +msgid "" +"If [code]true[/code], the [PhysicalBone2D] will start simulating using " +"physics. If [code]false[/code], the [PhysicalBone2D] will follow the " +"transform of the [Bone2D] node.\n" +"[b]Note:[/b] To have the [Bone2D]s visually follow the [PhysicalBone2D], use " +"a [SkeletonModification2DPhysicalBones] modification on the [Skeleton2D] node " +"with the [Bone2D] nodes." +msgstr "" +"如果为 [code]true[/code],[PhysicalBone2D] 将开始使用物理进行模拟。如果为 " +"[code]false[/code],[PhysicalBone2D] 将跟随 [Bone2D] 节点的变换。\n" +"[b]注意:[/b]要使 [Bone2D] 节点在视觉上跟随 [PhysicalBone2D] 节点,请在具有 " +"[Bone2D] 节点的 [Skeleton2D] 节点上使用一个 " +"[SkeletonModification2DPhysicalBones] 修改。" + +msgid "A physics body used to make bones in a [Skeleton3D] react to physics." +msgstr "用于让 [Skeleton3D] 中的骨骼对物理作出反应的物理体。" + +msgid "" +"The [PhysicalBone3D] node is a physics body that can be used to make bones in " +"a [Skeleton3D] react to physics." +msgstr "" +"[PhysicalBone3D] 节点是一种能够让 [Skeleton3D] 中的骨骼对物理作出反应的物理" +"体。" + msgid "" "Called during physics processing, allowing you to read and safely modify the " "simulation state for the object. By default, it works in addition to the " "usual physics behavior, but the [member custom_integrator] property allows " -"you to disable the default behavior and do fully custom force integration " -"for a body." +"you to disable the default behavior and do fully custom force integration for " +"a body." msgstr "" -"在物理处理过程中被调用,允许你读取并安全地修改对象的模拟状态。默认情况下,它" -"会和通常的物理行为一起生效,但是你可以通过 [member custom_integrator] 属性禁" -"用默认行为,为物体施加完全自定义的合力。" +"在物理处理过程中被调用,允许你读取并安全地修改对象的模拟状态。默认情况下,它会" +"和通常的物理行为一起生效,但是你可以通过 [member custom_integrator] 属性禁用默" +"认行为,为物体施加完全自定义的合力。" msgid "" "Damps the body's rotation. By default, the body will use the [b]Default " @@ -69893,13 +77737,13 @@ msgid "" "value override set by an [Area3D] the body is in. Depending on [member " "angular_damp_mode], you can set [member angular_damp] to be added to or to " "replace the body's damping value.\n" -"See [member ProjectSettings.physics/3d/default_angular_damp] for more " -"details about damping." +"See [member ProjectSettings.physics/3d/default_angular_damp] for more details " +"about damping." msgstr "" -"阻碍物体的旋转。默认情况下,物体将使用 [b]项目 > 项目设置 > 物理 > 3d[/b] 中" -"的[b]默认角度阻尼[/b],或物体所在的 [Area3D] 中设置的任何覆盖值。取决于 " -"[member angular_damp_mode],可以设置 [member angular_damp] 以增加或替换物体的" -"阻尼值。\n" +"阻碍物体的旋转。默认情况下,物体将使用 [b]项目 > 项目设置 > 物理 > 3d[/b] 中的" +"[b]默认角度阻尼[/b],或物体所在的 [Area3D] 中设置的任何覆盖值。取决于 [member " +"angular_damp_mode],可以设置 [member angular_damp] 以增加或替换物体的阻尼" +"值。\n" "有关阻尼的更多详细信息,请参阅 [member ProjectSettings.physics/3d/" "default_angular_damp]。" @@ -69919,26 +77763,25 @@ msgid "" "The body's bounciness. Values range from [code]0[/code] (no bounce) to " "[code]1[/code] (full bounciness)." msgstr "" -"实体的弹性。值的范围从 [code]0[/code](无反弹)到 [code]1[/code](完全反" -"弹)。" +"实体的弹性。值的范围从 [code]0[/code](无反弹)到 [code]1[/code](完全反弹)。" msgid "" "If [code]true[/code], the body is deactivated when there is no movement, so " "it will not take part in the simulation until it is awakened by an external " "force." msgstr "" -"如果为 [code]true[/code],则会在不移动时停用该物体,所以它在被外力唤醒前不会" -"参与模拟。" +"如果为 [code]true[/code],则会在不移动时停用该物体,所以它在被外力唤醒前不会参" +"与模拟。" msgid "" "If [code]true[/code], internal force integration will be disabled (like " "gravity or air friction) for this body. Other than collision response, the " -"body will only move as determined by the [method _integrate_forces] " -"function, if defined." +"body will only move as determined by the [method _integrate_forces] function, " +"if defined." msgstr "" -"如果为 [code]true[/code],则该物体的内力积分将被禁用(如重力或空气摩擦)。除" -"了碰撞响应之外,物体将仅根据 [method _integrate_forces] 函数确定的方式移动" -"(如果已定义)。" +"如果为 [code]true[/code],则该物体的内力积分将被禁用(如重力或空气摩擦)。除了" +"碰撞响应之外,物体将仅根据 [method _integrate_forces] 函数确定的方式移动(如果" +"已定义)。" msgid "" "The body's friction, from [code]0[/code] (frictionless) to [code]1[/code] " @@ -69974,24 +77817,23 @@ msgid "" "See [member ProjectSettings.physics/3d/default_linear_damp] for more details " "about damping." msgstr "" -"阻碍物体的运动。默认情况下,物体将使用 [b]项目 > 项目设置 > 物理 > 3d[/b] 中" -"的[b]默认线性阻尼[/b],或物体所在的 [Area3D] 中设置的任何覆盖值。取决于 " -"[member linear_damp_mode],可以设置 [member linear_damp] 以增加或替换物体的阻" -"尼值。\n" +"阻碍物体的运动。默认情况下,物体将使用 [b]项目 > 项目设置 > 物理 > 3d[/b] 中的" +"[b]默认线性阻尼[/b],或物体所在的 [Area3D] 中设置的任何覆盖值。取决于 [member " +"linear_damp_mode],可以设置 [member linear_damp] 以增加或替换物体的阻尼值。\n" "有关阻尼的更多详细信息,请参阅 [member ProjectSettings.physics/3d/" "default_linear_damp]。" msgid "" -"Defines how [member linear_damp] is applied. See [enum DampMode] for " -"possible values." +"Defines how [member linear_damp] is applied. See [enum DampMode] for possible " +"values." msgstr "" "定义如何应用 [member linear_damp]。有关可能的值,请参阅 [enum DampMode]。" msgid "" -"The body's linear velocity in units per second. Can be used sporadically, " -"but [b]don't set this every frame[/b], because physics may run in another " -"thread and runs at a different granularity. Use [method _integrate_forces] " -"as your process loop for precise control of the body state." +"The body's linear velocity in units per second. Can be used sporadically, but " +"[b]don't set this every frame[/b], because physics may run in another thread " +"and runs at a different granularity. Use [method _integrate_forces] as your " +"process loop for precise control of the body state." msgstr "" "物体的线速度,单位为单位每秒。可以偶尔使用,但是[b]不要每一帧都设置它[/b],因" "为物理可能在另一个线程中运行,并且以不同的间隔。使用 [method " @@ -70006,34 +77848,34 @@ msgid "" msgstr "在这种模式下,物体的阻尼值将被加到区域中设置的任何值或默认值。" msgid "" -"In this mode, the body's damping value replaces any value set in areas or " -"the default value." +"In this mode, the body's damping value replaces any value set in areas or the " +"default value." msgstr "在这种模式下,物体的阻尼值将替换掉区域中设置的任何值或默认值。" msgid "[Sky] [Material] used for a physically based sky." msgstr "用于基于物理的天空的 [Sky] [Material]。" msgid "" -"The [PhysicalSkyMaterial] uses the Preetham analytic daylight model to draw " -"a sky based on physical properties. This results in a substantially more " -"realistic sky than the [ProceduralSkyMaterial], but it is slightly slower " -"and less flexible.\n" +"The [PhysicalSkyMaterial] uses the Preetham analytic daylight model to draw a " +"sky based on physical properties. This results in a substantially more " +"realistic sky than the [ProceduralSkyMaterial], but it is slightly slower and " +"less flexible.\n" "The [PhysicalSkyMaterial] only supports one sun. The color, energy, and " "direction of the sun are taken from the first [DirectionalLight3D] in the " "scene tree.\n" "As it is based on a daylight model, the sky fades to black as the sunset " -"ends. If you want a full day/night cycle, you will have to add a night sky " -"by converting this to a [ShaderMaterial] and adding a night sky directly " -"into the resulting shader." +"ends. If you want a full day/night cycle, you will have to add a night sky by " +"converting this to a [ShaderMaterial] and adding a night sky directly into " +"the resulting shader." msgstr "" "该 [PhysicalSkyMaterial] 使用 Preetham 解析日光模型,根据物理属性绘制一个天" "空。这会产生比 [ProceduralSkyMaterial] 更加逼真的天空,但速度稍慢且灵活性较" "差。\n" "该 [PhysicalSkyMaterial] 仅支持一个太阳。太阳的颜色、能量、和方向,取自场景树" "中的第一个 [DirectionalLight3D]。\n" -"由于它基于一个日光模型,所以随着日落的结束,天空会逐渐变黑。如果想要一个完整" -"的白天/黑夜循环,则必须通过将其转换为一个 [ShaderMaterial],并将一个夜空直接" -"添加到生成的着色器中以添加一个夜空。" +"由于它基于一个日光模型,所以随着日落的结束,天空会逐渐变黑。如果想要一个完整的" +"白天/黑夜循环,则必须通过将其转换为一个 [ShaderMaterial],并将一个夜空直接添加" +"到生成的着色器中以添加一个夜空。" msgid "" "The sky's overall brightness multiplier. Higher values result in a brighter " @@ -70052,8 +77894,8 @@ msgid "" msgstr "" "控制天空中[url=https://zh.wikipedia.org/wiki/" "%E7%B1%B3%E6%B0%8F%E6%95%A3%E5%B0%84]米氏散射[/url]的强度。米氏散射是光与较大" -"的粒子(例如水)碰撞的结果。在地球上,米氏散射的结果是太阳和地平线周围的颜色" -"发白。" +"的粒子(例如水)碰撞的结果。在地球上,米氏散射的结果是太阳和地平线周围的颜色发" +"白。" msgid "" "Controls the [Color] of the [url=https://en.wikipedia.org/wiki/" @@ -70070,8 +77912,8 @@ msgid "" "when light hits a particle it's passing through straight forward. A value of " "[code]-1[/code] means that all light is scatter backwards." msgstr "" -"控制[url=https://zh.wikipedia.org/wiki/%E7%B1%B3%E6%B0%8F%E6%95%A3%E5%B0%84]" -"米氏散射[/url]的方向。值为 [code]1[/code] 表示当光照到粒子时会直接穿过。值为" +"控制[url=https://zh.wikipedia.org/wiki/%E7%B1%B3%E6%B0%8F%E6%95%A3%E5%B0%84]米" +"氏散射[/url]的方向。值为 [code]1[/code] 表示当光照到粒子时会直接穿过。值为" "[code]-1[/code] 表示所有的光都是向后散射的。" msgid "" @@ -70086,23 +77928,23 @@ msgid "" "from light colliding with small particles. It is responsible for the blue " "color of the sky." msgstr "" -"控制[url=https://zh.wikipedia.org/zh/%E7%91%9E%E5%88%A9%E6%95%A3%E5%B0%84]瑞" -"利散射[/url]的强度。瑞利散射是光与较小粒子碰撞的结果,是天空呈蓝色的原因。" +"控制[url=https://zh.wikipedia.org/zh/%E7%91%9E%E5%88%A9%E6%95%A3%E5%B0%84]瑞利" +"散射[/url]的强度。瑞利散射是光与较小粒子碰撞的结果,是天空呈蓝色的原因。" msgid "" "Controls the [Color] of the [url=https://en.wikipedia.org/wiki/" -"Rayleigh_scattering]Rayleigh scattering[/url]. While not physically " -"accurate, this allows for the creation of alien-looking planets. For " -"example, setting this to a red [Color] results in a Mars-looking atmosphere " -"with a corresponding blue sunset." +"Rayleigh_scattering]Rayleigh scattering[/url]. While not physically accurate, " +"this allows for the creation of alien-looking planets. For example, setting " +"this to a red [Color] results in a Mars-looking atmosphere with a " +"corresponding blue sunset." msgstr "" -"控制[url=https://zh.wikipedia.org/zh/%E7%91%9E%E5%88%A9%E6%95%A3%E5%B0%84]瑞" -"利散射[/url]的 [Color]。虽然在物理上并不准确,但可以创造出看上去像的外星球的" -"天空。例如,将其设为红色 [Color],可以得到火星大气的外观,日落时为蓝色。" +"控制[url=https://zh.wikipedia.org/zh/%E7%91%9E%E5%88%A9%E6%95%A3%E5%B0%84]瑞利" +"散射[/url]的 [Color]。虽然在物理上并不准确,但可以创造出看上去像的外星球的天" +"空。例如,将其设为红色 [Color],可以得到火星大气的外观,日落时为蓝色。" msgid "" -"Sets the size of the sun disk. Default value is based on Sol's perceived " -"size from Earth." +"Sets the size of the sun disk. Default value is based on Sol's perceived size " +"from Earth." msgstr "设置太阳圆盘的大小。默认值基于从地球对太阳的感知大小。" msgid "" @@ -70116,8 +77958,18 @@ msgid "" "noise which helps reduce banding that appears from the smooth changes in " "color in the sky." msgstr "" -"如果为 [code]true[/code],则启用去色带。去色带会增加少量噪点,这有助于减少天" -"空中颜色的平滑变化而出现的色带。" +"如果为 [code]true[/code],则启用去色带。去色带会增加少量噪点,这有助于减少天空" +"中颜色的平滑变化而出现的色带。" + +msgid "Abstract base class for 2D game objects affected by physics." +msgstr "受物理影响的 2D 游戏对象的抽象基类。" + +msgid "" +"[PhysicsBody2D] is an abstract base class for 2D game objects affected by " +"physics. All 2D physics bodies inherit from it." +msgstr "" +"[PhysicsBody2D] 与受物理影响的 2D 游戏对象的抽象基类。所有 2D 物理体都继承自这" +"个类。" msgid "Adds a body to the list of bodies that this body can't collide with." msgstr "将一个物体添加到这个物体不能碰撞的物体列表中。" @@ -70137,13 +77989,13 @@ msgid "" "would-be collision information is given.\n" "[param safe_margin] is the extra margin used for collision recovery (see " "[member CharacterBody2D.safe_margin] for more details).\n" -"If [param recovery_as_collision] is [code]true[/code], any depenetration " -"from the recovery phase is also reported as a collision; this is used e.g. " -"by [CharacterBody2D] for improving floor detection during floor snapping." +"If [param recovery_as_collision] is [code]true[/code], any depenetration from " +"the recovery phase is also reported as a collision; this is used e.g. by " +"[CharacterBody2D] for improving floor detection during floor snapping." msgstr "" -"沿着运动向量 [param motion] 移动该物体。为了在 [method Node." -"_physics_process] 和 [method Node._process] 中不依赖帧速率,[param motion] 应" -"该使用 [code]delta[/code] 计算。\n" +"沿着运动向量 [param motion] 移动该物体。为了在 [method Node._physics_process] " +"和 [method Node._process] 中不依赖帧速率,[param motion] 应该使用 " +"[code]delta[/code] 计算。\n" "返回 [KinematicCollision2D],包含停止时的碰撞信息,或者沿运动向量接触到其他物" "体时的碰撞信息。\n" "如果 [param test_only] 为 [code]true[/code],则该物体不会移动,但会给出可能的" @@ -70151,8 +78003,8 @@ msgstr "" "[param safe_margin] 是用于碰撞恢复的额外边距(详见 [member CharacterBody2D." "safe_margin] )。\n" "如果 [param recovery_as_collision] 为 [code]true[/code],则恢复阶段发生的穿透" -"解除也会被报告为碰撞;例如,[CharacterBody2D] 在吸附到地板时会用这个选项来改" -"善对地板检测。" +"解除也会被报告为碰撞;例如,[CharacterBody2D] 在吸附到地板时会用这个选项来改善" +"对地板检测。" msgid "" "Removes a body from the list of bodies that this body can't collide with." @@ -70166,28 +78018,43 @@ msgid "" "[Transform2D], then tries to move the body along the vector [param motion]. " "Returns [code]true[/code] if a collision would stop the body from moving " "along the whole path.\n" -"[param collision] is an optional object of type [KinematicCollision2D], " -"which contains additional information about the collision when stopped, or " -"when touching another body along the motion.\n" +"[param collision] is an optional object of type [KinematicCollision2D], which " +"contains additional information about the collision when stopped, or when " +"touching another body along the motion.\n" "[param safe_margin] is the extra margin used for collision recovery (see " "[member CharacterBody2D.safe_margin] for more details).\n" -"If [param recovery_as_collision] is [code]true[/code], any depenetration " -"from the recovery phase is also reported as a collision; this is useful for " +"If [param recovery_as_collision] is [code]true[/code], any depenetration from " +"the recovery phase is also reported as a collision; this is useful for " "checking whether the body would [i]touch[/i] any other bodies." msgstr "" "在不移动实体的情况下检查碰撞。为了在 [method Node._physics_process] 或 " "[method Node._process] 中独立于帧速率,[param motion] 应该使用 [code]delta[/" "code] 来计算。\n" "实际上是将节点的位置、缩放和旋转设置为给定 [Transform2D] 的位置、缩放和旋转," -"然后尝试沿向量 [param motion] 移动实体。如果碰撞会阻止实体沿整个路径移动,则" -"返回 [code]true[/code]。\n" -"[param collision] 是类型为 [KinematicCollision2D] 的一个可选对象,它包含有关" -"停止时碰撞、或沿运动接触另一个实体时碰撞的附加信息。\n" +"然后尝试沿向量 [param motion] 移动实体。如果碰撞会阻止实体沿整个路径移动,则返" +"回 [code]true[/code]。\n" +"[param collision] 是类型为 [KinematicCollision2D] 的一个可选对象,它包含有关停" +"止时碰撞、或沿运动接触另一个实体时碰撞的附加信息。\n" "[param safe_margin] 是用于碰撞恢复的额外余量(有关更多详细信息,请参阅 " "[member CharacterBody2D.safe_margin])。\n" "如果 [param recovery_as_collision] 为 [code]true[/code],恢复阶段的任何穿透也" "将被报告为碰撞;这对于检查该实体是否会[i]接触[/i]其他任意实体很有用。" +msgid "Abstract base class for 3D game objects affected by physics." +msgstr "受物理影响的 3D 游戏对象的抽象基类。" + +msgid "" +"[PhysicsBody3D] is an abstract base class for 3D game objects affected by " +"physics. All 3D physics bodies inherit from it.\n" +"[b]Warning:[/b] With a non-uniform scale, this node will likely not behave as " +"expected. It is advised to keep its scale the same on all axes and adjust its " +"collision shape(s) instead." +msgstr "" +"[PhysicsBody3D] 与受物理影响的 3D 游戏对象的抽象基类。所有 3D 物理体都继承自这" +"个类。\n" +"[b]警告:[/b]缩放不统一时,这个节点的行为可能不符合预期。建议让所有轴上的缩放" +"都保持一致,改为调整碰撞形状的大小。" + msgid "" "Returns [code]true[/code] if the specified linear or rotational [param axis] " "is locked." @@ -70204,14 +78071,14 @@ msgid "" "would-be collision information is given.\n" "[param safe_margin] is the extra margin used for collision recovery (see " "[member CharacterBody3D.safe_margin] for more details).\n" -"If [param recovery_as_collision] is [code]true[/code], any depenetration " -"from the recovery phase is also reported as a collision; this is used e.g. " -"by [CharacterBody3D] for improving floor detection during floor snapping.\n" +"If [param recovery_as_collision] is [code]true[/code], any depenetration from " +"the recovery phase is also reported as a collision; this is used e.g. by " +"[CharacterBody3D] for improving floor detection during floor snapping.\n" "[param max_collisions] allows to retrieve more than one collision result." msgstr "" -"沿着运动向量 [param motion] 移动该物体。为了在 [method Node." -"_physics_process] 和 [method Node._process] 中不依赖帧速率,[param motion] 应" -"该使用 [code]delta[/code] 计算。\n" +"沿着运动向量 [param motion] 移动该物体。为了在 [method Node._physics_process] " +"和 [method Node._process] 中不依赖帧速率,[param motion] 应该使用 " +"[code]delta[/code] 计算。\n" "发生碰撞后该物体就会停止运动。返回 [KinematicCollision3D],包含停止时的碰撞信" "息,或者沿运动向量接触到其他物体时的碰撞信息。\n" "如果 [param test_only] 为 [code]true[/code],则该物体不会移动,但会给出可能的" @@ -70219,13 +78086,13 @@ msgstr "" "[param safe_margin] 是用于碰撞恢复的额外边距(详见 [member CharacterBody3D." "safe_margin] )。\n" "如果 [param recovery_as_collision] 为 [code]true[/code],则恢复阶段发生的穿透" -"解除也会被报告为碰撞;例如,[CharacterBody3D] 在吸附到地板时会用这个选项来改" -"善对地板检测。\n" +"解除也会被报告为碰撞;例如,[CharacterBody3D] 在吸附到地板时会用这个选项来改善" +"对地板检测。\n" "[param max_collisions] 可用于检索多次碰撞的结果。" msgid "" -"Locks or unlocks the specified linear or rotational [param axis] depending " -"on the value of [param lock]." +"Locks or unlocks the specified linear or rotational [param axis] depending on " +"the value of [param lock]." msgstr "根据 [param lock] 的值锁定或解锁指定的线性或旋转轴 [param axis]。" msgid "" @@ -70236,13 +78103,13 @@ msgid "" "[Transform3D], then tries to move the body along the vector [param motion]. " "Returns [code]true[/code] if a collision would stop the body from moving " "along the whole path.\n" -"[param collision] is an optional object of type [KinematicCollision3D], " -"which contains additional information about the collision when stopped, or " -"when touching another body along the motion.\n" +"[param collision] is an optional object of type [KinematicCollision3D], which " +"contains additional information about the collision when stopped, or when " +"touching another body along the motion.\n" "[param safe_margin] is the extra margin used for collision recovery (see " "[member CharacterBody3D.safe_margin] for more details).\n" -"If [param recovery_as_collision] is [code]true[/code], any depenetration " -"from the recovery phase is also reported as a collision; this is useful for " +"If [param recovery_as_collision] is [code]true[/code], any depenetration from " +"the recovery phase is also reported as a collision; this is useful for " "checking whether the body would [i]touch[/i] any other bodies.\n" "[param max_collisions] allows to retrieve more than one collision result." msgstr "" @@ -70250,10 +78117,10 @@ msgstr "" "[method Node._process] 中独立于帧速率,[param motion] 应该使用 [code]delta[/" "code] 来计算。\n" "实际上是将节点的位置、缩放和旋转设置为给定 [Transform3D] 的位置、缩放和旋转," -"然后尝试沿向量 [param motion] 移动实体。如果碰撞会阻止实体沿整个路径移动,则" -"返回 [code]true[/code]。\n" -"[param collision] 是类型为 [KinematicCollision3D] 的一个可选对象,它包含有关" -"停止时碰撞、或沿运动接触另一个实体时碰撞的附加信息。\n" +"然后尝试沿向量 [param motion] 移动实体。如果碰撞会阻止实体沿整个路径移动,则返" +"回 [code]true[/code]。\n" +"[param collision] 是类型为 [KinematicCollision3D] 的一个可选对象,它包含有关停" +"止时碰撞、或沿运动接触另一个实体时碰撞的附加信息。\n" "[param safe_margin] 是用于碰撞恢复的额外余量(有关更多详细信息,请参阅 " "[member CharacterBody3D.safe_margin])。\n" "如果 [param recovery_as_collision] 为 [code]true[/code],恢复阶段的任何穿透也" @@ -70278,18 +78145,31 @@ msgstr "锁定物体在 Y 轴上的线性运动。" msgid "Lock the body's linear movement in the Z axis." msgstr "锁定物体在 Z 轴上的线性运动。" +msgid "Provides direct access to a physics body in the [PhysicsServer2D]." +msgstr "提供对 [PhysicsServer2D] 中物理体的直接访问。" + +msgid "" +"Provides direct access to a physics body in the [PhysicsServer2D], allowing " +"safe changes to physics properties. This object is passed via the direct " +"state callback of [RigidBody2D], and is intended for changing the direct " +"state of that body. See [method RigidBody2D._integrate_forces]." +msgstr "" +"提供对 [PhysicsServer2D] 中物理体的直接访问,从而安全地更改物理属性。该对象会" +"在 [RigidBody2D] 的直接状态回调中传递,目的是为了改变物体的直接状态。见 " +"[method RigidBody2D._integrate_forces]。" + msgid "Ray-casting" msgstr "发射射线" msgid "" -"Adds a constant directional force without affecting rotation that keeps " -"being applied over time until cleared with [code]constant_force = Vector2(0, " -"0)[/code].\n" +"Adds a constant directional force without affecting rotation that keeps being " +"applied over time until cleared with [code]constant_force = Vector2(0, 0)[/" +"code].\n" "This is equivalent to using [method add_constant_force] at the body's center " "of mass." msgstr "" -"在不影响旋转的情况下,添加一个定向的恒定力,该力会随着时间的推移而持续施加," -"直到使用 [code]constant_force = Vector2(0, 0)[/code] 清除。\n" +"在不影响旋转的情况下,添加一个定向的恒定力,该力会随着时间的推移而持续施加,直" +"到使用 [code]constant_force = Vector2(0, 0)[/code] 清除。\n" "这相当于在物体的质心处,使用 [method add_constant_force]。" msgid "" @@ -70311,8 +78191,7 @@ msgstr "" msgid "" "Applies a directional force without affecting rotation. A force is time " "dependent and meant to be applied every physics update.\n" -"This is equivalent to using [method apply_force] at the body's center of " -"mass." +"This is equivalent to using [method apply_force] at the body's center of mass." msgstr "" "施加一个不影响旋转的定向力。该力是时间相关的,意味着每次物理更新都会施加。\n" "这相当于在物体的质心处,使用 [method apply_force]。" @@ -70326,8 +78205,8 @@ msgid "" "mass." msgstr "" "施加一个不影响的旋转定向冲量。\n" -"冲量与时间无关!每帧应用一个冲量,会产生一个依赖于帧速率的力。出于这个原因," -"它应该只在模拟一次性影响时使用(否则使用 “_force”函数)。\n" +"冲量与时间无关!每帧应用一个冲量,会产生一个依赖于帧速率的力。出于这个原因,它" +"应该只在模拟一次性影响时使用(否则使用 “_force”函数)。\n" "这相当于在物体的质心处,使用 [method apply_impulse]。" msgid "" @@ -70346,22 +78225,22 @@ msgid "" "[param position] is the offset from the body origin in global coordinates." msgstr "" "向实体施加一个定位冲量。\n" -"冲量是时间无关的!每帧施加一个冲量将产生一个依赖于帧速率的力。出于这个原因," -"它应该只在模拟一次性影响时使用(否则使用“_force”函数)。\n" +"冲量是时间无关的!每帧施加一个冲量将产生一个依赖于帧速率的力。出于这个原因,它" +"应该只在模拟一次性影响时使用(否则使用“_force”函数)。\n" "[param position] 是在全局坐标中距实体原点的偏移量。" msgid "" "Applies a rotational force without affecting position. A force is time " "dependent and meant to be applied every physics update.\n" "[b]Note:[/b] [member inverse_inertia] is required for this to work. To have " -"[member inverse_inertia], an active [CollisionShape2D] must be a child of " -"the node, or you can manually set [member inverse_inertia]." +"[member inverse_inertia], an active [CollisionShape2D] must be a child of the " +"node, or you can manually set [member inverse_inertia]." msgstr "" -"在不影响位置的情况下施加一个旋转力。力是时间相关的,这意味着每次物理更新都会" -"被施加。\n" +"在不影响位置的情况下施加一个旋转力。力是时间相关的,这意味着每次物理更新都会被" +"施加。\n" "[b]注意:[/b][member inverse_inertia] 是生效所必需的。要拥有 [member " -"inverse_inertia],活动的 [CollisionShape2D] 必须是该节点的子节点,或者可以手" -"动设置 [member inverse_inertia]。" +"inverse_inertia],活动的 [CollisionShape2D] 必须是该节点的子节点,或者可以手动" +"设置 [member inverse_inertia]。" msgid "" "Applies a rotational impulse to the body without affecting the position.\n" @@ -70369,15 +78248,15 @@ msgid "" "in a framerate-dependent force. For this reason, it should only be used when " "simulating one-time impacts (use the \"_force\" functions otherwise).\n" "[b]Note:[/b] [member inverse_inertia] is required for this to work. To have " -"[member inverse_inertia], an active [CollisionShape2D] must be a child of " -"the node, or you can manually set [member inverse_inertia]." +"[member inverse_inertia], an active [CollisionShape2D] must be a child of the " +"node, or you can manually set [member inverse_inertia]." msgstr "" "在不影响位置的情况下,向实体施加一个旋转冲量。\n" -"冲量是时间无关的!每帧施加一个冲量将产生一个依赖于帧速率的力。出于这个原因," -"它应该只在模拟一次性影响时使用(否则使用“_force”函数)。\n" +"冲量是时间无关的!每帧施加一个冲量将产生一个依赖于帧速率的力。出于这个原因,它" +"应该只在模拟一次性影响时使用(否则使用“_force”函数)。\n" "[b]注意:[/b][member inverse_inertia] 是生效所必需的。要拥有 [member " -"inverse_inertia],活动的 [CollisionShape2D] 必须是该节点的一个子节点,或者可" -"以手动设置 [member inverse_inertia]。" +"inverse_inertia],活动的 [CollisionShape2D] 必须是该节点的一个子节点,或者可以" +"手动设置 [member inverse_inertia]。" msgid "" "Returns the body's total constant positional forces applied during each " @@ -70405,12 +78284,20 @@ msgid "" "Returns the collider object. This depends on how it was created (will return " "a scene node if such was used to create it)." msgstr "" -"返回该碰撞体对象。这取决于它是如何创建的(如果是被作为场景节点创建的,那么将" -"返回场景节点)。" +"返回该碰撞体对象。这取决于它是如何创建的(如果是被作为场景节点创建的,那么将返" +"回场景节点)。" + +msgid "" +"Returns the position of the contact point on the collider in the global " +"coordinate system." +msgstr "返回该碰撞体上接触点的位置,使用全局坐标系。" msgid "Returns the collider's shape index." msgstr "返回该碰撞体的形状索引。" +msgid "Returns the velocity vector at the collider's contact point." +msgstr "返回该碰撞体上接触点处的速度向量。" + msgid "" "Returns the number of contacts this body has with other bodies.\n" "[b]Note:[/b] By default, this returns 0 unless bodies are configured to " @@ -70426,9 +78313,17 @@ msgstr "返回接触造成的冲量。" msgid "Returns the local normal at the contact point." msgstr "返回接触点处的局部法线。" +msgid "" +"Returns the position of the contact point on the body in the global " +"coordinate system." +msgstr "返回该物体上接触点的位置,使用全局坐标系。" + msgid "Returns the local shape index of the collision." msgstr "返回碰撞的局部坐标系下的形状索引。" +msgid "Returns the velocity vector at the body's contact point." +msgstr "返回该物体上接触点处的速度向量。" + msgid "Returns the current state of the space, useful for queries." msgstr "返回空间的当前状态,这对查询很有用。" @@ -70500,14 +78395,44 @@ msgid "The body's transformation matrix." msgstr "物体的变换矩阵。" msgid "" -"Adds a constant directional force without affecting rotation that keeps " -"being applied over time until cleared with [code]constant_force = Vector3(0, " -"0, 0)[/code].\n" +"Provides virtual methods that can be overridden to create custom " +"[PhysicsDirectBodyState2D] implementations." +msgstr "" +"提供能够覆盖的虚方法,用于创建 [PhysicsDirectBodyState2D] 的自定义实现。" + +msgid "" +"This class extends [PhysicsDirectBodyState2D] by providing additional virtual " +"methods that can be overridden. When these methods are overridden, they will " +"be called instead of the internal methods of the physics server.\n" +"Intended for use with GDExtension to create custom implementations of " +"[PhysicsDirectBodyState2D]." +msgstr "" +"这个类扩展自 [PhysicsDirectBodyState2D],额外提供了可覆盖的虚方法。调用时会使" +"用这些覆盖后的方法代替物理服务器中的内部方法。\n" +"旨在用于 GDExtension,用于创建 [PhysicsDirectBodyState2D] 的自定义实现。" + +msgid "Provides direct access to a physics body in the [PhysicsServer3D]." +msgstr "提供对 [PhysicsServer3D] 中物理体的直接访问。" + +msgid "" +"Provides direct access to a physics body in the [PhysicsServer3D], allowing " +"safe changes to physics properties. This object is passed via the direct " +"state callback of [RigidBody3D], and is intended for changing the direct " +"state of that body. See [method RigidBody3D._integrate_forces]." +msgstr "" +"提供对 [PhysicsServer3D] 中物理体的直接访问,从而安全地更改物理属性。该对象会" +"在 [RigidBody3D] 的直接状态回调中传递,目的是为了改变物体的直接状态。见 " +"[method RigidBody3D._integrate_forces]。" + +msgid "" +"Adds a constant directional force without affecting rotation that keeps being " +"applied over time until cleared with [code]constant_force = Vector3(0, 0, 0)[/" +"code].\n" "This is equivalent to using [method add_constant_force] at the body's center " "of mass." msgstr "" -"在不影响旋转的情况下,添加一个恒定的定向力,该力会随着时间的推移而持续施加," -"直到使用 [code]constant_force = Vector3(0, 0, 0)[/code] 清除。\n" +"在不影响旋转的情况下,添加一个恒定的定向力,该力会随着时间的推移而持续施加,直" +"到使用 [code]constant_force = Vector3(0, 0, 0)[/code] 清除。\n" "这相当于在物体的质心处,使用 [method add_constant_force]。" msgid "" @@ -70524,21 +78449,21 @@ msgid "" "applied over time until cleared with [code]constant_torque = Vector3(0, 0, 0)" "[/code]." msgstr "" -"在不影响位置的情况下,添加一个恒定的旋转力,该力会随着时间的推移而持续施加," -"直到使用 [code]constant_torque = Vector3(0, 0, 0)[/code] 清除。" +"在不影响位置的情况下,添加一个恒定的旋转力,该力会随着时间的推移而持续施加,直" +"到使用 [code]constant_torque = Vector3(0, 0, 0)[/code] 清除。" msgid "" "Applies a rotational force without affecting position. A force is time " "dependent and meant to be applied every physics update.\n" "[b]Note:[/b] [member inverse_inertia] is required for this to work. To have " -"[member inverse_inertia], an active [CollisionShape3D] must be a child of " -"the node, or you can manually set [member inverse_inertia]." +"[member inverse_inertia], an active [CollisionShape3D] must be a child of the " +"node, or you can manually set [member inverse_inertia]." msgstr "" -"在不影响位置的情况下,施加一个旋转力。该力是与时间相关的,这意味着每次物理更" -"新时都会被施加。\n" +"在不影响位置的情况下,施加一个旋转力。该力是与时间相关的,这意味着每次物理更新" +"时都会被施加。\n" "[b]注意:[/b][member inverse_inertia] 是该函数生效所必需的。要拥有 [member " -"inverse_inertia],一个活动的 [CollisionShape3D] 必须是该节点的子节点,或者可" -"以手动设置 [member inverse_inertia]。" +"inverse_inertia],一个活动的 [CollisionShape3D] 必须是该节点的子节点,或者可以" +"手动设置 [member inverse_inertia]。" msgid "" "Applies a rotational impulse to the body without affecting the position.\n" @@ -70546,15 +78471,15 @@ msgid "" "in a framerate-dependent force. For this reason, it should only be used when " "simulating one-time impacts (use the \"_force\" functions otherwise).\n" "[b]Note:[/b] [member inverse_inertia] is required for this to work. To have " -"[member inverse_inertia], an active [CollisionShape3D] must be a child of " -"the node, or you can manually set [member inverse_inertia]." +"[member inverse_inertia], an active [CollisionShape3D] must be a child of the " +"node, or you can manually set [member inverse_inertia]." msgstr "" "在不影响位置的情况下,向实体施加一个旋转冲量。\n" -"冲量是时间无关的!每帧施加一个冲量将产生一个依赖于帧速率的力。出于这个原因," -"它应该只在模拟一次性影响时使用(否则使用“_force”函数)。\n" +"冲量是时间无关的!每帧施加一个冲量将产生一个依赖于帧速率的力。出于这个原因,它" +"应该只在模拟一次性影响时使用(否则使用“_force”函数)。\n" "[b]注意:[/b][member inverse_inertia] 是生效所必需的。要拥有 [member " -"inverse_inertia],活动的 [CollisionShape3D] 必须是该节点的子节点,或者可以手" -"动设置 [member inverse_inertia]。" +"inverse_inertia],活动的 [CollisionShape3D] 必须是该节点的子节点,或者可以手动" +"设置 [member inverse_inertia]。" msgid "Returns the collider object." msgstr "返回碰撞对象。" @@ -70574,6 +78499,9 @@ msgstr "" msgid "Impulse created by the contact." msgstr "由接触产生的冲量。" +msgid "Returns the linear velocity vector at the body's contact point." +msgstr "返回该物体上接触点处的线速度向量。" + msgid "The inverse of the inertia tensor of the body." msgstr "该物体惯性张量的倒数。" @@ -70581,8 +78509,35 @@ msgid "The body's linear velocity in units per second." msgstr "物体的线速度,单位为单位每秒。" msgid "" -"Checks how far a [Shape2D] can move without colliding. All the parameters " -"for the query, including the shape and the motion, are supplied through a " +"Provides virtual methods that can be overridden to create custom " +"[PhysicsDirectBodyState3D] implementations." +msgstr "" +"提供能够覆盖的虚方法,用于创建自定义的 [PhysicsDirectBodyState3D] 实现。" + +msgid "" +"This class extends [PhysicsDirectBodyState3D] by providing additional virtual " +"methods that can be overridden. When these methods are overridden, they will " +"be called instead of the internal methods of the physics server.\n" +"Intended for use with GDExtension to create custom implementations of " +"[PhysicsDirectBodyState3D]." +msgstr "" +"这个类扩展自 [PhysicsDirectBodyState3D],提供了额外可覆盖的虚方法。覆盖这些方" +"法后,就会代替物理服务器的内部方法进行调用。\n" +"旨在通过 GDExtension 创建自定义的 [PhysicsDirectBodyState3D] 实现使用。" + +msgid "Provides direct access to a physics space in the [PhysicsServer2D]." +msgstr "提供对 [PhysicsServer2D] 中物理空间的直接访问。" + +msgid "" +"Provides direct access to a physics space in the [PhysicsServer2D]. It's used " +"mainly to do queries against objects and areas residing in a given space." +msgstr "" +"提供对 [PhysicsServer2D] 中物理空间的直接访问。主要用于对驻留在给定空间中的对" +"象和区域进行查询。" + +msgid "" +"Checks how far a [Shape2D] can move without colliding. All the parameters for " +"the query, including the shape and the motion, are supplied through a " "[PhysicsShapeQueryParameters2D] object.\n" "Returns an array with the safe and unsafe proportions (between 0 and 1) of " "the motion. The safe proportion is the maximum fraction of the motion that " @@ -70595,18 +78550,18 @@ msgid "" msgstr "" "检查 [Shape2D] 能够在不发生碰撞的情况下移动多远。包括形状和运动在内的所有查询" "参数都通过 [PhysicsShapeQueryParameters2D] 对象提供。\n" -"返回包含该运动的安全和不安全比例(在 0 和 1 之间)的数组。安全比例是该运动能" -"够不发生碰撞的最大分数。不安全比例是发生碰撞所需的最小分数。如果没有检测到碰" -"撞,则返回的结果为 [code][1.0, 1.0][/code]。\n" +"返回包含该运动的安全和不安全比例(在 0 和 1 之间)的数组。安全比例是该运动能够" +"不发生碰撞的最大分数。不安全比例是发生碰撞所需的最小分数。如果没有检测到碰撞," +"则返回的结果为 [code][1.0, 1.0][/code]。\n" "[b]注意:[/b]该形状已碰撞的 [Shape2D] 会被忽略,例如形状在其内部。请使用 " "[method collide_shape] 确定该形状已碰撞的 [Shape2D]。" msgid "" "Checks the intersections of a shape, given through a " "[PhysicsShapeQueryParameters2D] object, against the space. The resulting " -"array contains a list of points where the shape intersects another. Like " -"with [method intersect_shape], the number of returned results can be limited " -"to save processing time.\n" +"array contains a list of points where the shape intersects another. Like with " +"[method intersect_shape], the number of returned results can be limited to " +"save processing time.\n" "Returned points are a list of pairs of contact points. For each pair the " "first one is in the shape passed in [PhysicsShapeQueryParameters2D] object, " "second one is in the collided shape from the physics space." @@ -70615,8 +78570,8 @@ msgstr "" "果数组包含该形状与另一个形状相交处的点的列表。与 [method intersect_shape] 一" "样,可以限制返回结果的数量以节省处理时间。\n" "返回的点是接触点对的一个列表。对于每一对,第一个是在 " -"[PhysicsShapeQueryParameters2D] 对象中传递的形状,第二个是来自物理空间的碰撞" -"形状。" +"[PhysicsShapeQueryParameters2D] 对象中传递的形状,第二个是来自物理空间的碰撞形" +"状。" msgid "" "Checks the intersections of a shape, given through a " @@ -70635,10 +78590,10 @@ msgid "" "[code]shape[/code]: The shape index of the colliding shape." msgstr "" "检查通过 [PhysicsShapeQueryParameters2D] 对象给出的一个形状与该空间的交点。如" -"果它与多个形状碰撞,则选择最近的一个。如果该形状没有与任何对象相交,则返回一" -"个空字典。\n" -"[b]注意:[/b]该方法不考虑对象的 [code]motion[/code] 属性。返回的对象是一个包" -"含以下字段的字典:\n" +"果它与多个形状碰撞,则选择最近的一个。如果该形状没有与任何对象相交,则返回一个" +"空字典。\n" +"[b]注意:[/b]该方法不考虑对象的 [code]motion[/code] 属性。返回的对象是一个包含" +"以下字段的字典:\n" "[code]collider_id[/code]:该碰撞对象的 ID。\n" "[code]linear_velocity[/code]:该碰撞对象的速度 [Vector2]。如果对象是一个 " "[Area2D],则结果是 [code](0, 0)[/code]。\n" @@ -70663,8 +78618,8 @@ msgid "" "not be detected." msgstr "" "检查点是否在任何实体形状内。位置和其他参数通过 " -"[PhysicsPointQueryParameters2D] 定义。点所在的形状在包含具有以下字段的字典的" -"数组中返回:\n" +"[PhysicsPointQueryParameters2D] 定义。点所在的形状在包含具有以下字段的字典的数" +"组中返回:\n" "[code]collider[/code]:碰撞对象。\n" "[code]collider_id[/code]:碰撞对象的 ID。\n" "[code]rid[/code]:相交对象的 [RID]。\n" @@ -70692,9 +78647,9 @@ msgstr "" "[PhysicsRayQueryParameters2D] 定义。返回的对象是一个包含以下字段的字典:\n" "[code]collider[/code]:该碰撞对象。\n" "[code]collider_id[/code]:该碰撞对象的 ID。\n" -"[code]normal[/code]:在相交点处该对象的表面法线;如果射线从形状内部开始,并" -"且 [member PhysicsRayQueryParameters2D.hit_from_inside] 为 [code]true[/" -"code],则为 [code]Vector2(0, 0)[/code]。\n" +"[code]normal[/code]:在相交点处该对象的表面法线;如果射线从形状内部开始,并且 " +"[member PhysicsRayQueryParameters2D.hit_from_inside] 为 [code]true[/code],则" +"为 [code]Vector2(0, 0)[/code]。\n" "[code]position[/code]:该相交点。\n" "[code]rid[/code]:该相交对象的 [RID]。\n" "[code]shape[/code]:该碰撞形状的形状索引。\n" @@ -70721,8 +78676,35 @@ msgstr "" "可以使用 [param max_results] 参数限制相交的数量,以减少处理时间。" msgid "" -"Checks how far a [Shape3D] can move without colliding. All the parameters " -"for the query, including the shape, are supplied through a " +"Provides virtual methods that can be overridden to create custom " +"[PhysicsDirectSpaceState2D] implementations." +msgstr "" +"提供能够覆盖的虚方法,用于创建自定义的 [PhysicsDirectSpaceState2D] 实现。" + +msgid "" +"This class extends [PhysicsDirectSpaceState2D] by providing additional " +"virtual methods that can be overridden. When these methods are overridden, " +"they will be called instead of the internal methods of the physics server.\n" +"Intended for use with GDExtension to create custom implementations of " +"[PhysicsDirectSpaceState2D]." +msgstr "" +"这个类扩展自 [PhysicsDirectSpaceState2D],提供了额外可覆盖的虚方法。覆盖这些方" +"法后,就会代替物理服务器的内部方法进行调用。\n" +"旨在通过 GDExtension 创建自定义的 [PhysicsDirectSpaceState2D] 实现使用。" + +msgid "Provides direct access to a physics space in the [PhysicsServer3D]." +msgstr "提供对 [PhysicsServer3D] 中物理空间的直接访问。" + +msgid "" +"Provides direct access to a physics space in the [PhysicsServer3D]. It's used " +"mainly to do queries against objects and areas residing in a given space." +msgstr "" +"提供对 [PhysicsServer3D] 中物理空间的直接访问。主要用于对驻留在给定空间中的对" +"象和区域进行查询。" + +msgid "" +"Checks how far a [Shape3D] can move without colliding. All the parameters for " +"the query, including the shape, are supplied through a " "[PhysicsShapeQueryParameters3D] object.\n" "Returns an array with the safe and unsafe proportions (between 0 and 1) of " "the motion. The safe proportion is the maximum fraction of the motion that " @@ -70735,18 +78717,18 @@ msgid "" msgstr "" "检查 [Shape3D] 在不发生碰撞的情况下可以移动多远。查询的所有参数,包括形状,都" "通过 [PhysicsShapeQueryParameters3D] 对象提供。\n" -"返回一个数组,其中包含运动的安全和不安全比例(介于 0 和 1 之间)。安全比例是" -"在不发生碰撞的情况下可以进行的运动的最大分数。不安全比例是发生碰撞必须移动的" -"距离的最小分数。如果没有检测到碰撞,将返回 [code][1.0, 1.0][/code] 的结果。\n" +"返回一个数组,其中包含运动的安全和不安全比例(介于 0 和 1 之间)。安全比例是在" +"不发生碰撞的情况下可以进行的运动的最大分数。不安全比例是发生碰撞必须移动的距离" +"的最小分数。如果没有检测到碰撞,将返回 [code][1.0, 1.0][/code] 的结果。\n" "[b]注意:[/b]该形状已经与之发生碰撞的任何 [Shape3D],例如在内部的,将被忽略。" "使用 [method collide_shape] 来确定该形状已经与之发生碰撞的 [Shape3D]。" msgid "" "Checks the intersections of a shape, given through a " "[PhysicsShapeQueryParameters3D] object, against the space. The resulting " -"array contains a list of points where the shape intersects another. Like " -"with [method intersect_shape], the number of returned results can be limited " -"to save processing time.\n" +"array contains a list of points where the shape intersects another. Like with " +"[method intersect_shape], the number of returned results can be limited to " +"save processing time.\n" "Returned points are a list of pairs of contact points. For each pair the " "first one is in the shape passed in [PhysicsShapeQueryParameters3D] object, " "second one is in the collided shape from the physics space.\n" @@ -70757,15 +78739,15 @@ msgstr "" "果数组包含该形状与另一个形状相交处的点的列表。与 [method intersect_shape] 一" "样,可以限制返回结果的数量以节省处理时间。\n" "返回的点是接触点对的一个列表。对于每一对,第一个是在 " -"[PhysicsShapeQueryParameters3D] 对象中传递的形状,第二个是来自物理空间的碰撞" -"形状。\n" +"[PhysicsShapeQueryParameters3D] 对象中传递的形状,第二个是来自物理空间的碰撞形" +"状。\n" "[b]注意:[/b]该方法不考虑对象的 [code]motion[/code] 属性。" msgid "" "Checks the intersections of a shape, given through a " "[PhysicsShapeQueryParameters3D] object, against the space. If it collides " -"with more than one shape, the nearest one is selected. The returned object " -"is a dictionary containing the following fields:\n" +"with more than one shape, the nearest one is selected. The returned object is " +"a dictionary containing the following fields:\n" "[code]collider_id[/code]: The colliding object's ID.\n" "[code]linear_velocity[/code]: The colliding object's velocity [Vector3]. If " "the object is an [Area3D], the result is [code](0, 0, 0)[/code].\n" @@ -70773,8 +78755,8 @@ msgid "" "[code]point[/code]: The intersection point.\n" "[code]rid[/code]: The intersecting object's [RID].\n" "[code]shape[/code]: The shape index of the colliding shape.\n" -"If the shape did not intersect anything, then an empty dictionary is " -"returned instead.\n" +"If the shape did not intersect anything, then an empty dictionary is returned " +"instead.\n" "[b]Note:[/b] This method does not take into account the [code]motion[/code] " "property of the object." msgstr "" @@ -70803,8 +78785,8 @@ msgid "" "parameter, to reduce the processing time." msgstr "" "检查点是否在任何实体形状内。位置和其他参数通过 " -"[PhysicsPointQueryParameters3D] 定义。点所在的形状会以数组的形式返回,该数组" -"包含有以下字段的字典:\n" +"[PhysicsPointQueryParameters3D] 定义。点所在的形状会以数组的形式返回,该数组包" +"含有以下字段的字典:\n" "[code]collider[/code]:碰撞对象。\n" "[code]collider_id[/code]:碰撞对象的 ID。\n" "[code]rid[/code]:相交对象的[RID]。\n" @@ -70830,9 +78812,9 @@ msgstr "" "[PhysicsRayQueryParameters3D] 定义。返回的对象是包含以下字段的字典:\n" "[code]collider[/code]:碰撞到的对象。\n" "[code]collider_id[/code]:碰撞到的对象的 ID。\n" -"[code]normal[/code]:该对象表面交点处的法线,如果射线中该形状的内部开始,并" -"且 [member PhysicsRayQueryParameters3D.hit_from_inside] 为 [code]true[/" -"code],则为 [code]Vector3(0, 0, 0)[/code]。\n" +"[code]normal[/code]:该对象表面交点处的法线,如果射线中该形状的内部开始,并且 " +"[member PhysicsRayQueryParameters3D.hit_from_inside] 为 [code]true[/code],则" +"为 [code]Vector3(0, 0, 0)[/code]。\n" "[code]position[/code]:交点。\n" "[code]rid[/code]:相交对象的 [RID]。\n" "[code]shape[/code]:碰撞形状的形状索引。\n" @@ -70861,6 +78843,12 @@ msgstr "" "可以使用 [param max_results] 参数限制相交的数量,以减少处理时间。\n" "[b]注意:[/b]该方法不考虑对象的 [code]motion[/code] 属性。" +msgid "" +"Provides virtual methods that can be overridden to create custom " +"[PhysicsDirectSpaceState3D] implementations." +msgstr "" +"提供能够覆盖的虚方法,用于创建自定义的 [PhysicsDirectSpaceState3D] 实现。" + msgid "" "If [code]true[/code], subtracts the bounciness from the colliding object's " "bounciness instead of adding it." @@ -70871,25 +78859,27 @@ msgid "" "The body's friction. Values range from [code]0[/code] (frictionless) to " "[code]1[/code] (maximum friction)." msgstr "" -"物体的摩擦。取值范围从 [code]0[/code](无摩擦)到 [code]1[/code](最大摩" -"擦)。" +"物体的摩擦。取值范围从 [code]0[/code](无摩擦)到 [code]1[/code](最大摩擦)。" msgid "" "If [code]true[/code], the physics engine will use the friction of the object " "marked as \"rough\" when two objects collide. If [code]false[/code], the " -"physics engine will use the lowest friction of all colliding objects " -"instead. If [code]true[/code] for both colliding objects, the physics engine " -"will use the highest friction." +"physics engine will use the lowest friction of all colliding objects instead. " +"If [code]true[/code] for both colliding objects, the physics engine will use " +"the highest friction." msgstr "" -"如果为 [code]true[/code],当两个物体碰撞时,物理引擎将使用标记为“粗糙”的物体" -"的摩擦。如果 [code]false[/code],物理引擎将使用所有碰撞物体的最低摩擦力来代" -"替。如果两个碰撞的对象都为 [code]true[/code],物理引擎将使用最高的摩擦力。" +"如果为 [code]true[/code],当两个物体碰撞时,物理引擎将使用标记为“粗糙”的物体的" +"摩擦。如果 [code]false[/code],物理引擎将使用所有碰撞物体的最低摩擦力来代替。" +"如果两个碰撞的对象都为 [code]true[/code],物理引擎将使用最高的摩擦力。" + +msgid "" +"Provides parameters for [method PhysicsDirectSpaceState2D.intersect_point]." +msgstr "为 [method PhysicsDirectSpaceState2D.intersect_point] 提供参数。" msgid "" "If different from [code]0[/code], restricts the query to a specific canvas " "layer specified by its instance ID. See [method Object.get_instance_id].\n" -"If [code]0[/code], restricts the query to the Viewport's default canvas " -"layer." +"If [code]0[/code], restricts the query to the Viewport's default canvas layer." msgstr "" "如果与 [code]0[/code] 不同,则将查询限制为由其实例 ID 指定的特定画布层。请参" "阅 [method Object.get_instance_id]。\n" @@ -70898,8 +78888,7 @@ msgstr "" msgid "If [code]true[/code], the query will take [Area2D]s into account." msgstr "如果为 [code]true[/code],查询将考虑 [Area2D]。" -msgid "" -"If [code]true[/code], the query will take [PhysicsBody2D]s into account." +msgid "If [code]true[/code], the query will take [PhysicsBody2D]s into account." msgstr "如果为 [code]true[/code],查询将考虑 [PhysicsBody2D]。" msgid "" @@ -70908,8 +78897,8 @@ msgid "" "physics_introduction.html#collision-layers-and-masks]Collision layers and " "masks[/url] in the documentation for more information." msgstr "" -"查询将检测的物理层(作为位掩码)。默认情况下,会检测所有碰撞层。有关详细信" -"息,请参阅文档中的 [url=$DOCS_URL/tutorials/physics/physics_introduction." +"查询将检测的物理层(作为位掩码)。默认情况下,会检测所有碰撞层。有关详细信息," +"请参阅文档中的 [url=$DOCS_URL/tutorials/physics/physics_introduction." "html#collision-layers-and-masks]《碰撞层和掩码》[/url]。" msgid "" @@ -70923,11 +78912,14 @@ msgstr "" msgid "The position being queried for, in global coordinates." msgstr "要查询的位置,使用全局坐标。" +msgid "" +"Provides parameters for [method PhysicsDirectSpaceState3D.intersect_point]." +msgstr "为 [method PhysicsDirectSpaceState3D.intersect_point] 提供参数。" + msgid "If [code]true[/code], the query will take [Area3D]s into account." msgstr "如果为 [code]true[/code],则查询将考虑 [Area3D]。" -msgid "" -"If [code]true[/code], the query will take [PhysicsBody3D]s into account." +msgid "If [code]true[/code], the query will take [PhysicsBody3D]s into account." msgstr "如果为 [code]true[/code],则查询将考虑 [PhysicsBody3D]。" msgid "" @@ -70939,8 +78931,12 @@ msgstr "" "get_rid] 来获取与派生自 [CollisionObject3D] 的节点关联的 [RID]。" msgid "" -"Returns a new, pre-configured [PhysicsRayQueryParameters2D] object. Use it " -"to quickly create query parameters using the most common options.\n" +"Provides parameters for [method PhysicsDirectSpaceState2D.intersect_ray]." +msgstr "为 [method PhysicsDirectSpaceState2D.intersect_ray] 提供参数。" + +msgid "" +"Returns a new, pre-configured [PhysicsRayQueryParameters2D] object. Use it to " +"quickly create query parameters using the most common options.\n" "[codeblock]\n" "var query = PhysicsRayQueryParameters2D.create(global_position, " "global_position + Vector2(0, 100))\n" @@ -70960,18 +78956,22 @@ msgstr "要查询的射线起点,使用全局坐标。" msgid "" "If [code]true[/code], the query will detect a hit when starting inside " -"shapes. In this case the collision normal will be [code]Vector2(0, 0)[/" -"code]. Does not affect concave polygon shapes." +"shapes. In this case the collision normal will be [code]Vector2(0, 0)[/code]. " +"Does not affect concave polygon shapes." msgstr "" -"如果为 [code]true[/code],查询会在从形状内部开始时检测到命中。在此情况下,碰" -"撞法线将为 [code]Vector2(0, 0)[/code]。不会影响凹多边形形状。" +"如果为 [code]true[/code],查询会在从形状内部开始时检测到命中。在此情况下,碰撞" +"法线将为 [code]Vector2(0, 0)[/code]。不会影响凹多边形形状。" msgid "The ending point of the ray being queried for, in global coordinates." msgstr "要查询的射线终点,使用全局坐标。" msgid "" -"Returns a new, pre-configured [PhysicsRayQueryParameters3D] object. Use it " -"to quickly create query parameters using the most common options.\n" +"Provides parameters for [method PhysicsDirectSpaceState3D.intersect_ray]." +msgstr "为 [method PhysicsDirectSpaceState3D.intersect_ray] 提供参数。" + +msgid "" +"Returns a new, pre-configured [PhysicsRayQueryParameters3D] object. Use it to " +"quickly create query parameters using the most common options.\n" "[codeblock]\n" "var query = PhysicsRayQueryParameters3D.create(position, position + " "Vector3(0, -10, 0))\n" @@ -70990,22 +78990,22 @@ msgid "" "If [code]true[/code], the query will hit back faces with concave polygon " "shapes with back face enabled or heightmap shapes." msgstr "" -"如果为 [code]true[/code],查询将命中背部面,这些背部面是启用了背面的凹多边形" -"形状,或高度图形状。" +"如果为 [code]true[/code],查询将命中背部面,这些背部面是启用了背面的凹多边形形" +"状,或高度图形状。" msgid "" "If [code]true[/code], the query will detect a hit when starting inside " "shapes. In this case the collision normal will be [code]Vector3(0, 0, 0)[/" "code]. Does not affect concave polygon shapes or heightmap shapes." msgstr "" -"如果为 [code]true[/code],查询会在从形状内部开始时检测到命中。在此情况下,碰" -"撞法线将为 [code]Vector3(0, 0, 0)[/code]。不会影响凹多边形形状和高度图形状。" +"如果为 [code]true[/code],查询会在从形状内部开始时检测到命中。在此情况下,碰撞" +"法线将为 [code]Vector3(0, 0, 0)[/code]。不会影响凹多边形形状和高度图形状。" msgid "" -"Adds a shape to the area, with the given local transform. The shape " -"(together with its [param transform] and [param disabled] properties) is " -"added to an array of shapes, and the shapes of an area are usually " -"referenced by their index in this array." +"Adds a shape to the area, with the given local transform. The shape (together " +"with its [param transform] and [param disabled] properties) is added to an " +"array of shapes, and the shapes of an area are usually referenced by their " +"index in this array." msgstr "" "使用给定的局部变换向区域添加一个形状。该形状(连同它的 [param transform] 和 " "[param disabled] 属性)被添加到一个形状数组中,一个区域的形状通常由它们在这个" @@ -71027,11 +79027,11 @@ msgstr "" "get_instance_id] 获取 [CollisionObject2D] 的 [code]ObjectID[/code]。" msgid "" -"Removes all shapes from the area. This does not delete the shapes " -"themselves, so they can continue to be used elsewhere or added back later." +"Removes all shapes from the area. This does not delete the shapes themselves, " +"so they can continue to be used elsewhere or added back later." msgstr "" -"从该区域移除所有形状。这不会删除形状本身,因此它们可以继续在别处使用或稍后添" -"加回来。" +"从该区域移除所有形状。这不会删除形状本身,因此它们可以继续在别处使用或稍后添加" +"回来。" msgid "" "Creates a 2D area object in the physics server, and returns the [RID] that " @@ -71095,14 +79095,14 @@ msgstr "返回该区域的变换矩阵。" msgid "" "Removes the shape with the given index from the area's array of shapes. The " -"shape itself is not deleted, so it can continue to be used elsewhere or " -"added back later. As a result of this operation, the area's shapes which " -"used to have indices higher than [param shape_idx] will have their index " -"decreased by one." +"shape itself is not deleted, so it can continue to be used elsewhere or added " +"back later. As a result of this operation, the area's shapes which used to " +"have indices higher than [param shape_idx] will have their index decreased by " +"one." msgstr "" -"从区域的形状数组中移除具有给定索引的形状。该形状本身并没有被删除,所以它可以" -"继续在别处使用或稍后添加回来。此操作会使曾经索引高于 [param shape_idx] 的区域" -"形状的索引将减少一个。" +"从区域的形状数组中移除具有给定索引的形状。该形状本身并没有被删除,所以它可以继" +"续在别处使用或稍后添加回来。此操作会使曾经索引高于 [param shape_idx] 的区域形" +"状的索引将减少一个。" msgid "" "Sets the area's area monitor callback. This callback will be called when any " @@ -71113,18 +79113,18 @@ msgid "" "entered or exited the area,\n" "2. an [RID] [code]area_rid[/code]: the [RID] of the other area that entered " "or exited the area,\n" -"3. an integer [code]instance_id[/code]: the [code]ObjectID[/code] attached " -"to the other area,\n" +"3. an integer [code]instance_id[/code]: the [code]ObjectID[/code] attached to " +"the other area,\n" "4. an integer [code]area_shape_idx[/code]: the index of the shape of the " "other area that entered or exited the area,\n" -"5. an integer [code]self_shape_idx[/code]: the index of the shape of the " -"area where the other area entered or exited.\n" +"5. an integer [code]self_shape_idx[/code]: the index of the shape of the area " +"where the other area entered or exited.\n" "By counting (or keeping track of) the shapes that enter and exit, it can be " -"determined if an area (with all its shapes) is entering for the first time " -"or exiting for the last time." +"determined if an area (with all its shapes) is entering for the first time or " +"exiting for the last time." msgstr "" -"设置该区域的区域监视回调。当任何其他(形状)区域进入或退出(形状)给定区域" -"时,将调用此回调,并且必须采用以下五个参数:\n" +"设置该区域的区域监视回调。当任何其他(形状)区域进入或退出(形状)给定区域时," +"将调用此回调,并且必须采用以下五个参数:\n" "1. 一个整数 [code]status[/code]:[constant AREA_BODY_ADDED] 或 [constant " "AREA_BODY_REMOVED] 取决于其他区域的形状是进入还是退出该区域,\n" "2. 一个 [RID] [code]area_rid[/code]:进入或退出该区域的其他区域的 [RID],\n" @@ -71134,8 +79134,8 @@ msgstr "" "引,\n" "5. 一个整数 [code]self_shape_idx[/code]:其他区域进入或退出的区域的形状索" "引。\n" -"通过计算(或跟踪)进入和退出的形状,可以确定一个区域(及其所有形状)是第一次" -"进入还是最后一次退出。" +"通过计算(或跟踪)进入和退出的形状,可以确定一个区域(及其所有形状)是第一次进" +"入还是最后一次退出。" msgid "Assigns the area to one or many physics layers, via a bitmask." msgstr "将该区域分配给若干个物理层,使用位掩码。" @@ -71145,25 +79145,25 @@ msgstr "设置该区域所监视的物理层,使用位掩码。" msgid "" "Sets the area's body monitor callback. This callback will be called when any " -"other (shape of a) body enters or exits (a shape of) the given area, and " -"must take the following five parameters:\n" +"other (shape of a) body enters or exits (a shape of) the given area, and must " +"take the following five parameters:\n" "1. an integer [code]status[/code]: either [constant AREA_BODY_ADDED] or " "[constant AREA_BODY_REMOVED] depending on whether the other body shape " "entered or exited the area,\n" "2. an [RID] [code]body_rid[/code]: the [RID] of the body that entered or " "exited the area,\n" -"3. an integer [code]instance_id[/code]: the [code]ObjectID[/code] attached " -"to the body,\n" -"4. an integer [code]body_shape_idx[/code]: the index of the shape of the " -"body that entered or exited the area,\n" -"5. an integer [code]self_shape_idx[/code]: the index of the shape of the " -"area where the body entered or exited.\n" +"3. an integer [code]instance_id[/code]: the [code]ObjectID[/code] attached to " +"the body,\n" +"4. an integer [code]body_shape_idx[/code]: the index of the shape of the body " +"that entered or exited the area,\n" +"5. an integer [code]self_shape_idx[/code]: the index of the shape of the area " +"where the body entered or exited.\n" "By counting (or keeping track of) the shapes that enter and exit, it can be " "determined if a body (with all its shapes) is entering for the first time or " "exiting for the last time." msgstr "" -"设置区域的实体监视器回调。当任何其他(形状的)实体进入或退出(形状的)给定区" -"域时,将调用此回调,并且必须采用以下五个参数:\n" +"设置区域的实体监视器回调。当任何其他(形状的)实体进入或退出(形状的)给定区域" +"时,将调用此回调,并且必须采用以下五个参数:\n" "1. 一个整数 [code]status[/code]:[constant AREA_BODY_ADDED] 或 [constant " "AREA_BODY_REMOVED] 取决于其他实体形状是否进入或退出该区域,\n" "2. 一个 [RID] [code]body_rid[/code]:进入或离开该区域的实体的 [RID],\n" @@ -71171,13 +79171,13 @@ msgstr "" "code],\n" "4. 一个整数 [code]body_shape_idx[/code]:进入或离开该区域的实体形状索引,\n" "5. 一个整数 [code]self_shape_idx[/code]:实体进入或离开的区域的形状索引。\n" -"通过计算(或跟踪)进入和退出的形状,可以确定一个实体(及其所有形状)是第一次" -"进入还是最后一次退出。" +"通过计算(或跟踪)进入和退出的形状,可以确定一个实体(及其所有形状)是第一次进" +"入还是最后一次退出。" msgid "" "Sets whether the area is monitorable or not. If [param monitorable] is " -"[code]true[/code], the area monitoring callback of other areas will be " -"called when this area enters or exits them." +"[code]true[/code], the area monitoring callback of other areas will be called " +"when this area enters or exits them." msgstr "" "设置该区域是否可监视。如果 [param monitorable] 为 [code]true[/code],则该区域" "进入或退出其他区域时,会调用其他区域的区域监视回调。" @@ -71208,8 +79208,8 @@ msgid "" msgstr "设置该区域给定索引的形状的局部变换。" msgid "" -"Adds the area to the given space, after removing the area from the " -"previously assigned space (if any).\n" +"Adds the area to the given space, after removing the area from the previously " +"assigned space (if any).\n" "[b]Note:[/b] To remove an area from a space without immediately adding it " "back elsewhere, use [code]PhysicsServer2D.area_set_space(area, RID())[/code]." msgstr "" @@ -71233,8 +79233,8 @@ msgid "" "This is equivalent to using [method body_add_constant_force] at the body's " "center of mass." msgstr "" -"向实体添加一个恒定的定向力。该力不影响旋转。随着时间的推移,力会一直施加,直" -"到使用 [code]PhysicsServer2D.body_set_constant_force(body, Vector2(0, 0))[/" +"向实体添加一个恒定的定向力。该力不影响旋转。随着时间的推移,力会一直施加,直到" +"使用 [code]PhysicsServer2D.body_set_constant_force(body, Vector2(0, 0))[/" "code] 清除。\n" "这相当于在实体的质心处使用 [method body_add_constant_force]。" @@ -71245,8 +79245,8 @@ msgid "" "body_set_constant_force(body, Vector2(0, 0))[/code].\n" "[param position] is the offset from the body origin in global coordinates." msgstr "" -"向实体添加一个恒定的定位力。如果 [param position] 与实体的质心不同,则力会影" -"响旋转。力会持续施加,直到使用 [code]PhysicsServer2D." +"向实体添加一个恒定的定位力。如果 [param position] 与实体的质心不同,则力会影响" +"旋转。力会持续施加,直到使用 [code]PhysicsServer2D." "body_set_constant_force(body, Vector2(0, 0))[/code] 清除。\n" "[param position] 是在全局坐标中距实体原点的偏移量。" @@ -71255,29 +79255,28 @@ msgid "" "position. The force remains applied over time until cleared with " "[code]PhysicsServer2D.body_set_constant_torque(body, 0)[/code]." msgstr "" -"向实体添加一个恒定的旋转力。该力不影响位置。随着时间的推移,该力会一直施加," -"直到使用 [code]PhysicsServer2D.body_set_constant_torque(body, 0)[/code] 清" -"除。" +"向实体添加一个恒定的旋转力。该力不影响位置。随着时间的推移,该力会一直施加,直" +"到使用 [code]PhysicsServer2D.body_set_constant_torque(body, 0)[/code] 清除。" msgid "" -"Adds a shape to the area, with the given local transform. The shape " -"(together with its [param transform] and [param disabled] properties) is " -"added to an array of shapes, and the shapes of a body are usually referenced " -"by their index in this array." +"Adds a shape to the area, with the given local transform. The shape (together " +"with its [param transform] and [param disabled] properties) is added to an " +"array of shapes, and the shapes of a body are usually referenced by their " +"index in this array." msgstr "" -"使用给定的局部变换向该区域添加一个形状。该形状(连同它的 [param transform] " -"和 [param disabled] 属性)将被添加到一个形状数组中,一个实体的形状通常由它们" -"在这个数组中的索引引用。" +"使用给定的局部变换向该区域添加一个形状。该形状(连同它的 [param transform] 和 " +"[param disabled] 属性)将被添加到一个形状数组中,一个实体的形状通常由它们在这" +"个数组中的索引引用。" msgid "" "Applies a directional force to the body, at the body's center of mass. The " "force does not affect rotation. A force is time dependent and meant to be " "applied every physics update.\n" -"This is equivalent to using [method body_apply_force] at the body's center " -"of mass." +"This is equivalent to using [method body_apply_force] at the body's center of " +"mass." msgstr "" -"在实体的质心处向实体施加一个定向力。该力不影响旋转。力是时间相关的,这意味着" -"每次物理更新都会被施加。\n" +"在实体的质心处向实体施加一个定向力。该力不影响旋转。力是时间相关的,这意味着每" +"次物理更新都会被施加。\n" "这相当于在实体的质心处使用 [method body_apply_force]。" msgid "" @@ -71290,18 +79289,18 @@ msgid "" "of mass." msgstr "" "在实体的质心处向该实体施加一个定向冲量。该冲量不影响旋转。\n" -"冲量是时间无关的!每帧施加一个冲量将产生一个依赖于帧速率的力。出于这个原因," -"它应该只在模拟一次性影响时使用(否则使用“_force”函数)。\n" +"冲量是时间无关的!每帧施加一个冲量将产生一个依赖于帧速率的力。出于这个原因,它" +"应该只在模拟一次性影响时使用(否则使用“_force”函数)。\n" "这相当于在实体的质心处使用 [method body_apply_impulse]。" msgid "" "Applies a positioned force to the body. The force can affect rotation if " -"[param position] is different from the body's center of mass. A force is " -"time dependent and meant to be applied every physics update.\n" +"[param position] is different from the body's center of mass. A force is time " +"dependent and meant to be applied every physics update.\n" "[param position] is the offset from the body origin in global coordinates." msgstr "" -"向实体施加一个定位力。如果 [param position] 与实体的质心不同,则力会影响旋" -"转。力是时间相关的,意味着每次物理更新都会被施加。\n" +"向实体施加一个定位力。如果 [param position] 与实体的质心不同,则力会影响旋转。" +"力是时间相关的,意味着每次物理更新都会被施加。\n" "[param position] 是在全局坐标中距实体原点的偏移量。" msgid "" @@ -71312,18 +79311,18 @@ msgid "" "simulating one-time impacts (use the \"_force\" functions otherwise).\n" "[param position] is the offset from the body origin in global coordinates." msgstr "" -"向实体施加一个定位冲量。如果 [param position] 与实体的质心不同,则该冲量会影" -"响旋转。\n" -"冲量是时间无关的!每帧施加一个冲量将产生一个依赖于帧速率的力。出于这个原因," -"它应该只在模拟一次性影响时使用(否则使用“_force”函数)。\n" +"向实体施加一个定位冲量。如果 [param position] 与实体的质心不同,则该冲量会影响" +"旋转。\n" +"冲量是时间无关的!每帧施加一个冲量将产生一个依赖于帧速率的力。出于这个原因,它" +"应该只在模拟一次性影响时使用(否则使用“_force”函数)。\n" "[param position] 是在全局坐标中距实体原点的偏移量。" msgid "" -"Applies a rotational force to the body. The force does not affect position. " -"A force is time dependent and meant to be applied every physics update." +"Applies a rotational force to the body. The force does not affect position. A " +"force is time dependent and meant to be applied every physics update." msgstr "" -"对实体施加一个旋转力。该力不影响位置。力是时间相关的,意味着每次物理更新都会" -"被施加。" +"对实体施加一个旋转力。该力不影响位置。力是时间相关的,意味着每次物理更新都会被" +"施加。" msgid "" "Applies a rotational impulse to the body. The impulse does not affect " @@ -71333,8 +79332,8 @@ msgid "" "simulating one-time impacts (use the \"_force\" functions otherwise)." msgstr "" "对实体施加一个旋转的冲量。该冲量不影响位置。\n" -"冲量是时间无关的!每帧施加一个冲量将产生一个依赖于帧速率的力。出于这个原因," -"它应该只在模拟一次性影响时使用(否则使用“_force”函数)。" +"冲量是时间无关的!每帧施加一个冲量将产生一个依赖于帧速率的力。出于这个原因,它" +"应该只在模拟一次性影响时使用(否则使用“_force”函数)。" msgid "" "Attaches the [code]ObjectID[/code] of a canvas to the body. Use [method " @@ -71352,11 +79351,11 @@ msgstr "" "get_instance_id] 获取 [CollisionObject2D] 的 [code]ObjectID[/code]。" msgid "" -"Removes all shapes from the body. This does not delete the shapes " -"themselves, so they can continue to be used elsewhere or added back later." +"Removes all shapes from the body. This does not delete the shapes themselves, " +"so they can continue to be used elsewhere or added back later." msgstr "" -"从该实体中移除所有形状。这不会删除形状本身,因此它们可以继续在别处使用或稍后" -"添加回来。" +"从该实体中移除所有形状。这不会删除形状本身,因此它们可以继续在别处使用或稍后添" +"加回来。" msgid "" "Creates a 2D body object in the physics server, and returns the [RID] that " @@ -71385,8 +79384,8 @@ msgstr "返回物体可以碰撞的物理层,形式为位掩码。" msgid "" "Returns the body's collision priority. This is used in the depenetration " -"phase of [method body_test_motion]. The higher the priority is, the lower " -"the penetration into the body will be." +"phase of [method body_test_motion]. The higher the priority is, the lower the " +"penetration into the body will be." msgstr "" "返回该实体的碰撞优先级。这用于 [method body_test_motion] 的穿透阶段。优先级越" "高,对该实体的穿透力就越低。" @@ -71414,8 +79413,8 @@ msgid "" msgstr "返回该物体的连续碰撞检测模式(见 [enum CCDMode])。" msgid "" -"Returns the [PhysicsDirectBodyState2D] of the body. Returns [code]null[/" -"code] if the body is destroyed or not assigned to a space." +"Returns the [PhysicsDirectBodyState2D] of the body. Returns [code]null[/code] " +"if the body is destroyed or not assigned to a space." msgstr "" "返回该实体的 [PhysicsDirectBodyState2D]。如果该实体已被销毁或未被分配给一个空" "间,则返回 [code]null[/code]。" @@ -71441,8 +79440,7 @@ msgstr "" msgid "" "Returns the value of the given body parameter. See [enum BodyParameter] for " "the list of available parameters." -msgstr "" -"返回给定实体参数的值。有关可用的参数列表,请参阅 [enum BodyParameter]。" +msgstr "返回给定实体参数的值。有关可用的参数列表,请参阅 [enum BodyParameter]。" msgid "" "Returns the [RID] of the shape with the given index in the body's array of " @@ -71479,14 +79477,14 @@ msgstr "" msgid "" "Removes the shape with the given index from the body's array of shapes. The " -"shape itself is not deleted, so it can continue to be used elsewhere or " -"added back later. As a result of this operation, the body's shapes which " -"used to have indices higher than [param shape_idx] will have their index " -"decreased by one." +"shape itself is not deleted, so it can continue to be used elsewhere or added " +"back later. As a result of this operation, the body's shapes which used to " +"have indices higher than [param shape_idx] will have their index decreased by " +"one." msgstr "" -"从该实体的形状数组中移除具有给定索引的形状。该形状本身并没有被删除,所以它可" -"以继续在别处使用或稍后添加回来。该操作将会使曾经索引高于 [param shape_idx] 的" -"实体形状的索引将减少一个。" +"从该实体的形状数组中移除具有给定索引的形状。该形状本身并没有被删除,所以它可以" +"继续在别处使用或稍后添加回来。该操作将会使曾经索引高于 [param shape_idx] 的实" +"体形状的索引将减少一个。" msgid "" "Restores the default inertia and center of mass of the body based on its " @@ -71545,16 +79543,33 @@ msgid "" "movement if it collided." msgstr "" "使用 [enum CCDMode] 常量之一设置连续碰撞检测模式。\n" -"连续碰撞检测试图预测一个移动的物体将在物理更新之间发生碰撞的位置,而不是移动" -"它并在发生碰撞时纠正它的运动。" +"连续碰撞检测试图预测一个移动的物体将在物理更新之间发生碰撞的位置,而不是移动它" +"并在发生碰撞时纠正它的运动。" + +msgid "" +"Sets the function used to calculate physics for the body, if that body allows " +"it (see [method body_set_omit_force_integration]).\n" +"The force integration function takes the following two parameters:\n" +"1. a [PhysicsDirectBodyState2D] [code]state[/code]: used to retrieve and " +"modify the body's state,\n" +"2. a [Variant] [param userdata]: optional user data.\n" +"[b]Note:[/b] This callback is currently not called in Godot Physics." +msgstr "" +"如果该实体允许的话,设置用于计算实体物理的函数(参见 [method " +"body_set_omit_force_integration])。\n" +"该力的积分函数采用以下两个参数:\n" +"1. 一个 [PhysicsDirectBodyState2D] [code]state[/code]:用于检索和修改实体的状" +"态,\n" +"2. 一个 [Variant] [param userdata]:可选的用户数据。\n" +"[b]注意:[/b]该回调目前在 Godot 物理中不会被调用。" msgid "" "Sets the maximum number of contacts that the body can report. If [param " "amount] is greater than zero, then the body will keep track of at most this " "many contacts with other bodies." msgstr "" -"设置该实体可以报告的接触的最大数量。如果 [param amount] 大于零,那么实体将最" -"多跟踪与其他实体的这么多次接触。" +"设置该实体可以报告的接触的最大数量。如果 [param amount] 大于零,那么实体将最多" +"跟踪与其他实体的这么多次接触。" msgid "" "Sets the body's mode. See [enum BodyMode] for the list of available modes." @@ -71590,8 +79605,8 @@ msgid "" msgstr "" "使用给定索引设置实体形状的单向碰撞属性。如果 [param enable] 为 [code]true[/" "code],则形状的局部向上轴 [code]body_get_shape_transform(body, shape_idx).y[/" -"code] 给出的单向碰撞方向将用于忽略与相反方向的形状,并确保运动实体的穿透发生" -"在这个方向上。" +"code] 给出的单向碰撞方向将用于忽略与相反方向的形状,并确保运动实体的穿透发生在" +"这个方向上。" msgid "" "Sets the disabled property of the body's shape with the given index. If " @@ -71606,8 +79621,8 @@ msgid "" msgstr "使用给定索引设置该实体形状的局部变换矩阵。" msgid "" -"Adds the body to the given space, after removing the body from the " -"previously assigned space (if any). If the body's mode is set to [constant " +"Adds the body to the given space, after removing the body from the previously " +"assigned space (if any). If the body's mode is set to [constant " "BODY_MODE_RIGID], then adding the body to a space will have the following " "additional effects:\n" "- If the parameter [constant BODY_PARAM_CENTER_OF_MASS] has never been set " @@ -71616,11 +79631,11 @@ msgid "" "- If the parameter [constant BODY_PARAM_INERTIA] is set to a value [code]<= " "0.0[/code], then the value of that parameter will be recalculated based on " "the body's shapes, mass, and center of mass.\n" -"[b]Note:[/b] To remove a body from a space without immediately adding it " -"back elsewhere, use [code]PhysicsServer2D.body_set_space(body, RID())[/code]." +"[b]Note:[/b] To remove a body from a space without immediately adding it back " +"elsewhere, use [code]PhysicsServer2D.body_set_space(body, RID())[/code]." msgstr "" -"从先前分配的空间(若存在)中移除实体后,将该实体添加到给定空间。如果实体的模" -"式被设置为 [constant BODY_MODE_RIGID],则将该实体添加到空间将具有以下额外效" +"从先前分配的空间(若存在)中移除实体后,将该实体添加到给定空间。如果实体的模式" +"被设置为 [constant BODY_MODE_RIGID],则将该实体添加到空间将具有以下额外效" "果:\n" "- 如果从未明确设置参数 [constant BODY_PARAM_CENTER_OF_MASS],则该参数的值将根" "据实体的形状重新计算。\n" @@ -71632,8 +79647,8 @@ msgstr "" msgid "" "Sets the value of a body's state. See [enum BodyState] for the list of " "available states.\n" -"[b]Note:[/b] The state change doesn't take effect immediately. The state " -"will change on the next physics frame." +"[b]Note:[/b] The state change doesn't take effect immediately. The state will " +"change on the next physics frame." msgstr "" "设置实体状态的值。有关可用状态的列表,请参阅 [enum BodyState]。\n" "[b]注意:[/b]状态更改不会立即生效。状态更改将发生在下一个物理帧上。" @@ -71713,8 +79728,8 @@ msgid "" "Destroys the joint with the given [RID], creates a new uninitialized joint, " "and makes the [RID] refer to this new joint." msgstr "" -"销毁具有给定 [RID] 的关节,创建一个新的未初始化关节,并使该 [RID] 引用这个新" -"关节。" +"销毁具有给定 [RID] 的关节,创建一个新的未初始化关节,并使该 [RID] 引用这个新关" +"节。" msgid "" "Creates a 2D joint in the physics server, and returns the [RID] that " @@ -71732,8 +79747,8 @@ msgid "" msgstr "设置附加到该 [Joint2D] 的物体能否互相碰撞。" msgid "" -"Returns the value of the given joint parameter. See [enum JointParam] for " -"the list of available parameters." +"Returns the value of the given joint parameter. See [enum JointParam] for the " +"list of available parameters." msgstr "返回给定关节参数的值。可用参数的列表见 [enum JointParam]。" msgid "Returns the joint's type (see [enum JointType])." @@ -71745,15 +79760,15 @@ msgid "" msgstr "返回分配给该 [Joint2D] 的物体能否相互碰撞。" msgid "" -"Makes the joint a damped spring joint, attached at the point [param " -"anchor_a] (given in global coordinates) on the body [param body_a] and at " -"the point [param anchor_b] (given in global coordinates) on the body [param " -"body_b]. To set the parameters which are specific to the damped spring, see " -"[method damped_spring_joint_set_param]." +"Makes the joint a damped spring joint, attached at the point [param anchor_a] " +"(given in global coordinates) on the body [param body_a] and at the point " +"[param anchor_b] (given in global coordinates) on the body [param body_b]. To " +"set the parameters which are specific to the damped spring, see [method " +"damped_spring_joint_set_param]." msgstr "" "使该关节成为一个阻尼弹簧关节,连接到实体 [param body_a] 上的点 [param " -"anchor_a](在全局坐标中给出)和实体 [param body_b] 上的点 [param anchor_b]" -"(在全局坐标中给出)。要设置特定于阻尼弹簧的参数,请参阅 [method " +"anchor_a](在全局坐标中给出)和实体 [param body_b] 上的点 [param anchor_b](在" +"全局坐标中给出)。要设置特定于阻尼弹簧的参数,请参阅 [method " "damped_spring_joint_set_param]。" msgid "Makes the joint a groove joint." @@ -71796,8 +79811,8 @@ msgstr "" msgid "" "Creates a 2D segment shape in the physics server, and returns the [RID] that " -"identifies it. Use [method shape_set_data] to set the segment's start and " -"end points." +"identifies it. Use [method shape_set_data] to set the segment's start and end " +"points." msgstr "" "在物理服务中创建一个 2D 线段形状,并返回标识它的 [RID]。可使用 [method " "shape_set_data] 设置线段的起点和终点。" @@ -71808,8 +79823,8 @@ msgid "" "[code]length[/code] and [code]slide_on_slope[/code] properties." msgstr "" "在物理服务中创建一个 2D 分离射线形状,并返回标识它的 [RID]。可使用 [method " -"shape_set_data] 设置形状的 [code]length[/code] 和 [code]slide_on_slope[/" -"code] 属性。" +"shape_set_data] 设置形状的 [code]length[/code] 和 [code]slide_on_slope[/code] " +"属性。" msgid "" "Activates or deactivates the 2D physics server. If [param active] is " @@ -71824,8 +79839,8 @@ msgid "" "the half-extents of a rectangle or the segments of a concave shape. See " "[method shape_set_data] for the precise format of this data in each case." msgstr "" -"返回定义形状配置的形状数据,例如矩形的半边长或凹形的线段。有关每种情况下该数" -"据的精确格式,请参阅 [method shape_set_data]。" +"返回定义形状配置的形状数据,例如矩形的半边长或凹形的线段。有关每种情况下该数据" +"的精确格式,请参阅 [method shape_set_data]。" msgid "Returns the shape's type (see [enum ShapeType])." msgstr "返回该形状的类型(见 [enum ShapeType])。" @@ -71835,8 +79850,8 @@ msgid "" "identifies it. A space contains bodies and areas, and controls the stepping " "of the physics simulation of the objects in it." msgstr "" -"在物理服务中创建一个 2D 空间,并返回标识它的 [RID]。空间包含实体和区域,并控" -"制其中实体的物理模拟的步骤。" +"在物理服务中创建一个 2D 空间,并返回标识它的 [RID]。空间包含实体和区域,并控制" +"其中实体的物理模拟的步骤。" msgid "" "Returns the state of a space, a [PhysicsDirectSpaceState2D]. This object can " @@ -71846,8 +79861,8 @@ msgstr "" "询。" msgid "" -"Returns the value of the given space parameter. See [enum SpaceParameter] " -"for the list of available parameters." +"Returns the value of the given space parameter. See [enum SpaceParameter] for " +"the list of available parameters." msgstr "返回给定空间参数的值。可用参数的列表见 [enum SpaceParameter]。" msgid "Returns [code]true[/code] if the space is active." @@ -71885,8 +79900,8 @@ msgstr "" msgid "" "Constant to set/get the maximum distance a shape can be from another before " -"they are considered separated and the contact is discarded. The default " -"value of this parameter is [member ProjectSettings.physics/2d/solver/" +"they are considered separated and the contact is discarded. The default value " +"of this parameter is [member ProjectSettings.physics/2d/solver/" "contact_max_separation]." msgstr "" "常量,用于设置/获取两个形状间的最大距离,超过该距离后它们将被视为分离,接触将" @@ -71910,8 +79925,8 @@ msgid "" "physics/2d/solver/default_contact_bias]." msgstr "" "常量,用于设置/获取所有物理接触的默认求解器偏差。求解器偏差是控制两个对象在重" -"叠后“反弹”的程度的一个系数,以避免由于数值不精确而使它们处于该状态。该参数的" -"默认值为 [member ProjectSettings.physics/2d/solver/default_contact_bias]。" +"叠后“反弹”的程度的一个系数,以避免由于数值不精确而使它们处于该状态。该参数的默" +"认值为 [member ProjectSettings.physics/2d/solver/default_contact_bias]。" msgid "" "Constant to set/get the threshold linear velocity of activity. A body marked " @@ -71924,10 +79939,10 @@ msgstr "" "ProjectSettings.physics/2d/sleep_threshold_linear]。" msgid "" -"Constant to set/get the threshold angular velocity of activity. A body " -"marked as potentially inactive for both linear and angular velocity will be " -"put to sleep after the time given. The default value of this parameter is " -"[member ProjectSettings.physics/2d/sleep_threshold_angular]." +"Constant to set/get the threshold angular velocity of activity. A body marked " +"as potentially inactive for both linear and angular velocity will be put to " +"sleep after the time given. The default value of this parameter is [member " +"ProjectSettings.physics/2d/sleep_threshold_angular]." msgstr "" "常量,用于设置/获取活跃的阈值角速度。一个线性速度和角速度都被标记为可能处于非" "活动状态的物体,将在给定时间后进入睡眠状态。该参数的默认值为 [member " @@ -71950,24 +79965,24 @@ msgid "" "ProjectSettings.physics/2d/solver/default_constraint_bias]." msgstr "" "常量,用于设置/获取所有物理约束的默认求解器偏差。求解器偏差是控制两个对象在违" -"反约束后“反弹”的程度的一个系数,以避免由于数值不精确而使它们处于该状态。该参" -"数的默认值为 [member ProjectSettings.physics/2d/solver/" +"反约束后“反弹”的程度的一个系数,以避免由于数值不精确而使它们处于该状态。该参数" +"的默认值为 [member ProjectSettings.physics/2d/solver/" "default_constraint_bias]。" msgid "" "Constant to set/get the number of solver iterations for all contacts and " "constraints. The greater the number of iterations, the more accurate the " -"collisions will be. However, a greater number of iterations requires more " -"CPU power, which can decrease performance. The default value of this " -"parameter is [member ProjectSettings.physics/2d/solver/solver_iterations]." +"collisions will be. However, a greater number of iterations requires more CPU " +"power, which can decrease performance. The default value of this parameter is " +"[member ProjectSettings.physics/2d/solver/solver_iterations]." msgstr "" "常量,用于设置/获取所有接触与约束的求解器迭代数。迭代次数越多,碰撞越准确。但" "是,大量的迭代会需要更多的 CPU 能力,会降低性能。" msgid "" "This is the constant for creating world boundary shapes. A world boundary " -"shape is an [i]infinite[/i] line with an origin point, and a normal. Thus, " -"it can be used for front/behind checks." +"shape is an [i]infinite[/i] line with an origin point, and a normal. Thus, it " +"can be used for front/behind checks." msgstr "" "常量,用于创建世界边界形状。一个世界边界形状,是具有原点和法线的[i]无限[/i]直" "线。因此,它可以用于前面/背面检查。" @@ -71977,8 +79992,8 @@ msgid "" "defined by a length and separates itself from what is touching its far " "endpoint. Useful for character controllers." msgstr "" -"常量,用于创建分离射线形状。一条分离射线由一个长度定义,并将其自身与接触其远" -"端点的物体分开。对角色控制器很有用。" +"常量,用于创建分离射线形状。一条分离射线由一个长度定义,并将其自身与接触其远端" +"点的物体分开。对角色控制器很有用。" msgid "" "This is the constant for creating segment shapes. A segment shape is a " @@ -72004,27 +80019,27 @@ msgstr "" msgid "" "This is the constant for creating capsule shapes. A capsule shape is defined " -"by a radius and a length. It can be used for intersections and inside/" -"outside checks." +"by a radius and a length. It can be used for intersections and inside/outside " +"checks." msgstr "" -"这是创建胶囊形状的常量。一个胶囊形状由一个半径和一个长度定义。它可以用于交点" -"和内/外侧检查。" +"这是创建胶囊形状的常量。一个胶囊形状由一个半径和一个长度定义。它可以用于交点和" +"内/外侧检查。" msgid "" -"This is the constant for creating convex polygon shapes. A polygon is " -"defined by a list of points. It can be used for intersections and inside/" -"outside checks." +"This is the constant for creating convex polygon shapes. A polygon is defined " +"by a list of points. It can be used for intersections and inside/outside " +"checks." msgstr "" -"常量,用于创建凸多边形形状。一个多边形是由一个点的列表定义的。它可以用于交叉" -"点和内侧/外侧检查。" +"常量,用于创建凸多边形形状。一个多边形是由一个点的列表定义的。它可以用于交叉点" +"和内侧/外侧检查。" msgid "" "This is the constant for creating concave polygon shapes. A polygon is " -"defined by a list of points. It can be used for intersections checks, but " -"not for inside/outside checks." +"defined by a list of points. It can be used for intersections checks, but not " +"for inside/outside checks." msgstr "" -"这是创建凹形多边形的常量。一个多边形是由一个点的列表定义的。它可以用于交叉点" -"检查,但不能用于内/外侧检查。" +"这是创建凹形多边形的常量。一个多边形是由一个点的列表定义的。它可以用于交叉点检" +"查,但不能用于内/外侧检查。" msgid "" "This constant is used internally by the engine. Any attempt to create this " @@ -72115,8 +80130,7 @@ msgid "" "Constant to set/get the priority (order of processing) of an area. The " "default value of this parameter is [code]0[/code]." msgstr "" -"常量,用于设置/获取区域的优先级(处理顺序)。该参数的默认值为 [code]0[/" -"code]。" +"常量,用于设置/获取区域的优先级(处理顺序)。该参数的默认值为 [code]0[/code]。" msgid "" "This area does not affect gravity/damp. These are generally areas that exist " @@ -72157,19 +80171,19 @@ msgid "" "Constant for static bodies. In this mode, a body can be only moved by user " "code and doesn't collide with other bodies along its path when moved." msgstr "" -"常量,用于静态物体。在这种模式下,物体只能由用户代码移动,移动时不会与路径上" -"的其他物体发生碰撞。" +"常量,用于静态物体。在这种模式下,物体只能由用户代码移动,移动时不会与路径上的" +"其他物体发生碰撞。" msgid "" -"Constant for kinematic bodies. In this mode, a body can be only moved by " -"user code and collides with other bodies along its path." +"Constant for kinematic bodies. In this mode, a body can be only moved by user " +"code and collides with other bodies along its path." msgstr "" -"常量,用于运动学物体。在这种模式下,物体只能由用户代码移动,会与路径上的其他" -"物体发生碰撞。" +"常量,用于运动学物体。在这种模式下,物体只能由用户代码移动,会与路径上的其他物" +"体发生碰撞。" msgid "" -"Constant for rigid bodies. In this mode, a body can be pushed by other " -"bodies and has forces applied." +"Constant for rigid bodies. In this mode, a body can be pushed by other bodies " +"and has forces applied." msgstr "常量,用于刚体。在这种模式下,物体可以被其他物体推动,能够对其施加力。" msgid "" @@ -72183,8 +80197,8 @@ msgid "" msgstr "常量,用于设置/获取物体的反弹系数。该参数的默认值为 [code]0.0[/code]。" msgid "" -"Constant to set/get a body's friction. The default value of this parameter " -"is [code]1.0[/code]." +"Constant to set/get a body's friction. The default value of this parameter is " +"[code]1.0[/code]." msgstr "常量,用于设置/获取实体摩擦力。该参数的默认值为 [code]1.0[/code]。" msgid "" @@ -72201,8 +80215,8 @@ msgstr "" "常量,用于设置/获取一个实体质量。该参数的默认值为[code]1.0[/code]。如果该实体" "的模式被设置为 [constant BODY_MODE_RIGID],那么设置这个参数会有以下附加效" "果:\n" -"- 如果该参数 [constant BODY_PARAM_CENTER_OF_MASS] 从未被明确设置,则该参数的" -"值将根据实体的形状重新计算。\n" +"- 如果该参数 [constant BODY_PARAM_CENTER_OF_MASS] 从未被明确设置,则该参数的值" +"将根据实体的形状重新计算。\n" "- 如果该参数 [constant BODY_PARAM_INERTIA] 被设置为值 [code]<= 0.0[/code],则" "该参数的值将根据该实体的形状、质量、和质心重新计算。" @@ -72213,20 +80227,19 @@ msgid "" "mass, and center of mass." msgstr "" "常量,用于设置/获取一个实体惯性。该参数的默认值为[code]0.0[/code]。如果实体的" -"惯性被设置为一个值 [code]<= 0.0[/code],那么惯性将根据实体的形状、质量、和质" -"心重新计算。" +"惯性被设置为一个值 [code]<= 0.0[/code],那么惯性将根据实体的形状、质量、和质心" +"重新计算。" msgid "" "Constant to set/get a body's center of mass position in the body's local " -"coordinate system. The default value of this parameter is [code]Vector2(0,0)" -"[/code]. If this parameter is never set explicitly, then it is recalculated " +"coordinate system. The default value of this parameter is [code]Vector2(0,0)[/" +"code]. If this parameter is never set explicitly, then it is recalculated " "based on the body's shapes when setting the parameter [constant " "BODY_PARAM_MASS] or when calling [method body_set_space]." msgstr "" "常量,用于在实体局部坐标系中设置/获取一个实体质心位置。该参数的默认值为 " "[code]Vector2(0,0)[/code]。如果该参数从未明确设置,则在设置参数 [constant " -"BODY_PARAM_MASS] 或调用 [method body_set_space] 时,会根据实体的形状重新计" -"算。" +"BODY_PARAM_MASS] 或调用 [method body_set_space] 时,会根据实体的形状重新计算。" msgid "" "Constant to set/get a body's gravity multiplier. The default value of this " @@ -72234,8 +80247,8 @@ msgid "" msgstr "常量,用于设置/获取物体的重力倍数。该参数的默认值为 [code]1.0[/code]。" msgid "" -"Constant to set/get a body's linear damping mode. See [enum BodyDampMode] " -"for possible values. The default value of this parameter is [constant " +"Constant to set/get a body's linear damping mode. See [enum BodyDampMode] for " +"possible values. The default value of this parameter is [constant " "BODY_DAMP_MODE_COMBINE]." msgstr "" "常量,用于设置/获取物体的线性阻尼模式。可能的值见 [enum BodyDampMode]。这个参" @@ -72250,8 +80263,8 @@ msgstr "" "数的默认值为 [constant BODY_DAMP_MODE_COMBINE]。" msgid "" -"Constant to set/get a body's linear damping factor. The default value of " -"this parameter is [code]0.0[/code]." +"Constant to set/get a body's linear damping factor. The default value of this " +"parameter is [code]0.0[/code]." msgstr "" "常量,用于设置/获取物体的线性阻尼系数。该参数的默认值为 [code]0.0[/code]。" @@ -72270,8 +80283,7 @@ msgid "" msgstr "物体的阻尼值会叠加到替换区域中所设置的值或默认值。" msgid "" -"The body's damping value replaces any value set in areas or the default " -"value." +"The body's damping value replaces any value set in areas or the default value." msgstr "物体的阻尼值会替换区域中所设置的值或默认值。" msgid "Constant to set/get the current transform matrix of the body." @@ -72305,8 +80317,8 @@ msgid "" "Constant to set/get how fast the joint pulls the bodies back to satisfy the " "joint constraint. The lower the value, the more the two bodies can pull on " "the joint. The default value of this parameter is [code]0.0[/code].\n" -"[b]Note:[/b] In Godot Physics, this parameter is only used for pin joints " -"and groove joints." +"[b]Note:[/b] In Godot Physics, this parameter is only used for pin joints and " +"groove joints." msgstr "" "常量,用于设置/获取该关节将实体拉回以满足关节约束的速度。值越低,两个物体对关" "节的拉动就越大。该参数的默认值为 [code]0.0[/code]。\n" @@ -72324,8 +80336,7 @@ msgstr "" msgid "" "Constant to set/get the maximum force that the joint can use to act on the " -"two bodies. The default value of this parameter is [code]3.40282e+38[/" -"code].\n" +"two bodies. The default value of this parameter is [code]3.40282e+38[/code].\n" "[b]Note:[/b] In Godot Physics, this parameter is only used for groove joints." msgstr "" "常量,用于设置/获取关节可用于作用于两个实体的最大力。该参数的默认值为 " @@ -72341,19 +80352,19 @@ msgstr "" msgid "" "Sets the resting length of the spring joint. The joint will always try to go " -"to back this length when pulled apart. The default value of this parameter " -"is the distance between the joint's anchor points." +"to back this length when pulled apart. The default value of this parameter is " +"the distance between the joint's anchor points." msgstr "" -"设置弹簧关节的放松长度。当拉开时,该关节将始终尝试回到这个长度。该参数的默认" -"值是关节锚点之间的距离。" +"设置弹簧关节的放松长度。当拉开时,该关节将始终尝试回到这个长度。该参数的默认值" +"是关节锚点之间的距离。" msgid "" "Sets the stiffness of the spring joint. The joint applies a force equal to " "the stiffness times the distance from its resting length. The default value " "of this parameter is [code]20.0[/code]." msgstr "" -"设置弹簧关节的刚度。该关节施加的力等于刚度乘以距其放松长度的距离。该参数的默" -"认值为 [code]20.0[/code]。" +"设置弹簧关节的刚度。该关节施加的力等于刚度乘以距其放松长度的距离。该参数的默认" +"值为 [code]20.0[/code]。" msgid "" "Sets the damping ratio of the spring joint. A value of 0 indicates an " @@ -72361,8 +80372,8 @@ msgid "" "possible (critical damping). The default value of this parameter is " "[code]1.5[/code]." msgstr "" -"设置弹簧关节的阻尼比率。值为 0 表示无阻尼弹簧,而 1 表示系统尽可能快地达到平" -"衡(临界阻尼)。该参数的默认值为 [code]1.5[/code]。" +"设置弹簧关节的阻尼比率。值为 0 表示无阻尼弹簧,而 1 表示系统尽可能快地达到平衡" +"(临界阻尼)。该参数的默认值为 [code]1.5[/code]。" msgid "" "Disables continuous collision detection. This is the fastest way to detect " @@ -72377,18 +80388,18 @@ msgid "" msgstr "通过射线投射实现连续的碰撞检测。它比形状投射更快,但不够精确。" msgid "" -"Enables continuous collision detection by shapecasting. It is the slowest " -"CCD method, and the most precise." +"Enables continuous collision detection by shapecasting. It is the slowest CCD " +"method, and the most precise." msgstr "通过形变实现连续的碰撞检测。它是最慢的 CCD 方法,也是最精确的。" msgid "" -"The value of the first parameter and area callback function receives, when " -"an object enters one of its shapes." +"The value of the first parameter and area callback function receives, when an " +"object enters one of its shapes." msgstr "当对象进入其形状之一时,第一个参数和区域回调函数接收的值。" msgid "" -"The value of the first parameter and area callback function receives, when " -"an object exits one of its shapes." +"The value of the first parameter and area callback function receives, when an " +"object exits one of its shapes." msgstr "当对象退出其形状之一时,第一个参数和区域回调函数接收的值。" msgid "Constant to get the number of objects that are not sleeping." @@ -72401,27 +80412,30 @@ msgid "" "Constant to get the number of space regions where a collision could occur." msgstr "常量,用以获取可能发生碰撞的空间区域数。" +msgid "A singleton for managing [PhysicsServer2D] implementations." +msgstr "用于管理 [PhysicsServer2D] 实现的单例。" + msgid "" "Register a [PhysicsServer2D] implementation by passing a [param name] and a " "[Callable] that returns a [PhysicsServer2D] object." msgstr "" -"注册 [PhysicsServer2D] 实现,传入名称 [param name] 和返回 [PhysicsServer2D] " -"对象的 [Callable]。" +"注册 [PhysicsServer2D] 实现,传入名称 [param name] 和返回 [PhysicsServer2D] 对" +"象的 [Callable]。" msgid "" "Set the default [PhysicsServer2D] implementation to the one identified by " -"[param name], if [param priority] is greater than the priority of the " -"current default implementation." +"[param name], if [param priority] is greater than the priority of the current " +"default implementation." msgstr "" -"如果优先级 [param priority] 比当前默认实现的优先级高,则将由名称 [param " -"name] 标识的 [PhysicsServer2D] 实现设置为默认实现。" +"如果优先级 [param priority] 比当前默认实现的优先级高,则将由名称 [param name] " +"标识的 [PhysicsServer2D] 实现设置为默认实现。" msgid "" "Adds a shape to the area, along with a transform matrix. Shapes are usually " "referenced by their index, so you should track which shape has a given index." msgstr "" -"向区域添加一个形状,以及一个变换矩阵。形状通常通过它们的索引来引用,因此您应" -"该跟踪哪个形状具有给定的索引。" +"向区域添加一个形状,以及一个变换矩阵。形状通常通过它们的索引来引用,因此您应该" +"跟踪哪个形状具有给定的索引。" msgid "" "Assigns the area to a descendant of [Object], so it can exist in the node " @@ -72503,15 +80517,14 @@ msgid "Adds a body to the list of bodies exempt from collisions." msgstr "将一个物体添加到免于碰撞的物体列表中。" msgid "" -"Adds a constant directional force without affecting rotation that keeps " -"being applied over time until cleared with " -"[code]body_set_constant_force(body, Vector3(0, 0, 0))[/code].\n" +"Adds a constant directional force without affecting rotation that keeps being " +"applied over time until cleared with [code]body_set_constant_force(body, " +"Vector3(0, 0, 0))[/code].\n" "This is equivalent to using [method body_add_constant_force] at the body's " "center of mass." msgstr "" -"在不影响旋转的情况下,添加一个恒定的方向力,该力会随着时间的推移而持续施加," -"直到使用 [code]body_set_constant_force(body, Vector3(0, 0, 0))[/code] 清" -"除。\n" +"在不影响旋转的情况下,添加一个恒定的方向力,该力会随着时间的推移而持续施加,直" +"到使用 [code]body_set_constant_force(body, Vector3(0, 0, 0))[/code] 清除。\n" "这相当于在实体的质心处使用 [method body_add_constant_force]。" msgid "" @@ -72536,17 +80549,17 @@ msgid "" "Adds a shape to the body, along with a transform matrix. Shapes are usually " "referenced by their index, so you should track which shape has a given index." msgstr "" -"添加一个形状到物体,以及一个变换矩阵。形状通常通过它们的索引来引用,因此您应" -"该跟踪哪个形状具有给定的索引。" +"添加一个形状到物体,以及一个变换矩阵。形状通常通过它们的索引来引用,因此您应该" +"跟踪哪个形状具有给定的索引。" msgid "" "Applies a directional force without affecting rotation. A force is time " "dependent and meant to be applied every physics update.\n" -"This is equivalent to using [method body_apply_force] at the body's center " -"of mass." +"This is equivalent to using [method body_apply_force] at the body's center of " +"mass." msgstr "" -"在不影响旋转的情况下,施加一个方向力。力是时间相关的,意味着每次物理更新都会" -"施加。\n" +"在不影响旋转的情况下,施加一个方向力。力是时间相关的,意味着每次物理更新都会施" +"加。\n" "这相当于在实体的质心处使用 [method body_apply_force]。" msgid "" @@ -72558,16 +80571,16 @@ msgid "" "of mass." msgstr "" "在不影响旋转的情况下,施加一个定向冲量。\n" -"冲动是时间无关的!每帧施加一个冲量将产生依赖于帧速率的力。出于这个原因,它应" -"该只在模拟一次性影响时使用(否则使用“_force”函数)。\n" +"冲动是时间无关的!每帧施加一个冲量将产生依赖于帧速率的力。出于这个原因,它应该" +"只在模拟一次性影响时使用(否则使用“_force”函数)。\n" "这相当于在实体的质心处使用 [method body_apply_impulse]。" msgid "" "Applies a rotational force without affecting position. A force is time " "dependent and meant to be applied every physics update." msgstr "" -"在不影响位置的情况下,施加一个旋转力。力是时间相关的,这意味着每次物理更新都" -"会施加。" +"在不影响位置的情况下,施加一个旋转力。力是时间相关的,这意味着每次物理更新都会" +"施加。" msgid "" "Applies a rotational impulse to the body without affecting the position.\n" @@ -72576,8 +80589,8 @@ msgid "" "simulating one-time impacts (use the \"_force\" functions otherwise)." msgstr "" "在不影响位置的情况下,向实体施加一个旋转冲量。\n" -"冲量是时间无关的!每帧施加一个冲量将产生一个依赖于帧速率的力。出于这个原因," -"它应该只在模拟一次性影响时使用(否则使用“_force”函数)。" +"冲量是时间无关的!每帧施加一个冲量将产生一个依赖于帧速率的力。出于这个原因,它" +"应该只在模拟一次性影响时使用(否则使用“_force”函数)。" msgid "Removes all shapes from a body." msgstr "从物体上移除所有碰撞形状。" @@ -72610,8 +80623,8 @@ msgstr "" "参阅 [method body_add_constant_torque]。" msgid "" -"Returns the [PhysicsDirectBodyState3D] of the body. Returns [code]null[/" -"code] if the body is destroyed or removed from the physics space." +"Returns the [PhysicsDirectBodyState3D] of the body. Returns [code]null[/code] " +"if the body is destroyed or removed from the physics space." msgstr "" "返回该物体的 [PhysicsDirectBodyState3D]。如果该物体已被销毁或从物理空间中移" "除,则返回 [code]null[/code]。" @@ -72667,12 +80680,12 @@ msgid "" "Removes a shape from a body. The shape is not deleted, so it can be reused " "afterwards." msgstr "" -"从物体上移除一个碰撞形状。碰撞形状不会被从内存中删除,所以它可以在之后被重复" -"使用。" +"从物体上移除一个碰撞形状。碰撞形状不会被从内存中删除,所以它可以在之后被重复使" +"用。" msgid "" -"Restores the default inertia and center of mass based on shapes to cancel " -"any custom values previously set using [method body_set_param]." +"Restores the default inertia and center of mass based on shapes to cancel any " +"custom values previously set using [method body_set_param]." msgstr "" "根据形状恢复默认惯性和质心,以取消之前使用 [method body_set_param] 设置的任何" "自定义值。" @@ -72778,9 +80791,9 @@ msgstr "设置主体状态(见 [enum BodyState] 常量)。" msgid "" "Returns [code]true[/code] if a collision would result from moving along a " -"motion vector from a given point in space. [PhysicsTestMotionParameters3D] " -"is passed to set motion parameters. [PhysicsTestMotionResult3D] can be " -"passed to return additional information." +"motion vector from a given point in space. [PhysicsTestMotionParameters3D] is " +"passed to set motion parameters. [PhysicsTestMotionResult3D] can be passed to " +"return additional information." msgstr "" "如果从空间中的给定点沿着运动向量移动会导致碰撞,则返回 [code]true[/code]。传" "递 [PhysicsTestMotionParameters3D] 可以设置运动参数。还可以传递 " @@ -72857,12 +80870,10 @@ msgstr "返回附加至该 [Joint3D] 的物体能否互相碰撞。" msgid "Sets the priority value of the Joint3D." msgstr "设置该 Joint3D 的优先级。" -msgid "" -"Returns position of the joint in the local space of body a of the joint." +msgid "Returns position of the joint in the local space of body a of the joint." msgstr "返回关节在关节物体 A 的局部空间中的位置。" -msgid "" -"Returns position of the joint in the local space of body b of the joint." +msgid "Returns position of the joint in the local space of body b of the joint." msgstr "返回关节在关节物体 B 的局部空间中的位置。" msgid "Gets a pin_joint parameter (see [enum PinJointParam] constants)." @@ -72897,9 +80908,9 @@ msgid "Gets a slider_joint parameter (see [enum SliderJointParam] constants)." msgstr "获取 slider_joint 参数(见 [enum SliderJointParam] 常量)。" msgid "" -"Creates a space. A space is a collection of parameters for the physics " -"engine that can be assigned to an area or a body. It can be assigned to an " -"area with [method area_set_space], or to a body with [method body_set_space]." +"Creates a space. A space is a collection of parameters for the physics engine " +"that can be assigned to an area or a body. It can be assigned to an area with " +"[method area_set_space], or to a body with [method body_set_space]." msgstr "" "创建一个空间。空间是物理引擎的参数集合,可以分配给区域或主体。它可以通过 " "[method area_set_space] 分配给一个区域,或者通过 [method body_set_space] 分配" @@ -72919,8 +80930,8 @@ msgid "Returns whether the space is active." msgstr "返回该空间是否是活动的。" msgid "" -"Marks a space as active. It will not have an effect, unless it is assigned " -"to an area or body." +"Marks a space as active. It will not have an effect, unless it is assigned to " +"an area or body." msgstr "将空间标记为活动空间。它不会有效果,除非它被分配到一个区域或物体。" msgid "" @@ -72944,8 +80955,8 @@ msgid "The [Joint3D] is a [Generic6DOFJoint3D]." msgstr "该 [Joint3D] 为 [Generic6DOFJoint3D]。" msgid "" -"The strength with which the pinned objects try to stay in positional " -"relation to each other.\n" +"The strength with which the pinned objects try to stay in positional relation " +"to each other.\n" "The higher, the stronger." msgstr "" "固定对象试图保持彼此位置关系的力度。\n" @@ -73000,8 +81011,8 @@ msgid "The amount of damping once the slider limits are surpassed." msgstr "一旦超过滑块的极限,阻尼的数量。" msgid "" -"A factor applied to the movement across the slider axis as long as the " -"slider is in the limits. The lower, the slower the movement." +"A factor applied to the movement across the slider axis as long as the slider " +"is in the limits. The lower, the slower the movement." msgstr "只要滑块在限制范围内,就应用于滑块轴上移动的系数。越低,运动越慢。" msgid "The amount of restitution inside the slider limits." @@ -73106,8 +81117,7 @@ msgid "If set, there is a rotational motor across these axes." msgstr "设置时,存在跨这些轴的旋转马达。" msgid "" -"If set, there is a linear motor on this axis that targets a specific " -"velocity." +"If set, there is a linear motor on this axis that targets a specific velocity." msgstr "设置时,存在跨这些轴的线性马达,以指定的速度为目标。" msgid "The [Shape3D] is a [WorldBoundaryShape3D]." @@ -73169,14 +81179,14 @@ msgid "" "the center the gravity will be 1.0 m/s² (twice the distance, 1/4th the " "gravity), at 50 meters it will be 16.0 m/s² (half the distance, 4x the " "gravity), and so on.\n" -"The above is true only when the unit distance is a positive number. When " -"this is set to 0.0, the gravity will be constant regardless of distance." +"The above is true only when the unit distance is a positive number. When this " +"is set to 0.0, the gravity will be constant regardless of distance." msgstr "" "常量,用于设置/获取重力强度等于 [constant AREA_PARAM_GRAVITY] 控制的重力的距" "离。例如,在半径为 100 米且表面重力为 4.0 m/s² 的行星上,将重力设置为 4.0,并" -"将单位距离设置为 100.0。重力会根据平方反比定律衰减,因此在该示例中,重力在距" -"中心 200 米处将为 1.0 m/s²(距离的两倍,重力的 1/4),在距中心 50 米处为 " -"16.0 m/s²(距离的一半,重力的 4 倍),依此类推。\n" +"将单位距离设置为 100.0。重力会根据平方反比定律衰减,因此在该示例中,重力在距中" +"心 200 米处将为 1.0 m/s²(距离的两倍,重力的 1/4),在距中心 50 米处为 16.0 m/" +"s²(距离的一半,重力的 4 倍),依此类推。\n" "仅当单位距离为正数时,上述情况才成立。当该属性被设置为 0.0 时,无论距离如何," "重力都将保持不变。" @@ -73242,16 +81252,14 @@ msgid "Constant to set/get a body's gravity multiplier." msgstr "常量,用于设置/获取物体的重力倍数。" msgid "" -"Constant to set/get a body's linear damping mode. See [enum BodyDampMode] " -"for possible values." -msgstr "" -"常量,用于设置/获取物体的线性阻尼模式。可能的值见 [enum BodyDampMode]。" +"Constant to set/get a body's linear damping mode. See [enum BodyDampMode] for " +"possible values." +msgstr "常量,用于设置/获取物体的线性阻尼模式。可能的值见 [enum BodyDampMode]。" msgid "" "Constant to set/get a body's angular damping mode. See [enum BodyDampMode] " "for possible values." -msgstr "" -"常量,用于设置/获取物体的角度阻尼模式。可能的值见 [enum BodyDampMode]。" +msgstr "常量,用于设置/获取物体的角度阻尼模式。可能的值见 [enum BodyDampMode]。" msgid "Constant to set/get a body's linear damping factor." msgstr "常数,用于设置/获取物体的线性阻尼系数。" @@ -73274,8 +81282,7 @@ msgstr "" msgid "" "Constant to set/get the maximum distance a shape can penetrate another shape " "before it is considered a collision." -msgstr "" -"常量,用于设置/获取两个形状互相穿透的最大距离,超过该距离后将视为碰撞。" +msgstr "常量,用于设置/获取两个形状互相穿透的最大距离,超过该距离后将视为碰撞。" msgid "" "Constant to set/get the default solver bias for all physics contacts. A " @@ -73295,9 +81302,9 @@ msgstr "" "的物体将在给定的时间后进入睡眠状态。" msgid "" -"Constant to set/get the threshold angular velocity of activity. A body " -"marked as potentially inactive for both linear and angular velocity will be " -"put to sleep after the time given." +"Constant to set/get the threshold angular velocity of activity. A body marked " +"as potentially inactive for both linear and angular velocity will be put to " +"sleep after the time given." msgstr "" "常量,用于设置/获取活动的阈值角速度。一个被标记为线性和角速度都可能不活跃的物" "体,在给定的时间后将会进入睡眠状态。" @@ -73319,20 +81326,35 @@ msgstr "" "常量,用于设置/获取接触和约束的求解器迭代次数。迭代次数越多,碰撞和约束就越准" "确。然而,更多的迭代需要更多的 CPU 能力,这会降低性能。" +msgid "A singleton for managing [PhysicsServer3D] implementations." +msgstr "用于管理 [PhysicsServer3D] 实现的单例。" + msgid "" "Register a [PhysicsServer3D] implementation by passing a [param name] and a " "[Callable] that returns a [PhysicsServer3D] object." msgstr "" -"注册 [PhysicsServer3D] 实现,传入名称 [param name] 和返回 [PhysicsServer3D] " -"对象的 [Callable]。" +"注册 [PhysicsServer3D] 实现,传入名称 [param name] 和返回 [PhysicsServer3D] 对" +"象的 [Callable]。" msgid "" "Set the default [PhysicsServer3D] implementation to the one identified by " -"[param name], if [param priority] is greater than the priority of the " -"current default implementation." +"[param name], if [param priority] is greater than the priority of the current " +"default implementation." msgstr "" -"如果优先级 [param priority] 比当前默认实现的优先级高,则将由名称 [param " -"name] 标识的 [PhysicsServer3D] 实现设置为默认实现。" +"如果优先级 [param priority] 比当前默认实现的优先级高,则将由名称 [param name] " +"标识的 [PhysicsServer3D] 实现设置为默认实现。" + +msgid "" +"Provides parameters for [method PhysicsDirectSpaceState2D.intersect_shape]." +msgstr "为 [method PhysicsDirectSpaceState2D.intersect_shape] 提供参数。" + +msgid "" +"By changing various properties of this object, such as the shape, you can " +"configure the parameters for [method PhysicsDirectSpaceState2D." +"intersect_shape]." +msgstr "" +"你可以通过修改这个对象的形状等属性来为 [method PhysicsDirectSpaceState2D." +"intersect_shape] 配置参数。" msgid "The collision margin for the shape." msgstr "形状的碰撞边距。" @@ -73342,16 +81364,16 @@ msgstr "正在查询的形状的运动。" msgid "" "The [Shape2D] that will be used for collision/intersection queries. This " -"stores the actual reference which avoids the shape to be released while " -"being used for queries, so always prefer using this over [member shape_rid]." +"stores the actual reference which avoids the shape to be released while being " +"used for queries, so always prefer using this over [member shape_rid]." msgstr "" "将用于碰撞/相交查询的 [Shape2D]。存储的是实际的引用,可以避免该形状在进行查询" "时被释放,因此请优先使用这个属性,而不是 [member shape_rid]。" msgid "" "The queried shape's [RID] that will be used for collision/intersection " -"queries. Use this over [member shape] if you want to optimize for " -"performance using the Servers API:\n" +"queries. Use this over [member shape] if you want to optimize for performance " +"using the Servers API:\n" "[codeblocks]\n" "[gdscript]\n" "var shape_rid = PhysicsServer2D.circle_shape_create()\n" @@ -73381,8 +81403,8 @@ msgid "" "[/csharp]\n" "[/codeblocks]" msgstr "" -"将用于碰撞/相交查询的形状的 [RID]。如果你想要使用服务器 API 优化性能,请使用" -"这个属性而不是 [member shape]:\n" +"将用于碰撞/相交查询的形状的 [RID]。如果你想要使用服务器 API 优化性能,请使用这" +"个属性而不是 [member shape]:\n" "[codeblocks]\n" "[gdscript]\n" "var shape_rid = PhysicsServer2D.circle_shape_create()\n" @@ -73415,18 +81437,30 @@ msgstr "" msgid "The queried shape's transform matrix." msgstr "被查询形状的变换矩阵。" +msgid "" +"Provides parameters for [method PhysicsDirectSpaceState3D.intersect_shape]." +msgstr "为 [method PhysicsDirectSpaceState3D.intersect_shape] 提供参数。" + +msgid "" +"By changing various properties of this object, such as the shape, you can " +"configure the parameters for [method PhysicsDirectSpaceState3D." +"intersect_shape]." +msgstr "" +"你可以通过修改这个对象的形状等属性来为 [method PhysicsDirectSpaceState3D." +"intersect_shape] 配置参数。" + msgid "" "The [Shape3D] that will be used for collision/intersection queries. This " -"stores the actual reference which avoids the shape to be released while " -"being used for queries, so always prefer using this over [member shape_rid]." +"stores the actual reference which avoids the shape to be released while being " +"used for queries, so always prefer using this over [member shape_rid]." msgstr "" "将用于碰撞/相交查询的 [Shape3D]。存储的是实际的引用,可以避免该形状在进行查询" "时被释放,因此请优先使用这个属性,而不是 [member shape_rid]。" msgid "" "The queried shape's [RID] that will be used for collision/intersection " -"queries. Use this over [member shape] if you want to optimize for " -"performance using the Servers API:\n" +"queries. Use this over [member shape] if you want to optimize for performance " +"using the Servers API:\n" "[codeblocks]\n" "[gdscript]\n" "var shape_rid = PhysicsServer3D.shape_create(PhysicsServer3D.SHAPE_SPHERE)\n" @@ -73457,8 +81491,8 @@ msgid "" "[/csharp]\n" "[/codeblocks]" msgstr "" -"将用于碰撞/相交查询的形状的 [RID]。如果你想要使用服务器 API 优化性能,请使用" -"这个属性而不是 [member shape]:\n" +"将用于碰撞/相交查询的形状的 [RID]。如果你想要使用服务器 API 优化性能,请使用这" +"个属性而不是 [member shape]:\n" "[codeblocks]\n" "[gdscript]\n" "var shape_rid = PhysicsServer3D.shape_create(PhysicsServer3D.SHAPE_SPHERE)\n" @@ -73489,6 +81523,9 @@ msgstr "" "[/csharp]\n" "[/codeblocks]" +msgid "Provides parameters for [method PhysicsServer2D.body_test_motion]." +msgstr "为 [method PhysicsServer2D.body_test_motion] 提供参数。" + msgid "" "If set to [code]true[/code], shapes of type [constant PhysicsServer2D." "SHAPE_SEPARATION_RAY] are used to detect collisions and can stop the motion. " @@ -73498,11 +81535,11 @@ msgid "" "other bodies. That's the main use for separation ray shapes." msgstr "" "如果设置为 [code]true[/code],则 [constant PhysicsServer2D." -"SHAPE_SEPARATION_RAY] 类型的形状将用于检测碰撞,并可以停止运动。吸附到地面时" -"很有用。\n" +"SHAPE_SEPARATION_RAY] 类型的形状将用于检测碰撞,并可以停止运动。吸附到地面时很" +"有用。\n" "如果设置为 [code]false[/code],则 [constant PhysicsServer2D." -"SHAPE_SEPARATION_RAY] 类型的形状仅在与其他物体重叠时用于分离。这是分离射线形" -"状的主要用途。" +"SHAPE_SEPARATION_RAY] 类型的形状仅在与其他物体重叠时用于分离。这是分离射线形状" +"的主要用途。" msgid "" "Optional array of body [RID] to exclude from collision. Use [method " @@ -73535,8 +81572,8 @@ msgstr "运动向量,定义要测试的运动的长度和方向。" msgid "" "If set to [code]true[/code], any depenetration from the recovery phase is " -"reported as a collision; this is used e.g. by [CharacterBody2D] for " -"improving floor detection during floor snapping.\n" +"reported as a collision; this is used e.g. by [CharacterBody2D] for improving " +"floor detection during floor snapping.\n" "If set to [code]false[/code], only collisions resulting from the motion are " "reported, which is generally the desired behavior." msgstr "" @@ -73544,6 +81581,9 @@ msgstr "" "[CharacterBody2D] 提升地面吸附阶段的地面检测。\n" "如果设置为 [code]false[/code],则只会汇报移动造成的碰撞,一般符合预期行为。" +msgid "Provides parameters for [method PhysicsServer3D.body_test_motion]." +msgstr "为 [method PhysicsServer3D.body_test_motion] 提供参数。" + msgid "" "If set to [code]true[/code], shapes of type [constant PhysicsServer3D." "SHAPE_SEPARATION_RAY] are used to detect collisions and can stop the motion. " @@ -73553,11 +81593,11 @@ msgid "" "other bodies. That's the main use for separation ray shapes." msgstr "" "如果设置为 [code]true[/code],则 [constant PhysicsServer3D." -"SHAPE_SEPARATION_RAY] 类型的形状用于检测碰撞,并可以停止运动。吸附到地面时很" -"有用。\n" +"SHAPE_SEPARATION_RAY] 类型的形状用于检测碰撞,并可以停止运动。吸附到地面时很有" +"用。\n" "如果设置为 [code]false[/code],则 [constant PhysicsServer3D." -"SHAPE_SEPARATION_RAY] 类型的形状仅在与其他物体重叠时用于分离。这是分离射线形" -"状的主要用途。" +"SHAPE_SEPARATION_RAY] 类型的形状仅在与其他物体重叠时用于分离。这是分离射线形状" +"的主要用途。" msgid "" "Optional array of body [RID] to exclude from collision. Use [method " @@ -73584,8 +81624,8 @@ msgstr "" msgid "" "If set to [code]true[/code], any depenetration from the recovery phase is " -"reported as a collision; this is used e.g. by [CharacterBody3D] for " -"improving floor detection during floor snapping.\n" +"reported as a collision; this is used e.g. by [CharacterBody3D] for improving " +"floor detection during floor snapping.\n" "If set to [code]false[/code], only collisions resulting from the motion are " "reported, which is generally the desired behavior." msgstr "" @@ -73593,8 +81633,7 @@ msgstr "" "[CharacterBody3D] 提升地面吸附阶段的地面检测。\n" "如果设置为 [code]false[/code],则只会汇报移动造成的碰撞,一般符合预期行为。" -msgid "" -"Returns the colliding body's attached [Object], if a collision occurred." +msgid "Returns the colliding body's attached [Object], if a collision occurred." msgstr "如果发生了碰撞,则返回相撞物体所附加的 [Object]。" msgid "" @@ -73631,23 +81670,21 @@ msgid "" msgstr "如果发生了碰撞,则返回碰撞物体形状在碰撞点处的法线。" msgid "" -"Returns the point of collision in global coordinates, if a collision " -"occurred." +"Returns the point of collision in global coordinates, if a collision occurred." msgstr "如果发生了碰撞,则返回使用全局坐标表示的碰撞点。" msgid "" "Returns the maximum fraction of the motion that can occur without a " "collision, between [code]0[/code] and [code]1[/code]." msgstr "" -"返回可以运动但不发生碰撞的最大比例,在 [code]0[/code] 和 [code]1[/code] 之" -"间。" +"返回可以运动但不发生碰撞的最大比例,在 [code]0[/code] 和 [code]1[/code] 之间。" msgid "" "Returns the minimum fraction of the motion needed to collide, if a collision " "occurred, between [code]0[/code] and [code]1[/code]." msgstr "" -"如果发生了碰撞,则返回碰撞运动所需的最小摩擦力,在 [code]0[/code] 和 " -"[code]1[/code] 之间。" +"如果发生了碰撞,则返回碰撞运动所需的最小摩擦力,在 [code]0[/code] 和 [code]1[/" +"code] 之间。" msgid "" "Returns the colliding body's attached [Object] given a collision index (the " @@ -73672,12 +81709,11 @@ msgstr "" "碰撞索引指定(默认为最深的碰撞)。见 [method Object.get_instance_id]。" msgid "" -"Returns the colliding body's shape index given a collision index (the " -"deepest collision by default), if a collision occurred. See " -"[CollisionObject3D]." +"Returns the colliding body's shape index given a collision index (the deepest " +"collision by default), if a collision occurred. See [CollisionObject3D]." msgstr "" -"如果发生了碰撞,则返回相撞物体形状的索引,碰撞物体由碰撞索引指定(默认为最深" -"的碰撞)。见 [method Object.get_instance_id]。" +"如果发生了碰撞,则返回相撞物体形状的索引,碰撞物体由碰撞索引指定(默认为最深的" +"碰撞)。见 [method Object.get_instance_id]。" msgid "" "Returns the colliding body's velocity given a collision index (the deepest " @@ -73689,35 +81725,59 @@ msgid "" "Returns the length of overlap along the collision normal given a collision " "index (the deepest collision by default), if a collision occurred." msgstr "" -"如果发生了碰撞,则在给定碰撞索引(默认为最深碰撞)的情况下,返回沿碰撞法线的" -"重叠长度。" +"如果发生了碰撞,则在给定碰撞索引(默认为最深碰撞)的情况下,返回沿碰撞法线的重" +"叠长度。" msgid "" "Returns the moving object's colliding shape given a collision index (the " "deepest collision by default), if a collision occurred." msgstr "" -"如果发生了碰撞,则在给定碰撞索引(默认为最深碰撞)的情况下,返回移动对象的碰" -"撞形状。" +"如果发生了碰撞,则在给定碰撞索引(默认为最深碰撞)的情况下,返回移动对象的碰撞" +"形状。" msgid "" -"Returns the colliding body's shape's normal at the point of collision given " -"a collision index (the deepest collision by default), if a collision " -"occurred." +"Returns the colliding body's shape's normal at the point of collision given a " +"collision index (the deepest collision by default), if a collision occurred." msgstr "" -"如果发生了碰撞,则在给定碰撞索引(默认为最深碰撞)的情况下,返回碰撞物体形状" -"在碰撞点处的法线。" +"如果发生了碰撞,则在给定碰撞索引(默认为最深碰撞)的情况下,返回碰撞物体形状在" +"碰撞点处的法线。" msgid "" "Returns the point of collision in global coordinates given a collision index " "(the deepest collision by default), if a collision occurred." msgstr "" -"如果发生了碰撞,则在给定碰撞索引(默认为最深碰撞)的情况下,返回使用全局坐标" -"表示的碰撞点。" +"如果发生了碰撞,则在给定碰撞索引(默认为最深碰撞)的情况下,返回使用全局坐标表" +"示的碰撞点。" msgid "" -"The higher this value, the more the bond to the pinned partner can flex." +"A physics joint that attaches two 2D physics bodies at a single point, " +"allowing them to freely rotate." +msgstr "将两个 2D 物理体通过单点进行连接的物理关节,能够让它们自由旋转。" + +msgid "" +"A physics joint that attaches two 2D physics bodies at a single point, " +"allowing them to freely rotate. For example, a [RigidBody2D] can be attached " +"to a [StaticBody2D] to create a pendulum or a seesaw." +msgstr "" +"将两个 2D 物理体通过单点进行连接的物理关节,能够让它们自由旋转。例如可以将 " +"[RigidBody2D] 连接到 [StaticBody2D] 上,从而创建钟摆或跷跷板。" + +msgid "The higher this value, the more the bond to the pinned partner can flex." msgstr "这个值越高,与被牵制的两个物体之间的的联系就越灵活。" +msgid "" +"A physics joint that attaches two 3D physics bodies at a single point, " +"allowing them to freely rotate." +msgstr "将两个 3D 物理体通过单点进行连接的物理关节,能够让它们自由旋转。" + +msgid "" +"A physics joint that attaches two 2D physics bodies at a single point, " +"allowing them to freely rotate. For example, a [RigidBody3D] can be attached " +"to a [StaticBody3D] to create a pendulum or a seesaw." +msgstr "" +"将两个 2D 物理体通过单点进行连接的物理关节,能够让它们自由旋转。例如可以将 " +"[RigidBody3D] 连接到 [StaticBody3D] 上,从而创建钟摆或跷跷板。" + msgid "" "The force with which the pinned objects stay in positional relation to each " "other. The higher, the stronger." @@ -73737,21 +81797,21 @@ msgid "Placeholder class for a cubemap texture." msgstr "立方体贴图纹理的占位类。" msgid "" -"This class is used when loading a project that uses a [Cubemap] subclass in " -"2 conditions:\n" +"This class is used when loading a project that uses a [Cubemap] subclass in 2 " +"conditions:\n" "- When running the project exported in dedicated server mode, only the " "texture's dimensions are kept (as they may be relied upon for gameplay " -"purposes or positioning of other elements). This allows reducing the " -"exported PCK's size significantly.\n" +"purposes or positioning of other elements). This allows reducing the exported " +"PCK's size significantly.\n" "- When this subclass is missing due to using a different engine version or " "build (e.g. modules disabled).\n" "[b]Note:[/b] This is not intended to be used as an actual texture for " -"rendering. It is not guaranteed to work like one in shaders or materials " -"(for example when calculating UV)." +"rendering. It is not guaranteed to work like one in shaders or materials (for " +"example when calculating UV)." msgstr "" "加载使用 [Cubemap] 子类的项目时,使用这个类的情况有两种:\n" -"- 运行使用专用服务器模式导出的项目,仅保留纹理的尺寸(因为游戏逻辑可能依赖纹" -"理的尺寸,可能用来定位其他元素)。这样能够显著减小导出的 PCK 的大小。\n" +"- 运行使用专用服务器模式导出的项目,仅保留纹理的尺寸(因为游戏逻辑可能依赖纹理" +"的尺寸,可能用来定位其他元素)。这样能够显著减小导出的 PCK 的大小。\n" "- 由于引擎版本或构建不同而缺失这个子类(例如禁用了某些模块)。\n" "[b]注意:[/b]设计这个类的目的并不是作为渲染的实际纹理。不保证能够在着色器和材" "质中正常工作(例如对 UV 进行计算)。" @@ -73760,21 +81820,21 @@ msgid "Placeholder class for a cubemap texture array." msgstr "立方体贴图纹理数组的占位类。" msgid "" -"This class is used when loading a project that uses a [CubemapArray] " -"subclass in 2 conditions:\n" +"This class is used when loading a project that uses a [CubemapArray] subclass " +"in 2 conditions:\n" "- When running the project exported in dedicated server mode, only the " "texture's dimensions are kept (as they may be relied upon for gameplay " -"purposes or positioning of other elements). This allows reducing the " -"exported PCK's size significantly.\n" +"purposes or positioning of other elements). This allows reducing the exported " +"PCK's size significantly.\n" "- When this subclass is missing due to using a different engine version or " "build (e.g. modules disabled).\n" "[b]Note:[/b] This is not intended to be used as an actual texture for " -"rendering. It is not guaranteed to work like one in shaders or materials " -"(for example when calculating UV)." +"rendering. It is not guaranteed to work like one in shaders or materials (for " +"example when calculating UV)." msgstr "" "加载使用 [CubemapArray] 子类的项目时,使用这个类的情况有两种:\n" -"- 运行使用专用服务器模式导出的项目,仅保留纹理的尺寸(因为游戏逻辑可能依赖纹" -"理的尺寸,可能用来定位其他元素)。这样能够显著减小导出的 PCK 的大小。\n" +"- 运行使用专用服务器模式导出的项目,仅保留纹理的尺寸(因为游戏逻辑可能依赖纹理" +"的尺寸,可能用来定位其他元素)。这样能够显著减小导出的 PCK 的大小。\n" "- 由于引擎版本或构建不同而缺失这个子类(例如禁用了某些模块)。\n" "[b]注意:[/b]设计这个类的目的并不是作为渲染的实际纹理。不保证能够在着色器和材" "质中正常工作(例如对 UV 进行计算)。" @@ -73787,14 +81847,14 @@ msgid "" "2 conditions:\n" "- When running the project exported in dedicated server mode, only the " "texture's dimensions are kept (as they may be relied upon for gameplay " -"purposes or positioning of other elements). This allows reducing the " -"exported PCK's size significantly.\n" +"purposes or positioning of other elements). This allows reducing the exported " +"PCK's size significantly.\n" "- When this subclass is missing due to using a different engine version or " "build (e.g. modules disabled)." msgstr "" "加载使用 [Material] 子类的项目时,使用这个类的情况有两种:\n" -"- 运行使用专用服务器模式导出的项目,仅保留纹理的尺寸(因为游戏逻辑可能依赖纹" -"理的尺寸,可能用来定位其他元素)。这样能够显著减小导出的 PCK 的大小。\n" +"- 运行使用专用服务器模式导出的项目,仅保留纹理的尺寸(因为游戏逻辑可能依赖纹理" +"的尺寸,可能用来定位其他元素)。这样能够显著减小导出的 PCK 的大小。\n" "- 由于引擎版本或构建不同而缺失这个子类(例如禁用了某些模块)。" msgid "Placeholder class for a mesh." @@ -73805,14 +81865,14 @@ msgid "" "conditions:\n" "- When running the project exported in dedicated server mode, only the " "texture's dimensions are kept (as they may be relied upon for gameplay " -"purposes or positioning of other elements). This allows reducing the " -"exported PCK's size significantly.\n" +"purposes or positioning of other elements). This allows reducing the exported " +"PCK's size significantly.\n" "- When this subclass is missing due to using a different engine version or " "build (e.g. modules disabled)." msgstr "" "加载使用 [Mesh] 子类的项目时,使用这个类的情况有两种:\n" -"- 运行使用专用服务器模式导出的项目,仅保留纹理的尺寸(因为游戏逻辑可能依赖纹" -"理的尺寸,可能用来定位其他元素)。这样能够显著减小导出的 PCK 的大小。\n" +"- 运行使用专用服务器模式导出的项目,仅保留纹理的尺寸(因为游戏逻辑可能依赖纹理" +"的尺寸,可能用来定位其他元素)。这样能够显著减小导出的 PCK 的大小。\n" "- 由于引擎版本或构建不同而缺失这个子类(例如禁用了某些模块)。" msgid "The smallest [AABB] enclosing this mesh in local space." @@ -73822,21 +81882,21 @@ msgid "Placeholder class for a 2-dimensional texture." msgstr "二维纹理的占位类。" msgid "" -"This class is used when loading a project that uses a [Texture2D] subclass " -"in 2 conditions:\n" +"This class is used when loading a project that uses a [Texture2D] subclass in " +"2 conditions:\n" "- When running the project exported in dedicated server mode, only the " "texture's dimensions are kept (as they may be relied upon for gameplay " -"purposes or positioning of other elements). This allows reducing the " -"exported PCK's size significantly.\n" +"purposes or positioning of other elements). This allows reducing the exported " +"PCK's size significantly.\n" "- When this subclass is missing due to using a different engine version or " "build (e.g. modules disabled).\n" "[b]Note:[/b] This is not intended to be used as an actual texture for " -"rendering. It is not guaranteed to work like one in shaders or materials " -"(for example when calculating UV)." +"rendering. It is not guaranteed to work like one in shaders or materials (for " +"example when calculating UV)." msgstr "" "加载使用 [Texture2D] 子类的项目时,使用这个类的情况有两种:\n" -"- 运行使用专用服务器模式导出的项目,仅保留纹理的尺寸(因为游戏逻辑可能依赖纹" -"理的尺寸,可能用来定位其他元素)。这样能够显著减小导出的 PCK 的大小。\n" +"- 运行使用专用服务器模式导出的项目,仅保留纹理的尺寸(因为游戏逻辑可能依赖纹理" +"的尺寸,可能用来定位其他元素)。这样能够显著减小导出的 PCK 的大小。\n" "- 由于引擎版本或构建不同而缺失这个子类(例如禁用了某些模块)。\n" "[b]注意:[/b]设计这个类的目的并不是作为渲染的实际纹理。不保证能够在着色器和材" "质中正常工作(例如对 UV 进行计算)。" @@ -73851,21 +81911,21 @@ msgid "Placeholder class for a 3-dimensional texture." msgstr "三维纹理的占位类。" msgid "" -"This class is used when loading a project that uses a [Texture3D] subclass " -"in 2 conditions:\n" +"This class is used when loading a project that uses a [Texture3D] subclass in " +"2 conditions:\n" "- When running the project exported in dedicated server mode, only the " "texture's dimensions are kept (as they may be relied upon for gameplay " -"purposes or positioning of other elements). This allows reducing the " -"exported PCK's size significantly.\n" +"purposes or positioning of other elements). This allows reducing the exported " +"PCK's size significantly.\n" "- When this subclass is missing due to using a different engine version or " "build (e.g. modules disabled).\n" "[b]Note:[/b] This is not intended to be used as an actual texture for " -"rendering. It is not guaranteed to work like one in shaders or materials " -"(for example when calculating UV)." +"rendering. It is not guaranteed to work like one in shaders or materials (for " +"example when calculating UV)." msgstr "" "加载使用 [Texture3D] 子类的项目时,使用这个类的情况有两种:\n" -"- 运行使用专用服务器模式导出的项目,仅保留纹理的尺寸(因为游戏逻辑可能依赖纹" -"理的尺寸,可能用来定位其他元素)。这样能够显著减小导出的 PCK 的大小。\n" +"- 运行使用专用服务器模式导出的项目,仅保留纹理的尺寸(因为游戏逻辑可能依赖纹理" +"的尺寸,可能用来定位其他元素)。这样能够显著减小导出的 PCK 的大小。\n" "- 由于引擎版本或构建不同而缺失这个子类(例如禁用了某些模块)。\n" "[b]注意:[/b]设计这个类的目的并不是作为渲染的实际纹理。不保证能够在着色器和材" "质中正常工作(例如对 UV 进行计算)。" @@ -73875,17 +81935,17 @@ msgid "" "subclass in 2 conditions:\n" "- When running the project exported in dedicated server mode, only the " "texture's dimensions are kept (as they may be relied upon for gameplay " -"purposes or positioning of other elements). This allows reducing the " -"exported PCK's size significantly.\n" +"purposes or positioning of other elements). This allows reducing the exported " +"PCK's size significantly.\n" "- When this subclass is missing due to using a different engine version or " "build (e.g. modules disabled).\n" "[b]Note:[/b] This is not intended to be used as an actual texture for " -"rendering. It is not guaranteed to work like one in shaders or materials " -"(for example when calculating UV)." +"rendering. It is not guaranteed to work like one in shaders or materials (for " +"example when calculating UV)." msgstr "" "加载使用 [TextureLayered] 子类的项目时,使用这个类的情况有两种:\n" -"- 运行使用专用服务器模式导出的项目,仅保留纹理的尺寸(因为游戏逻辑可能依赖纹" -"理的尺寸,可能用来定位其他元素)。这样能够显著减小导出的 PCK 的大小。\n" +"- 运行使用专用服务器模式导出的项目,仅保留纹理的尺寸(因为游戏逻辑可能依赖纹理" +"的尺寸,可能用来定位其他元素)。这样能够显著减小导出的 PCK 的大小。\n" "- 由于引擎版本或构建不同而缺失这个子类(例如禁用了某些模块)。\n" "[b]注意:[/b]设计这个类的目的并不是作为渲染的实际纹理。不保证能够在着色器和材" "质中正常工作(例如对 UV 进行计算)。" @@ -73896,6 +81956,19 @@ msgstr "纹理数组中的层数。" msgid "The size of each texture layer (in pixels)." msgstr "各层纹理的尺寸(单位为像素)。" +msgid "A plane in Hessian normal form." +msgstr "使用黑塞范式的平面。" + +msgid "" +"Represents a normalized plane equation. [member normal] is the normal of the " +"plane (a, b, c normalized), and [member d] is the distance from the origin to " +"the plane (in the direction of \"normal\"). \"Over\" or \"Above\" the plane " +"is considered the side of the plane towards where the normal is pointing." +msgstr "" +"代表归一化的平面方程。[member normal] 是平面的法线(归一化的 a、b、c),而 " +"[member d] 是原点到平面的距离(沿“法线”方向)。平面的“上方”是平面朝向法线方向" +"的一面。" + msgid "" "Constructs a default-initialized [Plane] with all components set to [code]0[/" "code]." @@ -73906,15 +81979,14 @@ msgstr "构造给定 [Plane] 的副本。" msgid "" "Creates a plane from the four parameters. The three components of the " -"resulting plane's [member normal] are [param a], [param b] and [param c], " -"and the plane has a distance of [param d] from the origin." +"resulting plane's [member normal] are [param a], [param b] and [param c], and " +"the plane has a distance of [param d] from the origin." msgstr "" "根据四个参数创建一个平面。产生的平面的 [member normal] 的三个分量是 [param " "a]、[param b]、和 [param c],且该平面与原点的距离为 [param d]。" msgid "" -"Creates a plane from the normal vector. The plane will intersect the " -"origin.\n" +"Creates a plane from the normal vector. The plane will intersect the origin.\n" "The [param normal] of the plane must be a unit vector." msgstr "" "根据法向量创建一个平面。该平面将与原点相交。\n" @@ -73940,8 +82012,8 @@ msgstr "根据顺时针顺序给出的三个点创建一个平面。" msgid "" "Returns the shortest distance from the plane to the position [param point]. " -"If the point is above the plane, the distance will be positive. If below, " -"the distance will be negative." +"If the point is above the plane, the distance will be positive. If below, the " +"distance will be negative." msgstr "" "返回从该平面到位置 [param point] 的最短距离。如果该点在平面上方,则距离将为" "正。如果在下方,则距离将为负。" @@ -73973,19 +82045,19 @@ msgstr "" msgid "" "Returns the intersection point of a segment from position [param from] to " -"position [param to] with this plane. If no intersection is found, " -"[code]null[/code] is returned." +"position [param to] with this plane. If no intersection is found, [code]null[/" +"code] is returned." msgstr "" -"返回从位置 [param from] 到位置 [param to] 的线段与该平面的交点。如果没有找到" -"交点,则返回 [code]null[/code]。" +"返回从位置 [param from] 到位置 [param to] 的线段与该平面的交点。如果没有找到交" +"点,则返回 [code]null[/code]。" msgid "" "Returns [code]true[/code] if this plane and [param to_plane] are " -"approximately equal, by running [method @GlobalScope.is_equal_approx] on " -"each component." +"approximately equal, by running [method @GlobalScope.is_equal_approx] on each " +"component." msgstr "" -"如果该平面和 [param to_plane] 近似相等,则返回 [code]true[/code],判断近似相" -"等的方法是通过在每个分量上运行 [method @GlobalScope.is_equal_approx]。" +"如果该平面和 [param to_plane] 近似相等,则返回 [code]true[/code],判断近似相等" +"的方法是通过在每个分量上运行 [method @GlobalScope.is_equal_approx]。" msgid "" "Returns [code]true[/code] if this plane is finite, by calling [method " @@ -73997,10 +82069,46 @@ msgstr "" msgid "Returns [code]true[/code] if [param point] is located above the plane." msgstr "如果 [param point] 位于平面上方,则返回 [code]true[/code]。" +msgid "" +"Returns a copy of the plane, with normalized [member normal] (so it's a unit " +"vector). Returns [code]Plane(0, 0, 0, 0)[/code] if [member normal] can't be " +"normalized (it has zero length)." +msgstr "" +"返回该平面归一化 [member normal] 后的副本(法线成为单位向量)。如果 [member " +"normal] 无法归一化(长度为零),则返回 [code]Plane(0, 0, 0, 0)[/code]。" + msgid "" "Returns the orthogonal projection of [param point] into a point in the plane." msgstr "返回 [param point] 在该平面中的正交投影。" +msgid "" +"The distance from the origin to the plane, expressed in terms of [member " +"normal] (according to its direction and magnitude). Actual absolute distance " +"from the origin to the plane can be calculated as [code]abs(d) / normal." +"length()[/code] (if [member normal] has zero length then this [Plane] does " +"not represent a valid plane).\n" +"In the scalar equation of the plane [code]ax + by + cz = d[/code], this is " +"[code]d[/code], while the [code](a, b, c)[/code] coordinates are represented " +"by the [member normal] property." +msgstr "" +"从原点到平面的距离,按照 [member normal] 取值(根据其方向和长度)。原点与平面" +"的实际绝对距离可以通过 [code]abs(d) / normal.length()[/code] 计算(如果 " +"[member normal] 长度为零,则该 [Plane] 表示的不是有效平面)。\n" +"在平面 [code]ax + by + cz = d[/code] 的标量方程中,这是 [code]d[/code],而 " +"[code](a, b, c)[/code] 坐标由 [member normal] 属性表示。" + +msgid "" +"The normal of the plane, typically a unit vector. Shouldn't be a zero vector " +"as [Plane] with such [member normal] does not represent a valid plane.\n" +"In the scalar equation of the plane [code]ax + by + cz = d[/code], this is " +"the vector [code](a, b, c)[/code], where [code]d[/code] is the [member d] " +"property." +msgstr "" +"该平面的法线,通常为单位向量。不应该为零向量,因为 [member normal] 为零的 " +"[Plane] 代表的不是有效平面。\n" +"在平面 [code]ax + by + cz = d[/code] 的标量方程中,这是向量 [code](a, b, c)[/" +"code],其中 [code]d[/code] 是 [member d] 属性。" + msgid "The X component of the plane's [member normal] vector." msgstr "平面法向量 [member normal] 的 X 分量。" @@ -74048,29 +82156,29 @@ msgid "" "the normal vector and also flips the distance value, resulting in a Plane " "that is in the same place, but facing the opposite direction." msgstr "" -"返回该 [Plane] 的负值。和写 [code]Plane(-p.normal, -p.d)[/code] 相同。该操作" -"翻转了法线向量的方向,也翻转了距离值,得到的 Plane 位于同一个位置,但是朝向相" -"反的方向。" +"返回该 [Plane] 的负值。和写 [code]Plane(-p.normal, -p.d)[/code] 相同。该操作翻" +"转了法线向量的方向,也翻转了距离值,得到的 Plane 位于同一个位置,但是朝向相反" +"的方向。" msgid "Class representing a planar [PrimitiveMesh]." msgstr "表示平面 [PrimitiveMesh] 的类。" msgid "" "Class representing a planar [PrimitiveMesh]. This flat mesh does not have a " -"thickness. By default, this mesh is aligned on the X and Z axes; this " -"default rotation isn't suited for use with billboarded materials. For " -"billboarded materials, change [member orientation] to [constant FACE_Z].\n" +"thickness. By default, this mesh is aligned on the X and Z axes; this default " +"rotation isn't suited for use with billboarded materials. For billboarded " +"materials, change [member orientation] to [constant FACE_Z].\n" "[b]Note:[/b] When using a large textured [PlaneMesh] (e.g. as a floor), you " "may stumble upon UV jittering issues depending on the camera angle. To solve " "this, increase [member subdivide_depth] and [member subdivide_width] until " "you no longer notice UV jittering." msgstr "" -"代表平面 [PrimitiveMesh] 的类。这个扁平的网格没有厚度。默认情况下,这个网格" -"与 X 和 Z 轴对齐;这样的旋转并不适用于公告板材质。对于公告板材质,请将 " -"[member orientation] 改为 [constant FACE_Z]。\n" +"代表平面 [PrimitiveMesh] 的类。这个扁平的网格没有厚度。默认情况下,这个网格与 " +"X 和 Z 轴对齐;这样的旋转并不适用于公告板材质。对于公告板材质,请将 [member " +"orientation] 改为 [constant FACE_Z]。\n" "[b]注意:[/b]使用较大且有纹理的 [PlaneMesh](例如地板)时,你可能在使用某些相" -"机角度时会遇到 UV 抖动的问题。要解决这个问题,请增大 [member " -"subdivide_depth] 和 [member subdivide_width],直到无法再察觉到 UV 抖动。" +"机角度时会遇到 UV 抖动的问题。要解决这个问题,请增大 [member subdivide_depth] " +"和 [member subdivide_width],直到无法再察觉到 UV 抖动。" msgid "Offset of the generated plane. Useful for particles." msgstr "生成平面的偏移量。可用于粒子。" @@ -74094,8 +82202,7 @@ msgstr "[PlaneMesh] 将面向 X 轴正方向。" msgid "" "[PlaneMesh] will face the positive Y-axis. This matches the behavior of the " "[PlaneMesh] in Godot 3.x." -msgstr "" -"[PlaneMesh] 将面向 Y 轴正方向。与 Godot 3.x 中 [PlaneMesh] 的行为一致。" +msgstr "[PlaneMesh] 将面向 Y 轴正方向。与 Godot 3.x 中 [PlaneMesh] 的行为一致。" msgid "" "[PlaneMesh] will face the positive Z-axis. This matches the behavior of the " @@ -74115,8 +82222,8 @@ msgid "" "pixels, e.g. if the height is 100, then it will illuminate an object 100 " "pixels away at a 45° angle to the plane." msgstr "" -"灯光的高度。与 2D 法线贴图一起使用。单位为像素,例如:如果高度为 100,那么它" -"能够照亮 100 像素远且与该平面成 45° 角的对象。" +"灯光的高度。与 2D 法线贴图一起使用。单位为像素,例如:如果高度为 100,那么它能" +"够照亮 100 像素远且与该平面成 45° 角的对象。" msgid "The offset of the light's [member texture]." msgstr "灯光的 [member texture] 的偏移量。" @@ -74132,10 +82239,10 @@ msgstr "使用单个点图元的网格。" msgid "" "The PointMesh is made from a single point. Instead of relying on triangles, " -"points are rendered as a single rectangle on the screen with a constant " -"size. They are intended to be used with Particle systems, but can be used as " -"a cheap way to render constant size billboarded sprites (for example in a " -"point cloud).\n" +"points are rendered as a single rectangle on the screen with a constant size. " +"They are intended to be used with Particle systems, but can be used as a " +"cheap way to render constant size billboarded sprites (for example in a point " +"cloud).\n" "PointMeshes, must be used with a material that has a point size. Point size " "can be accessed in a shader with [code]POINT_SIZE[/code], or in a " "[BaseMaterial3D] by setting [member BaseMaterial3D.use_point_size] and the " @@ -74143,9 +82250,9 @@ msgid "" "When using PointMeshes, properties that normally alter vertices will be " "ignored, including billboard mode, grow, and cull face." msgstr "" -"PointMesh 由一个点构成。这个点不依赖于三角形,而是作为屏幕上的一个矩形来渲" -"染,大小是固定的。旨在用于粒子系统,但也可以作为固定大小公告板精灵的轻量级渲" -"染方法(例如在点云中使用)。\n" +"PointMesh 由一个点构成。这个点不依赖于三角形,而是作为屏幕上的一个矩形来渲染," +"大小是固定的。旨在用于粒子系统,但也可以作为固定大小公告板精灵的轻量级渲染方法" +"(例如在点云中使用)。\n" "PointMesh 必须使用具有点大小的材质。点的大小可以在着色器中通过 " "[code]POINT_SIZE[/code] 访问,也可以在 [BaseMaterial3D] 中设置 [member " "BaseMaterial3D.use_point_size] 并通过变量 [member BaseMaterial3D.point_size] " @@ -74162,9 +82269,9 @@ msgid "" "closed polygon. Polygon2Ds can be filled with color (solid or gradient) or " "filled with a given texture." msgstr "" -"Polygon2D 由一组点定义。每个点都连接到下一个点,最后一个点连接到第一个点,从" -"而形成一个封闭的多边形。Polygon2D 可以填充颜色(纯色或渐变),也可以填充给定" -"的纹理。" +"Polygon2D 由一组点定义。每个点都连接到下一个点,最后一个点连接到第一个点,从而" +"形成一个封闭的多边形。Polygon2D 可以填充颜色(纯色或渐变),也可以填充给定的纹" +"理。" msgid "Adds a bone with the specified [param path] and [param weights]." msgstr "添加指定 [param path] 和 [param weights] 的骨骼。" @@ -74181,6 +82288,9 @@ msgstr "返回这个 [Polygon2D] 中骨骼的数量。" msgid "Returns the path to the node associated with the specified bone." msgstr "返回与指定骨骼相关联的节点的路径。" +msgid "Returns the weight values of the specified bone." +msgstr "返回指定骨骼的权重值。" + msgid "Sets the path to the node associated with the specified bone." msgstr "设置与指定骨骼相关联的节点的路径。" @@ -74194,8 +82304,8 @@ msgid "" "Internal list of [Bone2D] nodes used by the assigned [member skeleton]. " "Edited using the Polygon2D editor (\"UV\" button on the top toolbar)." msgstr "" -"分配的 [member skeleton] 所使用的 [Bone2D] 节点的内部列表。使用 Polygon2D 编" -"辑器编辑(顶部工具栏的“UV”按钮)。" +"分配的 [member skeleton] 所使用的 [Bone2D] 节点的内部列表。使用 Polygon2D 编辑" +"器编辑(顶部工具栏的“UV”按钮)。" msgid "" "The polygon's fill color. If [code]texture[/code] is defined, it will be " @@ -74209,12 +82319,12 @@ msgid "Number of internal vertices, used for UV mapping." msgstr "内部顶点的数量,用于 UV 映射。" msgid "" -"Added padding applied to the bounding box when [member invert_enabled] is " -"set to [code]true[/code]. Setting this value too small may result in a \"Bad " +"Added padding applied to the bounding box when [member invert_enabled] is set " +"to [code]true[/code]. Setting this value too small may result in a \"Bad " "Polygon\" error." msgstr "" -"添加了当 [member invert_enabled] 被设置为 [code]true[/code] 时应用于边界框的" -"填充。将该值设置得太小可能会产生一个“Bad Polygon”错误。" +"添加了当 [member invert_enabled] 被设置为 [code]true[/code] 时应用于边界框的填" +"充。将该值设置得太小可能会产生一个“Bad Polygon”错误。" msgid "" "If [code]true[/code], the polygon will be inverted, containing the area " @@ -74251,8 +82361,8 @@ msgid "" "Path to a [Skeleton2D] node used for skeleton-based deformations of this " "polygon. If empty or invalid, skeletal deformations will not be used." msgstr "" -"指向 [Skeleton2D] 节点的路径,用于对这个多边形进行基于骨架的变形。如果为空或" -"无效,则不会使用骨架变形。" +"指向 [Skeleton2D] 节点的路径,用于对这个多边形进行基于骨架的变形。如果为空或无" +"效,则不会使用骨架变形。" msgid "" "The polygon's fill texture. Use [code]uv[/code] to set texture coordinates." @@ -74263,8 +82373,8 @@ msgid "" "the texture's origin (its top-left corner) will be placed at the polygon's " "[code]position[/code]." msgstr "" -"多边形 [code]texture[/code] 纹理的偏移量。如果为 [code](0, 0)[/code],则纹理" -"的原点(其左上角)将放置在多边形的 [code]position[/code] 处。" +"多边形 [code]texture[/code] 纹理的偏移量。如果为 [code](0, 0)[/code],则纹理的" +"原点(其左上角)将放置在多边形的 [code]position[/code] 处。" msgid "The texture's rotation in radians." msgstr "纹理的旋转弧度。" @@ -74285,12 +82395,12 @@ msgstr "" "少,则未定义的顶点将使用 [code](0, 0)[/code]。" msgid "" -"Color for each vertex. Colors are interpolated between vertices, resulting " -"in smooth gradients. There should be one per polygon vertex. If there are " -"fewer, undefined vertices will use [code]color[/code]." +"Color for each vertex. Colors are interpolated between vertices, resulting in " +"smooth gradients. There should be one per polygon vertex. If there are fewer, " +"undefined vertices will use [code]color[/code]." msgstr "" -"每个顶点的颜色.颜色在顶点之间插值,从而获得平滑的渐变.每个多边形顶点应有一个." -"如果数量少,则未定义的顶点将使用[code]color[/code]." +"每个顶点的颜色.颜色在顶点之间插值,从而获得平滑的渐变.每个多边形顶点应有一个.如" +"果数量少,则未定义的顶点将使用[code]color[/code]." msgid "" "Flat 2D polygon shape for use with occlusion culling in [OccluderInstance3D]." @@ -74308,35 +82418,93 @@ msgid "" "See [OccluderInstance3D]'s documentation for instructions on setting up " "occlusion culling." msgstr "" -"[PolygonOccluder3D] 储存的是多边形形状,可用于引擎的遮挡剔除系统。在编辑器中" -"选中具有 [PolygonOccluder3D] 的 [OccluderInstance3D] 时,3D 视口的顶部会出现" -"用于添加/移除顶点的编辑器。所有的顶点都必须在相同的 2D 平面中放置,也就是说," -"使用单个 [PolygonOccluder3D] 是无法任意创建 3D 形状的。要将任意 3D 形状作为遮" -"挡器,请改用 [ArrayOccluder3D] 或 [OccluderInstance3D] 的烘焙功能。\n" +"[PolygonOccluder3D] 储存的是多边形形状,可用于引擎的遮挡剔除系统。在编辑器中选" +"中具有 [PolygonOccluder3D] 的 [OccluderInstance3D] 时,3D 视口的顶部会出现用于" +"添加/移除顶点的编辑器。所有的顶点都必须在相同的 2D 平面中放置,也就是说,使用" +"单个 [PolygonOccluder3D] 是无法任意创建 3D 形状的。要将任意 3D 形状作为遮挡" +"器,请改用 [ArrayOccluder3D] 或 [OccluderInstance3D] 的烘焙功能。\n" "设置遮挡剔除的步骤见 [OccluderInstance3D] 的文档。" msgid "" "The polygon to use for occlusion culling. The polygon can be convex or " "concave, but it should have as few points as possible to maximize " "performance.\n" -"The polygon must [i]not[/i] have intersecting lines. Otherwise, " -"triangulation will fail (with an error message printed)." +"The polygon must [i]not[/i] have intersecting lines. Otherwise, triangulation " +"will fail (with an error message printed)." msgstr "" -"用于遮挡剔除的多边形。既可以是凸多边形,也可以是凹多边形,但只有让顶点的数量" -"尽可能地少,才能够让性能最大化。\n" +"用于遮挡剔除的多边形。既可以是凸多边形,也可以是凹多边形,但只有让顶点的数量尽" +"可能地少,才能够让性能最大化。\n" "多边形必须[i]不存在[/i]相交的线。否则三角形化会失败(同时会输出错误信息)。" +msgid "Base class for contextual windows and panels with fixed position." +msgstr "上下文窗口以及固定位置的面板的基类。" + +msgid "" +"[Popup] is a base class for contextual windows and panels with fixed " +"position. It's a modal by default (see [member Window.popup_window]) and " +"provides methods for implementing custom popup behavior." +msgstr "" +"[Popup] 是上下文窗口以及固定位置的面板的基类。默认情况下是模态的(见 [member " +"Window.popup_window]),还提供了用于自定义弹出行为的方法。" + msgid "Emitted when the popup is hidden." msgstr "当该弹出窗口被隐藏时发出。" +msgid "A modal window used to display a list of options." +msgstr "用于显示选项列表的模态窗口。" + +msgid "" +"[PopupMenu] is a modal window used to display a list of options. Useful for " +"toolbars and context menus.\n" +"The size of a [PopupMenu] can be limited by using [member Window.max_size]. " +"If the height of the list of items is larger than the maximum height of the " +"[PopupMenu], a [ScrollContainer] within the popup will allow the user to " +"scroll the contents. If no maximum size is set, or if it is set to [code]0[/" +"code], the [PopupMenu] height will be limited by its parent rect.\n" +"All [code]set_*[/code] methods allow negative item indices, i.e. [code]-1[/" +"code] to access the last item, [code]-2[/code] to select the second-to-last " +"item, and so on.\n" +"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec].\n" +"[b]Note:[/b] The ID values used for items are limited to 32 bits, not full 64 " +"bits of [int]. This has a range of [code]-2^32[/code] to [code]2^32 - 1[/" +"code], i.e. [code]-2147483648[/code] to [code]2147483647[/code]." +msgstr "" +"[PopupMenu] 是用于显示选项列表的模态窗口,常见于工具栏和上下文菜单。\n" +"[PopupMenu] 的大小可以使用 [member Window.max_size] 限制。如果菜单项列表的高度" +"大于 [PopupMenu] 的最大高度,则会在弹出框中使用 [ScrollContainer] 让用户滚动内" +"容。如果没有设置最大尺寸或者设为了 [code]0[/code],则该 [PopupMenu] 的高度会被" +"限制在父级的矩形框之中。\n" +"所有的 [code]set_*[/code] 方法都允许使用负数菜单项索引,即 [code]-1[/code] 访" +"问的是最后一个菜单项,[code]-2[/code] 选择的是倒数第二个菜单项,依次类推。\n" +"[b]增量搜索:[/b]与 [ItemList] 和 [Tree] 类似,[PopupMenu] 也支持在聚焦控件时" +"在列表中进行搜索。按下与某个条目名称首字母一致的按键,就会选中以该字母开头的第" +"一个条目。在此之后,进行增量搜索的办法有两种:1)在超时前再次按下同一个按键," +"选中以该字母开头的下一个条目。2)在超时前按下剩余字母对应的按键,直接匹配并选" +"中所需的条目。这两个动作都会在最后一次按键超时后重置回列表顶端。你可以通过 " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec] 修改" +"超时时长。\n" +"[b]注意:[/b]菜单项的 ID 有 32 位的限制,不是完整 [int] 的 64 位。取值范围为 " +"[code]-2^32[/code] 到 [code]2^32 - 1[/code],即 [code]-2147483648[/code] 到 " +"[code]2147483647[/code]。" + msgid "" "Adds a new checkable item with text [param label].\n" "An [param id] can optionally be provided, as well as an accelerator ([param " -"accel]). If no [param id] is provided, one will be created from the index. " -"If no [param accel] is provided, then the default value of 0 (corresponding " -"to [constant @GlobalScope.KEY_NONE]) will be assigned to the item (which " -"means it won't have any accelerator). See [method get_item_accelerator] for " -"more info on accelerators.\n" +"accel]). If no [param id] is provided, one will be created from the index. If " +"no [param accel] is provided, then the default value of 0 (corresponding to " +"[constant @GlobalScope.KEY_NONE]) will be assigned to the item (which means " +"it won't have any accelerator). See [method get_item_accelerator] for more " +"info on accelerators.\n" "[b]Note:[/b] Checkable items just display a checkmark, but don't have any " "built-in checking behavior and must be checked/unchecked manually. See " "[method set_item_checked] for more info on how to control it." @@ -74367,11 +82535,11 @@ msgstr "" msgid "" "Adds a new checkable item with text [param label] and icon [param texture].\n" "An [param id] can optionally be provided, as well as an accelerator ([param " -"accel]). If no [param id] is provided, one will be created from the index. " -"If no [param accel] is provided, then the default value of 0 (corresponding " -"to [constant @GlobalScope.KEY_NONE]) will be assigned to the item (which " -"means it won't have any accelerator). See [method get_item_accelerator] for " -"more info on accelerators.\n" +"accel]). If no [param id] is provided, one will be created from the index. If " +"no [param accel] is provided, then the default value of 0 (corresponding to " +"[constant @GlobalScope.KEY_NONE]) will be assigned to the item (which means " +"it won't have any accelerator). See [method get_item_accelerator] for more " +"info on accelerators.\n" "[b]Note:[/b] Checkable items just display a checkmark, but don't have any " "built-in checking behavior and must be checked/unchecked manually. See " "[method set_item_checked] for more info on how to control it." @@ -74394,8 +82562,8 @@ msgid "" "built-in checking behavior and must be checked/unchecked manually. See " "[method set_item_checked] for more info on how to control it." msgstr "" -"添加一个新的可勾选项并为其分配指定的 [Shortcut] 和图标 [param texture]。将复" -"选框的标签设置为 [Shortcut] 的名称。\n" +"添加一个新的可勾选项并为其分配指定的 [Shortcut] 和图标 [param texture]。将复选" +"框的标签设置为 [Shortcut] 的名称。\n" "可以选择提供一个 [param id]。如果未提供 [param id],将从索引中创建一个。\n" "[b]注意:[/b]可勾选项只显示一个勾选标记,但没有任何内置的勾选行为,必须手动勾" "选/取消勾选。有关如何控制它的更多信息,请参阅 [method set_item_checked]。" @@ -74403,43 +82571,42 @@ msgstr "" msgid "" "Adds a new item with text [param label] and icon [param texture].\n" "An [param id] can optionally be provided, as well as an accelerator ([param " -"accel]). If no [param id] is provided, one will be created from the index. " -"If no [param accel] is provided, then the default value of 0 (corresponding " -"to [constant @GlobalScope.KEY_NONE]) will be assigned to the item (which " -"means it won't have any accelerator). See [method get_item_accelerator] for " -"more info on accelerators." +"accel]). If no [param id] is provided, one will be created from the index. If " +"no [param accel] is provided, then the default value of 0 (corresponding to " +"[constant @GlobalScope.KEY_NONE]) will be assigned to the item (which means " +"it won't have any accelerator). See [method get_item_accelerator] for more " +"info on accelerators." msgstr "" "添加带有文本 [param label] 和图标 [param texture] 的新菜单项。\n" -"还可以提供 [param id] 和快捷键([param accel])。如果没有提供 [param id],则" -"会根据索引来创建。如果没有提供 [param accel],则会为该菜单项分配默认的 0(对" -"应 [constant @GlobalScope.KEY_NONE],在这里表示没有快捷键)。更多快捷键相关的" -"信息见 [method get_item_accelerator]。" +"还可以提供 [param id] 和快捷键([param accel])。如果没有提供 [param id],则会" +"根据索引来创建。如果没有提供 [param accel],则会为该菜单项分配默认的 0(对应 " +"[constant @GlobalScope.KEY_NONE],在这里表示没有快捷键)。更多快捷键相关的信息" +"见 [method get_item_accelerator]。" msgid "Same as [method add_icon_check_item], but uses a radio check button." msgstr "与 [method add_icon_check_item] 相同,但使用单选按钮。" -msgid "" -"Same as [method add_icon_check_shortcut], but uses a radio check button." +msgid "Same as [method add_icon_check_shortcut], but uses a radio check button." msgstr "与 [method add_icon_check_shortcut] 相同,但使用一个单选按钮。" msgid "" -"Adds a new item and assigns the specified [Shortcut] and icon [param " -"texture] to it. Sets the label of the checkbox to the [Shortcut]'s name.\n" +"Adds a new item and assigns the specified [Shortcut] and icon [param texture] " +"to it. Sets the label of the checkbox to the [Shortcut]'s name.\n" "An [param id] can optionally be provided. If no [param id] is provided, one " "will be created from the index." msgstr "" -"添加新的菜单项,并为其分配指定的 [Shortcut] 和图标 [param texture]。复选框的" -"标签会被设为 [Shortcut] 的名称。\n" +"添加新的菜单项,并为其分配指定的 [Shortcut] 和图标 [param texture]。复选框的标" +"签会被设为 [Shortcut] 的名称。\n" "还可以提供 [param id]。如果没有提供 [param id],则会根据索引来创建。" msgid "" "Adds a new item with text [param label].\n" "An [param id] can optionally be provided, as well as an accelerator ([param " -"accel]). If no [param id] is provided, one will be created from the index. " -"If no [param accel] is provided, then the default value of 0 (corresponding " -"to [constant @GlobalScope.KEY_NONE]) will be assigned to the item (which " -"means it won't have any accelerator). See [method get_item_accelerator] for " -"more info on accelerators.\n" +"accel]). If no [param id] is provided, one will be created from the index. If " +"no [param accel] is provided, then the default value of 0 (corresponding to " +"[constant @GlobalScope.KEY_NONE]) will be assigned to the item (which means " +"it won't have any accelerator). See [method get_item_accelerator] for more " +"info on accelerators.\n" "[b]Note:[/b] The provided [param id] is used only in [signal id_pressed] and " "[signal id_focused] signals. It's not related to the [code]index[/code] " "arguments in e.g. [method set_item_checked]." @@ -74460,29 +82627,29 @@ msgid "" "will increase the state by one. The default value is defined by [param " "default_state].\n" "An [param id] can optionally be provided, as well as an accelerator ([param " -"accel]). If no [param id] is provided, one will be created from the index. " -"If no [param accel] is provided, then the default value of 0 (corresponding " -"to [constant @GlobalScope.KEY_NONE]) will be assigned to the item (which " -"means it won't have any accelerator). See [method get_item_accelerator] for " -"more info on accelerators." +"accel]). If no [param id] is provided, one will be created from the index. If " +"no [param accel] is provided, then the default value of 0 (corresponding to " +"[constant @GlobalScope.KEY_NONE]) will be assigned to the item (which means " +"it won't have any accelerator). See [method get_item_accelerator] for more " +"info on accelerators." msgstr "" "添加文本为 [param label] 的新多状态菜单项。\n" "与普通的双态菜单项不同,多状态菜单项的状态可以超过两个,数量由 [param " "max_states] 定义。菜单项每按下或激活一次,状态就会加一。默认值由 [param " "default_state] 定义。\n" -"还可以提供 [param id] 和快捷键([param accel])。如果没有提供 [param id],则" -"会根据索引来创建。如果没有提供 [param accel],则会为该菜单项分配默认的 0(对" -"应 [constant @GlobalScope.KEY_NONE],在这里表示没有快捷键)。更多快捷键相关的" -"信息见 [method get_item_accelerator]。" +"还可以提供 [param id] 和快捷键([param accel])。如果没有提供 [param id],则会" +"根据索引来创建。如果没有提供 [param accel],则会为该菜单项分配默认的 0(对应 " +"[constant @GlobalScope.KEY_NONE],在这里表示没有快捷键)。更多快捷键相关的信息" +"见 [method get_item_accelerator]。" msgid "" "Adds a new radio check button with text [param label].\n" "An [param id] can optionally be provided, as well as an accelerator ([param " -"accel]). If no [param id] is provided, one will be created from the index. " -"If no [param accel] is provided, then the default value of 0 (corresponding " -"to [constant @GlobalScope.KEY_NONE]) will be assigned to the item (which " -"means it won't have any accelerator). See [method get_item_accelerator] for " -"more info on accelerators.\n" +"accel]). If no [param id] is provided, one will be created from the index. If " +"no [param accel] is provided, then the default value of 0 (corresponding to " +"[constant @GlobalScope.KEY_NONE]) will be assigned to the item (which means " +"it won't have any accelerator). See [method get_item_accelerator] for more " +"info on accelerators.\n" "[b]Note:[/b] Checkable items just display a checkmark, but don't have any " "built-in checking behavior and must be checked/unchecked manually. See " "[method set_item_checked] for more info on how to control it." @@ -74492,8 +82659,8 @@ msgstr "" "[param id],将从索引中创建一个。如果未提供 [param accel],则默认值 0(对应于 " "[constant @GlobalScope.KEY_NONE])将被分配给该项(这意味着它不会有任何加速" "器)。有关加速器的更多信息,请参阅 [method get_item_accelerator]。\n" -"[b]注意:[/b] 可勾选项只显示一个勾选标记,但没有任何内置的勾选行为,必须手动" -"勾选/取消勾选。有关如何控制它的更多信息,请参阅 [method set_item_checked]。" +"[b]注意:[/b] 可勾选项只显示一个勾选标记,但没有任何内置的勾选行为,必须手动勾" +"选/取消勾选。有关如何控制它的更多信息,请参阅 [method set_item_checked]。" msgid "" "Adds a new radio check button and assigns a [Shortcut] to it. Sets the label " @@ -74558,30 +82725,37 @@ msgid "" msgstr "" "返回给定 [param index] 处项目的加速器。加速器是一种键盘快捷键,即使当前未打开" "菜单按钮,也可以按下它来触发菜单按钮。返回值是一个整数,通常是 [enum " -"KeyModifierMask] 和 [enum Key] 使用按位或操作的组合,例如 " -"[code]KEY_MASK_CTRL | KEY_A[/code]([kbd]Ctrl + A[/kbd])。如果没有为指定的 " -"[param index] 定义加速器,则 [method get_item_accelerator] 返回 [code]0[/" -"code](对应于 [constant @GlobalScope.KEY_NONE])。" +"KeyModifierMask] 和 [enum Key] 使用按位或操作的组合,例如 [code]KEY_MASK_CTRL " +"| KEY_A[/code]([kbd]Ctrl + A[/kbd])。如果没有为指定的 [param index] 定义加速" +"器,则 [method get_item_accelerator] 返回 [code]0[/code](对应于 [constant " +"@GlobalScope.KEY_NONE])。" msgid "Returns the icon of the item at the given [param index]." -msgstr "返回给定 [param index] 处的项的图标。" +msgstr "返回给定 [param index] 处菜单项的图标。" msgid "" -"Returns the ID of the item at the given [param index]. [code]id[/code] can " -"be manually assigned, while index can not." +"Returns the maximum allowed width of the icon for the item at the given " +"[param index]." +msgstr "返回给定 [param index] 处菜单项所允许的最大图标宽度。" + +msgid "Returns a [Color] modulating the item's icon at the given [param index]." +msgstr "返回给定 [param index] 处用于调制菜单项图标的 [Color]。" + +msgid "" +"Returns the ID of the item at the given [param index]. [code]id[/code] can be " +"manually assigned, while index can not." msgstr "" -"返回给定 [param index] 处的项的 ID。[code]id[/code] 可以手动分配,而 index 则" -"不能。" +"返回给定 [param index] 处菜单项的 ID。[code]id[/code] 可以手动分配,而索引则不" +"能。" msgid "Returns the horizontal offset of the item at the given [param index]." -msgstr "返回给定 [param index] 处的项的水平偏移量。" +msgstr "返回给定 [param index] 处菜单项的水平偏移量。" msgid "" "Returns the index of the item containing the specified [param id]. Index is " -"automatically assigned to each item by the engine and can not be set " -"manually." +"automatically assigned to each item by the engine and can not be set manually." msgstr "" -"返回包含指定 [param id] 的项的索引。索引由引擎自动分配给每个项目,不能被手动" +"返回包含指定 [param id] 的菜单项的索引。索引由引擎自动分配给各个项目,无法手动" "设置。" msgid "" @@ -74589,51 +82763,50 @@ msgid "" "can set it with [method set_item_metadata], which provides a simple way of " "assigning context data to items." msgstr "" -"返回指定项的元数据,该项可以是任何类型。您可以使用 [method " -"set_item_metadata] 来设置它,它提供了一种将上下文数据分配给项的简单方法。" +"返回指定菜单项的元数据,可能是任何类型。可以使用 [method set_item_metadata] 来" +"设置元数据,这样就能很很方便地将上下文数据分配给菜单项。" msgid "" "Returns the [Shortcut] associated with the item at the given [param index]." -msgstr "返回与给定 [param index] 处的项关联的 [Shortcut]。" +msgstr "返回给定 [param index] 处菜单项所关联的 [Shortcut]。" msgid "" "Returns the submenu name of the item at the given [param index]. See [method " "add_submenu_item] for more info on how to add a submenu." msgstr "" -"返回给定 [param index] 处项的子菜单名称。有关如何添加子菜单的更多信息,请参" -"见 [method add_submenu_item]。" +"返回给定 [param index] 处菜单项的子菜单名称。有关如何添加子菜单的更多信息,请" +"参见 [method add_submenu_item]。" msgid "Returns the text of the item at the given [param index]." msgstr "返回索引为 [param index] 的菜单项的文本。" -msgid "" -"Returns the tooltip associated with the item at the given [param index]." +msgid "Returns the tooltip associated with the item at the given [param index]." msgstr "返回索引为 [param index] 的菜单项所关联的工具提示。" msgid "" -"Returns [code]true[/code] if the item at the given [param index] is " -"checkable in some way, i.e. if it has a checkbox or radio button.\n" +"Returns [code]true[/code] if the item at the given [param index] is checkable " +"in some way, i.e. if it has a checkbox or radio button.\n" "[b]Note:[/b] Checkable items just display a checkmark or radio button, but " "don't have any built-in checking behavior and must be checked/unchecked " "manually." msgstr "" -"如果给定 [param index] 处的项可以某种方式勾选,即如果它有一个复选框或单选按" -"钮,则返回 [code]true[/code]。\n" +"如果给定 [param index] 处的菜单项可以某种方式勾选,即如果它有一个复选框或单选" +"按钮,则返回 [code]true[/code]。\n" "[b]注意:[/b]可勾选项仅显示一个勾选标记或单选按钮,但没有任何内置的勾选行为," "必须手动勾选/取消勾选。" msgid "" "Returns [code]true[/code] if the item at the given [param index] is checked." -msgstr "如果给定的 [param index] 处的项被勾选,则返回 [code]true[/code]。" +msgstr "如果给定的 [param index] 处的菜单项被勾选,则返回 [code]true[/code]。" msgid "" -"Returns [code]true[/code] if the item at the given [param index] is " -"disabled. When it is disabled it can't be selected, or its action invoked.\n" +"Returns [code]true[/code] if the item at the given [param index] is disabled. " +"When it is disabled it can't be selected, or its action invoked.\n" "See [method set_item_disabled] for more info on how to disable an item." msgstr "" -"如果给定 [param index] 处的项被禁用,则返回 [code]true[/code]。当被禁用时,它" -"不能被选择,且它的动作不能被调用。\n" -"有关如何禁用一个项目的更多信息,请参阅 [method set_item_disabled]。" +"如果给定 [param index] 处的菜单项被禁用,则返回 [code]true[/code]。菜单项被禁" +"用时无法被选择,对应的动作也无法被调用。\n" +"有关如何禁用菜单项的更多信息,请参阅 [method set_item_disabled]。" msgid "" "Returns [code]true[/code] if the item at the given [param index] has radio " @@ -74641,28 +82814,28 @@ msgid "" "[b]Note:[/b] This is purely cosmetic; you must add the logic for checking/" "unchecking items in radio groups." msgstr "" -"如果给定 [param index] 处的项具有单选按钮样式的可勾选性,则返回 [code]true[/" -"code]。\n" +"如果给定 [param index] 处的菜单项具有单选按钮样式的可勾选性,则返回 " +"[code]true[/code]。\n" "[b]注意:[/b]这纯粹是装饰性的;必须添加用于单选组中勾选/取消勾选项目的逻辑。" msgid "" "Returns [code]true[/code] if the item is a separator. If it is, it will be " -"displayed as a line. See [method add_separator] for more info on how to add " -"a separator." +"displayed as a line. See [method add_separator] for more info on how to add a " +"separator." msgstr "" -"如果项目是分隔符,则返回 [code]true[/code]。如果是,它将显示为一行。有关如何" -"添加分隔符的更多信息,请参阅[method add_separator]。" +"如果菜单项是分隔符,则返回 [code]true[/code]。分隔符会显示为一条线。有关如何添" +"加分隔符的更多信息,请参阅 [method add_separator]。" msgid "Returns [code]true[/code] if the specified item's shortcut is disabled." -msgstr "如果指定项的快捷方式被禁用,则返回 [code]true[/code]。" +msgstr "如果指定菜单项的快捷方式被禁用,则返回 [code]true[/code]。" msgid "" "Removes the item at the given [param index] from the menu.\n" "[b]Note:[/b] The indices of items after the removed item will be shifted by " "one." msgstr "" -"从菜单中移除给定 [param index] 处的项。\n" -"[b]注意:[/b]被移除的项后面的项的索引将移动一位。" +"从菜单中移除给定 [param index] 处的菜单项。\n" +"[b]注意:[/b]被移除的菜单项后面的菜单项的索引将移动一位。" msgid "" "Moves the scroll view to make the item at the given [param index] visible." @@ -74672,20 +82845,20 @@ msgid "" "Sets the currently focused item as the given [param index].\n" "Passing [code]-1[/code] as the index makes so that no item is focused." msgstr "" -"将当前聚焦的项设置为给定的 [param index]。\n" -"将 [code]-1[/code] 作为索引传入将不会聚焦任何项。" +"将当前聚焦的菜单项设置为给定的 [param index]。\n" +"将 [code]-1[/code] 作为索引传入将不会聚焦任何菜单项。" msgid "" "Sets the accelerator of the item at the given [param index]. An accelerator " -"is a keyboard shortcut that can be pressed to trigger the menu button even " -"if it's not currently open. [param accel] is generally a combination of " -"[enum KeyModifierMask]s and [enum Key]s using bitwise OR such as " +"is a keyboard shortcut that can be pressed to trigger the menu button even if " +"it's not currently open. [param accel] is generally a combination of [enum " +"KeyModifierMask]s and [enum Key]s using bitwise OR such as " "[code]KEY_MASK_CTRL | KEY_A[/code] ([kbd]Ctrl + A[/kbd])." msgstr "" "在给定的 [param index] 处设置项目的加速器。加速器是一种键盘快捷键,即使当前未" "打开菜单按钮,也可以按下它来触发菜单按钮。[param accel] 通常是 [enum " -"KeyModifierMask] 和 [enum Key] 使用按位或操作的组合,例如 " -"[code]KEY_MASK_CTRL | KEY_A[/code]([kbd]Ctrl + A[/kbd])。" +"KeyModifierMask] 和 [enum Key] 使用按位或操作的组合,例如 [code]KEY_MASK_CTRL " +"| KEY_A[/code]([kbd]Ctrl + A[/kbd])。" msgid "" "Sets whether the item at the given [param index] has a checkbox. If " @@ -74693,8 +82866,8 @@ msgid "" "[b]Note:[/b] Checkable items just display a checkmark, but don't have any " "built-in checking behavior and must be checked/unchecked manually." msgstr "" -"设置给定 [param index] 处的项是否具有一个复选框。如果为 [code]false[/code]," -"则将项的类型设置为纯文本。\n" +"设置给定 [param index] 处的项是否具有一个复选框。如果为 [code]false[/code],则" +"将项的类型设置为纯文本。\n" "[b]注意:[/b]可勾选的项只显示一个复选标记,但没有任何内置的勾选行为,必须手动" "勾选/取消勾选。" @@ -74717,19 +82890,30 @@ msgid "Sets the checkstate status of the item at the given [param index]." msgstr "设置位于给定的 [param index] 的菜单项的勾选状态。" msgid "" -"Enables/disables the item at the given [param index]. When it is disabled, " -"it can't be selected and its action can't be invoked." +"Enables/disables the item at the given [param index]. When it is disabled, it " +"can't be selected and its action can't be invoked." msgstr "" -"启用/禁用位于给定 [param index] 的菜单项。处于禁用状态的菜单项无法被选中,也" -"无法调用其动作。" +"启用/禁用位于给定 [param index] 的菜单项。处于禁用状态的菜单项无法被选中,也无" +"法调用其动作。" msgid "Replaces the [Texture2D] icon of the item at the given [param index]." msgstr "替换索引为 [param index] 的菜单项的 [Texture2D] 图标。" +msgid "" +"Sets the maximum allowed width of the icon for the item at the given [param " +"index]. This limit is applied on top of the default size of the icon and on " +"top of [theme_item icon_max_width]. The height is adjusted according to the " +"icon's ratio." +msgstr "" +"设置给定 [param index] 处菜单项所允许的最大图标宽度。这是在图标默认大小和 " +"[theme_item icon_max_width] 的基础上的限制。高度会根据图标的长宽比调整。" + +msgid "Sets a modulating [Color] of the item's icon at the given [param index]." +msgstr "设置索引为 [param index] 的菜单项图标的调制 [Color]。" + msgid "" "Sets the [param id] of the item at the given [param index].\n" -"The [param id] is used in [signal id_pressed] and [signal id_focused] " -"signals." +"The [param id] is used in [signal id_pressed] and [signal id_focused] signals." msgstr "" "设置位于给定 [param index] 的菜单项的 [param id]。\n" "[signal id_pressed] 和 [signal id_focused] 等信号中会用到 [param id]。" @@ -74742,8 +82926,8 @@ msgid "" "with [method get_item_metadata], which provides a simple way of assigning " "context data to items." msgstr "" -"设置项的元数据,该项可以是任何类型。稍后您可以使用[method get_item_metadata]" -"获取它,它提供了一种将上下文数据分配给项的简单方法。" +"设置项的元数据,该项可以是任何类型。稍后您可以使用[method get_item_metadata]获" +"取它,它提供了一种将上下文数据分配给项的简单方法。" msgid "" "Sets the state of a multistate item. See [method add_multistate_item] for " @@ -74758,8 +82942,7 @@ msgstr "禁用索引为 [param index] 的菜单项的 [Shortcut]。" msgid "" "Sets the submenu of the item at the given [param index]. The submenu is the " -"name of a child [PopupMenu] node that would be shown when the item is " -"clicked." +"name of a child [PopupMenu] node that would be shown when the item is clicked." msgstr "" "设置位于给定 [param index] 的菜单项的子菜单。子菜单为点击该菜单项后应该显示的" "子 [PopupMenu] 节点的名称。" @@ -74799,8 +82982,8 @@ msgid "" "hovering. If the popup menu is added as a child of another (acting as a " "submenu), it will inherit the delay time of the parent menu item." msgstr "" -"设置鼠标悬停时子菜单项弹出的延迟时间,以秒为单位。如果弹出菜单被添加为另一个" -"菜单的子菜单(作为子菜单),它将继承父菜单项的延迟时间。" +"设置鼠标悬停时子菜单项弹出的延迟时间,以秒为单位。如果弹出菜单被添加为另一个菜" +"单的子菜单(作为子菜单),它将继承父菜单项的延迟时间。" msgid "" "Emitted when the user navigated to an item of some [param id] using the " @@ -74854,6 +83037,15 @@ msgstr "带标签分隔符的文本轮廓的色调。" msgid "The horizontal space between the item's elements." msgstr "菜单项元素之间的水平间距。" +msgid "" +"The maximum allowed width of the item's icon. This limit is applied on top of " +"the default size of the icon, but before the value set with [method " +"set_item_icon_max_width]. The height is adjusted according to the icon's " +"ratio." +msgstr "" +"菜单项图标所允许的最大宽度。这是在图标默认大小的基础上的限制,在 [method " +"set_item_icon_max_width] 所设置的值之前生效。高度会根据图标的长宽比调整。" + msgid "Width of the single indentation level." msgstr "单个缩进级别的宽度。" @@ -74918,8 +83110,7 @@ msgid "[StyleBox] displayed when the [PopupMenu] item is hovered." msgstr "当 [PopupMenu] 菜单项被悬停时显示的 [StyleBox]。" msgid "" -"[StyleBox] for the left side of labeled separator. See [method " -"add_separator]." +"[StyleBox] for the left side of labeled separator. See [method add_separator]." msgstr "用于标签分隔器的左侧 [StyleBox]。请参阅 [method add_separator]。" msgid "" @@ -74936,6 +83127,17 @@ msgstr "[PopupMenu] 菜单项被禁用时使用的 [StyleBox]。" msgid "[StyleBox] used for the separators. See [method add_separator]." msgstr "用于分隔符的 [StyleBox]。请参阅 [method add_separator]。" +msgid "A popup with a panel background." +msgstr "带有面板背景的弹出窗口。" + +msgid "" +"A popup with a configurable panel background. Any child controls added to " +"this node will be stretched to fit the panel's size (similar to how " +"[PanelContainer] works). If you are making windows, see [Window]." +msgstr "" +"带有可配置面板背景的弹出窗口。添加到这个节点的子控件都会被拉伸到面板的大小(类" +"似于 [PanelContainer] 的原理)。如果你制作的是窗口,请参阅 [Window]。" + msgid "The background panel style of this [PopupPanel]." msgstr "这个 [PopupPanel] 的背景面板样式。" @@ -74961,8 +83163,8 @@ msgstr "" "(在显存中压缩)则取决于目标平台。\n" "如果你只想用于桌面平台,则推荐使用 S3TC 或 BPTC。如果只用于移动平台,则推荐使" "用 ETC2。\n" -"如果要实现可移植、自包含的 3D 纹理,让这种纹理能同时在桌面和移动平台使用,则" -"推荐 Basis Universal(尽管代价是有较小的质量损耗和更长的压缩时间)。\n" +"如果要实现可移植、自包含的 3D 纹理,让这种纹理能同时在桌面和移动平台使用,则推" +"荐 Basis Universal(尽管代价是有较小的质量损耗和更长的压缩时间)。\n" "这个资源应使用代码创建。" msgid "" @@ -74998,8 +83200,8 @@ msgid "" "This flag allows to keep the compressed data in memory if you intend it to " "persist after loading." msgstr "" -"在编辑器中运行时,这个类会将来源压缩数据保持在内存中。否则加载资源后来源压缩" -"数据就会丢失,资源也无法重新保存。\n" +"在编辑器中运行时,这个类会将来源压缩数据保持在内存中。否则加载资源后来源压缩数" +"据就会丢失,资源也无法重新保存。\n" "如果你要在加载后再次进行持久化,这个标志能够让压缩数据保持在内存中。" msgid "Allow overriding the texture size (for 2D only)." @@ -75015,14 +83217,14 @@ msgid "" "primitive mesh. Examples include [BoxMesh], [CapsuleMesh], [CylinderMesh], " "[PlaneMesh], [PrismMesh], and [SphereMesh]." msgstr "" -"所有基本网格的基类,能够处理将 [Material] 应用到基本网格的操作。有 " -"[BoxMesh]、[CapsuleMesh]、[CylinderMesh]、[PlaneMesh]、[PrismMesh]、" -"[SphereMesh] 等基本网格。" +"所有基本网格的基类,能够处理将 [Material] 应用到基本网格的操作。有 [BoxMesh]、" +"[CapsuleMesh]、[CylinderMesh]、[PlaneMesh]、[PrismMesh]、[SphereMesh] 等基本网" +"格。" msgid "" "Returns mesh arrays used to constitute surface of [Mesh]. The result can be " -"passed to [method ArrayMesh.add_surface_from_arrays] to create a new " -"surface. For example:\n" +"passed to [method ArrayMesh.add_surface_from_arrays] to create a new surface. " +"For example:\n" "[codeblocks]\n" "[gdscript]\n" "var c = CylinderMesh.new()\n" @@ -75084,8 +83286,8 @@ msgid "" "mesh, UV2 is calculated assuming a texture size of 1024x1024." msgstr "" "如果设置了 [member add_uv2],则指定沿网格接缝被应用的以像素为单位的填充。较低" -"的填充值允许更好地利用光照贴图纹理(导致更高的纹素密度),但可能会沿边缘引入" -"可见的光照贴图渗色。\n" +"的填充值允许更好地利用光照贴图纹理(导致更高的纹素密度),但可能会沿边缘引入可" +"见的光照贴图渗色。\n" "如果在生成网格时无法确定光照贴图纹理的大小,则计算 UV2 时假定纹理大小为 " "1024x1024。" @@ -75132,14 +83334,13 @@ msgid "" "energy, and direction from the corresponding [DirectionalLight3D] in the " "scene." msgstr "" -"ProceduralSkyMaterial 提供了一种通过为太阳、天空、和地面定义程序参数,来快速" -"创建一个有效背景的方法。天空和地面非常相似,它们由地平线上的一种颜色、另一种" -"颜色、以及一条最后在这两种颜色之间插值的缓动曲线定义。类似地,太阳通过在天空" -"中的一个位置、一种颜色和一条缓动曲线来描述。然而,太阳也定义了最小和最大角" -"度,这两个值定义了缓动曲线从太阳开始和结束的距离,从而最终定义了天空中太阳的" -"大小。\n" -"[ProceduralSkyMaterial] 使用轻量级着色器来绘制天空,因此适合实时更新。当不需" -"要不现实的快速天空时,这是一个不错的选择。如果需要更逼真的选项,请尝试改用 " +"ProceduralSkyMaterial 提供了一种通过为太阳、天空、和地面定义程序参数,来快速创" +"建一个有效背景的方法。天空和地面非常相似,它们由地平线上的一种颜色、另一种颜" +"色、以及一条最后在这两种颜色之间插值的缓动曲线定义。类似地,太阳通过在天空中的" +"一个位置、一种颜色和一条缓动曲线来描述。然而,太阳也定义了最小和最大角度,这两" +"个值定义了缓动曲线从太阳开始和结束的距离,从而最终定义了天空中太阳的大小。\n" +"[ProceduralSkyMaterial] 使用轻量级着色器来绘制天空,因此适合实时更新。当不需要" +"不现实的快速天空时,这是一个不错的选择。如果需要更逼真的选项,请尝试改用 " "[PhysicalSkyMaterial]。\n" "[ProceduralSkyMaterial] 最多支持 4 个太阳。每个太阳都从场景中相应的 " "[DirectionalLight3D] 获取其颜色、能量和方向。" @@ -75166,15 +83367,14 @@ msgid "" "The sky cover texture to use. This texture must use an equirectangular " "projection (similar to [PanoramaSkyMaterial]). The texture's colors will be " "[i]added[/i] to the existing sky color, and will be multiplied by [member " -"sky_energy_multiplier] and [member sky_cover_modulate]. This is mainly " -"suited to displaying stars at night, but it can also be used to display " -"clouds at day or night (with a non-physically-accurate look)." +"sky_energy_multiplier] and [member sky_cover_modulate]. This is mainly suited " +"to displaying stars at night, but it can also be used to display clouds at " +"day or night (with a non-physically-accurate look)." msgstr "" "要使用的天空覆盖纹理。这个纹理必须使用一个等角投影(类似于" "[PanoramaSkyMaterial])。 该纹理的颜色将被[i]添加[/i]到现有的天空颜色中,并将" -"乘以 [member sky_energy_multiplier] 和 [member sky_cover_modulate]。这主要适" -"用于显示夜晚的星星,但也可以用来显示白天或夜晚的云彩(具有非物理精确性的外" -"观)。" +"乘以 [member sky_energy_multiplier] 和 [member sky_cover_modulate]。这主要适用" +"于显示夜晚的星星,但也可以用来显示白天或夜晚的云彩(具有非物理精确性的外观)。" msgid "" "The tint to apply to the [member sky_cover] texture. This can be used to " @@ -75182,9 +83382,9 @@ msgid "" "which is useful for day/night or weather transitions. Only effective if a " "texture is defined in [member sky_cover]." msgstr "" -"应用于 [member sky_cover] 纹理的色调。可用于改变天空覆盖的颜色或不透明度,不" -"受天空能量的影响,对于昼夜转换或天气转换很有用。只有在 [member sky_cover] 中" -"定义了纹理时才有效。" +"应用于 [member sky_cover] 纹理的色调。可用于改变天空覆盖的颜色或不透明度,不受" +"天空能量的影响,对于昼夜转换或天气转换很有用。只有在 [member sky_cover] 中定义" +"了纹理时才有效。" msgid "" "How quickly the [member sky_horizon_color] fades into the [member " @@ -75208,6 +83408,14 @@ msgid "" "sun_angle_max]." msgstr "在太阳圆盘边缘和 [member sun_angle_max] 之间,太阳消失得有多快。" +msgid "A control used for visual representation of a percentage." +msgstr "将百分比可视化表示的控件。" + +msgid "" +"A control used for visual representation of a percentage. Shows fill " +"percentage from right to left." +msgstr "将百分比可视化表示的控件。显示从右到左的填充百分比。" + msgid "The fill direction. See [enum FillMode] for possible values." msgstr "填充方向。可能的取值见 [enum FillMode]。" @@ -75267,6 +83475,24 @@ msgstr "背景的样式。" msgid "The style of the progress (i.e. the part that fills the bar)." msgstr "进度的样式(即填充进度条的部分)。" +msgid "A 4×4 matrix for 3D projective transformations." +msgstr "用于 3D 投影变换的 4×4 矩阵。" + +msgid "" +"A 4x4 matrix used for 3D projective transformations. It can represent " +"transformations such as translation, rotation, scaling, shearing, and " +"perspective division. It consists of four [Vector4] columns.\n" +"For purely linear transformations (translation, rotation, and scale), it is " +"recommended to use [Transform3D], as it is more performant and requires less " +"memory.\n" +"Used internally as [Camera3D]'s projection matrix." +msgstr "" +"用于 3D 投影变换的 4×4 矩阵,可以表示平移、旋转、缩放、剪切和透视分割等变换," +"由四个 [Vector4] 列组成。\n" +"对于纯粹的线性变换(平移、旋转和缩放),建议使用 [Transform3D],因为它的性能更" +"强,内存占用更少。\n" +"在内部作为 [Camera3D] 的投影矩阵使用。" + msgid "" "Constructs a default-initialized [Projection] set to [constant IDENTITY]." msgstr "构造默认初始化为 [constant IDENTITY] 的 [Projection]。" @@ -75286,16 +83512,15 @@ msgid "" "[code]1[/code], and flips the projected positions vertically, according to " "[param flip_y]." msgstr "" -"创建新的 [Projection],将位置从深度 [code]-1[/code] 到 [code]1[/code] 的范围" -"投影到 [code]0[/code] 到 [code]1[/code] 的范围,并将投影后的位置根据 [param " +"创建新的 [Projection],将位置从深度 [code]-1[/code] 到 [code]1[/code] 的范围投" +"影到 [code]0[/code] 到 [code]1[/code] 的范围,并将投影后的位置根据 [param " "flip_y] 垂直翻转。" msgid "" "Creates a new [Projection] that scales a given projection to fit around a " "given [AABB] in projection space." msgstr "" -"创建新的 [Projection],将给定的投影进行缩放,从而适应投影空间中的给定 " -"[AABB]。" +"创建新的 [Projection],将给定的投影进行缩放,从而适应投影空间中的给定 [AABB]。" msgid "" "Creates a new [Projection] for projecting positions onto a head-mounted " @@ -75304,8 +83529,8 @@ msgid "" "[param eye] creates the projection for the left eye when set to 1, or the " "right eye when set to 2." msgstr "" -"创建新的 [Projection],将位置投影至头戴显示器中,使用给定的 X:Y 纵横比、双眼" -"间距、显示器宽度、到镜头的距离、过采样系数以及深度裁剪平面。\n" +"创建新的 [Projection],将位置投影至头戴显示器中,使用给定的 X:Y 纵横比、双眼间" +"距、显示器宽度、到镜头的距离、过采样系数以及深度裁剪平面。\n" "[param eye] 设为 1 时创建的是左眼投影,设为 2 时则为右眼。" msgid "" @@ -75317,8 +83542,8 @@ msgstr "" msgid "" "Creates a new [Projection] that projects positions in a frustum with the " "given size, X:Y aspect ratio, offset, and clipping planes.\n" -"[param flip_fov] determines whether the projection's field of view is " -"flipped over its diagonal." +"[param flip_fov] determines whether the projection's field of view is flipped " +"over its diagonal." msgstr "" "创建新的 [Projection],将位置投影至平截头台中,平截头台由给定的大小、X:Y 纵横" "比、偏移量以及裁剪平面指定。\n" @@ -75336,8 +83561,8 @@ msgstr "创建新的 [Projection],使用给定裁剪平面的正交投影对 msgid "" "Creates a new [Projection] that projects positions using an orthogonal " "projection with the given size, X:Y aspect ratio, and clipping planes.\n" -"[param flip_fov] determines whether the projection's field of view is " -"flipped over its diagonal." +"[param flip_fov] determines whether the projection's field of view is flipped " +"over its diagonal." msgstr "" "创建新的 [Projection],使用正交投影对位置进行投影,正交投影由给定的大小、X:Y " "纵横比以及裁剪平面指定。\n" @@ -75347,8 +83572,8 @@ msgid "" "Creates a new [Projection] that projects positions using a perspective " "projection with the given Y-axis field of view (in degrees), X:Y aspect " "ratio, and clipping planes.\n" -"[param flip_fov] determines whether the projection's field of view is " -"flipped over its diagonal." +"[param flip_fov] determines whether the projection's field of view is flipped " +"over its diagonal." msgstr "" "创建新的 [Projection],使用透视投影对位置进行投影,透视投影由给定的 Y 轴视野" "(单位为度)、X:Y 纵横比以及裁剪平面指定。\n" @@ -75358,29 +83583,29 @@ msgid "" "Creates a new [Projection] that projects positions using a perspective " "projection with the given Y-axis field of view (in degrees), X:Y aspect " "ratio, and clipping distances. The projection is adjusted for a head-mounted " -"display with the given distance between eyes and distance to a point that " -"can be focused on.\n" +"display with the given distance between eyes and distance to a point that can " +"be focused on.\n" "[param eye] creates the projection for the left eye when set to 1, or the " "right eye when set to 2.\n" -"[param flip_fov] determines whether the projection's field of view is " -"flipped over its diagonal." +"[param flip_fov] determines whether the projection's field of view is flipped " +"over its diagonal." msgstr "" "创建新的 [Projection],使用透视投影对位置进行投影,透视投影由给定的 Y 轴视野" -"(单位为度)、X:Y 纵横比以及裁剪平面指定。投影会针对头戴显示器进行调整,使用" -"给定的双眼间距以及与能够聚焦的点的距离。\n" +"(单位为度)、X:Y 纵横比以及裁剪平面指定。投影会针对头戴显示器进行调整,使用给" +"定的双眼间距以及与能够聚焦的点的距离。\n" "[param eye] 设为 1 时创建的是左眼投影,设为 2 时则为右眼。\n" "[param flip_fov] 决定投影视野是否按对角线翻转。" msgid "" -"Returns a scalar value that is the signed factor by which areas are scaled " -"by this matrix. If the sign is negative, the matrix flips the orientation of " -"the area.\n" +"Returns a scalar value that is the signed factor by which areas are scaled by " +"this matrix. If the sign is negative, the matrix flips the orientation of the " +"area.\n" "The determinant can be used to calculate the invertibility of a matrix or " "solve linear systems of equations involving the matrix, among other " "applications." msgstr "" -"返回一个标量值,该标量值是区域被该矩阵缩放的有符号系数。如果符号是负的,则矩" -"阵翻转该区域的方向。\n" +"返回一个标量值,该标量值是区域被该矩阵缩放的有符号系数。如果符号是负的,则矩阵" +"翻转该区域的方向。\n" "行列式可用于计算矩阵的可逆性或求解涉及矩阵的线性方程组,以及其他应用。" msgid "" @@ -75403,8 +83628,7 @@ msgid "" "Returns the vertical field of view of the projection (in degrees) associated " "with the given horizontal field of view (in degrees) and aspect ratio." msgstr "" -"返回与给定水平视场(以度为单位)和长宽比相关联的投影的垂直视场(以度为单" -"位)。" +"返回与给定水平视场(以度为单位)和长宽比相关联的投影的垂直视场(以度为单位)。" msgid "" "Returns the factor by which the visible level of detail is scaled by this " @@ -75424,9 +83648,9 @@ msgid "" "PLANE_RIGHT], or [constant PLANE_BOTTOM]." msgstr "" "返回这个 [Projection] 的裁剪平面,索引由 [param plane] 给定。\n" -"[param plane] 应该等于 [constant PLANE_NEAR]、[constant PLANE_FAR]、" -"[constant PLANE_LEFT]、[constant PLANE_TOP]、[constant PLANE_RIGHT] 或 " -"[constant PLANE_BOTTOM]。" +"[param plane] 应该等于 [constant PLANE_NEAR]、[constant PLANE_FAR]、[constant " +"PLANE_LEFT]、[constant PLANE_TOP]、[constant PLANE_RIGHT] 或 [constant " +"PLANE_BOTTOM]。" msgid "" "Returns the dimensions of the viewport plane that this [Projection] projects " @@ -75434,13 +83658,11 @@ msgid "" msgstr "返回视口平面的尺寸除以二,这个 [Projection] 会把位置投影至该平面。" msgid "" -"Returns the distance for this [Projection] beyond which positions are " -"clipped." +"Returns the distance for this [Projection] beyond which positions are clipped." msgstr "返回该 [Projection] 中的距离,超过这个距离的位置会被裁剪。" msgid "" -"Returns the distance for this [Projection] before which positions are " -"clipped." +"Returns the distance for this [Projection] before which positions are clipped." msgstr "返回该 [Projection] 中的距离,未达到这个距离的位置会被裁剪。" msgid "" @@ -75454,8 +83676,8 @@ msgid "" msgstr "如果该 [Projection] 进行的是正交投影,则返回 [code]true[/code]。" msgid "" -"Returns a [Projection] with the X and Y values from the given [Vector2] " -"added to the first and second values of the final column respectively." +"Returns a [Projection] with the X and Y values from the given [Vector2] added " +"to the first and second values of the final column respectively." msgstr "" "返回一个 [Projection],X 和 Y 的取值由给定的 [Vector2] 和最后一列中对应的第一" "个和第二个值相加而来。" @@ -75521,8 +83743,7 @@ msgid "" "Returns [code]true[/code] if the projections are not equal.\n" "[b]Note:[/b] Due to floating-point precision errors, this may return " "[code]true[/code], even if the projections are virtually equal. An " -"[code]is_equal_approx[/code] method may be added in a future version of " -"Godot." +"[code]is_equal_approx[/code] method may be added in a future version of Godot." msgstr "" "如果投影不相等,则返回 [code]true[/code]。\n" "[b]注意:[/b]由于浮点精度误差,即使投影实际上相等,也可能会返回 [code]true[/" @@ -75541,8 +83762,7 @@ msgid "" "Returns [code]true[/code] if the projections are equal.\n" "[b]Note:[/b] Due to floating-point precision errors, this may return " "[code]false[/code], even if the projections are virtually equal. An " -"[code]is_equal_approx[/code] method may be added in a future version of " -"Godot." +"[code]is_equal_approx[/code] method may be added in a future version of Godot." msgstr "" "如果投影相等,则返回 [code]true[/code]。\n" "[b]注意:[/b]由于浮点精度错误,即使投影实际上相等,也可能会返回 [code]false[/" @@ -75565,8 +83785,8 @@ msgid "" "[ProjectSettings], making this object very useful for reading custom game " "configuration options.\n" "When naming a Project Settings property, use the full path to the setting " -"including the category. For example, [code]\"application/config/name\"[/" -"code] for the project name. Category and property names can be viewed in the " +"including the category. For example, [code]\"application/config/name\"[/code] " +"for the project name. Category and property names can be viewed in the " "Project Settings dialog.\n" "[b]Feature tags:[/b] Project settings can be overridden for specific " "platforms and configurations (debug, release, ...) using [url=$DOCS_URL/" @@ -75585,16 +83805,85 @@ msgstr "" "的变量也会被加载到 [ProjectSettings] 中,因此这个对象常用于读取自定义游戏配置" "选项。\n" "指定“项目设置”的属性时,请使用设置的完整路径,包括类别。例如项目名称应使用 " -"[code]\"application/config/name\"[/code]。类别和属性名称可以在“项目设置”对话" -"框中查看。\n" +"[code]\"application/config/name\"[/code]。类别和属性名称可以在“项目设置”对话框" +"中查看。\n" "[b]特性标签:[/b]可以使用[url=$DOCS_URL/tutorials/export/feature_tags.html]特" "性标签[/url]来针对特定的平台和配置(调试、发布……)做项目设置的覆盖。\n" -"[b]覆盖:[/b]在项目的根目录下创建名为 [code]override.cfg[/code] 的文件,就可" -"以对任意项目设置进行覆盖。对于已导出的项目,把这个文件放在与项目二进制文件相" -"同的目录下,也可以达到覆盖的目的。覆盖时仍会考虑基础项目设置的[url=$DOCS_URL/" +"[b]覆盖:[/b]在项目的根目录下创建名为 [code]override.cfg[/code] 的文件,就可以" +"对任意项目设置进行覆盖。对于已导出的项目,把这个文件放在与项目二进制文件相同的" +"目录下,也可以达到覆盖的目的。覆盖时仍会考虑基础项目设置的[url=$DOCS_URL/" "tutorials/export/feature_tags.html]特性标签[/url]。因此,如果你想让它们在所有" "平台和配置上覆盖基础项目设置,请确保[i]也用[/i]所需的特性标签覆盖该设置。" +msgid "" +"Adds a custom property info to a property. The dictionary must contain:\n" +"- [code]\"name\"[/code]: [String] (the property's name)\n" +"- [code]\"type\"[/code]: [int] (see [enum Variant.Type])\n" +"- optionally [code]\"hint\"[/code]: [int] (see [enum PropertyHint]) and " +"[code]\"hint_string\"[/code]: [String]\n" +"[b]Example:[/b]\n" +"[codeblocks]\n" +"[gdscript]\n" +"ProjectSettings.set(\"category/property_name\", 0)\n" +"\n" +"var property_info = {\n" +" \"name\": \"category/property_name\",\n" +" \"type\": TYPE_INT,\n" +" \"hint\": PROPERTY_HINT_ENUM,\n" +" \"hint_string\": \"one,two,three\"\n" +"}\n" +"\n" +"ProjectSettings.add_property_info(property_info)\n" +"[/gdscript]\n" +"[csharp]\n" +"ProjectSettings.Singleton.Set(\"category/property_name\", 0);\n" +"\n" +"var propertyInfo = new Godot.Collections.Dictionary\n" +"{\n" +" {\"name\", \"category/propertyName\"},\n" +" {\"type\", Variant.Type.Int},\n" +" {\"hint\", PropertyHint.Enum},\n" +" {\"hint_string\", \"one,two,three\"},\n" +"};\n" +"\n" +"ProjectSettings.AddPropertyInfo(propertyInfo);\n" +"[/csharp]\n" +"[/codeblocks]" +msgstr "" +"为某个属性添加自定义属性信息。字典必须包含:\n" +"- [code]\"name\"[/code]:[String](属性名称)\n" +"- [code]\"type\"[/code]:[int](见 [enum Variant.Type])\n" +"- 可选的 [code]\"hint\"[/code]:[int](见 [enum PropertyHint])和 " +"[code]\"hint_string\"[/code]:[String]\n" +"[b]示例:[/b]\n" +"[codeblocks]\n" +"[gdscript]\n" +"ProjectSettings.set(\"category/property_name\", 0)\n" +"\n" +"var property_info = {\n" +" \"name\": \"category/property_name\",\n" +" \"type\": TYPE_INT,\n" +" \"hint\": PROPERTY_HINT_ENUM,\n" +" \"hint_string\": \"one,two,three\"\n" +"}\n" +"\n" +"ProjectSettings.add_property_info(property_info)\n" +"[/gdscript]\n" +"[csharp]\n" +"ProjectSettings.Singleton.Set(\"category/property_name\", 0);\n" +"\n" +"var propertyInfo = new Godot.Collections.Dictionary\n" +"{\n" +" {\"name\", \"category/propertyName\"},\n" +" {\"type\", Variant.Type.Int},\n" +" {\"hint\", PropertyHint.Enum},\n" +" {\"hint_string\", \"one,two,three\"},\n" +"};\n" +"\n" +"ProjectSettings.AddPropertyInfo(propertyInfo);\n" +"[/csharp]\n" +"[/codeblocks]" + msgid "Clears the whole configuration (not recommended, may break things)." msgstr "清除整个配置(不推荐,可能会弄坏东西)。" @@ -75603,8 +83892,8 @@ msgid "" "represented as a [Dictionary] that contains the following entries:\n" "- [code]base[/code] is a name of the base class;\n" "- [code]class[/code] is a name of the registered global class;\n" -"- [code]icon[/code] is a path to a custom icon of the global class, if it " -"has any;\n" +"- [code]icon[/code] is a path to a custom icon of the global class, if it has " +"any;\n" "- [code]language[/code] is a name of a programming language in which the " "global class is written;\n" "- [code]path[/code] is a path to a file containing the global class.\n" @@ -75618,8 +83907,8 @@ msgstr "" "- [code]icon[/code] 是全局类自定义图标的路径,如果有的话;\n" "- [code]language[/code] 是编写全局类的编程语言的名称;\n" "- [code]path[/code] 是包含全局类的文件的路径。\n" -"[b]注意:[/b]脚本和图标路径都是项目文件系统的本地路径,即它们以 [code]res://" -"[/code] 开头。" +"[b]注意:[/b]脚本和图标路径都是项目文件系统的本地路径,即它们以 [code]res://[/" +"code] 开头。" msgid "" "Returns the order of a configuration value (influences when saved to the " @@ -75670,8 +83959,8 @@ msgid "" "Similar to [method get_setting], but applies feature tag overrides if any " "exists and is valid.\n" "[b]Example:[/b]\n" -"If the following setting override exists \"application/config/name." -"windows\", and the following code is executed:\n" +"If the following setting override exists \"application/config/name.windows\", " +"and the following code is executed:\n" "[codeblocks]\n" "[gdscript]\n" "print(ProjectSettings.get_setting_with_override(\"application/config/" @@ -75729,11 +84018,10 @@ msgid "" msgstr "" "返回与本地化 [param path](以 [code]res://[/code] 或 [code]user://[/code] 开" "头)相对应的绝对原生 OS 路径。返回的路径将因操作系统和用户首选项而异。 请参阅" -"[url=$DOCS_URL/tutorials/io/data_paths.html]《Godot 项目中的文件路径》[/url]" -"以查看这些路径转换成的内容。另请参阅 [method localize_path]。\n" +"[url=$DOCS_URL/tutorials/io/data_paths.html]《Godot 项目中的文件路径》[/url]以" +"查看这些路径转换成的内容。另请参阅 [method localize_path]。\n" "[b]注意:[/b]对 [code]res://[/code] 调用 [method globalize_path] 在导出的项目" -"中不会起作用。而是,当从导出的项目运行时,将可执行文件的基目录添加到路径" -"中:\n" +"中不会起作用。而是,当从导出的项目运行时,将可执行文件的基目录添加到路径中:\n" "[codeblock]\n" "var path = \"\"\n" "if OS.has_feature(\"editor\"):\n" @@ -75743,8 +84031,7 @@ msgstr "" "else:\n" " # 从导出的项目运行。\n" " # `path` 将包含可执行文件旁边的 `hello.txt` 的绝对路径。\n" -" # 这与使用 `ProjectSettings.globalize_path()` 和 `res://` 路径*不*相" -"同,\n" +" # 这与使用 `ProjectSettings.globalize_path()` 和 `res://` 路径*不*相同,\n" " # 但在目的上足够接近。\n" " path = OS.get_executable_path().get_base_dir().path_join(\"hello.txt\")\n" "[/codeblock]" @@ -75760,9 +84047,9 @@ msgid "" "already in the resource filesystem, any attempts to load that file will use " "the file from [param pack] unless [param replace_files] is set to " "[code]false[/code].\n" -"[b]Note:[/b] The optional [param offset] parameter can be used to specify " -"the offset in bytes to the start of the resource pack. This is only " -"supported for .pck files." +"[b]Note:[/b] The optional [param offset] parameter can be used to specify the " +"offset in bytes to the start of the resource pack. This is only supported " +"for .pck files." msgstr "" "将 [param pack] 指定的 .pck 或 .zip 文件的内容,加载到资源文件系统" "([code]res://[/code])。成功时返回 [code]true[/code]。\n" @@ -75787,21 +84074,43 @@ msgid "" "save_custom] to save [code]override.cfg[/code] file." msgstr "" "将配置保存到 [code]project.godot[/code] 文件中。\n" -"[b]注意:[/b]此方法是为编辑器插件使用的,因为修改后的 [ProjectSettings] 无法" -"在运行的应用程序中加载回来。如果要更改导出项目中的项目设置,请使用 [method " +"[b]注意:[/b]此方法是为编辑器插件使用的,因为修改后的 [ProjectSettings] 无法在" +"运行的应用程序中加载回来。如果要更改导出项目中的项目设置,请使用 [method " "save_custom] 保存 [code]override.cfg[/code] 文件。" msgid "" "Saves the configuration to a custom file. The file extension must be [code]." "godot[/code] (to save in text-based [ConfigFile] format) or [code].binary[/" -"code] (to save in binary format). You can also save [code]override.cfg[/" -"code] file, which is also text, but can be used in exported projects unlike " -"other formats." +"code] (to save in binary format). You can also save [code]override.cfg[/code] " +"file, which is also text, but can be used in exported projects unlike other " +"formats." msgstr "" "将配置保存到自定义文件。文件扩展名必须是 [code].godot[/code](以基于文本的 " -"[ConfigFile] 格式保存)或 [code].binary[/code](以二进制格式保存)。你也可以" -"保存为 [code]override.cfg[/code] 文件,它也是文本,但与其他格式不同,可以在导" -"出的项目中使用。" +"[ConfigFile] 格式保存)或 [code].binary[/code](以二进制格式保存)。你也可以保" +"存为 [code]override.cfg[/code] 文件,它也是文本,但与其他格式不同,可以在导出" +"的项目中使用。" + +msgid "" +"Defines if the specified setting is considered basic or advanced. Basic " +"settings will always be shown in the project settings. Advanced settings will " +"only be shown if the user enables the \"Advanced Settings\" option." +msgstr "" +"决定指定的设置是基本设置还是高级设置。项目设置中始终显示基本设置。高级设置仅在" +"用户启用“高级设置”选项时显示。" + +msgid "" +"Defines if the specified setting is considered internal. An internal setting " +"won't show up in the Project Settings dialog. This is mostly useful for " +"addons that need to store their own internal settings without exposing them " +"directly to the user." +msgstr "" +"决定指定的设置是否为内部设置。内部设置不会在“项目设置”对话框中出现。常用于插" +"件,用来存储内部设置,避免直接暴露给用户。" + +msgid "" +"Sets the specified setting's initial value. This is the value the setting " +"reverts to." +msgstr "设置指定设置的初始值。这是属性恢复到的值。" msgid "" "Sets the order of a configuration value (influences when saved to the config " @@ -75831,8 +84140,8 @@ msgid "" "ProjectSettings.SetSetting(\"application/config/name\", \"Example\");\n" "[/csharp]\n" "[/codeblocks]\n" -"This can also be used to erase custom project settings. To do this change " -"the setting value to [code]null[/code]." +"This can also be used to erase custom project settings. To do this change the " +"setting value to [code]null[/code]." msgstr "" "设置设置项的值。\n" "[b]示例:[/b]\n" @@ -75854,14 +84163,14 @@ msgid "" "(preserving the aspect ratio) when the engine starts. If [code]false[/code], " "the engine will leave it at the default pixel size." msgstr "" -"如果为 [code]true[/code],引擎启动时会将启动界面图像缩放到整个窗口的大小(保" -"持长宽比)。如果为 [code]false[/code],引擎将保持其默认像素大小。" +"如果为 [code]true[/code],引擎启动时会将启动界面图像缩放到整个窗口的大小(保持" +"长宽比)。如果为 [code]false[/code],引擎将保持其默认像素大小。" msgid "" "Path to an image used as the boot splash. If left empty, the default Godot " "Engine splash will be displayed instead.\n" -"[b]Note:[/b] Only effective if [member application/boot_splash/show_image] " -"is [code]true[/code]." +"[b]Note:[/b] Only effective if [member application/boot_splash/show_image] is " +"[code]true[/code]." msgstr "" "图像的路径,会作为启动画面使用。留空时将使用默认的 Godot 引擎启动画面。\n" "[b]注意:[/b]仅在 [member application/boot_splash/show_image] 为 [code]true[/" @@ -75891,16 +84200,14 @@ msgstr "" "稿)。如果为 [code]false[/code],则使用最近邻插值(推荐用于像素画)。" msgid "" -"If [code]true[/code], the application automatically accepts quitting " -"requests." +"If [code]true[/code], the application automatically accepts quitting requests." msgstr "如果为 [code]true[/code],则该应用程序会自动接受退出请求。" msgid "" -"This user directory is used for storing persistent data ([code]user://[/" -"code] filesystem). If a custom directory name is defined, this name will be " +"This user directory is used for storing persistent data ([code]user://[/code] " +"filesystem). If a custom directory name is defined, this name will be " "appended to the system-specific user data directory (same parent folder as " -"the Godot configuration folder documented in [method OS." -"get_user_data_dir]).\n" +"the Godot configuration folder documented in [method OS.get_user_data_dir]).\n" "The [member application/config/use_custom_user_dir] setting must be enabled " "for this to take effect." msgstr "" @@ -75911,37 +84218,43 @@ msgstr "" "效。" msgid "" -"The project's description, displayed as a tooltip in the Project Manager " -"when hovering the project." +"The project's description, displayed as a tooltip in the Project Manager when " +"hovering the project." msgstr "项目的描述,在项目管理器中悬停时显示为工具提示。" +msgid "" +"Icon used for the project, set when project loads. Exporters will also use " +"this icon as a fallback if necessary." +msgstr "" +"项目所使用的图标,在项目加载时设置。导出器也会在必要时使用此图标作为回退。" + msgid "" "Icon set in [code].icns[/code] format used on macOS to set the game's icon. " "This is done automatically on start by calling [method DisplayServer." "set_native_icon]." msgstr "" -"设置 macOS 上游戏的图标,使用 [code].icns[/code] 图标集格式。启动时会通过调" -"用 [method DisplayServer.set_native_icon] 自动完成。" +"设置 macOS 上游戏的图标,使用 [code].icns[/code] 图标集格式。启动时会通过调用 " +"[method DisplayServer.set_native_icon] 自动完成。" msgid "" "The project's name. It is used both by the Project Manager and by exporters. " "The project name can be translated by translating its value in localization " "files. The window title will be set to match the project name automatically " "on startup.\n" -"[b]Note:[/b] Changing this value will also change the user data folder's " -"path if [member application/config/use_custom_user_dir] is [code]false[/" -"code]. After renaming the project, you will no longer be able to access " -"existing data in [code]user://[/code] unless you rename the old folder to " -"match the new project name. See [url=$DOCS_URL/tutorials/io/data_paths." -"html]Data paths[/url] in the documentation for more information." +"[b]Note:[/b] Changing this value will also change the user data folder's path " +"if [member application/config/use_custom_user_dir] is [code]false[/code]. " +"After renaming the project, you will no longer be able to access existing " +"data in [code]user://[/code] unless you rename the old folder to match the " +"new project name. See [url=$DOCS_URL/tutorials/io/data_paths.html]Data paths[/" +"url] in the documentation for more information." msgstr "" -"项目名称。会在项目管理器和导出器中使用。可以通过翻译本地化文件中的值来翻译项" -"目名称。窗口标题将设置为在启动时自动匹配项目名称。\n" +"项目名称。会在项目管理器和导出器中使用。可以通过翻译本地化文件中的值来翻译项目" +"名称。窗口标题将设置为在启动时自动匹配项目名称。\n" "[b]注意:[/b]如果 [member application/config/use_custom_user_dir] 为 " -"[code]false[/code],更改此值也会更改用户数据文件夹的路径。重命名项目后,您将" -"无法再访问 [code]user://[/code] 中的现有数据,除非您重命名旧文件夹以匹配新项" -"目名称。有关更多信息,请参阅文档中的 [url=$DOCS_URL/tutorials/io/data_paths." -"html]《数据路径》[/url]。" +"[code]false[/code],更改此值也会更改用户数据文件夹的路径。重命名项目后,您将无" +"法再访问 [code]user://[/code] 中的现有数据,除非您重命名旧文件夹以匹配新项目名" +"称。有关更多信息,请参阅文档中的 [url=$DOCS_URL/tutorials/io/data_paths.html]" +"《数据路径》[/url]。" msgid "" "Translations of the project's name. This setting is used by OS tools to " @@ -75952,8 +84265,8 @@ msgstr "" msgid "" "Specifies a file to override project settings. For example: [code]user://" -"custom_settings.cfg[/code]. See \"Overriding\" in the [ProjectSettings] " -"class description at the top for more information.\n" +"custom_settings.cfg[/code]. See \"Overriding\" in the [ProjectSettings] class " +"description at the top for more information.\n" "[b]Note:[/b] Regardless of this setting's value, [code]res://override.cfg[/" "code] will still be read to override the project settings." msgstr "" @@ -75973,8 +84286,8 @@ msgid "" "If [code]true[/code], the project will save user data to its own user " "directory. If [member application/config/custom_user_dir_name] is empty, " "[code]/[/code] directory will be used. " -"If [code]false[/code], the project will save user data to [code]/Godot/app_userdata/[/code].\n" +"If [code]false[/code], the project will save user data to [code]/Godot/app_userdata/[/code].\n" "See also [url=$DOCS_URL/tutorials/io/data_paths.html#accessing-persistent-" "user-data-user]File paths in Godot projects[/url]. This setting is only " "effective on desktop platforms." @@ -76004,9 +84317,9 @@ msgstr "" "如果为 [code]false[/code],将改用非隐藏目录([code]godot[/code])。\n" "[b]注意:[/b]请在更改此设置后重新启动应用程序。\n" "[b]注意:[/b]修改这个值可能有助于在禁止使用隐藏目录模式的平台或第三方工具上使" -"用。但是,仅在你确定你的环境需要更改此设置时才进行修改,因为某些外部工具或插" -"件可能使用默认的 [code].godot[/code] 文件夹,因此更改默认设置可能会影响它们的" -"使用。" +"用。但是,仅在你确定你的环境需要更改此设置时才进行修改,因为某些外部工具或插件" +"可能使用默认的 [code].godot[/code] 文件夹,因此更改默认设置可能会影响它们的使" +"用。" msgid "" "Icon set in [code].ico[/code] format used on Windows to set the game's icon. " @@ -76016,6 +84329,27 @@ msgstr "" "设置 Windows 上游戏的图标,使用 [code].ico[/code] 图标集格式。启动时会通过调" "用 [method DisplayServer.set_native_icon] 自动完成。" +msgid "" +"Time samples for frame deltas are subject to random variation introduced by " +"the platform, even when frames are displayed at regular intervals thanks to V-" +"Sync. This can lead to jitter. Delta smoothing can often give a better result " +"by filtering the input deltas to correct for minor fluctuations from the " +"refresh rate.\n" +"[b]Note:[/b] Delta smoothing is only attempted when [member display/window/" +"vsync/vsync_mode] is set to [code]enabled[/code], as it does not work well " +"without V-Sync.\n" +"It may take several seconds at a stable frame rate before the smoothing is " +"initially activated. It will only be active on machines where performance is " +"adequate to render frames at the refresh rate." +msgstr "" +"帧增量的时间样本可能会受到平台带来的随机影响,即使垂直同步能够让帧按照固定的间" +"隔显示也无济于事。因此可能导致卡顿。增量平滑通常能够带来更好的效果,会通过过滤" +"输入增量来修改刷新率带来的微小波动。\n" +"[b]注意:[/b]只会在 [member display/window/vsync/vsync_mode] 为 " +"[code]enabled[/code] 时尝试进行增量平滑,因为没有垂直同步时无法很好地工作。\n" +"最开始激活平滑前可能会需要有若干秒的稳定帧率。只会在性能足以让渲染帧与刷新率匹" +"配的机器上激活。" + msgid "" "If [code]true[/code], disables printing to standard error. If [code]true[/" "code], this also hides error and warning messages printed by [method " @@ -76023,10 +84357,9 @@ msgid "" "[member application/run/disable_stdout].\n" "Changes to this setting will only be applied upon restarting the application." msgstr "" -"如果为 [code]true[/code],则禁用打印到标准错误。如果为 [code]true[/code],也" -"会隐藏由 [method @GlobalScope.push_error] 和 [method @GlobalScope." -"push_warning] 打印的错误和警告消息。另见 [member application/run/" -"disable_stdout]。\n" +"如果为 [code]true[/code],则禁用打印到标准错误。如果为 [code]true[/code],也会" +"隐藏由 [method @GlobalScope.push_error] 和 [method @GlobalScope.push_warning] " +"打印的错误和警告消息。另见 [member application/run/disable_stdout]。\n" "对该设置项的更改将只在重新启动应用程序后生效。" msgid "" @@ -76042,27 +84375,27 @@ msgstr "" "对该设置项的更改将只在重新启动应用程序后生效。" msgid "" -"If [code]true[/code], flushes the standard output stream every time a line " -"is printed. This affects both terminal logging and file logging.\n" +"If [code]true[/code], flushes the standard output stream every time a line is " +"printed. This affects both terminal logging and file logging.\n" "When running a project, this setting must be enabled if you want logs to be " "collected by service managers such as systemd/journalctl. This setting is " "disabled by default on release builds, since flushing on every printed line " "will negatively affect performance if lots of lines are printed in a rapid " "succession. Also, if this setting is enabled, logged files will still be " -"written successfully if the application crashes or is otherwise killed by " -"the user (without being closed \"normally\").\n" +"written successfully if the application crashes or is otherwise killed by the " +"user (without being closed \"normally\").\n" "[b]Note:[/b] Regardless of this setting, the standard error stream " "([code]stderr[/code]) is always flushed when a line is printed to it.\n" "Changes to this setting will only be applied upon restarting the application." msgstr "" -"如果为 [code]true[/code],则每次打印一行时刷新标准输出流。这会影响终端日志记" -"录和文件日志记录。\n" -"运行项目时,如果希望由 systemd/journalctl 等服务管理器收集日志,则必须启用此" -"设置。默认情况下,在发布版本中禁用此设置,因为如果快速连续打印大量行,则在每" -"个打印行上刷新都会对性能产生负面影响。此外,如果启用此设置,如果应用程序崩溃" -"或以其他方式被用户杀死(不会“正常”关闭),则仍会成功写入日志文件。\n" -"[b]注意:[/b]无论此设置如何,标准错误流 ([code]stderr[/code]) 在打印一行时总" -"是被刷新。\n" +"如果为 [code]true[/code],则每次打印一行时刷新标准输出流。这会影响终端日志记录" +"和文件日志记录。\n" +"运行项目时,如果希望由 systemd/journalctl 等服务管理器收集日志,则必须启用此设" +"置。默认情况下,在发布版本中禁用此设置,因为如果快速连续打印大量行,则在每个打" +"印行上刷新都会对性能产生负面影响。此外,如果启用此设置,如果应用程序崩溃或以其" +"他方式被用户杀死(不会“正常”关闭),则仍会成功写入日志文件。\n" +"[b]注意:[/b]无论此设置如何,标准错误流 ([code]stderr[/code]) 在打印一行时总是" +"被刷新。\n" "对此设置的更改只会在重新启动应用程序时应用。" msgid "" @@ -76070,13 +84403,13 @@ msgid "" "performance is less important during debugging.\n" "Changes to this setting will only be applied upon restarting the application." msgstr "" -"调试构建覆盖[member application/run/flush_stdout_on_print],因为在调试过程中" -"性能不那么重要。\n" +"调试构建覆盖[member application/run/flush_stdout_on_print],因为在调试过程中性" +"能不那么重要。\n" "仅在重新启动应用程序时才会应用此设置的更改。" msgid "" -"Forces a delay between frames in the main loop (in milliseconds). This may " -"be useful if you plan to disable vertical synchronization." +"Forces a delay between frames in the main loop (in milliseconds). This may be " +"useful if you plan to disable vertical synchronization." msgstr "" "强制主循环中帧之间的延迟(以毫秒为单位)。如果您计划禁用垂直同步,这可能很有" "用。" @@ -76087,15 +84420,14 @@ msgid "" "visually. This is meant for writing applications and editors, but is pretty " "useless (and can hurt performance) in most games." msgstr "" -"如果为 [code]true[/code],则启用低处理器使用模式。此设置仅适用于桌面平台。如" -"果视觉上没有任何变化,屏幕不会被重绘。这是为了编写应用程序和编辑器,但在大多" -"数游戏中这是非常无用的(并可能损害性能)。" +"如果为 [code]true[/code],则启用低处理器使用模式。此设置仅适用于桌面平台。如果" +"视觉上没有任何变化,屏幕不会被重绘。这是为了编写应用程序和编辑器,但在大多数游" +"戏中这是非常无用的(并可能损害性能)。" msgid "" "Amount of sleeping between frames when the low-processor usage mode is " "enabled (in microseconds). Higher values will result in lower CPU usage." -msgstr "" -"启用低处理器使用模式时帧间的睡眠量(以微秒计)。值越高,CPU占用率越低。" +msgstr "启用低处理器使用模式时帧间的睡眠量(以微秒计)。值越高,CPU占用率越低。" msgid "The name of the type implementing the engine's main loop." msgstr "实现引擎主循环的类型名称。" @@ -76106,14 +84438,13 @@ msgstr "项目运行时将加载的主场景文件的路径。" msgid "" "Maximum number of frames per second allowed. A value of [code]0[/code] means " "\"no limit\". The actual number of frames per second may still be below this " -"value if the CPU or GPU cannot keep up with the project logic and " -"rendering.\n" +"value if the CPU or GPU cannot keep up with the project logic and rendering.\n" "Limiting the FPS can be useful to reduce system power consumption, which " "reduces heat and noise emissions (and improves battery life on mobile " "devices).\n" -"If [member display/window/vsync/vsync_mode] is set to [code]Enabled[/code] " -"or [code]Adaptive[/code], it takes precedence and the forced FPS number " -"cannot exceed the monitor's refresh rate.\n" +"If [member display/window/vsync/vsync_mode] is set to [code]Enabled[/code] or " +"[code]Adaptive[/code], it takes precedence and the forced FPS number cannot " +"exceed the monitor's refresh rate.\n" "If [member display/window/vsync/vsync_mode] is [code]Enabled[/code], on " "monitors with variable refresh rate enabled (G-Sync/FreeSync), using a FPS " "limit a few frames lower than the monitor's refresh rate will [url=https://" @@ -76137,24 +84468,24 @@ msgstr "" "[code]Adaptive[/code] 时,该设置优先生效,强制的 FPS 数无法超过显示器的刷新" "率。\n" "[member display/window/vsync/vsync_mode] 为 [code]Enabled[/code] 时,在启用了" -"可变刷新率(G-Sync/FreeSync)的显示器上使用比显示器刷新率略低几帧的 FPS 限制" -"会[url=https://blurbusters.com/howto-low-lag-vsync-on/]降低输入延迟,避免画面" -"撕裂[/url]。\n" -"[member display/window/vsync/vsync_mode] 为 [code]Disabled[/code] 时,与不限" -"制帧率相比,将 FPS 限制设为系统所能达到的较高值能够降低输入延迟。因为原理是确" -"保 GPU 负载低于 100%,所以只有在 GPU 为瓶颈时才会降低延迟,无法缓解 CPU 瓶颈" -"导致的延迟。\n" +"可变刷新率(G-Sync/FreeSync)的显示器上使用比显示器刷新率略低几帧的 FPS 限制会" +"[url=https://blurbusters.com/howto-low-lag-vsync-on/]降低输入延迟,避免画面撕" +"裂[/url]。\n" +"[member display/window/vsync/vsync_mode] 为 [code]Disabled[/code] 时,与不限制" +"帧率相比,将 FPS 限制设为系统所能达到的较高值能够降低输入延迟。因为原理是确保 " +"GPU 负载低于 100%,所以只有在 GPU 为瓶颈时才会降低延迟,无法缓解 CPU 瓶颈导致" +"的延迟。\n" "另见 [member physics/common/physics_ticks_per_second]。\n" -"[b]注意:[/b]这个属性仅在项目启动时读取。要在运行时修改渲染 FPS 上限,请改为" -"设置 [member Engine.max_fps]。" +"[b]注意:[/b]这个属性仅在项目启动时读取。要在运行时修改渲染 FPS 上限,请改为设" +"置 [member Engine.max_fps]。" msgid "" "Audio buses will disable automatically when sound goes below a given dB " "threshold for a given time. This saves CPU as effects assigned to that bus " "will no longer do any processing." msgstr "" -"当声音在给定的时间内低于给定的 dB 阈值时,音频总线将自动关闭。这可以节省 " -"CPU,因为分配给该总线的效果将不再做任何处理。" +"当声音在给定的时间内低于给定的 dB 阈值时,音频总线将自动关闭。这可以节省 CPU," +"因为分配给该总线的效果将不再做任何处理。" msgid "" "Default [AudioBusLayout] resource file to use in the project, unless " @@ -76162,13 +84493,13 @@ msgid "" msgstr "项目中使用的默认 [AudioBusLayout] 资源文件,除非被场景覆盖。" msgid "" -"Specifies the audio driver to use. This setting is platform-dependent as " -"each platform supports different audio drivers. If left empty, the default " -"audio driver will be used.\n" +"Specifies the audio driver to use. This setting is platform-dependent as each " +"platform supports different audio drivers. If left empty, the default audio " +"driver will be used.\n" "The [code]Dummy[/code] audio driver disables all audio playback and " -"recording, which is useful for non-game applications as it reduces CPU " -"usage. It also prevents the engine from appearing as an application playing " -"audio in the OS' audio mixer.\n" +"recording, which is useful for non-game applications as it reduces CPU usage. " +"It also prevents the engine from appearing as an application playing audio in " +"the OS' audio mixer.\n" "[b]Note:[/b] The driver in use can be overridden at runtime via the [code]--" "audio-driver[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial." "html]command line argument[/url]." @@ -76179,29 +84510,28 @@ msgstr "" "有用,因为会减少对 CPU 的使用。它还可以防止引擎作为正在播放音频的应用程序出现" "在操作系统的音频混合器中。\n" "[b]注意:[/b]运行时可以通过 [code]--audio-driver[/code] [url=$DOCS_URL/" -"tutorials/editor/command_line_tutorial.html]命令行参数[/url]覆盖所使用的驱动" -"程序。" +"tutorials/editor/command_line_tutorial.html]命令行参数[/url]覆盖所使用的驱动程" +"序。" msgid "" "If [code]true[/code], microphone input will be allowed. This requires " "appropriate permissions to be set when exporting to Android or iOS.\n" "[b]Note:[/b] If the operating system blocks access to audio input devices " -"(due to the user's privacy settings), audio capture will only return " -"silence. On Windows 10 and later, make sure that apps are allowed to access " -"the microphone in the OS' privacy settings." +"(due to the user's privacy settings), audio capture will only return silence. " +"On Windows 10 and later, make sure that apps are allowed to access the " +"microphone in the OS' privacy settings." msgstr "" -"如果为 [code]true[/code],会允许麦克风输入。导出到 Android 和 iOS 时需要设置" -"合适的权限。\n" +"如果为 [code]true[/code],会允许麦克风输入。导出到 Android 和 iOS 时需要设置合" +"适的权限。\n" "[b]注意:[/b]如果操作系统(根据该用户的隐私设置)阻止了对音频输入设备的访问," -"那么音频捕获只会返回静音。自 Windows 10 起,请确保在操作系统的隐私设置中允许" -"应用对麦克风的访问。" +"那么音频捕获只会返回静音。自 Windows 10 起,请确保在操作系统的隐私设置中允许应" +"用对麦克风的访问。" msgid "" "The mixing rate used for audio (in Hz). In general, it's better to not touch " "this and leave it to the host operating system." msgstr "" -"用于音频的混合率(单位:Hz)。一般来说,最好不要碰这个,把它留给主机操作系" -"统。" +"用于音频的混合率(单位:Hz)。一般来说,最好不要碰这个,把它留给主机操作系统。" msgid "" "Safer override for [member audio/driver/mix_rate] in the Web platform. Here " @@ -76213,8 +84543,8 @@ msgstr "" msgid "" "Specifies the preferred output latency in milliseconds for audio. Lower " -"values will result in lower audio latency at the cost of increased CPU " -"usage. Low values may result in audible cracking on slower hardware.\n" +"values will result in lower audio latency at the cost of increased CPU usage. " +"Low values may result in audible cracking on slower hardware.\n" "Audio output latency may be constrained by the host operating system and " "audio hardware drivers. If the host can not provide the specified audio " "output latency then Godot will attempt to use the nearest latency allowed by " @@ -76225,25 +84555,25 @@ msgid "" msgstr "" "指定音频的首选输出延迟(以毫秒为单位)。较低的值将导致较低的音频延迟,但会增" "加 CPU 使用率。低值可能会导致在较慢的硬件上发出可听见的破裂声。\n" -"音频输出延迟可能会受到主机操作系统和音频硬件驱动程序的限制。如果主机无法提供" -"指定的音频输出延迟,那么 Godot 将尝试使用主机允许的最近延迟。因此,应该始终使" -"用 [method AudioServer.get_output_latency] 来确定实际的音频输出延迟。\n" +"音频输出延迟可能会受到主机操作系统和音频硬件驱动程序的限制。如果主机无法提供指" +"定的音频输出延迟,那么 Godot 将尝试使用主机允许的最近延迟。因此,应该始终使用 " +"[method AudioServer.get_output_latency] 来确定实际的音频输出延迟。\n" "[b]注意:[/b]在 Windows 10 之前的所有 Windows 版本中,该设置都会被忽略。" msgid "" "Safer override for [member audio/driver/output_latency] in the Web platform, " "to avoid audio issues especially on mobile devices." msgstr "" -"[member audio/driver/output_latency] 在 Web 平台上更安全的覆盖项,能够避免一" -"些音频问题,尤其是在移动设备上。" +"[member audio/driver/output_latency] 在 Web 平台上更安全的覆盖项,能够避免一些" +"音频问题,尤其是在移动设备上。" msgid "" "The base strength of the panning effect for all [AudioStreamPlayer2D] nodes. " "The panning strength can be further scaled on each Node using [member " "AudioStreamPlayer2D.panning_strength]. A value of [code]0.0[/code] disables " -"stereo panning entirely, leaving only volume attenuation in place. A value " -"of [code]1.0[/code] completely mutes one of the channels if the sound is " -"located exactly to the left (or right) of the listener.\n" +"stereo panning entirely, leaving only volume attenuation in place. A value of " +"[code]1.0[/code] completely mutes one of the channels if the sound is located " +"exactly to the left (or right) of the listener.\n" "The default value of [code]0.5[/code] is tuned for headphones. When using " "speakers, you may find lower values to sound better as speakers have a lower " "stereo separation compared to headphones." @@ -76259,9 +84589,9 @@ msgid "" "The base strength of the panning effect for all [AudioStreamPlayer3D] nodes. " "The panning strength can be further scaled on each Node using [member " "AudioStreamPlayer3D.panning_strength]. A value of [code]0.0[/code] disables " -"stereo panning entirely, leaving only volume attenuation in place. A value " -"of [code]1.0[/code] completely mutes one of the channels if the sound is " -"located exactly to the left (or right) of the listener.\n" +"stereo panning entirely, leaving only volume attenuation in place. A value of " +"[code]1.0[/code] completely mutes one of the channels if the sound is located " +"exactly to the left (or right) of the listener.\n" "The default value of [code]0.5[/code] is tuned for headphones. When using " "speakers, you may find lower values to sound better as speakers have a lower " "stereo separation compared to headphones." @@ -76273,6 +84603,17 @@ msgstr "" "[code]0.5[/code] 的默认值是针对耳机进行调谐的。当使用扬声器时,可能会发现较低" "的值效果更好,因为与耳机相比,扬声器的立体声分离度较低。" +msgid "" +"If [code]true[/code], text-to-speech support is enabled, see [method " +"DisplayServer.tts_get_voices] and [method DisplayServer.tts_speak].\n" +"[b]Note:[/b] Enabling TTS can cause addition idle CPU usage and interfere " +"with the sleep mode, so consider disabling it if TTS is not used." +msgstr "" +"如果为 [code]true[/code],则启用文本转语音(Text-to-Speech,TTS)支持,见 " +"[method DisplayServer.tts_get_voices] 和 [method DisplayServer.tts_speak]。\n" +"[b]注意:[/b]启用 TTS 会增加空闲 CPU 的占用,影响睡眠模式,所以请在不需要 TTS " +"时考虑将其关闭。" + msgid "" "Setting to hardcode audio delay when playing video. Best to leave this " "untouched unless you know what you are doing." @@ -76288,9 +84629,8 @@ msgid "" "updates." msgstr "" "gzip 的默认压缩级别。影响压缩的场景和资源。较高的级别会以压缩速度为代价导致文" -"件变小。解压缩速度大多不受压缩级别的影响。[code]-1[/code] 使用默认的 gzip 压" -"缩级别,该级别与 [code]6[/code] 相同,但由于底层 zlib 更新,未来可能会发生变" -"化。" +"件变小。解压缩速度大多不受压缩级别的影响。[code]-1[/code] 使用默认的 gzip 压缩" +"级别,该级别与 [code]6[/code] 相同,但由于底层 zlib 更新,未来可能会发生变化。" msgid "" "The default compression level for Zlib. Affects compressed scenes and " @@ -76301,17 +84641,16 @@ msgid "" "updates." msgstr "" "Zlib 的默认压缩级别。影响压缩的场景和资源。较高的级别会以压缩速度为代价导致文" -"件变小。解压缩速度大多不受压缩级别的影响。[code]-1[/code] 使用默认的 gzip 压" -"缩级别,该级别与 [code]6[/code] 相同,但由于底层 zlib 更新,未来可能会发生变" -"化。" +"件变小。解压缩速度大多不受压缩级别的影响。[code]-1[/code] 使用默认的 gzip 压缩" +"级别,该级别与 [code]6[/code] 相同,但由于底层 zlib 更新,未来可能会发生变化。" msgid "" "The default compression level for Zstandard. Affects compressed scenes and " "resources. Higher levels result in smaller files at the cost of compression " "speed. Decompression speed is mostly unaffected by the compression level." msgstr "" -"Zstandard 的默认压缩级别。影响压缩的场景和资源。较高的级别会以压缩速度为代价" -"导致文件变小。解压缩速度大多不受压缩级别的影响。" +"Zstandard 的默认压缩级别。影响压缩的场景和资源。较高的级别会以压缩速度为代价导" +"致文件变小。解压缩速度大多不受压缩级别的影响。" msgid "" "Enables [url=https://github.com/facebook/zstd/releases/tag/v1.3.2]long-" @@ -76347,46 +84686,44 @@ msgid "Specifies the maximum number of log files allowed (used for rotation)." msgstr "指定允许的最大日志文件数量(用于轮换)。" msgid "" -"When set to [code]warn[/code] or [code]error[/code], produces a warning or " -"an error respectively when an [code]assert[/code] call always evaluates to " -"false." +"When set to [code]warn[/code] or [code]error[/code], produces a warning or an " +"error respectively when an [code]assert[/code] call always evaluates to false." msgstr "" -"设为 [code]warn[/code] 或 [code]error[/code] 时,会在 [code]assert[/code] 调" -"用永远求值为 false 时对应产生警告或错误。" +"设为 [code]warn[/code] 或 [code]error[/code] 时,会在 [code]assert[/code] 调用" +"永远求值为 false 时对应产生警告或错误。" msgid "" -"When set to [code]warn[/code] or [code]error[/code], produces a warning or " -"an error respectively when an [code]assert[/code] call always evaluates to " -"true." +"When set to [code]warn[/code] or [code]error[/code], produces a warning or an " +"error respectively when an [code]assert[/code] call always evaluates to true." msgstr "" -"设为 [code]warn[/code] 或 [code]error[/code] 时,会在 [code]assert[/code] 调" -"用永远求值为 true 时对应产生警告或错误。" +"设为 [code]warn[/code] 或 [code]error[/code] 时,会在 [code]assert[/code] 调用" +"永远求值为 true 时对应产生警告或错误。" msgid "" -"When set to [code]warn[/code] or [code]error[/code], produces a warning or " -"an error respectively when an identifier contains characters that can be " +"When set to [code]warn[/code] or [code]error[/code], produces a warning or an " +"error respectively when an identifier contains characters that can be " "confused with something else, like when mixing different alphabets." msgstr "" "设为 [code]warn[/code] 或 [code]error[/code] 时,会在标识符中的字符可能与其他" "东西产生混淆时对应产生警告或错误,例如混用不同的字母表。" msgid "" -"When set to [code]warn[/code] or [code]error[/code], produces a warning or " -"an error respectively when a constant is used as a function." +"When set to [code]warn[/code] or [code]error[/code], produces a warning or an " +"error respectively when a constant is used as a function." msgstr "" "设为 [code]warn[/code] 或 [code]error[/code] 时,会在将常量当作函数使用时对应" "产生警告或错误。" msgid "" -"When set to [code]warn[/code] or [code]error[/code], produces a warning or " -"an error respectively when deprecated keywords are used." +"When set to [code]warn[/code] or [code]error[/code], produces a warning or an " +"error respectively when deprecated keywords are used." msgstr "" "设为 [code]warn[/code] 或 [code]error[/code] 时,会在使用已启用的关键字时对应" "产生警告或错误。" msgid "" -"When set to [code]warn[/code] or [code]error[/code], produces a warning or " -"an error respectively when an empty file is parsed." +"When set to [code]warn[/code] or [code]error[/code], produces a warning or an " +"error respectively when an empty file is parsed." msgstr "" "设为 [code]warn[/code] 或 [code]error[/code] 时,会在解析空文件时对应产生警告" "或错误。" @@ -76408,103 +84745,110 @@ msgstr "" "警告。" msgid "" -"When set to [code]warn[/code] or [code]error[/code], produces a warning or " -"an error respectively when using a function as if it is a property." +"When set to [code]warn[/code] or [code]error[/code], produces a warning or an " +"error respectively when using a function as if it is a property." msgstr "" "设置为 [code]warn[/code] 或 [code]error[/code] 时,当函数作为属性使用时会分别" "产生一个警告或一个错误。" msgid "" -"When set to [code]warn[/code] or [code]error[/code], produces a warning or " -"an error respectively when [method Node.get_node] (or the shorthand [code]$[/" +"When set to [code]warn[/code] or [code]error[/code], produces a warning or an " +"error respectively when [method Node.get_node] (or the shorthand [code]$[/" "code]) is used as default value of a class variable without the " "[code]@onready[/code] annotation." msgstr "" "设置为 [code]warn[/code] 或 [code]error[/code] 时,当 [method Node.get_node]" -"(或简写 [code]$[/code])被用作一个没有 [code]@onready[/code] 注解的类变量的" -"默认值时,会分别产生一个警告或一个错误 。" +"(或简写 [code]$[/code])被用作一个没有 [code]@onready[/code] 注解的类变量的默" +"认值时,会分别产生一个警告或一个错误 。" msgid "" -"When set to [code]warn[/code] or [code]error[/code], produces a warning or " -"an error respectively when a ternary operator may emit values with " -"incompatible types." +"When set to [code]warn[/code] or [code]error[/code], produces a warning or an " +"error respectively when a ternary operator may emit values with incompatible " +"types." msgstr "" "设置为 [code]warn[/code] 或 [code]error[/code] 时,当三元运算符可能发出具有不" "兼容类型的值时,分别产生一个警告或一个错误。" msgid "" -"When set to [code]warn[/code] or [code]error[/code], produces a warning or " -"an error respectively when a static inferred type uses a [Variant] as " -"initial value, which makes the static type to also be Variant." +"When set to [code]warn[/code] or [code]error[/code], produces a warning or an " +"error respectively when a static inferred type uses a [Variant] as initial " +"value, which makes the static type to also be Variant." msgstr "" "设置为 [code]warn[/code] 或 [code]error[/code] 时,当静态推断类型使用一个 " -"[Variant] 作为初始值时,这使得静态类型也成为 Variant,会分别产生一个警告或一" -"个错误。" +"[Variant] 作为初始值时,这使得静态类型也成为 Variant,会分别产生一个警告或一个" +"错误。" msgid "" -"When set to [code]warn[/code] or [code]error[/code], produces a warning or " -"an error respectively when trying to use an integer as an enum without an " +"When set to [code]warn[/code] or [code]error[/code], produces a warning or an " +"error respectively when trying to use an integer as an enum without an " "explicit cast." msgstr "" "设置为 [code]warn[/code] 或 [code]error[/code] 时,当尝试将整数用作没有显式转" "换的枚举时,会分别产生一个警告或一个错误。" msgid "" -"When set to [code]warn[/code] or [code]error[/code], produces a warning or " -"an error respectively when trying to use an integer as an enum when there is " -"no matching enum member for that numeric value." +"When set to [code]warn[/code] or [code]error[/code], produces a warning or an " +"error respectively when trying to use an integer as an enum when there is no " +"matching enum member for that numeric value." msgstr "" "设置为 [code]warn[/code] 或 [code]error[/code] 时,当在尝试将整数用作枚举,且" "没有与该数值匹配的枚举成员时,会分别产生一个警告或一个错误。" msgid "" -"When set to [code]warn[/code] or [code]error[/code], produces a warning or " -"an error respectively when dividing an integer by another integer (the " -"decimal part will be discarded)." +"When set to [code]warn[/code] or [code]error[/code], produces a warning or an " +"error respectively when dividing an integer by another integer (the decimal " +"part will be discarded)." msgstr "" "设置为 [code]warn[/code] 或 [code]error[/code] 时,当一个整数除以另一个整数时" "(小数部分将被丢弃),会分别产生一个警告或一个错误。" msgid "" -"When set to [code]warn[/code] or [code]error[/code], produces a warning or " -"an error respectively when passing a floating-point value to a function that " +"When set to [code]warn[/code] or [code]error[/code], produces a warning or an " +"error respectively when passing a floating-point value to a function that " "expects an integer (it will be converted and lose precision)." msgstr "" "设置为 [code]warn[/code] 或 [code]error[/code] 时,在将浮点值传递给需要整数的" "函数时(它将被转换并失去精度),会分别产生一个警告或一个错误。" msgid "" -"When set to [code]warn[/code] or [code]error[/code], produces a warning or " -"an error respectively when a method in the script overrides a native method, " +"When set to [code]warn[/code] or [code]error[/code], produces a warning or an " +"error respectively when a method in the script overrides a native method, " "because it may not behave as expected." msgstr "" "设置为 [code]warn[/code] 或 [code]error[/code] 时,当脚本中的方法覆盖本地方" "法,因为它可能不会按预期运行时,会分别产生一个警告或一个错误。" msgid "" -"When set to [code]warn[/code] or [code]error[/code], produces a warning or " -"an error respectively when the [code]@onready[/code] annotation is used " -"together with the [code]@export[/code] annotation, since it may not behave " -"as expected." +"When set to [code]warn[/code] or [code]error[/code], produces a warning or an " +"error respectively when the [code]@onready[/code] annotation is used together " +"with the [code]@export[/code] annotation, since it may not behave as expected." msgstr "" -"设置为 [code]warn[/code] 或 [code]error[/code] 时,当 [code]@onready[/code] " -"注解与 [code]@export[/code] 注解一起使用时,因为它可能不会按预期运行,会分别" -"产生一个警告或一个错误。" +"设置为 [code]warn[/code] 或 [code]error[/code] 时,当 [code]@onready[/code] 注" +"解与 [code]@export[/code] 注解一起使用时,因为它可能不会按预期运行,会分别产生" +"一个警告或一个错误。" msgid "" -"When set to [code]warn[/code] or [code]error[/code], produces a warning or " -"an error respectively when using a property as if it is a function." +"When set to [code]warn[/code] or [code]error[/code], produces a warning or an " +"error respectively when using a property as if it is a function." msgstr "" "设置为 [code]warn[/code] 或 [code]error[/code] 时,当像函数一样使用一个属性" "时,会分别产生一个警告或一个错误。" msgid "" -"When set to [code]warn[/code] or [code]error[/code], produces a warning or " -"an error respectively when a function that is not a coroutine is called with " +"When set to [code]warn[/code] or [code]error[/code], produces a warning or an " +"error respectively when a function that is not a coroutine is called with " "await." msgstr "" -"设置为 [code]warn[/code] 或 [code]error[/code] 时,当使用 await 调用一个非协" -"程的函数时,会分别产生一个警告或一个错误。" +"设置为 [code]warn[/code] 或 [code]error[/code] 时,当使用 await 调用一个非协程" +"的函数时,会分别产生一个警告或一个错误。" + +msgid "" +"When set to [code]warn[/code] or [code]error[/code], produces a warning or an " +"error respectively when the [code]@static_unload[/code] annotation is used in " +"a script without any static variables." +msgstr "" +"设为 [code]warn[/code] 或 [code]error[/code] 时,会在 [code]@static_unload[/" +"code] 注解用于不包含任何静态变量的脚本时对应产生警告或错误。" msgid "" "When enabled, using a property, enum, or function that was renamed since " @@ -76514,86 +84858,86 @@ msgstr "" "示。" msgid "" -"When set to [code]warn[/code] or [code]error[/code], produces a warning or " -"an error respectively when calling a function without using its return value " -"(by assigning it to a variable or using it as a function argument). Such " -"return values are sometimes used to denote possible errors using the [enum " -"Error] enum." +"When set to [code]warn[/code] or [code]error[/code], produces a warning or an " +"error respectively when calling a function without using its return value (by " +"assigning it to a variable or using it as a function argument). Such return " +"values are sometimes used to denote possible errors using the [enum Error] " +"enum." msgstr "" "设置为 [code]warn[/code] 或 [code]error[/code] 时,当调用函数却不使用其返回值" -"(通过将其分配给变量或将其用作函数参数)时,会分别产生一个警告或一个错误。此" -"类返回值有时使用 [enum Error] 枚举,用于表示可能的错误。" +"(通过将其分配给变量或将其用作函数参数)时,会分别产生一个警告或一个错误。此类" +"返回值有时使用 [enum Error] 枚举,用于表示可能的错误。" msgid "" -"When set to [code]warn[/code] or [code]error[/code], produces a warning or " -"an error respectively when defining a local or member variable, signal, or " -"enum that would have the same name as a built-in function or global class " -"name, thus shadowing it." +"When set to [code]warn[/code] or [code]error[/code], produces a warning or an " +"error respectively when defining a local or member variable, signal, or enum " +"that would have the same name as a built-in function or global class name, " +"thus shadowing it." msgstr "" "设置为 [code]warn[/code] 或 [code]error[/code] 时,当定义一个与内置函数或全局" -"类同名的局部变量或成员变量、信号、或枚举,从而隐藏该内置函数或全局类时,会分" -"别产生一个警告或一个错误。" +"类同名的局部变量或成员变量、信号、或枚举,从而隐藏该内置函数或全局类时,会分别" +"产生一个警告或一个错误。" msgid "" -"When set to [code]warn[/code] or [code]error[/code], produces a warning or " -"an error respectively when defining a local or member variable that would " -"shadow a member variable that the class defines." +"When set to [code]warn[/code] or [code]error[/code], produces a warning or an " +"error respectively when defining a local or member variable that would shadow " +"a member variable that the class defines." msgstr "" "设置为 [code]warn[/code] 或 [code]error[/code] 时,当定义一个局部变量或成员变" "量,且该变量将隐藏该类定义的成员变量时,会分别产生一个警告或一个错误。" msgid "" -"When set to [code]warn[/code] or [code]error[/code], produces a warning or " -"an error respectively when defining a local or subclass member variable that " +"When set to [code]warn[/code] or [code]error[/code], produces a warning or an " +"error respectively when defining a local or subclass member variable that " "would shadow a variable that is inherited from a parent class." msgstr "" "设置为 [code]warn[/code] 或 [code]error[/code] 时,当定义一个局部变量或子类成" "员变量,且该变量将隐藏从父类继承的变量时,将分别产生一个警告或一个错误。" msgid "" -"When set to [code]warn[/code] or [code]error[/code], produces a warning or " -"an error respectively when calling an expression that has no effect on the " +"When set to [code]warn[/code] or [code]error[/code], produces a warning or an " +"error respectively when calling an expression that has no effect on the " "surrounding code, such as writing [code]2 + 2[/code] as a statement." msgstr "" "设置为 [code]warn[/code] 或 [code]error[/code] 时,当调用对周围代码没有影响的" "表达式,例如将 [code]2 + 2[/code] 写为语句时,会分别产生一个警告或一个错误。" msgid "" -"When set to [code]warn[/code] or [code]error[/code], produces a warning or " -"an error respectively when calling a ternary expression that has no effect " -"on the surrounding code, such as writing [code]42 if active else 0[/code] as " -"a statement." +"When set to [code]warn[/code] or [code]error[/code], produces a warning or an " +"error respectively when calling a ternary expression that has no effect on " +"the surrounding code, such as writing [code]42 if active else 0[/code] as a " +"statement." msgstr "" "设置为 [code]warn[/code] 或 [code]error[/code] 时,当调用对周围代码没有影响的" -"三元表达式,例如将 [code]42 if active else 0[/code] 写为语句时,会分别产生一" -"个警告或一个错误。" +"三元表达式,例如将 [code]42 if active else 0[/code] 写为语句时,会分别产生一个" +"警告或一个错误。" msgid "" -"When set to [code]warn[/code] or [code]error[/code], produces a warning or " -"an error respectively when calling a static method from an instance of a " -"class instead of from the class directly." +"When set to [code]warn[/code] or [code]error[/code], produces a warning or an " +"error respectively when calling a static method from an instance of a class " +"instead of from the class directly." msgstr "" "设置为 [code]warn[/code] 或 [code]error[/code] 时,当从类的实例而不是直接从类" "调用静态方法时,会分别产生一个警告或一个错误。" msgid "" -"When set to [code]warn[/code] or [code]error[/code], produces a warning or " -"an error respectively when using a variable that wasn't previously assigned." +"When set to [code]warn[/code] or [code]error[/code], produces a warning or an " +"error respectively when using a variable that wasn't previously assigned." msgstr "" "设置为 [code]warn[/code] 或 [code]error[/code] 时,当使用以前未分配的变量时," "会分别产生一个警告或一个错误。" msgid "" -"When set to [code]warn[/code] or [code]error[/code], produces a warning or " -"an error respectively when assigning a variable using an assignment operator " +"When set to [code]warn[/code] or [code]error[/code], produces a warning or an " +"error respectively when assigning a variable using an assignment operator " "like [code]+=[/code] if the variable wasn't previously assigned." msgstr "" -"设置为 [code]warn[/code] 或 [code]error[/code] 时,当使用 [code]+=[/code] 等" -"赋值运算符分配一个变量,且该变量以前未分配时,会分别产生一个警告或一个错误。" +"设置为 [code]warn[/code] 或 [code]error[/code] 时,当使用 [code]+=[/code] 等赋" +"值运算符分配一个变量,且该变量以前未分配时,会分别产生一个警告或一个错误。" msgid "" -"When set to [code]warn[/code] or [code]error[/code], produces a warning or " -"an error respectively when unreachable code is detected (such as after a " +"When set to [code]warn[/code] or [code]error[/code], produces a warning or an " +"error respectively when unreachable code is detected (such as after a " "[code]return[/code] statement that will always be executed)." msgstr "" "设置为 [code]warn[/code] 或 [code]error[/code] 时,当检测到无法访问的代码(例" @@ -76601,84 +84945,83 @@ msgstr "" "个错误。" msgid "" -"When set to [code]warn[/code] or [code]error[/code], produces a warning or " -"an error respectively when an unreachable [code]match[/code] pattern is " -"detected." +"When set to [code]warn[/code] or [code]error[/code], produces a warning or an " +"error respectively when an unreachable [code]match[/code] pattern is detected." msgstr "" "设置为 [code]warn[/code] 或 [code]error[/code] 时,当检测到无法到达的 " "[code]match[/code] 模式时,会分别产生一个警告或一个错误。" msgid "" -"When set to [code]warn[/code] or [code]error[/code], produces a warning or " -"an error respectively when using an expression whose type may not be " -"compatible with the function parameter expected." +"When set to [code]warn[/code] or [code]error[/code], produces a warning or an " +"error respectively when using an expression whose type may not be compatible " +"with the function parameter expected." msgstr "" "设置为 [code]warn[/code] 或 [code]error[/code] 时,当使用类型可能与函数参数预" "期的类型不兼容的表达式时,会分别产生一个警告或一个错误。" msgid "" -"When set to [code]warn[/code] or [code]error[/code], produces a warning or " -"an error respectively when performing an unsafe cast." +"When set to [code]warn[/code] or [code]error[/code], produces a warning or an " +"error respectively when performing an unsafe cast." msgstr "" "设置为 [code]warn[/code] 或 [code]error[/code] 时,当执行不安全的转换时,会分" "别产生一个警告或一个错误。" msgid "" -"When set to [code]warn[/code] or [code]error[/code], produces a warning or " -"an error respectively when calling a method whose presence is not guaranteed " -"at compile-time in the class." +"When set to [code]warn[/code] or [code]error[/code], produces a warning or an " +"error respectively when calling a method whose presence is not guaranteed at " +"compile-time in the class." msgstr "" "设置为 [code]warn[/code] 或 [code]error[/code] 时,当调用类中不能保证在编译时" "存在的方法时,会分别产生一个警告或一个错误。" msgid "" -"When set to [code]warn[/code] or [code]error[/code], produces a warning or " -"an error respectively when accessing a property whose presence is not " -"guaranteed at compile-time in the class." +"When set to [code]warn[/code] or [code]error[/code], produces a warning or an " +"error respectively when accessing a property whose presence is not guaranteed " +"at compile-time in the class." msgstr "" "设置为 [code]warn[/code] 或 [code]error[/code] 时,当访问类中不能保证在编译时" "存在的属性时,会分别产生一个警告或一个错误。" msgid "" -"When set to [code]warn[/code] or [code]error[/code], produces a warning or " -"an error respectively when returning a call from a [code]void[/code] " -"function when such call cannot be guaranteed to be also [code]void[/code]." +"When set to [code]warn[/code] or [code]error[/code], produces a warning or an " +"error respectively when returning a call from a [code]void[/code] function " +"when such call cannot be guaranteed to be also [code]void[/code]." msgstr "" -"设置为 [code]warn[/code] 或 [code]error[/code] 时,当从 [code]void[/code] 函" -"数返回一个调用,且无法保证该调用也是 [code]void[/code] 时,会分别产生一个警告" -"或一个错误。" +"设置为 [code]warn[/code] 或 [code]error[/code] 时,当从 [code]void[/code] 函数" +"返回一个调用,且无法保证该调用也是 [code]void[/code] 时,会分别产生一个警告或" +"一个错误。" msgid "" -"When set to [code]warn[/code] or [code]error[/code], produces a warning or " -"an error respectively when a local constant is never used." +"When set to [code]warn[/code] or [code]error[/code], produces a warning or an " +"error respectively when a local constant is never used." msgstr "" "设置为 [code]warn[/code] 或 [code]error[/code] 时,当一个局部常量从未被使用" "时,分别产生一个警告或一个错误。" msgid "" -"When set to [code]warn[/code] or [code]error[/code], produces a warning or " -"an error respectively when a function parameter is never used." +"When set to [code]warn[/code] or [code]error[/code], produces a warning or an " +"error respectively when a function parameter is never used." msgstr "" "设置为 [code]warn[/code] 或 [code]error[/code] 时,当一个函数参数从未使用时," "会分别产生一个警告或一个错误。" msgid "" -"When set to [code]warn[/code] or [code]error[/code], produces a warning or " -"an error respectively when a private member variable is never used." +"When set to [code]warn[/code] or [code]error[/code], produces a warning or an " +"error respectively when a private member variable is never used." msgstr "" "设置为 [code]warn[/code] 或 [code]error[/code] 时,当一个私有成员变量从未被使" "用时,会分别产生一个警告或一个错误。" msgid "" -"When set to [code]warn[/code] or [code]error[/code], produces a warning or " -"an error respectively when a signal is declared but never emitted." +"When set to [code]warn[/code] or [code]error[/code], produces a warning or an " +"error respectively when a signal is declared but never emitted." msgstr "" "设置为 [code]warn[/code] 或 [code]error[/code] 时,当一个信号被声明但从未发出" "时,会分别产生一个警告或一个错误。" msgid "" -"When set to [code]warn[/code] or [code]error[/code], produces a warning or " -"an error respectively when a local variable is unused." +"When set to [code]warn[/code] or [code]error[/code], produces a warning or an " +"error respectively when a local variable is unused." msgstr "" "设置为 [code]warn[/code] 或 [code]error[/code] 时,当一个局部变量未被使用时," "会分别产生一个警告或一个错误。" @@ -76688,15 +85031,15 @@ msgid "" "default, this message is only used in exported projects due to the editor-" "only override applied to this setting." msgstr "" -"引擎崩溃时,在回溯之前显示的消息。默认情况下,由于仅限编辑器的覆盖会应用于该" -"设置,故该消息仅用于导出的项目中。" +"引擎崩溃时,在回溯之前显示的消息。默认情况下,由于仅限编辑器的覆盖会应用于该设" +"置,故该消息仅用于导出的项目中。" msgid "" "Editor-only override for [member debug/settings/crash_handler/message]. Does " "not affect exported projects in debug or release mode." msgstr "" -"[member debug/settings/crash_handler/message] 的仅限编辑器的覆盖。不会影响以" -"调试或发布模式导出的项目。" +"[member debug/settings/crash_handler/message] 的仅限编辑器的覆盖。不会影响以调" +"试或发布模式导出的项目。" msgid "Maximum call stack allowed for debugging GDScript." msgstr "调试 GDScript 时允许的最大调用堆栈。" @@ -76713,8 +85056,8 @@ msgid "" "different steps of the render pipeline, such as CanvasItems, shadows, glow, " "etc." msgstr "" -"每秒将 GPU 配置文件信息打印到标准输出。这包括平均每帧需要 GPU 渲染多长时间," -"细分为渲染管道的不同步骤,例如 CanvasItems、阴影、辉光等。" +"每秒将 GPU 配置文件信息打印到标准输出。这包括平均每帧需要 GPU 渲染多长时间,细" +"分为渲染管道的不同步骤,例如 CanvasItems、阴影、辉光等。" msgid "" "Print more information to standard output when running. It displays " @@ -76724,11 +85067,11 @@ msgid "" "html]command line argument[/url], even on an exported project. See also " "[method OS.is_stdout_verbose] and [method @GlobalScope.print_verbose]." msgstr "" -"运行时将更多信息打印到标准输出。它显示诸如内存泄漏、正在加载哪些场景和资源等" -"信息。这也可以使用 [code]--verbose[/code] 或 [code]-v[/code] [url=$DOCS_URL/" -"tutorials/editor/command_line_tutorial.html]命令行参数[/url]来启用,即使在导" -"出的项目中也是如此。另见 [method OS.is_stdout_verbose] and [method " -"@GlobalScope.print_verbose]。" +"运行时将更多信息打印到标准输出。它显示诸如内存泄漏、正在加载哪些场景和资源等信" +"息。这也可以使用 [code]--verbose[/code] 或 [code]-v[/code] [url=$DOCS_URL/" +"tutorials/editor/command_line_tutorial.html]命令行参数[/url]来启用,即使在导出" +"的项目中也是如此。另见 [method OS.is_stdout_verbose] and [method @GlobalScope." +"print_verbose]。" msgid "" "When set to [code]true[/code], produces a warning when the shader exceeds " @@ -76749,8 +85092,8 @@ msgstr "" msgid "" "When set to [code]true[/code], produces a warning when two floating point " -"numbers are compared directly with the [code]==[/code] operator or the " -"[code]!=[/code] operator." +"numbers are compared directly with the [code]==[/code] operator or the [code]!" +"=[/code] operator." msgstr "" "设为 [code]true[/code] 时,当使用 [code]==[/code] 或 [code]!=[/code] 运算符直" "接比较两个浮点数时,会产生警告。" @@ -76782,8 +85125,7 @@ msgid "" msgstr "设为 [code]true[/code] 时,当从未使用某个局部变量时会产生警告。" msgid "" -"When set to [code]true[/code], produces a warning when a struct is never " -"used." +"When set to [code]true[/code], produces a warning when a struct is never used." msgstr "设为 [code]true[/code] 时,当从未使用某个结构体时会产生警告。" msgid "" @@ -76808,14 +85150,14 @@ msgstr "" "如果处于启用状态,会在启用“调试”菜单中的“显示避障”时显示避障代理的半径。" msgid "" -"If enabled, displays avoidance obstacles radius when \"Visible Avoidance\" " -"is enabled in the Debug menu." +"If enabled, displays avoidance obstacles radius when \"Visible Avoidance\" is " +"enabled in the Debug menu." msgstr "" "如果处于启用状态,会在启用“调试”菜单中的“显示避障”时显示避障障碍物的半径。" msgid "" -"If enabled, displays static avoidance obstacles when \"Visible Avoidance\" " -"is enabled in the Debug menu." +"If enabled, displays static avoidance obstacles when \"Visible Avoidance\" is " +"enabled in the Debug menu." msgstr "" "如果处于启用状态,会在启用“调试”菜单中的“显示避障”时显示静态避障障碍物。" @@ -76834,8 +85176,8 @@ msgstr "" msgid "" "Color of the static avoidance obstacles edges when their vertices are winded " -"in order to push agents out, visible when \"Visible Avoidance\" is enabled " -"in the Debug menu." +"in order to push agents out, visible when \"Visible Avoidance\" is enabled in " +"the Debug menu." msgstr "" "静态障碍物的顶点缠绕顺序会将代理推出时,障碍物边的颜色,在调试菜单中启用“显示" "避障”时可见。" @@ -76850,8 +85192,8 @@ msgstr "" msgid "" "Color of the static avoidance obstacles faces when their vertices are winded " -"in order to push agents out, visible when \"Visible Avoidance\" is enabled " -"in the Debug menu." +"in order to push agents out, visible when \"Visible Avoidance\" is enabled in " +"the Debug menu." msgstr "" "静态障碍物的顶点缠绕顺序会将代理推出时,障碍物面的颜色,在调试菜单中启用“显示" "避障”时可见。" @@ -76913,29 +85255,28 @@ msgid "" "If enabled, displays edge connections between navigation regions through " "geometry when \"Visible Navigation\" is enabled in the Debug menu." msgstr "" -"如果处于启用状态,会在启用“调试”菜单中的“显示导航”时透过几何体显示导航地区之" -"间的边缘连接。" +"如果处于启用状态,会在启用“调试”菜单中的“显示导航”时透过几何体显示导航地区之间" +"的边缘连接。" msgid "" "If enabled, displays navigation mesh polygon edges when \"Visible " "Navigation\" is enabled in the Debug menu." msgstr "" -"如果处于启用状态,会在启用“调试”菜单中的“显示导航”时显示导航网格多边形的边" -"缘。" +"如果处于启用状态,会在启用“调试”菜单中的“显示导航”时显示导航网格多边形的边缘。" msgid "" "If enabled, displays navigation mesh polygon edges through geometry when " "\"Visible Navigation\" is enabled in the Debug menu." msgstr "" -"如果处于启用状态,会在启用“调试”菜单中的“显示导航”时透过几何体显示导航网格多" -"边形的边缘。" +"如果处于启用状态,会在启用“调试”菜单中的“显示导航”时透过几何体显示导航网格多边" +"形的边缘。" msgid "" "If enabled, colorizes each navigation mesh polygon face with a random color " "when \"Visible Navigation\" is enabled in the Debug menu." msgstr "" -"如果处于启用状态,会在启用“调试”菜单中的“显示导航”时为每个导航网格多边形面使" -"用随机颜色着色。" +"如果处于启用状态,会在启用“调试”菜单中的“显示导航”时为每个导航网格多边形面使用" +"随机颜色着色。" msgid "" "If enabled, displays navigation link connections when \"Visible Navigation\" " @@ -76947,8 +85288,8 @@ msgid "" "If enabled, displays navigation link connections through geometry when " "\"Visible Navigation\" is enabled in the Debug menu." msgstr "" -"如果处于启用状态,会在启用“调试”菜单中的“显示导航”时透过几何体显示导航链接的" -"连接。" +"如果处于启用状态,会在启用“调试”菜单中的“显示导航”时透过几何体显示导航链接的连" +"接。" msgid "" "Color to display enabled navigation mesh polygon edges, visible when " @@ -77015,9 +85356,9 @@ msgid "" "are not supported there." msgstr "" "如果为 [code]true[/code] ,则允许在 Windows、macOS、Android、iOS 和 Web 上使" -"用 HiDPI 显示器。如果为 [code]false[/code] ,则在 HiDPI 显示器上将使用该平台" -"的低 DPI 回退,这样会导致窗口模糊或像素化的方式显示(并且可能导致各种窗口管理" -"问题)。因此,建议你让项目支持[url=$DOCS_URL/tutorials/rendering/" +"用 HiDPI 显示器。如果为 [code]false[/code] ,则在 HiDPI 显示器上将使用该平台的" +"低 DPI 回退,这样会导致窗口模糊或像素化的方式显示(并且可能导致各种窗口管理问" +"题)。因此,建议你让项目支持[url=$DOCS_URL/tutorials/rendering/" "multiple_resolutions.html]多个分辨率[/url],而不是禁用此设置。\n" "[b]注意:[/b]这个设置在 Linux 上无效,因为 Linux 不支持 DPI 感知回退。" @@ -77025,8 +85366,8 @@ msgid "" "If [code]true[/code], keeps the screen on (even in case of inactivity), so " "the screensaver does not take over. Works on desktop and mobile platforms." msgstr "" -"如果为 [code]true[/code],则保持屏幕打开(即使在不活动的情况下),因此屏幕保" -"护程序不会接管。适用于桌面和移动平台。" +"如果为 [code]true[/code],则保持屏幕打开(即使在不活动的情况下),因此屏幕保护" +"程序不会接管。适用于桌面和移动平台。" msgid "" "Editor-only override for [member display/window/energy_saving/" @@ -77060,11 +85401,10 @@ msgid "" "If [code]true[/code], the home indicator is hidden automatically. This only " "affects iOS devices without a physical home button." msgstr "" -"如果为 [code]true[/code],home 指示器将自动隐藏。这只会影响没有物理 home 键" -"的 iOS 设备。" +"如果为 [code]true[/code],home 指示器将自动隐藏。这只会影响没有物理 home 键的 " +"iOS 设备。" -msgid "" -"If [code]true[/code], the status bar is hidden while the app is running." +msgid "If [code]true[/code], the status bar is hidden while the app is running." msgstr "如果为 [code]true[/code],则状态栏将在应用程序运行时隐藏。" msgid "" @@ -77083,9 +85423,9 @@ msgid "" "unless you need it. See also [member display/window/size/transparent] and " "[member rendering/viewport/transparent_background]." msgstr "" -"如果为 [code]true[/code],则允许窗口背景的逐像素透明度。这样会影响性能,因此" -"除非需要,否则请将其保留为 [code]false[/code]。另见 [member display/window/" -"size/transparent] 和 [member rendering/viewport/transparent_background]。" +"如果为 [code]true[/code],则允许窗口背景的逐像素透明度。这样会影响性能,因此除" +"非需要,否则请将其保留为 [code]false[/code]。另见 [member display/window/size/" +"transparent] 和 [member rendering/viewport/transparent_background]。" msgid "" "Forces the main window to be always on top.\n" @@ -77112,6 +85452,14 @@ msgstr "" "的,可以用来调整窗口的大小,标题栏是透明的,但有最小/最大/关闭按钮。\n" "[b]注意:[/b]该设置只在 macOS 上实现。" +msgid "" +"Main window initial position (in virtual desktop coordinates), this setting " +"is used only if [member display/window/size/initial_position_type] is set to " +"\"Absolute\" ([code]0[/code])." +msgstr "" +"主窗口的初始位置(使用虚拟桌面坐标),该设置仅在 [member display/window/size/" +"initial_position_type] 设置为“Absolute”([code]0[/code] )时使用。" + msgid "" "Main window initial position.\n" "[code]0[/code] - \"Absolute\", [member display/window/size/initial_position] " @@ -77128,8 +85476,16 @@ msgstr "" "display/window/size/initial_screen] 设置。" msgid "" -"Main window mode. See [enum DisplayServer.WindowMode] for possible values " -"and how each mode behaves." +"Main window initial screen, this setting is used only if [member display/" +"window/size/initial_position_type] is set to \"Other Screen " +"Center\" ([code]2[/code])." +msgstr "" +"主窗口的初始屏幕,该设置仅在 [member display/window/size/" +"initial_position_type] 设置为“Other Screen Center”([code]2[/code] )时使用。" + +msgid "" +"Main window mode. See [enum DisplayServer.WindowMode] for possible values and " +"how each mode behaves." msgstr "" "主窗口的模式。可能的取值以及各个模式的行为请参阅 [enum DisplayServer." "WindowMode]。" @@ -77149,9 +85505,9 @@ msgstr "" msgid "" "If [code]true[/code], enables a window manager hint that the main window " "background [i]can[/i] be transparent. This does not make the background " -"actually transparent. For the background to be transparent, the root " -"viewport must also be made transparent by enabling [member rendering/" -"viewport/transparent_background].\n" +"actually transparent. For the background to be transparent, the root viewport " +"must also be made transparent by enabling [member rendering/viewport/" +"transparent_background].\n" "[b]Note:[/b] To use a transparent splash screen, set [member application/" "boot_splash/bg_color] to [code]Color(0, 0, 0, 0)[/code].\n" "[b]Note:[/b] This setting has no effect if [member display/window/" @@ -77174,11 +85530,11 @@ msgid "" "window_width_override] and [member display/window/size/" "window_height_override]." msgstr "" -"设置游戏的主视口高度。在桌面平台上,这也是初始窗口高度,在 2D 编辑器中使用靛" -"蓝色的矩形表示。使用 [code]canvas_items[/code] 和 [code]viewport[/code] 拉伸" -"模式时也会以此作为参考。另见 [member display/window/size/viewport_width]、" -"[member display/window/size/window_width_override] 和 [member display/window/" -"size/window_height_override]。" +"设置游戏的主视口高度。在桌面平台上,这也是初始窗口高度,在 2D 编辑器中使用靛蓝" +"色的矩形表示。使用 [code]canvas_items[/code] 和 [code]viewport[/code] 拉伸模式" +"时也会以此作为参考。另见 [member display/window/size/viewport_width]、[member " +"display/window/size/window_width_override] 和 [member display/window/size/" +"window_height_override]。" msgid "" "Sets the game's main viewport width. On desktop platforms, this is also the " @@ -77189,9 +85545,9 @@ msgid "" "window_width_override] and [member display/window/size/" "window_height_override]." msgstr "" -"设置游戏的主视口宽度。在桌面平台上,这也是初始窗口宽度,在 2D 编辑器中使用靛" -"蓝色的矩形表示。使用 [code]canvas_items[/code] 和 [code]viewport[/code] 拉伸" -"模式时也会以此作为参考。另见 [member display/window/size/viewport_height]、" +"设置游戏的主视口宽度。在桌面平台上,这也是初始窗口宽度,在 2D 编辑器中使用靛蓝" +"色的矩形表示。使用 [code]canvas_items[/code] 和 [code]viewport[/code] 拉伸模式" +"时也会以此作为参考。另见 [member display/window/size/viewport_height]、" "[member display/window/size/window_width_override] 和 [member display/window/" "size/window_height_override]。" @@ -77222,8 +85578,41 @@ msgstr "" "window_height_override]、[member display/window/size/viewport_width] 和 " "[member display/window/size/viewport_height]。\n" "[b]注意:[/b]默认情况下,或者当设置为[code]0[/code] 时,初始窗口宽度为 " -"[member display/window/size/viewport_width]。在 iOS、Android 和 Web 上会忽略" -"这个设置。" +"[member display/window/size/viewport_width]。在 iOS、Android 和 Web 上会忽略这" +"个设置。" + +msgid "" +"Defines how the base size is stretched to fit the resolution of the window or " +"screen.\n" +"[b]\"disabled\"[/b]: No stretching happens. One unit in the scene corresponds " +"to one pixel on the screen. In this mode, [member display/window/stretch/" +"aspect] has no effect. Recommended for non-game applications.\n" +"[b]\"canvas_items\"[/b]: The base size specified in width and height in the " +"project settings is stretched to cover the whole screen (taking [member " +"display/window/stretch/aspect] into account). This means that everything is " +"rendered directly at the target resolution. 3D is unaffected, while in 2D, " +"there is no longer a 1:1 correspondence between sprite pixels and screen " +"pixels, which may result in scaling artifacts. Recommended for most games " +"that don't use a pixel art aesthetic, although it is possible to use this " +"stretch mode for pixel art games too (especially in 3D).\n" +"[b]\"viewport\"[/b]: The size of the root [Viewport] is set precisely to the " +"base size specified in the Project Settings' Display section. The scene is " +"rendered to this viewport first. Finally, this viewport is scaled to fit the " +"screen (taking [member display/window/stretch/aspect] into account). " +"Recommended for games that use a pixel art aesthetic." +msgstr "" +"定义如何将基础大小进行拉伸,从而适应窗口或屏幕的分辨率。\n" +"[b]\"disabled\"[/b]:不进行拉伸。场景中的一个单位对应屏幕上的一个像素。" +"[member display/window/stretch/aspect] 在该模式下无效。推荐非游戏应用程序使" +"用。\n" +"[b]\"canvas_items\"[/b]:将项目设置中指定的基础大小拉伸至覆盖整个屏幕(会考虑 " +"[member display/window/stretch/aspect])。这样所有东西都是直接按照目标分辨率渲" +"染的。3D 不受影响,但在 2D 中精灵的像素和屏幕像素就不再是 1:1 的关系了,缩放可" +"能导致画面问题。推荐大多数非像素风的游戏使用,但像素风游戏也是可以使用该拉伸模" +"式的(尤其是 3D)。\n" +"[b]\"viewport\"[/b]:将根 [Viewport] 的大小设为项目设置中“显示”部分中指定的基" +"础大小。场景会现在这个视口中渲染。最终会将该视口缩放至适合屏幕的尺寸(会考虑 " +"[member display/window/stretch/aspect])。推荐像素风游戏使用。" msgid "If [code]true[/code] subwindows are embedded in the main window." msgstr "如果为 [code]true[/code] 则子窗口是嵌入到主窗口中的。" @@ -77234,15 +85623,15 @@ msgid "" "the behavior of your application.\n" "Depending on the platform and used renderer, the engine will fall back to " "[b]Enabled[/b] if the desired mode is not supported.\n" -"[b]Note:[/b] V-Sync modes other than [b]Enabled[/b] are only supported in " -"the Forward+ and Mobile rendering methods, not Compatibility.\n" +"[b]Note:[/b] V-Sync modes other than [b]Enabled[/b] are only supported in the " +"Forward+ and Mobile rendering methods, not Compatibility.\n" "[b]Note:[/b] This property is only read when the project starts. To change " -"the V-Sync mode at runtime, call [method DisplayServer." -"window_set_vsync_mode] instead." +"the V-Sync mode at runtime, call [method DisplayServer.window_set_vsync_mode] " +"instead." msgstr "" "设置游戏主窗口的垂直同步模式。\n" -"请参阅 [enum DisplayServer.VSyncMode] 了解可能的值以及它们如何影响应用程序的" -"行为。\n" +"请参阅 [enum DisplayServer.VSyncMode] 了解可能的值以及它们如何影响应用程序的行" +"为。\n" "根据平台和所使用的渲染器,如果不支持所需的模式,引擎将回退到 [b]Enabled[/" "b]。\n" "[b]注意:[/b]除 [b]Enabled[/b] 以外的垂直同步模式仅支持 Forward+ 和 Mobile 渲" @@ -77256,9 +85645,17 @@ msgid "" "of the project ([member application/config/name]) allowing to change it in " "the future without affecting the .NET assembly." msgstr "" -".NET 程序集的名称。这个名称会被用作 [code].csproj[/code] 和 [code].sln[/" -"code] 文件的名称。默认情况下,它被设置为项目的名称([member application/" -"config/name]),这样将来进行修改时就不会影响 .NET 程序集。" +".NET 程序集的名称。这个名称会被用作 [code].csproj[/code] 和 [code].sln[/code] " +"文件的名称。默认情况下,它被设置为项目的名称([member application/config/" +"name]),这样将来进行修改时就不会影响 .NET 程序集。" + +msgid "" +"Number of times to attempt assembly reloading after rebuilding .NET " +"assembies. Effectively also the timeout in seconds to wait for unloading of " +"script assemblies to finish." +msgstr "" +"重新构建 .NET 程序集前尝试重新加载程序集的次数。实际也是等待脚本程序集卸载完成" +"的超时秒数。" msgid "" "Directory that contains the [code].sln[/code] file. By default, the [code]." @@ -77271,11 +85668,11 @@ msgid "" "to each other." msgstr "" "包含 [code].sln[/code] 文件的目录。默认情况下,[code].sln[/code] 文件在项目目" -"录的根部,和 [code]project.godot[/code] 和 [code].csproj[/code] 文件在同一个" -"目录。\n" -"改变这个值可以设置包含多个 [code].csproj[/code] 的多项目方案。请记住,Godot " -"项目被认为是工作空间中的 C# 项目之一,根目录应该包含 [code]project.godot[/" -"code] 和[code].csproj[/code]。" +"录的根部,和 [code]project.godot[/code] 和 [code].csproj[/code] 文件在同一个目" +"录。\n" +"改变这个值可以设置包含多个 [code].csproj[/code] 的多项目方案。请记住,Godot 项" +"目被认为是工作空间中的 C# 项目之一,根目录应该包含 [code]project.godot[/code] " +"和[code].csproj[/code]。" msgid "" "If [code]true[/code], text resources are converted to a binary format on " @@ -77284,15 +85681,15 @@ msgid "" "[code]true[/code], [method @GDScript.load] will not be able to return the " "converted files in an exported project. Some file paths within the exported " "PCK will also change, such as [code]project.godot[/code] becoming " -"[code]project.binary[/code]. If you rely on run-time loading of files " -"present within the PCK, set [member editor/export/" -"convert_text_resources_to_binary] to [code]false[/code]." +"[code]project.binary[/code]. If you rely on run-time loading of files present " +"within the PCK, set [member editor/export/convert_text_resources_to_binary] " +"to [code]false[/code]." msgstr "" -"如果为 [code]true[/code],则导出时会将文本格式的资源转换为二进制格式。这样能" -"够减小文件大小,略微加快加载速度。\n" +"如果为 [code]true[/code],则导出时会将文本格式的资源转换为二进制格式。这样能够" +"减小文件大小,略微加快加载速度。\n" "[b]注意:[/b]如果 [member editor/export/convert_text_resources_to_binary] 为 " -"[code]true[/code],则 [method @GDScript.load] 无法在导出后的项目中读取已转换" -"的文件。导出后的 PCK 中,部分文件的路径也会改变,例如 [code]project.godot[/" +"[code]true[/code],则 [method @GDScript.load] 无法在导出后的项目中读取已转换的" +"文件。导出后的 PCK 中,部分文件的路径也会改变,例如 [code]project.godot[/" "code] 会变成 [code]project.binary[/code]。如果你需要在运行时加载存在于 PCK 中" "的文件,请将 [member editor/export/convert_text_resources_to_binary] 设置为 " "[code]false[/code]。" @@ -77312,8 +85709,8 @@ msgid "" msgstr "" "如果为 [code]true[/code],则在写入电影时会请求禁用垂直同步(类似于将 [member " "display/window/vsync/vsync_mode] 设置为 [b]Disabled[/b])。如果硬件的渲染速度" -"足够快,那么就可以加速视频的写入,以高于显示器刷新率的帧速率渲染、编码和保存" -"视频。\n" +"足够快,那么就可以加速视频的写入,以高于显示器刷新率的帧速率渲染、编码和保存视" +"频。\n" "[b]注意:[/b]如果操作系统或图形驱动程序强制垂直同步,则应用程序无法禁用," "[member editor/movie_writer/disable_vsync] 无效。" @@ -77328,18 +85725,18 @@ msgid "" "fps [/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial." "html]command line argument[/url]." msgstr "" -"输出电影时,在视频中每秒记录的帧数。仿真速度将调整为始终与指定的帧数相匹配," -"这意味着引擎在较高的 [member editor/movie_writer/fps] 值下会显得运行较慢。部" -"分 FPS 值将需要你调整 [member editor/movie_writer/mix_rate],防止音频随着时间" -"的推移而出现不同步。\n" +"输出电影时,在视频中每秒记录的帧数。仿真速度将调整为始终与指定的帧数相匹配,这" +"意味着引擎在较高的 [member editor/movie_writer/fps] 值下会显得运行较慢。部分 " +"FPS 值将需要你调整 [member editor/movie_writer/mix_rate],防止音频随着时间的推" +"移而出现不同步。\n" "可以在命令行中使用 [code]--fixed-fps [/code] [url=$DOCS_URL/tutorials/" "editor/command_line_tutorial.html]命令行参数[/url]手动指定。" msgid "" -"The audio mix rate to use in the recorded audio when writing a movie (in " -"Hz). This can be different from [member audio/driver/mix_rate], but this " -"value must be divisible by [member editor/movie_writer/fps] to prevent audio " -"from desynchronizing over time." +"The audio mix rate to use in the recorded audio when writing a movie (in Hz). " +"This can be different from [member audio/driver/mix_rate], but this value " +"must be divisible by [member editor/movie_writer/fps] to prevent audio from " +"desynchronizing over time." msgstr "" "写入影片时,录制的音频所使用的音频混合采样率(单位为 Hz)。可以和 [member " "audio/driver/mix_rate] 不同,但这个值必须能够被 [member editor/movie_writer/" @@ -77368,9 +85765,9 @@ msgid "" "- AVI container with MJPEG for video and uncompressed audio ([code].avi[/" "code] file extension). Lossy compression, medium file sizes, fast encoding. " "The lossy compression quality can be adjusted by changing [member " -"ProjectSettings.editor/movie_writer/mjpeg_quality]. The resulting file can " -"be viewed in most video players, but it must be converted to another format " -"for viewing on the web or by Godot with [VideoStreamPlayer]. MJPEG does not " +"ProjectSettings.editor/movie_writer/mjpeg_quality]. The resulting file can be " +"viewed in most video players, but it must be converted to another format for " +"viewing on the web or by Godot with [VideoStreamPlayer]. MJPEG does not " "support transparency. AVI output is currently limited to a file of 4 GB in " "size at most.\n" "- PNG image sequence for video and WAV for audio ([code].png[/code] file " @@ -77390,15 +85787,15 @@ msgid "" msgstr "" "影片的输出路径。文件扩展名决定要使用的 [MovieWriter]。\n" "Godot 有两个内置的 [MovieWriter]:\n" -"- AVI 容器,视频使用 MJPEG、音频未压缩(文件扩展名为 [code].avi[/code])。有" -"损压缩,文件大小中等,编码较快。有损压缩质量可以通过 [member ProjectSettings." +"- AVI 容器,视频使用 MJPEG、音频未压缩(文件扩展名为 [code].avi[/code])。有损" +"压缩,文件大小中等,编码较快。有损压缩质量可以通过 [member ProjectSettings." "editor/movie_writer/mjpeg_quality] 调整。得到的文件可以使用大多数视频播放器查" "看,但必须转换成其他格式才能在 Web 或 Godot 的 [VideoStreamPlayer] 中播放。" "MJPEG 不支持透明度。AVI 输出目前有单文件 4 GB 的大小限制。\n" "- 视频使用 PNG 图像序列,音频使用 WAV(文件扩展名为 [code].png[/code])。无损" -"压缩,文件大小较大,编码较慢。旨在录制后使用 [url=https://ffmpeg." -"org/]FFmpeg[/url] 等其他工具编码为视频文件。目前不支持透明度,即便将根视口设" -"为透明也不行。\n" +"压缩,文件大小较大,编码较慢。旨在录制后使用 [url=https://ffmpeg.org/]FFmpeg[/" +"url] 等其他工具编码为视频文件。目前不支持透明度,即便将根视口设为透明也不" +"行。\n" "如果需要编码为其他格式,或者将流导入至第三方软件,你可以扩展 [MovieWriter] " "类,创建自己的影片写入器。\n" "使用 PNG 输出时,帧号将附加在文件名末尾。帧号从 0 开始,会补齐至 8 位数字,从" @@ -77407,8 +85804,8 @@ msgstr "" "hello00000001.png[/code]。音频将保存在 [code]/tmp/hello.wav[/code]。" msgid "" -"The speaker mode to use in the recorded audio when writing a movie. See " -"[enum AudioServer.SpeakerMode] for possible values." +"The speaker mode to use in the recorded audio when writing a movie. See [enum " +"AudioServer.SpeakerMode] for possible values." msgstr "" "保存电影时,录制的音频中所使用的扬声器模式。可能的值见 [enum AudioServer." "SpeakerMode]。" @@ -77416,8 +85813,8 @@ msgstr "" msgid "" "The format of the default signal callback name (in the Signal Connection " "Dialog). The following substitutions are available: [code]{NodeName}[/code], " -"[code]{nodeName}[/code], [code]{node_name}[/code], [code]{SignalName}[/" -"code], [code]{signalName}[/code], and [code]{signal_name}[/code]." +"[code]{nodeName}[/code], [code]{node_name}[/code], [code]{SignalName}[/code], " +"[code]{signalName}[/code], and [code]{signal_name}[/code]." msgstr "" "信号回调名称的默认格式(在信号连接对话框中使用)。可以使用以下替换:[code]" "{NodeName}[/code]、[code]{nodeName}[/code]、[code]{node_name}[/code]、[code]" @@ -77427,13 +85824,13 @@ msgid "" "The format of the default signal callback name when a signal connects to the " "same node that emits it (in the Signal Connection Dialog). The following " "substitutions are available: [code]{NodeName}[/code], [code]{nodeName}[/" -"code], [code]{node_name}[/code], [code]{SignalName}[/code], [code]" -"{signalName}[/code], and [code]{signal_name}[/code]." +"code], [code]{node_name}[/code], [code]{SignalName}[/code], [code]{signalName}" +"[/code], and [code]{signal_name}[/code]." msgstr "" -"信号回调名称的默认格式,用于连接到与发出信号相同节点的情况(在信号连接对话框" -"中使用)。可以使用以下替换:[code]{NodeName}[/code]、[code]{nodeName}[/" -"code]、[code]{node_name}[/code]、[code]{SignalName}[/code]、[code]" -"{signalName}[/code]、[code]{signal_name}[/code]。" +"信号回调名称的默认格式,用于连接到与发出信号相同节点的情况(在信号连接对话框中" +"使用)。可以使用以下替换:[code]{NodeName}[/code]、[code]{nodeName}[/code]、" +"[code]{node_name}[/code]、[code]{SignalName}[/code]、[code]{signalName}[/" +"code]、[code]{signal_name}[/code]。" msgid "" "When creating node names automatically, set the type of casing in this " @@ -77453,8 +85850,8 @@ msgstr "" "根据场景根节点生成文件名时,设置这个项目中的大小写类型。主要是编辑器设置。" msgid "" -"The command-line arguments to append to Godot's own command line when " -"running the project. This doesn't affect the editor itself.\n" +"The command-line arguments to append to Godot's own command line when running " +"the project. This doesn't affect the editor itself.\n" "It is possible to make another executable run Godot by using the " "[code]%command%[/code] placeholder. The placeholder will be replaced with " "Godot's own command line. Program-specific arguments should be placed " @@ -77467,20 +85864,19 @@ msgid "" "[/codeblock]" msgstr "" "运行项目时附加到 Godot 自己的命令行的命令行参数。这不会影响编辑器本身。\n" -"可以使用 [code]%command%[/code] 占位符使另一个可执行文件运行 Godot。占位符将" -"替换为 Godot 自己的命令行。程序特定的参数应该放在[i]占位符之前[/i],而 Godot " -"特定参数应该放在[i]占位符之后[/i]。\n" -"例如,这可用于强制项目在 Linux 上的 NVIDIA Optimus 系统中的专用 GPU 上运" -"行:\n" +"可以使用 [code]%command%[/code] 占位符使另一个可执行文件运行 Godot。占位符将替" +"换为 Godot 自己的命令行。程序特定的参数应该放在[i]占位符之前[/i],而 Godot 特" +"定参数应该放在[i]占位符之后[/i]。\n" +"例如,这可用于强制项目在 Linux 上的 NVIDIA Optimus 系统中的专用 GPU 上运行:\n" "[codeblock]\n" "prime-run %command%\n" "[/codeblock]" msgid "" "Text-based file extensions to include in the script editor's \"Find in " -"Files\" feature. You can add e.g. [code]tscn[/code] if you wish to also " -"parse your scene files, especially if you use built-in scripts which are " -"serialized in the scene files." +"Files\" feature. You can add e.g. [code]tscn[/code] if you wish to also parse " +"your scene files, especially if you use built-in scripts which are serialized " +"in the scene files." msgstr "" "脚本编辑器的“在文件中查找”特性中包含的基于文本的文件扩展名。你可以添加例如 " "[code]tscn[/code],如果你也想解析你的场景文件,特别是如果你使用的是在场景文件" @@ -77491,15 +85887,15 @@ msgid "" "script templates both in the editor-specific path and in this project-" "specific path." msgstr "" -"对于项目特定的脚本模板的搜索路径。Godot 将在编辑器的特定路径和此项目的路径中" -"搜索。" +"对于项目特定的脚本模板的搜索路径。Godot 将在编辑器的特定路径和此项目的路径中搜" +"索。" msgid "" "If [code]true[/code], Blender 3D scene files with the [code].blend[/code] " "extension will be imported by converting them to glTF 2.0.\n" "This requires configuring a path to a Blender executable in the editor " -"settings at [code]filesystem/import/blender/blender3_path[/code]. Blender " -"3.0 or later is required." +"settings at [code]filesystem/import/blender/blender3_path[/code]. Blender 3.0 " +"or later is required." msgstr "" "如果为 [code]true[/code],扩展名为 [code].blend[/code] 的 Blender 3D 场景文件" "会通过转换为 glTF 2.0 来导入。\n" @@ -77510,15 +85906,15 @@ msgid "" "Override for [member filesystem/import/blender/enabled] on Android where " "Blender can't easily be accessed from Godot." msgstr "" -"[member filesystem/import/blender/enabled] 在 Android 上的覆盖项,Godot 无法" -"轻易访问到 Blender。" +"[member filesystem/import/blender/enabled] 在 Android 上的覆盖项,Godot 无法轻" +"易访问到 Blender。" msgid "" "Override for [member filesystem/import/blender/enabled] on the Web where " "Blender can't easily be accessed from Godot." msgstr "" -"[member filesystem/import/blender/enabled] 在 Web 上的覆盖项,Godot 无法轻易" -"访问到 Blender。" +"[member filesystem/import/blender/enabled] 在 Web 上的覆盖项,Godot 无法轻易访" +"问到 Blender。" msgid "" "If [code]true[/code], Autodesk FBX 3D scene files with the [code].fbx[/code] " @@ -77526,21 +85922,21 @@ msgid "" "This requires configuring a path to a FBX2glTF executable in the editor " "settings at [code]filesystem/import/fbx/fbx2gltf_path[/code]." msgstr "" -"如果为 [code]true[/code],扩展名为 [code].fbx[/code] 的 Autodesk FBX 3D 场景" -"文件会通过转换为 glTF 2.0 来导入。\n" +"如果为 [code]true[/code],扩展名为 [code].fbx[/code] 的 Autodesk FBX 3D 场景文" +"件会通过转换为 glTF 2.0 来导入。\n" "需要在编辑器设置 [code]filesystem/import/blender/fbx2gltf_path[/code] 中,配" "置 FBX2glTF 可执行文件的路径。" msgid "" -"Override for [member filesystem/import/fbx/enabled] on Android where " -"FBX2glTF can't easily be accessed from Godot." +"Override for [member filesystem/import/fbx/enabled] on Android where FBX2glTF " +"can't easily be accessed from Godot." msgstr "" -"[member filesystem/import/fbx/enabled] 在 Android 上的覆盖项,Godot 无法轻易" -"访问到 FBX2glTF。" +"[member filesystem/import/fbx/enabled] 在 Android 上的覆盖项,Godot 无法轻易访" +"问到 FBX2glTF。" msgid "" -"Override for [member filesystem/import/fbx/enabled] on the Web where " -"FBX2glTF can't easily be accessed from Godot." +"Override for [member filesystem/import/fbx/enabled] on the Web where FBX2glTF " +"can't easily be accessed from Godot." msgstr "" "[member filesystem/import/fbx/enabled] 在 Web 上的覆盖项,Godot 无法轻易访问" "到 FBX2glTF。" @@ -77549,8 +85945,8 @@ msgid "" "Default value for [member ScrollContainer.scroll_deadzone], which will be " "used for all [ScrollContainer]s unless overridden." msgstr "" -"[member ScrollContainer.scroll_deadzone],它将用于所有 [ScrollContainer],除" -"非fug。" +"[member ScrollContainer.scroll_deadzone],它将用于所有 [ScrollContainer],除非" +"fug。" msgid "" "If [code]true[/code], snaps [Control] node vertices to the nearest pixel to " @@ -77560,15 +85956,15 @@ msgstr "" "相机发生移动或缩放也能够保持锐利。" msgid "" -"If [code]true[/code], swaps [b]Cancel[/b] and [b]OK[/b] buttons in dialogs " -"on Windows and UWP to follow interface conventions. [method DisplayServer." +"If [code]true[/code], swaps [b]Cancel[/b] and [b]OK[/b] buttons in dialogs on " +"Windows and UWP to follow interface conventions. [method DisplayServer." "get_swap_cancel_ok] can be used to query whether buttons are swapped at run-" "time.\n" "[b]Note:[/b] This doesn't affect native dialogs such as the ones spawned by " "[method DisplayServer.dialog_show]." msgstr "" -"如果为 [code]true[/code] ,则会在 Windows 和 UWP 上交换对话框中的[b]确定[/b]" -"和[b]取消[/b]按钮,从而遵循界面规范。可以使用 [method DisplayServer." +"如果为 [code]true[/code] ,则会在 Windows 和 UWP 上交换对话框中的[b]确定[/b]和" +"[b]取消[/b]按钮,从而遵循界面规范。可以使用 [method DisplayServer." "get_swap_cancel_ok] 查询运行时是否交换这两个按钮。\n" "[b]注意:[/b]由 [method DisplayServer.dialog_show] 等生成的原生对话框不受影" "响。" @@ -77603,10 +85999,10 @@ msgid "" "project." msgstr "" "如果设置为 [code]true[/code],则默认字体将生成 mipmap。这样可以防止文本在 " -"[Control] 被按比例缩小或从远距离查看 [Label3D] 时看起来有颗粒感(如果 " -"[member Label3D.texture_filter] 设置为显示 mipmap 的模式)。\n" -"启用 [member gui/theme/default_font_generate_mipmaps] 会增加字体生成时间和内" -"存使用量。请只在你确实需要时才启用此设置。\n" +"[Control] 被按比例缩小或从远距离查看 [Label3D] 时看起来有颗粒感(如果 [member " +"Label3D.texture_filter] 设置为显示 mipmap 的模式)。\n" +"启用 [member gui/theme/default_font_generate_mipmaps] 会增加字体生成时间和内存" +"使用量。请只在你确实需要时才启用此设置。\n" "[b]注意:[/b]此设置不会影响项目中使用的自定义 [Font]。" msgid "Default font hinting mode. See [member FontFile.hinting]." @@ -77620,15 +86016,15 @@ msgid "" "Text will also not look grainy for [Control]s that are scaled down (or for " "[Label3D]s viewed from a long distance).\n" "MSDF font rendering can be combined with [member gui/theme/" -"default_font_generate_mipmaps] to further improve font rendering quality " -"when scaled down.\n" +"default_font_generate_mipmaps] to further improve font rendering quality when " +"scaled down.\n" "[b]Note:[/b] This setting does not affect custom [Font]s used within the " "project." msgstr "" -"如果设置为 [code]true[/code],默认字体将使用多通道带符号距离场(MSDF),任何" -"尺寸都能够进行清晰的渲染。由于这种方法不需要在每次字体大小更改时都对字体进行" -"光栅化,因此可以实时调整字体大小,不会造成任何性能损失。对于按比例缩小的 " -"[Control](或从远距离查看的 [Label3D]),文本也不会看起来有颗粒感。\n" +"如果设置为 [code]true[/code],默认字体将使用多通道带符号距离场(MSDF),任何尺" +"寸都能够进行清晰的渲染。由于这种方法不需要在每次字体大小更改时都对字体进行光栅" +"化,因此可以实时调整字体大小,不会造成任何性能损失。对于按比例缩小的 [Control]" +"(或从远距离查看的 [Label3D]),文本也不会看起来有颗粒感。\n" "MSDF 字体渲染可以与 [member gui/theme/default_font_generate_mipmaps] 结合使" "用,从而进一步提高缩小时的字体渲染质量。\n" "[b]注意:[/b]此设置不会影响项目中使用的自定义 [Font]。" @@ -77663,8 +86059,8 @@ msgstr "" "高亮的时间。" msgid "" -"Timer setting for incremental search in [Tree], [ItemList], etc. controls " -"(in milliseconds)." +"Timer setting for incremental search in [Tree], [ItemList], etc. controls (in " +"milliseconds)." msgstr "在 [Tree]、[ItemList] 等控件中为增量搜索设置计时器(单位为毫秒)。" msgid "Timer for detecting idle in [TextEdit] (in seconds)." @@ -77674,8 +86070,8 @@ msgid "Default delay for tooltips (in seconds)." msgstr "工具提示的默认延迟(单位为秒)。" msgid "" -"Default [InputEventAction] to confirm a focused button, menu or list item, " -"or validate input.\n" +"Default [InputEventAction] to confirm a focused button, menu or list item, or " +"validate input.\n" "[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are " "necessary for the internal logic of several [Control]s. The events assigned " "to the action can however be modified." @@ -77732,9 +86128,8 @@ msgid "" "necessary for the internal logic of several [Control]s. The events assigned " "to the action can however be modified." msgstr "" -"默认 [InputEventAction],用于前往 [Control] 的末尾(例如 [ItemList] 和 " -"[Tree] 中的最后一个项目),与常见桌面 UI 系统中 [constant KEY_END] 的 行为一" -"致。\n" +"默认 [InputEventAction],用于前往 [Control] 的末尾(例如 [ItemList] 和 [Tree] " +"中的最后一个项目),与常见桌面 UI 系统中 [constant KEY_END] 的 行为一致。\n" "[b]注意:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需" "的,无法删除。但是可以修改分配给该动作的事件。" @@ -77822,9 +86217,8 @@ msgid "" "necessary for the internal logic of several [Control]s. The events assigned " "to the action can however be modified." msgstr "" -"默认 [InputEventAction],用于前往 [Control] 的开头(例如 [ItemList] 和 " -"[Tree] 中的第一个项目),与常见桌面 UI 系统中 [constant KEY_HOME] 的 行为一" -"致。\n" +"默认 [InputEventAction],用于前往 [Control] 的开头(例如 [ItemList] 和 [Tree] " +"中的第一个项目),与常见桌面 UI 系统中 [constant KEY_HOME] 的 行为一致。\n" "[b]注意:[/b]默认的 [code]ui_*[/code] 动作不能被删除,因为它们是几个 " "[Control] 的内部逻辑所必需的。然而,分配给动作的事件可以被修改。" @@ -77856,8 +86250,8 @@ msgid "" "necessary for the internal logic of several [Control]s. The events assigned " "to the action can however be modified." msgstr "" -"默认 [InputEventAction],用于在 [Control](例如 [ItemList] 和 [Tree])中向下" -"翻页,与常见桌面 UI 系统中 [constant KEY_PAGEDOWN] 的 行为一致。\n" +"默认 [InputEventAction],用于在 [Control](例如 [ItemList] 和 [Tree])中向下翻" +"页,与常见桌面 UI 系统中 [constant KEY_PAGEDOWN] 的 行为一致。\n" "[b]注意:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需" "的,无法删除。但是可以修改分配给该动作的事件。" @@ -77869,8 +86263,8 @@ msgid "" "necessary for the internal logic of several [Control]s. The events assigned " "to the action can however be modified." msgstr "" -"默认 [InputEventAction],用于在 [Control](例如 [ItemList] 和 [Tree])中向上" -"翻页,与常见桌面 UI 系统中 [constant KEY_PAGEUP] 的 行为一致。\n" +"默认 [InputEventAction],用于在 [Control](例如 [ItemList] 和 [Tree])中向上翻" +"页,与常见桌面 UI 系统中 [constant KEY_PAGEUP] 的 行为一致。\n" "[b]注意:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需" "的,无法删除。但是可以修改分配给该动作的事件。" @@ -77911,8 +86305,8 @@ msgid "" "necessary for the internal logic of several [Control]s. The events assigned " "to the action can however be modified." msgstr "" -"默认 [InputEventAction],用于在 [Control](例如 [ItemList] 和 [Tree])中选中" -"项目。\n" +"默认 [InputEventAction],用于在 [Control](例如 [ItemList] 和 [Tree])中选中项" +"目。\n" "[b]注意:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需" "的,无法删除。但是可以修改分配给该动作的事件。" @@ -77930,15 +86324,15 @@ msgid "" "the next occurrence.\n" "If no selection is currently active with the last caret in text fields, " "selects the word currently under the caret.\n" -"The action can be performed sequentially for all occurrences of the " -"selection of the last caret and for all existing carets.\n" +"The action can be performed sequentially for all occurrences of the selection " +"of the last caret and for all existing carets.\n" "The viewport is adjusted to the latest newly added caret.\n" "[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are " "necessary for the internal logic of several [Control]s. The events assigned " "to the action can however be modified." msgstr "" -"如果文本字段的最近一个光标处存在选中的文本,则会搜索所选内容下一次出现的位" -"置,在那个位置添加一个光标,然后选中该处的内容。\n" +"如果文本字段的最近一个光标处存在选中的文本,则会搜索所选内容下一次出现的位置," +"在那个位置添加一个光标,然后选中该处的内容。\n" "如果文本字段的最近一个光标处没有选中文本,则会选中当前光标下的单词。\n" "该动作可以连续执行,选中最近一个光标所选文本的所有出现位置,所有现存光标均适" "用。\n" @@ -77957,8 +86351,7 @@ msgstr "" "的,无法删除。但是可以修改分配给该动作的事件。" msgid "" -"Default [InputEventAction] to delete [b]all[/b] text before the text " -"cursor.\n" +"Default [InputEventAction] to delete [b]all[/b] text before the text cursor.\n" "[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are " "necessary for the internal logic of several [Control]s. The events assigned " "to the action can however be modified." @@ -78020,8 +86413,7 @@ msgid "" msgstr "针对 macOS 的快捷键覆盖项,对应将文本光标移动到文本末尾的快捷键。" msgid "" -"Default [InputEventAction] to move the text cursor to the start of the " -"text.\n" +"Default [InputEventAction] to move the text cursor to the start of the text.\n" "[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are " "necessary for the internal logic of several [Control]s. The events assigned " "to the action can however be modified." @@ -78031,8 +86423,8 @@ msgstr "" "的,无法删除。但是可以修改分配给该动作的事件。" msgid "" -"macOS specific override for the shortcut to move the text cursor to the " -"start of the text." +"macOS specific override for the shortcut to move the text cursor to the start " +"of the text." msgstr "针对 macOS 的快捷键覆盖项,对应将文本光标移动到文本开头的快捷键。" msgid "" @@ -78071,8 +86463,7 @@ msgid "" msgstr "针对 macOS 的快捷键覆盖项,对应将文本光标移动到改行末尾的快捷键。" msgid "" -"Default [InputEventAction] to move the text cursor to the start of the " -"line.\n" +"Default [InputEventAction] to move the text cursor to the start of the line.\n" "[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are " "necessary for the internal logic of several [Control]s. The events assigned " "to the action can however be modified." @@ -78082,8 +86473,8 @@ msgstr "" "的,无法删除。但是可以修改分配给该动作的事件。" msgid "" -"macOS specific override for the shortcut to move the text cursor to the " -"start of the line." +"macOS specific override for the shortcut to move the text cursor to the start " +"of the line." msgstr "针对 macOS 的快捷键覆盖项,对应将文本光标移动到改行开头的快捷键。" msgid "" @@ -78159,8 +86550,7 @@ msgid "" msgstr "针对 macOS 的快捷键覆盖项,对应将文本光标向前移动一个单词的快捷键。" msgid "" -"If there's only one caret active and with a selection, clears the " -"selection.\n" +"If there's only one caret active and with a selection, clears the selection.\n" "In case there's more than one caret active, removes the secondary carets and " "clears their selections.\n" "[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are " @@ -78239,8 +86629,8 @@ msgid "" msgstr "针对 macOS 的快捷键覆盖项,对应删除文本光标后所有文本的快捷键。" msgid "" -"Default [InputEventAction] to delete all characters after the cursor up " -"until a whitespace or punctuation character.\n" +"Default [InputEventAction] to delete all characters after the cursor up until " +"a whitespace or punctuation character.\n" "[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are " "necessary for the internal logic of several [Control]s. The events assigned " "to the action can however be modified." @@ -78339,8 +86729,8 @@ msgid "" "necessary for the internal logic of several [Control]s. The events assigned " "to the action can however be modified." msgstr "" -"如果文本框中当前没有选中文本,则选中文本光标下的单词。如果有当前选中的文本," -"则取消选中。\n" +"如果文本框中当前没有选中文本,则选中文本光标下的单词。如果有当前选中的文本,则" +"取消选中。\n" "[b]注意:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需" "的,无法删除。但是可以修改分配给该动作的事件。" @@ -78367,8 +86757,8 @@ msgid "" "necessary for the internal logic of several [Control]s. The events assigned " "to the action can however be modified." msgstr "" -"默认 [InputEventAction],用于开关文本字段的[i]插入模式[/i]。在插入模式中,插" -"入新的文本会覆盖光标后的字符,除非下一个字符是换行符。\n" +"默认 [InputEventAction],用于开关文本字段的[i]插入模式[/i]。在插入模式中,插入" +"新的文本会覆盖光标后的字符,除非下一个字符是换行符。\n" "[b]注意:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需" "的,无法删除。但是可以修改分配给该动作的事件。" @@ -78398,53 +86788,52 @@ msgid "" "If [code]false[/code], such events will be flushed only once per process " "frame, between iterations of the engine.\n" "Enabling this can greatly improve the responsiveness to input, specially in " -"devices that need to run multiple physics frames per visible (process) " -"frame, because they can't run at the target frame rate.\n" +"devices that need to run multiple physics frames per visible (process) frame, " +"because they can't run at the target frame rate.\n" "[b]Note:[/b] Currently implemented only on Android." msgstr "" "如果为 [code]true[/code],按键/触摸/操纵杆事件将在每个空闲帧和物理帧之前刷" "新。\n" "如果为 [code]false[/code],该类事件将在引擎迭代之间的每个进程帧中仅刷新一" "次。\n" -"启用该功能可以极大地提高对输入的响应能力,特别是在每个可见(进程)帧需要运行" -"多个物理帧的设备中,因为它们无法以目标帧速率运行。\n" +"启用该功能可以极大地提高对输入的响应能力,特别是在每个可见(进程)帧需要运行多" +"个物理帧的设备中,因为它们无法以目标帧速率运行。\n" "[b]注意:[/b]目前只在 Android 上实现。" msgid "" -"If [code]true[/code], [method Input.is_action_just_pressed] and [method " -"Input.is_action_just_released] will only return [code]true[/code] if the " -"action is still in the respective state, i.e. an action that is pressed " -"[i]and[/i] released on the same frame will be missed.\n" +"If [code]true[/code], [method Input.is_action_just_pressed] and [method Input." +"is_action_just_released] will only return [code]true[/code] if the action is " +"still in the respective state, i.e. an action that is pressed [i]and[/i] " +"released on the same frame will be missed.\n" "If [code]false[/code], no input will be lost.\n" "[b]Note:[/b] You should in nearly all cases prefer the [code]false[/code] " "setting. The legacy behavior is to enable supporting old projects that rely " "on the old logic, without changes to script." msgstr "" -"如果为 [code]true[/code],则 [method Input.is_action_just_pressed] 和 " -"[method Input.is_action_just_released] 只有在动作仍然处于相应状态时返回 " -"[code]true[/code],也就是说,会忽略在同一帧按下[i]并[/i]释放的动作。\n" +"如果为 [code]true[/code],则 [method Input.is_action_just_pressed] 和 [method " +"Input.is_action_just_released] 只有在动作仍然处于相应状态时返回 [code]true[/" +"code],也就是说,会忽略在同一帧按下[i]并[/i]释放的动作。\n" "如果为 [code]false[/code],则不会丢失任何输入。\n" -"[b]注意:[/b]几乎所有情况下都应该优先设置为 [code]false[/code]。旧有行为的用" -"途是支持老项目,这样不需要修改脚本就可以使用以前的逻辑。" +"[b]注意:[/b]几乎所有情况下都应该优先设置为 [code]false[/code]。旧有行为的用途" +"是支持老项目,这样不需要修改脚本就可以使用以前的逻辑。" msgid "" -"Specifies the tablet driver to use. If left empty, the default driver will " -"be used.\n" +"Specifies the tablet driver to use. If left empty, the default driver will be " +"used.\n" "[b]Note:[/b] The driver in use can be overridden at runtime via the [code]--" "tablet-driver[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial." "html]command line argument[/url]." msgstr "" "指定要使用的平板驱动。如果留空,则会使用默认驱动。\n" -"[b]注意:[/b]所使用的驱动可以通过 [code]--tablet-driver[/code] " -"[url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]命令行参数[/url]在" -"运行时进行覆盖。" +"[b]注意:[/b]所使用的驱动可以通过 [code]--tablet-driver[/code] [url=$DOCS_URL/" +"tutorials/editor/command_line_tutorial.html]命令行参数[/url]在运行时进行覆盖。" msgid "Override for [member input_devices/pen_tablet/driver] on Windows." msgstr "[member input_devices/pen_tablet/driver] 针对 Windows 的覆盖项。" msgid "" -"If [code]true[/code], sends mouse input events when tapping or swiping on " -"the touchscreen." +"If [code]true[/code], sends mouse input events when tapping or swiping on the " +"touchscreen." msgstr "如果为 [code]true[/code],则在点击或滑动触摸屏时发送鼠标输入事件。" msgid "" @@ -78460,19 +86849,19 @@ msgstr "" "code],即英文。" msgid "" -"If [code]true[/code], text server break iteration rule sets, dictionaries " -"and other optional data are included in the exported project.\n" +"If [code]true[/code], text server break iteration rule sets, dictionaries and " +"other optional data are included in the exported project.\n" "[b]Note:[/b] \"ICU / HarfBuzz / Graphite\" text server data includes " "dictionaries for Burmese, Chinese, Japanese, Khmer, Lao and Thai as well as " "Unicode Standard Annex #29 and Unicode Standard Annex #14 word and line " "breaking rules. Data is about 4 MB large.\n" "[b]Note:[/b] \"Fallback\" text server does not use additional data." msgstr "" -"如果为 [code]true[/code],则文本服务器中断迭代规则集、字典、和其他可选数据将" -"被包含在导出的项目中。\n" +"如果为 [code]true[/code],则文本服务器中断迭代规则集、字典、和其他可选数据将被" +"包含在导出的项目中。\n" "[b]注意:[/b]“ICU / HarfBuzz / Graphite”文本服务器数据,包括缅甸语、汉语、日" -"语、高棉语、老挝语和泰语的词典,以及 Unicode 标准附件 #29 和 Unicode 标准附" -"件 #14 单词和行折断规则。数据大约 4 MB。\n" +"语、高棉语、老挝语和泰语的词典,以及 Unicode 标准附件 #29 和 Unicode 标准附件 " +"#14 单词和行折断规则。数据大约 4 MB。\n" "[b]注意:[/b]“后备”文本服务器不使用额外数据。" msgid "" @@ -78488,11 +86877,11 @@ msgstr "" msgid "" "The expansion ratio to use during pseudolocalization. A value of [code]0.3[/" -"code] is sufficient for most practical purposes, and will increase the " -"length of each string by 30%." +"code] is sufficient for most practical purposes, and will increase the length " +"of each string by 30%." msgstr "" -"进行伪本地化时的扩展比率。取 [code]0.3[/code] 能够适应大部分实际使用,会将每" -"个字符串加长 30%。" +"进行伪本地化时的扩展比率。取 [code]0.3[/code] 能够适应大部分实际使用,会将每个" +"字符串加长 30%。" msgid "" "If [code]true[/code], emulate bidirectional (right-to-left) text when " @@ -78500,22 +86889,20 @@ msgid "" "layout and UI mirroring that will crop up if the project is localized to RTL " "languages such as Arabic or Hebrew." msgstr "" -"如果为 [code]true[/code],则在启用伪本地化时模拟双向(从右至左)文本。可用于" -"发现 RTL 布局和 UI 镜像问题,如果项目本地化为阿拉伯语或希伯来语等 RTL 语言," -"则会出现这些问题。" +"如果为 [code]true[/code],则在启用伪本地化时模拟双向(从右至左)文本。可用于发" +"现 RTL 布局和 UI 镜像问题,如果项目本地化为阿拉伯语或希伯来语等 RTL 语言,则会" +"出现这些问题。" msgid "" "Replace all characters in the string with [code]*[/code]. Useful for finding " "non-localizable strings." -msgstr "" -"将字符串中的所有字符替换为 [code]*[/code]。用于查找不可本地化的字符串。" +msgstr "将字符串中的所有字符替换为 [code]*[/code]。用于查找不可本地化的字符串。" msgid "Prefix that will be prepended to the pseudolocalized string." msgstr "将被前置到伪本地化字符串的前缀。" msgid "" -"Replace all characters with their accented variants during " -"pseudolocalization." +"Replace all characters with their accented variants during pseudolocalization." msgstr "进行伪本地化时,将所有字符替换为其重音变体。" msgid "" @@ -78523,25 +86910,25 @@ msgid "" "code] during pseudolocalization. Useful to identify strings which need " "additional control characters to display correctly." msgstr "" -"进行伪本地化时,跳过 [code]%s[/code] 或 [code]%f[/code] 等用于字符串格式的占" -"位符。有助于识别需要额外的控制字符才能正确显示的字符串。" +"进行伪本地化时,跳过 [code]%s[/code] 或 [code]%f[/code] 等用于字符串格式的占位" +"符。有助于识别需要额外的控制字符才能正确显示的字符串。" msgid "Suffix that will be appended to the pseudolocalized string." msgstr "将被追加到伪本地化字符串的后缀。" msgid "" -"If [code]true[/code], enables pseudolocalization for the project. This can " -"be used to spot untranslatable strings or layout issues that may occur once " -"the project is localized to languages that have longer strings than the " -"source language.\n" +"If [code]true[/code], enables pseudolocalization for the project. This can be " +"used to spot untranslatable strings or layout issues that may occur once the " +"project is localized to languages that have longer strings than the source " +"language.\n" "[b]Note:[/b] This property is only read when the project starts. To toggle " "pseudolocalization at run-time, use [member TranslationServer." "pseudolocalization_enabled] instead." msgstr "" -"如果为 [code]true[/code],则为项目启用伪本地化。这可用于发现,一旦项目被本地" -"化为字符串比源语言更长的语言时,可能出现的无法翻译的字符串或布局问题。\n" -"[b]注意:[/b]只有在项目启动时该属性才会被读取。要在运行时切换伪本地化,请改" -"用 [member TranslationServer.pseudolocalization_enabled]。" +"如果为 [code]true[/code],则为项目启用伪本地化。这可用于发现,一旦项目被本地化" +"为字符串比源语言更长的语言时,可能出现的无法翻译的字符串或布局问题。\n" +"[b]注意:[/b]只有在项目启动时该属性才会被读取。要在运行时切换伪本地化,请改用 " +"[member TranslationServer.pseudolocalization_enabled]。" msgid "" "Force layout direction and text writing direction to RTL for all controls." @@ -78559,17 +86946,16 @@ msgid "" "[b]Note:[/b] The driver in use can be overridden at runtime via the [code]--" "text-driver[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial." "html]command line argument[/url].\n" -"[b]Note:[/b] There is an additional [code]Dummy[/code] text driver " -"available, which disables all text rendering and font-related functionality. " -"This driver is not listed in the project settings, but it can be enabled " -"when running the editor or project using the [code]--text-driver Dummy[/" -"code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]command " -"line argument[/url]." +"[b]Note:[/b] There is an additional [code]Dummy[/code] text driver available, " +"which disables all text rendering and font-related functionality. This driver " +"is not listed in the project settings, but it can be enabled when running the " +"editor or project using the [code]--text-driver Dummy[/code] [url=$DOCS_URL/" +"tutorials/editor/command_line_tutorial.html]command line argument[/url]." msgstr "" "指定要使用的 [TextServer]。如果留空,则会使用默认服务器。\n" "“ICU / HarfBuzz / Graphite”是最先进的文本驱动,支持从右至左的排版和复杂文字" -"(用于阿拉伯语、希伯来语等语言)。“Fallback”文本驱动不支持从右至左的排版和复" -"杂文字。\n" +"(用于阿拉伯语、希伯来语等语言)。“Fallback”文本驱动不支持从右至左的排版和复杂" +"文字。\n" "[b]注意:[/b]在运行时可以通过 [code]--text-driver[/code] [url=$DOCS_URL/" "tutorials/editor/command_line_tutorial.html]命令行参数[/url]覆盖使用的驱动程" "序。\n" @@ -79464,118 +87850,118 @@ msgid "" msgstr "导航避障层 9 的可选名称。留空则会显示为“层 9”。" msgid "" -"Optional name for the navigation avoidance layer 10. If left empty, the " -"layer will display as \"Layer 10\"." +"Optional name for the navigation avoidance layer 10. If left empty, the layer " +"will display as \"Layer 10\"." msgstr "导航避障层 10 的可选名称。留空则会显示为“层 10”。" msgid "" -"Optional name for the navigation avoidance layer 11. If left empty, the " -"layer will display as \"Layer 11\"." +"Optional name for the navigation avoidance layer 11. If left empty, the layer " +"will display as \"Layer 11\"." msgstr "导航避障层 11 的可选名称。留空则会显示为“层 11”。" msgid "" -"Optional name for the navigation avoidance layer 12. If left empty, the " -"layer will display as \"Layer 12\"." +"Optional name for the navigation avoidance layer 12. If left empty, the layer " +"will display as \"Layer 12\"." msgstr "导航避障层 12 的可选名称。留空则会显示为“层 12”。" msgid "" -"Optional name for the navigation avoidance layer 13. If left empty, the " -"layer will display as \"Layer 13\"." +"Optional name for the navigation avoidance layer 13. If left empty, the layer " +"will display as \"Layer 13\"." msgstr "导航避障层 13 的可选名称。留空则会显示为“层 13”。" msgid "" -"Optional name for the navigation avoidance layer 14. If left empty, the " -"layer will display as \"Layer 14\"." +"Optional name for the navigation avoidance layer 14. If left empty, the layer " +"will display as \"Layer 14\"." msgstr "导航避障层 14 的可选名称。留空则会显示为“层 14”。" msgid "" -"Optional name for the navigation avoidance layer 15. If left empty, the " -"layer will display as \"Layer 15\"." +"Optional name for the navigation avoidance layer 15. If left empty, the layer " +"will display as \"Layer 15\"." msgstr "导航避障层 15 的可选名称。留空则会显示为“层 15”。" msgid "" -"Optional name for the navigation avoidance layer 16. If left empty, the " -"layer will display as \"Layer 16\"." +"Optional name for the navigation avoidance layer 16. If left empty, the layer " +"will display as \"Layer 16\"." msgstr "导航避障层 16 的可选名称。留空则会显示为“层 16”。" msgid "" -"Optional name for the navigation avoidance layer 17. If left empty, the " -"layer will display as \"Layer 17\"." +"Optional name for the navigation avoidance layer 17. If left empty, the layer " +"will display as \"Layer 17\"." msgstr "导航避障层 17 的可选名称。留空则会显示为“层 17”。" msgid "" -"Optional name for the navigation avoidance layer 18. If left empty, the " -"layer will display as \"Layer 18\"." +"Optional name for the navigation avoidance layer 18. If left empty, the layer " +"will display as \"Layer 18\"." msgstr "导航避障层 18 的可选名称。留空则会显示为“层 18”。" msgid "" -"Optional name for the navigation avoidance layer 19. If left empty, the " -"layer will display as \"Layer 19\"." +"Optional name for the navigation avoidance layer 19. If left empty, the layer " +"will display as \"Layer 19\"." msgstr "导航避障层 19 的可选名称。留空则会显示为“层 19”。" msgid "" -"Optional name for the navigation avoidance layer 20. If left empty, the " -"layer will display as \"Layer 20\"." +"Optional name for the navigation avoidance layer 20. If left empty, the layer " +"will display as \"Layer 20\"." msgstr "导航避障层 20 的可选名称。留空则会显示为“层 20”。" msgid "" -"Optional name for the navigation avoidance layer 21. If left empty, the " -"layer will display as \"Layer 21\"." +"Optional name for the navigation avoidance layer 21. If left empty, the layer " +"will display as \"Layer 21\"." msgstr "导航避障层 21 的可选名称。留空则会显示为“层 21”。" msgid "" -"Optional name for the navigation avoidance layer 22. If left empty, the " -"layer will display as \"Layer 22\"." +"Optional name for the navigation avoidance layer 22. If left empty, the layer " +"will display as \"Layer 22\"." msgstr "导航避障层 22 的可选名称。留空则会显示为“层 22”。" msgid "" -"Optional name for the navigation avoidance layer 23. If left empty, the " -"layer will display as \"Layer 23\"." +"Optional name for the navigation avoidance layer 23. If left empty, the layer " +"will display as \"Layer 23\"." msgstr "导航避障层 23 的可选名称。留空则会显示为“层 23”。" msgid "" -"Optional name for the navigation avoidance layer 24. If left empty, the " -"layer will display as \"Layer 24\"." +"Optional name for the navigation avoidance layer 24. If left empty, the layer " +"will display as \"Layer 24\"." msgstr "导航避障层 24 的可选名称。留空则会显示为“层 24”。" msgid "" -"Optional name for the navigation avoidance layer 25. If left empty, the " -"layer will display as \"Layer 25\"." +"Optional name for the navigation avoidance layer 25. If left empty, the layer " +"will display as \"Layer 25\"." msgstr "导航避障层 25 的可选名称。留空则会显示为“层 25”。" msgid "" -"Optional name for the navigation avoidance layer 26. If left empty, the " -"layer will display as \"Layer 26\"." +"Optional name for the navigation avoidance layer 26. If left empty, the layer " +"will display as \"Layer 26\"." msgstr "导航避障层 26 的可选名称。留空则会显示为“层 26”。" msgid "" -"Optional name for the navigation avoidance layer 27. If left empty, the " -"layer will display as \"Layer 27\"." +"Optional name for the navigation avoidance layer 27. If left empty, the layer " +"will display as \"Layer 27\"." msgstr "导航避障层 27 的可选名称。留空则会显示为“层 27”。" msgid "" -"Optional name for the navigation avoidance layer 28. If left empty, the " -"layer will display as \"Layer 28\"." +"Optional name for the navigation avoidance layer 28. If left empty, the layer " +"will display as \"Layer 28\"." msgstr "导航避障层 28 的可选名称。留空则会显示为“层 28”。" msgid "" -"Optional name for the navigation avoidance layer 29. If left empty, the " -"layer will display as \"Layer 29\"." +"Optional name for the navigation avoidance layer 29. If left empty, the layer " +"will display as \"Layer 29\"." msgstr "导航避障层 29 的可选名称。留空则会显示为“层 29”。" msgid "" -"Optional name for the navigation avoidance layer 30. If left empty, the " -"layer will display as \"Layer 30\"." +"Optional name for the navigation avoidance layer 30. If left empty, the layer " +"will display as \"Layer 30\"." msgstr "导航避障层 30 的可选名称。留空则会显示为“层 30”。" msgid "" -"Optional name for the navigation avoidance layer 31. If left empty, the " -"layer will display as \"Layer 31\"." +"Optional name for the navigation avoidance layer 31. If left empty, the layer " +"will display as \"Layer 31\"." msgstr "导航避障层 31 的可选名称。留空则会显示为“层 31”。" msgid "" -"Optional name for the navigation avoidance layer 32. If left empty, the " -"layer will display as \"Layer 32\"." +"Optional name for the navigation avoidance layer 32. If left empty, the layer " +"will display as \"Layer 32\"." msgstr "导航避障层 32 的可选名称。留空则会显示为“层 32”。" msgid "" @@ -79591,9 +87977,9 @@ msgid "" "on threads. If servers get stalled too often when loading resources in a " "thread, increase this number." msgstr "" -"在多线程模式下使用时,服务器会使用它(服务器和可视化端)。RID 是预先分配的," -"以避免在线程上停止请求它们的服务器。如果在线程中加载资源时服务器经常卡顿,请" -"增加此数字。" +"在多线程模式下使用时,服务器会使用它(服务器和可视化端)。RID 是预先分配的,以" +"避免在线程上停止请求它们的服务器。如果在线程中加载资源时服务器经常卡顿,请增加" +"此数字。" msgid "" "Default cell size for 2D navigation maps. See [method NavigationServer2D." @@ -79616,6 +88002,21 @@ msgstr "" "2D 导航地图的默认链接连接半径。见 [method NavigationServer2D." "map_set_link_connection_radius]。" +msgid "" +"If enabled 2D navigation regions will use edge connections to connect with " +"other navigation regions within proximity of the navigation map edge " +"connection margin. This setting only affects World2D default navigation maps." +msgstr "" +"如果启用,则 2D 导航地区会使用边缘连接来连接其他导航地区,使用的是导航地图边缘" +"连接边距。这项设置只会影响 World2D 的默认导航地图。" + +msgid "" +"Default cell height for 3D navigation maps. See [method NavigationServer3D." +"map_set_cell_height]." +msgstr "" +"3D 导航地图的默认单元格高度。见 [method NavigationServer3D." +"map_set_cell_height]。" + msgid "" "Default cell size for 3D navigation maps. See [method NavigationServer3D." "map_set_cell_size]." @@ -79637,24 +88038,40 @@ msgstr "" "3D 导航地图的默认链接连接半径。见 [method NavigationServer3D." "map_set_link_connection_radius]。" +msgid "" +"If enabled 3D navigation regions will use edge connections to connect with " +"other navigation regions within proximity of the navigation map edge " +"connection margin. This setting only affects World3D default navigation maps." +msgstr "" +"如果启用,则 3D 导航地区会使用边缘连接来连接其他导航地区,使用的是导航地图边缘" +"连接边距。这项设置只会影响 World3D 的默认导航地图。" + +msgid "" +"If enabled and avoidance calculations use multiple threads the threads run " +"with high priority." +msgstr "如果启用,并且使用多线程进行避障计算,则执行的线程为高优先级。" + +msgid "If enabled the avoidance calculations use multiple threads." +msgstr "如果启用,则会使用多线程进行避障计算。" + msgid "" "Maximum number of characters allowed to send as output from the debugger. " "Over this value, content is dropped. This helps not to stall the debugger " "connection." msgstr "" -"允许作为调试器输出发送的最大字符数。超过该值,内容将被丢弃。这有助于避免调试" -"器的连接停滞。" +"允许作为调试器输出发送的最大字符数。超过该值,内容将被丢弃。这有助于避免调试器" +"的连接停滞。" msgid "" "Maximum number of errors allowed to be sent from the debugger. Over this " "value, content is dropped. This helps not to stall the debugger connection." msgstr "" -"允许从调试器发送的最大错误数。超过该值,内容将被丢弃。这有助于避免调试器的连" -"接停滞。" +"允许从调试器发送的最大错误数。超过该值,内容将被丢弃。这有助于避免调试器的连接" +"停滞。" msgid "" -"Maximum number of messages in the debugger queue. Over this value, content " -"is dropped. This helps to limit the debugger memory usage." +"Maximum number of messages in the debugger queue. Over this value, content is " +"dropped. This helps to limit the debugger memory usage." msgstr "" "调试器队列中的最大消息数。超过该值,内容将被丢弃。这有助于限制调试器的内存使" "用。" @@ -79663,8 +88080,8 @@ msgid "" "Maximum number of warnings allowed to be sent from the debugger. Over this " "value, content is dropped. This helps not to stall the debugger connection." msgstr "" -"允许从调试器发送的最大警告数。超过此值,内容将被丢弃。这有助于避免调试器的连" -"接停滞。" +"允许从调试器发送的最大警告数。超过此值,内容将被丢弃。这有助于避免调试器的连接" +"停滞。" msgid "" "Default size of packet peer stream for deserializing Godot data (in bytes, " @@ -79708,8 +88125,8 @@ msgstr "" "2D 中的默认角度阻尼。\n" "[b]注意:[/b]值在 [code]0[/code] 到 [code]1[/code] 的范围内比较好。为 " "[code]0[/code] 时,对象会保持相同的速度移动。大于 [code]1[/code] 时,会在一秒" -"内将速度降低到 [code]0[/code],例如为 [code]2[/code] 时会在半秒内将速度降低" -"到 [code]0[/code]。大于等于物理帧率([member ProjectSettings.physics/common/" +"内将速度降低到 [code]0[/code],例如为 [code]2[/code] 时会在半秒内将速度降低到 " +"[code]0[/code]。大于等于物理帧率([member ProjectSettings.physics/common/" "physics_ticks_per_second],默认为 [code]60[/code])时,会让对象在迭代一次后就" "停止。" @@ -79793,8 +88210,8 @@ msgstr "" "2D 中的默认线性阻尼。\n" "[b]注意:[/b]值在 [code]0[/code] 到 [code]1[/code] 的范围内比较好。为 " "[code]0[/code] 时,对象会保持相同的速度移动。大于 [code]1[/code] 时,会在一秒" -"内将速度降低到 [code]0[/code],例如为 [code]2[/code] 时会在半秒内将速度降低" -"到 [code]0[/code]。大于等于物理帧率([member ProjectSettings.physics/common/" +"内将速度降低到 [code]0[/code],例如为 [code]2[/code] 时会在半秒内将速度降低到 " +"[code]0[/code]。大于等于物理帧率([member ProjectSettings.physics/common/" "physics_ticks_per_second],默认为 [code]60[/code])时,会让对象在迭代一次后就" "停止。" @@ -79807,15 +88224,14 @@ msgstr "" "“DEFAULT”和“GodotPhysics2D”是相同的,因为目前尚未实现备选 2D 物理服务器。" msgid "" -"If [code]true[/code], the 2D physics server runs on a separate thread, " -"making better use of multi-core CPUs. If [code]false[/code], the 2D physics " -"server runs on the main thread. Running the physics server on a separate " -"thread can increase performance, but restricts API access to only physics " -"process." +"If [code]true[/code], the 2D physics server runs on a separate thread, making " +"better use of multi-core CPUs. If [code]false[/code], the 2D physics server " +"runs on the main thread. Running the physics server on a separate thread can " +"increase performance, but restricts API access to only physics process." msgstr "" -"如果为 [code]true[/code],则 2D 物理服务器会在单独的线程上运行,能够更好地利" -"用多核 CPU。如果为 [code]false[/code],则 2D 物理服务器会在主线程上运行。在单" -"独的线程上运行物理服务器能够提高性能,但会把对 API 的访问限制在物理处理中。" +"如果为 [code]true[/code],则 2D 物理服务器会在单独的线程上运行,能够更好地利用" +"多核 CPU。如果为 [code]false[/code],则 2D 物理服务器会在主线程上运行。在单独" +"的线程上运行物理服务器能够提高性能,但会把对 API 的访问限制在物理处理中。" msgid "" "Threshold angular velocity under which a 2D physics body will be considered " @@ -79880,21 +88296,21 @@ msgstr "" "不同的形状可以指定不同的偏置值(见 [member Shape2D.custom_solver_bias])。" msgid "" -"Number of solver iterations for all contacts and constraints. The greater " -"the number of iterations, the more accurate the collisions will be. However, " -"a greater number of iterations requires more CPU power, which can decrease " +"Number of solver iterations for all contacts and constraints. The greater the " +"number of iterations, the more accurate the collisions will be. However, a " +"greater number of iterations requires more CPU power, which can decrease " "performance. See [constant PhysicsServer2D.SPACE_PARAM_SOLVER_ITERATIONS]." msgstr "" -"所有接触和约束的求解器迭代次数。迭代次数越多,碰撞越精确。然而,大量迭代也会" -"消耗大量的 CPU 性能,可能导致性能的降低。见 [constant PhysicsServer2D." +"所有接触和约束的求解器迭代次数。迭代次数越多,碰撞越精确。然而,大量迭代也会消" +"耗大量的 CPU 性能,可能导致性能的降低。见 [constant PhysicsServer2D." "SPACE_PARAM_SOLVER_ITERATIONS]。" msgid "" "Time (in seconds) of inactivity before which a 2D physics body will put to " "sleep. See [constant PhysicsServer2D.SPACE_PARAM_BODY_TIME_TO_SLEEP]." msgstr "" -"2D 物理物体进入睡眠状态之前,所需的不活动时间(以秒为单位)。请参阅 " -"[constant PhysicsServer2D.SPACE_PARAM_BODY_TIME_TO_SLEEP]。" +"2D 物理物体进入睡眠状态之前,所需的不活动时间(以秒为单位)。请参阅 [constant " +"PhysicsServer2D.SPACE_PARAM_BODY_TIME_TO_SLEEP]。" msgid "" "The default angular damp in 3D.\n" @@ -79910,8 +88326,8 @@ msgstr "" "3D 中的默认角度阻尼。\n" "[b]注意:[/b]值在 [code]0[/code] 到 [code]1[/code] 的范围内比较好。为 " "[code]0[/code] 时,对象会保持相同的速度移动。大于 [code]1[/code] 时,会在一秒" -"内将速度降低到 [code]0[/code],例如为 [code]2[/code] 时会在半秒内将速度降低" -"到 [code]0[/code]。大于等于物理帧率([member ProjectSettings.physics/common/" +"内将速度降低到 [code]0[/code],例如为 [code]2[/code] 时会在半秒内将速度降低到 " +"[code]0[/code]。大于等于物理帧率([member ProjectSettings.physics/common/" "physics_ticks_per_second],默认为 [code]60[/code])时,会让对象在迭代一次后就" "停止。" @@ -79927,8 +88343,8 @@ msgid "" "[/gdscript]\n" "[csharp]\n" "// Set the default gravity strength to 9.8.\n" -"PhysicsServer3D.AreaSetParam(GetViewport().FindWorld().Space, " -"PhysicsServer3D.AreaParameter.Gravity, 9.8);\n" +"PhysicsServer3D.AreaSetParam(GetViewport().FindWorld().Space, PhysicsServer3D." +"AreaParameter.Gravity, 9.8);\n" "[/csharp]\n" "[/codeblocks]" msgstr "" @@ -79943,8 +88359,8 @@ msgstr "" "[/gdscript]\n" "[csharp]\n" "// 将默认重力强度设置为 9.8。\n" -"PhysicsServer3D.AreaSetParam(GetViewport().FindWorld().Space, " -"PhysicsServer3D.AreaParameter.Gravity, 9.8);\n" +"PhysicsServer3D.AreaSetParam(GetViewport().FindWorld().Space, PhysicsServer3D." +"AreaParameter.Gravity, 9.8);\n" "[/csharp]\n" "[/codeblocks]" @@ -79960,8 +88376,8 @@ msgid "" "[/gdscript]\n" "[csharp]\n" "// Set the default gravity direction to `Vector3(0, -1, 0)`.\n" -"PhysicsServer3D.AreaSetParam(GetViewport().FindWorld().Space, " -"PhysicsServer3D.AreaParameter.GravityVector, Vector3.Down)\n" +"PhysicsServer3D.AreaSetParam(GetViewport().FindWorld().Space, PhysicsServer3D." +"AreaParameter.GravityVector, Vector3.Down)\n" "[/csharp]\n" "[/codeblocks]" msgstr "" @@ -79976,8 +88392,8 @@ msgstr "" "[/gdscript]\n" "[csharp]\n" "// 将默认整理方向设置为 `Vector3(0, -1, 0)`。\n" -"PhysicsServer3D.AreaSetParam(GetViewport().FindWorld().Space, " -"PhysicsServer3D.AreaParameter.GravityVector, Vector3.Down)\n" +"PhysicsServer3D.AreaSetParam(GetViewport().FindWorld().Space, PhysicsServer3D." +"AreaParameter.GravityVector, Vector3.Down)\n" "[/csharp]\n" "[/codeblocks]" @@ -79995,8 +88411,8 @@ msgstr "" "3D 中的默认线性阻尼。\n" "[b]注意:[/b]值在 [code]0[/code] 到 [code]1[/code] 的范围内比较好。为 " "[code]0[/code] 时,对象会保持相同的速度移动。大于 [code]1[/code] 时,会在一秒" -"内将速度降低到 [code]0[/code],例如为 [code]2[/code] 时会在半秒内将速度降低" -"到 [code]0[/code]。大于等于物理帧率([member ProjectSettings.physics/common/" +"内将速度降低到 [code]0[/code],例如为 [code]2[/code] 时会在半秒内将速度降低到 " +"[code]0[/code]。大于等于物理帧率([member ProjectSettings.physics/common/" "physics_ticks_per_second],默认为 [code]60[/code])时,会让对象在迭代一次后就" "停止。" @@ -80009,15 +88425,14 @@ msgstr "" "“DEFAULT”和“GodotPhysics3D”是相同的,因为目前尚未实现备选 3D 物理服务器。" msgid "" -"If [code]true[/code], the 3D physics server runs on a separate thread, " -"making better use of multi-core CPUs. If [code]false[/code], the 3D physics " -"server runs on the main thread. Running the physics server on a separate " -"thread can increase performance, but restricts API access to only physics " -"process." +"If [code]true[/code], the 3D physics server runs on a separate thread, making " +"better use of multi-core CPUs. If [code]false[/code], the 3D physics server " +"runs on the main thread. Running the physics server on a separate thread can " +"increase performance, but restricts API access to only physics process." msgstr "" -"如果为 [code]true[/code],则 3D 物理服务器会在单独的线程上运行,能够更好地利" -"用多核 CPU。如果为 [code]false[/code],则 3D 物理服务器会在主线程上运行。在单" -"独的线程上运行物理服务器能够提高性能,但会把对 API 的访问限制在物理处理中。" +"如果为 [code]true[/code],则 3D 物理服务器会在单独的线程上运行,能够更好地利用" +"多核 CPU。如果为 [code]false[/code],则 3D 物理服务器会在主线程上运行。在单独" +"的线程上运行物理服务器能够提高性能,但会把对 API 的访问限制在物理处理中。" msgid "" "Threshold angular velocity under which a 3D physics body will be considered " @@ -80072,21 +88487,21 @@ msgstr "" "不同的形状可以指定不同的偏置值(见 [member Shape3D.custom_solver_bias])。" msgid "" -"Number of solver iterations for all contacts and constraints. The greater " -"the number of iterations, the more accurate the collisions will be. However, " -"a greater number of iterations requires more CPU power, which can decrease " +"Number of solver iterations for all contacts and constraints. The greater the " +"number of iterations, the more accurate the collisions will be. However, a " +"greater number of iterations requires more CPU power, which can decrease " "performance. See [constant PhysicsServer3D.SPACE_PARAM_SOLVER_ITERATIONS]." msgstr "" -"所有接触与约束的求解器迭代数。迭代次数越多,碰撞越准确。但是,大量的迭代会需" -"要更多的 CPU 能力,会降低性能。见 [constant PhysicsServer3D." +"所有接触与约束的求解器迭代数。迭代次数越多,碰撞越准确。但是,大量的迭代会需要" +"更多的 CPU 能力,会降低性能。见 [constant PhysicsServer3D." "SPACE_PARAM_SOLVER_ITERATIONS]。" msgid "" "Time (in seconds) of inactivity before which a 3D physics body will put to " "sleep. See [constant PhysicsServer3D.SPACE_PARAM_BODY_TIME_TO_SLEEP]." msgstr "" -"3D 物理物体进入睡眠状态之前,所需的不活动时间(以秒为单位)。请参阅 " -"[constant PhysicsServer3D.SPACE_PARAM_BODY_TIME_TO_SLEEP]。" +"3D 物理物体进入睡眠状态之前,所需的不活动时间(以秒为单位)。请参阅 [constant " +"PhysicsServer3D.SPACE_PARAM_BODY_TIME_TO_SLEEP]。" msgid "Enables [member Viewport.physics_object_picking] on the root viewport." msgstr "在根视图上启用 [member Viewport.physics_object_picking]。" @@ -80100,17 +88515,17 @@ msgid "" "[member physics/common/physics_ticks_per_second]. This occurs even if " "[code]delta[/code] is consistently used in physics calculations. To avoid " "this, increase [member physics/common/max_physics_steps_per_frame] if you " -"have increased [member physics/common/physics_ticks_per_second] " -"significantly above its default value.\n" +"have increased [member physics/common/physics_ticks_per_second] significantly " +"above its default value.\n" "[b]Note:[/b] This property is only read when the project starts. To change " "the maximum number of simulated physics steps per frame at runtime, set " "[member Engine.max_physics_steps_per_frame] instead." msgstr "" -"控制每个渲染帧所能模拟的最大物理步骤数。默认值经过调试,可以避免“死亡螺旋”," -"防止开销较大的物理仿真无限触发开销更大的仿真。不过如果渲染 FPS 小于 [member " +"控制每个渲染帧所能模拟的最大物理步骤数。默认值经过调试,可以避免“死亡螺旋”,防" +"止开销较大的物理仿真无限触发开销更大的仿真。不过如果渲染 FPS 小于 [member " "physics/common/physics_ticks_per_second] 的 [code]1 / " -"max_physics_steps_per_frame[/code],游戏看上去会是降速的。即便在物理计算中始" -"终使用 [code]delta[/code] 也一样会发生。要避免这种情况,如果增大了 [member " +"max_physics_steps_per_frame[/code],游戏看上去会是降速的。即便在物理计算中始终" +"使用 [code]delta[/code] 也一样会发生。要避免这种情况,如果增大了 [member " "physics/common/physics_ticks_per_second],而且远大于默认值,那么建议将 " "[member physics/common/max_physics_steps_per_frame] 也调大。\n" "[b]注意:[/b]这个属性只在项目启动时读取。要在运行时改变每帧模拟的最大物理步骤" @@ -80120,10 +88535,10 @@ msgid "" "Controls how much physics ticks are synchronized with real time. For 0 or " "less, the ticks are synchronized. Such values are recommended for network " "games, where clock synchronization matters. Higher values cause higher " -"deviation of in-game clock and real clock, but allows smoothing out " -"framerate jitters. The default value of 0.5 should be fine for most; values " -"above 2 could cause the game to react to dropped frames with a noticeable " -"delay and are not recommended.\n" +"deviation of in-game clock and real clock, but allows smoothing out framerate " +"jitters. The default value of 0.5 should be fine for most; values above 2 " +"could cause the game to react to dropped frames with a noticeable delay and " +"are not recommended.\n" "[b]Note:[/b] For best results, when using a custom physics interpolation " "solution, the physics jitter fix should be disabled by setting [member " "physics/common/physics_jitter_fix] to [code]0[/code].\n" @@ -80131,9 +88546,9 @@ msgid "" "the physics FPS at runtime, set [member Engine.physics_jitter_fix] instead." msgstr "" "控制物理周期与真实时间的同步程度。小于等于 0 时,周期是同步的。对时钟同步有要" -"求的网络游戏建议使用此类值。较高的值会导致游戏内时钟和真实时钟的较大偏差,但" -"可以平滑帧率抖动。大多数情况下,默认值 0.5 应该没问题;大于 2 的值可能导致游" -"戏对丢帧作出明显延迟的反应,因此不推荐使用。\n" +"求的网络游戏建议使用此类值。较高的值会导致游戏内时钟和真实时钟的较大偏差,但可" +"以平滑帧率抖动。大多数情况下,默认值 0.5 应该没问题;大于 2 的值可能导致游戏对" +"丢帧作出明显延迟的反应,因此不推荐使用。\n" "[b]注意:[/b]为了获得最佳的结果,使用自定义物理插值解决方案时,应通过将 " "[member physics/common/physics_jitter_fix] 设置为 [code]0[/code] 来禁用物理抖" "动修复。\n" @@ -80147,25 +88562,152 @@ msgid "" "[b]Note:[/b] This property is only read when the project starts. To change " "the physics FPS at runtime, set [member Engine.physics_ticks_per_second] " "instead.\n" -"[b]Note:[/b] Only [member physics/common/max_physics_steps_per_frame] " -"physics ticks may be simulated per rendered frame at most. If more physics " -"ticks have to be simulated per rendered frame to keep up with rendering, the " -"project will appear to slow down (even if [code]delta[/code] is used " -"consistently in physics calculations). Therefore, it is recommended to also " -"increase [member physics/common/max_physics_steps_per_frame] if increasing " -"[member physics/common/physics_ticks_per_second] significantly above its " -"default value." +"[b]Note:[/b] Only [member physics/common/max_physics_steps_per_frame] physics " +"ticks may be simulated per rendered frame at most. If more physics ticks have " +"to be simulated per rendered frame to keep up with rendering, the project " +"will appear to slow down (even if [code]delta[/code] is used consistently in " +"physics calculations). Therefore, it is recommended to also increase [member " +"physics/common/max_physics_steps_per_frame] if increasing [member physics/" +"common/physics_ticks_per_second] significantly above its default value." msgstr "" -"每秒执行的固定迭代次数。用于控制物理仿真和 [method Node._physics_process] 的" -"执行频率。另见 [member application/run/max_fps]。\n" +"每秒执行的固定迭代次数。用于控制物理仿真和 [method Node._physics_process] 的执" +"行频率。另见 [member application/run/max_fps]。\n" "[b]注意:[/b]这个属性只在项目启动时读取。要在运行时改变物理 FPS,请改为设置 " "[member Engine.physics_ticks_per_second]。\n" "[b]注意:[/b]每个渲染帧最多只能模拟 [member physics/common/" "max_physics_steps_per_frame] 个物理周期。如果为了追赶渲染,需要在每个渲染帧中" -"模拟更多物理周期,游戏看上去会是降速的(即便在物理计算中始终使用 " -"[code]delta[/code])。因此,如果增大了 [member physics/common/" -"physics_ticks_per_second],而且远大于默认值,那么建议将 [member physics/" -"common/max_physics_steps_per_frame] 也调大。" +"模拟更多物理周期,游戏看上去会是降速的(即便在物理计算中始终使用 [code]delta[/" +"code])。因此,如果增大了 [member physics/common/physics_ticks_per_second],而" +"且远大于默认值,那么建议将 [member physics/common/" +"max_physics_steps_per_frame] 也调大。" + +msgid "" +"Controls how much of the original viewport size should be covered by the 2D " +"signed distance field. This SDF can be sampled in [CanvasItem] shaders and is " +"used for [GPUParticles2D] collision. Higher values allow portions of " +"occluders located outside the viewport to still be taken into account in the " +"generated signed distance field, at the cost of performance. If you notice " +"particles falling through [LightOccluder2D]s as the occluders leave the " +"viewport, increase this setting.\n" +"The percentage specified is added on each axis and on both sides. For " +"example, with the default setting of 120%, the signed distance field will " +"cover 20% of the viewport's size outside the viewport on each side (top, " +"right, bottom, left).\n" +"[b]Note:[/b] This property is only read when the project starts. To change " +"the 2D SDF oversizing percentage at runtime, use [method RenderingServer." +"viewport_set_sdf_oversize_and_scale] instead." +msgstr "" +"控制 2D 带符号距离场应该覆盖原始视口中多大的区域。该 SDF 可以在 [CanvasItem] " +"着色器中采样,用于 [GPUParticles2D] 碰撞。生成带符号距离场时,较高的值能够让部" +"分处于视口外的遮挡器也纳入考虑范围,但会以牺牲性能为代价。如果你注意到 " +"[LightOccluder2D] 离开视口时粒子会穿过遮挡器,就可以增大这个设置。\n" +"每一侧每个轴上都会添加指定的百分比。例如,默认设置为 120% 就会让带符号距离场覆" +"盖视口之外每侧(上、右、下、左)各 20% 的大小。\n" +"[b]注意:[/b]这个属性仅在项目启动时读取。要在运行时修改 2D SDF 扩界百分比,请" +"改用 [method RenderingServer.viewport_set_sdf_oversize_and_scale]。" + +msgid "" +"The resolution scale to use for the 2D signed distance field. Higher values " +"lead to a more precise and more stable signed distance field as the camera " +"moves, at the cost of performance. The default value (50%) renders at half " +"the resolution of the viewport size on each axis, which means the SDF is " +"generated with 25% of the viewport's pixel count.\n" +"[b]Note:[/b] This property is only read when the project starts. To change " +"the 2D SDF resolution scale at runtime, use [method RenderingServer." +"viewport_set_sdf_oversize_and_scale] instead." +msgstr "" +"2D 带符号距离场的分辨率缩放。设置为较大的值能够得到更精确的带符号距离场,也能" +"让带符号距离场在相机移动时更为稳定,但代价是牺牲性能。默认值(50%)表示每个轴" +"使用视口大小的一半大小的分辨率,因此生成的 SDF 的像素数量是视口像素数量的 " +"25%。\n" +"[b]注意:[/b]该属性仅在项目启动时读取。 要在运行时更改 2D SDF 分辨率缩放,请改" +"为使用 [method RenderingServer.viewport_set_sdf_oversize_and_scale]。" + +msgid "" +"The size of the 2D shadow atlas in pixels. Higher values result in more " +"precise [Light2D] shadows, at the cost of performance and video memory usage. " +"The specified value is rounded up to the nearest power of 2.\n" +"[b]Note:[/b] This property is only read when the project starts. To change " +"the 2D shadow atlas size at runtime, use [method RenderingServer." +"canvas_set_shadow_texture_size] instead." +msgstr "" +"2D 阴影图集的大小,单位为像素。值越高,[Light2D] 的阴影越精确,但性能消耗和显" +"存占用也越大。指定的值会根据最接近的 2 的幂进行向上取整。\n" +"[b]注意:[/b]这个属性仅在项目启动时读取。要在运行时修改 2D 阴影图集的大小,请" +"改用 [method RenderingServer.canvas_set_shadow_texture_size]。" + +msgid "" +"If [code]true[/code], [CanvasItem] nodes will internally snap to full pixels. " +"Their position can still be sub-pixel, but the decimals will not have effect. " +"This can lead to a crisper appearance at the cost of less smooth movement, " +"especially when [Camera2D] smoothing is enabled.\n" +"[b]Note:[/b] This property is only read when the project starts. To toggle 2D " +"transform snapping at runtime, use [method RenderingServer." +"viewport_set_snap_2d_transforms_to_pixel] on the root [Viewport] instead.\n" +"[b]Note:[/b] [Control] nodes are snapped to the nearest pixel by default. " +"This is controlled by [member gui/common/snap_controls_to_pixels]." +msgstr "" +"如果为 [code]true[/code],则 [CanvasItem] 节点会在内部吸附到整像素。节点的位置" +"仍然可以是次像素的,但小数部分无效。这样外观看上去就会更锐利,但会影响移动的平" +"滑程度,尤其是在启用了 [Camera2D] 平滑的情况下。\n" +"[b]注意:[/b]这个属性仅在项目启动时读取。要在运行时开关 2D 变换的吸附,请改为" +"在根 [Viewport] 上使用 [method RenderingServer." +"viewport_set_snap_2d_transforms_to_pixel]。\n" +"[b]注意:[/b][Control] 节点默认就是吸附到最接近的像素的。这种行为由 [member " +"gui/common/snap_controls_to_pixels] 控制。" + +msgid "" +"If [code]true[/code], vertices of [CanvasItem] nodes will snap to full " +"pixels. Only affects the final vertex positions, not the transforms. This can " +"lead to a crisper appearance at the cost of less smooth movement, especially " +"when [Camera2D] smoothing is enabled.\n" +"[b]Note:[/b] This property is only read when the project starts. To toggle 2D " +"vertex snapping at runtime, use [method RenderingServer." +"viewport_set_snap_2d_vertices_to_pixel] on the root [Viewport] instead.\n" +"[b]Note:[/b] [Control] nodes are snapped to the nearest pixel by default. " +"This is controlled by [member gui/common/snap_controls_to_pixels]." +msgstr "" +"如果为 [code]true[/code],则 [CanvasItem] 节点的顶点会吸附到整像素。只影响最终" +"顶点的位置,不影响变换。这样外观看上去就会更锐利,但会影响移动的平滑程度,尤其" +"是在启用了 [Camera2D] 平滑的情况下。\n" +"[b]注意:[/b]这个属性仅在项目启动时读取。要在运行时开关 2D 顶点的吸附,请改为" +"在根 [Viewport] 上使用 [method RenderingServer." +"viewport_set_snap_2d_vertices_to_pixel]。\n" +"[b]注意:[/b][Control] 节点默认就是吸附到最接近的像素的。这种行为由 [member " +"gui/common/snap_controls_to_pixels] 控制。" + +msgid "" +"Sets the number of MSAA samples to use for 2D/Canvas rendering (as a power of " +"two). MSAA is used to reduce aliasing around the edges of polygons. A higher " +"MSAA value results in smoother edges but can be significantly slower on some " +"hardware, especially integrated graphics due to their limited memory " +"bandwidth. This has no effect on shader-induced aliasing or texture " +"aliasing.\n" +"[b]Note:[/b] MSAA is only supported in the Forward+ and Mobile rendering " +"methods, not Compatibility." +msgstr "" +"设置用于 2D/Canvas 渲染的 MSAA 采样数(为 2 的幂)。MSAA 可用于减少多边形边缘" +"周围的锯齿。较高的 MSAA 值会产生更平滑的边缘,但在某些硬件上可能会明显变慢,尤" +"其是显存带宽比较有限的集成显卡。这对着色器引起的锯齿或纹理锯齿无效。\n" +"[b]注意:[/b]MSAA 仅支持 Forward+ 和 Mobile 渲染方式,不支持 Compatibility。" + +msgid "" +"Sets the number of MSAA samples to use for 3D rendering (as a power of two). " +"MSAA is used to reduce aliasing around the edges of polygons. A higher MSAA " +"value results in smoother edges but can be significantly slower on some " +"hardware, especially integrated graphics due to their limited memory " +"bandwidth. See also [member rendering/scaling_3d/mode] for supersampling, " +"which provides higher quality but is much more expensive. This has no effect " +"on shader-induced aliasing or texture aliasing.\n" +"[b]Note:[/b] MSAA is only supported in the Forward+ and Mobile rendering " +"methods, not Compatibility." +msgstr "" +"设置用于 3D 渲染的 MSAA 采样数(为 2 的幂)。MSAA 用于减少多边形边缘周围的锯" +"齿。较高的 MSAA 值会产生更平滑的边缘,但在某些硬件上可能会明显变慢,尤其是显存" +"带宽比较有限的集成显卡。另请参见用于超级采样的双线性缩放 3d [member rendering/" +"scaling_3d/mode],它提供更高的质量但更昂贵。这对着色器引起的锯齿或纹理锯齿无" +"效。\n" +"[b]注意:[/b]MSAA 仅支持 Forward+ 和 Mobile 渲染方式,不支持 Compatibility。" msgid "" "Sets the screen-space antialiasing mode for the default screen [Viewport]. " @@ -80181,11 +88723,11 @@ msgid "" "[b]Note:[/b] Screen-space antialiasing is only supported in the Forward+ and " "Mobile rendering methods, not Compatibility." msgstr "" -"设置默认屏幕 [Viewport] 的屏幕空间抗锯齿模式。屏幕空间抗锯齿的原理是使用后期" -"处理着色器选择性地让边缘模糊。与 MSAA 的区别在于,MSAA 是在渲染对象时进行了多" -"次覆盖采样。屏幕空间 AA 的方法通常比 MSAA 要快,会将镜面反射锯齿也进行平滑处" -"理,但容易让场景变得模糊。这种模糊可以通过自动使用负的 Mipmap LOD 偏置部分缓" -"解(见 [member rendering/textures/default_filters/texture_mipmap_bias])。\n" +"设置默认屏幕 [Viewport] 的屏幕空间抗锯齿模式。屏幕空间抗锯齿的原理是使用后期处" +"理着色器选择性地让边缘模糊。与 MSAA 的区别在于,MSAA 是在渲染对象时进行了多次" +"覆盖采样。屏幕空间 AA 的方法通常比 MSAA 要快,会将镜面反射锯齿也进行平滑处理," +"但容易让场景变得模糊。这种模糊可以通过自动使用负的 Mipmap LOD 偏置部分缓解" +"(见 [member rendering/textures/default_filters/texture_mipmap_bias])。\n" "对抗镜面反射锯齿的另一种方法是启用 [member rendering/anti_aliasing/" "screen_space_roughness_limiter/enabled]。\n" "[b]注意:[/b]屏幕空间抗锯齿仅支持 Forward+ 和 Mobile 渲染方法,不支持 " @@ -80197,18 +88739,17 @@ msgid "" "debanding unless the [member Environment.background_mode] is [constant " "Environment.BG_CANVAS].\n" "In some cases, debanding may introduce a slightly noticeable dithering " -"pattern. It's recommended to enable debanding only when actually needed " -"since the dithering pattern will make lossless-compressed screenshots " -"larger.\n" +"pattern. It's recommended to enable debanding only when actually needed since " +"the dithering pattern will make lossless-compressed screenshots larger.\n" "[b]Note:[/b] This property is only read when the project starts. To set " "debanding at run-time, set [member Viewport.use_debanding] on the root " "[Viewport] instead." msgstr "" -"如果为 [code]true[/code],则使用一个快速的后处理滤镜使条带在 3D 中明显不那么" -"明显。除非 [member Environment.background_mode] 为 [constant Environment." +"如果为 [code]true[/code],则使用一个快速的后处理滤镜使条带在 3D 中明显不那么明" +"显。除非 [member Environment.background_mode] 为 [constant Environment." "BG_CANVAS],否则 2D 渲染[i]不会[/i]受到去条带的影响。\n" -"在某些情况下,去条带可能会引入稍微明显的抖动图案。建议只在实际需要时才启用去" -"条带,因为抖动图案会使无损压缩的屏幕截图变大。\n" +"在某些情况下,去条带可能会引入稍微明显的抖动图案。建议只在实际需要时才启用去条" +"带,因为抖动图案会使无损压缩的屏幕截图变大。\n" "[b]注意:[/b]只有在项目启动时才读取该属性。要在运行时设置去条带,请改为在根 " "[Viewport] 上设置 [member Viewport.use_debanding]。" @@ -80224,11 +88765,10 @@ msgid "" "[b]Note:[/b] TAA is only supported in the Forward+ rendering method, not " "Mobile or Compatibility." msgstr "" -"为默认屏幕 [Viewport] 启用时间抗锯齿(Temporal Anti-Aliasing)。TAA 的原理是" -"让相机产生抖动并积累最近渲染的几帧图像,使用运动向量渲染让相机和对象产生运" -"动。启用 TAA 会让图像变模糊,这种模糊可以通过自动使用负的 Mipmap LOD 偏置部分" -"缓解(参见 [member rendering/textures/default_filters/" -"texture_mipmap_bias])。\n" +"为默认屏幕 [Viewport] 启用时间抗锯齿(Temporal Anti-Aliasing)。TAA 的原理是让" +"相机产生抖动并积累最近渲染的几帧图像,使用运动向量渲染让相机和对象产生运动。启" +"用 TAA 会让图像变模糊,这种模糊可以通过自动使用负的 Mipmap LOD 偏置部分缓解" +"(参见 [member rendering/textures/default_filters/texture_mipmap_bias])。\n" "[b]注意:[/b]实现尚未完成,粒子及蒙皮网格等某些视觉实例可能会显示运动中的重影" "伪像。\n" "[b]注意:[/b]TAA 只支持 Forward+ 渲染方式,不支持 Mobile 或 Compatibility。" @@ -80253,8 +88793,8 @@ msgid "" "the screen-space roughness limiter at runtime, call [method RenderingServer." "screen_space_roughness_limiter_set_active] instead." msgstr "" -"如果为 [code]true[/code],则启用空间过滤器以限制具有高频细节的区域的粗糙度。" -"这可以在一定程度上帮助减少镜面反射锯齿,尽管不如启用 [member rendering/" +"如果为 [code]true[/code],则启用空间过滤器以限制具有高频细节的区域的粗糙度。这" +"可以在一定程度上帮助减少镜面反射锯齿,尽管不如启用 [member rendering/" "anti_aliasing/quality/use_taa]。 该过滤器的性能成本很小,因此如果它对您的场景" "没有明显好处,请考虑禁用它。\n" "[b]注意:[/b]屏幕空间粗糙度限制器只支持 Forward+ 和 Mobile 渲染方式,不支持 " @@ -80270,11 +88810,10 @@ msgstr "" msgid "" "Sets the depth of field shape. Can be Box, Hexagon, or Circle. Box is the " -"fastest. Circle is the most realistic, but also the most expensive to " -"compute." +"fastest. Circle is the most realistic, but also the most expensive to compute." msgstr "" -"设置景深的形状。可以是方形、六边形或圆形。方形最快。圆形最真实,但计算开销也" -"是最大的。" +"设置景深的形状。可以是方形、六边形或圆形。方形最快。圆形最真实,但计算开销也是" +"最大的。" msgid "" "If [code]true[/code], jitters DOF samples to make effect slightly blurrier " @@ -80286,34 +88825,49 @@ msgstr "" msgid "" "Disables [member rendering/driver/depth_prepass/enable] conditionally for " -"certain vendors. By default, disables the depth prepass for mobile devices " -"as mobile devices do not benefit from the depth prepass due to their unique " +"certain vendors. By default, disables the depth prepass for mobile devices as " +"mobile devices do not benefit from the depth prepass due to their unique " "architecture." msgstr "" "针对某些供应商禁用 [member rendering/driver/depth_prepass/enable]。默认情况下" -"会针对移动设备禁用前置深度阶段,因为移动设备由于独特的架构而无法从前置深度阶" -"段中获益。" +"会针对移动设备禁用前置深度阶段,因为移动设备由于独特的架构而无法从前置深度阶段" +"中获益。" msgid "" "If [code]true[/code], performs a previous depth pass before rendering 3D " "materials. This increases performance significantly in scenes with high " "overdraw, when complex materials and lighting are used. However, in scenes " -"with few occluded surfaces, the depth prepass may reduce performance. If " -"your game is viewed from a fixed angle that makes it easy to avoid overdraw " -"(such as top-down or side-scrolling perspective), consider disabling the " -"depth prepass to improve performance. This setting can be changed at run-" -"time to optimize performance depending on the scene currently being viewed.\n" +"with few occluded surfaces, the depth prepass may reduce performance. If your " +"game is viewed from a fixed angle that makes it easy to avoid overdraw (such " +"as top-down or side-scrolling perspective), consider disabling the depth " +"prepass to improve performance. This setting can be changed at run-time to " +"optimize performance depending on the scene currently being viewed.\n" "[b]Note:[/b] Depth prepass is only supported when using the Forward+ or " -"Compatibility rendering method. When using the Mobile rendering method, " -"there is no depth prepass performed." +"Compatibility rendering method. When using the Mobile rendering method, there " +"is no depth prepass performed." msgstr "" -"如果 [code]true[/code],则在渲染 3D 材质之前先执行深度阶段。当使用复杂的材质" -"和照明时,这样做能够显著提高过度绘制场景的性能。然而,如果场景中被遮挡的表面" -"比较少,前置深度阶段可能会降低性能。如果你的游戏使用的是不易造成过度绘制的固" -"定视角(例如俯视或者横版视角),请考虑禁用前置深度阶段,从而提升性能。这个设" -"置可以在运行时更改,针对当前查看的场景来优化进行。\n" -"[b]注意:[/b]前置深度阶段仅在使用 Forward+ 或 Compatibility 渲染方法时支持。" -"使用 Mobile 渲染方法时,不会执行前置深度阶段。" +"如果 [code]true[/code],则在渲染 3D 材质之前先执行深度阶段。当使用复杂的材质和" +"照明时,这样做能够显著提高过度绘制场景的性能。然而,如果场景中被遮挡的表面比较" +"少,前置深度阶段可能会降低性能。如果你的游戏使用的是不易造成过度绘制的固定视角" +"(例如俯视或者横版视角),请考虑禁用前置深度阶段,从而提升性能。这个设置可以在" +"运行时更改,针对当前查看的场景来优化进行。\n" +"[b]注意:[/b]前置深度阶段仅在使用 Forward+ 或 Compatibility 渲染方法时支持。使" +"用 Mobile 渲染方法时,不会执行前置深度阶段。" + +msgid "" +"The thread model to use for rendering. Rendering on a thread may improve " +"performance, but synchronizing to the main thread can cause a bit more " +"jitter.\n" +"[b]Note:[/b] The [b]Multi-Threaded[/b] option is experimental, and has " +"several known bugs which can lead to crashing, especially when using " +"particles or resizing the window. Not recommended for use in production at " +"this stage." +msgstr "" +"渲染使用的线程模型。使用线程渲染可能提升性能,但与主线程同步时可能引起更大的卡" +"顿。\n" +"[b]注意:[/b]多线程对应的 [b]Multi-Threaded[/b] 选项是实验性的,存在一些已知的" +"问题,这些问题可能导致崩溃,尤其是在使用粒子或调整窗口大小的情况下。目前不推荐" +"在生产环境中使用。" msgid "" "Default background clear color. Overridable per [Viewport] using its " @@ -80327,20 +88881,20 @@ msgstr "" msgid "" "[Environment] that will be used as a fallback environment in case a scene " -"does not specify its own environment. The default environment is loaded in " -"at scene load time regardless of whether you have set an environment or not. " -"If you do not rely on the fallback environment, you do not need to set this " +"does not specify its own environment. The default environment is loaded in at " +"scene load time regardless of whether you have set an environment or not. If " +"you do not rely on the fallback environment, you do not need to set this " "property." msgstr "" -"场景未指定其环境时作为回退环境使用的 [Environment]。无论是否设置了环境,加载" -"场景时都会加载默认环境。如果你不依赖回退环境,那么就不需要设置这个属性。" +"场景未指定其环境时作为回退环境使用的 [Environment]。无论是否设置了环境,加载场" +"景时都会加载默认环境。如果你不依赖回退环境,那么就不需要设置这个属性。" msgid "" "Sets how the glow effect is upscaled before being copied onto the screen. " "Linear is faster, but looks blocky. Bicubic is slower but looks smooth." msgstr "" -"设置辉光效果在复制到屏幕之前的放大方式。Linear(线性)更快,但看起来棱角分" -"明。Bicubic(双线性)更慢,但看起来比较平滑。" +"设置辉光效果在复制到屏幕之前的放大方式。Linear(线性)更快,但看起来棱角分明。" +"Bicubic(双线性)更慢,但看起来比较平滑。" msgid "" "Lower-end override for [member rendering/environment/glow/upscale_mode] on " @@ -80354,13 +88908,13 @@ msgid "" "all screen space reflections sharp, while higher values make rough " "reflections look better." msgstr "" -"设置粗糙屏幕空间反射的质量。关闭后所有屏幕空间反射都会显得锐利;使用较高的值" -"会使粗糙反射更好看。" +"设置粗糙屏幕空间反射的质量。关闭后所有屏幕空间反射都会显得锐利;使用较高的值会" +"使粗糙反射更好看。" msgid "" -"Quality target to use when [member rendering/environment/ssao/quality] is " -"set to [code]Ultra[/code]. A value of [code]0.0[/code] provides a quality " -"and speed similar to [code]Medium[/code] while a value of [code]1.0[/code] " +"Quality target to use when [member rendering/environment/ssao/quality] is set " +"to [code]Ultra[/code]. A value of [code]0.0[/code] provides a quality and " +"speed similar to [code]Medium[/code] while a value of [code]1.0[/code] " "provides much higher quality than any of the other settings at the cost of " "performance." msgstr "" @@ -80370,36 +88924,34 @@ msgstr "" "能。" msgid "" -"Number of blur passes to use when computing screen-space ambient occlusion. " -"A higher number will result in a smoother look, but will be slower to " -"compute and will have less high-frequency detail." +"Number of blur passes to use when computing screen-space ambient occlusion. A " +"higher number will result in a smoother look, but will be slower to compute " +"and will have less high-frequency detail." msgstr "" -"模糊通道数,在计算屏幕空间环境光遮蔽时使用。数值越大,外观越平滑,但计算速度" -"会变慢,高频细节也会变少。" +"模糊通道数,在计算屏幕空间环境光遮蔽时使用。数值越大,外观越平滑,但计算速度会" +"变慢,高频细节也会变少。" msgid "" "Distance at which the screen-space ambient occlusion effect starts to fade " "out. Use this hide ambient occlusion at great distances." msgstr "" -"屏幕空间环境光遮蔽效果开始淡出的距离。使用该属性可以在远距离处隐藏环境光遮" -"蔽。" +"屏幕空间环境光遮蔽效果开始淡出的距离。使用该属性可以在远距离处隐藏环境光遮蔽。" msgid "" "Distance at which the screen-space ambient occlusion is fully faded out. Use " "this hide ambient occlusion at great distances." msgstr "" -"屏幕空间环境光遮蔽效果完全淡出的距离。使用该属性可以在远距离处隐藏环境光遮" -"蔽。" +"屏幕空间环境光遮蔽效果完全淡出的距离。使用该属性可以在远距离处隐藏环境光遮蔽。" msgid "" -"If [code]true[/code], screen-space ambient occlusion will be rendered at " -"half size and then upscaled before being added to the scene. This is " -"significantly faster but may miss small details. If [code]false[/code], " -"screen-space ambient occlusion will be rendered at full size." +"If [code]true[/code], screen-space ambient occlusion will be rendered at half " +"size and then upscaled before being added to the scene. This is significantly " +"faster but may miss small details. If [code]false[/code], screen-space " +"ambient occlusion will be rendered at full size." msgstr "" -"如果为 [code]true[/code],屏幕空间环境光遮蔽将以一半大小渲染,然后在被添加到" -"场景之前放大。这明显更快,但可能会遗漏一些小细节。如果为 [code]false[/code]," -"屏幕空间环境光遮蔽将以全尺寸渲染。" +"如果为 [code]true[/code],屏幕空间环境光遮蔽将以一半大小渲染,然后在被添加到场" +"景之前放大。这明显更快,但可能会遗漏一些小细节。如果为 [code]false[/code],屏" +"幕空间环境光遮蔽将以全尺寸渲染。" msgid "" "Sets the quality of the screen-space ambient occlusion effect. Higher values " @@ -80407,17 +88959,17 @@ msgid "" "performance. Setting to [code]Ultra[/code] will use the [member rendering/" "environment/ssao/adaptive_target] setting." msgstr "" -"设置屏幕空间环境光遮蔽效果的质量。值越高,采样数量越多,因此最终的质量也越" -"高,但代价是消耗性能。设为 [code]Ultra[/code] 会使用 [member rendering/" +"设置屏幕空间环境光遮蔽效果的质量。值越高,采样数量越多,因此最终的质量也越高," +"但代价是消耗性能。设为 [code]Ultra[/code] 会使用 [member rendering/" "environment/ssao/adaptive_target] 设置。" msgid "" -"Quality target to use when [member rendering/environment/ssil/quality] is " -"set to [code]Ultra[/code]. A value of [code]0.0[/code] provides a quality " -"and speed similar to [code]Medium[/code] while a value of [code]1.0[/code] " +"Quality target to use when [member rendering/environment/ssil/quality] is set " +"to [code]Ultra[/code]. A value of [code]0.0[/code] provides a quality and " +"speed similar to [code]Medium[/code] while a value of [code]1.0[/code] " "provides much higher quality than any of the other settings at the cost of " -"performance. When using the adaptive target, the performance cost scales " -"with the complexity of the scene." +"performance. When using the adaptive target, the performance cost scales with " +"the complexity of the scene." msgstr "" "当 [member rendering/environment/ssil/quality] 被设置为 [code]Ultra[/code] 时" "所使用的质量目标。值为 [code]0.0[/code] 时的质量和速度与 [code]Medium[/code] " @@ -80425,36 +88977,36 @@ msgstr "" "能。使用适应目标时,性能损耗与场景复杂度成正比。" msgid "" -"Number of blur passes to use when computing screen-space indirect lighting. " -"A higher number will result in a smoother look, but will be slower to " -"compute and will have less high-frequency detail." +"Number of blur passes to use when computing screen-space indirect lighting. A " +"higher number will result in a smoother look, but will be slower to compute " +"and will have less high-frequency detail." msgstr "" -"模糊通道数,在计算屏幕空间间接光照时使用。数值越大,外观越平滑,但计算速度会" -"变慢,高频细节也会变少。" +"模糊通道数,在计算屏幕空间间接光照时使用。数值越大,外观越平滑,但计算速度会变" +"慢,高频细节也会变少。" msgid "" "Distance at which the screen-space indirect lighting effect starts to fade " "out. Use this hide screen-space indirect lighting at great distances." msgstr "" -"屏幕空间间接光照效果开始淡出的距离。使用该属性可以在远距离处隐藏屏幕空间间接" -"光照。" +"屏幕空间间接光照效果开始淡出的距离。使用该属性可以在远距离处隐藏屏幕空间间接光" +"照。" msgid "" "Distance at which the screen-space indirect lighting is fully faded out. Use " "this hide screen-space indirect lighting at great distances." msgstr "" -"屏幕空间间接光照效果完全淡出的距离。使用该属性可以在远距离处隐藏屏幕空间间接" -"光照。" +"屏幕空间间接光照效果完全淡出的距离。使用该属性可以在远距离处隐藏屏幕空间间接光" +"照。" msgid "" -"If [code]true[/code], screen-space indirect lighting will be rendered at " -"half size and then upscaled before being added to the scene. This is " -"significantly faster but may miss small details and may result in some " -"objects appearing to glow at their edges." +"If [code]true[/code], screen-space indirect lighting will be rendered at half " +"size and then upscaled before being added to the scene. This is significantly " +"faster but may miss small details and may result in some objects appearing to " +"glow at their edges." msgstr "" -"如果为 [code]true[/code],屏幕空间间接光照将以一半大小渲染,然后在被添加到场" -"景之前放大。这明显更快,但可能会遗漏一些小细节,部分对象的边缘也会出现发光的" -"情况。" +"如果为 [code]true[/code],屏幕空间间接光照将以一半大小渲染,然后在被添加到场景" +"之前放大。这明显更快,但可能会遗漏一些小细节,部分对象的边缘也会出现发光的情" +"况。" msgid "" "Sets the quality of the screen-space indirect lighting effect. Higher values " @@ -80462,9 +89014,9 @@ msgid "" "performance. Setting to [code]Ultra[/code] will use the [member rendering/" "environment/ssil/adaptive_target] setting." msgstr "" -"设置屏幕空间间接照明效果的质量。值越高,采样数量越多,因此最终的质量也越高," -"但代价是消耗性能。设为 [code]Ultra[/code] 会使用 [member rendering/" -"environment/ssil/adaptive_target] 设置。" +"设置屏幕空间间接照明效果的质量。值越高,采样数量越多,因此最终的质量也越高,但" +"代价是消耗性能。设为 [code]Ultra[/code] 会使用 [member rendering/environment/" +"ssil/adaptive_target] 设置。" msgid "" "Scales the distance over which samples are taken for subsurface scattering " @@ -80477,9 +89029,9 @@ msgid "" "subsurface scattering scale at runtime, call [method RenderingServer." "sub_surface_scattering_set_scale] instead." msgstr "" -"缩放对次表面散射效果进行采样的距离。更改该值不会影响性能;但较高的值将导致明" -"显的伪影,因为样本将变得明显分散。较低的值会导致散射光的散布更小。另见 " -"[member rendering/environment/subsurface_scattering/" +"缩放对次表面散射效果进行采样的距离。更改该值不会影响性能;但较高的值将导致明显" +"的伪影,因为样本将变得明显分散。较低的值会导致散射光的散布更小。另见 [member " +"rendering/environment/subsurface_scattering/" "subsurface_scattering_depth_scale]。\n" "[b]注意:[/b]这个属性仅在项目启动时读取。如果要在运行时设置次表面散射缩放,请" "改为调用 [method RenderingServer.sub_surface_scattering_set_scale]。" @@ -80489,8 +89041,8 @@ msgid "" "substantially blurs the fog which reduces fine details but also smooths out " "harsh edges and aliasing artifacts. Disable when more detail is required." msgstr "" -"在积分之前启用体积雾效果的过滤。这大大模糊了雾,减少了精细的细节,但也平滑了" -"粗糙的边缘和锯齿伪影。当需要更多细节时禁用。" +"在积分之前启用体积雾效果的过滤。这大大模糊了雾,减少了精细的细节,但也平滑了粗" +"糙的边缘和锯齿伪影。当需要更多细节时禁用。" msgid "" "Number of slices to use along the depth of the froxel buffer for volumetric " @@ -80498,8 +89050,8 @@ msgid "" "appearing during camera movement. See also [member Environment." "volumetric_fog_length]." msgstr "" -"沿着片段体素缓冲区的深度使用的切片数量,用于体积雾。较小的数字会更有效,但可" -"能会导致相机移动时出现伪影。另请参阅 [member Environment." +"沿着片段体素缓冲区的深度使用的切片数量,用于体积雾。较小的数字会更有效,但可能" +"会导致相机移动时出现伪影。另请参阅 [member Environment." "volumetric_fog_length]。" msgid "" @@ -80508,17 +89060,17 @@ msgid "" "values may differ from what is set. Set a larger size for more detailed fog, " "set a smaller size for better performance." msgstr "" -"用于确定相机 X 轴和 Y 轴中片段体素缓冲区大小的基本大小。最终大小按屏幕的长宽" -"比缩放,因此实际值可能与设置的值不同。设置较大的大小,以获得更详细的雾;设置" -"较小的大小,以获得更好的性能。" +"用于确定相机 X 轴和 Y 轴中片段体素缓冲区大小的基本大小。最终大小按屏幕的长宽比" +"缩放,因此实际值可能与设置的值不同。设置较大的大小,以获得更详细的雾;设置较小" +"的大小,以获得更好的性能。" msgid "" "Sets the driver to be used by the renderer when using the Compatibility " "renderer. This property can not be edited directly, instead, set the driver " "using the platform-specific overrides." msgstr "" -"设置渲染器驱动程序,在使用 Compatibility(兼容性)渲染器时使用。这个属性不能" -"直接编辑,请改用特定平台的覆盖项来设置驱动程序。" +"设置渲染器驱动程序,在使用 Compatibility(兼容性)渲染器时使用。这个属性不能直" +"接编辑,请改用特定平台的覆盖项来设置驱动程序。" msgid "Android override for [member rendering/gl_compatibility/driver]." msgstr "[member rendering/gl_compatibility/driver] 在 Android 的覆盖项。" @@ -80545,18 +89097,29 @@ msgid "" "Increase this limit if you find that not all objects are being drawn in a " "frame." msgstr "" -"单次视口更新中能够绘制的画布项目命令的最大数量。如果发出了更多的渲染命令,就" -"会被忽略。降低这个限制可以在带宽有限的设备上提高性能。如果你发现不是所有的对" -"象都在同一帧中被绘制,请提高这个限制。" +"单次视口更新中能够绘制的画布项目命令的最大数量。如果发出了更多的渲染命令,就会" +"被忽略。降低这个限制可以在带宽有限的设备上提高性能。如果你发现不是所有的对象都" +"在同一帧中被绘制,请提高这个限制。" + +msgid "" +"If [code]true[/code], disables the threaded optimization feature from the " +"NVIDIA drivers, which are known to cause stuttering in most OpenGL " +"applications.\n" +"[b]Note:[/b] This setting only works on Windows, as threaded optimization is " +"disabled by default on other platforms." +msgstr "" +"如果为 [code]true[/code],则禁用 NVIDIA 驱动的多线程优化功能,这个功能会导致大" +"多数 OpenGL 应用的卡顿。\n" +"[b]注意:[/b]这个设置仅在 Windows 上有效,因为在其他平台上多线程优化默认都是关" +"闭的。" msgid "" "If [code]true[/code], renders [VoxelGI] and SDFGI ([member Environment." "sdfgi_enabled]) buffers at halved resolution (e.g. 960×540 when the viewport " "size is 1920×1080). This improves performance significantly when VoxelGI or " "SDFGI is enabled, at the cost of artifacts that may be visible on polygon " -"edges. The loss in quality becomes less noticeable as the viewport " -"resolution increases. [LightmapGI] rendering is not affected by this " -"setting.\n" +"edges. The loss in quality becomes less noticeable as the viewport resolution " +"increases. [LightmapGI] rendering is not affected by this setting.\n" "[b]Note:[/b] This property is only read when the project starts. To set half-" "resolution GI at run-time, call [method RenderingServer." "gi_set_use_half_resolution] instead." @@ -80566,17 +89129,16 @@ msgstr "" "960×540)。当启用 VoxelGI 或 SDFGI 时,这会显著提高性能,但代价是多边形边缘上" "可能会出现可见的伪影。随着视口分辨率的增加,质量损失变得不那么明显。" "[LightmapGI] 渲染不受该设置的影响。\n" -"[b]注意:[/b]只有在项目启动时该属性才会被读取。要在运行时设置半分辨率 GI,请" -"改为调用 [method RenderingServer.gi_set_use_half_resolution]。" +"[b]注意:[/b]只有在项目启动时该属性才会被读取。要在运行时设置半分辨率 GI,请改" +"为调用 [method RenderingServer.gi_set_use_half_resolution]。" msgid "" "The maximum number of rays that can be thrown per pass when baking lightmaps " -"with [LightmapGI]. Depending on the scene, adjusting this value may result " -"in higher GPU utilization when baking lightmaps, leading to faster bake " -"times." +"with [LightmapGI]. Depending on the scene, adjusting this value may result in " +"higher GPU utilization when baking lightmaps, leading to faster bake times." msgstr "" -"使用 [LightmapGI] 烘焙光照贴图时,每阶段可以投射的最大光线数。根据场景的不" -"同,调整此值可能会在烘焙光照贴图时提高 GPU 利用率,从而加快烘焙时间。" +"使用 [LightmapGI] 烘焙光照贴图时,每阶段可以投射的最大光线数。根据场景的不同," +"调整此值可能会在烘焙光照贴图时提高 GPU 利用率,从而加快烘焙时间。" msgid "" "The maximum number of rays that can be thrown per pass when baking dynamic " @@ -80596,15 +89158,15 @@ msgid "" "[LightmapProbe]s when [member LightmapGI.quality] is [constant LightmapGI." "BAKE_QUALITY_HIGH]." msgstr "" -"当 [member LightmapGI.quality] 为 [constant LightmapGI.BAKE_QUALITY_HIGH] " -"时,用于在 [LightmapProbe] 中烘焙动态对象光照的光线数。" +"当 [member LightmapGI.quality] 为 [constant LightmapGI.BAKE_QUALITY_HIGH] 时," +"用于在 [LightmapProbe] 中烘焙动态对象光照的光线数。" msgid "" -"The number of rays to use for baking lightmaps with [LightmapGI] when " -"[member LightmapGI.quality] is [constant LightmapGI.BAKE_QUALITY_HIGH]." +"The number of rays to use for baking lightmaps with [LightmapGI] when [member " +"LightmapGI.quality] is [constant LightmapGI.BAKE_QUALITY_HIGH]." msgstr "" -"当 [member LightmapGI.quality] 为 [constant LightmapGI.BAKE_QUALITY_HIGH] " -"时,用于使用 [LightmapGI] 烘焙光照贴图的光线数。" +"当 [member LightmapGI.quality] 为 [constant LightmapGI.BAKE_QUALITY_HIGH] 时," +"用于使用 [LightmapGI] 烘焙光照贴图的光线数。" msgid "" "The number of rays to use for baking dynamic object lighting in " @@ -80615,8 +89177,8 @@ msgstr "" "用于在 [LightmapProbe] 中烘焙动态对象光照的光线数。" msgid "" -"The number of rays to use for baking lightmaps with [LightmapGI] when " -"[member LightmapGI.quality] is [constant LightmapGI.BAKE_QUALITY_LOW]." +"The number of rays to use for baking lightmaps with [LightmapGI] when [member " +"LightmapGI.quality] is [constant LightmapGI.BAKE_QUALITY_LOW]." msgstr "" "当 [member LightmapGI.quality] 为 [constant LightmapGI.BAKE_QUALITY_LOW] 时," "用于使用 [LightmapGI] 烘焙光照贴图的光线数。" @@ -80630,8 +89192,8 @@ msgstr "" "时,用于在 [LightmapProbe] 中烘焙动态对象光照的光线数。" msgid "" -"The number of rays to use for baking lightmaps with [LightmapGI] when " -"[member LightmapGI.quality] is [constant LightmapGI.BAKE_QUALITY_MEDIUM]." +"The number of rays to use for baking lightmaps with [LightmapGI] when [member " +"LightmapGI.quality] is [constant LightmapGI.BAKE_QUALITY_MEDIUM]." msgstr "" "当 [member LightmapGI.quality] 为 [constant LightmapGI.BAKE_QUALITY_MEDIUM] " "时,用于使用 [LightmapGI] 烘焙光照贴图的光线数。" @@ -80645,16 +89207,15 @@ msgstr "" "时,用于在 [LightmapProbe] 中烘焙动态对象光照的光线数。" msgid "" -"The number of rays to use for baking lightmaps with [LightmapGI] when " -"[member LightmapGI.quality] is [constant LightmapGI.BAKE_QUALITY_ULTRA]." +"The number of rays to use for baking lightmaps with [LightmapGI] when [member " +"LightmapGI.quality] is [constant LightmapGI.BAKE_QUALITY_ULTRA]." msgstr "" "当 [member LightmapGI.quality] 为 [constant LightmapGI.BAKE_QUALITY_ULTRA] " "时,用于使用 [LightmapGI] 烘焙光照贴图的光线数。" msgid "" -"The texel_size that is used to calculate the [member Mesh." -"lightmap_size_hint] on [PrimitiveMesh] resources if [member PrimitiveMesh." -"add_uv2] is enabled." +"The texel_size that is used to calculate the [member Mesh.lightmap_size_hint] " +"on [PrimitiveMesh] resources if [member PrimitiveMesh.add_uv2] is enabled." msgstr "" "用于计算启用了 [member PrimitiveMesh.add_uv2] 的 [PrimitiveMesh] 资源上的 " "[member Mesh.lightmap_size_hint] 的体素大小。" @@ -80667,8 +89228,8 @@ msgid "" "flickering when an object moves from a bright area to a shaded area." msgstr "" "当表示来自 [LightmapProbe] 的动态对象光照时,与帧速率无关的更新速度。较高的值" -"使动态对象光照更新更快。较高的值可以防止快速移动的对象在其上显示“过时的”间接" -"光照,但代价是当对象从明亮区域移动到阴影区域时可能会出现闪烁。" +"使动态对象光照更新更快。较高的值可以防止快速移动的对象在其上显示“过时的”间接光" +"照,但代价是当对象从明亮区域移动到阴影区域时可能会出现闪烁。" msgid "" "Lower-end override for [member rendering/lights_and_shadows/" @@ -80694,13 +89255,13 @@ msgid "" msgstr "" "[DirectionalLight3D] 投射的阴影的质量设置。质量设置地越高,从阴影贴图读取的样" "本越多,因此速度也越慢。质量设置地较低时,可能会导致阴影看起来有颗粒感。\n" -"[b]注意:[/b]Soft Very Low 设置会自动将[i]常量[/i]的阴影模糊乘以 0.75 倍,从" -"而减少可见的噪点。这种对自动模糊的更改仅影响 [member Light3D.shadow_blur] 中" -"定义的常量模糊系数,不影响 [DirectionalLight3D] 的 [member Light3D." +"[b]注意:[/b]Soft Very Low 设置会自动将[i]常量[/i]的阴影模糊乘以 0.75 倍,从而" +"减少可见的噪点。这种对自动模糊的更改仅影响 [member Light3D.shadow_blur] 中定义" +"的常量模糊系数,不影响 [DirectionalLight3D] 的 [member Light3D." "light_angular_distance] 执行的可变模糊。\n" -"[b]注意:[/b]Soft High 和 Soft Ultra 设置,会自动将[i]常量[/i]的阴影模糊分别" -"乘以 1.5 倍和 2 倍,从而更好地利用增加的样本数。这种对模糊的提升还改善了动态" -"对象阴影的稳定性。" +"[b]注意:[/b]Soft High 和 Soft Ultra 设置,会自动将[i]常量[/i]的阴影模糊分别乘" +"以 1.5 倍和 2 倍,从而更好地利用增加的样本数。这种对模糊的提升还改善了动态对象" +"阴影的稳定性。" msgid "" "Lower-end override for [member rendering/lights_and_shadows/" @@ -80716,22 +89277,20 @@ msgid "" msgstr "阴影贴图的细分象限大小。请参阅阴影映射文档。" msgid "" -"Size for shadow atlas (used for OmniLights and SpotLights). See " -"documentation." +"Size for shadow atlas (used for OmniLights and SpotLights). See documentation." msgstr "阴影图集的大小(用于 OmniLight 和 SpotLight)。请参阅文档。" msgid "" -"Lower-end override for [member rendering/lights_and_shadows/" -"positional_shadow/atlas_size] on mobile devices, due to performance concerns " -"or driver support." +"Lower-end override for [member rendering/lights_and_shadows/positional_shadow/" +"atlas_size] on mobile devices, due to performance concerns or driver support." msgstr "" "由于性能和驱动支持,在移动设备上会对 [member rendering/lights_and_shadows/" "positional_shadow/atlas_size] 以低配数值覆盖。" msgid "" -"Quality setting for shadows cast by [OmniLight3D]s and [SpotLight3D]s. " -"Higher quality settings use more samples when reading from shadow maps and " -"are thus slower. Low quality settings may result in shadows looking grainy.\n" +"Quality setting for shadows cast by [OmniLight3D]s and [SpotLight3D]s. Higher " +"quality settings use more samples when reading from shadow maps and are thus " +"slower. Low quality settings may result in shadows looking grainy.\n" "[b]Note:[/b] The Soft Very Low setting will automatically multiply " "[i]constant[/i] shadow blur by 0.75x to reduce the amount of noise visible. " "This automatic blur change only affects the constant blur factor defined in " @@ -80743,78 +89302,77 @@ msgid "" "dynamic object shadows." msgstr "" "[OmniLight3D] 和 [SpotLight3D] 投射的阴影的质量设置。质量设置地越高,从阴影贴" -"图读取的样本越多,因此速度也越慢。质量设置地较低时,可能会导致阴影看起来有颗" -"粒感。\n" -"[b]注意:[/b]Soft Very Low 设置会自动将[i]常量[/i]的阴影模糊乘以 0.75 倍,从" -"而减少可见的噪点。这种对自动模糊的更改仅影响 [member Light3D.shadow_blur] 中" -"定义的常量模糊系数,不影响 [DirectionalLight3D] 的 [member Light3D." +"图读取的样本越多,因此速度也越慢。质量设置地较低时,可能会导致阴影看起来有颗粒" +"感。\n" +"[b]注意:[/b]Soft Very Low 设置会自动将[i]常量[/i]的阴影模糊乘以 0.75 倍,从而" +"减少可见的噪点。这种对自动模糊的更改仅影响 [member Light3D.shadow_blur] 中定义" +"的常量模糊系数,不影响 [DirectionalLight3D] 的 [member Light3D." "light_angular_distance] 执行的可变模糊。\n" "[b]注意:[/b]Soft High 和 Soft Ultra 设置,会自动将阴影模糊分别乘以 1.5 倍和 " "2 倍,从而更好地利用增加的样本数。这种对模糊的提升还改善了动态对象阴影的稳定" "性。" msgid "" -"Lower-end override for [member rendering/lights_and_shadows/" -"positional_shadow/soft_shadow_filter_quality] on mobile devices, due to " -"performance concerns or driver support." +"Lower-end override for [member rendering/lights_and_shadows/positional_shadow/" +"soft_shadow_filter_quality] on mobile devices, due to performance concerns or " +"driver support." msgstr "" "由于性能和驱动支持,在移动设备上会对 [member rendering/lights_and_shadows/" "positional_shadow/soft_shadow_filter_quality] 以低配数值覆盖。" msgid "" -"Enables the use of physically based units for light sources. Physically " -"based units tend to be much larger than the arbitrary units used by Godot, " -"but they can be used to match lighting within Godot to real-world lighting. " -"Due to the large dynamic range of lighting conditions present in nature, " -"Godot bakes exposure into the various lighting quantities before rendering. " -"Most light sources bake exposure automatically at run time based on the " -"active [CameraAttributes] resource, but [LightmapGI] and [VoxelGI] require a " +"Enables the use of physically based units for light sources. Physically based " +"units tend to be much larger than the arbitrary units used by Godot, but they " +"can be used to match lighting within Godot to real-world lighting. Due to the " +"large dynamic range of lighting conditions present in nature, Godot bakes " +"exposure into the various lighting quantities before rendering. Most light " +"sources bake exposure automatically at run time based on the active " +"[CameraAttributes] resource, but [LightmapGI] and [VoxelGI] require a " "[CameraAttributes] resource to be set at bake time to reduce the dynamic " "range. At run time, Godot will automatically reconcile the baked exposure " "with the active exposure to ensure lighting remains consistent." msgstr "" "允许对光源使用基于物理的单位。基于物理的单位往往比 Godot 使用的任意单位大得" "多,但它们可用于将 Godot 内的照明与真实世界的照明相匹配。由于自然界中照明条件" -"的动态范围很大,Godot 在渲染之前会将曝光量烘焙到各种照明量中。大多数光源在运" -"行时根据活动的 [CameraAttributes] 资源自动烘焙曝光,但 [LightmapGI] 和 " +"的动态范围很大,Godot 在渲染之前会将曝光量烘焙到各种照明量中。大多数光源在运行" +"时根据活动的 [CameraAttributes] 资源自动烘焙曝光,但 [LightmapGI] 和 " "[VoxelGI] 需要在烘焙时设置 [CameraAttributes] 资源以减少动态范围。在运行时," "Godot 将自动协调烘焙的曝光与活动的曝光,以确保照明保持一致。" msgid "" "The maximum number of clustered elements ([OmniLight3D] + [SpotLight3D] + " -"[Decal] + [ReflectionProbe]) that can be rendered at once in the camera " -"view. If there are more clustered elements present in the camera view, some " -"of them will not be rendered (leading to pop-in during camera movement). " -"Enabling distance fade on lights and decals ([member Light3D." -"distance_fade_enabled], [member Decal.distance_fade_enabled]) can help avoid " -"reaching this limit.\n" +"[Decal] + [ReflectionProbe]) that can be rendered at once in the camera view. " +"If there are more clustered elements present in the camera view, some of them " +"will not be rendered (leading to pop-in during camera movement). Enabling " +"distance fade on lights and decals ([member Light3D.distance_fade_enabled], " +"[member Decal.distance_fade_enabled]) can help avoid reaching this limit.\n" "Decreasing this value may improve GPU performance on certain setups, even if " "the maximum number of clustered elements is never reached in the project.\n" -"[b]Note:[/b] This setting is only effective when using the Forward+ " -"rendering method, not Mobile and Compatibility." +"[b]Note:[/b] This setting is only effective when using the Forward+ rendering " +"method, not Mobile and Compatibility." msgstr "" -"可以在相机视图中一次渲染的集群元素([OmniLight3D] + [SpotLight3D] + [Decal] " -"+ [ReflectionProbe])的最大数量。如果相机视图中存在更多的集群元素,其中一些将" -"不会被渲染(导致在相机移动期间弹出)。在灯光和贴花上启用距离淡入淡出" -"([member Light3D.distance_fade_enabled]、[member Decal." -"distance_fade_enabled])有助于避免达到该限制。\n" +"可以在相机视图中一次渲染的集群元素([OmniLight3D] + [SpotLight3D] + [Decal] + " +"[ReflectionProbe])的最大数量。如果相机视图中存在更多的集群元素,其中一些将不" +"会被渲染(导致在相机移动期间弹出)。在灯光和贴花上启用距离淡入淡出([member " +"Light3D.distance_fade_enabled]、[member Decal.distance_fade_enabled])有助于避" +"免达到该限制。\n" "减小该值可能会提高某些设置的 GPU 性能,即使在项目中从未达到集群元素最大数量也" "是如此。\n" "[b]注意:[/b]该设置仅在使用 Forward+ 渲染方式时有效,对 Mobile 和 " "Compatibility 无效。" msgid "" -"Max number of omnilights and spotlights renderable per object. At the " -"default value of 8, this means that each surface can be affected by up to 8 " +"Max number of omnilights and spotlights renderable per object. At the default " +"value of 8, this means that each surface can be affected by up to 8 " "omnilights and 8 spotlights. This is further limited by hardware support and " -"[member rendering/limits/opengl/max_renderable_lights]. Setting this low " -"will slightly reduce memory usage, may decrease shader compile times, and " -"may result in faster rendering on low-end, mobile, or web devices.\n" +"[member rendering/limits/opengl/max_renderable_lights]. Setting this low will " +"slightly reduce memory usage, may decrease shader compile times, and may " +"result in faster rendering on low-end, mobile, or web devices.\n" "[b]Note:[/b] This setting is only effective when using the Compatibility " "rendering method, not Forward+ and Mobile." msgstr "" -"每个对象可渲染的全向灯和聚光灯的最大数量。默认值为 8,这意味着每个表面最多可" -"受到 8 个全向灯和 8 个聚光灯影响。这进一步受到硬件支持和 [member rendering/" +"每个对象可渲染的全向灯和聚光灯的最大数量。默认值为 8,这意味着每个表面最多可受" +"到 8 个全向灯和 8 个聚光灯影响。这进一步受到硬件支持和 [member rendering/" "limits/opengl/max_renderable_lights] 的限制。将该设置得较低会略微减少内存使" "用,可能会减少着色器编译时间,并可能导致在低端、移动或 Web 设备上的渲染速度更" "快。\n" @@ -80830,10 +89388,10 @@ msgid "" "[b]Note:[/b] This setting is only effective when using the Compatibility " "rendering method, not Forward+ and Mobile." msgstr "" -"一帧中可渲染的最大元素数。如果每帧可见的元素多于此,则不会绘制它们。请记住," -"元素指的是网格表面,而不是网格本身。将此值设置得较低会略微减少内存使用量,并" -"可能减少着色器编译时间,尤其是在 Web 上。对于大多数用途,默认值是合适的,但" -"在 Web 导出时可考虑尽可能降低。\n" +"一帧中可渲染的最大元素数。如果每帧可见的元素多于此,则不会绘制它们。请记住,元" +"素指的是网格表面,而不是网格本身。将此值设置得较低会略微减少内存使用量,并可能" +"减少着色器编译时间,尤其是在 Web 上。对于大多数用途,默认值是合适的,但在 Web " +"导出时可考虑尽可能降低。\n" "[b]注意:[/b]该设置仅在支持 Compatibility 渲染方式,不支持 Forward+ 和 " "Mobile。" @@ -80846,33 +89404,33 @@ msgid "" "[b]Note:[/b] This setting is only effective when using the Compatibility " "rendering method, not Forward+ and Mobile." msgstr "" -"一帧中可渲染的定位灯的最大数量。如果使用的灯多于此数量,则它们将被忽略。将此" -"值设置得较低会略微减少内存使用量,并可能减少着色器编译时间,尤其是在 Web 上。" -"对于大多数用途,默认值是合适的,但在 Web 导出时可考虑尽可能降低。\n" +"一帧中可渲染的定位灯的最大数量。如果使用的灯多于此数量,则它们将被忽略。将此值" +"设置得较低会略微减少内存使用量,并可能减少着色器编译时间,尤其是在 Web 上。对" +"于大多数用途,默认值是合适的,但在 Web 导出时可考虑尽可能降低。\n" "[b]注意:[/b]该设置仅在支持 Compatibility 渲染方式,不支持 Forward+ 和 " "Mobile。" msgid "" "The automatic LOD bias to use for meshes rendered within the " "[ReflectionProbe]. Higher values will use less detailed versions of meshes " -"that have LOD variations generated. If set to [code]0.0[/code], automatic " -"LOD is disabled. Increase [member rendering/mesh_lod/lod_change/" -"threshold_pixels] to improve performance at the cost of geometry detail.\n" -"[b]Note:[/b] [member rendering/mesh_lod/lod_change/threshold_pixels] does " -"not affect [GeometryInstance3D] visibility ranges (also known as \"manual\" " -"LOD or hierarchical LOD).\n" +"that have LOD variations generated. If set to [code]0.0[/code], automatic LOD " +"is disabled. Increase [member rendering/mesh_lod/lod_change/threshold_pixels] " +"to improve performance at the cost of geometry detail.\n" +"[b]Note:[/b] [member rendering/mesh_lod/lod_change/threshold_pixels] does not " +"affect [GeometryInstance3D] visibility ranges (also known as \"manual\" LOD " +"or hierarchical LOD).\n" "[b]Note:[/b] This property is only read when the project starts. To adjust " "the automatic LOD threshold at runtime, set [member Viewport." "mesh_lod_threshold] on the root [Viewport]." msgstr "" "用于 [ReflectionProbe] 中渲染的网格的自动 LOD 偏置。较高的值将使用生成了 LOD " -"变化的不太详细的网格版本。如果设置为 [code]0.0[/code],则自动 LOD 将被禁用。" -"增加 [member rendering/mesh_lod/lod_change/threshold_pixels] 以牺牲几何细节为" -"代价提高性能。\n" +"变化的不太详细的网格版本。如果设置为 [code]0.0[/code],则自动 LOD 将被禁用。增" +"加 [member rendering/mesh_lod/lod_change/threshold_pixels] 以牺牲几何细节为代" +"价提高性能。\n" "[b]注意:[/b][member rendering/mesh_lod/lod_change/threshold_pixels] 不影响 " "[GeometryInstance3D] 可见性范围(也称为“手动”LOD 或分层 LOD)。\n" -"[b]注意:[/b]只有在项目启动时该属性才会被读取。要在运行时调整自动 LOD 阈值," -"请在根 [Viewport] 上设置 [member Viewport.mesh_lod_threshold]。" +"[b]注意:[/b]只有在项目启动时该属性才会被读取。要在运行时调整自动 LOD 阈值,请" +"在根 [Viewport] 上设置 [member Viewport.mesh_lod_threshold]。" msgid "" "The [url=https://en.wikipedia.org/wiki/Bounding_volume_hierarchy]Bounding " @@ -80885,16 +89443,16 @@ msgid "" "viewport_set_occlusion_culling_build_quality]." msgstr "" "渲染遮挡剔除缓冲区时使用的 [url=https://en.wikipedia.org/wiki/" -"Bounding_volume_hierarchy]BVH[/url] 质量。值越高,得到的遮挡剔除越精确,但代" -"价是 CPU 使用率也越高。另见 [member rendering/occlusion_culling/" +"Bounding_volume_hierarchy]BVH[/url] 质量。值越高,得到的遮挡剔除越精确,但代价" +"是 CPU 使用率也越高。另见 [member rendering/occlusion_culling/" "occlusion_rays_per_thread]。\n" -"[b]注意:[/b]这个属性仅在项目启动时读取。如果要在运行时调整 BVH 构建质量,请" -"使用 [method RenderingServer.viewport_set_occlusion_culling_build_quality]。" +"[b]注意:[/b]这个属性仅在项目启动时读取。如果要在运行时调整 BVH 构建质量,请使" +"用 [method RenderingServer.viewport_set_occlusion_culling_build_quality]。" msgid "" -"The number of occlusion rays traced per CPU thread. Higher values will " -"result in more accurate occlusion culling, at the cost of higher CPU usage. " -"The occlusion culling buffer's pixel count is roughly equal to " +"The number of occlusion rays traced per CPU thread. Higher values will result " +"in more accurate occlusion culling, at the cost of higher CPU usage. The " +"occlusion culling buffer's pixel count is roughly equal to " "[code]occlusion_rays_per_thread * number_of_logical_cpu_cores[/code], so it " "will depend on the system's CPU. Therefore, CPUs with fewer cores will use a " "lower resolution to attempt keeping performance costs even across devices. " @@ -80905,38 +89463,38 @@ msgid "" msgstr "" "每个 CPU 线程所追踪的剔除射线数量。更高的值将导致更准确的遮挡剔除,但代价是更" "高的 CPU 使用率。遮挡剔除缓冲区的像素数大致等于 " -"[code]occlusion_rays_per_thread * number_of_logical_cpu_cores[/code],因此它" -"取决于系统的 CPU。因此,内核较少的 CPU 将使用较低的分辨率,来尝试保持跨设备的" -"性能成本。另见 [member rendering/occlusion_culling/bvh_build_quality]。\n" +"[code]occlusion_rays_per_thread * number_of_logical_cpu_cores[/code],因此它取" +"决于系统的 CPU。因此,内核较少的 CPU 将使用较低的分辨率,来尝试保持跨设备的性" +"能成本。另见 [member rendering/occlusion_culling/bvh_build_quality]。\n" "[b]注意:[/b]这个属性仅在项目启动时读取。如果要在运行时调整每个线程所追踪的剔" "除射线数量,请使用 [method RenderingServer." "viewport_set_occlusion_rays_per_thread]。" msgid "" -"If [code]true[/code], [OccluderInstance3D] nodes will be usable for " -"occlusion culling in 3D in the root viewport. In custom viewports, [member " -"Viewport.use_occlusion_culling] must be set to [code]true[/code] instead.\n" +"If [code]true[/code], [OccluderInstance3D] nodes will be usable for occlusion " +"culling in 3D in the root viewport. In custom viewports, [member Viewport." +"use_occlusion_culling] must be set to [code]true[/code] instead.\n" "[b]Note:[/b] Enabling occlusion culling has a cost on the CPU. Only enable " "occlusion culling if you actually plan to use it. Large open scenes with few " "or no objects blocking the view will generally not benefit much from " -"occlusion culling. Large open scenes generally benefit more from mesh LOD " -"and visibility ranges ([member GeometryInstance3D.visibility_range_begin] " -"and [member GeometryInstance3D.visibility_range_end]) compared to occlusion " +"occlusion culling. Large open scenes generally benefit more from mesh LOD and " +"visibility ranges ([member GeometryInstance3D.visibility_range_begin] and " +"[member GeometryInstance3D.visibility_range_end]) compared to occlusion " "culling." msgstr "" -"如果为 [code]true[/code],则 [OccluderInstance3D] 节点在根视口的 3D 遮挡剔除" -"中可用。对于自定义视口,必须改为将 [member Viewport.use_occlusion_culling] 设" -"为 [code]true[/code]。\n" -"[b]注意:[/b]启用遮挡剔除会消耗 CPU 资源。请只在打算使用时启用遮挡剔除。阻挡" -"视线的对象很少或根本不存在的大型开放场景通常不会因遮挡剔除而获得什么优化。相" -"对于遮挡剔除,大型开放场景通常能够从网格 LOD 和可见范围([member " +"如果为 [code]true[/code],则 [OccluderInstance3D] 节点在根视口的 3D 遮挡剔除中" +"可用。对于自定义视口,必须改为将 [member Viewport.use_occlusion_culling] 设为 " +"[code]true[/code]。\n" +"[b]注意:[/b]启用遮挡剔除会消耗 CPU 资源。请只在打算使用时启用遮挡剔除。阻挡视" +"线的对象很少或根本不存在的大型开放场景通常不会因遮挡剔除而获得什么优化。相对于" +"遮挡剔除,大型开放场景通常能够从网格 LOD 和可见范围([member " "GeometryInstance3D.visibility_range_begin] 和 [member GeometryInstance3D." "visibility_range_end])中获益。" msgid "" "Number of cubemaps to store in the reflection atlas. The number of " -"[ReflectionProbe]s in a scene will be limited by this amount. A higher " -"number requires more VRAM." +"[ReflectionProbe]s in a scene will be limited by this amount. A higher number " +"requires more VRAM." msgstr "" "存储在反射图集中的立方体贴图数量。场景中的 [ReflectionProbe] 数量受此数量限" "制。数字越高,所需的显存越多。" @@ -80945,8 +89503,8 @@ msgid "" "Size of cubemap faces for [ReflectionProbe]s. A higher number requires more " "VRAM and may make reflection probe updating slower." msgstr "" -"[ReflectionProbe] 的立方体贴图面的大小。数字越大,所需的显存越多,并且反射探" -"针的更新也可能变得越慢。" +"[ReflectionProbe] 的立方体贴图面的大小。数字越大,所需的显存越多,并且反射探针" +"的更新也可能变得越慢。" msgid "" "Lower-end override for [member rendering/reflections/reflection_atlas/" @@ -80961,36 +89519,34 @@ msgid "" "slower than using default quality, but results in smoother reflections. " "Should only be used when the scene is especially detailed." msgstr "" -"使用快速过滤算法的更高质量变体。明显比使用默认质量慢,但会产生更平滑的反射。" -"只应在场景特别详细时使用。" +"使用快速过滤算法的更高质量变体。明显比使用默认质量慢,但会产生更平滑的反射。只" +"应在场景特别详细时使用。" msgid "" "Sets the number of samples to take when using importance sampling for [Sky]s " "and [ReflectionProbe]s. A higher value will result in smoother, higher " "quality reflections, but increases time to calculate radiance maps. In " -"general, fewer samples are needed for simpler, low dynamic range " -"environments while more samples are needed for HDR environments and " -"environments with a high level of detail." +"general, fewer samples are needed for simpler, low dynamic range environments " +"while more samples are needed for HDR environments and environments with a " +"high level of detail." msgstr "" -"设置在对 [Sky] 和 [ReflectionProbe] 使用重要性采样时要采用的样本数。较高的值" -"将导致更平滑、更高质量的反射,但会增加计算辐照度映射的时间。一般来说,更简单" -"的低动态范围环境需要更少的样本,而 HDR 环境和具有高细节层次的环境需要更多的样" -"本。" +"设置在对 [Sky] 和 [ReflectionProbe] 使用重要性采样时要采用的样本数。较高的值将" +"导致更平滑、更高质量的反射,但会增加计算辐照度映射的时间。一般来说,更简单的低" +"动态范围环境需要更少的样本,而 HDR 环境和具有高细节层次的环境需要更多的样本。" msgid "" "Lower-end override for [member rendering/reflections/sky_reflections/" -"ggx_samples] on mobile devices, due to performance concerns or driver " -"support." +"ggx_samples] on mobile devices, due to performance concerns or driver support." msgstr "" -"移动设备上 [member rendering/reflections/sky_reflections/ggx_samples] 的低端" -"覆盖项,出于性能问题或驱动程序支持的考虑。" +"移动设备上 [member rendering/reflections/sky_reflections/ggx_samples] 的低端覆" +"盖项,出于性能问题或驱动程序支持的考虑。" msgid "" "Limits the number of layers to use in radiance maps when using importance " "sampling. A lower number will be slightly faster and take up less VRAM." msgstr "" -"使用重要性采样时,限制在辐照度映射中使用的层数。较低的数字会稍微快一些,并且" -"会占用较少的 VRAM。" +"使用重要性采样时,限制在辐照度映射中使用的层数。较低的数字会稍微快一些,并且会" +"占用较少的 VRAM。" msgid "" "If [code]true[/code], uses texture arrays instead of mipmaps for reflection " @@ -81038,10 +89594,10 @@ msgid "Override for [member rendering/renderer/rendering_method] on web." msgstr "Web 平台的 [member rendering/renderer/rendering_method] 覆盖项。" msgid "" -"Sets the driver to be used by the renderer when using a RenderingDevice-" -"based renderer like the clustered renderer or the mobile renderer. This " -"property can not be edited directly, instead, set the driver using the " -"platform-specific overrides." +"Sets the driver to be used by the renderer when using a RenderingDevice-based " +"renderer like the clustered renderer or the mobile renderer. This property " +"can not be edited directly, instead, set the driver using the platform-" +"specific overrides." msgstr "" "设置渲染器驱动程序,在使用集群渲染器、移动渲染器等基于 RenderingDevice 的渲染" "器时使用。这个属性不能直接编辑,请改用特定平台的覆盖项来设置驱动程序。" @@ -81063,17 +89619,17 @@ msgstr "[member rendering/rendering_device/driver] 在 Windows 的覆盖项。" msgid "" "Determines how sharp the upscaled image will be when using the FSR upscaling " -"mode. Sharpness halves with every whole number. Values go from 0.0 " -"(sharpest) to 2.0. Values above 2.0 won't make a visible difference." +"mode. Sharpness halves with every whole number. Values go from 0.0 (sharpest) " +"to 2.0. Values above 2.0 won't make a visible difference." msgstr "" "决定使用 FSR 放大模式时放大图像的清晰度。每个整数的锐度减半。值从 0.0(最锐" "利)到 2.0。高于 2.0 的值不会产生明显的差异。" msgid "" -"Sets the scaling 3D mode. Bilinear scaling renders at different resolution " -"to either undersample or supersample the viewport. FidelityFX Super " -"Resolution 1.0, abbreviated to FSR, is an upscaling technology that produces " -"high quality images at fast framerates by using a spatially-aware upscaling " +"Sets the scaling 3D mode. Bilinear scaling renders at different resolution to " +"either undersample or supersample the viewport. FidelityFX Super Resolution " +"1.0, abbreviated to FSR, is an upscaling technology that produces high " +"quality images at fast framerates by using a spatially-aware upscaling " "algorithm. FSR is slightly more expensive than bilinear, but it produces " "significantly higher image quality. On particularly low-end GPUs, the added " "cost of FSR may not be worth it (compared to using bilinear scaling with a " @@ -81083,12 +89639,12 @@ msgid "" "will fall back to bilinear scaling." msgstr "" "设置缩放 3D 模式。双线性缩放以不同的分辨率渲染,以对视口进行欠采样或超采样。" -"FidelityFX 超分辨率(FidelityFX Super Resolution) 1.0,缩写为 FSR,是一种放" -"大技术,可通过使用一种空间感知放大算法,以快速帧速率生成高质量图像。FSR 比双" -"线性稍微贵一点,但它产生的图像质量明显更高。在特别低端的 GPU 上,FSR 的性价比" -"过低(与使用具有一个稍高分辨率缩放以匹配性能的双线性缩放相比)。\n" -"[b]注意:[/b]FSR 只在使用 Forward+ 渲染方式时有效,对 Mobile 或 " -"Compatibility 无效。如果使用不兼容的渲染方法,FSR 将回退到双线性缩放。" +"FidelityFX 超分辨率(FidelityFX Super Resolution) 1.0,缩写为 FSR,是一种放大" +"技术,可通过使用一种空间感知放大算法,以快速帧速率生成高质量图像。FSR 比双线性" +"稍微贵一点,但它产生的图像质量明显更高。在特别低端的 GPU 上,FSR 的性价比过低" +"(与使用具有一个稍高分辨率缩放以匹配性能的双线性缩放相比)。\n" +"[b]注意:[/b]FSR 只在使用 Forward+ 渲染方式时有效,对 Mobile 或 Compatibility " +"无效。如果使用不兼容的渲染方法,FSR 将回退到双线性缩放。" msgid "" "Scales the 3D render buffer based on the viewport size uses an image filter " @@ -81101,10 +89657,10 @@ msgid "" "antialiasing, which is significantly cheaper but only smooths the edges of " "polygons." msgstr "" -"根据视口大小缩放 3D 渲染缓冲区,使用 [member rendering/scaling_3d/mode] 中指" -"定的图像过滤器将输出图像缩放至完整的视口大小。比 [code]1.0[/code] 小的值可以" -"牺牲质量(欠采样)换取更高的 3D 渲染速度。比 [code]1.0[/code] 大的值仅对双线" -"性模式有效,可以大幅牺牲性能(超采样)换取 3D 渲染质量的提升。另见 [member " +"根据视口大小缩放 3D 渲染缓冲区,使用 [member rendering/scaling_3d/mode] 中指定" +"的图像过滤器将输出图像缩放至完整的视口大小。比 [code]1.0[/code] 小的值可以牺牲" +"质量(欠采样)换取更高的 3D 渲染速度。比 [code]1.0[/code] 大的值仅对双线性模式" +"有效,可以大幅牺牲性能(超采样)换取 3D 渲染质量的提升。另见 [member " "rendering/anti_aliasing/quality/msaa_3d] 多重采样抗锯齿,性能成本显著降低,但" "仅平滑多边形的边缘。" @@ -81112,12 +89668,12 @@ msgid "" "Enable the shader cache, which stores compiled shaders to disk to prevent " "stuttering from shader compilation the next time the shader is needed." msgstr "" -"启用着色器缓存,编译后的着色器会存储在磁盘上,防止在下次需要该着色器时因为编" -"译着色器而带来卡顿。" +"启用着色器缓存,编译后的着色器会存储在磁盘上,防止在下次需要该着色器时因为编译" +"着色器而带来卡顿。" msgid "" -"If [code]true[/code], uses faster but lower-quality Lambert material " -"lighting model instead of Burley." +"If [code]true[/code], uses faster but lower-quality Lambert material lighting " +"model instead of Burley." msgstr "" "如果为 [code]true[/code],则使用速度更快但质量较低的 Lambert 材质照明模型,不" "使用 Burley 模型。" @@ -81137,8 +89693,8 @@ msgid "" "[b]Note:[/b] This setting currently has no effect, as vertex shading is not " "implemented yet." msgstr "" -"如果为 [code]true[/code],为所有渲染强制顶点着色。这可以大大提高性能,但也会" -"极大地降低质量。可用于优化低端移动设备的性能。\n" +"如果为 [code]true[/code],为所有渲染强制顶点着色。这可以大大提高性能,但也会极" +"大地降低质量。可用于优化低端移动设备的性能。\n" "[b]注意:[/b]这个设置目前没有效果,因为顶点着色还没有实现。" msgid "" @@ -81160,54 +89716,53 @@ msgstr "[CanvasItem] 所使用的默认纹理重复模式。" msgid "" "The filtering quality to use for [Decal] nodes. When using one of the " -"anisotropic filtering modes, the anisotropic filtering level is controlled " -"by [member rendering/textures/default_filters/anisotropic_filtering_level]." +"anisotropic filtering modes, the anisotropic filtering level is controlled by " +"[member rendering/textures/default_filters/anisotropic_filtering_level]." msgstr "" -"[Decal] 节点的过滤质量。使用 Anisotropic(各向异性)过滤模式时,各向异性过滤" -"级别由 [member rendering/textures/default_filters/" -"anisotropic_filtering_level] 控制。" +"[Decal] 节点的过滤质量。使用 Anisotropic(各向异性)过滤模式时,各向异性过滤级" +"别由 [member rendering/textures/default_filters/anisotropic_filtering_level] " +"控制。" msgid "" "Sets the maximum number of samples to take when using anisotropic filtering " -"on textures (as a power of two). A higher sample count will result in " -"sharper textures at oblique angles, but is more expensive to compute. A " -"value of [code]0[/code] forcibly disables anisotropic filtering, even on " -"materials where it is enabled.\n" +"on textures (as a power of two). A higher sample count will result in sharper " +"textures at oblique angles, but is more expensive to compute. A value of " +"[code]0[/code] forcibly disables anisotropic filtering, even on materials " +"where it is enabled.\n" "The anisotropic filtering level also affects decals and light projectors if " "they are configured to use anisotropic filtering. See [member rendering/" "textures/decals/filter] and [member rendering/textures/light_projectors/" "filter].\n" -"[b]Note:[/b] For performance reasons, anisotropic filtering [i]is not " -"enabled by default[/i] on 2D and 3D materials. For this setting to have an " -"effect in 3D, set [member BaseMaterial3D.texture_filter] to [constant " -"BaseMaterial3D.TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC] or [constant " -"BaseMaterial3D.TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC] on " -"materials. For this setting to have an effect in 2D, set [member CanvasItem." -"texture_filter] to [constant CanvasItem." -"TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC] or [constant CanvasItem." -"TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC] on the [CanvasItem] node " -"displaying the texture (or in [CanvasTexture]). However, anisotropic " -"filtering is rarely useful in 2D, so only enable it for textures in 2D if it " -"makes a meaningful visual difference.\n" +"[b]Note:[/b] For performance reasons, anisotropic filtering [i]is not enabled " +"by default[/i] on 2D and 3D materials. For this setting to have an effect in " +"3D, set [member BaseMaterial3D.texture_filter] to [constant BaseMaterial3D." +"TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC] or [constant BaseMaterial3D." +"TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC] on materials. For this " +"setting to have an effect in 2D, set [member CanvasItem.texture_filter] to " +"[constant CanvasItem.TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC] or " +"[constant CanvasItem.TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC] on the " +"[CanvasItem] node displaying the texture (or in [CanvasTexture]). However, " +"anisotropic filtering is rarely useful in 2D, so only enable it for textures " +"in 2D if it makes a meaningful visual difference.\n" "[b]Note:[/b] This property is only read when the project starts. There is " "currently no way to change this setting at run-time." msgstr "" "设置在纹理上使用各向异性过滤时要采用的最大样本数(作为 2 的幂)。更高的采样数" "将导致倾斜角度的纹理更清晰,但计算成本更高。[code]0[/code] 的值会强制禁用各向" "异性过滤,即使在启用它的材质上也是如此。\n" -"如果贴花和投影器被配置为使用各向异性过滤,则各向异性过滤级别也会影响它们。请" -"参阅 [member rendering/textures/decals/filter] and [member rendering/" -"textures/light_projectors/filter]。\n" -"[b]注意:[/b]出于性能原因,各向异性过滤在 2D 和 3D 材质上[i]默认不启用[/i]。" -"要使该设置在 3D 中产生效果,请在材质上将 [member BaseMaterial3D." -"texture_filter] 设置为 [constant BaseMaterial3D." +"如果贴花和投影器被配置为使用各向异性过滤,则各向异性过滤级别也会影响它们。请参" +"阅 [member rendering/textures/decals/filter] and [member rendering/textures/" +"light_projectors/filter]。\n" +"[b]注意:[/b]出于性能原因,各向异性过滤在 2D 和 3D 材质上[i]默认不启用[/i]。要" +"使该设置在 3D 中产生效果,请在材质上将 [member BaseMaterial3D.texture_filter] " +"设置为 [constant BaseMaterial3D." "TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC] 或 [constant BaseMaterial3D." -"TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC]。要使该设置在 2D 中生效,请" -"在显示纹理的 [CanvasItem] 节点上(或 [CanvasTexture] 中)将 [member " -"CanvasItem.texture_filter] 设置为 [constant CanvasItem." +"TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC]。要使该设置在 2D 中生效,请在" +"显示纹理的 [CanvasItem] 节点上(或 [CanvasTexture] 中)将 [member CanvasItem." +"texture_filter] 设置为 [constant CanvasItem." "TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC] 或 [constant CanvasItem." -"TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC]。然而,各向异性过滤在 2D 中" -"并不实用,因此在 2D 中只有在它产生有意义的视觉差异时才对纹理启用它。\n" +"TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC]。然而,各向异性过滤在 2D 中并" +"不实用,因此在 2D 中只有在它产生有意义的视觉差异时才对纹理启用它。\n" "[b]注意:[/b]只有在项目启动时该属性才会被读取。目前无法在运行时更改该设置。" msgid "" @@ -81233,24 +89788,23 @@ msgstr "" "通过从更低或更高的 mipmap 中读取数据影响最终纹理的锐度(也叫“纹理 LOD 偏" "置”)。负值会让 mipmap 纹理更锐利,但从较远处观察时颗粒更明显,而正值会让 " "mipmap 纹理更模糊(即便凑近看也一样)。\n" -"启用时间抗锯齿([member rendering/anti_aliasing/quality/use_taa])会对这个值" -"应用 [code]-0.5[/code] 的偏移量,而启用 FXAA([member rendering/" -"anti_aliasing/quality/screen_space_aa])则会对这个值应用 [code]-0.25[/code] " -"的偏移量。如果同时启用 TAA 和 FXAA,则会对这个值应用 [code]-0.75[/code] 的偏" -"移量。\n" +"启用时间抗锯齿([member rendering/anti_aliasing/quality/use_taa])会对这个值应" +"用 [code]-0.5[/code] 的偏移量,而启用 FXAA([member rendering/anti_aliasing/" +"quality/screen_space_aa])则会对这个值应用 [code]-0.25[/code] 的偏移量。如果同" +"时启用 TAA 和 FXAA,则会对这个值应用 [code]-0.75[/code] 的偏移量。\n" "[b]注意:[/b]如果 [member rendering/scaling_3d/scale] 比 [code]1.0[/code] 小" "(包含),则会使用 [member rendering/textures/default_filters/" -"texture_mipmap_bias] 自动调整 mipmap 偏置,内部会根据缩放系数进行计算。公式" -"为 [code]log2(scaling_3d_scale) + mipmap_bias[/code]。\n" -"[b]注意:[/b]这个属性仅在项目启动时读取。要在运行时修改 Mipmap 的 LOD 偏置," -"请改为设置 [member Viewport.texture_mipmap_bias]。" +"texture_mipmap_bias] 自动调整 mipmap 偏置,内部会根据缩放系数进行计算。公式为 " +"[code]log2(scaling_3d_scale) + mipmap_bias[/code]。\n" +"[b]注意:[/b]这个属性仅在项目启动时读取。要在运行时修改 Mipmap 的 LOD 偏置,请" +"改为设置 [member Viewport.texture_mipmap_bias]。" msgid "" "If [code]true[/code], uses nearest-neighbor mipmap filtering when using " "mipmaps (also called \"bilinear filtering\"), which will result in visible " "seams appearing between mipmap stages. This may increase performance in " -"mobile as less memory bandwidth is used. If [code]false[/code], linear " -"mipmap filtering (also called \"trilinear filtering\") is used.\n" +"mobile as less memory bandwidth is used. If [code]false[/code], linear mipmap " +"filtering (also called \"trilinear filtering\") is used.\n" "[b]Note:[/b] This property is only read when the project starts. There is " "currently no way to change this setting at run-time." msgstr "" @@ -81274,8 +89828,8 @@ msgid "" "If [code]true[/code], the texture importer will import lossless textures " "using the PNG format. Otherwise, it will default to using WebP." msgstr "" -"如果为 [code]true[/code],纹理导入器将使用 PNG 格式导入无损纹理。否则默认使" -"用 WebP。" +"如果为 [code]true[/code],纹理导入器将使用 PNG 格式导入无损纹理。否则默认使用 " +"WebP。" msgid "" "The default compression method for WebP. Affects both lossy and lossless " @@ -81284,9 +89838,9 @@ msgid "" "Supported values are 0 to 6. Note that compression methods above 4 are very " "slow and offer very little savings." msgstr "" -"WebP 的默认压缩方法。影响有损和无损 WebP。较高的值会以压缩速度为代价产生较小" -"的文件。解压缩速度基本上不受压缩方法的影响。支持的值为 0 到 6。请注意,高于 " -"4 的压缩方法非常慢并且节省的空间很小。" +"WebP 的默认压缩方法。影响有损和无损 WebP。较高的值会以压缩速度为代价产生较小的" +"文件。解压缩速度基本上不受压缩方法的影响。支持的值为 0 到 6。请注意,高于 4 的" +"压缩方法非常慢并且节省的空间很小。" msgid "" "The default compression factor for lossless WebP. Decompression speed is " @@ -81336,8 +89890,8 @@ msgid "" msgstr "" "如果 [member rendering/vrs/mode] 为 [b]Texture[/b],则这是 VRS 图像所加载的默" "认纹理的路径。\n" -"该纹理[i]必须[/i]使用无损压缩格式,以便可以精确匹配颜色。以下 VRS 密度会映射" -"为各种颜色,较亮的颜色代表较低的着色精度。\n" +"该纹理[i]必须[/i]使用无损压缩格式,以便可以精确匹配颜色。以下 VRS 密度会映射为" +"各种颜色,较亮的颜色代表较低的着色精度。\n" "[codeblock]\n" "- 1x1 = rgb(0, 0, 0) - #000000\n" "- 1x2 = rgb(0, 85, 0) - #005500\n" @@ -81373,8 +89927,8 @@ msgid "" "If [code]true[/code], Godot will display an alert modal when OpenXR " "initialization fails on startup." msgstr "" -"如果为 [code]true[/code],则启动时如果 OpenXR 初始化失败,Godot 就会显示警告" -"弹框。" +"如果为 [code]true[/code],则启动时如果 OpenXR 初始化失败,Godot 就会显示警告弹" +"框。" msgid "" "If [code]true[/code], OpenXR will manage the depth buffer and use the depth " @@ -81382,9 +89936,9 @@ msgid "" "runtime. Note that some rendering features in Godot can't be used with this " "feature." msgstr "" -"如果为 [code]true[/code],则 OpenXR 会管理深度缓冲区,使用深度缓冲区进行高级" -"再投影,前提是 XR 运行时支持。请注意,Godot 中的部分渲染特性无法与该特性一同" -"使用。" +"如果为 [code]true[/code],则 OpenXR 会管理深度缓冲区,使用深度缓冲区进行高级再" +"投影,前提是 XR 运行时支持。请注意,Godot 中的部分渲染特性无法与该特性一同使" +"用。" msgid "" "Specify the view configuration with which to configure OpenXR setting up " @@ -81398,16 +89952,16 @@ msgid "Interpolates an [Object]'s property over time." msgstr "随时间对 [Object] 的属性进行插值。" msgid "" -"[PropertyTweener] is used to interpolate a property in an object. See " -"[method Tween.tween_property] for more usage information.\n" +"[PropertyTweener] is used to interpolate a property in an object. See [method " +"Tween.tween_property] for more usage information.\n" "[b]Note:[/b] [method Tween.tween_property] is the only correct way to create " "[PropertyTweener]. Any [PropertyTweener] created manually will not function " "correctly." msgstr "" "[PropertyTweener] 用于为对象的属性进行插值。详细的用法见 [method Tween." "tween_property]。\n" -"[b]注意:[/b][method Tween.tween_property] 是创建 [PropertyTweener] 的唯一正" -"确方法。任何手动创建的 [PropertyTweener] 都将无法正常运行。" +"[b]注意:[/b][method Tween.tween_property] 是创建 [PropertyTweener] 的唯一正确" +"方法。任何手动创建的 [PropertyTweener] 都将无法正常运行。" msgid "" "When called, the final value will be used as a relative value instead.\n" @@ -81456,8 +90010,8 @@ msgid "" "from_current()\n" "[/codeblock]" msgstr "" -"让该 [PropertyTweener] 使用当前属性值作为起点(即创建这个 [PropertyTweener] " -"时的值)。与使用当前值调用 [method from] 等价。以下两种调用方法效果相同:\n" +"让该 [PropertyTweener] 使用当前属性值作为起点(即创建这个 [PropertyTweener] 时" +"的值)。与使用当前值调用 [method from] 等价。以下两种调用方法效果相同:\n" "[codeblock]\n" "tween.tween_property(self, \"position\", Vector2(200, 100), 1)." "from(position)\n" @@ -81477,19 +90031,18 @@ msgid "" "Class representing a square [PrimitiveMesh]. This flat mesh does not have a " "thickness. By default, this mesh is aligned on the X and Y axes; this " "rotation is more suited for use with billboarded materials. A [QuadMesh] is " -"equivalent to a [PlaneMesh] except its default [member PlaneMesh." -"orientation] is [constant PlaneMesh.FACE_Z]." +"equivalent to a [PlaneMesh] except its default [member PlaneMesh.orientation] " +"is [constant PlaneMesh.FACE_Z]." msgstr "" -"代表正方形 [PrimitiveMesh] 的类。这个平面网格没有厚度。默认情况下,这个网格" -"与 X 轴和 Y 轴对齐;这种旋转方式更适合于使用公告板的材质。[QuadMesh] 和 " +"代表正方形 [PrimitiveMesh] 的类。这个平面网格没有厚度。默认情况下,这个网格与 " +"X 轴和 Y 轴对齐;这种旋转方式更适合于使用公告板的材质。[QuadMesh] 和 " "[PlaneMesh] 是等价的,区别是 [member PlaneMesh.orientation] 默认为 [constant " "PlaneMesh.FACE_Z]。" msgid "2D in 3D Demo" msgstr "3D 中的 2D 演示" -msgid "" -"Flat plane shape for use with occlusion culling in [OccluderInstance3D]." +msgid "Flat plane shape for use with occlusion culling in [OccluderInstance3D]." msgstr "用于 [OccluderInstance3D] 遮挡剔除的扁平平面形状。" msgid "" @@ -81506,6 +90059,26 @@ msgstr "" msgid "The quad's size in 3D units." msgstr "该四边形的大小,使用 3D 单位。" +msgid "A unit quaternion used for representing 3D rotations." +msgstr "代表 3D 旋转的单位四元数。" + +msgid "" +"Quaternions are similar to [Basis], which implements the matrix " +"representation of rotations. Unlike [Basis], which stores rotation, scale, " +"and shearing, quaternions only store rotation.\n" +"Quaternions can be parametrized using both an axis-angle pair or Euler " +"angles. Due to their compactness and the way they are stored in memory, " +"certain operations (obtaining axis-angle and performing SLERP, in particular) " +"are more efficient and robust against floating-point errors.\n" +"[b]Note:[/b] Quaternions need to be normalized before being used for rotation." +msgstr "" +"四元数与 [Basis] 类似,实现的是旋转的矩阵表示。但 [Basis] 存储了旋转、缩放、切" +"变,四元数只存储旋转。\n" +"四元数的参数可以使用轴角对来指定,也可以通过欧拉角来指定。由于四元数的紧凑性以" +"及在内存中的存储方式,部分运算(尤其是获取轴角和执行 SLERP)在防止浮点数误差方" +"面更加高效稳健。\n" +"[b]注意:[/b]四元数需要先归一化,才能用于旋转。" + msgid "" "Constructs a default-initialized quaternion with all components set to " "[code]0[/code]." @@ -81537,13 +90110,13 @@ msgid "" "magnitude of the angle you would need to rotate by to get from one to the " "other.\n" "[b]Note:[/b] The magnitude of the floating-point error for this method is " -"abnormally high, so methods such as [code]is_zero_approx[/code] will not " -"work reliably." +"abnormally high, so methods such as [code]is_zero_approx[/code] will not work " +"reliably." msgstr "" -"返回这个四元数与 [param to] 之间的角度。这是从一个旋转到另一个旋转所需的角度" -"大小。\n" -"[b]注意:[/b]该方法的浮点数误差异常地高,因此 [code]is_zero_approx[/code] 等" -"方法的结果不可靠。" +"返回这个四元数与 [param to] 之间的角度。这是从一个旋转到另一个旋转所需的角度大" +"小。\n" +"[b]注意:[/b]该方法的浮点数误差异常地高,因此 [code]is_zero_approx[/code] 等方" +"法的结果不可靠。" msgid "Returns the dot product of two quaternions." msgstr "返回两个四元数的点积。" @@ -81558,20 +90131,19 @@ msgid "" "the [enum EulerOrder] enum for possible values. The returned vector contains " "the rotation angles in the format (X angle, Y angle, Z angle)." msgstr "" -"以欧拉角的形式返回该四元数的旋转。欧拉顺序取决于 [param order] 参数,例如使" -"用 YXZ 顺序:这个方法按照 Z、X、Y 的顺序分解。可能的取值见 [enum EulerOrder] " -"枚举。返回向量的格式为 (X 角, Y 角, Z 角)。" +"以欧拉角的形式返回该四元数的旋转。欧拉顺序取决于 [param order] 参数,例如使用 " +"YXZ 顺序:这个方法按照 Z、X、Y 的顺序分解。可能的取值见 [enum EulerOrder] 枚" +"举。返回向量的格式为 (X 角, Y 角, Z 角)。" msgid "Returns the inverse of the quaternion." msgstr "返回四元数的取逆。" msgid "" -"Returns [code]true[/code] if this quaternion and [param to] are " -"approximately equal, by running [method @GlobalScope.is_equal_approx] on " -"each component." +"Returns [code]true[/code] if this quaternion and [param to] are approximately " +"equal, by running [method @GlobalScope.is_equal_approx] on each component." msgstr "" -"如果该四元数和 [param to] 近似相等,则返回 [code]true[/code],判断方法是通过" -"在每个分量上运行 [method @GlobalScope.is_equal_approx]。" +"如果该四元数和 [param to] 近似相等,则返回 [code]true[/code],判断方法是通过在" +"每个分量上运行 [method @GlobalScope.is_equal_approx]。" msgid "" "Returns [code]true[/code] if this quaternion is finite, by calling [method " @@ -81605,8 +90177,8 @@ msgid "" "quaternion and [param to] by amount [param weight], but without checking if " "the rotation path is not bigger than 90 degrees." msgstr "" -"返回在这个四元数和 [param to] 之间按照 [param weight] 进行球面线性插值的结" -"果,不会检查旋转路径是否大于 90 度。" +"返回在这个四元数和 [param to] 之间按照 [param weight] 进行球面线性插值的结果," +"不会检查旋转路径是否大于 90 度。" msgid "" "Performs a spherical cubic interpolation between quaternions [param pre_a], " @@ -81620,8 +90192,8 @@ msgid "" "Performs a spherical cubic interpolation between quaternions [param pre_a], " "this vector, [param b], and [param post_b], by the given amount [param " "weight].\n" -"It can perform smoother interpolation than " -"[code]spherical_cubic_interpolate()[/code] by the time values." +"It can perform smoother interpolation than [code]spherical_cubic_interpolate()" +"[/code] by the time values." msgstr "" "在四元数 [param pre_a]、该向量、[param b] 和 [param post_b] 之间,按给定量 " "[param weight] 执行三次球面插值。\n" @@ -81658,8 +90230,8 @@ msgstr "" msgid "" "The identity quaternion, representing no rotation. Equivalent to an identity " -"[Basis] matrix. If a vector is transformed by an identity quaternion, it " -"will not change." +"[Basis] matrix. If a vector is transformed by an identity quaternion, it will " +"not change." msgstr "" "单位四元数,代表无旋转。相当于单位 [Basis] 矩阵。如果一个向量被一个单位四元数" "变换,它不会改变。" @@ -81678,8 +90250,8 @@ msgid "" "effect of rotating the second quaternion (the child) by the first quaternion " "(the parent)." msgstr "" -"通过将这两个四元数相乘,来合成这两个四元数。效果是将第二个四元数(子)按照第" -"一个四元数(父)进行旋转。" +"通过将这两个四元数相乘,来合成这两个四元数。效果是将第二个四元数(子)按照第一" +"个四元数(父)进行旋转。" msgid "Rotates (multiplies) the [Vector3] by the given [Quaternion]." msgstr "使用给定的 [Quaternion] 旋转 [Vector3](相乘)。" @@ -81689,14 +90261,14 @@ msgid "" "operation is not meaningful on its own, but it can be used as a part of a " "larger expression." msgstr "" -"将该 [Quaternion] 的每个分量乘以给定的值。此操作本身没有意义,但可以用作更大" -"表达式的一部分。" +"将该 [Quaternion] 的每个分量乘以给定的值。此操作本身没有意义,但可以用作更大表" +"达式的一部分。" msgid "" "Adds each component of the left [Quaternion] to the right [Quaternion]. This " "operation is not meaningful on its own, but it can be used as a part of a " -"larger expression, such as approximating an intermediate rotation between " -"two nearby rotations." +"larger expression, such as approximating an intermediate rotation between two " +"nearby rotations." msgstr "" "将左侧 [Quaternion] 的每个分量与右侧的 [Quaternion] 相加。这个运算本身没有意" "义,但可以用作更大表达式的一部分,例如求两个相近旋转的中间近似值。" @@ -81710,12 +90282,12 @@ msgstr "" "义,但可以用作更大表达式的一部分。" msgid "" -"Divides each component of the [Quaternion] by the given value. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression." +"Divides each component of the [Quaternion] by the given value. This operation " +"is not meaningful on its own, but it can be used as a part of a larger " +"expression." msgstr "" -"将该 [Quaternion] 的每个分量除以给定的值。此操作本身没有意义,但可以用作更大" -"表达式的一部分。" +"将该 [Quaternion] 的每个分量除以给定的值。此操作本身没有意义,但可以用作更大表" +"达式的一部分。" msgid "" "Returns [code]true[/code] if the quaternions are exactly equal.\n" @@ -81728,13 +90300,13 @@ msgstr "" msgid "" "Access quaternion components using their index. [code]q[0][/code] is " -"equivalent to [code]q.x[/code], [code]q[1][/code] is equivalent to [code]q." -"y[/code], [code]q[2][/code] is equivalent to [code]q.z[/code], and [code]q[3]" -"[/code] is equivalent to [code]q.w[/code]." +"equivalent to [code]q.x[/code], [code]q[1][/code] is equivalent to [code]q.y[/" +"code], [code]q[2][/code] is equivalent to [code]q.z[/code], and [code]q[3][/" +"code] is equivalent to [code]q.w[/code]." msgstr "" "使用索引访问四元数的分量。[code]q[0][/code] 等价于 [code]q.x[/code]、" -"[code]q[1][/code] 等价于 [code]q.y[/code]、[code]q[2][/code]等价于[code]q.z[/" -"code]、[code]q[3][/code]等价于[code]q.w[/code]。" +"[code]q[1][/code] 等价于 [code]q.y[/code]、[code]q[2][/code] 等价于 [code]q." +"z[/code]、[code]q[3][/code] 等价于[code]q.w[/code]。" msgid "" "Returns the negative value of the [Quaternion]. This is the same as writing " @@ -81757,8 +90329,8 @@ msgid "" " var my_random_number = rng.randf_range(-10.0, 10.0)\n" "[/codeblock]" msgstr "" -"RandomNumberGenerator 是一个用于生成伪随机数的类。它目前使用 [url=https://" -"www.pcg-random.org/]PCG32[/url]。\n" +"RandomNumberGenerator 是一个用于生成伪随机数的类。它目前使用 [url=https://www." +"pcg-random.org/]PCG32[/url]。\n" "[b]注意:[/b]底层算法属于实现细节,不应该对此产生依赖。\n" "要根据时间相关种子生成(给定范围内的)随机浮点数:\n" "[codeblock]\n" @@ -81774,8 +90346,7 @@ msgstr "" "返回在 [code]0.0[/code] 和 [code]1.0[/code] 之间(含端点)的伪随机浮点数。" msgid "" -"Returns a pseudo-random float between [param from] and [param to] " -"(inclusive)." +"Returns a pseudo-random float between [param from] and [param to] (inclusive)." msgstr "返回在 [param from] 和 [param to] 之间(含端点)的伪随机浮点数。" msgid "" @@ -81796,19 +90367,98 @@ msgstr "" "无符号整数。" msgid "" -"Returns a pseudo-random 32-bit signed integer between [param from] and " -"[param to] (inclusive)." +"Returns a pseudo-random 32-bit signed integer between [param from] and [param " +"to] (inclusive)." msgstr "" "返回在 [param from] 和 [param to] 之间(含端点)的伪随机 32 位无符号整数。" msgid "" -"Setups a time-based seed to for this [RandomNumberGenerator] instance. " -"Unlike the [@GlobalScope] random number generation functions, different " +"Setups a time-based seed to for this [RandomNumberGenerator] instance. Unlike " +"the [@GlobalScope] random number generation functions, different " "[RandomNumberGenerator] instances can use different seeds." msgstr "" "为这个 [RandomNumberGenerator] 实例设置基于时间的种子。与 [@GlobalScope] 随机" "数生成函数不同,不同的 [RandomNumberGenerator] 可以使用不同的种子。" +msgid "" +"Initializes the random number generator state based on the given seed value. " +"A given seed will give a reproducible sequence of pseudo-random numbers.\n" +"[b]Note:[/b] The RNG does not have an avalanche effect, and can output " +"similar random streams given similar seeds. Consider using a hash function to " +"improve your seed quality if they're sourced externally.\n" +"[b]Note:[/b] Setting this property produces a side effect of changing the " +"internal [member state], so make sure to initialize the seed [i]before[/i] " +"modifying the [member state]:\n" +"[b]Note:[/b] The default value of this property is pseudo-random, and changes " +"when calling [method randomize]. The [code]0[/code] value documented here is " +"a placeholder, and not the actual default seed.\n" +"[codeblock]\n" +"var rng = RandomNumberGenerator.new()\n" +"rng.seed = hash(\"Godot\")\n" +"rng.state = 100 # Restore to some previously saved state.\n" +"[/codeblock]" +msgstr "" +"根据给定的种子值初始化随机数生成器状态。给定的种子将给出一个可重现的伪随机数序" +"列。\n" +"[b]注意:[/b]RNG 没有雪崩效应,给定相似的种子可以输出相似的随机流。如果种子来" +"自外部,请考虑使用哈希函数来提高种子质量。\n" +"[b]注意:[/b]设置该属性会产生改变内部 [member state] 的副作用,因此请确保在修" +"改 [member state] [i]之前[/i]初始化种子:\n" +"[b]注意:[/b]该属性的默认值是伪随机的,会在调用 [method randomize] 时改变。文" +"档中记录的 [code]0[/code] 是占位符,不是实际的默认种子。\n" +"[codeblock]\n" +"var rng = RandomNumberGenerator.new()\n" +"rng.seed = hash(\"Godot\")\n" +"rng.state = 100 # 恢复到之前保存的一些状态。\n" +"[/codeblock]" + +msgid "" +"The current state of the random number generator. Save and restore this " +"property to restore the generator to a previous state:\n" +"[codeblock]\n" +"var rng = RandomNumberGenerator.new()\n" +"print(rng.randf())\n" +"var saved_state = rng.state # Store current state.\n" +"print(rng.randf()) # Advance internal state.\n" +"rng.state = saved_state # Restore the state.\n" +"print(rng.randf()) # Prints the same value as in previous.\n" +"[/codeblock]\n" +"[b]Note:[/b] Do not set state to arbitrary values, since the random number " +"generator requires the state to have certain qualities to behave properly. It " +"should only be set to values that came from the state property itself. To " +"initialize the random number generator with arbitrary input, use [member " +"seed] instead.\n" +"[b]Note:[/b] The default value of this property is pseudo-random, and changes " +"when calling [method randomize]. The [code]0[/code] value documented here is " +"a placeholder, and not the actual default seed." +msgstr "" +"随机数生成器的当前状态。保存并恢复此属性,以将生成器恢复到之前的状态:\n" +"[codeblock]\n" +"var rng = RandomNumberGenerator.new()\n" +"print(rng.randf())\n" +"var saved_state = rng.state # 保存当前状态。\n" +"print(rng.randf()) # 让内部状态发生步进。\n" +"rng.state = saved_state # 恢复状态。\n" +"print(rng.randf()) # 输出和之前一样的值。\n" +"[/codeblock]\n" +"[b]注意:[/b]不要将状态设置为任意值,因为随机数生成器要求状态具有某些特性才能" +"正常运行。它应该只设置为来自状态属性本身的值。要使用任意输入初始化随机数生成" +"器,请改用 [member seed]。\n" +"[b]注意:[/b]该属性的默认值是伪随机的,会在调用 [method randomize] 时改变。文" +"档中记录的 [code]0[/code] 是占位符,不是实际的默认种子。" + +msgid "Abstract base class for controls that represent a number within a range." +msgstr "代表特定范围内数字的控件的抽象基类。" + +msgid "" +"Range is an abstract base class for controls that represent a number within a " +"range, using a configured [member step] and [member page] size. See e.g. " +"[ScrollBar] and [Slider] for examples of higher-level nodes using Range." +msgstr "" +"Range 是代表特定范围内数字的控件的抽象基类,能够对步长 [member step] 和分页大" +"小 [member page] 进行配置。使用 Range 的高阶节点示例请参考 [ScrollBar] 和 " +"[Slider]。" + msgid "" "Called when the [Range]'s value is changed (following the same conditions as " "[signal value_changed])." @@ -81818,17 +90468,16 @@ msgid "" "Sets the [Range]'s current value to the specified [param value], without " "emitting the [signal value_changed] signal." msgstr "" -"将 [Range] 的当前值设置为指定的 [param value] 而不发出 [signal " -"value_changed] 信号。" +"将 [Range] 的当前值设置为指定的 [param value] 而不发出 [signal value_changed] " +"信号。" msgid "" "Binds two [Range]s together along with any ranges previously grouped with " "either of them. When any of range's member variables change, it will share " "the new value with all other ranges in its group." msgstr "" -"将两个 [Range] 绑定,之前已与两者之中的任何一个组合的 Range 也会被绑定在一" -"起。其中任何一个 Range 的成员变量改变时,它将与它的组中的所有其他 Range 共享" -"新值。" +"将两个 [Range] 绑定,之前已与两者之中的任何一个组合的 Range 也会被绑定在一起。" +"其中任何一个 Range 的成员变量改变时,它将与它的组中的所有其他 Range 共享新值。" msgid "Stops the [Range] from sharing its member variables with any other." msgstr "使该 [Range] 停止与任何其他 Range 共享其成员变量。" @@ -81841,9 +90490,49 @@ msgid "" "If [code]true[/code], [member value] may be less than [member min_value]." msgstr "如果为 [code]true[/code],[member value] 可能小于 [member min_value]。" +msgid "" +"If [code]true[/code], and [member min_value] is greater than 0, [member " +"value] will be represented exponentially rather than linearly." +msgstr "" +"如果为 [code]true[/code],并且 [member min_value] 大于 0,[member value] 将以" +"指数方式而不是线性方式表示。" + +msgid "" +"Maximum value. Range is clamped if [member value] is greater than [member " +"max_value]." +msgstr "最大值。如果 [member value] 大于 [member max_value],则会被范围限制。" + +msgid "" +"Minimum value. Range is clamped if [member value] is less than [member " +"min_value]." +msgstr "最小值。如果 [member value] 小于 [member min_value],则会被范围限制。" + +msgid "" +"Page size. Used mainly for [ScrollBar]. ScrollBar's length is its size " +"multiplied by [member page] over the difference between [member min_value] " +"and [member max_value]." +msgstr "" +"页面大小。主要用于 [ScrollBar]。ScrollBar 的长度是它的尺寸乘以 [member page] " +"超过 [member min_value] 和 [member max_value] 之间的差值。" + msgid "The value mapped between 0 and 1." msgstr "该值在 0 和 1 之间进行映射。" +msgid "" +"If [code]true[/code], [member value] will always be rounded to the nearest " +"integer." +msgstr "如果为 [code]true[/code],[member value] 将始终四舍五入到最接近的整数。" + +msgid "" +"If greater than 0, [member value] will always be rounded to a multiple of " +"this property's value. If [member rounded] is also [code]true[/code], [member " +"value] will first be rounded to a multiple of this property's value, then " +"rounded to the nearest integer." +msgstr "" +"如果大于 0,[member value] 将总是被四舍五入为这个属性的倍数。如果 [member " +"rounded] 也是 [code]true[/code],[member value] 将首先被四舍五入为这个属性的倍" +"数,然后舍入为最近的整数。" + msgid "" "Range's current value. Changing this property (even via code) will trigger " "[signal value_changed] signal. Use [method set_value_no_signal] if you want " @@ -81857,8 +90546,8 @@ msgid "" "Emitted when [member min_value], [member max_value], [member page], or " "[member step] change." msgstr "" -"在 [member min_value]、[member max_value]、[member page]、[member step] 改变" -"时释放信号。" +"在 [member min_value]、[member max_value]、[member page]、[member step] 改变时" +"释放信号。" msgid "" "Emitted when [member value] changes. When used on a [Slider], this is called " @@ -81869,16 +90558,19 @@ msgid "" "value_changed] is also emitted when [param value] is set directly via code." msgstr "" "[member value] 更改时发出。在 [Slider] 上使用时,会在拖动时连续调用(可能是每" -"一帧)。如果在连接到 [signal value_changed] 的函数中执行昂贵的操作,请考虑使" -"用[i]去除抖动[/i] [Timer] 来减少调用该函数的频率。\n" -"[b]注意:[/b]与 [signal LineEdit.text_changed] 等信号不同,当直接通过代码设" -"置 [param value] 时,[signal value_changed] 仍会发出。" +"一帧)。如果在连接到 [signal value_changed] 的函数中执行昂贵的操作,请考虑使用" +"[i]去除抖动[/i] [Timer] 来减少调用该函数的频率。\n" +"[b]注意:[/b]与 [signal LineEdit.text_changed] 等信号不同,当直接通过代码设置 " +"[param value] 时,[signal value_changed] 仍会发出。" + +msgid "" +"A ray in 2D space, used to find the first [CollisionObject2D] it intersects." +msgstr "2D 空间中的射线,用于查找第一个相交的 [CollisionObject2D]。" msgid "" "Adds a collision exception so the ray does not report collisions with the " "specified [CollisionObject2D] node." -msgstr "" -"添加碰撞例外,这样射线就不会报告与指定 [CollisionObject2D] 节点的碰撞。" +msgstr "添加碰撞例外,这样射线就不会报告与指定 [CollisionObject2D] 节点的碰撞。" msgid "" "Adds a collision exception so the ray does not report collisions with the " @@ -81917,17 +90609,17 @@ msgstr "" "(即 [method is_colliding] 返回 [code]false[/code])。" msgid "" -"Returns the shape ID of the first object that the ray intersects, or " -"[code]0[/code] if no object is intersecting the ray (i.e. [method " -"is_colliding] returns [code]false[/code])." +"Returns the shape ID of the first object that the ray intersects, or [code]0[/" +"code] if no object is intersecting the ray (i.e. [method is_colliding] " +"returns [code]false[/code])." msgstr "" "返回射线相交的第一个对象的形状 ID,如果没有对象与射线相交,则返回 [code]0[/" "code](即 [method is_colliding] 返回 [code]false[/code])。" msgid "" -"Returns the normal of the intersecting object's shape at the collision " -"point, or [code]Vector2(0, 0)[/code] if the ray starts inside the shape and " -"[member hit_from_inside] is [code]true[/code]." +"Returns the normal of the intersecting object's shape at the collision point, " +"or [code]Vector2(0, 0)[/code] if the ray starts inside the shape and [member " +"hit_from_inside] is [code]true[/code]." msgstr "" "返回相交对象的形状在碰撞点处的法线,如果射线从该形状内部发出并且 [member " "hit_from_inside] 为 [code]true[/code],则为 [code]Vector2(0, 0)[/code]。" @@ -81940,15 +90632,14 @@ msgstr "" "[b]注意:[/b]这个点是在[b]全局[/b]坐标系中。" msgid "" -"Returns whether any object is intersecting with the ray's vector " -"(considering the vector length)." +"Returns whether any object is intersecting with the ray's vector (considering " +"the vector length)." msgstr "返回是否有任何对象与射线的向量相交(考虑向量长度)。" msgid "" "Removes a collision exception so the ray does report collisions with the " "specified [CollisionObject2D] node." -msgstr "" -"移除碰撞例外,这样射线就会报告与指定的 [CollisionObject2D] 节点的碰撞。" +msgstr "移除碰撞例外,这样射线就会报告与指定的 [CollisionObject2D] 节点的碰撞。" msgid "" "Removes a collision exception so the ray does report collisions with the " @@ -81967,8 +90658,8 @@ msgid "" "physics_introduction.html#collision-layers-and-masks]Collision layers and " "masks[/url] in the documentation for more information." msgstr "" -"光线的碰撞遮罩。只有在遮罩中启用至少一个碰撞层中物体,才会被检测到。有关更多" -"信息,请参阅文档中的 [url=$DOCS_URL/tutorials/physics/physics_introduction." +"光线的碰撞遮罩。只有在遮罩中启用至少一个碰撞层中物体,才会被检测到。有关更多信" +"息,请参阅文档中的 [url=$DOCS_URL/tutorials/physics/physics_introduction." "html#collision-layers-and-masks]《碰撞层与掩码》[/url]。" msgid "If [code]true[/code], collisions will be reported." @@ -81984,23 +90675,26 @@ msgid "" "In this case the collision normal will be [code]Vector2(0, 0)[/code]. Does " "not affect concave polygon shapes." msgstr "" -"如果为 [code]true[/code],射线会在从形状内部开始时检测到命中。在此情况下,碰" -"撞法线将为 [code]Vector2(0, 0)[/code]。不会影响凹多边形形状。" +"如果为 [code]true[/code],射线会在从形状内部开始时检测到命中。在此情况下,碰撞" +"法线将为 [code]Vector2(0, 0)[/code]。不会影响凹多边形形状。" msgid "" "The ray's destination point, relative to the RayCast's [code]position[/code]." msgstr "光线的目标点,相对于该 RayCast 的 [code]position[/code]。" msgid "" -"Adds a collision exception so the ray does not report collisions with the " -"specified [CollisionObject3D] node." -msgstr "" -"添加碰撞例外,这样射线就不会报告与指定 [CollisionObject3D] 节点的碰撞。" +"A ray in 3D space, used to find the first [CollisionObject3D] it intersects." +msgstr "3D 空间中的射线,用于查找第一个相交的 [CollisionObject3D]。" msgid "" -"Returns the normal of the intersecting object's shape at the collision " -"point, or [code]Vector3(0, 0, 0)[/code] if the ray starts inside the shape " -"and [member hit_from_inside] is [code]true[/code]." +"Adds a collision exception so the ray does not report collisions with the " +"specified [CollisionObject3D] node." +msgstr "添加碰撞例外,这样射线就不会报告与指定 [CollisionObject3D] 节点的碰撞。" + +msgid "" +"Returns the normal of the intersecting object's shape at the collision point, " +"or [code]Vector3(0, 0, 0)[/code] if the ray starts inside the shape and " +"[member hit_from_inside] is [code]true[/code]." msgstr "" "返回相交对象形状在碰撞点处的法线;或者如果射线从形状内部开始并且 [member " "hit_from_inside] 为 [code]true[/code],则返回 [code]Vector3(0, 0, 0)[/code]。" @@ -82025,8 +90719,8 @@ msgid "" "If set to [code]Color(0.0, 0.0, 0.0)[/code] (by default), the color set in " "[member ProjectSettings.debug/shapes/collision/shape_color] is used." msgstr "" -"如果在[b]调试[/b]菜单中启用了[b]可见碰撞形状[/b],则用于在编辑器中和运行时中" -"绘制形状的自定义颜色。如果 [RayCast3D] 与某物发生碰撞,该颜色将在运行时突出显" +"如果在[b]调试[/b]菜单中启用了[b]可见碰撞形状[/b],则用于在编辑器中和运行时中绘" +"制形状的自定义颜色。如果 [RayCast3D] 与某物发生碰撞,该颜色将在运行时突出显" "示。\n" "如果设置为 [code]Color(0.0, 0.0, 0.0)[/code](默认情况下),则使用 [member " "ProjectSettings.debug/shapes/collision/shape_color] 中设置的颜色。" @@ -82038,8 +90732,8 @@ msgid "" "shape to be visible at run-time." msgstr "" "如果设置为 [code]1[/code],则使用一条线作为调试形状。否则,将绘制一个截断的金" -"字塔来表示 [RayCast3D]。需要在[b]调试[/b]菜单中启用[b]可见碰撞形状[/b],以便" -"调试形状在运行时可见。" +"字塔来表示 [RayCast3D]。需要在[b]调试[/b]菜单中启用[b]可见碰撞形状[/b],以便调" +"试形状在运行时可见。" msgid "" "If [code]true[/code], collisions will be ignored for this RayCast3D's " @@ -82048,12 +90742,12 @@ msgstr "如果为 [code]true[/code],则该 RayCast3D 的直接父级的碰撞 msgid "" "If [code]true[/code], the ray will detect a hit when starting inside shapes. " -"In this case the collision normal will be [code]Vector3(0, 0, 0)[/code]. " -"Does not affect shapes with no volume like concave polygon or heightmap." +"In this case the collision normal will be [code]Vector3(0, 0, 0)[/code]. Does " +"not affect shapes with no volume like concave polygon or heightmap." msgstr "" -"如果为 [code]true[/code],射线会在从形状内部开始时检测到命中。在此情况下,碰" -"撞法线将为 [code]Vector3(0, 0, 0)[/code]。不会影响无体积的形状,如凹多边形和" -"高度图。" +"如果为 [code]true[/code],射线会在从形状内部开始时检测到命中。在此情况下,碰撞" +"法线将为 [code]Vector3(0, 0, 0)[/code]。不会影响无体积的形状,如凹多边形和高度" +"图。" msgid "Attachment format (used by [RenderingDevice])." msgstr "附件格式(由 [RenderingDevice] 使用)。" @@ -82081,18 +90775,18 @@ msgid "" "desktop, they provide little to no advantage.\n" "This object is used by [RenderingDevice]." msgstr "" -"该类包含帧缓冲区通道的附件描述列表。每个点都有一个指向先前提供的纹理附件列表" -"的索引。\n" +"该类包含帧缓冲区通道的附件描述列表。每个点都有一个指向先前提供的纹理附件列表的" +"索引。\n" "多通道帧缓冲区,可以优化移动设备中的某些配置;在桌面设备上,它们几乎没有优" "势。\n" "这个对象由 [RenderingDevice] 使用。" msgid "" -"Color attachments in order starting from 0. If this attachment is not used " -"by the shader, pass ATTACHMENT_UNUSED to skip." +"Color attachments in order starting from 0. If this attachment is not used by " +"the shader, pass ATTACHMENT_UNUSED to skip." msgstr "" -"从 0 开始按顺序为附件着色。如果该附件未被着色器使用,则传递 " -"ATTACHMENT_UNUSED 以跳过。" +"从 0 开始按顺序为附件着色。如果该附件未被着色器使用,则传递 ATTACHMENT_UNUSED " +"以跳过。" msgid "" "Depth attachment. ATTACHMENT_UNUSED should be used if no depth buffer is " @@ -82146,12 +90840,368 @@ msgstr "" msgid "Pipeline color blend state attachment (used by [RenderingDevice])." msgstr "管线颜色混合状态附件(由 [RenderingDevice] 使用)。" +msgid "" +"Controls how blending between source and destination fragments is performed " +"when using [RenderingDevice].\n" +"For reference, this is how common user-facing blend modes are implemented in " +"Godot's 2D renderer:\n" +"[b]Mix:[/b]\n" +"[codeblock]\n" +"var attachment = RDPipelineColorBlendStateAttachment.new()\n" +"attachment.enable_blend = true\n" +"attachment.color_blend_op = RenderingDevice.BLEND_OP_ADD\n" +"attachment.src_color_blend_factor = RenderingDevice.BLEND_FACTOR_SRC_ALPHA\n" +"attachment.dst_color_blend_factor = RenderingDevice." +"BLEND_FACTOR_ONE_MINUS_SRC_ALPHA\n" +"attachment.alpha_blend_op = RenderingDevice.BLEND_OP_ADD\n" +"attachment.src_alpha_blend_factor = RenderingDevice.BLEND_FACTOR_ONE\n" +"attachment.dst_alpha_blend_factor = RenderingDevice." +"BLEND_FACTOR_ONE_MINUS_SRC_ALPHA\n" +"[/codeblock]\n" +"[b]Add:[/b]\n" +"[codeblock]\n" +"var attachment = RDPipelineColorBlendStateAttachment.new()\n" +"attachment.enable_blend = true\n" +"attachment.alpha_blend_op = RenderingDevice.BLEND_OP_ADD\n" +"attachment.color_blend_op = RenderingDevice.BLEND_OP_ADD\n" +"attachment.src_color_blend_factor = RenderingDevice.BLEND_FACTOR_SRC_ALPHA\n" +"attachment.dst_color_blend_factor = RenderingDevice.BLEND_FACTOR_ONE\n" +"attachment.src_alpha_blend_factor = RenderingDevice.BLEND_FACTOR_SRC_ALPHA\n" +"attachment.dst_alpha_blend_factor = RenderingDevice.BLEND_FACTOR_ONE\n" +"[/codeblock]\n" +"[b]Subtract:[/b]\n" +"[codeblock]\n" +"var attachment = RDPipelineColorBlendStateAttachment.new()\n" +"attachment.enable_blend = true\n" +"attachment.alpha_blend_op = RenderingDevice.BLEND_OP_REVERSE_SUBTRACT\n" +"attachment.color_blend_op = RenderingDevice.BLEND_OP_REVERSE_SUBTRACT\n" +"attachment.src_color_blend_factor = RenderingDevice.BLEND_FACTOR_SRC_ALPHA\n" +"attachment.dst_color_blend_factor = RenderingDevice.BLEND_FACTOR_ONE\n" +"attachment.src_alpha_blend_factor = RenderingDevice.BLEND_FACTOR_SRC_ALPHA\n" +"attachment.dst_alpha_blend_factor = RenderingDevice.BLEND_FACTOR_ONE\n" +"[/codeblock]\n" +"[b]Multiply:[/b]\n" +"[codeblock]\n" +"var attachment = RDPipelineColorBlendStateAttachment.new()\n" +"attachment.enable_blend = true\n" +"attachment.alpha_blend_op = RenderingDevice.BLEND_OP_ADD\n" +"attachment.color_blend_op = RenderingDevice.BLEND_OP_ADD\n" +"attachment.src_color_blend_factor = RenderingDevice.BLEND_FACTOR_DST_COLOR\n" +"attachment.dst_color_blend_factor = RenderingDevice.BLEND_FACTOR_ZERO\n" +"attachment.src_alpha_blend_factor = RenderingDevice.BLEND_FACTOR_DST_ALPHA\n" +"attachment.dst_alpha_blend_factor = RenderingDevice.BLEND_FACTOR_ZERO\n" +"[/codeblock]\n" +"[b]Pre-multiplied alpha:[/b]\n" +"[codeblock]\n" +"var attachment = RDPipelineColorBlendStateAttachment.new()\n" +"attachment.enable_blend = true\n" +"attachment.alpha_blend_op = RenderingDevice.BLEND_OP_ADD\n" +"attachment.color_blend_op = RenderingDevice.BLEND_OP_ADD\n" +"attachment.src_color_blend_factor = RenderingDevice.BLEND_FACTOR_ONE\n" +"attachment.dst_color_blend_factor = RenderingDevice." +"BLEND_FACTOR_ONE_MINUS_SRC_ALPHA\n" +"attachment.src_alpha_blend_factor = RenderingDevice.BLEND_FACTOR_ONE\n" +"attachment.dst_alpha_blend_factor = RenderingDevice." +"BLEND_FACTOR_ONE_MINUS_SRC_ALPHA\n" +"[/codeblock]" +msgstr "" +"控制使用 [RenderingDevice] 时如何在来源和目标片段之间进行混合。\n" +"以下是常见面向用户的混合模式在 Godot 的 2D 渲染器中的实现方法,仅供参考:\n" +"[b]混合:[/b]\n" +"[codeblock]\n" +"var attachment = RDPipelineColorBlendStateAttachment.new()\n" +"attachment.enable_blend = true\n" +"attachment.color_blend_op = RenderingDevice.BLEND_OP_ADD\n" +"attachment.src_color_blend_factor = RenderingDevice.BLEND_FACTOR_SRC_ALPHA\n" +"attachment.dst_color_blend_factor = RenderingDevice." +"BLEND_FACTOR_ONE_MINUS_SRC_ALPHA\n" +"attachment.alpha_blend_op = RenderingDevice.BLEND_OP_ADD\n" +"attachment.src_alpha_blend_factor = RenderingDevice.BLEND_FACTOR_ONE\n" +"attachment.dst_alpha_blend_factor = RenderingDevice." +"BLEND_FACTOR_ONE_MINUS_SRC_ALPHA\n" +"[/codeblock]\n" +"[b]加:[/b]\n" +"[codeblock]\n" +"var attachment = RDPipelineColorBlendStateAttachment.new()\n" +"attachment.enable_blend = true\n" +"attachment.alpha_blend_op = RenderingDevice.BLEND_OP_ADD\n" +"attachment.color_blend_op = RenderingDevice.BLEND_OP_ADD\n" +"attachment.src_color_blend_factor = RenderingDevice.BLEND_FACTOR_SRC_ALPHA\n" +"attachment.dst_color_blend_factor = RenderingDevice.BLEND_FACTOR_ONE\n" +"attachment.src_alpha_blend_factor = RenderingDevice.BLEND_FACTOR_SRC_ALPHA\n" +"attachment.dst_alpha_blend_factor = RenderingDevice.BLEND_FACTOR_ONE\n" +"[/codeblock]\n" +"[b]减:[/b]\n" +"[codeblock]\n" +"var attachment = RDPipelineColorBlendStateAttachment.new()\n" +"attachment.enable_blend = true\n" +"attachment.alpha_blend_op = RenderingDevice.BLEND_OP_REVERSE_SUBTRACT\n" +"attachment.color_blend_op = RenderingDevice.BLEND_OP_REVERSE_SUBTRACT\n" +"attachment.src_color_blend_factor = RenderingDevice.BLEND_FACTOR_SRC_ALPHA\n" +"attachment.dst_color_blend_factor = RenderingDevice.BLEND_FACTOR_ONE\n" +"attachment.src_alpha_blend_factor = RenderingDevice.BLEND_FACTOR_SRC_ALPHA\n" +"attachment.dst_alpha_blend_factor = RenderingDevice.BLEND_FACTOR_ONE\n" +"[/codeblock]\n" +"[b]乘:[/b]\n" +"[codeblock]\n" +"var attachment = RDPipelineColorBlendStateAttachment.new()\n" +"attachment.enable_blend = true\n" +"attachment.alpha_blend_op = RenderingDevice.BLEND_OP_ADD\n" +"attachment.color_blend_op = RenderingDevice.BLEND_OP_ADD\n" +"attachment.src_color_blend_factor = RenderingDevice.BLEND_FACTOR_DST_COLOR\n" +"attachment.dst_color_blend_factor = RenderingDevice.BLEND_FACTOR_ZERO\n" +"attachment.src_alpha_blend_factor = RenderingDevice.BLEND_FACTOR_DST_ALPHA\n" +"attachment.dst_alpha_blend_factor = RenderingDevice.BLEND_FACTOR_ZERO\n" +"[/codeblock]\n" +"[b]预乘 Alpha:[/b]\n" +"[codeblock]\n" +"var attachment = RDPipelineColorBlendStateAttachment.new()\n" +"attachment.enable_blend = true\n" +"attachment.alpha_blend_op = RenderingDevice.BLEND_OP_ADD\n" +"attachment.color_blend_op = RenderingDevice.BLEND_OP_ADD\n" +"attachment.src_color_blend_factor = RenderingDevice.BLEND_FACTOR_ONE\n" +"attachment.dst_color_blend_factor = RenderingDevice." +"BLEND_FACTOR_ONE_MINUS_SRC_ALPHA\n" +"attachment.src_alpha_blend_factor = RenderingDevice.BLEND_FACTOR_ONE\n" +"attachment.dst_alpha_blend_factor = RenderingDevice." +"BLEND_FACTOR_ONE_MINUS_SRC_ALPHA\n" +"[/codeblock]" + +msgid "" +"Convenience method to perform standard mix blending with straight (non-" +"premultiplied) alpha. This sets [member enable_blend] to [code]true[/code], " +"[member src_color_blend_factor] to [constant RenderingDevice." +"BLEND_FACTOR_SRC_ALPHA], [member dst_color_blend_factor] to [constant " +"RenderingDevice.BLEND_FACTOR_ONE_MINUS_SRC_ALPHA], [member " +"src_alpha_blend_factor] to [constant RenderingDevice.BLEND_FACTOR_SRC_ALPHA] " +"and [member dst_alpha_blend_factor] to [constant RenderingDevice." +"BLEND_FACTOR_ONE_MINUS_SRC_ALPHA]." +msgstr "" +"使用普通(非预乘)Alpha 进行标准混合混合(mix blending)的简便方法。这个方法会" +"将 [member enable_blend] 设为 [code]true[/code],将 [member " +"src_color_blend_factor] 设为 [constant RenderingDevice." +"BLEND_FACTOR_SRC_ALPHA],将 [member dst_color_blend_factor] 设为 [constant " +"RenderingDevice.BLEND_FACTOR_ONE_MINUS_SRC_ALPHA],将 [member " +"src_alpha_blend_factor] 设为 [constant RenderingDevice." +"BLEND_FACTOR_SRC_ALPHA],将 [member dst_alpha_blend_factor] 设为 [constant " +"RenderingDevice.BLEND_FACTOR_ONE_MINUS_SRC_ALPHA]。" + +msgid "" +"Controls how the blend factor for the alpha channel is determined based on " +"the destination's fragments." +msgstr "控制如何根据目标片段确定 Alpha 通道的混合系数。" + +msgid "" +"Controls how the blend factor for the color channels is determined based on " +"the destination's fragments." +msgstr "控制如何根据目标片段确定颜色通道的混合系数。" + +msgid "" +"Controls how the blend factor for the alpha channel is determined based on " +"the source's fragments." +msgstr "控制如何根据来源片段确定 Alpha 通道的混合系数。" + +msgid "" +"Controls how the blend factor for the color channels is determined based on " +"the source's fragments." +msgstr "控制如何根据来源片段确定颜色通道的混合系数。" + +msgid "If [code]true[/code], writes the new alpha channel to the final result." +msgstr "如果为 [code]true[/code],则将新的 Alpha 通道写入最终结果。" + +msgid "" +"If [code]true[/code], writes the new blue color channel to the final result." +msgstr "如果为 [code]true[/code],则将新的蓝色通道写入最终结果。" + +msgid "" +"If [code]true[/code], writes the new green color channel to the final result." +msgstr "如果为 [code]true[/code],则将新的绿色通道写入最终结果。" + +msgid "" +"If [code]true[/code], writes the new red color channel to the final result." +msgstr "如果为 [code]true[/code],则将新的红色通道写入最终结果。" + +msgid "Pipeline depth/stencil state (used by [RenderingDevice])." +msgstr "管线的深度/模板状态(由 [RenderingDevice] 使用)。" + +msgid "" +"[RDPipelineDepthStencilState] controls the way depth and stencil comparisons " +"are performed when sampling those values using [RenderingDevice]." +msgstr "" +"[RDPipelineDepthStencilState] 控制的是在使用 [RenderingDevice] 对深度和模板进" +"行采样时,如何进行深度和模板的比较。" + +msgid "Pipeline multisample state (used by [RenderingDevice])." +msgstr "管线的多重采样状态(由 [RenderingDevice] 使用)。" + +msgid "" +"[RDPipelineMultisampleState] is used to control how multisample or " +"supersample antialiasing is being performed when rendering using " +"[RenderingDevice]." +msgstr "" +"[RDPipelineMultisampleState] 控制的是在使用 [RenderingDevice] 进行渲染时,如何" +"进行多重采样和超采样抗锯齿。" + +msgid "" +"The number of MSAA samples (or SSAA samples if [member enable_sample_shading] " +"is [code]true[/code]) to perform. Higher values result in better " +"antialiasing, at the cost of performance." +msgstr "" +"要进行 MSAA 采样的数量(如果 [member enable_sample_shading] 为 [code]true[/" +"code] 则为 SSAA 采样)。值越高,抗锯齿效果越好,但会以性能为代价。" + +msgid "" +"The sampleSee the [url=https://registry.khronos.org/vulkan/specs/1.3-" +"extensions/html/vkspec.html#fragops-samplemask]sample mask Vulkan " +"documentation[/url] for more details." +msgstr "" +"样本掩码。详情见 [url=https://registry.khronos.org/vulkan/specs/1.3-" +"extensions/html/vkspec.html#fragops-samplemask]Vulkan 的样本掩码文档[/url]。" + +msgid "Pipeline rasterization state (used by [RenderingDevice])." +msgstr "管线栅格化状态(由 [RenderingDevice] 使用)。" + +msgid "" +"The cull mode to use when drawing polygons, which determines whether front " +"faces or backfaces are hidden." +msgstr "绘制多边形时的剔除模式,决定隐藏正面还是反面。" + +msgid "" +"If [code]true[/code], primitives are discarded immediately before the " +"rasterization stage." +msgstr "如果为 [code]true[/code],则会在栅格化阶段前立即丢弃图元。" + +msgid "" +"The winding order to use to determine which face of a triangle is considered " +"its front face." +msgstr "要使用的缠绕顺序,决定三角形的哪个面是正面。" + +msgid "" +"THe line width to use when drawing lines (in pixels). Thick lines may not be " +"supported on all hardware." +msgstr "绘制线段时使用的线宽(单位为像素)。可能不是所有硬件都支持粗线段。" + +msgid "Pipeline specialization constant (used by [RenderingDevice])." +msgstr "管线特化常量(由 [RenderingDevice] 使用)。" + +msgid "" +"A [i]specialization constant[/i] is a way to create additional variants of " +"shaders without actually increasing the number of shader versions that are " +"compiled. This allows improving performance by reducing the number of shader " +"versions and reducing [code]if[/code] branching, while still allowing shaders " +"to be flexible for different use cases.\n" +"This object is used by [RenderingDevice]." +msgstr "" +"[i]特化常量[/i]可以创建同一着色器的额外版本,但不会导致实际编译的着色器版本数" +"增加。这样就能减少着色器的版本数、减少 [code]if[/code] 分支,从而提升性能,但" +"与此同时保持着色器能够在不同场合灵活运用。\n" +"这个对象由 [RenderingDevice] 使用。" + +msgid "Sampler state (used by [RenderingDevice])." +msgstr "采样器状态(由 [RenderingDevice] 使用)。" + +msgid "" +"The compare operation to use. Only effective if [member enable_compare] is " +"[code]true[/code]." +msgstr "" +"要使用的比较运算。仅在 [member enable_compare] 为 [code]true[/code] 时有效。" + msgid "The filtering method to use for mipmaps." msgstr "Mipmap 使用的过滤方法。" +msgid "" +"The repeat mode to use along the U axis of UV coordinates. This affects the " +"returned values if sampling outside the UV bounds." +msgstr "沿着 UV 坐标 U 轴的重复模式。影响采样超出 UV 边界时的返回值。" + +msgid "" +"The repeat mode to use along the V axis of UV coordinates. This affects the " +"returned values if sampling outside the UV bounds." +msgstr "沿着 UV 坐标 V 轴的重复模式。影响采样超出 UV 边界时的返回值。" + +msgid "" +"The repeat mode to use along the W axis of UV coordinates. This affects the " +"returned values if sampling outside the UV bounds. Only effective for 3D " +"samplers." +msgstr "" +"沿着 UV 坐标 W 轴的重复模式。影响采样超出 UV 边界时的返回值。仅对 3D 采样器有" +"效。" + +msgid "" +"If [code]true[/code], perform anisotropic sampling. See [member " +"anisotropy_max]." +msgstr "如果为 [code]true[/code],则执行各向异性采样。" + +msgid "" +"Compiled shader file in SPIR-V form (used by [RenderingDevice]). Not to be " +"confused with Godot's own [Shader]." +msgstr "" +"编译后的 SPIR-V 形式的着色器文件(由 [RenderingDevice] 使用)。请勿与 Godot 自" +"身的 [Shader] 混淆。" + +msgid "" +"Compiled shader file in SPIR-V form.\n" +"See also [RDShaderSource]. [RDShaderFile] is only meant to be used with the " +"[RenderingDevice] API. It should not be confused with Godot's own [Shader] " +"resource, which is what Godot's various nodes use for high-level shader " +"programming." +msgstr "" +"编译后的 SPIR-V 形式的着色器文件。\n" +"另见 [RDShaderSource]。[RDShaderFile] 应该仅用于 [RenderingDevice] API。不应" +"与 Godot 自身的 [Shader] 资源混淆,后者是 Godot 诸多节点所使用的资源,用于高阶" +"着色器编程。" + +msgid "" +"Returns the SPIR-V intermediate representation for the specified shader " +"[param version]." +msgstr "返回指定着色器版本 [param version] 的 SPIR-V 中间表示。" + +msgid "Returns the list of compiled versions for this shader." +msgstr "返回该着色器的编译版本列表。" + +msgid "" +"Sets the SPIR-V [param bytecode] that will be compiled for the specified " +"[param version]." +msgstr "" +"设置指定着色器版本 [param version] 要编译的 SPIR-V 字节码 [param bytecode]。" + msgid "Shader source code (used by [RenderingDevice])." msgstr "着色器源代码(由 [RenderingDevice] 使用)。" +msgid "" +"Shader source code in text form.\n" +"See also [RDShaderFile]. [RDShaderSource] is only meant to be used with the " +"[RenderingDevice] API. It should not be confused with Godot's own [Shader] " +"resource, which is what Godot's various nodes use for high-level shader " +"programming." +msgstr "" +"文本形式的着色器源代码。\n" +"另见 [RDShaderFile]。[RDShaderSource] 应该仅用于 [RenderingDevice] API。不应将" +"其与 Godot 自己的 [Shader] 资源,Godot 的各种节点会使用后者来进行高阶着色器编" +"程。" + +msgid "" +"Returns source code for the specified shader [param stage]. Equivalent to " +"getting one of [member source_compute], [member source_fragment], [member " +"source_tesselation_control], [member source_tesselation_evaluation] or " +"[member source_vertex]." +msgstr "" +"返回指定着色器阶段 [param stage] 的源代码。等价于获取 [member " +"source_compute]、[member source_fragment]、[member " +"source_tesselation_control]、[member source_tesselation_evaluation] 或 " +"[member source_vertex]。" + +msgid "" +"Sets [param source] code for the specified shader [param stage]. Equivalent " +"to setting one of [member source_compute], [member source_fragment], [member " +"source_tesselation_control], [member source_tesselation_evaluation] or " +"[member source_vertex]." +msgstr "" +"设置指定着色器阶段 [param stage] 的源代码 [param source]。等价于设置 [member " +"source_compute]、[member source_fragment]、[member " +"source_tesselation_control]、[member source_tesselation_evaluation] 或 " +"[member source_vertex]。" + msgid "The language the shader is written in." msgstr "着色器的编写语言。" @@ -82161,12 +91211,155 @@ msgstr "着色器计算阶段的源代码。" msgid "Source code for the shader's fragment stage." msgstr "着色器片段阶段的源代码。" +msgid "Source code for the shader's tessellation control stage." +msgstr "着色器曲面细分控制阶段的源代码。" + +msgid "Source code for the shader's tessellation evaluation stage." +msgstr "着色器曲面细分求值阶段的源代码。" + msgid "Source code for the shader's vertex stage." msgstr "着色器顶点阶段的源代码。" +msgid "" +"SPIR-V intermediate representation as part of a [RDShaderFile] (used by " +"[RenderingDevice])." +msgstr "" +"SPIR-V 中间表示,是 [RDShaderFile] 的一部分(由 [RenderingDevice] 使用)。" + +msgid "" +"Equivalent to getting one of [member bytecode_compute], [member " +"bytecode_fragment], [member bytecode_tesselation_control], [member " +"bytecode_tesselation_evaluation], [member bytecode_vertex]." +msgstr "" +"等价于获取 [member bytecode_compute]、[member bytecode_fragment]、[member " +"bytecode_tesselation_control]、[member bytecode_tesselation_evaluation]、" +"[member bytecode_vertex] 的其中之一。" + +msgid "" +"Returns the compilation error message for the given shader [param stage]. " +"Equivalent to getting one of [member compile_error_compute], [member " +"compile_error_fragment], [member compile_error_tesselation_control], [member " +"compile_error_tesselation_evaluation], [member compile_error_vertex]." +msgstr "" +"返回给定着色器阶段 [param stage] 的编译错误消息。等价于获取 [member " +"compile_error_compute]、[member compile_error_fragment]、[member " +"compile_error_tesselation_control]、[member " +"compile_error_tesselation_evaluation]、[member compile_error_vertex] 的其中之" +"一。" + +msgid "" +"Sets the SPIR-V [param bytecode] for the given shader [param stage]. " +"Equivalent to setting one of [member bytecode_compute], [member " +"bytecode_fragment], [member bytecode_tesselation_control], [member " +"bytecode_tesselation_evaluation], [member bytecode_vertex]." +msgstr "" +"设置给定着色器阶段 [param stage] 的 SPIR-V 字节码 [param bytecode]。等价于设" +"置 [member bytecode_compute]、[member bytecode_fragment]、[member " +"bytecode_tesselation_control]、[member bytecode_tesselation_evaluation]、" +"[member bytecode_vertex] 的其中之一。" + +msgid "" +"Sets the compilation error message for the given shader [param stage] to " +"[param compile_error]. Equivalent to setting one of [member " +"compile_error_compute], [member compile_error_fragment], [member " +"compile_error_tesselation_control], [member " +"compile_error_tesselation_evaluation], [member compile_error_vertex]." +msgstr "" +"设置给定着色器阶段 [param stage] 的编译错误消息。等价于设置 [member " +"compile_error_compute]、[member compile_error_fragment]、[member " +"compile_error_tesselation_control]、[member " +"compile_error_tesselation_evaluation]、[member compile_error_vertex] 的其中之" +"一。" + +msgid "The SPIR-V bytecode for the compute shader stage." +msgstr "计算着色器阶段的 SPIR-V 字节码。" + +msgid "The SPIR-V bytecode for the fragment shader stage." +msgstr "片段着色器阶段的 SPIR-V 字节码。" + +msgid "The SPIR-V bytecode for the tessellation control shader stage." +msgstr "曲面细分控制着色器阶段的 SPIR-V 字节码。" + +msgid "The SPIR-V bytecode for the tessellation evaluation shader stage." +msgstr "曲面细分求值着色器阶段的 SPIR-V 字节码。" + +msgid "The SPIR-V bytecode for the vertex shader stage." +msgstr "顶点着色器阶段的 SPIR-V 字节码。" + +msgid "" +"The compilation error message for the compute shader stage (set by the SPIR-V " +"compiler and Godot). If empty, shader compilation was successful." +msgstr "" +"计算着色器阶段的编译错误信息(由 SPIR-V 编译器和 Godot 设置)。如果为空,则着" +"色器成功编译。" + +msgid "" +"The compilation error message for the fragment shader stage (set by the SPIR-" +"V compiler and Godot). If empty, shader compilation was successful." +msgstr "" +"片段着色器阶段的编译错误信息(由 SPIR-V 编译器和 Godot 设置)。如果为空,则着" +"色器成功编译。" + +msgid "" +"The compilation error message for the tessellation control shader stage (set " +"by the SPIR-V compiler and Godot). If empty, shader compilation was " +"successful." +msgstr "" +"曲面细分控制着色器阶段的编译错误信息(由 SPIR-V 编译器和 Godot 设置)。如果为" +"空,则着色器成功编译。" + +msgid "" +"The compilation error message for the tessellation evaluation shader stage " +"(set by the SPIR-V compiler and Godot). If empty, shader compilation was " +"successful." +msgstr "" +"曲面细分求值着色器阶段的编译错误信息(由 SPIR-V 编译器和 Godot 设置)。如果为" +"空,则着色器成功编译。" + +msgid "" +"The compilation error message for the vertex shader stage (set by the SPIR-V " +"compiler and Godot). If empty, shader compilation was successful." +msgstr "" +"顶点着色器阶段的编译错误信息(由 SPIR-V 编译器和 Godot 设置)。如果为空,则着" +"色器成功编译。" + msgid "Texture format (used by [RenderingDevice])." msgstr "纹理格式(由 [RenderingDevice] 使用)。" +msgid "" +"The number of layers in the texture. Only relevant for 2D texture arrays." +msgstr "纹理的层数。仅适用于 2D 纹理数组。" + +msgid "" +"The texture's depth (in pixels). This is always [code]1[/code] for 2D " +"textures." +msgstr "纹理的深度(单位为像素)。2D 纹理始终为 [code]1[/code]。" + +msgid "The texture's pixel data format." +msgstr "纹理的像素数据格式。" + +msgid "The texture's height (in pixels)." +msgstr "纹理的高度(单位为像素)。" + +msgid "The number of mipmaps available in the texture." +msgstr "纹理中可用的 mipmap 数。" + +msgid "The number of samples used when sampling the texture." +msgstr "对纹理进行采样时所使用的样本数。" + +msgid "The texture type." +msgstr "纹理类型。" + +msgid "" +"The texture's usage bits, which determine what can be done using the texture." +msgstr "纹理的用途位,决定使用该纹理时能做什么。" + +msgid "The texture's width (in pixels)." +msgstr "纹理的宽度(单位为像素)。" + +msgid "Texture view (used by [RenderingDevice])." +msgstr "纹理视图(由 [RenderingDevice] 使用)。" + msgid "The channel to sample when sampling the alpha channel." msgstr "对 Alpha 通道进行采样时采样的通道。" @@ -82191,6 +91384,9 @@ msgstr "Uniform 的数据类型。" msgid "Vertex attribute (used by [RenderingDevice])." msgstr "顶点属性(由 [RenderingDevice] 使用)。" +msgid "A 2D axis-aligned bounding box using floating-point coordinates." +msgstr "使用浮点数坐标的 2D 轴对齐边界框。" + msgid "" "[Rect2] consists of a position, a size, and several utility functions. It is " "typically used for fast overlap tests.\n" @@ -82209,8 +91405,7 @@ msgstr "" msgid "" "Constructs a default-initialized [Rect2] with default (zero) values of " "[member position] and [member size]." -msgstr "" -"默认构造 [Rect2],[member position] 和 [member size] 均为默认值(零)。" +msgstr "默认构造 [Rect2],[member position] 和 [member size] 均为默认值(零)。" msgid "Constructs a [Rect2] as a copy of the given [Rect2]." msgstr "构造给定 [Rect2] 的副本。" @@ -82225,9 +91420,9 @@ msgid "Constructs a [Rect2] by x, y, width, and height." msgstr "按 x、y、宽度和高度构造 [Rect2]。" msgid "" -"Returns a [Rect2] with equivalent position and area, modified so that the " -"top-left corner is the origin and [code]width[/code] and [code]height[/code] " -"are positive." +"Returns a [Rect2] with equivalent position and area, modified so that the top-" +"left corner is the origin and [code]width[/code] and [code]height[/code] are " +"positive." msgstr "" "返回具有等效位置和面积的 [Rect2],该矩形将左上角修改为原点,将 [code]width[/" "code] 和 [code]height[/code] 修改为正数。" @@ -82306,15 +91501,15 @@ msgstr "" "get_area]。" msgid "" -"Returns [code]true[/code] if the [Rect2] contains a point. By convention, " -"the right and bottom edges of the [Rect2] are considered exclusive, so " -"points on these edges are [b]not[/b] included.\n" -"[b]Note:[/b] This method is not reliable for [Rect2] with a [i]negative " -"size[/i]. Use [method abs] to get a positive sized equivalent rectangle to " -"check for contained points." +"Returns [code]true[/code] if the [Rect2] contains a point. By convention, the " +"right and bottom edges of the [Rect2] are considered exclusive, so points on " +"these edges are [b]not[/b] included.\n" +"[b]Note:[/b] This method is not reliable for [Rect2] with a [i]negative size[/" +"i]. Use [method abs] to get a positive sized equivalent rectangle to check " +"for contained points." msgstr "" -"返回 [code]true[/code] 时,该 [Rect2] 包含此点。依照惯例,[Rect2] 的右边缘和" -"下边缘是被排除在外的,因此[b]不[/b]包含位于这两条边上的点。\n" +"返回 [code]true[/code] 时,该 [Rect2] 包含此点。依照惯例,[Rect2] 的右边缘和下" +"边缘是被排除在外的,因此[b]不[/b]包含位于这两条边上的点。\n" "[b]注意:[/b]对于[i]大小为负[/i]的 [Rect2],该方法并不可靠。请使用 [method " "abs] 获取等价的正数大小矩形再检查是否包含某个点。" @@ -82325,6 +91520,17 @@ msgstr "" "返回该 [Rect2] 和 [param b] 的交集。\n" "如果矩形不相交,将返回空的 [Rect2]。" +msgid "" +"Returns [code]true[/code] if the [Rect2] overlaps with [param b] (i.e. they " +"have at least one point in common).\n" +"If [param include_borders] is [code]true[/code], they will also be considered " +"overlapping if their borders touch, even without intersection." +msgstr "" +"如果该 [Rect2] 与 [param b] 重叠(即它们至少有一个共同点),则返回 " +"[code]true[/code]。\n" +"如果 [param include_borders] 为 [code]true[/code],如果它们的边界接触,即使没" +"有交点,它们也将被视为重叠。" + msgid "" "Returns [code]true[/code] if this [Rect2] and [param rect] are approximately " "equal, by calling [code]is_equal_approx[/code] on each component." @@ -82336,8 +91542,8 @@ msgid "" "Returns [code]true[/code] if this [Rect2] is finite, by calling [method " "@GlobalScope.is_finite] on each component." msgstr "" -"如果该 [Rect2] 是有限的,则返回 [code]true[/code],判断方法是在每个分量上调" -"用 [method @GlobalScope.is_finite]。" +"如果该 [Rect2] 是有限的,则返回 [code]true[/code],判断方法是在每个分量上调用 " +"[method @GlobalScope.is_finite]。" msgid "Returns a larger [Rect2] that contains this [Rect2] and [param b]." msgstr "返回包含这个 [Rect2] 和 [param b] 的更大的 [Rect2]。" @@ -82365,9 +91571,12 @@ msgstr "" "[b]注意:[/b]由于浮点数精度误差,请考虑改用 [method is_equal_approx],会更可" "靠。" +msgid "A 2D axis-aligned bounding box using integer coordinates." +msgstr "使用整数坐标的 2D 轴对齐边界框。" + msgid "" -"[Rect2i] consists of a position, a size, and several utility functions. It " -"is typically used for fast overlap tests.\n" +"[Rect2i] consists of a position, a size, and several utility functions. It is " +"typically used for fast overlap tests.\n" "It uses integer coordinates. If you need floating-point coordinates, use " "[Rect2] instead.\n" "Negative values for [member size] are not supported and will not work for " @@ -82474,8 +91683,8 @@ msgstr "" "amount]。" msgid "" -"Returns [code]true[/code] if the [Rect2i] has area, and [code]false[/code] " -"if the [Rect2i] is linear, empty, or has a negative [member size]. See also " +"Returns [code]true[/code] if the [Rect2i] has area, and [code]false[/code] if " +"the [Rect2i] is linear, empty, or has a negative [member size]. See also " "[method get_area]." msgstr "" "如果该 [Rect2i] 有面积,则返回 [code]true[/code] ;如果该 [Rect2i] 是线性的、" @@ -82495,6 +91704,20 @@ msgstr "" "[b]注意:[/b]这个方法对于[i]大小为负数[/i]的 [Rect2i] 不可靠。请使用 [method " "abs] 得到等价的正数大小矩形,再检查是否包含某个点。" +msgid "" +"Returns the intersection of this [Rect2i] and [param b].\n" +"If the rectangles do not intersect, an empty [Rect2i] is returned." +msgstr "" +"返回该 [Rect2i] 和 [param b] 的交集。\n" +"如果矩形不相交,将返回空的 [Rect2i]。" + +msgid "" +"Returns [code]true[/code] if the [Rect2i] overlaps with [param b] (i.e. they " +"have at least one point in common)." +msgstr "" +"如果该 [Rect2i] 与 [param b] 重叠(即至少包含一个共同的点),则返回 " +"[code]true[/code]。" + msgid "Returns a larger [Rect2i] that contains this [Rect2i] and [param b]." msgstr "返回包含这个 [Rect2i] 和 [param b] 的更大的 [Rect2i]。" @@ -82504,6 +91727,19 @@ msgstr "如果矩形不相等,则返回 [code]true[/code]。" msgid "Returns [code]true[/code] if the rectangles are equal." msgstr "如果矩形相等,则返回 [code]true[/code]。" +msgid "A 2D rectangle shape used for physics collision." +msgstr "2D 矩形,旨在用于物理学。" + +msgid "" +"A 2D rectangle shape, intended for use in physics. Usually used to provide a " +"shape for a [CollisionShape2D].\n" +"[b]Performance:[/b] [RectangleShape2D] is fast to check collisions against. " +"It is faster than [CapsuleShape2D], but slower than [CircleShape2D]." +msgstr "" +"2D 矩形,旨在用于物理学。通常用于为 [CollisionShape2D] 提供形状。\n" +"[b]性能:[/b][RectangleShape2D] 可以快速检测碰撞。比 [CapsuleShape2D] 快,但" +"比 [CapsuleShape2D] 慢。" + msgid "The rectangle's width and height." msgstr "该矩形的宽度和高度。" @@ -82513,10 +91749,10 @@ msgstr "引用计数对象的基类。" msgid "" "Base class for any object that keeps a reference count. [Resource] and many " "other helper objects inherit this class.\n" -"Unlike other [Object] types, [RefCounted]s keep an internal reference " -"counter so that they are automatically released when no longer in use, and " -"only then. [RefCounted]s therefore do not need to be freed manually with " -"[method Object.free].\n" +"Unlike other [Object] types, [RefCounted]s keep an internal reference counter " +"so that they are automatically released when no longer in use, and only then. " +"[RefCounted]s therefore do not need to be freed manually with [method Object." +"free].\n" "In the vast majority of use cases, instantiating and using [RefCounted]-" "derived types is all you need to do. The methods provided in this class are " "only for advanced users, and can cause issues if misused.\n" @@ -82530,11 +91766,11 @@ msgstr "" "与其他 [Object] 类型不同,[RefCounted] 保留一个内部引用计数器,以便它们在不再" "使用时自动释放,并且仅在那时才会如此。因此,[RefCounted] 不需要使用 [method " "Object.free] 手动释放。\n" -"在绝大多数用例中,只需实例化和使用 [RefCounted] 派生类型即可。该类中提供的方" -"法仅适用于高级用户,如果使用不当可能会导致问题。\n" +"在绝大多数用例中,只需实例化和使用 [RefCounted] 派生类型即可。该类中提供的方法" +"仅适用于高级用户,如果使用不当可能会导致问题。\n" "[b]注意:[/b]在 C# 中,引用计数的对象在不再使用后不会立即被释放。相反,垃圾收" -"集将定期运行,并释放不再使用的引用计数对象。这意味着未使用的引用计数对象会在" -"被移除之前停留一段时间。" +"集将定期运行,并释放不再使用的引用计数对象。这意味着未使用的引用计数对象会在被" +"移除之前停留一段时间。" msgid "Returns the current reference count." msgstr "返回当前的引用计数。" @@ -82550,8 +91786,8 @@ msgstr "" msgid "" "Increments the internal reference counter. Use this only if you really know " "what you are doing.\n" -"Returns [code]true[/code] if the increment was successful, [code]false[/" -"code] otherwise." +"Returns [code]true[/code] if the increment was successful, [code]false[/code] " +"otherwise." msgstr "" "内部引用增量计数器。只有在你真的知道你在做什么的时候才使用这个。\n" "如果增量成功,返回 [code]true[/code],否则返回 [code]false[/code]。" @@ -82559,8 +91795,8 @@ msgstr "" msgid "" "Decrements the internal reference counter. Use this only if you really know " "what you are doing.\n" -"Returns [code]true[/code] if the decrement was successful, [code]false[/" -"code] otherwise." +"Returns [code]true[/code] if the decrement was successful, [code]false[/code] " +"otherwise." msgstr "" "内部引用减量计数器。只有在你真的知道你在做什么的时候才使用这个。\n" "如果减量成功,返回 [code]true[/code],否则返回 [code]false[/code]。" @@ -82590,21 +91826,20 @@ msgid "" "[ReflectionProbe]s can be blended together and with the rest of the scene " "smoothly. [ReflectionProbe]s can also be combined with [VoxelGI], SDFGI " "([member Environment.sdfgi_enabled]) and screen-space reflections ([member " -"Environment.ssr_enabled]) to get more accurate reflections in specific " -"areas. [ReflectionProbe]s render all objects within their [member " -"cull_mask], so updating them can be quite expensive. It is best to update " -"them once with the important static objects and then leave them as-is.\n" -"[b]Note:[/b] Unlike [VoxelGI] and SDFGI, [ReflectionProbe]s only source " -"their environment from a [WorldEnvironment] node. If you specify an " -"[Environment] resource within a [Camera3D] node, it will be ignored by the " +"Environment.ssr_enabled]) to get more accurate reflections in specific areas. " +"[ReflectionProbe]s render all objects within their [member cull_mask], so " +"updating them can be quite expensive. It is best to update them once with the " +"important static objects and then leave them as-is.\n" +"[b]Note:[/b] Unlike [VoxelGI] and SDFGI, [ReflectionProbe]s only source their " +"environment from a [WorldEnvironment] node. If you specify an [Environment] " +"resource within a [Camera3D] node, it will be ignored by the " "[ReflectionProbe]. This can lead to incorrect lighting within the " "[ReflectionProbe].\n" "[b]Note:[/b] Reflection probes are only supported in the Forward+ and Mobile " -"rendering methods, not Compatibility. When using the Mobile rendering " -"method, only 8 reflection probes can be displayed on each mesh resource. " -"Attempting to display more than 8 reflection probes on a single mesh " -"resource will result in reflection probes flickering in and out as the " -"camera moves.\n" +"rendering methods, not Compatibility. When using the Mobile rendering method, " +"only 8 reflection probes can be displayed on each mesh resource. Attempting " +"to display more than 8 reflection probes on a single mesh resource will " +"result in reflection probes flickering in and out as the camera moves.\n" "[b]Note:[/b] When using the Mobile rendering method, reflection probes will " "only correctly affect meshes whose visibility AABB intersects with the " "reflection probe's AABB. If using a shader to deform the mesh in a way that " @@ -82612,27 +91847,27 @@ msgid "" "must be increased on the mesh. Otherwise, the reflection probe may not be " "visible on the mesh." msgstr "" -"将其周围环境捕捉为立方体贴图,并存储不同版本,其模糊级别递增以模拟不同的材质" -"粗糙度。\n" +"将其周围环境捕捉为立方体贴图,并存储不同版本,其模糊级别递增以模拟不同的材质粗" +"糙度。\n" "[ReflectionProbe] 用于以低性能成本(当 [member update_mode] 为 [constant " "UPDATE_ONCE] 时),创建高质量反射。[ReflectionProbe] 可以与场景的其余部分,平" "滑地混合在一起。[ReflectionProbe] 还可以与 [VoxelGI]、SDFGI([member " -"Environment.sdfgi_enabled])和屏幕空间反射([member Environment." -"ssr_enabled])结合使用,以在特定区域获得更准确的反射。[ReflectionProbe] 渲染" -"其 [member cull_mask] 内的所有对象,因此更新它们可能会非常昂贵。最好仅用重要" -"的静态对象更新一次,然后保持原样。\n" +"Environment.sdfgi_enabled])和屏幕空间反射([member Environment.ssr_enabled])" +"结合使用,以在特定区域获得更准确的反射。[ReflectionProbe] 渲染其 [member " +"cull_mask] 内的所有对象,因此更新它们可能会非常昂贵。最好仅用重要的静态对象更" +"新一次,然后保持原样。\n" "[b]注意:[/b]与 [VoxelGI] 和 SDFGI 不同,[ReflectionProbe] 仅从一个 " "[WorldEnvironment] 节点获取环境。如果您在一个 [Camera3D] 节点中指定了一个 " "[Environment] 资源,它将被该 [ReflectionProbe] 忽略。这可能会导致 " "[ReflectionProbe] 内的照明不正确。\n" "[b]注意:[/b]反射探针仅支持 Forward+ 和 Mobile 渲染方法,不支持 " -"Compatibility。使用移动渲染方法时,每个网格资源上最多只能显示 8 个反射探针。" -"尝试在单个网格资源上显示 8 个以上的反射探针,将导致反射探针随着相机移动而闪" +"Compatibility。使用移动渲染方法时,每个网格资源上最多只能显示 8 个反射探针。尝" +"试在单个网格资源上显示 8 个以上的反射探针,将导致反射探针随着相机移动而闪" "烁。\n" "[b]注意:[/b]当使用移动渲染方法时,反射探针只会正确地影响可见 AABB 与反射探针" -"的 AABB 相交的网格。如果使用着色器以使网格超出其 AABB 的方式变形该网格,则必" -"须在网格上增加 [member GeometryInstance3D.extra_cull_margin]。否则,反射探针" -"可能在网格上不可见。" +"的 AABB 相交的网格。如果使用着色器以使网格超出其 AABB 的方式变形该网格,则必须" +"在网格上增加 [member GeometryInstance3D.extra_cull_margin]。否则,反射探针可能" +"在网格上不可见。" msgid "Reflection probes" msgstr "反射探针" @@ -82641,13 +91876,13 @@ msgid "" "If [code]true[/code], enables box projection. This makes reflections look " "more correct in rectangle-shaped rooms by offsetting the reflection center " "depending on the camera's location.\n" -"[b]Note:[/b] To better fit rectangle-shaped rooms that are not aligned to " -"the grid, you can rotate the [ReflectionProbe] node." +"[b]Note:[/b] To better fit rectangle-shaped rooms that are not aligned to the " +"grid, you can rotate the [ReflectionProbe] node." msgstr "" "为 [code]true[/code] 时将启用箱体投影。通过根据相机的位置偏移反射中心,这使得" "在矩形房间中的反射看起来更正确。\n" -"[b]注意:[/b]为了更好地适应未与网格对齐的区域,你可以旋转 [ReflectionProbe] " -"节点。" +"[b]注意:[/b]为了更好地适应未与网格对齐的区域,你可以旋转 [ReflectionProbe] 节" +"点。" msgid "" "Sets the cull mask which determines what objects are drawn by this probe. " @@ -82656,8 +91891,8 @@ msgid "" "large objects which are likely to take up a lot of space in the reflection." msgstr "" "设置剔除掩码,该掩码确定该探针绘制的对象。每个 [VisualInstance3D],若它有一个" -"层被包含在该剔除掩码中,则它将由该探针渲染。为了提高性能,最好只包含可能在反" -"射中占用大量空间的大型对象。" +"层被包含在该剔除掩码中,则它将由该探针渲染。为了提高性能,最好只包含可能在反射" +"中占用大量空间的大型对象。" msgid "" "If [code]true[/code], computes shadows in the reflection probe. This makes " @@ -82683,13 +91918,12 @@ msgid "" "Increase [member mesh_lod_threshold] to improve performance at the cost of " "geometry detail, especially when using the [constant UPDATE_ALWAYS] [member " "update_mode].\n" -"[b]Note:[/b] [member mesh_lod_threshold] does not affect " -"[GeometryInstance3D] visibility ranges (also known as \"manual\" LOD or " -"hierarchical LOD)." +"[b]Note:[/b] [member mesh_lod_threshold] does not affect [GeometryInstance3D] " +"visibility ranges (also known as \"manual\" LOD or hierarchical LOD)." msgstr "" -"用于在 [ReflectionProbe] 内渲染网格的自动 LOD 偏置(这类似于 [member " -"Viewport.mesh_lod_threshold])。较高的值将使用生成了 LOD 变化的不太详细的网格" -"版本。如果设置为 [code]0.0[/code],则自动 LOD 将被禁用。增加 [member " +"用于在 [ReflectionProbe] 内渲染网格的自动 LOD 偏置(这类似于 [member Viewport." +"mesh_lod_threshold])。较高的值将使用生成了 LOD 变化的不太详细的网格版本。如果" +"设置为 [code]0.0[/code],则自动 LOD 将被禁用。增加 [member " "mesh_lod_threshold] 以牺牲几何细节为代价提高性能,尤其是在使用 [constant " "UPDATE_ALWAYS] 的 [member update_mode] 时。\n" "[b]注意:[/b][member mesh_lod_threshold] 不影响 [GeometryInstance3D] 可见性范" @@ -82698,22 +91932,22 @@ msgstr "" msgid "" "Sets the origin offset to be used when this [ReflectionProbe] is in [member " "box_projection] mode. This can be set to a non-zero value to ensure a " -"reflection fits a rectangle-shaped room, while reducing the number of " -"objects that \"get in the way\" of the reflection." +"reflection fits a rectangle-shaped room, while reducing the number of objects " +"that \"get in the way\" of the reflection." msgstr "" -"设置当该 [ReflectionProbe] 处于 [member box_projection] 模式时要使用的原点偏" -"移量。这可以被设置为一个非零值,以确保反射适合矩形房间,同时减少“妨碍”反射的" -"对象数量。" +"设置当该 [ReflectionProbe] 处于 [member box_projection] 模式时要使用的原点偏移" +"量。这可以被设置为一个非零值,以确保反射适合矩形房间,同时减少“妨碍”反射的对象" +"数量。" msgid "" -"The size of the reflection probe. The larger the size, the more space " -"covered by the probe, which will lower the perceived resolution. It is best " -"to keep the size only as large as you need it.\n" +"The size of the reflection probe. The larger the size, the more space covered " +"by the probe, which will lower the perceived resolution. It is best to keep " +"the size only as large as you need it.\n" "[b]Note:[/b] To better fit areas that are not aligned to the grid, you can " "rotate the [ReflectionProbe] node." msgstr "" -"反射探针的大小。大小越大,探针覆盖的空间就越大,这将降低感知的分辨率。最好将" -"大小保持在需要的大小。\n" +"反射探针的大小。大小越大,探针覆盖的空间就越大,这将降低感知的分辨率。最好将大" +"小保持在需要的大小。\n" "[b]注意:[/b]为了更好地适应未与网格对齐的区域,可以旋转 [ReflectionProbe] 节" "点。" @@ -82733,11 +91967,11 @@ msgid "" "geometry changes. You can force a [ReflectionProbe] update by moving the " "[ReflectionProbe] slightly in any direction." msgstr "" -"在下一帧更新一次探针(建议大多数对象使用)。对应的辐照度贴图会在后续六帧中陆" -"续生成。更新所花费的时间比 [constant UPDATE_ALWAYS] 多,但消耗的性能比它少、" -"产生的反射质量也更高。ReflectionProbe 的变换发生变化时也会进行更新,但不会在" -"周围几何体变化时更新。你可以通过将该 [ReflectionProbe] 在任意方向上进行小幅度" -"移动来强制更新 [ReflectionProbe]。" +"在下一帧更新一次探针(建议大多数对象使用)。对应的辐照度贴图会在后续六帧中陆续" +"生成。更新所花费的时间比 [constant UPDATE_ALWAYS] 多,但消耗的性能比它少、产生" +"的反射质量也更高。ReflectionProbe 的变换发生变化时也会进行更新,但不会在周围几" +"何体变化时更新。你可以通过将该 [ReflectionProbe] 在任意方向上进行小幅度移动来" +"强制更新 [ReflectionProbe]。" msgid "" "Update the probe every frame. This provides better results for fast-moving " @@ -82746,8 +91980,8 @@ msgid "" "[constant UPDATE_ALWAYS] at most per scene. For all other use cases, use " "[constant UPDATE_ONCE]." msgstr "" -"每一帧都更新该探针。可以为快速移动的对象(如汽车)提供更好的结果。然而,带来" -"的性能消耗也是显著的。因此,建议同一个场景中最多只使用一个 [constant " +"每一帧都更新该探针。可以为快速移动的对象(如汽车)提供更好的结果。然而,带来的" +"性能消耗也是显著的。因此,建议同一个场景中最多只使用一个 [constant " "UPDATE_ALWAYS] 的 ReflectionProbe。其他用途请使用 [constant UPDATE_ONCE]。" msgid "Class for searching text for patterns using regular expressions." @@ -82760,8 +91994,8 @@ msgid "" "code] would find any string that is [code]ab[/code] followed by any number " "from [code]0[/code] to [code]9[/code]. For a more in-depth look, you can " "easily find various tutorials and detailed explanations on the Internet.\n" -"To begin, the RegEx object needs to be compiled with the search pattern " -"using [method compile] before it can be used.\n" +"To begin, the RegEx object needs to be compiled with the search pattern using " +"[method compile] before it can be used.\n" "[codeblock]\n" "var regex = RegEx.new()\n" "regex.compile(\"\\\\w-(\\\\d+)\")\n" @@ -82786,9 +92020,9 @@ msgid "" "the group number to the various methods in [RegExMatch]. Group 0 is the " "default and will always refer to the entire pattern. In the above example, " "calling [code]result.get_string(1)[/code] would give you [code]0123[/code].\n" -"This version of RegEx also supports named capturing groups, and the names " -"can be used to retrieve the results. If two or more groups have the same " -"name, the name would only refer to the first one with a match.\n" +"This version of RegEx also supports named capturing groups, and the names can " +"be used to retrieve the results. If two or more groups have the same name, " +"the name would only refer to the first one with a match.\n" "[codeblock]\n" "var regex = RegEx.new()\n" "regex.compile(\"d(?[0-9]+)|x(?[0-9a-f]+)\")\n" @@ -82796,9 +92030,9 @@ msgid "" "if result:\n" " print(result.get_string(\"digit\")) # Would print 2f\n" "[/codeblock]\n" -"If you need to process multiple results, [method search_all] generates a " -"list of all non-overlapping results. This can be combined with a [code]for[/" -"code] loop for convenience.\n" +"If you need to process multiple results, [method search_all] generates a list " +"of all non-overlapping results. This can be combined with a [code]for[/code] " +"loop for convenience.\n" "[codeblock]\n" "for result in regex.search_all(\"d01, d03, d0c, x3f and x42\"):\n" " print(result.get_string(\"digit\"))\n" @@ -82816,13 +92050,13 @@ msgid "" "[b]Note:[/b] Godot's regex implementation is based on the [url=https://www." "pcre.org/]PCRE2[/url] library. You can view the full pattern reference " "[url=https://www.pcre.org/current/doc/html/pcre2pattern.html]here[/url].\n" -"[b]Tip:[/b] You can use [url=https://regexr.com/]Regexr[/url] to test " -"regular expressions online." +"[b]Tip:[/b] You can use [url=https://regexr.com/]Regexr[/url] to test regular " +"expressions online." msgstr "" "正则表达式(或称 regex)是一种紧凑的语言,可用于识别遵循特定模式的字符串,如 " "URL、电子邮件地址、完整句子等。例如正则表达式 [code]ab[0-9][/code] 可以找到 " -"[code]ab[/code] 后面跟着 [code]0[/code] 到 [code]9[/code] 的任何数字的字符" -"串。要想更深入地了解,你可以很容易地在互联网上找到各种教程和详细解释。\n" +"[code]ab[/code] 后面跟着 [code]0[/code] 到 [code]9[/code] 的任何数字的字符串。" +"要想更深入地了解,你可以很容易地在互联网上找到各种教程和详细解释。\n" "首先,在使用 RegEx 对象之前,需要用 [method compile] 对其进行搜索模式的编" "译。\n" "[codeblock]\n" @@ -82855,8 +92089,8 @@ msgstr "" "if result:\n" " print(result.get_string(\"digit\")) # 会输出 2f\n" "[/codeblock]\n" -"如果你需要处理多个结果,[method search_all] 会生成一个所有不重叠的结果列表。" -"为了方便起见,这可以和一个 [code]for[/code] 循环结合起来。\n" +"如果你需要处理多个结果,[method search_all] 会生成一个所有不重叠的结果列表。为" +"了方便起见,这可以和一个 [code]for[/code] 循环结合起来。\n" "[codeblock]\n" "for result in regex.search_all(\"d01, d03, d0c, x3f and x42\"):\n" " print(result.get_string(\"digit\"))\n" @@ -82874,23 +92108,23 @@ msgstr "" "[b]注意:[/b]Godot 的 regex 实现基于的是 [url=https://www.pcre.org/]PCRE2[/" "url]。你可以查看完整的模式参考[url=https://www.pcre.org/current/doc/html/" "pcre2pattern.html]这里[/url]。\n" -"[b]提示:[/b]你可以使用 [url=https://regexr.com/]Regexr[/url] 来在线测试正则" -"表达式。" +"[b]提示:[/b]你可以使用 [url=https://regexr.com/]Regexr[/url] 来在线测试正则表" +"达式。" msgid "" "This method resets the state of the object, as if it was freshly created. " "Namely, it unassigns the regular expression of this object." msgstr "" -"这个方法重置了对象的状态,就像它是新创建的一样。也就是说,它取消了这个对象的" -"正则表达式的赋值。" +"这个方法重置了对象的状态,就像它是新创建的一样。也就是说,它取消了这个对象的正" +"则表达式的赋值。" msgid "" "Compiles and assign the search pattern to use. Returns [constant OK] if the " -"compilation is successful. If an error is encountered, details are printed " -"to standard output and an error is returned." +"compilation is successful. If an error is encountered, details are printed to " +"standard output and an error is returned." msgstr "" -"编译并指定要使用的搜索模式。如果编译成功,返回 [constant OK]。如果遇到错误," -"细节将被打印到标准输出,并返回一个错误。" +"编译并指定要使用的搜索模式。如果编译成功,返回 [constant OK]。如果遇到错误,细" +"节将被打印到标准输出,并返回一个错误。" msgid "Creates and compiles a new [RegEx] object." msgstr "创建并编译新 [RegEx] 对象。" @@ -82918,16 +92152,15 @@ msgid "" "subject] by calling this method again after a previous success. Note that " "setting these parameters differs from passing over a shortened string. For " "example, the start anchor [code]^[/code] is not affected by [param offset], " -"and the character before [param offset] will be checked for the word " -"boundary [code]\\b[/code]." +"and the character before [param offset] will be checked for the word boundary " +"[code]\\b[/code]." msgstr "" -"在文本中搜索编译后的模式。如果找到,则将首个匹配结果放在 [RegExMatch] 容器中" -"返回,否则返回 [code]null[/code]。\n" +"在文本中搜索编译后的模式。如果找到,则将首个匹配结果放在 [RegExMatch] 容器中返" +"回,否则返回 [code]null[/code]。\n" "可以使用 [param offset] 和 [param end] 指定要搜索的区域。这对在上一次成功后再" "次调用该方法,以相同的 [param subject] 搜索另一个匹配项时很有用。请注意,设置" "这些参数不同于传递缩短后的字符串。例如,起始锚点 [code]^[/code] 不受 [param " -"offset] 的影响,会为单词边界 [code]\\b[/code] 检查 [param offset] 之前的字" -"符。" +"offset] 的影响,会为单词边界 [code]\\b[/code] 检查 [param offset] 之前的字符。" msgid "" "Searches the text for the compiled pattern. Returns an array of [RegExMatch] " @@ -82938,30 +92171,28 @@ msgid "" "subject] by calling this method again after a previous success. Note that " "setting these parameters differs from passing over a shortened string. For " "example, the start anchor [code]^[/code] is not affected by [param offset], " -"and the character before [param offset] will be checked for the word " -"boundary [code]\\b[/code]." +"and the character before [param offset] will be checked for the word boundary " +"[code]\\b[/code]." msgstr "" -"在文本中搜索编译后的模式。返回 [RegExMatch] 容器的数组,其中每个容器包含的是" -"互不重叠的匹配结果。如果没有找到结果,则返回一个空数组。\n" +"在文本中搜索编译后的模式。返回 [RegExMatch] 容器的数组,其中每个容器包含的是互" +"不重叠的匹配结果。如果没有找到结果,则返回一个空数组。\n" "可以使用 [param offset] 和 [param end] 指定要搜索的区域。这对在上一次成功后再" "次调用该方法,以相同的 [param subject] 搜索另一个匹配项时很有用。请注意,设置" "这些参数不同于传递缩短后的字符串。例如,起始锚点 [code]^[/code] 不受 [param " -"offset] 的影响,会为单词边界 [code]\\b[/code] 检查 [param offset] 之前的字" -"符。" +"offset] 的影响,会为单词边界 [code]\\b[/code] 检查 [param offset] 之前的字符。" msgid "" -"Searches the text for the compiled pattern and replaces it with the " -"specified string. Escapes and backreferences such as [code]$1[/code] and " -"[code]$name[/code] are expanded and resolved. By default, only the first " -"instance is replaced, but it can be changed for all instances (global " -"replacement).\n" +"Searches the text for the compiled pattern and replaces it with the specified " +"string. Escapes and backreferences such as [code]$1[/code] and [code]$name[/" +"code] are expanded and resolved. By default, only the first instance is " +"replaced, but it can be changed for all instances (global replacement).\n" "The region to search within can be specified with [param offset] and [param " "end]. This is useful when searching for another match in the same [param " "subject] by calling this method again after a previous success. Note that " "setting these parameters differs from passing over a shortened string. For " "example, the start anchor [code]^[/code] is not affected by [param offset], " -"and the character before [param offset] will be checked for the word " -"boundary [code]\\b[/code]." +"and the character before [param offset] will be checked for the word boundary " +"[code]\\b[/code]." msgstr "" "在文本中搜索编译后的模式,并将其替换为指定的字符串。诸如 [code]$1[/code] 和 " "[code]$name[/code] 等转义和反向引用会被扩展和解析。默认情况下,只有第一个实例" @@ -82969,8 +92200,7 @@ msgstr "" "可以使用 [param offset] 和 [param end] 指定要搜索的区域。这对在上一次成功后再" "次调用该方法,以相同的 [param subject] 搜索另一个匹配项时很有用。请注意,设置" "这些参数不同于传递缩短后的字符串。例如,起始锚点 [code]^[/code] 不受 [param " -"offset] 的影响,会为单词边界 [code]\\b[/code] 检查 [param offset] 之前的字" -"符。" +"offset] 的影响,会为单词边界 [code]\\b[/code] 检查 [param offset] 之前的字符。" msgid "Contains the results of a [RegEx] search." msgstr "包含 [RegEx] 搜索的结果。" @@ -82992,8 +92222,8 @@ msgid "" "of 0 refers to the whole pattern.\n" "Returns -1 if the group did not match or doesn't exist." msgstr "" -"返回源字符串中匹配的结束位置。捕获组的结束位置可以通过提供其组号的整数或其字" -"符串名称(如果它是一个命名组)来检索。默认值为 0,指的是整个表达式。\n" +"返回源字符串中匹配的结束位置。捕获组的结束位置可以通过提供其组号的整数或其字符" +"串名称(如果它是一个命名组)来检索。默认值为 0,指的是整个表达式。\n" "如果该组没有匹配或不存在,则返回 -1。" msgid "Returns the number of capturing groups." @@ -83001,14 +92231,13 @@ msgstr "返回捕获组的数量。" msgid "" "Returns the starting position of the match within the source string. The " -"starting position of capturing groups can be retrieved by providing its " -"group number as an integer or its string name (if it's a named group). The " -"default value of 0 refers to the whole pattern.\n" +"starting position of capturing groups can be retrieved by providing its group " +"number as an integer or its string name (if it's a named group). The default " +"value of 0 refers to the whole pattern.\n" "Returns -1 if the group did not match or doesn't exist." msgstr "" -"返回源字符串中匹配的起始位置。捕获组的起始位置可以通过提供它的组号作为一个整" -"数或它的字符串名称(如果它是一个命名组)来检索。默认值为 0,指的是整个表达" -"式。\n" +"返回源字符串中匹配的起始位置。捕获组的起始位置可以通过提供它的组号作为一个整数" +"或它的字符串名称(如果它是一个命名组)来检索。默认值为 0,指的是整个表达式。\n" "如果组没有匹配或不存在,返回 -1。" msgid "" @@ -83123,16 +92352,15 @@ msgstr "使用计算着色器" msgid "" "Puts a memory barrier in place. This is used for synchronization to avoid " -"data races. See also [method full_barrier], which may be useful for " -"debugging." +"data races. See also [method full_barrier], which may be useful for debugging." msgstr "" "原地放置一个内存屏障。内存屏障可用于进行同步,避免数据竞争。另见 [method " "full_barrier],可能更适合调试。" msgid "" -"Returns a copy of the data of the specified [param buffer], optionally " -"[param offset_bytes] and [param size_bytes] can be set to copy only a " -"portion of the buffer." +"Returns a copy of the data of the specified [param buffer], optionally [param " +"offset_bytes] and [param size_bytes] can be set to copy only a portion of the " +"buffer." msgstr "" "返回指定 [param buffer] 中数据的副本,还可以设置 [param offset_bytes] 和 " "[param size_bytes],仅复制缓冲区的某一部分。" @@ -83155,6 +92383,28 @@ msgstr "" msgid "Binds [param vertex_array] to the specified [param draw_list]." msgstr "将 [param vertex_array] 绑定到指定的 [param draw_list]。" +msgid "" +"Returns the number of texture samples used for the given framebuffer [param " +"format] ID (returned by [method framebuffer_get_format])." +msgstr "" +"返回给定帧缓冲格式 ID [param format] 所使用的纹理采样数量(格式由 [method " +"framebuffer_get_format] 返回)。" + +msgid "" +"Returns the format ID of the framebuffer specified by the [param framebuffer] " +"RID. This ID is guaranteed to be unique for the same formats and does not " +"need to be freed." +msgstr "" +"返回由帧缓冲 RID [param framebuffer] 指定的帧缓冲的格式 ID。相同格式下,这个 " +"ID 一定是唯一的,不需要释放。" + +msgid "" +"Returns [code]true[/code] if the framebuffer specified by the [param " +"framebuffer] RID is valid, [code]false[/code] otherwise." +msgstr "" +"返回由帧缓冲 RID [param framebuffer] 指定的帧缓冲有效,则返回 [code]true[/" +"code],否则返回 [code]false[/code]。" + msgid "" "Tries to free an object in the RenderingDevice. To avoid memory leaks, this " "should be called after using an object as memory management does not occur " @@ -83164,9 +92414,9 @@ msgstr "" "用这个方法,因为直接使用 RenderingDevice 时并不会自动进行内存管理。" msgid "" -"Puts a [i]full[/i] memory barrier in place. This is a memory [method " -"barrier] with all flags enabled. [method full_barrier] it should only be " -"used for debugging as it can severely impact performance." +"Puts a [i]full[/i] memory barrier in place. This is a memory [method barrier] " +"with all flags enabled. [method full_barrier] it should only be used for " +"debugging as it can severely impact performance." msgstr "" "原地放置一个[i]完整[/i]的内存屏障。这是启用了所有标志的 [method barrier]。" "[method full_barrier] 应该仅用于调试,因为对性能的影响极大。" @@ -83188,6 +92438,73 @@ msgstr "" "返回视频适配器的供应商(例如 \"NVIDIA Corporation\")。等价于 [method " "RenderingServer.get_video_adapter_vendor]。另见 [method get_device_name]。" +msgid "" +"Returns the frame count kept by the graphics API. Higher values result in " +"higher input lag, but with more consistent throughput. For the main " +"[RenderingDevice], frames are cycled (usually 3 with triple-buffered V-Sync " +"enabled). However, local [RenderingDevice]s only have 1 frame." +msgstr "" +"返回图形 API 所记录的帧数。值越高输入延迟就越高,但吞吐量也更一致。对于主 " +"[RenderingDevice] 而言,帧会进行循环(启用三缓冲垂直同步时通常为 3)。但是局" +"部 [RenderingDevice] 只有 1 帧。" + +msgid "" +"Creates a new index array. It can be accessed with the RID that is returned.\n" +"Once finished with your RID, you will want to free the RID using the " +"RenderingDevice's [method free_rid] method." +msgstr "" +"新建索引数组。可以通过返回的 RID 进行访问。\n" +"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 静态方法进行释" +"放。" + +msgid "" +"Creates a new index buffer. It can be accessed with the RID that is " +"returned.\n" +"Once finished with your RID, you will want to free the RID using the " +"RenderingDevice's [method free_rid] method." +msgstr "" +"新建索引缓冲。可以通过返回的 RID 进行访问。\n" +"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 静态方法进行释" +"放。" + +msgid "" +"Creates a new render pipeline. It can be accessed with the RID that is " +"returned.\n" +"Once finished with your RID, you will want to free the RID using the " +"RenderingDevice's [method free_rid] method." +msgstr "" +"新建渲染管线。可以通过返回的 RID 进行访问。\n" +"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 静态方法进行释" +"放。" + +msgid "" +"Creates a new sampler. It can be accessed with the RID that is returned.\n" +"Once finished with your RID, you will want to free the RID using the " +"RenderingDevice's [method free_rid] method." +msgstr "" +"新建采样器。可以通过返回的 RID 进行访问。\n" +"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 静态方法进行释" +"放。" + +msgid "" +"Returns [code]true[/code] if implementation supports using a texture of " +"[param format] with the given [param sampler_filter]." +msgstr "" +"如果实现支持使用格式为 [param format] 和 [param sampler_filter] 采样过滤的纹" +"理,则返回 [code]true[/code]。" + +msgid "" +"Returns the screen's framebuffer format.\n" +"[b]Note:[/b] Only the main [RenderingDevice] returned by [method " +"RenderingServer.get_rendering_device] has a format. If called on a local " +"[RenderingDevice], this method prints an error and returns [constant " +"INVALID_ID]." +msgstr "" +"返回屏幕帧缓冲的格式。\n" +"[b]注意:[/b]只有 [method RenderingServer.get_rendering_device] 返回的主 " +"[RenderingDevice] 有格式。对局部 [RenderingDevice] 调用时,这个方法会输出错误" +"并返回 [constant INVALID_ID]。" + msgid "" "Creates a new shader instance from a binary compiled shader. It can be " "accessed with the RID that is returned.\n" @@ -83226,12 +92543,43 @@ msgstr "" "[b]注意:[/b]请勿与 [method RenderingServer.texture_2d_create] 混淆,后者创建" "的是 Godot 专属的 [Texture2D] 资源,不是图形 API 自己的纹理类型。" +msgid "" +"Returns the internal graphics handle for this texture object. For use when " +"communicating with third-party APIs mostly with GDExtension.\n" +"[b]Note:[/b] This function returns a [code]uint64_t[/code] which internally " +"maps to a [code]GLuint[/code] (OpenGL) or [code]VkImage[/code] (Vulkan)." +msgstr "" +"返回该纹理对象的内部图形句柄。主要用于 GDExtension 与第三方 API 通讯。\n" +"[b]注意:[/b]这个函数返回的是 [code]uint64_t[/code],内部映射到 [code]GLuint[/" +"code](OpenGL)或 [code]VkImage[/code](Vulkan)。" + +msgid "" +"Returns [code]true[/code] if the specified [param format] is supported for " +"the given [param usage_flags], [code]false[/code] otherwise." +msgstr "" +"如果指定的格式 [param format] 支持给定的用途标志 [param usage_flags],则返回 " +"[code]true[/code],否则返回 [code]false[/code]。" + +msgid "" +"Returns [code]true[/code] if the [param texture] is shared, [code]false[/" +"code] otherwise. See [RDTextureView]." +msgstr "" +"如果 [param texture] 是共享纹理,则返回 [code]true[/code],否则返回 " +"[code]false[/code]。见 [RDTextureView]。" + +msgid "" +"Returns [code]true[/code] if the [param texture] is valid, [code]false[/code] " +"otherwise." +msgstr "" +"如果 [param texture] 有效,则返回 [code]true[/code],否则返回 [code]false[/" +"code]。" + msgid "" "Creates a vertex array based on the specified buffers. Optionally, [param " "offsets] (in bytes) may be defined for each buffer." msgstr "" -"根据给定的缓冲区创建顶点数组。还可以为各个缓冲区定义偏移量 [param offsets]" -"(单位为字节)。" +"根据给定的缓冲区创建顶点数组。还可以为各个缓冲区定义偏移量 [param offsets](单" +"位为字节)。" msgid "" "Rendering device type does not match any of the other enum values or is " @@ -83257,18 +92605,17 @@ msgstr "" msgid "" "Rendering device is an emulated GPU in a virtual environment. This is " -"typically much slower than the host GPU, which means the expected " -"performance level on a dedicated GPU will be roughly equivalent to [constant " +"typically much slower than the host GPU, which means the expected performance " +"level on a dedicated GPU will be roughly equivalent to [constant " "DEVICE_TYPE_INTEGRATED_GPU]. Virtual machine GPU passthrough (such as VFIO) " "will not report the device type as [constant DEVICE_TYPE_VIRTUAL_GPU]. " "Instead, the host GPU's device type will be reported as if the GPU was not " "emulated." msgstr "" -"渲染设备为虚拟环境中的模拟 GPU。通常比主机 GPU 要慢很多,这意味着独立 GPU 的" -"预期性能等级大概与 [constant DEVICE_TYPE_INTEGRATED_GPU] 等价。使用虚拟机 " -"GPU 穿透(例如 VFIO)时,设备类型不会被汇报为 [constant " -"DEVICE_TYPE_VIRTUAL_GPU]。而是会汇报主机 GPU 的设备类型,就好像使用的不是模" -"拟 GPU 一样。" +"渲染设备为虚拟环境中的模拟 GPU。通常比主机 GPU 要慢很多,这意味着独立 GPU 的预" +"期性能等级大概与 [constant DEVICE_TYPE_INTEGRATED_GPU] 等价。使用虚拟机 GPU 穿" +"透(例如 VFIO)时,设备类型不会被汇报为 [constant DEVICE_TYPE_VIRTUAL_GPU]。而" +"是会汇报主机 GPU 的设备类型,就好像使用的不是模拟 GPU 一样。" msgid "" "Rendering device is provided by software emulation (such as Lavapipe or " @@ -83316,8 +92663,8 @@ msgid "" "Vulkan [url=https://vkguide.dev/docs/chapter-4/descriptors/]descriptor set[/" "url] driver resource." msgstr "" -"Vulkan [url=https://vkguide.dev/docs/chapter-4/descriptors/]描述符集[/url]驱" -"动资源。" +"Vulkan [url=https://vkguide.dev/docs/chapter-4/descriptors/]描述符集[/url]驱动" +"资源。" msgid "Vulkan buffer driver resource." msgstr "Vulkan 缓冲驱动资源。" @@ -83368,17 +92715,17 @@ msgstr "" "中。取值均在 [code][0.0, 1.0][/code] 的范围内。" msgid "" -"Blue/green/red channel data format with 5 bits of blue, 6 bits of green and " -"5 bits of red, packed into 16 bits. Values are in the [code][0.0, 1.0][/" -"code] range." +"Blue/green/red channel data format with 5 bits of blue, 6 bits of green and 5 " +"bits of red, packed into 16 bits. Values are in the [code][0.0, 1.0][/code] " +"range." msgstr "" "蓝、绿、红通道数据格式,蓝占 5 位、绿占 6 位、红占 5 位,紧缩在 16 个比特位" "中。取值均在 [code][0.0, 1.0][/code] 的范围内。" msgid "" -"Red/green/blue/alpha channel data format with 5 bits of red, 6 bits of " -"green, 5 bits of blue and 1 bit of alpha, packed into 16 bits. Values are in " -"the [code][0.0, 1.0][/code] range." +"Red/green/blue/alpha channel data format with 5 bits of red, 6 bits of green, " +"5 bits of blue and 1 bit of alpha, packed into 16 bits. Values are in the " +"[code][0.0, 1.0][/code] range." msgstr "" "红、绿、蓝、Alpha 通道数据格式,红占 5 位、绿占 6 位、蓝占 5 位、Alpha 占 1 " "位,紧缩在 16 个比特位中。取值均在 [code][0.0, 1.0][/code] 的范围内。" @@ -83403,8 +92750,8 @@ msgid "" "8-bit-per-channel unsigned floating-point red channel data format with " "normalized value. Values are in the [code][0.0, 1.0][/code] range." msgstr "" -"每通道 8 位的无符号浮点数红通道数据格式,使用归一化的值。取值均在 [code]" -"[0.0, 1.0][/code] 的范围内。" +"每通道 8 位的无符号浮点数红通道数据格式,使用归一化的值。取值均在 [code][0.0, " +"1.0][/code] 的范围内。" msgid "" "8-bit-per-channel signed floating-point red channel data format with " @@ -83414,9 +92761,9 @@ msgstr "" "[-1.0, 1.0][/code] 的范围内。" msgid "" -"8-bit-per-channel unsigned floating-point red channel data format with " -"scaled value (value is converted from integer to float). Values are in the " -"[code][0.0, 255.0][/code] range." +"8-bit-per-channel unsigned floating-point red channel data format with scaled " +"value (value is converted from integer to float). Values are in the [code]" +"[0.0, 255.0][/code] range." msgstr "" "每通道 8 位的无符号浮点数红通道数据格式,使用缩放后的值(值从整数转换为浮点" "数)。取值均在 [code][0.0, 255.0][/code] 的范围内。" @@ -83430,8 +92777,8 @@ msgstr "" "数)。取值均在 [code][-127.0, 127.0][/code] 的范围内。" msgid "" -"8-bit-per-channel unsigned integer red channel data format. Values are in " -"the [code][0, 255][/code] range." +"8-bit-per-channel unsigned integer red channel data format. Values are in the " +"[code][0, 255][/code] range." msgstr "" "每通道 8 位的无符号整数红通道数据格式。取值均在 [code][0, 255][/code] 的范围" "内。" @@ -83485,12 +92832,12 @@ msgid "" "8-bit-per-channel unsigned integer red/green channel data format. Values are " "in the [code][0, 255][/code] range." msgstr "" -"每通道 8 位的无符号整数红、绿通道数据格式。取值均在 [code][0, 255][/code] 的" -"范围内。" +"每通道 8 位的无符号整数红、绿通道数据格式。取值均在 [code][0, 255][/code] 的范" +"围内。" msgid "" -"8-bit-per-channel signed integer red/green channel data format. Values are " -"in the [code][-127, 127][/code] range." +"8-bit-per-channel signed integer red/green channel data format. Values are in " +"the [code][-127, 127][/code] range." msgstr "" "每通道 8 位的带符号整数红、绿通道数据格式。取值均在 [code][-127, 127][/code] " "的范围内。" @@ -83534,11 +92881,11 @@ msgstr "" "为浮点数)。取值均在 [code][-127.0, 127.0][/code] 的范围内。" msgid "" -"8-bit-per-channel unsigned integer red/green/blue channel data format. " -"Values are in the [code][0, 255][/code] range." +"8-bit-per-channel unsigned integer red/green/blue channel data format. Values " +"are in the [code][0, 255][/code] range." msgstr "" -"每通道 8 位的无符号整数红、绿、蓝通道数据格式。取值均在 [code][0, 255][/" -"code] 的范围内。" +"每通道 8 位的无符号整数红、绿、蓝通道数据格式。取值均在 [code][0, 255][/code] " +"的范围内。" msgid "" "8-bit-per-channel signed integer red/green/blue channel data format. Values " @@ -83586,11 +92933,11 @@ msgstr "" "为浮点数)。取值均在 [code][-127.0, 127.0][/code] 的范围内。" msgid "" -"8-bit-per-channel unsigned integer blue/green/red channel data format. " -"Values are in the [code][0, 255][/code] range." +"8-bit-per-channel unsigned integer blue/green/red channel data format. Values " +"are in the [code][0, 255][/code] range." msgstr "" -"每通道 8 位的无符号整数蓝、绿、红通道数据格式。取值均在 [code][0, 255][/" -"code] 的范围内。" +"每通道 8 位的无符号整数蓝、绿、红通道数据格式。取值均在 [code][0, 255][/code] " +"的范围内。" msgid "" "8-bit-per-channel signed integer blue/green/red channel data format. Values " @@ -83609,8 +92956,7 @@ msgstr "" msgid "" "8-bit-per-channel unsigned floating-point red/green/blue/alpha channel data " -"format with normalized value. Values are in the [code][0.0, 1.0][/code] " -"range." +"format with normalized value. Values are in the [code][0.0, 1.0][/code] range." msgstr "" "每通道 8 位的无符号浮点数红、绿、蓝、Alpha 通道数据格式,使用归一化的值。取值" "均在 [code][0.0, 1.0][/code] 的范围内。" @@ -83643,8 +92989,8 @@ msgid "" "8-bit-per-channel unsigned integer red/green/blue/alpha channel data format. " "Values are in the [code][0, 255][/code] range." msgstr "" -"每通道 8 位的无符号整数红、绿、蓝、Alpha 通道数据格式。取值均在 [code][0, " -"255][/code] 的范围内。" +"每通道 8 位的无符号整数红、绿、蓝、Alpha 通道数据格式。取值均在 [code][0, 255]" +"[/code] 的范围内。" msgid "" "8-bit-per-channel signed integer red/green/blue/alpha channel data format. " @@ -83663,8 +93009,7 @@ msgstr "" msgid "" "8-bit-per-channel unsigned floating-point blue/green/red/alpha channel data " -"format with normalized value. Values are in the [code][0.0, 1.0][/code] " -"range." +"format with normalized value. Values are in the [code][0.0, 1.0][/code] range." msgstr "" "每通道 8 位的无符号浮点数蓝、绿、红、Alpha 通道数据格式,使用归一化的值。取值" "均在 [code][0.0, 1.0][/code] 的范围内。" @@ -83697,8 +93042,8 @@ msgid "" "8-bit-per-channel unsigned integer blue/green/red/alpha channel data format. " "Values are in the [code][0, 255][/code] range." msgstr "" -"每通道 8 位的无符号整数蓝、绿、红、Alpha 通道数据格式。取值均在 [code][0, " -"255][/code] 的范围内。" +"每通道 8 位的无符号整数蓝、绿、红、Alpha 通道数据格式。取值均在 [code][0, 255]" +"[/code] 的范围内。" msgid "" "8-bit-per-channel signed integer blue/green/red/alpha channel data format. " @@ -83765,8 +93110,8 @@ msgstr "" msgid "" "8-bit-per-channel unsigned floating-point alpha/red/green/blue channel data " -"format with normalized value and non-linear sRGB encoding, packed in 32 " -"bits. Values are in the [code][0.0, 1.0][/code] range." +"format with normalized value and non-linear sRGB encoding, packed in 32 bits. " +"Values are in the [code][0.0, 1.0][/code] range." msgstr "" "每通道 8 位的无符号浮点数 Alpha、红、绿、蓝通道数据格式,使用归一化的值、非线" "性 sRGB 编码,紧缩在 32 个比特位中。取值均在 [code][0.0, 1.0][/code] 的范围" @@ -83774,64 +93119,62 @@ msgstr "" msgid "" "Unsigned floating-point alpha/red/green/blue channel data format with " -"normalized value, packed in 32 bits. Format contains 2 bits of alpha, 10 " -"bits of red, 10 bits of green and 10 bits of blue. Values are in the [code]" -"[0.0, 1.0][/code] range." +"normalized value, packed in 32 bits. Format contains 2 bits of alpha, 10 bits " +"of red, 10 bits of green and 10 bits of blue. Values are in the [code][0.0, " +"1.0][/code] range." msgstr "" -"无符号浮点数 Alpha、红、绿、蓝通道数据格式,使用归一化的值,紧缩在 32 个比特" -"位中。格式中包含 2 位 Alpha、10 位红、10 位绿、10 位蓝。取值均在 [code][0.0, " +"无符号浮点数 Alpha、红、绿、蓝通道数据格式,使用归一化的值,紧缩在 32 个比特位" +"中。格式中包含 2 位 Alpha、10 位红、10 位绿、10 位蓝。取值均在 [code][0.0, " "1.0][/code] 的范围内。" msgid "" "Signed floating-point alpha/red/green/blue channel data format with " -"normalized value, packed in 32 bits. Format contains 2 bits of alpha, 10 " -"bits of red, 10 bits of green and 10 bits of blue. Values are in the [code]" -"[-1.0, 1.0][/code] range." +"normalized value, packed in 32 bits. Format contains 2 bits of alpha, 10 bits " +"of red, 10 bits of green and 10 bits of blue. Values are in the [code][-1.0, " +"1.0][/code] range." msgstr "" -"带符号浮点数 Alpha、红、绿、蓝通道数据格式,使用归一化的值,紧缩在 32 个比特" -"位中。格式中包含 2 位 Alpha、10 位红、10 位绿、10 位蓝。取值均在 [code]" -"[-1.0, 1.0][/code] 的范围内。" +"带符号浮点数 Alpha、红、绿、蓝通道数据格式,使用归一化的值,紧缩在 32 个比特位" +"中。格式中包含 2 位 Alpha、10 位红、10 位绿、10 位蓝。取值均在 [code][-1.0, " +"1.0][/code] 的范围内。" msgid "" "Unsigned floating-point alpha/red/green/blue channel data format with " -"normalized value, packed in 32 bits. Format contains 2 bits of alpha, 10 " -"bits of red, 10 bits of green and 10 bits of blue. Values are in the [code]" -"[0.0, 1023.0][/code] range for red/green/blue and [code][0.0, 3.0][/code] " -"for alpha." +"normalized value, packed in 32 bits. Format contains 2 bits of alpha, 10 bits " +"of red, 10 bits of green and 10 bits of blue. Values are in the [code][0.0, " +"1023.0][/code] range for red/green/blue and [code][0.0, 3.0][/code] for alpha." msgstr "" -"无符号浮点数 Alpha、红、绿、蓝通道数据格式,使用归一化的值,紧缩在 32 个比特" -"位中。格式中包含 2 位 Alpha、10 位红、10 位绿、10 位蓝。红、绿、蓝的取值在 " -"[code][0.0, 1023.0][/code] 的范围内,Alpha 的取值在 [code][0.0, 3.0][/code] " -"的范围内。" +"无符号浮点数 Alpha、红、绿、蓝通道数据格式,使用归一化的值,紧缩在 32 个比特位" +"中。格式中包含 2 位 Alpha、10 位红、10 位绿、10 位蓝。红、绿、蓝的取值在 " +"[code][0.0, 1023.0][/code] 的范围内,Alpha 的取值在 [code][0.0, 3.0][/code] 的" +"范围内。" msgid "" "Signed floating-point alpha/red/green/blue channel data format with " -"normalized value, packed in 32 bits. Format contains 2 bits of alpha, 10 " -"bits of red, 10 bits of green and 10 bits of blue. Values are in the [code]" +"normalized value, packed in 32 bits. Format contains 2 bits of alpha, 10 bits " +"of red, 10 bits of green and 10 bits of blue. Values are in the [code]" "[-511.0, 511.0][/code] range for red/green/blue and [code][-1.0, 1.0][/code] " "for alpha." msgstr "" -"带符号浮点数 Alpha、红、绿、蓝通道数据格式,使用归一化的值,紧缩在 32 个比特" -"位中。格式中包含 2 位 Alpha、10 位红、10 位绿、10 位蓝。红、绿、蓝的取值在 " +"带符号浮点数 Alpha、红、绿、蓝通道数据格式,使用归一化的值,紧缩在 32 个比特位" +"中。格式中包含 2 位 Alpha、10 位红、10 位绿、10 位蓝。红、绿、蓝的取值在 " "[code][-511.0, 511.0][/code] 的范围内,Alpha 的取值在 [code][-1.0, 1.0][/" "code] 的范围内。" msgid "" "Unsigned integer alpha/red/green/blue channel data format with normalized " -"value, packed in 32 bits. Format contains 2 bits of alpha, 10 bits of red, " -"10 bits of green and 10 bits of blue. Values are in the [code][0, 1023][/" -"code] range for red/green/blue and [code][0, 3][/code] for alpha." +"value, packed in 32 bits. Format contains 2 bits of alpha, 10 bits of red, 10 " +"bits of green and 10 bits of blue. Values are in the [code][0, 1023][/code] " +"range for red/green/blue and [code][0, 3][/code] for alpha." msgstr "" "无符号整数 Alpha、红、绿、蓝通道数据格式,使用归一化的值,紧缩在 32 个比特位" "中。格式中包含 2 位 Alpha、10 位红、10 位绿、10 位蓝。红、绿、蓝的取值在 " -"[code][0, 1023][/code] 的范围内,Alpha 的取值在 [code][0, 3][/code] 的范围" -"内。" +"[code][0, 1023][/code] 的范围内,Alpha 的取值在 [code][0, 3][/code] 的范围内。" msgid "" "Signed integer alpha/red/green/blue channel data format with normalized " -"value, packed in 32 bits. Format contains 2 bits of alpha, 10 bits of red, " -"10 bits of green and 10 bits of blue. Values are in the [code][-511, 511][/" -"code] range for red/green/blue and [code][-1, 1][/code] for alpha." +"value, packed in 32 bits. Format contains 2 bits of alpha, 10 bits of red, 10 " +"bits of green and 10 bits of blue. Values are in the [code][-511, 511][/code] " +"range for red/green/blue and [code][-1, 1][/code] for alpha." msgstr "" "带符号整数 Alpha、红、绿、蓝通道数据格式,使用归一化的值,紧缩在 32 个比特位" "中。格式中包含 2 位 Alpha、10 位红、10 位绿、10 位蓝。红、绿、蓝的取值在 " @@ -83840,58 +93183,56 @@ msgstr "" msgid "" "Unsigned floating-point alpha/blue/green/red channel data format with " -"normalized value, packed in 32 bits. Format contains 2 bits of alpha, 10 " -"bits of blue, 10 bits of green and 10 bits of red. Values are in the [code]" -"[0.0, 1.0][/code] range." +"normalized value, packed in 32 bits. Format contains 2 bits of alpha, 10 bits " +"of blue, 10 bits of green and 10 bits of red. Values are in the [code][0.0, " +"1.0][/code] range." msgstr "" -"无符号浮点数 Alpha、蓝、绿、红通道数据格式,使用归一化的值,紧缩在 32 个比特" -"位中。格式中包含 2 位 Alpha、10 位蓝、10 位绿、10 位红。取值均在 [code][0.0, " +"无符号浮点数 Alpha、蓝、绿、红通道数据格式,使用归一化的值,紧缩在 32 个比特位" +"中。格式中包含 2 位 Alpha、10 位蓝、10 位绿、10 位红。取值均在 [code][0.0, " "1.0][/code] 的范围内。" msgid "" "Signed floating-point alpha/blue/green/red channel data format with " -"normalized value, packed in 32 bits. Format contains 2 bits of alpha, 10 " -"bits of blue, 10 bits of green and 10 bits of red. Values are in the [code]" -"[-1.0, 1.0][/code] range." +"normalized value, packed in 32 bits. Format contains 2 bits of alpha, 10 bits " +"of blue, 10 bits of green and 10 bits of red. Values are in the [code][-1.0, " +"1.0][/code] range." msgstr "" -"带符号浮点数 Alpha、蓝、绿、红通道数据格式,使用归一化的值,紧缩在 32 个比特" -"位中。格式中包含 2 位 Alpha、10 位蓝、10 位绿、10 位红。取值均在 [code]" -"[-1.0, 1.0][/code] 的范围内。" +"带符号浮点数 Alpha、蓝、绿、红通道数据格式,使用归一化的值,紧缩在 32 个比特位" +"中。格式中包含 2 位 Alpha、10 位蓝、10 位绿、10 位红。取值均在 [code][-1.0, " +"1.0][/code] 的范围内。" msgid "" "Unsigned floating-point alpha/blue/green/red channel data format with " -"normalized value, packed in 32 bits. Format contains 2 bits of alpha, 10 " -"bits of blue, 10 bits of green and 10 bits of red. Values are in the [code]" -"[0.0, 1023.0][/code] range for blue/green/red and [code][0.0, 3.0][/code] " -"for alpha." +"normalized value, packed in 32 bits. Format contains 2 bits of alpha, 10 bits " +"of blue, 10 bits of green and 10 bits of red. Values are in the [code][0.0, " +"1023.0][/code] range for blue/green/red and [code][0.0, 3.0][/code] for alpha." msgstr "" -"无符号浮点数 Alpha、蓝、绿、红通道数据格式,使用归一化的值,紧缩在 32 个比特" -"位中。格式中包含 2 位 Alpha、10 位蓝、10 位绿、10 位红。蓝、绿、红的取值在 " -"[code][0.0, 1023.0][/code] 的范围内,Alpha 的取值在 [code][0.0, 3.0][/code] " -"的范围内。" +"无符号浮点数 Alpha、蓝、绿、红通道数据格式,使用归一化的值,紧缩在 32 个比特位" +"中。格式中包含 2 位 Alpha、10 位蓝、10 位绿、10 位红。蓝、绿、红的取值在 " +"[code][0.0, 1023.0][/code] 的范围内,Alpha 的取值在 [code][0.0, 3.0][/code] 的" +"范围内。" msgid "" "Signed floating-point alpha/blue/green/red channel data format with " -"normalized value, packed in 32 bits. Format contains 2 bits of alpha, 10 " -"bits of blue, 10 bits of green and 10 bits of red. Values are in the [code]" +"normalized value, packed in 32 bits. Format contains 2 bits of alpha, 10 bits " +"of blue, 10 bits of green and 10 bits of red. Values are in the [code]" "[-511.0, 511.0][/code] range for blue/green/red and [code][-1.0, 1.0][/code] " "for alpha." msgstr "" -"带符号浮点数 Alpha、蓝、绿、红通道数据格式,使用归一化的值,紧缩在 32 个比特" -"位中。格式中包含 2 位 Alpha、10 位蓝、10 位绿、10 位红。蓝、绿、红的取值在 " +"带符号浮点数 Alpha、蓝、绿、红通道数据格式,使用归一化的值,紧缩在 32 个比特位" +"中。格式中包含 2 位 Alpha、10 位蓝、10 位绿、10 位红。蓝、绿、红的取值在 " "[code][-511.0, 511.0][/code] 的范围内,Alpha 的取值在 [code][-1.0, 1.0][/" "code] 的范围内。" msgid "" "Unsigned integer alpha/blue/green/red channel data format with normalized " "value, packed in 32 bits. Format contains 2 bits of alpha, 10 bits of blue, " -"10 bits of green and 10 bits of red. Values are in the [code][0, 1023][/" -"code] range for blue/green/red and [code][0, 3][/code] for alpha." +"10 bits of green and 10 bits of red. Values are in the [code][0, 1023][/code] " +"range for blue/green/red and [code][0, 3][/code] for alpha." msgstr "" "无符号整数 Alpha、蓝、绿、红通道数据格式,使用归一化的值,紧缩在 32 个比特位" "中。格式中包含 2 位 Alpha、10 位蓝、10 位绿、10 位红。蓝、绿、红的取值在 " -"[code][0, 1023][/code] 的范围内,Alpha 的取值在 [code][0, 3][/code] 的范围" -"内。" +"[code][0, 1023][/code] 的范围内,Alpha 的取值在 [code][0, 3][/code] 的范围内。" msgid "" "Signed integer alpha/blue/green/red channel data format with normalized " @@ -83945,8 +93286,8 @@ msgid "" "16-bit-per-channel signed integer red channel data format. Values are in the " "[code][-32767, 32767][/code] range." msgstr "" -"每通道 16 位的带符号整数红通道数据格式。取值均在 [code][-32767, 32767][/" -"code] 的范围内。" +"每通道 16 位的带符号整数红通道数据格式。取值均在 [code][-32767, 32767][/code] " +"的范围内。" msgid "" "16-bit-per-channel signed floating-point red channel data format with the " @@ -83954,8 +93295,8 @@ msgid "" msgstr "每通道 16 位的带符号浮点数红通道数据格式,数值原样存储。" msgid "" -"16-bit-per-channel unsigned floating-point red/green channel data format " -"with normalized value. Values are in the [code][0.0, 1.0][/code] range." +"16-bit-per-channel unsigned floating-point red/green channel data format with " +"normalized value. Values are in the [code][0.0, 1.0][/code] range." msgstr "" "每通道 16 位的无符号浮点数红、绿通道数据格式,使用归一化的值。取值均在 [code]" "[0.0, 1.0][/code] 的范围内。" @@ -83968,24 +93309,24 @@ msgstr "" "[-1.0, 1.0][/code] 的范围内。" msgid "" -"16-bit-per-channel unsigned floating-point red/green channel data format " -"with scaled value (value is converted from integer to float). Values are in " -"the [code][0.0, 65535.0][/code] range." +"16-bit-per-channel unsigned floating-point red/green channel data format with " +"scaled value (value is converted from integer to float). Values are in the " +"[code][0.0, 65535.0][/code] range." msgstr "" -"每通道 16 位的无符号浮点数红、绿通道数据格式,使用缩放后的值(值从整数转换为" -"浮点数)。取值均在 [code][0.0, 65535.0][/code] 的范围内。" +"每通道 16 位的无符号浮点数红、绿通道数据格式,使用缩放后的值(值从整数转换为浮" +"点数)。取值均在 [code][0.0, 65535.0][/code] 的范围内。" msgid "" "16-bit-per-channel signed floating-point red/green channel data format with " "scaled value (value is converted from integer to float). Values are in the " "[code][-32767.0, 32767.0][/code] range." msgstr "" -"每通道 16 位的带符号浮点数红、绿通道数据格式,使用缩放后的值(值从整数转换为" -"浮点数)。取值均在 [code][-32767.0, 32767.0][/code] 的范围内。" +"每通道 16 位的带符号浮点数红、绿通道数据格式,使用缩放后的值(值从整数转换为浮" +"点数)。取值均在 [code][-32767.0, 32767.0][/code] 的范围内。" msgid "" -"16-bit-per-channel unsigned integer red/green channel data format. Values " -"are in the [code][0.0, 65535][/code] range." +"16-bit-per-channel unsigned integer red/green channel data format. Values are " +"in the [code][0.0, 65535][/code] range." msgstr "" "每通道 16 位的无符号整数红、绿通道数据格式。取值均在 [code][0.0, 65535][/" "code] 的范围内。" @@ -84003,9 +93344,8 @@ msgid "" msgstr "每通道 16 位的带符号浮点数红、绿通道数据格式,数值原样存储。" msgid "" -"16-bit-per-channel unsigned floating-point red/green/blue channel data " -"format with normalized value. Values are in the [code][0.0, 1.0][/code] " -"range." +"16-bit-per-channel unsigned floating-point red/green/blue channel data format " +"with normalized value. Values are in the [code][0.0, 1.0][/code] range." msgstr "" "每通道 16 位的无符号浮点数红、绿、蓝通道数据格式,使用归一化的值。取值均在 " "[code][0.0, 1.0][/code] 的范围内。" @@ -84018,20 +93358,20 @@ msgstr "" "[code][-1.0, 1.0][/code] 的范围内。" msgid "" -"16-bit-per-channel unsigned floating-point red/green/blue channel data " -"format with scaled value (value is converted from integer to float). Values " -"are in the [code][0.0, 65535.0][/code] range." +"16-bit-per-channel unsigned floating-point red/green/blue channel data format " +"with scaled value (value is converted from integer to float). Values are in " +"the [code][0.0, 65535.0][/code] range." msgstr "" -"每通道 16 位的无符号浮点数红、绿、蓝通道数据格式,使用缩放后的值(值从整数转" -"换为浮点数)。取值均在 [code][0.0, 65535.0][/code] 的范围内。" +"每通道 16 位的无符号浮点数红、绿、蓝通道数据格式,使用缩放后的值(值从整数转换" +"为浮点数)。取值均在 [code][0.0, 65535.0][/code] 的范围内。" msgid "" "16-bit-per-channel signed floating-point red/green/blue channel data format " "with scaled value (value is converted from integer to float). Values are in " "the [code][-32767.0, 32767.0][/code] range." msgstr "" -"每通道 16 位的带符号浮点数红、绿、蓝通道数据格式,使用缩放后的值(值从整数转" -"换为浮点数)。取值均在 [code][-32767.0, 32767.0][/code] 的范围内。" +"每通道 16 位的带符号浮点数红、绿、蓝通道数据格式,使用缩放后的值(值从整数转换" +"为浮点数)。取值均在 [code][-32767.0, 32767.0][/code] 的范围内。" msgid "" "16-bit-per-channel unsigned integer red/green/blue channel data format. " @@ -84044,8 +93384,8 @@ msgid "" "16-bit-per-channel signed integer red/green/blue channel data format. Values " "are in the [code][-32767, 32767][/code] range." msgstr "" -"每通道 16 位的带符号整数红、绿、蓝通道数据格式。取值均在 [code][-32767, " -"32767][/code] 的范围内。" +"每通道 16 位的带符号整数红、绿、蓝通道数据格式。取值均在 [code][-32767, 32767]" +"[/code] 的范围内。" msgid "" "16-bit-per-channel signed floating-point red/green/blue channel data format " @@ -84054,39 +93394,38 @@ msgstr "每通道 16 位的带符号浮点数红、绿、蓝通道数据格式 msgid "" "16-bit-per-channel unsigned floating-point red/green/blue/alpha channel data " -"format with normalized value. Values are in the [code][0.0, 1.0][/code] " -"range." +"format with normalized value. Values are in the [code][0.0, 1.0][/code] range." msgstr "" -"每通道 16 位的无符号浮点数红、绿、蓝、Alpha 通道数据格式,使用归一化的值。取" -"值均在 [code][0.0, 1.0][/code] 的范围内。" +"每通道 16 位的无符号浮点数红、绿、蓝、Alpha 通道数据格式,使用归一化的值。取值" +"均在 [code][0.0, 1.0][/code] 的范围内。" msgid "" "16-bit-per-channel signed floating-point red/green/blue/alpha channel data " "format with normalized value. Values are in the [code][-1.0, 1.0][/code] " "range." msgstr "" -"每通道 16 位的带符号浮点数红、绿、蓝、Alpha 通道数据格式,使用归一化的值。取" -"值均在 [code][-1.0, 1.0][/code] 的范围内。" +"每通道 16 位的带符号浮点数红、绿、蓝、Alpha 通道数据格式,使用归一化的值。取值" +"均在 [code][-1.0, 1.0][/code] 的范围内。" msgid "" "16-bit-per-channel unsigned floating-point red/green/blue/alpha channel data " "format with scaled value (value is converted from integer to float). Values " "are in the [code][0.0, 65535.0][/code] range." msgstr "" -"每通道 16 位的无符号浮点数红、绿、蓝、Alpha 通道数据格式,使用缩放后的值(值" -"从整数转换为浮点数)。取值均在 [code][0.0, 65535.0][/code] 的范围内。" +"每通道 16 位的无符号浮点数红、绿、蓝、Alpha 通道数据格式,使用缩放后的值(值从" +"整数转换为浮点数)。取值均在 [code][0.0, 65535.0][/code] 的范围内。" msgid "" "16-bit-per-channel signed floating-point red/green/blue/alpha channel data " "format with scaled value (value is converted from integer to float). Values " "are in the [code][-32767.0, 32767.0][/code] range." msgstr "" -"每通道 16 位的带符号浮点数红、绿、蓝、Alpha 通道数据格式,使用缩放后的值(值" -"从整数转换为浮点数)。取值均在 [code][-32767.0, 32767.0][/code] 的范围内。" +"每通道 16 位的带符号浮点数红、绿、蓝、Alpha 通道数据格式,使用缩放后的值(值从" +"整数转换为浮点数)。取值均在 [code][-32767.0, 32767.0][/code] 的范围内。" msgid "" -"16-bit-per-channel unsigned integer red/green/blue/alpha channel data " -"format. Values are in the [code][0.0, 65535][/code] range." +"16-bit-per-channel unsigned integer red/green/blue/alpha channel data format. " +"Values are in the [code][0.0, 65535][/code] range." msgstr "" "每通道 16 位的无符号整数红、绿、蓝、Alpha 通道数据格式。取值均在 [code][0.0, " "65535][/code] 的范围内。" @@ -84108,8 +93447,8 @@ msgid "" "32-bit-per-channel unsigned integer red channel data format. Values are in " "the [code][0, 2^32 - 1][/code] range." msgstr "" -"每通道 32 位的无符号整数红通道数据格式。取值均在 [code][0, 2^32 - 1][/code] " -"的范围内。" +"每通道 32 位的无符号整数红通道数据格式。取值均在 [code][0, 2^32 - 1][/code] 的" +"范围内。" msgid "" "32-bit-per-channel signed integer red channel data format. Values are in the " @@ -84124,8 +93463,8 @@ msgid "" msgstr "每通道 32 位的带符号整数红通道数据格式,数值原样存储。" msgid "" -"32-bit-per-channel unsigned integer red/green channel data format. Values " -"are in the [code][0, 2^32 - 1][/code] range." +"32-bit-per-channel unsigned integer red/green channel data format. Values are " +"in the [code][0, 2^32 - 1][/code] range." msgstr "" "每通道 32 位的无符号整数红、绿通道数据格式。取值均在 [code][0, 2^32 - 1][/" "code] 的范围内。" @@ -84146,8 +93485,8 @@ msgid "" "32-bit-per-channel unsigned integer red/green/blue channel data format. " "Values are in the [code][0, 2^32 - 1][/code] range." msgstr "" -"每通道 32 位的无符号整数红、绿、蓝通道数据格式。取值均在 [code][0, 2^32 - 1]" -"[/code] 的范围内。" +"每通道 32 位的无符号整数红、绿、蓝通道数据格式。取值均在 [code][0, 2^32 - 1][/" +"code] 的范围内。" msgid "" "32-bit-per-channel signed integer red/green/blue channel data format. Values " @@ -84162,8 +93501,8 @@ msgid "" msgstr "每通道 32 位的带符号整数红、绿、蓝通道数据格式,数值原样存储。" msgid "" -"32-bit-per-channel unsigned integer red/green/blue/alpha channel data " -"format. Values are in the [code][0, 2^32 - 1][/code] range." +"32-bit-per-channel unsigned integer red/green/blue/alpha channel data format. " +"Values are in the [code][0, 2^32 - 1][/code] range." msgstr "" "每通道 32 位的无符号整数红、绿、蓝、Alpha 通道数据格式。取值均在 [code][0, " "2^32 - 1][/code] 的范围内。" @@ -84184,8 +93523,8 @@ msgid "" "64-bit-per-channel unsigned integer red channel data format. Values are in " "the [code][0, 2^64 - 1][/code] range." msgstr "" -"每通道 64 位的无符号整数红通道数据格式。取值均在 [code][0, 2^64 - 1][/code] " -"的范围内。" +"每通道 64 位的无符号整数红通道数据格式。取值均在 [code][0, 2^64 - 1][/code] 的" +"范围内。" msgid "" "64-bit-per-channel signed integer red channel data format. Values are in the " @@ -84200,8 +93539,8 @@ msgid "" msgstr "每通道 64 位的带符号整数红通道数据格式,数值原样存储。" msgid "" -"64-bit-per-channel unsigned integer red/green channel data format. Values " -"are in the [code][0, 2^64 - 1][/code] range." +"64-bit-per-channel unsigned integer red/green channel data format. Values are " +"in the [code][0, 2^64 - 1][/code] range." msgstr "" "每通道 64 位的无符号整数红、绿通道数据格式。取值均在 [code][0, 2^64 - 1][/" "code] 的范围内。" @@ -84222,8 +93561,8 @@ msgid "" "64-bit-per-channel unsigned integer red/green/blue channel data format. " "Values are in the [code][0, 2^64 - 1][/code] range." msgstr "" -"每通道 64 位的无符号整数红、绿、蓝通道数据格式。取值均在 [code][0, 2^64 - 1]" -"[/code] 的范围内。" +"每通道 64 位的无符号整数红、绿、蓝通道数据格式。取值均在 [code][0, 2^64 - 1][/" +"code] 的范围内。" msgid "" "64-bit-per-channel signed integer red/green/blue channel data format. Values " @@ -84238,8 +93577,8 @@ msgid "" msgstr "每通道 64 位的带符号整数红、绿、蓝通道数据格式,数值原样存储。" msgid "" -"64-bit-per-channel unsigned integer red/green/blue/alpha channel data " -"format. Values are in the [code][0, 2^64 - 1][/code] range." +"64-bit-per-channel unsigned integer red/green/blue/alpha channel data format. " +"Values are in the [code][0, 2^64 - 1][/code] range." msgstr "" "每通道 64 位的无符号整数红、绿、蓝、Alpha 通道数据格式。取值均在 [code][0, " "2^64 - 1][/code] 的范围内。" @@ -84261,8 +93600,8 @@ msgid "" "is, packed in 32 bits. The format's precision is 10 bits of blue channel, 11 " "bits of green channel and 11 bits of red channel." msgstr "" -"无符号浮点数蓝、绿、红数据格式,数值原样存储,紧缩在 32 个比特位中。该格式的" -"精度为蓝通道 10 位、绿通道 11 位、红通道 11 位。" +"无符号浮点数蓝、绿、红数据格式,数值原样存储,紧缩在 32 个比特位中。该格式的精" +"度为蓝通道 10 位、绿通道 11 位、红通道 11 位。" msgid "" "Unsigned floating-point exposure/blue/green/red data format with the value " @@ -84270,8 +93609,8 @@ msgid "" "exposure, 9 bits of blue channel, 9 bits of green channel and 9 bits of red " "channel." msgstr "" -"无符号浮点数曝光、蓝、绿、红数据格式,数值原样存储,紧缩在 32 个比特位中。该" -"格式的精度为曝光 5 位、蓝通道 9 位、绿通道 9 位、红通道 9 位。" +"无符号浮点数曝光、蓝、绿、红数据格式,数值原样存储,紧缩在 32 个比特位中。该格" +"式的精度为曝光 5 位、蓝通道 9 位、绿通道 9 位、红通道 9 位。" msgid "" "16-bit unsigned floating-point depth data format with normalized value. " @@ -84282,11 +93621,11 @@ msgstr "" msgid "" "24-bit unsigned floating-point depth data format with normalized value, plus " -"8 unused bits, packed in 32 bits. Values for depth are in the [code][0.0, " -"1.0][/code] range." +"8 unused bits, packed in 32 bits. Values for depth are in the [code][0.0, 1.0]" +"[/code] range." msgstr "" -"24 位无符号浮点数深度数据格式,使用归一化的值,另有 8 位未使用,紧缩在 32 个" -"比特位中。深度取值在 [code][0.0, 1.0][/code] 的范围内。" +"24 位无符号浮点数深度数据格式,使用归一化的值,另有 8 位未使用,紧缩在 32 个比" +"特位中。深度取值在 [code][0.0, 1.0][/code] 的范围内。" msgid "" "32-bit signed floating-point depth data format with the value stored as-is." @@ -84301,9 +93640,9 @@ msgid "" "[code][0.0, 1.0][/code] range. Values for stencil are in the [code][0, 255][/" "code] range." msgstr "" -"16 位无符号浮点数深度数据格式,使用归一化的值,另有 8 位使用无符号整数格式的" -"模板。深度取值在 [code][0.0, 1.0][/code] 的范围内。模板取值在 [code][0, 255]" -"[/code] 的范围内。" +"16 位无符号浮点数深度数据格式,使用归一化的值,另有 8 位使用无符号整数格式的模" +"板。深度取值在 [code][0.0, 1.0][/code] 的范围内。模板取值在 [code][0, 255][/" +"code] 的范围内。" msgid "" "24-bit unsigned floating-point depth data format with normalized value, plus " @@ -84311,9 +93650,9 @@ msgid "" "[code][0.0, 1.0][/code] range. Values for stencil are in the [code][0, 255][/" "code] range." msgstr "" -"24 位无符号浮点数深度数据格式,使用归一化的值,另有 8 位使用无符号整数格式的" -"模板。深度取值在 [code][0.0, 1.0][/code] 的范围内。模板取值在 [code][0, 255]" -"[/code] 的范围内。" +"24 位无符号浮点数深度数据格式,使用归一化的值,另有 8 位使用无符号整数格式的模" +"板。深度取值在 [code][0.0, 1.0][/code] 的范围内。模板取值在 [code][0, 255][/" +"code] 的范围内。" msgid "" "32-bit signed floating-point depth data format with the value stored as-is, " @@ -84335,13 +93674,13 @@ msgstr "" msgid "" "VRAM-compressed unsigned red/green/blue channel data format with normalized " -"value and non-linear sRGB encoding. Values are in the [code][0.0, 1.0][/" -"code] range. The format's precision is 5 bits of red channel, 6 bits of " -"green channel and 5 bits of blue channel. Using BC1 texture compression " -"(also known as S3TC DXT1)." +"value and non-linear sRGB encoding. Values are in the [code][0.0, 1.0][/code] " +"range. The format's precision is 5 bits of red channel, 6 bits of green " +"channel and 5 bits of blue channel. Using BC1 texture compression (also known " +"as S3TC DXT1)." msgstr "" -"显存压缩的无符号红、绿、蓝通道数据格式,使用归一化的值、非线性 sRGB 编码。取" -"值均在 [code][0.0, 1.0][/code] 的范围内。该格式的精度为红通道 5 位、绿通道 6 " +"显存压缩的无符号红、绿、蓝通道数据格式,使用归一化的值、非线性 sRGB 编码。取值" +"均在 [code][0.0, 1.0][/code] 的范围内。该格式的精度为红通道 5 位、绿通道 6 " "位、蓝通道 5 位。使用 BC1 纹理压缩(也叫 S3TC DXT1)。" msgid "" @@ -84352,20 +93691,19 @@ msgid "" "(also known as S3TC DXT1)." msgstr "" "显存压缩的无符号红、绿、蓝、Alpha 通道数据格式,使用归一化的值。取值均在 " -"[code][0.0, 1.0][/code] 的范围内。该格式的精度为红通道 5 位、绿通道 6 位、蓝" -"通道 5 位、Alpha 通道 1 位。使用 BC1 纹理压缩(也叫 S3TC DXT1)。" +"[code][0.0, 1.0][/code] 的范围内。该格式的精度为红通道 5 位、绿通道 6 位、蓝通" +"道 5 位、Alpha 通道 1 位。使用 BC1 纹理压缩(也叫 S3TC DXT1)。" msgid "" "VRAM-compressed unsigned red/green/blue/alpha channel data format with " "normalized value and non-linear sRGB encoding. Values are in the [code][0.0, " -"1.0][/code] range. The format's precision is 5 bits of red channel, 6 bits " -"of green channel, 5 bits of blue channel and 1 bit of alpha channel. Using " -"BC1 texture compression (also known as S3TC DXT1)." +"1.0][/code] range. The format's precision is 5 bits of red channel, 6 bits of " +"green channel, 5 bits of blue channel and 1 bit of alpha channel. Using BC1 " +"texture compression (also known as S3TC DXT1)." msgstr "" -"显存压缩的无符号红、绿、蓝、Alpha 通道数据格式,使用归一化的值、非线性 sRGB " -"编码。取值均在 [code][0.0, 1.0][/code] 的范围内。该格式的精度为红通道 5 位、" -"绿通道 6 位、蓝通道 5 位、Alpha 通道 1 位。使用 BC1 纹理压缩(也叫 S3TC " -"DXT1)。" +"显存压缩的无符号红、绿、蓝、Alpha 通道数据格式,使用归一化的值、非线性 sRGB 编" +"码。取值均在 [code][0.0, 1.0][/code] 的范围内。该格式的精度为红通道 5 位、绿通" +"道 6 位、蓝通道 5 位、Alpha 通道 1 位。使用 BC1 纹理压缩(也叫 S3TC DXT1)。" msgid "" "VRAM-compressed unsigned red/green/blue/alpha channel data format with " @@ -84375,20 +93713,19 @@ msgid "" "(also known as S3TC DXT3)." msgstr "" "显存压缩的无符号红、绿、蓝、Alpha 通道数据格式,使用归一化的值。取值均在 " -"[code][0.0, 1.0][/code] 的范围内。该格式的精度为红通道 5 位、绿通道 6 位、蓝" -"通道 5 位、Alpha 通道 4 位。使用 BC2 纹理压缩(也叫 S3TC DXT3)。" +"[code][0.0, 1.0][/code] 的范围内。该格式的精度为红通道 5 位、绿通道 6 位、蓝通" +"道 5 位、Alpha 通道 4 位。使用 BC2 纹理压缩(也叫 S3TC DXT3)。" msgid "" "VRAM-compressed unsigned red/green/blue/alpha channel data format with " "normalized value and non-linear sRGB encoding. Values are in the [code][0.0, " -"1.0][/code] range. The format's precision is 5 bits of red channel, 6 bits " -"of green channel, 5 bits of blue channel and 4 bits of alpha channel. Using " -"BC2 texture compression (also known as S3TC DXT3)." +"1.0][/code] range. The format's precision is 5 bits of red channel, 6 bits of " +"green channel, 5 bits of blue channel and 4 bits of alpha channel. Using BC2 " +"texture compression (also known as S3TC DXT3)." msgstr "" -"显存压缩的无符号红、绿、蓝、Alpha 通道数据格式,使用归一化的值、非线性 sRGB " -"编码。取值均在 [code][0.0, 1.0][/code] 的范围内。该格式的精度为红通道 5 位、" -"绿通道 6 位、蓝通道 5 位、Alpha 通道 4 位。使用 BC2 纹理压缩(也叫 S3TC " -"DXT3)。" +"显存压缩的无符号红、绿、蓝、Alpha 通道数据格式,使用归一化的值、非线性 sRGB 编" +"码。取值均在 [code][0.0, 1.0][/code] 的范围内。该格式的精度为红通道 5 位、绿通" +"道 6 位、蓝通道 5 位、Alpha 通道 4 位。使用 BC2 纹理压缩(也叫 S3TC DXT3)。" msgid "" "VRAM-compressed unsigned red/green/blue/alpha channel data format with " @@ -84398,20 +93735,19 @@ msgid "" "(also known as S3TC DXT5)." msgstr "" "显存压缩的无符号红、绿、蓝、Alpha 通道数据格式,使用归一化的值。取值均在 " -"[code][0.0, 1.0][/code] 的范围内。该格式的精度为红通道 5 位、绿通道 6 位、蓝" -"通道 5 位、Alpha 通道 8 位。使用 BC3 纹理压缩(也叫 S3TC DXT5)。" +"[code][0.0, 1.0][/code] 的范围内。该格式的精度为红通道 5 位、绿通道 6 位、蓝通" +"道 5 位、Alpha 通道 8 位。使用 BC3 纹理压缩(也叫 S3TC DXT5)。" msgid "" "VRAM-compressed unsigned red/green/blue/alpha channel data format with " "normalized value and non-linear sRGB encoding. Values are in the [code][0.0, " -"1.0][/code] range. The format's precision is 5 bits of red channel, 6 bits " -"of green channel, 5 bits of blue channel and 8 bits of alpha channel. Using " -"BC3 texture compression (also known as S3TC DXT5)." +"1.0][/code] range. The format's precision is 5 bits of red channel, 6 bits of " +"green channel, 5 bits of blue channel and 8 bits of alpha channel. Using BC3 " +"texture compression (also known as S3TC DXT5)." msgstr "" -"显存压缩的无符号红、绿、蓝、Alpha 通道数据格式,使用归一化的值、非线性 sRGB " -"编码。取值均在 [code][0.0, 1.0][/code] 的范围内。该格式的精度为红通道 5 位、" -"绿通道 6 位、蓝通道 5 位、Alpha 通道 8 位。使用 BC3 纹理压缩(也叫 S3TC " -"DXT5)。" +"显存压缩的无符号红、绿、蓝、Alpha 通道数据格式,使用归一化的值、非线性 sRGB 编" +"码。取值均在 [code][0.0, 1.0][/code] 的范围内。该格式的精度为红通道 5 位、绿通" +"道 6 位、蓝通道 5 位、Alpha 通道 8 位。使用 BC3 纹理压缩(也叫 S3TC DXT5)。" msgid "" "VRAM-compressed unsigned red channel data format with normalized value. " @@ -84430,10 +93766,10 @@ msgstr "" "code] 的范围内。该格式的精度为红通道 8 位。使用 BC4 纹理压缩。" msgid "" -"VRAM-compressed unsigned red/green channel data format with normalized " -"value. Values are in the [code][0.0, 1.0][/code] range. The format's " -"precision is 8 bits of red channel and 8 bits of green channel. Using BC5 " -"texture compression (also known as S3TC RGTC)." +"VRAM-compressed unsigned red/green channel data format with normalized value. " +"Values are in the [code][0.0, 1.0][/code] range. The format's precision is 8 " +"bits of red channel and 8 bits of green channel. Using BC5 texture " +"compression (also known as S3TC RGTC)." msgstr "" "显存压缩的无符号红、绿通道数据格式,使用归一化的值。取值均在 [code][0.0, 1.0]" "[/code] 的范围内。该格式的精度为红通道 8 位、绿通道 8 位。使用 BC5 纹理压缩" @@ -84441,19 +93777,19 @@ msgstr "" msgid "" "VRAM-compressed signed red/green channel data format with normalized value. " -"Values are in the [code][-1.0, 1.0][/code] range. The format's precision is " -"8 bits of red channel and 8 bits of green channel. Using BC5 texture " +"Values are in the [code][-1.0, 1.0][/code] range. The format's precision is 8 " +"bits of red channel and 8 bits of green channel. Using BC5 texture " "compression (also known as S3TC RGTC)." msgstr "" -"显存压缩的带符号红、绿通道数据格式,使用归一化的值。取值均在 [code][-1.0, " -"1.0][/code] 的范围内。该格式的精度为红通道 8 位、绿通道 8 位。使用 BC5 纹理压" -"缩(也叫 S3TC RGTC)。" +"显存压缩的带符号红、绿通道数据格式,使用归一化的值。取值均在 [code][-1.0, 1.0]" +"[/code] 的范围内。该格式的精度为红通道 8 位、绿通道 8 位。使用 BC5 纹理压缩" +"(也叫 S3TC RGTC)。" msgid "" -"VRAM-compressed unsigned red/green/blue channel data format with the " -"floating-point value stored as-is. The format's precision is 8 bits of red " -"channel and 8 bits of green channel. Using BC6H texture compression (also " -"known as BPTC HDR)." +"VRAM-compressed unsigned red/green/blue channel data format with the floating-" +"point value stored as-is. The format's precision is 8 bits of red channel and " +"8 bits of green channel. Using BC6H texture compression (also known as BPTC " +"HDR)." msgstr "" "显存压缩的无符号红、绿、蓝通道数据格式,浮点数值原样存储。该格式的精度为红通" "道 8 位、绿通道 8 位。使用 BC6H 纹理压缩(也叫 BPTC HDR)。" @@ -84481,14 +93817,13 @@ msgstr "" msgid "" "VRAM-compressed unsigned red/green/blue/alpha channel data format with " "normalized value and non-linear sRGB encoding. Values are in the [code][0.0, " -"1.0][/code] range. The format's precision is between 4 and 7 bits for the " -"red/green/blue channels and between 0 and 8 bits for the alpha channel. Also " +"1.0][/code] range. The format's precision is between 4 and 7 bits for the red/" +"green/blue channels and between 0 and 8 bits for the alpha channel. Also " "known as BPTC LDR." msgstr "" -"显存压缩的无符号红、绿、蓝、Alpha 通道数据格式,使用归一化的值、非线性 sRGB " -"编码。取值均在 [code][0.0, 1.0][/code] 的范围内。该格式的精度为红、绿、蓝通道" -"在 4 到 7 位之间,Alpha 通道在 0 到 8 位之间。使用 BC7 纹理压缩。也叫 BPTC " -"HDR。" +"显存压缩的无符号红、绿、蓝、Alpha 通道数据格式,使用归一化的值、非线性 sRGB 编" +"码。取值均在 [code][0.0, 1.0][/code] 的范围内。该格式的精度为红、绿、蓝通道在 " +"4 到 7 位之间,Alpha 通道在 0 到 8 位之间。使用 BC7 纹理压缩。也叫 BPTC HDR。" msgid "" "VRAM-compressed unsigned red/green/blue channel data format with normalized " @@ -84500,11 +93835,11 @@ msgstr "" msgid "" "VRAM-compressed unsigned red/green/blue channel data format with normalized " -"value and non-linear sRGB encoding. Values are in the [code][0.0, 1.0][/" -"code] range. Using ETC2 texture compression." +"value and non-linear sRGB encoding. Values are in the [code][0.0, 1.0][/code] " +"range. Using ETC2 texture compression." msgstr "" -"显存压缩的无符号红、绿、蓝通道数据格式,使用归一化的值、非线性 sRGB 编码。取" -"值均在 [code][0.0, 1.0][/code] 的范围内。使用 ETC2 纹理压缩。" +"显存压缩的无符号红、绿、蓝通道数据格式,使用归一化的值、非线性 sRGB 编码。取值" +"均在 [code][0.0, 1.0][/code] 的范围内。使用 ETC2 纹理压缩。" msgid "" "VRAM-compressed unsigned red/green/blue/alpha channel data format with " @@ -84513,8 +93848,8 @@ msgid "" "ETC2 texture compression." msgstr "" "显存压缩的无符号红、绿、蓝、Alpha 通道数据格式,使用归一化的值。取值均在 " -"[code][0.0, 1.0][/code] 的范围内。红、绿、蓝均使用 8 位精度,Alpha 使用 1 位" -"精度。使用 ETC2 纹理压缩。" +"[code][0.0, 1.0][/code] 的范围内。红、绿、蓝均使用 8 位精度,Alpha 使用 1 位精" +"度。使用 ETC2 纹理压缩。" msgid "" "VRAM-compressed unsigned red/green/blue/alpha channel data format with " @@ -84522,8 +93857,8 @@ msgid "" "1.0][/code] range. Red/green/blue use 8 bit of precision each, with alpha " "using 1 bit of precision. Using ETC2 texture compression." msgstr "" -"显存压缩的无符号红、绿、蓝、Alpha 通道数据格式,使用归一化的值、非线性 sRGB " -"编码。取值均在 [code][0.0, 1.0][/code] 的范围内。红、绿、蓝均使用 8 位精度," +"显存压缩的无符号红、绿、蓝、Alpha 通道数据格式,使用归一化的值、非线性 sRGB 编" +"码。取值均在 [code][0.0, 1.0][/code] 的范围内。红、绿、蓝均使用 8 位精度," "Alpha 使用 1 位精度。使用 ETC2 纹理压缩。" msgid "" @@ -84533,8 +93868,8 @@ msgid "" "Using ETC2 texture compression." msgstr "" "显存压缩的无符号红、绿、蓝、Alpha 通道数据格式,使用归一化的值。取值均在 " -"[code][0.0, 1.0][/code] 的范围内。红、绿、蓝均使用 8 位精度,Alpha 使用 8 位" -"精度。使用 ETC2 纹理压缩。" +"[code][0.0, 1.0][/code] 的范围内。红、绿、蓝均使用 8 位精度,Alpha 使用 8 位精" +"度。使用 ETC2 纹理压缩。" msgid "" "VRAM-compressed unsigned red/green/blue/alpha channel data format with " @@ -84542,8 +93877,8 @@ msgid "" "1.0][/code] range. Red/green/blue use 8 bits of precision each, with alpha " "using 8 bits of precision. Using ETC2 texture compression." msgstr "" -"显存压缩的无符号红、绿、蓝、Alpha 通道数据格式,使用归一化的值、非线性 sRGB " -"编码。取值均在 [code][0.0, 1.0][/code] 的范围内。红、绿、蓝均使用 8 位精度," +"显存压缩的无符号红、绿、蓝、Alpha 通道数据格式,使用归一化的值、非线性 sRGB 编" +"码。取值均在 [code][0.0, 1.0][/code] 的范围内。红、绿、蓝均使用 8 位精度," "Alpha 使用 8 位精度。使用 ETC2 纹理压缩。" msgid "" @@ -84551,32 +93886,32 @@ msgid "" "value. Values are in the [code][0.0, 1.0][/code] range. Using ETC2 texture " "compression." msgstr "" -"11 位显存压缩的无符号红通道数据格式,使用归一化的值。取值均在 [code][0.0, " -"1.0][/code] 的范围内。使用 ETC2 纹理压缩。" +"11 位显存压缩的无符号红通道数据格式,使用归一化的值。取值均在 [code][0.0, 1.0]" +"[/code] 的范围内。使用 ETC2 纹理压缩。" msgid "" "11-bit VRAM-compressed signed red channel data format with normalized value. " "Values are in the [code][0.0, 1.0][/code] range. Using ETC2 texture " "compression." msgstr "" -"11 位显存压缩的带符号红通道数据格式,使用归一化的值。取值均在 [code][0.0, " -"1.0][/code] 的范围内。使用 ETC2 纹理压缩。" +"11 位显存压缩的带符号红通道数据格式,使用归一化的值。取值均在 [code][0.0, 1.0]" +"[/code] 的范围内。使用 ETC2 纹理压缩。" msgid "" -"11-bit VRAM-compressed unsigned red/green channel data format with " -"normalized value. Values are in the [code][0.0, 1.0][/code] range. Using " -"ETC2 texture compression." +"11-bit VRAM-compressed unsigned red/green channel data format with normalized " +"value. Values are in the [code][0.0, 1.0][/code] range. Using ETC2 texture " +"compression." msgstr "" -"11 位显存压缩的无符号红、绿通道数据格式,使用归一化的值。取值均在 [code]" -"[0.0, 1.0][/code] 的范围内。使用 ETC2 纹理压缩。" +"11 位显存压缩的无符号红、绿通道数据格式,使用归一化的值。取值均在 [code][0.0, " +"1.0][/code] 的范围内。使用 ETC2 纹理压缩。" msgid "" "11-bit VRAM-compressed signed red/green channel data format with normalized " "value. Values are in the [code][0.0, 1.0][/code] range. Using ETC2 texture " "compression." msgstr "" -"11 位显存压缩的带符号红、绿通道数据格式,使用归一化的值。取值均在 [code]" -"[0.0, 1.0][/code] 的范围内。使用 ETC2 纹理压缩。" +"11 位显存压缩的带符号红、绿通道数据格式,使用归一化的值。取值均在 [code][0.0, " +"1.0][/code] 的范围内。使用 ETC2 纹理压缩。" msgid "" "VRAM-compressed unsigned floating-point data format with normalized value, " @@ -84587,9 +93922,9 @@ msgstr "" "高)。取值均在 [code][0.0, 1.0][/code] 的范围内。使用 ASTC 压缩。" msgid "" -"VRAM-compressed unsigned floating-point data format with normalized value " -"and non-linear sRGB encoding, packed in 4×4 blocks (highest quality). Values " -"are in the [code][0.0, 1.0][/code] range. Using ASTC compression." +"VRAM-compressed unsigned floating-point data format with normalized value and " +"non-linear sRGB encoding, packed in 4×4 blocks (highest quality). Values are " +"in the [code][0.0, 1.0][/code] range. Using ASTC compression." msgstr "" "显存压缩的无符号浮点数数据格式,使用归一化的值、非线性 sRGB 编码,紧缩在 4x4 " "的区块内(质量最高)。取值均在 [code][0.0, 1.0][/code] 的范围内。使用 ASTC 压" @@ -84600,13 +93935,13 @@ msgid "" "packed in 5×4 blocks. Values are in the [code][0.0, 1.0][/code] range. Using " "ASTC compression." msgstr "" -"显存压缩的无符号浮点数数据格式,使用归一化的值,紧缩在 5x4 的区块内。取值均" -"在 [code][0.0, 1.0][/code] 的范围内。使用 ASTC 压缩。" +"显存压缩的无符号浮点数数据格式,使用归一化的值,紧缩在 5x4 的区块内。取值均在 " +"[code][0.0, 1.0][/code] 的范围内。使用 ASTC 压缩。" msgid "" -"VRAM-compressed unsigned floating-point data format with normalized value " -"and non-linear sRGB encoding, packed in 5×4 blocks. Values are in the [code]" -"[0.0, 1.0][/code] range. Using ASTC compression." +"VRAM-compressed unsigned floating-point data format with normalized value and " +"non-linear sRGB encoding, packed in 5×4 blocks. Values are in the [code][0.0, " +"1.0][/code] range. Using ASTC compression." msgstr "" "显存压缩的无符号浮点数数据格式,使用归一化的值、非线性 sRGB 编码,紧缩在 5x4 " "的区块内。取值均在 [code][0.0, 1.0][/code] 的范围内。使用 ASTC 压缩。" @@ -84616,13 +93951,13 @@ msgid "" "packed in 5×5 blocks. Values are in the [code][0.0, 1.0][/code] range. Using " "ASTC compression." msgstr "" -"显存压缩的无符号浮点数数据格式,使用归一化的值,紧缩在 5x5 的区块内。取值均" -"在 [code][0.0, 1.0][/code] 的范围内。使用 ASTC 压缩。" +"显存压缩的无符号浮点数数据格式,使用归一化的值,紧缩在 5x5 的区块内。取值均在 " +"[code][0.0, 1.0][/code] 的范围内。使用 ASTC 压缩。" msgid "" -"VRAM-compressed unsigned floating-point data format with normalized value " -"and non-linear sRGB encoding, packed in 5×5 blocks. Values are in the [code]" -"[0.0, 1.0][/code] range. Using ASTC compression." +"VRAM-compressed unsigned floating-point data format with normalized value and " +"non-linear sRGB encoding, packed in 5×5 blocks. Values are in the [code][0.0, " +"1.0][/code] range. Using ASTC compression." msgstr "" "显存压缩的无符号浮点数数据格式,使用归一化的值、非线性 sRGB 编码,紧缩在 5x5 " "的区块内。取值均在 [code][0.0, 1.0][/code] 的范围内。使用 ASTC 压缩。" @@ -84632,13 +93967,13 @@ msgid "" "packed in 6×5 blocks. Values are in the [code][0.0, 1.0][/code] range. Using " "ASTC compression." msgstr "" -"显存压缩的无符号浮点数数据格式,使用归一化的值,紧缩在 6x5 的区块内。取值均" -"在 [code][0.0, 1.0][/code] 的范围内。使用 ASTC 压缩。" +"显存压缩的无符号浮点数数据格式,使用归一化的值,紧缩在 6x5 的区块内。取值均在 " +"[code][0.0, 1.0][/code] 的范围内。使用 ASTC 压缩。" msgid "" -"VRAM-compressed unsigned floating-point data format with normalized value " -"and non-linear sRGB encoding, packed in 6×5 blocks. Values are in the [code]" -"[0.0, 1.0][/code] range. Using ASTC compression." +"VRAM-compressed unsigned floating-point data format with normalized value and " +"non-linear sRGB encoding, packed in 6×5 blocks. Values are in the [code][0.0, " +"1.0][/code] range. Using ASTC compression." msgstr "" "显存压缩的无符号浮点数数据格式,使用归一化的值、非线性 sRGB 编码,紧缩在 6x5 " "的区块内。取值均在 [code][0.0, 1.0][/code] 的范围内。使用 ASTC 压缩。" @@ -84648,13 +93983,13 @@ msgid "" "packed in 6×6 blocks. Values are in the [code][0.0, 1.0][/code] range. Using " "ASTC compression." msgstr "" -"显存压缩的无符号浮点数数据格式,使用归一化的值,紧缩在 6x6 的区块内。取值均" -"在 [code][0.0, 1.0][/code] 的范围内。使用 ASTC 压缩。" +"显存压缩的无符号浮点数数据格式,使用归一化的值,紧缩在 6x6 的区块内。取值均在 " +"[code][0.0, 1.0][/code] 的范围内。使用 ASTC 压缩。" msgid "" -"VRAM-compressed unsigned floating-point data format with normalized value " -"and non-linear sRGB encoding, packed in 6×6 blocks. Values are in the [code]" -"[0.0, 1.0][/code] range. Using ASTC compression." +"VRAM-compressed unsigned floating-point data format with normalized value and " +"non-linear sRGB encoding, packed in 6×6 blocks. Values are in the [code][0.0, " +"1.0][/code] range. Using ASTC compression." msgstr "" "显存压缩的无符号浮点数数据格式,使用归一化的值、非线性 sRGB 编码,紧缩在 6x6 " "的区块内。取值均在 [code][0.0, 1.0][/code] 的范围内。使用 ASTC 压缩。" @@ -84664,13 +93999,13 @@ msgid "" "packed in 8×5 blocks. Values are in the [code][0.0, 1.0][/code] range. Using " "ASTC compression." msgstr "" -"显存压缩的无符号浮点数数据格式,使用归一化的值,紧缩在 8x5 的区块内。取值均" -"在 [code][0.0, 1.0][/code] 的范围内。使用 ASTC 压缩。" +"显存压缩的无符号浮点数数据格式,使用归一化的值,紧缩在 8x5 的区块内。取值均在 " +"[code][0.0, 1.0][/code] 的范围内。使用 ASTC 压缩。" msgid "" -"VRAM-compressed unsigned floating-point data format with normalized value " -"and non-linear sRGB encoding, packed in 8×5 blocks. Values are in the [code]" -"[0.0, 1.0][/code] range. Using ASTC compression." +"VRAM-compressed unsigned floating-point data format with normalized value and " +"non-linear sRGB encoding, packed in 8×5 blocks. Values are in the [code][0.0, " +"1.0][/code] range. Using ASTC compression." msgstr "" "显存压缩的无符号浮点数数据格式,使用归一化的值、非线性 sRGB 编码,紧缩在 8x5 " "的区块内。取值均在 [code][0.0, 1.0][/code] 的范围内。使用 ASTC 压缩。" @@ -84680,13 +94015,13 @@ msgid "" "packed in 8×6 blocks. Values are in the [code][0.0, 1.0][/code] range. Using " "ASTC compression." msgstr "" -"显存压缩的无符号浮点数数据格式,使用归一化的值,紧缩在 8x6 的区块内。取值均" -"在 [code][0.0, 1.0][/code] 的范围内。使用 ASTC 压缩。" +"显存压缩的无符号浮点数数据格式,使用归一化的值,紧缩在 8x6 的区块内。取值均在 " +"[code][0.0, 1.0][/code] 的范围内。使用 ASTC 压缩。" msgid "" -"VRAM-compressed unsigned floating-point data format with normalized value " -"and non-linear sRGB encoding, packed in 8×6 blocks. Values are in the [code]" -"[0.0, 1.0][/code] range. Using ASTC compression." +"VRAM-compressed unsigned floating-point data format with normalized value and " +"non-linear sRGB encoding, packed in 8×6 blocks. Values are in the [code][0.0, " +"1.0][/code] range. Using ASTC compression." msgstr "" "显存压缩的无符号浮点数数据格式,使用归一化的值、非线性 sRGB 编码,紧缩在 8x6 " "的区块内。取值均在 [code][0.0, 1.0][/code] 的范围内。使用 ASTC 压缩。" @@ -84696,64 +94031,64 @@ msgid "" "packed in 8×8 blocks. Values are in the [code][0.0, 1.0][/code] range. Using " "ASTC compression." msgstr "" -"显存压缩的无符号浮点数数据格式,使用归一化的值,紧缩在 8x8 的区块内。取值均" -"在 [code][0.0, 1.0][/code] 的范围内。使用 ASTC 压缩。" +"显存压缩的无符号浮点数数据格式,使用归一化的值,紧缩在 8x8 的区块内。取值均在 " +"[code][0.0, 1.0][/code] 的范围内。使用 ASTC 压缩。" msgid "" -"VRAM-compressed unsigned floating-point data format with normalized value " -"and non-linear sRGB encoding, packed in 8×8 blocks. Values are in the [code]" -"[0.0, 1.0][/code] range. Using ASTC compression." +"VRAM-compressed unsigned floating-point data format with normalized value and " +"non-linear sRGB encoding, packed in 8×8 blocks. Values are in the [code][0.0, " +"1.0][/code] range. Using ASTC compression." msgstr "" "显存压缩的无符号浮点数数据格式,使用归一化的值、非线性 sRGB 编码,紧缩在 8x8 " "的区块内。取值均在 [code][0.0, 1.0][/code] 的范围内。使用 ASTC 压缩。" msgid "" "VRAM-compressed unsigned floating-point data format with normalized value, " -"packed in 10×5 blocks. Values are in the [code][0.0, 1.0][/code] range. " -"Using ASTC compression." +"packed in 10×5 blocks. Values are in the [code][0.0, 1.0][/code] range. Using " +"ASTC compression." msgstr "" "显存压缩的无符号浮点数数据格式,使用归一化的值,紧缩在 10x5 的区块内。取值均" "在 [code][0.0, 1.0][/code] 的范围内。使用 ASTC 压缩。" msgid "" -"VRAM-compressed unsigned floating-point data format with normalized value " -"and non-linear sRGB encoding, packed in 10×5 blocks. Values are in the [code]" +"VRAM-compressed unsigned floating-point data format with normalized value and " +"non-linear sRGB encoding, packed in 10×5 blocks. Values are in the [code]" "[0.0, 1.0][/code] range. Using ASTC compression." msgstr "" -"显存压缩的无符号浮点数数据格式,使用归一化的值、非线性 sRGB 编码,紧缩在 " -"10x5 的区块内。取值均在 [code][0.0, 1.0][/code] 的范围内。使用 ASTC 压缩。" +"显存压缩的无符号浮点数数据格式,使用归一化的值、非线性 sRGB 编码,紧缩在 10x5 " +"的区块内。取值均在 [code][0.0, 1.0][/code] 的范围内。使用 ASTC 压缩。" msgid "" "VRAM-compressed unsigned floating-point data format with normalized value, " -"packed in 10×6 blocks. Values are in the [code][0.0, 1.0][/code] range. " -"Using ASTC compression." +"packed in 10×6 blocks. Values are in the [code][0.0, 1.0][/code] range. Using " +"ASTC compression." msgstr "" "显存压缩的无符号浮点数数据格式,使用归一化的值,紧缩在 10x6 的区块内。取值均" "在 [code][0.0, 1.0][/code] 的范围内。使用 ASTC 压缩。" msgid "" -"VRAM-compressed unsigned floating-point data format with normalized value " -"and non-linear sRGB encoding, packed in 10×6 blocks. Values are in the [code]" +"VRAM-compressed unsigned floating-point data format with normalized value and " +"non-linear sRGB encoding, packed in 10×6 blocks. Values are in the [code]" "[0.0, 1.0][/code] range. Using ASTC compression." msgstr "" -"显存压缩的无符号浮点数数据格式,使用归一化的值、非线性 sRGB 编码,紧缩在 " -"10x6 的区块内。取值均在 [code][0.0, 1.0][/code] 的范围内。使用 ASTC 压缩。" +"显存压缩的无符号浮点数数据格式,使用归一化的值、非线性 sRGB 编码,紧缩在 10x6 " +"的区块内。取值均在 [code][0.0, 1.0][/code] 的范围内。使用 ASTC 压缩。" msgid "" "VRAM-compressed unsigned floating-point data format with normalized value, " -"packed in 10×8 blocks. Values are in the [code][0.0, 1.0][/code] range. " -"Using ASTC compression." +"packed in 10×8 blocks. Values are in the [code][0.0, 1.0][/code] range. Using " +"ASTC compression." msgstr "" "显存压缩的无符号浮点数数据格式,使用归一化的值,紧缩在 10x8 的区块内。取值均" "在 [code][0.0, 1.0][/code] 的范围内。使用 ASTC 压缩。" msgid "" -"VRAM-compressed unsigned floating-point data format with normalized value " -"and non-linear sRGB encoding, packed in 10×8 blocks. Values are in the [code]" +"VRAM-compressed unsigned floating-point data format with normalized value and " +"non-linear sRGB encoding, packed in 10×8 blocks. Values are in the [code]" "[0.0, 1.0][/code] range. Using ASTC compression." msgstr "" -"显存压缩的无符号浮点数数据格式,使用归一化的值、非线性 sRGB 编码,紧缩在 " -"10x8 的区块内。取值均在 [code][0.0, 1.0][/code] 的范围内。使用 ASTC 压缩。" +"显存压缩的无符号浮点数数据格式,使用归一化的值、非线性 sRGB 编码,紧缩在 10x8 " +"的区块内。取值均在 [code][0.0, 1.0][/code] 的范围内。使用 ASTC 压缩。" msgid "" "VRAM-compressed unsigned floating-point data format with normalized value, " @@ -84764,9 +94099,9 @@ msgstr "" "在 [code][0.0, 1.0][/code] 的范围内。使用 ASTC 压缩。" msgid "" -"VRAM-compressed unsigned floating-point data format with normalized value " -"and non-linear sRGB encoding, packed in 10×10 blocks. Values are in the " -"[code][0.0, 1.0][/code] range. Using ASTC compression." +"VRAM-compressed unsigned floating-point data format with normalized value and " +"non-linear sRGB encoding, packed in 10×10 blocks. Values are in the [code]" +"[0.0, 1.0][/code] range. Using ASTC compression." msgstr "" "显存压缩的无符号浮点数数据格式,使用归一化的值、非线性 sRGB 编码,紧缩在 " "10x10 的区块内。取值均在 [code][0.0, 1.0][/code] 的范围内。使用 ASTC 压缩。" @@ -84780,9 +94115,9 @@ msgstr "" "在 [code][0.0, 1.0][/code] 的范围内。使用 ASTC 压缩。" msgid "" -"VRAM-compressed unsigned floating-point data format with normalized value " -"and non-linear sRGB encoding, packed in 12×10 blocks. Values are in the " -"[code][0.0, 1.0][/code] range. Using ASTC compression." +"VRAM-compressed unsigned floating-point data format with normalized value and " +"non-linear sRGB encoding, packed in 12×10 blocks. Values are in the [code]" +"[0.0, 1.0][/code] range. Using ASTC compression." msgstr "" "显存压缩的无符号浮点数数据格式,使用归一化的值、非线性 sRGB 编码,紧缩在 " "12x10 的区块内。取值均在 [code][0.0, 1.0][/code] 的范围内。使用 ASTC 压缩。" @@ -84796,12 +94131,12 @@ msgstr "" "低)。取值均在 [code][0.0, 1.0][/code] 的范围内。使用 ASTC 压缩。" msgid "" -"VRAM-compressed unsigned floating-point data format with normalized value " -"and non-linear sRGB encoding, packed in 12 blocks (lowest quality). Values " -"are in the [code][0.0, 1.0][/code] range. Using ASTC compression." +"VRAM-compressed unsigned floating-point data format with normalized value and " +"non-linear sRGB encoding, packed in 12 blocks (lowest quality). Values are in " +"the [code][0.0, 1.0][/code] range. Using ASTC compression." msgstr "" -"显存压缩的无符号浮点数数据格式,使用归一化的值、非线性 sRGB 编码,紧缩在 12 " -"个区块内(质量最低)。取值均在 [code][0.0, 1.0][/code] 的范围内。使用 ASTC 压" +"显存压缩的无符号浮点数数据格式,使用归一化的值、非线性 sRGB 编码,紧缩在 12 个" +"区块内(质量最低)。取值均在 [code][0.0, 1.0][/code] 的范围内。使用 ASTC 压" "缩。" msgid "" @@ -84812,8 +94147,8 @@ msgid "" "channel)." msgstr "" "每通道 8 位的无符号浮点数绿、蓝、红通道数据格式,使用归一化的值。取值均在 " -"[code][0.0, 1.0][/code] 的范围内。蓝、红通道数据横向半分辨率存储(即两个横向" -"相邻的像素共享同一个蓝、红通道数值)。" +"[code][0.0, 1.0][/code] 的范围内。蓝、红通道数据横向半分辨率存储(即两个横向相" +"邻的像素共享同一个蓝、红通道数值)。" msgid "" "8-bit-per-channel unsigned floating-point blue/green/red channel data format " @@ -84823,15 +94158,15 @@ msgid "" "channel)." msgstr "" "每通道 8 位的无符号浮点数蓝、绿、红通道数据格式,使用归一化的值。取值均在 " -"[code][0.0, 1.0][/code] 的范围内。蓝、红通道数据横向半分辨率存储(即两个横向" -"相邻的像素共享同一个蓝、红通道数值)。" +"[code][0.0, 1.0][/code] 的范围内。蓝、红通道数据横向半分辨率存储(即两个横向相" +"邻的像素共享同一个蓝、红通道数值)。" msgid "" "8-bit-per-channel unsigned floating-point green/blue/red channel data with " "normalized value, stored across 3 separate planes (green + blue + red). " -"Values are in the [code][0.0, 1.0][/code] range. Blue and red channel data " -"is stored at halved horizontal and vertical resolution (i.e. 2×2 adjacent " -"pixels will share the same value for the blue/red channel)." +"Values are in the [code][0.0, 1.0][/code] range. Blue and red channel data is " +"stored at halved horizontal and vertical resolution (i.e. 2×2 adjacent pixels " +"will share the same value for the blue/red channel)." msgstr "" "每通道 8 位的无符号浮点数绿、蓝、红通道数据格式,使用归一化的值,分别在三个独" "立平面存储(绿 + 蓝 + 红)。取值均在 [code][0.0, 1.0][/code] 的范围内。蓝、红" @@ -84840,20 +94175,20 @@ msgstr "" msgid "" "8-bit-per-channel unsigned floating-point green/blue/red channel data with " "normalized value, stored across 2 separate planes (green + blue/red). Values " -"are in the [code][0.0, 1.0][/code] range. Blue and red channel data is " -"stored at halved horizontal and vertical resolution (i.e. 2×2 adjacent " -"pixels will share the same value for the blue/red channel)." +"are in the [code][0.0, 1.0][/code] range. Blue and red channel data is stored " +"at halved horizontal and vertical resolution (i.e. 2×2 adjacent pixels will " +"share the same value for the blue/red channel)." msgstr "" "每通道 8 位的无符号浮点数绿、蓝、红通道数据格式,使用归一化的值,分别在两个独" -"立平面存储(绿 + 蓝、红)。取值均在 [code][0.0, 1.0][/code] 的范围内。蓝、红" -"通道数据纵横半分辨率存储(即 2x2 相邻的像素共享同一个蓝、红通道数值)。" +"立平面存储(绿 + 蓝、红)。取值均在 [code][0.0, 1.0][/code] 的范围内。蓝、红通" +"道数据纵横半分辨率存储(即 2x2 相邻的像素共享同一个蓝、红通道数值)。" msgid "" "8-bit-per-channel unsigned floating-point green/blue/red channel data with " "normalized value, stored across 2 separate planes (green + blue + red). " -"Values are in the [code][0.0, 1.0][/code] range. Blue and red channel data " -"is stored at halved horizontal resolution (i.e. 2 horizontally adjacent " -"pixels will share the same value for the blue/red channel)." +"Values are in the [code][0.0, 1.0][/code] range. Blue and red channel data is " +"stored at halved horizontal resolution (i.e. 2 horizontally adjacent pixels " +"will share the same value for the blue/red channel)." msgstr "" "每通道 8 位的无符号浮点数绿、蓝、红通道数据格式,使用归一化的值,分别在两个独" "立平面存储(绿 + 蓝 + 红)。取值均在 [code][0.0, 1.0][/code] 的范围内。蓝、红" @@ -84862,13 +94197,13 @@ msgstr "" msgid "" "8-bit-per-channel unsigned floating-point green/blue/red channel data with " "normalized value, stored across 2 separate planes (green + blue/red). Values " -"are in the [code][0.0, 1.0][/code] range. Blue and red channel data is " -"stored at halved horizontal resolution (i.e. 2 horizontally adjacent pixels " -"will share the same value for the blue/red channel)." +"are in the [code][0.0, 1.0][/code] range. Blue and red channel data is stored " +"at halved horizontal resolution (i.e. 2 horizontally adjacent pixels will " +"share the same value for the blue/red channel)." msgstr "" "每通道 8 位的无符号浮点数绿、蓝、红通道数据格式,使用归一化的值,分别在两个独" -"立平面存储(绿 + 蓝、红)。取值均在 [code][0.0, 1.0][/code] 的范围内。蓝、红" -"通道数据横向半分辨率存储(即两个横向相邻的像素共享同一个蓝、红通道数值)。" +"立平面存储(绿 + 蓝、红)。取值均在 [code][0.0, 1.0][/code] 的范围内。蓝、红通" +"道数据横向半分辨率存储(即两个横向相邻的像素共享同一个蓝、红通道数值)。" msgid "" "8-bit-per-channel unsigned floating-point green/blue/red channel data with " @@ -84883,13 +94218,13 @@ msgid "" "value, plus 6 unused bits, packed in 16 bits. Values are in the [code][0.0, " "1.0][/code] range." msgstr "" -"每通道 10 位的无符号浮点数红通道数据,使用归一化的值,另有 6 位未使用,紧缩" -"在 16 个比特位中。取值均在 [code][0.0, 1.0][/code] 的范围内。" +"每通道 10 位的无符号浮点数红通道数据,使用归一化的值,另有 6 位未使用,紧缩在 " +"16 个比特位中。取值均在 [code][0.0, 1.0][/code] 的范围内。" msgid "" "10-bit-per-channel unsigned floating-point red/green channel data with " -"normalized value, plus 6 unused bits after each channel, packed in 2×16 " -"bits. Values are in the [code][0.0, 1.0][/code] range." +"normalized value, plus 6 unused bits after each channel, packed in 2×16 bits. " +"Values are in the [code][0.0, 1.0][/code] range." msgstr "" "每通道 10 位的无符号浮点数红、绿通道数据,使用归一化的值,每个通道均另有 6 位" "未使用,紧缩在 2x16 个比特位中。取值均在 [code][0.0, 1.0][/code] 的范围内。" @@ -84899,37 +94234,37 @@ msgid "" "with normalized value, plus 6 unused bits after each channel, packed in 4×16 " "bits. Values are in the [code][0.0, 1.0][/code] range." msgstr "" -"每通道 10 位的无符号浮点数红、绿、蓝、Alpha 通道数据,使用归一化的值,每个通" -"道均另有 6 位未使用,紧缩在 4x16 个比特位中。取值均在 [code][0.0, 1.0][/" -"code] 的范围内。" +"每通道 10 位的无符号浮点数红、绿、蓝、Alpha 通道数据,使用归一化的值,每个通道" +"均另有 6 位未使用,紧缩在 4x16 个比特位中。取值均在 [code][0.0, 1.0][/code] 的" +"范围内。" msgid "" "10-bit-per-channel unsigned floating-point green/blue/green/red channel data " "with normalized value, plus 6 unused bits after each channel, packed in 4×16 " "bits. Values are in the [code][0.0, 1.0][/code] range. Blue and red channel " "data is stored at halved horizontal resolution (i.e. 2 horizontally adjacent " -"pixels will share the same value for the blue/red channel). The green " -"channel is listed twice, but contains different values to allow it to be " -"represented at full resolution." +"pixels will share the same value for the blue/red channel). The green channel " +"is listed twice, but contains different values to allow it to be represented " +"at full resolution." msgstr "" -"每通道 10 位的无符号浮点数绿、蓝、绿、红通道数据,使用归一化的值,每个通道均" -"另有 6 位未使用,紧缩在 4x16 个比特位中。取值均在 [code][0.0, 1.0][/code] 的" -"范围内。蓝、红通道数据横向半分辨率存储(即两个横向相邻的像素共享同一个蓝、红" -"通道数值)。绿通道出现两次,但包含不同的值,因此能够表示为完整的分辨率。" +"每通道 10 位的无符号浮点数绿、蓝、绿、红通道数据,使用归一化的值,每个通道均另" +"有 6 位未使用,紧缩在 4x16 个比特位中。取值均在 [code][0.0, 1.0][/code] 的范围" +"内。蓝、红通道数据横向半分辨率存储(即两个横向相邻的像素共享同一个蓝、红通道数" +"值)。绿通道出现两次,但包含不同的值,因此能够表示为完整的分辨率。" msgid "" "10-bit-per-channel unsigned floating-point blue/green/red/green channel data " "with normalized value, plus 6 unused bits after each channel, packed in 4×16 " "bits. Values are in the [code][0.0, 1.0][/code] range. Blue and red channel " "data is stored at halved horizontal resolution (i.e. 2 horizontally adjacent " -"pixels will share the same value for the blue/red channel). The green " -"channel is listed twice, but contains different values to allow it to be " -"represented at full resolution." +"pixels will share the same value for the blue/red channel). The green channel " +"is listed twice, but contains different values to allow it to be represented " +"at full resolution." msgstr "" -"每通道 10 位的无符号浮点数蓝、绿、红、绿通道数据,使用归一化的值,每个通道均" -"另有 6 位未使用,紧缩在 4x16 个比特位中。取值均在 [code][0.0, 1.0][/code] 的" -"范围内。蓝、红通道数据横向半分辨率存储(即两个横向相邻的像素共享同一个蓝、红" -"通道数值)。绿通道出现两次,但包含不同的值,因此能够表示为完整的分辨率。" +"每通道 10 位的无符号浮点数蓝、绿、红、绿通道数据,使用归一化的值,每个通道均另" +"有 6 位未使用,紧缩在 4x16 个比特位中。取值均在 [code][0.0, 1.0][/code] 的范围" +"内。蓝、红通道数据横向半分辨率存储(即两个横向相邻的像素共享同一个蓝、红通道数" +"值)。绿通道出现两次,但包含不同的值,因此能够表示为完整的分辨率。" msgid "" "10-bit-per-channel unsigned floating-point green/blue/red channel data with " @@ -84940,9 +94275,9 @@ msgid "" "same value for the blue/red channel)." msgstr "" "每通道 10 位的无符号浮点数绿、蓝、红通道数据,使用归一化的值,每个通道均另有 " -"6 位未使用,紧缩在 3x16 个比特位中,分别在两个独立平面存储(绿 + 蓝 + 红)。" -"取值均在 [code][0.0, 1.0][/code] 的范围内。蓝、红通道数据纵横半分辨率存储" -"(即 2x2 相邻的像素共享同一个蓝、红通道数值)。" +"6 位未使用,紧缩在 3x16 个比特位中,分别在两个独立平面存储(绿 + 蓝 + 红)。取" +"值均在 [code][0.0, 1.0][/code] 的范围内。蓝、红通道数据纵横半分辨率存储(即 " +"2x2 相邻的像素共享同一个蓝、红通道数值)。" msgid "" "10-bit-per-channel unsigned floating-point green/blue/red channel data with " @@ -84966,9 +94301,9 @@ msgid "" "same value for the blue/red channel)." msgstr "" "每通道 10 位的无符号浮点数绿、蓝、红通道数据,使用归一化的值,每个通道均另有 " -"6 位未使用,紧缩在 3x16 个比特位中,分别在三个独立平面存储(绿 + 蓝 + 红)。" -"取值均在 [code][0.0, 1.0][/code] 的范围内。蓝、红通道数据横向半分辨率存储(即" -"两个横向相邻的像素共享同一个蓝、红通道数值)。" +"6 位未使用,紧缩在 3x16 个比特位中,分别在三个独立平面存储(绿 + 蓝 + 红)。取" +"值均在 [code][0.0, 1.0][/code] 的范围内。蓝、红通道数据横向半分辨率存储(即两" +"个横向相邻的像素共享同一个蓝、红通道数值)。" msgid "" "10-bit-per-channel unsigned floating-point green/blue/red channel data with " @@ -84990,21 +94325,21 @@ msgid "" "[code][0.0, 1.0][/code] range." msgstr "" "每通道 10 位的无符号浮点数绿、蓝、红通道数据,使用归一化的值,每个通道均另有 " -"6 位未使用,紧缩在 3x16 个比特位中,分别在三个独立平面存储(绿 + 蓝 + 红)。" -"取值均在 [code][0.0, 1.0][/code] 的范围内。" +"6 位未使用,紧缩在 3x16 个比特位中,分别在三个独立平面存储(绿 + 蓝 + 红)。取" +"值均在 [code][0.0, 1.0][/code] 的范围内。" msgid "" "12-bit-per-channel unsigned floating-point red channel data with normalized " "value, plus 6 unused bits, packed in 16 bits. Values are in the [code][0.0, " "1.0][/code] range." msgstr "" -"每通道 12 位的无符号浮点数红通道数据,使用归一化的值,另有 6 位未使用,紧缩" -"在 16 个比特位中。取值均在 [code][0.0, 1.0][/code] 的范围内。" +"每通道 12 位的无符号浮点数红通道数据,使用归一化的值,另有 6 位未使用,紧缩在 " +"16 个比特位中。取值均在 [code][0.0, 1.0][/code] 的范围内。" msgid "" "12-bit-per-channel unsigned floating-point red/green channel data with " -"normalized value, plus 6 unused bits after each channel, packed in 2×16 " -"bits. Values are in the [code][0.0, 1.0][/code] range." +"normalized value, plus 6 unused bits after each channel, packed in 2×16 bits. " +"Values are in the [code][0.0, 1.0][/code] range." msgstr "" "每通道 12 位的无符号浮点数红、绿通道数据,使用归一化的值,每个通道均另有 6 位" "未使用,紧缩在 2x16 个比特位中。取值均在 [code][0.0, 1.0][/code] 的范围内。" @@ -85014,37 +94349,37 @@ msgid "" "with normalized value, plus 6 unused bits after each channel, packed in 4×16 " "bits. Values are in the [code][0.0, 1.0][/code] range." msgstr "" -"每通道 12 位的无符号浮点数红、绿、蓝、Alpha 通道数据,使用归一化的值,每个通" -"道均另有 6 位未使用,紧缩在 4x16 个比特位中。取值均在 [code][0.0, 1.0][/" -"code] 的范围内。" +"每通道 12 位的无符号浮点数红、绿、蓝、Alpha 通道数据,使用归一化的值,每个通道" +"均另有 6 位未使用,紧缩在 4x16 个比特位中。取值均在 [code][0.0, 1.0][/code] 的" +"范围内。" msgid "" "12-bit-per-channel unsigned floating-point green/blue/green/red channel data " "with normalized value, plus 6 unused bits after each channel, packed in 4×16 " "bits. Values are in the [code][0.0, 1.0][/code] range. Blue and red channel " "data is stored at halved horizontal resolution (i.e. 2 horizontally adjacent " -"pixels will share the same value for the blue/red channel). The green " -"channel is listed twice, but contains different values to allow it to be " -"represented at full resolution." +"pixels will share the same value for the blue/red channel). The green channel " +"is listed twice, but contains different values to allow it to be represented " +"at full resolution." msgstr "" -"每通道 12 位的无符号浮点数绿、蓝、绿、红通道数据,使用归一化的值,每个通道均" -"另有 6 位未使用,紧缩在 4x16 个比特位中。取值均在 [code][0.0, 1.0][/code] 的" -"范围内。蓝、红通道数据横向半分辨率存储(即两个横向相邻的像素共享同一个蓝、红" -"通道数值)。绿通道出现两次,但包含不同的值,因此能够表示为完整的分辨率。" +"每通道 12 位的无符号浮点数绿、蓝、绿、红通道数据,使用归一化的值,每个通道均另" +"有 6 位未使用,紧缩在 4x16 个比特位中。取值均在 [code][0.0, 1.0][/code] 的范围" +"内。蓝、红通道数据横向半分辨率存储(即两个横向相邻的像素共享同一个蓝、红通道数" +"值)。绿通道出现两次,但包含不同的值,因此能够表示为完整的分辨率。" msgid "" "12-bit-per-channel unsigned floating-point blue/green/red/green channel data " "with normalized value, plus 6 unused bits after each channel, packed in 4×16 " "bits. Values are in the [code][0.0, 1.0][/code] range. Blue and red channel " "data is stored at halved horizontal resolution (i.e. 2 horizontally adjacent " -"pixels will share the same value for the blue/red channel). The green " -"channel is listed twice, but contains different values to allow it to be " -"represented at full resolution." +"pixels will share the same value for the blue/red channel). The green channel " +"is listed twice, but contains different values to allow it to be represented " +"at full resolution." msgstr "" -"每通道 12 位的无符号浮点数蓝、绿、红、绿通道数据,使用归一化的值,每个通道均" -"另有 6 位未使用,紧缩在 4x16 个比特位中。取值均在 [code][0.0, 1.0][/code] 的" -"范围内。蓝、红通道数据横向半分辨率存储(即两个横向相邻的像素共享同一个蓝、红" -"通道数值)。绿通道出现两次,但包含不同的值,因此能够表示为完整的分辨率。" +"每通道 12 位的无符号浮点数蓝、绿、红、绿通道数据,使用归一化的值,每个通道均另" +"有 6 位未使用,紧缩在 4x16 个比特位中。取值均在 [code][0.0, 1.0][/code] 的范围" +"内。蓝、红通道数据横向半分辨率存储(即两个横向相邻的像素共享同一个蓝、红通道数" +"值)。绿通道出现两次,但包含不同的值,因此能够表示为完整的分辨率。" msgid "" "12-bit-per-channel unsigned floating-point green/blue/red channel data with " @@ -85055,9 +94390,9 @@ msgid "" "same value for the blue/red channel)." msgstr "" "每通道 12 位的无符号浮点数绿、蓝、红通道数据,使用归一化的值,每个通道均另有 " -"6 位未使用,紧缩在 3x16 个比特位中,分别在两个独立平面存储(绿 + 蓝 + 红)。" -"取值均在 [code][0.0, 1.0][/code] 的范围内。蓝、红通道数据纵横半分辨率存储" -"(即 2x2 相邻的像素共享同一个蓝、红通道数值)。" +"6 位未使用,紧缩在 3x16 个比特位中,分别在两个独立平面存储(绿 + 蓝 + 红)。取" +"值均在 [code][0.0, 1.0][/code] 的范围内。蓝、红通道数据纵横半分辨率存储(即 " +"2x2 相邻的像素共享同一个蓝、红通道数值)。" msgid "" "12-bit-per-channel unsigned floating-point green/blue/red channel data with " @@ -85081,9 +94416,9 @@ msgid "" "same value for the blue/red channel)." msgstr "" "每通道 12 位的无符号浮点数绿、蓝、红通道数据,使用归一化的值,每个通道均另有 " -"6 位未使用,紧缩在 3x16 个比特位中,分别在三个独立平面存储(绿 + 蓝 + 红)。" -"取值均在 [code][0.0, 1.0][/code] 的范围内。蓝、红通道数据横向半分辨率存储(即" -"两个横向相邻的像素共享同一个蓝、红通道数值)。" +"6 位未使用,紧缩在 3x16 个比特位中,分别在三个独立平面存储(绿 + 蓝 + 红)。取" +"值均在 [code][0.0, 1.0][/code] 的范围内。蓝、红通道数据横向半分辨率存储(即两" +"个横向相邻的像素共享同一个蓝、红通道数值)。" msgid "" "12-bit-per-channel unsigned floating-point green/blue/red channel data with " @@ -85105,30 +94440,30 @@ msgid "" "[code][0.0, 1.0][/code] range." msgstr "" "每通道 12 位的无符号浮点数绿、蓝、红通道数据,使用归一化的值,每个通道均另有 " -"6 位未使用,紧缩在 3x16 个比特位中,分别在三个独立平面存储(绿 + 蓝 + 红)。" -"取值均在 [code][0.0, 1.0][/code] 的范围内。" +"6 位未使用,紧缩在 3x16 个比特位中,分别在三个独立平面存储(绿 + 蓝 + 红)。取" +"值均在 [code][0.0, 1.0][/code] 的范围内。" msgid "" -"16-bit-per-channel unsigned floating-point green/blue/red channel data " -"format with normalized value. Values are in the [code][0.0, 1.0][/code] " -"range. Blue and red channel data is stored at halved horizontal resolution " -"(i.e. 2 horizontally adjacent pixels will share the same value for the blue/" -"red channel)." +"16-bit-per-channel unsigned floating-point green/blue/red channel data format " +"with normalized value. Values are in the [code][0.0, 1.0][/code] range. Blue " +"and red channel data is stored at halved horizontal resolution (i.e. 2 " +"horizontally adjacent pixels will share the same value for the blue/red " +"channel)." msgstr "" "每通道 16 位的无符号浮点数绿、蓝、红通道数据格式,使用归一化的值。取值均在 " -"[code][0.0, 1.0][/code] 的范围内。蓝、红通道数据横向半分辨率存储(即两个横向" -"相邻的像素共享同一个蓝、红通道数值)。" +"[code][0.0, 1.0][/code] 的范围内。蓝、红通道数据横向半分辨率存储(即两个横向相" +"邻的像素共享同一个蓝、红通道数值)。" msgid "" -"16-bit-per-channel unsigned floating-point blue/green/red channel data " -"format with normalized value. Values are in the [code][0.0, 1.0][/code] " -"range. Blue and red channel data is stored at halved horizontal resolution " -"(i.e. 2 horizontally adjacent pixels will share the same value for the blue/" -"red channel)." +"16-bit-per-channel unsigned floating-point blue/green/red channel data format " +"with normalized value. Values are in the [code][0.0, 1.0][/code] range. Blue " +"and red channel data is stored at halved horizontal resolution (i.e. 2 " +"horizontally adjacent pixels will share the same value for the blue/red " +"channel)." msgstr "" "每通道 16 位的无符号浮点数蓝、绿、红通道数据格式,使用归一化的值。取值均在 " -"[code][0.0, 1.0][/code] 的范围内。蓝、红通道数据横向半分辨率存储(即两个横向" -"相邻的像素共享同一个蓝、红通道数值)。" +"[code][0.0, 1.0][/code] 的范围内。蓝、红通道数据横向半分辨率存储(即两个横向相" +"邻的像素共享同一个蓝、红通道数值)。" msgid "" "16-bit-per-channel unsigned floating-point green/blue/red channel data with " @@ -85146,14 +94481,14 @@ msgstr "" msgid "" "16-bit-per-channel unsigned floating-point green/blue/red channel data with " "normalized value, plus 6 unused bits after each channel. Stored across 2 " -"separate planes (green + blue/red). Values are in the [code][0.0, 1.0][/" -"code] range. Blue and red channel data is stored at halved horizontal and " -"vertical resolution (i.e. 2×2 adjacent pixels will share the same value for " -"the blue/red channel)." +"separate planes (green + blue/red). Values are in the [code][0.0, 1.0][/code] " +"range. Blue and red channel data is stored at halved horizontal and vertical " +"resolution (i.e. 2×2 adjacent pixels will share the same value for the blue/" +"red channel)." msgstr "" "每通道 16 位的无符号浮点数绿、蓝、红通道数据,使用归一化的值,每个通道均另有 " -"6 位未使用。分别在两个独立平面存储(绿 + 蓝、红)。取值均在 [code][0.0, 1.0]" -"[/code] 的范围内。蓝、红通道数据纵横半分辨率存储(即 2x2 相邻的像素共享同一个" +"6 位未使用。分别在两个独立平面存储(绿 + 蓝、红)。取值均在 [code][0.0, 1.0][/" +"code] 的范围内。蓝、红通道数据纵横半分辨率存储(即 2x2 相邻的像素共享同一个" "蓝、红通道数值)。" msgid "" @@ -85161,26 +94496,26 @@ msgid "" "normalized value, plus 6 unused bits after each channel. Stored across 3 " "separate planes (green + blue + red). Values are in the [code][0.0, 1.0][/" "code] range. Blue and red channel data is stored at halved horizontal " -"resolution (i.e. 2 horizontally adjacent pixels will share the same value " -"for the blue/red channel)." +"resolution (i.e. 2 horizontally adjacent pixels will share the same value for " +"the blue/red channel)." msgstr "" "每通道 16 位的无符号浮点数绿、蓝、红通道数据,使用归一化的值,每个通道均另有 " "6 位未使用。分别在三个独立平面存储(绿 + 蓝 + 红)。取值均在 [code][0.0, 1.0]" -"[/code] 的范围内。蓝、红通道数据横向半分辨率存储(即两个横向相邻的像素共享同" -"一个蓝、红通道数值)。" +"[/code] 的范围内。蓝、红通道数据横向半分辨率存储(即两个横向相邻的像素共享同一" +"个蓝、红通道数值)。" msgid "" "16-bit-per-channel unsigned floating-point green/blue/red channel data with " "normalized value, plus 6 unused bits after each channel. Stored across 3 " -"separate planes (green + blue/red). Values are in the [code][0.0, 1.0][/" -"code] range. Blue and red channel data is stored at halved horizontal " -"resolution (i.e. 2 horizontally adjacent pixels will share the same value " -"for the blue/red channel)." +"separate planes (green + blue/red). Values are in the [code][0.0, 1.0][/code] " +"range. Blue and red channel data is stored at halved horizontal resolution (i." +"e. 2 horizontally adjacent pixels will share the same value for the blue/red " +"channel)." msgstr "" "每通道 16 位的无符号浮点数绿、蓝、红通道数据,使用归一化的值,每个通道均另有 " -"6 位未使用。分别在三个独立平面存储(绿 + 蓝、红)。取值均在 [code][0.0, 1.0]" -"[/code] 的范围内。蓝、红通道数据横向半分辨率存储(即两个横向相邻的像素共享同" -"一个蓝、红通道数值)。" +"6 位未使用。分别在三个独立平面存储(绿 + 蓝、红)。取值均在 [code][0.0, 1.0][/" +"code] 的范围内。蓝、红通道数据横向半分辨率存储(即两个横向相邻的像素共享同一个" +"蓝、红通道数值)。" msgid "" "16-bit-per-channel unsigned floating-point green/blue/red channel data with " @@ -85195,6 +94530,26 @@ msgstr "" msgid "Represents the size of the [enum DataFormat] enum." msgstr "代表 [enum DataFormat] 枚举的大小。" +msgid "Raster barrier mask." +msgstr "栅格化屏障掩码。" + +msgid "Compute barrier mask." +msgstr "计算屏障掩码。" + +msgid "Transfer barrier mask." +msgstr "传输屏障掩码。" + +msgid "" +"Barrier mask for all types (raster, compute, transfer). Equivalent to " +"[code]BARRIER_MASK_RASTER | BARRIER_MASK_COMPUTE | BARRIER_MASK_TRANSFER[/" +"code]." +msgstr "" +"所有类型的屏障掩码(栅格化、计算、传输)。等价于 [code]BARRIER_MASK_RASTER | " +"BARRIER_MASK_COMPUTE | BARRIER_MASK_TRANSFER[/code]。" + +msgid "No barrier for any type." +msgstr "没有任何类型的屏障。" + msgid "1-dimensional texture." msgstr "一维纹理。" @@ -85279,8 +94634,8 @@ msgid "" "Texture can be read back on the CPU using [method texture_get_data] faster " "than without this bit, since it is always kept in the system memory." msgstr "" -"纹理可以在 CPU 上使用 [method texture_get_data] 读取,比不设置这一位要快,因" -"为会始终在系统内存中保留。" +"纹理可以在 CPU 上使用 [method texture_get_data] 读取,比不设置这一位要快,因为" +"会始终在系统内存中保留。" msgid "Texture can be updated using [method texture_update]." msgstr "纹理可以使用 [method texture_update] 更新。" @@ -85348,6 +94703,58 @@ msgstr "代表 [enum SamplerRepeatMode] 枚举的大小。" msgid "Represents the size of the [enum SamplerBorderColor] enum." msgstr "代表 [enum SamplerBorderColor] 枚举的大小。" +msgid "" +"Index buffer in 16-bit unsigned integer format. This limits the maximum index " +"that can be specified to [code]65535[/code]." +msgstr "" +"16 位无符号整数格式的索引缓冲。对可指定索引最大值的限制为 [code]65535[/code]。" + +msgid "" +"Index buffer in 32-bit unsigned integer format. This limits the maximum index " +"that can be specified to [code]4294967295[/code]." +msgstr "" +"32 位无符号整数格式的索引缓冲。对可指定索引最大值的限制为 [code]4294967295[/" +"code]。" + +msgid "Sampler uniform. TODO: Difference between sampler and texture uniform" +msgstr "采样器 uniform。TODO:采样器和纹理 uniform 之间的区别" + +msgid "Sampler uniform with a texture." +msgstr "带有纹理的采样器 uniform。" + +msgid "Texture uniform." +msgstr "纹理 uniform。" + +msgid "Image uniform. TODO: Difference between texture and image uniform" +msgstr "图像 uniform。TODO:纹理和图像 uniform 之间的区别" + +msgid "" +"Texture buffer uniform. TODO: Difference between texture and texture buffe " +"uniformr" +msgstr "纹理缓冲区 uniform。TODO:纹理和纹理缓冲区 uniform 之间的区别" + +msgid "" +"Sampler uniform with a texture buffer. TODO: Difference between texture and " +"texture buffer uniform" +msgstr "带有纹理缓冲区的采样器 uniform。TODO:纹理和纹理缓冲区之间的区别" + +msgid "" +"Image buffer uniform. TODO: Difference between texture and image uniforms" +msgstr "图像缓冲区 uniform。TODO:纹理和图像 uniform 之间的区别" + +msgid "Uniform buffer uniform." +msgstr "Uniform 缓冲区 uniform。" + +msgid "" +"[url=https://vkguide.dev/docs/chapter-4/storage_buffers/]Storage buffer[/url] " +"uniform." +msgstr "" +"[url=https://vkguide.dev/docs/chapter-4/storage_buffers/]存储缓冲区[/url] " +"uniform。" + +msgid "Input attachment uniform." +msgstr "输入附件 uniform。" + msgid "Represents the size of the [enum UniformType] enum." msgstr "表示 [enum UniformType] 枚举的大小。" @@ -85364,8 +94771,8 @@ msgid "" "[url=https://registry.khronos.org/vulkan/specs/1.3-extensions/html/vkspec." "html#drawing-line-lists-with-adjacency]Line list rendering primitive with " "adjacency.[/url]\n" -"[b]Note:[/b] Adjacency is only useful with geometry shaders, which Godot " -"does not expose." +"[b]Note:[/b] Adjacency is only useful with geometry shaders, which Godot does " +"not expose." msgstr "" "[url=https://registry.khronos.org/vulkan/specs/1.3-extensions/html/vkspec." "html#drawing-line-lists-with-adjacency]渲染线段列表的图元,提供邻接数据。[/" @@ -85381,8 +94788,8 @@ msgid "" "[url=https://registry.khronos.org/vulkan/specs/1.3-extensions/html/vkspec." "html#drawing-line-strips-with-adjacency]Line strip rendering primitive with " "adjacency.[/url]\n" -"[b]Note:[/b] Adjacency is only useful with geometry shaders, which Godot " -"does not expose." +"[b]Note:[/b] Adjacency is only useful with geometry shaders, which Godot does " +"not expose." msgstr "" "[url=https://registry.khronos.org/vulkan/specs/1.3-extensions/html/vkspec." "html#drawing-line-strips-with-adjacency]渲染线段条带的图元,提供邻接数据。[/" @@ -85415,8 +94822,8 @@ msgid "" "[url=https://registry.khronos.org/vulkan/specs/1.3-extensions/html/vkspec." "html#drawing-triangle-strips-with-adjacency]Triangle strip rendering " "primitive with adjacency.[/url]\n" -"[b]Note:[/b] Adjacency is only useful with geometry shaders, which Godot " -"does not expose." +"[b]Note:[/b] Adjacency is only useful with geometry shaders, which Godot does " +"not expose." msgstr "" "[url=https://registry.khronos.org/vulkan/specs/1.3-extensions/html/vkspec." "html#drawing-triangle-strips-with-adjacency]渲染三角形条带的图元,提供邻接数" @@ -85434,8 +94841,7 @@ msgid "" msgstr "使用多边形的正面剔除(隐藏正对相机的面)。" msgid "" -"Use polygon backface culling (faces pointing away from the camera are " -"hidden)." +"Use polygon backface culling (faces pointing away from the camera are hidden)." msgstr "使用多边形的背面剔除(隐藏背对相机的面)。" msgid "" @@ -85459,11 +94865,10 @@ msgstr "将现有的模板值替换为新值。" msgid "" "Increment the existing stencil value and clamp to the maximum representable " -"unsigned value if reached. Stencil bits are considered as an unsigned " -"integer." +"unsigned value if reached. Stencil bits are considered as an unsigned integer." msgstr "" -"将现有的模板值加一,到达能够表示的最大无符号值之后就不会再增长。会将模板位视" -"作无符号整数。" +"将现有的模板值加一,到达能够表示的最大无符号值之后就不会再增长。会将模板位视作" +"无符号整数。" msgid "" "Decrement the existing stencil value and clamp to the minimum value if " @@ -85475,9 +94880,9 @@ msgid "Bitwise-invert the existing stencil value." msgstr "将现有的模板值按位取反。" msgid "" -"Increment the stencil value and wrap around to [code]0[/code] if reaching " -"the maximum representable unsigned. Stencil bits are considered as an " -"unsigned integer." +"Increment the stencil value and wrap around to [code]0[/code] if reaching the " +"maximum representable unsigned. Stencil bits are considered as an unsigned " +"integer." msgstr "" "将现有的模板值加一,到达能够表示的最大无符号值之后环绕至 [code]0[/code]。会将" "模板位视作无符号整数。" @@ -85487,8 +94892,8 @@ msgid "" "unsigned if reaching the minimum. Stencil bits are considered as an unsigned " "integer." msgstr "" -"将现有的模板值减一,到达最小值之后环绕至能够表示的最大无符号值。会将模板位视" -"作无符号整数。" +"将现有的模板值减一,到达最小值之后环绕至能够表示的最大无符号值。会将模板位视作" +"无符号整数。" msgid "Represents the size of the [enum StencilOperation] enum." msgstr "代表 [enum StencilOperation] 枚举的大小。" @@ -85574,8 +94979,7 @@ msgid "" "OR logic operation with the [i]destination[/i] operand being inverted. See " "also [constant LOGIC_OP_OR_REVERSE]." msgstr "" -"逻辑或(OR)运算,翻转[i]目标[/i]操作数。另见 [constant " -"LOGIC_OP_OR_REVERSE]。" +"逻辑或(OR)运算,翻转[i]目标[/i]操作数。另见 [constant LOGIC_OP_OR_REVERSE]。" msgid "" "NOT logic operation (inverts the value). See also [constant LOGIC_OP_COPY]." @@ -85585,8 +94989,7 @@ msgid "" "OR logic operation with the [i]source[/i] operand being inverted. See also " "[constant LOGIC_OP_OR_REVERSE]." msgstr "" -"逻辑或(OR)运算,翻转[i]来源[/i]操作数。另见 [constant " -"LOGIC_OP_OR_REVERSE]。" +"逻辑或(OR)运算,翻转[i]来源[/i]操作数。另见 [constant LOGIC_OP_OR_REVERSE]。" msgid "Not-AND (NAND) logic operation." msgstr "逻辑非与(NAND)运算。" @@ -85682,12 +95085,12 @@ msgid "" "Color blend factor is [code]min(source alpha, 1.0 - destination alpha)[/" "code]. Alpha blend factor is [code]1.0[/code]." msgstr "" -"颜色混合系数为 [code]min(source alpha, 1.0 - destination alpha)[/code]。" -"Alpha 混合系数为 [code]1.0[/code]。" +"颜色混合系数为 [code]min(source alpha, 1.0 - destination alpha)[/code]。Alpha " +"混合系数为 [code]1.0[/code]。" msgid "" -"Color blend factor is [code]second source color[/code]. Alpha blend factor " -"is [code]second source alpha[/code]. Only relevant for dual-source blending." +"Color blend factor is [code]second source color[/code]. Alpha blend factor is " +"[code]second source alpha[/code]. Only relevant for dual-source blending." msgstr "" "颜色混合系数为 [code]second source color[/code]。Alpha 混合系数为 " "[code]second source alpha[/code]。仅适用于双源混合。" @@ -85711,8 +95114,8 @@ msgid "" "Color and alpha blend factor is [code]1.0 - second source alpha[/code]. Only " "relevant for dual-source blending." msgstr "" -"颜色混合和 Alpha 混合系数为 [code]1.0 - second source alpha[/code]。仅适用于" -"双源混合。" +"颜色混合和 Alpha 混合系数为 [code]1.0 - second source alpha[/code]。仅适用于双" +"源混合。" msgid "Represents the size of the [enum BlendFactor] enum." msgstr "代表 [enum BlendFactor] 枚举的大小。" @@ -85736,6 +95139,43 @@ msgstr "最大混合运算(保留两者之间的较大值)。" msgid "Represents the size of the [enum BlendOperation] enum." msgstr "代表 [enum BlendOperation] 枚举的大小。" +msgid "Start rendering and clear the whole framebuffer." +msgstr "开始渲染并清空整个帧缓冲。" + +msgid "Start rendering and clear the framebuffer in the specified region." +msgstr "开始渲染并清空帧缓冲里的指定区域。" + +msgid "" +"Continue rendering and clear the framebuffer in the specified region. " +"Framebuffer must have been left in [constant FINAL_ACTION_CONTINUE] state as " +"the final action previously." +msgstr "" +"继续渲染并清空帧缓冲里的指定区域。帧缓冲必须在之前的最后一次动作后停留在 " +"[constant FINAL_ACTION_CONTINUE] 状态。" + +msgid "" +"Start rendering, but keep attached color texture contents. If the framebuffer " +"was previously used to read in a shader, this will automatically insert a " +"layout transition." +msgstr "" +"开始渲染但保留附加颜色纹理的内容。如果帧缓冲之前用于在着色器中读取,此操作会自" +"动插入布局过渡。" + +msgid "" +"Start rendering, ignore what is there; write above it. In general, this is " +"the fastest option when you will be writing every single pixel and you don't " +"need a clear color." +msgstr "" +"开始渲染,忽略原有内容;在内容上覆盖。当你会写入所有像素并且不需要清屏颜色时," +"这通常是最快的选项。" + +msgid "" +"Continue rendering. Framebuffer must have been left in [constant " +"FINAL_ACTION_CONTINUE] state as the final action previously." +msgstr "" +"继续渲染。帧缓冲必须在之前的最后一次动作后停留在 [constant " +"FINAL_ACTION_CONTINUE] 状态。" + msgid "Represents the size of the [enum InitialAction] enum." msgstr "代表 [enum InitialAction] 枚举的大小。" @@ -85745,6 +95185,15 @@ msgstr "代表 [enum FinalAction] 枚举的大小。" msgid "Represents the size of the [enum ShaderStage] enum." msgstr "代表 [enum ShaderStage] 枚举的大小。" +msgid "Boolean specialization constant." +msgstr "布尔型特化常量。" + +msgid "Integer specialization constant." +msgstr "整型特化常量。" + +msgid "Floating-point specialization constant." +msgstr "浮点型特化常量。" + msgid "Maximum height of a framebuffer (in pixels)." msgstr "帧缓冲的最大高度(单位为像素)。" @@ -85768,6 +95217,22 @@ msgid "" "single face)." msgstr "支持的立方体贴图纹理的最大尺寸(单轴像素数)。" +msgid "Maximum number of textures per shader stage." +msgstr "每个着色器阶段的最大纹理数。" + +msgid "Maximum number of samplers per shader stage." +msgstr "每个着色器阶段的最大采样器数。" + +msgid "" +"Maximum number of [url=https://vkguide.dev/docs/chapter-4/" +"storage_buffers/]storage buffers[/url] per shader stage." +msgstr "" +"每个着色器阶段的最大[url=https://vkguide.dev/docs/chapter-4/storage_buffers/]" +"存储缓冲[/url]数。" + +msgid "Maximum number of storage images per shader stage." +msgstr "每个着色器阶段的最大存储图像数。" + msgid "Maximum size of a uniform buffer." msgstr "Uniform 缓冲的最大大小。" @@ -85780,6 +95245,12 @@ msgstr "顶点输入属性的最大数量。" msgid "Maximum number of vertex input bindings." msgstr "顶点输入绑定的最大数量。" +msgid "Maximum vertex input binding stride." +msgstr "顶点输入绑定的最大步幅。" + +msgid "Minimum uniform buffer offset alignment." +msgstr "Uniform 缓冲的最小偏移对齐。" + msgid "Maximum shared memory size for compute shaders." msgstr "计算着色器的最大共享内存大小。" @@ -85792,6 +95263,24 @@ msgstr "计算着色器在 Y 轴上的最大工作组数量。" msgid "Maximum number of workgroups for compute shaders on the Z axis." msgstr "计算着色器在 Z 轴上的最大工作组数量。" +msgid "Maximum number of workgroup invocations for compute shaders." +msgstr "计算着色器的最大工作组调用数量。" + +msgid "Maximum workgroup size for compute shaders on the X axis." +msgstr "计算着色器在 X 轴上的最大工作组大小。" + +msgid "Maximum workgroup size for compute shaders on the Y axis." +msgstr "计算着色器在 Y 轴上的最大工作组大小。" + +msgid "Maximum workgroup size for compute shaders on the Z axis." +msgstr "计算着色器在 Z 轴上的最大工作组大小。" + +msgid "Maximum viewport width (in pixels)." +msgstr "视口的最大宽度(单位为像素)。" + +msgid "Maximum viewport height (in pixels)." +msgstr "视口的最大高度(单位为像素)。" + msgid "Memory taken by textures." msgstr "纹理占用的内存。" @@ -85822,16 +95311,16 @@ msgid "" "accessed.\n" "The rendering server can be used to bypass the scene/[Node] system entirely. " "This can improve performance in cases where the scene system is the " -"bottleneck, but won't improve performance otherwise (for instance, if the " -"GPU is already fully utilized).\n" +"bottleneck, but won't improve performance otherwise (for instance, if the GPU " +"is already fully utilized).\n" "Resources are created using the [code]*_create[/code] functions. These " "functions return [RID]s which are not references to the objects themselves, " "but opaque [i]pointers[/i] towards these objects.\n" "All objects are drawn to a viewport. You can use the [Viewport] attached to " -"the [SceneTree] or you can create one yourself with [method " -"viewport_create]. When using a custom scenario or canvas, the scenario or " -"canvas needs to be attached to the viewport using [method " -"viewport_set_scenario] or [method viewport_attach_canvas].\n" +"the [SceneTree] or you can create one yourself with [method viewport_create]. " +"When using a custom scenario or canvas, the scenario or canvas needs to be " +"attached to the viewport using [method viewport_set_scenario] or [method " +"viewport_attach_canvas].\n" "[b]Scenarios:[/b] In 3D, all visual objects must be associated with a " "scenario. The scenario is a visual representation of the world. If accessing " "the rendering server from a running game, the scenario can be accessed from " @@ -85843,8 +95332,8 @@ msgid "" "3D object. In order to be visible resources must be attached to an instance " "using [method instance_set_base]. The instance must also be attached to the " "scenario using [method instance_set_scenario] in order to be visible. " -"RenderingServer methods that don't have a prefix are usually 3D-specific " -"(but not always).\n" +"RenderingServer methods that don't have a prefix are usually 3D-specific (but " +"not always).\n" "[b]2D:[/b] In 2D, all visible objects are some form of canvas item. In order " "to be visible, a canvas item needs to be the child of a canvas attached to a " "viewport, or it needs to be the child of another canvas item that is " @@ -85857,14 +95346,14 @@ msgid "" msgstr "" "渲染服务器是所有可见内容的 API 后端。整个场景系统都挂载在它上面来显示。渲染服" "务器是完全不透明的:内部实现完全取决于具体的实现,无法进行访问。\n" -"使用渲染服务器可以完全绕过场景和 [Node] 系统。如果场景系统是瓶颈所在,那么这" -"样做就可以提升性能,否则无法提升性能(例如已经完全利用 GPU 的情况)。\n" -"资源是使用 [code]*_create[/code] 函数创建的。这些函数返回的 [RID] 并不是对对" -"象本身的引用,而是指向这些对象的不透明[i]指针[/i]。\n" -"所有对象都会被绘制到视口中。你可以使用附加到 [SceneTree] 的 [Viewport],或者" -"也可以使用 [method viewport_create] 自行创建。使用自定义场景或画布时,需要使" -"用 [method viewport_set_scenario] 或 [method viewport_attach_canvas] 将场景或" -"画布附加到视口。\n" +"使用渲染服务器可以完全绕过场景和 [Node] 系统。如果场景系统是瓶颈所在,那么这样" +"做就可以提升性能,否则无法提升性能(例如已经完全利用 GPU 的情况)。\n" +"资源是使用 [code]*_create[/code] 函数创建的。这些函数返回的 [RID] 并不是对对象" +"本身的引用,而是指向这些对象的不透明[i]指针[/i]。\n" +"所有对象都会被绘制到视口中。你可以使用附加到 [SceneTree] 的 [Viewport],或者也" +"可以使用 [method viewport_create] 自行创建。使用自定义场景或画布时,需要使用 " +"[method viewport_set_scenario] 或 [method viewport_attach_canvas] 将场景或画布" +"附加到视口。\n" "[b]场景:[/b]在 3D 中,所有可视对象都必须与一个场景(Scenario)相关联。场景是" "世界的可视化表示。如果要从正在运行的游戏中访问渲染服务器,那么就可以使用 " "[method Node3D.get_world_3d] 从任何 [Node3D] 节点的场景树访问该场景。此外,也" @@ -85873,22 +95362,22 @@ msgstr "" "[b]3D:[/b]在 3D 中,所有可视对象都由资源(Resource)和实例(Instance)组成。" "资源可以是网格、粒子系统、灯光或任何其他 3D 对象。为了使资源可见,必须使用 " "[method instance_set_base] 将其附加到一个实例。该实例还必须使用 [method " -"instance_set_scenario] 附加到场景中才可见。不带前缀的 RenderingServer 方法通" -"常都是针对 3D 的(但也有例外)。\n" -"[b]2D:[/b]在 2D 中,所有可见对象都是某种形式的画布项(Canvas Item)。为了使" -"画布项可见,就需要让它成为附加到视口的画布的子项,或者需要让它成为其他画布项" -"的子项,但这些画布项最终也需要是画布的子项。针对 2D 的 RenderingServer 方法一" -"般都以 [code]canvas_*[/code] 开头。\n" -"[b]无头模式:[/b]使用 [code]--headless[/code] [url=$DOCS_URL/tutorials/" -"editor/command_line_tutorial.html]命令行参数[/url]启动引擎将禁用所有渲染和窗" -"口管理功能。在这种情况下,[RenderingServer] 中的大多数函数将返回虚值。" +"instance_set_scenario] 附加到场景中才可见。不带前缀的 RenderingServer 方法通常" +"都是针对 3D 的(但也有例外)。\n" +"[b]2D:[/b]在 2D 中,所有可见对象都是某种形式的画布项(Canvas Item)。为了使画" +"布项可见,就需要让它成为附加到视口的画布的子项,或者需要让它成为其他画布项的子" +"项,但这些画布项最终也需要是画布的子项。针对 2D 的 RenderingServer 方法一般都" +"以 [code]canvas_*[/code] 开头。\n" +"[b]无头模式:[/b]使用 [code]--headless[/code] [url=$DOCS_URL/tutorials/editor/" +"command_line_tutorial.html]命令行参数[/url]启动引擎将禁用所有渲染和窗口管理功" +"能。在这种情况下,[RenderingServer] 中的大多数函数将返回虚值。" msgid "Optimization using Servers" msgstr "使用服务器进行优化" msgid "" -"Bakes the material data of the Mesh passed in the [param base] parameter " -"with optional [param material_overrides] to a set of [Image]s of size [param " +"Bakes the material data of the Mesh passed in the [param base] parameter with " +"optional [param material_overrides] to a set of [Image]s of size [param " "image_size]. Returns an array of [Image]s containing material properties as " "specified in [enum BakeChannels]." msgstr "" @@ -85896,6 +95385,20 @@ msgstr "" "质数据,烘焙为一组大小为 [param image_size] 的 [Image]。返回包含 [enum " "BakeChannels] 中指定的材质属性的 [Image] 数组。" +msgid "" +"Creates a camera attributes object and adds it to the RenderingServer. It can " +"be accessed with the RID that is returned. This RID will be used in all " +"[code]camera_attributes_[/code] RenderingServer functions.\n" +"Once finished with your RID, you will want to free the RID using the " +"RenderingServer's [method free_rid] method.\n" +"[b]Note:[/b] The equivalent resource is [CameraAttributes]." +msgstr "" +"创建相机属性对象并将其添加到 RenderingServer。可以通过返回的 RID 进行访问。这" +"个 RID 会在所有 [code]camera_attributes_[/code] RenderingServer 函数中使用。\n" +"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 静态方法进行释" +"放。\n" +"[b]注意:[/b]等价资源为 [CameraAttributes]。" + msgid "" "Sets the parameters to use with the auto-exposure effect. These parameters " "take on the same meaning as their counterparts in [CameraAttributes] and " @@ -85905,11 +95408,11 @@ msgstr "" "[CameraAttributesPractical] 中的对应参数具有相同的含义。" msgid "" -"Sets the parameters to use with the DOF blur effect. These parameters take " -"on the same meaning as their counterparts in [CameraAttributesPractical]." +"Sets the parameters to use with the DOF blur effect. These parameters take on " +"the same meaning as their counterparts in [CameraAttributesPractical]." msgstr "" -"设置用于 DOF 模糊效果的参数。这些参数与 [CameraAttributesPractical] 中的对应" -"参数具有相同的含义。" +"设置用于 DOF 模糊效果的参数。这些参数与 [CameraAttributesPractical] 中的对应参" +"数具有相同的含义。" msgid "" "Sets the shape of the DOF bokeh pattern. Different shapes may be used to " @@ -85945,31 +95448,45 @@ msgid "" "sensitivity))\n" "[/codeblock]" msgstr "" -"设置渲染器所使用的曝光值。归一化量用于将给定的曝光值(Exposure Value,EV)烘" -"焙进渲染计算,从而降低场景的动态范围。\n" +"设置渲染器所使用的曝光值。归一化量用于将给定的曝光值(Exposure Value,EV)烘焙" +"进渲染计算,从而降低场景的动态范围。\n" "可以用如下方法根据曝光值(EV100)来计算归一化系数:\n" "[codeblock]\n" "func get_exposure_normalization(float ev100):\n" " \t\t\t return 1.0 / (pow(2.0, ev100) * 1.2)\n" "[/codeblock]\n" -"可以使用如下方法根据光圈(单位为 F 值)、快门速度(单位为秒)、感光度(单位" -"为 ISO)来计算曝光值:\n" +"可以使用如下方法根据光圈(单位为 F 值)、快门速度(单位为秒)、感光度(单位为 " +"ISO)来计算曝光值:\n" "[codeblock]\n" "func get_exposure(float aperture, float shutter_speed, float sensitivity):\n" " return log2((aperture * aperture) / shutterSpeed * (100.0 / " "sensitivity))\n" "[/codeblock]" +msgid "" +"Creates a 3D camera and adds it to the RenderingServer. It can be accessed " +"with the RID that is returned. This RID will be used in all [code]camera_*[/" +"code] RenderingServer functions.\n" +"Once finished with your RID, you will want to free the RID using the " +"RenderingServer's [method free_rid] method.\n" +"[b]Note:[/b] The equivalent node is [Camera3D]." +msgstr "" +"创建 3D 相机并将其添加到 RenderingServer。可以通过返回的 RID 进行访问。这个 " +"RID 会在所有 [code]camera_*[/code] RenderingServer 函数中使用。\n" +"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 静态方法进行释" +"放。\n" +"[b]注意:[/b]等价节点为 [Camera3D]。" + msgid "" "Sets the camera_attributes created with [method camera_attributes_create] to " "the given camera." msgstr "" -"将使用 [method camera_attributes_create] 创建的 camera_attributes 设置给给定" -"的相机。" +"将使用 [method camera_attributes_create] 创建的 camera_attributes 设置给给定的" +"相机。" msgid "" -"Sets the cull mask associated with this camera. The cull mask describes " -"which 3D layers are rendered by this camera. Equivalent to [member Camera3D." +"Sets the cull mask associated with this camera. The cull mask describes which " +"3D layers are rendered by this camera. Equivalent to [member Camera3D." "cull_mask]." msgstr "" "设置与该相机关联的剔除掩码。剔除掩码描述了该相机渲染了哪些 3D 图层。相当于 " @@ -85984,16 +95501,16 @@ msgid "" "Sets camera to use frustum projection. This mode allows adjusting the [param " "offset] argument to create \"tilted frustum\" effects." msgstr "" -"将相机设置为使用视锥投影。该模式允许调整 [param offset] 参数以创建“倾斜视" -"锥”效果。" +"将相机设置为使用视锥投影。该模式允许调整 [param offset] 参数以创建“倾斜视锥”效" +"果。" msgid "" "Sets camera to use orthogonal projection, also known as orthographic " -"projection. Objects remain the same size on the screen no matter how far " -"away they are." +"projection. Objects remain the same size on the screen no matter how far away " +"they are." msgstr "" -"将相机设置为使用正交投影,也称为正射投影。物体在屏幕上保持相同的尺寸,无论它" -"们有多远。" +"将相机设置为使用正交投影,也称为正射投影。物体在屏幕上保持相同的尺寸,无论它们" +"有多远。" msgid "" "Sets camera to use perspective projection. Objects on the screen becomes " @@ -86006,13 +95523,27 @@ msgstr "设置相机的 [Transform3D]。" msgid "" "If [code]true[/code], preserves the horizontal aspect ratio which is " "equivalent to [constant Camera3D.KEEP_WIDTH]. If [code]false[/code], " -"preserves the vertical aspect ratio which is equivalent to [constant " -"Camera3D.KEEP_HEIGHT]." +"preserves the vertical aspect ratio which is equivalent to [constant Camera3D." +"KEEP_HEIGHT]." msgstr "" "如果为 [code]true[/code],则保留水平长宽比,相当于 [constant Camera3D." "KEEP_WIDTH]。如果为 [code]false[/code],则保留垂直长宽比,相当于 [constant " "Camera3D.KEEP_HEIGHT]。" +msgid "" +"Creates a canvas and returns the assigned [RID]. It can be accessed with the " +"RID that is returned. This RID will be used in all [code]canvas_*[/code] " +"RenderingServer functions.\n" +"Once finished with your RID, you will want to free the RID using the " +"RenderingServer's [method free_rid] method.\n" +"Canvas has no [Resource] or [Node] equivalent." +msgstr "" +"创建画布并返回分配的 [RID]。可以通过返回的 RID 进行访问。这个 RID 会在所有 " +"[code]canvas_*[/code] RenderingServer 函数中使用。\n" +"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 静态方法进行释" +"放。\n" +"没有与画布等价的 [Resource] 或 [Node]。" + msgid "" "Draws a circle on the [CanvasItem] pointed to by the [param item] [RID]. See " "also [method CanvasItem.draw_circle]." @@ -86024,8 +95555,8 @@ msgid "" "If [param ignore] is [code]true[/code], ignore clipping on items drawn with " "this canvas item until this is called again with [param ignore] set to false." msgstr "" -"如果 [param ignore] 为 [code]true[/code],则忽略使用该画布项绘制的项目的裁" -"剪,直到将 [param ignore] 设置为 false 时再次调用。" +"如果 [param ignore] 为 [code]true[/code],则忽略使用该画布项绘制的项目的裁剪," +"直到将 [param ignore] 设置为 false 时再次调用。" msgid "See also [method CanvasItem.draw_lcd_texture_rect_region]." msgstr "另见 [method CanvasItem.draw_lcd_texture_rect_region]。" @@ -86034,20 +95565,28 @@ msgid "" "Draws a line on the [CanvasItem] pointed to by the [param item] [RID]. See " "also [method CanvasItem.draw_line]." msgstr "" -"在 [param item] [RID] 指向的 [CanvasItem] 上画一条线。另见 [method " -"CanvasItem.draw_line]。" +"在 [param item] [RID] 指向的 [CanvasItem] 上画一条线。另见 [method CanvasItem." +"draw_line]。" msgid "" "Draws a mesh created with [method mesh_create] with given [param transform], " "[param modulate] color, and [param texture]. This is used internally by " "[MeshInstance2D]." msgstr "" -"使用给定的 [param transform]、[param modulate] 颜色、和 [param texture] 绘制" -"使用 [method mesh_create] 创建的网格。这由 [MeshInstance2D] 内部使用。" +"使用给定的 [param transform]、[param modulate] 颜色、和 [param texture] 绘制使" +"用 [method mesh_create] 创建的网格。这由 [MeshInstance2D] 内部使用。" msgid "See also [method CanvasItem.draw_msdf_texture_rect_region]." msgstr "另见 [method CanvasItem.draw_msdf_texture_rect_region]。" +msgid "" +"Draws a 2D multiline on the [CanvasItem] pointed to by the [param item] " +"[RID]. See also [method CanvasItem.draw_multiline] and [method CanvasItem." +"draw_multiline_colors]." +msgstr "" +"在 [param item] [RID] 指向的 [CanvasItem] 上,绘制一个 2D 多线。另见 [method " +"CanvasItem.draw_multiline] 和 [method CanvasItem.draw_multiline_colors]。" + msgid "" "Draws a 2D [MultiMesh] on the [CanvasItem] pointed to by the [param item] " "[RID]. See also [method CanvasItem.draw_multimesh]." @@ -86070,10 +95609,18 @@ msgid "" "canvas_item_add_triangle_array] instead. See also [method CanvasItem." "draw_polygon]." msgstr "" -"在 [param item] [RID] 指向的 [CanvasItem] 上绘制一个 2D 多边形。如果你需要更" -"加灵活的设置(例如能够使用骨骼),请改用 [method " +"在 [param item] [RID] 指向的 [CanvasItem] 上绘制一个 2D 多边形。如果你需要更加" +"灵活的设置(例如能够使用骨骼),请改用 [method " "canvas_item_add_triangle_array]。另见 [method CanvasItem.draw_polygon]。" +msgid "" +"Draws a 2D polyline on the [CanvasItem] pointed to by the [param item] [RID]. " +"See also [method CanvasItem.draw_polyline] and [method CanvasItem." +"draw_polyline_colors]." +msgstr "" +"在 [param item] [RID] 指向的 [CanvasItem] 上,绘制一个 2D 折线。另见 [method " +"CanvasItem.draw_polyline] 和 [method CanvasItem.draw_polyline_colors]。" + msgid "" "Draws a 2D primitive on the [CanvasItem] pointed to by the [param item] " "[RID]. See also [method CanvasItem.draw_primitive]." @@ -86106,16 +95653,55 @@ msgid "" "pointed to by the [param item] [RID]. See also [method CanvasItem." "draw_texture_rect_region] and [method Texture2D.draw_rect_region]." msgstr "" -"在 [param item] [RID] 指向的 [CanvasItem] 上绘制一个有纹理 2D 矩形的特定区" -"域。另见 [method CanvasItem.draw_texture_rect_region] 和 [method Texture2D." +"在 [param item] [RID] 指向的 [CanvasItem] 上绘制一个有纹理 2D 矩形的特定区域。" +"另见 [method CanvasItem.draw_texture_rect_region] 和 [method Texture2D." "draw_rect_region]。" +msgid "" +"Draws a triangle array on the [CanvasItem] pointed to by the [param item] " +"[RID]. This is internally used by [Line2D] and [StyleBoxFlat] for rendering. " +"[method canvas_item_add_triangle_array] is highly flexible, but more complex " +"to use than [method canvas_item_add_polygon].\n" +"[b]Note:[/b] [param count] is unused and can be left unspecified." +msgstr "" +"在 [param item] [RID] 指向的 [CanvasItem] 上绘制一个三角形数组。渲染 [Line2D] " +"和 [StyleBoxFlat] 时内部使用。[method canvas_item_add_triangle_array] 非常灵" +"活,但用起来要比 [method canvas_item_add_polygon] 复杂。\n" +"[b]注意:[/b][param count] 未使用,可以不指定。" + msgid "Clears the [CanvasItem] and removes all commands in it." msgstr "清除[CanvasItem]并删除其中的所有命令。" +msgid "" +"Creates a new CanvasItem instance and returns its [RID]. It can be accessed " +"with the RID that is returned. This RID will be used in all " +"[code]canvas_item_*[/code] RenderingServer functions.\n" +"Once finished with your RID, you will want to free the RID using the " +"RenderingServer's [method free_rid] method.\n" +"[b]Note:[/b] The equivalent node is [CanvasItem]." +msgstr "" +"新建 CanvasItem 实例并返回其 [RID]。可以通过返回的 RID 进行访问。这个 RID 会在" +"所有 [code]canvas_item_*[/code] RenderingServer 函数中使用。\n" +"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 静态方法进行释" +"放。\n" +"[b]注意:[/b]等价节点为 [CanvasItem]。" + msgid "Sets the [CanvasItem] to copy a rect to the backbuffer." msgstr "设置 [CanvasItem] 以将矩形复制到后台缓冲区。" +msgid "" +"If [param use_custom_rect] is [code]true[/code], sets the custom visibility " +"rectangle (used for culling) to [param rect] for the canvas item specified by " +"[param item]. Setting a custom visibility rect can reduce CPU load when " +"drawing lots of 2D instances. If [param use_custom_rect] is [code]false[/" +"code], automatically computes a visibility rectangle based on the canvas " +"item's draw commands." +msgstr "" +"如果 [param use_custom_rect] 为 [code]true[/code],则将画布项 [param item] 的" +"自定义可见性框设置为 [param rect](用于剔除)。设置自定义可见性框能够在绘制大" +"量 2D 实例时降低 CPU 负载。如果 [param use_custom_rect] 为 [code]false[/" +"code],则会根据画布项的绘制命令自动计算可见性框。" + msgid "" "Sets the default texture filter mode for the canvas item specified by the " "[param item] RID. Equivalent to [member CanvasItem.texture_filter]." @@ -86130,24 +95716,65 @@ msgstr "" "设置 RID 为 [param item] 的画布项的默认纹理重复模式。等价于 [member " "CanvasItem.texture_repeat]。" +msgid "" +"If [param enabled] is [code]true[/code], enables multichannel signed distance " +"field rendering mode for the canvas item specified by the [param item] RID. " +"This is meant to be used for font rendering, or with specially generated " +"images using [url=https://github.com/Chlumsky/msdfgen]msdfgen[/url]." +msgstr "" +"如果 [param enabled] 为 [code]true[/code],则为 RID 为 [param item] 的画布项启" +"用多通道带符号距离场渲染模式。旨在用于字体渲染,或针对使用 [url=https://" +"github.com/Chlumsky/msdfgen]msdfgen[/url] 生成的图像。" + +msgid "" +"If [param enabled] is [code]true[/code], draws the canvas item specified by " +"the [param item] RID behind its parent. Equivalent to [member CanvasItem." +"show_behind_parent]." +msgstr "" +"如果 [param enabled] 为 [code]true[/code],则为 RID 为 [param item] 的画布项绘" +"制在父级之后。等价于 [member CanvasItem.show_behind_parent]。" + msgid "Sets the index for the [CanvasItem]." msgstr "设置 [CanvasItem] 的索引。" msgid "" -"Sets the light [param mask] for the canvas item specified by the [param " -"item] RID. Equivalent to [member CanvasItem.light_mask]." +"Sets the light [param mask] for the canvas item specified by the [param item] " +"RID. Equivalent to [member CanvasItem.light_mask]." msgstr "" "设置 RID 为 [param item] 的画布项的灯光掩码 [param mask]。等价于 [member " "CanvasItem.light_mask]。" +msgid "" +"Sets a new [param material] to the canvas item specified by the [param item] " +"RID. Equivalent to [member CanvasItem.material]." +msgstr "" +"设置 RID 为 [param item] 的画布项的新材质 [param material]。等价于 [member " +"CanvasItem.material]。" + +msgid "" +"Multiplies the color of the canvas item specified by the [param item] RID, " +"while affecting its children. See also [method " +"canvas_item_set_self_modulate]. Equivalent to [member CanvasItem.modulate]." +msgstr "" +"将 RID 为 [param item] 的画布项的颜色与其相乘,子项也受影响。另见 [method " +"canvas_item_set_self_modulate]。等价于 [member CanvasItem.modulate]。" + msgid "" "Sets a parent [CanvasItem] to the [CanvasItem]. The item will inherit " -"transform, modulation and visibility from its parent, like [CanvasItem] " -"nodes in the scene tree." +"transform, modulation and visibility from its parent, like [CanvasItem] nodes " +"in the scene tree." msgstr "" "为 [CanvasItem] 设置父级 [CanvasItem]。该项目会从父级继承变换、调制、可见性," "和场景树中的 [CanvasItem] 节点一样。" +msgid "" +"Multiplies the color of the canvas item specified by the [param item] RID, " +"without affecting its children. See also [method canvas_item_set_modulate]. " +"Equivalent to [member CanvasItem.self_modulate]." +msgstr "" +"将 RID 为 [param item] 的画布项的颜色与其相乘,子项不受影响。另见 [method " +"canvas_item_set_modulate]。等价于 [member CanvasItem.self_modulate]。" + msgid "" "If [param enabled] is [code]true[/code], child nodes with the lowest Y " "position are drawn before those with a higher Y position. Y-sorting only " @@ -86155,21 +95782,29 @@ msgid "" "item] RID, not the canvas item itself. Equivalent to [member CanvasItem." "y_sort_enabled]." msgstr "" -"如果 [param enabled] 为 [code]true[/code],则会在绘制 Y 位置最低的子节点之后" -"再绘制 Y 位置较高的子节点。Y 排序仅影响继承自该画布项的子级,不影响画布项自" -"身,该画布项由 [param item] RID 指定。等价于 [member CanvasItem." -"y_sort_enabled]。" +"如果 [param enabled] 为 [code]true[/code],则会在绘制 Y 位置最低的子节点之后再" +"绘制 Y 位置较高的子节点。Y 排序仅影响继承自该画布项的子级,不影响画布项自身," +"该画布项由 [param item] RID 指定。等价于 [member CanvasItem.y_sort_enabled]。" + +msgid "" +"Sets the [param transform] of the canvas item specified by the [param item] " +"RID. This affects where and how the item will be drawn. Child canvas items' " +"transforms are multiplied by their parent's transform. Equivalent to [member " +"Node2D.transform]." +msgstr "" +"将 RID 为 [param item] 的画布项的变换设置为 [param transform]。会影响该画布项" +"绘制的位置和方法。子级画布项的变换会与父级变换相乘。等价于 [member Node2D." +"transform]。" msgid "Sets if the [CanvasItem] uses its parent's material." msgstr "设置 [CanvasItem] 是否使用其父级的材质。" msgid "" "Sets the rendering visibility layer associated with this [CanvasItem]. Only " -"[Viewport] nodes with a matching rendering mask will render this " -"[CanvasItem]." +"[Viewport] nodes with a matching rendering mask will render this [CanvasItem]." msgstr "" -"设置与这个 [CanvasItem] 关联的渲染可见性层。只有渲染掩码与此匹配的 " -"[Viewport] 节点才会渲染这个 [CanvasItem]。" +"设置与这个 [CanvasItem] 关联的渲染可见性层。只有渲染掩码与此匹配的 [Viewport] " +"节点才会渲染这个 [CanvasItem]。" msgid "" "Sets the given [CanvasItem] as visibility notifier. [param area] defines the " @@ -86189,23 +95824,22 @@ msgid "Sets the visibility of the [CanvasItem]." msgstr "设置 [CanvasItem] 的可见性。" msgid "" -"If this is enabled, the Z index of the parent will be added to the " -"children's Z index." +"If this is enabled, the Z index of the parent will be added to the children's " +"Z index." msgstr "如果启用此选项,则父项的 Z 索引将添加到子项的 Z 索引中。" msgid "" -"Sets the [CanvasItem]'s Z index, i.e. its draw order (lower indexes are " -"drawn first)." -msgstr "" -"设置 [CanvasItem] 的 Z 索引,即它的绘制顺序(首先绘制数值较低的索引)。" +"Sets the [CanvasItem]'s Z index, i.e. its draw order (lower indexes are drawn " +"first)." +msgstr "设置 [CanvasItem] 的 Z 索引,即它的绘制顺序(首先绘制数值较低的索引)。" msgid "" "Attaches the canvas light to the canvas. Removes it from its previous canvas." msgstr "将画布灯连接到画布上,并将其从以前的画布中取出。" msgid "" -"Creates a canvas light and adds it to the RenderingServer. It can be " -"accessed with the RID that is returned. This RID will be used in all " +"Creates a canvas light and adds it to the RenderingServer. It can be accessed " +"with the RID that is returned. This RID will be used in all " "[code]canvas_light_*[/code] RenderingServer functions.\n" "Once finished with your RID, you will want to free the RID using the " "RenderingServer's [method free_rid] method.\n" @@ -86229,8 +95863,8 @@ msgid "" "RenderingServer's [method free_rid] method.\n" "[b]Note:[/b] The equivalent node is [LightOccluder2D]." msgstr "" -"创建光线遮挡器并将其添加到 RenderingServer。可以通过返回的 RID 进行访问。这" -"个 RID 会在所有 [code]canvas_light_occluder_*[/code] RenderingServer 函数中使" +"创建光线遮挡器并将其添加到 RenderingServer。可以通过返回的 RID 进行访问。这个 " +"RID 会在所有 [code]canvas_light_occluder_*[/code] RenderingServer 函数中使" "用。\n" "RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 静态方法进行释" "放。\n" @@ -86304,8 +95938,7 @@ msgstr "" msgid "" "Sets the offset of a [PointLight2D]'s texture. Equivalent to [member " "PointLight2D.offset]." -msgstr "" -"设置 [PointLight2D] 纹理的偏移量。相当于 [member PointLight2D.offset]。" +msgstr "设置 [PointLight2D] 纹理的偏移量。相当于 [member PointLight2D.offset]。" msgid "" "Sets the scale factor of a [PointLight2D]'s texture. Equivalent to [member " @@ -86340,8 +95973,8 @@ msgstr "" "[b]注意:[/b]等价节点为 [OccluderPolygon2D]。" msgid "" -"Sets an occluder polygons cull mode. See [enum " -"CanvasOccluderPolygonCullMode] constants." +"Sets an occluder polygons cull mode. See [enum CanvasOccluderPolygonCullMode] " +"constants." msgstr "设置遮挡多边形剔除模式。详见 [enum CanvasOccluderPolygonCullMode] 。" msgid "Sets the shape of the occluder polygon." @@ -86363,6 +95996,56 @@ msgstr "" "设置 [Light2D] 阴影渲染时使用的 [member ProjectSettings.rendering/2d/" "shadow_atlas/size](单位为像素)。该值会向上取整到最接近的 2 的幂。" +msgid "" +"Creates a canvas texture and adds it to the RenderingServer. It can be " +"accessed with the RID that is returned. This RID will be used in all " +"[code]canvas_texture_*[/code] RenderingServer functions.\n" +"Once finished with your RID, you will want to free the RID using the " +"RenderingServer's [method free_rid] method. See also [method " +"texture_2d_create].\n" +"[b]Note:[/b] The equivalent resource is [CanvasTexture] and is only meant to " +"be used in 2D rendering, not 3D." +msgstr "" +"创建画布纹理并将其添加到 RenderingServer。可以通过返回的 RID 进行访问。这个 " +"RID 会在所有 [code]canvas_texture_*[/code] RenderingServer 函数中使用。\n" +"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 静态方法进行释" +"放。\n" +"[b]注意:[/b]等价资源为 [CanvasTexture],应该仅用于 2D 渲染,不用于 3D。" + +msgid "" +"Sets the [param channel]'s [param texture] for the canvas texture specified " +"by the [param canvas_texture] RID. Equivalent to [member CanvasTexture." +"diffuse_texture], [member CanvasTexture.normal_texture] and [member " +"CanvasTexture.specular_texture]." +msgstr "" +"为画布纹理设置 [param channel] 通道的纹理 [param texture],该画布纹理由 RID " +"[param canvas_texture] 指定。等价于 [member CanvasTexture.diffuse_texture]、" +"[member CanvasTexture.normal_texture] 和 [member CanvasTexture." +"specular_texture]。" + +msgid "" +"Sets the [param base_color] and [param shininess] to use for the canvas " +"texture specified by the [param canvas_texture] RID. Equivalent to [member " +"CanvasTexture.specular_color] and [member CanvasTexture.specular_shininess]." +msgstr "" +"为画布纹理设置 [param base_color] 和 [param shininess],该画布纹理由 RID " +"[param canvas_texture] 指定。等价于 [member CanvasTexture.specular_color] 和 " +"[member CanvasTexture.specular_shininess]。" + +msgid "" +"Sets the texture [param filter] mode to use for the canvas texture specified " +"by the [param canvas_texture] RID." +msgstr "" +"为画布纹理设置纹理过滤模式 [param filter],该画布纹理由 RID [param " +"canvas_texture] 指定。" + +msgid "" +"Sets the texture [param repeat] mode to use for the canvas texture specified " +"by the [param canvas_texture] RID." +msgstr "" +"为画布纹理设置纹理重复模式 [param repeat],该画布纹理由 RID [param " +"canvas_texture] 指定。" + msgid "" "Creates a RenderingDevice that can be used to do draw and compute operations " "on a separate thread. Cannot draw to the screen nor share data with the " @@ -86370,17 +96053,81 @@ msgid "" "[b]Note:[/b] When using the OpenGL backend or when running in headless mode, " "this function always returns [code]null[/code]." msgstr "" -"创建一个 RenderingDevice,可以用来在单独的线程上进行绘制和计算操作。不能绘制" -"到屏幕上,也不能与全局的 RenderingDevice 共享数据。\n" +"创建一个 RenderingDevice,可以用来在单独的线程上进行绘制和计算操作。不能绘制到" +"屏幕上,也不能与全局的 RenderingDevice 共享数据。\n" "[b]注意:[/b]使用 OpenGL 后端或在无头模式下运行时,这个函数始终返回 " "[code]null[/code] 。" msgid "" -"Sets the normal [param fade] in the decal specified by the [param decal] " -"RID. Equivalent to [member Decal.normal_fade]." +"Creates a decal and adds it to the RenderingServer. It can be accessed with " +"the RID that is returned. This RID will be used in all [code]decal_*[/code] " +"RenderingServer functions.\n" +"Once finished with your RID, you will want to free the RID using the " +"RenderingServer's [method free_rid] method.\n" +"To place in a scene, attach this decal to an instance using [method " +"instance_set_base] using the returned RID.\n" +"[b]Note:[/b] The equivalent node is [Decal]." msgstr "" -"设置 RID 为 [param decal] 的贴花的法线淡出 [param fade]。等价于 [member " -"Decal.normal_fade]。" +"创建贴花并将其添加到 RenderingServer。可以通过返回的 RID 进行访问。这个 RID 会" +"在所有 [code]decal_*[/code] RenderingServer 函数中使用。\n" +"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 静态方法进行释" +"放。\n" +"如果要将这个贴花放置到场景中,请使用返回的 RID 调用 [method " +"instance_set_base],将其附加至某个实例上。\n" +"[b]注意:[/b]等价节点为 [Decal]。" + +msgid "" +"Sets the [param albedo_mix] in the decal specified by the [param decal] RID. " +"Equivalent to [member Decal.albedo_mix]." +msgstr "" +"为贴花设置 [param albedo_mix],该贴花由 RID [param decal] 指定。等价于 " +"[member Decal.albedo_mix]。" + +msgid "" +"Sets the cull [param mask] in the decal specified by the [param decal] RID. " +"Equivalent to [member Decal.cull_mask]." +msgstr "" +"为贴花设置剔除掩码 [param mask],该贴花由 RID [param decal] 指定。等价于 " +"[member Decal.cull_mask]。" + +msgid "" +"Sets the distance fade parameters in the decal specified by the [param decal] " +"RID. Equivalent to [member Decal.distance_fade_enabled], [member Decal." +"distance_fade_begin] and [member Decal.distance_fade_length]." +msgstr "" +"为贴花设置距离淡出参数,该贴花由 RID [param decal] 指定。等价于 [member Decal." +"distance_fade_enabled]、[member Decal.distance_fade_begin] 和 [member Decal." +"distance_fade_length]。" + +msgid "" +"Sets the emission [param energy] in the decal specified by the [param decal] " +"RID. Equivalent to [member Decal.emission_energy]." +msgstr "" +"为贴花设置自发光能量 [param energy],该贴花由 RID [param decal] 指定。等价于 " +"[member Decal.emission_energy]。" + +msgid "" +"Sets the upper fade ([param above]) and lower fade ([param below]) in the " +"decal specified by the [param decal] RID. Equivalent to [member Decal." +"upper_fade] and [member Decal.lower_fade]." +msgstr "" +"为贴花设置上侧淡出([param above])和下侧淡出([param below]),该贴花由 RID " +"[param decal] 指定。等价于 [member Decal.upper_fade] 和 [member Decal." +"lower_fade]。" + +msgid "" +"Sets the color multiplier in the decal specified by the [param decal] RID to " +"[param color]. Equivalent to [member Decal.modulate]." +msgstr "" +"将贴花的颜色乘数设置为 [param color],该贴花由 RID [param decal] 指定。等价于 " +"[member Decal.modulate]。" + +msgid "" +"Sets the normal [param fade] in the decal specified by the [param decal] RID. " +"Equivalent to [member Decal.normal_fade]." +msgstr "" +"设置 RID 为 [param decal] 的贴花的法线淡出 [param fade]。等价于 [member Decal." +"normal_fade]。" msgid "" "Sets the [param size] of the decal specified by the [param decal] RID. " @@ -86389,12 +96136,141 @@ msgstr "" "设置 RID 为 [param decal] 的贴花的大小 [param size]。等价于 [member Decal." "size]。" +msgid "" +"Sets the [param texture] in the given texture [param type] slot for the " +"specified decal. Equivalent to [method Decal.set_texture]." +msgstr "" +"设置指定贴花中给定纹理类型插槽 [param type] 的纹理 [param texture]。等价于 " +"[member Decal.set_texture]。" + +msgid "" +"Sets the texture [param filter] mode to use when rendering decals. This " +"parameter is global and cannot be set on a per-decal basis." +msgstr "" +"设置渲染贴花时所使用的纹理过滤模式 [param filter]。这个参数是全局的,无法针对" +"某个贴花单独设置。" + +msgid "" +"Creates a directional light and adds it to the RenderingServer. It can be " +"accessed with the RID that is returned. This RID can be used in most " +"[code]light_*[/code] RenderingServer functions.\n" +"Once finished with your RID, you will want to free the RID using the " +"RenderingServer's [method free_rid] method.\n" +"To place in a scene, attach this directional light to an instance using " +"[method instance_set_base] using the returned RID.\n" +"[b]Note:[/b] The equivalent node is [DirectionalLight3D]." +msgstr "" +"创建平行光并将其添加到 RenderingServer。可以通过返回的 RID 进行访问。这个 RID " +"会在大多数 [code]light_*[/code] RenderingServer 函数中使用。\n" +"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 静态方法进行释" +"放。\n" +"如果要将这个平行光放置到场景中,请使用返回的 RID 调用 [method " +"instance_set_base],将其附加至某个实例上。\n" +"[b]注意:[/b]等价节点为 [DirectionalLight3D]。" + +msgid "" +"Sets the [param size] of the directional light shadows in 3D. See also " +"[member ProjectSettings.rendering/lights_and_shadows/directional_shadow/" +"size]. This parameter is global and cannot be set on a per-viewport basis." +msgstr "" +"设置 3D 方向灯光的阴影大小 [param size]。另见 [member ProjectSettings." +"rendering/lights_and_shadows/directional_shadow/size]。这个参数是全局的,无法" +"针对某个视口单独设置。" + +msgid "" +"Sets the filter [param quality] for directional light shadows in 3D. See also " +"[member ProjectSettings.rendering/lights_and_shadows/directional_shadow/" +"soft_shadow_filter_quality]. This parameter is global and cannot be set on a " +"per-viewport basis." +msgstr "" +"设置 3D 方向灯光的阴影过滤质量 [param quality]。另见 [member ProjectSettings." +"rendering/lights_and_shadows/directional_shadow/soft_shadow_filter_quality]。" +"这个参数是全局的,无法针对某个视口单独设置。" + +msgid "" +"Creates an environment and adds it to the RenderingServer. It can be accessed " +"with the RID that is returned. This RID will be used in all " +"[code]environment_*[/code] RenderingServer functions.\n" +"Once finished with your RID, you will want to free the RID using the " +"RenderingServer's [method free_rid] method.\n" +"[b]Note:[/b] The equivalent resource is [Environment]." +msgstr "" +"创建环境并将其添加到 RenderingServer。可以通过返回的 RID 进行访问。这个 RID 会" +"在所有 [code]environment_*[/code] RenderingServer 函数中使用。\n" +"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 静态方法进行释" +"放。\n" +"[b]注意:[/b]等价资源为 [Environment]。" + +msgid "" +"Sets the values to be used with the \"adjustments\" post-process effect. See " +"[Environment] for more details." +msgstr "设置用于“调整”后期处理效果的数值。详见 [Environment]。" + +msgid "" +"Sets the values to be used for ambient light rendering. See [Environment] for " +"more details." +msgstr "设置用于环境光渲染的数值。详见 [Environment]。" + +msgid "" +"Sets the environment's background mode. Equivalent to [member Environment." +"background_mode]." +msgstr "设置环境的背景模式。等价于 [member Environment.background_mode]。" + +msgid "" +"Color displayed for clear areas of the scene. Only effective if using the " +"[constant ENV_BG_COLOR] background mode." +msgstr "场景中清屏区域的颜色。仅在使用 [constant ENV_BG_COLOR] 背景模式时有效。" + msgid "Sets the intensity of the background color." msgstr "设置背景颜色的强度。" msgid "Sets the maximum layer to use if using Canvas background mode." msgstr "如果使用画布背景模式,设置要使用的最大层数。" +msgid "" +"Configures fog for the specified environment RID. See [code]fog_*[/code] " +"properties in [Environment] for more information." +msgstr "" +"为指定的环境 RID 配置雾。详见 [Environment] 中的 [code]fog_*[/code] 属性。" + +msgid "" +"Configures glow for the specified environment RID. See [code]glow_*[/code] " +"properties in [Environment] for more information." +msgstr "" +"为指定的环境 RID 配置辉光。详见 [Environment] 中的 [code]glow_*[/code] 属性。" + +msgid "" +"Configures signed distance field global illumination for the specified " +"environment RID. See [code]sdfgi_*[/code] properties in [Environment] for " +"more information." +msgstr "" +"为指定的环境 RID 配置带符号距离场全局光照。详见 [Environment] 中的 " +"[code]sdfgi_*[/code] 属性。" + +msgid "" +"Sets the number of frames to use for converging signed distance field global " +"illumination. Equivalent to [member ProjectSettings.rendering/" +"global_illumination/sdfgi/frames_to_converge]." +msgstr "" +"设置用于聚合带符号距离场全局光照的帧数。等价于 [member ProjectSettings." +"rendering/global_illumination/sdfgi/frames_to_converge]。" + +msgid "" +"Sets the update speed for dynamic lights' indirect lighting when computing " +"signed distance field global illumination. Equivalent to [member " +"ProjectSettings.rendering/global_illumination/sdfgi/frames_to_update_lights]." +msgstr "" +"设置计算带符号距离场全局光照时动态灯光间接光照的更新速度。等价于 [member " +"ProjectSettings.rendering/global_illumination/sdfgi/frames_to_update_lights]。" + +msgid "" +"Sets the number of rays to throw per frame when computing signed distance " +"field global illumination. Equivalent to [member ProjectSettings.rendering/" +"global_illumination/sdfgi/probe_ray_count]." +msgstr "" +"设置计算带符号距离场全局光照时每帧射出的光线数。等价于 [member " +"ProjectSettings.rendering/global_illumination/sdfgi/probe_ray_count]。" + msgid "" "Sets the [Sky] to be used as the environment's background when using " "[i]BGMode[/i] sky. Equivalent to [member Environment.sky]." @@ -86420,8 +96296,7 @@ msgid "" "Sets the variables to be used with the screen-space ambient occlusion (SSAO) " "post-process effect. See [Environment] for more details." msgstr "" -"设置屏幕空间环境光遮蔽(SSAO)后期处理效果所使用的变量。详情见 " -"[Environment]。" +"设置屏幕空间环境光遮蔽(SSAO)后期处理效果所使用的变量。详情见 [Environment]。" msgid "" "Sets the quality level of the screen-space ambient occlusion (SSAO) post-" @@ -86435,10 +96310,20 @@ msgid "" msgstr "" "设置屏幕空间间接照明(SSIL)后期处理效果的质量级别。详情见 [Environment]。" +msgid "" +"Sets the variables to be used with the screen-space reflections (SSR) post-" +"process effect. See [Environment] for more details." +msgstr "设置屏幕空间反射(SSR)后期处理效果所使用的变量。详情见 [Environment]。" + msgid "" "Sets the variables to be used with the \"tonemap\" post-process effect. See " "[Environment] for more details." -msgstr "设置用于“色调映射”后处理效果的变量。详情请参阅 [Environment]。" +msgstr "设置“色调映射”后期处理效果所使用的变量。详情见 [Environment]。" + +msgid "" +"Sets the variables to be used with the volumetric fog post-process effect. " +"See [Environment] for more details." +msgstr "设置体积雾后期处理效果所使用的变量。详情见 [Environment]。" msgid "" "Enables filtering of the volumetric fog scattering buffer. This results in " @@ -86455,6 +96340,20 @@ msgstr "" "设置体积雾的片段体素缓冲区分辨率。[param size] 会被屏幕的纵横比修改,用于设置" "缓冲区的宽度和高度。[param depth] 则用于设置缓冲区的深度。" +msgid "" +"Creates a new fog volume and adds it to the RenderingServer. It can be " +"accessed with the RID that is returned. This RID will be used in all " +"[code]fog_volume_*[/code] RenderingServer functions.\n" +"Once finished with your RID, you will want to free the RID using the " +"RenderingServer's [method free_rid] method.\n" +"[b]Note:[/b] The equivalent node is [FogVolume]." +msgstr "" +"新建雾体积并将其添加到 RenderingServer。可以通过返回的 RID 进行访问。这个 RID " +"会在所有 [code]fog_volume_*[/code] RenderingServer 函数中使用。\n" +"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 静态方法进行释" +"放。\n" +"[b]注意:[/b]等价节点为 [FogVolume]。" + msgid "" "Sets the [Material] of the fog volume. Can be either a [FogMaterial] or a " "custom [ShaderMaterial]." @@ -86465,9 +96364,9 @@ msgstr "" msgid "" "Sets the shape of the fog volume to either [constant RenderingServer." "FOG_VOLUME_SHAPE_ELLIPSOID], [constant RenderingServer." -"FOG_VOLUME_SHAPE_CONE], [constant RenderingServer." -"FOG_VOLUME_SHAPE_CYLINDER], [constant RenderingServer.FOG_VOLUME_SHAPE_BOX] " -"or [constant RenderingServer.FOG_VOLUME_SHAPE_WORLD]." +"FOG_VOLUME_SHAPE_CONE], [constant RenderingServer.FOG_VOLUME_SHAPE_CYLINDER], " +"[constant RenderingServer.FOG_VOLUME_SHAPE_BOX] or [constant RenderingServer." +"FOG_VOLUME_SHAPE_WORLD]." msgstr "" "将雾体积的形状设置为 [constant RenderingServer.FOG_VOLUME_SHAPE_ELLIPSOID]、" "[constant RenderingServer.FOG_VOLUME_SHAPE_CONE]、[constant RenderingServer." @@ -86482,8 +96381,34 @@ msgid "" msgstr "" "设置形状为 [constant RenderingServer.FOG_VOLUME_SHAPE_ELLIPSOID]、[constant " "RenderingServer.FOG_VOLUME_SHAPE_CONE]、[constant RenderingServer." -"FOG_VOLUME_SHAPE_CYLINDER] 或 [constant RenderingServer." -"FOG_VOLUME_SHAPE_BOX] 时,雾体积的大小。" +"FOG_VOLUME_SHAPE_CYLINDER] 或 [constant RenderingServer.FOG_VOLUME_SHAPE_BOX] " +"时,雾体积的大小。" + +msgid "Forces redrawing of all viewports at once." +msgstr "立即强制重绘所有的视口。" + +msgid "" +"Forces a synchronization between the CPU and GPU, which may be required in " +"certain cases. Only call this when needed, as CPU-GPU synchronization has a " +"performance cost." +msgstr "" +"强制在 CPU 和 GPU 之间进行同步,某些情况下是必须的。请只在需要时调用,因为 " +"CPU-GPU 同步对性能有影响。" + +msgid "" +"Tries to free an object in the RenderingServer. To avoid memory leaks, this " +"should be called after using an object as memory management does not occur " +"automatically when using RendeeringServer directly." +msgstr "" +"尝试释放 RenderingServer 中的某个对象。为了避免内存泄漏,应该在使用完对象后调" +"用,因为直接使用 RenderingServer 时不会自动进行内存管理。" + +msgid "" +"Returns the default clear color which is used when a specific clear color has " +"not been selected. See also [method set_default_clear_color]." +msgstr "" +"返回默认清屏颜色,会在没有选择特定的清屏颜色时使用。另见 [method " +"set_default_clear_color]。" msgid "" "Returns the global RenderingDevice.\n" @@ -86498,8 +96423,39 @@ msgid "Returns the parameters of a shader." msgstr "返回着色器的参数。" msgid "" -"Returns the name of the video adapter (e.g. \"GeForce GTX 1080/PCIe/" -"SSE2\").\n" +"Returns the RID of the test cube. This mesh will be created and returned on " +"the first call to [method get_test_cube], then it will be cached for " +"subsequent calls. See also [method make_sphere_mesh]." +msgstr "" +"返回测试立方体的 RID。首次调用 [method get_test_cube] 时会创建并返回该网格,然" +"后为后续调用缓存。另见 [method make_sphere_mesh]。" + +msgid "" +"Returns the RID of a 256×256 texture with a testing pattern on it (in " +"[constant Image.FORMAT_RGB8] format). This texture will be created and " +"returned on the first call to [method get_test_texture], then it will be " +"cached for subsequent calls. See also [method get_white_texture].\n" +"Example of getting the test texture and applying it to a [Sprite2D] node:\n" +"[codeblock]\n" +"var texture_rid = RenderingServer.get_test_texture()\n" +"var texture = ImageTexture.create_from_image(RenderingServer." +"texture_2d_get(texture_rid))\n" +"$Sprite2D.texture = texture\n" +"[/codeblock]" +msgstr "" +"返回带有测试图案的 256×256 纹理(格式为 [constant Image.FORMAT_RGB8])。首次调" +"用 [method get_test_texture] 时会创建并返回该纹理,然后为后续调用缓存。另见 " +"[method get_white_texture]。\n" +"获取测试纹理并将其应用至 [Sprite2D] 节点的示例:\n" +"[codeblock]\n" +"var texture_rid = RenderingServer.get_test_texture()\n" +"var texture = ImageTexture.create_from_image(RenderingServer." +"texture_2d_get(texture_rid))\n" +"$Sprite2D.texture = texture\n" +"[/codeblock]" + +msgid "" +"Returns the name of the video adapter (e.g. \"GeForce GTX 1080/PCIe/SSE2\").\n" "[b]Note:[/b] When running a headless or server binary, this function returns " "an empty string." msgstr "" @@ -86510,17 +96466,17 @@ msgid "" "Returns the type of the video adapter. Since dedicated graphics cards from a " "given generation will [i]usually[/i] be significantly faster than integrated " "graphics made in the same generation, the device type can be used as a basis " -"for automatic graphics settings adjustment. However, this is not always " -"true, so make sure to provide users with a way to manually override graphics " +"for automatic graphics settings adjustment. However, this is not always true, " +"so make sure to provide users with a way to manually override graphics " "settings.\n" "[b]Note:[/b] When using the OpenGL backend or when running in headless mode, " "this function always returns [constant RenderingDevice.DEVICE_TYPE_OTHER]." msgstr "" "返回视频适配器的类型。由于给定代的专用显卡[i]通常[/i]明显快于同一代制造的集成" -"显卡,因此设备类型可用作自动图形设置调整的基础。然而,这并不总是正确的,因此" -"请确保为用户提供一种手动覆盖图形设置的方法。\n" -"[b]注意:[/b]当使用 OpenGL 后端或在无头模式下运行时,该函数始终返回 " -"[constant RenderingDevice.DEVICE_TYPE_OTHER]。" +"显卡,因此设备类型可用作自动图形设置调整的基础。然而,这并不总是正确的,因此请" +"确保为用户提供一种手动覆盖图形设置的方法。\n" +"[b]注意:[/b]当使用 OpenGL 后端或在无头模式下运行时,该函数始终返回 [constant " +"RenderingDevice.DEVICE_TYPE_OTHER]。" msgid "" "Returns the vendor of the video adapter (e.g. \"NVIDIA Corporation\").\n" @@ -86530,6 +96486,83 @@ msgstr "" "返回视频适配器的供应商(例如 \"NVIDIA Corporation\")。\n" "[b]注意:[/b]当运行精简或服务器可执行文件时,该函数返回一个空字符串。" +msgid "" +"Returns the ID of a 4×4 white texture (in [constant Image.FORMAT_RGB8] " +"format). This texture will be created and returned on the first call to " +"[method get_white_texture], then it will be cached for subsequent calls. See " +"also [method get_test_texture].\n" +"Example of getting the white texture and applying it to a [Sprite2D] node:\n" +"[codeblock]\n" +"var texture_rid = RenderingServer.get_white_texture()\n" +"var texture = ImageTexture.create_from_image(RenderingServer." +"texture_2d_get(texture_rid))\n" +"$Sprite2D.texture = texture\n" +"[/codeblock]" +msgstr "" +"返回 4×4 的白色纹理(格式为 [constant Image.FORMAT_RGB8])。首次调用 [method " +"get_white_texture] 时会创建并返回该纹理,然后为后续调用缓存。另见 [method " +"get_test_texture]。\n" +"获取测试纹理并将其应用至 [Sprite2D] 节点的示例:\n" +"[codeblock]\n" +"var texture_rid = RenderingServer.get_white_texture()\n" +"var texture = ImageTexture.create_from_image(RenderingServer." +"texture_2d_get(texture_rid))\n" +"$Sprite2D.texture = texture\n" +"[/codeblock]" + +msgid "" +"Creates a new global shader uniform.\n" +"[b]Note:[/b] Global shader parameter names are case-sensitive." +msgstr "" +"新建全局着色器 uniform。\n" +"[b]注意:[/b]全局着色器参数名称是大小写敏感的。" + +msgid "" +"Returns the value of the global shader uniform specified by [param name].\n" +"[b]Note:[/b] [method global_shader_parameter_get] has a large performance " +"penalty as the rendering thread needs to synchronize with the calling thread, " +"which is slow. Do not use this method during gameplay to avoid stuttering. If " +"you need to read values in a script after setting them, consider creating an " +"autoload where you store the values you need to query at the same time you're " +"setting them as global parameters." +msgstr "" +"返回名称为 [param name] 的全局着色器 uniform 的值。\n" +"[b]注意:[/b][method global_shader_parameter_get] 存在较大的性能损耗,因为渲染" +"线程需要与调用线程同步,这个过程比较慢。为了避免卡顿,请勿在游戏过程中使用这个" +"方法。如果你需要在设置后在脚本中读取,请考虑创建一个自动加载,在设置全局参数的" +"同时保存一份你需要查询的值。" + +msgid "" +"Returns the list of global shader uniform names.\n" +"[b]Note:[/b] [method global_shader_parameter_get] has a large performance " +"penalty as the rendering thread needs to synchronize with the calling thread, " +"which is slow. Do not use this method during gameplay to avoid stuttering. If " +"you need to read values in a script after setting them, consider creating an " +"autoload where you store the values you need to query at the same time you're " +"setting them as global parameters." +msgstr "" +"返回全局着色器 uniform 名称的列表。\n" +"[b]注意:[/b][method global_shader_parameter_get] 存在较大的性能损耗,因为渲染" +"线程需要与调用线程同步,这个过程比较慢。为了避免卡顿,请勿在游戏过程中使用这个" +"方法。如果你需要在设置后在脚本中读取,请考虑创建一个自动加载,在设置全局参数的" +"同时保存一份你需要查询的值。" + +msgid "" +"Returns the type associated to the global shader uniform specified by [param " +"name].\n" +"[b]Note:[/b] [method global_shader_parameter_get] has a large performance " +"penalty as the rendering thread needs to synchronize with the calling thread, " +"which is slow. Do not use this method during gameplay to avoid stuttering. If " +"you need to read values in a script after setting them, consider creating an " +"autoload where you store the values you need to query at the same time you're " +"setting them as global parameters." +msgstr "" +"返回与名称为 [param name] 的全局着色器 uniform 相关联的类型。\n" +"[b]注意:[/b][method global_shader_parameter_get] 存在较大的性能损耗,因为渲染" +"线程需要与调用线程同步,这个过程比较慢。为了避免卡顿,请勿在游戏过程中使用这个" +"方法。如果你需要在设置后在脚本中读取,请考虑创建一个自动加载,在设置全局参数的" +"同时保存一份你需要查询的值。" + msgid "Removes the global shader uniform specified by [param name]." msgstr "移除名称为 [param name] 的全局着色器 Uniform。" @@ -86574,6 +96607,25 @@ msgid "" "instance." msgstr "将骨架附加到实例。并从实例中移除之前骨架。" +msgid "" +"Creates a visual instance and adds it to the RenderingServer. It can be " +"accessed with the RID that is returned. This RID will be used in all " +"[code]instance_*[/code] RenderingServer functions.\n" +"Once finished with your RID, you will want to free the RID using the " +"RenderingServer's [method free_rid] method.\n" +"An instance is a way of placing a 3D object in the scenario. Objects like " +"particles, meshes, reflection probes and decals need to be associated with an " +"instance to be visible in the scenario using [method instance_set_base].\n" +"[b]Note:[/b] The equivalent node is [VisualInstance3D]." +msgstr "" +"创建可视实例并将其添加到 RenderingServer。可以通过返回的 RID 进行访问。这个 " +"RID 会在所有 [code]instance_*[/code] RenderingServer 函数中使用。\n" +"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 静态方法进行释" +"放。\n" +"实例可以将 3D 对象放置到场景中。粒子、网格、反射探针、贴花等对象都需要使用 " +"[method instance_set_base] 与实例关联,才能显示在场景中。\n" +"[b]注意:[/b]等价节点为 [VisualInstance3D]。" + msgid "" "Sets the shadow casting setting to one of [enum ShadowCastingSetting]. " "Equivalent to [member GeometryInstance3D.cast_shadow]." @@ -86592,8 +96644,8 @@ msgid "" "materials for the mesh associated with this instance. Equivalent to [member " "GeometryInstance3D.material_overlay]." msgstr "" -"设置一个材质,该材质将在与该实例关联的网格的活动材质之上,为所有表面渲染。相" -"当于[member GeometryInstance3D.material_overlay]。" +"设置一个材质,该材质将在与该实例关联的网格的活动材质之上,为所有表面渲染。相当" +"于[member GeometryInstance3D.material_overlay]。" msgid "" "Sets a material that will override the material for all surfaces on the mesh " @@ -86606,8 +96658,8 @@ msgstr "" msgid "" "Sets the transparency for the given geometry instance. Equivalent to [member " "GeometryInstance3D.transparency].\n" -"A transparency of [code]0.0[/code] is fully opaque, while [code]1.0[/code] " -"is fully transparent. Values greater than [code]0.0[/code] (exclusive) will " +"A transparency of [code]0.0[/code] is fully opaque, while [code]1.0[/code] is " +"fully transparent. Values greater than [code]0.0[/code] (exclusive) will " "force the geometry's materials to go through the transparent pipeline, which " "is slower to render and can exhibit rendering issues due to incorrect " "transparency sorting. However, unlike using a transparent material, setting " @@ -86621,11 +96673,10 @@ msgid "" msgstr "" "设置给定几何体实例的透明度。相当于 [member GeometryInstance3D." "transparency]。\n" -"透明度为 [code]0.0[/code] 时完全不透明,为 [code]1.0[/code] 时则完全透明。如" -"果值比 [code]0.0[/code] 大,则会强制让几何体的材质经过透明管线,渲染起来相对" -"较慢,可能由于错误的透明排序而产生渲染问题。不过,与使用透明材质不同,将 " -"[param transparency] 设置为比 [code]0.0[/code] 大的值[i]不会[/i]禁用阴影的渲" -"染。\n" +"透明度为 [code]0.0[/code] 时完全不透明,为 [code]1.0[/code] 时则完全透明。如果" +"值比 [code]0.0[/code] 大,则会强制让几何体的材质经过透明管线,渲染起来相对较" +"慢,可能由于错误的透明排序而产生渲染问题。不过,与使用透明材质不同,将 [param " +"transparency] 设置为比 [code]0.0[/code] 大的值[i]不会[/i]禁用阴影的渲染。\n" "在空间着色器中,内置 [code]ALPHA[/code] 的默认值为 [code]1.0 - transparency[/" "code]。\n" "[b]注意:[/b][param transparency] 会被钳制在 [code]0.0[/code] 和 [code]1.0[/" @@ -86653,14 +96704,13 @@ msgid "" "view frustum. This allows you to avoid culling objects that fall outside the " "view frustum. Equivalent to [member GeometryInstance3D.extra_cull_margin]." msgstr "" -"设置将对象从视锥中剔除时为 AABB 增加的边距大小。这样就可以避免剔除落在视锥外" -"的对象。相当于 [member GeometryInstance3D.extra_cull_margin]。" +"设置将对象从视锥中剔除时为 AABB 增加的边距大小。这样就可以避免剔除落在视锥外的" +"对象。相当于 [member GeometryInstance3D.extra_cull_margin]。" msgid "" "Sets the render layers that this instance will be drawn to. Equivalent to " "[member VisualInstance3D.layers]." -msgstr "" -"设置这个实例要绘制到的渲染层。相当于 [member VisualInstance3D.layers]。" +msgstr "设置这个实例要绘制到的渲染层。相当于 [member VisualInstance3D.layers]。" msgid "" "Sets the sorting offset and switches between using the bounding box or " @@ -86696,11 +96746,11 @@ msgstr "设置是否绘制实例。相当于 [member Node3D.visible]。" msgid "" "If [code]true[/code], this directional light will blend between shadow map " -"splits resulting in a smoother transition between them. Equivalent to " -"[member DirectionalLight3D.directional_shadow_blend_splits]." +"splits resulting in a smoother transition between them. Equivalent to [member " +"DirectionalLight3D.directional_shadow_blend_splits]." msgstr "" -"如果为 [code]true[/code],则该平行光将在阴影贴图分割之间混合,从而在它们之间" -"产生更平滑的过渡。相当于 [member DirectionalLight3D." +"如果为 [code]true[/code],则该平行光将在阴影贴图分割之间混合,从而在它们之间产" +"生更平滑的过渡。相当于 [member DirectionalLight3D." "directional_shadow_blend_splits]。" msgid "" @@ -86709,29 +96759,33 @@ msgid "" "LightDirectionalShadowMode] for options." msgstr "" "设置该平行光的阴影模式。相当于 [member DirectionalLight3D." -"directional_shadow_mode]。有关选项,请参阅 [enum " -"LightDirectionalShadowMode]。" +"directional_shadow_mode]。有关选项,请参阅 [enum LightDirectionalShadowMode]。" msgid "" "If [code]true[/code], this light will not be used for anything except sky " -"shaders. Use this for lights that impact your sky shader that you may want " -"to hide from affecting the rest of the scene. For example, you may want to " +"shaders. Use this for lights that impact your sky shader that you may want to " +"hide from affecting the rest of the scene. For example, you may want to " "enable this when the sun in your sky shader falls below the horizon." msgstr "" -"如果为 [code]true[/code],则该灯光将不会被用于除天空着色器之外的任何内容。将" -"其用于影响天空着色器的灯光,可能希望隐藏这些灯光以免影响场景的其余部分。例" -"如,当天空着色器中的太阳落在地平线以下时,可能希望启用该功能。" +"如果为 [code]true[/code],则该灯光将不会被用于除天空着色器之外的任何内容。将其" +"用于影响天空着色器的灯光,可能希望隐藏这些灯光以免影响场景的其余部分。例如,当" +"天空着色器中的太阳落在地平线以下时,可能希望启用该功能。" msgid "" "Sets whether to use a dual paraboloid or a cubemap for the shadow map. Dual " "paraboloid is faster but may suffer from artifacts. Equivalent to [member " "OmniLight3D.omni_shadow_mode]." msgstr "" -"设置是使用双抛物面还是立方体贴图作为阴影贴图。双抛物面速度更快,但可能会出现" -"伪影。相当于 [member OmniLight3D.omni_shadow_mode]。" +"设置是使用双抛物面还是立方体贴图作为阴影贴图。双抛物面速度更快,但可能会出现伪" +"影。相当于 [member OmniLight3D.omni_shadow_mode]。" msgid "" -"Sets the color of the light. Equivalent to [member Light3D.light_color]." +"Sets the bake mode to use for the specified 3D light. Equivalent to [member " +"Light3D.light_bake_mode]." +msgstr "" +"设置指定 3D 灯光所使用的烘焙模式。相当于 [member Light3D.light_bake_mode]。" + +msgid "Sets the color of the light. Equivalent to [member Light3D.light_color]." msgstr "设置灯光的颜色。相当于 [member Light3D.light_color]。" msgid "" @@ -86743,8 +96797,8 @@ msgid "" msgstr "" "如果为 [code]true[/code],则反转网格的背面剔除。当有一个背后有灯光的平面网格" "时,这会很有用。如果需要在网格的两侧投射阴影,请使用 [method " -"instance_geometry_set_cast_shadows_setting],将网格设置为使用双面阴影。相当" -"于 [member Light3D.shadow_reverse_cull_face]。" +"instance_geometry_set_cast_shadows_setting],将网格设置为使用双面阴影。相当于 " +"[member Light3D.shadow_reverse_cull_face]。" msgid "" "If [code]true[/code], light will cast shadows. Equivalent to [member Light3D." @@ -86753,16 +96807,44 @@ msgstr "" "如果为 [code]true[/code],则灯光会投射阴影。相当于 [member Light3D." "shadow_enabled]。" +msgid "" +"Creates a new lightmap global illumination instance and adds it to the " +"RenderingServer. It can be accessed with the RID that is returned. This RID " +"will be used in all [code]lightmap_*[/code] RenderingServer functions.\n" +"Once finished with your RID, you will want to free the RID using the " +"RenderingServer's [method free_rid] method.\n" +"[b]Note:[/b] The equivalent node is [LightmapGI]." +msgstr "" +"创建全局光照的光照贴图并将其添加到 RenderingServer。可以通过返回的 RID 进行访" +"问。这个 RID 会在所有 [code]lightmap_*[/code] RenderingServer 函数中使用。\n" +"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 静态方法进行释" +"放。\n" +"[b]注意:[/b]与其等价的资源为 [LightmapGI]。" + msgid "" "Used to inform the renderer what exposure normalization value was used while " "baking the lightmap. This value will be used and modulated at run time to " -"ensure that the lightmap maintains a consistent level of exposure even if " -"the scene-wide exposure normalization is changed at run time. For more " +"ensure that the lightmap maintains a consistent level of exposure even if the " +"scene-wide exposure normalization is changed at run time. For more " "information see [method camera_attributes_set_exposure]." msgstr "" "用于通知渲染器在烘焙光照贴图时使用的曝光归一化值。该值将在运行时被使用和被调" -"制,以确保即使场景范围的曝光归一化值在运行时发生变化,光照贴图也能保持一致的" -"曝光水平。有关详细信息,请参阅 [method camera_attributes_set_exposure]。" +"制,以确保即使场景范围的曝光归一化值在运行时发生变化,光照贴图也能保持一致的曝" +"光水平。有关详细信息,请参阅 [method camera_attributes_set_exposure]。" + +msgid "" +"Creates an empty material and adds it to the RenderingServer. It can be " +"accessed with the RID that is returned. This RID will be used in all " +"[code]material_*[/code] RenderingServer functions.\n" +"Once finished with your RID, you will want to free the RID using the " +"RenderingServer's [method free_rid] method.\n" +"[b]Note:[/b] The equivalent resource is [Material]." +msgstr "" +"创建空材质并将其添加到 RenderingServer。可以通过返回的 RID 进行访问。这个 RID " +"会在所有 [code]material_*[/code] RenderingServer 函数中使用。\n" +"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 静态方法进行释" +"放。\n" +"[b]注意:[/b]与其等价的资源为 [Material]。" msgid "Returns the value of a certain material's parameter." msgstr "返回特定材质的参数值。" @@ -86782,6 +96864,24 @@ msgstr "设置着色器材质的着色器。" msgid "Removes all surfaces from a mesh." msgstr "移除网格中的所有表面。" +msgid "" +"Creates a new mesh and adds it to the RenderingServer. It can be accessed " +"with the RID that is returned. This RID will be used in all [code]mesh_*[/" +"code] RenderingServer functions.\n" +"Once finished with your RID, you will want to free the RID using the " +"RenderingServer's [method free_rid] method.\n" +"To place in a scene, attach this mesh to an instance using [method " +"instance_set_base] using the returned RID.\n" +"[b]Note:[/b] The equivalent resource is [Mesh]." +msgstr "" +"新建网格并将其添加到 RenderingServer。可以通过返回的 RID 进行访问。这个 RID 会" +"在所有 [code]mesh_*[/code] RenderingServer 函数中使用。\n" +"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 静态方法进行释" +"放。\n" +"如果要将这个网格放置到场景中,请使用返回的 RID 调用 [method " +"instance_set_base],将其附加至某个实例上。\n" +"[b]注意:[/b]与其等价的资源为 [Mesh]。" + msgid "Returns a mesh's blend shape count." msgstr "返回一个网格的混合形状数量。" @@ -86812,6 +96912,24 @@ msgstr "返回网格表面的材质。" msgid "Sets a mesh's surface's material." msgstr "设置网格表面的材质。" +msgid "" +"Creates a new multimesh on the RenderingServer and returns an [RID] handle. " +"This RID will be used in all [code]multimesh_*[/code] RenderingServer " +"functions.\n" +"Once finished with your RID, you will want to free the RID using the " +"RenderingServer's [method free_rid] method.\n" +"To place in a scene, attach this multimesh to an instance using [method " +"instance_set_base] using the returned RID.\n" +"[b]Note:[/b] The equivalent resource is [MultiMesh]." +msgstr "" +"新建多网格并将其添加到 RenderingServer。可以通过返回的 RID 进行访问。这个 RID " +"会在所有 [code]multimesh_*[/code] RenderingServer 函数中使用。\n" +"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 静态方法进行释" +"放。\n" +"如果要将这个多网格放置到场景中,请使用返回的 RID 调用 [method " +"instance_set_base],将其附加至某个实例上。\n" +"[b]注意:[/b]与其等价的资源为 [MultiMesh]。" + msgid "" "Calculates and returns the axis-aligned bounding box that encloses all " "instances within the multimesh." @@ -86820,8 +96938,7 @@ msgstr "计算并返回轴对齐的包围盒,该包围盒将所有的实例都 msgid "Returns the number of instances allocated for this multimesh." msgstr "返回分配给这个 multimesh 的实例的数量。" -msgid "" -"Returns the RID of the mesh that will be used in drawing this multimesh." +msgid "Returns the RID of the mesh that will be used in drawing this multimesh." msgstr "返回用于绘制此 multimesh 的 RID。" msgid "Returns the number of visible instances for this multimesh." @@ -86839,8 +96956,7 @@ msgstr "返回指定实例的 [Transform3D]。" msgid "" "Returns the [Transform2D] of the specified instance. For use when the " "multimesh is set to use 2D transforms." -msgstr "" -"返回指定实例的 [Transform2D]。只在 multimesh 设置为使用 2D 变换时使用。" +msgstr "返回指定实例的 [Transform2D]。只在 multimesh 设置为使用 2D 变换时使用。" msgid "" "Sets the color by which this instance will be modulated. Equivalent to " @@ -86859,8 +96975,7 @@ msgid "" "Sets the [Transform3D] for this instance. Equivalent to [method MultiMesh." "set_instance_transform]." msgstr "" -"为此实例设置 [Transform3D]。相当于 [method MultiMesh." -"set_instance_transform]。" +"为此实例设置 [Transform3D]。相当于 [method MultiMesh.set_instance_transform]。" msgid "" "Sets the [Transform2D] for this instance. For use when multimesh is used in " @@ -86869,6 +96984,57 @@ msgstr "" "为此实例设置 [Transform2D]。用于在 2D 中使用 multimesh 时。相当于 [method " "MultiMesh.set_instance_transform_2d]。" +msgid "" +"Set the entire data to use for drawing the [param multimesh] at once to " +"[param buffer] (such as instance transforms and colors). [param buffer]'s " +"size must match the number of instances multiplied by the per-instance data " +"size (which depends on the enabled MultiMesh fields). Otherwise, an error " +"message is printed and nothing is rendered. See also [method " +"multimesh_get_buffer].\n" +"The per-instance data size and expected data order is:\n" +"[codeblock]\n" +"2D:\n" +" - Position: 8 floats (8 floats for Transform2D)\n" +" - Position + Vertex color: 12 floats (8 floats for Transform2D, 4 floats " +"for Color)\n" +" - Position + Custom data: 12 floats (8 floats for Transform2D, 4 floats of " +"custom data)\n" +" - Position + Vertex color + Custom data: 16 floats (8 floats for " +"Transform2D, 4 floats for Color, 4 floats of custom data)\n" +"3D:\n" +" - Position: 12 floats (12 floats for Transform3D)\n" +" - Position + Vertex color: 16 floats (12 floats for Transform3D, 4 floats " +"for Color)\n" +" - Position + Custom data: 16 floats (12 floats for Transform3D, 4 floats of " +"custom data)\n" +" - Position + Vertex color + Custom data: 20 floats (12 floats for " +"Transform3D, 4 floats for Color, 4 floats of custom data)\n" +"[/codeblock]" +msgstr "" +"将用于绘制 [param multimesh] 的全部数据立即写入 [param buffer](例如实例的变换" +"和颜色)。[param buffer] 的大小必须与实例数和单实例数据大小的乘积匹配(后者取" +"决于启用的 MultiMesh 字段)。否则,会输出错误信息,不渲染任何东西。另见 " +"[method multimesh_get_buffer]。\n" +"单实例数据大小与预期的数据顺序如下:\n" +"[codeblock]\n" +"2D:\n" +" - 位置:8 个 float(Transform2D 占 8 个 float)\n" +" - 位置 + 顶点颜色:12 个 float(Transform2D 占 8 个 float、颜色占 4 个 " +"float)\n" +" - 位置 + 自定义数据:12 个 float(Transform2D 占 8 个 float、自定义数据占 4 " +"个 float)\n" +" - 位置 + 顶点颜色 + 自定义数据:16 个 float(Transform2D 占 8 个 float、颜色" +"占 4 个 float、自定义数据占 4 个 float)\n" +"3D:\n" +" - 位置:12 个 float(Transform3D 占 12 个 float)\n" +" - 位置 + 顶点颜色:16 个 float(Transform3D 占 12 个 float、颜色占 4 个 " +"float)\n" +" - 位置 + 自定义数据:16 个 float(Transform3D 占 12 个 float、自定义数据占 " +"4 个 float)\n" +" - 位置 + 顶点颜色 + 自定义数据:20 个 float(Transform3D 占 12 个 float、颜" +"色占 4 个 float、自定义数据占 4 个 float)\n" +"[/codeblock]" + msgid "" "Sets the mesh to be drawn by the multimesh. Equivalent to [member MultiMesh." "mesh]." @@ -86882,6 +97048,27 @@ msgstr "" "设置在给定时间内可见的实例的数量。如果是 -1,所有被分配的实例都会被画出来。相" "当于 [member MultiMesh.visible_instance_count]。" +msgid "" +"Creates an occluder instance and adds it to the RenderingServer. It can be " +"accessed with the RID that is returned. This RID will be used in all " +"[code]occluder_*[/code] RenderingServer functions.\n" +"Once finished with your RID, you will want to free the RID using the " +"RenderingServer's [method free_rid] method.\n" +"[b]Note:[/b] The equivalent resource is [Occluder3D] (not to be confused with " +"the [OccluderInstance3D] node)." +msgstr "" +"创建遮挡器实例并将其添加到 RenderingServer。可以通过返回的 RID 进行访问。这个 " +"RID 会在所有 [code]occluder_*[/code] RenderingServer 函数中使用。\n" +"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 静态方法进行释" +"放。\n" +"[b]注意:[/b]与其等价的资源为 [Occluder3D](请勿与 [OccluderInstance3D] 节点混" +"淆)。" + +msgid "" +"Sets the mesh data for the given occluder RID, which controls the shape of " +"the occlusion culling that will be performed." +msgstr "设置给定遮挡器 RID 的网格数据,控制执行遮挡剔除时的形状。" + msgid "" "Creates a new omni light and adds it to the RenderingServer. It can be " "accessed with the RID that is returned. This RID can be used in most " @@ -86892,14 +97079,129 @@ msgid "" "instance_set_base] using the returned RID.\n" "[b]Note:[/b] The equivalent node is [OmniLight3D]." msgstr "" -"创建一个新的全向灯并将其添加到 RenderingServer。可以使用返回的 RID 访问它。" -"该 RID 可用于大多数 [code]light_*[/code] RenderingServer 函数。\n" +"创建一个新的全向灯并将其添加到 RenderingServer。可以使用返回的 RID 访问它。该 " +"RID 可用于大多数 [code]light_*[/code] RenderingServer 函数。\n" "一旦使用 RID 完成操作后,需要使用 RenderingServer 的静态方法 [method " "free_rid] 来释放该 RID。\n" "要放置在场景中,请使用 [method instance_set_base] 使用该返回的 RID 将该全向灯" "附加到一个实例。\n" "[b]注意:[/b]等价节点为 [OmniLight3D]。" +msgid "" +"Creates a new 3D GPU particle collision or attractor and adds it to the " +"RenderingServer. It can be accessed with the RID that is returned. This RID " +"can be used in most [code]particles_collision_*[/code] RenderingServer " +"functions.\n" +"[b]Note:[/b] The equivalent nodes are [GPUParticlesCollision3D] and " +"[GPUParticlesAttractor3D]." +msgstr "" +"新建 3D GPU 粒子碰撞或吸引器并将其添加到 RenderingServer。可以通过返回的 RID " +"进行访问。这个 RID 会在所有 [code]particles_collision_*[/code] " +"RenderingServer 函数中使用。\n" +"[b]注意:[/b]等价节点为 [GPUParticlesCollision3D] 和 " +"[GPUParticlesAttractor3D]。" + +msgid "" +"Requests an update for the 3D GPU particle collision heightfield. This may be " +"automatically called by the 3D GPU particle collision heightfield depending " +"on its [member GPUParticlesCollisionHeightField3D.update_mode]." +msgstr "" +"请求对 3D GPU 粒子碰撞高度图进行更新。3D GPU 粒子碰撞高度图可能会自动调用这个" +"函数,取决于 [member GPUParticlesCollisionHeightField3D.update_mode]。" + +msgid "" +"Sets the attenuation [param curve] for the 3D GPU particles attractor " +"specified by the [param particles_collision] RID. Only used for attractors, " +"not colliders. Equivalent to [member GPUParticlesAttractor3D.attenuation]." +msgstr "" +"为 RID 为 [param particles_collision] 的 3D GPU 粒子吸引器设置衰减曲线 [param " +"curve]。仅用于吸引器,对碰撞体不适用。等价于 [member GPUParticlesAttractor3D." +"attenuation]。" + +msgid "" +"Sets the directionality [param amount] for the 3D GPU particles attractor " +"specified by the [param particles_collision] RID. Only used for attractors, " +"not colliders. Equivalent to [member GPUParticlesAttractor3D.directionality]." +msgstr "" +"设置 3D GPU 粒子吸引器的方向量 [param amount],吸引器由 RID [param " +"particles_collision] 指定。仅用于吸引器,不适用于碰撞体。等价于 [member " +"GPUParticlesAttractor3D.directionality]。" + +msgid "" +"Sets the [param strength] for the 3D GPU particles attractor specified by the " +"[param particles_collision] RID. Only used for attractors, not colliders. " +"Equivalent to [member GPUParticlesAttractor3D.strength]." +msgstr "" +"设置 3D GPU 粒子吸引器的强度 [param strength],吸引器由 RID [param " +"particles_collision] 指定。仅用于吸引器,不适用于碰撞体。等价于 [member " +"GPUParticlesAttractor3D.strength]。" + +msgid "" +"Sets the [param extents] for the 3D GPU particles collision by the [param " +"particles_collision] RID. Equivalent to [member GPUParticlesCollisionBox3D." +"size], [member GPUParticlesCollisionSDF3D.size], [member " +"GPUParticlesCollisionHeightField3D.size], [member GPUParticlesAttractorBox3D." +"size] or [member GPUParticlesAttractorVectorField3D.size] depending on the " +"[param particles_collision] type." +msgstr "" +"设置 3D GPU 粒子吸引器的范围 [param extents],吸引器由 RID [param " +"particles_collision] 指定。根据 [param particles_collision] 类型的不同,等价" +"于 [member GPUParticlesCollisionBox3D.size]、[member " +"GPUParticlesCollisionSDF3D.size]、[member GPUParticlesCollisionHeightField3D." +"size]、[member GPUParticlesAttractorBox3D.size]、[member " +"GPUParticlesAttractorVectorField3D.size]。" + +msgid "" +"Sets the collision or attractor shape [param type] for the 3D GPU particles " +"collision or attractor specified by the [param particles_collision] RID." +msgstr "" +"设置 3D GPU 粒子碰撞或吸引器的形状类型 [param type],碰撞或吸引器由 RID " +"[param particles_collision] 指定。" + +msgid "" +"Sets the cull [param mask] for the 3D GPU particles collision or attractor " +"specified by the [param particles_collision] RID. Equivalent to [member " +"GPUParticlesCollision3D.cull_mask] or [member GPUParticlesAttractor3D." +"cull_mask] depending on the [param particles_collision] type." +msgstr "" +"设置 3D GPU 粒子碰撞或吸引器的剔除掩码 [param mask],碰撞或吸引器由 RID " +"[param particles_collision] 指定。根据 [param particles_collision] 类型的不" +"同,等价于 [member GPUParticlesCollision3D.cull_mask] 或 [member " +"GPUParticlesAttractor3D.cull_mask]。" + +msgid "" +"Sets the signed distance field [param texture] for the 3D GPU particles " +"collision specified by the [param particles_collision] RID. Equivalent to " +"[member GPUParticlesCollisionSDF3D.texture] or [member " +"GPUParticlesAttractorVectorField3D.texture] depending on the [param " +"particles_collision] type." +msgstr "" +"设置 3D GPU 粒子碰撞的带符号距离场纹理 [param texture],碰撞由 RID [param " +"particles_collision] 指定。根据 [param particles_collision] 类型的不同,等价" +"于 [member GPUParticlesCollisionSDF3D.texture] 或 [member " +"GPUParticlesAttractorVectorField3D.texture]。" + +msgid "" +"Sets the heightmap [param resolution] for the 3D GPU particles heightfield " +"collision specified by the [param particles_collision] RID. Equivalent to " +"[member GPUParticlesCollisionHeightField3D.resolution]." +msgstr "" +"设置 3D GPU 粒子高度图碰撞的高度图分辨率 [param resolution],碰撞由 RID " +"[param particles_collision] 指定。等价于 [member " +"GPUParticlesCollisionHeightField3D.resolution]。" + +msgid "" +"Sets the [param radius] for the 3D GPU particles sphere collision or " +"attractor specified by the [param particles_collision] RID. Equivalent to " +"[member GPUParticlesCollisionSphere3D.radius] or [member " +"GPUParticlesAttractorSphere3D.radius] depending on the [param " +"particles_collision] type." +msgstr "" +"设置 3D GPU 粒子球体碰撞或吸引器的半径 [param radius],碰撞或吸引器由 RID " +"[param particles_collision] 指定。根据 [param particles_collision] 类型的不" +"同,等价于 [member GPUParticlesCollisionSphere3D.radius] 或 [member " +"GPUParticlesAttractorSphere3D.radius]。" + msgid "" "Creates a GPU-based particle system and adds it to the RenderingServer. It " "can be accessed with the RID that is returned. This RID will be used in all " @@ -86908,27 +97210,27 @@ msgid "" "RenderingServer's [method free_rid] method.\n" "To place in a scene, attach these particles to an instance using [method " "instance_set_base] using the returned RID.\n" -"[b]Note:[/b] The equivalent nodes are [GPUParticles2D] and " -"[GPUParticles3D].\n" +"[b]Note:[/b] The equivalent nodes are [GPUParticles2D] and [GPUParticles3D].\n" "[b]Note:[/b] All [code]particles_*[/code] methods only apply to GPU-based " "particles, not CPU-based particles. [CPUParticles2D] and [CPUParticles3D] do " "not have equivalent RenderingServer functions available, as these use " "[MultiMeshInstance2D] and [MultiMeshInstance3D] under the hood (see " "[code]multimesh_*[/code] methods)." msgstr "" -"创建基于 GPU 的粒子系统并将其添加到 RenderingServer。可以通过返回的 RID 进行" -"访问。这个 RID 会在所有 [code]particles_*[/code] RenderingServer 函数中使" -"用。\n" +"创建基于 GPU 的粒子系统并将其添加到 RenderingServer。可以通过返回的 RID 进行访" +"问。这个 RID 会在所有 [code]particles_*[/code] RenderingServer 函数中使用。\n" "RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 静态方法进行释" "放。\n" "如果要将这个粒子系统放置到场景中,请使用返回的 RID 调用 [method " "instance_set_base],将其附加至某个实例上。\n" "[b]注意:[/b]等价节点为 [GPUParticles2D] 和 [GPUParticles3D]。\n" -"[b]注意:[/b]所有 [code]particles_*[/code] 方法都仅适用于基于 GPU 的粒子,不" -"适用于基于 CPU 的粒子。RenderingServer 中没有 [CPUParticles2D] 和 " -"[CPUParticles3D] 的等价函数,因为这两个节点底层使用的是 " -"[MultiMeshInstance2D] 和 [MultiMeshInstance3D](见 [code]multimesh_*[/code] " -"方法)。" +"[b]注意:[/b]所有 [code]particles_*[/code] 方法都仅适用于基于 GPU 的粒子,不适" +"用于基于 CPU 的粒子。RenderingServer 中没有 [CPUParticles2D] 和 " +"[CPUParticles3D] 的等价函数,因为这两个节点底层使用的是 [MultiMeshInstance2D] " +"和 [MultiMeshInstance3D](见 [code]multimesh_*[/code] 方法)。" + +msgid "Manually emits particles from the [param particles] instance." +msgstr "从 [param particles] 实例中手动发射粒子。" msgid "" "Calculates and returns the axis-aligned bounding box that contains all the " @@ -86941,8 +97243,8 @@ msgid "Returns [code]true[/code] if particles are currently set to emitting." msgstr "如果当前粒子被设置发射,则返回 [code]true[/code]。" msgid "" -"Returns [code]true[/code] if particles are not emitting and particles are " -"set to inactive." +"Returns [code]true[/code] if particles are not emitting and particles are set " +"to inactive." msgstr "如果粒子没有发射并且粒子设置为非活动状态,则返回 [code]true[/code]。" msgid "" @@ -86976,8 +97278,8 @@ msgstr "" msgid "" "Sets the draw order of the particles to one of the named enums from [enum " -"ParticlesDrawOrder]. See [enum ParticlesDrawOrder] for options. Equivalent " -"to [member GPUParticles3D.draw_order]." +"ParticlesDrawOrder]. See [enum ParticlesDrawOrder] for options. Equivalent to " +"[member GPUParticles3D.draw_order]." msgstr "" "将粒子的绘制顺序设置为命名枚举 [enum ParticlesDrawOrder]。选项见 [enum " "ParticlesDrawOrder]。相当于 [member GPUParticles3D.draw_order]。" @@ -87004,8 +97306,8 @@ msgstr "设置粒子首次发射时使用的 [Transform3D]。" msgid "" "If [code]true[/code], particles will emit over time. Setting to false does " -"not reset the particles, but only stops their emission. Equivalent to " -"[member GPUParticles3D.emitting]." +"not reset the particles, but only stops their emission. Equivalent to [member " +"GPUParticles3D.emitting]." msgstr "" "如果为 [code]true[/code],则粒子将随时间发射。设置为 false 不会重置粒子,只会" "停止发射。相当于 [member GPUParticles3D.emitting]。" @@ -87021,8 +97323,8 @@ msgid "" msgstr "设置粒子系统渲染的固定帧率。相当于 [member GPUParticles3D.fixed_fps]。" msgid "" -"If [code]true[/code], uses fractional delta which smooths the movement of " -"the particles. Equivalent to [member GPUParticles3D.fract_delta]." +"If [code]true[/code], uses fractional delta which smooths the movement of the " +"particles. Equivalent to [member GPUParticles3D.fract_delta]." msgstr "" "如果为 [code]true[/code],则使用分数增量来平滑粒子的运动。相当于 [member " "GPUParticles3D.fract_delta]。" @@ -87030,8 +97332,14 @@ msgstr "" msgid "" "Sets the lifetime of each particle in the system. Equivalent to [member " "GPUParticles3D.lifetime]." +msgstr "设置系统中每个粒子的生命周期。相当于 [member GPUParticles3D.lifetime]。" + +msgid "" +"Sets whether the GPU particles specified by the [param particles] RID should " +"be rendered in 2D or 3D according to [param mode]." msgstr "" -"设置系统中每个粒子的生命周期。相当于 [member GPUParticles3D.lifetime]。" +"设置由 RID [param particles] 指定的 GPU 粒子是否应该根据 [param mode] 在 2D " +"或 3D 中渲染。" msgid "" "If [code]true[/code], particles will emit once and then stop. Equivalent to " @@ -87058,9 +97366,8 @@ msgstr "" "process_material]。" msgid "" -"Sets the emission randomness ratio. This randomizes the emission of " -"particles within their phase. Equivalent to [member GPUParticles3D." -"randomness]." +"Sets the emission randomness ratio. This randomizes the emission of particles " +"within their phase. Equivalent to [member GPUParticles3D.randomness]." msgstr "" "设置发射随机性比例。会随机化该粒子在其相位内的发射。相当于 [member " "GPUParticles3D.randomness]。" @@ -87070,13 +97377,33 @@ msgid "" "GPUParticles3D.speed_scale]." msgstr "设置粒子系统的速度缩放。相当于 [member GPUParticles3D.speed_scale]。" +msgid "" +"If [param enable] is [code]true[/code], enables trails for the [param " +"particles] with the specified [param length_sec] in seconds. Equivalent to " +"[member GPUParticles3D.trail_enabled] and [member GPUParticles3D." +"trail_lifetime]." +msgstr "" +"如果 [param enable] 为 [code]true[/code],则会为 [param particles] 启用尾迹," +"长度为 [param length_sec] 秒。等价于 [member GPUParticles3D.trail_enabled] 和 " +"[member GPUParticles3D.trail_lifetime]。" + msgid "" "If [code]true[/code], particles use local coordinates. If [code]false[/code] " "they use global coordinates. Equivalent to [member GPUParticles3D." "local_coords]." msgstr "" -"如果为 [code]true[/code],则粒子使用局部坐标。如果为 [code]false[/code] 则使" -"用全局坐标。相当于 [member GPUParticles3D.local_coords]。" +"如果为 [code]true[/code],则粒子使用局部坐标。如果为 [code]false[/code] 则使用" +"全局坐标。相当于 [member GPUParticles3D.local_coords]。" + +msgid "" +"Sets the filter quality for omni and spot light shadows in 3D. See also " +"[member ProjectSettings.rendering/lights_and_shadows/positional_shadow/" +"soft_shadow_filter_quality]. This parameter is global and cannot be set on a " +"per-viewport basis." +msgstr "" +"设置 3D 全向灯和聚光灯阴影的过滤质量。另见 [member ProjectSettings.rendering/" +"lights_and_shadows/positional_shadow/soft_shadow_filter_quality]。这个参数是全" +"局的,无法针对单个视口设置。" msgid "" "Creates a reflection probe and adds it to the RenderingServer. It can be " @@ -87097,8 +97424,28 @@ msgstr "" "[b]注意:[/b]等价节点为 [ReflectionProbe]。" msgid "" -"If [code]true[/code], reflections will ignore sky contribution. Equivalent " -"to [member ReflectionProbe.interior]." +"Sets the reflection probe's custom ambient light color. Equivalent to [member " +"ReflectionProbe.ambient_color]." +msgstr "" +"设置反射探针的自定义环境光颜色。等价于 [member ReflectionProbe." +"ambient_color]。" + +msgid "" +"Sets the reflection probe's custom ambient light energy. Equivalent to " +"[member ReflectionProbe.ambient_color_energy]." +msgstr "" +"设置反射探针的自定义环境光能量。等价于 [member ReflectionProbe." +"ambient_color_energy]。" + +msgid "" +"Sets the reflection probe's ambient light mode. Equivalent to [member " +"ReflectionProbe.ambient_mode]." +msgstr "" +"设置反射探针的环境光模式。等价于 [member ReflectionProbe.ambient_mode]。" + +msgid "" +"If [code]true[/code], reflections will ignore sky contribution. Equivalent to " +"[member ReflectionProbe.interior]." msgstr "" "如果为 [code]true[/code],则反射将忽略天空的贡献。相当于 [member " "ReflectionProbe.interior]。" @@ -87108,8 +97455,8 @@ msgid "" "matching cull mask will be rendered by this probe. Equivalent to [member " "ReflectionProbe.cull_mask]." msgstr "" -"为这个反射探针设置渲染遮蔽。只有具有匹配的遮蔽罩的实例才会被这个探针渲染。相" -"当于 [member ReflectionProbe.cull_mask]。" +"为这个反射探针设置渲染遮蔽。只有具有匹配的遮蔽罩的实例才会被这个探针渲染。相当" +"于 [member ReflectionProbe.cull_mask]。" msgid "" "If [code]true[/code], uses box projection. This can make reflections look " @@ -87124,8 +97471,8 @@ msgid "" "the reflection much slower to compute. Equivalent to [member ReflectionProbe." "enable_shadows]." msgstr "" -"如果为 [code]true[/code],计算反射探针中的阴影。这会使得反射的计算速度慢得" -"多。相当于 [member ReflectionProbe.enable_shadows]。" +"如果为 [code]true[/code],计算反射探针中的阴影。这会使得反射的计算速度慢得多。" +"相当于 [member ReflectionProbe.enable_shadows]。" msgid "" "Sets the intensity of the reflection probe. Intensity modulates the strength " @@ -87141,6 +97488,16 @@ msgstr "" "设置物体在被删除前与探针的最大距离。相当于 [member ReflectionProbe." "max_distance]。" +msgid "" +"Sets the mesh level of detail to use in the reflection probe rendering. " +"Higher values will use less detailed versions of meshes that have LOD " +"variations generated, which can improve performance. Equivalent to [member " +"ReflectionProbe.mesh_lod_threshold]." +msgstr "" +"设置渲染反射探针时所使用的网格细节级别。值越高,生成了 LOD 变体的网格所使用的" +"版本细节就越低,能够提升性能。等价于 [member ReflectionProbe." +"mesh_lod_threshold]。" + msgid "" "Sets the origin offset to be used when this reflection probe is in box " "project mode. Equivalent to [member ReflectionProbe.origin_offset]." @@ -87149,14 +97506,14 @@ msgstr "" "ReflectionProbe.origin_offset]。" msgid "" -"Sets the resolution to use when rendering the specified reflection probe. " -"The [param resolution] is specified for each cubemap face: for instance, " +"Sets the resolution to use when rendering the specified reflection probe. The " +"[param resolution] is specified for each cubemap face: for instance, " "specifying [code]512[/code] will allocate 6 faces of 512×512 each (plus " "mipmaps for roughness levels)." msgstr "" "设置渲染指定的反射探针时使用的分辨率。[param resolution] 指定的是各个立方体贴" -"图面的分辨率:例如指定 [code]512[/code] 时就会分配 6 个 512×512 的面(另外还" -"有粗糙度级别的 mipmap)。" +"图面的分辨率:例如指定 [code]512[/code] 时就会分配 6 个 512×512 的面(另外还有" +"粗糙度级别的 mipmap)。" msgid "" "Sets the size of the area that the reflection probe will capture. Equivalent " @@ -87170,29 +97527,80 @@ msgstr "" "设置反射探针的更新频率。可以是一次,也可以是每一帧。参阅 [enum " "ReflectionProbeUpdateMode] 选项。" -msgid "" -"Schedules a callback to the given callable after a frame has been drawn." +msgid "Schedules a callback to the given callable after a frame has been drawn." msgstr "安排对给定可调用体的回调,会在一帧绘制完成后回调。" msgid "" -"Sets the fallback environment to be used by this scenario. The fallback " -"environment is used if no environment is set. Internally, this is used by " -"the editor to provide a default environment." +"Creates a scenario and adds it to the RenderingServer. It can be accessed " +"with the RID that is returned. This RID will be used in all [code]scenario_*[/" +"code] RenderingServer functions.\n" +"Once finished with your RID, you will want to free the RID using the " +"RenderingServer's [method free_rid] method.\n" +"The scenario is the 3D world that all the visual instances exist in." msgstr "" -"设置此方案所使用的后备环境。如果没有设置环境,则使用后备环境。这被编辑器用来" -"提供一个默认环境。" +"创建场景并将其添加到 RenderingServer。可以通过返回的 RID 进行访问。这个 RID 会" +"在所有 [code]scenario_*[/code] RenderingServer 函数中使用。\n" +"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 方法进行释放。\n" +"场景是所有可视实例存在的 3D 世界。" + +msgid "" +"Sets the camera attributes ([param effects]) that will be used with this " +"scenario. See also [CameraAttributes]." +msgstr "" +"设置该场景会使用的相机属性([param effects])。另见 [CameraAttributes]。" + +msgid "" +"Sets the environment that will be used with this scenario. See also " +"[Environment]." +msgstr "设置该场景会使用的环境。另见 [Environment]。" + +msgid "" +"Sets the fallback environment to be used by this scenario. The fallback " +"environment is used if no environment is set. Internally, this is used by the " +"editor to provide a default environment." +msgstr "" +"设置此方案所使用的后备环境。如果没有设置环境,则使用后备环境。这被编辑器用来提" +"供一个默认环境。" + +msgid "" +"Sets the screen-space roughness limiter parameters, such as whether it should " +"be enabled and its thresholds. Equivalent to [member ProjectSettings." +"rendering/anti_aliasing/screen_space_roughness_limiter/enabled], [member " +"ProjectSettings.rendering/anti_aliasing/screen_space_roughness_limiter/" +"amount] and [member ProjectSettings.rendering/anti_aliasing/" +"screen_space_roughness_limiter/limit]." +msgstr "" +"设置屏幕空间粗糙度限制参数,例如是否应该启用以及阈值等。等价于 [member " +"ProjectSettings.rendering/anti_aliasing/screen_space_roughness_limiter/" +"enabled]、[member ProjectSettings.rendering/anti_aliasing/" +"screen_space_roughness_limiter/amount] 和 [member ProjectSettings.rendering/" +"anti_aliasing/screen_space_roughness_limiter/limit]。" msgid "" "Sets a boot image. The color defines the background color. If [param scale] " "is [code]true[/code], the image will be scaled to fit the screen size. If " -"[param use_filter] is [code]true[/code], the image will be scaled with " -"linear interpolation. If [param use_filter] is [code]false[/code], the image " -"will be scaled with nearest-neighbor interpolation." +"[param use_filter] is [code]true[/code], the image will be scaled with linear " +"interpolation. If [param use_filter] is [code]false[/code], the image will be " +"scaled with nearest-neighbor interpolation." msgstr "" "设置一个启动图像。颜色定义背景颜色。如果 [param scale] 为 [code]true[/code]," -"则该图像将被缩放以适应屏幕大小。如果 [param use_filter] 为 [code]true[/" -"code],则该图像将使用线性插值的方式进行缩放。如果 [param use_filter] 为 " -"[code]false[/code],则该图像将使用最近邻插值的方式进行缩放。" +"则该图像将被缩放以适应屏幕大小。如果 [param use_filter] 为 [code]true[/code]," +"则该图像将使用线性插值的方式进行缩放。如果 [param use_filter] 为 [code]false[/" +"code],则该图像将使用最近邻插值的方式进行缩放。" + +msgid "" +"This method is currently unimplemented and does nothing if called with [param " +"generate] set to [code]true[/code]." +msgstr "" +"这个方法目前未实现,将 [param generate] 设为 [code]true[/code] 调用时没有任何" +"效果。" + +msgid "" +"Sets the default clear color which is used when a specific clear color has " +"not been selected. See also [method get_default_clear_color]." +msgstr "" +"设置默认清屏颜色,会在尚未选择特定的清屏颜色时使用。另见 [method " +"get_default_clear_color]。" msgid "" "Creates an empty shader and adds it to the RenderingServer. It can be " @@ -87202,8 +97610,8 @@ msgid "" "RenderingServer's [method free_rid] method.\n" "[b]Note:[/b] The equivalent resource is [Shader]." msgstr "" -"创建空的着色器并将其添加到 RenderingServer。可以通过返回的 RID 进行访问。这" -"个 RID 会在所有 [code]shader_*[/code] RenderingServer 函数中使用。\n" +"创建空的着色器并将其添加到 RenderingServer。可以通过返回的 RID 进行访问。这个 " +"RID 会在所有 [code]shader_*[/code] RenderingServer 函数中使用。\n" "RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 静态方法进行释" "放。\n" "[b]注意:[/b]等价资源为 [Shader]。" @@ -87258,19 +97666,48 @@ msgstr "设置该骨架中指定骨骼的 [Transform2D]。" msgid "" "Creates a skeleton and adds it to the RenderingServer. It can be accessed " -"with the RID that is returned. This RID will be used in all " -"[code]skeleton_*[/code] RenderingServer functions.\n" +"with the RID that is returned. This RID will be used in all [code]skeleton_*[/" +"code] RenderingServer functions.\n" "Once finished with your RID, you will want to free the RID using the " "RenderingServer's [method free_rid] method." msgstr "" -"创建骨架并将其添加到 RenderingServer。可以通过返回的 RID 进行访问。这个 RID " -"会在所有 [code]skeleton_*[/code] RenderingServer 函数中使用。\n" +"创建骨架并将其添加到 RenderingServer。可以通过返回的 RID 进行访问。这个 RID 会" +"在所有 [code]skeleton_*[/code] RenderingServer 函数中使用。\n" "RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 静态方法进行释" "放。" msgid "Returns the number of bones allocated for this skeleton." msgstr "返回分配给这个骨架的骨骼数量。" +msgid "" +"Generates and returns an [Image] containing the radiance map for the " +"specified [param sky] RID. This supports built-in sky material and custom sky " +"shaders. If [param bake_irradiance] is [code]true[/code], the irradiance map " +"is saved instead of the radiance map. The radiance map is used to render " +"reflected light, while the irradiance map is used to render ambient light. " +"See also [method environment_bake_panorama].\n" +"[b]Note:[/b] The image is saved in linear color space without any tonemapping " +"performed, which means it will look too dark if viewed directly in an image " +"editor. [param energy] values above [code]1.0[/code] can be used to brighten " +"the resulting image.\n" +"[b]Note:[/b] [param size] should be a 2:1 aspect ratio for the generated " +"panorama to have square pixels. For radiance maps, there is no point in using " +"a height greater than [member Sky.radiance_size], as it won't increase " +"detail. Irradiance maps only contain low-frequency data, so there is usually " +"no point in going past a size of 128×64 pixels when saving an irradiance map." +msgstr "" +"生成并返回包含指定 [param sky] RID 的辐射度贴图的 [Image]。这样就能支持内置天" +"空材质和自定义天空着色器。如果 [param bake_irradiance] 为 [code]true[/code]," +"则会保存辐照度贴图,不保存辐射度贴图。辐射度贴图用于渲染反射光,而辐照度贴图用" +"于渲染环境光。另见 [method environment_bake_panorama]。\n" +"[b]注意:[/b]图片保存时使用线性色彩空间,未进行色调映射,因此在图像编辑器中直" +"接查看会感觉太暗。将 [param energy] 设为大于 [code]1.0[/code] 能够将得到的图像" +"变亮。\n" +"[b]注意:[/b]对于生成的全景图,[param size] 应该是 2:1 的比例,才能够得到正方" +"形的像素。对于辐射度贴图,将高度设为大于 [member Sky.radiance_size] 的值没有意" +"义,因为不会增加细节。辐照度贴图仅包含低频数据,因此保存辐照度贴图时通常大小超" +"过 128×64 像素没有意义。" + msgid "" "Creates an empty sky and adds it to the RenderingServer. It can be accessed " "with the RID that is returned. This RID will be used in all [code]sky_*[/" @@ -87299,8 +97736,8 @@ msgid "" "Sets the [param radiance_size] of the sky specified by the [param sky] RID " "(in pixels). Equivalent to [member Sky.radiance_size]." msgstr "" -"设置 RID 为 [param sky] 的天空的辐照大小 [param radiance_size](单位为像" -"素)。等价于 [member Sky.radiance_size]。" +"设置 RID 为 [param sky] 的天空的辐照大小 [param radiance_size](单位为像素)。" +"等价于 [member Sky.radiance_size]。" msgid "" "Creates a spot light and adds it to the RenderingServer. It can be accessed " @@ -87311,8 +97748,8 @@ msgid "" "To place in a scene, attach this spot light to an instance using [method " "instance_set_base] using the returned RID." msgstr "" -"创建聚光灯并将其添加到 RenderingServer。可以通过返回的 RID 进行访问。这个 " -"RID 会在大多数 [code]light_*[/code] RenderingServer 函数中使用。\n" +"创建聚光灯并将其添加到 RenderingServer。可以通过返回的 RID 进行访问。这个 RID " +"会在大多数 [code]light_*[/code] RenderingServer 函数中使用。\n" "RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 静态方法进行释" "放。\n" "如果要将这个聚光灯放置到场景中,请使用返回的 RID 调用 [method " @@ -87338,23 +97775,49 @@ msgstr "" "subsurface_scattering_depth_scale]。" msgid "" -"Creates a 2-dimensional texture and adds it to the RenderingServer. It can " -"be accessed with the RID that is returned. This RID will be used in all " +"Creates a 2-dimensional texture and adds it to the RenderingServer. It can be " +"accessed with the RID that is returned. This RID will be used in all " "[code]texture_2d_*[/code] RenderingServer functions.\n" "Once finished with your RID, you will want to free the RID using the " "RenderingServer's [method free_rid] method.\n" "[b]Note:[/b] The equivalent resource is [Texture2D].\n" -"[b]Note:[/b] Not to be confused with [method RenderingDevice." -"texture_create], which creates the graphics API's own texture type as " -"opposed to the Godot-specific [Texture2D] resource." +"[b]Note:[/b] Not to be confused with [method RenderingDevice.texture_create], " +"which creates the graphics API's own texture type as opposed to the Godot-" +"specific [Texture2D] resource." msgstr "" "创建二维纹理并将其添加到 RenderingServer。可以通过返回的 RID 进行访问。这个 " "RID 会在所有 [code]texture_2d_*[/code] RenderingServer 函数中使用。\n" "RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 静态方法进行释" "放。\n" "[b]注意:[/b]等价资源为 [Texture2D]。\n" -"[b]注意:[/b]请勿与 [method RenderingDevice.texture_create] 混淆,后者创建的" -"是图形 API 自己的纹理类型,并非 Godot 专属的 [Texture2D] 资源。" +"[b]注意:[/b]请勿与 [method RenderingDevice.texture_create] 混淆,后者创建的是" +"图形 API 自己的纹理类型,并非 Godot 专属的 [Texture2D] 资源。" + +msgid "" +"Returns an [Image] instance from the given [param texture] [RID].\n" +"Example of getting the test texture from [method get_test_texture] and " +"applying it to a [Sprite2D] node:\n" +"[codeblock]\n" +"var texture_rid = RenderingServer.get_test_texture()\n" +"var texture = ImageTexture.create_from_image(RenderingServer." +"texture_2d_get(texture_rid))\n" +"$Sprite2D.texture = texture\n" +"[/codeblock]" +msgstr "" +"从给定的纹理 [RID] [param texture] 返回 [Image] 实例。\n" +"从 [method get_test_texture] 获取测试纹理并将其应用至 [Sprite2D] 节点的示" +"例:\n" +"[codeblock]\n" +"var texture_rid = RenderingServer.get_test_texture()\n" +"var texture = ImageTexture.create_from_image(RenderingServer." +"texture_2d_get(texture_rid))\n" +"$Sprite2D.texture = texture\n" +"[/codeblock]" + +msgid "" +"Returns an [Image] instance from the given [param texture] [RID] and [param " +"layer]." +msgstr "返回给定 [param texture] [RID] 和 [param layer] 中的 [Image] 实例。" msgid "" "Creates a 2-dimensional layered texture and adds it to the RenderingServer. " @@ -87380,8 +97843,8 @@ msgid "" "[b]Note:[/b] The equivalent resource is [PlaceholderTextureLayered]." msgstr "" "创建二维多层纹理的占位符并将其添加到 RenderingServer。可以通过返回的 RID 进行" -"访问。这个 RID 会在所有 [code]texture_2d_layered_*[/code] RenderingServer 函" -"数中使用,但使用时什么都不会发生。另见 [method " +"访问。这个 RID 会在所有 [code]texture_2d_layered_*[/code] RenderingServer 函数" +"中使用,但使用时什么都不会发生。另见 [method " "texture_2d_placeholder_create]。\n" "[b]注意:[/b]等价资源为 [PlaceholderTextureLayered]。" @@ -87396,23 +97859,82 @@ msgid "" "[b]Note:[/b] The equivalent resource is [PlaceholderTexture2D]." msgstr "" "创建二维多层纹理的占位符并将其添加到 RenderingServer。可以通过返回的 RID 进行" -"访问。这个 RID 会在所有 [code]texture_2d_layered_*[/code] RenderingServer 函" -"数中使用,但使用时什么都不会发生。另见 [method " +"访问。这个 RID 会在所有 [code]texture_2d_layered_*[/code] RenderingServer 函数" +"中使用,但使用时什么都不会发生。另见 [method " "texture_2d_layered_placeholder_create]。\n" "RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 静态方法进行释" "放。\n" "[b]注意:[/b]等价资源为 [PlaceholderTexture2D]。" +msgid "" +"Updates the texture specified by the [param texture] [RID] with the data in " +"[param image]. A [param layer] must also be specified, which should be " +"[code]0[/code] when updating a single-layer texture ([Texture2D]).\n" +"[b]Note:[/b] The [param image] must have the same width, height and format as " +"the current [param texture] data. Otherwise, an error will be printed and the " +"original texture won't be modified. If you need to use different width, " +"height or format, use [method texture_replace] instead." +msgstr "" +"使用 [param image] 中的数据更新由纹理 [RID] [param texture] 指定的纹理。" +"[param layer] 也必须指定,更新单层纹理([Texture2D])时应为 [code]0[/code]。\n" +"[b]注意:[/b][param image] 的宽度、高度、格式都必须和当前 [param texture] 的数" +"据相同。否则会输出错误,不会修改原始纹理。如果你需要使用不同的宽度、高度或格" +"式,请改用 [method texture_replace]。" + msgid "[b]Note:[/b] The equivalent resource is [Texture3D]." msgstr "[b]注意:[/b]等价的资源是 [Texture3D]。" +msgid "" +"Creates a placeholder for a 3-dimensional texture and adds it to the " +"RenderingServer. It can be accessed with the RID that is returned. This RID " +"will be used in all [code]texture_3d_*[/code] RenderingServer functions, " +"although it does nothing when used.\n" +"Once finished with your RID, you will want to free the RID using the " +"RenderingServer's [method free_rid] method.\n" +"[b]Note:[/b] The equivalent resource is [PlaceholderTexture3D]." +msgstr "" +"创建三维纹理的占位符并将其添加到 RenderingServer。可以通过返回的 RID 进行访" +"问。这个 RID 会在所有 [code]texture_3d_*[/code] RenderingServer 函数中使用。\n" +"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 静态方法进行释" +"放。\n" +"[b]注意:[/b]等价资源为 [PlaceholderTexture3D]。" + +msgid "" +"Updates the texture specified by the [param texture] [RID]'s data with the " +"data in [param data]. All the texture's layers must be replaced at once.\n" +"[b]Note:[/b] The [param texture] must have the same width, height, depth and " +"format as the current texture data. Otherwise, an error will be printed and " +"the original texture won't be modified. If you need to use different width, " +"height, depth or format, use [method texture_replace] instead." +msgstr "" +"使用 [param data] 中的数据更新由纹理 [RID] [param texture] 指定的纹理。必须同" +"时更新所有纹理层。\n" +"[b]注意:[/b][param texture] 的宽度、高度、格式都必须和当前纹理数据相同。否则" +"会输出错误,不会修改原始纹理。如果你需要使用不同的宽度、高度或格式,请改用 " +"[method texture_replace]。" + msgid "Returns a texture [RID] that can be used with [RenderingDevice]." msgstr "返回可用于 [RenderingDevice] 的纹理 [RID]。" msgid "" -"[i]Deprecated.[/i] ProxyTexture was removed in Godot 4, so this method " -"cannot be used anymore." -msgstr "[i]已废弃。[/i]Godot 4 中已经移除 ProxyTexture,所以不再使用这个方法。" +"[i]Deprecated.[/i] ProxyTexture was removed in Godot 4, so this method does " +"nothing when called and always returns a null [RID]." +msgstr "" +"[i]已废弃。[/i]ProxyTexture 已在 Godot 4 中移除,所以调用这个方法什么都不会发" +"生,始终返回空 [RID]。" + +msgid "" +"[i]Deprecated.[/i] ProxyTexture was removed in Godot 4, so this method cannot " +"be used anymore." +msgstr "" +"[i]已废弃。[/i]ProxyTexture 已在 Godot 4 中移除,所以这个方法无法再使用。" + +msgid "" +"Replaces [param texture]'s texture data by the texture specified by the " +"[param by_texture] RID, without changing [param texture]'s RID." +msgstr "" +"将 [param texture] 的纹理数据替换为由纹理 RID [param by_texture] 指定的纹理," +"不会改变 [param texture] 的 RID。" msgid "Sets a viewport's camera." msgstr "设置视图的相机。" @@ -87444,9 +97966,9 @@ msgid "" "viewport_set_render_direct_to_screen]." msgstr "" "将该视口复制到 [param rect] 指定的屏幕区域。如果 [method " -"viewport_set_render_direct_to_screen] 为 [code]true[/code],则视口不使用帧缓" -"冲区,视口的内容将直接渲染到屏幕。但是,请注意根视口是最后绘制的,因此它会覆" -"盖屏幕。相应地,必须将根视口的区域设置为不覆盖附加该视口的区域。\n" +"viewport_set_render_direct_to_screen] 为 [code]true[/code],则视口不使用帧缓冲" +"区,视口的内容将直接渲染到屏幕。但是,请注意根视口是最后绘制的,因此它会覆盖屏" +"幕。相应地,必须将根视口的区域设置为不覆盖附加该视口的区域。\n" "例如,可以使用以下代码将根视口设置为完全不渲染:\n" "FIXME:该方法似乎不存在。\n" "[codeblocks]\n" @@ -87456,8 +97978,8 @@ msgstr "" " $Viewport.set_attach_to_screen_rect(Rect2(0, 0, 600, 600))\n" "[/gdscript]\n" "[/codeblocks]\n" -"使用它可以带来显著的优化,尤其是在低端设备上。但是,这是以必须手动管理视口为" -"代价的。进一步优化请参见 [method viewport_set_render_direct_to_screen]。" +"使用它可以带来显著的优化,尤其是在低端设备上。但是,这是以必须手动管理视口为代" +"价的。进一步优化请参见 [method viewport_set_render_direct_to_screen]。" msgid "" "Creates an empty viewport and adds it to the RenderingServer. It can be " @@ -87473,6 +97995,60 @@ msgstr "" "放。\n" "[b]注意:[/b]等价节点为 [Viewport]。" +msgid "" +"Returns the CPU time taken to render the last frame in milliseconds. This " +"[i]only[/i] includes time spent in rendering-related operations; " +"scripts' [code]_process[/code] functions and other engine subsystems are not " +"included in this readout. To get a complete readout of CPU time spent to " +"render the scene, sum the render times of all viewports that are drawn every " +"frame plus [method get_frame_setup_time_cpu]. Unlike [method Engine." +"get_frames_per_second], this method will accurately reflect CPU utilization " +"even if framerate is capped via V-Sync or [member Engine.max_fps]. See also " +"[method viewport_get_measured_render_time_gpu].\n" +"[b]Note:[/b] Requires measurements to be enabled on the specified [param " +"viewport] using [method viewport_set_measure_render_time]. Otherwise, this " +"method returns [code]0.0[/code]." +msgstr "" +"返回渲染上一帧所消耗的 CPU 时间,单位为毫秒。[i]只包含[/i]渲染相关操作所消耗的" +"时间;读数中不含脚本的 [code]_process[/code] 函数及其他引擎子系统。要获取渲染" +"场景所消耗 CPU 时间的完整读数,请将每帧绘制的所有视口的渲染时间以及 [method " +"get_frame_setup_time_cpu] 相加。与 [method Engine.get_frames_per_second] 不" +"同,即便帧率受到垂直同步或 [member Engine.max_fps] 的限制,这个方法也会精确反" +"映 CPU 利用率。另见 [method viewport_get_measured_render_time_gpu]。\n" +"[b]注意:[/b]需要使用 [method viewport_set_measure_render_time] 启用 [param " +"viewport] 的测量。否则这个方法会返回 [code]0.0[/code]。" + +msgid "" +"Returns the GPU time taken to render the last frame in milliseconds. To get a " +"complete readout of GPU time spent to render the scene, sum the render times " +"of all viewports that are drawn every frame. Unlike [method Engine." +"get_frames_per_second], this method accurately reflects GPU utilization even " +"if framerate is capped via V-Sync or [member Engine.max_fps]. See also " +"[method viewport_get_measured_render_time_gpu].\n" +"[b]Note:[/b] Requires measurements to be enabled on the specified [param " +"viewport] using [method viewport_set_measure_render_time]. Otherwise, this " +"method returns [code]0.0[/code].\n" +"[b]Note:[/b] When GPU utilization is low enough during a certain period of " +"time, GPUs will decrease their power state (which in turn decreases core and " +"memory clock speeds). This can cause the reported GPU time to increase if GPU " +"utilization is kept low enough by a framerate cap (compared to what it would " +"be at the GPU's highest power state). Keep this in mind when benchmarking " +"using [method viewport_get_measured_render_time_gpu]. This behavior can be " +"overridden in the graphics driver settings at the cost of higher power usage." +msgstr "" +"返回渲染上一帧所消耗的 GPU 时间,单位为毫秒。要获取渲染场景所消耗 GPU 时间的完" +"整读数,请将每帧绘制的所有视口的渲染时间相加。与 [method Engine." +"get_frames_per_second] 不同,即便帧率受到垂直同步或 [member Engine.max_fps] 的" +"限制,这个方法也会精确反映 GPU 利用率。另见 [method " +"viewport_get_measured_render_time_gpu]。\n" +"[b]注意:[/b]需要使用 [method viewport_set_measure_render_time] 启用 [param " +"viewport] 的测量。否则这个方法会返回 [code]0.0[/code]。\n" +"[b]注意:[/b]GPU 的利用率在一段时间内低到一定程度时,GPU 会降低电源状态(导致" +"内核与内存时钟速度的降低)。这会导致 GPU 在某个帧率下保持较低利用率时,汇报的 " +"GPU 时间增大(相对于 GPU 的最高电源状态而言)。请在使用 [method " +"viewport_get_measured_render_time_gpu] 进行性能测试时牢记这一点。可以在显卡驱" +"动的设置中改变这种行为,但代价是耗电量增大。" + msgid "Returns the render target for the viewport." msgstr "返回该视口的渲染目标。" @@ -87491,8 +98067,8 @@ msgid "" "nodes with a matching rendering visibility layer will be rendered by this " "[Viewport]." msgstr "" -"设置与此 [Viewport] 关联的渲染掩码。渲染可见层与之匹配的 [CanvasItem] 节点才" -"会被此 [Viewport] 渲染。" +"设置与此 [Viewport] 关联的渲染掩码。渲染可见层与之匹配的 [CanvasItem] 节点才会" +"被此 [Viewport] 渲染。" msgid "" "Sets the stacking order for a viewport's canvas.\n" @@ -87500,8 +98076,8 @@ msgid "" "the stacking order of the canvas among those in the same layer." msgstr "" "设置视口画布的堆叠顺序。\n" -"[param layer] 是实际的画布层,而 [param sublayer] 指定的是该画布在同一层中的" -"堆叠顺序。" +"[param layer] 是实际的画布层,而 [param sublayer] 指定的是该画布在同一层中的堆" +"叠顺序。" msgid "Sets the transformation of a viewport's canvas." msgstr "设置视口画布的变换。" @@ -87520,10 +98096,10 @@ msgid "" "rendering of 3D environment over 2D canvas. When disabled, 2D will not be " "affected by the environment. When enabled, 2D will be affected by the " "environment if the environment background mode is [constant ENV_BG_CANVAS]. " -"The default behavior is to inherit the setting from the viewport's parent. " -"If the topmost parent is also set to [constant " -"VIEWPORT_ENVIRONMENT_INHERIT], then the behavior will be the same as if it " -"was set to [constant VIEWPORT_ENVIRONMENT_ENABLED]." +"The default behavior is to inherit the setting from the viewport's parent. If " +"the topmost parent is also set to [constant VIEWPORT_ENVIRONMENT_INHERIT], " +"then the behavior will be the same as if it was set to [constant " +"VIEWPORT_ENVIRONMENT_ENABLED]." msgstr "" "设置视口的环境模式,该模式允许启用或禁用 2D 画布上的 3D 环境渲染。禁用时,2D " "将不受环境影响。启用时,如果环境背景模式为 [constant ENV_BG_CANVAS],则 2D 会" @@ -87535,26 +98111,55 @@ msgid "Sets the viewport's global transformation matrix." msgstr "设置视口的全局变换矩阵。" msgid "" -"If [code]true[/code], render the contents of the viewport directly to " -"screen. This allows a low-level optimization where you can skip drawing a " -"viewport to the root viewport. While this optimization can result in a " -"significant increase in speed (especially on older devices), it comes at a " -"cost of usability. When this is enabled, you cannot read from the viewport " -"or from the screen_texture. You also lose the benefit of certain window " -"settings, such as the various stretch modes. Another consequence to be aware " -"of is that in 2D the rendering happens in window coordinates, so if you have " -"a viewport that is double the size of the window, and you set this, then " -"only the portion that fits within the window will be drawn, no automatic " -"scaling is possible, even if your game scene is significantly larger than " -"the window size." +"Sets the multisample anti-aliasing mode for 2D/Canvas on the specified [param " +"viewport] RID. See [enum ViewportMSAA] for options." +msgstr "" +"设置 RID 为 [param viewport] 的视口的 2D/画布多重采样抗锯齿模式。选项见 [enum " +"ViewportMSAA]。" + +msgid "" +"Sets the multisample anti-aliasing mode for 3D on the specified [param " +"viewport] RID. See [enum ViewportMSAA] for options." +msgstr "" +"设置 RID 为 [param viewport] 的视口的 3D 多重采样抗锯齿模式。选项见 [enum " +"ViewportMSAA]。" + +msgid "" +"Sets the [member ProjectSettings.rendering/occlusion_culling/" +"bvh_build_quality] to use for occlusion culling. This parameter is global and " +"cannot be set on a per-viewport basis." +msgstr "" +"设置遮挡剔除的 [member ProjectSettings.rendering/occlusion_culling/" +"bvh_build_quality]。这个参数是全局的,无法针对特定视口设置。" + +msgid "" +"Sets the [member ProjectSettings.rendering/occlusion_culling/" +"occlusion_rays_per_thread] to use for occlusion culling. This parameter is " +"global and cannot be set on a per-viewport basis." +msgstr "" +"设置遮挡剔除的 [member ProjectSettings.rendering/occlusion_culling/" +"occlusion_rays_per_thread]。这个参数是全局的,无法针对特定视口设置。" + +msgid "" +"If [code]true[/code], render the contents of the viewport directly to screen. " +"This allows a low-level optimization where you can skip drawing a viewport to " +"the root viewport. While this optimization can result in a significant " +"increase in speed (especially on older devices), it comes at a cost of " +"usability. When this is enabled, you cannot read from the viewport or from " +"the screen_texture. You also lose the benefit of certain window settings, " +"such as the various stretch modes. Another consequence to be aware of is that " +"in 2D the rendering happens in window coordinates, so if you have a viewport " +"that is double the size of the window, and you set this, then only the " +"portion that fits within the window will be drawn, no automatic scaling is " +"possible, even if your game scene is significantly larger than the window " +"size." msgstr "" "如果为 [code]true[/code],则将视口的内容直接渲染到屏幕。这允许一个低级别的优" "化,可以跳过将视口绘制到根视口。虽然这种优化可以显著提高速度(尤其是在旧设备" -"上),但它是以可用性为代价的。启用后,无法从视口或 screen_texture 读取。而且" -"还会失去某些窗口设置的好处,例如各种拉伸模式。另一个需要注意的后果是,在 2D " -"中,渲染是以窗口坐标进行的,所以如果有一个两倍于窗口大小的视口,并且设置了这" -"个属性,那么只会绘制适合窗口的部分, 无法自动缩放,即使游戏场景明显大于窗口大" -"小。" +"上),但它是以可用性为代价的。启用后,无法从视口或 screen_texture 读取。而且还" +"会失去某些窗口设置的好处,例如各种拉伸模式。另一个需要注意的后果是,在 2D 中," +"渲染是以窗口坐标进行的,所以如果有一个两倍于窗口大小的视口,并且设置了这个属" +"性,那么只会绘制适合窗口的部分, 无法自动缩放,即使游戏场景明显大于窗口大小。" msgid "" "Scales the 3D render buffer based on the viewport size uses an image filter " @@ -87567,13 +98172,12 @@ msgid "" "cheaper but only smoothens the edges of polygons.\n" "When using FSR upscaling, AMD recommends exposing the following values as " "preset options to users \"Ultra Quality: 0.77\", \"Quality: 0.67\", " -"\"Balanced: 0.59\", \"Performance: 0.5\" instead of exposing the entire " -"scale." +"\"Balanced: 0.59\", \"Performance: 0.5\" instead of exposing the entire scale." msgstr "" -"根据视图大小,缩放 3D 渲染缓冲区,使用 [enum ViewportScaling3DMode] 中指定的" -"图像过滤器,将输出图像缩放到完整视图大小。低于 [code]1.0[/code] 的值,可用于" -"加速 3D 渲染,但会以质量为代价(欠采样)。大于 [code]1.0[/code] 的值,仅对双" -"线性模式有效,可用于以较高的性能成本(超级采样),提高 3D 渲染质量。另请参阅 " +"根据视图大小,缩放 3D 渲染缓冲区,使用 [enum ViewportScaling3DMode] 中指定的图" +"像过滤器,将输出图像缩放到完整视图大小。低于 [code]1.0[/code] 的值,可用于加" +"速 3D 渲染,但会以质量为代价(欠采样)。大于 [code]1.0[/code] 的值,仅对双线性" +"模式有效,可用于以较高的性能成本(超级采样),提高 3D 渲染质量。另请参阅 " "[enum ViewportMSAA] 以了解多重采样抗锯齿,这要便宜得多,但只会平滑多边形的边" "缘。\n" "在使用 FSR 放大时,AMD 建议将以下值,作为预设选项公开给用户:“超质量:" @@ -87587,9 +98191,45 @@ msgstr "设置视口的场景。该场景包含环境、反射图集等信息。 msgid "Sets the viewport's screen-space antialiasing mode." msgstr "使用视口的屏幕空间抗锯齿模式。" +msgid "" +"Sets the viewport's 2D signed distance field [member ProjectSettings." +"rendering/2d/sdf/oversize] and [member ProjectSettings.rendering/2d/sdf/" +"scale]. This is used when sampling the signed distance field in [CanvasItem] " +"shaders as well as [GPUParticles2D] collision. This is [i]not[/i] used by " +"SDFGI in 3D rendering." +msgstr "" +"设置视口的 2D 带符号距离场的 [member ProjectSettings.rendering/2d/sdf/" +"oversize] 和 [member ProjectSettings.rendering/2d/sdf/scale]。在 [CanvasItem] " +"着色器中对带符号距离场进行采样时会用到,[GPUParticles2D] 碰撞时也会用到。3D 渲" +"染时的 SDFGI [i]不会[/i]使用。" + msgid "Sets the viewport's width and height in pixels." msgstr "设置视口的宽度和高度,单位为像素。" +msgid "" +"If [code]true[/code], canvas item transforms (i.e. origin position) are " +"snapped to the nearest pixel when rendering. This can lead to a crisper " +"appearance at the cost of less smooth movement, especially when [Camera2D] " +"smoothing is enabled. Equivalent to [member ProjectSettings.rendering/2d/snap/" +"snap_2d_transforms_to_pixel]." +msgstr "" +"如果为 [code]true[/code],则画布项的变换(即原点的位置)会在渲染时吸附到整像" +"素。这样外观看上去就会更锐利,但会影响移动的平滑程度,尤其是在启用了 " +"[Camera2D] 平滑的情况下。等价于 [member ProjectSettings.rendering/2d/snap/" +"snap_2d_transforms_to_pixel]。" + +msgid "" +"If [code]true[/code], canvas item vertices (i.e. polygon points) are snapped " +"to the nearest pixel when rendering. This can lead to a crisper appearance at " +"the cost of less smooth movement, especially when [Camera2D] smoothing is " +"enabled. Equivalent to [member ProjectSettings.rendering/2d/snap/" +"snap_2d_vertices_to_pixel]." +msgstr "" +"如果为 [code]true[/code],则画布项的顶点(即多边形的点)会在渲染时吸附到整像" +"素。这样外观看上去就会更锐利,但会影响移动的平滑程度,尤其是在启用了 " +"[Camera2D] 平滑的情况下。等价于 [member ProjectSettings.rendering/2d/snap/" +"snap_2d_vertices_to_pixel]。" + msgid "" "Affects the final texture sharpness by reading from a lower or higher mipmap " "(also called \"texture LOD bias\"). Negative values make mipmapped textures " @@ -87604,14 +98244,14 @@ msgid "" "the scale factor. The formula for this is [code]-log2(1.0 / scale) + " "mipmap_bias[/code]." msgstr "" -"读取较低或较高的 mipmap,影响最终纹理的清晰度(也称为“纹理 LOD 偏置”)。负值" -"会让 mipmap 纹理更锐利,但从较远处观察时颗粒更明显,而正值会让 mipmap 纹理更" -"模糊(即便凑近看也一样)。要在不引入太多颗粒感的情况下,在远处获得更锐利的纹" -"理,请将其设置在 [code]-0.75[/code] 和 [code]0.0[/code] 之间。启用时间抗锯齿" -"([member ProjectSettings.rendering/anti_aliasing/quality/use_taa])有助于减" -"少使用负 mipmap 偏置时可见的颗粒度。\n" -"[b]注意:[/b]当 3D 缩放模式设置为 FSR 1.0 时,会使用该值调整自动 mipmap 偏" -"置,偏置的计算基于缩放系数。其公式为 [code]-log2(1.0 / scale) + mipmap_bias[/" +"读取较低或较高的 mipmap,影响最终纹理的清晰度(也称为“纹理 LOD 偏置”)。负值会" +"让 mipmap 纹理更锐利,但从较远处观察时颗粒更明显,而正值会让 mipmap 纹理更模糊" +"(即便凑近看也一样)。要在不引入太多颗粒感的情况下,在远处获得更锐利的纹理,请" +"将其设置在 [code]-0.75[/code] 和 [code]0.0[/code] 之间。启用时间抗锯齿" +"([member ProjectSettings.rendering/anti_aliasing/quality/use_taa])有助于减少" +"使用负 mipmap 偏置时可见的颗粒度。\n" +"[b]注意:[/b]当 3D 缩放模式设置为 FSR 1.0 时,会使用该值调整自动 mipmap 偏置," +"偏置的计算基于缩放系数。其公式为 [code]-log2(1.0 / scale) + mipmap_bias[/" "code]。" msgid "" @@ -87623,22 +98263,95 @@ msgid "" "constants for options." msgstr "设置应更新视口的时间。可选项请参阅 [enum ViewportUpdateMode] 。" +msgid "" +"If [code]true[/code], enables debanding on the specified viewport. Equivalent " +"to [member ProjectSettings.rendering/anti_aliasing/quality/use_debanding]." +msgstr "" +"如果为 [code]true[/code],则在指定的视口上启用去条带。等价于 [member " +"ProjectSettings.rendering/anti_aliasing/quality/use_debanding]。" + +msgid "" +"If [code]true[/code], enables occlusion culling on the specified viewport. " +"Equivalent to [member ProjectSettings.rendering/occlusion_culling/" +"use_occlusion_culling]." +msgstr "" +"如果为 [code]true[/code],则在指定的视口上启用遮挡剔除。等价于 [member " +"ProjectSettings.rendering/occlusion_culling/use_occlusion_culling]。" + +msgid "" +"If [code]true[/code], use Temporal Anti-Aliasing. Equivalent to [member " +"ProjectSettings.rendering/anti_aliasing/quality/use_taa]." +msgstr "" +"如果为 [code]true[/code],则在指定的视口上启用时间抗锯齿。等价于 [member " +"ProjectSettings.rendering/anti_aliasing/quality/use_taa]。" + msgid "" "If [code]true[/code], the viewport uses augmented or virtual reality " "technologies. See [XRInterface]." msgstr "" "如果为 [code]true[/code],则视口使用增强或虚拟现实技术。参阅 [XRInterface]。" +msgid "" +"Sets the Variable Rate Shading (VRS) mode for the viewport. If the GPU does " +"not support VRS, this property is ignored. Equivalent to [member " +"ProjectSettings.rendering/vrs/mode]." +msgstr "" +"设置视口的可变速率着色(VRS)模式。如果 GPU 不支持 VRS 则会忽略该属性。等价于 " +"[member ProjectSettings.rendering/vrs/mode]。" + +msgid "" +"The texture to use when the VRS mode is set to [constant RenderingServer." +"VIEWPORT_VRS_TEXTURE]. Equivalent to [member ProjectSettings.rendering/vrs/" +"texture]." +msgstr "" +"当 VRS 模式设置为 [constant RenderingServer.VIEWPORT_VRS_TEXTURE] 时,要使用的" +"纹理。等价于 [member ProjectSettings.rendering/vrs/texture]。" + +msgid "" +"Creates a new 3D visibility notifier object and adds it to the " +"RenderingServer. It can be accessed with the RID that is returned. This RID " +"will be used in all [code]visibility_notifier_*[/code] RenderingServer " +"functions.\n" +"Once finished with your RID, you will want to free the RID using the " +"RenderingServer's [method free_rid] method.\n" +"To place in a scene, attach this mesh to an instance using [method " +"instance_set_base] using the returned RID.\n" +"[b]Note:[/b] The equivalent node is [VisibleOnScreenNotifier3D]." +msgstr "" +"新建 3D 可见性通知对象并将其添加到 RenderingServer。可以通过返回的 RID 进行访" +"问。这个 RID 会在所有 [code]visibility_notifier_*[/code] RenderingServer 函数" +"中使用。\n" +"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 静态方法进行释" +"放。\n" +"如果要将这个网格放置到场景中,请使用返回的 RID 调用 [method " +"instance_set_base],将其附加至某个实例上。\n" +"[b]注意:[/b]等价节点为 [VisibleOnScreenNotifier3D]。" + +msgid "" +"Creates a new voxel-based global illumination object and adds it to the " +"RenderingServer. It can be accessed with the RID that is returned. This RID " +"will be used in all [code]voxel_gi_*[/code] RenderingServer functions.\n" +"Once finished with your RID, you will want to free the RID using the " +"RenderingServer's [method free_rid] method.\n" +"[b]Note:[/b] The equivalent node is [VoxelGI]." +msgstr "" +"新建基于体素的全局光照对象并将其添加到 RenderingServer。可以通过返回的 RID 进" +"行访问。这个 RID 会在所有 [code]voxel_gi_*[/code] RenderingServer 函数中使" +"用。\n" +"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 静态方法进行释" +"放。\n" +"[b]注意:[/b]等价节点为 [VoxelGI]。" + msgid "" "Used to inform the renderer what exposure normalization value was used while " "baking the voxel gi. This value will be used and modulated at run time to " -"ensure that the voxel gi maintains a consistent level of exposure even if " -"the scene-wide exposure normalization is changed at run time. For more " +"ensure that the voxel gi maintains a consistent level of exposure even if the " +"scene-wide exposure normalization is changed at run time. For more " "information see [method camera_attributes_set_exposure]." msgstr "" -"用于通知渲染器烘焙体素 GI 时使用的曝光归一化值。运行时会使用这个值进行调制," -"确保体素 GI 能够维持恒定的曝光等级,即便场景范围的曝光归一化值在运行时发生改" -"变。更多信息见 [method camera_attributes_set_exposure]。" +"用于通知渲染器烘焙体素 GI 时使用的曝光归一化值。运行时会使用这个值进行调制,确" +"保体素 GI 能够维持恒定的曝光等级,即便场景范围的曝光归一化值在运行时发生改变。" +"更多信息见 [method camera_attributes_set_exposure]。" msgid "" "Sets the [member VoxelGIData.bias] value to use on the specified [param " @@ -87692,9 +98405,9 @@ msgstr "" "值。" msgid "" -"If [code]false[/code], disables rendering completely, but the engine logic " -"is still being processed. You can call [method force_draw] to draw a frame " -"even with rendering disabled." +"If [code]false[/code], disables rendering completely, but the engine logic is " +"still being processed. You can call [method force_draw] to draw a frame even " +"with rendering disabled." msgstr "" "如果为 [code]false[/code],则完全禁用渲染,但引擎逻辑仍在处理中。即使禁用渲" "染,您也可以调用 [method force_draw] 来绘制帧。" @@ -87702,12 +98415,11 @@ msgstr "" msgid "" "Emitted at the end of the frame, after the RenderingServer has finished " "updating all the Viewports." -msgstr "" -"在该帧的结尾发出,此时 RenderingServer 刚刚完成对所有 Viewport 的更新。" +msgstr "在该帧的结尾发出,此时 RenderingServer 刚刚完成对所有 Viewport 的更新。" msgid "" -"Emitted at the beginning of the frame, before the RenderingServer updates " -"all the Viewports." +"Emitted at the beginning of the frame, before the RenderingServer updates all " +"the Viewports." msgstr "在该帧的开头发出,此后 RenderingServer 会更新所有 Viewport。" msgid "Marks an error that shows that the index array is empty." @@ -87722,6 +98434,19 @@ msgstr "画布项目的最小 Z 层。" msgid "The maximum Z-layer for canvas items." msgstr "帆布项目的最大 Z 层。" +msgid "" +"The maximum number of glow levels that can be used with the glow post-" +"processing effect." +msgstr "辉光后期处理效果使用的最大辉光级别数。" + +msgid "[i]Deprecated.[/i] This constant is unused internally." +msgstr "[i]已废弃。[/i]这个常量未在内部使用。" + +msgid "" +"The maximum number of directional lights that can be rendered at a given time " +"in 2D." +msgstr "2D 中同一时间能够渲染的最大方向光的数量。" + msgid "Array of 2-dimensional textures (see [Texture2DArray])." msgstr "二维纹理数组(见 [Texture2DArray])。" @@ -87785,6 +98510,12 @@ msgstr "数组是切线数组。" msgid "Array is a vertex color array." msgstr "数组是顶点颜色数组。" +msgid "Array is a UV coordinates array." +msgstr "数组是 UV 坐标数组。" + +msgid "Array is a UV coordinates array for the second set of UV coordinates." +msgstr "数组是第二组 UV 坐标的 UV 坐标数组。" + msgid "Array is a custom data array for the first set of custom data." msgstr "数组是第一组自定义数据的自定义数据数组。" @@ -87806,6 +98537,66 @@ msgstr "数组是重量信息。" msgid "Array is an index array." msgstr "数组是索引数组。" +msgid "" +"The number of custom data arrays available ([constant ARRAY_CUSTOM0], " +"[constant ARRAY_CUSTOM1], [constant ARRAY_CUSTOM2], [constant ARRAY_CUSTOM3])." +msgstr "" +"可用自定义数据数组的数量([constant ARRAY_CUSTOM0]、[constant ARRAY_CUSTOM1]、" +"[constant ARRAY_CUSTOM2]、[constant ARRAY_CUSTOM3])。" + +msgid "" +"Custom data array contains 8-bit-per-channel red/green/blue/alpha color data. " +"Values are normalized, unsigned floating-point in the [code][0.0, 1.0][/code] " +"range." +msgstr "" +"自定义数据数组包含的是每通道 8 位的红、绿、蓝、Alpha 颜色数据。元素经过归一" +"化,是 [code][0.0, 1.0][/code] 范围内的无符号浮点数。" + +msgid "" +"Custom data array contains 8-bit-per-channel red/green/blue/alpha color data. " +"Values are normalized, signed floating-point in the [code][-1.0, 1.0][/code] " +"range." +msgstr "" +"自定义数据数组包含的是每通道 8 位的红、绿、蓝、Alpha 颜色数据。元素经过归一" +"化,是 [code][0.0, 1.0][/code] 范围内的带符号浮点数。" + +msgid "" +"Custom data array contains 16-bit-per-channel red/green color data. Values " +"are floating-point in half precision." +msgstr "" +"自定义数据数组包含的是每通道 16 位的红、绿、蓝颜色数据。元素为半精度浮点数。" + +msgid "" +"Custom data array contains 16-bit-per-channel red/green/blue/alpha color " +"data. Values are floating-point in half precision." +msgstr "" +"自定义数据数组包含的是每通道 16 位的红、绿、蓝、Alpha 颜色数据。元素为半精度浮" +"点数。" + +msgid "" +"Custom data array contains 32-bit-per-channel red color data. Values are " +"floating-point in single precision." +msgstr "自定义数据数组包含的是每通道 32 位的红色数据。元素为单精度浮点数。" + +msgid "" +"Custom data array contains 32-bit-per-channel red/green color data. Values " +"are floating-point in single precision." +msgstr "" +"自定义数据数组包含的是每通道 32 位的红、绿颜色数据。元素为单精度浮点数。" + +msgid "" +"Custom data array contains 32-bit-per-channel red/green/blue color data. " +"Values are floating-point in single precision." +msgstr "" +"自定义数据数组包含的是每通道 32 位的红、绿、蓝颜色数据。元素为单精度浮点数。" + +msgid "" +"Custom data array contains 32-bit-per-channel red/green/blue/alpha color " +"data. Values are floating-point in single precision." +msgstr "" +"自定义数据数组包含的是每通道 32 位的红、绿、蓝、Alpha 颜色数据。元素为单精度浮" +"点数。" + msgid "Flag used to mark a vertex position array." msgstr "用于标记顶点位置数组的标志。" @@ -87818,6 +98609,32 @@ msgstr "用于标记切线数组的标志。" msgid "Flag used to mark a vertex color array." msgstr "用于标记顶点颜色数组的标志。" +msgid "Flag used to mark a UV coordinates array." +msgstr "用于标记 UV 坐标数组的标志。" + +msgid "Flag used to mark a UV coordinates array for the second UV coordinates." +msgstr "用于标记第二个 UV 坐标的 UV 坐标数组的标志。" + +msgid "" +"Flag used to mark an array of custom per-vertex data for the first set of " +"custom data." +msgstr "用于标记第一组自定义数据的自定义顶点数据数组的标志。" + +msgid "" +"Flag used to mark an array of custom per-vertex data for the second set of " +"custom data." +msgstr "用于标记第二组自定义数据的自定义顶点数据数组的标志。" + +msgid "" +"Flag used to mark an array of custom per-vertex data for the third set of " +"custom data." +msgstr "用于标记第三组自定义数据的自定义顶点数据数组的标志。" + +msgid "" +"Flag used to mark an array of custom per-vertex data for the fourth set of " +"custom data." +msgstr "用于标记第四组自定义数据的自定义顶点数据数组的标志。" + msgid "Flag used to mark a bone information array." msgstr "用来标记骨骼信息数组的标志。" @@ -87827,6 +98644,9 @@ msgstr "用于标记重量数组的标记。" msgid "Flag used to mark an index array." msgstr "用于标记索引数组的标志。" +msgid "Flag used to mark that the array uses 8 bone weighs instead of 4." +msgstr "用于标记数组使用 8 个骨骼权重而不是 4 个的标志。" + msgid "Primitive to draw consists of points." msgstr "绘制的图元由点组成。" @@ -87860,18 +98680,18 @@ msgid "" "performance cost as using mipmaps." msgstr "" "光线投射器的最近邻过滤(用于像素风光线投射器)。渲染时不使用 mipmap,这意味着" -"较远处的光线投射器看上去会很锐利,但会有颗粒状的图案。与使用 mipmap 的性能开" -"销大致相同。" +"较远处的光线投射器看上去会很锐利,但会有颗粒状的图案。与使用 mipmap 的性能开销" +"大致相同。" msgid "" "Linear filter for light projectors (use for non-pixel art light projectors). " -"No mipmaps are used for rendering, which means light projectors at a " -"distance will look smooth but blurry. This has roughly the same performance " -"cost as using mipmaps." +"No mipmaps are used for rendering, which means light projectors at a distance " +"will look smooth but blurry. This has roughly the same performance cost as " +"using mipmaps." msgstr "" "光线投射器的线性过滤(用于非像素风光线投射器)。渲染时不使用 mipmap,这意味着" -"较远处的光线投射器看上去会很平滑,但会有模糊的效果。与使用 mipmap 的性能开销" -"大致相同。" +"较远处的光线投射器看上去会很平滑,但会有模糊的效果。与使用 mipmap 的性能开销大" +"致相同。" msgid "" "Nearest-neighbor filter for light projectors (use for pixel art light " @@ -87880,8 +98700,8 @@ msgid "" "same performance cost as not using mipmaps." msgstr "" "光线投射器的最近邻过滤(用于像素风光线投射器)。渲染时使用各向同性的 mipmap," -"这意味着较远处的光线投射器看上去会很平滑,但会有模糊的效果。与不使用 mipmap " -"的性能开销大致相同。" +"这意味着较远处的光线投射器看上去会很平滑,但会有模糊的效果。与不使用 mipmap 的" +"性能开销大致相同。" msgid "" "Linear filter for light projectors (use for non-pixel art light projectors). " @@ -87890,8 +98710,8 @@ msgid "" "cost as not using mipmaps." msgstr "" "光线投射器的线性过滤(用于非像素风光线投射器)。渲染时使用各向同性的 mipmap," -"这意味着较远处的光线投射器看上去会很平滑,但会有模糊的效果。与不使用 mipmap " -"的性能开销大致相同。" +"这意味着较远处的光线投射器看上去会很平滑,但会有模糊的效果。与不使用 mipmap 的" +"性能开销大致相同。" msgid "" "Nearest-neighbor filter for light projectors (use for pixel art light " @@ -87902,21 +98722,21 @@ msgid "" "rendering/textures/default_filters/anisotropic_filtering_level]." msgstr "" "光线投射器的最近邻过滤(用于像素风光线投射器)。渲染时使用各向异性的 mipmap," -"这意味着光线投射器从斜角度观察会既平滑又锐利。比各向同性的 mipmap 更好看,但" -"也更慢。各向异性的级别由 [member ProjectSettings.rendering/textures/" +"这意味着光线投射器从斜角度观察会既平滑又锐利。比各向同性的 mipmap 更好看,但也" +"更慢。各向异性的级别由 [member ProjectSettings.rendering/textures/" "default_filters/anisotropic_filtering_level] 定义。" msgid "" "Linear filter for light projectors (use for non-pixel art light projectors). " -"Anisotropic mipmaps are used for rendering, which means light projectors at " -"a distance will look smooth and sharp when viewed from oblique angles. This " +"Anisotropic mipmaps are used for rendering, which means light projectors at a " +"distance will look smooth and sharp when viewed from oblique angles. This " "looks better compared to isotropic mipmaps, but is slower. The level of " "anisotropic filtering is defined by [member ProjectSettings.rendering/" "textures/default_filters/anisotropic_filtering_level]." msgstr "" "光线投射器的线性过滤(用于非像素风光线投射器)。渲染时使用各向异性的 mipmap," -"这意味着光线投射器从斜角度观察会既平滑又锐利。比各向同性的 mipmap 更好看,但" -"也更慢。各向异性的级别由 [member ProjectSettings.rendering/textures/" +"这意味着光线投射器从斜角度观察会既平滑又锐利。比各向同性的 mipmap 更好看,但也" +"更慢。各向异性的级别由 [member ProjectSettings.rendering/textures/" "default_filters/anisotropic_filtering_level] 定义。" msgid "Directional (sun/moon) light (see [DirectionalLight3D])." @@ -87940,8 +98760,7 @@ msgstr "" msgid "" "The light's volumetric fog energy multiplier (final volumetric fog energy is " -"[constant LIGHT_PARAM_ENERGY] * [constant " -"LIGHT_PARAM_VOLUMETRIC_FOG_ENERGY])." +"[constant LIGHT_PARAM_ENERGY] * [constant LIGHT_PARAM_VOLUMETRIC_FOG_ENERGY])." msgstr "" "该灯光的体积雾能量倍数(最终的体积雾能量为 [constant LIGHT_PARAM_ENERGY] * " "[constant LIGHT_PARAM_VOLUMETRIC_FOG_ENERGY])。" @@ -87982,47 +98801,47 @@ msgid "" msgstr "阴影将开始淡出的阴影最大距离的比例。" msgid "" -"Normal bias used to offset shadow lookup by object normal. Can be used to " -"fix self-shadowing artifacts." +"Normal bias used to offset shadow lookup by object normal. Can be used to fix " +"self-shadowing artifacts." msgstr "法线偏置,用于抵消物体法线的阴影查找。可以用来修复自阴影的伪影。" msgid "Bias the shadow lookup to fix self-shadowing artifacts." msgstr "对阴影查找进行偏置,以修复自我阴影的假象。" msgid "" -"The light's shadow opacity. Values lower than [code]1.0[/code] make the " -"light appear through shadows. This can be used to fake global illumination " -"at a low performance cost." +"The light's shadow opacity. Values lower than [code]1.0[/code] make the light " +"appear through shadows. This can be used to fake global illumination at a low " +"performance cost." msgstr "" -"灯光的阴影不透明度。低于 [code]1.0[/code] 的值会使光线透过阴影出现。这可以用" -"于以较低的性能成本伪造全局照明。" +"灯光的阴影不透明度。低于 [code]1.0[/code] 的值会使光线透过阴影出现。这可以用于" +"以较低的性能成本伪造全局照明。" msgid "" "Blurs the edges of the shadow. Can be used to hide pixel artifacts in low " "resolution shadow maps. A high value can make shadows appear grainy and can " "cause other unwanted artifacts. Try to keep as near default as possible." msgstr "" -"模糊阴影的边缘。可用于隐藏低分辨率阴影贴图中的像素伪影。较高的值会使阴影显得" -"粗糙,并可能导致其他不需要的伪影。尽量保持接近默认值。" +"模糊阴影的边缘。可用于隐藏低分辨率阴影贴图中的像素伪影。较高的值会使阴影显得粗" +"糙,并可能导致其他不需要的伪影。尽量保持接近默认值。" msgid "Represents the size of the [enum LightParam] enum." msgstr "代表 [enum LightParam] 枚举的大小。" msgid "" -"Light is ignored when baking. This is the fastest mode, but the light will " -"be taken into account when baking global illumination. This mode should " +"Light is ignored when baking. This is the fastest mode, but the light will be " +"taken into account when baking global illumination. This mode should " "generally be used for dynamic lights that change quickly, as the effect of " "global illumination is less noticeable on those lights." msgstr "" -"烘焙时灯光将被忽略。这是最快的模式,但是在烘焙全局照明时仍会考虑该灯光。该模" -"式通常应用于快速变化的动态灯光,因为全局照明的效果在这些灯光上不太明显。" +"烘焙时灯光将被忽略。这是最快的模式,但是在烘焙全局照明时仍会考虑该灯光。该模式" +"通常应用于快速变化的动态灯光,因为全局照明的效果在这些灯光上不太明显。" msgid "Use a dual paraboloid shadow map for omni lights." msgstr "对全向光使用双抛物面阴影贴图。" msgid "" -"Use a cubemap shadow map for omni lights. Slower but better quality than " -"dual paraboloid." +"Use a cubemap shadow map for omni lights. Slower but better quality than dual " +"paraboloid." msgstr "对全向光使用立方体贴图阴影贴图。比双抛物面更慢但质量更好。" msgid "Use orthogonal shadow projection for directional light." @@ -88135,8 +98954,8 @@ msgid "Represents the size of the [enum DecalTexture] enum." msgstr "代表 [enum DecalTexture] 枚举的大小。" msgid "" -"Nearest-neighbor filter for decals (use for pixel art decals). No mipmaps " -"are used for rendering, which means decals at a distance will look sharp but " +"Nearest-neighbor filter for decals (use for pixel art decals). No mipmaps are " +"used for rendering, which means decals at a distance will look sharp but " "grainy. This has roughly the same performance cost as using mipmaps." msgstr "" "贴花的最近邻过滤(用于像素风贴花)。渲染时不使用 mipmap,这意味着较远处的贴花" @@ -88157,17 +98976,15 @@ msgid "" "mipmaps." msgstr "" "贴花的最近邻过滤(用于像素风贴花)。渲染时使用各向同性的 mipmap,这意味着较远" -"处的贴花看上去会很平滑,但会有模糊的效果。与不使用 mipmap 的性能开销大致相" -"同。" +"处的贴花看上去会很平滑,但会有模糊的效果。与不使用 mipmap 的性能开销大致相同。" msgid "" "Linear filter for decals (use for non-pixel art decals). Isotropic mipmaps " -"are used for rendering, which means decals at a distance will look smooth " -"but blurry. This has roughly the same performance cost as not using mipmaps." +"are used for rendering, which means decals at a distance will look smooth but " +"blurry. This has roughly the same performance cost as not using mipmaps." msgstr "" "贴花的线性过滤(用于非像素风贴花)。渲染时使用各向同性的 mipmap,这意味着较远" -"处的贴花看上去会很平滑,但会有模糊的效果。与不使用 mipmap 的性能开销大致相" -"同。" +"处的贴花看上去会很平滑,但会有模糊的效果。与不使用 mipmap 的性能开销大致相同。" msgid "" "Nearest-neighbor filter for decals (use for pixel art decals). Anisotropic " @@ -88178,21 +98995,21 @@ msgid "" "anisotropic_filtering_level]." msgstr "" "贴花的最近邻过滤(用于像素风贴花)。渲染时使用各向异性的 mipmap,这意味着贴花" -"从斜角度观察会既平滑又锐利。比各向同性的 mipmap 更好看,但也更慢。各向异性的" -"级别由 [member ProjectSettings.rendering/textures/default_filters/" +"从斜角度观察会既平滑又锐利。比各向同性的 mipmap 更好看,但也更慢。各向异性的级" +"别由 [member ProjectSettings.rendering/textures/default_filters/" "anisotropic_filtering_level] 定义。" msgid "" "Linear filter for decals (use for non-pixel art decals). Anisotropic mipmaps " -"are used for rendering, which means decals at a distance will look smooth " -"and sharp when viewed from oblique angles. This looks better compared to " +"are used for rendering, which means decals at a distance will look smooth and " +"sharp when viewed from oblique angles. This looks better compared to " "isotropic mipmaps, but is slower. The level of anisotropic filtering is " "defined by [member ProjectSettings.rendering/textures/default_filters/" "anisotropic_filtering_level]." msgstr "" "贴花的线性过滤(用于非像素风贴花)。渲染时使用各向异性的 mipmap,这意味着贴花" -"从斜角度观察会既平滑又锐利。比各向同性的 mipmap 更好看,但也更慢。各向异性的" -"级别由 [member ProjectSettings.rendering/textures/default_filters/" +"从斜角度观察会既平滑又锐利。比各向同性的 mipmap 更好看,但也更慢。各向异性的级" +"别由 [member ProjectSettings.rendering/textures/default_filters/" "anisotropic_filtering_level] 定义。" msgid "Low [VoxelGI] rendering quality using 4 cones." @@ -88231,9 +99048,9 @@ msgid "" "reorient the cone. Non-uniform scaling via size is not supported (scale the " "[FogVolume] node instead)." msgstr "" -"[FogVolume] 的形状像一个向上的圆锥体(在局部坐标中)。圆锥体的角度会自动被设" -"置以填充大小。锥体将被调整以适合大小。旋转 [FogVolume] 节点以重新定向圆锥体。" -"不支持通过大小进行非均匀缩放(改为缩放 [FogVolume] 节点)。" +"[FogVolume] 的形状像一个向上的圆锥体(在局部坐标中)。圆锥体的角度会自动被设置" +"以填充大小。锥体将被调整以适合大小。旋转 [FogVolume] 节点以重新定向圆锥体。不" +"支持通过大小进行非均匀缩放(改为缩放 [FogVolume] 节点)。" msgid "" "[FogVolume] will be shaped like an upright cylinder (in local coordinates). " @@ -88242,8 +99059,8 @@ msgid "" "supported (scale the [FogVolume] node instead)." msgstr "" "[FogVolume] 的形状将像一个直立的圆柱体(在局部坐标中)。旋转 [FogVolume] 节点" -"以重新定向圆柱体。圆柱体将被调整以适合大小。不支持通过大小进行非均匀缩放(改" -"为缩放 [FogVolume] 节点)。" +"以重新定向圆柱体。圆柱体将被调整以适合大小。不支持通过大小进行非均匀缩放(改为" +"缩放 [FogVolume] 节点)。" msgid "[FogVolume] will be shaped like a box." msgstr "[FogVolume] 的形状会像一个盒子。" @@ -88259,13 +99076,12 @@ msgstr "代表 [enum FogVolumeShape] 枚举的大小。" msgid "" "Use bilinear scaling for the viewport's 3D buffer. The amount of scaling can " "be set using [member Viewport.scaling_3d_scale]. Values less than [code]1.0[/" -"code] will result in undersampling while values greater than [code]1.0[/" -"code] will result in supersampling. A value of [code]1.0[/code] disables " -"scaling." +"code] will result in undersampling while values greater than [code]1.0[/code] " +"will result in supersampling. A value of [code]1.0[/code] disables scaling." msgstr "" -"对视口的 3D 缓冲区使用双线性缩放。可以使用 [member Viewport." -"scaling_3d_scale] 设置缩放量。小于 [code]1.0[/code] 的值将导致欠采样,而大于 " -"[code]1.0[/code] 的值将导致超采样。[code]1.0[/code] 的值将禁用缩放。" +"对视口的 3D 缓冲区使用双线性缩放。可以使用 [member Viewport.scaling_3d_scale] " +"设置缩放量。小于 [code]1.0[/code] 的值将导致欠采样,而大于 [code]1.0[/code] 的" +"值将导致超采样。[code]1.0[/code] 的值将禁用缩放。" msgid "" "Use AMD FidelityFX Super Resolution 1.0 upscaling for the viewport's 3D " @@ -88325,6 +99141,23 @@ msgstr "代表 [enum ViewportEnvironmentMode] 枚举的大小。" msgid "Represents the size of the [enum ViewportSDFOversize] enum." msgstr "代表 [enum ViewportSDFOversize] 枚举的大小。" +msgid "" +"Full resolution 2D signed distance field scale. This has the highest GPU " +"requirements." +msgstr "全分辨率 2D 带符号距离场缩放。对 GPU 的要求最高。" + +msgid "" +"Half resolution 2D signed distance field scale on each axis (25% of the " +"viewport pixel count)." +msgstr "各轴半分辨率 2D 带符号距离场缩放(视口像素数的 25%)。" + +msgid "" +"Quarter resolution 2D signed distance field scale on each axis (6.25% of the " +"viewport pixel count). This has the lowest GPU requirements." +msgstr "" +"各轴四分之一分辨率 2D 带符号距离场缩放(视口像素数的 6.25%)。对 GPU 的要求最" +"低。" + msgid "Represents the size of the [enum ViewportSDFScale] enum." msgstr "代表 [enum ViewportSDFScale] 枚举的大小。" @@ -88334,8 +99167,8 @@ msgid "" msgstr "用于 3D 的多重采样抗锯齿被禁用。这是默认值,也是最快的设置。" msgid "" -"Multisample antialiasing uses 2 samples per pixel for 3D. This has a " -"moderate impact on performance." +"Multisample antialiasing uses 2 samples per pixel for 3D. This has a moderate " +"impact on performance." msgstr "用于 3D 的多重采样抗锯齿,使用每个像素 2 个样本。这对性能有中等影响。" msgid "" @@ -88378,6 +99211,17 @@ msgstr "此帧期间的绘制调用数。" msgid "Represents the size of the [enum ViewportRenderInfo] enum." msgstr "代表 [enum ViewportRenderInfo] 枚举的大小。" +msgid "Visible render pass (excluding shadows)." +msgstr "可见渲染阶段(不含阴影)。" + +msgid "" +"Shadow render pass. Objects will be rendered several times depending on the " +"number of amounts of lights with shadows and the number of directional shadow " +"splits." +msgstr "" +"阴影渲染阶段。根据开启了阴影的灯光数以及方向阴影的拆分数,同一个对象可能会渲染" +"多次。" + msgid "Represents the size of the [enum ViewportRenderInfoType] enum." msgstr "代表 [enum ViewportRenderInfoType] 枚举的大小。" @@ -88393,14 +99237,13 @@ msgstr "仅使用光照信息显示对象。" msgid "" "Objects are displayed semi-transparent with additive blending so you can see " "where they are drawing over top of one another. A higher overdraw " -"(represented by brighter colors) means you are wasting performance on " -"drawing pixels that are being hidden behind others.\n" -"[b]Note:[/b] When using this debug draw mode, custom shaders will be " -"ignored. This means vertex displacement won't be visible anymore." +"(represented by brighter colors) means you are wasting performance on drawing " +"pixels that are being hidden behind others.\n" +"[b]Note:[/b] When using this debug draw mode, custom shaders will be ignored. " +"This means vertex displacement won't be visible anymore." msgstr "" -"对象通过加法混合显示为半透明,因此可以看到它们在彼此之上绘制的位置。更高的过" -"度绘制(由更亮的颜色表示)意味着在绘制隐藏在其他像素后面的像素时浪费了性" -"能。\n" +"对象通过加法混合显示为半透明,因此可以看到它们在彼此之上绘制的位置。更高的过度" +"绘制(由更亮的颜色表示)意味着在绘制隐藏在其他像素后面的像素时浪费了性能。\n" "[b]注意:[/b]使用该调试绘制模式时,自定义着色器将被忽略。这意味着顶点置换不再" "可见。" @@ -88426,47 +99269,118 @@ msgid "" "Draws the shadow atlas that stores shadows from [OmniLight3D]s and " "[SpotLight3D]s in the upper left quadrant of the [Viewport]." msgstr "" -"在 [Viewport] 的左上象限中绘制存储来自 [OmniLight3D] 和 [SpotLight3D] 的阴影" -"的阴影图集。" +"在 [Viewport] 的左上象限中绘制存储来自 [OmniLight3D] 和 [SpotLight3D] 的阴影的" +"阴影图集。" msgid "" "Draws the shadow atlas that stores shadows from [DirectionalLight3D]s in the " "upper left quadrant of the [Viewport]." msgstr "" -"在 [Viewport] 的左上象限中绘制存储来自 [DirectionalLight3D] 的阴影的阴影图" -"集。" +"在 [Viewport] 的左上象限中绘制存储来自 [DirectionalLight3D] 的阴影的阴影图集。" msgid "" -"Draws the screen space ambient occlusion texture instead of the scene so " -"that you can clearly see how it is affecting objects. In order for this " -"display mode to work, you must have [member Environment.ssao_enabled] set in " -"your [WorldEnvironment]." +"Draws the screen space ambient occlusion texture instead of the scene so that " +"you can clearly see how it is affecting objects. In order for this display " +"mode to work, you must have [member Environment.ssao_enabled] set in your " +"[WorldEnvironment]." msgstr "" -"绘制屏幕空间环境光遮蔽纹理而不是场景,以便可以清楚地看到它是如何影响对象的。" -"为了使这种显示模式起作用,必须在 [WorldEnvironment] 中设置 [member " -"Environment.ssao_enabled]。" - -msgid "" -"Draws the screen space indirect lighting texture instead of the scene so " -"that you can clearly see how it is affecting objects. In order for this " -"display mode to work, you must have [member Environment.ssil_enabled] set in " -"your [WorldEnvironment]." -msgstr "" -"绘制屏幕空间间接照明纹理而不是场景,以便可以清楚地看到它是如何影响对象的。为" +"绘制屏幕空间环境光遮蔽纹理而不是场景,以便可以清楚地看到它是如何影响对象的。为" "了使这种显示模式起作用,必须在 [WorldEnvironment] 中设置 [member Environment." +"ssao_enabled]。" + +msgid "" +"Draws the screen space indirect lighting texture instead of the scene so that " +"you can clearly see how it is affecting objects. In order for this display " +"mode to work, you must have [member Environment.ssil_enabled] set in your " +"[WorldEnvironment]." +msgstr "" +"绘制屏幕空间间接照明纹理而不是场景,以便可以清楚地看到它是如何影响对象的。为了" +"使这种显示模式起作用,必须在 [WorldEnvironment] 中设置 [member Environment." "ssil_enabled]。" msgid "" -"Colors each PSSM split for the [DirectionalLight3D]s in the scene a " -"different color so you can see where the splits are. In order they will be " -"colored red, green, blue, yellow." +"Colors each PSSM split for the [DirectionalLight3D]s in the scene a different " +"color so you can see where the splits are. In order they will be colored red, " +"green, blue, yellow." msgstr "" -"为场景中的 [DirectionalLight3D] 的每个 PSSM 分割着色不同的颜色,以便可以看到" -"分割的位置。它们将按顺序被着色为红色、绿色、蓝色、黄色。" +"为场景中的 [DirectionalLight3D] 的每个 PSSM 分割着色不同的颜色,以便可以看到分" +"割的位置。它们将按顺序被着色为红色、绿色、蓝色、黄色。" + +msgid "Draws the decal atlas that stores decal textures from [Decal]s." +msgstr "绘制贴花图集,图集中保存的是各个 [Decal] 中的贴花纹理。" + +msgid "" +"Draws SDFGI cascade data. This is the data structure that is used to bounce " +"lighting against and create reflections." +msgstr "绘制 SDFGI 级联数据。这是用于反弹灯光、创建反射的数据结构。" + +msgid "" +"Draws SDFGI probe data. This is the data structure that is used to give " +"indirect lighting dynamic objects moving within the scene." +msgstr "" +"绘制 SDFGI 探针数据。这是用于为场景中移动的动态对象提供间接光照的数据结构。" + +msgid "Draws the global illumination buffer ([VoxelGI] or SDFGI)." +msgstr "绘制全局光照缓冲([VoxelGI] 或 SDFGI)。" + +msgid "" +"Disable mesh LOD. All meshes are drawn with full detail, which can be used to " +"compare performance." +msgstr "禁用网格 LOD。所有网格都会使用完整细节绘制,可以用来比较性能。" + +msgid "" +"Draws the [OmniLight3D] cluster. Clustering determines where lights are " +"positioned in screen-space, which allows the engine to only process these " +"portions of the screen for lighting." +msgstr "" +"绘制 [OmniLight3D] 集群。集群决定屏幕空间中灯光的放置位置,能够让引擎在进行光" +"照时仅对屏幕的部分区域进行处理。" + +msgid "" +"Draws the [SpotLight3D] cluster. Clustering determines where lights are " +"positioned in screen-space, which allows the engine to only process these " +"portions of the screen for lighting." +msgstr "" +"绘制 [SpotLight3D] 集群。集群决定屏幕空间中灯光的放置位置,能够让引擎在进行光" +"照时仅对屏幕的部分区域进行处理。" + +msgid "" +"Draws the [Decal] cluster. Clustering determines where decals are positioned " +"in screen-space, which allows the engine to only process these portions of " +"the screen for decals." +msgstr "" +"绘制 [Decal] 集群。集群决定屏幕空间中贴花的放置位置,能够让引擎在进行贴花时仅" +"对屏幕的部分区域进行处理。" + +msgid "" +"Draws the [ReflectionProbe] cluster. Clustering determines where reflection " +"probes are positioned in screen-space, which allows the engine to only " +"process these portions of the screen for reflection probes." +msgstr "" +"绘制 [ReflectionProbe] 集群。集群决定屏幕空间中反射探针的放置位置,能够让引擎" +"在处理反射探针时仅对屏幕的部分区域进行处理。" msgid "Represents the size of the [enum ViewportVRSMode] enum." msgstr "代表 [enum ViewportVRSMode] 枚举的大小。" +msgid "" +"Uses the fast filtering algorithm to process the radiance map. In general " +"this results in lower quality, but substantially faster run times. If you " +"need better quality, but still need to update the sky every frame, consider " +"turning on [member ProjectSettings.rendering/reflections/sky_reflections/" +"fast_filter_high_quality].\n" +"[b]Note:[/b] The fast filtering algorithm is limited to 256×256 cubemaps, so " +"[method sky_set_radiance_size] must be set to [code]256[/code]. Otherwise, a " +"warning is printed and the overridden radiance size is ignored." +msgstr "" +"使用快速过滤算法处理辐照度贴图。一般来说,这会导致质量降低,但运行时间会大大加" +"快。如果需要更好的质量,但仍需要每帧更新天空,请考虑开启 [member " +"ProjectSettings.rendering/reflections/sky_reflections/" +"fast_filter_high_quality]。\n" +"[b]注意:[/b]快速过滤算法被限制为 256x256 立方体贴图,因此 [member " +"radiance_size] 必须被设置为 [code]256[/code]。否则会打印警告并忽略对辐照度大小" +"的覆盖。" + msgid "Use the clear color as background." msgstr "用透明的颜色作为背景。" @@ -88511,8 +99425,8 @@ msgid "" "clipping bright highlights, but the resulting image can look a bit dull." msgstr "" "使用 Reinhard 色调映射器。对渲染后的像素颜色进行调整,使用的是这个公式:" -"[code]color = color / (1 + color)[/code]。可以避免对高光的截断,但最终的图像" -"可能看上去有些寡淡。" +"[code]color = color / (1 + color)[/code]。可以避免对高光的截断,但最终的图像可" +"能看上去有些寡淡。" msgid "" "Use the filmic tonemapper. This avoids clipping bright highlights, with a " @@ -88528,13 +99442,12 @@ msgid "" "realistic fashion by desaturating it as it becomes brighter. ACES typically " "has a more contrasted output compared to [constant ENV_TONE_MAPPER_REINHARD] " "and [constant ENV_TONE_MAPPER_FILMIC].\n" -"[b]Note:[/b] This tonemapping operator is called \"ACES Fitted\" in Godot 3." -"x." +"[b]Note:[/b] This tonemapping operator is called \"ACES Fitted\" in Godot 3.x." msgstr "" "使用Academy 颜色编码系统色调映射器。ACES 比其他选项稍贵一些,但它通过在光线变" "亮时对其进行去饱和处理,以更逼真的方式处理明亮的光线。与 [constant " -"ENV_TONE_MAPPER_REINHARD] 和 [constant ENV_TONE_MAPPER_FILMIC] 相比,ACES 通" -"常具有对比度更高的输出。\n" +"ENV_TONE_MAPPER_REINHARD] 和 [constant ENV_TONE_MAPPER_FILMIC] 相比,ACES 通常" +"具有对比度更高的输出。\n" "[b]注意:[/b]这个色调映射运算符在 Godot 3.x 中被称为“ACES Fitted”。" msgid "" @@ -88542,8 +99455,8 @@ msgid "" "materials will not have blurrier screen-space reflections compared to smooth " "(non-rough) materials. This is the fastest option." msgstr "" -"用于屏幕空间反射的最低质量粗糙度过滤。与光滑(非粗糙)材质相比,粗糙材质不会" -"有更模糊的屏幕空间反射。这是最快的选项。" +"用于屏幕空间反射的最低质量粗糙度过滤。与光滑(非粗糙)材质相比,粗糙材质不会有" +"更模糊的屏幕空间反射。这是最快的选项。" msgid "Low quality of roughness filter for screen-space reflections." msgstr "屏幕空间反射的较低质量粗糙度过滤器。" @@ -88570,11 +99483,11 @@ msgstr "高质量的屏幕空间环境光遮蔽。" msgid "" "Highest quality screen-space ambient occlusion. Uses the adaptive target " -"setting which can be dynamically adjusted to smoothly balance performance " -"and visual quality." +"setting which can be dynamically adjusted to smoothly balance performance and " +"visual quality." msgstr "" -"最高质量的屏幕空间环境光遮蔽。使用可动态调整的自适应目标设置,以平滑地平衡性" -"能和视觉质量。" +"最高质量的屏幕空间环境光遮蔽。使用可动态调整的自适应目标设置,以平滑地平衡性能" +"和视觉质量。" msgid "Lowest quality of screen-space indirect lighting." msgstr "最低质量的屏幕空间间接光照。" @@ -88587,26 +99500,114 @@ msgstr "较高质量的屏幕空间间接光照。" msgid "" "Highest quality screen-space indirect lighting. Uses the adaptive target " -"setting which can be dynamically adjusted to smoothly balance performance " -"and visual quality." +"setting which can be dynamically adjusted to smoothly balance performance and " +"visual quality." msgstr "" -"最高质量的屏幕空间间接光照。使用可动态调整的自适应目标设置,以平滑地平衡性能" -"和视觉质量。" +"最高质量的屏幕空间间接光照。使用可动态调整的自适应目标设置,以平滑地平衡性能和" +"视觉质量。" + +msgid "" +"Throw 4 rays per frame when converging SDFGI. This has the lowest GPU " +"requirements, but creates the most noisy result." +msgstr "聚合 SDFGI 时每帧发出 4 条光线。对 GPU 的要求最低,但结果中噪点最多。" + +msgid "Throw 8 rays per frame when converging SDFGI." +msgstr "聚合 SDFGI 时每帧发出 8 条光线。" + +msgid "Throw 16 rays per frame when converging SDFGI." +msgstr "聚合 SDFGI 时每帧发出 16 条光线。" + +msgid "Throw 32 rays per frame when converging SDFGI." +msgstr "聚合 SDFGI 时每帧发出 32 条光线。" + +msgid "Throw 64 rays per frame when converging SDFGI." +msgstr "聚合 SDFGI 时每帧发出 64 条光线。" + +msgid "" +"Throw 96 rays per frame when converging SDFGI. This has high GPU requirements." +msgstr "聚合 SDFGI 时每帧发出 96 条光线。对 GPU 的要求较高。" + +msgid "" +"Throw 128 rays per frame when converging SDFGI. This has very high GPU " +"requirements, but creates the least noisy result." +msgstr "" +"聚合 SDFGI 时每帧发出 128 条光线。对 GPU 的要求非常高,但结果中噪点最少。" msgid "Represents the size of the [enum EnvironmentSDFGIRayCount] enum." msgstr "代表 [enum EnvironmentSDFGIRayCount] 枚举的大小。" msgid "" -"Represents the size of the [enum EnvironmentSDFGIFramesToConverge] enum." +"Converge SDFGI over 5 frames. This is the most responsive, but creates the " +"most noisy result with a given ray count." +msgstr "通过 5 帧聚合 SDFGI。响应最快,但光线数量一定时,结果中噪点最多。" + +msgid "Configure SDFGI to fully converge over 10 frames." +msgstr "让 SDFGI 通过 10 帧完成聚合。" + +msgid "Configure SDFGI to fully converge over 15 frames." +msgstr "让 SDFGI 通过 15 帧完成聚合。" + +msgid "Configure SDFGI to fully converge over 20 frames." +msgstr "让 SDFGI 通过 20 帧完成聚合。" + +msgid "Configure SDFGI to fully converge over 25 frames." +msgstr "让 SDFGI 通过 25 帧完成聚合。" + +msgid "" +"Configure SDFGI to fully converge over 30 frames. This is the least " +"responsive, but creates the least noisy result with a given ray count." +msgstr "" +"让 SDFGI 通过 30 帧完成聚合。响应最慢,但光线数量一定时,结果中噪点最少。" + +msgid "Represents the size of the [enum EnvironmentSDFGIFramesToConverge] enum." msgstr "代表 [enum EnvironmentSDFGIFramesToConverge] 枚举的大小。" +msgid "" +"Update indirect light from dynamic lights in SDFGI over 1 frame. This is the " +"most responsive, but has the highest GPU requirements." +msgstr "" +"通过 1 帧更新 SDFGI 中动态灯光的间接光照。响应最快,但对 GPU 的要求最高。" + +msgid "Update indirect light from dynamic lights in SDFGI over 2 frames." +msgstr "通过 2 帧更新 SDFGI 中动态灯光的间接光照。" + +msgid "Update indirect light from dynamic lights in SDFGI over 4 frames." +msgstr "通过 4 帧更新 SDFGI 中动态灯光的间接光照。" + +msgid "Update indirect light from dynamic lights in SDFGI over 8 frames." +msgstr "通过 8 帧更新 SDFGI 中动态灯光的间接光照。" + +msgid "" +"Update indirect light from dynamic lights in SDFGI over 16 frames. This is " +"the least responsive, but has the lowest GPU requirements." +msgstr "" +"通过 16 帧更新 SDFGI 中动态灯光的间接光照。响应最慢,但对 GPU 的要求最低。" + msgid "" "Represents the size of the [enum EnvironmentSDFGIFramesToUpdateLight] enum." msgstr "代表 [enum EnvironmentSDFGIFramesToUpdateLight] 枚举的大小。" msgid "" -"Calculate the DOF blur using a box filter. The fastest option, but results " -"in obvious lines in blur pattern." +"Disables subsurface scattering entirely, even on materials that have [member " +"BaseMaterial3D.subsurf_scatter_enabled] set to [code]true[/code]. This has " +"the lowest GPU requirements." +msgstr "" +"完全禁用次表面散射,即便材质的 [member BaseMaterial3D." +"subsurf_scatter_enabled] 为 [code]true[/code]。对 GPU 的要求最低。" + +msgid "Low subsurface scattering quality." +msgstr "较低质量的次表面散射。" + +msgid "Medium subsurface scattering quality." +msgstr "中等质量的次表面散射。" + +msgid "" +"High subsurface scattering quality. This has the highest GPU requirements." +msgstr "较高质量的次表面散射。对 GPU 的要求最高。" + +msgid "" +"Calculate the DOF blur using a box filter. The fastest option, but results in " +"obvious lines in blur pattern." msgstr "" "使用一个盒式过滤计算 DOF 模糊。最快的选项,但会在模糊图案中产生明显的线条。" @@ -88633,8 +99634,8 @@ msgid "Medium quality DOF blur." msgstr "中等质量的 DOF 模糊。" msgid "" -"Highest quality DOF blur. Results in the smoothest looking blur by taking " -"the most samples, but is also significantly slower." +"Highest quality DOF blur. Results in the smoothest looking blur by taking the " +"most samples, but is also significantly slower." msgstr "" "最高质量的 DOF 模糊。通过采集最多的样本,产生最平滑的模糊效果,但速度也明显变" "慢。" @@ -88695,6 +99696,11 @@ msgstr "允许在动态全局光照中使用该实例。" msgid "When set, manually requests to draw geometry on next frame." msgstr "当设置时,手动请求在下一帧绘制几何图形。" +msgid "" +"Always draw, even if the instance would be culled by occlusion culling. Does " +"not affect view frustum culling." +msgstr "始终绘制,即便实例能够被遮挡剔除剔除。不影响视锥剔除。" + msgid "Represents the size of the [enum InstanceFlags] enum." msgstr "代表 [enum InstanceFlags] 枚举的大小。" @@ -88737,8 +99743,8 @@ msgstr "" msgid "" "Index of [Image] in array of [Image]s returned by [method bake_render_uv2]. " -"Image uses [constant Image.FORMAT_RGBA8] and contains the per-pixel normal " -"of the object in the [code].rgb[/code] channels and nothing in the [code].a[/" +"Image uses [constant Image.FORMAT_RGBA8] and contains the per-pixel normal of " +"the object in the [code].rgb[/code] channels and nothing in the [code].a[/" "code] channel. The per-pixel normal is encoded as [code]normal * 0.5 + 0.5[/" "code]." msgstr "" @@ -88749,15 +99755,15 @@ msgstr "" msgid "" "Index of [Image] in array of [Image]s returned by [method bake_render_uv2]. " -"Image uses [constant Image.FORMAT_RGBA8] and contains ambient occlusion " -"(from material and decals only) in the [code].r[/code] channel, roughness in " -"the [code].g[/code] channel, metallic in the [code].b[/code] channel and sub " +"Image uses [constant Image.FORMAT_RGBA8] and contains ambient occlusion (from " +"material and decals only) in the [code].r[/code] channel, roughness in the " +"[code].g[/code] channel, metallic in the [code].b[/code] channel and sub " "surface scattering amount in the [code].a[/code] channel." msgstr "" "[method bake_render_uv2] 返回的 [Image] 数组中 [Image] 的索引。图像使用 " "[constant Image.FORMAT_RGBA8] 格式,并在 [code].r[/code] 通道中包含环境光遮挡" -"(仅来自材质和贴花),在 [code].g[/code] 通道中包含粗糙度,在 [code].b[/" -"code] 通道中包含金属度,并且中 [code].a[/code] 通道中包含次表面散射量。" +"(仅来自材质和贴花),在 [code].g[/code] 通道中包含粗糙度,在 [code].b[/code] " +"通道中包含金属度,并且中 [code].a[/code] 通道中包含次表面散射量。" msgid "" "Index of [Image] in array of [Image]s returned by [method bake_render_uv2]. " @@ -88768,6 +99774,15 @@ msgstr "" "[constant Image.FORMAT_RGBAH] 格式,并在 [code].rgb[/code] 通道中包含自发光颜" "色,在 [code].a[/code] 通道中不包含任何内容。" +msgid "Diffuse canvas texture ([member CanvasTexture.diffuse_texture])." +msgstr "漫反射画布纹理([member CanvasTexture.diffuse_texture])。" + +msgid "Normal map canvas texture ([member CanvasTexture.normal_texture])." +msgstr "法线贴图画布纹理([member CanvasTexture.normal_texture])。" + +msgid "Specular map canvas texture ([member CanvasTexture.specular_texture])." +msgstr "高光贴图画布纹理([member CanvasTexture.specular_texture])。" + msgid "The nine patch gets stretched where needed." msgstr "九宫格在需要的地方被拉伸。" @@ -88802,9 +99817,9 @@ msgid "" "slowest of the filtering options, but results in the highest quality " "texturing." msgstr "" -"纹理过滤在最近的 4 个像素之间进行混合,并根据表面和相机视图之间的角度选择一" -"个 mipmap。这减少了几乎与相机共线的表面上的伪影。这是最慢的过滤选项,但会产生" -"最高质量的纹理。" +"纹理过滤在最近的 4 个像素之间进行混合,并根据表面和相机视图之间的角度选择一个 " +"mipmap。这减少了几乎与相机共线的表面上的伪影。这是最慢的过滤选项,但会产生最高" +"质量的纹理。" msgid "Max value for [enum CanvasItemTextureFilter] enum." msgstr "[enum CanvasItemTextureFilter] 枚举的最大值。" @@ -88813,21 +99828,27 @@ msgid "Uses the default repeat mode for this [Viewport]." msgstr "为 [Viewport] 使用默认重复模式。" msgid "" -"Disables textures repeating. Instead, when reading UVs outside the 0-1 " -"range, the value will be clamped to the edge of the texture, resulting in a " +"Disables textures repeating. Instead, when reading UVs outside the 0-1 range, " +"the value will be clamped to the edge of the texture, resulting in a " "stretched out look at the borders of the texture." msgstr "" "禁用纹理重复。相反,当读取 0-1 范围之外的 UV 时,该值将被钳制在纹理的边缘,从" "而导致纹理的边界看起来被拉长。" msgid "" -"Flip the texture when repeating so that the edge lines up instead of " -"abruptly changing." +"Flip the texture when repeating so that the edge lines up instead of abruptly " +"changing." msgstr "重复时翻转该纹理,使边缘对齐而不是突然改变。" msgid "Max value for [enum CanvasItemTextureRepeat] enum." msgstr "[enum CanvasItemTextureRepeat] 枚举的最大值。" +msgid "2D point light (see [PointLight2D])." +msgstr "2D 点光(见 [PointLight2D])。" + +msgid "2D directional (sun/moon) light (see [DirectionalLight2D])." +msgstr "2D 方向(日月)光(见 [DirectionalLight2D])。" + msgid "Adds light color additive to the canvas." msgstr "向画布添加浅色。" @@ -88895,9 +99916,9 @@ msgid "" msgstr "四维整数向量全局着色器参数([code]global uniform ivec4 ...[/code])。" msgid "" -"2-dimensional integer rectangle global shader parameter ([code]global " -"uniform ivec4 ...[/code]). Equivalent to [constant GLOBAL_VAR_TYPE_IVEC4] in " -"shader code, but exposed as a [Rect2i] in the editor UI." +"2-dimensional integer rectangle global shader parameter ([code]global uniform " +"ivec4 ...[/code]). Equivalent to [constant GLOBAL_VAR_TYPE_IVEC4] in shader " +"code, but exposed as a [Rect2i] in the editor UI." msgstr "" "二维整数矩形全局着色器参数([code]global uniform ivec4 ...[/code])。等价于着" "色器代码中的 [constant GLOBAL_VAR_TYPE_IVEC4],但在编辑器 UI 中以 [Rect2i] 的" @@ -88927,8 +99948,8 @@ msgstr "" "四维无符号整数向量全局着色器参数([code]global uniform uvec4 ...[/code])。" msgid "" -"Single-precision floating-point global shader parameter ([code]global " -"uniform float ...[/code])." +"Single-precision floating-point global shader parameter ([code]global uniform " +"float ...[/code])." msgstr "单精度浮点数全局着色器参数([code]global uniform float ...[/code])。" msgid "" @@ -88954,21 +99975,101 @@ msgid "" "Equivalent to [constant GLOBAL_VAR_TYPE_VEC4] in shader code, but exposed as " "a [Color] in the editor UI." msgstr "" -"颜色全局着色器参数([code]global uniform vec4 ...[/code])。等价于着色器代码" -"中的 [constant GLOBAL_VAR_TYPE_VEC4],但在编辑器 UI 中以 [Color] 的形式暴露。" +"颜色全局着色器参数([code]global uniform vec4 ...[/code])。等价于着色器代码中" +"的 [constant GLOBAL_VAR_TYPE_VEC4],但在编辑器 UI 中以 [Color] 的形式暴露。" msgid "" "2-dimensional floating-point rectangle global shader parameter ([code]global " "uniform vec4 ...[/code]). Equivalent to [constant GLOBAL_VAR_TYPE_VEC4] in " "shader code, but exposed as a [Rect2] in the editor UI." msgstr "" -"二维浮点数矩形全局着色器参数([code]global uniform vec4 ...[/code])。等价于" -"着色器代码中的 [constant GLOBAL_VAR_TYPE_VEC4],但在编辑器 UI 中以 [Rect2] 的" -"形式暴露。" +"二维浮点数矩形全局着色器参数([code]global uniform vec4 ...[/code])。等价于着" +"色器代码中的 [constant GLOBAL_VAR_TYPE_VEC4],但在编辑器 UI 中以 [Rect2] 的形" +"式暴露。" + +msgid "" +"2×2 matrix global shader parameter ([code]global uniform mat2 ...[/code]). " +"Exposed as a [PackedInt32Array] in the editor UI." +msgstr "" +"2×2 矩阵全局着色器参数([code]global uniform mat2 ...[/code])。编辑器 UI 中" +"以 [PackedInt32Array] 的形式暴露。" + +msgid "" +"3×3 matrix global shader parameter ([code]global uniform mat3 ...[/code]). " +"Exposed as a [Basis] in the editor UI." +msgstr "" +"3×3 矩阵全局着色器参数([code]global uniform mat3 ...[/code])。编辑器 UI 中" +"以 [Basis] 的形式暴露。" + +msgid "" +"4×4 matrix global shader parameter ([code]global uniform mat4 ...[/code]). " +"Exposed as a [Projection] in the editor UI." +msgstr "" +"4×4 矩阵全局着色器参数([code]global uniform mat4 ...[/code])。编辑器 UI 中" +"以 [Projection] 的形式暴露。" + +msgid "" +"2-dimensional transform global shader parameter ([code]global uniform " +"mat2x3 ...[/code]). Exposed as a [Transform2D] in the editor UI." +msgstr "" +"二维变换全局着色器参数([code]global uniform mat2x3 ...[/code])。编辑器 UI 中" +"以 [Transform2D] 的形式暴露。" + +msgid "" +"3-dimensional transform global shader parameter ([code]global uniform " +"mat3x4 ...[/code]). Exposed as a [Transform3D] in the editor UI." +msgstr "" +"三维变换全局着色器参数([code]global uniform mat3x4 ...[/code])。编辑器 UI 中" +"以 [Transform3D] 的形式暴露。" + +msgid "" +"2D sampler global shader parameter ([code]global uniform sampler2D ...[/" +"code]). Exposed as a [Texture2D] in the editor UI." +msgstr "" +"2D 采样器全局着色器参数([code]global uniform sampler2D ...[/code])。编辑器 " +"UI 中以 [Texture2D] 的形式暴露。" + +msgid "" +"2D sampler array global shader parameter ([code]global uniform " +"sampler2DArray ...[/code]). Exposed as a [Texture2DArray] in the editor UI." +msgstr "" +"2D 采样器数组全局着色器参数([code]global uniform sampler2DArray ...[/" +"code])。编辑器 UI 中以 [Texture2DArray] 的形式暴露。" + +msgid "" +"3D sampler global shader parameter ([code]global uniform sampler3D ...[/" +"code]). Exposed as a [Texture3D] in the editor UI." +msgstr "" +"3D 采样器全局着色器参数([code]global uniform sampler3D ...[/code])。编辑器 " +"UI 中以 [Texture3D] 的形式暴露。" + +msgid "" +"Cubemap sampler global shader parameter ([code]global uniform samplerCube ..." +"[/code]). Exposed as a [Cubemap] in the editor UI." +msgstr "" +"立方体贴图全局着色器参数([code]global uniform samplerCube ...[/code])。编辑" +"器 UI 中以 [Cubemap] 的形式暴露。" msgid "Represents the size of the [enum GlobalShaderParameterType] enum." msgstr "代表 [enum GlobalShaderParameterType] 枚举的大小。" +msgid "" +"Number of objects rendered in the current 3D scene. This varies depending on " +"camera position and rotation." +msgstr "在当前 3D 场景中渲染的对象数。会根据相机的位置和旋转的不同而不同。" + +msgid "" +"Number of points, lines, or triangles rendered in the current 3D scene. This " +"varies depending on camera position and rotation." +msgstr "" +"在当前 3D 场景中渲染的点、线、三角的数量。会根据相机的位置和旋转的不同而不同。" + +msgid "" +"Number of draw calls performed to render in the current 3D scene. This varies " +"depending on camera position and rotation." +msgstr "" +"在当前 3D 场景中渲染执行的绘制调用的数量。会根据相机的位置和旋转的不同而不同。" + msgid "Texture memory used (in bytes)." msgstr "纹理内存的使用量(单位为字节)。" @@ -88979,15 +100080,18 @@ msgid "" "Hardware supports multithreading. This enum is currently unused in Godot 3.x." msgstr "硬件支持多线程。这个枚举目前在 Godot 3.x 中没有使用。" +msgid "Base class for serializable objects." +msgstr "可序列化对象的基类。" + msgid "" "Resource is the base class for all Godot-specific resource types, serving " -"primarily as data containers. Since they inherit from [RefCounted], " -"resources are reference-counted and freed when no longer in use. They can " -"also be nested within other resources, and saved on disk. Once loaded from " -"disk, further attempts to load a resource by [member resource_path] returns " -"the same reference. [PackedScene], one of the most common [Object]s in a " -"Godot project, is also a resource, uniquely capable of storing and " -"instantiating the [Node]s it contains as many times as desired.\n" +"primarily as data containers. Since they inherit from [RefCounted], resources " +"are reference-counted and freed when no longer in use. They can also be " +"nested within other resources, and saved on disk. Once loaded from disk, " +"further attempts to load a resource by [member resource_path] returns the " +"same reference. [PackedScene], one of the most common [Object]s in a Godot " +"project, is also a resource, uniquely capable of storing and instantiating " +"the [Node]s it contains as many times as desired.\n" "In GDScript, resources can loaded from disk by their [member resource_path] " "using [method @GDScript.load] or [method @GDScript.preload].\n" "[b]Note:[/b] In C#, resources will not be freed instantly after they are no " @@ -88996,10 +100100,10 @@ msgid "" "will linger on for a while before being removed." msgstr "" "资源是所有 Godot 特定资源类型的基类,主要作为数据容器。因为资源继承自 " -"[RefCounted],所以进行了引用计数,不再使用时会被释放。资源也可以嵌套到其他资" -"源里、保存到磁盘上。一旦从磁盘加载,后续尝试使用 [member resource_path] 加载" -"资源时都会返回相同的引用。[PackedScene] 也是一种资源,它是 Godot 项目中最常用" -"的 [Object] 之一,独特的能力是可以将若干 [Node] 保存起来、随意进行实例化。\n" +"[RefCounted],所以进行了引用计数,不再使用时会被释放。资源也可以嵌套到其他资源" +"里、保存到磁盘上。一旦从磁盘加载,后续尝试使用 [member resource_path] 加载资源" +"时都会返回相同的引用。[PackedScene] 也是一种资源,它是 Godot 项目中最常用的 " +"[Object] 之一,独特的能力是可以将若干 [Node] 保存起来、随意进行实例化。\n" "在 GDScript 中,可以根据 [member resource_path] 从磁盘上加载资源,使用 " "[method @GDScript.load] 或 [method @GDScript.preload] 即可。\n" "[b]注意:[/b]在 C# 中,资源不再被使用后不会立即被释放。相反,垃圾回收将定期运" @@ -89009,8 +100113,7 @@ msgid "Resources" msgstr "资源" msgid "" -"Override this method to return a custom [RID] when [method get_rid] is " -"called." +"Override this method to return a custom [RID] when [method get_rid] is called." msgstr "可以覆盖此方法,从而在调用 [method get_rid] 时返回自定义 [RID]。" msgid "" @@ -89020,13 +100123,12 @@ msgid "" "If [param subresources] is [code]false[/code], a shallow copy is returned; " "nested resources within subresources are not duplicated and are shared from " "the original resource. If [param subresources] is [code]true[/code], a deep " -"copy is returned; nested subresources will be duplicated and are not " -"shared.\n" +"copy is returned; nested subresources will be duplicated and are not shared.\n" "Subresource properties with the [constant PROPERTY_USAGE_ALWAYS_DUPLICATE] " -"flag are always duplicated even with [param subresources] set to " -"[code]false[/code], and properties with the [constant " -"PROPERTY_USAGE_NEVER_DUPLICATE] flag are never duplicated even with [param " -"subresources] set to [code]true[/code].\n" +"flag are always duplicated even with [param subresources] set to [code]false[/" +"code], and properties with the [constant PROPERTY_USAGE_NEVER_DUPLICATE] flag " +"are never duplicated even with [param subresources] set to [code]true[/" +"code].\n" "[b]Note:[/b] For custom resources, this method will fail if [method Object." "_init] has been defined with required parameters." msgstr "" @@ -89035,8 +100137,8 @@ msgstr "" "如果 [param subresources] 为 [code]false[/code],则返回的是浅拷贝;子资源中的" "嵌套资源不会被复制,仍然会被共享。如果 [param subresources] 为 [code]true[/" "code],则返回的是深拷贝;会制作嵌套子资源的副本,不会进行共享。\n" -"带有 [constant PROPERTY_USAGE_ALWAYS_DUPLICATE] 标志的子资源属性始终会被复" -"制,即便 [param subresources] 为 [code]false[/code]。而带有 [constant " +"带有 [constant PROPERTY_USAGE_ALWAYS_DUPLICATE] 标志的子资源属性始终会被复制," +"即便 [param subresources] 为 [code]false[/code]。而带有 [constant " "PROPERTY_USAGE_NEVER_DUPLICATE] 标志的子资源属性始终不会被复制,即便 [param " "subresources] 为 [code]true[/code]。\n" "[b]注意:[/b]对于自定义资源,如果定义 [method Object._init] 时使用了必填的参" @@ -89070,8 +100172,8 @@ msgstr "" msgid "" "If [member resource_local_to_scene] is set to [code]true[/code] and the " -"resource has been loaded from a [PackedScene] instantiation, returns the " -"root [Node] of the scene where this resource is used. Otherwise, returns " +"resource has been loaded from a [PackedScene] instantiation, returns the root " +"[Node] of the scene where this resource is used. Otherwise, returns " "[code]null[/code]." msgstr "" "如果 [member resource_local_to_scene] 为 [code]true[/code],并且该资源是从 " @@ -89079,10 +100181,10 @@ msgstr "" "[code]null[/code]。" msgid "" -"Returns the [RID] of this resource (or an empty RID). Many resources (such " -"as [Texture2D], [Mesh], and so on) are high-level abstractions of resources " -"stored in a specialized server ([DisplayServer], [RenderingServer], etc.), " -"so this function will return the original [RID]." +"Returns the [RID] of this resource (or an empty RID). Many resources (such as " +"[Texture2D], [Mesh], and so on) are high-level abstractions of resources " +"stored in a specialized server ([DisplayServer], [RenderingServer], etc.), so " +"this function will return the original [RID]." msgstr "" "返回该资源的 [RID](或者空的 RID)。许多资源(如 [Texture2D]、[Mesh] 等)是存" "储在服务器([DisplayServer]、[RenderingServer] 等)中的资源的高级抽象,所以这" @@ -89091,12 +100193,11 @@ msgstr "" msgid "" "Emits the [signal setup_local_to_scene_requested] signal. If [member " "resource_local_to_scene] is set to [code]true[/code], this method is called " -"from [method PackedScene.instantiate] by the newly duplicated resource " -"within the scene instance.\n" -"For most resources, this method performs no logic of its own. Custom " -"behavior can be defined by connecting [signal " -"setup_local_to_scene_requested] from a script, [b]not[/b] by overriding this " -"method.\n" +"from [method PackedScene.instantiate] by the newly duplicated resource within " +"the scene instance.\n" +"For most resources, this method performs no logic of its own. Custom behavior " +"can be defined by connecting [signal setup_local_to_scene_requested] from a " +"script, [b]not[/b] by overriding this method.\n" "[b]Example:[/b] Assign a random value to [code]health[/code] for every " "duplicated Resource from an instantiated scene, excluding the original.\n" "[codeblock]\n" @@ -89117,8 +100218,8 @@ msgstr "" "对于大多数资源,这个方法本身不执行任何逻辑。可以在脚本中连接 [signal " "setup_local_to_scene_requested] 信号来实现自定义行为,[b]不要[/b]覆盖这个方" "法。\n" -"[b]示例:[/b]为实例化的场景中的每一个 Resource 副本的 [code]health[/code] 分" -"配随机值,不包括原始版本。\n" +"[b]示例:[/b]为实例化的场景中的每一个 Resource 副本的 [code]health[/code] 分配" +"随机值,不包括原始版本。\n" "[codeblock]\n" "extends Resource\n" "\n" @@ -89146,8 +100247,8 @@ msgid "" "[b]Note:[/b] Changing this property at run-time has no effect on already " "created duplicate resources." msgstr "" -"如果为 [code]true[/code],那么在本地场景的各个实例中,该资源都会被唯一化。在" -"运行时,在某个场景中对该资源的修改不会影响其他实例(见 [method PackedScene." +"如果为 [code]true[/code],那么在本地场景的各个实例中,该资源都会被唯一化。在运" +"行时,在某个场景中对该资源的修改不会影响其他实例(见 [method PackedScene." "instantiate])。\n" "[b]注意:[/b]运行时,在已创建副本的资源上修改该属性不会有效果。" @@ -89156,8 +100257,8 @@ msgid "" "represent the resource in the Inspector dock. For built-in scripts, the name " "is displayed as part of the tab name in the script editor." msgstr "" -"这个资源的可选名称。定义后会在“检查器”面板中显示这个值来代表该资源。对于内置" -"脚本,该名称会在脚本编辑器中作为选项卡名称的一部分显示。" +"这个资源的可选名称。定义后会在“检查器”面板中显示这个值来代表该资源。对于内置脚" +"本,该名称会在脚本编辑器中作为选项卡名称的一部分显示。" msgid "" "Emitted when the resource changes, usually when one of its properties is " @@ -89177,8 +100278,8 @@ msgid "" "code]. Custom behavior can be defined by connecting this signal." msgstr "" "当调用 [method setup_local_to_scene] 时发出信号,通常是由将 [member " -"resource_local_to_scene] 设置为 [code]true[/code] 的新复制资源调用。可以通过" -"连接此信号来定义自定义行为。" +"resource_local_to_scene] 设置为 [code]true[/code] 的新复制资源调用。可以通过连" +"接此信号来定义自定义行为。" msgid "Loads a specific resource type from a file." msgstr "从文件中加载特定资源类型。" @@ -89189,18 +100290,17 @@ msgid "" "[ResourceLoader] singleton, or when a resource with internal dependencies is " "loaded. Each file type may load as a different resource type, so multiple " "ResourceFormatLoaders are registered in the engine.\n" -"Extending this class allows you to define your own loader. Be sure to " -"respect the documented return types and values. You should give it a global " -"class name with [code]class_name[/code] for it to be registered. Like built-" -"in ResourceFormatLoaders, it will be called automatically when loading " -"resources of its handled type(s). You may also implement a " -"[ResourceFormatSaver].\n" +"Extending this class allows you to define your own loader. Be sure to respect " +"the documented return types and values. You should give it a global class " +"name with [code]class_name[/code] for it to be registered. Like built-in " +"ResourceFormatLoaders, it will be called automatically when loading resources " +"of its handled type(s). You may also implement a [ResourceFormatSaver].\n" "[b]Note:[/b] You can also extend [EditorImportPlugin] if the resource type " -"you need exists but Godot is unable to load its format. Choosing one way " -"over another depends on if the format is suitable or not for the final " -"exported game. For example, it's better to import [code].png[/code] textures " -"as [code].ctex[/code] ([CompressedTexture2D]) first, so they can be loaded " -"with better efficiency on the graphics card." +"you need exists but Godot is unable to load its format. Choosing one way over " +"another depends on if the format is suitable or not for the final exported " +"game. For example, it's better to import [code].png[/code] textures as [code]." +"ctex[/code] ([CompressedTexture2D]) first, so they can be loaded with better " +"efficiency on the graphics card." msgstr "" "Godot 在编辑器或导出的游戏中使用 ResourceFormatLoaders 来加载资源。它们通过 " "[ResourceLoader] 单例自动查询,或在加载具有内部依赖项的资源时自动查询。每种文" @@ -89208,11 +100308,11 @@ msgstr "" "ResourceFormatLoaders。\n" "扩展此类可让您定义自己的加载器。请确保遵守文档中记录的返回类型和值。您应该使" "用 [code]class_name[/code] 给它一个全局类名以进行注册。像内置的 " -"ResourceFormatLoaders 一样,当加载其处理的类型的资源时,它将自动被调用。您还" -"可以实现 [ResourceFormatSaver]。\n" +"ResourceFormatLoaders 一样,当加载其处理的类型的资源时,它将自动被调用。您还可" +"以实现 [ResourceFormatSaver]。\n" "[b]注意:[/b] 如果您需要的资源类型存在,但 Godot 无法加载其格式,则也可以扩展 " -"[EditorImportPlugin]。选择哪种方法取决于该格式是否适用于最终导出的游戏。例" -"如,最好首先将 [code].png[/code] 纹理作为 [code].ctex[/code] " +"[EditorImportPlugin]。选择哪种方法取决于该格式是否适用于最终导出的游戏。例如," +"最好首先将 [code].png[/code] 纹理作为 [code].ctex[/code] " "([CompressedTexture2D]) 导入,以便在图形卡上能更高效的加载它们。" msgid "" @@ -89223,10 +100323,10 @@ msgid "" "[ClassDB], so you might just return [code]\"Resource\"[/code] for them." msgstr "" "如果实现,则获取给定资源的依赖项。如果 [param add_types] 为 [code]true[/" -"code],路径应追加 [code]::TypeName[/code],其中 [code]TypeName[/code] 是依赖" -"项的类名。\n" -"[b]注意:[/b]脚本定义的自定义资源类型并不为 [ClassDB] 所知,因此可能只能为它" -"们返回 [code]\"Resource\"[/code]。" +"code],路径应追加 [code]::TypeName[/code],其中 [code]TypeName[/code] 是依赖项" +"的类名。\n" +"[b]注意:[/b]脚本定义的自定义资源类型并不为 [ClassDB] 所知,因此可能只能为它们" +"返回 [code]\"Resource\"[/code]。" msgid "Gets the list of extensions for files this loader is able to read." msgstr "获取该加载器能够读取的文件的扩展名列表。" @@ -89236,8 +100336,8 @@ msgid "" "[param path]. If the resource has no script or the script isn't a named " "class, it should return [code]\"\"[/code]." msgstr "" -"返回与给定的 [param path] 下的 [Resource] 关联的脚本类名称。如果资源没有脚本" -"或脚本不是一个命名的类,则应返回 [code]\"\"[/code]。" +"返回与给定的 [param path] 下的 [Resource] 关联的脚本类名称。如果资源没有脚本或" +"脚本不是一个命名的类,则应返回 [code]\"\"[/code]。" msgid "" "Gets the class name of the resource associated with the given path. If the " @@ -89247,8 +100347,8 @@ msgid "" msgstr "" "获取与给定路径相关的资源的类名。如果加载器不能处理它,它应该返回 [code]\"\"[/" "code]。\n" -"[b]注意:[/b][ClassDB] 不知道脚本定义的自定义资源类型,因此您可能只为它们返" -"回 [code]\"Resource\"[/code]。" +"[b]注意:[/b][ClassDB] 不知道脚本定义的自定义资源类型,因此您可能只为它们返回 " +"[code]\"Resource\"[/code]。" msgid "" "Tells which resource class this loader can load.\n" @@ -89256,14 +100356,14 @@ msgid "" "[ClassDB], so you might just handle [code]\"Resource\"[/code] for them." msgstr "" "说明这个加载器可以加载哪个资源类。\n" -"[b]注意:[/b][ClassDB] 不知道脚本定义的自定义资源类型,因此您可以只为它们处" -"理 [code]\"Resource\"[/code]。" +"[b]注意:[/b][ClassDB] 不知道脚本定义的自定义资源类型,因此您可以只为它们处理 " +"[code]\"Resource\"[/code]。" msgid "" "Loads a resource when the engine finds this loader to be compatible. If the " -"loaded resource is the result of an import, [param original_path] will " -"target the source file. Returns a [Resource] object on success, or an [enum " -"Error] constant in case of failure.\n" +"loaded resource is the result of an import, [param original_path] will target " +"the source file. Returns a [Resource] object on success, or an [enum Error] " +"constant in case of failure.\n" "The [param cache_mode] property defines whether and how the cache should be " "used or updated when loading the resource. See [enum CacheMode] for details." msgstr "" @@ -89277,9 +100377,8 @@ msgid "" "Tells whether or not this loader should load a resource from its resource " "path for a given type.\n" "If it is not implemented, the default behavior returns whether the path's " -"extension is within the ones provided by [method " -"_get_recognized_extensions], and if the type is within the ones provided by " -"[method _get_resource_type]." +"extension is within the ones provided by [method _get_recognized_extensions], " +"and if the type is within the ones provided by [method _get_resource_type]." msgstr "" "判断该加载器是否应对于给定类型从其资源路径加载资源。\n" "如果未实现,则默认行为是检查路径的扩展名是否在[method " @@ -89288,8 +100387,8 @@ msgstr "" msgid "" "If implemented, renames dependencies within the given resource and saves it. " -"[param renames] is a dictionary [code]{ String => String }[/code] mapping " -"old dependency paths to new paths.\n" +"[param renames] is a dictionary [code]{ String => String }[/code] mapping old " +"dependency paths to new paths.\n" "Returns [constant OK] on success, or an [enum Error] constant in case of " "failure." msgstr "" @@ -89301,10 +100400,10 @@ msgid "Saves a specific resource type to a file." msgstr "将特定资源类型保存到文件。" msgid "" -"The engine can save resources when you do it from the editor, or when you " -"use the [ResourceSaver] singleton. This is accomplished thanks to multiple " -"[ResourceFormatSaver]s, each handling its own format and called " -"automatically by the engine.\n" +"The engine can save resources when you do it from the editor, or when you use " +"the [ResourceSaver] singleton. This is accomplished thanks to multiple " +"[ResourceFormatSaver]s, each handling its own format and called automatically " +"by the engine.\n" "By default, Godot saves resources as [code].tres[/code] (text-based), [code]." "res[/code] (binary) or another built-in format, but you can choose to create " "your own format by extending this class. Be sure to respect the documented " @@ -89345,13 +100444,12 @@ msgstr "" msgid "" "Saves the given resource object to a file at the target [param path]. [param " -"flags] is a bitmask composed with [enum ResourceSaver.SaverFlags] " -"constants.\n" +"flags] is a bitmask composed with [enum ResourceSaver.SaverFlags] constants.\n" "Returns [constant OK] on success, or an [enum Error] constant in case of " "failure." msgstr "" -"将给定的资源对象保存到目标[param path]中的文件中。 [param flags]是一个位掩" -"码,由[enum ResourceSaver.SaverFlags]常量组成。\n" +"将给定的资源对象保存到目标[param path]中的文件中。 [param flags]是一个位掩码," +"由[enum ResourceSaver.SaverFlags]常量组成。\n" "成功时返回[constant OK],失败时返回[enum Error]常量。" msgid "" @@ -89361,6 +100459,16 @@ msgstr "" "为给定 [param path] 处的资源设置新的 UID。成功时返回 [constant OK],失败时返" "回 [enum Error] 常量。" +msgid "Base class for resource importers." +msgstr "资源导入器的基类。" + +msgid "" +"This is the base class for Godot's resource importers. To implement your own " +"resource importers using editor plugins, see [EditorImportPlugin]." +msgstr "" +"这是 Godot 资源导入器的基类。要使用编辑器插件实现你自己的资源导入器,请参考 " +"[EditorImportPlugin]。" + msgid "The default import order." msgstr "默认导入顺序。" @@ -89371,8 +100479,11 @@ msgid "" "importing scenes that rely on custom resources." msgstr "" "场景的导入顺序,确保场景被导入在所有其他核心资源(如纹理)[i]之后[/i]。自定义" -"导入器的导入顺序一般应低于[code]100[/code],以避免导入依赖自定义资源的场景时" -"出现问题。" +"导入器的导入顺序一般应低于[code]100[/code],以避免导入依赖自定义资源的场景时出" +"现问题。" + +msgid "A singleton for loading resource files." +msgstr "用于加载资源文件的单例。" msgid "" "Registers a new [ResourceFormatLoader]. The ResourceLoader will use the " @@ -89382,8 +100493,8 @@ msgid "" msgstr "" "注册一个新的[ResourceFormatLoader]。ResourceLoader将会按照[method load]中的描" "述使用ResourceFormatLoader。\n" -"对于用GDScript编写的ResourceFormatLoader,此方法将隐式执行(有关详细信息,请" -"参见[ResourceFormatLoader])。" +"对于用GDScript编写的ResourceFormatLoader,此方法将隐式执行(有关详细信息,请参" +"见[ResourceFormatLoader])。" msgid "" "Returns whether a recognized resource exists for the given [param path].\n" @@ -89396,15 +100507,12 @@ msgstr "" "[Resource] 类型。任何继承自 [Resource] 的内容都可以用作类型提示,例如 " "[Image]。" -msgid "Returns the dependencies for the resource at the given [param path]." -msgstr "返回给定路径 [param path] 处资源的依赖关系。" - msgid "Returns the list of recognized extensions for a resource type." msgstr "返回资源类型的已识别扩展名列表。" msgid "" -"Returns the ID associated with a given resource path, or [code]-1[/code] " -"when no such ID exists." +"Returns the ID associated with a given resource path, or [code]-1[/code] when " +"no such ID exists." msgstr "" "返回与一个给定资源路径关联的 ID,如果不存在此类 ID,则返回 [code]-1[/code]。" @@ -89424,14 +100532,13 @@ msgid "" "Loads a resource at the given [param path], caching the result for further " "access.\n" "The registered [ResourceFormatLoader]s are queried sequentially to find the " -"first one which can handle the file's extension, and then attempt loading. " -"If loading fails, the remaining ResourceFormatLoaders are also attempted.\n" +"first one which can handle the file's extension, and then attempt loading. If " +"loading fails, the remaining ResourceFormatLoaders are also attempted.\n" "An optional [param type_hint] can be used to further specify the [Resource] " "type that should be handled by the [ResourceFormatLoader]. Anything that " "inherits from [Resource] can be used as a type hint, for example [Image].\n" "The [param cache_mode] property defines whether and how the cache should be " -"used or updated when loading the resource. See [enum CacheMode] for " -"details.\n" +"used or updated when loading the resource. See [enum CacheMode] for details.\n" "Returns an empty resource if no [ResourceFormatLoader] could handle the " "file.\n" "GDScript has a simplified [method @GDScript.load] built-in method which can " @@ -89439,8 +100546,8 @@ msgid "" "advanced scenarios.\n" "[b]Note:[/b] If [member ProjectSettings.editor/export/" "convert_text_resources_to_binary] is [code]true[/code], [method @GDScript." -"load] will not be able to read converted files in an exported project. If " -"you rely on run-time loading of files present within the PCK, set [member " +"load] will not be able to read converted files in an exported project. If you " +"rely on run-time loading of files present within the PCK, set [member " "ProjectSettings.editor/export/convert_text_resources_to_binary] to " "[code]false[/code]." msgstr "" @@ -89480,10 +100587,10 @@ msgid "" "return a one-element array containing the percentage of completion of the " "threaded loading." msgstr "" -"返回使用 [method load_threaded_request] 在 [param path] 处启动的线程加载操作" -"的状态。有关可能的返回值,请参见 [enum ThreadLoadStatus]。\n" -"可以通过 [param progress] 可选地传递一个数组变量,并返回一个包含线程加载完成" -"百分比的单元素的数组。" +"返回使用 [method load_threaded_request] 在 [param path] 处启动的线程加载操作的" +"状态。有关可能的返回值,请参见 [enum ThreadLoadStatus]。\n" +"可以通过 [param progress] 可选地传递一个数组变量,并返回一个包含线程加载完成百" +"分比的单元素的数组。" msgid "" "Loads the resource using threads. If [param use_sub_threads] is [code]true[/" @@ -89525,15 +100632,15 @@ msgstr "资源成功加载,可以通过 [method load_threaded_get] 访问。" msgid "" "This node is used to preload sub-resources inside a scene, so when the scene " "is loaded, all the resources are ready to use and can be retrieved from the " -"preloader. You can add the resources using the ResourcePreloader tab when " -"the node is selected.\n" +"preloader. You can add the resources using the ResourcePreloader tab when the " +"node is selected.\n" "GDScript has a simplified [method @GDScript.preload] built-in method which " "can be used in most situations, leaving the use of [ResourcePreloader] for " "more advanced scenarios." msgstr "" -"这个节点可以预加载场景中的子资源,这样场景加载完成时,所有的资源就都处于就绪" -"可用状态,可以从预加载器获取。选中该节点后,可以使用 ResourcePreloader 选项卡" -"来添加资源。\n" +"这个节点可以预加载场景中的子资源,这样场景加载完成时,所有的资源就都处于就绪可" +"用状态,可以从预加载器获取。选中该节点后,可以使用 ResourcePreloader 选项卡来" +"添加资源。\n" "GDScript 提供了简化的 [method @GDScript.preload] 内置方法,可以在大多数场景使" "用,[ResourcePreloader] 则可用于更高阶的场合。" @@ -89542,8 +100649,8 @@ msgid "" "with the given [param name] already exists, the new resource will be renamed " "to \"[param name] N\" where N is an incrementing number starting from 2." msgstr "" -"将资源以给定的名称 [param name] 添加至预加载器。如果已存在名为 [param name] " -"的资源,则新资源会被重命名为 \"[param name] N\",这里的 N 是从 2 开始递增的数" +"将资源以给定的名称 [param name] 添加至预加载器。如果已存在名为 [param name] 的" +"资源,则新资源会被重命名为 \"[param name] N\",这里的 N 是从 2 开始递增的数" "字。" msgid "Returns the resource associated to [param name]." @@ -89565,6 +100672,21 @@ msgid "" "Renames a resource inside the preloader from [param name] to [param newname]." msgstr "将预加载器中的资源从 [param name] 重命名为 [param newname]。" +msgid "A singleton for saving [Resource]s to the filesystem." +msgstr "用于将 [Resource] 保存到文件系统的单例。" + +msgid "" +"A singleton for saving resource types to the filesystem.\n" +"It uses the many [ResourceFormatSaver] classes registered in the engine " +"(either built-in or from a plugin) to save resource data to text-based (e.g. " +"[code].tres[/code] or [code].tscn[/code]) or binary files (e.g. [code].res[/" +"code] or [code].scn[/code])." +msgstr "" +"用于将资源类型保存到文件系统的单例。\n" +"它会使用在引擎中注册的(内置或插件)[ResourceFormatSaver] 将资源数据保存为文本" +"文件(如 [code].tres[/code] 或 [code].tscn[/code])或二进制文件(如 [code]." +"res[/code] 或 [code].scn[/code])。" + msgid "" "Registers a new [ResourceFormatSaver]. The ResourceSaver will use the " "ResourceFormatSaver as described in [method save].\n" @@ -89573,8 +100695,8 @@ msgid "" msgstr "" "注册一个新的 [ResourceFormatSaver]。 ResourceSaver 将使用 " "ResourceFormatSaver,如 [method save] 中所述。\n" -"对于用 GDScript 编写的 ResourceFormatSaver,此方法将隐式执行(有关详细信息," -"请参见 [ResourceFormatSaver])。" +"对于用 GDScript 编写的 ResourceFormatSaver,此方法将隐式执行(有关详细信息,请" +"参见 [ResourceFormatSaver])。" msgid "" "Returns the list of extensions available for saving a resource of a given " @@ -89623,22 +100745,40 @@ msgid "" "Compress the resource on save using [constant FileAccess.COMPRESSION_ZSTD]. " "Only available for binary resource types." msgstr "" -"在保存时使用 [constant FileAccess.COMPRESSION_ZSTD] 压缩资源。仅适用于二进制" -"资源类型。" +"在保存时使用 [constant FileAccess.COMPRESSION_ZSTD] 压缩资源。仅适用于二进制资" +"源类型。" msgid "" "Take over the paths of the saved subresources (see [method Resource." "take_over_path])." msgstr "接管保存的子资源的路径(见 [method Resource.take_over_path])。" +msgid "" +"A singleton that manages the unique identifiers of all resources within a " +"project." +msgstr "管理项目中所有资源的唯一标识符的单例。" + +msgid "" +"Resource UIDs (Unique IDentifiers) allow the engine to keep references " +"between resources intact, even if files can renamed or moved. They can be " +"accessed with [code]uid://[/code].\n" +"[ResourceUID] keeps track of all registered resource UIDs in a project, " +"generates new UIDs, and converts between their string and integer " +"representations." +msgstr "" +"资源 UID(Unique IDentifier,唯一标识符)可以使引擎保持资源之间引用关系的完整" +"性,即使文件发生重命名或移动。可以使用 [code]uid://[/code] 访问。\n" +"[ResourceUID] 能够跟踪项目中所有已注册的资源 UID,生成新的 UID,也能够将标识符" +"在字符串表示和整数表示之间进行转换。" + msgid "" "Adds a new UID value which is mapped to the given resource path.\n" "Fails with an error if the UID already exists, so be sure to check [method " "has_id] beforehand, or use [method set_id] instead." msgstr "" "添加一个新的 UID 值,将其映射到给定的资源路径。\n" -"如果 UID 已经存在,则会返回错误,因此请务必先使用 [method has_id] 进行检查," -"或者改用 [method set_id]。" +"如果 UID 已经存在,则会返回错误,因此请务必先使用 [method has_id] 进行检查,或" +"者改用 [method set_id]。" msgid "" "Generates a random resource UID which is guaranteed to be unique within the " @@ -89677,15 +100817,15 @@ msgid "" "has_id] beforehand, or use [method add_id] instead." msgstr "" "更新现有 UID 的资源路径。\n" -"如果 UID 不存在,则失败并出现错误,因此请务必提前使用 [method has_id] 检查," -"或者改用 [method add_id]。" +"如果 UID 不存在,则失败并出现错误,因此请务必提前使用 [method has_id] 检查,或" +"者改用 [method add_id]。" msgid "Extracts the UID value from the given [code]uid://[/code] string." msgstr "从给定的 [code]uid://[/code] 字符串中提取 UID 值。" msgid "" -"The value to use for an invalid UID, for example if the resource could not " -"be loaded.\n" +"The value to use for an invalid UID, for example if the resource could not be " +"loaded.\n" "Its text representation is [code]uid://[/code]." msgstr "" "用于无效 UID 的值,例如无法加载的资源。\n" @@ -89697,11 +100837,50 @@ msgstr "3D 粒子拖尾" msgid "Particle systems (3D)" msgstr "粒子系统(3D)" +msgid "A custom effect for a [RichTextLabel]." +msgstr "[RichTextLabel] 的自定义效果。" + msgid "" -"Override this method to modify properties in [param char_fx]. The method " -"must return [code]true[/code] if the character could be transformed " -"successfully. If the method returns [code]false[/code], it will skip " -"transformation to avoid displaying broken text." +"A custom effect for a [RichTextLabel].\n" +"[b]Note:[/b] For a [RichTextEffect] to be usable, a BBCode tag must be " +"defined as a member variable called [code]bbcode[/code] in the script.\n" +"[codeblocks]\n" +"[gdscript]\n" +"# The RichTextEffect will be usable like this: `[example]Some text[/" +"example]`\n" +"var bbcode = \"example\"\n" +"[/gdscript]\n" +"[csharp]\n" +"// The RichTextEffect will be usable like this: `[example]Some text[/" +"example]`\n" +"string bbcode = \"example\";\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]Note:[/b] As soon as a [RichTextLabel] contains at least one " +"[RichTextEffect], it will continuously process the effect unless the project " +"is paused. This may impact battery life negatively." +msgstr "" +"[RichTextLabel] 的自定义效果。\n" +"[b]注意:[/b]要使用 [RichTextEffect],必须在脚本中定义名为 [code]bbcode[/" +"code] 的成员变量作为 BBCode 标签。\n" +"[codeblocks]\n" +"[gdscript]\n" +"# 使用 RichTextEffect 的方式是这样的:`[example]Some text[/example]`\n" +"var bbcode = \"example\"\n" +"[/gdscript]\n" +"[csharp]\n" +"// 使用 RichTextEffect 的方式是这样的:`[example]Some text[/example]`\n" +"string bbcode = \"example\";\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]注意:[/b]只要 [RichTextLabel] 包含至少一个 [RichTextEffect],它就会持续处" +"理效果,除非项目暂停。这可能会对电池寿命产生负面影响。" + +msgid "" +"Override this method to modify properties in [param char_fx]. The method must " +"return [code]true[/code] if the character could be transformed successfully. " +"If the method returns [code]false[/code], it will skip transformation to " +"avoid displaying broken text." msgstr "" "覆盖该方法以修改 [param char_fx] 中的属性。如果字符可以被成功转换,则该方法必" "须返回 [code]true[/code]。如果该方法返回 [code]false[/code],则它将跳过转换以" @@ -89736,8 +100915,8 @@ msgid "" "[b]Note:[/b] Using this method, you can't close a tag that was opened in a " "previous [method append_text] call. This is done to improve performance, " "especially when updating large RichTextLabels since rebuilding the whole " -"BBCode every time would be slower. If you absolutely need to close a tag in " -"a future method call, append the [member text] instead of using [method " +"BBCode every time would be slower. If you absolutely need to close a tag in a " +"future method call, append the [member text] instead of using [method " "append_text]." msgstr "" "解析 [param bbcode] 并根据需要将标签添加到标签栈中。\n" @@ -89748,9 +100927,9 @@ msgstr "" msgid "" "Returns the line number of the character position provided.\n" -"[b]Note:[/b] If [member threaded] is enabled, this method returns a value " -"for the loaded part of the document. Use [method is_ready] or [signal " -"finished] to determine whether document is fully loaded." +"[b]Note:[/b] If [member threaded] is enabled, this method returns a value for " +"the loaded part of the document. Use [method is_ready] or [signal finished] " +"to determine whether document is fully loaded." msgstr "" "返回提供的字符位置的行号。\n" "[b]注意:[/b]如果启用了 [member threaded],则此方法返回的是文档已加载部分的" @@ -89758,9 +100937,9 @@ msgstr "" msgid "" "Returns the paragraph number of the character position provided.\n" -"[b]Note:[/b] If [member threaded] is enabled, this method returns a value " -"for the loaded part of the document. Use [method is_ready] or [signal " -"finished] to determine whether document is fully loaded." +"[b]Note:[/b] If [member threaded] is enabled, this method returns a value for " +"the loaded part of the document. Use [method is_ready] or [signal finished] " +"to determine whether document is fully loaded." msgstr "" "返回提供的字符位置的段号。\n" "[b]注意:[/b]如果启用了 [member threaded],则此方法返回的是文档已加载部分的" @@ -89768,9 +100947,9 @@ msgstr "" msgid "" "Returns the height of the content.\n" -"[b]Note:[/b] If [member threaded] is enabled, this method returns a value " -"for the loaded part of the document. Use [method is_ready] or [signal " -"finished] to determine whether document is fully loaded." +"[b]Note:[/b] If [member threaded] is enabled, this method returns a value for " +"the loaded part of the document. Use [method is_ready] or [signal finished] " +"to determine whether document is fully loaded." msgstr "" "返回内容的高度。\n" "[b]注意:[/b]如果启用了 [member threaded],则此方法返回的是文档已加载部分的" @@ -89778,9 +100957,9 @@ msgstr "" msgid "" "Returns the width of the content.\n" -"[b]Note:[/b] If [member threaded] is enabled, this method returns a value " -"for the loaded part of the document. Use [method is_ready] or [signal " -"finished] to determine whether document is fully loaded." +"[b]Note:[/b] If [member threaded] is enabled, this method returns a value for " +"the loaded part of the document. Use [method is_ready] or [signal finished] " +"to determine whether document is fully loaded." msgstr "" "返回内容的宽度。\n" "[b]注意:[/b]如果启用了 [member threaded],则此方法返回的是文档已加载部分的" @@ -89789,9 +100968,9 @@ msgstr "" msgid "" "Returns the total number of lines in the text. Wrapped text is counted as " "multiple lines.\n" -"[b]Note:[/b] If [member threaded] is enabled, this method returns a value " -"for the loaded part of the document. Use [method is_ready] or [signal " -"finished] to determine whether document is fully loaded." +"[b]Note:[/b] If [member threaded] is enabled, this method returns a value for " +"the loaded part of the document. Use [method is_ready] or [signal finished] " +"to determine whether document is fully loaded." msgstr "" "返回文本中的总行数。自动换行的文本计为多行。\n" "[b]注意:[/b]如果启用了 [member threaded],则此方法返回的是文档已加载部分的" @@ -89799,9 +100978,9 @@ msgstr "" msgid "" "Returns the vertical offset of the line found at the provided index.\n" -"[b]Note:[/b] If [member threaded] is enabled, this method returns a value " -"for the loaded part of the document. Use [method is_ready] or [signal " -"finished] to determine whether document is fully loaded." +"[b]Note:[/b] If [member threaded] is enabled, this method returns a value for " +"the loaded part of the document. Use [method is_ready] or [signal finished] " +"to determine whether document is fully loaded." msgstr "" "返回位于提供的索引处的行的垂直偏移量。\n" "[b]注意:[/b]如果启用了 [member threaded],则此方法返回的是文档已加载部分的" @@ -89850,8 +101029,8 @@ msgid "" "}\n" "[/csharp]\n" "[/codeblocks]\n" -"[b]Warning:[/b] This is a required internal node, removing and freeing it " -"may cause a crash. If you wish to hide it or any of its children, use their " +"[b]Warning:[/b] This is a required internal node, removing and freeing it may " +"cause a crash. If you wish to hide it or any of its children, use their " "[member Window.visible] property." msgstr "" "返回该 [RichTextLabel] 的 [PopupMenu]。默认情况下,这个菜单会在右键单击 " @@ -89903,14 +101082,14 @@ msgid "" "Returns the total number of paragraphs (newlines or [code]p[/code] tags in " "the tag stack's text tags). Considers wrapped text as one paragraph." msgstr "" -"返回段落的总数(换行符或标记栈文本标签中的 [code]p[/code] 标签)。自动换行的" -"文本视为一个段落。" +"返回段落的总数(换行符或标记栈文本标签中的 [code]p[/code] 标签)。自动换行的文" +"本视为一个段落。" msgid "" "Returns the vertical offset of the paragraph found at the provided index.\n" -"[b]Note:[/b] If [member threaded] is enabled, this method returns a value " -"for the loaded part of the document. Use [method is_ready] or [signal " -"finished] to determine whether document is fully loaded." +"[b]Note:[/b] If [member threaded] is enabled, this method returns a value for " +"the loaded part of the document. Use [method is_ready] or [signal finished] " +"to determine whether document is fully loaded." msgstr "" "返回位于提供的索引处的段落的垂直偏移量。\n" "[b]注意:[/b]如果启用了 [member threaded],则此方法返回的是文档已加载部分的" @@ -89923,8 +101102,8 @@ msgid "Returns the current selection text. Does not include BBCodes." msgstr "返回当前选中的文本。不包括 BBCode。" msgid "" -"Returns the current selection first character index if a selection is " -"active, [code]-1[/code] otherwise. Does not include BBCodes." +"Returns the current selection first character index if a selection is active, " +"[code]-1[/code] otherwise. Does not include BBCodes." msgstr "" "如果选区处于活动状态,则返回当前选区第一个字符的索引,否则返回 [code]-1[/" "code]。不包括 BBCode。" @@ -89943,9 +101122,9 @@ msgstr "返回文本标签的总字符数。不包括 BBCode。" msgid "" "Returns the number of visible lines.\n" -"[b]Note:[/b] If [member threaded] is enabled, this method returns a value " -"for the loaded part of the document. Use [method is_ready] or [signal " -"finished] to determine whether document is fully loaded." +"[b]Note:[/b] If [member threaded] is enabled, this method returns a value for " +"the loaded part of the document. Use [method is_ready] or [signal finished] " +"to determine whether document is fully loaded." msgstr "" "返回可见行数。\n" "[b]注意:[/b]如果启用了 [member threaded],则此方法返回的是文档已加载部分的" @@ -89954,13 +101133,13 @@ msgstr "" msgid "" "Returns the number of visible paragraphs. A paragraph is considered visible " "if at least one of its lines is visible.\n" -"[b]Note:[/b] If [member threaded] is enabled, this method returns a value " -"for the loaded part of the document. Use [method is_ready] or [signal " -"finished] to determine whether document is fully loaded." +"[b]Note:[/b] If [member threaded] is enabled, this method returns a value for " +"the loaded part of the document. Use [method is_ready] or [signal finished] " +"to determine whether document is fully loaded." msgstr "" "返回可见段落的数量。如果段落中至少有一行是可见的,则该段落被认为是可见的。\n" -"[b]注意:[/b] 如果启用了 [member threaded],则此方法返回文档已加载部分的值。" -"使用 [method is_ready] 或 [signal finished] 来确定文档是否已完全加载。" +"[b]注意:[/b] 如果启用了 [member threaded],则此方法返回文档已加载部分的值。使" +"用 [method is_ready] 或 [signal finished] 来确定文档是否已完全加载。" msgid "" "Installs a custom effect. [param effect] should be a valid [RichTextEffect]." @@ -89996,9 +101175,9 @@ msgid "Adds a [code][bgcolor][/code] tag to the tag stack." msgstr "向标签栈中添加 [code][bgcolor][/code] 标签。" msgid "" -"Adds a [code][font][/code] tag with a bold font to the tag stack. This is " -"the same as adding a [code][b][/code] tag if not currently in a [code][i][/" -"code] tag." +"Adds a [code][font][/code] tag with a bold font to the tag stack. This is the " +"same as adding a [code][b][/code] tag if not currently in a [code][i][/code] " +"tag." msgstr "" "在标签栈中添加 [code][font][/code] 标签,字体为黑体。如果当前没有 [code][i][/" "code] 标签,则与添加 [code][b][/code] 标签相同。" @@ -90084,8 +101263,7 @@ msgid "" "Adds a [code][outline_color][/code] tag to the tag stack. Adds text outline " "for its duration." msgstr "" -"在标签栈中添加 [code][outline_color][/code] 标签。在其有效期内为文本添加轮" -"廓。" +"在标签栈中添加 [code][outline_color][/code] 标签。在其有效期内为文本添加轮廓。" msgid "" "Adds a [code][outline_size][/code] tag to the tag stack. Overrides default " @@ -90156,8 +101334,8 @@ msgid "" "If [param expand] is [code]false[/code], the column will not contribute to " "the total ratio." msgstr "" -"编辑选定列的扩展选项。如果 [param expand] 为 [code]true[/code],则该列按其扩" -"展比率相对于其他列的比率进行扩展。\n" +"编辑选定列的扩展选项。如果 [param expand] 为 [code]true[/code],则该列按其扩展" +"比率相对于其他列的比率进行扩展。\n" "例如,比率为 3 和 4 的两列,加上 70 像素的可用宽度,将分别扩展 30 和 40 像" "素。\n" "如果 [param expand] 为 [code]false[/code],则该列将不会对总比率产生影响。" @@ -90167,8 +101345,8 @@ msgid "" "gets wrapped inside the node's bounding rectangle. To see how each mode " "behaves, see [enum TextServer.AutowrapMode]." msgstr "" -"如果设置为 [constant TextServer.AUTOWRAP_OFF] 以外的值,则文本将在节点的边界" -"矩形内换行。要了解每种模式的行为,请参见 [enum TextServer.AutowrapMode]。" +"如果设置为 [constant TextServer.AUTOWRAP_OFF] 以外的值,则文本将在节点的边界矩" +"形内换行。要了解每种模式的行为,请参见 [enum TextServer.AutowrapMode]。" msgid "If [code]true[/code], the label uses BBCode formatting." msgstr "如果为 [code]true[/code],则该标签使用 BBCode 格式。" @@ -90199,15 +101377,15 @@ msgstr "" "[hint=description]{text}[/hint][/code]。" msgid "" -"If [code]true[/code], the label underlines meta tags such as [code][url]" -"{text}[/url][/code]." +"If [code]true[/code], the label underlines meta tags such as [code][url]{text}" +"[/url][/code]." msgstr "" "如果为 [code]true[/code],则会在元标签下划线,例如 [code][url]{text}[/url][/" "code]。" msgid "" -"The delay after which the loading progress bar is displayed, in " -"milliseconds. Set to [code]-1[/code] to disable progress bar entirely.\n" +"The delay after which the loading progress bar is displayed, in milliseconds. " +"Set to [code]-1[/code] to disable progress bar entirely.\n" "[b]Note:[/b] Progress bar is displayed only if [member threaded] is enabled." msgstr "" "加载进度条显示的延迟时间,单位为毫秒。将其设置为 [code]-1[/code] 将完全禁用进" @@ -90218,8 +101396,8 @@ msgid "" "If [code]true[/code], the scrollbar is visible. Setting this to [code]false[/" "code] does not block scrolling completely. See [method scroll_to_line]." msgstr "" -"如果为 [code]true[/code],则滚动条可见。将此设置为 [code]false[/code] 不会完" -"全阻止滚动。见[method scroll_to_line]。" +"如果为 [code]true[/code],则滚动条可见。将此设置为 [code]false[/code] 不会完全" +"阻止滚动。见[method scroll_to_line]。" msgid "" "If [code]true[/code], the window scrolls down to display new content " @@ -90245,23 +101423,23 @@ msgstr "" msgid "" "The label's text in BBCode format. Is not representative of manual " -"modifications to the internal tag stack. Erases changes made by other " -"methods when edited.\n" -"[b]Note:[/b] If [member bbcode_enabled] is [code]true[/code], it is " -"unadvised to use the [code]+=[/code] operator with [code]text[/code] (e.g. " -"[code]text += \"some string\"[/code]) as it replaces the whole text and can " -"cause slowdowns. It will also erase all BBCode that was added to stack using " +"modifications to the internal tag stack. Erases changes made by other methods " +"when edited.\n" +"[b]Note:[/b] If [member bbcode_enabled] is [code]true[/code], it is unadvised " +"to use the [code]+=[/code] operator with [code]text[/code] (e.g. [code]text " +"+= \"some string\"[/code]) as it replaces the whole text and can cause " +"slowdowns. It will also erase all BBCode that was added to stack using " "[code]push_*[/code] methods. Use [method append_text] for adding text " "instead, unless you absolutely need to close a tag that was opened in an " "earlier method call." msgstr "" -"以 BBCode 格式表示的标签的文本。当编辑时,不代表对内部标签栈所做的手动修改。" -"在编辑时将擦除使用其他方法添加的更改。\n" +"以 BBCode 格式表示的标签的文本。当编辑时,不代表对内部标签栈所做的手动修改。在" +"编辑时将擦除使用其他方法添加的更改。\n" "[b]注意:[/b] 如果 [member bbcode_enabled] 是 [code]true[/code],则不建议使用 " -"[code]text += \"some string\"[/code] 这样的 [code]+=[/code] 操作符,因为它会" -"替换整个文本,并可能导致减速。它还将擦除使用 [code]push_*[/code] 方法添加到堆" -"栈中的所有 BBCode。可使用 [method append_text] 来添加文本,除非您绝对需要关闭" -"在之前的方法调用中打开的标记。" +"[code]text += \"some string\"[/code] 这样的 [code]+=[/code] 操作符,因为它会替" +"换整个文本,并可能导致减速。它还将擦除使用 [code]push_*[/code] 方法添加到堆栈" +"中的所有 BBCode。可使用 [method append_text] 来添加文本,除非您绝对需要关闭在" +"之前的方法调用中打开的标记。" msgid "If [code]true[/code], text processing is done in a background thread." msgstr "如果为 [code]true[/code],则文本处理在后台线程中完成。" @@ -90272,13 +101450,13 @@ msgstr "当文档完全加载时触发。" msgid "" "Triggered when the user clicks on content between meta tags. If the meta is " "defined in text, e.g. [code][url={\"data\"=\"hi\"}]hi[/url][/code], then the " -"parameter for this signal will be a [String] type. If a particular type or " -"an object is desired, the [method push_meta] method must be used to manually " +"parameter for this signal will be a [String] type. If a particular type or an " +"object is desired, the [method push_meta] method must be used to manually " "insert the data into the tag stack." msgstr "" "当用户点击元标记之间的内容时触发。如果元是在文本中定义的,例如[code]" -"[url={\"data\"=\"hi\"}]hi[/url][/code],则该信号的参数为[String]类型。如果需" -"要特定类型或对象,则必须使用 [method push_meta] 方法将数据手动插入标签栈。" +"[url={\"data\"=\"hi\"}]hi[/url][/code],则该信号的参数为[String]类型。如果需要" +"特定类型或对象,则必须使用 [method push_meta] 方法将数据手动插入标签栈。" msgid "Triggers when the mouse exits a meta tag." msgstr "当鼠标退出元标签时触发。" @@ -90383,13 +101561,13 @@ msgstr "默认文本字体大小。" msgid "" "The background used when the [RichTextLabel] is focused. The [code]focus[/" -"code] [StyleBox] is displayed [i]over[/i] the base [StyleBox], so a " -"partially transparent [StyleBox] should be used to ensure the base " -"[StyleBox] remains visible. A [StyleBox] that represents an outline or an " -"underline works well for this purpose. To disable the focus visual effect, " -"assign a [StyleBoxEmpty] resource. Note that disabling the focus visual " -"effect will harm keyboard/controller navigation usability, so this is not " -"recommended for accessibility reasons." +"code] [StyleBox] is displayed [i]over[/i] the base [StyleBox], so a partially " +"transparent [StyleBox] should be used to ensure the base [StyleBox] remains " +"visible. A [StyleBox] that represents an outline or an underline works well " +"for this purpose. To disable the focus visual effect, assign a " +"[StyleBoxEmpty] resource. Note that disabling the focus visual effect will " +"harm keyboard/controller navigation usability, so this is not recommended for " +"accessibility reasons." msgstr "" "该 [RichTextLabel] 处于聚焦状态时使用的背景。[code]focus[/code] [StyleBox] 显" "示在基础 [StyleBox] [i]之上[/i],所以应该使用部分透明的 [StyleBox],确保基础 " @@ -90408,8 +101586,8 @@ msgid "" "A low-level resource may correspond to a high-level [Resource], such as " "[Texture] or [Mesh]." msgstr "" -"RID [Variant] 类型用于通过其唯一 ID 访问低级资源。RID 是不透明的,这意味着它" -"们不会自行授予对资源的访问权限。它们由低级服务类使用,例如 [DisplayServer]、" +"RID [Variant] 类型用于通过其唯一 ID 访问低级资源。RID 是不透明的,这意味着它们" +"不会自行授予对资源的访问权限。它们由低级服务类使用,例如 [DisplayServer]、" "[RenderingServer]、[TextServer] 等。\n" "低级资源可能对应于高级 [Resource],例如 [Texture] 或 [Mesh]。" @@ -90459,6 +101637,43 @@ msgstr "" "如果该 [RID] 的 ID 大于等于右侧 [param right] 的 ID,则返回 [code]true[/" "code]。" +msgid "A 2D physics body that is moved by a physics simulation." +msgstr "由物理仿真进行移动的 2D 物理体。" + +msgid "" +"[RigidBody2D] implements full 2D physics. It cannot be controlled directly, " +"instead, you must apply forces to it (gravity, impulses, etc.), and the " +"physics simulation will calculate the resulting movement, rotation, react to " +"collisions, and affect other physics bodies in its path.\n" +"The body's behavior can be adjusted via [member lock_rotation], [member " +"freeze], and [member freeze_mode]. By changing various properties of the " +"object, such as [member mass], you can control how the physics simulation " +"acts on it.\n" +"A rigid body will always maintain its shape and size, even when forces are " +"applied to it. It is useful for objects that can be interacted with in an " +"environment, such as a tree that can be knocked over or a stack of crates " +"that can be pushed around.\n" +"If you need to override the default physics behavior, you can write a custom " +"force integration function. See [member custom_integrator].\n" +"[b]Note:[/b] Changing the 2D transform or [member linear_velocity] of a " +"[RigidBody2D] very often may lead to some unpredictable behaviors. If you " +"need to directly affect the body, prefer [method _integrate_forces] as it " +"allows you to directly access the physics state." +msgstr "" +"[RigidBody2D] 实现了完整的 2D 物理。这个物理体无法直接控制,必须对其施加力(重" +"力、冲量等),物理仿真将计算由此产生的移动、旋转、对碰撞的反应以及对沿路其他物" +"理体的影响等。\n" +"可以使用 [member lock_rotation]、[member freeze]、和 [member freeze_mode] 调整" +"该物理体的行为。通过修改该对象的 [member mass] 等属性,你可以控制物理仿真对其" +"的影响。\n" +"即使施加了力,刚体也会始终维持自身的形状和大小。适用于环境中可交互的对象,例如" +"能够推倒的树木或者能够被推动的一堆箱子。\n" +"如果你需要覆盖默认的物理行为,你可以编写自定义的力整合函数。见 [member " +"custom_integrator]。\n" +"[b]注意:[/b]频繁修改 [RigidBody2D] 的 2D 变换或 [member linear_velocity] 可能" +"导致无法预期的行为。如果你需要直接影响物理体,请优先使用 [method " +"_integrate_forces],能够直接访问物理状态。" + msgid "2D Physics Platformer Demo" msgstr "2D 物理平台跳跃演示" @@ -90466,10 +101681,10 @@ msgid "Instancing Demo" msgstr "实例化演示" msgid "" -"Allows you to read and safely modify the simulation state for the object. " -"Use this instead of [method Node._physics_process] if you need to directly " -"change the body's [code]position[/code] or other physics properties. By " -"default, it works in addition to the usual physics behavior, but [member " +"Allows you to read and safely modify the simulation state for the object. Use " +"this instead of [method Node._physics_process] if you need to directly change " +"the body's [code]position[/code] or other physics properties. By default, it " +"works in addition to the usual physics behavior, but [member " "custom_integrator] allows you to disable the default behavior and write " "custom force integration for a body." msgstr "" @@ -90500,10 +101715,10 @@ msgid "" "can manually set [member inertia]." msgstr "" "在不影响位置的情况下,向实体施加一个旋转冲量。\n" -"冲量是时间无关的!每帧施加一个冲量将产生依赖于帧速率的力。出于这个原因,它应" -"该只在模拟一次性影响时使用(否则使用“_force”函数)。\n" -"[b]注意:[/b]需要 [member inertia] 才能发挥作用。要具有 [member inertia],活" -"动的 [CollisionShape2D] 必须是该节点的一个子节点,或者可以手动设置 [member " +"冲量是时间无关的!每帧施加一个冲量将产生依赖于帧速率的力。出于这个原因,它应该" +"只在模拟一次性影响时使用(否则使用“_force”函数)。\n" +"[b]注意:[/b]需要 [member inertia] 才能发挥作用。要具有 [member inertia],活动" +"的 [CollisionShape2D] 必须是该节点的一个子节点,或者可以手动设置 [member " "inertia]。" msgid "" @@ -90517,8 +101732,8 @@ msgstr "" "返回与此物体发生碰撞的物体的列表。需要将 [member contact_monitor] 设置为 " "[code]true[/code],并将 [member max_contacts_reported] 设置足够高以侦测所有碰" "撞。\n" -"[b]注意:[/b]此测试的结果不会立即在移动物体后得出。为了提高性能,碰撞列表每帧" -"更新一次,且在物理步骤之前进行。可考虑改用信号来代替。" +"[b]注意:[/b]此测试的结果不会立即在移动物体后得出。为了提高性能,碰撞列表每帧更" +"新一次,且在物理步骤之前进行。可考虑改用信号来代替。" msgid "" "Returns the number of contacts this body has with other bodies. By default, " @@ -90536,8 +101751,8 @@ msgid "" "axis will be set as the given vector length. This is useful for jumping " "behavior." msgstr "" -"设置物体在给定轴上的速度。给定矢量轴上的速度将设置为给定向量长度。这对于跳跃" -"行为很有用。" +"设置物体在给定轴上的速度。给定矢量轴上的速度将设置为给定向量长度。这对于跳跃行" +"为很有用。" msgid "" "Damps the body's rotation. By default, the body will use the [b]Default " @@ -90545,13 +101760,13 @@ msgid "" "value override set by an [Area2D] the body is in. Depending on [member " "angular_damp_mode], you can set [member angular_damp] to be added to or to " "replace the body's damping value.\n" -"See [member ProjectSettings.physics/2d/default_angular_damp] for more " -"details about damping." +"See [member ProjectSettings.physics/2d/default_angular_damp] for more details " +"about damping." msgstr "" -"减缓物体的旋转。默认情况下,物体将使用 [b]项目> 项目设置> 物理> 2D[/b] 中的" -"[b]默认角阻尼[/b],或由 [Area2D] 设置的任何值覆盖。根据 [member " -"angular_damp_mode],您可以设置 [member angular_damp_mode] 以添加到或替换物体" -"的阻尼值。\n" +"减缓物体的旋转。默认情况下,物体将使用 [b]项目> 项目设置> 物理> 2D[/b] 中的[b]" +"默认角阻尼[/b],或由 [Area2D] 设置的任何值覆盖。根据 [member " +"angular_damp_mode],您可以设置 [member angular_damp_mode] 以添加到或替换物体的" +"阻尼值。\n" "有关阻尼的更多详细信息,请参见 [member ProjectSettings.physics/2d/" "default_angular_damp] 。" @@ -90566,23 +101781,22 @@ msgid "" "The body's custom center of mass, relative to the body's origin position, " "when [member center_of_mass_mode] is set to [constant " "CENTER_OF_MASS_MODE_CUSTOM]. This is the balanced point of the body, where " -"applied forces only cause linear acceleration. Applying forces outside of " -"the center of mass causes angular acceleration.\n" +"applied forces only cause linear acceleration. Applying forces outside of the " +"center of mass causes angular acceleration.\n" "When [member center_of_mass_mode] is set to [constant " "CENTER_OF_MASS_MODE_AUTO] (default value), the center of mass is " "automatically computed." msgstr "" "当 [member center_of_mass_mode] 设置为 [constant CENTER_OF_MASS_MODE_CUSTOM] " -"时,物体的自定义质心相对于物体原点位置的位置。这是物体的平衡点,只有施加在质" -"心内的力才会引起线性加速度。施加在质心之外的力会引起角加速度。\n" -"当 [member center_of_mass_mode] 设置为 [constant CENTER_OF_MASS_MODE_AUTO]" -"(默认值)时,会自动计算质心。" +"时,物体的自定义质心相对于物体原点位置的位置。这是物体的平衡点,只有施加在质心" +"内的力才会引起线性加速度。施加在质心之外的力会引起角加速度。\n" +"当 [member center_of_mass_mode] 设置为 [constant CENTER_OF_MASS_MODE_AUTO](默" +"认值)时,会自动计算质心。" msgid "" -"Defines the way the body's center of mass is set. See [enum " -"CenterOfMassMode] for possible values." -msgstr "" -"定义设置物体质心的方式。请参见 [enum CenterOfMassMode] 以获取可能的值。" +"Defines the way the body's center of mass is set. See [enum CenterOfMassMode] " +"for possible values." +msgstr "定义设置物体质心的方式。请参见 [enum CenterOfMassMode] 以获取可能的值。" msgid "" "The body's total constant positional forces applied during each physics " @@ -90600,17 +101814,6 @@ msgstr "" "在每个物理更新期间施加的物体的总恒定旋转力。\n" "请参见 [method add_constant_torque] 。" -msgid "" -"If [code]true[/code], the RigidBody2D will emit signals when it collides " -"with another RigidBody2D.\n" -"[b]Note:[/b] By default the maximum contacts reported is set to 0, meaning " -"nothing will be recorded, see [member max_contacts_reported]." -msgstr "" -"如果为 [code]true[/code],则该 RigidBody2D 将在与另一个 RigidBody2D 碰撞时发" -"出信号。\n" -"[b]注意:[/b]默认情况下,报告的接触的最大值被设置为 0,表示不会记录任何内容," -"请参阅 [member max_contacts_reported]。" - msgid "" "Continuous collision detection mode.\n" "Continuous collision detection tries to predict where a moving body will " @@ -90620,9 +101823,9 @@ msgid "" "methods are available. See [enum CCDMode] for details." msgstr "" "连续碰撞检测模式。\n" -"连续碰撞检测尝试预测一个移动的物体会在哪里碰撞,而不是移动它并在碰撞后纠正它" -"的运动。连续碰撞检测速度较慢,但更精确,并且与快速移动的小物体发生碰撞时遗漏" -"更少。可以使用光线投射和形状投射方法。有关详细信息,请参阅 [enum CCDMode]。" +"连续碰撞检测尝试预测一个移动的物体会在哪里碰撞,而不是移动它并在碰撞后纠正它的" +"运动。连续碰撞检测速度较慢,但更精确,并且与快速移动的小物体发生碰撞时遗漏更" +"少。可以使用光线投射和形状投射方法。有关详细信息,请参阅 [enum CCDMode]。" msgid "" "If [code]true[/code], internal force integration is disabled for this body. " @@ -90663,11 +101866,10 @@ msgstr "" msgid "" "The body's moment of inertia. This is like mass, but for rotation: it " -"determines how much torque it takes to rotate the body. The moment of " -"inertia is usually computed automatically from the mass and the shapes, but " -"this property allows you to set a custom value.\n" -"If set to [code]0[/code], inertia is automatically computed (default " -"value).\n" +"determines how much torque it takes to rotate the body. The moment of inertia " +"is usually computed automatically from the mass and the shapes, but this " +"property allows you to set a custom value.\n" +"If set to [code]0[/code], inertia is automatically computed (default value).\n" "[b]Note:[/b] This value does not change when inertia is automatically " "computed. Use [PhysicsServer2D] to get the computed inertia.\n" "[codeblocks]\n" @@ -90694,12 +101896,12 @@ msgid "" "[/csharp]\n" "[/codeblocks]" msgstr "" -"该物体的惯性力矩。与质量类似,但适用于旋转:用于确定需要施加多少扭矩才能让该" -"物体旋转。通常会自动根据质量和形状计算惯性力矩,但这个属性能够让你设置自定义" -"的值。\n" +"该物体的惯性力矩。与质量类似,但适用于旋转:用于确定需要施加多少扭矩才能让该物" +"体旋转。通常会自动根据质量和形状计算惯性力矩,但这个属性能够让你设置自定义的" +"值。\n" "设置为 [code]0[/code] 时,会自动计算惯性(默认值)。\n" -"[b]注意:[/b]自动计算出惯性后,这个值不会改变。请使用 [PhysicsServer2D] 获取" -"计算出的惯性。\n" +"[b]注意:[/b]自动计算出惯性后,这个值不会改变。请使用 [PhysicsServer2D] 获取计" +"算出的惯性。\n" "[codeblocks]\n" "[gdscript]\n" "@onready var ball = $Ball\n" @@ -90735,16 +101937,16 @@ msgid "" msgstr "" "阻碍物体的运动。默认情况下,物体将使用 [b]项目 > 项目设置 > Physics > 2d[/b] " "中的 [b]默认线性阻尼(Default Linear Damp)[/b]、或物体所在的 [Area2D] 设置的" -"任何值覆盖。取决于 [member linear_damp_mode],您可以将 [member linear_damp] " -"设置为添加或替换物体的阻尼值。\n" +"任何值覆盖。取决于 [member linear_damp_mode],您可以将 [member linear_damp] 设" +"置为添加或替换物体的阻尼值。\n" "有关阻尼的更多详细信息,请参见 [member ProjectSettings.physics/2d/" "default_linear_damp]。" msgid "" "The body's linear velocity in pixels per second. Can be used sporadically, " "but [b]don't set this every frame[/b], because physics may run in another " -"thread and runs at a different granularity. Use [method _integrate_forces] " -"as your process loop for precise control of the body state." +"thread and runs at a different granularity. Use [method _integrate_forces] as " +"your process loop for precise control of the body state." msgstr "" "该实体的线速度,单位为像素每秒。可以偶尔使用,但是[b]不要每一帧都去设置[/b]," "因为物理可能在另一个线程中运行,并且以不同的间隔。使用 [method " @@ -90757,9 +101959,9 @@ msgstr "如果为 [code]true[/code],则该物体不能旋转。重力和力只 msgid "" "The maximum number of contacts that will be recorded. Requires a value " -"greater than 0 and [member contact_monitor] to be set to [code]true[/code] " -"to start to register contacts. Use [method get_contact_count] to retrieve " -"the count or [method get_colliding_bodies] to retrieve bodies that have been " +"greater than 0 and [member contact_monitor] to be set to [code]true[/code] to " +"start to register contacts. Use [method get_contact_count] to retrieve the " +"count or [method get_colliding_bodies] to retrieve bodies that have been " "collided with.\n" "[b]Note:[/b] The number of contacts is different from the number of " "collisions. Collisions between parallel edges will result in two contacts " @@ -90783,12 +101985,11 @@ msgstr "" msgid "" "If [code]true[/code], the body will not move and will not calculate forces " -"until woken up by another body through, for example, a collision, or by " -"using the [method apply_impulse] or [method apply_force] methods." +"until woken up by another body through, for example, a collision, or by using " +"the [method apply_impulse] or [method apply_force] methods." msgstr "" "如果为 [code]true[/code] ,该刚体将不会移动,也不会计算受力,直到被另一个物体" -"唤醒,例如通过碰撞或使用 [method apply_impulse] 或 [method apply_force] 方" -"法。" +"唤醒,例如通过碰撞或使用 [method apply_impulse] 或 [method apply_force] 方法。" msgid "" "Emitted when a collision with another [PhysicsBody2D] or [TileMap] occurs. " @@ -90802,8 +102003,8 @@ msgstr "" "contact_monitor] 设置为 [code]true[/code],并将 [member " "max_contacts_reported] 设置得足够高以检测所有碰撞。如果 [TileSet] 具有碰撞 " "[Shape2D],则 [TileMap] 将被检测。\n" -"[param body] 是其他 [PhysicsBody2D] 或 [TileMap] 的 [Node],如果该节点存在于" -"树中。" +"[param body] 是其他 [PhysicsBody2D] 或 [TileMap] 的 [Node],如果该节点存在于树" +"中。" msgid "" "Emitted when the collision with another [PhysicsBody2D] or [TileMap] ends. " @@ -90817,8 +102018,8 @@ msgstr "" "contact_monitor] 设置为 [code]true[/code],并将 [member " "max_contacts_reported] 设置得足够高以检测所有碰撞。如果 [TileSet] 具有碰撞 " "[Shape2D],则 [TileMap] 将被检测。\n" -"[param body] 是其他 [PhysicsBody2D] 或 [TileMap] 的 [Node],如果该节点存在于" -"树中。" +"[param body] 是其他 [PhysicsBody2D] 或 [TileMap] 的 [Node],如果该节点存在于树" +"中。" msgid "" "Emitted when one of this RigidBody2D's [Shape2D]s collides with another " @@ -90834,23 +102035,21 @@ msgid "" "[PhysicsBody2D] or [TileMap] used by the [PhysicsServer2D]. Get the " "[CollisionShape2D] node with [code]body.shape_owner_get_owner(body." "shape_find_owner(body_shape_index))[/code].\n" -"[param local_shape_index] the index of the [Shape2D] of this RigidBody2D " -"used by the [PhysicsServer2D]. Get the [CollisionShape2D] node with " -"[code]self.shape_owner_get_owner(self.shape_find_owner(local_shape_index))[/" -"code]." +"[param local_shape_index] the index of the [Shape2D] of this RigidBody2D used " +"by the [PhysicsServer2D]. Get the [CollisionShape2D] node with [code]self." +"shape_owner_get_owner(self.shape_find_owner(local_shape_index))[/code]." msgstr "" "当该 RigidBody2D 的一个 [Shape2D] 与另一个 [PhysicsBody2D] 或 [TileMap] 的 " "[Shape2D] 碰撞时发出。需要将 [member contact_monitor] 设置为 [code]true[/" "code],并将 [member max_contacts_reported] 设置得足够高以检测所有碰撞。如果 " "[TileSet] 具有 Collision [Shape2D],则 [TileMap] 会被检测到。\n" -"[param body_rid] 由 [PhysicsServer2D] 使用的其他 [PhysicsBody2D] 或 " -"[TileSet] 的 [CollisionObject2D] 的 [RID]。\n" +"[param body_rid] 由 [PhysicsServer2D] 使用的其他 [PhysicsBody2D] 或 [TileSet] " +"的 [CollisionObject2D] 的 [RID]。\n" "[param body] 其他 [PhysicsBody2D] 或 [TileMap] 的 [Node],如果该节点存在于树" "中。\n" "[param body_shape_index] 由 [PhysicsServer2D] 使用的其他 [PhysicsBody2D] 或 " "[TileMap] 的 [Shape2D] 的索引。该 [CollisionShape2D] 节点可以使用 [code]body." -"shape_owner_get_owner(body.shape_find_owner(body_shape_index))[/code] 获" -"取。\n" +"shape_owner_get_owner(body.shape_find_owner(body_shape_index))[/code] 获取。\n" "[param local_shape_index] 由 [PhysicsServer2D] 使用的该 RigidBody2D 的 " "[Shape2D] 的索引。该 [CollisionShape2D] 节点可以使用 [code]self." "shape_owner_get_owner(self.shape_find_owner(local_shape_index))[/code] 获取。" @@ -90869,23 +102068,21 @@ msgid "" "[PhysicsBody2D] or [TileMap] used by the [PhysicsServer2D]. Get the " "[CollisionShape2D] node with [code]body.shape_owner_get_owner(body." "shape_find_owner(body_shape_index))[/code].\n" -"[param local_shape_index] the index of the [Shape2D] of this RigidBody2D " -"used by the [PhysicsServer2D]. Get the [CollisionShape2D] node with " -"[code]self.shape_owner_get_owner(self.shape_find_owner(local_shape_index))[/" -"code]." +"[param local_shape_index] the index of the [Shape2D] of this RigidBody2D used " +"by the [PhysicsServer2D]. Get the [CollisionShape2D] node with [code]self." +"shape_owner_get_owner(self.shape_find_owner(local_shape_index))[/code]." msgstr "" "当该 RigidBody2D 的一个 [Shape2D] 与另一个 [PhysicsBody2D] 或 [TileMap] 的 " "[Shape2D] 之间的碰撞结束时发出。需要将 [member contact_monitor] 设置为 " "[code]true[/code],并将 [member max_contacts_reported] 设置得足够高以检测所有" "碰撞。如果 [TileSet] 具有 Collision [Shape2D],则 [TileMap] 会被检测到。\n" -"[param body_rid] 由 [PhysicsServer2D] 使用的其他 [PhysicsBody2D] 或 " -"[TileSet] 的 [CollisionObject2D] 的 [RID]。\n" +"[param body_rid] 由 [PhysicsServer2D] 使用的其他 [PhysicsBody2D] 或 [TileSet] " +"的 [CollisionObject2D] 的 [RID]。\n" "[param body] 其他 [PhysicsBody2D] 或 [TileMap] 的 [Node],如果该节点存在于树" "中。\n" "[param body_shape_index] 由 [PhysicsServer2D] 使用的其他 [PhysicsBody2D] 或 " "[TileMap] 的 [Shape2D] 的索引。该 [CollisionShape2D] 节点可以使用 [code]body." -"shape_owner_get_owner(body.shape_find_owner(body_shape_index))[/code] 获" -"取。\n" +"shape_owner_get_owner(body.shape_find_owner(body_shape_index))[/code] 获取。\n" "[param local_shape_index] 由 [PhysicsServer2D] 使用的该 RigidBody2D 的 " "[Shape2D] 的索引。该 [CollisionShape2D] 节点可以使用 [code]self." "shape_owner_get_owner(self.shape_find_owner(local_shape_index))[/code] 获取。" @@ -90897,17 +102094,17 @@ msgid "" "engine or [code]emit_signal(\"sleeping_state_changed\")[/code] is used." msgstr "" "当物理引擎改变物体的睡眠状态时发出。\n" -"[b]注意:[/b]改变 [member sleeping] 的值不会触发这个信号。只有当物理引擎改变" -"了睡眠状态或者使用了 [code]emit_signal(\"sleeping_state_changed\")[/code] " -"时,它才会被发出。" +"[b]注意:[/b]改变 [member sleeping] 的值不会触发这个信号。只有当物理引擎改变了" +"睡眠状态或者使用了 [code]emit_signal(\"sleeping_state_changed\")[/code] 时,它" +"才会被发出。" msgid "" "Static body freeze mode (default). The body is not affected by gravity and " "forces. It can be only moved by user code and doesn't collide with other " "bodies along its path." msgstr "" -"静态物体冻结模式(默认)。物体不受重力和力的影响。它只能由用户的代码移动,并" -"且其他物体沿其路径运动时,不会与之发生碰撞。" +"静态物体冻结模式(默认)。物体不受重力和力的影响。它只能由用户的代码移动,并且" +"其他物体沿其路径运动时,不会与之发生碰撞。" msgid "" "Kinematic body freeze mode. Similar to [constant FREEZE_MODE_STATIC], but " @@ -90917,6 +102114,14 @@ msgstr "" "运动物体的冻结模式。类似于 [constant FREEZE_MODE_STATIC] ,但是在移动时会与其" "路径上的其他物体发生碰撞。适用于需要动画的冻结物体。" +msgid "" +"In this mode, the body's center of mass is calculated automatically based on " +"its shapes. This assumes that the shapes' origins are also their center of " +"mass." +msgstr "" +"在此模式下,该物体的质心将基于其形状自动计算。此处的前提是各个形状的原点也是对" +"应的质心。" + msgid "" "In this mode, the body's center of mass is set through [member " "center_of_mass]. Defaults to the body's origin position." @@ -90941,6 +102146,43 @@ msgid "" "slowest CCD method and the most precise." msgstr "使用形状投射启用连续碰撞检测。这是最慢的 CCD 方法,也是最精确的。" +msgid "A 3D physics body that is moved by a physics simulation." +msgstr "由物理仿真进行移动的 3D 物理体。" + +msgid "" +"[RigidBody3D] implements full 3D physics. It cannot be controlled directly, " +"instead, you must apply forces to it (gravity, impulses, etc.), and the " +"physics simulation will calculate the resulting movement, rotation, react to " +"collisions, and affect other physics bodies in its path.\n" +"The body's behavior can be adjusted via [member lock_rotation], [member " +"freeze], and [member freeze_mode]. By changing various properties of the " +"object, such as [member mass], you can control how the physics simulation " +"acts on it.\n" +"A rigid body will always maintain its shape and size, even when forces are " +"applied to it. It is useful for objects that can be interacted with in an " +"environment, such as a tree that can be knocked over or a stack of crates " +"that can be pushed around.\n" +"If you need to override the default physics behavior, you can write a custom " +"force integration function. See [member custom_integrator].\n" +"[b]Note:[/b] Changing the 3D transform or [member linear_velocity] of a " +"[RigidBody3D] very often may lead to some unpredictable behaviors. If you " +"need to directly affect the body, prefer [method _integrate_forces] as it " +"allows you to directly access the physics state." +msgstr "" +"[RigidBody3D] 实现了完整的 3D 物理。这个物理体无法直接控制,必须对其施加力(重" +"力、冲量等),物理仿真将计算由此产生的移动、旋转、对碰撞的反应以及对沿路其他物" +"理体的影响等。\n" +"可以使用 [member lock_rotation]、[member freeze]、和 [member freeze_mode] 调整" +"该物理体的行为。通过修改该对象的 [member mass] 等属性,你可以控制物理仿真对其" +"的影响。\n" +"即使施加了力,刚体也会始终维持自身的形状和大小。适用于环境中可交互的对象,例如" +"能够推倒的树木或者能够被推动的一堆箱子。\n" +"如果你需要覆盖默认的物理行为,你可以编写自定义的力整合函数。见 [member " +"custom_integrator]。\n" +"[b]注意:[/b]频繁修改 [RigidBody3D] 的 3D 变换或 [member linear_velocity] 可能" +"导致无法预期的行为。如果你需要直接影响物理体,请优先使用 [method " +"_integrate_forces],能够直接访问物理状态。" + msgid "" "Applies a rotational force without affecting position. A force is time " "dependent and meant to be applied every physics update.\n" @@ -90963,10 +102205,10 @@ msgid "" "can manually set [member inertia]." msgstr "" "在不影响位置的情况下,向实体施加一个旋转冲量。\n" -"冲量是时间无关的!每帧施加一个冲量将产生一个依赖于帧速率的力。出于这个原因," -"它应该只在模拟一次性影响时使用(否则使用“_force”函数)。\n" -"[b]注意:[/b]需要 [member inertia] 才能发挥作用。要具有 [member inertia],活" -"动的 [CollisionShape3D] 必须是该节点的一个子节点,或者可以手动设置 [member " +"冲量是时间无关的!每帧施加一个冲量将产生一个依赖于帧速率的力。出于这个原因,它" +"应该只在模拟一次性影响时使用(否则使用“_force”函数)。\n" +"[b]注意:[/b]需要 [member inertia] 才能发挥作用。要具有 [member inertia],活动" +"的 [CollisionShape3D] 必须是该节点的一个子节点,或者可以手动设置 [member " "inertia]。" msgid "" @@ -90978,17 +102220,6 @@ msgstr "" msgid "The RigidBody3D's rotational velocity in [i]radians[/i] per second." msgstr "该 RigidBody3D 的旋转速度,单位为[i]弧度[/i]每秒。" -msgid "" -"If [code]true[/code], the RigidBody3D will emit signals when it collides " -"with another RigidBody3D.\n" -"[b]Note:[/b] By default the maximum contacts reported is set to 0, meaning " -"nothing will be recorded, see [member max_contacts_reported]." -msgstr "" -"如果为 [code]true[/code],则该 RigidBody3D 将在与另一个 RigidBody3D 碰撞时发" -"出信号。\n" -"[b]注意:[/b]默认情况下,报告的接触的最大值被设置为 0,表示不会记录任何内容," -"请参阅 [member max_contacts_reported]。" - msgid "" "If [code]true[/code], continuous collision detection is used.\n" "Continuous collision detection tries to predict where a moving body will " @@ -90998,9 +102229,9 @@ msgid "" "faster to compute, but can miss small, fast-moving objects." msgstr "" "如果为 [code]true[/code],则使用连续碰撞检测。\n" -"连续碰撞检测尝试预测一个移动的物体会在哪里碰撞,而不是移动它并在它发生碰撞时" -"纠正它的运动。连续碰撞检测更精确,并且错过了较小的、快速移动的物体的撞击。不" -"使用连续碰撞检测的计算速度更快,但可能会错过小的、快速移动的物体。" +"连续碰撞检测尝试预测一个移动的物体会在哪里碰撞,而不是移动它并在它发生碰撞时纠" +"正它的运动。连续碰撞检测更精确,并且错过了较小的、快速移动的物体的撞击。不使用" +"连续碰撞检测的计算速度更快,但可能会错过小的、快速移动的物体。" msgid "" "If [code]true[/code], the body is frozen. Gravity and forces are not applied " @@ -91029,9 +102260,9 @@ msgid "" "example, a value of 1 will be normal gravity, 2 will apply double gravity, " "and 0.5 will apply half gravity to this object." msgstr "" -"此值将乘以在 [b]项目 > 项目设置 > 物理 > 3D[/b] 中获取的全局 3D 重力设置,以" -"产生 RigidBody3D 的重力。例如,值为 1 表示正常重力,值为 2 将施加双倍重力,而" -"值为 0.5 将施加一半重力到该对象。" +"此值将乘以在 [b]项目 > 项目设置 > 物理 > 3D[/b] 中获取的全局 3D 重力设置,以产" +"生 RigidBody3D 的重力。例如,值为 1 表示正常重力,值为 2 将施加双倍重力,而值" +"为 0.5 将施加一半重力到该对象。" msgid "" "The body's moment of inertia. This is like mass, but for rotation: it " @@ -91066,12 +102297,12 @@ msgid "" "[/csharp]\n" "[/codeblocks]" msgstr "" -"该物体的惯性力矩。与质量类似,但适用于旋转:用于确定各个轴上需要施加多少扭矩" -"才能让该物体旋转。通常会自动根据质量和形状计算惯性力矩,但这个属性能够让你设" -"置自定义的值。\n" +"该物体的惯性力矩。与质量类似,但适用于旋转:用于确定各个轴上需要施加多少扭矩才" +"能让该物体旋转。通常会自动根据质量和形状计算惯性力矩,但这个属性能够让你设置自" +"定义的值。\n" "设置为 [code]Vector3.ZERO[/code] 时,会自动计算惯性(默认值)。\n" -"[b]注意:[/b]自动计算出惯性后,这个值不会改变。请使用 [PhysicsServer3D] 获取" -"计算出的惯性。\n" +"[b]注意:[/b]自动计算出惯性后,这个值不会改变。请使用 [PhysicsServer3D] 获取计" +"算出的惯性。\n" "[codeblocks]\n" "[gdscript]\n" "@onready var ball = $Ball\n" @@ -91108,8 +102339,8 @@ msgstr "" "contact_monitor] 设置为 [code]true[/code],并将 [member " "max_contacts_reported] 设置得足够高以检测所有碰撞。如果 [MeshLibrary] 具有碰" "撞 [Shape3D],则 [GridMap] 会被检测。\n" -"[param body] 是其他 [PhysicsBody3D] 或 [GridMap] 的 [Node],如果该节点存在于" -"树中。" +"[param body] 是其他 [PhysicsBody3D] 或 [GridMap] 的 [Node],如果该节点存在于树" +"中。" msgid "" "Emitted when the collision with another [PhysicsBody3D] or [GridMap] ends. " @@ -91123,8 +102354,8 @@ msgstr "" "contact_monitor] 设置为 [code]true[/code],并将 [member " "max_contacts_reported] 设置得足够高以检测所有碰撞。如果 [MeshLibrary] 具有碰" "撞 [Shape3D],则 [GridMap] 会被检测。\n" -"[param body] 是其他 [PhysicsBody3D] 或 [GridMap] 的 [Node],如果该节点存在于" -"树中。" +"[param body] 是其他 [PhysicsBody3D] 或 [GridMap] 的 [Node],如果该节点存在于树" +"中。" msgid "" "Emitted when one of this RigidBody3D's [Shape3D]s collides with another " @@ -91140,10 +102371,9 @@ msgid "" "[PhysicsBody3D] or [GridMap] used by the [PhysicsServer3D]. Get the " "[CollisionShape3D] node with [code]body.shape_owner_get_owner(body." "shape_find_owner(body_shape_index))[/code].\n" -"[param local_shape_index] the index of the [Shape3D] of this RigidBody3D " -"used by the [PhysicsServer3D]. Get the [CollisionShape3D] node with " -"[code]self.shape_owner_get_owner(self.shape_find_owner(local_shape_index))[/" -"code]." +"[param local_shape_index] the index of the [Shape3D] of this RigidBody3D used " +"by the [PhysicsServer3D]. Get the [CollisionShape3D] node with [code]self." +"shape_owner_get_owner(self.shape_find_owner(local_shape_index))[/code]." msgstr "" "当该 RigidBody3D 的一个 [Shape3D] 与另一个 [PhysicsBody3D] 或 [GridMap] 的 " "[Shape3D] 碰撞时发出。需要将 [member contact_monitor] 设置为 [code]true[/" @@ -91155,8 +102385,7 @@ msgstr "" "中。\n" "[param body_shape_index] 由 [PhysicsServer3D] 使用的其他 [PhysicsBody3D] 或 " "[GridMap] 的 [Shape3D] 的索引。该 [CollisionShape3D] 节点可以使用 [code]body." -"shape_owner_get_owner(body.shape_find_owner(body_shape_index))[/code] 获" -"取。\n" +"shape_owner_get_owner(body.shape_find_owner(body_shape_index))[/code] 获取。\n" "[param local_shape_index] 由 [PhysicsServer3D] 使用的该 RigidBody3D 的 " "[Shape3D] 的索引。该 [CollisionShape3D] 节点可以使用 [code]self." "shape_owner_get_owner(self.shape_find_owner(local_shape_index))[/code] 获取。" @@ -91168,18 +102397,17 @@ msgid "" "max_contacts_reported] to be set high enough to detect all the collisions. " "[GridMap]s are detected if the [MeshLibrary] has Collision [Shape3D]s.\n" "[param body_rid] the [RID] of the other [PhysicsBody3D] or [MeshLibrary]'s " -"[CollisionObject3D] used by the [PhysicsServer3D]. [GridMap]s are detected " -"if the Meshes have [Shape3D]s.\n" +"[CollisionObject3D] used by the [PhysicsServer3D]. [GridMap]s are detected if " +"the Meshes have [Shape3D]s.\n" "[param body] the [Node], if it exists in the tree, of the other " "[PhysicsBody3D] or [GridMap].\n" "[param body_shape_index] the index of the [Shape3D] of the other " "[PhysicsBody3D] or [GridMap] used by the [PhysicsServer3D]. Get the " "[CollisionShape3D] node with [code]body.shape_owner_get_owner(body." "shape_find_owner(body_shape_index))[/code].\n" -"[param local_shape_index] the index of the [Shape3D] of this RigidBody3D " -"used by the [PhysicsServer3D]. Get the [CollisionShape3D] node with " -"[code]self.shape_owner_get_owner(self.shape_find_owner(local_shape_index))[/" -"code]." +"[param local_shape_index] the index of the [Shape3D] of this RigidBody3D used " +"by the [PhysicsServer3D]. Get the [CollisionShape3D] node with [code]self." +"shape_owner_get_owner(self.shape_find_owner(local_shape_index))[/code]." msgstr "" "当该 RigidBody3D 的一个 [Shape3D] 与另一个 [PhysicsBody3D] 或 [GridMap] 的 " "[Shape3D] 之间的碰撞结束时发出。需要将 [member contact_monitor] 设置为 " @@ -91192,8 +102420,7 @@ msgstr "" "中。\n" "[param body_shape_index] 由 [PhysicsServer3D] 使用的其他 [PhysicsBody3D] 或" "[GridMap] 的[Shape3D] 的索引。该 [CollisionShape3D] 节点可以使用 [code]body." -"shape_owner_get_owner(body.shape_find_owner(body_shape_index))[/code] 获" -"取。\n" +"shape_owner_get_owner(body.shape_find_owner(body_shape_index))[/code] 获取。\n" "[param local_shape_index] 由 [PhysicsServer3D] 使用的该 RigidBody3D 的 " "[Shape3D] 的索引。该 [CollisionShape3D] 节点可以使用 [code]self." "shape_owner_get_owner(self.shape_find_owner(local_shape_index))[/code] 获取。" @@ -91205,15 +102432,15 @@ msgid "" "[i]Root motion[/i] refers to an animation technique where a mesh's skeleton " "is used to give impulse to a character. When working with 3D animations, a " "popular technique is for animators to use the root skeleton bone to give " -"motion to the rest of the skeleton. This allows animating characters in a " -"way where steps actually match the floor below. It also allows precise " +"motion to the rest of the skeleton. This allows animating characters in a way " +"where steps actually match the floor below. It also allows precise " "interaction with objects during cinematics. See also [AnimationTree].\n" "[b]Note:[/b] [RootMotionView] is only visible in the editor. It will be " "hidden automatically in the running project." msgstr "" -"[i]根运动[/i](Root Motion)是一种动画技术,通过使用网格的骨架为角色提供冲" -"量。在处理 3D 动画时,动画师通常使用根骨骼来为其余的骨骼提供动作,从而使得角" -"色的动画能够准确地匹配地面,并实现在电影中与物体的精确交互。另请参阅 " +"[i]根运动[/i](Root Motion)是一种动画技术,通过使用网格的骨架为角色提供冲量。" +"在处理 3D 动画时,动画师通常使用根骨骼来为其余的骨骼提供动作,从而使得角色的动" +"画能够准确地匹配地面,并实现在电影中与物体的精确交互。另请参阅 " "[AnimationTree]。\n" "[b]注意:[/b][RootMotionView] 仅在编辑器中可见。在运行的项目中将自动隐藏。" @@ -91233,23 +102460,23 @@ msgid "" "The grid's radius in 3D units. The grid's opacity will fade gradually as the " "distance from the origin increases until this [member radius] is reached." msgstr "" -"以 3D 单位表示的网格半径。随着与原点的距离增加,网格的不透明度将逐渐消失,直" -"到达到此半径 [member radius]。" +"以 3D 单位表示的网格半径。随着与原点的距离增加,网格的不透明度将逐渐消失,直到" +"达到此半径 [member radius]。" msgid "" "If [code]true[/code], the grid's points will all be on the same Y coordinate " "([i]local[/i] Y = 0). If [code]false[/code], the points' original Y " "coordinate is preserved." msgstr "" -"如果为 [code]true[/code],则网格的点都将位于相同的 Y 坐标上([i]local[/i] Y " -"= 0)。如果 [code]false[/code],则保留点的原始 Y 坐标。" +"如果为 [code]true[/code],则网格的点都将位于相同的 Y 坐标上([i]local[/i] Y = " +"0)。如果 [code]false[/code],则保留点的原始 Y 坐标。" msgid "High-level multiplayer API implementation." msgstr "高阶多人游戏 API 实现。" msgid "" -"This class is the default implementation of [MultiplayerAPI], used to " -"provide multiplayer functionalities in Godot Engine.\n" +"This class is the default implementation of [MultiplayerAPI], used to provide " +"multiplayer functionalities in Godot Engine.\n" "This implementation supports RPCs via [method Node.rpc] and [method Node." "rpc_id] and requires [method MultiplayerAPI.rpc] to be passed a [Node] (it " "will fail for other object types).\n" @@ -91257,8 +102484,8 @@ msgid "" "[MultiplayerSpawner] and [MultiplayerSynchronizer] nodes, and the " "[SceneReplicationConfig] resource.\n" "[b]Note:[/b] The high-level multiplayer API protocol is an implementation " -"detail and isn't meant to be used by non-Godot servers. It may change " -"without notice.\n" +"detail and isn't meant to be used by non-Godot servers. It may change without " +"notice.\n" "[b]Note:[/b] When exporting to Android, make sure to enable the " "[code]INTERNET[/code] permission in the Android export preset before " "exporting the project or using one-click deploy. Otherwise, network " @@ -91271,31 +102498,30 @@ msgstr "" "[MultiplayerSynchronizer] 节点,以及 [SceneReplicationConfig] 资源,。\n" "[b]注意:[/b]高阶多人游戏 API 协议属于实现细节,并不打算提供给非 Godot 服务器" "使用。对协议的更改可能不会进行提前通知。\n" -"[b]注意:[/b]导出到 Android 时,在导出项目或使用一键部署之前,请务必在安卓导" -"出预设中开启 [code]INTERNET[/code] 权限。否则,任何类型的网络通信都将被 " -"Android 阻止。" +"[b]注意:[/b]导出到 Android 时,在导出项目或使用一键部署之前,请务必在安卓导出" +"预设中开启 [code]INTERNET[/code] 权限。否则,任何类型的网络通信都将被 Android " +"阻止。" msgid "" "Clears the current SceneMultiplayer network state (you shouldn't call this " "unless you know what you are doing)." msgstr "" -"清除当前 SceneMultiplayer 的网络状态(除非你知道你在做什么,否则不应该调用这" -"个函数)。" +"清除当前 SceneMultiplayer 的网络状态(除非你知道你在做什么,否则不应该调用这个" +"函数)。" msgid "" "Mark the authentication step as completed for the remote peer identified by " -"[param id]. The [signal MultiplayerAPI.peer_connected] signal will be " -"emitted for this peer once the remote side also completes the " -"authentication. No further authentication messages are expected to be " -"received from this peer.\n" +"[param id]. The [signal MultiplayerAPI.peer_connected] signal will be emitted " +"for this peer once the remote side also completes the authentication. No " +"further authentication messages are expected to be received from this peer.\n" "If a peer disconnects before completing authentication, either due to a " "network issue, the [member auth_timeout] expiring, or manually calling " -"[method disconnect_peer], the [signal peer_authentication_failed] signal " -"will be emitted instead of [signal MultiplayerAPI.peer_disconnected]." +"[method disconnect_peer], the [signal peer_authentication_failed] signal will " +"be emitted instead of [signal MultiplayerAPI.peer_disconnected]." msgstr "" -"完成对由 [param id] 标识的远程对等体的身份验证步骤。远程端也完成身份验证之" -"后,将会为这个对等体发出 [signal MultiplayerAPI.peer_connected] 信号。不会再" -"从此对等体接收到身份验证消息。\n" +"完成对由 [param id] 标识的远程对等体的身份验证步骤。远程端也完成身份验证之后," +"将会为这个对等体发出 [signal MultiplayerAPI.peer_connected] 信号。不会再从此对" +"等体接收到身份验证消息。\n" "如果对等体在完成身份验证之前断开连接,无论是由于网络问题、[member " "auth_timeout] 过期还是手动调用 [method disconnect_peer],都会发出 [signal " "peer_authentication_failed] 信号,而不是 [signal MultiplayerAPI." @@ -91305,8 +102531,8 @@ msgid "" "Disconnects the peer identified by [param id], removing it from the list of " "connected peers, and closing the underlying connection with it." msgstr "" -"断开由 [param id] 标识的对等体的连接,将其从连接的对等体列表中移除,并关闭与" -"它的底层连接。" +"断开由 [param id] 标识的对等体的连接,将其从连接的对等体列表中移除,并关闭与它" +"的底层连接。" msgid "" "Returns the IDs of the peers currently trying to authenticate with this " @@ -91315,23 +102541,32 @@ msgstr "返回当前尝试使用此 [MultiplayerAPI] 进行身份验证的对等 msgid "" "Sends the specified [param data] to the remote peer identified by [param id] " -"as part of an authentication message. This can be used to authenticate " -"peers, and control when [signal MultiplayerAPI.peer_connected] is emitted " -"(and the remote peer accepted as one of the connected peers)." +"as part of an authentication message. This can be used to authenticate peers, " +"and control when [signal MultiplayerAPI.peer_connected] is emitted (and the " +"remote peer accepted as one of the connected peers)." msgstr "" -"将指定的 [param data] 作为身份验证消息的一部分发送到由 [param id] 标识的远程" -"对等方。这可用于验证对等方,并控制何时发出 [signal MultiplayerAPI." +"将指定的 [param data] 作为身份验证消息的一部分发送到由 [param id] 标识的远程对" +"等方。这可用于验证对等方,并控制何时发出 [signal MultiplayerAPI." "peer_connected](并接受远程对等方作为连接的对等方之一)。" +msgid "" +"Sends the given raw [param bytes] to a specific peer identified by [param id] " +"(see [method MultiplayerPeer.set_target_peer]). Default ID is [code]0[/code], " +"i.e. broadcast to all peers." +msgstr "" +"向由 [param id] 标识的特定对等体发送给定的原始字节 [param bytes](见 [method " +"MultiplayerPeer.set_target_peer])。默认 ID 为 [code]0[/code],即广播到所有对" +"等体。" + msgid "" "If [code]true[/code], the MultiplayerAPI will allow encoding and decoding of " "object during RPCs.\n" -"[b]Warning:[/b] Deserialized objects can contain code which gets executed. " -"Do not use this option if the serialized object comes from untrusted sources " -"to avoid potential security threat such as remote code execution." +"[b]Warning:[/b] Deserialized objects can contain code which gets executed. Do " +"not use this option if the serialized object comes from untrusted sources to " +"avoid potential security threat such as remote code execution." msgstr "" -"如果为 [code]true[/code],则 MultiplayerAPI 将允许在远程过程调用期间对对象进" -"行编码和解码。\n" +"如果为 [code]true[/code],则 MultiplayerAPI 将允许在远程过程调用期间对对象进行" +"编码和解码。\n" "[b]警告:[/b]反序列化的对象可能包含要执行的代码。如果序列化的对象来自不受信任" "的来源,请勿使用此选项,以避免潜在的安全威胁,例如远程代码执行。" @@ -91340,8 +102575,8 @@ msgid "" "[method send_auth]. If the [Callable] is empty (default), peers will be " "automatically accepted as soon as they connect." msgstr "" -"当通过 [method send_auth] 接收身份验证数据时要执行的回调函数。如果 " -"[Callable] 为空(默认),对等方将在连接后立即自动接受。" +"当通过 [method send_auth] 接收身份验证数据时要执行的回调函数。如果 [Callable] " +"为空(默认),对等方将在连接后立即自动接受。" msgid "" "If set to a value greater than [code]0.0[/code], the maximum amount of time " @@ -91349,9 +102584,9 @@ msgid "" "will automatically fail. See the [signal peer_authenticating] and [signal " "peer_authentication_failed] signals." msgstr "" -"如果将其设置为大于 [code]0.0[/code] 的值,则对等方可以停留在正在验证状态的最" -"长时间,之后身份验证将自动失败。请参阅 [signal peer_authenticating] 和 " -"[signal peer_authentication_failed] 信号。" +"如果将其设置为大于 [code]0.0[/code] 的值,则对等方可以停留在正在验证状态的最长" +"时间,之后身份验证将自动失败。请参阅 [signal peer_authenticating] 和 [signal " +"peer_authentication_failed] 信号。" msgid "" "If [code]true[/code], the MultiplayerAPI's [member MultiplayerAPI." @@ -91361,32 +102596,32 @@ msgstr "" "multiplayer_peer] 将拒绝新的传入连接。" msgid "" -"The root path to use for RPCs and replication. Instead of an absolute path, " -"a relative path will be used to find the node upon which the RPC should be " +"The root path to use for RPCs and replication. Instead of an absolute path, a " +"relative path will be used to find the node upon which the RPC should be " "executed.\n" "This effectively allows to have different branches of the scene tree to be " "managed by different MultiplayerAPI, allowing for example to run both client " "and server in the same scene." msgstr "" -"用于 RPC 和复制的根路径。将使用相对路径,而不是绝对路径,来查找 RPC 应该在其" -"上被执行的节点。\n" -"这有效地允许场景树的不同分支,由不同的 MultiplayerAPI 管理,例如允许在同一场" -"景中,同时运行客户端和服务器。" +"用于 RPC 和复制的根路径。将使用相对路径,而不是绝对路径,来查找 RPC 应该在其上" +"被执行的节点。\n" +"这有效地允许场景树的不同分支,由不同的 MultiplayerAPI 管理,例如允许在同一场景" +"中,同时运行客户端和服务器。" msgid "" "Enable or disable the server feature that notifies clients of other peers' " "connection/disconnection, and relays messages between them. When this option " -"is [code]false[/code], clients won't be automatically notified of other " -"peers and won't be able to send them packets through the server.\n" -"[b]Note:[/b] Changing this option while other peers are connected may lead " -"to unexpected behaviors.\n" +"is [code]false[/code], clients won't be automatically notified of other peers " +"and won't be able to send them packets through the server.\n" +"[b]Note:[/b] Changing this option while other peers are connected may lead to " +"unexpected behaviors.\n" "[b]Note:[/b] Support for this feature may depend on the current " "[MultiplayerPeer] configuration. See [method MultiplayerPeer." "is_server_relay_supported]." msgstr "" "启用或禁用服务器功能,该功能通知客户端其他对等体的连接/断开,并在它们之间转发" -"消息。当此选项为 [code]false[/code] 时,客户端将不会自动收到其他对等体的通" -"知,也无法通过服务器向它们发送数据包。\n" +"消息。当此选项为 [code]false[/code] 时,客户端将不会自动收到其他对等体的通知," +"也无法通过服务器向它们发送数据包。\n" "[b]注意:[/b]在其他对等体连接时更改此选项可能会导致意外行为。\n" "[b]注意:[/b]对该功能的支持可能取决于当前的 [MultiplayerPeer] 配置。请参阅 " "[method MultiplayerPeer.is_server_relay_supported]。" @@ -91401,29 +102636,97 @@ msgid "" "get_authenticating_peers]), and only authentication data will be sent or " "received. See [method send_auth] for sending authentication data." msgstr "" -"当此 MultiplayerAPI 的 [member MultiplayerAPI.multiplayer_peer] 连接到一个新" -"对等体并设置有效的 [member auth_callback] 时,将发出此信号。在这种情况下,只" -"有在调用 [method complete_auth] 并传递给定的对等体 [param id] 时,才会发出 " +"当此 MultiplayerAPI 的 [member MultiplayerAPI.multiplayer_peer] 连接到一个新对" +"等体并设置有效的 [member auth_callback] 时,将发出此信号。在这种情况下,只有在" +"调用 [method complete_auth] 并传递给定的对等体 [param id] 时,才会发出 " "[signal MultiplayerAPI.peer_connected]。在此状态下,该对等体不会包含在 " "[method MultiplayerAPI.get_peers] 返回的列表中(但会包含在 [method " -"get_authenticating_peers] 返回的列表中),且只会发送和接收身份验证数据。有关" -"发送身份验证数据的信息,请参阅 [method send_auth]。" +"get_authenticating_peers] 返回的列表中),且只会发送和接收身份验证数据。有关发" +"送身份验证数据的信息,请参阅 [method send_auth]。" msgid "" "Emitted when this MultiplayerAPI's [member MultiplayerAPI.multiplayer_peer] " "disconnects from a peer for which authentication had not yet completed. See " "[signal peer_authenticating]." msgstr "" -"当这个 MultiplayerAPI 的 [member MultiplayerAPI.multiplayer_peer] 与另一个尚" -"未完成授权的对等体断开连接时触发。见 [signal peer_authenticating]。" +"当这个 MultiplayerAPI 的 [member MultiplayerAPI.multiplayer_peer] 与另一个尚未" +"完成授权的对等体断开连接时触发。见 [signal peer_authenticating]。" + +msgid "" +"Emitted when this MultiplayerAPI's [member MultiplayerAPI.multiplayer_peer] " +"receives a [param packet] with custom data (see [method send_bytes]). ID is " +"the peer ID of the peer that sent the packet." +msgstr "" +"当这个 MultiplayerAPI 的 [member MultiplayerAPI.multiplayer_peer] 收到带有自定" +"义数据(见 [method send_bytes])的 [param packet] 时发出。ID 是发送数据包的对" +"等体的对等体 ID。" msgid "" "Configuration for properties to synchronize with a [MultiplayerSynchronizer]." msgstr "配置,能够让 [MultiplayerSynchronizer] 对属性进行同步。" +msgid "" +"Adds the property identified by the given [param path] to the list of the " +"properties being synchronized, optionally passing an [param index].\n" +"[b]Note:[/b] For details on restrictions and limitations on property " +"synchronization, see [MultiplayerSynchronizer]." +msgstr "" +"将属性添加至同步属性列表,该属性由 [param path] 指定,还可以传入索引 [param " +"index]。\n" +"[b]注意:[/b]属性同步的限制详见 [MultiplayerSynchronizer]。" + msgid "Returns a list of synchronized property [NodePath]s." msgstr "返回同步属性的 [NodePath] 列表。" +msgid "" +"Returns whether the given [param path] is configured for synchronization." +msgstr "返回给定的 [param path] 是否配置为同步。" + +msgid "Finds the index of the given [param path]." +msgstr "查找给定 [param path] 的索引。" + +msgid "" +"Returns whether the property identified by the given [param path] is " +"configured to be synchronized on spawn." +msgstr "返回属性是否配置为在出生时同步,该属性由 [param path] 指定。" + +msgid "" +"Returns whether the property identified by the given [param path] is " +"configured to be synchronized on process." +msgstr "返回属性是否配置为在处理时同步,该属性由[param path] 指定。" + +msgid "" +"Returns whether the property identified by the given [param path] is " +"configured to be reliably synchronized when changes are detected on process." +msgstr "" +"返回属性是否配置为在处理中检测到变化时进行可靠同步,该属性由 [param path] 指" +"定。" + +msgid "" +"Sets whether the property identified by the given [param path] is configured " +"to be synchronized on spawn." +msgstr "设置属性是否配置为在出生时同步,该属性由 [param path] 指定。" + +msgid "" +"Sets whether the property identified by the given [param path] is configured " +"to be synchronized on process." +msgstr "设置属性是否配置为在处理时同步,该属性由 [param path] 指定。" + +msgid "" +"Sets whether the property identified by the given [param path] is configured " +"to be reliably synchronized when changes are detected on process." +msgstr "" +"设置属性是否配置为在处理中检测到变化时进行可靠同步,该属性由 [param path] 指" +"定。" + +msgid "" +"Removes the property identified by the given [param path] from the " +"configuration." +msgstr "从配置中移除属性,该属性由 [param path] 指定。" + +msgid "Provides access to a scene file's information." +msgstr "提供对场景文件信息的访问。" + msgid "Returns the list of bound parameters for the signal at [param idx]." msgstr "返回 [param idx] 处信号的绑定参数列表。" @@ -91450,15 +102753,14 @@ msgid "Returns the name of the signal at [param idx]." msgstr "返回索引为 [param idx] 的信号的名称。" msgid "" -"Returns the path to the node that owns the signal at [param idx], relative " -"to the root node." +"Returns the path to the node that owns the signal at [param idx], relative to " +"the root node." msgstr "返回拥有 [param idx] 处信号的节点路径,相对于根节点。" msgid "" "Returns the path to the node that owns the method connected to the signal at " "[param idx], relative to the root node." -msgstr "" -"返回到拥有连接到 [param idx] 处的信号的方法的节点的路径,相对于根节点。" +msgstr "返回到拥有连接到 [param idx] 处的信号的方法的节点的路径,相对于根节点。" msgid "Returns the number of unbound parameters for the signal at [param idx]." msgstr "返回 [param idx] 处信号的解绑参数数量。" @@ -91470,23 +102772,22 @@ msgid "" "1][/code]." msgstr "" "返回场景中节点的数量。\n" -"[code]idx[/code] 参数用于在其他 [code]get_node_*[/code] 方法中查询节点数据," -"范围为 [code][0, get_node_count() - 1][/code]。" +"[code]idx[/code] 参数用于在其他 [code]get_node_*[/code] 方法中查询节点数据,范" +"围为 [code][0, get_node_count() - 1][/code]。" -msgid "" -"Returns the list of group names associated with the node at [param idx]." +msgid "Returns the list of group names associated with the node at [param idx]." msgstr "返回与 [param idx] 处的节点关联的组名列表。" msgid "" "Returns the node's index, which is its position relative to its siblings. " -"This is only relevant and saved in scenes for cases where new nodes are " -"added to an instantiated or inherited scene among siblings from the base " -"scene. Despite the name, this index is not related to the [param idx] " -"argument used here and in other methods." +"This is only relevant and saved in scenes for cases where new nodes are added " +"to an instantiated or inherited scene among siblings from the base scene. " +"Despite the name, this index is not related to the [param idx] argument used " +"here and in other methods." msgstr "" -"返回该节点的索引,这是它相对于其兄弟节点的位置。这仅在新节点被添加到一个实例" -"化的或继承的场景,在基础场景的兄弟节点之间的情况下,才相关并被保存在场景中。" -"尽管名称如此,但该索引与此处和其他方法中使用的 [param idx] 参数无关。" +"返回该节点的索引,这是它相对于其兄弟节点的位置。这仅在新节点被添加到一个实例化" +"的或继承的场景,在基础场景的兄弟节点之间的情况下,才相关并被保存在场景中。尽管" +"名称如此,但该索引与此处和其他方法中使用的 [param idx] 参数无关。" msgid "" "Returns a [PackedScene] for the node at [param idx] (i.e. the whole branch " @@ -91534,8 +102835,7 @@ msgstr "" msgid "" "Returns the name of the property at [param prop_idx] for the node at [param " "idx]." -msgstr "" -"返回索引为 [param idx] 的节点中,索引为 [param prop_idx] 的属性的名称。" +msgstr "返回索引为 [param idx] 的节点中,索引为 [param prop_idx] 的属性的名称。" msgid "" "Returns the value of the property at [param prop_idx] for the node at [param " @@ -91555,8 +102855,7 @@ msgstr "" msgid "" "If passed to [method PackedScene.instantiate], blocks edits to the scene " "state." -msgstr "" -"如果传递给 [method PackedScene.instantiate],则会阻止对场景状态的编辑。" +msgstr "如果传递给 [method PackedScene.instantiate],则会阻止对场景状态的编辑。" msgid "" "If passed to [method PackedScene.instantiate], provides inherited scene " @@ -91568,9 +102867,8 @@ msgstr "" "[b]注意:[/b]仅在编辑器构建中可用。" msgid "" -"If passed to [method PackedScene.instantiate], provides local scene " -"resources to the local scene. Only the main scene should receive the main " -"edit state.\n" +"If passed to [method PackedScene.instantiate], provides local scene resources " +"to the local scene. Only the main scene should receive the main edit state.\n" "[b]Note:[/b] Only available in editor builds." msgstr "" "如果传递给 [method PackedScene.instantiate],则会为本地场景提供本地场景资源。" @@ -91602,12 +102900,12 @@ msgid "" "[SceneTree] is the default [MainLoop] implementation used by scenes, and is " "thus in charge of the game loop." msgstr "" -"作为最重要的类之一,[SceneTree] 管理着场景中节点的层次结构以及场景本身。节点" -"可以被添加、检索和删除。整个场景树可以被暂停,包括当前场景。场景可以被加载、" -"切换和重新加载。\n" +"作为最重要的类之一,[SceneTree] 管理着场景中节点的层次结构以及场景本身。节点可" +"以被添加、检索和删除。整个场景树可以被暂停,包括当前场景。场景可以被加载、切换" +"和重新加载。\n" "你也可以使用 [SceneTree] 将你的节点组织成组,每个节点都可以被分配到你想要创建" -"的组,例如“敌人”组。然后你可以遍历这些组,甚至可以统一对所有组成员调用方法并" -"设置属性。\n" +"的组,例如“敌人”组。然后你可以遍历这些组,甚至可以统一对所有组成员调用方法并设" +"置属性。\n" "[SceneTree] 是场景所使用的默认 [MainLoop] 实现,因此掌控着游戏循环。" msgid "SceneTree" @@ -91616,6 +102914,103 @@ msgstr "SceneTree" msgid "Multiple resolutions" msgstr "多分辨率" +msgid "" +"Calls [param method] on each member of the given group. You can pass " +"arguments to [param method] by specifying them at the end of the method call. " +"If a node doesn't have the given method or the argument list does not match " +"(either in count or in types), it will be skipped.\n" +"[b]Note:[/b] [method call_group] will call methods immediately on all members " +"at once, which can cause stuttering if an expensive method is called on lots " +"of members." +msgstr "" +"对给定分组的每个成员调用 [param method]。调用方法时在末尾指定的参数会传递给 " +"[param method]。如果节点没有给定的方法或参数列表不匹配(无论是数量还是类型)," +"那么就会跳过这个节点。\n" +"[b]注意:[/b][method call_group] 将立即对所有成员调用一次方法,如果对大量成员" +"调用昂贵的方法,这可能会导致卡顿。" + +msgid "" +"Changes the running scene to a new instance of the given [PackedScene] (which " +"must be valid).\n" +"Returns [constant OK] on success, [constant ERR_CANT_CREATE] if the scene " +"cannot be instantiated, or [constant ERR_INVALID_PARAMETER] if the scene is " +"invalid.\n" +"[b]Note:[/b] The scene change is deferred, which means that the new scene " +"node is added to the tree at the end of the frame. You won't be able to " +"access it immediately after the [method change_scene_to_packed] call." +msgstr "" +"将正在运行的场景改变为给定 [PackedScene] (必须有效)的一个新实例。\n" +"成功时返回 [constant OK],场景无法实例化时返回 [constant ERR_CANT_CREATE],场" +"景无效时返回 [constant ERR_INVALID_PARAMETER]。\n" +"[b]注意:[/b]场景改变是延迟的,即新的场景节点会在当前帧的末尾添加到场景树中。" +"无法在调用 [method change_scene_to_packed] 后立即访问到它。" + +msgid "" +"Returns a [SceneTreeTimer] which will emit [signal SceneTreeTimer.timeout] " +"after the given time in seconds elapsed in this [SceneTree].\n" +"If [param process_always] is set to [code]false[/code], pausing the " +"[SceneTree] will also pause the timer.\n" +"If [param process_in_physics] is set to [code]true[/code], will update the " +"[SceneTreeTimer] during the physics frame instead of the process frame (fixed " +"framerate processing).\n" +"If [param ignore_time_scale] is set to [code]true[/code], will ignore [member " +"Engine.time_scale] and update the [SceneTreeTimer] with the actual frame " +"delta.\n" +"Commonly used to create a one-shot delay timer as in the following example:\n" +"[codeblocks]\n" +"[gdscript]\n" +"func some_function():\n" +" print(\"start\")\n" +" await get_tree().create_timer(1.0).timeout\n" +" print(\"end\")\n" +"[/gdscript]\n" +"[csharp]\n" +"public async Task SomeFunction()\n" +"{\n" +" GD.Print(\"start\");\n" +" await ToSignal(GetTree().CreateTimer(1.0f), SceneTreeTimer.SignalName." +"Timeout);\n" +" GD.Print(\"end\");\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]\n" +"The timer will be automatically freed after its time elapses.\n" +"[b]Note:[/b] The timer is processed after all of the nodes in the current " +"frame, i.e. node's [method Node._process] method would be called before the " +"timer (or [method Node._physics_process] if [param process_in_physics] is set " +"to [code]true[/code])." +msgstr "" +"返回一个 [SceneTreeTimer],会在 [SceneTree] 中经过给定秒数后发出 [signal " +"SceneTreeTimer.timeout] 信号。\n" +"如果 [param process_always] 为 [code]false[/code],则暂停 [SceneTree] 也会暂停" +"计时器。\n" +"如果 [param process_in_physics] 为 [code]true[/code],则将在物理帧而不是处理帧" +"期间更新 [SceneTreeTimer](固定帧率处理)。\n" +"如果 [param ignore_time_scale] 为 [code]true[/code],则将忽略 [member Engine." +"time_scale] 并使用实际帧增量来更新 [SceneTreeTimer]。\n" +"通常用于创建一次性的延迟定时器,如下例所示:\n" +"[codeblocks]\n" +"[gdscript]\n" +"func some_function():\n" +" print(\"开始\")\n" +" await get_tree().create_timer(1.0).timeout\n" +" print(\"结束\")\n" +"[/gdscript]\n" +"[csharp]\n" +"public async Task SomeFunction()\n" +"{\n" +" GD.Print(\"开始\");\n" +" await ToSignal(GetTree().CreateTimer(1.0f), SceneTreeTimer.SignalName." +"Timeout);\n" +" GD.Print(\"结束\");\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]\n" +"计时器将在其时间结束后被自动释放。\n" +"[b]注意:[/b]计时器是在当前帧所有节点之后处理的,即节点的 [method Node." +"_process] 方法比计时器先调用([param process_in_physics] 为 [code]true[/code] " +"时为 [method Node._physics_process])。" + msgid "" "Creates and returns a new [Tween]. The Tween will start automatically on the " "next process frame or physics frame (depending on [enum Tween." @@ -91635,6 +103030,21 @@ msgid "" "application started." msgstr "返回当前的帧数,即自应用程序启动以来的总帧数。" +msgid "" +"Return the [MultiplayerAPI] configured for the given path, or the default one " +"if [param for_path] is empty.\n" +"[b]Note:[/b] Only one [MultiplayerAPI] may be configured for any subpath. If " +"one is configured for [code]\"/root/Foo\"[/code] then calling this for " +"[code]\"/root/Foo/Bar\"[/code] will return the one configured for [code]\"/" +"root/Foo\"[/code], regardless if one is configured for that path." +msgstr "" +"返回给定路径所配置的 [MultiplayerAPI],如果 [param for_path] 为空则返回默认版" +"本。\n" +"[b]注意:[/b]一个子路径只能配置一个 [MultiplayerAPI]。如果先为 [code]\"/root/" +"Foo\"[/code] 进行了配置,再针对 [code]\"/root/Foo/Bar\"[/code] 调用这个方法," +"则无论是否对该路径进行了配置,都会返回为 [code]\"/root/Foo\"[/code] 配置的版" +"本。" + msgid "Returns the number of nodes in this [SceneTree]." msgstr "返回此 [SceneTree] 中的节点数。" @@ -91650,24 +103060,57 @@ msgstr "" msgid "Returns [code]true[/code] if the given group exists." msgstr "如果给定的组存在,返回 [code]true[/code]。" +msgid "" +"Sends the given notification to all members of the [param group].\n" +"[b]Note:[/b] [method notify_group] will immediately notify all members at " +"once, which can cause stuttering if an expensive method is called as a result " +"of sending the notification to lots of members." +msgstr "" +"向 [param group] 中的所有成员发送给定的通知。\n" +"[b]注意:[/b][method notify_group] 会立即通知所有成员,如果向大量成员发送了通" +"知,进而调用了开销很大的方法,则可能导致卡顿。" + +msgid "" +"Sends the given notification to all members of the [param group], respecting " +"the given [enum GroupCallFlags].\n" +"[b]Note:[/b] Group call flags are used to control the notification sending " +"behavior. By default, notifications will be sent immediately in a way similar " +"to [method notify_group]. However, if the [constant GROUP_CALL_DEFERRED] flag " +"is present in the [param call_flags] argument, notifications will be sent at " +"the end of the current frame in a way similar to using [code]Object." +"call_deferred(\"notification\", ...)[/code]." +msgstr "" +"将给定的通知发送到 [param group] 中的所有成员,同时遵循给定的 [enum " +"GroupCallFlags]。\n" +"[b]注意:[/b]分组调用标志用于控制通知发送的行为。默认情况下通知会立即发送,类" +"似于 [method notify_group]。但是,如果 [param call_flags] 参数中包含 " +"[constant GROUP_CALL_DEFERRED] 标志,则通知将在当前帧的末尾发送,类似于使用 " +"[code]Object.call_deferred(\"notification\", ...)[/code]。" + +msgid "" +"Queues the given object for deletion, delaying the call to [method Object." +"free] to the end of the current frame." +msgstr "" +"将给定的对象加入删除队列,将对 [method Object.free] 的调用推迟到当前帧的末尾。" + msgid "" "Quits the application at the end of the current iteration. Argument [param " "exit_code] can optionally be given (defaulting to 0) to customize the exit " "status code.\n" -"By convention, an exit code of [code]0[/code] indicates success whereas a " -"non-zero exit code indicates an error.\n" +"By convention, an exit code of [code]0[/code] indicates success whereas a non-" +"zero exit code indicates an error.\n" "For portability reasons, the exit code should be set between 0 and 125 " "(inclusive).\n" "[b]Note:[/b] On iOS this method doesn't work. Instead, as recommended by the " "iOS Human Interface Guidelines, the user is expected to close apps via the " "Home button." msgstr "" -"在当前迭代结束时退出应用程序。可以选择给出参数 [param exit_code](默认为 " -"0),以自定义退出状态代码。\n" +"在当前迭代结束时退出应用程序。可以选择给出参数 [param exit_code](默认为 0)," +"以自定义退出状态代码。\n" "按照惯例,退出代码 [code]0[/code] 表示成功,而非零的退出代码表示错误。\n" "出于可移植性的原因,退出代码应设置在 0 到 125(含)之间。\n" -"[b]注意:[/b]这个方法在 iOS 上不起作用。根据《iOS 人机界面指南》中的建议,用" -"户应该通过 Home 键来关闭应用程序。" +"[b]注意:[/b]这个方法在 iOS 上不起作用。根据《iOS 人机界面指南》中的建议,用户" +"应该通过 Home 键来关闭应用程序。" msgid "" "Reloads the currently active scene.\n" @@ -91682,6 +103125,20 @@ msgstr "" "[PackedScene] 中,则返回 [constant ERR_CANT_OPEN],如果场景无法加载,则返回 " "[constant ERR_CANT_CREATE]。" +msgid "" +"Sets a custom [MultiplayerAPI] with the given [param root_path] (controlling " +"also the relative subpaths), or override the default one if [param root_path] " +"is empty.\n" +"[b]Note:[/b] Only one [MultiplayerAPI] may be configured for any subpath. If " +"one is configured for [code]\"/root/Foo\"[/code] setting one for [code]\"/" +"root/Foo/Bar\"[/code] will be ignored. See [method get_multiplayer]." +msgstr "" +"用给定的 [param root_path] 设置自定义的 [MultiplayerAPI](同时控制相对的子路" +"径),如果 [param root_path] 为空,则会覆盖默认值。\n" +"[b]注意:[/b]一个子路径只能配置一个 [MultiplayerAPI]。如果先为 [code]\"/root/" +"Foo\"[/code] 进行了配置,再针对 [code]\"/root/Foo/Bar\"[/code] 设置就会被忽" +"略。见 [method get_multiplayer]。" + msgid "If a current scene is loaded, calling this method will unload it." msgstr "如果当前场景已加载,调用此方法将进行卸载。" @@ -91719,14 +103176,14 @@ msgstr "" "debug_navigation_hint] 的值不会有想要的效果。" msgid "" -"If [code]true[/code], curves from [Path2D] and [Path3D] nodes will be " -"visible when running the game from the editor for debugging purposes.\n" +"If [code]true[/code], curves from [Path2D] and [Path3D] nodes will be visible " +"when running the game from the editor for debugging purposes.\n" "[b]Note:[/b] This property is not designed to be changed at run-time. " "Changing the value of [member debug_paths_hint] while the project is running " "will not have the desired effect." msgstr "" -"如果为 [code]true[/code],从编辑器中运行游戏时,来自 [Path2D] 和 [Path3D] 节" -"点的曲线将可见以进行调试。\n" +"如果为 [code]true[/code],从编辑器中运行游戏时,来自 [Path2D] 和 [Path3D] 节点" +"的曲线将可见以进行调试。\n" "[b]注意:[/b]该属性没有被设计为在运行时更改。在项目运行时更改 [member " "debug_paths_hint] 的值不会产生预期的效果。" @@ -91736,16 +103193,16 @@ msgstr "编辑场景的根。" msgid "" "If [code]true[/code] (default value), enables automatic polling of the " "[MultiplayerAPI] for this SceneTree during [signal process_frame].\n" -"If [code]false[/code], you need to manually call [method MultiplayerAPI." -"poll] to process network packets and deliver RPCs. This allows running RPCs " -"in a different loop (e.g. physics, thread, specific time step) and for " -"manual [Mutex] protection when accessing the [MultiplayerAPI] from threads." +"If [code]false[/code], you need to manually call [method MultiplayerAPI.poll] " +"to process network packets and deliver RPCs. This allows running RPCs in a " +"different loop (e.g. physics, thread, specific time step) and for manual " +"[Mutex] protection when accessing the [MultiplayerAPI] from threads." msgstr "" "如果为 [code]true[/code](默认值),则在 [signal process_frame] 期间为该 " "SceneTree 启用 [MultiplayerAPI] 的自动轮询。\n" "如果为 [code]false[/code],则需要手动调用 [method MultiplayerAPI.poll] 以处理" -"网络数据包并下发 RPC。这允许在一个不同的循环(例如物理、线程、特定时间步长)" -"中运行 RPC,并在从线程访问 [MultiplayerAPI] 时进行手动 [Mutex] 保护。" +"网络数据包并下发 RPC。这允许在一个不同的循环(例如物理、线程、特定时间步长)中" +"运行 RPC,并在从线程访问 [MultiplayerAPI] 时进行手动 [Mutex] 保护。" msgid "" "If [code]true[/code], the [SceneTree] is paused. Doing so will have the " @@ -91798,8 +103255,7 @@ msgstr "" msgid "" "Emitted immediately before [method Node._process] is called on every node in " "the [SceneTree]." -msgstr "" -"在对 [SceneTree] 中的每个节点调用 [method Node._process] 之前立即发出。" +msgstr "在对 [SceneTree] 中的每个节点调用 [method Node._process] 之前立即发出。" msgid "" "Emitted whenever the [SceneTree] hierarchy changed (children being moved or " @@ -91807,8 +103263,8 @@ msgid "" msgstr "当 [SceneTree] 层次结构发生变化(移动或重命名子项等)时发出。" msgid "" -"This signal is only emitted in the editor, it allows the editor to update " -"the visibility of disabled nodes. Emitted whenever any node's [member Node." +"This signal is only emitted in the editor, it allows the editor to update the " +"visibility of disabled nodes. Emitted whenever any node's [member Node." "process_mode] is changed." msgstr "" "该信号仅在编辑器中发出,允许编辑器更新被禁用节点的可见性。任何节点的 [member " @@ -91833,6 +103289,63 @@ msgstr "" msgid "One-shot timer." msgstr "一次性定时器。" +msgid "" +"A one-shot timer managed by the scene tree, which emits [signal timeout] on " +"completion. See also [method SceneTree.create_timer].\n" +"As opposed to [Timer], it does not require the instantiation of a node. " +"Commonly used to create a one-shot delay timer as in the following example:\n" +"[codeblocks]\n" +"[gdscript]\n" +"func some_function():\n" +" print(\"Timer started.\")\n" +" await get_tree().create_timer(1.0).timeout\n" +" print(\"Timer ended.\")\n" +"[/gdscript]\n" +"[csharp]\n" +"public async Task SomeFunction()\n" +"{\n" +" GD.Print(\"Timer started.\");\n" +" await ToSignal(GetTree().CreateTimer(1.0f), SceneTreeTimer.SignalName." +"Timeout);\n" +" GD.Print(\"Timer ended.\");\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]\n" +"The timer will be dereferenced after its time elapses. To preserve the timer, " +"you can keep a reference to it. See [RefCounted].\n" +"[b]Note:[/b] The timer is processed after all of the nodes in the current " +"frame, i.e. node's [method Node._process] method would be called before the " +"timer (or [method Node._physics_process] if [code]process_in_physics[/code] " +"in [method SceneTree.create_timer] has been set to [code]true[/code])." +msgstr "" +"由场景树管理的一次性计时器,会在完成时发出 [signal timeout]。另见 [method " +"SceneTree.create_timer]。\n" +"与 [Timer] 不同,它不需要实例化节点。常用于创建一次性的延迟计时器,如下面的例" +"子所示:\n" +"[codeblocks]\n" +"[gdscript]\n" +"func some_function():\n" +" print(\"计时开始。\")\n" +" await get_tree().create_timer(1.0).timeout\n" +" print(\"计时结束。\")\n" +"[/gdscript]\n" +"[csharp]\n" +"public async Task SomeFunction()\n" +"{\n" +" GD.Print(\"计时开始。\");\n" +" await ToSignal(GetTree().CreateTimer(1.0f), SceneTreeTimer.SignalName." +"Timeout);\n" +" GD.Print(\"计时结束。\");\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]\n" +"达到时间后,会释放对该计时器的引用。如果要保留该计时器,你可以保持对它的引用。" +"见 [RefCounted]。\n" +"[b]注意:[/b]对计时器的处理发生在当前帧的所有节点节后,即节点的 [method Node." +"_process] 方法是在计时器之前调用的(如果 [method SceneTree.create_timer] 的 " +"[code]process_in_physics[/code] 为 [code]true[/code]则为 [method Node." +"_physics_process])。" + msgid "The time remaining (in seconds)." msgstr "剩余时间(单位为秒)。" @@ -91848,13 +103361,13 @@ msgid "" "This is the base class for all scripts and should not be used directly. " "Trying to create a new script with this class will result in an error.\n" "The [code]new[/code] method of a script subclass creates a new instance. " -"[method Object.set_script] extends an existing object, if that object's " -"class matches one of the script's base classes." +"[method Object.set_script] extends an existing object, if that object's class " +"matches one of the script's base classes." msgstr "" "作为资源存储的类。脚本可以扩展所有以它为实例的对象的功能。\n" "这是所有脚本的基类,不应直接使用。尝试使用此类创建新脚本将导致错误。\n" -"脚本子类的 [code]new[/code] 方法会创建新的实例。如果一个现有的对象的类与脚本" -"的基类之一相匹配,[method Object.set_script] 会扩展该对象。" +"脚本子类的 [code]new[/code] 方法会创建新的实例。如果一个现有的对象的类与脚本的" +"基类之一相匹配,[method Object.set_script] 会扩展该对象。" msgid "Scripting documentation index" msgstr "脚本文档索引" @@ -91909,8 +103422,8 @@ msgid "" "The script source code or an empty string if source code is not available. " "When set, does not reload the class implementation automatically." msgstr "" -"脚本的源代码,如果源代码不可用,则为空字符串。当设置时,不会自动重新加载类的" -"实现。" +"脚本的源代码,如果源代码不可用,则为空字符串。当设置时,不会自动重新加载类的实" +"现。" msgid "" "The [ScriptCreateDialog] creates script files according to a given template " @@ -91977,23 +103490,22 @@ msgid "Returns a [Script] that is currently active in editor." msgstr "返回当前在编辑器中处于活动状态的 [Script]。" msgid "" -"Returns an array with all [ScriptEditorBase] objects which are currently " -"open in editor." +"Returns an array with all [ScriptEditorBase] objects which are currently open " +"in editor." msgstr "" "返回一个数组,其中包含当前在编辑器中打开的所有 [ScriptEditorBase] 对象。" msgid "" -"Returns an array with all [Script] objects which are currently open in " -"editor." +"Returns an array with all [Script] objects which are currently open in editor." msgstr "返回一个包含当前在编辑器中打开的所有 [Script] 对象的数组。" msgid "Goes to the specified line in the current script." msgstr "转到当前脚本中的指定行。" msgid "" -"Opens the script create dialog. The script will extend [param base_name]. " -"The file extension can be omitted from [param base_path]. It will be added " -"based on the selected scripting language." +"Opens the script create dialog. The script will extend [param base_name]. The " +"file extension can be omitted from [param base_path]. It will be added based " +"on the selected scripting language." msgstr "" "打开创建脚本对话框。脚本将扩展 [param base_name]。文件扩展名可以从 [param " "base_path] 中省略,会根据所选择的脚本语言添加。" @@ -92043,14 +103555,13 @@ msgid "Emitted when the user requests a specific documentation page." msgstr "用户请求特定的文档页面时发出。" msgid "" -"Emitted when the user requests to view a specific method of a script, " -"similar to [signal request_open_script_at_line]." +"Emitted when the user requests to view a specific method of a script, similar " +"to [signal request_open_script_at_line]." msgstr "" "用户请求查看脚本中的指定方法时发出,类似于 [signal " "request_open_script_at_line]。" -msgid "" -"Emitted after script validation or when the edited resource has changed." +msgid "Emitted after script validation or when the edited resource has changed." msgstr "校验脚本后,或者所编辑资源发生更改时发出。" msgid "" @@ -92072,21 +103583,48 @@ msgstr "用户进行上下文跳转,并且该条目在同一个脚本中时发 msgid "Emitted when the user request to search text in the file system." msgstr "用户请求在文件系统中搜索文本时发出。" +msgid "Abstract base class for scrollbars." +msgstr "滚动条的抽象基类。" + msgid "" -"Overrides the step used when clicking increment and decrement buttons or " -"when using arrow keys when the [ScrollBar] is focused." +"Abstract base class for scrollbars, typically used to navigate through " +"content that extends beyond the visible area of a control. Scrollbars are " +"[Range]-based controls." +msgstr "" +"滚动条的抽象基类,通常用于对超出控件可视区域的内容进行导航。滚动条是基于 " +"[Range] 的控件。" + +msgid "" +"Overrides the step used when clicking increment and decrement buttons or when " +"using arrow keys when the [ScrollBar] is focused." msgstr "" "覆盖 在按下增和减按钮时或在 [ScrollBar] 已获得焦点且使用箭头键时 的步长。" msgid "Emitted when the scrollbar is being scrolled." msgstr "当滚动条滚动时发出。" +msgid "A container used to provide scrollbars to a child control when needed." +msgstr "需要时能够为子控件提供滚动条的容器。" + +msgid "" +"A container used to provide a child control with scrollbars when needed. " +"Scrollbars will automatically be drawn at the right (for vertical) or bottom " +"(for horizontal) and will enable dragging to move the viewable Control (and " +"its children) within the ScrollContainer. Scrollbars will also automatically " +"resize the grabber based on the [member Control.custom_minimum_size] of the " +"Control relative to the ScrollContainer." +msgstr "" +"用于在需要时为子控件提供滚动条的容器。滚动条会自动绘制在右侧(垂直滚动条)或底" +"部(水平滚动条),拖动滚动条能够移动 ScrollContainer 中的可见 Control(及其子" +"项)。滚动条会根据该 Control 的 [member Control.custom_minimum_size] 相对于 " +"ScrollContainer 的大小自动调整抓取器的大小。" + msgid "" "Ensures the given [param control] is visible (must be a direct or indirect " "child of the ScrollContainer). Used by [member follow_focus].\n" -"[b]Note:[/b] This will not work on a node that was just added during the " -"same frame. If you want to scroll to a newly added child, you must wait " -"until the next frame using [signal SceneTree.process_frame]:\n" +"[b]Note:[/b] This will not work on a node that was just added during the same " +"frame. If you want to scroll to a newly added child, you must wait until the " +"next frame using [signal SceneTree.process_frame]:\n" "[codeblock]\n" "add_child(child_node)\n" "await get_tree().process_frame\n" @@ -92105,8 +103643,8 @@ msgstr "" msgid "" "Returns the horizontal scrollbar [HScrollBar] of this [ScrollContainer].\n" -"[b]Warning:[/b] This is a required internal node, removing and freeing it " -"may cause a crash. If you wish to disable or hide a scrollbar, you can use " +"[b]Warning:[/b] This is a required internal node, removing and freeing it may " +"cause a crash. If you wish to disable or hide a scrollbar, you can use " "[member horizontal_scroll_mode]." msgstr "" "返回该 [ScrollContainer] 的水平滚动条 [HScrollBar]。\n" @@ -92115,8 +103653,8 @@ msgstr "" msgid "" "Returns the vertical scrollbar [VScrollBar] of this [ScrollContainer].\n" -"[b]Warning:[/b] This is a required internal node, removing and freeing it " -"may cause a crash. If you wish to disable or hide a scrollbar, you can use " +"[b]Warning:[/b] This is a required internal node, removing and freeing it may " +"cause a crash. If you wish to disable or hide a scrollbar, you can use " "[member vertical_scroll_mode]." msgstr "" "返回该 [ScrollContainer] 的垂直滚动条 [VScrollBar]。\n" @@ -92141,6 +103679,58 @@ msgid "" "sensitive." msgstr "触摸滚动的死区。较低的死区使滚动更加敏感。" +msgid "" +"The current horizontal scroll value. \n" +"[b]Note:[/b] If you are setting this value in the [method Node._ready] " +"function or earlier, it needs to be wrapped with [method Object." +"set_deferred], since scroll bar's [member Range.max_value] is not initialized " +"yet.\n" +"[codeblock]\n" +"func _ready():\n" +" set_deferred(\"scroll_horizontal\", 600)\n" +"[/codeblock]" +msgstr "" +"当前的水平滚动值。\n" +"[b]注意:[/b]如果在 [method Node._ready] 函数或之前设置该值,则需要用 [method " +"Object.set_deferred] 包裹,因为滚动条的 [member Range.max_value] 此时尚未初始" +"化。\n" +"[codeblock]\n" +"func _ready():\n" +" set_deferred(\"scroll_horizontal\", 600)\n" +"[/codeblock]" + +msgid "" +"Overrides the [member ScrollBar.custom_step] used when clicking the internal " +"scroll bar's horizontal increment and decrement buttons or when using arrow " +"keys when the [ScrollBar] is focused." +msgstr "" +"覆盖点击内部滚动条的水平增减按钮或 [ScrollBar] 处于聚焦状态下使用方向键时使用" +"的 [member ScrollBar.custom_step]。" + +msgid "" +"The current vertical scroll value.\n" +"[b]Note:[/b] Setting it early needs to be deferred, just like in [member " +"scroll_horizontal].\n" +"[codeblock]\n" +"func _ready():\n" +" set_deferred(\"scroll_vertical\", 600)\n" +"[/codeblock]" +msgstr "" +"当前的垂直滚动值。\n" +"[b]注意:[/b]与 [member scroll_horizontal] 一样,最初设置时需要进行延迟。\n" +"[codeblock]\n" +"func _ready():\n" +" set_deferred(\"scroll_vertical\", 600)\n" +"[/codeblock]" + +msgid "" +"Overrides the [member ScrollBar.custom_step] used when clicking the internal " +"scroll bar's vertical increment and decrement buttons or when using arrow " +"keys when the [ScrollBar] is focused." +msgstr "" +"覆盖点击内部滚动条的垂直增减按钮或 [ScrollBar] 处于聚焦状态下使用方向键时使用" +"的 [member ScrollBar.custom_step]。" + msgid "" "Controls whether vertical scrollbar can be used and when it should be " "visible. See [enum ScrollMode] for options." @@ -92169,12 +103759,45 @@ msgstr "启用滚动,滚动条隐藏。" msgid "The background [StyleBox] of the [ScrollContainer]." msgstr "[ScrollContainer] 的背景 [StyleBox]。" +msgid "A 2D line segment shape used for physics collision." +msgstr "2D 线段形状,旨在用于物理学。" + +msgid "" +"A 2D line segment shape, intended for use in physics. Usually used to provide " +"a shape for a [CollisionShape2D]." +msgstr "2D 线段形状,旨在用于物理学。通常用于为 [CollisionShape2D] 提供形状。" + msgid "The segment's first point position." msgstr "该段的第一点的位置。" msgid "The segment's second point position." msgstr "该段的第二个点的位置。" +msgid "" +"A synchronization mechanism used to control access to a shared resource by " +"[Thread]s." +msgstr "同步机制,用于控制对 [Thread] 之间共享资源的访问。" + +msgid "" +"A synchronization semaphore that can be used to synchronize multiple " +"[Thread]s. Initialized to zero on creation. For a binary version, see " +"[Mutex].\n" +"[b]Warning:[/b] Semaphores must be used carefully to avoid deadlocks.\n" +"[b]Warning:[/b] To guarantee that the operating system is able to perform " +"proper cleanup (no crashes, no deadlocks), these conditions must be met:\n" +"- When a [Semaphore]'s reference count reaches zero and it is therefore " +"destroyed, no threads must be waiting on it.\n" +"- When a [Thread]'s reference count reaches zero and it is therefore " +"destroyed, it must not be waiting on any semaphore." +msgstr "" +"同步机制,用于控制对 [Thread] 之间共享资源的访问。创建时初始化为零。二元版本" +"见 [Mutex]。\n" +"[b]警告:[/b]信号量必须谨慎使用,防止死锁。\n" +"[b]警告:[/b]为了确保操作系统能够执行正确的清理(避免崩溃和思索),必须满足以" +"下条件:\n" +"- [Semaphore] 的引用计数变为零,导致销毁时,没有线程在等待该信号量。\n" +"- [Thread] 的引用计数变为零,导致销毁时,没有在等待任何信号量。" + msgid "Lowers the [Semaphore], allowing one more thread in." msgstr "降低 [Semaphore],额外允许一个线程进入。" @@ -92189,19 +103812,54 @@ msgstr "" msgid "Waits for the [Semaphore], if its value is zero, blocks until non-zero." msgstr "等待该 [Semaphore],如果它的值为零,则阻塞到变为非零为止。" +msgid "" +"A 2D ray shape used for physics collision that tries to separate itself from " +"any collider." +msgstr "用于物理碰撞的 2D 射线形状,会尝试将自己与其他碰撞体分开。" + msgid "The ray's length." msgstr "射线的长度。" msgid "" "If [code]false[/code] (default), the shape always separates and returns a " "normal along its own direction.\n" -"If [code]true[/code], the shape can return the correct normal and separate " -"in any direction, allowing sliding motion on slopes." +"If [code]true[/code], the shape can return the correct normal and separate in " +"any direction, allowing sliding motion on slopes." msgstr "" "如果为 [code]false[/code](默认值),则形状始终分离,并返回一条沿其自身方向的" "法线。\n" -"如果为 [code]true[/code],则该形状可以返回正确的法线,并在任何方向上分离,允" -"许在斜坡上滑动。" +"如果为 [code]true[/code],则该形状可以返回正确的法线,并在任何方向上分离,允许" +"在斜坡上滑动。" + +msgid "" +"A 3D ray shape used for physics collision that tries to separate itself from " +"any collider." +msgstr "用于物理碰撞的 3D 射线形状,会尝试将自己与其他碰撞体分开。" + +msgid "Abstract base class for separators." +msgstr "分隔线的抽象基类。" + +msgid "" +"Abstract base class for separators, used for separating other controls. " +"[Separator]s are purely visual and normally drawn as a [StyleBoxLine]." +msgstr "" +"分隔线的抽象基类,用于分隔其他控件。[Separator] 只提供视觉上的分隔,通常用 " +"[StyleBoxLine] 绘制。" + +msgid "A shader implemented in the Godot shading language." +msgstr "用 Godot 着色语言实现的着色器。" + +msgid "" +"A custom shader program implemented in the Godot shading language, saved with " +"the [code].gdshader[/code] extension.\n" +"This class is used by a [ShaderMaterial] and allows you to write your own " +"custom behavior for rendering visual items or updating particle information. " +"For a detailed explanation and usage, please see the tutorials linked below." +msgstr "" +"用 Godot 着色语言实现的自定义着色器程序,使用 [code].gdshader[/code] 扩展名保" +"存。\n" +"这个类由 [ShaderMaterial] 使用,能够让你编写渲染可视项目或更新粒子信息时的自定" +"义行为。详细解释和用法请参考下列教程链接。" msgid "Shaders documentation index" msgstr "着色器文档索引" @@ -92217,6 +103875,9 @@ msgstr "" "[b]注意:[/b][param name] 必须与代码中的 uniform 名称完全匹配。\n" "[b]注意:[/b]如果使用采样器数组,则使用 [param index] 访问指定的纹理。" +msgid "Returns the shader mode for the shader." +msgstr "返回着色器的着色器模式。" + msgid "" "Get the list of shader uniforms that can be assigned to a [ShaderMaterial], " "for use with [method ShaderMaterial.set_shader_parameter] and [method " @@ -92257,8 +103918,8 @@ msgid "Mode used to draw all 2D objects." msgstr "用于绘制所有 2D 对象的模式。" msgid "" -"Mode used to calculate particle information on a per-particle basis. Not " -"used for drawing." +"Mode used to calculate particle information on a per-particle basis. Not used " +"for drawing." msgstr "用于基于每个粒子计算粒子信息的模式。不用于绘图。" msgid "" @@ -92277,8 +103938,8 @@ msgid "" "screen or process particles. You can create multiple materials for the same " "shader but configure different values for the uniforms defined in the shader." msgstr "" -"一种使用自定义 [Shader] 程序的材质,可将项目渲染到屏幕或者处理粒子。你可以为" -"同一个着色器创建多种材质,并为着色器中定义的 uniform 配置不同的值。" +"一种使用自定义 [Shader] 程序的材质,可将项目渲染到屏幕或者处理粒子。你可以为同" +"一个着色器创建多种材质,并为着色器中定义的 uniform 配置不同的值。" msgid "" "Returns the current value set for this material of a uniform in the shader." @@ -92288,19 +103949,18 @@ msgid "" "Changes the value set for this material of a uniform in the shader.\n" "[b]Note:[/b] [param param] is case-sensitive and must match the name of the " "uniform in the code exactly (not the capitalized name in the inspector).\n" -"[b]Note:[/b] Changes to the shader uniform will be effective on all " -"instances using this [ShaderMaterial]. To prevent this, use per-instance " -"uniforms with [method GeometryInstance3D.set_instance_shader_parameter] or " -"duplicate the [ShaderMaterial] resource using [method Resource.duplicate]. " -"Per-instance uniforms allow for better shader reuse and are therefore " -"faster, so they should be preferred over duplicating the [ShaderMaterial] " -"when possible." +"[b]Note:[/b] Changes to the shader uniform will be effective on all instances " +"using this [ShaderMaterial]. To prevent this, use per-instance uniforms with " +"[method GeometryInstance3D.set_instance_shader_parameter] or duplicate the " +"[ShaderMaterial] resource using [method Resource.duplicate]. Per-instance " +"uniforms allow for better shader reuse and are therefore faster, so they " +"should be preferred over duplicating the [ShaderMaterial] when possible." msgstr "" "更改这个材质的着色器中为某个 uniform 设置的值。\n" -"[b]注意:[/b][param param] 大小写敏感,必须完全匹配代码中 uniform 的名称(不" -"是检查器中首字母大写后的名称)。\n" -"[b]注意:[/b]对着色器 uniform 的修改会在使用这个 [ShaderMaterial] 的所有实例" -"上生效。要防止这种行为,请通过 [method GeometryInstance3D." +"[b]注意:[/b][param param] 大小写敏感,必须完全匹配代码中 uniform 的名称(不是" +"检查器中首字母大写后的名称)。\n" +"[b]注意:[/b]对着色器 uniform 的修改会在使用这个 [ShaderMaterial] 的所有实例上" +"生效。要防止这种行为,请通过 [method GeometryInstance3D." "set_instance_shader_parameter] 使用单实例 uniform,或者使用 [method Resource." "duplicate] 制作该 [ShaderMaterial] 的副本。单实例 uniform 可以更好地复用着色" "器,因此速度也更快,所以应该尽可能优先使用,而不是制作 [ShaderMaterial] 的副" @@ -92309,6 +103969,19 @@ msgstr "" msgid "The [Shader] program used to render this material." msgstr "用于渲染此材质的 [Shader] 程序。" +msgid "Abstract base class for 2D shapes used for physics collision." +msgstr "用于物理碰撞的 2D 形状的抽象基类。" + +msgid "" +"Abstract base class for all 2D shapes, intended for use in physics.\n" +"[b]Performance:[/b] Primitive shapes, especially [CircleShape2D], are fast to " +"check collisions against. [ConvexPolygonShape2D] is slower, and " +"[ConcavePolygonShape2D] is the slowest." +msgstr "" +"所有 2D 形状的抽象基类,针对物理使用设计。\n" +"[b]性能:[/b]对图元形状进行碰撞检测很快,尤其是 [CircleShape2D]。" +"[ConvexPolygonShape2D] 较慢,[ConcavePolygonShape2D] 最慢。" + msgid "" "Returns [code]true[/code] if this shape is colliding with another.\n" "This method needs the transformation matrix for this shape ([param " @@ -92326,19 +103999,19 @@ msgid "" "alternating between points on the boundary of this shape and points on the " "boundary of [param with_shape].\n" "A collision pair A, B can be used to calculate the collision normal with " -"[code](B - A).normalized()[/code], and the collision depth with [code](B - " -"A).length()[/code]. This information is typically used to separate shapes, " +"[code](B - A).normalized()[/code], and the collision depth with [code](B - A)." +"length()[/code]. This information is typically used to separate shapes, " "particularly in collision solvers.\n" "This method needs the transformation matrix for this shape ([param " "local_xform]), the shape to check collisions with ([param with_shape]), and " "the transformation matrix of that shape ([param shape_xform])." msgstr "" "返回该形状与另一形状接触的接触点对的列表。\n" -"如果不存在碰撞,则返回的列表为空。否则,返回的列表中包含的是成对排列的接触" -"点,在该形状边界上的点和 [param with_shape] 边界上的点之间交替排列。\n" -"有了碰撞对 A 和 B,就可以通过 [code](B - A).normalized()[/code] 计算碰撞法" -"线,通过 [code](B - A).length()[/code] 计算碰撞深度。这些信息通常用于分离形" -"状,在碰撞求解器中比较常见。\n" +"如果不存在碰撞,则返回的列表为空。否则,返回的列表中包含的是成对排列的接触点," +"在该形状边界上的点和 [param with_shape] 边界上的点之间交替排列。\n" +"有了碰撞对 A 和 B,就可以通过 [code](B - A).normalized()[/code] 计算碰撞法线," +"通过 [code](B - A).length()[/code] 计算碰撞深度。这些信息通常用于分离形状,在" +"碰撞求解器中比较常见。\n" "这个方法需要用到该形状的变换矩阵([param local_xform])、要检查与该形状是否碰" "撞的形状([param with_shape])、以及那个形状的变换矩阵([param " "shape_xform])。" @@ -92347,15 +104020,15 @@ msgid "" "Returns whether this shape would collide with another, if a given movement " "was applied.\n" "This method needs the transformation matrix for this shape ([param " -"local_xform]), the movement to test on this shape ([param local_motion]), " -"the shape to check collisions with ([param with_shape]), the transformation " -"matrix of that shape ([param shape_xform]), and the movement to test onto " -"the other object ([param shape_motion])." +"local_xform]), the movement to test on this shape ([param local_motion]), the " +"shape to check collisions with ([param with_shape]), the transformation " +"matrix of that shape ([param shape_xform]), and the movement to test onto the " +"other object ([param shape_motion])." msgstr "" "返回应用给定的运动后,这个形状是否会与另一个形状发生碰撞。\n" "这个方法需要这个形状的变换矩阵([param local_xform]),要在这个形状上测试的运" -"动([param local_motion]),检查碰撞的形状([param with_shape]),那个形状的" -"变换矩阵([param shape_xform]),以及用于测试其他物体的运动([param " +"动([param local_motion]),检查碰撞的形状([param with_shape]),那个形状的变" +"换矩阵([param shape_xform]),以及用于测试其他物体的运动([param " "shape_motion])。" msgid "" @@ -92366,30 +104039,30 @@ msgid "" "alternating between points on the boundary of this shape and points on the " "boundary of [param with_shape].\n" "A collision pair A, B can be used to calculate the collision normal with " -"[code](B - A).normalized()[/code], and the collision depth with [code](B - " -"A).length()[/code]. This information is typically used to separate shapes, " +"[code](B - A).normalized()[/code], and the collision depth with [code](B - A)." +"length()[/code]. This information is typically used to separate shapes, " "particularly in collision solvers.\n" "This method needs the transformation matrix for this shape ([param " -"local_xform]), the movement to test on this shape ([param local_motion]), " -"the shape to check collisions with ([param with_shape]), the transformation " -"matrix of that shape ([param shape_xform]), and the movement to test onto " -"the other object ([param shape_motion])." +"local_xform]), the movement to test on this shape ([param local_motion]), the " +"shape to check collisions with ([param with_shape]), the transformation " +"matrix of that shape ([param shape_xform]), and the movement to test onto the " +"other object ([param shape_motion])." msgstr "" "返回如果应用了给定的移动后,该形状将接触另一形状的接触点对列表。\n" -"如果不存在碰撞,则返回的列表为空。否则,返回的列表中包含的是成对排列的接触" -"点,在该形状边界上的点和 [param with_shape] 边界上的点之间会交替出现。\n" -"有了碰撞对 A 和 B,就可以通过 [code](B - A).normalized()[/code] 计算碰撞法" -"线,通过 [code](B - A).length()[/code] 计算碰撞深度。这些信息通常用于分离形" -"状,在碰撞求解器中比较常见。\n" +"如果不存在碰撞,则返回的列表为空。否则,返回的列表中包含的是成对排列的接触点," +"在该形状边界上的点和 [param with_shape] 边界上的点之间会交替出现。\n" +"有了碰撞对 A 和 B,就可以通过 [code](B - A).normalized()[/code] 计算碰撞法线," +"通过 [code](B - A).length()[/code] 计算碰撞深度。这些信息通常用于分离形状,在" +"碰撞求解器中比较常见。\n" "本方法需要用到该形状的变换矩阵([param local_xform])、要在该形状上测试的运动" -"([param local_motion])、要检查与该形状是否碰撞的形状([param " -"with_shape])、那个形状的变换矩阵([param shape_xform])、以及要在其他形状上" -"测试的运动([param shape_motion])。" +"([param local_motion])、要检查与该形状是否碰撞的形状([param with_shape])、" +"那个形状的变换矩阵([param shape_xform])、以及要在其他形状上测试的运动" +"([param shape_motion])。" msgid "" -"Draws a solid shape onto a [CanvasItem] with the [RenderingServer] API " -"filled with the specified [param color]. The exact drawing method is " -"specific for each shape and cannot be configured." +"Draws a solid shape onto a [CanvasItem] with the [RenderingServer] API filled " +"with the specified [param color]. The exact drawing method is specific for " +"each shape and cannot be configured." msgstr "" "用 [RenderingServer] API 在 [CanvasItem] 上绘制实体形状,并填充指定的颜色 " "[param color]。确切的绘制方法是每个形状特有的,无法配置。" @@ -92403,11 +104076,25 @@ msgid "" "When set to [code]0[/code], the default value from [member ProjectSettings." "physics/2d/solver/default_contact_bias] is used." msgstr "" -"该形状的的自定义求解器偏差。定义了强制接触分离涉及到这个形状时,物体会做出多" -"大的反应。\n" +"该形状的的自定义求解器偏差。定义了强制接触分离涉及到这个形状时,物体会做出多大" +"的反应。\n" "设为 [code]0.0[/code] 时,使用的默认值为 [member ProjectSettings.physics/2d/" "solver/default_contact_bias]。" +msgid "Abstract base class for 3D shapes used for physics collision." +msgstr "用于物理碰撞的 3D 形状的抽象基类。" + +msgid "" +"Abstract base class for all 3D shapes, intended for use in physics.\n" +"[b]Performance:[/b] Primitive shapes, especially [SphereShape3D], are fast to " +"check collisions against. [ConvexPolygonShape3D] and [HeightMapShape3D] are " +"slower, and [ConcavePolygonShape3D] is the slowest." +msgstr "" +"所有 3D 形状的抽象基类,针对物理使用设计。\n" +"[b]性能:[/b]对图元形状进行碰撞检测很快,尤其是 [SphereShape3D]。" +"[ConvexPolygonShape3D] 和 [HeightMapShape3D] 较慢,[ConcavePolygonShape3D] 最" +"慢。" + msgid "" "Returns the [ArrayMesh] used to draw the debug collision for this [Shape3D]." msgstr "返回用于绘制此 [Shape3D] 的调试碰撞的 [ArrayMesh]。" @@ -92418,23 +104105,23 @@ msgid "" "When set to [code]0[/code], the default value from [member ProjectSettings." "physics/3d/solver/default_contact_bias] is used." msgstr "" -"该形状的的自定义求解器偏差。定义了强制接触分离涉及到这个形状时,物体会做出多" -"大的反应。\n" +"该形状的的自定义求解器偏差。定义了强制接触分离涉及到这个形状时,物体会做出多大" +"的反应。\n" "设为 [code]0.0[/code] 时,使用的默认值为 [member ProjectSettings.physics/3d/" "solver/default_contact_bias]。" msgid "" "The collision margin for the shape. This is not used in Godot Physics.\n" -"Collision margins allow collision detection to be more efficient by adding " -"an extra shell around shapes. Collision algorithms are more expensive when " +"Collision margins allow collision detection to be more efficient by adding an " +"extra shell around shapes. Collision algorithms are more expensive when " "objects overlap by more than their margin, so a higher value for margins is " -"better for performance, at the cost of accuracy around edges as it makes " -"them less sharp." +"better for performance, at the cost of accuracy around edges as it makes them " +"less sharp." msgstr "" "该形状的碰撞边距。Godot Physics 中未使用。\n" -"碰撞边距允许通过在形状周围添加额外的外壳来使碰撞检测更有效。当物体重叠的部分" -"超过其边距时,碰撞算法的成本会更高,所以边距的数值越高对性能越好,但代价是边" -"缘的精度会降低,因为会让边缘的锐度降低。" +"碰撞边距允许通过在形状周围添加额外的外壳来使碰撞检测更有效。当物体重叠的部分超" +"过其边距时,碰撞算法的成本会更高,所以边距的数值越高对性能越好,但代价是边缘的" +"精度会降低,因为会让边缘的锐度降低。" msgid "" "Adds a collision exception so the shape does not report collisions with the " @@ -92484,23 +104171,22 @@ msgstr "" "[method is_colliding] 返回 [code]false[/code]),则返回 [code]null[/code]。" msgid "" -"Returns the [RID] of the collided object of one of the multiple collisions " -"at [param index]." +"Returns the [RID] of the collided object of one of the multiple collisions at " +"[param index]." msgstr "返回 [param index] 处多次碰撞之一的碰撞对象的 [RID]。" msgid "" -"Returns the shape ID of the colliding shape of one of the multiple " -"collisions at [param index], or [code]0[/code] if no object is intersecting " -"the shape (i.e. [method is_colliding] returns [code]false[/code])." +"Returns the shape ID of the colliding shape of one of the multiple collisions " +"at [param index], or [code]0[/code] if no object is intersecting the shape (i." +"e. [method is_colliding] returns [code]false[/code])." msgstr "" -"返回 [param index] 处多次碰撞之一的碰撞形状的形状 ID,如果没有对象与该形状相" -"交(即 [method is_colliding] 返回 [code]false[/code]),则返回 [code]0[/" -"code]。" +"返回 [param index] 处多次碰撞之一的碰撞形状的形状 ID,如果没有对象与该形状相交" +"(即 [method is_colliding] 返回 [code]false[/code]),则返回 [code]0[/code]。" msgid "" -"The number of collisions detected at the point of impact. Use this to " -"iterate over multiple collisions as provided by [method get_collider], " -"[method get_collider_shape], [method get_collision_point], and [method " +"The number of collisions detected at the point of impact. Use this to iterate " +"over multiple collisions as provided by [method get_collider], [method " +"get_collider_shape], [method get_collision_point], and [method " "get_collision_normal] methods." msgstr "" "在撞击点检测到的碰撞次数。使用它来迭代由 [method get_collider]、[method " @@ -92542,8 +104228,8 @@ msgstr "" "该形状的碰撞掩码。只有至少启用了一个在该掩码中的碰撞层的对象才会被检测到。" msgid "" -"Returns the complete collision information from the collision sweep. The " -"data returned is the same as in the [method PhysicsDirectSpaceState2D." +"Returns the complete collision information from the collision sweep. The data " +"returned is the same as in the [method PhysicsDirectSpaceState2D." "get_rest_info] method." msgstr "" "从碰撞扫描中返回完整的碰撞信息。返回的数据与 [method " @@ -92555,8 +104241,8 @@ msgid "" msgstr "该形状的碰撞边距。较大的边距有助于更一致地检测碰撞,但代价是牺牲精度。" msgid "" -"The number of intersections can be limited with this parameter, to reduce " -"the processing time." +"The number of intersections can be limited with this parameter, to reduce the " +"processing time." msgstr "可以使用这个参数来限制相交点的数量,减少处理时间。" msgid "The [Shape2D]-derived shape to be used for collision queries." @@ -92599,8 +104285,8 @@ msgid "" "code placed in this function will be called whenever the [member shape] " "resource is modified." msgstr "" -"该方法在内部被用于更新编辑器中的调试小工具。每当修改 [member shape] 资源时," -"都会调用该函数中放置的任何代码。" +"该方法在内部被用于更新编辑器中的调试小工具。每当修改 [member shape] 资源时,都" +"会调用该函数中放置的任何代码。" msgid "" "The shape's collision mask. Only objects in at least one collision layer " @@ -92608,13 +104294,13 @@ msgid "" "physics_introduction.html#collision-layers-and-masks]Collision layers and " "masks[/url] in the documentation for more information." msgstr "" -"形状的碰撞掩码。只有至少启用了一个在该掩码中的碰撞层的对象才会被检测到。有关" -"详细信息,请参阅文档中的[url=$DOCS_URL/tutorials/physics/" -"physics_introduction.html#collision-layers-and-masks]《碰撞层和掩码》[/url]。" +"形状的碰撞掩码。只有至少启用了一个在该掩码中的碰撞层的对象才会被检测到。有关详" +"细信息,请参阅文档中的[url=$DOCS_URL/tutorials/physics/physics_introduction." +"html#collision-layers-and-masks]《碰撞层和掩码》[/url]。" msgid "" -"Returns the complete collision information from the collision sweep. The " -"data returned is the same as in the [method PhysicsDirectSpaceState3D." +"Returns the complete collision information from the collision sweep. The data " +"returned is the same as in the [method PhysicsDirectSpaceState3D." "get_rest_info] method." msgstr "" "从碰撞扫描返回完整的碰撞信息。返回的数据与 [method PhysicsDirectSpaceState3D." @@ -92628,9 +104314,9 @@ msgid "" "If set to [code]Color(0.0, 0.0, 0.0)[/code] (by default), the color set in " "[member ProjectSettings.debug/shapes/collision/shape_color] is used." msgstr "" -"如果在[b]调试[/b]菜单中启用了[b]可见碰撞形状[/b],则用于在编辑器中和运行时中" -"绘制形状的自定义颜色。如果 [ShapeCast3D] 与某物发生碰撞,该颜色将在运行时突出" -"显示。\n" +"如果在[b]调试[/b]菜单中启用了[b]可见碰撞形状[/b],则用于在编辑器中和运行时中绘" +"制形状的自定义颜色。如果 [ShapeCast3D] 与某物发生碰撞,该颜色将在运行时突出显" +"示。\n" "如果设置为 [code]Color(0.0, 0.0, 0.0)[/code](默认值),则使用 [member " "ProjectSettings.debug/shapes/collision/shape_color] 中设置的颜色。" @@ -92643,8 +104329,8 @@ msgstr "用于绑定输入的快捷键。" msgid "" "Shortcuts are commonly used for interacting with a [Control] element from an " "[InputEvent] (also known as hotkeys).\n" -"One shortcut can contain multiple [InputEvent]'s, allowing the possibility " -"of triggering one action with multiple different inputs." +"One shortcut can contain multiple [InputEvent]'s, allowing the possibility of " +"triggering one action with multiple different inputs." msgstr "" "快捷键通常用于通过 [InputEvent] 与 [Control] 元素进行交互(也叫热键)。\n" "一个快捷键可以包含多个 [InputEvent],因此能够使用多种不同的输入触发某个动作。" @@ -92652,8 +104338,7 @@ msgstr "" msgid "Returns the shortcut's first valid [InputEvent] as a [String]." msgstr "返回该快捷键的第一个有效 [InputEvent] 的 [String] 形式。" -msgid "" -"Returns whether [member events] contains an [InputEvent] which is valid." +msgid "Returns whether [member events] contains an [InputEvent] which is valid." msgstr "返回 [member events] 是否包含有效的 [InputEvent]。" msgid "" @@ -92670,14 +104355,13 @@ msgstr "" "括 [InputEventAction]。" msgid "" -"[Signal] is a built-in [Variant] type that represents a signal of an " -"[Object] instance. Like all [Variant] types, it can be stored in variables " -"and passed to functions. Signals allow all connected [Callable]s (and by " -"extension their respective objects) to listen and react to events, without " -"directly referencing one another. This keeps the code flexible and easier to " -"manage.\n" -"In GDScript, signals can be declared with the [code]signal[/code] keyword. " -"In C#, you may use the [code][Signal][/code] attribute on a delegate.\n" +"[Signal] is a built-in [Variant] type that represents a signal of an [Object] " +"instance. Like all [Variant] types, it can be stored in variables and passed " +"to functions. Signals allow all connected [Callable]s (and by extension their " +"respective objects) to listen and react to events, without directly " +"referencing one another. This keeps the code flexible and easier to manage.\n" +"In GDScript, signals can be declared with the [code]signal[/code] keyword. In " +"C#, you may use the [code][Signal][/code] attribute on a delegate.\n" "[codeblocks]\n" "[gdscript]\n" "signal attacked\n" @@ -92699,8 +104383,8 @@ msgid "" msgstr "" "信号 [Signal] 是内置的 [Variant] 类型,代表 [Object] 实例的某个信息。信号和所" "有 [Variant] 类型一样,可以在变量中存储、传递给函数。信号能够让所有连接的 " -"[Callable](及相应扩展对象)监听事件并作出反应,不必直接互相引用。这样就能让" -"代码更灵活、更易于管理。\n" +"[Callable](及相应扩展对象)监听事件并作出反应,不必直接互相引用。这样就能让代" +"码更灵活、更易于管理。\n" "在 GDScript 中,信号可以使用 [code]signal[/code] 关键字声明。在 C# 中,你可以" "在代理上使用 [code][Signal][/code] 属性。\n" "[codeblocks]\n" @@ -92756,9 +104440,9 @@ msgid "" " print(button.name, \" was pressed\")\n" "[/codeblock]" msgstr "" -"将此信号连接到指定的 [param callable]。还可以添加 [param flags] 对连接的行为" -"进行配置(见 [enum Object.ConnectFlags] 常量)。可以使用 [method Callable." -"bind] 为连接的 [param callable] 提供额外的参数。\n" +"将此信号连接到指定的 [param callable]。还可以添加 [param flags] 对连接的行为进" +"行配置(见 [enum Object.ConnectFlags] 常量)。可以使用 [method Callable.bind] " +"为连接的 [param callable] 提供额外的参数。\n" "一个信号只能和同一个 [Callable] 连接一次。如果该信号已连接,则会返回 " "[constant ERR_INVALID_PARAMETER] 并推入错误消息,除非信号是用 [constant " "Object.CONNECT_REFERENCE_COUNTED] 连接的。要防止这个问题,请先使用 [method " @@ -92772,17 +104456,17 @@ msgstr "" "[/codeblock]" msgid "" -"Disconnects this signal from the specified [Callable]. If the connection " -"does not exist, generates an error. Use [method is_connected] to make sure " -"that the connection exists." +"Disconnects this signal from the specified [Callable]. If the connection does " +"not exist, generates an error. Use [method is_connected] to make sure that " +"the connection exists." msgstr "" "将该信号与给定的 [Callable] 断开连接。如果该连接不存在,则会生成错误。请使用 " "[method is_connected] 来确保连接存在。" msgid "" "Emits this signal. All [Callable]s connected to this signal will be " -"triggered. This method supports a variable number of arguments, so " -"parameters can be passed as a comma separated list." +"triggered. This method supports a variable number of arguments, so parameters " +"can be passed as a comma separated list." msgstr "" "发出该信号。与该信号相连的所有 [Callable] 都将被触发。此方法支持可变数量的参" "数,所以参数可以用逗号分隔列表的形式传递。" @@ -92837,18 +104521,17 @@ msgid "" "Executes all the modifications on the [SkeletonModificationStack2D], if the " "Skeleton2D has one assigned." msgstr "" -"如果该 Skeleton2D 分配有 [SkeletonModificationStack2D],则执行其中的所有修" -"改。" +"如果该 Skeleton2D 分配有 [SkeletonModificationStack2D],则执行其中的所有修改。" msgid "" -"Returns a [Bone2D] from the node hierarchy parented by Skeleton2D. The " -"object to return is identified by the parameter [param idx]. Bones are " -"indexed by descending the node hierarchy from top to bottom, adding the " -"children of each branch before moving to the next sibling." +"Returns a [Bone2D] from the node hierarchy parented by Skeleton2D. The object " +"to return is identified by the parameter [param idx]. Bones are indexed by " +"descending the node hierarchy from top to bottom, adding the children of each " +"branch before moving to the next sibling." msgstr "" "从由 Skeleton2D 为父节点的节点层次结构中返回 [Bone2D]。要返回的对象由参数 " -"[param idx] 标识。骨骼通过从上到下降低节点层次结构来索引,在移动到下一个兄弟" -"节点之前添加每个分支的子节点。" +"[param idx] 标识。骨骼通过从上到下降低节点层次结构来索引,在移动到下一个兄弟节" +"点之前添加每个分支的子节点。" msgid "" "Returns the number of [Bone2D] nodes in the node hierarchy parented by " @@ -92870,14 +104553,14 @@ msgid "" "Sets the local pose transform, [param override_pose], for the bone at [param " "bone_idx].\n" "[param strength] is the interpolation strength that will be used when " -"applying the pose, and [param persistent] determines if the applied pose " -"will remain.\n" -"[b]Note:[/b] The pose transform needs to be a local transform relative to " -"the [Bone2D] node at [param bone_idx]!" +"applying the pose, and [param persistent] determines if the applied pose will " +"remain.\n" +"[b]Note:[/b] The pose transform needs to be a local transform relative to the " +"[Bone2D] node at [param bone_idx]!" msgstr "" "为 [param bone_idx] 处的骨骼设置局部姿势变换 [param override_pose]。\n" -"[param strength] 是应用姿势时将使用的插值强度,[param persistent] 决定是否会" -"保持应用的姿势。\n" +"[param strength] 是应用姿势时将使用的插值强度,[param persistent] 决定是否会保" +"持应用的姿势。\n" "[b]注意:[/b]姿势变换需要是相对于 [param bone_idx] 处的 [Bone2D] 节点的局部变" "换!" @@ -92889,6 +104572,10 @@ msgid "" "primarily used internally within the skeleton." msgstr "当附加到该骨架的 [Bone2D] 设置更改时发出。这主要在骨架内部使用。" +msgid "" +"A node containing a bone hierarchy, used to create a 3D skeletal animation." +msgstr "包含骨骼层级结构的节点,用于创建 3D 骨骼动画。" + msgid "" "Adds a bone, with name [param name]. [method get_bone_count] will become the " "bone index." @@ -92904,6 +104591,13 @@ msgstr "移除骨架中所有骨骼上的全局姿势覆盖。" msgid "Returns the bone index that matches [param name] as its name." msgstr "返回名称与 [param name] 匹配的骨骼的索引。" +msgid "" +"Force updates the bone transforms/poses for all bones in the skeleton.\n" +"[i]Deprecated.[/i] Do not use." +msgstr "" +"强制更新该骨架中所有骨骼的变换/姿势。\n" +"[i]已废弃。[/i]请勿使用。" + msgid "" "Force updates the bone transform for the bone at [param bone_idx] and all of " "its children." @@ -92960,16 +104654,15 @@ msgid "" "look at this is that it returns the indexes of all the bones that are not " "dependent or modified by other bones in the Skeleton." msgstr "" -"返回一个包含所有无父级的骨骼的数组。另一种看待这一点的方法是,它返回所有骨骼" -"的索引,这些骨骼不依赖于该骨架中的其他骨骼,或不被该骨架中的其他骨骼修改。" +"返回一个包含所有无父级的骨骼的数组。另一种看待这一点的方法是,它返回所有骨骼的" +"索引,这些骨骼不依赖于该骨架中的其他骨骼,或不被该骨架中的其他骨骼修改。" msgid "" "Returns the number of times the bone hierarchy has changed within this " "skeleton, including renames.\n" "The Skeleton version is not serialized: only use within a single instance of " "Skeleton3D.\n" -"Use for invalidating caches in IK solvers and other nodes which process " -"bones." +"Use for invalidating caches in IK solvers and other nodes which process bones." msgstr "" "返回骨骼层次结构在该骨架中更改的次数,包括重命名。\n" "骨架版本没有被序列化:只能在 Skeleton3D 的单个实例中使用。\n" @@ -93028,16 +104721,15 @@ msgid "" "Sets the global pose transform, [param pose], for the bone at [param " "bone_idx].\n" "[param amount] is the interpolation strength that will be used when applying " -"the pose, and [param persistent] determines if the applied pose will " -"remain.\n" -"[b]Note:[/b] The pose transform needs to be a global pose! To convert a " -"world transform from a [Node3D] to a global bone pose, multiply the [method " -"Transform3D.affine_inverse] of the node's [member Node3D.global_transform] " -"by the desired world transform." +"the pose, and [param persistent] determines if the applied pose will remain.\n" +"[b]Note:[/b] The pose transform needs to be a global pose! To convert a world " +"transform from a [Node3D] to a global bone pose, multiply the [method " +"Transform3D.affine_inverse] of the node's [member Node3D.global_transform] by " +"the desired world transform." msgstr "" "为 [param bone_idx] 处的骨骼设置全局姿势变换 [param pose]。\n" -"[param amount] 是应用姿势时将使用的插值强度,[param persistent] 决定应用的姿" -"势是否会保留。\n" +"[param amount] 是应用姿势时将使用的插值强度,[param persistent] 决定应用的姿势" +"是否会保留。\n" "[b]注意:[/b]姿势变换需要的是全局姿势!要将 [Node3D] 的世界变换转换为全局骨骼" "姿势,请将节点的 [member Node3D.global_transform] 的 [method Transform3D." "affine_inverse] 乘以所期望的世界变换。" @@ -93058,34 +104750,34 @@ msgid "" "Unparents the bone at [param bone_idx] and sets its rest position to that of " "its parent prior to being reset." msgstr "" -"让位于 [param bone_idx] 的骨骼不再有父级,并将其放松位置设置为之前父级放松时" -"的位置。" +"让位于 [param bone_idx] 的骨骼不再有父级,并将其放松位置设置为之前父级放松时的" +"位置。" msgid "" "This signal is emitted when one of the bones in the Skeleton3D node have " "changed their pose. This is used to inform nodes that rely on bone positions " "that one of the bones in the Skeleton3D have changed their transform/pose." msgstr "" -"当该 Skeleton3D 节点中的任一骨骼,改变了它们的姿势时,就会发出这个信号。这用" -"于通知依赖骨骼位置的节点,Skeleton3D 中的任一骨骼已经改变了它们的变换/姿势。" +"当该 Skeleton3D 节点中的任一骨骼,改变了它们的姿势时,就会发出这个信号。这用于" +"通知依赖骨骼位置的节点,Skeleton3D 中的任一骨骼已经改变了它们的变换/姿势。" msgid "" "A node used to rotate all bones of a [Skeleton3D] bone chain a way that " "places the end bone at a desired 3D position." msgstr "" -"可以将 [Skeleton3D] 骨骼链中的所有骨骼进行旋转,从而将末端骨骼放置在正确的 " -"3D 位置的节点。" +"可以将 [Skeleton3D] 骨骼链中的所有骨骼进行旋转,从而将末端骨骼放置在正确的 3D " +"位置的节点。" msgid "" "SkeletonIK3D is used to rotate all bones of a [Skeleton3D] bone chain a way " "that places the end bone at a desired 3D position. A typical scenario for IK " "in games is to place a character's feet on the ground or a character's hands " -"on a currently held object. SkeletonIK uses FabrikInverseKinematic " -"internally to solve the bone chain and applies the results to the " -"[Skeleton3D] [code]bones_global_pose_override[/code] property for all " -"affected bones in the chain. If fully applied, this overwrites any bone " -"transform from [Animation]s or bone custom poses set by users. The applied " -"amount can be controlled with the [member interpolation] property.\n" +"on a currently held object. SkeletonIK uses FabrikInverseKinematic internally " +"to solve the bone chain and applies the results to the [Skeleton3D] " +"[code]bones_global_pose_override[/code] property for all affected bones in " +"the chain. If fully applied, this overwrites any bone transform from " +"[Animation]s or bone custom poses set by users. The applied amount can be " +"controlled with the [member interpolation] property.\n" "[codeblock]\n" "# Apply IK effect automatically on every new frame (not the current)\n" "skeleton_ik_node.start()\n" @@ -93106,16 +104798,15 @@ msgid "" "bones_global_pose_override on Skeleton)\n" "skeleton_ik_node.set_interpolation(0.0)\n" "[/codeblock]\n" -"[i]Deprecated.[/i] This class is deprecated, and might be removed in a " -"future release." +"[i]Deprecated.[/i] This class is deprecated, and might be removed in a future " +"release." msgstr "" "SkeletonIK3D 可以将 [Skeleton3D] 骨骼链中的所有骨骼进行旋转,从而将末端骨骼放" -"置在正确的 3D 位置。游戏中 IK 的典型场景是将角色的脚放在地面上,或者将角色的" -"手放在当前持有的物体上。SkeletonIK 在内部使用 FabrikInverseKinematic 来解决骨" -"骼链,并将结果应用于 [Skeleton3D] [code]bones_global_pose_override[/code] 属" -"性中所有受影响的骨骼链。如果完全应用,这将覆盖任何来自 [Animation] 的骨骼变换" -"或用户设置的骨骼自定义姿势。应用量可以用 [member interpolation] 属性来控" -"制。\n" +"置在正确的 3D 位置。游戏中 IK 的典型场景是将角色的脚放在地面上,或者将角色的手" +"放在当前持有的物体上。SkeletonIK 在内部使用 FabrikInverseKinematic 来解决骨骼" +"链,并将结果应用于 [Skeleton3D] [code]bones_global_pose_override[/code] 属性中" +"所有受影响的骨骼链。如果完全应用,这将覆盖任何来自 [Animation] 的骨骼变换或用" +"户设置的骨骼自定义姿势。应用量可以用 [member interpolation] 属性来控制。\n" "[codeblock]\n" "# 在每一个新的帧上自动应用 IK 效果(不是当前的)。\n" "skeleton_ik_node.start()\n" @@ -93139,28 +104830,37 @@ msgstr "" "[i]已弃用。[/i]这个类已废弃,可能在后续版本中移除。" msgid "" -"Returns the parent [Skeleton3D] Node that was present when SkeletonIK " -"entered the [SceneTree]. Returns null if the parent node was not a " -"[Skeleton3D] Node when SkeletonIK3D entered the [SceneTree]." +"Returns the parent [Skeleton3D] Node that was present when SkeletonIK entered " +"the [SceneTree]. Returns null if the parent node was not a [Skeleton3D] Node " +"when SkeletonIK3D entered the [SceneTree]." msgstr "" "返回 SkeletonIK 进入 [SceneTree] 时存在的父级 [Skeleton3D] 节点。如果 " "SkeletonIK3D 进入 [SceneTree] 时父节点不是 [Skeleton3D] 节点,则返回 null。" msgid "" "Returns [code]true[/code] if SkeletonIK is applying IK effects on continues " -"frames to the [Skeleton3D] bones. Returns [code]false[/code] if SkeletonIK " -"is stopped or [method start] was used with the [code]one_time[/code] " -"parameter set to [code]true[/code]." +"frames to the [Skeleton3D] bones. Returns [code]false[/code] if SkeletonIK is " +"stopped or [method start] was used with the [code]one_time[/code] parameter " +"set to [code]true[/code]." msgstr "" "如果 SkeletonIK 正将 IK 效果应用到 [Skeleton3D] 骨骼的连续帧上,则返回 " "[code]true[/code]。如果 SkeletonIK 被停止或 [method start] 被使用时 " "[code]one_time[/code] 参数被设置为 [code]true[/code],则返回 [code]false[/" "code]。" +msgid "" +"Starts applying IK effects on each frame to the [Skeleton3D] bones but will " +"only take effect starting on the next frame. If [param one_time] is " +"[code]true[/code], this will take effect immediately but also reset on the " +"next frame." +msgstr "" +"开始将 IK 效果应用到每一帧的 [Skeleton3D] 骨骼,但只会在下一帧开始生效。如果 " +"[param one_time] 为 [code]true[/code] 则将立即生效,但仍会在下一帧重置。" + msgid "" "Stops applying IK effects on each frame to the [Skeleton3D] bones and also " -"calls [method Skeleton3D.clear_bones_global_pose_override] to remove " -"existing overrides on all bones." +"calls [method Skeleton3D.clear_bones_global_pose_override] to remove existing " +"overrides on all bones." msgstr "" "停止将 IK 效果应用到每帧的 [Skeleton3D] 骨骼,并调用 [method Skeleton3D." "clear_bones_global_pose_override] 来移除所有骨骼上的现有覆盖。" @@ -93172,9 +104872,9 @@ msgid "" "disable the SkeletonIK. A value at or below [code]0.01[/code] also calls " "[method Skeleton3D.clear_bones_global_pose_override]." msgstr "" -"IK 效果被应用于当前骨架骨骼链的程度的插值。[code]1.0[/code] 的值将完全覆盖所" -"有骨架骨骼变换,而 [code]0.0[/code] 的值将在视觉上禁用 SkeletonIK。等于或低" -"于 [code]0.01[/code] 的值也会调用 [method Skeleton3D." +"IK 效果被应用于当前骨架骨骼链的程度的插值。[code]1.0[/code] 的值将完全覆盖所有" +"骨架骨骼变换,而 [code]0.0[/code] 的值将在视觉上禁用 SkeletonIK。等于或低于 " +"[code]0.01[/code] 的值也会调用 [method Skeleton3D." "clear_bones_global_pose_override]。" msgid "" @@ -93189,16 +104889,15 @@ msgstr "" "效。中间链骨位置将与磁铁位置进行线性插值。" msgid "" -"Number of iteration loops used by the IK solver to produce more accurate " -"(and elegant) bone chain results." +"Number of iteration loops used by the IK solver to produce more accurate (and " +"elegant) bone chain results." msgstr "IK解算器使用的迭代循环的数量,以产生更准确(和优雅)的骨链效果。" msgid "" "The minimum distance between bone and goal target. If the distance is below " "this value, the IK solver stops further iterations." msgstr "" -"骨骼与目标对象之间的最小距离。如果距离低于这个值,IK解算器将停止进一步的迭" -"代。" +"骨骼与目标对象之间的最小距离。如果距离低于这个值,IK解算器将停止进一步的迭代。" msgid "" "If [code]true[/code] overwrites the rotation of the tip bone with the " @@ -93228,11 +104927,11 @@ msgstr "" "是 [member target] 属性。" msgid "" -"The name of the current tip bone, the last bone in the IK chain placed at " -"the [member target] transform (or [member target_node] if defined)." +"The name of the current tip bone, the last bone in the IK chain placed at the " +"[member target] transform (or [member target_node] if defined)." msgstr "" -"当前尖端骨骼的名称,IK 链中放置在 [member target] 变换处的最后一个骨骼(或者" -"已定义 [member target_node])。" +"当前尖端骨骼的名称,IK 链中放置在 [member target] 变换处的最后一个骨骼(或者已" +"定义 [member target_node])。" msgid "" "If [code]true[/code], instructs the IK solver to consider the secondary " @@ -93242,15 +104941,18 @@ msgstr "" "如果为 [code]true[/code],指示 IK 求解器在解算器链时考虑次要磁铁目标(极点目" "标)。使用磁铁位置(磁极目标)来控制 IK 链的弯曲。" +msgid "Base class for resources that operate on [Bone2D]s in a [Skeleton2D]." +msgstr "对 [Skeleton2D] 中的 [Bone2D] 进行操作的资源的基类。" + msgid "" "This resource provides an interface that can be expanded so code that " "operates on [Bone2D] nodes in a [Skeleton2D] can be mixed and matched " "together to create complex interactions.\n" -"This is used to provide Godot with a flexible and powerful Inverse " -"Kinematics solution that can be adapted for many different uses." +"This is used to provide Godot with a flexible and powerful Inverse Kinematics " +"solution that can be adapted for many different uses." msgstr "" -"该资源提供了一个可以扩展的接口,因此在 [Skeleton2D] 中的 [Bone2D] 节点上运行" -"的代码可以被混合并匹配在一起,以创建复杂的交互。\n" +"该资源提供了一个可以扩展的接口,因此在 [Skeleton2D] 中的 [Bone2D] 节点上运行的" +"代码可以被混合并匹配在一起,以创建复杂的交互。\n" "这用于为 Godot 提供一套灵活而强大的反向运动学解决方案,该解决方案可以适用许多" "不同的用途。" @@ -93262,11 +104964,11 @@ msgid "" "SkeletonModificationStack2D.get_skeleton] and it's draw functions, as the " "[SkeletonModification2D] resource cannot draw on its own." msgstr "" -"用于绘制[b]编辑器专用[/b]的修改器小工具。此函数只会在 Godot 编辑器中调用,并" -"且可以被覆盖,来绘制自定义小工具。\n" -"[b]注意:[/b]你需要使用来自 [method SkeletonModificationStack2D." -"get_skeleton] 的 Skeleton2D 及其绘制函数,因为 [SkeletonModification2D] 资源" -"本身无法进行绘制。" +"用于绘制[b]编辑器专用[/b]的修改器小工具。此函数只会在 Godot 编辑器中调用,并且" +"可以被覆盖,来绘制自定义小工具。\n" +"[b]注意:[/b]你需要使用来自 [method SkeletonModificationStack2D.get_skeleton] " +"的 Skeleton2D 及其绘制函数,因为 [SkeletonModification2D] 资源本身无法进行绘" +"制。" msgid "" "Executes the given modification. This is where the modification performs " @@ -93282,31 +104984,31 @@ msgid "" "Returns whether this modification will call [method _draw_editor_gizmo] in " "the Godot editor to draw modification-specific gizmos." msgstr "" -"返回这个修改器是否会在 Godot 编辑器中调用 [method _draw_editor_gizmo] 绘制针" -"对修改器的小工具。" +"返回这个修改器是否会在 Godot 编辑器中调用 [method _draw_editor_gizmo] 绘制针对" +"修改器的小工具。" msgid "Returns whether this modification has been successfully setup or not." msgstr "返回此修改器是否已被成功安装。" msgid "" -"Returns the [SkeletonModificationStack2D] that this modification is bound " -"to. Through the modification stack, you can access the Skeleton2D the " +"Returns the [SkeletonModificationStack2D] that this modification is bound to. " +"Through the modification stack, you can access the Skeleton2D the " "modification is operating on." msgstr "" -"返回该修改器绑定的 [SkeletonModificationStack2D]。你可以通过这个修改器栈来访" -"问修改器所操作的 Skeleton2D。" +"返回该修改器绑定的 [SkeletonModificationStack2D]。你可以通过这个修改器栈来访问" +"修改器所操作的 Skeleton2D。" msgid "" "Sets whether this modification will call [method _draw_editor_gizmo] in the " "Godot editor to draw modification-specific gizmos." msgstr "" -"设置这个修改器是否会在 Godot 编辑器中调用 [method _draw_editor_gizmo] 绘制针" -"对修改器的小工具。" +"设置这个修改器是否会在 Godot 编辑器中调用 [method _draw_editor_gizmo] 绘制针对" +"修改器的小工具。" msgid "" -"Manually allows you to set the setup state of the modification. This " -"function should only rarely be used, as the [SkeletonModificationStack2D] " -"the modification is bound to should handle setting the modification up." +"Manually allows you to set the setup state of the modification. This function " +"should only rarely be used, as the [SkeletonModificationStack2D] the " +"modification is bound to should handle setting the modification up." msgstr "" "允许你手动设置该修改器的安装状态。这个函数应很少使用,因为该修改器所绑定的 " "[SkeletonModificationStack2D] 应该对该修改器进行安装。" @@ -93323,8 +105025,8 @@ msgid "" "when to execute the modification. Some modifications have settings that are " "only available in certain execution modes." msgstr "" -"修改器的执行模式。会告诉修改器栈何时执行该修改器。某修修改器存在只能在特定执" -"行模式下可用的设置。" +"修改器的执行模式。会告诉修改器栈何时执行该修改器。某修修改器存在只能在特定执行" +"模式下可用的设置。" msgid "" "A modification that uses CCDIK to manipulate a series of bones to reach a " @@ -93335,25 +105037,25 @@ msgid "" "This [SkeletonModification2D] uses an algorithm called Cyclic Coordinate " "Descent Inverse Kinematics, or CCDIK, to manipulate a chain of bones in a " "[Skeleton2D] so it reaches a defined target.\n" -"CCDIK works by rotating a set of bones, typically called a \"bone chain\", " -"on a single axis. Each bone is rotated to face the target from the tip (by " +"CCDIK works by rotating a set of bones, typically called a \"bone chain\", on " +"a single axis. Each bone is rotated to face the target from the tip (by " "default), which over a chain of bones allow it to rotate properly to reach " "the target. Because the bones only rotate on a single axis, CCDIK [i]can[/i] " "look more robotic than other IK solvers.\n" "[b]Note:[/b] The CCDIK modifier has [code]ccdik_joints[/code], which are the " "data objects that hold the data for each joint in the CCDIK chain. This is " -"different from a bone! CCDIK joints hold the data needed for each bone in " -"the bone chain used by CCDIK.\n" +"different from a bone! CCDIK joints hold the data needed for each bone in the " +"bone chain used by CCDIK.\n" "CCDIK also fully supports angle constraints, allowing for more control over " "how a solution is met." msgstr "" "这种 [SkeletonModification2D] 使用的是名为循环坐标下降逆向运动学(Cyclic " "Coordinate Descent Inverse Kinematics)的算法,即 CCDIK,能够对 [Skeleton2D] " "中的一条骨骼链进行操作,从而抵达指定的目标。\n" -"CCDIK 的工作原理是让一组骨骼围绕单一轴旋转,这组骨骼通常称作“骨骼链”。每根骨" -"骼的尖端都会转向目标(默认),这样整条骨骼链就能够正确旋转,从而抵达目标。因" -"为这些骨骼都只围绕单一轴进行旋转,CCDIK 看起来[i]能够[/i]比其他 IK 解算器更加" -"机械。\n" +"CCDIK 的工作原理是让一组骨骼围绕单一轴旋转,这组骨骼通常称作“骨骼链”。每根骨骼" +"的尖端都会转向目标(默认),这样整条骨骼链就能够正确旋转,从而抵达目标。因为这" +"些骨骼都只围绕单一轴进行旋转,CCDIK 看起来[i]能够[/i]比其他 IK 解算器更加机" +"械。\n" "[b]注意:[/b]CCDIK 修改器具有关节属性 [code]ccdik_joints[/code],里面是存放 " "CCDIK 链中各个关节数据的数据对象。关节和骨骼是两码事!CCDIK 关节存放的是 " "CCDIK 所使用的骨骼链中每根骨骼所需的数据。\n" @@ -93375,17 +105077,15 @@ msgstr "" "返回索引为 [param joint_idx] 的 CCDIK 关节是否使用反向关节约束。详见 [method " "set_ccdik_joint_constraint_angle_invert]。" -msgid "" -"Returns the maximum angle constraint for the joint at [param joint_idx]." +msgid "Returns the maximum angle constraint for the joint at [param joint_idx]." msgstr "返回索引为 [param joint_idx] 的关节的最大角约束。" -msgid "" -"Returns the minimum angle constraint for the joint at [param joint_idx]." +msgid "Returns the minimum angle constraint for the joint at [param joint_idx]." msgstr "返回索引为 [param joint_idx] 的关节的最小角约束。" msgid "" -"Returns whether angle constraints on the CCDIK joint at [param joint_idx] " -"are enabled." +"Returns whether angle constraints on the CCDIK joint at [param joint_idx] are " +"enabled." msgstr "返回索引为 [param joint_idx] 的 CCDIK 关节是否启用角度约束。" msgid "" @@ -93393,21 +105093,19 @@ msgid "" "joint, [code]true[/code], or to rotate from the tip, [code]false[/code]. The " "default is to rotate from the tip." msgstr "" -"返回位于 [param joint_idx] 的关节是从该关节旋转,[code]true[/code],还是从尖" -"端旋转,[code]false[/code]。默认是从尖端旋转。" +"返回位于 [param joint_idx] 的关节是从该关节旋转,[code]true[/code],还是从尖端" +"旋转,[code]false[/code]。默认是从尖端旋转。" -msgid "" -"Sets the [Bone2D] node assigned to the CCDIK joint at [param joint_idx]." +msgid "Sets the [Bone2D] node assigned to the CCDIK joint at [param joint_idx]." msgstr "设置分配给位于 [param joint_idx] 的 CCDIK 关节的 [Bone2D] 节点。" msgid "" "Sets the bone index, [param bone_idx], of the CCDIK joint at [param " -"joint_idx]. When possible, this will also update the [code]bone2d_node[/" -"code] of the CCDIK joint based on data provided by the linked skeleton." +"joint_idx]. When possible, this will also update the [code]bone2d_node[/code] " +"of the CCDIK joint based on data provided by the linked skeleton." msgstr "" -"设置位于 [param joint_idx] 的 CCDIK 关节的骨骼索引 [param joint_idx]。可能" -"时,还会根据所链接的骨架提供的信息来更新 CCDIK 关节的 [code]bone2d_node[/" -"code]。" +"设置位于 [param joint_idx] 的 CCDIK 关节的骨骼索引 [param joint_idx]。可能时," +"还会根据所链接的骨架提供的信息来更新 CCDIK 关节的 [code]bone2d_node[/code]。" msgid "" "Sets whether the CCDIK joint at [param joint_idx] uses an inverted joint " @@ -93418,8 +105116,8 @@ msgid "" "joint to the outside of the inputted values." msgstr "" "设置索引为 [param joint_idx] 的 CCDIK 关节是否使用反向关节约束。\n" -"反向关节约束只会将该 CCDIK 关节的角度约束在输入的最大最小角度范围[i]之外[/" -"i]。因此,它被称为反向关节约束,因为它将关节约束在输入值的外部。" +"反向关节约束只会将该 CCDIK 关节的角度约束在输入的最大最小角度范围[i]之外[/i]。" +"因此,它被称为反向关节约束,因为它将关节约束在输入值的外部。" msgid "Sets the maximum angle constraint for the joint at [param joint_idx]." msgstr "设置索引为 [param joint_idx] 的关节的最大角约束。" @@ -93439,8 +105137,8 @@ msgid "" "Sets whether the joint at [param joint_idx] is set to rotate from the joint, " "[code]true[/code], or to rotate from the tip, [code]false[/code]." msgstr "" -"设置位于 [param joint_idx] 的关节是设为从关节旋转,[code]true[/code],还是从" -"尖端旋转,[code]false[/code]。" +"设置位于 [param joint_idx] 的关节是设为从关节旋转,[code]true[/code],还是从尖" +"端旋转,[code]false[/code]。" msgid "The number of CCDIK joints in the CCDIK modification." msgstr "CCDIK 修改中 CCDIK 关节的数量。" @@ -93456,8 +105154,8 @@ msgid "" "The end position of the CCDIK chain. Typically, this should be a child of a " "[Bone2D] node attached to the final [Bone2D] in the CCDIK chain." msgstr "" -"该 CCDIK 链的结束位置。通常,这应该是一个 [Bone2D] 节点的一个子节点,被附加" -"到 CCDIK 链中的最终 [Bone2D] 上。" +"该 CCDIK 链的结束位置。通常,这应该是一个 [Bone2D] 节点的一个子节点,被附加到 " +"CCDIK 链中的最终 [Bone2D] 上。" msgid "" "A modification that uses FABRIK to manipulate a series of [Bone2D] nodes to " @@ -93469,21 +105167,21 @@ msgid "" "Reaching Inverse Kinematics, or FABRIK, to rotate a bone chain so that it " "reaches a target.\n" "FABRIK works by knowing the positions and lengths of a series of bones, " -"typically called a \"bone chain\". It first starts by running a forward " -"pass, which places the final bone at the target's position. Then all other " -"bones are moved towards the tip bone, so they stay at the defined bone " -"length away. Then a backwards pass is performed, where the root/first bone " -"in the FABRIK chain is placed back at the origin. Then all other bones are " -"moved so they stay at the defined bone length away. This positions the bone " -"chain so that it reaches the target when possible, but all of the bones stay " -"the correct length away from each other.\n" +"typically called a \"bone chain\". It first starts by running a forward pass, " +"which places the final bone at the target's position. Then all other bones " +"are moved towards the tip bone, so they stay at the defined bone length away. " +"Then a backwards pass is performed, where the root/first bone in the FABRIK " +"chain is placed back at the origin. Then all other bones are moved so they " +"stay at the defined bone length away. This positions the bone chain so that " +"it reaches the target when possible, but all of the bones stay the correct " +"length away from each other.\n" "Because of how FABRIK works, it often gives more natural results than those " "seen in [SkeletonModification2DCCDIK]. FABRIK also supports angle " "constraints, which are fully taken into account when solving.\n" "[b]Note:[/b] The FABRIK modifier has [code]fabrik_joints[/code], which are " "the data objects that hold the data for each joint in the FABRIK chain. This " -"is different from [Bone2D] nodes! FABRIK joints hold the data needed for " -"each [Bone2D] in the bone chain used by FABRIK.\n" +"is different from [Bone2D] nodes! FABRIK joints hold the data needed for each " +"[Bone2D] in the bone chain used by FABRIK.\n" "To help control how the FABRIK joints move, a magnet vector can be passed, " "which can nudge the bones in a certain direction prior to solving, giving a " "level of control over the final result." @@ -93492,38 +105190,37 @@ msgstr "" "Backward Reaching Inverse Kinematics)的算法,即 FABRIK,能够对一条骨骼链进行" "旋转,从而抵达目标。\n" "FABRIK 需要先拿到一系列骨骼的位置和长度,这组骨骼通常称作“骨骼链”。它首先会做" -"一次向前处理,将最终的骨骼放置在目标的位置。然后让所有其他骨骼朝尖端骨骼移" -"动,恢复原有的骨骼长度。然后再做一次向后处理,将 FABRIK 链中的根/第一根骨骼放" -"回原点。然后移动所有其他骨骼,恢复原有的骨骼长度。这样就尽可能地让骨骼链抵达" -"了目标,并且所有骨骼之间的长度仍然为正确的长度。\n" +"一次向前处理,将最终的骨骼放置在目标的位置。然后让所有其他骨骼朝尖端骨骼移动," +"恢复原有的骨骼长度。然后再做一次向后处理,将 FABRIK 链中的根/第一根骨骼放回原" +"点。然后移动所有其他骨骼,恢复原有的骨骼长度。这样就尽可能地让骨骼链抵达了目" +"标,并且所有骨骼之间的长度仍然为正确的长度。\n" "由于 FABRIK 的工作原理,它通常比 [SkeletonModification2DCCDIK] 得到的结果更加" "自然。FABRIK 还支持角度约束,在求解过程中会完全遵守这些约束。\n" -"[b]注意:[/b]FABRIK 修改器具有关节属性 [code]fabrik_joints[/code],里面是存" -"放 FABRIK 链中各个关节数据的数据对象。关节和 [Bone2D] 是两码事!FABRIK 关节存" -"放的是 FABRIK 所使用的骨骼链中每根 [Bone2D] 所需的数据。\n" -"可以传入磁铁向量来帮助控制 FABRIK 关节的移动,会在求解前让骨骼朝某个方向做略" -"微的移动,对最终结果进行微调。" +"[b]注意:[/b]FABRIK 修改器具有关节属性 [code]fabrik_joints[/code],里面是存放 " +"FABRIK 链中各个关节数据的数据对象。关节和 [Bone2D] 是两码事!FABRIK 关节存放的" +"是 FABRIK 所使用的骨骼链中每根 [Bone2D] 所需的数据。\n" +"可以传入磁铁向量来帮助控制 FABRIK 关节的移动,会在求解前让骨骼朝某个方向做略微" +"的移动,对最终结果进行微调。" msgid "" "Returns the [Bone2D] node assigned to the FABRIK joint at [param joint_idx]." msgstr "返回分配给位于 [param joint_idx] 的 FABRIK 关节的 [Bone2D] 节点。" msgid "" -"Returns the index of the [Bone2D] node assigned to the FABRIK joint at " -"[param joint_idx]." -msgstr "" -"返回分配给位于 [param joint_idx] 的 FABRIK 关节的 [Bone2D] 节点的索引。" +"Returns the index of the [Bone2D] node assigned to the FABRIK joint at [param " +"joint_idx]." +msgstr "返回分配给位于 [param joint_idx] 的 FABRIK 关节的 [Bone2D] 节点的索引。" msgid "Returns the magnet position vector for the joint at [param joint_idx]." msgstr "返回位于 [param joint_idx] 的关节的磁吸位置向量。" msgid "" -"Returns whether the joint is using the target's rotation rather than " -"allowing FABRIK to rotate the joint. This option only applies to the tip/" -"final joint in the chain." +"Returns whether the joint is using the target's rotation rather than allowing " +"FABRIK to rotate the joint. This option only applies to the tip/final joint " +"in the chain." msgstr "" -"返回关节是否正在使用目标的旋转,而不是允许 FABRIK 旋转关节。此选项仅适用于链" -"中的末端/最终关节。" +"返回关节是否正在使用目标的旋转,而不是允许 FABRIK 旋转关节。此选项仅适用于链中" +"的末端/最终关节。" msgid "" "Sets the [Bone2D] node assigned to the FABRIK joint at [param joint_idx]." @@ -93531,12 +105228,11 @@ msgstr "设置分配给位于 [param joint_idx] 的 FABRIK 关节的 [Bone2D] msgid "" "Sets the bone index, [param bone_idx], of the FABRIK joint at [param " -"joint_idx]. When possible, this will also update the [code]bone2d_node[/" -"code] of the FABRIK joint based on data provided by the linked skeleton." +"joint_idx]. When possible, this will also update the [code]bone2d_node[/code] " +"of the FABRIK joint based on data provided by the linked skeleton." msgstr "" -"设置位于 [param joint_idx] 的 FABRIK 关节的骨骼索引 [param bone_idx]。可能" -"时,这也会根据链接骨架所提供的数据来更新 FABRIK 关节的 [code]bone2d_node[/" -"code]。" +"设置位于 [param joint_idx] 的 FABRIK 关节的骨骼索引 [param bone_idx]。可能时," +"这也会根据链接骨架所提供的数据来更新 FABRIK 关节的 [code]bone2d_node[/code]。" msgid "Sets the magnet position vector for the joint at [param joint_idx]." msgstr "设置位于 [param joint_idx] 的关节的磁吸位置向量。" @@ -93544,20 +105240,20 @@ msgstr "设置位于 [param joint_idx] 的关节的磁吸位置向量。" msgid "" "Sets whether the joint at [param joint_idx] will use the target node's " "rotation rather than letting FABRIK rotate the node.\n" -"[b]Note:[/b] This option only works for the tip/final joint in the chain. " -"For all other nodes, this option will be ignored." +"[b]Note:[/b] This option only works for the tip/final joint in the chain. For " +"all other nodes, this option will be ignored." msgstr "" "设置位于 [param joint_idx] 的关节是否正在使用目标节点的旋转,而不是让 FABRIK " "旋转关节。\n" -"[b]注意:[/b]这个选项仅适用于链中的末端/最终关节。对于所有其他节点,这个选项" -"将被忽略。" +"[b]注意:[/b]这个选项仅适用于链中的末端/最终关节。对于所有其他节点,这个选项将" +"被忽略。" msgid "The number of FABRIK joints in the FABRIK modification." msgstr "FABRIK 修改中 FABRIK 关节的数量。" msgid "" -"The NodePath to the node that is the target for the FABRIK modification. " -"This node is what the FABRIK chain will attempt to rotate the bone chain to." +"The NodePath to the node that is the target for the FABRIK modification. This " +"node is what the FABRIK chain will attempt to rotate the bone chain to." msgstr "" "FABRIK 修改器的目标节点的 NodePath。FABRIK 链会尝试将骨骼链转向这个节点。" @@ -93570,22 +105266,22 @@ msgid "" "towards a target. What makes this modification special is that it calculates " "the velocity and acceleration for each bone in the bone chain, and runs a " "very light physics-like calculation using the inputted values. This allows " -"the bones to overshoot the target and \"jiggle\" around. It can be " -"configured to act more like a spring, or sway around like cloth might.\n" -"This modification is useful for adding additional motion to things like " -"hair, the edges of clothing, and more. It has several settings to that allow " +"the bones to overshoot the target and \"jiggle\" around. It can be configured " +"to act more like a spring, or sway around like cloth might.\n" +"This modification is useful for adding additional motion to things like hair, " +"the edges of clothing, and more. It has several settings to that allow " "control over how the joint moves when the target moves.\n" "[b]Note:[/b] The Jiggle modifier has [code]jiggle_joints[/code], which are " "the data objects that hold the data for each joint in the Jiggle chain. This " -"is different from than [Bone2D] nodes! Jiggle joints hold the data needed " -"for each [Bone2D] in the bone chain used by the Jiggle modification." +"is different from than [Bone2D] nodes! Jiggle joints hold the data needed for " +"each [Bone2D] in the bone chain used by the Jiggle modification." msgstr "" -"这种修改器会将一系列的骨骼朝某个目标移动,这些骨骼通常称作骨骼链。这种修改器" -"的特点在于,它会为骨骼链中的每一个骨骼计算速度和加速度,并使用输入值运行一段" -"非常轻量级的类物理计算。这样这些骨骼就能够越过目标并来回“摇晃”(Jiggle)。根" -"据配置的不同,可以得到类似弹簧的摇晃,也可以得到类似布料的摇晃。\n" -"这种修改器可用于为头发、衣服边缘等添加额外的运动。可以通过不同的设置控制目标" -"移动时关节的移动方式。\n" +"这种修改器会将一系列的骨骼朝某个目标移动,这些骨骼通常称作骨骼链。这种修改器的" +"特点在于,它会为骨骼链中的每一个骨骼计算速度和加速度,并使用输入值运行一段非常" +"轻量级的类物理计算。这样这些骨骼就能够越过目标并来回“摇晃”(Jiggle)。根据配置" +"的不同,可以得到类似弹簧的摇晃,也可以得到类似布料的摇晃。\n" +"这种修改器可用于为头发、衣服边缘等添加额外的运动。可以通过不同的设置控制目标移" +"动时关节的移动方式。\n" "[b]注意:[/b]Jiggle 修改器的 [code]jiggle_joints[/code] 属性中保存的是数据对" "象,记录 Jiggle 链中各个关节的数据。这一点与 [Bone2D] 节点不同!Jiggle 关节保" "存了 Jiggle 修改器使用的骨骼链中各个 [Bone2D] 所需的数据。" @@ -93600,8 +105296,8 @@ msgid "" msgstr "返回 [param joint_idx] 处 Jiggle 关节所分配的 [Bone2D] 节点。" msgid "" -"Returns the index of the [Bone2D] node assigned to the Jiggle joint at " -"[param joint_idx]." +"Returns the index of the [Bone2D] node assigned to the Jiggle joint at [param " +"joint_idx]." msgstr "返回 [param joint_idx] 处 Jiggle 关节所分配 [Bone2D] 节点的索引。" msgid "Returns the amount of damping of the Jiggle joint at [param joint_idx]." @@ -93639,8 +105335,8 @@ msgid "" "Sets the collision mask that the Jiggle modifier will use when reacting to " "colliders, if the Jiggle modifier is set to take colliders into account." msgstr "" -"在 Jiggle 修改器被设为考虑碰撞器时,设置该 Jiggle 修改器所需作出反应的碰撞器" -"的碰撞掩码。" +"在 Jiggle 修改器被设为考虑碰撞器时,设置该 Jiggle 修改器所需作出反应的碰撞器的" +"碰撞掩码。" msgid "" "Sets the [Bone2D] node assigned to the Jiggle joint at [param joint_idx]." @@ -93648,11 +105344,11 @@ msgstr "设置 [param joint_idx] 处 Jiggle 关节所分配的 [Bone2D] 节点 msgid "" "Sets the bone index, [param bone_idx], of the Jiggle joint at [param " -"joint_idx]. When possible, this will also update the [code]bone2d_node[/" -"code] of the Jiggle joint based on data provided by the linked skeleton." +"joint_idx]. When possible, this will also update the [code]bone2d_node[/code] " +"of the Jiggle joint based on data provided by the linked skeleton." msgstr "" -"设置 [param joint_idx] 处 Jiggle 关节的骨骼索引 [param bone_idx]。如果适用," -"还会根据所链接骨架提供的数据来更新 Jiggle 关节的 [code]bone2d_node[/code]。" +"设置 [param joint_idx] 处 Jiggle 关节的骨骼索引 [param bone_idx]。如果适用,还" +"会根据所链接骨架提供的数据来更新 Jiggle 关节的 [code]bone2d_node[/code]。" msgid "Sets the amount of damping of the Jiggle joint at [param joint_idx]." msgstr "设置 [param joint_idx] 处 Jiggle 关节的阻尼量。" @@ -93682,8 +105378,8 @@ msgid "" "If [code]true[/code], the Jiggle modifier will take colliders into account, " "keeping them from entering into these collision objects." msgstr "" -"如果为 [code]true[/code],则 Jiggle 修改器将考虑碰撞器,防止它们进入这些碰撞" -"对象。" +"如果为 [code]true[/code],则 Jiggle 修改器将考虑碰撞器,防止它们进入这些碰撞对" +"象。" msgid "" "The default amount of damping applied to the Jiggle joints, if they are not " @@ -93717,15 +105413,15 @@ msgstr "" "位置。" msgid "" -"The NodePath to the node that is the target for the Jiggle modification. " -"This node is what the Jiggle chain will attempt to rotate the bone chain to." +"The NodePath to the node that is the target for the Jiggle modification. This " +"node is what the Jiggle chain will attempt to rotate the bone chain to." msgstr "" "该 Jiggle 修改器目标节点的 NodePath 路径。这个节点是 Jiggle 链所要旋转至的目" "标。" msgid "" -"Whether the gravity vector, [member gravity], should be applied to the " -"Jiggle joints, assuming they are not overriding the default settings." +"Whether the gravity vector, [member gravity], should be applied to the Jiggle " +"joints, assuming they are not overriding the default settings." msgstr "" "假设 Jiggle 关节没有覆盖默认设置的前提下,是否应该对这些关节施加重力向量 " "[member gravity]。" @@ -93735,12 +105431,12 @@ msgstr "对 [Bone2D] 节点进行旋转,让它看向某个目标的修改器 msgid "" "This [SkeletonModification2D] rotates a bone to look a target. This is " -"extremely helpful for moving character's head to look at the player, " -"rotating a turret to look at a target, or any other case where you want to " -"make a bone rotate towards something quickly and easily." +"extremely helpful for moving character's head to look at the player, rotating " +"a turret to look at a target, or any other case where you want to make a bone " +"rotate towards something quickly and easily." msgstr "" -"这种 [SkeletonModification2D] 会对骨骼进行旋转,让它看向某个目标。适合让角色" -"的头部看向玩家、让炮塔看向目标以及其他需要让骨骼朝某个东西快速旋转的情况。" +"这种 [SkeletonModification2D] 会对骨骼进行旋转,让它看向某个目标。适合让角色的" +"头部看向玩家、让炮塔看向目标以及其他需要让骨骼朝某个东西快速旋转的情况。" msgid "" "Returns the amount of additional rotation that is applied after the LookAt " @@ -93799,8 +105495,8 @@ msgid "The index of the [Bone2D] node that the modification will operate on." msgstr "要执行修改的 [Bone2D] 节点的索引。" msgid "" -"The NodePath to the node that is the target for the LookAt modification. " -"This node is what the modification will rotate the [Bone2D] to." +"The NodePath to the node that is the target for the LookAt modification. This " +"node is what the modification will rotate the [Bone2D] to." msgstr "" "作为 LookAt 修改目标的节点的 NodePath。该节点是该修改将 [Bone2D] 旋转到的节" "点。" @@ -93846,8 +105542,8 @@ msgid "" "will cause only [PhysicalBone2D] nodes with those names to start simulating." msgstr "" "让 [PhysicalBone2D] 节点开始模拟,开始与物理世界进行交互。\n" -"还可以把骨骼名称数组传给这个函数,会导致只有这些名称的 [PhysicalBone2D] 节点" -"开始模拟。" +"还可以把骨骼名称数组传给这个函数,会导致只有这些名称的 [PhysicalBone2D] 节点开" +"始模拟。" msgid "" "Tell the [PhysicalBone2D] nodes to stop simulating and interacting with the " @@ -93856,8 +105552,8 @@ msgid "" "will cause only [PhysicalBone2D] nodes with those names to stop simulating." msgstr "" "让 [PhysicalBone2D] 节点停止模拟,不再与物理世界进行交互。\n" -"还可以把骨骼名称数组传给这个函数,会导致只有这些名称的 [PhysicalBone2D] 节点" -"停止模拟。" +"还可以把骨骼名称数组传给这个函数,会导致只有这些名称的 [PhysicalBone2D] 节点停" +"止模拟。" msgid "The number of [PhysicalBone2D] nodes linked in this modification." msgstr "在这个修改器中链接的 [PhysicalBone2D] 节点的数量。" @@ -93869,9 +105565,9 @@ msgid "" "This [SkeletonModification2D] holds a reference to a " "[SkeletonModificationStack2D], allowing you to use multiple modification " "stacks on a single [Skeleton2D].\n" -"[b]Note:[/b] The modifications in the held [SkeletonModificationStack2D] " -"will only be executed if their execution mode matches the execution mode of " -"the SkeletonModification2DStackHolder." +"[b]Note:[/b] The modifications in the held [SkeletonModificationStack2D] will " +"only be executed if their execution mode matches the execution mode of the " +"SkeletonModification2DStackHolder." msgstr "" "这种 [SkeletonModification2D] 可以存放对 [SkeletonModificationStack2D] 的引" "用,让你能够对单个 [Skeleton2D] 使用多个修改器栈。\n" @@ -93887,8 +105583,8 @@ msgid "" "This modification stack will then be executed when this modification is " "executed." msgstr "" -"设置该修改器中存放的 [SkeletonModificationStack2D]。这个修改器栈会在该修改器" -"执行时执行。" +"设置该修改器中存放的 [SkeletonModificationStack2D]。这个修改器栈会在该修改器执" +"行时执行。" msgid "" "Returns the [Bone2D] node that is being used as the first bone in the " @@ -93921,8 +105617,8 @@ msgid "" msgstr "设置 TwoBoneIK 修改器中作为第一个骨骼的 [Bone2D] 节点的索引。" msgid "" -"Sets the [Bone2D] node that is being used as the second bone in the " -"TwoBoneIK modification." +"Sets the [Bone2D] node that is being used as the second bone in the TwoBoneIK " +"modification." msgstr "设置 TwoBoneIK 修改器中作为第二个骨骼的 [Bone2D] 节点。" msgid "" @@ -93935,17 +105631,17 @@ msgid "" "opposed to inwards when contracting. If [code]false[/code], the bones will " "bend inwards when contracting." msgstr "" -"如果为 [code]true[/code],则该修改中的骨骼在收缩时将向外弯曲,而不是向内弯" -"曲。如果为 [code]false[/code],则骨骼在收缩时会向内弯曲。" +"如果为 [code]true[/code],则该修改中的骨骼在收缩时将向外弯曲,而不是向内弯曲。" +"如果为 [code]false[/code],则骨骼在收缩时会向内弯曲。" msgid "" -"The maximum distance the target can be at. If the target is farther than " -"this distance, the modification will solve as if it's at this maximum " -"distance. When set to [code]0[/code], the modification will solve without " -"distance constraints." +"The maximum distance the target can be at. If the target is farther than this " +"distance, the modification will solve as if it's at this maximum distance. " +"When set to [code]0[/code], the modification will solve without distance " +"constraints." msgstr "" -"该目标可以到达的最大距离。如果目标比这个距离更远,则该修改将如同它就在这个最" -"大距离处一样求解。当设置为 [code]0[/code] 时,则该修改将不受距离限制地求解。" +"该目标可以到达的最大距离。如果目标比这个距离更远,则该修改将如同它就在这个最大" +"距离处一样求解。当设置为 [code]0[/code] 时,则该修改将不受距离限制地求解。" msgid "" "The minimum distance the target can be at. If the target is closer than this " @@ -93953,15 +105649,15 @@ msgid "" "When set to [code]0[/code], the modification will solve without distance " "constraints." msgstr "" -"该目标可以到达的最小距离。如果目标比这个距离更近,则该修改将如同它就在这个最" -"小距离处一样求解。当设置为 [code]0[/code] 时,则该修改将不受距离限制地求解。" +"该目标可以到达的最小距离。如果目标比这个距离更近,则该修改将如同它就在这个最小" +"距离处一样求解。当设置为 [code]0[/code] 时,则该修改将不受距离限制地求解。" msgid "" "The NodePath to the node that is the target for the TwoBoneIK modification. " "This node is what the modification will use when bending the [Bone2D] nodes." msgstr "" -"作为 TwoBoneIK 修改目标的节点的 NodePath。该节点是弯曲 [Bone2D] 节点时该修改" -"将使用的节点。" +"作为 TwoBoneIK 修改目标的节点的 NodePath。该节点是弯曲 [Bone2D] 节点时该修改将" +"使用的节点。" msgid "A resource that holds a stack of [SkeletonModification2D]s." msgstr "存放 [SkeletonModification2D] 栈的资源。" @@ -93974,13 +105670,13 @@ msgid "" "need to execute the modifications in the correct order to get the desired " "results. For example, you want to execute a modification on the spine " "[i]before[/i] the arms on a humanoid skeleton.\n" -"This resource also controls how strongly all of the modifications are " -"applied to the [Skeleton2D]." +"This resource also controls how strongly all of the modifications are applied " +"to the [Skeleton2D]." msgstr "" "该资源由 Skeleton 使用,并持有一个 [SkeletonModification2D] 堆栈。\n" -"这控制了修改的顺序以及它们的应用方式。修改顺序对于全身 IK 设置尤为重要,因为" -"需要以正确的顺序执行修改以获得所需的结果。例如,想在人形骨骼的手臂[i]之前[/i]" -"对脊柱执行一个修改。\n" +"这控制了修改的顺序以及它们的应用方式。修改顺序对于全身 IK 设置尤为重要,因为需" +"要以正确的顺序执行修改以获得所需的结果。例如,想在人形骨骼的手臂[i]之前[/i]对" +"脊柱执行一个修改。\n" "该资源还控制所有修改被应用于 [Skeleton2D] 的强度。" msgid "Adds the passed-in [SkeletonModification2D] to the stack." @@ -94033,41 +105729,40 @@ msgid "" "called by [Skeleton2D] and shouldn't be manually called unless you know what " "you are doing." msgstr "" -"设置该修改堆栈以便它可以执行。该函数应由 [Skeleton2D] 调用,除非知道自己在做" -"什么,否则不应被手动调用。" +"设置该修改堆栈以便它可以执行。该函数应由 [Skeleton2D] 调用,除非知道自己在做什" +"么,否则不应被手动调用。" msgid "" -"If [code]true[/code], the modification's in the stack will be called. This " -"is handled automatically through the [Skeleton2D] node." +"If [code]true[/code], the modification's in the stack will be called. This is " +"handled automatically through the [Skeleton2D] node." msgstr "" -"如果为 [code]true[/code],则会调用该堆栈中的修改器。这是通过 [Skeleton2D] 节" -"点自动处理的。" +"如果为 [code]true[/code],则会调用该堆栈中的修改器。这是通过 [Skeleton2D] 节点" +"自动处理的。" msgid "The number of modifications in the stack." msgstr "栈中修改器的数量。" msgid "" -"The interpolation strength of the modifications in stack. A value of " -"[code]0[/code] will make it where the modifications are not applied, a " -"strength of [code]0.5[/code] will be half applied, and a strength of " -"[code]1[/code] will allow the modifications to be fully applied and override " -"the [Skeleton2D] [Bone2D] poses." +"The interpolation strength of the modifications in stack. A value of [code]0[/" +"code] will make it where the modifications are not applied, a strength of " +"[code]0.5[/code] will be half applied, and a strength of [code]1[/code] will " +"allow the modifications to be fully applied and override the [Skeleton2D] " +"[Bone2D] poses." msgstr "" -"堆栈中修改的插值强度。[code]0[/code] 的值将使修改不被应用,[code]0.5[/code] " -"的强度将应用一半,[code]1[/code] 的强度将允许修改被完全应用并覆盖 " -"[Skeleton2D] [Bone2D] 姿势。" +"堆栈中修改的插值强度。[code]0[/code] 的值将使修改不被应用,[code]0.5[/code] 的" +"强度将应用一半,[code]1[/code] 的强度将允许修改被完全应用并覆盖 [Skeleton2D] " +"[Bone2D] 姿势。" msgid "" "This resource is used in [EditorScenePostImport]. Some parameters are " -"referring to bones in [Skeleton3D], [Skin], [Animation], and some other " -"nodes are rewritten based on the parameters of [SkeletonProfile].\n" +"referring to bones in [Skeleton3D], [Skin], [Animation], and some other nodes " +"are rewritten based on the parameters of [SkeletonProfile].\n" "[b]Note:[/b] These parameters need to be set only when creating a custom " "profile. In [SkeletonProfileHumanoid], they are defined internally as read-" "only values." msgstr "" -"这个资源在 [EditorScenePostImport] 中使用。一些参数是指 [Skeleton3D]、" -"[Skin]、[Animation] 中的骨骼,还有一些节点是根据 [SkeletonProfile] 中的参数改" -"写的。\n" +"这个资源在 [EditorScenePostImport] 中使用。一些参数是指 [Skeleton3D]、[Skin]、" +"[Animation] 中的骨骼,还有一些节点是根据 [SkeletonProfile] 中的参数改写的。\n" "[b]注意:[/b]只有在创建自定义配置时这些参数才需要被设置。在 " "[SkeletonProfileHumanoid] 中,它们在内部被定义为只读值。" @@ -94075,8 +105770,8 @@ msgid "Returns the bone index that matches [param bone_name] as its name." msgstr "返回名称与 [param bone_name] 匹配的骨骼的索引。" msgid "" -"Returns the name of the bone at [param bone_idx] that will be the key name " -"in the [BoneMap].\n" +"Returns the name of the bone at [param bone_idx] that will be the key name in " +"the [BoneMap].\n" "In the retargeting process, the returned bone name is the bone name of the " "target skeleton." msgstr "" @@ -94087,8 +105782,8 @@ msgid "" "Returns the name of the bone which is the parent to the bone at [param " "bone_idx]. The result is empty if the bone has no parent." msgstr "" -"返回位于 [param bone_idx] 的骨骼的父级骨骼的名称。如果该骨骼没有父级,则结果" -"为空。" +"返回位于 [param bone_idx] 的骨骼的父级骨骼的名称。如果该骨骼没有父级,则结果为" +"空。" msgid "" "Returns the name of the bone which is the tail of the bone at [param " @@ -94123,8 +105818,8 @@ msgid "" "Returns the texture of the group at [param group_idx] that will be the " "drawing group background image in the [BoneMap] editor." msgstr "" -"返回 [param group_idx] 处的组的纹理,该组将作为 [BoneMap] 编辑器中的绘制组的" -"背景图像。" +"返回 [param group_idx] 处的组的纹理,该组将作为 [BoneMap] 编辑器中的绘制组的背" +"景图像。" msgid "" "Sets the name of the bone at [param bone_idx] that will be the key name in " @@ -94183,17 +105878,17 @@ msgid "" "Sets the texture of the group at [param group_idx] that will be the drawing " "group background image in the [BoneMap] editor." msgstr "" -"设置在 [param group_idx] 处的组的纹理,这将是 [BoneMap] 编辑器中绘制组的背景" -"图像。" +"设置在 [param group_idx] 处的组的纹理,这将是 [BoneMap] 编辑器中绘制组的背景图" +"像。" msgid "" "The amount of bones in retargeting section's [BoneMap] editor. For example, " "[SkeletonProfileHumanoid] has 56 bones.\n" -"The size of elements in [BoneMap] updates when changing this property in " -"it's assigned [SkeletonProfile]." +"The size of elements in [BoneMap] updates when changing this property in it's " +"assigned [SkeletonProfile]." msgstr "" -"重定向部分的 [BoneMap] 编辑器中的骨骼数量。例如,[SkeletonProfileHumanoid] " -"有 56 块骨头。\n" +"重定向部分的 [BoneMap] 编辑器中的骨骼数量。例如,[SkeletonProfileHumanoid] 有 " +"56 块骨头。\n" "[BoneMap] 中元素的大小在其分配的 [SkeletonProfile] 中更改该属性时更新。" msgid "" @@ -94218,8 +105913,8 @@ msgid "" "normalization. For example, [SkeletonProfileHumanoid] defines it as " "[code]Hips[/code]." msgstr "" -"骨骼的名称,将使用模型的高度作为归一化的系数。例如," -"[SkeletonProfileHumanoid] 将其定义为 [code]Hips[/code] 。" +"骨骼的名称,将使用模型的高度作为归一化的系数。例如,[SkeletonProfileHumanoid] " +"将其定义为 [code]Hips[/code] 。" msgid "" "This signal is emitted when change the value in profile. This is used to " @@ -94227,10 +105922,10 @@ msgid "" "[b]Note:[/b] This signal is not connected directly to editor to simplify the " "reference, instead it is passed on to editor through the [BoneMap]." msgstr "" -"更改配置中的值时会发出该信号。这被用于更新 [BoneMap] 中的键名并重绘 " -"[BoneMap] 编辑器。\n" -"[b]注意:[/b]为了简化引用,这个信号没有直接连接到编辑器,而是通过 [BoneMap] " -"传递给编辑器。" +"更改配置中的值时会发出该信号。这被用于更新 [BoneMap] 中的键名并重绘 [BoneMap] " +"编辑器。\n" +"[b]注意:[/b]为了简化引用,这个信号没有直接连接到编辑器,而是通过 [BoneMap] 传" +"递给编辑器。" msgid "Direction to the average coordinates of bone children." msgstr "子级骨骼平均坐标的方向。" @@ -94265,9 +105960,9 @@ msgid "" "to different levels of roughness. Radiance maps can be expensive to " "calculate. See [enum ProcessMode] for options." msgstr "" -"设置从天空生成辐照度贴图的方法。辐照度贴图是一个立方体贴图,具有递增的模糊版" -"本的天空,以对应于不同级别的粗糙度。辐照度贴图的计算成本很高。有关选项,请参" -"阅 [enum ProcessMode]。" +"设置从天空生成辐照度贴图的方法。辐照度贴图是一个立方体贴图,具有递增的模糊版本" +"的天空,以对应于不同级别的粗糙度。辐照度贴图的计算成本很高。有关选项,请参阅 " +"[enum ProcessMode]。" msgid "" "The [Sky]'s radiance map size. The higher the radiance map size, the more " @@ -94284,12 +105979,12 @@ msgstr "" msgid "" "[Material] used to draw the background. Can be [PanoramaSkyMaterial], " -"[ProceduralSkyMaterial], [PhysicalSkyMaterial], or even a [ShaderMaterial] " -"if you want to use your own custom shader." +"[ProceduralSkyMaterial], [PhysicalSkyMaterial], or even a [ShaderMaterial] if " +"you want to use your own custom shader." msgstr "" "用于绘制该背景的 [Material]。可以是 [PanoramaSkyMaterial]、" -"[ProceduralSkyMaterial]、[PhysicalSkyMaterial],如果你想使用自定义着色器也可" -"以是 [ShaderMaterial]。" +"[ProceduralSkyMaterial]、[PhysicalSkyMaterial],如果你想使用自定义着色器也可以" +"是 [ShaderMaterial]。" msgid "Radiance texture size is 32×32 pixels." msgstr "辐照度纹理尺寸为 32×32 像素。" @@ -94317,15 +106012,15 @@ msgstr "代表 [enum RadianceSize] 枚举的大小。" msgid "" "Automatically selects the appropriate process mode based on your sky shader. " -"If your shader uses [code]TIME[/code] or [code]POSITION[/code], this will " -"use [constant PROCESS_MODE_REALTIME]. If your shader uses any of the " +"If your shader uses [code]TIME[/code] or [code]POSITION[/code], this will use " +"[constant PROCESS_MODE_REALTIME]. If your shader uses any of the " "[code]LIGHT_*[/code] variables or any custom uniforms, this uses [constant " "PROCESS_MODE_INCREMENTAL]. Otherwise, this defaults to [constant " "PROCESS_MODE_QUALITY]." msgstr "" "根据天空着色器自动选择合适的处理模式。如果着色器使用 [code]TIME[/code] 或 " -"[code]POSITION[/code],这将使用 [constant PROCESS_MODE_REALTIME]。如果着色器" -"使用任何 [code]LIGHT_*[/code] 变量或任何自定义 uniform,这将使用 [constant " +"[code]POSITION[/code],这将使用 [constant PROCESS_MODE_REALTIME]。如果着色器使" +"用任何 [code]LIGHT_*[/code] 变量或任何自定义 uniform,这将使用 [constant " "PROCESS_MODE_INCREMENTAL]。否则,这默认为 [constant PROCESS_MODE_QUALITY]。" msgid "" @@ -94339,21 +106034,31 @@ msgid "" msgstr "" "使用高质量重要性采样处理辐照度贴图。得到的结果通常比 [constant " "PROCESS_MODE_REALTIME] 的质量更高,但需要花费更多的时间来生成。如果你计划在运" -"行时修改天空,则不应使用。如果你发现反射不够模糊,出现了火花或者萤火虫,请尝" -"试增大 [member ProjectSettings.rendering/reflections/sky_reflections/" +"行时修改天空,则不应使用。如果你发现反射不够模糊,出现了火花或者萤火虫,请尝试" +"增大 [member ProjectSettings.rendering/reflections/sky_reflections/" "ggx_samples]。" msgid "" -"Uses the same high quality importance sampling to process the radiance map " -"as [constant PROCESS_MODE_QUALITY], but updates over several frames. The " -"number of frames is determined by [member ProjectSettings.rendering/" -"reflections/sky_reflections/roughness_layers]. Use this when you need " -"highest quality radiance maps, but have a sky that updates slowly." +"Uses the same high quality importance sampling to process the radiance map as " +"[constant PROCESS_MODE_QUALITY], but updates over several frames. The number " +"of frames is determined by [member ProjectSettings.rendering/reflections/" +"sky_reflections/roughness_layers]. Use this when you need highest quality " +"radiance maps, but have a sky that updates slowly." msgstr "" "使用与 [constant PROCESS_MODE_QUALITY] 相同的高质量重要性采样来处理辐照度贴" "图,但更新会占用几帧。帧数由 [member ProjectSettings.rendering/reflections/" -"sky_reflections/roughness_layers] 决定。当需要最高质量的辐照度贴图,但天空更" -"新缓慢时,请使用该选项。" +"sky_reflections/roughness_layers] 决定。当需要最高质量的辐照度贴图,但天空更新" +"缓慢时,请使用该选项。" + +msgid "Abstract base class for sliders." +msgstr "滑块的抽象基类。" + +msgid "" +"Abstract base class for sliders, used to adjust a value by moving a grabber " +"along a horizontal or vertical axis. Sliders are [Range]-based controls." +msgstr "" +"滑块的抽象基类,通过将抓取器(滑块)沿水平轴或垂直轴移动类调整取值。滑块是基" +"于 [Range] 的控件。" msgid "" "If [code]true[/code], the slider can be interacted with. If [code]false[/" @@ -94379,16 +106084,16 @@ msgid "" "Emitted when dragging stops. If [param value_changed] is true, [member Range." "value] is different from the value when you started the dragging." msgstr "" -"拖拽停止时触发。如果 [param value_changed] 为 true,则 [member Range.value] " -"与开始拖拽时的值不同。" +"拖拽停止时触发。如果 [param value_changed] 为 true,则 [member Range.value] 与" +"开始拖拽时的值不同。" msgid "Emitted when dragging is started." msgstr "拖拽开始时触发。" msgid "" "The amount of damping of the rotation when the limit is surpassed.\n" -"A lower damping value allows a rotation initiated by body A to travel to " -"body B slower." +"A lower damping value allows a rotation initiated by body A to travel to body " +"B slower." msgstr "" "超过限制时旋转的阻尼量。\n" "较低的阻尼值允许由主体 A 发起的旋转以较慢的速度传播到主体 B。" @@ -94437,9 +106142,9 @@ msgid "Returns [code]true[/code] if vertex is set to pinned." msgstr "如果顶点设置为固定,则返回 [code]true[/code]。" msgid "" -"Sets the pinned state of a surface vertex. When set to [code]true[/code], " -"the optional [param attachment_path] can define a [Node3D] the pinned vertex " -"will be attached to." +"Sets the pinned state of a surface vertex. When set to [code]true[/code], the " +"optional [param attachment_path] can define a [Node3D] the pinned vertex will " +"be attached to." msgstr "" "设置表面顶点的固定状态。当设置为 [code]true[/code] 时,可选的 [param " "attachment_path] 可以定义一个 [Node3D],该固定顶点将被附加到该节点。" @@ -94449,8 +106154,8 @@ msgid "" "in one or more of 32 different layers. See also [member collision_mask].\n" "[b]Note:[/b] Object A can detect a contact with object B only if object B is " "in any of the layers that object A scans. See [url=$DOCS_URL/tutorials/" -"physics/physics_introduction.html#collision-layers-and-masks]Collision " -"layers and masks[/url] in the documentation for more information." +"physics/physics_introduction.html#collision-layers-and-masks]Collision layers " +"and masks[/url] in the documentation for more information." msgstr "" "该 SoftBody3D [b]所在[/b]的物理层。碰撞对象可以存在于 32 个不同层中的一个或多" "个层中。另见 [member collision_mask]。\n" @@ -94463,8 +106168,8 @@ msgid "" "one or more of 32 different layers. See also [member collision_layer].\n" "[b]Note:[/b] Object A can detect a contact with object B only if object B is " "in any of the layers that object A scans. See [url=$DOCS_URL/tutorials/" -"physics/physics_introduction.html#collision-layers-and-masks]Collision " -"layers and masks[/url] in the documentation for more information." +"physics/physics_introduction.html#collision-layers-and-masks]Collision layers " +"and masks[/url] in the documentation for more information." msgstr "" "该 SoftBody3D [b]扫描[/b]的物理层。碰撞对象可以扫描 32 个不同层中的一个或多个" "层。另见 [member collision_layer]。\n" @@ -94492,8 +106197,8 @@ msgid "" "When [member Node.process_mode] is set to [constant Node." "PROCESS_MODE_DISABLED], remove from the physics simulation to stop all " "physics interactions with this [SoftBody3D].\n" -"Automatically re-added to the physics simulation when the [Node] is " -"processed again." +"Automatically re-added to the physics simulation when the [Node] is processed " +"again." msgstr "" "当 [member Node.process_mode] 被设置为 [constant Node.PROCESS_MODE_DISABLED] " "时,从物理仿真中移除,停止与此 [SoftBody3D] 的所有物理交互。\n" @@ -94507,8 +106212,8 @@ msgstr "球体的全高。" msgid "" "If [code]true[/code], a hemisphere is created rather than a full sphere.\n" -"[b]Note:[/b] To get a regular hemisphere, the height and radius of the " -"sphere must be equal." +"[b]Note:[/b] To get a regular hemisphere, the height and radius of the sphere " +"must be equal." msgstr "" "如果为 [code]true[/code],则创建一个半球而不是一个完整的球体。\n" "[b]注意:[/b]要得到一个规则的半球,球体的高度和半径必须相等。" @@ -94537,17 +106242,87 @@ msgstr "" msgid "The sphere's radius in 3D units." msgstr "球体半径,使用 3D 单位。" +msgid "A 3D sphere shape used for physics collision." +msgstr "3D 球体形状,旨在用于物理学。" + +msgid "" +"A 3D sphere shape, intended for use in physics. Usually used to provide a " +"shape for a [CollisionShape3D].\n" +"[b]Performance:[/b] [SphereShape3D] is fast to check collisions against. It " +"is faster than [BoxShape3D], [CapsuleShape3D], and [CylinderShape3D]." +msgstr "" +"3D 球体形状,旨在用于物理学。通常用于为 [CollisionShape3D] 提供形状。\n" +"[b]性能:[/b][SphereShape3D] 可以快速检测碰撞。比 [BoxShape3D]、" +"[CapsuleShape3D]、[CylinderShape3D] 快。" + msgid "The sphere's radius. The shape's diameter is double the radius." msgstr "球体的半径。形状的直径是半径的两倍。" +msgid "An input field for numbers." +msgstr "数字的输入字段。" + +msgid "" +"[SpinBox] is a numerical input text field. It allows entering integers and " +"floating point numbers.\n" +"[b]Example:[/b]\n" +"[codeblocks]\n" +"[gdscript]\n" +"var spin_box = SpinBox.new()\n" +"add_child(spin_box)\n" +"var line_edit = spin_box.get_line_edit()\n" +"line_edit.context_menu_enabled = false\n" +"spin_box.horizontal_alignment = LineEdit.HORIZONTAL_ALIGNMENT_RIGHT\n" +"[/gdscript]\n" +"[csharp]\n" +"var spinBox = new SpinBox();\n" +"AddChild(spinBox);\n" +"var lineEdit = spinBox.GetLineEdit();\n" +"lineEdit.ContextMenuEnabled = false;\n" +"spinBox.AlignHorizontal = LineEdit.HorizontalAlignEnum.Right;\n" +"[/csharp]\n" +"[/codeblocks]\n" +"The above code will create a [SpinBox], disable context menu on it and set " +"the text alignment to right.\n" +"See [Range] class for more options over the [SpinBox].\n" +"[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a " +"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n" +"[b]Note:[/b] If you want to implement drag and drop for the underlying " +"[LineEdit], you can use [method Control.set_drag_forwarding] on the node " +"returned by [method get_line_edit]." +msgstr "" +"[SpinBox] 是一种用于输入数值的文本字段,允许输入整数和浮点数。\n" +"[b]示例:[/b]\n" +"[codeblocks]\n" +"[gdscript]\n" +"var spin_box = SpinBox.new()\n" +"add_child(spin_box)\n" +"var line_edit = spin_box.get_line_edit()\n" +"line_edit.context_menu_enabled = false\n" +"spin_box.horizontal_alignment = LineEdit.HORIZONTAL_ALIGNMENT_RIGHT\n" +"[/gdscript]\n" +"[csharp]\n" +"var spinBox = new SpinBox();\n" +"AddChild(spinBox);\n" +"var lineEdit = spinBox.GetLineEdit();\n" +"lineEdit.ContextMenuEnabled = false;\n" +"spinBox.AlignHorizontal = LineEdit.HorizontalAlignEnum.Right;\n" +"[/csharp]\n" +"[/codeblocks]\n" +"上面的代码会创建一个 [SpinBox],禁用其中的上下文菜单,并将文本设置为右对齐。\n" +"[SpinBox] 的更多选项见 [Range] 类。\n" +"[b]注意:[/b][SpinBox] 依赖底层的 [LineEdit] 节点。要为 [SpinBox] 的背景设置主" +"题,请为 [LineEdit] 添加主题项目并进行自定义。\n" +"[b]注意:[/b]如果你想要为底层的 [LineEdit] 实现拖放,可以对 [method " +"get_line_edit] 所返回的节点使用 [method Control.set_drag_forwarding]。" + msgid "Applies the current value of this [SpinBox]." msgstr "应用此 [SpinBox] 的当前值。" msgid "" -"Returns the [LineEdit] instance from this [SpinBox]. You can use it to " -"access properties and methods of [LineEdit].\n" -"[b]Warning:[/b] This is a required internal node, removing and freeing it " -"may cause a crash. If you wish to hide it or any of its children, use their " +"Returns the [LineEdit] instance from this [SpinBox]. You can use it to access " +"properties and methods of [LineEdit].\n" +"[b]Warning:[/b] This is a required internal node, removing and freeing it may " +"cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." msgstr "" "返回这个 [SpinBox] 中的 [LineEdit] 实例。你可以用它来访问 [LineEdit] 的属性和" @@ -94614,13 +106389,12 @@ msgstr "" "如果为 [code]true[/code],第一个 [Control] 的区域将被折叠并且拖动器将被禁用。" msgid "" -"Determines the dragger's visibility. See [enum DraggerVisibility] for " -"details." +"Determines the dragger's visibility. See [enum DraggerVisibility] for details." msgstr "确定拖动器的可见性。有关详细信息,请参阅 [enum DraggerVisibility]。" msgid "" -"The initial offset of the splitting between the two [Control]s, with " -"[code]0[/code] being at the end of the first [Control]." +"The initial offset of the splitting between the two [Control]s, with [code]0[/" +"code] being at the end of the first [Control]." msgstr "" "两个 [Control] 之间拆分的初始偏移量,[code]0[/code] 位于第一个 [Control] 的末" "尾。" @@ -94630,8 +106404,8 @@ msgid "" "vertically, rather than horizontally.\n" "Can't be changed when using [HSplitContainer] and [VSplitContainer]." msgstr "" -"如果为 [code]true[/code],则该 [SplitContainer] 会垂直排列其子代,而不是水平" -"排列。\n" +"如果为 [code]true[/code],则该 [SplitContainer] 会垂直排列其子代,而不是水平排" +"列。\n" "在使用 [HSplitContainer] 和 [VSplitContainer] 时无法改变。" msgid "Emitted when the dragger is dragged by user." @@ -94649,21 +106423,21 @@ msgstr "拆分拖动器永远不可见,其空间也被折叠。" msgid "" "The minimum thickness of the area users can click on to grab the splitting " "line. If [theme_item separation] or [theme_item h_grabber] / [theme_item " -"v_grabber]'s thickness are too small, this ensure that the splitting line " -"can still be dragged." +"v_grabber]'s thickness are too small, this ensure that the splitting line can " +"still be dragged." msgstr "" "用户可以点击以抓取分割线的区域的最小厚度。如果 [theme_item separation] 或 " -"[theme_item h_grabber] / [theme_item v_grabber] 的厚度太小,这样可以确保拆分" -"线仍然可以被拖动。" +"[theme_item h_grabber] / [theme_item v_grabber] 的厚度太小,这样可以确保拆分线" +"仍然可以被拖动。" msgid "" -"The icon used for the grabber drawn in the middle area when [member " -"vertical] is [code]false[/code]." +"The icon used for the grabber drawn in the middle area when [member vertical] " +"is [code]false[/code]." msgstr "[member vertical] 为 [code]false[/code] 时绘制在中间区域的抓取器图标。" msgid "" -"The icon used for the grabber drawn in the middle area when [member " -"vertical] is [code]true[/code]." +"The icon used for the grabber drawn in the middle area when [member vertical] " +"is [code]true[/code]." msgstr "[member vertical] 为 [code]true[/code] 时绘制在中间区域的抓取器图标。" msgid "A spotlight, such as a reflector spotlight or a lantern." @@ -94676,29 +106450,29 @@ msgid "" "and attenuation parameters of [Light3D].\n" "[b]Note:[/b] When using the Mobile rendering method, only 8 spot lights can " "be displayed on each mesh resource. Attempting to display more than 8 spot " -"lights on a single mesh resource will result in spot lights flickering in " -"and out as the camera moves. When using the Compatibility rendering method, " -"only 8 spot lights can be displayed on each mesh resource by default, but " -"this can be increased by adjusting [member ProjectSettings.rendering/limits/" -"opengl/max_lights_per_object].\n" +"lights on a single mesh resource will result in spot lights flickering in and " +"out as the camera moves. When using the Compatibility rendering method, only " +"8 spot lights can be displayed on each mesh resource by default, but this can " +"be increased by adjusting [member ProjectSettings.rendering/limits/opengl/" +"max_lights_per_object].\n" "[b]Note:[/b] When using the Mobile or Compatibility rendering methods, spot " "lights will only correctly affect meshes whose visibility AABB intersects " "with the light's AABB. If using a shader to deform the mesh in a way that " "makes it go outside its AABB, [member GeometryInstance3D.extra_cull_margin] " -"must be increased on the mesh. Otherwise, the light may not be visible on " -"the mesh." +"must be increased on the mesh. Otherwise, the light may not be visible on the " +"mesh." msgstr "" "聚光灯是一种 [Light3D] 节点,向指定的方向发出圆锥形的灯光。光线会随距离增大而" "衰减。衰减可以通过修改 [Light3D] 的能量、半径、衰减参数进行控制。\n" -"[b]注意:[/b]使用 Mobile 渲染方法时,单个网格资源只能用到 8 盏聚光灯。尝试对" -"单个网格资源使用超过 8 盏聚光灯会导致聚光灯在相机移动时产生闪烁。使用 " -"Compatibility 渲染方法时,单个网格资源默认只能用到 8 盏聚光灯,但可以通过调" -"整 [member ProjectSettings.rendering/limits/opengl/max_lights_per_object] 增" +"[b]注意:[/b]使用 Mobile 渲染方法时,单个网格资源只能用到 8 盏聚光灯。尝试对单" +"个网格资源使用超过 8 盏聚光灯会导致聚光灯在相机移动时产生闪烁。使用 " +"Compatibility 渲染方法时,单个网格资源默认只能用到 8 盏聚光灯,但可以通过调整 " +"[member ProjectSettings.rendering/limits/opengl/max_lights_per_object] 增" "加。\n" -"[b]注意:[/b]使用 Mobile 或 Compatibility 渲染方法时,聚光灯只能影响可见 " -"AABB 与灯光 AABB 相交的网格。如果使用了着色器将网格进行了变形,超出了 AABB 的" -"范围,则必须将该网格的 [member GeometryInstance3D.extra_cull_margin] 增大。否" -"则灯光在该网格上可能不可见。" +"[b]注意:[/b]使用 Mobile 或 Compatibility 渲染方法时,聚光灯只能影响可见 AABB " +"与灯光 AABB 相交的网格。如果使用了着色器将网格进行了变形,超出了 AABB 的范围," +"则必须将该网格的 [member GeometryInstance3D.extra_cull_margin] 增大。否则灯光" +"在该网格上可能不可见。" msgid "" "The spotlight's angle in degrees.\n" @@ -94706,8 +106480,8 @@ msgid "" "(the light's scale or its parent's scale)." msgstr "" "聚光灯的角度,单位为度。\n" -"[b]注意:[/b][member spot_angle] 不受 [member Node3D.scale] 的影响(无论是该" -"灯光的缩放还是其父节点的缩放)。" +"[b]注意:[/b][member spot_angle] 不受 [member Node3D.scale] 的影响(无论是该灯" +"光的缩放还是其父节点的缩放)。" msgid "" "The spotlight's [i]angular[/i] attenuation curve. See also [member " @@ -94721,34 +106495,33 @@ msgid "" "also [member spot_angle_attenuation].\n" "[b]Note:[/b] Very high [member spot_attenuation] values (typically above 10) " "can impact performance negatively if the light is made to use a larger " -"[member spot_range] to compensate. This is because culling opportunities " -"will become less common and shading costs will be increased (as the light " -"will cover more pixels on screen while resulting in the same amount of " -"brightness). To improve performance, use the lowest [member " -"spot_attenuation] value possible for the visuals you're trying to achieve." +"[member spot_range] to compensate. This is because culling opportunities will " +"become less common and shading costs will be increased (as the light will " +"cover more pixels on screen while resulting in the same amount of " +"brightness). To improve performance, use the lowest [member spot_attenuation] " +"value possible for the visuals you're trying to achieve." msgstr "" "聚光灯的光照能量(下降)衰减曲线。在[b]检查器[/b]中右键单击曲线会提供一些预" -"设。允许零和负数,但可能产生异常效果。另见 [member " -"spot_angle_attenuation]。\n" +"设。允许零和负数,但可能产生异常效果。另见 [member spot_angle_attenuation]。\n" "[b]注意:[/b]如果 [member spot_attenuation] 值很高(一般大于 10),将灯光的 " -"[member spot_range] 调大去进行补偿会对性能产生负面影响。这是因为剔除的机会会" -"变少,从而增加在着色上的消耗(因为在亮度相同的前提下,灯光会覆盖屏幕上的更多" -"像素)。为了提升性能,请使用尽可能低的 [member spot_attenuation] 值来达成想要" -"的显示效果。" +"[member spot_range] 调大去进行补偿会对性能产生负面影响。这是因为剔除的机会会变" +"少,从而增加在着色上的消耗(因为在亮度相同的前提下,灯光会覆盖屏幕上的更多像" +"素)。为了提升性能,请使用尽可能低的 [member spot_attenuation] 值来达成想要的" +"显示效果。" msgid "" "The maximal range that can be reached by the spotlight. Note that the " "effectively lit area may appear to be smaller depending on the [member " -"spot_attenuation] in use. No matter the [member spot_attenuation] in use, " -"the light will never reach anything outside this range.\n" +"spot_attenuation] in use. No matter the [member spot_attenuation] in use, the " +"light will never reach anything outside this range.\n" "[b]Note:[/b] [member spot_range] is not affected by [member Node3D.scale] " "(the light's scale or its parent's scale)." msgstr "" -"聚光灯可以达到的最大范围。请注意,根据使用的 [member spot_attenuation],有效" -"照明区域可能看起来更小。无论 [member spot_attenuation] 为何值,光都不会到达此" -"范围之外的任何东西。\n" -"[b]注意:[/b][member spot_angle] 不受 [member Node3D.scale] 的影响(无论是该" -"灯光的缩放还是其父节点的缩放)。" +"聚光灯可以达到的最大范围。请注意,根据使用的 [member spot_attenuation],有效照" +"明区域可能看起来更小。无论 [member spot_attenuation] 为何值,光都不会到达此范" +"围之外的任何东西。\n" +"[b]注意:[/b][member spot_angle] 不受 [member Node3D.scale] 的影响(无论是该灯" +"光的缩放还是其父节点的缩放)。" msgid "" "Adds the [PhysicsBody3D] object with the given [RID] to the list of " @@ -94790,9 +106563,9 @@ msgid "" msgstr "" "进行碰撞检测时,会给出 SpringArm3D 的一个候选长度。\n" "然后将边距减去该长度,并将该平移应用于该 SpringArm3D 的子对象。\n" -"当 SpringArm3D 有一个 [Camera3D] 作为子节点时,该边距很有用:如果没有边距," -"该 [Camera3D] 将被放置在准确的碰撞点上;而有边距时,该 [Camera3D] 将被放置在" -"靠近碰撞点的地方。" +"当 SpringArm3D 有一个 [Camera3D] 作为子节点时,该边距很有用:如果没有边距,该 " +"[Camera3D] 将被放置在准确的碰撞点上;而有边距时,该 [Camera3D] 将被放置在靠近" +"碰撞点的地方。" msgid "" "The [Shape3D] to use for the SpringArm3D.\n" @@ -94819,11 +106592,11 @@ msgid "General-purpose sprite node." msgstr "通用精灵节点。" msgid "" -"A node that displays a 2D texture. The texture displayed can be a region " -"from a larger atlas texture, or a frame from a sprite sheet animation." +"A node that displays a 2D texture. The texture displayed can be a region from " +"a larger atlas texture, or a frame from a sprite sheet animation." msgstr "" -"显示 2D 纹理的节点。显示的纹理可以是较大图集纹理中的某个区域,也可以是精灵表" -"动画中的某一帧。" +"显示 2D 纹理的节点。显示的纹理可以是较大图集纹理中的某个区域,也可以是精灵表动" +"画中的某一帧。" msgid "" "Returns a [Rect2] representing the Sprite2D's boundary in local coordinates. " @@ -94855,8 +106628,8 @@ msgid "" "[/csharp]\n" "[/codeblocks]" msgstr "" -"返回代表该 Sprite2D 边界的 [Rect2],使用局部坐标。可用于检测该 Sprite2D 是否" -"被点击。\n" +"返回代表该 Sprite2D 边界的 [Rect2],使用局部坐标。可用于检测该 Sprite2D 是否被" +"点击。\n" "[b]示例:[/b]\n" "[codeblocks]\n" "[gdscript]\n" @@ -94906,18 +106679,18 @@ msgstr "" msgid "" "Coordinates of the frame to display from sprite sheet. This is as an alias " -"for the [member frame] property. [member hframes] or [member vframes] must " -"be greater than 1." +"for the [member frame] property. [member hframes] or [member vframes] must be " +"greater than 1." msgstr "" -"显示的帧在精灵表中的坐标。这是 [member frame] 属性的别名。[member vframes] " -"或 [member hframes] 必须大于 1。" +"显示的帧在精灵表中的坐标。这是 [member frame] 属性的别名。[member vframes] 或 " +"[member hframes] 必须大于 1。" msgid "The number of columns in the sprite sheet." msgstr "精灵表中的列数。" msgid "" -"If [code]true[/code], texture is cut from a larger atlas texture. See " -"[member region_rect]." +"If [code]true[/code], texture is cut from a larger atlas texture. See [member " +"region_rect]." msgstr "" "如果为 [code]true[/code],则从较大的图集纹理中剪切纹理。见 [member " "region_rect]。" @@ -94926,8 +106699,8 @@ msgid "" "If [code]true[/code], the outermost pixels get blurred out. [member " "region_enabled] must be [code]true[/code]." msgstr "" -"如果为 [code]true[/code],则最外侧的像素会变得模糊。[member region_enabled] " -"必须为 [code]true[/code]。" +"如果为 [code]true[/code],则最外侧的像素会变得模糊。[member region_enabled] 必" +"须为 [code]true[/code]。" msgid "" "The region of the atlas texture to display. [member region_enabled] must be " @@ -94956,8 +106729,8 @@ msgid "" "animation. See also [SpriteBase3D] where properties such as the billboard " "mode are defined." msgstr "" -"在 3D 环境中显示 2D 纹理的节点。显示的纹理可以是来自较大图集纹理的区域,也可" -"以是来自精灵表动画的帧。另见 [SpriteBase3D],定义有公告板模式等属性。" +"在 3D 环境中显示 2D 纹理的节点。显示的纹理可以是来自较大图集纹理的区域,也可以" +"是来自精灵表动画的帧。另见 [SpriteBase3D],定义有公告板模式等属性。" msgid "" "If [code]true[/code], the sprite will use [member region_rect] and display " @@ -95019,21 +106792,21 @@ msgstr "" msgid "" "A color value used to [i]multiply[/i] the texture's colors. Can be used for " "mood-coloring or to simulate the color of light.\n" -"[b]Note:[/b] If a [member GeometryInstance3D.material_override] is defined " -"on the [SpriteBase3D], the material override must be configured to take " -"vertex colors into account for albedo. Otherwise, the color defined in " -"[member modulate] will be ignored. For a [BaseMaterial3D], [member " -"BaseMaterial3D.vertex_color_use_as_albedo] must be [code]true[/code]. For a " +"[b]Note:[/b] If a [member GeometryInstance3D.material_override] is defined on " +"the [SpriteBase3D], the material override must be configured to take vertex " +"colors into account for albedo. Otherwise, the color defined in [member " +"modulate] will be ignored. For a [BaseMaterial3D], [member BaseMaterial3D." +"vertex_color_use_as_albedo] must be [code]true[/code]. For a " "[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the " "shader's [code]fragment()[/code] function." msgstr "" "用于[i]乘以[/i]纹理颜色的颜色值。可用于氛围着色或模拟光的颜色。\n" "[b]注意:[/b]如果在 [SpriteBase3D] 上定义了 [member GeometryInstance3D." "material_override],则必须配置该材质,让它的反照率考虑顶点颜色。否则 [member " -"modulate] 中定义的颜色将被忽略。对于 [BaseMaterial3D],[member " -"BaseMaterial3D.vertex_color_use_as_albedo] 必须为 [code]true[/code]。对于 " -"[ShaderMaterial],必须将 [code]ALBEDO *= COLOR.rgb;[/code],插入到着色器的 " -"[code]fragment()[/code] 函数中。" +"modulate] 中定义的颜色将被忽略。对于 [BaseMaterial3D],[member BaseMaterial3D." +"vertex_color_use_as_albedo] 必须为 [code]true[/code]。对于 [ShaderMaterial]," +"必须将 [code]ALBEDO *= COLOR.rgb;[/code],插入到着色器的 [code]fragment()[/" +"code] 函数中。" msgid "The size of one pixel's width on the sprite to scale it in 3D." msgstr "精灵上一个像素宽度的大小,以 3D 缩放。" @@ -95081,37 +106854,35 @@ msgstr "" "如果启用,则纹理也可以从背面看到。如果未启用,则纹理从后面查看时不可见。" msgid "" -"This mode performs standard alpha blending. It can display translucent " -"areas, but transparency sorting issues may be visible when multiple " -"transparent materials are overlapping." +"This mode performs standard alpha blending. It can display translucent areas, " +"but transparency sorting issues may be visible when multiple transparent " +"materials are overlapping." msgstr "" "这个模式会进行标准的 Alpha 混合。可以显示半透明区域,但透明材质存在重叠时可能" "会暴露透明度排序问题。" msgid "" "This mode only allows fully transparent or fully opaque pixels. Harsh edges " -"will be visible unless some form of screen-space antialiasing is enabled " -"(see [member ProjectSettings.rendering/anti_aliasing/quality/" -"screen_space_aa]). On the bright side, this mode doesn't suffer from " -"transparency sorting issues when multiple transparent materials are " -"overlapping. This mode is also known as [i]alpha testing[/i] or [i]1-bit " -"transparency[/i]." +"will be visible unless some form of screen-space antialiasing is enabled (see " +"[member ProjectSettings.rendering/anti_aliasing/quality/screen_space_aa]). On " +"the bright side, this mode doesn't suffer from transparency sorting issues " +"when multiple transparent materials are overlapping. This mode is also known " +"as [i]alpha testing[/i] or [i]1-bit transparency[/i]." msgstr "" -"该模式仅允许完全透明或完全不透明的像素。除非启用了某种形式的屏幕空间抗锯齿" -"(请参阅 [member ProjectSettings.rendering/anti_aliasing/quality/" +"该模式仅允许完全透明或完全不透明的像素。除非启用了某种形式的屏幕空间抗锯齿(请" +"参阅 [member ProjectSettings.rendering/anti_aliasing/quality/" "screen_space_aa]),否则会看到粗糙的边缘。从好的方面来说,当多个透明材质重叠" -"时,该模式不会出现透明度排序问题。这种模式也被称为 [i]alpha 测试[/i]或 [i]1 " -"位透明度[/i]。" +"时,该模式不会出现透明度排序问题。这种模式也被称为 [i]alpha 测试[/i]或 [i]1 位" +"透明度[/i]。" msgid "" -"This mode draws fully opaque pixels in the depth prepass. This is slower " -"than [constant ALPHA_CUT_DISABLED] or [constant ALPHA_CUT_DISCARD], but it " -"allows displaying translucent areas and smooth edges while using proper " -"sorting." +"This mode draws fully opaque pixels in the depth prepass. This is slower than " +"[constant ALPHA_CUT_DISABLED] or [constant ALPHA_CUT_DISCARD], but it allows " +"displaying translucent areas and smooth edges while using proper sorting." msgstr "" "该模式在深度预渲染阶段绘制完全不透明的像素。这比 [constant " -"ALPHA_CUT_DISABLED] 或 [constant ALPHA_CUT_DISCARD] 慢,但它允许在使用正确排" -"序的同时显示半透明区域和平滑边缘。" +"ALPHA_CUT_DISABLED] 或 [constant ALPHA_CUT_DISCARD] 慢,但它允许在使用正确排序" +"的同时显示半透明区域和平滑边缘。" msgid "Sprite frame library for AnimatedSprite2D and AnimatedSprite3D." msgstr "精灵帧库,用于 AnimatedSprite2D 和 AnimatedSprite3D。" @@ -95166,8 +106937,7 @@ msgid "" "duration of [code]1.0[/code]. You can calculate the absolute duration (in " "seconds) of a frame using the following formula:\n" "[codeblock]\n" -"absolute_duration = relative_duration / (animation_fps * " -"abs(playing_speed))\n" +"absolute_duration = relative_duration / (animation_fps * abs(playing_speed))\n" "[/codeblock]\n" "In this example, [code]playing_speed[/code] refers to either [method " "AnimatedSprite2D.get_playing_speed] or [method AnimatedSprite3D." @@ -95178,8 +106948,7 @@ msgstr "" "[code]1.0[/code] 的帧的两倍。可以使用如下公式计算某一帧的绝对持续时间(单位为" "秒):\n" "[codeblock]\n" -"absolute_duration = relative_duration / (animation_fps * " -"abs(playing_speed))\n" +"absolute_duration = relative_duration / (animation_fps * abs(playing_speed))\n" "[/codeblock]\n" "在这个例子中,[code]playing_speed[/code] 是 [method AnimatedSprite2D." "get_playing_speed] 或 [method AnimatedSprite3D.get_playing_speed]。" @@ -95211,11 +106980,11 @@ msgid "Sets the speed for the [param anim] animation in frames per second." msgstr "设置 [param anim] 动画的速度,单位为帧每秒。" msgid "" -"Sets the [param texture] and the [param duration] of the frame [param idx] " -"in the [param anim] animation." +"Sets the [param texture] and the [param duration] of the frame [param idx] in " +"the [param anim] animation." msgstr "" -"设置 [param anim] 动画中索引为 [param idx] 的帧的纹理 [param texture] 和持续" -"时间 [param duration]。" +"设置 [param anim] 动画中索引为 [param idx] 的帧的纹理 [param texture] 和持续时" +"间 [param duration]。" msgid "" "Physically based rendering (PBR) material that can be applied to 3D objects." @@ -95231,19 +107000,78 @@ msgstr "" "境光遮蔽、粗糙度和金属性贴图使用单独的纹理。要为所有 3 个纹理使用一个 ORM 贴" "图,请使用 [ORMMaterial3D] 代替。" +msgid "" +"A 2D physics body that can't be moved by external forces. When moved " +"manually, it doesn't affect other bodies in its path." +msgstr "无法被外力移动的 2D 物理物体。手动移动时不会影响路径上的其他物体。" + +msgid "" +"A static 2D physics body. It can't be moved by external forces or contacts, " +"but can be moved manually by other means such as code, [AnimationPlayer]s " +"(with [member AnimationPlayer.playback_process_mode] set to " +"[code]ANIMATION_PROCESS_PHYSICS[/code]), and [RemoteTransform2D].\n" +"When [StaticBody2D] is moved, it is teleported to its new position without " +"affecting other physics bodies in its path. If this is not desired, use " +"[AnimatableBody2D] instead.\n" +"[StaticBody2D] is useful for completely static objects like floors and walls, " +"as well as moving surfaces like conveyor belts and circular revolving " +"platforms (by using [member constant_linear_velocity] and [member " +"constant_angular_velocity])." +msgstr "" +"静态 2D 物理体。无法因外力或接触而移动,但可以通过代码、[AnimationPlayer]" +"([member AnimationPlayer.playback_process_mode] 设为 " +"[code]ANIMATION_PROCESS_PHYSICS[/code])、[RemoteTransform2D] 等方法手动移" +"动。\n" +"[StaticBody2D] 发生移动时,是传送到新位置上的,不会影响路径上的其他物理体。如" +"果不想要这样的行为,请改用 [AnimatableBody2D]。\n" +"[StaticBody2D] 常用于完全静态的地板、墙壁等对象,也可以用于传送带、圆形回转平" +"台等移动的表面(使用 [member constant_linear_velocity] 和 [member " +"constant_angular_velocity])。" + msgid "" "The body's constant angular velocity. This does not rotate the body, but " "affects touching bodies, as if it were rotating." msgstr "" -"该物体的恒定角速度。不会旋转该物体,但会影响接触的物体,就好像这个静态物体正" -"在旋转一样。" +"该物体的恒定角速度。不会旋转该物体,但会影响接触的物体,就好像这个静态物体正在" +"旋转一样。" msgid "" -"The body's constant linear velocity. This does not move the body, but " -"affects touching bodies, as if it were moving." +"The body's constant linear velocity. This does not move the body, but affects " +"touching bodies, as if it were moving." msgstr "" -"该物体的恒定线速度。不会移动该物体,但会影响接触的物体,就好像这个静态物体正" -"在移动一样。" +"该物体的恒定线速度。不会移动该物体,但会影响接触的物体,就好像这个静态物体正在" +"移动一样。" + +msgid "" +"A 3D physics body that can't be moved by external forces. When moved " +"manually, it doesn't affect other bodies in its path." +msgstr "无法被外力移动的 3D 物理物体。手动移动时不会影响路径上的其他物体。" + +msgid "" +"A static 3D physics body. It can't be moved by external forces or contacts, " +"but can be moved manually by other means such as code, [AnimationPlayer]s " +"(with [member AnimationPlayer.playback_process_mode] set to " +"[code]ANIMATION_PROCESS_PHYSICS[/code]), and [RemoteTransform3D].\n" +"When [StaticBody3D] is moved, it is teleported to its new position without " +"affecting other physics bodies in its path. If this is not desired, use " +"[AnimatableBody3D] instead.\n" +"[StaticBody3D] is useful for completely static objects like floors and walls, " +"as well as moving surfaces like conveyor belts and circular revolving " +"platforms (by using [member constant_linear_velocity] and [member " +"constant_angular_velocity])." +msgstr "" +"静态 3D 物理体。无法因外力或接触而移动,但可以通过代码、[AnimationPlayer]" +"([member AnimationPlayer.playback_process_mode] 设为 " +"[code]ANIMATION_PROCESS_PHYSICS[/code])、[RemoteTransform3D] 等方法手动移" +"动。\n" +"[StaticBody3D] 发生移动时,是传送到新位置上的,不会影响路径上的其他物理体。如" +"果不想要这样的行为,请改用 [AnimatableBody3D]。\n" +"[StaticBody3D] 常用于完全静态的地板、墙壁等对象,也可以用于传送带、圆形回转平" +"台等移动的表面(使用 [member constant_linear_velocity] 和 [member " +"constant_angular_velocity])。" + +msgid "Abstract base class for interacting with streams." +msgstr "与流交互的抽象基类。" msgid "Gets a signed byte from the stream." msgstr "从流中获取有符号字节。" @@ -95283,8 +107111,8 @@ msgid "" "function returns two values, an [enum Error] code, and a data array." msgstr "" "返回接收到的块数据。可以使用“bytes”参数设置所需接收的字节数。如果可用的字节数" -"不足,函数会阻塞至接收到所需字节数为止。该函数返回两个值,一个 [enum Error] " -"错误码以及一个数据数组。" +"不足,函数会阻塞至接收到所需字节数为止。该函数返回两个值,一个 [enum Error] 错" +"误码以及一个数据数组。" msgid "" "Gets an ASCII string with byte-length [param bytes] from the stream. If " @@ -95309,11 +107137,11 @@ msgstr "从流中获取一个无符号 64 位值。" msgid "" "Gets a Variant from the stream. If [param allow_objects] is [code]true[/" "code], decoding objects is allowed.\n" -"Internally, this uses the same decoding mechanism as the [method " -"@GlobalScope.bytes_to_var] method.\n" -"[b]Warning:[/b] Deserialized objects can contain code which gets executed. " -"Do not use this option if the serialized object comes from untrusted sources " -"to avoid potential security threats such as remote code execution." +"Internally, this uses the same decoding mechanism as the [method @GlobalScope." +"bytes_to_var] method.\n" +"[b]Warning:[/b] Deserialized objects can contain code which gets executed. Do " +"not use this option if the serialized object comes from untrusted sources to " +"avoid potential security threats such as remote code execution." msgstr "" "从流中获取一个 Variant。如果 [param allow_objects] 为 [code]true[/code],则会" "允许解码出对象。\n" @@ -95334,8 +107162,8 @@ msgid "Puts a signed 64-bit value into the stream." msgstr "向流中放入一个有符号 64 位值。" msgid "" -"Sends a chunk of data through the connection, blocking if necessary until " -"the data is done sending. This function returns an [enum Error] code." +"Sends a chunk of data through the connection, blocking if necessary until the " +"data is done sending. This function returns an [enum Error] code." msgstr "" "通过连接发送块数据,数据完成发送前会阻塞。该函数返回 [enum Error] 错误码。" @@ -95365,14 +107193,41 @@ msgstr "向流中放入一个无符号 32 位值。" msgid "Puts an unsigned 64-bit value into the stream." msgstr "向流中放入一个无符号 64 位值。" +msgid "" +"Puts a zero-terminated UTF-8 string into the stream prepended by a 32 bits " +"unsigned integer representing its size.\n" +"[b]Note:[/b] To put a UTF-8 string without prepending its size, you can use " +"[method put_data]:\n" +"[codeblocks]\n" +"[gdscript]\n" +"put_data(\"Hello world\".to_utf8_buffer())\n" +"[/gdscript]\n" +"[csharp]\n" +"PutData(\"Hello World\".ToUtf8Buffer());\n" +"[/csharp]\n" +"[/codeblocks]" +msgstr "" +"向流中放入一个以零结尾的 UTF-8 字符串,前置一个表示其大小的 32 位无符号整" +"数。\n" +"[b]注意:[/b]如果要放置 UTF-8 字符串,而不前置其大小,可以使用 [method " +"put_data]:\n" +"[codeblocks]\n" +"[gdscript]\n" +"put_data(\"Hello world\".to_utf8_buffer())\n" +"[/gdscript]\n" +"[csharp]\n" +"PutData(\"Hello World\".ToUtf8Buffer());\n" +"[/csharp]\n" +"[/codeblocks]" + msgid "" "Puts a Variant into the stream. If [param full_objects] is [code]true[/code] " "encoding objects is allowed (and can potentially include code).\n" -"Internally, this uses the same encoding mechanism as the [method " -"@GlobalScope.var_to_bytes] method." +"Internally, this uses the same encoding mechanism as the [method @GlobalScope." +"var_to_bytes] method." msgstr "" -"向流中放入一个 Variant。如果 [param full_objects] 为 [code]true[/code],则会" -"允许将对象编码(其中可能包含代码)。\n" +"向流中放入一个 Variant。如果 [param full_objects] 为 [code]true[/code],则会允" +"许将对象编码(其中可能包含代码)。\n" "内部实现时,使用的编码机制与 [method @GlobalScope.var_to_bytes] 方法相同。" msgid "" @@ -95380,6 +107235,22 @@ msgid "" "encoding and decoding." msgstr "为 [code]true[/code] 时,该 [StreamPeer] 进行编解码时会使用大端格式。" +msgid "A stream peer used to handle binary data streams." +msgstr "用于处理二进制数据流的流对等体。" + +msgid "" +"A data buffer stream peer that uses a byte array as the stream. This object " +"can be used to handle binary data from network sessions. To handle binary " +"data stored in files, [FileAccess] can be used directly.\n" +"A [StreamPeerBuffer] object keeps an internal cursor which is the offset in " +"bytes to the start of the buffer. Get and put operations are performed at the " +"cursor position and will move the cursor accordingly." +msgstr "" +"使用字节数组作为流的数据缓冲区流对等体。该对象可用于处理来自网络会话的二进制数" +"据。要处理保存在文件中的二进制数据,可以直接使用 [FileAccess]。\n" +"[StreamPeerBuffer] 对象会保存一个内部指针,是距离该缓冲区开头的字节偏移量。" +"Get 和 put 操作都在该指针处进行,并会将其进行对应的移动。" + msgid "Clears the [member data_array] and resets the cursor." msgstr "清除 [member data_array] 并重置指针。" @@ -95406,6 +107277,35 @@ msgstr "" msgid "The underlying data buffer. Setting this value resets the cursor." msgstr "内部的数据缓冲。设置该值会重置指针。" +msgid "A stream peer that handles GZIP and deflate compression/decompression." +msgstr "能够处理 GZIP 和 deflate 压缩/解压缩的流对等体。" + +msgid "" +"This class allows to compress or decompress data using GZIP/deflate in a " +"streaming fashion. This is particularly useful when compressing or " +"decompressing files that have to be sent through the network without needing " +"to allocate them all in memory.\n" +"After starting the stream via [method start_compression] (or [method " +"start_decompression]), calling [method StreamPeer.put_partial_data] on this " +"stream will compress (or decompress) the data, writing it to the internal " +"buffer. Calling [method StreamPeer.get_available_bytes] will return the " +"pending bytes in the internal buffer, and [method StreamPeer." +"get_partial_data] will retrieve the compressed (or decompressed) bytes from " +"it. When the stream is over, you must call [method finish] to ensure the " +"internal buffer is properly flushed (make sure to call [method StreamPeer." +"get_available_bytes] on last time to check if more data needs to be read " +"after that)." +msgstr "" +"这个类能够使用 GZIP/deflate 对数据进行流式压缩或解压缩。压缩或解压缩经过网络发" +"送的文件时尤其有用,不必事先分配内存。\n" +"使用 [method start_compression](或 [method start_decompression])开启流之后," +"在这个流上调用 [method StreamPeer.put_partial_data] 会对数据进行压缩(或解压" +"缩)并写入内部缓冲区。调用 [method StreamPeer.get_available_bytes] 会返回内部" +"缓冲区中待处理的字节数,[method StreamPeer.get_partial_data] 会从中获取压缩后" +"(或解压后)的字节。流结束后,你必须调用 [method finish] 来确保正确清空内部缓" +"冲区(请务必最后再调用一次 [method StreamPeer.get_available_bytes],检查此时是" +"否还有需要读取的数据)。" + msgid "Clears this stream, resetting the internal state." msgstr "清空该流,重设内部状态。" @@ -95421,30 +107321,47 @@ msgstr "" "为 [code]true[/code] 则使用 deflate 而不是 GZIP。" msgid "" -"Start the stream in decompression mode with the given [param buffer_size], " -"if [param use_deflate] is [code]true[/code] uses deflate instead of GZIP." +"Start the stream in decompression mode with the given [param buffer_size], if " +"[param use_deflate] is [code]true[/code] uses deflate instead of GZIP." msgstr "" "开始解压模式的流,缓冲区大小为 [param buffer_size],如果 [param use_deflate] " "为 [code]true[/code] 则使用 deflate 而不是 GZIP。" +msgid "A stream peer that handles TCP connections." +msgstr "处理 TCP 连接的流对等体。" + +msgid "" +"A stream peer that handles TCP connections. This object can be used to " +"connect to TCP servers, or also is returned by a TCP server.\n" +"[b]Note:[/b] When exporting to Android, make sure to enable the " +"[code]INTERNET[/code] permission in the Android export preset before " +"exporting the project or using one-click deploy. Otherwise, network " +"communication of any kind will be blocked by Android." +msgstr "" +"处理 TCP 连接的流对等体。该对象可用于连接 TCP 服务器,也可以由 TCP 服务器返" +"回。\n" +"[b]注意:[/b]导出到安卓时,在导出项目或使用一键部署之前,请务必在安卓导出预设" +"中,开启 [code]INTERNET[/code] 权限。否则,任何类型的网络通信都将被 Android 阻" +"止。" + msgid "" "Opens the TCP socket, and binds it to the specified local address.\n" "This method is generally not needed, and only used to force the subsequent " -"call to [method connect_to_host] to use the specified [param host] and " -"[param port] as source address. This can be desired in some NAT punchthrough " +"call to [method connect_to_host] to use the specified [param host] and [param " +"port] as source address. This can be desired in some NAT punchthrough " "techniques, or when forcing the source network interface." msgstr "" "打开 TCP 套接字,并将其绑定到指定的本地地址。\n" -"通常不需要这个方法,只是用来强制让后续调用 [method connect_to_host] 时使用指" -"定的主机 [param host] 和端口 [param port] 作为源地址。会在部分 NAT 打洞技术中" -"用到,也可用于强制设置源网络接口。" +"通常不需要这个方法,只是用来强制让后续调用 [method connect_to_host] 时使用指定" +"的主机 [param host] 和端口 [param port] 作为源地址。会在部分 NAT 打洞技术中用" +"到,也可用于强制设置源网络接口。" msgid "" "Connects to the specified [code]host:port[/code] pair. A hostname will be " "resolved if valid. Returns [constant OK] on success." msgstr "" -"连接到指定的 [code]host:port[/code] 对。如果使用的是有效主机名,则会进行解" -"析。成功时返回 [constant OK]。" +"连接到指定的 [code]host:port[/code] 对。如果使用的是有效主机名,则会进行解析。" +"成功时返回 [constant OK]。" msgid "Disconnects from host." msgstr "与主机断开连接。" @@ -95462,9 +107379,9 @@ msgid "Poll the socket, updating its state. See [method get_status]." msgstr "轮询套接字,更新其状态。见 [method get_status]。" msgid "" -"If [param enabled] is [code]true[/code], packets will be sent immediately. " -"If [param enabled] is [code]false[/code] (the default), packet transfers " -"will be delayed and combined using [url=https://en.wikipedia.org/wiki/" +"If [param enabled] is [code]true[/code], packets will be sent immediately. If " +"[param enabled] is [code]false[/code] (the default), packet transfers will be " +"delayed and combined using [url=https://en.wikipedia.org/wiki/" "Nagle%27s_algorithm]Nagle's algorithm[/url].\n" "[b]Note:[/b] It's recommended to leave this disabled for applications that " "send large packets or need to transfer a lot of data, as enabling this can " @@ -95472,8 +107389,8 @@ msgid "" msgstr "" "如果 [param enabled] 为 [code]true[/code],数据包会立即发送。如果 [param " "enabled] 为 [code]false[/code](默认值),数据包传输将被延迟,并使用" -"[url=https://zh.wikipedia.org/wiki/%E7%B4%8D%E6%A0%BC%E7%AE%97%E6%B3%95]纳格" -"算法[/url]合并。\n" +"[url=https://zh.wikipedia.org/wiki/%E7%B4%8D%E6%A0%BC%E7%AE%97%E6%B3%95]纳格算" +"法[/url]合并。\n" "[b]注意:[/b]对于发送大数据包或需要传输大量数据的应用程序,建议将本属性保持禁" "用,因为启用本属性会减少总体可用带宽。" @@ -95491,12 +107408,29 @@ msgstr "表示连接到主机的 [StreamPeerTCP] 的状态。" msgid "A status representing a [StreamPeerTCP] in error state." msgstr "表示处于错误状态的 [StreamPeerTCP] 的状态。" +msgid "A stream peer that handles TLS connections." +msgstr "处理 TLS 连接的流对等体。" + msgid "" -"Accepts a peer connection as a server using the given [param " -"server_options]. See [method TLSOptions.server]." +"A stream peer that handles TLS connections. This object can be used to " +"connect to a TLS server or accept a single TLS client connection.\n" +"[b]Note:[/b] When exporting to Android, make sure to enable the " +"[code]INTERNET[/code] permission in the Android export preset before " +"exporting the project or using one-click deploy. Otherwise, network " +"communication of any kind will be blocked by Android." msgstr "" -"以服务器的身份接受对等体连接,使用给定的服务器选项 [param server_options]。" -"见 [method TLSOptions.server]。" +"处理 TLS 连接的流对等体。此对象可用于连接到 TLS 服务器或接受单个 TLS 客户端连" +"接。\n" +"[b]注意:[/b]当导出到 Android 时,确保在导出项目或使用一键部署之前,在 " +"Android 导出预设中启用 [code]INTERNET[/code] 权限。否则,任何形式的网络通信都" +"会被 Android 阻止。" + +msgid "" +"Accepts a peer connection as a server using the given [param server_options]. " +"See [method TLSOptions.server]." +msgstr "" +"以服务器的身份接受对等体连接,使用给定的服务器选项 [param server_options]。见 " +"[method TLSOptions.server]。" msgid "" "Connects to a peer using an underlying [StreamPeer] [param stream] and " @@ -95507,8 +107441,8 @@ msgid "" "client_unsafe]." msgstr "" "使用底层 [StreamPeer] [param stream] 连接到对等体,并对远程证书是否由给定的 " -"[param common_name] 签名进行验证。传入 [param client_options] 可以自定义信任" -"的证书颁发机构,也可以禁用通用名称验证。见 [method TLSOptions.client] 和 " +"[param common_name] 签名进行验证。传入 [param client_options] 可以自定义信任的" +"证书颁发机构,也可以禁用通用名称验证。见 [method TLSOptions.client] 和 " "[method TLSOptions.client_unsafe]。" msgid "" @@ -95538,10 +107472,42 @@ msgid "A status representing a [StreamPeerTLS] in error state." msgstr "状态,表示 [StreamPeerTLS] 处于出错状态。" msgid "" -"An error status that shows a mismatch in the TLS certificate domain " -"presented by the host and the domain requested for validation." +"An error status that shows a mismatch in the TLS certificate domain presented " +"by the host and the domain requested for validation." msgstr "错误状态,表示主机的 TLS 证书域名与请求验证的域名不匹配。" +msgid "A built-in type for strings." +msgstr "字符串内置类型。" + +msgid "" +"This is the built-in string Variant type (and the one used by GDScript). " +"Strings may contain any number of Unicode characters, and expose methods " +"useful for manipulating and generating strings. Strings are reference-counted " +"and use a copy-on-write approach (every modification to a string returns a " +"new [String]), so passing them around is cheap in resources.\n" +"Some string methods have corresponding variations. Variations suffixed with " +"[code]n[/code] ([method countn], [method findn], [method replacen], etc.) are " +"[b]case-insensitive[/b] (they make no distinction between uppercase and " +"lowercase letters). Method variations prefixed with [code]r[/code] ([method " +"rfind], [method rsplit], etc.) are reversed, and start from the end of the " +"string, instead of the beginning.\n" +"[b]Note:[/b] In a boolean context, a string will evaluate to [code]false[/" +"code] if it is empty ([code]\"\"[/code]). Otherwise, a string will always " +"evaluate to [code]true[/code]. The [code]not[/code] operator cannot be used. " +"Instead, [method is_empty] should be used to check for empty strings." +msgstr "" +"这是内置的字符串 Variant 类型(GDScript 使用的就是这个类型)。字符串中可以包含" +"任意数量的 Unicode 字符,暴露的方法可用于字符串的操作和生成。字符串有引用计" +"数,使用写时复制技术(每次对字符串的修改都会返回新的 [String]),所以传递字符" +"串的资源损耗很小。\n" +"部分字符串方法有对应的变体。后缀 [code]n[/code] 的变体([method countn]、" +"[method findn]、[method replacen] 等)[b]大小写不敏感[/b](不区分大写字符和小" +"写字符)。前缀 [code]r[/code] 的方法变体([method rfind]、[method rsplit] 等)" +"是逆序的,会从字符串末尾开始,而不是从开头开始。\n" +"[b]注意:[/b]在布尔语境下,空字符串([code]\"\"[/code])的求值结果为 " +"[code]false[/code]。否则字符串的求值结果始终为 [code]true[/code]。无法使用 " +"[code]not[/code] 运算符。检查空字符串请使用 [method is_empty]。" + msgid "GDScript format strings" msgstr "GDScript 格式字符串" @@ -95580,8 +107546,8 @@ msgstr "" msgid "" "Converts the string representing a binary number into an [int]. The string " -"may optionally be prefixed with [code]\"0b\"[/code], and an additional " -"[code]-[/code] prefix for negative numbers.\n" +"may optionally be prefixed with [code]\"0b\"[/code], and an additional [code]-" +"[/code] prefix for negative numbers.\n" "[codeblocks]\n" "[gdscript]\n" "print(\"101\".bin_to_int()) # Prints 5\n" @@ -95595,8 +107561,8 @@ msgid "" "[/csharp]\n" "[/codeblocks]" msgstr "" -"将表示二进制数的字符串转换为 [int]。该字符串可以前缀 [code]\"0b\"[/code],负" -"数可以前缀 [code]-[/code]。\n" +"将表示二进制数的字符串转换为 [int]。该字符串可以前缀 [code]\"0b\"[/code],负数" +"可以前缀 [code]-[/code]。\n" "[codeblocks]\n" "[gdscript]\n" "print(\"101\".bin_to_int()) # 输出 5\n" @@ -95617,10 +107583,9 @@ msgstr "返回该字符串的副本,按照 C 语言标准对特殊字符进行 msgid "" "Returns a copy of the string with escaped characters replaced by their " -"meanings. Supported escape sequences are [code]\\'[/code], [code]\\\"[/" -"code], [code]\\\\[/code], [code]\\a[/code], [code]\\b[/code], [code]\\f[/" -"code], [code]\\n[/code], [code]\\r[/code], [code]\\t[/code], [code]\\v[/" -"code].\n" +"meanings. Supported escape sequences are [code]\\'[/code], [code]\\\"[/code], " +"[code]\\\\[/code], [code]\\a[/code], [code]\\b[/code], [code]\\f[/code], " +"[code]\\n[/code], [code]\\r[/code], [code]\\t[/code], [code]\\v[/code].\n" "[b]Note:[/b] Unlike the GDScript parser, this method doesn't support the " "[code]\\uXXXX[/code] escape sequence." msgstr "" @@ -95646,14 +107611,12 @@ msgid "" "\"sceneFile_path\".Capitalize(); // Returns \"Scene File Path\"\n" "[/csharp]\n" "[/codeblocks]\n" -"[b]Note:[/b] This method not the same as the default appearance of " -"properties in the Inspector dock, as it does not capitalize acronyms " -"([code]\"2D\"[/code], [code]\"FPS\"[/code], [code]\"PNG\"[/code], etc.) as " -"you may expect." +"[b]Note:[/b] This method not the same as the default appearance of properties " +"in the Inspector dock, as it does not capitalize acronyms ([code]\"2D\"[/" +"code], [code]\"FPS\"[/code], [code]\"PNG\"[/code], etc.) as you may expect." msgstr "" -"改变字符串的外观:用空格代替下划线([code]_[/code]),在单词中间的大写字母前" -"添加空格,将所有字母转换为小写,然后将第一个字母和空格后的每个字母转换为大" -"写。\n" +"改变字符串的外观:用空格代替下划线([code]_[/code]),在单词中间的大写字母前添" +"加空格,将所有字母转换为小写,然后将第一个字母和空格后的每个字母转换为大写。\n" "[codeblocks]\n" "[gdscript]\n" "\"move_local_x\".capitalize() # 返回 \"Move Local X\"\n" @@ -95669,9 +107632,33 @@ msgstr "" "code] 等)。" msgid "" -"Returns a single Unicode character from the decimal [param char]. You may " -"use [url=https://unicodelookup.com/]unicodelookup.com[/url] or [url=https://" -"www.unicode.org/charts/]unicode.org[/url] as points of reference.\n" +"Performs a case-sensitive comparison to another string. Returns [code]-1[/" +"code] if less than, [code]1[/code] if greater than, or [code]0[/code] if " +"equal. \"Less than\" and \"greater than\" are determined by the [url=https://" +"en.wikipedia.org/wiki/List_of_Unicode_characters]Unicode code points[/url] of " +"each string, which roughly matches the alphabetical order.\n" +"With different string lengths, returns [code]1[/code] if this string is " +"longer than the [param to] string, or [code]-1[/code] if shorter. Note that " +"the length of empty strings is [i]always[/i] [code]0[/code].\n" +"To get a [bool] result from a string comparison, use the [code]==[/code] " +"operator instead. See also [method nocasecmp_to], [method naturalcasecmp_to], " +"and [method naturalnocasecmp_to]." +msgstr "" +"与另一个字符串进行比较,区分大小写。小于时返回 [code]-1[/code]、大于时返回 " +"[code]1[/code]、等于时返回 [code]0[/code]。“小于”和“大于”比较的是字符串中的 " +"[url=https://zh.wikipedia.org/wiki/" +"Unicode%E5%AD%97%E7%AC%A6%E5%88%97%E8%A1%A8]Unicode 码位[/url],大致与字母表顺" +"序一致。\n" +"如果字符串长度不同,这个字符串比 [param to] 字符串长时返回 [code]1[/code],短" +"时返回 [code]-1[/code]。请注意空字符串的长度[i]始终[/i]为 [code]0[/code]。\n" +"如果想在比较字符串时获得 [bool] 返回值,请改用 [code]==[/code] 运算符。另见 " +"[method nocasecmp_to]、[method naturalcasecmp_to] 和 [method " +"naturalnocasecmp_to]。" + +msgid "" +"Returns a single Unicode character from the decimal [param char]. You may use " +"[url=https://unicodelookup.com/]unicodelookup.com[/url] or [url=https://www." +"unicode.org/charts/]unicode.org[/url] as points of reference.\n" "[codeblock]\n" "print(String.chr(65)) # Prints \"A\"\n" "print(String.chr(129302)) # Prints \"🤖\" (robot face emoji)\n" @@ -95727,8 +107714,8 @@ msgstr "" msgid "" "Returns the number of occurrences of the substring [param what] between " -"[param from] and [param to] positions, [b]ignoring case[/b]. If [param to] " -"is 0, the search continues until the end of the string." +"[param from] and [param to] positions, [b]ignoring case[/b]. If [param to] is " +"0, the search continues until the end of the string." msgstr "" "返回子串 [param what] 在 [param from] 和 [param to] 位置之间出现的次数,[b]忽" "略大小写[/b]。如果 [param to] 为 0,会在剩余字符串中继续搜索。" @@ -95741,12 +107728,25 @@ msgstr "" "indent]。" msgid "" -"Returns [code]true[/code] if the string ends with the given [param text]. " -"See also [method begins_with]." +"Returns [code]true[/code] if the string ends with the given [param text]. See " +"also [method begins_with]." msgstr "" "如果该字符串以给定的 [param text] 结束,则返回 [code]true[/code]。另见 " "[method begins_with]。" +msgid "" +"Returns a string with [param chars] characters erased starting from [param " +"position]. If [param chars] goes beyond the string's length given the " +"specified [param position], fewer characters will be erased from the returned " +"string. Returns an empty string if either [param position] or [param chars] " +"is negative. Returns the original string unmodified if [param chars] is " +"[code]0[/code]." +msgstr "" +"返回从 [param position] 开始擦除 [param chars] 个字符后的字符串。如果在指定 " +"[param position] 的基础上 [param chars] 超过字符串的长度,返回的字符串中擦除的" +"字符数会少于请求的数量。如果 [param position] 或 [param chars] 为负数,则返回" +"空字符串。如果 [param chars] 为 [code]0[/code] 则返回原字符串,不进行修改。" + msgid "" "Returns the index of the [b]first[/b] occurrence of [param what] in this " "string, or [code]-1[/code] if there are none. The search's start can be " @@ -95798,19 +107798,19 @@ msgid "" "starting search index can be specified with [param from], continuing to the " "end of the string." msgstr "" -"返回这个字符串中 [param what] [b]首次[/b]出现的索引,[b]不区分大小写[/b],不" -"存在时则为 [code]-1[/code]。搜索的起点可以用 [param from] 指定,终点为该字符" -"串的末尾。" +"返回这个字符串中 [param what] [b]首次[/b]出现的索引,[b]不区分大小写[/b],不存" +"在时则为 [code]-1[/code]。搜索的起点可以用 [param from] 指定,终点为该字符串的" +"末尾。" msgid "" "Formats the string by replacing all occurrences of [param placeholder] with " "the elements of [param values].\n" -"[param values] can be a [Dictionary] or an [Array]. Any underscores in " -"[param placeholder] will be replaced with the corresponding keys in advance. " -"Array elements use their index as keys.\n" +"[param values] can be a [Dictionary] or an [Array]. Any underscores in [param " +"placeholder] will be replaced with the corresponding keys in advance. Array " +"elements use their index as keys.\n" "[codeblock]\n" -"# Prints \"Waiting for Godot is a play by Samuel Beckett, and Godot Engine " -"is named after it.\"\n" +"# Prints \"Waiting for Godot is a play by Samuel Beckett, and Godot Engine is " +"named after it.\"\n" "var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is " "named after it.\"\n" "print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n" @@ -95841,8 +107841,7 @@ msgstr "" "划线将被预先被替换为对应的键。数组元素使用它们的索引作为键。\n" "[codeblock]\n" "# 输出:Waiting for Godot 是 Samuel Beckett 的戏剧,Godot 引擎由此得名。\n" -"var use_array_values = \"Waiting for {0} 是 {1} 的戏剧,{0} 引擎由此得" -"名。\"\n" +"var use_array_values = \"Waiting for {0} 是 {1} 的戏剧,{0} 引擎由此得名。\"\n" "print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n" "\n" "# 输出:第 42 号用户是 Godot。\n" @@ -95931,6 +107930,26 @@ msgstr "" "var file = \"/path/to/icon.png\".get_file() # file 为 \"icon.png\"\n" "[/codeblock]" +msgid "" +"Splits the string using a [param delimiter] and returns the substring at " +"index [param slice]. Returns the original string if [param delimiter] does " +"not occur in the string. Returns an empty string if the [param slice] does " +"not exist.\n" +"This is faster than [method split], if you only need one substring.\n" +"[b]Example:[/b]\n" +"[codeblock]\n" +"print(\"i/am/example/hi\".get_slice(\"/\", 2)) # Prints \"example\"\n" +"[/codeblock]" +msgstr "" +"使用分隔符 [param delimiter] 拆分该字符串,返回索引为 [param slice] 的子串。如" +"果字符串中不存在 [param delimiter] 则返回原字符串。如果 [param slice] 不存在则" +"返回空字符串。\n" +"只需要一个子串时这个方法比 [method split] 快。\n" +"[b]示例:[/b]\n" +"[codeblock]\n" +"print(\"i/am/example/hi\".get_slice(\"/\", 2)) # 输出 \"example\"\n" +"[/codeblock]" + msgid "" "Returns the total number of slices when the string is split with the given " "[param delimiter] (see [method split])." @@ -95955,13 +107974,46 @@ msgid "" "different hash values are guaranteed to be different." msgstr "" "返回代表该字符串内容的 32 位哈希值。\n" -"[b]注意:[/b]由于哈希碰撞的缘故,内容相同的字符串[i]不一定[/i]会得到相同的哈" -"希值。而相对的是,哈希不同的字符串一定不同。" +"[b]注意:[/b]由于哈希碰撞的缘故,内容相同的字符串[i]不一定[/i]会得到相同的哈希" +"值。而相对的是,哈希不同的字符串一定不同。" + +msgid "" +"Decodes a hexadecimal string as a [PackedByteArray].\n" +"[codeblocks]\n" +"[gdscript]\n" +"var text = \"hello world\"\n" +"var encoded = text.to_utf8_buffer().hex_encode() # outputs " +"\"68656c6c6f20776f726c64\"\n" +"print(buf.hex_decode().get_string_from_utf8())\n" +"[/gdscript]\n" +"[csharp]\n" +"var text = \"hello world\";\n" +"var encoded = text.ToUtf8Buffer().HexEncode(); // outputs " +"\"68656c6c6f20776f726c64\"\n" +"GD.Print(buf.HexDecode().GetStringFromUtf8());\n" +"[/csharp]\n" +"[/codeblocks]" +msgstr "" +"将十六进制字符串解码为 [PackedByteArray]。\n" +"[codeblocks]\n" +"[gdscript]\n" +"var text = \"hello world\"\n" +"var encoded = text.to_utf8_buffer().hex_encode() # 输出 " +"\"68656c6c6f20776f726c64\"\n" +"print(buf.hex_decode().get_string_from_utf8())\n" +"[/gdscript]\n" +"[csharp]\n" +"var text = \"hello world\";\n" +"var encoded = text.ToUtf8Buffer().HexEncode(); // 输出 " +"\"68656c6c6f20776f726c64\"\n" +"GD.Print(buf.HexDecode().GetStringFromUtf8());\n" +"[/csharp]\n" +"[/codeblocks]" msgid "" "Converts the string representing a hexadecimal number into an [int]. The " -"string may be optionally prefixed with [code]\"0x\"[/code], and an " -"additional [code]-[/code] prefix for negative numbers.\n" +"string may be optionally prefixed with [code]\"0x\"[/code], and an additional " +"[code]-[/code] prefix for negative numbers.\n" "[codeblocks]\n" "[gdscript]\n" "print(\"0xff\".hex_to_int()) # Prints 255\n" @@ -95973,8 +108025,8 @@ msgid "" "[/csharp]\n" "[/codeblocks]" msgstr "" -"将表示十六进制数的字符串转换为 [int]。该字符串可以前缀 [code]\"0x\"[/code]," -"负数可以前缀 [code]-[/code]。\n" +"将表示十六进制数的字符串转换为 [int]。该字符串可以前缀 [code]\"0x\"[/code],负" +"数可以前缀 [code]-[/code]。\n" "[codeblocks]\n" "[gdscript]\n" "print(\"0xff\".hex_to_int()) # 输出 255\n" @@ -96008,8 +108060,8 @@ msgid "" "For example, the string can be indented with two tabulations using " "[code]\"\\t\\t\"[/code], or four spaces using [code]\" \"[/code]." msgstr "" -"使用前缀 [param prefix] 将该字符串中的每一行进行缩进。空行不缩进。移除缩进请" -"参阅 [method dedent]。\n" +"使用前缀 [param prefix] 将该字符串中的每一行进行缩进。空行不缩进。移除缩进请参" +"阅 [method dedent]。\n" "例如,该字符串可以用 [code]\"\\t\\t\"[/code] 缩进两个制表位,用 [code]\" " "\"[/code] 缩进四个空格。" @@ -96017,14 +108069,14 @@ msgid "Inserts [param what] at the given [param position] in the string." msgstr "在该字符串中的 [param position] 位置插入 [param what]。" msgid "" -"Returns [code]true[/code] if the string is a path to a file or directory, " -"and its starting point is explicitly defined. This method is the opposite of " +"Returns [code]true[/code] if the string is a path to a file or directory, and " +"its starting point is explicitly defined. This method is the opposite of " "[method is_relative_path].\n" -"This includes all paths starting with [code]\"res://\"[/code], " -"[code]\"user://\"[/code], [code]\"C:\\\"[/code], [code]\"/\"[/code], etc." +"This includes all paths starting with [code]\"res://\"[/code], [code]\"user://" +"\"[/code], [code]\"C:\\\"[/code], [code]\"/\"[/code], etc." msgstr "" -"如果该字符串为文件或目录的路径,并且显式指定了起点,则返回 [code]true[/" -"code]。这个方法与 [method is_relative_path] 相反。\n" +"如果该字符串为文件或目录的路径,并且显式指定了起点,则返回 [code]true[/code]。" +"这个方法与 [method is_relative_path] 相反。\n" "包括以 [code]\"res://\"[/code]、[code]\"user://\"[/code]、[code]\"C:\\\"[/" "code]、[code]\"/\"[/code] 等开头的路径。" @@ -96037,15 +108089,15 @@ msgstr "" msgid "" "Returns [code]true[/code] if the string is a path, and its starting point is " -"dependent on context. The path could begin from the current directory, or " -"the current [Node] (if the string is derived from a [NodePath]), and may " +"dependent on context. The path could begin from the current directory, or the " +"current [Node] (if the string is derived from a [NodePath]), and may " "sometimes be prefixed with [code]\"./\"[/code]. This method is the opposite " "of [method is_absolute_path]." msgstr "" "如果该字符串为文件或目录的路径,并且起点依赖于上下文,则返回 [code]true[/" -"code]。路径可以是从当前目录开始,也可以是从当前 [Node] 开始(如果该字符串是" -"从 [NodePath] 得到的),有时候也可以是使用了 [code]\"./\"[/code] 前缀。这个方" -"法与 [method is_absolute_path] 相反。" +"code]。路径可以是从当前目录开始,也可以是从当前 [Node] 开始(如果该字符串是从 " +"[NodePath] 得到的),有时候也可以是使用了 [code]\"./\"[/code] 前缀。这个方法" +"与 [method is_absolute_path] 相反。" msgid "" "Returns [code]true[/code] if all characters of this string can be found in " @@ -96078,13 +108130,13 @@ msgstr "" "写[/b],则返回 [code]true[/code]。" msgid "" -"Returns [code]true[/code] if this string does not contain characters that " -"are not allowed in file names ([code]:[/code] [code]/[/code] [code]\\[/code] " +"Returns [code]true[/code] if this string does not contain characters that are " +"not allowed in file names ([code]:[/code] [code]/[/code] [code]\\[/code] " "[code]?[/code] [code]*[/code] [code]\"[/code] [code]|[/code] [code]%[/code] " "[code]<[/code] [code]>[/code])." msgstr "" -"如果该字符串不包含文件名中不允许的字符,则返回 [code]true[/code](不允许的字" -"符有:[code]:[/code] [code]/[/code] [code]\\[/code] [code]?[/code] [code]*[/" +"如果该字符串不包含文件名中不允许的字符,则返回 [code]true[/code](不允许的字符" +"有:[code]:[/code] [code]/[/code] [code]\\[/code] [code]?[/code] [code]*[/" "code] [code]\"[/code] [code]|[/code] [code]%[/code] [code]<[/code] [code]>[/" "code])。" @@ -96092,9 +108144,9 @@ msgid "" "Returns [code]true[/code] if this string represents a valid floating-point " "number. A valid float may contain only digits, one decimal point ([code].[/" "code]), and the exponent letter ([code]e[/code]). It may also be prefixed " -"with a positive ([code]+[/code]) or negative ([code]-[/code]) sign. Any " -"valid integer is also a valid float (see [method is_valid_int]). See also " -"[method to_float].\n" +"with a positive ([code]+[/code]) or negative ([code]-[/code]) sign. Any valid " +"integer is also a valid float (see [method is_valid_int]). See also [method " +"to_float].\n" "[codeblock]\n" "print(\"1.7\".is_valid_float()) # Prints true\n" "print(\"24\".is_valid_float()) # Prints true\n" @@ -96102,8 +108154,8 @@ msgid "" "print(\"Hello\".is_valid_float()) # Prints false\n" "[/codeblock]" msgstr "" -"如果该字符串代表有效的浮点数,则返回 [code]true[/code]。浮点数只能包含数字、" -"一个小数点([code].[/code])以及指数字符([code]e[/code])。还可以前缀正号" +"如果该字符串代表有效的浮点数,则返回 [code]true[/code]。浮点数只能包含数字、一" +"个小数点([code].[/code])以及指数字符([code]e[/code])。还可以前缀正号" "([code]+[/code])或负号([code]-[/code])。有效的整数同时也是有效的浮点数" "(见 [method is_valid_int])。另见 [method to_float]。\n" "[codeblock]\n" @@ -96128,9 +108180,9 @@ msgid "" "print(\"0xDEADC0DE\".is_valid_hex_number(true)) # Prints true\n" "[/codeblock]" msgstr "" -"如果该字符串代表有效的十六进制数,则返回 [code]true[/code]。有效的十六进制数" -"只能包含数字或字母 [code]A[/code] 到 [code]F[/code](大小写均可),还可以前缀" -"正号([code]+[/code])或负号([code]-[/code])。\n" +"如果该字符串代表有效的十六进制数,则返回 [code]true[/code]。有效的十六进制数只" +"能包含数字或字母 [code]A[/code] 到 [code]F[/code](大小写均可),还可以前缀正" +"号([code]+[/code])或负号([code]-[/code])。\n" "如果 [param with_prefix] 为 [code]true[/code],则十六进制数需要有 " "[code]\"0x\"[/code] 前缀才算有效。\n" "[codeblock]\n" @@ -96142,22 +108194,21 @@ msgstr "" "[/codeblock]" msgid "" -"Returns [code]true[/code] if this string is a valid color in hexadecimal " -"HTML notation. The string must be a hexadecimal value (see [method " -"is_valid_hex_number]) of either 3, 4, 6 or 8 digits, and may be prefixed by " -"a hash sign ([code]#[/code]). Other HTML notations for colors, such as names " -"or [code]hsl()[/code], are not considered valid. See also [method Color." -"html]." +"Returns [code]true[/code] if this string is a valid color in hexadecimal HTML " +"notation. The string must be a hexadecimal value (see [method " +"is_valid_hex_number]) of either 3, 4, 6 or 8 digits, and may be prefixed by a " +"hash sign ([code]#[/code]). Other HTML notations for colors, such as names or " +"[code]hsl()[/code], are not considered valid. See also [method Color.html]." msgstr "" -"如果该字符串是有效的十六进制 HTML 颜色标记,则返回 [code]true[/code]。该字符" -"串必须为 3 位、4 位、6 位或 8 位字符的十六进制值(见 [method " +"如果该字符串是有效的十六进制 HTML 颜色标记,则返回 [code]true[/code]。该字符串" +"必须为 3 位、4 位、6 位或 8 位字符的十六进制值(见 [method " "is_valid_hex_number]),也可以带有井号前缀([code]#[/code])。名称、" "[code]hsl()[/code] 等其他 HTML 颜色标记法无效。另见 [method Color.html]。" msgid "" "Returns [code]true[/code] if this string is a valid identifier. A valid " -"identifier may contain only letters, digits and underscores ([code]_[/" -"code]), and the first character may not be a digit.\n" +"identifier may contain only letters, digits and underscores ([code]_[/code]), " +"and the first character may not be a digit.\n" "[codeblock]\n" "print(\"node_2d\".is_valid_identifier()) # Prints true\n" "print(\"TYPE_FLOAT\".is_valid_identifier()) # Prints true\n" @@ -96165,8 +108216,8 @@ msgid "" "print(\"MyMethod#2\".is_valid_identifier()) # Prints false\n" "[/codeblock]" msgstr "" -"如果该字符串为有效的标识符,则返回 [code]true[/code]。有效的标识符仅可以包含" -"字母、数字和下划线([code]_[/code]),第一个字符不能为数字。\n" +"如果该字符串为有效的标识符,则返回 [code]true[/code]。有效的标识符仅可以包含字" +"母、数字和下划线([code]_[/code]),第一个字符不能为数字。\n" "[codeblock]\n" "print(\"node_2d\".is_valid_identifier()) # 输出 true\n" "print(\"TYPE_FLOAT\".is_valid_identifier()) # 输出 true\n" @@ -96203,8 +108254,8 @@ msgid "" "Reserved_IP_addresses]reserved IP addresses[/url] such as [code]\"0.0.0.0\"[/" "code] and [code]\"ffff:ffff:ffff:ffff:ffff:ffff:ffff:ffff\"[/code] as valid." msgstr "" -"如果该字符串表示格式正确的 IPv4 或 IPv6 地址,则返回 [code]true[/code]。这个" -"方法认为 [code]0.0.0.0[/code]、[code]\"ffff:ffff:ffff:ffff:ffff:ffff:ffff:" +"如果该字符串表示格式正确的 IPv4 或 IPv6 地址,则返回 [code]true[/code]。这个方" +"法认为 [code]0.0.0.0[/code]、[code]\"ffff:ffff:ffff:ffff:ffff:ffff:ffff:" "ffff\"[/code] 等[url=https://zh.wikipedia.org/wiki/" "%E4%BF%9D%E7%95%99IP%E5%9C%B0%E5%9D%80]保留 IP 地址[/url]是有效的。" @@ -96261,16 +108312,16 @@ msgstr "" "所以需要时可以用 [method c_unescape] 取消转义。" msgid "" -"Returns the first [param length] characters from the beginning of the " -"string. If [param length] is negative, strips the last [param length] " -"characters from the string's end.\n" +"Returns the first [param length] characters from the beginning of the string. " +"If [param length] is negative, strips the last [param length] characters from " +"the string's end.\n" "[codeblock]\n" "print(\"Hello World!\".left(3)) # Prints \"Hel\"\n" "print(\"Hello World!\".left(-4)) # Prints \"Hello Wo\"\n" "[/codeblock]" msgstr "" -"返回该字符串开头的前 [param length] 个字符。如果 [param length] 为负,则会从" -"该字符串的末尾剥离最后 [param length] 个字符。\n" +"返回该字符串开头的前 [param length] 个字符。如果 [param length] 为负,则会从该" +"字符串的末尾剥离最后 [param length] 个字符。\n" "[codeblock]\n" "print(\"Hello World!\".left(3)) # 输出 \"Hel\"\n" "print(\"Hello World!\".left(-4)) # 输出 \"Hello Wo\"\n" @@ -96280,8 +108331,8 @@ msgid "" "Returns the number of characters in the string. Empty strings ([code]\"\"[/" "code]) always return [code]0[/code]. See also [method is_empty]." msgstr "" -"返回该字符串中的字符数。空字符串([code]\"\"[/code])始终返回 [code]0[/" -"code]。另见 [method is_empty]。" +"返回该字符串中的字符数。空字符串([code]\"\"[/code])始终返回 [code]0[/code]。" +"另见 [method is_empty]。" msgid "" "Formats the string to be at least [param min_length] long by adding [param " @@ -96316,9 +108367,9 @@ msgid "" "single character except a period ([code].[/code]). An empty string or empty " "expression always evaluates to [code]false[/code]." msgstr "" -"进行简单的[b]大小写不敏感[/b]表达式匹配(也叫“通配”),[code]*[/code] 匹配零" -"个或多个任意字符,[code]?[/code] 匹配除英文句号外的任意字符([code].[/" -"code])。使用空字符串或空表达式时始终为 [code]false[/code]。" +"进行简单的[b]大小写不敏感[/b]表达式匹配(也叫“通配”),[code]*[/code] 匹配零个" +"或多个任意字符,[code]?[/code] 匹配除英文句号外的任意字符([code].[/code])。" +"使用空字符串或空表达式时始终为 [code]false[/code]。" msgid "" "Returns the [url=https://en.wikipedia.org/wiki/MD5]MD5 hash[/url] of the " @@ -96334,14 +108385,105 @@ msgstr "" "返回该字符串的 [url=https://zh.wikipedia.org/wiki/MD5]MD5 哈希[/url],类型 " "[String]。" +msgid "" +"Performs a [b]case-sensitive[/b], [i]natural order[/i] comparison to another " +"string. Returns [code]-1[/code] if less than, [code]1[/code] if greater than, " +"or [code]0[/code] if equal. \"Less than\" or \"greater than\" are determined " +"by the [url=https://en.wikipedia.org/wiki/List_of_Unicode_characters]Unicode " +"code points[/url] of each string, which roughly matches the alphabetical " +"order.\n" +"When used for sorting, natural order comparison orders sequences of numbers " +"by the combined value of each digit as is often expected, instead of the " +"single digit's value. A sorted sequence of numbered strings will be [code]" +"[\"1\", \"2\", \"3\", ...][/code], not [code][\"1\", \"10\", \"2\", " +"\"3\", ...][/code].\n" +"With different string lengths, returns [code]1[/code] if this string is " +"longer than the [param to] string, or [code]-1[/code] if shorter. Note that " +"the length of empty strings is [i]always[/i] [code]0[/code].\n" +"To get a [bool] result from a string comparison, use the [code]==[/code] " +"operator instead. See also [method naturalnocasecmp_to], [method " +"nocasecmp_to], and [method casecmp_to]." +msgstr "" +"与另一个字符串进行[b]不区分大小写[/b]的[i]自然顺序[/i]比较。小于时返回 " +"[code]-1[/code]、大于时返回 [code]1[/code]、等于时返回 [code]0[/code]。“小" +"于”和“大于”比较的是字符串中的 [url=https://zh.wikipedia.org/wiki/" +"Unicode%E5%AD%97%E7%AC%A6%E5%88%97%E8%A1%A8]Unicode 码位[/url],大致与字母表顺" +"序一致。内部实现时,会将小写字符转换为大写后进行比较。\n" +"使用自然顺序进行排序时,会和常见预期一样将连续的数字进行组合,而不是一个个数字" +"进行比较。排序后的数列为 [code][\"1\", \"2\", \"3\", ...][/code] 而不是 [code]" +"[\"1\", \"10\", \"2\", \"3\", ...][/code]。\n" +"如果字符串长度不同,这个字符串比 [param to] 字符串长时返回 [code]1[/code],短" +"时返回 [code]-1[/code]。请注意空字符串的长度[i]始终[/i]为 [code]0[/code]。\n" +"如果想在比较字符串时获得 [bool] 返回值,请改用 [code]==[/code] 运算符。另见 " +"[method naturalnocasecmp_to]、[method nocasecmp_to] 和 [method casecmp_to]。" + +msgid "" +"Performs a [b]case-insensitive[/b], [i]natural order[/i] comparison to " +"another string. Returns [code]-1[/code] if less than, [code]1[/code] if " +"greater than, or [code]0[/code] if equal. \"Less than\" or \"greater than\" " +"are determined by the [url=https://en.wikipedia.org/wiki/" +"List_of_Unicode_characters]Unicode code points[/url] of each string, which " +"roughly matches the alphabetical order. Internally, lowercase characters are " +"converted to uppercase for the comparison.\n" +"When used for sorting, natural order comparison orders sequences of numbers " +"by the combined value of each digit as is often expected, instead of the " +"single digit's value. A sorted sequence of numbered strings will be [code]" +"[\"1\", \"2\", \"3\", ...][/code], not [code][\"1\", \"10\", \"2\", " +"\"3\", ...][/code].\n" +"With different string lengths, returns [code]1[/code] if this string is " +"longer than the [param to] string, or [code]-1[/code] if shorter. Note that " +"the length of empty strings is [i]always[/i] [code]0[/code].\n" +"To get a [bool] result from a string comparison, use the [code]==[/code] " +"operator instead. See also [method naturalcasecmp_to], [method nocasecmp_to], " +"and [method casecmp_to]." +msgstr "" +"与另一个字符串进行[b]不区分大小写[/b]的[i]自然顺序[/i]比较。小于时返回 " +"[code]-1[/code]、大于时返回 [code]1[/code]、等于时返回 [code]0[/code]。“小" +"于”和“大于”比较的是字符串中的 [url=https://zh.wikipedia.org/wiki/" +"Unicode%E5%AD%97%E7%AC%A6%E5%88%97%E8%A1%A8]Unicode 码位[/url],大致与字母表顺" +"序一致。内部实现时,会将小写字符转换为大写后进行比较。\n" +"使用自然顺序进行排序时,会和常见预期一样将连续的数字进行组合,而不是一个个数字" +"进行比较。排序后的数列为 [code][\"1\", \"2\", \"3\", ...][/code] 而不是 [code]" +"[\"1\", \"10\", \"2\", \"3\", ...][/code]。\n" +"如果字符串长度不同,这个字符串比 [param to] 字符串长时返回 [code]1[/code],短" +"时返回 [code]-1[/code]。请注意空字符串的长度[i]始终[/i]为 [code]0[/code]。\n" +"如果想在比较字符串时获得 [bool] 返回值,请改用 [code]==[/code] 运算符。另见 " +"[method naturalcasecmp_to]、[method nocasecmp_to] 和 [method casecmp_to]。" + +msgid "" +"Performs a [b]case-insensitive[/b] comparison to another string. Returns " +"[code]-1[/code] if less than, [code]1[/code] if greater than, or [code]0[/" +"code] if equal. \"Less than\" or \"greater than\" are determined by the " +"[url=https://en.wikipedia.org/wiki/List_of_Unicode_characters]Unicode code " +"points[/url] of each string, which roughly matches the alphabetical order. " +"Internally, lowercase characters are converted to uppercase for the " +"comparison.\n" +"With different string lengths, returns [code]1[/code] if this string is " +"longer than the [param to] string, or [code]-1[/code] if shorter. Note that " +"the length of empty strings is [i]always[/i] [code]0[/code].\n" +"To get a [bool] result from a string comparison, use the [code]==[/code] " +"operator instead. See also [method casecmp_to], [method naturalcasecmp_to], " +"and [method naturalnocasecmp_to]." +msgstr "" +"与另一个字符串进行[b]不区分大小写[/b]的比较。小于时返回 [code]-1[/code]、大于" +"时返回 [code]1[/code]、等于时返回 [code]0[/code]。“小于”和“大于”比较的是字符串" +"中的 [url=https://zh.wikipedia.org/wiki/" +"Unicode%E5%AD%97%E7%AC%A6%E5%88%97%E8%A1%A8]Unicode 码位[/url],大致与字母表顺" +"序一致。内部实现时,会将小写字符转换为大写后进行比较。\n" +"如果字符串长度不同,这个字符串比 [param to] 字符串长时返回 [code]1[/code],短" +"时返回 [code]-1[/code]。请注意空字符串的长度[i]始终[/i]为 [code]0[/code]。\n" +"如果想在比较字符串时获得 [bool] 返回值,请改用 [code]==[/code] 运算符。另见 " +"[method casecmp_to]、[method naturalcasecmp_to] 和 [method " +"naturalnocasecmp_to]。" + msgid "" "Converts a [float] to a string representation of a decimal number, with the " "number of decimal places specified in [param decimals].\n" "If [param decimals] is [code]-1[/code] as by default, the string " "representation may only have up to 14 significant digits, with digits before " "the decimal point having priority over digits after.\n" -"Trailing zeros are not included in the string. The last digit is rounded, " -"not truncated.\n" +"Trailing zeros are not included in the string. The last digit is rounded, not " +"truncated.\n" "[b]Example:[/b]\n" "[codeblock]\n" "String.num(3.141593) # Returns \"3.141593\"\n" @@ -96352,16 +108494,16 @@ msgid "" "# which reduces the total digit count, since trailing zeros are removed:\n" "String.num(42.129999, 5) # Returns \"42.13\"\n" "\n" -"# If `decimals` is not specified, the maximum number of significant digits " -"is 14:\n" +"# If `decimals` is not specified, the maximum number of significant digits is " +"14:\n" "String.num(-0.0000012345432123454321) # Returns \"-0.00000123454321\"\n" "String.num(-10000.0000012345432123454321) # Returns \"-10000.0000012345\"\n" "[/codeblock]" msgstr "" "将 [float] 转换为十进制小数的字符串表示,小数点位数由 [param decimals] 指" "定。\n" -"如果 [param decimals] 为默认的 [code]-1[/code],该字符串表示可能最多只有 14 " -"位有效数字,小数点前的数字优先于小数点后的数字。\n" +"如果 [param decimals] 为默认的 [code]-1[/code],该字符串表示可能最多只有 14 位" +"有效数字,小数点前的数字优先于小数点后的数字。\n" "该字符串中不包含后缀的零。最后一位数字会四舍五入,而不是截断。\n" "[b]示例:[/b]\n" "[codeblock]\n" @@ -96383,8 +108525,8 @@ msgid "" "[param base].\n" "By default, [param base] is set to decimal ([code]10[/code]). Other common " "bases in programming include binary ([code]2[/code]), [url=https://en." -"wikipedia.org/wiki/Octal]octal[/url] ([code]8[/code]), hexadecimal " -"([code]16[/code]).\n" +"wikipedia.org/wiki/Octal]octal[/url] ([code]8[/code]), hexadecimal ([code]16[/" +"code]).\n" "If [param capitalize_hex] is [code]true[/code], digits higher than 9 are " "represented in uppercase." msgstr "" @@ -96413,9 +108555,8 @@ msgid "" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] In C#, this method is not implemented. To achieve similar " -"results, see C#'s [url=https://learn.microsoft.com/en-us/dotnet/standard/" -"base-types/standard-numeric-format-strings]Standard numeric format strings[/" -"url]" +"results, see C#'s [url=https://learn.microsoft.com/en-us/dotnet/standard/base-" +"types/standard-numeric-format-strings]Standard numeric format strings[/url]" msgstr "" "将给定的数字 [param number] 转换为字符串表示,使用科学记数法。\n" "[codeblocks]\n" @@ -96432,17 +108573,17 @@ msgstr "" "GD.Print(n.ToString(\"e1\")); // 输出 -5.2e+008\n" "[/csharp]\n" "[/codeblocks]\n" -"[b]注意:[/b]这个方法没有在 C# 中实现。要实现类似的效果,见 C# 的" -"[url=https://learn.microsoft.com/en-us/dotnet/standard/base-types/standard-" -"numeric-format-strings]标准数字格式字符串[/url]" +"[b]注意:[/b]这个方法没有在 C# 中实现。要实现类似的效果,见 C# 的[url=https://" +"learn.microsoft.com/en-us/dotnet/standard/base-types/standard-numeric-format-" +"strings]标准数字格式字符串[/url]" msgid "" "Converts the given unsigned [int] to a string representation, with the given " "[param base].\n" "By default, [param base] is set to decimal ([code]10[/code]). Other common " "bases in programming include binary ([code]2[/code]), [url=https://en." -"wikipedia.org/wiki/Octal]octal[/url] ([code]8[/code]), hexadecimal " -"([code]16[/code]).\n" +"wikipedia.org/wiki/Octal]octal[/url] ([code]8[/code]), hexadecimal ([code]16[/" +"code]).\n" "If [param capitalize_hex] is [code]true[/code], digits higher than 9 are " "represented in uppercase." msgstr "" @@ -96475,11 +108616,11 @@ msgstr "" "code]。" msgid "" -"Repeats this string a number of times. [param count] needs to be greater " -"than [code]0[/code]. Otherwise, returns an empty string." +"Repeats this string a number of times. [param count] needs to be greater than " +"[code]0[/code]. Otherwise, returns an empty string." msgstr "" -"将该字符串重复若干次。次数 [param count] 需要大于[code]0[/code] 。否则返回空" -"字符串。" +"将该字符串重复若干次。次数 [param count] 需要大于[code]0[/code] 。否则返回空字" +"符串。" msgid "" "Replaces all occurrences of [param what] inside the string with the given " @@ -96510,8 +108651,8 @@ msgid "" "beginning of the string. This method is the reverse of [method findn]." msgstr "" "返回这个字符串中 [param what] [b]最后一次[/b]出现时的索引,[b]不区分大小写[/" -"b],不存在时则为 [code]-1[/code]。搜索的起点可以用 [param from] 指定,终点为" -"该字符串的末尾。这个方法与 [method findn] 相对。" +"b],不存在时则为 [code]-1[/code]。搜索的起点可以用 [param from] 指定,终点为该" +"字符串的末尾。这个方法与 [method findn] 相对。" msgid "" "Returns the last [param length] characters from the end of the string. If " @@ -96522,8 +108663,8 @@ msgid "" "print(\"Hello World!\".right(-4)) # Prints \"o World!\"\n" "[/codeblock]" msgstr "" -"返回该字符串末尾的最后 [param length] 个字符。如果 [param length] 为负,则会" -"从该字符串的开头剥离前 [param length] 个字符。\n" +"返回该字符串末尾的最后 [param length] 个字符。如果 [param length] 为负,则会从" +"该字符串的开头剥离前 [param length] 个字符。\n" "[codeblock]\n" "print(\"Hello World!\".right(3)) # 输出 \"ld!\"\n" "print(\"Hello World!\".right(-4)) # 输出 \"o World!\"\n" @@ -96544,8 +108685,8 @@ msgid "" "If [param allow_empty] is [code]false[/code], empty strings between adjacent " "delimiters are excluded from the array.\n" "If [param maxsplit] is greater than [code]0[/code], the number of splits may " -"not exceed [param maxsplit]. By default, the entire string is split, which " -"is mostly identical to [method split].\n" +"not exceed [param maxsplit]. By default, the entire string is split, which is " +"mostly identical to [method split].\n" "[b]Example:[/b]\n" "[codeblocks]\n" "[gdscript]\n" @@ -96564,8 +108705,8 @@ msgstr "" "使用分隔符 [param delimiter] 将该字符串从末尾开始进行拆分,返回子字符串数组。" "返回的数组中,每部分的出现顺序与它们在原字符串中的出现顺序一致。如果 [param " "delimiter] 为空,则子串为单个字符。\n" -"如果 [param allow_empty] 为 [code]false[/code],数组中会排除相邻分隔符之间的" -"空字符串。\n" +"如果 [param allow_empty] 为 [code]false[/code],数组中会排除相邻分隔符之间的空" +"字符串。\n" "如果 [param maxsplit] 大于 [code]0[/code],则拆分次数不能超过 [param " "maxsplit]。默认拆分整个字符串,基本与 [method split] 一致。\n" "[b]示例:[/b]\n" @@ -96597,29 +108738,29 @@ msgid "" "Returns the [url=https://en.wikipedia.org/wiki/SHA-1]SHA-1[/url] hash of the " "string as a [PackedByteArray]." msgstr "" -"返回该字符串的 [url=https://zh.wikipedia.org/wiki/SHA-1]SHA-1[/url] 哈希,类" -"型为 [PackedByteArray]。" +"返回该字符串的 [url=https://zh.wikipedia.org/wiki/SHA-1]SHA-1[/url] 哈希,类型" +"为 [PackedByteArray]。" msgid "" "Returns the [url=https://en.wikipedia.org/wiki/SHA-1]SHA-1[/url] hash of the " "string as another [String]." msgstr "" -"返回该字符串的 [url=https://zh.wikipedia.org/wiki/SHA-1]SHA-1[/url] 哈希,类" -"型为 [String]。" +"返回该字符串的 [url=https://zh.wikipedia.org/wiki/SHA-1]SHA-1[/url] 哈希,类型" +"为 [String]。" msgid "" "Returns the [url=https://en.wikipedia.org/wiki/SHA-2]SHA-256[/url] hash of " "the string as a [PackedByteArray]." msgstr "" -"返回该字符串的 [url=https://zh.wikipedia.org/wiki/SHA-2]SHA-256[/url] 哈希," -"类型为 [PackedByteArray]。" +"返回该字符串的 [url=https://zh.wikipedia.org/wiki/SHA-2]SHA-256[/url] 哈希,类" +"型为 [PackedByteArray]。" msgid "" "Returns the [url=https://en.wikipedia.org/wiki/SHA-2]SHA-256[/url] hash of " "the string as another [String]." msgstr "" -"返回该字符串的 [url=https://zh.wikipedia.org/wiki/SHA-2]SHA-256[/url] 哈希," -"类型为 [String]。" +"返回该字符串的 [url=https://zh.wikipedia.org/wiki/SHA-2]SHA-256[/url] 哈希,类" +"型为 [String]。" msgid "" "Returns the similarity index ([url=https://en.wikipedia.org/wiki/" @@ -96634,8 +108775,8 @@ msgid "" "[/codeblock]" msgstr "" "返回该字符串与另一个字符串的相似指数([url=https://zh.wikipedia.org/wiki/" -"Dice%E7%B3%BB%E6%95%B0]索伦森-戴斯系数[/url])。结果为 [code]1.0[/code] 表示" -"完全相似,[code]0.0[/code] 表示完全不相似。\n" +"Dice%E7%B3%BB%E6%95%B0]索伦森-戴斯系数[/url])。结果为 [code]1.0[/code] 表示完" +"全相似,[code]0.0[/code] 表示完全不相似。\n" "[codeblock]\n" "print(\"ABC123\".similarity(\"ABC123\")) # 输出 1.0\n" "print(\"ABC123\".similarity(\"XYZ456\")) # 输出 0.0\n" @@ -96662,8 +108803,8 @@ msgstr "" msgid "" "Splits the string using a [param delimiter] and returns an array of the " -"substrings. If [param delimiter] is an empty string, each substring will be " -"a single character. This method is the opposite of [method join].\n" +"substrings. If [param delimiter] is an empty string, each substring will be a " +"single character. This method is the opposite of [method join].\n" "If [param allow_empty] is [code]false[/code], empty strings between adjacent " "delimiters are excluded from the array.\n" "If [param maxsplit] is greater than [code]0[/code], the number of splits may " @@ -96693,8 +108834,8 @@ msgid "" msgstr "" "使用分隔符 [param delimiter] 将该字符串进行拆分,返回子字符串数组。如果 " "[param delimiter] 为空,则子串为单个字符。这个方法与 [method join] 相对。\n" -"如果 [param allow_empty] 为 [code]false[/code],数组中会排除相邻分隔符之间的" -"空字符串。\n" +"如果 [param allow_empty] 为 [code]false[/code],数组中会排除相邻分隔符之间的空" +"字符串。\n" "如果 [param maxsplit] 大于 [code]0[/code],则拆分次数不能超过 [param " "maxsplit]。默认拆分整个字符串。\n" "[b]示例:[/b]\n" @@ -96732,8 +108873,8 @@ msgid "" msgstr "" "使用分隔符 [param delimiter] 将该字符串拆分为浮点数,返回 " "[PackedFloat64Array]。\n" -"如果 [param allow_empty] 为 [code]false[/code],则会排除相邻分隔符之间为空或" -"无法转换为 [float] 的内容。\n" +"如果 [param allow_empty] 为 [code]false[/code],则会排除相邻分隔符之间为空或无" +"法转换为 [float] 的内容。\n" "[codeblock]\n" "var a = \"1,2,4.5\".split_floats(\",\") # a 为 [1.0, 2.0, 4.5]\n" "var c = \"1| ||4.5\".split_floats(\"|\") # c 为 [1.0, 0.0, 0.0, 4.5]\n" @@ -96749,14 +108890,14 @@ msgid "" msgstr "" "从该字符串的开头和结尾剥离所有不可打印的字符。其中包括空格、制表符" "([code]\\t[/code])以及换行符([code]\\n[/code] [code]\\r[/code])。\n" -"如果 [param left] 为 [code]false[/code],会忽略该字符串的开头。与此类似,如" -"果 [param right] 为 [code]false[/code],则会忽略该字符串的结尾。" +"如果 [param left] 为 [code]false[/code],会忽略该字符串的开头。与此类似,如果 " +"[param right] 为 [code]false[/code],则会忽略该字符串的结尾。" msgid "" -"Strips all escape characters from the string. These include all non-" -"printable control characters of the first page of the ASCII table (values " -"from 0 to 31), such as tabulation ([code]\\t[/code]) and newline ([code]\\n[/" -"code], [code]\\r[/code]) characters, but [i]not[/i] spaces." +"Strips all escape characters from the string. These include all non-printable " +"control characters of the first page of the ASCII table (values from 0 to " +"31), such as tabulation ([code]\\t[/code]) and newline ([code]\\n[/code], " +"[code]\\r[/code]) characters, but [i]not[/i] spaces." msgstr "" "从该字符串中剥离所有转义字符。其中包括 ASCII 表第一页的所有不可打印控制字符" "(值为 0 到 32),例如制表符(C 中的 [code]\\t[/code])和换行符([code]\\n[/" @@ -96775,41 +108916,17 @@ msgid "" "url]/Latin-1 encoded [PackedByteArray]. This method is slightly faster than " "[method to_utf8_buffer], but replaces all unsupported characters with spaces." msgstr "" -"将该字符串转换为 [url=https://zh.wikipedia.org/wiki/ASCII]ASCII[/url]/" -"Latin-1 编码的 [PackedByteArray]。这个方法比 [method to_utf8_buffer] 稍快,但" -"会把不支持的字符都替换为空格。" +"将该字符串转换为 [url=https://zh.wikipedia.org/wiki/ASCII]ASCII[/url]/Latin-1 " +"编码的 [PackedByteArray]。这个方法比 [method to_utf8_buffer] 稍快,但会把不支" +"持的字符都替换为空格。" msgid "Returns the string converted to [code]camelCase[/code]." msgstr "返回将该字符串转换为小驼峰命名 [code]camelCase[/code] 的结果。" msgid "" -"Converts the string representing a decimal number into a [float]. This " -"method stops on the first non-number character, except the first decimal " -"point ([code].[/code]) and the exponent letter ([code]e[/code]). See also " -"[method is_valid_float].\n" -"[codeblock]\n" -"var a = \"12.35\".to_float() # a is 12.35\n" -"var b = \"1.2.3\".to_float() # b is 1.2\n" -"var c = \"12xy3\".to_float() # c is 12.0\n" -"var d = \"1e3\".to_float() # d is 1000.0\n" -"var e = \"Hello!\".to_int() # e is 0.0\n" -"[/codeblock]" -msgstr "" -"将代表十进制数的字符串转换为 [float]。该方法会在首个非数字字符处停止,除非是" -"首次遇到 [code].[/code](小数点)以及表示指数的 [code]e[/code]。另见 [method " -"is_valid_float]。\n" -"[codeblock]\n" -"var a = \"12.35\".to_float() # a 为 12.35\n" -"var b = \"1.2.3\".to_float() # b 为 1.2\n" -"var c = \"12xy3\".to_float() # c 为 12.0\n" -"var d = \"1e3\".to_float() # d 为 1000.0\n" -"var e = \"Hello!\".to_int() # e 为 0.0\n" -"[/codeblock]" - -msgid "" -"Converts the string representing an integer number into an [int]. This " -"method removes any non-number character and stops at the first decimal point " -"([code].[/code]). See also [method is_valid_int].\n" +"Converts the string representing an integer number into an [int]. This method " +"removes any non-number character and stops at the first decimal point ([code]." +"[/code]). See also [method is_valid_int].\n" "[codeblock]\n" "var a = \"123\".to_int() # a is 123\n" "var b = \"x1y2z3\".to_int() # b is 123\n" @@ -96817,8 +108934,8 @@ msgid "" "var d = \"Hello!\".to_int() # d is 0\n" "[/codeblock]" msgstr "" -"将代表整数的字符串转换为 [int]。该方法会删除所有非数字字符,并在遇到 [code]." -"[/code] 后停止。另见 [method is_valid_int]。\n" +"将代表整数的字符串转换为 [int]。该方法会删除所有非数字字符,并在遇到 [code].[/" +"code] 后停止。另见 [method is_valid_int]。\n" "[codeblock]\n" "var a = \"123\".to_int() # a 为 123\n" "var b = \"x1y2z3\".to_int() # b 为 123\n" @@ -96839,14 +108956,14 @@ msgid "Returns the string converted to uppercase." msgstr "返回将该字符串转换为大写的结果。" msgid "" -"Converts the string to a [url=https://en.wikipedia.org/wiki/UTF-8]UTF-8[/" -"url] encoded [PackedByteArray]. This method is slightly slower than [method " +"Converts the string to a [url=https://en.wikipedia.org/wiki/UTF-8]UTF-8[/url] " +"encoded [PackedByteArray]. This method is slightly slower than [method " "to_ascii_buffer], but supports all UTF-8 characters. For most cases, prefer " "using this method." msgstr "" "将该字符串转换为 [url=https://zh.wikipedia.org/wiki/UTF-8]UTF-8[/url] 编码的 " -"[PackedByteArray]。这个方法比 [method to_ascii_buffer] 稍慢,但支持所有 " -"UTF-8 字符。大多数情况下请优先使用这个方法。" +"[PackedByteArray]。这个方法比 [method to_ascii_buffer] 稍慢,但支持所有 UTF-8 " +"字符。大多数情况下请优先使用这个方法。" msgid "" "Converts the string to a [url=https://en.wikipedia.org/wiki/UTF-16]UTF-16[/" @@ -96863,8 +108980,17 @@ msgstr "" "的 [PackedByteArray]。" msgid "" -"Removes the given [param prefix] from the start of the string, or returns " -"the string unchanged." +"Converts the string to a [url=https://en.wikipedia.org/wiki/" +"Wide_character]wide character[/url] ([code]wchar_t[/code], UTF-16 on Windows, " +"UTF-32 on other platforms) encoded [PackedByteArray]." +msgstr "" +"将该字符串转换为 [url=https://zh.wikipedia.org/zh-cn/" +"%E5%AF%AC%E5%AD%97%E5%85%83]宽字符[/url]([code]wchat_t[/code],Windows 上为 " +"UTF-16,其他平台上为 UTF-32)编码的 [PackedByteArray]。" + +msgid "" +"Removes the given [param prefix] from the start of the string, or returns the " +"string unchanged." msgstr "移除该字符串开头的 [param prefix] 前缀,否则原样返回该字符串。" msgid "" @@ -96891,8 +109017,8 @@ msgid "" "[/csharp]\n" "[/codeblocks]" msgstr "" -"将该字符串从 URL 编码格式中解码。该方法的目的是在收到 HTTP 请求时正确解码 " -"URL 中的参数。另见 [method uri_encode]。\n" +"将该字符串从 URL 编码格式中解码。该方法的目的是在收到 HTTP 请求时正确解码 URL " +"中的参数。另见 [method uri_encode]。\n" "[codeblocks]\n" "[gdscript]\n" "var url = \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n" @@ -96900,15 +109026,14 @@ msgstr "" "[/gdscript]\n" "[csharp]\n" "var url = \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n" -"GD.Print(url.URIDecode()) // 输出 \"$DOCS_URL/?highlight=Godot Engine:" -"docs\"\n" +"GD.Print(url.URIDecode()) // 输出 \"$DOCS_URL/?highlight=Godot Engine:docs\"\n" "[/csharp]\n" "[/codeblocks]" msgid "" "Encodes the string to URL-friendly format. This method is meant to properly " -"encode the parameters in a URL when sending an HTTP request. See also " -"[method uri_decode].\n" +"encode the parameters in a URL when sending an HTTP request. See also [method " +"uri_decode].\n" "[codeblocks]\n" "[gdscript]\n" "var prefix = \"$DOCS_URL/?highlight=\"\n" @@ -96945,17 +109070,8 @@ msgid "" "Returns a copy of the string with all characters that are not allowed in " "[method is_valid_filename] replaced with underscores." msgstr "" -"返回该字符串的副本,所有 [method is_valid_filename] 中不允许的字符都会被替换" -"为下划线。" - -msgid "" -"Returns a copy of the string with all characters that are not allowed in " -"[member Node.name] removed ([code].[/code] [code]:[/code] [code]@[/code] " -"[code]/[/code] [code]\"[/code] [code]%[/code])." -msgstr "" -"返回该字符串的副本,所有 [member Node.name] 中不允许的字符都会被移除([code]." -"[/code] [code]:[/code] [code]@[/code] [code]/[/code] [code]\"[/code] " -"[code]%[/code]))。" +"返回该字符串的副本,所有 [method is_valid_filename] 中不允许的字符都会被替换为" +"下划线。" msgid "" "Returns a copy of the string with special characters escaped using the XML " @@ -96973,8 +109089,8 @@ msgid "" msgstr "返回该字符串的副本,转义字符均按照 XML 标准使用本义代替。" msgid "" -"Returns [code]true[/code] if both strings do not contain the same sequence " -"of characters." +"Returns [code]true[/code] if both strings do not contain the same sequence of " +"characters." msgstr "如果两个字符串不以相同的字符序列开头,则返回 [code]true[/code]。" msgid "" @@ -96984,9 +109100,8 @@ msgstr "" "如果该 [String] 与给定的 [StringName] 不等价,则返回 [code]true[/code]。" msgid "" -"Formats the [String], replacing the placeholders with one or more " -"parameters. To pass multiple parameters, [param right] needs to be an " -"[Array].\n" +"Formats the [String], replacing the placeholders with one or more parameters. " +"To pass multiple parameters, [param right] needs to be an [Array].\n" "[codeblock]\n" "print(\"I caught %d fishes!\" % 2) # Prints \"I caught 2 fishes!\"\n" "\n" @@ -96998,9 +109113,9 @@ msgid "" "[/codeblock]\n" "For more information, see the [url=$DOCS_URL/tutorials/scripting/gdscript/" "gdscript_format_string.html]GDScript format strings[/url] tutorial.\n" -"[b]Note:[/b] In C#, this operator is not available. Instead, see " -"[url=https://learn.microsoft.com/en-us/dotnet/csharp/language-reference/" -"tokens/interpolated]how to interpolate strings with \"$\"[/url]." +"[b]Note:[/b] In C#, this operator is not available. Instead, see [url=https://" +"learn.microsoft.com/en-us/dotnet/csharp/language-reference/tokens/" +"interpolated]how to interpolate strings with \"$\"[/url]." msgstr "" "格式化该 [String],使用若干参数替换占位符。要传递多个参数,[param right] 需要" "为 [Array]。\n" @@ -97025,8 +109140,8 @@ msgid "" msgstr "将 [param right] 追加到该 [String] 的末尾,也称作字符串连接。" msgid "" -"Appends [param right] at the end of this [String], returning a [String]. " -"This is also known as a string concatenation." +"Appends [param right] at the end of this [String], returning a [String]. This " +"is also known as a string concatenation." msgstr "" "将 [param right] 追加到该 [String] 的末尾,返回 [String]。也称作字符串连接。" @@ -97035,10 +109150,10 @@ msgid "" "[url=https://en.wikipedia.org/wiki/List_of_Unicode_characters]Unicode order[/" "url], which roughly matches the alphabetical order. Useful for sorting." msgstr "" -"如果左侧的 [String] 比 [param right] 靠前,则返回 [code]true[/code]。使用的" -"是 [url=https://zh.wikipedia.org/wiki/" -"Unicode%E5%AD%97%E7%AC%A6%E5%88%97%E8%A1%A8]Unicode 顺序[/url],大致与字母表" -"顺序一致。可用于排序。" +"如果左侧的 [String] 比 [param right] 靠前,则返回 [code]true[/code]。使用的是 " +"[url=https://zh.wikipedia.org/wiki/" +"Unicode%E5%AD%97%E7%AC%A6%E5%88%97%E8%A1%A8]Unicode 顺序[/url],大致与字母表顺" +"序一致。可用于排序。" msgid "" "Returns [code]true[/code] if the left [String] comes before [param right] in " @@ -97047,8 +109162,8 @@ msgid "" msgstr "" "如果左侧的 [String] 比 [param right] 靠前,或两者相等,则返回 [code]true[/" "code]。使用的是 [url=https://zh.wikipedia.org/wiki/" -"Unicode%E5%AD%97%E7%AC%A6%E5%88%97%E8%A1%A8]Unicode 顺序[/url],大致与字母表" -"顺序一致。" +"Unicode%E5%AD%97%E7%AC%A6%E5%88%97%E8%A1%A8]Unicode 顺序[/url],大致与字母表顺" +"序一致。" msgid "" "Returns [code]true[/code] if both strings contain the same sequence of " @@ -97065,10 +109180,10 @@ msgid "" "[url=https://en.wikipedia.org/wiki/List_of_Unicode_characters]Unicode order[/" "url], which roughly matches the alphabetical order. Useful for sorting." msgstr "" -"如果左侧的 [String] 比 [param right] 靠后,则返回 [code]true[/code]。使用的" -"是 [url=https://zh.wikipedia.org/wiki/" -"Unicode%E5%AD%97%E7%AC%A6%E5%88%97%E8%A1%A8]Unicode 顺序[/url],大致与字母表" -"顺序一致。可用于排序。" +"如果左侧的 [String] 比 [param right] 靠后,则返回 [code]true[/code]。使用的是 " +"[url=https://zh.wikipedia.org/wiki/" +"Unicode%E5%AD%97%E7%AC%A6%E5%88%97%E8%A1%A8]Unicode 顺序[/url],大致与字母表顺" +"序一致。可用于排序。" msgid "" "Returns [code]true[/code] if the left [String] comes after [param right] in " @@ -97077,21 +109192,56 @@ msgid "" msgstr "" "如果左侧的 [String] 比 [param right] 靠后,或两者相等,则返回 [code]true[/" "code]。使用的是 [url=https://zh.wikipedia.org/wiki/" -"Unicode%E5%AD%97%E7%AC%A6%E5%88%97%E8%A1%A8]Unicode 顺序[/url],大致与字母表" -"顺序一致。" +"Unicode%E5%AD%97%E7%AC%A6%E5%88%97%E8%A1%A8]Unicode 顺序[/url],大致与字母表顺" +"序一致。" msgid "" "Returns a new [String] that only contains the character at [param index]. " "Indices start from [code]0[/code]. If [param index] is greater or equal to " "[code]0[/code], the character is fetched starting from the beginning of the " -"string. If [param index] is a negative value, it is fetched starting from " -"the end. Accessing a string out-of-bounds will cause a run-time error, " -"pausing the project execution if run from the editor." +"string. If [param index] is a negative value, it is fetched starting from the " +"end. Accessing a string out-of-bounds will cause a run-time error, pausing " +"the project execution if run from the editor." msgstr "" "返回只包含索引为 [param index] 的字符的新 [String]。索引从 [code]0[/code] 开" -"始。如果 [param index] 大于等于 [code]0[/code],则字符是从该字符串的开头开始" -"获取的。如果 [param index] 为负,则从末尾开始获取。越界访问字符串会导致运行时" -"错误,从编辑器中运行时会将项目暂停。" +"始。如果 [param index] 大于等于 [code]0[/code],则字符是从该字符串的开头开始获" +"取的。如果 [param index] 为负,则从末尾开始获取。越界访问字符串会导致运行时错" +"误,从编辑器中运行时会将项目暂停。" + +msgid "A built-in type for unique strings." +msgstr "唯一字符串内置类型。" + +msgid "" +"[StringName]s are immutable strings designed for general-purpose " +"representation of unique names (also called \"string interning\"). Two " +"[StringName]s with the same value are the same object. Comparing them is " +"extremely fast compared to regular [String]s.\n" +"You will usually just pass a [String] to methods expecting a [StringName] and " +"it will be automatically converted, but you may occasionally want to " +"construct a [StringName] ahead of time with the [StringName] constructor or, " +"in GDScript, the literal syntax [code]&\"example\"[/code].\n" +"See also [NodePath], which is a similar concept specifically designed to " +"store pre-parsed scene tree paths.\n" +"All of [String]'s methods are available in this class too. They convert the " +"[StringName] into a string, and they also return a string. This is highly " +"inefficient and should only be used if the string is desired.\n" +"[b]Note:[/b] In a boolean context, a [StringName] will evaluate to " +"[code]false[/code] if it is empty ([code]StringName(\"\")[/code]). Otherwise, " +"a [StringName] will always evaluate to [code]true[/code]. The [code]not[/" +"code] operator cannot be used. Instead, [method is_empty] should be used to " +"check for empty [StringName]s." +msgstr "" +"[StringName] 是不可变的字符串,用于唯一名称的通用表示(也叫“字符串内嵌”)。值" +"相同的两个 [StringName] 是同一个对象。进行比较时比普通 [String] 要快很多。\n" +"对于需要 [StringName] 的方法,你通常可以只传 [String],会自动进行转换,不过有" +"时候你可能会想要提前使用 [StringName] 构造函数来构造 [StringName],在 " +"GDScript 中也可以用 [code]&\"example\"[/code] 语法。\n" +"另见 [NodePath],这是与此类似的概念,针对存储预解析的场景树路径设计。\n" +"[String] 的所有方法都在这个类中可用。它们会将 [StringName] 转换为字符串,返回" +"的也是字符串。这样做效率非常低,应该只在需要字符串时使用。\n" +"[b]注意:[/b]转换为布尔值时,空的 [StringName]([code]StringName(\"\")[/" +"code])为 [code]false[/code],其他 [StringName] 均为 [code]true[/code]。不能使" +"用 [code]not[/code] 运算符。请改用 [method is_empty] 来检查空的 [StringName]。" msgid "Constructs an empty [StringName]." msgstr "构造空的 [StringName]。" @@ -97117,14 +109267,38 @@ msgid "" "print(\"i/am/example/hi\".get_slice(\"/\", 2)) # Prints \"example\"\n" "[/codeblock]" msgstr "" -"使用分隔符 [param delimiter] 拆分该字符串,返回索引为 [param slice] 的子串。" -"如果 [param slice] 不存在则返回空字符串。\n" +"使用分隔符 [param delimiter] 拆分该字符串,返回索引为 [param slice] 的子串。如" +"果 [param slice] 不存在则返回空字符串。\n" "只需要一个子串时这个方法比 [method split] 快。\n" "[b]示例:[/b]\n" "[codeblock]\n" "print(\"i/am/example/hi\".get_slice(\"/\", 2)) # 输出 \"example\"\n" "[/codeblock]" +msgid "" +"Converts the string representing a decimal number into a [float]. This method " +"stops on the first non-number character, except the first decimal point " +"([code].[/code]) and the exponent letter ([code]e[/code]). See also [method " +"is_valid_float].\n" +"[codeblock]\n" +"var a = \"12.35\".to_float() # a is 12.35\n" +"var b = \"1.2.3\".to_float() # b is 1.2\n" +"var c = \"12xy3\".to_float() # c is 12.0\n" +"var d = \"1e3\".to_float() # d is 1000.0\n" +"var e = \"Hello!\".to_int() # e is 0.0\n" +"[/codeblock]" +msgstr "" +"将代表十进制数的字符串转换为 [float]。该方法会在首个非数字字符处停止,除非是首" +"次遇到 [code].[/code](小数点)以及表示指数的 [code]e[/code]。另见 [method " +"is_valid_float]。\n" +"[codeblock]\n" +"var a = \"12.35\".to_float() # a 为 12.35\n" +"var b = \"1.2.3\".to_float() # b 为 1.2\n" +"var c = \"12xy3\".to_float() # c 为 12.0\n" +"var d = \"1e3\".to_float() # d 为 1000.0\n" +"var e = \"Hello!\".to_int() # e 为 0.0\n" +"[/codeblock]" + msgid "" "Decodes the string from its URL-encoded format. This method is meant to " "properly decode the parameters in a URL when receiving an HTTP request.\n" @@ -97140,8 +109314,8 @@ msgid "" "[/csharp]\n" "[/codeblocks]" msgstr "" -"将该字符串从 URL 编码格式中解码。该方法的目的是在收到 HTTP 请求时正确解码 " -"URL 中的参数。\n" +"将该字符串从 URL 编码格式中解码。该方法的目的是在收到 HTTP 请求时正确解码 URL " +"中的参数。\n" "[codeblocks]\n" "[gdscript]\n" "var url = \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n" @@ -97149,8 +109323,7 @@ msgstr "" "[/gdscript]\n" "[csharp]\n" "var url = \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n" -"GD.Print(url.URIDecode()) // 输出 \"$DOCS_URL/?highlight=Godot Engine:" -"docs\"\n" +"GD.Print(url.URIDecode()) // 输出 \"$DOCS_URL/?highlight=Godot Engine:docs\"\n" "[/csharp]\n" "[/codeblocks]" @@ -97190,8 +109363,8 @@ msgstr "" "[/codeblocks]" msgid "" -"Returns [code]true[/code] if this [StringName] is not equivalent to the " -"given [String]." +"Returns [code]true[/code] if this [StringName] is not equivalent to the given " +"[String]." msgstr "" "如果该 [StringName] 与给定的 [String] 不等价,则返回 [code]true[/code]。" @@ -97209,12 +109382,12 @@ msgid "" "needs to be an [Array].\n" "For more information, see the [url=$DOCS_URL/tutorials/scripting/gdscript/" "gdscript_format_string.html]GDScript format strings[/url] tutorial.\n" -"[b]Note:[/b] In C#, this operator is not available. Instead, see " -"[url=https://learn.microsoft.com/en-us/dotnet/csharp/language-reference/" -"tokens/interpolated]how to interpolate strings with \"$\"[/url]." +"[b]Note:[/b] In C#, this operator is not available. Instead, see [url=https://" +"learn.microsoft.com/en-us/dotnet/csharp/language-reference/tokens/" +"interpolated]how to interpolate strings with \"$\"[/url]." msgstr "" -"格式化该 [StringName],使用若干参数替换占位符,返回的是 [String]。要传递多个" -"参数时,[param right] 应为 [Array]。\n" +"格式化该 [StringName],使用若干参数替换占位符,返回的是 [String]。要传递多个参" +"数时,[param right] 应为 [Array]。\n" "更多信息见[url=$DOCS_URL/tutorials/scripting/gdscript/gdscript_format_string." "html]《GDScript 格式字符串》[/url]教程。\n" "[b]注意:[/b]C# 中没有等价的运算符。见[url=https://learn.microsoft.com/en-us/" @@ -97225,8 +109398,27 @@ msgid "" "Appends [param right] at the end of this [StringName], returning a [String]. " "This is also known as a string concatenation." msgstr "" -"将 [param right] 追加到该 [StringName] 的末尾,返回的是 [String]。也称作字符" -"串连接。" +"将 [param right] 追加到该 [StringName] 的末尾,返回的是 [String]。也称作字符串" +"连接。" + +msgid "" +"Returns [code]true[/code] if the left [StringName]'s pointer comes before " +"[param right]. Note that this will not match their [url=https://en.wikipedia." +"org/wiki/List_of_Unicode_characters]Unicode order[/url]." +msgstr "" +"如果左侧的 [StringName] 的指针比 [param right] 靠前,则返回 [code]true[/" +"code]。注意,这与 [url=https://zh.wikipedia.org/wiki/" +"Unicode%E5%AD%97%E7%AC%A6%E5%88%97%E8%A1%A8]Unicode 顺序[/url]是不同的。" + +msgid "" +"Returns [code]true[/code] if the left [StringName]'s pointer comes before " +"[param right] or if they are the same. Note that this will not match their " +"[url=https://en.wikipedia.org/wiki/List_of_Unicode_characters]Unicode order[/" +"url]." +msgstr "" +"如果左侧的 [StringName] 的指针比 [param right] 靠前或者相同,则返回 " +"[code]true[/code]。注意,这与 [url=https://zh.wikipedia.org/wiki/" +"Unicode%E5%AD%97%E7%AC%A6%E5%88%97%E8%A1%A8]Unicode 顺序[/url]是不同的。" msgid "" "Returns [code]true[/code] if this [StringName] is equivalent to the given " @@ -97241,23 +109433,65 @@ msgstr "" "如果该 [StringName] 与 [param right] 指向同一个名称,则返回 [code]true[/" "code]。[StringName] 间的比较比常规 [String] 间的比较要快很多。" +msgid "" +"Returns [code]true[/code] if the left [StringName]'s pointer comes after " +"[param right]. Note that this will not match their [url=https://en.wikipedia." +"org/wiki/List_of_Unicode_characters]Unicode order[/url]." +msgstr "" +"如果左侧的 [StringName] 的指针比 [param right] 靠后,则返回 [code]true[/" +"code]。注意,这与 [url=https://zh.wikipedia.org/wiki/" +"Unicode%E5%AD%97%E7%AC%A6%E5%88%97%E8%A1%A8]Unicode 顺序[/url]是不同的。" + +msgid "" +"Returns [code]true[/code] if the left [StringName]'s pointer comes after " +"[param right] or if they are the same. Note that this will not match their " +"[url=https://en.wikipedia.org/wiki/List_of_Unicode_characters]Unicode order[/" +"url]." +msgstr "" +"如果左侧的 [StringName] 的指针比 [param right] 靠后或相同,则返回 [code]true[/" +"code]。注意,这与 [url=https://zh.wikipedia.org/wiki/" +"Unicode%E5%AD%97%E7%AC%A6%E5%88%97%E8%A1%A8]Unicode 顺序[/url]是不同的。" + +msgid "Abstract base class for defining stylized boxes for UI elements." +msgstr "用于为 UI 元素定义风格化方框的抽象基类。" + +msgid "" +"[StyleBox] is an abstract base class for drawing stylized boxes for UI " +"elements. It is used for panels, buttons, [LineEdit] backgrounds, [Tree] " +"backgrounds, etc. and also for testing a transparency mask for pointer " +"signals. If mask test fails on a [StyleBox] assigned as mask to a control, " +"clicks and motion signals will go through it to the one below.\n" +"[b]Note:[/b] For control nodes that have [i]Theme Properties[/i], the " +"[code]focus[/code] [StyleBox] is displayed over the [code]normal[/code], " +"[code]hover[/code] or [code]pressed[/code] [StyleBox]. This makes the " +"[code]focus[/code] [StyleBox] more reusable across different nodes." +msgstr "" +"样式盒 [StyleBox] 是一个为 UI 元素定义风格化方框的抽象基类。常用于面板、按钮、" +"[LineEdit] 的背景、[Tree] 的背景等,也用于针对指针信号检查透明掩码。如果 " +"[StyleBox] 是某个控件的掩码,而掩码检查失败,则点击和运动信号会穿透这个控件进" +"入下方控件。\n" +"[b]注意:[/b]对于有[i]主题属性[/i]的控件节点,名为 [code]focus[/code] 的 " +"[StyleBox] 会显示在名为 [code]normal[/code]、[code]hover[/code]、" +"[code]pressed[/code] 的 [StyleBox]之上。这样的行为有助于 [code]focus[/code] " +"[StyleBox] 在不同节点上复用。" + msgid "" "Virtual method to be implemented by the user. Returns a custom minimum size " "that the stylebox must respect when drawing. By default [method " -"get_minimum_size] only takes content margins into account. This method can " -"be overridden to add another size restriction. A combination of the default " +"get_minimum_size] only takes content margins into account. This method can be " +"overridden to add another size restriction. A combination of the default " "behavior and the output of this method will be used, to account for both " "sizes." msgstr "" -"可以由用户实现的虚拟方法。样式盒在绘制时必须遵循所返回的自定义最小尺寸。默认" -"情况下,[method get_minimum_size] 仅考虑边距。可以覆盖这个方法添加其他尺寸限" -"制。会使用默认行为和这个方法输出的组合,两个大小均进行考虑。" +"可以由用户实现的虚拟方法。样式盒在绘制时必须遵循所返回的自定义最小尺寸。默认情" +"况下,[method get_minimum_size] 仅考虑边距。可以覆盖这个方法添加其他尺寸限制。" +"会使用默认行为和这个方法输出的组合,两个大小均进行考虑。" msgid "" "Draws this stylebox using a canvas item identified by the given [RID].\n" "The [RID] value can either be the result of [method CanvasItem." -"get_canvas_item] called on an existing [CanvasItem]-derived node, or " -"directly from creating a canvas item in the [RenderingServer] with [method " +"get_canvas_item] called on an existing [CanvasItem]-derived node, or directly " +"from creating a canvas item in the [RenderingServer] with [method " "RenderingServer.canvas_item_create]." msgstr "" "使用由给定 [RID] 标识的画布项目绘制此样式盒。\n" @@ -97307,13 +109541,13 @@ msgid "" "The bottom margin for the contents of this style box. Increasing this value " "reduces the space available to the contents from the bottom.\n" "If this value is negative, it is ignored and a child-specific margin is used " -"instead. For example for [StyleBoxFlat] the border thickness (if any) is " -"used instead.\n" +"instead. For example for [StyleBoxFlat] the border thickness (if any) is used " +"instead.\n" "It is up to the code using this style box to decide what these contents are: " -"for example, a [Button] respects this content margin for the textual " -"contents of the button.\n" -"[method get_margin] should be used to fetch this value as consumer instead " -"of reading these properties directly. This is because it correctly respects " +"for example, a [Button] respects this content margin for the textual contents " +"of the button.\n" +"[method get_margin] should be used to fetch this value as consumer instead of " +"reading these properties directly. This is because it correctly respects " "negative values and the fallback mentioned above." msgstr "" "此样式盒内容的底边距。增加此值会从底部减少内容的可用空间。\n" @@ -97348,6 +109582,55 @@ msgstr "" "此样式盒内容的顶边距。增加此值会从顶部减少内容的可用空间。\n" "额外的注意事项请参阅 [member content_margin_bottom]。" +msgid "An empty [StyleBox] (does not display anything)." +msgstr "空的 [StyleBox](什么都不显示)。" + +msgid "" +"An empty [StyleBox] that can be used to display nothing instead of the " +"default style (e.g. it can \"disable\" [code]focus[/code] styles)." +msgstr "" +"空的 [StyleBox],可以用来代替默认样式,什么都不显示(例如能够“禁" +"用”[code]focus[/code] 样式)。" + +msgid "A customizable [StyleBox] that doesn't use a texture." +msgstr "不使用纹理的自定义 [StyleBox]。" + +msgid "" +"By configuring various properties of this style box, you can achieve many " +"common looks without the need of a texture. This includes optionally rounded " +"borders, antialiasing, shadows, and skew.\n" +"Setting corner radius to high values is allowed. As soon as corners overlap, " +"the stylebox will switch to a relative system.\n" +"[b]Example:[/b]\n" +"[codeblock]\n" +"height = 30\n" +"corner_radius_top_left = 50\n" +"corner_radius_bottom_left = 100\n" +"[/codeblock]\n" +"The relative system now would take the 1:2 ratio of the two left corners to " +"calculate the actual corner width. Both corners added will [b]never[/b] be " +"more than the height. Result:\n" +"[codeblock]\n" +"corner_radius_top_left: 10\n" +"corner_radius_bottom_left: 20\n" +"[/codeblock]" +msgstr "" +"通过配置这个样式盒的各种属性,你可以不使用纹理实现许多常见外观,包括可选的圆角" +"边框、抗锯齿、阴影、偏斜等。\n" +"允许将圆角半径设置为较高的值。两角重叠时,样式盒将切换到相对系统。\n" +"[b]示例:[/b]\n" +"[codeblock]\n" +"height = 30\n" +"corner_radius_top_left = 50\n" +"corner_radius_bottom_left = 100\n" +"[/codeblock]\n" +"相对系统现在将采用两个左角的 1:2 比率来计算实际角宽度。添加的两个角[b]永远[/b]" +"不会超过高度。结果:\n" +"[codeblock]\n" +"corner_radius_top_left: 10\n" +"corner_radius_bottom_left: 20\n" +"[/codeblock]" + msgid "Returns the specified [enum Side]'s border width." msgstr "返回指定边 [enum Side] 的边框宽度。" @@ -97369,8 +109652,8 @@ msgid "Sets the border width to [param width] pixels for all sides." msgstr "将所有边的边框宽度设置为 [param width] 像素。" msgid "" -"Sets the corner radius to [param radius] pixels for the given [param " -"corner]. See [enum Corner] for possible values." +"Sets the corner radius to [param radius] pixels for the given [param corner]. " +"See [enum Corner] for possible values." msgstr "" "将给定角 [param corner] 的圆角半径设置为 [param radius] 像素。可能的取值见 " "[enum Corner]。" @@ -97391,15 +109674,26 @@ msgid "" "when using rounded corners or [member skew].\n" "[b]Note:[/b] When using beveled corners with 45-degree angles ([member " "corner_detail] = 1), it is recommended to set [member anti_aliasing] to " -"[code]false[/code] to ensure crisp visuals and avoid possible visual " -"glitches." +"[code]false[/code] to ensure crisp visuals and avoid possible visual glitches." msgstr "" -"抗锯齿会在边缘周围绘制一个渐变到透明的小环。因此边缘看起来会更加平滑。这仅在" -"使用圆角或 [member skew] 时才明显。\n" +"抗锯齿会在边缘周围绘制一个渐变到透明的小环。因此边缘看起来会更加平滑。这仅在使" +"用圆角或 [member skew] 时才明显。\n" "[b]注意:[/b]使用 45 度倒角([member corner_detail] = 1)时,建议将 [member " "anti_aliasing] 设为 [code]false[/code],这样可以保证画面锐利、避免一些显示问" "题。" +msgid "" +"This changes the size of the antialiasing effect. [code]1.0[/code] is " +"recommended for an optimal result at 100% scale, identical to how rounded " +"rectangles are rendered in web browsers and most vector drawing software.\n" +"[b]Note:[/b] Higher values may produce a blur effect but can also create " +"undesired artifacts on small boxes with large-radius corners." +msgstr "" +"修改抗锯齿效果的大小。要在 100% 缩放时达到最佳效果推荐使用 [code]1.0[/code]," +"和网页浏览器以及大多数矢量图绘制软件中圆角矩阵的绘制方式是一致的。\n" +"[b]注意:[/b]较高的值可能产生模糊效果,但框本身较小、圆角半径较大的情况下也可" +"能产生不理想的显示问题。" + msgid "The background color of the stylebox." msgstr "StyleBox的背景颜色。" @@ -97423,24 +109717,23 @@ msgstr "顶边框的宽度。" msgid "" "This sets the number of vertices used for each corner. Higher values result " -"in rounder corners but take more processing power to compute. When choosing " -"a value, you should take the corner radius ([method set_corner_radius_all]) " +"in rounder corners but take more processing power to compute. When choosing a " +"value, you should take the corner radius ([method set_corner_radius_all]) " "into account.\n" "For corner radii less than 10, [code]4[/code] or [code]5[/code] should be " "enough. For corner radii less than 30, values between [code]8[/code] and " "[code]12[/code] should be enough.\n" -"A corner detail of [code]1[/code] will result in chamfered corners instead " -"of rounded corners, which is useful for some artistic effects." +"A corner detail of [code]1[/code] will result in chamfered corners instead of " +"rounded corners, which is useful for some artistic effects." msgstr "" -"设置用于每个角的顶点数。更高的值生成更圆的角,但需要更多的处理计算。选择值" -"时,应考虑角半径([method set_corner_radius_all])。\n" +"设置用于每个角的顶点数。更高的值生成更圆的角,但需要更多的处理计算。选择值时," +"应考虑角半径([method set_corner_radius_all])。\n" "对于小于 10 的角半径,[code]4[/code] 或 [code]5[/code] 应该就足够。对于小于 " "30 的角半径,[code]8[/code] 和 [code]12[/code] 之间的值应该足够。\n" "[code]1[/code]的角细节会导致倒角而不是圆角,这对于某些艺术效果很有用。" msgid "" -"The bottom-left corner's radius. If [code]0[/code], the corner is not " -"rounded." +"The bottom-left corner's radius. If [code]0[/code], the corner is not rounded." msgstr "左下角的半径。如果为 [code]0[/code],则该角不圆滑。" msgid "" @@ -97461,40 +109754,38 @@ msgstr "切换绘制 StyleBox 的内部部分。" msgid "" "Expands the stylebox outside of the control rect on the bottom edge. Useful " -"in combination with [member border_width_bottom] to draw a border outside " -"the control rect.\n" +"in combination with [member border_width_bottom] to draw a border outside the " +"control rect.\n" "[b]Note:[/b] Unlike [member StyleBox.content_margin_bottom], [member " "expand_margin_bottom] does [i]not[/i] affect the size of the clickable area " "for [Control]s. This can negatively impact usability if used wrong, as the " "user may try to click an area of the StyleBox that cannot actually receive " "clicks." msgstr "" -"将该样式盒扩展到该控件矩形的底边。可以与 [member border_width_bottom] 组合," -"在该控件矩形之外绘制边框。\n" +"将该样式盒扩展到该控件矩形的底边。可以与 [member border_width_bottom] 组合,在" +"该控件矩形之外绘制边框。\n" "[b]注意:[/b]与 [member StyleBox.content_margin_bottom] 不同,[member " -"expand_margin_bottom] [i]并不会[/i]影响 [Control] 的可点击区域。错误使用时会" -"对可用性造成负面影响,因为用户可能会点击该 StyleBox 上实际无法接受点击的区" -"域。" +"expand_margin_bottom] [i]并不会[/i]影响 [Control] 的可点击区域。错误使用时会对" +"可用性造成负面影响,因为用户可能会点击该 StyleBox 上实际无法接受点击的区域。" msgid "" "Expands the stylebox outside of the control rect on the left edge. Useful in " "combination with [member border_width_left] to draw a border outside the " "control rect.\n" "[b]Note:[/b] Unlike [member StyleBox.content_margin_left], [member " -"expand_margin_left] does [i]not[/i] affect the size of the clickable area " -"for [Control]s. This can negatively impact usability if used wrong, as the " -"user may try to click an area of the StyleBox that cannot actually receive " -"clicks." +"expand_margin_left] does [i]not[/i] affect the size of the clickable area for " +"[Control]s. This can negatively impact usability if used wrong, as the user " +"may try to click an area of the StyleBox that cannot actually receive clicks." msgstr "" -"将该样式盒扩展到该控件矩形的左边。可以与 [member border_width_left] 组合,在" -"该控件矩形之外绘制边框。\n" +"将该样式盒扩展到该控件矩形的左边。可以与 [member border_width_left] 组合,在该" +"控件矩形之外绘制边框。\n" "[b]注意:[/b]与 [member StyleBox.content_margin_left] 不同,[member " -"expand_margin_left] [i]并不会[/i]影响 [Control] 的可点击区域。错误使用时会对" -"可用性造成负面影响,因为用户可能会点击该 StyleBox 上实际无法接受点击的区域。" +"expand_margin_left] [i]并不会[/i]影响 [Control] 的可点击区域。错误使用时会对可" +"用性造成负面影响,因为用户可能会点击该 StyleBox 上实际无法接受点击的区域。" msgid "" -"Expands the stylebox outside of the control rect on the right edge. Useful " -"in combination with [member border_width_right] to draw a border outside the " +"Expands the stylebox outside of the control rect on the right edge. Useful in " +"combination with [member border_width_right] to draw a border outside the " "control rect.\n" "[b]Note:[/b] Unlike [member StyleBox.content_margin_right], [member " "expand_margin_right] does [i]not[/i] affect the size of the clickable area " @@ -97529,8 +109820,8 @@ msgid "" msgstr "阴影的颜色。如果 [member shadow_size] 小于 1,这将不起作用。" msgid "" -"The shadow offset in pixels. Adjusts the position of the shadow relatively " -"to the stylebox." +"The shadow offset in pixels. Adjusts the position of the shadow relatively to " +"the stylebox." msgstr "以像素为单位的阴影偏移。相对于StyleBox调整阴影的位置。" msgid "The shadow size in pixels." @@ -97540,30 +109831,40 @@ msgid "" "If set to a non-zero value on either axis, [member skew] distorts the " "StyleBox horizontally and/or vertically. This can be used for \"futuristic\"-" "style UIs. Positive values skew the StyleBox towards the right (X axis) and " -"upwards (Y axis), while negative values skew the StyleBox towards the left " -"(X axis) and downwards (Y axis).\n" +"upwards (Y axis), while negative values skew the StyleBox towards the left (X " +"axis) and downwards (Y axis).\n" "[b]Note:[/b] To ensure text does not touch the StyleBox's edges, consider " "increasing the [StyleBox]'s content margin (see [member StyleBox." "content_margin_bottom]). It is preferable to increase the content margin " "instead of the expand margin (see [member expand_margin_bottom]), as " -"increasing the expand margin does not increase the size of the clickable " -"area for [Control]s." +"increasing the expand margin does not increase the size of the clickable area " +"for [Control]s." msgstr "" "如果任何轴被设为了非零值,[member skew] 就会将该 StyleBox 进行横向和/或纵向变" "形。可用于实现“未来风”的 UI。正值会让该 StyleBox 朝右(X 轴)上(Y 轴)偏斜," "负值会让该 StyleBox 朝左(X 轴)下(Y 轴)偏斜。\n" "[b]注意:[/b]为了让文本不触碰到该 StyleBox 的边缘,请考虑增大该 [StyleBox] 的" -"内容边距(见 [member StyleBox.content_margin_bottom])。增大内容边距比增大扩" -"展边距(见 [member expand_margin_bottom])更好,因为增大扩展边距并不会增大 " +"内容边距(见 [member StyleBox.content_margin_bottom])。增大内容边距比增大扩展" +"边距(见 [member expand_margin_bottom])更好,因为增大扩展边距并不会增大 " "[Control] 的可点击区域。" +msgid "A [StyleBox] that displays a single line of a given color and thickness." +msgstr "显示一条线的 [StyleBox],可以给定颜色和粗细。" + +msgid "" +"A [StyleBox] that displays a single line of a given color and thickness. The " +"line can be either horizontal or vertical. Useful for separators." +msgstr "" +"显示一条线的 [StyleBox],可以给定颜色和粗细。可以是横线也可以是竖线。可用作分" +"隔符。" + msgid "The line's color." msgstr "线的颜色。" msgid "" -"The number of pixels the line will extend before the [StyleBoxLine]'s " -"bounds. If set to a negative value, the line will begin inside the " -"[StyleBoxLine]'s bounds." +"The number of pixels the line will extend before the [StyleBoxLine]'s bounds. " +"If set to a negative value, the line will begin inside the [StyleBoxLine]'s " +"bounds." msgstr "" "线将在 [StyleBoxLine] 的边界之前延伸的像素数。如果设置为负值,则该线将从 " "[StyleBoxLine] 的边界内开始。" @@ -97586,6 +109887,19 @@ msgstr "" "如果为 [code]true[/code],则该线将是垂直的。如果 [code]false[/code],该线将是" "水平的。" +msgid "A texture-based nine-patch [StyleBox]." +msgstr "基于纹理的九宫格 [StyleBox]。" + +msgid "" +"A texture-based nine-patch [StyleBox], in a way similar to [NinePatchRect]. " +"This stylebox performs a 3×3 scaling of a texture, where only the center cell " +"is fully stretched. This makes it possible to design bordered styles " +"regardless of the stylebox's size." +msgstr "" +"基于纹理的九宫格 [StyleBox],类似于 [NinePatchRect]。这种样式盒对纹理执行 3×3 " +"缩放,只有中心单元格会被完全拉伸。这样就能够为不同大小的样式盒设计带边框的样" +"式。" + msgid "Returns the expand margin size of the specified [enum Side]." msgstr "返回指定边 [enum Side] 的扩展边距大小。" @@ -97630,8 +109944,8 @@ msgid "" msgstr "绘制时扩展此样式盒的右边距,使其绘制得比请求的大。" msgid "" -"Expands the top margin of this style box when drawing, causing it to be " -"drawn larger than requested." +"Expands the top margin of this style box when drawing, causing it to be drawn " +"larger than requested." msgstr "绘制时扩展此样式盒的上边距,使其绘制得比请求的大。" msgid "Modulates the color of the texture when this style box is drawn." @@ -97682,8 +109996,7 @@ msgid "" msgstr "" "增加 3×3 StyleBox 的右边距。\n" "较高的值意味着更多的源纹理被认为是 3×3 box右边框的一部分。\n" -"如果 [member StyleBox.content_margin_right] 为负值,这个值也是作为后备值使" -"用。" +"如果 [member StyleBox.content_margin_right] 为负值,这个值也是作为后备值使用。" msgid "" "Increases the top margin of the 3×3 texture box.\n" @@ -97697,8 +110010,8 @@ msgstr "" "如果 [member StyleBox.content_margin_top] 为负值,这个值也是作为后备值使用。" msgid "" -"Stretch the stylebox's texture. This results in visible distortion unless " -"the texture size matches the stylebox's size perfectly." +"Stretch the stylebox's texture. This results in visible distortion unless the " +"texture size matches the stylebox's size perfectly." msgstr "" "拉伸样式盒的纹理。这会导致可见的失真,除非纹理大小与样式盒的大小完美匹配。" @@ -97715,6 +110028,25 @@ msgstr "" "根据九宫格系统,重复样式盒的纹理,以匹配样式盒的大小。与 [constant " "AXIS_STRETCH_MODE_TILE] 不同,可能会稍微拉伸纹理以使九宫格纹理平铺无缝。" +msgid "" +"An interface to a game world that doesn't create a window or draw to the " +"screen directly." +msgstr "游戏世界的界面,不会创建窗口,也不会直接绘制到屏幕上。" + +msgid "" +"[SubViewport] Isolates a rectangular region of a scene to be displayed " +"independently. This can be used, for example, to display UI in 3D space.\n" +"[b]Note:[/b] [SubViewport] is a [Viewport] that isn't a [Window], i.e. it " +"doesn't draw anything by itself. To display anything, [SubViewport] must have " +"a non-zero size and be either put inside a [SubViewportContainer] or assigned " +"to a [ViewportTexture]." +msgstr "" +"[SubViewport] 会将场景中的一个矩形区域分离出来,能够独立显示。例如,可以用于" +"在 3D 世界中显示 UI。\n" +"[b]注意:[/b][SubViewport] 是 [Viewport] 但不是 [Window],即它本身不绘制任何内" +"容。要显示内容,[SubViewport] 的大小必须非零,并且应该被放在 " +"[SubViewportContainer] 内,或被分配给 [ViewportTexture]。" + msgid "Using Viewports" msgstr "使用视口" @@ -97741,8 +110073,8 @@ msgid "The update mode when the sub-viewport is used as a render target." msgstr "该子视口用作渲染目标时的更新模式。" msgid "" -"The width and height of the sub-viewport. Must be set to a value greater " -"than or equal to 2 pixels on both dimensions. Otherwise, nothing will be " +"The width and height of the sub-viewport. Must be set to a value greater than " +"or equal to 2 pixels on both dimensions. Otherwise, nothing will be " "displayed.\n" "[b]Note:[/b] If the parent node is a [SubViewportContainer] and its [member " "SubViewportContainer.stretch] is [code]true[/code], the viewport size cannot " @@ -97751,8 +110083,7 @@ msgstr "" "子视口的宽度和高度。必须在两个维度上设置为大于或等于 2 像素的值。否则,不会显" "示任何内容。\n" "[b]注意:[/b]如果父节点是一个 [SubViewportContainer],并且它的 [member " -"SubViewportContainer.stretch] 为 [code]true[/code],则无法手动更改该视口大" -"小。" +"SubViewportContainer.stretch] 为 [code]true[/code],则无法手动更改该视口大小。" msgid "" "The 2D size override of the sub-viewport. If either the width or height is " @@ -97790,6 +110121,28 @@ msgstr "仅在其父级可见时更新渲染目标。" msgid "Always update the render target." msgstr "始终更新渲染目标。" +msgid "A container used for displaying the contents of a [SubViewport]." +msgstr "用于显示 [SubViewport] 内容的容器。" + +msgid "" +"A container that displays the contents of underlying [SubViewport] child " +"nodes. It uses the combined size of the [SubViewport]s as minimum size, " +"unless [member stretch] is enabled.\n" +"[b]Note:[/b] Changing a [SubViewportContainer]'s [member Control.scale] will " +"cause its contents to appear distorted. To change its visual size without " +"causing distortion, adjust the node's margins instead (if it's not already in " +"a container).\n" +"[b]Note:[/b] The [SubViewportContainer] forwards mouse-enter and mouse-exit " +"notifications to its sub-viewports." +msgstr "" +"显示其 [SubViewport] 子节点内容的容器。除非启用 [member stretch],否则会使用 " +"[SubViewport] 的大小作为最小尺寸。\n" +"[b]注意:[/b]更改 [SubViewportContainer] 的 [member Control.scale],将导致其内" +"容出现扭曲。要更改其视觉大小,并且不造成失真,请改为调整节点的边距(如果还不在" +"容器中)。\n" +"[b]注意:[/b]该 [SubViewportContainer] 会将鼠标进入和鼠标退出通知转发到子视" +"口。" + msgid "" "If [code]true[/code], the sub-viewport will be automatically resized to the " "control's size.\n" @@ -97818,8 +110171,75 @@ msgid "Helper tool to create geometry." msgstr "创建几何图形的辅助工具。" msgid "" -"Adds a vertex to index array if you are using indexed vertices. Does not " -"need to be called before adding vertices." +"The [SurfaceTool] is used to construct a [Mesh] by specifying vertex " +"attributes individually. It can be used to construct a [Mesh] from a script. " +"All properties except indices need to be added before calling [method " +"add_vertex]. For example, to add vertex colors and UVs:\n" +"[codeblocks]\n" +"[gdscript]\n" +"var st = SurfaceTool.new()\n" +"st.begin(Mesh.PRIMITIVE_TRIANGLES)\n" +"st.set_color(Color(1, 0, 0))\n" +"st.set_uv(Vector2(0, 0))\n" +"st.add_vertex(Vector3(0, 0, 0))\n" +"[/gdscript]\n" +"[csharp]\n" +"var st = new SurfaceTool();\n" +"st.Begin(Mesh.PrimitiveType.Triangles);\n" +"st.SetColor(new Color(1, 0, 0));\n" +"st.SetUV(new Vector2(0, 0));\n" +"st.AddVertex(new Vector3(0, 0, 0));\n" +"[/csharp]\n" +"[/codeblocks]\n" +"The above [SurfaceTool] now contains one vertex of a triangle which has a UV " +"coordinate and a specified [Color]. If another vertex were added without " +"calling [method set_uv] or [method set_color], then the last values would be " +"used.\n" +"Vertex attributes must be passed [b]before[/b] calling [method add_vertex]. " +"Failure to do so will result in an error when committing the vertex " +"information to a mesh.\n" +"Additionally, the attributes used before the first vertex is added determine " +"the format of the mesh. For example, if you only add UVs to the first vertex, " +"you cannot add color to any of the subsequent vertices.\n" +"See also [ArrayMesh], [ImmediateMesh] and [MeshDataTool] for procedural " +"geometry generation.\n" +"[b]Note:[/b] Godot uses clockwise [url=https://learnopengl.com/Advanced-" +"OpenGL/Face-culling]winding order[/url] for front faces of triangle primitive " +"modes." +msgstr "" +"[SurfaceTool] 可用于通过指定单独的顶点属性来构造 [Mesh]。可以用来从脚本中构建 " +"[Mesh]。除索引外的所有属性都需要在调用 [method add_vertex] 之前添加。例如,要" +"添加顶点颜色和 UV:\n" +"[codeblocks]\n" +"[gdscript]\n" +"var st = SurfaceTool.new()\n" +"st.begin(Mesh.PRIMITIVE_TRIANGLES)\n" +"st.set_color(Color(1, 0, 0))\n" +"st.set_uv(Vector2(0, 0))\n" +"st.add_vertex(Vector3(0, 0, 0))\n" +"[/gdscript]\n" +"[csharp]\n" +"var st = new SurfaceTool();\n" +"st.Begin(Mesh.PrimitiveType.Triangles);\n" +"st.SetColor(new Color(1, 0, 0));\n" +"st.SetUV(new Vector2(0, 0));\n" +"st.AddVertex(new Vector3(0, 0, 0));\n" +"[/csharp]\n" +"[/codeblocks]\n" +"上面的 [SurfaceTool] 现在就包含了三角形中的一个顶点,具有 UV 坐标和指定的 " +"[Color]。如果又添加了一个顶点,而没有调用 [method set_uv] 或 [method " +"set_color],则会使用之前的值。\n" +"顶点属性必须在调用 [method add_vertex] [b]之前[/b]传递。不传的话,就会在向网格" +"提交顶点信息时出错。\n" +"另外,添加第一个顶点前所使用的属性会用来确定网格的格式。例如,如果你只为第一个" +"顶点添加了 UV,那么你就无法为后续的顶点添加颜色。\n" +"程序式几何体生成另见 [ArrayMesh]、[ImmediateMesh] 以及 [MeshDataTool]。\n" +"[b]注意:[/b]Godot 中三角形图元模式的正面使用顺时针 [url=https://learnopengl-" +"cn.github.io/04%20Advanced%20OpenGL/04%20Face%20culling/]缠绕顺序[/url]。" + +msgid "" +"Adds a vertex to index array if you are using indexed vertices. Does not need " +"to be called before adding vertices." msgstr "" "如果你在使用顶点索引,则向索引数组中添加一个顶点。不需要在添加顶点前调用。" @@ -97842,8 +110262,8 @@ msgstr "" "使用指定的 [Transform3D] 将来自给定 [Mesh] 表面的顶点追加到当前的顶点数组中。" msgid "" -"Called before adding any vertices. Takes the primitive type as an argument " -"(e.g. [constant Mesh.PRIMITIVE_TRIANGLES])." +"Called before adding any vertices. Takes the primitive type as an argument (e." +"g. [constant Mesh.PRIMITIVE_TRIANGLES])." msgstr "" "在添加任何顶点之前被调用。接收图元类型作为参数(例如:[constant Mesh." "PRIMITIVE_TRIANGLES])。" @@ -97868,8 +110288,8 @@ msgid "" "add_surface_from_arrays]. This way you can further process the mesh data " "using the [ArrayMesh] API." msgstr "" -"将数据提交给[method ArrayMesh.add_surface_from_arrays]使用的相同格式。这样你" -"就可以使用[ArrayMesh]的API接口进一步处理网格数据。" +"将数据提交给[method ArrayMesh.add_surface_from_arrays]使用的相同格式。这样你就" +"可以使用[ArrayMesh]的API接口进一步处理网格数据。" msgid "Creates a vertex array from an existing [Mesh]." msgstr "从现有的网格 [Mesh] 创建一个顶点数组。" @@ -97884,6 +110304,17 @@ msgstr "" msgid "Removes the index array by expanding the vertex array." msgstr "通过扩展顶点数组移除索引数组。" +msgid "" +"Generates a LOD for a given [param nd_threshold] in linear units (square root " +"of quadric error metric), using at most [param target_index_count] indices.\n" +"[i]Deprecated.[/i] Unused internally and neglects to preserve normals or UVs. " +"Consider using [method ImporterMesh.generate_lods] instead." +msgstr "" +"为给定的 [param nd_threshold] 生成 LOD,使用线性单位(四次误差的平方根),最多" +"使用 [param target_index_count] 个索引。\n" +"[i]已弃用。[/i]内部不再使用,忽略后能够保持法线和 UV。请考虑改用 [method " +"ImporterMesh.generate_lods]。" + msgid "" "Generates normals from vertices so you do not have to do it manually. If " "[param flip] is [code]true[/code], the resulting normals will be inverted. " @@ -97891,8 +110322,8 @@ msgid "" "and [i]before[/i] committing the mesh using [method commit] or [method " "commit_to_arrays]. For correct display of normal-mapped surfaces, you will " "also have to generate tangents using [method generate_tangents].\n" -"[b]Note:[/b] [method generate_normals] only works if the primitive type to " -"be set to [constant Mesh.PRIMITIVE_TRIANGLES].\n" +"[b]Note:[/b] [method generate_normals] only works if the primitive type to be " +"set to [constant Mesh.PRIMITIVE_TRIANGLES].\n" "[b]Note:[/b] [method generate_normals] takes smooth groups into account. To " "generate smooth normals, set the smooth group to a value greater than or " "equal to [code]0[/code] using [method set_smooth_group] or leave the smooth " @@ -97900,16 +110331,16 @@ msgid "" "smooth group to [code]-1[/code] using [method set_smooth_group] prior to " "adding vertices." msgstr "" -"从顶点生成法线,因此不必手动执行。如果 [param flip] 为 [code]true[/code],则" -"生成的法线将被反转。[method generate_normals] 的调用,应在生成几何体[i]之后[/" +"从顶点生成法线,因此不必手动执行。如果 [param flip] 为 [code]true[/code],则生" +"成的法线将被反转。[method generate_normals] 的调用,应在生成几何体[i]之后[/" "i],且在使用 [method commit] 或 [method commit_to_arrays] 提交网格[i]之前[/" "i]。为了正确显示法线贴图表面,还必须使用 [method generate_tangents] 生成切" "线。\n" "[b]注意:[/b][method generate_normals] 仅在图元类型被设置为 [constant Mesh." "PRIMITIVE_TRIANGLES] 时有效。\n" "[b]注意:[/b][method generate_normals] 考虑了平滑组。要生成平滑法线,请使用 " -"[method set_smooth_group] 将平滑组设置为大于或等于 [code]0[/code] 的值,或者" -"将平滑组保留为默认值 [code]0[/code]。要生成平面法线,请在添加顶点之前,使用 " +"[method set_smooth_group] 将平滑组设置为大于或等于 [code]0[/code] 的值,或者将" +"平滑组保留为默认值 [code]0[/code]。要生成平面法线,请在添加顶点之前,使用 " "[method set_smooth_group] 将平滑组设置为 [code]-1[/code]。" msgid "" @@ -97980,17 +110411,17 @@ msgid "" "channel_index]. Formats which are not RGBA will ignore other color channels." msgstr "" "设置这个顶点的 [param channel_index] 通道的自定义值。\n" -"必须先为 [param channel_index] 通道调用 [method set_custom_format]。非 RGBA " -"格式会忽略其他颜色通道。" +"必须先为 [param channel_index] 通道调用 [method set_custom_format]。非 RGBA 格" +"式会忽略其他颜色通道。" msgid "" "Sets the color format for this custom [param channel_index]. Use [constant " "CUSTOM_MAX] to disable.\n" -"Must be invoked after [method begin] and should be set before [method " -"commit] or [method commit_to_arrays]." +"Must be invoked after [method begin] and should be set before [method commit] " +"or [method commit_to_arrays]." msgstr "" -"设置索引为 [param channel_index] 的自定义通道的颜色格式。禁用请使用 " -"[constant CUSTOM_MAX]。\n" +"设置索引为 [param channel_index] 的自定义通道的颜色格式。禁用请使用 [constant " +"CUSTOM_MAX]。\n" "必须在 [method begin] 之后调用,应当在 [method commit] 或 [method " "commit_to_arrays] 之前设置。" @@ -98006,8 +110437,8 @@ msgstr "" "一个顶点提交,则可能根本无法使用此信息。" msgid "" -"Set to [constant SKIN_8_WEIGHTS] to indicate that up to 8 bone influences " -"per vertex may be used.\n" +"Set to [constant SKIN_8_WEIGHTS] to indicate that up to 8 bone influences per " +"vertex may be used.\n" "By default, only 4 bone influences are used ([constant SKIN_4_WEIGHTS])\n" "[b]Note:[/b] This function takes an enum, not the exact number of weights." msgstr "" @@ -98015,6 +110446,22 @@ msgstr "" "默认情况下,仅使用 4 个骨骼影响([constant SKIN_4_WEIGHTS])\n" "[b]注意:[/b]该函数接受一个枚举,而不是权重的确切数量。" +msgid "" +"Specifies the smooth group to use for the [i]next[/i] vertex. If this is " +"never called, all vertices will have the default smooth group of [code]0[/" +"code] and will be smoothed with adjacent vertices of the same group. To " +"produce a mesh with flat normals, set the smooth group to [code]-1[/code].\n" +"[b]Note:[/b] This function actually takes a [code]uint32_t[/code], so C# " +"users should use [code]uint32.MaxValue[/code] instead of [code]-1[/code] to " +"produce a mesh with flat normals." +msgstr "" +"指定用于[i]下一个[/i]顶点的平滑组。如果从未调用过,则所有顶点都将具有默认的 " +"[code]0[/code] 平滑组,并将与同一组的相邻顶点一起平滑。要生成具有平坦法线的网" +"格,请将平滑组设置为 [code]-1[/code]。\n" +"[b]注意:[/b]这个函数实际接受的是 [code]uint32_t[/code],所以 C# 用户如果要生" +"成法线平坦的网格,那么就应该使用 [code]uint32.MaxValue[/code] 而不是 " +"[code]-1[/code]。" + msgid "" "Specifies a tangent to use for the [i]next[/i] vertex. If every vertex needs " "to have this information set and you fail to submit it for the first vertex, " @@ -98024,29 +110471,29 @@ msgstr "" "一个顶点提交,则可能根本无法使用此信息。" msgid "" -"Specifies a set of UV coordinates to use for the [i]next[/i] vertex. If " -"every vertex needs to have this information set and you fail to submit it " -"for the first vertex, this information may not be used at all." +"Specifies a set of UV coordinates to use for the [i]next[/i] vertex. If every " +"vertex needs to have this information set and you fail to submit it for the " +"first vertex, this information may not be used at all." msgstr "" "指定[i]下一个[/i]顶点所使用的 UV 坐标。如果每个顶点都需要设置此信息,而您未能" "为第一个顶点提交此信息,此信息可能根本就不会被使用。" msgid "" -"Specifies an optional second set of UV coordinates to use for the [i]next[/" -"i] vertex. If every vertex needs to have this information set and you fail " -"to submit it for the first vertex, this information may not be used at all." +"Specifies an optional second set of UV coordinates to use for the [i]next[/i] " +"vertex. If every vertex needs to have this information set and you fail to " +"submit it for the first vertex, this information may not be used at all." msgstr "" "指定可选的第二组UV坐标,用于[i]next[/i]顶点。如果每个顶点都需要设置这个信息," "而你没有为第一个顶点提交这个信息,此信息可能根本就不会被使用。" msgid "" "Specifies weight values to use for the [i]next[/i] vertex. [param weights] " -"must contain 4 values. If every vertex needs to have this information set " -"and you fail to submit it for the first vertex, this information may not be " -"used at all." +"must contain 4 values. If every vertex needs to have this information set and " +"you fail to submit it for the first vertex, this information may not be used " +"at all." msgstr "" -"指定用于[i]下一个[/i]顶点的权重值。[param weights] 必须包含 4 个值。如果每个" -"顶点都需要设置该信息,且为第一个顶点提交失败,则可能根本不会使用该信息。" +"指定用于[i]下一个[/i]顶点的权重值。[param weights] 必须包含 4 个值。如果每个顶" +"点都需要设置该信息,且为第一个顶点提交失败,则可能根本不会使用该信息。" msgid "" "Limits range of data passed to [method set_custom] to unsigned normalized 0 " @@ -98057,12 +110504,11 @@ msgstr "" "道存储 8 个比特位。见 [constant Mesh.ARRAY_CUSTOM_RGBA8_UNORM]。" msgid "" -"Limits range of data passed to [method set_custom] to signed normalized -1 " -"to 1 stored in 8 bits per channel. See [constant Mesh." -"ARRAY_CUSTOM_RGBA8_SNORM]." +"Limits range of data passed to [method set_custom] to signed normalized -1 to " +"1 stored in 8 bits per channel. See [constant Mesh.ARRAY_CUSTOM_RGBA8_SNORM]." msgstr "" -"将传递给 [method set_custom] 的数据限制到带符号归一化的 -1 到 1 范围内,每个" -"通道存储 8 个比特位。见 [constant Mesh.ARRAY_CUSTOM_RGBA8_SNORM]。" +"将传递给 [method set_custom] 的数据限制到带符号归一化的 -1 到 1 范围内,每个通" +"道存储 8 个比特位。见 [constant Mesh.ARRAY_CUSTOM_RGBA8_SNORM]。" msgid "" "Stores data passed to [method set_custom] as half precision floats, and uses " @@ -98116,6 +110562,22 @@ msgstr "每个单独的顶点只能受到 4 个骨骼权重的影响。" msgid "Each individual vertex can be influenced by up to 8 bone weights." msgstr "每个单独的顶点最多能够受到 8 个骨骼权重的影响。" +msgid "" +"Base class for syntax highlighters. Provides syntax highlighting data to a " +"[TextEdit]." +msgstr "语法高亮器的基类。可以向 [TextEdit] 提供语法高亮数据。" + +msgid "" +"Base class for syntax highlighters. Provides syntax highlighting data to a " +"[TextEdit]. The associated [TextEdit] will call into the [SyntaxHighlighter] " +"on an as-needed basis.\n" +"[b]Note:[/b] A [SyntaxHighlighter] instance should not be used across " +"multiple [TextEdit] nodes." +msgstr "" +"语法高亮器的基类。向 [TextEdit] 提供语法高亮数据。关联的 [TextEdit] 节点会根据" +"需要调用 [SyntaxHighlighter]。\n" +"[b]注意:[/b]不应在多个 [TextEdit] 节点间共享 [SyntaxHighlighter] 实例。" + msgid "Virtual method which can be overridden to clear any local caches." msgstr "虚方法,覆盖后可以清空本地缓存。" @@ -98141,8 +110603,8 @@ msgid "" "cached, calls [method _get_line_syntax_highlighting] to calculate the data.\n" "The return [Dictionary] is column number to [Dictionary]. The column number " "notes the start of a region, the region will end if another region is found, " -"or at the end of the line. The nested [Dictionary] contains the data for " -"that region, currently only the key \"color\" is supported.\n" +"or at the end of the line. The nested [Dictionary] contains the data for that " +"region, currently only the key \"color\" is supported.\n" "[b]Example return:[/b]\n" "[codeblock]\n" "var color_map = {\n" @@ -98187,17 +110649,42 @@ msgstr "" "_update_cache]。\n" "[b]注意:[/b]当关联的 [TextEdit] 节点更新它自己的缓存时,该函数会被自动调用。" +msgid "" +"A font loaded from a system font. Falls back to a default theme font if not " +"implemented on the host OS." +msgstr "" +"从系统字体加载的字体。如果未在宿主操作系统上实现,则回退到默认主题字体。" + +msgid "" +"[SystemFont] loads a font from a system font with the first matching name " +"from [member font_names].\n" +"It will attempt to match font style, but it's not guaranteed.\n" +"The returned font might be part of a font collection or be a variable font " +"with OpenType \"weight\", \"width\" and/or \"italic\" features set.\n" +"You can create [FontVariation] of the system font for fine control over its " +"features.\n" +"[b]Note:[/b] This class is implemented on iOS, Linux, macOS and Windows, on " +"other platforms it will fallback to default theme font." +msgstr "" +"[SystemFont] 会从系统字体中加载一个字体,该字体是名称能与 [member font_names] " +"匹配的第一个字体。\n" +"会尝试匹配字体样式,但是并不保证。\n" +"返回的字体可能属于某个字体合集,也可能是设置了 OpenType“字重”“宽度”和/或“斜" +"体”特性的可变字体。\n" +"你可以创建系统字体的 [FontVariation],以便对其特征进行精细控制。\n" +"[b]注意:[/b]这个类在 iOS、Linux、macOS、Windows 上实现,在其他平台上会回退到" +"默认主题字体。" + msgid "If set to [code]true[/code], italic or oblique font is preferred." msgstr "" "如果设置为 [code]true[/code],则优先使用斜体(italic)或伪斜体(oblique)。" -msgid "" -"Array of font family names to search, first matching font found is used." +msgid "Array of font family names to search, first matching font found is used." msgstr "要搜索的字体家族名称数组,会使用第一个与之匹配的字体。" msgid "" -"Preferred font stretch amount, compared to a normal width. A percentage " -"value between [code]50%[/code] and [code]200%[/code]." +"Preferred font stretch amount, compared to a normal width. A percentage value " +"between [code]50%[/code] and [code]200%[/code]." msgstr "" "字体优先使用的拉伸量,相对于正常宽度。介于 [code]50%[/code] 和 [code]200%[/" "code] 之间的百分比。" @@ -98223,8 +110710,8 @@ msgid "" "multichannel signed distance field generated from the dynamic font vector " "data." msgstr "" -"如果设置为 [code]true[/code],则所有大小的字形都将使用从动态字体矢量数据生成" -"的单个多通道带符号距离场渲染。" +"如果设置为 [code]true[/code],则所有大小的字形都将使用从动态字体矢量数据生成的" +"单个多通道带符号距离场渲染。" msgid "" "Font oversampling factor, if set to [code]0.0[/code] global oversampling " @@ -98237,10 +110724,20 @@ msgid "" "and font rasterization speed. Use [constant TextServer." "SUBPIXEL_POSITIONING_AUTO] to automatically enable it based on the font size." msgstr "" -"字体字形的次像素定位模式。次像素定位为较小的字体提供了更清晰的文本和更好的字" -"偶距,但会牺牲内存占用和字体栅格化速度。使用 [constant TextServer." +"字体字形的次像素定位模式。次像素定位为较小的字体提供了更清晰的文本和更好的字偶" +"距,但会牺牲内存占用和字体栅格化速度。使用 [constant TextServer." "SUBPIXEL_POSITIONING_AUTO] 可以根据字体大小自动启用。" +msgid "A control that provides a horizontal bar with tabs." +msgstr "提供水平选项卡栏的控件。" + +msgid "" +"A control that provides a horizontal bar with tabs. Similar to [TabContainer] " +"but is only in charge of drawing tabs, not interacting with children." +msgstr "" +"提供水平选项卡栏的控件。类似于 [TabContainer],但只负责绘制选项卡,不与子节点" +"互动。" + msgid "Adds a new tab." msgstr "添加新选项卡。" @@ -98260,6 +110757,25 @@ msgstr "" msgid "Returns the previously active tab index." msgstr "返回上一个活动选项卡的索引。" +msgid "" +"Returns the icon for the right button of the tab at index [param tab_idx] or " +"[code]null[/code] if the right button has no icon." +msgstr "" +"返回索引 [param tab_idx] 处选项卡右侧按钮的图标,如果该按钮没有图标,则返回 " +"[code]null[/code]。" + +msgid "" +"Returns the icon for the tab at index [param tab_idx] or [code]null[/code] if " +"the tab has no icon." +msgstr "" +"返回索引 [param tab_idx] 处选项卡的图标,如果该选项卡没有图标,则返回 " +"[code]null[/code]。" + +msgid "" +"Returns the maximum allowed width of the icon for the tab at index [param " +"tab_idx]." +msgstr "设置索引为 [param tab_idx] 处选项卡所允许的最大图标宽度。" + msgid "" "Returns the index of the tab at local coordinates [param point]. Returns " "[code]-1[/code] if the point is outside the control boundaries or if there's " @@ -98271,6 +110787,14 @@ msgstr "" msgid "Returns tab title language code." msgstr "返回选项卡标题的语言代码。" +msgid "" +"Returns the metadata value set to the tab at index [param tab_idx] using " +"[method set_tab_metadata]. If no metadata was previously set, returns " +"[code]null[/code] by default." +msgstr "" +"返回索引为 [param tab_idx] 的选项卡的元数据的值,由 [method set_tab_metadata] " +"设置。如果之前没有设置元数据,则默认返回 [code]null[/code]。" + msgid "Returns the number of hidden tabs offsetted to the left." msgstr "返回向左偏移的隐藏选项卡的数量。" @@ -98287,8 +110811,7 @@ msgid "" "Returns [code]true[/code] if the tab at index [param tab_idx] is disabled." msgstr "如果索引 [param tab_idx] 处的选项卡被禁用,则返回 [code]true[/code]。" -msgid "" -"Returns [code]true[/code] if the tab at index [param tab_idx] is hidden." +msgid "Returns [code]true[/code] if the tab at index [param tab_idx] is hidden." msgstr "如果索引 [param tab_idx] 处的选项卡被隐藏,则返回 [code]true[/code]。" msgid "Moves a tab from [param from] to [param to]." @@ -98303,9 +110826,9 @@ msgid "" "clickable (See [signal tab_button_pressed]). Giving it a [code]null[/code] " "value will hide the button." msgstr "" -"设置索引为 [param tab_idx] 的选项卡按钮的图标 [param icon](位于右侧,在关闭" -"按钮之前),会将该按钮设为可见且可点击(见 [signal tab_button_pressed])。给" -"定 [code]null[/code] 值会隐藏该按钮。" +"设置索引为 [param tab_idx] 的选项卡按钮的图标 [param icon](位于右侧,在关闭按" +"钮之前),会将该按钮设为可见且可点击(见 [signal tab_button_pressed])。给定 " +"[code]null[/code] 值会隐藏该按钮。" msgid "" "If [param disabled] is [code]true[/code], disables the tab at index [param " @@ -98324,12 +110847,27 @@ msgstr "" msgid "Sets an [param icon] for the tab at index [param tab_idx]." msgstr "设置索引 [param tab_idx] 处的选项卡的图标。" +msgid "" +"Sets the maximum allowed width of the icon for the tab at index [param " +"tab_idx]. This limit is applied on top of the default size of the icon and on " +"top of [theme_item icon_max_width]. The height is adjusted according to the " +"icon's ratio." +msgstr "" +"设置索引为 [param tab_idx] 处选项卡所允许的最大图标宽度。这是在图标的默认大小" +"和 [theme_item icon_max_width] 的基础上的限制。高度会根据图标的长宽比调整。" + msgid "" "Sets language code of tab title used for line-breaking and text shaping " "algorithms, if left empty current locale is used instead." msgstr "" -"设置选项卡标题的语言代码,用于断行和文本塑形算法,如果留空则使用当前区域设" -"置。" +"设置选项卡标题的语言代码,用于断行和文本塑形算法,如果留空则使用当前区域设置。" + +msgid "" +"Sets the metadata value for the tab at index [param tab_idx], which can be " +"retrieved later using [method get_tab_metadata]." +msgstr "" +"为 [param tab_idx] 的选项卡设置元数据的值,之后可以使用 [method " +"get_tab_metadata] 获取。" msgid "Sets tab title base writing direction." msgstr "设置选项卡标题的基础书写方向。" @@ -98354,15 +110892,13 @@ msgstr "如果为 [code]true[/code],可以通过鼠标拖动重新排列选项 msgid "" "Sets the maximum width which all tabs should be limited to. Unlimited if set " "to [code]0[/code]." -msgstr "" -"设置所有选项卡应被限制的最大宽度。如果设置为 [code]0[/code],则无限制。" +msgstr "设置所有选项卡应被限制的最大宽度。如果设置为 [code]0[/code],则无限制。" msgid "" "If [code]true[/code], the tab offset will be changed to keep the currently " "selected tab visible." msgstr "" -"如果为 [code]true[/code],则会更改选项卡偏移量,从而保持当前选中的选项卡可" -"见。" +"如果为 [code]true[/code],则会更改选项卡偏移量,从而保持当前选中的选项卡可见。" msgid "" "if [code]true[/code], the mouse's scroll wheel can be used to navigate the " @@ -98444,13 +110980,12 @@ msgid "Emitted when a tab is hovered by the mouse." msgstr "当鼠标悬停选项卡时发出。" msgid "" -"Emitted when a tab is right-clicked. [member select_with_rmb] must be " -"enabled." +"Emitted when a tab is right-clicked. [member select_with_rmb] must be enabled." msgstr "右键单击选项卡时发出。必须启用 [member select_with_rmb]。" msgid "" -"Emitted when a tab is selected via click or script, even if it is the " -"current tab." +"Emitted when a tab is selected via click or script, even if it is the current " +"tab." msgstr "通过点击或脚本选中某个选项卡时发出,即便该选项卡本来就是当前选项卡。" msgid "Places tabs to the left." @@ -98483,6 +111018,10 @@ msgstr "[theme_item drop_mark] 图标的调制颜色。" msgid "Font color of disabled tabs." msgstr "禁用选项卡的字体颜色。" +msgid "" +"Font color of the currently hovered tab. Does not apply to the selected tab." +msgstr "当前悬停选项卡的字体颜色。不适用于选中的选项卡。" + msgid "The tint of text outline of the tab name." msgstr "选项卡名称的文本轮廓的色调。" @@ -98495,6 +111034,14 @@ msgstr "其他未被选中的选项卡的字体颜色。" msgid "The horizontal separation between the elements inside tabs." msgstr "选项卡内元素之间的水平分隔。" +msgid "" +"The maximum allowed width of the tab's icon. This limit is applied on top of " +"the default size of the icon, but before the value set with [method " +"set_tab_icon_max_width]. The height is adjusted according to the icon's ratio." +msgstr "" +"选项卡图标所允许的最大宽度。这个限制应用在该图标默认大小之上,但是应用在 " +"[method set_tab_icon_max_width] 所设置的值之前。高度会根据图标比例调整。" + msgid "" "The size of the tab text outline.\n" "[b]Note:[/b] If using a font with [member FontFile." @@ -98506,8 +111053,8 @@ msgstr "" "选项卡文字轮廓的大小。\n" "[b]注意:[/b]如果使用启用了 [member FontFile." "multichannel_signed_distance_field] 的字体,其 [member FontFile." -"msdf_pixel_range] 必须至少设置为 [theme_item outline_size] 的[i]两倍[/i],轮" -"廓渲染才能看起来正确。否则,轮廓可能会比预期的更早被切断。" +"msdf_pixel_range] 必须至少设置为 [theme_item outline_size] 的[i]两倍[/i],轮廓" +"渲染才能看起来正确。否则,轮廓可能会比预期的更早被切断。" msgid "The font used to draw tab names." msgstr "用于绘制选项卡名称的字体。" @@ -98523,8 +111070,8 @@ msgid "" "fit in the container width. When the button is disabled (i.e. the first tab " "is visible), it appears semi-transparent." msgstr "" -"左边的箭头按钮的图标,当有太多的标签无法容纳在容器的宽度内时出现。当该按钮被" -"禁用时(即第一个标签是可见的),它显示为半透明的。" +"左边的箭头按钮的图标,当有太多的标签无法容纳在容器的宽度内时出现。当该按钮被禁" +"用时(即第一个标签是可见的),它显示为半透明的。" msgid "" "Icon for the left arrow button that appears when there are too many tabs to " @@ -98542,11 +111089,11 @@ msgstr "" msgid "" "Icon for the right arrow button that appears when there are too many tabs to " -"fit in the container width. When the button is disabled (i.e. the last tab " -"is visible) it appears semi-transparent." +"fit in the container width. When the button is disabled (i.e. the last tab is " +"visible) it appears semi-transparent." msgstr "" -"右箭头按钮的图标,当有太多的标签无法容纳在容器的宽度内时出现。当该按钮被禁用" -"时(即最后一个标签是可见的),它显示为半透明的。" +"右箭头按钮的图标,当有太多的标签无法容纳在容器的宽度内时出现。当该按钮被禁用时" +"(即最后一个标签是可见的),它显示为半透明的。" msgid "" "Icon for the right arrow button that appears when there are too many tabs to " @@ -98566,20 +111113,40 @@ msgstr "选项卡和关闭按钮的背景,处于按下状态时使用。" msgid "The style of disabled tabs." msgstr "选项卡处于禁用状态时的样式。" +msgid "" +"The style of the currently hovered tab. Does not apply to the selected tab." +msgstr "当前悬停的选项卡的样式。不会应用于选中的选项卡。" + msgid "The style of the currently selected tab." msgstr "当前选中的选项卡的样式。" msgid "The style of the other, unselected tabs." msgstr "其他未被选中的选项卡的样式。" +msgid "" +"A container that creates a tab for each child control, displaying only the " +"active tab's control." +msgstr "会为每个子控件创建一个选项卡的容器,只会显示活动选项卡对应的控件。" + +msgid "" +"Arranges child controls into a tabbed view, creating a tab for each one. The " +"active tab's corresponding control is made visible, while all other child " +"controls are hidden. Ignores non-control children.\n" +"[b]Note:[/b] The drawing of the clickable tabs is handled by this node; " +"[TabBar] is not needed." +msgstr "" +"以选项卡视图排列子控件,为每个子控件创建一个选项卡。活动选项卡对应的控件可见," +"其他子控件都会被隐藏。非控件子节点会被忽略。\n" +"[b]注意:[/b]可点击的选项卡是由这个节点负责绘制的;不需要 [TabBar]。" + msgid "Returns the child [Control] node located at the active tab index." msgstr "返回位于活动选项卡索引处的子 [Control] 节点。" msgid "" "Returns the [Popup] node instance if one has been set already with [method " "set_popup].\n" -"[b]Warning:[/b] This is a required internal node, removing and freeing it " -"may cause a crash. If you wish to hide it or any of its children, use their " +"[b]Warning:[/b] This is a required internal node, removing and freeing it may " +"cause a crash. If you wish to hide it or any of its children, use their " "[member Window.visible] property." msgstr "" "如果已经使用 [method set_popup] 设置了 [Popup] 节点实例,则返回该节点实例。\n" @@ -98618,13 +111185,13 @@ msgstr "" "但可以用 [method set_tab_title] 覆盖。" msgid "" -"If set on a [Popup] node instance, a popup menu icon appears in the top-" -"right corner of the [TabContainer] (setting it to [code]null[/code] will " -"make it go away). Clicking it will expand the [Popup] node." +"If set on a [Popup] node instance, a popup menu icon appears in the top-right " +"corner of the [TabContainer] (setting it to [code]null[/code] will make it go " +"away). Clicking it will expand the [Popup] node." msgstr "" "如果在一个 [Popup] 节点实例上设置,则一个弹出菜单图标会出现在该 " -"[TabContainer] 的右上角(将其设置为 [code]null[/code] 将使其消失)。点击它将" -"展开该 [Popup] 节点。" +"[TabContainer] 的右上角(将其设置为 [code]null[/code] 将使其消失)。点击它将展" +"开该 [Popup] 节点。" msgid "Sets the button icon from the tab at index [param tab_idx]." msgstr "设置索引为 [param tab_idx] 的选项卡的按钮图标。" @@ -98644,13 +111211,13 @@ msgid "" "If [code]true[/code], all tabs are drawn in front of the panel. If " "[code]false[/code], inactive tabs are drawn behind the panel." msgstr "" -"如果为 [code]true[/code],所有选项卡都会被绘制在面板之前。如果为 " -"[code]false[/code],未激活的选项卡会被绘制在面板之后。" +"如果为 [code]true[/code],所有选项卡都会被绘制在面板之前。如果为 [code]false[/" +"code],未激活的选项卡会被绘制在面板之后。" msgid "" -"The current tab index. When set, this index's [Control] node's " -"[code]visible[/code] property is set to [code]true[/code] and all others are " -"set to [code]false[/code]." +"The current tab index. When set, this index's [Control] node's [code]visible[/" +"code] property is set to [code]true[/code] and all others are set to " +"[code]false[/code]." msgstr "" "当前选项卡的索引。设置后,此索引的 [Control] 节点的 [code]visible[/code] 属性" "会被设为 [code]true[/code],其他所有都设置为 [code]false[/code]。" @@ -98661,8 +111228,8 @@ msgid "" msgstr "设置选项卡的放置位置。详情见 [enum TabBar.AlignmentMode]。" msgid "" -"[TabContainer]s with the same rearrange group ID will allow dragging the " -"tabs between them. Enable drag with [member drag_to_rearrange_enabled].\n" +"[TabContainer]s with the same rearrange group ID will allow dragging the tabs " +"between them. Enable drag with [member drag_to_rearrange_enabled].\n" "Setting this to [code]-1[/code] will disable rearranging between " "[TabContainer]s." msgstr "" @@ -98698,6 +111265,18 @@ msgstr "用户点击该选项卡上的按钮图标时发出。" msgid "Emitted when a tab is selected, even if it is the current tab." msgstr "选择选项卡时发出,即使它是当前选项卡。" +msgid "Font color of the currently hovered tab." +msgstr "当前悬停选项卡的字体颜色。" + +msgid "" +"The maximum allowed width of the tab's icon. This limit is applied on top of " +"the default size of the icon, but before the value set with [method TabBar." +"set_tab_icon_max_width]. The height is adjusted according to the icon's ratio." +msgstr "" +"选项卡图标所允许的最大宽度。这个限制应用在该图标默认大小之上,但是应用在 " +"[method TabBar.set_tab_icon_max_width] 所设置的值之前。高度会根据图标比例调" +"整。" + msgid "Space between tab's name and its icon." msgstr "选项卡名称与其图标之间的间距。" @@ -98718,13 +111297,16 @@ msgid "The icon for the menu button (see [method set_popup])." msgstr "菜单按钮的图标(见 [method set_popup])。" msgid "" -"The icon for the menu button (see [method set_popup]) when it's being " -"hovered with the cursor." +"The icon for the menu button (see [method set_popup]) when it's being hovered " +"with the cursor." msgstr "当光标悬停时菜单按钮的图标(见 [method set_popup])。" msgid "The style for the background fill." msgstr "背景填充的样式。" +msgid "The style of the currently hovered tab." +msgstr "当前悬停的选项卡的样式。" + msgid "The style for the background fill of the [TabBar] area." msgstr "[TabBar] 区域的背景填充样式。" @@ -98772,9 +111354,9 @@ msgstr "" "如果 [param bind_address] 被设置为 [code]\"0.0.0.0\"[/code](用于 IPv4)或 " "[code]\"::\"[/code](用于 IPv6),该服务器将监听所有符合该 IP 类型的可用地" "址。\n" -"如果 [param bind_address] 被设置为任何有效的地址(如 " -"[code]\"192.168.1.101\"[/code]、[code]\"::1\"[/code] 等),该服务器将只在具有" -"该地址的接口上监听(如果不存在具有该地址的接口则失败)。" +"如果 [param bind_address] 被设置为任何有效的地址(如 [code]\"192.168.1.101\"[/" +"code]、[code]\"::1\"[/code] 等),该服务器将只在具有该地址的接口上监听(如果不" +"存在具有该地址的接口则失败)。" msgid "Stops listening." msgstr "停止监听。" @@ -98783,6 +111365,30 @@ msgid "" "If a connection is available, returns a StreamPeerTCP with the connection." msgstr "如果连接可用,则返回带有该连接的 StreamPeerTCP。" +msgid "A multiline text editor." +msgstr "多行文本编辑器。" + +msgid "" +"A multiline text editor. It also has limited facilities for editing code, " +"such as syntax highlighting support. For more advanced facilities for editing " +"code, see [CodeEdit].\n" +"[b]Note:[/b] Most viewport, caret and edit methods contain a " +"[code]caret_index[/code] argument for [member caret_multiple] support. The " +"argument should be one of the following: [code]-1[/code] for all carets, " +"[code]0[/code] for the main caret, or greater than [code]0[/code] for " +"secondary carets.\n" +"[b]Note:[/b] When holding down [kbd]Alt[/kbd], the vertical scroll wheel will " +"scroll 5 times as fast as it would normally do. This also works in the Godot " +"script editor." +msgstr "" +"多行文本编辑器。它还有少量用于编辑代码的功能,例如语法高亮支持。更多针对编辑代" +"码的高阶功能见 [CodeEdit]。\n" +"[b]注意:[/b]大多数视口、光标和编辑方法都包含 [code]caret_index[/code] 参数以" +"支持 [member caret_multiple]。该参数应为以下之一:[code]-1[/code] 用于所有光" +"标,[code]0[/code] 用于主光标,大于 [code]0[/code] 用于辅助光标。\n" +"[b]注意:[/b]当按住 [kbd]Alt[/kbd] 时,垂直滚轮的滚动速度将是正常速度的 5 倍。" +"这也适用于 Godot 脚本编辑器。" + msgid "" "Override this method to define what happens when the user presses the " "backspace key." @@ -98825,11 +111431,11 @@ msgstr "" "code]。" msgid "" -"Adds an additional caret above or below every caret. If [param below] is " -"true the new caret will be added below and above otherwise." +"Adds an additional caret above or below every caret. If [param below] is true " +"the new caret will be added below and above otherwise." msgstr "" -"在每个光标上方或下方添加一个额外的光标。如果 [param below] 为 true,则会在下" -"方添加新光标,否则为上方。" +"在每个光标上方或下方添加一个额外的光标。如果 [param below] 为 true,则会在下方" +"添加新光标,否则为上方。" msgid "" "Register a new gutter to this [TextEdit]. Use [param at] to have a specific " @@ -98842,12 +111448,12 @@ msgid "" "Adds a selection and a caret for the next occurrence of the current " "selection. If there is no active selection, selects word under caret." msgstr "" -"选中当前所选内容下一次出现的位置并添加文本光标。如果没有活动的选中内容,则选" -"中当前光标所处的单词。" +"选中当前所选内容下一次出现的位置并添加文本光标。如果没有活动的选中内容,则选中" +"当前光标所处的单词。" msgid "" -"Reposition the carets affected by the edit. This assumes edits are applied " -"in edit order, see [method get_caret_index_edit_order]." +"Reposition the carets affected by the edit. This assumes edits are applied in " +"edit order, see [method get_caret_index_edit_order]." msgstr "" "重新定位受编辑影响的文本光标。这个操作假定编辑是按照编辑顺序应用的,见 " "[method get_caret_index_edit_order]。" @@ -98864,15 +111470,15 @@ msgid "" "Starts a multipart edit. All edits will be treated as one action until " "[method end_complex_operation] is called." msgstr "" -"开始一个多部分编辑。在调用 [method end_complex_operation] 之前,所有编辑都将" -"被视为一个动作。" +"开始一个多部分编辑。在调用 [method end_complex_operation] 之前,所有编辑都将被" +"视为一个动作。" msgid "" "Centers the viewport on the line the editing caret is at. This also resets " "the [member scroll_horizontal] value to [code]0[/code]." msgstr "" -"将视口居中在正在编辑的插入符号所在的行上。这也将 [member scroll_horizontal] " -"值重置为 [code]0[/code]。" +"将视口居中在正在编辑的插入符号所在的行上。这也将 [member scroll_horizontal] 值" +"重置为 [code]0[/code]。" msgid "Performs a full reset of [TextEdit], including undo history." msgstr "执行对 [TextEdit] 的完全重置,包括撤消历史。" @@ -98903,8 +111509,8 @@ msgid "" "called outside a complex operation, the current operation is pushed onto the " "undo/redo stack." msgstr "" -"结束一个多部分编辑,该多部分编辑从 [method begin_complex_operation] 开始。如" -"果在一个复杂动作之外调用,则将当前动作将被压入撤消/重做堆栈。" +"结束一个多部分编辑,该多部分编辑从 [method begin_complex_operation] 开始。如果" +"在一个复杂动作之外调用,则将当前动作将被压入撤消/重做堆栈。" msgid "Returns the column the editing caret is at." msgstr "返回编辑光标所在的列。" @@ -98916,8 +111522,8 @@ msgid "Returns the caret pixel draw position." msgstr "返回光标的像素绘制位置。" msgid "" -"Returns a list of caret indexes in their edit order, this done from bottom " -"to top. Edit order refers to the way actions such as [method " +"Returns a list of caret indexes in their edit order, this done from bottom to " +"top. Edit order refers to the way actions such as [method " "insert_text_at_caret] are applied." msgstr "" "返回文本光标索引的列表,使用编辑顺序,从下到上进行。编辑顺序是 [method " @@ -98951,8 +111557,8 @@ msgid "Returns the [HScrollBar] used by [TextEdit]." msgstr "设置该 [TextEdit] 所使用的 [HScrollBar]。" msgid "" -"Returns the number of spaces and [code]tab * tab_size[/code] before the " -"first char." +"Returns the number of spaces and [code]tab * tab_size[/code] before the first " +"char." msgstr "返回第一个字符前的空格和 [code]tab * tab_size[/code] 数。" msgid "" @@ -98985,8 +111591,8 @@ msgid "" "text, both vector values will be set to [code]-1[/code]." msgstr "" "返回给定位置的行和列。在返回的向量中,[code]x[/code] 是列,[code]y[/code] 是" -"行。如果 [param allow_out_of_bounds] 为 [code]false[/code],且该位置不在文本" -"上方,则两个向量值都将被设置为 [code]-1[/code]。" +"行。如果 [param allow_out_of_bounds] 为 [code]false[/code],且该位置不在文本上" +"方,则两个向量值都将被设置为 [code]-1[/code]。" msgid "Returns the number of lines in the text." msgstr "返回文本中的行数。" @@ -99003,6 +111609,15 @@ msgstr "返回边栏 [param gutter] 中,当前位于 [param line] 行的元数 msgid "Returns the text currently in [param gutter] at [param line]." msgstr "返回边栏 [param gutter] 中,当前位于 [param line] 行的文本。" +msgid "" +"Returns the maximum value of the line height among all lines.\n" +"[b]Note:[/b] The return value is influenced by [theme_item line_spacing] and " +"[theme_item font_size]. And it will not be less than [code]1[/code]." +msgstr "" +"返回所有行中行高的最大值。\n" +"[b]注意:[/b]返回值受 [theme_item line_spacing] 和 [theme_item font_size] 的影" +"响。不会比 [code]1[/code] 小。" + msgid "Returns the width in pixels of the [param wrap_index] on [param line]." msgstr "返回位于 [param line] 的 [param wrap_index] 的像素宽度。" @@ -99061,12 +111676,12 @@ msgid "" "}\n" "[/csharp]\n" "[/codeblocks]\n" -"[b]Warning:[/b] This is a required internal node, removing and freeing it " -"may cause a crash. If you wish to hide it or any of its children, use their " +"[b]Warning:[/b] This is a required internal node, removing and freeing it may " +"cause a crash. If you wish to hide it or any of its children, use their " "[member Window.visible] property." msgstr "" -"返回该 [TextEdit] 的 [PopupMenu]。默认情况下,会在右键单击 [TextEdit] 时显示" -"改菜单。\n" +"返回该 [TextEdit] 的 [PopupMenu]。默认情况下,会在右键单击 [TextEdit] 时显示改" +"菜单。\n" "你可以添加自定义菜单项,也可以移除标准菜单项。请确保你使用的 ID 与标准菜单项" "的 ID 不冲突(见 [enum MenuItems])。例如:\n" "[codeblocks]\n" @@ -99117,9 +111732,9 @@ msgid "Returns the number of lines that may be drawn on the minimap." msgstr "返回小地图上能够绘制的行数。" msgid "" -"Similar to [method get_next_visible_line_offset_from], but takes into " -"account the line wrap indexes. In the returned vector, [code]x[/code] is the " -"line, [code]y[/code] is the wrap index." +"Similar to [method get_next_visible_line_offset_from], but takes into account " +"the line wrap indexes. In the returned vector, [code]x[/code] is the line, " +"[code]y[/code] is the wrap index." msgstr "" "类似于 [method get_next_visible_line_offset_from],但考虑了换行索引。在返回的" "向量中,[code]x[/code] 是行,[code]y[/code] 是换行索引。" @@ -99141,24 +111756,24 @@ msgid "" "[b]Note:[/b] The Y position corresponds to the bottom side of the line. Use " "[method get_rect_at_line_column] to get the top side position." msgstr "" -"返回给定 [param line] 和 [param column] 的局部位置。如果返回的向量的 " -"[code]x[/code] 或 [code]y[/code] 等于 [code]-1[/code],则该位置在该控件的可视" -"区域之外。\n" +"返回给定 [param line] 和 [param column] 的局部位置。如果返回的向量的 [code]x[/" +"code] 或 [code]y[/code] 等于 [code]-1[/code],则该位置在该控件的可视区域之" +"外。\n" "[b]注意:[/b]Y 位置对应于行的底部。请使用 [method get_rect_at_line_column] 来" "获取顶部位置。" msgid "" "Returns the local position and size for the grapheme at the given [param " -"line] and [param column]. If [code]x[/code] or [code]y[/code] position of " -"the returned rect equal [code]-1[/code], the position is outside of the " -"viewable area of the control.\n" +"line] and [param column]. If [code]x[/code] or [code]y[/code] position of the " +"returned rect equal [code]-1[/code], the position is outside of the viewable " +"area of the control.\n" "[b]Note:[/b] The Y position of the returned rect corresponds to the top side " "of the line, unlike [method get_pos_at_line_column] which returns the bottom " "side." msgstr "" -"返回给定 [param line] 和 [param column] 处的字素的局部位置和大小。如果返回的" -"矩形的 [code]x[/code] 或 [code]y[/code] 位置等于 [code]-1[/code],则该位置在" -"该控件的可视区域之外。\n" +"返回给定 [param line] 和 [param column] 处的字素的局部位置和大小。如果返回的矩" +"形的 [code]x[/code] 或 [code]y[/code] 位置等于 [code]-1[/code],则该位置在该控" +"件的可视区域之外。\n" "[b]注意:[/b]返回的矩形的 Y 位置对应于该行的顶部,不像 [method " "get_pos_at_line_column] 返回底边。" @@ -99168,6 +111783,13 @@ msgstr "从 [method tag_saved_version] 返回最后一个标记的保存版本 msgid "Returns the scroll position for [param wrap_index] of [param line]." msgstr "返回 [param line] 的 [param wrap_index] 对应的滚动位置。" +msgid "" +"Returns the text inside the selection of a caret, or all the carets if [param " +"caret_index] is its default value [code]-1[/code]." +msgstr "" +"返回光标所选文本,如果 [param caret_index] 为默认值 [code]-1[/code] 则为所有光" +"标所选文本。" + msgid "Returns the original start column of the selection." msgstr "返回选区的原始起始列。" @@ -99268,8 +111890,8 @@ msgstr "" "合并从 [param from_line] 到 [param to_line] 的边栏。只会复制可覆盖的边栏。" msgid "" -"Merges any overlapping carets. Will favor the newest caret, or the caret " -"with a selection.\n" +"Merges any overlapping carets. Will favor the newest caret, or the caret with " +"a selection.\n" "[b]Note:[/b] This is not called when a caret changes position but after " "certain actions, so it is possible to get into a state where carets overlap." msgstr "" @@ -99321,8 +111943,8 @@ msgid "" " var column_number = result.x\n" "[/gdscript]\n" "[csharp]\n" -"Vector2I result = Search(\"print\", (uint)TextEdit.SearchFlags.WholeWords, " -"0, 0);\n" +"Vector2I result = Search(\"print\", (uint)TextEdit.SearchFlags.WholeWords, 0, " +"0);\n" "if (result.X != -1)\n" "{\n" " // Result found.\n" @@ -99333,8 +111955,8 @@ msgid "" "[/codeblocks]" msgstr "" "在文本内部进行搜索。搜索标志可以在 [enum SearchFlags] 枚举中指定。\n" -"在返回的向量中,[code]x[/code] 是列,[code]y[/code] 是行。如果没有找到结果," -"则两者都等于 [code]-1[/code] 。\n" +"在返回的向量中,[code]x[/code] 是列,[code]y[/code] 是行。如果没有找到结果,则" +"两者都等于 [code]-1[/code] 。\n" "[codeblocks]\n" "[gdscript]\n" "var result = search(\"print\", SEARCH_WHOLE_WORDS, 0, 0)\n" @@ -99344,8 +111966,8 @@ msgstr "" " var column_number = result.x\n" "[/gdscript]\n" "[csharp]\n" -"Vector2I result = Search(\"print\", (uint)TextEdit.SearchFlags.WholeWords, " -"0, 0);\n" +"Vector2I result = Search(\"print\", (uint)TextEdit.SearchFlags.WholeWords, 0, " +"0);\n" "if (result.X != -1)\n" "{\n" " // 找到了结果。\n" @@ -99386,8 +112008,25 @@ msgstr "" "merge_overlapping_carets]。" msgid "" -"Sets the gutter as clickable. This will change the mouse cursor to a " -"pointing hand when hovering over the gutter." +"Moves the caret to the specified [param line] index.\n" +"If [param adjust_viewport] is [code]true[/code], the viewport will center at " +"the caret position after the move occurs.\n" +"If [param can_be_hidden] is [code]true[/code], the specified [param line] can " +"be hidden.\n" +"[b]Note:[/b] If supporting multiple carets this will not check for any " +"overlap. See [method merge_overlapping_carets]." +msgstr "" +"将光标移动到指定的 [param line] 索引。\n" +"如果 [param adjust_viewport] 为 [code]true[/code],则视口将在移动发生后以光标" +"位置为中心。\n" +"如果 [param can_be_hidden] 为 [code]true[/code],则可以隐藏指定的 [param " +"line]。\n" +"[b]注意:[/b]如果支持多个光标,则不会检查任何重叠。见 [method " +"merge_overlapping_carets]。" + +msgid "" +"Sets the gutter as clickable. This will change the mouse cursor to a pointing " +"hand when hovering over the gutter." msgstr "将边栏设置为可点击。当鼠标在边栏上悬停时,会将鼠标光标变为指点的手形。" msgid "" @@ -99436,8 +112075,8 @@ msgstr "" "设置该行的当前背景色。设置为 [code]Color(0, 0, 0, 0)[/code] 则没有颜色。" msgid "" -"If [param clickable] is [code]true[/code], makes the [param gutter] on " -"[param line] clickable. See [signal gutter_clicked]." +"If [param clickable] is [code]true[/code], makes the [param gutter] on [param " +"line] clickable. See [signal gutter_clicked]." msgstr "" "如果 [param clickable] 为 [code]true[/code],则让位于 [param line] 的 [param " "gutter] 可点击。见 [signal gutter_clicked]。" @@ -99460,16 +112099,16 @@ msgid "" "If [code]true[/code], sets the user into overtype mode. When the user types " "in this mode, it will override existing text." msgstr "" -"如果为 [code]true[/code],则将用户设置为改写模式。当用户在该模式下键入时,它" -"将覆盖现有文本。" +"如果为 [code]true[/code],则将用户设置为改写模式。当用户在该模式下键入时,它将" +"覆盖现有文本。" msgid "" "Sets the search [param flags]. This is used with [method set_search_text] to " "highlight occurrences of the searched text. Search flags can be specified " "from the [enum SearchFlags] enum." msgstr "" -"设置搜索标志 [param flags]。配合 [method set_search_text] 使用可以高亮被搜索" -"的文本。搜索标志可以使用 [enum SearchFlags] 枚举指定。" +"设置搜索标志 [param flags]。配合 [method set_search_text] 使用可以高亮被搜索的" +"文本。搜索标志可以使用 [enum SearchFlags] 枚举指定。" msgid "Sets the search text. See [method set_search_flags]." msgstr "设置搜索文本。见 [method set_search_flags]。" @@ -99487,6 +112126,18 @@ msgstr "" "提供自定义工具提示文本。该回调方法必须接受以下参数:[code]hovered_word: " "String[/code]。" +msgid "" +"Starts an action, will end the current action if [param action] is " +"different.\n" +"An action will also end after a call to [method end_action], after [member " +"ProjectSettings.gui/timers/text_edit_idle_detect_sec] is triggered or a new " +"undoable step outside the [method start_action] and [method end_action] calls." +msgstr "" +"开始一个动作,如果 [param action] 与当前动作不同,则会终止当前动作。\n" +"调用 [method end_action]、触发 [member ProjectSettings.gui/timers/" +"text_edit_idle_detect_sec] 或者在 [method start_action] 和 [method " +"end_action] 之外调用可撤销的操作都会导致动作的终止。" + msgid "Swaps the two lines." msgstr "交换两行。" @@ -99496,13 +112147,26 @@ msgstr "将当前版本标记为已保存。" msgid "Perform undo operation." msgstr "执行撤销操作。" +msgid "" +"If [member wrap_mode] is set to [constant LINE_WRAPPING_BOUNDARY], sets text " +"wrapping mode. To see how each mode behaves, see [enum TextServer." +"AutowrapMode]." +msgstr "" +"如果 [member wrap_mode] 设置为 [constant LINE_WRAPPING_BOUNDARY],则设置文本换" +"行模式。不同模式的行为见 [enum TextServer.AutowrapMode]。" + +msgid "" +"If [code]true[/code], caret will be visible when [member editable] is " +"disabled." +msgstr "如果为 [code]true[/code],则禁用 [member editable] 时光标可见。" + msgid "" "If [code]true[/code], a right-click moves the caret at the mouse position " "before displaying the context menu.\n" "If [code]false[/code], the context menu disregards mouse location." msgstr "" -"如果为 [code]true[/code],则单击右键时会先将文本光标移动到鼠标位置,然后再显" -"示上下文菜单。\n" +"如果为 [code]true[/code],则单击右键时会先将文本光标移动到鼠标位置,然后再显示" +"上下文菜单。\n" "如果为 [code]false[/code],则上下文菜单将忽略鼠标位置。" msgid "Sets if multiple carets are allowed." @@ -99533,8 +112197,8 @@ msgid "If [code]true[/code], the line containing the cursor is highlighted." msgstr "如果为 [code]true[/code],则包含光标的行会突出显示。" msgid "" -"If [code]true[/code], a minimap is shown, providing an outline of your " -"source code." +"If [code]true[/code], a minimap is shown, providing an outline of your source " +"code." msgstr "如果为 [code]true[/code],则显示小地图,提供源代码的概要。" msgid "The width, in pixels, of the minimap." @@ -99548,11 +112212,11 @@ msgstr "" "text])。" msgid "" -"If [code]true[/code], [TextEdit] will disable vertical scroll and fit " -"minimum height to the number of visible lines." +"If [code]true[/code], [TextEdit] will disable vertical scroll and fit minimum " +"height to the number of visible lines." msgstr "" -"如果为 [code]true[/code],则 [TextEdit] 将禁用垂直滚动,并将最小高度与可见行" -"数相匹配。" +"如果为 [code]true[/code],则 [TextEdit] 将禁用垂直滚动,并将最小高度与可见行数" +"相匹配。" msgid "" "If there is a horizontal scrollbar, this determines the current horizontal " @@ -99571,15 +112235,15 @@ msgid "" msgstr "设置使用小地图或当 [member scroll_smooth] 被启用时的滚动速度。" msgid "" -"If there is a vertical scrollbar, this determines the current vertical " -"scroll value in line numbers, starting at 0 for the top line." +"If there is a vertical scrollbar, this determines the current vertical scroll " +"value in line numbers, starting at 0 for the top line." msgstr "" "如果有一个垂直滚动条,这就决定了当前的垂直滚动值,以行数为单位,顶行从0开始。" msgid "" "If [code]true[/code], text can be selected.\n" -"If [code]false[/code], text can not be selected by the user or by the " -"[method select] or [method select_all] methods." +"If [code]false[/code], text can not be selected by the user or by the [method " +"select] or [method select_all] methods." msgstr "" "如果为 [code]true[/code],文本可以被选择。\n" "如果为 [code]false[/code],用户或使用[method select]或[method select_all]方法" @@ -99612,8 +112276,8 @@ msgid "" "remove [param to_line] will be less then [param from_line]." msgstr "" "文本改变时立即发出。\n" -"添加文本时 [param from_line] 小于 [param to_line]。移除文本时 [param " -"to_line] 小于 [param from_line]。" +"添加文本时 [param from_line] 小于 [param to_line]。移除文本时 [param to_line] " +"小于 [param from_line]。" msgid "Emitted when [method clear] is called or [member text] is set." msgstr "[method clear] 被调用,或 [member text] 被设置时发出。" @@ -99671,6 +112335,9 @@ msgstr "选择单个字符,就像用户单击一样。" msgid "Select whole words as if the user double clicked." msgstr "选择整个单词,就像用户双击一样。" +msgid "Select whole lines as if the user triple clicked." +msgstr "选择整行文本,就像用户三击一样。" + msgid "Line wrapping is disabled." msgstr "换行被禁用。" @@ -99719,8 +112386,8 @@ msgid "" "scaling factor." msgstr "" "文本光标的像素宽度。较大的值能够确保光标易于看到,确保光标与较大的字体保持一" -"致,从而提高可访问性。如果设置为 [code]0[/code] 或更低,光标的宽度将被自动设" -"置为 1 像素,并乘以显示缩放系数。" +"致,从而提高可访问性。如果设置为 [code]0[/code] 或更低,光标的宽度将被自动设置" +"为 1 像素,并乘以显示缩放系数。" msgid "Sets the [StyleBox] of this [TextEdit]." msgstr "设置这个 [TextEdit] 的 [StyleBox]。" @@ -99732,6 +112399,9 @@ msgstr "设置这个 [TextEdit] 在禁用 [member editable] 时的 [StyleBox]。 msgid "Holds a line of text." msgstr "存放一行文本。" +msgid "Abstraction over [TextServer] for handling a single line of text." +msgstr "基于 [TextServer] 的抽象,用于处理单行文本。" + msgid "" "Adds inline object to the text buffer, [param key] must be unique. In the " "text, object is represented as [param length] object replacement characters." @@ -99749,8 +112419,8 @@ msgid "" "Draw text into a canvas item at a given position, with [param color]. [param " "pos] specifies the top left corner of the bounding box." msgstr "" -"在画布项中的给定位置绘制文本,颜色为 [param color]。[param pos] 指定的是边界" -"框的左上角。" +"在画布项中的给定位置绘制文本,颜色为 [param color]。[param pos] 指定的是边界框" +"的左上角。" msgid "" "Returns the text ascent (number of pixels above the baseline for horizontal " @@ -99786,8 +112456,8 @@ msgid "Returns size of the bounding box of the text." msgstr "返回文本边界框的大小。" msgid "" -"Returns caret character offset at the specified pixel offset at the " -"baseline. This function always returns a valid position." +"Returns caret character offset at the specified pixel offset at the baseline. " +"This function always returns a valid position." msgstr "" "返回基线处指定像素偏移处的文本光标的偏移量。该函数始终返回一个有效位置。" @@ -99839,14 +112509,14 @@ msgid "" "contours. Bitmap fonts (including bitmap data in the TrueType/OpenType " "containers, like color emoji fonts) are not supported.\n" "The UV layout is arranged in 4 horizontal strips, top to bottom: 40% of the " -"height for the front face, 40% for the back face, 10% for the outer edges " -"and 10% for the inner edges." +"height for the front face, 40% for the back face, 10% for the outer edges and " +"10% for the inner edges." msgstr "" "根据文本生成 [PrimitiveMesh]。\n" "使用了矢量字形轮廓的动态字体才能用于生成 TextMesh。不支持位图字体(包括 " "TrueType/OpenType 容器中的位图数据,例如彩色 Emoji 字体)。\n" -"UV 布局由 4 个横条组成,从上到下依次为:正面占 40% 高度,背面占 40% 的高度," -"外面占 10% 的高度,内侧面占 10% 的高度。" +"UV 布局由 4 个横条组成,从上到下依次为:正面占 40% 高度,背面占 40% 的高度,外" +"面占 10% 的高度,内侧面占 10% 的高度。" msgid "Step (in pixels) used to approximate Bézier curves." msgstr "用于近似贝塞尔曲线的步长(单位为像素)。" @@ -99856,8 +112526,8 @@ msgid "" "generated, and UV layout is changed to use full texture for the front face " "only." msgstr "" -"生成的网格的深度,设为 [code]0.0[/code] 时只有正面,此时的 UV 布局会变为让正" -"面占据整张纹理。" +"生成的网格的深度,设为 [code]0.0[/code] 时只有正面,此时的 UV 布局会变为让正面" +"占据整张纹理。" msgid "Font size of the [TextMesh]'s text." msgstr "该 [TextMesh] 文本的字体大小。" @@ -99882,6 +112552,9 @@ msgstr "文本宽度(单位为像素),用于填充对齐。" msgid "Holds a paragraph of text." msgstr "持有一个文本段落。" +msgid "Abstraction over [TextServer] for handling a single paragraph of text." +msgstr "对 [TextServer] 的抽象,用于处理单个文本段落。" + msgid "Clears text paragraph (removes text and inline objects)." msgstr "清空文本段落(移除文本和内联对象)。" @@ -99900,35 +112573,35 @@ msgid "" "Draw drop cap into a canvas item at a given position, with [param color]. " "[param pos] specifies the top left corner of the bounding box." msgstr "" -"在画布项中的给定位置绘制首字下沉,颜色为 [param color]。[param pos] 指定的是" -"边界框的左上角。" +"在画布项中的给定位置绘制首字下沉,颜色为 [param color]。[param pos] 指定的是边" +"界框的左上角。" msgid "" "Draw drop cap outline into a canvas item at a given position, with [param " "color]. [param pos] specifies the top left corner of the bounding box." msgstr "" -"在画布项中的给定位置绘制首字下沉的轮廓,颜色为 [param color]。[param pos] 指" -"定的是边界框的左上角。" +"在画布项中的给定位置绘制首字下沉的轮廓,颜色为 [param color]。[param pos] 指定" +"的是边界框的左上角。" msgid "" "Draw single line of text into a canvas item at a given position, with [param " "color]. [param pos] specifies the top left corner of the bounding box." msgstr "" -"在画布项中的给定位置绘制一行文本,颜色为 [param color]。[param pos] 指定的是" -"边界框的左上角。" +"在画布项中的给定位置绘制一行文本,颜色为 [param color]。[param pos] 指定的是边" +"界框的左上角。" msgid "" "Draw outline of the single line of text into a canvas item at a given " "position, with [param color]. [param pos] specifies the top left corner of " "the bounding box." msgstr "" -"在画布项中的给定位置绘制一行文本的轮廓,颜色为 [param color]。[param pos] 指" -"定的是边界框的左上角。" +"在画布项中的给定位置绘制一行文本的轮廓,颜色为 [param color]。[param pos] 指定" +"的是边界框的左上角。" msgid "" "Draw outlines of all lines of the text and drop cap into a canvas item at a " -"given position, with [param color]. [param pos] specifies the top left " -"corner of the bounding box." +"given position, with [param color]. [param pos] specifies the top left corner " +"of the bounding box." msgstr "" "在画布项中的给定位置绘制文本中所有行和首字下沉的轮廓,颜色为 [param color]。" "[param pos] 指定的是边界框的左上角。" @@ -99946,8 +112619,8 @@ msgid "" "Returns the text line ascent (number of pixels above the baseline for " "horizontal layout or to the left of baseline for vertical)." msgstr "" -"返回文本行上高(对于水平布局,为基线上方的像素数;或对于垂直布局,基线左侧的" -"像素数)。" +"返回文本行上高(对于水平布局,为基线上方的像素数;或对于垂直布局,基线左侧的像" +"素数)。" msgid "Returns number of lines in the paragraph." msgstr "返回段落中的行数。" @@ -99956,8 +112629,8 @@ msgid "" "Returns the text line descent (number of pixels below the baseline for " "horizontal layout or to the right of baseline for vertical)." msgstr "" -"返回文本行下深(对于水平布局,为基线下方的像素数;或对于垂直布局,基线右侧的" -"像素数)。" +"返回文本行下深(对于水平布局,为基线下方的像素数;或对于垂直布局,基线右侧的像" +"素数)。" msgid "Returns array of inline objects in the line." msgstr "返回某行中内联对象的数组。" @@ -99972,8 +112645,8 @@ msgid "Returns size of the bounding box of the line of text." msgstr "返回文本行边界框的大小。" msgid "" -"Returns width (for horizontal layout) or height (for vertical) of the line " -"of text." +"Returns width (for horizontal layout) or height (for vertical) of the line of " +"text." msgstr "返回文本行的宽度(水平排版)或高度(垂直排版)。" msgid "" @@ -99996,8 +112669,8 @@ msgid "" "is a decorative element at the beginning of a paragraph that is larger than " "the rest of the text." msgstr "" -"设置首字下沉,会覆盖之前设置的首字下沉。首字下沉是段落开头的装饰元素,比文本" -"的其余部分大。" +"设置首字下沉,会覆盖之前设置的首字下沉。首字下沉是段落开头的装饰元素,比文本的" +"其余部分大。" msgid "Aligns paragraph to the given tab-stops." msgstr "将段落与给定的制表位对齐。" @@ -100027,6 +112700,18 @@ msgstr "" msgid "Paragraph width." msgstr "段落宽度。" +msgid "A server interface for font management and text rendering." +msgstr "字体管理和文本渲染的服务器接口。" + +msgid "[TextServer] is the API backend for managing fonts and rendering text." +msgstr "[TextServer] 是用于管理字体和渲染文本的 API 后端。" + +msgid "" +"Creates a new, empty font cache entry resource. To free the resulting " +"resource, use the [method free_rid] method." +msgstr "" +"新建空的字体缓存条目资源。要释放生成的资源,请使用 [method free_rid] 方法。" + msgid "" "Creates new buffer for complex text layout, with the given [param direction] " "and [param orientation]. To free the resulting buffer, use [method free_rid] " @@ -100036,8 +112721,8 @@ msgid "" "[b]Note:[/b] Orientation is ignored if server does not support [constant " "FEATURE_VERTICAL_LAYOUT] feature (supported by [TextServerAdvanced])." msgstr "" -"使用给定的方向 [param direction] 和朝向 [param orientation] 新建缓冲区,用于" -"复杂排版。要释放生成的缓冲区,请使用 [method free_rid]方法。\n" +"使用给定的方向 [param direction] 和朝向 [param orientation] 新建缓冲区,用于复" +"杂排版。要释放生成的缓冲区,请使用 [method free_rid]方法。\n" "[b]注意:[/b]如果服务器不支持 [constant FEATURE_BIDI_LAYOUT] 特性,则会忽略方" "向([TextServerAdvanced] 支持)。\n" "[b]注意:[/b]如果服务器不支持 [constant FEATURE_VERTICAL_LAYOUT] 特性,则会忽" @@ -100070,11 +112755,10 @@ msgstr "" "font_remove_glyph] 手动移除。" msgid "" -"Draws single glyph into a canvas item at the position, using [param " -"font_rid] at the size [param size].\n" -"[b]Note:[/b] Glyph index is specific to the font, use glyphs indices " -"returned by [method shaped_text_get_glyphs] or [method " -"font_get_glyph_index].\n" +"Draws single glyph into a canvas item at the position, using [param font_rid] " +"at the size [param size].\n" +"[b]Note:[/b] Glyph index is specific to the font, use glyphs indices returned " +"by [method shaped_text_get_glyphs] or [method font_get_glyph_index].\n" "[b]Note:[/b] If there are pending glyphs to render, calling this function " "might trigger the texture cache update." msgstr "" @@ -100085,11 +112769,10 @@ msgstr "" "[b]注意:[/b]如果有待渲染的字形,调用这个函数可能会触发纹理缓存的更新。" msgid "" -"Draws single glyph outline of size [param outline_size] into a canvas item " -"at the position, using [param font_rid] at the size [param size].\n" -"[b]Note:[/b] Glyph index is specific to the font, use glyphs indices " -"returned by [method shaped_text_get_glyphs] or [method " -"font_get_glyph_index].\n" +"Draws single glyph outline of size [param outline_size] into a canvas item at " +"the position, using [param font_rid] at the size [param size].\n" +"[b]Note:[/b] Glyph index is specific to the font, use glyphs indices returned " +"by [method shaped_text_get_glyphs] or [method font_get_glyph_index].\n" "[b]Note:[/b] If there are pending glyphs to render, calling this function " "might trigger the texture cache update." msgstr "" @@ -100102,6 +112785,13 @@ msgstr "" msgid "Returns font anti-aliasing mode." msgstr "返回字体的抗锯齿模式。" +msgid "" +"Returns character code associated with [param glyph_index], or [code]0[/code] " +"if [param glyph_index] is invalid. See [method font_get_glyph_index]." +msgstr "" +"返回与 [param glyph_index] 关联的字符码,如果 [param glyph_index] 无效则返回 " +"[code]0[/code]。见 [method font_get_glyph_index]。" + msgid "Returns font embolden strength." msgstr "返回字体的加粗力度。" @@ -100131,8 +112821,15 @@ msgstr "" "code] 和 [code]y[/code] 是点坐标。[code]z[/code] 是点的类型,使用 [enum " "ContourPointTag] 值。\n" "[code]contours[/code] - [PackedInt32Array],包含每个轮廓端点的索引。\n" -"[code]orientation[/code] - [bool],轮廓方向。如果为 [code]true[/code],则" -"顺时针轮廓必须被填充。" +"[code]orientation[/code] - [bool],轮廓方向。如果为 [code]true[/code],则顺" +"时针轮廓必须被填充。" + +msgid "" +"Returns the glyph index of a [param char], optionally modified by the [param " +"variation_selector]. See [method font_get_char_from_glyph_index]." +msgstr "" +"返回 [param char] 的字形索引,可以用 [param variation_selector] 修改。见 " +"[method font_get_char_from_glyph_index]。" msgid "Returns size of the glyph." msgstr "返回该字形的大小。" @@ -100193,8 +112890,8 @@ msgid "Returns 2D transform applied to the font outlines." msgstr "返回应用于字体轮廓的 2D 变换。" msgid "" -"Returns variation coordinates for the specified font cache entry. See " -"[method font_supported_variation_list] for more info." +"Returns variation coordinates for the specified font cache entry. See [method " +"font_supported_variation_list] for more info." msgstr "" "返回指定字体缓存条目的变体坐标。详见 [method font_supported_variation_list]。" @@ -100207,16 +112904,16 @@ msgid "" "Returns [code]true[/code] if auto-hinting is supported and preferred over " "font built-in hinting. Used by dynamic fonts only." msgstr "" -"如果自动提示被支持且优先于字体内置提示,则返回 [code]true[/code]。仅由动态字" -"体使用。" +"如果自动提示被支持且优先于字体内置提示,则返回 [code]true[/code]。仅由动态字体" +"使用。" msgid "" "Returns [code]true[/code] if glyphs of all sizes are rendered using single " "multichannel signed distance field generated from the dynamic font vector " "data." msgstr "" -"如果使用从动态字体矢量数据生成的单个多通道有符号距离场渲染所有大小的字形,则" -"返回 [code]true[/code]。" +"如果使用从动态字体矢量数据生成的单个多通道有符号距离场渲染所有大小的字形,则返" +"回 [code]true[/code]。" msgid "" "Returns [code]true[/code], if font supports given script (ISO 15924 code)." @@ -100250,15 +112947,15 @@ msgid "" "Sets font embolden strength. If [param strength] is not equal to zero, " "emboldens the font outlines. Negative values reduce the outline thickness." msgstr "" -"设置字体的加粗强度。如果 [param strength] 不等于零,则会加粗字体轮廓。负值会" -"减小轮廓的粗细度。" +"设置字体的加粗强度。如果 [param strength] 不等于零,则会加粗字体轮廓。负值会减" +"小轮廓的粗细度。" msgid "" "Sets bitmap font fixed size. If set to value greater than zero, same cache " "entry will be used for all font sizes." msgstr "" -"设置位图字体的固定大小。如果设置为大于零的值,则会为所有字体大小使用相同的缓" -"存条目。" +"设置位图字体的固定大小。如果设置为大于零的值,则会为所有字体大小使用相同的缓存" +"条目。" msgid "" "If set to [code]true[/code] auto-hinting is preferred over font built-in " @@ -100296,23 +112993,23 @@ msgstr "设置用于生成 MSDF 纹理的源字体大小。" msgid "" "If set to [code]true[/code], glyphs of all sizes are rendered using single " "multichannel signed distance field generated from the dynamic font vector " -"data. MSDF rendering allows displaying the font at any scaling factor " -"without blurriness, and without incurring a CPU cost when the font size " -"changes (since the font no longer needs to be rasterized on the CPU). As a " -"downside, font hinting is not available with MSDF. The lack of font hinting " -"may result in less crisp and less readable fonts at small sizes.\n" +"data. MSDF rendering allows displaying the font at any scaling factor without " +"blurriness, and without incurring a CPU cost when the font size changes " +"(since the font no longer needs to be rasterized on the CPU). As a downside, " +"font hinting is not available with MSDF. The lack of font hinting may result " +"in less crisp and less readable fonts at small sizes.\n" "[b]Note:[/b] MSDF font rendering does not render glyphs with overlapping " -"shapes correctly. Overlapping shapes are not valid per the OpenType " -"standard, but are still commonly found in many font files, especially those " -"converted by Google Fonts. To avoid issues with overlapping glyphs, consider " +"shapes correctly. Overlapping shapes are not valid per the OpenType standard, " +"but are still commonly found in many font files, especially those converted " +"by Google Fonts. To avoid issues with overlapping glyphs, consider " "downloading the font file directly from the type foundry instead of relying " "on Google Fonts." msgstr "" -"如果设置为 [code]true[/code],则所有大小的字形都使用同一个从动态字体向量数据" -"生成的多通道带符号距离场进行渲染。MSDF 渲染能够使用任意缩放系数显示字体,字体" -"不会变得模糊,字体大小的改变也不会消耗 CPU 的性能(因为字体不再需要在 CPU 上" -"进行光栅化)。缺点是MSDF 无法使用字体微调。缺少字体微调时,锐度可能降低,较小" -"的字体可能不易阅读。\n" +"如果设置为 [code]true[/code],则所有大小的字形都使用同一个从动态字体向量数据生" +"成的多通道带符号距离场进行渲染。MSDF 渲染能够使用任意缩放系数显示字体,字体不" +"会变得模糊,字体大小的改变也不会消耗 CPU 的性能(因为字体不再需要在 CPU 上进行" +"光栅化)。缺点是MSDF 无法使用字体微调。缺少字体微调时,锐度可能降低,较小的字" +"体可能不易阅读。\n" "[b]注意:[/b]MSDF 字体渲染无法正确渲染存在形状重叠的字形。重叠的形状在 " "OpenType 标准中是无效的,但在很多字体文件中仍然很常见,尤其是经过 Google " "Fonts 转换后的那些。要避免形状重叠带来的问题,请考虑直接从字体厂商下载字体文" @@ -100325,8 +113022,8 @@ msgid "Sets font OpenType feature set override." msgstr "设置字体 OpenType 特性集覆盖。" msgid "" -"Sets font oversampling factor, if set to [code]0.0[/code] global " -"oversampling factor is used instead. Used by dynamic fonts only." +"Sets font oversampling factor, if set to [code]0.0[/code] global oversampling " +"factor is used instead. Used by dynamic fonts only." msgstr "" "设置字体的过采样系数,如果设置为 [code]0.0[/code],则会改用全局过采样系数。仅" "由动态字体使用。" @@ -100387,8 +113084,8 @@ msgstr "" msgid "" "Sets weight (boldness) of the font. A value in the [code]100...999[/code] " -"range, normal font weight is [code]400[/code], bold font weight is " -"[code]700[/code].\n" +"range, normal font weight is [code]400[/code], bold font weight is [code]700[/" +"code].\n" "[b]Note:[/b] This value is used for font matching only and will not affect " "font rendering. Use [method font_set_face_index], [method " "font_set_variation_coordinates], or [method font_set_embolden] instead." @@ -100438,8 +113135,8 @@ msgid "" msgstr "返回 TextServer 数据库(例如 ICU 中断迭代器和字典)的描述。" msgid "" -"Returns [code]true[/code] if [param rid] is valid resource owned by this " -"text server." +"Returns [code]true[/code] if [param rid] is valid resource owned by this text " +"server." msgstr "" "如果 [param rid] 是该文本服务器拥有的有效资源,则返回 [code]true[/code]。" @@ -100454,12 +113151,12 @@ msgid "" "[b]Note:[/b] Always returns [code]-1[/code] if the server does not support " "the [constant FEATURE_UNICODE_SECURITY] feature." msgstr "" -"返回 [param dict] 中可能与 [param string] 发生视觉混淆的第一个字符串的索引," -"如果没有找到则返回 [code]-1[/code]。\n" +"返回 [param dict] 中可能与 [param string] 发生视觉混淆的第一个字符串的索引,如" +"果没有找到则返回 [code]-1[/code]。\n" "[b]注意:[/b]这个方法不检测不可见字符,要进行欺骗性检测,请与 [method " "spoof_check] 结合使用。\n" -"[b]注意:[/b]如果该服务器不支持 [constant FEATURE_UNICODE_SECURITY] 特性,则" -"始终返回 [code]-1[/code]。" +"[b]注意:[/b]如果该服务器不支持 [constant FEATURE_UNICODE_SECURITY] 特性,则始" +"终返回 [code]-1[/code]。" msgid "Returns [code]true[/code] if locale is right-to-left." msgstr "如果区域设置为从右至左,则返回 [code]true[/code]。" @@ -100476,18 +113173,16 @@ msgid "" "If the [constant FEATURE_UNICODE_IDENTIFIERS] feature is not supported, a " "valid identifier must:\n" "- Begin with a Unicode character of class XID_Start or [code]\"_\"[/code].\n" -"- May contain Unicode characters of class XID_Continue in the other " -"positions." +"- May contain Unicode characters of class XID_Continue in the other positions." msgstr "" "如果 [param string] 为有效的标识符,则返回 [code]true[/code]。\n" -"如果文字服务器支持 [constant FEATURE_UNICODE_IDENTIFIERS] 特性,则有效的标识" -"符必须:\n" +"如果文字服务器支持 [constant FEATURE_UNICODE_IDENTIFIERS] 特性,则有效的标识符" +"必须:\n" "- 遵循 C 范式。\n" "- 开头是 XID_Start 类的 Unicode 字符或 [code]\"_\"[/code]。\n" "- 其他位置可以包含 XID_Continue 类的 Unicode 字符。\n" "- 仅使用 UAX #31 推荐的文字(允许混合文字)。\n" -"如果不支持 [constant FEATURE_UNICODE_IDENTIFIERS] 特性,则有效的标识符必" -"须:\n" +"如果不支持 [constant FEATURE_UNICODE_IDENTIFIERS] 特性,则有效的标识符必须:\n" "- 开头是 XID_Start 类的 Unicode 字符或 [code]\"_\"[/code]。\n" "- 其他位置可以包含 XID_Continue 类的 Unicode 字符。" @@ -100502,16 +113197,14 @@ msgstr "" "何作用。" msgid "" -"Converts readable feature, variation, script or language name to OpenType " -"tag." +"Converts readable feature, variation, script or language name to OpenType tag." msgstr "将特性、变体、文字、语言的可读名称转换为 OpenType 标记。" msgid "" "Converts [param number] from the numeral systems used in [param language] to " "Western Arabic (0..9)." msgstr "" -"将数字 [param number] 从 [param language] 的记数系统转换为阿拉伯数字" -"(0..9)。" +"将数字 [param number] 从 [param language] 的记数系统转换为阿拉伯数字(0..9)。" msgid "" "Default implementation of the BiDi algorithm override function. See [enum " @@ -100536,15 +113229,15 @@ msgid "" "Returns number of text spans added using [method shaped_text_add_string] or " "[method shaped_text_add_object]." msgstr "" -"返回使用 [method shaped_text_add_string] 或 [method shaped_text_add_object] " -"添加的文本区间的数量。" +"返回使用 [method shaped_text_add_string] 或 [method shaped_text_add_object] 添" +"加的文本区间的数量。" msgid "Returns text span metadata." msgstr "返回文本区间的元数据。" msgid "" -"Changes text span font, font size and OpenType features, without changing " -"the text." +"Changes text span font, font size and OpenType features, without changing the " +"text." msgstr "在不更改文本的情况下,更改文本区间的字体、字体大小和 OpenType 功能。" msgid "Adds text span and font to draw it to the text buffer." @@ -100558,8 +113251,8 @@ msgid "" "[param pos] specifies the leftmost point of the baseline (for horizontal " "layout) or topmost point of the baseline (for vertical layout)." msgstr "" -"在画布项的给定位置绘制塑形后的文本,颜色为 [param color]。[param pos] 指定的" -"是基线的最左侧(横向排版)或基线的最顶部(纵向排版)。" +"在画布项的给定位置绘制塑形后的文本,颜色为 [param color]。[param pos] 指定的是" +"基线的最左侧(横向排版)或基线的最顶部(纵向排版)。" msgid "" "Draw the outline of the shaped text into a canvas item at a given position, " @@ -100567,8 +113260,8 @@ msgid "" "(for horizontal layout) or topmost point of the baseline (for vertical " "layout)." msgstr "" -"在画布项的给定位置绘制塑形后的文本轮廓,颜色为 [param color]。[param pos] 指" -"定的是基线的最左侧(横向排版)或基线的最顶部(纵向排版)。" +"在画布项的给定位置绘制塑形后的文本轮廓,颜色为 [param color]。[param pos] 指定" +"的是基线的最左侧(横向排版)或基线的最顶部(纵向排版)。" msgid "Adjusts text width to fit to specified width, returns new text width." msgstr "两端对齐文本以适合指定宽度,返回新的文本宽度。" @@ -100586,8 +113279,8 @@ msgid "" "Returns shapes of the carets corresponding to the character offset [param " "position] in the text. Returned caret shape is 1 pixel wide rectangle." msgstr "" -"返回与文本中字符偏移 [param position] 对应的文本光标的形状。返回的光标形状是" -"宽度为 1 像素的矩形。" +"返回与文本中字符偏移 [param position] 对应的文本光标的形状。返回的光标形状是宽" +"度为 1 像素的矩形。" msgid "" "Returns custom punctuation character list, used for word breaking. If set to " @@ -100652,8 +113345,8 @@ msgid "" msgstr "如果文本缓冲区被配置为显示控制字符,则返回 [code]true[/code]。" msgid "" -"Returns [code]true[/code] if text buffer is configured to display " -"hexadecimal codes in place of invalid characters.\n" +"Returns [code]true[/code] if text buffer is configured to display hexadecimal " +"codes in place of invalid characters.\n" "[b]Note:[/b] If set to [code]false[/code], nothing is displayed in place of " "invalid characters." msgstr "" @@ -100681,8 +113374,12 @@ msgid "" "grapheme_flags] to set what characters are used for breaking (see [enum " "GraphemeFlag])." msgstr "" -"将文本分解成单词并返回字符范围的数组。请使用 [param grapheme_flags] 来设置哪" -"些字符会被用于分解(见 [enum GraphemeFlag])。" +"将文本分解成单词并返回字符范围的数组。请使用 [param grapheme_flags] 来设置哪些" +"字符会被用于分解(见 [enum GraphemeFlag])。" + +msgid "" +"Returns [code]true[/code], if text buffer contents any visible characters." +msgstr "如果文本缓冲区存在可显示字符,则返回 [code]true[/code]。" msgid "" "Returns grapheme index at the specified pixel offset at the baseline, or " @@ -100715,10 +113412,10 @@ msgid "" "[b]Note:[/b] Direction is ignored if server does not support [constant " "FEATURE_BIDI_LAYOUT] feature (supported by [TextServerAdvanced])." msgstr "" -"设置所需的文本方向。如果设置为 [constant DIRECTION_AUTO],方向将根据缓冲区的" -"内容和当前的区域设置来检测。\n" -"[b]注意:[/b] 如果服务器不支持 [constant FEATURE_BIDI_LAYOUT] 特性,则方向会" -"被忽略([TextServerAdvanced] 支持)。" +"设置所需的文本方向。如果设置为 [constant DIRECTION_AUTO],方向将根据缓冲区的内" +"容和当前的区域设置来检测。\n" +"[b]注意:[/b] 如果服务器不支持 [constant FEATURE_BIDI_LAYOUT] 特性,则方向会被" +"忽略([TextServerAdvanced] 支持)。" msgid "" "Sets desired text orientation.\n" @@ -100729,16 +113426,15 @@ msgstr "" "[b]注意:[/b]如果服务不支持 [constant FEATURE_VERTICAL_LAYOUT] 功能(由 " "[TextServerAdvanced] 支持),则排版方向将被忽略。" -msgid "" -"If set to [code]true[/code] text buffer will display control characters." +msgid "If set to [code]true[/code] text buffer will display control characters." msgstr "如果设置为 [code]true[/code],则文本缓冲区将显示控制字符。" msgid "" "If set to [code]true[/code] text buffer will display invalid characters as " "hexadecimal codes, otherwise nothing is displayed." msgstr "" -"如果设置为 [code]true[/code],则文本缓冲区会将无效字符显示为十六进制代码,否" -"则不显示任何内容。" +"如果设置为 [code]true[/code],则文本缓冲区会将无效字符显示为十六进制代码,否则" +"不显示任何内容。" msgid "Sets extra spacing added between glyphs or lines in pixels." msgstr "设置字形之间或行与行之间添加的额外像素间距。" @@ -100760,8 +113456,7 @@ msgid "" "Returns text buffer for the substring of the text in the [param shaped] text " "buffer (including inline objects)." msgstr "" -"返回 [param shaped] 文本缓冲区中字符串的子字符串的文本缓冲区(包括内联对" -"象)。" +"返回 [param shaped] 文本缓冲区中字符串的子字符串的文本缓冲区(包括内联对象)。" msgid "Aligns shaped text to the given tab-stops." msgstr "将塑形文本与给定的制表位对齐。" @@ -100769,28 +113464,28 @@ msgstr "将塑形文本与给定的制表位对齐。" msgid "" "Returns [code]true[/code] if [param string] is likely to be an attempt at " "confusing the reader.\n" -"[b]Note:[/b] Always returns [code]false[/code] if the server does not " -"support the [constant FEATURE_UNICODE_SECURITY] feature." +"[b]Note:[/b] Always returns [code]false[/code] if the server does not support " +"the [constant FEATURE_UNICODE_SECURITY] feature." msgstr "" "如果 [param string] 可能造成读者的混淆,则返回 [code]true[/code]。\n" -"[b]注意:[/b]如果服务器不支持 [constant FEATURE_UNICODE_SECURITY] 特性,则始" -"终返回 [code]false[/code]。" +"[b]注意:[/b]如果服务器不支持 [constant FEATURE_UNICODE_SECURITY] 特性,则始终" +"返回 [code]false[/code]。" msgid "" -"Returns an array of the word break boundaries. Elements in the returned " -"array are the offsets of the start and end of words. Therefore the length of " -"the array is always even.\n" +"Returns an array of the word break boundaries. Elements in the returned array " +"are the offsets of the start and end of words. Therefore the length of the " +"array is always even.\n" "When [param chars_per_line] is greater than zero, line break boundaries are " "returned instead.\n" "[codeblock]\n" "var ts = TextServerManager.get_primary_interface()\n" "print(ts.string_get_word_breaks(\"Godot Engine\")) # Prints [0, 5, 6, 12]\n" -"print(ts.string_get_word_breaks(\"Godot Engine\", \"en\", 5)) # Prints [0, " -"5, 6, 11, 11, 12]\n" +"print(ts.string_get_word_breaks(\"Godot Engine\", \"en\", 5)) # Prints [0, 5, " +"6, 11, 11, 12]\n" "[/codeblock]" msgstr "" -"返回分词边界的数组。返回数组中的元素是单词的起点和终点偏移量。因此,该数组的" -"长度始终为偶数。\n" +"返回分词边界的数组。返回数组中的元素是单词的起点和终点偏移量。因此,该数组的长" +"度始终为偶数。\n" "[param chars_per_line] 大于零时,返回的是分行边界。\n" "[codeblock]\n" "var ts = TextServerManager.get_primary_interface()\n" @@ -100808,8 +113503,8 @@ msgid "" msgstr "" "返回转换为小写的字符串。\n" "[b]注意:[/b]如果服务器支持 [constant " -"FEATURE_CONTEXT_SENSITIVE_CASE_CONVERSION] 特性([TextServerAdvanced] 支" -"持),则大小写取决于区域设置,并且对上下文敏感。\n" +"FEATURE_CONTEXT_SENSITIVE_CASE_CONVERSION] 特性([TextServerAdvanced] 支持)," +"则大小写取决于区域设置,并且对上下文敏感。\n" "[b]注意:[/b]得到的字符串可能比原来的更长,也可能更短。" msgid "" @@ -100821,8 +113516,8 @@ msgid "" msgstr "" "返回转换为大写的字符串。\n" "[b]注意:[/b]如果服务器支持 [constant " -"FEATURE_CONTEXT_SENSITIVE_CASE_CONVERSION] 特性([TextServerAdvanced] 支" -"持),则大小写取决于区域设置,并且对上下文敏感。\n" +"FEATURE_CONTEXT_SENSITIVE_CASE_CONVERSION] 特性([TextServerAdvanced] 支持)," +"则大小写取决于区域设置,并且对上下文敏感。\n" "[b]注意:[/b]得到的字符串可能比原来的更长,也可能更短。" msgid "" @@ -100833,8 +113528,7 @@ msgstr "" "[b]注意:[/b]得到的字符串可能比原来的更长,也可能更短。" msgid "" -"Converts OpenType tag to readable feature, variation, script or language " -"name." +"Converts OpenType tag to readable feature, variation, script or language name." msgstr "将 OpenType 标签转换为可读的特性、变体、文字或语言的名称。" msgid "Font glyphs are rasterized as 1-bit bitmaps." @@ -100856,8 +113550,7 @@ msgstr "" "LCD 次像素抗锯齿模式仅适用于在 2D 中渲染横向、无缩放的文本。" msgid "" -"Unknown or unsupported subpixel layout, LCD subpixel antialiasing is " -"disabled." +"Unknown or unsupported subpixel layout, LCD subpixel antialiasing is disabled." msgstr "未知或不支持的次像素布局,禁用 LCD 次像素抗锯齿。" msgid "Horizontal RGB subpixel layout." @@ -100882,8 +113575,8 @@ msgid "Text is written from right to left." msgstr "文本从右至左书写。" msgid "" -"Text writing direction is the same as base string writing direction. Used " -"for BiDi override only." +"Text writing direction is the same as base string writing direction. Used for " +"BiDi override only." msgstr "文本的书写方向与基础字符串书写方向一致。仅用于 BiDi 覆盖。" msgid "Text is written horizontally." @@ -100914,6 +113607,25 @@ msgstr "仅对最后一个制表符之后的文本应用两端对齐。" msgid "Apply justification to the trimmed line with ellipsis." msgstr "使用省略号对修剪行应用对齐。" +msgid "Do not apply justification to the last line of the paragraph." +msgstr "段落中的最后一行不应用两端对齐。" + +msgid "" +"Do not apply justification to the last line of the paragraph with visible " +"characters (takes precedence over [constant JUSTIFICATION_SKIP_LAST_LINE])." +msgstr "" +"段落中存在可见字符的最后一行不应用两端对齐(优先于 [constant " +"JUSTIFICATION_SKIP_LAST_LINE])。" + +msgid "" +"Always apply justification to the paragraphs with a single line ([constant " +"JUSTIFICATION_SKIP_LAST_LINE] and [constant " +"JUSTIFICATION_SKIP_LAST_LINE_WITH_VISIBLE_CHARS] are ignored)." +msgstr "" +"始终对只有一行的段落应用两端对齐(忽略 [constant " +"JUSTIFICATION_SKIP_LAST_LINE] 和 [constant " +"JUSTIFICATION_SKIP_LAST_LINE_WITH_VISIBLE_CHARS])。" + msgid "Autowrap is disabled." msgstr "自动换行已禁用。" @@ -100922,8 +113634,8 @@ msgid "" "lines at arbitrary positions, which is useful when very limited space is " "available." msgstr "" -"让文本在节点的边界矩形内自动换行,允许在任意位置断行,在空间非常有限的情况下" -"非常有用。" +"让文本在节点的边界矩形内自动换行,允许在任意位置断行,在空间非常有限的情况下非" +"常有用。" msgid "" "Wraps the text inside the node's bounding rectangle by soft-breaking between " @@ -100934,8 +113646,8 @@ msgid "" "Behaves similarly to [constant AUTOWRAP_WORD], but force-breaks a word if " "that single word does not fit in one line." msgstr "" -"行为与 [constant AUTOWRAP_WORD] 类似,但如果一行的大小无法放下该单词,则会强" -"制断开该单词。" +"行为与 [constant AUTOWRAP_WORD] 类似,但如果一行的大小无法放下该单词,则会强制" +"断开该单词。" msgid "Do not break the line." msgstr "不换行。" @@ -100979,24 +113691,24 @@ msgstr "" "RichTextLabel.visible_characters] 个字符的字形。" msgid "" -"Displays [member Label.visible_ratio] or [member RichTextLabel." -"visible_ratio] glyphs, starting from the left or from the right, depending " -"on [member Control.layout_direction] value." +"Displays [member Label.visible_ratio] or [member RichTextLabel.visible_ratio] " +"glyphs, starting from the left or from the right, depending on [member " +"Control.layout_direction] value." msgstr "" "显示字形数量由 [member Label.visible_ratio] 或 [member RichTextLabel." "visible_ratio] 决定,从左至右计数还是从右至左计数由 [member Control." "layout_direction] 的值决定。" msgid "" -"Displays [member Label.visible_ratio] or [member RichTextLabel." -"visible_ratio] glyphs, starting from the left." +"Displays [member Label.visible_ratio] or [member RichTextLabel.visible_ratio] " +"glyphs, starting from the left." msgstr "" "显示字形数量由 [member Label.visible_ratio] 或 [member RichTextLabel." "visible_ratio] 决定,从左侧开始计数。" msgid "" -"Displays [member Label.visible_ratio] or [member RichTextLabel." -"visible_ratio] glyphs, starting from the right." +"Displays [member Label.visible_ratio] or [member RichTextLabel.visible_ratio] " +"glyphs, starting from the right." msgstr "" "显示字形数量由 [member Label.visible_ratio] 或 [member RichTextLabel." "visible_ratio] 决定,从右侧开始计数。" @@ -101088,8 +113800,7 @@ msgstr "使用浅色字体提示模式。" msgid "" "Use the default font hinting mode (crisper but less smooth).\n" "[b]Note:[/b] This hinting mode changes both horizontal and vertical glyph " -"metrics. If applied to monospace font, some glyphs might have different " -"width." +"metrics. If applied to monospace font, some glyphs might have different width." msgstr "" "使用默认的字体微调模式(更锐利,但平滑度更低)。\n" "[b]注意:[/b]此处的微调模式会改变字形的水平和垂直度量。应用于等宽字体时,可能" @@ -101104,15 +113815,15 @@ msgid "" "Glyph horizontal position is rounded based on font size.\n" "- To one quarter of the pixel size if font size is smaller or equal to " "[constant SUBPIXEL_POSITIONING_ONE_QUARTER_MAX_SIZE].\n" -"- To one half of the pixel size if font size is smaller or equal to " -"[constant SUBPIXEL_POSITIONING_ONE_HALF_MAX_SIZE].\n" +"- To one half of the pixel size if font size is smaller or equal to [constant " +"SUBPIXEL_POSITIONING_ONE_HALF_MAX_SIZE].\n" "- To the whole pixel size for larger fonts." msgstr "" "将字形的水平位置根据字体大小进行舍入。\n" "- 如果字体大小小于等于 [constant SUBPIXEL_POSITIONING_ONE_QUARTER_MAX_SIZE]," "则舍入至四分之一像素大小。\n" -"- 如果字体大小小于等于 [constant SUBPIXEL_POSITIONING_ONE_HALF_MAX_SIZE],则" -"舍入至二分之一像素大小。\n" +"- 如果字体大小小于等于 [constant SUBPIXEL_POSITIONING_ONE_HALF_MAX_SIZE],则舍" +"入至二分之一像素大小。\n" "- 如果是更大的字体,则舍入至整数像素大小。" msgid "" @@ -101129,15 +113840,15 @@ msgid "" "Maximum font size which will use one half of the pixel subpixel positioning " "in [constant SUBPIXEL_POSITIONING_AUTO] mode." msgstr "" -"在 [constant SUBPIXEL_POSITIONING_AUTO] 模式下,次像素定位时使用二分之一像素" -"大小的最大字体大小。" +"在 [constant SUBPIXEL_POSITIONING_AUTO] 模式下,次像素定位时使用二分之一像素大" +"小的最大字体大小。" msgid "" "Maximum font size which will use one quarter of the pixel subpixel " "positioning in [constant SUBPIXEL_POSITIONING_AUTO] mode." msgstr "" -"在 [constant SUBPIXEL_POSITIONING_AUTO] 模式下,次像素定位时使用四分之一像素" -"大小的最大字体大小。" +"在 [constant SUBPIXEL_POSITIONING_AUTO] 模式下,次像素定位时使用四分之一像素大" +"小的最大字体大小。" msgid "TextServer supports simple text layouts." msgstr "TextServer 支持简单排版。" @@ -101165,8 +113876,7 @@ msgid "TextServer supports loading dynamic (TrueType, OpeType, etc.) fonts." msgstr "TextServer 支持加载动态字体(TrueType、OpeType 等)。" msgid "" -"TextServer supports multichannel signed distance field dynamic font " -"rendering." +"TextServer supports multichannel signed distance field dynamic font rendering." msgstr "TextServer 支持多通道有符号距离场动态字体的渲染。" msgid "TextServer supports loading system fonts." @@ -101191,8 +113901,8 @@ msgstr "TextServer 支持 UAX #31 标识符验证,见 [method is_valid_identif msgid "" "TextServer supports [url=https://unicode.org/reports/tr36/]Unicode Technical " -"Report #36[/url] and [url=https://unicode.org/reports/tr39/]Unicode " -"Technical Standard #39[/url] based spoof detection features." +"Report #36[/url] and [url=https://unicode.org/reports/tr39/]Unicode Technical " +"Standard #39[/url] based spoof detection features." msgstr "" "TextServer 支持基于 [url=https://unicode.org/reports/tr36/]Unicode 技术报告 " "#36[/url] 和 [url=https://unicode.org/reports/tr39/]Unicode 技术标准 #39[/" @@ -101257,16 +113967,31 @@ msgstr "GDScript 的 BiDi 覆盖。" msgid "User defined structured text BiDi override function." msgstr "用户定义的结构化文本 BiDi 覆盖函数。" +msgid "" +"An advanced text server with support for BiDi, complex text layout, and " +"contextual OpenType features. Used in Godot by default." +msgstr "" +"高阶文本服务器,使用 HarfBuzz、ICU 和 SIL Graphite 来支持 BiDi、复杂排版和上下" +"文 OpenType 特性。Godot 默认使用。" + +msgid "" +"An implementation of [TextServer] that uses HarfBuzz, ICU and SIL Graphite to " +"support BiDi, complex text layouts and contextual OpenType features. This is " +"Godot's default primary [TextServer] interface." +msgstr "" +"[TextServer] 的一种实现,使用 HarfBuzz、ICU 和 SIL Graphite 来支持 BiDi、复杂" +"排版和上下文 OpenType 特性。这是 Godot 的默认主 [TextServer] 接口。" + msgid "A dummy text server that can't render text or manage fonts." msgstr "虚设的文本服务器,无法渲染文本或管理字体。" msgid "" "A dummy [TextServer] interface that doesn't do anything. Useful for freeing " "up memory when rendering text is not needed, as text servers are resource-" -"intensive. It can also be used for performance comparisons in complex GUIs " -"to check the impact of text rendering.\n" -"A dummy text server is always available at the start of a project. Here's " -"how to access it:\n" +"intensive. It can also be used for performance comparisons in complex GUIs to " +"check the impact of text rendering.\n" +"A dummy text server is always available at the start of a project. Here's how " +"to access it:\n" "[codeblock]\n" "var dummy_text_server = TextServerManager.find_interface(\"Dummy\")\n" "if dummy_text_server != null:\n" @@ -101280,8 +114005,8 @@ msgid "" "The command line argument [code]--text-driver Dummy[/code] (case-sensitive) " "can be used to force the \"Dummy\" [TextServer] on any project." msgstr "" -"虚设的 [TextServer] 接口,不做任何事情。可以在不需要渲染文本时释放内存,因为" -"文本服务器极其消耗资源。也可以用来比较复杂 GUI 的性能,检查文本渲染带来的影" +"虚设的 [TextServer] 接口,不做任何事情。可以在不需要渲染文本时释放内存,因为文" +"本服务器极其消耗资源。也可以用来比较复杂 GUI 的性能,检查文本渲染带来的影" "响。\n" "虚设的文本服务器在项目开始后始终可用。访问方法如下:\n" "[codeblock]\n" @@ -101297,15 +114022,69 @@ msgstr "" "可以使用命令行参数 [code]--text-driver Dummy[/code](大小写敏感)来强制项目使" "用“Dummy(虚设)”[TextServer]。" +msgid "Base class for custom [TextServer] implementations (plugins)." +msgstr "自定义 [TextServer] 实现(插件)的基类。" + +msgid "External [TextServer] implementations should inherit from this class." +msgstr "外部的 [TextServer] 实现应该继承这个类。" + +msgid "" +"A fallback implementation of Godot's text server, without support for BiDi " +"and complex text layout." +msgstr "Godot 文本服务器的回退实现,不支持双向排版和复杂排版。" + +msgid "" +"A fallback implementation of Godot's text server. This fallback is faster " +"than [TextServerAdvanced] for processing a lot of text, but it does not " +"support BiDi and complex text layout.\n" +"[b]Note:[/b] This text server is not part of official Godot binaries. If you " +"want to use it, compile the engine with the option " +"[code]module_text_server_fb_enabled=yes[/code]." +msgstr "" +"Godot 文本服务器的回退实现。回退版本在处理大量文本时比 [TextServerAdvanced] " +"快,但是不支持双向排版和复杂排版。\n" +"[b]注意:[/b]官方 Godot 二进制文件中不包含该文本服务器。如果想要使用,请使用 " +"[code]module_text_server_fb_enabled=yes[/code] 选项编译引擎。" + +msgid "A singleton for managing [TextServer] implementations." +msgstr "用于管理 [TextServer] 实现的单例。" + +msgid "" +"[TextServerManager] is the API backend for loading, enumerating, and " +"switching [TextServer]s.\n" +"[b]Note:[/b] Switching text server at runtime is possible, but will " +"invalidate all fonts and text buffers. Make sure to unload all controls, " +"fonts, and themes before doing so." +msgstr "" +"[TextServerManager] 是加载、枚举和切换 [TextServer] 的 API 后端。\n" +"[b]注意:[/b]文本服务器可以在运行时切换,但会导致所有字体和文本缓冲区失效。请" +"确保在切换之前卸载所有控件、字体和主题。" + +msgid "Registers a [TextServer] interface." +msgstr "注册 [TextServer] 接口。" + +msgid "Finds an interface by its [param name]." +msgstr "根据名称 [param name] 查找接口。" + msgid "Returns the interface registered at a given index." msgstr "返回在给定索引处注册的接口。" msgid "Returns the number of interfaces currently registered." msgstr "返回当前注册的接口数。" +msgid "" +"Returns a list of available interfaces, with the index and name of each " +"interface." +msgstr "返回可用接口的列表,包含每个接口的索引号和名称。" + msgid "Returns the primary [TextServer] interface currently in use." msgstr "返回当前使用的主 [TextServer] 接口。" +msgid "" +"Removes an interface. All fonts and shaped text caches should be freed before " +"removing an interface." +msgstr "移除接口。在移除接口之前,应释放所有字体和塑形文本的缓存。" + msgid "Sets the primary [TextServer] interface." msgstr "设置主 [TextServer] 接口。" @@ -101329,10 +114108,10 @@ msgid "Texture for 2D and 3D." msgstr "用于 2D 和 3D 的纹理。" msgid "" -"A texture works by registering an image in the video hardware, which then " -"can be used in 3D models or 2D [Sprite2D] or GUI [Control].\n" -"Textures are often created by loading them from a file. See [method " -"@GDScript.load].\n" +"A texture works by registering an image in the video hardware, which then can " +"be used in 3D models or 2D [Sprite2D] or GUI [Control].\n" +"Textures are often created by loading them from a file. See [method @GDScript." +"load].\n" "[Texture2D] is a base for other resources. It cannot be used directly.\n" "[b]Note:[/b] The maximum texture size is 16384×16384 pixels due to graphics " "hardware limitations. Larger textures may fail to import." @@ -101341,8 +114120,8 @@ msgstr "" "[Sprite2D]、GUI [Control] 中使用。\n" "纹理通常是通过从文件中加载来创建的。见 [method @GDScript.load]。\n" "[Texture2D] 是其他资源的基类,无法直接使用。\n" -"[b]注意:[/b]由于图形硬件的限制,最大的纹理尺寸是 16384×16384 像素。较大的纹" -"理可能无法导入。" +"[b]注意:[/b]由于图形硬件的限制,最大的纹理尺寸是 16384×16384 像素。较大的纹理" +"可能无法导入。" msgid "" "Called when the entire [Texture2D] is requested to be drawn over a " @@ -101354,8 +114133,8 @@ msgid "" "[b]Note:[/b] This is only used in 2D rendering, not 3D." msgstr "" "当请求在 [CanvasItem] 上绘制整个 [Texture2D] 时调用,左上角的偏移量由 [param " -"pos] 指定。[param modulate] 指定绘制颜色的乘数,[param transpose] 指定绘制是" -"否应按列主顺序而不是行主顺序执行(会导致顺时针旋转 90 度)。\n" +"pos] 指定。[param modulate] 指定绘制颜色的乘数,[param transpose] 指定绘制是否" +"应按列主顺序而不是行主顺序执行(会导致顺时针旋转 90 度)。\n" "[b]注意:[/b]仅用于 2D 渲染,不用于 3D。" msgid "" @@ -101382,8 +114161,8 @@ msgid "" msgstr "" "请求将 [Texture2D] 由 [param src_rect] 的坐标指定的部分绘制到 [CanvasItem] 的" "指定 [param rect] 上时调用。[param modulate] 指定的是绘制时颜色的乘数,而 " -"[param transpose] 指定的是绘制时是否使用列优先顺序,而不是使用行优先顺序(产" -"生顺时针 90 度旋转)。\n" +"[param transpose] 指定的是绘制时是否使用列优先顺序,而不是使用行优先顺序(产生" +"顺时针 90 度旋转)。\n" "[b]注意:[/b]仅在 2D 渲染时使用,3D 不使用。" msgid "Called when the [Texture2D]'s height is queried." @@ -101402,8 +114181,7 @@ msgid "" msgstr "" "查询 [Texture2D] 中指定位置 [code](x, y)[/code] 的像素的不透明状态时调用。" -msgid "" -"Creates a placeholder version of this resource ([PlaceholderTexture2D])." +msgid "Creates a placeholder version of this resource ([PlaceholderTexture2D])." msgstr "创建该资源的占位符版本([PlaceholderTexture2D])。" msgid "" @@ -101428,8 +114206,8 @@ msgid "" "Returns an [Image] that is a copy of data from this [Texture2D] (a new " "[Image] is created each time). [Image]s can be accessed and manipulated " "directly.\n" -"[b]Note:[/b] This will fetch the texture data from the GPU, which might " -"cause performance problems when overused." +"[b]Note:[/b] This will fetch the texture data from the GPU, which might cause " +"performance problems when overused." msgstr "" "返回一个 [Image],是这个 [Texture2D] 中数据的副本(每次都会新建一个 " "[Image])。可以直接访问并操作 [Image]。\n" @@ -101458,20 +114236,20 @@ msgid "" "A Texture2DArray is also different from an [AtlasTexture]: In a " "Texture2DArray, all images are treated separately. In an atlas, the regions " "(i.e. the single images) can be of different sizes. Furthermore, you usually " -"need to add a padding around the regions, to prevent accidental UV mapping " -"to more than one region. The same goes for mipmapping: Mipmap chains are " -"handled separately for each layer. In an atlas, the slicing has to be done " -"manually in the fragment shader.\n" +"need to add a padding around the regions, to prevent accidental UV mapping to " +"more than one region. The same goes for mipmapping: Mipmap chains are handled " +"separately for each layer. In an atlas, the slicing has to be done manually " +"in the fragment shader.\n" "To create such a texture file yourself, reimport your image files using the " "Godot Editor import presets." msgstr "" -"Texture2DArray 与 Texture3D 不同:Texture2DArray 不支持在 [Image] 之间进行三" -"线性插值,即不会进行混合。另见 [Cubemap] 和 [CubemapArray],这些纹理数组具有" -"针对立方体贴图设计的函数。\n" +"Texture2DArray 与 Texture3D 不同:Texture2DArray 不支持在 [Image] 之间进行三线" +"性插值,即不会进行混合。另见 [Cubemap] 和 [CubemapArray],这些纹理数组具有针对" +"立方体贴图设计的函数。\n" "Texture2DArray 与 [AtlasTexture] 也不同:Texture2DArray 中的图形都是单独处理" -"的。而在图集中,区域(即单张图像)的大小可以不同。此外,你通常会需要围绕区域" -"添加边距,防止 UV 映射意外进入多个区域。多级渐远纹理 mipmap 也是一样:每一层" -"的 mipmap 链都是单独处理的。而在图集中,需要在片段着色器中手动切片。\n" +"的。而在图集中,区域(即单张图像)的大小可以不同。此外,你通常会需要围绕区域添" +"加边距,防止 UV 映射意外进入多个区域。多级渐远纹理 mipmap 也是一样:每一层的 " +"mipmap 链都是单独处理的。而在图集中,需要在片段着色器中手动切片。\n" "要自己创建这样的纹理文件,请使用 Godot 编辑器导入预设重新导入图像文件。" msgid "" @@ -101490,8 +114268,8 @@ msgid "" "To create such a texture file yourself, reimport your image files using the " "Godot Editor import presets." msgstr "" -"[ImageTexture3D] 和 [CompressedTexture3D] 的基类。无法直接使用,但包含所有访" -"问派生资源类型所需的函数。[Texture3D] 是所有三维纹理类型的基类。另见 " +"[ImageTexture3D] 和 [CompressedTexture3D] 的基类。无法直接使用,但包含所有访问" +"派生资源类型所需的函数。[Texture3D] 是所有三维纹理类型的基类。另见 " "[TextureLayered]。\n" "所有图像都需要有相同的宽度、高度和 mipmap 层数。\n" "要自己创建这样的纹理文件,请使用 Godot 编辑器的导入预设重新导入你的图像文件。" @@ -101514,8 +114292,7 @@ msgstr "查询该 [Texture3D] 的宽度时被调用。" msgid "Called when the presence of mipmaps in the [Texture3D] is queried." msgstr "查询该 [Texture3D] 的 Mipmap 是否存在时被调用。" -msgid "" -"Creates a placeholder version of this resource ([PlaceholderTexture3D])." +msgid "Creates a placeholder version of this resource ([PlaceholderTexture3D])." msgstr "创建该资源的占位符版本([PlaceholderTexture3D])。" msgid "" @@ -101523,15 +114300,15 @@ msgid "" "represents a [i]slice[/i] of the [Texture3D], with different slices mapping " "to different depth (Z axis) levels." msgstr "" -"将该 [Texture3D] 的数据作为 [Image] 数组返回。每个 [Image] 代表该 " -"[Texture3D] 的一个[i]切片[/i],不同的切片映射到不同的深度(Z 轴)级别。" +"将该 [Texture3D] 的数据作为 [Image] 数组返回。每个 [Image] 代表该 [Texture3D] " +"的一个[i]切片[/i],不同的切片映射到不同的深度(Z 轴)级别。" msgid "" "Returns the [Texture3D]'s depth in pixels. Depth is typically represented by " "the Z axis (a dimension not present in [Texture2D])." msgstr "" -"返回该 [Texture3D] 的深度,单位为像素。深度通常由 Z 轴表示([Texture2D] 中没" -"有这个维度)。" +"返回该 [Texture3D] 的深度,单位为像素。深度通常由 Z 轴表示([Texture2D] 中没有" +"这个维度)。" msgid "" "Returns the current format being used by this texture. See [enum Image." @@ -101539,8 +114316,8 @@ msgid "" msgstr "返回纹理当前使用的格式。详情见 [enum Image.Format]。" msgid "" -"Returns the [Texture3D]'s height in pixels. Width is typically represented " -"by the Y axis." +"Returns the [Texture3D]'s height in pixels. Width is typically represented by " +"the Y axis." msgstr "返回该 [Texture3D] 的高度,单位为像素。宽度通常由 Y 轴表示。" msgid "" @@ -101561,19 +114338,18 @@ msgid "" "doesn't support localization like more complex [Control]s.\n" "The \"normal\" state must contain a texture ([member texture_normal]); other " "textures are optional.\n" -"See also [BaseButton] which contains common properties and methods " -"associated with this node." +"See also [BaseButton] which contains common properties and methods associated " +"with this node." msgstr "" -"[TextureButton] 的功能与 [Button] 相同,只是它使用精灵而不是 Godot 的 " -"[Theme] 主题资源。它的创建速度更快,但它不像更复杂的 [Control] 那样支持本地" -"化。\n" +"[TextureButton] 的功能与 [Button] 相同,只是它使用精灵而不是 Godot 的 [Theme] " +"主题资源。它的创建速度更快,但它不像更复杂的 [Control] 那样支持本地化。\n" "“正常”状态必须包含一个纹理([member texture_normal]);其他纹理是可选的。\n" "也请参阅 [BaseButton],它包含了与该节点相关的通用属性和方法。" msgid "" -"If [code]true[/code], the size of the texture won't be considered for " -"minimum size calculation, so the [TextureButton] can be shrunk down past the " -"texture size." +"If [code]true[/code], the size of the texture won't be considered for minimum " +"size calculation, so the [TextureButton] can be shrunk down past the texture " +"size." msgstr "" "如果为 [code]true[/code],则计算最小尺寸时不会考虑该纹理的大小,因此 " "[TextureButton] 能够调整地比该纹理大小还要小。" @@ -101589,8 +114365,8 @@ msgid "" "white pixels represent the button's clickable area. Use it to create buttons " "with curved shapes." msgstr "" -"用于点击检测的纯黑白 [BitMap] 图像。在遮罩上,白色像素代表按钮的可点击区域。" -"可用它来创建具有弯曲形状的按钮。" +"用于点击检测的纯黑白 [BitMap] 图像。在遮罩上,白色像素代表按钮的可点击区域。可" +"用它来创建具有弯曲形状的按钮。" msgid "" "Texture to display when the node is disabled. See [member BaseButton." @@ -101607,22 +114383,30 @@ msgid "" "keyboard/controller navigation usability, so this is not recommended for " "accessibility reasons." msgstr "" -"该节点具有鼠标或键盘焦点时显示的纹理。[member texture_focused] 会在基础纹理" -"[i]之上[/i]显示,所以要让基础纹理可见就应该使用半透明纹理。这种情况下比较适用" -"代表轮廓或者下划线的纹理。要禁用焦点的视觉效果,请分配一张任意大小的全透明纹" -"理。请注意,禁用焦点的视觉效果不利于键盘/控制器的导航,所以出于可用性的原因并" -"不建议这么做。" +"该节点具有鼠标或键盘焦点时显示的纹理。[member texture_focused] 会在基础纹理[i]" +"之上[/i]显示,所以要让基础纹理可见就应该使用半透明纹理。这种情况下比较适用代表" +"轮廓或者下划线的纹理。要禁用焦点的视觉效果,请分配一张任意大小的全透明纹理。请" +"注意,禁用焦点的视觉效果不利于键盘/控制器的导航,所以出于可用性的原因并不建议" +"这么做。" msgid "Texture to display when the mouse hovers the node." msgstr "当鼠标悬停在节点上时显示的纹理。" +msgid "" +"Texture to display by default, when the node is [b]not[/b] in the disabled, " +"hover or pressed state. This texture is still displayed in the focused state, " +"with [member texture_focused] drawn on top." +msgstr "" +"节点[b]不处于[/b]禁用、悬停、按下状态时,默认显示的纹理。该纹理仍会在聚焦状态" +"下显示,上层绘制的是 [member texture_focused]。" + msgid "" "Texture to display on mouse down over the node, if the node has keyboard " "focus and the player presses the Enter key or if the player presses the " "[member BaseButton.shortcut] key." msgstr "" -"如果节点有键盘焦点且玩家按下回车键,或者玩家按下 [member BaseButton." -"shortcut] 键,则鼠标悬停在节点上时显示的纹理。" +"如果节点有键盘焦点且玩家按下回车键,或者玩家按下 [member BaseButton.shortcut] " +"键,则鼠标悬停在节点上时显示的纹理。" msgid "Scale to fit the node's bounding rectangle." msgstr "缩放以适应节点的边界矩形。" @@ -101631,13 +114415,13 @@ msgid "Tile inside the node's bounding rectangle." msgstr "在节点的边界矩形内平铺。" msgid "" -"The texture keeps its original size and stays in the bounding rectangle's " -"top-left corner." +"The texture keeps its original size and stays in the bounding rectangle's top-" +"left corner." msgstr "纹理保持它的原始尺寸,并保持在边界矩形的左上角。" msgid "" -"The texture keeps its original size and stays centered in the node's " -"bounding rectangle." +"The texture keeps its original size and stays centered in the node's bounding " +"rectangle." msgstr "纹理保持其原始大小,并在节点的边界矩形中保持居中。" msgid "" @@ -101671,8 +114455,8 @@ msgid "" "Internally, Godot maps these files to their respective counterparts in the " "target rendering driver (Vulkan, OpenGL3)." msgstr "" -"[ImageTextureLayered] 和 [CompressedTextureLayered] 的基类。不能直接使用,但" -"包含了访问派生资源类型所需的所有函数。另见 [Texture3D]。\n" +"[ImageTextureLayered] 和 [CompressedTextureLayered] 的基类。不能直接使用,但包" +"含了访问派生资源类型所需的所有函数。另见 [Texture3D]。\n" "数据是按层设置的。对于 [Texture2DArray],层指定的是数组层。\n" "所有图像都需要具有相同的宽度、高度和 mipmap 级别数。\n" "[TextureLayered] 可以用 [method ResourceLoader.load] 加载。\n" @@ -101719,8 +114503,8 @@ msgid "Returns the number of referenced [Image]s." msgstr "返回引用的 [Image] 数。" msgid "" -"Returns the width of the texture in pixels. Width is typically represented " -"by the X axis." +"Returns the width of the texture in pixels. Width is typically represented by " +"the X axis." msgstr "返回该纹理的宽度,单位为像素。宽度通常由 X 轴表示。" msgid "Returns [code]true[/code] if the layers have generated mipmaps." @@ -101779,8 +114563,8 @@ msgstr "" msgid "" "Upper limit for the fill of [member texture_progress] if [member fill_mode] " "is [constant FILL_CLOCKWISE] or [constant FILL_COUNTER_CLOCKWISE]. When the " -"node's [code]value[/code] is equal to its [code]max_value[/code], the " -"texture fills up to this angle.\n" +"node's [code]value[/code] is equal to its [code]max_value[/code], the texture " +"fills up to this angle.\n" "See [member Range.value], [member Range.max_value]." msgstr "" "如果[member fill_mode]是[constant FILL_CLOCKWISE]或[constant " @@ -101790,11 +114574,10 @@ msgstr "" msgid "" "Starting angle for the fill of [member texture_progress] if [member " -"fill_mode] is [constant FILL_CLOCKWISE] or [constant " -"FILL_COUNTER_CLOCKWISE]. When the node's [code]value[/code] is equal to its " -"[code]min_value[/code], the texture doesn't show up at all. When the " -"[code]value[/code] increases, the texture fills and tends towards [member " -"radial_fill_degrees]." +"fill_mode] is [constant FILL_CLOCKWISE] or [constant FILL_COUNTER_CLOCKWISE]. " +"When the node's [code]value[/code] is equal to its [code]min_value[/code], " +"the texture doesn't show up at all. When the [code]value[/code] increases, " +"the texture fills and tends towards [member radial_fill_degrees]." msgstr "" "如果[member fill_mode]是[constant FILL_CLOCKWISE]或[constant " "FILL_COUNTER_CLOCKWISE],[member texture_progress]的填充起始角度。当节点的" @@ -101806,8 +114589,8 @@ msgid "" "bottom corners and side will have a height of 16 pixels. You can set all 4 " "margin values individually to create panels with non-uniform borders." msgstr "" -"九宫格底行的高度。边距为 16 意味着九宫格的底角和侧面将有 16 像素的高度。你可" -"以单独设置所有 4 个边距值,来创建具有非统一边框的面板。" +"九宫格底行的高度。边距为 16 意味着九宫格的底角和侧面将有 16 像素的高度。你可以" +"单独设置所有 4 个边距值,来创建具有非统一边框的面板。" msgid "The width of the 9-patch's left column." msgstr "九宫格左列的宽度。" @@ -101830,20 +114613,20 @@ msgid "" "fill_mode]. As [code]value[/code] increased, the texture fills up. It shows " "entirely when [code]value[/code] reaches [code]max_value[/code]. It doesn't " "show at all if [code]value[/code] is equal to [code]min_value[/code].\n" -"The [code]value[/code] property comes from [Range]. See [member Range." -"value], [member Range.min_value], [member Range.max_value]." +"The [code]value[/code] property comes from [Range]. See [member Range.value], " +"[member Range.min_value], [member Range.max_value]." msgstr "" "被裁剪的 [Texture2D]。裁剪基于该节点的 [code]value[/code] 和 [member " "fill_mode]。随着 [code]value[/code] 的增加,该纹理将被填满。当 [code]value[/" -"code] 达到 [code]max_value[/code] 时,它将完整显示。如果 [code]value[/code] " -"等于 [code]min_value[/code],则它根本不显示。\n" -"[code]value[/code] 属性来自 [Range]。参见 [member Range.value]、[member " -"Range.min_value]、[member Range.max_value]。" +"code] 达到 [code]max_value[/code] 时,它将完整显示。如果 [code]value[/code] 等" +"于 [code]min_value[/code],则它根本不显示。\n" +"[code]value[/code] 属性来自 [Range]。参见 [member Range.value]、[member Range." +"min_value]、[member Range.max_value]。" msgid "" -"The offset of [member texture_progress]. Useful for [member texture_over] " -"and [member texture_under] with fancy borders, to avoid transparent margins " -"in your progress texture." +"The offset of [member texture_progress]. Useful for [member texture_over] and " +"[member texture_under] with fancy borders, to avoid transparent margins in " +"your progress texture." msgstr "" "[member texture_progress] 的偏移量。对于带有花哨的边框的 [member " "texture_over] 和 [member texture_under] 很有用,可以避免进度纹理的边缘透明。" @@ -101859,8 +114642,7 @@ msgstr "" "将条形的 [code]texture_over[/code] 纹理的颜色相乘。其效果类似于 [member " "CanvasItem.modulate] ,只是它只影响这个特定的纹理,而不是整个节点。" -msgid "" -"Multiplies the color of the bar's [code]texture_progress[/code] texture." +msgid "Multiplies the color of the bar's [code]texture_progress[/code] texture." msgstr "将条形的 [code]texture_progress[/code] 纹理的颜色相乘。" msgid "Multiplies the color of the bar's [code]texture_under[/code] texture." @@ -101890,8 +114672,8 @@ msgstr "" msgid "" "Turns the node into a radial bar. The [member texture_progress] fills " "counterclockwise. See [member radial_center_offset], [member " -"radial_initial_angle] and [member radial_fill_degrees] to control the way " -"the bar fills up." +"radial_initial_angle] and [member radial_fill_degrees] to control the way the " +"bar fills up." msgstr "" "将节点变成径向条形。[member texture_progress]逆时针填充。参阅[member " "radial_center_offset]、[member radial_initial_angle]和[member " @@ -101914,12 +114696,23 @@ msgid "" "radial_fill_degrees] to control the way the bar fills up." msgstr "" "将节点变成径向条形。[member texture_progress]从中心径向填充,顺时针和逆时针扩" -"展。参阅[member radial_center_offset]、[member radial_initial_angle]和" -"[member radial_fill_degrees]来控制条形填充的方式。" +"展。参阅[member radial_center_offset]、[member radial_initial_angle]和[member " +"radial_fill_degrees]来控制条形填充的方式。" + +msgid "A control that displays a texture." +msgstr "显示纹理的控件。" msgid "" -"Defines how minimum size is determined based on the texture's size. See " -"[enum ExpandMode] for options.\n" +"A control that displays a texture, for example an icon inside a GUI. The " +"texture's placement can be controlled with the [member stretch_mode] " +"property. It can scale, tile, or stay centered inside its bounding rectangle." +msgstr "" +"显示纹理的控件,例如显示 GUI 中的图标。可以使用 [member stretch_mode] 属性控制" +"纹理的放置。可以在边界框中进行缩放、平铺、居中。" + +msgid "" +"Defines how minimum size is determined based on the texture's size. See [enum " +"ExpandMode] for options.\n" "[b]Note:[/b] Using [constant EXPAND_FIT_WIDTH], [constant " "EXPAND_FIT_WIDTH_PROPORTIONAL], [constant EXPAND_FIT_HEIGHT] or [constant " "EXPAND_FIT_HEIGHT_PROPORTIONAL] may result in unstable behavior in some " @@ -101952,9 +114745,8 @@ msgstr "" "纹理尺寸不会用于计算最小尺寸,所以 [TextureRect] 可以缩减得比纹理尺寸小。" msgid "" -"The height of the texture will be ignored. Minimum width will be equal to " -"the current height. Useful for horizontal layouts, e.g. inside " -"[HBoxContainer]." +"The height of the texture will be ignored. Minimum width will be equal to the " +"current height. Useful for horizontal layouts, e.g. inside [HBoxContainer]." msgstr "" "会忽略纹理的高度。最小宽度与当前高度一致。可用于横向布局,例如在 " "[HBoxContainer] 中。" @@ -101963,8 +114755,8 @@ msgid "Same as [constant EXPAND_FIT_WIDTH], but keeps texture's aspect ratio." msgstr "与 [constant EXPAND_FIT_WIDTH] 相同,但保持纹理的长宽比。" msgid "" -"The width of the texture will be ignored. Minimum height will be equal to " -"the current width. Useful for vertical layouts, e.g. inside [VBoxContainer]." +"The width of the texture will be ignored. Minimum height will be equal to the " +"current width. Useful for vertical layouts, e.g. inside [VBoxContainer]." msgstr "" "会忽略纹理的宽度。最小高度与当前宽度一致。可用于纵向布局,例如在 " "[VBoxContainer] 中。" @@ -101977,6 +114769,35 @@ msgid "" "maintain its aspect ratio." msgstr "缩放纹理以适应节点的边界矩形,使其居中并保持其长宽比。" +msgid "A resource used for styling/skinning [Control]s and [Window]s." +msgstr "用于样式化/皮肤化 [Control] 和 [Window] 的资源。" + +msgid "" +"A resource used for styling/skinning [Control] and [Window] nodes. While " +"individual controls can be styled using their local theme overrides (see " +"[method Control.add_theme_color_override]), theme resources allow you to " +"store and apply the same settings across all controls sharing the same type " +"(e.g. style all [Button]s the same). One theme resource can be used for the " +"entire project, but you can also set a separate theme resource to a branch of " +"control nodes. A theme resource assigned to a control applies to the control " +"itself, as well as all of its direct and indirect children (as long as a " +"chain of controls is uninterrupted).\n" +"Use [member ProjectSettings.gui/theme/custom] to set up a project-scope theme " +"that will be available to every control in your project.\n" +"Use [member Control.theme] of any control node to set up a theme that will be " +"available to that control and all of its direct and indirect children." +msgstr "" +"用于样式化/皮肤化 [Control] 和 [Window] 节点的资源。控件可以使用本地的主题覆盖" +"项进行单独的风格化(见 [method Control.add_theme_color_override]),而主题资源" +"则能够存储这些设置,在所有同类型的控件之间实现共享(例如将所有 [Button] 都设置" +"为相同的风格)。主题资源可以在整个项目上使用,但你也可以为单独的一个控件节点分" +"支设置不同的主题资源。为某个控件节点分配的主题资源不仅会对它自己生效,也会对它" +"的所有直接和间接子节点生效(只要控件链没有中断)。\n" +"项目范围的主题请使用 [member ProjectSettings.gui/theme/custom] 设置,这样项目" +"中的所有控件就都能够使用。\n" +"控件节点的主题请使用 [member Control.theme] 设置,这样该控件和它的所有直接和间" +"接子节点就都能够使用。" + msgid "GUI skinning" msgstr "GUI 皮肤" @@ -102006,8 +114827,8 @@ msgstr "" "如果不存在则失败。请使用 [method has_color] 检查是否存在。" msgid "" -"Removes the constant property defined by [param name] and [param " -"theme_type], if it exists.\n" +"Removes the constant property defined by [param name] and [param theme_type], " +"if it exists.\n" "Fails if it doesn't exist. Use [method has_constant] to check for existence." msgstr "" "如果存在由 [param name] 和 [param theme_type] 定义的常量属性,则将其移除。\n" @@ -102044,8 +114865,8 @@ msgid "" "theme_type], if it exists.\n" "Fails if it doesn't exist. Use [method has_stylebox] to check for existence." msgstr "" -"如果存在由 [param name] 和 [param theme_type] 定义的 [StyleBox] 属性,则将其" -"移除。\n" +"如果存在由 [param name] 和 [param theme_type] 定义的 [StyleBox] 属性,则将其移" +"除。\n" "如果不存在则失败。请使用 [method has_stylebox] 检查是否存在。" msgid "" @@ -102080,8 +114901,8 @@ msgstr "" msgid "" "Returns a list of names for [Color] properties defined with [param " -"theme_type]. Use [method get_color_type_list] to get a list of possible " -"theme type names." +"theme_type]. Use [method get_color_type_list] to get a list of possible theme " +"type names." msgstr "" "返回为 [param theme_type] 类型定义的 [Color] 属性的名称列表。请使用 [method " "get_color_type_list] 获取可能的主题类型名称。" @@ -102094,8 +114915,8 @@ msgstr "" "获取所有主题类型。" msgid "" -"Returns the constant property defined by [param name] and [param " -"theme_type], if it exists.\n" +"Returns the constant property defined by [param name] and [param theme_type], " +"if it exists.\n" "Returns [code]0[/code] if the property doesn't exist. Use [method " "has_constant] to check for existence." msgstr "" @@ -102114,8 +114935,8 @@ msgid "" "Returns a list of all unique theme type names for constant properties. Use " "[method get_type_list] to get a list of all unique theme types." msgstr "" -"返回常量属性的所有唯一主题类型名称的列表。请使用 [method get_type_list] 获取" -"所有主题类型。" +"返回常量属性的所有唯一主题类型名称的列表。请使用 [method get_type_list] 获取所" +"有主题类型。" msgid "" "Returns the [Font] property defined by [param name] and [param theme_type], " @@ -102124,14 +114945,14 @@ msgid "" "theme font is set up (see [member default_font]). Use [method has_font] to " "check for existence of the property and [method has_default_font] to check " "for existence of the default theme font.\n" -"Returns the engine fallback font value, if neither exist (see [member " -"ThemeDB.fallback_font])." +"Returns the engine fallback font value, if neither exist (see [member ThemeDB." +"fallback_font])." msgstr "" "如果存在由 [param name] 和 [param theme_type] 定义的 [Font] 属性,则将其返" "回。\n" -"如果不存在且存在默认主题字体,则返回默认主题字体(见 [member " -"default_font])。请使用 [method has_font] 检查是否存在,使用 [method " -"has_default_font] 检查默认主题字体是否存在。\n" +"如果不存在且存在默认主题字体,则返回默认主题字体(见 [member default_font])。" +"请使用 [method has_font] 检查是否存在,使用 [method has_default_font] 检查默认" +"主题字体是否存在。\n" "如果两者都不存在,则返回引擎的回退字体值(见 [member ThemeDB." "fallback_font])。" @@ -102173,26 +114994,25 @@ msgid "" "Returns a list of all unique theme type names for font size properties. Use " "[method get_type_list] to get a list of all unique theme types." msgstr "" -"返回字体大小属性的所有唯一主题类型名称的列表。请使用 [method get_type_list] " -"获取所有主题类型。" +"返回字体大小属性的所有唯一主题类型名称的列表。请使用 [method get_type_list] 获" +"取所有主题类型。" msgid "" "Returns a list of all unique theme type names for [Font] properties. Use " "[method get_type_list] to get a list of all unique theme types." msgstr "" -"返回 [Font] 属性的所有唯一主题类型名称的列表。请使用 [method get_type_list] " -"获取所有主题类型。" +"返回 [Font] 属性的所有唯一主题类型名称的列表。请使用 [method get_type_list] 获" +"取所有主题类型。" msgid "" "Returns the icon property defined by [param name] and [param theme_type], if " "it exists.\n" "Returns the engine fallback icon value if the property doesn't exist (see " -"[member ThemeDB.fallback_icon]). Use [method has_icon] to check for " -"existence." +"[member ThemeDB.fallback_icon]). Use [method has_icon] to check for existence." msgstr "" "如果存在由 [param name] 和 [param theme_type] 定义的图标属性,则将其返回。\n" -"如果不存在则返回引擎的回退图标值(见 [member ThemeDB.fallback_icon])。请使" -"用 [method has_icon] 检查是否存在。" +"如果不存在则返回引擎的回退图标值(见 [member ThemeDB.fallback_icon])。请使用 " +"[method has_icon] 检查是否存在。" msgid "" "Returns a list of names for icon properties defined with [param theme_type]. " @@ -102205,18 +115025,18 @@ msgid "" "Returns a list of all unique theme type names for icon properties. Use " "[method get_type_list] to get a list of all unique theme types." msgstr "" -"返回图标属性的所有唯一主题类型名称的列表。请使用 [method get_type_list] 获取" -"所有主题类型。" +"返回图标属性的所有唯一主题类型名称的列表。请使用 [method get_type_list] 获取所" +"有主题类型。" msgid "" "Returns the [StyleBox] property defined by [param name] and [param " "theme_type], if it exists.\n" -"Returns the engine fallback stylebox value if the property doesn't exist " -"(see [member ThemeDB.fallback_stylebox]). Use [method has_stylebox] to check " -"for existence." +"Returns the engine fallback stylebox value if the property doesn't exist (see " +"[member ThemeDB.fallback_stylebox]). Use [method has_stylebox] to check for " +"existence." msgstr "" -"如果存在由 [param name] 和 [param theme_type] 定义的 [StyleBox] 属性,则将其" -"返回。\n" +"如果存在由 [param name] 和 [param theme_type] 定义的 [StyleBox] 属性,则将其返" +"回。\n" "如果不存在则返回引擎的回退样式盒值(见 [member ThemeDB.fallback_stylebox])。" "请使用 [method has_stylebox] 检查是否存在。" @@ -102256,8 +115076,8 @@ msgid "" "[b]Note:[/b] This method is analogous to calling the corresponding data type " "specific method, but can be used for more generalized logic." msgstr "" -"返回为 [param theme_type] 类型定义的 [param data_type] 属性的名称列表。请使" -"用 [method get_theme_item_type_list] 获取可能的主题类型名称。\n" +"返回为 [param theme_type] 类型定义的 [param data_type] 属性的名称列表。请使用 " +"[method get_theme_item_type_list] 获取可能的主题类型名称。\n" "[b]注意:[/b]这个方法类似于调用相应的数据类型特定方法,但可以用于更通用逻辑。" msgid "" @@ -102273,8 +115093,8 @@ msgstr "" msgid "" "Returns a list of all unique theme type names. Use the appropriate " -"[code]get_*_type_list[/code] method to get a list of unique theme types for " -"a single data type." +"[code]get_*_type_list[/code] method to get a list of unique theme types for a " +"single data type." msgstr "" "返回所有唯一主题类型名称的列表。获取单一数据类型的唯一主题类型列表请使用对应" "的 [code]get_*_type_list[/code] 方法。" @@ -102283,15 +115103,15 @@ msgid "" "Returns the name of the base theme type if [param theme_type] is a valid " "variation type. Returns an empty string otherwise." msgstr "" -"如果 [param theme_type] 是有效的变种类型,则返回其基础主题类型的名称。否则返" -"回空字符串。" +"如果 [param theme_type] 是有效的变种类型,则返回其基础主题类型的名称。否则返回" +"空字符串。" msgid "Returns a list of all type variations for the given [param base_type]." msgstr "返回给定基础类型 [param base_type] 的所有类型变种列表。" msgid "" -"Returns [code]true[/code] if the [Color] property defined by [param name] " -"and [param theme_type] exists.\n" +"Returns [code]true[/code] if the [Color] property defined by [param name] and " +"[param theme_type] exists.\n" "Returns [code]false[/code] if it doesn't exist. Use [method set_color] to " "define it." msgstr "" @@ -102370,8 +115190,8 @@ msgid "" "Returns [code]false[/code] if it doesn't exist. Use [method set_stylebox] to " "define it." msgstr "" -"如果主题类型 [param theme_type] 中存在名为 [param name] 的 [StyleBox] 属性," -"则返回 [code]true[/code]。\n" +"如果主题类型 [param theme_type] 中存在名为 [param name] 的 [StyleBox] 属性,则" +"返回 [code]true[/code]。\n" "不存在时返回 [code]false[/code]。定义请使用 [method set_stylebox]。" msgid "" @@ -102397,9 +115217,9 @@ msgstr "" msgid "" "Adds missing and overrides existing definitions with values from the [param " "other] theme resource.\n" -"[b]Note:[/b] This modifies the current theme. If you want to merge two " -"themes together without modifying either one, create a new empty theme and " -"merge the other two into it one after another." +"[b]Note:[/b] This modifies the current theme. If you want to merge two themes " +"together without modifying either one, create a new empty theme and merge the " +"other two into it one after another." msgstr "" "添加缺失的定义,并使用 [param other] 主题资源中的值覆盖已有的定义。\n" "[b]注意:[/b]这修改了当前的主题。如果想将两个主题合并在一起且不修改任何一个," @@ -102410,75 +115230,75 @@ msgid "" "type is a variation, this information is also erased. If the type is a base " "for type variations, those variations lose their base." msgstr "" -"移除该主题类型,优雅地丢弃其中定义的主题项目。如果该类型为变种,则该信息也会" -"被消除。如果该类型为类型变种的基础类型,则那些变种会失去其基础类型。" +"移除该主题类型,优雅地丢弃其中定义的主题项目。如果该类型为变种,则该信息也会被" +"消除。如果该类型为类型变种的基础类型,则那些变种会失去其基础类型。" msgid "" "Renames the [Color] property defined by [param old_name] and [param " "theme_type] to [param name], if it exists.\n" -"Fails if it doesn't exist, or if a similar property with the new name " -"already exists. Use [method has_color] to check for existence, and [method " +"Fails if it doesn't exist, or if a similar property with the new name already " +"exists. Use [method has_color] to check for existence, and [method " "clear_color] to remove the existing property." msgstr "" "如果主题类型 [param theme_type] 中存在名为 [param old_name] 的 [Color] 属性," "则将其重命名为 [param name]。\n" -"不存在时失败,新名称已存在时也会失败。请使用 [method has_color] 检查是否存" -"在,使用 [method clear_color] 移除现有属性。" +"不存在时失败,新名称已存在时也会失败。请使用 [method has_color] 检查是否存在," +"使用 [method clear_color] 移除现有属性。" msgid "" "Renames the constant property defined by [param old_name] and [param " "theme_type] to [param name], if it exists.\n" -"Fails if it doesn't exist, or if a similar property with the new name " -"already exists. Use [method has_constant] to check for existence, and " -"[method clear_constant] to remove the existing property." +"Fails if it doesn't exist, or if a similar property with the new name already " +"exists. Use [method has_constant] to check for existence, and [method " +"clear_constant] to remove the existing property." msgstr "" -"如果主题类型 [param theme_type] 中存在名为 [param old_name] 的常量属性,则将" -"其重命名为 [param name]。\n" +"如果主题类型 [param theme_type] 中存在名为 [param old_name] 的常量属性,则将其" +"重命名为 [param name]。\n" "不存在时失败,新名称已存在时也会失败。请使用 [method has_constant] 检查是否存" "在,使用 [method clear_constant] 移除现有属性。" msgid "" "Renames the [Font] property defined by [param old_name] and [param " "theme_type] to [param name], if it exists.\n" -"Fails if it doesn't exist, or if a similar property with the new name " -"already exists. Use [method has_font] to check for existence, and [method " -"clear_font] to remove the existing property." +"Fails if it doesn't exist, or if a similar property with the new name already " +"exists. Use [method has_font] to check for existence, and [method clear_font] " +"to remove the existing property." msgstr "" -"如果主题类型 [param theme_type] 中存在名为 [param old_name] 的 [Font] 属性," -"则将其重命名为 [param name]。\n" +"如果主题类型 [param theme_type] 中存在名为 [param old_name] 的 [Font] 属性,则" +"将其重命名为 [param name]。\n" "不存在时失败,新名称已存在时也会失败。请使用 [method has_font] 检查是否存在," "使用 [method clear_font] 移除现有属性。" msgid "" "Renames the font size property defined by [param old_name] and [param " "theme_type] to [param name], if it exists.\n" -"Fails if it doesn't exist, or if a similar property with the new name " -"already exists. Use [method has_font_size] to check for existence, and " -"[method clear_font_size] to remove the existing property." +"Fails if it doesn't exist, or if a similar property with the new name already " +"exists. Use [method has_font_size] to check for existence, and [method " +"clear_font_size] to remove the existing property." msgstr "" -"如果主题类型 [param theme_type] 中存在名为 [param old_name] 的字体大小属性," -"则将其重命名为 [param name]。\n" -"不存在时失败,新名称已存在时也会失败。请使用 [method has_font_size] 检查是否" -"存在,使用 [method clear_font_size] 移除现有属性。" +"如果主题类型 [param theme_type] 中存在名为 [param old_name] 的字体大小属性,则" +"将其重命名为 [param name]。\n" +"不存在时失败,新名称已存在时也会失败。请使用 [method has_font_size] 检查是否存" +"在,使用 [method clear_font_size] 移除现有属性。" msgid "" "Renames the icon property defined by [param old_name] and [param theme_type] " "to [param name], if it exists.\n" -"Fails if it doesn't exist, or if a similar property with the new name " -"already exists. Use [method has_icon] to check for existence, and [method " -"clear_icon] to remove the existing property." +"Fails if it doesn't exist, or if a similar property with the new name already " +"exists. Use [method has_icon] to check for existence, and [method clear_icon] " +"to remove the existing property." msgstr "" -"如果主题类型 [param theme_type] 中存在名为 [param old_name] 的图标属性,则将" -"其重命名为 [param name]。\n" +"如果主题类型 [param theme_type] 中存在名为 [param old_name] 的图标属性,则将其" +"重命名为 [param name]。\n" "不存在时失败,新名称已存在时也会失败。请使用 [method has_icon] 检查是否存在," "使用 [method clear_icon] 移除现有属性。" msgid "" "Renames the [StyleBox] property defined by [param old_name] and [param " "theme_type] to [param name], if it exists.\n" -"Fails if it doesn't exist, or if a similar property with the new name " -"already exists. Use [method has_stylebox] to check for existence, and " -"[method clear_stylebox] to remove the existing property." +"Fails if it doesn't exist, or if a similar property with the new name already " +"exists. Use [method has_stylebox] to check for existence, and [method " +"clear_stylebox] to remove the existing property." msgstr "" "如果主题类型 [param theme_type] 中存在名为 [param old_name] 的 [StyleBox] 属" "性,则将其重命名为 [param name]。\n" @@ -102488,14 +115308,14 @@ msgstr "" msgid "" "Renames the theme property of [param data_type] defined by [param old_name] " "and [param theme_type] to [param name], if it exists.\n" -"Fails if it doesn't exist, or if a similar property with the new name " -"already exists. Use [method has_theme_item] to check for existence, and " -"[method clear_theme_item] to remove the existing property.\n" +"Fails if it doesn't exist, or if a similar property with the new name already " +"exists. Use [method has_theme_item] to check for existence, and [method " +"clear_theme_item] to remove the existing property.\n" "[b]Note:[/b] This method is analogous to calling the corresponding data type " "specific method, but can be used for more generalized logic." msgstr "" -"如果主题类型 [param theme_type] 中存在名为 [param old_name] 的主题属性,则将" -"其重命名为 [param name]。\n" +"如果主题类型 [param theme_type] 中存在名为 [param old_name] 的主题属性,则将其" +"重命名为 [param name]。\n" "不存在时失败,新名称已存在时也会失败。请使用 [method has_theme_item] 检查是否" "存在,使用 [method clear_theme_item] 移除现有属性。\n" "[b]注意:[/b]这个方法类似于调用相应的数据类型特定方法,但可以用于更通用逻辑。" @@ -102508,9 +115328,8 @@ msgstr "" "性的值。移除该属性请使用 [method clear_color]。" msgid "" -"Creates or changes the value of the constant property defined by [param " -"name] and [param theme_type]. Use [method clear_constant] to remove the " -"property." +"Creates or changes the value of the constant property defined by [param name] " +"and [param theme_type]. Use [method clear_constant] to remove the property." msgstr "" "创建或改变由名称 [param name] 和主题类型 [param theme_type] 定义的常量属性的" "值。移除该属性请使用 [method clear_constant]。" @@ -102519,20 +115338,20 @@ msgid "" "Creates or changes the value of the [Font] property defined by [param name] " "and [param theme_type]. Use [method clear_font] to remove the property." msgstr "" -"创建或改变由名称 [param name] 和主题类型 [param theme_type] 定义的 [Font] 属" -"性的值。移除该属性请使用 [method clear_font]。" +"创建或改变由名称 [param name] 和主题类型 [param theme_type] 定义的 [Font] 属性" +"的值。移除该属性请使用 [method clear_font]。" msgid "" "Creates or changes the value of the font size property defined by [param " "name] and [param theme_type]. Use [method clear_font_size] to remove the " "property." msgstr "" -"创建或改变由名称 [param name] 和主题类型 [param theme_type] 定义的字体大小属" -"性的值。移除该属性请使用 [method clear_font_size]。" +"创建或改变由名称 [param name] 和主题类型 [param theme_type] 定义的字体大小属性" +"的值。移除该属性请使用 [method clear_font_size]。" msgid "" -"Creates or changes the value of the icon property defined by [param name] " -"and [param theme_type]. Use [method clear_icon] to remove the property." +"Creates or changes the value of the icon property defined by [param name] and " +"[param theme_type]. Use [method clear_icon] to remove the property." msgstr "" "创建或改变由名称 [param name] 和主题类型 [param theme_type] 定义的图标属性的" "值。移除该属性请使用 [method clear_icon]。" @@ -102542,13 +115361,13 @@ msgid "" "name] and [param theme_type]. Use [method clear_stylebox] to remove the " "property." msgstr "" -"创建或改变由名称 [param name] 和主题类型 [param theme_type] 定义的 " -"[StyleBox] 属性的值。移除该属性请使用 [method clear_stylebox]。" +"创建或改变由名称 [param name] 和主题类型 [param theme_type] 定义的 [StyleBox] " +"属性的值。移除该属性请使用 [method clear_stylebox]。" msgid "" "Creates or changes the value of the theme property of [param data_type] " -"defined by [param name] and [param theme_type]. Use [method " -"clear_theme_item] to remove the property.\n" +"defined by [param name] and [param theme_type]. Use [method clear_theme_item] " +"to remove the property.\n" "Fails if the [param value] type is not accepted by [param data_type].\n" "[b]Note:[/b] This method is analogous to calling the corresponding data type " "specific method, but can be used for more generalized logic." @@ -102561,8 +115380,7 @@ msgstr "" msgid "" "Marks [param theme_type] as a variation of [param base_type].\n" "This adds [param theme_type] as a suggested option for [member Control." -"theme_type_variation] on a [Control] that is of the [param base_type] " -"class.\n" +"theme_type_variation] on a [Control] that is of the [param base_type] class.\n" "Variations can also be nested, i.e. [param base_type] can be another " "variation. If a chain of variations ends with a [param base_type] matching " "the class of the [Control], the whole chain is going to be suggested as " @@ -102575,8 +115393,8 @@ msgstr "" "[member Control.theme_type_variation] 的建议选项。\n" "变种也可以嵌套,即 [param base_type] 可以是另一个变种。如果变种链以匹配 " "[Control] 类的 [param base_type] 结束,则整个链将被建议为选项。\n" -"[b]注意:[/b]仅当该主题资源被设置为项目的默认主题时才会显示建议。参见 " -"[member ProjectSettings.gui/theme/custom]。" +"[b]注意:[/b]仅当该主题资源被设置为项目的默认主题时才会显示建议。参见 [member " +"ProjectSettings.gui/theme/custom]。" msgid "" "The default base scale factor of this theme resource. Used by some controls " @@ -102585,8 +115403,8 @@ msgid "" "[member ThemeDB.fallback_base_scale]).\n" "Use [method has_default_base_scale] to check if this value is valid." msgstr "" -"该主题资源的默认基础缩放系数。部分控件会用它来根据全局缩放系数对其视觉属性进" -"行缩放。如果该值为 [code]0.0[/code],则使用全局缩放系数(见 [member ThemeDB." +"该主题资源的默认基础缩放系数。部分控件会用它来根据全局缩放系数对其视觉属性进行" +"缩放。如果该值为 [code]0.0[/code],则使用全局缩放系数(见 [member ThemeDB." "fallback_base_scale])。\n" "请使用 [method has_default_base_scale] 来检查该值是否有效。" @@ -102597,9 +115415,9 @@ msgid "" "fallback value is used (see [member ThemeDB.fallback_font]).\n" "Use [method has_default_font] to check if this value is valid." msgstr "" -"该主题资源的默认字体。尝试获取字体资源时,如果该主题中不存在或者为无效状态," -"则会用它作为默认值。如果默认字体也缺失或无效,则会使用引擎的回退值(见 " -"[member ThemeDB.fallback_font])。\n" +"该主题资源的默认字体。尝试获取字体资源时,如果该主题中不存在或者为无效状态,则" +"会用它作为默认值。如果默认字体也缺失或无效,则会使用引擎的回退值(见 [member " +"ThemeDB.fallback_font])。\n" "请使用 [method has_default_font] 来检查该值是否有效。" msgid "" @@ -102637,13 +115455,28 @@ msgstr "主题的 [StyleBox] 项目类型。" msgid "Maximum value for the DataType enum." msgstr "数据类型枚举的最大值。" +msgid "" +"A singleton that provides access to static information about [Theme] " +"resources used by the engine and by your project." +msgstr "用来访问引擎及项目中所使用的 [Theme] 资源静态信息的单例。" + +msgid "" +"This singleton provides access to static information about [Theme] resources " +"used by the engine and by your projects. You can fetch the default engine " +"theme, as well as your project configured theme.\n" +"[ThemeDB] also contains fallback values for theme properties." +msgstr "" +"这个单例可以用来访问引擎及项目中所使用的 [Theme] 资源静态信息。可以获取引擎默" +"认的主题,也可以获取你在项目中配置的主题。\n" +"[ThemeDB] 也包含了主题属性的回退值。" + msgid "" "Returns a reference to the default engine [Theme]. This theme resource is " "responsible for the out-of-the-box look of [Control] nodes and cannot be " "overridden." msgstr "" -"返回默认引擎 [Theme] 的引用。该主题资源负责 [Control] 节点的原始外观,无法进" -"行覆盖。" +"返回默认引擎 [Theme] 的引用。该主题资源负责 [Control] 节点的原始外观,无法进行" +"覆盖。" msgid "" "Returns a reference to the custom project [Theme]. This theme resources " @@ -102660,8 +115493,8 @@ msgid "" "Used when no other value is available to the control.\n" "See also [member Theme.default_base_scale]." msgstr "" -"所有 [Control] 节点和 [Theme] 资源的回退基础缩放系数。用于控件没有其他值可用" -"的情况。\n" +"所有 [Control] 节点和 [Theme] 资源的回退基础缩放系数。用于控件没有其他值可用的" +"情况。\n" "另见 [member Theme.default_base_scale]。" msgid "" @@ -102669,8 +115502,7 @@ msgid "" "other value is available to the control.\n" "See also [member Theme.default_font]." msgstr "" -"所有 [Control] 节点和 [Theme] 资源的回退字体。用于控件没有其他值可用的情" -"况。\n" +"所有 [Control] 节点和 [Theme] 资源的回退字体。用于控件没有其他值可用的情况。\n" "另见 [member Theme.default_font]。" msgid "" @@ -102689,11 +115521,10 @@ msgstr "" "所有 [Control] 节点和 [Theme] 资源的回退图标。用于控件没有其他值可用的情况。" msgid "" -"The fallback stylebox of every [Control] node and [Theme] resource. Used " -"when no other value is available to the control." +"The fallback stylebox of every [Control] node and [Theme] resource. Used when " +"no other value is available to the control." msgstr "" -"所有 [Control] 节点和 [Theme] 资源的回退样式盒。用于控件没有其他值可用的情" -"况。" +"所有 [Control] 节点和 [Theme] 资源的回退样式盒。用于控件没有其他值可用的情况。" msgid "" "Emitted when one of the fallback values had been changed. Use it to refresh " @@ -102701,12 +115532,37 @@ msgid "" msgstr "任意回退值发生改变时发出。可用于刷新依赖于回退主题项的控件的外观。" msgid "A unit of execution in a process." -msgstr "执行过程中的执行单元。" +msgstr "进程中的执行单元。" msgid "" -"Returns the current [Thread]'s ID, uniquely identifying it among all " -"threads. If the [Thread] has not started running or if [method " -"wait_to_finish] has been called, this returns an empty string." +"A unit of execution in a process. Can run methods on [Object]s " +"simultaneously. The use of synchronization via [Mutex] or [Semaphore] is " +"advised if working with shared objects.\n" +"[b]Note:[/b] Breakpoints won't break on code if it's running in a thread. " +"This is a current limitation of the GDScript debugger.\n" +"[b]Warning:[/b]\n" +"To ensure proper cleanup without crashes or deadlocks, when a [Thread]'s " +"reference count reaches zero and it is therefore destroyed, the following " +"conditions must be met:\n" +"- It must not have any [Mutex] objects locked.\n" +"- It must not be waiting on any [Semaphore] objects.\n" +"- [method wait_to_finish] should have been called on it." +msgstr "" +"进程中的执行单元。可以同时运行不同 [Object] 上的方法。如果使用共享对象,建议通" +"过 [Mutex] 或 [Semaphore] 进行同步。\n" +"[b]注意:[/b]如果代码在线程中运行,断点不会中断。这是 GDScript 调试器的当前限" +"制。\n" +"[b]警告:[/b]\n" +"为了确保能够正确清理,避免崩溃和死锁,[Thread] 的引用计数变为零进行销毁时,必" +"须满足以下条件:\n" +"- 必须没有任何上锁的 [Mutex] 对象。\n" +"- 必须没有在任何 [Semaphore] 对象上等待。\n" +"- 必须已调用过它的 [method wait_to_finish]。" + +msgid "" +"Returns the current [Thread]'s ID, uniquely identifying it among all threads. " +"If the [Thread] has not started running or if [method wait_to_finish] has " +"been called, this returns an empty string." msgstr "" "返回当前 [Thread] 的 ID,能够在所有线程中唯一标识该线程。如果该 [Thread] 尚未" "运行,或者已经调用过 [method wait_to_finish],则返回空字符串。" @@ -102741,10 +115597,24 @@ msgid "" msgstr "" "启动一个调用 [param callable] 的新 [Thread]。\n" "如果该方法需要一些参数,可以使用 [method Callable.bind] 传递它们。\n" -"[Thread] 的 [param priority] 可以通过传递 [enum Priority] 枚举中的值来更" -"改。\n" +"[Thread] 的 [param priority] 可以通过传递 [enum Priority] 枚举中的值来更改。\n" "成功时返回 [constant OK],失败时返回 [constant ERR_CANT_CREATE]。" +msgid "" +"Joins the [Thread] and waits for it to finish. Returns the output of the " +"[Callable] passed to [method start].\n" +"Should either be used when you want to retrieve the value returned from the " +"method called by the [Thread] or before freeing the instance that contains " +"the [Thread].\n" +"To determine if this can be called without blocking the calling thread, check " +"if [method is_alive] is [code]false[/code]." +msgstr "" +"合并该 [Thread] 并等待其完成。返回传入 [method start] 的 [Callable] 的输出。\n" +"应该在你想要获取该 [Thread] 所调用的方法的返回值时使用,或者在释放包含该 " +"[Thread] 的实例前使用。\n" +"要确定调用时是否不会阻塞调用线程,请检查 [method is_alive] 是否为 " +"[code]false[/code]。" + msgid "A thread running with lower priority than normally." msgstr "线程以比正常情况下更低的优先级运行。" @@ -102762,11 +115632,10 @@ msgid "" "edited using the tileset editor, but it can be modified at runtime using " "[method TileMap._tile_data_runtime_update]." msgstr "" -"[TileData] 对象代表 [TileSet] 中的单个图块,通常使用图块集编辑器进行编辑,但" -"也可以在运行时使用 [method TileMap._tile_data_runtime_update] 进行修改。" +"[TileData] 对象代表 [TileSet] 中的单个图块,通常使用图块集编辑器进行编辑,但也" +"可以在运行时使用 [method TileMap._tile_data_runtime_update] 进行修改。" -msgid "" -"Adds a collision polygon to the tile on the given TileSet physics layer." +msgid "Adds a collision polygon to the tile on the given TileSet physics layer." msgstr "为该图块在给定的 TileSet 物理层上添加碰撞多边形。" msgid "" @@ -102815,8 +115684,8 @@ msgid "" msgstr "返回该图块中索引为 [param layer_id] 的 TileSet 导航层的导航多边形。" msgid "" -"Returns the occluder polygon of the tile for the TileSet occlusion layer " -"with index [param layer_id]." +"Returns the occluder polygon of the tile for the TileSet occlusion layer with " +"index [param layer_id]." msgstr "返回该图块中索引为 [param layer_id] 的 TileSet 遮挡层的遮挡器多边形。" msgid "" @@ -102827,15 +115696,15 @@ msgid "" "Returns whether one-way collisions are enabled for the polygon at index " "[param polygon_index] for TileSet physics layer with index [param layer_id]." msgstr "" -"返回索引为 [param layer_id] 的 TileSet 物理层上索引为 [param polygon_index] " -"的多边形是否启用了单向碰撞。" +"返回索引为 [param layer_id] 的 TileSet 物理层上索引为 [param polygon_index] 的" +"多边形是否启用了单向碰撞。" msgid "" "Removes the polygon at index [param polygon_index] for TileSet physics layer " "with index [param layer_id]." msgstr "" -"移除索引为 [param layer_id] 的 TileSet 物理层上索引为 [param polygon_index] " -"的多边形。" +"移除索引为 [param layer_id] 的 TileSet 物理层上索引为 [param polygon_index] 的" +"多边形。" msgid "" "Enables/disables one-way collisions on the polygon at index [param " @@ -102848,12 +115717,11 @@ msgid "" "Sets the points of the polygon at index [param polygon_index] for TileSet " "physics layer with index [param layer_id]." msgstr "" -"设置索引为 [param layer_id] 的 TileSet 物理层上索引为 [param polygon_index] " -"的多边形的顶点。" +"设置索引为 [param layer_id] 的 TileSet 物理层上索引为 [param polygon_index] 的" +"多边形的顶点。" msgid "" -"Sets the polygons count for TileSet physics layer with index [param " -"layer_id]." +"Sets the polygons count for TileSet physics layer with index [param layer_id]." msgstr "设置索引为 [param layer_id] 的 TileSet 物理层中多边形的数量。" msgid "" @@ -102866,15 +115734,14 @@ msgid "" "velocity is applied to objects colliding with this tile. This is useful to " "create conveyor belts." msgstr "" -"设置恒定线速度。不会旋转图块。会对与该图块发生碰撞的对象应用该线速度。可用于" -"创建传送带。" +"设置恒定线速度。不会旋转图块。会对与该图块发生碰撞的对象应用该线速度。可用于创" +"建传送带。" msgid "" -"Sets the tile's custom data value for the TileSet custom data layer with " -"name [param layer_name]." +"Sets the tile's custom data value for the TileSet custom data layer with name " +"[param layer_name]." msgstr "" -"设置该图块的自定义数据值,TileSet 自定义数据层由名称 [param layer_name] 指" -"定。" +"设置该图块的自定义数据值,TileSet 自定义数据层由名称 [param layer_name] 指定。" msgid "" "Sets the tile's custom data value for the TileSet custom data layer with " @@ -102888,29 +115755,25 @@ msgid "" msgstr "设置索引为 [param layer_id] 的 TileSet 导航层的导航多边形。" msgid "" -"Sets the occluder for the TileSet occlusion layer with index [param " -"layer_id]." +"Sets the occluder for the TileSet occlusion layer with index [param layer_id]." msgstr "设置索引为 [param layer_id] 的 TileSet 遮挡层的遮挡器。" -msgid "" -"Sets the tile's terrain bit for the given [param peering_bit] direction." +msgid "Sets the tile's terrain bit for the given [param peering_bit] direction." msgstr "设置该图块给定 [param peering_bit] 方向的地形位。" msgid "" "If [code]true[/code], the tile will have its texture flipped horizontally." msgstr "如果为 [code]true[/code],则该图块的纹理会被水平翻转。" -msgid "" -"If [code]true[/code], the tile will have its texture flipped vertically." +msgid "If [code]true[/code], the tile will have its texture flipped vertically." msgstr "如果为 [code]true[/code],则该图块的纹理会被垂直翻转。" msgid "" -"The [Material] to use for this [TileData]. This can be a " -"[CanvasItemMaterial] to use the default shader, or a [ShaderMaterial] to use " -"a custom shader." +"The [Material] to use for this [TileData]. This can be a [CanvasItemMaterial] " +"to use the default shader, or a [ShaderMaterial] to use a custom shader." msgstr "" -"用于此 [TileData] 的 [Material]。使用默认着色器可以设为 " -"[CanvasItemMaterial],使用自定义着色器可以设为 [ShaderMaterial]。" +"用于此 [TileData] 的 [Material]。使用默认着色器可以设为 [CanvasItemMaterial]," +"使用自定义着色器可以设为 [ShaderMaterial]。" msgid "Color modulation of the tile." msgstr "该图块的颜色调制。" @@ -102932,8 +115795,7 @@ msgstr "该图块绘制时的位置偏移量。" msgid "" "If [code]true[/code], the tile will display transposed, i.e. with horizontal " "and vertical texture UVs swapped." -msgstr "" -"如果为 [code]true[/code],则该图块会转置显示,即调换水平和垂直纹理 UV。" +msgstr "如果为 [code]true[/code],则该图块会转置显示,即调换水平和垂直纹理 UV。" msgid "Vertical point of the tile used for determining y-sorted order." msgstr "该图块用于确定 Y 排序顺序的垂直点。" @@ -102948,13 +115810,12 @@ msgid "Node for 2D tile-based maps." msgstr "基于 2D 图块的地图节点。" msgid "" -"Node for 2D tile-based maps. Tilemaps use a [TileSet] which contain a list " -"of tiles which are used to create grid-based maps. A TileMap may have " -"several layers, layouting tiles on top of each other." +"Node for 2D tile-based maps. Tilemaps use a [TileSet] which contain a list of " +"tiles which are used to create grid-based maps. A TileMap may have several " +"layers, layouting tiles on top of each other." msgstr "" "基于 2D 图块的地图节点。Tilemap(图块地图)使用 [TileSet],其中包含了图块的列" -"表,用于创建基于栅格的地图。TileMap 可以有若干图层,可以将图块布局在彼此之" -"上。" +"表,用于创建基于栅格的地图。TileMap 可以有若干图层,可以将图块布局在彼此之上。" msgid "Using Tilemaps" msgstr "使用 Tilemap" @@ -102971,8 +115832,8 @@ msgid "" "[b]Warning:[/b] The [param tile_data] object's sub-resources are the same as " "the one in the TileSet. Modifying them might impact the whole TileSet. " "Instead, make sure to duplicate those resources.\n" -"[b]Note:[/b] If the properties of [param tile_data] object should change " -"over time, use [method force_update] to trigger a TileMap update." +"[b]Note:[/b] If the properties of [param tile_data] object should change over " +"time, use [method force_update] to trigger a TileMap update." msgstr "" "会使用 TileMap 内部即将使用的 TileData 对象来调用,从而实现运行时修改。\n" "这个方法被调用的前提是:实现了 [method _use_tile_data_runtime_update],并且对" @@ -103015,22 +115876,21 @@ msgid "Clears cells that do not exist in the tileset." msgstr "清除图块集中不存在的单元格。" msgid "" -"Triggers an update of the TileMap. If [param layer] is provided, only " -"updates the given layer.\n" +"Triggers an update of the TileMap. If [param layer] is provided, only updates " +"the given layer.\n" "[b]Note:[/b] The TileMap node updates automatically when one of its " "properties is modified. A manual update is only needed if runtime " "modifications (implemented in [method _tile_data_runtime_update]) need to be " "applied.\n" "[b]Warning:[/b] Updating the TileMap is computationally expensive and may " "impact performance. Try to limit the number of updates and the tiles they " -"impact (by placing frequently updated tiles in a dedicated layer for " -"example)." +"impact (by placing frequently updated tiles in a dedicated layer for example)." msgstr "" "触发 TileMap 的更新。如果提供了 [param layer],则只更新给定的层。\n" "[b]注意:[/b]TileMap 节点的属性被修改时,该节点会自动更新。只有在需要应用运行" "时修改(在 [method _tile_data_runtime_update] 中实现)时才需要手动更新。\n" -"[b]警告:[/b]更新 TileMap 的计算量很大,可能会影响性能。请尽量限制更新的次数" -"和受影响的图块(例如,将经常更新的图块放在专门的层中)。" +"[b]警告:[/b]更新 TileMap 的计算量很大,可能会影响性能。请尽量限制更新的次数和" +"受影响的图块(例如,将经常更新的图块放在专门的层中)。" msgid "" "Returns the tile alternative ID of the cell on layer [param layer] at [param " @@ -103039,8 +115899,8 @@ msgid "" "[method TileSet.map_tile_proxy]." msgstr "" "返回 [param layer] 层中位于坐标 [param coords] 单元格的图块备选 ID。如果 " -"[param use_proxies] 为 [code]false[/code],则会忽略该 [TileSet] 的图块代理," -"返回原始的备选标识符。见 [method TileSet.map_tile_proxy]。" +"[param use_proxies] 为 [code]false[/code],则会忽略该 [TileSet] 的图块代理,返" +"回原始的备选标识符。见 [method TileSet.map_tile_proxy]。" msgid "" "Returns the tile atlas coordinates ID of the cell on layer [param layer] at " @@ -103049,8 +115909,8 @@ msgid "" "identifier. See [method TileSet.map_tile_proxy]." msgstr "" "返回 [param layer] 层中位于坐标 [param coords] 单元格的图块图集坐标 ID。如果 " -"[param use_proxies] 为 [code]false[/code],则会忽略该 [TileSet] 的图块代理," -"返回原始的备选标识符。见 [method TileSet.map_tile_proxy]。" +"[param use_proxies] 为 [code]false[/code],则会忽略该 [TileSet] 的图块代理,返" +"回原始的备选标识符。见 [method TileSet.map_tile_proxy]。" msgid "" "Returns the tile source ID of the cell on layer [param layer] at coordinates " @@ -103059,8 +115919,8 @@ msgid "" "proxies, returning the raw alternative identifier. See [method TileSet." "map_tile_proxy]." msgstr "" -"返回 [param layer] 层中位于坐标 [param coords] 单元格的图块源 ID。如果该单元" -"格不存在,则返回 [code]-1[/code]。\n" +"返回 [param layer] 层中位于坐标 [param coords] 单元格的图块源 ID。如果该单元格" +"不存在,则返回 [code]-1[/code]。\n" "如果 [param use_proxies] 为 [code]false[/code],则会忽略该 [TileSet] 的图块代" "理,返回原始的备选标识符。见 [method TileSet.map_tile_proxy]。" @@ -103139,8 +115999,8 @@ msgid "" msgstr "" "返回当前分配给指定 TileMap [param layer] 的 [NavigationServer2D] 导航地图 " "[RID]。\n" -"默认情况下,TileMap 为第一个 TileMap 层,使用默认的 [World2D] 导航地图。对于" -"每个附加的 TileMap 层,都会为附加层创建一个新的导航地图。\n" +"默认情况下,TileMap 为第一个 TileMap 层,使用默认的 [World2D] 导航地图。对于每" +"个附加的 TileMap 层,都会为附加层创建一个新的导航地图。\n" "为了使 [NavigationAgent2D] 在 TileMap 层导航地图之间切换,使用 [method " "NavigationAgent2D.set_navigation_map] 和从 [method get_navigation_map] 接收的" "导航地图。" @@ -103150,8 +116010,8 @@ msgid "" "identified by the [param neighbor] direction. This method takes into account " "the different layouts a TileMap can take." msgstr "" -"返回与位于坐标 [param coords] 的单元格相邻的单元格,方向由 [param neighbor] " -"表示。这个方法会考虑 TileMap 的不同布局。" +"返回与位于坐标 [param coords] 的单元格相邻的单元格,方向由 [param neighbor] 表" +"示。这个方法会考虑 TileMap 的不同布局。" msgid "Creates a new [TileMapPattern] from the given layer and set of cells." msgstr "从给定的层和一组单元格,新建 [TileMapPattern]。" @@ -103166,15 +116026,15 @@ msgid "" "equals -1, its atlas coordinates identifiers is [code]Vector2(-1, -1)[/code] " "and its alternative identifier is -1." msgstr "" -"返回 [Vector2i] 数组,其中存放的是给定图层中所有包含图块的单元格的位置。空单" -"元格的源标识符等于 -1、图集坐标标识符为 [code]Vector2(-1, -1)[/code]、备选标" -"识符为 -1。" +"返回 [Vector2i] 数组,其中存放的是给定图层中所有包含图块的单元格的位置。空单元" +"格的源标识符等于 -1、图集坐标标识符为 [code]Vector2(-1, -1)[/code]、备选标识符" +"为 -1。" msgid "" "Returns a [Vector2i] array with the positions of all cells containing a tile " "in the given layer. Tiles may be filtered according to their source ([param " -"source_id]), their atlas coordinates ([param atlas_coords]) or alternative " -"id ([param alternative_tile]).\n" +"source_id]), their atlas coordinates ([param atlas_coords]) or alternative id " +"([param alternative_tile]).\n" "If a parameter has it's value set to the default one, this parameter is not " "used to filter a cell. Thus, if all parameters have their respective default " "value, this method returns the same result as [method get_used_cells].\n" @@ -103182,13 +116042,13 @@ msgid "" "coordinates identifiers is [code]Vector2(-1, -1)[/code] and its alternative " "identifier is -1." msgstr "" -"返回 [Vector2i] 数组,其中存放的是给定图层中所有包含图块的单元格的位置。可以" -"根据源([param source_id])、图集坐标([param atlas_coords])、备选 ID" -"([param alternative_tile])进行过滤。\n" -"如果某个参数为默认值,则该参数不会用于单元格的过滤。因此,如果所有参数都使用" -"默认值,则返回的结果与 [method get_used_cells] 相同。\n" -"空单元格的源标识符等于 -1、图集坐标标识符为 [code]Vector2(-1, -1)[/code]、备" -"选标识符为 -1。" +"返回 [Vector2i] 数组,其中存放的是给定图层中所有包含图块的单元格的位置。可以根" +"据源([param source_id])、图集坐标([param atlas_coords])、备选 ID([param " +"alternative_tile])进行过滤。\n" +"如果某个参数为默认值,则该参数不会用于单元格的过滤。因此,如果所有参数都使用默" +"认值,则返回的结果与 [method get_used_cells] 相同。\n" +"空单元格的源标识符等于 -1、图集坐标标识符为 [code]Vector2(-1, -1)[/code]、备选" +"标识符为 -1。" msgid "" "Returns a rectangle enclosing the used (non-empty) tiles of the map, " @@ -103203,9 +116063,9 @@ msgstr "返回图层是否对其图块进行 Y 排序。" msgid "" "Returns the map coordinates of the cell containing the given [param " -"local_position]. If [param local_position] is in global coordinates, " -"consider using [method Node2D.to_local] before passing it to this method. " -"See also [method map_to_local]." +"local_position]. If [param local_position] is in global coordinates, consider " +"using [method Node2D.to_local] before passing it to this method. See also " +"[method map_to_local]." msgstr "" "返回包含给定 [param local_position] 的单元格地图坐标。如果 [param " "local_position] 使用全局坐标,请考虑在传入这个方法前使用 [method Node2D." @@ -103213,11 +116073,10 @@ msgstr "" msgid "" "Returns for the given coordinate [param coords_in_pattern] in a " -"[TileMapPattern] the corresponding cell coordinates if the pattern was " -"pasted at the [param position_in_tilemap] coordinates (see [method " -"set_pattern]). This mapping is required as in half-offset tile shapes, the " -"mapping might not work by calculating [code]position_in_tile_map + " -"coords_in_pattern[/code]." +"[TileMapPattern] the corresponding cell coordinates if the pattern was pasted " +"at the [param position_in_tilemap] coordinates (see [method set_pattern]). " +"This mapping is required as in half-offset tile shapes, the mapping might not " +"work by calculating [code]position_in_tile_map + coords_in_pattern[/code]." msgstr "" "如果图案粘贴在 [param position_in_tilemap] 坐标处(请参阅 [method " "set_pattern]),则返回 [TileMapPattern] 中给定坐标 [param coords_in_pattern] " @@ -103228,9 +116087,8 @@ msgid "" "Returns the centered position of a cell in the TileMap's local coordinate " "space. To convert the returned value into global coordinates, use [method " "Node2D.to_global]. See also [method local_to_map].\n" -"[b]Note:[/b] This may not correspond to the visual position of the tile, i." -"e. it ignores the [member TileData.texture_origin] property of individual " -"tiles." +"[b]Note:[/b] This may not correspond to the visual position of the tile, i.e. " +"it ignores the [member TileData.texture_origin] property of individual tiles." msgstr "" "返回单元格的中心位置,使用 TileMap 的局部坐标。要将返回值转换为全局坐标,请使" "用 [method Node2D.to_global]。另见 [method local_to_map]。\n" @@ -103247,9 +116105,8 @@ msgid "Removes the layer at index [param layer]." msgstr "移除索引为 [param layer] 的层。" msgid "" -"Sets the tile indentifiers for the cell on layer [param layer] at " -"coordinates [param coords]. Each tile of the [TileSet] is identified using " -"three parts:\n" +"Sets the tile indentifiers for the cell on layer [param layer] at coordinates " +"[param coords]. Each tile of the [TileSet] is identified using three parts:\n" "- The source identifier [param source_id] identifies a [TileSetSource] " "identifier. See [method TileSet.set_source_id],\n" "- The atlas coordinates identifier [param atlas_coords] identifies a tile " @@ -103260,10 +116117,10 @@ msgid "" "alternative in the atlas (if the source is a [TileSetAtlasSource]), and the " "scene for a [TileSetScenesCollectionSource].\n" "If [param source_id] is set to [code]-1[/code], [param atlas_coords] to " -"[code]Vector2i(-1, -1)[/code] or [param alternative_tile] to [code]-1[/" -"code], the cell will be erased. An erased cell gets [b]all[/b] its " -"identifiers automatically set to their respective invalid values, namely " -"[code]-1[/code], [code]Vector2i(-1, -1)[/code] and [code]-1[/code]." +"[code]Vector2i(-1, -1)[/code] or [param alternative_tile] to [code]-1[/code], " +"the cell will be erased. An erased cell gets [b]all[/b] its identifiers " +"automatically set to their respective invalid values, namely [code]-1[/code], " +"[code]Vector2i(-1, -1)[/code] and [code]-1[/code]." msgstr "" "设置位于层 [param layer] 坐标为 [param coords] 的单元格的图块标识符。" "[TileSet] 中的每个图块都由三部分进行标识:\n" @@ -103272,32 +116129,30 @@ msgstr "" "- 图集坐标标识符 [param atlas_coords] 标识的是图集中的图块坐标(如果使用的是 " "[TileSetAtlasSource] 源)。如果使用的是 [TileSetScenesCollectionSource],应该" "始终为 [code]Vector2i(0, 0)[/code],\n" -"- 备选图块标识符 [param alternative_tile] 标识的是图集中的图块备选项(如果使" -"用的是 [TileSetAtlasSource] 源),如果使用的是 " -"[TileSetScenesCollectionSource] 则标识的是场景。\n" +"- 备选图块标识符 [param alternative_tile] 标识的是图集中的图块备选项(如果使用" +"的是 [TileSetAtlasSource] 源),如果使用的是 [TileSetScenesCollectionSource] " +"则标识的是场景。\n" "如果 [param source_id] 为 [code]-1[/code]、[param atlas_coords] 为 " -"[code]Vector2i(-1, -1)[/code] 或 [param alternative_tile] 为 [code]-1[/" -"code],则会擦除该单元格。擦除后的单元格中,[b]所有[/b]标识符都会自动设为对应" -"的无效值,即 [code]-1[/code]、[code]Vector2i(-1, -1)[/code] 和 [code]-1[/" -"code]。" +"[code]Vector2i(-1, -1)[/code] 或 [param alternative_tile] 为 [code]-1[/code]," +"则会擦除该单元格。擦除后的单元格中,[b]所有[/b]标识符都会自动设为对应的无效" +"值,即 [code]-1[/code]、[code]Vector2i(-1, -1)[/code] 和 [code]-1[/code]。" msgid "" "Update all the cells in the [param cells] coordinates array so that they use " "the given [param terrain] for the given [param terrain_set]. If an updated " "cell has the same terrain as one of its neighboring cells, this function " -"tries to join the two. This function might update neighboring tiles if " -"needed to create correct terrain transitions.\n" -"If [param ignore_empty_terrains] is true, empty terrains will be ignored " -"when trying to find the best fitting tile for the given terrain " -"constraints.\n" -"[b]Note:[/b] To work correctly, this method requires the TileMap's TileSet " -"to have terrains set up with all required terrain combinations. Otherwise, " -"it may produce unexpected results." +"tries to join the two. This function might update neighboring tiles if needed " +"to create correct terrain transitions.\n" +"If [param ignore_empty_terrains] is true, empty terrains will be ignored when " +"trying to find the best fitting tile for the given terrain constraints.\n" +"[b]Note:[/b] To work correctly, this method requires the TileMap's TileSet to " +"have terrains set up with all required terrain combinations. Otherwise, it " +"may produce unexpected results." msgstr "" -"更新 [param cells] 坐标数组中的所有单元格,以便它们将给定的 [param terrain] " -"用于给定的 [param terrain_set]。如果一个更新的单元格与其相邻单元格之一具有相" -"同的地形,则该函数会尝试将两者连接起来。如果需要创建正确的地形过渡,该函数可" -"能会更新相邻的图块。\n" +"更新 [param cells] 坐标数组中的所有单元格,以便它们将给定的 [param terrain] 用" +"于给定的 [param terrain_set]。如果一个更新的单元格与其相邻单元格之一具有相同的" +"地形,则该函数会尝试将两者连接起来。如果需要创建正确的地形过渡,该函数可能会更" +"新相邻的图块。\n" "如果 [param ignore_empty_terrains] 为真,则在尝试为给定地形约束找到最合适的图" "块时,空地形将被忽略。\n" "[b]注意:[/b]要正常工作,这个方法需要 TileMap 的 TileSet 设置了具有所有必需地" @@ -103306,15 +116161,14 @@ msgstr "" msgid "" "Update all the cells in the [param path] coordinates array so that they use " "the given [param terrain] for the given [param terrain_set]. The function " -"will also connect two successive cell in the path with the same terrain. " -"This function might update neighboring tiles if needed to create correct " -"terrain transitions.\n" -"If [param ignore_empty_terrains] is true, empty terrains will be ignored " -"when trying to find the best fitting tile for the given terrain " -"constraints.\n" -"[b]Note:[/b] To work correctly, this method requires the TileMap's TileSet " -"to have terrains set up with all required terrain combinations. Otherwise, " -"it may produce unexpected results." +"will also connect two successive cell in the path with the same terrain. This " +"function might update neighboring tiles if needed to create correct terrain " +"transitions.\n" +"If [param ignore_empty_terrains] is true, empty terrains will be ignored when " +"trying to find the best fitting tile for the given terrain constraints.\n" +"[b]Note:[/b] To work correctly, this method requires the TileMap's TileSet to " +"have terrains set up with all required terrain combinations. Otherwise, it " +"may produce unexpected results." msgstr "" "更新 [param path] 坐标数组中的所有单元格,以便它们将给定的 [param terrain] 用" "于给定的 [param terrain_set]。该函数还将连接路径中具有相同地形的两个连续单元" @@ -103356,15 +116210,15 @@ msgid "" "the Y-sorted one. This is usually an undesired behavior.\n" "If [param layer] is negative, the layers are accessed from the last one." msgstr "" -"启用或禁用图层的 Y 排序。如果进行了 Y 排序,则该图层和 CanvasItem 节点的行为" -"一致,会将其中的每个图块都进行 Y 排序。\n" +"启用或禁用图层的 Y 排序。如果进行了 Y 排序,则该图层和 CanvasItem 节点的行为一" +"致,会将其中的每个图块都进行 Y 排序。\n" "Y 排序图层的 Z 索引一般应该和未 Y 排序的图层不同,否则未 Y 排序的图层会作为一" "个整体,和 Y 排序图层一起进行 Y 排序。通常不希望发生这样的行为。\n" "如果 [param layer] 为负,则逆序访问图层。" msgid "" -"Sets a layer's Y-sort origin value. This Y-sort origin value is added to " -"each tile's Y-sort origin value.\n" +"Sets a layer's Y-sort origin value. This Y-sort origin value is added to each " +"tile's Y-sort origin value.\n" "This allows, for example, to fake a different height level on each layer. " "This can be useful for top-down view games.\n" "If [param layer] is negative, the layers are accessed from the last one." @@ -103392,8 +116246,8 @@ msgid "" "map received from [method get_navigation_map]." msgstr "" "将 [NavigationServer2D] 导航地图 [RID] 分配给指定的 TileMap [param layer]。\n" -"默认情况下,TileMap 为第一个 TileMap 层使用默认的 [World2D] 导航地图。对于每" -"个附加的 TileMap 层,都会为附加层创建一个新的导航地图。\n" +"默认情况下,TileMap 为第一个 TileMap 层使用默认的 [World2D] 导航地图。对于每个" +"附加的 TileMap 层,都会为附加层创建一个新的导航地图。\n" "为了使 [NavigationAgent2D] 在 TileMap 层导航地图之间切换,使用 [method " "NavigationAgent2D.set_navigation_map] 和从 [method get_navigation_map] 接收的" "导航地图。" @@ -103507,21 +116361,21 @@ msgid "" "[TileSetScenesCollectionSource] which exposes scene-based tiles.\n" "Tiles are referenced by using three IDs: their source ID, their atlas " "coordinates ID and their alternative tile ID.\n" -"A TileSet can be configured so that its tiles expose more or less " -"properties. To do so, the TileSet resources uses property layers, that you " -"can add or remove depending on your needs.\n" +"A TileSet can be configured so that its tiles expose more or less properties. " +"To do so, the TileSet resources uses property layers, that you can add or " +"remove depending on your needs.\n" "For example, adding a physics layer allows giving collision shapes to your " "tiles. Each layer having dedicated properties (physics layer and mask), you " "may add several TileSet physics layers for each type of collision you need.\n" "See the functions to add new layers for more information." msgstr "" -"TileSet 是 [TileMap] 的图块库。TileSet 处理 [TileSetSource] 列表,每个表中存" -"储一组图块。\n" +"TileSet 是 [TileMap] 的图块库。TileSet 处理 [TileSetSource] 列表,每个表中存储" +"一组图块。\n" "图块既可以来自 [TileSetAtlasSource],可以渲染纹理中的图块,支持物理、导航等功" "能,也可以来自 [TileSetScenesCollectionSource],提供基于场景的图块。\n" "图块通过使用三个 ID 来引用:源 ID、图集坐标 ID、备选图块 ID。\n" -"TileSet 可以配置图块暴露哪些属性。为了做到这一点,TileSet 资源使用了属性层," -"你可以根据需要进行添加和删除。\n" +"TileSet 可以配置图块暴露哪些属性。为了做到这一点,TileSet 资源使用了属性层,你" +"可以根据需要进行添加和删除。\n" "例如,添加物理层可以为瓷砖提供碰撞形状。不同的层都有不同的属性(物理层和遮" "罩),要实现不同类型的碰撞,你也可以添加多个 TileSet 物理层。\n" "更多信息请参阅添加新层的函数。" @@ -103542,8 +116396,8 @@ msgid "" "of the array.\n" "Navigation layers allow assigning a navigable area to atlas tiles." msgstr "" -"在 TileSet 中添加导航层,放置到数组中的 [param to_position] 位置。如果 " -"[param to_position] 为 -1,则会将其添加到数组的末尾。\n" +"在 TileSet 中添加导航层,放置到数组中的 [param to_position] 位置。如果 [param " +"to_position] 为 -1,则会将其添加到数组的末尾。\n" "导航层能够为图集图块分配导航区域。" msgid "" @@ -103552,35 +116406,49 @@ msgid "" "of the array.\n" "Occlusion layers allow assigning occlusion polygons to atlas tiles." msgstr "" -"在 TileSet 中添加遮挡层,放置到数组中的 [param to_position] 位置。如果 " -"[param to_position] 为 -1,则会将其添加到数组的末尾。\n" +"在 TileSet 中添加遮挡层,放置到数组中的 [param to_position] 位置。如果 [param " +"to_position] 为 -1,则会将其添加到数组的末尾。\n" "遮挡层能够为图集图块分配遮挡多边形。" msgid "" "Adds a [TileMapPattern] to be stored in the TileSet resource. If provided, " "insert it at the given [param index]." msgstr "" -"添加存储在 TileSet 资源中的 [TileMapPattern]。如果提供了 [param index],则会" -"插入到给定的位置。" +"添加存储在 TileSet 资源中的 [TileMapPattern]。如果提供了 [param index],则会插" +"入到给定的位置。" msgid "" -"Adds a physics layer to the TileSet at the given position [param " -"to_position] in the array. If [param to_position] is -1, adds it at the end " -"of the array.\n" +"Adds a physics layer to the TileSet at the given position [param to_position] " +"in the array. If [param to_position] is -1, adds it at the end of the array.\n" "Physics layers allow assigning collision polygons to atlas tiles." msgstr "" -"在 TileSet 中添加物理层,放置到数组中的 [param to_position] 位置。如果 " -"[param to_position] 为 -1,则会将其添加到数组的末尾。\n" +"在 TileSet 中添加物理层,放置到数组中的 [param to_position] 位置。如果 [param " +"to_position] 为 -1,则会将其添加到数组的末尾。\n" "物理层能够为图集图块分配碰撞多边形。" msgid "" -"Adds a new terrain to the given terrain set [param terrain_set] at the given " -"position [param to_position] in the array. If [param to_position] is -1, " -"adds it at the end of the array." +"Adds a [TileSetSource] to the TileSet. If [param atlas_source_id_override] is " +"not -1, also set its source ID. Otherwise, a unique identifier is " +"automatically generated.\n" +"The function returns the added source ID or -1 if the source could not be " +"added.\n" +"[b]Warning:[/b] A source cannot belong to two TileSets at the same time. If " +"the added source was attached to another [TileSet], it will be removed from " +"that one." msgstr "" -"在 TileSet 的 [param terrain_set] 地形集中添加新的地形,放置到数组中的 " -"[param to_position] 位置。如果 [param to_position] 为 -1,则会将其添加到数组" -"的末尾。" +"在 TileSet 中添加 [TileSetSource]。如果 [param atlas_source_id_override] 不为 " +"-1,则还会设置其源 ID。否则会自动生成唯一标识符。\n" +"函数返回添加的源 ID,如果无法添加源则返回 -1。\n" +"[b]警告:[/b]同一个源不能同时属于两个 TileSet。如果添加的源已经附加到其他 " +"[TileSet],则会在该那个 TileSet 中移除。" + +msgid "" +"Adds a new terrain to the given terrain set [param terrain_set] at the given " +"position [param to_position] in the array. If [param to_position] is -1, adds " +"it at the end of the array." +msgstr "" +"在 TileSet 的 [param terrain_set] 地形集中添加新的地形,放置到数组中的 [param " +"to_position] 位置。如果 [param to_position] 为 -1,则会将其添加到数组的末尾。" msgid "" "Adds a new terrain set at the given position [param to_position] in the " @@ -103597,10 +116465,9 @@ msgstr "清除所有图块代理。" msgid "" "Returns the alternative-level proxy for the given identifiers. The returned " -"array contains the three proxie's target identifiers (source ID, atlas " -"coords ID and alternative tile ID).\n" -"If the TileSet has no proxy for the given identifiers, returns an empty " -"Array." +"array contains the three proxie's target identifiers (source ID, atlas coords " +"ID and alternative tile ID).\n" +"If the TileSet has no proxy for the given identifiers, returns an empty Array." msgstr "" "返回给定标识符的备选级代理。返回的数组包含三个代理的目标标识符(源 ID、图集坐" "标 ID 和备选图块 ID)。\n" @@ -103610,23 +116477,19 @@ msgid "" "Returns the coordinate-level proxy for the given identifiers. The returned " "array contains the two target identifiers of the proxy (source ID and atlas " "coordinates ID).\n" -"If the TileSet has no proxy for the given identifiers, returns an empty " -"Array." +"If the TileSet has no proxy for the given identifiers, returns an empty Array." msgstr "" -"返回给定标识符的坐标级代理。返回的数组包含代理的两个目标标识符(源 ID 和图集" -"坐标 ID)。\n" +"返回给定标识符的坐标级代理。返回的数组包含代理的两个目标标识符(源 ID 和图集坐" +"标 ID)。\n" "如果该 TileSet 没有给定标识符的代理,则返回空数组。" -msgid "" -"Returns the index of the custom data layer identified by the given name." +msgid "Returns the index of the custom data layer identified by the given name." msgstr "返回自定义数据层的索引,该自定义数据层由名称表示。" -msgid "" -"Returns the name of the custom data layer identified by the given index." +msgid "Returns the name of the custom data layer identified by the given index." msgstr "返回自定义数据层的名称,该自定义数据层由索引表示。" -msgid "" -"Returns the type of the custom data layer identified by the given index." +msgid "Returns the type of the custom data layer identified by the given index." msgstr "返回自定义数据层的类型,该自定义数据层由索引表示。" msgid "Returns the custom data layers count." @@ -103634,11 +116497,11 @@ msgstr "返回自定义数据层的数量。" msgid "" "Returns whether or not the specified navigation layer of the TileSet " -"navigation data layer identified by the given [param layer_index] is " -"enabled, given a navigation_layers [param layer_number] between 1 and 32." +"navigation data layer identified by the given [param layer_index] is enabled, " +"given a navigation_layers [param layer_number] between 1 and 32." msgstr "" -"返回由给定的 [param layer_index] 标识的 TileSet 导航数据层是否启用了指定的导" -"航层,导航层 [param layer_number] 在 1 和 32 之间。" +"返回由给定的 [param layer_index] 标识的 TileSet 导航数据层是否启用了指定的导航" +"层,导航层 [param layer_number] 在 1 和 32 之间。" msgid "" "Returns the navigation layers (as in the Navigation server) of the given " @@ -103658,8 +116521,7 @@ msgstr "" msgid "Returns the light mask of the occlusion layer." msgstr "返回遮挡层的光照掩码。" -msgid "" -"Returns if the occluders from this layer use [code]sdf_collision[/code]." +msgid "Returns if the occluders from this layer use [code]sdf_collision[/code]." msgstr "返回这个层的遮挡器是否使用 [code]sdf_collision[/code]。" msgid "Returns the occlusion layers count." @@ -103737,11 +116599,11 @@ msgid "" "ID are returned as a 3 elements Array.\n" "This function first look for matching alternative-level proxies, then " "coordinates-level proxies, then source-level proxies.\n" -"If no proxy corresponding to provided identifiers are found, returns the " -"same values the ones used as arguments." +"If no proxy corresponding to provided identifiers are found, returns the same " +"values the ones used as arguments." msgstr "" -"根据配置的代理,将提供的标识符映射到一组新的标识符。返回的是由源 ID、图集坐" -"标 ID 和备选图块 ID 这三个元素构成的 Array。\n" +"根据配置的代理,将提供的标识符映射到一组新的标识符。返回的是由源 ID、图集坐标 " +"ID 和备选图块 ID 这三个元素构成的 Array。\n" "这个函数首先查找匹配的备选级代理,然后是坐标级代理,然后是源级代理。\n" "如果未找到与提供的标识符对应的代理,则返回与用作参数的值相同的值。" @@ -103754,41 +116616,40 @@ msgstr "" "to_position] 位置。还会更新相应的图集图块。" msgid "" -"Moves the navigation layer at index [param layer_index] to the given " -"position [param to_position] in the array. Also updates the atlas tiles " -"accordingly." +"Moves the navigation layer at index [param layer_index] to the given position " +"[param to_position] in the array. Also updates the atlas tiles accordingly." msgstr "" -"将索引为 [param layer_index] 的导航层移动到数组中给定的 [param to_position] " -"位置。还会更新相应的图集图块。" +"将索引为 [param layer_index] 的导航层移动到数组中给定的 [param to_position] 位" +"置。还会更新相应的图集图块。" msgid "" "Moves the occlusion layer at index [param layer_index] to the given position " "[param to_position] in the array. Also updates the atlas tiles accordingly." msgstr "" -"将索引为 [param layer_index] 的遮挡层移动到数组中给定的 [param to_position] " -"位置。还会更新相应的图集图块。" +"将索引为 [param layer_index] 的遮挡层移动到数组中给定的 [param to_position] 位" +"置。还会更新相应的图集图块。" msgid "" "Moves the physics layer at index [param layer_index] to the given position " "[param to_position] in the array. Also updates the atlas tiles accordingly." msgstr "" -"将索引为 [param layer_index] 的物理层移动到数组中给定的 [param to_position] " -"位置。还会更新相应的图集图块。" +"将索引为 [param layer_index] 的物理层移动到数组中给定的 [param to_position] 位" +"置。还会更新相应的图集图块。" msgid "" "Moves the terrain at index [param terrain_index] for terrain set [param " "terrain_set] to the given position [param to_position] in the array. Also " "updates the atlas tiles accordingly." msgstr "" -"将地形集 [param terrain_set] 中索引为 [param terrain_index] 的地形移动到数组" -"中给定的 [param to_position] 位置。还会更新相应的图集图块。" +"将地形集 [param terrain_set] 中索引为 [param terrain_index] 的地形移动到数组中" +"给定的 [param to_position] 位置。还会更新相应的图集图块。" msgid "" "Moves the terrain set at index [param terrain_set] to the given position " "[param to_position] in the array. Also updates the atlas tiles accordingly." msgstr "" -"将索引为 [param terrain_set] 的地形集移动到数组中给定的 [param to_position] " -"位置。还会更新相应的图集图块。" +"将索引为 [param terrain_set] 的地形集移动到数组中给定的 [param to_position] 位" +"置。还会更新相应的图集图块。" msgid "Removes an alternative-level proxy for the given identifiers." msgstr "移除具有给定标识符的备选级别代理。" @@ -103830,8 +116691,8 @@ msgid "" "Removes the terrain at index [param terrain_index] in the given terrain set " "[param terrain_set]. Also updates the atlas tiles accordingly." msgstr "" -"移除给定地形集 [param terrain_set] 中索引为 [param terrain_index] 的地形。也" -"会相应地更新图集中的图块。" +"移除给定地形集 [param terrain_set] 中索引为 [param terrain_index] 的地形。也会" +"相应地更新图集中的图块。" msgid "" "Removes the terrain set at index [param terrain_set]. Also updates the atlas " @@ -103839,13 +116700,12 @@ msgid "" msgstr "移除索引为 [param terrain_set] 的地形集。也会相应地更新图集中的图块。" msgid "" -"Create an alternative-level proxy for the given identifiers. A proxy will " -"map set of tile identifiers to another set of identifiers.\n" +"Create an alternative-level proxy for the given identifiers. A proxy will map " +"set of tile identifiers to another set of identifiers.\n" "This can be used to replace a tile in all TileMaps using this TileSet, as " "TileMap nodes will find and use the proxy's target tile when one is " "available.\n" -"Proxied tiles can be automatically replaced in TileMap nodes using the " -"editor." +"Proxied tiles can be automatically replaced in TileMap nodes using the editor." msgstr "" "为给定的标识符创建备选级代理。代理会将一组图块标识符映射到另一组标识符。\n" "可以用来替换使用此 TileSet 的所有 TileMap 中的某个图块,因为 TileMap 节点将在" @@ -103853,17 +116713,16 @@ msgstr "" "可以使用编辑器自动替换 TileMap 节点中的代理图块。" msgid "" -"Creates a coordinates-level proxy for the given identifiers. A proxy will " -"map set of tile identifiers to another set of identifiers. The alternative " -"tile ID is kept the same when using coordinates-level proxies.\n" +"Creates a coordinates-level proxy for the given identifiers. A proxy will map " +"set of tile identifiers to another set of identifiers. The alternative tile " +"ID is kept the same when using coordinates-level proxies.\n" "This can be used to replace a tile in all TileMaps using this TileSet, as " "TileMap nodes will find and use the proxy's target tile when one is " "available.\n" -"Proxied tiles can be automatically replaced in TileMap nodes using the " -"editor." +"Proxied tiles can be automatically replaced in TileMap nodes using the editor." msgstr "" -"为给定的标识符创建坐标级代理。代理会将一组图块标识符映射到另一组标识符。使用" -"坐标级代理时,备选图块 ID 保持不变。\n" +"为给定的标识符创建坐标级代理。代理会将一组图块标识符映射到另一组标识符。使用坐" +"标级代理时,备选图块 ID 保持不变。\n" "可以用来替换使用此 TileSet 的所有 TileMap 中的某个图块,因为 TileMap 节点将在" "目标图块可用时找到并使用代理的目标图块。\n" "可以使用编辑器自动替换 TileMap 节点中的代理图块。" @@ -103873,17 +116732,16 @@ msgid "" "are identifiers of the layer therefore if the name is already taken it will " "fail and raise an error." msgstr "" -"设置由给定索引标识的自定义数据层的名称。名称是层的标识符,因此如果名称已被使" -"用就会失败并报错。" +"设置由给定索引标识的自定义数据层的名称。名称是层的标识符,因此如果名称已被使用" +"就会失败并报错。" msgid "Sets the type of the custom data layer identified by the given index." msgstr "设置自定义数据层的类型,该自定义数据层由索引表示。" msgid "" -"Based on [param value], enables or disables the specified navigation layer " -"of the TileSet navigation data layer identified by the given [param " -"layer_index], given a navigation_layers [param layer_number] between 1 and " -"32." +"Based on [param value], enables or disables the specified navigation layer of " +"the TileSet navigation data layer identified by the given [param " +"layer_index], given a navigation_layers [param layer_number] between 1 and 32." msgstr "" "根据 [param value],启用或禁用 TileSet 导航数据层中指定的导航层,导航数据层由" "给定的 [param layer_index] 标识,给定的 [param layer_number] 应在 1 和 32 之" @@ -103909,26 +116767,24 @@ msgid "" "TileSet physics layer." msgstr "设置给定 TileSet 物理层中物体的物理层(物理服务器中使用)。" -msgid "" -"Sets the physics material for bodies in the given TileSet physics layer." +msgid "Sets the physics material for bodies in the given TileSet physics layer." msgstr "设置给定 TileSet 物理层中物体的物理材质。" msgid "Changes a source's ID." msgstr "更改源的 ID。" msgid "" -"Creates a source-level proxy for the given source ID. A proxy will map set " -"of tile identifiers to another set of identifiers. Both the atlas " -"coordinates ID and the alternative tile ID are kept the same when using " -"source-level proxies.\n" +"Creates a source-level proxy for the given source ID. A proxy will map set of " +"tile identifiers to another set of identifiers. Both the atlas coordinates ID " +"and the alternative tile ID are kept the same when using source-level " +"proxies.\n" "This can be used to replace a source in all TileMaps using this TileSet, as " "TileMap nodes will find and use the proxy's target source when one is " "available.\n" -"Proxied tiles can be automatically replaced in TileMap nodes using the " -"editor." +"Proxied tiles can be automatically replaced in TileMap nodes using the editor." msgstr "" -"为给定的源 ID 创建源级代理。代理会将一组图块标识符映射到另一组标识符。使用源" -"级代理时,图集坐标 ID 和备选图块 ID 均保持不变。\n" +"为给定的源 ID 创建源级代理。代理会将一组图块标识符映射到另一组标识符。使用源级" +"代理时,图集坐标 ID 和备选图块 ID 均保持不变。\n" "可以用来替换使用此 TileSet 的所有 TileMap 中的某个源,因为 TileMap 节点将在目" "标源可用时找到并使用代理的目标源。\n" "可以使用编辑器自动替换 TileMap 节点中的代理图块。" @@ -103967,8 +116823,8 @@ msgid "" "encompassing rectangle of the tile shape. This is thus the minimal cell size " "required in an atlas." msgstr "" -"图块的大小,单位为像素。无论图块是什么形状,这个大小对应的都是图块形状的包围" -"矩形。因此,这是图集所需的最小单元格大小。" +"图块的大小,单位为像素。无论图块是什么形状,这个大小对应的都是图块形状的包围矩" +"形。因此,这是图集所需的最小单元格大小。" msgid "Enables/Disable uv clipping when rendering the tiles." msgstr "渲染图块时启用/禁用 UV 裁剪。" @@ -103993,13 +116849,13 @@ msgid "Hexagonal tile shape." msgstr "六边形图块形状。" msgid "" -"Tile coordinates layout where both axis stay consistent with their " -"respective local horizontal and vertical axis." +"Tile coordinates layout where both axis stay consistent with their respective " +"local horizontal and vertical axis." msgstr "图块坐标布局,两个轴与对应的局部水平轴和垂直轴保持一致。" msgid "" -"Same as [constant TILE_LAYOUT_STACKED], but the first half-offset is " -"negative instead of positive." +"Same as [constant TILE_LAYOUT_STACKED], but the first half-offset is negative " +"instead of positive." msgstr "" "与 [constant TILE_LAYOUT_STACKED] 相同,但第一个半偏移偏向负方向,而不是正方" "向。" @@ -104092,15 +116948,15 @@ msgid "Exposes a 2D atlas texture as a set of tiles for a [TileSet] resource." msgstr "以一组图块的形式向 [TileSet] 资源暴露 2D 图集纹理。" msgid "" -"An atlas is a grid of tiles laid out on a texture. Each tile in the grid " -"must be exposed using [method create_tile]. Those tiles are then indexed " -"using their coordinates in the grid.\n" +"An atlas is a grid of tiles laid out on a texture. Each tile in the grid must " +"be exposed using [method create_tile]. Those tiles are then indexed using " +"their coordinates in the grid.\n" "Each tile can also have a size in the grid coordinates, making it more or " "less cells in the atlas.\n" "Alternatives version of a tile can be created using [method " -"create_alternative_tile], which are then indexed using an alternative ID. " -"The main tile (the one in the grid), is accessed with an alternative ID " -"equal to 0.\n" +"create_alternative_tile], which are then indexed using an alternative ID. The " +"main tile (the one in the grid), is accessed with an alternative ID equal to " +"0.\n" "Each tile alternate has a set of properties that is defined by the source's " "[TileSet] layers. Those properties are stored in a TileData object that can " "be accessed and modified using [method get_tile_data].\n" @@ -104108,11 +116964,11 @@ msgid "" "resource, their properties might also be set using [code]TileSetAtlasSource." "set(\"://\")[/code]." msgstr "" -"图集是在纹理上铺设的图块栅格。栅格中的每个图块都必须使用 [method " -"create_tile] 公开。然后使用它们在栅格中的坐标,对这些图块进行索引。\n" +"图集是在纹理上铺设的图块栅格。栅格中的每个图块都必须使用 [method create_tile] " +"公开。然后使用它们在栅格中的坐标,对这些图块进行索引。\n" "每个图块也可以在栅格坐标中有一个大小,使其在地图集中的单元格更多或更少。\n" -"可以使用 [method create_alternative_tile] 创建图块的替代版本,然后使用替代 " -"ID 对其进行索引。主图块(栅格中的那个)使用一个等于 0 的替代 ID 进行访问。\n" +"可以使用 [method create_alternative_tile] 创建图块的替代版本,然后使用替代 ID " +"对其进行索引。主图块(栅格中的那个)使用一个等于 0 的替代 ID 进行访问。\n" "每个图块替代品都有一组由源的 [TileSet] 图层定义的属性。这些属性存储在 " "TileData 对象中,该对象可以使用 [method get_tile_data] 来访问和修改。\n" "由于 TileData 属性直接存储在 TileSetAtlasSource 资源中,它们的属性也可以使用 " @@ -104120,11 +116976,11 @@ msgstr "" "\")[/code] 设置。" msgid "" -"Creates an alternative tile for the tile at coordinates [param " -"atlas_coords]. If [param alternative_id_override] is -1, give it an " -"automatically generated unique ID, or assigns it the given ID otherwise.\n" -"Returns the new alternative identifier, or -1 if the alternative could not " -"be created with a provided [param alternative_id_override]." +"Creates an alternative tile for the tile at coordinates [param atlas_coords]. " +"If [param alternative_id_override] is -1, give it an automatically generated " +"unique ID, or assigns it the given ID otherwise.\n" +"Returns the new alternative identifier, or -1 if the alternative could not be " +"created with a provided [param alternative_id_override]." msgstr "" "为坐标为 [param atlas_coords] 的图块创建备选图块。如果 [param " "alternative_id_override] 为 -1,则会给予自动生成的唯一 ID,否则使用给定的 ID " @@ -104142,9 +116998,8 @@ msgid "" "texture. It thus depends on the Texture's size, the atlas [code]margins[/" "code] the tiles' [code]texture_region_size[/code]." msgstr "" -"返回图集栅格大小,这取决于纹理中可以容纳多少个图块。因此,它取决于纹理的大" -"小,该图集 [code]margins[/code]、和该图块的 [code]texture_region_size[/" -"code]。" +"返回图集栅格大小,这取决于纹理中可以容纳多少个图块。因此,它取决于纹理的大小," +"该图集 [code]margins[/code]、和该图块的 [code]texture_region_size[/code]。" msgid "" "Returns the alternative ID a following call to [method " @@ -104203,20 +117058,20 @@ msgid "" "[param atlas_coords]. This value needs to be divided by the animation speed " "to get the actual animation loop duration." msgstr "" -"返回坐标 [param atlas_coords] 处的图块的帧持续时间的总和。这个值需要除以动画" -"速度才能得到实际的动画循环持续时间。" +"返回坐标 [param atlas_coords] 处的图块的帧持续时间的总和。这个值需要除以动画速" +"度才能得到实际的动画循环持续时间。" msgid "" -"If there is a tile covering the [param atlas_coords] coordinates, returns " -"the top-left coordinates of the tile (thus its coordinate ID). Returns " +"If there is a tile covering the [param atlas_coords] coordinates, returns the " +"top-left coordinates of the tile (thus its coordinate ID). Returns " "[code]Vector2i(-1, -1)[/code] otherwise." msgstr "" -"如果有覆盖 [param atlas_coords] 坐标的图块,则返回该图块左上角的坐标(即它的" -"坐标 ID)。否则返回 [code]Vector2i(-1, -1)[/code]。" +"如果有覆盖 [param atlas_coords] 坐标的图块,则返回该图块左上角的坐标(即它的坐" +"标 ID)。否则返回 [code]Vector2i(-1, -1)[/code]。" msgid "" -"Returns the [TileData] object for the given atlas coordinates and " -"alternative ID." +"Returns the [TileData] object for the given atlas coordinates and alternative " +"ID." msgstr "返回给定图集坐标和备选 ID 对应的 [TileData] 对象。" msgid "" @@ -104235,45 +117090,45 @@ msgstr "" msgid "" "Returns an array of tiles coordinates ID that will be automatically removed " "when modifying one or several of those properties: [param texture], [param " -"margins], [param separation] or [param texture_region_size]. This can be " -"used to undo changes that would have caused tiles data loss." +"margins], [param separation] or [param texture_region_size]. This can be used " +"to undo changes that would have caused tiles data loss." msgstr "" "返回修改以下任意属性时将会自动移除的图块坐标 ID 的数组:[param texture]、" -"[param margins]、[param separation]、[param texture_region_size]。可以用来撤" -"销可能造成图块数据丢失的更改。" +"[param margins]、[param separation]、[param texture_region_size]。可以用来撤销" +"可能造成图块数据丢失的更改。" msgid "" -"Returns whether there is enough room in an atlas to create/modify a tile " -"with the given properties. If [param ignored_tile] is provided, act as is " -"the given tile was not present in the atlas. This may be used when you want " -"to modify a tile's properties." +"Returns whether there is enough room in an atlas to create/modify a tile with " +"the given properties. If [param ignored_tile] is provided, act as is the " +"given tile was not present in the atlas. This may be used when you want to " +"modify a tile's properties." msgstr "" "返回图集中是否有足够的空间来使用给定的属性创建/修改图块。如果提供了 [param " "ignored_tile],则判断时会和给定的图块在图集中不存在一样。可以在想要修改某个图" "块的属性时使用。" msgid "" -"Move the tile and its alternatives at the [param atlas_coords] coordinates " -"to the [param new_atlas_coords] coordinates with the [param new_size] size. " -"This functions will fail if a tile is already present in the given area.\n" +"Move the tile and its alternatives at the [param atlas_coords] coordinates to " +"the [param new_atlas_coords] coordinates with the [param new_size] size. This " +"functions will fail if a tile is already present in the given area.\n" "If [param new_atlas_coords] is [code]Vector2i(-1, -1)[/code], keeps the " "tile's coordinates. If [param new_size] is [code]Vector2i(-1, -1)[/code], " "keeps the tile's size.\n" "To avoid an error, first check if a move is possible using [method " "has_room_for_tile]." msgstr "" -"将 [param atlas_coords] 坐标处的图块及其替代物移动到具有 [param new_size] 大" -"小的 [param new_atlas_coords] 坐标。如果给定区域中已经存在一个图块,则该函数" -"将失败。\n" -"如果 [param new_atlas_coords] 为 [code]Vector2i(-1, -1)[/code],则保持图块的" -"坐标。如果 [param new_size] 为 [code]Vector2i(-1, -1)[/code],则保持图块的大" +"将 [param atlas_coords] 坐标处的图块及其替代物移动到具有 [param new_size] 大小" +"的 [param new_atlas_coords] 坐标。如果给定区域中已经存在一个图块,则该函数将失" +"败。\n" +"如果 [param new_atlas_coords] 为 [code]Vector2i(-1, -1)[/code],则保持图块的坐" +"标。如果 [param new_size] 为 [code]Vector2i(-1, -1)[/code],则保持图块的大" "小。\n" "为避免错误,请首先使用 [method has_room_for_tile] 来检查移动是否可行。" msgid "" "Remove a tile's alternative with alternative ID [param alternative_tile].\n" -"Calling this function with [param alternative_tile] equals to 0 will fail, " -"as the base tile alternative cannot be removed." +"Calling this function with [param alternative_tile] equals to 0 will fail, as " +"the base tile alternative cannot be removed." msgstr "" "移除备选 ID 为 [param alternative_tile] 的备选图块。\n" "使用为 0 的 [param alternative_tile] 调用这个函数会失败,因为基础图块备选项无" @@ -104293,19 +117148,19 @@ msgstr "" "动。" msgid "" -"Sets the number of columns in the animation layout of the tile at " -"coordinates [param atlas_coords]. If set to 0, then the different frames of " -"the animation are laid out as a single horizontal line in the atlas." +"Sets the number of columns in the animation layout of the tile at coordinates " +"[param atlas_coords]. If set to 0, then the different frames of the animation " +"are laid out as a single horizontal line in the atlas." msgstr "" -"设置位于坐标 [param atlas_coords] 的图块的动画布局中的列数。如果设置为 0,则" -"动画帧在图集中水平排列。" +"设置位于坐标 [param atlas_coords] 的图块的动画布局中的列数。如果设置为 0,则动" +"画帧在图集中水平排列。" msgid "" "Sets the animation frame [param duration] of frame [param frame_index] for " "the tile at coordinates [param atlas_coords]." msgstr "" -"设置位于坐标 [param atlas_coords] 的图块动画帧 [param frame_index] 的持续时" -"间 [param duration]。" +"设置位于坐标 [param atlas_coords] 的图块动画帧 [param frame_index] 的持续时间 " +"[param duration]。" msgid "" "Sets how many animation frames the tile at coordinates [param atlas_coords] " @@ -104316,8 +117171,8 @@ msgid "" "Sets the margin (in grid tiles) between each tile in the animation layout of " "the tile at coordinates [param atlas_coords] has." msgstr "" -"设置位于坐标 [param atlas_coords] 的图块的动画布局中,图块的间距(单位为栅格" -"图块)。" +"设置位于坐标 [param atlas_coords] 的图块的动画布局中,图块的间距(单位为栅格图" +"块)。" msgid "" "Sets the animation speed of the tile at coordinates [param atlas_coords] has." @@ -104344,13 +117199,13 @@ msgid "" "pixel padding around each tile. Texture padding avoids a common artifact " "where lines appear between tiles.\n" "Disabling this setting might lead a small performance improvement, as " -"generating the internal texture requires both memory and processing time " -"when the TileSetAtlasSource resource is modified." +"generating the internal texture requires both memory and processing time when " +"the TileSetAtlasSource resource is modified." msgstr "" -"如果为 [code]true[/code],则生成一个内部纹理,每个图块周围有一个额外的单像素" -"填充。纹理填充避免了图块之间出现线条状的常见伪像。\n" -"禁用该设置可能会导致性能略有提高,因为在 TileSetAtlasSource 资源被修改时,生" -"成内部纹理需要内存和处理时间。" +"如果为 [code]true[/code],则生成一个内部纹理,每个图块周围有一个额外的单像素填" +"充。纹理填充避免了图块之间出现线条状的常见伪像。\n" +"禁用该设置可能会导致性能略有提高,因为在 TileSetAtlasSource 资源被修改时,生成" +"内部纹理需要内存和处理时间。" msgid "Exposes a set of scenes as tiles for a [TileSet] resource." msgstr "以图块的形式向 [TileSet] 资源暴露一组场景。" @@ -104359,10 +117214,9 @@ msgid "" "When placed on a [TileMap], tiles from [TileSetScenesCollectionSource] will " "automatically instantiate an associated scene at the cell's position in the " "TileMap.\n" -"Scenes are instantiated as children of the [TileMap] when it enters the " -"tree. If you add/remove a scene tile in the [TileMap] that is already inside " -"the tree, the [TileMap] will automatically instantiate/free the scene " -"accordingly." +"Scenes are instantiated as children of the [TileMap] when it enters the tree. " +"If you add/remove a scene tile in the [TileMap] that is already inside the " +"tree, the [TileMap] will automatically instantiate/free the scene accordingly." msgstr "" "当放置在 [TileMap] 上时,来自 [TileSetScenesCollectionSource] 中的图块将在 " "TileMap 中的单元格位置自动实例化一个关联场景。\n" @@ -104407,8 +117261,8 @@ msgid "" "placeholder in the editor. This might be useful for scenes that are not " "visible." msgstr "" -"设置 ID 为 [param id] 的场景图块是否应该在编辑器中显示为占位符。对不可见的场" -"景可能有用。" +"设置 ID 为 [param id] 的场景图块是否应该在编辑器中显示为占位符。对不可见的场景" +"可能有用。" msgid "" "Changes a scene tile's ID from [param id] to [param new_id]. This will fail " @@ -104418,16 +117272,44 @@ msgstr "" "new_id] 的图块则会失败。" msgid "" -"Assigns a [PackedScene] resource to the scene tile with [param id]. This " -"will fail if the scene does not extend CanvasItem, as positioning properties " -"are needed to place the scene on the TileMap." +"Assigns a [PackedScene] resource to the scene tile with [param id]. This will " +"fail if the scene does not extend CanvasItem, as positioning properties are " +"needed to place the scene on the TileMap." msgstr "" -"将 [PackedScene] 资源分配给 ID 为 [param id] 的场景图块。如果该场景扩展的不" -"是 CanvasItem 则会失败,因为将场景放置到 TileMap 上需要位置属性。" +"将 [PackedScene] 资源分配给 ID 为 [param id] 的场景图块。如果该场景扩展的不是 " +"CanvasItem 则会失败,因为将场景放置到 TileMap 上需要位置属性。" msgid "Exposes a set of tiles for a [TileSet] resource." msgstr "向 [TileSet] 资源暴露一组图块。" +msgid "" +"Exposes a set of tiles for a [TileSet] resource.\n" +"Tiles in a source are indexed with two IDs, coordinates ID (of type Vector2i) " +"and an alternative ID (of type int), named according to their use in the " +"[TileSetAtlasSource] class.\n" +"Depending on the TileSet source type, those IDs might have restrictions on " +"their values, this is why the base [TileSetSource] class only exposes getters " +"for them.\n" +"You can iterate over all tiles exposed by a TileSetSource by first iterating " +"over coordinates IDs using [method get_tiles_count] and [method get_tile_id], " +"then over alternative IDs using [method get_alternative_tiles_count] and " +"[method get_alternative_tile_id].\n" +"[b]Warning:[/b] [TileSetSource] can only be added to one TileSet at the same " +"time. Calling [method TileSet.add_source] on a second [TileSet] will remove " +"the source from the first one." +msgstr "" +"向 [TileSet] 资源暴露一组图块。\n" +"源中的图块具有索引,索引为两个 ID,分别是坐标 ID(类型为 Vector2i)和备选 ID" +"(类型为 int),名称反映了在 [TileSetAtlasSource] 中的使用方法。\n" +"根据 TileSet 源类型的不同,对这些 ID 的值可能有不同的限制,这就是 " +"[TileSetSource] 基类仅暴露了 getter 的原因。\n" +"要遍历 TileSetSource 中暴露的所有图块,你可以首先使用 [method " +"get_tiles_count] 和 [method get_tile_id] 遍历坐标 ID,然后使用 [method " +"get_alternative_tiles_count] 和 [method get_alternative_tile_id] 遍历备选 " +"ID。\n" +"[b]警告:[/b]同一个 [TileSetSource] 不能同时属于两个 TileSet。对第二个 " +"[TileSet] 调用 [method TileSet.add_source] 会在第一个 TileSet 中移除该源。" + msgid "" "Returns the alternative ID for the tile with coordinates ID [param " "atlas_coords] at index [param index]." @@ -104442,8 +117324,8 @@ msgid "" "Returns -1 if there is not tile at the given coords." msgstr "" "返回坐标 ID 为 [param atlas_coords] 的图块的备选图块数量。\n" -"[TileSetAtlasSource] 返回的数量至少为 1,因为备选列表中始终存在 ID 为 0 的基" -"础图块。\n" +"[TileSetAtlasSource] 返回的数量至少为 1,因为备选列表中始终存在 ID 为 0 的基础" +"图块。\n" "如果给定的坐标处没有图块,则返回 -1。" msgid "Returns the tile coordinates ID of the tile with index [param index]." @@ -104465,6 +117347,9 @@ msgid "" "Returns if this atlas has a tile with coordinates ID [param atlas_coords]." msgstr "返回该图集中是否存在坐标 ID 为 [param atlas_coords] 的图块。" +msgid "A singleton for working with time data." +msgstr "用于处理时间数据的单例。" + msgid "" "The Time singleton allows converting time between various formats and also " "getting time information from the system.\n" @@ -104475,26 +117360,26 @@ msgid "" "year before that (2 BC) being [code]-1[/code], etc.\n" "Conversion methods assume \"the same timezone\", and do not handle timezone " "conversions or DST automatically. Leap seconds are also not handled, they " -"must be done manually if desired. Suffixes such as \"Z\" are not handled, " -"you need to strip them away manually.\n" +"must be done manually if desired. Suffixes such as \"Z\" are not handled, you " +"need to strip them away manually.\n" "When getting time information from the system, the time can either be in the " "local timezone or UTC depending on the [code]utc[/code] parameter. However, " "the [method get_unix_time_from_system] method always returns the time in " "UTC.\n" "[b]Important:[/b] The [code]_from_system[/code] methods use the system clock " -"that the user can manually set. [b]Never use[/b] this method for precise " -"time calculation since its results are subject to automatic adjustments by " -"the user or the operating system. [b]Always use[/b] [method get_ticks_usec] " -"or [method get_ticks_msec] for precise time calculation instead, since they " -"are guaranteed to be monotonic (i.e. never decrease)." +"that the user can manually set. [b]Never use[/b] this method for precise time " +"calculation since its results are subject to automatic adjustments by the " +"user or the operating system. [b]Always use[/b] [method get_ticks_usec] or " +"[method get_ticks_msec] for precise time calculation instead, since they are " +"guaranteed to be monotonic (i.e. never decrease)." msgstr "" "Time 单例可以转换各种不同格式的时间,也可以从系统获取时间信息。\n" "这个类尽可能多地符合了 ISO 8601 标准。所有日期都遵循“外推格里历”。因此 " "[code]1582-10-15[/code] 的前一天是 [code]1582-10-14[/code],而不是 " "[code]1582-10-04[/code]。公元 1 年的前一年(即公元前 1 年)是数字 [code]0[/" "code],再往前的一年(公元前 2 年)是 [code]-1[/code],以此类推。\n" -"转换方法假设“时区相同”,不会自动处理时区或 DST(夏令时)的转换。不会对闰秒进" -"行处理,如果需要必须手动处理。“Z”等后缀也没有处理,你需要进行手动剥除。\n" +"转换方法假设“时区相同”,不会自动处理时区或 DST(夏令时)的转换。不会对闰秒进行" +"处理,如果需要必须手动处理。“Z”等后缀也没有处理,你需要进行手动剥除。\n" "从系统获取时间信息时,时间可能是本地时间或 UTC 时间,取决于 [code]utc[/code] " "参数。不过 [method get_unix_time_from_system] 方法返回的始终是 UTC 时间。\n" "[b]重要:[/b][code]_from_system[/code] 系列方法使用的是系统始终,用户可以自行" @@ -104508,14 +117393,14 @@ msgid "" "The returned values are in the system's local time when [param utc] is " "[code]false[/code], otherwise they are in UTC." msgstr "" -"以字典的形式返回当前时间,包含的键为:[code]hour[/code]、[code]minute[/" -"code]、[code]second[/code]。\n" +"以字典的形式返回当前时间,包含的键为:[code]hour[/code]、[code]minute[/code]、" +"[code]second[/code]。\n" "当 [code]utc[/code] 为 [code]false[/code] 时,返回的是系统的本地时间,否则为 " "UTC 时间。" msgid "" -"Converts the given Unix timestamp to a dictionary of keys: [code]year[/" -"code], [code]month[/code], [code]day[/code], and [code]weekday[/code]." +"Converts the given Unix timestamp to a dictionary of keys: [code]year[/code], " +"[code]month[/code], [code]day[/code], and [code]weekday[/code]." msgstr "" "将给定的 Unix 时间戳转换为字典,包含的键为:[code]year[/code]、[code]month[/" "code]、[code]day[/code]、[code]weekday[/code]。" @@ -104526,8 +117411,8 @@ msgid "" "[code]false[/code], otherwise they are in UTC." msgstr "" "以 ISO 8601 日期字符串的形式返回当前日期(YYYY-MM-DD)。\n" -"当 [param utc] 为 [code]false[/code] 时,返回的是系统的本地时间,否则为 UTC " -"时间。" +"当 [param utc] 为 [code]false[/code] 时,返回的是系统的本地时间,否则为 UTC 时" +"间。" msgid "" "Converts the given Unix timestamp to an ISO 8601 date string (YYYY-MM-DD)." @@ -104538,10 +117423,9 @@ msgid "" "dictionary of keys: [code]year[/code], [code]month[/code], [code]day[/code], " "[code]weekday[/code], [code]hour[/code], [code]minute[/code], and " "[code]second[/code].\n" -"If [param weekday] is [code]false[/code], then the [code]weekday[/code] " -"entry is excluded (the calculation is relatively expensive).\n" -"[b]Note:[/b] Any decimal fraction in the time string will be ignored " -"silently." +"If [param weekday] is [code]false[/code], then the [code]weekday[/code] entry " +"is excluded (the calculation is relatively expensive).\n" +"[b]Note:[/b] Any decimal fraction in the time string will be ignored silently." msgstr "" "将给定的 ISO 8601 日期和时间字符串(YYYY-MM-DDTHH:MM:SS)转换为字典,包含的键" "为:[code]year[/code]、[code]month[/code]、[code]day[/code]、[code]weekday[/" @@ -104562,9 +117446,9 @@ msgstr "" "Time)。" msgid "" -"Converts the given Unix timestamp to a dictionary of keys: [code]year[/" -"code], [code]month[/code], [code]day[/code], [code]weekday[/code], " -"[code]hour[/code], [code]minute[/code], and [code]second[/code].\n" +"Converts the given Unix timestamp to a dictionary of keys: [code]year[/code], " +"[code]month[/code], [code]day[/code], [code]weekday[/code], [code]hour[/" +"code], [code]minute[/code], and [code]second[/code].\n" "The returned Dictionary's values will be the same as the [method " "get_datetime_dict_from_system] if the Unix timestamp is the current time, " "with the exception of Daylight Savings Time as it cannot be determined from " @@ -104580,19 +117464,19 @@ msgid "" "Converts the given dictionary of keys to an ISO 8601 date and time string " "(YYYY-MM-DDTHH:MM:SS).\n" "The given dictionary can be populated with the following keys: [code]year[/" -"code], [code]month[/code], [code]day[/code], [code]hour[/code], " -"[code]minute[/code], and [code]second[/code]. Any other entries (including " -"[code]dst[/code]) are ignored.\n" +"code], [code]month[/code], [code]day[/code], [code]hour[/code], [code]minute[/" +"code], and [code]second[/code]. Any other entries (including [code]dst[/" +"code]) are ignored.\n" "If the dictionary is empty, [code]0[/code] is returned. If some keys are " -"omitted, they default to the equivalent values for the Unix epoch timestamp " -"0 (1970-01-01 at 00:00:00).\n" +"omitted, they default to the equivalent values for the Unix epoch timestamp 0 " +"(1970-01-01 at 00:00:00).\n" "If [param use_space] is [code]true[/code], the date and time bits are " "separated by an empty space character instead of the letter T." msgstr "" "将给定的时间值字典转换为 ISO 8601 日期和时间字符串(YYYY-MM-DDTHH:MM:SS)。\n" "给定的字典可以包含以下键:[code]year[/code]、[code]month[/code]、[code]day[/" -"code]、[code]hour[/code]、[code]minute[/code]、[code]second[/code]。其他的记" -"录(包括 [code]dst[/code])都会被忽略。\n" +"code]、[code]hour[/code]、[code]minute[/code]、[code]second[/code]。其他的记录" +"(包括 [code]dst[/code])都会被忽略。\n" "字典为空时将返回 [code]0[/code]。如果省略了部分键,默认使用 Unix 纪元时间戳 0" "(1970-01-01 的 00:00:00)的对应部分。\n" "当 [param use_space] 为 [code]true[/code] 时,将使用空格代替中间的字母 T。" @@ -104607,8 +117491,8 @@ msgid "" msgstr "" "以 ISO 8601 日期和时间字符串的形式返回当前日期和时间(YYYY-MM-DDTHH:MM:" "SS)。\n" -"当 [param utc] 为 [code]false[/code] 时,返回的是系统的本地时间,否则为 UTC " -"时间。\n" +"当 [param utc] 为 [code]false[/code] 时,返回的是系统的本地时间,否则为 UTC 时" +"间。\n" "当 [param use_space] 为 [code]true[/code] 时,将使用空格代替中间的字母 T。" msgid "" @@ -104626,8 +117510,8 @@ msgid "" "For example, -480 returns \"-08:00\", 345 returns \"+05:45\", and 0 returns " "\"+00:00\"." msgstr "" -"将给定的时区偏移分钟数转换为时区偏移字符串。例如,-480 返回 \"-08:00\"、345 " -"返回 \"+05:45\"、0 返回 \"+00:00\"。" +"将给定的时区偏移分钟数转换为时区偏移字符串。例如,-480 返回 \"-08:00\"、345 返" +"回 \"+05:45\"、0 返回 \"+00:00\"。" msgid "" "Returns the amount of time passed in milliseconds since the engine started.\n" @@ -104651,10 +117535,10 @@ msgid "" "The returned values are in the system's local time when [param utc] is " "[code]false[/code], otherwise they are in UTC." msgstr "" -"以字典的形式返回当前时间,包含的键为:[code]hour[/code]、[code]minute[/" -"code]、[code]second[/code]。\n" -"当 [param utc] 为 [code]false[/code] 时,返回的是系统的本地时间,否则为 UTC " -"时间。" +"以字典的形式返回当前时间,包含的键为:[code]hour[/code]、[code]minute[/code]、" +"[code]second[/code]。\n" +"当 [param utc] 为 [code]false[/code] 时,返回的是系统的本地时间,否则为 UTC 时" +"间。" msgid "" "Converts the given time to a dictionary of keys: [code]hour[/code], " @@ -104669,11 +117553,10 @@ msgid "" "[code]false[/code], otherwise they are in UTC." msgstr "" "以 ISO 8601 时间字符串的形式返回当前时间(HH:MM:SS)。\n" -"当 [param utc] 为 [code]false[/code] 时,返回的是系统的本地时间,否则为 UTC " -"时间。" +"当 [param utc] 为 [code]false[/code] 时,返回的是系统的本地时间,否则为 UTC 时" +"间。" -msgid "" -"Converts the given Unix timestamp to an ISO 8601 time string (HH:MM:SS)." +msgid "Converts the given Unix timestamp to an ISO 8601 time string (HH:MM:SS)." msgstr "将给定的 Unix 时间戳转换为 ISO 8601 时间字符串(HH:MM:SS)。" msgid "" @@ -104681,19 +117564,19 @@ msgid "" "[code]name[/code]. The [code]bias[/code] value is the offset from UTC in " "minutes, since not all time zones are multiples of an hour from UTC." msgstr "" -"以字典的形式返回当前时区,包含的键为:[code]bias[/code](偏置)和 " -"[code]name[/code](名称)。[code]bias[/code] 的值是从 UTC 的偏移量,单位为" -"分,因为并不是所有时区与 UTC 的时间差都是整数倍小时。" +"以字典的形式返回当前时区,包含的键为:[code]bias[/code](偏置)和 [code]name[/" +"code](名称)。[code]bias[/code] 的值是从 UTC 的偏移量,单位为分,因为并不是所" +"有时区与 UTC 的时间差都是整数倍小时。" msgid "" "Converts a dictionary of time values to a Unix timestamp.\n" "The given dictionary can be populated with the following keys: [code]year[/" -"code], [code]month[/code], [code]day[/code], [code]hour[/code], " -"[code]minute[/code], and [code]second[/code]. Any other entries (including " -"[code]dst[/code]) are ignored.\n" +"code], [code]month[/code], [code]day[/code], [code]hour[/code], [code]minute[/" +"code], and [code]second[/code]. Any other entries (including [code]dst[/" +"code]) are ignored.\n" "If the dictionary is empty, [code]0[/code] is returned. If some keys are " -"omitted, they default to the equivalent values for the Unix epoch timestamp " -"0 (1970-01-01 at 00:00:00).\n" +"omitted, they default to the equivalent values for the Unix epoch timestamp 0 " +"(1970-01-01 at 00:00:00).\n" "You can pass the output from [method get_datetime_dict_from_unix_time] " "directly into this function and get the same as what was put in.\n" "[b]Note:[/b] Unix timestamps are often in UTC. This method does not do any " @@ -104702,8 +117585,8 @@ msgid "" msgstr "" "将时间值字典转换为 Unix 时间戳。\n" "给定的字典可以包含以下键:[code]year[/code]、[code]month[/code]、[code]day[/" -"code]、[code]hour[/code]、[code]minute[/code]、[code]second[/code]。其他的记" -"录(包括 [code]dst[/code])都会被忽略。\n" +"code]、[code]hour[/code]、[code]minute[/code]、[code]second[/code]。其他的记录" +"(包括 [code]dst[/code])都会被忽略。\n" "字典为空时将返回 [code]0[/code]。如果省略了部分键,默认使用 Unix 纪元时间戳 0" "(1970-01-01 的 00:00:00)的对应部分。\n" "你可以将 [method get_datetime_dict_from_unix_time] 的输出直接传给本函数,得到" @@ -104717,8 +117600,7 @@ msgid "" "[b]Note:[/b] Unix timestamps are often in UTC. This method does not do any " "timezone conversion, so the timestamp will be in the same timezone as the " "given datetime string.\n" -"[b]Note:[/b] Any decimal fraction in the time string will be ignored " -"silently." +"[b]Note:[/b] Any decimal fraction in the time string will be ignored silently." msgstr "" "将给定的 ISO 8601 日期和/或时间字符串转换为 Unix 时间戳。字符串中可以只包含日" "期、只包含时间,也可以两者都包含。\n" @@ -104735,8 +117617,8 @@ msgid "" msgstr "" "返回当前的 Unix 时间戳,以秒为单位,基于 UTC 系统时间。本方法由操作系统实现," "返回的时间总是 UTC 的。\n" -"[b]注意:[/b]与其他使用整数时间戳的方法不同,这个方法返回的是 [float] 类型的" -"时间戳,可以表示比秒更高的精度。" +"[b]注意:[/b]与其他使用整数时间戳的方法不同,这个方法返回的是 [float] 类型的时" +"间戳,可以表示比秒更高的精度。" msgid "The month of January, represented numerically as [code]01[/code]." msgstr "一月份,使用数字 [code]01[/code] 表示。" @@ -104787,23 +117669,21 @@ msgid "" "The day of the week Wednesday, represented numerically as [code]3[/code]." msgstr "星期三,使用数字 [code]3[/code] 表示。" -msgid "" -"The day of the week Thursday, represented numerically as [code]4[/code]." +msgid "The day of the week Thursday, represented numerically as [code]4[/code]." msgstr "星期四,使用数字 [code]4[/code] 表示。" msgid "The day of the week Friday, represented numerically as [code]5[/code]." msgstr "星期五,使用数字 [code]5[/code] 表示。" -msgid "" -"The day of the week Saturday, represented numerically as [code]6[/code]." +msgid "The day of the week Saturday, represented numerically as [code]6[/code]." msgstr "星期六,使用数字 [code]6[/code] 表示。" msgid "A countdown timer." msgstr "倒数计时器。" msgid "" -"Counts down a specified interval and emits a signal on reaching 0. Can be " -"set to repeat or \"one-shot\" mode.\n" +"Counts down a specified interval and emits a signal on reaching 0. Can be set " +"to repeat or \"one-shot\" mode.\n" "[b]Note:[/b] Timers are affected by [member Engine.time_scale], a higher " "scale means quicker timeouts, and vice versa.\n" "[b]Note:[/b] To create a one-shot timer without instantiating a node, use " @@ -104813,8 +117693,8 @@ msgstr "" "式。\n" "[b]注意:[/b]计时器会受到 [member Engine.time_scale] 的影响,缩放值越高超时越" "快,反之亦然。\n" -"[b]注意:[/b]如果想要创建一次性定时器,不实例化节点,请使用 [method " -"SceneTree.create_timer]。" +"[b]注意:[/b]如果想要创建一次性定时器,不实例化节点,请使用 [method SceneTree." +"create_timer]。" msgid "Returns [code]true[/code] if the timer is stopped." msgstr "如果定时器被停止,返回 [code]true[/code]。" @@ -104846,8 +117726,8 @@ msgid "" "If [code]true[/code], the timer will stop when reaching 0. If [code]false[/" "code], it will restart." msgstr "" -"如果为 [code]true[/code],定时器将在达到 0 时停止。如果为 [code]false[/" -"code],它将重新启动。" +"如果为 [code]true[/code],定时器将在达到 0 时停止。如果为 [code]false[/code]," +"它将重新启动。" msgid "" "If [code]true[/code], the timer is paused and will not process until it is " @@ -104882,56 +117762,62 @@ msgstr "" "等待时间,单位为秒。\n" "[b]注意:[/b]计时器在每个渲染帧最多只能发射一次(或者如果 [member " "process_callback] 为 [constant TIMER_PROCESS_PHYSICS],则是每个物理帧)。这意" -"味着非常短的等待时间(低于 0.05 秒),将根据渲染的帧速率,会有明显不同的表" -"现。对于非常短的等待时间,建议在脚本中使用一个 process 循环,而不是使用 " -"Timer 节点。计时器会受 [member Engine.time_scale] 的影响,缩放值越高意味着超" -"时越快,反之亦然。" +"味着非常短的等待时间(低于 0.05 秒),将根据渲染的帧速率,会有明显不同的表现。" +"对于非常短的等待时间,建议在脚本中使用一个 process 循环,而不是使用 Timer 节" +"点。计时器会受 [member Engine.time_scale] 的影响,缩放值越高意味着超时越快,反" +"之亦然。" + +msgid "" +"Update the timer during physics frames (see [constant Node." +"NOTIFICATION_INTERNAL_PHYSICS_PROCESS])." +msgstr "" +"计时器的更新发生在物理帧中(见 [constant Node." +"NOTIFICATION_INTERNAL_PHYSICS_PROCESS])。" + +msgid "" +"Update the timer during process frames (see [constant Node." +"NOTIFICATION_INTERNAL_PROCESS])." +msgstr "" +"计时器的更新发生在处理帧中(见 [constant Node." +"NOTIFICATION_INTERNAL_PROCESS])。" msgid "TLS configuration for clients and servers." msgstr "客户端与服务器的 TLS 配置。" msgid "" -"Creates a TLS client configuration which validates certificates and their " -"common names (fully qualified domain names).\n" -"You can specify a custom [param trusted_chain] of certification authorities " -"(the default CA list will be used if [code]null[/code]), and optionally " -"provide a [param common_name_override] if you expect the certificate to have " -"a common name other then the server FQDN.\n" -"Note: On the Web plafrom, TLS verification is always enforced against the CA " -"list of the web browser. This is considered a security feature." +"TLSOptions abstracts the configuration options for the [StreamPeerTLS] and " +"[PacketPeerDTLS] classes.\n" +"Objects of this class cannot be instantiated directly, and one of the static " +"methods [method client], [method client_unsafe], or [method server] should be " +"used instead.\n" +"[codeblocks]\n" +"[gdscript]\n" +"# Create a TLS client configuration which uses our custom trusted CA chain.\n" +"var client_trusted_cas = load(\"res://my_trusted_cas.crt\")\n" +"var client_tls_options = TLSOptions.client(client_trusted_cas)\n" +"\n" +"# Create a TLS server configuration.\n" +"var server_certs = load(\"res://my_server_cas.crt\")\n" +"var server_key = load(\"res://my_server_key.key\")\n" +"var server_tls_options = TLSOptions.server(server_key, server_certs)\n" +"[/gdscript]\n" +"[/codeblocks]" msgstr "" -"创建 TLS 客户端配置,验证证书及其通用名称(完整域名)。\n" -"你可以指定自定义的证书颁发机构信任链 [param trusted_chain](如果为 " -"[code]null[/code] 则使用默认 CA 列表)。如果你希望证书拥有服务器 FQDN 之外的" -"通用名称,还可以提供通用名称覆盖 [param common_name_override]。\n" -"注意:在 Web 平台上,TLS 验证始终强制使用 Web 浏览器的 CA 列表。这是一种安全" -"特性。" - -msgid "" -"Creates an [b]unsafe[/b] TLS client configuration where certificate " -"validation is optional. You can optionally provide a valid [param " -"trusted_chain], but the common name of the certififcates will never be " -"checked. Using this configuration for purposes other than testing [b]is not " -"recommended[/b].\n" -"Note: On the Web plafrom, TLS verification is always enforced against the CA " -"list of the web browser. This is considered a security feature." -msgstr "" -"创建[b]不安全[/b]的 TLS 客户端配置,证书验证为可选项。你可以选择提供有效的信" -"任链 [param trusted_chain],但永远不会对证书的通用名称进行检查。这种配置[b]不" -"推荐[/b]用于测试之外的用途。\n" -"注意:在 Web 平台上,TLS 验证始终强制使用 Web 浏览器的 CA 列表。这是一种安全" -"特性。" - -msgid "" -"Creates a TLS server configuration using the provided [param key] and [param " -"certificate].\n" -"Note: The [param certificate] should include the full certificate chain up " -"to the signing CA (certificates file can be concatenated using a general " -"purpose text editor)." -msgstr "" -"使用提供的密钥 [param key] 和证书 [param certificate] 创建 TLS 服务器配置。\n" -"注意:[param certificate] 中应当包含签名 CA 的完整证书链(可以使用通用文本编" -"辑器连接证书文件)。" +"TLSOptions 是对 [StreamPeerTLS] 和 [PacketPeerDTLS] 类中配置选项的抽象。\n" +"无法直接实例化这个类的对象,应改用静态方法 [method client]、[method " +"client_unsafe] 或 [method server]。\n" +"[codeblocks]\n" +"[gdscript]\n" +"# 创建 TLS 客户端配置,使用自定义 CA 信任链。\n" +"var client_trusted_cas = load(\"res://my_trusted_cas.crt\")\n" +"var client_tls_options = TLSOptions.client(client_trusted_cas)\n" +"\n" +"# 创建 TLS 服务器配置。\n" +"var server_certs = load(\"res://my_server_cas.crt\")\n" +"var server_key = load(\"res://my_server_key.key\")\n" +"var server_tls_options = TLSOptions.server(server_key, server_certs)\n" +"[/gdscript]\n" +"[/codeblocks]" msgid "Class representing a torus [PrimitiveMesh]." msgstr "表示圆环 [PrimitiveMesh] 的类。" @@ -104943,21 +117829,20 @@ msgid "" "TouchScreenButton allows you to create on-screen buttons for touch devices. " "It's intended for gameplay use, such as a unit you have to touch to move. " "Unlike [Button], TouchScreenButton supports multitouch out of the box. " -"Several TouchScreenButtons can be pressed at the same time with touch " -"input.\n" -"This node inherits from [Node2D]. Unlike with [Control] nodes, you cannot " -"set anchors on it. If you want to create menus or user interfaces, you may " -"want to use [Button] nodes instead. To make button nodes react to touch " -"events, you can enable the Emulate Mouse option in the Project Settings.\n" +"Several TouchScreenButtons can be pressed at the same time with touch input.\n" +"This node inherits from [Node2D]. Unlike with [Control] nodes, you cannot set " +"anchors on it. If you want to create menus or user interfaces, you may want " +"to use [Button] nodes instead. To make button nodes react to touch events, " +"you can enable the Emulate Mouse option in the Project Settings.\n" "You can configure TouchScreenButton to be visible only on touch devices, " "helping you develop your game both for desktop and mobile devices." msgstr "" -"TouchScreenButton 允许你为触摸设备创建屏幕上的按钮。其为游戏使用,比如在必须" -"触摸才能移动的设备。与 [Button] 不同,TouchScreenButton 原生支持多点触摸。几" -"个 TouchScreenButton 可以通过触摸输入同时被按下。\n" -"这个节点继承自 [Node2D]。与 [Control] 节点不同,你不能在它上面设置锚点。如果" -"要创建菜单或用户界面,可用 [Button] 节点代替。为了使按钮节点对触摸事件作出反" -"应,可在项目设置中启用模拟鼠标选项。\n" +"TouchScreenButton 允许你为触摸设备创建屏幕上的按钮。其为游戏使用,比如在必须触" +"摸才能移动的设备。与 [Button] 不同,TouchScreenButton 原生支持多点触摸。几个 " +"TouchScreenButton 可以通过触摸输入同时被按下。\n" +"这个节点继承自 [Node2D]。与 [Control] 节点不同,你不能在它上面设置锚点。如果要" +"创建菜单或用户界面,可用 [Button] 节点代替。为了使按钮节点对触摸事件作出反应," +"可在项目设置中启用模拟鼠标选项。\n" "可将 TouchScreenButton 配置为只在触摸设备上可见,有助你同时为桌面和移动设备开" "发游戏。" @@ -104984,11 +117869,11 @@ msgid "The button's shape." msgstr "该按钮的形状。" msgid "" -"If [code]true[/code], the button's shape is centered in the provided " -"texture. If no texture is used, this property has no effect." +"If [code]true[/code], the button's shape is centered in the provided texture. " +"If no texture is used, this property has no effect." msgstr "" -"如果为 [code]true[/code],按钮的形状会在提供的纹理中居中。如果没有使用纹理," -"这个属性就没有效果。" +"如果为 [code]true[/code],按钮的形状会在提供的纹理中居中。如果没有使用纹理,这" +"个属性就没有效果。" msgid "If [code]true[/code], the button's shape is visible in the editor." msgstr "如果为 [code]true[/code],则该按钮的形状在编辑器中可见。" @@ -105015,6 +117900,21 @@ msgstr "始终可见。" msgid "Visible on touch screens only." msgstr "仅在触摸屏上可以看到。" +msgid "A 2×3 matrix representing a 2D transformation." +msgstr "代表 2D 变换的 2×3 矩阵。" + +msgid "" +"A 2×3 matrix (2 rows, 3 columns) used for 2D linear transformations. It can " +"represent transformations such as translation, rotation, and scaling. It " +"consists of three [Vector2] values: [member x], [member y], and the [member " +"origin].\n" +"For more information, read the \"Matrices and transforms\" documentation " +"article." +msgstr "" +"用于 2D 线性变换的 2×3 矩阵(2 行 3 列),可以表示平移、旋转、缩放等变换,由三" +"个 [Vector2] 值组成:[member x]、[member y]、[member origin]。\n" +"更多信息请阅读文档文章《矩阵与变换》。" + msgid "" "Constructs a default-initialized [Transform2D] set to [constant IDENTITY]." msgstr "构造默认初始化为 [constant IDENTITY] 的 [Transform2D]。" @@ -105034,8 +117934,8 @@ msgid "" "Constructs the transform from 3 [Vector2] values representing [member x], " "[member y], and the [member origin] (the three column vectors)." msgstr "" -"从表示 [member x]、[member y]、[member origin] 的 3 个 [Vector2](三个列向" -"量)构建变换。" +"从表示 [member x]、[member y]、[member origin] 的 3 个 [Vector2](三个列向量)" +"构建变换。" msgid "" "Returns the inverse of the transform, under the assumption that the " @@ -105056,6 +117956,17 @@ msgstr "" "返回经过逆基矩阵变换(相乘)的向量。\n" "该方法不考虑平移(原点向量)。" +msgid "" +"Returns the determinant of the basis matrix. If the basis is uniformly " +"scaled, then its determinant equals the square of the scale factor.\n" +"A negative determinant means the basis was flipped, so one part of the scale " +"is negative. A zero determinant means the basis isn't invertible, and is " +"usually considered invalid." +msgstr "" +"返回基矩阵的行列式。如果基是均匀缩放的,则它的行列式是缩放系数的平方。\n" +"行列式为负意味着基发生了翻转,因此缩放中有一个分量是负的。行列式为零意味着基不" +"可逆,通常认为是无效的基。" + msgid "Returns the transform's origin (translation)." msgstr "返回该变换的原点(平移)。" @@ -105121,8 +118032,8 @@ msgid "" msgstr "" "返回该变换的副本,该副本进行了夹角为 [param angle] 的旋转操作(单位为弧" "度)。\n" -"这个方法的结果和让 [code]X[/code] 变换与相应的旋转变换 [code]R[/code] 从左侧" -"相乘一致,即 [code]R * X[/code],但进行了优化。\n" +"这个方法的结果和让 [code]X[/code] 变换与相应的旋转变换 [code]R[/code] 从左侧相" +"乘一致,即 [code]R * X[/code],但进行了优化。\n" "可以视作在全局/父级坐标系中的变换。" msgid "" @@ -105135,56 +118046,56 @@ msgid "" msgstr "" "返回该变换的副本,该副本进行了夹角为 [param angle] 的旋转操作(单位为弧" "度)。\n" -"这个方法的结果和让 [code]X[/code] 变换与相应的旋转变换 [code]R[/code] 从右侧" -"相乘一致,即 [code]X * R[/code],但进行了优化。\n" +"这个方法的结果和让 [code]X[/code] 变换与相应的旋转变换 [code]R[/code] 从右侧相" +"乘一致,即 [code]X * R[/code],但进行了优化。\n" "可以视作在局部坐标系中的变换。" msgid "" "Returns a copy of the transform scaled by the given [param scale] factor.\n" "This method is an optimized version of multiplying the given transform " -"[code]X[/code] with a corresponding scaling transform [code]S[/code] from " -"the left, i.e., [code]S * X[/code].\n" +"[code]X[/code] with a corresponding scaling transform [code]S[/code] from the " +"left, i.e., [code]S * X[/code].\n" "This can be seen as transforming with respect to the global/parent frame." msgstr "" "返回该变换的副本,该副本进行了系数为 [param scale] 的缩放操作。\n" -"这个方法的结果和让 [code]X[/code] 变换与相应的缩放变换 [code]S[/code] 从左侧" -"相乘一致,即 [code]S * X[/code],但进行了优化。\n" +"这个方法的结果和让 [code]X[/code] 变换与相应的缩放变换 [code]S[/code] 从左侧相" +"乘一致,即 [code]S * X[/code],但进行了优化。\n" "可以视作在全局/父级坐标系中的变换。" msgid "" "Returns a copy of the transform scaled by the given [param scale] factor.\n" "This method is an optimized version of multiplying the given transform " -"[code]X[/code] with a corresponding scaling transform [code]S[/code] from " -"the right, i.e., [code]X * S[/code].\n" +"[code]X[/code] with a corresponding scaling transform [code]S[/code] from the " +"right, i.e., [code]X * S[/code].\n" "This can be seen as transforming with respect to the local frame." msgstr "" "返回该变换的副本,该副本进行了系数为 [param scale] 的缩放操作。\n" -"这个方法的结果和让 [code]X[/code] 变换与相应的缩放变换 [code]S[/code] 从右侧" -"相乘一致,即 [code]X * S[/code],但进行了优化。\n" +"这个方法的结果和让 [code]X[/code] 变换与相应的缩放变换 [code]S[/code] 从右侧相" +"乘一致,即 [code]X * S[/code],但进行了优化。\n" "可以视作在局部坐标系中的变换。" msgid "" "Returns a copy of the transform translated by the given [param offset].\n" "This method is an optimized version of multiplying the given transform " -"[code]X[/code] with a corresponding translation transform [code]T[/code] " -"from the left, i.e., [code]T * X[/code].\n" +"[code]X[/code] with a corresponding translation transform [code]T[/code] from " +"the left, i.e., [code]T * X[/code].\n" "This can be seen as transforming with respect to the global/parent frame." msgstr "" "返回该变换的副本,该副本进行了偏移量为 [param offset] 的平移操作。\n" -"这个方法的结果和让 [code]X[/code] 变换与相应的平移变换 [code]T[/code] 从左侧" -"相乘一致,即 [code]T * X[/code],但进行了优化。\n" +"这个方法的结果和让 [code]X[/code] 变换与相应的平移变换 [code]T[/code] 从左侧相" +"乘一致,即 [code]T * X[/code],但进行了优化。\n" "可以视作在全局/父级坐标系中的变换。" msgid "" "Returns a copy of the transform translated by the given [param offset].\n" "This method is an optimized version of multiplying the given transform " -"[code]X[/code] with a corresponding translation transform [code]T[/code] " -"from the right, i.e., [code]X * T[/code].\n" +"[code]X[/code] with a corresponding translation transform [code]T[/code] from " +"the right, i.e., [code]X * T[/code].\n" "This can be seen as transforming with respect to the local frame." msgstr "" "返回该变换的副本,该副本进行了偏移量为 [param offset] 的平移操作。\n" -"这个方法的结果和让 [code]X[/code] 变换与相应的平移变换 [code]T[/code] 从右侧" -"相乘一致,即 [code]X * T[/code],但进行了优化。\n" +"这个方法的结果和让 [code]X[/code] 变换与相应的平移变换 [code]T[/code] 从右侧相" +"乘一致,即 [code]X * T[/code],但进行了优化。\n" "可以视作在局部坐标系中的变换。" msgid "" @@ -105221,22 +118132,20 @@ msgid "" "Transforms (multiplies) each element of the [Vector2] array by the given " "[Transform2D] matrix." msgstr "" -"使用给定的 [Transform2D] 矩阵将该 [Vector2] 数组中的每个元素进行变换(相" -"乘)。" +"使用给定的 [Transform2D] 矩阵将该 [Vector2] 数组中的每个元素进行变换(相乘)。" msgid "Transforms (multiplies) the [Rect2] by the given [Transform2D] matrix." msgstr "使用给定的 [Transform2D] 矩阵将该 [Rect2] 进行变换(相乘)。" msgid "" -"Composes these two transformation matrices by multiplying them together. " -"This has the effect of transforming the second transform (the child) by the " -"first transform (the parent)." +"Composes these two transformation matrices by multiplying them together. This " +"has the effect of transforming the second transform (the child) by the first " +"transform (the parent)." msgstr "" -"通过将这两个变换矩阵相乘来组合它们。这具有通过第一个变换(父项)来变换第二个" -"变换(子项)的效果。" +"通过将这两个变换矩阵相乘来组合它们。这具有通过第一个变换(父项)来变换第二个变" +"换(子项)的效果。" -msgid "" -"Transforms (multiplies) the [Vector2] by the given [Transform2D] matrix." +msgid "Transforms (multiplies) the [Vector2] by the given [Transform2D] matrix." msgstr "使用给定的 [Transform2D] 矩阵将该 [Vector2] 进行变换(相乘)。" msgid "" @@ -105257,13 +118166,28 @@ msgstr "" msgid "" "Access transform components using their index. [code]t[0][/code] is " -"equivalent to [code]t.x[/code], [code]t[1][/code] is equivalent to [code]t." -"y[/code], and [code]t[2][/code] is equivalent to [code]t.origin[/code]." +"equivalent to [code]t.x[/code], [code]t[1][/code] is equivalent to [code]t.y[/" +"code], and [code]t[2][/code] is equivalent to [code]t.origin[/code]." msgstr "" "使用其索引访问变换的分量。[code]t[0][/code] 相当于 [code]t.x[/code]," "[code]t[1][/code] 相当于 [code]t.y[/code],[code]t[2][/code] 相当于 [code]t." "origin[/code]。" +msgid "A 3×4 matrix representing a 3D transformation." +msgstr "代表 3D 变换的 3×4 矩阵。" + +msgid "" +"A 3×4 matrix (3 rows, 4 columns) used for 3D linear transformations. It can " +"represent transformations such as translation, rotation, and scaling. It " +"consists of a [member basis] (first 3 columns) and a [Vector3] for the " +"[member origin] (last column).\n" +"For more information, read the \"Matrices and transforms\" documentation " +"article." +msgstr "" +"用于 3D 线性变换的 3×4 矩阵(3 行 4 列),可以表示平移、旋转、缩放等变换,由 " +"[member basis](前三列)和 [member origin] 的 [Vector3](最后一列)组成。\n" +"更多信息请阅读文档文章《矩阵与变换》。" + msgid "" "Constructs a default-initialized [Transform3D] set to [constant IDENTITY]." msgstr "构造默认初始化为 [constant IDENTITY] 的 [Transform3D]。" @@ -105276,8 +118200,8 @@ msgstr "从 [Basis] 和 [Vector3] 构造 Transform3D。" msgid "" "Constructs a Transform3D from a [Projection] by trimming the last row of the " -"projection matrix ([code]from.x.w[/code], [code]from.y.w[/code], [code]from." -"z.w[/code], and [code]from.w.w[/code] are not copied over)." +"projection matrix ([code]from.x.w[/code], [code]from.y.w[/code], [code]from.z." +"w[/code], and [code]from.w.w[/code] are not copied over)." msgstr "" "通过修剪投影矩阵的最后一行,从 [Projection] 中构造 Transform3D(不会复制 " "[code]from.x.w[/code]、[code]from.y.w[/code]、[code]from.z.w[/code]、" @@ -105290,6 +118214,28 @@ msgstr "" "从四个 [Vector3] 值(矩阵列)构造 Transform3D。每个轴对应于局部基向量(其中一" "些可能已被缩放)。" +msgid "" +"Returns a copy of the transform rotated such that the forward axis (-Z) " +"points towards the [param target] position.\n" +"The up axis (+Y) points as close to the [param up] vector as possible while " +"staying perpendicular to the forward axis. The resulting transform is " +"orthonormalized. The existing rotation, scale, and skew information from the " +"original transform is discarded. The [param target] and [param up] vectors " +"cannot be zero, cannot be parallel to each other, and are defined in global/" +"parent space.\n" +"If [param use_model_front] is [code]true[/code], the +Z axis (asset front) is " +"treated as forward (implies +X is left) and points toward the [param target] " +"position. By default, the -Z axis (camera forward) is treated as forward " +"(implies +X is right)." +msgstr "" +"返回该变换经过旋转后的副本,此时向前的轴(-Z)指向 [param target] 的位置。\n" +"向上的轴(+Y)在保持与向前的轴垂直的前提下,尽可能接近 [param up] 向量。最终的" +"变换是标准正交变换。变换中原有的旋转、缩放、偏斜信息会被丢弃。[param target] " +"和 [param up] 向量不能为零,不能互相平行,使用全局/父级空间。\n" +"如果 [param use_model_front] 为 [code]true[/code],则会将 +Z 轴(资产正面)作" +"为向前的轴(此时 +X 为左),指向 [param target] 的位置。默认情况下会将 -Z 轴" +"(相机前方)作为向前的轴(此时 +X 为右)。" + msgid "" "Returns a copy of the transform rotated around the given [param axis] by the " "given [param angle] (in radians).\n" @@ -105302,8 +118248,8 @@ msgstr "" "返回该变换的副本,该副本围绕给定的 [param axis] 轴进行了夹角为 [param angle] " "的旋转操作(单位为弧度)。\n" "[param axis] 必须为归一化的向量。\n" -"这个方法的结果和让 [code]X[/code] 变换与相应的旋转变换 [code]R[/code] 从左侧" -"相乘一致,即 [code]R * X[/code],但进行了优化。\n" +"这个方法的结果和让 [code]X[/code] 变换与相应的旋转变换 [code]R[/code] 从左侧相" +"乘一致,即 [code]R * X[/code],但进行了优化。\n" "可以视作在全局/父级坐标系中的变换。" msgid "" @@ -105318,8 +118264,8 @@ msgstr "" "返回该变换的副本,该副本围绕给定的 [param axis] 轴进行了夹角为 [param angle] " "的旋转操作(单位为弧度)。\n" "[param axis] 必须为归一化的向量。\n" -"这个方法的结果和让 [code]X[/code] 变换与相应的旋转变换 [code]R[/code] 从右侧" -"相乘一致,即 [code]R * X[/code],但进行了优化。\n" +"这个方法的结果和让 [code]X[/code] 变换与相应的旋转变换 [code]R[/code] 从右侧相" +"乘一致,即 [code]R * X[/code],但进行了优化。\n" "可以视作在局部坐标系中的变换。" msgid "" @@ -105327,8 +118273,8 @@ msgid "" "and Z axis. These vectors can be interpreted as the basis vectors of local " "coordinate system traveling with the object." msgstr "" -"基是一个矩阵,包含 3 个 [Vector3] 作为其列:X 轴、Y 轴、Z 轴。这些向量可以被" -"解释为随物体移动的局部坐标系的基向量。" +"基是一个矩阵,包含 3 个 [Vector3] 作为其列:X 轴、Y 轴、Z 轴。这些向量可以被解" +"释为随物体移动的局部坐标系的基向量。" msgid "" "The translation offset of the transform (column 3, the fourth column). " @@ -105361,12 +118307,11 @@ msgstr "" "使用给定的 [Transform3D] 矩阵对 [Vector3] 数组中的每个元素进行变换(相乘)。" msgid "" -"Transforms (multiplies) the [Plane] by the given [Transform3D] " -"transformation matrix." +"Transforms (multiplies) the [Plane] by the given [Transform3D] transformation " +"matrix." msgstr "使用给定的 [Transform3D] 矩阵对 [Plane] 进行变换(相乘)。" -msgid "" -"Transforms (multiplies) the [Vector3] by the given [Transform3D] matrix." +msgid "Transforms (multiplies) the [Vector3] by the given [Transform3D] matrix." msgstr "使用给定的 [Transform3D] 矩阵对 [Vector3] 进行变换(相乘)。" msgid "" @@ -105376,6 +118321,19 @@ msgstr "" "这个运算符对该 [Transform3D] 的所有分量进行乘运算,包括原点向量,进行统一缩" "放。" +msgid "" +"A language translation that maps a collection of strings to their individual " +"translations." +msgstr "语言翻译,能够将一组字符串映射到对应的翻译。" + +msgid "" +"[Translation]s are resources that can be loaded and unloaded on demand. They " +"map a collection of strings to their individual translations, and they also " +"provide convenience methods for pluralization." +msgstr "" +"[Translation] 是可以按需加载和卸载的资源,能够将一组字符串映射到对应的翻译。还" +"为复数形式提供了便捷方法。" + msgid "Internationalizing games" msgstr "将游戏国际化" @@ -105433,15 +118391,42 @@ msgstr "返回所有信息(翻译后的文本)。" msgid "The locale of the translation." msgstr "翻译的区域设置。" +msgid "The server responsible for language translations." +msgstr "负责语言翻译的服务器。" + +msgid "" +"The server that manages all language translations. Translations can be added " +"to or removed from it." +msgstr "管理所有语言翻译的服务器。可以向其中添加翻译,也可以从中移除翻译。" + msgid "Adds a [Translation] resource." msgstr "添加一个 [Translation] 资源。" msgid "Clears the server from all translations." msgstr "清除服务器中的所有翻译。" +msgid "" +"Compares two locales and returns a similarity score between [code]0[/code] " +"(no match) and [code]10[/code] (full match)." +msgstr "" +"比较两个区域设置,返回 [code]0[/code](不匹配)和 [code]10[/code](完全匹配)" +"之间的相似度得分。" + +msgid "Returns an array of known country codes." +msgstr "返回已知地区代码的数组。" + msgid "Returns array of known language codes." msgstr "返回已知语言代码的数组。" +msgid "Returns an array of known script codes." +msgstr "返回已知文字代码的数组。" + +msgid "Returns a readable country name for the [param country] code." +msgstr "返回地区代码 [param country] 的可读地区名称。" + +msgid "Returns a readable language name for the [param language] code." +msgstr "返回语言代码 [param language] 的可读语言名称。" + msgid "Returns an array of all loaded locales of the project." msgstr "返回项目中所有已加载的区域设置的数组。" @@ -105461,6 +118446,9 @@ msgstr "" "返回区域设置的语言及其变体。例如,[code]\"en_US\"[/code] 将返回 " "[code]\"English (United States)\"[/code]。" +msgid "Returns a readable script name for the [param script] code." +msgstr "返回文字代码 [param script] 的可读文字名称。" + msgid "" "Returns the current locale of the editor.\n" "[b]Note:[/b] When called from an exported project returns the same value as " @@ -105490,8 +118478,8 @@ msgstr "从服务器中删除给定的翻译。" msgid "" "Sets the locale of the project. The [param locale] string will be " -"standardized to match known locales (e.g. [code]en-US[/code] would be " -"matched to [code]en_US[/code]).\n" +"standardized to match known locales (e.g. [code]en-US[/code] would be matched " +"to [code]en_US[/code]).\n" "If translations have been loaded beforehand for the new locale, they will be " "applied." msgstr "" @@ -105499,6 +118487,13 @@ msgstr "" "如 [code]en-US[/code] 将与 [code]en_US[/code] 匹配)。\n" "如果已经为新区域设置预先加载了翻译,则它们将被应用。" +msgid "" +"Returns a [param locale] string standardized to match known locales (e.g. " +"[code]en-US[/code] would be matched to [code]en_US[/code])." +msgstr "" +"返回标准化的 [param locale] 字符串,以匹配已知的区域设置(例如 [code]en-US[/" +"code] 将与 [code]en_US[/code] 匹配)。" + msgid "" "Returns the current locale's translation for the given message (key) and " "context." @@ -105524,6 +118519,99 @@ msgstr "" "ProjectSettings.internationalization/pseudolocalization/" "use_pseudolocalization]。" +msgid "" +"A control used to show a set of internal [TreeItem]s in a hierarchical " +"structure." +msgstr "用于以层级结构显示一组内部 [TreeItem] 的控件。" + +msgid "" +"A control used to show a set of internal [TreeItem]s in a hierarchical " +"structure. The tree items can be selected, expanded and collapsed. The tree " +"can have multiple columns with custom controls like [LineEdit]s, buttons and " +"popups. It can be useful for structured displays and interactions.\n" +"Trees are built via code, using [TreeItem] objects to create the structure. " +"They have a single root, but multiple roots can be simulated with [member " +"hide_root]:\n" +"[codeblocks]\n" +"[gdscript]\n" +"func _ready():\n" +" var tree = Tree.new()\n" +" var root = tree.create_item()\n" +" tree.hide_root = true\n" +" var child1 = tree.create_item(root)\n" +" var child2 = tree.create_item(root)\n" +" var subchild1 = tree.create_item(child1)\n" +" subchild1.set_text(0, \"Subchild1\")\n" +"[/gdscript]\n" +"[csharp]\n" +"public override void _Ready()\n" +"{\n" +" var tree = new Tree();\n" +" TreeItem root = tree.CreateItem();\n" +" tree.HideRoot = true;\n" +" TreeItem child1 = tree.CreateItem(root);\n" +" TreeItem child2 = tree.CreateItem(root);\n" +" TreeItem subchild1 = tree.CreateItem(child1);\n" +" subchild1.SetText(0, \"Subchild1\");\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]\n" +"To iterate over all the [TreeItem] objects in a [Tree] object, use [method " +"TreeItem.get_next] and [method TreeItem.get_first_child] after getting the " +"root through [method get_root]. You can use [method Object.free] on a " +"[TreeItem] to remove it from the [Tree].\n" +"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." +msgstr "" +"用于以层级结构显示一组内部 [TreeItem] 的控件。树项目可以选择、展开、折叠。该树" +"可以有多列的自定义控件,如 [LineEdit]、按钮和弹出窗口。对于结构化显示和互动很" +"有用。\n" +"树通过代码建立,使用 [TreeItem] 对象来构建结构。根项目只有一个,但可以使用 " +"[member hide_root] 来模拟多个根项目。\n" +"[codeblocks]\n" +"[gdscript]\n" +"func _ready():\n" +" var tree = Tree.new()\n" +" var root = tree.create_item()\n" +" tree.hide_root = true\n" +" var child1 = tree.create_item(root)\n" +" var child2 = tree.create_item(root)\n" +" var subchild1 = tree.create_item(child1)\n" +" subchild1.set_text(0, \"Subchild1\")\n" +"[/gdscript]\n" +"[csharp]\n" +"public override void _Ready()\n" +"{\n" +" var tree = new Tree();\n" +" TreeItem root = tree.CreateItem();\n" +" tree.HideRoot = true;\n" +" TreeItem child1 = tree.CreateItem(root);\n" +" TreeItem child2 = tree.CreateItem(root);\n" +" TreeItem subchild1 = tree.CreateItem(child1);\n" +" subchild1.SetText(0, \"Subchild1\");\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]\n" +"要遍历 [Tree] 对象中的所有 [TreeItem] 对象,请在通过 [method get_root] 获得根" +"项目之后,使用 [method TreeItem.get_next] 和 [method TreeItem.get_children] 方" +"法。你可以对 [TreeItem] 使用 [method Object.free] 来把它从 [Tree] 中移除。\n" +"[b]增量搜索:[/b]与 [ItemList] 和 [PopupMenu] 类似,[Tree] 也支持在聚焦控件时" +"在列表中进行搜索。按下与某个条目名称首字母一致的按键,就会选中以该字母开头的第" +"一个条目。在此之后,进行增量搜索的办法有两种:1)在超时前再次按下同一个按键," +"选中以该字母开头的下一个条目。2)在超时前按下剩余字母对应的按键,直接匹配并选" +"中所需的条目。这两个动作都会在最后一次按键超时后重置回列表顶端。你可以通过 " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec] 修改" +"超时时长。" + msgid "Clears the tree. This removes all items." msgstr "清除树。这将删除所有项目。" @@ -105535,10 +118623,10 @@ msgid "" "The new item will be the [param index]-th child of parent, or it will be the " "last child if there are not enough siblings." msgstr "" -"在树中创建一个项,并将其添加为父项 [param parent] 的子项,该父项可以是一个有" -"效的 [TreeItem] 或 [code]null[/code]。\n" -"如果 [param parent] 为 [code]null[/code],则根项将是父项;或者如果该树为空," -"则该新项将是根本身。\n" +"在树中创建一个项,并将其添加为父项 [param parent] 的子项,该父项可以是一个有效" +"的 [TreeItem] 或 [code]null[/code]。\n" +"如果 [param parent] 为 [code]null[/code],则根项将是父项;或者如果该树为空,则" +"该新项将是根本身。\n" "新项将是父项的第 [param index] 个子项,如果没有足够的同级项,它将是最后一个子" "项。" @@ -105549,13 +118637,25 @@ msgstr "" "取消选中树中的所有项目(行和列)。在 [constant SELECT_MULTI] 模式中还会移除选" "择光标。" +msgid "" +"Edits the selected tree item as if it was clicked.\n" +"Either the item must be set editable with [method TreeItem.set_editable] or " +"[param force_edit] must be [code]true[/code].\n" +"Returns [code]true[/code] if the item could be edited. Fails if no item is " +"selected." +msgstr "" +"编辑选中的树项,就像它被点击一样。\n" +"该项必须通过 [method TreeItem.set_editable] 设置为可编辑,否则 [param " +"force_edit] 必须为 [code]true[/code]。\n" +"如果该项可被编辑,则返回 [code]true[/code]。如果没有选中任何项则失败。" + msgid "" "Makes the currently focused cell visible.\n" "This will scroll the tree if necessary. In [constant SELECT_ROW] mode, this " "will not do horizontal scrolling, as all the cells in the selected row is " "focused logically.\n" -"[b]Note:[/b] Despite the name of this method, the focus cursor itself is " -"only visible in [constant SELECT_MULTI] mode." +"[b]Note:[/b] Despite the name of this method, the focus cursor itself is only " +"visible in [constant SELECT_MULTI] mode." msgstr "" "使当前获得焦点的单元可见。\n" "如果有必要,将滚动树。在 [constant SELECT_ROW] 模式下,不会做水平滚动,因为所" @@ -105566,8 +118666,7 @@ msgstr "" msgid "Returns the button ID at [param position], or -1 if no button is there." msgstr "返回位于 [param position] 的按钮 ID,如果没有按钮则返回 -1。" -msgid "" -"Returns the column index at [param position], or -1 if no item is there." +msgid "Returns the column index at [param position], or -1 if no item is there." msgstr "返回位于 [param position] 的列索引,如果没有项目则返回 -1。" msgid "Returns the expand ratio assigned to the column." @@ -105576,6 +118675,9 @@ msgstr "返回分配给该列的扩展比例。" msgid "Returns the column's title." msgstr "返回该列的标题。" +msgid "Returns the column title alignment." +msgstr "返回该列的标题对齐方式。" + msgid "Returns column title base writing direction." msgstr "返回列标题的基础书写方向。" @@ -105647,8 +118749,8 @@ msgstr "" "\n" "public void OnTreeItemEdited()\n" "{\n" -" GD.Print(GetNode(\"Tree\").GetEdited()); // 该项刚刚被编辑(例如被" -"勾选)。\n" +" GD.Print(GetNode(\"Tree\").GetEdited()); // 该项刚刚被编辑(例如被勾" +"选)。\n" "}\n" "[/csharp]\n" "[/codeblocks]" @@ -105657,13 +118759,13 @@ msgid "Returns the column for the currently edited item." msgstr "返回当前编辑项的列。" msgid "" -"Returns the rectangle area for the specified [TreeItem]. If [param column] " -"is specified, only get the position and size of that column, otherwise get " -"the rectangle containing all columns. If a button index is specified, the " +"Returns the rectangle area for the specified [TreeItem]. If [param column] is " +"specified, only get the position and size of that column, otherwise get the " +"rectangle containing all columns. If a button index is specified, the " "rectangle of that button will be returned." msgstr "" -"返回指定 [TreeItem] 的矩形区域。如果指定了[param column],则只获取该列的位置" -"和大小,否则获取包含所有列的矩形。如果指定了按钮索引,则将返回该按钮的矩形。" +"返回指定 [TreeItem] 的矩形区域。如果指定了[param column],则只获取该列的位置和" +"大小,否则获取包含所有列的矩形。如果指定了按钮索引,则将返回该按钮的矩形。" msgid "" "Returns the tree item at the specified position (relative to the tree origin " @@ -105682,8 +118784,7 @@ msgstr "" msgid "Returns the last pressed button's index." msgstr "返回最后按下的按钮的索引。" -msgid "" -"Returns the tree's root item, or [code]null[/code] if the tree is empty." +msgid "Returns the tree's root item, or [code]null[/code] if the tree is empty." msgstr "返回树的根项,如果树是空的,则返回 [code]null[/code]。" msgid "Returns the current scrolling position." @@ -105692,9 +118793,9 @@ msgstr "返回当前的滚动位置。" msgid "" "Returns the currently focused item, or [code]null[/code] if no item is " "focused.\n" -"In [constant SELECT_ROW] and [constant SELECT_SINGLE] modes, the focused " -"item is same as the selected item. In [constant SELECT_MULTI] mode, the " -"focused item is the item under the focus cursor, not necessarily selected.\n" +"In [constant SELECT_ROW] and [constant SELECT_SINGLE] modes, the focused item " +"is same as the selected item. In [constant SELECT_MULTI] mode, the focused " +"item is the item under the focus cursor, not necessarily selected.\n" "To get the currently selected item(s), use [method get_next_selected]." msgstr "" "返回当前的焦点项,如果没有焦点项,则返回 [code]null[/code]。\n" @@ -105741,10 +118842,10 @@ msgid "" msgstr "允许对列的内容进行裁剪,会忽略内容大小。" msgid "" -"Overrides the calculated minimum width of a column. It can be set to " -"[code]0[/code] to restore the default behavior. Columns that have the " -"\"Expand\" flag will use their \"min_width\" in a similar fashion to [member " -"Control.size_flags_stretch_ratio]." +"Overrides the calculated minimum width of a column. It can be set to [code]0[/" +"code] to restore the default behavior. Columns that have the \"Expand\" flag " +"will use their \"min_width\" in a similar fashion to [member Control." +"size_flags_stretch_ratio]." msgstr "" "覆盖某一列的计算的最小宽度。它可以被设置为 [code]0[/code] 以恢复默认行为。具" "有“扩展”标志的列将以与 [member Control.size_flags_stretch_ratio] 类似的方式使" @@ -105767,6 +118868,13 @@ msgstr "设置列的相对扩展比。见 [method set_column_expand]。" msgid "Sets the title of a column." msgstr "设置某一列的标题。" +msgid "" +"Sets the column title alignment. Note that [constant @GlobalScope." +"HORIZONTAL_ALIGNMENT_FILL] is not supported for column titles." +msgstr "" +"设置列标题的对齐方式。注意,列标题不支持 [constant @GlobalScope." +"HORIZONTAL_ALIGNMENT_FILL]。" + msgid "Sets column title base writing direction." msgstr "设置列标题的基础书写方向。" @@ -105779,13 +118887,18 @@ msgstr "" msgid "Selects the specified [TreeItem] and column." msgstr "选中指定的 [TreeItem] 和列。" -msgid "" -"If [code]true[/code], the currently selected cell may be selected again." +msgid "If [code]true[/code], the currently selected cell may be selected again." msgstr "如果为 [code]true[/code],可以再次选择当前选定的单元。" msgid "If [code]true[/code], a right mouse button click can select items." msgstr "如果为 [code]true[/code],鼠标右键点击可以选择项目。" +msgid "" +"If [code]true[/code], allows navigating the [Tree] with letter keys through " +"incremental search." +msgstr "" +"如果为 [code]true[/code],允许在 [Tree] 中以增量搜索的形式使用字母键导航。" + msgid "If [code]true[/code], column titles are visible." msgstr "如果为 [code]true[/code],列标题可见。" @@ -105799,9 +118912,9 @@ msgid "" "This controls the drop sections, i.e. the decision and drawing of possible " "drop locations based on the mouse position." msgstr "" -"放置模式是标志的按位或(OR)组合。见 [enum DropModeFlags] 常量。放置完成后会" -"恢复为 [constant DROP_MODE_DISABLED]。建议在 [method Control._can_drop_data] " -"期间设置。\n" +"放置模式是标志的按位或(OR)组合。见 [enum DropModeFlags] 常量。放置完成后会恢" +"复为 [constant DROP_MODE_DISABLED]。建议在 [method Control._can_drop_data] 期" +"间设置。\n" "控制的是放置区,即根据鼠标的位置决定并绘制可能的放置位置。" msgid "" @@ -105843,9 +118956,9 @@ msgid "" "processed is as follows: the item that invoked the method, children of that " "item, and finally parents of that item." msgstr "" -"调用 [method TreeItem.propagate_check] 时发出。连接到该信号可以处理在 " -"[method TreeItem.propagate_check] 被调用时受影响的项。受影响项的处理顺序如" -"下:调用该方法的项,该项的子项,最后是该项的父项。" +"调用 [method TreeItem.propagate_check] 时发出。连接到该信号可以处理在 [method " +"TreeItem.propagate_check] 被调用时受影响的项。受影响项的处理顺序如下:调用该方" +"法的项,该项的子项,最后是该项的父项。" msgid "" "Emitted when a column's title is clicked with either [constant " @@ -105912,33 +119025,33 @@ msgid "" "current selection, making the currently selected item the currently focused " "item." msgstr "" -"允许一次选择一个单元格。从项的角度看,只允许选择一个项。而且在所选项中只有一" -"列被选中。\n" -"在这种模式下,焦点光标总被隐藏,被定位在当前的选择处,使当前的选择项成为当前" -"的焦点项。" +"允许一次选择一个单元格。从项的角度看,只允许选择一个项。而且在所选项中只有一列" +"被选中。\n" +"在这种模式下,焦点光标总被隐藏,被定位在当前的选择处,使当前的选择项成为当前的" +"焦点项。" msgid "" "Allows selection of a single row at a time. From the perspective of items, " "only a single items is allowed to be selected. And all the columns are " "selected in the selected item.\n" "The focus cursor is always hidden in this mode, but it is positioned at the " -"first column of the current selection, making the currently selected item " -"the currently focused item." +"first column of the current selection, making the currently selected item the " +"currently focused item." msgstr "" "允许一次选择单行。从项的角度看,只允许选择单个项。而所有的列都被选择在所选项" "中。\n" -"在这种模式下,焦点光标总被隐藏,被定位在当前选择的第一列,使当前选择项成为当" -"前焦点项。" +"在这种模式下,焦点光标总被隐藏,被定位在当前选择的第一列,使当前选择项成为当前" +"焦点项。" msgid "" "Allows selection of multiple cells at the same time. From the perspective of " "items, multiple items are allowed to be selected. And there can be multiple " "columns selected in each selected item.\n" -"The focus cursor is visible in this mode, the item or column under the " -"cursor is not necessarily selected." +"The focus cursor is visible in this mode, the item or column under the cursor " +"is not necessarily selected." msgstr "" -"允许同时选择多个单元格。从项的角度看,允许选择多个项。而且每个被选中的项中可" -"以有多个列被选中。\n" +"允许同时选择多个单元格。从项的角度看,允许选择多个项。而且每个被选中的项中可以" +"有多个列被选中。\n" "在这种模式下,焦点光标可见,光标下的项或列不一定被选中。" msgid "" @@ -105947,8 +119060,8 @@ msgid "" "[b]Note:[/b] This is the default flag, it has no effect when combined with " "other flags." msgstr "" -"禁用所有放置部分,但仍然允许通过 [method get_drop_section_at_position] 检" -"测“项目上”的放置部分。\n" +"禁用所有放置部分,但仍然允许通过 [method get_drop_section_at_position] 检测“项" +"目上”的放置部分。\n" "[b]注意:[/b]这是默认的标志,当与其他标志结合时,它没有效果。" msgid "" @@ -105958,8 +119071,8 @@ msgid "" "the height and stays centered vertically." msgstr "" "启用“项目上”的放置部分。这个放置部分覆盖整个项。\n" -"当与 [constant DROP_MODE_INBETWEEN] 结合使用时,这个放置部分的高度减半,并保" -"持垂直居中。" +"当与 [constant DROP_MODE_INBETWEEN] 结合使用时,这个放置部分的高度减半,并保持" +"垂直居中。" msgid "" "Enables \"above item\" and \"below item\" drop sections. The \"above item\" " @@ -105970,12 +119083,12 @@ msgid "" msgstr "" "启用“项目上方”和“项目下方”的放置部分。“项目上方”的放置部分覆盖项目的上半部" "分,“项目下方”的放置部分覆盖下半部分。\n" -"当与 [constant DROP_MODE_ON_ITEM] 结合时,这些放置部分的高度减半,并相应地停" -"留在顶部或底部。" +"当与 [constant DROP_MODE_ON_ITEM] 结合时,这些放置部分的高度减半,并相应地停留" +"在顶部或底部。" msgid "" -"The [Color] of the relationship lines between the selected [TreeItem] and " -"its children." +"The [Color] of the relationship lines between the selected [TreeItem] and its " +"children." msgstr "被选中的 [TreeItem] 与其子项之间的关系线的 [Color]。" msgid "" @@ -105996,8 +119109,8 @@ msgid "[Color] of the guideline." msgstr "参考线的 [Color] 颜色。" msgid "" -"The [Color] of the relationship lines between the selected [TreeItem] and " -"its parents." +"The [Color] of the relationship lines between the selected [TreeItem] and its " +"parents." msgstr "被选中的 [TreeItem] 与其父项之间的关系线的 [Color]。" msgid "The default [Color] of the relationship lines." @@ -106025,14 +119138,23 @@ msgid "" "Draws the relationship lines if not zero, this acts as a boolean. " "Relationship lines are drawn at the start of child items to show hierarchy." msgstr "" -"如果不为零就绘制关系线,行为类似于布尔值。关系线在子项的开始处绘制,以显示层" -"次结构。" +"如果不为零就绘制关系线,行为类似于布尔值。关系线在子项的开始处绘制,以显示层次" +"结构。" msgid "" "The horizontal space between item cells. This is also used as the margin at " "the start of an item when folding is disabled." msgstr "项目单元之间的水平空间。这也用作禁用折叠时项目开头的边距。" +msgid "" +"The maximum allowed width of the icon in item's cells. This limit is applied " +"on top of the default size of the icon, but before the value set with [method " +"TreeItem.set_icon_max_width]. The height is adjusted according to the icon's " +"ratio." +msgstr "" +"项目单元格所允许的最大图标宽度。这是在图标默认大小的基础上的限制,在 [method " +"TreeItem.set_icon_max_width] 所设置的值之前生效。高度会根据图标的长宽比调整。" + msgid "" "The horizontal margin at the start of an item. This is used when folding is " "enabled for the item." @@ -106060,6 +119182,32 @@ msgstr "拖动时,鼠标指针与控件边框之间触发边框滚动的最大 msgid "The speed of border scrolling." msgstr "边框滚动的速度。" +msgid "The horizontal separation of tree content and scrollbar." +msgstr "树中内容与滚动条的水平间距。" + +msgid "" +"The bottom margin of the scrollbars. When negative, uses [theme_item panel] " +"bottom margin." +msgstr "滚动条的底部边距。为负数时会使用 [theme_item panel] 的底部边距。" + +msgid "" +"The left margin of the horizontal scrollbar. When negative, uses [theme_item " +"panel] left margin." +msgstr "水平滚动条的左侧边距。为负数时会使用 [theme_item panel] 的左侧边距。" + +msgid "" +"The right margin of the scrollbars. When negative, uses [theme_item panel] " +"right margin." +msgstr "滚动条的右侧边距。为负数时会使用 [theme_item panel] 的右侧边距。" + +msgid "" +"The right margin of the vertical scrollbar. When negative, uses [theme_item " +"panel] top margin." +msgstr "垂直滚动条的右侧边距。为负数时会使用 [theme_item panel] 的顶部边距。" + +msgid "The vertical separation of tree content and scrollbar." +msgstr "树中内容与滚动条的垂直间距。" + msgid "" "The vertical padding inside each item, i.e. the distance between the item's " "content and top/bottom border." @@ -106110,8 +119258,7 @@ msgstr "" msgid "" "The updown arrow icon to display for the [constant TreeItem.CELL_MODE_RANGE] " "mode cell." -msgstr "" -"上下箭头图标,模式为 [constant TreeItem.CELL_MODE_RANGE] 的单元格显示。" +msgstr "上下箭头图标,模式为 [constant TreeItem.CELL_MODE_RANGE] 的单元格显示。" msgid "[StyleBox] used when a button in the tree is pressed." msgstr "树中的按钮处于按下状态时使用的 [StyleBox]。" @@ -106122,8 +119269,7 @@ msgstr "用作光标的 [StyleBox],该 [Tree] 处于聚焦状态时使用。" msgid "[StyleBox] used for the cursor, when the [Tree] is not being focused." msgstr "用作光标的 [StyleBox],该 [Tree] 处于失焦状态时使用。" -msgid "" -"Default [StyleBox] for a [constant TreeItem.CELL_MODE_CUSTOM] mode cell." +msgid "Default [StyleBox] for a [constant TreeItem.CELL_MODE_CUSTOM] mode cell." msgstr "模式为 [constant TreeItem.CELL_MODE_RANGE] 的单元格的默认 [StyleBox]。" msgid "" @@ -106163,23 +119309,51 @@ msgstr "标题按钮的默认 [StyleBox]。" msgid "[StyleBox] used when the title button is being pressed." msgstr "当标题按钮被按下时使用的 [StyleBox]。" +msgid "An internal control for a single item inside [Tree]." +msgstr "代表 [Tree] 中某个项目的内部控件。" + +msgid "" +"A single item of a [Tree] control. It can contain other [TreeItem]s as " +"children, which allows it to create a hierarchy. It can also contain text and " +"buttons. [TreeItem] is not a [Node], it is internal to the [Tree].\n" +"To create a [TreeItem], use [method Tree.create_item] or [method TreeItem." +"create_child]. To remove a [TreeItem], use [method Object.free].\n" +"[b]Note:[/b] The ID values used for buttons are 32-bit, unlike [int] which is " +"always 64-bit. They go from [code]-2147483648[/code] to [code]2147483647[/" +"code]." +msgstr "" +"[Tree] 控件中的单个项目。可以包含其他 [TreeItem] 作为子级,从而创建层级结构。" +"还可以包含文本和按钮。[TreeItem] 不是 [Node],在 [Tree] 内部使用。\n" +"要创建 [TreeItem],请使用 [method Tree.create_item] 或 [method TreeItem." +"create_child]。要移除 [TreeItem],请使用 [method Object.free]。\n" +"[b]注意:[/b]按钮的 ID 值为 32 位,与始终为 64 位的 [int] 不同。取值范围为 " +"[code]-2147483648[/code] 到 [code]2147483647[/code]。" + msgid "" "Adds a button with [Texture2D] [param button] at column [param column]. The " "[param id] is used to identify the button in the according [signal Tree." "button_clicked] signal and can be different from the buttons index. If not " "specified, the next available index is used, which may be retrieved by " -"calling [method get_button_count] immediately before this method. " -"Optionally, the button can be [param disabled] and have a [param " -"tooltip_text]." +"calling [method get_button_count] immediately before this method. Optionally, " +"the button can be [param disabled] and have a [param tooltip_text]." msgstr "" "在 [param column] 列添加一个带有 [Texture] [param button] 的按钮。[param id] " "用于标识按钮。如果未指定,则使用下一个可用索引,可以在此方法之前调用 [method " -"get_button_count] 来获取该索引。另外,该按钮还可以通过 [param disabled] 禁" -"用、通过 [param tooltip_text] 设置工具提示。" +"get_button_count] 来获取该索引。另外,该按钮还可以通过 [param disabled] 禁用、" +"通过 [param tooltip_text] 设置工具提示。" msgid "" -"Calls the [param method] on the actual TreeItem and its children " -"recursively. Pass parameters as a comma separated list." +"Adds a previously unparented [TreeItem] as a direct child of this one. The " +"[param child] item must not be a part of any [Tree] or parented to any " +"[TreeItem]. See also [method remove_child]." +msgstr "" +"将已解除父子关系的 [TreeItem] 添加为这个树项的直接子项。[param child] 树项必须" +"不是任何 [Tree] 的一部分,也不能有任何 [TreeItem] 父级。另见 [method " +"remove_child]。" + +msgid "" +"Calls the [param method] on the actual TreeItem and its children recursively. " +"Pass parameters as a comma separated list." msgstr "" "递归调用在实际 TreeItem 及其子项上的 [param method]。将参数作为一个逗号分隔列" "表传递。" @@ -106197,8 +119371,8 @@ msgid "" "[param index] is higher than the child count." msgstr "" "创建项目并添加为子项。\n" -"新建的项目会插入到索引 [param index] 位置(默认的 [code]-1[/code] 表示最后的" -"位置),如果 [param index] 比子项数量大则会作为最后一项。" +"新建的项目会插入到索引 [param index] 位置(默认的 [code]-1[/code] 表示最后的位" +"置),如果 [param index] 比子项数量大则会作为最后一项。" msgid "Deselects the given column." msgstr "取消选择指定列。" @@ -106208,8 +119382,15 @@ msgid "" msgstr "删除列 [param column] 中索引 [param button_index] 处的按钮。" msgid "" -"Returns the [Texture2D] of the button at index [param button_index] in " -"column [param column]." +"Returns the text autowrap mode in the given [param column]. By default it is " +"[constant TextServer.AUTOWRAP_OFF]." +msgstr "" +"返回给定列 [param column] 的文本自动换行模式。默认为 [constant TextServer." +"AUTOWRAP_OFF]。" + +msgid "" +"Returns the [Texture2D] of the button at index [param button_index] in column " +"[param column]." msgstr "" "返回在 [param column] 列中索引为 [param button_index] 的按钮的 [Texture]。" @@ -106217,8 +119398,8 @@ msgid "" "Returns the button index if there is a button with ID [param id] in column " "[param column], otherwise returns -1." msgstr "" -"如果在 [param column] 列中存在 ID 为 [param id] 的按钮,则返回其索引号,否则" -"返回 -1。" +"如果在 [param column] 列中存在 ID 为 [param id] 的按钮,则返回其索引号,否则返" +"回 -1。" msgid "Returns the number of buttons in column [param column]." msgstr "返回在 [param column] 列中按钮的数量。" @@ -106232,8 +119413,7 @@ msgid "" "Returns the tooltip text for the button at index [param button_index] in " "column [param column]." msgstr "" -"返回在 [param column] 列中索引为 [param button_index] 的按钮的工具提示字符" -"串。" +"返回在 [param column] 列中索引为 [param button_index] 的按钮的工具提示字符串。" msgid "Returns the column's cell mode." msgstr "返回该列的单元格模式。" @@ -106243,8 +119423,8 @@ msgid "" "This method is often used for iterating all children of an item.\n" "Negative indices access the children from the last one." msgstr "" -"按其 [param index] 返回一个子项(参见 [method get_child_count])。该方法通常" -"被用于迭代一个项目的所有子项。\n" +"按其 [param index] 返回一个子项(参见 [method get_child_count])。该方法通常被" +"用于迭代一个项目的所有子项。\n" "负索引将从最后一个访问孩子。" msgid "Returns the number of child items." @@ -106262,8 +119442,7 @@ msgstr "返回列 [param column] 的自定义颜色。" msgid "Returns custom font used to draw text in the column [param column]." msgstr "返回用于在 [param column] 列绘制文本的自定义字体。" -msgid "" -"Returns custom font size used to draw text in the column [param column]." +msgid "Returns custom font size used to draw text in the column [param column]." msgstr "返回用于在 [param column] 列绘制文本的自定义字体大小。" msgid "Returns [code]true[/code] if [code]expand_right[/code] is set." @@ -106275,6 +119454,10 @@ msgstr "返回该 TreeItem 的第一个子项。" msgid "Returns the given column's icon [Texture2D]. Error if no icon is set." msgstr "返回给定列的图标 [Texture2D]。如果未设置图标,则会出错。" +msgid "" +"Returns the maximum allowed width of the icon in the given [param column]." +msgstr "返回给定列 [param column] 中图标所允许的最大宽度。" + msgid "Returns the [Color] modulating the column's icon." msgstr "返回调制列的图标的 [Color] 颜色。" @@ -106297,6 +119480,30 @@ msgid "" "none." msgstr "返回树中的下一个兄弟 TreeItem,如果没有,则返回一个空对象。" +msgid "" +"Returns the next TreeItem in the tree (in the context of a depth-first " +"search) or a [code]null[/code] object if there is none.\n" +"If [param wrap] is enabled, the method will wrap around to the first element " +"in the tree when called on the last element, otherwise it returns [code]null[/" +"code]." +msgstr "" +"返回树中下一个可见的同级 TreeItem(按照深度优先顺序搜索),如果不存在则返回 " +"[code]null[/code] 对象。\n" +"如果启用了 [param wrap],则当在最后一个元素调用时,该方法将环绕到树中的第一个" +"可见元素,否则它将返回 [code]null[/code]。" + +msgid "" +"Returns the next visible TreeItem in the tree (in the context of a depth-" +"first search) or a [code]null[/code] object if there is none.\n" +"If [param wrap] is enabled, the method will wrap around to the first visible " +"element in the tree when called on the last visible element, otherwise it " +"returns [code]null[/code]." +msgstr "" +"返回树中下一个可见的同级 TreeItem(按照深度优先顺序搜索),如果不存在则返回 " +"[code]null[/code] 对象。\n" +"如果启用了 [param wrap],则当在最后一个可见元素调用时,该方法将环绕到树中的第" +"一个可见元素,否则它将返回 [code]null[/code]。" + msgid "Returns the parent TreeItem or a null object if there is none." msgstr "返回父级 TreeItem,如果没有,则返回一个空对象。" @@ -106305,6 +119512,30 @@ msgid "" "is none." msgstr "返回树中的前一个兄弟 TreeItem,如果没有,则返回一个空对象。" +msgid "" +"Returns the previous TreeItem in the tree (in the context of a depth-first " +"search) or a [code]null[/code] object if there is none.\n" +"If [param wrap] is enabled, the method will wrap around to the last element " +"in the tree when called on the first visible element, otherwise it returns " +"[code]null[/code]." +msgstr "" +"返回树中前一个同级 TreeItem(按照深度优先顺序搜索),如果不存在则返回 " +"[code]null[/code] 对象。\n" +"如果启用了 [param wrap],则在第一个可见元素上调用时,该方法将环绕到树中的最后" +"一个可见元素,否则它将返回 [code]null[/code]。" + +msgid "" +"Returns the previous visible sibling TreeItem in the tree (in the context of " +"a depth-first search) or a [code]null[/code] object if there is none.\n" +"If [param wrap] is enabled, the method will wrap around to the last visible " +"element in the tree when called on the first visible element, otherwise it " +"returns [code]null[/code]." +msgstr "" +"返回树中前一个可见的同级 TreeItem(按照深度优先顺序搜索),如果不存在则返回 " +"[code]null[/code] 对象。\n" +"如果启用了 [param wrap],则在第一个可见元素上调用时,该方法将环绕到树中的最后" +"一个可见元素,否则它将返回 [code]null[/code]。" + msgid "Returns the value of a [constant CELL_MODE_RANGE] column." msgstr "返回 [constant CELL_MODE_RANGE] 列的值。" @@ -106338,8 +119569,8 @@ msgstr "" "如果 [param only_visible] 为 [code]true[/code],则会忽略不可见的 [TreeItem]。" msgid "" -"Returns [code]true[/code] if the button at index [param button_index] for " -"the given [param column] is disabled." +"Returns [code]true[/code] if the button at index [param button_index] for the " +"given [param column] is disabled." msgstr "" "如果给定列 [param column] 上索引为 [param button_index] 的按钮被禁用,则返回 " "[code]true[/code]。" @@ -106347,6 +119578,10 @@ msgstr "" msgid "Returns [code]true[/code] if the given [param column] is checked." msgstr "如果给定的列 [param column] 被勾选,则返回 [code]true[/code]。" +msgid "" +"Returns [code]true[/code] if the given [param column] is multiline editable." +msgstr "如果给定的列 [param column] 可多行编辑,则返回 [code]true[/code]。" + msgid "Returns [code]true[/code] if the given [param column] is editable." msgstr "如果给定的列 [param column] 可编辑,则返回 [code]true[/code]。" @@ -106388,9 +119623,32 @@ msgstr "" "[param emit_signal] 为 [code]false[/code],则不会发出 [signal Tree." "check_propagated_to_item]。" +msgid "" +"Removes the given child [TreeItem] and all its children from the [Tree]. Note " +"that it doesn't free the item from memory, so it can be reused later (see " +"[method add_child]). To completely remove a [TreeItem] use [method Object." +"free].\n" +"[b]Note:[/b] If you want to move a child from one [Tree] to another, then " +"instead of removing and adding it manually you can use [method move_before] " +"or [method move_after]." +msgstr "" +"将给定的子项 [TreeItem] 和它的所有子项从 [Tree] 中移除。注意,它并未从内存中释" +"放该项,所以之后可重新使用(见 [method add_child])。要完全删除 [TreeItem],请" +"使用 [method Object.free]。\n" +"[b]注意:[/b]如果你想要将一个子项移动到其他 [Tree] 中,则不必手动先移除再添" +"加,你可以使用 [method move_before] 或 [method move_after]。" + msgid "Selects the given [param column]." msgstr "选中 [param column] 指定的列。" +msgid "" +"Sets the autowrap mode in the given [param column]. If set to something other " +"than [constant TextServer.AUTOWRAP_OFF], the text gets wrapped inside the " +"cell's bounding rectangle." +msgstr "" +"设置给定 [param column] 的自动换行模式。如果设置为 [constant TextServer." +"AUTOWRAP_OFF] 以外的值,则文本将在节点的边界矩形内换行。" + msgid "" "Sets the given column's button [Texture2D] at index [param button_index] to " "[param button]." @@ -106416,13 +119674,19 @@ msgid "" msgstr "将给定列的单元格模式设置为 [param mode]。见 [enum TreeCellMode] 常量。" msgid "" -"Collapses or uncollapses this [TreeItem] and all the descendants of this " -"item." +"If [param checked] is [code]true[/code], the given [param column] is checked. " +"Clears column's indeterminate status." +msgstr "" +"如果 [param checked] 为 [code]true[/code],则给定列 [param column] 处于勾选状" +"态。会清空该列的中间状态。" + +msgid "" +"Collapses or uncollapses this [TreeItem] and all the descendants of this item." msgstr "折叠或展开该 [TreeItem] 及该项的所有子级。" msgid "" -"Sets the given column's custom background color and whether to just use it " -"as an outline." +"Sets the given column's custom background color and whether to just use it as " +"an outline." msgstr "设置给定列的自定义背景颜色,以及是否只将其作为一个轮廓。" msgid "Sets the given column's custom color." @@ -106435,8 +119699,8 @@ msgid "" "drawn and its position and size as a [Rect2]." msgstr "" "将给定列的自定义绘制回调设置为 [param object] 上的 [param callback] 方法。\n" -"[param callback] 应该接受两个参数:被绘制的 [TreeItem] 及其作为一个 [Rect2] " -"的位置和大小。" +"[param callback] 应该接受两个参数:被绘制的 [TreeItem] 及其作为一个 [Rect2] 的" +"位置和大小。" msgid "Sets custom font used to draw text in the given [param column]." msgstr "设置用于在给定列 [param column] 中绘制文本的自定义字体。" @@ -106444,15 +119708,60 @@ msgstr "设置用于在给定列 [param column] 中绘制文本的自定义字 msgid "Sets custom font size used to draw text in the given [param column]." msgstr "设置用于在给定列 [param column] 中绘制文本的自定义字体大小。" +msgid "" +"If [param multiline] is [code]true[/code], the given [param column] is " +"multiline editable.\n" +"[b]Note:[/b] This option only affects the type of control ([LineEdit] or " +"[TextEdit]) that appears when editing the column. You can set multiline " +"values with [method set_text] even if the column is not multiline editable." +msgstr "" +"如果 [param multiline] 为 [code]true[/code],则给定的列 [param column] 可进行" +"多行编辑。\n" +"[b]注意:[/b]这个选项仅影响编辑该列时所出现控件的类型([LineEdit] 或 " +"[TextEdit])。即便该列不可进行多行编辑,也可以通过 [method set_text] 来设置多" +"行的值。" + +msgid "" +"If [param enabled] is [code]true[/code], the given [param column] is editable." +msgstr "" +"如果 [param enabled] 为 [code]true[/code],则给定的列 [param column] 可编辑。" + +msgid "" +"If [param enable] is [code]true[/code], the given [param column] is expanded " +"to the right." +msgstr "" +"如果 [param enabled] 为 [code]true[/code],则给定的列 [param column] 向右扩" +"展。" + msgid "Sets the given column's icon [Texture2D]." msgstr "设置给定列的图标 [Texture2D]。" +msgid "" +"Sets the maximum allowed width of the icon in the given [param column]. This " +"limit is applied on top of the default size of the icon and on top of " +"[theme_item Tree.icon_max_width]. The height is adjusted according to the " +"icon's ratio." +msgstr "" +"设置给定列 [param column] 所允许的最大图标宽度。这是在图标默认大小和 " +"[theme_item Tree.icon_max_width] 的基础上的限制。高度会根据图标的长宽比调整。" + msgid "Modulates the given column's icon with [param modulate]." msgstr "用 [param modulate] 调制给定列的图标。" msgid "Sets the given column's icon's texture region." msgstr "设置给定列的图标的纹理区域。" +msgid "" +"If [param indeterminate] is [code]true[/code], the given [param column] is " +"marked indeterminate.\n" +"[b]Note:[/b] If set [code]true[/code] from [code]false[/code], then column is " +"cleared of checked status." +msgstr "" +"如果 [param indeterminate] 为 [code]true[/code],则给定列 [param column] 被标" +"记为未决状态。\n" +"[b]注意:[/b]如果从 [code]false[/code] 设置为 [code]true[/code],则该列的勾选" +"状态会被清除。" + msgid "" "Sets the metadata value for the given column, which can be retrieved later " "using [method get_metadata]. This can be used, for example, to store a " @@ -106474,6 +119783,12 @@ msgstr "" "如果 [param expr] 为 [code]true[/code],则编辑模式滑块将使用与 [member Range." "exp_edit] 一样的指数刻度。" +msgid "" +"If [param selectable] is [code]true[/code], the given [param column] is " +"selectable." +msgstr "" +"如果 [param selectable] 为 [code]true[/code],则给定列 [param column] 可选。" + msgid "" "Sets a string to be shown after a column's value (for example, a unit " "abbreviation)." @@ -106501,8 +119816,8 @@ msgstr "如果为 [code]true[/code],则这个 TreeItem 禁用折叠。" msgid "" "If [code]true[/code], the [TreeItem] is visible (default).\n" -"Note that if a [TreeItem] is set to not be visible, none of its children " -"will be visible either." +"Note that if a [TreeItem] is set to not be visible, none of its children will " +"be visible either." msgstr "" "如果为 [code]true[/code],则该 [TreeItem] 可见(默认)。\n" "请注意,如果将 [TreeItem] 设置为不可见,则其子项也将不可见。" @@ -106525,6 +119840,23 @@ msgstr "内部网格类型。" msgid "Mesh type used internally for collision calculations." msgstr "内部用于碰撞计算的网格类型。" +msgid "Represents a straight tube-shaped [PrimitiveMesh] with variable width." +msgstr "代表直管状的 [PrimitiveMesh],宽度可变。" + +msgid "" +"[TubeTrailMesh] represents a straight tube-shaped mesh with variable width. " +"The tube is composed of a number of cylindrical sections, each with the same " +"[member section_length] and number of [member section_rings]. A [member " +"curve] is sampled along the total length of the tube, meaning that the curve " +"determines the radius of the tube along its length.\n" +"This primitive mesh is usually used for particle trails." +msgstr "" +"[TubeTrailMesh] 代表直管状的网格,宽度可变。管身由若干圆柱形分区构成,每个分区" +"的长度 [member section_length] 和环数 [member section_rings] 都是一致的。会沿" +"着管身的总长度对 [member curve] 采样,这样该曲线就确定了管子半径沿长度的变化方" +"式。\n" +"这个基本网格通常用于粒子拖尾。" + msgid "" "If [code]true[/code], generates a cap at the bottom of the tube. This can be " "set to [code]false[/code] to speed up generation and rendering when the cap " @@ -106534,33 +119866,330 @@ msgstr "" "子,那么设置为 [code]false[/code] 可以加快生成和渲染的速度。" msgid "" -"If [code]true[/code], generates a cap at the top of the tube. This can be " -"set to [code]false[/code] to speed up generation and rendering when the cap " -"is never seen by the camera." +"If [code]true[/code], generates a cap at the top of the tube. This can be set " +"to [code]false[/code] to speed up generation and rendering when the cap is " +"never seen by the camera." msgstr "" "如果为 [code]true[/code] ,则在管子的顶部生成盖子。如果相机永远不可能见到盖" "子,那么设置为 [code]false[/code] 可以加快生成和渲染的速度。" +msgid "" +"Determines the radius of the tube along its length. The radius of a " +"particular section ring is obtained by multiplying the baseline [member " +"radius] by the value of this curve at the given distance. For values smaller " +"than [code]0[/code], the faces will be inverted." +msgstr "" +"确定管身半径沿长度的变化方式。将基础 [member radius] 与给定距离下该曲线的取值" +"相乘,就得到了某个分区中某个环的半径。小于 [code]0[/code] 的值会让面进行正反翻" +"转。" + +msgid "" +"The number of sides on the tube. For example, a value of [code]5[/code] means " +"the tube will be pentagonal. Higher values result in a more detailed tube at " +"the cost of performance." +msgstr "" +"管身的面数。例如,取值 [code]5[/code] 表示管身为五边形。值越高,管身细节越高," +"代价是牺牲性能。" + +msgid "" +"The baseline radius of the tube. The radius of a particular section ring is " +"obtained by multiplying this radius by the value of the [member curve] at the " +"given distance." +msgstr "" +"管身的基础半径。将该半径与给定距离下 [member curve] 的取值相乘,就得到了某个分" +"区中某个环的半径。" + +msgid "The length of a section of the tube." +msgstr "管身分区的长度。" + +msgid "" +"The number of rings in a section. The [member curve] is sampled on each ring " +"to determine its radius. Higher values result in a more detailed tube at the " +"cost of performance." +msgstr "" +"分区中环的数量。每个环都会对 [member curve] 进行采样,从而决定其半径。值越高," +"管身细节越高,代价是牺牲性能。" + +msgid "The total number of sections on the tube." +msgstr "管身分区总数。" + msgid "" "Lightweight object used for general-purpose animation via script, using " "[Tweener]s." msgstr "通过脚本进行通用动画的轻量级对象,使用 [Tweener]。" +msgid "" +"Tweens are mostly useful for animations requiring a numerical property to be " +"interpolated over a range of values. The name [i]tween[/i] comes from [i]in-" +"betweening[/i], an animation technique where you specify [i]keyframes[/i] and " +"the computer interpolates the frames that appear between them. Animating " +"something with a [Tween] is called tweening.\n" +"[Tween] is more suited than [AnimationPlayer] for animations where you don't " +"know the final values in advance. For example, interpolating a dynamically-" +"chosen camera zoom value is best done with a [Tween]; it would be difficult " +"to do the same thing with an [AnimationPlayer] node. Tweens are also more " +"light-weight than [AnimationPlayer], so they are very much suited for simple " +"animations or general tasks that don't require visual tweaking provided by " +"the editor. They can be used in a fire-and-forget manner for some logic that " +"normally would be done by code. You can e.g. make something shoot " +"periodically by using a looped [CallbackTweener] with a delay.\n" +"A [Tween] can be created by using either [method SceneTree.create_tween] or " +"[method Node.create_tween]. [Tween]s created manually (i.e. by using " +"[code]Tween.new()[/code]) are invalid and can't be used for tweening values.\n" +"A tween animation is created by adding [Tweener]s to the [Tween] object, " +"using [method tween_property], [method tween_interval], [method " +"tween_callback] or [method tween_method]:\n" +"[codeblocks]\n" +"[gdscript]\n" +"var tween = get_tree().create_tween()\n" +"tween.tween_property($Sprite, \"modulate\", Color.RED, 1)\n" +"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n" +"tween.tween_callback($Sprite.queue_free)\n" +"[/gdscript]\n" +"[csharp]\n" +"Tween tween = GetTree().CreateTween();\n" +"tween.TweenProperty(GetNode(\"Sprite\"), \"modulate\", Colors.Red, 1.0f);\n" +"tween.TweenProperty(GetNode(\"Sprite\"), \"scale\", Vector2.Zero, 1.0f);\n" +"tween.TweenCallback(Callable.From(GetNode(\"Sprite\").QueueFree));\n" +"[/csharp]\n" +"[/codeblocks]\n" +"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, " +"before finally calling [method Node.queue_free] to free the sprite. " +"[Tweener]s are executed one after another by default. This behavior can be " +"changed using [method parallel] and [method set_parallel].\n" +"When a [Tweener] is created with one of the [code]tween_*[/code] methods, a " +"chained method call can be used to tweak the properties of this [Tweener]. " +"For example, if you want to set a different transition type in the above " +"example, you can use [method set_trans]:\n" +"[codeblocks]\n" +"[gdscript]\n" +"var tween = get_tree().create_tween()\n" +"tween.tween_property($Sprite, \"modulate\", Color.RED, 1).set_trans(Tween." +"TRANS_SINE)\n" +"tween.tween_property($Sprite, \"scale\", Vector2(), 1).set_trans(Tween." +"TRANS_BOUNCE)\n" +"tween.tween_callback($Sprite.queue_free)\n" +"[/gdscript]\n" +"[csharp]\n" +"Tween tween = GetTree().CreateTween();\n" +"tween.TweenProperty(GetNode(\"Sprite\"), \"modulate\", Colors.Red, 1.0f)." +"SetTrans(Tween.TransitionType.Sine);\n" +"tween.TweenProperty(GetNode(\"Sprite\"), \"scale\", Vector2.Zero, 1.0f)." +"SetTrans(Tween.TransitionType.Bounce);\n" +"tween.TweenCallback(Callable.From(GetNode(\"Sprite\").QueueFree));\n" +"[/csharp]\n" +"[/codeblocks]\n" +"Most of the [Tween] methods can be chained this way too. In the following " +"example the [Tween] is bound to the running script's node and a default " +"transition is set for its [Tweener]s:\n" +"[codeblocks]\n" +"[gdscript]\n" +"var tween = get_tree().create_tween().bind_node(self).set_trans(Tween." +"TRANS_ELASTIC)\n" +"tween.tween_property($Sprite, \"modulate\", Color.RED, 1)\n" +"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n" +"tween.tween_callback($Sprite.queue_free)\n" +"[/gdscript]\n" +"[csharp]\n" +"var tween = GetTree().CreateTween().BindNode(this).SetTrans(Tween." +"TransitionType.Elastic);\n" +"tween.TweenProperty(GetNode(\"Sprite\"), \"modulate\", Colors.Red, 1.0f);\n" +"tween.TweenProperty(GetNode(\"Sprite\"), \"scale\", Vector2.Zero, 1.0f);\n" +"tween.TweenCallback(Callable.From(GetNode(\"Sprite\").QueueFree));\n" +"[/csharp]\n" +"[/codeblocks]\n" +"Another interesting use for [Tween]s is animating arbitrary sets of objects:\n" +"[codeblocks]\n" +"[gdscript]\n" +"var tween = create_tween()\n" +"for sprite in get_children():\n" +" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n" +"[/gdscript]\n" +"[csharp]\n" +"Tween tween = CreateTween();\n" +"foreach (Node sprite in GetChildren())\n" +" tween.TweenProperty(sprite, \"position\", Vector2.Zero, 1.0f);\n" +"[/csharp]\n" +"[/codeblocks]\n" +"In the example above, all children of a node are moved one after another to " +"position (0, 0).\n" +"You should avoid using more than one [Tween] per object's property. If two or " +"more tweens animate one property at the same time, the last one created will " +"take priority and assign the final value. If you want to interrupt and " +"restart an animation, consider assigning the [Tween] to a variable:\n" +"[codeblocks]\n" +"[gdscript]\n" +"var tween\n" +"func animate():\n" +" if tween:\n" +" tween.kill() # Abort the previous animation.\n" +" tween = create_tween()\n" +"[/gdscript]\n" +"[csharp]\n" +"private Tween _tween;\n" +"\n" +"public void Animate()\n" +"{\n" +" if (_tween != null)\n" +" _tween.Kill(); // Abort the previous animation\n" +" _tween = CreateTween();\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]\n" +"Some [Tweener]s use transitions and eases. The first accepts a [enum " +"TransitionType] constant, and refers to the way the timing of the animation " +"is handled (see [url=https://easings.net/]easings.net[/url] for some " +"examples). The second accepts an [enum EaseType] constant, and controls where " +"the [code]trans_type[/code] is applied to the interpolation (in the " +"beginning, the end, or both). If you don't know which transition and easing " +"to pick, you can try different [enum TransitionType] constants with [constant " +"EASE_IN_OUT], and use the one that looks best.\n" +"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" +"tween_cheatsheet.webp]Tween easing and transition types cheatsheet[/url]\n" +"[b]Note:[/b] Tweens are not designed to be re-used and trying to do so " +"results in an undefined behavior. Create a new Tween for each animation and " +"every time you replay an animation from start. Keep in mind that Tweens start " +"immediately, so only create a Tween when you want to start animating.\n" +"[b]Note:[/b] The tween is processed after all of the nodes in the current " +"frame, i.e. node's [method Node._process] method would be called before the " +"timer (or [method Node._physics_process] depending on the value passed to " +"[method set_process_mode])." +msgstr "" +"Tween 主要用于需要将一个数值属性插值到一系列值的动画。[i]tween[/i] 这个名字来" +"自 [i]in-betweening[/i],这是一种动画技术,可以在其中指定 [i]关键帧[/i],然后" +"计算机会插入出现在它们之间的帧。使用 [Tween] 制作动画被称为补间动画。\n" +"[Tween] 比 [AnimationPlayer] 更适合事先不知道最终值的动画。例如,插入动态选择" +"的相机缩放值最好使用 [Tween] 完成;很难使用 [AnimationPlayer] 节点做同样的事" +"情。Tween 也比 [AnimationPlayer] 更轻量级,因此它们非常适合简单的动画,或不需" +"要编辑器提供的视觉调整的通用任务。对于通常由代码完成的某些逻辑,它们可以以即用" +"即弃的方式使用。例如,可以使用带延迟的循环 [CallbackTweener] 定期射击。\n" +"可以使用 [method SceneTree.create_tween] 或 [method Node.create_tween] 创建 " +"[Tween]。手动创建的 [Tween](即使用 [code]Tween.new()[/code])无效,不能用于对" +"值进行补间。\n" +"通过使用 [method tween_property]、[method tween_interval]、[method " +"tween_callback]、或 [method tween_method],可将 [Tweener] 添加到 [Tween] 对象" +"来创建一个补间动画:\n" +"[codeblocks]\n" +"[gdscript]\n" +"var tween = get_tree().create_tween()\n" +"tween.tween_property($Sprite, \"modulate\", Color.RED, 1)\n" +"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n" +"tween.tween_callback($Sprite.queue_free)\n" +"[/gdscript]\n" +"[csharp]\n" +"Tween tween = GetTree().CreateTween();\n" +"tween.TweenProperty(GetNode(\"Sprite\"), \"modulate\", Colors.Red, 1.0f);\n" +"tween.TweenProperty(GetNode(\"Sprite\"), \"scale\", Vector2.Zero, 1.0f);\n" +"tween.TweenCallback(Callable.From(GetNode(\"Sprite\").QueueFree));\n" +"[/csharp]\n" +"[/codeblocks]\n" +"该序列将使 [code]$Sprite[/code] 节点变红,然后缩小,最后调用 [method Node." +"queue_free] 来释放该精灵。默认情况下,[Tweener] 一个接一个地执行。这种行为可以" +"使用 [method parallel] 和 [method set_parallel] 来更改。\n" +"当使用 [code]tween_*[/code] 方法之一创建 [Tweener] 时,可以使用链式方法调用来" +"调整该 [Tweener] 的属性。例如,如果想在上面的例子中设置一个不同的过渡类型,可" +"以使用 [method set_trans]:\n" +"[codeblocks]\n" +"[gdscript]\n" +"var tween = get_tree().create_tween()\n" +"tween.tween_property($Sprite, \"modulate\", Color.RED, 1).set_trans(Tween." +"TRANS_SINE)\n" +"tween.tween_property($Sprite, \"scale\", Vector2(), 1).set_trans(Tween." +"TRANS_BOUNCE)\n" +"tween.tween_callback($Sprite.queue_free)\n" +"[/gdscript]\n" +"[csharp]\n" +"Tween tween = GetTree().CreateTween();\n" +"tween.TweenProperty(GetNode(\"Sprite\"), \"modulate\", Colors.Red, 1.0f)." +"SetTrans(Tween.TransitionType.Sine);\n" +"tween.TweenProperty(GetNode(\"Sprite\"), \"scale\", Vector2.Zero, 1.0f)." +"SetTrans(Tween.TransitionType.Bounce);\n" +"tween.TweenCallback(Callable.From(GetNode(\"Sprite\").QueueFree));\n" +"[/csharp]\n" +"[/codeblocks]\n" +"大多数 [Tween] 方法也可以这样链式调用。在下面的示例中,[Tween] 被绑定到运行脚" +"本的节点,并为其 [Tweener] 设置了默认过渡:\n" +"[codeblocks]\n" +"[gdscript]\n" +"var tween = get_tree().create_tween().bind_node(self).set_trans(Tween." +"TRANS_ELASTIC)\n" +"tween.tween_property($Sprite, \"modulate\", Color.RED, 1)\n" +"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n" +"tween.tween_callback($Sprite.queue_free)\n" +"[/gdscript]\n" +"[csharp]\n" +"var tween = GetTree().CreateTween().BindNode(this).SetTrans(Tween." +"TransitionType.Elastic);\n" +"tween.TweenProperty(GetNode(\"Sprite\"), \"modulate\", Colors.Red, 1.0f);\n" +"tween.TweenProperty(GetNode(\"Sprite\"), \"scale\", Vector2.Zero, 1.0f);\n" +"tween.TweenCallback(Callable.From(GetNode(\"Sprite\").QueueFree));\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[Tween] 的另一个有趣用途是动画化任意对象集:\n" +"[codeblocks]\n" +"[gdscript]\n" +"var tween = create_tween()\n" +"for sprite in get_children():\n" +" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n" +"[/gdscript]\n" +"[csharp]\n" +"Tween tween = CreateTween();\n" +"foreach (Node sprite in GetChildren())\n" +" tween.TweenProperty(sprite, \"position\", Vector2.Zero, 1.0f);\n" +"[/csharp]\n" +"[/codeblocks]\n" +"在上面的示例中,一个节点的所有子节点都被依次移动到位置 (0, 0)。\n" +"应该避免为对象的同一属性使用多个 [Tween]。如果两个或多个补间同时为同一个属性设" +"置动画,则最后创建的补间将优先使用,并分配最终值。如果要中断并重新启动动画,请" +"考虑将 [Tween] 赋给变量:\n" +"[codeblocks]\n" +"[gdscript]\n" +"var tween\n" +"func animate():\n" +" if tween:\n" +" tween.kill() # 终止之前的补间动画。\n" +" tween = create_tween()\n" +"[/gdscript]\n" +"[csharp]\n" +"private Tween _tween;\n" +"\n" +"public void Animate()\n" +"{\n" +" if (_tween != null)\n" +" _tween.Kill(); // 终止之前的补间动画。\n" +" _tween = CreateTween();\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]\n" +"一些 [Tweener] 会使用过渡和缓动。第一个接受一个 [enum TransitionType] 常量,指" +"的是处理动画时间的方式(有关示例,请参见 [url=https://easings.net/]easings." +"net[/url])。第二个接受一个 [enum EaseType] 常量,并控制 [code]trans_type[/" +"code] 应用于插值的位置(在开头、结尾、或两者)。如果不知道该选择哪种过渡和缓" +"动,可以尝试使用 [constant EASE_IN_OUT] 并配合不同 [enum TransitionType] 常" +"量,并使用看起来最好的那个。\n" +"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" +"tween_cheatsheet.webp]补间缓动与过渡类型速查表[/url]\n" +"[b]注意:[/b]Tween 并不是针对重用设计的,尝试重用会造成未定义行为。每次从头开" +"始重新播放每个动画都请新建一个 Tween。请记住,Tween 是会立即开始的,所以请只在" +"需要开始动画时创建 Tween。\n" +"[b]注意:[/b]Tween 在当前帧中的所有节点之后处理,即节点的 [method Node." +"_process] 方法会在计时器之前调用(根据传给 [method set_process_mode] 的值,也" +"可能是 [method Node._physics_process])。" + msgid "" "Binds this [Tween] with the given [param node]. [Tween]s are processed " -"directly by the [SceneTree], so they run independently of the animated " -"nodes. When you bind a [Node] with the [Tween], the [Tween] will halt the " -"animation when the object is not inside tree and the [Tween] will be " -"automatically killed when the bound object is freed. Also [constant " -"TWEEN_PAUSE_BOUND] will make the pausing behavior dependent on the bound " -"node.\n" +"directly by the [SceneTree], so they run independently of the animated nodes. " +"When you bind a [Node] with the [Tween], the [Tween] will halt the animation " +"when the object is not inside tree and the [Tween] will be automatically " +"killed when the bound object is freed. Also [constant TWEEN_PAUSE_BOUND] will " +"make the pausing behavior dependent on the bound node.\n" "For a shorter way to create and bind a [Tween], you can use [method Node." "create_tween]." msgstr "" "将这个 [Tween] 绑定到给定的 [code]node[/code] 上。[Tween] 是由 [SceneTree] 直" "接处理的,所以不依赖被动画的节点运行。将该 [Tween] 绑定到某个 [Node] 后,该对" -"象不在树中时该 [Tween] 就会暂停动画,绑定对象被释放时该 [Tween] 会被自动销" -"毁。另外,[constant TWEEN_PAUSE_BOUND] 会让暂停行为依赖于绑定的节点。\n" +"象不在树中时该 [Tween] 就会暂停动画,绑定对象被释放时该 [Tween] 会被自动销毁。" +"另外,[constant TWEEN_PAUSE_BOUND] 会让暂停行为依赖于绑定的节点。\n" "使用 [method Node.create_tween] 来创建并绑定 [Tween] 更简单。" msgid "" @@ -106606,25 +120235,33 @@ msgid "" "Returns [code]true[/code] if the [Tween] still has [Tweener]s that haven't " "finished." msgstr "" -"使用给定的增量秒数 [param delta] 处理该 [Tween]。最常见的用法是在该 [Tween] " -"暂停时对其进行手动控制。也可用于立即停止该 [Tween] 的动画,将 [param delta] " -"设得比完整长度更大即可。\n" +"使用给定的增量秒数 [param delta] 处理该 [Tween]。最常见的用法是在该 [Tween] 暂" +"停时对其进行手动控制。也可用于立即停止该 [Tween] 的动画,将 [param delta] 设得" +"比完整长度更大即可。\n" "如果该 [Tween] 仍然有未完成的 [Tweener],则返回 [code]true[/code]。" +msgid "" +"Returns the number of remaining loops for this [Tween] (see [method " +"set_loops]). A return value of [code]-1[/code] indicates an infinitely " +"looping [Tween], and a return value of [code]0[/code] indicates that the " +"[Tween] has already finished." +msgstr "" +"返回该 [Tween] 所剩的循环数(见 [method set_loops])。返回 [code]-1[/code] 表" +"示 [Tween] 无限循环,返回 [code]0[/code] 表示 [Tween] 已结束。" + msgid "" "Returns the total time in seconds the [Tween] has been animating (i.e. the " "time since it started, not counting pauses etc.). The time is affected by " -"[method set_speed_scale], and [method stop] will reset it to [code]0[/" -"code].\n" +"[method set_speed_scale], and [method stop] will reset it to [code]0[/code].\n" "[b]Note:[/b] As it results from accumulating frame deltas, the time returned " "after the [Tween] has finished animating will be slightly greater than the " "actual [Tween] duration." msgstr "" "返回该 [Tween] 已进行动画的总时长(即自开始以来经过的时间,不计算暂停等时" -"间),单位为秒。时长会受到 [method set_speed_scale] 影响,[method stop] 会将" -"其重置为 [code]0[/code]。\n" -"[b]注意:[/b]由于时长是由帧的增量时间累计而来的,该 [Tween] 完成动画后所返回" -"的时长会比 [Tween] 的实际时长略大。" +"间),单位为秒。时长会受到 [method set_speed_scale] 影响,[method stop] 会将其" +"重置为 [code]0[/code]。\n" +"[b]注意:[/b]由于时长是由帧的增量时间累计而来的,该 [Tween] 完成动画后所返回的" +"时长会比 [Tween] 的实际时长略大。" msgid "" "This method can be used for manual interpolation of a value, when you don't " @@ -106646,14 +120283,14 @@ msgstr "" "不想使用 [Tween] 进行动画时,可以使用这个方法进行手动插值。与 [method " "@GlobalScope.lerp] 类似,但支持自定义过渡和缓动。\n" "[param initial_value] 为插值的起始值。\n" -"[param delta_value] 为插值的变化值,即等于 [code]final_value - " -"initial_value[/code]。\n" -"[param elapsed_time] 为插值开始后所经过的秒数,用于控制插值的位置。例如,等" -"于 [param duration] 的一半时,插值后的值位于初始值和最终值的一半。这个值也可" -"以比 [param duration] 大或者比 0 小,此时会进行外插。\n" +"[param delta_value] 为插值的变化值,即等于 [code]final_value - initial_value[/" +"code]。\n" +"[param elapsed_time] 为插值开始后所经过的秒数,用于控制插值的位置。例如,等于 " +"[param duration] 的一半时,插值后的值位于初始值和最终值的一半。这个值也可以比 " +"[param duration] 大或者比 0 小,此时会进行外插。\n" "[param duration] 为插值的总时长。\n" -"[b]注意:[/b]如果 [param duration] 等于 [code]0[/code],那么无论提供的 " -"[param elapsed_time] 为多少,该方法返回的始终是最终值。" +"[b]注意:[/b]如果 [param duration] 等于 [code]0[/code],那么无论提供的 [param " +"elapsed_time] 为多少,该方法返回的始终是最终值。" msgid "" "Returns whether the [Tween] is currently running, i.e. it wasn't paused and " @@ -106668,9 +120305,9 @@ msgid "" "[code]Tween.new()[/code]. Invalid [Tween]s can't have [Tweener]s appended." msgstr "" "返回该 [Tween] 是否有效。有效的 [Tween] 是由场景树包含的 [Tween](即 [method " -"SceneTree.get_processed_tweens] 返回的数组中包含这个 [Tween])。[Tween] 失效" -"的情况有:补间完成、被销毁、使用 [code]Tween.new()[/code] 创建。无效的 " -"[Tween] 不能追加 [Tweener]。" +"SceneTree.get_processed_tweens] 返回的数组中包含这个 [Tween])。[Tween] 失效的" +"情况有:补间完成、被销毁、使用 [code]Tween.new()[/code] 创建。无效的 [Tween] " +"不能追加 [Tweener]。" msgid "Aborts all tweening operations and invalidates the [Tween]." msgstr "中止所有补间操作,并使该 [Tween] 无效。" @@ -106738,18 +120375,18 @@ msgid "" "freed, or all the animated objects have been freed (which makes further " "animation impossible).\n" "[b]Warning:[/b] Make sure to always add some duration/delay when using " -"infinite loops. To prevent the game freezing, 0-duration looped animations " -"(e.g. a single [CallbackTweener] with no delay) are stopped after a small " -"number of loops, which may produce unexpected results. If a [Tween]'s " -"lifetime depends on some node, always use [method bind_node]." +"infinite loops. To prevent the game freezing, 0-duration looped animations (e." +"g. a single [CallbackTweener] with no delay) are stopped after a small number " +"of loops, which may produce unexpected results. If a [Tween]'s lifetime " +"depends on some node, always use [method bind_node]." msgstr "" "这只该补间序列的重复次数,即 [code]set_loops(2)[/code] 会让动画执行两次。\n" -"调用这个方法时如果不带参数,那么该 [Tween] 会无限执行,直到被 [method kill] " -"销毁、该 [Tween] 绑定的节点被释放、或者所有进行动画的对象都被释放(无法再进行" -"任何动画)。\n" -"[b]警告:[/b]使用无限循环时请一定要加入一些时长/延迟。为了防止游戏冻结,0 时" -"长的循环动画(例如单个不带延迟的 [CallbackTweener])会在循环若干次后停止,造" -"成出乎预料的结果。如果 [Tween] 的生命期依赖于某个节点,请一定使用 [method " +"调用这个方法时如果不带参数,那么该 [Tween] 会无限执行,直到被 [method kill] 销" +"毁、该 [Tween] 绑定的节点被释放、或者所有进行动画的对象都被释放(无法再进行任" +"何动画)。\n" +"[b]警告:[/b]使用无限循环时请一定要加入一些时长/延迟。为了防止游戏冻结,0 时长" +"的循环动画(例如单个不带延迟的 [CallbackTweener])会在循环若干次后停止,造成出" +"乎预料的结果。如果 [Tween] 的生命期依赖于某个节点,请一定使用 [method " "bind_node]。" msgid "" @@ -106768,6 +120405,15 @@ msgstr "" "TweenPauseMode]。\n" "默认值为 [constant TWEEN_PAUSE_BOUND]。" +msgid "" +"Determines whether the [Tween] should run after process frames (see [method " +"Node._process]) or physics frames (see [method Node._physics_process]).\n" +"Default value is [constant TWEEN_PROCESS_IDLE]." +msgstr "" +"决定该 [Tween] 应当在处理帧(见 [method Node._process])还是物理帧(见 " +"[method Node._physics_process])执行。\n" +"默认值为 [constant TWEEN_PROCESS_IDLE]。" + msgid "" "Scales the speed of tweening. This affects all [Tweener]s and their delays." msgstr "补间的速度缩放。影响所有 [Tweener] 及其延迟。" @@ -106782,14 +120428,14 @@ msgstr "" "如果未指定,则默认值为 [constant TRANS_LINEAR]。" msgid "" -"Stops the tweening and resets the [Tween] to its initial state. This will " -"not remove any appended [Tweener]s." +"Stops the tweening and resets the [Tween] to its initial state. This will not " +"remove any appended [Tweener]s." msgstr "停止补间,并将该 [Tween] 重置为初始状态。不会移除已追加的 [Tweener]。" msgid "" "Creates and appends a [CallbackTweener]. This method can be used to call an " -"arbitrary method in any object. Use [method Callable.bind] to bind " -"additional arguments for the call.\n" +"arbitrary method in any object. Use [method Callable.bind] to bind additional " +"arguments for the call.\n" "[b]Example:[/b] Object that keeps shooting every 1 second:\n" "[codeblocks]\n" "[gdscript]\n" @@ -106824,7 +120470,7 @@ msgstr "" "[codeblocks]\n" "[gdscript]\n" "var tween = get_tree().create_tween().set_loops()\n" -"tween.tween_callback(self, \"shoot\").set_delay(1)\n" +"tween.tween_callback(shoot).set_delay(1)\n" "[/gdscript]\n" "[csharp]\n" "Tween tween = GetTree().CreateTween().SetLoops();\n" @@ -106835,8 +120481,8 @@ msgstr "" "[codeblocks]\n" "[gdscript]\n" "var tween = get_tree().create_tween()\n" -"tween.tween_callback($Sprite, \"set_modulate\", [Color.red]).set_delay(2)\n" -"tween.tween_callback($Sprite, \"set_modulate\", [Color.blue]).set_delay(2)\n" +"tween.tween_callback($Sprite.set_modulate.bind(Color.RED)).set_delay(2)\n" +"tween.tween_callback($Sprite.set_modulate.bind(Color.BLUE)).set_delay(2)\n" "[/gdscript]\n" "[csharp]\n" "Tween tween = GetTree().CreateTween();\n" @@ -106851,8 +120497,8 @@ msgstr "" msgid "" "Creates and appends an [IntervalTweener]. This method can be used to create " "delays in the tween animation, as an alternative to using the delay in other " -"[Tweener]s, or when there's no animation (in which case the [Tween] acts as " -"a timer). [param time] is the length of the interval, in seconds.\n" +"[Tweener]s, or when there's no animation (in which case the [Tween] acts as a " +"timer). [param time] is the length of the interval, in seconds.\n" "[b]Example:[/b] Creating an interval in code execution:\n" "[codeblocks]\n" "[gdscript]\n" @@ -106892,9 +120538,9 @@ msgid "" "[/csharp]\n" "[/codeblocks]" msgstr "" -"创建并追加一个 [IntervalTweener]。这个方法可用于在补间动画中创建延迟,可以替" -"代在其他 [Tweener] 中使用延迟,或无动画的情况(此时 [Tween] 充当计时器的角" -"色)。[param time] 为间隔时间,单位为秒。\n" +"创建并追加一个 [IntervalTweener]。这个方法可用于在补间动画中创建延迟,可以替代" +"在其他 [Tweener] 中使用延迟,或无动画的情况(此时 [Tween] 充当计时器的角色)。" +"[param time] 为间隔时间,单位为秒。\n" "[b]示例:[/b]创建代码执行的间隔:\n" "[codeblocks]\n" "[gdscript]\n" @@ -106936,9 +120582,9 @@ msgstr "" msgid "" "Creates and appends a [MethodTweener]. This method is similar to a " "combination of [method tween_callback] and [method tween_property]. It calls " -"a method over time with a tweened value provided as an argument. The value " -"is tweened between [param from] and [param to] over the time specified by " -"[param duration], in seconds. Use [method Callable.bind] to bind additional " +"a method over time with a tweened value provided as an argument. The value is " +"tweened between [param from] and [param to] over the time specified by [param " +"duration], in seconds. Use [method Callable.bind] to bind additional " "arguments for the call. You can use [method MethodTweener.set_ease] and " "[method MethodTweener.set_trans] to tweak the easing and transition of the " "value or [method MethodTweener.set_delay] to delay the tweening.\n" @@ -106951,9 +120597,9 @@ msgid "" "[/gdscript]\n" "[csharp]\n" "Tween tween = CreateTween();\n" -"tween.TweenMethod(Callable.From(() => LookAt(Vector3.Up)), new " -"Vector3(-1.0f, 0.0f, -1.0f), new Vector3(1.0f, 0.0f, -1.0f), 1.0f); // The " -"LookAt() method takes up vector as second argument.\n" +"tween.TweenMethod(Callable.From(() => LookAt(Vector3.Up)), new Vector3(-1.0f, " +"0.0f, -1.0f), new Vector3(1.0f, 0.0f, -1.0f), 1.0f); // The LookAt() method " +"takes up vector as second argument.\n" "[/csharp]\n" "[/codeblocks]\n" "[b]Example:[/b] Setting the text of a [Label], using an intermediate method " @@ -106984,12 +120630,12 @@ msgid "" "[/csharp]\n" "[/codeblocks]" msgstr "" -"创建并追加一个 [MethodTweener]。这个方法与 [method tween_callback] 和 " -"[method tween_property] 的组合类似,会使用补间后的值作为参数去持续调用某个方" -"法。该值是从 [param from] 到 [param to] 进行补间的,时长为 [param duration] " -"秒。请使用 [method Callable.bind] 绑定额外的调用参数。你可以使用 [method " -"MethodTweener.set_ease] 和 [method MethodTweener.set_trans] 来调整该值的缓动" -"和过渡,可以使用 [method MethodTweener.set_delay] 来延迟补间。\n" +"创建并追加一个 [MethodTweener]。这个方法与 [method tween_callback] 和 [method " +"tween_property] 的组合类似,会使用补间后的值作为参数去持续调用某个方法。该值是" +"从 [param from] 到 [param to] 进行补间的,时长为 [param duration] 秒。请使用 " +"[method Callable.bind] 绑定额外的调用参数。你可以使用 [method MethodTweener." +"set_ease] 和 [method MethodTweener.set_trans] 来调整该值的缓动和过渡,可以使" +"用 [method MethodTweener.set_delay] 来延迟补间。\n" "[b]示例:[/b]让 3D 对象面向另一个点:\n" "[codeblocks]\n" "[gdscript]\n" @@ -106999,9 +120645,9 @@ msgstr "" "[/gdscript]\n" "[csharp]\n" "Tween tween = CreateTween();\n" -"tween.TweenMethod(Callable.From(() => LookAt(Vector3.Up)), new " -"Vector3(-1.0f, 0.0f, -1.0f), new Vector3(1.0f, 0.0f, -1.0f), 1.0f); // " -"LookAt() 方法的第二个参数接受的是上向量。\n" +"tween.TweenMethod(Callable.From(() => LookAt(Vector3.Up)), new Vector3(-1.0f, " +"0.0f, -1.0f), new Vector3(1.0f, 0.0f, -1.0f), 1.0f); // LookAt() 方法的第二个" +"参数接受的是上向量。\n" "[/csharp]\n" "[/codeblocks]\n" "[b]示例:[/b]在一段延迟后,使用中间方法来设置 [Label] 的文本:\n" @@ -107033,10 +120679,10 @@ msgstr "" msgid "" "Creates and appends a [PropertyTweener]. This method tweens a [param " -"property] of an [param object] between an initial value and [param " -"final_val] in a span of time equal to [param duration], in seconds. The " -"initial value by default is the property's value at the time the tweening of " -"the [PropertyTweener] starts.\n" +"property] of an [param object] between an initial value and [param final_val] " +"in a span of time equal to [param duration], in seconds. The initial value by " +"default is the property's value at the time the tweening of the " +"[PropertyTweener] starts.\n" "[b]Example:[/b]\n" "[codeblocks]\n" "[gdscript]\n" @@ -107061,8 +120707,8 @@ msgid "" "property in the Inspector. You can also provide the components of a property " "directly by using [code]\"property:component\"[/code] (eg. [code]position:x[/" "code]), where it would only apply to that particular component.\n" -"[b]Example:[/b] Moving an object twice from the same position, with " -"different transition types:\n" +"[b]Example:[/b] Moving an object twice from the same position, with different " +"transition types:\n" "[codeblocks]\n" "[gdscript]\n" "var tween = create_tween()\n" @@ -107100,8 +120746,8 @@ msgstr "" "[/csharp]\n" "[/codeblocks]\n" "会将该精灵移动到 (100, 200) 然后再移动到 (200, 300)。如果你使用了 [method " -"PropertyTweener.from] 或 [method PropertyTweener.from_current],那么起始位置" -"就会被给定的值所覆盖。更多调整项请参阅 [PropertyTweener] 中的其他方法。\n" +"PropertyTweener.from] 或 [method PropertyTweener.from_current],那么起始位置就" +"会被给定的值所覆盖。更多调整项请参阅 [PropertyTweener] 中的其他方法。\n" "[b]注意:[/b]鼠标悬停在检查器中的属性上即可查看正确的属性名称。你还可以用 " "[code]\"属性:组件\"[/code] 的形式提供属性中的组件(例如 [code]position:x[/" "code]),这样就只会修改这个特定的组件。\n" @@ -107147,6 +120793,16 @@ msgstr "" "完成该 [Tween] 的一步完成后触发,会提供这一步的索引号。一步指的是单个 " "[Tweener] 或一组并行执行的 [Tweener]。" +msgid "" +"The [Tween] updates after each physics frame (see [method Node." +"_physics_process])." +msgstr "" +"该 [Tween] 在每个物理帧之后进行更新(见 [method Node._physics_process])。" + +msgid "" +"The [Tween] updates after each process frame (see [method Node._process])." +msgstr "该 [Tween] 在每个处理帧之后进行更新(见 [method Node._process])。" + msgid "" "If the [Tween] has a bound node, it will process when that node can process " "(see [member Node.process_mode]). Otherwise it's the same as [constant " @@ -107188,8 +120844,7 @@ msgid "" "The animation is interpolated with elasticity, wiggling around the edges." msgstr "动画弹性插值,在边缘摆动。" -msgid "" -"The animation is interpolated with a cubic (to the power of 3) function." +msgid "The animation is interpolated with a cubic (to the power of 3) function." msgstr "动画使用三次(3 次方)函数进行插值。" msgid "The animation is interpolated with a function using square roots." @@ -107201,6 +120856,9 @@ msgstr "动画通过在末尾弹跳插值。" msgid "The animation is interpolated backing out at ends." msgstr "动画在末端回放插值。" +msgid "The animation is interpolated like a spring towards the end." +msgstr "动画像朝着末尾的弹簧一样插值。" + msgid "The interpolation starts slowly and speeds up towards the end." msgstr "插值开始缓慢,并加速接近结束。" @@ -107225,8 +120883,8 @@ msgid "" "interpolating a property or calling a method at a given time. A [Tweener] " "can't be created manually, you need to use a dedicated method from [Tween]." msgstr "" -"Tweener 是执行特定动画化的任务的对象,例如,在给定的时间,插值一个属性或调用" -"一个方法。[Tweener] 不能被手动创建,您需要使用 [Tween] 中的专用方法。" +"Tweener 是执行特定动画化的任务的对象,例如,在给定的时间,插值一个属性或调用一" +"个方法。[Tweener] 不能被手动创建,您需要使用 [Tween] 中的专用方法。" msgid "Emitted when the [Tweener] has just finished its job." msgstr "当该 [Tweener] 刚刚完成其任务时触发。" @@ -107235,9 +120893,8 @@ msgid "Helper class to implement a UDP server." msgstr "用于实现 UDP 服务器的辅助类。" msgid "" -"A simple server that opens a UDP socket and returns connected " -"[PacketPeerUDP] upon receiving new packets. See also [method PacketPeerUDP." -"connect_to_host].\n" +"A simple server that opens a UDP socket and returns connected [PacketPeerUDP] " +"upon receiving new packets. See also [method PacketPeerUDP.connect_to_host].\n" "After starting the server ([method listen]), you will need to [method poll] " "it at regular intervals (e.g. inside [method Node._process]) for it to " "process new packets, delivering them to the appropriate [PacketPeerUDP], and " @@ -107485,14 +121142,12 @@ msgstr "" "[/codeblocks]" msgid "" -"Returns [code]true[/code] if a packet with a new address/port combination " -"was received on the socket." +"Returns [code]true[/code] if a packet with a new address/port combination was " +"received on the socket." msgstr "" -"如果在套接字中收到一个具有新地址及端口组合的数据包,则返回 [code]true[/" -"code]。" +"如果在套接字中收到一个具有新地址及端口组合的数据包,则返回 [code]true[/code]。" -msgid "" -"Returns [code]true[/code] if the socket is open and listening on a port." +msgid "Returns [code]true[/code] if the socket is open and listening on a port." msgstr "如果套接字是打开的,并且在监听端口,则返回 [code]true[/code]。" msgid "" @@ -107504,16 +121159,16 @@ msgstr "" "bind_address],仅监听发送至该地址的数据包。另见 [method PacketPeerUDP.bind]。" msgid "" -"Call this method at regular intervals (e.g. inside [method Node._process]) " -"to process new packets. And packet from known address/port pair will be " +"Call this method at regular intervals (e.g. inside [method Node._process]) to " +"process new packets. And packet from known address/port pair will be " "delivered to the appropriate [PacketPeerUDP], any packet received from an " "unknown address/port pair will be added as a pending connection (see [method " "is_connection_available], [method take_connection]). The maximum number of " "pending connection is defined via [member max_pending_connections]." msgstr "" -"定期调用这个方法,例如在[method Node._process]里面,来处理新数据包。来自已知" -"地址及端口对的数据包,将被传递到相应的[PacketPeerUDP],任何从未知地址及端口对" -"收到的数据包将被添加为一个待定连接,参阅[method is_connection_available], " +"定期调用这个方法,例如在[method Node._process]里面,来处理新数据包。来自已知地" +"址及端口对的数据包,将被传递到相应的[PacketPeerUDP],任何从未知地址及端口对收" +"到的数据包将被添加为一个待定连接,参阅[method is_connection_available], " "[method take_connection]。待定连接的最大数量通过[member " "max_pending_connections]定义。" @@ -107528,8 +121183,7 @@ msgstr "" msgid "" "Returns the first pending connection (connected to the appropriate address/" "port). Will return [code]null[/code] if no new connection is available. See " -"also [method is_connection_available], [method PacketPeerUDP." -"connect_to_host]." +"also [method is_connection_available], [method PacketPeerUDP.connect_to_host]." msgstr "" "返回第一个挂起的连接(连接到适当的地址及端口)。如果没有新的连接可用,将返回 " "[code]null[/code]。另请参阅 [method is_connection_available]、[method " @@ -107542,8 +121196,12 @@ msgid "" "connection to be accepted (e.g. when all your players have connected)." msgstr "" "定义最大的待定连接数,在[method poll]期间,任何超过该值的新待定连接将被自动放" -"弃。把这个值设置为[code]0[/code]可以有效地防止任何新的待定连接被接受,例如," -"当你的所有玩家都连接时。" +"弃。把这个值设置为[code]0[/code]可以有效地防止任何新的待定连接被接受,例如,当" +"你的所有玩家都连接时。" + +msgid "" +"Provides a high-level interface for implementing undo and redo operations." +msgstr "为实现撤销和重做操作提供高阶接口。" msgid "" "UndoRedo works by registering methods and property changes inside " @@ -107562,8 +121220,7 @@ msgid "" " pass # Put your code here.\n" "\n" "func undo_something():\n" -" pass # Put here the code that reverts what's done by " -"\"do_something()\".\n" +" pass # Put here the code that reverts what's done by \"do_something()\".\n" "\n" "func _on_my_button_pressed():\n" " var node = get_node(\"MyNode2D\")\n" @@ -107613,10 +121270,10 @@ msgid "" "If you are making an [EditorPlugin] and want to integrate into the editor's " "undo history, use [EditorUndoRedoManager] instead.\n" "If you are registering multiple properties/method which depend on one " -"another, be aware that by default undo operation are called in the same " -"order they have been added. Therefore instead of grouping do operation with " -"their undo operations it is better to group do on one side and undo on the " -"other as shown below.\n" +"another, be aware that by default undo operation are called in the same order " +"they have been added. Therefore instead of grouping do operation with their " +"undo operations it is better to group do on one side and undo on the other as " +"shown below.\n" "[codeblocks]\n" "[gdscript]\n" "undo_redo.create_action(\"Add object\")\n" @@ -107636,8 +121293,7 @@ msgid "" "\n" "// DO\n" "_undo_redo.AddDoMethod(new Callable(this, MethodName.CreateObject));\n" -"_undo_redo.AddDoMethod(new Callable(this, MethodName." -"AddObjectToSingleton));\n" +"_undo_redo.AddDoMethod(new Callable(this, MethodName.AddObjectToSingleton));\n" "\n" "// UNDO\n" "_undo_redo.AddUndoMethod(new Callable(this, MethodName." @@ -107651,9 +121307,9 @@ msgstr "" "UndoRedo 的原理是在“动作”中注册方法和属性的变化。你可以创建一个动作,然后提供" "执行(do)和撤销(undo)这个动作需要进行的函数调用和属性更改,然后提交该动" "作。\n" -"动作提交后就会执行所有 [code]do_*[/code] 方法。如果使用 [method undo] 方法," -"那么就会执行 [code]undo_*[/code] 方法。如果使用 [method redo] 方法,那么就会" -"再次执行所有 [code]do_*[/code] 方法。\n" +"动作提交后就会执行所有 [code]do_*[/code] 方法。如果使用 [method undo] 方法,那" +"么就会执行 [code]undo_*[/code] 方法。如果使用 [method redo] 方法,那么就会再次" +"执行所有 [code]do_*[/code] 方法。\n" "以下是添加动作的示例:\n" "[codeblocks]\n" "[gdscript]\n" @@ -107704,15 +121360,15 @@ msgstr "" "}\n" "[/csharp]\n" "[/codeblocks]\n" -"调用 [code]add_(un)do_*[/code] 方法之前,你需要先调用 [method " -"create_action]。调用之后则需要调用 [method commit_action]。\n" +"调用 [code]add_(un)do_*[/code] 方法之前,你需要先调用 [method create_action]。" +"调用之后则需要调用 [method commit_action]。\n" "如果你不需要注册方法,则可以将 [method add_do_method] 和 [method " "add_undo_method] 省去;属性同理。你也可以注册多个方法/属性。\n" "如果你要制作 [EditorPlugin],希望集成编辑器的撤销历史,请改用 " "[EditorUndoRedoManager]。\n" "如果你所注册的不同属性/方法之间有相互依赖,请注意默认情况下撤销操作的调用顺序" -"和添加顺序是一致的。因此请不要将 do 操作和 undo 操作写在一起,最好还是和下面" -"一样 do 和 do 一起写,undo 和 undo 一起写。\n" +"和添加顺序是一致的。因此请不要将 do 操作和 undo 操作写在一起,最好还是和下面一" +"样 do 和 do 一起写,undo 和 undo 一起写。\n" "[codeblocks]\n" "[gdscript]\n" "undo_redo.create_action(\"添加对象\")\n" @@ -107732,8 +121388,7 @@ msgstr "" "\n" "// DO\n" "_undo_redo.AddDoMethod(new Callable(this, MethodName.CreateObject));\n" -"_undo_redo.AddDoMethod(new Callable(this, MethodName." -"AddObjectToSingleton));\n" +"_undo_redo.AddDoMethod(new Callable(this, MethodName.AddObjectToSingleton));\n" "\n" "// UNDO\n" "_undo_redo.AddUndoMethod(new Callable(this, MethodName." @@ -107748,14 +121403,14 @@ msgid "Register a [Callable] that will be called when the action is committed." msgstr "注册 [Callable],会在提交动作时调用。" msgid "" -"Register a [param property] that would change its value to [param value] " -"when the action is committed." +"Register a [param property] that would change its value to [param value] when " +"the action is committed." msgstr "注册 [param property],会在提交动作时将其值更改为 [param value]。" msgid "" "Register a reference for \"do\" that will be erased if the \"do\" history is " -"lost. This is useful mostly for new nodes created for the \"do\" call. Do " -"not use for resources.\n" +"lost. This is useful mostly for new nodes created for the \"do\" call. Do not " +"use for resources.\n" "[codeblock]\n" "var node = Node2D.new()\n" "undo_redo.create_action(\"Add node\")\n" @@ -107765,8 +121420,8 @@ msgid "" "undo_redo.commit_action()\n" "[/codeblock]" msgstr "" -"为“do”(执行)注册引用,丢弃该“do”历史时会擦除该引用。主要可用于“do”调用新建" -"的节点。请勿用于资源。\n" +"为“do”(执行)注册引用,丢弃该“do”历史时会擦除该引用。主要可用于“do”调用新建的" +"节点。请勿用于资源。\n" "[codeblock]\n" "var node = Node2D.new()\n" "undo_redo.create_action(\"添加节点\")\n" @@ -107780,14 +121435,14 @@ msgid "Register a [Callable] that will be called when the action is undone." msgstr "注册 [Callable],会在撤销动作时调用。" msgid "" -"Register a [param property] that would change its value to [param value] " -"when the action is undone." +"Register a [param property] that would change its value to [param value] when " +"the action is undone." msgstr "注册 [param property],会在撤销动作时将其值更改为 [param value]。" msgid "" -"Register a reference for \"undo\" that will be erased if the \"undo\" " -"history is lost. This is useful mostly for nodes removed with the \"do\" " -"call (not the \"undo\" call!).\n" +"Register a reference for \"undo\" that will be erased if the \"undo\" history " +"is lost. This is useful mostly for nodes removed with the \"do\" call (not " +"the \"undo\" call!).\n" "[codeblock]\n" "var node = $Node2D\n" "undo_redo.create_action(\"Remove node\")\n" @@ -107797,8 +121452,8 @@ msgid "" "undo_redo.commit_action()\n" "[/codeblock]" msgstr "" -"为“undo”(撤销)注册引用,丢弃该“undo”历史时会擦除该引用。主要可用于“do”调用" -"移除的节点(不是“undo”调用)。\n" +"为“undo”(撤销)注册引用,丢弃该“undo”历史时会擦除该引用。主要可用于“do”调用移" +"除的节点(不是“undo”调用)。\n" "[codeblock]\n" "var node = $Node2D\n" "undo_redo.create_action(\"移除节点\")\n" @@ -107814,8 +121469,8 @@ msgid "" "version number from increasing when the history is cleared." msgstr "" "清除撤销/重做历史和相关的引用。\n" -"将 [code]false[/code] 传递给 [param increase_version] 将防止在清除历史记录时" -"增加版本号。" +"将 [code]false[/code] 传递给 [param increase_version] 将防止在清除历史记录时增" +"加版本号。" msgid "" "Commit the action. If [param execute] is [code]true[/code] (which it is by " @@ -107825,6 +121480,26 @@ msgstr "" "提交动作。如果 [param execute] 为 [code]true[/code](默认情况),则会在调用此" "函数时调用/设置所有“执行(do)”方法/属性。" +msgid "" +"Create a new action. After this is called, do all your calls to [method " +"add_do_method], [method add_undo_method], [method add_do_property], and " +"[method add_undo_property], then commit the action with [method " +"commit_action].\n" +"The way actions are merged is dictated by [param merge_mode]. See [enum " +"MergeMode] for details.\n" +"The way undo operation are ordered in actions is dictated by [param " +"backward_undo_ops]. When [param backward_undo_ops] is [code]false[/code] undo " +"option are ordered in the same order they were added. Which means the first " +"operation to be added will be the first to be undone." +msgstr "" +"创建一个新的动作。调用后,请执行所有你需要的 [method add_do_method]、[method " +"add_undo_method]、[method add_do_property] 和 [method add_undo_property] 调" +"用,然后再用 [method commit_action] 提交这个动作。\n" +"动作的合并方式由 [param merge_mode] 决定。详见 [enum MergeMode]。\n" +"动作中撤销操作的顺序由 [param backward_undo_ops] 决定。[param " +"backward_undo_ops] 为 [code]false[/code] 时,撤销选项的顺序和添加顺序一致。也" +"就是说,先添加的操作会先撤销。" + msgid "" "Stops marking operations as to be processed even if the action gets merged " "with another in the [constant MERGE_ENDS] mode. See [method " @@ -107891,8 +121566,8 @@ msgid "" "created and the \"do\" operations are from the last subsequent action with " "the same name." msgstr "" -"使得动作的“撤消”操作来自创建的第一个动作,“执行”操作来自最后一个具有相同名称" -"的后续动作。" +"使得动作的“撤消”操作来自创建的第一个动作,“执行”操作来自最后一个具有相同名称的" +"后续动作。" msgid "Makes subsequent actions with the same name be merged into one." msgstr "使具有相同名称的后续动作合并为一个。" @@ -107923,8 +121598,8 @@ msgid "" "[b]Note:[/b] UPnP discovery blocks the current thread. To perform discovery " "without blocking the main thread, use [Thread]s like this:\n" "[codeblock]\n" -"# Emitted when UPnP port mapping setup is completed (regardless of success " -"or failure).\n" +"# Emitted when UPnP port mapping setup is completed (regardless of success or " +"failure).\n" "signal upnp_completed(error)\n" "\n" "# Replace this with your own server port number between 1024 and 65535.\n" @@ -107959,42 +121634,42 @@ msgid "" "[/codeblock]\n" "[b]Terminology:[/b] In the context of UPnP networking, \"gateway\" (or " "\"internet gateway device\", short IGD) refers to network devices that allow " -"computers in the local network to access the internet (\"wide area " -"network\", WAN). These gateways are often also called \"routers\".\n" +"computers in the local network to access the internet (\"wide area network\", " +"WAN). These gateways are often also called \"routers\".\n" "[b]Pitfalls:[/b]\n" "- As explained above, these calls are blocking and shouldn't be run on the " -"main thread, especially as they can block for multiple seconds at a time. " -"Use threading!\n" +"main thread, especially as they can block for multiple seconds at a time. Use " +"threading!\n" "- Networking is physical and messy. Packets get lost in transit or get " -"filtered, addresses, free ports and assigned mappings change, and devices " -"may leave or join the network at any time. Be mindful of this, be diligent " -"when checking and handling errors, and handle these gracefully if you can: " -"add clear error UI, timeouts and re-try handling.\n" +"filtered, addresses, free ports and assigned mappings change, and devices may " +"leave or join the network at any time. Be mindful of this, be diligent when " +"checking and handling errors, and handle these gracefully if you can: add " +"clear error UI, timeouts and re-try handling.\n" "- Port mappings may change (and be removed) at any time, and the remote/" "external IP address of the gateway can change likewise. You should consider " "re-querying the external IP and try to update/refresh the port mapping " "periodically (for example, every 5 minutes and on networking failures).\n" -"- Not all devices support UPnP, and some users disable UPnP support. You " -"need to handle this (e.g. documenting and requiring the user to manually " -"forward ports, or adding alternative methods of NAT traversal, like a relay/" -"mirror server, or NAT hole punching, STUN/TURN, etc.).\n" +"- Not all devices support UPnP, and some users disable UPnP support. You need " +"to handle this (e.g. documenting and requiring the user to manually forward " +"ports, or adding alternative methods of NAT traversal, like a relay/mirror " +"server, or NAT hole punching, STUN/TURN, etc.).\n" "- Consider what happens on mapping conflicts. Maybe multiple users on the " "same network would like to play your game at the same time, or maybe another " "application uses the same port. Make the port configurable, and optimally " "choose a port automatically (re-trying with a different port on failure).\n" -"[b]Further reading:[/b] If you want to know more about UPnP (and the " -"Internet Gateway Device (IGD) and Port Control Protocol (PCP) specifically), " -"[url=https://en.wikipedia.org/wiki/Universal_Plug_and_Play]Wikipedia[/url] " -"is a good first stop, the specification can be found at the [url=https://" +"[b]Further reading:[/b] If you want to know more about UPnP (and the Internet " +"Gateway Device (IGD) and Port Control Protocol (PCP) specifically), " +"[url=https://en.wikipedia.org/wiki/Universal_Plug_and_Play]Wikipedia[/url] is " +"a good first stop, the specification can be found at the [url=https://" "openconnectivity.org/developer/specifications/upnp-resources/upnp/]Open " "Connectivity Foundation[/url] and Godot's implementation is based on the " "[url=https://github.com/miniupnp/miniupnp]MiniUPnP client[/url]." msgstr "" -"这个类可用于在本地网络中发现兼容的 [UPNPDevice] 并在这些设备上执行命令,如管" -"理端口映射(用于端口转发/NAT 穿透)和查询本地及远程网络 IP 地址。请注意,这个" -"类的方法都是同步的,会阻塞调用线程。\n" -"要转发指定端口(此处为 [code]7777[/code],请注意 [method discover] 和 " -"[method add_port_mapping] 都可能返回错误,应进行检查):\n" +"这个类可用于在本地网络中发现兼容的 [UPNPDevice] 并在这些设备上执行命令,如管理" +"端口映射(用于端口转发/NAT 穿透)和查询本地及远程网络 IP 地址。请注意,这个类" +"的方法都是同步的,会阻塞调用线程。\n" +"要转发指定端口(此处为 [code]7777[/code],请注意 [method discover] 和 [method " +"add_port_mapping] 都可能返回错误,应进行检查):\n" "[codeblock]\n" "var upnp = UPNP.new()\n" "upnp.discover()\n" @@ -108004,8 +121679,8 @@ msgstr "" "[codeblock]\n" "upnp.delete_port_mapping(port)\n" "[/codeblock]\n" -"[b]注意:[/b]UPnP 发现会阻塞当前线程。要在不阻塞主线程的前提下执行发现,请像" -"这样使用 [Thread]:\n" +"[b]注意:[/b]UPnP 发现会阻塞当前线程。要在不阻塞主线程的前提下执行发现,请像这" +"样使用 [Thread]:\n" "[codeblock]\n" "# UPnP 端口映射建立完成时发出(无论成败)。\n" "signal upnp_completed(error)\n" @@ -108043,21 +121718,21 @@ msgstr "" "gateway device,简称 IGD)指的是在局域网中让计算机能够访问互联网(“广域网”," "wide area network,WAN)的网络设备。这些网关经常也叫做“路由器”。\n" "[b]陷阱:[/b]\n" -"- 前文解释过,这些调用都是阻塞的,不应该在主线程上执行,一次就能阻塞上很多" -"秒。用用线程吧!\n" +"- 前文解释过,这些调用都是阻塞的,不应该在主线程上执行,一次就能阻塞上很多秒。" +"用用线程吧!\n" "- 网络是实打实的混乱。数据包可能会在传输过程中丢失或者被过滤掉,地址、空闲端" -"口、端口映射有可能发生变化,设备可以随时离开或者加入网络。请考虑周全,老老实" -"实地检查错误并进行处理,处理错误时请尽量友好:添加简洁的报错 UI、超时处理、重" -"试机制。\n" +"口、端口映射有可能发生变化,设备可以随时离开或者加入网络。请考虑周全,老老实实" +"地检查错误并进行处理,处理错误时请尽量友好:添加简洁的报错 UI、超时处理、重试" +"机制。\n" "- 端口映射是随时会变的(也可以被删除),网关的远程/外部 IP 也可能发生改变。你" "应该考虑定期重新查询外部 IP、尝试更新/刷新端口映射(例如每隔 5 分钟或者在发生" "网络错误时执行)。\n" "- 并不是所有的设备都支持 UPnP,有些用户还会禁用 UPnP 支持。你需要处理这种情况" "(例如编写文档,要求用户手动进行端口映射,或者加入接力/镜像服务器、NAT 打洞、" "STUN/TURN 等 NAT 穿透的备用方案)。\n" -"- 请考虑映射冲突时该怎么办。可能在同一个网络上同时有多个用户想要来玩你的游" -"戏,或者有其他应用程序用了一样的端口。请把端口号做成可配置的,最好能够自动选" -"择(失败时重试其他端口)。\n" +"- 请考虑映射冲突时该怎么办。可能在同一个网络上同时有多个用户想要来玩你的游戏," +"或者有其他应用程序用了一样的端口。请把端口号做成可配置的,最好能够自动选择(失" +"败时重试其他端口)。\n" "[b]拓展阅读:[/b]如果你想了解更多关于 UPnP(尤其是 Internet Gateway Device" "(IGD)和 Port Control Protocol(PCP)),可以首先查看[url=https://en." "wikipedia.org/wiki/Universal_Plug_and_Play]维基百科[/url],技术规范可以在 " @@ -108068,9 +121743,96 @@ msgstr "" msgid "Adds the given [UPNPDevice] to the list of discovered devices." msgstr "将给定的 [UPNPDevice] 添加到已发现设备的列表中。" +msgid "" +"Adds a mapping to forward the external [param port] (between 1 and 65535, " +"although recommended to use port 1024 or above) on the default gateway (see " +"[method get_gateway]) to the [param port_internal] on the local machine for " +"the given protocol [param proto] (either [code]\"TCP\"[/code] or " +"[code]\"UDP\"[/code], with UDP being the default). If a port mapping for the " +"given port and protocol combination already exists on that gateway device, " +"this method tries to overwrite it. If that is not desired, you can retrieve " +"the gateway manually with [method get_gateway] and call [method " +"add_port_mapping] on it, if any. Note that forwarding a well-known port " +"(below 1024) with UPnP may fail depending on the device.\n" +"Depending on the gateway device, if a mapping for that port already exists, " +"it will either be updated or it will refuse this command due to that " +"conflict, especially if the existing mapping for that port wasn't created via " +"UPnP or points to a different network address (or device) than this one.\n" +"If [param port_internal] is [code]0[/code] (the default), the same port " +"number is used for both the external and the internal port (the [param port] " +"value).\n" +"The description ([param desc]) is shown in some routers management UIs and " +"can be used to point out which application added the mapping.\n" +"The mapping's lease [param duration] can be limited by specifying a duration " +"in seconds. The default of [code]0[/code] means no duration, i.e. a permanent " +"lease and notably some devices only support these permanent leases. Note that " +"whether permanent or not, this is only a request and the gateway may still " +"decide at any point to remove the mapping (which usually happens on a reboot " +"of the gateway, when its external IP address changes, or on some models when " +"it detects a port mapping has become inactive, i.e. had no traffic for " +"multiple minutes). If not [code]0[/code] (permanent), the allowed range " +"according to spec is between [code]120[/code] (2 minutes) and [code]86400[/" +"code] seconds (24 hours).\n" +"See [enum UPNPResult] for possible return values." +msgstr "" +"添加映射,针对给定的协议 [param proto]([code]\"TCP\"[/code] 或 " +"[code]\"UDP\"[/code],默认为 UDP),将默认网关(见 [method get_gateway])上的" +"外部端口 [param port](在 1 到 65535 之间,不过推荐使用 1024 以上的端口)映射" +"到本机上的内部端口 [param port_internal]。如果该网关上已经存在给定的端口与协议" +"的组合,这个方法会尝试进行覆盖。如果不希望如此,你可以使用 [method " +"get_gateway] 手动获取网关,获取到后调用其 [method add_port_mapping] 方法。请注" +"意,使用 UPnP 转发公认端口(1024 以下)在有些设备上可能会失败。\n" +"如果端口的映射已存在,有些网关设备可能会对其进行更新,有些则会因为冲突而拒绝这" +"个命令,尤其当现有端口映射不是由 UPnP 创建的,或者指向的是别的网络地址(或设" +"备)的时候。\n" +"如果 [param port_internal] 为 [code]0[/code](默认),表示内外部端口相同(使" +"用 [param port] 的值)。\n" +"描述([param desc])会显示在一些路由器的管理界面上,可以用来识别添加映射的程" +"序。\n" +"映射的租赁时长 [param duration] 可以通过指定秒数来限定。默认的 [code]0[/code] " +"表示没有时长,即永久租赁,有些设备只支持这种永久租赁。请注意,无论是否永久都只" +"是一种请求,网关仍然可以随时移除映射(通常发生在重启网关后外部 IP 地址发生变化" +"时,也有些型号会在映射不再活动,即若干分钟无流量时移除)。如果非 [code]0[/" +"code](永久),技术规格所允许的范围是 [code]120[/code](2 分钟)到 " +"[code]86400[/code] 秒(24 小时)。\n" +"可能的返回值见 [enum UPNPResult]。" + msgid "Clears the list of discovered devices." msgstr "清除已发现设备的列表。" +msgid "" +"Deletes the port mapping for the given port and protocol combination on the " +"default gateway (see [method get_gateway]) if one exists. [param port] must " +"be a valid port between 1 and 65535, [param proto] can be either " +"[code]\"TCP\"[/code] or [code]\"UDP\"[/code]. May be refused for mappings " +"pointing to addresses other than this one, for well-known ports (below 1024), " +"or for mappings not added via UPnP. See [enum UPNPResult] for possible return " +"values." +msgstr "" +"如果默认网关上存在对给定端口和协议组合的端口映射,则将其删除(见 [method " +"get_gateway])。[param port] 必须是 1 和 65535 之间的有效端口,[param proto] " +"可以是 [code]\"TCP\"[/code] 或 [code]\"UDP\"[/code]。拒绝的原因可能是映射指向" +"其他地址、端口为公认端口(1024 以下)、映射不是由 UPnP 添加的。可能的返回值见 " +"[enum UPNPResult]。" + +msgid "" +"Discovers local [UPNPDevice]s. Clears the list of previously discovered " +"devices.\n" +"Filters for IGD (InternetGatewayDevice) type devices by default, as those " +"manage port forwarding. [param timeout] is the time to wait for responses in " +"milliseconds. [param ttl] is the time-to-live; only touch this if you know " +"what you're doing.\n" +"See [enum UPNPResult] for possible return values." +msgstr "" +"发现本地的 [UPNPDevice]。清除先前发现的设备的列表。\n" +"默认情况下会过滤 IGD(InternetGatewayDevice)类型的设备,因为这些设备管理端口" +"转发。[param timeout] 是等待响应的时间,单位为毫秒。[param ttl] 是生存时间;请" +"在你知道自己在做什么的时候才碰这个参数。\n" +"可能的返回值见 [enum UPNPResult]。" + +msgid "Returns the [UPNPDevice] at the given [param index]." +msgstr "返回给定 [param index] 处的 [UPNPDevice]。" + msgid "Returns the number of discovered [UPNPDevice]s." msgstr "返回已发现的 [UPNPDevice] 的数量。" @@ -108088,14 +121850,22 @@ msgstr "" "返回默认网关的外部 [IP] 地址字符串(见 [method get_gateway])。错误时返回空字" "符串。" +msgid "Removes the device at [param index] from the list of discovered devices." +msgstr "将 [param index] 处的设备从已发现的设备列表中移除。" + +msgid "" +"Sets the device at [param index] from the list of discovered devices to " +"[param device]." +msgstr "将 [param index] 处的设备从已发现的设备列表中设置为 [param device]。" + msgid "If [code]true[/code], IPv6 is used for [UPNPDevice] discovery." msgstr "如果为 [code]true[/code],则 IPv6 用于 [UPNPDevice] 发现。" msgid "" "If [code]0[/code], the local port to use for discovery is chosen " "automatically by the system. If [code]1[/code], discovery will be done from " -"the source port 1900 (same as destination port). Otherwise, the value will " -"be used as the port." +"the source port 1900 (same as destination port). Otherwise, the value will be " +"used as the port." msgstr "" "如果为 [code]0[/code],系统会自动选择用于发现的本地端口。如果为 [code]1[/" "code],将从源端口 1900 进行发现(与目的端口相同)。否则,将使用该值作为端口。" @@ -108112,8 +121882,8 @@ msgid "" "Not authorized to use the command on the [UPNPDevice]. May be returned when " "the user disabled UPNP on their router." msgstr "" -"未授权在 [UPNPDevice] 上使用该命令。当用户在其路由器上禁用 UPNP 时,可能会被" -"返回。" +"未授权在 [UPNPDevice] 上使用该命令。当用户在其路由器上禁用 UPNP 时,可能会被返" +"回。" msgid "" "No port mapping was found for the given port, protocol combination on the " @@ -108124,11 +121894,11 @@ msgid "Inconsistent parameters." msgstr "参数不一致。" msgid "" -"No such entry in array. May be returned if a given port, protocol " -"combination is not found on an [UPNPDevice]." +"No such entry in array. May be returned if a given port, protocol combination " +"is not found on an [UPNPDevice]." msgstr "" -"数组中没有此条目。如果在 [UPNPDevice] 上没有找到给定的端口、协议组合,可能会" -"被返回。" +"数组中没有此条目。如果在 [UPNPDevice] 上没有找到给定的端口、协议组合,可能会被" +"返回。" msgid "The action failed." msgstr "操作失败。" @@ -108171,8 +121941,7 @@ msgstr "外部和内部端口值必须相同。" msgid "" "Only permanent leases are supported. Do not use the [code]duration[/code] " "parameter when adding port mappings." -msgstr "" -"只支持永久租用。在添加端口映射时,不要使用 [code]duration[/code] 参数。" +msgstr "只支持永久租用。在添加端口映射时,不要使用 [code]duration[/code] 参数。" msgid "Invalid gateway." msgstr "无效网关。" @@ -108215,8 +121984,8 @@ msgid "" "No devices available. You may need to call [method discover] first, or " "discovery didn't detect any valid [UPNPDevice]s." msgstr "" -"没有可用的设备。你可能需要先调用 [method discover],或者发现没有检测到任何有" -"效的 [UPNPDevice]。" +"没有可用的设备。你可能需要先调用 [method discover],或者发现没有检测到任何有效" +"的 [UPNPDevice]。" msgid "Unknown error." msgstr "未知错误。" @@ -108226,22 +121995,22 @@ msgstr "通用即插即用(UPnP)设备。" msgid "" "Universal Plug and Play (UPnP) device. See [UPNP] for UPnP discovery and " -"utility functions. Provides low-level access to UPNP control commands. " -"Allows to manage port mappings (port forwarding) and to query network " -"information of the device (like local and external IP address and status). " -"Note that methods on this class are synchronous and block the calling thread." +"utility functions. Provides low-level access to UPNP control commands. Allows " +"to manage port mappings (port forwarding) and to query network information of " +"the device (like local and external IP address and status). Note that methods " +"on this class are synchronous and block the calling thread." msgstr "" -"通用即插即用(UPnP)设备。UPnP 发现及工具函数见 [UPNP]。提供对 UPNP 控制命令" -"的低层访问。允许管理端口映射(端口转发)和查询设备的网络信息(如本地和外部 " -"IP 地址和状态)。请注意,这个类的方法是同步的,会阻塞调用线程。" +"通用即插即用(UPnP)设备。UPnP 发现及工具函数见 [UPNP]。提供对 UPNP 控制命令的" +"低层访问。允许管理端口映射(端口转发)和查询设备的网络信息(如本地和外部 IP 地" +"址和状态)。请注意,这个类的方法是同步的,会阻塞调用线程。" msgid "" "Adds a port mapping to forward the given external port on this [UPNPDevice] " "for the given protocol to the local machine. See [method UPNP." "add_port_mapping]." msgstr "" -"添加一个端口映射,将这个 [UPNPDevice] 上给定的外部端口转发到本地机器上,以给" -"定的协议。见 [method UPNP.add_port_mapping]。" +"添加一个端口映射,将这个 [UPNPDevice] 上给定的外部端口转发到本地机器上,以给定" +"的协议。见 [method UPNP.add_port_mapping]。" msgid "" "Deletes the port mapping identified by the given port and protocol " @@ -108257,8 +122026,7 @@ msgstr "" "如果这是一个有效的 IGD(InternetGatewayDevice),可能支持端口转发,则返回 " "[code]true[/code]。" -msgid "" -"Returns the external IP address of this [UPNPDevice] or an empty string." +msgid "Returns the external IP address of this [UPNPDevice] or an empty string." msgstr "返回这个 [UPNPDevice] 的外部 IP 地址或空字符串。" msgid "URL to the device description." @@ -108308,12 +122076,256 @@ msgstr "内存分配错误。" msgid "The most important data type in Godot." msgstr "Godot 中最重要的数据类型。" +msgid "" +"In computer programming, a Variant class is a class that is designed to store " +"a variety of other types. Dynamic programming languages like PHP, Lua, " +"JavaScript and GDScript like to use them to store variables' data on the " +"backend. With these Variants, properties are able to change value types " +"freely.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var foo = 2 # foo is dynamically an integer\n" +"foo = \"Now foo is a string!\"\n" +"foo = RefCounted.new() # foo is an Object\n" +"var bar: int = 2 # bar is a statically typed integer.\n" +"# bar = \"Uh oh! I can't make static variables become a different type!\"\n" +"[/gdscript]\n" +"[csharp]\n" +"// C# is statically typed. Once a variable has a type it cannot be changed. " +"You can use the `var` keyword to let the compiler infer the type " +"automatically.\n" +"var foo = 2; // Foo is a 32-bit integer (int). Be cautious, integers in " +"GDScript are 64-bit and the direct C# equivalent is `long`.\n" +"// foo = \"foo was and will always be an integer. It cannot be turned into a " +"string!\";\n" +"var boo = \"Boo is a string!\";\n" +"var ref = new RefCounted(); // var is especially useful when used together " +"with a constructor.\n" +"\n" +"// Godot also provides a Variant type that works like a union of all the " +"Variant-compatible types.\n" +"Variant fooVar = 2; // fooVar is dynamically an integer (stored as a `long` " +"in the Variant type).\n" +"fooVar = \"Now fooVar is a string!\";\n" +"fooVar = new RefCounted(); // fooVar is a GodotObject.\n" +"[/csharp]\n" +"[/codeblocks]\n" +"Godot tracks all scripting API variables within Variants. Without even " +"realizing it, you use Variants all the time. When a particular language " +"enforces its own rules for keeping data typed, then that language is applying " +"its own custom logic over the base Variant scripting API.\n" +"- GDScript automatically wrap values in them. It keeps all data in plain " +"Variants by default and then optionally enforces custom static typing rules " +"on variable types.\n" +"- C# is statically typed, but uses its own implementation of the " +"[code]Variant[/code] type in place of Godot's Variant class when it needs to " +"represent a dynamic value. A [code]Variant[/code] can be assigned any " +"compatible type implicitly but converting requires an explicit cast.\n" +"The global [method @GlobalScope.typeof] function returns the enumerated value " +"of the Variant type stored in the current variable (see [enum Variant." +"Type]).\n" +"[codeblocks]\n" +"[gdscript]\n" +"var foo = 2\n" +"match typeof(foo):\n" +" TYPE_NIL:\n" +" print(\"foo is null\")\n" +" TYPE_INTEGER:\n" +" print(\"foo is an integer\")\n" +" TYPE_OBJECT:\n" +" # Note that Objects are their own special category.\n" +" # To get the name of the underlying Object type, you need the " +"`get_class()` method.\n" +" print(\"foo is a(n) %s\" % foo.get_class()) # inject the class name " +"into a formatted string.\n" +" # Note also that there is not yet any way to get a script's " +"`class_name` string easily.\n" +" # To fetch that value, you can use ProjectSettings." +"get_global_class_list().\n" +"[/gdscript]\n" +"[csharp]\n" +"Variant foo = 2;\n" +"switch (foo.VariantType)\n" +"{\n" +" case Variant.Type.Nil:\n" +" GD.Print(\"foo is null\");\n" +" break;\n" +" case Variant.Type.Int:\n" +" GD.Print(\"foo is an integer\");\n" +" break;\n" +" case Variant.Type.Object:\n" +" // Note that Objects are their own special category.\n" +" // You can convert a Variant to a GodotObject and use reflection to " +"get its name.\n" +" GD.Print($\"foo is a(n) {foo.AsGodotObject().GetType().Name}\");\n" +" break;\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]\n" +"A Variant takes up only 20 bytes and can store almost any engine datatype " +"inside of it. Variants are rarely used to hold information for long periods " +"of time. Instead, they are used mainly for communication, editing, " +"serialization and moving data around.\n" +"Godot has specifically invested in making its Variant class as flexible as " +"possible; so much so that it is used for a multitude of operations to " +"facilitate communication between all of Godot's systems.\n" +"A Variant:\n" +"- Can store almost any datatype.\n" +"- Can perform operations between many variants. GDScript uses Variant as its " +"atomic/native datatype.\n" +"- Can be hashed, so it can be compared quickly to other variants.\n" +"- Can be used to convert safely between datatypes.\n" +"- Can be used to abstract calling methods and their arguments. Godot exports " +"all its functions through variants.\n" +"- Can be used to defer calls or move data between threads.\n" +"- Can be serialized as binary and stored to disk, or transferred via " +"network.\n" +"- Can be serialized to text and use it for printing values and editable " +"settings.\n" +"- Can work as an exported property, so the editor can edit it universally.\n" +"- Can be used for dictionaries, arrays, parsers, etc.\n" +"[b]Containers (Array and Dictionary):[/b] Both are implemented using " +"variants. A [Dictionary] can match any datatype used as key to any other " +"datatype. An [Array] just holds an array of Variants. Of course, a Variant " +"can also hold a [Dictionary] and an [Array] inside, making it even more " +"flexible.\n" +"Modifications to a container will modify all references to it. A [Mutex] " +"should be created to lock it if multi-threaded access is desired." +msgstr "" +"在计算机编程中,Variant(变体)类是用来存储各种其他类型的类。像 PHP、 Lua、 " +"JavaScript 和 GDScript 这样的动态编程语言喜欢用它们在后端存储变量数据。使用 " +"Variant,属性可以自由地更改值类型。\n" +"[codeblocks]\n" +"[gdscript]\n" +"var foo = 2 # foo 是动态类型的整数\n" +"foo = \"现在 foo 是字符串!\"\n" +"foo = RefCounted.new() # foo 是 Object\n" +"var bar: int = 2 # bar 是静态类型的整数。\n" +"# bar = \"诶呀!我没法让静态类型的变量变成其他类型!\"\n" +"[/gdscript]\n" +"[csharp]\n" +"// C# 是静态类型的。变量设置类型后无法改变。你可以用 `var` 关键字让编译器自动" +"推断类型。\n" +"var foo = 2; // foo 是 32 位整数(int)。请注意,GDScript 中的整数是 64 位的," +"在 C# 中与之等价的是 `long`。\n" +"// foo = \"foo 过去、现在、将来都是整数,没法变成字符串!\";\n" +"var boo = \"boo 是字符串!\";\n" +"var ref = new RefCounted(); // var 非常适合与构造函数配合使用。\n" +"\n" +"// Godot 也提供了 Variant 类,类似于所有与 Variant 兼容类型的 union。\n" +"Variant fooVar = 2; // fooVar 是动态类型的整数(在 Variant 类型中存储为 " +"`long`)。\n" +"fooVar = \"现在 fooVar 是字符串!\";\n" +"fooVar = new RefCounted(); // fooVar 是 GodotObject。\n" +"[/csharp]\n" +"[/codeblocks]\n" +"Godot 在 Variant 中跟踪所有脚本 API 变量。你一直在无意中使用 Variant。某种语言" +"为保持数据类型而执行自己的规则时,那么就是该语言在基础 Variant 脚本 API 上应用" +"了自定义的逻辑。\n" +"- GDScript 会自动将数值进行包装。默认情况下会将所有数据保存在普通的 Variant " +"中,也可以选择对变量类型执行自定义的静态类型规则。\n" +"- C# 是静态类型的,但是当它需要表示动态值时,就会在需要 Godot 的 Variant 类的" +"地方使用它自己实现的 [code]Variant[/code] 类型。[code]Variant[/code] 可以用任" +"意兼容类型隐式赋值,但反之则需要显式类型转换。\n" +"全局函数 [method @GlobalScope.typeof] 返回的是枚举类型的值,表示当前变量中所存" +"储的 Variant 类型(见 [enum Variant.Type])。\n" +"[codeblocks]\n" +"[gdscript]\n" +"var foo = 2\n" +"match typeof(foo):\n" +" TYPE_NIL:\n" +" print(\"foo 为 null\")\n" +" TYPE_INTEGER:\n" +" print(\"foo 为整数\")\n" +" TYPE_OBJECT:\n" +" # 请注意,Object 有自己的特殊分类。\n" +" # 要获取实际的 Object 类型名称,你需要使用 `get_class()` 方法。\n" +" print(\"foo is a(n) %s\" % foo.get_class()) # 将类名注入格式字符串" +"中。\n" +" # 另外请注意,目前没有比较方便的方法来获取脚本的 `class_name` 字符" +"串。\n" +" # 如果要获取,你可以使用 ProjectSettings.get_global_class_list。\n" +"[/gdscript]\n" +"[csharp]\n" +"Variant foo = 2;\n" +"switch (foo.VariantType)\n" +"{\n" +" case Variant.Type.Nil:\n" +" GD.Print(\"foo 为 null\");\n" +" break;\n" +" case Variant.Type.Int:\n" +" GD.Print(\"foo 为整数\");\n" +" break;\n" +" case Variant.Type.Object:\n" +" // 请注意,Object 有自己的特殊分类。\n" +" // 可以将 Variant 转换为 GodotObject,通过反射获取名称。\n" +" GD.Print($\"foo is a(n) {foo.AsGodotObject().GetType().Name}\");\n" +" break;\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]\n" +"Variant 只占 20 个字节,可以在其中存储几乎所有的引擎数据类型。Variant 很少用于" +"长期保存信息,主要还是用于通信、编辑、序列化和移动数据。\n" +"Godot 特别致力于使其 Variant 类尽可能灵活;以使它可被用于各种操作,促进 Godot " +"所有系统之间的联系。\n" +"Variant:\n" +"- 可以存储几乎任何数据类型。\n" +"- 可以在许多 Variant 之间执行操作。GDScript 使用 Variant 作为其原子/原生数据类" +"型。\n" +"- 可以被哈希,所以可以快速与其他 Variant 进行比较。\n" +"- 可以用于数据类型之间的安全转换。\n" +"- 可以用来抽象调用方法和它们的参数。Godot 通过 Variant 导出所有函数。\n" +"- 可以用来推迟调用或在线程之间移动数据。\n" +"- 可以序列化为二进制并存储到磁盘,或通过网络传输。\n" +"- 可以序列化为文本,用于打印数值和可编辑设置项。\n" +"- 可以作为一个导出的属性工作,所以编辑器可以通用地进行编辑。\n" +"- 可以用于字典、数组、解析器等。\n" +"[b]容器(数组和字典):[/b]它们都是用 Variant 来实现的。[Dictionary] 可以将任" +"何作为键的数据类型匹配到到任何其他数据类型。[Array] 就是持有 Variant 的数组。" +"当然,Variant 也可以在里面再容纳 [Dictionary] 和 [Array],使其更加灵活。\n" +"对容器的修改会修改所有对它的引用。如果需要多线程访问,应该创建 [Mutex] 来对它" +"进行锁定。" + msgid "Variant class introduction" msgstr "Variant 类简介" +msgid "A container that arranges its child controls vertically." +msgstr "将子控件纵向排列的容器。" + +msgid "" +"A variant of [BoxContainer] that can only arrange its child controls " +"vertically. Child controls are rearranged automatically when their minimum " +"size changes." +msgstr "" +"[BoxContainer] 的变体,只会将子控件纵向排列。子控件的最小尺寸发生变化时会自动" +"进行重新排列。" + msgid "The vertical space between the [VBoxContainer]'s elements." msgstr "[VBoxContainer] 的元素之间的垂直空间。" +msgid "A 2D vector using floating point coordinates." +msgstr "使用浮点数坐标的 2D 向量。" + +msgid "" +"A 2-element structure that can be used to represent 2D coordinates or any " +"other pair of numeric values.\n" +"It uses floating-point coordinates. By default, these floating-point values " +"use 32-bit precision, unlike [float] which is always 64-bit. If double " +"precision is needed, compile the engine with the option " +"[code]precision=double[/code].\n" +"See [Vector2i] for its integer counterpart.\n" +"[b]Note:[/b] In a boolean context, a Vector2 will evaluate to [code]false[/" +"code] if it's equal to [code]Vector2(0, 0)[/code]. Otherwise, a Vector2 will " +"always evaluate to [code]true[/code]." +msgstr "" +"包含两个元素的结构体,可用于代表 2D 坐标或任何数值的二元组。\n" +"使用浮点数坐标。默认情况下,这些浮点值为 32 位精度,与始终为 64 位的 [float] " +"并不相同。如果需要双精度,请在编译引擎时使用 [code]precision=double[/code] 选" +"项。\n" +"对应的整数版本见 [Vector2i]。\n" +"[b]注意:[/b]在布尔语境中,如果 Vector2 等于 [code]Vector2(0, 0)[/code] 则求值" +"结果为 [code]false[/code]。否则 Vector2 的求值结果始终为 [code]true[/code]。" + msgid "3Blue1Brown Essence of Linear Algebra" msgstr "3Blue1Brown《线性代数的本质》" @@ -108336,8 +122348,8 @@ msgid "" msgstr "返回一个新向量,其所有分量都是绝对值,即正值。" msgid "" -"Returns this vector's angle with respect to the positive X axis, or [code]" -"(1, 0)[/code] vector, in radians.\n" +"Returns this vector's angle with respect to the positive X axis, or [code](1, " +"0)[/code] vector, in radians.\n" "For example, [code]Vector2.RIGHT.angle()[/code] will return zero, " "[code]Vector2.DOWN.angle()[/code] will return [code]PI / 2[/code] (a quarter " "turn, or 90 degrees), and [code]Vector2(1, -1).angle()[/code] will return " @@ -108347,8 +122359,8 @@ msgid "" "Equivalent to the result of [method @GlobalScope.atan2] when called with the " "vector's [member y] and [member x] as parameters: [code]atan2(y, x)[/code]." msgstr "" -"返回该向量与 X 轴正方向的夹角,单位为弧度。X 轴正方向为 [code](1, 0)[/code] " -"向量。\n" +"返回该向量与 X 轴正方向的夹角,单位为弧度。X 轴正方向为 [code](1, 0)[/code] 向" +"量。\n" "例如,[code]Vector2.RIGHT.angle()[/code] 将返回 0,[code]Vector2.DOWN.angle()" "[/code] 将返回 [code]PI / 2[/code](四分之一圈,即 90 度),[code]Vector2(1, " "-1).angle()[/code] 将返回 [code]-PI / 4[/code](负八分之一圈,即 -45 度)。\n" @@ -108395,8 +122407,8 @@ msgstr "" "control_1]、[param control_2]、终点 [param end] 定义。" msgid "" -"Returns the point at the given [param t] on the [url=https://en.wikipedia." -"org/wiki/B%C3%A9zier_curve]Bézier curve[/url] defined by this vector and the " +"Returns the point at the given [param t] on the [url=https://en.wikipedia.org/" +"wiki/B%C3%A9zier_curve]Bézier curve[/url] defined by this vector and the " "given [param control_1], [param control_2], and [param end] points." msgstr "" "返回[url=https://zh.wikipedia.org/zh-cn/%E8%B2%9D%E8%8C%B2%E6%9B%B2%E7%B7%9A]" @@ -108404,8 +122416,7 @@ msgstr "" "control_1]、[param control_2]、终点 [param end] 定义。" msgid "" -"Returns a new vector \"bounced off\" from a plane defined by the given " -"normal." +"Returns a new vector \"bounced off\" from a plane defined by the given normal." msgstr "返回从平面上“反弹”的向量,该平面由给定的法线定义。" msgid "" @@ -108418,47 +122429,46 @@ msgid "" "[param min] and [param max], by running [method @GlobalScope.clamp] on each " "component." msgstr "" -"返回一个新向量,每个分量都使用 [method @GlobalScope.clamp] 限制在 [param " -"min] 和 [param max] 之间。" +"返回一个新向量,每个分量都使用 [method @GlobalScope.clamp] 限制在 [param min] " +"和 [param max] 之间。" msgid "" -"Returns the 2D analog of the cross product for this vector and [param " -"with].\n" +"Returns the 2D analog of the cross product for this vector and [param with].\n" "This is the signed area of the parallelogram formed by the two vectors. If " "the second vector is clockwise from the first vector, then the cross product " -"is the positive area. If counter-clockwise, the cross product is the " -"negative area.\n" +"is the positive area. If counter-clockwise, the cross product is the negative " +"area.\n" "[b]Note:[/b] Cross product is not defined in 2D mathematically. This method " "embeds the 2D vectors in the XY plane of 3D space and uses their cross " "product's Z component as the analog." msgstr "" "返回该向量和 [param with] 的 2D 类比叉积。\n" -"这是由两个向量所形成的平行四边形的有符号面积。如果第二个向量是从第一个向量的" -"顺时针方向出发的,则叉积为正面积。如果是逆时针方向,则叉积为负面积。\n" -"[b]注意:[/b]数学中没有定义二维空间的叉乘。此方法是将 2D 向量嵌入到 3D 空间" -"的 XY 平面中,并使用它们的叉积的 Z 分量作为类比。" +"这是由两个向量所形成的平行四边形的有符号面积。如果第二个向量是从第一个向量的顺" +"时针方向出发的,则叉积为正面积。如果是逆时针方向,则叉积为负面积。\n" +"[b]注意:[/b]数学中没有定义二维空间的叉乘。此方法是将 2D 向量嵌入到 3D 空间的 " +"XY 平面中,并使用它们的叉积的 Z 分量作为类比。" msgid "" -"Performs a cubic interpolation between this vector and [param b] using " -"[param pre_a] and [param post_b] as handles, and returns the result at " -"position [param weight]. [param weight] is on the range of 0.0 to 1.0, " -"representing the amount of interpolation." +"Performs a cubic interpolation between this vector and [param b] using [param " +"pre_a] and [param post_b] as handles, and returns the result at position " +"[param weight]. [param weight] is on the range of 0.0 to 1.0, representing " +"the amount of interpolation." msgstr "" "返回该向量和 [param b] 之间进行三次插值 [param weight] 处的结果,使用 [param " -"pre_a] 和 [param post_b] 作为控制柄。[param weight] 在 0.0 到 1.0 的范围内," -"代表插值的量。" +"pre_a] 和 [param post_b] 作为控制柄。[param weight] 在 0.0 到 1.0 的范围内,代" +"表插值的量。" msgid "" -"Performs a cubic interpolation between this vector and [param b] using " -"[param pre_a] and [param post_b] as handles, and returns the result at " -"position [param weight]. [param weight] is on the range of 0.0 to 1.0, " -"representing the amount of interpolation.\n" +"Performs a cubic interpolation between this vector and [param b] using [param " +"pre_a] and [param post_b] as handles, and returns the result at position " +"[param weight]. [param weight] is on the range of 0.0 to 1.0, representing " +"the amount of interpolation.\n" "It can perform smoother interpolation than [code]cubic_interpolate()[/code] " "by the time values." msgstr "" "返回该向量和 [param b] 之间进行三次插值 [param weight] 处的结果,使用 [param " -"pre_a] 和 [param post_b] 作为控制柄。[param weight] 在 0.0 到 1.0 的范围内," -"代表插值的量。\n" +"pre_a] 和 [param post_b] 作为控制柄。[param weight] 在 0.0 到 1.0 的范围内,代" +"表插值的量。\n" "通过使用时间值,可以比 [code]cubic_interpolate()[/code] 进行更平滑的插值。" msgid "" @@ -108474,8 +122484,8 @@ msgid "" "to compare vectors or need the squared distance for some formula." msgstr "" "返回该向量与 [param to] 之间的距离的平方。\n" -"该方法比 [method distance_to] 运行得更快,因此请在需要比较向量或者用于某些公" -"式的平方距离时,优先使用这个方法。" +"该方法比 [method distance_to] 运行得更快,因此请在需要比较向量或者用于某些公式" +"的平方距离时,优先使用这个方法。" msgid "Returns the distance between this vector and [param to]." msgstr "返回该向量与 [param to] 之间的距离。" @@ -108493,10 +122503,10 @@ msgid "" "aligned.\n" "[b]Note:[/b] [code]a.dot(b)[/code] is equivalent to [code]b.dot(a)[/code]." msgstr "" -"返回该向量与 [param with] 的点积。可用于比较两个向量之间的夹角。例如,可用于" -"确定敌人是否面向玩家。\n" -"直角(90 度)的点积为 [code]0[/code];大于 0 则夹角小于 90 度;小于 0 则夹角" -"大于 90 度。\n" +"返回该向量与 [param with] 的点积。可用于比较两个向量之间的夹角。例如,可用于确" +"定敌人是否面向玩家。\n" +"直角(90 度)的点积为 [code]0[/code];大于 0 则夹角小于 90 度;小于 0 则夹角大" +"于 90 度。\n" "使用(归一化的)单位向量时,如果向量朝向相反,则结果始终为 [code]-1.0[/code]" "(180 度角);如果向量方向一致,则结果始终为 [code]1.0[/code](0 度角)。\n" "[b]注意:[/b][code]a.dot(b)[/code] 等价于 [code]b.dot(a)[/code]。" @@ -108529,8 +122539,8 @@ msgid "" "Returns [code]true[/code] if this vector and [param to] are approximately " "equal, by running [method @GlobalScope.is_equal_approx] on each component." msgstr "" -"如果这个向量与 [param to] 大致相等,则返回 [code]true[/code],判断方法是对每" -"个分量执行 [method @GlobalScope.is_equal_approx]。" +"如果这个向量与 [param to] 大致相等,则返回 [code]true[/code],判断方法是对每个" +"分量执行 [method @GlobalScope.is_equal_approx]。" msgid "" "Returns [code]true[/code] if this vector is finite, by calling [method " @@ -108547,8 +122557,8 @@ msgstr "如果该向量是归一化的,即长度约等于 1,则返回 [code] msgid "" "Returns [code]true[/code] if this vector's values are approximately zero, by " "running [method @GlobalScope.is_zero_approx] on each component.\n" -"This method is faster than using [method is_equal_approx] with one value as " -"a zero vector." +"This method is faster than using [method is_equal_approx] with one value as a " +"zero vector." msgstr "" "如果该向量的值大约为零,则返回 [code]true[/code],判断方法是对每个分量运行 " "[method @GlobalScope.is_zero_approx]。\n" @@ -108567,10 +122577,9 @@ msgstr "" "平方距离时,更喜欢用它。" msgid "" -"Returns the result of the linear interpolation between this vector and " -"[param to] by amount [param weight]. [param weight] is on the range of " -"[code]0.0[/code] to [code]1.0[/code], representing the amount of " -"interpolation." +"Returns the result of the linear interpolation between this vector and [param " +"to] by amount [param weight]. [param weight] is on the range of [code]0.0[/" +"code] to [code]1.0[/code], representing the amount of interpolation." msgstr "" "返回此向量和 [param to] 之间,按数量 [param weight] 线性插值结果。[param " "weight] 在 [code]0.0[/code] 到 [code]1.0[/code] 的范围内,代表插值的量。" @@ -108582,16 +122591,14 @@ msgstr "返回应用了最大长度限制的向量,长度被限制到 [param l msgid "" "Returns the axis of the vector's highest value. See [code]AXIS_*[/code] " -"constants. If all components are equal, this method returns [constant " -"AXIS_X]." +"constants. If all components are equal, this method returns [constant AXIS_X]." msgstr "" "返回该向量中最大值的轴。见 [code]AXIS_*[/code] 常量。如果所有分量相等,则该方" "法返回 [constant AXIS_X]。" msgid "" "Returns the axis of the vector's lowest value. See [code]AXIS_*[/code] " -"constants. If all components are equal, this method returns [constant " -"AXIS_Y]." +"constants. If all components are equal, this method returns [constant AXIS_Y]." msgstr "" "返回该向量中最小值的轴。见 [code]AXIS_*[/code] 常量。如果所有分量相等,则该方" "法返回 [constant AXIS_Y]。" @@ -108600,8 +122607,8 @@ msgid "" "Returns a new vector moved toward [param to] by the fixed [param delta] " "amount. Will not go past the final value." msgstr "" -"返回一个新向量,该向量朝 [param to] 移动了固定的量 [param delta]。不会超过最" -"终值。" +"返回一个新向量,该向量朝 [param to] 移动了固定的量 [param delta]。不会超过最终" +"值。" msgid "" "Returns the result of scaling the vector to unit length. Equivalent to " @@ -108622,8 +122629,8 @@ msgid "" "Returns a vector composed of the [method @GlobalScope.fposmod] of this " "vector's components and [param mod]." msgstr "" -"返回由该向量的分量与 [param mod] 执行 [method @GlobalScope.fposmod] 运算后组" -"成的向量。" +"返回由该向量的分量与 [param mod] 执行 [method @GlobalScope.fposmod] 运算后组成" +"的向量。" msgid "" "Returns a vector composed of the [method @GlobalScope.fposmod] of this " @@ -108642,15 +122649,15 @@ msgid "" msgstr "返回经过直线反射后的向量,该直线由给定的方向向量 [param n] 定义。" msgid "" -"Returns the result of rotating this vector by [param angle] (in radians). " -"See also [method @GlobalScope.deg_to_rad]." +"Returns the result of rotating this vector by [param angle] (in radians). See " +"also [method @GlobalScope.deg_to_rad]." msgstr "" "返回将这个向量旋转 [param angle] 的结果(单位为弧度)。另见 [method " "@GlobalScope.deg_to_rad]。" msgid "" -"Returns a new vector with all components rounded to the nearest integer, " -"with halfway cases rounded away from zero." +"Returns a new vector with all components rounded to the nearest integer, with " +"halfway cases rounded away from zero." msgstr "" "返回所有分量都被四舍五入为最接近的整数的向量,中间情况向远离零的方向舍入。" @@ -108660,9 +122667,9 @@ msgid "" "zero. The result is identical to calling [method @GlobalScope.sign] on each " "component." msgstr "" -"返回新的向量,分量如果为正则设为 [code]1.0[/code],如果为负则设为 " -"[code]-1.0[/code],如果为零则设为 [code]0.0[/code]。结果与对每个分量调用 " -"[method @GlobalScope.sign] 一致。" +"返回新的向量,分量如果为正则设为 [code]1.0[/code],如果为负则设为 [code]-1.0[/" +"code],如果为零则设为 [code]0.0[/code]。结果与对每个分量调用 [method " +"@GlobalScope.sign] 一致。" msgid "" "Returns the result of spherical linear interpolation between this vector and " @@ -108674,8 +122681,8 @@ msgid "" msgstr "" "返回在这个向量和 [param to] 之间进行 [param weight] 的球面线性插值的结果。" "[param weight] 在 0.0 和 1.0 的范围内,代表插值的量。\n" -"如果输入向量的长度不同,这个函数也会对长度进行插值处理。对于输入向量中存在长" -"度为零的向量的特殊情况,这个方法的行为与 [method lerp] 一致。" +"如果输入向量的长度不同,这个函数也会对长度进行插值处理。对于输入向量中存在长度" +"为零的向量的特殊情况,这个方法的行为与 [method lerp] 一致。" msgid "" "Returns the result of sliding the vector along a plane defined by the given " @@ -108687,8 +122694,8 @@ msgid "" "the corresponding component in [param step]. This can also be used to round " "the components to an arbitrary number of decimals." msgstr "" -"返回新的向量,每个分量都吸附到了与 [param step] 中对应分量最接近的倍数。也可" -"以用于将分量四舍五入至小数点后的任意位置。" +"返回新的向量,每个分量都吸附到了与 [param step] 中对应分量最接近的倍数。也可以" +"用于将分量四舍五入至小数点后的任意位置。" msgid "" "The vector's X component. Also accessible by using the index position [code]" @@ -108719,8 +122726,7 @@ msgid "One vector, a vector with all components set to [code]1[/code]." msgstr "一向量,所有分量都设置为 [code]1[/code] 的向量。" msgid "" -"Infinity vector, a vector with all components set to [constant @GDScript." -"INF]." +"Infinity vector, a vector with all components set to [constant @GDScript.INF]." msgstr "无穷大向量,所有分量都设置为 [constant @GDScript.INF] 的向量。" msgid "Left unit vector. Represents the direction of left." @@ -108735,6 +122741,20 @@ msgstr "上单位向量。在 2D 中 Y 是向下的,所以这个向量指向 - msgid "Down unit vector. Y is down in 2D, so this vector points +Y." msgstr "下单位向量。在 2D 中 Y 是向下的,所以这个向量指向 +Y。" +msgid "" +"Returns [code]true[/code] if the vectors are not equal.\n" +"[b]Note:[/b] Due to floating-point precision errors, consider using [method " +"is_equal_approx] instead, which is more reliable.\n" +"[b]Note:[/b] Vectors with [constant @GDScript.NAN] elements don't behave the " +"same as other vectors. Therefore, the results from this operator may not be " +"accurate if NaNs are included." +msgstr "" +"如果向量不相等,则返回 [code]true[/code]。\n" +"[b]注意:[/b]由于浮点数精度误差,请考虑改用 [method is_equal_approx],会更可" +"靠。\n" +"[b]注意:[/b]包含 [constant @GDScript.NAN] 元素的向量的行为与其他向量不同。因" +"此,如果包含 NaN,则这个方法的结果可能不准确。" + msgid "" "Inversely transforms (multiplies) the [Vector2] by the given [Transform2D] " "transformation matrix." @@ -108800,13 +122820,87 @@ msgstr "将该 [Vector2] 的每个分量除以给定的 [float]。" msgid "Divides each component of the [Vector2] by the given [int]." msgstr "将该 [Vector2] 的每个分量除以给定的 [int]。" +msgid "" +"Compares two [Vector2] vectors by first checking if the X value of the left " +"vector is less than the X value of the [param right] vector. If the X values " +"are exactly equal, then it repeats this check with the Y values of the two " +"vectors. This operator is useful for sorting vectors.\n" +"[b]Note:[/b] Vectors with [constant @GDScript.NAN] elements don't behave the " +"same as other vectors. Therefore, the results from this operator may not be " +"accurate if NaNs are included." +msgstr "" +"比较两个 [Vector2] 向量,首先检查左向量的 X 值是否小于 [param right] 向量的 X " +"值。如果 X 值完全相等,则用相同的方法检查两个向量的 Y 值。该运算符可用于向量排" +"序。\n" +"[b]注意:[/b]包含 [constant @GDScript.NAN] 元素的向量的行为与其他向量不同。因" +"此,如果包含 NaN,则这个方法的结果可能不准确。" + +msgid "" +"Compares two [Vector2] vectors by first checking if the X value of the left " +"vector is less than or equal to the X value of the [param right] vector. If " +"the X values are exactly equal, then it repeats this check with the Y values " +"of the two vectors. This operator is useful for sorting vectors.\n" +"[b]Note:[/b] Vectors with [constant @GDScript.NAN] elements don't behave the " +"same as other vectors. Therefore, the results from this operator may not be " +"accurate if NaNs are included." +msgstr "" +"比较两个 [Vector2] 向量,首先检查左向量的 X 值是否小于等于 [param right] 向量" +"的 X 值。如果 X 值完全相等,则用相同的方法检查两个向量的 Y 值。该运算符可用于" +"向量排序。\n" +"[b]注意:[/b]包含 [constant @GDScript.NAN] 元素的向量的行为与其他向量不同。因" +"此,如果包含 NaN,则这个方法的结果可能不准确。" + +msgid "" +"Returns [code]true[/code] if the vectors are exactly equal.\n" +"[b]Note:[/b] Due to floating-point precision errors, consider using [method " +"is_equal_approx] instead, which is more reliable.\n" +"[b]Note:[/b] Vectors with [constant @GDScript.NAN] elements don't behave the " +"same as other vectors. Therefore, the results from this operator may not be " +"accurate if NaNs are included." +msgstr "" +"如果向量完全相等,则返回 [code]true[/code]。\n" +"[b]注意:[/b]由于浮点数精度误差,请考虑改用 [method is_equal_approx],会更可" +"靠。\n" +"[b]注意:[/b]包含 [constant @GDScript.NAN] 元素的向量的行为与其他向量不同。因" +"此,如果包含 NaN,则这个方法的结果可能不准确。" + +msgid "" +"Compares two [Vector2] vectors by first checking if the X value of the left " +"vector is greater than the X value of the [param right] vector. If the X " +"values are exactly equal, then it repeats this check with the Y values of the " +"two vectors. This operator is useful for sorting vectors.\n" +"[b]Note:[/b] Vectors with [constant @GDScript.NAN] elements don't behave the " +"same as other vectors. Therefore, the results from this operator may not be " +"accurate if NaNs are included." +msgstr "" +"比较两个 [Vector2] 向量,首先检查左向量的 X 值是否大于 [param right] 向量的 X " +"值。如果 X 值完全相等,则用相同的方法检查两个向量的 Y 值。该运算符可用于向量排" +"序。\n" +"[b]注意:[/b]包含 [constant @GDScript.NAN] 元素的向量的行为与其他向量不同。因" +"此,如果包含 NaN,则这个方法的结果可能不准确。" + +msgid "" +"Compares two [Vector2] vectors by first checking if the X value of the left " +"vector is greater than or equal to the X value of the [param right] vector. " +"If the X values are exactly equal, then it repeats this check with the Y " +"values of the two vectors. This operator is useful for sorting vectors.\n" +"[b]Note:[/b] Vectors with [constant @GDScript.NAN] elements don't behave the " +"same as other vectors. Therefore, the results from this operator may not be " +"accurate if NaNs are included." +msgstr "" +"比较两个 [Vector2] 向量,首先检查左向量的 X 值是否大于等于 [param right] 向量" +"的 X 值。如果 X 值完全相等,则用相同的方法检查两个向量的 Y 值。该运算符可用于" +"向量排序。\n" +"[b]注意:[/b]包含 [constant @GDScript.NAN] 元素的向量的行为与其他向量不同。因" +"此,如果包含 NaN,则这个方法的结果可能不准确。" + msgid "" "Access vector components using their [param index]. [code]v[0][/code] is " "equivalent to [code]v.x[/code], and [code]v[1][/code] is equivalent to " "[code]v.y[/code]." msgstr "" -"使用向量分量的 [param index] 来访问向量分量。[code]v[0][/code] 等价于 " -"[code]v.x[/code]、[code]v[1][/code] 等价于 [code]v.y[/code]。" +"使用向量分量的 [param index] 来访问向量分量。[code]v[0][/code] 等价于 [code]v." +"x[/code]、[code]v[1][/code] 等价于 [code]v.y[/code]。" msgid "" "Returns the negative value of the [Vector2]. This is the same as writing " @@ -108817,6 +122911,28 @@ msgstr "" "返回该 [Vector2] 的负值。和写 [code]Vector2(-v.x, -v.y)[/code] 是一样的。该操" "作在保持相同幅度的同时,翻转向量的方向。对于浮点数,零也有正负两种。" +msgid "A 2D vector using integer coordinates." +msgstr "使用整数坐标的 2D 向量。" + +msgid "" +"A 2-element structure that can be used to represent 2D grid coordinates or " +"any other pair of integers.\n" +"It uses integer coordinates and is therefore preferable to [Vector2] when " +"exact precision is required. Note that the values are limited to 32 bits, and " +"unlike [Vector2] this cannot be configured with an engine build option. Use " +"[int] or [PackedInt64Array] if 64-bit values are needed.\n" +"[b]Note:[/b] In a boolean context, a Vector2i will evaluate to [code]false[/" +"code] if it's equal to [code]Vector2i(0, 0)[/code]. Otherwise, a Vector2i " +"will always evaluate to [code]true[/code]." +msgstr "" +"包含两个元素的结构体,可用于代表 2D 坐标或任何整数的二元组。\n" +"使用整数坐标,因此需要绝对精确时应比 [Vector2] 优先使用。请注意,取值范围有 " +"32 位的限制,与 [Vector2] 不同,这个类型的精度无法使用引擎的构建参数进行配置。" +"如果需要 64 位的值,请使用 [int] 或 [PackedInt64Array]。\n" +"[b]注意:[/b]在布尔语境中,如果 Vector2i 等于 [code]Vector2i(0, 0)[/code] 则求" +"值结果为 [code]false[/code]。否则 Vector2i 的求值结果始终为 [code]true[/" +"code]。" + msgid "" "Constructs a default-initialized [Vector2i] with all components set to " "[code]0[/code]." @@ -108832,8 +122948,8 @@ msgid "" "Vector2.floor] or [method Vector2.round] to this constructor instead." msgstr "" "根据给定的 [Vector2] 构造 [Vector2i],会将各个分量的小数部分截断(向 0 取" -"整)。要使用不同的行为,请考虑改为传入 [method Vector2.ceil]、[method " -"Vector2.floor] 或 [method Vector2.round] 的结果。" +"整)。要使用不同的行为,请考虑改为传入 [method Vector2.ceil]、[method Vector2." +"floor] 或 [method Vector2.round] 的结果。" msgid "Constructs a new [Vector2i] from the given [param x] and [param y]." msgstr "从给定的 [param x] 和 [param y] 构造新的 [Vector2i]。" @@ -108858,27 +122974,26 @@ msgid "Returns [code]true[/code] if the vectors are not equal." msgstr "如果向量不相等,则返回 [code]true[/code]。" msgid "" -"Gets the remainder of each component of the [Vector2i] with the components " -"of the given [Vector2i]. This operation uses truncated division, which is " -"often not desired as it does not work well with negative numbers. Consider " -"using [method @GlobalScope.posmod] instead if you want to handle negative " -"numbers.\n" +"Gets the remainder of each component of the [Vector2i] with the components of " +"the given [Vector2i]. This operation uses truncated division, which is often " +"not desired as it does not work well with negative numbers. Consider using " +"[method @GlobalScope.posmod] instead if you want to handle negative numbers.\n" "[codeblock]\n" "print(Vector2i(10, -20) % Vector2i(7, 8)) # Prints \"(3, -4)\"\n" "[/codeblock]" msgstr "" -"获取该 [Vector2i] 的每个分量与给定 [Vector2i] 中分量的余数。这个运算使用的是" -"截断式除法,因为对负数不友好,所以通常不会想要使用。如果你想要处理负数,请考" -"虑改用 [method @GlobalScope.posmod]。\n" +"获取该 [Vector2i] 的每个分量与给定 [Vector2i] 中分量的余数。这个运算使用的是截" +"断式除法,因为对负数不友好,所以通常不会想要使用。如果你想要处理负数,请考虑改" +"用 [method @GlobalScope.posmod]。\n" "[codeblock]\n" "print(Vector2i(10, -20) % Vector2i(7, 8)) # 输出 \"(3, -4)\"\n" "[/codeblock]" msgid "" "Gets the remainder of each component of the [Vector2i] with the given [int]. " -"This operation uses truncated division, which is often not desired as it " -"does not work well with negative numbers. Consider using [method " -"@GlobalScope.posmod] instead if you want to handle negative numbers.\n" +"This operation uses truncated division, which is often not desired as it does " +"not work well with negative numbers. Consider using [method @GlobalScope." +"posmod] instead if you want to handle negative numbers.\n" "[codeblock]\n" "print(Vector2i(10, -20) % 7) # Prints \"(3, -6)\"\n" "[/codeblock]" @@ -108975,8 +123090,8 @@ msgid "" "vectors. This operator is useful for sorting vectors." msgstr "" "比较两个 [Vector2i] 向量,首先检查左向量的 X 值是否小于 [param right] 向量的 " -"X 值。如果 X 值完全相等,则用相同的方法检查两个向量的 Y 值。该运算符可用于向" -"量排序。" +"X 值。如果 X 值完全相等,则用相同的方法检查两个向量的 Y 值。该运算符可用于向量" +"排序。" msgid "" "Compares two [Vector2i] vectors by first checking if the X value of the left " @@ -108984,9 +123099,9 @@ msgid "" "the X values are exactly equal, then it repeats this check with the Y values " "of the two vectors. This operator is useful for sorting vectors." msgstr "" -"比较两个 [Vector2i] 向量,首先检查左向量的 X 值是否小于等于 [param right] 向" -"量的 X 值。如果 X 值完全相等,则用相同的方法检查两个向量的 Y 值。该运算符可用" -"于向量排序。" +"比较两个 [Vector2i] 向量,首先检查左向量的 X 值是否小于等于 [param right] 向量" +"的 X 值。如果 X 值完全相等,则用相同的方法检查两个向量的 Y 值。该运算符可用于" +"向量排序。" msgid "Returns [code]true[/code] if the vectors are equal." msgstr "如果向量相等,则返回 [code]true[/code]。" @@ -108994,12 +123109,12 @@ msgstr "如果向量相等,则返回 [code]true[/code]。" msgid "" "Compares two [Vector2i] vectors by first checking if the X value of the left " "vector is greater than the X value of the [param right] vector. If the X " -"values are exactly equal, then it repeats this check with the Y values of " -"the two vectors. This operator is useful for sorting vectors." +"values are exactly equal, then it repeats this check with the Y values of the " +"two vectors. This operator is useful for sorting vectors." msgstr "" "比较两个 [Vector2i] 向量,首先检查左向量的 X 值是否大于 [param right] 向量的 " -"X 值。如果 X 值完全相等,则用相同的方法检查两个向量的 Y 值。该运算符可用于向" -"量排序。" +"X 值。如果 X 值完全相等,则用相同的方法检查两个向量的 Y 值。该运算符可用于向量" +"排序。" msgid "" "Compares two [Vector2i] vectors by first checking if the X value of the left " @@ -109007,9 +123122,9 @@ msgid "" "If the X values are exactly equal, then it repeats this check with the Y " "values of the two vectors. This operator is useful for sorting vectors." msgstr "" -"比较两个 [Vector2i] 向量,首先检查左向量的 X 值是否大于等于 [param right] 向" -"量的 X 值。如果 X 值完全相等,则用相同的方法检查两个向量的 Y 值。该运算符可用" -"于向量排序。" +"比较两个 [Vector2i] 向量,首先检查左向量的 X 值是否大于等于 [param right] 向量" +"的 X 值。如果 X 值完全相等,则用相同的方法检查两个向量的 Y 值。该运算符可用于" +"向量排序。" msgid "" "Returns the negative value of the [Vector2i]. This is the same as writing " @@ -109019,6 +123134,30 @@ msgstr "" "返回该 [Vector2i] 的负值。和写 [code]Vector2i(-v.x, -v.y)[/code] 是一样的。该" "操作在保持相同幅度的同时,翻转向量的方向。" +msgid "A 3D vector using floating point coordinates." +msgstr "使用浮点数坐标的 3D 向量。" + +msgid "" +"A 3-element structure that can be used to represent 3D coordinates or any " +"other triplet of numeric values.\n" +"It uses floating-point coordinates. By default, these floating-point values " +"use 32-bit precision, unlike [float] which is always 64-bit. If double " +"precision is needed, compile the engine with the option " +"[code]precision=double[/code].\n" +"See [Vector3i] for its integer counterpart.\n" +"[b]Note:[/b] In a boolean context, a Vector3 will evaluate to [code]false[/" +"code] if it's equal to [code]Vector3(0, 0, 0)[/code]. Otherwise, a Vector3 " +"will always evaluate to [code]true[/code]." +msgstr "" +"包含三个元素的结构体,可用于代表 3D 坐标或任何数值的三元组。\n" +"使用浮点数坐标。默认情况下,这些浮点值为 32 位精度,与始终为 64 位的 [float] " +"并不相同。如果需要双精度,请在编译引擎时使用 [code]precision=double[/code] 选" +"项。\n" +"对应的整数版本见 [Vector3i]。\n" +"[b]注意:[/b]在布尔语境中,如果 Vector3 等于 [code]Vector3(0, 0, 0)[/code] 则" +"求值结果为 [code]false[/code]。否则 Vector3 的求值结果始终为 [code]true[/" +"code]。" + msgid "" "Constructs a default-initialized [Vector3] with all components set to " "[code]0[/code]." @@ -109052,8 +123191,7 @@ msgstr "" msgid "" "Returns the axis of the vector's lowest value. See [code]AXIS_*[/code] " -"constants. If all components are equal, this method returns [constant " -"AXIS_Z]." +"constants. If all components are equal, this method returns [constant AXIS_Z]." msgstr "" "返回该向量中最小值的轴。见 [code]AXIS_*[/code] 常量。如果所有分量相等,则该方" "法返回 [constant AXIS_Z]。" @@ -109062,18 +123200,18 @@ msgid "" "Returns the [Vector3] from an octahedral-compressed form created using " "[method octahedron_encode] (stored as a [Vector2])." msgstr "" -"根据使用 [method octahedron_encode] 进行八面体压缩后的形式(存储为 " -"[Vector2])返回 [Vector3]。" +"根据使用 [method octahedron_encode] 进行八面体压缩后的形式(存储为 [Vector2])" +"返回 [Vector3]。" msgid "" -"Returns the octahedral-encoded (oct32) form of this [Vector3] as a " -"[Vector2]. Since a [Vector2] occupies 1/3 less memory compared to [Vector3], " -"this form of compression can be used to pass greater amounts of [method " -"normalized] [Vector3]s without increasing storage or memory requirements. " -"See also [method octahedron_decode].\n" +"Returns the octahedral-encoded (oct32) form of this [Vector3] as a [Vector2]. " +"Since a [Vector2] occupies 1/3 less memory compared to [Vector3], this form " +"of compression can be used to pass greater amounts of [method normalized] " +"[Vector3]s without increasing storage or memory requirements. See also " +"[method octahedron_decode].\n" "[b]Note:[/b] [method octahedron_encode] can only be used for [method " -"normalized] vectors. [method octahedron_encode] does [i]not[/i] check " -"whether this [Vector3] is normalized, and will return a value that does not " +"normalized] vectors. [method octahedron_encode] does [i]not[/i] check whether " +"this [Vector3] is normalized, and will return a value that does not " "decompress to the original value if the [Vector3] is not normalized.\n" "[b]Note:[/b] Octahedral compression is [i]lossy[/i], although visual " "differences are rarely perceptible in real world scenarios." @@ -109092,8 +123230,8 @@ msgid "Returns the outer product with [param with]." msgstr "返回与 [param with] 的外积。" msgid "" -"Returns the result of reflecting the vector from a plane defined by the " -"given normal [param n]." +"Returns the result of reflecting the vector from a plane defined by the given " +"normal [param n]." msgstr "返回经过平面反射后的向量,该平面由给定的法线 [param n] 定义。" msgid "" @@ -109101,16 +123239,16 @@ msgid "" "angle] (in radians). The axis must be a normalized vector. See also [method " "@GlobalScope.deg_to_rad]." msgstr "" -"返回将这个向量围绕给定的轴旋转 [param angle](单位为弧度)的结果。旋转轴必须" -"为归一化的向量。另见 [method @GlobalScope.deg_to_rad]。" +"返回将这个向量围绕给定的轴旋转 [param angle](单位为弧度)的结果。旋转轴必须为" +"归一化的向量。另见 [method @GlobalScope.deg_to_rad]。" msgid "" "Returns the signed angle to the given vector, in radians. The sign of the " "angle is positive in a counter-clockwise direction and negative in a " "clockwise direction when viewed from the side specified by the [param axis]." msgstr "" -"返回给定向量的带符号角度,单位为弧度。从 [param axis] 指定的一侧看,该角度在" -"逆时针方向时符号为正,在顺时针方向时符号为负。" +"返回给定向量的带符号角度,单位为弧度。从 [param axis] 指定的一侧看,该角度在逆" +"时针方向时符号为正,在顺时针方向时符号为负。" msgid "Returns a new vector slid along a plane defined by the given normal." msgstr "返回沿着由给定法线定义的平面滑动后的新向量。" @@ -109142,10 +123280,42 @@ msgstr "上单位向量。" msgid "Down unit vector." msgstr "下单位向量。" +msgid "" +"Forward unit vector. Represents the local direction of forward, and the " +"global direction of north. Keep in mind that the forward direction for " +"lights, cameras, etc is different from 3D assets like characters, which face " +"towards the camera by convention. Use [constant Vector3.MODEL_FRONT] and " +"similar constants when working in 3D asset space." +msgstr "" +"向前的单位向量。代表局部的前方,全局的北方。请注意,灯光、相机等的前方和角色" +"等 3D 资产的前方是不同的,后者通常朝向相机。处理 3D 资产空间时,请使用 " +"[constant Vector3.MODEL_FRONT] 等常量。" + msgid "" "Back unit vector. Represents the local direction of back, and the global " "direction of south." -msgstr "后单位向量。代表局部的后方向,全局的南方向。" +msgstr "向后的单位向量。代表局部的后方,全局的南方。" + +msgid "Unit vector pointing towards the left side of imported 3D assets." +msgstr "指向导入后 3D 资产左侧的单位向量。" + +msgid "Unit vector pointing towards the right side of imported 3D assets." +msgstr "指向导入后 3D 资产右侧的单位向量。" + +msgid "Unit vector pointing towards the top side (up) of imported 3D assets." +msgstr "指向导入后 3D 资产顶部(上方)的单位向量。" + +msgid "" +"Unit vector pointing towards the bottom side (down) of imported 3D assets." +msgstr "指向导入后 3D 资产底部(下方)的单位向量。" + +msgid "" +"Unit vector pointing towards the front side (facing forward) of imported 3D " +"assets." +msgstr "指向导入后 3D 资产正面(前方)的单位向量。" + +msgid "Unit vector pointing towards the rear side (back) of imported 3D assets." +msgstr "指向导入后 3D 资产背面(后方)的单位向量。" msgid "" "Inversely transforms (multiplies) the [Vector3] by the given [Basis] matrix." @@ -109218,23 +123388,109 @@ msgid "Divides each component of the [Vector3] by the given [int]." msgstr "将该 [Vector3] 的每个分量除以给定的 [int]。" msgid "" -"Access vector components using their [param index]. [code]v[0][/code] is " -"equivalent to [code]v.x[/code], [code]v[1][/code] is equivalent to [code]v." -"y[/code], and [code]v[2][/code] is equivalent to [code]v.z[/code]." +"Compares two [Vector3] vectors by first checking if the X value of the left " +"vector is less than the X value of the [param right] vector. If the X values " +"are exactly equal, then it repeats this check with the Y values of the two " +"vectors, and then with the Z values. This operator is useful for sorting " +"vectors.\n" +"[b]Note:[/b] Vectors with [constant @GDScript.NAN] elements don't behave the " +"same as other vectors. Therefore, the results from this operator may not be " +"accurate if NaNs are included." msgstr "" -"使用向量分量的 [param index] 来访问向量分量。[code]v[0][/code] 等价于 " -"[code]v.x[/code],[code]v[1][/code] 等价于 [code]v.y[/code],[code]v[2][/" -"code] 等价于 [code]v.z[/code]。" +"比较两个 [Vector3] 向量,首先检查左向量的 X 值是否小于 [param right] 向量的 X " +"值。如果 X 值完全相等,则用相同的方法检查两个向量的 Y 值、Z 值。该运算符可用于" +"向量排序。\n" +"[b]注意:[/b]包含 [constant @GDScript.NAN] 元素的向量的行为与其他向量不同。因" +"此,如果包含 NaN,则这个方法的结果可能不准确。" + +msgid "" +"Compares two [Vector3] vectors by first checking if the X value of the left " +"vector is less than or equal to the X value of the [param right] vector. If " +"the X values are exactly equal, then it repeats this check with the Y values " +"of the two vectors, and then with the Z values. This operator is useful for " +"sorting vectors.\n" +"[b]Note:[/b] Vectors with [constant @GDScript.NAN] elements don't behave the " +"same as other vectors. Therefore, the results from this operator may not be " +"accurate if NaNs are included." +msgstr "" +"比较两个 [Vector3] 向量,首先检查左向量的 X 值是否小于等于 [param right] 向量" +"的 X 值。如果 X 值完全相等,则用相同的方法检查两个向量的 Y 值、Z 值。该运算符" +"可用于向量排序。\n" +"[b]注意:[/b]包含 [constant @GDScript.NAN] 元素的向量的行为与其他向量不同。因" +"此,如果包含 NaN,则这个方法的结果可能不准确。" + +msgid "" +"Compares two [Vector3] vectors by first checking if the X value of the left " +"vector is greater than the X value of the [param right] vector. If the X " +"values are exactly equal, then it repeats this check with the Y values of the " +"two vectors, and then with the Z values. This operator is useful for sorting " +"vectors.\n" +"[b]Note:[/b] Vectors with [constant @GDScript.NAN] elements don't behave the " +"same as other vectors. Therefore, the results from this operator may not be " +"accurate if NaNs are included." +msgstr "" +"比较两个 [Vector3] 向量,首先检查左向量的 X 值是否大于 [param right] 向量的 X " +"值。如果 X 值完全相等,则用相同的方法检查两个向量的 Y 值、Z 值。该运算符可用于" +"向量排序。\n" +"[b]注意:[/b]包含 [constant @GDScript.NAN] 元素的向量的行为与其他向量不同。因" +"此,如果包含 NaN,则这个方法的结果可能不准确。" + +msgid "" +"Compares two [Vector3] vectors by first checking if the X value of the left " +"vector is greater than or equal to the X value of the [param right] vector. " +"If the X values are exactly equal, then it repeats this check with the Y " +"values of the two vectors, and then with the Z values. This operator is " +"useful for sorting vectors.\n" +"[b]Note:[/b] Vectors with [constant @GDScript.NAN] elements don't behave the " +"same as other vectors. Therefore, the results from this operator may not be " +"accurate if NaNs are included." +msgstr "" +"比较两个 [Vector3] 向量,首先检查左向量的 X 值是否大于等于 [param right] 向量" +"的 X 值。如果 X 值完全相等,则用相同的方法检查两个向量的 Y 值、Z 值。该运算符" +"可用于向量排序。\n" +"[b]注意:[/b]包含 [constant @GDScript.NAN] 元素的向量的行为与其他向量不同。因" +"此,如果包含 NaN,则这个方法的结果可能不准确。" + +msgid "" +"Access vector components using their [param index]. [code]v[0][/code] is " +"equivalent to [code]v.x[/code], [code]v[1][/code] is equivalent to [code]v.y[/" +"code], and [code]v[2][/code] is equivalent to [code]v.z[/code]." +msgstr "" +"使用向量分量的 [param index] 来访问向量分量。[code]v[0][/code] 等价于 [code]v." +"x[/code],[code]v[1][/code] 等价于 [code]v.y[/code],[code]v[2][/code] 等价于 " +"[code]v.z[/code]。" msgid "" "Returns the negative value of the [Vector3]. This is the same as writing " -"[code]Vector3(-v.x, -v.y, -v.z)[/code]. This operation flips the direction " -"of the vector while keeping the same magnitude. With floats, the number zero " -"can be either positive or negative." +"[code]Vector3(-v.x, -v.y, -v.z)[/code]. This operation flips the direction of " +"the vector while keeping the same magnitude. With floats, the number zero can " +"be either positive or negative." msgstr "" "返回该 [Vector3] 的负值。和写 [code]Vector3(-v.x, -v.y, -v.z)[/code] 是一样" "的。该操作在保持相同幅度的同时,翻转向量的方向。对于浮点数,零也有正负两种。" +msgid "A 3D vector using integer coordinates." +msgstr "使用整数坐标的 3D 向量。" + +msgid "" +"A 3-element structure that can be used to represent 3D grid coordinates or " +"any other triplet of integers.\n" +"It uses integer coordinates and is therefore preferable to [Vector3] when " +"exact precision is required. Note that the values are limited to 32 bits, and " +"unlike [Vector3] this cannot be configured with an engine build option. Use " +"[int] or [PackedInt64Array] if 64-bit values are needed.\n" +"[b]Note:[/b] In a boolean context, a Vector3i will evaluate to [code]false[/" +"code] if it's equal to [code]Vector3i(0, 0, 0)[/code]. Otherwise, a Vector3i " +"will always evaluate to [code]true[/code]." +msgstr "" +"包含三个元素的结构体,可用于代表 3D 坐标或任何整数的三元组。\n" +"使用整数坐标,因此需要绝对精确时应比 [Vector3] 优先使用。请注意,取值范围有 " +"32 位的限制,与 [Vector3] 不同,这个类型的精度无法使用引擎的构建参数进行配置。" +"如果需要 64 位的值,请使用 [int] 或 [PackedInt64Array]。\n" +"[b]注意:[/b]在布尔语境中,如果 Vector3i 等于 [code]Vector3i(0, 0, 0)[/code] " +"则求值结果为 [code]false[/code]。否则 Vector3i 的求值结果始终为 [code]true[/" +"code]。" + msgid "" "Constructs a default-initialized [Vector3i] with all components set to " "[code]0[/code]." @@ -109250,8 +123506,8 @@ msgid "" "Vector3.floor] or [method Vector3.round] to this constructor instead." msgstr "" "根据给定的 [Vector3] 构造 [Vector3i],会将各个分量的小数部分截断(向 0 取" -"整)。要使用不同的行为,请考虑改为传入 [method Vector3.ceil]、[method " -"Vector3.floor] 或 [method Vector3.round] 的结果。" +"整)。要使用不同的行为,请考虑改为传入 [method Vector3.ceil]、[method Vector3." +"floor] 或 [method Vector3.round] 的结果。" msgid "Returns a [Vector3i] with the given components." msgstr "返回具有给定分量的 [Vector3i]。" @@ -109262,27 +123518,26 @@ msgid "" msgstr "前单位向量。代表局部的前方向,全局的北方向。" msgid "" -"Gets the remainder of each component of the [Vector3i] with the components " -"of the given [Vector3i]. This operation uses truncated division, which is " -"often not desired as it does not work well with negative numbers. Consider " -"using [method @GlobalScope.posmod] instead if you want to handle negative " -"numbers.\n" +"Gets the remainder of each component of the [Vector3i] with the components of " +"the given [Vector3i]. This operation uses truncated division, which is often " +"not desired as it does not work well with negative numbers. Consider using " +"[method @GlobalScope.posmod] instead if you want to handle negative numbers.\n" "[codeblock]\n" "print(Vector3i(10, -20, 30) % Vector3i(7, 8, 9)) # Prints \"(3, -4, 3)\"\n" "[/codeblock]" msgstr "" -"获取该 [Vector3i] 的每个分量与给定 [Vector3i] 中分量的余数。这个运算使用的是" -"截断式除法,因为对负数不友好,所以通常不会想要使用。如果你想要处理负数,请考" -"虑改用 [method @GlobalScope.posmod]。\n" +"获取该 [Vector3i] 的每个分量与给定 [Vector3i] 中分量的余数。这个运算使用的是截" +"断式除法,因为对负数不友好,所以通常不会想要使用。如果你想要处理负数,请考虑改" +"用 [method @GlobalScope.posmod]。\n" "[codeblock]\n" "print(Vector3i(10, -20, 30) % Vector3i(7, 8, 9)) # 输出 \"(3, -4, 3)\"\n" "[/codeblock]" msgid "" "Gets the remainder of each component of the [Vector3i] with the given [int]. " -"This operation uses truncated division, which is often not desired as it " -"does not work well with negative numbers. Consider using [method " -"@GlobalScope.posmod] instead if you want to handle negative numbers.\n" +"This operation uses truncated division, which is often not desired as it does " +"not work well with negative numbers. Consider using [method @GlobalScope." +"posmod] instead if you want to handle negative numbers.\n" "[codeblock]\n" "print(Vector3i(10, -20, 30) % 7) # Prints \"(3, -6, 2)\"\n" "[/codeblock]" @@ -109380,8 +123635,8 @@ msgid "" "vectors." msgstr "" "比较两个 [Vector3i] 向量,首先检查左向量的 X 值是否小于 [param right] 向量的 " -"X 值。如果 X 值完全相等,则用相同的方法检查两个向量的 Y 值、Z 值。该运算符可" -"用于向量排序。" +"X 值。如果 X 值完全相等,则用相同的方法检查两个向量的 Y 值、Z 值。该运算符可用" +"于向量排序。" msgid "" "Compares two [Vector3i] vectors by first checking if the X value of the left " @@ -109390,20 +123645,20 @@ msgid "" "of the two vectors, and then with the Z values. This operator is useful for " "sorting vectors." msgstr "" -"比较两个 [Vector3i] 向量,首先检查左向量的 X 值是否小于等于 [param right] 向" -"量的 X 值。如果 X 值完全相等,则用相同的方法检查两个向量的 Y 值、Z 值。该运算" -"符可用于向量排序。" +"比较两个 [Vector3i] 向量,首先检查左向量的 X 值是否小于等于 [param right] 向量" +"的 X 值。如果 X 值完全相等,则用相同的方法检查两个向量的 Y 值、Z 值。该运算符" +"可用于向量排序。" msgid "" "Compares two [Vector3i] vectors by first checking if the X value of the left " "vector is greater than the X value of the [param right] vector. If the X " -"values are exactly equal, then it repeats this check with the Y values of " -"the two vectors, and then with the Z values. This operator is useful for " -"sorting vectors." +"values are exactly equal, then it repeats this check with the Y values of the " +"two vectors, and then with the Z values. This operator is useful for sorting " +"vectors." msgstr "" "比较两个 [Vector3i] 向量,首先检查左向量的 X 值是否大于 [param right] 向量的 " -"X 值。如果 X 值完全相等,则用相同的方法检查两个向量的 Y 值、Z 值。该运算符可" -"用于向量排序。" +"X 值。如果 X 值完全相等,则用相同的方法检查两个向量的 Y 值、Z 值。该运算符可用" +"于向量排序。" msgid "" "Compares two [Vector3i] vectors by first checking if the X value of the left " @@ -109412,9 +123667,9 @@ msgid "" "values of the two vectors, and then with the Z values. This operator is " "useful for sorting vectors." msgstr "" -"比较两个 [Vector3i] 向量,首先检查左向量的 X 值是否大于等于 [param right] 向" -"量的 X 值。如果 X 值完全相等,则用相同的方法检查两个向量的 Y 值、Z 值。该运算" -"符可用于向量排序。" +"比较两个 [Vector3i] 向量,首先检查左向量的 X 值是否大于等于 [param right] 向量" +"的 X 值。如果 X 值完全相等,则用相同的方法检查两个向量的 Y 值、Z 值。该运算符" +"可用于向量排序。" msgid "" "Returns the negative value of the [Vector3i]. This is the same as writing " @@ -109424,6 +123679,30 @@ msgstr "" "返回该 [Vector3i] 的负值。和写 [code]Vector3i(-v.x, -v.y, -v.z)[/code] 是一样" "的。该操作在保持相同幅度的同时,翻转向量的方向。" +msgid "A 4D vector using floating point coordinates." +msgstr "使用浮点数坐标的 4D 向量。" + +msgid "" +"A 4-element structure that can be used to represent 4D coordinates or any " +"other quadruplet of numeric values.\n" +"It uses floating-point coordinates. By default, these floating-point values " +"use 32-bit precision, unlike [float] which is always 64-bit. If double " +"precision is needed, compile the engine with the option " +"[code]precision=double[/code].\n" +"See [Vector4i] for its integer counterpart.\n" +"[b]Note:[/b] In a boolean context, a Vector4 will evaluate to [code]false[/" +"code] if it's equal to [code]Vector4(0, 0, 0, 0)[/code]. Otherwise, a Vector4 " +"will always evaluate to [code]true[/code]." +msgstr "" +"包含四个元素的结构体,可用于代表 4D 坐标或任何数值的四元组。\n" +"使用浮点数坐标。默认情况下,这些浮点值为 32 位精度,与始终为 64 位的 [float] " +"并不相同。如果需要双精度,请在编译引擎时使用 [code]precision=double[/code] 选" +"项。\n" +"对应的整数版本见 [Vector4i]。\n" +"[b]注意:[/b]在布尔语境中,如果 Vector4 等于 [code]Vector4(0, 0, 0, 0)[/code] " +"则求值结果为 [code]false[/code]。否则 Vector4 的求值结果始终为 [code]true[/" +"code]。" + msgid "" "Constructs a default-initialized [Vector4] with all components set to " "[code]0[/code]." @@ -109445,13 +123724,12 @@ msgid "" "Returns the inverse of the vector. This is the same as [code]Vector4(1.0 / v." "x, 1.0 / v.y, 1.0 / v.z, 1.0 / v.w)[/code]." msgstr "" -"返回该向量的逆向量。与 [code]Vector4(1.0 / v.x, 1.0 / v.y, 1.0 / v.z, 1.0 / " -"v.w)[/code] 相同。" +"返回该向量的逆向量。与 [code]Vector4(1.0 / v.x, 1.0 / v.y, 1.0 / v.z, 1.0 / v." +"w)[/code] 相同。" msgid "" "Returns the axis of the vector's lowest value. See [code]AXIS_*[/code] " -"constants. If all components are equal, this method returns [constant " -"AXIS_W]." +"constants. If all components are equal, this method returns [constant AXIS_W]." msgstr "" "返回该向量中最小值的轴。见 [code]AXIS_*[/code] 常量。如果所有分量相等,则该方" "法返回 [constant AXIS_W]。" @@ -109476,8 +123754,8 @@ msgid "" "Multiplies each component of the [Vector4] by the components of the given " "[Vector4].\n" "[codeblock]\n" -"print(Vector4(10, 20, 30, 40) * Vector4(3, 4, 5, 6)) # Prints \"(30, 80, " -"150, 240)\"\n" +"print(Vector4(10, 20, 30, 40) * Vector4(3, 4, 5, 6)) # Prints \"(30, 80, 150, " +"240)\"\n" "[/codeblock]" msgstr "" "将该 [Vector4] 的每个分量乘以给定 [Vector4] 的对应分量。\n" @@ -109557,14 +123835,78 @@ msgid "Divides each component of the [Vector4] by the given [int]." msgstr "将该 [Vector4] 的每个分量除以给定的 [int]。" msgid "" -"Access vector components using their [param index]. [code]v[0][/code] is " -"equivalent to [code]v.x[/code], [code]v[1][/code] is equivalent to [code]v." -"y[/code], [code]v[2][/code] is equivalent to [code]v.z[/code], and [code]v[3]" -"[/code] is equivalent to [code]v.w[/code]." +"Compares two [Vector4] vectors by first checking if the X value of the left " +"vector is less than the X value of the [param right] vector. If the X values " +"are exactly equal, then it repeats this check with the Y values of the two " +"vectors, Z values of the two vectors, and then with the W values. This " +"operator is useful for sorting vectors.\n" +"[b]Note:[/b] Vectors with [constant @GDScript.NAN] elements don't behave the " +"same as other vectors. Therefore, the results from this operator may not be " +"accurate if NaNs are included." msgstr "" -"使用向量分量的 [param index] 来访问向量分量。[code]v[0][/code] 等价于 " -"[code]v.x[/code],[code]v[1][/code] 等价于 [code]v.y[/code],[code]v[2][/" -"code] 等价于 [code]v.z[/code],[code]v[3][/code] 等价于 [code]v.w[/code]。" +"比较两个 [Vector4] 向量,首先检查左向量的 X 值是否小于 [param right] 向量的 X " +"值。如果 X 值完全相等,则用相同的方法检查两个向量的 Y 值、Z 值、W 值。该运算符" +"可用于向量排序。\n" +"[b]注意:[/b]包含 [constant @GDScript.NAN] 元素的向量的行为与其他向量不同。因" +"此,如果包含 NaN,则这个方法的结果可能不准确。" + +msgid "" +"Compares two [Vector4] vectors by first checking if the X value of the left " +"vector is less than or equal to the X value of the [param right] vector. If " +"the X values are exactly equal, then it repeats this check with the Y values " +"of the two vectors, Z values of the two vectors, and then with the W values. " +"This operator is useful for sorting vectors.\n" +"[b]Note:[/b] Vectors with [constant @GDScript.NAN] elements don't behave the " +"same as other vectors. Therefore, the results from this operator may not be " +"accurate if NaNs are included." +msgstr "" +"比较两个 [Vector4] 向量,首先检查左向量的 X 值是否小于等于 [param right] 向量" +"的 X 值。如果 X 值完全相等,则用相同的方法检查两个向量的 Y 值、Z 值、W 值。该" +"运算符可用于向量排序。\n" +"[b]注意:[/b]包含 [constant @GDScript.NAN] 元素的向量的行为与其他向量不同。因" +"此,如果包含 NaN,则这个方法的结果可能不准确。" + +msgid "" +"Compares two [Vector4] vectors by first checking if the X value of the left " +"vector is greater than the X value of the [param right] vector. If the X " +"values are exactly equal, then it repeats this check with the Y values of the " +"two vectors, Z values of the two vectors, and then with the W values. This " +"operator is useful for sorting vectors.\n" +"[b]Note:[/b] Vectors with [constant @GDScript.NAN] elements don't behave the " +"same as other vectors. Therefore, the results from this operator may not be " +"accurate if NaNs are included." +msgstr "" +"比较两个 [Vector4] 向量,首先检查左向量的 X 值是否大于 [param right] 向量的 X " +"值。如果 X 值完全相等,则用相同的方法检查两个向量的 Y 值、Z 值、W 值。该运算符" +"可用于向量排序。\n" +"[b]注意:[/b]包含 [constant @GDScript.NAN] 元素的向量的行为与其他向量不同。因" +"此,如果包含 NaN,则这个方法的结果可能不准确。" + +msgid "" +"Compares two [Vector4] vectors by first checking if the X value of the left " +"vector is greater than or equal to the X value of the [param right] vector. " +"If the X values are exactly equal, then it repeats this check with the Y " +"values of the two vectors, Z values of the two vectors, and then with the W " +"values. This operator is useful for sorting vectors.\n" +"[b]Note:[/b] Vectors with [constant @GDScript.NAN] elements don't behave the " +"same as other vectors. Therefore, the results from this operator may not be " +"accurate if NaNs are included." +msgstr "" +"比较两个 [Vector4] 向量,首先检查左向量的 X 值是否大于等于 [param right] 向量" +"的 X 值。如果 X 值完全相等,则用相同的方法检查两个向量的 Y 值、Z 值、W 值。该" +"运算符可用于向量排序。\n" +"[b]注意:[/b]包含 [constant @GDScript.NAN] 元素的向量的行为与其他向量不同。因" +"此,如果包含 NaN,则这个方法的结果可能不准确。" + +msgid "" +"Access vector components using their [param index]. [code]v[0][/code] is " +"equivalent to [code]v.x[/code], [code]v[1][/code] is equivalent to [code]v.y[/" +"code], [code]v[2][/code] is equivalent to [code]v.z[/code], and [code]v[3][/" +"code] is equivalent to [code]v.w[/code]." +msgstr "" +"使用向量分量的 [param index] 来访问向量分量。[code]v[0][/code] 等价于 [code]v." +"x[/code],[code]v[1][/code] 等价于 [code]v.y[/code],[code]v[2][/code] 等价于 " +"[code]v.z[/code],[code]v[3][/code] 等价于 [code]v.w[/code]。" msgid "" "Returns the negative value of the [Vector4]. This is the same as writing " @@ -109576,6 +123918,28 @@ msgstr "" "一样的。该操作在保持相同幅度的同时,翻转向量的方向。对于浮点数,零也有正负两" "种。" +msgid "A 4D vector using integer coordinates." +msgstr "使用整数坐标的 4D 向量。" + +msgid "" +"A 4-element structure that can be used to represent 4D grid coordinates or " +"any other quadruplet of integers.\n" +"It uses integer coordinates and is therefore preferable to [Vector4] when " +"exact precision is required. Note that the values are limited to 32 bits, and " +"unlike [Vector4] this cannot be configured with an engine build option. Use " +"[int] or [PackedInt64Array] if 64-bit values are needed.\n" +"[b]Note:[/b] In a boolean context, a Vector4i will evaluate to [code]false[/" +"code] if it's equal to [code]Vector4i(0, 0, 0, 0)[/code]. Otherwise, a " +"Vector3i will always evaluate to [code]true[/code]." +msgstr "" +"包含四个元素的结构体,可用于代表 4D 坐标或任何整数的四元组。\n" +"使用整数坐标,因此需要绝对精确时应比 [Vector4] 优先使用。请注意,取值范围有 " +"32 位的限制,与 [Vector4] 不同,这个类型的精度无法使用引擎的构建参数进行配置。" +"如果需要 64 位的值,请使用 [int] 或 [PackedInt64Array]。\n" +"[b]注意:[/b]在布尔语境中,如果 Vector4i 等于 [code]Vector4i(0, 0, 0, 0)[/" +"code] 则求值结果为 [code]false[/code]。否则 Vector4i 的求值结果始终为 " +"[code]true[/code]。" + msgid "" "Constructs a default-initialized [Vector4i] with all components set to " "[code]0[/code]." @@ -109591,26 +123955,25 @@ msgid "" "Vector4.floor] or [method Vector4.round] to this constructor instead." msgstr "" "根据给定的 [Vector4] 构造 [Vector4i],会将各个分量的小数部分截断(向 0 取" -"整)。要使用不同的行为,请考虑改为传入 [method Vector4.ceil]、[method " -"Vector4.floor] 或 [method Vector4.round] 的结果。" +"整)。要使用不同的行为,请考虑改为传入 [method Vector4.ceil]、[method Vector4." +"floor] 或 [method Vector4.round] 的结果。" msgid "Returns a [Vector4i] with the given components." msgstr "返回具有给定分量的 [Vector4i]。" msgid "" -"Gets the remainder of each component of the [Vector4i] with the components " -"of the given [Vector4i]. This operation uses truncated division, which is " -"often not desired as it does not work well with negative numbers. Consider " -"using [method @GlobalScope.posmod] instead if you want to handle negative " -"numbers.\n" +"Gets the remainder of each component of the [Vector4i] with the components of " +"the given [Vector4i]. This operation uses truncated division, which is often " +"not desired as it does not work well with negative numbers. Consider using " +"[method @GlobalScope.posmod] instead if you want to handle negative numbers.\n" "[codeblock]\n" -"print(Vector4i(10, -20, 30, -40) % Vector4i(7, 8, 9, 10)) # Prints \"(3, " -"-4, 3, 0)\"\n" +"print(Vector4i(10, -20, 30, -40) % Vector4i(7, 8, 9, 10)) # Prints \"(3, -4, " +"3, 0)\"\n" "[/codeblock]" msgstr "" -"获取该 [Vector4i] 的每个分量与给定 [Vector4i] 中分量的余数。这个运算使用的是" -"截断式除法,因为对负数不友好,所以通常不会想要使用。如果你想要处理负数,请考" -"虑改用 [method @GlobalScope.posmod]。\n" +"获取该 [Vector4i] 的每个分量与给定 [Vector4i] 中分量的余数。这个运算使用的是截" +"断式除法,因为对负数不友好,所以通常不会想要使用。如果你想要处理负数,请考虑改" +"用 [method @GlobalScope.posmod]。\n" "[codeblock]\n" "print(Vector4i(10, -20, 30, -40) % Vector4i(7, 8, 9, 10)) # 输出 \"(3, -4, " "3, 0)\"\n" @@ -109680,8 +124043,8 @@ msgid "" "Subtracts each component of the [Vector4i] by the components of the given " "[Vector4i].\n" "[codeblock]\n" -"print(Vector4i(10, 20, 30, 40) - Vector4i(3, 4, 5, 6)) # Prints \"(7, 16, " -"25, 34)\"\n" +"print(Vector4i(10, 20, 30, 40) - Vector4i(3, 4, 5, 6)) # Prints \"(7, 16, 25, " +"34)\"\n" "[/codeblock]" msgstr "" "将该 [Vector4i] 的每个分量减去给定 [Vector4i] 的对应分量。\n" @@ -109728,8 +124091,8 @@ msgid "" "operator is useful for sorting vectors." msgstr "" "比较两个 [Vector4i] 向量,首先检查左向量的 X 值是否小于 [param right] 向量的 " -"X 值。如果 X 值完全相等,则用相同的方法检查两个向量的 Y 值、Z 值、W 值。该运" -"算符可用于向量排序。" +"X 值。如果 X 值完全相等,则用相同的方法检查两个向量的 Y 值、Z 值、W 值。该运算" +"符可用于向量排序。" msgid "" "Compares two [Vector4i] vectors by first checking if the X value of the left " @@ -109738,9 +124101,9 @@ msgid "" "of the two vectors, Z values of the two vectors, and then with the W values. " "This operator is useful for sorting vectors." msgstr "" -"比较两个 [Vector4i] 向量,首先检查左向量的 X 值是否小于等于 [param right] 向" -"量的 X 值。如果 X 值完全相等,则用相同的方法检查两个向量的 Y 值、Z 值、W 值。" -"该运算符可用于向量排序。" +"比较两个 [Vector4i] 向量,首先检查左向量的 X 值是否小于等于 [param right] 向量" +"的 X 值。如果 X 值完全相等,则用相同的方法检查两个向量的 Y 值、Z 值、W 值。该" +"运算符可用于向量排序。" msgid "Returns [code]true[/code] if the vectors are exactly equal." msgstr "如果向量完全相等,则返回 [code]true[/code]。" @@ -109748,13 +124111,13 @@ msgstr "如果向量完全相等,则返回 [code]true[/code]。" msgid "" "Compares two [Vector4i] vectors by first checking if the X value of the left " "vector is greater than the X value of the [param right] vector. If the X " -"values are exactly equal, then it repeats this check with the Y values of " -"the two vectors, Z values of the two vectors, and then with the W values. " -"This operator is useful for sorting vectors." +"values are exactly equal, then it repeats this check with the Y values of the " +"two vectors, Z values of the two vectors, and then with the W values. This " +"operator is useful for sorting vectors." msgstr "" "比较两个 [Vector4i] 向量,首先检查左向量的 X 值是否大于 [param right] 向量的 " -"X 值。如果 X 值完全相等,则用相同的方法检查两个向量的 Y 值、Z 值、W 值。该运" -"算符可用于向量排序。" +"X 值。如果 X 值完全相等,则用相同的方法检查两个向量的 Y 值、Z 值、W 值。该运算" +"符可用于向量排序。" msgid "" "Compares two [Vector4i] vectors by first checking if the X value of the left " @@ -109763,9 +124126,9 @@ msgid "" "values of the two vectors, Z values of the two vectors, and then with the W " "values. This operator is useful for sorting vectors." msgstr "" -"比较两个 [Vector4i] 向量,首先检查左向量的 X 值是否大于等于 [param right] 向" -"量的 X 值。如果 X 值完全相等,则用相同的方法检查两个向量的 Y 值、Z 值、W 值。" -"该运算符可用于向量排序。" +"比较两个 [Vector4i] 向量,首先检查左向量的 X 值是否大于等于 [param right] 向量" +"的 X 值。如果 X 值完全相等,则用相同的方法检查两个向量的 Y 值、Z 值、W 值。该" +"运算符可用于向量排序。" msgid "" "Returns the negative value of the [Vector4i]. This is the same as writing " @@ -109775,6 +124138,41 @@ msgstr "" "返回该 [Vector4i] 的负值。和写 [code]Vector4i(-v.x, -v.y, -v.z, -v.w)[/code] " "是一样的。这个运算会翻转向量方向,同时保持长度不变。" +msgid "A 3D physics body that simulates the behavior of a car." +msgstr "模拟汽车行为的 3D 物理体。" + +msgid "" +"This physics body implements all the physics logic needed to simulate a car. " +"It is based on the raycast vehicle system commonly found in physics engines. " +"Aside from a [CollisionShape3D] for the main body of the vehicle, you must " +"also add a [VehicleWheel3D] node for each wheel. You should also add a " +"[MeshInstance3D] to this node for the 3D model of the vehicle, but this model " +"should generally not include meshes for the wheels. You can control the " +"vehicle by using the [member brake], [member engine_force], and [member " +"steering] properties. The position or orientation of this node shouldn't be " +"changed directly.\n" +"[b]Note:[/b] The origin point of your VehicleBody3D will determine the center " +"of gravity of your vehicle. To make the vehicle more grounded, the origin " +"point is usually kept low, moving the [CollisionShape3D] and [MeshInstance3D] " +"upwards.\n" +"[b]Note:[/b] This class has known issues and isn't designed to provide " +"realistic 3D vehicle physics. If you want advanced vehicle physics, you may " +"have to write your own physics integration using [CharacterBody3D] or " +"[RigidBody3D]." +msgstr "" +"该节点实现了模拟汽车所需的所有物理逻辑。它基于物理引擎中常见的射线投射的车辆系" +"统。除了需要为车身添加一个 [CollisionShape3D] 之外,你还必须为每个车轮添加一" +"个 [VehicleWheel3D] 节点。你还应该为车辆的 3D 模型的向这个节点添加一个 " +"[MeshInstance3D],但该模型通常不应该包含车轮的网格。你可以使用 [member " +"brake]、[member engine_force] 和 [member steering] 属性来控制车辆。不应该直接" +"更改该节点的位置和朝向。\n" +"[b]注意:[/b]VehicleBody3D 的原点将决定车辆的重心。为了让车辆能够更好地贴地," +"通常会将原点保持在较低的位置,并将 [CollisionShape3D] 和 [MeshInstance3D] 向上" +"移动。\n" +"[b]注意:[/b]该类存在已知问题,并非旨在提供逼真的 3D 车辆物理效果。如果想要高" +"级车辆物理,可能必须使用 [CharacterBody3D] 或 [RigidBody3D] 类来编写自己的物理" +"整合函数。" + msgid "" "Slows down the vehicle by applying a braking force. The vehicle is only " "slowed down if the wheels are in contact with a surface. The force you need " @@ -109782,25 +124180,25 @@ msgid "" "RigidBody3D.mass] of the vehicle. For a vehicle with a mass set to 1000, try " "a value in the 25 - 30 range for hard braking." msgstr "" -"通过施加一个制动力使车辆减速。只有当车轮接触到表面时,车辆才会减速。使车辆充" -"分减速所需的力,取决于车辆的 [member RigidBody3D.mass]。对于一个质量被设置为 " +"通过施加一个制动力使车辆减速。只有当车轮接触到表面时,车辆才会减速。使车辆充分" +"减速所需的力,取决于车辆的 [member RigidBody3D.mass]。对于一个质量被设置为 " "1000 的车辆,尝试使用 25 - 30 范围内的值进行紧急制动。" msgid "" -"Accelerates the vehicle by applying an engine force. The vehicle is only " -"sped up if the wheels that have [member VehicleWheel3D.use_as_traction] set " -"to [code]true[/code] and are in contact with a surface. The [member " -"RigidBody3D.mass] of the vehicle has an effect on the acceleration of the " -"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 " -"range for acceleration.\n" +"Accelerates the vehicle by applying an engine force. The vehicle is only sped " +"up if the wheels that have [member VehicleWheel3D.use_as_traction] set to " +"[code]true[/code] and are in contact with a surface. The [member RigidBody3D." +"mass] of the vehicle has an effect on the acceleration of the vehicle. For a " +"vehicle with a mass set to 1000, try a value in the 25 - 50 range for " +"acceleration.\n" "[b]Note:[/b] The simulation does not take the effect of gears into account, " "you will need to add logic for this if you wish to simulate gears.\n" "A negative value will result in the vehicle reversing." msgstr "" "通过施加一个引擎力来加速车辆。只有当 [member VehicleWheel3D.use_as_traction] " "被设置为 [code]true[/code] 的车轮与表面接触时,车辆才会加速。车辆的 [member " -"RigidBody3D.mass] 对车辆的加速度有影响。对于质量被设置为 1000 的车辆,请尝试" -"使用 25 - 50 范围内的加速度值。\n" +"RigidBody3D.mass] 对车辆的加速度有影响。对于质量被设置为 1000 的车辆,请尝试使" +"用 25 - 50 范围内的加速度值。\n" "[b]注意:[/b]模拟没有考虑齿轮的影响,如果想要模拟齿轮,需要为其添加逻辑。\n" "负值将导致车辆倒车。" @@ -109809,14 +124207,33 @@ msgid "" "result in the vehicle turning when it's moving. Wheels that have [member " "VehicleWheel3D.use_as_steering] set to [code]true[/code] will automatically " "be rotated.\n" -"[b]Note:[/b] This property is edited in the inspector in degrees. In code " -"the property is set in radians." +"[b]Note:[/b] This property is edited in the inspector in degrees. In code the " +"property is set in radians." msgstr "" "车辆的转向角。将该属性设置为非零值将导致车辆在移动时转弯。[member " "VehicleWheel3D.use_as_steering] 设置为 [code]true[/code] 的车轮将自动旋转。\n" "[b]注意:[/b]该属性在检查器中以度为单位进行编辑。在代码中,该属性以弧度单位设" "置。" +msgid "" +"A 3D physics body for a [VehicleBody3D] that simulates the behavior of a " +"wheel." +msgstr "用于 [VehicleBody3D] 的 3D 物理体,能够模拟车轮的行为。" + +msgid "" +"A node used as a child of a [VehicleBody3D] parent to simulate the behavior " +"of one of its wheels. This node also acts as a collider to detect if the " +"wheel is touching a surface.\n" +"[b]Note:[/b] This class has known issues and isn't designed to provide " +"realistic 3D vehicle physics. If you want advanced vehicle physics, you may " +"need to write your own physics integration using another [PhysicsBody3D] " +"class." +msgstr "" +"作为 [VehicleBody3D] 子节点使用的节点,能够模拟车辆其中一个车轮的行为。这个节" +"点还充当了碰撞器,能够检测车轮是否与某个表面接触。\n" +"[b]注意:[/b]该类存在已知问题,并非旨在提供逼真的 3D 车辆物理效果。如果想要高" +"级车辆物理,可能必须使用其他 [PhysicsBody3D] 类来编写自己的物理整合函数。" + msgid "" "Returns the contacting body node if valid in the tree, as [Node3D]. At the " "moment, [GridMap] is not supported so the node will be always of type " @@ -109824,8 +124241,8 @@ msgid "" "Returns [code]null[/code] if the wheel is not in contact with a surface, or " "the contact body is not a [PhysicsBody3D]." msgstr "" -"如果接触的实体节点在树中有效,则返回接触的实体节点,如 [Node3D]。目前,不支" -"持 [GridMap],因此该节点将始终为 [PhysicsBody3D] 类型。\n" +"如果接触的实体节点在树中有效,则返回接触的实体节点,如 [Node3D]。目前,不支持 " +"[GridMap],因此该节点将始终为 [PhysicsBody3D] 类型。\n" "如果车轮没有与表面接触,或者接触的实体不是 [PhysicsBody3D],则返回 " "[code]null[/code]。" @@ -109837,9 +124254,9 @@ msgid "" "skidding. 0.0 is skidding (the wheel has lost grip, e.g. icy terrain), 1.0 " "means not skidding (the wheel has full grip, e.g. dry asphalt road)." msgstr "" -"返回一个介于 0.0 和 1.0 之间的值,表示这个轮子是否打滑。0.0 表示打滑(车轮失" -"去了抓地力,例如冰雪地形),1.0 表示不打滑(车轮有充分的抓地力,例如干燥的沥" -"青路)。" +"返回一个介于 0.0 和 1.0 之间的值,表示这个轮子是否打滑。0.0 表示打滑(车轮失去" +"了抓地力,例如冰雪地形),1.0 表示不打滑(车轮有充分的抓地力,例如干燥的沥青" +"路)。" msgid "Returns [code]true[/code] if this wheel is in contact with a surface." msgstr "如果轮子与表面接触,返回 [code]true[/code]。" @@ -109847,13 +124264,13 @@ msgstr "如果轮子与表面接触,返回 [code]true[/code]。" msgid "" "Slows down the wheel by applying a braking force. The wheel is only slowed " "down if it is in contact with a surface. The force you need to apply to " -"adequately slow down your vehicle depends on the [member RigidBody3D.mass] " -"of the vehicle. For a vehicle with a mass set to 1000, try a value in the 25 " -"- 30 range for hard braking." +"adequately slow down your vehicle depends on the [member RigidBody3D.mass] of " +"the vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - " +"30 range for hard braking." msgstr "" -"通过施加制动力使车轮减速。车轮只有在与表面接触时才会减速。使车辆充分减速所需" -"的力,取决于车辆的 [member RigidBody3D.mass]。对于质量被设置为 1000 的车辆," -"尝试使用 25 - 30 范围内的值进行紧急制动。" +"通过施加制动力使车轮减速。车轮只有在与表面接触时才会减速。使车辆充分减速所需的" +"力,取决于车辆的 [member RigidBody3D.mass]。对于质量被设置为 1000 的车辆,尝试" +"使用 25 - 30 范围内的值进行紧急制动。" msgid "" "The damping applied to the spring when the spring is being compressed. This " @@ -109866,14 +124283,14 @@ msgstr "" "0.5 左右比较好。" msgid "" -"The damping applied to the spring when relaxing. This value should be " -"between 0.0 (no damping) and 1.0. This value should always be slightly " -"higher than the [member damping_compression] property. For a [member " -"damping_compression] value of 0.3, try a relaxation value of 0.5." +"The damping applied to the spring when relaxing. This value should be between " +"0.0 (no damping) and 1.0. This value should always be slightly higher than " +"the [member damping_compression] property. For a [member damping_compression] " +"value of 0.3, try a relaxation value of 0.5." msgstr "" "放松时施加在弹簧上的阻尼。这个值应该在 0.0(无阻尼)和 1.0 之间。这个值应该总" -"是比 [member damping_compression] 属性稍高。对于 [member " -"damping_compression] 值 0.3,尝试放松值为 0.5。" +"是比 [member damping_compression] 属性稍高。对于 [member damping_compression] " +"值 0.3,尝试放松值为 0.5。" msgid "" "Accelerates the wheel by applying an engine force. The wheel is only sped up " @@ -109885,8 +124302,8 @@ msgid "" "A negative value will result in the wheel reversing." msgstr "" "通过施加引擎力使车轮加速。车轮只有在与表面接触时才会加速。车辆的 [member " -"RigidBody3D.mass] 对车辆的加速度有影响。对于质量被设置为 1000 的车辆,请尝试" -"使用 25 - 50 范围内的加速度值。\n" +"RigidBody3D.mass] 对车辆的加速度有影响。对于质量被设置为 1000 的车辆,请尝试使" +"用 25 - 50 范围内的加速度值。\n" "[b]注意:[/b]模拟没有考虑齿轮的影响,如果想要模拟齿轮,需要为其添加逻辑。\n" "负值将导致车轮倒转。" @@ -109897,34 +124314,34 @@ msgstr "车轮的转向角,单位:弧度。将该属性设置为非零值将 msgid "" "The maximum force the spring can resist. This value should be higher than a " -"quarter of the [member RigidBody3D.mass] of the [VehicleBody3D] or the " -"spring will not carry the weight of the vehicle. Good results are often " -"obtained by a value that is about 3× to 4× this number." +"quarter of the [member RigidBody3D.mass] of the [VehicleBody3D] or the spring " +"will not carry the weight of the vehicle. Good results are often obtained by " +"a value that is about 3× to 4× this number." msgstr "" -"弹簧所能承受的最大力。该值应高于 [VehicleBody3D] 的 [member RigidBody3D." -"mass] 的四分之一,否则该弹簧无法承载车辆的重量。大约 3 到 4 倍这个数字的值通" -"常会获得良好的结果。" +"弹簧所能承受的最大力。该值应高于 [VehicleBody3D] 的 [member RigidBody3D.mass] " +"的四分之一,否则该弹簧无法承载车辆的重量。大约 3 到 4 倍这个数字的值通常会获得" +"良好的结果。" msgid "" -"This value defines the stiffness of the suspension. Use a value lower than " -"50 for an off-road car, a value between 50 and 100 for a race car and try " +"This value defines the stiffness of the suspension. Use a value lower than 50 " +"for an off-road car, a value between 50 and 100 for a race car and try " "something around 200 for something like a Formula 1 car." msgstr "" "这个值定义了悬架的刚度。越野车使用低于 50 的值,赛车使用 50 至 100 的值,像一" "级方程式赛车则尝试 200 左右的值。" msgid "" -"This is the distance the suspension can travel. As Godot units are " -"equivalent to meters, keep this setting relatively low. Try a value between " -"0.1 and 0.3 depending on the type of car." +"This is the distance the suspension can travel. As Godot units are equivalent " +"to meters, keep this setting relatively low. Try a value between 0.1 and 0.3 " +"depending on the type of car." msgstr "" -"这是悬架可以移动的距离。由于Godot 的单位相当于米,所以保持这个设置相对较低。" -"根据汽车的类型,试试 0.1 和 0.3 之间的值。" +"这是悬架可以移动的距离。由于Godot 的单位相当于米,所以保持这个设置相对较低。根" +"据汽车的类型,试试 0.1 和 0.3 之间的值。" msgid "" "If [code]true[/code], this wheel will be turned when the car steers. This " -"value is used in conjunction with [member VehicleBody3D.steering] and " -"ignored if you are using the per-wheel [member steering] value instead." +"value is used in conjunction with [member VehicleBody3D.steering] and ignored " +"if you are using the per-wheel [member steering] value instead." msgstr "" "如果为 [code]true[/code],当汽车转向时这个轮子会转动。该值与 [member " "VehicleBody3D.steering] 结合使用,如果使用的是各个车轮的 [member steering] " @@ -109948,9 +124365,9 @@ msgid "" "simulate tire wear.\n" "It's best to set this to 1.0 when starting out." msgstr "" -"这决定了这个轮子的抓地力有多大。它与车轮所接触的表面的摩擦力设置相结合。0.0 " -"意味着没有抓地力,1.0 是正常抓地力。对于漂移车的设置,尝试将后轮的抓地力设置" -"得比前轮略低,或者使用较低的数值来模拟轮胎的磨损。\n" +"这决定了这个轮子的抓地力有多大。它与车轮所接触的表面的摩擦力设置相结合。0.0 意" +"味着没有抓地力,1.0 是正常抓地力。对于漂移车的设置,尝试将后轮的抓地力设置得比" +"前轮略低,或者使用较低的数值来模拟轮胎的磨损。\n" "在开始时最好将其设置为 1.0。" msgid "The radius of the wheel in meters." @@ -109960,12 +124377,12 @@ msgid "" "This is the distance in meters the wheel is lowered from its origin point. " "Don't set this to 0.0 and move the wheel into position, instead move the " "origin point of your wheel (the gizmo in Godot) to the position the wheel " -"will take when bottoming out, then use the rest length to move the wheel " -"down to the position it should be in when the car is in rest." +"will take when bottoming out, then use the rest length to move the wheel down " +"to the position it should be in when the car is in rest." msgstr "" -"这是轮子从原点下降的距离,以米为单位。不要把这个设置为 0.0,然后把车轮移到位" -"置上,而是把车轮的原点(Godot 中的小工具)移到车轮触底时的位置,然后使用剩余" -"长度将轮子向下移动到汽车静止时它应该所处位置。" +"这是轮子从原点下降的距离,以米为单位。不要把这个设置为 0.0,然后把车轮移到位置" +"上,而是把车轮的原点(Godot 中的小工具)移到车轮触底时的位置,然后使用剩余长度" +"将轮子向下移动到汽车静止时它应该所处位置。" msgid "" "This value affects the roll of your vehicle. If set to 1.0 for all wheels, " @@ -109975,6 +124392,20 @@ msgstr "" "这个值会影响车辆的滚动。如果所有车轮都设置为 1.0,车辆将容易翻车,而 0.0 的值" "将阻止车身侧倾。" +msgid "" +"A container that arranges its child controls vertically and wraps them around " +"at the borders." +msgstr "将子控件纵向排列并在边界处换行的容器。" + +msgid "" +"A variant of [FlowContainer] that can only arrange its child controls " +"vertically, wrapping them around at the borders. This is similar to how text " +"in a book wraps around when no more words can fit on a line, except " +"vertically." +msgstr "" +"[FlowContainer] 的一种,只能将其子控件纵向排列并在边界处换行。类似于书本中文字" +"在一行中写不下以后的换行方式,但是纵向。" + msgid "Base resource for video streams." msgstr "视频流的基础资源。" @@ -110048,6 +124479,28 @@ msgstr "" "调用。请注意,手动播放在这个方法被调用前也可能多次调用 [method _stop]。开始播" "放后 [method _is_playing] 就应该返回 true。" +msgid "" +"Seeks to [param time] seconds. Called in response to the [member " +"VideoStreamPlayer.stream_position] setter." +msgstr "" +"检索至第 [param time] 秒。设置 [member VideoStreamPlayer.stream_position] 时会" +"被调用。" + +msgid "" +"Select the audio track [param idx]. Called when playback starts, and in " +"response to the [member VideoStreamPlayer.audio_track] setter." +msgstr "" +"选择 [param idx] 音轨。播放开始时,或者设置 [member VideoStreamPlayer." +"audio_track] 时会被调用。" + +msgid "" +"Set the paused status of video playback. [method _is_paused] must return " +"[param paused]. Called in response to the [member VideoStreamPlayer.paused] " +"setter." +msgstr "" +"设置视频播放的暂停状态。[method _is_paused] 必须返回 [param paused]。设置 " +"[member VideoStreamPlayer.paused] 时会被调用。" + msgid "" "Stops playback. May be called multiple times before [method _play], or in " "response to [method VideoStreamPlayer.stop]. [method _is_playing] should " @@ -110056,6 +124509,42 @@ msgstr "" "停止播放。可能在 [method _play] 多次调用,也可能与 [method VideoStreamPlayer." "stop] 对应。停止后 [method _is_playing] 应返回 false。" +msgid "" +"Ticks video playback for [param delta] seconds. Called every frame as long as " +"[method _is_paused] and [method _is_playing] return true." +msgstr "" +"将视频播放推进 [param delta] 秒。只要 [method _is_paused] 和 [method " +"_is_playing] 返回 true,就会为每一帧调用。" + +msgid "" +"Render [param num_frames] audio frames (of [method _get_channels] floats " +"each) from [param buffer], starting from index [param offset] in the array. " +"Returns the number of audio frames rendered, or -1 on error." +msgstr "" +"从数组中的索引 [param offset] 开始,从 [param buffer] 渲染 [param num_frames] " +"个音频帧(每帧 [method _get_channels] 个浮点数)。返回渲染的音频帧数,如果出错" +"则返回 -1。" + +msgid "A control used for video playback." +msgstr "用于播放视频的控件。" + +msgid "" +"A control used for playback of [VideoStream] resources.\n" +"Supported video formats are [url=https://www.theora.org/]Ogg Theora[/url] " +"([code].ogv[/code], [VideoStreamTheora]) and any format exposed via a " +"GDExtension plugin.\n" +"[b]Note:[/b] Due to a bug, VideoStreamPlayer does not support localization " +"remapping yet.\n" +"[b]Warning:[/b] On Web, video playback [i]will[/i] perform poorly due to " +"missing architecture-specific assembly optimizations." +msgstr "" +"用于播放 [VideoStream] 资源的控件。\n" +"支持的视频格式有 [url=https://www.theora.org/]Ogg Theora[/url]([code].ogv[/" +"code],[VideoStreamTheora])以及任何通过 GDExtension 插件公开的格式。\n" +"[b]注意:[/b]由于一个错误,VideoStreamPlayer 还不支持本地化重映射。\n" +"[b]警告:[/b]在 Web 上,视频播放[i]会[/i]由于缺少特定于体系结构的汇编优化而表" +"现不佳。" + msgid "" "Returns the video stream's name, or [code]\"\"[/code] if no video " "stream is assigned." @@ -110102,8 +124591,8 @@ msgid "" "control minimum size will be automatically adjusted to match the video " "stream's dimensions." msgstr "" -"如果为 [code]true[/code],视频会缩放到控件的尺寸。否则,控件的最小尺寸将被自" -"动调整以匹配视频流的尺寸。" +"如果为 [code]true[/code],视频会缩放到控件的尺寸。否则,控件的最小尺寸将被自动" +"调整以匹配视频流的尺寸。" msgid "If [code]true[/code], the video is paused." msgstr "如果为 [code]true[/code],则暂停视频。" @@ -110117,8 +124606,8 @@ msgid "" "implemented yet, except in video formats implemented by a GDExtension add-on." msgstr "" "流的当前位置,单位:秒。\n" -"[b]注意:[/b]更改此值不会产生任何影响,因为除了由 GDExtension 插件实现的视频" -"格式,搜索定位尚未被实现。" +"[b]注意:[/b]更改此值不会产生任何影响,因为除了由 GDExtension 插件实现的视频格" +"式,搜索定位尚未被实现。" msgid "Audio volume as a linear value." msgstr "音频音量为线性值。" @@ -110140,10 +124629,37 @@ msgid "" "extension, you will have to rename the extension to [code].ogv[/code] to use " "those videos within Godot." msgstr "" -"[VideoStream] 资源处理带有 [code].ogv[/code] 扩展名的 [url=https://www." -"theora.org/]Ogg Theora[/url] 视频格式。Theora 编解码器在 CPU 上进行解码。\n" -"[b]注意:[/b]虽然 Ogg Theora 视频也可以具有一个 [code].ogg[/code] 扩展名,但" -"必须将该扩展名重命名为 [code].ogv[/code],才能在 Godot 中使用这些视频。" +"[VideoStream] 资源处理带有 [code].ogv[/code] 扩展名的 [url=https://www.theora." +"org/]Ogg Theora[/url] 视频格式。Theora 编解码器在 CPU 上进行解码。\n" +"[b]注意:[/b]虽然 Ogg Theora 视频也可以具有一个 [code].ogg[/code] 扩展名,但必" +"须将该扩展名重命名为 [code].ogv[/code],才能在 Godot 中使用这些视频。" + +msgid "" +"Abstract base class for viewports. Encapsulates drawing and interaction with " +"a game world." +msgstr "视口的抽象基类。对绘图以及与游戏世界的交互进行了封装。" + +msgid "" +"A Viewport creates a different view into the screen, or a sub-view inside " +"another viewport. Children 2D Nodes will display on it, and children Camera3D " +"3D nodes will render on it too.\n" +"Optionally, a viewport can have its own 2D or 3D world, so it doesn't share " +"what it draws with other viewports.\n" +"Viewports can also choose to be audio listeners, so they generate positional " +"audio depending on a 2D or 3D camera child of it.\n" +"Also, viewports can be assigned to different screens in case the devices have " +"multiple screens.\n" +"Finally, viewports can also behave as render targets, in which case they will " +"not be visible unless the associated texture is used to draw." +msgstr "" +"Viewport(视口)会在屏幕中创建不同的视图,或是在其他视口中创建子视图。视口上会" +"显示 2D 子节点,也会渲染 Camera3D 3D 子节点。\n" +"视口也可以拥有自己的 2D 或 3D 世界,这样就不会与其他视口共享绘制的内容。\n" +"视口也可以选择作为音频监听器,这样就可以根据 2D 或 3D 相机子节点生成位置音" +"频。\n" +"另外,在设备有多个屏幕的情况下,可以将视口分配给不同的屏幕。\n" +"最后,视口也可以充当渲染目标,在这种情况下,除非使用与其相关联的纹理进行绘制," +"否则它们将不可见。" msgid "" "Returns the first valid [World2D] for this viewport, searching the [member " @@ -110171,8 +124687,8 @@ msgid "Returns an individual bit on the rendering layer mask." msgstr "返回渲染层遮罩上的某个比特位。" msgid "" -"Returns the transform from the viewport's coordinate system to the " -"embedder's coordinate system." +"Returns the transform from the viewport's coordinate system to the embedder's " +"coordinate system." msgstr "返回从该视口的坐标系到嵌入器坐标系统的变换。" msgid "" @@ -110186,8 +124702,8 @@ msgid "" msgstr "返回指定象限的 [enum PositionalShadowAtlasQuadrantSubdiv]。" msgid "" -"Returns rendering statistics of the given type. See [enum RenderInfoType] " -"and [enum RenderInfo] for options." +"Returns rendering statistics of the given type. See [enum RenderInfoType] and " +"[enum RenderInfo] for options." msgstr "" "返回给定类型的渲染统计。选项见 [enum RenderInfoType] 和 [enum RenderInfo]。" @@ -110199,9 +124715,9 @@ msgstr "返回从视口的坐标到包含窗口管理器窗口的屏幕坐标的 msgid "" "Returns the viewport's texture.\n" "[b]Note:[/b] When trying to store the current texture (e.g. in a file), it " -"might be completely black or outdated if used too early, especially when " -"used in e.g. [method Node._ready]. To make sure the texture you get is " -"correct, you can await [signal RenderingServer.frame_post_draw] signal.\n" +"might be completely black or outdated if used too early, especially when used " +"in e.g. [method Node._ready]. To make sure the texture you get is correct, " +"you can await [signal RenderingServer.frame_post_draw] signal.\n" "[codeblock]\n" "func _ready():\n" " await RenderingServer.frame_post_draw\n" @@ -110210,8 +124726,8 @@ msgid "" msgstr "" "返回该视口的纹理\n" "[b]注意:[/b]保存当前纹理时(例如保存到文件中),如果时机过早则可能是全黑或过" -"时的图片,尤其是在 [method Node._ready] 等函数中使用时。要确保获得正确的纹" -"理,你可以等待 [signal RenderingServer.frame_post_draw] 信号。\n" +"时的图片,尤其是在 [method Node._ready] 等函数中使用时。要确保获得正确的纹理," +"你可以等待 [signal RenderingServer.frame_post_draw] 信号。\n" "[codeblock]\n" "func _ready():\n" " await RenderingServer.frame_post_draw\n" @@ -110271,16 +124787,103 @@ msgstr "" "set_input_as_handled] 前,输入事件都处于未处理状态。\n" "通常作为 [method Node._input]、[method Control._gui_input] 等输入处理方法以及" "对应的信号处理函数的一部分来实现。\n" -"如果 [member handle_input_locally] 为 [code]false[/code],则这个方法会尝试查" -"找第一个本地处理输入的父级视口,并返回该视口的 [method is_input_handled]。" +"如果 [member handle_input_locally] 为 [code]false[/code],则这个方法会尝试查找" +"第一个本地处理输入的父级视口,并返回该视口的 [method is_input_handled]。" msgid "" -"Helper method which calls the [code]set_text()[/code] method on the " -"currently focused [Control], provided that it is defined (e.g. if the " -"focused Control is [Button] or [LineEdit])." +"Triggers the given [param event] in this [Viewport]. This can be used to pass " +"an [InputEvent] between viewports, or to locally apply inputs that were sent " +"over the network or saved to a file.\n" +"If [param in_local_coords] is [code]false[/code], the event's position is in " +"the embedder's coordinates and will be converted to viewport coordinates. If " +"[param in_local_coords] is [code]true[/code], the event's position is in " +"viewport coordinates.\n" +"While this method serves a similar purpose as [method Input." +"parse_input_event], it does not remap the specified [param event] based on " +"project settings like [member ProjectSettings.input_devices/pointing/" +"emulate_touch_from_mouse].\n" +"Calling this method will propagate calls to child nodes for following methods " +"in the given order:\n" +"- [method Node._input]\n" +"- [method Control._gui_input] for [Control] nodes\n" +"- [method Node._shortcut_input]\n" +"- [method Node._unhandled_input]\n" +"- [method Node._unhandled_key_input]\n" +"If an earlier method marks the input as handled via [method " +"set_input_as_handled], any later method in this list will not be called.\n" +"If none of the methods handle the event and [member physics_object_picking] " +"is [code]true[/code], the event is used for physics object picking." msgstr "" -"辅助方法,会调用当前聚焦 [Control] 的 [code]set_text()[/code] 方法,前提是该" -"控件上定义了这个方法(例如聚焦 Control 为 [Button] 或 [LineEdit])。" +"在该 [Viewport] 中触发给定的 [param event] 事件。可用于在不同视口之间传递 " +"[InputEvent],或者在本地应用通过网络传输或保存在文件中的事件。\n" +"如果 [param in_local_coords] 为 [code]false[/code],则该事件中的位置使用的是嵌" +"入器坐标系,会被转换至视口坐标系。如果 [param in_local_coords] 为 [code]true[/" +"code],则该事件的位置使用的是视口坐标系。\n" +"虽然这个方法的用途和 [method Input.parse_input_event] 类似,但不会根据 " +"[member ProjectSettings.input_devices/pointing/emulate_touch_from_mouse] 等项" +"目设置对指定的 [param event] 进行重映射。\n" +"调用这个方法会将调用传播至子节点,按照以下顺序调用:\n" +"- [method Node._input]\n" +"- [method Control._gui_input] 仅用于 [Control] 节点\n" +"- [method Node._shortcut_input]\n" +"- [method Node._unhandled_input]\n" +"- [method Node._unhandled_key_input]\n" +"如果某个方法使用 [method set_input_as_handled] 将输入标记为已处理,则列表中的" +"后续方法均不会被调用。\n" +"如果上述方法均未处理事件,并且 [member physics_object_picking] 为 [code]true[/" +"code],则该事件将用于物理对象的拾取。" + +msgid "" +"Helper method which calls the [code]set_text()[/code] method on the currently " +"focused [Control], provided that it is defined (e.g. if the focused Control " +"is [Button] or [LineEdit])." +msgstr "" +"辅助方法,会调用当前聚焦 [Control] 的 [code]set_text()[/code] 方法,前提是该控" +"件上定义了这个方法(例如聚焦 Control 为 [Button] 或 [LineEdit])。" + +msgid "" +"Triggers the given [InputEvent] in this [Viewport]. This can be used to pass " +"input events between viewports, or to locally apply inputs that were sent " +"over the network or saved to a file.\n" +"If [param in_local_coords] is [code]false[/code], the event's position is in " +"the embedder's coordinates and will be converted to viewport coordinates. If " +"[param in_local_coords] is [code]true[/code], the event's position is in " +"viewport coordinates.\n" +"While this method serves a similar purpose as [method Input." +"parse_input_event], it does not remap the specified [param event] based on " +"project settings like [member ProjectSettings.input_devices/pointing/" +"emulate_touch_from_mouse].\n" +"Calling this method will propagate calls to child nodes for following methods " +"in the given order:\n" +"- [method Node._shortcut_input]\n" +"- [method Node._unhandled_input]\n" +"- [method Node._unhandled_key_input]\n" +"If an earlier method marks the input as handled via [method " +"set_input_as_handled], any later method in this list will not be called.\n" +"If none of the methods handle the event and [member physics_object_picking] " +"is [code]true[/code], the event is used for physics object picking.\n" +"[b]Note:[/b] This method doesn't propagate input events to embedded [Window]s " +"or [SubViewport]s.\n" +"[i]Deprecated.[/i] Use [method push_input] instead." +msgstr "" +"在该 [Viewport] 中触发给定的 [param event] 事件。可用于在不同视口之间传递 " +"[InputEvent],或者在本地应用通过网络传输或保存在文件中的事件。\n" +"如果 [param in_local_coords] 为 [code]false[/code],则该事件中的位置使用的是嵌" +"入器坐标系,会被转换至视口坐标系。如果 [param in_local_coords] 为 [code]true[/" +"code],则该事件的位置使用的是视口坐标系。\n" +"虽然这个方法的用途和 [method Input.parse_input_event] 类似,但不会根据 " +"[member ProjectSettings.input_devices/pointing/emulate_touch_from_mouse] 等项" +"目设置对指定的 [param event] 进行重映射。\n" +"调用这个方法会将调用传播至子节点,按照以下顺序调用:\n" +"- [method Node._shortcut_input]\n" +"- [method Node._unhandled_input]\n" +"- [method Node._unhandled_key_input]\n" +"如果某个方法使用 [method set_input_as_handled] 将输入标记为已处理,则列表中的" +"后续方法均不会被调用。\n" +"如果上述方法均未处理事件,并且 [member physics_object_picking] 为 [code]true[/" +"code],则该事件将用于物理对象的拾取。\n" +"[b]注意:[/b]这个方法不会将输入事件传播至嵌入式 [Window] 和 [SubViewport]。\n" +"[i]已废弃。[/i]请改用 [method push_input]。" msgid "" "Set/clear individual bits on the rendering layer mask. This simplifies " @@ -110289,8 +124892,8 @@ msgstr "设置或清除碰撞掩码上的比特位。可以简化 [Viewport] 层 msgid "" "Stops the input from propagating further down the [SceneTree].\n" -"[b]Note:[/b] This does not affect the methods in [Input], only the way " -"events are propagated." +"[b]Note:[/b] This does not affect the methods in [Input], only the way events " +"are propagated." msgstr "" "让输入停止继续沿着 [SceneTree] 向下传播。\n" "[b]注意:[/b]不会影响 [Input] 中的方法,只会影响事件的传播。" @@ -110302,9 +124905,21 @@ msgid "" "with a varying number of subdivisions and to have as few subdivisions as " "possible." msgstr "" -"设置在指定象限内使用的细分数。较多的细分数可以让你在场景中一次拥有更多的阴" -"影,但是会降低阴影的质量。一个好的做法是让象限具有不同数量的细分,并尽可能地" -"减少细分。" +"设置在指定象限内使用的细分数。较多的细分数可以让你在场景中一次拥有更多的阴影," +"但是会降低阴影的质量。一个好的做法是让象限具有不同数量的细分,并尽可能地减少细" +"分。" + +msgid "" +"Force instantly updating the display based on the current mouse cursor " +"position. This includes updating the mouse cursor shape and sending necessary " +"[signal Control.mouse_entered], [signal CollisionObject2D.mouse_entered], " +"[signal CollisionObject3D.mouse_entered] and [signal Window.mouse_entered] " +"signals and their respective [code]mouse_exited[/code] counterparts." +msgstr "" +"根据当前鼠标光标的位置强制立即更新显示。包括更新鼠标光标的形状以及发送必要的 " +"[signal Control.mouse_entered]、[signal CollisionObject2D.mouse_entered]、" +"[signal CollisionObject3D.mouse_entered]、[signal Window.mouse_entered] 等信" +"号,以及这些信号对应的 [code]mouse_exited[/code] 版本。" msgid "" "Moves the mouse pointer to the specified position in this [Viewport] using " @@ -110345,8 +124960,8 @@ msgid "" "positions of all child [CanvasItem]s. This is relative to the global canvas " "transform of the viewport." msgstr "" -"该视口的画布变换,对改变所有子 [CanvasItem] 的屏幕位置很有用。相对于该视口的" -"全局画布变换。" +"该视口的画布变换,对改变所有子 [CanvasItem] 的屏幕位置很有用。相对于该视口的全" +"局画布变换。" msgid "The overlay mode for test rendered geometry in debug purposes." msgstr "在调试时,用于测试渲染的几何图形的叠加模式。" @@ -110356,8 +124971,8 @@ msgstr "禁用 3D 渲染(但保留 2D 渲染)。" msgid "" "Determines how sharp the upscaled image will be when using the FSR upscaling " -"mode. Sharpness halves with every whole number. Values go from 0.0 " -"(sharpest) to 2.0. Values above 2.0 won't make a visible difference.\n" +"mode. Sharpness halves with every whole number. Values go from 0.0 (sharpest) " +"to 2.0. Values above 2.0 won't make a visible difference.\n" "To control this property on the root viewport, set the [member " "ProjectSettings.rendering/scaling_3d/fsr_sharpness] project setting." msgstr "" @@ -110367,8 +124982,8 @@ msgstr "" "fsr_sharpness] 项目设置。" msgid "" -"The global canvas transform of the viewport. The canvas transform is " -"relative to this." +"The global canvas transform of the viewport. The canvas transform is relative " +"to this." msgstr "该视口的全局画布变换。画布变换是相对于这个的。" msgid "If [code]true[/code], the viewport will not receive input events." @@ -110379,9 +124994,8 @@ msgid "" "inside application window as control-like nodes. If [code]false[/code], they " "will appear as separate windows handled by the operating system." msgstr "" -"如果为 [code]true[/code],子窗口(弹出窗口和对话框)将和控件等节点一样嵌入到" -"应用程序窗口中。如果为 [code]false[/code],它们将显示为操作系统处理的独立窗" -"口。" +"如果为 [code]true[/code],子窗口(弹出窗口和对话框)将和控件等节点一样嵌入到应" +"用程序窗口中。如果为 [code]false[/code],它们将显示为操作系统处理的独立窗口。" msgid "" "If [code]true[/code], the GUI controls on the viewport will lay pixel " @@ -110392,35 +125006,32 @@ msgid "" "If [code]true[/code], this viewport will mark incoming input events as " "handled by itself. If [code]false[/code], this is instead done by the first " "parent viewport that is set to handle input locally.\n" -"A [SubViewportContainer] will automatically set this property to " -"[code]false[/code] for the [Viewport] contained inside of it.\n" +"A [SubViewportContainer] will automatically set this property to [code]false[/" +"code] for the [Viewport] contained inside of it.\n" "See also [method set_input_as_handled] and [method is_input_handled]." msgstr "" -"如果为 [code]true[/code],则这个视口会把收到的输入事件标记为已被自身处理。如" -"果为 [code]false[/code],则由第一个设置本地处理输入的父级视口进行这样的操" -"作。\n" +"如果为 [code]true[/code],则这个视口会把收到的输入事件标记为已被自身处理。如果" +"为 [code]false[/code],则由第一个设置本地处理输入的父级视口进行这样的操作。\n" "[SubViewportContainer] 会自动将其包含的 [Viewport] 的这个属性设置为 " "[code]false[/code]。\n" "另见 [method set_input_as_handled] 和 [method is_input_handled]。" msgid "" -"The automatic LOD bias to use for meshes rendered within the [Viewport] " -"(this is analogous to [member ReflectionProbe.mesh_lod_threshold]). Higher " -"values will use less detailed versions of meshes that have LOD variations " -"generated. If set to [code]0.0[/code], automatic LOD is disabled. Increase " -"[member mesh_lod_threshold] to improve performance at the cost of geometry " -"detail.\n" +"The automatic LOD bias to use for meshes rendered within the [Viewport] (this " +"is analogous to [member ReflectionProbe.mesh_lod_threshold]). Higher values " +"will use less detailed versions of meshes that have LOD variations generated. " +"If set to [code]0.0[/code], automatic LOD is disabled. Increase [member " +"mesh_lod_threshold] to improve performance at the cost of geometry detail.\n" "To control this property on the root viewport, set the [member " "ProjectSettings.rendering/mesh_lod/lod_change/threshold_pixels] project " "setting.\n" -"[b]Note:[/b] [member mesh_lod_threshold] does not affect " -"[GeometryInstance3D] visibility ranges (also known as \"manual\" LOD or " -"hierarchical LOD)." +"[b]Note:[/b] [member mesh_lod_threshold] does not affect [GeometryInstance3D] " +"visibility ranges (also known as \"manual\" LOD or hierarchical LOD)." msgstr "" -"用于在 [Viewport] 中渲染的网格的自动 LOD 偏置(类似于 [member " -"ReflectionProbe.mesh_lod_threshold])。较高的值将使用生成了 LOD 变化的网格的" -"较不详细版本。如果被设置为 [code]0.0[/code],则自动 LOD 将被禁用。增加 " -"[member mesh_lod_threshold],以牺牲几何细节为代价提高性能。\n" +"用于在 [Viewport] 中渲染的网格的自动 LOD 偏置(类似于 [member ReflectionProbe." +"mesh_lod_threshold])。较高的值将使用生成了 LOD 变化的网格的较不详细版本。如果" +"被设置为 [code]0.0[/code],则自动 LOD 将被禁用。增加 [member " +"mesh_lod_threshold],以牺牲几何细节为代价提高性能。\n" "要在根视口上控制该属性,请设置 [member ProjectSettings.rendering/mesh_lod/" "lod_change/threshold_pixels] 项目设置。\n" "[b]注意:[/b][member mesh_lod_threshold] 不影响 [GeometryInstance3D] 可见性范" @@ -110433,8 +125044,8 @@ msgid "" "effect on shader-induced aliasing or texture aliasing." msgstr "" "2D/画布渲染的多重采样抗锯齿模式。数字越高,得到的边缘越平滑,代价是性能也会显" -"著降低。设为 2 或 4 为佳,除非目标是非常高端的系统。对由着色器或纹理导致的锯" -"齿无效。" +"著降低。设为 2 或 4 为佳,除非目标是非常高端的系统。对由着色器或纹理导致的锯齿" +"无效。" msgid "" "The multisample anti-aliasing mode for 3D rendering. A higher number results " @@ -110453,8 +125064,8 @@ msgid "" "If [code]true[/code], the viewport will use a unique copy of the [World3D] " "defined in [member world_3d]." msgstr "" -"如果为 [code]true[/code],则该视口会使用 [member world_3d] 中定义的 " -"[World3D] 的唯一副本。" +"如果为 [code]true[/code],则该视口会使用 [member world_3d] 中定义的 [World3D] " +"的唯一副本。" msgid "" "If [code]true[/code], the objects rendered by viewport become subjects of " @@ -110463,14 +125074,14 @@ msgstr "如果为 [code]true[/code],该视口渲染的对象将成为鼠标拾 msgid "" "If [code]true[/code], objects receive mouse picking events sorted primarily " -"by their [member CanvasItem.z_index] and secondarily by their position in " -"the scene tree. If [code]false[/code], the order is undetermined.\n" +"by their [member CanvasItem.z_index] and secondarily by their position in the " +"scene tree. If [code]false[/code], the order is undetermined.\n" "[b]Note:[/b] This setting is disabled by default because of its potential " "expensive computational cost." msgstr "" "如果为 [code]true[/code],对象接收鼠标拾取事件的顺序,主要按它们的 [member " -"CanvasItem.z_index] 排序,其次按它们在场景树中的位置排序。如果为 " -"[code]false[/code],则顺序不确定。\n" +"CanvasItem.z_index] 排序,其次按它们在场景树中的位置排序。如果为 [code]false[/" +"code],则顺序不确定。\n" "[b]注意:[/b]默认情况下禁用此设置,因为它可能会产生昂贵的计算成本。" msgid "The subdivision amount of the first quadrant on the shadow atlas." @@ -110489,14 +125100,14 @@ msgid "" "The shadow atlas' resolution (used for omni and spot lights). The value is " "rounded up to the nearest power of 2.\n" "[b]Note:[/b] If this is set to [code]0[/code], no positional shadows will be " -"visible at all. This can improve performance significantly on low-end " -"systems by reducing both the CPU and GPU load (as fewer draw calls are " -"needed to draw the scene without shadows)." +"visible at all. This can improve performance significantly on low-end systems " +"by reducing both the CPU and GPU load (as fewer draw calls are needed to draw " +"the scene without shadows)." msgstr "" "阴影图集的分辨率(用于全向灯和聚光灯)。该值将向上舍入到最接近的 2 次幂。\n" -"[b]注意:[/b]如果设置为 [code]0[/code],将根本看不到任何阴影(包括定向阴" -"影)。可以通过降低 CPU 和 GPU 负载来显著提升在低端系统上的性能(因为绘制不带" -"阴影的场景需要的绘制调用更少)。" +"[b]注意:[/b]如果设置为 [code]0[/code],将根本看不到任何阴影(包括定向阴影)。" +"可以通过降低 CPU 和 GPU 负载来显著提升在低端系统上的性能(因为绘制不带阴影的场" +"景需要的绘制调用更少)。" msgid "" "Sets scaling 3d mode. Bilinear scaling renders at different resolution to " @@ -110510,8 +125121,8 @@ msgid "" msgstr "" "设置缩放 3D 模式。双线性缩放会以不同的分辨率进行渲染,对视口进行欠采样或超采" "样。FidelityFX Super Resolution 1.0,缩写为 FSR,是一种放大技术,通过使用一种" -"空间感知放大算法,以快速帧速率生成高质量图像。FSR 比双线性的性能消耗略高一" -"些,但产生的图像质量却高得多。应尽可能使用 FSR。\n" +"空间感知放大算法,以快速帧速率生成高质量图像。FSR 比双线性的性能消耗略高一些," +"但产生的图像质量却高得多。应尽可能使用 FSR。\n" "要在根视口上控制这个属性,请使用项目设置 [member ProjectSettings.rendering/" "scaling_3d/mode]。" @@ -110520,8 +125131,8 @@ msgid "" "specified in [member ProjectSettings.rendering/scaling_3d/mode] to scale the " "output image to the full viewport size. Values lower than [code]1.0[/code] " "can be used to speed up 3D rendering at the cost of quality (undersampling). " -"Values greater than [code]1.0[/code] are only valid for bilinear mode and " -"can be used to improve 3D rendering quality at a high performance cost " +"Values greater than [code]1.0[/code] are only valid for bilinear mode and can " +"be used to improve 3D rendering quality at a high performance cost " "(supersampling). See also [member ProjectSettings.rendering/anti_aliasing/" "quality/msaa_3d] for multi-sample antialiasing, which is significantly " "cheaper but only smooths the edges of polygons.\n" @@ -110538,21 +125149,21 @@ msgstr "" "code] 大的值仅在双线性模式下可用,可以提升 3D 渲染质量,但性能消耗较高(超采" "样)。另见多重采样抗锯齿 [member ProjectSettings.rendering/anti_aliasing/" "quality/msaa_3d],性能消耗明显更低,但只会对多边形的边缘进行平滑。\n" -"使用 FSR 放大时,AMD 推荐将以下值作为预设选项暴露给用户“极致质量:0.77”“质" -"量:0.67”“平衡:0.59”“性能:0.5”,不暴露特定的缩放值。\n" +"使用 FSR 放大时,AMD 推荐将以下值作为预设选项暴露给用户“极致质量:0.77”“质量:" +"0.67”“平衡:0.59”“性能:0.5”,不暴露特定的缩放值。\n" "要在根视口上控制这个属性,请使用项目设置 [member ProjectSettings.rendering/" "scaling_3d/scale]。" msgid "" "Sets the screen-space antialiasing method used. Screen-space antialiasing " -"works by selectively blurring edges in a post-process shader. It differs " -"from MSAA which takes multiple coverage samples while rendering objects. " -"Screen-space AA methods are typically faster than MSAA and will smooth out " -"specular aliasing, but tend to make scenes appear blurry." +"works by selectively blurring edges in a post-process shader. It differs from " +"MSAA which takes multiple coverage samples while rendering objects. Screen-" +"space AA methods are typically faster than MSAA and will smooth out specular " +"aliasing, but tend to make scenes appear blurry." msgstr "" -"设置使用的屏幕空间抗锯齿方法。屏幕空间抗锯齿的原理是在后期处理着色器中选择性" -"地模糊边缘。它与 MSAA 不同,后者在渲染对象时采用多个覆盖样本。屏幕空间抗锯齿" -"方法通常比 MSAA 更快,并且会平滑高光锯齿,但往往会使场景显得模糊。" +"设置使用的屏幕空间抗锯齿方法。屏幕空间抗锯齿的原理是在后期处理着色器中选择性地" +"模糊边缘。它与 MSAA 不同,后者在渲染对象时采用多个覆盖样本。屏幕空间抗锯齿方法" +"通常比 MSAA 更快,并且会平滑高光锯齿,但往往会使场景显得模糊。" msgid "" "Affects the final texture sharpness by reading from a lower or higher mipmap " @@ -110579,9 +125190,9 @@ msgstr "" "而启用 FXAA([member screen_space_aa])则会对这个值应用 [code]-0.25[/code] 的" "偏移量。如果同时启用 TAA 和 FXAA,则会对这个值应用 [code]-0.75[/code] 的偏移" "量。\n" -"[b]注意:[/b]如果 [member scaling_3d_scale] 比 [code]1.0[/code] 小(包含)," -"则会使用 [member texture_mipmap_bias] 自动调整 mipmap 偏置,内部会根据缩放系" -"数进行计算。公式为 [code]log2(scaling_3d_scale) + mipmap_bias[/code]。\n" +"[b]注意:[/b]如果 [member scaling_3d_scale] 比 [code]1.0[/code] 小(包含),则" +"会使用 [member texture_mipmap_bias] 自动调整 mipmap 偏置,内部会根据缩放系数进" +"行计算。公式为 [code]log2(scaling_3d_scale) + mipmap_bias[/code]。\n" "要在根视口上控制这个属性,请使用项目设置 [member ProjectSettings.rendering/" "textures/default_filters/texture_mipmap_bias]。" @@ -110597,64 +125208,64 @@ msgid "" "Environment.BG_CANVAS]. See also [member ProjectSettings.rendering/" "anti_aliasing/quality/use_debanding].\n" "In some cases, debanding may introduce a slightly noticeable dithering " -"pattern. It's recommended to enable debanding only when actually needed " -"since the dithering pattern will make lossless-compressed screenshots larger." +"pattern. It's recommended to enable debanding only when actually needed since " +"the dithering pattern will make lossless-compressed screenshots larger." msgstr "" -"如果为 [code]true[/code],则使用一个快速的后期处理滤镜,使 3D 的带状现象明显" -"减少。除非 [member Environment.background_mode] 为 [constant Environment." +"如果为 [code]true[/code],则使用一个快速的后期处理滤镜,使 3D 的带状现象明显减" +"少。除非 [member Environment.background_mode] 为 [constant Environment." "BG_CANVAS],否则 2D 渲染[i]不会[/i]受到去条带的影响。另见 [member " "ProjectSettings.rendering/anti_aliasing/quality/use_debanding]。\n" -"在某些情况下,去条带可能会引入稍微明显的抖动图案。建议仅在实际需要时才启用去" -"条带,因为抖动图案会使无损压缩的屏幕截图变大。" +"在某些情况下,去条带可能会引入稍微明显的抖动图案。建议仅在实际需要时才启用去条" +"带,因为抖动图案会使无损压缩的屏幕截图变大。" msgid "" -"If [code]true[/code], [OccluderInstance3D] nodes will be usable for " -"occlusion culling in 3D for this viewport. For the root viewport, [member " +"If [code]true[/code], [OccluderInstance3D] nodes will be usable for occlusion " +"culling in 3D for this viewport. For the root viewport, [member " "ProjectSettings.rendering/occlusion_culling/use_occlusion_culling] must be " "set to [code]true[/code] instead.\n" "[b]Note:[/b] Enabling occlusion culling has a cost on the CPU. Only enable " "occlusion culling if you actually plan to use it, and think whether your " "scene can actually benefit from occlusion culling. Large, open scenes with " "few or no objects blocking the view will generally not benefit much from " -"occlusion culling. Large open scenes generally benefit more from mesh LOD " -"and visibility ranges ([member GeometryInstance3D.visibility_range_begin] " -"and [member GeometryInstance3D.visibility_range_end]) compared to occlusion " +"occlusion culling. Large open scenes generally benefit more from mesh LOD and " +"visibility ranges ([member GeometryInstance3D.visibility_range_begin] and " +"[member GeometryInstance3D.visibility_range_end]) compared to occlusion " "culling." msgstr "" "如果为 [code]true[/code],[OccluderInstance3D] 节点将被用于该视口中的 3D 遮挡" "剔除。对于根视口,[member ProjectSettings.rendering/occlusion_culling/" "use_occlusion_culling] 必须改为被设置为 [code]true[/code]。\n" "[b]注意:[/b]启用遮挡剔除会消耗一定的 CPU。仅当确实打算使用遮挡剔除时才启用" -"它,并考虑场景是否真的可以从遮挡剔除中受益。具有很少或没有对象阻挡视图的大型" -"开放场景,通常不会从遮挡剔除中受益更多。与遮挡剔除相比,大型开放场景通常从网" -"格 LOD 和可见性范围([member GeometryInstance3D.visibility_range_begin] 和 " +"它,并考虑场景是否真的可以从遮挡剔除中受益。具有很少或没有对象阻挡视图的大型开" +"放场景,通常不会从遮挡剔除中受益更多。与遮挡剔除相比,大型开放场景通常从网格 " +"LOD 和可见性范围([member GeometryInstance3D.visibility_range_begin] 和 " "[member GeometryInstance3D.visibility_range_end])中受益更多。" msgid "" "Enables Temporal Anti-Aliasing for this viewport. TAA works by jittering the " -"camera and accumulating the images of the last rendered frames, motion " -"vector rendering is used to account for camera and object motion.\n" +"camera and accumulating the images of the last rendered frames, motion vector " +"rendering is used to account for camera and object motion.\n" "[b]Note:[/b] The implementation is not complete yet, some visual instances " "such as particles and skinned meshes may show artifacts." msgstr "" -"为该视口启用时间抗锯齿。TAA 通过抖动相机并累积最后渲染帧的图像来工作,运动向" -"量渲染被用于解释相机和对象的运动。\n" +"为该视口启用时间抗锯齿。TAA 通过抖动相机并累积最后渲染帧的图像来工作,运动向量" +"渲染被用于解释相机和对象的运动。\n" "[b]注意:[/b]实现尚未完成,一些可视实例,如粒子和蒙皮网格可能会出现伪影。" msgid "" "If [code]true[/code], the viewport will use the primary XR interface to " -"render XR output. When applicable this can result in a stereoscopic image " -"and the resulting render being output to a headset." +"render XR output. When applicable this can result in a stereoscopic image and " +"the resulting render being output to a headset." msgstr "" -"如果为 [code]true[/code],则视口将使用主 XR 接口来渲染 XR 输出。如果适用,这" -"可以得到立体图像,渲染结果会输出到头戴设备。" +"如果为 [code]true[/code],则视口将使用主 XR 接口来渲染 XR 输出。如果适用,这可" +"以得到立体图像,渲染结果会输出到头戴设备。" msgid "" -"The Variable Rate Shading (VRS) mode that is used for this viewport. Note, " -"if hardware does not support VRS this property is ignored." +"The Variable Rate Shading (VRS) mode that is used for this viewport. Note, if " +"hardware does not support VRS this property is ignored." msgstr "" -"用于这个视口的可变速率着色(Variable Rate Shading,VRS)模式。请注意,如果硬" -"件不支持 VRS,则会忽略此属性。" +"用于这个视口的可变速率着色(Variable Rate Shading,VRS)模式。请注意,如果硬件" +"不支持 VRS,则会忽略此属性。" msgid "" "Texture to use when [member vrs_mode] is set to [constant Viewport." @@ -110677,8 +125288,8 @@ msgid "" "[/codeblock]" msgstr "" "[member vrs_mode] 为 [constant Viewport.VRS_TEXTURE] 时使用的纹理。\n" -"该纹理[i]必须[/i]使用无损压缩格式,以便可以精确匹配颜色。以下 VRS 密度会映射" -"为各种颜色,较亮的颜色代表较低的着色精度。\n" +"该纹理[i]必须[/i]使用无损压缩格式,以便可以精确匹配颜色。以下 VRS 密度会映射为" +"各种颜色,较亮的颜色代表较低的着色精度。\n" "[codeblock]\n" "- 1x1 = rgb(0, 0, 0) - #000000\n" "- 1x2 = rgb(0, 85, 0) - #005500\n" @@ -110705,8 +125316,7 @@ msgid "" "Emitted when the size of the viewport is changed, whether by resizing of " "window, or some other means." msgstr "" -"当视口的大小被改变时发出,无论是通过调整窗口大小,还是通过其他方式改变的大" -"小。" +"当视口的大小被改变时发出,无论是通过调整窗口大小,还是通过其他方式改变的大小。" msgid "This quadrant will not be used." msgstr "不使用该象限。" @@ -110725,16 +125335,16 @@ msgstr "该象限将被分为 64 份,最多被 64 张阴影贴图使用。" msgid "" "This quadrant will be split 256 ways and used by up to 256 shadow maps. " -"Unless the [member positional_shadow_atlas_size] is very high, the shadows " -"in this quadrant will be very low resolution." +"Unless the [member positional_shadow_atlas_size] is very high, the shadows in " +"this quadrant will be very low resolution." msgstr "" "该象限将被分为 256 份,最多被 256 张阴影贴图使用。除非 [member " "positional_shadow_atlas_size] 非常高,否则该象限中的阴影分辨率将非常低。" msgid "" "This quadrant will be split 1024 ways and used by up to 1024 shadow maps. " -"Unless the [member positional_shadow_atlas_size] is very high, the shadows " -"in this quadrant will be very low resolution." +"Unless the [member positional_shadow_atlas_size] is very high, the shadows in " +"this quadrant will be very low resolution." msgstr "" "该象限将被分为 1024 份,最多被 1024 张阴影贴图使用。除非 [member " "positional_shadow_atlas_size] 非常高,否则该象限中的阴影分辨率将非常低。" @@ -110762,9 +125372,9 @@ msgid "" "disables scaling." msgstr "" "对该视口的 3D 缓冲区使用 AMD FidelityFX 超分辨率 1.0 升采样技术。缩放的程度可" -"以使用 [member scaling_3d_scale] 设置。小于 [code]1.0[/code] 的值会使用 FSR " -"进行放大。不支持大于 [code]1.0[/code] 的值,会改用双线性降采样。值为 " -"[code]1.0[/code] 时禁用缩放。" +"以使用 [member scaling_3d_scale] 设置。小于 [code]1.0[/code] 的值会使用 FSR 进" +"行放大。不支持大于 [code]1.0[/code] 的值,会改用双线性降采样。值为 [code]1.0[/" +"code] 时禁用缩放。" msgid "Represents the size of the [enum Scaling3DMode] enum." msgstr "代表 [enum Scaling3DMode] 枚举的大小。" @@ -110779,14 +125389,13 @@ msgid "" "helps reduce aliasing noticeably, but 4× MSAA still looks substantially " "better." msgstr "" -"使用 2 倍多重采样抗锯齿。性能成本中等。有助于显着减少锯齿,但 4× MSAA 看起来" -"仍然要好得多。" +"使用 2 倍多重采样抗锯齿。性能成本中等。有助于显着减少锯齿,但 4× MSAA 看起来仍" +"然要好得多。" msgid "" -"Use 4× Multisample Antialiasing. This has a significant performance cost, " -"and is generally a good compromise between performance and quality." -msgstr "" -"使用 4 倍多重采样抗锯齿。性能成本显著,通常是性能和质量之间的良好折衷。" +"Use 4× Multisample Antialiasing. This has a significant performance cost, and " +"is generally a good compromise between performance and quality." +msgstr "使用 4 倍多重采样抗锯齿。性能成本显著,通常是性能和质量之间的良好折衷。" msgid "" "Use 8× Multisample Antialiasing. This has a very high performance cost. The " @@ -110820,42 +125429,41 @@ msgstr "对象正常显示。" msgid "" "Objects are displayed semi-transparent with additive blending so you can see " "where they are drawing over top of one another. A higher overdraw means you " -"are wasting performance on drawing pixels that are being hidden behind " -"others." +"are wasting performance on drawing pixels that are being hidden behind others." msgstr "" -"对象通过加法混合显示为半透明,因此可以看到它们在彼此之上绘制的位置。更高的过" -"度绘制意味着在绘制隐藏在其他像素后面的像素时浪费了性能。" +"对象通过加法混合显示为半透明,因此可以看到它们在彼此之上绘制的位置。更高的过度" +"绘制意味着在绘制隐藏在其他像素后面的像素时浪费了性能。" msgid "Objects are displayed in wireframe style." msgstr "对象以线框风格显示。" msgid "" -"Draws the screen-space ambient occlusion texture instead of the scene so " -"that you can clearly see how it is affecting objects. In order for this " -"display mode to work, you must have [member Environment.ssao_enabled] set in " -"your [WorldEnvironment]." +"Draws the screen-space ambient occlusion texture instead of the scene so that " +"you can clearly see how it is affecting objects. In order for this display " +"mode to work, you must have [member Environment.ssao_enabled] set in your " +"[WorldEnvironment]." msgstr "" -"绘制屏幕空间环境光遮蔽纹理而不是场景,以便可以清楚地看到它是如何影响对象的。" -"为了使该显示模式起作用,必须在 [WorldEnvironment] 中设置 [member Environment." +"绘制屏幕空间环境光遮蔽纹理而不是场景,以便可以清楚地看到它是如何影响对象的。为" +"了使该显示模式起作用,必须在 [WorldEnvironment] 中设置 [member Environment." "ssao_enabled]。" msgid "" -"Draws the screen-space indirect lighting texture instead of the scene so " -"that you can clearly see how it is affecting objects. In order for this " -"display mode to work, you must have [member Environment.ssil_enabled] set in " -"your [WorldEnvironment]." +"Draws the screen-space indirect lighting texture instead of the scene so that " +"you can clearly see how it is affecting objects. In order for this display " +"mode to work, you must have [member Environment.ssil_enabled] set in your " +"[WorldEnvironment]." msgstr "" -"绘制屏幕空间间接照明纹理而不是场景,以便可以清楚地看到它是如何影响对象的。为" -"了使该显示模式起作用,必须在 [WorldEnvironment] 中设置 [member Environment." +"绘制屏幕空间间接照明纹理而不是场景,以便可以清楚地看到它是如何影响对象的。为了" +"使该显示模式起作用,必须在 [WorldEnvironment] 中设置 [member Environment." "ssil_enabled]。" msgid "" -"Colors each PSSM split for the [DirectionalLight3D]s in the scene a " -"different color so you can see where the splits are. In order, they will be " -"colored red, green, blue, and yellow." +"Colors each PSSM split for the [DirectionalLight3D]s in the scene a different " +"color so you can see where the splits are. In order, they will be colored " +"red, green, blue, and yellow." msgstr "" -"为场景中的 [DirectionalLight3D] 的每个 PSSM 分割着色不同的颜色,以便可以看到" -"分割的位置。按顺序,它们将被着色为红色、绿色、蓝色、和黄色。" +"为场景中的 [DirectionalLight3D] 的每个 PSSM 分割着色不同的颜色,以便可以看到分" +"割的位置。按顺序,它们将被着色为红色、绿色、蓝色、和黄色。" msgid "" "Draws the decal atlas used by [Decal]s and light projector textures in the " @@ -110872,8 +125480,8 @@ msgid "VRS is disabled." msgstr "VRS 已禁用。" msgid "" -"VRS uses a texture. Note, for stereoscopic use a texture atlas with a " -"texture for each view." +"VRS uses a texture. Note, for stereoscopic use a texture atlas with a texture " +"for each view." msgstr "" "VRS 使用一个纹理。请注意,对于立体视觉,请为每个视图使用带有纹理的纹理图集。" @@ -110883,16 +125491,51 @@ msgstr "VRS 纹理由主 [XRInterface] 提供。" msgid "Represents the size of the [enum VRSMode] enum." msgstr "代表 [enum VRSMode] 枚举的大小。" +msgid "Provides the content of a [Viewport] as a dynamic texture." +msgstr "以动态纹理的形式提供 [Viewport] 的内容。" + +msgid "" +"Provides the content of a [Viewport] as a dynamic [Texture2D]. This can be " +"used to mix controls, 2D game objects, and 3D game objects in the same " +"scene.\n" +"To create a [ViewportTexture] in code, use the [method Viewport.get_texture] " +"method on the target viewport.\n" +"[b]Note:[/b] When local to scene, this texture uses [method Resource." +"setup_local_to_scene] to set the proxy texture and flags in the local " +"viewport. Local to scene [ViewportTexture]s will return incorrect data until " +"the scene root is ready (see [signal Node.ready])." +msgstr "" +"以动态 [Texture2D] 的形式提供 [Viewport] 的内容。可用于在同一场景中混合控件、" +"2D 游戏对象和 3D 游戏对象。\n" +"要在代码中创建 [ViewportTexture],请在目标视口上使用 [method Viewport." +"get_texture] 方法。\n" +"[b]注意:[/b]当局部于场景时,该纹理使用 [method Resource." +"setup_local_to_scene] 在局部视口中设置代理纹理和标志。局部于场景的 " +"[ViewportTexture] 在场景根节点就绪前返回的是不正确的数据(见 [signal Node." +"ready])。" + +msgid "" +"The path to the [Viewport] node to display. This is relative to the scene " +"root, not to the node that uses the texture.\n" +"[b]Note:[/b] In the editor, this path is automatically updated when the " +"target viewport or one of its ancestors is renamed or moved. At runtime, the " +"path may not be able to automatically update due to the inability to " +"determine the scene root." +msgstr "" +"要显示的 [Viewport] 节点的路径。相对于场景的根节点,而不是使用纹理的节点。\n" +"[b]注意:[/b]在编辑器中,目标视口或其祖级节点发生重命名或移动时会自动更新这个" +"路径。在运行时,该路径可能无法自动更新,因为无法确定场景的根节点。" + msgid "Automatically disables another node if not visible on screen." msgstr "某个节点在屏幕上不可见时自动禁用该节点。" msgid "" "VisibleOnScreenEnabler2D detects when it is visible on screen (just like " -"[VisibleOnScreenNotifier2D]) and automatically enables or disables the " -"target node. The target node is disabled when [VisibleOnScreenEnabler2D] is " -"not visible on screen (including when [member CanvasItem.visible] is " -"[code]false[/code]), and enabled when the enabler is visible. The disabling " -"is achieved by changing [member Node.process_mode]." +"[VisibleOnScreenNotifier2D]) and automatically enables or disables the target " +"node. The target node is disabled when [VisibleOnScreenEnabler2D] is not " +"visible on screen (including when [member CanvasItem.visible] is [code]false[/" +"code]), and enabled when the enabler is visible. The disabling is achieved by " +"changing [member Node.process_mode]." msgstr "" "VisibleOnScreenEnabler2D 检测它何时在屏幕上可见(就像 " "[VisibleOnScreenNotifier2D] 一样)并自动启用或禁用目标节点。当 " @@ -110932,27 +125575,26 @@ msgid "Enables certain nodes only when approximately visible." msgstr "只在大约可见时启用某些节点。" msgid "" -"The VisibleOnScreenEnabler3D will disable [RigidBody3D] and " -"[AnimationPlayer] nodes when they are not visible. It will only affect other " -"nodes within the same scene as the VisibleOnScreenEnabler3D itself.\n" +"The VisibleOnScreenEnabler3D will disable [RigidBody3D] and [AnimationPlayer] " +"nodes when they are not visible. It will only affect other nodes within the " +"same scene as the VisibleOnScreenEnabler3D itself.\n" "If you just want to receive notifications, use [VisibleOnScreenNotifier3D] " "instead.\n" "[b]Note:[/b] VisibleOnScreenEnabler3D uses an approximate heuristic for " "performance reasons. It doesn't take walls and other occlusion into account. " "The heuristic is an implementation detail and may change in future versions. " -"If you need precise visibility checking, use another method such as adding " -"an [Area3D] node as a child of a [Camera3D] node and/or [method Vector3." -"dot].\n" -"[b]Note:[/b] VisibleOnScreenEnabler3D will not affect nodes added after " -"scene initialization." +"If you need precise visibility checking, use another method such as adding an " +"[Area3D] node as a child of a [Camera3D] node and/or [method Vector3.dot].\n" +"[b]Note:[/b] VisibleOnScreenEnabler3D will not affect nodes added after scene " +"initialization." msgstr "" "VisibleOnScreenEnabler3D 会禁用不可见的 [RigidBody3D] 和 [AnimationPlayer] 节" "点。它只会影响与 VisibleOnScreenEnabler3D 本身相同场景中的其他节点。\n" "如果你只是想接收通知,请使用 [VisibleOnScreenNotifier3D] 代替。\n" -"[b]注意:[/b]VisibleOnScreenEnabler3D 由于性能原因使用了一个近似的启发式方" -"法。它不会考虑墙和其他遮挡物。启发式方法属于实现细节,在未来的版本中可能会改" -"变。如果你需要精确的可见性检查,请使用其他方法,例如添加一个 [Area3D] 节点作" -"为 [Camera3D] 节点的子节点和/或 [method Vector3.dot]。\n" +"[b]注意:[/b]VisibleOnScreenEnabler3D 由于性能原因使用了一个近似的启发式方法。" +"它不会考虑墙和其他遮挡物。启发式方法属于实现细节,在未来的版本中可能会改变。如" +"果你需要精确的可见性检查,请使用其他方法,例如添加一个 [Area3D] 节点作为 " +"[Camera3D] 节点的子节点和/或 [method Vector3.dot]。\n" "[b]注意:[/b]VisibleOnScreenEnabler3D 不会影响场景初始化后添加的节点。" msgid "Detects when the node extents are visible on screen." @@ -110962,25 +125604,24 @@ msgid "" "The VisibleOnScreenNotifier2D detects when it is visible on the screen. It " "also notifies when its bounding rectangle enters or exits the screen or a " "viewport.\n" -"If you want nodes to be disabled automatically when they exit the screen, " -"use [VisibleOnScreenEnabler2D] instead.\n" +"If you want nodes to be disabled automatically when they exit the screen, use " +"[VisibleOnScreenEnabler2D] instead.\n" "[b]Note:[/b] VisibleOnScreenNotifier2D uses the render culling code to " "determine whether it's visible on screen, which also means that its [member " "CanvasItem.visible] must be [code]true[/code] to work correctly." msgstr "" -"VisibleOnScreenNotifier2D 检测它何时在屏幕上可见。它还会在其边界矩形进入或退" -"出屏幕或视口时发出通知。\n" +"VisibleOnScreenNotifier2D 检测它何时在屏幕上可见。它还会在其边界矩形进入或退出" +"屏幕或视口时发出通知。\n" "如果希望节点在退出屏幕时自动禁用,请改用 [VisibleOnScreenEnabler2D]。\n" "[b]注意:[/b]VisibleOnScreenNotifier2D 使用渲染剔除代码来确定它是否在屏幕上可" -"见,这也意味着它的 [member CanvasItem.visible] 必须是 [code]true[/code] 才能" -"正常工作。" +"见,这也意味着它的 [member CanvasItem.visible] 必须是 [code]true[/code] 才能正" +"常工作。" msgid "" "If [code]true[/code], the bounding rectangle is on the screen.\n" -"[b]Note:[/b] It takes one frame for the node's visibility to be assessed " -"once added to the scene tree, so this method will return [code]false[/code] " -"right after it is instantiated, even if it will be on screen in the draw " -"pass." +"[b]Note:[/b] It takes one frame for the node's visibility to be assessed once " +"added to the scene tree, so this method will return [code]false[/code] right " +"after it is instantiated, even if it will be on screen in the draw pass." msgstr "" "如果为 [code]true[/code],则边界矩形在屏幕上。\n" "[b]注意:[/b]一旦添加到场景树中,需要一帧来计算节点的可见性,所以这个方法将在" @@ -111002,25 +125643,24 @@ msgid "" "The VisibleOnScreenNotifier3D detects when it is visible on the screen. It " "also notifies when its bounding rectangle enters or exits the screen or a " "[Camera3D]'s view.\n" -"If you want nodes to be disabled automatically when they exit the screen, " -"use [VisibleOnScreenEnabler3D] instead.\n" +"If you want nodes to be disabled automatically when they exit the screen, use " +"[VisibleOnScreenEnabler3D] instead.\n" "[b]Note:[/b] VisibleOnScreenNotifier3D uses the render culling code to " "determine whether it's visible on screen, which also means that its [member " "Node3D.visible] must be [code]true[/code] to work correctly." msgstr "" -"VisibleOnScreenNotifier3D 检测它何时在该屏幕上可见。它还会在其边界矩形进入或" -"退出该屏幕或 [Camera3D] 的视图时发出通知。\n" +"VisibleOnScreenNotifier3D 检测它何时在该屏幕上可见。它还会在其边界矩形进入或退" +"出该屏幕或 [Camera3D] 的视图时发出通知。\n" "如果希望节点在退出屏幕时自动禁用,请改用 [VisibleOnScreenEnabler3D]。\n" "[b]注意:[/b]VisibleOnScreenNotifier3D 使用渲染剔除代码来确定它是否在屏幕上可" -"见,这也意味着它的 [member Node3D.visible] 必须为 [code]true[/code] 时才能正" -"常工作。" +"见,这也意味着它的 [member Node3D.visible] 必须为 [code]true[/code] 时才能正常" +"工作。" msgid "" "If [code]true[/code], the bounding box is on the screen.\n" -"[b]Note:[/b] It takes one frame for the node's visibility to be assessed " -"once added to the scene tree, so this method will return [code]false[/code] " -"right after it is instantiated, even if it will be on screen in the draw " -"pass." +"[b]Note:[/b] It takes one frame for the node's visibility to be assessed once " +"added to the scene tree, so this method will return [code]false[/code] right " +"after it is instantiated, even if it will be on screen in the draw pass." msgstr "" "如果为 [code]true[/code],则边界框在屏幕上。\n" "[b]注意:[/b]一旦添加到场景树中,需要一帧来计算节点的可见性,所以这个方法将在" @@ -111047,9 +125687,9 @@ msgid "" "[RenderingServer] instance." msgstr "" "[VisualInstance3D] 可用于将资源连接到视觉表示。所有的可视化 3D 节点都继承自 " -"[VisualInstance3D]。一般来说,你不应该直接访问 [VisualInstance3D] 的属性,因" -"为它们是由继承自 [VisualInstance3D] 的节点访问和管理的。[VisualInstance3D] " -"是 [RenderingServer] 实例的节点表示。" +"[VisualInstance3D]。一般来说,你不应该直接访问 [VisualInstance3D] 的属性,因为" +"它们是由继承自 [VisualInstance3D] 的节点访问和管理的。[VisualInstance3D] 是 " +"[RenderingServer] 实例的节点表示。" msgid "" "Returns the [AABB] (also known as the bounding box) for this " @@ -111065,14 +125705,21 @@ msgstr "" "[MeshInstance3D],则会返回相关联的 [Mesh] 的 RID。" msgid "" -"Returns the RID of this instance. This RID is the same as the RID returned " -"by [method RenderingServer.instance_create]. This RID is needed if you want " -"to call [RenderingServer] functions directly on this [VisualInstance3D]." +"Returns the RID of this instance. This RID is the same as the RID returned by " +"[method RenderingServer.instance_create]. This RID is needed if you want to " +"call [RenderingServer] functions directly on this [VisualInstance3D]." msgstr "" "返回这个实例的 RID。这个 RID 与 [method RenderingServer.instance_create] 返回" "的 RID 相同。如果你想为这个 [VisualInstance3D] 直接调用 [RenderingServer] 函" "数,就需要这个 RID。" +msgid "" +"Returns whether or not the specified layer of the [member layers] is enabled, " +"given a [param layer_number] between 1 and 20." +msgstr "" +"返回是否启用了 [member layers] 的指定层,该层由一个介于 1 和 20 之间的 [param " +"layer_number] 指定。" + msgid "" "Sets the resource that is instantiated by this [VisualInstance3D], which " "changes how the engine handles the [VisualInstance3D] under the hood. " @@ -111090,30 +125737,62 @@ msgstr "" "和 20 之间的给定 [param layer_number] 指定。" msgid "" -"The amount by which the depth of this [VisualInstance3D] will be adjusted " -"when sorting by depth. Uses the same units as the engine (which are " -"typically meters). Adjusting it to a higher value will make the " -"[VisualInstance3D] reliably draw on top of other [VisualInstance3D]s that " -"are otherwise positioned at the same spot. To ensure it always draws on top " -"of other objects around it (not positioned at the same spot), set the value " -"to be greater than the distance between this [VisualInstance3D] and the " -"other nearby [VisualInstance3D]s." +"The render layer(s) this [VisualInstance3D] is drawn on.\n" +"This object will only be visible for [Camera3D]s whose cull mask includes any " +"of the render layers this [VisualInstance3D] is set to.\n" +"For [Light3D]s, this can be used to control which [VisualInstance3D]s are " +"affected by a specific light. For [GPUParticles3D], this can be used to " +"control which particles are effected by a specific attractor. For [Decal]s, " +"this can be used to control which [VisualInstance3D]s are affected by a " +"specific decal.\n" +"To adjust [member layers] more easily using a script, use [method " +"get_layer_mask_value] and [method set_layer_mask_value].\n" +"[b]Note:[/b] [VoxelGI], SDFGI and [LightmapGI] will always take all layers " +"into account to determine what contributes to global illumination. If this is " +"an issue, set [member GeometryInstance3D.gi_mode] to [constant " +"GeometryInstance3D.GI_MODE_DISABLED] for meshes and [member Light3D." +"light_bake_mode] to [constant Light3D.BAKE_DISABLED] for lights to exclude " +"them from global illumination." msgstr "" -"按深度排序时该 [VisualInstance3D] 的深度将调整的量。使用与引擎相同的单位(通" -"常是米)。将其调整为更高的值,将使 [VisualInstance3D] 可靠地绘制在位于同一位" -"置的其他 [VisualInstance3D] 之上。为确保它始终绘制在它周围的其他对象之上(不" -"位于同一位置),请将值设置为大于该 [VisualInstance3D] 与附近其他 " -"[VisualInstance3D] 之间的距离值。" +"绘制该 [VisualInstance3D] 的渲染层。\n" +"[Camera3D] 的剔除掩码包含该 [VisualInstance3D] 所设置的任何渲染层时,该对象才" +"在该相机中可见。\n" +"对于 [Light3D],可以用于控制指定的灯光能够影响哪些 [VisualInstance3D]。对于 " +"[GPUParticles3D],可以用于控制哪些粒子受到吸引器的影响。对于 [Decal],可以用于" +"控制哪些 [VisualInstance3D] 受到指定贴花的影响。\n" +"要在脚本中更加方便地调整 [member layers],请使用 [method " +"get_layer_mask_value] 和 [method set_layer_mask_value]。\n" +"[b]注意:[/b][VoxelGI]、SDFGI、[LightmapGI] 在确定全局光照影响时始终会考虑所有" +"渲染层。如果不希望这样,请将网格的 [member GeometryInstance3D.gi_mode] 设置为 " +"[constant GeometryInstance3D.GI_MODE_DISABLED],将灯光的 [member Light3D." +"light_bake_mode] 设置为 [constant Light3D.BAKE_DISABLED],这样就能从全局光照中" +"剔除。" + +msgid "" +"The amount by which the depth of this [VisualInstance3D] will be adjusted " +"when sorting by depth. Uses the same units as the engine (which are typically " +"meters). Adjusting it to a higher value will make the [VisualInstance3D] " +"reliably draw on top of other [VisualInstance3D]s that are otherwise " +"positioned at the same spot. To ensure it always draws on top of other " +"objects around it (not positioned at the same spot), set the value to be " +"greater than the distance between this [VisualInstance3D] and the other " +"nearby [VisualInstance3D]s." +msgstr "" +"按深度排序时该 [VisualInstance3D] 的深度将调整的量。使用与引擎相同的单位(通常" +"是米)。将其调整为更高的值,将使 [VisualInstance3D] 可靠地绘制在位于同一位置的" +"其他 [VisualInstance3D] 之上。为确保它始终绘制在它周围的其他对象之上(不位于同" +"一位置),请将值设置为大于该 [VisualInstance3D] 与附近其他 [VisualInstance3D] " +"之间的距离值。" msgid "" "If [code]true[/code], the object is sorted based on the [AABB] center. The " "object will be sorted based on the global position otherwise.\n" -"The [AABB] center based sorting is generally more accurate for 3D models. " -"The position based sorting instead allows to better control the drawing " -"order when working with [GPUParticles3D] and [CPUParticles3D]." +"The [AABB] center based sorting is generally more accurate for 3D models. The " +"position based sorting instead allows to better control the drawing order " +"when working with [GPUParticles3D] and [CPUParticles3D]." msgstr "" -"如果为 [code]true[/code],则该对象会根据其 [AABB] 中心点排序。否则会根据其全" -"局位置排序。\n" +"如果为 [code]true[/code],则该对象会根据其 [AABB] 中心点排序。否则会根据其全局" +"位置排序。\n" "对 3D 模型而言,根据 [AABB] 的中心点排序一般更为精确。使用 [GPUParticles3D] " "和 [CPUParticles3D] 时,根据位置排序能够更好地控制绘制顺序。" @@ -111143,8 +125822,8 @@ msgid "Connects the specified nodes and ports." msgstr "连接指定的节点和端口。" msgid "" -"Connects the specified nodes and ports, even if they can't be connected. " -"Such connection is invalid and will not function properly." +"Connects the specified nodes and ports, even if they can't be connected. Such " +"connection is invalid and will not function properly." msgstr "" "连接指定的节点和端口,即使它们无法连接。这样的连接是无效的,将不能正常工作。" @@ -111167,8 +125846,7 @@ msgstr "返回能够加入到着色器图中的下一个有效节点 ID。" msgid "" "Returns [code]true[/code] if the shader has a varying with the given [param " "name]." -msgstr "" -"如果着色器中存在名为 [param name] 的 varying 则返回 [code]true[/code]。" +msgstr "如果着色器中存在名为 [param name] 的 varying 则返回 [code]true[/code]。" msgid "" "Returns [code]true[/code] if the specified node and port connection exist." @@ -111211,13 +125889,12 @@ msgid "A function for the \"process\" stage of particle shader." msgstr "粒子着色器的“处理”阶段所使用的函数。" msgid "" -"A function for the \"collide\" stage (particle collision handler) of " -"particle shader." +"A function for the \"collide\" stage (particle collision handler) of particle " +"shader." msgstr "粒子着色器的“碰撞”阶段所使用的函数(粒子碰撞处理器)。" msgid "" -"A function for the \"start\" stage of particle shader, with customized " -"output." +"A function for the \"start\" stage of particle shader, with customized output." msgstr "粒子着色器的“开始”阶段所使用的函数,带自定义输出。" msgid "" @@ -111238,8 +125915,8 @@ msgid "" "Varying is passed from [code]Vertex[/code] function to [code]Fragment[/code] " "and [code]Light[/code] functions." msgstr "" -"Varying 从 [code]Vertex[/code] 函数传到 [code]Fragment[/code] 和 " -"[code]Light[/code] 函数。" +"Varying 从 [code]Vertex[/code] 函数传到 [code]Fragment[/code] 和 [code]Light[/" +"code] 函数。" msgid "" "Varying is passed from [code]Fragment[/code] function to [code]Light[/code] " @@ -111291,9 +125968,9 @@ msgid "" "and a set of properties. Each node has also connection ports that allow to " "connect it to another nodes and control the flow of the shader." msgstr "" -"可视化着色器图由各种节点组成。图中的每个节点都是一个独立的对象,它们被表示为" -"带有标题和一系列属性的矩形框。每个节点都有连接端口,可以将其连接到另一个节点" -"并控制着色器的流程。" +"可视化着色器图由各种节点组成。图中的每个节点都是一个独立的对象,它们被表示为带" +"有标题和一系列属性的矩形框。每个节点都有连接端口,可以将其连接到另一个节点并控" +"制着色器的流程。" msgid "VisualShaders" msgstr "VisualShader" @@ -111393,8 +126070,8 @@ msgid "" "If [code]true[/code], the shader will keep the scale set for the mesh. " "Otherwise, the scale is lost when billboarding." msgstr "" -"如果为 [code]true[/code],则着色器将保持为网格设置的缩放。否则,进行公告板处" -"理时将丢失缩放。" +"如果为 [code]true[/code],则着色器将保持为网格设置的缩放。否则,进行公告板处理" +"时将丢失缩放。" msgid "Billboarding is disabled and the node does nothing." msgstr "公告板被禁用,该节点不做任何事情。" @@ -111769,9 +126446,8 @@ msgstr "" "CTYPE_BOOLEAN] 或 [constant CTYPE_TRANSFORM],则无法使用。" msgid "" -"Comparison for greater than or equal ([code]a >= b[/code]). Cannot be used " -"if [member type] set to [constant CTYPE_BOOLEAN] or [constant " -"CTYPE_TRANSFORM]." +"Comparison for greater than or equal ([code]a >= b[/code]). Cannot be used if " +"[member type] set to [constant CTYPE_BOOLEAN] or [constant CTYPE_TRANSFORM]." msgstr "" "大于或等于的比较([code]a >= b[/code])。如果 [member type] 设置为 [constant " "CTYPE_BOOLEAN] 或 [constant CTYPE_TRANSFORM],则无法使用。" @@ -111842,16 +126518,16 @@ msgid "" "Use the [Cubemap] set via [member cube_map]. If this is set to [member " "source], the [code]samplerCube[/code] port is ignored." msgstr "" -"使用 [member cube_map] 设置的 [Cubemap]。如果设置为 [member source],则会忽" -"略 [code]samplerCube[/code] 端口。" +"使用 [member cube_map] 设置的 [Cubemap]。如果设置为 [member source],则会忽略 " +"[code]samplerCube[/code] 端口。" msgid "" "Use the [Cubemap] sampler reference passed via the [code]samplerCube[/code] " "port. If this is set to [member source], the [member cube_map] texture is " "ignored." msgstr "" -"使用通过 [code]samplerCube[/code] 端口传递的 [Cubemap] 采样器引用。如果设置" -"为 [member source],则会忽略 [member cube_map] 纹理。" +"使用通过 [code]samplerCube[/code] 端口传递的 [Cubemap] 采样器引用。如果设置为 " +"[member source],则会忽略 [member cube_map] 纹理。" msgid "Represents the size of the [enum Source] enum." msgstr "代表 [enum Source] 枚举的大小。" @@ -111917,8 +126593,8 @@ msgid "" msgstr "" "继承这个类可以创建自定义的 [VisualShader] 脚本扩展,会自动加入到 Visual " "Shader 编辑器中。[VisualShaderNode] 的行为可以通过覆盖虚方法定义。\n" -"要让节点注册为编辑器扩展,你必须为你的自定义脚本使用 [code]@tool[/code] 注解" -"并提供 [code]class_name[/code]。例如:\n" +"要让节点注册为编辑器扩展,你必须为你的自定义脚本使用 [code]@tool[/code] 注解并" +"提供 [code]class_name[/code]。例如:\n" "[codeblock]\n" "@tool\n" "extends VisualShaderNodeCustom\n" @@ -111954,10 +126630,10 @@ msgid "" "[enum Shader.Mode]) and/or [param type] (see [enum VisualShader.Type]).\n" "Defining this method is [b]required[/b]." msgstr "" -"覆盖这个方法可以定义关联的自定义节点的实际着色器代码。着色器代码应该以字符串" -"形式返回,可以包含多行(用 [code]\"\"\"[/code] 构造多行字符串比较方便)。\n" -"[param input_vars] 和 [param output_vars] 数组包含各个输入和输出变量的字符串" -"名称,这些变量由这个类的 [code]_get_input_*[/code] 和 [code]_get_output_*[/" +"覆盖这个方法可以定义关联的自定义节点的实际着色器代码。着色器代码应该以字符串形" +"式返回,可以包含多行(用 [code]\"\"\"[/code] 构造多行字符串比较方便)。\n" +"[param input_vars] 和 [param output_vars] 数组包含各个输入和输出变量的字符串名" +"称,这些变量由这个类的 [code]_get_input_*[/code] 和 [code]_get_output_*[/" "code] 虚方法定义。\n" "着色器代码中可以为输出端口赋值。例如 [code]return output_vars[0] + \" = \" + " "input_vars[0] + \";\"[/code]。\n" @@ -111970,8 +126646,7 @@ msgid "" "in the Visual Shader Editor's members dialog.\n" "Defining this method is [b]optional[/b]." msgstr "" -"覆盖这个方法可以定义可视化着色器编辑器的成员对话框中的相关自定义节点的描" -"述。\n" +"覆盖这个方法可以定义可视化着色器编辑器的成员对话框中的相关自定义节点的描述。\n" "定义这个方法是[b]可选[/b]的。" msgid "" @@ -111985,8 +126660,8 @@ msgid "" "[enum Shader.Mode]) and/or [param type] (see [enum VisualShader.Type]).\n" "Defining this method is [b]optional[/b]." msgstr "" -"覆盖这个方法可以在每个着色器函数的开头添加着色器代码(单次)。着色器代码应该" -"以字符串形式返回,可以包含多行(用 [code]\"\"\"[/code] 构造多行字符串比较方" +"覆盖这个方法可以在每个着色器函数的开头添加着色器代码(单次)。着色器代码应该以" +"字符串形式返回,可以包含多行(用 [code]\"\"\"[/code] 构造多行字符串比较方" "便)。\n" "如果有多个不同类型的自定义节点同时使用这个特性,则插入的顺序是未定义的。\n" "你可以根据着色器模式 [param mode](见 [enum Shader.Mode])和/或类型 [param " @@ -111996,22 +126671,21 @@ msgstr "" msgid "" "Override this method to add shader code on top of the global shader, to " "define your own standard library of reusable methods, varyings, constants, " -"uniforms, etc. The shader code should be returned as a string, which can " -"have multiple lines (the [code]\"\"\"[/code] multiline string construct can " -"be used for convenience).\n" +"uniforms, etc. The shader code should be returned as a string, which can have " +"multiple lines (the [code]\"\"\"[/code] multiline string construct can be " +"used for convenience).\n" "Be careful with this functionality as it can cause name conflicts with other " "custom nodes, so be sure to give the defined entities unique names.\n" "You can customize the generated code based on the shader [param mode] (see " "[enum Shader.Mode]).\n" "Defining this method is [b]optional[/b]." msgstr "" -"覆盖这个方法可以在全局着色器的开头添加着色器代码,定义你自己的标准库,提供可" -"复用的方法、varying、常量、uniform 等内容。着色器代码应该以字符串形式返回,可" -"以包含多行(用 [code]\"\"\"[/code] 构造多行字符串比较方便)。\n" -"使用这个功能时请小心,因为可能造成与其他自定义节点的命名冲突,所以请务必为定" -"义的实体提供唯一名称。\n" -"你可以根据着色器模式 [param mode](见 [enum Shader.Mode])自定义生成的代" -"码。\n" +"覆盖这个方法可以在全局着色器的开头添加着色器代码,定义你自己的标准库,提供可复" +"用的方法、varying、常量、uniform 等内容。着色器代码应该以字符串形式返回,可以" +"包含多行(用 [code]\"\"\"[/code] 构造多行字符串比较方便)。\n" +"使用这个功能时请小心,因为可能造成与其他自定义节点的命名冲突,所以请务必为定义" +"的实体提供唯一名称。\n" +"你可以根据着色器模式 [param mode](见 [enum Shader.Mode])自定义生成的代码。\n" "定义这个方法是[b]可选[/b]的。" msgid "" @@ -112025,9 +126699,9 @@ msgstr "" msgid "" "Override this method to define the names of input ports of the associated " -"custom node. The names are used both for the input slots in the editor and " -"as identifiers in the shader code, and are passed in the [code]input_vars[/" -"code] array in [method _get_code].\n" +"custom node. The names are used both for the input slots in the editor and as " +"identifiers in the shader code, and are passed in the [code]input_vars[/code] " +"array in [method _get_code].\n" "Defining this method is [b]optional[/b], but recommended. If not overridden, " "input ports are named as [code]\"in\" + str(port)[/code]." msgstr "" @@ -112042,8 +126716,7 @@ msgid "" "associated custom node (see [enum VisualShaderNode.PortType] for possible " "types).\n" "Defining this method is [b]optional[/b], but recommended. If not overridden, " -"input ports will return the [constant VisualShaderNode.PORT_TYPE_SCALAR] " -"type." +"input ports will return the [constant VisualShaderNode.PORT_TYPE_SCALAR] type." msgstr "" "重写此方法以定义相关自定义节点的每个输入端口的返回类型,参阅[enum " "VisualShaderNode.PortType]的可能类型。\n" @@ -112056,8 +126729,7 @@ msgid "" "Defining this method is [b]optional[/b], but recommended. If not overridden, " "the node will be named as \"Unnamed\"." msgstr "" -"重写此方法来定义可视化着色器编辑器的成员对话框和图中的相关自定义节点的名" -"称。\n" +"重写此方法来定义可视化着色器编辑器的成员对话框和图中的相关自定义节点的名称。\n" "定义这个方法是[b]可选的[/b],但推荐使用。如果不重写,节点将被命名为 " "\"Unnamed\"。" @@ -112100,8 +126772,8 @@ msgstr "" msgid "" "Override this method to define the return icon of the associated custom node " "in the Visual Shader Editor's members dialog.\n" -"Defining this method is [b]optional[/b]. If not overridden, no return icon " -"is shown." +"Defining this method is [b]optional[/b]. If not overridden, no return icon is " +"shown." msgstr "" "重写此方法来定义可视化着色器编辑器的成员对话框中相关自定义节点的返回图标。\n" "定义这个方法是[b]可选的[/b]。如果不重写,就不会显示返回图标。" @@ -112113,16 +126785,15 @@ msgid "" "Defining this method is [b]optional[/b]. If not overridden, it's [code]true[/" "code]." msgstr "" -"覆盖这个方法可以防止该节点出现在特定模式 [param mode](见 [enum Shader." -"Mode])和/或类型 [param type](见 [enum VisualShader.Type])的成员对话框" -"中。\n" +"覆盖这个方法可以防止该节点出现在特定模式 [param mode](见 [enum Shader.Mode])" +"和/或类型 [param type](见 [enum VisualShader.Type])的成员对话框中。\n" "定义这个方法是[b]可选[/b]的。未覆盖时为 [code]true[/code]。" msgid "" "Override this method to enable high-end mark in the Visual Shader Editor's " "members dialog.\n" -"Defining this method is [b]optional[/b]. If not overridden, it's " -"[code]false[/code]." +"Defining this method is [b]optional[/b]. If not overridden, it's [code]false[/" +"code]." msgstr "" "覆盖这个方法可以在 Visual Shader 编辑器的成员对话框中启用高端标记。\n" "定义这个方法是[b]可选[/b]的。未覆盖时为 [code]false[/code]。" @@ -112133,8 +126804,7 @@ msgstr "在可视化着色器图中,计算导数。" msgid "" "This node is only available in [code]Fragment[/code] and [code]Light[/code] " "visual shaders." -msgstr "" -"此节点仅在[code]Fragment[/code]和[code]Light[/code]可视化着色器中可用。" +msgstr "此节点仅在[code]Fragment[/code]和[code]Light[/code]可视化着色器中可用。" msgid "A derivative function type. See [enum Function] for options." msgstr "导数函数的类型。可选项见 [enum Function]。" @@ -112160,12 +126830,12 @@ msgid "Derivative in [code]y[/code] using local differencing." msgstr "在 [code]y[/code] 中使用局部差分的导数。" msgid "" -"No precision is specified, the GPU driver is allowed to use whatever level " -"of precision it chooses. This is the default option and is equivalent to " -"using [code]dFdx()[/code] or [code]dFdy()[/code] in text shaders." +"No precision is specified, the GPU driver is allowed to use whatever level of " +"precision it chooses. This is the default option and is equivalent to using " +"[code]dFdx()[/code] or [code]dFdy()[/code] in text shaders." msgstr "" -"未指定精度,GPU 驱动可以自行选用精度等级。这是默认选项,等价于在文本着色器中" -"使用 [code]dFdx()[/code] 或 [code]dFdy()[/code]。" +"未指定精度,GPU 驱动可以自行选用精度等级。这是默认选项,等价于在文本着色器中使" +"用 [code]dFdx()[/code] 或 [code]dFdy()[/code]。" msgid "" "The derivative will be calculated using the current fragment's neighbors " @@ -112221,26 +126891,24 @@ msgid "" "Custom Godot Shading Language expression, with a custom number of input and " "output ports.\n" "The provided code is directly injected into the graph's matching shader " -"function ([code]vertex[/code], [code]fragment[/code], or [code]light[/" -"code]), so it cannot be used to declare functions, varyings, uniforms, or " -"global constants. See [VisualShaderNodeGlobalExpression] for such global " -"definitions." +"function ([code]vertex[/code], [code]fragment[/code], or [code]light[/code]), " +"so it cannot be used to declare functions, varyings, uniforms, or global " +"constants. See [VisualShaderNodeGlobalExpression] for such global definitions." msgstr "" "自定义 Godot 着色器语言表达式,有自定义数量的输入和输出端口。\n" "所提供的代码会直接注入到着色器图中匹配的着色器函数中([code]vertex[/code]、" -"[code]fragment[/code] 或 [code]light[/code]),所以不能用于声明函数、" -"varying、uniform 或全局常量。这种全局定义见 " -"[VisualShaderNodeGlobalExpression]。" +"[code]fragment[/code] 或 [code]light[/code]),所以不能用于声明函数、varying、" +"uniform 或全局常量。这种全局定义见 [VisualShaderNodeGlobalExpression]。" msgid "" "An expression in Godot Shading Language, which will be injected at the start " -"of the graph's matching shader function ([code]vertex[/code], " -"[code]fragment[/code], or [code]light[/code]), and thus cannot be used to " -"declare functions, varyings, uniforms, or global constants." +"of the graph's matching shader function ([code]vertex[/code], [code]fragment[/" +"code], or [code]light[/code]), and thus cannot be used to declare functions, " +"varyings, uniforms, or global constants." msgstr "" "Godot 着色器语言中的表达式,它将被注入到图形匹配的着色器函数([code]vertex[/" -"code]、[code]fragment[/code] 或 [code]light[/code])的开头,因此不能用于声明" -"函数、varying、uniform 或全局常量。" +"code]、[code]fragment[/code] 或 [code]light[/code])的开头,因此不能用于声明函" +"数、varying、uniform 或全局常量。" msgid "" "Returns the vector that points in the same direction as a reference vector " @@ -112252,13 +126920,13 @@ msgid "" "The function has three vector parameters: [code]N[/code], the vector to " "orient, [code]I[/code], the incident vector, and [code]Nref[/code], the " "reference vector. If the dot product of [code]I[/code] and [code]Nref[/code] " -"is smaller than zero the return value is [code]N[/code]. Otherwise, [code]-" -"N[/code] is returned." +"is smaller than zero the return value is [code]N[/code]. Otherwise, [code]-N[/" +"code] is returned." msgstr "" "在着色器语言中翻译为 [code]faceforward(N, I, Nref)[/code]。该函数有三个向量参" "数。[code]N[/code],定向向量,[code]I[/code],入射向量,以及[code]Nref[/" -"code],参考矢量。如果 [code]I[/code] 和 [code]Nref[/code] 的点积小于零,返回" -"值为 [code]N[/code]。否则,将返回 [code]-N[/code]。" +"code],参考矢量。如果 [code]I[/code] 和 [code]Nref[/code] 的点积小于零,返回值" +"为 [code]N[/code]。否则,将返回 [code]-N[/code]。" msgid "" "A scalar floating-point constant to be used within the visual shader graph." @@ -112281,8 +126949,7 @@ msgstr "" "在输入端口接受一个浮点数标量([code]x[/code])并根据 [member function] 对其进" "行变换。" -msgid "" -"A function to be applied to the scalar. See [enum Function] for options." +msgid "A function to be applied to the scalar. See [enum Function] for options." msgstr "要应用于该标量的函数。可选项见 [enum Function]。" msgid "" @@ -112292,8 +126959,8 @@ msgstr "" "返回参数的正弦值。在 Godot 着色器语言中,会被翻译为 [code]sin(x)[/code]。" msgid "" -"Returns the cosine of the parameter. Translates to [code]cos(x)[/code] in " -"the Godot Shader Language." +"Returns the cosine of the parameter. Translates to [code]cos(x)[/code] in the " +"Godot Shader Language." msgstr "" "返回参数的余弦值。在 Godot 着色器语言中,会被翻译为 [code]cos(x)[/code]。" @@ -112325,22 +126992,19 @@ msgid "" "Returns the hyperbolic sine of the parameter. Translates to [code]sinh(x)[/" "code] in the Godot Shader Language." msgstr "" -"返回参数的双曲正弦值。在 Godot 着色器语言中,会被翻译为 [code]sinh(x)[/" -"code]。" +"返回参数的双曲正弦值。在 Godot 着色器语言中,会被翻译为 [code]sinh(x)[/code]。" msgid "" "Returns the hyperbolic cosine of the parameter. Translates to [code]cosh(x)[/" "code] in the Godot Shader Language." msgstr "" -"返回参数的双曲余弦值。在 Godot 着色器语言中,会被翻译为 [code]cosh(x)[/" -"code]。" +"返回参数的双曲余弦值。在 Godot 着色器语言中,会被翻译为 [code]cosh(x)[/code]。" msgid "" -"Returns the hyperbolic tangent of the parameter. Translates to [code]tanh(x)" -"[/code] in the Godot Shader Language." +"Returns the hyperbolic tangent of the parameter. Translates to [code]tanh(x)[/" +"code] in the Godot Shader Language." msgstr "" -"返回参数的双曲正切值。在 Godot 着色器语言中,会被翻译为 [code]tanh(x)[/" -"code]。" +"返回参数的双曲正切值。在 Godot 着色器语言中,会被翻译为 [code]tanh(x)[/code]。" msgid "" "Returns the natural logarithm of the parameter. Translates to [code]log(x)[/" @@ -112367,8 +127031,8 @@ msgstr "" "返回参数的绝对值。在 Godot 着色器语言中,会被翻译为 [code]abs(x)[/code]。" msgid "" -"Extracts the sign of the parameter. Translates to [code]sign(x)[/code] in " -"the Godot Shader Language." +"Extracts the sign of the parameter. Translates to [code]sign(x)[/code] in the " +"Godot Shader Language." msgstr "" "提取参数的符号。在 Godot 着色器语言中,会被翻译为 [code]sign(x)[/code]。" @@ -112417,8 +127081,8 @@ msgstr "" "code]。" msgid "" -"Returns the arc-hyperbolic-sine of the parameter. Translates to " -"[code]asinh(x)[/code] in the Godot Shader Language." +"Returns the arc-hyperbolic-sine of the parameter. Translates to [code]asinh(x)" +"[/code] in the Godot Shader Language." msgstr "" "返回参数的反双曲正弦值。在 Godot 着色器语言中,会被翻译为 [code]asinh(x)[/" "code]。" @@ -112447,8 +127111,8 @@ msgid "" "Returns the inverse of the square root of the parameter. Translates to " "[code]inversesqrt(x)[/code] in the Godot Shader Language." msgstr "" -"返回参数平方根的倒数。在 Godot 着色器语言中,会被翻译为 [code]inversesqrt(x)" -"[/code]。" +"返回参数平方根的倒数。在 Godot 着色器语言中,会被翻译为 [code]inversesqrt(x)[/" +"code]。" msgid "" "Returns the base 2 logarithm of the parameter. Translates to [code]log2(x)[/" @@ -112476,12 +127140,12 @@ msgstr "" "code]。" msgid "" -"Returns a value equal to the nearest integer to [code]x[/code] whose " -"absolute value is not larger than the absolute value of [code]x[/code]. " -"Translates to [code]trunc(x)[/code] in the Godot Shader Language." +"Returns a value equal to the nearest integer to [code]x[/code] whose absolute " +"value is not larger than the absolute value of [code]x[/code]. Translates to " +"[code]trunc(x)[/code] in the Godot Shader Language." msgstr "" -"返回与 [code]x[/code] 的最接近整数的值,其绝对值不大于 [code]x[/code] 绝对" -"值。在 Godot 着色器语言中,会被翻译为 [code]trunc(x)[/code]。" +"返回与 [code]x[/code] 的最接近整数的值,其绝对值不大于 [code]x[/code] 绝对值。" +"在 Godot 着色器语言中,会被翻译为 [code]trunc(x)[/code]。" msgid "Subtracts scalar [code]x[/code] from 1 (i.e. [code]1 - x[/code])." msgstr "从 1 中减去标量 [code]x[/code](即 [code]1 - x[/code])。" @@ -112509,8 +127173,8 @@ msgid "Divides two numbers using [code]a / b[/code]." msgstr "使用 [code]a / b[/code] 将两个数字相除。" msgid "" -"Calculates the remainder of two numbers. Translates to [code]mod(a, b)[/" -"code] in the Godot Shader Language." +"Calculates the remainder of two numbers. Translates to [code]mod(a, b)[/code] " +"in the Godot Shader Language." msgstr "" "计算两个数的余数。在 Godot 着色器语言中,会被翻译为 [code]mod(a, b)[/code]。" @@ -112559,8 +127223,8 @@ msgid "Translated to [code]uniform float[/code] in the shader language." msgstr "翻译为着色器语言中的 [code]uniform float[/code]。" msgid "" -"A hint applied to the uniform, which controls the values it can take when " -"set through the Inspector." +"A hint applied to the uniform, which controls the values it can take when set " +"through the Inspector." msgstr "对 uniform 应用的提示,控制通过检查器所能设置的值。" msgid "" @@ -112578,8 +127242,8 @@ msgstr "" "HINT_RANGE_STEP] 时使用。" msgid "" -"Step (increment) value for the range hint with step. Used if [member hint] " -"is set to [constant HINT_RANGE_STEP]." +"Step (increment) value for the range hint with step. Used if [member hint] is " +"set to [constant HINT_RANGE_STEP]." msgstr "" "带步长(增量)的范围提示的步长值。会在 [member hint] 为 [constant " "HINT_RANGE_STEP] 时使用。" @@ -112592,16 +127256,16 @@ msgid "" "[member min] and [member max]. Translated to [code]hint_range(min, max)[/" "code] in shader code." msgstr "" -"标量值的范围提示,会将可能的输入限制在 [member min] 和 [member max] 之间。会" -"被翻译为着色器代码中的 [code]hint_range(min, max)[/code]。" +"标量值的范围提示,会将可能的输入限制在 [member min] 和 [member max] 之间。会被" +"翻译为着色器代码中的 [code]hint_range(min, max)[/code]。" msgid "" "A range hint for scalar value with step, which limits possible input values " "between [member min] and [member max], with a step (increment) of [member " "step]). Translated to [code]hint_range(min, max, step)[/code] in shader code." msgstr "" -"标量值的范围提示,带步长,会将可能的输入限制在 [member min] 和 [member max] " -"之间,步长(增量)为 [member step]。会被翻译为着色器代码中的 " +"标量值的范围提示,带步长,会将可能的输入限制在 [member min] 和 [member max] 之" +"间,步长(增量)为 [member step]。会被翻译为着色器代码中的 " "[code]hint_range(min, max, step)[/code]。" msgid "Represents the size of the [enum Hint] enum." @@ -112611,8 +127275,8 @@ msgid "A Fresnel effect to be used within the visual shader graph." msgstr "在可视化着色器图中使用的菲涅尔效果。" msgid "" -"Returns falloff based on the dot product of surface normal and view " -"direction of camera (pass associated inputs to it)." +"Returns falloff based on the dot product of surface normal and view direction " +"of camera (pass associated inputs to it)." msgstr "返回基于表面法线和相机视角方向的点积的衰减,将相关输入传给它。" msgid "" @@ -112623,13 +127287,12 @@ msgstr "用Godot着色器语言编写的自定义全局可视化着色器图形 msgid "" "Custom Godot Shader Language expression, which is placed on top of the " "generated shader. You can place various function definitions inside to call " -"later in [VisualShaderNodeExpression]s (which are injected in the main " -"shader functions). You can also declare varyings, uniforms and global " -"constants." +"later in [VisualShaderNodeExpression]s (which are injected in the main shader " +"functions). You can also declare varyings, uniforms and global constants." msgstr "" "自定义Godot着色器语言表达式,位于生成的着色器之上。你可以在内部放置各种函数定" -"义,以便以后在[VisualShaderNodeExpression]中调用,这些函数被注入到主着色器函" -"数中。你还可以声明varyings、uniforms 和全局常量。" +"义,以便以后在[VisualShaderNodeExpression]中调用,这些函数被注入到主着色器函数" +"中。你还可以声明varyings、uniforms 和全局常量。" msgid "" "Base class for a family of nodes with variable number of input and output " @@ -112701,7 +127364,7 @@ msgid "" "Returns [code]true[/code] if the specified port name does not override an " "existed port name and is valid within the shader." msgstr "" -"如果指定的端口名称没有重写现有的端口名称,并且在着色器中有效,则返回 " +"如果指定的端口名称没有覆盖现有的端口名称,并且在着色器中有效,则返回 " "[code]true[/code]。" msgid "Removes the specified input port." @@ -112718,11 +127381,11 @@ msgid "" msgstr "设置指定的输入端口的类型,参阅[enum VisualShaderNode.PortType]。" msgid "" -"Defines all input ports using a [String] formatted as a colon-separated " -"list: [code]id,type,name;[/code] (see [method add_input_port])." +"Defines all input ports using a [String] formatted as a colon-separated list: " +"[code]id,type,name;[/code] (see [method add_input_port])." msgstr "" -"使用一个[String]格式的以冒号分隔的列表来定义所有输入端口:[code]id,type,name;" -"[/code],参阅[method add_input_port]。" +"使用一个[String]格式的以冒号分隔的列表来定义所有输入端口:[code]id,type,name;[/" +"code],参阅[method add_input_port]。" msgid "Renames the specified output port." msgstr "重命名指定的输出端口。" @@ -112758,9 +127421,9 @@ msgid "Represents the input shader parameter within the visual shader graph." msgstr "在可视化着色器图中,代表输入着色器参数。" msgid "" -"Gives access to input variables (built-ins) available for the shader. See " -"the shading reference for the list of available built-ins for each shader " -"type (check [code]Tutorials[/code] section for link)." +"Gives access to input variables (built-ins) available for the shader. See the " +"shading reference for the list of available built-ins for each shader type " +"(check [code]Tutorials[/code] section for link)." msgstr "" "提供对着色器可用的输入变量(内置)的访问。关于每种着色器类型的可用内置变量列" "表,请参阅着色器参考(查看[code]教程[/code]部分的链接)。" @@ -112842,8 +127505,8 @@ msgid "" "Returns the result of bitwise [code]OR[/code] operation for two integers. " "Translates to [code]a | b[/code] in the Godot Shader Language." msgstr "" -"返回对该整数进行按位或 [code]OR[/code] 运算的结果。在 Godot 着色器语言中会被" -"翻译为 [code]a | b[/code]。" +"返回对该整数进行按位或 [code]OR[/code] 运算的结果。在 Godot 着色器语言中会被翻" +"译为 [code]a | b[/code]。" msgid "" "Returns the result of bitwise [code]XOR[/code] operation for two integers. " @@ -112853,8 +127516,8 @@ msgstr "" "被翻译为 [code]a ^ b[/code]。" msgid "" -"Returns the result of bitwise left shift operation on the integer. " -"Translates to [code]a << b[/code] in the Godot Shader Language." +"Returns the result of bitwise left shift operation on the integer. Translates " +"to [code]a << b[/code] in the Godot Shader Language." msgstr "" "返回对该整数进行按位左移运算的结果。在 Godot 着色器语言中会被翻译为 [code]a " "<< b[/code]。" @@ -112904,9 +127567,9 @@ msgstr "" "[constant HINT_RANGE_STEP] 才会生效。" msgid "" -"The step between parameter's values. Forces the parameter to be a multiple " -"of the given value. [member hint] must be [constant HINT_RANGE_STEP] for " -"this to take effect." +"The step between parameter's values. Forces the parameter to be a multiple of " +"the given value. [member hint] must be [constant HINT_RANGE_STEP] for this to " +"take effect." msgstr "" "参数值之间的步长。迫使参数成为给定值的倍数。[member hint] 必须为 [constant " "HINT_RANGE_STEP] 才能生效。" @@ -112924,15 +127587,13 @@ msgid "" "[member step] between values." msgstr "参数的取值必须在指定的范围内,值与值之间的步长为给定的 [member step]。" -msgid "" -"A boolean comparison operator to be used within the visual shader graph." +msgid "A boolean comparison operator to be used within the visual shader graph." msgstr "布尔比较运算符,在可视化着色器图中使用。" msgid "" "Returns the boolean result of the comparison between [code]INF[/code] or " "[code]NaN[/code] and a scalar parameter." -msgstr "" -"返回 [code]INF[/code]或[code]NaN[/code]与标量参数之间比较的布尔值结果。" +msgstr "返回 [code]INF[/code]或[code]NaN[/code]与标量参数之间比较的布尔值结果。" msgid "The comparison function. See [enum Function] for options." msgstr "比较函数。参阅[enum Function]的选项。" @@ -112954,8 +127615,7 @@ msgstr "返回 DEPTH_TEXTURE 节点线性空间深度值的可视化着色器节 msgid "This node can be used in fragment shaders." msgstr "该节点可用于片段着色器。" -msgid "" -"Linearly interpolates between two values within the visual shader graph." +msgid "Linearly interpolates between two values within the visual shader graph." msgstr "在可视化着色器图中,在两个值之间进行线性插值。" msgid "Translates to [code]mix(a, b, weight)[/code] in the shader language." @@ -112999,35 +127659,34 @@ msgid "" "[code]OuterProduct[/code] treats the first parameter [code]c[/code] as a " "column vector (matrix with one column) and the second parameter [code]r[/" "code] as a row vector (matrix with one row) and does a linear algebraic " -"matrix multiply [code]c * r[/code], yielding a matrix whose number of rows " -"is the number of components in [code]c[/code] and whose number of columns is " -"the number of components in [code]r[/code]." +"matrix multiply [code]c * r[/code], yielding a matrix whose number of rows is " +"the number of components in [code]c[/code] and whose number of columns is the " +"number of components in [code]r[/code]." msgstr "" "[code]OuterProduct[/code] 将第一个参数 [code]c[/code] 作为列向量(有一列的矩" -"阵),将第二个参数 [code]r[/code] 作为行向量(有一行的矩阵),进行线性代数矩" -"阵乘法 [code]c * r[/code]。产生一个矩阵,其行数是 [code]c[/code] 的分量数,其" -"列数是 [code]r[/code] 的分量数。" +"阵),将第二个参数 [code]r[/code] 作为行向量(有一行的矩阵),进行线性代数矩阵" +"乘法 [code]c * r[/code]。产生一个矩阵,其行数是 [code]c[/code] 的分量数,其列" +"数是 [code]r[/code] 的分量数。" msgid "Represents the output shader parameters within the visual shader graph." msgstr "表示可视化着色器图中的输出着色器参数。" msgid "" -"This visual shader node is present in all shader graphs in form of " -"\"Output\" block with multiple output value ports." +"This visual shader node is present in all shader graphs in form of \"Output\" " +"block with multiple output value ports." msgstr "" -"此可视化着色器节点以 \"输出\" 块的形式出现在所有着色器图中,有多个输出值端" -"口。" +"此可视化着色器节点以 \"输出\" 块的形式出现在所有着色器图中,有多个输出值端口。" msgid "A base type for the parameters within the visual shader graph." msgstr "可视化着色器图中,参数的基础类型。" msgid "" -"A parameter represents a variable in the shader which is set externally, i." -"e. from the [ShaderMaterial]. Parameters are exposed as properties in the " +"A parameter represents a variable in the shader which is set externally, i.e. " +"from the [ShaderMaterial]. Parameters are exposed as properties in the " "[ShaderMaterial] and can be assigned from the Inspector or from a script." msgstr "" -"参数代表着色器中的一个变量,是由外部设置的,即从 [ShaderMaterial] 中设置。参" -"数在 [ShaderMaterial] 中以属性的形式暴露,可以从检查器或脚本中分配。" +"参数代表着色器中的一个变量,是由外部设置的,即从 [ShaderMaterial] 中设置。参数" +"在 [ShaderMaterial] 中以属性的形式暴露,可以从检查器或脚本中分配。" msgid "" "Name of the parameter, by which it can be accessed through the " @@ -113107,8 +127766,8 @@ msgid "" "initial velocity of the particles, making them move in cone shape starting " "from the center, with a given spread." msgstr "" -"该节点可被用于粒子着色器的“开始”步骤。它定义了粒子的初始速度,使它们以给定的" -"散布,从中心开始以锥形运动。" +"该节点可被用于粒子着色器的“开始”步骤。它定义了粒子的初始速度,使它们以给定的散" +"布,从中心开始以锥形运动。" msgid "A visual shader node that forces to emit a particle from a sub-emitter." msgstr "一种可视化着色器节点,强制从子发射器中发射一个粒子。" @@ -113120,8 +127779,8 @@ msgid "" "node with this shader." msgstr "" "该节点在内部调用 [code]emit_subparticle[/code] 着色器方法。它将从配置的子发射" -"器发射一个粒子,还允许自定义其发射方式。需要使用该着色器将子发射器分配给粒子" -"节点。" +"器发射一个粒子,还允许自定义其发射方式。需要使用该着色器将子发射器分配给粒子节" +"点。" msgid "" "Flags used to override the properties defined in the sub-emitter's process " @@ -113155,12 +127814,12 @@ msgid "" "they define the starting position of the particles. Connect them to the " "Position output port." msgstr "" -"粒子发射器节点可被用于粒子着色器的“开始”步骤,它们定义粒子的起始位置。将它们" -"连接到位置输出端口。" +"粒子发射器节点可被用于粒子着色器的“开始”步骤,它们定义粒子的起始位置。将它们连" +"接到位置输出端口。" msgid "" -"If [code]true[/code], the result of this emitter is projected to 2D space. " -"By default it is [code]false[/code] and meant for use in 3D space." +"If [code]true[/code], the result of this emitter is projected to 2D space. By " +"default it is [code]false[/code] and meant for use in 3D space." msgstr "" "如果为 [code]true[/code],则此发射器的结果将被投影到 2D 空间。默认情况下为 " "[code]false[/code],适用于 3D 空间。" @@ -113171,9 +127830,9 @@ msgid "" msgstr "让粒子从由 [Mesh] 定义的形状中发射的可视化着色器节点。" msgid "" -"[VisualShaderNodeParticleEmitter] that makes the particles emitted in a " -"shape of the assigned [member mesh]. It will emit from the mesh's surfaces, " -"either all or only the specified one." +"[VisualShaderNodeParticleEmitter] that makes the particles emitted in a shape " +"of the assigned [member mesh]. It will emit from the mesh's surfaces, either " +"all or only the specified one." msgstr "" "让粒子由分配的 [member mesh] 的形状中发射的 " "[VisualShaderNodeParticleEmitter]。它将从网格的表面发射,可以是全部表面,也可" @@ -113186,8 +127845,8 @@ msgid "" "Index of the surface that emits particles. [member use_all_surfaces] must be " "[code]false[/code] for this to take effect." msgstr "" -"发射粒子的表面的索引。[member use_all_surfaces] 必须为 [code]false[/code] 才" -"能生效。" +"发射粒子的表面的索引。[member use_all_surfaces] 必须为 [code]false[/code] 才能" +"生效。" msgid "" "If [code]true[/code], the particles will emit from all surfaces of the mesh." @@ -113217,8 +127876,8 @@ msgid "" "function this node is inside (start, process, collision) and whether custom " "data is enabled." msgstr "" -"这个节点定义了粒子的发射方式。它允许自定义位置和速度等属性。根据所在节点的不" -"同(start、process、collision)和是否启用自定义数据,可用的端口也不同。" +"这个节点定义了粒子的发射方式。它允许自定义位置和速度等属性。根据所在节点的不同" +"(start、process、collision)和是否启用自定义数据,可用的端口也不同。" msgid "Visual shader node for randomizing particle values." msgstr "用于随机化粒子值的可视化着色器节点。" @@ -113260,8 +127919,8 @@ msgstr "生成伪随机标量的可视化着色器节点。" msgid "" "Random range node will output a pseudo-random scalar value in the specified " -"range, based on the seed. The value is always the same for the given seed " -"and range, so you should provide a changing input, e.g. by using time." +"range, based on the seed. The value is always the same for the given seed and " +"range, so you should provide a changing input, e.g. by using time." msgstr "" "随机范围节点,会根据种子输出指定范围内的伪随机标量值。如果给定的种子和范围相" "同,那么得到的值就始终相同,所以你应该提供不同的输入,例如使用时间作为输入。" @@ -113270,12 +127929,12 @@ msgid "A visual shader node for remap function." msgstr "remap 函数的可视化着色器节点。" msgid "" -"Remap will transform the input range into output range, e.g. you can change " -"a [code]0..1[/code] value to [code]-2..2[/code] etc. See [method " -"@GlobalScope.remap] for more details." +"Remap will transform the input range into output range, e.g. you can change a " +"[code]0..1[/code] value to [code]-2..2[/code] etc. See [method @GlobalScope." +"remap] for more details." msgstr "" -"Remap 函数将输入范围变换到输出范围。例如你可以将 [code]0..1[/code] 里的值变" -"到 [code]-2..2[/code] 里。详见 [method @GlobalScope.remap]。" +"Remap 函数将输入范围变换到输出范围。例如你可以将 [code]0..1[/code] 里的值变到 " +"[code]-2..2[/code] 里。详见 [method @GlobalScope.remap]。" msgid "Base class for resizable nodes in a visual shader graph." msgstr "可视化着色器图中,可调整大小的节点的基类。" @@ -113305,8 +127964,8 @@ msgid "Use the uniform texture from sampler port." msgstr "使用采样器端口的 uniform 纹理。" msgid "" -"A function to convert screen UV to an SDF (signed-distance field), to be " -"used within the visual shader graph." +"A function to convert screen UV to an SDF (signed-distance field), to be used " +"within the visual shader graph." msgstr "将屏幕 UV 转换为 SDF(带符号距离场)的函数,在可视化着色器图中使用。" msgid "" @@ -113325,8 +127984,8 @@ msgid "" msgstr "向屏幕 SDF(带符号距离场)投射一条射线,并返回行进的距离。" msgid "" -"A function to convert an SDF (signed-distance field) to screen UV, to be " -"used within the visual shader graph." +"A function to convert an SDF (signed-distance field) to screen UV, to be used " +"within the visual shader graph." msgstr "将 SDF(带符号距离场)转换为屏幕 UV 的函数,在可视化着色器图中使用。" msgid "" @@ -113339,15 +127998,15 @@ msgstr "在可视化着色器图中计算 SmoothStep 函数。" msgid "" "Translates to [code]smoothstep(edge0, edge1, x)[/code] in the shader " "language.\n" -"Returns [code]0.0[/code] if [code]x[/code] is smaller than [code]edge0[/" -"code] and [code]1.0[/code] if [code]x[/code] is larger than [code]edge1[/" -"code]. Otherwise, the return value is interpolated between [code]0.0[/code] " -"and [code]1.0[/code] using Hermite polynomials." +"Returns [code]0.0[/code] if [code]x[/code] is smaller than [code]edge0[/code] " +"and [code]1.0[/code] if [code]x[/code] is larger than [code]edge1[/code]. " +"Otherwise, the return value is interpolated between [code]0.0[/code] and " +"[code]1.0[/code] using Hermite polynomials." msgstr "" "翻译为着色器语言中的 [code]smoothstep(edge0, edge1, x)[/code]。\n" "如果 [code]x[/code] 小于 [code]edge0[/code] 则返回 [code]0.0[/code];如果 " -"[code]x[/code] 大于 [code]edge1[/code] 则返回 [code]1.0[/code]。否则,返回值" -"使用 Hermite 多项式在 [code]0.0[/code] 和 [code]1.0[/code] 之间进行插值。" +"[code]x[/code] 大于 [code]edge1[/code] 则返回 [code]1.0[/code]。否则,返回值使" +"用 Hermite 多项式在 [code]0.0[/code] 和 [code]1.0[/code] 之间进行插值。" msgid "" "The [code]x[/code] port uses a 2D vector type. The first two ports use a " @@ -113375,15 +128034,15 @@ msgid "" "The [code]x[/code] port uses a 2D vector type, while the [code]edge[/code] " "port uses a floating-point scalar type." msgstr "" -"[code]x[/code] 端口使用 2D 向量类型,而 [code]edge[/code] 端口使用浮点数标量" -"类型。" +"[code]x[/code] 端口使用 2D 向量类型,而 [code]edge[/code] 端口使用浮点数标量类" +"型。" msgid "" "The [code]x[/code] port uses a 3D vector type, while the [code]edge[/code] " "port uses a floating-point scalar type." msgstr "" -"[code]x[/code] 端口使用 3D 向量类型,而 [code]edge[/code] 端口使用浮点数标量" -"类型。" +"[code]x[/code] 端口使用 3D 向量类型,而 [code]edge[/code] 端口使用浮点数标量类" +"型。" msgid "A selector function for use within the visual shader graph." msgstr "可视化着色器中使用的选择器函数。" @@ -113416,8 +128075,8 @@ msgid "" "Specifies the type of the texture if [member source] is set to [constant " "SOURCE_TEXTURE]. See [enum TextureType] for options." msgstr "" -"如果[member source]被设置为[constant SOURCE_TEXTURE],则指定纹理的类型。有关" -"选项,请参阅 [enum TextureType]。" +"如果[member source]被设置为[constant SOURCE_TEXTURE],则指定纹理的类型。有关选" +"项,请参阅 [enum TextureType]。" msgid "Use the texture given as an argument for this function." msgstr "使用给定的纹理作为此函数的参数。" @@ -113435,11 +128094,11 @@ msgstr "使用该着色器内置的法线贴图的纹理。" msgid "" "Use the depth texture captured during the depth prepass. Only available when " -"the depth prepass is used (i.e. in spatial shaders and in the forward_plus " -"or gl_compatibility renderers)." +"the depth prepass is used (i.e. in spatial shaders and in the forward_plus or " +"gl_compatibility renderers)." msgstr "" -"使用在深度预处理过程中捕获的深度纹理。只有在使用深度预处理时才可用(即在空间" -"着色器和 forward_plus 或 gl_compatibility 渲染器中)。" +"使用在深度预处理过程中捕获的深度纹理。只有在使用深度预处理时才可用(即在空间着" +"色器和 forward_plus 或 gl_compatibility 渲染器中)。" msgid "Use the texture provided in the input port for this function." msgstr "将输入端口中提供的纹理用于此函数。" @@ -113449,16 +128108,16 @@ msgid "" "the normal-roughness buffer is available (i.e. in spatial shaders and in the " "forward_plus renderer)." msgstr "" -"使用在深度预处理过程中捕获的法线缓冲区。只有在法线粗糙度缓冲区可用时才可用" -"(即在空间着色器和 forward_plus 渲染器中)。" +"使用在深度预处理过程中捕获的法线缓冲区。只有在法线粗糙度缓冲区可用时才可用(即" +"在空间着色器和 forward_plus 渲染器中)。" msgid "" "Use the roughness buffer captured during the depth prepass. Only available " -"when the normal-roughness buffer is available (i.e. in spatial shaders and " -"in the forward_plus renderer)." +"when the normal-roughness buffer is available (i.e. in spatial shaders and in " +"the forward_plus renderer)." msgstr "" -"使用在深度预处理过程中捕获的粗糙度缓冲区。仅当法线粗糙度缓冲区可用时才可用" -"(即在空间着色器和 forward_plus 渲染器中)。" +"使用在深度预处理过程中捕获的粗糙度缓冲区。仅当法线粗糙度缓冲区可用时才可用(即" +"在空间着色器和 forward_plus 渲染器中)。" msgid "A 2D texture uniform array to be used within the visual shader graph." msgstr "可视化着色器图中使用的 2D 纹理 uniform 数组。" @@ -113479,9 +128138,8 @@ msgid "" msgstr "[Texture2DArray] 类型着色器参数(uniform)的可视化着色器节点。" msgid "" -"This parameter allows to provide a collection of textures for the shader. " -"You can use [VisualShaderNodeTexture2DArray] to extract the textures from " -"array." +"This parameter allows to provide a collection of textures for the shader. You " +"can use [VisualShaderNodeTexture2DArray] to extract the textures from array." msgstr "" "这个参数允许为着色器提供一个纹理集合。可以使用 " "[VisualShaderNodeTexture2DArray] 从数组中提取纹理。" @@ -113536,8 +128194,8 @@ msgid "" "Adds [code]source_color[/code] as hint to the uniform declaration for proper " "sRGB to linear conversion." msgstr "" -"向该 uniform 声明添加 [code]source_color[/code] 提示,用于进行正确的 sRGB 到" -"线性颜色空间的转换。" +"向该 uniform 声明添加 [code]source_color[/code] 提示,用于进行正确的 sRGB 到线" +"性颜色空间的转换。" msgid "" "Adds [code]hint_anisotropy[/code] as hint to the uniform declaration to use " @@ -113565,8 +128223,8 @@ msgid "" "The texture filter reads from the nearest pixel, but selects a mipmap based " "on the angle between the surface and the camera view. This reduces artifacts " "on surfaces that are almost in line with the camera. The anisotropic " -"filtering level can be changed by adjusting [member ProjectSettings." -"rendering/textures/default_filters/anisotropic_filtering_level].\n" +"filtering level can be changed by adjusting [member ProjectSettings.rendering/" +"textures/default_filters/anisotropic_filtering_level].\n" "[b]Note:[/b] This texture filter is rarely useful in 2D projects. [constant " "FILTER_LINEAR_MIPMAP] is usually more appropriate." msgstr "" @@ -113588,9 +128246,9 @@ msgid "" "[b]Note:[/b] This texture filter is rarely useful in 2D projects. [constant " "FILTER_LINEAR_MIPMAP] is usually more appropriate." msgstr "" -"纹理过滤在最近的 4 个像素之间进行混合,并根据表面和相机视图之间的角度选择一" -"个 mipmap。这减少了几乎与相机对齐的表面上的伪影。这是最慢的过滤选项,但会产生" -"最高质量的纹理。可以通过调整 [member ProjectSettings.rendering/textures/" +"纹理过滤在最近的 4 个像素之间进行混合,并根据表面和相机视图之间的角度选择一个 " +"mipmap。这减少了几乎与相机对齐的表面上的伪影。这是最慢的过滤选项,但会产生最高" +"质量的纹理。可以通过调整 [member ProjectSettings.rendering/textures/" "default_filters/anisotropic_filtering_level],来更改各向异性过滤级别。\n" "[b]注意:[/b]这种纹理过滤在 2D 项目中很少有用。[constant " "FILTER_LINEAR_MIPMAP] 通常更合适。" @@ -113642,8 +128300,7 @@ msgid "" msgstr "在可视化着色器图中,执行 SDF(带符号距离场)法线纹理查找。" msgid "" -"Translates to [code]texture_sdf_normal(sdf_pos)[/code] in the shader " -"language." +"Translates to [code]texture_sdf_normal(sdf_pos)[/code] in the shader language." msgstr "翻译为着色器语言中的 [code]texture_sdf_normal(sdf_pos)[/code]。" msgid "" @@ -113655,8 +128312,8 @@ msgid "" "Each vector is one row in the matrix and the last column is a [code]vec4(0, " "0, 0, 1)[/code]." msgstr "" -"使用四个类型为 [code]vec3[/code] 的向量创建一个 4x4 变换矩阵。每个向量是矩阵" -"中的一行,最后一列是一个 [code]vec4(0, 0, 0, 1)[/code]。" +"使用四个类型为 [code]vec3[/code] 的向量创建一个 4x4 变换矩阵。每个向量是矩阵中" +"的一行,最后一列是一个 [code]vec4(0, 0, 0, 1)[/code]。" msgid "A [Transform3D] constant for use within the visual shader graph." msgstr "[Transform3D] 常量,在可视化着色器图中使用。" @@ -113680,8 +128337,7 @@ msgstr "获取一个4x4的变换矩阵,并将其分解为四个[code]vec3[/cod msgid "Computes a [Transform3D] function within the visual shader graph." msgstr "在可视化着色器图中,计算 [Transform3D] 函数。" -msgid "" -"Computes an inverse or transpose function on the provided [Transform3D]." +msgid "Computes an inverse or transpose function on the provided [Transform3D]." msgstr "计算提供的 [Transform3D] 的逆或转置函数。" msgid "The function to be computed. See [enum Function] for options." @@ -113775,8 +128431,7 @@ msgstr "" "将向量 [code]b[/code] 乘以变换 [code]a[/code],跳过变换的最后一行和一列。" msgid "" -"An unsigned scalar integer constant to be used within the visual shader " -"graph." +"An unsigned scalar integer constant to be used within the visual shader graph." msgstr "可视化着色器图中使用的无符号整数标量常量。" msgid "Translated to [code]uint[/code] in the shader language." @@ -113786,8 +128441,7 @@ msgid "An unsigned integer constant which represents a state of this node." msgstr "无符号整数常量,代表该节点的状态。" msgid "" -"An unsigned scalar integer function to be used within the visual shader " -"graph." +"An unsigned scalar integer function to be used within the visual shader graph." msgstr "无符号标量整数函数,在可视化着色器图中使用。" msgid "" @@ -113798,16 +128452,14 @@ msgstr "" "对其进行转换。" msgid "" -"An unsigned integer scalar operator to be used within the visual shader " -"graph." +"An unsigned integer scalar operator to be used within the visual shader graph." msgstr "无符号标量整数运算符,在可视化着色器图中使用。" msgid "" "Applies [member operator] to two unsigned integer inputs: [code]a[/code] and " "[code]b[/code]." msgstr "" -"对两个无符号整数输入 [code]a[/code] 和 [code]b[/code] 应用 [member " -"operator]。" +"对两个无符号整数输入 [code]a[/code] 和 [code]b[/code] 应用 [member operator]。" msgid "" "A visual shader node for shader parameter (uniform) of type unsigned [int]." @@ -113821,8 +128473,8 @@ msgstr "" "定义。" msgid "" -"Contains functions to modify texture coordinates ([code]uv[/code]) to be " -"used within the visual shader graph." +"Contains functions to modify texture coordinates ([code]uv[/code]) to be used " +"within the visual shader graph." msgstr "" "包含一些用于修改纹理坐标([code]uv[/code])的函数,在可视化着色器图中使用。" @@ -113843,9 +128495,9 @@ msgid "" "code]. [code]uv[/code] port is connected to [code]UV[/code] built-in by " "default." msgstr "" -"使用 [code]scale[/code] 和 [code]offset[/code] 值对 [code]uv[/code] 进行平" -"移,使用的公式如下:[code]uv = uv + offset * scale[/code]。[code]uv[/code] 端" -"口默认连接至内置的 [code]UV[/code]。" +"使用 [code]scale[/code] 和 [code]offset[/code] 值对 [code]uv[/code] 进行平移," +"使用的公式如下:[code]uv = uv + offset * scale[/code]。[code]uv[/code] 端口默" +"认连接至内置的 [code]UV[/code]。" msgid "" "Scales [code]uv[/code] by using [code]scale[/code] and [code]pivot[/code] " @@ -113902,8 +128554,8 @@ msgid "A visual shader node that sets a value of a varying." msgstr "用于设置 varying 的可视化着色器节点。" msgid "" -"Inputs a value to a varying defined in the shader. You need to first create " -"a varying that can be used in the given function, e.g. varying setter in " +"Inputs a value to a varying defined in the shader. You need to first create a " +"varying that can be used in the given function, e.g. varying setter in " "Fragment shader requires a varying with mode set to [constant VisualShader." "VARYING_MODE_FRAG_TO_LIGHT]." msgstr "" @@ -113979,15 +128631,15 @@ msgid "" "Creates a [code]vec2[/code], [code]vec3[/code] or [code]vec4[/code] using " "scalar values that can be provided from separate inputs." msgstr "" -"使用标量值创建 [code]vec2[/code]、[code]vec3[/code] 或 [code]vec4[/code],这" -"些标量值可以由独立的输入提供。" +"使用标量值创建 [code]vec2[/code]、[code]vec3[/code] 或 [code]vec4[/code],这些" +"标量值可以由独立的输入提供。" msgid "" "Decomposes a [Vector2], [Vector3] or 4D vector (represented as a " "[Quaternion]) into scalars within the visual shader graph." msgstr "" -"在可视化着色器图中,将 [Vector2]、[Vector3] 或 4D 向量(由 [Quaternion] 表" -"示)分解为标量。" +"在可视化着色器图中,将 [Vector2]、[Vector3] 或 4D 向量(由 [Quaternion] 表示)" +"分解为标量。" msgid "" "Takes a [code]vec2[/code], [code]vec3[/code] or [code]vec4[/code] and " @@ -114019,8 +128671,8 @@ msgid "The function to be performed. See [enum Function] for options." msgstr "要执行的函数。参阅 [enum Function] 的选项。" msgid "" -"Normalizes the vector so that it has a length of [code]1[/code] but points " -"in the same direction." +"Normalizes the vector so that it has a length of [code]1[/code] but points in " +"the same direction." msgstr "将向量归一化,使其长度为[code]1[/code],但指向相同的方向。" msgid "Clamps the value between [code]0.0[/code] and [code]1.0[/code]." @@ -114137,11 +128789,11 @@ msgid "A vector operator to be used within the visual shader graph." msgstr "在可视化着色器图中使用的向量运算符。" msgid "" -"A visual shader node for use of vector operators. Operates on vector " -"[code]a[/code] and vector [code]b[/code]." +"A visual shader node for use of vector operators. Operates on vector [code]a[/" +"code] and vector [code]b[/code]." msgstr "" -"用于使用向量运算符的可视化着色器节点。对向量[code]a[/code]和向量[code]b[/" -"code]进行操作。" +"用于使用向量运算符的可视化着色器节点。对向量[code]a[/code]和向量[code]b[/code]" +"进行操作。" msgid "The operator to be used. See [enum Operator] for options." msgstr "要使用的运算符。参阅[enum Operator]的选项。" @@ -114179,8 +128831,8 @@ msgid "Returns the arc-tangent of the parameters." msgstr "返回参数的反正切值。" msgid "" -"Returns the vector that points in the direction of reflection. [code]a[/" -"code] is incident vector and [code]b[/code] is the normal vector." +"Returns the vector that points in the direction of reflection. [code]a[/code] " +"is incident vector and [code]b[/code] is the normal vector." msgstr "" "返回指向反射方向的向量。[code]a[/code] 是入射向量,[code]b[/code] 是法向量。" @@ -114192,8 +128844,8 @@ msgstr "" "否则返回 [code]1.0[/code]。" msgid "" -"Returns the vector that points in the direction of refraction. For use " -"within the visual shader graph." +"Returns the vector that points in the direction of refraction. For use within " +"the visual shader graph." msgstr "返回指向折射方向的向量。在可视化着色器图中使用。" msgid "" @@ -114201,8 +128853,8 @@ msgid "" "[code]I[/code] is the incident vector, [code]N[/code] is the normal vector " "and [code]eta[/code] is the ratio of the indices of the refraction." msgstr "" -"在着色器语言中转换成 [code]refract(I, N, eta)[/code],其中 [code]I[/code] 是" -"入射向量,[code]N[/code] 是法线向量,[code]eta[/code] 是折射的比率。" +"在着色器语言中转换成 [code]refract(I, N, eta)[/code],其中 [code]I[/code] 是入" +"射向量,[code]N[/code] 是法线向量,[code]eta[/code] 是折射的比率。" msgid "Real-time global illumination (GI) probe." msgstr "实时全局光照(GI)探测。" @@ -114218,40 +128870,40 @@ msgid "" "not Mobile or Compatibility.\n" "[b]Procedural generation:[/b] [VoxelGI] can be baked in an exported project, " "which makes it suitable for procedurally generated or user-built levels as " -"long as all the geometry is generated in advance. For games where geometry " -"is generated at any time during gameplay, SDFGI is more suitable (see " -"[member Environment.sdfgi_enabled]).\n" +"long as all the geometry is generated in advance. For games where geometry is " +"generated at any time during gameplay, SDFGI is more suitable (see [member " +"Environment.sdfgi_enabled]).\n" "[b]Performance:[/b] [VoxelGI] is relatively demanding on the GPU and is not " -"suited to low-end hardware such as integrated graphics (consider " -"[LightmapGI] instead). To improve performance, adjust [member " -"ProjectSettings.rendering/global_illumination/voxel_gi/quality] and enable " -"[member ProjectSettings.rendering/global_illumination/gi/" -"use_half_resolution] in the Project Settings. To provide a fallback for low-" -"end hardware, consider adding an option to disable [VoxelGI] in your " -"project's options menus. A [VoxelGI] node can be disabled by hiding it.\n" -"[b]Note:[/b] Meshes should have sufficiently thick walls to avoid light " -"leaks (avoid one-sided walls). For interior levels, enclose your level " -"geometry in a sufficiently large box and bridge the loops to close the mesh. " -"To further prevent light leaks, you can also strategically place temporary " +"suited to low-end hardware such as integrated graphics (consider [LightmapGI] " +"instead). To improve performance, adjust [member ProjectSettings.rendering/" +"global_illumination/voxel_gi/quality] and enable [member ProjectSettings." +"rendering/global_illumination/gi/use_half_resolution] in the Project " +"Settings. To provide a fallback for low-end hardware, consider adding an " +"option to disable [VoxelGI] in your project's options menus. A [VoxelGI] node " +"can be disabled by hiding it.\n" +"[b]Note:[/b] Meshes should have sufficiently thick walls to avoid light leaks " +"(avoid one-sided walls). For interior levels, enclose your level geometry in " +"a sufficiently large box and bridge the loops to close the mesh. To further " +"prevent light leaks, you can also strategically place temporary " "[MeshInstance3D] nodes with their [member GeometryInstance3D.gi_mode] set to " "[constant GeometryInstance3D.GI_MODE_STATIC]. These temporary nodes can then " "be hidden after baking the [VoxelGI] node." msgstr "" -"[VoxelGI] 用于为场景提供高质量的实时的间接光照和反射。它们预先计算发光物体的" -"效果和静态几何体的效果,以实时模拟复杂光线的行为。[VoxelGI] 需要经过烘焙才能" -"产生可见的效果。然而,一旦烘焙,动态对象将接收来自它们的光。此外,灯光可以是" -"完全动态的,也可以是烘焙的。\n" +"[VoxelGI] 用于为场景提供高质量的实时的间接光照和反射。它们预先计算发光物体的效" +"果和静态几何体的效果,以实时模拟复杂光线的行为。[VoxelGI] 需要经过烘焙才能产生" +"可见的效果。然而,一旦烘焙,动态对象将接收来自它们的光。此外,灯光可以是完全动" +"态的,也可以是烘焙的。\n" "[b]注意:[/b][VoxelGI] 只支持 Forward+ 渲染方式,不支持 Mobile 或 " "Compatibility。\n" "[b]程序生成:[/b][VoxelGI] 可以在导出的项目中烘焙,这使得它适用于程序生成或用" -"户构建的关卡,只要所有几何体都预先生成即可。对于在游戏过程中随时生成几何图形" -"的游戏,SDFGI 更合适(参见 [member Environment.sdfgi_enabled])。\n" -"[b]性能:[/b][VoxelGI] 对 GPU 要求比较高,不适合集成显卡等低端硬件(可以考虑" -"改用 [LightmapGI])。要提高性能,请在项目设置中,调整 [member " -"ProjectSettings.rendering/global_illumination/voxel_gi/quality],并启用 " -"[member ProjectSettings.rendering/global_illumination/gi/" -"use_half_resolution]。要为低端硬件提供后备方案,请考虑在项目的选项菜单中,添" -"加一个选项,以禁用 [VoxelGI]。[VoxelGI] 节点可以通过隐藏而禁用。\n" +"户构建的关卡,只要所有几何体都预先生成即可。对于在游戏过程中随时生成几何图形的" +"游戏,SDFGI 更合适(参见 [member Environment.sdfgi_enabled])。\n" +"[b]性能:[/b][VoxelGI] 对 GPU 要求比较高,不适合集成显卡等低端硬件(可以考虑改" +"用 [LightmapGI])。要提高性能,请在项目设置中,调整 [member ProjectSettings." +"rendering/global_illumination/voxel_gi/quality],并启用 [member " +"ProjectSettings.rendering/global_illumination/gi/use_half_resolution]。要为低" +"端硬件提供后备方案,请考虑在项目的选项菜单中,添加一个选项,以禁用 [VoxelGI]。" +"[VoxelGI] 节点可以通过隐藏而禁用。\n" "[b]注意:[/b]网格应该有足够厚的壁(避免单面墙)以避免漏光。对于内部关卡,请将" "关卡几何体封装在一个足够大的盒子中,并桥接循环边以闭合网格。为了进一步防止漏" "光,还可以策略性地放置临时 [MeshInstance3D] 节点,并将其 [member " @@ -114261,6 +128913,37 @@ msgstr "" msgid "VoxelGI" msgstr "VoxelGI" +msgid "" +"Bakes the effect from all [GeometryInstance3D]s marked with [constant " +"GeometryInstance3D.GI_MODE_STATIC] and [Light3D]s marked with either " +"[constant Light3D.BAKE_STATIC] or [constant Light3D.BAKE_DYNAMIC]. If [param " +"create_visual_debug] is [code]true[/code], after baking the light, this will " +"generate a [MultiMesh] that has a cube representing each solid cell with each " +"cube colored to the cell's albedo color. This can be used to visualize the " +"[VoxelGI]'s data and debug any issues that may be occurring.\n" +"[b]Note:[/b] [method bake] works from the editor and in exported projects. " +"This makes it suitable for procedurally generated or user-built levels. " +"Baking a [VoxelGI] node generally takes from 5 to 20 seconds in most scenes. " +"Reducing [member subdiv] can speed up baking.\n" +"[b]Note:[/b] [GeometryInstance3D]s and [Light3D]s must be fully ready before " +"[method bake] is called. If you are procedurally creating those and some " +"meshes or lights are missing from your baked [VoxelGI], use " +"[code]call_deferred(\"bake\")[/code] instead of calling [method bake] " +"directly." +msgstr "" +"烘焙来自所有标记为 [constant GeometryInstance3D.GI_MODE_STATIC] 的 " +"[GeometryInstance3D] 以及标记为 [constant Light3D.BAKE_STATIC] 或 [constant " +"Light3D.BAKE_DYNAMIC] 的 [Light3D] 的效果。如果 [param create_visual_debug] " +"为 [code]true[/code],则烘焙光照后会生成一个 [MultiMesh],用立方体代表各个实体" +"单元格,每个立方体都使用对应单元格的反照率颜色着色。这样就对 [VoxelGI] 的数据" +"进行了可视化,可以用来调试可能发生的问题。\n" +"[b]注意:[/b]编辑器和导出后的项目中都可以使用 [method bake]。因此可用于程序式" +"生成或用户构建的关卡。对于大多数场景,烘焙 [VoxelGI] 节点一般需要 5 到 20 秒。" +"降低 [member subdiv] 可以加速烘焙。\n" +"[b]注意:[/b][GeometryInstance3D] 和 [Light3D] 节点必须在调用 [method bake] 前" +"完全就绪。如果这些节点是程序式生成的,而烘焙后的 [VoxelGI] 中缺失部分网格和灯" +"光,请使用 [code]call_deferred(\"bake\")[/code],不要直接调用 [method bake]。" + msgid "Calls [method bake] with [code]create_visual_debug[/code] enabled." msgstr "在启用 [code]create_visual_debug[/code] 的情况下调用 [method bake] 。" @@ -114271,9 +128954,9 @@ msgid "" "is too high, the [VoxelGI] will have banding artifacts or may have over-" "exposure artifacts." msgstr "" -"指定烘焙所使用的曝光级别的 [CameraAttributes] 资源。自动曝光和非曝光属性会被" -"忽略。曝光设置应当用于降低烘焙时的动态范围。如果曝光过高,[VoxelGI] 会产生色" -"带问题,也可能出现过曝问题。" +"指定烘焙所使用的曝光级别的 [CameraAttributes] 资源。自动曝光和非曝光属性会被忽" +"略。曝光设置应当用于降低烘焙时的动态范围。如果曝光过高,[VoxelGI] 会产生色带问" +"题,也可能出现过曝问题。" msgid "The [VoxelGIData] resource that holds the data for this [VoxelGI]." msgstr "为该 [VoxelGI] 存放数据的 [VoxelGIData] 资源。" @@ -114297,11 +128980,11 @@ msgstr "" "高,而数字越小则性能越好。" msgid "" -"Use 64 subdivisions. This is the lowest quality setting, but the fastest. " -"Use it if you can, but especially use it on lower-end hardware." +"Use 64 subdivisions. This is the lowest quality setting, but the fastest. Use " +"it if you can, but especially use it on lower-end hardware." msgstr "" -"使用 64 分区,这是最低的质量设置,但也是最快的。如果你能使用它,特别是在低端" -"硬件上使用它。" +"使用 64 分区,这是最低的质量设置,但也是最快的。如果你能使用它,特别是在低端硬" +"件上使用它。" msgid "Use 128 subdivisions. This is the default quality setting." msgstr "使用 128 个分区。这是默认的质量设置。" @@ -114313,8 +128996,8 @@ msgid "" "Use 512 subdivisions. This is the highest quality setting, but the slowest. " "On lower-end hardware, this could cause the GPU to stall." msgstr "" -"使用 512 个分区。这是最高的质量设置,但也是最慢的。在低端硬件上,这可能会导" -"致 GPU 停顿。" +"使用 512 个分区。这是最高的质量设置,但也是最慢的。在低端硬件上,这可能会导致 " +"GPU 停顿。" msgid "Represents the size of the [enum Subdiv] enum." msgstr "代表 [enum Subdiv] 举的大小。" @@ -114324,17 +129007,16 @@ msgid "" msgstr "包含用于 [VoxelGI] 节点的烘焙体素全局光照数据。" msgid "" -"[VoxelGIData] contains baked voxel global illumination for use in a " -"[VoxelGI] node. [VoxelGIData] also offers several properties to adjust the " -"final appearance of the global illumination. These properties can be " -"adjusted at run-time without having to bake the [VoxelGI] node again.\n" +"[VoxelGIData] contains baked voxel global illumination for use in a [VoxelGI] " +"node. [VoxelGIData] also offers several properties to adjust the final " +"appearance of the global illumination. These properties can be adjusted at " +"run-time without having to bake the [VoxelGI] node again.\n" "[b]Note:[/b] To prevent text-based scene files ([code].tscn[/code]) from " "growing too much and becoming slow to load and save, always save " -"[VoxelGIData] to an external binary resource file ([code].res[/code]) " -"instead of embedding it within the scene. This can be done by clicking the " -"dropdown arrow next to the [VoxelGIData] resource, choosing [b]Edit[/b], " -"clicking the floppy disk icon at the top of the Inspector then choosing " -"[b]Save As...[/b]." +"[VoxelGIData] to an external binary resource file ([code].res[/code]) instead " +"of embedding it within the scene. This can be done by clicking the dropdown " +"arrow next to the [VoxelGIData] resource, choosing [b]Edit[/b], clicking the " +"floppy disk icon at the top of the Inspector then choosing [b]Save As...[/b]." msgstr "" "[VoxelGIData] 包含烘焙的体素全局照明,用于 [VoxelGI] 节点。[VoxelGIData] 还提" "供了若干用来调整全局照明最终外观的属性。这些属性可以在运行时调整,无须再次烘" @@ -114351,8 +129033,8 @@ msgid "" "[b]Note:[/b] If the size was modified without baking the VoxelGI data, then " "the value of [method get_bounds] and [member VoxelGI.size] will not match." msgstr "" -"返回一个 [AABB],表示已烘焙体素数据的边界,烘焙后应该与 [member VoxelGI." -"size] 相匹配(仅包含表示大小的 [Vector3])。\n" +"返回一个 [AABB],表示已烘焙体素数据的边界,烘焙后应该与 [member VoxelGI.size] " +"相匹配(仅包含表示大小的 [Vector3])。\n" "[b]注意:[/b]如果修改了大小但没有对 VoxelGI 数据进行烘焙,则 [method " "get_bounds] 和 [member VoxelGI.size] 的值将不匹配。" @@ -114361,12 +129043,12 @@ msgid "" "reduce self-reflections visible in non-rough materials, at the cost of more " "visible light leaking and flatter-looking indirect lighting. To prioritize " "hiding self-reflections over lighting quality, set [member bias] to " -"[code]0.0[/code] and [member normal_bias] to a value between [code]1.0[/" -"code] and [code]2.0[/code]." +"[code]0.0[/code] and [member normal_bias] to a value between [code]1.0[/code] " +"and [code]2.0[/code]." msgstr "" -"间接光照和反射所使用的法线偏移。较高的值可以减少非粗糙材质中可见的自反射,但" -"会增加光线泄漏并让间接光照看上去更扁平。如果要优先隐藏自反射而不是追求光照质" -"量,请将 [member bias] 设为 [code]0.0[/code],并将 [member normal_bias] 设为 " +"间接光照和反射所使用的法线偏移。较高的值可以减少非粗糙材质中可见的自反射,但会" +"增加光线泄漏并让间接光照看上去更扁平。如果要优先隐藏自反射而不是追求光照质量," +"请将 [member bias] 设为 [code]0.0[/code],并将 [member normal_bias] 设为 " "[code]1.0[/code] 和 [code]2.0[/code] 之间的值。" msgid "" @@ -114381,16 +129063,15 @@ msgstr "" "射)。为了避免色带效果,建议将其设置得尽可能低,避免出现明显的亮度截断。" msgid "" -"The energy of the indirect lighting and reflections produced by the " -"[VoxelGI] node. Higher values result in brighter indirect lighting. If " -"indirect lighting looks too flat, try decreasing [member propagation] while " -"increasing [member energy] at the same time. See also [member " -"use_two_bounces] which influences the indirect lighting's effective " -"brightness." +"The energy of the indirect lighting and reflections produced by the [VoxelGI] " +"node. Higher values result in brighter indirect lighting. If indirect " +"lighting looks too flat, try decreasing [member propagation] while increasing " +"[member energy] at the same time. See also [member use_two_bounces] which " +"influences the indirect lighting's effective brightness." msgstr "" -"[VoxelGI] 节点产生的间接照明和反射的能量。值越高,间接照明越亮。如果间接照明" -"看起来过于平坦,请尝试减少 [member propagation],同时增加 [member energy]。另" -"请参阅影响间接照明有效亮度的 [member use_two_bounces]。" +"[VoxelGI] 节点产生的间接照明和反射的能量。值越高,间接照明越亮。如果间接照明看" +"起来过于平坦,请尝试减少 [member propagation],同时增加 [member energy]。另请" +"参阅影响间接照明有效亮度的 [member use_two_bounces]。" msgid "" "If [code]true[/code], [Environment] lighting is ignored by the [VoxelGI] " @@ -114399,23 +129080,22 @@ msgid "" "it can be changed without having to bake the [VoxelGI] node again." msgstr "" "如果为 [code]true[/code],则 [VoxelGI] 节点会忽略 [Environment] 光照。如果为 " -"[code]false[/code],则 [VoxelGI] 节点会考虑 [Environment] 光照。" -"[Environment] 光照会实时更新,这意味着无需再次烘焙 [VoxelGI] 节点即可对其进行" -"更改。" +"[code]false[/code],则 [VoxelGI] 节点会考虑 [Environment] 光照。[Environment] " +"光照会实时更新,这意味着无需再次烘焙 [VoxelGI] 节点即可对其进行更改。" msgid "" "The normal bias to use for indirect lighting and reflections. Higher values " "reduce self-reflections visible in non-rough materials, at the cost of more " -"visible light leaking and flatter-looking indirect lighting. See also " -"[member bias]. To prioritize hiding self-reflections over lighting quality, " -"set [member bias] to [code]0.0[/code] and [member normal_bias] to a value " -"between [code]1.0[/code] and [code]2.0[/code]." +"visible light leaking and flatter-looking indirect lighting. See also [member " +"bias]. To prioritize hiding self-reflections over lighting quality, set " +"[member bias] to [code]0.0[/code] and [member normal_bias] to a value between " +"[code]1.0[/code] and [code]2.0[/code]." msgstr "" -"用于间接照明和反射的法线偏置。较高的值能够减少在非粗糙材质中可见的自反射,但" -"会导致更多可见的漏光问题,间接照明看起来也会更平坦。另见 [member bias]。要优" -"先隐藏自反射,而不是提高照明质量,请将 [member bias] 设置为 [code]0.0[/" -"code],并将 [member normal_bias] 设置为介于 [code]1.0[/code] 和 [code]2.0[/" -"code] 之间的值。" +"用于间接照明和反射的法线偏置。较高的值能够减少在非粗糙材质中可见的自反射,但会" +"导致更多可见的漏光问题,间接照明看起来也会更平坦。另见 [member bias]。要优先隐" +"藏自反射,而不是提高照明质量,请将 [member bias] 设置为 [code]0.0[/code],并" +"将 [member normal_bias] 设置为介于 [code]1.0[/code] 和 [code]2.0[/code] 之间的" +"值。" msgid "" "The multiplier to use when light bounces off a surface. Higher values result " @@ -114424,9 +129104,9 @@ msgid "" "time. See also [member use_two_bounces] which influences the indirect " "lighting's effective brightness." msgstr "" -"当光线从表面反弹时使用的乘数。较高的值会导致更亮的间接照明。如果间接照明看起" -"来过于平坦,请尝试减少 [member propagation] 同时增加 [member energy]。另请参" -"阅影响间接照明的有效亮度的 [member use_two_bounces]。" +"当光线从表面反弹时使用的乘数。较高的值会导致更亮的间接照明。如果间接照明看起来" +"过于平坦,请尝试减少 [member propagation] 同时增加 [member energy]。另请参阅影" +"响间接照明的有效亮度的 [member use_two_bounces]。" msgid "" "If [code]true[/code], performs two bounces of indirect lighting instead of " @@ -114435,10 +129115,22 @@ msgid "" "scene appears too bright after enabling [member use_two_bounces], adjust " "[member propagation] and [member energy]." msgstr "" -"如果为 [code]true[/code],则执行两次间接照明反弹而不是一次。这使得以一个较低" -"的性能成本,使间接照明看起来更自然、更明亮。第二次反弹在反射中也是可见的。如" -"果启用 [member use_two_bounces] 后场景显得太亮,请调整 [member propagation] " -"和 [member energy]。" +"如果为 [code]true[/code],则执行两次间接照明反弹而不是一次。这使得以一个较低的" +"性能成本,使间接照明看起来更自然、更明亮。第二次反弹在反射中也是可见的。如果启" +"用 [member use_two_bounces] 后场景显得太亮,请调整 [member propagation] 和 " +"[member energy]。" + +msgid "A vertical scrollbar that goes from top (min) to bottom (max)." +msgstr "垂直滚动条,从顶部(最小)滚动到底部(最大)。" + +msgid "" +"A vertical scrollbar, typically used to navigate through content that extends " +"beyond the visible height of a control. It is a [Range]-based control and " +"goes from top (min) to bottom (max). Note that this direction is the opposite " +"of [VSlider]'s." +msgstr "" +"垂直滚动条,通常用于为超出控件可见高度的内容进行导航。这是基于 [Range] 的控" +"件,从顶部(最小)滚动到底部(最大)。注意,滚动方向和 [VSlider] 相反。" msgid "" "Icon used as a button to scroll the [ScrollBar] up. Supports custom step " @@ -114454,18 +129146,40 @@ msgstr "" "作为按钮使用的图标,用于向下滚动[ScrollBar]。支持使用[member ScrollBar." "custom_step]属性的自定义步长。" +msgid "A vertical line used for separating other controls." +msgstr "分隔其他控件的垂直线。" + +msgid "" +"A vertical separator used for separating other controls that are arranged " +"[b]horizontally[/b]. [VSeparator] is purely visual and normally drawn as a " +"[StyleBoxLine]." +msgstr "" +"分隔其他[b]水平[/b]排列的控件的垂直线。[VSeparator] 只提供视觉上的分隔,通常" +"用 [StyleBoxLine] 绘制。" + msgid "" "The width of the area covered by the separator. Effectively works like a " "minimum width." msgstr "分隔器覆盖区域的宽度。效果上和最小宽度一致。" msgid "" -"The style for the separator line. Works best with [StyleBoxLine] (remember " -"to enable [member StyleBoxLine.vertical])." +"The style for the separator line. Works best with [StyleBoxLine] (remember to " +"enable [member StyleBoxLine.vertical])." msgstr "" "分隔线的样式。与 [StyleBoxLine] 一起使用效果最好(记得要启用 [member " "StyleBoxLine.vertical])。" +msgid "A vertical slider that goes from bottom (min) to top (max)." +msgstr "从下(最小)到上(最大)的垂直滚动条。" + +msgid "" +"A vertical slider, used to adjust a value by moving a grabber along a " +"vertical axis. It is a [Range]-based control and goes from bottom (min) to " +"top (max). Note that this direction is the opposite of [VScrollBar]'s." +msgstr "" +"垂直滚动条,可用通过沿着垂直轴移动抓取器来调整取值。这个控件继承自 [Range],从" +"下(最小)到上(最大)滚动。注意这个方向和 [VScrollBar] 的方向是相反的。" + msgid "Horizontal offset of the grabber." msgstr "抓取器的水平偏移量。" @@ -114482,6 +129196,40 @@ msgid "" "[code]grabber_area[/code]." msgstr "整个滑动条的背景。决定了 [code]grabber_area[/code] 的宽度。" +msgid "" +"A container that splits two child controls vertically and provides a grabber " +"for adjusting the split ratio." +msgstr "会将两个子控件进行垂直分隔的容器,并且提供了用于调整分隔比例的抓取器。" + +msgid "" +"A container that accepts only two child controls, then arranges them " +"vertically and creates a divisor between them. The divisor can be dragged " +"around to change the size relation between the child controls." +msgstr "" +"仅接受两个子控件的容器,会将这两个控件垂直排列,在两者之间创建一条分隔线。分隔" +"线可以拖动,从而改变两个子控件之间的大小关系。" + +msgid "" +"Holds an [Object]. If the object is [RefCounted], it doesn't update the " +"reference count." +msgstr "存放 [Object]。如果该对象为 [RefCounted],则不会影响其引用计数。" + +msgid "" +"A weakref can hold a [RefCounted] without contributing to the reference " +"counter. A weakref can be created from an [Object] using [method @GlobalScope." +"weakref]. If this object is not a reference, weakref still works, however, it " +"does not have any effect on the object. Weakrefs are useful in cases where " +"multiple classes have variables that refer to each other. Without weakrefs, " +"using these classes could lead to memory leaks, since both references keep " +"each other from being released. Making part of the variables a weakref can " +"prevent this cyclic dependency, and allows the references to be released." +msgstr "" +"弱引用可以存放 [RefCounted],但不会影响其引用计数。可以使用 [method " +"@GlobalScope.weakref] 创建 [Object] 的弱引用。如果该对象不是引用,弱引用仍然有" +"效,只是对这个对象没有任何影响。弱引用在多个类的变量相互引用的情况下很有用。如" +"果没有弱引用,使用这些类可能会导致内存泄漏,因为这两个引用会阻止彼此被释放。将" +"部分变量设置为弱引用可以防止这种循环依赖,让引用能够被释放。" + msgid "" "Returns the [Object] this weakref is referring to. Returns [code]null[/code] " "if that object no longer exists." @@ -114519,8 +129267,8 @@ msgstr "" "如果没有指定,将是 [code]65535[/code]。" msgid "" -"Returns the [code]maxRetransmits[/code] value assigned to this channel " -"during creation.\n" +"Returns the [code]maxRetransmits[/code] value assigned to this channel during " +"creation.\n" "Will be [code]65535[/code] if not specified." msgstr "" "返回创建时分配给这个通道的 [code]maxRetransmits[/code] 值。\n" @@ -114562,8 +129310,8 @@ msgid "" "Tells the channel to send data over this channel as text. An external peer " "(non-Godot) would receive this as a string." msgstr "" -"告诉通道以文本形式在这个通道上发送数据。外部对等体(非 Godot)会以字符串的形" -"式接收。" +"告诉通道以文本形式在这个通道上发送数据。外部对等体(非 Godot)会以字符串的形式" +"接收。" msgid "" "Tells the channel to send data over this channel as binary. An external peer " @@ -114614,9 +129362,9 @@ msgstr "" "这个类构建了一个完整的 [WebRTCPeerConnection] 网状结构(每个对等体有一个连" "接),可用作 [member MultiplayerAPI.multiplayer_peer]。\n" "可以通过 [method add_peer] 添加每个 [WebRTCPeerConnection],或通过 [method " -"remove_peer] 移除它们。必须在 [constant WebRTCPeerConnection.STATE_NEW] 状态" -"下添加对等体,以允许它创建适当的通道。这个类不会创建提交或设置描述,它只会轮" -"询它们,并通知连接和断开连接。\n" +"remove_peer] 移除它们。必须在 [constant WebRTCPeerConnection.STATE_NEW] 状态下" +"添加对等体,以允许它创建适当的通道。这个类不会创建提交或设置描述,它只会轮询它" +"们,并通知连接和断开连接。\n" "当通过 [method create_client] 或 [method create_server] 创建对等体时, " "[method MultiplayerPeer.is_server_relay_supported] 方法将返回 [code]true[/" "code],在 [MultiplayerAPI] 实现支持时启用对等体交换和数据包中继。\n" @@ -114624,36 +129372,123 @@ msgstr "" "导出预设中启用了 [code]INTERNET[/code] 权限。否则,任何类型的网络通信都将被 " "Android 阻止。" +msgid "" +"Add a new peer to the mesh with the given [param peer_id]. The " +"[WebRTCPeerConnection] must be in state [constant WebRTCPeerConnection." +"STATE_NEW].\n" +"Three channels will be created for reliable, unreliable, and ordered " +"transport. The value of [param unreliable_lifetime] will be passed to the " +"[code]\"maxPacketLifetime\"[/code] option when creating unreliable and " +"ordered channels (see [method WebRTCPeerConnection.create_data_channel])." +msgstr "" +"以给定的 [param peer_id] 添加一个新的对等体到网状结构。该 " +"[WebRTCPeerConnection] 必须处于 [constant WebRTCPeerConnection.STATE_NEW] 状" +"态。\n" +"将为可靠的、不可靠的和有序的传输创建三个通道。在创建不可靠和有序通道时," +"[param unreliable_lifetime] 的值将被传递给 [code]\"maxPacketLifetime\"[/code]" +"选项(见 [method WebRTCPeerConnection.create_data_channel])。" + +msgid "" +"Initialize the multiplayer peer as a client with the given [param peer_id] " +"(must be between 2 and 2147483647). In this mode, you should only call " +"[method add_peer] once and with [param peer_id] of [code]1[/code]. This mode " +"enables [method MultiplayerPeer.is_server_relay_supported], allowing the " +"upper [MultiplayerAPI] layer to perform peer exchange and packet relaying.\n" +"You can optionally specify a [param channels_config] array of [enum " +"MultiplayerPeer.TransferMode] which will be used to create extra channels " +"(WebRTC only supports one transfer mode per channel)." +msgstr "" +"将多人游戏对等体初始化为客户端,对等体 ID 为 [param peer_id](必须在 2 和 " +"2147483647 之间)。在这种模式下,你应当只调用 [method add_peer] 一次,使用 " +"[code]1[/code] 作为 [param peer_id]。这种模式会启用 [method MultiplayerPeer." +"is_server_relay_supported],允许上层 [MultiplayerAPI] 执行对等体交换和数据包接" +"力。\n" +"你也可以指定 [param channels_config] 数组,数组中的元素为 [enum " +"MultiplayerPeer.TransferMode],会用于创建额外的通道(WebRTC 的每个通道仅支持一" +"种传输模式)。" + +msgid "" +"Initialize the multiplayer peer as a mesh (i.e. all peers connect to each " +"other) with the given [param peer_id] (must be between 1 and 2147483647)." +msgstr "" +"将多人游戏对等体初始化为网状(即所有对等体都互相连接),对等体 ID 为 [param " +"peer_id](必须在 1 和 2147483647 之间)。" + +msgid "" +"Initialize the multiplayer peer as a server (with unique ID of [code]1[/" +"code]). This mode enables [method MultiplayerPeer.is_server_relay_supported], " +"allowing the upper [MultiplayerAPI] layer to perform peer exchange and packet " +"relaying.\n" +"You can optionally specify a [param channels_config] array of [enum " +"MultiplayerPeer.TransferMode] which will be used to create extra channels " +"(WebRTC only supports one transfer mode per channel)." +msgstr "" +"将多人游戏对等体作为服务器进行初始化(唯一 ID 为 [code]1[/code])。这种模式会" +"启用 [method MultiplayerPeer.is_server_relay_supported],允许上层 " +"[MultiplayerAPI] 执行对等体交换和数据包接力。\n" +"你也可以指定 [param channels_config] 数组,数组中的元素为 [enum " +"MultiplayerPeer.TransferMode],会用于创建额外的通道(WebRTC 的每个通道仅支持一" +"种传输模式)。" + +msgid "" +"Returns a dictionary representation of the peer with given [param peer_id] " +"with three keys. [code]\"connection\"[/code] containing the " +"[WebRTCPeerConnection] to this peer, [code]\"channels\"[/code] an array of " +"three [WebRTCDataChannel], and [code]\"connected\"[/code] a boolean " +"representing if the peer connection is currently connected (all three " +"channels are open)." +msgstr "" +"返回 ID 为 [param peer_id] 的对等体的字典表示,其中包含三个字段。" +"[code]\"connection\"[/code] 包含与这个对等体的 [WebRTCPeerConnection]," +"[code]\"channels\"[/code] 是三个 [WebRTCDataChannel] 的数组,而 " +"[code]\"connected\"[/code] 则是代表对等体目前是否已连接的布尔值(三个通道均已" +"开放)。" + msgid "" "Returns a dictionary which keys are the peer ids and values the peer " "representation as in [method get_peer]." msgstr "" "返回一个字典,其键是对等体的 id,其值是对等体的表示,如 [method get_peer]。" +msgid "" +"Returns [code]true[/code] if the given [param peer_id] is in the peers map " +"(it might not be connected though)." +msgstr "" +"如果给定的 [param peer_id] 在对等体映射中,则返回 [code]true[/code](尽管它可" +"能没有连接)。" + +msgid "" +"Remove the peer with given [param peer_id] from the mesh. If the peer was " +"connected, and [signal MultiplayerPeer.peer_connected] was emitted for it, " +"then [signal MultiplayerPeer.peer_disconnected] will be emitted." +msgstr "" +"从 mesh 结构中移除具有给定 [param peer_id] 的对等体。如果该对等体已连接,并且" +"为它发出过 [signal MultiplayerPeer.peer_connected],那么 [signal " +"MultiplayerPeer.peer_disconnected] 也将被发出。" + msgid "Interface to a WebRTC peer connection." msgstr "与 WebRTC 对等体连接的接口。" msgid "" -"A WebRTC connection between the local computer and a remote peer. Provides " -"an interface to connect, maintain and monitor the connection.\n" +"A WebRTC connection between the local computer and a remote peer. Provides an " +"interface to connect, maintain and monitor the connection.\n" "Setting up a WebRTC connection between two peers from now on) may not seem a " "trivial task, but it can be broken down into 3 main steps:\n" -"- The peer that wants to initiate the connection ([code]A[/code] from now " -"on) creates an offer and send it to the other peer ([code]B[/code] from now " -"on).\n" +"- The peer that wants to initiate the connection ([code]A[/code] from now on) " +"creates an offer and send it to the other peer ([code]B[/code] from now on).\n" "- [code]B[/code] receives the offer, generate and answer, and sends it to " "[code]A[/code]).\n" "- [code]A[/code] and [code]B[/code] then generates and exchange ICE " "candidates with each other.\n" -"After these steps, the connection should become connected. Keep on reading " -"or look into the tutorial for more information." +"After these steps, the connection should become connected. Keep on reading or " +"look into the tutorial for more information." msgstr "" "本地计算机和远程对等体之间的 WebRTC 连接。提供一个接口来连接、维护和监控连" "接。\n" -"从当前开始,在两个对等体之间建立 WebRTC 连接,这不是一项简单的任务,但它可以" -"分解为 3 个主要步骤。\n" -"- 想要启动连接的对等体([code]A[/code]从现在开始)创建一个提交,并将其发送给" -"另一个对等体([code]B[/code]从现在开始)。\n" +"从当前开始,在两个对等体之间建立 WebRTC 连接,这不是一项简单的任务,但它可以分" +"解为 3 个主要步骤。\n" +"- 想要启动连接的对等体([code]A[/code]从现在开始)创建一个提交,并将其发送给另" +"一个对等体([code]B[/code]从现在开始)。\n" "- [code]B[/code] 收到要约,生成和回答,并将其发送给 [code]A[/code])。\n" "- [code]A[/code] 和 [code]B[/code] 然后生成并相互交换 ICE 候选。\n" "在这些步骤之后,连接应该成功建立。继续阅读或查看教程以了解更多信息。" @@ -114674,13 +129509,77 @@ msgstr "" "[b]注意:[/b]你不能为一个新的连接重复使用这个对象,除非你调用 [method " "initialize]。" +msgid "" +"Returns a new [WebRTCDataChannel] (or [code]null[/code] on failure) with " +"given [param label] and optionally configured via the [param options] " +"dictionary. This method can only be called when the connection is in state " +"[constant STATE_NEW].\n" +"There are two ways to create a working data channel: either call [method " +"create_data_channel] on only one of the peer and listen to [signal " +"data_channel_received] on the other, or call [method create_data_channel] on " +"both peers, with the same values, and the [code]\"negotiated\"[/code] option " +"set to [code]true[/code].\n" +"Valid [param options] are:\n" +"[codeblock]\n" +"{\n" +" \"negotiated\": true, # When set to true (default off), means the channel " +"is negotiated out of band. \"id\" must be set too. \"data_channel_received\" " +"will not be called.\n" +" \"id\": 1, # When \"negotiated\" is true this value must also be set to " +"the same value on both peer.\n" +"\n" +" # Only one of maxRetransmits and maxPacketLifeTime can be specified, not " +"both. They make the channel unreliable (but also better at real time).\n" +" \"maxRetransmits\": 1, # Specify the maximum number of attempt the peer " +"will make to retransmits packets if they are not acknowledged.\n" +" \"maxPacketLifeTime\": 100, # Specify the maximum amount of time before " +"giving up retransmitions of unacknowledged packets (in milliseconds).\n" +" \"ordered\": true, # When in unreliable mode (i.e. either " +"\"maxRetransmits\" or \"maxPacketLifetime\" is set), \"ordered\" (true by " +"default) specify if packet ordering is to be enforced.\n" +"\n" +" \"protocol\": \"my-custom-protocol\", # A custom sub-protocol string for " +"this channel.\n" +"}\n" +"[/codeblock]\n" +"[b]Note:[/b] You must keep a reference to channels created this way, or it " +"will be closed." +msgstr "" +"返回新的 [WebRTCDataChannel],或在失败时返回 [code]null[/code],具有给定的 " +"[param label],并通过 [param options] 字典进行配置。这个方法只有在连接处于 " +"[constant STATE_NEW] 状态时才能被调用。\n" +"有两种方法来创建工作数据通道:要么只在其中一个对等体上调用 [method " +"create_data_channel],并在另一个对等体上监听[signal data_channel_received],要" +"么在两个对等体上调用 [method create_data_channel],数值相同,并将 " +"[code]\"negotiated\"[/code] 选项设置为 [code]true[/code]。\n" +"有效的 [param options] 是:\n" +"[codeblock]\n" +"{\n" +" \"negotiated\": true, # 当设置为 \"true\"时,默认关闭,意味着该通道是在频" +"带外协商的。\"id\"也必须被设置。\"data_channel_received\" 将不会被调用。\n" +" \"id\":1, # 当 \"negotiated\"为真时,这个值也必须被设置为两个对等体的相同" +"值。\n" +"\n" +" # 只能指定maxRetransmits和maxPacketLifeTime中的一个,不能同时指定。它们会" +"使信道变得不可靠,但在实时性方面会更好。\n" +" \"maxRetransmits\":1, # 指定对等体在数据包未被确认时尝试重传的最大次数。\n" +" \"maxPacketLifeTime\":100, # 指定放弃重传未被确认的数据包之前的最大时间," +"以毫秒为单位。\n" +" \"ordered\": true, # 当处于不可靠模式时,即 \"maxRetransmits \"或 " +"\"maxPacketLifetime \"被设置,\"ordered\"指定是否要强制执行数据包排序,默认为" +"true。\n" +"\n" +" \"protocol\":\"my-custom-protocol\", # 这个通道的自定义子协议字符串。\n" +"}\n" +"[/codeblock]\n" +"[b]注意:[/b]你必须保持对以这种方式创建的通道的引用,否则它将被关闭。" + msgid "" "Creates a new SDP offer to start a WebRTC connection with a remote peer. At " "least one [WebRTCDataChannel] must have been created before calling this " "method.\n" -"If this functions returns [constant OK], [signal " -"session_description_created] will be called when the session is ready to be " -"sent." +"If this functions returns [constant OK], [signal session_description_created] " +"will be called when the session is ready to be sent." msgstr "" "创建一个新的 SDP 提交,以开始与远程对等体的 WebRTC 连接。在调用此方法之前,至" "少要创建一个 [WebRTCDataChannel]。\n" @@ -114694,8 +129593,8 @@ msgid "" "Returns the ICE [enum GatheringState] of the connection. This lets you " "detect, for example, when collection of ICE candidates has finished." msgstr "" -"返回连接的 ICE [enum GatheringState]。你可以据此来检测,例如,ICE 候选项的收" -"集是否完成。" +"返回连接的 ICE [enum GatheringState]。你可以据此来检测,例如,ICE 候选项的收集" +"是否完成。" msgid "" "Returns the [enum SignalingState] on the local end of the connection while " @@ -114703,16 +129602,68 @@ msgid "" msgstr "" "返回在连接或重新连接至其他对等体时,连接本地端的 [enum SignalingState]。" +msgid "" +"Re-initialize this peer connection, closing any previously active connection, " +"and going back to state [constant STATE_NEW]. A dictionary of [param " +"configuration] options can be passed to configure the peer connection.\n" +"Valid [param configuration] options are:\n" +"[codeblock]\n" +"{\n" +" \"iceServers\": [\n" +" {\n" +" \"urls\": [ \"stun:stun.example.com:3478\" ], # One or more STUN " +"servers.\n" +" },\n" +" {\n" +" \"urls\": [ \"turn:turn.example.com:3478\" ], # One or more TURN " +"servers.\n" +" \"username\": \"a_username\", # Optional username for the TURN " +"server.\n" +" \"credential\": \"a_password\", # Optional password for the TURN " +"server.\n" +" }\n" +" ]\n" +"}\n" +"[/codeblock]" +msgstr "" +"重新初始化这个对等体连接,关闭任何先前活动的连接,并回到 [constant STATE_NEW] " +"状态。传入配置选项字典 [param configuration] 能够对该对等体连接进行配置。\n" +"有效的 [param configuration] 选项有:\n" +"[codeblock]\n" +"{\n" +" \"iceServers\": [\n" +" {\n" +" \"urls\": [ \"stun:stun.example.com:3478\" ], # 若干 STUN 服务" +"器。\n" +" },\n" +" {\n" +" \"urls\": [ \"turn:turn.example.com:3478\" ], # 若干 TURN 服务" +"器。\n" +" \"username\": \"a_username\", # TURN 服务器的用户名,选填。\n" +" \"credential\": \"a_password\", # TURN 服务器的密码,选填。\n" +" }\n" +" ]\n" +"}\n" +"[/codeblock]" + msgid "" "Call this method frequently (e.g. in [method Node._process] or [method Node." "_physics_process]) to properly receive signals." msgstr "" -"经常调用这个方法以正确接收信号,例如在 [method Node._process] 或 [method " -"Node._physics_process] 中。" +"经常调用这个方法以正确接收信号,例如在 [method Node._process] 或 [method Node." +"_physics_process] 中。" msgid "" -"Sets the SDP description of the local peer. This should be called in " -"response to [signal session_description_created].\n" +"Sets the [param extension_class] as the default " +"[WebRTCPeerConnectionExtension] returned when creating a new " +"[WebRTCPeerConnection]." +msgstr "" +"将 [param extension_class] 设置为创建新 [WebRTCPeerConnection] 时返回的默认 " +"[WebRTCPeerConnectionExtension]。" + +msgid "" +"Sets the SDP description of the local peer. This should be called in response " +"to [signal session_description_created].\n" "After calling this function the peer will start emitting [signal " "ice_candidate_created] (unless an [enum Error] different from [constant OK] " "is returned)." @@ -114722,6 +129673,21 @@ msgstr "" "调用此函数后,对等体将开始发出 [signal ice_candidate_created],除非返回与 " "[constant OK] 不同的 [enum Error]。" +msgid "" +"Sets the SDP description of the remote peer. This should be called with the " +"values generated by a remote peer and received over the signaling server.\n" +"If [param type] is [code]\"offer\"[/code] the peer will emit [signal " +"session_description_created] with the appropriate answer.\n" +"If [param type] is [code]\"answer\"[/code] the peer will start emitting " +"[signal ice_candidate_created]." +msgstr "" +"设置远程对等体的 SDP 描述。应用远程对等体产生的值来调用,并通过信号服务器接" +"收。\n" +"如果 [param type] 为 [code]\"offer\"[/code],对等体将发出 [signal " +"session_description_created] 并给出适当的应答。\n" +"如果 [param type] 为 [code]\"answer\"[/code],对等体将开始发出 [signal " +"ice_candidate_created]。" + msgid "" "Emitted when a new in-band channel is received, i.e. when the channel was " "created with [code]negotiated: false[/code] (default).\n" @@ -114744,11 +129710,11 @@ msgstr "" msgid "" "Emitted after a successful call to [method create_offer] or [method " "set_remote_description] (when it generates an answer). The parameters are " -"meant to be passed to [method set_local_description] on this object, and " -"sent to the remote peer over the signaling server." +"meant to be passed to [method set_local_description] on this object, and sent " +"to the remote peer over the signaling server." msgstr "" -"在成功调用 [method create_offer] 或 [method set_remote_description] 后触发," -"当它产生一个应答时。这些参数是为了传递给这个对象上的 [method " +"在成功调用 [method create_offer] 或 [method set_remote_description] 后触发,当" +"它产生一个应答时。这些参数是为了传递给这个对象上的 [method " "set_local_description],并通过信号服务器发送给远程对等体。" msgid "" @@ -114757,8 +129723,7 @@ msgid "" msgstr "连接是新的,数据通道和提交可以在这种状态下创建。" msgid "" -"The peer is connecting, ICE is in progress, none of the transports has " -"failed." +"The peer is connecting, ICE is in progress, none of the transports has failed." msgstr "对等体正在连接,ICE 正在进行中,没有任何传输失败。" msgid "The peer is connected, all ICE transports are connected." @@ -114774,8 +129739,7 @@ msgid "" "The peer connection is closed (after calling [method close] for example)." msgstr "对等连接已关闭,例如在调用 [method close] 后。" -msgid "" -"The peer connection was just created and hasn't done any networking yet." +msgid "The peer connection was just created and hasn't done any networking yet." msgstr "对等体连接刚刚建立,还没有做任何联网工作。" msgid "" @@ -114792,9 +129756,9 @@ msgstr "" "口、新添加了 ICE 服务器,则会返回收集状态,进行候选项的收集。" msgid "" -"There is no ongoing exchange of offer and answer underway. This may mean " -"that the [WebRTCPeerConnection] is new ([constant STATE_NEW]) or that " -"negotiation is complete and a connection has been established ([constant " +"There is no ongoing exchange of offer and answer underway. This may mean that " +"the [WebRTCPeerConnection] is new ([constant STATE_NEW]) or that negotiation " +"is complete and a connection has been established ([constant " "STATE_CONNECTED])." msgstr "" "没有正在进行的要约和答复的交换。这可能意味着 [WebRTCPeerConnection] 是新的" @@ -114803,16 +129767,16 @@ msgstr "" msgid "" "The local peer has called [method set_local_description], passing in SDP " -"representing an offer (usually created by calling [method create_offer]), " -"and the offer has been applied successfully." +"representing an offer (usually created by calling [method create_offer]), and " +"the offer has been applied successfully." msgstr "" "本地对等体已调用 [method set_local_description],正在传入代表邀约的 SDP(通常" "由调用 [method create_offer] 创建),邀约已成功应用。" msgid "" -"The remote peer has created an offer and used the signaling server to " -"deliver it to the local peer, which has set the offer as the remote " -"description by calling [method set_remote_description]." +"The remote peer has created an offer and used the signaling server to deliver " +"it to the local peer, which has set the offer as the remote description by " +"calling [method set_remote_description]." msgstr "" "远程对等体已创建邀约,并将其使用信号服务器传递给了本地对等体,本地对等体已调" "用 [method set_remote_description] 将邀约设置为远程描述。" @@ -114824,9 +129788,9 @@ msgid "" "may not have a complete set of ICE candidates included. Further candidates " "will be delivered separately later." msgstr "" -"已应用远程对等体发送的邀约,已创建恢复并调用了 [method " -"set_local_description] 进行应用。这个临时应答描述了支持的媒体格式等信息,但可" -"能不包含完整的 ICE 候选项。后续会单独发送更多候选项。" +"已应用远程对等体发送的邀约,已创建恢复并调用了 [method set_local_description] " +"进行应用。这个临时应答描述了支持的媒体格式等信息,但可能不包含完整的 ICE 候选" +"项。后续会单独发送更多候选项。" msgid "" "A provisional answer has been received and successfully applied in response " @@ -114879,9 +129843,12 @@ msgid "" "optionally specify a [param bind_address], and provide valid [param " "tls_server_options] to use TLS. See [method TLSOptions.server]." msgstr "" -"启动新的多人服务器,监听给定的 [param port]。可以指定 [param bind_address]," -"也可以提供有效的 [param tls_server_options] 来使用 TLS。见 [method " -"TLSOptions.server]。" +"启动新的多人服务器,监听给定的 [param port]。可以指定 [param bind_address],也" +"可以提供有效的 [param tls_server_options] 来使用 TLS。见 [method TLSOptions." +"server]。" + +msgid "Returns the [WebSocketPeer] associated to the given [param peer_id]." +msgstr "返回与给定 [param peer_id] 关联的 [WebSocketPeer]。" msgid "Returns the IP address of the given peer." msgstr "返回给定对等体的 IP 地址。" @@ -114968,17 +129935,17 @@ msgid "" " set_process(false) # Stop processing.\n" "[/gdscript]\n" "[/codeblocks]\n" -"To use the peer as part of a WebSocket server refer to [method " -"accept_stream] and the online tutorial." +"To use the peer as part of a WebSocket server refer to [method accept_stream] " +"and the online tutorial." msgstr "" "这个类代表 WebSocket 连接,可以用作 WebSocket 客户端(兼容 RFC 6455),也可以" "用作 WebSocket 服务器的远程对等体。\n" "发送 WebSocket 二进制帧请使用 [method PacketPeer.put_packet],发送 WebSocket " "文本帧请使用 [method send](与基于文本的 API 交互时请优先选择文本帧)。可以通" "过 [method was_string_packet] 检查最近一个数据包的帧类型。\n" -"开启 WebSocket 客户端的方法是:首先调用 [method connect_to_url],然后定期调" -"用 [method poll](例如在 [Node] 的处理过程中)。查询套接字的状态请使用 " -"[method get_ready_state],获取挂起的数据包数量请使用 [method PacketPeer." +"开启 WebSocket 客户端的方法是:首先调用 [method connect_to_url],然后定期调用 " +"[method poll](例如在 [Node] 的处理过程中)。查询套接字的状态请使用 [method " +"get_ready_state],获取挂起的数据包数量请使用 [method PacketPeer." "get_available_packet_count],获取挂起的数据包请使用 [method PacketPeer." "get_packet]。\n" "[codeblocks]\n" @@ -115017,31 +129984,52 @@ msgid "" "StreamPeerTLS.accept_stream].\n" "[b]Note:[/b] Not supported in Web exports due to browsers' restrictions." msgstr "" -"以 WebSocket 服务器的名义,接受正在执行 HTTP 握手的对等体连接。[param " -"stream] 必须是从 [method TCPServer.take_connection] 获取的有效 TCP 流,或者是" -"从 [method StreamPeerTLS.accept_stream] 接受的 TLS 流。\n" +"以 WebSocket 服务器的名义,接受正在执行 HTTP 握手的对等体连接。[param stream] " +"必须是从 [method TCPServer.take_connection] 获取的有效 TCP 流,或者是从 " +"[method StreamPeerTLS.accept_stream] 接受的 TLS 流。\n" "[b]注意:[/b]由于浏览器的限制,Web 导出中不支持此方法。" msgid "" "Closes this WebSocket connection. [param code] is the status code for the " "closure (see RFC 6455 section 7.4 for a list of valid status codes). [param " "reason] is the human readable reason for closing the connection (can be any " -"UTF-8 string that's smaller than 123 bytes). If [param code] is negative, " -"the connection will be closed immediately without notifying the remote " -"peer.\n" +"UTF-8 string that's smaller than 123 bytes). If [param code] is negative, the " +"connection will be closed immediately without notifying the remote peer.\n" "[b]Note:[/b] To achieve a clean close, you will need to keep polling until " "[constant STATE_CLOSED] is reached.\n" "[b]Note:[/b] The Web export might not support all status codes. Please refer " "to browser-specific documentation for more details." msgstr "" "关闭该 WebSocket 连接。[param code] 是关闭的状态码(有效状态代码的列表见 RFC " -"6455 第 7.4 节)。[param reason] 是人类可读的关闭连接原因(可以是任何小于 " -"123 字节的 UTF-8 字符串)。如果 [param code] 为负数,则连接会立即关闭,不通知" -"远程对等体。\n" -"[b]注意:[/b]为了实现干净得体的关闭,你需要在达到 [constant STATE_CLOSED] 之" -"前保持轮询。\n" +"6455 第 7.4 节)。[param reason] 是人类可读的关闭连接原因(可以是任何小于 123 " +"字节的 UTF-8 字符串)。如果 [param code] 为负数,则连接会立即关闭,不通知远程" +"对等体。\n" +"[b]注意:[/b]为了实现干净得体的关闭,你需要在达到 [constant STATE_CLOSED] 之前" +"保持轮询。\n" "[b]注意:[/b]Web 导出可能不支持部分状态码。详情请参考具体浏览器的文档。" +msgid "" +"Connects to the given URL. TLS certificates will be verified against the " +"hostname when connecting using the [code]wss://[/code] protocol. You can pass " +"the optional [param tls_client_options] parameter to customize the trusted " +"certification authorities, or disable the common name verification. See " +"[method TLSOptions.client] and [method TLSOptions.client_unsafe].\n" +"[b]Note:[/b] To avoid mixed content warnings or errors in Web, you may have " +"to use a [param url] that starts with [code]wss://[/code] (secure) instead of " +"[code]ws://[/code]. When doing so, make sure to use the fully qualified " +"domain name that matches the one defined in the server's TLS certificate. Do " +"not connect directly via the IP address for [code]wss://[/code] connections, " +"as it won't match with the TLS certificate." +msgstr "" +"连接到给定的 URL。使用 [code]wss://[/code] 协议连接时会校验 TLS 证书与主机名。" +"传入可选的 [param tls_client_options] 参数可以自定义信任的证书颁发机构,也可以" +"禁用通用名校验。见 [method TLSOptions.client] 和 [method TLSOptions." +"client_unsafe]。\n" +"[b]注意:[/b]要避免 Web 中的混合内容警告或错误,你可能需要使用以 [code]wss://" +"[/code](安全)开头的 [param url] 而不是 [code]ws://[/code]。采用这种做法时," +"请确保使用与服务器 TLS 证书相匹配的主机域名全称。[code]wss://[/code] 连接请勿" +"直接使用 IP 地址连接,因为不会与 TLS 证书匹配。" + msgid "" "Returns the received WebSocket close frame status code, or [code]-1[/code] " "when the connection was not cleanly closed. Only call this method when " @@ -115095,29 +130083,28 @@ msgstr "" msgid "" "Returns the selected WebSocket sub-protocol for this connection or an empty " "string if the sub-protocol has not been selected yet." -msgstr "" -"返回这个连接所选用的 WebSocket 子协议,如果未选择子协议则返回空字符串。" +msgstr "返回这个连接所选用的 WebSocket 子协议,如果未选择子协议则返回空字符串。" msgid "" -"Updates the connection state and receive incoming packets. Call this " -"function regularly to keep it in a clean state." +"Updates the connection state and receive incoming packets. Call this function " +"regularly to keep it in a clean state." msgstr "更新连接状态并接收传入的数据包。请定期调用此函数,保持其清洁状态。" msgid "" "Sends the given [param message] using the desired [param write_mode]. When " "sending a [String], prefer using [method send_text]." msgstr "" -"使用期望的 [param write_mode] 发送给定的 [param message]。发送 [String] 时," -"请优先使用 [method send_text]。" +"使用期望的 [param write_mode] 发送给定的 [param message]。发送 [String] 时,请" +"优先使用 [method send_text]。" msgid "" -"Sends the given [param message] using WebSocket text mode. Prefer this " -"method over [method PacketPeer.put_packet] when interacting with third-party " -"text-based API (e.g. when using [JSON] formatted messages)." +"Sends the given [param message] using WebSocket text mode. Prefer this method " +"over [method PacketPeer.put_packet] when interacting with third-party text-" +"based API (e.g. when using [JSON] formatted messages)." msgstr "" -"使用 WebSocket 文本模式发送给定的 [param message]。与第三方文本 API 交互时请" -"优先使用这个方法而不是 [method PacketPeer.put_packet](例如使用 [JSON] 格式的" -"消息时)。" +"使用 WebSocket 文本模式发送给定的 [param message]。与第三方文本 API 交互时请优" +"先使用这个方法而不是 [method PacketPeer.put_packet](例如使用 [JSON] 格式的消" +"息时)。" msgid "" "Disable Nagle's algorithm on the underling TCP socket (default). See [method " @@ -115180,8 +130167,7 @@ msgid "" "The connection is in the process of closing. This means a close request has " "been sent to the remote peer but confirmation has not been received." msgstr "" -"连接正在关闭过程中。这意味着已经向远程对等体发送了关闭请求,但还没有收到确" -"认。" +"连接正在关闭过程中。这意味着已经向远程对等体发送了关闭请求,但还没有收到确认。" msgid "The connection is closed or couldn't be opened." msgstr "连接已关闭或无法打开。" @@ -115198,9 +130184,9 @@ msgid "" "Google Cardboard, Oculus Go, GearVR, or plain smartphones).\n" "Since WebXR is based on JavaScript, it makes extensive use of callbacks, " "which means that [WebXRInterface] is forced to use signals, where other XR " -"interfaces would instead use functions that return a result immediately. " -"This makes [WebXRInterface] quite a bit more complicated to initialize than " -"other XR interfaces.\n" +"interfaces would instead use functions that return a result immediately. This " +"makes [WebXRInterface] quite a bit more complicated to initialize than other " +"XR interfaces.\n" "Here's the minimum code required to start an immersive VR session:\n" "[codeblock]\n" "extends Node3D\n" @@ -115220,8 +130206,7 @@ msgid "" " # signals in order to receive them.\n" " webxr_interface.session_supported.connect(self." "_webxr_session_supported)\n" -" webxr_interface.session_started.connect(self." -"_webxr_session_started)\n" +" webxr_interface.session_started.connect(self._webxr_session_started)\n" " webxr_interface.session_ended.connect(self._webxr_session_ended)\n" " webxr_interface.session_failed.connect(self._webxr_session_failed)\n" "\n" @@ -115272,8 +130257,7 @@ msgid "" " # This tells Godot to start rendering to the headset.\n" " get_viewport().use_xr = true\n" " # This will be the reference space type you ultimately got, out of the\n" -" # types that you requested above. This is useful if you want the game " -"to\n" +" # types that you requested above. This is useful if you want the game to\n" " # work a little differently in 'bounded-floor' versus 'local-floor'.\n" " print (\"Reference space type: \" + webxr_interface." "reference_space_type)\n" @@ -115291,13 +130275,13 @@ msgid "" "There are a couple ways to handle \"controller\" input:\n" "- Using [XRController3D] nodes and their [signal XRController3D." "button_pressed] and [signal XRController3D.button_released] signals. This is " -"how controllers are typically handled in XR apps in Godot, however, this " -"will only work with advanced VR controllers like the Oculus Touch or Index " +"how controllers are typically handled in XR apps in Godot, however, this will " +"only work with advanced VR controllers like the Oculus Touch or Index " "controllers, for example.\n" "- Using the [signal select], [signal squeeze] and related signals. This " "method will work for both advanced VR controllers, and non-traditional input " -"sources like a tap on the screen, a spoken voice command or a button press " -"on the device itself.\n" +"sources like a tap on the screen, a spoken voice command or a button press on " +"the device itself.\n" "You can use both methods to allow your game or app to support a wider or " "narrower set of devices and input methods, or to allow more advanced " "interactions with more advanced devices." @@ -115305,11 +130289,11 @@ msgstr "" "WebXR 是一种开放标准,允许创建在网络浏览器中运行的 VR 和 AR 应用程序。\n" "因此,此接口仅在 Web 导出中运行时可用。\n" "WebXR 支持范围广泛的设备,从功能强大的设备(如 Valve Index、HTC Vive、Oculus " -"Rift 和 Quest)到功能低得多的设备(如 Google Cardboard、Oculus Go、GearVR 或" -"普通智能手机)。\n" -"由于 WebXR 基于 JavaScript,它大量使用回调,这意味着 [WebXRInterface] 被迫使" -"用信号,而其他 XR 接口将改为使用立即返回结果的函数。这使得 [WebXRInterface] " -"的初始化比其他 XR 接口要复杂得多。\n" +"Rift 和 Quest)到功能低得多的设备(如 Google Cardboard、Oculus Go、GearVR 或普" +"通智能手机)。\n" +"由于 WebXR 基于 JavaScript,它大量使用回调,这意味着 [WebXRInterface] 被迫使用" +"信号,而其他 XR 接口将改为使用立即返回结果的函数。这使得 [WebXRInterface] 的初" +"始化比其他 XR 接口要复杂得多。\n" "以下是启动沉浸式 VR 会话所需的最少代码:\n" "[codeblock]\n" "extends Node3D\n" @@ -115328,8 +130312,7 @@ msgstr "" " # 信号,以便接收它们。\n" " webxr_interface.session_supported.connect(self." "_webxr_session_supported)\n" -" webxr_interface.session_started.connect(self." -"_webxr_session_started)\n" +" webxr_interface.session_started.connect(self._webxr_session_started)\n" " webxr_interface.session_ended.connect(self._webxr_session_ended)\n" " webxr_interface.session_failed.connect(self._webxr_session_failed)\n" "\n" @@ -115397,12 +130380,98 @@ msgstr "" "制器。\n" "- 使用 [signal select]、[signal squeeze] 和其他相关信号。这种方法适用于高级 " "VR 控制器和非传统输入源,例如屏幕上的轻敲、语音命令或设备本身的按钮按下。\n" -"您可以使用这两种方法来让您的游戏或应用程序支持更多或更窄的设备和输入法集,或" -"者允许与更高级的设备进行更高级的交互。" +"您可以使用这两种方法来让您的游戏或应用程序支持更多或更窄的设备和输入法集,或者" +"允许与更高级的设备进行更高级的交互。" msgid "How to make a VR game for WebXR with Godot 4" msgstr "如何使用 Godot 4 制作 WebXR 的 VR 游戏" +msgid "" +"Returns display refresh rates supported by the current HMD. Only returned if " +"this feature is supported by the web browser and after the interface has been " +"initialized." +msgstr "" +"返回当前 HMD 所支持的显示刷新率。网页浏览器支持该功能,并且该接口已初始化时才" +"会返回。" + +msgid "" +"Returns the display refresh rate for the current HMD. Not supported on all " +"HMDs and browsers. It may not report an accurate value until after using " +"[method set_display_refresh_rate]." +msgstr "" +"返回当前 HMD 的显示刷新率。不是所有 HMD 和浏览器都支持。使用 [method " +"set_display_refresh_rate] 前可能不会汇报精确值。" + +msgid "" +"Returns the target ray mode for the given [param input_source_id].\n" +"This can help interpret the input coming from that input source. See " +"[url=https://developer.mozilla.org/en-US/docs/Web/API/XRInputSource/" +"targetRayMode]XRInputSource.targetRayMode[/url] for more information." +msgstr "" +"返回给定的 [param input_source_id] 的目标射线模式。\n" +"可用于帮助解析来自该输入源的输入。详见 [url=https://developer.mozilla.org/en-" +"US/docs/Web/API/XRInputSource/targetRayMode]XRInputSource.targetRayMode[/" +"url]。" + +msgid "" +"Gets an [XRPositionalTracker] for the given [param input_source_id].\n" +"In the context of WebXR, an input source can be an advanced VR controller " +"like the Oculus Touch or Index controllers, or even a tap on the screen, a " +"spoken voice command or a button press on the device itself. When a non-" +"traditional input source is used, interpret the position and orientation of " +"the [XRPositionalTracker] as a ray pointing at the object the user wishes to " +"interact with.\n" +"Use this method to get information about the input source that triggered one " +"of these signals:\n" +"- [signal selectstart]\n" +"- [signal select]\n" +"- [signal selectend]\n" +"- [signal squeezestart]\n" +"- [signal squeeze]\n" +"- [signal squeezestart]" +msgstr "" +"获取给定 [param input_source_id] 的 [XRPositionalTracker]。\n" +"在 WebXR 上下文中,输入源可以是类似 Oculus Touch 和 Index 控制器的高级 VR 控制" +"器,甚至也可以是屏幕上的点击、语音命令或按下设备本身的按钮。当使用非传统输入源" +"时,会将 [XRPositionalTracker] 的位置和方向解释为指向用户希望与之交互的对象的" +"射线。\n" +"可以使用此方法获取有关触发以下信号之一的输入源的信息:\n" +"- [signal selectstart]\n" +"- [signal select]\n" +"- [signal selectend]\n" +"- [signal squeezestart]\n" +"- [signal squeeze]\n" +"- [signal squeezestart]" + +msgid "" +"Returns [code]true[/code] if there is an active input source with the given " +"[param input_source_id]." +msgstr "" +"如果存在具有给定 [param input_source_id] 的活动输入源,则返回 [code]true[/" +"code]。" + +msgid "" +"Checks if the given [param session_mode] is supported by the user's browser.\n" +"Possible values come from [url=https://developer.mozilla.org/en-US/docs/Web/" +"API/XRSessionMode]WebXR's XRSessionMode[/url], including: [code]\"immersive-" +"vr\"[/code], [code]\"immersive-ar\"[/code], and [code]\"inline\"[/code].\n" +"This method returns nothing, instead it emits the [signal session_supported] " +"signal with the result." +msgstr "" +"检查给定的 [param session_mode] 是否被用户的浏览器支持。\n" +"可能的值来自 [url=https://developer.mozilla.org/en-US/docs/Web/API/" +"XRSessionMode]WebXR 的 XRSessionMode[/url],包括:[code]\"immersive-vr\"[/" +"code]、[code]\"immersive-ar\"[/code] 和 [code]\"inline\"[/code]。\n" +"此方法不返回任何东西,而是将结果发送给 [signal session_supported] 信号。" + +msgid "" +"Sets the display refresh rate for the current HMD. Not supported on all HMDs " +"and browsers. It won't take effect right away until after [signal " +"display_refresh_rate_changed] is emitted." +msgstr "" +"为当前的 HMD 设置屏幕刷新率。不是所有 HMD 和浏览器都支持。不会立即生效,发出 " +"[signal display_refresh_rate_changed] 信号后才会生效。" + msgid "" "A comma-seperated list of optional features used by [method XRInterface." "initialize] when setting up the WebXR session.\n" @@ -115417,26 +130486,25 @@ msgid "" msgstr "" "[method XRInterface.initialize] 在设置 WebXR 会话时使用的以逗号分隔的可选功能" "列表。\n" -"如果用户的浏览器或设备,不支持给定的任一功能,初始化将继续,但将无法使用所请" -"求的功能。\n" +"如果用户的浏览器或设备,不支持给定的任一功能,初始化将继续,但将无法使用所请求" +"的功能。\n" "这对已经初始化的接口没有任何影响。\n" "可能的值来自 [url=https://developer.mozilla.org/en-US/docs/Web/API/" -"XRReferenceSpaceType]WebXR 的 XRReferenceSpaceType[/url]。如果想要使用特定的" -"参考空间类型,则它必须列在 [member required_features] 或 [member " +"XRReferenceSpaceType]WebXR 的 XRReferenceSpaceType[/url]。如果想要使用特定的参" +"考空间类型,则它必须列在 [member required_features] 或 [member " "optional_features] 中。" msgid "" -"The reference space type (from the list of requested types set in the " -"[member requested_reference_space_types] property), that was ultimately used " -"by [method XRInterface.initialize] when setting up the WebXR session.\n" +"The reference space type (from the list of requested types set in the [member " +"requested_reference_space_types] property), that was ultimately used by " +"[method XRInterface.initialize] when setting up the WebXR session.\n" "Possible values come from [url=https://developer.mozilla.org/en-US/docs/Web/" "API/XRReferenceSpaceType]WebXR's XRReferenceSpaceType[/url]. If you want to " "use a particular reference space type, it must be listed in either [member " "required_features] or [member optional_features]." msgstr "" -"参考空间类型(来自 [member requested_reference_space_types] 属性中设置的请求" -"类型列表),在设置 WebXR 会话时最终由 [method XRInterface.initialize] 使" -"用。\n" +"参考空间类型(来自 [member requested_reference_space_types] 属性中设置的请求类" +"型列表),在设置 WebXR 会话时最终由 [method XRInterface.initialize] 使用。\n" "可能的值来自 [url=https://developer.mozilla.org/en-US/docs/Web/API/" "XRReferenceSpaceType]WebXR 的 XRReferenceSpaceType[/url]。 如果想要使用特定的" "参考空间类型,则它必须列在 [member required_features] 或 [member " @@ -115445,8 +130513,8 @@ msgstr "" msgid "" "A comma-seperated list of reference space types used by [method XRInterface." "initialize] when setting up the WebXR session.\n" -"The reference space types are requested in order, and the first one " -"supported by the users device or browser will be used. The [member " +"The reference space types are requested in order, and the first one supported " +"by the users device or browser will be used. The [member " "reference_space_type] property contains the reference space type that was " "ultimately selected.\n" "This doesn't have any effect on the interface when already initialized.\n" @@ -115461,8 +130529,8 @@ msgstr "" "reference_space_type] 属性包含最终选择的参考空间类型。\n" "这对已经初始化的接口没有任何影响。\n" "可能的值来自 [url=https://developer.mozilla.org/en-US/docs/Web/API/" -"XRReferenceSpaceType]WebXR 的 XRReferenceSpaceType[/url]。如果想要使用特定的" -"参考空间类型,则它必须列在 [member required_features] 或 [member " +"XRReferenceSpaceType]WebXR 的 XRReferenceSpaceType[/url]。如果想要使用特定的参" +"考空间类型,则它必须列在 [member required_features] 或 [member " "optional_features] 中。" msgid "" @@ -115482,8 +130550,8 @@ msgstr "" "session_failed] 。\n" "这对已经初始化的接口没有任何影响。\n" "可能的值来自 [url=https://developer.mozilla.org/en-US/docs/Web/API/" -"XRReferenceSpaceType]WebXR 的 XRReferenceSpaceType[/url]。如果想要使用特定的" -"参考空间类型,则它必须列在 [member required_features] 或 [member " +"XRReferenceSpaceType]WebXR 的 XRReferenceSpaceType[/url]。如果想要使用特定的参" +"考空间类型,则它必须列在 [member required_features] 或 [member " "optional_features] 中。" msgid "" @@ -115512,9 +130580,11 @@ msgstr "" "XRVisibilityState]WebXR 的 XRVisibilityState[/url],包括 [code]\"hidden\"[/" "code]、[code]\"visible\"[/code] 和 [code]\"visible-blurred\"[/code]。" +msgid "Emitted after the display's refresh rate has changed." +msgstr "显示器的刷新率发生改变后触发。" + msgid "" -"Emitted to indicate that the reference space has been reset or " -"reconfigured.\n" +"Emitted to indicate that the reference space has been reset or reconfigured.\n" "When (or whether) this is emitted depends on the user's browser or device, " "but may include when the user has changed the dimensions of their play space " "(which you may be able to access via [method XRInterface.get_play_area]) or " @@ -115523,9 +130593,9 @@ msgid "" "reset_event]WebXR's XRReferenceSpace reset event[/url] for more information." msgstr "" "发射以表明参考空间已被重置或重新配置。\n" -"何时(或是否)发射取决于用户的浏览器或设备,但可能包括用户改变了他们的游戏空" -"间的大小(可以通过 [method XRInterface.get_play_area] 访问),或按下/按住一个" -"按钮来重新定位他们的位置。\n" +"何时(或是否)发射取决于用户的浏览器或设备,但可能包括用户改变了他们的游戏空间" +"的大小(可以通过 [method XRInterface.get_play_area] 访问),或按下/按住一个按" +"钮来重新定位他们的位置。\n" "有关详细信息,请参阅 [url=https://developer.mozilla.org/en-US/docs/Web/API/" "XRReferenceSpace/reset_event]WebXR 的 XRReferenceSpace 重置事件[/url]。" @@ -115560,14 +130630,22 @@ msgstr "" "get_input_source_target_ray_mode] 获取关于该输入源的更多信息。" msgid "" -"Emitted when the user ends the WebXR session (which can be done using UI " -"from the browser or device).\n" +"Emitted when the user ends the WebXR session (which can be done using UI from " +"the browser or device).\n" "At this point, you should do [code]get_viewport().use_xr = false[/code] to " "instruct Godot to resume rendering to the screen." msgstr "" "用户结束 WebXR 会话时发出(可以使用浏览器或设备的 UI 结束会话)。\n" -"此时,你应该执行 [code]get_viewport().use_xr = false[/code],让 Godot 继续渲" -"染至屏幕。" +"此时,你应该执行 [code]get_viewport().use_xr = false[/code],让 Godot 继续渲染" +"至屏幕。" + +msgid "" +"Emitted by [method XRInterface.initialize] if the session fails to start.\n" +"[param message] may optionally contain an error message from WebXR, or an " +"empty string if no message is available." +msgstr "" +"由 [method XRInterface.initialize] 在该会话启动失败时发出。\n" +"[param message] 可能会包含 WebXR 的错误信息,如果没有可用信息则为空字符串。" msgid "" "Emitted by [method XRInterface.initialize] if the session is successfully " @@ -115579,6 +130657,13 @@ msgstr "" "此时,可以安全地执行 [code]get_viewport().use_xr = true[/code],让 Godot 开始" "渲染至 XR 设备。" +msgid "" +"Emitted by [method is_session_supported] to indicate if the given [param " +"session_mode] is supported or not." +msgstr "" +"由 [method is_session_supported] 触发,表示是否支持指定的 [param " +"session_mode]。" + msgid "" "Emitted after one of the input sources has finished its \"primary squeeze " "action\".\n" @@ -115629,10 +130714,26 @@ msgstr "目标射线由手持指示器发射,很可能是 VR 触摸控制器 msgid "Target ray from touch screen, mouse or other tactile input device." msgstr "目标射线由触摸屏、鼠标等触觉输入设备发射。" +msgid "Base class for all windows, dialogs, and popups." +msgstr "所有窗口、对话框、弹出框的基类。" + msgid "" -"Creates a local override for a theme [Color] with the specified [param " -"name]. Local overrides always take precedence when fetching theme items for " -"the control. An override can be removed with [method " +"A node that creates a window. The window can either be a native system window " +"or embedded inside another [Window] (see [member Viewport." +"gui_embed_subwindows]).\n" +"At runtime, [Window]s will not close automatically when requested. You need " +"to handle it manually using the [signal close_requested] signal (this applies " +"both to pressing the close button and clicking outside of a popup)." +msgstr "" +"创建窗口的节点。窗口可以是原生系统窗口,也可以是嵌入到其他 [Window] 中的窗口" +"(见 [member Viewport.gui_embed_subwindows])。\n" +"运行时,[Window] 不会在请求关闭时自动关闭。你需要使用 [signal " +"close_requested] 信号手动处理(适用于点击关闭按钮和点击弹出窗口外部)。" + +msgid "" +"Creates a local override for a theme [Color] with the specified [param name]. " +"Local overrides always take precedence when fetching theme items for the " +"control. An override can be removed with [method " "remove_theme_color_override].\n" "See also [method get_theme_color] and [method Control." "add_theme_color_override] for more details." @@ -115650,9 +130751,8 @@ msgid "" "See also [method get_theme_stylebox] and [method Control." "add_theme_stylebox_override] for more details." msgstr "" -"为名为 [param name] 的主题 [StyleBox] 创建本地覆盖项。为控件获取主题时,本地" -"覆盖项始终优先。覆盖项可以使用 [method remove_theme_stylebox_override] 移" -"除。\n" +"为名为 [param name] 的主题 [StyleBox] 创建本地覆盖项。为控件获取主题时,本地覆" +"盖项始终优先。覆盖项可以使用 [method remove_theme_stylebox_override] 移除。\n" "详情请参阅 [method get_theme_stylebox] 和 [method Control." "add_theme_stylebox_override]。" @@ -115684,9 +130784,8 @@ msgid "Returns the window's size including its border." msgstr "返回该窗口的大小,包括边框。" msgid "" -"Returns a [Color] from the first matching [Theme] in the tree if that " -"[Theme] has a color item with the specified [param name] and [param " -"theme_type].\n" +"Returns a [Color] from the first matching [Theme] in the tree if that [Theme] " +"has a color item with the specified [param name] and [param theme_type].\n" "See [method Control.get_theme_color] for more details." msgstr "" "从树中第一个匹配的 [Theme] 中返回 [Color],该 [Theme] 中需要有名称为 [param " @@ -115699,8 +130798,8 @@ msgid "" "theme_type].\n" "See [method Control.get_theme_color] for more details." msgstr "" -"从树中第一个匹配的 [Theme] 中返回常量,该 [Theme] 中需要有名称为 [param " -"name] 类型为 [param theme_type] 的常量项目。\n" +"从树中第一个匹配的 [Theme] 中返回常量,该 [Theme] 中需要有名称为 [param name] " +"类型为 [param theme_type] 的常量项目。\n" "详情见 [method Control.get_theme_color]。" msgid "" @@ -115754,8 +130853,8 @@ msgid "" "has an icon item with the specified [param name] and [param theme_type].\n" "See [method Control.get_theme_color] for details." msgstr "" -"从树中第一个匹配的 [Theme] 中返回图标,该 [Theme] 中需要有名称为 [param " -"name] 类型为 [param theme_type] 的图标项目。\n" +"从树中第一个匹配的 [Theme] 中返回图标,该 [Theme] 中需要有名称为 [param name] " +"类型为 [param theme_type] 的图标项目。\n" "详情见 [method Control.get_theme_color]。" msgid "" @@ -115768,6 +130867,9 @@ msgstr "" "[param name] 类型为 [param theme_type] 的样式盒项目。\n" "详情见 [method Control.get_theme_color]。" +msgid "Returns the ID of the window." +msgstr "返回该窗口的 ID。" + msgid "Causes the window to grab focus, allowing it to receive user input." msgstr "使该窗口获得焦点,从而接收用户输入。" @@ -115775,8 +130877,8 @@ msgid "Returns [code]true[/code] if the window is focused." msgstr "如果该窗口已获得焦点,则返回 [code]true[/code]。" msgid "" -"Returns [code]true[/code] if there is a matching [Theme] in the tree that " -"has a color item with the specified [param name] and [param theme_type].\n" +"Returns [code]true[/code] if there is a matching [Theme] in the tree that has " +"a color item with the specified [param name] and [param theme_type].\n" "See [method Control.get_theme_color] for details." msgstr "" "如果树中存在匹配的 [Theme],具有指定名称 [param name] 和主题类型 [param " @@ -115784,8 +130886,8 @@ msgstr "" "详情见 [method Control.get_theme_color]。" msgid "" -"Returns [code]true[/code] if there is a matching [Theme] in the tree that " -"has a constant item with the specified [param name] and [param theme_type].\n" +"Returns [code]true[/code] if there is a matching [Theme] in the tree that has " +"a constant item with the specified [param name] and [param theme_type].\n" "See [method Control.get_theme_color] for details." msgstr "" "如果树中存在匹配的 [Theme],具有指定名称 [param name] 和主题类型 [param " @@ -115793,8 +130895,8 @@ msgstr "" "详情见 [method Control.get_theme_color]。" msgid "" -"Returns [code]true[/code] if there is a matching [Theme] in the tree that " -"has a font item with the specified [param name] and [param theme_type].\n" +"Returns [code]true[/code] if there is a matching [Theme] in the tree that has " +"a font item with the specified [param name] and [param theme_type].\n" "See [method Control.get_theme_color] for details." msgstr "" "如果树中存在匹配的 [Theme],具有指定名称 [param name] 和主题类型 [param " @@ -115802,9 +130904,8 @@ msgstr "" "详情见 [method Control.get_theme_color]。" msgid "" -"Returns [code]true[/code] if there is a matching [Theme] in the tree that " -"has a font size item with the specified [param name] and [param " -"theme_type].\n" +"Returns [code]true[/code] if there is a matching [Theme] in the tree that has " +"a font size item with the specified [param name] and [param theme_type].\n" "See [method Control.get_theme_color] for details." msgstr "" "如果树中存在匹配的 [Theme],具有指定名称 [param name] 和主题类型 [param " @@ -115812,8 +130913,8 @@ msgstr "" "详情见 [method Control.get_theme_color]。" msgid "" -"Returns [code]true[/code] if there is a matching [Theme] in the tree that " -"has an icon item with the specified [param name] and [param theme_type].\n" +"Returns [code]true[/code] if there is a matching [Theme] in the tree that has " +"an icon item with the specified [param name] and [param theme_type].\n" "See [method Control.get_theme_color] for details." msgstr "" "如果树中存在匹配的 [Theme],具有指定名称 [param name] 和主题类型 [param " @@ -115821,8 +130922,8 @@ msgstr "" "详情见 [method Control.get_theme_color]。" msgid "" -"Returns [code]true[/code] if there is a matching [Theme] in the tree that " -"has a stylebox item with the specified [param name] and [param theme_type].\n" +"Returns [code]true[/code] if there is a matching [Theme] in the tree that has " +"a stylebox item with the specified [param name] and [param theme_type].\n" "See [method Control.get_theme_color] for details." msgstr "" "如果树中存在匹配的 [Theme],具有指定名称 [param name] 和主题类型 [param " @@ -115842,8 +130943,8 @@ msgid "" msgstr "如果该窗口当前嵌入在其他窗口中,则返回 [code]true[/code]。" msgid "" -"Returns [code]true[/code] if the window can be maximized (the maximize " -"button is enabled)." +"Returns [code]true[/code] if the window can be maximized (the maximize button " +"is enabled)." msgstr "如果该窗口可以最大化(启用了最大化按钮),则返回 [code]true[/code]。" msgid "" @@ -115856,6 +130957,25 @@ msgstr "" msgid "Moves the [Window] on top of other windows and focuses it." msgstr "将该 [Window] 移动到其他窗口的顶部并聚焦。" +msgid "" +"Shows the [Window] and makes it transient (see [member transient]). If [param " +"rect] is provided, it will be set as the [Window]'s size. Fails if called on " +"the main window." +msgstr "" +"显示该 [Window] 并标记为临时窗口(见 [member transient])。如果提供了 [param " +"rect],则会设为该 [Window] 的大小。对主窗口调用时会失败。" + +msgid "" +"Popups the [Window] at the center of the current screen, with optionally " +"given minimum size. If the [Window] is embedded, it will be centered in the " +"parent [Viewport] instead.\n" +"[b]Note:[/b] Calling it with the default value of [param minsize] is " +"equivalent to calling it with [member size]." +msgstr "" +"在当前屏幕的中心弹出该 [Window],可以选择给定最小尺寸。如果该 [Window] 是嵌入" +"的,它将在父 [Viewport] 中居中。\n" +"[b]注意:[/b]用 [param minsize] 的默认值调用它等同于用 [member size] 调用它。" + msgid "" "Popups the [Window] centered inside its parent [Window]. [param " "fallback_ratio] determines the maximum size of the [Window], in relation to " @@ -115863,17 +130983,100 @@ msgid "" "[b]Note:[/b] Calling it with the default value of [param minsize] is " "equivalent to calling it with [member size]." msgstr "" -"在父 [Window] 中居中弹出该 [Window]。[param fallback_ratio] 确定 [Window] 相" -"对于其父级的最大尺寸。\n" +"在父 [Window] 中居中弹出该 [Window]。[param fallback_ratio] 确定 [Window] 相对" +"于其父级的最大尺寸。\n" "[b]注意:[/b]用 [param minsize] 的默认值调用它等同于用 [member size] 调用它。" +msgid "" +"If [Window] is embedded, popups the [Window] centered inside its embedder and " +"sets its size as a [param ratio] of embedder's size.\n" +"If [Window] is a native window, popups the [Window] centered inside the " +"screen of its parent [Window] and sets its size as a [param ratio] of the " +"screen size." +msgstr "" +"如果 [Window] 为嵌入式窗口,则 [Window] 在弹出时会在嵌入器内居中,并按照嵌入器" +"大小的比例 [param ratio] 设置其大小。\n" +"如果 [Window] 为原生窗口,则 [Window] 在弹出时会在其父 [Window] 所在屏幕内居" +"中,并按照屏幕大小的比例 [param ratio] 设置其大小。" + +msgid "" +"Attempts to parent this dialog to the last exclusive window relative to " +"[param from_node], and then calls [method Window.popup] on it. The dialog " +"must have no current parent, otherwise the method fails.\n" +"See also [method set_unparent_when_invisible] and [method Node." +"get_last_exclusive_window]." +msgstr "" +"尝试将该对话框的父节点设为最近的独占窗口,相对于 [param from_node],然后对其调" +"用 [method Window.popup]。对话框目前必须没有父节点,否则该方法会失败。\n" +"另见 [method set_unparent_when_invisible] 和 [method Node." +"get_last_exclusive_window]。" + +msgid "" +"Attempts to parent this dialog to the last exclusive window relative to " +"[param from_node], and then calls [method Window.popup_centered] on it. The " +"dialog must have no current parent, otherwise the method fails.\n" +"See also [method set_unparent_when_invisible] and [method Node." +"get_last_exclusive_window]." +msgstr "" +"尝试将该对话框的父节点设为最近的独占窗口,相对于 [param from_node],然后对其调" +"用 [method Window.popup_centered]。对话框目前必须没有父节点,否则该方法会失" +"败。\n" +"另见 [method set_unparent_when_invisible] 和 [method Node." +"get_last_exclusive_window]。" + +msgid "" +"Attempts to parent this dialog to the last exclusive window relative to " +"[param from_node], and then calls [method Window.popup_centered_clamped] on " +"it. The dialog must have no current parent, otherwise the method fails.\n" +"See also [method set_unparent_when_invisible] and [method Node." +"get_last_exclusive_window]." +msgstr "" +"尝试将该对话框的父节点设为最近的独占窗口,相对于 [param from_node],然后对其调" +"用 [method Window.popup_centered_clamped]。对话框目前必须没有父节点,否则该方" +"法会失败。\n" +"另见 [method set_unparent_when_invisible] 和 [method Node." +"get_last_exclusive_window]。" + +msgid "" +"Attempts to parent this dialog to the last exclusive window relative to " +"[param from_node], and then calls [method Window.popup_centered_ratio] on it. " +"The dialog must have no current parent, otherwise the method fails.\n" +"See also [method set_unparent_when_invisible] and [method Node." +"get_last_exclusive_window]." +msgstr "" +"尝试将该对话框的父节点设为最近的独占窗口,相对于 [param from_node],然后对其调" +"用 [method Window.popup_centered_ratio]。对话框目前必须没有父节点,否则该方法" +"会失败。\n" +"另见 [method set_unparent_when_invisible] 和 [method Node." +"get_last_exclusive_window]。" + +msgid "" +"Attempts to parent this dialog to the last exclusive window relative to " +"[param from_node], and then calls [method Window.popup_on_parent] on it. The " +"dialog must have no current parent, otherwise the method fails.\n" +"See also [method set_unparent_when_invisible] and [method Node." +"get_last_exclusive_window]." +msgstr "" +"尝试将该对话框的父节点设为最近的独占窗口,相对于 [param from_node],然后对其调" +"用 [method Window.popup_on_parent]。对话框目前必须没有父节点,否则该方法会失" +"败。\n" +"另见 [method set_unparent_when_invisible] 和 [method Node." +"get_last_exclusive_window]。" + +msgid "" +"Popups the [Window] with a position shifted by parent [Window]'s position. If " +"the [Window] is embedded, has the same effect as [method popup]." +msgstr "" +"弹出该 [Window],位置会根据父级 [Window] 的位置进行偏移。如果该 [Window] 是内" +"嵌的,则与 [method popup] 等效。" + msgid "" "Tells the OS that the [Window] needs an attention. This makes the window " "stand out in some way depending on the system, e.g. it might blink on the " "task bar." msgstr "" -"告诉操作系统 [Window] 需要注意。这样会让该窗口以某种方式脱颖而出,具体形式取" -"决于系统,例如可能会在任务栏上闪烁。" +"告诉操作系统 [Window] 需要注意。这样会让该窗口以某种方式脱颖而出,具体形式取决" +"于系统,例如可能会在任务栏上闪烁。" msgid "" "Resets the size to the minimum size, which is the max of [member min_size] " @@ -115881,8 +131084,8 @@ msgid "" "get_contents_minimum_size]. This is equivalent to calling " "[code]set_size(Vector2i())[/code] (or any size below the minimum)." msgstr "" -"将大小重置为最小大小,即 [member min_size] 和([member wrap_controls] 启用" -"时)[method get_contents_minimum_size] 之间的较大值。相当于调用 " +"将大小重置为最小大小,即 [member min_size] 和([member wrap_controls] 启用时)" +"[method get_contents_minimum_size] 之间的较大值。相当于调用 " "[code]set_size(Vector2i())[/code](或低于最小值的任何大小)。" msgid "Sets a specified window flag." @@ -115905,6 +131108,18 @@ msgstr "" "设置布局方向和文本书写方向。某些语言需要从右至左的布局(例如阿拉伯语和希伯来" "语)。" +msgid "" +"If [param unparent] is [code]true[/code], the window is automatically " +"unparented when going invisible.\n" +"[b]Note:[/b] Make sure to keep a reference to the node, otherwise it will be " +"orphaned. You also need to manually call [method Node.queue_free] to free the " +"window if it's not parented." +msgstr "" +"如果 [param unparent] 为 [code]true[/code],则窗口会在隐藏时自动解除与父节点的" +"关系。\n" +"[b]注意:[/b]请确保存在对该节点的引用,否则该节点会变为孤儿节点。没有父节点" +"时,你还需要手动调用 [method Node.queue_free] 来释放该窗口。" + msgid "" "Enables font oversampling. This makes fonts look better when they are scaled " "up." @@ -115912,11 +131127,11 @@ msgstr "启用字体过采样。会使得字体在放大后更好看。" msgid "" "Makes the [Window] appear. This enables interactions with the [Window] and " -"doesn't change any of its property other than visibility (unlike e.g. " -"[method popup])." +"doesn't change any of its property other than visibility (unlike e.g. [method " +"popup])." msgstr "" -"让该 [Window] 出现。这样会启用与 [Window] 的交互,除了可见性之外不会更改其他" -"任何属性(与 [method popup] 不同)。" +"让该 [Window] 出现。这样会启用与 [Window] 的交互,除了可见性之外不会更改其他任" +"何属性(与 [method popup] 不同)。" msgid "" "If [code]true[/code], the window will be on top of all other windows. Does " @@ -115944,8 +131159,8 @@ msgid "" "Specifies the base scale of [Window]'s content when its [member size] is " "equal to [member content_scale_size]." msgstr "" -"指定当 [member size] 等于 [member content_scale_size] 时 [Window] 内容的基础" -"比例。" +"指定当 [member size] 等于 [member content_scale_size] 时 [Window] 内容的基础比" +"例。" msgid "Specifies how the content is scaled when the [Window] is resized." msgstr "指定当 [Window] 的大小改变时,如何对内容进行缩放。" @@ -115967,8 +131182,8 @@ msgid "" "the parent [Window].\n" "Needs [member transient] enabled to work." msgstr "" -"如果为 [code]true[/code],则 [Window] 将处于独占模式。独占窗口总是在其父窗口" -"的顶部,会阻止所有输入到达父级 [Window]。\n" +"如果为 [code]true[/code],则 [Window] 将处于独占模式。独占窗口总是在其父窗口的" +"顶部,会阻止所有输入到达父级 [Window]。\n" "需要启用 [member transient] 才能正常工作。" msgid "" @@ -115977,21 +131192,20 @@ msgid "" "[b]Note:[/b] This property is implemented only on macOS.\n" "[b]Note:[/b] This property only works with native windows." msgstr "" -"如果为 [code]true[/code],则 [Window] 的内容将会扩展到窗口的完整大小,窗口标" -"题栏是透明的。\n" +"如果为 [code]true[/code],则 [Window] 的内容将会扩展到窗口的完整大小,窗口标题" +"栏是透明的。\n" "[b]注意:[/b]这个属性仅在 macOS 上实现。\n" "[b]注意:[/b]这个属性仅对原生窗口有效。" msgid "" "Specifies the initial type of position for the [Window]. See [enum " "WindowInitialPosition] constants." -msgstr "" -"指定该 [Windows] 的初始位置类型。见 [enum WindowInitialPosition] 常量。" +msgstr "指定该 [Windows] 的初始位置类型。见 [enum WindowInitialPosition] 常量。" msgid "" "If non-zero, the [Window] can't be resized to be bigger than this size.\n" -"[b]Note:[/b] This property will be ignored if the value is lower than " -"[member min_size]." +"[b]Note:[/b] This property will be ignored if the value is lower than [member " +"min_size]." msgstr "" "如果非零,则调整该 [Window] 的大小时无法大于该尺寸。\n" "[b]注意:[/b]如果值小于 [member min_size],该属性将被忽略。" @@ -116010,9 +131224,9 @@ msgid "" "Set's the window's current mode.\n" "[b]Note:[/b] Fullscreen mode is not exclusive full screen on Windows and " "Linux.\n" -"[b]Note:[/b] This method only works with native windows, i.e. the main " -"window and [Window]-derived nodes when [member Viewport." -"gui_embed_subwindows] is disabled in the main viewport." +"[b]Note:[/b] This method only works with native windows, i.e. the main window " +"and [Window]-derived nodes when [member Viewport.gui_embed_subwindows] is " +"disabled in the main viewport." msgstr "" "设置该窗口的当前模式。\n" "[b]注意:[/b]在 Windows 和 Linux 上,全屏与独占全屏是不同的模式。\n" @@ -116021,10 +131235,8 @@ msgstr "" msgid "" "If [code]true[/code], all mouse events will be passed to the underlying " -"window of the same application. See also [member " -"mouse_passthrough_polygon].\n" -"[b]Note:[/b] This property is implemented on Linux (X11), macOS and " -"Windows.\n" +"window of the same application. See also [member mouse_passthrough_polygon].\n" +"[b]Note:[/b] This property is implemented on Linux (X11), macOS and Windows.\n" "[b]Note:[/b] This property only works with native windows." msgstr "" "如果为 [code]true[/code],则所有鼠标事件都会传递给同一应用的底层窗口。另见 " @@ -116061,10 +131273,10 @@ msgid "" "GetNode(\"Window\").MousePassthrough = new Vector2[] {};\n" "[/csharp]\n" "[/codeblocks]\n" -"[b]Note:[/b] This property is ignored if [member mouse_passthrough] is set " -"to [code]true[/code].\n" -"[b]Note:[/b] On Windows, the portion of a window that lies outside the " -"region is not drawn, while on Linux (X11) and macOS it is.\n" +"[b]Note:[/b] This property is ignored if [member mouse_passthrough] is set to " +"[code]true[/code].\n" +"[b]Note:[/b] On Windows, the portion of a window that lies outside the region " +"is not drawn, while on Linux (X11) and macOS it is.\n" "[b]Note:[/b] This property is implemented on Linux (X11), macOS and Windows." msgstr "" "设置窗口的一个接受鼠标事件的多边形区域。该区域外的鼠标事件将被传递出去。\n" @@ -116100,30 +131312,30 @@ msgstr "" "[b]注意:[/b]该属性在 Linux (X11)、macOS 和 Windows 上实现。" msgid "" -"If [code]true[/code], the [Window] will be considered a popup. Popups are " -"sub-windows that don't show as separate windows in system's window manager's " +"If [code]true[/code], the [Window] will be considered a popup. Popups are sub-" +"windows that don't show as separate windows in system's window manager's " "window list and will send close request when anything is clicked outside of " "them (unless [member exclusive] is enabled).\n" "[b]Note:[/b] This property only works with native windows." msgstr "" -"如果为 [code]true[/code],则该 [Window] 将被视为弹出窗口。弹出窗口是子窗口," -"不会在系统窗口管理器的窗口列表中显示为单独的窗口,并且会在单击它们之外的任何" -"位置时发送关闭请求(除非启用了 [member exclusive])。\n" +"如果为 [code]true[/code],则该 [Window] 将被视为弹出窗口。弹出窗口是子窗口,不" +"会在系统窗口管理器的窗口列表中显示为单独的窗口,并且会在单击它们之外的任何位置" +"时发送关闭请求(除非启用了 [member exclusive])。\n" "[b]注意:[/b]此属性仅适用于本地窗口。" msgid "" "The window's position in pixels.\n" "If [member ProjectSettings.display/window/subwindows/embed_subwindows] is " "[code]false[/code], the position is in absolute screen coordinates. This " -"typically applies to editor plugins. If the setting is [code]true[/code], " -"the window's position is in the coordinates of its parent [Viewport].\n" +"typically applies to editor plugins. If the setting is [code]true[/code], the " +"window's position is in the coordinates of its parent [Viewport].\n" "[b]Note:[/b] This property only works if [member initial_position] is set to " "[constant WINDOW_INITIAL_POSITION_ABSOLUTE]." msgstr "" "该窗口的位置,单位为像素。\n" "如果 [member ProjectSettings.display/window/subwindows/embed_subwindows] 为 " -"[code]false[/code],则该位置使用屏幕绝对坐标。通常适用于编辑器插件。如果该设" -"置项为 [code]true[/code],则该窗口的位置使用其父 [Viewport] 中的坐标。\n" +"[code]false[/code],则该位置使用屏幕绝对坐标。通常适用于编辑器插件。如果该设置" +"项为 [code]true[/code],则该窗口的位置使用其父 [Viewport] 中的坐标。\n" "[b]注意:[/b]这个属性仅在 [member initial_position] 为 [constant " "WINDOW_INITIAL_POSITION_ABSOLUTE] 时有效。" @@ -116140,12 +131352,11 @@ msgstr "" msgid "" "The window's title. If the [Window] is native, title styles set in [Theme] " "will have no effect." -msgstr "" -"该窗口的标题。如果 [Window] 是原生的,则 [Theme] 中设置的标题样式无效。" +msgstr "该窗口的标题。如果 [Window] 是原生的,则 [Theme] 中设置的标题样式无效。" msgid "" -"If [code]true[/code], the [Window] is transient, i.e. it's considered a " -"child of another [Window]. The transient window will be destroyed with its " +"If [code]true[/code], the [Window] is transient, i.e. it's considered a child " +"of another [Window]. The transient window will be destroyed with its " "transient parent and will return focus to their parent when closed. The " "transient window is displayed on top of a non-exclusive full-screen parent " "window. Transient windows can't enter full-screen mode.\n" @@ -116159,9 +131370,9 @@ msgstr "" msgid "" "If [code]true[/code], the [Window]'s background can be transparent. This is " "best used with embedded windows.\n" -"[b]Note:[/b] Transparency support is implemented on Linux, macOS and " -"Windows, but availability might vary depending on GPU driver, display " -"manager, and compositor capabilities.\n" +"[b]Note:[/b] Transparency support is implemented on Linux, macOS and Windows, " +"but availability might vary depending on GPU driver, display manager, and " +"compositor capabilities.\n" "[b]Note:[/b] This property has no effect if either [member ProjectSettings." "display/window/per_pixel_transparency/allowed], or the window's [member " "Viewport.transparent_bg] is set to [code]false[/code]." @@ -116191,13 +131402,13 @@ msgstr "如果为 [code]true[/code],则该窗口可见。" msgid "" "If [code]true[/code], the window's size will automatically update when a " -"child node is added or removed, ignoring [member min_size] if the new size " -"is bigger.\n" +"child node is added or removed, ignoring [member min_size] if the new size is " +"bigger.\n" "If [code]false[/code], you need to call [method child_controls_changed] " "manually." msgstr "" -"如果为 [code]true[/code],则添加或删除子节点时,窗口的大小会自动更新,新的大" -"小更大时会忽略 [member min_size]。\n" +"如果为 [code]true[/code],则添加或删除子节点时,窗口的大小会自动更新,新的大小" +"更大时会忽略 [member min_size]。\n" "如果为 [code]false[/code],则需要手动调用 [method child_controls_changed]。" msgid "" @@ -116217,8 +131428,8 @@ msgstr "" "这个信号可以用来处理窗口的关闭,例如将其连接到 [method hide]。" msgid "" -"Emitted when the [Window]'s DPI changes as a result of OS-level changes (e." -"g. moving the window from a Retina display to a lower resolution one).\n" +"Emitted when the [Window]'s DPI changes as a result of OS-level changes (e.g. " +"moving the window from a Retina display to a lower resolution one).\n" "[b]Note:[/b] Only implemented on macOS." msgstr "" "该 [Window] 的 DPI 由于操作系统级别的更改而发生更改时发出(例如将该窗口从 " @@ -116291,8 +131502,8 @@ msgid "" "passing the received event as an argument. The event's position, if present, " "is in the embedder's coordinate system." msgstr "" -"该 [Window] 持有焦点并收到任何输入时发出,会把收到的事件作为参数传入。该事件" -"如果存在位置属性,该位置使用嵌入器的坐标系。" +"该 [Window] 持有焦点并收到任何输入时发出,会把收到的事件作为参数传入。该事件如" +"果存在位置属性,该位置使用嵌入器的坐标系。" msgid "" "Emitted when [Window]'s visibility changes, right before [signal " @@ -116307,10 +131518,9 @@ msgid "" "ancestors.\n" "- The [member theme_type_variation] property is changed on this node.\n" "- The node enters the scene tree.\n" -"[b]Note:[/b] As an optimization, this notification won't be sent from " -"changes that occur while this node is outside of the scene tree. Instead, " -"all of the theme item updates can be applied at once when the node enters " -"the scene tree." +"[b]Note:[/b] As an optimization, this notification won't be sent from changes " +"that occur while this node is outside of the scene tree. Instead, all of the " +"theme item updates can be applied at once when the node enters the scene tree." msgstr "" "当节点需要刷新其主题项时发送。以下任意情况都会触发:\n" "- 此节点或其任何祖先节点更改了 [member theme] 属性。\n" @@ -116331,9 +131541,9 @@ msgstr "" "全屏窗口模式。请注意,这不是[i]独占的[/i]全屏显示。在 Windows 和 Linux 上,无" "边框窗口用于模拟全屏。在 macOS 上,会创建一个新的桌面用于显示正在运行的项" "目。\n" -"无论平台如何,启用全屏都会更改窗口大小以匹配显示器的大小。因此,请确保您的项" -"目在启用全屏模式时支持[url=$DOCS_URL/tutorials/rendering/" -"multiple_resolutions.html]多种分辨率[/url]。" +"无论平台如何,启用全屏都会更改窗口大小以匹配显示器的大小。因此,请确保您的项目" +"在启用全屏模式时支持[url=$DOCS_URL/tutorials/rendering/multiple_resolutions." +"html]多种分辨率[/url]。" msgid "" "Exclusive full screen window mode. This mode is implemented on Windows only. " @@ -116348,10 +131558,10 @@ msgid "" msgstr "" "独占式全屏窗口模式。该模式仅在 Windows 平台上实现。在其他平台上等同于 " "[constant MODE_FULLSCREEN]。\n" -"同一屏幕上一次只能有一个窗口处于独占式全屏模式。如果同一屏幕上有多个窗口都启" -"用了独占式全屏模式,则最后一个设置为该模式的窗口会优先显示。\n" -"无论在哪个平台上,启用全屏模式将会将窗口大小调整为与显示器相匹配的大小。因" -"此,在启用全屏模式之前,请确保你的项目支持[url=$DOCS_URL/tutorials/rendering/" +"同一屏幕上一次只能有一个窗口处于独占式全屏模式。如果同一屏幕上有多个窗口都启用" +"了独占式全屏模式,则最后一个设置为该模式的窗口会优先显示。\n" +"无论在哪个平台上,启用全屏模式将会将窗口大小调整为与显示器相匹配的大小。因此," +"在启用全屏模式之前,请确保你的项目支持[url=$DOCS_URL/tutorials/rendering/" "multiple_resolutions.html]多分辨率[/url]。" msgid "" @@ -116374,8 +131584,8 @@ msgid "" "The window is floating on top of all other windows. This flag is ignored for " "full-screen windows. Set with [member always_on_top]." msgstr "" -"该窗口漂浮在所有其他窗口之上。全屏窗口会忽略该标志。由 [member " -"always_on_top] 设置。" +"该窗口漂浮在所有其他窗口之上。全屏窗口会忽略该标志。由 [member always_on_top] " +"设置。" msgid "" "The window background can be transparent. Set with [member transparent].\n" @@ -116396,19 +131606,19 @@ msgstr "" "unfocusable] 设置。" msgid "" -"Window is part of menu or [OptionButton] dropdown. This flag can't be " -"changed when the window is visible. An active popup window will exclusively " -"receive all input, without stealing focus from its parent. Popup windows are " +"Window is part of menu or [OptionButton] dropdown. This flag can't be changed " +"when the window is visible. An active popup window will exclusively receive " +"all input, without stealing focus from its parent. Popup windows are " "automatically closed when uses click outside it, or when an application is " "switched. Popup window must have transient parent set (see [member " "transient]).\n" "[b]Note:[/b] This flag has no effect in embedded windows (unless said window " "is a [Popup])." msgstr "" -"窗口为菜单或 [OptionButton] 下拉菜单的一部分。窗口可见时无法更改这个标志。活" -"动的弹出窗口会以独占的形式接收所有输入,但不会从其父窗口窃取焦点。用户在区域" -"外点击或切换应用程序时,弹出窗口会自动关闭。弹出窗口必须设置临时父级(见 " -"[member transient])。\n" +"窗口为菜单或 [OptionButton] 下拉菜单的一部分。窗口可见时无法更改这个标志。活动" +"的弹出窗口会以独占的形式接收所有输入,但不会从其父窗口窃取焦点。用户在区域外点" +"击或切换应用程序时,弹出窗口会自动关闭。弹出窗口必须设置临时父级(见 [member " +"transient])。\n" "[b]注意:[/b]这个标志在嵌入式窗口中无效(除非该窗口是 [Popup])。" msgid "" @@ -116419,9 +131629,9 @@ msgid "" "[b]Note:[/b] This flag is implemented only on macOS.\n" "[b]Note:[/b] This flag has no effect in embedded windows." msgstr "" -"窗口内容扩展到窗口的全部尺寸。与无边框窗口不同,框架保持不变,可以用来调整窗" -"口的大小,标题栏是透明的,但有最小/最大/关闭按钮。用 [member " -"extend_to_title] 设置。\n" +"窗口内容扩展到窗口的全部尺寸。与无边框窗口不同,框架保持不变,可以用来调整窗口" +"的大小,标题栏是透明的,但有最小/最大/关闭按钮。用 [member extend_to_title] 设" +"置。\n" "[b]注意:[/b]这个标志在 macOS 上实现。\n" "[b]注意:[/b]这个标志在嵌入式窗口中无效。" @@ -116465,8 +131675,8 @@ msgid "" "aspect from the base one, the image will be centered and black bars will " "appear on left and right sides." msgstr "" -"会保留内容的纵横比。如果目标大小与原始大小的纵横比不同,则会将图像居中,左右" -"两侧会出现黑条。" +"会保留内容的纵横比。如果目标大小与原始大小的纵横比不同,则会将图像居中,左右两" +"侧会出现黑条。" msgid "" "The content can be expanded vertically. Scaling horizontally will result in " @@ -116483,8 +131693,8 @@ msgid "" "aspect from the base one, the content will stay in the top-left corner and " "add an extra visible area in the stretched space." msgstr "" -"会保留内容的纵横比。如果目标大小与原始大小的纵横比不同,则内容会保持在左上" -"角,将拉伸出的空间增加为可见区域。" +"会保留内容的纵横比。如果目标大小与原始大小的纵横比不同,则内容会保持在左上角," +"将拉伸出的空间增加为可见区域。" msgid "" "Automatic layout direction, determined from the parent window layout " @@ -116494,6 +131704,25 @@ msgstr "自动布局方向,由父窗口的布局方向决定。" msgid "Initial window position is determined by [member position]." msgstr "初始窗口位置由 [member position] 决定。" +msgid "Initial window position is the center of the primary screen." +msgstr "初始窗口位置为主屏幕的中心。" + +msgid "Initial window position is the center of the main window screen." +msgstr "初始窗口位置为主窗口屏幕的中心。" + +msgid "Initial window position is the center of [member current_screen] screen." +msgstr "初始窗口位置为 [member current_screen] 屏幕的中心。" + +msgid "" +"Initial window position is the center of the screen containing the mouse " +"pointer." +msgstr "初始窗口位置为鼠标指针所在屏幕的中心。" + +msgid "" +"Initial window position is the center of the screen containing the window " +"with the keyboard focus." +msgstr "初始窗口位置为键盘聚焦的窗口所在屏幕的中心。" + msgid "The color of the title's text." msgstr "标题文本的颜色。" @@ -116552,11 +131781,11 @@ msgid "" "threads) on project startup and provides methods for offloading tasks to " "them. This can be used for simple multithreading without having to create " "[Thread]s.\n" -"Tasks hold the [Callable] to be run by the threads. [WorkerThreadPool] can " -"be used to create regular tasks, which will be taken by one worker thread, " -"or group tasks, which can be distributed between multiple worker threads. " -"Group tasks execute the [Callable] multiple times, which makes them useful " -"for iterating over a lot of elements, such as the enemies in an arena.\n" +"Tasks hold the [Callable] to be run by the threads. [WorkerThreadPool] can be " +"used to create regular tasks, which will be taken by one worker thread, or " +"group tasks, which can be distributed between multiple worker threads. Group " +"tasks execute the [Callable] multiple times, which makes them useful for " +"iterating over a lot of elements, such as the enemies in an arena.\n" "Here's a sample on how to offload an expensive function to worker threads:\n" "[codeblocks]\n" "[gdscript]\n" @@ -116598,13 +131827,13 @@ msgid "" "[b]Note:[/b] Using this singleton could affect performance negatively if the " "task being distributed between threads is not computationally expensive." msgstr "" -"[WorkerThreadPool] 单例在项目启动时会分配一组 [Thread](称作工作线程)并提供" -"将任务卸载至这些线程上执行的方法。这样就能够简化多线程的使用,不必创建 " +"[WorkerThreadPool] 单例在项目启动时会分配一组 [Thread](称作工作线程)并提供将" +"任务卸载至这些线程上执行的方法。这样就能够简化多线程的使用,不必创建 " "[Thread]。\n" -"任务里放置的是要让线程执行的 [Callable]。[WorkerThreadPool] 既可以创建常规任" -"务也可以创建分组任务,常规任务由单个工作线程执行,而分组任务可以分布在多个工" -"作线程执行。分组任务会多次执行同一个 [Callable],可用于遍历大量的元素,例如场" -"景中的敌人。\n" +"任务里放置的是要让线程执行的 [Callable]。[WorkerThreadPool] 既可以创建常规任务" +"也可以创建分组任务,常规任务由单个工作线程执行,而分组任务可以分布在多个工作线" +"程执行。分组任务会多次执行同一个 [Callable],可用于遍历大量的元素,例如场景中" +"的敌人。\n" "以下是将开销很大的函数卸载到工作线程执行的例子:\n" "[codeblocks]\n" "[gdscript]\n" @@ -116646,11 +131875,11 @@ msgstr "" "单例可能对性能有负面影响。" msgid "" -"Adds [param action] as a group task to be executed by the worker threads. " -"The [Callable] will be called a number of times based on [param elements], " -"with the first thread calling it with the value [code]0[/code] as a " -"parameter, and each consecutive execution incrementing this value by 1 until " -"it reaches [code]element - 1[/code].\n" +"Adds [param action] as a group task to be executed by the worker threads. The " +"[Callable] will be called a number of times based on [param elements], with " +"the first thread calling it with the value [code]0[/code] as a parameter, and " +"each consecutive execution incrementing this value by 1 until it reaches " +"[code]element - 1[/code].\n" "The number of threads the task is distributed to is defined by [param " "tasks_needed], where the default value [code]-1[/code] means it is " "distributed to all worker threads. [param high_priority] determines if the " @@ -116658,12 +131887,12 @@ msgid "" "provide a [param description] to help with debugging.\n" "Returns a group task ID that can be used by other methods." msgstr "" -"将 [param action] 添加为分组任务,能够被多个工作线程执行。该 [Callable] 的调" -"用次数由 [param elements] 决定,第一个调用的线程使用 [code]0[/code] 作为参" -"数,后续执行时会将其加 1,直到变为 [code]element - 1[/code]。\n" +"将 [param action] 添加为分组任务,能够被多个工作线程执行。该 [Callable] 的调用" +"次数由 [param elements] 决定,第一个调用的线程使用 [code]0[/code] 作为参数,后" +"续执行时会将其加 1,直到变为 [code]element - 1[/code]。\n" "任务分布的线程数由 [param tasks_needed] 定义,默认值 [code]-1[/code] 表示分布" -"到所有工作线程。[param high_priority] 决定的是任务具有高优先级还是低优先级" -"(默认)。你还可以选择提供 [param description] 作为描述信息,方便调试。\n" +"到所有工作线程。[param high_priority] 决定的是任务具有高优先级还是低优先级(默" +"认)。你还可以选择提供 [param description] 作为描述信息,方便调试。\n" "返回分组任务 ID,可用于其他方法。" msgid "" @@ -116674,13 +131903,13 @@ msgid "" "Returns a task ID that can be used by other methods." msgstr "" "将 [param action] 添加为分组任务,能够被单个工作线程执行。[param " -"high_priority] 决定的是任务具有高优先级还是低优先级(默认)。你还可以选择提" -"供 [param description] 作为描述信息,方便调试。\n" +"high_priority] 决定的是任务具有高优先级还是低优先级(默认)。你还可以选择提供 " +"[param description] 作为描述信息,方便调试。\n" "返回任务 ID,可用于其他方法。" msgid "" -"Returns how many times the [Callable] of the group task with the given ID " -"has already been executed by the worker threads.\n" +"Returns how many times the [Callable] of the group task with the given ID has " +"already been executed by the worker threads.\n" "[b]Note:[/b] If a thread has started executing the [Callable] but is yet to " "finish, it won't be counted." msgstr "" @@ -116699,6 +131928,40 @@ msgid "" "ID is completed." msgstr "在具有给定 ID 的分组任务完成前暂停调用这个方法的线程。" +msgid "" +"Pauses the thread that calls this method until the task with the given ID is " +"completed.\n" +"Returns [constant @GlobalScope.OK] if the task could be successfully " +"awaited.\n" +"Returns [constant @GlobalScope.ERR_INVALID_PARAMETER] if a task with the " +"passed ID does not exist (maybe because it was already awaited and disposed " +"of).\n" +"Returns [constant @GlobalScope.ERR_BUSY] if the call is made from another " +"running task and, due to task scheduling, the task to await is at a lower " +"level in the call stack and therefore can't progress. This is an advanced " +"situation that should only matter when some tasks depend on others." +msgstr "" +"暂停调用该方法的线程,直到给定 ID 对应的任务完成。\n" +"如果能够成功等待任务,则返回 [constant @GlobalScope.OK]。\n" +"如果不存在与传入 ID 对应的任务(可能已被等待或处理),则返回 [constant " +"@GlobalScope.ERR_INVALID_PARAMETER]。\n" +"如果其他正在执行的任务调用了该方法,并且由于任务调度的原因,要等待的任务位于调" +"用栈更下层的位置,因此无法继续,则返回 [constant @GlobalScope.ERR_BUSY]。这是" +"比较高级的情况,只有任务之间存在依赖关系时才会出现。" + +msgid "" +"A resource that holds all components of a 2D world, such as a canvas and a " +"physics space." +msgstr "一种保存了所有 2D 世界组件的资源,例如画布和物理运算空间。" + +msgid "" +"Class that has everything pertaining to a 2D world: A physics space, a " +"canvas, and a sound space. 2D nodes register their resources into the current " +"2D world." +msgstr "" +"这个类包含所有与 2D 世界相关的内容:物理空间、可视场景和音频空间。2D 节点会将" +"它们的资源注册到当前的 2D 世界中。" + msgid "" "The [RID] of this world's canvas resource. Used by the [RenderingServer] for " "2D drawing." @@ -116709,8 +131972,8 @@ msgid "" "current and potential collisions. When using multi-threaded physics, access " "is limited to [method Node._physics_process] in the main thread." msgstr "" -"直接访问该世界的物理 3D 空间状态。可用于查询当前和可能的碰撞。在多线程物理中" -"使用时,仅可在主线程的 [method Node._physics_process] 中访问。" +"直接访问该世界的物理 3D 空间状态。可用于查询当前和可能的碰撞。在多线程物理中使" +"用时,仅可在主线程的 [method Node._physics_process] 中访问。" msgid "" "The [RID] of this world's navigation map. Used by the [NavigationServer2D]." @@ -116723,6 +131986,19 @@ msgstr "" "这个世界物理空间资源的 [RID]。由 [PhysicsServer2D] 用于 2D 物理,将其视为一个" "空间和一个区域。" +msgid "" +"A resource that holds all components of a 3D world, such as a visual scenario " +"and a physics space." +msgstr "包含 3D 世界所有组件的资源,例如可视场景和物理空间。" + +msgid "" +"Class that has everything pertaining to a world: A physics space, a visual " +"scenario, and a sound space. 3D nodes register their resources into the " +"current 3D world." +msgstr "" +"这个类包含所有与世界相关的内容:物理空间、可视场景和音频空间。3D 节点会将它们" +"的资源注册到当前的 3D 世界中。" + msgid "" "The default [CameraAttributes] resource to use if none set on the [Camera3D]." msgstr "[Camera3D] 上未设置时 [CameraAttributes] 时默认使用的资源。" @@ -116732,15 +132008,15 @@ msgid "" "current and potential collisions. When using multi-threaded physics, access " "is limited to [method Node._physics_process] in the main thread." msgstr "" -"直接访问该世界的物理 3D 空间状态。可用于查询当前和可能的碰撞。在多线程物理中" -"使用时,仅可在主线程的 [method Node._physics_process] 中访问。" +"直接访问该世界的物理 3D 空间状态。可用于查询当前和可能的碰撞。在多线程物理中使" +"用时,仅可在主线程的 [method Node._physics_process] 中访问。" msgid "The World3D's [Environment]." msgstr "该 World3D 的 [Environment]。" msgid "" -"The World3D's fallback environment will be used if [member environment] " -"fails or is missing." +"The World3D's fallback environment will be used if [member environment] fails " +"or is missing." msgstr "在 [member environment] 失败或丢失时,World3D 所使用的回退环境。" msgid "" @@ -116759,23 +132035,22 @@ msgstr "用于物理碰撞的 2D 空间边界(半平面)形状。" msgid "" "A 2D world boundary shape, intended for use in physics. " "[WorldBoundaryShape2D] works like an infinite straight line that forces all " -"physics bodies to stay above it. The line's normal determines which " -"direction is considered as \"above\" and in the editor, the smaller line " -"over it represents this direction. It can for example be used for endless " -"flat floors." +"physics bodies to stay above it. The line's normal determines which direction " +"is considered as \"above\" and in the editor, the smaller line over it " +"represents this direction. It can for example be used for endless flat floors." msgstr "" "2D 世界边界形状,应当用于物理用途。[WorldBoundaryShape2D] 本质上和无限直线类" -"似,能够强制所有物理体都保持在它的上方。哪个方向是“上方”由该直线的法线确定," -"这个方向在编辑器中由直线上方的一条段线表示。用例是无限的平坦地面。" +"似,能够强制所有物理体都保持在它的上方。哪个方向是“上方”由该直线的法线确定,这" +"个方向在编辑器中由直线上方的一条段线表示。用例是无限的平坦地面。" msgid "" "The distance from the origin to the line, expressed in terms of [member " "normal] (according to its direction and magnitude). Actual absolute distance " -"from the origin to the line can be calculated as [code]abs(distance) / " -"normal.length()[/code].\n" -"In the scalar equation of the line [code]ax + by = d[/code], this is " -"[code]d[/code], while the [code](a, b)[/code] coordinates are represented by " -"the [member normal] property." +"from the origin to the line can be calculated as [code]abs(distance) / normal." +"length()[/code].\n" +"In the scalar equation of the line [code]ax + by = d[/code], this is [code]d[/" +"code], while the [code](a, b)[/code] coordinates are represented by the " +"[member normal] property." msgstr "" "从原点到直线的距离,沿 [member normal] 方向(根据其方向和大小)。原点到直线实" "际距离的绝对值可以用 [code]abs(distance) / normal.length()[/code] 计算。\n" @@ -116787,8 +132062,8 @@ msgid "" "colliding half-plane. Can be of any length but zero. Defaults to " "[code]Vector2.UP[/code]." msgstr "" -"该直线的法线,通常是单位向量。方向表示不带碰撞的那半个平面。长度可以是零以外" -"的任何值。默认为 [code]Vector2.UP[/code]。" +"该直线的法线,通常是单位向量。方向表示不带碰撞的那半个平面。长度可以是零以外的" +"任何值。默认为 [code]Vector2.UP[/code]。" msgid "A 3D world boundary (half-space) shape used for physics collision." msgstr "用于物理碰撞的 3D 空间边界(半空间)形状。" @@ -116810,8 +132085,8 @@ msgid "The [Plane] used by the [WorldBoundaryShape3D] for collision." msgstr "该 [WorldBoundaryShape3D] 用于碰撞的 [Plane]。" msgid "" -"Default environment properties for the entire scene (post-processing " -"effects, lighting and background settings)." +"Default environment properties for the entire scene (post-processing effects, " +"lighting and background settings)." msgstr "整个场景的默认环境属性,后期处理效果、照明和背景设置。" msgid "" @@ -116820,19 +132095,19 @@ msgid "" "The parameters defined in the [WorldEnvironment] can be overridden by an " "[Environment] node set on the current [Camera3D]. Additionally, only one " "[WorldEnvironment] may be instantiated in a given scene at a time.\n" -"The [WorldEnvironment] allows the user to specify default lighting " -"parameters (e.g. ambient lighting), various post-processing effects (e.g. " -"SSAO, DOF, Tonemapping), and how to draw the background (e.g. solid color, " -"skybox). Usually, these are added in order to improve the realism/color " -"balance of the scene." +"The [WorldEnvironment] allows the user to specify default lighting parameters " +"(e.g. ambient lighting), various post-processing effects (e.g. SSAO, DOF, " +"Tonemapping), and how to draw the background (e.g. solid color, skybox). " +"Usually, these are added in order to improve the realism/color balance of the " +"scene." msgstr "" "[WorldEnvironment] 节点用于为场景配置默认的 [Environment]。\n" "[WorldEnvironment] 中定义的参数可以被设置为当前的 [Camera3D] 上所设置的 " "[Environment] 资源覆盖。此外,在一个给定场景中,同一时间只能实例化一个 " "[WorldEnvironment]。\n" "[WorldEnvironment] 允许用户指定默认的照明参数(例如环境照明)、各种后处理效果" -"(例如 SSAO、DOF、色调映射)、以及如何绘制背景(例如纯色、天空盒)。通常,添" -"加这些是为了提高场景的真实感/色彩平衡。" +"(例如 SSAO、DOF、色调映射)、以及如何绘制背景(例如纯色、天空盒)。通常,添加" +"这些是为了提高场景的真实感/色彩平衡。" msgid "" "The [Environment] resource used by this [WorldEnvironment], defining the " @@ -116844,15 +132119,15 @@ msgid "An X509 certificate (e.g. for TLS)." msgstr "X509 证书(例如用于 TLS)。" msgid "" -"The X509Certificate class represents an X509 certificate. Certificates can " -"be loaded and saved like any other [Resource].\n" +"The X509Certificate class represents an X509 certificate. Certificates can be " +"loaded and saved like any other [Resource].\n" "They can be used as the server certificate in [method StreamPeerTLS." "accept_stream] (along with the proper [CryptoKey]), and to specify the only " "certificate that should be accepted when connecting to a TLS server via " "[method StreamPeerTLS.connect_to_stream]." msgstr "" -"X509Certificate 类代表 X509 证书。证书可以像其他的 [Resource] 资源一样加载和" -"保存。\n" +"X509Certificate 类代表 X509 证书。证书可以像其他的 [Resource] 资源一样加载和保" +"存。\n" "可以用作 [method StreamPeerTLS.accept_stream] 中的服务器证书(搭配正确的 " "[CryptoKey]),也可以用于指定通过 [method StreamPeerTLS.connect_to_stream] 连" "接到 TLS 服务器时应该接受的唯一证书。" @@ -116868,8 +132143,8 @@ msgid "" msgstr "将证书保存到给定的路径 [param path](应该是“*.crt”文件)。" msgid "" -"Returns a string representation of the certificate, or an empty string if " -"the certificate is invalid." +"Returns a string representation of the certificate, or an empty string if the " +"certificate is invalid." msgstr "返回证书的字符串表示,如果证书无效则返回空字符串。" msgid "" @@ -116902,15 +132177,15 @@ msgid "Gets the current line in the parsed file, counting from 0." msgstr "获取解析文件中的当前行,从 0 开始计数。" msgid "" -"Gets the value of a certain attribute of the current element by [param " -"name]. This will raise an error if the element has no such attribute." +"Gets the value of a certain attribute of the current element by [param name]. " +"This will raise an error if the element has no such attribute." msgstr "" -"根据名称 [param name] 获取当前元素的某个属性的值。如果该元素没有此类属性,则" -"会引发一个错误。" +"根据名称 [param name] 获取当前元素的某个属性的值。如果该元素没有此类属性,则会" +"引发一个错误。" msgid "" -"Gets the value of a certain attribute of the current element by [param " -"name]. This will return an empty [String] if the attribute is not found." +"Gets the value of a certain attribute of the current element by [param name]. " +"This will return an empty [String] if the attribute is not found." msgstr "" "根据名称 [param name] 获取当前元素的某个属性的值。如果未找到该属性,将返回空 " "[String]。" @@ -116925,8 +132200,8 @@ msgid "" "current node type is neither [constant NODE_ELEMENT] nor [constant " "NODE_ELEMENT_END]." msgstr "" -"获取当前元素节点的名称。如果当前节点类型既不是 [constant NODE_ELEMENT] 也不" -"是 [constant NODE_ELEMENT_END],将引发一个错误。" +"获取当前元素节点的名称。如果当前节点类型既不是 [constant NODE_ELEMENT] 也不是 " +"[constant NODE_ELEMENT_END],将引发一个错误。" msgid "" "Gets the byte offset of the current node since the beginning of the file or " @@ -116949,8 +132224,7 @@ msgstr "" msgid "Opens an XML [param file] for parsing. This returns an error code." msgstr "打开 XML 文件 [param file] 进行解析。返回的是错误码。" -msgid "" -"Opens an XML raw [param buffer] for parsing. This returns an error code." +msgid "Opens an XML raw [param buffer] for parsing. This returns an error code." msgstr "打开 XML 缓冲区 [param buffer] 进行解析。返回的是错误码。" msgid "Reads the next node of the file. This returns an error code." @@ -116960,15 +132234,15 @@ msgid "" "Moves the buffer cursor to a certain offset (since the beginning) and read " "the next node there. This returns an error code." msgstr "" -"将缓冲区光标移动到某一偏移量(相对于开始位置)并在那里读取下一个节点。返回的" -"是错误码。" +"将缓冲区光标移动到某一偏移量(相对于开始位置)并在那里读取下一个节点。返回的是" +"错误码。" msgid "" "Skips the current section. If the node contains other elements, they will be " "ignored and the cursor will go to the closing of the current element." msgstr "" -"跳过当前部分。如果该节点包含其他元素,它们将被忽略,光标将跳转到当前元素的结" -"尾处。" +"跳过当前部分。如果该节点包含其他元素,它们将被忽略,光标将跳转到当前元素的结尾" +"处。" msgid "There's no node (no file or buffer opened)." msgstr "没有节点,未打开文件或缓冲区。" @@ -117002,24 +132276,23 @@ msgid "" "them.\n" "This node is mapped to one of the anchors through its unique ID. When you " "receive a signal that a new anchor is available, you should add this node to " -"your scene for that anchor. You can predefine nodes and set the ID; the " -"nodes will simply remain on 0,0,0 until a plane is recognized.\n" +"your scene for that anchor. You can predefine nodes and set the ID; the nodes " +"will simply remain on 0,0,0 until a plane is recognized.\n" "Keep in mind that, as long as plane detection is enabled, the size, placing " "and orientation of an anchor will be updated as the detection logic learns " -"more about the real world out there especially if only part of the surface " -"is in view." +"more about the real world out there especially if only part of the surface is " +"in view." msgstr "" "[XRAnchor3D] 点是一个空间节点,它将由 AR 平台识别的真实世界位置映射到游戏世界" "中的某个位置。例如,只要 ARKit 中的平面检测处于开启状态,ARKit 就会识别和更新" "平面(桌子、地板等)的位置,并为它们创建锚点。\n" -"该节点通过其唯一 ID 映射到其中一个锚点。当收到新锚点可用的信号时,应该将该节" -"点添加到该锚点的场景中。可以预定义节点并设置ID;节点将简单地保持在 0,0,0 上," -"直到识别出一个平面。\n" -"请记住,只要启用了平面检测,锚点的大小、位置和方向都会随着检测逻辑了解更多关" -"于真实世界的信息而更新,尤其是在只有部分表面在视野内时。" +"该节点通过其唯一 ID 映射到其中一个锚点。当收到新锚点可用的信号时,应该将该节点" +"添加到该锚点的场景中。可以预定义节点并设置ID;节点将简单地保持在 0,0,0 上,直" +"到识别出一个平面。\n" +"请记住,只要启用了平面检测,锚点的大小、位置和方向都会随着检测逻辑了解更多关于" +"真实世界的信息而更新,尤其是在只有部分表面在视野内时。" -msgid "" -"Returns a plane aligned with our anchor; handy for intersection testing." +msgid "Returns a plane aligned with our anchor; handy for intersection testing." msgstr "返回一个与我们的锚点对齐的平面;方便进行交集测试。" msgid "" @@ -117027,8 +132300,8 @@ msgid "" "anchor relates to a table in the real world, this is the estimated size of " "the surface of that table." msgstr "" -"返回检测到的平面的估计尺寸。比如当锚点与现实世界中的一张桌子有关时,这就是该" -"桌子表面的估计尺寸。" +"返回检测到的平面的估计尺寸。比如当锚点与现实世界中的一张桌子有关时,这就是该桌" +"子表面的估计尺寸。" msgid "" "A camera node with a few overrules for AR/VR applied, such as location " @@ -117041,15 +132314,15 @@ msgid "" "as the HMD information overrides them. The only properties that can be " "trusted are the near and far planes.\n" "The position and orientation of this node is automatically updated by the XR " -"Server to represent the location of the HMD if such tracking is available " -"and can thus be used by game logic. Note that, in contrast to the XR " -"Controller, the render thread has access to the most up-to-date tracking " -"data of the HMD and the location of the XRCamera3D can lag a few " -"milliseconds behind what is used for rendering as a result." +"Server to represent the location of the HMD if such tracking is available and " +"can thus be used by game logic. Note that, in contrast to the XR Controller, " +"the render thread has access to the most up-to-date tracking data of the HMD " +"and the location of the XRCamera3D can lag a few milliseconds behind what is " +"used for rendering as a result." msgstr "" -"这是用于我们相机的一种辅助空间节点;请注意,如果立体渲染适用(VR-HMD),则大" -"多数相机属性都会被忽略,因为 HMD 信息会覆盖它们。可以信任的属性只有近平面和远" -"平面。\n" +"这是用于我们相机的一种辅助空间节点;请注意,如果立体渲染适用(VR-HMD),则大多" +"数相机属性都会被忽略,因为 HMD 信息会覆盖它们。可以信任的属性只有近平面和远平" +"面。\n" "如果此类跟踪可用,则该节点的位置和方向由 XR 服务器自动更新,以表示 HMD 的位" "置,因此可以被游戏逻辑使用。请注意,与 XR 控制器相比,渲染线程可以访问 HMD 的" "最新跟踪数据,因此 XRCamera3D 的位置可能比用于渲染的位置滞后几毫秒。" @@ -117062,8 +132335,8 @@ msgstr "表示空间跟踪控制器的空间节点。" msgid "" "This is a helper spatial node that is linked to the tracking of controllers. " -"It also offers several handy passthroughs to the state of buttons and such " -"on the controllers.\n" +"It also offers several handy passthroughs to the state of buttons and such on " +"the controllers.\n" "Controllers are linked by their ID. You can create controller nodes before " "the controllers are available. If your game always uses two controllers (one " "for each hand), you can predefine the controllers with ID 1 and 2; they will " @@ -117075,14 +132348,14 @@ msgid "" "controller.\n" "As many XR runtimes now use a configurable action map all inputs are named." msgstr "" -"这是一个辅助空间节点,链接到控制器的跟踪。它还为控制器上的按钮等状态,提供了" -"几个方便的直通方式。\n" -"控制器通过其 ID 链接。可以在控制器可用之前创建控制器节点。如果游戏总是使用两" -"个控制器(每只手一个),可以预定义 ID 为 1 和 2 的控制器;一旦控制器被识别," -"它们将被立即激活。如果希望使用额外的控制器,应该对这些信号做出反应并将 " +"这是一个辅助空间节点,链接到控制器的跟踪。它还为控制器上的按钮等状态,提供了几" +"个方便的直通方式。\n" +"控制器通过其 ID 链接。可以在控制器可用之前创建控制器节点。如果游戏总是使用两个" +"控制器(每只手一个),可以预定义 ID 为 1 和 2 的控制器;一旦控制器被识别,它们" +"将被立即激活。如果希望使用额外的控制器,应该对这些信号做出反应并将 " "XRController3D 节点添加到场景中。\n" -"控制器节点的位置由 [XRServer] 自动更新。这使得该节点非常适合添加子节点以可视" -"化控制器。\n" +"控制器节点的位置由 [XRServer] 自动更新。这使得该节点非常适合添加子节点以可视化" +"控制器。\n" "由于许多 XR 运行时现在使用可配置的动作映射,因此所有输入都被命名。" msgid "" @@ -117091,12 +132364,12 @@ msgid "" msgstr "返回具有给定 [param name] 的输入的数值。用于触发器和抓握传感器。" msgid "" -"Returns a [Variant] for the input with the given [param name]. This works " -"for any input type, the variant will be typed according to the actions " +"Returns a [Variant] for the input with the given [param name]. This works for " +"any input type, the variant will be typed according to the actions " "configuration." msgstr "" -"返回具有给定名称 [param name] 的输入对应的变体 [Variant]。任何输入类型均可" -"用,该变体会根据配置的动作设置类型。" +"返回具有给定名称 [param name] 的输入对应的变体 [Variant]。任何输入类型均可用," +"该变体会根据配置的动作设置类型。" msgid "" "Returns the hand holding this controller, if known. See [enum " @@ -117141,8 +132414,8 @@ msgid "" "[XRServer]." msgstr "" "需要实现该类以使 Godot 可以使用 AR 或 VR 平台,并且这些应作为 C++ 模块或 " -"GDExtension 模块实现。部分接口公开给 GDScript,因此可以检测、启用和配置 AR " -"或 VR 平台。\n" +"GDExtension 模块实现。部分接口公开给 GDScript,因此可以检测、启用和配置 AR 或 " +"VR 平台。\n" "接口应该以这样一种方式编写,只要简单地启用它们就会提供一个工作设置。可以通过 " "[XRServer] 查询可用的接口。" @@ -117164,15 +132437,15 @@ msgid "" msgstr "返回该接口的名称(OpenXR、OpenVR、OpenHMD、ARKit 等)。" msgid "" -"Returns an array of vectors that denotes the physical play area mapped to " -"the virtual space around the [XROrigin3D] point. The points form a convex " -"polygon that can be used to react to or visualize the play area. This " -"returns an empty array if this feature is not supported or if the " -"information is not yet available." +"Returns an array of vectors that denotes the physical play area mapped to the " +"virtual space around the [XROrigin3D] point. The points form a convex polygon " +"that can be used to react to or visualize the play area. This returns an " +"empty array if this feature is not supported or if the information is not yet " +"available." msgstr "" -"返回一个向量数组,表示映射到 [XROrigin3D] 点周围的虚拟空间的物理游玩区域。这" -"些点形成一个凸多边形,可被用于对游玩区域做出反应或可视化。如果该功能不受支持" -"或信息尚不可用,则返回一个空数组。" +"返回一个向量数组,表示映射到 [XROrigin3D] 点周围的虚拟空间的物理游玩区域。这些" +"点形成一个凸多边形,可被用于对游玩区域做出反应或可视化。如果该功能不受支持或信" +"息尚不可用,则返回一个空数组。" msgid "Returns the projection matrix for a view/eye." msgstr "返回视图/眼睛的投影矩阵。" @@ -117190,15 +132463,15 @@ msgstr "" msgid "" "Returns a [Dictionary] with extra system info. Interfaces are expected to " -"return [code]XRRuntimeName[/code] and [code]XRRuntimeVersion[/code] " -"providing info about the used XR runtime. Additional entries may be provided " -"specific to an interface.\n" +"return [code]XRRuntimeName[/code] and [code]XRRuntimeVersion[/code] providing " +"info about the used XR runtime. Additional entries may be provided specific " +"to an interface.\n" "[b]Note:[/b]This information may only be available after [method initialize] " "was successfully called." msgstr "" "返回包含额外系统信息的 [Dictionary]。接口应该返回 [code]XRRuntimeName[/code] " -"和 [code]XRRuntimeVersion[/code],表示所使用的 XR 运行时信息。还可以额外提供" -"关于特定接口的条目。\n" +"和 [code]XRRuntimeVersion[/code],表示所使用的 XR 运行时信息。还可以额外提供关" +"于特定接口的条目。\n" "[b]注意:[/b]这个信息可能只在成功调用 [method initialize] 后可用。" msgid "" @@ -117206,8 +132479,7 @@ msgid "" "provide feedback to the user whether there are issues with positional " "tracking." msgstr "" -"如果支持,返回我们的跟踪状态。这将使你能够向用户反馈,是否存在位置跟踪的问" -"题。" +"如果支持,返回我们的跟踪状态。这将使你能够向用户反馈,是否存在位置跟踪的问题。" msgid "" "Returns the transform for a view/eye.\n" @@ -117218,8 +132490,8 @@ msgid "" msgstr "" "返回视图/眼睛的变换。\n" "[param view] 是视图/眼睛的索引。\n" -"[param cam_transform] 是将设备坐标映射至场景坐标的变换,通常是当前 " -"XROrigin3D 的 [member Node3D.global_transform]。" +"[param cam_transform] 是将设备坐标映射至场景坐标的变换,通常是当前 XROrigin3D " +"的 [member Node3D.global_transform]。" msgid "" "Returns the number of views that need to be rendered for this device. 1 for " @@ -117235,8 +132507,8 @@ msgid "" "[b]Note:[/b] You must enable the XR mode on the main viewport for any device " "that uses the main output of Godot, such as for mobile VR.\n" "If you do this for a platform that handles its own output (such as OpenVR) " -"Godot will show just one eye without distortion on screen. Alternatively, " -"you can add a separate viewport node to your scene and enable AR/VR on that " +"Godot will show just one eye without distortion on screen. Alternatively, you " +"can add a separate viewport node to your scene and enable AR/VR on that " "viewport. It will be used to output to the HMD, leaving you free to do " "anything you like in the main window, such as using a separate camera as a " "spectator camera or rendering something completely different.\n" @@ -117247,14 +132519,14 @@ msgstr "" "调用它来初始化这个接口。被初始化的第一个接口被识别为主接口,它将用于渲染输" "出。\n" "初始化想要使用的接口后,需要启用视口的 AR/VR 模式,并且渲染应该开始。\n" -"[b]注意:[/b]对于任何使用 Godot 主输出的设备,例如移动 VR,必须在主视口上启" -"用 XR 模式。\n" -"如果为处理自己输出的平台(例如 OpenVR)执行该操作,则 Godot 将只显示一只眼睛" -"而不会在屏幕上失真。或者,可以将单独的视口节点添加到场景并在该视口上启用 AR/" -"VR。它将被用于输出到 HMD,让您可以在主窗口中自由地做任何您喜欢的事情,例如使" -"用单独的相机作为旁观者相机或渲染完全不同的东西。\n" -"虽然当前未使用,但可以激活其他接口。如果想跟踪来自其他平台的控制器,可能会希" -"望这样做。但是,此时只有一个接口可以渲染到 HMD。" +"[b]注意:[/b]对于任何使用 Godot 主输出的设备,例如移动 VR,必须在主视口上启用 " +"XR 模式。\n" +"如果为处理自己输出的平台(例如 OpenVR)执行该操作,则 Godot 将只显示一只眼睛而" +"不会在屏幕上失真。或者,可以将单独的视口节点添加到场景并在该视口上启用 AR/VR。" +"它将被用于输出到 HMD,让您可以在主窗口中自由地做任何您喜欢的事情,例如使用单独" +"的相机作为旁观者相机或渲染完全不同的东西。\n" +"虽然当前未使用,但可以激活其他接口。如果想跟踪来自其他平台的控制器,可能会希望" +"这样做。但是,此时只有一个接口可以渲染到 HMD。" msgid "Is [code]true[/code] if this interface has been initialized." msgstr "如果该接口已初始化,则为 [code]true[/code]。" @@ -117267,8 +132539,8 @@ msgstr "如果该接口支持穿透,则为 [code]true[/code]。" msgid "" "Sets the active environment blend mode.\n" -"[param mode] is the [enum XRInterface.EnvironmentBlendMode] starting with " -"the next frame.\n" +"[param mode] is the [enum XRInterface.EnvironmentBlendMode] starting with the " +"next frame.\n" "[b]Note:[/b] Not all runtimes support all environment blend modes, so it is " "important to check this at startup. For example:\n" "[codeblock]\n" @@ -117291,8 +132563,8 @@ msgid "" msgstr "" "设置活动的环境混合模式。\n" "[param mode] 是从下一帧开始的 [enum XRInterface.EnvironmentBlendMode]。\n" -"[b]注意:[/b] 并非所有运行时都支持全部的环境混合模式,因此在启动时检查这一点" -"很重要。例如:\n" +"[b]注意:[/b] 并非所有运行时都支持全部的环境混合模式,因此在启动时检查这一点很" +"重要。例如:\n" "[codeblock]\n" " func _ready():\n" " var xr_interface: XRInterface = XRServer." @@ -117319,8 +132591,8 @@ msgstr "" "code]。" msgid "" -"Starts passthrough, will return [code]false[/code] if passthrough couldn't " -"be started.\n" +"Starts passthrough, will return [code]false[/code] if passthrough couldn't be " +"started.\n" "[b]Note:[/b] The viewport used for XR must have a transparent background, " "otherwise passthrough may not properly render." msgstr "" @@ -117370,8 +132642,7 @@ msgstr "" msgid "No XR capabilities." msgstr "没有 XR 功能。" -msgid "" -"This interface can work with normal rendering output (non-HMD based AR)." +msgid "This interface can work with normal rendering output (non-HMD based AR)." msgstr "此接口可以与正常的渲染输出一起工作(非基于 HMD 的 AR)。" msgid "This interface supports stereoscopic rendering." @@ -117390,12 +132661,12 @@ msgid "" "This interface outputs to an external device. If the main viewport is used, " "the on screen output is an unmodified buffer of either the left or right eye " "(stretched if the viewport size is not changed to the same aspect ratio of " -"[method get_render_target_size]). Using a separate viewport node frees up " -"the main viewport for other purposes." +"[method get_render_target_size]). Using a separate viewport node frees up the " +"main viewport for other purposes." msgstr "" -"该接口输出至外部设备。如果使用的是主视口,则屏幕上的输出是未经修改的左眼或右" -"眼缓冲区(如果视口大小未更改至与 [method get_render_target_size] 相同的纵横" -"比,则会进行拉伸)。使用单独的视口节点能够将主视口让出来做别的事情。" +"该接口输出至外部设备。如果使用的是主视口,则屏幕上的输出是未经修改的左眼或右眼" +"缓冲区(如果视口大小未更改至与 [method get_render_target_size] 相同的纵横比," +"则会进行拉伸)。使用单独的视口节点能够将主视口让出来做别的事情。" msgid "Tracking is behaving as expected." msgstr "追踪行为符合预期。" @@ -117440,27 +132711,27 @@ msgid "" "Same as [constant XR_PLAY_AREA_ROOMSCALE] but origin point is fixed to the " "center of the physical space, [method XRServer.center_on_hmd] disabled." msgstr "" -"与 [constant XR_PLAY_AREA_ROOMSCALE] 相同,但是原点固定在物理空间的中心,禁" -"用 [method XRServer.center_on_hmd]。" +"与 [constant XR_PLAY_AREA_ROOMSCALE] 相同,但是原点固定在物理空间的中心,禁用 " +"[method XRServer.center_on_hmd]。" msgid "Opaque blend mode. This is typically used for VR devices." msgstr "不透明混合模式。通常用于 VR 设备。" msgid "" -"Additive blend mode. This is typically used for AR devices or VR devices " -"with passthrough." +"Additive blend mode. This is typically used for AR devices or VR devices with " +"passthrough." msgstr "加法混合模式。通常用于带有穿透功能的 AR 或 VR 设备。" msgid "" "Alpha blend mode. This is typically used for AR or VR devices with " "passthrough capabilities. The alpha channel controls how much of the " "passthrough is visible. Alpha of 0.0 means the passthrough is visible and " -"this pixel works in ADDITIVE mode. Alpha of 1.0 means that the passthrough " -"is not visible and this pixel works in OPAQUE mode." +"this pixel works in ADDITIVE mode. Alpha of 1.0 means that the passthrough is " +"not visible and this pixel works in OPAQUE mode." msgstr "" -"Alpha 混合模式。通常用于带有穿透功能的 AR 或 VR 设备。Alpha 通道控制穿透的可" -"见程度。Alpha 为 0.0 表示穿透可见、该像素处于加法模式。Alpha 为 1.0 表示穿透" -"不可见,该像素处于不透明模式。" +"Alpha 混合模式。通常用于带有穿透功能的 AR 或 VR 设备。Alpha 通道控制穿透的可见" +"程度。Alpha 为 0.0 表示穿透可见、该像素处于加法模式。Alpha 为 1.0 表示穿透不可" +"见,该像素处于不透明模式。" msgid "Base class for XR interface extensions (plugins)." msgstr "XR 接口扩展(插件)的基类。" @@ -117520,15 +132791,15 @@ msgid "" "Returns a [PackedStringArray] with pose names configured by this interface. " "Note that user configuration can override this list." msgstr "" -"返回一个 [PackedStringArray],其中包含由此接口配置的姿势名称。请注意,用户的" -"配置可以覆盖此列表。" +"返回一个 [PackedStringArray],其中包含由此接口配置的姿势名称。请注意,用户的配" +"置可以覆盖此列表。" msgid "" "Returns a [PackedStringArray] with tracker names configured by this " "interface. Note that user configuration can override this list." msgstr "" -"返回一个 [PackedStringArray],其中包含由此接口配置的追踪器名称。请注意,用户" -"的配置可以覆盖此列表。" +"返回一个 [PackedStringArray],其中包含由此接口配置的追踪器名称。请注意,用户的" +"配置可以覆盖此列表。" msgid "" "Returns a [Dictionary] with system informationr elated to this interface." @@ -117567,24 +132838,24 @@ msgid "" "rendering." msgstr "" "如果这是我们的主要 [XRInterfaceExtension],则在我们开始为每个活动的 XR " -"[Viewport] 处理 [Viewport] 之前调用,如果该视口应该被渲染,则返回 " -"[code]true[/code]。如果用户摘下头戴式设备,XR 接口可能会返回 [code]false[/" -"code],我们可以暂停渲染。" +"[Viewport] 处理 [Viewport] 之前调用,如果该视口应该被渲染,则返回 [code]true[/" +"code]。如果用户摘下头戴式设备,XR 接口可能会返回 [code]false[/code],我们可以" +"暂停渲染。" msgid "" -"Called if this [XRInterfaceExtension] is active before rendering starts. " -"Most XR interfaces will sync tracking at this point in time." +"Called if this [XRInterfaceExtension] is active before rendering starts. Most " +"XR interfaces will sync tracking at this point in time." msgstr "" -"如果这个 [XRInterfaceExtension] 在渲染开始前处于激活状态,则会调用这个函数," -"大多数 XR 接口都会在此时进行追踪同步。" +"如果这个 [XRInterfaceExtension] 在渲染开始前处于激活状态,则会调用这个函数,大" +"多数 XR 接口都会在此时进行追踪同步。" msgid "" "Called if this [XRInterfaceExtension] is active before our physics and game " "process is called. Most XR interfaces will update its [XRPositionalTracker]s " "at this point in time." msgstr "" -"如果这个 [XRInterfaceExtension] 在调用我们的物理和游戏处理前处于激活状态,则" -"会调用这个函数。大多数 XR 接口都会在此时更新其 [XRPositionalTracker]。" +"如果这个 [XRInterfaceExtension] 在调用我们的物理和游戏处理前处于激活状态,则会" +"调用这个函数。大多数 XR 接口都会在此时更新其 [XRPositionalTracker]。" msgid "Enables anchor detection on this interface if supported." msgstr "如果支持,则在此接口上启用锚点检测。" @@ -117620,10 +132891,9 @@ msgid "" msgstr "空间节点,位置由 [XRServer] 自动更新。" msgid "" -"This node can be bound to a specific pose of a [XRPositionalTracker] and " -"will automatically have its [member Node3D.transform] updated by the " -"[XRServer]. Nodes of this type must be added as children of the [XROrigin3D] " -"node." +"This node can be bound to a specific pose of a [XRPositionalTracker] and will " +"automatically have its [member Node3D.transform] updated by the [XRServer]. " +"Nodes of this type must be added as children of the [XROrigin3D] node." msgstr "" "这个节点可以绑定到 [XRPositionalTracker] 的某个姿势,[XRServer] 会自动更新其 " "[member Node3D.transform]。这类节点必须添加为 [XROrigin3D] 节点的子节点。" @@ -117636,8 +132906,8 @@ msgstr "" "[code]true[/code]。" msgid "" -"Returns [code]true[/code] if the [member tracker] has been registered and " -"the [member pose] is being tracked." +"Returns [code]true[/code] if the [member tracker] has been registered and the " +"[member pose] is being tracked." msgstr "" "如果 [member tracker] 已注册,并且 [member pose] 正在被追踪,则返回 " "[code]true[/code]。" @@ -117661,8 +132931,8 @@ msgid "" "[code]grip[/code] but other may be configured within a given [XRInterface]." msgstr "" "我们绑定到的姿势的名称。设计时并不知道跟踪器支持哪些姿势。\n" -"Godot 定义了许多标准姿势名称,例如 [code]aim[/code] 和 [code]grip[/code],但" -"也可以在给定的 [XRInterface] 中配置其他名称。" +"Godot 定义了许多标准姿势名称,例如 [code]aim[/code] 和 [code]grip[/code],但也" +"可以在给定的 [XRInterface] 中配置其他名称。" msgid "" "The name of the tracker we're bound to. Which trackers are available is not " @@ -117696,10 +132966,10 @@ msgstr "" "中的虚拟位置。\n" "你的场景中应该有且必须只有一个这样的节点。所有 XRCamera3D、XRController3D 和 " "XRAnchor3D 节点都应该是该节点的直接子节点,以便空间跟踪正常运行。\n" -"当你的角色需要在游戏世界中移动而不在现实世界中移动时,就要更新此节点的位置。" -"现实世界中的运动始终是相对于这个原点的。\n" -"例如,如果你的角色正在驾驶汽车,则 XROrigin3D 节点应该是这辆车的子节点。或" -"者,如果要实现通过传送系统来移动角色,则应该更改此节点的位置。" +"当你的角色需要在游戏世界中移动而不在现实世界中移动时,就要更新此节点的位置。现" +"实世界中的运动始终是相对于这个原点的。\n" +"例如,如果你的角色正在驾驶汽车,则 XROrigin3D 节点应该是这辆车的子节点。或者," +"如果要实现通过传送系统来移动角色,则应该更改此节点的位置。" msgid "Is this XROrigin3D node the current origin used by the [XRServer]?" msgstr "这个 XROrigin3D 节点是否为 [XRServer] 所使用的当前原点?" @@ -117709,8 +132979,8 @@ msgid "" "assume a scale of 1 game world unit = 1 real world meter.\n" "[b]Note:[/b] This method is a passthrough to the [XRServer] itself." msgstr "" -"允许你根据你的游戏的单位来调整比例。大多数 AR/VR 平台假定的比例是 1 个游戏世" -"界的单位 = 1 个现实世界的米。\n" +"允许你根据你的游戏的单位来调整比例。大多数 AR/VR 平台假定的比例是 1 个游戏世界" +"的单位 = 1 个现实世界的米。\n" "[b]注意:[/b]这种方法是对 [XRServer] 本身的直接调用。" msgid "This object contains all data related to a pose on a tracked object." @@ -117755,17 +133025,16 @@ msgid "" "that do not have further nodes.\n" "- [code]aim[/code] defines the tip of a controller with the orientation " "pointing outwards, for example: add your raycasts to this.\n" -"- [code]grip[/code] defines the location where the user grips the " -"controller\n" +"- [code]grip[/code] defines the location where the user grips the controller\n" "- [code]skeleton[/code] defines the root location a hand mesh should be " "placed when using hand tracking and the animated skeleton supplied by the XR " "runtime." msgstr "" -"这个姿势的名称。姿势名称通常由用户设置的动作映射来驱动。Godot 确实给出了一些" -"姿势名称的建议,希望 [XRInterface] 能够实现:\n" +"这个姿势的名称。姿势名称通常由用户设置的动作映射来驱动。Godot 确实给出了一些姿" +"势名称的建议,希望 [XRInterface] 能够实现:\n" "-[code]root[/code] 定义根的位置,通常用于没有其他节点的被追踪物体。\n" -"-[code]aim[/code] 定义控制器的顶端,方向朝外,例如:可以将你要投射的射线加到" -"这里。\n" +"-[code]aim[/code] 定义控制器的顶端,方向朝外,例如:可以将你要投射的射线加到这" +"里。\n" "-[code]grip[/code] 定义用户持握控制器的位置。\n" "-[code]skeleton[/code] 定义在使用手部跟踪和 XR 运行时提供的动画骨架时,手部网" "格应该放置的根部位置。" @@ -117784,12 +133053,11 @@ msgid "No tracking information is available for this pose." msgstr "此姿势没有可用的追踪信息。" msgid "" -"Tracking information may be inaccurate or estimated. For example, with " -"inside out tracking this would indicate a controller may be (partially) " -"obscured." +"Tracking information may be inaccurate or estimated. For example, with inside " +"out tracking this would indicate a controller may be (partially) obscured." msgstr "" -"追踪信息可能不准确或是估计而来的。例如,对于内向外型追踪,这表示的是控制器可" -"能被(部分)遮挡。" +"追踪信息可能不准确或是估计而来的。例如,对于内向外型追踪,这表示的是控制器可能" +"被(部分)遮挡。" msgid "Tracking information is deemed accurate and up to date." msgstr "追踪信息被认为是准确且最新的。" @@ -117801,16 +133069,16 @@ msgid "" "An instance of this object represents a device that is tracked, such as a " "controller or anchor point. HMDs aren't represented here as they are handled " "internally.\n" -"As controllers are turned on and the [XRInterface] detects them, instances " -"of this object are automatically added to this list of active tracking " -"objects accessible through the [XRServer].\n" +"As controllers are turned on and the [XRInterface] detects them, instances of " +"this object are automatically added to this list of active tracking objects " +"accessible through the [XRServer].\n" "The [XRController3D] and [XRAnchor3D] both consume objects of this type and " "should be used in your project. The positional trackers are just under-the-" "hood objects that make this all work. These are mostly exposed so that " "GDExtension-based interfaces can interact with them." msgstr "" -"此对象的一个实例,表示一个被追踪的设备,例如一个控制器或锚点。HMD 没有在此处" -"表示,因为它们是在内部处理的。\n" +"此对象的一个实例,表示一个被追踪的设备,例如一个控制器或锚点。HMD 没有在此处表" +"示,因为它们是在内部处理的。\n" "当控制器被打开,并且 [XRInterface] 检测到它们时,此对象的实例会自动被添加到可" "通过 [XRServer] 访问的活动追踪对象列表中。\n" "[XRController3D] 和 [XRAnchor3D] 都使用这种类型的对象,并且应该在您的项目中使" @@ -117841,8 +133109,8 @@ msgid "" "allows users to decide if trackers need to be hidden if we loose tracking or " "just remain at their last known position." msgstr "" -"将此姿势标记为无效,我们不会清除最后报告的状态,但如果我们失去追踪,它允许用" -"户决定是否需要隐藏追踪器,或仅保留在其最后一个已知位置。" +"将此姿势标记为无效,我们不会清除最后报告的状态,但如果我们失去追踪,它允许用户" +"决定是否需要隐藏追踪器,或仅保留在其最后一个已知位置。" msgid "" "Changes the value for the given input. This method is called by a " @@ -117850,9 +133118,9 @@ msgid "" msgstr "更改给定输入的值。此方法由一个 [XRInterface] 实现调用,不应直接使用。" msgid "" -"Sets the transform, linear velocity, angular velocity and tracking " -"confidence for the given pose. This method is called by a [XRInterface] " -"implementation and should not be used directly." +"Sets the transform, linear velocity, angular velocity and tracking confidence " +"for the given pose. This method is called by a [XRInterface] implementation " +"and should not be used directly." msgstr "" "设置给定姿势的变换、线速度、角速度和追踪置信度。此方法由一个 [XRInterface] 实" "现调用,不应直接使用。" @@ -117870,11 +133138,11 @@ msgid "" "implement if applicable:\n" "- [code]left_hand[/code] identifies the controller held in the players left " "hand\n" -"- [code]right_hand[/code] identifies the controller held in the players " -"right hand" +"- [code]right_hand[/code] identifies the controller held in the players right " +"hand" msgstr "" -"此追踪器的唯一名称。可用的追踪器因各种 XR 运行时而异,并且通常可以由用户配" -"置。Godot 维护了一些保留名称,如果可应用,它希望 [XRInterface] 来实现:\n" +"此追踪器的唯一名称。可用的追踪器因各种 XR 运行时而异,并且通常可以由用户配置。" +"Godot 维护了一些保留名称,如果可应用,它希望 [XRInterface] 来实现:\n" "- [code]left_hand[/code] 标识玩家左手握持的控制器\n" "- [code]right_hand[/code] 标识玩家右手握持的控制器" @@ -117890,8 +133158,8 @@ msgid "" "Emitted when a button on this tracker is pressed. Note that many XR runtimes " "allow other inputs to be mapped to buttons." msgstr "" -"当该追踪器上的一个按钮被按下时发出。请注意,许多 XR 运行时允许将其他输入映射" -"到按钮。" +"当该追踪器上的一个按钮被按下时发出。请注意,许多 XR 运行时允许将其他输入映射到" +"按钮。" msgid "Emitted when a button on this tracker is released." msgstr "当该追踪器上的一个按钮被释放时发出。" @@ -117940,13 +133208,13 @@ msgid "" "is the location of our HMD, but you have little control over the direction " "the player is facing in the real world.\n" "For platforms that do offer spatial tracking, our origin point depends very " -"much on the system. For OpenVR, our origin point is usually the center of " -"the tracking space, on the ground. For other platforms, it's often the " -"location of the tracking camera.\n" +"much on the system. For OpenVR, our origin point is usually the center of the " +"tracking space, on the ground. For other platforms, it's often the location " +"of the tracking camera.\n" "This method allows you to center your tracker on the location of the HMD. It " "will take the current location of the HMD and use that to adjust all your " -"tracking data; in essence, realigning the real world to your player's " -"current position in the game world.\n" +"tracking data; in essence, realigning the real world to your player's current " +"position in the game world.\n" "For this method to produce usable results, tracking information must be " "available. This often takes a few frames after starting your game.\n" "You should call this method after a few seconds have passed. For example, " @@ -117955,17 +133223,15 @@ msgid "" "teleport mechanism." msgstr "" "正确地理解这个函数非常重要。AR 和 VR 平台处理定位的方式略有不同。\n" -"对于不提供空间跟踪的平台,我们的原点 (0,0,0) 是 HMD 的位置,但您几乎无法控制" -"玩家在现实世界中面对的方向。\n" +"对于不提供空间跟踪的平台,我们的原点 (0,0,0) 是 HMD 的位置,但您几乎无法控制玩" +"家在现实世界中面对的方向。\n" "对于提供空间跟踪的平台,我们的原点在很大程度上取决于系统。对于 OpenVR,原点通" "常是地面上跟踪空间的中心。对于其他平台,它通常是跟踪相机的位置。\n" -"此方法允许您将跟踪器置于 HMD 的位置。它将获取 HMD 的当前位置并使用它来调整您" -"的所有跟踪数据;从本质上讲,将现实世界重新调整到玩家在游戏世界中的当前位" -"置。\n" -"为了使这种方法产生可用的结果,跟踪信息必须可用。这通常在开始游戏后需要几" -"帧。\n" -"您应该在几秒钟后调用此方法。例如,当用户请求重新调整显示时,按住控制器上的指" -"定按钮一小段时间,或者当实现传送机制时。" +"此方法允许您将跟踪器置于 HMD 的位置。它将获取 HMD 的当前位置并使用它来调整您的" +"所有跟踪数据;从本质上讲,将现实世界重新调整到玩家在游戏世界中的当前位置。\n" +"为了使这种方法产生可用的结果,跟踪信息必须可用。这通常在开始游戏后需要几帧。\n" +"您应该在几秒钟后调用此方法。例如,当用户请求重新调整显示时,按住控制器上的指定" +"按钮一小段时间,或者当实现传送机制时。" msgid "" "Finds an interface by its [param name]. For example, if your project uses " @@ -117990,17 +133256,17 @@ msgid "" "try to initialize each interface and use the first one that returns " "[code]true[/code]." msgstr "" -"返回当前在AR/VR服务上注册的界面数量。如果你的项目支持多个AR/VR平台,你可以查" -"看可用的界面,并向用户展示一个选择,或者简单地尝试初始化每个界面,并使用第一" -"个返回 [code]true[/code]的界面。" +"返回当前在AR/VR服务上注册的界面数量。如果你的项目支持多个AR/VR平台,你可以查看" +"可用的界面,并向用户展示一个选择,或者简单地尝试初始化每个界面,并使用第一个返" +"回 [code]true[/code]的界面。" msgid "" "Returns a list of available interfaces the ID and name of each interface." msgstr "返回可用界面的列表,每个界面的ID和名称。" msgid "" -"Returns the reference frame transform. Mostly used internally and exposed " -"for GDExtension build interfaces." +"Returns the reference frame transform. Mostly used internally and exposed for " +"GDExtension build interfaces." msgstr "返回引用帧的变换。主要在内部使用,并公开以用于 GDExtension 构建接口。" msgid "Returns the positional tracker with the given [param tracker_name]." @@ -118021,11 +133287,11 @@ msgstr "当前绑定到 [XRServer] 的主 [XRInterface]。" msgid "" "The current origin of our tracking space in the virtual world. This is used " "by the renderer to properly position the camera with new tracking data.\n" -"[b]Note:[/b] This property is managed by the current [XROrigin3D] node. It " -"is exposed for access from GDExtensions." +"[b]Note:[/b] This property is managed by the current [XROrigin3D] node. It is " +"exposed for access from GDExtensions." msgstr "" -"我们的跟踪空间在虚拟世界中的原点。渲染器会用到这个信息,根据新的跟踪数据来正" -"确放置相机。\n" +"我们的跟踪空间在虚拟世界中的原点。渲染器会用到这个信息,根据新的跟踪数据来正确" +"放置相机。\n" "[b]注意:[/b]这个属性由当前的 [XROrigin3D] 节点管理。暴露的目的是方便在 " "GDExtension 使用。" @@ -118037,8 +133303,8 @@ msgstr "" "1 个现实世界的米。" msgid "" -"Emitted when a new tracker has been added. If you don't use a fixed number " -"of controllers or if you're using [XRAnchor3D]s for an AR solution, it is " +"Emitted when a new tracker has been added. If you don't use a fixed number of " +"controllers or if you're using [XRAnchor3D]s for an AR solution, it is " "important to react to this signal to add the appropriate [XRController3D] or " "[XRAnchor3D] nodes related to this new tracker." msgstr "" @@ -118064,8 +133330,8 @@ msgstr "当现有追踪器被更新时发出。如果用户切换控制器,则 msgid "" "The tracker tracks the location of the players head. This is usually a " -"location centered between the players eyes. Note that for handheld AR " -"devices this can be the current location of the device." +"location centered between the players eyes. Note that for handheld AR devices " +"this can be the current location of the device." msgstr "" "追踪器追踪玩家头部的位置。这通常是玩家眼睛之间的中心位置。请注意,对于手持式 " "AR 设备,这可能是该设备的当前位置。" @@ -118089,9 +133355,9 @@ msgid "Used internally to select all trackers." msgstr "在内部用于选择所有跟踪器。" msgid "" -"Fully reset the orientation of the HMD. Regardless of what direction the " -"user is looking to in the real world. The user will look dead ahead in the " -"virtual world." +"Fully reset the orientation of the HMD. Regardless of what direction the user " +"is looking to in the real world. The user will look dead ahead in the virtual " +"world." msgstr "" "完全重置 HMD 的方向。无论用户在现实世界中看向哪个方向。将在虚拟世界中锁定视" "角。" @@ -118100,8 +133366,8 @@ msgid "" "Resets the orientation but keeps the tilt of the device. So if we're looking " "down, we keep looking down but heading will be reset." msgstr "" -"重置方向,但保持设备的倾斜度。因此,如果我们正在往下看,会继续往下看,但航向" -"会被重置。" +"重置方向,但保持设备的倾斜度。因此,如果我们正在往下看,会继续往下看,但航向会" +"被重置。" msgid "" "Does not reset the orientation of the HMD, only the position of the player " @@ -118180,8 +133446,8 @@ msgid "Create a new zip archive at the given path." msgstr "在给定的路径新建 Zip 归档文件。" msgid "" -"Append a new zip archive to the end of the already existing file at the " -"given path." +"Append a new zip archive to the end of the already existing file at the given " +"path." msgstr "在位于给定路径的已有文件的末尾追加新的 Zip 归档文件。" msgid "Add new files to the existing zip archive at the given path." diff --git a/editor/translations/editor/ar.po b/editor/translations/editor/ar.po index 2cbd33332da..6c1ac285d49 100644 --- a/editor/translations/editor/ar.po +++ b/editor/translations/editor/ar.po @@ -82,21 +82,22 @@ # Rémi Verschelde , 2023. # Omran Alsaedi , 2023. # Android Prime , 2023. +# Ibraheem Asad , 2023. msgid "" msgstr "" "Project-Id-Version: Godot Engine editor interface\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2023-07-05 13:48+0000\n" -"Last-Translator: بسام العوفي \n" -"Language-Team: Arabic \n" +"PO-Revision-Date: 2023-08-17 11:10+0000\n" +"Last-Translator: Ibraheem Asad \n" +"Language-Team: Arabic \n" "Language: ar\n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" -"Plural-Forms: nplurals=6; plural=n==0 ? 0 : n==1 ? 1 : n==2 ? 2 : n%100>=3 " -"&& n%100<=10 ? 3 : n%100>=11 ? 4 : 5;\n" +"Plural-Forms: nplurals=6; plural=n==0 ? 0 : n==1 ? 1 : n==2 ? 2 : n%100>=3 && " +"n%100<=10 ? 3 : n%100>=11 ? 4 : 5;\n" "X-Generator: Weblate 5.0-dev\n" msgid "Unset" @@ -198,9 +199,6 @@ msgstr "" msgid "Guide, Sony PS, Xbox Home" msgstr "الدليل, Sony PS, زر الرئيسية على Xbox" -msgid "Start, Nintendo +" -msgstr "البداية, زر + على Nintendo" - msgid "Left Stick, Sony L3, Xbox L/LS" msgstr "الإتجاه الأيسر على عصا التحكم, زر L3 على Sony, زر L/LS على Xbox" @@ -243,9 +241,6 @@ msgstr "Xbox المجداف 4" msgid "PS4/5 Touchpad" msgstr "PS4/5 لوحة اللمس" -msgid "Joypad Button %d" -msgstr "ذراع التحكم d%" - msgid "Pressure:" msgstr "الضغط:" @@ -258,25 +253,6 @@ msgstr "لُمست" msgid "released" msgstr "تُركت" -msgid "Screen %s at (%s) with %s touch points" -msgstr "الشاشة s% في (s%) مع s% نقاط لمس" - -msgid "" -"Screen dragged with %s touch points at position (%s) with velocity of (%s)" -msgstr "الشاشة سُحبت مع s% نقاط لمس في الموقع (s%) مع سرعة (s%)" - -msgid "Magnify Gesture at (%s) with factor %s" -msgstr "إيماءة تكبير في (s%) مع العامل s%" - -msgid "Pan Gesture at (%s) with delta (%s)" -msgstr "إيماءة حركة في (s%) مع معامل دلتا (s%)" - -msgid "MIDI Input on Channel=%s Message=%s" -msgstr "إدخال MIDI على القناة=s% الرسالة=s%" - -msgid "Input Event with Shortcut=%s" -msgstr "حدث إدخال مع إختصار=s%" - msgid "Accept" msgstr "قبول" @@ -442,9 +418,6 @@ msgstr "حذف العُقد" msgid "Go Up One Level" msgstr "إذهب مرحلة للأعلى" -msgid "Refresh" -msgstr "تحديث" - msgid "Show Hidden" msgstr "أظهر الملفات المخفية" @@ -500,16 +473,16 @@ msgid "EiB" msgstr "إكسي بايت (EiB)" msgid "Example: %s" -msgstr "مثال: s%" +msgstr "مثال: %s" msgid "%d item" msgid_plural "%d items" -msgstr[0] "d% عنصر" -msgstr[1] "d% عنصر" -msgstr[2] "d% عنصران" -msgstr[3] "d% عناصر" -msgstr[4] "d% عناصر" -msgstr[5] "d% عناصر" +msgstr[0] "%d عنصر" +msgstr[1] "%d عنصر" +msgstr[2] "%d عنصران" +msgstr[3] "%d عناصر" +msgstr[4] "%d عناصر" +msgstr[5] "%d عناصر" msgid "" "Invalid action name. It cannot be empty nor contain '/', ':', '=', '\\' or " @@ -623,9 +596,6 @@ msgstr "إلغاء تحديد كل المفاتيح" msgid "Animation Change Transition" msgstr "تغير انتقالية الرسوم المتحركة" -msgid "Animation Change %s" -msgstr "تغيير الرسوم المتحركة s%" - msgid "Animation Change Keyframe Value" msgstr "الرسوم المتحركة تغيير قيمة Keyframe" @@ -635,9 +605,6 @@ msgstr "تغيير الرسوم المتحركة (Call)" msgid "Animation Multi Change Transition" msgstr "الرسوم المتحركه تغييرات متعددة للمراحل الانتقالية" -msgid "Animation Multi Change %s" -msgstr "تغيرات متعددة للرسوم المتحركة s%" - msgid "Animation Multi Change Keyframe Value" msgstr "تغيير متعدد لقيمة الإطار(ات)" @@ -1185,6 +1152,24 @@ msgstr "رقم السطر:" msgid "%d replaced." msgstr "تم الإستبدال %d." +msgid "%d match" +msgid_plural "%d matches" +msgstr[0] "%d تطابق" +msgstr[1] "%d تطابق" +msgstr[2] "%d تطابقان" +msgstr[3] "%d تطابقات" +msgstr[4] "%d تطابقات" +msgstr[5] "%d تطابقات" + +msgid "%d of %d match" +msgid_plural "%d of %d matches" +msgstr[0] "%d من %d تطابق" +msgstr[1] "%d من %d تطابق" +msgstr[2] "%d من %d تطابقان" +msgstr[3] "%d من %d تطابقات" +msgstr[4] "%d من %d تطابقات" +msgstr[5] "%d من %d تطابقات" + msgid "Match Case" msgstr "حالة مطابقة" @@ -1325,9 +1310,6 @@ msgstr "وصل '%s' إلي '%s'" msgid "Disconnect '%s' from '%s'" msgstr "قطع إتصال'%s' من '%s'" -msgid "Disconnect all from signal: '%s'" -msgstr "قطع إتصال'%s' من '%s'" - msgid "Connect..." msgstr "يتصل..." @@ -1421,15 +1403,6 @@ msgstr "نسخ مسار العُقدة" msgid "Instance:" msgstr "نمذجة:" -msgid "" -"This node has been instantiated from a PackedScene file:\n" -"%s\n" -"Click to open the original file in the Editor." -msgstr "" -"تم إنشاء هذه العقدة من ملف PackedScene: \n" -"s%\n" -" انقر لفتح الملف الأصلي في المحرر." - msgid "Toggle Visibility" msgstr "تشغيل/إطفاء الوضوحية Visibility" @@ -1559,9 +1532,6 @@ msgstr "%s خطأ:" msgid "%s Source" msgstr "الأصل %s" -msgid "%s Source:" -msgstr "الأصل: %s" - msgid "Stack Trace" msgstr "تتبع المُكدس Stack Trace" @@ -1679,13 +1649,6 @@ msgstr "البحث عن بديل ل:" msgid "Dependencies For:" msgstr "تبعيات ل:" -msgid "" -"Scene '%s' is currently being edited.\n" -"Changes will only take effect when reloaded." -msgstr "" -"يتم حاليا تحرير المشهد '٪s'.\n" -"لن تسري التغييرات إلا بعد إعادة تحميلها." - msgid "" "Resource '%s' is in use.\n" "Changes will only take effect when reloaded." @@ -1732,13 +1695,10 @@ msgstr "مالكو: %s (المجموع: %d)" msgid "Localization remap" msgstr "إعادة التوطين" -msgid "Localization remap for path '%s' and locale '%s'." -msgstr "إعادة تعيين الترجمة للمسار 's%' والإعدادات المحلية 's%'." - msgid "" "Remove the selected files from the project? (Cannot be undone.)\n" -"Depending on your filesystem configuration, the files will either be moved " -"to the system trash or deleted permanently." +"Depending on your filesystem configuration, the files will either be moved to " +"the system trash or deleted permanently." msgstr "" "هل تريد حذف الملفات المحددة من المشروع؟ (لا يمكن استعادتها.)\n" "حسب إِعدادات نظامك, سوف تُنقل إلى سلة المهملات أو ستُحذف نهائيًا." @@ -1747,8 +1707,8 @@ msgid "" "The files being removed are required by other resources in order for them to " "work.\n" "Remove them anyway? (Cannot be undone.)\n" -"Depending on your filesystem configuration, the files will either be moved " -"to the system trash or deleted permanently." +"Depending on your filesystem configuration, the files will either be moved to " +"the system trash or deleted permanently." msgstr "" "الملفات التي يتم إزالتها هي مطلوبة من قبل موارد أخرى لكي تعمل.\n" "هل تريد إزالتها على أي حال؟ (لا يمكن التراجع).\n" @@ -1877,14 +1837,14 @@ msgstr "تراخيص الجهات الخارجية" msgid "" "Godot Engine relies on a number of third-party free and open source " -"libraries, all compatible with the terms of its MIT license. The following " -"is an exhaustive list of all such third-party components with their " -"respective copyright statements and license terms." +"libraries, all compatible with the terms of its MIT license. The following is " +"an exhaustive list of all such third-party components with their respective " +"copyright statements and license terms." msgstr "" "محرك غودوت يعتمد على عدد من المكتبات و المكونات البرمجية لملاك اخرين و لكنها " "مجانية و مفتوحة المصدر، و كلها متفقة مع شروط الاستخدام لرخصة \"MIT\". في ما " -"يلي قائمة تحوي جميع هذه المكونات اضافة الى حقوق النشر و شروط الاستخدام " -"الخاصة بها." +"يلي قائمة تحوي جميع هذه المكونات اضافة الى حقوق النشر و شروط الاستخدام الخاصة " +"بها." msgid "All Components" msgstr "كل المكونات" @@ -1910,9 +1870,6 @@ msgstr "محتويات المصدر \"%s\" - لا تتعارض مع مشروعك msgid "Uncompressing Assets" msgstr "يفكك الضغط عن الأصول" -msgid "The following files failed extraction from asset \"%s\":" -msgstr "فشل استخراج الملفات التالية من الحزمة \"٪ s\":" - msgid "(and %s more files)" msgstr "(و %s ملفات اخرى)" @@ -2070,8 +2027,7 @@ msgid "Must not collide with an existing engine class name." msgstr "اسم غير صالح، يجب أن لا يتعارض مع أسماء \"أصناف\" المحرك." msgid "Must not collide with an existing global script class name." -msgstr "" -"اسم غير صالح، يجب أن لا يتعارض مع اسم \"الصنف\" \"العام\" الموجود سلفاً." +msgstr "اسم غير صالح، يجب أن لا يتعارض مع اسم \"الصنف\" \"العام\" الموجود سلفاً." msgid "Must not collide with an existing built-in type name." msgstr "" @@ -2121,9 +2077,6 @@ msgstr "إضافة \"تلقائي التحميل\"" msgid "Path:" msgstr "المسار:" -msgid "Set path or press \"%s\" to create a script." -msgstr "حدد المسار أو اضغط على \"s%\" لإنشاء برنامج نصي." - msgid "Node Name:" msgstr "اسم العقدة:" @@ -2193,19 +2146,13 @@ msgstr "" "العرض المستند إلى RenderingDevice (إذا تم تعطيله ، يلزم وجود نهاية OpenGL " "الخلفية)." -msgid "" -"OpenGL back-end (if disabled, the RenderingDevice back-end is required)." +msgid "OpenGL back-end (if disabled, the RenderingDevice back-end is required)." msgstr "" "OpenGL الخلفي (إذا تم تعطيله ، فإن النهاية الخلفية RenderingDevice مطلوبة)." msgid "Vulkan back-end of RenderingDevice." msgstr "Vulkan الخلفية من RenderingDevice." -msgid "" -"Fallback implementation of Text Server\n" -"Supports basic text layouts." -msgstr "التنفيذ الاحتياطي لخادم النص يدعم تخطيطات النص الأساسية." - msgid "" "Text Server implementation powered by ICU and HarfBuzz libraries.\n" "Supports complex text layouts, BiDi, and contextual OpenType font features." @@ -2225,8 +2172,8 @@ msgid "WOFF2 font format support using FreeType and Brotli libraries." msgstr "دعم صيغة الخط WOFF2 باستعمال مكاتب FreeType وBrotli." msgid "" -"SIL Graphite smart font technology support (supported by Advanced Text " -"Server only)." +"SIL Graphite smart font technology support (supported by Advanced Text Server " +"only)." msgstr "دعم تقنية الخط الذكي SIL Graphite (يدعمها خادر النص المتقدم فقط)." msgid "General Features:" @@ -2341,8 +2288,7 @@ msgid "Allows editing the node hierarchy in the Scene dock." msgstr "يسمح بتحرير رُتَب العقد في رصيف المشهد." msgid "" -"Allows to work with signals and groups of the node selected in the Scene " -"dock." +"Allows to work with signals and groups of the node selected in the Scene dock." msgstr "يسمح بالعمل مع إشارات ومجموعات العقد المحددة في رصيف المشهد." msgid "Allows to browse the local file system via a dedicated dock." @@ -2395,8 +2341,7 @@ msgid "Main Features:" msgstr "المزايا الرئيسية:" msgid "" -"Profile '%s' already exists. Remove it first before importing, import " -"aborted." +"Profile '%s' already exists. Remove it first before importing, import aborted." msgstr "التعريفة '%s' موجودة سلفاً، أزِلْها أولا قبل الاستيراد، أًحبِط الاستيراد." msgid "Reset to Default" @@ -2681,13 +2626,21 @@ msgstr "تم وسم هذا العنصر على أنه تجريبي." msgid "Property:" msgstr "خاصية:" -msgid "" -"Pinning a value forces it to be saved even if it's equal to the default." +msgid "Pinning a value forces it to be saved even if it's equal to the default." msgstr "تثبيت القيمة يجْبِرَهُ على حفظها حتى لو كانت تساوي القيمة الإفتراضية." msgid "Open Documentation" msgstr "فتح الوثائق" +msgid "(%d change)" +msgid_plural "(%d changes)" +msgstr[0] "(%d تغيير)" +msgstr[1] "(%d تغيير)" +msgstr[2] "(%d تغييران)" +msgstr[3] "(%d تغييرات)" +msgstr[4] "(%d تغييرات)" +msgstr[5] "(%d تغييرات)" + msgid "Add element to property array with prefix %s." msgstr "أضف عنصراً غلى مصفوفة الخصائص مع البادئة %s." @@ -2727,9 +2680,6 @@ msgstr "تحديد التكرار:" msgid "Pinned %s" msgstr "تم تثبيت %s" -msgid "Unpinned %s" -msgstr "تم فك التثبيت s%" - msgid "Add metadata %s" msgstr "أضف البيانات الوصفية %s" @@ -2866,9 +2816,6 @@ msgstr "خطأ خلال تحليل الملف '%s'." msgid "Scene file '%s' appears to be invalid/corrupt." msgstr "يبدو أن ملف المشهد '%s' غير صالح/ تالف." -msgid "Missing file '%s' or one its dependencies." -msgstr "'%s' مفقود هو أو إحدى اعتمادته." - msgid "Error while loading file '%s'." msgstr "خطأ خلال تحميل الملف '%s'." @@ -2945,8 +2892,8 @@ msgid "" "This resource was imported, so it's not editable. Change its settings in the " "import panel and then re-import." msgstr "" -"هذا المورد قد تم إستيراده، إذا لا يمكن تعديله. غير إعدادته في قائمة " -"الإستيراد ومن ثم أعد إستيراده." +"هذا المورد قد تم إستيراده، إذا لا يمكن تعديله. غير إعدادته في قائمة الإستيراد " +"ومن ثم أعد إستيراده." msgid "Changes may be lost!" msgstr "التغييرات ربما تُفقد!" @@ -2970,8 +2917,8 @@ msgid "%s no longer exists! Please specify a new save location." msgstr "%s لم يعد موجوداً! من فضلك حدد موقعاً جديداً للحفظ." msgid "" -"The current scene has no root node, but %d modified external resource(s) " -"were saved anyway." +"The current scene has no root node, but %d modified external resource(s) were " +"saved anyway." msgstr "" "المشهد الحالي لا يملك عقدة رئيسة، ولكن %d المصدر الخارجي المعدل قد حُفظ على " "أية حال." @@ -2980,8 +2927,7 @@ msgid "" "A root node is required to save the scene. You can add a root node using the " "Scene tree dock." msgstr "" -"مطلوب عقدة الأصل لحفظ المشهد. يمكنك إضافة عقدة أصل باستعمال رصيف تسلسل " -"المشهد." +"مطلوب عقدة الأصل لحفظ المشهد. يمكنك إضافة عقدة أصل باستعمال رصيف تسلسل المشهد." msgid "Save Scene As..." msgstr "حفظ المشهد ك…" @@ -3059,8 +3005,8 @@ msgid "" "This option is deprecated. Situations where refresh must be forced are now " "considered a bug. Please report." msgstr "" -"هذا الإعداد مُعطل. الحالة حيث التحديث يجب أن يطبق بالقوة هي الأن تعتبر خطأ. " -"من فضلك أبلغ عن الخطأ." +"هذا الإعداد مُعطل. الحالة حيث التحديث يجب أن يطبق بالقوة هي الأن تعتبر خطأ. من " +"فضلك أبلغ عن الخطأ." msgid "Pick a Main Scene" msgstr "اخترْ المشهد الأساسي" @@ -3085,8 +3031,8 @@ msgid "" "error in that script.\n" "Disabling the addon at '%s' to prevent further errors." msgstr "" -"غير قادر علي تحميل النص البرمجي للإضافة من المسار: '%s'. يبدو أنه يوجد خطأ " -"في ذلك النص البرمجي.\n" +"غير قادر علي تحميل النص البرمجي للإضافة من المسار: '%s'. يبدو أنه يوجد خطأ في " +"ذلك النص البرمجي.\n" "تعطيل الإضافة في '%s' لتجنب الأخطاء لاحقاً." msgid "" @@ -3108,8 +3054,8 @@ msgstr "" "لكي تجري أي تغيير عليه، قد ينشأ مشهد مورث جديد." msgid "" -"Error loading scene, it must be inside the project path. Use 'Import' to " -"open the scene, then save it inside the project path." +"Error loading scene, it must be inside the project path. Use 'Import' to open " +"the scene, then save it inside the project path." msgstr "" "خطا في تحميل المشهد، يجب أن يكون المشهد في نفس الملف الخاص بالمشروع. استعملْ " "نافذة \"الاستيراد\" لفتح المشهد٫ ثم احفظْه في ملف المشروع." @@ -3198,12 +3144,6 @@ msgstr "%d مزيد من المجلدات" msgid "%d more files" msgstr "%d مزيد من الملفات" -msgid "" -"Unable to write to file '%s', file in use, locked or lacking permissions." -msgstr "" -"غير قادر على الكتابة إلى الملف '% s' ، الملف يُستعمل الآن أو أنه مقفول أو أنه " -"ينقصه الأذونات." - msgid "Pan View" msgstr "إظهار شامل" @@ -3574,13 +3514,13 @@ msgstr "" "ينبغي أن ينتمي المورد إلى مشهد ما." msgid "" -"Can't create a ViewportTexture on this resource because it's not set as " -"local to scene.\n" +"Can't create a ViewportTexture on this resource because it's not set as local " +"to scene.\n" "Please switch on the 'local to scene' property on it (and all resources " "containing it up to a node)." msgstr "" -"لا يمكن إنشاء نقشة إطار العرض ViewportTexture اعتماداً على هذا المصدر كونه " -"ليس محلياً بالنسبة للمشهد.\n" +"لا يمكن إنشاء نقشة إطار العرض ViewportTexture اعتماداً على هذا المصدر كونه ليس " +"محلياً بالنسبة للمشهد.\n" "قم بتشغيل خاصية 'محلي بالنسبة للمشهد local to scene' لذلك المورد (ولكل " "الموارد التي تضمنتها وصولاً إلى العقدة)." @@ -3615,8 +3555,8 @@ msgid "Add Key/Value Pair" msgstr "إضافة زوج مفتاح/قيمة" msgid "" -"The selected resource (%s) does not match any type expected for this " -"property (%s)." +"The selected resource (%s) does not match any type expected for this property " +"(%s)." msgstr "" "يلا يتطابق نوع المورد المختار (%s) مع أي نوع متوقع لأجل هذه الخاصية (%s)." @@ -3940,8 +3880,8 @@ msgid "Download and Install" msgstr "حمّل ونصّب" msgid "" -"Download and install templates for the current version from the best " -"possible mirror." +"Download and install templates for the current version from the best possible " +"mirror." msgstr "حمّل ونصّب قوالب الإصدار الحالي من أفضل مصدر متوفر." msgid "Official export templates aren't available for development builds." @@ -4050,9 +3990,6 @@ msgstr "" "المصافي لتصدير الملفات/المُجلدات من المشروع\n" "(مفصولةً بفاصلة، مثلاً: *.json, *.txt, docs/*)" -msgid "Features" -msgstr "المزايا" - msgid "Custom (comma-separated):" msgstr "مُخصص (مفصول بفاصلة):" @@ -4155,8 +4092,8 @@ msgstr "غير قادر علي تحديث التبعيات:" msgid "" "This file extension is not recognized by the editor.\n" "If you want to rename it anyway, use your operating system's file manager.\n" -"After renaming to an unknown extension, the file won't be shown in the " -"editor anymore." +"After renaming to an unknown extension, the file won't be shown in the editor " +"anymore." msgstr "" "لم يتعرف المحرر على امتداد الملف.\n" "إذا تريد إعادة تسميتهُ على أي حال, فاستخدمْ مدير ملفات نظامك الخاص .\n" @@ -4311,8 +4248,7 @@ msgid "" "Include the files with the following extensions. Add or remove them in " "ProjectSettings." msgstr "" -"يتضمن الملفات ذات الإضافات التالية. قم بإضافتهم أو إزالتهم في إعدادات " -"المشروع." +"يتضمن الملفات ذات الإضافات التالية. قم بإضافتهم أو إزالتهم في إعدادات المشروع." msgid "Find..." msgstr "ابحث..." @@ -4329,6 +4265,15 @@ msgstr "استبدال الكل (لا رجوع)" msgid "Searching..." msgstr "جاري البحث..." +msgid "%d match in %d file" +msgstr "%d تطابق في %d ملف" + +msgid "%d matches in %d file" +msgstr "%d تطابقات في %d ملف" + +msgid "%d matches in %d files" +msgstr "%d تطابقات في %d ملفات" + msgid "Add to Group" msgstr "إضافة إلي مجموعة" @@ -4389,13 +4334,6 @@ msgstr "لا يمكن حفظ الملف بدون اسم." msgid "Cannot save file with a name starting with a dot." msgstr "لا يمكن حفظ الملف باسم يبدأ بنقطة." -msgid "" -"File \"%s\" already exists.\n" -"Do you want to overwrite it?" -msgstr "" -"الملف \"s%\" موجود سلفاً.\n" -"هل ترغب باستبداله بهذا الملف؟" - msgid "Select This Folder" msgstr "حدد هذا المجلد" @@ -4504,8 +4442,8 @@ msgstr "" "لقد تم تفعيل وضع صنع الأفلام، ولكن لم يتم تحديد مسار لملف الفلم.\n" "يمكن تحديد المسار الافتراضي للملف ضمن إعدادات المشروغ عن طريق: المحرر > خيار " "كاتب الأفلام.\n" -"كبديل لتشغيل مشهد واحد، يمكن إضافة النص `movie_file` كجزء من البيانات " -"الوصفية ضمن العُقدة الأساسية root node.\n" +"كبديل لتشغيل مشهد واحد، يمكن إضافة النص `movie_file` كجزء من البيانات الوصفية " +"ضمن العُقدة الأساسية root node.\n" "سيتم تحديد مسار ملف الفلم عندما يتم تسجيل المشهد." msgid "Run the project's default scene." @@ -4520,15 +4458,9 @@ msgstr "‌أوقِفْ قليلا \"تنفيذَ\" المشروع الحالي msgid "Pause Running Project" msgstr "أوقِفْ المشروع قليلا" -msgid "Stop the currently running project." -msgstr "أوقِفْ المشروع الذي يعمل الآن" - msgid "Stop Running Project" msgstr "أوقِفْ المشروع" -msgid "Run the currently edited scene." -msgstr "شغّلْ المشهد المعدل حاليا" - msgid "Run Current Scene" msgstr "شغّل المشهد الحالي" @@ -4860,8 +4792,8 @@ msgid "" msgstr "تحذير: هناك مُلحقات تستخدم هذا المورد، ربما سيتوقف تحميلها بشكل صحيح." msgid "" -"Select a resource file in the filesystem or in the inspector to adjust " -"import settings." +"Select a resource file in the filesystem or in the inspector to adjust import " +"settings." msgstr "اختر ملفا من نظام الملفات أو من الفاحص لضبط إعدادت الاستيراد." msgid "Manual Selection" @@ -5208,8 +5140,7 @@ msgstr "تغيير التصفية" msgid "No animation player set, so unable to retrieve track names." msgstr "" -"لم يتم تحديد أي من الرسومات المتحركة للاعب، لذا لا يمكن استرجاع أسماء " -"المقاطع." +"لم يتم تحديد أي من الرسومات المتحركة للاعب، لذا لا يمكن استرجاع أسماء المقاطع." msgid "Player path set is invalid, so unable to retrieve track names." msgstr "المسار المحدد للاعب غير مناسب، لا يمكن استرجاع أسماء المقاطع." @@ -5218,8 +5149,8 @@ msgid "" "Animation player has no valid root node path, so unable to retrieve track " "names." msgstr "" -"الرسومات المتحركة الخاصة باللاعب لا تملك مسار عُقدة صالح، غير قادر على " -"استرجاع أسماء المقاطع." +"الرسومات المتحركة الخاصة باللاعب لا تملك مسار عُقدة صالح، غير قادر على استرجاع " +"أسماء المقاطع." msgid "Anim Clips" msgstr "مقاطع الرسوم المتحركة" @@ -5304,14 +5235,14 @@ msgid "Make Animation Library Unique: %s" msgstr "اجعلْ مكتبة التحريك فريدة: %s" msgid "" -"This animation can't be saved because it does not belong to the edited " -"scene. Make it unique first." +"This animation can't be saved because it does not belong to the edited scene. " +"Make it unique first." msgstr "" "هذا التحريك لا يُمكن حفظه؛ لأنه لا يمنتمي إلى المشهد المعدل. اجعلْه فريدا أولا." msgid "" -"This animation can't be saved because it was imported from another file. " -"Make it unique first." +"This animation can't be saved because it was imported from another file. Make " +"it unique first." msgstr "" "مكتبة التحريك هذه لا يمكن حفظها؛ لأنها قد جُلبتْ من ملف آخر. اجعلها فريدةً أولا." @@ -5582,8 +5513,8 @@ msgstr "تمت إزالة الانتقال" msgid "" "Select and move nodes.\n" "RMB: Add node at position clicked.\n" -"Shift+LMB+Drag: Connects the selected node with another node or creates a " -"new node if you select an area without nodes." +"Shift+LMB+Drag: Connects the selected node with another node or creates a new " +"node if you select an area without nodes." msgstr "" "اخترْ العقد وانقلْها.\n" "الزر-الأيمن: يضيف عقدة عند الموضع المنقور عليه.\n" @@ -5602,6 +5533,9 @@ msgstr "احذف العُقدة المحددة أو الانتقال." msgid "Transition:" msgstr "المراحل الانتقالية:" +msgid "New Transitions Should Auto Advance" +msgstr "الانتقالات الجديدة يجب أن تتقدم تلقائيا" + msgid "Play Mode:" msgstr "وضع التشغيل:" @@ -5799,7 +5733,7 @@ msgid "Clear mappings in current group." msgstr "مسح التعيينات في هذه المجموعة." msgid "Preview" -msgstr "عرض" +msgstr "معاينة" msgid "Configure Snap" msgstr "تعديل اللقطة" @@ -6215,9 +6149,56 @@ msgstr "إنشاء عُقدة" msgid "Change Default Type" msgstr "تغير النوع الإفتراضي" +msgid "Set Target Position" +msgstr "تعيين الموضع المستهدف" + msgid "Set Handle" msgstr "حدد المعامل" +msgid "This node doesn't have a control parent." +msgstr "هذه العقدة لا تملك عقدة تَحَكّم أصلية." + +msgid "" +"Use the appropriate layout properties depending on where you are going to put " +"it." +msgstr "استعملْ خصائص التخطيط المناسبة حسب المكان الذي تريد وضعها فيه." + +msgid "This node is a child of a container." +msgstr "هذا العقدة فرعٌ عن حاوية." + +msgid "Use container properties for positioning." +msgstr "استعملْ خصائص الحاوية للتموضع." + +msgid "This node is a child of a regular control." +msgstr "هذه العقدة فرع لعقدة تحكم عادية." + +msgid "Use anchors and the rectangle for positioning." +msgstr "استعملْ المراسي والمستطيل للتموضع." + +msgid "Collapse positioning hint." +msgstr "طي تلميح التموضع." + +msgid "Expand positioning hint." +msgstr "بسْط تلميح التموضع." + +msgid "Container Default" +msgstr "الحاوية الافتراضية" + +msgid "Fill" +msgstr "التعبئة" + +msgid "Shrink Begin" +msgstr "بداية الانكماش" + +msgid "Shrink Center" +msgstr "مركز الانكماش" + +msgid "Shrink End" +msgstr "نهاية الانكماش" + +msgid "Custom" +msgstr "مخصص" + msgid "Expand" msgstr "توسيع" @@ -6269,6 +6250,38 @@ msgstr "بالعرض يميناً" msgid "Full Rect" msgstr "على كامل المستطيل" +msgid "Some parents of the selected nodes do not support the Expand flag." +msgstr "بعض العُقد الأصلية المختارة لا تدعم عَلَم التوسيع." + +msgid "Align with Expand" +msgstr "محاذاة مع التوسيع" + +msgid "Change Anchors, Offsets, Grow Direction" +msgstr "تغيير المراسي والإزاحات والاتجاه النامي" + +msgid "Change Anchors, Offsets (Keep Ratio)" +msgstr "تغيير المراسي والإزاحات (مع حفظ النسبة)" + +msgid "Change Vertical Size Flags" +msgstr "تغيير أعلام الحجم العامودي" + +msgid "Change Horizontal Size Flags" +msgstr "تغيير أعلام الحجم الأفقي" + +msgid "Set to Current Ratio" +msgstr "تعيين إلى النسبة الحالية" + +msgid "Adjust anchors and offsets to match the current rect size." +msgstr "عدّلْ المراسي والإزاحات لتوافقَ حجمَ المستطيل الحالي." + +msgid "" +"When active, moving Control nodes changes their anchors instead of their " +"offsets." +msgstr "إذا كان مُفعّلا، فإن نقل عُقد التحكم يُغيّر مراسيها بدلا من تغيير إزاحاتها." + +msgid "Sizing settings for children of a Container node." +msgstr "إعدادات التحجيم لفروع عقدة الحاوية." + msgid "Horizontal alignment" msgstr "محاذاة أفقية" @@ -6278,6 +6291,9 @@ msgstr "محاذاة عمودية" msgid "Load Emission Mask" msgstr "حمل قناع الانبعاث" +msgid "CPUParticles2D" +msgstr "جسيمات-معالج-ثنائية" + msgid "Generated Point Count:" msgstr "عدد النقاط المولدة:" @@ -6299,18 +6315,36 @@ msgstr "التقط من البيكسل" msgid "Emission Colors" msgstr "الوان الإنبعاث" +msgid "CPUParticles3D" +msgstr "جسيمات-معالج-ثلاثية" + msgid "Create Emission Points From Node" msgstr "أنشئ نقاط إنبعاث من العقدة" msgid "Load Curve Preset" msgstr "تحميل إعداد مسبق للإنحناء" +msgid "Add Curve Point" +msgstr "إضافة نقطة منحنى" + msgid "Remove Curve Point" msgstr "مسح نقطة الإنحناء" msgid "Modify Curve Point" msgstr "تعديل نقطة الإنحناء" +msgid "Modify Curve Point's Tangents" +msgstr "تعديل ملامِسات نقطة المنحنى" + +msgid "Modify Curve Point's Left Tangent" +msgstr "تعديل الملامِس الأيسر لنقطة المنحنى" + +msgid "Modify Curve Point's Right Tangent" +msgstr "تعديل الملامِس الأيمن لنقطة المنحنى" + +msgid "Toggle Linear Curve Point's Tangent" +msgstr "تبديل ملامِس نقطة المنحنى الخطي" + msgid "Hold Shift to edit tangents individually" msgstr "إبقى ضاغطاً على Shift لتعديل المماس فردياً" @@ -6323,6 +6357,9 @@ msgstr "تراجع مُتباطئ Ease Out" msgid "Smoothstep" msgstr "خطوة ناعمة" +msgid "Toggle Grid Snap" +msgstr "تبديل محاذاة الشبكة" + msgid "Debug with External Editor" msgstr "تنقيح الأخطاء في محرر خارجي" @@ -6377,12 +6414,22 @@ msgstr "" "عندما يكون هذا الخيار مفعل,مجسمات التنقل والأشكال المضلعة سوف تكون ظاهرة في " "المشروع المشغل." +msgid "Visible Avoidance" +msgstr "الاجتناب الظاهر" + +msgid "" +"When this option is enabled, avoidance objects shapes, radius and velocities " +"will be visible in the running project." +msgstr "" +"عند تفعيل هذا الخيار، فإن أجسام التجنب، وأنصاف قُطرها، وسرعاتها، ستكون ظاهرة " +"في المشروع المشغل." + msgid "Synchronize Scene Changes" msgstr "مزامنة تغييرات المشهد" msgid "" -"When this option is enabled, any changes made to the scene in the editor " -"will be replicated in the running project.\n" +"When this option is enabled, any changes made to the scene in the editor will " +"be replicated in the running project.\n" "When used remotely on a device, this is more efficient when the network " "filesystem option is enabled." msgstr "" @@ -6395,13 +6442,13 @@ msgid "Synchronize Script Changes" msgstr "مزامنة تغييرات النص البرمجي" msgid "" -"When this option is enabled, any script that is saved will be reloaded in " -"the running project.\n" +"When this option is enabled, any script that is saved will be reloaded in the " +"running project.\n" "When used remotely on a device, this is more efficient when the network " "filesystem option is enabled." msgstr "" -"حينما يكون هذا الإعداد مُفعل، أي نص برمجي يتم حفظه سيتم إعادة تحميله في " -"اللعبة العاملة.\n" +"حينما يكون هذا الإعداد مُفعل، أي نص برمجي يتم حفظه سيتم إعادة تحميله في اللعبة " +"العاملة.\n" "حينما يتم إستخدامه عن بُعد على جهاز، سيكون أكثر كفاءتاً عند تفعيل إعداد نظام " "ملفات الشبكة." @@ -6412,12 +6459,51 @@ msgid "" "When this option is enabled, the editor debug server will stay open and " "listen for new sessions started outside of the editor itself." msgstr "" -"عند تفعيل هذا الخيار، فإن \"محرر خادوم التنقيح\" سيبقى مفتوحا وسيستمع " -"للجلسات الجديدة من خارج المحرر نفسه." +"عند تفعيل هذا الخيار، فإن \"محرر خادوم التنقيح\" سيبقى مفتوحا وسيستمع للجلسات " +"الجديدة من خارج المحرر نفسه." + +msgid "Run Multiple Instances" +msgstr "تشغيل نُسخ عديدة" + +msgid "Size: %s" +msgstr "الحجم: %s" + +msgid "Type: %s" +msgstr "النوع: %s" + +msgid "Dimensions: %d × %d" +msgstr "الأبعاد: %d × %d" + +msgid "Overrides (%d)" +msgstr "التجاوزات (%d)" + +msgctxt "Locale" +msgid "Add Script" +msgstr "إضافة الخط" + +msgid "Add Locale" +msgstr "إضافة البلد أو اللغة" + +msgid "Variation Coordinates (%d)" +msgstr "إحداثيات التفاوت (%d)" + +msgid "No supported features" +msgstr "لا مزايا مدعومة" + +msgid "Features (%d of %d set)" +msgstr "المزايا (%d من %d)" + +msgid "Add Feature" +msgstr "إضافة ميزة" + +msgid " - Variation" +msgstr " - التفاوت" + +msgid "Unable to preview font" +msgstr "غير قادر على معاينة الخط" msgid "Change AudioStreamPlayer3D Emission Angle" -msgstr "" -"تعديل زاوية انبعاث (إصدار) مُشغل الصوت ثلاثي الأبعاد AudioStreamPlayer3D" +msgstr "تعديل زاوية انبعاث (إصدار) مُشغل الصوت ثلاثي الأبعاد AudioStreamPlayer3D" msgid "Change Camera FOV" msgstr "تعديل حقل رؤية الكاميرا Camera FOV" @@ -6428,6 +6514,9 @@ msgstr "غيّر حجم الكاميرا" msgid "Change Sphere Shape Radius" msgstr "تعديل نصف قطر الشكل الكروي" +msgid "Change Box Shape Size" +msgstr "تغيير حجم الصندوق" + msgid "Change Capsule Shape Radius" msgstr "تعديل نصف قطر الشكل الكبسولي Capsule Shape" @@ -6440,24 +6529,57 @@ msgstr "تعديل نصف قطر الشكل الأسطواني" msgid "Change Cylinder Shape Height" msgstr "تعديل ارتفاع الشكل الأسطواني" +msgid "Change Separation Ray Shape Length" +msgstr "تغيير طول شعاع الانفصال" + +msgid "Change Decal Size" +msgstr "تغيير حجم الطبعة" + +msgid "Change Fog Volume Size" +msgstr "تغيير حجم الضباب" + msgid "Change Particles AABB" msgstr "تعديل جُزيئات AABB" +msgid "Change Radius" +msgstr "تغيير نصف القُطر" + msgid "Change Light Radius" msgstr "تغيير نصف قطر الإنارة" +msgid "Start Location" +msgstr "بداية الموقع" + +msgid "End Location" +msgstr "نهاية الموقع" + +msgid "Change Start Position" +msgstr "تغيير موضع البداية" + +msgid "Change End Position" +msgstr "تغيير موضع النهاية" + +msgid "Change Probe Size" +msgstr "تغيير حجم المسبار" + msgid "Change Notifier AABB" msgstr "تعديل Notifier AABB" msgid "Convert to CPUParticles2D" -msgstr "حولْ إلى جسيمات-ثنائية-البُعد-لوحدة-المعالجة-المركزية (CPUParticles2D)" +msgstr "تحويل إلى جسيمات-معالج-ثنائية" msgid "Generate Visibility Rect" msgstr "توليد مستطيل مرئي" +msgid "Can only set point into a ParticleProcessMaterial process material" +msgstr "يُمكن فقط تعيين نقطة عملية بداخل \"مادة-عملية-الجُسيمات\"" + msgid "Clear Emission Mask" msgstr "امسح قناع الانبعاث" +msgid "GPUParticles2D" +msgstr "جسيمات-بطاقة-ثنائية" + msgid "Generation Time (sec):" msgstr "وقت التوليد (ثانية):" @@ -6467,6 +6589,9 @@ msgstr "الوجوه الهندسية لا تتضمن أي منطقة." msgid "The geometry doesn't contain any faces." msgstr "الهندسة لا تحتوي على وجوه." +msgid "\"%s\" doesn't inherit from Node3D." +msgstr "\"%s\" لا يرث من العقدة-الثلاثية." + msgid "\"%s\" doesn't contain geometry." msgstr "\"%s\" لا تحتوي على هندسة." @@ -6491,12 +6616,45 @@ msgstr "الحجم" msgid "Emission Source:" msgstr "مصدر الانبعاث:" +msgid "A processor material of type 'ParticleProcessMaterial' is required." +msgstr "مطلوب مادة معالج من النوع \"مادة-عملية-الجُسيمات\"." + +msgid "Convert to CPUParticles3D" +msgstr "التحويل إلى جسيمات-معالج-ثلاثية" + msgid "Generate Visibility AABB" msgstr "ولد رؤية AABB" +msgid "GPUParticles3D" +msgstr "جسيمات-بطاقة-ثلاثية" + +msgid "Generate AABB" +msgstr "توليد AABB" + +msgid "Low" +msgstr "منخفض" + +msgid "Moderate" +msgstr "متوسط" + +msgid "High" +msgstr "عالٍ" + +msgid "Subdivisions: %s" +msgstr "التقسيمات: %s" + +msgid "Cell size: %s" +msgstr "حجم الخلية: %s" + +msgid "Video RAM size: %s MB (%s)" +msgstr "حجم ذاكرة الفديو: %s ميقا بايت (%s)" + msgid "Gradient Edited" msgstr "التدرج المُحرر" +msgid "Reverse/mirror gradient." +msgstr "التدرج العكسي/المناظِر." + msgid "Create Occluder Polygon" msgstr "أنشئ شكل مُطبق" @@ -6564,18 +6722,52 @@ msgstr "أنشئ أشكال محدبة متعددة" msgid "Create Navigation Mesh" msgstr "أنشئ سطح Mesh التنقل" +msgid "Create Debug Tangents" +msgstr "إنشاء ملامِسات التنقيح" + msgid "Contained Mesh is not of type ArrayMesh." msgstr "السطح المتضمن ليس نوعاً من مصفوفة السطوح ArrayMesh." +msgid "" +"Mesh cannot unwrap UVs because it does not belong to the edited scene. Make " +"it unique first." +msgstr "" +"المجسّم لا يمكن نشر جوانبه (الطول والعرض)؛ لأنه لا ينتمي إلى المشهد المعدل. " +"اجعلْه فريدا أولا." + +msgid "" +"Mesh cannot unwrap UVs because it belongs to another resource which was " +"imported from another file type. Make it unique first." +msgstr "" +"المجسم لا يمكن نشر جوانبه (الطول والعرض)؛ لأنه ينتمي إلى مصدر آخر مستورَد، " +"وهذا المصدر نوع ملفه يختلف. اجعلْه فريدا أولا." + +msgid "" +"Mesh cannot unwrap UVs because it was imported from another file type. Make " +"it unique first." +msgstr "المجسم لا يمكن نشر جوانبه؛ لأنه مستورد بنوع مختلف. اجعلْه فريدا أولا." + msgid "UV Unwrap failed, mesh may not be manifold?" msgstr "نشر Unwrap فشل، الميش ربما لا يكون متعدد؟" +msgid "Unwrap UV2" +msgstr "نشر نقشة الطبقة الثانية (الطول والعرض)" + msgid "No mesh to debug." msgstr "لا ميش لتصحيحة." msgid "Mesh has no UV in layer %d." msgstr "المجسّم ليس لديه UV في الطبقة %d." +msgid "MeshInstance3D lacks a Mesh." +msgstr "مثيل-المُجسّم-الثلاثي يفقتر إلى مُجسم." + +msgid "Mesh has no surface to create outlines from." +msgstr "المجسم ليس له سطح ليتمكن من إنشاء \"الحدود\" منه." + +msgid "Could not create outline." +msgstr "لا يمكن إنشاء الحد." + msgid "Create Outline" msgstr "أنشئ الحد" @@ -6743,6 +6935,18 @@ msgstr "الكمية:" msgid "Populate" msgstr "تكثير/تزويد" +msgid "Set start_position" +msgstr "حدّدْ موضع_البداية" + +msgid "Set end_position" +msgstr "حدّدْ موضع_النهاية" + +msgid "Set NavigationObstacle3D Vertices" +msgstr "تعيين رؤوس عقبة-التنقل-الثلاثي" + +msgid "Edit Vertices" +msgstr "تحرير الرؤوس" + msgid "Edit Poly" msgstr "تعديل مُتعدد السطوح" @@ -6759,11 +6963,14 @@ msgid "Transform Aborted." msgstr "أجهض التحول." msgid "Orthogonal" -msgstr "متعامد Orthogonal" +msgstr "متعامد" msgid "Perspective" msgstr "منظوري" +msgid "Top Orthogonal" +msgstr "المتعامد العُلوي" + msgid "Top Perspective" msgstr "نظر من فوق" @@ -6818,9 +7025,21 @@ msgstr "تم تعطيل تعيين المفاتيح (لم يتم إدخال أي msgid "Animation Key Inserted." msgstr "أُدخل مفتاح الرسوم المتحركة." +msgid "X: %s\n" +msgstr "س: %s\n" + +msgid "Y: %s\n" +msgstr "ص: %s\n" + +msgid "Z: %s\n" +msgstr "ع: %s\n" + msgid "Objects: %d\n" msgstr "العناصر: %d\n" +msgid "Primitives: %d\n" +msgstr "الأوّليّات: %d\n" + msgid "Draw Calls: %d" msgstr "دعوات الرسم: %d" @@ -7177,8 +7396,8 @@ msgid "Tonemap" msgstr "خريطة تناغم الألوان" msgid "" -"Adds a WorldEnvironment node matching the preview environment settings to " -"the current scene.\n" +"Adds a WorldEnvironment node matching the preview environment settings to the " +"current scene.\n" "Hold Shift while clicking to also add the preview sun to the current scene." msgstr "" "يُضيف عقدة بيئة-العالم تطابق هذه العقدةُ إعداداتٍ معاينة البيئة إلى المشهد " @@ -7368,8 +7587,7 @@ msgid "Create a custom polygon. Enables custom polygon rendering." msgstr "إنشاء مُضلع مخصوص. تمكين إخراج المُضلع المخصوص بصرياً." msgid "" -"Remove a custom polygon. If none remain, custom polygon rendering is " -"disabled." +"Remove a custom polygon. If none remain, custom polygon rendering is disabled." msgstr "" "إزالة المُضلع المخصوص. إن لم يتبق شيء، سيتم تعطيل إخراج المُضلع المخصوص بصرياً." @@ -7634,8 +7852,7 @@ msgstr "الهدف" msgid "" "Missing connected method '%s' for signal '%s' from node '%s' to node '%s'." -msgstr "" -"الدالة المتصلة '%s' للاشارة '%s' مفقودة من العقدة '%s' إلى العقدة '%s'." +msgstr "الدالة المتصلة '%s' للاشارة '%s' مفقودة من العقدة '%s' إلى العقدة '%s'." msgid "[Ignore]" msgstr "(تجاهل)" @@ -8085,8 +8302,8 @@ msgid "Import Selected" msgstr "إستيراد المحدد" msgid "" -"Import Items tab has some items selected. Selection will be lost upon " -"closing this window.\n" +"Import Items tab has some items selected. Selection will be lost upon closing " +"this window.\n" "Close anyway?" msgstr "" "تبويب استيراد العناصر يحوي عناصر مختارة. بإغلاقك النافذة ستخسر جميع العناصر " @@ -8292,8 +8509,7 @@ msgid "Default Preview" msgstr "المعاينة" msgid "" -"Toggle the control picker, allowing to visually select control types for " -"edit." +"Toggle the control picker, allowing to visually select control types for edit." msgstr "فعّل مُختار التحديد، مما يسمح لك باختيار أنواع التحديد بصرياً لتحريرها." msgid "Toggle Button" @@ -8884,15 +9100,15 @@ msgid "" "SmoothStep function( scalar(edge0), scalar(edge1), scalar(x) ).\n" "\n" "Returns 0.0 if 'x' is smaller than 'edge0' and 1.0 if x is larger than " -"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 " -"using Hermite polynomials." +"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 using " +"Hermite polynomials." msgstr "" "الوظيفة البرمجية \"الخطوة الناعمة\" SmoothStep وهي function( scalar(edge0), " "scalar(edge1), scalar(x) ).\n" "\n" -"تُرجع 0.0 إذا كان 'x' أصغر من 'edge0' و 1.0 إذا كان x أكبر من 'edge1'. عدا " -"ذلك سيتم استيفاء (استقراء داخلي interpolated) للقيمة ما بين 0.0 و 1.0 " -"باستخدام متعددات الحدود لهيرمت Hermite polynomials." +"تُرجع 0.0 إذا كان 'x' أصغر من 'edge0' و 1.0 إذا كان x أكبر من 'edge1'. عدا ذلك " +"سيتم استيفاء (استقراء داخلي interpolated) للقيمة ما بين 0.0 و 1.0 باستخدام " +"متعددات الحدود لهيرمت Hermite polynomials." msgid "" "Step function( scalar(edge), scalar(x) ).\n" @@ -8904,8 +9120,7 @@ msgstr "" "تُرجع 0.0 إذا كان 'x' أصغر من 'edge' وعدا ذلك 1.0." msgid "" -"(Fragment/Light mode only) (Scalar) Sum of absolute derivative in 'x' and " -"'y'." +"(Fragment/Light mode only) (Scalar) Sum of absolute derivative in 'x' and 'y'." msgstr "" "(فقط وضع القِطع Fragment/ الضوء) (كمية قياسية Scalar) مُشتق مُطلق في 'x' و'y'." @@ -8937,9 +9152,8 @@ msgstr "" "\n" "يعامل OuterProduct (الجداء السلمي) المعامل الأول 'c' كمتجه عمودي (مصفوفة " "بعمود واحد) بينما يعامل المعامل الثاني 'r' كمُتجه أفقي (مصفوفة بصف واحد) حيث " -"يقوم بالجداء الجبري الخطي للمصفوفتين بضرب 'c * r'، الأمر الذي ينتج عنه " -"مصفوفة عدد صفوفها يساوي عدد مكونات 'c' وعدد الأعمدة فيها يكون عدد المكونات " -"في 'r'." +"يقوم بالجداء الجبري الخطي للمصفوفتين بضرب 'c * r'، الأمر الذي ينتج عنه مصفوفة " +"عدد صفوفها يساوي عدد مكونات 'c' وعدد الأعمدة فيها يكون عدد المكونات في 'r'." msgid "Composes transform from four vectors." msgstr "تأليف التحوّل من أربع مُتجهات vectors." @@ -8997,15 +9211,14 @@ msgid "" "incident vector, and Nref, the reference vector. If the dot product of I and " "Nref is smaller than zero the return value is N. Otherwise -N is returned." msgstr "" -"يُرجع المُتجه (الشعاع) الذي يشير إلى ذات اتجاه المُتجه المرجعي. ولدى هذه " -"الوظيفة البرمجية ثلاث مَعالم كمتجهات: N، المُتجه الموجه، I، المُتجه المُسقط " -"وأخيراً Nref الذي يمثل المُوجه المرجعي. إذا كان الجداء السُلمي dot product لكل " -"من I وNref أصغر من الصفر فإن القيمة المُرجعة وقتها ستكون N. عدا ذلك سيتم " -"إرجاع -N." +"يُرجع المُتجه (الشعاع) الذي يشير إلى ذات اتجاه المُتجه المرجعي. ولدى هذه الوظيفة " +"البرمجية ثلاث مَعالم كمتجهات: N، المُتجه الموجه، I، المُتجه المُسقط وأخيراً Nref " +"الذي يمثل المُوجه المرجعي. إذا كان الجداء السُلمي dot product لكل من I وNref " +"أصغر من الصفر فإن القيمة المُرجعة وقتها ستكون N. عدا ذلك سيتم إرجاع -N." msgid "" -"Returns falloff based on the dot product of surface normal and view " -"direction of camera (pass associated inputs to it)." +"Returns falloff based on the dot product of surface normal and view direction " +"of camera (pass associated inputs to it)." msgstr "" "يُرجع الإسقاط المبني على الجداء السُلمي لكل من السطح الطبيعي وتوجيه الكاميرا " "(يمرر المُدخلات المرتبطة بها)." @@ -9044,27 +9257,27 @@ msgid "" "SmoothStep function( vector(edge0), vector(edge1), vector(x) ).\n" "\n" "Returns 0.0 if 'x' is smaller than 'edge0' and 1.0 if 'x' is larger than " -"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 " -"using Hermite polynomials." +"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 using " +"Hermite polynomials." msgstr "" "SmoothStep function( vector(edge0), vector(edge1), vector(x) ).\n" "\n" "تُرجع قيمة 0.0 إذا كان 'x' أصغر من 'edge0' و 1.0 إذا كان 'x' أكبر من 'edge1'. " -"بخلاف ذلك القيمة المُرجعة سيتم استيفاؤها (استقراء داخلي) بين 0.0 و1.0 " -"باستخدام متعددات الحدود لهيرمت Hermite polynomials." +"بخلاف ذلك القيمة المُرجعة سيتم استيفاؤها (استقراء داخلي) بين 0.0 و1.0 باستخدام " +"متعددات الحدود لهيرمت Hermite polynomials." msgid "" "SmoothStep function( scalar(edge0), scalar(edge1), vector(x) ).\n" "\n" "Returns 0.0 if 'x' is smaller than 'edge0' and 1.0 if 'x' is larger than " -"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 " -"using Hermite polynomials." +"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 using " +"Hermite polynomials." msgstr "" "SmoothStep function( scalar(edge0), scalar(edge1), vector(x) ).\n" "\n" "تُرجع قيمة 0.0 إذا كان 'x' أصغر من 'edge0' و 1.0 إذا كان 'x' أكبر من 'edge1'. " -"بخلاف ذلك القيمة المُرجعة سيتم استيفاؤها (استقراء داخلي) بين 0.0 و1.0 " -"باستخدام متعددات الحدود لهيرمت Hermite polynomials." +"بخلاف ذلك القيمة المُرجعة سيتم استيفاؤها (استقراء داخلي) بين 0.0 و1.0 باستخدام " +"متعددات الحدود لهيرمت Hermite polynomials." msgid "" "Step function( vector(edge), vector(x) ).\n" @@ -9085,8 +9298,7 @@ msgstr "" "يُرجع القيمة 0.0 إذا كان 'x' أصغر من 'edge' وعدا ذلك ستُرجع القيمة 1.0." msgid "" -"(Fragment/Light mode only) (Vector) Sum of absolute derivative in 'x' and " -"'y'." +"(Fragment/Light mode only) (Vector) Sum of absolute derivative in 'x' and 'y'." msgstr "" "(فقط وضع القِطع Fragment/ الضوء) (مُتجه)مجموع الاشتقاق المُطلق في 'x' و 'y'." @@ -9097,8 +9309,8 @@ msgid "" msgstr "" "تعبير إصلاحي (لغوي) خاص بمُظلل غودوت، بواسطة كمية مُخصصة من منافذ المُدخلات " "والمُخرجات. إنه إقحام مباشر للنص البرمجي ضمن الوظائف الخاصة بالقمة vertex/ " -"بالجزء fragment/ بالضوء light ، لذا لا تستخدمها لكي تكتب تعريف وتوضيح " -"الوظيفة البرمجية داخلها." +"بالجزء fragment/ بالضوء light ، لذا لا تستخدمها لكي تكتب تعريف وتوضيح الوظيفة " +"البرمجية داخلها." msgid "Edit Visual Property:" msgstr "تحرير الخاصية البصرية:" @@ -9255,23 +9467,14 @@ msgstr "" "\n" msgid "" -"Warning: This project was built in Godot %s.\n" -"Opening will upgrade or downgrade the project to Godot %s.\n" -"\n" -msgstr "" -"تحذير: هذا المشروع كان قد بُنِيَ بإصدار جوْدَتْ %s.\n" -"فتح المشروع سوف يُرقيه أو ينزله إلى إصدار جوْدَت %s.\n" -"\n" - -msgid "" -"Warning: This project uses the following features not supported by this " -"build of Godot:\n" +"Warning: This project uses the following features not supported by this build " +"of Godot:\n" "\n" "%s\n" "\n" msgstr "" -"تحذير: هذا المشروع يستعمل هذه المزايا المذكورة، وهي ليست مدعومة في هذه " -"البنية أو الإصدار من جوْدَت:\n" +"تحذير: هذا المشروع يستعمل هذه المزايا المذكورة، وهي ليست مدعومة في هذه البنية " +"أو الإصدار من جوْدَت:\n" "\n" "%s\n" "\n" @@ -9342,8 +9545,8 @@ msgstr "تصفية المشاريع" msgid "" "This field filters projects by name and last path component.\n" -"To filter projects by name and full path, the query must contain at least " -"one `/` character." +"To filter projects by name and full path, the query must contain at least one " +"`/` character." msgstr "" "هذا البحث ينتقي لك المشاريع بأسمائها أو باسم آخر شعبة من تشعباتها في مسارها " "في جهازك.\n" @@ -9648,8 +9851,8 @@ msgid "Error loading scene from %s" msgstr "خطأ في تحميل المشهد من %s" msgid "" -"Cannot instantiate the scene '%s' because the current scene exists within " -"one of its nodes." +"Cannot instantiate the scene '%s' because the current scene exists within one " +"of its nodes." msgstr "لا يمكن تنسيخ المشهد '%s' لأن المشهد الحالي مُضَمّن في واحد من عُقده." msgid "Instantiate Scene(s)" @@ -9705,8 +9908,7 @@ msgstr "حذف العُقدة \"%s\" مع جميع فروعها؟" msgid "Delete node \"%s\"?" msgstr "حذف العقدة \"%s\"؟" -msgid "" -"Saving the branch as a scene requires having a scene open in the editor." +msgid "Saving the branch as a scene requires having a scene open in the editor." msgstr "يتطلب حفظ المشهد كفرع وجود مشهد مفتوح في المحرر." msgid "" @@ -9724,8 +9926,8 @@ msgstr "" "تعطيل \"المثيل_المُحرر\" سيجعل كل خصائص العقدة ترجع إلى الحالة الافتراضية." msgid "" -"Enabling \"Load As Placeholder\" will disable \"Editable Children\" and " -"cause all properties of the node to be reverted to their default." +"Enabling \"Load As Placeholder\" will disable \"Editable Children\" and cause " +"all properties of the node to be reverted to their default." msgstr "" "سيسبب تمكين \"التحميل كعنصر نائب\" \"Load As Placeholder\" تعطيل \"ابن قابل " "للتحرير\" \"Editable Children\" والذي ينجم عنه عودة قيم جميع العُقد إلى قيمها " @@ -9975,8 +10177,8 @@ msgstr "" "باستخدام مُحرر خارجي." msgid "" -"Warning: Having the script name be the same as a built-in type is usually " -"not desired." +"Warning: Having the script name be the same as a built-in type is usually not " +"desired." msgstr "" "تحذير: لا يحسن إعطاء النص البرمجي اسماً مماثلاً للأنواع المشابهة المدمجة " "بالمحرر." @@ -10048,8 +10250,8 @@ msgid "Invalid instance dictionary (invalid subclasses)" msgstr "نموذج القاموس غير صالح (أصناف فرعية غير صالحة)" msgid "" -"Disables Blender '.blend' files import for this project. Can be re-enabled " -"in Project Settings." +"Disables Blender '.blend' files import for this project. Can be re-enabled in " +"Project Settings." msgstr "" "تعطيل استيراد ملفات بلندر(الخلاط) '.blend' لهذا المشروع. يمكن تفعيلها مرة " "أخرى من إعدادات المشروع." @@ -10235,14 +10437,14 @@ msgid "" "Either Debug Keystore, Debug User AND Debug Password settings must be " "configured OR none of them." msgstr "" -"إما أن يتم يتكوين مفتاح-المتجر للتنقيح البرمجي debug keystore، أو إعدادات " -"ملف وكلمة مرور التنقيح البرمجي سويةً debug user AND debug password، أو لاشيء " -"مما سبق." +"إما أن يتم يتكوين مفتاح-المتجر للتنقيح البرمجي debug keystore، أو إعدادات ملف " +"وكلمة مرور التنقيح البرمجي سويةً debug user AND debug password، أو لاشيء مما " +"سبق." msgid "Debug keystore not configured in the Editor Settings nor in the preset." msgstr "" -"مُنقح \"الخازن\" (keystore) غير مُهيأ في إعدادت المُحرر أو في الإعدادات " -"الموضوعة سلفاً." +"مُنقح \"الخازن\" (keystore) غير مُهيأ في إعدادت المُحرر أو في الإعدادات الموضوعة " +"سلفاً." msgid "" "Either Release Keystore, Release User AND Release Password settings must be " @@ -10280,12 +10482,11 @@ msgstr "" msgid "" "The \"%s\" renderer is designed for Desktop devices, and is not suitable for " "Android devices." -msgstr "" -"نظام التكوين \"%s\" مصمم لأجهزة سطح المكتب، وليس مناسبا لأجهزة أندرويد." +msgstr "نظام التكوين \"%s\" مصمم لأجهزة سطح المكتب، وليس مناسبا لأجهزة أندرويد." msgid "" -"'apksigner' could not be found. Please check that the command is available " -"in the Android SDK build-tools directory. The resulting %s is unsigned." +"'apksigner' could not be found. Please check that the command is available in " +"the Android SDK build-tools directory. The resulting %s is unsigned." msgstr "" "تعذر العثور على 'apksigner'. تأكد من فضلك إن كان الأمر موجوداً في دليل ملفات " "أدوات-بناء حزمة تطوير الأندرويد Android SDK build-tools. لم يتم توقيع الناتج " @@ -10342,11 +10543,11 @@ msgid "Building Android Project (gradle)" msgstr "بناء مشروع الأندرويد (gradle)" msgid "" -"Building of Android project failed, check output for the error. " -"Alternatively visit docs.godotengine.org for Android build documentation." +"Building of Android project failed, check output for the error. Alternatively " +"visit docs.godotengine.org for Android build documentation." msgstr "" -"أخفق بناء مشروع الأندرويد، تفقد المُخرجات للإطلاع على الخطأ. بصورة بديلة " -"يمكنك زيارة docs.godotengine.org لأجل مستندات البناء للأندرويد." +"أخفق بناء مشروع الأندرويد، تفقد المُخرجات للإطلاع على الخطأ. بصورة بديلة يمكنك " +"زيارة docs.godotengine.org لأجل مستندات البناء للأندرويد." msgid "Moving output" msgstr "جاري تحريك المخرجات" @@ -10367,9 +10568,9 @@ msgid "" "Please build a template with all required libraries, or uncheck the missing " "architectures in the export preset." msgstr "" -"هنالك مكاتب قوالب تصدير ناقصة بالنسبة للمعمارية المختارة: %s.ابن قالب " -"التصدير متضمناً جميع المكتبات الضرورية، أو أزال اختيار المعماريات الناقصة من " -"خيارات التصدير المعدّة مسبقاً." +"هنالك مكاتب قوالب تصدير ناقصة بالنسبة للمعمارية المختارة: %s.ابن قالب التصدير " +"متضمناً جميع المكتبات الضرورية، أو أزال اختيار المعماريات الناقصة من خيارات " +"التصدير المعدّة مسبقاً." msgid "Could not export project files." msgstr "لا يُمكن تصدير ملفات المشروع." @@ -10393,8 +10594,8 @@ msgid "" "Both Apple ID name and App Store Connect issuer ID name are specified, only " "one should be set at the same time." msgstr "" -"معرٍّف أبل(Apple ID) و معرف الأبستُر(AppStore ID) كلاهما قد حُددا، يجب تحديد " -"واحد منهما فقط." +"معرٍّف أبل(Apple ID) و معرف الأبستُر(AppStore ID) كلاهما قد حُددا، يجب تحديد واحد " +"منهما فقط." msgid "Could not open icon file \"%s\"." msgstr "لا يُمكن فتح أيقونة الملف \"%s\"." @@ -10513,8 +10714,8 @@ msgstr "فشل حذف الملف المؤقت \"%s\"." msgid "" "This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " -"define its shape." +"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to define " +"its shape." msgstr "" "ليس لهذه العُقدة شكل، لذا هي غير قادرة على التصادم أو التفاعل مع الكائنات " "الأخرى.\n" @@ -10616,8 +10817,7 @@ msgstr "" "البُعد (Path2D) تابعًا له." msgid "Path property must point to a valid Node2D node to work." -msgstr "" -"يجب أن تشير خاصية المسار إلى عُقدة-ثنائية-البُعد (Node2D) صالحة لكي تعمل." +msgstr "يجب أن تشير خاصية المسار إلى عُقدة-ثنائية-البُعد (Node2D) صالحة لكي تعمل." msgid "This Bone2D chain should end at a Skeleton2D node." msgstr "" @@ -10637,8 +10837,8 @@ msgstr "" msgid "" "This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " -"define its shape." +"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to define " +"its shape." msgstr "" "ليس لهذه العُقدة شكل، لذا هي غير قادرة على التصادم أو التفاعل مع الكائنات " "الأخرى.\n" @@ -10648,8 +10848,7 @@ msgstr "" msgid "Nothing is visible because no mesh has been assigned." msgstr "لا شيء مرئي لأنه لم يتم تعيين أي مجسم." -msgid "" -"Nothing is visible because meshes have not been assigned to draw passes." +msgid "Nothing is visible because meshes have not been assigned to draw passes." msgstr "لا يوجد شيء مرئي لأن المجسمات لم يتم تعيين لها رسم التمريرات." msgid "This body will be ignored until you set a mesh." @@ -10660,8 +10859,7 @@ msgid "" "order for AnimatedSprite3D to display frames." msgstr "" "يجب إنشاء مصدر إطارات الرسم (SpriteFrames) أو تعيينه في خاصية \"الإطارات\" " -"حتى يتمكن الرسوم المتحركة للرسم ثلاثي الُعد (AnimatedSprite3D) من عرض " -"الإطارات." +"حتى يتمكن الرسوم المتحركة للرسم ثلاثي الُعد (AnimatedSprite3D) من عرض الإطارات." msgid "Plotting Meshes" msgstr "تخطيط المجسمات" @@ -10675,13 +10873,13 @@ msgid "" "contain a CameraAttributes resource, or both." msgstr "" "لتحصل على أي تأثير بصري في \"بيئة-العالم\"؛ لابد من إضافة خاصية \"بيئة\" في " -"خصائصها، أو إضافة خاصية \"بيئة\" في خصائص عقدة \"الكامرة-الثلاثية\"، أو " -"فيهما معا." +"خصائصها، أو إضافة خاصية \"بيئة\" في خصائص عقدة \"الكامرة-الثلاثية\"، أو فيهما " +"معا." msgid "On BlendTree node '%s', animation not found: '%s'" msgstr "" -"في عقدة/شبكة خليط-الشجرة (BlendTree) '%s'، لم يتم العثور على الرسوم " -"المتحركة: '%s '" +"في عقدة/شبكة خليط-الشجرة (BlendTree) '%s'، لم يتم العثور على الرسوم المتحركة: " +"'%s '" msgid "Animation not found: '%s'" msgstr "لم يتم إيجاد الرسم المتحرك: '%s'" @@ -10721,8 +10919,8 @@ msgid "Add current color as a preset." msgstr "أضف اللون الحالي كإعداد مسبق." msgid "" -"Container by itself serves no purpose unless a script configures its " -"children placement behavior.\n" +"Container by itself serves no purpose unless a script configures its children " +"placement behavior.\n" "If you don't intend to add a script, use a plain Control node instead." msgstr "" "لا تخدم الحاوية في حد ذاتها أي غرض ما لم يقم النص البرمجي بتكوين سلوك وضع " @@ -10795,8 +10993,8 @@ msgid "The local variable '%s' is declared but never used." msgstr "تم فرض المُتغير المحلي '%s' ولكن لم يستعمل." msgid "" -"The total size of the %s for this shader on this device has been exceeded " -"(%d/%d). The shader may not work correctly." +"The total size of the %s for this shader on this device has been exceeded (%d/" +"%d). The shader may not work correctly." msgstr "" "تم الوصول للحجم الكامل لـ %s بالنسبة لهذا الـ shader على هذا الجهاز (%d/%d). " "قد لا يعمل الـ shader بالشكل المناسب." diff --git a/editor/translations/editor/bg.po b/editor/translations/editor/bg.po index d3f8aa8b671..19f2f67145f 100644 --- a/editor/translations/editor/bg.po +++ b/editor/translations/editor/bg.po @@ -18,13 +18,14 @@ # BigHomieDripDrop , 2022. # xaio , 2022. # Vosh , 2022. +# 100daysummer , 2023. msgid "" msgstr "" "Project-Id-Version: Godot Engine editor interface\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2023-03-02 01:44+0000\n" -"Last-Translator: Любомир Василев \n" +"PO-Revision-Date: 2023-07-17 09:43+0000\n" +"Last-Translator: 100daysummer \n" "Language-Team: Bulgarian \n" "Language: bg\n" @@ -32,7 +33,10 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=n != 1;\n" -"X-Generator: Weblate 4.16\n" +"X-Generator: Weblate 5.0-dev\n" + +msgid "Unset" +msgstr "Незададен" msgid "Physical" msgstr "Физически" @@ -59,7 +63,7 @@ msgid "Mouse Wheel Right" msgstr "Колелцето на мишката надясно" msgid "Mouse Thumb Button 1" -msgstr "Страничен бутон 1 на мишката" +msgstr "Страничен Бутон 1 на Мишката" msgid "Mouse Thumb Button 2" msgstr "Страничен бутон 2 на мишката" @@ -70,6 +74,33 @@ msgstr "Бутон" msgid "Double Click" msgstr "Двойно щракване" +msgid "Mouse motion at position (%s) with velocity (%s)" +msgstr "Движение на мишката на позиция (%s) със скорост (%s)" + +msgid "Left Stick X-Axis, Joystick 0 X-Axis" +msgstr "Ляв Стик X-Ос, Джойстик 1 X-Ос" + +msgid "Left Stick Y-Axis, Joystick 0 Y-Axis" +msgstr "Ляв Стик Y-Ос, Джойстик 0 Y-Ос" + +msgid "Right Stick X-Axis, Joystick 1 X-Axis" +msgstr "Десен Стик X-Axis, Джойстик 1 X-Ос" + +msgid "Right Stick Y-Axis, Joystick 1 Y-Axis" +msgstr "Десен Стик Y-Ос, Джойстик 1 Y-Ос" + +msgid "Joystick 3 X-Axis" +msgstr "Джойстик 3 X-Ос" + +msgid "Joystick 3 Y-Axis" +msgstr "Джойстик 3 Y-Ос" + +msgid "Joystick 4 X-Axis" +msgstr "Джойстик 4 X-Ос" + +msgid "Joystick 4 Y-Axis" +msgstr "Джойстик 4 Y-Ос" + msgid "D-pad Left" msgstr "Кръстат бутон наляво" @@ -584,8 +615,7 @@ msgstr "Внимание: Редактиране на внесена анима msgid "Select an AnimationPlayer node to create and edit animations." msgstr "" -"Изберете обект от тип AnimationPlayer, за да създавате и редактирате " -"анимации." +"Изберете обект от тип AnimationPlayer, за да създавате и редактирате анимации." msgid "Imported Scene" msgstr "Внесена сцена" @@ -988,8 +1018,8 @@ msgstr "Отваряне" msgid "" "Remove the selected files from the project? (Cannot be undone.)\n" -"Depending on your filesystem configuration, the files will either be moved " -"to the system trash or deleted permanently." +"Depending on your filesystem configuration, the files will either be moved to " +"the system trash or deleted permanently." msgstr "" "Да се премахнат ли избраните файлове от проекта? (Това е необратимо.)\n" "В зависимост от настройките на файловата система, файловете може да бъдат " @@ -999,8 +1029,8 @@ msgid "" "The files being removed are required by other resources in order for them to " "work.\n" "Remove them anyway? (Cannot be undone.)\n" -"Depending on your filesystem configuration, the files will either be moved " -"to the system trash or deleted permanently." +"Depending on your filesystem configuration, the files will either be moved to " +"the system trash or deleted permanently." msgstr "" "Файловете за премахване са необходими за работата на други ресурси.\n" "Наистина ли искате да ги премахнете? (Това е необратимо.)\n" @@ -1134,8 +1164,7 @@ msgid "%s is an invalid path. File does not exist." msgstr "Неправилен път: „%s“. Файлът не съществува." msgid "%s is an invalid path. Not in resource path (res://)." -msgstr "" -"Неправилен път: „%s“. Трябва да се намира в пътя за ресурсите (res://)." +msgstr "Неправилен път: „%s“. Трябва да се намира в пътя за ресурсите (res://)." msgid "Path:" msgstr "Път:" @@ -1173,8 +1202,8 @@ msgstr "" "Поддръжка на формата за шрифтове WOFF2 чрез библиотеките FreeType и Brotli." msgid "" -"SIL Graphite smart font technology support (supported by Advanced Text " -"Server only)." +"SIL Graphite smart font technology support (supported by Advanced Text Server " +"only)." msgstr "" "Поддръжка на умната технология за шрифтове „SIL Graphite“ (поддържа се само " "от разширения текстов сървър)." @@ -1311,6 +1340,9 @@ msgstr "(Повторно) внасяне на ресурсите" msgid "No return value." msgstr "Не връща стойност." +msgid "Experimental" +msgstr "Експериментален" + msgid "Class:" msgstr "Клас:" @@ -1520,9 +1552,6 @@ msgstr "Грешка при записване." msgid "Error while parsing file '%s'." msgstr "Грешка при анализа на файла „%s“." -msgid "Missing file '%s' or one its dependencies." -msgstr "Липсва файл „%s“ или някоя от зависимостите му." - msgid "Error while loading file '%s'." msgstr "Грешка при зареждането на файла „%s“." @@ -1557,8 +1586,8 @@ msgid "%s no longer exists! Please specify a new save location." msgstr "%s вече не съществува! Посочете друго място за запазване." msgid "" -"The current scene has no root node, but %d modified external resource(s) " -"were saved anyway." +"The current scene has no root node, but %d modified external resource(s) were " +"saved anyway." msgstr "" "Текущата сцена няма коренен обект, но въпреки това %d променени външни " "ресурса бяха запазени." @@ -1674,8 +1703,8 @@ msgstr "" "Ако искате да правите промени в нея, може да създадете нова сцена-наследник." msgid "" -"Error loading scene, it must be inside the project path. Use 'Import' to " -"open the scene, then save it inside the project path." +"Error loading scene, it must be inside the project path. Use 'Import' to open " +"the scene, then save it inside the project path." msgstr "" "Грешка при зареждането на сцената. Тя трябва да се намира в папката на " "проекта. Използвайте „Внасяне“, за да отворите сцената, и след това я " @@ -1710,8 +1739,8 @@ msgid "" "You can change it later in \"Project Settings\" under the 'application' " "category." msgstr "" -"Избраната сцена „%s“ не е файл съдържащ сцена. Искате ли да изберете " -"подходящ файл?\n" +"Избраната сцена „%s“ не е файл съдържащ сцена. Искате ли да изберете подходящ " +"файл?\n" "Можете да промените това по всяко време в „Настройките на проекта“, в " "категорията „Приложение“." @@ -2812,8 +2841,7 @@ msgstr "Обектът е преместен" msgid "Unable to connect, port may be in use or connection may be invalid." msgstr "" -"Свързването е невъзможно. Портът може би е зает, или връзката да е " -"неправилна." +"Свързването е невъзможно. Портът може би е зает, или връзката да е неправилна." msgid "Nodes Connected" msgstr "Обектите са свързани" @@ -2914,8 +2942,8 @@ msgid "" "This animation library can't be saved because it was imported from another " "file. Make it unique first." msgstr "" -"Тази анимационна библиотека не може да бъде запазена, тъй като е била " -"внесена от друг файл. Направете я уникална първо." +"Тази анимационна библиотека не може да бъде запазена, тъй като е била внесена " +"от друг файл. Направете я уникална първо." msgid "Save Library" msgstr "Запазване на библиотеката" @@ -2924,18 +2952,18 @@ msgid "Make Animation Library Unique: %s" msgstr "Превръщане на анимационна библиотека в уникална: %s" msgid "" -"This animation can't be saved because it does not belong to the edited " -"scene. Make it unique first." +"This animation can't be saved because it does not belong to the edited scene. " +"Make it unique first." msgstr "" "Тази анимация не може да бъде запазена, тъй като не принадлежи на " "редактираната сцена. Направете я уникална първо." msgid "" -"This animation can't be saved because it was imported from another file. " -"Make it unique first." +"This animation can't be saved because it was imported from another file. Make " +"it unique first." msgstr "" -"Тази анимация не може да бъде запазена, тъй като е била внесена от друг " -"файл. Направете я уникална първо." +"Тази анимация не може да бъде запазена, тъй като е била внесена от друг файл. " +"Направете я уникална първо." msgid "Save Animation" msgstr "Запазване на анимацията" @@ -3264,8 +3292,8 @@ msgid "" "corner." msgstr "" "Няма резултати съвместими с „%s“ за нивото/нивата на поддръжка: %s.\n" -"Проверете включените нива на поддръжка чрез бутона „Поддръжка“ в горния " -"десен ъгъл." +"Проверете включените нива на поддръжка чрез бутона „Поддръжка“ в горния десен " +"ъгъл." msgid "Search Templates, Projects, and Demos" msgstr "Търсене на шаблони, проекти и демота" @@ -3796,8 +3824,7 @@ msgstr "" "\n" "Отворено око: гизмото е видимо.\n" "Затворено око: гизмото е скрито.\n" -"Полуотворено око: гизмото е видимо и през непрозрачни повърхности " -"(„рентген“)." +"Полуотворено око: гизмото е видимо и през непрозрачни повърхности („рентген“)." msgid "Snap Nodes to Floor" msgstr "Прилепване на обектите към пода" @@ -4956,28 +4983,6 @@ msgstr "Изберете папка за сканиране" msgid "Remove All" msgstr "Премахване на всичко" -msgid "" -"This option will perform full project conversion, updating scenes, resources " -"and scripts from Godot 3.x to work in Godot 4.0.\n" -"\n" -"Note that this is a best-effort conversion, i.e. it makes upgrading the " -"project easier, but it will not open out-of-the-box and will still require " -"manual adjustments.\n" -"\n" -"IMPORTANT: Make sure to backup your project before converting, as this " -"operation makes it impossible to open it in older versions of Godot." -msgstr "" -"Тази опция ще направи пълно преобразуване на проекта, така че сцените, " -"ресурсите и скриптовете от Godot 3.x да работят в Godot 4.0.\n" -"\n" -"Имайте предвид, че това преобразуване може да не успее да се справи с " -"всичко, тоест е възможно проектът да не работи веднага, а да има нужда от " -"допълнителни ръчни поправки.\n" -"\n" -"ВАЖНО: Направете резервно копие на проекта си преди преобразуването, тъй " -"след като тази операция е много вероятно той да не може да бъде отворен с по-" -"стара версия на Godot." - msgid "Can't run project" msgstr "Проектът не може да бъде пуснат" @@ -4986,8 +4991,7 @@ msgid "" "Would you like to explore official example projects in the Asset Library?" msgstr "" "В момента няма никакви проекти.\n" -"Искате ли да разгледате официалните примерни проекти в библиотеката с " -"ресурси?" +"Искате ли да разгледате официалните примерни проекти в библиотеката с ресурси?" msgid "Add Project Setting" msgstr "Добавяне на настройка в проекта" @@ -5414,8 +5418,8 @@ msgid "Unable to find Android SDK build-tools' apksigner command." msgstr "Не е намерена командата „apksigner “ от Android SDK – build-tools." msgid "" -"'apksigner' could not be found. Please check that the command is available " -"in the Android SDK build-tools directory. The resulting %s is unsigned." +"'apksigner' could not be found. Please check that the command is available in " +"the Android SDK build-tools directory. The resulting %s is unsigned." msgstr "" "Командата „apksigner“ не може да бъде намерена. Проверете дали командата е " "налична в папката „build-tools“ на Android SDK. Резултатният файл „%s“ не е " @@ -5445,8 +5449,8 @@ msgstr "Неподдържан формат за изнасяне!" msgid "" "Unable to overwrite res://android/build/res/*.xml files with project name." msgstr "" -"Файловете res://android/build/res/*.xml не могат да бъдат презаписани с " -"името на проекта." +"Файловете res://android/build/res/*.xml не могат да бъдат презаписани с името " +"на проекта." msgid "Could not export project files to gradle project." msgstr "Файловете на проекта не могат да бъдат изнесени като проект на gradle." @@ -5458,12 +5462,12 @@ msgid "Building Android Project (gradle)" msgstr "Компилиране на проект за Android (gradle)" msgid "" -"Building of Android project failed, check output for the error. " -"Alternatively visit docs.godotengine.org for Android build documentation." +"Building of Android project failed, check output for the error. Alternatively " +"visit docs.godotengine.org for Android build documentation." msgstr "" -"Компилирането на проекта за Android беше неуспешно. Вижте изхода за " -"грешката. Може също да разгледате документацията за компилиране за Android " -"на docs.godotengine.org." +"Компилирането на проекта за Android беше неуспешно. Вижте изхода за грешката. " +"Може също да разгледате документацията за компилиране за Android на docs." +"godotengine.org." msgid "Moving output" msgstr "Преместване на изходящите данни" @@ -5671,8 +5675,7 @@ msgstr "" msgid "Nothing is visible because no mesh has been assigned." msgstr "Не се вижда нищо, той като няма зададена полигонна мрежа." -msgid "" -"Nothing is visible because meshes have not been assigned to draw passes." +msgid "Nothing is visible because meshes have not been assigned to draw passes." msgstr "" "Не се вижда нищо, тъй като полигонните мрежи не са били свързани към стъпки " "на изчертаване." diff --git a/editor/translations/editor/ca.po b/editor/translations/editor/ca.po index cc705ed8b4a..11940fa1eef 100644 --- a/editor/translations/editor/ca.po +++ b/editor/translations/editor/ca.po @@ -130,9 +130,6 @@ msgstr "Enrere, Sony Select, Xbox Back, Nintendo -" msgid "Guide, Sony PS, Xbox Home" msgstr "Guia, Sony PS, Xbox Home" -msgid "Start, Nintendo +" -msgstr "Start, Nintendo +" - msgid "Left Stick, Sony L3, Xbox L/LS" msgstr "Stick Esquerre, Sony L3, Xbox L/LS" @@ -815,8 +812,7 @@ msgstr "" msgid "Position/Rotation/Scale 3D tracks only apply to 3D-based nodes." msgstr "" -"Les pistes de Posició/Rotació/Escala 3D només s'apliquen a nodes basats en " -"3D." +"Les pistes de Posició/Rotació/Escala 3D només s'apliquen a nodes basats en 3D." msgid "" "Audio tracks can only point to nodes of type:\n" @@ -861,8 +857,7 @@ msgid "Add Track Key" msgstr "Afegeix una Clau de Pista" msgid "Track path is invalid, so can't add a method key." -msgstr "" -"No s'hi pot afegit cap clau de mètode. El camí de la pista no és vàlid." +msgstr "No s'hi pot afegit cap clau de mètode. El camí de la pista no és vàlid." msgid "Add Method Track Key" msgstr "Afegir Clau de Pista de Mètode" @@ -1114,8 +1109,8 @@ msgid "" "Target method not found. Specify a valid method or attach a script to the " "target node." msgstr "" -"El mètode objectiu no s'ha trobat. Especifiqueu un mètode vàlid o adjunteu " -"un script al node." +"El mètode objectiu no s'ha trobat. Especifiqueu un mètode vàlid o adjunteu un " +"script al node." msgid "Connect to Node:" msgstr "Connectar al Node:" @@ -1153,8 +1148,8 @@ msgstr "Diferit" msgid "" "Defers the signal, storing it in a queue and only firing it at idle time." msgstr "" -"Difereix el senyal, emmagatzemant-lo en una cua i només disparant-lo en " -"temps d'inactivitat." +"Difereix el senyal, emmagatzemant-lo en una cua i només disparant-lo en temps " +"d'inactivitat." msgid "Disconnects the signal after its first emission." msgstr "Desconnecta el senyal després de la seva primera emissió." @@ -1422,8 +1417,8 @@ msgstr "Propietaris de: %s (Total: %d)" msgid "" "Remove the selected files from the project? (Cannot be undone.)\n" -"Depending on your filesystem configuration, the files will either be moved " -"to the system trash or deleted permanently." +"Depending on your filesystem configuration, the files will either be moved to " +"the system trash or deleted permanently." msgstr "" "Voleu eliminar els fitxers seleccionats del projecte? (No es pot desfer.)\n" "Depenent de la configuració del vostre sistema de fitxers, els fitxers es " @@ -1433,8 +1428,8 @@ msgid "" "The files being removed are required by other resources in order for them to " "work.\n" "Remove them anyway? (Cannot be undone.)\n" -"Depending on your filesystem configuration, the files will either be moved " -"to the system trash or deleted permanently." +"Depending on your filesystem configuration, the files will either be moved to " +"the system trash or deleted permanently." msgstr "" "Els fitxers que s’eliminen són requerits per altres recursos perquè " "funcionin.\n" @@ -1544,9 +1539,9 @@ msgstr "Llicències de Tercers" msgid "" "Godot Engine relies on a number of third-party free and open source " -"libraries, all compatible with the terms of its MIT license. The following " -"is an exhaustive list of all such third-party components with their " -"respective copyright statements and license terms." +"libraries, all compatible with the terms of its MIT license. The following is " +"an exhaustive list of all such third-party components with their respective " +"copyright statements and license terms." msgstr "" "Godot Engine compta amb diverses biblioteques gratuïtes i de codi obert de " "tercers, totes compatibles amb els termes de la seva llicència MIT. A " @@ -1846,8 +1841,7 @@ msgid "Allows editing the node hierarchy in the Scene dock." msgstr "Permet editar la jerarquia de nodes en el panell d'Escena." msgid "" -"Allows to work with signals and groups of the node selected in the Scene " -"dock." +"Allows to work with signals and groups of the node selected in the Scene dock." msgstr "" "Permet treballar amb senyals i grups del node seleccionat en el panell " "d'Escena." @@ -1893,8 +1887,7 @@ msgid "Main Features:" msgstr "Característiques Principals:" msgid "" -"Profile '%s' already exists. Remove it first before importing, import " -"aborted." +"Profile '%s' already exists. Remove it first before importing, import aborted." msgstr "" "El perfil '%s' ja existeix. Elimineu-lo primer abans d'importar, importació " "avortada." @@ -2124,8 +2117,8 @@ msgid "" "disable it." msgstr "" "Gira mentre l'editor repinta.\n" -"L'Actualització Contínua està activada, pot augmentar l'ús d'energia. " -"Cliqueu per desactivar-la." +"L'Actualització Contínua està activada, pot augmentar l'ús d'energia. Cliqueu " +"per desactivar-la." msgid "Spins when the editor window redraws." msgstr "Gira quan la finestra de l'editor es redibuixa." @@ -2174,8 +2167,8 @@ msgid "" "Couldn't save scene. Likely dependencies (instances or inheritance) couldn't " "be satisfied." msgstr "" -"No s'ha pogut desar l'escena. Probablement, no s'han pogut establir totes " -"les dependències (instàncies o herències)." +"No s'ha pogut desar l'escena. Probablement, no s'han pogut establir totes les " +"dependències (instàncies o herències)." msgid "Save scene before running..." msgstr "Desar l'escena abans de executar-la..." @@ -2205,8 +2198,8 @@ msgid "" "option and delete the Default layout." msgstr "" "S'ha anul·lat el disseny per defecte de l'editor.\n" -"Per a restaurar el Disseny per defecte a la seva configuració base, " -"utilitzeu l'opció d'Esborrar el Disseny i esborra el Disseny per defecte." +"Per a restaurar el Disseny per defecte a la seva configuració base, utilitzeu " +"l'opció d'Esborrar el Disseny i esborra el Disseny per defecte." msgid "Layout name not found!" msgstr "No s'ha trobat el nom del Disseny!" @@ -2242,12 +2235,11 @@ msgid "Quick Open Script..." msgstr "Obertura Ràpida d'Scripts..." msgid "%s no longer exists! Please specify a new save location." -msgstr "" -"%s ja no existeix! Si us plau especifiqueu una nova ubicació per desar." +msgstr "%s ja no existeix! Si us plau especifiqueu una nova ubicació per desar." msgid "" -"The current scene has no root node, but %d modified external resource(s) " -"were saved anyway." +"The current scene has no root node, but %d modified external resource(s) were " +"saved anyway." msgstr "" "L'escena actual no té cap node arrel, però %d recurs(os) modificat(s) " "externament s'ha(n) desat igualment." @@ -2357,8 +2349,8 @@ msgstr "" "Per fer-hi canvis, creeu una nova escena heretada." msgid "" -"Error loading scene, it must be inside the project path. Use 'Import' to " -"open the scene, then save it inside the project path." +"Error loading scene, it must be inside the project path. Use 'Import' to open " +"the scene, then save it inside the project path." msgstr "" "No s'ha pogut carregar l'escena: No es troba dins del camí del projecte. " "Utilitzeu 'Importa' per obrir l'escena i deseu-la dins del camí del projecte." @@ -2611,8 +2603,8 @@ msgstr "No Desis" msgid "Android build template is missing, please install relevant templates." msgstr "" -"Falta la plantilla de construcció d'Android, si us plau instal·leu " -"plantilles pertinents." +"Falta la plantilla de construcció d'Android, si us plau instal·leu plantilles " +"pertinents." msgid "Manage Templates" msgstr "Administrar Plantilles" @@ -2739,8 +2731,8 @@ msgstr "" "El Recurs ha de pertànyer a un escena." msgid "" -"Can't create a ViewportTexture on this resource because it's not set as " -"local to scene.\n" +"Can't create a ViewportTexture on this resource because it's not set as local " +"to scene.\n" "Please switch on the 'local to scene' property on it (and all resources " "containing it up to a node)." msgstr "" @@ -2771,8 +2763,8 @@ msgid "Add Key/Value Pair" msgstr "Afegeix una Parella de Clau/Valor" msgid "" -"The selected resource (%s) does not match any type expected for this " -"property (%s)." +"The selected resource (%s) does not match any type expected for this property " +"(%s)." msgstr "" "El recurs seleccionat (%s) no coincideix amb cap tipus esperat per aquesta " "propietat (%s)." @@ -2978,8 +2970,8 @@ msgid "Download and Install" msgstr "Descarregar i instal·lar" msgid "" -"Download and install templates for the current version from the best " -"possible mirror." +"Download and install templates for the current version from the best possible " +"mirror." msgstr "" "Descarrega i instal·la plantilles per a la versió actual des del millor " "mirall possible." @@ -3097,8 +3089,8 @@ msgstr "Estat: No s'ha pogut importar. Corregiu el fitxer i torneu a importar." msgid "" "Importing has been disabled for this file, so it can't be opened for editing." msgstr "" -"La importació s'ha desactivat per a aquest fitxer, per tant aquest no pot " -"ser obert per a editar." +"La importació s'ha desactivat per a aquest fitxer, per tant aquest no pot ser " +"obert per a editar." msgid "Cannot move/rename resources root." msgstr "No es pot moure/reanomenar l'arrel dels recursos." @@ -3451,8 +3443,8 @@ msgstr "Canviar el tipus d'un fitxer importat requereix reiniciar l'editor." msgid "" "WARNING: Assets exist that use this resource, they may stop loading properly." msgstr "" -"ADVERTIMENT: Existeixen elements que utilitzen aquest recurs, es possible " -"que deixin de carregar-se correctament." +"ADVERTIMENT: Existeixen elements que utilitzen aquest recurs, es possible que " +"deixin de carregar-se correctament." msgid "Device:" msgstr "Dispositiu:" @@ -3784,8 +3776,7 @@ msgid "Change Blend Time" msgstr "Modifica el Temps de Mescla" msgid "Play selected animation backwards from current pos. (A)" -msgstr "" -"Reprodueix enrera l'animació seleccionada des de la posició actual. (A)" +msgstr "Reprodueix enrera l'animació seleccionada des de la posició actual. (A)" msgid "Play selected animation backwards from end. (Shift+A)" msgstr "Reprodueix enrera l'animació seleccionada des del final. (Maj+A)" @@ -4131,8 +4122,8 @@ msgstr "Alt+Arrossegar: Mou el node seleccionat." msgid "Alt+RMB: Show list of all nodes at position clicked, including locked." msgstr "" -"Alt + RMB: Mostra la llista de tots els nodes a la posició en què es fa " -"clic, inclòs el bloquejat." +"Alt + RMB: Mostra la llista de tots els nodes a la posició en què es fa clic, " +"inclòs el bloquejat." msgid "Move Mode" msgstr "Mode de moviment" @@ -4396,8 +4387,8 @@ msgid "Synchronize Scene Changes" msgstr "Sincronitzar els Canvis en Escena" msgid "" -"When this option is enabled, any changes made to the scene in the editor " -"will be replicated in the running project.\n" +"When this option is enabled, any changes made to the scene in the editor will " +"be replicated in the running project.\n" "When used remotely on a device, this is more efficient when the network " "filesystem option is enabled." msgstr "" @@ -5075,8 +5066,7 @@ msgstr "" "personalitzats." msgid "" -"Remove a custom polygon. If none remain, custom polygon rendering is " -"disabled." +"Remove a custom polygon. If none remain, custom polygon rendering is disabled." msgstr "" "Eliminar un polígon personalitzat. Si no en queda cap, el renderitzat de " "polígons personalitzats es deshabilita." @@ -5796,8 +5786,8 @@ msgid "" "Returns an associated vector if the provided scalars are equal, greater or " "less." msgstr "" -"Retorna un vector associat si els escalars proporcionats són iguals, majors " -"o menors." +"Retorna un vector associat si els escalars proporcionats són iguals, majors o " +"menors." msgid "Less Than (<)" msgstr "Menor Que (<)" @@ -5904,14 +5894,14 @@ msgid "" "SmoothStep function( scalar(edge0), scalar(edge1), scalar(x) ).\n" "\n" "Returns 0.0 if 'x' is smaller than 'edge0' and 1.0 if x is larger than " -"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 " -"using Hermite polynomials." +"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 using " +"Hermite polynomials." msgstr "" "SmoothStep function( scalar(edge0), scalar(edge1), scalar(x) ).\n" "\n" "Retorna 0,0 si \"x\" és menor que \"edge0\" i 1,0 si x és més gran que " -"\"edge1\". En cas contrari, el valor retornat s’interpola entre 0,0 i 1,0 " -"amb polinomis Hermite." +"\"edge1\". En cas contrari, el valor retornat s’interpola entre 0,0 i 1,0 amb " +"polinomis Hermite." msgid "" "Step function( scalar(edge), scalar(x) ).\n" @@ -5980,27 +5970,25 @@ msgid "" "SmoothStep function( vector(edge0), vector(edge1), vector(x) ).\n" "\n" "Returns 0.0 if 'x' is smaller than 'edge0' and 1.0 if 'x' is larger than " -"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 " -"using Hermite polynomials." +"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 using " +"Hermite polynomials." msgstr "" "SmoothStep function( vector(edge0), vector(edge1), vector(x) ).\n" "\n" "Retorna 0,0 si 'x' és menor que'edge0 'i 1,0 si 'x' és més gran que'edge1 '. " -"Altrament s'interpola el valor entre 0,0 i 1,0 utilitzant polinomis " -"d'Hermite." +"Altrament s'interpola el valor entre 0,0 i 1,0 utilitzant polinomis d'Hermite." msgid "" "SmoothStep function( scalar(edge0), scalar(edge1), vector(x) ).\n" "\n" "Returns 0.0 if 'x' is smaller than 'edge0' and 1.0 if 'x' is larger than " -"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 " -"using Hermite polynomials." +"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 using " +"Hermite polynomials." msgstr "" "SmoothStep function( scalar(edge0), scalar(edge1), vector(x) ).\n" "\n" "Retorna 0,0 si 'x' és menor que'edge0 'i 1,0 si 'x' és més gran que'edge1 '. " -"Altrament s'interpola el valor entre 0,0 i 1,0 utilitzant polinomis " -"d'Hermite." +"Altrament s'interpola el valor entre 0,0 i 1,0 utilitzant polinomis d'Hermite." msgid "" "Step function( vector(edge), vector(x) ).\n" @@ -6016,10 +6004,10 @@ msgid "" "output ports. This is a direct injection of code into the vertex/fragment/" "light function, do not use it to write the function declarations inside." msgstr "" -"Expressió personalitzada del llenguatge de Shader de Godot, amb una " -"quantitat de ports d'entrada i sortida personalitzats. Això es una injecció " -"de codi directa en la funció vertex/fragment/light, no lo utilitzau per a " -"escriure les declaracions de la funció dins seu." +"Expressió personalitzada del llenguatge de Shader de Godot, amb una quantitat " +"de ports d'entrada i sortida personalitzats. Això es una injecció de codi " +"directa en la funció vertex/fragment/light, no lo utilitzau per a escriure " +"les declaracions de la funció dins seu." msgid "Visual Shader Mode Changed" msgstr "El mode Visual Shader ha canviat" @@ -6265,8 +6253,7 @@ msgid "Duplicate Node(s)" msgstr "Duplica els Nodes" msgid "Node must belong to the edited scene to become root." -msgstr "" -"El node ha de pertànyer a l'escena editada per a convertir-se en arrel." +msgstr "El node ha de pertànyer a l'escena editada per a convertir-se en arrel." msgid "Instantiated scenes can't become root" msgstr "Les escenes instanciades no es poden convertir en arrel" @@ -6280,8 +6267,7 @@ msgstr "Voleu suprimir el node arrel \"% s\"?" msgid "Delete node \"%s\"?" msgstr "Suprimir el node \"% s\"?" -msgid "" -"Saving the branch as a scene requires having a scene open in the editor." +msgid "Saving the branch as a scene requires having a scene open in the editor." msgstr "" "Guardar la branca com una escena requereix tenir una escena oberta en " "l'editor." @@ -6654,8 +6640,7 @@ msgstr "Imatge logo quadrat 310x150 no vàlida. La mida hauria de ser 310x150." msgid "Invalid splash screen image dimensions (should be 620x300)." msgstr "" -"Imatge de la pantalla de presentació no vàlida. La mida hauria de ser " -"620x300." +"Imatge de la pantalla de presentació no vàlida. La mida hauria de ser 620x300." msgid "Stop HTTP Server" msgstr "Atura el servidor HTTP" @@ -6686,8 +6671,8 @@ msgstr "" msgid "" "An occluder polygon must be set (or drawn) for this occluder to take effect." msgstr "" -"Cal establir (o dibuixar) un polígon oclusiu perquè aquest oclusor " -"(occluder) faci efecte." +"Cal establir (o dibuixar) un polígon oclusiu perquè aquest oclusor (occluder) " +"faci efecte." msgid "The occluder polygon for this occluder is empty. Please draw a polygon." msgstr "" @@ -6700,8 +6685,7 @@ msgstr "" "ParallaxBackground." msgid "PathFollow2D only works when set as a child of a Path2D node." -msgstr "" -"PathFollow2D només funciona si s'estableix com a fill d'un node Path2D." +msgstr "PathFollow2D només funciona si s'estableix com a fill d'un node Path2D." msgid "Path property must point to a valid Node2D node to work." msgstr "Cal que la propietat Camí (Path) assenyali un Node2D vàlid." @@ -6709,8 +6693,7 @@ msgstr "Cal que la propietat Camí (Path) assenyali un Node2D vàlid." msgid "Nothing is visible because no mesh has been assigned." msgstr "Res és visible perquè no s'ha assignat cap malla." -msgid "" -"Nothing is visible because meshes have not been assigned to draw passes." +msgid "Nothing is visible because meshes have not been assigned to draw passes." msgstr "Res és visible perquè no s'ha assignat cap Malla a cap pas de Dibuix." msgid "Plotting Meshes" diff --git a/editor/translations/editor/cs.po b/editor/translations/editor/cs.po index 47dd45eac28..3f6d301d42f 100644 --- a/editor/translations/editor/cs.po +++ b/editor/translations/editor/cs.po @@ -43,8 +43,8 @@ msgstr "" "Project-Id-Version: Godot Engine editor interface\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2023-05-11 05:49+0000\n" -"Last-Translator: ProfJack \n" +"PO-Revision-Date: 2023-08-11 23:45+0000\n" +"Last-Translator: Vojtěch Šamla \n" "Language-Team: Czech \n" "Language: cs\n" @@ -52,7 +52,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=3; plural=(n==1) ? 0 : (n>=2 && n<=4) ? 1 : 2;\n" -"X-Generator: Weblate 4.18-dev\n" +"X-Generator: Weblate 5.0-dev\n" msgid "Unset" msgstr "Nenastaveno" @@ -150,9 +150,6 @@ msgstr "Zpět, Sony Vybrat, Xbox Zpět, Nintendo -" msgid "Guide, Sony PS, Xbox Home" msgstr "Průvodce, Sony PS, Xbox Home" -msgid "Start, Nintendo +" -msgstr "Start, Nintendo +" - msgid "Left Stick, Sony L3, Xbox L/LS" msgstr "Levá páčka, Sony L3, Xbox L/LS" @@ -195,6 +192,15 @@ msgstr "Xbox Pádlo 4" msgid "PS4/5 Touchpad" msgstr "PS4/5 Dotykový panel" +msgid "Joypad Button %d" +msgstr "Tlačítko gamepadu %d" + +msgid "Pressure:" +msgstr "Tlak:" + +msgid "canceled" +msgstr "zrušený" + msgid "touched" msgstr "stisknutý" @@ -310,9 +316,24 @@ msgstr "Caret Slovo vlevo" msgid "Caret Right" msgstr "Caret vpravo" +msgid "Caret Line Start" +msgstr "Kurzor na začátek řádky" + +msgid "Caret Line End" +msgstr "Kurzor na konec řádky" + +msgid "Caret Page Up" +msgstr "Kurzor o stránku výš" + msgid "Caret Page Down" msgstr "Kurzor o stránku níž" +msgid "Caret Document Start" +msgstr "Kurzor na začátek dokumentu" + +msgid "Caret Document End" +msgstr "Kurzor na konec dokumentu" + msgid "Caret Add Above" msgstr "Přidat kurzor výš" @@ -337,6 +358,12 @@ msgstr "Přejít o úroveň výš" msgid "Refresh" msgstr "Obnovit" +msgid "Show Hidden" +msgstr "Zobrazit skryté" + +msgid "Invalid input %d (not passed) in expression" +msgstr "Neplatný vstup %d (nepředán) ve výrazu" + msgid "self can't be used because instance is null (not passed)" msgstr "self nemůže být použit, protože jeho instance je null (není platná)" @@ -419,6 +446,12 @@ msgstr "Upravit událost" msgid "Remove Event" msgstr "Odstranit událost" +msgid "Filter by name..." +msgstr "Filtrovat podle jména..." + +msgid "Add New Action" +msgstr "Přidat novou akci" + msgid "Add" msgstr "Přidat" @@ -539,12 +572,18 @@ msgstr "Čas (s):" msgid "Position:" msgstr "Pozice:" +msgid "Rotation:" +msgstr "Rotace:" + msgid "Scale:" msgstr "Zvětšení:" msgid "Type:" msgstr "Typ:" +msgid "(Invalid, expected type: %s)" +msgstr "(Neplatné, očekávaný typ: %s)" + msgid "Handle mode: Free\n" msgstr "Režim úchytu: Volný\n" @@ -795,6 +834,9 @@ msgstr "Poměr zvětšení:" msgid "Select Transition and Easing" msgstr "Vybrat přechod a dynamiku" +msgid "FPS:" +msgstr "FPS:" + msgid "Select Tracks to Copy" msgstr "Vybrat stopy ke kopírování" @@ -935,6 +977,9 @@ msgstr "Připojit" msgid "Signal:" msgstr "Signál:" +msgid "No description." +msgstr "Bez popisu." + msgid "Connect '%s' to '%s'" msgstr "Připojit '%s' k '%s'" @@ -957,8 +1002,7 @@ msgid "Edit Connection: '%s'" msgstr "Upravit spojení: \"%s\"" msgid "Are you sure you want to remove all connections from the \"%s\" signal?" -msgstr "" -"Jste si jisti, že chcete odstranit všechna připojení ze signálu \"%s\"?" +msgstr "Jste si jisti, že chcete odstranit všechna připojení ze signálu \"%s\"?" msgid "Signals" msgstr "Signály" @@ -978,6 +1022,9 @@ msgstr "Upravit..." msgid "Go to Method" msgstr "Přejít na metodu" +msgid "Change Type of \"%s\"" +msgstr "Změnit typ \"%s\"" + msgid "Change" msgstr "Změnit" @@ -1026,6 +1073,9 @@ msgstr "Instance:" msgid "Toggle Visibility" msgstr "Přepnout viditelnost" +msgid "ms" +msgstr "ms" + msgid "Monitors" msgstr "Monitory" @@ -1110,14 +1160,26 @@ msgstr "Chyba %s:" msgid "Stack Trace" msgstr "Trasování zásobníku" +msgid "Line %d" +msgstr "Řádek %d" + +msgid "Delete Breakpoint" +msgstr "Smazat breakpoint" + msgid "Delete All Breakpoints in:" -msgstr "Odstranit všechny breakpointy v:" +msgstr "Smazat všechny breakpointy v:" + +msgid "Delete All Breakpoints" +msgstr "Smazat všechny breakpointy" msgid "Copy Error" msgstr "Kopírovat chybu" +msgid "Open C++ Source on GitHub" +msgstr "Otevřít zdrojový kód C++ na GitHubu" + msgid "C++ Source" -msgstr "Zdroj C++" +msgstr "Zdrojový kód C++" msgid "Video RAM" msgstr "Video RAM" @@ -1232,6 +1294,12 @@ msgstr "Editor závislostí" msgid "Search Replacement Resource:" msgstr "Hledat náhradní zdroj:" +msgid "Open Scene" +msgid_plural "Open Scenes" +msgstr[0] "Otevřít scénu" +msgstr[1] "Otevřít scény" +msgstr[2] "Otevřít scény" + msgid "Open" msgstr "Otevřít" @@ -1240,8 +1308,8 @@ msgstr "Vlastníci: %s (Dohromady: %d)" msgid "" "Remove the selected files from the project? (Cannot be undone.)\n" -"Depending on your filesystem configuration, the files will either be moved " -"to the system trash or deleted permanently." +"Depending on your filesystem configuration, the files will either be moved to " +"the system trash or deleted permanently." msgstr "" "Odebrat vybrané soubory z projektu? (Nelze vrátit zpět.)\n" "V závislosti na konfiguraci souborového systému budou soubory buď přesunuty " @@ -1251,8 +1319,8 @@ msgid "" "The files being removed are required by other resources in order for them to " "work.\n" "Remove them anyway? (Cannot be undone.)\n" -"Depending on your filesystem configuration, the files will either be moved " -"to the system trash or deleted permanently." +"Depending on your filesystem configuration, the files will either be moved to " +"the system trash or deleted permanently." msgstr "" "Odstraňované soubory potřebují jiné zdroje ke své činnosti.\n" "Chcete je přesto odstranit? (Nelze vrátit zpět.)\n" @@ -1298,6 +1366,9 @@ msgstr "Zdroje bez explicitního vlastnictví:" msgid "Could not create folder." msgstr "Nelze vytvořit složku." +msgid "Create new folder in %s:" +msgstr "Vytvořit novou složku v %s:" + msgid "Create Folder" msgstr "Vytvořit složku" @@ -1357,9 +1428,9 @@ msgstr "Licence třetích stran" msgid "" "Godot Engine relies on a number of third-party free and open source " -"libraries, all compatible with the terms of its MIT license. The following " -"is an exhaustive list of all such third-party components with their " -"respective copyright statements and license terms." +"libraries, all compatible with the terms of its MIT license. The following is " +"an exhaustive list of all such third-party components with their respective " +"copyright statements and license terms." msgstr "" "Godot Engine závisí na volně dostupných a open source knihovnách od třetích " "stran; všechny jsou kompatibilní s podmínkami jeho MIT licence. Následuje " @@ -1613,9 +1684,15 @@ msgstr "Obnovit výchozí" msgid "Please Confirm:" msgstr "Potvrďte prosím:" +msgid "Load Profile" +msgstr "Načíst profil" + msgid "Export Profile" msgstr "Exportovat profil" +msgid "Filter Commands" +msgstr "Filtrovat příkazy" + msgid "Paste Params" msgstr "Vložit parametry" @@ -1668,8 +1745,7 @@ msgid "Allows editing the node hierarchy in the Scene dock." msgstr "Umožňuje upravovat hierarchii uzlů v doku scény." msgid "" -"Allows to work with signals and groups of the node selected in the Scene " -"dock." +"Allows to work with signals and groups of the node selected in the Scene dock." msgstr "Umožňuje pracovat se signály a skupinami uzlu vybraného v doku scény." msgid "Allows to browse the local file system via a dedicated dock." @@ -1720,8 +1796,7 @@ msgid "Main Features:" msgstr "Hlavní funkce:" msgid "" -"Profile '%s' already exists. Remove it first before importing, import " -"aborted." +"Profile '%s' already exists. Remove it first before importing, import aborted." msgstr "Profil '%s' již existuje. Před importem jej odstraňte, import zrušen." msgid "Reset to Default" @@ -1788,6 +1863,9 @@ msgstr "" msgid "(Re)Importing Assets" msgstr "(Re)Importování assetů" +msgid "Import resources of type: %s" +msgstr "Importovat zdroje typu: %s" + msgid "Error codes returned:" msgstr "Vráceny chybové kódy:" @@ -1855,8 +1933,8 @@ msgid "" "There is currently no description for this property. Please help us by " "[color=$color][url=$url]contributing one[/url][/color]!" msgstr "" -"V současné době neexistuje žádný popis pro tuto vlastnost. Prosím pomozte " -"nám tím, že ho[color=$color][url=$url]vytvoříte[/url][/color]!" +"V současné době neexistuje žádný popis pro tuto vlastnost. Prosím pomozte nám " +"tím, že ho[color=$color][url=$url]vytvoříte[/url][/color]!" msgid "Constructor Descriptions" msgstr "Popisy konstruktorů" @@ -1930,14 +2008,19 @@ msgstr "Vlastnost motivu" msgid "Property:" msgstr "Vlastnost:" -msgid "" -"Pinning a value forces it to be saved even if it's equal to the default." +msgid "Pinning a value forces it to be saved even if it's equal to the default." msgstr "" "Připnutí hodnoty vynutí její uložení, i když bude shodná s výchozí hodnotou." msgid "Open Documentation" msgstr "Otevřít dokumentaci" +msgid "(%d change)" +msgid_plural "(%d changes)" +msgstr[0] "(%d změna)" +msgstr[1] "(%d změny)" +msgstr[2] "(%d změn)" + msgid "Move Up" msgstr "Přesunout nahoru" @@ -1953,6 +2036,9 @@ msgstr "Nastav %s" msgid "Set Multiple:" msgstr "Nastavit více:" +msgid "Remove metadata %s" +msgstr "Odstranit metadata %s" + msgid "Pinned %s" msgstr "Připnuté %s" @@ -1991,7 +2077,7 @@ msgstr "Jazyk:" msgctxt "Locale" msgid "Script:" -msgstr "Skript:" +msgstr "Písmo:" msgid "Country:" msgstr "Země:" @@ -1999,6 +2085,16 @@ msgstr "Země:" msgid "Language" msgstr "Jazyk" +msgctxt "Locale" +msgid "Script" +msgstr "Písmo" + +msgid "Country" +msgstr "Země" + +msgid "Filter Messages" +msgstr "Filtrovat zprávy" + msgid "Clear Output" msgstr "Vymazat výstup" @@ -2145,8 +2241,8 @@ msgid "%s no longer exists! Please specify a new save location." msgstr "%s již neexistuje! Zadejte prosím nové umístění pro uložení." msgid "" -"The current scene has no root node, but %d modified external resource(s) " -"were saved anyway." +"The current scene has no root node, but %d modified external resource(s) were " +"saved anyway." msgstr "" "Aktuální scéna nemá kořenový uzel, ale přesto bylo uloženo %d upravených " "externích zdrojů." @@ -2252,11 +2348,11 @@ msgstr "" "Abyste ji mohli změnit, je možné vytvořit novou zděděnou scénu." msgid "" -"Error loading scene, it must be inside the project path. Use 'Import' to " -"open the scene, then save it inside the project path." +"Error loading scene, it must be inside the project path. Use 'Import' to open " +"the scene, then save it inside the project path." msgstr "" -"Chyba při nahrávání scény, musí být v cestě projektu. Použijte 'Importovat' " -"k otevření scény, pak ji uložte uvnitř projektu." +"Chyba při nahrávání scény, musí být v cestě projektu. Použijte 'Importovat' k " +"otevření scény, pak ji uložte uvnitř projektu." msgid "Scene '%s' has broken dependencies:" msgstr "Scéna '%s' má rozbité závislosti:" @@ -2339,8 +2435,8 @@ msgstr "%d více souborů" msgid "" "Unable to write to file '%s', file in use, locked or lacking permissions." msgstr "" -"Není možné zapisovat do souboru '%s', soubour je používán, uzamčen nebo " -"chybí oprávnění." +"Není možné zapisovat do souboru '%s', soubour je používán, uzamčen nebo chybí " +"oprávnění." msgid "Pan View" msgstr "Přesunout pohled" @@ -2456,6 +2552,9 @@ msgstr "Spravovat funkce editoru..." msgid "Manage Export Templates..." msgstr "Spravovat šablony exportu..." +msgid "Configure FBX Importer..." +msgstr "Konfigurovat importér FBX..." + msgid "Help" msgstr "Nápověda" @@ -2615,6 +2714,9 @@ msgstr "Editovat text:" msgid "On" msgstr "Zapnout" +msgid "Renaming layer %d:" +msgstr "Přejmenování vrstvy %d:" + msgid "No name provided." msgstr "Nebylo poskytnuto žádné jméno." @@ -2627,6 +2729,9 @@ msgstr "Bit %d, hodnota %d" msgid "Rename" msgstr "Přejmenovat" +msgid "Layer %d" +msgstr "Vrstva %d" + msgid "Assign..." msgstr "Přiřadit..." @@ -2641,8 +2746,8 @@ msgstr "" "Zdroj musí patřit scéně." msgid "" -"Can't create a ViewportTexture on this resource because it's not set as " -"local to scene.\n" +"Can't create a ViewportTexture on this resource because it's not set as local " +"to scene.\n" "Please switch on the 'local to scene' property on it (and all resources " "containing it up to a node)." msgstr "" @@ -2672,9 +2777,12 @@ msgstr "Nová hodnota:" msgid "Add Key/Value Pair" msgstr "Vložte pár klíč/hodnota" +msgid "Localizable String (size %d)" +msgstr "Lokalizovatelný řetězec (velikosti %d)" + msgid "" -"The selected resource (%s) does not match any type expected for this " -"property (%s)." +"The selected resource (%s) does not match any type expected for this property " +"(%s)." msgstr "" "Vybraný zdroj (%s) neodpovídá žádnému očekávanému typu pro tuto vlastnost " "(%s)." @@ -2722,6 +2830,9 @@ msgstr "Nastavení editoru" msgid "General" msgstr "Obecné" +msgid "Filter Settings" +msgstr "Nastavení filtru" + msgid "The editor must be restarted for changes to take effect." msgstr "Pro projevení změn, je nutné restartovat editor." @@ -2731,6 +2842,9 @@ msgstr "Zkratky" msgid "Binding" msgstr "Vazba" +msgid "Unicode" +msgstr "Unicode" + msgid "All Devices" msgstr "Všechna zařízení" @@ -2934,8 +3048,8 @@ msgid "Download and Install" msgstr "Stáhnout a instalovat" msgid "" -"Download and install templates for the current version from the best " -"possible mirror." +"Download and install templates for the current version from the best possible " +"mirror." msgstr "" "Stáhnutí a instalace šablon pro aktuální verzi z nejlepšího možného zrcadla." @@ -3066,6 +3180,9 @@ msgstr "Exportovat s laděním" msgid "Browse" msgstr "Procházet" +msgid "Confirm Path" +msgstr "Potvrdit cestu" + msgid "Favorites" msgstr "Oblíbené" @@ -3100,11 +3217,19 @@ msgstr "Chyba duplikování:" msgid "Unable to update dependencies:" msgstr "Nepodařilo se aktualizovat závislosti:" +msgid "" +"This filename begins with a dot rendering the file invisible to the editor.\n" +"If you want to rename it anyway, use your operating system's file manager." +msgstr "" +"Tento název souboru začíná tečkou a není tedy pro editor viditelný.\n" +"Pokud ho přece jen chcete přejmenovat, použijte průzkumník souborů svého " +"operačního systému." + msgid "" "This file extension is not recognized by the editor.\n" "If you want to rename it anyway, use your operating system's file manager.\n" -"After renaming to an unknown extension, the file won't be shown in the " -"editor anymore." +"After renaming to an unknown extension, the file won't be shown in the editor " +"anymore." msgstr "" "Tato přípona není editorem rozpoznána.\n" "Pokud chcete soubor přejmenovat, použijte průzkumník souborů vašeho " @@ -3114,6 +3239,13 @@ msgstr "" msgid "A file or folder with this name already exists." msgstr "Soubor nebo složka s tímto názvem již existuje." +msgid "" +"The following files or folders conflict with items in the target location " +"'%s':" +msgstr "" +"Následující soubory nebo složky jsou v konfliktu s položkami v cílovém " +"umístění '%s':" + msgid "Duplicating file:" msgstr "Duplikace souboru:" @@ -3539,8 +3671,8 @@ msgstr "" "přestanou správně načítat." msgid "" -"Select a resource file in the filesystem or in the inspector to adjust " -"import settings." +"Select a resource file in the filesystem or in the inspector to adjust import " +"settings." msgstr "" "Vyberte zdrojový soubor v prohlížeči souboru nebo v inspektoru k úpravě " "nastavení importu." @@ -4700,8 +4832,8 @@ msgid "Synchronize Scene Changes" msgstr "Synchronizovat změny scény" msgid "" -"When this option is enabled, any changes made to the scene in the editor " -"will be replicated in the running project.\n" +"When this option is enabled, any changes made to the scene in the editor will " +"be replicated in the running project.\n" "When used remotely on a device, this is more efficient when the network " "filesystem option is enabled." msgstr "" @@ -4714,8 +4846,8 @@ msgid "Synchronize Script Changes" msgstr "Synchornizovat změny skriptu" msgid "" -"When this option is enabled, any script that is saved will be reloaded in " -"the running project.\n" +"When this option is enabled, any script that is saved will be reloaded in the " +"running project.\n" "When used remotely on a device, this is more efficient when the network " "filesystem option is enabled." msgstr "" @@ -5544,8 +5676,7 @@ msgid "Create a custom polygon. Enables custom polygon rendering." msgstr "Vytvořit vlastní polygon. Aktivuje renderování vlastních polygonů." msgid "" -"Remove a custom polygon. If none remain, custom polygon rendering is " -"disabled." +"Remove a custom polygon. If none remain, custom polygon rendering is disabled." msgstr "" "Odstranit vlastní polygon. Pokud žádný nezbývá, je renderování vlastních " "polygonů deaktivováno." @@ -6203,6 +6334,9 @@ msgstr "Vybrerte jiný zdroj motivu:" msgid "Type name is empty!" msgstr "Název typu je prázdný!" +msgid "Confirm Item Rename" +msgstr "Potvrdit přejmenování položky" + msgid "Override Item" msgstr "Přepsat položku" @@ -6311,6 +6445,9 @@ msgstr "Fyzika" msgid "Yes" msgstr "Ano" +msgid "No" +msgstr "Ne" + msgid "TileSet" msgstr "TileSet (Sada dlaždic)" @@ -6547,8 +6684,7 @@ msgid "" "Returns the boolean result of the comparison between INF (or NaN) and a " "scalar parameter." msgstr "" -"Vrátí booleovský výsledek srovnání mezi INF (nebo NaN) a skalárním " -"parametrem." +"Vrátí booleovský výsledek srovnání mezi INF (nebo NaN) a skalárním parametrem." msgid "Boolean constant." msgstr "Booleovská konstanta." @@ -6600,8 +6736,7 @@ msgstr "Vrátí inverzní hyperbolický tangent parametru." msgid "" "Finds the nearest integer that is greater than or equal to the parameter." -msgstr "" -"Nalezne nejbližší celé číslo, které je větší nebo stejné jako parametr." +msgstr "Nalezne nejbližší celé číslo, které je větší nebo stejné jako parametr." msgid "Constrains a value to lie between two further values." msgstr "Omezí hodnotu, aby náležela intervalu dvou hodnot." @@ -6700,13 +6835,13 @@ msgid "" "SmoothStep function( scalar(edge0), scalar(edge1), scalar(x) ).\n" "\n" "Returns 0.0 if 'x' is smaller than 'edge0' and 1.0 if x is larger than " -"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 " -"using Hermite polynomials." +"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 using " +"Hermite polynomials." msgstr "" "Funkce plynulého přechodu( skalár(edge0), skalár(edge1), skalár(x) ).\n" "\n" -"Vrátí 0.0, pokud \"x\" je menší než \"edge0\" a 1.0, pokud \"x\" je větší " -"než \"edge1\". V opačném případě vrátí interpolovanou hodnotu mezi 0.0 a 1.0 " +"Vrátí 0.0, pokud \"x\" je menší než \"edge0\" a 1.0, pokud \"x\" je větší než " +"\"edge1\". V opačném případě vrátí interpolovanou hodnotu mezi 0.0 a 1.0 " "vypočtenou pomocí Hermitových polynomů." msgid "" @@ -6719,8 +6854,7 @@ msgstr "" "Vrátí 0.0, pokud je \"x\" menší než hrana, jinak vrátí 1.0." msgid "" -"(Fragment/Light mode only) (Scalar) Sum of absolute derivative in 'x' and " -"'y'." +"(Fragment/Light mode only) (Scalar) Sum of absolute derivative in 'x' and 'y'." msgstr "" "(Pouze pro režim Fragment/Light) (Skalár) Součet absolutní derivace podle " "\"x\" a \"y\"." @@ -6752,9 +6886,9 @@ msgstr "" "Vypočte dyadický součin dvojice vektorů.\n" "\n" "OuterProduct vezme první parametr \"c\" jako vektor sloupce (matice s jedním " -"sloupcem) a druhý parametr \"r\" jako vektor řádku (matice s jedním řádkem) " -"a provede násobení matice \"c * r\", což má za výsledek matici s počtem " -"řádků stejný jako v \"c\" a počet sloupců stejný jako v \"r\"." +"sloupcem) a druhý parametr \"r\" jako vektor řádku (matice s jedním řádkem) a " +"provede násobení matice \"c * r\", což má za výsledek matici s počtem řádků " +"stejný jako v \"c\" a počet sloupců stejný jako v \"r\"." msgid "Composes transform from four vectors." msgstr "Složí transformaci ze čtyř vektorů." @@ -6812,14 +6946,14 @@ msgid "" "incident vector, and Nref, the reference vector. If the dot product of I and " "Nref is smaller than zero the return value is N. Otherwise -N is returned." msgstr "" -"Vrátí vektor, který ukazuje ve stejném směru referenční vektor. Funkce má " -"tři vektorové parametry: orientovaný vektor N, sousední vektor I a " -"referenční vektor Nref. Pokud je skalární součin I a Nref menší než nula, " -"vrátí se N. Jinak se vrátí -N." +"Vrátí vektor, který ukazuje ve stejném směru referenční vektor. Funkce má tři " +"vektorové parametry: orientovaný vektor N, sousední vektor I a referenční " +"vektor Nref. Pokud je skalární součin I a Nref menší než nula, vrátí se N. " +"Jinak se vrátí -N." msgid "" -"Returns falloff based on the dot product of surface normal and view " -"direction of camera (pass associated inputs to it)." +"Returns falloff based on the dot product of surface normal and view direction " +"of camera (pass associated inputs to it)." msgstr "" "Vrátí sklon na základě skalárního součinu normály povrchu a směru pohledu " "kamery (zde zadejte vstup)." @@ -6856,8 +6990,8 @@ msgid "" "SmoothStep function( vector(edge0), vector(edge1), vector(x) ).\n" "\n" "Returns 0.0 if 'x' is smaller than 'edge0' and 1.0 if 'x' is larger than " -"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 " -"using Hermite polynomials." +"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 using " +"Hermite polynomials." msgstr "" "Funkce plynulého přechodu ( vektor(edge0), vektor(edge1), vektor(x) ).\n" "\n" @@ -6869,13 +7003,13 @@ msgid "" "SmoothStep function( scalar(edge0), scalar(edge1), vector(x) ).\n" "\n" "Returns 0.0 if 'x' is smaller than 'edge0' and 1.0 if 'x' is larger than " -"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 " -"using Hermite polynomials." +"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 using " +"Hermite polynomials." msgstr "" "Funkce plynulého přechodu( skalár(edge0), skalár(edge1), vektor(x) ).\n" "\n" -"Vrátí 0.0, pokud \"x\" je menší než \"edge0\" a 1.0, pokud \"x\" je větší " -"než \"edge1\". V opačném případě vrátí interpolovanou hodnotu mezi 0.0 a 1.0 " +"Vrátí 0.0, pokud \"x\" je menší než \"edge0\" a 1.0, pokud \"x\" je větší než " +"\"edge1\". V opačném případě vrátí interpolovanou hodnotu mezi 0.0 a 1.0 " "vypočtenou pomocí Hermitových polynomů." msgid "" @@ -6897,8 +7031,7 @@ msgstr "" "Vrátí 0.0, pokud je \"x\" menší než \"hrana\", jinak vrátí 1.0." msgid "" -"(Fragment/Light mode only) (Vector) Sum of absolute derivative in 'x' and " -"'y'." +"(Fragment/Light mode only) (Vector) Sum of absolute derivative in 'x' and 'y'." msgstr "" "(Pouze pro režim Fragment/Light) (Vektor) Součet absolutní derivace podle " "\"x\" a \"y\"." @@ -6908,9 +7041,9 @@ msgid "" "output ports. This is a direct injection of code into the vertex/fragment/" "light function, do not use it to write the function declarations inside." msgstr "" -"Vlastní výraz v jazyce shaderu Godot s vlastním počtem vstupních a " -"výstupních portů. Toto je přímé vkládání kódu do funkcí vrcholů/fragmentů/" -"osvětlení, nepoužívat k deklaraci funkcí." +"Vlastní výraz v jazyce shaderu Godot s vlastním počtem vstupních a výstupních " +"portů. Toto je přímé vkládání kódu do funkcí vrcholů/fragmentů/osvětlení, " +"nepoužívat k deklaraci funkcí." msgid "Edit Visual Property:" msgstr "Upravit vizuální vlastnost:" @@ -6926,8 +7059,7 @@ msgstr "Chyba při otevírání balíčku (není ve formátu ZIP)." msgid "" "Invalid \".zip\" project file; it doesn't contain a \"project.godot\" file." -msgstr "" -"Neplatný soubor projektu \".zip\"; neobsahuje soubor \"project.godot\"." +msgstr "Neplatný soubor projektu \".zip\"; neobsahuje soubor \"project.godot\"." msgid "Please choose an empty folder." msgstr "Zvolte prosím prázdnou složku." @@ -7321,8 +7453,7 @@ msgid "Duplicate Node(s)" msgstr "Duplikovat uzel/uzly" msgid "Can't reparent nodes in inherited scenes, order of nodes can't change." -msgstr "" -"Nadřazené uzly ve zděděné scéně nelze změnit. Pořadí uzlů nelze změnit." +msgstr "Nadřazené uzly ve zděděné scéně nelze změnit. Pořadí uzlů nelze změnit." msgid "Node must belong to the edited scene to become root." msgstr "Uzel musí patřit do editované scény, aby se stal kořenem." @@ -7348,16 +7479,15 @@ msgstr "Smazat uzel \"%s\" a jeho potomky?" msgid "Delete node \"%s\"?" msgstr "Smazat uzel \"%s\"?" -msgid "" -"Saving the branch as a scene requires having a scene open in the editor." +msgid "Saving the branch as a scene requires having a scene open in the editor." msgstr "Uložení větve jako scénu vyžaduje mít scénu otevřenou v editoru." msgid "" "Saving the branch as a scene requires selecting only one node, but you have " "selected %d nodes." msgstr "" -"Uložení větve jako scénu vyžaduje vybrání jednoho uzlu, vy ale máte " -"vybraných %d uzlů." +"Uložení větve jako scénu vyžaduje vybrání jednoho uzlu, vy ale máte vybraných " +"%d uzlů." msgid "Save New Scene As..." msgstr "Uložit novou scénu jako..." @@ -7370,8 +7500,8 @@ msgstr "" "uzlu." msgid "" -"Enabling \"Load As Placeholder\" will disable \"Editable Children\" and " -"cause all properties of the node to be reverted to their default." +"Enabling \"Load As Placeholder\" will disable \"Editable Children\" and cause " +"all properties of the node to be reverted to their default." msgstr "" "Povolení možnosti \"Načíst jako placeholder\" zakáže možnost \"Upravitelní " "potomci\" a způsobí, že všechny vlastnosti uzlu budou vráceny na výchozí " @@ -7778,8 +7908,8 @@ msgid "" "Android build template not installed in the project. Install it from the " "Project menu." msgstr "" -"Šablona sestavení Androidu není pro projekt nainstalována. Nainstalujte jej " -"z nabídky Projekt." +"Šablona sestavení Androidu není pro projekt nainstalována. Nainstalujte jej z " +"nabídky Projekt." msgid "Debug keystore not configured in the Editor Settings nor in the preset." msgstr "" @@ -7862,8 +7992,8 @@ msgid "Building Android Project (gradle)" msgstr "Buildování projektu pro Android (gradle)" msgid "" -"Building of Android project failed, check output for the error. " -"Alternatively visit docs.godotengine.org for Android build documentation." +"Building of Android project failed, check output for the error. Alternatively " +"visit docs.godotengine.org for Android build documentation." msgstr "" "Buildování projektu pro Android se nezdařilo, zkontrolujte chybový výstup. " "Případně navštivte dokumentaci o build pro Android na docs.godotengine.org." @@ -7988,8 +8118,8 @@ msgstr "Nelze odstranit dočasný soubor: \"%s\"." msgid "" "This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " -"define its shape." +"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to define " +"its shape." msgstr "" "Tento uzel nemá žádný tvar, takže nemůže kolidovat ani interagovat s " "ostatními objekty.\n" @@ -8095,8 +8225,8 @@ msgstr "" msgid "" "This bone lacks a proper REST pose. Go to the Skeleton2D node and set one." msgstr "" -"Této kosti chybí správná klidová póza. Přejděte na uzel Skeleton2D a " -"nastavte jej." +"Této kosti chybí správná klidová póza. Přejděte na uzel Skeleton2D a nastavte " +"jej." msgid "" "CollisionPolygon3D only serves to provide a collision shape to a " @@ -8123,8 +8253,7 @@ msgstr "" msgid "Nothing is visible because no mesh has been assigned." msgstr "Nic není zobrazeno, protože nebyla přiřazena žádná mřížka." -msgid "" -"Nothing is visible because meshes have not been assigned to draw passes." +msgid "Nothing is visible because meshes have not been assigned to draw passes." msgstr "" "Nic není viditelné, protože mřížky nebyly přiřazeny do vykreslovací fronty." @@ -8188,8 +8317,8 @@ msgid "Add current color as a preset." msgstr "Přidat aktuální barvu jako předvolbu." msgid "" -"Container by itself serves no purpose unless a script configures its " -"children placement behavior.\n" +"Container by itself serves no purpose unless a script configures its children " +"placement behavior.\n" "If you don't intend to add a script, use a plain Control node instead." msgstr "" "Kontejner sám o sobě neslouží žádnému účelu, pokud nějaký skript " @@ -8210,6 +8339,9 @@ msgstr "Pozor!" msgid "Please Confirm..." msgstr "Potvrďte prosím..." +msgid "All Files" +msgstr "Všechny soubory" + msgid "Enable grid minimap." msgstr "Povolit minimapu mřížky." diff --git a/editor/translations/editor/de.po b/editor/translations/editor/de.po index e3d7160fd4b..f539d9a85e2 100644 --- a/editor/translations/editor/de.po +++ b/editor/translations/editor/de.po @@ -106,10 +106,10 @@ msgstr "" "Project-Id-Version: Godot Engine editor interface\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2023-07-01 13:07+0000\n" -"Last-Translator: ‎ \n" -"Language-Team: German \n" +"PO-Revision-Date: 2023-08-07 09:44+0000\n" +"Last-Translator: Ettore Atalan \n" +"Language-Team: German \n" "Language: de\n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" @@ -213,9 +213,6 @@ msgstr "Zurück, Sony Select, Xbox Back, Nintendo -" msgid "Guide, Sony PS, Xbox Home" msgstr "Orientierung, Sony PS, Xbox Home" -msgid "Start, Nintendo +" -msgstr "Start, Nintendo +" - msgid "Left Stick, Sony L3, Xbox L/LS" msgstr "Linker Steuerknüppel, Sony L3, Xbox L/LS" @@ -529,8 +526,8 @@ msgid "" "Invalid action name. It cannot be empty nor contain '/', ':', '=', '\\' or " "'\"'" msgstr "" -"Ungültiger Aktionsname. Er kann weder leer sein noch ‚/‘, ‚:‘, ‚=‘, ‘\\‘ " -"oder ‚\"‘ enthalten" +"Ungültiger Aktionsname. Er kann weder leer sein noch ‚/‘, ‚:‘, ‚=‘, ‘\\‘ oder " +"‚\"‘ enthalten" msgid "An action with the name '%s' already exists." msgstr "Eine Aktion mit dem Namen ‚%s‘ existiert bereits." @@ -668,8 +665,8 @@ msgstr "Bearbeite Animationsschleife" msgid "Can't change loop mode on animation instanced from imported scene." msgstr "" -"Der Wiederholungsmodus kann nicht für eine Animation geändert werden, die " -"aus einer importierten Szene instanziiert wurde." +"Der Wiederholungsmodus kann nicht für eine Animation geändert werden, die aus " +"einer importierten Szene instanziiert wurde." msgid "Can't change loop mode on animation embedded in another scene." msgstr "" @@ -1366,8 +1363,7 @@ msgstr "Zusätzliche Aufrufparameter:" msgid "Allows to drop arguments sent by signal emitter." msgstr "" -"Entfernen von Argumenten, welche vom Signalauslöser gesendet wurden, " -"erlauben." +"Entfernen von Argumenten, welche vom Signalauslöser gesendet wurden, erlauben." msgid "Unbind Signal Arguments:" msgstr "Signalargumente lösen:" @@ -1596,8 +1592,8 @@ msgid "" "functions called by that function.\n" "Use this to find individual functions to optimize." msgstr "" -"Inklusive: Beinhaltet Zeiten von anderen Funktionen die von dieser " -"aufgerufen wurden.\n" +"Inklusive: Beinhaltet Zeiten von anderen Funktionen die von dieser aufgerufen " +"wurden.\n" "Brauchbar um Flaschenhälse zu finden.\n" "\n" "Eigen: Zählt nur die Zeit in dieser Funktion, nicht die Zeiten von ihr " @@ -1823,11 +1819,11 @@ msgstr "Lokalisierungsneuzuordnung für Pfad ‚%s‘ und Sprache ‚%s‘." msgid "" "Remove the selected files from the project? (Cannot be undone.)\n" -"Depending on your filesystem configuration, the files will either be moved " -"to the system trash or deleted permanently." +"Depending on your filesystem configuration, the files will either be moved to " +"the system trash or deleted permanently." msgstr "" -"Ausgewählte Dateien aus dem Projekt entfernen? (Kann nicht rückgängig " -"gemacht werden.)\n" +"Ausgewählte Dateien aus dem Projekt entfernen? (Kann nicht rückgängig gemacht " +"werden.)\n" "Abhängig von den Betriebssystemeinstellungen werden die Dateien in den " "Papierkorb verschoben oder permanent gelöscht." @@ -1835,8 +1831,8 @@ msgid "" "The files being removed are required by other resources in order for them to " "work.\n" "Remove them anyway? (Cannot be undone.)\n" -"Depending on your filesystem configuration, the files will either be moved " -"to the system trash or deleted permanently." +"Depending on your filesystem configuration, the files will either be moved to " +"the system trash or deleted permanently." msgstr "" "Andere Ressourcen benötigen die zu entfernenden Dateien, um richtig zu " "funktionieren.\n" @@ -1968,15 +1964,14 @@ msgstr "Drittpartei-Lizenzen" msgid "" "Godot Engine relies on a number of third-party free and open source " -"libraries, all compatible with the terms of its MIT license. The following " -"is an exhaustive list of all such third-party components with their " -"respective copyright statements and license terms." +"libraries, all compatible with the terms of its MIT license. The following is " +"an exhaustive list of all such third-party components with their respective " +"copyright statements and license terms." msgstr "" "Die Godot-Engine baut auf vielen freien und quelloffenen Bibliotheken von " "Drittanbietern auf, welche alle mit der MIT-Lizenz konform sind. Es folgt " -"eine vollständige Liste aller verwendeten Bibliotheken von Drittanbietern " -"mit den jeweiligen zugehörigen Urheberrechtserklärungen und " -"Lizenzbedingungen." +"eine vollständige Liste aller verwendeten Bibliotheken von Drittanbietern mit " +"den jeweiligen zugehörigen Urheberrechtserklärungen und Lizenzbedingungen." msgid "All Components" msgstr "Alle Komponenten" @@ -1994,8 +1989,7 @@ msgid "%s (already exists)" msgstr "%s (existiert bereits)" msgid "Contents of asset \"%s\" - %d file(s) conflict with your project:" -msgstr "" -"Nutzerinhalt „%s“ - %d Datei(en) stehen in Konflikt mit diesem Projekt:" +msgstr "Nutzerinhalt „%s“ - %d Datei(en) stehen in Konflikt mit diesem Projekt:" msgid "Contents of asset \"%s\" - No files conflict with your project:" msgstr "Nutzerinhalt „%s“ - Kein Konflikt mit diesem Projekt:" @@ -2287,8 +2281,7 @@ msgstr "" "RenderingDevice-basiertes Rendern (OpenGL-Backend wird benötigt falls " "deaktiviert)." -msgid "" -"OpenGL back-end (if disabled, the RenderingDevice back-end is required)." +msgid "OpenGL back-end (if disabled, the RenderingDevice back-end is required)." msgstr "" "OpenGL-Backend (RenderingDevice-Backend wird benötigt falls deaktiviert)." @@ -2323,8 +2316,8 @@ msgstr "" "WOFF2-Schriftartenunterstützung durch FreeType- und Brotli-Bibliotheken." msgid "" -"SIL Graphite smart font technology support (supported by Advanced Text " -"Server only)." +"SIL Graphite smart font technology support (supported by Advanced Text Server " +"only)." msgstr "" "SIL-Graphite-smart-Schriftartenunterstützung (wird nur vom erweiterten Text " "Server unterstützt)." @@ -2334,8 +2327,8 @@ msgid "" "library (pre-rendered MSDF fonts can be used even if this option disabled)." msgstr "" "Mehrkanal vorzeichenbehaftetes Distanzfeld-Schriftarten-Render-Unterstützung " -"durch msdfgen-Bibliothek (vorgerenderte MSDF-Schriftarten können auch " -"genutzt werden wenn diese Option deaktiviert ist)." +"durch msdfgen-Bibliothek (vorgerenderte MSDF-Schriftarten können auch genutzt " +"werden wenn diese Option deaktiviert ist)." msgid "General Features:" msgstr "Wesentliche Funktionen:" @@ -2454,8 +2447,7 @@ msgid "Allows editing the node hierarchy in the Scene dock." msgstr "Ermöglicht das Bearbeiten der Node-Hierachie in der Szenenleiste." msgid "" -"Allows to work with signals and groups of the node selected in the Scene " -"dock." +"Allows to work with signals and groups of the node selected in the Scene dock." msgstr "" "Ermöglicht die Konfiguration von Signalen und Gruppen des ausgewählten Nodes " "in der Szenenleiste." @@ -2516,8 +2508,7 @@ msgid "Main Features:" msgstr "Wichtigste Funktionen:" msgid "" -"Profile '%s' already exists. Remove it first before importing, import " -"aborted." +"Profile '%s' already exists. Remove it first before importing, import aborted." msgstr "" "Profil ‚%s‘ existiert bereits. Es muss erst entfernt werden bevor es " "importiert werden kann, Import wurde abgebrochen." @@ -2554,8 +2545,8 @@ msgstr "Zusatzoptionen:" msgid "Create or import a profile to edit available classes and properties." msgstr "" -"Ein Profil erstellen oder importieren um verfügbare Klassen und " -"Einstellungen zu bearbeiten." +"Ein Profil erstellen oder importieren um verfügbare Klassen und Einstellungen " +"zu bearbeiten." msgid "New profile name:" msgstr "Neuer Profilname:" @@ -2571,8 +2562,8 @@ msgstr "Editorfunktionenprofile verwalten" msgid "Some extensions need the editor to restart to take effect." msgstr "" -"Einige Erweiterungen erfordern einen Neustart des Editors um aktiviert " -"werden zu werden." +"Einige Erweiterungen erfordern einen Neustart des Editors um aktiviert werden " +"zu werden." msgid "Restart" msgstr "Neustarten" @@ -2645,8 +2636,7 @@ msgid "" "[color=$color][url=$url]contributing one[/url][/color]!" msgstr "" "Es gibt zur Zeit keine Beschreibung für %s. [color=$color]" -"[url=$url]Ergänzungen durch eigene Beiträge[/url][/color] sind sehr " -"erwünscht!" +"[url=$url]Ergänzungen durch eigene Beiträge[/url][/color] sind sehr erwünscht!" msgid "Top" msgstr "Kopf" @@ -2685,8 +2675,7 @@ msgid "" "[color=$color][url=$url]contributing one[/url][/color]!" msgstr "" "Es gibt zur Zeit keine Beschreibung dieser Klasse. [color=$color]" -"[url=$url]Ergänzungen durch eigene Beiträge[/url][/color] sind sehr " -"erwünscht!" +"[url=$url]Ergänzungen durch eigene Beiträge[/url][/color] sind sehr erwünscht!" msgid "Online Tutorials" msgstr "Anleitungen im Netz" @@ -2744,8 +2733,7 @@ msgid "" "[color=$color][url=$url]contributing one[/url][/color]!" msgstr "" "Es gibt zur Zeit keine Beschreibung für diese Anmerkung. [color=$color]" -"[url=$url]Ergänzungen durch eigene Beiträge[/url][/color] sind sehr " -"erwünscht!" +"[url=$url]Ergänzungen durch eigene Beiträge[/url][/color] sind sehr erwünscht!" msgid "Property Descriptions" msgstr "Eigenschaften-Beschreibung" @@ -2761,8 +2749,7 @@ msgid "" "[color=$color][url=$url]contributing one[/url][/color]!" msgstr "" "Es gibt zurzeit keine Beschreibung dieses Objekts. [color=$color]" -"[url=$url]Ergänzungen durch eigene Beiträge[/url][/color] sind sehr " -"erwünscht!" +"[url=$url]Ergänzungen durch eigene Beiträge[/url][/color] sind sehr erwünscht!" msgid "Constructor Descriptions" msgstr "Konstruktorbeschreibungen" @@ -2860,8 +2847,7 @@ msgstr "Wert anheften" msgid "Pin Value [Disabled because '%s' is editor-only]" msgstr "Wert anheften [deaktiviert da ‚%s‘ Editor-exklusiv ist]" -msgid "" -"Pinning a value forces it to be saved even if it's equal to the default." +msgid "Pinning a value forces it to be saved even if it's equal to the default." msgstr "" "Einen Wert anzuheften bedeutet dass er selbst dann gespeichert wird, wenn er " "sich nicht vom Standardwert unterscheidet." @@ -3134,9 +3120,6 @@ msgstr "Fehler beim Parsen der Datei ‚%s‘." msgid "Scene file '%s' appears to be invalid/corrupt." msgstr "Szenendatei ‚%s‘ scheint ungültig/fehlerhaft zu sein." -msgid "Missing file '%s' or one its dependencies." -msgstr "Datei ‚%s‘ oder zugehörige Abhängigkeiten fehlen." - msgid "Error while loading file '%s'." msgstr "Fehler beim Laden von Datei ‚%s‘." @@ -3190,8 +3173,8 @@ msgid "" "Make sure the editor's user data path is writable." msgstr "" "Ein Fehler ist beim Speichern des Editorlayouts aufgetreten.\n" -"Möglicherweise ist der Ordner für persönliche Einstellungen des Editors " -"nicht schreibbar." +"Möglicherweise ist der Ordner für persönliche Einstellungen des Editors nicht " +"schreibbar." msgid "" "Default editor layout overridden.\n" @@ -3268,8 +3251,8 @@ msgid "%s no longer exists! Please specify a new save location." msgstr "%s existiert nicht mehr! Bitte anderen Ort zum Speichern wählen." msgid "" -"The current scene has no root node, but %d modified external resource(s) " -"were saved anyway." +"The current scene has no root node, but %d modified external resource(s) were " +"saved anyway." msgstr "" "Die aktuelle Szene hat keine Wurzel, dennoch wurden %d bearbeitete externe " "Ressource(n) gespeichert." @@ -3378,8 +3361,7 @@ msgstr "" msgid "Unable to find script field for addon plugin at: '%s'." msgstr "" -"Skript-Feld für Erweiterung in ‚res://addons/%s‘ konnte nicht gefunden " -"werden." +"Skript-Feld für Erweiterung in ‚res://addons/%s‘ konnte nicht gefunden werden." msgid "Unable to load addon script from path: '%s'." msgstr "Erweiterungsskript konnte nicht geladen werden: ‚%s‘." @@ -3414,8 +3396,8 @@ msgstr "" "werden." msgid "" -"Error loading scene, it must be inside the project path. Use 'Import' to " -"open the scene, then save it inside the project path." +"Error loading scene, it must be inside the project path. Use 'Import' to open " +"the scene, then save it inside the project path." msgstr "" "Fehler beim Laden der Szene. Sie muss innerhalb des Projektpfads liegen. Zum " "Beheben kann ‚Import→Szene‘ verwendet werden um sie zu öffnen. Danach sollte " @@ -3761,14 +3743,13 @@ msgid "" "source template to \"res://android/build\".\n" "You can then apply modifications and build your own custom APK on export " "(adding modules, changing the AndroidManifest.xml, etc.).\n" -"Note that in order to make gradle builds instead of using pre-built APKs, " -"the \"Use Gradle Build\" option should be enabled in the Android export " -"preset." +"Note that in order to make gradle builds instead of using pre-built APKs, the " +"\"Use Gradle Build\" option should be enabled in the Android export preset." msgstr "" "Hiermit wird der Projektordner für Gradle-Android-Builds eingerichtet in dem " "das Quell-Template nach „res://android/build“ installiert wird.\n" -"Danach können eigene Modifikationen vorgenommen und ein eigens APK " -"exportiert werden (Module hinzufügen, AndroidManifest.xml ändern, usw.).\n" +"Danach können eigene Modifikationen vorgenommen und ein eigens APK exportiert " +"werden (Module hinzufügen, AndroidManifest.xml ändern, usw.).\n" "Achtung: Um eigene Builds, statt den vorgefertigten zu generieren, muss die " "Option „Use Gradle Build“ in den Android-Export-Voreinstellungen aktiviert " "sein." @@ -3948,15 +3929,15 @@ msgstr "" "Diese Ressourcen müssen zu einer Szene gehören." msgid "" -"Can't create a ViewportTexture on this resource because it's not set as " -"local to scene.\n" +"Can't create a ViewportTexture on this resource because it's not set as local " +"to scene.\n" "Please switch on the 'local to scene' property on it (and all resources " "containing it up to a node)." msgstr "" -"ViewportTexture kann für diese Ressource nicht erstellt werden weil sie " -"nicht als lokal zu einer Szene markiert wurde.\n" -"Bitte die ‚Lokal zu Szene‘-Eigenschaft an dieser Ressource aktivieren (und " -"an allen Ressourcen die sie enthalten, bis zum nächsten Node)." +"ViewportTexture kann für diese Ressource nicht erstellt werden weil sie nicht " +"als lokal zu einer Szene markiert wurde.\n" +"Bitte die ‚Lokal zu Szene‘-Eigenschaft an dieser Ressource aktivieren (und an " +"allen Ressourcen die sie enthalten, bis zum nächsten Node)." msgid "Pick a Viewport" msgstr "Viewport auswählen" @@ -4004,8 +3985,8 @@ msgid "Lock/Unlock Component Ratio" msgstr "Komponentenverhältnis sperren/entsperren" msgid "" -"The selected resource (%s) does not match any type expected for this " -"property (%s)." +"The selected resource (%s) does not match any type expected for this property " +"(%s)." msgstr "" "Die ausgewählte Ressource (%s) stimmt mit keinem erwarteten Typ dieser " "Eigenschaft (%s) überein." @@ -4182,15 +4163,15 @@ msgid "Filter by event..." msgstr "Nach Ereignis filtern…" msgid "" -"Target platform requires 'ETC2/ASTC' texture compression. Enable 'Import " -"ETC2 ASTC' in Project Settings." +"Target platform requires 'ETC2/ASTC' texture compression. Enable 'Import ETC2 " +"ASTC' in Project Settings." msgstr "" "Die Zielplattform benötigt ‚ETC2/ASTC‘-Texturkompression. Bitte in den " "Projekteinstellungen ‚ETC2 ASTC importieren‘ aktivieren." msgid "" -"Target platform requires 'S3TC/BPTC' texture compression. Enable 'Import " -"S3TC BPTC' in Project Settings." +"Target platform requires 'S3TC/BPTC' texture compression. Enable 'Import S3TC " +"BPTC' in Project Settings." msgstr "" "Die Zielplattform benötigt ‚S3TC/BPTC‘-Texturkompression. Bitte in den " "Projekteinstellungen ‚S3TC BPTC importieren‘ aktivieren." @@ -4439,8 +4420,8 @@ msgid "Download and Install" msgstr "Herunterladen und installieren" msgid "" -"Download and install templates for the current version from the best " -"possible mirror." +"Download and install templates for the current version from the best possible " +"mirror." msgstr "" "Exportvorlagen der aktuellen Version vom bestmöglichen Mirror herunterladen " "und installieren." @@ -4545,8 +4526,7 @@ msgid "Export selected resources (and dependencies)" msgstr "Ausgewählte Ressourcen (inklusive Abhängigkeiten) exportieren" msgid "Export all resources in the project except resources checked below" -msgstr "" -"Alle Ressourcen des Projekts, außer den unten ausgewählten, exportieren" +msgstr "Alle Ressourcen des Projekts, außer den unten ausgewählten, exportieren" msgid "Export as dedicated server" msgstr "Als dedizierten Server exportieren" @@ -4557,8 +4537,7 @@ msgstr "Export-Modus:" msgid "" "\"Strip Visuals\" will replace the following resources with placeholders:" msgstr "" -"„Grafiken entfernen“ wird die folgenden Ressourcen durch Platzhalter " -"ersetzen:" +"„Grafiken entfernen“ wird die folgenden Ressourcen durch Platzhalter ersetzen:" msgid "Strip Visuals" msgstr "Grafiken entfernen" @@ -4763,8 +4742,8 @@ msgstr "" msgid "" "This file extension is not recognized by the editor.\n" "If you want to rename it anyway, use your operating system's file manager.\n" -"After renaming to an unknown extension, the file won't be shown in the " -"editor anymore." +"After renaming to an unknown extension, the file won't be shown in the editor " +"anymore." msgstr "" "Diese Dateiendung wird nicht vom Editor erkannt.\n" "Zum Durchführen der Umbenennung muss ein anderer Dateimanager genutzt " @@ -4779,8 +4758,8 @@ msgid "" "The following files or folders conflict with items in the target location " "'%s':" msgstr "" -"Die folgenden Dateien oder Ordner stehen im Konflikt mit Objekten im " -"Zielpfad ‚%s‘:" +"Die folgenden Dateien oder Ordner stehen im Konflikt mit Objekten im Zielpfad " +"‚%s‘:" msgid "Do you wish to overwrite them or rename the copied files?" msgstr "Sollen die kopierten Dateien überschrieben oder umbenannt werden?" @@ -5135,10 +5114,10 @@ msgid "File:" msgstr "Datei:" msgid "" -"Remove the selected files? For safety only files and empty directories can " -"be deleted from here. (Cannot be undone.)\n" -"Depending on your filesystem configuration, the files will either be moved " -"to the system trash or deleted permanently." +"Remove the selected files? For safety only files and empty directories can be " +"deleted from here. (Cannot be undone.)\n" +"Depending on your filesystem configuration, the files will either be moved to " +"the system trash or deleted permanently." msgstr "" "Sollen die ausgewählten Dateien wirklich entfernt werden? Aus " "Sicherheitsgründen können hier nur Dateien und leere Verzeichnisse gelöscht " @@ -5358,8 +5337,8 @@ msgid "" "Loop offset (from beginning). Note that if BPM is set, this setting will be " "ignored." msgstr "" -"Schleifenversatz (vom Start). Hinweis: Falls BPM festgelegt wurde, wird " -"diese Einstellung ignoriert." +"Schleifenversatz (vom Start). Hinweis: Falls BPM festgelegt wurde, wird diese " +"Einstellung ignoriert." msgid "Loop:" msgstr "Schleife:" @@ -5380,8 +5359,8 @@ msgstr "Beatzähler:" msgid "" "Configure the amount of Beats used for music-aware looping. If zero, it will " "be autodetected from the length.\n" -"It is recommended to set this value (either manually or by clicking on a " -"beat number in the preview) to ensure looping works properly." +"It is recommended to set this value (either manually or by clicking on a beat " +"number in the preview) to ensure looping works properly." msgstr "" "Konfiguriert die Anzahl der benutzen Beats für Musik-bewusste Schleifen. " "Falls Null, wird sie automatisch aus der Länge abgeleitet.\n" @@ -5485,8 +5464,8 @@ msgid "" "Enter a text and select OpenType features to shape and add all required " "glyphs to pre-render list:" msgstr "" -"Text eingeben und OpenType-Funktionen auswählen um Formen und alle " -"benötigten Glyphen zur Vorrenderliste hinzuzufügen:" +"Text eingeben und OpenType-Funktionen auswählen um Formen und alle benötigten " +"Glyphen zur Vorrenderliste hinzuzufügen:" msgid "Shape Text and Add Glyphs" msgstr "Text formen und Glyphen hinzufügen" @@ -5497,8 +5476,8 @@ msgstr "Glyphen der Zeichentabelle" msgid "" "Add or remove glyphs from the character map to pre-render list:\n" "Note: Some stylistic alternatives and glyph variants do not have one-to-one " -"correspondence to character, and not shown in this map, use \"Glyphs from " -"the text\" tab to add these." +"correspondence to character, and not shown in this map, use \"Glyphs from the " +"text\" tab to add these." msgstr "" "Glyphen zur Zeichentabelle der Vorrenderliste hinzufügen oder entfernen:\n" "Hinweis: Manche stilistischen Alternativen und Glyphenvarianten besitzen " @@ -5569,8 +5548,8 @@ msgid "" "limiter based on the detected associated normal map at %s." msgstr "" "%s: Verwendung der Textur als Roughness-Map in 3D festgestellt. " -"Rauheitsbegrenzer basierend auf der erkannten zugeordneten Normalen-Map in " -"%s wurde aktiviert." +"Rauheitsbegrenzer basierend auf der erkannten zugeordneten Normalen-Map in %s " +"wurde aktiviert." msgid "" "%s: Texture detected as used in 3D. Enabling mipmap generation and setting " @@ -5647,8 +5626,8 @@ msgid "" "Material has no name nor any other way to identify on re-import.\n" "Please name it or ensure it is exported with an unique ID." msgstr "" -"Das Material hat keinen Name und keine andere Möglichkeit es beim Reimport " -"zu identifizieren.\n" +"Das Material hat keinen Name und keine andere Möglichkeit es beim Reimport zu " +"identifizieren.\n" "Es sollte benannt werden oder sichergestellt werden, dass es mit einer " "eindeutigen ID exportiert wird." @@ -5669,8 +5648,7 @@ msgstr "" msgid "Existing file with the same name will be replaced on import." msgstr "" -"Existierende Datei mit dem gleichen Name wird ersetzt werden beim " -"Importieren." +"Existierende Datei mit dem gleichen Name wird ersetzt werden beim Importieren." msgid "Will save to new file" msgstr "Wird als neue Datei speichern" @@ -5692,8 +5670,7 @@ msgid "Set Paths" msgstr "Pfade festlegen" msgid "" -"This animation already saves to an external resource, no action will be " -"taken." +"This animation already saves to an external resource, no action will be taken." msgstr "" "Die Animation speichert bereits zu einer externen Ressource, der Befehl wird " "ignoriert." @@ -5703,8 +5680,7 @@ msgstr "" "Pfade festlegen um Animationen als Ressourcen-Datei bei Reimport zu speichern" msgid "Can't make material external to file, write error:" -msgstr "" -"Material kann nicht als extern in Datei geändert werden, Schreibfehler:" +msgstr "Material kann nicht als extern in Datei geändert werden, Schreibfehler:" msgid "Actions..." msgstr "Aktionen…" @@ -5794,11 +5770,11 @@ msgstr "" "möglicherweise nicht mehr ordnungsgemäß laden können." msgid "" -"Select a resource file in the filesystem or in the inspector to adjust " -"import settings." +"Select a resource file in the filesystem or in the inspector to adjust import " +"settings." msgstr "" -"Zum Anpassen der Importeinstellungen muss eine Ressourcendatei im " -"Dateisystem oder im Inspektor ausgewählt werden." +"Zum Anpassen der Importeinstellungen muss eine Ressourcendatei im Dateisystem " +"oder im Inspektor ausgewählt werden." msgid "No Event Configured" msgstr "Kein Ereignis konfiguriert" @@ -5837,8 +5813,8 @@ msgid "" "Automatically remaps between 'Meta' ('Command') and 'Control' depending on " "current platform." msgstr "" -"Automatisches umschalten zwischen ‚Meta‘ (‚Command‘) und ‚Steuerung‘ " -"abhängig von der aktuellen Plattform." +"Schaltet automatisch zwischen ‚Meta‘ (‚Command‘) und ‚Steuerung‘ um, abhängig " +"von der aktuellen Plattform." msgid "Keycode (Latin Equivalent)" msgstr "Tastencode (Lateinäquivalent)" @@ -6322,15 +6298,15 @@ msgid "Make Animation Library Unique: %s" msgstr "Animationsbibliothek einzigartig machen: %s" msgid "" -"This animation can't be saved because it does not belong to the edited " -"scene. Make it unique first." +"This animation can't be saved because it does not belong to the edited scene. " +"Make it unique first." msgstr "" "Diese Animation kann nicht gespeichert werden da sie nicht zur bearbeiteten " "Szene gehört. Sie muss erst einzigartig gemacht werden." msgid "" -"This animation can't be saved because it was imported from another file. " -"Make it unique first." +"This animation can't be saved because it was imported from another file. Make " +"it unique first." msgstr "" "Diese Animation kann nicht gespeichert werden da sie aus einer anderen Datei " "importiert wurde. Sie muss erst einzigartig gemacht werden." @@ -6435,7 +6411,7 @@ msgid "Storage" msgstr "Speicher" msgid "Toggle Autoplay" -msgstr "Automatisches Abspielen umschalten" +msgstr "Autoplay umschalten" msgid "Create New Animation" msgstr "Neue Animation erstellen" @@ -6605,8 +6581,8 @@ msgstr "Übergang entfernt" msgid "" "Select and move nodes.\n" "RMB: Add node at position clicked.\n" -"Shift+LMB+Drag: Connects the selected node with another node or creates a " -"new node if you select an area without nodes." +"Shift+LMB+Drag: Connects the selected node with another node or creates a new " +"node if you select an area without nodes." msgstr "" "Nodes auswählen und verschieben.\n" "RMT: Node an Klickposition hinzufügen.\n" @@ -6964,8 +6940,8 @@ msgid "" "feature." msgstr "" "Projektkamera überbrücken\n" -"Es wird zurzeit keine Projektinstanz ausgeführt. Um diese Funktion zu " -"nutzen, muss ein Projekt im Editor gestartet werden." +"Es wird zurzeit keine Projektinstanz ausgeführt. Um diese Funktion zu nutzen, " +"muss ein Projekt im Editor gestartet werden." msgid "Lock Selected" msgstr "Sperren ausgewählt" @@ -7224,8 +7200,8 @@ msgid "" "Keys are only added to existing tracks, no new tracks will be created.\n" "Keys must be inserted manually for the first time." msgstr "" -"Füge automatisiert Schlüsselbilder ein, wenn Objekte verschoben, rotiert " -"oder skaliert werden (basierend auf Maske).\n" +"Füge automatisiert Schlüsselbilder ein, wenn Objekte verschoben, rotiert oder " +"skaliert werden (basierend auf Maske).\n" "Schlüsselbilder werden nur in existierende Spuren eingefügt, es werden keine " "neuen Spuren angelegt.\n" "Das erste Mal müssen Schlüsselbilder manuell eingefügt werden." @@ -7256,8 +7232,8 @@ msgstr "%s hinzufügen…" msgid "Drag and drop to add as child of current scene's root node." msgstr "" -"Ziehen und loslassen, um als Unterobjekt des Wurzel-Nodes der aktuellen " -"Szene hinzuzufügen." +"Ziehen und loslassen, um als Unterobjekt des Wurzel-Nodes der aktuellen Szene " +"hinzuzufügen." msgid "Hold Ctrl when dropping to add as child of selected node." msgstr "" @@ -7294,8 +7270,8 @@ msgid "This node doesn't have a control parent." msgstr "Dieser Node besitzt kein übergeordnetes Control-Element." msgid "" -"Use the appropriate layout properties depending on where you are going to " -"put it." +"Use the appropriate layout properties depending on where you are going to put " +"it." msgstr "" "Abhängig vom Ort wo das Layout verwendet platziert wird, sollten angemessene " "Layouteigenschaften verwendet werden." @@ -7432,8 +7408,8 @@ msgid "" "When active, moving Control nodes changes their anchors instead of their " "offsets." msgstr "" -"Wenn aktiv, ändert das Verschieben von Control-Nodes deren Anker, statt " -"ihrer Versätze." +"Wenn aktiv, ändert das Verschieben von Control-Nodes deren Anker, statt ihrer " +"Versätze." msgid "Sizing settings for children of a Container node." msgstr "Größeneinstellungen für Unterelemente eines Container-Nodes." @@ -7530,8 +7506,8 @@ msgid "" "mobile device).\n" "You don't need to enable it to use the GDScript debugger locally." msgstr "" -"Wenn diese Option aktiviert ist, wird Ein-Klick-Aufspielen die Anwendung " -"dazu veranlassen, sich mit der IP-Adresse dieses Rechners zum Debuggen des " +"Wenn diese Option aktiviert ist, wird Ein-Klick-Aufspielen die Anwendung dazu " +"veranlassen, sich mit der IP-Adresse dieses Rechners zum Debuggen des " "Projekts zu verbinden.\n" "Diese Option ist für Fern-Debugging gedacht (typischerweise mit einem " "Mobiltelefon).\n" @@ -7556,7 +7532,7 @@ msgstr "" "Datenmengen." msgid "Visible Collision Shapes" -msgstr "Collision-Shapes sichtbar" +msgstr "Collision Shapes sichtbar" msgid "" "When this option is enabled, collision shapes and raycast nodes (for 2D and " @@ -7572,8 +7548,8 @@ msgid "" "When this option is enabled, curve resources used by path nodes will be " "visible in the running project." msgstr "" -"Wenn diese Option aktiv ist, werden von Pfad-Nodes genutzte Kurven-" -"Ressourcen im laufenden Projekt sichtbar gemacht." +"Wenn diese Option aktiv ist, werden von Pfad-Nodes genutzte Kurven-Ressourcen " +"im laufenden Projekt sichtbar gemacht." msgid "Visible Navigation" msgstr "Navigation sichtbar" @@ -7592,15 +7568,15 @@ msgid "" "When this option is enabled, avoidance objects shapes, radius and velocities " "will be visible in the running project." msgstr "" -"Wenn diese Option aktiviert ist, werden Vermeidungs-Objektformen, -Radien " -"und -Geschwindigkeiten im laufenden Projekt sichtbar sein." +"Wenn diese Option aktiviert ist, werden Vermeidungs-Objektformen, -Radien und " +"-Geschwindigkeiten im laufenden Projekt sichtbar sein." msgid "Synchronize Scene Changes" msgstr "Szenenänderungen synchronisieren" msgid "" -"When this option is enabled, any changes made to the scene in the editor " -"will be replicated in the running project.\n" +"When this option is enabled, any changes made to the scene in the editor will " +"be replicated in the running project.\n" "When used remotely on a device, this is more efficient when the network " "filesystem option is enabled." msgstr "" @@ -7613,13 +7589,13 @@ msgid "Synchronize Script Changes" msgstr "Skriptänderungen synchronisieren" msgid "" -"When this option is enabled, any script that is saved will be reloaded in " -"the running project.\n" +"When this option is enabled, any script that is saved will be reloaded in the " +"running project.\n" "When used remotely on a device, this is more efficient when the network " "filesystem option is enabled." msgstr "" -"Wenn diese Option aktiviert ist, werden beim Abspeichern Skripte im " -"laufenden Projekt neu geladen.\n" +"Wenn diese Option aktiviert ist, werden beim Abspeichern Skripte im laufenden " +"Projekt neu geladen.\n" "Sollte dies beim Abspielen auf externen Geräten genutzt werden, ist es am " "effizientesten, das Netzwerk-Dateisystem zu aktivieren." @@ -7648,6 +7624,9 @@ msgstr "Größe: %s" msgid "Type: %s" msgstr "Typ: %s" +msgid "Dimensions: %d × %d" +msgstr "Dimensionen: %d x %d" + msgid "Overrides (%d)" msgstr "Überschreibungen (%d)" @@ -7934,8 +7913,8 @@ msgstr "Einzelne konvexe Form erstellen" msgid "Can't create multiple convex collision shapes for the scene root." msgstr "" -"Aus der Szenenwurzel konnten mehrere konvexe Kollisionselemente nicht " -"erzeugt werden." +"Aus der Szenenwurzel konnten mehrere konvexe Kollisionselemente nicht erzeugt " +"werden." msgid "Couldn't create any collision shapes." msgstr "Konnte kein einziges Kollisionselement erzeugen." @@ -8065,8 +8044,8 @@ msgid "Create Outline Mesh..." msgstr "Umriss-Mesh erzeugen..." msgid "" -"Creates a static outline mesh. The outline mesh will have its normals " -"flipped automatically.\n" +"Creates a static outline mesh. The outline mesh will have its normals flipped " +"automatically.\n" "This can be used instead of the StandardMaterial Grow property when using " "that property isn't possible." msgstr "" @@ -8855,8 +8834,8 @@ msgid "Add Environment to Scene" msgstr "Environment der Szene hinzufügen" msgid "" -"Adds a WorldEnvironment node matching the preview environment settings to " -"the current scene.\n" +"Adds a WorldEnvironment node matching the preview environment settings to the " +"current scene.\n" "Hold Shift while clicking to also add the preview sun to the current scene." msgstr "" "Fügt ein WorldEnvironment-Node, das den Environment-Vorschaueinstellungen " @@ -8873,8 +8852,8 @@ msgstr "" msgid "" "No meshes to bake.\n" -"Make sure there is at least one MeshInstance3D node in the scene whose " -"visual layers are part of the OccluderInstance3D's Bake Mask property." +"Make sure there is at least one MeshInstance3D node in the scene whose visual " +"layers are part of the OccluderInstance3D's Bake Mask property." msgstr "" "Keine Meshes zum Backen.\n" "Bitte sicherstellen, dass mindestens ein MeshInstance3D-Node in der Szene " @@ -8882,8 +8861,7 @@ msgstr "" "OccluderInstance3D enthalten sind." msgid "Could not save the new occluder at the specified path:" -msgstr "" -"Der neue Verdecker konnte nicht am angegebenen Pfad gespeichert werden:" +msgstr "Der neue Verdecker konnte nicht am angegebenen Pfad gespeichert werden:" msgid "Bake Occluders" msgstr "Verdecker backen" @@ -9073,8 +9051,7 @@ msgid "Create a custom polygon. Enables custom polygon rendering." msgstr "Eigenes Polygon erstellen. Aktiviert Eigen-Polygon-Rendern." msgid "" -"Remove a custom polygon. If none remain, custom polygon rendering is " -"disabled." +"Remove a custom polygon. If none remain, custom polygon rendering is disabled." msgstr "" "Eigenes Polygon entfernen. Sollten kein eigenes Polygon übrig bleiben, wird " "Eigen-Polygon-Rendern deaktiviert." @@ -9152,8 +9129,7 @@ msgid "Load Resource" msgstr "Ressource laden" msgid "AnimationTree has no path set to an AnimationPlayer" -msgstr "" -"Es wurde kein Pfad zu einem AnimationPlayer im AnimationTree festgelegt" +msgstr "Es wurde kein Pfad zu einem AnimationPlayer im AnimationTree festgelegt" msgid "Path to AnimationPlayer is invalid" msgstr "Pfad zum Animationsspieler ist ungültig" @@ -9384,8 +9360,8 @@ msgstr "Ohne geöffnete Szene können Nodes nicht fallengelassen werden." msgid "Can't drop nodes because script '%s' is not used in this scene." msgstr "" -"Nodes können hier nicht fallen gelassen werden da Skript ‚%s‘ in dieser " -"Szene nicht genutzt wird." +"Nodes können hier nicht fallen gelassen werden da Skript ‚%s‘ in dieser Szene " +"nicht genutzt wird." msgid "Lookup Symbol" msgstr "Symbol nachschlagen" @@ -10078,12 +10054,12 @@ msgid "Import Selected" msgstr "Ausgewähltes importieren" msgid "" -"Import Items tab has some items selected. Selection will be lost upon " -"closing this window.\n" +"Import Items tab has some items selected. Selection will be lost upon closing " +"this window.\n" "Close anyway?" msgstr "" -"Es sind Elemente im „Elemente importieren“-Tab ausgewählt. Diese Auswahl " -"wird beim Schließen des Fensters verloren gehen.\n" +"Es sind Elemente im „Elemente importieren“-Tab ausgewählt. Diese Auswahl wird " +"beim Schließen des Fensters verloren gehen.\n" "Trotzdem schließen?" msgid "Remove Type" @@ -10346,8 +10322,7 @@ msgid "Base Type" msgstr "Basistyp" msgid "Select the variation base type from a list of available types." -msgstr "" -"Den Variationsbasistyp aus einer Liste von verfügbaren Typen auswählen." +msgstr "Den Variationsbasistyp aus einer Liste von verfügbaren Typen auswählen." msgid "" "A type associated with a built-in class cannot be marked as a variation of " @@ -10375,11 +10350,10 @@ msgid "Select UI Scene:" msgstr "UI-Szene auswählen:" msgid "" -"Toggle the control picker, allowing to visually select control types for " -"edit." +"Toggle the control picker, allowing to visually select control types for edit." msgstr "" -"Auswahlmodus für Control-Nodes umschalten. Erlaubt das visuelle Auswählen " -"von Control-Nodes zum Bearbeiten." +"Auswahlmodus für Control-Nodes umschalten. Erlaubt das visuelle Auswählen von " +"Control-Nodes zum Bearbeiten." msgid "Toggle Button" msgstr "Umschaltknopf" @@ -10668,8 +10642,8 @@ msgid "Tiles" msgstr "Kacheln" msgid "" -"This TileMap's TileSet has no source configured. Go to the TileSet bottom " -"tab to add one." +"This TileMap's TileSet has no source configured. Go to the TileSet bottom tab " +"to add one." msgstr "" "Für das TileSet dieses TileMaps wurde keine Quelle konfiguriert. Im unteren " "Reiter des TileSets kann eine hinzugefügt werden." @@ -11010,8 +10984,8 @@ msgid "" "No VCS plugins are available in the project. Install a VCS plugin to use VCS " "integration features." msgstr "" -"Kein VCS-Plugin im Projekt verfügbar. Um die VCS-Integration nutzen zu " -"können muss eins installiert werden." +"Kein VCS-Plugin im Projekt verfügbar. Um die VCS-Integration nutzen zu können " +"muss eins installiert werden." msgid "Error" msgstr "Fehler" @@ -11182,8 +11156,7 @@ msgstr "Nicht zusammengeführt" msgid "View file diffs before committing them to the latest version" msgstr "" -"Dateiunterschiede ansehen, bevor sie in die aktuelle Version übernommen " -"werden" +"Dateiunterschiede ansehen, bevor sie in die aktuelle Version übernommen werden" msgid "View:" msgstr "Ansicht:" @@ -11542,8 +11515,8 @@ msgid "" "Returns an associated 2D vector if the provided boolean value is true or " "false." msgstr "" -"Gibt jeweiligen 2D-Vektor zurück je nach dem ob der übergebene Wert wahr " -"oder falsch ist." +"Gibt jeweiligen 2D-Vektor zurück je nach dem ob der übergebene Wert wahr oder " +"falsch ist." msgid "" "Returns an associated boolean if the provided boolean value is true or false." @@ -11559,11 +11532,11 @@ msgstr "" "wahr oder falsch ist." msgid "" -"Returns an associated integer scalar if the provided boolean value is true " -"or false." +"Returns an associated integer scalar if the provided boolean value is true or " +"false." msgstr "" -"Gibt den jeweiligen Ganzzahl-Skalar zurück je nach dem ob der übergebene " -"Wert wahr oder falsch ist." +"Gibt den jeweiligen Ganzzahl-Skalar zurück je nach dem ob der übergebene Wert " +"wahr oder falsch ist." msgid "" "Returns an associated transform if the provided boolean value is true or " @@ -11576,8 +11549,8 @@ msgid "" "Returns an associated unsigned integer scalar if the provided boolean value " "is true or false." msgstr "" -"Gibt den jeweiligen vorzeichenlosen Ganzzahl-Skalar zurück je nach dem ob " -"der übergebene Wert wahr oder falsch ist." +"Gibt den jeweiligen vorzeichenlosen Ganzzahl-Skalar zurück je nach dem ob der " +"übergebene Wert wahr oder falsch ist." msgid "Returns the boolean result of the comparison between two parameters." msgstr "Gibt den Wahrheitswert des Vergleiches zweier Parameter zurück." @@ -11758,8 +11731,8 @@ msgstr "Lineare Interpolation zwischen zwei Skalaren." msgid "Performs a fused multiply-add operation (a * b + c) on scalars." msgstr "" -"Führt eine zusammengesetzte Multiplizieren-Addieren-Operation (a * b + c) " -"auf Skalaren durch." +"Führt eine zusammengesetzte Multiplizieren-Addieren-Operation (a * b + c) auf " +"Skalaren durch." msgid "Returns the opposite value of the parameter." msgstr "Gibt den inversen Wert des Parameters zurück." @@ -11802,8 +11775,8 @@ msgid "" "SmoothStep function( scalar(edge0), scalar(edge1), scalar(x) ).\n" "\n" "Returns 0.0 if 'x' is smaller than 'edge0' and 1.0 if x is larger than " -"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 " -"using Hermite polynomials." +"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 using " +"Hermite polynomials." msgstr "" "Glatte Stufenfunktion ( Skalar(Kante0), Skalar(Kante1), Skalar(x) ).\n" "\n" @@ -11821,8 +11794,7 @@ msgstr "" "Gibt 0.0 zurück falls ‚x‘ kleiner als ‚Kante‘, ansonsten 1.0." msgid "" -"(Fragment/Light mode only) (Scalar) Sum of absolute derivative in 'x' and " -"'y'." +"(Fragment/Light mode only) (Scalar) Sum of absolute derivative in 'x' and 'y'." msgstr "" "(nur für Fragment-/Light-Modus) (Skalar) Summe der absoluten Ableitungen in " "‚x‘- und ‚y‘-Richtung." @@ -11851,11 +11823,10 @@ msgstr "" "zurück." msgid "" -"Returns the result of bitwise AND (a & b) operation for two unsigned " -"integers." +"Returns the result of bitwise AND (a & b) operation for two unsigned integers." msgstr "" -"Gibt das Ergebnis der bitweisen UND-Operation (a & b) für zwei " -"vorzeichenlose Ganzzahlen zurück." +"Gibt das Ergebnis der bitweisen UND-Operation (a & b) für zwei vorzeichenlose " +"Ganzzahlen zurück." msgid "" "Returns the result of bitwise left shift (a << b) operation on the integer." @@ -12185,8 +12156,8 @@ msgstr "" "Nref kleiner als null wird N zurückgegeben, ansonsten -N." msgid "" -"Returns falloff based on the dot product of surface normal and view " -"direction of camera (pass associated inputs to it)." +"Returns falloff based on the dot product of surface normal and view direction " +"of camera (pass associated inputs to it)." msgstr "" "Gibt den Abfall abgeleitet aus dem Skalarprodukt zwischen Flächennormale und " "Kamerablickrichtung zurück (zugeordnete Eingänge müssen übergeben werden)." @@ -12202,8 +12173,8 @@ msgstr "Lineare Interpolation zwischen zwei Vektoren, benutzt ein Skalar." msgid "Performs a fused multiply-add operation (a * b + c) on vectors." msgstr "" -"Führt eine zusammengesetzte Multiplizieren-Addieren-Operation (a * b + c) " -"auf Vektoren durch." +"Führt eine zusammengesetzte Multiplizieren-Addieren-Operation (a * b + c) auf " +"Vektoren durch." msgid "Calculates the normalize product of vector." msgstr "Berechnet den normierten Vektor." @@ -12228,27 +12199,27 @@ msgid "" "SmoothStep function( vector(edge0), vector(edge1), vector(x) ).\n" "\n" "Returns 0.0 if 'x' is smaller than 'edge0' and 1.0 if 'x' is larger than " -"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 " -"using Hermite polynomials." +"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 using " +"Hermite polynomials." msgstr "" "Glatte Stufenfunktion ( Vektor(Kante0), Vektor(Kante1), Vektor(x) ).\n" "\n" "Gibt 0.0 zurück falls ‚x‘ kleiner als ‚Kante0‘, gibt 1.0 zurück falls ‚x‘ " -"größer als ‚Kante1‘. Ansonsten wird ein durch Hermite-Polynome " -"interpolierter Wert zwischen 0.0 und 1.0 zurückgegeben." +"größer als ‚Kante1‘. Ansonsten wird ein durch Hermite-Polynome interpolierter " +"Wert zwischen 0.0 und 1.0 zurückgegeben." msgid "" "SmoothStep function( scalar(edge0), scalar(edge1), vector(x) ).\n" "\n" "Returns 0.0 if 'x' is smaller than 'edge0' and 1.0 if 'x' is larger than " -"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 " -"using Hermite polynomials." +"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 using " +"Hermite polynomials." msgstr "" "Weiche Stufenfunktion ( Skalar(Kante0), Skalar(Kante1), Vektor(x) ).\n" "\n" "Gibt 0.0 zurück falls ‚x‘ kleiner als ‚Kante0‘, gibt 1.0 zurück falls ‚x‘ " -"größer als ‚Kante1‘. Ansonsten wird ein durch Hermite-Polynome " -"interpolierter Wert zwischen 0.0 und 1.0 zurückgegeben." +"größer als ‚Kante1‘. Ansonsten wird ein durch Hermite-Polynome interpolierter " +"Wert zwischen 0.0 und 1.0 zurückgegeben." msgid "" "Step function( vector(edge), vector(x) ).\n" @@ -12269,8 +12240,7 @@ msgstr "" "Gibt 0.0 zurück falls ‚x‘ kleiner als ‚Kante‘, ansonsten 1.0." msgid "" -"(Fragment/Light mode only) (Vector) Sum of absolute derivative in 'x' and " -"'y'." +"(Fragment/Light mode only) (Vector) Sum of absolute derivative in 'x' and 'y'." msgstr "" "(nur für Fragment-/Light-Modus) (Vektor) Summe der absoluten Ableitungen in " "‚x‘- und ‚y‘-Richtung." @@ -12341,8 +12311,8 @@ msgstr "4D-Vektorparameter." msgid "" "A rectangular area with a description string for better graph organization." msgstr "" -"Ein rechteckiger Bereich mit einem Beschreibungstext zum besseren " -"Überblicken von Graphen." +"Ein rechteckiger Bereich mit einem Beschreibungstext zum besseren Überblicken " +"von Graphen." msgid "" "Custom Godot Shader Language expression, with custom amount of input and " @@ -12511,8 +12481,8 @@ msgid "" "\n" "Are you sure you wish to continue?" msgstr "" -"Die aktuelle Konfiguration legt ein neues Godot-Projekt in einem nicht-" -"leeren Ordner an.\n" +"Die aktuelle Konfiguration legt ein neues Godot-Projekt in einem nicht-leeren " +"Ordner an.\n" "Dabei werden alle Inhalte des Ordners als Projekt-Ressourcen importiert!\n" "\n" "Soll entsprechend fortgefahren werden?" @@ -12576,11 +12546,6 @@ msgstr "Metadaten der Versionsverwaltung:" msgid "Git" msgstr "Git" -msgid "The project uses features unsupported by the current build:" -msgstr "" -"Dieses Projekt verwendet Funktionen, die von dieser Godot-Version nicht " -"unterstützt werden:" - msgid "Error: Project is missing on the filesystem." msgstr "Fehler: Projekt ist nicht im Dateisystem vorhanden." @@ -12627,8 +12592,8 @@ msgstr "" "Sollte das Öffnen fortgesetzt werden, wird die Datei in das " "Konfigurationsdateiformat der aktuellen Godot-Version umgewandelt.\n" "\n" -"Achtung: Das Projekt kann nach der Konvertierung nicht mehr mit einer " -"älteren Godot-Version geöffnet werden." +"Achtung: Das Projekt kann nach der Konvertierung nicht mehr mit einer älteren " +"Godot-Version geöffnet werden." msgid "" "The selected project \"%s\" was generated by Godot 3.x, and needs to be " @@ -12638,8 +12603,7 @@ msgid "" "\n" "You have three options:\n" "- Convert only the configuration file (\"project.godot\"). Use this to open " -"the project without attempting to convert its scenes, resources and " -"scripts.\n" +"the project without attempting to convert its scenes, resources and scripts.\n" "- Convert the entire project including its scenes, resources and scripts " "(recommended if you are upgrading).\n" "- Do nothing and go back.\n" @@ -12647,8 +12611,8 @@ msgid "" "Warning: If you select a conversion option, you won't be able to open the " "project with previous versions of the engine anymore." msgstr "" -"Das ausgewählte Projekt „%s“ wurde mit Godot 3.x erstellt und muss zu Godot " -"4.x konvertiert werden.\n" +"Das ausgewählte Projekt „%s“ wurde mit Godot 3.x erstellt und muss zu Godot 4." +"x konvertiert werden.\n" "\n" "Projektpfad: %s\n" "\n" @@ -12656,9 +12620,9 @@ msgstr "" "- Lediglich die Konfigurationsdatei („project.godot“) konvertieren. Dies ist " "hilfreich, um das Projekt lediglich zu öffnen, ohne Szenen, Ressourcen oder " "Skripte zu konvertieren.\n" -"- Das gesamte Projekt inklusive Szenen, Ressourcen und Skripten " -"konvertieren. Dies wird empfohlen, wenn mit der neuen Godot-Version " -"weitergearbeitet werden soll.\n" +"- Das gesamte Projekt inklusive Szenen, Ressourcen und Skripten konvertieren. " +"Dies wird empfohlen, wenn mit der neuen Godot-Version weitergearbeitet werden " +"soll.\n" "- Nichts unternehmen und zurückkehren.\n" "\n" "Achtung: Sollte eine der Konvertierungsmöglichkeiten ausgewählt werden, kann " @@ -12723,23 +12687,14 @@ msgid "" "the Mono module. If you proceed you will not be able to use any C# scripts.\n" "\n" msgstr "" -"Achtung: Dieses Projekt verwendet C#, aber diese Version von Godot " -"beinhaltet kein\n" +"Achtung: Dieses Projekt verwendet C#, aber diese Version von Godot beinhaltet " +"kein\n" "Mono-Modul. Beim Fortfahren können keine C#-Skripte ausgeführt werden.\n" "\n" msgid "" -"Warning: This project was built in Godot %s.\n" -"Opening will upgrade or downgrade the project to Godot %s.\n" -"\n" -msgstr "" -"Achtung: Dieses Projekt wurde mit Godot %s erstellt.\n" -"Öffnen des Projekts wird es zu Godot %s auf- bzw abstufen.\n" -"\n" - -msgid "" -"Warning: This project uses the following features not supported by this " -"build of Godot:\n" +"Warning: This project uses the following features not supported by this build " +"of Godot:\n" "\n" "%s\n" "\n" @@ -12823,11 +12778,11 @@ msgstr "Projekte filtern" msgid "" "This field filters projects by name and last path component.\n" -"To filter projects by name and full path, the query must contain at least " -"one `/` character." +"To filter projects by name and full path, the query must contain at least one " +"`/` character." msgstr "" -"Diese Suchmaske filtert Projekte nach ihrem Namen oder der letzten " -"Komponente ihres Pfadnamens.\n" +"Diese Suchmaske filtert Projekte nach ihrem Namen oder der letzten Komponente " +"ihres Pfadnamens.\n" "Um nach dem kompletten Pfad zu filtern, muss mindestens ein ‚/‘-Zeichen in " "der Suchanfrage vorhanden sein." @@ -12882,29 +12837,6 @@ msgstr "Ebenfalls Projektinhalte löschen (nicht rückgängig machbar!)" msgid "Convert Full Project" msgstr "Gesamtes Projekt konvertieren" -msgid "" -"This option will perform full project conversion, updating scenes, resources " -"and scripts from Godot 3.x to work in Godot 4.0.\n" -"\n" -"Note that this is a best-effort conversion, i.e. it makes upgrading the " -"project easier, but it will not open out-of-the-box and will still require " -"manual adjustments.\n" -"\n" -"IMPORTANT: Make sure to backup your project before converting, as this " -"operation makes it impossible to open it in older versions of Godot." -msgstr "" -"Mit dieser Option wird eine vollständige Projektkonvertierung durchgeführt, " -"bei der Szenen, Ressourcen und Skripte aus Godot 3.x aktualisiert werden um " -"mit Godot 4.0 funktionieren.\n" -"\n" -"Es handelt sich hierbei lediglich um eine automatische Konvertierung, welche " -"die Aktualisierung des Projekts erleichtert. Es kann weiterhin vorkommen, " -"dass sich das Projekt danach nicht öffnen lässt und weitere manuelle " -"Anpassungen erforderlich sind.\n" -"\n" -"WICHTIG: Bitte Projekt vor der Konvertierung unbedingt sichern, da es durch " -"diesen Vorgang unmöglich wird, es in älteren Godot-Versionen zu öffnen." - msgid "Can't run project" msgstr "Projekt kann nicht ausgeführt werden" @@ -13169,8 +13101,8 @@ msgid "Error loading scene from %s" msgstr "Fehler beim Laden der Szene von %s" msgid "" -"Cannot instantiate the scene '%s' because the current scene exists within " -"one of its nodes." +"Cannot instantiate the scene '%s' because the current scene exists within one " +"of its nodes." msgstr "" "Szene ‚%s‘ kann nicht instanziiert werden, da die aktuelle Szene in einer " "ihrer Nodes existiert." @@ -13201,8 +13133,7 @@ msgid "Duplicate Node(s)" msgstr "Dupliziere Node(s)" msgid "Can't reparent nodes in inherited scenes, order of nodes can't change." -msgstr "" -"Nodes in geerbten Szenen können nicht umgehängt oder umgeordnet werden." +msgstr "Nodes in geerbten Szenen können nicht umgehängt oder umgeordnet werden." msgid "Node must belong to the edited scene to become root." msgstr "Node muss zur bearbeiteten Szene gehören, um ihre Wurzel zu werden." @@ -13231,11 +13162,10 @@ msgstr "Node „%s“ löschen?" msgid "Some nodes are referenced by animation tracks." msgstr "Einige Nodes werden aus Animationsspuren referenziert." -msgid "" -"Saving the branch as a scene requires having a scene open in the editor." +msgid "Saving the branch as a scene requires having a scene open in the editor." msgstr "" -"Um den Zweig als Szene speichern zu können muss eine Szene im Editor " -"geöffnet sein." +"Um den Zweig als Szene speichern zu können muss eine Szene im Editor geöffnet " +"sein." msgid "" "Saving the branch as a scene requires selecting only one node, but you have " @@ -13274,8 +13204,8 @@ msgstr "" "Ein Zweig, der unter einer bereits instanziierten Szene eingehängt ist, kann " "nicht gespeichert werden.\n" "Um den Zweig als eigene Szene zu speichern, muss er in der originalen Szene " -"ausgewählt und mittels Rechtsklick auf ihn und folgendem Klick auf „Zweig " -"als Szene speichern“ gespeichert werden." +"ausgewählt und mittels Rechtsklick auf ihn und folgendem Klick auf „Zweig als " +"Szene speichern“ gespeichert werden." msgid "" "Can't save a branch which is part of an inherited scene.\n" @@ -13285,8 +13215,8 @@ msgstr "" "Ein Zweig, der Teil einer instanziierten Szene ist, kann nicht gespeichert " "werden.\n" "Um den Zweig als eigene Szene zu speichern, muss er in der originalen Szene " -"ausgewählt und mittels Rechtsklick auf ihn und folgendem Klick auf „Zweig " -"als Szene speichern“ gespeichert werden." +"ausgewählt und mittels Rechtsklick auf ihn und folgendem Klick auf „Zweig als " +"Szene speichern“ gespeichert werden." msgid "Save New Scene As..." msgstr "Speichere neue Szene als..." @@ -13295,12 +13225,12 @@ msgid "" "Disabling \"editable_instance\" will cause all properties of the node to be " "reverted to their default." msgstr "" -"Wenn „Editierbare Instanz“ deaktiviert wird, werden alle Eigenschaften " -"dieses Nodes wieder in ihren Ausgangszustand zurückgesetzt." +"Wenn „Editierbare Instanz“ deaktiviert wird, werden alle Eigenschaften dieses " +"Nodes wieder in ihren Ausgangszustand zurückgesetzt." msgid "" -"Enabling \"Load As Placeholder\" will disable \"Editable Children\" and " -"cause all properties of the node to be reverted to their default." +"Enabling \"Load As Placeholder\" will disable \"Editable Children\" and cause " +"all properties of the node to be reverted to their default." msgstr "" "Das Aktivieren von „Als Platzhalter laden“ wird die Option „Bearbeitbare " "Unterobjekte“ deaktivieren und alle so bereits bearbeiteten Werte des Nodes " @@ -13342,8 +13272,7 @@ msgid "Can't operate on nodes the current scene inherits from!" msgstr "Kann Nodes, von denen die aktuelle Szene erbt, nicht bearbeiten!" msgid "This operation can't be done on instantiated scenes." -msgstr "" -"Diese Operation kann nicht auf instanziierten Szenen ausgeführt werden." +msgstr "Diese Operation kann nicht auf instanziierten Szenen ausgeführt werden." msgid "Attach Script" msgstr "Skript hinzufügen" @@ -13595,12 +13524,12 @@ msgid "" "Note: Built-in scripts have some limitations and can't be edited using an " "external editor." msgstr "" -"Hinweis: Eingebettete Skripte unterliegen gewissen Einschränkungen und " -"können nicht mit einem externen Editor bearbeitet werden." +"Hinweis: Eingebettete Skripte unterliegen gewissen Einschränkungen und können " +"nicht mit einem externen Editor bearbeitet werden." msgid "" -"Warning: Having the script name be the same as a built-in type is usually " -"not desired." +"Warning: Having the script name be the same as a built-in type is usually not " +"desired." msgstr "" "Hinweis: Der Skriptname ist identisch mit dem Name eines Built-In-Typs, " "üblicherweise ein Fehler." @@ -13734,8 +13663,8 @@ msgid "Value of type '%s' can't provide a length." msgstr "Ein Wert des Typs ‚%s‘ kann keine Länge beinhalten." msgid "" -"Invalid type argument for is_instance_of(), use TYPE_* constants for built-" -"in types." +"Invalid type argument for is_instance_of(), use TYPE_* constants for built-in " +"types." msgstr "" "Ungültiges Typargument für is_instance_of(). Bitte TYPE_*-Konstanten für " "eingebaute Typen verwenden." @@ -13799,8 +13728,8 @@ msgid "Disable '.blend' Import" msgstr "›.blend‹-Importe deaktivieren" msgid "" -"Disables Blender '.blend' files import for this project. Can be re-enabled " -"in Project Settings." +"Disables Blender '.blend' files import for this project. Can be re-enabled in " +"Project Settings." msgstr "" "Deaktiviert Blender-Importe aus ›.blend‹-Dateien für dieses Projekt. Kann in " "den Projekteinstellungen reaktiviert werden." @@ -13957,15 +13886,15 @@ msgid "" "Unable to load .NET runtime, no compatible version was found.\n" "Attempting to create/edit a project will lead to a crash.\n" "\n" -"Please install the .NET SDK 6.0 or later from https://dotnet.microsoft.com/" -"en-us/download and restart Godot." +"Please install the .NET SDK 6.0 or later from https://dotnet.microsoft.com/en-" +"us/download and restart Godot." msgstr "" ".NET-Laufzeitumgebung konnte nicht geladen werden. Es wurde keine kompatible " "Version gefunden.\n" "Der Versuch ein Projekt zu erstellen oder zu bearbeiten wird fehlschlagen.\n" "\n" -"Bitte .NET SDK 6.0 oder neuer aus https://dotnet.microsoft.com/en-us/" -"download installieren und Godot neustarten." +"Bitte .NET SDK 6.0 oder neuer aus https://dotnet.microsoft.com/en-us/download " +"installieren und Godot neustarten." msgid "Failed to load .NET runtime" msgstr ".NET-Laufzeitumgebung konnte nicht geladen werden" @@ -13974,14 +13903,14 @@ msgid "" "Unable to load .NET runtime, specifically hostfxr.\n" "Attempting to create/edit a project will lead to a crash.\n" "\n" -"Please install the .NET SDK 6.0 or later from https://dotnet.microsoft.com/" -"en-us/download and restart Godot." +"Please install the .NET SDK 6.0 or later from https://dotnet.microsoft.com/en-" +"us/download and restart Godot." msgstr "" ".NET-Laufzeitumgebung konnte nicht geladen werden, insbesondere ›hostfxr‹.\n" "Der Versuch ein Projekt zu erstellen oder zu bearbeiten wird fehlschlagen.\n" "\n" -"Bitte .NET SDK 6.0 oder neuer aus https://dotnet.microsoft.com/en-us/" -"download installieren und Godot neustarten." +"Bitte .NET SDK 6.0 oder neuer aus https://dotnet.microsoft.com/en-us/download " +"installieren und Godot neustarten." msgid "%d (%s)" msgstr "%d (%s)" @@ -14088,8 +14017,8 @@ msgid "" "A valid NodePath must be set in the \"Spawn Path\" property in order for " "MultiplayerSpawner to be able to spawn Nodes." msgstr "" -"Ein gültiger NodePath muss in der „Spawn Path“-Eigenschaft festgelegt " -"werden, damit der MultiplayerSpawner Nodes erzeugen kann." +"Ein gültiger NodePath muss in der „Spawn Path“-Eigenschaft festgelegt werden, " +"damit der MultiplayerSpawner Nodes erzeugen kann." msgid "" "A valid NodePath must be set in the \"Root Path\" property in order for " @@ -14274,15 +14203,13 @@ msgstr "" "„Hand Tracking“ ist nur gültig wenn „XR Mode“ als „OpenXR“ gesetzt wurde." msgid "\"Passthrough\" is only valid when \"XR Mode\" is \"OpenXR\"." -msgstr "" -"„Passthrough“ ist nur gültig wenn „XR Mode“ als „OpenXR“ gesetzt wurde." +msgstr "„Passthrough“ ist nur gültig wenn „XR Mode“ als „OpenXR“ gesetzt wurde." msgid "\"Export AAB\" is only valid when \"Use Gradle Build\" is enabled." msgstr "" "„Export AAB“ ist nur gültig wenn „Gradle-Build verwenden“ aktiviert ist." -msgid "" -"\"Min SDK\" can only be overridden when \"Use Gradle Build\" is enabled." +msgid "\"Min SDK\" can only be overridden when \"Use Gradle Build\" is enabled." msgstr "" "Das „Min SDK“ zu überschreiben ist nur möglich wenn „Gradle-Build verwenden“ " "aktiviert ist." @@ -14292,8 +14219,8 @@ msgstr "" "„Min SDK“ sollte eine gültige Ganzzahl sein, war aber „%s“, was ungültig ist." msgid "" -"\"Min SDK\" cannot be lower than %d, which is the version needed by the " -"Godot library." +"\"Min SDK\" cannot be lower than %d, which is the version needed by the Godot " +"library." msgstr "" "„Min SDK“ kann nicht niedriger als %d sein, der Version, die die Godot-" "Bibliothek benötigt." @@ -14311,8 +14238,7 @@ msgstr "" "ist." msgid "\"Target SDK\" version must be greater or equal to \"Min SDK\" version." -msgstr "" -"Die „Target SDK“-Version muss größer gleich der „Min SDK“-Version sein." +msgstr "Die „Target SDK“-Version muss größer gleich der „Min SDK“-Version sein." msgid "Select device from the list" msgstr "Gerät aus Liste auswählen" @@ -14432,17 +14358,17 @@ msgstr "Code-Signieren" msgid "" "All 'apksigner' tools located in Android SDK 'build-tools' directory failed " -"to execute. Please check that you have the correct version installed for " -"your target sdk version. The resulting %s is unsigned." +"to execute. Please check that you have the correct version installed for your " +"target sdk version. The resulting %s is unsigned." msgstr "" "Alle ‚apksigner‘-Werkzeuge, welche im Android-SDK-‚build-tools‘-Verzeichnis " -"gefunden wurden, konnten nicht ausgeführt werden. Es ist zu überprüfen ob " -"die korrekte Version für das aktuelle Target-SDK installiert wurde. Das zur " -"Zeit resultierende %s ist nicht signiert." +"gefunden wurden, konnten nicht ausgeführt werden. Es ist zu überprüfen ob die " +"korrekte Version für das aktuelle Target-SDK installiert wurde. Das zur Zeit " +"resultierende %s ist nicht signiert." msgid "" -"'apksigner' could not be found. Please check that the command is available " -"in the Android SDK build-tools directory. The resulting %s is unsigned." +"'apksigner' could not be found. Please check that the command is available in " +"the Android SDK build-tools directory. The resulting %s is unsigned." msgstr "" "‚apksigner‘ konnte nicht gefunden werden. Ist die Anwendung im Android-SDK " "build-tools-Verzeichnis vorhanden? Das resultierende %s ist nicht signiert." @@ -14480,15 +14406,13 @@ msgstr "Exportiere für Android" msgid "Invalid filename! Android App Bundle requires the *.aab extension." msgstr "" -"Ungültiger Dateiname. Android App Bundles benötigen .aab als " -"Dateinamenendung." +"Ungültiger Dateiname. Android App Bundles benötigen .aab als Dateinamenendung." msgid "APK Expansion not compatible with Android App Bundle." msgstr "APK-Expansion ist nicht kompatibel mit Android App Bundles." msgid "Invalid filename! Android APK requires the *.apk extension." -msgstr "" -"Ungültiger Dateiname. Android APKs benötigen .apk als Dateinamenendung." +msgstr "Ungültiger Dateiname. Android APKs benötigen .apk als Dateinamenendung." msgid "Unsupported export format!" msgstr "Nicht unterstütztes Exportformat!" @@ -14498,8 +14422,7 @@ msgid "" "exists. Please reinstall from the 'Project' menu." msgstr "" "Es wurde versucht aus einer Gradle-Build-Vorlage zu bauen aber es existieren " -"keine Versionsinformation für sie. Neuinstallation im ‚Projekt‘-Menü " -"benötigt." +"keine Versionsinformation für sie. Neuinstallation im ‚Projekt‘-Menü benötigt." msgid "" "Android build version mismatch: Template installed: %s, Godot version: %s. " @@ -14525,8 +14448,8 @@ msgid "Building Android Project (gradle)" msgstr "Baue Android-Projekt (gradle)" msgid "" -"Building of Android project failed, check output for the error. " -"Alternatively visit docs.godotengine.org for Android build documentation." +"Building of Android project failed, check output for the error. Alternatively " +"visit docs.godotengine.org for Android build documentation." msgstr "" "Bauen des Android-Projekts fehlgeschlagen, Fehlerdetails befinden ich in der " "Textausgabe. Alternativ befindet sich die Android-Build-Dokumentation auf " @@ -14589,11 +14512,7 @@ msgstr "Exportvorlage wurde nicht gefunden." msgid "Code signing failed, see editor log for details." msgstr "" -"Code-Signierung fehlgeschlagen, bitte weitere Details im Editor-Log " -"nachlesen." - -msgid "Xcode Build" -msgstr "Xcode-Build" +"Code-Signierung fehlgeschlagen, bitte weitere Details im Editor-Log nachlesen." msgid "Xcode project build failed, see editor log for details." msgstr "" @@ -14794,8 +14713,7 @@ msgstr "" "Mikrophonzugriff ist aktiviert, aber keine Nutzungsbeschreibung angegeben." msgid "Camera access is enabled, but usage description is not specified." -msgstr "" -"Kamerazugriff ist aktiviert, aber keine Nutzungsbeschreibung angegeben." +msgstr "Kamerazugriff ist aktiviert, aber keine Nutzungsbeschreibung angegeben." msgid "" "Location information access is enabled, but usage description is not " @@ -14811,8 +14729,7 @@ msgid "Calendar access is enabled, but usage description is not specified." msgstr "" "Kalenderzugriff ist aktiviert, aber keine Nutzungsbeschreibung angegeben." -msgid "" -"Photo library access is enabled, but usage description is not specified." +msgid "Photo library access is enabled, but usage description is not specified." msgstr "" "Photobibliothekszugriff ist aktiviert, aber keine Nutzungsbeschreibung " "angegeben." @@ -14898,8 +14815,8 @@ msgstr "Datei %s konnte nicht signiert werden." msgid "Relative symlinks are not supported, exported \"%s\" might be broken!" msgstr "" -"Relative symbolische Links werden nicht unterstützt, exportiertes „%s“ " -"könnte fehlerhaft sein!" +"Relative symbolische Links werden nicht unterstützt, exportiertes „%s“ könnte " +"fehlerhaft sein!" msgid "PKG Creation" msgstr "PKG-Erzeugung" @@ -14938,8 +14855,8 @@ msgid "Could not create directory \"%s\"." msgstr "Verzeichnis konnte nicht erstellt werden „%s“." msgid "" -"Relative symlinks are not supported on this OS, the exported project might " -"be broken!" +"Relative symlinks are not supported on this OS, the exported project might be " +"broken!" msgstr "" "Relative symbolische Links werden von diesem Betriebssystem nicht " "unterstützt, das exportierte Projekt könnte fehlerhaft sein!" @@ -15028,8 +14945,8 @@ msgstr "" "Macs mit aktiviertem Gatekeeper oder Apple-Silicon-Macs ausführen lassen." msgid "" -"Code signing: Using ad-hoc signature. The exported project will be blocked " -"by Gatekeeper" +"Code signing: Using ad-hoc signature. The exported project will be blocked by " +"Gatekeeper" msgstr "" "Code-Signieren: Benutze Ad-Hoc Signatur. Das exportierte Projekt wird von " "Gatekeeper geblockt werden" @@ -15189,8 +15106,8 @@ msgstr "Ungültiger Zeitstempelserver." msgid "" "Could not start signtool executable. Configure signtool path in the Editor " -"Settings (Export > Windows > signtool), or disable \"Codesign\" in the " -"export preset." +"Settings (Export > Windows > signtool), or disable \"Codesign\" in the export " +"preset." msgstr "" "Anwendung signtool konnte nicht gestartet werden. Bitte signtool-Pfad in " "Editoreinstellungen festlegen (Export > Windows > Signtool) oder Einstellung " @@ -15198,8 +15115,8 @@ msgstr "" msgid "" "Could not start osslsigncode executable. Configure signtool path in the " -"Editor Settings (Export > Windows > osslsigncode), or disable \"Codesign\" " -"in the export preset." +"Editor Settings (Export > Windows > osslsigncode), or disable \"Codesign\" in " +"the export preset." msgstr "" "Anwendung osslsigncode konnte nicht gestartet werden. Bitte signtool-Pfad in " "Editoreinstellungen festlegen (Export > Windows > osslsigncode) oder " @@ -15212,8 +15129,8 @@ msgid "Failed to remove temporary file \"%s\"." msgstr "Fehler beim entfernen temporärer Datei „%s“." msgid "" -"The rcedit tool must be configured in the Editor Settings (Export > Windows " -"> rcedit) to change the icon or app information data." +"The rcedit tool must be configured in the Editor Settings (Export > Windows > " +"rcedit) to change the icon or app information data." msgstr "" "Das Rcedit-Werkzeug muss in den Editoreinstellungen (Export > Windows > " "Rcedit) festgelegt werden um Icon- oder Anwendungsinformation ändern zu " @@ -15240,13 +15157,13 @@ msgid "" "scenes). The first created one will work, while the rest will be ignored." msgstr "" "Nur ein sichtbares CanvasModulate ist pro Szene (oder einem Satz von " -"instanziierten Szenen) erlaubt. Das zuerst erstellte wird verwendet, der " -"Rest wird ignoriert." +"instanziierten Szenen) erlaubt. Das zuerst erstellte wird verwendet, der Rest " +"wird ignoriert." msgid "" "This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " -"define its shape." +"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to define " +"its shape." msgstr "" "Dieser Node besitzt keine untergeordneten Formen, er kann deshalb nicht mit " "anderen Objekten kollidieren oder interagieren.\n" @@ -15417,8 +15334,8 @@ msgid "" "A PhysicalBone2D needs to be assigned to a Bone2D node in order to function! " "Please set a Bone2D node in the inspector." msgstr "" -"A PhysicalBone2D muss einem Bone2D-Node zugewiesen werden um funktionieren " -"zu können. Bitte ein Bone2D-Node im Inspektor zuweisen." +"A PhysicalBone2D muss einem Bone2D-Node zugewiesen werden um funktionieren zu " +"können. Bitte ein Bone2D-Node im Inspektor zuweisen." msgid "" "A PhysicalBone2D node should have a Joint2D-based child node to keep bones " @@ -15482,16 +15399,16 @@ msgstr "" "nicht im TileMap-Node aktiviert." msgid "" -"Isometric TileSet will likely not look as intended without Y-sort enabled " -"for the TileMap and all of its layers." +"Isometric TileSet will likely not look as intended without Y-sort enabled for " +"the TileMap and all of its layers." msgstr "" "Ein isometrisches TileSet wird wahrscheinlich nicht wie erwünscht aussehen, " "solange Y-Sortierung nicht für das TileMap und alle seiner Ebenen aktiviert " "wurde." msgid "" -"External Skeleton3D node not set! Please set a path to an external " -"Skeleton3D node." +"External Skeleton3D node not set! Please set a path to an external Skeleton3D " +"node." msgstr "" "Externes Skeleton3D-Node nicht festgelegt! Bitte Pfad zu einem externen " "Skeleton3D-Node festlegen." @@ -15514,8 +15431,8 @@ msgstr "" msgid "" "This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " -"define its shape." +"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to define " +"its shape." msgstr "" "Dieses Node besitzt keine untergeordneten Formen, er kann deshalb nicht mit " "anderen Objekten kollidieren oder interagieren.\n" @@ -15577,8 +15494,7 @@ msgstr "" "verwenden zu können, muss eine Shape-Ressource dafür erzeugt werden." msgid "" -"ConcavePolygonShape3D doesn't support RigidBody3D in another mode than " -"static." +"ConcavePolygonShape3D doesn't support RigidBody3D in another mode than static." msgstr "ConcavePolygonShape3D unterstützt RigidBody3D nur im Modus Statisch." msgid "" @@ -15615,11 +15531,11 @@ msgstr "" "verwendet werden." msgid "" -"The decal has no textures loaded into any of its texture properties, and " -"will therefore not be visible." +"The decal has no textures loaded into any of its texture properties, and will " +"therefore not be visible." msgstr "" -"Für dieses Decal wurden keine Texturen in seinen Textureigenschaften " -"geladen, daher wird es nicht sichtbar sein." +"Für dieses Decal wurden keine Texturen in seinen Textureigenschaften geladen, " +"daher wird es nicht sichtbar sein." msgid "" "The decal has a Normal and/or ORM texture, but no Albedo texture is set.\n" @@ -15629,8 +15545,8 @@ msgid "" msgstr "" "Für dieses Decal wurde eine Normalen- und/oder ORM-Textur, allerdings keine " "Albedo-Textur festgelegt.\n" -"Eine Albedo-Textur mit Alphakanal wird benötigt um die Normal/ORM-Maps in " -"die Zieloberfläche einzumischen.\n" +"Eine Albedo-Textur mit Alphakanal wird benötigt um die Normal/ORM-Maps in die " +"Zieloberfläche einzumischen.\n" "Falls die Sichtbarkeit der Albedo-Textur nicht erwünscht sein sollte, kann " "Albedo-Mix auf 0 gesetzt werden." @@ -15654,8 +15570,7 @@ msgstr "" "Damit Nebelvolumen sichtbar werden, muss die Einstellung „Volumetric Fog“ im " "Environment der Szene aktiviert werden." -msgid "" -"Nothing is visible because meshes have not been assigned to draw passes." +msgid "Nothing is visible because meshes have not been assigned to draw passes." msgstr "" "Nichts ist sichtbar da keine Meshe den Zeichendurchläufen zugewiesen wurden." @@ -15677,8 +15592,8 @@ msgid "Trails active, but neither Trail meshes or a Skin were found." msgstr "Spuren aktiv, aber weder Spur-Meshes noch Skins gefunden." msgid "" -"Only one Trail mesh is supported. If you want to use more than a single " -"mesh, a Skin is needed (see documentation)." +"Only one Trail mesh is supported. If you want to use more than a single mesh, " +"a Skin is needed (see documentation)." msgstr "" "Es wird maximal ein Spur-Mesh unterstützt. Um mehrere Meshes zu verwenden " "wird ein Skin benötigt (wie in Dokumentation beschrieben)." @@ -15802,8 +15717,8 @@ msgid "" msgstr "" "Verdeckungsaushöhlung wurde in den Projekteinstellungen deaktiviert, das " "bedeutet dass sie nicht im Wurzel-Viewport ausgeführt wird.\n" -"Aktivierbar in den Projekteinstellungen unter Rendering > Occlusion Culling " -"> Use Occlusion Culling." +"Aktivierbar in den Projekteinstellungen unter Rendering > Occlusion Culling > " +"Use Occlusion Culling." msgid "" "The Bake Mask has no bits enabled, which means baking will not produce any " @@ -15815,8 +15730,8 @@ msgstr "" "Um dies zu beheben muss mindestens ein Bit in der Back-Maske gesetzt werden." msgid "" -"No occluder mesh is defined in the Occluder property, so no occlusion " -"culling will be performed using this OccluderInstance3D.\n" +"No occluder mesh is defined in the Occluder property, so no occlusion culling " +"will be performed using this OccluderInstance3D.\n" "To resolve this, set the Occluder property to one of the primitive occluder " "types or bake the scene meshes by selecting the OccluderInstance3D and " "pressing the Bake Occluders button at the top of the 3D editor viewport." @@ -15837,8 +15752,8 @@ msgstr "" "Das Verdecker-Mesh hat weniger als 3 Vertices, es kann kein " "Verdeckungsaushöhlen mit diesem OccluderInstance3D durchgeführt werden.\n" "Um ein brauchbares Verdecker-Mesh zu erzeugen, kann das OccluderInstance3D " -"ausgewählt und dann die „Verdecker backen“-Schaltfläche im oberen Bereich " -"des 3D-Editor-Ansischtsfenster betätigt werden." +"ausgewählt und dann die „Verdecker backen“-Schaltfläche im oberen Bereich des " +"3D-Editor-Ansischtsfenster betätigt werden." msgid "" "The polygon occluder has less than 3 vertices, so no occlusion culling will " @@ -15849,8 +15764,8 @@ msgstr "" "Der Polygon-Verdecker hat weniger als 3 Vertices, es kann kein " "Verdeckungsaushöhlen mit diesem OccluderInstance3D durchgeführt werden.\n" "Vertices können im Inspektor oder durch Verwenden des " -"Polygonbearbeitungswerkzeugs im oberen Bereich des 3D-Editor-" -"Ansichtsfensters erstellt werden." +"Polygonbearbeitungswerkzeugs im oberen Bereich des 3D-Editor-Ansichtsfensters " +"erstellt werden." msgid "PathFollow3D only works when set as a child of a Path3D node." msgstr "" @@ -15948,8 +15863,8 @@ msgid "" msgstr "" "Das GeometryInstance3D wurde konfiguriert, über die Distanz sanft " "einzublenden, jedoch ist die Übergangsdistanz auf Null festgelegt.\n" -"Um dies zu beheben, sollte der Sichtbarkeitsbereich-Startbegrenzung auf " -"einen Wert größer Null festgelegt werden." +"Um dies zu beheben, sollte der Sichtbarkeitsbereich-Startbegrenzung auf einen " +"Wert größer Null festgelegt werden." msgid "" "The GeometryInstance3D is configured to fade out smoothly over distance, but " @@ -16045,8 +15960,7 @@ msgstr "Für diesen Graphen wurde kein Wurzel-AnimationNode festgelegt." msgid "Path to an AnimationPlayer node containing animations is not set." msgstr "" -"Es ist kein Pfad zu einem Animationsspieler mit Animationen festgelegt " -"worden." +"Es ist kein Pfad zu einem Animationsspieler mit Animationen festgelegt worden." msgid "Path set for AnimationPlayer does not lead to an AnimationPlayer node." msgstr "" @@ -16107,8 +16021,8 @@ msgid "Add current color as a preset." msgstr "Aktuelle Farbe als Vorlage hinzufügen." msgid "" -"Container by itself serves no purpose unless a script configures its " -"children placement behavior.\n" +"Container by itself serves no purpose unless a script configures its children " +"placement behavior.\n" "If you don't intend to add a script, use a plain Control node instead." msgstr "" "Container sind unnötig solange kein Skript die Platzierung der Inhalte " @@ -16152,8 +16066,8 @@ msgid "" "changes." msgstr "" "Bitte beachten, dass GraphEdit und GraphNode starker Restrukturierung in " -"einer zukünftigen 4.x Version unterzogen werden, was " -"kompatibilitätsbrechende Änderungen der API mit sich bringen kann." +"einer zukünftigen 4.x Version unterzogen werden, was kompatibilitätsbrechende " +"Änderungen der API mit sich bringen kann." msgid "Enable grid minimap." msgstr "Gitterübersichtskarte aktivieren." @@ -16247,9 +16161,8 @@ msgid "" msgstr "" "ScrollContainer sollte mit einem einzigen Control-Unterobjekt verwendet " "werden.\n" -"Um die Minimalgröße einzustellen sollte ein Behälter (VBox, HBox, …) oder " -"ein Control als Unterobjekt verwendet und dessen Minimalgröße eingestellt " -"werden." +"Um die Minimalgröße einzustellen sollte ein Behälter (VBox, HBox, …) oder ein " +"Control als Unterobjekt verwendet und dessen Minimalgröße eingestellt werden." msgid "" "This node doesn't have a SubViewport as child, so it can't display its " @@ -16273,8 +16186,7 @@ msgstr "" msgid "" "Data from the original node is kept as a placeholder until this type of node " -"is available again. It can hence be safely re-saved without risk of data " -"loss." +"is available again. It can hence be safely re-saved without risk of data loss." msgstr "" "Die Daten des ursprünglichen Nodes werden als Platzhalter behalten, bis " "dieser Nodetyp wieder verfügbar ist. Ein erneutes Abspeichern ist daher ohne " @@ -16322,13 +16234,13 @@ msgstr "" msgid "" "Very low timer wait times (< 0.05 seconds) may behave in significantly " "different ways depending on the rendered or physics frame rate.\n" -"Consider using a script's process loop instead of relying on a Timer for " -"very low wait times." +"Consider using a script's process loop instead of relying on a Timer for very " +"low wait times." msgstr "" "Sehr kurze Schaltzeiten (< 0,05 Sekunden) können instabile Ergebnisse " "abhängig von der Bildfrequenz liefern.\n" -"Für sehr kurze Schaltzeiten wird empfohlen, statt eines Timers, die " -"›process‹-Schleife eines Skripts zu benutzen." +"Für sehr kurze Schaltzeiten wird empfohlen, statt eines Timers, die ›process‹-" +"Schleife eines Skripts zu benutzen." msgid "" "The Viewport size must be greater than or equal to 2 pixels on both " @@ -16363,8 +16275,8 @@ msgid "" "from a more nested instance).\n" "The less nested node will be renamed. Please fix and re-save the scene." msgstr "" -"Der Name eines eingehenden Nodes steht im Konflikt mit %s, welches bereits " -"in der Szene enthalten ist (möglicherweise aus einer tiefer verschachtelten " +"Der Name eines eingehenden Nodes steht im Konflikt mit %s, welches bereits in " +"der Szene enthalten ist (möglicherweise aus einer tiefer verschachtelten " "Instanz).\n" "Das weniger tief verschachtelte Node wird umbenannt. Bitte Szene reparieren " "und erneut speichern." @@ -16442,15 +16354,14 @@ msgid "" "Invalid number of arguments when calling stage function '%s', which expects " "%d arguments." msgstr "" -"Ungültige Anzahl an Argumenten beim Aufruf der Stage-Funktion ‚%s‘, welche " -"%d Argumente erwartet." +"Ungültige Anzahl an Argumenten beim Aufruf der Stage-Funktion ‚%s‘, welche %d " +"Argumente erwartet." msgid "" -"Invalid argument type when calling stage function '%s', type expected is " -"'%s'." +"Invalid argument type when calling stage function '%s', type expected is '%s'." msgstr "" -"Ungültiger Argumenttyp beim Aufruf der Stage-Funktion ‚%s‘, der erwartete " -"Typ ist ‚%s‘." +"Ungültiger Argumenttyp beim Aufruf der Stage-Funktion ‚%s‘, der erwartete Typ " +"ist ‚%s‘." msgid "Expected integer constant within [%d..%d] range." msgstr "Ganzzahlkonstante im Intervall [%d..%d] erwartet." @@ -16462,12 +16373,10 @@ msgid "Varyings cannot be passed for the '%s' parameter." msgstr "Varyings dürfen nicht für den Parameter ‚%s‘ übergeben werden." msgid "A constant value cannot be passed for the '%s' parameter." -msgstr "" -"Ein konstanter Wert kann nicht als Parameter für ‚%s‘ übergeben werden." +msgstr "Ein konstanter Wert kann nicht als Parameter für ‚%s‘ übergeben werden." msgid "" -"Argument %d of function '%s' can only take a local variable, array, or " -"member." +"Argument %d of function '%s' can only take a local variable, array, or member." msgstr "" "Argument %d der Funktion ‚%s’ darf nur eine lokale Variable, ein Array oder " "ein Feld sein." @@ -16525,9 +16434,8 @@ msgid "" "Varyings which assigned in 'vertex' function may not be reassigned in " "'fragment' or 'light'." msgstr "" -"Varyings, welche in der ‚vertex‘-Funktion zugewiesen wurden, dürfen " -"innerhalb der ‚fragment‘- oder ‚light‘-Funktionen nicht erneut zugewiesen " -"werden." +"Varyings, welche in der ‚vertex‘-Funktion zugewiesen wurden, dürfen innerhalb " +"der ‚fragment‘- oder ‚light‘-Funktionen nicht erneut zugewiesen werden." msgid "" "Varyings which assigned in 'fragment' function may not be reassigned in " @@ -16551,8 +16459,7 @@ msgstr "Konstanten können nicht verändert werden." msgid "" "Sampler argument %d of function '%s' called more than once using both built-" -"ins and uniform textures, this is not supported (use either one or the " -"other)." +"ins and uniform textures, this is not supported (use either one or the other)." msgstr "" "Sampler-Argument %d von Funktion ‚%s‘ wurde mehr als einmal aufgerufen von " "sowohl Built-Ins als auch Uniform-Texturen. Dies wird nicht unterstützt, " @@ -16624,16 +16531,15 @@ msgstr "" msgid "Varying '%s' cannot be passed for the '%s' parameter in that context." msgstr "" -"Varying ‚%s‘ darf in diesem Kontext nicht als Parameter ‚%s‘ übergeben " -"werden." +"Varying ‚%s‘ darf in diesem Kontext nicht als Parameter ‚%s‘ übergeben werden." msgid "A constant value cannot be passed for '%s' parameter." msgstr "Ein konstanter Wert kann nicht als ‚%s‘-Parameter übergeben werden." msgid "" -"Unable to pass a multiview texture sampler as a parameter to custom " -"function. Consider to sample it in the main function and then pass the " -"vector result to it." +"Unable to pass a multiview texture sampler as a parameter to custom function. " +"Consider to sample it in the main function and then pass the vector result to " +"it." msgstr "" "Ein Multiview-Textur-Sampler kann nicht als Parameter einer " "benutzerdefinierten Funktion übergeben werden. Es wird empfohlen in der Main-" @@ -16648,12 +16554,10 @@ msgid "" "filter_linear_mipmap;' near the top of your shader." msgstr "" "%s wurde entfernt um hint_%s mittels Uniform Vorzug zu geben.\n" -"Um mit minimalen Code-Änderungen fortzufahren, sollte ‚uniform sampler2D " -"%s : hint_%s, filter_linear_mipmap;‘ am Anfang des Shaders hinzugefügt " -"werden." +"Um mit minimalen Code-Änderungen fortzufahren, sollte ‚uniform sampler2D %s : " +"hint_%s, filter_linear_mipmap;‘ am Anfang des Shaders hinzugefügt werden." -msgid "" -"Varying with '%s' data type may only be used in the 'fragment' function." +msgid "Varying with '%s' data type may only be used in the 'fragment' function." msgstr "" "Varying mit dem Datentyp ‚%s‘ darf nur in der ‚fragment‘-Funktion verwendet " "werden." @@ -16702,8 +16606,7 @@ msgstr "Ungültiger Basistyp für Inkrement-/Dekrement-Operator." msgid "Invalid use of increment/decrement operator in a constant expression." msgstr "" -"Ungültige Verwendung von Inkrement-/Dekrement-Operator in konstantem " -"Ausdruck." +"Ungültige Verwendung von Inkrement-/Dekrement-Operator in konstantem Ausdruck." msgid "Invalid token for the operator: '%s'." msgstr "Ungültiges Zeichen für Operator: ‚%s‘." @@ -16750,8 +16653,7 @@ msgstr "Konstanten Ausdruck erwartet." msgid "Expected initialization of constant." msgstr "Initialisierung der Konstante erwartet." -msgid "" -"Expected constant expression for argument %d of function call after '='." +msgid "Expected constant expression for argument %d of function call after '='." msgstr "" "Konstanter Ausdruck für Argument %d des Funktionsaufrufs nach ‚=‘ erwartet." @@ -16813,8 +16715,8 @@ msgid "Expected '%s' at the beginning of shader. Valid types are: %s." msgstr "‚%s‘ am Anfang eines Shaders erwartet. Gültige Typen sind: %s." msgid "" -"Expected an identifier after '%s', indicating the type of shader. Valid " -"types are: %s." +"Expected an identifier after '%s', indicating the type of shader. Valid types " +"are: %s." msgstr "" "Bezeichner nach ‚%s‘ erwartet, welcher den Typ des Shaders deklariert. " "Gültige Typen sind: %s." @@ -16829,8 +16731,7 @@ msgid "Duplicated render mode: '%s'." msgstr "Doppelter Rendermodus: ‚%s‘." msgid "" -"Redefinition of render mode: '%s'. The '%s' mode has already been set to " -"'%s'." +"Redefinition of render mode: '%s'. The '%s' mode has already been set to '%s'." msgstr "" "Erneute Definition von Rendermodus: ‚%s‘. Der ‚%s‘-Modus wurde bereits auf " "‚%s‘ festgelegt." @@ -16932,15 +16833,8 @@ msgstr "Der Instanzindex kann nicht negativ sein." msgid "Allowed instance uniform indices must be within [0..%d] range." msgstr "Erlaubte Instanz-Uniform-Indices müssen im Intervall [0..%d] liegen." -msgid "" -"'hint_normal_roughness_texture' is not supported in gl_compatibility shaders." -msgstr "" -"‚hint_normal_roughness_texture‘ wird nicht unterstützt in gl_compatiblilty-" -"Shadern." - msgid "'hint_normal_roughness_texture' is not supported in '%s' shaders." -msgstr "" -"‚hint_normal_roughness_texture‘ wird nicht unterstützt in ‚%s‘-Shadern." +msgstr "‚hint_normal_roughness_texture‘ wird nicht unterstützt in ‚%s‘-Shadern." msgid "'hint_depth_texture' is not supported in '%s' shaders." msgstr "‚hint_depth_texture‘ wird nicht unterstützt in ‚%s‘-Shadern." @@ -16950,8 +16844,7 @@ msgstr "Dieser Hinweis ist nur für Sampler-Typen gültig." msgid "Redefinition of hint: '%s'. The hint has already been set to '%s'." msgstr "" -"Neudefinition von Hinweis ‚%s‘. Der Hinweis wurde bereits als ‚%s‘ " -"festgelegt." +"Neudefinition von Hinweis ‚%s‘. Der Hinweis wurde bereits als ‚%s‘ festgelegt." msgid "Duplicated filter mode: '%s'." msgstr "Doppelter Filtermodus: ‚%s‘." @@ -17016,8 +16909,8 @@ msgid "Expected '(' after function identifier." msgstr "‚(‘ nach Funktionsbezeichner erwartet." msgid "" -"Global non-constant variables are not supported. Expected '%s' keyword " -"before constant definition." +"Global non-constant variables are not supported. Expected '%s' keyword before " +"constant definition." msgstr "" "Globale nicht-konstante Variablen werden nicht unterstützt. ‚%s‘-" "Schlüsselwort vor Konstanten-Definition erwartet." @@ -17187,8 +17080,8 @@ msgid "The local variable '%s' is declared but never used." msgstr "Die lokale Variable ‚%s‘ wurde deklariert, aber nie verwendet." msgid "" -"The total size of the %s for this shader on this device has been exceeded " -"(%d/%d). The shader may not work correctly." +"The total size of the %s for this shader on this device has been exceeded (%d/" +"%d). The shader may not work correctly." msgstr "" -"Die Gesamtgröße der %s für diesen Shader auf diesem Gerät wurde " -"überschritten (%d/%d). Der Shader funktioniert eventuell nicht korrekt." +"Die Gesamtgröße der %s für diesen Shader auf diesem Gerät wurde überschritten " +"(%d/%d). Der Shader funktioniert eventuell nicht korrekt." diff --git a/editor/translations/editor/el.po b/editor/translations/editor/el.po index 464194a3261..d43d1b8a95a 100644 --- a/editor/translations/editor/el.po +++ b/editor/translations/editor/el.po @@ -23,13 +23,14 @@ # Andreas Tarasidis , 2023. # Marinos Tsitsos , 2023. # kilkistanproductions , 2023. +# Pavlos Orfanidis , 2023. msgid "" msgstr "" "Project-Id-Version: Godot Engine editor interface\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2023-05-24 19:51+0000\n" -"Last-Translator: kilkistanproductions \n" +"PO-Revision-Date: 2023-07-14 22:44+0000\n" +"Last-Translator: Pavlos Orfanidis \n" "Language-Team: Greek \n" "Language: el\n" @@ -37,7 +38,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=n != 1;\n" -"X-Generator: Weblate 4.18-dev\n" +"X-Generator: Weblate 5.0-dev\n" msgid "Unset" msgstr "Απενεργοποίηση" @@ -135,9 +136,6 @@ msgstr "Πίσω, Sony Select, Xbox Back, Nintendo -" msgid "Guide, Sony PS, Xbox Home" msgstr "Οδηγός, Sony PS, Xbox Home" -msgid "Start, Nintendo +" -msgstr "Εκκίνηση, Nintendo +" - msgid "Left Stick, Sony L3, Xbox L/LS" msgstr "Αριστερός Μοχλός, Sony L3, Xbox L/LS" @@ -177,6 +175,12 @@ msgstr "PS4/5 επιφάνεια αφής" msgid "Joypad Button %d" msgstr "Κουμπί Joystick %d" +msgid "Pressure:" +msgstr "Πίεση:" + +msgid "canceled" +msgstr "Ακυρώθηκε" + msgid "touched" msgstr "ακουμπήθηκε" @@ -190,6 +194,9 @@ msgid "" "Screen dragged with %s touch points at position (%s) with velocity of (%s)" msgstr "Η οθόνη σύρθηκε με %s σημεία αφής στη θέση (%s) με ταχύτητα (%s)" +msgid "Input Event with Shortcut=%s" +msgstr "Πατήθηκε πλήκτρο με κωδικό=%s" + msgid "Accept" msgstr "Αποδοχή" @@ -223,6 +230,9 @@ msgstr "Μετακίνηση σελίδα πάνω" msgid "Page Down" msgstr "Μετακίνηση σελίδα κάτω" +msgid "Home" +msgstr "Αρχική" + msgid "End" msgstr "Τέλος" @@ -247,6 +257,9 @@ msgstr "Νέα Γραμμή" msgid "New Blank Line" msgstr "Νέα Κενή Γραμμή" +msgid "Indent" +msgstr "Στοιχειοθέτηση" + msgid "Delete" msgstr "Διαγραφή" @@ -262,9 +275,15 @@ msgstr "Caret Σελίδα Πάνω" msgid "Scroll Up" msgstr "Μετακίνηση προς τα επάνω" +msgid "Scroll Down" +msgstr "Κύληση προς τα κάτω" + msgid "Select All" msgstr "Επιλογή όλων" +msgid "Toggle Insert Mode" +msgstr "Εναλλαγή λειτουργίας εισαγωγής" + msgid "Submit Text" msgstr "Υποβολή Κειμένου" @@ -274,9 +293,18 @@ msgstr "Αναπαραγωγή Κόμβων" msgid "Delete Nodes" msgstr "Διαγραφή Κόμβων" +msgid "Go Up One Level" +msgstr "Πήγαινε πάνω ένα επίπεδο" + msgid "Refresh" msgstr "Ανανέωση" +msgid "Show Hidden" +msgstr "Εναλλαγή κρυμμένων" + +msgid "Invalid input %d (not passed) in expression" +msgstr "Άκυρη είσοδος %d (δεν πέρασε) στην έκφραση" + msgid "self can't be used because instance is null (not passed)" msgstr "" "το self δεν μπορεί να χρησιμοποιηθεί επειδή το αντικείμενο είναι null (δεν " @@ -324,12 +352,15 @@ msgstr "PiB" msgid "EiB" msgstr "EiB" +msgid "Example: %s" +msgstr "Παράδειγμα: %s" + msgid "" "Invalid action name. It cannot be empty nor contain '/', ':', '=', '\\' or " "'\"'" msgstr "" -"Άκυρο όνομα ενέργειας. Δεν μπορεί να είναι άδειο ή να περιέχει «/», «:», " -"«=», «\\» ή «\"»" +"Άκυρο όνομα ενέργειας. Δεν μπορεί να είναι άδειο ή να περιέχει «/», «:», «=», " +"«\\» ή «\"»" msgid "An action with the name '%s' already exists." msgstr "Υπάρχει ήδη ενέργεια με το όνομα «%s»." @@ -394,6 +425,12 @@ msgstr "Προσθήκη σημείου Bezier" msgid "Move Bezier Points" msgstr "Μετακίνηση σημείου Bezier" +msgid "Focus" +msgstr "Εστίαση" + +msgid "Deselect All Keys" +msgstr "Αποεπιλογή όλων" + msgid "Animation Change %s" msgstr "Αλλαγή Καρέ Κίνησης %s" @@ -814,8 +851,8 @@ msgstr "Αναβλημένη" msgid "" "Defers the signal, storing it in a queue and only firing it at idle time." msgstr "" -"Καθυστερεί το σήμα, αποθηκεύοντας το σε ουρά, και ενεργοποιώντας το σε " -"στιγμή ηρεμίας." +"Καθυστερεί το σήμα, αποθηκεύοντας το σε ουρά, και ενεργοποιώντας το σε στιγμή " +"ηρεμίας." msgid "Disconnects the signal after its first emission." msgstr "Αποσυνδέει το σήμα μετά την πρώτη του ενεργοποίηση." @@ -1221,15 +1258,15 @@ msgstr "Άδειες τρίτων κατασκευαστών" msgid "" "Godot Engine relies on a number of third-party free and open source " -"libraries, all compatible with the terms of its MIT license. The following " -"is an exhaustive list of all such third-party components with their " -"respective copyright statements and license terms." +"libraries, all compatible with the terms of its MIT license. The following is " +"an exhaustive list of all such third-party components with their respective " +"copyright statements and license terms." msgstr "" "Η μηχανή Godot βασίζεται σε μια σειρά από δωρεάν και ανοιχτού κώδικα " -"βιβλιοθήκες τρίτων κατασκευαστών, όλες συμβατές με τους όρους της άδειας " -"MIT. Ακολουθεί μία εκτενής λίστα με όλα τα σχετικά συστατικά της μηχανής " -"μαζί με όλες τις αντοίστοιχες δηλώσεις προστασίας πνευματικών δικαιωμάτων " -"και τους όρους των αδειών τους." +"βιβλιοθήκες τρίτων κατασκευαστών, όλες συμβατές με τους όρους της άδειας MIT. " +"Ακολουθεί μία εκτενής λίστα με όλα τα σχετικά συστατικά της μηχανής μαζί με " +"όλες τις αντοίστοιχες δηλώσεις προστασίας πνευματικών δικαιωμάτων και τους " +"όρους των αδειών τους." msgid "All Components" msgstr "Όλα τα συστατικά" @@ -1522,8 +1559,7 @@ msgid "Main Features:" msgstr "Κύριες Δυνατότητες:" msgid "" -"Profile '%s' already exists. Remove it first before importing, import " -"aborted." +"Profile '%s' already exists. Remove it first before importing, import aborted." msgstr "" "Υπαρκτό προφίλ «%s». Αφαιρέστε το πριν την εισαγωγή. Ματαίωση εισαγωγής." @@ -1838,8 +1874,8 @@ msgid "" "Couldn't save scene. Likely dependencies (instances or inheritance) couldn't " "be satisfied." msgstr "" -"Αδύνατη η αποθήκευση σκηνής. Πιθανώς οι εξαρτήσεις (στιγμιότυπα ή " -"κληρονομιά) να μην μπορούσαν να ικανοποιηθούν." +"Αδύνατη η αποθήκευση σκηνής. Πιθανώς οι εξαρτήσεις (στιγμιότυπα ή κληρονομιά) " +"να μην μπορούσαν να ικανοποιηθούν." msgid "Save scene before running..." msgstr "Αποθήκευση σκηνής πριν την εκτέλεση..." @@ -1865,8 +1901,8 @@ msgid "" msgstr "" "Πρόεκυψε ένα σφάλμα κατά την αποθήκευση της διάταξης του προγράμματος " "επεξεργασίας.\n" -"Βεβαιωθείτε ότι η διαδρομή δεδομένων του χρήστη του προγράμματος " -"επεξεργασίας είναι εγγράψιμη." +"Βεβαιωθείτε ότι η διαδρομή δεδομένων του χρήστη του προγράμματος επεξεργασίας " +"είναι εγγράψιμη." msgid "" "Default editor layout overridden.\n" @@ -1874,9 +1910,8 @@ msgid "" "option and delete the Default layout." msgstr "" "Η προεπιλεγμένη διάταξη του προγράμματος επεξεργασίας έχει παρακαμφθεί.\n" -"Για να επαναφέρετε την Προεπιλεγμένη διάταξη στις βασικές ρυθμίσεις, " -"διαλέξτε την επιλογή Διαγραφή Διάταξης και διαγράψτε την Προεπιλεγμένη " -"διάταξη." +"Για να επαναφέρετε την Προεπιλεγμένη διάταξη στις βασικές ρυθμίσεις, διαλέξτε " +"την επιλογή Διαγραφή Διάταξης και διαγράψτε την Προεπιλεγμένη διάταξη." msgid "Layout name not found!" msgstr "Το όνομα της διάταξης δεν βρέθηκε!" @@ -1976,8 +2011,7 @@ msgstr "" "αρχείου ρύθμισης." msgid "Unable to find script field for addon plugin at: '%s'." -msgstr "" -"Αδύνατη η έυρεση του πεδίου δέσμης ενεργειών για το πρόσθετο στο: '%s'." +msgstr "Αδύνατη η έυρεση του πεδίου δέσμης ενεργειών για το πρόσθετο στο: '%s'." msgid "Unable to load addon script from path: '%s'." msgstr "Αδύνατη η φόρτωση δέσμης ενεργειών προσθέτου από τη διαδρομή: '%s'." @@ -1994,13 +2028,13 @@ msgstr "" msgid "" "Unable to load addon script from path: '%s' Base type is not EditorPlugin." msgstr "" -"Αδύνατη η φόρτωση δέσμης ενεργειών προσθέτου από τη διαδρομή: '%s'. Ο " -"βασικός τύπος δεν είναι το EditorPlugin." +"Αδύνατη η φόρτωση δέσμης ενεργειών προσθέτου από τη διαδρομή: '%s'. Ο βασικός " +"τύπος δεν είναι το EditorPlugin." msgid "Unable to load addon script from path: '%s' Script is not in tool mode." msgstr "" -"Αδύνατη η φόρτωση δέσμης ενεργειών προσθέτου από τη διαδρομή: '%s'. Δεν " -"είναι σε λειτουργία tool." +"Αδύνατη η φόρτωση δέσμης ενεργειών προσθέτου από τη διαδρομή: '%s'. Δεν είναι " +"σε λειτουργία tool." msgid "" "Scene '%s' was automatically imported, so it can't be modified.\n" @@ -2011,8 +2045,8 @@ msgstr "" "σκηνή." msgid "" -"Error loading scene, it must be inside the project path. Use 'Import' to " -"open the scene, then save it inside the project path." +"Error loading scene, it must be inside the project path. Use 'Import' to open " +"the scene, then save it inside the project path." msgstr "" "Σφάλμα κατά τη φόρτωση της σκηνής, διότι δεν είναι μέσα στη διαδρομή του " "έργου. Χρησιμοποιήστε την «Εισαγωγή» για να ανοίξετε τη σκηνή και, στη " @@ -2388,15 +2422,15 @@ msgstr "" "Ο πόρος πρέπει να ανήκει σε σκηνή." msgid "" -"Can't create a ViewportTexture on this resource because it's not set as " -"local to scene.\n" +"Can't create a ViewportTexture on this resource because it's not set as local " +"to scene.\n" "Please switch on the 'local to scene' property on it (and all resources " "containing it up to a node)." msgstr "" -"Αδύνατη η δημιουργία ViewportTexture σε αυτόν τον πόρο καθώς δεν είναι " -"τοπικό στην σκηνή.\n" -"Ενεργοποιήστε την ιδιότητα 'local to scene' σε αυτό (και σε όλους τους " -"πόρους που το περιέχουν μέχρι έναν κόμβο)." +"Αδύνατη η δημιουργία ViewportTexture σε αυτόν τον πόρο καθώς δεν είναι τοπικό " +"στην σκηνή.\n" +"Ενεργοποιήστε την ιδιότητα 'local to scene' σε αυτό (και σε όλους τους πόρους " +"που το περιέχουν μέχρι έναν κόμβο)." msgid "Pick a Viewport" msgstr "Επιλέξτε ένα Viewport" @@ -2417,8 +2451,8 @@ msgid "Add Key/Value Pair" msgstr "Προσθήκη ζεύγους κλειδιού/τιμής" msgid "" -"The selected resource (%s) does not match any type expected for this " -"property (%s)." +"The selected resource (%s) does not match any type expected for this property " +"(%s)." msgstr "" "Ο επιλεγμένος πόρος (%s) δεν ταιριάζει σε κανέναν αναμενόμενο τύπο γι'αυτήν " "την ιδιότητα (%s)." @@ -2585,8 +2619,7 @@ msgid "Uninstall" msgstr "Απεγκατάσταση" msgid "Official export templates aren't available for development builds." -msgstr "" -"Τα επίσημα πρότυπα εξαγωγής δεν είναι διαθέσιμα για εκδόσεις ανάπτυξης." +msgstr "Τα επίσημα πρότυπα εξαγωγής δεν είναι διαθέσιμα για εκδόσεις ανάπτυξης." msgid "Select Template File" msgstr "Επιλογή Αρχείου Προτύπων" @@ -4059,8 +4092,8 @@ msgid "" "mobile device).\n" "You don't need to enable it to use the GDScript debugger locally." msgstr "" -"Όταν αυτή η επιλογή είναι ενεργοποιημένη, χρησιμοποιώντας την ανάπτυξη με " -"ένα κλικ το εκτελέσιμο αρχείο θα επειχηρησει να συνδεθεί στην IP αυτού του " +"Όταν αυτή η επιλογή είναι ενεργοποιημένη, χρησιμοποιώντας την ανάπτυξη με ένα " +"κλικ το εκτελέσιμο αρχείο θα επειχηρησει να συνδεθεί στην IP αυτού του " "υπολογιστή για να μπορέσει το τρεχούμενο έργο να αποσφαλματωθεί.\n" "Αυτή η επιλογή προορίζεται να χρησημοποιηθεί για απομακρισμένη αποσφαλμάτωση " "(συνήθως με μια φορητή συσκευή).\n" @@ -4109,13 +4142,13 @@ msgid "Synchronize Scene Changes" msgstr "Συγχρονισμός αλλαγών της σκηνής" msgid "" -"When this option is enabled, any changes made to the scene in the editor " -"will be replicated in the running project.\n" +"When this option is enabled, any changes made to the scene in the editor will " +"be replicated in the running project.\n" "When used remotely on a device, this is more efficient when the network " "filesystem option is enabled." msgstr "" -"Η ενεργοποίηση της επιλογής αυτής θα συγχρονίσει αλλαγές της σκηνής εντός " -"του επεξεργαστή με το παιχνίδι που εκτελείται.\n" +"Η ενεργοποίηση της επιλογής αυτής θα συγχρονίσει αλλαγές της σκηνής εντός του " +"επεξεργαστή με το παιχνίδι που εκτελείται.\n" "Σε απομακρυσμένες συσκευές, η επιλογή είναι ποιο αποδοτική με δικτυωμένο " "σύστημα αρχείων." @@ -4123,8 +4156,8 @@ msgid "Synchronize Script Changes" msgstr "Συγχρονισμός αλλαγών στις δέσμες ενεργειών" msgid "" -"When this option is enabled, any script that is saved will be reloaded in " -"the running project.\n" +"When this option is enabled, any script that is saved will be reloaded in the " +"running project.\n" "When used remotely on a device, this is more efficient when the network " "filesystem option is enabled." msgstr "" @@ -4218,14 +4251,13 @@ msgid "" "Can't determine a save path for lightmap images.\n" "Save your scene and try again." msgstr "" -"Δεν ήταν δυνατός ο προσδιορισμός διαδρομής αποθήκευσης για εικόνες " -"lightmap.\n" +"Δεν ήταν δυνατός ο προσδιορισμός διαδρομής αποθήκευσης για εικόνες lightmap.\n" "Αποθηκεύστε τη σκηνή σας και δοκιμάστε ξανα." msgid "Failed creating lightmap images, make sure path is writable." msgstr "" -"Απέτυχε η δημιουργία της εικόνας lightmap, σιγουρευτείτε ότι η διαδρομή " -"είναι εγγράψιμη." +"Απέτυχε η δημιουργία της εικόνας lightmap, σιγουρευτείτε ότι η διαδρομή είναι " +"εγγράψιμη." msgid "Bake Lightmaps" msgstr "Προετοιμασία Lightmaps" @@ -4250,8 +4282,7 @@ msgstr "Δημιουργία Στατικού Σχήματος Πλέγματο msgid "Can't create a single convex collision shape for the scene root." msgstr "" -"Αδυναμια δημιουργίας μοναδικού κυρτού σχήματος σύγκρουσης για την ρίζα " -"σκηνής." +"Αδυναμια δημιουργίας μοναδικού κυρτού σχήματος σύγκρουσης για την ρίζα σκηνής." msgid "Couldn't create a single convex collision shape." msgstr "Αδυναμία δημιουργίας μοναδικού κυρτού σχήματος σύγκρουσης." @@ -4261,8 +4292,7 @@ msgstr "Δημιουργία Μοναδικού Κυρτού Σχήματος" msgid "Can't create multiple convex collision shapes for the scene root." msgstr "" -"Αδυναμία δημιουργίας πολλαπλών κυρτών σχημάτων σύγκρουσης για την ρίζα " -"σκηνής." +"Αδυναμία δημιουργίας πολλαπλών κυρτών σχημάτων σύγκρουσης για την ρίζα σκηνής." msgid "Couldn't create any collision shapes." msgstr "Αδυναμία δημιουργίας σχημάτων σύγκρουσης." @@ -4884,8 +4914,7 @@ msgstr "" "πολυγώνων." msgid "" -"Remove a custom polygon. If none remain, custom polygon rendering is " -"disabled." +"Remove a custom polygon. If none remain, custom polygon rendering is disabled." msgstr "" "Αφαίρεση προσαρμοσμένου πολυγώνου. Εάν δεν απομένει κανένα, η απόδοση " "προσαρμοσμένων πολυγώνων απενεργοποιείται." @@ -5958,14 +5987,14 @@ msgid "" "SmoothStep function( scalar(edge0), scalar(edge1), scalar(x) ).\n" "\n" "Returns 0.0 if 'x' is smaller than 'edge0' and 1.0 if x is larger than " -"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 " -"using Hermite polynomials." +"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 using " +"Hermite polynomials." msgstr "" "Συνάρτηση SmoothStep( βαθμωτό(όριο0), βαθμωτό(όριο1), βαθμωτό(x) ).\n" "\n" "Επιστρέφει 0.0 αν 'x' είναι μικρότερο από το 'όριο0' και 1.0 αν x μεγαλύτερο " -"από το 'όριο1'. Αλλιώς η επιστρέφουσα τιμή είναι μια παρεμβλημένη ανάμεσα " -"στο 0.0 και το 1.0 χρησιμοποιώντας πολυώνυμα Hermite." +"από το 'όριο1'. Αλλιώς η επιστρέφουσα τιμή είναι μια παρεμβλημένη ανάμεσα στο " +"0.0 και το 1.0 χρησιμοποιώντας πολυώνυμα Hermite." msgid "" "Step function( scalar(edge), scalar(x) ).\n" @@ -5977,8 +6006,7 @@ msgstr "" "Επιστρέφει 0.0 αν 'x' είναι μικρότερο από το 'όριο' και αλλιώς 1.0." msgid "" -"(Fragment/Light mode only) (Scalar) Sum of absolute derivative in 'x' and " -"'y'." +"(Fragment/Light mode only) (Scalar) Sum of absolute derivative in 'x' and 'y'." msgstr "" "(Μόνο σε σκίαση Τμήματος/Φωτός) (Βαθμωτά) Άθροισμα απόλυτης παραγώγου σε «x» " "και «y»." @@ -6009,8 +6037,8 @@ msgid "" msgstr "" "Υπολογισμός τανυστικού γινομένου δύο διανυσμάτων.\n" "\n" -"Το OuterProduct αντιμετωπίζει την πρώτη παράμετρο «c» σαν διάνυσμα στήλης " -"και την δεύτερη παράμετρο «r» σαν διάνυσμα γραμμής και κάνει τον αλγεβρικό " +"Το OuterProduct αντιμετωπίζει την πρώτη παράμετρο «c» σαν διάνυσμα στήλης και " +"την δεύτερη παράμετρο «r» σαν διάνυσμα γραμμής και κάνει τον αλγεβρικό " "πολλαπλασιασμό πινάκων «c * r», παράγοντας έναν πίνακα με στήλες όσα και τα " "στοιχεία του «c», και γραμμές όσα και τα στοιχεία του «r»." @@ -6071,14 +6099,13 @@ msgid "" "Nref is smaller than zero the return value is N. Otherwise -N is returned." msgstr "" "Επιστρέφει ένα διάνυσμα ίδιας κατεύθυνσης με ένα διάνυσμα αναφοράς. Η " -"συνάρτηση έχει 3 διανυσματικές παραμέτρους: N, το διάνυσμα για " -"ανακατεύθυνση, I, το διάνυσμα συμβάτος, και Nref, το διάνυσμα αναφοράς. Αν " -"το εσωτερικό γινόμενο των I και Nref εναι αρνητικό, επιστρέφει N, αλλιώς " -"επιστρέφει -N." +"συνάρτηση έχει 3 διανυσματικές παραμέτρους: N, το διάνυσμα για ανακατεύθυνση, " +"I, το διάνυσμα συμβάτος, και Nref, το διάνυσμα αναφοράς. Αν το εσωτερικό " +"γινόμενο των I και Nref εναι αρνητικό, επιστρέφει N, αλλιώς επιστρέφει -N." msgid "" -"Returns falloff based on the dot product of surface normal and view " -"direction of camera (pass associated inputs to it)." +"Returns falloff based on the dot product of surface normal and view direction " +"of camera (pass associated inputs to it)." msgstr "" "Επιστρέφει μείωση βάση του εσωτερικού γινομένου του διανύσματος επιφάνειας " "και της κατεύθυνσης της κάμερας (δώστε τις σχετικές εισόδους)." @@ -6115,8 +6142,8 @@ msgid "" "SmoothStep function( vector(edge0), vector(edge1), vector(x) ).\n" "\n" "Returns 0.0 if 'x' is smaller than 'edge0' and 1.0 if 'x' is larger than " -"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 " -"using Hermite polynomials." +"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 using " +"Hermite polynomials." msgstr "" "Συνάρτηση SmoothStep( διάνυσμα(όριο0), διάνυσμα(όριο1), διάνυσμα(x) ).\n" "\n" @@ -6128,14 +6155,14 @@ msgid "" "SmoothStep function( scalar(edge0), scalar(edge1), vector(x) ).\n" "\n" "Returns 0.0 if 'x' is smaller than 'edge0' and 1.0 if 'x' is larger than " -"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 " -"using Hermite polynomials." +"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 using " +"Hermite polynomials." msgstr "" "Συνάρτηση SmoothStep( βαθμωτό(όριο0), βαθμωτό(όριο1), διάνυσμα(x) ).\n" "\n" "Επιστρέφει 0.0 αν 'x' μικρότερο του 'όριο0' και 1.0 αν 'x' είναι μεγαλύτερο " -"από το 'όριο1'. Αλλιώς η επιστρέφουσα τιμή είναι παρεμβλημένη ανάμεσα στο " -"0.0 και το 1.0 χρησιμοποιώντας πολυώνυμα Hermite." +"από το 'όριο1'. Αλλιώς η επιστρέφουσα τιμή είναι παρεμβλημένη ανάμεσα στο 0.0 " +"και το 1.0 χρησιμοποιώντας πολυώνυμα Hermite." msgid "" "Step function( vector(edge), vector(x) ).\n" @@ -6156,11 +6183,10 @@ msgstr "" "Επιστρέφει 0.0 αν 'x' είναι μικρότερο από το 'όριο' και αλλιώς 1.0." msgid "" -"(Fragment/Light mode only) (Vector) Sum of absolute derivative in 'x' and " -"'y'." +"(Fragment/Light mode only) (Vector) Sum of absolute derivative in 'x' and 'y'." msgstr "" -"(Μόνο σε σκίαση Τμήματος/Φωτός) (Διανυσματικά) Άθροισμα απόλυτης παραγώγου " -"σε «x» και «y»." +"(Μόνο σε σκίαση Τμήματος/Φωτός) (Διανυσματικά) Άθροισμα απόλυτης παραγώγου σε " +"«x» και «y»." msgid "" "Custom Godot Shader Language expression, with custom amount of input and " @@ -6274,8 +6300,8 @@ msgid "" "the \"Application\" category." msgstr "" "Αδυναμία εκτέλεσης έργου: Δεν έχει καθοριστεί κύρια σκηνή.\n" -"Επεξεργαστείτε το έργο και ορίστε την κύρια σκηνή στις «Ρυθμίσεις έργου» " -"κάτω από την κατηγορία «Application»." +"Επεξεργαστείτε το έργο και ορίστε την κύρια σκηνή στις «Ρυθμίσεις έργου» κάτω " +"από την κατηγορία «Application»." msgid "" "Can't run project: Assets need to be imported.\n" @@ -6529,12 +6555,12 @@ msgid "" "Disabling \"editable_instance\" will cause all properties of the node to be " "reverted to their default." msgstr "" -"Η απενεργοποίηση του «editable_instance» θα επαναφέρει όλες τις ιδιότητες " -"του κόμβου στις προεπιλογές τους." +"Η απενεργοποίηση του «editable_instance» θα επαναφέρει όλες τις ιδιότητες του " +"κόμβου στις προεπιλογές τους." msgid "" -"Enabling \"Load As Placeholder\" will disable \"Editable Children\" and " -"cause all properties of the node to be reverted to their default." +"Enabling \"Load As Placeholder\" will disable \"Editable Children\" and cause " +"all properties of the node to be reverted to their default." msgstr "" "Η ενεργοποίηση του «Φόρτωση ως μέσο κράτησης» θα απενεργοποιήσει το " "«Επεξεργάσιμα παιδιά» και θα επαναφέρει όλες τις ιδιότητες του κόμβου στις " @@ -6576,8 +6602,8 @@ msgid "" "Couldn't save new scene. Likely dependencies (instances) couldn't be " "satisfied." msgstr "" -"Δεν ήταν δυνατή η αποθήκευση νέας σκηνής. Πιθανώς οι εξαρτήσεις " -"(στιγμιότυπα) δεν μπορούσαν να ικανοποιηθούν." +"Δεν ήταν δυνατή η αποθήκευση νέας σκηνής. Πιθανώς οι εξαρτήσεις (στιγμιότυπα) " +"δεν μπορούσαν να ικανοποιηθούν." msgid "Error saving scene." msgstr "Σφάλμα κατά την αποθήκευση σκηνής." @@ -6892,12 +6918,10 @@ msgid "Package segments must be of non-zero length." msgstr "Τα τμήματα του πακέτου πρέπει να έχουν μη μηδενικό μήκος." msgid "The character '%s' is not allowed in Android application package names." -msgstr "" -"Ο χαρακτήρας «%s» απαγορεύεται στο όνομα πακέτου των εφαρμογών Android." +msgstr "Ο χαρακτήρας «%s» απαγορεύεται στο όνομα πακέτου των εφαρμογών Android." msgid "A digit cannot be the first character in a package segment." -msgstr "" -"Ένα ψηφίο δεν μπορεί να είναι ο πρώτος χαρακτήρας σε ένα τμήμα πακέτου." +msgstr "Ένα ψηφίο δεν μπορεί να είναι ο πρώτος χαρακτήρας σε ένα τμήμα πακέτου." msgid "The character '%s' cannot be the first character in a package segment." msgstr "" @@ -6936,8 +6960,7 @@ msgid "Signing release %s..." msgstr "Υπογραφή έκδοσης %s..." msgid "Invalid filename! Android APK requires the *.apk extension." -msgstr "" -"Μή Έγκυρο όνομα αρχείου! Το Android APK δέχεται μόνο την .apk κατάληξη." +msgstr "Μή Έγκυρο όνομα αρχείου! Το Android APK δέχεται μόνο την .apk κατάληξη." msgid "Unsupported export format!" msgstr "Μη αποδεκτή μορφή εξαγωγής!" @@ -7007,8 +7030,8 @@ msgstr "Εκτέλεση εξαγόμενης HTMP στον προεπιλεγμ msgid "" "This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " -"define its shape." +"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to define " +"its shape." msgstr "" "Αυτός ο κόμβος δεν έχει σχήμα, οπότε δεν μπορεί συγκρουσθεί ή να " "αλληλεπιδράσει με άλλα αντικείμενα.\n" @@ -7041,8 +7064,8 @@ msgid "" "CPUParticles2D animation requires the usage of a CanvasItemMaterial with " "\"Particles Animation\" enabled." msgstr "" -"Η κίνηση CPUParticles2D απαιτεί την χρήση CanvasItemMaterial με το " -"«Particles Animation» ενεργό." +"Η κίνηση CPUParticles2D απαιτεί την χρήση CanvasItemMaterial με το «Particles " +"Animation» ενεργό." msgid "" "A material to process the particles is not assigned, so no behavior is " @@ -7094,8 +7117,7 @@ msgstr "Το PathFollow2D δουλεύει μόνο όταν κληρονομε msgid "Path property must point to a valid Node2D node to work." msgstr "" -"Η ιδιότητα Path πρέπει να δείχνει σε έναν έγκυρο κόμβο Node2D για να " -"δουλέψει." +"Η ιδιότητα Path πρέπει να δείχνει σε έναν έγκυρο κόμβο Node2D για να δουλέψει." msgid "This Bone2D chain should end at a Skeleton2D node." msgstr "Αυτή η αλυσίδα Bone2D πρέπει να τελειώνει σε έναν κόμβο Skeleton2D." @@ -7108,14 +7130,13 @@ msgstr "" msgid "" "This bone lacks a proper REST pose. Go to the Skeleton2D node and set one." msgstr "" -"Αυτό το κόκαλο δεν έχει θέση REST. Πηγαίνετε στον κόμβο Skeleton2D και " -"ορίστε την." +"Αυτό το κόκαλο δεν έχει θέση REST. Πηγαίνετε στον κόμβο Skeleton2D και ορίστε " +"την." msgid "Nothing is visible because no mesh has been assigned." msgstr "Τίποτα δεν είναι ορατό, επειδή δεν έχει οριστεί κανένα πλέγματα." -msgid "" -"Nothing is visible because meshes have not been assigned to draw passes." +msgid "Nothing is visible because meshes have not been assigned to draw passes." msgstr "" "Τίποτα δεν είναι ορατό, επειδή δεν έχουν οριστεί περάσματα για τα πλέγματα." @@ -7170,8 +7191,8 @@ msgid "Add current color as a preset." msgstr "Προσθήκη τρέχοντος χρώματος στα προκαθορισμένα." msgid "" -"Container by itself serves no purpose unless a script configures its " -"children placement behavior.\n" +"Container by itself serves no purpose unless a script configures its children " +"placement behavior.\n" "If you don't intend to add a script, use a plain Control node instead." msgstr "" "Ένα Container μόνο του δεν έχει κάποια λειτουργία αν κάποια δέσμη ενεργειών " @@ -7195,8 +7216,8 @@ msgstr "Παρακαλώ επιβεβαιώστε..." msgid "If \"Exp Edit\" is enabled, \"Min Value\" must be greater than 0." msgstr "" -"Εάν το «Exp Edit» είναι ενεργό, το «Min Value» πρέπει να είναι μεγαλύτερο " -"του 0." +"Εάν το «Exp Edit» είναι ενεργό, το «Min Value» πρέπει να είναι μεγαλύτερο του " +"0." msgid "" "ScrollContainer is intended to work with a single child control.\n" diff --git a/editor/translations/editor/eo.po b/editor/translations/editor/eo.po index 4c8acd3f69e..cd2503ca453 100644 --- a/editor/translations/editor/eo.po +++ b/editor/translations/editor/eo.po @@ -887,25 +887,25 @@ msgstr "Malfermi" msgid "" "Remove the selected files from the project? (Cannot be undone.)\n" -"Depending on your filesystem configuration, the files will either be moved " -"to the system trash or deleted permanently." +"Depending on your filesystem configuration, the files will either be moved to " +"the system trash or deleted permanently." msgstr "" "Forigi la elektitajn dosierojn el la projekto? (ne malfareblas)\n" -"Depende de la agordo de via dosiersistemo, la dosierojn aŭ movos al rubujo " -"de la sistemo aŭ forigos ĉiame." +"Depende de la agordo de via dosiersistemo, la dosierojn aŭ movos al rubujo de " +"la sistemo aŭ forigos ĉiame." msgid "" "The files being removed are required by other resources in order for them to " "work.\n" "Remove them anyway? (Cannot be undone.)\n" -"Depending on your filesystem configuration, the files will either be moved " -"to the system trash or deleted permanently." +"Depending on your filesystem configuration, the files will either be moved to " +"the system trash or deleted permanently." msgstr "" "La forigotaj dosieroj estas bezoni de aliaj risurcoj por ke ili eblas " "funkciadi.\n" "Forigi ilin iel? (ne malfareblas)\n" -"Depende de la agordo de via dosiersistemo, la dosierojn aŭ movos al rubujo " -"de la sistemo aŭ forigos ĉiame." +"Depende de la agordo de via dosiersistemo, la dosierojn aŭ movos al rubujo de " +"la sistemo aŭ forigos ĉiame." msgid "Cannot remove:" msgstr "Ne povas forigi:" @@ -1005,14 +1005,14 @@ msgstr "Permesiloj de eksteraj liverantoj" msgid "" "Godot Engine relies on a number of third-party free and open source " -"libraries, all compatible with the terms of its MIT license. The following " -"is an exhaustive list of all such third-party components with their " -"respective copyright statements and license terms." +"libraries, all compatible with the terms of its MIT license. The following is " +"an exhaustive list of all such third-party components with their respective " +"copyright statements and license terms." msgstr "" -"Godot Engine fidas al multe liberaj kaj malfermitkodaj bibliotekoj de " -"ekstera liveranto, ĉio kongruas kun la kondiĉoj de ĝia MIT-permesilo. La " -"jenoj estas elĉerpa listo de ĉiom tiaj komponantoj de ekstera liveranto kun " -"iliaj kopirajtaj atentigoj kaj permesilaj kondiĉoj respektive." +"Godot Engine fidas al multe liberaj kaj malfermitkodaj bibliotekoj de ekstera " +"liveranto, ĉio kongruas kun la kondiĉoj de ĝia MIT-permesilo. La jenoj estas " +"elĉerpa listo de ĉiom tiaj komponantoj de ekstera liveranto kun iliaj " +"kopirajtaj atentigoj kaj permesilaj kondiĉoj respektive." msgid "All Components" msgstr "Ĉiaj komponantoj" @@ -1024,15 +1024,13 @@ msgid "Licenses" msgstr "Permesiloj" msgid "Error opening asset file for \"%s\" (not in ZIP format)." -msgstr "" -"Eraro dum malfermi pakaĵan dosieron por \"%s\" (ne estas de ZIP-formo)." +msgstr "Eraro dum malfermi pakaĵan dosieron por \"%s\" (ne estas de ZIP-formo)." msgid "%s (already exists)" msgstr "%s (jam ekzistante)" msgid "Contents of asset \"%s\" - %d file(s) conflict with your project:" -msgstr "" -"Enhavaĵoj de pakaĵo \"%s\" - %d dosiero(j) konfliktas kun via projekto:" +msgstr "Enhavaĵoj de pakaĵo \"%s\" - %d dosiero(j) konfliktas kun via projekto:" msgid "Contents of asset \"%s\" - No files conflict with your project:" msgstr "Enhavaĵoj de pakaĵo \"%s\" - Ne dosiero konfliktas kun via projekto:" @@ -1300,8 +1298,7 @@ msgid "Allows editing the node hierarchy in the Scene dock." msgstr "Permesas redakti la hierarkion de nodoj en la Sceno-doko." msgid "" -"Allows to work with signals and groups of the node selected in the Scene " -"dock." +"Allows to work with signals and groups of the node selected in the Scene dock." msgstr "" "Permesas labori kun signaloj kaj grupoj de la elektita nodo en sceno-panelo." @@ -1312,8 +1309,8 @@ msgid "" "Allows to configure import settings for individual assets. Requires the " "FileSystem dock to function." msgstr "" -"Permesas agordi enportajn agordojn por individuaj havaĵoj. Bezonas ke la " -"doko Dosiersistemo funkcias." +"Permesas agordi enportajn agordojn por individuaj havaĵoj. Bezonas ke la doko " +"Dosiersistemo funkcias." msgid "(current)" msgstr "(aktuale)" @@ -1352,8 +1349,7 @@ msgid "Main Features:" msgstr "Ĉefa eblaĵoj:" msgid "" -"Profile '%s' already exists. Remove it first before importing, import " -"aborted." +"Profile '%s' already exists. Remove it first before importing, import aborted." msgstr "Profilo '%s' jam ekzistas. Forigu ĝin antaŭ enporti. Enporto ĉesigis." msgid "Reset to Default" @@ -1631,8 +1627,7 @@ msgid "" "Couldn't save scene. Likely dependencies (instances or inheritance) couldn't " "be satisfied." msgstr "" -"Ne eble konservi scenon. Verŝajne dependoj (ekzemploj aŭ heredito) ne " -"verigus." +"Ne eble konservi scenon. Verŝajne dependoj (ekzemploj aŭ heredito) ne verigus." msgid "Save scene before running..." msgstr "Konservu scenon antaŭ ruloto..." @@ -1684,8 +1679,8 @@ msgid "" "This resource was imported, so it's not editable. Change its settings in the " "import panel and then re-import." msgstr "" -"Tiu ĉi risurco enportiĝis, do ĝi ne estas redaktebla. Ŝanĝu ĝiajn agordojn " -"en la enporta panelo kaj poste reenportu." +"Tiu ĉi risurco enportiĝis, do ĝi ne estas redaktebla. Ŝanĝu ĝiajn agordojn en " +"la enporta panelo kaj poste reenportu." msgid "Changes may be lost!" msgstr "Ŝanĝoj eble perdiĝos!" @@ -1703,8 +1698,8 @@ msgid "Quick Open Script..." msgstr "Rapide malfermi skripton..." msgid "" -"The current scene has no root node, but %d modified external resource(s) " -"were saved anyway." +"The current scene has no root node, but %d modified external resource(s) were " +"saved anyway." msgstr "" "La aktula sceno havas ne radika nodo, sed %d modifita(j) ekstera(j) " "risurco(j) konserviĝis iel." @@ -1791,8 +1786,8 @@ msgstr "" msgid "Unable to load addon script from path: '%s' Script is not in tool mode." msgstr "" -"Ne eblas ŝargi kromprograman skripton ĉe dosierindiko: '%s'. Skripto ne " -"estas en ila reĝimo." +"Ne eblas ŝargi kromprograman skripton ĉe dosierindiko: '%s'. Skripto ne estas " +"en ila reĝimo." msgid "" "Scene '%s' was automatically imported, so it can't be modified.\n" @@ -1802,12 +1797,12 @@ msgstr "" "Por ŝanĝi ĝin, povas krei novan hereditan scenon." msgid "" -"Error loading scene, it must be inside the project path. Use 'Import' to " -"open the scene, then save it inside the project path." +"Error loading scene, it must be inside the project path. Use 'Import' to open " +"the scene, then save it inside the project path." msgstr "" "Eraro dum ŝargi la scenon, ĝi devas esti interne la dosierindikon de " -"projekton. Uzu 'Enporti' por malfermi la scenon, kiam konservu ĝin interne " -"al la dosierindiko de projekto." +"projekton. Uzu 'Enporti' por malfermi la scenon, kiam konservu ĝin interne al " +"la dosierindiko de projekto." msgid "Scene '%s' has broken dependencies:" msgstr "Sceno '%s' havas rompitajn dependojn:" @@ -2141,8 +2136,8 @@ msgstr "" "Risurco devas aparteni scenon." msgid "" -"Can't create a ViewportTexture on this resource because it's not set as " -"local to scene.\n" +"Can't create a ViewportTexture on this resource because it's not set as local " +"to scene.\n" "Please switch on the 'local to scene' property on it (and all resources " "containing it up to a node)." msgstr "" @@ -2173,11 +2168,11 @@ msgid "Add Key/Value Pair" msgstr "Aldoni ŝlosilo/valoro paro" msgid "" -"The selected resource (%s) does not match any type expected for this " -"property (%s)." +"The selected resource (%s) does not match any type expected for this property " +"(%s)." msgstr "" -"La elektinta risurco (%s) ne kongruas ian atenditan tipon por ĉi tiu " -"atributo (%s)." +"La elektinta risurco (%s) ne kongruas ian atenditan tipon por ĉi tiu atributo " +"(%s)." msgid "Make Unique" msgstr "Farigi unikan" @@ -2258,8 +2253,7 @@ msgid "Template file not found: \"%s\"." msgstr "Ŝablona dosiero ne troviĝas: \"%s\"." msgid "On 32-bit exports the embedded PCK cannot be bigger than 4 GiB." -msgstr "" -"Sur 32-bita eksportoj la enigita PCK ne eblas esti pli granda ol 4 GiB." +msgstr "Sur 32-bita eksportoj la enigita PCK ne eblas esti pli granda ol 4 GiB." msgid "Error requesting URL:" msgstr "Eraro dum demandi la URL:" @@ -2367,8 +2361,7 @@ msgstr "" msgid "" "Importing has been disabled for this file, so it can't be opened for editing." msgstr "" -"Enportadon malŝaltis por ĉi tiu dosiero, do ĝin ne eblas malfermi por " -"redakto." +"Enportadon malŝaltis por ĉi tiu dosiero, do ĝin ne eblas malfermi por redakto." msgid "Cannot move/rename resources root." msgstr "Ne eblas movi/renomi risurcan radikon." @@ -2389,8 +2382,7 @@ msgid "" "The following files or folders conflict with items in the target location " "'%s':" msgstr "" -"La jenaj dosieroj aŭ dosierujoj konfliktas kun elementoj en la cela loko " -"'%s':" +"La jenaj dosieroj aŭ dosierujoj konfliktas kun elementoj en la cela loko '%s':" msgid "Duplicating file:" msgstr "Duplikatas dosieron:" @@ -2727,8 +2719,7 @@ msgid "Save Scenes, Re-Import, and Restart" msgstr "Konservi scenojn, reenporti, kaj rekomenci" msgid "Changing the type of an imported file requires editor restart." -msgstr "" -"Ŝanĝado de la tipo de enportita dosiero postulas redaktilan rekomencon." +msgstr "Ŝanĝado de la tipo de enportita dosiero postulas redaktilan rekomencon." msgid "Joypad Axes" msgstr "Stirstangaj aksoj" @@ -2857,8 +2848,7 @@ msgid "Change BlendSpace1D Labels" msgstr "Ŝanĝi etikedojn de BlendSpace1D" msgid "This type of node can't be used. Only root nodes are allowed." -msgstr "" -"Tiun ĉi tipon de nodo ne eblas uzi. Nur radikaj nodoj estas permesitaj." +msgstr "Tiun ĉi tipon de nodo ne eblas uzi. Nur radikaj nodoj estas permesitaj." msgid "Add Node Point" msgstr "Aldoni punkton de nodo" @@ -2877,8 +2867,7 @@ msgid "" "Activate to enable playback, check node warnings if activation fails." msgstr "" "AnimationTree estas neaktiva.\n" -"Aktivigu por ŝalti reproduktado, ekzamenu avertojn de nodo se aktivigo " -"erarus." +"Aktivigu por ŝalti reproduktado, ekzamenu avertojn de nodo se aktivigo erarus." msgid "Set the blending position within the space" msgstr "Difini la miksan pozicion en la spaco" @@ -3686,8 +3675,8 @@ msgstr "" "Kiam ĉi tiun agordon ŝaltus, uzado de unu-alklaka disponigo por Android nur " "eksportos komandodosieron sen la datumoj de projekto.\n" "La dosiersistemo proviziĝos el la projekto per la redaktilo per la reto.\n" -"Per Android, disponigado uzos la USB-kablon por pli rapida rendimento. Ĉi " -"tiu opcio rapidigas testadon por projektoj kun grandaj havaĵoj." +"Per Android, disponigado uzos la USB-kablon por pli rapida rendimento. Ĉi tiu " +"opcio rapidigas testadon por projektoj kun grandaj havaĵoj." msgid "Visible Collision Shapes" msgstr "Videblaj koliziaj formoj" @@ -3713,8 +3702,8 @@ msgid "Synchronize Scene Changes" msgstr "Sinkronigi ŝanĝojn en sceno" msgid "" -"When this option is enabled, any changes made to the scene in the editor " -"will be replicated in the running project.\n" +"When this option is enabled, any changes made to the scene in the editor will " +"be replicated in the running project.\n" "When used remotely on a device, this is more efficient when the network " "filesystem option is enabled." msgstr "" @@ -3776,8 +3765,7 @@ msgid "Create Single Convex Shape" msgstr "Krei unuopan konveksan figuron" msgid "Can't create multiple convex collision shapes for the scene root." -msgstr "" -"Ne eblas krei plurajn konveksajn kolizifigurojn por la radiko de sceno." +msgstr "Ne eblas krei plurajn konveksajn kolizifigurojn por la radiko de sceno." msgid "Couldn't create any collision shapes." msgstr "Ne eblis krei iajn kolizifigurojn." diff --git a/editor/translations/editor/es.po b/editor/translations/editor/es.po index 9f39af2a78b..d74540c4954 100644 --- a/editor/translations/editor/es.po +++ b/editor/translations/editor/es.po @@ -108,12 +108,13 @@ # Ghislain , 2023. # Alvaro Tejada , 2023. # Braulio León Madrid Escobar , 2023. +# Leandro Carralero , 2023. msgid "" msgstr "" "Project-Id-Version: Godot Engine editor interface\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2023-07-05 13:48+0000\n" +"PO-Revision-Date: 2023-08-06 10:12+0000\n" "Last-Translator: Braulio León Madrid Escobar \n" "Language-Team: Spanish Movie Writer.\n" "También, para ejecutar escenas individuales, se puede añadir una cadena de " "metadatos `movie_file` al nodo raíz,\n" -"especificando la ruta a un archivo de película que se utilizará al grabar " -"esa escena." +"especificando la ruta a un archivo de película que se utilizará al grabar esa " +"escena." msgid "Could not start subprocess(es)!" msgstr "¡No se han podido iniciar los subprocesos!" @@ -5382,14 +5365,14 @@ msgstr "Conteo de Tiempos:" msgid "" "Configure the amount of Beats used for music-aware looping. If zero, it will " "be autodetected from the length.\n" -"It is recommended to set this value (either manually or by clicking on a " -"beat number in the preview) to ensure looping works properly." +"It is recommended to set this value (either manually or by clicking on a beat " +"number in the preview) to ensure looping works properly." msgstr "" "Configura la cantidad de Beats que se utilizan para hacer los bucles " "musicales. Si se establece en cero, se detectará automáticamente a partir de " "la duración.\n" -"Se recomienda establecer este valor (ya sea manualmente o haciendo clic en " -"un número de compás en la vista previa) para asegurar que el bucle funcione " +"Se recomienda establecer este valor (ya sea manualmente o haciendo clic en un " +"número de compás en la vista previa) para asegurar que el bucle funcione " "correctamente." msgid "Bar Beats:" @@ -5441,8 +5424,8 @@ msgid "" "rendered for multiple subpixel offsets (up to 4x)." msgstr "" "Nota: Si se selecciona el posicionamiento por subpíxeles, cada uno de los " -"glifos puede ser pre-renderizado para múltiples desplazamientos de " -"subpíxeles (hasta 4x)." +"glifos puede ser pre-renderizado para múltiples desplazamientos de subpíxeles " +"(hasta 4x)." msgid "Advanced Import Settings for '%s'" msgstr "Configuración Avanzada de Importación para '%s" @@ -5452,8 +5435,8 @@ msgstr "Opciones de Renderizado" msgid "Select font rendering options, fallback font, and metadata override:" msgstr "" -"Seleccionar opciones de renderizado de fuente, fuente de respaldo y " -"anulación de metadatos:" +"Seleccionar opciones de renderizado de fuente, fuente de respaldo y anulación " +"de metadatos:" msgid "Pre-render Configurations" msgstr "Configuraciones de Prerenderizado" @@ -5478,8 +5461,8 @@ msgstr "Glifos de las Traducciones" msgid "Select translations to add all required glyphs to pre-render list:" msgstr "" -"Seleccione traducciones para añadir todos los glifos necesarios a la lista " -"de pre-renderizado:" +"Seleccione traducciones para añadir todos los glifos necesarios a la lista de " +"pre-renderizado:" msgid "Shape all Strings in the Translations and Add Glyphs" msgstr "Dar forma a todas las Cadenas en las Traducciones y Añadir Glifos" @@ -5491,8 +5474,8 @@ msgid "" "Enter a text and select OpenType features to shape and add all required " "glyphs to pre-render list:" msgstr "" -"Introduce un texto y selecciona las características OpenType para darle " -"forma y añade todos los glifos necesarios a la lista de pre-renderización:" +"Introduce un texto y selecciona las características OpenType para darle forma " +"y añade todos los glifos necesarios a la lista de pre-renderización:" msgid "Shape Text and Add Glyphs" msgstr "Dar Forma al Texto y Añadir Glifos" @@ -5503,8 +5486,8 @@ msgstr "Glifos del Mapa de Caracteres" msgid "" "Add or remove glyphs from the character map to pre-render list:\n" "Note: Some stylistic alternatives and glyph variants do not have one-to-one " -"correspondence to character, and not shown in this map, use \"Glyphs from " -"the text\" tab to add these." +"correspondence to character, and not shown in this map, use \"Glyphs from the " +"text\" tab to add these." msgstr "" "Añadir o eliminar glifos del mapa de caracteres a la lista de pre-" "renderización:\n" @@ -5582,8 +5565,8 @@ msgid "" "%s: Texture detected as used in 3D. Enabling mipmap generation and setting " "the texture compression mode to %s." msgstr "" -"%s: Se detectó una textura utilizada en 3D. Se ha habilitado la generación " -"de mipmaps y se ha establecido el modo de compresión de textura a %s." +"%s: Se detectó una textura utilizada en 3D. Se ha habilitado la generación de " +"mipmaps y se ha establecido el modo de compresión de textura a %s." msgid "2D/3D (Auto-Detect)" msgstr "2D/3D (Detección Automática)" @@ -5699,8 +5682,7 @@ msgid "Set Paths" msgstr "Establecer Rutas" msgid "" -"This animation already saves to an external resource, no action will be " -"taken." +"This animation already saves to an external resource, no action will be taken." msgstr "" "Esta animación ya está guardada en un recurso externo, no se realizará " "ninguna acción." @@ -5773,8 +5755,7 @@ msgstr "" "Tienes cambios pendientes que aún no se han aplicado. Haz clic en Reimportar " "para aplicar los cambios realizados en las opciones de importación.\n" "Si seleccionas otro recurso en el dock Sistema de Archivos sin hacer clic en " -"Reimportar primero, se descartarán los cambios realizados en el dock " -"Importar." +"Reimportar primero, se descartarán los cambios realizados en el dock Importar." msgid "Import As:" msgstr "Importar como:" @@ -5798,11 +5779,11 @@ msgstr "" "cargarse correctamente." msgid "" -"Select a resource file in the filesystem or in the inspector to adjust " -"import settings." +"Select a resource file in the filesystem or in the inspector to adjust import " +"settings." msgstr "" -"Selecciona un archivo de recursos en el sistema de archivos o en el " -"inspector para ajustar la configuración de importación." +"Selecciona un archivo de recursos en el sistema de archivos o en el inspector " +"para ajustar la configuración de importación." msgid "No Event Configured" msgstr "Ningún evento configurado" @@ -5857,8 +5838,8 @@ msgid "" "The following resources will be duplicated and embedded within this resource/" "object." msgstr "" -"Los siguientes recursos serán duplicados e incrustados dentro de este " -"recurso/objeto." +"Los siguientes recursos serán duplicados e incrustados dentro de este recurso/" +"objeto." msgid "This object has no resources." msgstr "Este objeto no tiene recursos." @@ -6182,8 +6163,7 @@ msgid "Erase points and triangles." msgstr "Borrar puntos y triángulos." msgid "Generate blend triangles automatically (instead of manually)" -msgstr "" -"Generar triángulos combinados automáticamente (en lugar de manualmente)" +msgstr "Generar triángulos combinados automáticamente (en lugar de manualmente)" msgid "Parameter Changed:" msgstr "Parámetro Modificado:" @@ -6202,8 +6182,7 @@ msgstr "Nodo Movido" msgid "Unable to connect, port may be in use or connection may be invalid." msgstr "" -"No se pudo conectar, el puerto podría estar en uso o la conexión ser " -"inválida." +"No se pudo conectar, el puerto podría estar en uso o la conexión ser inválida." msgid "Nodes Connected" msgstr "Nodos Conectados" @@ -6329,15 +6308,15 @@ msgid "Make Animation Library Unique: %s" msgstr "Hacer la Librería de Animación Única: %s" msgid "" -"This animation can't be saved because it does not belong to the edited " -"scene. Make it unique first." +"This animation can't be saved because it does not belong to the edited scene. " +"Make it unique first." msgstr "" "Esta animación no se puede guardar porque no pertenece a la escena editada. " "Hazla única primero." msgid "" -"This animation can't be saved because it was imported from another file. " -"Make it unique first." +"This animation can't be saved because it was imported from another file. Make " +"it unique first." msgstr "" "Esta animación no se puede guardar porque se importó desde otro archivo. " "Hazla única primero." @@ -6616,8 +6595,8 @@ msgstr "Transición Eliminada" msgid "" "Select and move nodes.\n" "RMB: Add node at position clicked.\n" -"Shift+LMB+Drag: Connects the selected node with another node or creates a " -"new node if you select an area without nodes." +"Shift+LMB+Drag: Connects the selected node with another node or creates a new " +"node if you select an area without nodes." msgstr "" "Seleccionar y mover nodos.\n" "Clic Derecho: Añade un nodo en la posición seleccionada.\n" @@ -7274,13 +7253,12 @@ msgstr "" msgid "Hold Ctrl when dropping to add as child of selected node." msgstr "" -"Mantén presionado Ctrl al soltar para agregar como hijo del nodo " -"seleccionado." +"Mantén presionado Ctrl al soltar para agregar como hijo del nodo seleccionado." msgid "Hold Shift when dropping to add as sibling of selected node." msgstr "" -"Mantenga pulsada la tecla Mayús al soltar para añadirlo como hermano del " -"nodo seleccionado." +"Mantenga pulsada la tecla Mayús al soltar para añadirlo como hermano del nodo " +"seleccionado." msgid "Hold Alt when dropping to add as a different node type." msgstr "" @@ -7309,8 +7287,8 @@ msgid "This node doesn't have a control parent." msgstr "Este nodo no tiene un control padre." msgid "" -"Use the appropriate layout properties depending on where you are going to " -"put it." +"Use the appropriate layout properties depending on where you are going to put " +"it." msgstr "" "Usa las propiedades de layout apropiadas en función de dónde vayas a " "colocarlo." @@ -7613,8 +7591,8 @@ msgid "Synchronize Scene Changes" msgstr "Sincronizar Cambios de Escena" msgid "" -"When this option is enabled, any changes made to the scene in the editor " -"will be replicated in the running project.\n" +"When this option is enabled, any changes made to the scene in the editor will " +"be replicated in the running project.\n" "When used remotely on a device, this is more efficient when the network " "filesystem option is enabled." msgstr "" @@ -7627,13 +7605,13 @@ msgid "Synchronize Script Changes" msgstr "Sincronizar Cambios de Scripts" msgid "" -"When this option is enabled, any script that is saved will be reloaded in " -"the running project.\n" +"When this option is enabled, any script that is saved will be reloaded in the " +"running project.\n" "When used remotely on a device, this is more efficient when the network " "filesystem option is enabled." msgstr "" -"Cuando esta opción está activada, cualquier script que se guarde se " -"recargará en el proyecto en ejecución.\n" +"Cuando esta opción está activada, cualquier script que se guarde se recargará " +"en el proyecto en ejecución.\n" "Cuando se utiliza de forma remota en un dispositivo, esto es más eficiente " "cuando la opción de sistema de archivos en red está activada." @@ -7662,6 +7640,9 @@ msgstr "Tamaño: %s" msgid "Type: %s" msgstr "Tipo: %s" +msgid "Dimensions: %d × %d" +msgstr "Dimensiones: %d × %d" + msgid "Overrides (%d)" msgstr "Anulaciones (%d)" @@ -7855,8 +7836,8 @@ msgid "" "extents." msgstr "" "No se han detectado caras durante el bakeado de GPUParticlesCollisionSDF3D.\n" -"Comprueba si hay mallas visibles que coincidan con la máscara de bakeo " -"dentro de sus extensiones." +"Comprueba si hay mallas visibles que coincidan con la máscara de bakeo dentro " +"de sus extensiones." msgid "Select path for SDF Texture" msgstr "Seleccione la ruta para la textura SDF" @@ -7948,8 +7929,8 @@ msgstr "Crear una Única Forma Convexa" msgid "Can't create multiple convex collision shapes for the scene root." msgstr "" -"No se pudieron crear múltiples formas de colisión convexas para la raíz de " -"la escena." +"No se pudieron crear múltiples formas de colisión convexas para la raíz de la " +"escena." msgid "Couldn't create any collision shapes." msgstr "No pudo crear ninguna forma de colisión." @@ -8025,8 +8006,8 @@ msgid "" "automatically.\n" "This is the most accurate (but slowest) option for collision detection." msgstr "" -"Crea un StaticBody3D y le asigna automáticamente una forma de colisión " -"basada en polígonos.\n" +"Crea un StaticBody3D y le asigna automáticamente una forma de colisión basada " +"en polígonos.\n" "Esta es la opción más precisa (pero más lenta) para la detección de " "colisiones." @@ -8078,13 +8059,13 @@ msgid "Create Outline Mesh..." msgstr "Crear Malla de Contorno..." msgid "" -"Creates a static outline mesh. The outline mesh will have its normals " -"flipped automatically.\n" +"Creates a static outline mesh. The outline mesh will have its normals flipped " +"automatically.\n" "This can be used instead of the StandardMaterial Grow property when using " "that property isn't possible." msgstr "" -"Crea una malla de contorno estática. La malla de contorno tendrá sus " -"normales invertidas automáticamente.\n" +"Crea una malla de contorno estática. La malla de contorno tendrá sus normales " +"invertidas automáticamente.\n" "Esto se puede utilizar en lugar de la propiedad Grow del material estándar " "cuando el uso de esa propiedad no es posible." @@ -8599,8 +8580,8 @@ msgstr "" "\n" "Ojo abierto: El gizmo es visible.\n" "Ojo cerrado: El gizmo está oculto.\n" -"Ojo medio abierto: El gizmo también es visible a través de superficies " -"opacas (\"x-ray\")." +"Ojo medio abierto: El gizmo también es visible a través de superficies opacas " +"(\"x-ray\")." msgid "Snap Nodes to Floor" msgstr "Ajustar Nodos al Suelo" @@ -8869,8 +8850,8 @@ msgid "Add Environment to Scene" msgstr "Añadir Entorno a la Escena" msgid "" -"Adds a WorldEnvironment node matching the preview environment settings to " -"the current scene.\n" +"Adds a WorldEnvironment node matching the preview environment settings to the " +"current scene.\n" "Hold Shift while clicking to also add the preview sun to the current scene." msgstr "" "Añade un nodo WorldEnvironment con la configuración de entorno " @@ -8887,8 +8868,8 @@ msgstr "" msgid "" "No meshes to bake.\n" -"Make sure there is at least one MeshInstance3D node in the scene whose " -"visual layers are part of the OccluderInstance3D's Bake Mask property." +"Make sure there is at least one MeshInstance3D node in the scene whose visual " +"layers are part of the OccluderInstance3D's Bake Mask property." msgstr "" "No hay mallas para bakear.\n" "Asegúrate de que haya al menos un nodo MeshInstance3D en la escena cuyas " @@ -9087,8 +9068,7 @@ msgstr "" "personalizado." msgid "" -"Remove a custom polygon. If none remain, custom polygon rendering is " -"disabled." +"Remove a custom polygon. If none remain, custom polygon rendering is disabled." msgstr "" "Eliminar un polígono personalizado. Si no queda ninguno, desactivar la " "renderización del polígono personalizado." @@ -9175,8 +9155,7 @@ msgid "Clear Recent Files" msgstr "Limpiar Archivos Recientes" msgid "Can't open '%s'. The file could have been moved or deleted." -msgstr "" -"No se puede abrir '%s'. El archivo puede haber sido movido o eliminado." +msgstr "No se puede abrir '%s'. El archivo puede haber sido movido o eliminado." msgid "Close and save changes?" msgstr "¿Cerrar y guardar cambios?" @@ -10057,8 +10036,8 @@ msgid "" "Caution: Adding icon data may considerably increase the size of your Theme " "resource." msgstr "" -"Precaución: Añadir datos de iconos puede aumentar considerablemente el " -"tamaño de su recurso Theme." +"Precaución: Añadir datos de iconos puede aumentar considerablemente el tamaño " +"de su recurso Theme." msgid "Collapse types." msgstr "Tipos de colapso." @@ -10085,8 +10064,8 @@ msgid "Import Selected" msgstr "Importar Seleccionado" msgid "" -"Import Items tab has some items selected. Selection will be lost upon " -"closing this window.\n" +"Import Items tab has some items selected. Selection will be lost upon closing " +"this window.\n" "Close anyway?" msgstr "" "En la pestaña de Elementos de Importación se han seleccionado algunos " @@ -10383,8 +10362,7 @@ msgid "Select UI Scene:" msgstr "Seleccionar Escena UI:" msgid "" -"Toggle the control picker, allowing to visually select control types for " -"edit." +"Toggle the control picker, allowing to visually select control types for edit." msgstr "" "Activar el selector de controles, lo que permite seleccionar visualmente los " "tipos de control para su edición." @@ -10648,8 +10626,8 @@ msgstr "Balde" msgid "Alternatively hold Ctrl with other tools to pick tile." msgstr "" -"Alternativamente, manten Ctrl pulsado con otras herramientas para " -"seleccionar un tile." +"Alternativamente, manten Ctrl pulsado con otras herramientas para seleccionar " +"un tile." msgid "Eraser" msgstr "Borrador" @@ -10676,8 +10654,8 @@ msgid "Tiles" msgstr "Tiles" msgid "" -"This TileMap's TileSet has no source configured. Go to the TileSet bottom " -"tab to add one." +"This TileMap's TileSet has no source configured. Go to the TileSet bottom tab " +"to add one." msgstr "" "El TileSet de este TileMap no tiene una fuente configurada. Ve a la pestaña " "inferior del TileSet para añadir una." @@ -10721,8 +10699,8 @@ msgid "" "Connect mode: paints a terrain, then connects it with the surrounding tiles " "with the same terrain." msgstr "" -"Modo conectar: pinta un terreno y luego lo conecta con los tiles " -"circundantes con el mismo terreno." +"Modo conectar: pinta un terreno y luego lo conecta con los tiles circundantes " +"con el mismo terreno." msgid "" "Path mode: paints a terrain, thens connects it to the previous tile painted " @@ -10918,8 +10896,8 @@ msgid "" "Atlas setup. Add/Remove tiles tool (use the shift key to create big tiles, " "control for rectangle editing)." msgstr "" -"Configuración del Atlas. Herramienta para Añadir/Eliminar tiles (usa la " -"tecla shift para crear tiles grandes, ctrl para edición rectangular)." +"Configuración del Atlas. Herramienta para Añadir/Eliminar tiles (usa la tecla " +"shift para crear tiles grandes, ctrl para edición rectangular)." msgid "Select tiles." msgstr "Seleccionar tiles." @@ -10946,8 +10924,7 @@ msgid "Create a Tile" msgstr "Crear un Tile" msgid "Auto Create Tiles in Non-Transparent Texture Regions?" -msgstr "" -"¿Crear automáticamente tiles en regiones con texturas no transparentes?" +msgstr "¿Crear automáticamente tiles en regiones con texturas no transparentes?" msgid "" "The atlas's texture was modified.\n" @@ -10988,8 +10965,8 @@ msgid "" "You can create a new source by using the Add button on the left or by " "dropping a tileset texture onto the source list." msgstr "" -"No se ha seleccionado ninguna fuente de TileSet. Seleccione o cree una " -"fuente de TileSet.\n" +"No se ha seleccionado ninguna fuente de TileSet. Seleccione o cree una fuente " +"de TileSet.\n" "Puede crear una nueva fuente utilizando el botón Agregar a la izquierda o " "arrastrando una textura de tileset a la lista de fuentes." @@ -11018,8 +10995,8 @@ msgid "" "No VCS plugins are available in the project. Install a VCS plugin to use VCS " "integration features." msgstr "" -"No hay complementos de VCS disponibles en el proyecto. Instale un " -"complemento de VCS para utilizar las características de integración de VCS." +"No hay complementos de VCS disponibles en el proyecto. Instale un complemento " +"de VCS para utilizar las características de integración de VCS." msgid "Error" msgstr "Error" @@ -11332,6 +11309,9 @@ msgstr "Nodo(s) Movido(s)" msgid "Convert Constant Node(s) To Parameter(s)" msgstr "Convertir Nodo(s) Contantes a Parametro(s)" +msgid "Convert Parameter Node(s) To Constant(s)" +msgstr "Convierte Nodo de Parámetro(s) A Constante(s)" + msgid "Delete VisualShader Node" msgstr "Eliminar Nodo VisualShader" @@ -11344,6 +11324,9 @@ msgstr "Constantes Flotantes" msgid "Convert Constant(s) to Parameter(s)" msgstr "Convertir Constante(s) en Parámetro(s)" +msgid "Convert Parameter(s) to Constant(s)" +msgstr "Convierte Parámetro(s) a Constante(s)" + msgid "Set Comment Title" msgstr "Establecer Título del Comentario" @@ -11548,8 +11531,8 @@ msgstr "" msgid "" "Returns an associated boolean if the provided boolean value is true or false." msgstr "" -"Devuelve un booleano asociado si el valor booleano proporcionado es " -"verdadero o falso." +"Devuelve un booleano asociado si el valor booleano proporcionado es verdadero " +"o falso." msgid "" "Returns an associated floating-point scalar if the provided boolean value is " @@ -11559,8 +11542,8 @@ msgstr "" "proporcionado es verdadero o falso." msgid "" -"Returns an associated integer scalar if the provided boolean value is true " -"or false." +"Returns an associated integer scalar if the provided boolean value is true or " +"false." msgstr "" "Devuelve un escalar entero asociado si el valor booleano proporcionado es " "verdadero o falso." @@ -11595,6 +11578,9 @@ msgstr "Constante booleana." msgid "Boolean parameter." msgstr "Parámetro booleano." +msgid "Translated to '%s' in Godot Shading Language." +msgstr "Traducido a '%s' en Godot Shading Language." + msgid "'%s' input parameter for all shader modes." msgstr "Parámetro de entrada '%s' para todos los modos de sombreado." @@ -11626,16 +11612,14 @@ msgid "'%s' input parameter for vertex shader mode." msgstr "Parámetro de entrada '%s' para vértices en modo de sombreado." msgid "'%s' input parameter for start shader mode." -msgstr "" -"Parámetro de entrada '%s' para vértices en modo de sombreado de inicio." +msgstr "Parámetro de entrada '%s' para vértices en modo de sombreado de inicio." msgid "'%s' input parameter for process shader mode." msgstr "Parámetro de entrada '%s' de procesamiento del modo de sombreado." msgid "'%s' input parameter for start and process shader modes." msgstr "" -"Parámetro de entrada '%s' de inicio y procesamiento de los modos de " -"sombreado." +"Parámetro de entrada '%s' de inicio y procesamiento de los modos de sombreado." msgid "'%s' input parameter for process and collide shader modes." msgstr "" @@ -11693,8 +11677,7 @@ msgstr "Devuelve la tangente hiperbólica inversa del parámetro." msgid "Returns the result of bitwise NOT (~a) operation on the integer." msgstr "" -"Devuelve el resultado de la operación bitwise NOT (~a) sobre el número " -"entero." +"Devuelve el resultado de la operación bitwise NOT (~a) sobre el número entero." msgid "" "Returns the result of bitwise NOT (~a) operation on the unsigned integer." @@ -11809,8 +11792,8 @@ msgid "" "SmoothStep function( scalar(edge0), scalar(edge1), scalar(x) ).\n" "\n" "Returns 0.0 if 'x' is smaller than 'edge0' and 1.0 if x is larger than " -"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 " -"using Hermite polynomials." +"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 using " +"Hermite polynomials." msgstr "" "SmoothStep function( scalar(edge0), scalar(edge1), scalar(x) ).\n" "\n" @@ -11828,11 +11811,9 @@ msgstr "" "Devuelve 0.0 si 'x' es menor que 'edge' y en caso contrario devuelve 1.0." msgid "" -"(Fragment/Light mode only) (Scalar) Sum of absolute derivative in 'x' and " -"'y'." +"(Fragment/Light mode only) (Scalar) Sum of absolute derivative in 'x' and 'y'." msgstr "" -"(Solo modo Fragmento/Luz) (Escalar) Suma de la derivada absoluta en 'x' e " -"'y'." +"(Solo modo Fragmento/Luz) (Escalar) Suma de la derivada absoluta en 'x' e 'y'." msgid "Returns the tangent of the parameter." msgstr "Devuelve la tangente del parámetro." @@ -11856,8 +11837,7 @@ msgid "Returns the result of bitwise AND (a & b) operation for two integers." msgstr "Devuelve el resultado de la operación AND (a & b) de dos enteros." msgid "" -"Returns the result of bitwise AND (a & b) operation for two unsigned " -"integers." +"Returns the result of bitwise AND (a & b) operation for two unsigned integers." msgstr "" "Devuelve el resultado de la operación AND (a & b) de dos enteros sin signo." @@ -11881,8 +11861,8 @@ msgstr "" msgid "" "Returns the result of bitwise OR (a | b) operation for two unsigned integers." msgstr "" -"Devuelve el resultado de la operación bitwise OR (a | b) para dos enteros " -"sin signo." +"Devuelve el resultado de la operación bitwise OR (a | b) para dos enteros sin " +"signo." msgid "" "Returns the result of bitwise right shift (a >> b) operation on the integer." @@ -11904,8 +11884,8 @@ msgstr "" msgid "" "Returns the result of bitwise XOR (a ^ b) operation on the unsigned integer." msgstr "" -"Devuelve el resultado de la operación bitwise XOR (a ^ b) sobre el entero " -"sin signo." +"Devuelve el resultado de la operación bitwise XOR (a ^ b) sobre el entero sin " +"signo." msgid "Divides two floating-point scalars." msgstr "Divide dos escalares de coma flotante." @@ -12117,6 +12097,9 @@ msgid "Returns a random value between the minimum and maximum input values." msgstr "" "Devuelve un valor aleatorio entre los valores mínimos y máximos de entrada." +msgid "Remaps a given input from the input range to the output range." +msgstr "Reasigna una entrada dada desde el rango de entrada al rango de salida." + msgid "Vector function." msgstr "Función Vector." @@ -12179,15 +12162,15 @@ msgstr "" "Devuelve el vector que apunta en la misma dirección que un vector de " "referencia. La función tiene tres parámetros vectoriales: N, el vector a " "orientar, I, el vector incidente, y Nref, el vector de referencia. Si el " -"producto de punto de I y Nref es menor que cero, el valor de retorno es N. " -"De lo contrario, se devuelve -N." +"producto de punto de I y Nref es menor que cero, el valor de retorno es N. De " +"lo contrario, se devuelve -N." msgid "" -"Returns falloff based on the dot product of surface normal and view " -"direction of camera (pass associated inputs to it)." +"Returns falloff based on the dot product of surface normal and view direction " +"of camera (pass associated inputs to it)." msgstr "" -"Los retornos decrecen en función del producto punto de la superficie normal " -"y de la dirección de visión de la cámara (pasando las entradas asociadas a " +"Los retornos decrecen en función del producto punto de la superficie normal y " +"de la dirección de visión de la cámara (pasando las entradas asociadas a " "este)." msgid "Calculates the length of a vector." @@ -12199,6 +12182,11 @@ msgstr "Interpolación lineal entre dos vectores." msgid "Linear interpolation between two vectors using scalar." msgstr "Interpolación lineal entre dos vectores usando escalar." +msgid "Performs a fused multiply-add operation (a * b + c) on vectors." +msgstr "" +"Realiza una operación de multiplicación y suma fusionada (a * b + c) en " +"vectores." + msgid "Calculates the normalize product of vector." msgstr "Calcula el producto normalizado del vector." @@ -12222,8 +12210,8 @@ msgid "" "SmoothStep function( vector(edge0), vector(edge1), vector(x) ).\n" "\n" "Returns 0.0 if 'x' is smaller than 'edge0' and 1.0 if 'x' is larger than " -"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 " -"using Hermite polynomials." +"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 using " +"Hermite polynomials." msgstr "" "SmoothStep function( vector(edge0), vector(edge1), vector(x) ).\n" "\n" @@ -12235,8 +12223,8 @@ msgid "" "SmoothStep function( scalar(edge0), scalar(edge1), vector(x) ).\n" "\n" "Returns 0.0 if 'x' is smaller than 'edge0' and 1.0 if 'x' is larger than " -"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 " -"using Hermite polynomials." +"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 using " +"Hermite polynomials." msgstr "" "SmoothStep function( scalar(edge0), scalar(edge1), vector(x) ).\n" "\n" @@ -12263,8 +12251,7 @@ msgstr "" "Devuelve 0.0 si 'x' es menor que 'edge' y 1.0 en caso contrario." msgid "" -"(Fragment/Light mode only) (Vector) Sum of absolute derivative in 'x' and " -"'y'." +"(Fragment/Light mode only) (Vector) Sum of absolute derivative in 'x' and 'y'." msgstr "" "(Solo modo Fragmento/Luz) (Vector) Suma de la derivada absoluta en 'x' e 'y'." @@ -12334,18 +12321,18 @@ msgstr "Parámetro del vector 4D." msgid "" "A rectangular area with a description string for better graph organization." msgstr "" -"Un área rectangular con una cadena de descripción para una mejor " -"organización gráfica." +"Un área rectangular con una cadena de descripción para una mejor organización " +"gráfica." msgid "" "Custom Godot Shader Language expression, with custom amount of input and " "output ports. This is a direct injection of code into the vertex/fragment/" "light function, do not use it to write the function declarations inside." msgstr "" -"Expresión personalizada del Lenguaje Godot Shader, con cantidad " -"personalizada de puertos de entrada y salida. Esta es una inyección directa " -"de código en la función de vértice/fragmento/luz, no la uses para escribir " -"las declaraciones de función en su interior." +"Expresión personalizada del Lenguaje Godot Shader, con cantidad personalizada " +"de puertos de entrada y salida. Esta es una inyección directa de código en la " +"función de vértice/fragmento/luz, no la uses para escribir las declaraciones " +"de función en su interior." msgid "" "Custom Godot Shader Language expression, which is placed on top of the " @@ -12409,12 +12396,19 @@ msgstr "Por favor, elige un archivo \"project.godot\" o \".zip\"." msgid "This directory already contains a Godot project." msgstr "El directorio ya contiene un proyecto de Godot." +msgid "" +"You cannot save a project in the selected path. Please make a new folder or " +"choose a new path." +msgstr "" +"No puedes guardar un proyecto en la ruta seleccionada. Por favor, crea una " +"nueva carpeta o elige una nueva ruta." + msgid "" "The selected path is not empty. Choosing an empty folder is highly " "recommended." msgstr "" -"La ruta seleccionada no está vacía. Lo más recomendable es elegir una " -"carpeta vacía." +"La ruta seleccionada no está vacía. Lo más recomendable es elegir una carpeta " +"vacía." msgid "New Game Project" msgstr "Nuevo Proyecto de Juego" @@ -12443,6 +12437,9 @@ msgstr "Gráficos 3D avanzados disponibles." msgid "Can scale to large complex scenes." msgstr "Escalable a escenas grandes y complejas." +msgid "Uses RenderingDevice backend." +msgstr "Utiliza el backend de RenderingDevice." + msgid "Slower rendering of simple scenes." msgstr "Renderizado más lento de escenas simples." @@ -12467,6 +12464,9 @@ msgstr "Gráficos 3D mucho menos avanzados (aún trabajando en ello)." msgid "Intended for low-end/older devices." msgstr "Destinado para dispositivos de gama baja/antiguos." +msgid "Uses OpenGL 3 backend (OpenGL 3.3/ES 3.0/WebGL2)." +msgstr "Utiliza el backend de OpenGL 3 (OpenGL 3.3/ES 3.0/WebGL2)." + msgid "Fastest rendering of simple scenes." msgstr "Renderizado más rápido de escenas simples." @@ -12557,10 +12557,6 @@ msgstr "Metadatos de Control de Versión:" msgid "Git" msgstr "Git" -msgid "The project uses features unsupported by the current build:" -msgstr "" -"El proyecto utiliza características no compatibles con la versión actual:" - msgid "Error: Project is missing on the filesystem." msgstr "Error: Proyecto faltante en el sistema de archivos." @@ -12584,8 +12580,8 @@ msgid "" "Note that usual checks for engine version compatibility will be bypassed." msgstr "" "Solicitaste abrir %d proyectos en paralelo. ¿Lo confirmas?\n" -"Ten en cuenta que se omitirán las comprobaciones habituales de " -"compatibilidad de la versión de motor." +"Ten en cuenta que se omitirán las comprobaciones habituales de compatibilidad " +"de la versión de motor." msgid "" "The selected project \"%s\" does not specify its supported Godot version in " @@ -12618,8 +12614,7 @@ msgid "" "\n" "You have three options:\n" "- Convert only the configuration file (\"project.godot\"). Use this to open " -"the project without attempting to convert its scenes, resources and " -"scripts.\n" +"the project without attempting to convert its scenes, resources and scripts.\n" "- Convert the entire project including its scenes, resources and scripts " "(recommended if you are upgrading).\n" "- Do nothing and go back.\n" @@ -12627,8 +12622,8 @@ msgid "" "Warning: If you select a conversion option, you won't be able to open the " "project with previous versions of the engine anymore." msgstr "" -"El proyecto seleccionado \"%s\" fue generado por Godot 3.x y debe " -"convertirse para Godot 4.x.\n" +"El proyecto seleccionado \"%s\" fue generado por Godot 3.x y debe convertirse " +"para Godot 4.x.\n" "\n" "Ruta del proyecto: %s\n" "\n" @@ -12707,17 +12702,8 @@ msgstr "" "\n" msgid "" -"Warning: This project was built in Godot %s.\n" -"Opening will upgrade or downgrade the project to Godot %s.\n" -"\n" -msgstr "" -"Advertencia: este proyecto fue construido en Godot %s.\n" -"La apertura actualizará o reducirá el proyecto a Godot %s.\n" -"\n" - -msgid "" -"Warning: This project uses the following features not supported by this " -"build of Godot:\n" +"Warning: This project uses the following features not supported by this build " +"of Godot:\n" "\n" "%s\n" "\n" @@ -12737,8 +12723,8 @@ msgid "" "the \"Application\" category." msgstr "" "No se puede ejecutar el proyecto: no hay una escena principal definida.\n" -"Por favor, edita el proyecto y configura la escena principal en " -"Configuración del Proyecto, en la categoría \"Application\"." +"Por favor, edita el proyecto y configura la escena principal en Configuración " +"del Proyecto, en la categoría \"Application\"." msgid "" "Can't run project: Assets need to be imported.\n" @@ -12759,6 +12745,9 @@ msgstr "El nombre de la etiqueta no puede contener espacios." msgid "These characters are not allowed in tags: %s." msgstr "Estos caracteres no están permitidos en las etiquetas: %s." +msgid "Tag name must be lowercase." +msgstr "El nombre de la etiqueta debe estar en minúsculas." + msgid "Remove %d projects from the list?" msgstr "¿Quitar %d proyectos de la lista?" @@ -12784,8 +12773,7 @@ msgid "" "Are you sure to scan %s folders for existing Godot projects?\n" "This could take a while." msgstr "" -"¿Está seguro de escanear %s carpetas para los proyectos de Godot " -"existentes?\n" +"¿Está seguro de escanear %s carpetas para los proyectos de Godot existentes?\n" "Esto puede tardar un poco." msgctxt "Application" @@ -12797,8 +12785,8 @@ msgstr "Filtrar Proyectos" msgid "" "This field filters projects by name and last path component.\n" -"To filter projects by name and full path, the query must contain at least " -"one `/` character." +"To filter projects by name and full path, the query must contain at least one " +"`/` character." msgstr "" "Este campo filtra los proyectos por nombre y por el último componente de la " "ruta.\n" @@ -12811,6 +12799,9 @@ msgstr "Cargando, espera por favor..." msgid "Last Edited" msgstr "Último Editado" +msgid "Tags" +msgstr "Etiquetas" + msgid "New Project" msgstr "Nuevo Proyecto" @@ -12853,28 +12844,6 @@ msgstr "También eliminar el contenido del proyecto (¡no se puede deshacer!)" msgid "Convert Full Project" msgstr "Convertir Proyecto Completo" -msgid "" -"This option will perform full project conversion, updating scenes, resources " -"and scripts from Godot 3.x to work in Godot 4.0.\n" -"\n" -"Note that this is a best-effort conversion, i.e. it makes upgrading the " -"project easier, but it will not open out-of-the-box and will still require " -"manual adjustments.\n" -"\n" -"IMPORTANT: Make sure to backup your project before converting, as this " -"operation makes it impossible to open it in older versions of Godot." -msgstr "" -"Esta opción realizará la conversión completa del proyecto, actualizando " -"escenas, recursos y scripts de Godot 3.x para trabajar en Godot 4.0.\n" -"\n" -"Ten en cuenta que esta es la conversión mejor posible, es decir, facilita la " -"actualización del proyecto, pero no se abrirá de forma inmediata y aún " -"requerirá ajustes manuales.\n" -"\n" -"IMPORTANTE: Asegúrate de hacer una copia de seguridad de tu proyecto antes " -"de la conversión ya que esta operación hace que sea imposible abrirlo en " -"versiones anteriores de Godot." - msgid "Can't run project" msgstr "No se puede ejecutar el proyecto" @@ -12891,12 +12860,21 @@ msgstr "Administrar Etiquetas de Proyectos" msgid "Project Tags" msgstr "Etiquetas de Proyecto" +msgid "Click tag to remove it from the project." +msgstr "Haz clic en la etiqueta para eliminarla del proyecto." + msgid "All Tags" msgstr "Todas las Etiquetas" +msgid "Click tag to add it to the project." +msgstr "Haz clic en la etiqueta para agregarla al proyecto." + msgid "Create New Tag" msgstr "Crear Nueva Etiqueta" +msgid "Tags are capitalized automatically when displayed." +msgstr "Las etiquetas se capitalizan automáticamente cuando se muestran." + msgid "Add Project Setting" msgstr "Añadir Configuración del Proyecto" @@ -13128,8 +13106,8 @@ msgid "Error loading scene from %s" msgstr "Error al cargar escena desde %s" msgid "" -"Cannot instantiate the scene '%s' because the current scene exists within " -"one of its nodes." +"Cannot instantiate the scene '%s' because the current scene exists within one " +"of its nodes." msgstr "" "No se puede instanciar la escena '%s' porque la escena actual existe dentro " "de uno de sus nodos." @@ -13187,8 +13165,10 @@ msgstr "¿Eliminar el nodo \"%s\" y sus hijos?" msgid "Delete node \"%s\"?" msgstr "¿Eliminar nodo \"%s\"?" -msgid "" -"Saving the branch as a scene requires having a scene open in the editor." +msgid "Some nodes are referenced by animation tracks." +msgstr "Algunos nodos son referenciados por pistas de animación." + +msgid "Saving the branch as a scene requires having a scene open in the editor." msgstr "" "Guardar la rama como una escena requiere tener una escena abierta en el " "editor." @@ -13228,9 +13208,9 @@ msgid "" "on this branch, and select \"Save Branch as Scene\"." msgstr "" "No se puede guardar una rama que es hija de una escena ya instanciada.\n" -"Para guardar esta rama en su propia escena, abre la escena original, haz " -"clic con el botón derecho del ratón en esta rama y selecciona \"Guardar Rama " -"como Escena\"." +"Para guardar esta rama en su propia escena, abre la escena original, haz clic " +"con el botón derecho del ratón en esta rama y selecciona \"Guardar Rama como " +"Escena\"." msgid "" "Can't save a branch which is part of an inherited scene.\n" @@ -13238,9 +13218,8 @@ msgid "" "on this branch, and select \"Save Branch as Scene\"." msgstr "" "No se puede guardar una rama que forma parte de una escena heredada.\n" -"Para guardar esta rama en la propia escena, abre la escena original, haz " -"clic con el botón derecho en esta rama y selecciona \"Guardar Rama como " -"Escena\"." +"Para guardar esta rama en la propia escena, abre la escena original, haz clic " +"con el botón derecho en esta rama y selecciona \"Guardar Rama como Escena\"." msgid "Save New Scene As..." msgstr "Guardar Nueva Escena Como..." @@ -13253,12 +13232,11 @@ msgstr "" "vuelvan a sus valores predeterminados." msgid "" -"Enabling \"Load As Placeholder\" will disable \"Editable Children\" and " -"cause all properties of the node to be reverted to their default." +"Enabling \"Load As Placeholder\" will disable \"Editable Children\" and cause " +"all properties of the node to be reverted to their default." msgstr "" -"Activar \"Cargar Como Placeholder\" desactivará \"Hijos Editables\" y " -"causará que todas las propiedades del nodo se reviertan a sus valores " -"predeterminados." +"Activar \"Cargar Como Placeholder\" desactivará \"Hijos Editables\" y causará " +"que todas las propiedades del nodo se reviertan a sus valores predeterminados." msgid "Make Local" msgstr "Crear Local" @@ -13318,8 +13296,8 @@ msgid "" "Couldn't save new scene. Likely dependencies (instances) couldn't be " "satisfied." msgstr "" -"No se pudo guardar la nueva escena. Las posibles dependencias (instancias) " -"no pudieron ser resueltas." +"No se pudo guardar la nueva escena. Las posibles dependencias (instancias) no " +"pudieron ser resueltas." msgid "Error saving scene." msgstr "Error al guardar escena." @@ -13366,14 +13344,21 @@ msgstr "Filtrar por Grupo" msgid "Selects all Nodes of the given type." msgstr "Selecciona todos los Nodos del tipo indicado." +msgid "" +"Selects all Nodes belonging to the given group.\n" +"If empty, selects any Node belonging to any group." +msgstr "" +"Selecciona todos los nodos pertenecientes al grupo dado.\n" +"Si está vacío, selecciona cualquier nodo perteneciente a cualquier grupo." + msgid "" "Cannot attach a script: there are no languages registered.\n" "This is probably because this editor was built with all language modules " "disabled." msgstr "" "No se puede adjuntar el script: no hay ningún lenguaje registrado.\n" -"Esto es probablemente porque este editor fue construido con todos los " -"módulos de lenguaje desactivados." +"Esto es probablemente porque este editor fue construido con todos los módulos " +"de lenguaje desactivados." msgid "Can't paste root node into the same scene." msgstr "No se puede pegar el nodo raíz en la misma escena." @@ -13469,6 +13454,9 @@ msgstr "El archivo no existe." msgid "Invalid extension." msgstr "Extensión inválida." +msgid "Extension doesn't match chosen language." +msgstr "La extension no coincide con el lenguaje seleccionado." + msgid "Template:" msgstr "Plantilla:" @@ -13540,8 +13528,8 @@ msgstr "" "editados usando un editor externo." msgid "" -"Warning: Having the script name be the same as a built-in type is usually " -"not desired." +"Warning: Having the script name be the same as a built-in type is usually not " +"desired." msgstr "" "Advertencia: No es recomendable que el nombre del script sea el mismo que el " "de un tipo integrado." @@ -13604,12 +13592,30 @@ msgstr "Crear Shader" msgid "Set Shader Global Variable" msgstr "Establecer Variable Global en el Shader" +msgid "Please specify a valid shader uniform identifier name." +msgstr "" +"Por favor especifique un nombre válido para el identificador de la variable " +"uniform del shader." + msgid "Global shader parameter '%s' already exists'" msgstr "El parámetro de shader global '%s' ya existe" +msgid "Name '%s' is a reserved shader language keyword." +msgstr "El nombre '%s' es una palabra reservada del lenguaje del shader." + msgid "Add Shader Global Parameter" msgstr "Añadir Parámetro Global en el Shader" +msgid "Make this panel floating in the screen %d." +msgstr "Haz que este panel flote en pantalla %d." + +msgid "" +"Make this panel floating.\n" +"Right click to open the screen selector." +msgstr "" +"Haz que este panel sea flotante.\n" +"Clic derecho para abrir el selector de pantalla." + msgid "Select Screen" msgstr "Seleccionar Pantalla" @@ -13626,8 +13632,7 @@ msgid "Change Torus Outer Radius" msgstr "Cambiar Radio Externo de Torus" msgid "Invalid type argument to convert(), use TYPE_* constants." -msgstr "" -"Tipo de argumento inválido para 'convert()', utiliza constantes TYPE_*." +msgstr "Tipo de argumento inválido para 'convert()', utiliza constantes TYPE_*." msgid "Step argument is zero!" msgstr "¡El argumento step es cero!" @@ -13646,8 +13651,8 @@ msgstr "El formato de diccionario de instancias no es correcto (falta @path)" msgid "Invalid instance dictionary format (can't load script at @path)" msgstr "" -"El formato de diccionario de instancias no es correcto (no se puede cargar " -"el script en @path)" +"El formato de diccionario de instancias no es correcto (no se puede cargar el " +"script en @path)" msgid "Invalid instance dictionary format (invalid script at @path)" msgstr "" @@ -13661,8 +13666,8 @@ msgid "Value of type '%s' can't provide a length." msgstr "El valor del tipo '%s' no puede proporcionar una longitud." msgid "" -"Invalid type argument for is_instance_of(), use TYPE_* constants for built-" -"in types." +"Invalid type argument for is_instance_of(), use TYPE_* constants for built-in " +"types." msgstr "" "Tipo de argumento inválido para is_instance_of(), usa constantes TYPE_* para " "tipos integrados." @@ -13728,8 +13733,8 @@ msgid "Disable '.blend' Import" msgstr "Desactivar Importación '.blend'" msgid "" -"Disables Blender '.blend' files import for this project. Can be re-enabled " -"in Project Settings." +"Disables Blender '.blend' files import for this project. Can be re-enabled in " +"Project Settings." msgstr "" "Desactiva la importación de archivos '.blend' de Blender para este proyecto. " "Se puede volver a activar en la Configuración del Proyecto." @@ -13828,6 +13833,18 @@ msgstr "Filtrar Mallas" msgid "Give a MeshLibrary resource to this GridMap to use its meshes." msgstr "Añade un recurso MeshLibrary a este GridMap para usar sus mallas." +msgid "Determining optimal atlas size" +msgstr "Determinando el tamaño óptimo para el atlas" + +msgid "Blitting albedo and emission" +msgstr "Bliteando el albedo y la emisión" + +msgid "Plotting mesh into acceleration structure %d/%d" +msgstr "Graficando la malla en la estructura de aceleración %d/%d" + +msgid "Optimizing acceleration structure" +msgstr "Optimizando la estructura de aceleración" + msgid "Begin Bake" msgstr "Empezar a Bakear" @@ -13869,12 +13886,38 @@ msgstr "Crear Solución" msgid "Not enough bytes for decoding bytes, or invalid format." msgstr "" -"No hay suficientes bytes para decodificar los bytes, o el formato es " -"inválido." +"No hay suficientes bytes para decodificar los bytes, o el formato es inválido." + +msgid "" +"Unable to load .NET runtime, no compatible version was found.\n" +"Attempting to create/edit a project will lead to a crash.\n" +"\n" +"Please install the .NET SDK 6.0 or later from https://dotnet.microsoft.com/en-" +"us/download and restart Godot." +msgstr "" +"No se pudo cargar el tiempo de ejecución de .NET, no se encontró una versión " +"compatible.\n" +"Intentar crear/editar un proyecto provocará un cierre inesperado.\n" +"\n" +"Por favor, instala el SDK de .NET 6.0 o posterior desde https://dotnet." +"microsoft.com/en-us/download y reinicia Godot." msgid "Failed to load .NET runtime" msgstr "Error al cargar el tiempo de ejecución .NET" +msgid "" +"Unable to load .NET runtime, specifically hostfxr.\n" +"Attempting to create/edit a project will lead to a crash.\n" +"\n" +"Please install the .NET SDK 6.0 or later from https://dotnet.microsoft.com/en-" +"us/download and restart Godot." +msgstr "" +"No se pudo cargar el tiempo de ejecución de .NET, específicamente hostfxr.\n" +"Intentar crear/editar un proyecto provocará un cierre inesperado.\n" +"\n" +"Por favor, instala el SDK de .NET 6.0 o posterior desde https://dotnet." +"microsoft.com/en-us/download y reinicia Godot." + msgid "%d (%s)" msgstr "%d (%s)" @@ -13914,18 +13957,47 @@ msgid "Select a replicator node in order to pick a property to add to it." msgstr "Selecciona un nodo replicante para elegir una propiedad que añadirle." msgid "Not possible to add a new property to synchronize without a root." -msgstr "" -"No es posible añadir una nueva propiedad para sincronizar sin una raíz." +msgstr "No es posible añadir una nueva propiedad para sincronizar sin una raíz." + +msgid "Property is already being synchronized." +msgstr "La propiedad ya se está sincronizando." + +msgid "Add property to synchronizer" +msgstr "Añadir propiedad al sincronizador" + +msgid "Pick a node to synchronize:" +msgstr "Elije un nodo para sincronizar:" + +msgid "Add property to sync..." +msgstr "Añadir propiedad para sincronizar..." msgid "Add from path" msgstr "Añadir desde ruta" +msgid "Spawn" +msgstr "Generar" + msgid "Watch" msgstr "Ver" +msgid "" +"Add properties using the buttons above or\n" +"drag them them from the inspector and drop them here." +msgstr "" +"Añade propiedades utilizando los botones de arriba o\n" +"arrástralas desde el inspector y suéltalas aquí." + msgid "Please select a MultiplayerSynchronizer first." msgstr "Por favor, selecciona primero un MultiplayerSynchronizer." +msgid "The MultiplayerSynchronizer needs a root path." +msgstr "El MultiplayerSynchronizer necesita una ruta raíz." + +msgid "" +"Each MultiplayerSynchronizer can have no more than 64 watched properties." +msgstr "" +"Cada MultiplayerSynchronizer no puede tener más de 64 propiedades observadas." + msgid "Set spawn property" msgstr "Establecer propiedad de spawn" @@ -13941,6 +14013,9 @@ msgstr "¿Eliminar Propiedad?" msgid "Remove Property" msgstr "Eliminar Propiedad" +msgid "Property of this type not supported." +msgstr "Propiedad de este tipo no soportada." + msgid "" "A valid NodePath must be set in the \"Spawn Path\" property in order for " "MultiplayerSpawner to be able to spawn Nodes." @@ -13948,6 +14023,13 @@ msgstr "" "Se debe establecer una ruta de nodo válida en la propiedad \"Spawn Path\" " "para que MultiplayerSpawner pueda generar nodos." +msgid "" +"A valid NodePath must be set in the \"Root Path\" property in order for " +"MultiplayerSynchronizer to be able to synchronize properties." +msgstr "" +"Debe establecerse una NodePath válida en la propiedad \"Ruta Raíz\" para que " +"MultiplayerSynchronizer pueda sincronizar las propiedades." + msgid "A NavigationMesh resource must be set or created for this node to work." msgstr "" "Se debe crear o establecer un recurso NavigationMesh para que este nodo " @@ -13960,12 +14042,30 @@ msgstr "" "No se puede generar una malla de navegación porque no pertenece a la escena " "editada. Hazla única primero." +msgid "" +"Cannot generate navigation mesh because it belongs to a resource which was " +"imported." +msgstr "" +"No se puede generar la malla de navegación porque pertenece a un recurso " +"importado." + +msgid "" +"Cannot generate navigation mesh because the resource was imported from " +"another type." +msgstr "" +"No se puede generar la malla de navegación porque el recurso se importó de " +"otro tipo." + msgid "Bake NavMesh" msgstr "Bakear NavMesh" msgid "Clear the navigation mesh." msgstr "Limpiar la malla de navegación." +msgid "Toggles whether the noise preview is computed in 3D space." +msgstr "" +"Permite alternar si la vista previa del ruido se calcula en el espacio 3D." + msgid "Rename Action" msgstr "Renombrar Acción" @@ -14014,12 +14114,21 @@ msgstr "Añadir perfil" msgid "Add an interaction profile." msgstr "Añadir un perfil de interacción." +msgid "Save this OpenXR action map." +msgstr "Guarde este mapa de acción de OpenXR." + +msgid "Reset to default OpenXR action map." +msgstr "Restablecer el mapa de acciones predeterminado de OpenXR." + msgid "Action Sets" msgstr "Conjunto de Acciones" msgid "Rename Action Set" msgstr "Renombrar Conjunto de Acciones" +msgid "Rename Action Sets Localized name" +msgstr "Cambiar el nombre localizado de los conjuntos de acciones" + msgid "Change Action Sets priority" msgstr "Cambiar prioridad de los Conjuntos de Acciones" @@ -14074,6 +14183,13 @@ msgstr "" msgid "The package must have at least one '.' separator." msgstr "El paquete debe tener al menos un '.' como separador." +msgid "" +"The project name does not meet the requirement for the package name format. " +"Please explicitly specify the package name." +msgstr "" +"El nombre del proyecto no cumple los requisitos del formato del nombre del " +"paquete. Especifique explícitamente el nombre del paquete." + msgid "Invalid public key for APK expansion." msgstr "Clave pública inválida para la expansión de APK." @@ -14096,8 +14212,7 @@ msgid "\"Export AAB\" is only valid when \"Use Gradle Build\" is enabled." msgstr "" "\"Exportar AAB\" solo es válido cuando \"Use Gradle Build\" está habilitado." -msgid "" -"\"Min SDK\" can only be overridden when \"Use Gradle Build\" is enabled." +msgid "\"Min SDK\" can only be overridden when \"Use Gradle Build\" is enabled." msgstr "" "\"Min SDK\" solo puede sobrescribirse cuando está activada la opción \"Use " "Gradle Build\"." @@ -14107,8 +14222,8 @@ msgstr "" "\"Min SDK\" debería ser un entero válido, pero obtuvo \"%s\" que es inválido." msgid "" -"\"Min SDK\" cannot be lower than %d, which is the version needed by the " -"Godot library." +"\"Min SDK\" cannot be lower than %d, which is the version needed by the Godot " +"library." msgstr "" "\"Min SDK\" no puede ser inferior a %d, que es la versión que necesita la " "librería de Godot." @@ -14126,8 +14241,7 @@ msgstr "" msgid "\"Target SDK\" version must be greater or equal to \"Min SDK\" version." msgstr "" -"La versión \"SDK de Destino\" debe ser mayor o igual a la versión \"Min " -"SDK\"." +"La versión \"SDK de Destino\" debe ser mayor o igual a la versión \"Min SDK\"." msgid "Select device from the list" msgstr "Seleccionar dispositivo de la lista" @@ -14153,6 +14267,21 @@ msgstr "Ejecutando en el dispositivo..." msgid "Could not execute on device." msgstr "No se ha podido ejecutar en el dispositivo." +msgid "" +"Exporting to Android is currently not supported in Godot 4 when using C#/." +"NET. Use Godot 3 to target Android with C#/Mono instead." +msgstr "" +"La exportación a Android no está soportada actualmente en Godot 4 cuando se " +"utiliza C#/.NET. En su lugar, utilice Godot 3 para exportar a Android con C#/" +"Mono." + +msgid "" +"If this project does not use C#, use a non-C# editor build to export the " +"project." +msgstr "" +"Si este proyecto no utiliza C#, utilice un editor que no sea C# para exportar " +"el proyecto." + msgid "" "Android build template not installed in the project. Install it from the " "Project menu." @@ -14185,8 +14314,7 @@ msgstr "" msgid "A valid Android SDK path is required in Editor Settings." msgstr "" -"Se requiere una ruta válida del SDK de Android en la Configuración del " -"Editor." +"Se requiere una ruta válida del SDK de Android en la Configuración del Editor." msgid "Invalid Android SDK path in Editor Settings." msgstr "Ruta del SDK de Android inválida en la Configuración del Editor." @@ -14209,8 +14337,8 @@ msgstr "¡No se encontró el directorio 'build-tools'!" msgid "Unable to find Android SDK build-tools' apksigner command." msgstr "" -"No se pudo encontrar el comando apksigner de las herramientas de " -"construcción del SDK de Android." +"No se pudo encontrar el comando apksigner de las herramientas de construcción " +"del SDK de Android." msgid "" "\"Target SDK\" %d is higher than the default version %d. This may work, but " @@ -14219,6 +14347,13 @@ msgstr "" "\"SDK de Destino\" %d es superior a la versión predeterminada %d. Podría " "funcionar, pero no se ha probado y puede ser inestable." +msgid "" +"The \"%s\" renderer is designed for Desktop devices, and is not suitable for " +"Android devices." +msgstr "" +"El renderizador \"%s\" está diseñado para dispositivos de escritorio, y no es " +"adecuado para dispositivos Android." + msgid "\"Min SDK\" should be greater or equal to %d for the \"%s\" renderer." msgstr "\"Min SDK\" debe ser mayor o igual a %d para el renderizador \"%s\"." @@ -14226,8 +14361,18 @@ msgid "Code Signing" msgstr "Firma del Código" msgid "" -"'apksigner' could not be found. Please check that the command is available " -"in the Android SDK build-tools directory. The resulting %s is unsigned." +"All 'apksigner' tools located in Android SDK 'build-tools' directory failed " +"to execute. Please check that you have the correct version installed for your " +"target sdk version. The resulting %s is unsigned." +msgstr "" +"Falló la ejecución de todas las herramientas 'apksigner' ubicadas en el " +"directorio 'build-tools' del SDK de Android. Por favor, verifica que tienes " +"instalada la versión correcta para tu versión de SDK objetivo. El resultado " +"%s no está firmado." + +msgid "" +"'apksigner' could not be found. Please check that the command is available in " +"the Android SDK build-tools directory. The resulting %s is unsigned." msgstr "" "No se ha encontrado el 'apksigner'. Por favor, comprueba que el comando está " "disponible en el directorio Android SDK build-tools. El resultado %s es sin " @@ -14282,8 +14427,8 @@ msgid "" "exists. Please reinstall from the 'Project' menu." msgstr "" "Intentando construir desde una plantilla construida con Gradle, pero no " -"existe información de versión para ella. Por favor, reinstálala desde el " -"menú 'Proyecto'." +"existe información de versión para ella. Por favor, reinstálala desde el menú " +"'Proyecto'." msgid "" "Android build version mismatch: Template installed: %s, Godot version: %s. " @@ -14309,8 +14454,8 @@ msgid "Building Android Project (gradle)" msgstr "Construir Proyecto Android (gradle)" msgid "" -"Building of Android project failed, check output for the error. " -"Alternatively visit docs.godotengine.org for Android build documentation." +"Building of Android project failed, check output for the error. Alternatively " +"visit docs.godotengine.org for Android build documentation." msgstr "" "La compilación del proyecto Android ha fallado, comprueba la salida del " "error. También puedes visitar docs.godotengine.org para ver la documentación " @@ -14372,8 +14517,35 @@ msgstr "Preparar Plantillas" msgid "Export template not found." msgstr "No se ha encontrado la plantilla de exportación." +msgid "Code signing failed, see editor log for details." +msgstr "" +"La firma de código ha fallado, vea el registro del editor para más detalles." + msgid "Xcode Build" -msgstr "Compilación de Xcode" +msgstr "Compilación Xcode" + +msgid "Xcode project build failed, see editor log for details." +msgstr "" +"Error en la compilación del proyecto Xcode, consulte el registro del editor " +"para obtener más detalles." + +msgid ".ipa export failed, see editor log for details." +msgstr "" +"La exportación .ipa ha fallado, vea el registro del editor para más detalles." + +msgid "" +".ipa can only be built on macOS. Leaving Xcode project without building the " +"package." +msgstr "" +".ipa sólo se puede construir en macOS. Salir del proyecto Xcode sin construir " +"el paquete." + +msgid "" +"Exporting to iOS is currently not supported in Godot 4 when using C#/.NET. " +"Use Godot 3 to target iOS with C#/Mono instead." +msgstr "" +"La exportación a iOS no está soportada actualmente en Godot 4 cuando se " +"utiliza C#/.NET. En su lugar, utilice Godot 3 para exportar a iOS con C#/Mono." msgid "Identifier is missing." msgstr "Falta el identificador." @@ -14408,6 +14580,15 @@ msgstr "No se encuentra la sección ejecutable \"pck\"." msgid "Stop and uninstall" msgstr "Detener y desinstalar" +msgid "Run on remote Linux/BSD system" +msgstr "Ejecutar en un sistema remoto Linux/BSD" + +msgid "Stop and uninstall running project from the remote system" +msgstr "Detener y desinstalar el proyecto en ejecución del sistema remoto" + +msgid "Run exported project on remote Linux/BSD system" +msgstr "Ejecutar el proyecto exportado en un sistema Linux/BSD remoto" + msgid "Running..." msgstr "Ejecutando..." @@ -14524,8 +14705,8 @@ msgstr "La firma de código es necesaria para la notarización." msgid "" "Neither Apple ID name nor App Store Connect issuer ID name not specified." msgstr "" -"No se ha especificado ni el nombre de Apple ID ni el nombre del emisor de " -"App Store Connect." +"No se ha especificado ni el nombre de Apple ID ni el nombre del emisor de App " +"Store Connect." msgid "" "Both Apple ID name and App Store Connect issuer ID name are specified, only " @@ -14541,8 +14722,7 @@ msgid "App Store Connect API key ID not specified." msgstr "El ID de la clave de API de App Store Connect no se ha especificado." msgid "App Store Connect issuer ID name not specified." -msgstr "" -"No se ha especificado el nombre del emisor del ID de App Store Connect." +msgstr "No se ha especificado el nombre del emisor del ID de App Store Connect." msgid "Microphone access is enabled, but usage description is not specified." msgstr "" @@ -14571,8 +14751,7 @@ msgstr "" "El acceso al calendario está habilitado, pero no se ha especificado una " "descripción de uso." -msgid "" -"Photo library access is enabled, but usage description is not specified." +msgid "Photo library access is enabled, but usage description is not specified." msgstr "" "El acceso a la librería de fotos está habilitado, pero no se ha especificado " "una descripción de uso." @@ -14611,8 +14790,8 @@ msgid "" "You can check progress manually by opening a Terminal and running the " "following command:" msgstr "" -"Puede verificar el progreso manualmente abriendo una Terminal y ejecutando " -"el siguiente comando:" +"Puede verificar el progreso manualmente abriendo una Terminal y ejecutando el " +"siguiente comando:" msgid "" "Run the following command to staple the notarization ticket to the exported " @@ -14700,8 +14879,8 @@ msgid "Could not create directory \"%s\"." msgstr "No se pudo crear el directorio \"%s\"." msgid "" -"Relative symlinks are not supported on this OS, the exported project might " -"be broken!" +"Relative symlinks are not supported on this OS, the exported project might be " +"broken!" msgstr "" "Los enlaces simbólicos relativos no son compatibles con este sistema " "operativo, ¡el proyecto exportado podría estar dañado!" @@ -14716,8 +14895,8 @@ msgid "" "Requested template binary \"%s\" not found. It might be missing from your " "template archive." msgstr "" -"No se ha encontrado la plantilla binaria \"%s\" solicitada. Es posible que " -"no se encuentre en el archivo de plantillas." +"No se ha encontrado la plantilla binaria \"%s\" solicitada. Es posible que no " +"se encuentre en el archivo de plantillas." msgid "Making PKG" msgstr "haciendo paquete" @@ -14790,8 +14969,8 @@ msgstr "" "en Mac con Gatekeeper habilitado y Mac con tecnología Apple Silicon." msgid "" -"Code signing: Using ad-hoc signature. The exported project will be blocked " -"by Gatekeeper" +"Code signing: Using ad-hoc signature. The exported project will be blocked by " +"Gatekeeper" msgstr "" "Firma del código: Se utiliza una firma ad-hoc. El proyecto exportado será " "bloqueado por Gatekeeper" @@ -14838,8 +15017,8 @@ msgstr "" msgid "Invalid square 44x44 logo image dimensions (should be 44x44)." msgstr "" -"Las dimensiones de la imagen del logo cuadrado 44x44 son inválidas (deben " -"ser 44x44)." +"Las dimensiones de la imagen del logo cuadrado 44x44 son inválidas (deben ser " +"44x44)." msgid "Invalid square 71x71 logo image dimensions (should be 71x71)." msgstr "" @@ -14879,6 +15058,14 @@ msgstr "No se pudo leer el archivo: \"%s\"." msgid "PWA" msgstr "PWA" +msgid "" +"Exporting to Web is currently not supported in Godot 4 when using C#/.NET. " +"Use Godot 3 to target Web with C#/Mono instead." +msgstr "" +"La exportación a Web no está soportada actualmente en Godot 4 cuando se " +"utiliza C#/.NET. En su lugar, utilice Godot 3 para exportar a la Web con C#/" +"Mono." + msgid "Could not read HTML shell: \"%s\"." msgstr "No se ha podido leer el HTML shell: \"%s\"." @@ -14953,8 +15140,8 @@ msgstr "Servidor de marcas de tiempo inválido." msgid "" "Could not start signtool executable. Configure signtool path in the Editor " -"Settings (Export > Windows > signtool), or disable \"Codesign\" in the " -"export preset." +"Settings (Export > Windows > signtool), or disable \"Codesign\" in the export " +"preset." msgstr "" "No se pudo iniciar el ejecutable signtool. Configura la ruta de signtool en " "la Configuración del Editor (Exportar > Windows > signtool), o deshabilita " @@ -14962,8 +15149,8 @@ msgstr "" msgid "" "Could not start osslsigncode executable. Configure signtool path in the " -"Editor Settings (Export > Windows > osslsigncode), or disable \"Codesign\" " -"in the export preset." +"Editor Settings (Export > Windows > osslsigncode), or disable \"Codesign\" in " +"the export preset." msgstr "" "No se pudo iniciar el ejecutable osslsigncode. Configura la ruta de signtool " "en la configuración del Editor (Exportar > Windows > osslsigncode), o " @@ -14976,8 +15163,8 @@ msgid "Failed to remove temporary file \"%s\"." msgstr "No se ha podido eliminar el archivo temporal \"%s\"." msgid "" -"The rcedit tool must be configured in the Editor Settings (Export > Windows " -"> rcedit) to change the icon or app information data." +"The rcedit tool must be configured in the Editor Settings (Export > Windows > " +"rcedit) to change the icon or app information data." msgstr "" "La herramienta rcedit debe configurarse en la Configuración del Editor " "(Exportar > Windows > rcedit) para cambiar el icono o los datos de " @@ -15009,8 +15196,8 @@ msgstr "" msgid "" "This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " -"define its shape." +"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to define " +"its shape." msgstr "" "Este nodo no tiene forma definida, por lo tanto, no puede colisionar o " "interactuar con otros objetos.\n" @@ -15051,25 +15238,25 @@ msgid "" "CollisionObject2D derived node. Please only use it as a child of Area2D, " "StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." msgstr "" -"CollisionShape2D solo se utiliza para proporcionar una forma de colisión a " -"un nodo derivado de CollisionObject2D. Por favor, úsalo únicamente como hijo " -"de nodos como Area2D, StaticBody2D, RigidBody2D, CharacterBody2D, etc., para " +"CollisionShape2D solo se utiliza para proporcionar una forma de colisión a un " +"nodo derivado de CollisionObject2D. Por favor, úsalo únicamente como hijo de " +"nodos como Area2D, StaticBody2D, RigidBody2D, CharacterBody2D, etc., para " "asignarles una forma de colisión." msgid "" "A shape must be provided for CollisionShape2D to function. Please create a " "shape resource for it!" msgstr "" -"Para que funcione CollisionShape2D se debe proporcionar una forma. Por " -"favor, ¡crea un recurso de forma para ello!" +"Para que funcione CollisionShape2D se debe proporcionar una forma. Por favor, " +"¡crea un recurso de forma para ello!" msgid "" "Polygon-based shapes are not meant be used nor edited directly through the " "CollisionShape2D node. Please use the CollisionPolygon2D node instead." msgstr "" -"Las formas basadas en polígonos no están pensadas para ser usadas ni " -"editadas directamente a través del nodo CollisionShape2D. Por favor, usa el " -"nodo CollisionPolygon2D en su lugar." +"Las formas basadas en polígonos no están pensadas para ser usadas ni editadas " +"directamente a través del nodo CollisionShape2D. Por favor, usa el nodo " +"CollisionPolygon2D en su lugar." msgid "" "CPUParticles2D animation requires the usage of a CanvasItemMaterial with " @@ -15092,6 +15279,20 @@ msgstr "" "La animación Particles2D requiere el uso de un CanvasItemMaterial con " "\"Particles Animation\" activado." +msgid "" +"Particle trails are only available when using the Forward+ or Mobile " +"rendering backends." +msgstr "" +"Las estelas de partículas sólo están disponibles cuando se utilizan los " +"backends de renderizado Forward+ o Mobile." + +msgid "" +"Particle sub-emitters are not available when using the GL Compatibility " +"rendering backend." +msgstr "" +"Los sub-emisores de partículas no están disponibles cuando se utiliza el " +"backend de renderizado de compatibilidad GL." + msgid "Node A and Node B must be PhysicsBody2Ds" msgstr "El nodo A y el nodo B deben ser PhysicsBody2D" @@ -15117,8 +15318,8 @@ msgstr "" msgid "" "An occluder polygon must be set (or drawn) for this occluder to take effect." msgstr "" -"Se debe establecer (o dibujar) un polígono oclusor para que la oclusión " -"tenga efecto." +"Se debe establecer (o dibujar) un polígono oclusor para que la oclusión tenga " +"efecto." msgid "The occluder polygon for this occluder is empty. Please draw a polygon." msgstr "" @@ -15158,8 +15359,8 @@ msgid "" "A PhysicalBone2D only works with a Skeleton2D or another PhysicalBone2D as a " "parent node!" msgstr "" -"¡Un PhysicalBone2D sólo funciona con un Skeleton2D u otro PhysicalBone2D " -"como nodo padre!" +"¡Un PhysicalBone2D sólo funciona con un Skeleton2D u otro PhysicalBone2D como " +"nodo padre!" msgid "" "A PhysicalBone2D needs to be assigned to a Bone2D node in order to function! " @@ -15191,8 +15392,8 @@ msgstr "La propiedad Path debe apuntar a un nodo Node2D válido para funcionar." msgid "" "This node cannot interact with other objects unless a Shape2D is assigned." msgstr "" -"Este nodo no puede interactuar con otros objetos a menos que se le asigne " -"una Shape2D." +"Este nodo no puede interactuar con otros objetos a menos que se le asigne una " +"Shape2D." msgid "This Bone2D chain should end at a Skeleton2D node." msgstr "Esta cadena Bone2D debería terminar en un nodo Skeleton2D." @@ -15207,16 +15408,74 @@ msgstr "" "Este hueso no tiene una pose de DESCANSO adecuada. Ve al nodo Skeleton2D y " "asígnale una." +msgid "" +"A Y-sorted layer has the same Z-index value as a not Y-sorted layer.\n" +"This may lead to unwanted behaviors, as a layer that is not Y-sorted will be " +"Y-sorted as a whole with tiles from Y-sorted layers." +msgstr "" +"Una capa ordenada en Y tiene el mismo valor de índice Z que una capa no " +"ordenada en Y.\n" +"Esto puede dar lugar a comportamientos no deseados, ya que una capa que no " +"esté ordenada en Y será ordenada en Y en su conjunto con capas de tiles " +"ordenadas en Y." + +msgid "" +"A TileMap layer is set as Y-sorted, but Y-sort is not enabled on the TileMap " +"node itself." +msgstr "" +"Una capa TileMap está configurada como ordenada en Y, pero la ordenación en Y " +"no está activada en el propio nodo TileMap." + +msgid "" +"Isometric TileSet will likely not look as intended without Y-sort enabled for " +"the TileMap and all of its layers." +msgstr "" +"TileSet Isométrico probablemente no se verá como se pretende sin Y-sort " +"activado para el TileMap y todas sus capas." + +msgid "" +"External Skeleton3D node not set! Please set a path to an external Skeleton3D " +"node." +msgstr "" +"Nodo Skeleton3D externo no definido. Por favor, establezca una ruta a un nodo " +"Skeleton3D externo." + +msgid "" +"Parent node is not a Skeleton3D node! Please use an external Skeleton3D if " +"you intend to use the BoneAttachment3D without it being a child of a " +"Skeleton3D node." +msgstr "" +"El nodo padre no es un nodo Skeleton3D. Por favor, utiliza un Skeleton3D " +"externo si pretendes utilizar el BoneAttachment3D sin que sea hijo de un nodo " +"Skeleton3D." + +msgid "" +"BoneAttachment3D node is not bound to any bones! Please select a bone to " +"attach this node." +msgstr "" +"El nodo BoneAttachment3D no está unido a ningún hueso. Por favor, seleccione " +"un hueso para adjuntar este nodo." + msgid "" "This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " -"define its shape." +"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to define " +"its shape." msgstr "" "Este nodo no tiene una forma, por lo que no puede colisionar o interactuar " "con otros objetos.\n" "Considera agregar un CollisionShape3D o CollisionPolygon3D como hijo para " "definir su forma." +msgid "" +"With a non-uniform scale this node will probably not function as expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size in children collision shapes instead." +msgstr "" +"Con una escala no uniforme este nodo probablemente no funcionará como se " +"espera.\n" +"Por favor, haga su escala uniforme (es decir, la misma en todos los ejes), y " +"cambiar el tamaño en las formas de colisión hijos en su lugar." + msgid "" "CollisionPolygon3D only serves to provide a collision shape to a " "CollisionObject3D derived node.\n" @@ -15231,14 +15490,25 @@ msgstr "" msgid "An empty CollisionPolygon3D has no effect on collision." msgstr "Un CollisionPolygon3D vacío no tiene efecto en la colisión." +msgid "" +"A non-uniformly scaled CollisionPolygon3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change its " +"polygon's vertices instead." +msgstr "" +"Un nodo CollisionPolygon3D escalado no uniformemente probablemente no " +"funcionará como se espera.\n" +"Por favor, haga su escala uniforme (es decir, la misma en todos los ejes), y " +"cambie los vértices de su polígono en su lugar." + msgid "" "CollisionShape3D only serves to provide a collision shape to a " "CollisionObject3D derived node.\n" "Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " "CharacterBody3D, etc. to give them a shape." msgstr "" -"CollisionShape3D solo sirve para proporcionar una forma de colisión a un " -"nodo derivado CollisionObject3D.\n" +"CollisionShape3D solo sirve para proporcionar una forma de colisión a un nodo " +"derivado CollisionObject3D.\n" "Por favor, úsalo solo como hijo de Area3D, StaticBody3D, RigidBody3D, " "CharacterBody3D, etc. para darles una forma." @@ -15246,12 +15516,11 @@ msgid "" "A shape must be provided for CollisionShape3D to function. Please create a " "shape resource for it." msgstr "" -"Se debe proporcionar una forma para que CollisionShape3D funcione. Por " -"favor, crea un recurso de forma para él." +"Se debe proporcionar una forma para que CollisionShape3D funcione. Por favor, " +"crea un recurso de forma para él." msgid "" -"ConcavePolygonShape3D doesn't support RigidBody3D in another mode than " -"static." +"ConcavePolygonShape3D doesn't support RigidBody3D in another mode than static." msgstr "" "ConcavePolygonShape3D no admite RigidBody3D en ningún modo que no sea " "estático." @@ -15259,8 +15528,18 @@ msgstr "" msgid "" "WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." msgstr "" -"WorldBoundaryShape3D no admite RigidBody3D en ningún modo que no sea " -"estático." +"WorldBoundaryShape3D no admite RigidBody3D en ningún modo que no sea estático." + +msgid "" +"A non-uniformly scaled CollisionShape3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size of its shape resource instead." +msgstr "" +"Un nodo CollisionShape3D con una escala no uniforme probablemente no " +"funcionará como se espera.\n" +"Por favor, haga su escala uniforme (es decir, la misma en todos los ejes), y " +"cambie el tamaño de su recurso de forma en su lugar." msgid "Nothing is visible because no mesh has been assigned." msgstr "No hay nada visible porque no se ha asignado ninguna malla." @@ -15273,10 +15552,54 @@ msgstr "" "modo Billboard esté configurado en \"Particle Billboard\"." msgid "" -"Nothing is visible because meshes have not been assigned to draw passes." +"Decals are only available when using the Forward+ or Mobile rendering " +"backends." msgstr "" -"No hay nada visible porque no se han asignado mallas para los pases de " -"dibujo." +"Decals sólo están disponibles cuando se utilizan los backends de renderizado " +"Forward+ o Mobile." + +msgid "" +"The decal has no textures loaded into any of its texture properties, and will " +"therefore not be visible." +msgstr "" +"El decal no tiene texturas cargadas en ninguna de sus propiedades de textura, " +"y por lo tanto no será visible." + +msgid "" +"The decal has a Normal and/or ORM texture, but no Albedo texture is set.\n" +"An Albedo texture with an alpha channel is required to blend the normal/ORM " +"maps onto the underlying surface.\n" +"If you don't want the Albedo texture to be visible, set Albedo Mix to 0." +msgstr "" +"El decal tiene una textura Normal y/o ORM, pero no tiene una textura Albedo.\n" +"Se requiere una textura Albedo con un canal alfa para mezclar los mapas " +"normales/ORM en la superficie subyacente.\n" +"Si no desea que la textura Albedo sea visible, ajuste Mezcla Albedo a 0." + +msgid "" +"The decal's Cull Mask has no bits enabled, which means the decal will not " +"paint objects on any layer.\n" +"To resolve this, enable at least one bit in the Cull Mask property." +msgstr "" +"La máscara de ocultación del decal no tiene ningún bit activado, lo que " +"significa que el decal no pintará objetos en ninguna capa.\n" +"Para solucionarlo, active al menos un bit en la propiedad Máscara de " +"ocultación." + +msgid "Fog Volumes are only visible when using the Forward+ backend." +msgstr "" +"Volúmenes de niebla sólo son visibles cuando se utiliza el backend Forward+." + +msgid "" +"Fog Volumes need volumetric fog to be enabled in the scene's Environment in " +"order to be visible." +msgstr "" +"Los volúmenes de niebla necesitan que la niebla volumétrica esté activada en " +"el Entorno de la escena para ser visibles." + +msgid "Nothing is visible because meshes have not been assigned to draw passes." +msgstr "" +"No hay nada visible porque no se han asignado mallas para los pases de dibujo." msgid "" "Particles animation requires the usage of a BaseMaterial3D whose Billboard " @@ -15285,6 +15608,37 @@ msgstr "" "La animación de partículas requiere el uso de un BaseMaterial3D cuyo modo " "Billboard esté configurado en \"Particle Billboard\"." +msgid "" +"Using Trail meshes with a skin causes Skin to override Trail poses. Suggest " +"removing the Skin." +msgstr "" +"Utilizar Trail meshes con una skin provoca que la skin anule las trail poses. " +"Se sugiere eliminar la skin." + +msgid "Trails active, but neither Trail meshes or a Skin were found." +msgstr "Trails activos, pero no se encontraron mallas de Trail o Skin." + +msgid "" +"Only one Trail mesh is supported. If you want to use more than a single mesh, " +"a Skin is needed (see documentation)." +msgstr "" +"Sólo se admite una malla Trail. Si desea utilizar más de una malla, " +"necesitará un Skin (consulte la documentación)." + +msgid "" +"Trails enabled, but one or more mesh materials are either missing or not set " +"for trails rendering." +msgstr "" +"Trails activadas, pero faltan uno o más materiales de malla o no están " +"configurados para el renderizado de rutas." + +msgid "" +"Particle sub-emitters are only available when using the Forward+ or Mobile " +"rendering backends." +msgstr "" +"Los sub-emisores de partículas sólo están disponibles cuando se utilizan los " +"backends de renderizado Forward+ o Mobile." + msgid "" "The Bake Mask has no bits enabled, which means baking will not produce any " "collision for this GPUParticlesCollisionSDF3D.\n" @@ -15292,8 +15646,7 @@ msgid "" msgstr "" "La Máscara de Bakeo no tiene bits habilitados, lo que significa que el " "bakeado no producirá ninguna colisión para este GPUParticlesCollisionSDF3D.\n" -"Para resolver esto, habilita al menos un bit en la propiedad Máscara de " -"Bakeo." +"Para resolver esto, habilita al menos un bit en la propiedad Máscara de Bakeo." msgid "Node A and Node B must be PhysicsBody3Ds" msgstr "El nodo A y B deben ser de tipo PhysicsBody3D" @@ -15310,6 +15663,27 @@ msgstr "La unión no está conectada a ningún PhysicsBody3D" msgid "Node A and Node B must be different PhysicsBody3Ds" msgstr "El nodo A y B deben ser PhysicsBody3Ds diferentes" +msgid "" +"Shadows are not supported when using the GL Compatibility backend yet. " +"Support will be added in a future release." +msgstr "" +"Las sombras aún no están soportadas cuando se utiliza el backend de " +"compatibilidad GL. Se añadirán en una futura versión." + +msgid "A light's scale does not affect the visual size of the light." +msgstr "La escala de una luz no afecta a su tamaño visual." + +msgid "Projector texture only works with shadows active." +msgstr "La textura del proyector sólo funciona con las sombras activas." + +msgid "" +"Projector textures are not supported when using the GL Compatibility backend " +"yet. Support will be added in a future release." +msgstr "" +"Las texturas de proyector aún no están soportadas cuando se utiliza el " +"backend de compatibilidad GL. La compatibilidad se añadirá en una futura " +"versión." + msgid "A SpotLight3D with an angle wider than 90 degrees cannot cast shadows." msgstr "" "Un SpotLight3D con un ángulo mayor a 90 grados no puede proyectar sombras." @@ -15323,6 +15697,9 @@ msgstr "Preparando geometría %d/%d" msgid "Creating probes" msgstr "Crear sondas" +msgid "Creating probes from mesh %d/%d" +msgstr "Creación de sondas a partir de la malla %d/%d" + msgid "Preparing Lightmapper" msgstr "Preparando el mapeador de luz" @@ -15332,22 +15709,85 @@ msgstr "Preparando entorno" msgid "Generating Probe Volumes" msgstr "Generando Volúmenes de Sonda" +msgid "Generating Probe Acceleration Structures" +msgstr "Generando estructuras de aceleración de la sonda" + +msgid "" +"LightmapGI nodes are not supported when using the GL Compatibility backend " +"yet. Support will be added in a future release." +msgstr "" +"Los nodos LightmapGI aún no están soportados cuando se utiliza el backend de " +"compatibilidad GL. Se añadirá soporte en una futura versión." + msgid "" "The NavigationAgent3D can be used only under a Node3D inheriting parent node." msgstr "" "El NavigationAgent3D solo puede ser utilizado bajo un nodo padre que herede " "de Node3D." +msgid "" +"NavigationLink3D start position should be different than the end position to " +"be useful." +msgstr "" +"La posición inicial de NavigationLink3D debe ser diferente de la posición " +"final para ser útil." + +msgid "" +"Occlusion culling is disabled in the Project Settings, which means occlusion " +"culling won't be performed in the root viewport.\n" +"To resolve this, open the Project Settings and enable Rendering > Occlusion " +"Culling > Use Occlusion Culling." +msgstr "" +"Occlusion Culling está desactivada en la configuración del proyecto, lo que " +"significa que la ocultación de oclusiones no se realizará en la vista raíz.\n" +"Para solucionarlo, abra la Configuración del proyecto y active Renderizado > " +"Occlusion Culling > Use Occlusion Culling." + msgid "" "The Bake Mask has no bits enabled, which means baking will not produce any " "occluder meshes for this OccluderInstance3D.\n" "To resolve this, enable at least one bit in the Bake Mask property." msgstr "" "La Máscara de Bakeo no tiene bits habilitados, lo que significa que el " -"bakeado no producirá ninguna malla de oclusión para este " -"OccluderInstance3D.\n" -"Para resolver esto, habilita al menos un bit en la propiedad Máscara de " -"Bakeo." +"bakeado no producirá ninguna malla de oclusión para este OccluderInstance3D.\n" +"Para resolver esto, habilita al menos un bit en la propiedad Máscara de Bakeo." + +msgid "" +"No occluder mesh is defined in the Occluder property, so no occlusion culling " +"will be performed using this OccluderInstance3D.\n" +"To resolve this, set the Occluder property to one of the primitive occluder " +"types or bake the scene meshes by selecting the OccluderInstance3D and " +"pressing the Bake Occluders button at the top of the 3D editor viewport." +msgstr "" +"No se ha definido ninguna malla oclusora en la propiedad Occluder, por lo que " +"no se realizará ninguna oclusión utilizando esta OccluderInstance3D.\n" +"Para resolver esto, establezca la propiedad Occluder a uno de los tipos de " +"oclusores primitivos o precalcúle las mallas de la escena seleccionando el " +"OccluderInstance3D y pulsando el botón Bake Occluders en la parte superior de " +"la ventana del editor 3D." + +msgid "" +"The occluder mesh has less than 3 vertices, so no occlusion culling will be " +"performed using this OccluderInstance3D.\n" +"To generate a proper occluder mesh, select the OccluderInstance3D then use " +"the Bake Occluders button at the top of the 3D editor viewport." +msgstr "" +"La malla oclusora tiene menos de 3 vértices, por lo que no se realizará " +"ninguna oclusión utilizando esta OccluderInstance3D.\n" +"Para generar una malla oclusora adecuada, seleccione la OccluderInstance3D y " +"utilice el botón Bake Occluders en la parte superior de la ventana del editor " +"3D." + +msgid "" +"The polygon occluder has less than 3 vertices, so no occlusion culling will " +"be performed using this OccluderInstance3D.\n" +"Vertices can be added in the inspector or using the polygon editing tools at " +"the top of the 3D editor viewport." +msgstr "" +"El oclusor poligonal tiene menos de 3 vértices, por lo que no se realizará " +"ninguna oclusión utilizando esta OccluderInstance3D.\n" +"Los vértices se pueden añadir en el inspector o utilizando las herramientas " +"de edición de polígonos en la parte superior de la ventana del editor 3D." msgid "PathFollow3D only works when set as a child of a Path3D node." msgstr "" @@ -15370,6 +15810,13 @@ msgstr "" "Por favor, cambia el tamaño en las formas de colisión de los hijos en su " "lugar." +msgid "" +"ReflectionProbes are not supported when using the GL Compatibility backend " +"yet. Support will be added in a future release." +msgstr "" +"ReflectionProbes no se admiten cuando se utiliza el GL Compatibilidad backend " +"todavía. Se añadirá soporte en una futura versión." + msgid "" "The \"Remote Path\" property must point to a valid Node3D or Node3D-derived " "node to work." @@ -15377,6 +15824,19 @@ msgstr "" "La propiedad \"Remote Path\" debe apuntar a un Node3D valido o un Node3D " "derivado para que funcione." +msgid "" +"This node cannot interact with other objects unless a Shape3D is assigned." +msgstr "" +"Este nodo no puede interactuar con otros objetos a menos que se le asigne un " +"Shape3D." + +msgid "" +"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " +"reported." +msgstr "" +"ShapeCast3D no soporta ConcavePolygonShape3Ds. Las colisiones no serán " +"reportadas." + msgid "This body will be ignored until you set a mesh." msgstr "Este cuerpo será ignorado hasta que se establezca una malla." @@ -15384,8 +15844,8 @@ msgid "" "A SpriteFrames resource must be created or set in the \"Frames\" property in " "order for AnimatedSprite3D to display frames." msgstr "" -"Se debe crear o establecer un recurso SpriteFrames en la propiedad " -"\"Frames\" para que AnimatedSprite3D pueda mostrar los fotogramas." +"Se debe crear o establecer un recurso SpriteFrames en la propiedad \"Frames\" " +"para que AnimatedSprite3D pueda mostrar los fotogramas." msgid "" "VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " @@ -15394,6 +15854,49 @@ msgstr "" "VehicleWheel3D sirve para proporcionar un sistema de ruedas a un " "VehicleBody3D. Por favor, úsalo como hijo de un VehicleBody3D." +msgid "" +"VisibleOnScreenNotifier3D nodes are not supported when using the GL " +"Compatibility backend yet. Support will be added in a future release." +msgstr "" +"Los nodos VisibleOnScreenNotifier3D aún no están soportados cuando se utiliza " +"el backend de Compatibilidad GL. Se añadirá soporte en una futura versión." + +msgid "" +"The GeometryInstance3D visibility range's End distance is set to a non-zero " +"value, but is lower than the Begin distance.\n" +"This means the GeometryInstance3D will never be visible.\n" +"To resolve this, set the End distance to 0 or to a value greater than the " +"Begin distance." +msgstr "" +"La distancia final del rango de visibilidad de GeometryInstance3D se " +"establece en un valor distinto de cero, pero es inferior a la distancia " +"inicial.\n" +"Esto significa que la GeometryInstance3D nunca será visible.\n" +"Para solucionarlo, establezca la distancia final en 0 o en un valor superior " +"a la distancia inicial." + +msgid "" +"The GeometryInstance3D is configured to fade in smoothly over distance, but " +"the fade transition distance is set to 0.\n" +"To resolve this, increase Visibility Range Begin Margin above 0." +msgstr "" +"La GeometryInstance3D está configurada para desvanecerse suavemente a lo " +"largo de la distancia, pero la distancia de transición de desvanecimiento " +"está establecida en 0.\n" +"Para solucionarlo, aumente el Margen de inicio de rango de visibilidad por " +"encima de 0." + +msgid "" +"The GeometryInstance3D is configured to fade out smoothly over distance, but " +"the fade transition distance is set to 0.\n" +"To resolve this, increase Visibility Range End Margin above 0." +msgstr "" +"La GeometryInstance3D está configurada para desvanecerse suavemente a lo " +"largo de la distancia, pero la distancia de transición de desvanecimiento " +"está establecida en 0.\n" +"Para solucionarlo, aumente el margen final del rango de visibilidad por " +"encima de 0." + msgid "Plotting Meshes" msgstr "Trazando Mallas" @@ -15403,12 +15906,68 @@ msgstr "Finalizar Trazado" msgid "Generating Distance Field" msgstr "Generando Campo de Distancia" +msgid "" +"VoxelGI nodes are not supported when using the GL Compatibility backend yet. " +"Support will be added in a future release." +msgstr "" +"Los nodos VoxelGI aún no están soportados cuando se utiliza el backend de " +"compatibilidad GL. Se añadirá soporte en una futura versión." + +msgid "" +"No VoxelGI data set, so this node is disabled. Bake static objects to enable " +"GI." +msgstr "" +"No hay conjunto de datos VoxelGI, por lo que este nodo está deshabilitado. " +"Hornea objetos estáticos para habilitar GI." + +msgid "" +"To have any visible effect, WorldEnvironment requires its \"Environment\" " +"property to contain an Environment, its \"Camera Attributes\" property to " +"contain a CameraAttributes resource, or both." +msgstr "" +"Para que tenga algún efecto visible, WorldEnvironment requiere que su " +"propiedad \"Environment\" contenga un entorno (Environment), su propiedad " +"\"Camera Attributes\" contenga un recurso de atributos de cámara " +"(CameraAttributes), o ambos." + +msgid "" +"Only one WorldEnvironment is allowed per scene (or set of instantiated " +"scenes)." +msgstr "" +"Solo se permite un WorldEnvironment por escena (o conjunto de escenas " +"instanciadas)." + +msgid "XRCamera3D must have an XROrigin3D node as its parent." +msgstr "XRCamera3D tiene que tener un nodo XROrigin3D como padre." + +msgid "XRController3D must have an XROrigin3D node as its parent." +msgstr "XRController3D debe tener un nodo XROrigin3D como padre." + +msgid "No tracker name is set." +msgstr "No se ha establecido ningún nombre de rastreador." + +msgid "No pose is set." +msgstr "No se ha establecido ninguna pose." + +msgid "XROrigin3D requires an XRCamera3D child node." +msgstr "XROrigin3D requiere un nodo hijo XRCamera3D." + +msgid "" +"XR is not enabled in rendering project settings. Stereoscopic output is not " +"supported unless this is enabled." +msgstr "" +"XR no está activado en el renderizado de la configuración del proyecto. La " +"salida estereoscópica será soportada a menos que esté activada." + msgid "On BlendTree node '%s', animation not found: '%s'" msgstr "En el nodo BlendTree '%s', no se encontró la animación: '%s'" msgid "Animation not found: '%s'" msgstr "No se encontró la animación: '%s'" +msgid "Animation Apply Reset" +msgstr "Aplicar Reinicio de Animación" + msgid "In node '%s', invalid animation: '%s'." msgstr "En el nodo '%s', animación inválida: '%s'." @@ -15432,24 +15991,41 @@ msgstr "" msgid "The AnimationPlayer root node is not a valid node." msgstr "La raíz del nodo AnimationPlayer no es un nodo válido." +msgid "" +"ButtonGroup is intended to be used only with buttons that have toggle_mode " +"set to true." +msgstr "" +"ButtonGroup está pensado para ser utilizado únicamente con botones que tengan " +"toggle_mode establecido en true." + msgid "Copy this constructor in a script." msgstr "Copia este constructor en un script." +msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")." +msgstr "" +"Introduce un código hexadecimal (\"#ff0000\") o un color con nombre (\"red\")." + msgid "" "Color: #%s\n" "LMB: Apply color\n" "RMB: Remove preset" msgstr "" "Color: #%s\n" -"Clic izq: Aplicar color\n" -"Clic der: Borrar configuración predeterminada" +"Clic Izq.: Aplicar color\n" +"Clic Der.: Eliminar Predeterminado" msgid "" "Color: #%s\n" "LMB: Apply color" msgstr "" "Color: #%s\n" -"Clic izq: Aplicar color" +"Clic Izq.: Aplicar color" + +msgid "Pick a color from the screen." +msgstr "Selecciona un color de la pantalla." + +msgid "Pick a color from the application window." +msgstr "Elige un color en la ventana de la aplicación." msgid "Select a picker shape." msgstr "Selecciona una forma de selección." @@ -15460,12 +16036,15 @@ msgstr "Elige un modo de selección." msgid "Switch between hexadecimal and code values." msgstr "Cambiar entre valores hexadecimales y de código." +msgid "Hex code or named color" +msgstr "Código hexadecimal o nombre del color" + msgid "Add current color as a preset." msgstr "Añadir el color actual como preset." msgid "" -"Container by itself serves no purpose unless a script configures its " -"children placement behavior.\n" +"Container by itself serves no purpose unless a script configures its children " +"placement behavior.\n" "If you don't intend to add a script, use a plain Control node instead." msgstr "" "Container por sí mismo no sirve para nada a menos que un script defina el " @@ -15481,14 +16060,118 @@ msgstr "" "Ratón estén configurados en \"Ignore\". Para solucionarlo, establece el " "Filtro del Ratón en \"Stop\" o \"Pass\"." +msgid "" +"Changing the Z index of a control only affects the drawing order, not the " +"input event handling order." +msgstr "" +"Cambiar el índice Z de un control sólo afecta al orden de dibujo, no al orden " +"de manejo de los eventos de entrada." + msgid "Alert!" msgstr "¡Alerta!" msgid "Please Confirm..." msgstr "Por favor, Confirma..." +msgid "You don't have permission to access contents of this folder." +msgstr "No tienes permiso para acceder al contenido de esta carpeta." + +msgid "All Files" +msgstr "Todos los Archivos" + +msgid "Invalid extension, or empty filename." +msgstr "Extensión inválida o nombre de archivo vacío." + +msgid "" +"Please be aware that GraphEdit and GraphNode will undergo extensive " +"refactoring in a future 4.x version involving compatibility-breaking API " +"changes." +msgstr "" +"Ten en cuenta que GraphEdit y GraphNode sufrirán una amplia refactorización " +"en una futura versión 4.x que implicará cambios en la API que romperán la " +"compatibilidad." + msgid "Enable grid minimap." -msgstr "Activar minimapa de cuadrícula." +msgstr "Activar el minimapa de la cuadrícula." + +msgid "Arrange nodes." +msgstr "Organizar nodos." + +msgid "" +"The current font does not support rendering one or more characters used in " +"this Label's text." +msgstr "" +"La fuente actual no admite la representación de uno o más caracteres " +"utilizados en el texto de esta etiqueta." + +msgid "Same as Layout Direction" +msgstr "Igual que la dirección del diseño" + +msgid "Auto-Detect Direction" +msgstr "Auto-Detectar Dirección" + +msgid "Left-to-Right" +msgstr "Izquierda a Derecha" + +msgid "Right-to-Left" +msgstr "Derecha a Izquierda" + +msgid "Left-to-Right Mark (LRM)" +msgstr "Marca de izquierda a derecha (LRM)" + +msgid "Right-to-Left Mark (RLM)" +msgstr "Marca de derecha a izquierda (RLM)" + +msgid "Start of Left-to-Right Embedding (LRE)" +msgstr "Inicio de la incrustación de izquierda a derecha (LRE)" + +msgid "Start of Right-to-Left Embedding (RLE)" +msgstr "Inicio de la incrustación de derecha a izquierda (RLE)" + +msgid "Start of Left-to-Right Override (LRO)" +msgstr "Inicio de la anulación de izquierda a derecha (LRO)" + +msgid "Start of Right-to-Left Override (RLO)" +msgstr "Inicio de la anulación de derecha a izquierda (RLO)" + +msgid "Pop Direction Formatting (PDF)" +msgstr "Formato de Dirección de Pila (PDF)" + +msgid "Arabic Letter Mark (ALM)" +msgstr "Marca de Letras Árabes (ALM)" + +msgid "Left-to-Right Isolate (LRI)" +msgstr "Aislamiento de Izquierda a Derecha (LRI)" + +msgid "Right-to-Left Isolate (RLI)" +msgstr "Aislamiento de Derecha a Izquierda (RLI)" + +msgid "First Strong Isolate (FSI)" +msgstr "Aislamiento Fuerte Inicial (FSI)" + +msgid "Pop Direction Isolate (PDI)" +msgstr "Fin del Aislamiento de Dirección (PDI)" + +msgid "Zero-Width Joiner (ZWJ)" +msgstr "Unión de Anchura Cero (ZWJ)" + +msgid "Zero-Width Non-Joiner (ZWNJ)" +msgstr "Sin Unión de Anchura Cero (ZWNJ)" + +msgid "Word Joiner (WJ)" +msgstr "Unión de Palabras (WJ)" + +msgid "Soft Hyphen (SHY)" +msgstr "Guion Bajo (SHY)" + +msgid "Text Writing Direction" +msgstr "Dirección de Escritura de Texto" + +msgid "Display Control Characters" +msgstr "Mostrar Caracteres de Control" + +msgid "Insert Control Character" +msgstr "Insertar Caracter de Control" msgid "If \"Exp Edit\" is enabled, \"Min Value\" must be greater than 0." msgstr "Si \"Exp Edit\" está activado, \"Min Value\" debe ser mayor que 0." @@ -15502,16 +16185,41 @@ msgstr "" "Utiliza un container como hijo (VBox, HBox, etc.), o un Control y establece " "manualmente el tamaño mínimo personalizado." +msgid "" +"This node doesn't have a SubViewport as child, so it can't display its " +"intended content.\n" +"Consider adding a SubViewport as a child to provide something displayable." +msgstr "" +"Este nodo no tiene un SubViewport como hijo, por lo que no puede mostrar su " +"contenido previsto.\n" +"Considera agregar un SubViewport como hijo para proporcionar algo que se " +"pueda mostrar." + msgid "(Other)" msgstr "(Otros)" +msgid "" +"This node was saved as class type '%s', which was no longer available when " +"this scene was loaded." +msgstr "" +"Este nodo se guardó como tipo de clase '%s', que ya no estaba disponible " +"cuando se cargó esta escena." + +msgid "" +"Data from the original node is kept as a placeholder until this type of node " +"is available again. It can hence be safely re-saved without risk of data loss." +msgstr "" +"Los datos del nodo original se conservan como marcador de posición hasta que " +"este tipo de nodo vuelva a estar disponible. De este modo, pueden volver a " +"guardarse sin riesgo de pérdida de datos." + msgid "" "Setting node name '%s' to be unique within scene for '%s', but it's already " "claimed by '%s'.\n" "'%s' is no longer set as having a unique name." msgstr "" -"Se está estableciendo el nombre del nodo '%s' para que sea único dentro de " -"la escena para '%s', pero ya está reclamado por '%s'.\n" +"Se está estableciendo el nombre del nodo '%s' para que sea único dentro de la " +"escena para '%s', pero ya está reclamado por '%s'.\n" "'%s' ya no está establecido como un nombre único." msgid "" @@ -15529,6 +16237,13 @@ msgstr "" "Este nodo está marcado como experimental y es propenso a ser removido o " "sufrir cambios importantes en futuras versiones." +msgid "" +"Default Environment as specified in the project setting \"rendering/" +"environment/defaults/default_environment\" could not be loaded." +msgstr "" +"El entorno predeterminado especificado en la configuración del proyecto " +"\"rendering/environment/defaults/default_environment\" no se pudo cargar." + msgid "" "ShaderGlobalsOverride is not active because another node of the same type is " "in the scene." @@ -15539,8 +16254,8 @@ msgstr "" msgid "" "Very low timer wait times (< 0.05 seconds) may behave in significantly " "different ways depending on the rendered or physics frame rate.\n" -"Consider using a script's process loop instead of relying on a Timer for " -"very low wait times." +"Consider using a script's process loop instead of relying on a Timer for very " +"low wait times." msgstr "" "Los tiempos de espera del temporizador son muy bajos (< 0.05 segundos) y se " "puede comportar de manera muy diferente dependiendo de la tasa de fotogramas " @@ -15558,9 +16273,34 @@ msgstr "" msgid "Cannot open font from file: %s." msgstr "No se puede abrir la fuente desde el archivo: %s." +msgid "Version %d of BMFont is not supported (should be 3)." +msgstr "La versión %d de BMFont no es compatible (debería ser la 3)." + +msgid "Invalid BMFont info block size." +msgstr "Tamaño del bloque de información BMFont inválido." + +msgid "Invalid BMFont common block size." +msgstr "Tamaño de bloque común BMFont inválido." + +msgid "Can't load font texture: %s." +msgstr "No se puede cargar la textura de la fuente: %s." + msgid "Unsupported BMFont texture format." msgstr "Formato de textura BMFont no compatible." +msgid "Invalid BMFont block type." +msgstr "Tipo de bloque BMFont inválido." + +msgid "" +"An incoming node's name clashes with %s already in the scene (presumably, " +"from a more nested instance).\n" +"The less nested node will be renamed. Please fix and re-save the scene." +msgstr "" +"El nombre de un nodo entrante choca con %s que ya está en la escena " +"(presumiblemente, de una instancia más anidada).\n" +"Se cambiará el nombre del nodo menos anidado. Por favor, corrígelo y vuelve a " +"guardar la escena." + msgid "" "Shader keywords cannot be used as parameter names.\n" "Choose another name." @@ -15568,6 +16308,9 @@ msgstr "" "Las palabras clave de shader no se pueden usar como nombres de parámetro.\n" "Elige otro nombre." +msgid "This parameter type does not support the '%s' qualifier." +msgstr "Este tipo de parámetro no admite el calificador '%s'." + msgid "" "Global parameter '%s' does not exist.\n" "Create it in the Project Settings." @@ -15575,6 +16318,13 @@ msgstr "" "El parámetro global '%s' no existe.\n" "Créalo en la Configuración del Proyecto." +msgid "" +"Global parameter '%s' has an incompatible type for this kind of node.\n" +"Change it in the Project Settings." +msgstr "" +"El parámetro global '%s' tiene un tipo incompatible para este tipo de nodo.\n" +"Cámbialo en la Configuración del Proyecto." + msgid "" "The sampler port is connected but not used. Consider changing the source to " "'SamplerPort'." @@ -15591,6 +16341,14 @@ msgstr "Fuente inválida para el shader." msgid "Invalid operator for that type." msgstr "Operador no válido para ese tipo." +msgid "" +"`%s` precision mode is not available for `gl_compatibility` profile.\n" +"Reverted to `None` precision." +msgstr "" +"El modo de precisión `%s` no está disponible para el perfil " +"`gl_compatibility`.\n" +"Revertido a `Ninguna` precisión." + msgid "Default Color" msgstr "Color Predeterminado" @@ -15606,18 +16364,85 @@ msgstr "Función de comparación inválida para este tipo." msgid "2D Mode" msgstr "Modo 2D" +msgid "Use All Surfaces" +msgstr "Usar Todas las Superficies" + +msgid "Surface Index" +msgstr "Índice de Superficie" + +msgid "" +"Invalid number of arguments when calling stage function '%s', which expects " +"%d arguments." +msgstr "" +"Número de argumentos no válido al llamar a la función de escenario '%s', que " +"espera %d argumentos." + +msgid "" +"Invalid argument type when calling stage function '%s', type expected is '%s'." +msgstr "" +"Tipo de argumento no válido al llamar a la función de escenario '%s', el tipo " +"esperado es '%s'." + +msgid "Expected integer constant within [%d..%d] range." +msgstr "Constante entera esperada dentro del rango [%d..%d]." + +msgid "Argument %d of function '%s' is not a variable, array, or member." +msgstr "" +"El argumento %d de la función '%s' no es una variable, matriz o miembro." + msgid "Varyings cannot be passed for the '%s' parameter." msgstr "No se pueden pasar variaciones para el parámetro '%s'." +msgid "A constant value cannot be passed for the '%s' parameter." +msgstr "No se puede pasar un valor constante para el parámetro '%s'." + +msgid "" +"Argument %d of function '%s' can only take a local variable, array, or member." +msgstr "" +"Argumento %d de la función '%s' sólo puede tomar una variable local, array o " +"miembro." + +msgid "Built-in function \"%s(%s)\" is only supported on high-end platforms." +msgstr "" +"La función incorporada \"%s(%s)\" sólo es compatible con plataformas de gama " +"alta." + msgid "Invalid arguments for the built-in function: \"%s(%s)\"." msgstr "Argumentos inválidos para la función integrada: \"%s(%s)\"." +msgid "Recursion is not allowed." +msgstr "No se permite la recursión." + +msgid "Function '%s' can't be called from source code." +msgstr "La función '%s' no puede ser llamada desde el código fuente." + +msgid "" +"Invalid argument for \"%s(%s)\" function: argument %d should be %s but is %s." +msgstr "" +"Argumento no válido para la función \"%s(%s)\": el argumento %d debería ser " +"%s pero es %s." + +msgid "" +"Too few arguments for \"%s(%s)\" call. Expected at least %d but received %d." +msgstr "" +"Demasiados pocos argumentos para la llamada \"%s(%s)\". Esperaba al menos %d " +"pero recibió %d." + +msgid "" +"Too many arguments for \"%s(%s)\" call. Expected at most %d but received %d." +msgstr "" +"Demasiados argumentos para la llamada \"%s(%s)\". Se esperaba como máximo %d " +"pero se ha recibido %d." + msgid "Invalid assignment of '%s' to '%s'." msgstr "Asignación inválida de '%s' a '%s'." msgid "Expected constant expression." msgstr "Se esperaba una expresión constante." +msgid "Expected ',' or ')' after argument." +msgstr "Se esperaba ',' o ')' después del argumento." + msgid "Varying may not be assigned in the '%s' function." msgstr "No se pueden asignar variaciones en la función '%s'." @@ -15644,12 +16469,60 @@ msgstr "" msgid "Assignment to function." msgstr "Asignación a función." +msgid "Swizzling assignment contains duplicates." +msgstr "La asignación de Swizzling contiene duplicados." + msgid "Assignment to uniform." msgstr "Asignación a uniform." msgid "Constants cannot be modified." msgstr "Las constantes no pueden modificarse." +msgid "" +"Sampler argument %d of function '%s' called more than once using both built-" +"ins and uniform textures, this is not supported (use either one or the other)." +msgstr "" +"Argumento de muestreo %d de la función '%s' llamada más de una vez utilizando " +"tanto texturas incorporadas como uniformes, esto no es compatible (utilice " +"una u otra)." + +msgid "" +"Sampler argument %d of function '%s' called more than once using textures " +"that differ in either filter or repeat setting." +msgstr "" +"Argumento del muestreador %d de la función '%s' llamada más de una vez " +"utilizando texturas que difieren en la configuración del filtro o de la " +"repetición." + +msgid "" +"Sampler argument %d of function '%s' called more than once using different " +"built-ins. Only calling with the same built-in is supported." +msgstr "" +"Se llamó al argumento de muestreo %d de la función '%s' más de una vez " +"utilizando funciones integradas diferentes. Solo se admite llamar con la " +"misma función integrada." + +msgid "Array size is already defined." +msgstr "El tamaño del array ya está definido." + +msgid "Unknown array size is forbidden in that context." +msgstr "Un tamaño de array desconocido está prohibido en ese contexto." + +msgid "Array size expressions are not supported." +msgstr "No se admiten expresiones de tamaño de array." + +msgid "Expected a positive integer constant." +msgstr "Se espera una constante entera positiva." + +msgid "Invalid data type for the array." +msgstr "Tipo de dato inválido para el array." + +msgid "Array size mismatch." +msgstr "El tamaño del array no coincide." + +msgid "Expected array initialization." +msgstr "Se esperaba Inicialización de array." + msgid "Cannot convert from '%s' to '%s'." msgstr "No se puede convertir de '%s' a '%s'." @@ -15659,9 +16532,15 @@ msgstr "Se esperaba ')' en la expresión." msgid "Void value not allowed in expression." msgstr "Valor nulo no permitido en la expresión." +msgid "Expected '(' after the type name." +msgstr "Se espera '(' después del nombre del tipo." + msgid "No matching constructor found for: '%s'." msgstr "No se ha encontrado ningún constructor para: '%s'." +msgid "Expected a function name." +msgstr "Se esperaba un nombre de función." + msgid "No matching function found for: '%s'." msgstr "No se ha encontrado ninguna función que coincida con: '%s'." @@ -15676,8 +16555,31 @@ msgstr "" "No se puede pasar una variación de '%s' para el parámetro '%s' en ese " "contexto." +msgid "A constant value cannot be passed for '%s' parameter." +msgstr "No se puede pasar un valor constante para el parámetro '%s'." + msgid "" -"Varying with '%s' data type may only be used in the 'fragment' function." +"Unable to pass a multiview texture sampler as a parameter to custom function. " +"Consider to sample it in the main function and then pass the vector result to " +"it." +msgstr "" +"No se puede pasar un muestreador de textura multi-vista como parámetro a una " +"función personalizada. Considera muestrearlo en la función principal y luego " +"pasar el resultado vectorial a la función." + +msgid "Unknown identifier in expression: '%s'." +msgstr "Identificador desconocido en la expresión: '%s'." + +msgid "" +"%s has been removed in favor of using hint_%s with a uniform.\n" +"To continue with minimal code changes add 'uniform sampler2D %s : hint_%s, " +"filter_linear_mipmap;' near the top of your shader." +msgstr "" +"%s se ha eliminado en favor del uso de hint_%s con un uniform.\n" +"Para continuar con cambios mínimos en el código añade 'uniform sampler2D %s: " +"hint_%s, filter_linear_mipmap;' cerca de la parte superior de tu shader." + +msgid "Varying with '%s' data type may only be used in the 'fragment' function." msgstr "" "La variación con el tipo de datos '%s' solo puede utilizarse en la función " "'fragment'." @@ -15689,56 +16591,270 @@ msgid "" "Varying with integer data type must be declared with `flat` interpolation " "qualifier." msgstr "" -"Las variaciones con tipo de datos enteros deben declararse con el " -"calificador de interpolación `flat`." +"Las variaciones con tipo de datos enteros deben declararse con el calificador " +"de interpolación `flat`." + +msgid "Can't use function as identifier: '%s'." +msgstr "No se puede utilizar la función como identificador: '%s'." + +msgid "Only integer expressions are allowed for indexing." +msgstr "Sólo se permiten expresiones enteras para la indexación." + +msgid "Index [%d] out of range [%d..%d]." +msgstr "Índice [%d] fuera del rango [%d.. %d]." + +msgid "Expected expression, found: '%s'." +msgstr "Expresión esperada, encontrada: '%s'." + +msgid "Empty statement. Remove ';' to fix this warning." +msgstr "Sentencia vacía. Elimina ';' para solucionar esta advertencia." + +msgid "Expected an identifier as a member." +msgstr "Se espera un identificador como miembro." + +msgid "Cannot combine symbols from different sets in expression '.%s'." +msgstr "" +"No se pueden combinar símbolos de conjuntos diferentes en la expresión '.%s'." msgid "Invalid member for '%s' expression: '.%s'." msgstr "Miembro inválido para la expresión '%s': '.%s'." +msgid "An object of type '%s' can't be indexed." +msgstr "Un objeto de tipo '%s' no puede ser indexado." + +msgid "Invalid base type for increment/decrement operator." +msgstr "Tipo base no válido para el operador de incremento/decremento." + +msgid "Invalid use of increment/decrement operator in a constant expression." +msgstr "" +"Uso no válido del operador de incremento/decremento en una expresión " +"constante." + +msgid "Invalid token for the operator: '%s'." +msgstr "Token inválido para el operador: '%s'." + msgid "Unexpected end of expression." msgstr "Final de expresión inesperado." msgid "Invalid arguments to unary operator '%s': %s." msgstr "Argumentos inválidos para el operador unario '%s': %s." +msgid "Missing matching ':' for select operator." +msgstr "Falta la coincidencia ':' para el operador select." + msgid "Invalid argument to ternary operator: '%s'." msgstr "Argumento inválido para el operador ternario: '%s'." msgid "Invalid arguments to operator '%s': '%s'." msgstr "Argumentos inválidos para el operador '%s': '%s'." +msgid "A switch may only contain '%s' and '%s' blocks." +msgstr "Un switch sólo puede contener los bloques '%s' y '%s'." + +msgid "Expected variable type after precision modifier." +msgstr "Tipo de variable esperado después del modificador de precisión." + msgid "Invalid variable type (samplers are not allowed)." msgstr "Tipo de variable inválido (los samplers no están permitidos)." +msgid "Expected an identifier or '[' after type." +msgstr "Se esperaba un identificador o '[' después del tipo." + +msgid "Expected an identifier." +msgstr "Se esperaba un identificador." + +msgid "Expected array initializer." +msgstr "Se esperaba Inicializador de array." + +msgid "Expected data type after precision modifier." +msgstr "Se esperaba el Tipo de dato después del modificador de precisión." + +msgid "Expected a constant expression." +msgstr "Se esperaba una expresión constante." + +msgid "Expected initialization of constant." +msgstr "Se esperaba una inicialización de constante." + +msgid "Expected constant expression for argument %d of function call after '='." +msgstr "" +"Se esperaba una expresión constante para el argumento %d de la llamada a " +"función después de '='." + +msgid "Expected a boolean expression." +msgstr "Se esperaba una expresión booleana." + +msgid "Expected an integer expression." +msgstr "Se esperaba una expresión entera." + +msgid "Cases must be defined before default case." +msgstr "Los casos deben definirse antes que el caso por defecto." + +msgid "Default case must be defined only once." +msgstr "El caso por defecto debe definirse una sola vez." + msgid "Duplicated case label: %d." msgstr "Etiqueta duplicada: %d." +msgid "'%s' must be placed within a '%s' block." +msgstr "%s' debe colocarse dentro de un bloque '%s'." + +msgid "Expected an integer constant." +msgstr "Se esperaba un entero constante." + +msgid "Using '%s' in the '%s' processor function is incorrect." +msgstr "El uso de '%s' en la función de procesador '%s' es incorrecto." + +msgid "Expected '%s' with an expression of type '%s'." +msgstr "Se esperaba '%s' con una expresión de tipo '%s'." + +msgid "Expected return with an expression of type '%s'." +msgstr "Se esperaba retorno con una expresión de tipo '%s'." + msgid "Use of '%s' is not allowed here." msgstr "El uso de '%s' no está permitido aquí." +msgid "'%s' is not allowed outside of a loop or '%s' statement." +msgstr "'%s' no está permitido fuera de un bucle o de una sentencia '%s'." + +msgid "'%s' is not allowed outside of a loop." +msgstr "'%s' no está permitido fuera de un bucle." + +msgid "The middle expression is expected to be a boolean operator." +msgstr "Se espera que la expresión intermedia sea un operador booleano." + +msgid "The left expression is expected to be a variable declaration." +msgstr "" +"Se espera que la expresión de la izquierda sea una declaración de variable." + +msgid "The precision modifier cannot be used on structs." +msgstr "El modificador de precisión no puede utilizarse en structs." + +msgid "The precision modifier cannot be used on boolean types." +msgstr "El modificador de precisión no puede utilizarse en tipos booleanos." + +msgid "Expected '%s' at the beginning of shader. Valid types are: %s." +msgstr "Se espera '%s' al principio del sombreador. Los tipos válidos son: %s." + +msgid "" +"Expected an identifier after '%s', indicating the type of shader. Valid types " +"are: %s." +msgstr "" +"Se espera un identificador después de '%s', indicando el tipo de shader. Los " +"tipos válidos son: %s." + +msgid "Invalid shader type. Valid types are: %s" +msgstr "Tipo de shader inválido. Los tipos válidos son: %s" + +msgid "Expected an identifier for render mode." +msgstr "Se espera un identificador para el modo de renderizado." + msgid "Duplicated render mode: '%s'." msgstr "Modo de renderizado duplicado: '%s'." +msgid "" +"Redefinition of render mode: '%s'. The '%s' mode has already been set to '%s'." +msgstr "" +"Redefinición del modo de renderizado: '%s'. El modo '%s' ya se ha establecido " +"en '%s'." + +msgid "Invalid render mode: '%s'." +msgstr "Modo de renderizado inválido: '%s'." + +msgid "Unexpected token: '%s'." +msgstr "Token inesperado: '%s'." + +msgid "Expected a struct identifier." +msgstr "Se espera un identificador de struct." + +msgid "Nested structs are not allowed." +msgstr "Los structs anidados no están permitidos." + msgid "Expected data type." msgstr "Tipo de datos esperado." +msgid "A '%s' data type is not allowed here." +msgstr "El tipo de dato '%s' no está permitido aquí." + +msgid "Expected an identifier or '['." +msgstr "Se esperaba un identificador o '['." + +msgid "Empty structs are not allowed." +msgstr "No se permiten los structs vacíos." + +msgid "Uniform instances are not yet implemented for '%s' shaders." +msgstr "" +"Las instancias uniforms aún no están implementadas para los shaders '%s'." + +msgid "Uniform instances are not supported in gl_compatibility shaders." +msgstr "" +"Las instancias uniforms no son compatibles con los shaders gl_compatibility." + msgid "Varyings cannot be used in '%s' shaders." msgstr "Las variaciones no se pueden utilizar en los shaders '%s'." +msgid "Interpolation qualifiers are not supported for uniforms." +msgstr "No se admiten calificadores de interpolación para uniforms." + +msgid "The '%s' data type is not supported for uniforms." +msgstr "El tipo de datos '%s' no es compatible con los uniforms." + msgid "The '%s' data type is not allowed here." msgstr "El tipo de datos '%s' no está permitido aquí." +msgid "Interpolation modifier '%s' cannot be used with boolean types." +msgstr "" +"El modificador de interpolación '%s' no puede utilizarse con tipos booleanos." + msgid "Invalid data type for varying." msgstr "Tipo de datos inválido para la variación." +msgid "Global uniform '%s' does not exist. Create it in Project Settings." +msgstr "El uniform global '%s' no existe. Créalo en Configuración del Proyecto." + +msgid "Global uniform '%s' must be of type '%s'." +msgstr "El uniform global '%s' debe ser del tipo '%s'." + +msgid "The '%s' qualifier is not supported for sampler types." +msgstr "El calificador '%s' no es compatible con los tipos de muestreador." + +msgid "The '%s' qualifier is not supported for matrix types." +msgstr "El calificador '%s' no es compatible con los tipos de matriz." + +msgid "The '%s' qualifier is not supported for uniform arrays." +msgstr "El calificador '%s' no es compatible con los uniforms arrays." + +msgid "Expected valid type hint after ':'." +msgstr "Sugerencia de tipo válida esperada después de ':'." + +msgid "This hint is not supported for uniform arrays." +msgstr "Esta sugerencia no es compatible con los uniform arrays." + +msgid "Source color hint is for '%s', '%s' or sampler types only." +msgstr "" +"La sugerencia de color fuente es solo para tipos '%s', '%s' o muestreadores." + msgid "Duplicated hint: '%s'." msgstr "Sugerencia duplicada: '%s'." -msgid "" -"'hint_normal_roughness_texture' is not supported in gl_compatibility shaders." +msgid "Range hint is for '%s' and '%s' only." +msgstr "La sugerencia de rango es sólo para '%s' y '%s'." + +msgid "Expected ',' after integer constant." +msgstr "Se esperaba ',' después de una constante entera." + +msgid "Expected an integer constant after ','." +msgstr "Se esperaba un entero constante después de ','." + +msgid "Can only specify '%s' once." +msgstr "Solo se puede especificar '%s' una vez." + +msgid "The instance index can't be negative." +msgstr "El índice de instancia no puede ser negativo." + +msgid "Allowed instance uniform indices must be within [0..%d] range." msgstr "" -"'hint_normal_roughness_texture' no és compatible con los shaders de " -"gl_compatibility." +"Los índices permitidos para las instancias de uniforms deben estar dentro del " +"rango [0..%d]." msgid "'hint_normal_roughness_texture' is not supported in '%s' shaders." msgstr "'hint_normal_roughness_texture' no está soportado en '%s' shaders." @@ -15746,12 +16862,61 @@ msgstr "'hint_normal_roughness_texture' no está soportado en '%s' shaders." msgid "'hint_depth_texture' is not supported in '%s' shaders." msgstr "'hint_depth_texture' no está soportado en '%s' shaders." +msgid "This hint is only for sampler types." +msgstr "Esta sugerencia sólo es válida para los tipos de muestreador." + +msgid "Redefinition of hint: '%s'. The hint has already been set to '%s'." +msgstr "" +"Redefinición de la sugerencia: '%s'. La sugerencia ya se ha establecido en " +"'%s'." + msgid "Duplicated filter mode: '%s'." msgstr "Modo de filtro duplicado: '%s'." +msgid "" +"Redefinition of filter mode: '%s'. The filter mode has already been set to " +"'%s'." +msgstr "" +"Redefinición del modo de filtro: '%s'. El modo de filtro ya se ha establecido " +"en '%s'." + msgid "Duplicated repeat mode: '%s'." msgstr "Modo de repetición duplicado: '%s'." +msgid "" +"Redefinition of repeat mode: '%s'. The repeat mode has already been set to " +"'%s'." +msgstr "" +"Redefinición del modo de repetición: '%s'. El modo de repetición ya se ha " +"establecido en '%s'." + +msgid "Too many '%s' uniforms in shader, maximum supported is %d." +msgstr "Demasiados uniforms '%s' en shader, el máximo soportado es %d." + +msgid "Setting default values to uniform arrays is not supported." +msgstr "No es posible establecer valores por defecto en uniform arrays." + +msgid "Expected constant expression after '='." +msgstr "Expresión constante esperada después de '='." + +msgid "Can't convert constant to '%s'." +msgstr "No se puede convertir constante a '%s'." + +msgid "Expected an uniform subgroup identifier." +msgstr "Se espera un identificador de subgrupo uniform." + +msgid "Expected an uniform group identifier." +msgstr "Se espera un identificador de subgrupo uniform." + +msgid "Expected an uniform group identifier or `;`." +msgstr "Se esperaba un identificador de grupo uniform o `;`." + +msgid "Group needs to be opened before." +msgstr "El grupo debe abrirse antes." + +msgid "Shader type is already defined." +msgstr "El tipo de shader ya está definido." + msgid "Expected constant, function, uniform or varying." msgstr "Constante esperada, función, uniforme o variante." @@ -15761,6 +16926,56 @@ msgstr "Tipo de constante inválido (los samplers no están permitidos)." msgid "Invalid function type (samplers are not allowed)." msgstr "Tipo de función inválido (los samplers no están permitidos)." +msgid "Expected a function name after type." +msgstr "Se esperaba un nombre de función después de tipo." + +msgid "Expected '(' after function identifier." +msgstr "Se espera '(' después del identificador de función." + +msgid "" +"Global non-constant variables are not supported. Expected '%s' keyword before " +"constant definition." +msgstr "" +"No se admiten variables globales no constantes. Se esperaba la palabra clave " +"'%s' antes de la definición de la constante." + +msgid "Expected an identifier after type." +msgstr "Se esperaba un identificador después del tipo." + +msgid "" +"The '%s' qualifier cannot be used within a function parameter declared with " +"'%s'." +msgstr "" +"El calificador '%s' no puede utilizarse dentro de un parámetro de función " +"declarado con '%s'." + +msgid "Expected a valid data type for argument." +msgstr "Se esperaba un tipo de datos válido para el argumento." + +msgid "Opaque types cannot be output parameters." +msgstr "Los tipos opacos no pueden ser parámetros de salida." + +msgid "Void type not allowed as argument." +msgstr "Tipo void no permitido como argumento." + +msgid "Expected an identifier for argument name." +msgstr "Se esperaba un identificador para el nombre del argumento." + +msgid "Function '%s' expects no arguments." +msgstr "La función '%s' no espera argumentos." + +msgid "Function '%s' must be of '%s' return type." +msgstr "La función '%s' debe ser del tipo de retorno '%s'." + +msgid "Expected a '{' to begin function." +msgstr "Se esperaba un '{' al inicio de la función." + +msgid "Expected at least one '%s' statement in a non-void function." +msgstr "Se esperaba al menos una sentencia '%s' en una función no vacía." + +msgid "uniform buffer" +msgstr "Buffer uniforme" + msgid "Expected a '%s'." msgstr "Se esperaba un '%s'." @@ -15773,9 +16988,24 @@ msgstr "Se esperaba un '%s' después de '%s'." msgid "Redefinition of '%s'." msgstr "Redefinición de '%s'." +msgid "Unknown directive." +msgstr "Directiva desconocida." + +msgid "Invalid macro name." +msgstr "Nombre de macro inválido." + +msgid "Macro redefinition." +msgstr "Redefinición de macros." + msgid "Invalid argument name." msgstr "Nombre de argumento inválido." +msgid "Expected a comma in the macro argument list." +msgstr "Se esperaba una coma en la lista de argumentos de macro." + +msgid "Unmatched elif." +msgstr "elif no coincidente." + msgid "Missing condition." msgstr "Condición perdida." @@ -15851,9 +17081,9 @@ msgid "" "expect). Instead, use `abs(a - b) < 0.0001` for an approximate but " "predictable comparison." msgstr "" -"Comparación directa de punto flotante (esto puede no evaluar como `true` " -"como esperas). En su lugar, utiliza `abs(a - b) < 0.0001` para una " -"comparación aproximada pero predecible." +"Comparación directa de punto flotante (esto puede no evaluar como `true` como " +"esperas). En su lugar, utiliza `abs(a - b) < 0.0001` para una comparación " +"aproximada pero predecible." msgid "The const '%s' is declared but never used." msgstr "La const '%s' se declara pero nunca se usa." @@ -15874,8 +17104,8 @@ msgid "The local variable '%s' is declared but never used." msgstr "La variable local '%s' se ha declarado, pero nunca se ha utilizado." msgid "" -"The total size of the %s for this shader on this device has been exceeded " -"(%d/%d). The shader may not work correctly." +"The total size of the %s for this shader on this device has been exceeded (%d/" +"%d). The shader may not work correctly." msgstr "" "El tamaño total de %s para este sombreador en este dispositivo ha sido " "excedido (%d/%d). El sombreador podría funcionar de forma incorrecta." diff --git a/editor/translations/editor/es_AR.po b/editor/translations/editor/es_AR.po index 3bb87f94f7c..47e5e470c98 100644 --- a/editor/translations/editor/es_AR.po +++ b/editor/translations/editor/es_AR.po @@ -32,8 +32,8 @@ msgstr "" "POT-Creation-Date: \n" "PO-Revision-Date: 2023-04-11 13:46+0000\n" "Last-Translator: Tefa \n" -"Language-Team: Spanish (Argentina) \n" +"Language-Team: Spanish (Argentina) \n" "Language: es_AR\n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" @@ -424,8 +424,7 @@ msgstr "Pegar Pistas" msgid "" "This option does not work for Bezier editing, as it's only a single track." msgstr "" -"Esta opción no funciona con la edición Bezier, ya que es solo una pista " -"única." +"Esta opción no funciona con la edición Bezier, ya que es solo una pista única." msgid "Warning: Editing imported animation" msgstr "Advertencia: Se está editando una animación importada" @@ -581,8 +580,8 @@ msgid "" "Target method not found. Specify a valid method or attach a script to the " "target node." msgstr "" -"El método objetivo no fue encontrado. Especificá un método válido o agregá " -"un script al nodo objetivo." +"El método objetivo no fue encontrado. Especificá un método válido o agregá un " +"script al nodo objetivo." msgid "Connect to Node:" msgstr "Conectar al Nodo:" @@ -773,8 +772,8 @@ msgstr "" "Inclusivo: Incluye el tiempo de otras funciones llamadas por esta función.\n" "Usalo para detectar cuellos de botella.\n" "\n" -"Propio: Sólo contabiliza el tiempo empleado en la propia función, no en " -"otras funciones llamadas por esa función.\n" +"Propio: Sólo contabiliza el tiempo empleado en la propia función, no en otras " +"funciones llamadas por esa función.\n" "Utilizalo para buscar funciones individuales que optimizar." msgid "Frame #:" @@ -931,8 +930,8 @@ msgstr "Abrir" msgid "" "Remove the selected files from the project? (Cannot be undone.)\n" -"Depending on your filesystem configuration, the files will either be moved " -"to the system trash or deleted permanently." +"Depending on your filesystem configuration, the files will either be moved to " +"the system trash or deleted permanently." msgstr "" "¿Eliminar los archivos seleccionados del proyecto? (No se puede deshacer).\n" "Dependiendo de la configuración de tu sistema de archivos, los archivos se " @@ -942,8 +941,8 @@ msgid "" "The files being removed are required by other resources in order for them to " "work.\n" "Remove them anyway? (Cannot be undone.)\n" -"Depending on your filesystem configuration, the files will either be moved " -"to the system trash or deleted permanently." +"Depending on your filesystem configuration, the files will either be moved to " +"the system trash or deleted permanently." msgstr "" "Los archivos que se están eliminando son requeridos por otros recursos para " "funcionar.\n" @@ -1049,9 +1048,9 @@ msgstr "Licencia de Terceros" msgid "" "Godot Engine relies on a number of third-party free and open source " -"libraries, all compatible with the terms of its MIT license. The following " -"is an exhaustive list of all such third-party components with their " -"respective copyright statements and license terms." +"libraries, all compatible with the terms of its MIT license. The following is " +"an exhaustive list of all such third-party components with their respective " +"copyright statements and license terms." msgstr "" "Godot Engine se basa en una serie de librerías libres y de código abierto de " "terceros, todas ellas compatibles con los términos de su licencia MIT. La " @@ -1355,8 +1354,7 @@ msgid "Allows editing the node hierarchy in the Scene dock." msgstr "Permite editar la jerarquía de nodos en el panel de Escena." msgid "" -"Allows to work with signals and groups of the node selected in the Scene " -"dock." +"Allows to work with signals and groups of the node selected in the Scene dock." msgstr "" "Permite trabajar con señales y grupos del nodo seleccionado en el panel de " "Escena." @@ -1382,8 +1380,7 @@ msgid "Remove currently selected profile, '%s'? Cannot be undone." msgstr "¿Eliminar el perfil seleccionado, '%s'? No se puede deshacer." msgid "Profile must be a valid filename and must not contain '.'" -msgstr "" -"El perfil debe tener un nombre de archivo válido y no debe contener '.'" +msgstr "El perfil debe tener un nombre de archivo válido y no debe contener '.'" msgid "Profile with this name already exists." msgstr "Ya existe un perfil con este nombre." @@ -1410,11 +1407,10 @@ msgid "Main Features:" msgstr "Características Principales:" msgid "" -"Profile '%s' already exists. Remove it first before importing, import " -"aborted." +"Profile '%s' already exists. Remove it first before importing, import aborted." msgstr "" -"El perfil '%s' ya existe. Eliminalo primero antes de importar, la " -"importación ha sido cancelada." +"El perfil '%s' ya existe. Eliminalo primero antes de importar, la importación " +"ha sido cancelada." msgid "Reset to Default" msgstr "Restablecer a Valores Por Defecto" @@ -1605,8 +1601,7 @@ msgstr "Propiedades del Tema" msgid "Property:" msgstr "Propiedad:" -msgid "" -"Pinning a value forces it to be saved even if it's equal to the default." +msgid "Pinning a value forces it to be saved even if it's equal to the default." msgstr "" "Fijar un valor fuerza que sea guardado incluso si es igual predeterminado." @@ -1787,8 +1782,8 @@ msgid "" "This resource was imported, so it's not editable. Change its settings in the " "import panel and then re-import." msgstr "" -"Este recurso fue importado, por ende no es editable. Cambiá sus ajustes en " -"el panel de importación y luego reimportá." +"Este recurso fue importado, por ende no es editable. Cambiá sus ajustes en el " +"panel de importación y luego reimportá." msgid "Changes may be lost!" msgstr "Podrían perderse los cambios!" @@ -1810,8 +1805,8 @@ msgstr "" "¡%s ya no existe! Por favor, especificá una nueva ubicación de guardado." msgid "" -"The current scene has no root node, but %d modified external resource(s) " -"were saved anyway." +"The current scene has no root node, but %d modified external resource(s) were " +"saved anyway." msgstr "" "La escena actual no contiene un nodo raíz, pero %d resource(s) externo(s) " "modificado(s) fueron guardados de todos modos." @@ -1910,8 +1905,8 @@ msgstr "" msgid "Unable to load addon script from path: '%s' Script is not in tool mode." msgstr "" -"No se pudo cargar el script de addon desde la ruta: El script '%s' no está " -"en modo tool." +"No se pudo cargar el script de addon desde la ruta: El script '%s' no está en " +"modo tool." msgid "" "Scene '%s' was automatically imported, so it can't be modified.\n" @@ -1922,8 +1917,8 @@ msgstr "" "Para realizar cambios, se debe crear una nueva escena heredada." msgid "" -"Error loading scene, it must be inside the project path. Use 'Import' to " -"open the scene, then save it inside the project path." +"Error loading scene, it must be inside the project path. Use 'Import' to open " +"the scene, then save it inside the project path." msgstr "" "Error al cargar la escena, debe estar dentro de la ruta del proyecto. Usa " "'Importar' para abrir la escena, luego guárdala dentro de la ruta del " @@ -2315,15 +2310,15 @@ msgstr "" "El recurso debe pertenecer a una escena." msgid "" -"Can't create a ViewportTexture on this resource because it's not set as " -"local to scene.\n" +"Can't create a ViewportTexture on this resource because it's not set as local " +"to scene.\n" "Please switch on the 'local to scene' property on it (and all resources " "containing it up to a node)." msgstr "" -"No se puede crear una ViewportTexture en este recurso porque no esta " -"asignado como local a la escena.\n" -"Por favor activá la propiedad 'local a escena' en él (y en todos los " -"recursos que lo contienen hasta un nodo)." +"No se puede crear una ViewportTexture en este recurso porque no esta asignado " +"como local a la escena.\n" +"Por favor activá la propiedad 'local a escena' en él (y en todos los recursos " +"que lo contienen hasta un nodo)." msgid "Pick a Viewport" msgstr "Seleccionar un Viewport" @@ -2347,8 +2342,8 @@ msgid "Add Key/Value Pair" msgstr "Agregar Par Clave/Valor" msgid "" -"The selected resource (%s) does not match any type expected for this " -"property (%s)." +"The selected resource (%s) does not match any type expected for this property " +"(%s)." msgstr "" "El recurso seleccionado (%s) no concuerda con ningún tipo esperado para esta " "propiedad (%s)." @@ -2376,8 +2371,7 @@ msgid "" "Please add a runnable preset in the Export menu or define an existing preset " "as runnable." msgstr "" -"No se encontró ningún preset de exportación ejecutable para esta " -"plataforma.\n" +"No se encontró ningún preset de exportación ejecutable para esta plataforma.\n" "Por favor agregá un preset ejecutable en el menú Exportar o definí un preset " "como ejecutable." @@ -2497,8 +2491,8 @@ msgid "" "No download links found for this version. Direct download is only available " "for official releases." msgstr "" -"No se encontraron links de descarga para esta versión. Las descargas " -"directas solo están disponibles para releases oficiales." +"No se encontraron links de descarga para esta versión. Las descargas directas " +"solo están disponibles para releases oficiales." msgid "Disconnected" msgstr "Desconectado" @@ -2594,8 +2588,8 @@ msgid "Download and Install" msgstr "Descargar e Instalar" msgid "" -"Download and install templates for the current version from the best " -"possible mirror." +"Download and install templates for the current version from the best possible " +"mirror." msgstr "" "Descargar e instalar plantillas para la versión actual de el mejor mirror " "posible." @@ -2773,8 +2767,8 @@ msgstr "No se pudieron actualizar las dependencias:" msgid "" "This file extension is not recognized by the editor.\n" "If you want to rename it anyway, use your operating system's file manager.\n" -"After renaming to an unknown extension, the file won't be shown in the " -"editor anymore." +"After renaming to an unknown extension, the file won't be shown in the editor " +"anymore." msgstr "" "Esta extensión de archivo no es reconocida por el editor.\n" "Si querés renombrarla de todos modos, usá el administrador de archivos de tu " @@ -3090,8 +3084,7 @@ msgstr "" "Click para despinear." msgid "Invalid node name, the following characters are not allowed:" -msgstr "" -"Nombre de nodo inválido, los siguientes caracteres no están permitidos:" +msgstr "Nombre de nodo inválido, los siguientes caracteres no están permitidos:" msgid "Scene Tree (Nodes):" msgstr "Arbol de Escenas (Nodos):" @@ -3162,8 +3155,7 @@ msgstr "" "Tenés cambios pendientes que aún no se han aplicado. Hacé clic en Reimportar " "para aplicar los cambios realizados en las opciones de importación.\n" "Si seleccionás otro recurso en el dock Sistema de Archivos sin hacer clic en " -"Reimportar primero, se descartarán los cambios realizados en el dock " -"Importar." +"Reimportar primero, se descartarán los cambios realizados en el dock Importar." msgid "Import As:" msgstr "Importar Como:" @@ -3176,8 +3168,7 @@ msgstr "Guardar Escenas, Reimportar y Reiniciar" msgid "Changing the type of an imported file requires editor restart." msgstr "" -"Para cambiar el tipo de un archivo importado es necesario reiniciar el " -"editor." +"Para cambiar el tipo de un archivo importado es necesario reiniciar el editor." msgid "" "WARNING: Assets exist that use this resource, they may stop loading properly." @@ -3186,11 +3177,11 @@ msgstr "" "cargar correctamente." msgid "" -"Select a resource file in the filesystem or in the inspector to adjust " -"import settings." +"Select a resource file in the filesystem or in the inspector to adjust import " +"settings." msgstr "" -"Seleccioná un archivo de recursos en el sistema de archivos o en el " -"inspector para ajustar la configuración de importación." +"Seleccioná un archivo de recursos en el sistema de archivos o en el inspector " +"para ajustar la configuración de importación." msgid "Device:" msgstr "Dispositivo:" @@ -3446,8 +3437,7 @@ msgstr "Nodo Movido" msgid "Unable to connect, port may be in use or connection may be invalid." msgstr "" -"No se pudo conectar, el puerto podría estar en uso o la conexión ser " -"inválida." +"No se pudo conectar, el puerto podría estar en uso o la conexión ser inválida." msgid "Nodes Connected" msgstr "Nodos Conectados" @@ -4321,8 +4311,8 @@ msgstr "" "sólo se exportará un ejecutable sin los datos del proyecto.\n" "El sistema de archivos será proporcionado desde el proyecto por el editor a " "través de la red.\n" -"En Android, el deploy usará el cable USB para un rendimiento más rápido. " -"Esta opción acelera el testeo de los proyectos con recursos grandes." +"En Android, el deploy usará el cable USB para un rendimiento más rápido. Esta " +"opción acelera el testeo de los proyectos con recursos grandes." msgid "Visible Collision Shapes" msgstr "Collision Shapes Visibles" @@ -4348,8 +4338,8 @@ msgid "Synchronize Scene Changes" msgstr "Sincronizar Cambios de Escena" msgid "" -"When this option is enabled, any changes made to the scene in the editor " -"will be replicated in the running project.\n" +"When this option is enabled, any changes made to the scene in the editor will " +"be replicated in the running project.\n" "When used remotely on a device, this is more efficient when the network " "filesystem option is enabled." msgstr "" @@ -4362,13 +4352,13 @@ msgid "Synchronize Script Changes" msgstr "Sincronizar Cambios en Scripts" msgid "" -"When this option is enabled, any script that is saved will be reloaded in " -"the running project.\n" +"When this option is enabled, any script that is saved will be reloaded in the " +"running project.\n" "When used remotely on a device, this is more efficient when the network " "filesystem option is enabled." msgstr "" -"Cuando esta opción está activada, cualquier script que se guarde se " -"recargará en el proyecto en ejecución.\n" +"Cuando esta opción está activada, cualquier script que se guarde se recargará " +"en el proyecto en ejecución.\n" "Cuando se utiliza de forma remota en un dispositivo, esto es más eficiente " "cuando la opción de sistema de archivos en red está activada." @@ -4502,8 +4492,7 @@ msgstr "Crear Forma Convexa Única" msgid "Can't create multiple convex collision shapes for the scene root." msgstr "" -"No se pudo crear múltiples formas de colisión convexas para la raíz de " -"escena." +"No se pudo crear múltiples formas de colisión convexas para la raíz de escena." msgid "Couldn't create any collision shapes." msgstr "No se pudo crear ninguna forma de colisión." @@ -4898,8 +4887,8 @@ msgstr "" "\n" "Ojo abierto: El gizmo es visible.\n" "Ojo cerrado: El gizmo está oculto.\n" -"Ojo medio abierto: El gizmo también es visible a través de superficies " -"opacas (\"x-ray\")." +"Ojo medio abierto: El gizmo también es visible a través de superficies opacas " +"(\"x-ray\")." msgid "Snap Nodes to Floor" msgstr "Ajustar Nodos al Suelo" @@ -5237,8 +5226,7 @@ msgstr "" "personalizados." msgid "" -"Remove a custom polygon. If none remain, custom polygon rendering is " -"disabled." +"Remove a custom polygon. If none remain, custom polygon rendering is disabled." msgstr "" "Remover un polígono personalizado. Si no queda ninguno, se desactiva el " "rendering de polígonos personalizados." @@ -5325,8 +5313,7 @@ msgid "Clear Recent Files" msgstr "Restablecer Archivos Recientes" msgid "Can't open '%s'. The file could have been moved or deleted." -msgstr "" -"No se puede abrir '%s'. El archivo puede haber sido movido o eliminado." +msgstr "No se puede abrir '%s'. El archivo puede haber sido movido o eliminado." msgid "Close and save changes?" msgstr "¿Cerrar y guardar cambios?" @@ -5856,8 +5843,8 @@ msgid "" "Caution: Adding icon data may considerably increase the size of your Theme " "resource." msgstr "" -"Precaución: Añadir datos de iconos puede aumentar considerablemente el " -"tamaño de su recurso Theme." +"Precaución: Añadir datos de iconos puede aumentar considerablemente el tamaño " +"de su recurso Theme." msgid "Collapse types." msgstr "Colapsar tipos." @@ -5884,8 +5871,8 @@ msgid "Import Selected" msgstr "Importar Seleccionado" msgid "" -"Import Items tab has some items selected. Selection will be lost upon " -"closing this window.\n" +"Import Items tab has some items selected. Selection will be lost upon closing " +"this window.\n" "Close anyway?" msgstr "" "En la pestaña de Elementos de Importación se han seleccionado algunos " @@ -6083,8 +6070,7 @@ msgid "Select UI Scene:" msgstr "Seleccionar Escena de UI:" msgid "" -"Toggle the control picker, allowing to visually select control types for " -"edit." +"Toggle the control picker, allowing to visually select control types for edit." msgstr "" "Activar el selector de controles, lo que permite seleccionar visualmente los " "tipos de control para su edición." @@ -6577,15 +6563,15 @@ msgid "" "(Fragment/Light mode only) (Scalar) Derivative in 'x' using local " "differencing." msgstr "" -"(Sólo modo Fragmento/Luz) (Escalar) Derivada en 'x' utilizando " -"diferenciación local." +"(Sólo modo Fragmento/Luz) (Escalar) Derivada en 'x' utilizando diferenciación " +"local." msgid "" "(Fragment/Light mode only) (Scalar) Derivative in 'y' using local " "differencing." msgstr "" -"(Sólo modo Fragmento/Luz) (Escalar) Derivada en 'y' utilizando " -"diferenciación local." +"(Sólo modo Fragmento/Luz) (Escalar) Derivada en 'y' utilizando diferenciación " +"local." msgid "Base-e Exponential." msgstr "Exponencial en base e." @@ -6659,8 +6645,8 @@ msgid "" "SmoothStep function( scalar(edge0), scalar(edge1), scalar(x) ).\n" "\n" "Returns 0.0 if 'x' is smaller than 'edge0' and 1.0 if x is larger than " -"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 " -"using Hermite polynomials." +"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 using " +"Hermite polynomials." msgstr "" "SmoothStep function( scalar(edge0), scalar(edge1), scalar(x) ).\n" "\n" @@ -6678,11 +6664,9 @@ msgstr "" "Devuelve 0.0 si 'x' es menor que 'edge' y en caso contrario devuelve 1.0." msgid "" -"(Fragment/Light mode only) (Scalar) Sum of absolute derivative in 'x' and " -"'y'." +"(Fragment/Light mode only) (Scalar) Sum of absolute derivative in 'x' and 'y'." msgstr "" -"(Sólo modo Fragmento/Luz) (Escalar) Suma de la derivada absoluta en 'x' e " -"'y'." +"(Sólo modo Fragmento/Luz) (Escalar) Suma de la derivada absoluta en 'x' e 'y'." msgid "Returns the tangent of the parameter." msgstr "Devuelve la tangente del parámetro." @@ -6775,12 +6759,12 @@ msgstr "" "Devuelve el vector que apunta en la misma dirección que un vector de " "referencia. La función tiene tres parámetros vectoriales: N, el vector a " "orientar, I, el vector incidente, y Nref, el vector de referencia. Si el " -"producto de punto de I y Nref es menor que cero, el valor de retorno es N. " -"De lo contrario, se devuelve -N." +"producto de punto de I y Nref es menor que cero, el valor de retorno es N. De " +"lo contrario, se devuelve -N." msgid "" -"Returns falloff based on the dot product of surface normal and view " -"direction of camera (pass associated inputs to it)." +"Returns falloff based on the dot product of surface normal and view direction " +"of camera (pass associated inputs to it)." msgstr "" "Devuelve el falloff en base al producto punto de la superficie normal y la " "dirección de vista de la camara ( pasale los puntos asociados)." @@ -6817,8 +6801,8 @@ msgid "" "SmoothStep function( vector(edge0), vector(edge1), vector(x) ).\n" "\n" "Returns 0.0 if 'x' is smaller than 'edge0' and 1.0 if 'x' is larger than " -"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 " -"using Hermite polynomials." +"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 using " +"Hermite polynomials." msgstr "" "SmoothStep function( vector(edge0), vector(edge1), vector(x) ).\n" "\n" @@ -6830,8 +6814,8 @@ msgid "" "SmoothStep function( scalar(edge0), scalar(edge1), vector(x) ).\n" "\n" "Returns 0.0 if 'x' is smaller than 'edge0' and 1.0 if 'x' is larger than " -"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 " -"using Hermite polynomials." +"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 using " +"Hermite polynomials." msgstr "" "SmoothStep function( scalar(edge0), scalar(edge1), vector(x) ).\n" "\n" @@ -6858,8 +6842,7 @@ msgstr "" "Devuelve 0.0 si 'x' es menor que 'edge' y 1.0 en caso contrario." msgid "" -"(Fragment/Light mode only) (Vector) Sum of absolute derivative in 'x' and " -"'y'." +"(Fragment/Light mode only) (Vector) Sum of absolute derivative in 'x' and 'y'." msgstr "" "(Sólo modo Fragmento/Luz) (Vector) Suma de la derivada absoluta en 'x' e 'y'." @@ -7035,8 +7018,8 @@ msgstr "" msgid "" "This field filters projects by name and last path component.\n" -"To filter projects by name and full path, the query must contain at least " -"one `/` character." +"To filter projects by name and full path, the query must contain at least one " +"`/` character." msgstr "" "Este campo filtra los proyectos por nombre y por el último componente de la " "ruta.\n" @@ -7268,8 +7251,7 @@ msgstr "¿Eliminar el nodo \"%s\" y sus hijos?" msgid "Delete node \"%s\"?" msgstr "¿Eliminar nodo \"%s\"?" -msgid "" -"Saving the branch as a scene requires having a scene open in the editor." +msgid "Saving the branch as a scene requires having a scene open in the editor." msgstr "" "Guardar la rama como una escena requiere tener una escena abierta en el " "editor." @@ -7288,8 +7270,8 @@ msgid "" msgstr "" "No se puede guardar una rama que es hija de una escena ya instanciada.\n" "Para guardar esta rama en su propia escena, abrí la escena original, hacé " -"click con el botón derecho del mouse en esta rama y seleccioná \"Guardar " -"Rama como Escena\"." +"click con el botón derecho del mouse en esta rama y seleccioná \"Guardar Rama " +"como Escena\"." msgid "" "Can't save a branch which is part of an inherited scene.\n" @@ -7312,12 +7294,11 @@ msgstr "" "vuelvan a sus valores por defecto." msgid "" -"Enabling \"Load As Placeholder\" will disable \"Editable Children\" and " -"cause all properties of the node to be reverted to their default." +"Enabling \"Load As Placeholder\" will disable \"Editable Children\" and cause " +"all properties of the node to be reverted to their default." msgstr "" -"Activar \"Cargar como Placeholder\" desactivará \"Hijos Editables\" y " -"causará que todas las propiedades del nodo se reviertan a sus valores por " -"defecto." +"Activar \"Cargar como Placeholder\" desactivará \"Hijos Editables\" y causará " +"que todas las propiedades del nodo se reviertan a sus valores por defecto." msgid "Make Local" msgstr "Crear Local" @@ -7335,8 +7316,7 @@ msgid "Can't operate on nodes from a foreign scene!" msgstr "No se puede operar sobre los nodos de una escena externa!" msgid "Can't operate on nodes the current scene inherits from!" -msgstr "" -"No se puede operar sobre los nodos de los cual hereda la escena actual!" +msgstr "No se puede operar sobre los nodos de los cual hereda la escena actual!" msgid "Attach Script" msgstr "Adjuntar Script" @@ -7509,8 +7489,8 @@ msgstr "" "editados con un editor externo." msgid "" -"Warning: Having the script name be the same as a built-in type is usually " -"not desired." +"Warning: Having the script name be the same as a built-in type is usually not " +"desired." msgstr "" "Advertencia: Usualmente no se recomienda que un script tenga el mismo nombre " "que un tipo integrado." @@ -7543,8 +7523,7 @@ msgid "Change Torus Outer Radius" msgstr "Cambiar Radio Externo de Toro" msgid "Invalid type argument to convert(), use TYPE_* constants." -msgstr "" -"Tipo de argumento inválido para 'convert()', utiliza constantes TYPE_*." +msgstr "Tipo de argumento inválido para 'convert()', utiliza constantes TYPE_*." msgid "Step argument is zero!" msgstr "El argumento step es cero!" @@ -7760,8 +7739,8 @@ msgid "" "Either Debug Keystore, Debug User AND Debug Password settings must be " "configured OR none of them." msgstr "" -"Deben estar configurados o bien Debug Keystore, Debug User Y Debug Password " -"o bien ninguno de ellos." +"Deben estar configurados o bien Debug Keystore, Debug User Y Debug Password o " +"bien ninguno de ellos." msgid "Debug keystore not configured in the Editor Settings nor in the preset." msgstr "" @@ -7805,8 +7784,8 @@ msgstr "" "No se pudo encontrar el comando apksigner en las Android SDK build-tools." msgid "" -"'apksigner' could not be found. Please check that the command is available " -"in the Android SDK build-tools directory. The resulting %s is unsigned." +"'apksigner' could not be found. Please check that the command is available in " +"the Android SDK build-tools directory. The resulting %s is unsigned." msgstr "" "No se ha encontrado 'apksigner'. Por favor, comprobá que el comando esté " "disponible en el directorio Android SDK build-tools. El %s resultante está " @@ -7855,8 +7834,7 @@ msgstr "" "Android desde el menú 'Proyecto'." msgid "Could not export project files to gradle project." -msgstr "" -"No se pudieron exportar los archivos del proyecto a un proyecto gradle." +msgstr "No se pudieron exportar los archivos del proyecto a un proyecto gradle." msgid "Could not write expansion package file!" msgstr "¡No se pudo escribir el archivo del paquete de expansión!" @@ -7865,12 +7843,12 @@ msgid "Building Android Project (gradle)" msgstr "Construir Proyecto Android (gradle)" msgid "" -"Building of Android project failed, check output for the error. " -"Alternatively visit docs.godotengine.org for Android build documentation." +"Building of Android project failed, check output for the error. Alternatively " +"visit docs.godotengine.org for Android build documentation." msgstr "" "La construcción del proyecto Android falló, comprueba la salida del error. " -"También podés visitar docs.godotengine.org para consultar la documentación " -"de compilación de Android." +"También podés visitar docs.godotengine.org para consultar la documentación de " +"compilación de Android." msgid "Moving output" msgstr "Moviendo salida" @@ -7977,8 +7955,8 @@ msgid "" "You can check progress manually by opening a Terminal and running the " "following command:" msgstr "" -"Podés verificar el progreso manualmente abriendo una Terminal y ejecutando " -"el siguiente comando:" +"Podés verificar el progreso manualmente abriendo una Terminal y ejecutando el " +"siguiente comando:" msgid "" "Run the following command to staple the notarization ticket to the exported " @@ -7991,8 +7969,8 @@ msgid "Creating app bundle" msgstr "Crearndo paquete de aplicaciones" msgid "" -"Relative symlinks are not supported on this OS, the exported project might " -"be broken!" +"Relative symlinks are not supported on this OS, the exported project might be " +"broken!" msgstr "" "Los enlaces simbólicos relativos no son compatibles con este sistema " "operativo, ¡el proyecto exportado podría estar dañado!" @@ -8087,8 +8065,8 @@ msgstr "" msgid "Invalid wide 310x150 logo image dimensions (should be 310x150)." msgstr "" -"Dimensiones de la imagen para el logo ancho de 310x150 inválidas (debería " -"ser 310x150)." +"Dimensiones de la imagen para el logo ancho de 310x150 inválidas (debería ser " +"310x150)." msgid "Invalid splash screen image dimensions (should be 620x300)." msgstr "Dimensiones de la imagen del splash inválidas (debería ser 620x300)." @@ -8107,8 +8085,8 @@ msgstr "No se encontró identidad." msgid "" "This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " -"define its shape." +"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to define " +"its shape." msgstr "" "Este nodo no tiene forma definida, por lo tanto no puede colisionar o " "interactuar con otros objetos.\n" @@ -8139,9 +8117,9 @@ msgid "" "Polygon-based shapes are not meant be used nor edited directly through the " "CollisionShape2D node. Please use the CollisionPolygon2D node instead." msgstr "" -"Las formas basadas en polígonos no están pensadas para ser usadas ni " -"editadas directamente a través del nodo CollisionShape2D. Por favor, usá el " -"nodo CollisionPolygon2D en su lugar." +"Las formas basadas en polígonos no están pensadas para ser usadas ni editadas " +"directamente a través del nodo CollisionShape2D. Por favor, usá el nodo " +"CollisionPolygon2D en su lugar." msgid "" "CPUParticles2D animation requires the usage of a CanvasItemMaterial with " @@ -8154,8 +8132,8 @@ msgid "" "A material to process the particles is not assigned, so no behavior is " "imprinted." msgstr "" -"No se imprimió ningun comportamiento ya que ningún material fue asignado " -"para procesar las particulas." +"No se imprimió ningun comportamiento ya que ningún material fue asignado para " +"procesar las particulas." msgid "" "Particles2D animation requires the usage of a CanvasItemMaterial with " @@ -8226,8 +8204,7 @@ msgstr "" msgid "Nothing is visible because no mesh has been assigned." msgstr "Nada visible ya que no se asignó ningún mesh." -msgid "" -"Nothing is visible because meshes have not been assigned to draw passes." +msgid "Nothing is visible because meshes have not been assigned to draw passes." msgstr "Nada visible ya que no se asigno pasadas de dibujado a los meshes." msgid "This body will be ignored until you set a mesh." @@ -8237,8 +8214,8 @@ msgid "" "A SpriteFrames resource must be created or set in the \"Frames\" property in " "order for AnimatedSprite3D to display frames." msgstr "" -"Se debe crear o establecer un recurso SpriteFrames en la propiedad " -"\"Frames\" para que AnimatedSprite3D pueda mostrar frames." +"Se debe crear o establecer un recurso SpriteFrames en la propiedad \"Frames\" " +"para que AnimatedSprite3D pueda mostrar frames." msgid "Plotting Meshes" msgstr "Trazando Meshes" @@ -8282,8 +8259,8 @@ msgid "Add current color as a preset." msgstr "Agregar color actual como preset." msgid "" -"Container by itself serves no purpose unless a script configures its " -"children placement behavior.\n" +"Container by itself serves no purpose unless a script configures its children " +"placement behavior.\n" "If you don't intend to add a script, use a plain Control node instead." msgstr "" "Container por sí mismo no sirve para nada a menos que un script defina el " @@ -8326,14 +8303,14 @@ msgstr "(Otro)" msgid "" "Very low timer wait times (< 0.05 seconds) may behave in significantly " "different ways depending on the rendered or physics frame rate.\n" -"Consider using a script's process loop instead of relying on a Timer for " -"very low wait times." +"Consider using a script's process loop instead of relying on a Timer for very " +"low wait times." msgstr "" "Los tiempos de espera del temporizador muy bajos (< 0,05 segundos) pueden " "comportarse de manera significativamente diferente dependiendo de la " "velocidad de fotogramas renderizados o de la física.\n" -"Considera la posibilidad de utilizar un bucle en process dentro del script " -"en lugar de depender de un Timer para tiempos de espera muy bajos." +"Considera la posibilidad de utilizar un bucle en process dentro del script en " +"lugar de depender de un Timer para tiempos de espera muy bajos." msgid "" "The Viewport size must be greater than or equal to 2 pixels on both " diff --git a/editor/translations/editor/fa.po b/editor/translations/editor/fa.po index 2c9d087433e..f535233ce9d 100644 --- a/editor/translations/editor/fa.po +++ b/editor/translations/editor/fa.po @@ -39,13 +39,14 @@ # M , 2023. # "Shahab Baradaran Dilmaghani (bdshahab)" , 2023. # محمد ایرانی , 2023. +# "P. A." , 2023. msgid "" msgstr "" "Project-Id-Version: Godot Engine editor interface\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2023-06-05 19:49+0000\n" -"Last-Translator: محمد ایرانی \n" +"PO-Revision-Date: 2023-08-10 05:12+0000\n" +"Last-Translator: \"LordProfo (Nima)\" \n" "Language-Team: Persian \n" "Language: fa\n" @@ -53,7 +54,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=n > 1;\n" -"X-Generator: Weblate 4.18-dev\n" +"X-Generator: Weblate 5.0-dev\n" msgid "Unset" msgstr "تنظیم نشده" @@ -74,13 +75,19 @@ msgid "Mouse Wheel Up" msgstr "غلطاندن به بالا ماوس" msgid "Mouse Wheel Down" -msgstr "غلطاندن به پایین ماوس" +msgstr "غلطاندن ماوس به پایین" msgid "Mouse Wheel Left" -msgstr "دکمه ی چپ ماوس" +msgstr "غلطاندن ماوس به سمت چپ" msgid "Mouse Wheel Right" -msgstr "دکمه ی راست ماوس" +msgstr "غلطاندن ماوس به سمت راست" + +msgid "Mouse Thumb Button 1" +msgstr "دکمهٔ شست ماوس ۱" + +msgid "Mouse Thumb Button 2" +msgstr "دکمه شست ماوس ۲" msgid "Button" msgstr "دکمه" @@ -88,6 +95,93 @@ msgstr "دکمه" msgid "Double Click" msgstr "دابل کلیک" +msgid "Mouse motion at position (%s) with velocity (%s)" +msgstr "حرکت ماوس در موقعیت (%s) با شتاب (%s)" + +msgid "Left Stick X-Axis, Joystick 0 X-Axis" +msgstr "استیک چپ محور اکس، اهرمک ۰ محور اکس" + +msgid "Left Stick Y-Axis, Joystick 0 Y-Axis" +msgstr "استیک چپ محور ایگرگ، اهرمک ۰ محور ایگرگ" + +msgid "Right Stick X-Axis, Joystick 1 X-Axis" +msgstr "استیک راست محور اکس، اهرمک ۱ محور اکس" + +msgid "Right Stick Y-Axis, Joystick 1 Y-Axis" +msgstr "استیک راست محور ایگرگ، اهرمک ۱ محور ایگرگ" + +msgid "Joystick 2 X-Axis, Left Trigger, Sony L2, Xbox LT" +msgstr "اهرمک ۲ محور اکس، تریگر چپ، سونی L2، اکس‌باکس LT" + +msgid "Joystick 2 Y-Axis, Right Trigger, Sony R2, Xbox RT" +msgstr "اهرمک ۲ محور ایگرگ، تریگر راست، سونی R2, اکس‌باکس RT" + +msgid "Joystick 3 X-Axis" +msgstr "اهرمک ۳ محور اکس" + +msgid "Joystick 3 Y-Axis" +msgstr "اهرمک ۳ محور ایگرگ" + +msgid "Joystick 4 X-Axis" +msgstr "اهرمک ۴ محور ایکس" + +msgid "Joystick 4 Y-Axis" +msgstr "اهرمک ۴ محور ایگرگ" + +msgid "Unknown Joypad Axis" +msgstr "محور جوی‌پد ناشناخته" + +msgid "Bottom Action, Sony Cross, Xbox A, Nintendo B" +msgstr "کنش پایین، کراس سونی، اکس‌باکس A, نینتندو B" + +msgid "Right Action, Sony Circle, Xbox B, Nintendo A" +msgstr "کنش راست، دایره سونی، اکس‌باکس B, نینتندو A" + +msgid "Left Action, Sony Square, Xbox X, Nintendo Y" +msgstr "کنش چپ، مربع سونی، اکس‌باکس X, نینتندو Y" + +msgid "Top Action, Sony Triangle, Xbox Y, Nintendo X" +msgstr "کنش بالا،مثلث سونی، اکس‌باکس Y، نینتندو X" + +msgid "Back, Sony Select, Xbox Back, Nintendo -" +msgstr "بازگشت، Select سونی، Back اکس‌باکس، - نینتندو" + +msgid "Guide, Sony PS, Xbox Home" +msgstr "راهنما، PS سونی، Home اکس‌باکس" + +msgid "Left Shoulder, Sony L1, Xbox LB" +msgstr "شانه چپ، سونی ال۱، اکس‌باکس ال‌بی" + +msgid "Right Shoulder, Sony R1, Xbox RB" +msgstr "شانه راست، سونی آر۱، اکس‌باکس آربی" + +msgid "D-pad Up" +msgstr "دی-پد بالا" + +msgid "D-pad Down" +msgstr "دی-پد پایین" + +msgid "D-pad Left" +msgstr "دی-پد چپ" + +msgid "Xbox Share, PS5 Microphone, Nintendo Capture" +msgstr "اکس‌باکس Share, میکروفون پی‌اس۵، نینتندو کپچر" + +msgid "Xbox Paddle 1" +msgstr "اکس‌باکس پدل ۱" + +msgid "Xbox Paddle 2" +msgstr "اکس‌باکس پدل ۲" + +msgid "Xbox Paddle 3" +msgstr "اکس‌باکس پدل ۳" + +msgid "Xbox Paddle 4" +msgstr "اکس‌باکس پدل ۴" + +msgid "PS4/5 Touchpad" +msgstr "تاچ‌پد پی‌اس۵/۴" + msgid "Pressure:" msgstr "فشار:" @@ -97,6 +191,25 @@ msgstr "لمس شده" msgid "released" msgstr "رها شده" +msgid "Screen %s at (%s) with %s touch points" +msgstr "نقاط لمس صفحه %s در (%s) با %s" + +msgid "" +"Screen dragged with %s touch points at position (%s) with velocity of (%s)" +msgstr "صفحه با نقاط لمسی %s در موقعیت (%s) با شتاب (%s) کشیده شد" + +msgid "Magnify Gesture at (%s) with factor %s" +msgstr "بزرگنمایی ژست در (%s) با فاکتور %s" + +msgid "Pan Gesture at (%s) with delta (%s)" +msgstr "ژست قلم در (%s) با دلتای (%s)" + +msgid "MIDI Input on Channel=%s Message=%s" +msgstr "ورودی ام‌آی‌دی‌آی در کانال=%s پیام=%s" + +msgid "Input Event with Shortcut=%s" +msgstr "رویداد ورودی با میانبر=%s" + msgid "Accept" msgstr "پذیرش" @@ -151,12 +264,21 @@ msgstr "خط جدید" msgid "New Blank Line" msgstr "خط خالی جدید" +msgid "New Line Above" +msgstr "خط تازه بالا" + msgid "Indent" msgstr "تورفتگی" msgid "Backspace" msgstr "بک اسپیس" +msgid "Backspace Word" +msgstr "کلمه Backspace" + +msgid "Backspace all to Left" +msgstr "Backspace تمامی موارد به چپ" + msgid "Delete" msgstr "پاک" @@ -172,12 +294,18 @@ msgstr "اسکرول به پایین" msgid "Select All" msgstr "انتخاب همه" +msgid "Add Selection for Next Occurrence" +msgstr "افزودن گزینش برای رخداد بعدی" + msgid "Duplicate Nodes" msgstr "گره‌های تکراری" msgid "Delete Nodes" msgstr "حذف گره‌ها" +msgid "Go Up One Level" +msgstr "یک سطح بالا رفتن" + msgid "Refresh" msgstr "تازه‌سازی" @@ -231,9 +359,19 @@ msgid_plural "%d items" msgstr[0] "%d مورد" msgstr[1] "%d مورد" +msgid "" +"Invalid action name. It cannot be empty nor contain '/', ':', '=', '\\' or " +"'\"'" +msgstr "" +"عنوان کنش نامعتبر. عنوان نمی‌تواند خالی و یا شامل '/', ':', '=', '\\' یا '\"' " +"باشد" + msgid "An action with the name '%s' already exists." msgstr "عملیاتی با نام '%s' از قبل وجود دارد." +msgid "Cannot Revert - Action is same as initial" +msgstr "بازگرداندن امکان پذیر نیست - عملکرد همانند اولیه است" + msgid "Add Event" msgstr "افزودن رویداد" @@ -243,8 +381,14 @@ msgstr "فیلتر‌ با نام..." msgid "Add" msgstr "افزودن" +msgid "Show Built-in Actions" +msgstr "نمایش کنش‌های داخلی" + msgid "Action" -msgstr "عمل" +msgstr "کنش" + +msgid "Deadzone" +msgstr "منطقه مرده" msgid "Time:" msgstr "زمان:" @@ -276,6 +420,12 @@ msgstr "تغییر طول انیمیشن" msgid "Change Animation Loop" msgstr "تغییر حلقه(loop) انیمیشن" +msgid "Can't change loop mode on animation instanced from imported scene." +msgstr "نمی‌‏توان حالت حلقه را روی انیمیشن نمونه از صحنه وارد شده تغییر داد." + +msgid "Can't change loop mode on animation embedded in another scene." +msgstr "نمی‌توان حالت حلقه را در انیمیشن تعبیه شده در صحنه دیگر تغییر داد." + msgid "Property Track" msgstr "ویژگی مسیر" @@ -363,6 +513,9 @@ msgstr "کلیپ انیمیشن:" msgid "Toggle Track Enabled" msgstr "ضامن ترک فعال است" +msgid "Don't Use Blend" +msgstr "از Blend استفاده نکنید" + msgid "Continuous" msgstr "مستمر" @@ -408,12 +561,22 @@ msgstr "تغییر حالت درون یابی (Interpolation) انیمیشن" msgid "Change Animation Loop Mode" msgstr "تغییر حالت تکرار (Loop) انیمیشن" +msgid "" +"Compressed tracks can't be edited or removed. Re-import the animation with " +"compression disabled in order to edit." +msgstr "" +"ترک های فشرده را نمی توان ویرایش یا حذف کرد. انیمیشن را با غیرفعال کردن فشرده " +"سازی به منظور ویرایش دوباره، وارد کنید." + msgid "Remove Anim Track" -msgstr "حذف ترک انیمشین" +msgstr "حذف ترک انیمیشن" msgid "Create" msgstr "ایجاد کردن" +msgid "Animation Insert Key" +msgstr "کلید درج انیمیشن" + msgid "node '%s'" msgstr "گره '%s'" @@ -663,7 +826,11 @@ msgid "" "Target method not found. Specify a valid method or attach a script to the " "target node." msgstr "" -"متد هدف پیدا نشد. یک تابع معتبر تعیین کنید یا یک اسکریپت به گره هدف وصل کنید." +"متد هدف پیدا نشد. یک تابع معتبر تعیین کنید یا یک اسکریپت را به گره هدف پیوند " +"دهید." + +msgid "Attached Script" +msgstr "اسکریپت پیوست شده" msgid "Connect to Node:" msgstr "اتصال به گره:" @@ -741,8 +908,7 @@ msgid "Connect a Signal to a Method" msgstr "وصل یک سیگنال به یک تابع" msgid "Are you sure you want to remove all connections from the \"%s\" signal?" -msgstr "" -"آیا مطمئن هستید که می خواهید همه اتصالات را از سیگنال \"٪ s\" حذف کنید؟" +msgstr "آیا مطمئن هستید که می خواهید همه اتصالات را از سیگنال \"٪ s\" حذف کنید؟" msgid "Signals" msgstr "سیگنال ها" @@ -798,6 +964,9 @@ msgstr "کپی کردن مسیر node" msgid "Instance:" msgstr "نمونه:" +msgid "Updating assets on target device:" +msgstr "به‌روزرسانی دارایی‌ها در دستگاه هدف:" + msgid "ms" msgstr "میلی ثانیه" @@ -828,6 +997,9 @@ msgstr "زمان متوسط (میلی‌ثانیه)" msgid "Frame %" msgstr "فریم %" +msgid "Physics Frame %" +msgstr "% فریم فیزیک" + msgid "Self" msgstr "خود" @@ -925,24 +1097,24 @@ msgstr "باز کن" msgid "" "Remove the selected files from the project? (Cannot be undone.)\n" -"Depending on your filesystem configuration, the files will either be moved " -"to the system trash or deleted permanently." +"Depending on your filesystem configuration, the files will either be moved to " +"the system trash or deleted permanently." msgstr "" -"فایلهای انتخابی از پروژه حذف شوند؟ (قابل برگشت نیست.)\n" -"بسته به پیکربندی سیستم فایل شما ، فایل ها یا به سطل زباله سیستم منتقل می " -"شوند و یا برای همیشه حذف می شوند." +"فایل‌های انتخابی از پروژه حذف شوند؟ (قابل برگشت نیست.)\n" +"بسته به پیکربندی سیستم فایل شما، فایل‌ها یا به سطل زباله سیستم منتقل می‌شوند و " +"یا برای همیشه حذف می‌شوند." msgid "" "The files being removed are required by other resources in order for them to " "work.\n" "Remove them anyway? (Cannot be undone.)\n" -"Depending on your filesystem configuration, the files will either be moved " -"to the system trash or deleted permanently." +"Depending on your filesystem configuration, the files will either be moved to " +"the system trash or deleted permanently." msgstr "" "فایل های در حال حذف توسط منابع دیگر مورد نیاز است تا بتوانند کار کنند.\n" "به هر حال آنها را حذف کنم؟ (قابل واگرد نیست.)\n" -"بسته به پیکربندی سیستم فایل شما ، فایل ها یا به سطل زباله سیستم منتقل می " -"شوند و یا برای همیشه حذف می شوند." +"بسته به پیکربندی سیستم فایل شما ، فایل ها یا به سطل زباله سیستم منتقل می شوند " +"و یا برای همیشه حذف می شوند." msgid "Cannot remove:" msgstr "امکان حذف وجود ندارد :" @@ -987,13 +1159,13 @@ msgid "Create Folder" msgstr "ایجاد پوشه" msgid "Thanks from the Godot community!" -msgstr "با تشکر از سوی جامعه‌ی Godot!" +msgstr "با تشکر از سوی جامعهٔ گودو!" msgid "Click to copy." msgstr "برای کپی کردن کلیک کنید." msgid "Godot Engine contributors" -msgstr "شرکت‌کنندگان در ساخت موتور Godot" +msgstr "مشارکت‌کنندگان موتور گودو" msgid "Project Founders" msgstr "بنیان‌گذاران پروژه" @@ -1042,13 +1214,14 @@ msgstr "مجوز های شخص-ثالث" msgid "" "Godot Engine relies on a number of third-party free and open source " -"libraries, all compatible with the terms of its MIT license. The following " -"is an exhaustive list of all such third-party components with their " -"respective copyright statements and license terms." +"libraries, all compatible with the terms of its MIT license. The following is " +"an exhaustive list of all such third-party components with their respective " +"copyright statements and license terms." msgstr "" -"Godot Engine به تعدادی از کتابخانه های منبع باز و شخص-ثالث رایگان متکی است " -"که همگی با شرایط مجوز MIT سازگار هستند. در زیر لیستی جامع از کلیه مؤلفه های " -"شخص ثالث با بیانیه های حق کپی برداری مربوطه و شرایط مجوز آنها قرار دارد." +"موتور گودو به تعدادی از کتابخانه‌های منبع‌باز و شخص-ثالث رایگان متکی است که " +"همگی با شرایط پروانهٔ ام‌آی‌تی سازگار هستند. در زیر فهرستی جامع از تمامی " +"مؤلفه‌های شخص ثالث با بیانیه‌های حق کپی برداری مربوطه و شرایط مجوز آنها قرار " +"دارد." msgid "All Components" msgstr "همه اجزا" @@ -1060,7 +1233,7 @@ msgid "Licenses" msgstr "گواهینامه" msgid "Error opening asset file for \"%s\" (not in ZIP format)." -msgstr "خطا در بازکردن فایل برای \"%s\" (فرمت ZIP نمیباشد)." +msgstr "خطا در بازکردن فایل دارایی برای \"%s\" (فرمت ZIP نمی‌باشد)." msgid "%s (already exists)" msgstr "\"%s\" (در حال حاضر موجود است)" @@ -1072,7 +1245,7 @@ msgid "Contents of asset \"%s\" - No files conflict with your project:" msgstr "محتویات دارایی \"%s\" - هیچ فایلی با پروژه شما مغایرت ندارد:" msgid "Uncompressing Assets" -msgstr "فشرده نشدن اَسِت ها" +msgstr "خارج کردن دارایی‌ها از حالت فشرده" msgid "The following files failed extraction from asset \"%s\":" msgstr "فایل‌های زیر از دارایی \"%s\" استخراج نشدند:" @@ -1260,12 +1433,24 @@ msgstr "نام گره:" msgid "Global Variable" msgstr "متغیر عمومی" +msgid "2D Physics" +msgstr "فیزیک دوبعدی" + +msgid "3D Physics" +msgstr "فیزیک سه‌بعدی" + msgid "Navigation" msgstr "جهت‌یابی" msgid "Vulkan" msgstr "Vulkan" +msgid "2D Physics nodes and PhysicsServer2D." +msgstr "گره‌های دوبعدی فیزیک و PhysicsServer2D." + +msgid "3D Physics nodes and PhysicsServer3D." +msgstr "گره‌های سه‌بعدی فیزیک و PhysicsServer3D." + msgid "Navigation, both 2D and 3D." msgstr "جهت‌یابی، هم دوبعدی هم سه‌بعدی." @@ -1339,8 +1524,7 @@ msgid "Provides built-in access to the Asset Library." msgstr "دسترسی داخلی به کتابخانهٔ دارایی را فراهم می‌کند." msgid "" -"Allows to work with signals and groups of the node selected in the Scene " -"dock." +"Allows to work with signals and groups of the node selected in the Scene dock." msgstr "" "به کار کردن با سیگنال ها و گروه ها ی گره انتخاب شده از داک صحنه اجازه میدهد." @@ -1391,8 +1575,7 @@ msgid "Main Features:" msgstr "ویژگی‌های اصلی:" msgid "" -"Profile '%s' already exists. Remove it first before importing, import " -"aborted." +"Profile '%s' already exists. Remove it first before importing, import aborted." msgstr "" "پروفایل '%s' از قبل وجود دارد. قبل از وارد کردن، ابتدا آن را حذف کنید، وارد " "کردن متوقف شد." @@ -1434,7 +1617,7 @@ msgid "New profile name:" msgstr "نام نمایه جدید:" msgid "Godot Feature Profile" -msgstr "ویژگی نمایه Godot" +msgstr "نمایه ویژگی گودو" msgid "Import Profile(s)" msgstr "وارد کردن نمایه(ها)" @@ -1459,7 +1642,7 @@ msgstr "" "کردن لغو شد" msgid "(Re)Importing Assets" -msgstr "(در حال) وارد کردن دوباره عست ها" +msgstr "(در حال) وارد کردن دوباره دارایی‌ها" msgid "Import resources of type: %s" msgstr "وارد کردن منابع از نوع: %s" @@ -1498,7 +1681,7 @@ msgid "default:" msgstr "پیش فرض:" msgid "Constructors" -msgstr "سازنده ها" +msgstr "سازندگان" msgid "Operators" msgstr "عملگر ها" @@ -1593,8 +1776,7 @@ msgstr "ویژگی زمینه" msgid "Property:" msgstr "ویژگی:" -msgid "" -"Pinning a value forces it to be saved even if it's equal to the default." +msgid "Pinning a value forces it to be saved even if it's equal to the default." msgstr "" "پین کردن یک مقدار آن را مجبور می کند حتی اگر برابر با مقدار پیش فرض باشد " "ذخیره شود." @@ -1660,7 +1842,7 @@ msgid "New Window" msgstr "چارچوب جدید" msgid "Unnamed Project" -msgstr "پروژه بی نام" +msgstr "پروژه بی‌نام" msgid "Spins when the editor window redraws." msgstr "هنگامی که پنجره ویرایشگر دوباره ترسیم می شود می چرخد." @@ -1782,6 +1964,9 @@ msgstr "بازیابی صحنه ذخیره شده" msgid "Save & Quit" msgstr "ذخیره و خروج" +msgid "Save changes to the following scene(s) before opening Project Manager?" +msgstr "پیش از بازکردن مدیر پروژه تغییرات را در صحنه(های) زیر ذخیره می‌کنید؟" + msgid "Pick a Main Scene" msgstr "یک صحنه اصلی انتخاب کنید" @@ -1795,15 +1980,18 @@ msgid "Unable to load addon script from path: '%s'." msgstr "امکان بارگیری اسکریپت افزونه از مسیر وجود ندارد: '%s'." msgid "" -"Error loading scene, it must be inside the project path. Use 'Import' to " -"open the scene, then save it inside the project path." +"Error loading scene, it must be inside the project path. Use 'Import' to open " +"the scene, then save it inside the project path." msgstr "" -"خطای بارگذاری صحنه، صحنه باید در مسیر پروژه قرار گرفته باشد. از 'import' " -"برای باز کردن صحنه استفاده کنید، سپس آن را در مسیر پروژه ذخیره کنید." +"خطای بارگذاری صحنه، صحنه باید در مسیر پروژه قرار گرفته باشد. از 'وارد کردن' " +"برای بازکردن صحنه استفاده کنید، سپس آن را در مسیر پروژه ذخیره کنید." msgid "There is no defined scene to run." msgstr "هیچ صحنه تعریف شده‌ای برای اجرا وجود ندارد." +msgid "%s - Godot Engine" +msgstr "%s - موتور گودو" + msgid "" "Selected scene '%s' does not exist, select a valid one?\n" "You can change it later in \"Project Settings\" under the 'application' " @@ -1895,7 +2083,10 @@ msgid "Project" msgstr "پروژه" msgid "Project Settings..." -msgstr "تنظیمات طرح…" +msgstr "تنظیمات پروژه…" + +msgid "Project Settings" +msgstr "تنظیمات پروژه" msgid "Version Control" msgstr "مهار نسخه" @@ -1909,8 +2100,11 @@ msgstr "ابزارها" msgid "Orphan Resource Explorer..." msgstr "پوینده‌ی منبع جاافتاده" +msgid "Reload Current Project" +msgstr "بارگذاری دوباره پروژه کنونی" + msgid "Quit to Project List" -msgstr "خروج به لیست پروژه‌ها" +msgstr "خروج به فهرست پروژه‌ها" msgid "Editor" msgstr "ویرایشگر" @@ -1939,9 +2133,18 @@ msgstr "راهنما" msgid "Community" msgstr "اَنجُمَن" +msgid "About Godot" +msgstr "درباره گودو" + +msgid "Support Godot Development" +msgstr "از توسعه گودو حمایت کنید" + msgid "Choose a renderer." msgstr "یک رندرر(renderer) انتخاب کن." +msgid "Forward+" +msgstr "فوروارد+" + msgid "Compatibility" msgstr "سازگاری" @@ -1952,7 +2155,7 @@ msgid "FileSystem" msgstr "سامانه پرونده" msgid "Inspector" -msgstr "Inspector" +msgstr "اینسپکتور" msgid "Node" msgstr "گره(Node)" @@ -1966,6 +2169,16 @@ msgstr "ذخیره نکن" msgid "Manage Templates" msgstr "مدیریت قالب‌ها" +msgid "" +"The Android build template is already installed in this project and it won't " +"be overwritten.\n" +"Remove the \"res://android/build\" directory manually before attempting this " +"operation again." +msgstr "" +"قالب ساخت اندروید قبلاً در این پروژه نصب شده‌است و رونویسی نخواهد شد.\n" +"پیش از اینکه دوباره این کنش را انجام دهید، دایرکتوری \"res://android/build\" " +"را به صورت دستی حذف کنید." + msgid "Show in File Manager" msgstr "نمایش فایل داخلی مرجع" @@ -2003,7 +2216,7 @@ msgid "Open Script Editor" msgstr "باز کردن ویرایشگر اسکریپت" msgid "Open Asset Library" -msgstr "گشودن کتابخانه عست" +msgstr "گشودن کتابخانه دارایی" msgid "Open the next Editor" msgstr "گشودن ویرایشگر متن" @@ -2047,6 +2260,9 @@ msgstr "بارگذاری سریع" msgid "New Script" msgstr "اسکریپت جدید" +msgid "Project Run" +msgstr "اجرای پروژه" + msgid "There is an edited scene already." msgstr "در حال حاضر یک صحنه ویرایش شده وجود دارد." @@ -2062,12 +2278,38 @@ msgstr "باید ویرایشگر از نو شروع شود تا تغییرات msgid "Shortcuts" msgstr "میانبر‌ها" +msgid "Left Stick Left, Joystick 0 Left" +msgstr "چپ استیک چپ، اهرمک ۰ چپ" + +msgid "Left Stick Right, Joystick 0 Right" +msgstr "چپ استیک راست، اهرمک ۰ راست" + +msgid "Left Stick Up, Joystick 0 Up" +msgstr "چپ استیک بالا، اهرمک ۰ بالا" + msgid "All Devices" msgstr "تمام دستگاه‌ها" msgid "Device" msgstr "دستگاه" +msgid "" +"Target platform requires 'ETC2/ASTC' texture compression. Enable 'Import ETC2 " +"ASTC' in Project Settings." +msgstr "" +"پلتفرم مورد نظر به فشرده‌سازی تکسچر 'ETC2' برای GLES3 نیاز دارد . 'Import " +"Etc2' را در تنظیمات پروژه فعال کنید." + +msgid "" +"Target platform requires 'S3TC/BPTC' texture compression. Enable 'Import S3TC " +"BPTC' in Project Settings." +msgstr "" +"پلتفرم مورد نظر به فشرده سازی تکسچر 'ETC2' برای GLES3 نیاز دارد. 'Import " +"Etc2' را در تنظیمات پروژه فعال کنید." + +msgid "Project export for platform:" +msgstr "خروجی پروژه برای پلتفرم:" + msgid "Completed with warnings." msgstr "با هشدار تکمیل شد." @@ -2093,7 +2335,7 @@ msgid "Cannot create file \"%s\"." msgstr "نمیتوان فایل \"%s\" راساخت." msgid "Failed to export project files." -msgstr "نمیتوان از فایلهای پروژه خروجی گرفت ." +msgstr "از فایل‌های پروژه خروجی گرفته نشد." msgid "Can't open file to read from path \"%s\"." msgstr "نمیتوان فایل را از مسیر \"%s\" برای خواندن بازکرد." @@ -2165,9 +2407,15 @@ msgstr "حذف نصب" msgid "Install templates from a local file." msgstr "قالب‌ها را از یک فایل محلی نصب کن." +msgid "Godot Export Templates" +msgstr "الگوهای خروجی گودو" + msgid "Runnable" msgstr "قابل اجرا" +msgid "Export the project for all the presets defined." +msgstr "خروجی گرفتن پروژه برای تمام تنظیمات از پیش تعیین شده." + msgid "Resources to export:" msgstr "منابع برای صدور:" @@ -2193,7 +2441,7 @@ msgid "Resources" msgstr "منابع" msgid "Export all resources in the project" -msgstr "صدور همه منابع در پروژه" +msgstr "خروجی گرفتن همه منابع در پروژه" msgid "Export selected scenes (and dependencies)" msgstr "صدور صحنه های انتخاب شده (و وابستگی ها)" @@ -2201,9 +2449,19 @@ msgstr "صدور صحنه های انتخاب شده (و وابستگی ها)" msgid "Export selected resources (and dependencies)" msgstr "صدور منابع انتخاب شده (و وابستگی ها)" +msgid "Export all resources in the project except resources checked below" +msgstr "خروجی گرفتن همه منابع پروژه به جز منابعی که در زیر بررسی شده‌اند" + msgid "Export Mode:" msgstr "حالت صدور:" +msgid "" +"Filters to exclude files/folders from project\n" +"(comma-separated, e.g: *.json, *.txt, docs/*)" +msgstr "" +"فیلترهایی برای حذف فایل‌ها/پوشه‌ها از پروژه\n" +"(با کاما از هم جدا شده‌اند، به عنوان مثال: *.json، *.txt، docs/*)" + msgid "Features" msgstr "ویژگی‌ها" @@ -2217,7 +2475,7 @@ msgid "Export PCK/ZIP..." msgstr "صدور PCK/ZIP..." msgid "Export Project..." -msgstr "صدور پروژه..." +msgstr "خروجی گرفتن پروژه..." msgid "Export All" msgstr "صدور همه" @@ -2225,6 +2483,12 @@ msgstr "صدور همه" msgid "Export All..." msgstr "صدور همه..." +msgid "Godot Project Pack" +msgstr "بسته پروژه گودو" + +msgid "Project Export" +msgstr "خروجی گرفتن پروژه" + msgid "Manage Export Templates" msgstr "مدیریت صدور قالب ها" @@ -2303,6 +2567,12 @@ msgstr "پوشه:" msgid "Filters:" msgstr "فیلترها:" +msgid "" +"Include the files with the following extensions. Add or remove them in " +"ProjectSettings." +msgstr "" +"فایل‌ها با پسوند زیر را وارد کنید. آنها را در تنطیمات پروژه اضافه یا حذف کنید." + msgid "Find..." msgstr "جستجو..." @@ -2459,6 +2729,21 @@ msgstr "صحنه پخش‌شده را دوباره بارگذاری کن." msgid "Quick Run Scene..." msgstr "اجرا فوری صحنه…" +msgid "Run the project's default scene." +msgstr "اجرای صحنه پیش‌فرض پروژه." + +msgid "Run Project" +msgstr "اجرای پروژه" + +msgid "Pause the running project's execution for debugging." +msgstr "توقف پروژه در حال اجرا برای رفع اشکال." + +msgid "Pause Running Project" +msgstr "توقف پروژه درحال اجرا" + +msgid "Stop Running Project" +msgstr "توقف پروژه درحال اجرا" + msgid "No notifications." msgstr "بدون اعلان." @@ -2499,7 +2784,7 @@ msgid "Saving..." msgstr "در حال ذخیره..." msgid "2D" -msgstr "دو بعدی" +msgstr "دوبعدی" msgid "3D" msgstr "سه بعدی" @@ -2525,6 +2810,12 @@ msgstr "از پیش تعیین شده (Preset)" msgid "Advanced..." msgstr "پیشرفته..." +msgid "" +"WARNING: Assets exist that use this resource, they may stop loading properly." +msgstr "" +"هشدار: دارایی‌هایی وجود دارند که از این منبع استفاده می‌کنند، ممکن است بارگیری " +"درست را متوقف کنند." + msgid "Mouse Buttons" msgstr "دکمه‌های موس" @@ -2798,6 +3089,9 @@ msgstr "انتظار می‌رود:" msgid "Got:" msgstr "گرفته شد:" +msgid "Asset Download Error:" +msgstr "خطا در بارگیری دارایی:" + msgid "Downloading (%s / %s)..." msgstr "در حال دانلود ‭(%s / %s)‫‫‫‫" @@ -2848,6 +3142,12 @@ msgstr "آخرین" msgid "All" msgstr "همه" +msgid "Search Templates, Projects, and Demos" +msgstr "جستجوی قالب‌ها، پروژه‌ها و دموها" + +msgid "Search Assets (Excluding Templates, Projects, and Demos)" +msgstr "جستجوی دارایی‌ها (به استثنای قالب‌ها، پروژه‌ها و دموها)" + msgid "Import..." msgstr "وارد کردن..." @@ -2867,7 +3167,7 @@ msgid "Support" msgstr "پشتیبانی" msgid "Assets ZIP File" -msgstr "فایل های ZIP‌ منابع بازی" +msgstr "فایل ZIP‌ دارایی‌های بازی" msgid "Preview" msgstr "پیش نمایش" @@ -2987,7 +3287,7 @@ msgid "Toggle Freelook" msgstr "دید آزاد" msgid "Transform" -msgstr "تبدیل" +msgstr "تبدیل‌کردن" msgid "Settings..." msgstr "تنظیمات..." @@ -3013,6 +3313,9 @@ msgstr "رنگ زمین" msgid "Glow" msgstr "درخشش" +msgid "Tonemap" +msgstr "تون‌مپ" + msgid "Click: Add Point" msgstr "کلیک: اضافه کردن نقطه" @@ -3131,7 +3434,7 @@ msgid "Search" msgstr "جستجو" msgid "Open Godot online documentation." -msgstr "باز کردن مستندات آنلاین Godot." +msgstr "بازکردن مستندات آنلاین گودو." msgid "Discard" msgstr "رد کردن" @@ -3202,12 +3505,37 @@ msgstr "برو به خط..." msgid "Toggle Breakpoint" msgstr "یک Breakpoint درج کن" +msgid "Save File" +msgstr "ذخیره فایل" + msgid "Save File As" -msgstr "ذخیره فایل به عنوان" +msgstr "ذخیره فایل به‌عنوان" + +msgid "Open File in Inspector" +msgstr "بازکردن فایل در ویرایشگر" + +msgid "Close File" +msgstr "بستن فایل" + +msgid "Make the shader editor floating." +msgstr "معلق‌سازی ویرایشگر شیدر." msgid "ShaderFile" msgstr "شیدر فایل" +msgid "Create physical bones" +msgstr "ساخت استخون‌های فیزیکی" + +msgid "Export Skeleton Profile" +msgstr "صادر کردن نمایه اسکلت" + +msgid "" +"Edit Mode\n" +"Show buttons on joints." +msgstr "" +"حالت ویرایش\n" +"نمایش دکمه‌های روی مفاصل." + msgid "Create Polygon2D" msgstr "ساخت چندضلعی دوبعدی" @@ -3319,6 +3647,9 @@ msgstr "کاشی" msgid "Patterns" msgstr "الگوها" +msgid "Physics Layer %d" +msgstr "لایه فیزیک %d" + msgid "Setup" msgstr "آماده‌سازی" @@ -3331,6 +3662,9 @@ msgstr "هیچ کاشی انتخاب نشد." msgid "Yes" msgstr "بله" +msgid "TileSet" +msgstr "تنظیم‌کاشی" + msgid "TileMap" msgstr "نقشه کاشی" @@ -3379,6 +3713,9 @@ msgstr "متحد شده" msgid "Add Input" msgstr "اضافه کردن ورودی" +msgid "Float" +msgstr "ممیز شناور" + msgid "Boolean" msgstr "بولی" @@ -3418,6 +3755,9 @@ msgstr "کمتر یا مساوی (=>)" msgid "Not Equal (!=)" msgstr "نا مساوی (=!)" +msgid "Translated to '%s' in Godot Shading Language." +msgstr "به \"%s\" در زبان سایه گودو ترجمه شده است." + msgid "Input parameter." msgstr "پارامتر ورودی." @@ -3433,6 +3773,16 @@ msgstr "تابع انتقال" msgid "Transform constant." msgstr "ثابت تبدیل" +msgid "" +"Invalid \".zip\" project file; it doesn't contain a \"project.godot\" file." +msgstr "فایل پروژه \".zip\" نامعتبر است؛ زیرا حاوی فایل \"project.godot\" نیست." + +msgid "Please choose a \"project.godot\" or \".zip\" file." +msgstr "لطفاً یک فایل \"project.godot\" یا \".zip\" را انتخاب نمایید." + +msgid "This directory already contains a Godot project." +msgstr "این دایرکتوری قبلاً حاوی یک پروژه گودو است." + msgid "New Game Project" msgstr "پروژه بازی جدید" @@ -3445,6 +3795,19 @@ msgstr "نام پروژه نامعتبر است." msgid "Couldn't create folder." msgstr "پوشه ایجاد نشد." +msgid "" +"You are about to create a Godot project in a non-empty folder.\n" +"The entire contents of this folder will be imported as project resources!\n" +"\n" +"Are you sure you wish to continue?" +msgstr "" +"شما درحال ایجاد یک پروژه گودو در یک پوشه غیر خالی هستید.\n" +"کل محتویات این پوشه به عنوان منابع پروژه وارد خواهد شد!\n" +"آیا از ادامه دادن مطمئن هستید؟" + +msgid "Couldn't create project.godot in project path." +msgstr "project.godot در مسیر پروژه ایجاد نشد." + msgid "Error opening package file, not in ZIP format." msgstr "خطای گشودن بسته بندی پرونده، به شکل ZIP نیست." @@ -3502,6 +3865,27 @@ msgstr "پروژه‌های کتابخانهٔ دارایی" msgid "Can't open project at '%s'." msgstr "ناتوان در گشودن پروژه در '%s'." +msgid "" +"The selected project \"%s\" does not specify its supported Godot version in " +"its configuration file (\"project.godot\").\n" +"\n" +"Project path: %s\n" +"\n" +"If you proceed with opening it, it will be converted to Godot's current " +"configuration file format.\n" +"\n" +"Warning: You won't be able to open the project with previous versions of the " +"engine anymore." +msgstr "" +"پروژه انتخاب شده \"%s\" نسخه گودو پشتیبانی شده خود را در فایل پیکربندی خود " +"(\"project.godot\") مشخص نمی‌کند\n" +"\n" +"مسیر پروژه: %s\n" +"\n" +"اگر به باز کردن آن ادامه دهید، به فرمت فایل پیکربندی فعلی گودو تبدیل می‌شود.\n" +"\n" +"هشدار: دیگر نمی‌توانید پروژه را با نسخه‌های قبلی موتور باز کنید." + msgid "" "The selected project \"%s\" was generated by Godot 3.x, and needs to be " "converted for Godot 4.x.\n" @@ -3510,8 +3894,7 @@ msgid "" "\n" "You have three options:\n" "- Convert only the configuration file (\"project.godot\"). Use this to open " -"the project without attempting to convert its scenes, resources and " -"scripts.\n" +"the project without attempting to convert its scenes, resources and scripts.\n" "- Convert the entire project including its scenes, resources and scripts " "(recommended if you are upgrading).\n" "- Do nothing and go back.\n" @@ -3522,20 +3905,20 @@ msgstr "" "پروژهٔ انتخاب شده \"%s\" توسط گودو 3.x ایجاد شده است و باید برای گودو 4.x " "تبدیل شود.\n" "\n" -" مسیر پروژه: %s\n" +"مسیر پروژه: %s\n" "\n" -" شما سه گزینه دارید:\n" -" - فقط فایل پیکربندی (\"project.godot\") را تبدیل کنید. از این برای باز کردن " +"شما سه گزینه دارید:\n" +"- تنها فایل پیکربندی (\"project.godot\") را تبدیل کنید. از این برای بازکردن " "پروژه بدون تلاش برای تبدیل صحنه‌ها، منابع و اسکریپت‌های آن استفاده کنید.\n" -" - کل پروژه از جمله صحنه ها، منابع و اسکریپت های آن را تبدیل کنید (توصیه " -"می‌شود اگر در حال ارتقا هستید).\n" -" - کاری نکن و برگرد.\n" +"- کل پروژه از جمله صحنه‌ها، منابع و اسکریپت‌های آن را تبدیل کنید (اگر در حال " +"ارتقا هستید توصیه می‌شود).\n" +"- کاری نکن و برگرد.\n" "\n" -" هشدار: اگر گزینه تبدیل را انتخاب کنید، دیگر نمی توانید پروژه را با نسخه های " +"هشدار: اگر گزینه تبدیل را انتخاب کنید، دیگر نمی‌توانید پروژه را با نسخه‌های " "قبلی موتور باز کنید." msgid "Convert project.godot Only" -msgstr "فقط تبدیل project.godot" +msgstr "تنها تبدیل کردن project.godot" msgid "" "The selected project \"%s\" was generated by an older engine version, and " @@ -3558,7 +3941,7 @@ msgstr "" " هشدار: دیگر نمی‌توانید پروژه را با نسخه‌های قبلی موتور باز کنید." msgid "Convert project.godot" -msgstr "تبدیل project.godot" +msgstr "تبدیل کردن project.godot" msgid "" "Can't open project \"%s\" at the following path:\n" @@ -3580,30 +3963,21 @@ msgid "" "the Mono module. If you proceed you will not be able to use any C# scripts.\n" "\n" msgstr "" -"اخطار: این پروژه از سی شارپ استفاده می کند، اما این نسخهٔ گودو ماژول Mono را " -"ندارد. اگر ادامه دهید، نمی‌توانید از هیچ اسکریپت سی شارپی استفاده کنید.\n" +"هشدار: این پروژه از سی‌شارپ استفاده می‌کند، اما این نسخهٔ گودو ماژول مونو را " +"ندارد. اگر ادامه دهید، نمی‌توانید از هیچ اسکریپت سی‌شارپی استفاده کنید.\n" "\n" msgid "" -"Warning: This project was built in Godot %s.\n" -"Opening will upgrade or downgrade the project to Godot %s.\n" -"\n" -msgstr "" -"…هشدار: این پروژه در گودو %s ساخته شده است.\n" -" باز کردن پروژه را به گودو %s ارتقا یا کاهش می‌دهد.\n" -"\n" - -msgid "" -"Warning: This project uses the following features not supported by this " -"build of Godot:\n" +"Warning: This project uses the following features not supported by this build " +"of Godot:\n" "\n" "%s\n" "\n" msgstr "" -"هشدار: این پروژه از ویژگی‌های زیر استفاده می‌کند که توسط این نسخهٔ گودو " -"پشتیبانی نمی‌شود:\n" +"هشدار: این پروژه از ویژگی‌های زیر استفاده می‌کند که توسط این نسخهٔ گودو پشتیبانی " +"نمی‌شود:\n" "\n" -" %s\n" +"%s\n" "\n" msgid "Open anyway? Project will be modified." @@ -3623,7 +3997,7 @@ msgid "" "Please edit the project to trigger the initial import." msgstr "" "پروژه اجرا نمی‌شود: دارایی ها باید وارد شوند.\n" -" لطفاً پروژه را ویرایش کنید تا وارد کردن اولیه آغاز شود." +"لطفاً پروژه را ویرایش کنید تا وارد کردن اولیه آغاز شود." msgid "Are you sure to run %d projects at once?" msgstr "آیا مطمئن هستید که %d پروژه را همزمان اجرا می‌کنید؟" @@ -3646,24 +4020,30 @@ msgid "" "The interface will update after restarting the editor or project manager." msgstr "" "زبان تغییر کرد.\n" -" رابط پس از راه اندازی مجدد ویرایشگر یا مدیر پروژه به‌روز می‌شود." +"رابط پس از راه اندازی مجدد ویرایشگر یا مدیر پروژه به‌روز می‌شود." msgid "" "Are you sure to scan %s folders for existing Godot projects?\n" "This could take a while." msgstr "" "آیا مطمئن هستید که پوشه‌های %s را برای پروژه‌های گودوی موجود اسکن می‌کنید؟\n" -" این عمل ممکن است مدتی طول بکشد." +"این کنش ممکن است مدتی طول بکشد." msgid "Loading, please wait..." msgstr "در حال بارگیری، لطفا صبر کنید..." +msgid "Tags" +msgstr "برچسب‌ها" + msgid "New Project" msgstr "پروژه جدید" msgid "Scan" msgstr "پویش" +msgid "Manage Tags" +msgstr "مدیریت برچسب‌ها" + msgid "About" msgstr "درباره" @@ -3676,6 +4056,9 @@ msgstr "انتخاب یک پوشه برای پویش" msgid "Remove All" msgstr "حذف همه" +msgid "Convert Full Project" +msgstr "تبدیل کردن کل پروژه" + msgid "Can't run project" msgstr "ناتوان در اجرای پروژه" @@ -3683,8 +4066,29 @@ msgid "" "You currently don't have any projects.\n" "Would you like to explore official example projects in the Asset Library?" msgstr "" -"شما فعلا هیچ طرحی ندارید.\n" -"آیا می خواهید طرح های نمونه رسمی را در کتابخانه دارایی کاوش کنید؟" +"شما درحال حاضر هیچ پروژه‌ای ندارید.\n" +"آیا می خواهید پروژه‌های نمونه رسمی را در کتابخانه دارایی کاوش کنید؟" + +msgid "Manage Project Tags" +msgstr "مدیریت برچسب‌های پروژه" + +msgid "Project Tags" +msgstr "برچسب‌های پروژه" + +msgid "Click tag to remove it from the project." +msgstr "برروی برچسب کلیک کنید تا از پروژه حذف شود‌." + +msgid "All Tags" +msgstr "همه برچسب‌ها" + +msgid "Click tag to add it to the project." +msgstr "برروی برچسب کلیک کنید تا به پروژه اضافه شود." + +msgid "Create New Tag" +msgstr "ساختن برچسب تازه" + +msgid "Tags are capitalized automatically when displayed." +msgstr "برچسب‌ها هنگام نمایش به صورت خودکار بزرگ‌نمایی می‌شوند." msgid "Delete Item" msgstr "حذف مورد" @@ -3696,7 +4100,7 @@ msgid "Add Input Action" msgstr "افزودن عمل ورودی" msgid "Project Settings (project.godot)" -msgstr "تنظیمات پروژه (پروژه.گودات)" +msgstr "تنظیمات پروژه (project.godot)" msgid "Localization" msgstr "بومی‌سازی" @@ -3815,6 +4219,9 @@ msgstr "حذف (بدون تأیید)" msgid "Add/Create a New Node." msgstr "افزودن/ساختن یک گره جدید." +msgid "Attach a new or existing script to the selected node." +msgstr "پیوست کردن یک اسکریپت جدید یا از پیش موجود برای گره انتخاب شده." + msgid "Remote" msgstr "از راه دور" @@ -3857,6 +4264,9 @@ msgstr "نام کلاس نامعبتر است." msgid "N/A" msgstr "N/A" +msgid "Attach Node Script" +msgstr "پیوست کردن اسکریپت گره" + msgid "Invalid type argument to convert(), use TYPE_* constants." msgstr "نوع نامعتبر ورودی برای ()convert، ثوابت *_TYPE‌ را بکار گیرید." @@ -3888,8 +4298,33 @@ msgstr "انتخاب فاصله:" msgid "Not enough bytes for decoding bytes, or invalid format." msgstr "" -"تعداد بایت‌های مورد نظر برای رمزگشایی بایت‌ها کافی نیست،‌ و یا فرمت نامعتبر " -"است ." +"تعداد بایت‌های مورد نظر برای رمزگشایی بایت‌ها کافی نیست،‌ و یا فرمت نامعتبر است ." + +msgid "" +"Unable to load .NET runtime, no compatible version was found.\n" +"Attempting to create/edit a project will lead to a crash.\n" +"\n" +"Please install the .NET SDK 6.0 or later from https://dotnet.microsoft.com/en-" +"us/download and restart Godot." +msgstr "" +"زمان اجرای دات‌نت بارگیری نشد، هیچ نسخه سازگاری یافت نشد.\n" +"تلاش برای ایجاد/ویرایش یک پروژه منجر به خرابی خواهد شد.\n" +"\n" +"لطفاً NET SDK 6.0. یا جدیدتر را از https://dotnet.microsoft.com/en-us/download " +"نصب کنید و گودو را مجدداً راه‌اندازی کنید." + +msgid "" +"Unable to load .NET runtime, specifically hostfxr.\n" +"Attempting to create/edit a project will lead to a crash.\n" +"\n" +"Please install the .NET SDK 6.0 or later from https://dotnet.microsoft.com/en-" +"us/download and restart Godot." +msgstr "" +"زمان اجرای دات‌نت، به ویژه hostfxr، بارگیری نمی‌شود.\n" +"تلاش برای ایجاد/ویرایش یک پروژه منجر به خرابی خواهد شد.\n" +"\n" +"لطفاً NET SDK 6.0. یا جدیدتر را از https://dotnet.microsoft.com/en-us/download " +"نصب کنید و گودو را مجدداً راه‌اندازی اندازی کنید." msgid "%s/s" msgstr "%s/ثانیه" @@ -3906,12 +4341,21 @@ msgstr "پیکربندی" msgid "A NavigationMesh resource must be set or created for this node to work." msgstr "یک منبع NavigationMesh باید برای یک گره تنظیم یا ایجاد شود تا کار کند." +msgid "Pose" +msgstr "حالت" + msgid "Unknown" msgstr "ناشناخته" msgid "Invalid package name:" msgstr "نام پکیج نامعتبر:" +msgid "" +"\"Min SDK\" cannot be lower than %d, which is the version needed by the Godot " +"library." +msgstr "" +"\"Min SDK\" نمی‌تواند کم‌تر از %d باشد، که نسخهٔ مورد نیاز کتابخانهٔ گودو است." + msgid "Exporting APK..." msgstr "صدور APK..." @@ -3924,15 +4368,45 @@ msgstr "در حال نصب در دستگاه، لطفا صبر کنید..." msgid "Could not install to device: %s" msgstr "در دستگاه نصب نشد: %s" +msgid "" +"Exporting to Android is currently not supported in Godot 4 when using C#/." +"NET. Use Godot 3 to target Android with C#/Mono instead." +msgstr "" +"هنگام استفاده از سی‌شارپ/دات‌نت، خروجی به اندروید در حال حاضر در گودو ۴ " +"پشتیبانی نمی‌شود. در عوض از گودو ۳ برای هدف قرار دادن اندروید با سی‌شارپ/مونو " +"استفاده کنید." + msgid "Verifying %s..." msgstr "در حال تایید %s..." +msgid "" +"Android build version mismatch: Template installed: %s, Godot version: %s. " +"Please reinstall Android build template from 'Project' menu." +msgstr "" +"عدم تطابق نسخهٔ ساخت اندروید: الگوی نصب شده: %s، نسخهٔ گودو: %s. لطفاً الگوی " +"ساخت اندروید را از منوی «پروژه» دوباره نصب کنید." + +msgid "" +"Building of Android project failed, check output for the error. Alternatively " +"visit docs.godotengine.org for Android build documentation." +msgstr "" +"ساخت پروژهٔ اندروید ناموفق بود، خروجی را برای وجود خطا بررسی کنید یا برای " +"مستندات ساخت اندروید از docs.godotengine.org بازدید کنید." + msgid "Adding files..." msgstr "افزودن فایل‌ها..." msgid "Export Icons" msgstr "آیکون‌های خروجی" +msgid "" +"Exporting to iOS is currently not supported in Godot 4 when using C#/.NET. " +"Use Godot 3 to target iOS with C#/Mono instead." +msgstr "" +"هنگام استفاده از سی‌شارپ/دات‌نت، خروجی به آی‌او‌اس در حال حاضر در گودو ۴ پشتیبانی " +"نمی‌شود. در عوض از گودو ۳ برای هدف قرار دادن آی‌او‌اس با سی‌شارپ/مونو استفاده " +"کنید." + msgid "Exporting project..." msgstr "صدور پروژه..." @@ -3948,6 +4422,13 @@ msgstr "ساخت DMG" msgid "Making ZIP" msgstr "ساخت ZIP" +msgid "" +"Exporting to Web is currently not supported in Godot 4 when using C#/.NET. " +"Use Godot 3 to target Web with C#/Mono instead." +msgstr "" +"هنگام استفاده از سی‌شارپ/دات‌نت، خروجی به وب در حال حاضر در گودو ۴ پشتیبانی " +"نمی‌شود. در عوض از گودو ۳ برای هدف قرار دادن وب با سی‌شارپ/مونو استفاده کنید." + msgid "Error starting HTTP server: %d." msgstr "خطا در راه‌اندازی سرور ‭" @@ -3958,8 +4439,25 @@ msgid "" "A shape must be provided for CollisionShape2D to function. Please create a " "shape resource for it!" msgstr "" -"یک شکل باید برای CollisionShape2D فراهم شده باشد تا عمل کند. لطفا یک شکل " -"منبع برای آن ایجاد کنید!" +"یک شکل باید برای CollisionShape2D فراهم شده باشد تا عمل کند. لطفا یک شکل منبع " +"برای آن ایجاد کنید!" + +msgid "Node A and Node B must be PhysicsBody2Ds" +msgstr "گره الف و گره ب باید PhysicsBody2D باشند" + +msgid "Node A must be a PhysicsBody2D" +msgstr "گره الف باید یک PhysicsBody2D باشد" + +msgid "Node B must be a PhysicsBody2D" +msgstr "گره ب باید یک PhysicsBody2D باشد" + +msgid "Node A and Node B must be different PhysicsBody2Ds" +msgstr "گره الف و گره ب باید PhysicsBody2Dهای جداگانه باشند" + +msgid "" +"A texture with the shape of the light must be supplied to the \"Texture\" " +"property." +msgstr "یک تکسچر با شکل نور باید برای دارایی \"Texture\" فراهم شده باشد." msgid "" "An occluder polygon must be set (or drawn) for this occluder to take effect." @@ -3979,6 +4477,18 @@ msgstr "" msgid "Path property must point to a valid Node2D node to work." msgstr "دارایی Path باید به یک گره Node2D معتبر اشاره کند تا کار کند." +msgid "Node A and Node B must be PhysicsBody3Ds" +msgstr "گره الف و گره ب باید PhysicsBody3D باشند" + +msgid "Node A must be a PhysicsBody3D" +msgstr "گره الف باید یک PhysicsBody3D باشد" + +msgid "Node B must be a PhysicsBody3D" +msgstr "گره ب باید یک PhysicsBody3D باشد" + +msgid "Node A and Node B must be different PhysicsBody3Ds" +msgstr "گره الف و گره ب باید PhysicsBody3Dهای متفاوت باشند" + msgid "Animation not found: '%s'" msgstr "انیمیشن پیدا نشد: '%s'" @@ -4009,6 +4519,13 @@ msgstr "اگر \"Exp ویرایش\" فعال است, \"حداقل داده\" ب msgid "(Other)" msgstr "(دیگر)" +msgid "" +"This node is marked as deprecated and will be removed in future versions.\n" +"Please check the Godot documentation for information about migration." +msgstr "" +"این گره به عنوان منسوخ علامت گذاری شده‌است و در نسخه‌های بعدی حذف خواهد شد.\n" +"لطفاً اسناد گودو را برای اطلاعات در مورد مهاجرت بررسی کنید." + msgid "Invalid source for preview." msgstr "منبع نامعتبر برای پیش نمایش." diff --git a/editor/translations/editor/fi.po b/editor/translations/editor/fi.po index 380293f2461..ec90ae61c04 100644 --- a/editor/translations/editor/fi.po +++ b/editor/translations/editor/fi.po @@ -874,8 +874,8 @@ msgstr "Avaa" msgid "" "Remove the selected files from the project? (Cannot be undone.)\n" -"Depending on your filesystem configuration, the files will either be moved " -"to the system trash or deleted permanently." +"Depending on your filesystem configuration, the files will either be moved to " +"the system trash or deleted permanently." msgstr "" "Poista valitut tiedostot projektista? (Ei voida kumota.)\n" "Riippuen tiedostojärjestelmäsi asetuksista, tiedostot siirretään joko " @@ -885,8 +885,8 @@ msgid "" "The files being removed are required by other resources in order for them to " "work.\n" "Remove them anyway? (Cannot be undone.)\n" -"Depending on your filesystem configuration, the files will either be moved " -"to the system trash or deleted permanently." +"Depending on your filesystem configuration, the files will either be moved to " +"the system trash or deleted permanently." msgstr "" "Poistettavia tiedostoja tarvitaan muiden resurssien toimivuuteen.\n" "Poistetaanko ne silti? (Ei voida kumota.)\n" @@ -991,9 +991,9 @@ msgstr "Kolmannen osapuolen lisenssit" msgid "" "Godot Engine relies on a number of third-party free and open source " -"libraries, all compatible with the terms of its MIT license. The following " -"is an exhaustive list of all such third-party components with their " -"respective copyright statements and license terms." +"libraries, all compatible with the terms of its MIT license. The following is " +"an exhaustive list of all such third-party components with their respective " +"copyright statements and license terms." msgstr "" "Godot-pelimoottori käyttää useita kolmannen osapuolen ilmaisia ja avoimia " "kirjastoja, jotka kaikki ovat yhteensopivia sen MIT lisenssin kanssa. " @@ -1179,12 +1179,10 @@ msgstr "Ei saa mennä päällekkäin olemassa olevan engine-luokkanimen kanssa." msgid "Must not collide with an existing built-in type name." msgstr "" -"Ei saa mennä päällekkäin olemassa olevan sisäänrakennetun tyypin nimen " -"kanssa." +"Ei saa mennä päällekkäin olemassa olevan sisäänrakennetun tyypin nimen kanssa." msgid "Must not collide with an existing global constant name." -msgstr "" -"Ei saa mennä päällekkäin olemassa olevan globaalin vakion nimen kanssa." +msgstr "Ei saa mennä päällekkäin olemassa olevan globaalin vakion nimen kanssa." msgid "Autoload '%s' already exists!" msgstr "Automaattisesti ladattava '%s' on jo olemassa!" @@ -1298,8 +1296,7 @@ msgid "Allows editing the node hierarchy in the Scene dock." msgstr "Mahdollistaa solmuhierarkian muokkaamisen Kohtaus-telakassa." msgid "" -"Allows to work with signals and groups of the node selected in the Scene " -"dock." +"Allows to work with signals and groups of the node selected in the Scene dock." msgstr "" "Mahdollistaa työskentelyn Kohtaus-telakassa valitun solmun signaalien ja " "ryhmien kanssa." @@ -1353,8 +1350,7 @@ msgid "Main Features:" msgstr "Pääominaisuudet:" msgid "" -"Profile '%s' already exists. Remove it first before importing, import " -"aborted." +"Profile '%s' already exists. Remove it first before importing, import aborted." msgstr "" "Profiili '%s' on jo olemassa. Poista se ensin ennen tuontia, tuonti " "keskeytetty." @@ -1481,8 +1477,8 @@ msgid "" "There is currently no description for this property. Please help us by " "[color=$color][url=$url]contributing one[/url][/color]!" msgstr "" -"Tälle ominaisuudelle ei vielä löydy kuvausta. Voit auttaa meitä " -"[color=$color][url=$url]kirjoittamalla sellaisen[/url][/color]!" +"Tälle ominaisuudelle ei vielä löydy kuvausta. Voit auttaa meitä [color=$color]" +"[url=$url]kirjoittamalla sellaisen[/url][/color]!" msgid "Method Descriptions" msgstr "Metodien kuvaukset" @@ -1547,8 +1543,7 @@ msgstr "Teeman ominaisuus" msgid "Property:" msgstr "Ominaisuus:" -msgid "" -"Pinning a value forces it to be saved even if it's equal to the default." +msgid "Pinning a value forces it to be saved even if it's equal to the default." msgstr "" "Arvon kiinnittäminen pakottaa tallentamaan sen, vaikka se olisi sama kuin " "oletusarvo." @@ -1747,12 +1742,11 @@ msgid "Quick Open Script..." msgstr "Skriptin pika-avaus..." msgid "%s no longer exists! Please specify a new save location." -msgstr "" -"%s ei ole enää olemassa! Ole hyvä ja määrittele uusi tallennussijainti." +msgstr "%s ei ole enää olemassa! Ole hyvä ja määrittele uusi tallennussijainti." msgid "" -"The current scene has no root node, but %d modified external resource(s) " -"were saved anyway." +"The current scene has no root node, but %d modified external resource(s) were " +"saved anyway." msgstr "" "Nykyisessä kohtauksessa ei ole juurisolmua, mutta %d muokattua ulkoista " "resurssia (resursseja) tallennettiin kuitenkin." @@ -1859,8 +1853,8 @@ msgstr "" "Jos siihen halutaan tehdä muutoksia, voidaan luoda uusi peritty kohtaus." msgid "" -"Error loading scene, it must be inside the project path. Use 'Import' to " -"open the scene, then save it inside the project path." +"Error loading scene, it must be inside the project path. Use 'Import' to open " +"the scene, then save it inside the project path." msgstr "" "Virhe kohtauksen lataamisessa, sen on oltava projektipolun sisällä. Avaa " "kohtaus 'Tuo' -toiminnolla ja tallenna se sitten projektipolun sisäpuolelle." @@ -2248,8 +2242,8 @@ msgstr "" "Resurssin on kuuluttava kohtaukseen." msgid "" -"Can't create a ViewportTexture on this resource because it's not set as " -"local to scene.\n" +"Can't create a ViewportTexture on this resource because it's not set as local " +"to scene.\n" "Please switch on the 'local to scene' property on it (and all resources " "containing it up to a node)." msgstr "" @@ -2280,11 +2274,11 @@ msgid "Add Key/Value Pair" msgstr "Lisää avain/arvopari" msgid "" -"The selected resource (%s) does not match any type expected for this " -"property (%s)." +"The selected resource (%s) does not match any type expected for this property " +"(%s)." msgstr "" -"Valittu resurssi (%s) ei vastaa mitään odotettua tyyppiä tälle " -"ominaisuudelle (%s)." +"Valittu resurssi (%s) ei vastaa mitään odotettua tyyppiä tälle ominaisuudelle " +"(%s)." msgid "Quick Load" msgstr "Pikalataus" @@ -2310,8 +2304,8 @@ msgid "" "as runnable." msgstr "" "Tälle alustalle ei löytynyt ajettavaa viennin esiasetusta.\n" -"Ole hyvä ja lisää ajettava esiasetus Vienti-valikosta tai määrittele " -"olemassa oleva esiasetus ajettavaksi." +"Ole hyvä ja lisää ajettava esiasetus Vienti-valikosta tai määrittele olemassa " +"oleva esiasetus ajettavaksi." msgid "Write your logic in the _run() method." msgstr "Kirjoita logiikka _run() metodiin." @@ -2544,8 +2538,8 @@ msgid "Download and Install" msgstr "Lataa ja asenna" msgid "" -"Download and install templates for the current version from the best " -"possible mirror." +"Download and install templates for the current version from the best possible " +"mirror." msgstr "" "Lataa ja asenna mallit nykyiselle versiolle parhaasta mahdollisesta " "peilipalvelimesta." @@ -2724,14 +2718,14 @@ msgstr "Ei voida päivittää riippuvuuksia:" msgid "" "This file extension is not recognized by the editor.\n" "If you want to rename it anyway, use your operating system's file manager.\n" -"After renaming to an unknown extension, the file won't be shown in the " -"editor anymore." +"After renaming to an unknown extension, the file won't be shown in the editor " +"anymore." msgstr "" "Editori ei tunnista tätä tiedostopäätettä.\n" "Jos haluat nimetä tiedoston uudelleen joka tapauksessa, tee se " "käyttöjärjestelmäsi tiedostonhallintaa käyttäen.\n" -"Sen jälkeen, kun tiedosto on nimetty tuntemattomalla päätteellä, sitä ei " -"enää näytetä editorissa." +"Sen jälkeen, kun tiedosto on nimetty tuntemattomalla päätteellä, sitä ei enää " +"näytetä editorissa." msgid "A file or folder with this name already exists." msgstr "Tällä nimellä löytyy jo kansio tai tiedosto." @@ -3124,8 +3118,7 @@ msgstr "Tallenna kohtaukset, tuo uudelleen ja käynnistä uudelleen" msgid "Changing the type of an imported file requires editor restart." msgstr "" -"Tuodun tiedoston tyypin muuttaminen edellyttää editorin " -"uudelleenkäynnistystä." +"Tuodun tiedoston tyypin muuttaminen edellyttää editorin uudelleenkäynnistystä." msgid "" "WARNING: Assets exist that use this resource, they may stop loading properly." @@ -3134,8 +3127,8 @@ msgstr "" "latautumasta kunnolla." msgid "" -"Select a resource file in the filesystem or in the inspector to adjust " -"import settings." +"Select a resource file in the filesystem or in the inspector to adjust import " +"settings." msgstr "" "Valitse resurssitiedosto tiedostojärjestelmästä tai tarkastelijasta " "säätääksesi tuontiasetuksia." @@ -3422,8 +3415,7 @@ msgstr "" "Animaatiotoistinta ei ole asetettu, joten raitojen nimien haku ei onnistu." msgid "Player path set is invalid, so unable to retrieve track names." -msgstr "" -"Toistimen polku on virheellinen, joten raitojen nimien haku ei onnistu." +msgstr "Toistimen polku on virheellinen, joten raitojen nimien haku ei onnistu." msgid "" "Animation player has no valid root node path, so unable to retrieve track " @@ -3685,8 +3677,7 @@ msgid "Failed:" msgstr "Epäonnistui:" msgid "Bad download hash, assuming file has been tampered with." -msgstr "" -"Latauksessa väärä hajautuskoodi, oletetaan että tiedostoa on näpelöity." +msgstr "Latauksessa väärä hajautuskoodi, oletetaan että tiedostoa on näpelöity." msgid "Expected:" msgstr "Odotettiin:" @@ -4266,9 +4257,9 @@ msgstr "" "Kun tämä on valittuna, yhden napsautuksen käyttöönotto Androidille vie " "ainoastaan suoritettavan tiedoston ilman projektin dataa.\n" "Editori välittää tiedostojärjestelmän projektilta verkon yli.\n" -"Androidilla käyttöönotto käyttää USB-kaapelia nopeampaa suorituskykyä " -"varten. Tämä valinta nopeuttaa testaamista projekteilla, jotka sisältävät " -"suuria resursseja." +"Androidilla käyttöönotto käyttää USB-kaapelia nopeampaa suorituskykyä varten. " +"Tämä valinta nopeuttaa testaamista projekteilla, jotka sisältävät suuria " +"resursseja." msgid "Visible Collision Shapes" msgstr "Näytä törmäysmuodot" @@ -4294,8 +4285,8 @@ msgid "Synchronize Scene Changes" msgstr "Synkronoi kohtauksen muutokset" msgid "" -"When this option is enabled, any changes made to the scene in the editor " -"will be replicated in the running project.\n" +"When this option is enabled, any changes made to the scene in the editor will " +"be replicated in the running project.\n" "When used remotely on a device, this is more efficient when the network " "filesystem option is enabled." msgstr "" @@ -4308,8 +4299,8 @@ msgid "Synchronize Script Changes" msgstr "Synkronoi skriptin muutokset" msgid "" -"When this option is enabled, any script that is saved will be reloaded in " -"the running project.\n" +"When this option is enabled, any script that is saved will be reloaded in the " +"running project.\n" "When used remotely on a device, this is more efficient when the network " "filesystem option is enabled." msgstr "" @@ -4831,8 +4822,8 @@ msgstr "Näkymän kierto lukittu" msgid "" "To zoom further, change the camera's clipping planes (View -> Settings...)" msgstr "" -"Lähentääksesi tai loitontaaksesi enemmän, muuta kameran leikkaustasoja " -"(Näytä -> Asetukset...)" +"Lähentääksesi tai loitontaaksesi enemmän, muuta kameran leikkaustasoja (Näytä " +"-> Asetukset...)" msgid "XForm Dialog" msgstr "XForm-ikkuna" @@ -4848,8 +4839,8 @@ msgstr "" "\n" "Avoin silmä: vempain on näkyvissä.\n" "Suljettu silmä: vempain on piilotettu.\n" -"Puoliavoin silmä: vempain on näkyvissä myös läpikuultamattomien pintojen " -"läpi (\"röntgen\")." +"Puoliavoin silmä: vempain on näkyvissä myös läpikuultamattomien pintojen läpi " +"(\"röntgen\")." msgid "Snap Nodes to Floor" msgstr "Tarraa solmut lattiaan" @@ -5186,8 +5177,7 @@ msgstr "" "Luo mukautettu polygoni. Kytkee päälle mukautettujen polygonien piirron." msgid "" -"Remove a custom polygon. If none remain, custom polygon rendering is " -"disabled." +"Remove a custom polygon. If none remain, custom polygon rendering is disabled." msgstr "" "Poista mukautettu polygoni. Jos yhtään ei jää jäljelle, mukautettujen " "polygonien piirto poistetaan päältä." @@ -5322,8 +5312,8 @@ msgstr "" msgid "" "To run this script, it must inherit EditorScript and be set to tool mode." msgstr "" -"Tämän skriptin suorittamiseksi sen on perittävä EditorScript ja olla " -"asetettu työkalutilaan." +"Tämän skriptin suorittamiseksi sen on perittävä EditorScript ja olla asetettu " +"työkalutilaan." msgid "Import Theme" msgstr "Tuo teema" @@ -5841,8 +5831,8 @@ msgid "Import Selected" msgstr "Tuo valittu" msgid "" -"Import Items tab has some items selected. Selection will be lost upon " -"closing this window.\n" +"Import Items tab has some items selected. Selection will be lost upon closing " +"this window.\n" "Close anyway?" msgstr "" "Tuo osat -välilehdellä on joitakin osia valittuna. Valinta menetetään tämän " @@ -6030,8 +6020,7 @@ msgid "Base Type" msgstr "Kantatyyppi" msgid "Select the variation base type from a list of available types." -msgstr "" -"Valitse muunnoksen kantatyyppi saatavilla olevien tyyppien luettelosta." +msgstr "Valitse muunnoksen kantatyyppi saatavilla olevien tyyppien luettelosta." msgid "" "A type associated with a built-in class cannot be marked as a variation of " @@ -6059,8 +6048,7 @@ msgid "Select UI Scene:" msgstr "Valitse käyttöliittymäkohtaus:" msgid "" -"Toggle the control picker, allowing to visually select control types for " -"edit." +"Toggle the control picker, allowing to visually select control types for edit." msgstr "" "Kytke päälle tai pois kontrollien valitsija, joka antaa valita " "kontrollityypit muokkausta varten visuaalisesti." @@ -6475,8 +6463,7 @@ msgstr "Palauttaa kahden parametrin vertailun totuusarvon." msgid "" "Returns the boolean result of the comparison between INF (or NaN) and a " "scalar parameter." -msgstr "" -"Palauttaa INF- (tai NaN-) ja skalaariparametrien vertailun totuusarvon." +msgstr "Palauttaa INF- (tai NaN-) ja skalaariparametrien vertailun totuusarvon." msgid "Boolean constant." msgstr "Totuusarvovakio." @@ -6631,8 +6618,8 @@ msgid "" "SmoothStep function( scalar(edge0), scalar(edge1), scalar(x) ).\n" "\n" "Returns 0.0 if 'x' is smaller than 'edge0' and 1.0 if x is larger than " -"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 " -"using Hermite polynomials." +"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 using " +"Hermite polynomials." msgstr "" "SmoothStep-funktio( skalaari(edge0), skalaari(edge1), skalaari(x) ).\n" "\n" @@ -6650,8 +6637,7 @@ msgstr "" "Palauttaa 0.0, jos 'x' on pienempi kuin 'edge', ja muuten 1.0." msgid "" -"(Fragment/Light mode only) (Scalar) Sum of absolute derivative in 'x' and " -"'y'." +"(Fragment/Light mode only) (Scalar) Sum of absolute derivative in 'x' and 'y'." msgstr "" "(Vain kuvapiste- tai valotilassa) (Skalaari) 'x' ja 'y' derivaattojen " "itseisarvojen summa." @@ -6682,9 +6668,9 @@ msgid "" msgstr "" "Laskee vektoriparin ulkotulon.\n" "\n" -"Ulkotulo ottaa ensimmäisen parametrin 'c' sarakevektorina (matriisi, jolla " -"on yksi sarake) ja toisen parametrin 'r' rivivektorina (matriisi, jolla on " -"yksi rivi) ja suorittaa lineaarialgebrallisen matriisitulon 'c * r', antaen " +"Ulkotulo ottaa ensimmäisen parametrin 'c' sarakevektorina (matriisi, jolla on " +"yksi sarake) ja toisen parametrin 'r' rivivektorina (matriisi, jolla on yksi " +"rivi) ja suorittaa lineaarialgebrallisen matriisitulon 'c * r', antaen " "tulokseksi matriisin, jolla on 'c' vektorin komponenttien verran rivejä ja " "'r' vektorin komponenttien verran sarakkeita." @@ -6750,8 +6736,8 @@ msgstr "" "paluuarvo on N. Muutoin palautetaan -N." msgid "" -"Returns falloff based on the dot product of surface normal and view " -"direction of camera (pass associated inputs to it)." +"Returns falloff based on the dot product of surface normal and view direction " +"of camera (pass associated inputs to it)." msgstr "" "Palauttaa valovähentymän perustuen pinnan normaalivektorin ja kameran " "suuntavektorin pistetuloon (välitä sille liittyvät syötteet)." @@ -6788,8 +6774,8 @@ msgid "" "SmoothStep function( vector(edge0), vector(edge1), vector(x) ).\n" "\n" "Returns 0.0 if 'x' is smaller than 'edge0' and 1.0 if 'x' is larger than " -"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 " -"using Hermite polynomials." +"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 using " +"Hermite polynomials." msgstr "" "SmoothStep-funktio( vektori(edge0), vektori(edge1), vektori(x) ).\n" "\n" @@ -6801,8 +6787,8 @@ msgid "" "SmoothStep function( scalar(edge0), scalar(edge1), vector(x) ).\n" "\n" "Returns 0.0 if 'x' is smaller than 'edge0' and 1.0 if 'x' is larger than " -"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 " -"using Hermite polynomials." +"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 using " +"Hermite polynomials." msgstr "" "SmoothStep-funktio( skalaari(edge0), skalaari(edge1), vektori(x) ).\n" "\n" @@ -6829,8 +6815,7 @@ msgstr "" "Palauttaa 0.0, jos 'x' on pienempi kuin 'edge', ja muutoin 1.0." msgid "" -"(Fragment/Light mode only) (Vector) Sum of absolute derivative in 'x' and " -"'y'." +"(Fragment/Light mode only) (Vector) Sum of absolute derivative in 'x' and 'y'." msgstr "" "(Vain kuvapiste- tai valotilassa) (Vektori) 'x' ja 'y' derivaattojen " "itseisarvojen summa." @@ -7004,12 +6989,12 @@ msgstr "" msgid "" "This field filters projects by name and last path component.\n" -"To filter projects by name and full path, the query must contain at least " -"one `/` character." +"To filter projects by name and full path, the query must contain at least one " +"`/` character." msgstr "" "Tämä kenttä suodattaa projektit nimen ja polun loppuosan mukaan.\n" -"Suodattaaksesi projektit nimen ja koko polun mukaan, haussa tulee olla " -"mukana vähintään yksi `/` merkki." +"Suodattaaksesi projektit nimen ja koko polun mukaan, haussa tulee olla mukana " +"vähintään yksi `/` merkki." msgid "Loading, please wait..." msgstr "Ladataan, hetkinen..." @@ -7208,8 +7193,8 @@ msgstr "Kahdenna solmu(t)" msgid "Can't reparent nodes in inherited scenes, order of nodes can't change." msgstr "" -"Perittyjen kohtausten solmuja ei voi siirtää uudelleen, solmujen järjestys " -"ei voi muuttua." +"Perittyjen kohtausten solmuja ei voi siirtää uudelleen, solmujen järjestys ei " +"voi muuttua." msgid "Node must belong to the edited scene to become root." msgstr "Solmun on kuuluttava muokattuun kohtaukseen, jotta siitä tulee pääte." @@ -7235,8 +7220,7 @@ msgstr "Poista solmu \"%s\" ja sen alisolmut?" msgid "Delete node \"%s\"?" msgstr "Poista solmu \"%s\"?" -msgid "" -"Saving the branch as a scene requires having a scene open in the editor." +msgid "Saving the branch as a scene requires having a scene open in the editor." msgstr "" "Haaran tallentaminen kohtauksena edellyttää, että kohtaus on auki " "muokkaimessa." @@ -7279,8 +7263,8 @@ msgstr "" "solmun ominaisuudet oletusarvoihin." msgid "" -"Enabling \"Load As Placeholder\" will disable \"Editable Children\" and " -"cause all properties of the node to be reverted to their default." +"Enabling \"Load As Placeholder\" will disable \"Editable Children\" and cause " +"all properties of the node to be reverted to their default." msgstr "" "\"Lataa paikanpitäjäksi\" ominaisuuden ottaminen käyttöön poistaa " "\"Muokattavat alisolmut\" ominaisuuden käytöstä ja palauttaa kaikki solmun " @@ -7469,12 +7453,12 @@ msgid "" "Note: Built-in scripts have some limitations and can't be edited using an " "external editor." msgstr "" -"Huom: sisäänrakennetuilla skripteillä on joitakin rajoituksia, eikä niitä " -"voi muokata ulkoisella editorilla." +"Huom: sisäänrakennetuilla skripteillä on joitakin rajoituksia, eikä niitä voi " +"muokata ulkoisella editorilla." msgid "" -"Warning: Having the script name be the same as a built-in type is usually " -"not desired." +"Warning: Having the script name be the same as a built-in type is usually not " +"desired." msgstr "" "Varoitus: skriptin nimeäminen sisäänrakennetun tyypin nimiseksi ei ole " "yleensä toivottua." @@ -7760,8 +7744,8 @@ msgid "Unable to find Android SDK build-tools' apksigner command." msgstr "Android SDK build-tools apksigner-komentoa ei löydy." msgid "" -"'apksigner' could not be found. Please check that the command is available " -"in the Android SDK build-tools directory. The resulting %s is unsigned." +"'apksigner' could not be found. Please check that the command is available in " +"the Android SDK build-tools directory. The resulting %s is unsigned." msgstr "" "'apksigner' ei löydy. Ole hyvä ja tarkista, että komento on saatavilla " "Android SDK build-tools hakemistossa. Tuloksena syntynyt %s on " @@ -7830,8 +7814,8 @@ msgid "Building Android Project (gradle)" msgstr "Käännetään Android-projektia (gradle)" msgid "" -"Building of Android project failed, check output for the error. " -"Alternatively visit docs.godotengine.org for Android build documentation." +"Building of Android project failed, check output for the error. Alternatively " +"visit docs.godotengine.org for Android build documentation." msgstr "" "Android-projektin käännös epäonnistui, tarkista virhe tulosteesta. " "Vaihtoehtoisesti, lue docs.godotengine.org sivustolta Androidin " @@ -7861,9 +7845,9 @@ msgid "" "Please build a template with all required libraries, or uncheck the missing " "architectures in the export preset." msgstr "" -"Vientimalleista puuttuu kirjastoja valituille arkkitehtuureille: %s. Ole " -"hyvä ja kokoa malli, jossa on kaikki tarvittavat kirjastot, tai poista " -"puuttuvien arkkitehtuurien valinta viennin esiasetuksista." +"Vientimalleista puuttuu kirjastoja valituille arkkitehtuureille: %s. Ole hyvä " +"ja kokoa malli, jossa on kaikki tarvittavat kirjastot, tai poista puuttuvien " +"arkkitehtuurien valinta viennin esiasetuksista." msgid "Adding files..." msgstr "Lisätään tiedostoja..." @@ -7970,11 +7954,11 @@ msgid "Invalid export format." msgstr "Virheellinen vientimalli." msgid "" -"Relative symlinks are not supported on this OS, the exported project might " -"be broken!" +"Relative symlinks are not supported on this OS, the exported project might be " +"broken!" msgstr "" -"Suhteelliset symboliset linkit eivät ole tuettuja tässä " -"käyttöjärjestelmässä, viety projekti saattaa olla rikkinäinen!" +"Suhteelliset symboliset linkit eivät ole tuettuja tässä käyttöjärjestelmässä, " +"viety projekti saattaa olla rikkinäinen!" msgid "Making PKG" msgstr "Tehdään PKG" @@ -8051,12 +8035,10 @@ msgid "Invalid square 71x71 logo image dimensions (should be 71x71)." msgstr "Virheellinen neliömäisen 71x71 logon kuvakoko (pitäisi olla 71x71)." msgid "Invalid square 150x150 logo image dimensions (should be 150x150)." -msgstr "" -"Virheellinen neliömäisen 150x150 logon kuvakoko (pitäisi olla 150x150)." +msgstr "Virheellinen neliömäisen 150x150 logon kuvakoko (pitäisi olla 150x150)." msgid "Invalid square 310x310 logo image dimensions (should be 310x310)." -msgstr "" -"Virheellinen neliömäisen 310x310 logon kuvakoko (pitäisi olla 310x310)." +msgstr "Virheellinen neliömäisen 310x310 logon kuvakoko (pitäisi olla 310x310)." msgid "Invalid wide 310x150 logo image dimensions (should be 310x150)." msgstr "Virheellinen leveän 310x150 logon kuvakoko (pitäisi olla 310x150)." @@ -8102,8 +8084,8 @@ msgstr "Väliaikaista tiedosta ei voida poistaa: \"%s\"." msgid "" "This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " -"define its shape." +"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to define " +"its shape." msgstr "" "Tämän solmulla ei ole muotoa, joten se ei voi törmätä tai olla " "vuorovaikutuksessa muiden objektien kanssa.\n" @@ -8196,8 +8178,7 @@ msgstr "" "alla." msgid "PathFollow2D only works when set as a child of a Path2D node." -msgstr "" -"PathFollow2D toimii ainoastaan ollessaan asetettuna Path2D solmun alle." +msgstr "PathFollow2D toimii ainoastaan ollessaan asetettuna Path2D solmun alle." msgid "Path property must point to a valid Node2D node to work." msgstr "" @@ -8219,8 +8200,7 @@ msgstr "" msgid "Nothing is visible because no mesh has been assigned." msgstr "Mitään ei näy, koska meshiä ei ole asetettu." -msgid "" -"Nothing is visible because meshes have not been assigned to draw passes." +msgid "Nothing is visible because meshes have not been assigned to draw passes." msgstr "" "Mitään ei näy, koska mesheille ei ole asetettu piirtopyyhkäisyjä (draw " "passes)." @@ -8284,8 +8264,8 @@ msgid "Add current color as a preset." msgstr "Lisää nykyinen väri esiasetukseksi." msgid "" -"Container by itself serves no purpose unless a script configures its " -"children placement behavior.\n" +"Container by itself serves no purpose unless a script configures its children " +"placement behavior.\n" "If you don't intend to add a script, use a plain Control node instead." msgstr "" "Säilöllä ei ole itsessään mitään merkitystä, ellei jokin skripti säädä sen " @@ -8298,8 +8278,8 @@ msgid "" "\"Ignore\". To solve this, set the Mouse Filter to \"Stop\" or \"Pass\"." msgstr "" "Työkaluvihjettä ei näytettä, sillä ohjaimen Mouse Filter asetus on " -"\"Ignore\". Ratkaistaksesi tämän, laita Mouse Filter asetukseksi \"Stop\" " -"tai \"Pass\"." +"\"Ignore\". Ratkaistaksesi tämän, laita Mouse Filter asetukseksi \"Stop\" tai " +"\"Pass\"." msgid "Alert!" msgstr "Huomio!" @@ -8328,8 +8308,8 @@ msgstr "(Muu)" msgid "" "Very low timer wait times (< 0.05 seconds) may behave in significantly " "different ways depending on the rendered or physics frame rate.\n" -"Consider using a script's process loop instead of relying on a Timer for " -"very low wait times." +"Consider using a script's process loop instead of relying on a Timer for very " +"low wait times." msgstr "" "Hyvin alhaiset ajastimen odotusajat (< 0,05 sekuntia) saattavat käyttäytyä " "merkittävästi eri tavoilla riippuen renderöinnin tai fysiikan " diff --git a/editor/translations/editor/fr.po b/editor/translations/editor/fr.po index 03009026be2..2069855c3ee 100644 --- a/editor/translations/editor/fr.po +++ b/editor/translations/editor/fr.po @@ -129,21 +129,27 @@ # Rémi Verschelde , 2023. # Nifou , 2023. # Antonia Carrier , 2023. +# #Guigui , 2023. +# Dorifor , 2023. +# elouan_sys6 , 2023. +# John Donne , 2023. +# Chloe Lee-Hone , 2023. +# Freyja , 2023. msgid "" msgstr "" "Project-Id-Version: Godot Engine editor interface\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2023-06-26 09:54+0000\n" -"Last-Translator: Antonia Carrier \n" -"Language-Team: French \n" +"PO-Revision-Date: 2023-08-17 11:10+0000\n" +"Last-Translator: Chloe Lee-Hone \n" +"Language-Team: French \n" "Language: fr\n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=n > 1;\n" -"X-Generator: Weblate 4.18.1\n" +"X-Generator: Weblate 5.0-dev\n" msgid "Unset" msgstr "Non défini" @@ -241,9 +247,6 @@ msgstr "Retour, Select Sony, Back Xbox, - Nintendo" msgid "Guide, Sony PS, Xbox Home" msgstr "Guide, PS Sony, Home Xbox" -msgid "Start, Nintendo +" -msgstr "Start, + Nintendo" - msgid "Left Stick, Sony L3, Xbox L/LS" msgstr "Stick gauche, L3 Sony, L/LS Xbox" @@ -556,8 +559,8 @@ msgid "" "Invalid action name. It cannot be empty nor contain '/', ':', '=', '\\' or " "'\"'" msgstr "" -"Nom d'action invalide. Elle ne peut être vide ni contenir «/», «:», «=», " -"«\\» ou «\"»" +"Nom d'action invalide. Elle ne peut être vide ni contenir «/», «:», «=», «\\» " +"ou «\"»" msgid "An action with the name '%s' already exists." msgstr "Une action avec le nom « %s » existe déjà." @@ -1200,10 +1203,22 @@ msgctxt "Transition Type" msgid "Quad" msgstr "Quadratique" +msgctxt "Transition Type" +msgid "Expo" +msgstr "Exponentiel" + msgctxt "Transition Type" msgid "Elastic" msgstr "Élastique" +msgctxt "Transition Type" +msgid "Cubic" +msgstr "Cubique" + +msgctxt "Transition Type" +msgid "Circ" +msgstr "Circulaire" + msgctxt "Transition Type" msgid "Bounce" msgstr "Rebondissement" @@ -1235,9 +1250,21 @@ msgstr "SortantEntrant" msgid "Transition Type:" msgstr "Type de transition :" +msgid "Ease Type:" +msgstr "Type d'accélération :" + +msgid "FPS:" +msgstr "IPS :" + msgid "Animation Baker" msgstr "Précalcul de l'animation" +msgid "Blendshape Track:" +msgstr "Piste de formes de blend (Blend Shape) :" + +msgid "Value Track:" +msgstr "Piste de mise à échelle 3D :" + msgid "Select Tracks to Copy" msgstr "Sélectionner les pistes à copier" @@ -1387,8 +1414,8 @@ msgstr "Différé" msgid "" "Defers the signal, storing it in a queue and only firing it at idle time." msgstr "" -"Diffère le signal, le stockant dans une file d'attente et l'active pendant " -"un temps d'inactivité." +"Diffère le signal, le stockant dans une file d'attente et l'active pendant un " +"temps d'inactivité." msgid "One Shot" msgstr "Jouer une fois" @@ -1433,8 +1460,7 @@ msgid "Edit Connection: '%s'" msgstr "Modifier la connexion : '%s'" msgid "Are you sure you want to remove all connections from the \"%s\" signal?" -msgstr "" -"Voulez-vous vraiment supprimer toutes les connexions du signal \"%s\" ?" +msgstr "Voulez-vous vraiment supprimer toutes les connexions du signal \"%s\" ?" msgid "Signals" msgstr "Signaux" @@ -1526,6 +1552,18 @@ msgstr "" msgid "Toggle Visibility" msgstr "Basculer la visibilité" +msgid "Getting remote file system" +msgstr "Obtenir le système de fichier distant" + +msgid "Scanning for local changes" +msgstr "Recherche des modifications locales" + +msgid "Sending list of changed files:" +msgstr "Envoyer la liste des fichiers modifiés  :" + +msgid "Sending file:" +msgstr "Envoyant le fichier :" + msgid "ms" msgstr "ms" @@ -1788,6 +1826,11 @@ msgstr "Éditeur de dépendances" msgid "Search Replacement Resource:" msgstr "Recherche ressource de remplacement :" +msgid "Open Scene" +msgid_plural "Open Scenes" +msgstr[0] "Ouvrir une scène" +msgstr[1] "Ouvrir des scènes" + msgid "Open" msgstr "Ouvrir" @@ -1802,8 +1845,8 @@ msgstr "Réaffectation de la traduction pour le chemin '%s' et la langue '%s'." msgid "" "Remove the selected files from the project? (Cannot be undone.)\n" -"Depending on your filesystem configuration, the files will either be moved " -"to the system trash or deleted permanently." +"Depending on your filesystem configuration, the files will either be moved to " +"the system trash or deleted permanently." msgstr "" "Supprimer les fichiers sélectionnés du projet ? (Annulation impossible.)\n" "En fonction de la configuration de votre système, les fichiers seront soient " @@ -1813,8 +1856,8 @@ msgid "" "The files being removed are required by other resources in order for them to " "work.\n" "Remove them anyway? (Cannot be undone.)\n" -"Depending on your filesystem configuration, the files will either be moved " -"to the system trash or deleted permanently." +"Depending on your filesystem configuration, the files will either be moved to " +"the system trash or deleted permanently." msgstr "" "Les fichiers qui vont être supprimés sont utilisés par d'autres ressources " "pour leur fonctionnement.\n" @@ -1858,6 +1901,11 @@ msgstr "Possède" msgid "Resources Without Explicit Ownership:" msgstr "Ressources sans propriété explicite :" +msgid "Using slashes in folder names will create subfolders recursively." +msgstr "" +"Utiliser des barres obliques (slash) dans les noms de dossiers créera des " +"sous-dossiers de manière récursive." + msgid "Could not create folder." msgstr "Impossible de créer le dossier." @@ -1924,14 +1972,14 @@ msgstr "Licences tierces" msgid "" "Godot Engine relies on a number of third-party free and open source " -"libraries, all compatible with the terms of its MIT license. The following " -"is an exhaustive list of all such third-party components with their " -"respective copyright statements and license terms." +"libraries, all compatible with the terms of its MIT license. The following is " +"an exhaustive list of all such third-party components with their respective " +"copyright statements and license terms." msgstr "" "Le moteur Godot s'appuie sur un certain nombre de bibliothèques tierces " -"libres et open source , toutes compatibles avec les termes de sa licence " -"MIT. Voici une liste exhaustive de ces composants tiers avec leurs énoncés " -"de droits d'auteur respectifs ainsi que les termes de leurs licences." +"libres et open source , toutes compatibles avec les termes de sa licence MIT. " +"Voici une liste exhaustive de ces composants tiers avec leurs énoncés de " +"droits d'auteur respectifs ainsi que les termes de leurs licences." msgid "All Components" msgstr "Tous les composants" @@ -1952,8 +2000,7 @@ msgstr "%s (existe déjà)" msgid "Contents of asset \"%s\" - %d file(s) conflict with your project:" msgstr "" -"Contenus de l'asset « %s » - %d fichier(s) sont en conflit avec votre " -"projet :" +"Contenus de l'asset « %s » - %d fichier(s) sont en conflit avec votre projet :" msgid "Contents of asset \"%s\" - No files conflict with your project:" msgstr "" @@ -2119,8 +2166,7 @@ msgid "Valid characters:" msgstr "Caractères valides :" msgid "Must not collide with an existing engine class name." -msgstr "" -"Ne doit pas entrer en conflit avec un nom de classe du moteur existant." +msgstr "Ne doit pas entrer en conflit avec un nom de classe du moteur existant." msgid "Must not collide with an existing global script class name." msgstr "" @@ -2249,8 +2295,7 @@ msgstr "" "Rendu à partir de l'AppareilDeRendu (si désactivé, un back-end OpenGL est " "nécessaire)." -msgid "" -"OpenGL back-end (if disabled, the RenderingDevice back-end is required)." +msgid "OpenGL back-end (if disabled, the RenderingDevice back-end is required)." msgstr "" "Back-end OpenGL (si désactivé, le back-end RenderingDevice est nécessaire)." @@ -2286,8 +2331,8 @@ msgstr "" "Brottli." msgid "" -"SIL Graphite smart font technology support (supported by Advanced Text " -"Server only)." +"SIL Graphite smart font technology support (supported by Advanced Text Server " +"only)." msgstr "" "Support des polices intelligentes SIL Graphite (uniquement pris en charge " "pour le Serveur de Texte Avancé)." @@ -2406,8 +2451,7 @@ msgid "Allows to view and edit 3D scenes." msgstr "Permet de visualiser et modifier des scènes 3D." msgid "Allows to edit scripts using the integrated script editor." -msgstr "" -"Permet de modifier des scripts à l'aide de l'éditeur de script intégré." +msgstr "Permet de modifier des scripts à l'aide de l'éditeur de script intégré." msgid "Provides built-in access to the Asset Library." msgstr "Fournit un accès à l'Asset Library." @@ -2416,8 +2460,7 @@ msgid "Allows editing the node hierarchy in the Scene dock." msgstr "Permet de visualiser la hiérarchie des nœuds dans le dock Scène." msgid "" -"Allows to work with signals and groups of the node selected in the Scene " -"dock." +"Allows to work with signals and groups of the node selected in the Scene dock." msgstr "" "Permet de travailler avec les signaux et groupes d'un nœud sélectionné dans " "le dock Scène." @@ -2478,8 +2521,7 @@ msgid "Main Features:" msgstr "Fonctionnalités principales :" msgid "" -"Profile '%s' already exists. Remove it first before importing, import " -"aborted." +"Profile '%s' already exists. Remove it first before importing, import aborted." msgstr "" "Le profil '%s' existe déjà. Veuillez le supprimer avant d'importer. Import " "interrompu." @@ -2561,6 +2603,11 @@ msgstr "Importer les ressources de type : %s" msgid "No return value." msgstr "Pas de valeur retournée." +msgid "This value is an integer composed as a bitmask of the following flags." +msgstr "" +"Cette valeur est un nombre entier composé d'un masque de bits des options " +"suivantes." + msgid "Deprecated" msgstr "Déprécié" @@ -2626,9 +2673,9 @@ msgid "" "This class is marked as experimental. It is subject to likely change or " "possible removal in future versions. Use at your own discretion." msgstr "" -"Cette classe est signalée comme expérimentale. Elle est sujette à " -"changements voire suppression dans les versions futures. Utilisez-la en " -"toute connaissance de cause." +"Cette classe est signalée comme expérimentale. Elle est sujette à changements " +"voire suppression dans les versions futures. Utilisez-la en toute " +"connaissance de cause." msgid "Description" msgstr "Description" @@ -2813,8 +2860,7 @@ msgstr "Épingler la valeur" msgid "Pin Value [Disabled because '%s' is editor-only]" msgstr "Épingler la valeur [Désactivé parce que '%s' n'est que dans l'éditeur]" -msgid "" -"Pinning a value forces it to be saved even if it's equal to the default." +msgid "Pinning a value forces it to be saved even if it's equal to the default." msgstr "" "Épingler une valeur pour forcer son enregistrement même si elle est égale à " "sa valeur par défaut." @@ -2830,8 +2876,8 @@ msgstr "Supprimer un élément %d des propriétés du tableau avec le préfix %s msgid "Move element %d to position %d in property array with prefix %s." msgstr "" -"Déplacer l'élément %d à la position %d dans les propriétés du tableau avec " -"le préfix %s." +"Déplacer l'élément %d à la position %d dans les propriétés du tableau avec le " +"préfix %s." msgid "Clear property array with prefix %s." msgstr "Nettoie les propriétés du tableau avec le préfix %s." @@ -3051,8 +3097,8 @@ msgid "" "This resource can't be saved because it does not belong to the edited scene. " "Make it unique first." msgstr "" -"Cette ressource ne peut pas être sauvegardée parce qu’elle n'appartient pas " -"à la scène éditer. Soyez sûr qu'elle soit unique." +"Cette ressource ne peut pas être sauvegardée parce qu’elle n'appartient pas à " +"la scène éditer. Soyez sûr qu'elle soit unique." msgid "" "This resource can't be saved because it was imported from another file. Make " @@ -3082,9 +3128,6 @@ msgstr "Erreur lors de l'analyse du fichier « %s »." msgid "Scene file '%s' appears to be invalid/corrupt." msgstr "Le fichier de scène '%s' paraît être invalide/corrompu." -msgid "Missing file '%s' or one its dependencies." -msgstr "Le fichier « %s » ou une de ses dépendances est manquant." - msgid "Error while loading file '%s'." msgstr "Erreur lors du chargement du fichier « %s »." @@ -3139,8 +3182,8 @@ msgid "" msgstr "" "Une erreur s'est produite lors de l'enregistrement de la disposition de " "l'éditeur.\n" -"Assurez-vous que le chemin de données utilisateur de l'éditeur est " -"accessible en écriture." +"Assurez-vous que le chemin de données utilisateur de l'éditeur est accessible " +"en écriture." msgid "" "Default editor layout overridden.\n" @@ -3166,8 +3209,7 @@ msgid "" "Please read the documentation relevant to importing scenes to better " "understand this workflow." msgstr "" -"Cette ressource n'est pas éditable car elle appartient à une scène " -"importée.\n" +"Cette ressource n'est pas éditable car elle appartient à une scène importée.\n" "Merci de lire la documentation concernant l'import des scènes pour en " "comprendre le processus." @@ -3191,8 +3233,7 @@ msgid "" "Please read the documentation relevant to importing scenes to better " "understand this workflow." msgstr "" -"Cette scène a été importée, les modifications ne seront donc pas " -"conservées.\n" +"Cette scène a été importée, les modifications ne seront donc pas conservées.\n" "L'instanciation ou l'héritage de cette scène permettra d'y apporter des " "modifications.\n" "Veuillez lire la documentation concernant l'importation des scènes afin de " @@ -3220,8 +3261,8 @@ msgid "%s no longer exists! Please specify a new save location." msgstr "%s n'existe plus ! Veuillez spécifier un nouvel endroit de sauvegarde." msgid "" -"The current scene has no root node, but %d modified external resource(s) " -"were saved anyway." +"The current scene has no root node, but %d modified external resource(s) were " +"saved anyway." msgstr "" "La scène actuelle n'a pas de nœud racine, mais %d ressources externes " "modifiées ont tout de même été enregistrées." @@ -3349,8 +3390,8 @@ msgstr "" msgid "" "Unable to load addon script from path: '%s' Base type is not EditorPlugin." msgstr "" -"Impossible de charger le script de l'addon depuis le chemin : « %s ». Le " -"type de base n'est pas EditorPlugin." +"Impossible de charger le script de l'addon depuis le chemin : « %s ». Le type " +"de base n'est pas EditorPlugin." msgid "Unable to load addon script from path: '%s' Script is not in tool mode." msgstr "" @@ -3366,8 +3407,8 @@ msgstr "" "Pour y apporter des modification, une scène fille peut être créée." msgid "" -"Error loading scene, it must be inside the project path. Use 'Import' to " -"open the scene, then save it inside the project path." +"Error loading scene, it must be inside the project path. Use 'Import' to open " +"the scene, then save it inside the project path." msgstr "" "Erreur lors du chargement de la scène, elle doit être dans le chemin du " "projet. Utilisez « Importer » pour ouvrir la scène, puis enregistrez-la dans " @@ -3382,14 +3423,17 @@ msgstr "Effacer la liste des scènes récentes" msgid "There is no defined scene to run." msgstr "Il n'y a pas de scène définie pour être lancée." +msgid "%s - Godot Engine" +msgstr "%s - Godot Engine" + msgid "" "No main scene has ever been defined, select one?\n" "You can change it later in \"Project Settings\" under the 'application' " "category." msgstr "" "Aucune scène principale n'a jamais été définie, en sélectionner une ?\n" -"Vous pouvez la modifier ultérieurement dans les « Paramètres du projet » " -"sous la catégorie « application »." +"Vous pouvez la modifier ultérieurement dans les « Paramètres du projet » sous " +"la catégorie « application »." msgid "" "Selected scene '%s' does not exist, select a valid one?\n" @@ -3397,8 +3441,8 @@ msgid "" "category." msgstr "" "La scène sélectionnée « %s » n'existe pas, en sélectionner une valide ?\n" -"Vous pouvez la modifier ultérieurement dans les « Paramètres du projet » " -"dans la catégorie « application »." +"Vous pouvez la modifier ultérieurement dans les « Paramètres du projet » dans " +"la catégorie « application »." msgid "" "Selected scene '%s' is not a scene file, select a valid one?\n" @@ -3407,8 +3451,8 @@ msgid "" msgstr "" "La scène sélectionnée « %s » n'est pas un fichier de scène, en sélectionner " "une valide ?\n" -"Vous pouvez la modifier ultérieurement dans les « Paramètres du projet » " -"dans la catégorie « application »." +"Vous pouvez la modifier ultérieurement dans les « Paramètres du projet » dans " +"la catégorie « application »." msgid "Save Layout" msgstr "Enregistrer la disposition" @@ -3624,6 +3668,13 @@ msgstr "Questions et réponses" msgid "Report a Bug" msgstr "Signaler un bug" +msgid "Copy System Info" +msgstr "Copier les informations systèmes" + +msgid "Copies the system info as a single-line text into the clipboard." +msgstr "" +"Copier les informations systèmes dans une seule ligne dans le presse papier." + msgid "Suggest a Feature" msgstr "Suggérer une fonctionnalité" @@ -3686,8 +3737,8 @@ msgstr "Ne pas enregistrer" msgid "Android build template is missing, please install relevant templates." msgstr "" -"Le modèle de compilation Android est manquant, veuillez installer les " -"modèles appropriés." +"Le modèle de compilation Android est manquant, veuillez installer les modèles " +"appropriés." msgid "Manage Templates" msgstr "Gérer les modèles" @@ -3703,9 +3754,8 @@ msgid "" "source template to \"res://android/build\".\n" "You can then apply modifications and build your own custom APK on export " "(adding modules, changing the AndroidManifest.xml, etc.).\n" -"Note that in order to make gradle builds instead of using pre-built APKs, " -"the \"Use Gradle Build\" option should be enabled in the Android export " -"preset." +"Note that in order to make gradle builds instead of using pre-built APKs, the " +"\"Use Gradle Build\" option should be enabled in the Android export preset." msgstr "" "Ceci configurera votre projet pour des compilations Android Gradle en " "installant le modèle source dans \"res://android/build\".\n" @@ -3890,13 +3940,13 @@ msgstr "" "La ressource a besoin d'appartenir à une scène." msgid "" -"Can't create a ViewportTexture on this resource because it's not set as " -"local to scene.\n" +"Can't create a ViewportTexture on this resource because it's not set as local " +"to scene.\n" "Please switch on the 'local to scene' property on it (and all resources " "containing it up to a node)." msgstr "" -"Impossible de créer un ViewportTexture sur cette ressource car elle n'est " -"pas définie comme locale à la scène.\n" +"Impossible de créer un ViewportTexture sur cette ressource car elle n'est pas " +"définie comme locale à la scène.\n" "Merci de changer la propriété « Local To Scene » de cette ressource (et des " "ressources intermédiaires la contenant, jusqu'au nœud qui l'utilise)." @@ -3943,8 +3993,8 @@ msgid "Add Translation" msgstr "Ajouter une traduction" msgid "" -"The selected resource (%s) does not match any type expected for this " -"property (%s)." +"The selected resource (%s) does not match any type expected for this property " +"(%s)." msgstr "" "La ressource sélectionnée (%s) ne correspond à aucun des types attendus pour " "cette propriété (%s)." @@ -4114,18 +4164,18 @@ msgid "Filter by event..." msgstr "Filtrer par évènement..." msgid "" -"Target platform requires 'ETC2/ASTC' texture compression. Enable 'Import " -"ETC2 ASTC' in Project Settings." +"Target platform requires 'ETC2/ASTC' texture compression. Enable 'Import ETC2 " +"ASTC' in Project Settings." msgstr "" -"La plateforme cible nécessite une compression de texture 'ETC2/ASTC'. " -"Activez 'Importer ETC2 ASTC' dans les paramètres du projet." +"La plateforme cible nécessite une compression de texture 'ETC2/ASTC'. Activez " +"'Importer ETC2 ASTC' dans les paramètres du projet." msgid "" -"Target platform requires 'S3TC/BPTC' texture compression. Enable 'Import " -"S3TC BPTC' in Project Settings." +"Target platform requires 'S3TC/BPTC' texture compression. Enable 'Import S3TC " +"BPTC' in Project Settings." msgstr "" -"La plateforme cible nécessite une compression de texture 'S3TC/BPTC'. " -"Activez 'Importer S3TC BPTC' dans les paramètres du projet." +"La plateforme cible nécessite une compression de texture 'S3TC/BPTC'. Activez " +"'Importer S3TC BPTC' dans les paramètres du projet." msgid "Project export for platform:" msgstr "Exportation du projet pour la plateforme :" @@ -4374,16 +4424,16 @@ msgid "Download and Install" msgstr "Télécharger et installer" msgid "" -"Download and install templates for the current version from the best " -"possible mirror." +"Download and install templates for the current version from the best possible " +"mirror." msgstr "" "Télécharger et installer les modèles d'exportation pour la version actuelle " "depuis le meilleur miroir disponible." msgid "Official export templates aren't available for development builds." msgstr "" -"Les modèles d'exportation officiels ne sont pas disponibles pour les " -"versions de développement." +"Les modèles d'exportation officiels ne sont pas disponibles pour les versions " +"de développement." msgid "Install from File" msgstr "Installer depuis un fichier" @@ -4410,8 +4460,7 @@ msgid "" "The templates will continue to download.\n" "You may experience a short editor freeze when they finish." msgstr "" -"Les modèles d'exportation vont continuer à être téléchargés en arrière-" -"plan.\n" +"Les modèles d'exportation vont continuer à être téléchargés en arrière-plan.\n" "Vous pourrez peut-être remarquer un court gel de l'éditeur lorsque le " "téléchargement est terminé." @@ -4548,8 +4597,7 @@ msgstr "" "(séparés par des virgules, par exemple : *.ctex, *.import, music/*)" msgid "Invalid Encryption Key (must be 64 hexadecimal characters long)" -msgstr "" -"Clé de chiffrement invalide (doit comporter 64 caractères hexadécimaux)" +msgstr "Clé de chiffrement invalide (doit comporter 64 caractères hexadécimaux)" msgid "Encryption Key (256-bits as hexadecimal):" msgstr "Clé de chiffrement (256 bits en hexadécimal) :" @@ -4690,8 +4738,8 @@ msgstr "Impossible de mettre à jour les dépendences :" msgid "" "This file extension is not recognized by the editor.\n" "If you want to rename it anyway, use your operating system's file manager.\n" -"After renaming to an unknown extension, the file won't be shown in the " -"editor anymore." +"After renaming to an unknown extension, the file won't be shown in the editor " +"anymore." msgstr "" "Cette extension de fichier n'est pas reconnue par l'éditeur.\n" "Si vous voulez quand même le renommer, utilisez le gestionnaire de fichiers " @@ -4702,6 +4750,19 @@ msgstr "" msgid "A file or folder with this name already exists." msgstr "Un fichier ou un dossier avec ce nom existe déjà." +msgid "" +"The following files or folders conflict with items in the target location " +"'%s':" +msgstr "" +"Les fichiers ou dossiers suivants entrent en conflit avec des éléments de la " +"destination '%s' :" + +msgid "Do you wish to overwrite them or rename the copied files?" +msgstr "Voulez-vous les supprimer ou renommer les fichiers copiés ?" + +msgid "Do you wish to overwrite them or rename the moved files?" +msgstr "Souhaitez-vous les écraser ou renommer les fichiers copiés ?" + msgid "Duplicating file:" msgstr "Duplication du fichier :" @@ -5025,10 +5086,10 @@ msgid "File:" msgstr "Fichier :" msgid "" -"Remove the selected files? For safety only files and empty directories can " -"be deleted from here. (Cannot be undone.)\n" -"Depending on your filesystem configuration, the files will either be moved " -"to the system trash or deleted permanently." +"Remove the selected files? For safety only files and empty directories can be " +"deleted from here. (Cannot be undone.)\n" +"Depending on your filesystem configuration, the files will either be moved to " +"the system trash or deleted permanently." msgstr "" "Supprimer les fichiers sélectionnés ? Par sécurité seuls les fichiers et les " "répertoires vides peuvent être supprimé à partir d'ici. (Annulation " @@ -5068,8 +5129,8 @@ msgid "" msgstr "" "Le mode Movie Maker est activé, mais aucun chemin d'accès vers un fichier de " "cinématique n'a été spécifié.\n" -"Un chemin d'accès par défaut peut-être spécifié dans les paramètres du " -"projet sous la catégorie Éditeur > Movie Writer.\n" +"Un chemin d'accès par défaut peut-être spécifié dans les paramètres du projet " +"sous la catégorie Éditeur > Movie Writer.\n" "Autrement, pour exécuter des scènes seules, une chaine de caractères " "métadonnée `movie_file` peut être ajoutée au nœud racine,\n" "spécifiant le chemin d'accès au fichier de cinématique qui sera utilisé lors " @@ -5253,8 +5314,8 @@ msgstr "Nombre de battements :" msgid "" "Configure the amount of Beats used for music-aware looping. If zero, it will " "be autodetected from the length.\n" -"It is recommended to set this value (either manually or by clicking on a " -"beat number in the preview) to ensure looping works properly." +"It is recommended to set this value (either manually or by clicking on a beat " +"number in the preview) to ensure looping works properly." msgstr "" "Configurer le nombre de temps utilisé pour les boucles sensibles à la " "musique. Si zéro, la longueur sera détectée automatiquement.\n" @@ -5302,8 +5363,8 @@ msgid "" "Note: LCD Subpixel antialiasing is selected, each of the glyphs will be pre-" "rendered for all supported subpixel layouts (5x)." msgstr "" -"Note : l'anticrénelage sous-pixel LCD est sélectionné, chaque glyphe sera " -"pré-rendu pour tout arrangement sous-pixel supporté (5x)." +"Note : l'anticrénelage sous-pixel LCD est sélectionné, chaque glyphe sera pré-" +"rendu pour tout arrangement sous-pixel supporté (5x)." msgid "" "Note: Subpixel positioning is selected, each of the glyphs might be pre-" @@ -5373,8 +5434,8 @@ msgstr "Glyphes provenant du catalogue de caractères" msgid "" "Add or remove glyphs from the character map to pre-render list:\n" "Note: Some stylistic alternatives and glyph variants do not have one-to-one " -"correspondence to character, and not shown in this map, use \"Glyphs from " -"the text\" tab to add these." +"correspondence to character, and not shown in this map, use \"Glyphs from the " +"text\" tab to add these." msgstr "" "Ajouter ou retirer des glyphes de la bibliothèque de caractères de la liste " "de pré-rendu :\n" @@ -5453,7 +5514,7 @@ msgid "" "%s: Texture detected as used in 3D. Enabling mipmap generation and setting " "the texture compression mode to %s." msgstr "" -"%s : La texture fut détectée comme étant utilisé en 3D. La génération de " +"%s : La texture est détectée comme étant utilisé en 3D. La génération de " "mipmap est activée, et le mode de compression de texture est ajusté à %s." msgid "2D/3D (Auto-Detect)" @@ -5569,8 +5630,7 @@ msgid "Set Paths" msgstr "Définir les chemins d'accès" msgid "" -"This animation already saves to an external resource, no action will be " -"taken." +"This animation already saves to an external resource, no action will be taken." msgstr "" "Cette animation est déjà sauvegardée vers une ressource externe. Aucune " "action ne sera effectuée." @@ -5644,9 +5704,8 @@ msgstr "" "Vous avez des changements en attente qui n'ont pas encore été appliqués. " "Cliquez sur réimporter pour appliquer les changements des options " "d'importation\n" -"Sélectionner une autre ressource dans le \"FileSystem dock\" sans cliquer " -"sur réimport avant va annuler les changements faits dans le dock " -"d'importation." +"Sélectionner une autre ressource dans le \"FileSystem dock\" sans cliquer sur " +"réimport avant va annuler les changements faits dans le dock d'importation." msgid "Import As:" msgstr "Importer comme :" @@ -5671,8 +5730,8 @@ msgstr "" "pourraient cesser de charger correctement." msgid "" -"Select a resource file in the filesystem or in the inspector to adjust " -"import settings." +"Select a resource file in the filesystem or in the inspector to adjust import " +"settings." msgstr "" "Sélectionnez un fichier de ressource dans le système de fichier ou depuis " "l'inspecteur pour ajuster les préférences d'importation." @@ -6207,15 +6266,15 @@ msgid "Make Animation Library Unique: %s" msgstr "Rendre la librairie d'animation unique : %s" msgid "" -"This animation can't be saved because it does not belong to the edited " -"scene. Make it unique first." +"This animation can't be saved because it does not belong to the edited scene. " +"Make it unique first." msgstr "" "Cette animation ne peut être sauvegardée parce qu’elle n'appartient pas à la " "scène actuelle. Assurez vous qu'elle soit unique." msgid "" -"This animation can't be saved because it was imported from another file. " -"Make it unique first." +"This animation can't be saved because it was imported from another file. Make " +"it unique first." msgstr "" "Cette animation ne peut être sauvegardée parce qu’elle a été importée d'un " "autre fichier. Assurez vous qu'elle soit unique." @@ -6492,8 +6551,8 @@ msgstr "Transition supprimée" msgid "" "Select and move nodes.\n" "RMB: Add node at position clicked.\n" -"Shift+LMB+Drag: Connects the selected node with another node or creates a " -"new node if you select an area without nodes." +"Shift+LMB+Drag: Connects the selected node with another node or creates a new " +"node if you select an area without nodes." msgstr "" "Sélectionne et déplace les nœuds.\n" "Clic droit : Ajouter un nœud à la position cliquée.\n" @@ -7018,8 +7077,7 @@ msgstr "Verrouiller le(s) nœud(s) sélectionné(s)" msgid "Unlock selected node, allowing selection and movement." msgstr "" -"Déverrouiller l'objet sélectionné, permettant sa sélection et son " -"déplacement." +"Déverrouiller l'objet sélectionné, permettant sa sélection et son déplacement." msgid "Unlock Selected Node(s)" msgstr "Déverrouiller le(s) nœud(s) sélectionné(s)" @@ -7182,8 +7240,8 @@ msgid "This node doesn't have a control parent." msgstr "Ce nœud n'a pas de contrôle parent." msgid "" -"Use the appropriate layout properties depending on where you are going to " -"put it." +"Use the appropriate layout properties depending on where you are going to put " +"it." msgstr "" "Utilisez les propriétés de disposition selon où vous souhaitez le mettre." @@ -7311,8 +7369,8 @@ msgstr "Fixer au ratio actuel" msgid "Adjust anchors and offsets to match the current rect size." msgstr "" -"Ajuster les ancrages et les offsets pour correspondre à la taille actuelle " -"du rectangle." +"Ajuster les ancrages et les offsets pour correspondre à la taille actuelle du " +"rectangle." msgid "" "When active, moving Control nodes changes their anchors instead of their " @@ -7402,8 +7460,8 @@ msgid "" "You don't need to enable it to use the GDScript debugger locally." msgstr "" "Lorsque cette option est activée, l'utilisation de l'option déployer en un " -"clic permet à l'exécutable de tenter de se connecter à l'IP de cet " -"ordinateur afin que le projet en cours puisse être débogué.\n" +"clic permet à l'exécutable de tenter de se connecter à l'IP de cet ordinateur " +"afin que le projet en cours puisse être débogué.\n" "Cette option est destinée à être utilisée pour le débogage à distance " "(généralement avec un appareil mobile).\n" "Il n'est pas nécessaire de l'activer pour utiliser le débogueur GDScript en " @@ -7420,10 +7478,9 @@ msgid "" "On Android, deploying will use the USB cable for faster performance. This " "option speeds up testing for projects with large assets." msgstr "" -"Lorsque cette option est activée, l'exportation ou le déploiement produira " -"un exécutable minimal.\n" -"L'éditeur fournira le système de fichiers à partir du projet, via le " -"réseau.\n" +"Lorsque cette option est activée, l'exportation ou le déploiement produira un " +"exécutable minimal.\n" +"L'éditeur fournira le système de fichiers à partir du projet, via le réseau.\n" "Sur Android, le déploiement utilisera le câble USB pour une meilleure " "performance. Cette option accélère les tests pour les jeux gourmands en " "ressources." @@ -7462,8 +7519,8 @@ msgid "Synchronize Scene Changes" msgstr "Synchroniser les modifications des scènes" msgid "" -"When this option is enabled, any changes made to the scene in the editor " -"will be replicated in the running project.\n" +"When this option is enabled, any changes made to the scene in the editor will " +"be replicated in the running project.\n" "When used remotely on a device, this is more efficient when the network " "filesystem option is enabled." msgstr "" @@ -7476,15 +7533,15 @@ msgid "Synchronize Script Changes" msgstr "Synchroniser les modifications des scripts" msgid "" -"When this option is enabled, any script that is saved will be reloaded in " -"the running project.\n" +"When this option is enabled, any script that is saved will be reloaded in the " +"running project.\n" "When used remotely on a device, this is more efficient when the network " "filesystem option is enabled." msgstr "" "Lorsque cette option est activée, tout script enregistré sera de nouveau " "chargé pendant le déroulement du jeu.\n" -"Quand elle est utilisée à distance sur un périphérique, cette option est " -"plus efficace avec le système de fichiers réseau." +"Quand elle est utilisée à distance sur un périphérique, cette option est plus " +"efficace avec le système de fichiers réseau." msgid "Keep Debug Server Open" msgstr "Garder le serveur debug ouvert" @@ -7746,8 +7803,8 @@ msgid "" "No meshes to bake. Make sure they contain an UV2 channel and that the 'Bake " "Light' flag is on." msgstr "" -"Aucun maillage à précalculer. Assurez-vous qu'ils contiennent un canal UV2 " -"et que la propriété «Bake Light » est activée." +"Aucun maillage à précalculer. Assurez-vous qu'ils contiennent un canal UV2 et " +"que la propriété «Bake Light » est activée." msgid "Failed creating lightmap images, make sure path is writable." msgstr "" @@ -7857,8 +7914,7 @@ msgid "MeshInstance3D lacks a Mesh." msgstr "Le MeshInstance3D n'a pas de maillage." msgid "Mesh has no surface to create outlines from." -msgstr "" -"Le maillage n'a pas de surfaces où des contours pourraient être créées." +msgstr "Le maillage n'a pas de surfaces où des contours pourraient être créées." msgid "Mesh primitive type is not PRIMITIVE_TRIANGLES." msgstr "Le type de maillage primitif n'est pas PRIMITIVE_TRIANGLES." @@ -7935,8 +7991,8 @@ msgid "Create Outline Mesh..." msgstr "Créer un maillage de contour…" msgid "" -"Creates a static outline mesh. The outline mesh will have its normals " -"flipped automatically.\n" +"Creates a static outline mesh. The outline mesh will have its normals flipped " +"automatically.\n" "This can be used instead of the StandardMaterial Grow property when using " "that property isn't possible." msgstr "" @@ -8004,8 +8060,7 @@ msgstr "" msgid "No mesh source specified (and MultiMesh contains no Mesh)." msgstr "" -"Pas de maillage source spécifié (et le MultiMesh ne contient pas de " -"maillage)." +"Pas de maillage source spécifié (et le MultiMesh ne contient pas de maillage)." msgid "Mesh source is invalid (invalid path)." msgstr "La source du maillage est invalide (chemin non valide)." @@ -8717,8 +8772,8 @@ msgid "Add Environment to Scene" msgstr "Ajouter environnement à la scène" msgid "" -"Adds a WorldEnvironment node matching the preview environment settings to " -"the current scene.\n" +"Adds a WorldEnvironment node matching the preview environment settings to the " +"current scene.\n" "Hold Shift while clicking to also add the preview sun to the current scene." msgstr "" "Ajoute un nœud WorldEnvironment correspondant à la prévisualisation des " @@ -8735,12 +8790,12 @@ msgstr "" msgid "" "No meshes to bake.\n" -"Make sure there is at least one MeshInstance3D node in the scene whose " -"visual layers are part of the OccluderInstance3D's Bake Mask property." +"Make sure there is at least one MeshInstance3D node in the scene whose visual " +"layers are part of the OccluderInstance3D's Bake Mask property." msgstr "" "Aucun maillage à précalculer.\n" -"Assurez vous qu'il y a au moins un nœud MeshInstance3D dans la scène dont " -"les calques visuels font partie de la propriété de précalcul de masque de " +"Assurez vous qu'il y a au moins un nœud MeshInstance3D dans la scène dont les " +"calques visuels font partie de la propriété de précalcul de masque de " "OccluderInstance3D." msgid "Could not save the new occluder at the specified path:" @@ -8935,8 +8990,7 @@ msgstr "" "Créer un polygon personnalisé. Active le rendu des polygones personnalisés." msgid "" -"Remove a custom polygon. If none remain, custom polygon rendering is " -"disabled." +"Remove a custom polygon. If none remain, custom polygon rendering is disabled." msgstr "" "Supprimer un polygone personnalisé. S'il n'en reste aucun, le rendu des " "polygones personnalisés est désactivé." @@ -9373,6 +9427,9 @@ msgstr "Ouvrir fichier dans l'Inspecteur" msgid "Close File" msgstr "Fermer le fichier" +msgid "Make the shader editor floating." +msgstr "Rendre flotant l'éditeur de shaders." + msgid "No valid shader stages found." msgstr "Aucune étape valide de shader trouvée." @@ -9637,6 +9694,18 @@ msgstr "Déplacer l'image à droite" msgid "Select Frames" msgstr "Sélectionner des Trames" +msgid "Left to Right, Top to Bottom" +msgstr "De Gauche à Droite, de Haut en Bas" + +msgid "Left to Right, Bottom to Top" +msgstr "De Gauche à Droite, de Bas en Haut" + +msgid "Right to Left, Top to Bottom" +msgstr "De Droite à Gauche, de Haut en Bas" + +msgid "Right to Left, Bottom to Top" +msgstr "De Droite à Gauche, de Bas en Haut" + msgid "Size" msgstr "Taille" @@ -9790,8 +9859,7 @@ msgid "Select all visible font items." msgstr "Sélectionner tous les items de police visibles." msgid "Select all visible font items and their data." -msgstr "" -"Sélectionner tous les items de police visibles ainsi que leurs données." +msgstr "Sélectionner tous les items de police visibles ainsi que leurs données." msgid "Deselect all visible font items." msgstr "Désélectionner tous les items de police visibles." @@ -9847,8 +9915,8 @@ msgid "Import Selected" msgstr "Importer la sélection" msgid "" -"Import Items tab has some items selected. Selection will be lost upon " -"closing this window.\n" +"Import Items tab has some items selected. Selection will be lost upon closing " +"this window.\n" "Close anyway?" msgstr "" "L'onglet Importer des items a des items sélectionnés. La sélection sera " @@ -10021,9 +10089,9 @@ msgid "" "Pin this StyleBox as a main style. Editing its properties will update the " "same properties in all other StyleBoxes of this type." msgstr "" -"Épingler cette StyleBox comme style principal. Modifier ses propriétés " -"mettra à jour les mêmes propriétés dans toutes les autres StyleBoxes " -"appartenant à ce type." +"Épingler cette StyleBox comme style principal. Modifier ses propriétés mettra " +"à jour les mêmes propriétés dans toutes les autres StyleBoxes appartenant à " +"ce type." msgid "Add Item Type" msgstr "Ajouter un item de type" @@ -10042,8 +10110,7 @@ msgstr "Changer le type de base" msgid "Add a type from a list of available types or create a new one." msgstr "" -"Ajouter un type à partir d'une liste de types disponibles ou créer un " -"nouveau." +"Ajouter un type à partir d'une liste de types disponibles ou créer un nouveau." msgid "Show Default" msgstr "Afficher par défaut" @@ -10092,8 +10159,7 @@ msgid "Select UI Scene:" msgstr "Sélectionner une scène UI :" msgid "" -"Toggle the control picker, allowing to visually select control types for " -"edit." +"Toggle the control picker, allowing to visually select control types for edit." msgstr "" "Active le sélectionneur de contrôle, qui permet de sélectionner visuellement " "des types de contrôles à modifier." @@ -10168,8 +10234,8 @@ msgstr "" msgid "Invalid PackedScene resource, must have a Control node at its root." msgstr "" -"Ressource PackedScene invalide. La scène doit avoir un nœud de type Control " -"à sa racine." +"Ressource PackedScene invalide. La scène doit avoir un nœud de type Control à " +"sa racine." msgid "Invalid file, not a PackedScene resource." msgstr "Fichier invalide, pas une ressource PackedScene." @@ -10177,6 +10243,24 @@ msgstr "Fichier invalide, pas une ressource PackedScene." msgid "Reload the scene to reflect its most actual state." msgstr "Recharge la scène pour refléter son état le plus actuel." +msgid "" +"Source: %d\n" +"Atlas coordinates: %s\n" +"Alternative: 0" +msgstr "" +"Source  : %d\n" +"Coordonnées de l'Atlas  : %s\n" +"Alternative  : 0" + +msgid "" +"Source: %d\n" +"Atlas coordinates: %s\n" +"Alternative: %d" +msgstr "" +"Source : %d\n" +"Coordonnées dans l'Atlas : %s\n" +"Alternative : %d" + msgid "No atlas source with a valid texture selected." msgstr "Aucune source d'atlas avec une texture valide n'a été sélectionnée." @@ -10231,6 +10315,9 @@ msgstr "Aucun terrains" msgid "No terrain" msgstr "Aucun terrain" +msgid "Scene Collection Source (ID: %d)" +msgstr "Source de collection de la scène (ID  : %d)" + msgid "Unknown Type Source (ID: %d)" msgstr "Source de type inconnu (ID : %d)" @@ -10240,6 +10327,11 @@ msgstr "Maj + Ctrl : Dessiner un rectangle." msgid "Bucket" msgstr "Seau de remplissage" +msgid "Alternatively hold Ctrl with other tools to pick tile." +msgstr "" +"Alternativement, rester appuyé sur Ctrl avec les autres outils pour " +"sélectionner une tuile." + msgid "Eraser" msgstr "Effaceur" @@ -10248,18 +10340,135 @@ msgstr "Tuiles" msgid "Drag and drop or paste a TileMap selection here to store a pattern." msgstr "" -"Glisser et déposer ou copier une sélection TileMap ici pour stocker un " -"modèle." +"Glisser et déposer ou copier une sélection TileMap ici pour stocker un modèle." + +msgid "Matches Corners and Sides" +msgstr "Faire correspondre les Coins et les Cotés" + +msgid "Replace Tiles with Proxies" +msgstr "Remplace les Tuiles avec des Proxys" + +msgid "No Layers" +msgstr "Aucun Calque" + +msgid "Select Next Tile Map Layer" +msgstr "Sélectionner le Prochain Calque de la Carte de Tuiles" msgid "Toggle grid visibility." msgstr "Activer la vue de la grille." +msgid "Automatically Replace Tiles with Proxies" +msgstr "Remplacer Automatiquement les Tuiles avec des Proxys" + +msgid "" +"The edited TileMap node has no TileSet resource.\n" +"Create or load a TileSet resource in the Tile Set property in the inspector." +msgstr "" +"Le noeud TileMap édité n'a aucune ressource TileSet.\n" +"Dans la propriété Tile Set dans l'inspecteur, créez ou chargez une ressource " +"TileSet ." + +msgid "Remove Tile Proxies" +msgstr "Retirer les Proxys de Tuiles" + +msgid "Create Alternative-level Tile Proxy" +msgstr "Créer un Proxy d'une Tuile Niveau-Alternatif" + +msgid "Create Coords-level Tile Proxy" +msgstr "Créer un Proxy d'une Tuile Niveau-Coords" + +msgid "Create source-level Tile Proxy" +msgstr "Créer un Proxy d'une Tuile Niveau-Source" + +msgid "Delete All Invalid Tile Proxies" +msgstr "Supprimer Tous les Proxys de Tuiles Invalides" + msgid "Delete All Tile Proxies" -msgstr "Supprimer tous les proxys de tuiles" +msgstr "Supprimer Tous les Proxys de Tuiles" + +msgid "Tile Proxies Management" +msgstr "Gestion des Proxys de Tuiles" + +msgid "Source-level proxies" +msgstr "Proxys Niveau-Source" + +msgid "Coords-level proxies" +msgstr "Proxys Niveau-Coords" + +msgid "Alternative-level proxies" +msgstr "Proxys Niveau-Alternatif" + +msgid "Add a new tile proxy:" +msgstr "Ajouter un Nouveau Proxy de Tuile :" msgid "Atlas" msgstr "Atlas" +msgid "Alternative Tile" +msgstr "Tuile Alternative" + +msgid "" +"Selected tile:\n" +"Source: %d\n" +"Atlas coordinates: %s\n" +"Alternative: %d" +msgstr "" +"Tuile sélectionnée :\n" +"Source : %d\n" +"Coordonnées de l'Atlas : %s\n" +"Alternative : %d" + +msgid "Texture Origin" +msgstr "Origine de la Texture" + +msgid "Z Index" +msgstr "Index Z" + +msgid "Probability" +msgstr "Probabilité" + +msgid "Physics" +msgstr "Physique" + +msgid "Physics Layer %d" +msgstr "Calque physique %d" + +msgid "Navigation Layer %d" +msgstr "Calque de Navigation %d" + +msgid "Custom Data" +msgstr "Données Personnalisées" + +msgid "Custom Data %d" +msgstr "Données Personalisées %d" + +msgid "Select a property editor" +msgstr "Sélectionner un éditeur de propriétés" + +msgid "Create tiles" +msgstr "Créer des tuiles" + +msgid "Remove tiles" +msgstr "Retirer tuiles" + +msgid "Move a tile" +msgstr "Déplacer une tuile" + +msgid "Select tiles" +msgstr "Sélectionner tuiles" + +msgid "Resize a tile" +msgstr "Redimensionner une tuile" + +msgid "Remove tile" +msgstr "Retirer la tuile" + +msgid "Create tiles in non-transparent texture regions" +msgstr "Créer des tuiles dans les régions de textures non transparentes" + +msgid "Remove tiles in fully transparent texture regions" +msgstr "Retirer des tuiles dans les régions de textures non transparentes" + msgid "Setup" msgstr "Configuration" @@ -10276,9 +10485,22 @@ msgstr "Sélectionner tuiles." msgid "No tiles selected." msgstr "Aucune tuiles sélectionnées." +msgid "Create a Tile" +msgstr "Créer une Tuile" + +msgid "" +"The atlas's texture was modified.\n" +"Would you like to automatically create tiles in the atlas?" +msgstr "" +"La texture de l'atlas a été modifiée.\n" +"Voulez-vous automatiquement créer des tuiles dans l'atlas ?" + msgid "Yes" msgstr "Oui" +msgid "No" +msgstr "Non" + msgid "Add a new atlas source" msgstr "Ajouter une nouvelle source d'atlas" @@ -10288,6 +10510,9 @@ msgstr "Ajouter une tuile de scène" msgid "Scenes collection properties:" msgstr "Propriétés de la collection de scènes :" +msgid "Tile properties:" +msgstr "Filtrer les propriétés :" + msgid "TileSet" msgstr "TileSet" @@ -10774,8 +10999,8 @@ msgid "" "SmoothStep function( scalar(edge0), scalar(edge1), scalar(x) ).\n" "\n" "Returns 0.0 if 'x' is smaller than 'edge0' and 1.0 if x is larger than " -"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 " -"using Hermite polynomials." +"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 using " +"Hermite polynomials." msgstr "" "SmoothStep function( scalar(edge0), scalar(edge1), scalar(x) ).\n" "\n" @@ -10793,8 +11018,7 @@ msgstr "" "Retourne 0.0 si 'x' est inférieur à 'edge' sinon 1.0." msgid "" -"(Fragment/Light mode only) (Scalar) Sum of absolute derivative in 'x' and " -"'y'." +"(Fragment/Light mode only) (Scalar) Sum of absolute derivative in 'x' and 'y'." msgstr "" "(Mode Fragment/Light uniquement) (Scalaire) Somme des dérivées absolues en " "'x' et 'y'." @@ -10835,8 +11059,8 @@ msgstr "" "(matrice à une colonne) et le second paramètre 'r' comme un vecteur ligne " "(matrice à une ligne) et multiplie la matrice algébrique linéaire par 'c * " "r', ce qui donne un matrice dont le nombre de lignes est le nombre de " -"composants dans 'c' et dont le nombre de colonnes est le nombre de " -"composants dans 'r'." +"composants dans 'c' et dont le nombre de colonnes est le nombre de composants " +"dans 'r'." msgid "Composes transform from four vectors." msgstr "Créer un Transform à partir de quatre vecteurs." @@ -10847,6 +11071,13 @@ msgstr "Décompose un Transform en quatre vecteurs." msgid "Calculates the determinant of a transform." msgstr "Calcule le déterminant d'un Transform." +msgid "" +"Calculates how the object should face the camera to be applied on Model View " +"Matrix output port for 3D objects." +msgstr "" +"Calcule la façon dont l'objet devrait faire face à la caméra pour être " +"appliqué au port de sortie Model View Matrix pour objets 3D." + msgid "Calculates the inverse of a transform." msgstr "Calcule l'inverse d'un Transform." @@ -10856,6 +11087,9 @@ msgstr "Calcule la transposition d'une transformation." msgid "Sums two transforms." msgstr "Additionne deux transformations." +msgid "Performs per-component multiplication of two transforms." +msgstr "Performe une multiplication par composants de deux transformations." + msgid "Subtracts two transforms." msgstr "Soustrait deux transformations." @@ -10865,6 +11099,14 @@ msgstr "Multiplie un vecteur par un Transform." msgid "Transform constant." msgstr "Constante Transform." +msgid "Returns a random value between the minimum and maximum input values." +msgstr "" +"Retourne une valeur aléatoire entre le minimum et le maximum des valeurs " +"entrées." + +msgid "Remaps a given input from the input range to the output range." +msgstr "Remappe une entrée donnée de la plage d'entrée à la plage de sortie." + msgid "Vector function." msgstr "Fonction vecteur." @@ -10907,8 +11149,8 @@ msgstr "" "N. Sinon, -N est renvoyé." msgid "" -"Returns falloff based on the dot product of surface normal and view " -"direction of camera (pass associated inputs to it)." +"Returns falloff based on the dot product of surface normal and view direction " +"of camera (pass associated inputs to it)." msgstr "" "Renvoie l'atténuation en fonction du produit scalaire de la surface normale " "et de la direction de la caméra (transmettez-lui les entrées associées)." @@ -10935,8 +11177,8 @@ msgid "" "Returns the vector that points in the direction of reflection ( a : incident " "vector, b : normal vector )." msgstr "" -"Renvoie le vecteur qui pointe dans la direction de la réflexion ( a : " -"vecteur incident, b : vecteur normal )." +"Renvoie le vecteur qui pointe dans la direction de la réflexion ( a : vecteur " +"incident, b : vecteur normal )." msgid "Returns the vector that points in the direction of refraction." msgstr "Renvoie le vecteur qui pointe dans la direction de la réfraction." @@ -10945,8 +11187,8 @@ msgid "" "SmoothStep function( vector(edge0), vector(edge1), vector(x) ).\n" "\n" "Returns 0.0 if 'x' is smaller than 'edge0' and 1.0 if 'x' is larger than " -"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 " -"using Hermite polynomials." +"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 using " +"Hermite polynomials." msgstr "" "SmoothStep function( vector(edge0), vector(edge1), vector(x) ).\n" "\n" @@ -10958,8 +11200,8 @@ msgid "" "SmoothStep function( scalar(edge0), scalar(edge1), vector(x) ).\n" "\n" "Returns 0.0 if 'x' is smaller than 'edge0' and 1.0 if 'x' is larger than " -"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 " -"using Hermite polynomials." +"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 using " +"Hermite polynomials." msgstr "" "SmoothStep function( scalar(edge0), scalar(edge1), vector(x) ).\n" "\n" @@ -10986,11 +11228,16 @@ msgstr "" "Retourne 0.0 si 'x' est inférieur à 'edge', sinon 1.0." msgid "" -"(Fragment/Light mode only) (Vector) Sum of absolute derivative in 'x' and " -"'y'." +"(Fragment/Light mode only) (Vector) Sum of absolute derivative in 'x' and 'y'." msgstr "" -"(Mode Fragment/Light uniquement) (Vecteur) Somme des dérivées absolues en " -"'x' et 'y'." +"(Mode Fragment/Light uniquement) (Vecteur) Somme des dérivées absolues en 'x' " +"et 'y'." + +msgid "" +"A rectangular area with a description string for better graph organization." +msgstr "" +"Une aire rectangulaire avec une chaîne de caractères descriptive pour une " +"meilleure organisation du graphe." msgid "" "Custom Godot Shader Language expression, with custom amount of input and " @@ -11008,6 +11255,15 @@ msgstr "Modifier la propriété visuelle :" msgid "Visual Shader Mode Changed" msgstr "Mode Visual Shader changé" +msgid "Voxel GI data is not local to the scene." +msgstr "Données Voxel GI ne sont pas locales à la scène." + +msgid "Voxel GI data is part of an imported resource." +msgstr "Données Voxel GI font parti d'une ressource importée." + +msgid "Voxel GI data is an imported resource." +msgstr "Données Voxel GI sont une ressource importée." + msgid "Bake VoxelGI" msgstr "Calcul de VoxelGI" @@ -11033,6 +11289,13 @@ msgstr "Veuillez choisir un fichier \"project.godot\" ou \".zip\"." msgid "This directory already contains a Godot project." msgstr "Ce répertoire contient déjà un projet Godot." +msgid "" +"You cannot save a project in the selected path. Please make a new folder or " +"choose a new path." +msgstr "" +"Vous ne pouvez pas enregistrer un projet dans le chemin sélectionné. Veuillez " +"créer un nouveau dossier ou choisir un autre chemin." + msgid "" "The selected path is not empty. Choosing an empty folder is highly " "recommended." @@ -11058,6 +11321,48 @@ msgstr "Un dossier avec le nom spécifié existe déjà dans ce chemin." msgid "It would be a good idea to name your project." msgstr "Ce serait une bonne idée de donner un nom à votre projet." +msgid "Supports desktop platforms only." +msgstr "Ne supporte que les technologies pour PC de bureau." + +msgid "Advanced 3D graphics available." +msgstr "Graphiques 3D avancés disponibles." + +msgid "Can scale to large complex scenes." +msgstr "Peu s'adapter à de grandes scènes complexes." + +msgid "Uses RenderingDevice backend." +msgstr "Utilise le backend RenderingDevice." + +msgid "Slower rendering of simple scenes." +msgstr "Rendu plus lent de scènes simples." + +msgid "Supports desktop + mobile platforms." +msgstr "Supporte les technologies pour PC de bureau + plateformes mobiles." + +msgid "Less advanced 3D graphics." +msgstr "Graphiques 3D moins avancés." + +msgid "Less scalable for complex scenes." +msgstr "Moins évolutif pour les scènes complexes." + +msgid "Fast rendering of simple scenes." +msgstr "Rendu rapide pour les scènes simples." + +msgid "Supports desktop, mobile + web platforms." +msgstr "Supporte les plateformes pour PC de bureau, mobile + web." + +msgid "Least advanced 3D graphics (currently work-in-progress)." +msgstr "Graphiques 3D les moins avancés (actuellement un travail en cours)." + +msgid "Intended for low-end/older devices." +msgstr "Destiné aux appareils moins performants/plus vieux." + +msgid "Uses OpenGL 3 backend (OpenGL 3.3/ES 3.0/WebGL2)." +msgstr "Utilise un backend OpenGL 3 (OpenGL 3.3/ES 3.0/WebGL2)." + +msgid "Fastest rendering of simple scenes." +msgstr "Rendu le plus rapide pour les scènes simples." + msgid "Invalid project path (changed anything?)." msgstr "Chemin de projet non valide (avez-vous changé quelque chose ?)." @@ -11160,8 +11465,8 @@ msgid "" "Warning: You won't be able to open the project with previous versions of the " "engine anymore." msgstr "" -"Le fichier de configuration de projet ci-dessous n'indique pas par quelle " -"version de Godot il a été généré.\n" +"Le projet sélectionné « %s » n'indique pas la version de Godot qu'il supporte " +"dans son fichier de configuration (« project.godot »).\n" "\n" "Chemin du projet : %s\n" "\n" @@ -11179,8 +11484,7 @@ msgid "" "\n" "You have three options:\n" "- Convert only the configuration file (\"project.godot\"). Use this to open " -"the project without attempting to convert its scenes, resources and " -"scripts.\n" +"the project without attempting to convert its scenes, resources and scripts.\n" "- Convert the entire project including its scenes, resources and scripts " "(recommended if you are upgrading).\n" "- Do nothing and go back.\n" @@ -11215,8 +11519,8 @@ msgid "" "Warning: You won't be able to open the project with previous versions of the " "engine anymore." msgstr "" -"Le fichier de configuration de projet ci-dessous a été généré par une " -"précédente version du moteur, et doit être mis à niveau pour cette version.\n" +"Le projet sélectionné « %s » a été généré par une version antérieure du " +"moteur, et doit être converti à la version actuelle.\n" "\n" "Chemin du projet : %s\n" "\n" @@ -11251,6 +11555,9 @@ msgstr "" "C#.\n" "\n" +msgid "Open anyway? Project will be modified." +msgstr "Ouvrir quand même ? Le projet sera modifié." + msgid "" "Can't run project: no main scene defined.\n" "Please edit the project and set the main scene in the Project Settings under " @@ -11270,6 +11577,9 @@ msgstr "" msgid "Are you sure to run %d projects at once?" msgstr "Voulez-vous vraiment lancer %d projets à la fois ?" +msgid "Tag name must be lowercase." +msgstr "Nom de la balise doit être minuscule." + msgid "Remove %d projects from the list?" msgstr "Retirer %d projets de la liste ?" @@ -11305,8 +11615,8 @@ msgstr "Gestionnaire de projets" msgid "" "This field filters projects by name and last path component.\n" -"To filter projects by name and full path, the query must contain at least " -"one `/` character." +"To filter projects by name and full path, the query must contain at least one " +"`/` character." msgstr "" "La barre de recherche filtre les projets par leur nom et la dernière partie " "de leur chemin d'accès.\n" @@ -11316,6 +11626,9 @@ msgstr "" msgid "Loading, please wait..." msgstr "Chargement en cours, veuillez patienter..." +msgid "Tags" +msgstr "Balises" + msgid "New Project" msgstr "Nouveau projet" @@ -11352,29 +11665,6 @@ msgstr "Supprimer tout" msgid "Also delete project contents (no undo!)" msgstr "Supprimer les contenus du projet également (pas d'annulation !)" -msgid "" -"This option will perform full project conversion, updating scenes, resources " -"and scripts from Godot 3.x to work in Godot 4.0.\n" -"\n" -"Note that this is a best-effort conversion, i.e. it makes upgrading the " -"project easier, but it will not open out-of-the-box and will still require " -"manual adjustments.\n" -"\n" -"IMPORTANT: Make sure to backup your project before converting, as this " -"operation makes it impossible to open it in older versions of Godot." -msgstr "" -"Cette option effectuera une conversion complète du projet, mettant à jour " -"les scènes, ressources et scripts de Godot 3.x pour travailler avec Godot 4." -"x.\n" -"\n" -"Veuillez noter que ceci est une conversion faite au mieux, c'est-à-dire que " -"la mise à jour du projet est facilité mais qu'il ne s'ouvrira pas en l'état " -"et demandera des ajustements manuels.\n" -"\n" -"IMPORTANT : Veuillez vous assurer de faire une copie de votre projet avant " -"de le convertir puisque cette opération rend impossible son ouverture dans " -"les versions antérieures de Godot." - msgid "Can't run project" msgstr "Impossible de lancer le projet" @@ -11385,12 +11675,24 @@ msgstr "" "Vous n'avez pour l'instant aucun projets.\n" "Voulez-vous explorer des exemples de projets officiels dans l'Asset Library ?" +msgid "Click tag to remove it from the project." +msgstr "Cliquez sur la balise pour la retirer du projet." + +msgid "Click tag to add it to the project." +msgstr "Cliquez sur la balise pour l'ajouter au projet." + +msgid "Tags are capitalized automatically when displayed." +msgstr "Les balises sont automatiquement en majuscules lorsqu'affichées." + msgid "Add Project Setting" msgstr "Ajouter paramètre de projet" msgid "Delete Item" msgstr "Supprimer élément" +msgid "(All)" +msgstr "(Tout)" + msgid "Add Input Action" msgstr "Ajouter une action d'entrée" @@ -11544,6 +11846,9 @@ msgstr "Scène 3D" msgid "User Interface" msgstr "Interface utilisateur" +msgid "Leave empty to use scene name" +msgstr "Laisser vide pour utiliser le nom de la scène" + msgid "Error loading scene from %s" msgstr "Erreur de chargement de la scène depuis %s" @@ -11594,8 +11899,10 @@ msgstr "Supprimer le nœud \"%s\" et ses enfants ?" msgid "Delete node \"%s\"?" msgstr "Supprimer le nœud \"%s\" ?" -msgid "" -"Saving the branch as a scene requires having a scene open in the editor." +msgid "Some nodes are referenced by animation tracks." +msgstr "Certains noeuds sont référencés par les pistes d'animation." + +msgid "Saving the branch as a scene requires having a scene open in the editor." msgstr "" "Pour sauvegarder la branche en tant que scène, il faut qu'une scène soit " "ouverte dans l'éditeur." @@ -11604,8 +11911,8 @@ msgid "" "Saving the branch as a scene requires selecting only one node, but you have " "selected %d nodes." msgstr "" -"Pour sauvegarder la branche en tant que scène, il faut sélectionner " -"seulement un nœud, mais vous avez sélectionné %d nœuds." +"Pour sauvegarder la branche en tant que scène, il faut sélectionner seulement " +"un nœud, mais vous avez sélectionné %d nœuds." msgid "" "Can't save a branch which is a child of an already instantiated scene.\n" @@ -11640,8 +11947,8 @@ msgstr "" "propriétés du nœud." msgid "" -"Enabling \"Load As Placeholder\" will disable \"Editable Children\" and " -"cause all properties of the node to be reverted to their default." +"Enabling \"Load As Placeholder\" will disable \"Editable Children\" and cause " +"all properties of the node to be reverted to their default." msgstr "" "L'activation de \"Load As Placeholder\" désactivera \"Editable Children\" et " "ramènera toutes les propriétés du nœud à leur valeur par défaut." @@ -11722,6 +12029,13 @@ msgstr "Auto-déplier jusqu'à la sélection" msgid "Filters" msgstr "Filtres" +msgid "" +"Selects all Nodes belonging to the given group.\n" +"If empty, selects any Node belonging to any group." +msgstr "" +"Sélectionne tous les Noeuds appartenant au groupe donné.\n" +"Si vide, sélectionne n'importe quel Noeud appartenant à n'importe quel groupe." + msgid "" "Cannot attach a script: there are no languages registered.\n" "This is probably because this editor was built with all language modules " @@ -11851,8 +12165,8 @@ msgstr "" "être modifiés à l'aide d'un éditeur externe." msgid "" -"Warning: Having the script name be the same as a built-in type is usually " -"not desired." +"Warning: Having the script name be the same as a built-in type is usually not " +"desired." msgstr "" "Avertissement : Il n'est généralement pas souhaitable que le nom du script " "soit le même que celui d'un type intégré." @@ -12032,8 +12346,8 @@ msgid "" "Unable to load .NET runtime, no compatible version was found.\n" "Attempting to create/edit a project will lead to a crash.\n" "\n" -"Please install the .NET SDK 6.0 or later from https://dotnet.microsoft.com/" -"en-us/download and restart Godot." +"Please install the .NET SDK 6.0 or later from https://dotnet.microsoft.com/en-" +"us/download and restart Godot." msgstr "" "Impossible de charger l'environnement d'exécution .NET, aucune version " "compatible n'a été trouvé.\n" @@ -12049,8 +12363,8 @@ msgid "" "Unable to load .NET runtime, specifically hostfxr.\n" "Attempting to create/edit a project will lead to a crash.\n" "\n" -"Please install the .NET SDK 6.0 or later from https://dotnet.microsoft.com/" -"en-us/download and restart Godot." +"Please install the .NET SDK 6.0 or later from https://dotnet.microsoft.com/en-" +"us/download and restart Godot." msgstr "" "Impossible de charger l'environnement d'exécution .NET, notamment hostfxr.\n" "Tenter de créer/modifier un projet mènera à un crash.\n" @@ -12117,8 +12431,8 @@ msgstr "Les segments du paquet doivent être de longueur non nulle." msgid "The character '%s' is not allowed in Android application package names." msgstr "" -"Le caractère « %s » n'est pas autorisé dans les noms de paquet " -"d'applications Android." +"Le caractère « %s » n'est pas autorisé dans les noms de paquet d'applications " +"Android." msgid "A digit cannot be the first character in a package segment." msgstr "" @@ -12148,8 +12462,8 @@ msgstr "" "valide." msgid "" -"\"Min SDK\" cannot be lower than %d, which is the version needed by the " -"Godot library." +"\"Min SDK\" cannot be lower than %d, which is the version needed by the Godot " +"library." msgstr "" "« Min SDK » ne peut être inférieur à %d, la version requise par la libraire " "de Godot." @@ -12193,8 +12507,8 @@ msgid "" "Android build template not installed in the project. Install it from the " "Project menu." msgstr "" -"Le modèle de compilation Android n'est pas installé dans le projet. " -"Installez-le à partir du menu Projet." +"Le modèle de compilation Android n'est pas installé dans le projet. Installez-" +"le à partir du menu Projet." msgid "" "Either Debug Keystore, Debug User AND Debug Password settings must be " @@ -12244,8 +12558,7 @@ msgid "Missing 'build-tools' directory!" msgstr "Dossier « build-tools » manquant !" msgid "Unable to find Android SDK build-tools' apksigner command." -msgstr "" -"Impossible de trouver la commande apksigner du SDK Android build-tools." +msgstr "Impossible de trouver la commande apksigner du SDK Android build-tools." msgid "" "\"Target SDK\" %d is higher than the default version %d. This may work, but " @@ -12258,8 +12571,8 @@ msgid "Code Signing" msgstr "Signature du code" msgid "" -"'apksigner' could not be found. Please check that the command is available " -"in the Android SDK build-tools directory. The resulting %s is unsigned." +"'apksigner' could not be found. Please check that the command is available in " +"the Android SDK build-tools directory. The resulting %s is unsigned." msgstr "" "Impossible de trouver 'apksigner'. Veuillez vérifier que la commande est " "disponible dans le dossier build-tools du SDK Android. Le %s resultant n'est " @@ -12338,12 +12651,12 @@ msgid "Building Android Project (gradle)" msgstr "Construire le Project Android (gradle)" msgid "" -"Building of Android project failed, check output for the error. " -"Alternatively visit docs.godotengine.org for Android build documentation." +"Building of Android project failed, check output for the error. Alternatively " +"visit docs.godotengine.org for Android build documentation." msgstr "" -"La construction du projet Android a échoué, vérifiez la sortie pour " -"l'erreur. Sinon, visitez docs.godotengine.org pour la documentation de " -"construction Android." +"La construction du projet Android a échoué, vérifiez la sortie pour l'erreur. " +"Sinon, visitez docs.godotengine.org pour la documentation de construction " +"Android." msgid "Moving output" msgstr "Déplacement du résultat" @@ -12556,8 +12869,8 @@ msgid "Invalid export format." msgstr "Format d'export invalide." msgid "" -"Relative symlinks are not supported on this OS, the exported project might " -"be broken!" +"Relative symlinks are not supported on this OS, the exported project might be " +"broken!" msgstr "" "Les liens symboliques relatifs ne sont pas supportés sur ce système " "d'exploitation, le projet exporté pourrait être cassé !" @@ -12606,8 +12919,8 @@ msgid "" "Warning: Notarization is disabled. The exported project will be blocked by " "Gatekeeper if it's downloaded from an unknown source." msgstr "" -"Attention : La notarisation est désactivée. Le projet exporté sera bloqué " -"par Gatekeeper s'il est téléchargé depuis une source inconnue." +"Attention : La notarisation est désactivée. Le projet exporté sera bloqué par " +"Gatekeeper s'il est téléchargé depuis une source inconnue." msgid "" "Code signing is disabled. The exported project will not run on Macs with " @@ -12618,8 +12931,8 @@ msgstr "" "Silicon." msgid "" -"Code signing: Using ad-hoc signature. The exported project will be blocked " -"by Gatekeeper" +"Code signing: Using ad-hoc signature. The exported project will be blocked by " +"Gatekeeper" msgstr "" "Signature du code : utilise une signature ad-hoc. Le projet exporté sera " "bloqué par Gatekeeper" @@ -12746,8 +13059,8 @@ msgid "Failed to remove temporary file \"%s\"." msgstr "Impossible de supprimer le fichier temporaire \"%s\"." msgid "" -"The rcedit tool must be configured in the Editor Settings (Export > Windows " -"> rcedit) to change the icon or app information data." +"The rcedit tool must be configured in the Editor Settings (Export > Windows > " +"rcedit) to change the icon or app information data." msgstr "" "L'outil « rcedit » doit être configuré dans les paramètres de l'éditeur " "(Exporter > Windows > rcedit) pour modifier l'icône ou les informations de " @@ -12758,8 +13071,8 @@ msgstr "Les exécutables Windows ne peuvent pas peser >= 4Gio." msgid "" "This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " -"define its shape." +"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to define " +"its shape." msgstr "" "Ce nœud n'a pas de forme, il ne peut donc pas entrer en collision ou " "interagir avec d'autres objets.\n" @@ -12834,8 +13147,8 @@ msgid "" "A texture with the shape of the light must be supplied to the \"Texture\" " "property." msgstr "" -"Une texture avec la forme de la lumière doit être fournie dans la propriété " -"« Texture »." +"Une texture avec la forme de la lumière doit être fournie dans la propriété « " +"Texture »." msgid "" "An occluder polygon must be set (or drawn) for this occluder to take effect." @@ -12862,8 +13175,8 @@ msgstr "" msgid "PathFollow2D only works when set as a child of a Path2D node." msgstr "" -"Le nœud PathFollow2D ne fonctionne que s'il est défini en tant qu'enfant " -"d'un nœud de type Path2D." +"Le nœud PathFollow2D ne fonctionne que s'il est défini en tant qu'enfant d'un " +"nœud de type Path2D." msgid "" "A PhysicalBone2D only works with a Skeleton2D or another PhysicalBone2D as a " @@ -12882,8 +13195,8 @@ msgstr "Cette chaîne Bone2D doit se terminer sur un nœud Skeleton2D." msgid "A Bone2D only works with a Skeleton2D or another Bone2D as parent node." msgstr "" -"Un nœud de type Bone2D ne fonctionne qu'avec un Skeleton2D ou un autre " -"Bone2D en tant que nœud parent." +"Un nœud de type Bone2D ne fonctionne qu'avec un Skeleton2D ou un autre Bone2D " +"en tant que nœud parent." msgid "" "This bone lacks a proper REST pose. Go to the Skeleton2D node and set one." @@ -12897,8 +13210,8 @@ msgid "" "Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " "CharacterBody3D, etc. to give them a shape." msgstr "" -"CollisionPolygon3D sert uniquement à fournir une forme de collision à un " -"nœud dérivé de CollisionObject3D.\n" +"CollisionPolygon3D sert uniquement à fournir une forme de collision à un nœud " +"dérivé de CollisionObject3D.\n" "Veuillez l'utiliser uniquement comme enfant d'Area3D, StaticBody3D, " "RigidBody3D, CharacterBody3D, etc. pour leur donner une forme." @@ -12916,15 +13229,13 @@ msgstr "" msgid "Nothing is visible because no mesh has been assigned." msgstr "Rien n'est visible car aucun maillage n'a été assigné." -msgid "" -"Nothing is visible because meshes have not been assigned to draw passes." +msgid "Nothing is visible because meshes have not been assigned to draw passes." msgstr "" "Rien n'est visible car les maillages n'ont pas été assignés au tirage des " "passes." msgid "Projector texture only works with shadows active." -msgstr "" -"La texture du projecteur fonctionne uniquement avec les ombres actives." +msgstr "La texture du projecteur fonctionne uniquement avec les ombres actives." msgid "" "Projector textures are not supported when using the GL Compatibility backend " @@ -12963,6 +13274,13 @@ msgstr "Génération des Volumes de Sondes" msgid "Generating Probe Acceleration Structures" msgstr "Génération des Structures d’Accélération de la Sonde" +msgid "" +"LightmapGI nodes are not supported when using the GL Compatibility backend " +"yet. Support will be added in a future release." +msgstr "" +"Les noeuds LightMapGI ne sont pas pris en charge lors de l'utilisation du " +"backend GL Compatibility. Soutien sera ajouté dans une version future." + msgid "" "NavigationLink3D start position should be different than the end position to " "be useful." @@ -13043,8 +13361,8 @@ msgid "" "ButtonGroup is intended to be used only with buttons that have toggle_mode " "set to true." msgstr "" -"Le ButtonGroup est destiné à être utilisé seulement avec des boutons ayant " -"la valeur de toggle_mode définie sur true." +"Le ButtonGroup est destiné à être utilisé seulement avec des boutons ayant la " +"valeur de toggle_mode définie sur true." msgid "" "Color: #%s\n" @@ -13075,12 +13393,12 @@ msgid "Add current color as a preset." msgstr "Ajouter la couleur courante comme préréglage." msgid "" -"Container by itself serves no purpose unless a script configures its " -"children placement behavior.\n" +"Container by itself serves no purpose unless a script configures its children " +"placement behavior.\n" "If you don't intend to add a script, use a plain Control node instead." msgstr "" -"Le conteneur en lui-même ne sert à rien à moins qu'un script ne configure " -"son comportement de placement de ses enfants.\n" +"Le conteneur en lui-même ne sert à rien à moins qu'un script ne configure son " +"comportement de placement de ses enfants.\n" "Si vous n'avez pas l'intention d'ajouter un script, utilisez plutôt un nœud " "Control." @@ -13114,14 +13432,31 @@ msgid "" "Use a container as child (VBox, HBox, etc.), or a Control and set the custom " "minimum size manually." msgstr "" -"ScrollContainer est conçu pour fonctionner avec un unique nœud enfant de " -"type Control.\n" +"ScrollContainer est conçu pour fonctionner avec un unique nœud enfant de type " +"Control.\n" "Utilisez un conteneur comme enfant (VBox, HBox, etc.) ou un Control et " "définissez manuellement la taille minimale personnalisée." +msgid "" +"This node doesn't have a SubViewport as child, so it can't display its " +"intended content.\n" +"Consider adding a SubViewport as a child to provide something displayable." +msgstr "" +"Ce noeud n'a pas SubViewPort en tant qu'enfant, alors il ne peut pas afficher " +"le contenu attendu. \n" +"Veuillez considérer ajouter un SubViewPort en tant qu'enfant pour fournir " +"quelque chose d'affichable." + msgid "(Other)" msgstr "(Autre)" +msgid "" +"This node was saved as class type '%s', which was no longer available when " +"this scene was loaded." +msgstr "" +"Ce noeud a été sauvegardé en tant que classe de type '%s', qui n'était plus " +"disponible lorsque cette scène fut chargée." + msgid "" "Setting node name '%s' to be unique within scene for '%s', but it's already " "claimed by '%s'.\n" @@ -13150,13 +13485,13 @@ msgstr "" msgid "" "Very low timer wait times (< 0.05 seconds) may behave in significantly " "different ways depending on the rendered or physics frame rate.\n" -"Consider using a script's process loop instead of relying on a Timer for " -"very low wait times." +"Consider using a script's process loop instead of relying on a Timer for very " +"low wait times." msgstr "" "Les temps d'attente très faibles des timers(< 0,05 seconde) peuvent se " "comporter de manière très différente selon la vitesse du rendu ou physique.\n" -"Envisagez d'utiliser la boucle de traitement d'un script au lieu de vous " -"fier à un timer pour les temps d'attente très faibles." +"Envisagez d'utiliser la boucle de traitement d'un script au lieu de vous fier " +"à un timer pour les temps d'attente très faibles." msgid "" "The Viewport size must be greater than or equal to 2 pixels on both " @@ -13262,6 +13597,12 @@ msgstr "Type de données attendu." msgid "Duplicated hint: '%s'." msgstr "Suggestion dupliquée : '%s'." +msgid "Can only specify '%s' once." +msgstr "Ne peut spécifier '%s' qu'une fois." + +msgid "The instance index can't be negative." +msgstr "L'index de l'instance ne peut pas être négatif." + msgid "Duplicated filter mode: '%s'." msgstr "Mode de filtrage dupliqué : '%s'." @@ -13273,8 +13614,16 @@ msgstr "" "Type de constante invalide (les échantillonneurs ne sont pas autorisés)." msgid "Invalid function type (samplers are not allowed)." -msgstr "" -"Type de fonction invalide (les échantillonneurs ne sont pas autorisés)." +msgstr "Type de fonction invalide (les échantillonneurs ne sont pas autorisés)." + +msgid "Function '%s' expects no arguments." +msgstr "Méthode '%s' n'attend aucun argument." + +msgid "Function '%s' must be of '%s' return type." +msgstr "Méthode '%s' doit être du type de retour '%s'." + +msgid "Expected a '{' to begin function." +msgstr "Attendait un '{' pour commencer une méthode." msgid "Expected a '%s'." msgstr "Un '%s' est attendu." @@ -13294,6 +13643,12 @@ msgstr "Redéfinition des macros." msgid "Invalid argument name." msgstr "Nom d'argument invalide." +msgid "Expected a comma in the macro argument list." +msgstr "Attendait une virgule dans la liste des arguments de la macro." + +msgid "Unmatched elif." +msgstr "Elif inégal." + msgid "Missing condition." msgstr "Condition manquante." @@ -13303,6 +13658,9 @@ msgstr "Erreur d'évaluation de la condition." msgid "Invalid else." msgstr "Else invalide." +msgid "Unmatched endif." +msgstr "Endif inégal." + msgid "Invalid endif." msgstr "Endif invalide." @@ -13312,6 +13670,9 @@ msgstr "Ifdef invalide." msgid "Invalid ifndef." msgstr "Ifndef invalide." +msgid "Shader include file does not exist:" +msgstr "Le fichier appelé par \"include\" dans le shader n'existe pas :" + msgid "Invalid undef." msgstr "Undef invalide." @@ -13327,6 +13688,9 @@ msgstr "Argument de la macro invalide." msgid "Invalid macro argument count." msgstr "Compteur d'arguments de macro invalide." +msgid "Can't find matching branch directive." +msgstr "Impossible de trouver une directive de branche correspondante." + msgid "Unmatched conditional statement." msgstr "Déclaration conditionnelle non valide." @@ -13335,8 +13699,8 @@ msgid "" "expect). Instead, use `abs(a - b) < 0.0001` for an approximate but " "predictable comparison." msgstr "" -"Comparaison directe de nombres à virgule (le résultat peut ne pas être " -"`true` comme attendu). À la place, utiliser `abs(a - b) < 0.0001` pour une " +"Comparaison directe de nombres à virgule (le résultat peut ne pas être `true` " +"comme attendu). À la place, utiliser `abs(a - b) < 0.0001` pour une " "comparaison approximative mais fiable." msgid "The const '%s' is declared but never used." @@ -13358,8 +13722,8 @@ msgid "The local variable '%s' is declared but never used." msgstr "La variable locale '%s' est déclarée mais jamais utilisée." msgid "" -"The total size of the %s for this shader on this device has been exceeded " -"(%d/%d). The shader may not work correctly." +"The total size of the %s for this shader on this device has been exceeded (%d/" +"%d). The shader may not work correctly." msgstr "" -"La taille totale de %s pour ce shader sur cet appareil a été dépassé (%d/" -"%d). Ce shader pourrait ne pas fonctionner correctement." +"La taille totale de %s pour ce shader sur cet appareil a été dépassé (%d/%d). " +"Ce shader pourrait ne pas fonctionner correctement." diff --git a/editor/translations/editor/gl.po b/editor/translations/editor/gl.po index 2ef4c8594e6..790d4549c25 100644 --- a/editor/translations/editor/gl.po +++ b/editor/translations/editor/gl.po @@ -424,8 +424,7 @@ msgstr "Pegar Pistas" msgid "" "This option does not work for Bezier editing, as it's only a single track." -msgstr "" -"Esta opción non funciona con edición Bezier, xa que é unha única pista." +msgstr "Esta opción non funciona con edición Bezier, xa que é unha única pista." msgid "Warning: Editing imported animation" msgstr "Advertencia: Estase editando unha animación importada" @@ -575,8 +574,8 @@ msgid "" "Target method not found. Specify a valid method or attach a script to the " "target node." msgstr "" -"Non se encontrou o método receptor. Especifique un método válido ou engada " -"un script ao nodo receptor." +"Non se encontrou o método receptor. Especifique un método válido ou engada un " +"script ao nodo receptor." msgid "Connect to Node:" msgstr "Conectar ao Nodo:" @@ -927,9 +926,9 @@ msgstr "Licenzas de Terceiros" msgid "" "Godot Engine relies on a number of third-party free and open source " -"libraries, all compatible with the terms of its MIT license. The following " -"is an exhaustive list of all such third-party components with their " -"respective copyright statements and license terms." +"libraries, all compatible with the terms of its MIT license. The following is " +"an exhaustive list of all such third-party components with their respective " +"copyright statements and license terms." msgstr "" "Godot Engine depende dun número de bibliotecas de terceiros, gratis e open " "source; todas compatibles cos termos da licenza MIT. A seguinte e unha lista " @@ -1189,8 +1188,7 @@ msgid "Enable Contextual Editor" msgstr "Activar o Editor Contextual" msgid "" -"Profile '%s' already exists. Remove it first before importing, import " -"aborted." +"Profile '%s' already exists. Remove it first before importing, import aborted." msgstr "" "O perfil '%s' xa existe. Elimínao antes de importar; importación abortada." @@ -1273,8 +1271,8 @@ msgid "" "There is currently no description for this property. Please help us by " "[color=$color][url=$url]contributing one[/url][/color]!" msgstr "" -"Actualmente non hai unha descripción desta propiedade. Axúdanos " -"[color=$color][url=$url]contribuíndo cunha descripción[/url][/color]!" +"Actualmente non hai unha descripción desta propiedade. Axúdanos [color=$color]" +"[url=$url]contribuíndo cunha descripción[/url][/color]!" msgid "Method Descriptions" msgstr "Descrición de Métodos" @@ -1551,8 +1549,8 @@ msgstr "" msgid "Unable to find script field for addon plugin at: '%s'." msgstr "" -"Non se puido encontrar o campo do Script na característica adicional " -"(Plugin) en '%s'." +"Non se puido encontrar o campo do Script na característica adicional (Plugin) " +"en '%s'." msgid "Unable to load addon script from path: '%s'." msgstr "" @@ -1566,8 +1564,8 @@ msgstr "" msgid "Unable to load addon script from path: '%s' Script is not in tool mode." msgstr "" -"Non se puido cargar Script de característica adicional (Addon) na ruta: " -"'%s'. O script non está en modo ferramenta (tool)." +"Non se puido cargar Script de característica adicional (Addon) na ruta: '%s'. " +"O script non está en modo ferramenta (tool)." msgid "" "Scene '%s' was automatically imported, so it can't be modified.\n" @@ -1577,8 +1575,8 @@ msgstr "" "Para facerlle cambios pódese crear unha nova escena herdada." msgid "" -"Error loading scene, it must be inside the project path. Use 'Import' to " -"open the scene, then save it inside the project path." +"Error loading scene, it must be inside the project path. Use 'Import' to open " +"the scene, then save it inside the project path." msgstr "" "Erro cargando a escena: debe estar dentro da ruta do proxecto. Usa " "\"Importar\" para abrir a escena, e despois gardala dentro da ruta do " @@ -1752,8 +1750,7 @@ msgstr "Captura de Pantalla" msgid "Screenshots are stored in the Editor Data/Settings Folder." msgstr "" -"As capturas de pantalla gárdanse no cartafol de Datos/Configuración do " -"Editor." +"As capturas de pantalla gárdanse no cartafol de Datos/Configuración do Editor." msgid "Toggle Fullscreen" msgstr "Act./Desact. Pantalla Completa" @@ -1910,8 +1907,8 @@ msgid "Add Key/Value Pair" msgstr "Engadir Parella Chave/Valor" msgid "" -"The selected resource (%s) does not match any type expected for this " -"property (%s)." +"The selected resource (%s) does not match any type expected for this property " +"(%s)." msgstr "" "O recurso seleccionado (%s) non coincide con ningún tipo esperado para esta " "propiedade (%s)." @@ -2870,8 +2867,8 @@ msgid "" "Keys are only added to existing tracks, no new tracks will be created.\n" "Keys must be inserted manually for the first time." msgstr "" -"Inserción automática de claves cando os obxectos son trasladados, rotados, " -"ou escalados (depenendo da Máscara).\n" +"Inserción automática de claves cando os obxectos son trasladados, rotados, ou " +"escalados (depenendo da Máscara).\n" "As chaves só engádense a pistas xa existentes; nunca se crean novas pistas.\n" "As chaves teñen que insertarse manualmente cando se utiliza por primeira vez." @@ -2994,8 +2991,8 @@ msgid "Synchronize Scene Changes" msgstr "Sincronizar Cambios na Escena" msgid "" -"When this option is enabled, any changes made to the scene in the editor " -"will be replicated in the running project.\n" +"When this option is enabled, any changes made to the scene in the editor will " +"be replicated in the running project.\n" "When used remotely on a device, this is more efficient when the network " "filesystem option is enabled." msgstr "" @@ -3008,8 +3005,8 @@ msgid "Synchronize Script Changes" msgstr "Sincronizar Cambios nos Scripts" msgid "" -"When this option is enabled, any script that is saved will be reloaded in " -"the running project.\n" +"When this option is enabled, any script that is saved will be reloaded in the " +"running project.\n" "When used remotely on a device, this is more efficient when the network " "filesystem option is enabled." msgstr "" @@ -3696,8 +3693,8 @@ msgid "" "SmoothStep function( scalar(edge0), scalar(edge1), scalar(x) ).\n" "\n" "Returns 0.0 if 'x' is smaller than 'edge0' and 1.0 if x is larger than " -"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 " -"using Hermite polynomials." +"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 using " +"Hermite polynomials." msgstr "" "SmoothStep function( scalar(edge0), scalar(edge1), scalar(x) ).\n" "\n" @@ -3739,9 +3736,9 @@ msgid "" msgstr "" "Devolve o vector que ten a mesma dirección que o vector de referencia. A " "función ten tres vector como parámetros: N, o vector a orientar; I, o vector " -"incidente; e Nref, o vector de referencia. Se o produto escalar de I e Nref " -"é menor que cero (forman un ángulo maior que 90 graos) entón devolve N. En " -"caso contrario devolve -N." +"incidente; e Nref, o vector de referencia. Se o produto escalar de I e Nref é " +"menor que cero (forman un ángulo maior que 90 graos) entón devolve N. En caso " +"contrario devolve -N." msgid "" "Returns the vector that points in the direction of reflection ( a : incident " @@ -3754,8 +3751,8 @@ msgid "" "SmoothStep function( vector(edge0), vector(edge1), vector(x) ).\n" "\n" "Returns 0.0 if 'x' is smaller than 'edge0' and 1.0 if 'x' is larger than " -"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 " -"using Hermite polynomials." +"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 using " +"Hermite polynomials." msgstr "" "SmoothStep function( vector(edge0), vector(edge1), vector(x) ).\n" "\n" @@ -3767,8 +3764,8 @@ msgid "" "SmoothStep function( scalar(edge0), scalar(edge1), vector(x) ).\n" "\n" "Returns 0.0 if 'x' is smaller than 'edge0' and 1.0 if 'x' is larger than " -"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 " -"using Hermite polynomials." +"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 using " +"Hermite polynomials." msgstr "" "SmoothStep function( scalar(edge0), scalar(edge1), vector(x) ).\n" "\n" @@ -3881,8 +3878,8 @@ msgid "" "the \"Application\" category." msgstr "" "Non se pode executar o proxecto: non hai unha escena principal definida.\n" -"Por favor, selecciona unha escena principal en \"Configuración do " -"Proxecto\", na categoría \"Aplicación\"." +"Por favor, selecciona unha escena principal en \"Configuración do Proxecto\", " +"na categoría \"Aplicación\"." msgid "Are you sure to run %d projects at once?" msgstr "Seguro que queres executar %d proxectos ao mesmo tempo?" @@ -4133,8 +4130,8 @@ msgstr "Analítica de Rendemento de Rede" msgid "Debug keystore not configured in the Editor Settings nor in the preset." msgstr "" -"Non está configurado o Keystore de depuración nin na configuración do " -"editor, nin nos axustes de exportación." +"Non está configurado o Keystore de depuración nin na configuración do editor, " +"nin nos axustes de exportación." msgid "Release keystore incorrectly configured in the export preset." msgstr "" @@ -4146,13 +4143,13 @@ msgstr "Construir Proxecto Android (gradle)" msgid "" "This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " -"define its shape." +"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to define " +"its shape." msgstr "" -"Este nodo non ten unha forma física definida, polo que non pode colisionar " -"ou interactuar con outros obxectos.\n" -"Engade un nodo CollisionShape2D ou CollisionPolygon2D como fillo para " -"definir a sua forma." +"Este nodo non ten unha forma física definida, polo que non pode colisionar ou " +"interactuar con outros obxectos.\n" +"Engade un nodo CollisionShape2D ou CollisionPolygon2D como fillo para definir " +"a sua forma." msgid "" "Polygon-based shapes are not meant be used nor edited directly through the " @@ -4181,8 +4178,8 @@ msgid "This body will be ignored until you set a mesh." msgstr "Este corpo será ignorado ata que se lle sea asignado unha malla." msgid "" -"Container by itself serves no purpose unless a script configures its " -"children placement behavior.\n" +"Container by itself serves no purpose unless a script configures its children " +"placement behavior.\n" "If you don't intend to add a script, use a plain Control node instead." msgstr "" "Un nodo contedor (Container) por sí mesmo non ten ningunha utilidade, salvo " diff --git a/editor/translations/editor/he.po b/editor/translations/editor/he.po index 9bd331a1981..afa3c62844d 100644 --- a/editor/translations/editor/he.po +++ b/editor/translations/editor/he.po @@ -31,22 +31,23 @@ # BM Lapidus , 2023. # Eyt Lev , 2023. # אורי מיכאל <000ori000@gmail.com>, 2023. +# Benjamin Stern , 2023. msgid "" msgstr "" "Project-Id-Version: Godot Engine editor interface\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2023-06-10 02:19+0000\n" -"Last-Translator: אורי מיכאל <000ori000@gmail.com>\n" -"Language-Team: Hebrew \n" +"PO-Revision-Date: 2023-07-20 08:03+0000\n" +"Last-Translator: Benjamin Stern \n" +"Language-Team: Hebrew \n" "Language: he\n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" -"Plural-Forms: nplurals=4; plural=(n == 1) ? 0 : ((n == 2) ? 1 : ((n > 10 && " -"n % 10 == 0) ? 2 : 3));\n" -"X-Generator: Weblate 4.18-dev\n" +"Plural-Forms: nplurals=4; plural=(n == 1) ? 0 : ((n == 2) ? 1 : ((n > 10 && n " +"% 10 == 0) ? 2 : 3));\n" +"X-Generator: Weblate 5.0-dev\n" msgid "Unset" msgstr "ביטול הגדרה" @@ -90,11 +91,29 @@ msgstr "לחיצה כפולה" msgid "Mouse motion at position (%s) with velocity (%s)" msgstr "תנועת העכבר במיקום (%s) עם מהירות (%s)" +msgid "Left Stick X-Axis, Joystick 0 X-Axis" +msgstr "ציר X מוט שמאלי, ג'ויסטיק 1 ציר X" + +msgid "Left Stick Y-Axis, Joystick 0 Y-Axis" +msgstr "ציר Y מוט שמאלי, ג'ויסטיק 1 ציר Y" + msgid "Joystick 2 Y-Axis, Right Trigger, Sony R2, Xbox RT" msgstr "ג'ויסטיק 2 ציר Y, הדק ימני, Sony R2, Xbox RT" msgid "Joystick 3 X-Axis" -msgstr "ג'ויסטיק 3 ציר X" +msgstr "ג'ויסטיק 3 ציר-X" + +msgid "Joystick 3 Y-Axis" +msgstr "ג'ויסטיק 3 ציר-Y" + +msgid "Joystick 4 X-Axis" +msgstr "ג'ויסטיק 4 ציר-X" + +msgid "Joystick 4 Y-Axis" +msgstr "ג'ויסטיק 4 ציר-Y" + +msgid "Unknown Joypad Axis" +msgstr "ציר ג'ויפד לא ידוע" msgid "D-pad Left" msgstr "כרית כיוונית שמאל" @@ -147,6 +166,9 @@ msgstr "שורה חדשה מעל" msgid "Delete" msgstr "מחיקה" +msgid "Delete Word" +msgstr "מחק מילה" + msgid "Select All" msgstr "לבחור הכול" @@ -886,8 +908,8 @@ msgstr "בעלים של: %s (סה\"כ: %d)" msgid "" "Remove the selected files from the project? (Cannot be undone.)\n" -"Depending on your filesystem configuration, the files will either be moved " -"to the system trash or deleted permanently." +"Depending on your filesystem configuration, the files will either be moved to " +"the system trash or deleted permanently." msgstr "" "להסיר את הקבצים שנבחרו מהפרוייקט? (זו פעולה בלתי הפיכה)\n" "בהתאם להגדרות מערכת הקבצים שלך, הקבצים יועברו לסל המחזור או יימחקו לצמיתות." @@ -896,8 +918,8 @@ msgid "" "The files being removed are required by other resources in order for them to " "work.\n" "Remove them anyway? (Cannot be undone.)\n" -"Depending on your filesystem configuration, the files will either be moved " -"to the system trash or deleted permanently." +"Depending on your filesystem configuration, the files will either be moved to " +"the system trash or deleted permanently." msgstr "" "הקבצים שברצונך למחוק נדרשים לשימוש ע\"י משאבים אחרים לפעולתם התקינה.\n" "למחוק אותם בכל מקרה? (זו פעולה בלתי הפיכה)\n" @@ -1001,9 +1023,9 @@ msgstr "רשיונות צד שלישי" msgid "" "Godot Engine relies on a number of third-party free and open source " -"libraries, all compatible with the terms of its MIT license. The following " -"is an exhaustive list of all such third-party components with their " -"respective copyright statements and license terms." +"libraries, all compatible with the terms of its MIT license. The following is " +"an exhaustive list of all such third-party components with their respective " +"copyright statements and license terms." msgstr "" "מנוע Godot מסתמך על מספר ספריות צד-שלישי חינמיות בעלות קוד פתוח, כולן תואמות " "את דרישות רישיון ה MIT של המנוע. לפניכם רשימה ממצה של כל רכיבי הצד-שלישי " @@ -1289,8 +1311,7 @@ msgid "Allows editing the node hierarchy in the Scene dock." msgstr "מאפשר עריכה של היררכיית המפרקים בחלון הסצנה." msgid "" -"Allows to work with signals and groups of the node selected in the Scene " -"dock." +"Allows to work with signals and groups of the node selected in the Scene dock." msgstr "מאפשר לעבוד עם אותות וקבוצות של המפרק שנבחר בחלון הסצנה." msgid "Allows to browse the local file system via a dedicated dock." @@ -1340,8 +1361,7 @@ msgid "Main Features:" msgstr "תכונות מרכזיות:" msgid "" -"Profile '%s' already exists. Remove it first before importing, import " -"aborted." +"Profile '%s' already exists. Remove it first before importing, import aborted." msgstr "הפרופיל '%s' כבר קיים. הסר אותו תחילה לפני הייבוא, הייבוא בוטל." msgid "Reset to Default" @@ -1527,8 +1547,7 @@ msgstr "מאפיין ערכת עיצוב" msgid "Property:" msgstr "מאפיין:" -msgid "" -"Pinning a value forces it to be saved even if it's equal to the default." +msgid "Pinning a value forces it to be saved even if it's equal to the default." msgstr "הצמדת ערך מאלצת אותו להישמר גם אם הוא שווה לברירת המחדל." msgid "Open Documentation" @@ -1703,8 +1722,8 @@ msgid "%s no longer exists! Please specify a new save location." msgstr "%s כבר לא קיים! נא לציין מיקום שמירה חדש." msgid "" -"The current scene has no root node, but %d modified external resource(s) " -"were saved anyway." +"The current scene has no root node, but %d modified external resource(s) were " +"saved anyway." msgstr "" "לסצנה הנוכחית אין צומת שורש, אך %d משאבים חיצוניים ששונו נשמרו בכל מקרה." @@ -1773,11 +1792,11 @@ msgstr "" "כדי לבצע בה שינויים, ניתן ליצור סצינה חדשה בירושה." msgid "" -"Error loading scene, it must be inside the project path. Use 'Import' to " -"open the scene, then save it inside the project path." +"Error loading scene, it must be inside the project path. Use 'Import' to open " +"the scene, then save it inside the project path." msgstr "" -"שגיאה בטעינת הסצנה, היא חייבת להיות בתוך נתיב המיזם. השתמש ב'ייבוא' כדי " -"לפתוח את הסצינה, ואז שמור אותה בנתיב המיזם." +"שגיאה בטעינת הסצנה, היא חייבת להיות בתוך נתיב המיזם. השתמש ב'ייבוא' כדי לפתוח " +"את הסצינה, ואז שמור אותה בנתיב המיזם." msgid "Scene '%s' has broken dependencies:" msgstr "לסצינה '%s' יש תלות חסרה:" @@ -2544,8 +2563,7 @@ msgstr "קביעת הנפשה" msgid "" "Animation player has no valid root node path, so unable to retrieve track " "names." -msgstr "" -"לנגן ההנפשה אין נתיב מפרק שורש חוקי, ואין אפשרות לשחזר את שמות הרצועות." +msgstr "לנגן ההנפשה אין נתיב מפרק שורש חוקי, ואין אפשרות לשחזר את שמות הרצועות." msgid "Anim Clips" msgstr "קטעי הנפשה" @@ -3470,8 +3488,8 @@ msgstr "" "ביטול \"editable_instance\" תחזיר את כל מאפייני המפרק לברירת המחדל שלהם." msgid "" -"Enabling \"Load As Placeholder\" will disable \"Editable Children\" and " -"cause all properties of the node to be reverted to their default." +"Enabling \"Load As Placeholder\" will disable \"Editable Children\" and cause " +"all properties of the node to be reverted to their default." msgstr "" "הפעלת \"Load As Placeholder\" תבטל את \"Editable Children\" ותגרום להחזרת כל " "מאפייני המפרק לברירת המחדל שלהם." @@ -3910,8 +3928,8 @@ msgstr "הפעלת ה־HTML המיוצא בדפדפן בררת המחדל של msgid "" "This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " -"define its shape." +"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to define " +"its shape." msgstr "" "למפרק זה אין צורה ולכן הוא לא יכול להתנגש או לקיים אינטראקציה עם אובייקטים " "אחרים.\n" @@ -3980,8 +3998,7 @@ msgstr "לעצם זו אין תנוחת REST ראויה. עבור למפרק ה- msgid "Nothing is visible because no mesh has been assigned." msgstr "שום דבר לא נראה כי לא הוקצאה רשת." -msgid "" -"Nothing is visible because meshes have not been assigned to draw passes." +msgid "Nothing is visible because meshes have not been assigned to draw passes." msgstr "שום דבר אינו גלוי כי רשתות לא הוקצו למעברי ההדפסה." msgid "This body will be ignored until you set a mesh." @@ -4034,8 +4051,8 @@ msgid "Add current color as a preset." msgstr "הוספת הצבע הנוכחי לערכת הצבעים." msgid "" -"Container by itself serves no purpose unless a script configures its " -"children placement behavior.\n" +"Container by itself serves no purpose unless a script configures its children " +"placement behavior.\n" "If you don't intend to add a script, use a plain Control node instead." msgstr "" "המיכל בפני עצמו אינו משרת מטרה אלא אם כן סקריפט מגדיר את המיקום של צאצאיו.\n" diff --git a/editor/translations/editor/hu.po b/editor/translations/editor/hu.po index 93015b2568e..7a0e469c036 100644 --- a/editor/translations/editor/hu.po +++ b/editor/translations/editor/hu.po @@ -27,14 +27,14 @@ # Krajczár Dávid , 2023. # roli_greiner , 2023. # Adam Gulacsi , 2023. +# Zsuzsanna Tatusko , 2023. msgid "" msgstr "" "Project-Id-Version: Godot Engine editor interface\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2023-04-17 17:39+0000\n" -"Last-Translator: Krajczár Dávid \n" +"PO-Revision-Date: 2023-08-02 13:36+0000\n" +"Last-Translator: Zsuzsanna Tatusko \n" "Language-Team: Hungarian \n" "Language: hu\n" @@ -42,7 +42,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=n != 1;\n" -"X-Generator: Weblate 4.17\n" +"X-Generator: Weblate 5.0-dev\n" msgid "Unset" msgstr "Nincs beállítva" @@ -140,9 +140,6 @@ msgstr "Vissza, Sony Select, Xbox Back, Nintendo -" msgid "Guide, Sony PS, Xbox Home" msgstr "Segítség Gomb, Sony PS, Xbox Home" -msgid "Start, Nintendo +" -msgstr "Start, Nintendo +" - msgid "Left Stick, Sony L3, Xbox L/LS" msgstr "Bal Kar, Sony L3, Xbox L/LS" @@ -394,9 +391,28 @@ msgstr "PiB" msgid "EiB" msgstr "EiB" +msgid "Example: %s" +msgstr "Példa: %s" + +msgid "" +"Invalid action name. It cannot be empty nor contain '/', ':', '=', '\\' or " +"'\"'" +msgstr "" +"Érvénytelen intézkedés név. Nem lehet üres és nem tartalmazhat \"/\", \":\"," +"\" =\", \"\\\" vagy \"\"\" jeleket." + +msgid "An action with the name '%s' already exists." +msgstr "'%s' nevű művelet már létezik." + +msgid "Add New Action" +msgstr "Művelet hozzáadása" + msgid "Add" msgstr "Hozzáadás" +msgid "Show Built-in Actions" +msgstr "Beágyazott műveletek mutatása" + msgid "Action" msgstr "Művelet" @@ -543,8 +559,7 @@ msgstr "animáció" msgid "AnimationPlayer can't animate itself, only other players." msgstr "" -"AnimationPlayer nem tudja önmagát animálni, csak más AnimationPlayer " -"elemeket." +"AnimationPlayer nem tudja önmagát animálni, csak más AnimationPlayer elemeket." msgid "property '%s'" msgstr "'%s' tulajdonság" @@ -796,8 +811,7 @@ msgstr "Elhalasztott" msgid "" "Defers the signal, storing it in a queue and only firing it at idle time." -msgstr "" -"Késlelteti a jelzést, amit egy sorban tárol és csak holtidőben adja ki." +msgstr "Késlelteti a jelzést, amit egy sorban tárol és csak holtidőben adja ki." msgid "Disconnects the signal after its first emission." msgstr "Az első kibocsátás után lekapcsolja a jelzést." @@ -1004,24 +1018,24 @@ msgstr "Megnyitás" msgid "" "Remove the selected files from the project? (Cannot be undone.)\n" -"Depending on your filesystem configuration, the files will either be moved " -"to the system trash or deleted permanently." +"Depending on your filesystem configuration, the files will either be moved to " +"the system trash or deleted permanently." msgstr "" "Eltávolítja a kiválasztott fájlokat a projektből? (Nem visszavonható.)\n" -"A rendszerbeállítások szerint az eltávolított fájlok vagy a lomtárba " -"kerülnek vagy véglegesen törlődnek." +"A rendszerbeállítások szerint az eltávolított fájlok vagy a lomtárba kerülnek " +"vagy véglegesen törlődnek." msgid "" "The files being removed are required by other resources in order for them to " "work.\n" "Remove them anyway? (Cannot be undone.)\n" -"Depending on your filesystem configuration, the files will either be moved " -"to the system trash or deleted permanently." +"Depending on your filesystem configuration, the files will either be moved to " +"the system trash or deleted permanently." msgstr "" "Az eltávolítandó fájlokra szükség van egyéb erőforrások működéséhez.\n" "Eltávolítja őket ennek ellenére? (Nem visszavonható.)\n" -"A rendszerbeállítások szerint az eltávolított fájlok vagy a lomtárba " -"kerülnek vagy véglegesen törlődnek." +"A rendszerbeállítások szerint az eltávolított fájlok vagy a lomtárba kerülnek " +"vagy véglegesen törlődnek." msgid "Cannot remove:" msgstr "Nem eltávolítható:" @@ -1121,9 +1135,9 @@ msgstr "Harmadik féltől származó licencek" msgid "" "Godot Engine relies on a number of third-party free and open source " -"libraries, all compatible with the terms of its MIT license. The following " -"is an exhaustive list of all such third-party components with their " -"respective copyright statements and license terms." +"libraries, all compatible with the terms of its MIT license. The following is " +"an exhaustive list of all such third-party components with their respective " +"copyright statements and license terms." msgstr "" "A Godot Engine több harmadik fél ingyenes és nyílt forráskódú könyvtáraira " "támaszkodik, amelyek mindegyike kompatibilis az MIT licenc feltételeivel. Az " @@ -1302,8 +1316,7 @@ msgid "Must not collide with an existing built-in type name." msgstr "Érvénytelen név. Nem ütközhet egy már meglévő beépített típusnévvel." msgid "Must not collide with an existing global constant name." -msgstr "" -"Érvénytelen név. Nem ütközhet egy már meglévő globális konstans névvel." +msgstr "Érvénytelen név. Nem ütközhet egy már meglévő globális konstans névvel." msgid "Autoload '%s' already exists!" msgstr "Már létezik '%s' AutoLoad!" @@ -1437,8 +1450,7 @@ msgid "Enable Contextual Editor" msgstr "Környezetfüggő szerkesztő engedélyezése" msgid "" -"Profile '%s' already exists. Remove it first before importing, import " -"aborted." +"Profile '%s' already exists. Remove it first before importing, import aborted." msgstr "" "A (z) '%s' profil már létezik. Importálás előtt először távolítsa el azt, " "importálás megszakítva." @@ -1840,8 +1852,8 @@ msgstr "" "Változtatások végzéséhez egy új öröklött Scene-t hozhat létre." msgid "" -"Error loading scene, it must be inside the project path. Use 'Import' to " -"open the scene, then save it inside the project path." +"Error loading scene, it must be inside the project path. Use 'Import' to open " +"the scene, then save it inside the project path." msgstr "" "Hiba történt a Scene betöltésekor, benne kell lennnie a projekt útvonalában. " "Használja az 'import' lehetőséget a Scene megnyitására, majd mentse el a " @@ -1879,8 +1891,7 @@ msgid "" "You can change it later in \"Project Settings\" under the 'application' " "category." msgstr "" -"A kiválasztott '%s' Scene nem egy Scene fájl, kiválaszt most egy " -"érvényeset?\n" +"A kiválasztott '%s' Scene nem egy Scene fájl, kiválaszt most egy érvényeset?\n" "Ezt megváltoztathatja később a \"Projekt Beállításokban\" az \"Alkalmazás\" " "kategóriában." @@ -2353,8 +2364,8 @@ msgstr "Elemek megtekintése listaként." msgid "Status: Import of file failed. Please fix file and reimport manually." msgstr "" -"Állapot: Fájl importálása sikertelen. Javítsa a fájlt majd importálja be " -"újra manuálisan." +"Állapot: Fájl importálása sikertelen. Javítsa a fájlt majd importálja be újra " +"manuálisan." msgid "Cannot move/rename resources root." msgstr "Az erőforrások gyökere nem mozgatható vagy átnevezhető." @@ -3443,8 +3454,8 @@ msgid "" msgstr "" "Ha ez az opció engedélyezve van, akkor az exportálás vagy a telepítés egy " "minimális méretű futtatható programot hoz létre.\n" -"A fájlrendszert magát a projektből a szerkesztő szolgáltatja majd a " -"hálózaton keresztül.\n" +"A fájlrendszert magát a projektből a szerkesztő szolgáltatja majd a hálózaton " +"keresztül.\n" "Androidon a telepítés gyorsabb teljesítmény érdekében kihasználja az USB " "kábelt. Ez a lehetőség felgyorsítja a nagy lábnyomú játékok tesztelését." @@ -3472,8 +3483,8 @@ msgid "Synchronize Scene Changes" msgstr "Jelenet Változások Szinkronizálása" msgid "" -"When this option is enabled, any changes made to the scene in the editor " -"will be replicated in the running project.\n" +"When this option is enabled, any changes made to the scene in the editor will " +"be replicated in the running project.\n" "When used remotely on a device, this is more efficient when the network " "filesystem option is enabled." msgstr "" @@ -3486,8 +3497,8 @@ msgid "Synchronize Script Changes" msgstr "Szkript Változtatások Szinkronizálása" msgid "" -"When this option is enabled, any script that is saved will be reloaded in " -"the running project.\n" +"When this option is enabled, any script that is saved will be reloaded in the " +"running project.\n" "When used remotely on a device, this is more efficient when the network " "filesystem option is enabled." msgstr "" @@ -4510,8 +4521,7 @@ msgstr "Érvénytelen példány szótár formátum (hiányzó @path)" msgid "Invalid instance dictionary format (can't load script at @path)" msgstr "" -"Érvénytelen példány szótár formátum (nem lehet kódot betölteni a @path " -"helyén)" +"Érvénytelen példány szótár formátum (nem lehet kódot betölteni a @path helyén)" msgid "Invalid instance dictionary format (invalid script at @path)" msgstr "Érvénytelen példány szótár formátum (hibás kód a @path helyén)" diff --git a/editor/translations/editor/id.po b/editor/translations/editor/id.po index 9b7044a6372..632913504d9 100644 --- a/editor/translations/editor/id.po +++ b/editor/translations/editor/id.po @@ -50,13 +50,14 @@ # Septian Kurniawan , 2023. # Septian Ganendra Savero Kurniawan , 2023. # Septian Ganendra Savero Kurniawan , 2023. +# GID , 2023. msgid "" msgstr "" "Project-Id-Version: Godot Engine editor interface\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2023-06-23 12:52+0000\n" -"Last-Translator: Septian Ganendra Savero Kurniawan \n" +"PO-Revision-Date: 2023-07-08 13:52+0000\n" +"Last-Translator: GID \n" "Language-Team: Indonesian \n" "Language: id\n" @@ -64,13 +65,13 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=1; plural=0;\n" -"X-Generator: Weblate 4.18.1\n" +"X-Generator: Weblate 5.0-dev\n" msgid "Unset" msgstr "Batal disetel" msgid "Physical" -msgstr "(Secara fisik)" +msgstr "Fisikal" msgid "Left Mouse Button" msgstr "Tombol kiri Mouse" @@ -82,7 +83,7 @@ msgid "Middle Mouse Button" msgstr "Tombol Tengah mouse" msgid "Mouse Wheel Up" -msgstr "Mouse Gulir ke atas." +msgstr "Gulir Mouse ke atas" msgid "Mouse Wheel Down" msgstr "Gulir mouse ke bawah" @@ -162,9 +163,6 @@ msgstr "Kembali, Sony Select, Xbox Kembali, Nintendo -" msgid "Guide, Sony PS, Xbox Home" msgstr "Panduan, Sony PS, Xbox Home" -msgid "Start, Nintendo +" -msgstr "Mulai, Nintendo +" - msgid "Left Stick, Sony L3, Xbox L/LS" msgstr "Stik Kiri, Sony L3, Xbox L/LS" @@ -476,8 +474,8 @@ msgid "" "Invalid action name. It cannot be empty nor contain '/', ':', '=', '\\' or " "'\"'" msgstr "" -"Nama aksi tidak valid. Tidak boleh kosong atau mengandung '/', ':', '=', " -"'\\' atau '\"'" +"Nama aksi tidak valid. Tidak boleh kosong atau mengandung '/', ':', '=', '\\' " +"atau '\"'" msgid "An action with the name '%s' already exists." msgstr "Sudah ada aksi dengan nama '%s'." @@ -957,8 +955,8 @@ msgid "" "enable \"Save To File\" and\n" "\"Keep Custom Tracks\"." msgstr "" -"Animasi ini termasuk dalam adegan yang diimpor, jadi perubahan pada trek " -"yang diimpor tidak akan disimpan.\n" +"Animasi ini termasuk dalam adegan yang diimpor, jadi perubahan pada trek yang " +"diimpor tidak akan disimpan.\n" "\n" "Untuk memodifikasi animasi ini, buka pengaturan Impor Lanjutan adegan dan " "pilih animasi.\n" @@ -970,8 +968,7 @@ msgid "Warning: Editing imported animation" msgstr "Peringatan: Menyunting animasi yang diimpor" msgid "Select an AnimationPlayer node to create and edit animations." -msgstr "" -"Lokasi untuk node AnimationPlayer yang mengandung animasi belum diatur." +msgstr "Lokasi untuk node AnimationPlayer yang mengandung animasi belum diatur." msgid "Imported Scene" msgstr "Adegan yang Diimpor" @@ -1087,16 +1084,91 @@ msgstr "Rasio Skala:" msgid "Select Transition and Easing" msgstr "Pilih Transisi dan Pelonggaran" +msgctxt "Transition Type" +msgid "Linear" +msgstr "Linier" + +msgctxt "Transition Type" +msgid "Sine" +msgstr "Sinus" + +msgctxt "Transition Type" +msgid "Quint" +msgstr "Kuint" + +msgctxt "Transition Type" +msgid "Quart" +msgstr "Kuart" + +msgctxt "Transition Type" +msgid "Quad" +msgstr "Kuad" + +msgctxt "Transition Type" +msgid "Expo" +msgstr "Ekspo" + msgctxt "Transition Type" msgid "Elastic" msgstr "Elastis" +msgctxt "Transition Type" +msgid "Cubic" +msgstr "Kubik" + +msgctxt "Transition Type" +msgid "Circ" +msgstr "Sir" + +msgctxt "Transition Type" +msgid "Bounce" +msgstr "Melambung" + +msgctxt "Transition Type" +msgid "Back" +msgstr "Kembali" + +msgctxt "Transition Type" +msgid "Spring" +msgstr "Pegas" + +msgctxt "Ease Type" +msgid "In" +msgstr "Masuk" + +msgctxt "Ease Type" +msgid "Out" +msgstr "Keluar" + +msgctxt "Ease Type" +msgid "InOut" +msgstr "Masuk Keluar" + +msgctxt "Ease Type" +msgid "OutIn" +msgstr "Keluar Masuk" + +msgid "Transition Type:" +msgstr "Tipe Transisi:" + +msgid "Ease Type:" +msgstr "Tipe Dasar:" + msgid "FPS:" msgstr "FPS:" msgid "Animation Baker" msgstr "Animasi Baker" +msgid "3D Pos/Rot/Scl Track:" +msgstr "Trek Pos/Rot/Scl 3D:" + +msgid "Blendshape Track:" +msgstr "Trek Paduan Bentuk:" + +msgid "Value Track:" +msgstr "Nilai Trek:" + msgid "Select Tracks to Copy" msgstr "Pilih Trek untuk Disalin" @@ -1356,7 +1428,7 @@ msgid "Remote %s:" msgstr "Jarak jauh %s:" msgid "Debugger" -msgstr "Pengawakutu" +msgstr "Pendebug" msgid "Debug" msgstr "Debug" @@ -1380,7 +1452,28 @@ msgstr "" "Klik untuk membuka file asli di Editor." msgid "Toggle Visibility" -msgstr "Jungkitkan Visibilitas" +msgstr "Alihkan Visibilitas" + +msgid "Updating assets on target device:" +msgstr "Memperbarui aset di perangkat target:" + +msgid "Syncing headers" +msgstr "Menyingkronkan Judul" + +msgid "Getting remote file system" +msgstr "Mendapatkan sistem file jarak jauh" + +msgid "Decompressing remote file system" +msgstr "Mendekompresi sistem file jarak jauh" + +msgid "Scanning for local changes" +msgstr "Memindai perubahan lokal" + +msgid "Sending list of changed files:" +msgstr "Mengirim daftar file yang diubah:" + +msgid "Sending file:" +msgstr "Mengirimkan berkas:" msgid "ms" msgstr "ms" @@ -1642,6 +1735,10 @@ msgstr "Editor Dependensi" msgid "Search Replacement Resource:" msgstr "Cari Resource Pengganti:" +msgid "Open Scene" +msgid_plural "Open Scenes" +msgstr[0] "Buka Skene" + msgid "Open" msgstr "Buka" @@ -1656,25 +1753,25 @@ msgstr "Pemetaan ulang lokalisasi untuk jalur '%s' dan lokal '%s'." msgid "" "Remove the selected files from the project? (Cannot be undone.)\n" -"Depending on your filesystem configuration, the files will either be moved " -"to the system trash or deleted permanently." +"Depending on your filesystem configuration, the files will either be moved to " +"the system trash or deleted permanently." msgstr "" "Hapus berkas yang dipilih dari proyek? (tidak bisa dibatalkan)\n" -"Tergantung pada konfigurasi sistem file Anda, file akan dipindahkan ke " -"tempat sampah sistem atau dihapus secara permanen." +"Tergantung pada konfigurasi sistem file Anda, file akan dipindahkan ke tempat " +"sampah sistem atau dihapus secara permanen." msgid "" "The files being removed are required by other resources in order for them to " "work.\n" "Remove them anyway? (Cannot be undone.)\n" -"Depending on your filesystem configuration, the files will either be moved " -"to the system trash or deleted permanently." +"Depending on your filesystem configuration, the files will either be moved to " +"the system trash or deleted permanently." msgstr "" "File-file yang telah dihapus diperlukan oleh sumber daya lain agar mereka " "dapat bekerja.\n" "Hapus saja? (tidak bisa dibatalkan)\n" -"Tergantung pada konfigurasi sistem file Anda, file akan dipindahkan ke " -"tempat sampah sistem atau dihapus secara permanen." +"Tergantung pada konfigurasi sistem file Anda, file akan dipindahkan ke tempat " +"sampah sistem atau dihapus secara permanen." msgid "Cannot remove:" msgstr "Tidak bisa menghapus:" @@ -1715,11 +1812,31 @@ msgstr "Sumber Tanpa Kepemilikan yang Jelas:" msgid "Folder name cannot be empty." msgstr "Nama folder tidak boleh kosong." +msgid "Folder name contains invalid characters." +msgstr "Nama folder berisi karakter yang tidak valid." + +msgid "File with that name already exists." +msgstr "File dengan nama itu sudah ada." + +msgid "Folder with that name already exists." +msgstr "Folder dengan nama tersebut sudah ada." + +msgid "Using slashes in folder names will create subfolders recursively." +msgstr "" +"Menggunakan garis miring pada nama folder akan membuat subfolder secara " +"rekursif." + +msgid "Folder name is valid." +msgstr "Nama berkas sudah valid." + msgid "Could not create folder." msgstr "Tidak dapat membuat folder." +msgid "Create new folder in %s:" +msgstr "Buat berkas baru di %s:" + msgid "Create Folder" -msgstr "Buat Folder" +msgstr "Buat berkas" msgid "Thanks from the Godot community!" msgstr "Terimakasih dari komunitas Godot!" @@ -1728,7 +1845,7 @@ msgid "Click to copy." msgstr "Klik untuk salin." msgid "Godot Engine contributors" -msgstr "Godot Engine kontributor" +msgstr "Kontributor Godot Engine" msgid "Project Founders" msgstr "Penemu Proyek" @@ -1781,9 +1898,9 @@ msgstr "Lisensi Pihak Ketiga" msgid "" "Godot Engine relies on a number of third-party free and open source " -"libraries, all compatible with the terms of its MIT license. The following " -"is an exhaustive list of all such third-party components with their " -"respective copyright statements and license terms." +"libraries, all compatible with the terms of its MIT license. The following is " +"an exhaustive list of all such third-party components with their respective " +"copyright statements and license terms." msgstr "" "Godot Engine mengandalkan sejumlah pustaka bebas dan sumber terbuka pihak " "ketiga, semuanya cocok dengan persyaratan lisensi MIT. Berikut adalah daftar " @@ -2095,8 +2212,7 @@ msgstr "" "RenderingDevice berbasis perangkat (jika dinonaktifkan, diperlukan back-end " "OpenGL)." -msgid "" -"OpenGL back-end (if disabled, the RenderingDevice back-end is required)." +msgid "OpenGL back-end (if disabled, the RenderingDevice back-end is required)." msgstr "" "Back-end OpenGL (jika dinonaktifkan, diperlukan back-end RenderingDevice)." @@ -2129,8 +2245,8 @@ msgid "WOFF2 font format support using FreeType and Brotli libraries." msgstr "Dukungan format font WOFF2 menggunakan pustaka FreeType dan Brotli." msgid "" -"SIL Graphite smart font technology support (supported by Advanced Text " -"Server only)." +"SIL Graphite smart font technology support (supported by Advanced Text Server " +"only)." msgstr "" "Dukungan teknologi font pintar SIL Graphite (hanya didukung oleh Advanced " "Text Server)." @@ -2259,8 +2375,7 @@ msgid "Allows editing the node hierarchy in the Scene dock." msgstr "Memungkinkan pengeditan hierarki node di dock Scene." msgid "" -"Allows to work with signals and groups of the node selected in the Scene " -"dock." +"Allows to work with signals and groups of the node selected in the Scene dock." msgstr "" "Memungkinkan untuk bekerja dengan sinyal dan kelompok node yang dipilih di " "dock Scene." @@ -2315,8 +2430,7 @@ msgid "Main Features:" msgstr "Fitur Utama:" msgid "" -"Profile '%s' already exists. Remove it first before importing, import " -"aborted." +"Profile '%s' already exists. Remove it first before importing, import aborted." msgstr "" "Sudah ada profil '%s'. Hapus profil ini terlebih dahulu sebelum mengimpor, " "impor dibatalkan." @@ -2352,8 +2466,7 @@ msgid "Extra Options:" msgstr "Opsi Ekstra:" msgid "Create or import a profile to edit available classes and properties." -msgstr "" -"Buat atau impor profil untuk mengedit kelas dan properti yang tersedia." +msgstr "Buat atau impor profil untuk mengedit kelas dan properti yang tersedia." msgid "New profile name:" msgstr "Nama profil baru:" @@ -2369,8 +2482,7 @@ msgstr "Kelola Editor Profil Fitur" msgid "Some extensions need the editor to restart to take effect." msgstr "" -"Beberapa ekstensi memerlukan editor untuk memulai ulang agar dapat " -"diterapkan." +"Beberapa ekstensi memerlukan editor untuk memulai ulang agar dapat diterapkan." msgid "Restart" msgstr "Mulai Ulang" @@ -2397,6 +2509,11 @@ msgstr "Mengimpor sumber daya dengan tipe: %s" msgid "No return value." msgstr "Tidak ada nilai pengembalian." +msgid "This value is an integer composed as a bitmask of the following flags." +msgstr "" +"Nilai ini adalah bilangan bulat yang disusun sebagai bitmask dari flag " +"berikut." + msgid "Deprecated" msgstr "Usang" @@ -2648,8 +2765,7 @@ msgstr "Nilai Pin" msgid "Pin Value [Disabled because '%s' is editor-only]" msgstr "Nilai Pin [Dinonaktifkan karena '%s' hanya untuk editor]" -msgid "" -"Pinning a value forces it to be saved even if it's equal to the default." +msgid "Pinning a value forces it to be saved even if it's equal to the default." msgstr "" "Menyematkan nilai memaksanya untuk disimpan meskipun nilainya sama dengan " "default." @@ -2657,6 +2773,10 @@ msgstr "" msgid "Open Documentation" msgstr "Buka Dokumentasi" +msgid "(%d change)" +msgid_plural "(%d changes)" +msgstr[0] "(%d perubahan)" + msgid "Add element to property array with prefix %s." msgstr "Tambahkan elemen ke array properti dengan awalan %s." @@ -2664,8 +2784,7 @@ msgid "Remove element %d from property array with prefix %s." msgstr "Hapus elemen %d dari array properti dengan awalan %s." msgid "Move element %d to position %d in property array with prefix %s." -msgstr "" -"Pindahkan elemen %d ke posisi %d dalam array properti dengan awalan %s." +msgstr "Pindahkan elemen %d ke posisi %d dalam array properti dengan awalan %s." msgid "Clear property array with prefix %s." msgstr "Hapus array properti dengan awalan %s." @@ -2913,9 +3032,6 @@ msgstr "Kesalahan saat mem-parsing file '%s'." msgid "Scene file '%s' appears to be invalid/corrupt." msgstr "File adegan '%s' tampaknya tidak valid/rusak." -msgid "Missing file '%s' or one its dependencies." -msgstr "File '%s' hilang atau salah satu dependensinya." - msgid "Error while loading file '%s'." msgstr "Kesalahan saat memuat file '%s'." @@ -2935,8 +3051,7 @@ msgid "" "This scene can't be saved because there is a cyclic instance inclusion.\n" "Please resolve it and then attempt to save again." msgstr "" -"Scene ini tidak bisa disimpan karena ada inklusi penginstansian yang " -"siklik.\n" +"Scene ini tidak bisa disimpan karena ada inklusi penginstansian yang siklik.\n" "Mohon betulkan dan coba simpan lagi." msgid "" @@ -3047,11 +3162,11 @@ msgid "%s no longer exists! Please specify a new save location." msgstr "%s sudah tidak tersedia! Harap tentukan lokasi penyimpanan baru." msgid "" -"The current scene has no root node, but %d modified external resource(s) " -"were saved anyway." +"The current scene has no root node, but %d modified external resource(s) were " +"saved anyway." msgstr "" -"Scene saat ini tidak memiliki node root, tetapi %d sumber daya eksternal " -"yang diubah tetap disimpan." +"Scene saat ini tidak memiliki node root, tetapi %d sumber daya eksternal yang " +"diubah tetap disimpan." msgid "" "A root node is required to save the scene. You can add a root node using the " @@ -3185,11 +3300,11 @@ msgstr "" "Untuk melakukan perubahan, skena warisan baru dapat dibuat." msgid "" -"Error loading scene, it must be inside the project path. Use 'Import' to " -"open the scene, then save it inside the project path." +"Error loading scene, it must be inside the project path. Use 'Import' to open " +"the scene, then save it inside the project path." msgstr "" -"Gagal memuat skena, harus dalam lokasi proyek. Gunakan 'Impor\" untuk " -"membuka skena tersebut, kemudian simpan di dalam lokasi proyek." +"Gagal memuat skena, harus dalam lokasi proyek. Gunakan 'Impor\" untuk membuka " +"skena tersebut, kemudian simpan di dalam lokasi proyek." msgid "Scene '%s' has broken dependencies:" msgstr "Skena '%s' memiliki dependensi yang rusak:" @@ -3200,6 +3315,9 @@ msgstr "Bersihkan Scenes baru-baru ini" msgid "There is no defined scene to run." msgstr "Tidak ada skena yang didefinisikan untuk dijalankan." +msgid "%s - Godot Engine" +msgstr "%s - Godot Engine" + msgid "" "No main scene has ever been defined, select one?\n" "You can change it later in \"Project Settings\" under the 'application' " @@ -3440,6 +3558,12 @@ msgstr "Pertanyaan & Jawaban" msgid "Report a Bug" msgstr "Laporkan Kutu" +msgid "Copy System Info" +msgstr "Salin Info Sistem" + +msgid "Copies the system info as a single-line text into the clipboard." +msgstr "Salin info sistem sebagai teks satu baris ke papan klip." + msgid "Suggest a Feature" msgstr "Sarankan Fitur" @@ -3517,15 +3641,13 @@ msgid "" "source template to \"res://android/build\".\n" "You can then apply modifications and build your own custom APK on export " "(adding modules, changing the AndroidManifest.xml, etc.).\n" -"Note that in order to make gradle builds instead of using pre-built APKs, " -"the \"Use Gradle Build\" option should be enabled in the Android export " -"preset." +"Note that in order to make gradle builds instead of using pre-built APKs, the " +"\"Use Gradle Build\" option should be enabled in the Android export preset." msgstr "" "Ini akan menyiapkan proyek Anda untuk build gradle Android dengan menginstal " "template sumber ke \"res://android/build\".\n" -"Anda kemudian dapat menerapkan modifikasi dan membuat APK kustom Anda " -"sendiri pada saat ekspor (menambahkan modul, mengubah AndroidManifest.xml, " -"dll.).\n" +"Anda kemudian dapat menerapkan modifikasi dan membuat APK kustom Anda sendiri " +"pada saat ekspor (menambahkan modul, mengubah AndroidManifest.xml, dll.).\n" "Perhatikan bahwa untuk membuat gradle build alih-alih menggunakan APK yang " "sudah dibuat sebelumnya, opsi \"Gunakan Gradle Build\" harus diaktifkan di " "preset ekspor Android." @@ -3705,8 +3827,8 @@ msgstr "" "Resource harus dimiliki oleh sebuah skena." msgid "" -"Can't create a ViewportTexture on this resource because it's not set as " -"local to scene.\n" +"Can't create a ViewportTexture on this resource because it's not set as local " +"to scene.\n" "Please switch on the 'local to scene' property on it (and all resources " "containing it up to a node)." msgstr "" @@ -3757,9 +3879,12 @@ msgstr "String yang Dapat Dilokalkan (ukuran %d)" msgid "Add Translation" msgstr "Tambah Terjemahan" +msgid "Lock/Unlock Component Ratio" +msgstr "Rasio Komponen Kunci/Buka Kunci" + msgid "" -"The selected resource (%s) does not match any type expected for this " -"property (%s)." +"The selected resource (%s) does not match any type expected for this property " +"(%s)." msgstr "" "Resource yang terpilih (%s) tidak sesuai dengan tipe apapun yang diharapkan " "untuk properti ini (%s)." @@ -3820,6 +3945,12 @@ msgstr "" "Tidak dapat menjalankan skrip editor, apakah Anda lupa mengganti metode " "'_run'?" +msgid "Undo: %s" +msgstr "Urungkan: %s" + +msgid "Redo: %s" +msgstr "Ulangi: %s" + msgid "Edit Built-in Action" msgstr "Edit Tindakan Bawaan" @@ -3907,6 +4038,12 @@ msgstr "Joystick 4 Atas" msgid "Joystick 4 Down" msgstr "Joystick 4 Bawah" +msgid "or" +msgstr "Atau" + +msgid "Unicode" +msgstr "Unicode" + msgid "Joypad Axis %d %s (%s)" msgstr "Sumbu Joypad %d %s (%s)" @@ -3923,18 +4060,18 @@ msgid "Filter by event..." msgstr "Filter berdasarkan event..." msgid "" -"Target platform requires 'ETC2/ASTC' texture compression. Enable 'Import " -"ETC2 ASTC' in Project Settings." +"Target platform requires 'ETC2/ASTC' texture compression. Enable 'Import ETC2 " +"ASTC' in Project Settings." msgstr "" -"Platform target memerlukan kompresi tekstur 'ETC2/ASTC'. Aktifkan 'Impor " -"ETC2 ASTC' di Setelan Proyek." +"Platform target memerlukan kompresi tekstur 'ETC2/ASTC'. Aktifkan 'Impor ETC2 " +"ASTC' di Setelan Proyek." msgid "" -"Target platform requires 'S3TC/BPTC' texture compression. Enable 'Import " -"S3TC BPTC' in Project Settings." +"Target platform requires 'S3TC/BPTC' texture compression. Enable 'Import S3TC " +"BPTC' in Project Settings." msgstr "" -"Platform target memerlukan kompresi tekstur 'S3TC/BPTC'. Aktifkan 'Impor " -"S3TC BPTC' di Pengaturan Proyek." +"Platform target memerlukan kompresi tekstur 'S3TC/BPTC'. Aktifkan 'Impor S3TC " +"BPTC' di Pengaturan Proyek." msgid "Project export for platform:" msgstr "Proyek ekspor untuk platform:" @@ -4084,8 +4221,8 @@ msgid "" "No download links found for this version. Direct download is only available " "for official releases." msgstr "" -"Tautan unduh tidak ditemukan untuk versi ini. Unduhan langsung hanya " -"tersedia untuk versi rilis resmi." +"Tautan unduh tidak ditemukan untuk versi ini. Unduhan langsung hanya tersedia " +"untuk versi rilis resmi." msgid "Disconnected" msgstr "Terputus" @@ -4178,8 +4315,8 @@ msgid "Download and Install" msgstr "Unduh dan Pasang" msgid "" -"Download and install templates for the current version from the best " -"possible mirror." +"Download and install templates for the current version from the best possible " +"mirror." msgstr "Unduh dan pasang template untuk versi saat ini dari mirror terbaik." msgid "Official export templates aren't available for development builds." @@ -4233,6 +4370,9 @@ msgstr "Resource yang akan diekspor:" msgid "Delete preset '%s'?" msgstr "Hapus preset '%s'?" +msgid "(Inherited)" +msgstr "(Mewarising)" + msgid "%s Export" msgstr "Ekspor %s" @@ -4484,11 +4624,20 @@ msgstr "Gagal memuat sumber daya pada %s: %s" msgid "Unable to update dependencies:" msgstr "Tidak bisa memperbarui dependensi:" +msgid "" +"This filename begins with a dot rendering the file invisible to the editor.\n" +"If you want to rename it anyway, use your operating system's file manager." +msgstr "" +"Nama file ini diawali dengan sebuah titik yang membuat file tersebut tidak " +"terlihat oleh editor.\n" +"Jika Anda tetap ingin mengganti namanya, gunakan manajer file sistem operasi " +"Anda." + msgid "" "This file extension is not recognized by the editor.\n" "If you want to rename it anyway, use your operating system's file manager.\n" -"After renaming to an unknown extension, the file won't be shown in the " -"editor anymore." +"After renaming to an unknown extension, the file won't be shown in the editor " +"anymore." msgstr "" "Ekstensi file ini tidak dikenali oleh editor.\n" "Jika Anda tetap ingin mengganti namanya, gunakan pengelola file sistem " @@ -4499,6 +4648,17 @@ msgstr "" msgid "A file or folder with this name already exists." msgstr "Sudah ada nama berkas atau folder seperti itu." +msgid "" +"The following files or folders conflict with items in the target location " +"'%s':" +msgstr "File atau folder berikut ini bentrok dengan item di lokasi target '%s':" + +msgid "Do you wish to overwrite them or rename the copied files?" +msgstr "Apakah Anda ingin menimpa atau mengganti nama file yang disalin?" + +msgid "Do you wish to overwrite them or rename the moved files?" +msgstr "Apakah Anda ingin menimpa atau mengganti nama file yang dipindahkan?" + msgid "Duplicating file:" msgstr "Menggandakan berkas:" @@ -4523,6 +4683,9 @@ msgstr "Sunting Dependensi..." msgid "View Owners..." msgstr "Tampilkan Pemilik Berkas..." +msgid "Create New" +msgstr "Buat Baru" + msgid "Folder..." msgstr "Folder..." @@ -4538,6 +4701,18 @@ msgstr "Sumber daya..." msgid "TextFile..." msgstr "File Teks..." +msgid "Expand Folder" +msgstr "Perluas Berkas" + +msgid "Expand Hierarchy" +msgstr "Perluas Hirarki" + +msgid "Collapse Hierarchy" +msgstr "Perkecil Hirarki" + +msgid "Move/Duplicate To..." +msgstr "Pindahkan/Gandakan ke..." + msgid "Add to Favorites" msgstr "Tambahkan ke Favorit" @@ -4623,6 +4798,9 @@ msgstr "" msgid "Overwrite" msgstr "Timpa" +msgid "Keep Both" +msgstr "Simpan Keduanya" + msgid "Create Script" msgstr "Buat Script" @@ -4645,8 +4823,7 @@ msgid "" "Include the files with the following extensions. Add or remove them in " "ProjectSettings." msgstr "" -"Muat berkas dengan ekstensi berikut. Tambah atau Buang dalam " -"PengaturanProyek." +"Muat berkas dengan ekstensi berikut. Tambah atau Buang dalam PengaturanProyek." msgid "Find..." msgstr "Cari..." @@ -4720,6 +4897,9 @@ msgstr "Tidak dapat membuat folder. File dengan nama tersebut sudah ada." msgid "Choose a Directory" msgstr "Pilih sebuah Direktori" +msgid "Copy File(s)" +msgstr "Salin File (File-file)" + msgid "Network" msgstr "Jaringan" @@ -4821,15 +5001,15 @@ msgid "File:" msgstr "File:" msgid "" -"Remove the selected files? For safety only files and empty directories can " -"be deleted from here. (Cannot be undone.)\n" -"Depending on your filesystem configuration, the files will either be moved " -"to the system trash or deleted permanently." +"Remove the selected files? For safety only files and empty directories can be " +"deleted from here. (Cannot be undone.)\n" +"Depending on your filesystem configuration, the files will either be moved to " +"the system trash or deleted permanently." msgstr "" "Menghapus file yang dipilih? Untuk keamanan, hanya file dan direktori kosong " "yang dapat dihapus dari sini. (Tidak dapat dibatalkan.)\n" -"Tergantung pada konfigurasi sistem file Anda, file akan dipindahkan ke " -"tempat sampah sistem atau dihapus secara permanen." +"Tergantung pada konfigurasi sistem file Anda, file akan dipindahkan ke tempat " +"sampah sistem atau dihapus secara permanen." msgid "No sub-resources found." msgstr "Tidak ada sub-resourc yang ditemukan." @@ -4937,15 +5117,44 @@ msgstr "Buka Kunci Node" msgid "Button Group" msgstr "Tombol Grup" +msgid "Disable Scene Unique Name" +msgstr "Nonaktifkan Nama Skena Unik" + msgid "(Connecting From)" msgstr "(Menghubungkan dari)" msgid "Node configuration warning:" msgstr "Peringatan pengaturan node:" +msgid "" +"This node can be accessed from within anywhere in the scene by preceding it " +"with the '%s' prefix in a node path.\n" +"Click to disable this." +msgstr "" +"Node ini dapat diakses dari dalam scene mana saja dengan mendahuluinya dengan " +"awalan '%s' dalam asal node.\n" +"Klik untuk menonaktifkannya." + +msgid "Node has one connection." +msgid_plural "Node has {num} connections." +msgstr[0] "Node memiliki koneksi {num}." + +msgid "Node is in this group:" +msgid_plural "Node is in the following groups:" +msgstr[0] "Node berada dalam kelompok ini:" + +msgid "Click to show signals dock." +msgstr "Klik untuk menampilkan dok sinyal." + msgid "Open in Editor" msgstr "Buka dalam Editor" +msgid "This script is currently running in the editor." +msgstr "Skrip ini saat ini sedang berjalan di editor." + +msgid "This script is a custom type." +msgstr "Skrip ini adalah jenis khusus." + msgid "Open Script:" msgstr "Buka Skrip:" @@ -4956,6 +5165,13 @@ msgstr "" "Node terkunci.\n" "Klik untuk membukanya." +msgid "" +"Children are not selectable.\n" +"Click to make them selectable." +msgstr "" +"Anakan tidak dapat dipilih.\n" +"Klik untuk membuatnya dapat dipilih." + msgid "" "AnimationPlayer is pinned.\n" "Click to unpin." @@ -4963,9 +5179,15 @@ msgstr "" "AnimationPlayer disematkan.\n" "Klik untuk menghapus sematan." +msgid "\"%s\" is not a known filter." +msgstr "\"%s\" bukanlah filter yang dikenal." + msgid "Invalid node name, the following characters are not allowed:" msgstr "Nama node tidak valid, karakter berikut tidak diperbolehkan:" +msgid "Another node already uses this unique name in the scene." +msgstr "Node lain sudah menggunakan nama unik ini di dalam scene." + msgid "Scene Tree (Nodes):" msgstr "Pohon Skena (Node):" @@ -4997,8 +5219,8 @@ msgid "" "Loop offset (from beginning). Note that if BPM is set, this setting will be " "ignored." msgstr "" -"Loop offset (dari awal). Perhatikan bahwa jika BPM ditetapkan, pengaturan " -"ini akan diabaikan." +"Loop offset (dari awal). Perhatikan bahwa jika BPM ditetapkan, pengaturan ini " +"akan diabaikan." msgid "Loop:" msgstr "Loop:" @@ -5020,8 +5242,8 @@ msgstr "Jumlah Ketukan:" msgid "" "Configure the amount of Beats used for music-aware looping. If zero, it will " "be autodetected from the length.\n" -"It is recommended to set this value (either manually or by clicking on a " -"beat number in the preview) to ensure looping works properly." +"It is recommended to set this value (either manually or by clicking on a beat " +"number in the preview) to ensure looping works properly." msgstr "" "Konfigurasikan jumlah Ketukan yang digunakan untuk pengulangan musik. Jika " "nol, maka akan terdeteksi secara otomatis dari panjangnya.\n" @@ -5136,8 +5358,8 @@ msgstr "Glyph dari Peta Karakter" msgid "" "Add or remove glyphs from the character map to pre-render list:\n" "Note: Some stylistic alternatives and glyph variants do not have one-to-one " -"correspondence to character, and not shown in this map, use \"Glyphs from " -"the text\" tab to add these." +"correspondence to character, and not shown in this map, use \"Glyphs from the " +"text\" tab to add these." msgstr "" "Menambahkan atau menghapus glyph dari peta karakter ke daftar pra-render:\n" "Catatan: Beberapa alternatif gaya dan varian glyph tidak memiliki " @@ -5305,8 +5527,7 @@ msgstr "" "akan diambil." msgid "Existing file with the same name will be replaced on import." -msgstr "" -"File yang sudah ada dengan nama yang sama akan diganti pada saat impor." +msgstr "File yang sudah ada dengan nama yang sama akan diganti pada saat impor." msgid "Will save to new file" msgstr "Akan menyimpan ke file baru" @@ -5326,8 +5547,7 @@ msgid "Set Paths" msgstr "Mengatur Path" msgid "" -"This animation already saves to an external resource, no action will be " -"taken." +"This animation already saves to an external resource, no action will be taken." msgstr "" "Animasi ini sudah disimpan ke sumber daya eksternal, tidak ada tindakan yang " "akan diambil." @@ -5423,8 +5643,8 @@ msgstr "" "berhenti untuk termuat secara sempurna." msgid "" -"Select a resource file in the filesystem or in the inspector to adjust " -"import settings." +"Select a resource file in the filesystem or in the inspector to adjust import " +"settings." msgstr "" "Pilih file sumber daya di sistem berkas atau di inspektur untuk menyesuaikan " "pengaturan impor." @@ -5947,18 +6167,18 @@ msgid "Make Animation Library Unique: %s" msgstr "Buat Library Animasi Unik: %s" msgid "" -"This animation can't be saved because it does not belong to the edited " -"scene. Make it unique first." +"This animation can't be saved because it does not belong to the edited scene. " +"Make it unique first." msgstr "" "Animasi ini tidak dapat disimpan karena tidak termasuk dalam adegan yang " "diedit. Buatlah unik terlebih dahulu." msgid "" -"This animation can't be saved because it was imported from another file. " -"Make it unique first." +"This animation can't be saved because it was imported from another file. Make " +"it unique first." msgstr "" -"Animasi ini tidak dapat disimpan karena diimpor dari file lain. Buat itu " -"unik terlebih dahulu." +"Animasi ini tidak dapat disimpan karena diimpor dari file lain. Buat itu unik " +"terlebih dahulu." msgid "Save Animation" msgstr "Simpan Animasi" @@ -6230,8 +6450,8 @@ msgstr "Transisi Dihapus" msgid "" "Select and move nodes.\n" "RMB: Add node at position clicked.\n" -"Shift+LMB+Drag: Connects the selected node with another node or creates a " -"new node if you select an area without nodes." +"Shift+LMB+Drag: Connects the selected node with another node or creates a new " +"node if you select an area without nodes." msgstr "" "Memilih dan memindahkan node.\n" "RMB: Menambahkan simpul pada posisi yang diklik.\n" @@ -6642,6 +6862,9 @@ msgstr "Perbesar 800%" msgid "Zoom to 1600%" msgstr "Perbesar 1600%" +msgid "Center View" +msgstr "Tampilan Tengah" + msgid "Select Mode" msgstr "Mode Seleksi" @@ -6887,8 +7110,8 @@ msgstr "" msgid "Hold Shift when dropping to add as sibling of selected node." msgstr "" -"Tahan Shift saat menjatuhkan untuk menambahkan sebagai saudara dari node " -"yang dipilih." +"Tahan Shift saat menjatuhkan untuk menambahkan sebagai saudara dari node yang " +"dipilih." msgid "Hold Alt when dropping to add as a different node type." msgstr "Tahan Alt saat menjatuhkan untuk menambahkan jenis node yang berbeda." @@ -6915,8 +7138,8 @@ msgid "This node doesn't have a control parent." msgstr "Node ini tidak memiliki induk kontrol." msgid "" -"Use the appropriate layout properties depending on where you are going to " -"put it." +"Use the appropriate layout properties depending on where you are going to put " +"it." msgstr "" "Gunakan properti tata letak yang sesuai, tergantung di mana Anda akan " "meletakkannya." @@ -7097,12 +7320,27 @@ msgstr "Buat Titik Emisi dari Node" msgid "Load Curve Preset" msgstr "Muat Preset Kurva" +msgid "Add Curve Point" +msgstr "Tambahkan Titik Kurva" + msgid "Remove Curve Point" msgstr "Hapus Titik Kurva" msgid "Modify Curve Point" msgstr "Modifikasi Titik Kurva" +msgid "Modify Curve Point's Tangents" +msgstr "Modifikasi Titik Tangen Kurva" + +msgid "Modify Curve Point's Left Tangent" +msgstr "Modifikasi Titik kiri Tangen Kurva" + +msgid "Modify Curve Point's Right Tangent" +msgstr "Modifikasi Titik Kanan Tangen Kurva" + +msgid "Toggle Linear Curve Point's Tangent" +msgstr "Alihkan Titik Linear Kurva Tangen" + msgid "Hold Shift to edit tangents individually" msgstr "Tahan Shift untuk menyunting tangen kurva satu-persatu" @@ -7132,9 +7370,9 @@ msgid "" "mobile device).\n" "You don't need to enable it to use the GDScript debugger locally." msgstr "" -"Saat pilihan ini diaktifkan, menggunakan 'one-click deploy' akan membuat " -"file yang bisa dieksekusi mencoba untuk terhubung ke IP komputer ini, " -"sehingga proyek yang sedang berajalan dapat didebug.\n" +"Saat pilihan ini diaktifkan, menggunakan 'one-click deploy' akan membuat file " +"yang bisa dieksekusi mencoba untuk terhubung ke IP komputer ini, sehingga " +"proyek yang sedang berajalan dapat didebug.\n" "Pilihan ini dimaksudkan untuk digunakan sebagai cara men-debug jarak jauh " "(biasanya menggunakan perangkat selular).\n" "Kamu tidak perlu mengaktifkan ini jika menggunakan GDScript debugger secara " @@ -7186,12 +7424,22 @@ msgid "" msgstr "" "Navigasi dan poligon akan terlihat saat game berjalan jika opsi ini aktif." +msgid "Visible Avoidance" +msgstr "Penghindaran Terlihat" + +msgid "" +"When this option is enabled, avoidance objects shapes, radius and velocities " +"will be visible in the running project." +msgstr "" +"Ketika opsi ini diaktifkan, bentuk, radius, dan kecepatan objek penghindaran " +"akan terlihat dalam proyek yang sedang berjalan." + msgid "Synchronize Scene Changes" msgstr "Sinkronkan Perubahan Skena" msgid "" -"When this option is enabled, any changes made to the scene in the editor " -"will be replicated in the running project.\n" +"When this option is enabled, any changes made to the scene in the editor will " +"be replicated in the running project.\n" "When used remotely on a device, this is more efficient when the network " "filesystem option is enabled." msgstr "" @@ -7204,8 +7452,8 @@ msgid "Synchronize Script Changes" msgstr "Sinkronkan Perubahan skrip" msgid "" -"When this option is enabled, any script that is saved will be reloaded in " -"the running project.\n" +"When this option is enabled, any script that is saved will be reloaded in the " +"running project.\n" "When used remotely on a device, this is more efficient when the network " "filesystem option is enabled." msgstr "" @@ -7231,6 +7479,15 @@ msgid "Run %d Instance" msgid_plural "Run %d Instances" msgstr[0] "Jalankan %d Instance" +msgid "Size: %s" +msgstr "Ukuran:%s" + +msgid "Type: %s" +msgstr "Jenis: %s" + +msgid "Dimensions: %d × %d" +msgstr "Dimensi: %d × %d" + msgid "Overrides (%d)" msgstr "Menimpa (%d)" @@ -7434,6 +7691,9 @@ msgstr "Gradasi Disunting" msgid "Reverse/mirror gradient." msgstr "Gradien terbalik/mirror." +msgid "Move GradientTexture2D Fill Point" +msgstr "Pindahkan Titik Isi GradientTexture2D" + msgid "Swap GradientTexture2D Fill Points" msgstr "Tukar Titik Isi GradientTexture2D" @@ -7541,8 +7801,8 @@ msgid "" "Mesh cannot unwrap UVs because it was imported from another file type. Make " "it unique first." msgstr "" -"Mesh tidak dapat membuka UV karena diimpor dari jenis file lain. Buatlah " -"unik terlebih dahulu." +"Mesh tidak dapat membuka UV karena diimpor dari jenis file lain. Buatlah unik " +"terlebih dahulu." msgid "UV Unwrap failed, mesh may not be manifold?" msgstr "UV Unwrap gagal, mesh mungkin tidak bermacam-macam?" @@ -7557,7 +7817,7 @@ msgid "Mesh has no UV in layer %d." msgstr "Mesh tidak memiliki UV di layer %d." msgid "MeshInstance3D lacks a Mesh." -msgstr "MeshInstance3D tidak memiliki Mesh!" +msgstr "MeshInstance3D tidak memiliki Mesh." msgid "Mesh has no surface to create outlines from." msgstr "Mesh tidak memiliki permukaan untuk membuat garis luar." @@ -7606,8 +7866,8 @@ msgid "" "This is the fastest (but least accurate) option for collision detection." msgstr "" "Buat convex collision shape tunggal.\n" -"Opsi ini merupakan yang paling cepat (tapi paling tidak akurat) untuk " -"deteksi collision." +"Opsi ini merupakan yang paling cepat (tapi paling tidak akurat) untuk deteksi " +"collision." msgid "Create Simplified Convex Collision Sibling" msgstr "Buat saudara Convex Collision yang dipermudah" @@ -7618,8 +7878,8 @@ msgid "" "geometry in some cases, at the cost of accuracy." msgstr "" "Buat bentuk convex collision dipermudah.\n" -"Ini serupa dengan bentuk collision tunggal, namun dapat menghasilkan " -"geometri mudah dalam beberapa kasus, dengan biaya pada akurasi." +"Ini serupa dengan bentuk collision tunggal, namun dapat menghasilkan geometri " +"mudah dalam beberapa kasus, dengan biaya pada akurasi." msgid "Create Multiple Convex Collision Siblings" msgstr "Buat Beberapa Saudara Convex Collision" @@ -7630,15 +7890,15 @@ msgid "" "polygon-based collision." msgstr "" "Buat bentuk collision berbasis poligon.\n" -"Ini adalah opsi tengah performa antara convex collision tunggal dan " -"collision berbasis poligon." +"Ini adalah opsi tengah performa antara convex collision tunggal dan collision " +"berbasis poligon." msgid "Create Outline Mesh..." msgstr "Buat Garis Mesh..." msgid "" -"Creates a static outline mesh. The outline mesh will have its normals " -"flipped automatically.\n" +"Creates a static outline mesh. The outline mesh will have its normals flipped " +"automatically.\n" "This can be used instead of the StandardMaterial Grow property when using " "that property isn't possible." msgstr "" @@ -7780,6 +8040,12 @@ msgstr "Atur start_position" msgid "Set end_position" msgstr "Atur end_position" +msgid "Set NavigationObstacle3D Vertices" +msgstr "Atur Simpul NavigationObstacle3D" + +msgid "Edit Vertices" +msgstr "Edit Simpul" + msgid "Edit Poly" msgstr "Sunting Poligon" @@ -7882,6 +8148,9 @@ msgstr "Ukuran: %s (%.1fMP)\n" msgid "Objects: %d\n" msgstr "Objek: %d\n" +msgid "Primitives: %d\n" +msgstr "Primitif: %d\n" + msgid "Draw Calls: %d" msgstr "Menarik Panggilan: %d" @@ -8195,8 +8464,8 @@ msgid "" "disabled." msgstr "" "Mengalihkan pratinjau sinar matahari.\n" -"Jika node DirectionalLight3D ditambahkan ke adegan, pratinjau cahaya " -"matahari dinonaktifkan." +"Jika node DirectionalLight3D ditambahkan ke adegan, pratinjau cahaya matahari " +"dinonaktifkan." msgid "" "Toggle preview environment.\n" @@ -8357,6 +8626,9 @@ msgstr "Pratinjau Matahari" msgid "Sun Direction" msgstr "Arah Matahari" +msgid "Angular Altitude" +msgstr "Ketinggian Sudut" + msgid "Azimuth" msgstr "Azimut" @@ -8369,6 +8641,20 @@ msgstr "Energi Matahari" msgid "Shadow Max Distance" msgstr "Jarak Maks Bayangan" +msgid "Add Sun to Scene" +msgstr "Tambahkan Matahari ke Skena" + +msgid "" +"Adds a DirectionalLight3D node matching the preview sun settings to the " +"current scene.\n" +"Hold Shift while clicking to also add the preview environment to the current " +"scene." +msgstr "" +"Menambahkan simpul DirectionalLight3D yang cocok dengan pengaturan pratinjau " +"matahari ke skena saat ini.\n" +"Tahan Shift sambil mengeklik untuk menambahkan lingkungan pratinjau ke " +"pemandangan saat ini." + msgid "Preview Environment" msgstr "Pratinjau Lingkungan" @@ -8384,6 +8670,56 @@ msgstr "Energi Langit" msgid "AO" msgstr "AO" +msgid "Glow" +msgstr "Bersinar" + +msgid "Tonemap" +msgstr "Tonemap" + +msgid "GI" +msgstr "GI" + +msgid "Post Process" +msgstr "Pos Proses" + +msgid "Add Environment to Scene" +msgstr "Tambahkan Lingkungan ke Skena" + +msgid "" +"Adds a WorldEnvironment node matching the preview environment settings to the " +"current scene.\n" +"Hold Shift while clicking to also add the preview sun to the current scene." +msgstr "" +"Menambahkan simpul WorldEnvironment yang cocok dengan pengaturan lingkungan " +"pratinjau ke skena saat ini.\n" +"Tahan Shift sambil mengeklik untuk juga menambahkan pratinjau matahari ke " +"skena saat ini." + +msgid "" +"Can't determine a save path for the occluder.\n" +"Save your scene and try again." +msgstr "" +"Tidak dapat menentukan tujuan penyimpanan untuk okluder.\n" +"Simpan skena Anda dan coba lagi." + +msgid "" +"No meshes to bake.\n" +"Make sure there is at least one MeshInstance3D node in the scene whose visual " +"layers are part of the OccluderInstance3D's Bake Mask property." +msgstr "" +"Tidak ada mesh untuk dibake.\n" +"Pastikan setidaknya ada satu node MeshInstance3D dalam scena yang lapisan " +"visualnya merupakan bagian dari properti Bake Mask milik OccluderInstance3D." + +msgid "Could not save the new occluder at the specified path:" +msgstr "Tidak dapat menyimpan okluder baru pada tujuan yang ditentukan:" + +msgid "Bake Occluders" +msgstr "Bake Oklusi" + +msgid "Select occluder bake file:" +msgstr "Pilih berkas bake okluder:" + msgid "Remove Point from Curve" msgstr "Hapus Titik dari Kurva" @@ -8565,8 +8901,7 @@ msgid "Create a custom polygon. Enables custom polygon rendering." msgstr "Buat poligon kustom. Mengaktifkan perenderan poligon kustom." msgid "" -"Remove a custom polygon. If none remain, custom polygon rendering is " -"disabled." +"Remove a custom polygon. If none remain, custom polygon rendering is disabled." msgstr "" "Hapus poligon kustom. Jika tidak tersisa, perenderan poligon kustom " "dinonaktifkan." @@ -8688,6 +9023,12 @@ msgstr "Tidak dapat memuat berkas di:" msgid "Save File As..." msgstr "Simpan Berkas Sebagai..." +msgid "Can't obtain the script for reloading." +msgstr "Tidak dapat memperoleh skrip untuk dimuat ulang." + +msgid "Reload only takes effect on tool scripts." +msgstr "Muat ulang hanya berlaku pada skrip alat." + msgid "Can't obtain the script for running." msgstr "Tidak dapat mendapatkan skrip untuk menjalankannya." @@ -8715,6 +9056,9 @@ msgstr "Gagal menyimpan" msgid "Save Theme As..." msgstr "Simpan Tema sebagai..." +msgid "Unsaved file." +msgstr "File tidak disimpan." + msgid "%s Class Reference" msgstr "Referensi Kelas %s" @@ -8724,6 +9068,9 @@ msgstr "Pencarian Selanjutnya" msgid "Find Previous" msgstr "Cari Sebelumnya" +msgid "Filter Scripts" +msgstr "Skrip Filter" + msgid "Toggle alphabetical sorting of the method list." msgstr "Beralih penyortiran alfabetis dari daftar fungsi." @@ -8748,6 +9095,9 @@ msgstr "Buka kembali Skrip yang Ditutup" msgid "Save All" msgstr "Simpan Semua" +msgid "Soft Reload Tool Script" +msgstr "Muat Ulang halus Skrip Alat" + msgid "Copy Script Path" msgstr "Salin Lokasi Skrip" @@ -8796,6 +9146,9 @@ msgstr "Ke dokumen yang disunting sebelumnya." msgid "Go to next edited document." msgstr "Pergi ke dokumen yang disunting selanjutnya." +msgid "Make the script editor floating." +msgstr "Buat editor skrip mengambang." + msgid "Discard" msgstr "Abaikan" @@ -8815,6 +9168,12 @@ msgstr "Bersihkan Skrip baru-baru ini" msgid "Standard" msgstr "Standar" +msgid "Plain Text" +msgstr "Teks Biasa" + +msgid "JSON" +msgstr "JSON" + msgid "Connections to method:" msgstr "Hubungan dengan fungsi:" @@ -8824,11 +9183,14 @@ msgstr "Sumber" msgid "Target" msgstr "Sasaran" +msgid "Error at (%d, %d):" +msgstr "Error pada (%d, %d):" + msgid "" "Missing connected method '%s' for signal '%s' from node '%s' to node '%s'." msgstr "" -"Tidak ditemukan fungsi '%s' yang dihubungkan untuk sinyal '%s' dari node " -"'%s' ke node '%s'." +"Tidak ditemukan fungsi '%s' yang dihubungkan untuk sinyal '%s' dari node '%s' " +"ke node '%s'." msgid "[Ignore]" msgstr "[abaikan]" @@ -8842,6 +9204,9 @@ msgstr "Pergi ke Fungsi" msgid "Only resources from filesystem can be dropped." msgstr "Hanya resource dari berkas sistem yang dapat dihapus." +msgid "Can't drop nodes without an open scene." +msgstr "Tidak dapat menempatkan node tanpa skena yang terbuka." + msgid "Can't drop nodes because script '%s' is not used in this scene." msgstr "" "Tidak bisa menghapus node karena skrip '%s' tidak sedang digunakan dalam " @@ -8853,6 +9218,9 @@ msgstr "Simbol Pencarian" msgid "Pick Color" msgstr "Pilih Warna" +msgid "Folding" +msgstr "Melipat" + msgid "Indentation" msgstr "Indentasi" @@ -8880,6 +9248,9 @@ msgstr "Pergi Ke" msgid "Delete Line" msgstr "Hapus Baris" +msgid "Unindent" +msgstr "Tak terbatas" + msgid "Toggle Comment" msgstr "Jungkitkan Komentar" @@ -8895,6 +9266,9 @@ msgstr "Bentangkan Semua Baris" msgid "Evaluate Selection" msgstr "Evaluasi Seleksi" +msgid "Toggle Word Wrap" +msgstr "Beralih Bungkus Kata" + msgid "Trim Trailing Whitespace" msgstr "Hapus Spasi di Belakang" @@ -8910,6 +9284,9 @@ msgstr "Indentasi Otomatis" msgid "Find in Files..." msgstr "Cari Dalam Berkas..." +msgid "Replace in Files..." +msgstr "Ganti di File..." + msgid "Contextual Help" msgstr "Bantuan Kontekstual" @@ -8943,31 +9320,138 @@ msgstr "Pergi ke Langkah Jeda Berikutnya" msgid "Go to Previous Breakpoint" msgstr "Pergi ke Langkah Jeda Sebelumnya" -msgid "This skeleton has no bones, create some children Bone2D nodes." +msgid "Shader Editor" +msgstr "Editor Shader" + +msgid "New Shader Include" +msgstr "Termasuk Shader Baru" + +msgid "Load Shader File" +msgstr "Muat File Shader" + +msgid "Load Shader Include File" +msgstr "Muat Shader Sertakan File" + +msgid "Save File" +msgstr "Simpan File" + +msgid "Save File As" +msgstr "Simpan File Sebagai" + +msgid "Open File in Inspector" +msgstr "Buka File di Inspektur" + +msgid "Close File" +msgstr "Tutup File" + +msgid "Make the shader editor floating." +msgstr "Buat editor shader mengambang." + +msgid "No valid shader stages found." +msgstr "Tidak ditemukan tahap shader yang valid." + +msgid "Shader stage compiled without errors." +msgstr "Tahap shader dikompilasi tanpa kesalahan." + +msgid "" +"File structure for '%s' contains unrecoverable errors:\n" +"\n" msgstr "" -"Kerangka ini tidak memiliki pertulangan, buatlah beberapa anak node Bone2D." +"Struktur file untuk '%s' mengandung kesalahan yang tidak dapat dipulihkan:\n" +"\n" + +msgid "ShaderFile" +msgstr "FileShader" + +msgid "This skeleton has no bones, create some children Bone2D nodes." +msgstr "Kerangka ini tidak memiliki tulang, buatlah beberapa anak node Bone2D." msgid "Set Rest Pose to Bones" -msgstr "Atur Pose Istirahat ke Pertulangan" +msgstr "Atur Pose Istirahat ke Tulang" msgid "Create Rest Pose from Bones" -msgstr "Buat Pose Istirahat dari Pertulangan" +msgstr "Buat Pose Istirahat dari Tulang" msgid "Skeleton2D" msgstr "Skeleton2D" msgid "Reset to Rest Pose" -msgstr "Atur ulang ke Pose Duduk" +msgstr "Atur ulang ke Pose Istirahat" msgid "Overwrite Rest Pose" -msgstr "Timpa Pose Duduk" +msgstr "Timpa Pose Istirahat" + +msgid "Set Bone Transform" +msgstr "Atur Transformasi Tulang" + +msgid "Set Bone Rest" +msgstr "Atur Istirahatan Tulang" + +msgid "Cannot create a physical skeleton for a Skeleton3D node with no bones." +msgstr "Tidak dapat membuat kerangka fisik untuk node Skeleton3D tanpa tulang." msgid "Create physical bones" msgstr "Buat tulang fisik" +msgid "Cannot export a SkeletonProfile for a Skeleton3D node with no bones." +msgstr "" +"Tidak dapat mengekspor SkeletonProfile untuk node Skeleton3D tanpa tulang." + +msgid "Export Skeleton Profile As..." +msgstr "Ekspor Profil Kerangka Sebagai..." + +msgid "Set Bone Parentage" +msgstr "Atur Keturunan Tulang" + +msgid "Skeleton3D" +msgstr "Skeleton3D" + +msgid "Reset All Bone Poses" +msgstr "Atur ulang Semua Pose Tulang" + +msgid "Reset Selected Poses" +msgstr "Atur Ulang Pose yang Dipilih" + +msgid "Apply All Poses to Rests" +msgstr "Terapkan Semua Pose ke Istirahat" + +msgid "Apply Selected Poses to Rests" +msgstr "Menerapkan Pose yang Dipilih ke Istirahat" + +msgid "Create Physical Skeleton" +msgstr "Buat Kerangka Fisik" + +msgid "Export Skeleton Profile" +msgstr "Ekspor Profil Kerangka" + +msgid "" +"Edit Mode\n" +"Show buttons on joints." +msgstr "" +"Mode Edit\n" +"Menampilkan tombol pada sambungan." + +msgid "Insert key of bone poses already exist track." +msgstr "Sisipkan kunci pose tulang yang sudah ada di trek." + +msgid "Insert key of all bone poses." +msgstr "Sisipkan kunci dari semua pose tulang." + +msgid "Insert Key (All Bones)" +msgstr "Sisipkan Kunci (Semua Tulang)" + +msgid "Bone Transform" +msgstr "Transformasi Tulang" + msgid "Play IK" msgstr "Mainkan IK" +msgid "Create MeshInstance2D" +msgstr "Buat MeshInstance2D" + +msgid "MeshInstance2D Preview" +msgstr "Pratinjau MeshInstance2D" + msgid "Create Polygon2D" msgstr "Buat Polygon2D" @@ -8986,12 +9470,21 @@ msgstr "Buat LightOccluder2D" msgid "LightOccluder2D Preview" msgstr "Pratinjau LightOccluder2D" +msgid "Can't convert a Sprite2D from a foreign scene." +msgstr "Tidak dapat mengonversi Sprite2D dari skena asing." + +msgid "Sprite2D is empty!" +msgstr "Sprite2D kosong!" + msgid "Can't convert a sprite using animation frames to mesh." msgstr "Tidak dapat mengonversi sprite menggunakan frame animasi menjadi mesh." msgid "Invalid geometry, can't replace by mesh." msgstr "Geometri tidak valid, tidak dapat diganti dengan mesh." +msgid "Convert to MeshInstance2D" +msgstr "Konversikan ke MeshInstance2D" + msgid "Invalid geometry, can't create polygon." msgstr "Geometri tidak valid, tidak dapat membuat poligon." @@ -9010,6 +9503,18 @@ msgstr "Geometri tidak valid, tidak dapat membuat light occluder." msgid "Create LightOccluder2D Sibling" msgstr "Buat LightOccluder2D Sibling" +msgid "Sprite2D" +msgstr "Sprite2D" + +msgid "Simplification:" +msgstr "Penyederhanaan:" + +msgid "Shrink (Pixels):" +msgstr "Menyusut (Piksel):" + +msgid "Grow (Pixels):" +msgstr "Pertumbuhan (Piksel):" + msgid "Update Preview" msgstr "Perbarui Pratinjau" @@ -9049,30 +9554,145 @@ msgstr "Hapus Animasi?" msgid "Change Animation FPS" msgstr "Ubah FPS Animasi" +msgid "Set Frame Duration" +msgstr "Atur Durasi Bingkai" + msgid "(empty)" msgstr "(kosong)" msgid "Animations:" msgstr "Animasi:" +msgid "Animation Speed" +msgstr "Kecepatan Animasi" + +msgid "Filter Animations" +msgstr "Filter Animasi" + +msgid "Delete Animation" +msgstr "Hapus Animasi" + +msgid "This resource does not have any animations." +msgstr "Sumber ini tidak memiliki animasi apa pun." + msgid "Animation Frames:" msgstr "Frame Animasi:" +msgid "Frame Duration:" +msgstr "Durasi Bingkai:" + msgid "Zoom Reset" msgstr "Reset Perbesaran" +msgid "Add frame from file" +msgstr "Tambahkan bingkai dari file" + +msgid "Add frames from sprite sheet" +msgstr "Tambahkan bingkai dari lembar sprite" + +msgid "Delete Frame" +msgstr "Hapus Bingkai" + +msgid "Copy Frame" +msgstr "Salin Bingkai" + +msgid "Insert Empty (Before Selected)" +msgstr "Sisipkan Kosong (Sebelum Dipilih)" + +msgid "Insert Empty (After Selected)" +msgstr "Sisipkan Kosong (Sesudah Terpilih)" + +msgid "Move Frame Left" +msgstr "Geser Bingkai Kiri" + +msgid "Move Frame Right" +msgstr "Geser Bingkai Kanan" + msgid "Select Frames" -msgstr "Pilih Frame" +msgstr "Pilih Bingkai" + +msgid "Frame Order" +msgstr "Urutan Bingkai" + +msgid "As Selected" +msgstr "Sebagai yang Dipilih" + +msgid "By Row" +msgstr "Berdasarkan Baris" + +msgid "Left to Right, Top to Bottom" +msgstr "Kiri ke Kanan, Atas ke Bawah" + +msgid "Left to Right, Bottom to Top" +msgstr "Kiri ke Kanan, Bawah ke Atas" + +msgid "Right to Left, Top to Bottom" +msgstr "Kanan ke Kiri, Atas ke Bawah" + +msgid "Right to Left, Bottom to Top" +msgstr "Kanan ke Kiri, Bawah ke Atas" + +msgid "By Column" +msgstr "Berdasarkan Kolom" + +msgid "Top to Bottom, Left to Right" +msgstr "Atas ke Bawah, Kiri ke Kanan" + +msgid "Top to Bottom, Right to Left" +msgstr "Atas ke Bawah, Kanan ke Kiri" + +msgid "Bottom to Top, Left to Right" +msgstr "Bawah ke Atas, Kiri ke Kanan" + +msgid "Bottom to Top, Right to Left" +msgstr "Bawah ke Atas, Kanan ke Kiri" + +msgid "Select None" +msgstr "Pilih Tidak Ada" + +msgid "Toggle Settings Panel" +msgstr "Beralih Panel Pengaturan" + +msgid "Horizontal" +msgstr "Horizontal" + +msgid "Vertical" +msgstr "Vertikal" msgid "Size" msgstr "Ukuran" +msgid "Separation" +msgstr "Pemisahan" + +msgid "Offset" +msgstr "Pengimbangan" + msgid "Create Frames from Sprite Sheet" msgstr "Buat Frame dari Sprite Sheet" msgid "SpriteFrames" msgstr "SpriteFrame" +msgid "Warnings should be fixed to prevent errors." +msgstr "Peringatan harus diperbaiki untuk mencegah kesalahan." + +msgid "" +"This shader has been modified on disk.\n" +"What action should be taken?" +msgstr "" +"Shader ini telah dimodifikasi pada penyimpanan.\n" +"Tindakan apa yang harus diambil?" + +msgid "%s Mipmaps" +msgstr "%s Mipmap" + +msgid "Memory: %s" +msgstr "Memori: %s" + +msgid "No Mipmaps" +msgstr "Tidak Ada Mipmaps" + msgid "Set Region Rect" msgstr "Atur Kotak Region" @@ -9094,21 +9714,85 @@ msgstr "Iris Otomatis" msgid "Step:" msgstr "Langkah:" +msgid "Separation:" +msgstr "Pemisahan:" + +msgid "Region Editor" +msgstr "Editor Wilayah" + +msgid "Edit Region" +msgstr "Edit Wilayah" + +msgid "Styleboxes" +msgstr "Kotakgaya" + +msgid "1 color" +msgid_plural "{num} colors" +msgstr[0] "{num} warna" + +msgid "No colors found." +msgstr "Tidak ada warna yang ditemukan." + +msgid "1 constant" +msgid_plural "{num} constants" +msgstr[0] "{num} Konstan" + +msgid "No constants found." +msgstr "Tidak ada konstanta yang ditemukan." + +msgid "1 font" +msgid_plural "{num} fonts" +msgstr[0] "{num} Huruf" + msgid "No fonts found." -msgstr "Font tidak ditemukan." +msgstr "Tidak ada huruf yang ditemukan." + +msgid "1 font size" +msgid_plural "{num} font sizes" +msgstr[0] "{num} ukuran huruf" + +msgid "No font sizes found." +msgstr "Tidak ada ukuran huruf yang ditemukan." + +msgid "1 icon" +msgid_plural "{num} icons" +msgstr[0] "{num} ikon" msgid "No icons found." -msgstr "Ikon tidak ditemukan." +msgstr "Tidak ada ikon yang ditemukan." + +msgid "1 stylebox" +msgid_plural "{num} styleboxes" +msgstr[0] "{num} kotakgaya" + +msgid "No styleboxes found." +msgstr "Tidak ada kotakgaya yang ditemukan." + +msgid "{num} currently selected" +msgid_plural "{num} currently selected" +msgstr[0] "{num} saat ini terpilih" msgid "Nothing was selected for the import." msgstr "Tidak ada yang dipilih untuk impor." +msgid "Importing Theme Items" +msgstr "Mengimpor Item Tema" + msgid "Importing items {n}/{n}" msgstr "Mengimpor item {n}/{n}" msgid "Updating the editor" msgstr "Memperbarui editor" +msgid "Finalizing" +msgstr "Menyelesaikan" + +msgid "Import Theme Items" +msgstr "Impor Item Tema" + +msgid "Filter Items" +msgstr "Item Filter" + msgid "With Data" msgstr "Dengan Data" @@ -9142,6 +9826,18 @@ msgstr "Pilih semua item font yang terlihat dan datanya." msgid "Deselect all visible font items." msgstr "Batalkan pilihan semua item fonta yang terlihat." +msgid "Font sizes" +msgstr "Ukuran huruf" + +msgid "Select all visible font size items." +msgstr "Pilih semua item ukuran huruf yang terlihat." + +msgid "Select all visible font size items and their data." +msgstr "Pilih semua item kuran huruf yang terlihat dan datanya." + +msgid "Deselect all visible font size items." +msgstr "Batalkan pilihan semua item ukuran huruf yang terlihat." + msgid "Select all visible icon items." msgstr "Pilih semua benda ikon terlihat." @@ -9151,12 +9847,21 @@ msgstr "Pilih semua benda ikon terlihat dan data mereka." msgid "Deselect all visible icon items." msgstr "Batal pilih semua benda ikon terlihat." +msgid "Select all visible stylebox items." +msgstr "Pilih semua item kotakgaya yang terlihat." + +msgid "Select all visible stylebox items and their data." +msgstr "Pilih semua item kotakgaya yang terlihat dan datanya." + +msgid "Deselect all visible stylebox items." +msgstr "Batalkan pilihan semua item kotakgaya yang terlihat." + msgid "" "Caution: Adding icon data may considerably increase the size of your Theme " "resource." msgstr "" -"Perhatian: Menambahkan data ikon dapat sangat meningkatkan ukuran sumber " -"daya Tema Anda." +"Perhatian: Menambahkan data ikon dapat sangat meningkatkan ukuran sumber daya " +"Tema Anda." msgid "Collapse types." msgstr "Lipat Semua." @@ -9183,14 +9888,17 @@ msgid "Import Selected" msgstr "Impor Yang Dipilih" msgid "" -"Import Items tab has some items selected. Selection will be lost upon " -"closing this window.\n" +"Import Items tab has some items selected. Selection will be lost upon closing " +"this window.\n" "Close anyway?" msgstr "" "Tab Impor Item memiliki beberapa item yang dipilih. Pilihan akan hilang " "setelah menutup jendela ini.\n" "Tetap tutup?" +msgid "Remove Type" +msgstr "Hapus Tipe" + msgid "" "Select a theme type from the list to edit its items.\n" "You can add a custom type or import a type with its items from another theme." @@ -9629,15 +10337,13 @@ msgid "" "Returns the boolean result of the comparison between INF and a scalar " "parameter." msgstr "" -"Mengembalikan hasil boolean dari perbandingan antara INF dan parameter " -"skalar." +"Mengembalikan hasil boolean dari perbandingan antara INF dan parameter skalar." msgid "" "Returns the boolean result of the comparison between NaN and a scalar " "parameter." msgstr "" -"Mengembalikan hasil boolean dari perbandingan antara NaN dan parameter " -"skalar." +"Mengembalikan hasil boolean dari perbandingan antara NaN dan parameter skalar." msgid "Less Than (<)" msgstr "Kurang dari (<)" @@ -9728,15 +10434,15 @@ msgid "" "(Fragment/Light mode only) (Scalar) Derivative in 'x' using local " "differencing." msgstr "" -"(Khusus mode Fragmen/Cahaya) (Skalar) Turunan dalam 'x' menggunakan " -"perbedaan lokal." +"(Khusus mode Fragmen/Cahaya) (Skalar) Turunan dalam 'x' menggunakan perbedaan " +"lokal." msgid "" "(Fragment/Light mode only) (Scalar) Derivative in 'y' using local " "differencing." msgstr "" -"(Khusus mode Fragmen/Cahaya) (Skalar) Turunan dalam 'y' menggunakan " -"perbedaan lokal." +"(Khusus mode Fragmen/Cahaya) (Skalar) Turunan dalam 'y' menggunakan perbedaan " +"lokal." msgid "Base-e Exponential." msgstr "Eksponensial Basis-E." @@ -9745,8 +10451,7 @@ msgid "Base-2 Exponential." msgstr "Eksponensial Basis-2." msgid "Finds the nearest integer less than or equal to the parameter." -msgstr "" -"Mencari bilangan bulat terdekat kurang dari atau sama dengan parameter." +msgstr "Mencari bilangan bulat terdekat kurang dari atau sama dengan parameter." msgid "Computes the fractional part of the argument." msgstr "Hitung bagian pecahan dari argumen." @@ -9812,14 +10517,14 @@ msgid "" "SmoothStep function( scalar(edge0), scalar(edge1), scalar(x) ).\n" "\n" "Returns 0.0 if 'x' is smaller than 'edge0' and 1.0 if x is larger than " -"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 " -"using Hermite polynomials." +"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 using " +"Hermite polynomials." msgstr "" "Fungsi SmoothStep( skalar(batas0), skalar(batas1), skalar(x) ).\n" "\n" "Mengembalikan 0.0 jika 'x' lebih kecil dari 'batas0' dan 1.0 jika x lebih " -"besar dari 'batas1'. Jika tidak, nilai kembalian diinterpolasi antara 0.0 " -"dan 1.0 menggunakan polinomial Hermite." +"besar dari 'batas1'. Jika tidak, nilai kembalian diinterpolasi antara 0.0 dan " +"1.0 menggunakan polinomial Hermite." msgid "" "Step function( scalar(edge), scalar(x) ).\n" @@ -9831,8 +10536,7 @@ msgstr "" "Mengembalikan nilai 0.0 jika 'x' lebih kecil dari 'batas' dan sebaliknya 1.0." msgid "" -"(Fragment/Light mode only) (Scalar) Sum of absolute derivative in 'x' and " -"'y'." +"(Fragment/Light mode only) (Scalar) Sum of absolute derivative in 'x' and 'y'." msgstr "" "(Khusus mode Fragmen/Cahaya) (Skalar) Jumlah dari turunan absolut dari 'x' " "dan 'y'." @@ -9865,9 +10569,9 @@ msgstr "" "\n" "OuterProduct memperlakukan parameter pertama 'c' sebagai vektor kolom " "(matriks dengan satu kolom) dan parameter kedua 'r' sebagai vektor baris " -"(matriks dengan satu baris) dan melakukan perkalian matriks aljabar linier " -"'c * r', menghasilkan matriks yang banyak barisnya adalah banyak komponen " -"dalam 'c' dan yang banyak kolomnya adalah banyak komponen dalam 'r'." +"(matriks dengan satu baris) dan melakukan perkalian matriks aljabar linier 'c " +"* r', menghasilkan matriks yang banyak barisnya adalah banyak komponen dalam " +"'c' dan yang banyak kolomnya adalah banyak komponen dalam 'r'." msgid "Composes transform from four vectors." msgstr "Menyusun transformasi dari empat vektor." @@ -9903,15 +10607,15 @@ msgid "" "(Fragment/Light mode only) (Vector) Derivative in 'x' using local " "differencing." msgstr "" -"(Khusus mode Fragmen/Cahaya) (Vektor) Turunan dalam 'x' menggunakan " -"perbedaan lokal." +"(Khusus mode Fragmen/Cahaya) (Vektor) Turunan dalam 'x' menggunakan perbedaan " +"lokal." msgid "" "(Fragment/Light mode only) (Vector) Derivative in 'y' using local " "differencing." msgstr "" -"(Khusus mode Fragmen/Cahaya) (Vektor) Turunan dalam 'y' menggunakan " -"perbedaan lokal." +"(Khusus mode Fragmen/Cahaya) (Vektor) Turunan dalam 'y' menggunakan perbedaan " +"lokal." msgid "Returns the distance between two points." msgstr "Mengembalikan jarak antara dua titik." @@ -9925,15 +10629,15 @@ msgid "" "incident vector, and Nref, the reference vector. If the dot product of I and " "Nref is smaller than zero the return value is N. Otherwise -N is returned." msgstr "" -"Mengembalikan vektor yang menunjuk ke arah yang sama dengan vektor " -"referensi. Fungsi ini memiliki tiga parameter vektor: N, vektor untuk " -"berorientasi, I, vektor insiden, dan Nref, vektor referensi. Jika dot " -"product dari I dan Nref lebih kecil dari nol, nilai pengembaliannya adalah " -"N. Jika tidak -N yang dikembalikan." +"Mengembalikan vektor yang menunjuk ke arah yang sama dengan vektor referensi. " +"Fungsi ini memiliki tiga parameter vektor: N, vektor untuk berorientasi, I, " +"vektor insiden, dan Nref, vektor referensi. Jika dot product dari I dan Nref " +"lebih kecil dari nol, nilai pengembaliannya adalah N. Jika tidak -N yang " +"dikembalikan." msgid "" -"Returns falloff based on the dot product of surface normal and view " -"direction of camera (pass associated inputs to it)." +"Returns falloff based on the dot product of surface normal and view direction " +"of camera (pass associated inputs to it)." msgstr "" "Mengembalikan nilai falloff berdasarkan dot product dari nilai normal " "permukaan dan arah pandangan kamera (berikan masukan yang terkait dengannya)." @@ -9970,8 +10674,8 @@ msgid "" "SmoothStep function( vector(edge0), vector(edge1), vector(x) ).\n" "\n" "Returns 0.0 if 'x' is smaller than 'edge0' and 1.0 if 'x' is larger than " -"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 " -"using Hermite polynomials." +"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 using " +"Hermite polynomials." msgstr "" "Fungsi SmoothStep( vektor(batas0), vektor(batas1), vektor (x)).\n" "\n" @@ -9983,14 +10687,14 @@ msgid "" "SmoothStep function( scalar(edge0), scalar(edge1), vector(x) ).\n" "\n" "Returns 0.0 if 'x' is smaller than 'edge0' and 1.0 if 'x' is larger than " -"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 " -"using Hermite polynomials." +"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 using " +"Hermite polynomials." msgstr "" "Fungsi SmoothStep( skalar(batas0), skalar(batas1), skalar(x) ).\n" "\n" "Mengembalikan 0.0 jika 'x' lebih kecil dari 'batas0' dan 1.0 jika x lebih " -"besar dari 'batas1'. Jika tidak, nilai kembalian diinterpolasi antara 0.0 " -"dan 1.0 menggunakan polinomial Hermite." +"besar dari 'batas1'. Jika tidak, nilai kembalian diinterpolasi antara 0.0 dan " +"1.0 menggunakan polinomial Hermite." msgid "" "Step function( vector(edge), vector(x) ).\n" @@ -10011,8 +10715,7 @@ msgstr "" "Mengembalikan nilai 0.0 jika 'x' lebih kecil dari 'batas' dan sebaliknya 1.0." msgid "" -"(Fragment/Light mode only) (Vector) Sum of absolute derivative in 'x' and " -"'y'." +"(Fragment/Light mode only) (Vector) Sum of absolute derivative in 'x' and 'y'." msgstr "" "(Khusus mode Fragmen/Cahaya) (Vektor) Jumlah dari turunan absolut dari 'x' " "dan 'y'." @@ -10137,6 +10840,65 @@ msgstr "Proyek Perpustakaan Aset" msgid "Can't open project at '%s'." msgstr "Tidak dapat membuka proyek di '%s'." +msgid "" +"The selected project \"%s\" does not specify its supported Godot version in " +"its configuration file (\"project.godot\").\n" +"\n" +"Project path: %s\n" +"\n" +"If you proceed with opening it, it will be converted to Godot's current " +"configuration file format.\n" +"\n" +"Warning: You won't be able to open the project with previous versions of the " +"engine anymore." +msgstr "" +"Proyek \"%s\" yang dipilih tidak menentukan versi Godot yang didukung dalam " +"file konfigurasinya (\"projek.godot\").\n" +"\n" +"Asal proyek: %s\n" +"\n" +"Jika Anda melanjutkan dengan membukanya, maka akan dikonversi ke format " +"berkas konfigurasi Godot saat ini.\n" +"\n" +"Peringatan: Anda tidak akan bisa membuka proyek dengan versi Engine " +"sebelumnya lagi." + +msgid "" +"The selected project \"%s\" was generated by an older engine version, and " +"needs to be converted for this version.\n" +"\n" +"Project path: %s\n" +"\n" +"Do you want to convert it?\n" +"\n" +"Warning: You won't be able to open the project with previous versions of the " +"engine anymore." +msgstr "" +"Proyek \"%s\" yang dipilih dihasilkan oleh versi mesin yang lebih lama, dan " +"perlu dikonversi untuk versi ini.\n" +"\n" +"Asal proyek: %s\n" +"\n" +"Apakah Anda ingin mengonversinya?\n" +"\n" +"Peringatan: Anda tidak akan dapat membuka proyek dengan versi Engine " +"sebelumnya lagi." + +msgid "" +"Can't open project \"%s\" at the following path:\n" +"\n" +"%s\n" +"\n" +"The project settings were created by a newer engine version, whose settings " +"are not compatible with this version." +msgstr "" +"Tidak dapat membuka proyek \"%s\" dari asal berikut:\n" +"\n" +"%s\n" +"\n" +"Pengaturan proyek dibuat oleh versi Engine yang lebih baru, yang " +"pengaturannya tidak kompatibel dengan versi ini." + msgid "" "Can't run project: no main scene defined.\n" "Please edit the project and set the main scene in the Project Settings under " @@ -10211,28 +10973,6 @@ msgstr "Hapus semua" msgid "Also delete project contents (no undo!)" msgstr "Hapus juga konten proyek (tidak dapat dibatalkan!)" -msgid "" -"This option will perform full project conversion, updating scenes, resources " -"and scripts from Godot 3.x to work in Godot 4.0.\n" -"\n" -"Note that this is a best-effort conversion, i.e. it makes upgrading the " -"project easier, but it will not open out-of-the-box and will still require " -"manual adjustments.\n" -"\n" -"IMPORTANT: Make sure to backup your project before converting, as this " -"operation makes it impossible to open it in older versions of Godot." -msgstr "" -"Opsi ini akan melakukan konversi proyek menyeluruh, pembaharuan scene, " -"resource, dan script dari Godot 3.x agar dapat bekerja di Godot 4.0.\n" -"\n" -"Catat bahwa ini adalah usaha terbaik untuk mengonversi, seperti mempermudah " -"upgrade proyek, tapi tidak berarti out-of-the-box dan masih memerlukan " -"pengaturan manual.\n" -"\n" -"PENTING: Pastikan untuk membackup proyek anda sebelum konversi, karena " -"tindakan ini akan membuat proyek tidak dapat dibuka pada versi Godot yang " -"lebih lama." - msgid "Can't run project" msgstr "Tidak dapat menjalankan proyek" @@ -10317,8 +11057,7 @@ msgid "Per-level Counter" msgstr "Penghitung per Level" msgid "If set, the counter restarts for each group of child nodes." -msgstr "" -"Jika diatur, penghitung akan dimulai ulang untuk setiap grup node anak." +msgstr "Jika diatur, penghitung akan dimulai ulang untuk setiap grup node anak." msgid "Step" msgstr "Langkah" @@ -10431,8 +11170,7 @@ msgstr "Hapus node \"%s\" dan anak-anaknya?" msgid "Delete node \"%s\"?" msgstr "Hapus node \"%s\"?" -msgid "" -"Saving the branch as a scene requires having a scene open in the editor." +msgid "Saving the branch as a scene requires having a scene open in the editor." msgstr "Menyimpan cabang sebagai skena membutuhkan skena terbuka di editor." msgid "" @@ -10457,8 +11195,7 @@ msgid "" "To save this branch into its own scene, open the original scene, right click " "on this branch, and select \"Save Branch as Scene\"." msgstr "" -"Tidak dapat menyimpan cabang yang merupakan bagian dari skena yang " -"diwarisi.\n" +"Tidak dapat menyimpan cabang yang merupakan bagian dari skena yang diwarisi.\n" "Untuk menyimpan cabang ini ke dalam skenanya sendiri, buka skena aslinya, " "klik kanan pada cabang ini, dan pilih \"Simpan Cabang sebagai Skena\"." @@ -10473,8 +11210,8 @@ msgstr "" "dikembalikan ke properti bakunya." msgid "" -"Enabling \"Load As Placeholder\" will disable \"Editable Children\" and " -"cause all properties of the node to be reverted to their default." +"Enabling \"Load As Placeholder\" will disable \"Editable Children\" and cause " +"all properties of the node to be reverted to their default." msgstr "" "Mengaktifkan \"Muas sebagai Placeholder\" akan menonaktifkan \"Anakan yang " "Dapat Disunting\" dan mengakibatkan semua properti node dikembalikan ke " @@ -10674,8 +11411,8 @@ msgstr "" "menggunakan editor eksternal." msgid "" -"Warning: Having the script name be the same as a built-in type is usually " -"not desired." +"Warning: Having the script name be the same as a built-in type is usually not " +"desired." msgstr "" "Peringatan: Memiliki nama skrip yang sama dengan tipe bawaan biasanya tidak " "disarankan." @@ -10816,8 +11553,7 @@ msgid "Pick Distance:" msgstr "Pilih Jarak:" msgid "Give a MeshLibrary resource to this GridMap to use its meshes." -msgstr "" -"Berikan resource MeshLibrary ke GridMap ini untuk menggunakan mesh-nya." +msgstr "Berikan resource MeshLibrary ke GridMap ini untuk menggunakan mesh-nya." msgid "Begin Bake" msgstr "Mulai Bake" @@ -10954,6 +11690,13 @@ msgstr "Tidak dapat menemukan keystore, tidak bisa ekspor." msgid "Could not start apksigner executable." msgstr "Tidak dapat memulai apksigner." +msgid "" +"output: \n" +"%s" +msgstr "" +"keluaran:\n" +"%s" + msgid "Invalid filename! Android App Bundle requires the *.aab extension." msgstr "Nama berkas tak valid! Android App Bundle memerlukan ekstensi *.aab ." @@ -10983,8 +11726,8 @@ msgid "Building Android Project (gradle)" msgstr "Membangun Proyek Android (gradle)" msgid "" -"Building of Android project failed, check output for the error. " -"Alternatively visit docs.godotengine.org for Android build documentation." +"Building of Android project failed, check output for the error. Alternatively " +"visit docs.godotengine.org for Android build documentation." msgstr "" "Pembangunan proyek Android gagal, periksa output untuk galatnya. Atau " "kunjungi docs.godotengine.org untuk dokumentasi build Android." @@ -11062,8 +11805,8 @@ msgid "" "Notarization requires the app to be archived first, select the DMG or ZIP " "export format instead." msgstr "" -"Notaris mengharuskan aplikasi diarsipkan terlebih dahulu, pilih format " -"ekspor DMG atau ZIP." +"Notaris mengharuskan aplikasi diarsipkan terlebih dahulu, pilih format ekspor " +"DMG atau ZIP." msgid "Sending archive for notarization" msgstr "Mengirim arsip untuk notaris" @@ -11072,8 +11815,8 @@ msgid "" "Warning: Notarization is disabled. The exported project will be blocked by " "Gatekeeper if it's downloaded from an unknown source." msgstr "" -"Peringatan: Notarisasi dinonaktifkan. Proyek yang diekspor akan diblokir " -"oleh Gatekeeper jika diunduh dari sumber yang tidak dikenal." +"Peringatan: Notarisasi dinonaktifkan. Proyek yang diekspor akan diblokir oleh " +"Gatekeeper jika diunduh dari sumber yang tidak dikenal." msgid "Invalid package short name." msgstr "Nama pendek paket tidak valid." @@ -11128,11 +11871,11 @@ msgstr "Identitas tidak ditemukan." msgid "" "This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " -"define its shape." +"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to define " +"its shape." msgstr "" -"Node ini tidak punya shape, jadi dia tidak bisa bertabrakan atau " -"berinteraksi dengan objek lain.\n" +"Node ini tidak punya shape, jadi dia tidak bisa bertabrakan atau berinteraksi " +"dengan objek lain.\n" "Pertimbangkan untuk menambahkan CollisionShape2D atau CollisionPolygon2D " "sebagai anak untuk mendefinisikan bentuknya." @@ -11220,8 +11963,8 @@ msgstr "" msgid "" "ParallaxLayer node only works when set as child of a ParallaxBackground node." msgstr "" -"Node ParallaxLayer hanya bekerja ketika diatur sebagai child dari sebuah " -"node ParallaxBackground." +"Node ParallaxLayer hanya bekerja ketika diatur sebagai child dari sebuah node " +"ParallaxBackground." msgid "PathFollow2D only works when set as a child of a Path2D node." msgstr "" @@ -11242,18 +11985,42 @@ msgstr "" msgid "" "This bone lacks a proper REST pose. Go to the Skeleton2D node and set one." msgstr "" -"Tulang ini tidak memiliki pose REST yang sesuai. Pergi ke node Skeleton2D " -"dan tetapkan." +"Tulang ini tidak memiliki pose REST yang sesuai. Pergi ke node Skeleton2D dan " +"tetapkan." + +msgid "" +"CollisionPolygon3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" +"CollisionPolygon3D hanya berfungsi untuk memberikan bentuk tabrakan pada " +"simpul turunan CollisionObject3D.\n" +"Harap gunakan hanya sebagai anak dari Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, dll. untuk memberikan bentuk." + +msgid "" +"CollisionShape3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" +"CollisionShape3D hanya berfungsi untuk memberikan bentuk tabrakan pada simpul " +"turunan CollisionObject3D.\n" +"Harap gunakan hanya sebagai anak dari Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, dll. untuk memberikan bentuk." msgid "Nothing is visible because no mesh has been assigned." msgstr "Tidak ada yang tampil karena tidak ada mesh yang ditetapkan." -msgid "" -"Nothing is visible because meshes have not been assigned to draw passes." +msgid "Nothing is visible because meshes have not been assigned to draw passes." msgstr "" "Tidak ada yang ditampilkan karena mesh tidak ditetapkan untuk menggambar " "lintasan." +msgid "Generating Probe Volumes" +msgstr "Menghasilkan Volume Probe" + msgid "This body will be ignored until you set a mesh." msgstr "Body ini akan diabaikan hingga Anda mengatur mesh-nya." @@ -11289,8 +12056,7 @@ msgid "No root AnimationNode for the graph is set." msgstr "Akar AnimationNode untuk grafik belum diatur." msgid "Path to an AnimationPlayer node containing animations is not set." -msgstr "" -"Lokasi untuk node AnimationPlayer yang mengandung animasi belum diatur." +msgstr "Lokasi untuk node AnimationPlayer yang mengandung animasi belum diatur." msgid "Path set for AnimationPlayer does not lead to an AnimationPlayer node." msgstr "" @@ -11300,6 +12066,13 @@ msgstr "" msgid "The AnimationPlayer root node is not a valid node." msgstr "Akar AnimationPlayer bukanlah node yang valid." +msgid "" +"Color: #%s\n" +"LMB: Apply color" +msgstr "" +"Warna: #%s\n" +"LMB: Terapkan warna" + msgid "Switch between hexadecimal and code values." msgstr "Beralih antara nilai heksadesimal dan kode." @@ -11307,14 +12080,13 @@ msgid "Add current color as a preset." msgstr "Tambahkan warna yang sekarang sebagai preset." msgid "" -"Container by itself serves no purpose unless a script configures its " -"children placement behavior.\n" +"Container by itself serves no purpose unless a script configures its children " +"placement behavior.\n" "If you don't intend to add a script, use a plain Control node instead." msgstr "" "Container dengan dirinya sendiri tidak berguna kecuali ada skrip yang " "mengkonfigurasi perilaku penempatan anak-anaknya.\n" -"Jika Anda tidak ingin menambahkan skrip, silakan gunakan node 'Control' " -"biasa." +"Jika Anda tidak ingin menambahkan skrip, silakan gunakan node 'Control' biasa." msgid "" "The Hint Tooltip won't be displayed as the control's Mouse Filter is set to " @@ -11335,8 +12107,7 @@ msgstr "Aktifkan peta mini grid." msgid "If \"Exp Edit\" is enabled, \"Min Value\" must be greater than 0." msgstr "" -"Jika \"Exp Edit\" diaktifkan, \"Nilai Minimal\" seharusnya lebih besar dari " -"0." +"Jika \"Exp Edit\" diaktifkan, \"Nilai Minimal\" seharusnya lebih besar dari 0." msgid "" "ScrollContainer is intended to work with a single child control.\n" @@ -11350,6 +12121,13 @@ msgstr "" msgid "(Other)" msgstr "(Yang Lain)" +msgid "" +"Shader keywords cannot be used as parameter names.\n" +"Choose another name." +msgstr "" +"Kata kunci shader tidak dapat digunakan sebagai nama parameter.\n" +"Pilih nama lain." + msgid "" "The sampler port is connected but not used. Consider changing the source to " "'SamplerPort'." @@ -11387,5 +12165,8 @@ msgstr "Pemberian nilai untuk uniform." msgid "Constants cannot be modified." msgstr "Konstanta tidak dapat dimodifikasi." +msgid "Invalid argument name." +msgstr "Nama argumen tidak valid." + msgid "Invalid macro argument." msgstr "Argumen makro tidak sah." diff --git a/editor/translations/editor/it.po b/editor/translations/editor/it.po index bf5ed039f08..ba3644e0c11 100644 --- a/editor/translations/editor/it.po +++ b/editor/translations/editor/it.po @@ -86,13 +86,14 @@ # Francesco Falcone , 2023. # GumaD3v , 2023. # Adelina G , 2023. +# Francesco , 2023. msgid "" msgstr "" "Project-Id-Version: Godot Engine editor interface\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2023-06-11 23:11+0000\n" -"Last-Translator: Adelina G \n" +"PO-Revision-Date: 2023-07-20 08:03+0000\n" +"Last-Translator: Francesco \n" "Language-Team: Italian \n" "Language: it\n" @@ -100,7 +101,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=n != 1;\n" -"X-Generator: Weblate 4.18-dev\n" +"X-Generator: Weblate 5.0-dev\n" msgid "Unset" msgstr "Non impostato" @@ -198,9 +199,6 @@ msgstr "Indietro, Select Sony, Back Xbox, - Nintendo" msgid "Guide, Sony PS, Xbox Home" msgstr "Guida, PS Sony, Home Xbox" -msgid "Start, Nintendo +" -msgstr "Start, + Nintendo" - msgid "Left Stick, Sony L3, Xbox L/LS" msgstr "Levetta sinistra, L3 Sony, L/LS Xbox" @@ -249,6 +247,9 @@ msgstr "Pulsante %d del joypad" msgid "Pressure:" msgstr "Pressione:" +msgid "canceled" +msgstr "annullato" + msgid "touched" msgstr "toccato" @@ -651,8 +652,8 @@ msgstr "" msgid "Can't change loop mode on animation embedded in another scene." msgstr "" -"Impossibile cambiare la modalità di ripetizione di un'animazione integrata " -"in un'altra scena." +"Impossibile cambiare la modalità di ripetizione di un'animazione integrata in " +"un'altra scena." msgid "Property Track" msgstr "Traccia di proprietà" @@ -735,6 +736,9 @@ msgstr "Rotazione:" msgid "Scale:" msgstr "Scala:" +msgid "Blend Shape:" +msgstr "Forma blend:" + msgid "Type:" msgstr "Tipo:" @@ -777,6 +781,15 @@ msgstr "Clip di animazione:" msgid "Toggle Track Enabled" msgstr "Abilita/Disabilita una traccia" +msgid "Don't Use Blend" +msgstr "Non usare blend" + +msgid "Continuous" +msgstr "Continuo" + +msgid "Discrete" +msgstr "Discreto" + msgid "Capture" msgstr "Cattura" @@ -822,6 +835,9 @@ msgstr "Cambia la modalità d'interpolazione di un'animazione" msgid "Change Animation Loop Mode" msgstr "Cambia la modalità del ciclo di un'animazione" +msgid "Change Animation Use Blend" +msgstr "Cambia la modalità di Blend di un'animazione" + msgid "" "Compressed tracks can't be edited or removed. Re-import the animation with " "compression disabled in order to edit." @@ -862,10 +878,14 @@ msgstr "Cambia il passo di animazione" msgid "Rearrange Tracks" msgstr "Riordina delle tracce" +msgid "Blend Shape tracks only apply to MeshInstance3D nodes." +msgstr "" +"Le tracce di Blend Shape si applicano solo a nodi di tipo MeshInstance3D." + msgid "Position/Rotation/Scale 3D tracks only apply to 3D-based nodes." msgstr "" -"Le tracce di posizione/rotazione/scala 3D si applicano solo a nodi basati " -"sul 3D." +"Le tracce di posizione/rotazione/scala 3D si applicano solo a nodi basati sul " +"3D." msgid "" "Audio tracks can only point to nodes of type:\n" @@ -921,6 +941,9 @@ msgstr "Aggiungi una chiave a una traccia di chiamate metodi" msgid "Method not found in object:" msgstr "Metodo non trovato nell'oggetto:" +msgid "Animation Move Keys" +msgstr "Sposta chiavi d'animazione" + msgid "Position" msgstr "Posizione" @@ -948,11 +971,17 @@ msgstr "Gli appunti sono vuoti!" msgid "Paste Tracks" msgstr "Incolla delle tracce" +msgid "Animation Scale Keys" +msgstr "Scala chiavi d'animazione" + +msgid "Make Easing Keys" +msgstr "Crea chiavi di easing" + msgid "" "This option does not work for Bezier editing, as it's only a single track." msgstr "" -"Questa opzione non funziona per modificare delle curve di Bézier, dato che " -"si tratta di una singola traccia." +"Questa opzione non funziona per modificare delle curve di Bézier, dato che si " +"tratta di una singola traccia." msgid "Animation Add RESET Keys" msgstr "Aggiungi le chiavi RESET di un'animazione" @@ -983,8 +1012,7 @@ msgid "Warning: Editing imported animation" msgstr "Attenzione: sta venendo modificata un'animazione importata" msgid "Select an AnimationPlayer node to create and edit animations." -msgstr "" -"Selezionare un nodo AnimationPlayer per creare e modificare animazioni." +msgstr "Selezionare un nodo AnimationPlayer per creare e modificare animazioni." msgid "Imported Scene" msgstr "Scena importata" @@ -1061,6 +1089,9 @@ msgstr "Usa le curve di Bézier" msgid "Create RESET Track(s)" msgstr "Crea traccia/e di rispristino" +msgid "Animation Optimizer" +msgstr "Ottimizzatore d'animazioni" + msgid "Optimize" msgstr "Ottimizza" @@ -1082,6 +1113,43 @@ msgstr "Pulisci" msgid "Scale Ratio:" msgstr "Fattore di scala:" +msgctxt "Transition Type" +msgid "Sine" +msgstr "Seno" + +msgctxt "Transition Type" +msgid "Elastic" +msgstr "Elastico" + +msgctxt "Transition Type" +msgid "Circ" +msgstr "Circolare" + +msgctxt "Transition Type" +msgid "Bounce" +msgstr "Rimbalzo" + +msgctxt "Transition Type" +msgid "Spring" +msgstr "Molla" + +msgctxt "Ease Type" +msgid "InOut" +msgstr "InOut" + +msgctxt "Ease Type" +msgid "OutIn" +msgstr "OutIn" + +msgid "Ease Type:" +msgstr "Tipo di easing:" + +msgid "FPS:" +msgstr "FPS:" + +msgid "Blendshape Track:" +msgstr "Traccia di Blendshape:" + msgid "Select Tracks to Copy" msgstr "Seleziona le tracce da copiare" @@ -1213,6 +1281,9 @@ msgstr "Argomenti di chiamata aggiuntivi:" msgid "Allows to drop arguments sent by signal emitter." msgstr "Permette di ignorare gli argomenti inviati dall'emittente del segnale." +msgid "Unbind Signal Arguments:" +msgstr "Disconnetti argomenti segnale:" + msgid "Receiver Method:" msgstr "Metodo ricevitore:" @@ -1228,6 +1299,9 @@ msgstr "" "Differisce il segnale memorizzandolo in una coda ed emettendolo in fase " "d'inattività." +msgid "One Shot" +msgstr "One Shot" + msgid "Disconnects the signal after its first emission." msgstr "Disconnette il segnale dopo la sua prima emissione." @@ -1357,6 +1431,15 @@ msgstr "" msgid "Toggle Visibility" msgstr "Commuta visibilità" +msgid "Updating assets on target device:" +msgstr "Aggiornamento degli asset sul dispositivo di destinazione:" + +msgid "Scanning for local changes" +msgstr "Ricerca di modifiche locali" + +msgid "Sending list of changed files:" +msgstr "Invio della lista dei file modificati:" + msgid "ms" msgstr "ms" @@ -1608,6 +1691,11 @@ msgstr "Editor di dipendenze" msgid "Search Replacement Resource:" msgstr "Cerca risorsa di rimpiazzo:" +msgid "Open Scene" +msgid_plural "Open Scenes" +msgstr[0] "Apri scena" +msgstr[1] "Apri scene" + msgid "Open" msgstr "Apri" @@ -1623,8 +1711,8 @@ msgstr "" msgid "" "Remove the selected files from the project? (Cannot be undone.)\n" -"Depending on your filesystem configuration, the files will either be moved " -"to the system trash or deleted permanently." +"Depending on your filesystem configuration, the files will either be moved to " +"the system trash or deleted permanently." msgstr "" "Rimuovere i file selezionati dal progetto? (non annullabile)\n" "A seconda della propria configurazione di sistema, essi saranno spostati nel " @@ -1634,8 +1722,8 @@ msgid "" "The files being removed are required by other resources in order for them to " "work.\n" "Remove them anyway? (Cannot be undone.)\n" -"Depending on your filesystem configuration, the files will either be moved " -"to the system trash or deleted permanently." +"Depending on your filesystem configuration, the files will either be moved to " +"the system trash or deleted permanently." msgstr "" "I file che stanno per essere rimossi sono richiesti per il funzionamento di " "altre risorse.\n" @@ -1679,9 +1767,16 @@ msgstr "Possiede" msgid "Resources Without Explicit Ownership:" msgstr "Risorse senza un proprietario esplicito:" +msgid "Using slashes in folder names will create subfolders recursively." +msgstr "" +"L'uso degli slash nei nomi delle cartelle creerà sottocartelle ricorsivamente." + msgid "Could not create folder." msgstr "Impossibile creare la cartella." +msgid "Create new folder in %s:" +msgstr "Crea una nuova cartella in %s:" + msgid "Create Folder" msgstr "Crea una cartella" @@ -1745,9 +1840,9 @@ msgstr "Licenze di terze parti" msgid "" "Godot Engine relies on a number of third-party free and open source " -"libraries, all compatible with the terms of its MIT license. The following " -"is an exhaustive list of all such third-party components with their " -"respective copyright statements and license terms." +"libraries, all compatible with the terms of its MIT license. The following is " +"an exhaustive list of all such third-party components with their respective " +"copyright statements and license terms." msgstr "" "Godot Engine dipende da molte librerie di terze parti gratuite e aperte, " "tutte compatibili con i termini della sua licenza MIT. Qui di seguito una " @@ -1765,8 +1860,7 @@ msgstr "Licenze" msgid "Error opening asset file for \"%s\" (not in ZIP format)." msgstr "" -"Errore nell'apertura del file del contenuto per \"%s\" (non è in formato " -"ZIP)." +"Errore nell'apertura del file del contenuto per \"%s\" (non è in formato ZIP)." msgid "%s (already exists)" msgstr "%s (già esistente)" @@ -1977,8 +2071,7 @@ msgstr "%s è un path non valido. File inesistente." msgid "%s is an invalid path. Not in resource path (res://)." msgstr "" -"%s non è un percorso valido. Non si trova nel percorso delle risorse " -"(res://)." +"%s non è un percorso valido. Non si trova nel percorso delle risorse (res://)." msgid "Add Autoload" msgstr "Aggiungi un Autoload" @@ -2034,6 +2127,9 @@ msgstr "Font WOFF2" msgid "SIL Graphite Fonts" msgstr "Font SIL Graphite" +msgid "Multi-channel Signed Distance Field Font Rendering" +msgstr "Rendering font SDF multi-canale" + msgid "3D Nodes as well as RenderingServer access to 3D features." msgstr "Nodi 3D e acceso alle funzionalità 3D di RenderingServer." @@ -2056,8 +2152,7 @@ msgstr "" "Elaborazione basata su RenderingDevice (se disabilitata, è richiesto il " "backend OpenGL)." -msgid "" -"OpenGL back-end (if disabled, the RenderingDevice back-end is required)." +msgid "OpenGL back-end (if disabled, the RenderingDevice back-end is required)." msgstr "" "Backend OpenGL (se disabilitata, è richiesto il backend RenderingDevice)." @@ -2077,8 +2172,8 @@ msgid "" msgstr "" "Implementazione di un server di testo che sfrutta le librerie ICU e " "HarfBuzz.\n" -"Supporta modelli di testo complessi, BiDi e funzionalità contestuali dei " -"font OpenType." +"Supporta modelli di testo complessi, BiDi e funzionalità contestuali dei font " +"OpenType." msgid "" "TrueType, OpenType, Type 1, and WOFF1 font format support using FreeType " @@ -2092,8 +2187,8 @@ msgstr "" "Supporto al formato di font WOFF2 utilizzando le librerie FreeType e Brotli." msgid "" -"SIL Graphite smart font technology support (supported by Advanced Text " -"Server only)." +"SIL Graphite smart font technology support (supported by Advanced Text Server " +"only)." msgstr "" "Supporto alla tecnologia di font intelligente SIL Graphite (supportata solo " "dal server di testo avanzato)." @@ -2149,6 +2244,9 @@ msgstr "Carica un profilo" msgid "Export Profile" msgstr "Esporta il profilo" +msgid "Forced classes on detect:" +msgstr "Classi forzate al rilevamento:" + msgid "Edit Build Configuration Profile" msgstr "Modifica il profilo di configurazione di costruzione" @@ -2210,11 +2308,10 @@ msgid "Allows editing the node hierarchy in the Scene dock." msgstr "Permette di modificare la gerarchia dei nodi nel pannello della scena." msgid "" -"Allows to work with signals and groups of the node selected in the Scene " -"dock." +"Allows to work with signals and groups of the node selected in the Scene dock." msgstr "" -"Permette di lavorare coi segnali e i gruppi del nodo selezionato nel " -"pannello della scena." +"Permette di lavorare coi segnali e i gruppi del nodo selezionato nel pannello " +"della scena." msgid "Allows to browse the local file system via a dedicated dock." msgstr "" @@ -2271,8 +2368,7 @@ msgid "Main Features:" msgstr "Funzionalità Principali:" msgid "" -"Profile '%s' already exists. Remove it first before importing, import " -"aborted." +"Profile '%s' already exists. Remove it first before importing, import aborted." msgstr "" "Il profilo \"%s\" è già presente, rimuoverlo prima dell'importazione. " "Operazione annullata." @@ -2603,8 +2699,7 @@ msgstr "Fissa il valore" msgid "Pin Value [Disabled because '%s' is editor-only]" msgstr "Fissa il valore [Disabilitato perché '%s' è solo per l'editor]" -msgid "" -"Pinning a value forces it to be saved even if it's equal to the default." +msgid "Pinning a value forces it to be saved even if it's equal to the default." msgstr "" "Fissare un valore ne forza il salvataggio anche se è uguale al valore " "predefinito." @@ -2612,6 +2707,17 @@ msgstr "" msgid "Open Documentation" msgstr "Apri la Documentazione" +msgid "(%d change)" +msgid_plural "(%d changes)" +msgstr[0] "(%d modifica)" +msgstr[1] "(%d modifiche)" + +msgid "Add element to property array with prefix %s." +msgstr "Aggiungi elemento all'array di proprietà col prefisso %s." + +msgid "Remove element %d from property array with prefix %s." +msgstr "Rimuovi elemento %d dall'array di proprietà col prefisso %s." + msgid "Move Up" msgstr "Sposta su" @@ -2702,6 +2808,9 @@ msgstr "Miniatura..." msgid "Select existing layout:" msgstr "Seleziona una disposizione esistente:" +msgid "Or enter new layout name" +msgstr "O inserire un nuovo nome per il layout" + msgid "Changed Locale Country Filter" msgstr "Filtro del paese del locale modificato" @@ -2791,8 +2900,8 @@ msgid "" "disable it." msgstr "" "Gira quando la finestra dell'editor si aggiorna.\n" -"Aggiorna continuamente è attivo, il che può aumentare il consumo di " -"corrente. Cliccare per disabilitarlo." +"Aggiorna continuamente è attivo, il che può aumentare il consumo di corrente. " +"Cliccare per disabilitarlo." msgid "Spins when the editor window redraws." msgstr "Gira quando la finestra dell'editor viene ridisegnata." @@ -2810,8 +2919,8 @@ msgid "" "This resource can't be saved because it does not belong to the edited scene. " "Make it unique first." msgstr "" -"Questa risorsa non può essere salvata perché non appartiene alla scena che " -"si sta modificando. Assicurarsi di renderla unica." +"Questa risorsa non può essere salvata perché non appartiene alla scena che si " +"sta modificando. Assicurarsi di renderla unica." msgid "" "This resource can't be saved because it was imported from another file. Make " @@ -2843,9 +2952,6 @@ msgstr "Errore durante l'analisi del file \"%s\"." msgid "Scene file '%s' appears to be invalid/corrupt." msgstr "Il file della scena \"%s\" sembra essere invalido/corrotto." -msgid "Missing file '%s' or one its dependencies." -msgstr "File \"%s\" o una delle sue dipendenze mancanti." - msgid "Error while loading file '%s'." msgstr "Errore durante il caricamento del file \"%s\"." @@ -2859,8 +2965,7 @@ msgid "Creating Thumbnail" msgstr "Creando la miniatura" msgid "This operation can't be done without a tree root." -msgstr "" -"Questa operazione non può essere eseguita senza una radice dell'albero." +msgstr "Questa operazione non può essere eseguita senza una radice dell'albero." msgid "" "This scene can't be saved because there is a cyclic instance inclusion.\n" @@ -2979,8 +3084,8 @@ msgid "%s no longer exists! Please specify a new save location." msgstr "%s non esiste più! Specificare una nuova posizione di salvataggio." msgid "" -"The current scene has no root node, but %d modified external resource(s) " -"were saved anyway." +"The current scene has no root node, but %d modified external resource(s) were " +"saved anyway." msgstr "" "La scena attuale non ha un nodo radice, ma sono state salvate comunque %d " "risorse esterne modificate." @@ -2989,8 +3094,8 @@ msgid "" "A root node is required to save the scene. You can add a root node using the " "Scene tree dock." msgstr "" -"È necessario un nodo radice per salvare la scena. È possibile aggiungerne " -"uno nel pannello di scena." +"È necessario un nodo radice per salvare la scena. È possibile aggiungerne uno " +"nel pannello di scena." msgid "Save Scene As..." msgstr "Salva la scena come…" @@ -3122,8 +3227,8 @@ msgstr "" "Per modificarla, può essere creata una nuova scena ereditata." msgid "" -"Error loading scene, it must be inside the project path. Use 'Import' to " -"open the scene, then save it inside the project path." +"Error loading scene, it must be inside the project path. Use 'Import' to open " +"the scene, then save it inside the project path." msgstr "" "Errore di caricamento della scena, deve essere all'interno del percorso del " "progetto. Usare \"Importa\" per aprire la scena e salvarla nel percorso del " @@ -3138,6 +3243,9 @@ msgstr "Pulisci le scene recenti" msgid "There is no defined scene to run." msgstr "Non c'è nessuna scena definita da eseguire." +msgid "%s - Godot Engine" +msgstr "%s - Godot Engine" + msgid "" "No main scene has ever been defined, select one?\n" "You can change it later in \"Project Settings\" under the 'application' " @@ -3378,6 +3486,12 @@ msgstr "Domande e risposte" msgid "Report a Bug" msgstr "Segnala un problema" +msgid "Copy System Info" +msgstr "Copia info di sistema" + +msgid "Copies the system info as a single-line text into the clipboard." +msgstr "Copia le info di sistema negli appunti come singola riga di testo." + msgid "Suggest a Feature" msgstr "Suggerisci una funzionalità" @@ -3457,9 +3571,8 @@ msgid "" "source template to \"res://android/build\".\n" "You can then apply modifications and build your own custom APK on export " "(adding modules, changing the AndroidManifest.xml, etc.).\n" -"Note that in order to make gradle builds instead of using pre-built APKs, " -"the \"Use Gradle Build\" option should be enabled in the Android export " -"preset." +"Note that in order to make gradle builds instead of using pre-built APKs, the " +"\"Use Gradle Build\" option should be enabled in the Android export preset." msgstr "" "Questo configurerà il progetto per le costruzioni gradle di Android " "installando il modello sorgente in \"res://android/build\".\n" @@ -3611,6 +3724,20 @@ msgstr "Modifica i nomi dei livelli" msgid "" msgstr "" +msgid "" +"Temporary Euler will not be stored in the object with the original value. " +"Instead, it will be stored as Quaternion with irreversible conversion.\n" +"This is due to the fact that the result of Euler->Quaternion can be " +"determined uniquely, but the result of Quaternion->Euler can be multi-" +"existent." +msgstr "" +"Temporary Euler non sarà memorizzato nell'oggetto con il suo valore " +"originale. Bensì, verrà memorizzato come Quaternion con conversione " +"irreversibile.\n" +"Questo è dato dal fatto che il risultato di Euler->Quaternion può essere " +"determinato in un solo modo, ma il risultato Quaternion->Euler può essere " +"determinato in più modi." + msgid "Assign..." msgstr "Assegna..." @@ -3628,8 +3755,8 @@ msgstr "" "Esse devono appartenere a una scena." msgid "" -"Can't create a ViewportTexture on this resource because it's not set as " -"local to scene.\n" +"Can't create a ViewportTexture on this resource because it's not set as local " +"to scene.\n" "Please switch on the 'local to scene' property on it (and all resources " "containing it up to a node)." msgstr "" @@ -3660,7 +3787,7 @@ msgid "Dictionary (Nil)" msgstr "Dizionario (nullo)" msgid "Dictionary (size %d)" -msgstr "Dizionario (grandezza %s)" +msgstr "Dizionario (dimensione %d)" msgid "New Key:" msgstr "Nuova chiave:" @@ -3680,12 +3807,15 @@ msgstr "Stringa localizzabile (dimensione %d)" msgid "Add Translation" msgstr "Aggiungi una traduzione" +msgid "Lock/Unlock Component Ratio" +msgstr "Blocca/Sblocca rapporto componente" + msgid "" -"The selected resource (%s) does not match any type expected for this " -"property (%s)." +"The selected resource (%s) does not match any type expected for this property " +"(%s)." msgstr "" -"La risorsa selezionata (%s) non corrisponde ad alcun tipo previsto per " -"questa proprietà (%s)." +"La risorsa selezionata (%s) non corrisponde ad alcun tipo previsto per questa " +"proprietà (%s)." msgid "Quick Load" msgstr "Caricamento rapido" @@ -3845,15 +3975,15 @@ msgid "Filter by event..." msgstr "Filtra per evento..." msgid "" -"Target platform requires 'ETC2/ASTC' texture compression. Enable 'Import " -"ETC2 ASTC' in Project Settings." +"Target platform requires 'ETC2/ASTC' texture compression. Enable 'Import ETC2 " +"ASTC' in Project Settings." msgstr "" "La piattaforma di destinazione richiede la compressione delle texture \"ETC2/" "ASTC\". Attivare \"Import ETC2 ASTC\" nelle impostazioni del progetto." msgid "" -"Target platform requires 'S3TC/BPTC' texture compression. Enable 'Import " -"S3TC BPTC' in Project Settings." +"Target platform requires 'S3TC/BPTC' texture compression. Enable 'Import S3TC " +"BPTC' in Project Settings." msgstr "" "La piattaforma di destinazione richiede la compressione delle testure \"S3TC/" "BPTC\". Attivare \"Import S3TC BPTC\" nelle impostazioni del progetto." @@ -3870,6 +4000,9 @@ msgstr "Completato con successo." msgid "Failed." msgstr "Fallito." +msgid "Storing File: %s" +msgstr "Memorizzazione file: %s" + msgid "Storing File:" msgstr "Memorizzazione file:" @@ -3894,6 +4027,9 @@ msgstr "impossibile creare il file \"%s\"." msgid "Failed to export project files." msgstr "Esportazione dei file del progetto fallita." +msgid "Can't open file for writing at path \"%s\"." +msgstr "Impossibile aprire il file per scrittura al percorso \"%s\"." + msgid "Can't create encrypted file." msgstr "Impossibile creare il file crittografato." @@ -4097,8 +4233,8 @@ msgid "Download and Install" msgstr "Scarica e installa" msgid "" -"Download and install templates for the current version from the best " -"possible mirror." +"Download and install templates for the current version from the best possible " +"mirror." msgstr "" "Scarica e installa i modelli per la versione corrente dal miglior mirror " "possibile." @@ -4209,8 +4345,7 @@ msgstr "Modalità d'Esportazione:" msgid "" "\"Strip Visuals\" will replace the following resources with placeholders:" -msgstr "" -"\"Rimuovi visuali\" rimpiazzerà le seguenti risorse con dei segnaposto:" +msgstr "\"Rimuovi visuali\" rimpiazzerà le seguenti risorse con dei segnaposto:" msgid "Strip Visuals" msgstr "Rimuovi visuali" @@ -4357,8 +4492,8 @@ msgstr "Visualizza elementi in una lista." msgid "Status: Import of file failed. Please fix file and reimport manually." msgstr "" -"Stato: Importazione file fallita. Si prega di riparare il file e " -"reimportarlo manualmente." +"Stato: Importazione file fallita. Si prega di riparare il file e reimportarlo " +"manualmente." msgid "" "Importing has been disabled for this file, so it can't be opened for editing." @@ -4387,21 +4522,35 @@ msgstr "Impossibile caricare la risorsa in %s: %s" msgid "Unable to update dependencies:" msgstr "Impossibile aggiornare le dipendenze:" +msgid "" +"This filename begins with a dot rendering the file invisible to the editor.\n" +"If you want to rename it anyway, use your operating system's file manager." +msgstr "" +"Il nome di questo file inizia con un punto rendendo il file invisibile " +"all'editor.\n" +"Se vuoi comunque rinominarlo, usa il file manager del tuo sistema operativo." + msgid "" "This file extension is not recognized by the editor.\n" "If you want to rename it anyway, use your operating system's file manager.\n" -"After renaming to an unknown extension, the file won't be shown in the " -"editor anymore." +"After renaming to an unknown extension, the file won't be shown in the editor " +"anymore." msgstr "" "Quest'estensione file non è riconosciuta dall'editore.\n" -"Se vuoi comunque rinominarla, usa il file manager del tuo sistema " -"operativo.\n" +"Se vuoi comunque rinominarla, usa il file manager del tuo sistema operativo.\n" "Dopo averlo rinominato ad un'estensione sconosciuta, il file non verrà più " "visualizzato nell'editore." msgid "A file or folder with this name already exists." msgstr "Un file o cartella con questo nome è già esistente." +msgid "" +"The following files or folders conflict with items in the target location " +"'%s':" +msgstr "" +"I seguenti file o/e cartelle vanno in conflitto con i file o/e cartelle nel " +"percorso di destinazione '%s':" + msgid "Duplicating file:" msgstr "Duplica file:" @@ -4426,6 +4575,9 @@ msgstr "Modifica Dipendenze..." msgid "View Owners..." msgstr "Vedi Proprietari..." +msgid "Create New" +msgstr "Crea nuovo" + msgid "Folder..." msgstr "Cartella..." @@ -4627,10 +4779,10 @@ msgid "Select Current Folder" msgstr "Seleziona la cartella attuale" msgid "Cannot save file with an empty filename." -msgstr "Impossibile salvare un file con il nome vuoto" +msgstr "Impossibile salvare file con il nome vuoto." msgid "Cannot save file with a name starting with a dot." -msgstr "Impossibile salvare un file il cui nome inizia con un punto" +msgstr "Impossibile salvare file il cui nome inizia con un punto." msgid "Select This Folder" msgstr "Seleziona questa cartella" @@ -4714,10 +4866,10 @@ msgid "File:" msgstr "File:" msgid "" -"Remove the selected files? For safety only files and empty directories can " -"be deleted from here. (Cannot be undone.)\n" -"Depending on your filesystem configuration, the files will either be moved " -"to the system trash or deleted permanently." +"Remove the selected files? For safety only files and empty directories can be " +"deleted from here. (Cannot be undone.)\n" +"Depending on your filesystem configuration, the files will either be moved to " +"the system trash or deleted permanently." msgstr "" "Rimuovere i file selezionati dal progetto? (Non può essere annullato.)\n" "A seconda della propria configurazione di sistema, essi saranno spostati nel " @@ -4801,8 +4953,8 @@ msgid "" "recorded to a video file." msgstr "" "Attiva la modalità regista.\n" -"Il progetto andrà a FPS stabili e l'uscita audiovisiva verrà registrata in " -"un file video." +"Il progetto andrà a FPS stabili e l'uscita audiovisiva verrà registrata in un " +"file video." msgid "" "Hold %s to round to integers.\n" @@ -4933,8 +5085,8 @@ msgid "" "Loop offset (from beginning). Note that if BPM is set, this setting will be " "ignored." msgstr "" -"Scostamento ciclico (dall'inizio). Notare che se i BMP sono impostati, " -"questa opzione verrà ignorata." +"Scostamento ciclico (dall'inizio). Notare che se i BMP sono impostati, questa " +"opzione verrà ignorata." msgid "Loop:" msgstr "Ripetizione:" @@ -4955,8 +5107,8 @@ msgstr "Numero di battiti:" msgid "" "Configure the amount of Beats used for music-aware looping. If zero, it will " "be autodetected from the length.\n" -"It is recommended to set this value (either manually or by clicking on a " -"beat number in the preview) to ensure looping works properly." +"It is recommended to set this value (either manually or by clicking on a beat " +"number in the preview) to ensure looping works properly." msgstr "" "Configura la quantità di battiti usati per la ripetizione musicale. Se " "impostata a zero, verrà autorilevata dalla lunghezza.\n" @@ -5063,14 +5215,14 @@ msgstr "Glifi dalla mappa dei caratteri" msgid "" "Add or remove glyphs from the character map to pre-render list:\n" "Note: Some stylistic alternatives and glyph variants do not have one-to-one " -"correspondence to character, and not shown in this map, use \"Glyphs from " -"the text\" tab to add these." +"correspondence to character, and not shown in this map, use \"Glyphs from the " +"text\" tab to add these." msgstr "" -"Aggiungere o rimuovere dei glifi dalla mappa dei caratteri nella lista di " -"pre-renderizzazione:\n" +"Aggiungere o rimuovere dei glifi dalla mappa dei caratteri nella lista di pre-" +"renderizzazione:\n" "Nota: alcune alternative stilistiche e varianti dei glifi non hanno una " -"corrispondenza uno-a-uno con un carattere e non vengono mostrati nella " -"mappa, utilizzare la scheda \"Glifi dal testo\" per aggiungerle." +"corrispondenza uno-a-uno con un carattere e non vengono mostrati nella mappa, " +"utilizzare la scheda \"Glifi dal testo\" per aggiungerle." msgid "Dynamically rendered TrueType/OpenType font" msgstr "Font TrueType/OpenType renderizzato dinamicamente" @@ -5138,8 +5290,8 @@ msgid "" "%s: Texture detected as used in 3D. Enabling mipmap generation and setting " "the texture compression mode to %s." msgstr "" -"%s: Rilevato uso della texture in 3D. Attivando la generazione delle mipmap " -"e impostando la modalità di compressione della texture su %s." +"%s: Rilevato uso della texture in 3D. Attivando la generazione delle mipmap e " +"impostando la modalità di compressione della texture su %s." msgid "2D/3D (Auto-Detect)" msgstr "2D/3D (autorileva)" @@ -5185,9 +5337,15 @@ msgstr "" "Selezionare la cartella in cui le animazioni verranno salvate durante " "l'importazione" +msgid "Warning: File exists" +msgstr "Avviso: Il file già esiste" + msgid "Existing file with the same name will be replaced." msgstr "Il file esistente con lo stesso nome verrà rimpiazzato." +msgid "Will create new file" +msgstr "Creerà un nuovo file" + msgid "" "This material already references an external file, no action will be taken.\n" "Disable the external property for it to be extracted again." @@ -5195,6 +5353,9 @@ msgstr "" "Questo materiale si riferisce già a un file esterno, non verrà fatto nulla.\n" "Disabilitare la proprietà esterna per estrarlo di nuovo." +msgid "No import ID" +msgstr "Nessun ID d'importazione" + msgid "" "Material has no name nor any other way to identify on re-import.\n" "Please name it or ensure it is exported with an unique ID." @@ -5215,15 +5376,17 @@ msgstr "Questa mesh viene già salvata in una risorsa, non verrà fatto nulla." msgid "Existing file with the same name will be replaced on import." msgstr "" -"Il file esistente con lo stesso nome verrà rimpiazzato durante " -"l'importazione." +"Il file esistente con lo stesso nome verrà rimpiazzato durante l'importazione." + +msgid "Will save to new file" +msgstr "Salverà ad un nuovo file" msgid "" "Mesh has no name nor any other way to identify on re-import.\n" "Please name it or ensure it is exported with an unique ID." msgstr "" -"La mesh non ha un nome né alcun altro modo per essere identificata durante " -"la reimportazione.\n" +"La mesh non ha un nome né alcun altro modo per essere identificata durante la " +"reimportazione.\n" "Per favore, darle un nome o assicurarsi che venga esportata con un ID unico." msgid "Set paths to save meshes as resource files on Reimport" @@ -5235,8 +5398,7 @@ msgid "Set Paths" msgstr "Imposta i percorsi" msgid "" -"This animation already saves to an external resource, no action will be " -"taken." +"This animation already saves to an external resource, no action will be taken." msgstr "" "Quest'animazione viene già salvata in una risorsa esterna, non verrà fatto " "nulla." @@ -5334,8 +5496,8 @@ msgstr "" "non essere più caricati correttamente." msgid "" -"Select a resource file in the filesystem or in the inspector to adjust " -"import settings." +"Select a resource file in the filesystem or in the inspector to adjust import " +"settings." msgstr "" "Seleziona un file risorsa nel filesystem o nell'ispettore per aggiustare le " "impostazioni di importazione." @@ -5534,7 +5696,7 @@ msgid "Generate POT" msgstr "Genera il POT" msgid "Set %s on %d nodes" -msgstr "Imposta %s su %s nodi" +msgstr "Imposta %s su %d nodi" msgid "%s (%d Selected)" msgstr "%s (%d selezionati)" @@ -5658,8 +5820,8 @@ msgid "" "Activate to enable playback, check node warnings if activation fails." msgstr "" "AnimationTree non è attivo.\n" -"Attivalo per consentirne la riproduzione, controlla le avvertenze del nodo " -"se l'attivazione fallisce." +"Attivalo per consentirne la riproduzione, controlla le avvertenze del nodo se " +"l'attivazione fallisce." msgid "Set the blending position within the space" msgstr "Imposta la posizione di blending nello spazio" @@ -5809,8 +5971,8 @@ msgstr "Il nome di un'animazione non può essere vuoto." msgid "Animation name contains invalid characters: '/', ':', ',' or '['." msgstr "" -"Il nome dell'animazione contiene caratteri non validi: \"/\", \":\", '\"\" " -"or \"[\"." +"Il nome dell'animazione contiene caratteri non validi: \"/\", \":\", '\"\" or " +"\"[\"." msgid "Animation with the same name already exists." msgstr "Un'animazione con lo stesso nome esiste già." @@ -5855,8 +6017,8 @@ msgid "" "This animation library can't be saved because it was imported from another " "file. Make it unique first." msgstr "" -"Questa libreria di animazioni non può essere salvata perché è stata " -"importata da un altro file. Renderla prima unica." +"Questa libreria di animazioni non può essere salvata perché è stata importata " +"da un altro file. Renderla prima unica." msgid "Save Library" msgstr "Salva la libreria" @@ -5865,15 +6027,15 @@ msgid "Make Animation Library Unique: %s" msgstr "Rendi unica una libreria di animazioni: %s" msgid "" -"This animation can't be saved because it does not belong to the edited " -"scene. Make it unique first." +"This animation can't be saved because it does not belong to the edited scene. " +"Make it unique first." msgstr "" "Quest'animazione non può essere salvata perché non appartiene alla scena " "modificata. Renderla prima unica." msgid "" -"This animation can't be saved because it was imported from another file. " -"Make it unique first." +"This animation can't be saved because it was imported from another file. Make " +"it unique first." msgstr "" "Quest'animazione non può essere salvata perché è stata importata da un altro " "file. Renderla prima unica." @@ -6097,8 +6259,7 @@ msgstr "Includi Gizmo (3D)" msgid "Onion Skinning temporarily disabled due to rendering bug." msgstr "" -"Buccia di cipolla temporaneamente disabilitata a causa di un bug di " -"rendering." +"Buccia di cipolla temporaneamente disabilitata a causa di un bug di rendering." msgid "Pin AnimationPlayer" msgstr "Fissa AnimationPlayer" @@ -6151,13 +6312,13 @@ msgstr "Transizione Rimossa" msgid "" "Select and move nodes.\n" "RMB: Add node at position clicked.\n" -"Shift+LMB+Drag: Connects the selected node with another node or creates a " -"new node if you select an area without nodes." +"Shift+LMB+Drag: Connects the selected node with another node or creates a new " +"node if you select an area without nodes." msgstr "" "Seleziona e muove i nodi.\n" "RMB: Aggiungi un nodo alla posizione clicata.\n" -"Maiusc+LMB+Trascina: Connette il nodo selezionato con un altro nodo o crea " -"un nuovo nodo se viene selezionata un'area senza nodi." +"Maiusc+LMB+Trascina: Connette il nodo selezionato con un altro nodo o crea un " +"nuovo nodo se viene selezionata un'area senza nodi." msgid "Create new nodes." msgstr "Crea nuovi nodi." @@ -6820,6 +6981,13 @@ msgstr "Imposta Maniglia" msgid "This node doesn't have a control parent." msgstr "Questo nodo non ha un genitore Control." +msgid "" +"Use the appropriate layout properties depending on where you are going to put " +"it." +msgstr "" +"Usa le adeguate proprietà di layout dipendendo da dove hai intenzione di " +"posizionarlo." + msgid "This node is a child of a container." msgstr "Questo nodo è figlio di un contenitore." @@ -6832,6 +7000,9 @@ msgstr "Questo nodo è il figlio di un Control normale." msgid "Use anchors and the rectangle for positioning." msgstr "Utilizza le ancore e il rettangolo per il posizionamento." +msgid "Container Default" +msgstr "Container predefinito" + msgid "Custom" msgstr "Personalizzato" @@ -6963,11 +7134,11 @@ msgid "" "mobile device).\n" "You don't need to enable it to use the GDScript debugger locally." msgstr "" -"Quando questa opzione è abilitata, usare il rilascio in un click farà " -"tentare all'eseguibile di connettersi all'indirizzo IP di questo computer " -"permettendo il debug del progetto in esecuzione.\n" -"Questa opzione è intesa per essere usata per il debug remoto (solitamente " -"con un dispositivo mobile).\n" +"Quando questa opzione è abilitata, usare il rilascio in un click farà tentare " +"all'eseguibile di connettersi all'indirizzo IP di questo computer permettendo " +"il debug del progetto in esecuzione.\n" +"Questa opzione è intesa per essere usata per il debug remoto (solitamente con " +"un dispositivo mobile).\n" "Non c'è bisogno di abilitarla se si usa il debugger per GDScript in locale." msgid "Small Deploy with Network Filesystem" @@ -7004,8 +7175,8 @@ msgid "" "When this option is enabled, curve resources used by path nodes will be " "visible in the running project." msgstr "" -"Quando questa opzione è abilitata, le risorse delle curve utilizzate dai " -"nodi Path saranno visibili nel progetto in esecuzione." +"Quando questa opzione è abilitata, le risorse delle curve utilizzate dai nodi " +"Path saranno visibili nel progetto in esecuzione." msgid "Visible Navigation" msgstr "Navigazione visibile" @@ -7021,13 +7192,13 @@ msgid "Synchronize Scene Changes" msgstr "Sincronizza i cambiamenti delle scene" msgid "" -"When this option is enabled, any changes made to the scene in the editor " -"will be replicated in the running project.\n" +"When this option is enabled, any changes made to the scene in the editor will " +"be replicated in the running project.\n" "When used remotely on a device, this is more efficient when the network " "filesystem option is enabled." msgstr "" -"Quando questa opzione è abilitata, ogni modifica fatta alla scena " -"nell'editor verrà replicata nel progetto in esecuzione.\n" +"Quando questa opzione è abilitata, ogni modifica fatta alla scena nell'editor " +"verrà replicata nel progetto in esecuzione.\n" "Quando usata in remoto su un dispositivo, essa risulta più efficiente " "abilitando l'opzione \"network filesystem\"." @@ -7035,8 +7206,8 @@ msgid "Synchronize Script Changes" msgstr "Sincronizza le modifiche degli script" msgid "" -"When this option is enabled, any script that is saved will be reloaded in " -"the running project.\n" +"When this option is enabled, any script that is saved will be reloaded in the " +"running project.\n" "When used remotely on a device, this is more efficient when the network " "filesystem option is enabled." msgstr "" @@ -7052,8 +7223,8 @@ msgid "" "When this option is enabled, the editor debug server will stay open and " "listen for new sessions started outside of the editor itself." msgstr "" -"Quando questa opzione è attiva, il server di debug dell'editor rimarrà " -"aperto e ascolterà nuove sessioni iniziate fuori dall'editor stesso." +"Quando questa opzione è attiva, il server di debug dell'editor rimarrà aperto " +"e ascolterà nuove sessioni iniziate fuori dall'editor stesso." msgid "Run Multiple Instances" msgstr "Esegui istanze multiple" @@ -7063,6 +7234,12 @@ msgid_plural "Run %d Instances" msgstr[0] "Esegui %d istanza" msgstr[1] "Esegui %d istanze" +msgid "Size: %s" +msgstr "Dimensione: %s" + +msgid "Type: %s" +msgstr "Tipo: %s" + msgid "Overrides (%d)" msgstr "Sovrascrive (%d)" @@ -7207,8 +7384,7 @@ msgid "Emission Source:" msgstr "Sorgente dell' Emissione:" msgid "A processor material of type 'ParticleProcessMaterial' is required." -msgstr "" -"È richiesto un materiale di processo di tipo 'ParticleProcessMaterial'." +msgstr "È richiesto un materiale di processo di tipo 'ParticleProcessMaterial'." msgid "Convert to CPUParticles3D" msgstr "Converti in CPUParticles3D" @@ -7282,8 +7458,7 @@ msgid "" "Can't determine a save path for lightmap images.\n" "Save your scene and try again." msgstr "" -"Impossibile determinare un percorso di salvataggio per le immagini " -"lightmap.\n" +"Impossibile determinare un percorso di salvataggio per le immagini lightmap.\n" "Salva la scena e riprova." msgid "" @@ -7295,8 +7470,8 @@ msgstr "" msgid "Failed creating lightmap images, make sure path is writable." msgstr "" -"Tentativo di creazione delle immagini di lightmap fallito, assicurarsi che " -"il percorso dei file sia scrivibile." +"Tentativo di creazione delle immagini di lightmap fallito, assicurarsi che il " +"percorso dei file sia scrivibile." msgid "No editor scene root found." msgstr "Nessuna radice della scena dell'editor trovata." @@ -7341,8 +7516,7 @@ msgstr "Crea Singola Forma di Collisione Convessa" msgid "Can't create multiple convex collision shapes for the scene root." msgstr "" -"Impossibile creare più forme di collisione convesse per la radice della " -"scena." +"Impossibile creare più forme di collisione convesse per la radice della scena." msgid "Couldn't create any collision shapes." msgstr "Impossibile creare alcuna forma di collisione." @@ -7395,8 +7569,8 @@ msgid "" "automatically.\n" "This is the most accurate (but slowest) option for collision detection." msgstr "" -"Crea uno StaticBody3D e gli assegna automaticamente una forma di collisione " -"a poligoni.\n" +"Crea uno StaticBody3D e gli assegna automaticamente una forma di collisione a " +"poligoni.\n" "Questa è l'opzione più accurata (ma anche più lenta) per rilevare le " "collisioni." @@ -7450,8 +7624,8 @@ msgid "Create Outline Mesh..." msgstr "Crea Mesh di Outline..." msgid "" -"Creates a static outline mesh. The outline mesh will have its normals " -"flipped automatically.\n" +"Creates a static outline mesh. The outline mesh will have its normals flipped " +"automatically.\n" "This can be used instead of the StandardMaterial Grow property when using " "that property isn't possible." msgstr "" @@ -8201,8 +8375,8 @@ msgid "Add Environment to Scene" msgstr "Aggiungi l'ambiente nelle scena" msgid "" -"Adds a WorldEnvironment node matching the preview environment settings to " -"the current scene.\n" +"Adds a WorldEnvironment node matching the preview environment settings to the " +"current scene.\n" "Hold Shift while clicking to also add the preview sun to the current scene." msgstr "" "Aggiunge un nodo WorldEnvironment nella scena corrente corrispondente alle " @@ -8219,8 +8393,8 @@ msgstr "" msgid "" "No meshes to bake.\n" -"Make sure there is at least one MeshInstance3D node in the scene whose " -"visual layers are part of the OccluderInstance3D's Bake Mask property." +"Make sure there is at least one MeshInstance3D node in the scene whose visual " +"layers are part of the OccluderInstance3D's Bake Mask property." msgstr "" "Nessuna mesh da cuocere.\n" "Assicurarsi che nella scena ci sia almeno un nodo MeshInstance3D che " @@ -8419,8 +8593,7 @@ msgstr "" "personalizzati." msgid "" -"Remove a custom polygon. If none remain, custom polygon rendering is " -"disabled." +"Remove a custom polygon. If none remain, custom polygon rendering is disabled." msgstr "" "Rimuove un poligono personalizzato. Se non ne rimane nessuno, il rendering " "dei poligoni personalizzati è disabilitato." @@ -8508,8 +8681,7 @@ msgstr "Pulisci file recenti" msgid "Can't open '%s'. The file could have been moved or deleted." msgstr "" -"Impossibile aprire \"%s\". Il file potrebbe essere stato spostato o " -"eliminato." +"Impossibile aprire \"%s\". Il file potrebbe essere stato spostato o eliminato." msgid "Close and save changes?" msgstr "Chiudi e salva le modifiche?" @@ -8708,8 +8880,8 @@ msgstr "Errore in (%d, %d):" msgid "" "Missing connected method '%s' for signal '%s' from node '%s' to node '%s'." msgstr "" -"Manca il metodo connesso \"%s\" per il segnale \"%s\" dal nodo \"%s\" al " -"nodo \"%s\"." +"Manca il metodo connesso \"%s\" per il segnale \"%s\" dal nodo \"%s\" al nodo " +"\"%s\"." msgid "[Ignore]" msgstr "[Ignora]" @@ -9102,6 +9274,9 @@ msgstr "Muovi un fotogramma a destra" msgid "Select Frames" msgstr "Seleziona Frames" +msgid "Frame Order" +msgstr "Ordine fotogrammi" + msgid "Size" msgstr "Dimensione" @@ -9330,8 +9505,8 @@ msgid "Import Selected" msgstr "Importa Selezionati" msgid "" -"Import Items tab has some items selected. Selection will be lost upon " -"closing this window.\n" +"Import Items tab has some items selected. Selection will be lost upon closing " +"this window.\n" "Close anyway?" msgstr "" "La scheda \"Importa Oggetti\" ha alcuni elementi selezionati. Chiudendo " @@ -9564,6 +9739,9 @@ msgstr "Imposta Tipo di Variazione Base" msgid "Set Base Type" msgstr "Imposta Tipo di Base" +msgid "Add a type from a list of available types or create a new one." +msgstr "Aggiungi un tipo da una lista di tipi disponibili o creane uno nuovo." + msgid "Show Default" msgstr "Mostra Predefiniti" @@ -9581,8 +9759,7 @@ msgid "Base Type" msgstr "Tipo di Base" msgid "Select the variation base type from a list of available types." -msgstr "" -"Seleziona la variazione del tipo base da una lista di tipi disponibili." +msgstr "Seleziona la variazione del tipo base da una lista di tipi disponibili." msgid "" "A type associated with a built-in class cannot be marked as a variation of " @@ -9610,11 +9787,10 @@ msgid "Select UI Scene:" msgstr "Seleziona Scena UI:" msgid "" -"Toggle the control picker, allowing to visually select control types for " -"edit." +"Toggle the control picker, allowing to visually select control types for edit." msgstr "" -"Commuta il picker di controllo, permettendo di selezionare visualmente i " -"tipi di controllo per la modifica." +"Commuta il picker di controllo, permettendo di selezionare visualmente i tipi " +"di controllo per la modifica." msgid "Toggle Button" msgstr "Interruttore" @@ -9679,8 +9855,7 @@ msgstr "" "rimossa." msgid "Invalid PackedScene resource, must have a Control node at its root." -msgstr "" -"Risorsa PackedScene non valida, deve avere un nodo Control alla radice." +msgstr "Risorsa PackedScene non valida, deve avere un nodo Control alla radice." msgid "Invalid file, not a PackedScene resource." msgstr "File non valido, non è una risorsa PackedScene." @@ -9730,6 +9905,9 @@ msgstr "Nessun terreno" msgid "No terrain" msgstr "Nessun terreno" +msgid "Index: %d" +msgstr "Indice: %d" + msgid "Move tiles" msgstr "Muovi i tasselli" @@ -9804,8 +9982,8 @@ msgid "" "Path mode: paints a terrain, thens connects it to the previous tile painted " "within the same stroke." msgstr "" -"Modalità percorso: disegna un terreno, poi lo connette al tassello " -"precedente disegnato con lo stesso tratto." +"Modalità percorso: disegna un terreno, poi lo connette al tassello precedente " +"disegnato con lo stesso tratto." msgid "No Layers" msgstr "Nessun livello" @@ -9825,6 +10003,9 @@ msgstr "Seleziona il livello della mappa dei tasselli selezionata" msgid "Toggle grid visibility." msgstr "Commuta la visibilità della griglia." +msgid "From Coords" +msgstr "Dalle coordinate" + msgid "Atlas" msgstr "Atlas" @@ -9839,6 +10020,15 @@ msgstr "" "Coordinate dell'atlas: %s\n" "Alternativa: %d" +msgid "Physics Layer %d" +msgstr "Layer di fisica %d" + +msgid "Navigation Layer %d" +msgstr "Layer di navigazione %d" + +msgid "Custom Data %d" +msgstr "Dati personalizzati %d" + msgid "Select a property editor" msgstr "Seleziona un editor delle proprietà" @@ -9880,8 +10070,8 @@ msgid "" "Atlas setup. Add/Remove tiles tool (use the shift key to create big tiles, " "control for rectangle editing)." msgstr "" -"Configurazione dell'atlas. Strumento aggiungi/rimuovi tasselli (utilizzare " -"il tasto Maiusc per creare dei tasselli grandi, Ctrl per la modifica dei " +"Configurazione dell'atlas. Strumento aggiungi/rimuovi tasselli (utilizzare il " +"tasto Maiusc per creare dei tasselli grandi, Ctrl per la modifica dei " "rettangoli)." msgid "Select tiles." @@ -10549,8 +10739,7 @@ msgstr "Restituisce il risultato dell'operazione bit NOT (~a) sull'intero." msgid "" "Returns the result of bitwise NOT (~a) operation on the unsigned integer." msgstr "" -"Restituisce il risultato dell'operazione bit NOT (~a) sull'intero senza " -"segno." +"Restituisce il risultato dell'operazione bit NOT (~a) sull'intero senza segno." msgid "" "Finds the nearest integer that is greater than or equal to the parameter." @@ -10590,8 +10779,7 @@ msgid "Base-2 Exponential." msgstr "Esponenziale in base 2." msgid "Finds the nearest integer less than or equal to the parameter." -msgstr "" -"Trova il numero intero più vicino che sia minore o uguale al parametro." +msgstr "Trova il numero intero più vicino che sia minore o uguale al parametro." msgid "Computes the fractional part of the argument." msgstr "Calcola la parte frazionaria dell'argomento." @@ -10656,14 +10844,14 @@ msgid "" "SmoothStep function( scalar(edge0), scalar(edge1), scalar(x) ).\n" "\n" "Returns 0.0 if 'x' is smaller than 'edge0' and 1.0 if x is larger than " -"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 " -"using Hermite polynomials." +"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 using " +"Hermite polynomials." msgstr "" "SmoothStep function( scalar(edge0), scalar(edge1), scalar(x) ).\n" "\n" "Restituisce 0.0 se \"x\" è più piccolo di \"edge0\", o 1.0 se \"x\" è più " -"grande di \"edge1\". Altrimenti, il valore di ritorno è interpolato tra 0.0 " -"e 1.0 usando i polinomi di Hermite." +"grande di \"edge1\". Altrimenti, il valore di ritorno è interpolato tra 0.0 e " +"1.0 usando i polinomi di Hermite." msgid "" "Step function( scalar(edge), scalar(x) ).\n" @@ -10675,8 +10863,7 @@ msgstr "" "Restituisce 0.0 se \"x\" è più piccolo di \"edge\", altrimenti 1.0." msgid "" -"(Fragment/Light mode only) (Scalar) Sum of absolute derivative in 'x' and " -"'y'." +"(Fragment/Light mode only) (Scalar) Sum of absolute derivative in 'x' and 'y'." msgstr "" "(Solo in modalità Fragment/Light) (Scalare) Somma delle derivate assolute in " "\"x\" e \"y\"." @@ -10701,15 +10888,13 @@ msgstr "Somma due scalari interi senza segno." msgid "Returns the result of bitwise AND (a & b) operation for two integers." msgstr "" -"Restituisce il risultato dell'operazione bit a bit AND (a & b) tra due " -"interi." +"Restituisce il risultato dell'operazione bit a bit AND (a & b) tra due interi." msgid "" -"Returns the result of bitwise AND (a & b) operation for two unsigned " -"integers." +"Returns the result of bitwise AND (a & b) operation for two unsigned integers." msgstr "" -"Restituisce il risultato dell'operazione bit a bit AND (a & b) tra due " -"interi senza segno." +"Restituisce il risultato dell'operazione bit a bit AND (a & b) tra due interi " +"senza segno." msgid "" "Returns the result of bitwise left shift (a << b) operation on the integer." @@ -10737,15 +10922,15 @@ msgstr "" msgid "" "Returns the result of bitwise right shift (a >> b) operation on the integer." msgstr "" -"Restituisce il risultato dell'operazione bit a bit di scostamento a destra " -"(a >> b) sull'intero." +"Restituisce il risultato dell'operazione bit a bit di scostamento a destra (a " +">> b) sull'intero." msgid "" "Returns the result of bitwise right shift (a >> b) operation on the unsigned " "integer." msgstr "" -"Restituisce il risultato dell'operazione bit a bit di scostamento a destra " -"(a >> b) sull'intero senza segno." +"Restituisce il risultato dell'operazione bit a bit di scostamento a destra (a " +">> b) sull'intero senza segno." msgid "Returns the result of bitwise XOR (a ^ b) operation on the integer." msgstr "" @@ -10835,11 +11020,11 @@ msgstr "" "Calcola il prodotto esterno di una coppia di vettori.\n" "\n" "OuterProduct considera il primo parametro \"c\" come un vettore colonna " -"(matrice con una colonna) ed il secondo, \"r\", come un vettore riga " -"(matrice con una sola riga) ed esegue una moltiplicazione algebrica lineare " -"di matrici \"c * r\", creando una matrice il quale numero di righe è il " -"numero di componenti di \"c\" e il cui numero di colonne è il numero di " -"componenti in \"r\"." +"(matrice con una colonna) ed il secondo, \"r\", come un vettore riga (matrice " +"con una sola riga) ed esegue una moltiplicazione algebrica lineare di matrici " +"\"c * r\", creando una matrice il quale numero di righe è il numero di " +"componenti di \"c\" e il cui numero di colonne è il numero di componenti in " +"\"r\"." msgid "Composes transform from four vectors." msgstr "Compone la trasformazione da quattro vettori." @@ -10954,8 +11139,8 @@ msgstr "" "Altrimenti il ritorno sarà -N." msgid "" -"Returns falloff based on the dot product of surface normal and view " -"direction of camera (pass associated inputs to it)." +"Returns falloff based on the dot product of surface normal and view direction " +"of camera (pass associated inputs to it)." msgstr "" "Restituisce il decadimento in base al prodotto scalare della normale della " "superfice e direzione della telecamera (passa gli input associati a essa)." @@ -10992,8 +11177,8 @@ msgid "" "SmoothStep function( vector(edge0), vector(edge1), vector(x) ).\n" "\n" "Returns 0.0 if 'x' is smaller than 'edge0' and 1.0 if 'x' is larger than " -"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 " -"using Hermite polynomials." +"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 using " +"Hermite polynomials." msgstr "" "SmoothStep function( vector(edge0), vector(edge1), vector(x) ).\n" "\n" @@ -11005,8 +11190,8 @@ msgid "" "SmoothStep function( scalar(edge0), scalar(edge1), vector(x) ).\n" "\n" "Returns 0.0 if 'x' is smaller than 'edge0' and 1.0 if 'x' is larger than " -"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 " -"using Hermite polynomials." +"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 using " +"Hermite polynomials." msgstr "" "SmoothStep function( scalar(edge0), scalar(edge1), vector(x) ).\n" "\n" @@ -11033,8 +11218,7 @@ msgstr "" "Restituisce 0.0 se \"x\" è minore di \"edge\", altrimenti 1.0." msgid "" -"(Fragment/Light mode only) (Vector) Sum of absolute derivative in 'x' and " -"'y'." +"(Fragment/Light mode only) (Vector) Sum of absolute derivative in 'x' and 'y'." msgstr "" "(Solo in modalità Fragment/Light) (Vettore) Somma delle derivate assolute in " "\"x\" e \"y\"." @@ -11381,8 +11565,7 @@ msgid "" "\n" "You have three options:\n" "- Convert only the configuration file (\"project.godot\"). Use this to open " -"the project without attempting to convert its scenes, resources and " -"scripts.\n" +"the project without attempting to convert its scenes, resources and scripts.\n" "- Convert the entire project including its scenes, resources and scripts " "(recommended if you are upgrading).\n" "- Do nothing and go back.\n" @@ -11445,8 +11628,8 @@ msgstr "" "\n" "%s\n" "\n" -"Le impostazioni del progetto sono state create da una versione del motore " -"più nuova, le impostazioni della quale non sono più compatibili con questa." +"Le impostazioni del progetto sono state create da una versione del motore più " +"nuova, le impostazioni della quale non sono più compatibili con questa." msgid "" "Warning: This project uses double precision floats, but this version of\n" @@ -11471,17 +11654,8 @@ msgstr "" "\n" msgid "" -"Warning: This project was built in Godot %s.\n" -"Opening will upgrade or downgrade the project to Godot %s.\n" -"\n" -msgstr "" -"Attenzione: Questo progetto è stato costruito con Godot %s.\n" -"Aprilo l'aggiornerà o porterà indietro a Godot %s.\n" -"\n" - -msgid "" -"Warning: This project uses the following features not supported by this " -"build of Godot:\n" +"Warning: This project uses the following features not supported by this build " +"of Godot:\n" "\n" "%s\n" "\n" @@ -11552,12 +11726,12 @@ msgstr "Filtra i progetti" msgid "" "This field filters projects by name and last path component.\n" -"To filter projects by name and full path, the query must contain at least " -"one `/` character." +"To filter projects by name and full path, the query must contain at least one " +"`/` character." msgstr "" "Questo campo filtra i progetti per nome e ultimo componente del percorso.\n" -"Per filtrare i progetti per nome e percorso completo, la query deve " -"contenere almeno un carattere `/`." +"Per filtrare i progetti per nome e percorso completo, la query deve contenere " +"almeno un carattere `/`." msgid "Loading, please wait..." msgstr "Caricamento, per favore attendere..." @@ -11601,28 +11775,6 @@ msgstr "Rimuovi Tutto" msgid "Also delete project contents (no undo!)" msgstr "Elimina anche i contenuti del progetto (non reversibile!)" -msgid "" -"This option will perform full project conversion, updating scenes, resources " -"and scripts from Godot 3.x to work in Godot 4.0.\n" -"\n" -"Note that this is a best-effort conversion, i.e. it makes upgrading the " -"project easier, but it will not open out-of-the-box and will still require " -"manual adjustments.\n" -"\n" -"IMPORTANT: Make sure to backup your project before converting, as this " -"operation makes it impossible to open it in older versions of Godot." -msgstr "" -"Quest'opzione eseguirà una conversione completa del progetto, incluse le " -"scene, risorse e script da Godot 3.x per farle funzionare con Godot 4.0\n" -"\n" -"Nota che questa è una conversione alla meglio, cioè renderà più facile un " -"aggiornamento del progetto, ma non si aprirà di suo e richiederà delle " -"correzioni manuali.\n" -"\n" -"IMPORTANTE: assicurarsi di eseguire una copia del progetto prima di " -"convertirlo, visto che quest'operazione renderà impossibile l'apertura in " -"versioni più vecchie di Godot." - msgid "Can't run project" msgstr "Impossibile eseguire il progetto" @@ -11633,6 +11785,9 @@ msgstr "" "Al momento non esiste alcun progetto.\n" "Esplorare i progetti di esempio ufficiali nella libreria dei contenuti?" +msgid "Create New Tag" +msgstr "Crea nuovo tag" + msgid "Add Project Setting" msgstr "Aggiungi un'impostazione del progetto" @@ -11700,7 +11855,7 @@ msgid "Node name." msgstr "Nome del nodo." msgid "Node's parent name, if available." -msgstr "Nome del genitore del nodo, se disponibile" +msgstr "Nome del genitore del nodo, se disponibile." msgid "Node type." msgstr "Tipo del nodo." @@ -11841,11 +11996,11 @@ msgid "Error loading scene from %s" msgstr "Errore caricamento scena da %s" msgid "" -"Cannot instantiate the scene '%s' because the current scene exists within " -"one of its nodes." +"Cannot instantiate the scene '%s' because the current scene exists within one " +"of its nodes." msgstr "" -"Impossibile istanziare la scena \"%s\" perché la scena corrente esiste in " -"uno dei suoi nodi." +"Impossibile istanziare la scena \"%s\" perché la scena corrente esiste in uno " +"dei suoi nodi." msgid "Instantiate Scene(s)" msgstr "Istanzia delle scene" @@ -11900,8 +12055,7 @@ msgstr "Elimina il nodo \"%s\" e tutti i suoi figli?" msgid "Delete node \"%s\"?" msgstr "Elimina il nodo \"%s\"?" -msgid "" -"Saving the branch as a scene requires having a scene open in the editor." +msgid "Saving the branch as a scene requires having a scene open in the editor." msgstr "" "Per salvare un ramo come scena è necessario avere una scene aperta " "nell'editor." @@ -11911,7 +12065,7 @@ msgid "" "selected %d nodes." msgstr "" "Per salvare un ramo come scena è necessario selezionare un solo nodo, ma ne " -"sono stati selezionati %s." +"sono stati selezionati %d nodi." msgid "" "Can't save the root node branch as an instantiated scene.\n" @@ -11920,8 +12074,8 @@ msgid "" "or create an inherited scene using Scene > New Inherited Scene... instead." msgstr "" "Impossibile salvare il ramo del nodo radice come una scena istanziata.\n" -"Per creare una copia modificabile della scena corrente, duplicarla tramite " -"il menu contestuale del pannello FileSystem\n" +"Per creare una copia modificabile della scena corrente, duplicarla tramite il " +"menu contestuale del pannello FileSystem\n" "o creare invece una scena ereditata attraverso Scena > Nuova Scena " "Ereditata... ." @@ -11966,8 +12120,8 @@ msgstr "" "riportate al loro valore predefinito." msgid "" -"Enabling \"Load As Placeholder\" will disable \"Editable Children\" and " -"cause all properties of the node to be reverted to their default." +"Enabling \"Load As Placeholder\" will disable \"Editable Children\" and cause " +"all properties of the node to be reverted to their default." msgstr "" "Abilitare \"Carica come Placeholder\" disabiliterà \"Figli Modificabili\" e " "riporterà tutte le proprietà del nodo ai loro valori predefiniti." @@ -12091,6 +12245,9 @@ msgstr "Non si può incollare il nodo radice nella stessa scena." msgid "Paste Node(s)" msgstr "Incolla Nodo(i)" +msgid " at %s" +msgstr " a %s" + msgid "Add Child Node" msgstr "Aggiungi un nodo figlio" @@ -12244,8 +12401,8 @@ msgstr "" "modificati tramite un editor esterno." msgid "" -"Warning: Having the script name be the same as a built-in type is usually " -"not desired." +"Warning: Having the script name be the same as a built-in type is usually not " +"desired." msgstr "" "Avviso: In genere non è ideale avere il nome dello script uguale a quello di " "un tipo predefinito." @@ -12415,11 +12572,11 @@ msgid "Disable '.blend' Import" msgstr "Disabilita l'importazione dei \".blend\"" msgid "" -"Disables Blender '.blend' files import for this project. Can be re-enabled " -"in Project Settings." +"Disables Blender '.blend' files import for this project. Can be re-enabled in " +"Project Settings." msgstr "" -"Disabilita l'importazione dei file \".blend\" per questo progetto. Può " -"essere riattivato nelle impostazioni del progetto." +"Disabilita l'importazione dei file \".blend\" per questo progetto. Può essere " +"riattivato nelle impostazioni del progetto." msgid "Disabling '.blend' file import requires restarting the editor." msgstr "" @@ -12514,8 +12671,7 @@ msgid "Filter Meshes" msgstr "Filtra le mesh" msgid "Give a MeshLibrary resource to this GridMap to use its meshes." -msgstr "" -"Assegna una risorsa MeshLibrary a questa GridMap per usare le sue mesh." +msgstr "Assegna una risorsa MeshLibrary a questa GridMap per usare le sue mesh." msgid "Determining optimal atlas size" msgstr "Determinanto la dimensione ottimale dell'atlas" @@ -12535,6 +12691,9 @@ msgstr "De-occludendo la geometria" msgid "Integrate indirect lighting" msgstr "Integra l'illuminazione indiretta" +msgid "Integrating light probes %d%%" +msgstr "Integrando %d%% sonde di luce" + msgid "Denoising" msgstr "Derumorizzazione" @@ -12608,6 +12767,9 @@ msgstr "Aggiungi da un percorso" msgid "Spawn" msgstr "Genera" +msgid "Watch" +msgstr "Osserva" + msgid "" "Add properties using the buttons above or\n" "drag them them from the inspector and drop them here." @@ -12818,8 +12980,7 @@ msgid "\"Export AAB\" is only valid when \"Use Gradle Build\" is enabled." msgstr "" "\"Export AAB\" è valido soltanto quanto \"Use Gradle Build\" è abilitato." -msgid "" -"\"Min SDK\" can only be overridden when \"Use Gradle Build\" is enabled." +msgid "\"Min SDK\" can only be overridden when \"Use Gradle Build\" is enabled." msgstr "" "\"Min SDK\" può essere sovrascritto solo se \"Use Gradle Build\" è abilitato." @@ -12829,11 +12990,11 @@ msgstr "" "invalido." msgid "" -"\"Min SDK\" cannot be lower than %d, which is the version needed by the " -"Godot library." +"\"Min SDK\" cannot be lower than %d, which is the version needed by the Godot " +"library." msgstr "" -"\"Min SDK\" non può essere più basso di %d, che è la versione richiesta " -"dalla libreria Godot." +"\"Min SDK\" non può essere più basso di %d, che è la versione richiesta dalla " +"libreria Godot." msgid "" "\"Target SDK\" can only be overridden when \"Use Gradle Build\" is enabled." @@ -12944,8 +13105,8 @@ msgid "" "The \"%s\" renderer is designed for Desktop devices, and is not suitable for " "Android devices." msgstr "" -"Il renderer \"%s\" è stato sviluppato per dispositivi desktop, e non è " -"adatto ai dispositivi Android." +"Il renderer \"%s\" è stato sviluppato per dispositivi desktop, e non è adatto " +"ai dispositivi Android." msgid "\"Min SDK\" should be greater or equal to %d for the \"%s\" renderer." msgstr "" @@ -12956,8 +13117,8 @@ msgstr "Firmatura Codice" msgid "" "All 'apksigner' tools located in Android SDK 'build-tools' directory failed " -"to execute. Please check that you have the correct version installed for " -"your target sdk version. The resulting %s is unsigned." +"to execute. Please check that you have the correct version installed for your " +"target sdk version. The resulting %s is unsigned." msgstr "" "Tutti gli strumenti \"apksigner\" nella cartella \"build-tools\" dell'SDK di " "Android hanno fallito l'esecuzione. Per favore controllare di avere la " @@ -12965,8 +13126,8 @@ msgstr "" "destinazione. Il %s risultante è senza firma." msgid "" -"'apksigner' could not be found. Please check that the command is available " -"in the Android SDK build-tools directory. The resulting %s is unsigned." +"'apksigner' could not be found. Please check that the command is available in " +"the Android SDK build-tools directory. The resulting %s is unsigned." msgstr "" "'apksigner' non è stato trovato. Verificare che il comando sia disponibile " "nella directory build-tools di Android SDK. Il risultato %s non è firmato." @@ -13027,9 +13188,9 @@ msgid "" "Android build version mismatch: Template installed: %s, Godot version: %s. " "Please reinstall Android build template from 'Project' menu." msgstr "" -"Versione della costruzione Android non corrispondente: modello installato: " -"%d, versione di Godot: %s. Per favore, reinstallare il modello di " -"costruzione Android dal menu \"Progetto\"." +"Versione della Android build non corrispondente: modello installato: %s, " +"versione di Godot: %s. Per favore, reinstallare il modello di Android build " +"dal menu \"Progetto\"." msgid "" "Unable to overwrite res://android/build/res/*.xml files with project name." @@ -13047,8 +13208,8 @@ msgid "Building Android Project (gradle)" msgstr "Compilazione di un progetto Android (gradle)" msgid "" -"Building of Android project failed, check output for the error. " -"Alternatively visit docs.godotengine.org for Android build documentation." +"Building of Android project failed, check output for the error. Alternatively " +"visit docs.godotengine.org for Android build documentation." msgstr "" "Compilazione del progetto Android fallita, controlla l'output per vedere gli " "errori. In alternativa, visita docs.godotengine.org per la documentazione " @@ -13313,7 +13474,7 @@ msgstr "" "che gli strumenti da linea di comando di Xcode siano installati." msgid "Cannot sign file %s." -msgstr "Impossibile firmare il file %s" +msgstr "Impossibile firmare il file %s." msgid "Relative symlinks are not supported, exported \"%s\" might be broken!" msgstr "" @@ -13348,11 +13509,11 @@ msgid "Could not create directory \"%s\"." msgstr "Impossibile creare la cartella \"%s\"." msgid "" -"Relative symlinks are not supported on this OS, the exported project might " -"be broken!" +"Relative symlinks are not supported on this OS, the exported project might be " +"broken!" msgstr "" -"I link simbolici relativi non sono supportati in questo Sistema Operativo, " -"il progetto esportato potrebbe essere danneggiato!" +"I link simbolici relativi non sono supportati in questo Sistema Operativo, il " +"progetto esportato potrebbe essere danneggiato!" msgid "Could not created symlink \"%s\" -> \"%s\"." msgstr "Impossibile creare il collegamento simbolico \"%s\" -> \"%s\"." @@ -13403,8 +13564,8 @@ msgid "" "Warning: Notarization is disabled. The exported project will be blocked by " "Gatekeeper if it's downloaded from an unknown source." msgstr "" -"Warning: l'autenticazione è disabilitata. Il progetto esportato sarà " -"bloccato dal Gatekeeper is è scaricato da una sorgente sconosciuta." +"Warning: l'autenticazione è disabilitata. Il progetto esportato sarà bloccato " +"dal Gatekeeper is è scaricato da una sorgente sconosciuta." msgid "" "Code signing is disabled. The exported project will not run on Macs with " @@ -13501,7 +13662,7 @@ msgid "Run exported HTML in the system's default browser." msgstr "Esegui il codice HTML esportato nel browser di sistema predefinito." msgid "Icon size \"%d\" is missing." -msgstr "La dimensione dell'icona \"%s\" è mancante." +msgstr "La dimensione dell'icona \"%d\" è mancante." msgid "Failed to rename temporary file \"%s\"." msgstr "Impossibile rinominare il file temporaneo \"%s\"." @@ -13520,10 +13681,9 @@ msgid "" "Settings (Export > Windows > rcedit), or disable \"Application > Modify " "Resources\" in the export preset." msgstr "" -"Impossibile avviare l'eseguibile di rcedit. Configurare il percorso di " -"rcedit nelle impostazioni dell'editor (Export > Windows > rcedit), o " -"disabilitare \"Application > Modify Resources\" nella preimpostazione di " -"esportazione." +"Impossibile avviare l'eseguibile di rcedit. Configurare il percorso di rcedit " +"nelle impostazioni dell'editor (Export > Windows > rcedit), o disabilitare " +"\"Application > Modify Resources\" nella preimpostazione di esportazione." msgid "rcedit failed to modify executable: %s." msgstr "rcedit non è riuscito a modificare l'eseguibile: %s." @@ -13540,6 +13700,12 @@ msgstr "Nessuna identità trovata." msgid "Invalid identity type." msgstr "Tipo d'identità non trovato." +msgid "Signtool failed to sign executable: %s." +msgstr "Signtool ha fallito a firmare l'eseguibile: %s." + +msgid "Failed to remove temporary file \"%s\"." +msgstr "Fallito rimuovendo il file temporaneo \"%s\"." + msgid "Run on remote Windows system" msgstr "Esegui su un sistema Windows remoto" @@ -13555,13 +13721,13 @@ msgstr "" msgid "" "This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " -"define its shape." +"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to define " +"its shape." msgstr "" "Questo nodo non ha una forma, non può quindi collidere o interagire con gli " "altri oggetti.\n" -"Aggiungi come figlio un CollisionShape2D o un CollisionPolygon2D per " -"definire la sua forma." +"Aggiungi come figlio un CollisionShape2D o un CollisionPolygon2D per definire " +"la sua forma." msgid "An empty CollisionPolygon2D has no effect on collision." msgstr "Un CollisionPolygon2D vuoto non ha effetti sulla collisione." @@ -13708,11 +13874,9 @@ msgstr "" "albedo impostata.\n" "È richiesta una texture albedo con un canale alfa per fondere le mappe dei " "normali/ORM sulla superficie sottostante.\n" -"Se non è voluto che la texture albedo sia visibile, impostare Albedo Mix su " -"0." +"Se non è voluto che la texture albedo sia visibile, impostare Albedo Mix su 0." -msgid "" -"Nothing is visible because meshes have not been assigned to draw passes." +msgid "Nothing is visible because meshes have not been assigned to draw passes." msgstr "Nulla é visibile perché le mesh non sono state assegnate ai draw pass." msgid "" @@ -13814,8 +13978,8 @@ msgid "" "The \"Remote Path\" property must point to a valid Node3D or Node3D-derived " "node to work." msgstr "" -"La proprietà \"Remote Path\" deve puntare a un Node3D o a un nodo derivato " -"da Node3D per funzionare." +"La proprietà \"Remote Path\" deve puntare a un Node3D o a un nodo derivato da " +"Node3D per funzionare." msgid "" "This node cannot interact with other objects unless a Shape3D is assigned." @@ -13893,6 +14057,9 @@ msgstr "" msgid "The AnimationPlayer root node is not a valid node." msgstr "Il nodo radice dell'AnimationPlayer non è un nodo valido." +msgid "Copy this constructor in a script." +msgstr "Copia questo costruttore in uno script." + msgid "" "Color: #%s\n" "LMB: Apply color\n" @@ -13919,12 +14086,12 @@ msgid "Add current color as a preset." msgstr "Aggiungi il colore corrente come preset." msgid "" -"Container by itself serves no purpose unless a script configures its " -"children placement behavior.\n" +"Container by itself serves no purpose unless a script configures its children " +"placement behavior.\n" "If you don't intend to add a script, use a plain Control node instead." msgstr "" -"Il Container di per sé non serve a nulla, a meno che uno script non " -"configuri il suo comportamento di posizionamento figli.\n" +"Il Container di per sé non serve a nulla, a meno che uno script non configuri " +"il suo comportamento di posizionamento figli.\n" "Se non intendi aggiungere uno script, utilizza invece un semplice nodo " "Control." @@ -14005,8 +14172,7 @@ msgstr "" msgid "" "Data from the original node is kept as a placeholder until this type of node " -"is available again. It can hence be safely re-saved without risk of data " -"loss." +"is available again. It can hence be safely re-saved without risk of data loss." msgstr "" "I dati del nodo originale sono stati preservati come segnaposto finché il " "tipo di questo nodo non è di nuovo dispoinibile. Esso può essere perciò " @@ -14030,8 +14196,8 @@ msgstr "" msgid "" "Very low timer wait times (< 0.05 seconds) may behave in significantly " "different ways depending on the rendered or physics frame rate.\n" -"Consider using a script's process loop instead of relying on a Timer for " -"very low wait times." +"Consider using a script's process loop instead of relying on a Timer for very " +"low wait times." msgstr "" "I tempi d'attesa dei Timer molto brevi (< 0.05 seconds) potrebbero " "comportarsi in modo poco incoerente, a seconda del framerate di rendering o " @@ -14094,9 +14260,15 @@ msgstr "Indice di superficie" msgid "A constant value cannot be passed for the '%s' parameter." msgstr "Un valore costante non può essere passato per il parametro \"%s\"." +msgid "Invalid arguments for the built-in function: \"%s(%s)\"." +msgstr "Argomenti non validi per la funzione integrata: \"%s(%s)\"." + msgid "Recursion is not allowed." msgstr "La ricorsione è vietata." +msgid "Invalid assignment of '%s' to '%s'." +msgstr "Invalida assegnazione di '%s' a '%s'." + msgid "Expected constant expression." msgstr "Prevista un'espressione costante." @@ -14110,8 +14282,8 @@ msgid "" "Varyings which assigned in 'fragment' function may not be reassigned in " "'vertex' or 'light'." msgstr "" -"I varyings assegnati nella funzione 'fragment' non possono essere " -"riassegnati in 'vertex' o 'light'." +"I varyings assegnati nella funzione 'fragment' non possono essere riassegnati " +"in 'vertex' o 'light'." msgid "Assignment to function." msgstr "Assegnazione alla funzione." @@ -14125,6 +14297,9 @@ msgstr "Le constanti non possono essere modificate." msgid "Cannot convert from '%s' to '%s'." msgstr "Impossibile convertire da '%s' a '%s'." +msgid "Void value not allowed in expression." +msgstr "Valore di tipo void non consentito in un espressione." + msgid "No matching constructor found for: '%s'." msgstr "Nessun costruttore corrispondente trovato per: \"%s\"." @@ -14134,6 +14309,10 @@ msgstr "Previsto il nome di una funzione." msgid "No matching function found for: '%s'." msgstr "Nessuna funzione corrispondente trovata per: \"%s\"." +msgid "Varying '%s' cannot be passed for the '%s' parameter in that context." +msgstr "" +"'%s' variabile non può essere passato come parametro '%s' in quel contesto." + msgid "A constant value cannot be passed for '%s' parameter." msgstr "Un valore costante non può essere passato per il parametro \"%s\"." @@ -14159,6 +14338,9 @@ msgstr "Indice [%d] fuori intervallo [%d..%d]." msgid "Expected expression, found: '%s'." msgstr "Prevista un'espressione, trovato: \"%s\"." +msgid "Invalid member for '%s' expression: '.%s'." +msgstr "Membro invalido per l'espressione '%s': '.%s'." + msgid "An object of type '%s' can't be indexed." msgstr "Un oggetto di tipo \"%s\" non può essere indicizzato." @@ -14171,7 +14353,7 @@ msgstr "" "costante." msgid "Invalid token for the operator: '%s'." -msgstr "Gettone non valido per l'operatore: \"%d\"." +msgstr "Token invalido per l'operatore: '%s'." msgid "Unexpected end of expression." msgstr "Fine dell'espressione inaspettata." @@ -14182,6 +14364,9 @@ msgstr "Argomenti non validi per l'operatore unario \"%s\": %s." msgid "Missing matching ':' for select operator." msgstr "Manca ':' corrispondente per l'operatore select." +msgid "Invalid arguments to operator '%s': '%s'." +msgstr "Argomenti invalidi per l'operatore '%s': '%s'." + msgid "Expected an identifier or '[' after type." msgstr "Previsto un identificatore o una \"[\" dopo un tipo." @@ -14206,6 +14391,9 @@ msgstr "Prevista un'espressione intera." msgid "Cases must be defined before default case." msgstr "I case devono essere definiti prima del case default." +msgid "Duplicated case label: %d." +msgstr "Case duplicato: %d." + msgid "'%s' must be placed within a '%s' block." msgstr "\"%s\" deve essere piazzato in un blocco \"%s\"." @@ -14222,11 +14410,10 @@ msgid "Duplicated render mode: '%s'." msgstr "Modalità di rendering duplicata: \"%s\"." msgid "" -"Redefinition of render mode: '%s'. The '%s' mode has already been set to " -"'%s'." +"Redefinition of render mode: '%s'. The '%s' mode has already been set to '%s'." msgstr "" -"Ridefinizione della modalità di rendering: \"%s\". La modalità \"%s\" è " -"stata già impostata come \"%s\"." +"Ridefinizione della modalità di rendering: \"%s\". La modalità \"%s\" è stata " +"già impostata come \"%s\"." msgid "Invalid render mode: '%s'." msgstr "Modalità di rendering non valida: \"%s\"." @@ -14279,6 +14466,9 @@ msgstr "'%s' si può specificare una sola volta." msgid "The instance index can't be negative." msgstr "L'indice di istanza non può essere negativo." +msgid "Duplicated filter mode: '%s'." +msgstr "Modalità di filtro duplicato: '%s'." + msgid "Duplicated repeat mode: '%s'." msgstr "Modalità ripeti duplicata: '%s'." @@ -14303,9 +14493,21 @@ msgstr "Identifier atteso per il nome dell'argomento." msgid "Function '%s' expects no arguments." msgstr "La funzione '%s' non si aspetta argomenti." +msgid "Expected a '%s'." +msgstr "Previsto: '%s'." + +msgid "Expected a '%s' after '%s'." +msgstr "Previsto '%s' dopo '%s'." + msgid "Unmatched elif." msgstr "elif spaiato." +msgid "Unmatched else." +msgstr "else non corrisposto." + +msgid "Shader include file does not exist:" +msgstr "Il file Shader include non esiste:" + msgid "Macro expansion limit exceeded." msgstr "Limite espansione macro superato." diff --git a/editor/translations/editor/ja.po b/editor/translations/editor/ja.po index 649f3b28d31..2d5566e1819 100644 --- a/editor/translations/editor/ja.po +++ b/editor/translations/editor/ja.po @@ -45,7 +45,7 @@ # meko , 2022. # Fire Dingo , 2022. # Narazaki Shuji , 2022. -# ta ko , 2022. +# ta ko , 2022, 2023. # T K , 2022, 2023. # MizunagiKB , 2023. # Saitos , 2023. @@ -57,13 +57,16 @@ # Septian Kurniawan , 2023. # 上城肇 , 2023. # hl , 2023. +# 若林 さち , 2023. +# mieotoha , 2023. +# RA LA , 2023. msgid "" msgstr "" "Project-Id-Version: Godot Engine editor interface\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2023-06-26 17:31+0000\n" -"Last-Translator: hl \n" +"PO-Revision-Date: 2023-08-06 10:12+0000\n" +"Last-Translator: mieotoha \n" "Language-Team: Japanese \n" "Language: ja\n" @@ -71,7 +74,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=1; plural=0;\n" -"X-Generator: Weblate 4.18.1\n" +"X-Generator: Weblate 5.0-dev\n" msgid "Unset" msgstr "未設定" @@ -107,7 +110,7 @@ msgid "Mouse Thumb Button 2" msgstr "マウスボタン2" msgid "Button" -msgstr "Button" +msgstr "ボタン" msgid "Double Click" msgstr "ダブルクリック" @@ -169,9 +172,6 @@ msgstr "Back。Sony Select、Xbox Back、Nintendo -" msgid "Guide, Sony PS, Xbox Home" msgstr "Guide。Sony PS、Xbox Home" -msgid "Start, Nintendo +" -msgstr "Start。Nintendo +" - msgid "Left Stick, Sony L3, Xbox L/LS" msgstr "左スティック。Sony L3、Xbox L/LS" @@ -179,10 +179,10 @@ msgid "Right Stick, Sony R3, Xbox R/RS" msgstr "右スティック。Sony R3、Xbox R/RS" msgid "Left Shoulder, Sony L1, Xbox LB" -msgstr "左ショルダー。Sony L1、Xbox LB" +msgstr "左ショルダー、PSコンのL1ボタン、XboxコンのLBボタン" msgid "Right Shoulder, Sony R1, Xbox RB" -msgstr "右ショルダー。Sony R1。Xbox RB" +msgstr "右ショルダー、PSコンのR1ボタン、Xbox RBボタン" msgid "D-pad Up" msgstr "D-pad 上" @@ -220,6 +220,9 @@ msgstr "ジョイパッドのボタン %d" msgid "Pressure:" msgstr "圧力:" +msgid "canceled" +msgstr "キャンセル" + msgid "touched" msgstr "タッチ" @@ -599,7 +602,7 @@ msgid "Animation Multi Change Transition" msgstr "アニメーションのトランジションを複数変更" msgid "Animation Multi Change %s" -msgstr "アニメーション%sに複数変更" +msgstr "アニメーション %s に複数変更" msgid "Animation Multi Change Keyframe Value" msgstr "アニメーションキーフレームの値を複数変更" @@ -615,8 +618,8 @@ msgstr "アニメーションのループを変更" msgid "Can't change loop mode on animation instanced from imported scene." msgstr "" -"インポートしたシーンからインスタンス化したアニメーションのループモードが変更" -"できません。" +"インポートしたシーンからインスタンス化したアニメーションのループモードが変更で" +"きません。" msgid "Can't change loop mode on animation embedded in another scene." msgstr "別のシーンに埋め込まれたアニメーションのループモードを変更できません。" @@ -808,8 +811,8 @@ msgid "" "Compressed tracks can't be edited or removed. Re-import the animation with " "compression disabled in order to edit." msgstr "" -"圧縮されたトラックは、編集や削除はできません。編集するには、圧縮を無効にして" -"アニメーションを再インポートしてください。" +"圧縮されたトラックは、編集や削除はできません。編集するには、圧縮を無効にしてア" +"ニメーションを再インポートしてください。" msgid "Remove Anim Track" msgstr "アニメーショントラックを除去" @@ -850,8 +853,7 @@ msgid "Blend Shape tracks only apply to MeshInstance3D nodes." msgstr "Blend Shapeトラックは、MeshInstance3Dノードにのみ適用されます。" msgid "Position/Rotation/Scale 3D tracks only apply to 3D-based nodes." -msgstr "" -"位置/回転/スケール 3D トラックは、3D ベースのノードにのみ適用されます。" +msgstr "位置/回転/スケール 3D トラックは、3D ベースのノードにのみ適用されます。" msgid "" "Audio tracks can only point to nodes of type:\n" @@ -916,7 +918,7 @@ msgid "Scale" msgstr "スケール" msgid "BlendShape" -msgstr "BlendShape" +msgstr "ブレンドシェイプ" msgid "Methods" msgstr "メソッド" @@ -959,14 +961,14 @@ msgid "" "enable \"Save To File\" and\n" "\"Keep Custom Tracks\"." msgstr "" -"このアニメーションはインポートされたシーンに属しているため、インポートされた" -"トラックへの変更は保存されません。\n" +"このアニメーションはインポートされたシーンに属しているため、インポートされたト" +"ラックへの変更は保存されません。\n" "\n" "このアニメーションを変更するには、シーンの高度なインポート設定に移動し、アニ" "メーションを選択します。\n" "ループを含むいくつかのオプションがあります。\n" -"カスタムトラックを追加するには、「ファイルに保存」と「カスタムトラックを保持" -"する」を有効にしてください。" +"カスタムトラックを追加するには、「ファイルに保存」と「カスタムトラックを保持す" +"る」を有効にしてください。" msgid "Warning: Editing imported animation" msgstr "警告:インポートしたアニメーションを編集しています" @@ -1091,20 +1093,90 @@ msgstr "スケール比:" msgid "Select Transition and Easing" msgstr "トランジションとイージングを選択" +msgctxt "Transition Type" +msgid "Linear" +msgstr "線形" + +msgctxt "Transition Type" +msgid "Sine" +msgstr "サイン" + +msgctxt "Transition Type" +msgid "Quint" +msgstr "クイント" + +msgctxt "Transition Type" +msgid "Quart" +msgstr "クォート" + +msgctxt "Transition Type" +msgid "Quad" +msgstr "クワッド" + +msgctxt "Transition Type" +msgid "Expo" +msgstr "エキスポ" + +msgctxt "Transition Type" +msgid "Elastic" +msgstr "エラスチック" + +msgctxt "Transition Type" +msgid "Cubic" +msgstr "立方" + +msgctxt "Transition Type" +msgid "Circ" +msgstr "平方根" + +msgctxt "Transition Type" +msgid "Bounce" +msgstr "バウンス" + +msgctxt "Transition Type" +msgid "Back" +msgstr "戻る" + +msgctxt "Transition Type" +msgid "Spring" +msgstr "ばね" + msgctxt "Ease Type" msgid "In" -msgstr "In" +msgstr "イン" msgctxt "Ease Type" msgid "Out" -msgstr "Out" +msgstr "アウト" msgctxt "Ease Type" msgid "InOut" -msgstr "InOut" +msgstr "イン・アウト" + +msgctxt "Ease Type" +msgid "OutIn" +msgstr "アウト・イン" + +msgid "Transition Type:" +msgstr "トランジションタイプ:" + +msgid "Ease Type:" +msgstr "イージングタイプ:" + +msgid "FPS:" +msgstr "FPS:" msgid "Animation Baker" -msgstr "アニメーションベイカー:" +msgstr "アニメーションベイカー:" + +msgid "3D Pos/Rot/Scl Track:" +msgstr "3D 位置/回転/スケールレール:" + +msgid "Blendshape Track:" +msgstr "ブレンドシェイプトラック:" + +msgid "Value Track:" +msgstr "値軌道:" msgid "Select Tracks to Copy" msgstr "コピーするトラックを選択" @@ -1187,8 +1259,8 @@ msgid "" "Target method not found. Specify a valid method or attach a script to the " "target node." msgstr "" -"対象のメソッドが見つかりません。有効なメソッドを指定するか、ターゲットノード" -"にスクリプトをアタッチしてください。" +"対象のメソッドが見つかりません。有効なメソッドを指定するか、ターゲットノードに" +"スクリプトをアタッチしてください。" msgid "Attached Script" msgstr "スクリプトを添付" @@ -1389,6 +1461,27 @@ msgstr "" msgid "Toggle Visibility" msgstr "可視性の切り替え" +msgid "Updating assets on target device:" +msgstr "ターゲットデバイスのアセットを更新する:" + +msgid "Syncing headers" +msgstr "ヘッダーを同期中" + +msgid "Getting remote file system" +msgstr "リモートファイルシステムの取得" + +msgid "Decompressing remote file system" +msgstr "リモートファイルシステムを解凍しています" + +msgid "Scanning for local changes" +msgstr "ローカル変更をスキャン中" + +msgid "Sending list of changed files:" +msgstr "変更されたファイルのリストを送信する:" + +msgid "Sending file:" +msgstr "ファイルを送信中:" + msgid "ms" msgstr "ミリ秒" @@ -1445,8 +1538,8 @@ msgstr "" "包括: この関数が呼び出す、他の関数の時間を含みます。\n" "ボトルネックを見つけるために使用します。\n" "\n" -"自己: この関数が呼び出す他の関数の時間を含まず、この関数自体に費やされた時間" -"のみをカウントします。\n" +"自己: この関数が呼び出す他の関数の時間を含まず、この関数自体に費やされた時間の" +"みをカウントします。\n" "最適化する個々の関数を見つけるために使用します。" msgid "Frame #:" @@ -1649,6 +1742,10 @@ msgstr "依存関係エディター" msgid "Search Replacement Resource:" msgstr "置換するリソースを検索:" +msgid "Open Scene" +msgid_plural "Open Scenes" +msgstr[0] "シーンを開く" + msgid "Open" msgstr "開く" @@ -1663,24 +1760,24 @@ msgstr "パス '%s' とロケール '%s' のローカライズの再マップ。 msgid "" "Remove the selected files from the project? (Cannot be undone.)\n" -"Depending on your filesystem configuration, the files will either be moved " -"to the system trash or deleted permanently." +"Depending on your filesystem configuration, the files will either be moved to " +"the system trash or deleted permanently." msgstr "" "選択したファイルをプロジェクトから削除しますか? (取り消しはできません。)\n" -"ファイルシステムの設定に応じて、そのファイルはシステムのゴミ箱に移動される" -"か、永久に削除されます。" +"ファイルシステムの設定に応じて、そのファイルはシステムのゴミ箱に移動されるか、" +"永久に削除されます。" msgid "" "The files being removed are required by other resources in order for them to " "work.\n" "Remove them anyway? (Cannot be undone.)\n" -"Depending on your filesystem configuration, the files will either be moved " -"to the system trash or deleted permanently." +"Depending on your filesystem configuration, the files will either be moved to " +"the system trash or deleted permanently." msgstr "" "除去しようとしているファイルは他のリソースの動作に必要です。\n" "それでも除去しますか?(取り消しはできません。)\n" -"ファイルシステムの設定に応じて、そのファイルはシステムのゴミ箱に移動される" -"か、永久に削除されます。" +"ファイルシステムの設定に応じて、そのファイルはシステムのゴミ箱に移動されるか、" +"永久に削除されます。" msgid "Cannot remove:" msgstr "除去不可:" @@ -1718,9 +1815,31 @@ msgstr "所有" msgid "Resources Without Explicit Ownership:" msgstr "所有権が明示的でないリソース:" +msgid "Folder name cannot be empty." +msgstr "フォルダ名を空にすることはできません。" + +msgid "Folder name contains invalid characters." +msgstr "フォルダ名に無効な文字が含まれている。" + +msgid "File with that name already exists." +msgstr "同名のファイルがすでに存在します。" + +msgid "Folder with that name already exists." +msgstr "同名のフォルダがすでに存在します。" + +msgid "Using slashes in folder names will create subfolders recursively." +msgstr "" +"フォルダ名にスラッシュを使用すると、サブフォルダが再帰的に作成されます。" + +msgid "Folder name is valid." +msgstr "フォルダ名は有効です。" + msgid "Could not create folder." msgstr "フォルダーを作成できませんでした。" +msgid "Create new folder in %s:" +msgstr "%sに新規フォルダを作成。" + msgid "Create Folder" msgstr "フォルダーを作成" @@ -1784,14 +1903,14 @@ msgstr "サードパーティーライセンス" msgid "" "Godot Engine relies on a number of third-party free and open source " -"libraries, all compatible with the terms of its MIT license. The following " -"is an exhaustive list of all such third-party components with their " -"respective copyright statements and license terms." +"libraries, all compatible with the terms of its MIT license. The following is " +"an exhaustive list of all such third-party components with their respective " +"copyright statements and license terms." msgstr "" "Godot Engineは、MITライセンスの条項と互換性のある、多数のサードパーティのフ" "リーおよびオープンソースライブラリを利用しています。 以下は、そのようなすべて" -"のサードパーティコンポーネントのそれぞれの著作権表示とライセンス条項を網羅し" -"たリストです。" +"のサードパーティコンポーネントのそれぞれの著作権表示とライセンス条項を網羅した" +"リストです。" msgid "All Components" msgstr "すべてのコンポーネント" @@ -2094,13 +2213,11 @@ msgid "" "RenderingDevice based rendering (if disabled, the OpenGL back-end is " "required)." msgstr "" -"レンダリングデバイスベースのレンダリング(無効の場合、OpenGLバックエンドが必" -"要です)" +"レンダリングデバイスベースのレンダリング(無効の場合、OpenGLバックエンドが必要" +"です)" -msgid "" -"OpenGL back-end (if disabled, the RenderingDevice back-end is required)." -msgstr "" -"OpenGLバックエンド(無効の場合、RenderingDeviceバックエンドが必要です)" +msgid "OpenGL back-end (if disabled, the RenderingDevice back-end is required)." +msgstr "OpenGLバックエンド(無効の場合、RenderingDeviceバックエンドが必要です)" msgid "Vulkan back-end of RenderingDevice." msgstr "レンダリングデバイスのVulkanバックエンド" @@ -2117,23 +2234,23 @@ msgid "" "Supports complex text layouts, BiDi, and contextual OpenType font features." msgstr "" "ICUとHarfBuzzライブラリによるテキストサーバーの実装。\n" -"複雑なテキストレイアウト、BiDi、コンテクストOpenTypeフォント機能をサポートし" -"ます。" +"複雑なテキストレイアウト、BiDi、コンテクストOpenTypeフォント機能をサポートしま" +"す。" msgid "" "TrueType, OpenType, Type 1, and WOFF1 font format support using FreeType " "library (if disabled, WOFF2 support is also disabled)." msgstr "" -"FreeTypeライブラリを使用したTrueType、OpenType、Type1、WOFF1フォントフォー" -"マット対応(無効の場合、WOFF2対応も無効となります)" +"FreeTypeライブラリを使用したTrueType、OpenType、Type1、WOFF1フォントフォーマッ" +"ト対応(無効の場合、WOFF2対応も無効となります)" msgid "WOFF2 font format support using FreeType and Brotli libraries." msgstr "" "FreeType および Brotli ライブラリを使用した WOFF2 フォント形式のサポート" msgid "" -"SIL Graphite smart font technology support (supported by Advanced Text " -"Server only)." +"SIL Graphite smart font technology support (supported by Advanced Text Server " +"only)." msgstr "" "SIL Graphiteスマートフォントテクノロジー対応(Advanced Text Serverのみ対応)" @@ -2142,8 +2259,8 @@ msgid "" "library (pre-rendered MSDF fonts can be used even if this option disabled)." msgstr "" "msdfgenライブラリを用いたマルチチャンネル符号付き距離フィールドフォントのレン" -"ダリングに対応(このオプションを無効にしても、レンダリング済みのMSDFフォント" -"は使用可能です)" +"ダリングに対応(このオプションを無効にしても、レンダリング済みのMSDFフォントは" +"使用可能です)" msgid "General Features:" msgstr "主要機能:" @@ -2260,8 +2377,7 @@ msgid "Allows editing the node hierarchy in the Scene dock." msgstr "シーンドックのノード階層を編集できます。" msgid "" -"Allows to work with signals and groups of the node selected in the Scene " -"dock." +"Allows to work with signals and groups of the node selected in the Scene dock." msgstr "シーンドックで選択されたノードのシグナルとグループを操作できます。" msgid "Allows to browse the local file system via a dedicated dock." @@ -2284,8 +2400,7 @@ msgid "(none)" msgstr "(なし)" msgid "Remove currently selected profile, '%s'? Cannot be undone." -msgstr "" -"選択されているプロファイル '%s' を除去しますか? 取り消しはできません。" +msgstr "選択されているプロファイル '%s' を除去しますか? 取り消しはできません。" msgid "Profile must be a valid filename and must not contain '.'" msgstr "" @@ -2316,11 +2431,10 @@ msgid "Main Features:" msgstr "主要機能:" msgid "" -"Profile '%s' already exists. Remove it first before importing, import " -"aborted." +"Profile '%s' already exists. Remove it first before importing, import aborted." msgstr "" -"プロファイル '%s' はすでに存在します。インポートする前に削除してください。イ" -"ンポートは中止されました。" +"プロファイル '%s' はすでに存在します。インポートする前に削除してください。イン" +"ポートは中止されました。" msgid "Reset to Default" msgstr "デフォルトに戻す" @@ -2354,8 +2468,8 @@ msgstr "追加のオプション:" msgid "Create or import a profile to edit available classes and properties." msgstr "" -"プロファイルを作成またはインポートして、利用可能なクラスやプロパティを編集で" -"きます。" +"プロファイルを作成またはインポートして、利用可能なクラスやプロパティを編集でき" +"ます。" msgid "New profile name:" msgstr "新しいプロファイルの名前:" @@ -2385,8 +2499,8 @@ msgid "" "There are multiple importers for different types pointing to file %s, import " "aborted" msgstr "" -"ファイル %s をポイントしている異なるタイプの複数のインポーターがあります。イ" -"ンポートは中断されました" +"ファイル %s をポイントしている異なるタイプの複数のインポーターがあります。イン" +"ポートは中断されました" msgid "(Re)Importing Assets" msgstr "アセットを(再)インポート中" @@ -2397,6 +2511,9 @@ msgstr "次のタイプのリソースをインポート: %s" msgid "No return value." msgstr "戻り値はありません。" +msgid "This value is an integer composed as a bitmask of the following flags." +msgstr "この値は、以下のフラグのビットマスクとして構成される整数となります。" + msgid "Deprecated" msgstr "重複" @@ -2437,8 +2554,8 @@ msgid "" "There is currently no description for this %s. Please help us by " "[color=$color][url=$url]contributing one[/url][/color]!" msgstr "" -"現在、このメソッドの説明はありません。[color=$color][url=$url]貢献[/url][/" -"color]して私たちを助けてください!" +"現在、この %s の説明はありません。[color=$color][url=$url]貢献[/url][/color]し" +"て私たちを助けてください!" msgid "Top" msgstr "トップ" @@ -2455,15 +2572,15 @@ msgstr "継承先:" msgid "" "This class is marked as deprecated. It will be removed in future versions." msgstr "" -"このクラスは、非推奨としてマークされています。将来のバージョンで削除される予" -"定です。" +"このクラスは、非推奨としてマークされています。将来のバージョンで削除される予定" +"です。" msgid "" "This class is marked as experimental. It is subject to likely change or " "possible removal in future versions. Use at your own discretion." msgstr "" -"このクラスは実験用としてマークされます。将来のバージョンで変更または削除され" -"る可能性があります。ご自身の判断で使用してください。" +"このクラスは実験用としてマークされます。将来のバージョンで変更または削除される" +"可能性があります。ご自身の判断で使用してください。" msgid "Description" msgstr "説明" @@ -2648,8 +2765,7 @@ msgstr "値をピン留めする" msgid "Pin Value [Disabled because '%s' is editor-only]" msgstr "値をピン留めする ['%s' は editor-only のため無効]" -msgid "" -"Pinning a value forces it to be saved even if it's equal to the default." +msgid "Pinning a value forces it to be saved even if it's equal to the default." msgstr "" "値をピン留めすると、値がデフォルトと等しい場合でも強制的に保存されます。" @@ -2882,15 +2998,15 @@ msgid "" "This resource can't be saved because it does not belong to the edited scene. " "Make it unique first." msgstr "" -"このリソースは編集したシーンに属していないため保存できません。まずユニーク化" -"してください。" +"このリソースは編集したシーンに属していないため保存できません。まずユニーク化し" +"てください。" msgid "" "This resource can't be saved because it was imported from another file. Make " "it unique first." msgstr "" -"このリソースは別のファイルからインポートされたため、保存できません。最初にそ" -"れをユニークにします。" +"このリソースは別のファイルからインポートされたため、保存できません。最初にそれ" +"をユニークにします。" msgid "Save Resource As..." msgstr "リソースを別名で保存..." @@ -2906,8 +3022,7 @@ msgstr "保存中にエラーが発生しました。" msgid "Can't open file '%s'. The file could have been moved or deleted." msgstr "" -"'%s' を開くことができません。ファイルが移動または削除された可能性がありま" -"す。" +"'%s' を開くことができません。ファイルが移動または削除された可能性があります。" msgid "Error while parsing file '%s'." msgstr "ファイル '%s' の解析中にエラーが発生しました。" @@ -2915,9 +3030,6 @@ msgstr "ファイル '%s' の解析中にエラーが発生しました。" msgid "Scene file '%s' appears to be invalid/corrupt." msgstr "シーン ファイル '%s' が無効または壊れているようです。" -msgid "Missing file '%s' or one its dependencies." -msgstr "'%s' またはその依存関係が見つかりません。" - msgid "Error while loading file '%s'." msgstr "ファイル '%s' を読み込んでいるときにエラーが発生しました。" @@ -2997,8 +3109,8 @@ msgid "" "understand this workflow." msgstr "" "このリソースはインポートされたシーンに属しているため、編集できません。\n" -"このワークフローをよりよく理解するために、シーンの読み込みに関連するドキュメ" -"ントをお読みください。" +"このワークフローをよりよく理解するために、シーンの読み込みに関連するドキュメン" +"トをお読みください。" msgid "" "This resource belongs to a scene that was instantiated or inherited.\n" @@ -3011,8 +3123,8 @@ msgid "" "This resource was imported, so it's not editable. Change its settings in the " "import panel and then re-import." msgstr "" -"このリソースはインポートされたもので、編集できません。インポートパネルで設定" -"を変更し、再度インポートしてください。" +"このリソースはインポートされたもので、編集できません。インポートパネルで設定を" +"変更し、再度インポートしてください。" msgid "" "This scene was imported, so changes to it won't be kept.\n" @@ -3022,8 +3134,8 @@ msgid "" msgstr "" "このシーンはインポートされたもので、変更は保持されません。\n" "インスタンス化もしくは継承することで、編集が可能になります。\n" -"このワークフローをよりよく理解するために、シーンのインポートに関連するドキュ" -"メントをお読みください。" +"このワークフローをよりよく理解するために、シーンのインポートに関連するドキュメ" +"ントをお読みください。" msgid "Changes may be lost!" msgstr "変更が失われるかもしれません!" @@ -3047,8 +3159,8 @@ msgid "%s no longer exists! Please specify a new save location." msgstr "%s は存在しなくなりました!新しい保存先を指定してください。" msgid "" -"The current scene has no root node, but %d modified external resource(s) " -"were saved anyway." +"The current scene has no root node, but %d modified external resource(s) were " +"saved anyway." msgstr "" "現在のシーンにはルートノードがありませんが、%d 個の変更された外部リソースが保" "存されました。" @@ -3057,8 +3169,8 @@ msgid "" "A root node is required to save the scene. You can add a root node using the " "Scene tree dock." msgstr "" -"シーンを保存するにはルートノードが必要です。シーンツリーのドックからルート" -"ノードを追加できます。" +"シーンを保存するにはルートノードが必要です。シーンツリーのドックからルートノー" +"ドを追加できます。" msgid "Save Scene As..." msgstr "名前を付けてシーンを保存..." @@ -3135,8 +3247,8 @@ msgid "" "This option is deprecated. Situations where refresh must be forced are now " "considered a bug. Please report." msgstr "" -"このオプションは非推奨です。リフレッシュを強制しなければならない状況はバグと" -"みなされます。報告してください。" +"このオプションは非推奨です。リフレッシュを強制しなければならない状況はバグとみ" +"なされます。報告してください。" msgid "Pick a Main Scene" msgstr "メインシーンを選ぶ" @@ -3161,20 +3273,20 @@ msgid "" "error in that script.\n" "Disabling the addon at '%s' to prevent further errors." msgstr "" -"アドオンのスクリプト (パス: '%s') を読み込めません。そのスクリプト内のコード" -"のエラーが原因である可能性があります。\n" +"アドオンのスクリプト (パス: '%s') を読み込めません。そのスクリプト内のコードの" +"エラーが原因である可能性があります。\n" "さらなるエラーを防ぐため、'%s' のアドオンを無効化します。" msgid "" "Unable to load addon script from path: '%s' Base type is not EditorPlugin." msgstr "" -"パス '%s' からアドオンスクリプトを読み込めません。基底型が EditorPlugin では" -"ありません。" +"パス '%s' からアドオンスクリプトを読み込めません。基底型が EditorPlugin ではあ" +"りません。" msgid "Unable to load addon script from path: '%s' Script is not in tool mode." msgstr "" -"パス '%s' からアドオンスクリプトを読み込めません。スクリプトがツールモードで" -"はありません。" +"パス '%s' からアドオンスクリプトを読み込めません。スクリプトがツールモードでは" +"ありません。" msgid "" "Scene '%s' was automatically imported, so it can't be modified.\n" @@ -3184,12 +3296,12 @@ msgstr "" "変更するためには、新たに継承されたシーンを作成してください。" msgid "" -"Error loading scene, it must be inside the project path. Use 'Import' to " -"open the scene, then save it inside the project path." +"Error loading scene, it must be inside the project path. Use 'Import' to open " +"the scene, then save it inside the project path." msgstr "" "シーン読み込み中にエラーが発生しました。プロジェクトパス内にある必要がありま" -"す。このシーンを開くには 'インポート' を使用し、プロジェクトパス内に保存して" -"ください。" +"す。このシーンを開くには 'インポート' を使用し、プロジェクトパス内に保存してく" +"ださい。" msgid "Scene '%s' has broken dependencies:" msgstr "シーン '%s' は依存関係が壊れています:" @@ -3403,8 +3515,7 @@ msgid "Take Screenshot" msgstr "スクリーンショットを撮る" msgid "Screenshots are stored in the Editor Data/Settings Folder." -msgstr "" -"スクリーンショットはエディターのデータ / 設定フォルダーに保存されます。" +msgstr "スクリーンショットはエディターのデータ / 設定フォルダーに保存されます。" msgid "Toggle Fullscreen" msgstr "フルスクリーンを有効化 / 無効化" @@ -3439,6 +3550,12 @@ msgstr "質問 & 回答" msgid "Report a Bug" msgstr "バグを報告" +msgid "Copy System Info" +msgstr "システム情報をコピーする" + +msgid "Copies the system info as a single-line text into the clipboard." +msgstr "システム情報を1行のテキストとしてクリップボードにコピーする。" + msgid "Suggest a Feature" msgstr "機能を提案する" @@ -3518,17 +3635,16 @@ msgid "" "source template to \"res://android/build\".\n" "You can then apply modifications and build your own custom APK on export " "(adding modules, changing the AndroidManifest.xml, etc.).\n" -"Note that in order to make gradle builds instead of using pre-built APKs, " -"the \"Use Gradle Build\" option should be enabled in the Android export " -"preset." +"Note that in order to make gradle builds instead of using pre-built APKs, the " +"\"Use Gradle Build\" option should be enabled in the Android export preset." msgstr "" "この操作は \"res://android/build\" にソーステンプレートをインストールし、" "gradle Android ビルドのためにプロジェクトをセットアップします。\n" "後から設定に変更を加えたり、エクスポート時にカスタムAPKをビルドできます (モ" "ジュールを追加する、AndroidManifest.xmlを変更するなど)。\n" -"なお、ビルド済みのAPKを使用する代わりにgradleビルドを作成するには、Androidエ" -"クスポートプリセットで \"Use Gradle Build\" オプションが有効になっている必要" -"があります。" +"なお、ビルド済みのAPKを使用する代わりにgradleビルドを作成するには、Androidエク" +"スポートプリセットで \"Use Gradle Build\" オプションが有効になっている必要があ" +"ります。" msgid "" "The Android build template is already installed in this project and it won't " @@ -3537,8 +3653,8 @@ msgid "" "operation again." msgstr "" "Androidビルドテンプレートはすでにインストールされており、上書きされません。\n" -"この操作を再試行する前に、\"res://android/build\" ディレクトリを手動で削除し" -"てください。" +"この操作を再試行する前に、\"res://android/build\" ディレクトリを手動で削除して" +"ください。" msgid "Show in File Manager" msgstr "ファイルマネージャーで表示" @@ -3680,10 +3796,10 @@ msgid "" "determined uniquely, but the result of Quaternion->Euler can be multi-" "existent." msgstr "" -"一時的なオイラーは、元の値を持つオブジェクトに格納されません。代わりに、不可" -"逆変換のクォータニオンとして格納されます。\n" -"これは、オイラー->四元数の結果は一意に決定できますが、四元数->オイラーの結果" -"は複数存在する可能性があるためです。" +"一時的なオイラーは、元の値を持つオブジェクトに格納されません。代わりに、不可逆" +"変換のクォータニオンとして格納されます。\n" +"これは、オイラー->四元数の結果は一意に決定できますが、四元数->オイラーの結果は" +"複数存在する可能性があるためです。" msgid "Assign..." msgstr "割り当て..." @@ -3702,8 +3818,8 @@ msgstr "" "リソースはシーンに属している必要があります。" msgid "" -"Can't create a ViewportTexture on this resource because it's not set as " -"local to scene.\n" +"Can't create a ViewportTexture on this resource because it's not set as local " +"to scene.\n" "Please switch on the 'local to scene' property on it (and all resources " "containing it up to a node)." msgstr "" @@ -3754,12 +3870,14 @@ msgstr "ローカライズ可能な文字列 (サイズ %d)" msgid "Add Translation" msgstr "翻訳を追加" +msgid "Lock/Unlock Component Ratio" +msgstr "ロック/アンロック構成比" + msgid "" -"The selected resource (%s) does not match any type expected for this " -"property (%s)." +"The selected resource (%s) does not match any type expected for this property " +"(%s)." msgstr "" -"選択されたリソース (%s) は、このプロパティ (%s) が求める型に一致していませ" -"ん。" +"選択されたリソース (%s) は、このプロパティ (%s) が求める型に一致していません。" msgid "Quick Load" msgstr "クイックロード" @@ -3800,8 +3918,8 @@ msgid "" "as runnable." msgstr "" "このプラットフォームで実行可能なエクスポートプリセットがありません。\n" -"エクスポートメニューに実行可能なプリセットを追加するか、既存のプリセットを実" -"行可能にしてください。" +"エクスポートメニューに実行可能なプリセットを追加するか、既存のプリセットを実行" +"可能にしてください。" msgid "Project Run" msgstr "プロジェクトの実行" @@ -3815,8 +3933,14 @@ msgstr "すでに編集されたシーンがあります。" msgid "" "Couldn't run editor script, did you forget to override the '_run' method?" msgstr "" -"エディタスクリプトを実行できませんでした。'_run'メソッドをオーバーライドする" -"のを忘れていませんか?" +"エディタスクリプトを実行できませんでした。'_run'メソッドをオーバーライドするの" +"を忘れていませんか?" + +msgid "Undo: %s" +msgstr "元に戻す: %s" + +msgid "Redo: %s" +msgstr "やり直す: %s" msgid "Edit Built-in Action" msgstr "組み込みアクションの編集" @@ -3905,6 +4029,12 @@ msgstr "ジョイスティック 4 上" msgid "Joystick 4 Down" msgstr "ジョイスティック 4 下" +msgid "or" +msgstr "オア" + +msgid "Unicode" +msgstr "Unicode" + msgid "Joypad Axis %d %s (%s)" msgstr "ジョイパッドの軸 %d %s (%s)" @@ -3921,15 +4051,15 @@ msgid "Filter by event..." msgstr "イベントでフィルタ..." msgid "" -"Target platform requires 'ETC2/ASTC' texture compression. Enable 'Import " -"ETC2 ASTC' in Project Settings." +"Target platform requires 'ETC2/ASTC' texture compression. Enable 'Import ETC2 " +"ASTC' in Project Settings." msgstr "" "ターゲットプラットフォームは、'ETC2/ASTC'テクスチャ圧縮を必要とします。プロ" "ジェクト設定で 'Import ETC2 ASTC'を有効にします。" msgid "" -"Target platform requires 'S3TC/BPTC' texture compression. Enable 'Import " -"S3TC BPTC' in Project Settings." +"Target platform requires 'S3TC/BPTC' texture compression. Enable 'Import S3TC " +"BPTC' in Project Settings." msgstr "" "ターゲットプラットフォームは、'S3TC/BPTC' テクスチャ圧縮を必要とします。プロ" "ジェクト設定で'Import S3TC BPTC' を有効にします。" @@ -4013,8 +4143,7 @@ msgid "PCK Embedding" msgstr "PCKの組み込み" msgid "On 32-bit exports the embedded PCK cannot be bigger than 4 GiB." -msgstr "" -"32ビットのエクスポートでは、組み込みPCKは4GiBを超えることはできません。" +msgstr "32ビットのエクスポートでは、組み込みPCKは4GiBを超えることはできません。" msgid "Open the folder containing these templates." msgstr "これらのテンプレートがあるフォルダーを開きます。" @@ -4178,11 +4307,11 @@ msgid "Download and Install" msgstr "ダウンロードしてインストール" msgid "" -"Download and install templates for the current version from the best " -"possible mirror." +"Download and install templates for the current version from the best possible " +"mirror." msgstr "" -"現在のバージョンのテンプレートを最適なミラーからダウンロードしてインストール" -"します。" +"現在のバージョンのテンプレートを最適なミラーからダウンロードしてインストールし" +"ます。" msgid "Official export templates aren't available for development builds." msgstr "公式のエクスポートテンプレートは開発用ビルドの場合は使用できません。" @@ -4223,8 +4352,8 @@ msgstr "定義されたすべてのプリセットのプロジェクトをエク msgid "All presets must have an export path defined for Export All to work." msgstr "" -"全てのプリセットはエクスポートが全て機能するために、エクスポートパスを定義す" -"る必要があります。" +"全てのプリセットはエクスポートが全て機能するために、エクスポートパスを定義する" +"必要があります。" msgid "Resources to exclude:" msgstr "除外するリソース:" @@ -4235,6 +4364,9 @@ msgstr "エクスポートするリソース:" msgid "Delete preset '%s'?" msgstr "プリセット '%s' を削除しますか?" +msgid "(Inherited)" +msgstr "(継承)" + msgid "%s Export" msgstr "%s エクスポート" @@ -4257,10 +4389,10 @@ msgid "" "If checked, the preset will be available for use in one-click deploy.\n" "Only one preset per platform may be marked as runnable." msgstr "" -"チェックを入れると、ワンクリック・デプロイでもこのプリセットが使われるように" -"なります。\n" -"ひとつのプラットフォームに対し、ひとつのプリセットのみが実行可能としてマーク" -"できます。" +"チェックを入れると、ワンクリック・デプロイでもこのプリセットが使われるようにな" +"ります。\n" +"ひとつのプラットフォームに対し、ひとつのプリセットのみが実行可能としてマークで" +"きます。" msgid "Export Path" msgstr "エクスポート先のパス" @@ -4411,8 +4543,8 @@ msgstr "" "プロジェクト設定のファイルシステム > インポート > FBX > 有効 で再有効化できま" "す。\n" "\n" -"インポーターはエディター起動時に登録されます。そのため、エディターは再起動し" -"ます。" +"インポーターはエディター起動時に登録されます。そのため、エディターは再起動しま" +"す。" msgid "Path to FBX2glTF executable is empty." msgstr "FBX2glTFの実行ファイルへのパスが空です。" @@ -4422,8 +4554,8 @@ msgstr "FBX2glTF 実行可能ファイルへのパスが無効です。" msgid "Error executing this file (wrong version or architecture)." msgstr "" -"このファイルの実行にエラーが発生しました(バージョンまたはアーキテクチャが正" -"しくありません)。" +"このファイルの実行にエラーが発生しました(バージョンまたはアーキテクチャが正し" +"くありません)。" msgid "FBX2glTF executable is valid." msgstr "FBX2glTFの実行ファイルは有効です。" @@ -4458,14 +4590,14 @@ msgstr "アイテムを一覧で表示する。" msgid "Status: Import of file failed. Please fix file and reimport manually." msgstr "" -"ステータス: ファイルのインポートに失敗しました。ファイルを修正して手動で再イ" -"ンポートしてください。" +"ステータス: ファイルのインポートに失敗しました。ファイルを修正して手動で再イン" +"ポートしてください。" msgid "" "Importing has been disabled for this file, so it can't be opened for editing." msgstr "" -"このファイルのインポートは無効化されているため、編集のために開くことはできま" -"せん。" +"このファイルのインポートは無効化されているため、編集のために開くことはできませ" +"ん。" msgid "Cannot move/rename resources root." msgstr "ルートのリソースは移動/リネームできません。" @@ -4489,20 +4621,43 @@ msgid "Unable to update dependencies:" msgstr "依存関係を更新できません:" msgid "" -"This file extension is not recognized by the editor.\n" -"If you want to rename it anyway, use your operating system's file manager.\n" -"After renaming to an unknown extension, the file won't be shown in the " -"editor anymore." +"This filename begins with a dot rendering the file invisible to the editor.\n" +"If you want to rename it anyway, use your operating system's file manager." msgstr "" "このファイル拡張子はエディターによって認識されません。\n" -"それでも名前を変更したい場合は、オペレーティングシステムのファイルマネー" -"ジャーを使用してください。\n" -"不明な拡張子へと名前を変更すると、そのファイルはエディターに表示されなくなり" -"ます。" +"それでも名前を変更したい場合は、オペレーティングシステムのファイルマネージャー" +"を使用してください。\n" +"不明な拡張子へと名前を変更すると、そのファイルはエディターに表示されなくなりま" +"す。" + +msgid "" +"This file extension is not recognized by the editor.\n" +"If you want to rename it anyway, use your operating system's file manager.\n" +"After renaming to an unknown extension, the file won't be shown in the editor " +"anymore." +msgstr "" +"このファイル拡張子はエディターによって認識されません。\n" +"それでも名前を変更したい場合は、オペレーティングシステムのファイルマネージャー" +"を使用してください。\n" +"不明な拡張子へと名前を変更すると、そのファイルはエディターに表示されなくなりま" +"す。" msgid "A file or folder with this name already exists." msgstr "同名のファイルまたはフォルダーがあります。" +msgid "" +"The following files or folders conflict with items in the target location " +"'%s':" +msgstr "" +"以下のファイルまたはフォルダはターゲットロケーション \"%s\" の項目と競合してい" +"ます:" + +msgid "Do you wish to overwrite them or rename the copied files?" +msgstr "コピーしたファイルを上書きしますか、それとも名前を変更しますか?" + +msgid "Do you wish to overwrite them or rename the moved files?" +msgstr "移動したファイルを上書きしますか、それとも名前を変更しますか?" + msgid "Duplicating file:" msgstr "ファイルを複製:" @@ -4545,6 +4700,18 @@ msgstr "リソース..." msgid "TextFile..." msgstr "テキストファイル..." +msgid "Expand Folder" +msgstr "フォルダを展開する" + +msgid "Expand Hierarchy" +msgstr "階層を展開" + +msgid "Collapse Hierarchy" +msgstr "階層を折り畳み" + +msgid "Move/Duplicate To..." +msgstr "移動/コピー先..." + msgid "Add to Favorites" msgstr "お気に入りに追加" @@ -4630,6 +4797,9 @@ msgstr "" msgid "Overwrite" msgstr "上書き" +msgid "Keep Both" +msgstr "両方を保持する" + msgid "Create Script" msgstr "スクリプト作成" @@ -4727,6 +4897,9 @@ msgstr "" msgid "Choose a Directory" msgstr "ディレクトリを選択" +msgid "Copy File(s)" +msgstr "ファイルをコピー" + msgid "Network" msgstr "ネットワーク" @@ -4828,15 +5001,15 @@ msgid "File:" msgstr "ファイル:" msgid "" -"Remove the selected files? For safety only files and empty directories can " -"be deleted from here. (Cannot be undone.)\n" -"Depending on your filesystem configuration, the files will either be moved " -"to the system trash or deleted permanently." +"Remove the selected files? For safety only files and empty directories can be " +"deleted from here. (Cannot be undone.)\n" +"Depending on your filesystem configuration, the files will either be moved to " +"the system trash or deleted permanently." msgstr "" -"選択したファイルを削除しますか?安全のため、ここから削除できるのはファイルと" -"空のディレクトリだけです。(元に戻すことはできません)\n" -"ファイルシステムの設定によって、ファイルはシステムのゴミ箱に移動されるか、永" -"久に削除されます。" +"選択したファイルを削除しますか?安全のため、ここから削除できるのはファイルと空" +"のディレクトリだけです。(元に戻すことはできません)\n" +"ファイルシステムの設定によって、ファイルはシステムのゴミ箱に移動されるか、永久" +"に削除されます。" msgid "No sub-resources found." msgstr "サブリソースが見つかりませんでした。" @@ -4872,8 +5045,8 @@ msgstr "" "ん。\n" "デフォルトの動画ファイルの保存パスは、プロジェクト設定の「Editor > Movie " "Writer」カテゴリで指定することができます。\n" -"また、単一のシーンを実行する場合は、ルートノードに `movie_file` 文字列メタ" -"データを追加することもできます。\n" +"また、単一のシーンを実行する場合は、ルートノードに `movie_file` 文字列メタデー" +"タを追加することもできます。\n" "そのシーンを録画するときに使用する動画ファイルの保存パスを指定します。" msgid "Could not start subprocess(es)!" @@ -4932,7 +5105,7 @@ msgid "Show notifications." msgstr "通知を見る" msgid "Silence the notifications." -msgstr "通知を無効にする" +msgstr "通知を無効にする。" msgid "Toggle Visible" msgstr "表示 / 非表示の切り替え" @@ -4975,6 +5148,12 @@ msgstr "クリックでシグナルのドックを表示します。" msgid "Open in Editor" msgstr "エディターで開く" +msgid "This script is currently running in the editor." +msgstr "このスクリプトはエディターで実行されています。" + +msgid "This script is a custom type." +msgstr "このスクリプトはカスタムタイプです。" + msgid "Open Script:" msgstr "スクリプトを開く:" @@ -4985,6 +5164,13 @@ msgstr "" "ノードはロックされています。\n" "クリックでロックを外す。" +msgid "" +"Children are not selectable.\n" +"Click to make them selectable." +msgstr "" +"子ノードを選択できません。\n" +"クリックで選択可能にする。" + msgid "" "AnimationPlayer is pinned.\n" "Click to unpin." @@ -4992,6 +5178,9 @@ msgstr "" "AnimationPlayerが固定されます。\n" "クリックして固定を解除します。" +msgid "\"%s\" is not a known filter." +msgstr "\"%s\" は既知のフィルタではありません。" + msgid "Invalid node name, the following characters are not allowed:" msgstr "無効なノード名。以下の文字は使えません:" @@ -5052,13 +5241,13 @@ msgstr "ビート数:" msgid "" "Configure the amount of Beats used for music-aware looping. If zero, it will " "be autodetected from the length.\n" -"It is recommended to set this value (either manually or by clicking on a " -"beat number in the preview) to ensure looping works properly." +"It is recommended to set this value (either manually or by clicking on a beat " +"number in the preview) to ensure looping works properly." msgstr "" -"音楽を考慮したループ再生に使用するBeatsの量を設定します。0の場合、長さから自" -"動検出されます。\n" -"ループ再生が正しく機能するように、この値を設定することをお勧めします(手動ま" -"たはプレビューでビート番号をクリック)" +"音楽を考慮したループ再生に使用するBeatsの量を設定します。0の場合、長さから自動" +"検出されます。\n" +"ループ再生が正しく機能するように、この値を設定することをお勧めします(手動また" +"はプレビューでビート番号をクリック)" msgid "Bar Beats:" msgstr "小節あたりの拍数:" @@ -5124,8 +5313,8 @@ msgstr "プリレンダーの構成" msgid "" "Add font size, and variation coordinates, and select glyphs to pre-render:" msgstr "" -"フォントサイズ、バリエーション座標を追加し、プリレンダリングするグリフを選択" -"します。" +"フォントサイズ、バリエーション座標を追加し、プリレンダリングするグリフを選択し" +"ます。" msgid "Configuration:" msgstr "構成:" @@ -5165,13 +5354,13 @@ msgstr "文字コード表のグリフ" msgid "" "Add or remove glyphs from the character map to pre-render list:\n" "Note: Some stylistic alternatives and glyph variants do not have one-to-one " -"correspondence to character, and not shown in this map, use \"Glyphs from " -"the text\" tab to add these." +"correspondence to character, and not shown in this map, use \"Glyphs from the " +"text\" tab to add these." msgstr "" "プリレンダーリストに文字マップからグリフを追加または削除します。\n" -"注意: 文体代替やグリフバリエーションの中には、文字と一対一に対応しておらず、" -"このマップに表示されていないものがあります。これらを追加するには \"テキストか" -"らグリフ\" タブを使用します。" +"注意: 文体代替やグリフバリエーションの中には、文字と一対一に対応しておらず、こ" +"のマップに表示されていないものがあります。これらを追加するには \"テキストから" +"グリフ\" タブを使用します。" msgid "Dynamically rendered TrueType/OpenType font" msgstr "動的にレンダリングされるTrueType/OpenTypeフォント" @@ -5220,16 +5409,15 @@ msgid "" "Error importing GLSL shader file: '%s'. Open the file in the filesystem dock " "in order to see the reason." msgstr "" -"GLSLシェーダーファイルのインポート中にエラーが発生しました: '%s', ファイルシ" -"ステムでファイルを開いて原因を確認してください。" +"GLSLシェーダーファイルのインポート中にエラーが発生しました: '%s', ファイルシス" +"テムでファイルを開いて原因を確認してください。" msgid "" "%s: Texture detected as used as a normal map in 3D. Enabling red-green " "texture compression to reduce memory usage (blue channel is discarded)." msgstr "" -"%s: 3Dで法線マップとして使用されているテクスチャが検出されました。赤と緑のテ" -"クスチャ圧縮を有効にしてメモリ使用量を削減します(青チャンネルは破棄されま" -"す)。" +"%s: 3Dで法線マップとして使用されているテクスチャが検出されました。赤と緑のテク" +"スチャ圧縮を有効にしてメモリ使用量を削減します(青チャンネルは破棄されます)。" msgid "" "%s: Texture detected as used as a roughness map in 3D. Enabling roughness " @@ -5301,8 +5489,8 @@ msgid "" "This material already references an external file, no action will be taken.\n" "Disable the external property for it to be extracted again." msgstr "" -"このマテリアルはすでに外部ファイルのリファレンスであるため、何も行われません" -"でした。\n" +"このマテリアルはすでに外部ファイルのリファレンスであるため、何も行われませんで" +"した。\n" "外部プロパティを無効にすることで、再度設定できます。" msgid "No import ID" @@ -5312,8 +5500,7 @@ msgid "" "Material has no name nor any other way to identify on re-import.\n" "Please name it or ensure it is exported with an unique ID." msgstr "" -"マテリアルには再インポート時に識別するための名前やその他の方法がありませ" -"ん。\n" +"マテリアルには再インポート時に識別するための名前やその他の方法がありません。\n" "名前を付けるか、ユニークなIDでエクスポートされていることを確認してください。" msgid "Extract Materials to Resource Files" @@ -5350,8 +5537,7 @@ msgid "Set Paths" msgstr "パスを設定" msgid "" -"This animation already saves to an external resource, no action will be " -"taken." +"This animation already saves to an external resource, no action will be taken." msgstr "" "このアニメーションはすでに外部リソースに保存されているため、何も実行されませ" "ん。" @@ -5420,8 +5606,8 @@ msgid "" "Selecting another resource in the FileSystem dock without clicking Reimport " "first will discard changes made in the Import dock." msgstr "" -"まだ適用されていない保留中の変更があります。再インポートをクリックすると、イ" -"ンポートのオプションに加えた変更を適用します。\n" +"まだ適用されていない保留中の変更があります。再インポートをクリックすると、イン" +"ポートのオプションに加えた変更を適用します。\n" "再インポートをクリックせずにファイルシステム ドックから他のリソースを選択する" "と、インポートのドックで加えた変更は破棄されます。" @@ -5447,11 +5633,11 @@ msgstr "" "があります。" msgid "" -"Select a resource file in the filesystem or in the inspector to adjust " -"import settings." +"Select a resource file in the filesystem or in the inspector to adjust import " +"settings." msgstr "" -"ファイルシステムやインスペクターにあるリソースファイルを選択してインポート設" -"定を調整します。" +"ファイルシステムやインスペクターにあるリソースファイルを選択してインポート設定" +"を調整します。" msgid "No Event Configured" msgstr "イベント未設定" @@ -5490,8 +5676,8 @@ msgid "" "Automatically remaps between 'Meta' ('Command') and 'Control' depending on " "current platform." msgstr "" -"現在のプラットフォームに応じて、'Meta' ('Command') と 'Control' の間で自動的" -"に再マップします。" +"現在のプラットフォームに応じて、'Meta' ('Command') と 'Control' の間で自動的に" +"再マップします。" msgid "Keycode (Latin Equivalent)" msgstr "キーコード (Latin-1同等)" @@ -5769,8 +5955,8 @@ msgid "" "Activate to enable playback, check node warnings if activation fails." msgstr "" "アニメーションツリーが非アクティブです。\n" -"再生を有効にするためにアクティブ化します。アクティブ化に失敗した場合はノード" -"の警告を確認してください。" +"再生を有効にするためにアクティブ化します。アクティブ化に失敗した場合はノードの" +"警告を確認してください。" msgid "Set the blending position within the space" msgstr "スペース内のブレンド位置を設定" @@ -5878,8 +6064,8 @@ msgid "" "Animation player has no valid root node path, so unable to retrieve track " "names." msgstr "" -"アニメーションプレーヤーに有効なルートノードのパスがないため、トラック名を取" -"得できません。" +"アニメーションプレーヤーに有効なルートノードのパスがないため、トラック名を取得" +"できません。" msgid "Anim Clips" msgstr "アニメーションクリップ" @@ -5949,15 +6135,15 @@ msgid "" "This animation library can't be saved because it does not belong to the " "edited scene. Make it unique first." msgstr "" -"このアニメーションライブラリは編集したシーンに属していないため保存できませ" -"ん。まずユニーク化してください。" +"このアニメーションライブラリは編集したシーンに属していないため保存できません。" +"まずユニーク化してください。" msgid "" "This animation library can't be saved because it was imported from another " "file. Make it unique first." msgstr "" -"このアニメーションライブラリは他のファイルからインポートされたため保存できま" -"せん。まずユニーク化してください。" +"このアニメーションライブラリは他のファイルからインポートされたため保存できませ" +"ん。まずユニーク化してください。" msgid "Save Library" msgstr "ライブラリを保存" @@ -5966,18 +6152,18 @@ msgid "Make Animation Library Unique: %s" msgstr "アニメーションライブラリをユニーク化する: %s" msgid "" -"This animation can't be saved because it does not belong to the edited " -"scene. Make it unique first." -msgstr "" -"このアニメーションは編集したシーンに属していないため保存できません。まずユ" -"ニーク化してください。" - -msgid "" -"This animation can't be saved because it was imported from another file. " +"This animation can't be saved because it does not belong to the edited scene. " "Make it unique first." msgstr "" -"このアニメーションは他のファイルからインポートされたため保存できません。まず" -"ユニーク化してください。" +"このアニメーションは編集したシーンに属していないため保存できません。まずユニー" +"ク化してください。" + +msgid "" +"This animation can't be saved because it was imported from another file. Make " +"it unique first." +msgstr "" +"このアニメーションは他のファイルからインポートされたため保存できません。まずユ" +"ニーク化してください。" msgid "Save Animation" msgstr "アニメーションを保存" @@ -6036,6 +6222,12 @@ msgstr "ライブラリからアニメーションを削除: %s" msgid "[built-in]" msgstr "[内蔵]" +msgid "[foreign]" +msgstr "[外部]" + +msgid "[imported]" +msgstr "[インポート済み]" + msgid "Add Animation to Library" msgstr "アニメーションをライブラリに追加" @@ -6243,8 +6435,8 @@ msgstr "トランジションが削除されました" msgid "" "Select and move nodes.\n" "RMB: Add node at position clicked.\n" -"Shift+LMB+Drag: Connects the selected node with another node or creates a " -"new node if you select an area without nodes." +"Shift+LMB+Drag: Connects the selected node with another node or creates a new " +"node if you select an area without nodes." msgstr "" "ノードの選択と移動を行います。\n" "右クリック: クリックした位置にノードを追加します。\n" @@ -6593,8 +6785,8 @@ msgid "" "Overrides the running project's camera with the editor viewport camera." msgstr "" "プロジェクトのカメラのオーバーライド\n" -"実行中のプロジェクトのカメラを、エディターのビューポートカメラでオーバーライ" -"ドします。" +"実行中のプロジェクトのカメラを、エディターのビューポートカメラでオーバーライド" +"します。" msgid "" "Project Camera Override\n" @@ -6602,8 +6794,8 @@ msgid "" "feature." msgstr "" "プロジェクトのカメラのオーバーライド\n" -"実行中のプロジェクトのインスタンスはありません。この機能を使用するには、エ" -"ディターからプロジェクトを実行します。" +"実行中のプロジェクトのインスタンスはありません。この機能を使用するには、エディ" +"ターからプロジェクトを実行します。" msgid "Lock Selected" msgstr "選択対象をロック" @@ -6676,8 +6868,8 @@ msgstr "V: 選択したノードのピボットの位置を設定する。" msgid "Alt+RMB: Show list of all nodes at position clicked, including locked." msgstr "" -"Alt+右クリック: クリックした位置のすべてのノードを一覧で表示。ロックされたも" -"のも含む。" +"Alt+右クリック: クリックした位置のすべてのノードを一覧で表示。ロックされたもの" +"も含む。" msgid "RMB: Add node at position clicked." msgstr "右クリック: クリックした位置にノードを追加。" @@ -6706,8 +6898,8 @@ msgstr "パンモード" msgid "" "You can also use Pan View shortcut (Space by default) to pan in any mode." msgstr "" -"パン・ビューのショートカット (デフォルトではスペース) を使用して、どのモード" -"でもパンすることができます。" +"パン・ビューのショートカット (デフォルトではスペース) を使用して、どのモードで" +"もパンすることができます。" msgid "Ruler Mode" msgstr "定規モード" @@ -6862,8 +7054,8 @@ msgid "" "Keys are only added to existing tracks, no new tracks will be created.\n" "Keys must be inserted manually for the first time." msgstr "" -"キーの自動挿入は(マスクに基づいて)オブジェクトが移動、回転、または拡大縮小さ" -"れた際に行われます。\n" +"キーの自動挿入は(マスクに基づいて)オブジェクトが移動、回転、または拡大縮小され" +"た際に行われます。\n" "キーは既存のトラックにのみ追加され、新しいトラックは作成されません。\n" "初回のキー挿入は手動で行う必要があります。" @@ -6926,8 +7118,8 @@ msgid "This node doesn't have a control parent." msgstr "このノードには制御する親がありません。" msgid "" -"Use the appropriate layout properties depending on where you are going to " -"put it." +"Use the appropriate layout properties depending on where you are going to put " +"it." msgstr "配置する場所に応じて、適切なレイアウトプロパティを使用します。" msgid "This node is a child of a container." @@ -7017,8 +7209,17 @@ msgstr "" msgid "Some parents of the selected nodes do not support the Expand flag." msgstr "" -"選択されたノードの親の中には、拡大(Expand)フラグをサポートしていないものがあ" -"ります。" +"選択されたノードの親の中には、拡大(Expand)フラグをサポートしていないものがあり" +"ます。" + +msgid "Align with Expand" +msgstr "整列と拡張" + +msgid "Change Anchors, Offsets, Grow Direction" +msgstr "アンカーポイント、オフセット、成長方向を変更" + +msgid "Change Anchors, Offsets (Keep Ratio)" +msgstr "アンカーポイント、オフセットを変更(プロポーションを維持)" msgid "Change Vertical Size Flags" msgstr "垂直サイズ フラグの変更" @@ -7042,8 +7243,8 @@ msgid "" "When active, moving Control nodes changes their anchors instead of their " "offsets." msgstr "" -"オンの場合、コントロールノードを移動すると、オフセットの代わりにアンカーが変" -"更されます。" +"オンの場合、コントロールノードを移動すると、オフセットの代わりにアンカーが変更" +"されます。" msgid "Sizing settings for children of a Container node." msgstr "コンテナノードの子のサイズ設定。" @@ -7125,11 +7326,11 @@ msgid "" "mobile device).\n" "You don't need to enable it to use the GDScript debugger locally." msgstr "" -"このオプションを有効にすると、ワンクリック・デプロイをするときに実行ファイル" -"がこのコンピュータの IP に接続しようとするので、実行中のプロジェクトをデバッ" -"グすることができます。\n" -"このオプションは、リモートデバッグに使用することを意図しています (通常はモバ" -"イルデバイスにおいて)。\n" +"このオプションを有効にすると、ワンクリック・デプロイをするときに実行ファイルが" +"このコンピュータの IP に接続しようとするので、実行中のプロジェクトをデバッグす" +"ることができます。\n" +"このオプションは、リモートデバッグに使用することを意図しています (通常はモバイ" +"ルデバイスにおいて)。\n" "ローカルで GDScript デバッガーを使用するためには有効にする必要はありません。" msgid "Small Deploy with Network Filesystem" @@ -7145,10 +7346,10 @@ msgid "" msgstr "" "このオプションを有効にすると、Androidへのワンクリック・デプロイ時にプロジェク" "ト用データ無しの実行可能ファイルのみをエクスポートします。\n" -"ファイルシステムは、エディターによってプロジェクトからネットワークを通じて供" -"給されます。\n" -"Androidでは、デプロイはUSBケーブルの利用でさらに高速になります。このオプショ" -"ンは大きなアセットのあるプロジェクトでテストを高速化できます。" +"ファイルシステムは、エディターによってプロジェクトからネットワークを通じて供給" +"されます。\n" +"Androidでは、デプロイはUSBケーブルの利用でさらに高速になります。このオプション" +"は大きなアセットのあるプロジェクトでテストを高速化できます。" msgid "Visible Collision Shapes" msgstr "コリジョン形状を表示" @@ -7157,8 +7358,8 @@ msgid "" "When this option is enabled, collision shapes and raycast nodes (for 2D and " "3D) will be visible in the running project." msgstr "" -"このオプションを有効にすると、コリジョン形状とレイキャストノード (2Dおよび" -"3D) が、ゲーム実行中にも表示されるようになります。" +"このオプションを有効にすると、コリジョン形状とレイキャストノード (2Dおよび3D) " +"が、ゲーム実行中にも表示されるようになります。" msgid "Visible Paths" msgstr "可視パス" @@ -7167,8 +7368,8 @@ msgid "" "When this option is enabled, curve resources used by path nodes will be " "visible in the running project." msgstr "" -"このオプションを有効にすると、パスノードで使用されるカーブリソースが、ゲーム" -"実行中にも表示されるようになります。" +"このオプションを有効にすると、パスノードで使用されるカーブリソースが、ゲーム実" +"行中にも表示されるようになります。" msgid "Visible Navigation" msgstr "ナビゲーションを表示" @@ -7177,36 +7378,36 @@ msgid "" "When this option is enabled, navigation meshes and polygons will be visible " "in the running project." msgstr "" -"このオプションを有効にすると、ナビゲーションメッシュおよびポリゴンが、ゲーム" -"実行中にも表示されるようになります。" +"このオプションを有効にすると、ナビゲーションメッシュおよびポリゴンが、ゲーム実" +"行中にも表示されるようになります。" msgid "Synchronize Scene Changes" msgstr "シーン変更を同期" msgid "" -"When this option is enabled, any changes made to the scene in the editor " -"will be replicated in the running project.\n" +"When this option is enabled, any changes made to the scene in the editor will " +"be replicated in the running project.\n" "When used remotely on a device, this is more efficient when the network " "filesystem option is enabled." msgstr "" -"このオプションを有効にすると、エディターからシーンに加えられた変更が、実行中" -"のプロジェクトに反映されるようになります。\n" -"リモートのデバイス上で使用する場合、ネットワークファイルシステムのオプション" -"も有効であればより効率的になります。" +"このオプションを有効にすると、エディターからシーンに加えられた変更が、実行中の" +"プロジェクトに反映されるようになります。\n" +"リモートのデバイス上で使用する場合、ネットワークファイルシステムのオプションも" +"有効であればより効率的になります。" msgid "Synchronize Script Changes" msgstr "スクリプト変更を同期" msgid "" -"When this option is enabled, any script that is saved will be reloaded in " -"the running project.\n" +"When this option is enabled, any script that is saved will be reloaded in the " +"running project.\n" "When used remotely on a device, this is more efficient when the network " "filesystem option is enabled." msgstr "" -"このオプションを有効にすると、保存したスクリプトが、実行中のプロジェクトで再" -"読み込みされます。\n" -"リモートのデバイス上で使用する場合、ネットワークファイルシステムのオプション" -"も有効であればより効率的になります。" +"このオプションを有効にすると、保存したスクリプトが、実行中のプロジェクトで再読" +"み込みされます。\n" +"リモートのデバイス上で使用する場合、ネットワークファイルシステムのオプションも" +"有効であればより効率的になります。" msgid "Keep Debug Server Open" msgstr "デバッグ サーバーを開いたままにする" @@ -7215,8 +7416,8 @@ msgid "" "When this option is enabled, the editor debug server will stay open and " "listen for new sessions started outside of the editor itself." msgstr "" -"このオプションを有効にすると、デバッガーは起動したままとなり、エディター以外" -"で開始された新しい実行を監視するようになります。" +"このオプションを有効にすると、デバッガーは起動したままとなり、エディター以外で" +"開始された新しい実行を監視するようになります。" msgid "Run Multiple Instances" msgstr "実行インスタンス数" @@ -7225,6 +7426,15 @@ msgid "Run %d Instance" msgid_plural "Run %d Instances" msgstr[0] "インスタンス %d個" +msgid "Size: %s" +msgstr "サイズ: %s" + +msgid "Type: %s" +msgstr "型: %s" + +msgid "Dimensions: %d × %d" +msgstr "寸法:%d × %d" + msgid "Overrides (%d)" msgstr "上書き (%d)" @@ -7417,8 +7627,8 @@ msgid "" "extents." msgstr "" "GPUParticlesCollisionSDF3D のベイク中に表面が検出されませんでした。\n" -"ベイクマスクに一致する可視メッシュがベイクマスクの範囲内にあるかどうか確認し" -"てください。" +"ベイクマスクに一致する可視メッシュがベイクマスクの範囲内にあるかどうか確認して" +"ください。" msgid "Select path for SDF Texture" msgstr "SDF テクスチャのパスを選択" @@ -7452,13 +7662,13 @@ msgid "" "No meshes to bake. Make sure they contain an UV2 channel and that the 'Bake " "Light' flag is on." msgstr "" -"ベイクするメッシュがありません。メッシュに UV2チャンネルが含まれてお" -"り、'Bake Light' フラグがオンになっていることを確認してください。" +"ベイクするメッシュがありません。メッシュに UV2チャンネルが含まれており、'Bake " +"Light' フラグがオンになっていることを確認してください。" msgid "Failed creating lightmap images, make sure path is writable." msgstr "" -"ライトマップ画像の生成に失敗しました。パスが書き込み可能であることを確認して" -"ください。" +"ライトマップ画像の生成に失敗しました。パスが書き込み可能であることを確認してく" +"ださい。" msgid "No editor scene root found." msgstr "エディター シーンのルートが見つかりません。" @@ -7533,15 +7743,15 @@ msgid "" "Mesh cannot unwrap UVs because it belongs to another resource which was " "imported from another file type. Make it unique first." msgstr "" -"メッシュは別のファイルタイプからインポートされた別のリソースに属するため、UV" -"をアンラップできません。まずユニーク化してください。" +"メッシュは別のファイルタイプからインポートされた別のリソースに属するため、UVを" +"アンラップできません。まずユニーク化してください。" msgid "" "Mesh cannot unwrap UVs because it was imported from another file type. Make " "it unique first." msgstr "" -"メッシュは別のファイル タイプから読み込まれたため、UV をアンラップできませ" -"ん。まずユニーク化してください。" +"メッシュは別のファイル タイプから読み込まれたため、UV をアンラップできません。" +"まずユニーク化してください。" msgid "UV Unwrap failed, mesh may not be manifold?" msgstr "UV展開に失敗しました。メッシュが非多様体ではありませんか?" @@ -7614,8 +7824,8 @@ msgid "" "geometry in some cases, at the cost of accuracy." msgstr "" "簡略化された凸型コリジョンシェイプを作成します。\n" -"これは単一の凸型コリジョンシェイプと似ていますが、精度を犠牲により単純なジオ" -"メトリになることがあります。" +"これは単一の凸型コリジョンシェイプと似ていますが、精度を犠牲により単純なジオメ" +"トリになることがあります。" msgid "Create Multiple Convex Collision Siblings" msgstr "複数の凸型コリジョンの兄弟を作成" @@ -7626,22 +7836,22 @@ msgid "" "polygon-based collision." msgstr "" "ポリゴンベースのコリジョンシェイプを作成します。\n" -"これは、単一の凸型コリジョンとポリゴンベースのコリジョンの中間的なパフォーマ" -"ンスです。" +"これは、単一の凸型コリジョンとポリゴンベースのコリジョンの中間的なパフォーマン" +"スです。" msgid "Create Outline Mesh..." msgstr "アウトラインメッシュを生成..." msgid "" -"Creates a static outline mesh. The outline mesh will have its normals " -"flipped automatically.\n" +"Creates a static outline mesh. The outline mesh will have its normals flipped " +"automatically.\n" "This can be used instead of the StandardMaterial Grow property when using " "that property isn't possible." msgstr "" -"静的なアウトラインメッシュを作成します。アウトラインメッシュの法線は自動的に" -"反転します。\n" -"このプロパティを使用できない場合は、StandardMaterialのGrowプロパティを代わり" -"に使用できます。" +"静的なアウトラインメッシュを作成します。アウトラインメッシュの法線は自動的に反" +"転します。\n" +"このプロパティを使用できない場合は、StandardMaterialのGrowプロパティを代わりに" +"使用できます。" msgid "View UV1" msgstr "UV1を表示" @@ -7701,8 +7911,8 @@ msgstr "" msgid "No mesh source specified (and MultiMesh contains no Mesh)." msgstr "" -"メッシュのソースが指定されていません(そしてMultiMeshにはメッシュが含まれてい" -"ません)。" +"メッシュのソースが指定されていません(そしてMultiMeshにはメッシュが含まれていま" +"せん)。" msgid "Mesh source is invalid (invalid path)." msgstr "無効なメッシュソースです (無効なパス)。" @@ -7776,6 +7986,9 @@ msgstr "start_positionを設定" msgid "Set end_position" msgstr "end_positionを設定" +msgid "Set NavigationObstacle3D Vertices" +msgstr "NavigationObstacle3D 頂点を設定" + msgid "Edit Poly" msgstr "ポリゴンを編集" @@ -7914,6 +8127,9 @@ msgstr "トランスフォームをビューに合わせる" msgid "Align Rotation with View" msgstr "回転をビューに合わせる" +msgid "Set Surface %d Override Material" +msgstr "サーフェス%dオーバーレイマテリアルを設定" + msgid "Set Material Override" msgstr "マテリアル オーバーライドの設定" @@ -8187,8 +8403,8 @@ msgid "" "disabled." msgstr "" "プレビューの太陽光を切り替えます。\n" -"シーンにDirectionalLight3Dノードが追加されている場合、プレビューの太陽光は無" -"効になります。" +"シーンにDirectionalLight3Dノードが追加されている場合、プレビューの太陽光は無効" +"になります。" msgid "" "Toggle preview environment.\n" @@ -8196,8 +8412,8 @@ msgid "" "disabled." msgstr "" "プレビューの環境を切り替えます。\n" -"WorldEnvironmentノードがシーンに追加されている場合、プレビューの環境は無効に" -"なります。" +"WorldEnvironmentノードがシーンに追加されている場合、プレビューの環境は無効にな" +"ります。" msgid "Edit Sun and Environment settings." msgstr "太陽と環境の設定を編集します。" @@ -8409,12 +8625,12 @@ msgid "Add Environment to Scene" msgstr "環境をシーンに追加" msgid "" -"Adds a WorldEnvironment node matching the preview environment settings to " -"the current scene.\n" +"Adds a WorldEnvironment node matching the preview environment settings to the " +"current scene.\n" "Hold Shift while clicking to also add the preview sun to the current scene." msgstr "" -"プレビューの環境の設定に一致する WorldEnvironment ノードを現在のシーンに追加" -"します。\n" +"プレビューの環境の設定に一致する WorldEnvironment ノードを現在のシーンに追加し" +"ます。\n" "Shiftを押しながらクリックすると、プレビューの太陽も現在のシーンに追加されま" "す。" @@ -8427,8 +8643,8 @@ msgstr "" msgid "" "No meshes to bake.\n" -"Make sure there is at least one MeshInstance3D node in the scene whose " -"visual layers are part of the OccluderInstance3D's Bake Mask property." +"Make sure there is at least one MeshInstance3D node in the scene whose visual " +"layers are part of the OccluderInstance3D's Bake Mask property." msgstr "" "ベイクするメッシュがありません。\n" "シーン内に少なくとも 1 つの MeshInstance3D ノードがあり、そのビジュアル レイ" @@ -8623,11 +8839,10 @@ msgid "Create a custom polygon. Enables custom polygon rendering." msgstr "カスタムポリゴンを生成し、カスタムポリゴンの描画を有効にする。" msgid "" -"Remove a custom polygon. If none remain, custom polygon rendering is " -"disabled." +"Remove a custom polygon. If none remain, custom polygon rendering is disabled." msgstr "" -"カスタムポリゴンを削除する。他に残っていない場合、カスタムポリゴンの描画は無" -"効になります。" +"カスタムポリゴンを削除する。他に残っていない場合、カスタムポリゴンの描画は無効" +"になります。" msgid "Paint weights with specified intensity." msgstr "指定した強度でウェイトをペイントします。" @@ -8766,8 +8981,8 @@ msgstr "" msgid "" "To run this script, it must inherit EditorScript and be set to tool mode." msgstr "" -"このスクリプトを実行するには、EditorScriptを継承し、ツールモードに設定する必" -"要があります。" +"このスクリプトを実行するには、EditorScriptを継承し、ツールモードに設定する必要" +"があります。" msgid "Import Theme" msgstr "テーマのインポート" @@ -9063,6 +9278,9 @@ msgstr "インスペクターでファイルを開く" msgid "Close File" msgstr "ファイルを閉じる" +msgid "Make the shader editor floating." +msgstr "シェーダーエディターをフローティングにします。" + msgid "No valid shader stages found." msgstr "有効なシェーダー ステージが見つかりません。" @@ -9128,6 +9346,12 @@ msgstr "すべてのボーン ポーズをリセット" msgid "Reset Selected Poses" msgstr "選択したポーズをリセット" +msgid "Apply All Poses to Rests" +msgstr "すべてのポーズをレストに適用" + +msgid "Apply Selected Poses to Rests" +msgstr "選択したポーズをレストに適用" + msgid "Create Physical Skeleton" msgstr "物理スケルトンを作成" @@ -9141,6 +9365,9 @@ msgstr "" "編集モード\n" "関節にボタンを表示します。" +msgid "Insert key of bone poses already exist track." +msgstr "すでにトラックが存在するスケルタルポーズにキーフレームを挿入します。" + msgid "Play IK" msgstr "IKを再生" @@ -9306,6 +9533,27 @@ msgstr "フレームを右に移動" msgid "Select Frames" msgstr "フレームを選択" +msgid "Frame Order" +msgstr "フレームオーダー" + +msgid "By Row" +msgstr "行別" + +msgid "Left to Right, Top to Bottom" +msgstr "左から右へ、上から下へ" + +msgid "Left to Right, Bottom to Top" +msgstr "左から右へ、下から上へ" + +msgid "Right to Left, Top to Bottom" +msgstr "右から左へ、上から下へ" + +msgid "Right to Left, Bottom to Top" +msgstr "右から左へ、下から上へ" + +msgid "By Column" +msgstr "列別" + msgid "Size" msgstr "サイズ" @@ -9501,8 +9749,8 @@ msgid "" "Caution: Adding icon data may considerably increase the size of your Theme " "resource." msgstr "" -"注意: アイコンデータを追加するとテーマリソースのサイズが大幅に増加する可能性" -"があります。" +"注意: アイコンデータを追加するとテーマリソースのサイズが大幅に増加する可能性が" +"あります。" msgid "Collapse types." msgstr "タイプを折りたたむ。" @@ -9529,8 +9777,8 @@ msgid "Import Selected" msgstr "選択されたものをインポート" msgid "" -"Import Items tab has some items selected. Selection will be lost upon " -"closing this window.\n" +"Import Items tab has some items selected. Selection will be lost upon closing " +"this window.\n" "Close anyway?" msgstr "" "アイテムのインポート タブでアイテムが選択されています。ウィンドウを閉じると選" @@ -9545,8 +9793,8 @@ msgid "" "You can add a custom type or import a type with its items from another theme." msgstr "" "リストからテーマタイプを選択して、そのアイテムを編集できます。\n" -"カスタムタイプを追加したり、他のテーマからタイプとそのアイテムをインポートで" -"きます。" +"カスタムタイプを追加したり、他のテーマからタイプとそのアイテムをインポートでき" +"ます。" msgid "Remove All Color Items" msgstr "すべてのカラーアイテムを除去" @@ -9727,8 +9975,8 @@ msgid "" "Pin this StyleBox as a main style. Editing its properties will update the " "same properties in all other StyleBoxes of this type." msgstr "" -"このStyleBoxをメインスタイルに固定します。そのプロパティを編集すると、他すべ" -"てのこのタイプのStyleBoxで同じプロパティが更新されます。" +"このStyleBoxをメインスタイルに固定します。そのプロパティを編集すると、他すべて" +"のこのタイプのStyleBoxで同じプロパティが更新されます。" msgid "Add Item Type" msgstr "アイテムのタイプを追加" @@ -9801,8 +10049,8 @@ msgid "" "A type associated with a built-in class cannot be marked as a variation of " "another type." msgstr "" -"組み込みクラスに関連付けられた型は、別の型のバリエーションとしてマークするこ" -"とはできません。" +"組み込みクラスに関連付けられた型は、別の型のバリエーションとしてマークすること" +"はできません。" msgid "Theme:" msgstr "テーマ:" @@ -9823,11 +10071,10 @@ msgid "Select UI Scene:" msgstr "UIシーンの選択:" msgid "" -"Toggle the control picker, allowing to visually select control types for " -"edit." +"Toggle the control picker, allowing to visually select control types for edit." msgstr "" -"コントロールピッカーを切り替えて、コントロールタイプを視覚的に選択して編集で" -"きるようにします。" +"コントロールピッカーを切り替えて、コントロールタイプを視覚的に選択して編集でき" +"るようにします。" msgid "Toggle Button" msgstr "切り替えボタン" @@ -9920,6 +10167,9 @@ msgstr "マージ (元のアトラスを保持)" msgid "Merge" msgstr "マージ" +msgid "Next Line After Column" +msgstr "列の次の行" + msgid "Please select two atlases or more." msgstr "2 つ以上のアトラスを選択してください。" @@ -10016,12 +10266,18 @@ msgstr "TileSet パターンを追加" msgid "Remove TileSet patterns" msgstr "TileSet パターンを削除" +msgid "Index: %d" +msgstr "インデックス: %d" + msgid "Tile with Invalid Scene" msgstr "無効なシーンのタイル" msgid "Delete tiles" msgstr "タイルを削除" +msgid "Drawing Rect:" +msgstr "長方形を描く:" + msgid "Change selection" msgstr "選択範囲を変更" @@ -10098,8 +10354,8 @@ msgstr "パターン" msgid "Drag and drop or paste a TileMap selection here to store a pattern." msgstr "" -"TileMap の選択範囲をここにドラッグ アンド ドロップするか貼り付けて、パターン" -"を保存します。" +"TileMap の選択範囲をここにドラッグ アンド ドロップするか貼り付けて、パターンを" +"保存します。" msgid "Paint terrain" msgstr "地形を塗る" @@ -10156,6 +10412,14 @@ msgstr "グリッドの表示を切り替え" msgid "Automatically Replace Tiles with Proxies" msgstr "タイルを自動的にプロキシに置き換える" +msgid "" +"The edited TileMap node has no TileSet resource.\n" +"Create or load a TileSet resource in the Tile Set property in the inspector." +msgstr "" +"編集中のTileMapノードにTileSetリソースがありません。\n" +"InspectorのTile SetプロパティでTileSetリソースを作成するか、ロードしてくださ" +"い。" + msgid "Remove Tile Proxies" msgstr "タイルプロキシを削除" @@ -10299,6 +10563,13 @@ msgstr "完全に透明なテクスチャ領域のタイルを削除" msgid "Setup" msgstr "セットアップ" +msgid "" +"Atlas setup. Add/Remove tiles tool (use the shift key to create big tiles, " +"control for rectangle editing)." +msgstr "" +"アトラスを設定。タイルツールを追加/削除(Shiftキーで大きなタイルを作成、Ctrl" +"キーで長方形を編集)。" + msgid "Select tiles." msgstr "タイルを選択します。" @@ -10376,7 +10647,7 @@ msgid "Tile properties:" msgstr "タイル設定:" msgid "TileSet" -msgstr "タイルセット" +msgstr "TileSet" msgid "TileMap" msgstr "TileMap" @@ -10596,7 +10867,7 @@ msgid "Add Output" msgstr "出力を追加" msgid "Float" -msgstr "Float" +msgstr "フロート" msgid "Int" msgstr "Int" @@ -10849,8 +11120,8 @@ msgid "" "Returns an associated vector if the provided scalars are equal, greater or " "less." msgstr "" -"指定されたスカラーが等しいか、より大きいか、またはより小さい場合、関連付けら" -"れたベクトルを返します。" +"指定されたスカラーが等しいか、より大きいか、またはより小さい場合、関連付けられ" +"たベクトルを返します。" msgid "" "Returns the boolean result of the comparison between INF and a scalar " @@ -10898,8 +11169,8 @@ msgstr "" "返します。" msgid "" -"Returns an associated integer scalar if the provided boolean value is true " -"or false." +"Returns an associated integer scalar if the provided boolean value is true or " +"false." msgstr "" "指定されたブール値がtrueまたはfalseの場合、関連付けられた整数スカラーを返しま" "す。" @@ -11006,15 +11277,15 @@ msgid "" "(Fragment/Light mode only) (Scalar) Derivative in 'x' using local " "differencing." msgstr "" -"(フラグメント/ライトモードのみ)(スカラー)ローカル差分を使用して 'x' で微分し" -"ます。" +"(フラグメント/ライトモードのみ)(スカラー)ローカル差分を使用して 'x' で微分しま" +"す。" msgid "" "(Fragment/Light mode only) (Scalar) Derivative in 'y' using local " "differencing." msgstr "" -"(フラグメント/ライトモードのみ)(スカラー)ローカル差分を使用して 'y' で微分し" -"ます。" +"(フラグメント/ライトモードのみ)(スカラー)ローカル差分を使用して 'y' で微分しま" +"す。" msgid "Base-e Exponential." msgstr "ベースe指数。" @@ -11087,14 +11358,14 @@ msgid "" "SmoothStep function( scalar(edge0), scalar(edge1), scalar(x) ).\n" "\n" "Returns 0.0 if 'x' is smaller than 'edge0' and 1.0 if x is larger than " -"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 " -"using Hermite polynomials." +"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 using " +"Hermite polynomials." msgstr "" "SmoothStep関数( scalar(edge0), scalar(edge1), scalar(x) )。\n" "\n" "'x' が 'edge0' より小さい場合は 0.0 を返し、xが 'edge1' より大きい場合は 1.0 " -"を返します。それ以外の場合、戻り値はエルミート多項式を使用して 0.0 と 1.0 の" -"間で補間されます。" +"を返します。それ以外の場合、戻り値はエルミート多項式を使用して 0.0 と 1.0 の間" +"で補間されます。" msgid "" "Step function( scalar(edge), scalar(x) ).\n" @@ -11106,8 +11377,7 @@ msgstr "" "'x' が 'edge' より小さい場合は 0.0 を返し、それ以外の場合は 1.0 を返します。" msgid "" -"(Fragment/Light mode only) (Scalar) Sum of absolute derivative in 'x' and " -"'y'." +"(Fragment/Light mode only) (Scalar) Sum of absolute derivative in 'x' and 'y'." msgstr "" "(フラグメント/ライトモードのみ)(スカラー) 'x' と 'y' の絶対導関数の合計。" @@ -11132,6 +11402,16 @@ msgstr "スクリーンUVをSDFに変換します。" msgid "Perform the cubic texture lookup." msgstr "立体テクスチャ・ルックアップを実行します。" +msgid "" +"Returns the depth value obtained from the depth prepass in a linear space." +msgstr "深度前処理で得られた深度値を線形空間で返す。" + +msgid "Apply panning function on texture coordinates." +msgstr "テクスチャ座標に変換関数を適用します。" + +msgid "Apply scaling function on texture coordinates." +msgstr "テクスチャ座標にスケーリング関数を適用します。" + msgid "Transform function." msgstr "トランスフォーム関数。" @@ -11148,8 +11428,8 @@ msgstr "" "\n" "OuterProductは、最初のパラメーター 'c' を列ベクトル(1列の行列)として、2番目の" "パラメータ 'r' を行ベクトル(1行の行列)として処理し、線形代数行列乗算 'c * r' " -"を実行して、行の数が 'c' のコンポーネントの数で、列の数が 'r' のコンポーネン" -"トの数である行列を生成します。" +"を実行して、行の数が 'c' のコンポーネントの数で、列の数が 'r' のコンポーネント" +"の数である行列を生成します。" msgid "Composes transform from four vectors." msgstr "4つのベクトルからトランスフォームを作成します。" @@ -11160,6 +11440,13 @@ msgstr "トランスフォームを4つのベクトルに分解します。" msgid "Calculates the determinant of a transform." msgstr "トランスフォームの行列式を計算します。" +msgid "" +"Calculates how the object should face the camera to be applied on Model View " +"Matrix output port for 3D objects." +msgstr "" +"3Dオブジェクトのモデルビューマトリックス出力ポートに適用するために、オブジェク" +"トがカメラをどのように向くべきかを計算します。" + msgid "Calculates the inverse of a transform." msgstr "トランスフォームの逆行列を計算します。" @@ -11169,6 +11456,9 @@ msgstr "トランスフォームの転置を計算します。" msgid "Sums two transforms." msgstr "2 つのTransformを合計します。" +msgid "Performs per-component multiplication of two transforms." +msgstr "2つの変換の下位成分の乗算を実行する。" + msgid "Subtracts two transforms." msgstr "2 つのTransformを減算します。" @@ -11178,6 +11468,26 @@ msgstr "トランスフォームでベクトルを乗算します。" msgid "Transform constant." msgstr "トランスフォーム定数。" +msgid "" +"The distance fade effect fades out each pixel based on its distance to " +"another object." +msgstr "" +"距離フェードエフェクトは、各ピクセルと他のオブジェクトの距離に基づいて各ピクセ" +"ルをフェードします。" + +msgid "" +"The proximity fade effect fades out each pixel based on its distance to " +"another object." +msgstr "" +"近接フェードエフェクトは、各ピクセルと他のオブジェクトとの距離に基づいて各ピク" +"セルをフェードアウトします。" + +msgid "Returns a random value between the minimum and maximum input values." +msgstr "最小入力値と最大入力値の間のランダムな値を返します。" + +msgid "Remaps a given input from the input range to the output range." +msgstr "指定された入力を入力範囲から出力範囲に再マップします。" + msgid "Vector function." msgstr "ベクトル関数。" @@ -11191,15 +11501,15 @@ msgid "" "(Fragment/Light mode only) (Vector) Derivative in 'x' using local " "differencing." msgstr "" -"(フラグメント/ライトモードのみ)(ベクトル)ローカル差分を使用して 'x' で微分し" -"ます。" +"(フラグメント/ライトモードのみ)(ベクトル)ローカル差分を使用して 'x' で微分しま" +"す。" msgid "" "(Fragment/Light mode only) (Vector) Derivative in 'y' using local " "differencing." msgstr "" -"(フラグメント/ライトモードのみ)(ベクトル)ローカル差分を使用して 'y' で微分し" -"ます。" +"(フラグメント/ライトモードのみ)(ベクトル)ローカル差分を使用して 'y' で微分しま" +"す。" msgid "Returns the distance between two points." msgstr "2点間の距離を返します。" @@ -11213,17 +11523,16 @@ msgid "" "incident vector, and Nref, the reference vector. If the dot product of I and " "Nref is smaller than zero the return value is N. Otherwise -N is returned." msgstr "" -"参照ベクトルと同じ方向を指すベクトルを返します。 この関数には3つのベクトルパ" -"ラメータがあります。Nは方向ベクトル、Iは入射ベクトル、Nrefは参照ベクトルで" -"す。 IとNrefの内積が0より小さい場合、戻り値はNです。それ以外の場合、-Nが返さ" -"れます。" +"参照ベクトルと同じ方向を指すベクトルを返します。 この関数には3つのベクトルパラ" +"メータがあります。Nは方向ベクトル、Iは入射ベクトル、Nrefは参照ベクトルです。 I" +"とNrefの内積が0より小さい場合、戻り値はNです。それ以外の場合、-Nが返されます。" msgid "" -"Returns falloff based on the dot product of surface normal and view " -"direction of camera (pass associated inputs to it)." +"Returns falloff based on the dot product of surface normal and view direction " +"of camera (pass associated inputs to it)." msgstr "" -"サーフェス法線とカメラのビュー方向(関連する入力を渡す)の内積に基づいて減衰を" -"返します。" +"サーフェス法線とカメラのビュー方向(関連する入力を渡す)の内積に基づいて減衰を返" +"します。" msgid "Calculates the length of a vector." msgstr "ベクトルの長さを計算します。" @@ -11234,6 +11543,9 @@ msgstr "2つのベクトル間のリニア補間。" msgid "Linear interpolation between two vectors using scalar." msgstr "スカラーを使った、2つのベクトル間のリニア補間。" +msgid "Performs a fused multiply-add operation (a * b + c) on vectors." +msgstr "ベクトルの乗算融合演算(a * b + c)を実行します。" + msgid "Calculates the normalize product of vector." msgstr "ベクトルの正規化積を計算します。" @@ -11256,27 +11568,27 @@ msgid "" "SmoothStep function( vector(edge0), vector(edge1), vector(x) ).\n" "\n" "Returns 0.0 if 'x' is smaller than 'edge0' and 1.0 if 'x' is larger than " -"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 " -"using Hermite polynomials." +"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 using " +"Hermite polynomials." msgstr "" "SmoothStep関数( vector(edge0), vector(edge1), vector (x) )。\n" "\n" -"'x' が 'edge0' より小さい場合は0.0を返し、'x' が 'edge1' より大きい場合は1.0" -"を返します。それ以外の場合、戻り値はエルミート多項式を使用して0.0と1.0の間で" -"補間されます。" +"'x' が 'edge0' より小さい場合は0.0を返し、'x' が 'edge1' より大きい場合は1.0を" +"返します。それ以外の場合、戻り値はエルミート多項式を使用して0.0と1.0の間で補間" +"されます。" msgid "" "SmoothStep function( scalar(edge0), scalar(edge1), vector(x) ).\n" "\n" "Returns 0.0 if 'x' is smaller than 'edge0' and 1.0 if 'x' is larger than " -"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 " -"using Hermite polynomials." +"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 using " +"Hermite polynomials." msgstr "" "SmoothStep関数( scalar(edge0), scalar(edge1), vector(x) )。\n" "\n" "'x' が 'edge0' より小さい場合は0.0を返し、xが 'edge1' より大きい場合は1.0を返" -"します。それ以外の場合、戻り値はエルミート多項式を使用して0.0と1.0の間で補間" -"されます。" +"します。それ以外の場合、戻り値はエルミート多項式を使用して0.0と1.0の間で補間さ" +"れます。" msgid "" "Step function( vector(edge), vector(x) ).\n" @@ -11297,19 +11609,22 @@ msgstr "" "'x' が 'edge' より小さい場合は0.0を返し、それ以外の場合は1.0を返します。" msgid "" -"(Fragment/Light mode only) (Vector) Sum of absolute derivative in 'x' and " -"'y'." +"(Fragment/Light mode only) (Vector) Sum of absolute derivative in 'x' and 'y'." msgstr "" "(フラグメント/ライトモードのみ)(ベクトル) 'x' と 'y' の絶対導関数の合計。" +msgid "" +"A rectangular area with a description string for better graph organization." +msgstr "グラフィックをよりよく整理するための説明文字列を持つ長方形の領域。" + msgid "" "Custom Godot Shader Language expression, with custom amount of input and " "output ports. This is a direct injection of code into the vertex/fragment/" "light function, do not use it to write the function declarations inside." msgstr "" -"カスタムのGodotシェーダー言語式。カスタムの量の入出力ポートを持ちます。 これ" -"はvertex / fragment / light関数へのコードの直接注入です。内部で関数宣言を書く" -"ためにそれを使用しないでください。" +"カスタムのGodotシェーダー言語式。カスタムの量の入出力ポートを持ちます。 これは" +"vertex / fragment / light関数へのコードの直接注入です。内部で関数宣言を書くた" +"めにそれを使用しないでください。" msgid "Edit Visual Property:" msgstr "ビジュアルプロパティを編集:" @@ -11317,6 +11632,15 @@ msgstr "ビジュアルプロパティを編集:" msgid "Visual Shader Mode Changed" msgstr "ビジュアルシェーダーモードが変更されました" +msgid "Voxel GI data is not local to the scene." +msgstr "ボクセルGIデータはシーンのローカルデータではありません。" + +msgid "Voxel GI data is part of an imported resource." +msgstr "ボクセルGIデータは、導入リソースの一部である。" + +msgid "Voxel GI data is an imported resource." +msgstr "ボクセルGIデータはインポートリソースである。" + msgid "Bake VoxelGI" msgstr "VoxelGIをベイク" @@ -11342,6 +11666,19 @@ msgstr "\"project.godot\"または\".zip\"ファイルを選択してくださ msgid "This directory already contains a Godot project." msgstr "このディレクトリにはすでにGodotプロジェクトが含まれています。" +msgid "" +"You cannot save a project in the selected path. Please make a new folder or " +"choose a new path." +msgstr "" +"選択したパスにアイテムを保存することはできません。フォルダを新規作成するか、別" +"のパスを選択してください。" + +msgid "" +"The selected path is not empty. Choosing an empty folder is highly " +"recommended." +msgstr "" +"選択したパスは空ではありません。空のフォルダを選択することを強くお勧めします。" + msgid "New Game Project" msgstr "新しいゲームプロジェクト" @@ -11360,6 +11697,48 @@ msgstr "このパスには、指定された名前のフォルダーがすでに msgid "It would be a good idea to name your project." msgstr "プロジェクトには名前を付けることを推奨します。" +msgid "Supports desktop platforms only." +msgstr "対応プラットフォームはデスクトップのみ。" + +msgid "Advanced 3D graphics available." +msgstr "先進的な3Dグラフィックスがあります。" + +msgid "Can scale to large complex scenes." +msgstr "大きな複雑なシーンに拡張できます。" + +msgid "Uses RenderingDevice backend." +msgstr "RenderingDeviceバックエンドを使用します。" + +msgid "Slower rendering of simple scenes." +msgstr "単純なシーンはレンダリング速度が遅い。" + +msgid "Supports desktop + mobile platforms." +msgstr "デスクトップ+モバイルプラットフォームをサポートします。" + +msgid "Less advanced 3D graphics." +msgstr "あまり進んでいない 3D グラフィックス。" + +msgid "Less scalable for complex scenes." +msgstr "複雑なシーンに対する拡張性が低い。" + +msgid "Fast rendering of simple scenes." +msgstr "単純なシーンはレンダリング速度が速い。" + +msgid "Supports desktop, mobile + web platforms." +msgstr "デスクトップ、モバイル+ネットワークプラットフォームをサポートします。" + +msgid "Least advanced 3D graphics (currently work-in-progress)." +msgstr "最先端ではない3 Dグラフィックス(現在進行中の作業)。" + +msgid "Intended for low-end/older devices." +msgstr "ローエンド/古いデバイス向け。" + +msgid "Uses OpenGL 3 backend (OpenGL 3.3/ES 3.0/WebGL2)." +msgstr "OpenGL 3バックエンド(OpenGL 3.3/ES 3.0/WebGL 2)を使用します。" + +msgid "Fastest rendering of simple scenes." +msgstr "単純なシーンのレンダリング速度が最も速い。" + msgid "Invalid project path (changed anything?)." msgstr "無効なプロジェクトパスです (なにか変更がありましたか?)。" @@ -11372,6 +11751,21 @@ msgstr "" msgid "Couldn't save project at '%s' (error %d)." msgstr "プロジェクトを '%s' に保存できませんでした (エラー %d)。" +msgid "Warning: This folder is not empty" +msgstr "警告:このフォルダは空ではありません" + +msgid "" +"You are about to create a Godot project in a non-empty folder.\n" +"The entire contents of this folder will be imported as project resources!\n" +"\n" +"Are you sure you wish to continue?" +msgstr "" +"空ではないフォルダにGodotプロジェクトを作成します。\n" +"このフォルダ内のすべてのコンテンツがプロジェクトリソースとしてインポートされま" +"す!\n" +"\n" +"本当に続けますか?" + msgid "Couldn't create project.godot in project path." msgstr "project.godot をプロジェクトパスに生成できませんでした。" @@ -11457,10 +11851,10 @@ msgid "" "Warning: You won't be able to open the project with previous versions of the " "engine anymore." msgstr "" -"次のプロジェクト設定ファイルには、作成に使用されたGodotのバージョンが指定され" -"ていません。\n" +"次のプロジェクト設定ファイル(プロジェクト名: %s)には、作成に使用されたGodot" +"のバージョンが指定されていません。\n" "\n" -"%s\n" +"プロジェクトのパス: %s\n" "\n" "ファイルを開くと、Godotの現在の設定ファイル形式に変換されます。\n" "\n" @@ -11477,10 +11871,10 @@ msgid "" "Warning: You won't be able to open the project with previous versions of the " "engine anymore." msgstr "" -"以下のプロジェクト設定ファイルは、古いバージョンのエンジンにより生成されてお" -"り、現在のバージョン用に変換が必要です:\n" +"以下のプロジェクト設定ファイル(プロジェクト名: %s)は、古いバージョンのエンジ" +"ンにより生成されており、現在のバージョン用に変換が必要です:\n" "\n" -"%s\n" +"プロジェクトのパス: %s\n" "\n" "変換しますか?\n" "\n" @@ -11507,8 +11901,8 @@ msgid "" "the \"Application\" category." msgstr "" "プロジェクトを実行できません:メインシーンが定義されていません\n" -"プロジェクトを編集し、「アプリケーション」カテゴリ内の「プロジェクト設定」で" -"メインシーンを設定してください。" +"プロジェクトを編集し、「アプリケーション」カテゴリ内の「プロジェクト設定」でメ" +"インシーンを設定してください。" msgid "" "Can't run project: Assets need to be imported.\n" @@ -11538,8 +11932,8 @@ msgid "" "The interface will update after restarting the editor or project manager." msgstr "" "言語が変更されました。\n" -"エディターまたはプロジェクトマネージャーの再起動後にインターフェースが更新さ" -"れます。" +"エディターまたはプロジェクトマネージャーの再起動後にインターフェースが更新され" +"ます。" msgid "" "Are you sure to scan %s folders for existing Godot projects?\n" @@ -11554,11 +11948,11 @@ msgstr "プロジェクトマネージャー" msgid "" "This field filters projects by name and last path component.\n" -"To filter projects by name and full path, the query must contain at least " -"one `/` character." +"To filter projects by name and full path, the query must contain at least one " +"`/` character." msgstr "" -"このフィールドは、プロジェクト名とパスの最後の部分でプロジェクトをフィルタリ" -"ングします。\n" +"このフィールドは、プロジェクト名とパスの最後の部分でプロジェクトをフィルタリン" +"グします。\n" "プロジェクト名および完全パスでフィルターするには、クエリには `/` 文字が少なく" "とも1つ必要です。" @@ -11611,6 +12005,9 @@ msgstr "" "プロジェクトが何も登録されていません。\n" "アセットライブラリで公式のサンプルプロジェクトをチェックしますか?" +msgid "Create New Tag" +msgstr "新しいタグの作成" + msgid "Delete Item" msgstr "アイテムを削除" @@ -11697,13 +12094,13 @@ msgid "If set, the counter restarts for each group of child nodes." msgstr "設定すると、子ノードのグループごとにカウンターが再起動します。" msgid "Initial value for the counter." -msgstr "カウンターの初期値" +msgstr "カウンターの初期値。" msgid "Step" msgstr "ステップ" msgid "Amount by which counter is incremented for each node." -msgstr "各ノードのカウンターの増分量" +msgstr "各ノードのカウンターの増分量。" msgid "Padding" msgstr "パディング" @@ -11760,6 +12157,9 @@ msgstr "親を変更" msgid "File name invalid." msgstr "ファイル名が無効です。" +msgid "Root node valid." +msgstr "ルートノードが有効。" + msgid "Root Type:" msgstr "ルートの型:" @@ -11824,18 +12224,17 @@ msgstr "\"%s\" ノードとその子ノードを削除しますか?" msgid "Delete node \"%s\"?" msgstr "\"%s\" ノードを削除しますか?" -msgid "" -"Saving the branch as a scene requires having a scene open in the editor." +msgid "Saving the branch as a scene requires having a scene open in the editor." msgstr "" -"ブランチをシーンとして保存するには、エディターでシーンを開いている必要があり" -"ます。" +"ブランチをシーンとして保存するには、エディターでシーンを開いている必要がありま" +"す。" msgid "" "Saving the branch as a scene requires selecting only one node, but you have " "selected %d nodes." msgstr "" -"ブランチをシーンとして保存するには、1つだけノードを選択する必要がありま" -"す。%d 個のノードが選択されています。" +"ブランチをシーンとして保存するには、1つだけノードを選択する必要があります。%d " +"個のノードが選択されています。" msgid "" "Can't save a branch which is a child of an already instantiated scene.\n" @@ -11843,8 +12242,8 @@ msgid "" "on this branch, and select \"Save Branch as Scene\"." msgstr "" "すでにインスタンス化したシーンの子であるブランチは保存できません。\n" -"このブランチを自身のシーンで保存するには、元のシーンを開き、ブランチを右ク" -"リックして、\"ブランチをシーンとして保存\"を選択してください。" +"このブランチを自身のシーンで保存するには、元のシーンを開き、ブランチを右クリッ" +"クして、\"ブランチをシーンとして保存\"を選択してください。" msgid "" "Can't save a branch which is part of an inherited scene.\n" @@ -11852,8 +12251,8 @@ msgid "" "on this branch, and select \"Save Branch as Scene\"." msgstr "" "継承シーンの一部であるブランチは保存できません。\n" -"このブランチを自身のシーンで保存するには、元のシーンを開き、ブランチを右ク" -"リックして、\"ブランチをシーンとして保存\"を選択してください。" +"このブランチを自身のシーンで保存するには、元のシーンを開き、ブランチを右クリッ" +"クして、\"ブランチをシーンとして保存\"を選択してください。" msgid "Save New Scene As..." msgstr "新規シーンに名前を付けて保存..." @@ -11862,15 +12261,15 @@ msgid "" "Disabling \"editable_instance\" will cause all properties of the node to be " "reverted to their default." msgstr "" -"\"editable_instance\" を無効にすると、ノードのすべてのプロパティがデフォルト" -"に戻ります。" +"\"editable_instance\" を無効にすると、ノードのすべてのプロパティがデフォルトに" +"戻ります。" msgid "" -"Enabling \"Load As Placeholder\" will disable \"Editable Children\" and " -"cause all properties of the node to be reverted to their default." +"Enabling \"Load As Placeholder\" will disable \"Editable Children\" and cause " +"all properties of the node to be reverted to their default." msgstr "" -"『プレースホルダとしてロード』を有効にすると『編集可能な子』は無効にされ、こ" -"のノードにあるすべてのプロパティはデフォルト値に戻されます。" +"『プレースホルダとしてロード』を有効にすると『編集可能な子』は無効にされ、この" +"ノードにあるすべてのプロパティはデフォルト値に戻されます。" msgid "Make Local" msgstr "ローカルにする" @@ -11957,6 +12356,9 @@ msgstr "ルートノードは同じシーンに貼り付けできません。" msgid "Paste Node(s)" msgstr "ノードを貼り付け" +msgid " at %s" +msgstr "%s の <名前の無いマテリアル>" + msgid "Add Child Node" msgstr "子ノードを追加" @@ -11989,10 +12391,13 @@ msgid "" "every time it updates.\n" "Switch back to the Local scene tree dock to improve performance." msgstr "" -"選択した場合、リモートのシーンツリードックが更新されるたびに、プロジェクトに" -"カクつきが発生します。\n" -"パフォーマンスを向上させるには、ローカルのシーンツリードックに切り替えてくだ" -"さい。" +"選択した場合、リモートのシーンツリードックが更新されるたびに、プロジェクトにカ" +"クつきが発生します。\n" +"パフォーマンスを向上させるには、ローカルのシーンツリードックに切り替えてくださ" +"い。" + +msgid "Delete Related Animation Tracks" +msgstr "関連するアニメーションのトラックを削除します" msgid "Clear Inheritance? (No Undo!)" msgstr "継承をクリアしますか? (元に戻せません!)" @@ -12070,15 +12475,15 @@ msgid "" "Note: Built-in scripts have some limitations and can't be edited using an " "external editor." msgstr "" -"注: 組み込みスクリプトにはいくつか制約があり、また外部のエディターでは編集で" -"きません。" +"注: 組み込みスクリプトにはいくつか制約があり、また外部のエディターでは編集でき" +"ません。" msgid "" -"Warning: Having the script name be the same as a built-in type is usually " -"not desired." +"Warning: Having the script name be the same as a built-in type is usually not " +"desired." msgstr "" -"警告: スクリプト名を組み込み型の名前と同じにすることは、通常は望ましくありま" -"せん。" +"警告: スクリプト名を組み込み型の名前と同じにすることは、通常は望ましくありませ" +"ん。" msgid "Class Name:" msgstr "クラス名:" @@ -12140,9 +12545,20 @@ msgstr "無効なインスタンス辞書形式です(@path で無効なスク msgid "Invalid instance dictionary (invalid subclasses)" msgstr "無効なインスタンス辞書です(無効なサブクラス)" +msgid "Value of type '%s' can't provide a length." +msgstr "'%s'型のオブジェクトは長さを提供できません。" + msgid "Path to Blender installation is valid." msgstr "Blenderのインストールパスは有効です。" +msgid "" +"Blender 3.0+ is required to import '.blend' files.\n" +"Please provide a valid path to a Blender installation:" +msgstr "" +"「.blend」ファイルをインポートするには、Blender 3.0以上のバージョンが必要で" +"す。\n" +"有効なBlenderインストールパスを提供してください:" + msgid "Next Plane" msgstr "次の平面" @@ -12229,21 +12645,30 @@ msgstr "選択距離:" msgid "Give a MeshLibrary resource to this GridMap to use its meshes." msgstr "" -"メッシュを使うにはメッシュライブラリリソースをこのグリッドマップに設定してく" -"ださい。" +"メッシュを使うにはメッシュライブラリリソースをこのグリッドマップに設定してくだ" +"さい。" msgid "Begin Bake" msgstr "ベイク開始" +msgid "Integrating light probes %d%%" +msgstr "ライトマップの生成 %d%%" + msgid "Class name can't be a reserved keyword" msgstr "クラス名を予約キーワードにすることはできません" +msgid "Class name must be a valid identifier" +msgstr "クラス名は有効な識別子である必要があります" + msgid "Build Solution" msgstr "ソリューションをビルド" msgid "Not enough bytes for decoding bytes, or invalid format." msgstr "デコードするにはバイトが足りないか、または無効な形式です。" +msgid "Failed to load .NET runtime" +msgstr ".NETランタイムの読み込むに失敗しました" + msgid "%s/s" msgstr "%s/s" @@ -12262,13 +12687,16 @@ msgstr "ネットワークプロファイラー" msgid "Not possible to add a new property to synchronize without a root." msgstr "ルートなしで同期する新しいプロパティを追加することはできません。" +msgid "Watch" +msgstr "見守る" + msgid "Delete Property?" msgstr "プロパティを削除しますか?" msgid "A NavigationMesh resource must be set or created for this node to work." msgstr "" -"このノードを動かすために NavigationMesh リソースを設定または作成する必要があ" -"ります。" +"このノードを動かすために NavigationMesh リソースを設定または作成する必要があり" +"ます。" msgid "Bake NavMesh" msgstr "NavMeshを焼き込む" @@ -12285,8 +12713,11 @@ msgstr "ローカライズされるアクション名を変更" msgid "Add action set" msgstr "アクションセットの追加" +msgid "Error saving file %s: %s" +msgstr "ファイル「%s」の保存エラー: %s" + msgid "Error loading %s: %s." -msgstr "%s のロード中にエラーが発生しました: %s" +msgstr "%s のロード中にエラーが発生しました: %s 。" msgid "Add an action set." msgstr "アクションセットを追加します。" @@ -12359,8 +12790,8 @@ msgid "" "Either Debug Keystore, Debug User AND Debug Password settings must be " "configured OR none of them." msgstr "" -"Debug Keystore, Debug User, Debug Passwordは、すべて設定されているか、すべて" -"空である必要があります。" +"Debug Keystore, Debug User, Debug Passwordは、すべて設定されているか、すべて空" +"である必要があります。" msgid "Debug keystore not configured in the Editor Settings nor in the preset." msgstr "Debug Keystoreがエディター設定にもプリセットにも設定されていません。" @@ -12369,8 +12800,8 @@ msgid "" "Either Release Keystore, Release User AND Release Password settings must be " "configured OR none of them." msgstr "" -"Release Keystore, Release User, Release Passwordは、すべて設定されているか、" -"すべて空である必要があります。" +"Release Keystore, Release User, Release Passwordは、すべて設定されているか、す" +"べて空である必要があります。" msgid "Release keystore incorrectly configured in the export preset." msgstr "エクスポート設定にてリリース キーストアが誤って設定されています。" @@ -12388,8 +12819,7 @@ msgid "Unable to find Android SDK platform-tools' adb command." msgstr "Android SDK platform-toolsのadbコマンドが見つかりません。" msgid "Please check in the Android SDK directory specified in Editor Settings." -msgstr "" -"エディター設定で指定されたAndroid SDKのディレクトリを確認してください。" +msgstr "エディター設定で指定されたAndroid SDKのディレクトリを確認してください。" msgid "Missing 'build-tools' directory!" msgstr "'build-tools' ディレクトリがありません!" @@ -12405,8 +12835,8 @@ msgid "Code Signing" msgstr "コード署名" msgid "" -"'apksigner' could not be found. Please check that the command is available " -"in the Android SDK build-tools directory. The resulting %s is unsigned." +"'apksigner' could not be found. Please check that the command is available in " +"the Android SDK build-tools directory. The resulting %s is unsigned." msgstr "" "'apksigner' が見つかりませんでした。このコマンドが Android SDK build-tools " "ディレクトリにあるか確認してください。%s は署名されませんでした。" @@ -12461,8 +12891,8 @@ msgstr "" "Androidビルド バージョンの不一致:\n" " インストールされたテンプレート: %s\n" " Godot バージョン: %s\n" -"「プロジェクト 」メニューからAndroidビルドテンプレートを再インストールしてく" -"ださい。" +"「プロジェクト 」メニューからAndroidビルドテンプレートを再インストールしてくだ" +"さい。" msgid "" "Unable to overwrite res://android/build/res/*.xml files with project name." @@ -12480,8 +12910,8 @@ msgid "Building Android Project (gradle)" msgstr "Androidプロジェクトの構築(gradle)" msgid "" -"Building of Android project failed, check output for the error. " -"Alternatively visit docs.godotengine.org for Android build documentation." +"Building of Android project failed, check output for the error. Alternatively " +"visit docs.godotengine.org for Android build documentation." msgstr "" "Androidプロジェクトのビルドに失敗しました。エラーの出力を確認してください。\n" "また、Androidビルドについてのドキュメントは docs.godotengine.org をご覧くださ" @@ -12494,8 +12924,8 @@ msgid "" "Unable to copy and rename export file, check gradle project directory for " "outputs." msgstr "" -"エクスポートファイルのコピーと名前の変更ができません。出力結果をみるには" -"gradleのプロジェクトディレクトリを確認してください。" +"エクスポートファイルのコピーと名前の変更ができません。出力結果をみるにはgradle" +"のプロジェクトディレクトリを確認してください。" msgid "Package not found: \"%s\"." msgstr "パッケージが見つかりません: \"%s\"。" @@ -12513,8 +12943,8 @@ msgid "" msgstr "" "選択されたアーキテクチャ: %s のエクスポートテンプレートのライブラリが不足して" "います。\n" -"必要なライブラリをすべて含むテンプレートを作成するか、エクスポートのプリセッ" -"トで、不足しているアーキテクチャのチェックを外してください。" +"必要なライブラリをすべて含むテンプレートを作成するか、エクスポートのプリセット" +"で、不足しているアーキテクチャのチェックを外してください。" msgid "Adding files..." msgstr "ファイルを追加中..." @@ -12528,12 +12958,21 @@ msgstr "APKを最適化..." msgid "Could not unzip temporary unaligned APK." msgstr "temporary unaligned APKを展開できませんでした。" +msgid "App Store Team ID not specified." +msgstr "App Store Team ID が指定されていません。" + msgid "Invalid Identifier:" msgstr "無効な識別子:" msgid "Export Icons" msgstr "エクスポートアイコン" +msgid "Prepare Templates" +msgstr "テンプレートの準備" + +msgid "Export template not found." +msgstr "エクスポートテンプレートが見つかりません。" + msgid "Code signing failed, see editor log for details." msgstr "コード署名に失敗しました。詳細はエディターログを確認してください。" @@ -12555,12 +12994,28 @@ msgid "" msgstr "" ".ipa は macOS でしかビルドできません。パッケージをビルドせずに終了します。" +msgid "" +"Exporting to iOS is currently not supported in Godot 4 when using C#/.NET. " +"Use Godot 3 to target iOS with C#/Mono instead." +msgstr "" +"C#/.NETを使用したiOSへのエクスポートは、現在Godot 4ではサポートされていませ" +"ん。 iOSターゲットでC#/Monoを使用するには、Godot 3に変更してください。" + msgid "Identifier is missing." msgstr "識別子がありません。" msgid "The character '%s' is not allowed in Identifier." msgstr "文字 '%s' は識別子に使用できません。" +msgid "Debug Script Export" +msgstr "デバッグスクリプトをエクスポート" + +msgid "Could not open file \"%s\"." +msgstr "ファイルを開けません: \"%s\"。" + +msgid "Debug Console Export" +msgstr "デバッグコンソールのエクスポート" + msgid "Failed to open executable file \"%s\"." msgstr "実行ファイル \"%s\" を開くのに失敗しました。" @@ -12573,9 +13028,15 @@ msgstr "32bitの実行ファイルは4GiB以上の組み込みデータを持つ msgid "Executable \"pck\" section not found." msgstr "実行可能な \"pck \"セクションが見つかりません。" +msgid "Stop and uninstall" +msgstr "停止とアンインストール" + msgid "Could not create temp directory:" msgstr "一時ディレクトリの作成に失敗しました:" +msgid "Invalid Info.plist, no bundle id." +msgstr "Info.plistが無効で、バンドルIDがありません。" + msgid "Failed to create \"%s\" subfolder." msgstr "サブフォルダー \"%s\" を作成できませんでした。" @@ -12616,8 +13077,8 @@ msgid "" "Run the following command to staple the notarization ticket to the exported " "application (optional):" msgstr "" -"次のコマンドを実行して、公証のチケットをエクスポートしたアプリケーションに紐" -"付けします(オプション):" +"次のコマンドを実行して、公証のチケットをエクスポートしたアプリケーションに紐付" +"けします(オプション):" msgid "Could not start xcrun executable." msgstr "xcrun実行ファイルを開始できませんでした。" @@ -12626,8 +13087,7 @@ msgid "" "The notarization process generally takes less than an hour. When the process " "is completed, you'll receive an email." msgstr "" -"公証の手続きは通常1時間以内に終了します。手続きが完了するとEメールが届きま" -"す。" +"公証の手続きは通常1時間以内に終了します。手続きが完了するとEメールが届きます。" msgid "Cannot sign file %s." msgstr "ファイル %s に署名できません。" @@ -12639,11 +13099,14 @@ msgid "Could not start hdiutil executable." msgstr "hdiutilを開始できませんでした。" msgid "Could not find template app to export: \"%s\"." -msgstr "エクスポートするテンプレートアプリが見つかりませんでした: \"%s\"" +msgstr "エクスポートするテンプレートアプリが見つかりませんでした: \"%s\"。" msgid "Invalid export format." msgstr "無効なエクスポート形式です。" +msgid "Could not created symlink \"%s\" -> \"%s\"." +msgstr "\"%s\" から \"%s\" へのソフトリンクを作成することができませんでした。" + msgid "Making PKG" msgstr "PKGを作成中" @@ -12651,8 +13114,8 @@ msgid "" "Ad-hoc signed applications require the 'Disable Library Validation' " "entitlement to load dynamic libraries." msgstr "" -"アドホック署名付きアプリケーションでは、動的ライブラリを読み込むために「ライ" -"ブラリ検証を無効にする」の権限が必要です。" +"アドホック署名付きアプリケーションでは、動的ライブラリを読み込むために「ライブ" +"ラリ検証を無効にする」の権限が必要です。" msgid "Code signing bundle" msgstr "bundleをコード署名中" @@ -12670,8 +13133,8 @@ msgid "" "Notarization requires the app to be archived first, select the DMG or ZIP " "export format instead." msgstr "" -"公証にはまずアプリをアーカイブする必要があります。DMGまたはZIPのエクスポート" -"形式のものを選択してください。" +"公証にはまずアプリをアーカイブする必要があります。DMGまたはZIPのエクスポート形" +"式のものを選択してください。" msgid "Sending archive for notarization" msgstr "公証をするためにアーカイブを送信中" @@ -12680,8 +13143,8 @@ msgid "" "Warning: Notarization is disabled. The exported project will be blocked by " "Gatekeeper if it's downloaded from an unknown source." msgstr "" -"警告: 公証が無効化されています。エクスポートしたプロジェクトは、不明なソース" -"からダウンロードされた場合Gatekeeperによってブロックされます。" +"警告: 公証が無効化されています。エクスポートしたプロジェクトは、不明なソースか" +"らダウンロードされた場合Gatekeeperによってブロックされます。" msgid "" "Code signing is disabled. The exported project will not run on Macs with " @@ -12691,8 +13154,8 @@ msgstr "" "が有効になっている Mac および Apple Silicon 搭載の Mac では動作しません。" msgid "" -"Code signing: Using ad-hoc signature. The exported project will be blocked " -"by Gatekeeper" +"Code signing: Using ad-hoc signature. The exported project will be blocked by " +"Gatekeeper" msgstr "" "コード署名: アドホック署名を使用します。エクスポートされたプロジェクトは " "Gatekeeper によってブロックされます。" @@ -12779,9 +13242,15 @@ msgstr "エクスポートしたHTMLをシステム既定のブラウザで実 msgid "Resources Modification" msgstr "リソースの変更" +msgid "Icon size \"%d\" is missing." +msgstr "アイコンの解像度 \"%d\" がありません。" + msgid "Failed to rename temporary file \"%s\"." msgstr "一時ファイル \"%s\" の名前の変更に失敗しました。" +msgid "Invalid product version." +msgstr "製品のバージョンが無効です。" + msgid "Could not find rcedit executable at \"%s\"." msgstr "\"%s\" に rcedit 実行ファイルが見つかりませんでした。" @@ -12817,13 +13286,13 @@ msgstr "Windows の実行ファイルは、4GiBを超えることはできませ msgid "" "This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " -"define its shape." +"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to define " +"its shape." msgstr "" -"このノードにはシェイプがないため、他のオブジェクトと衝突または相互作用するこ" -"とはできません。\n" -"CollisionShape2DまたはCollisionPolygon2Dを子として追加して、シェイプを定義す" -"ることを検討してください。" +"このノードにはシェイプがないため、他のオブジェクトと衝突または相互作用すること" +"はできません。\n" +"CollisionShape2DまたはCollisionPolygon2Dを子として追加して、シェイプを定義する" +"ことを検討してください。" msgid "An empty CollisionPolygon2D has no effect on collision." msgstr "空の CollisionPolygon2D は、衝突判定を持ちません。" @@ -12847,8 +13316,8 @@ msgid "" "Polygon-based shapes are not meant be used nor edited directly through the " "CollisionShape2D node. Please use the CollisionPolygon2D node instead." msgstr "" -"ポリゴンベースのシェイプは、CollisionShape2Dノードで使用したり直接編集したり" -"するには適しません。代わりにCollisionPolygon2Dノードを使用してください。" +"ポリゴンベースのシェイプは、CollisionShape2Dノードで使用したり直接編集したりす" +"るには適しません。代わりにCollisionPolygon2Dノードを使用してください。" msgid "" "CPUParticles2D animation requires the usage of a CanvasItemMaterial with " @@ -12861,8 +13330,8 @@ msgid "" "A material to process the particles is not assigned, so no behavior is " "imprinted." msgstr "" -"パーティクルを処理するマテリアルが割り当てられていないため、動作を反映できま" -"せんでした。" +"パーティクルを処理するマテリアルが割り当てられていないため、動作を反映できませ" +"んでした。" msgid "" "Particles2D animation requires the usage of a CanvasItemMaterial with " @@ -12895,8 +13364,8 @@ msgstr "" msgid "" "An occluder polygon must be set (or drawn) for this occluder to take effect." msgstr "" -"この遮蔽を有効にして、オクルーダーポリゴンを設定 (または描画) する必要があり" -"ます。" +"この遮蔽を有効にして、オクルーダーポリゴンを設定 (または描画) する必要がありま" +"す。" msgid "The occluder polygon for this occluder is empty. Please draw a polygon." msgstr "この遮蔽用のオクルーダーポリゴンは空です。ポリゴンを描いてください。" @@ -12927,8 +13396,8 @@ msgstr "このBone2DチェインはSkeleton2Dノードで終了する必要が msgid "A Bone2D only works with a Skeleton2D or another Bone2D as parent node." msgstr "" -"Bone2Dは、Skeleton2Dまたは別のBone2Dを親ノードとして使用している場合にのみ機" -"能します。" +"Bone2Dは、Skeleton2Dまたは別のBone2Dを親ノードとして使用している場合にのみ機能" +"します。" msgid "" "This bone lacks a proper REST pose. Go to the Skeleton2D node and set one." @@ -12949,8 +13418,7 @@ msgstr "" msgid "Nothing is visible because no mesh has been assigned." msgstr "メッシュが割り当てられていないため、何も表示されません。" -msgid "" -"Nothing is visible because meshes have not been assigned to draw passes." +msgid "Nothing is visible because meshes have not been assigned to draw passes." msgstr "描画パスにメッシュが割り当てられていないため、何も表示されません。" msgid "Creating probes" @@ -12963,8 +13431,8 @@ msgid "" "A SpriteFrames resource must be created or set in the \"Frames\" property in " "order for AnimatedSprite3D to display frames." msgstr "" -"SpriteFrames リソースを作成または AnimatedSprite3D フレームを表示するために" -"は 'Frames' プロパティを設定する必要があります。" +"SpriteFrames リソースを作成または AnimatedSprite3D フレームを表示するためには " +"'Frames' プロパティを設定する必要があります。" msgid "Plotting Meshes" msgstr "メッシュを描画中" @@ -13000,6 +13468,9 @@ msgstr "AnimationPlayerに設定されたパスからAnimationPlayerノードが msgid "The AnimationPlayer root node is not a valid node." msgstr "AnimationPlayerルートノードが有効なノードではありません。" +msgid "Copy this constructor in a script." +msgstr "このコードを直接GDScriptのスクリプトに貼り付けます。" + msgid "" "Color: #%s\n" "LMB: Apply color" @@ -13020,12 +13491,12 @@ msgid "Add current color as a preset." msgstr "現在の色をプリセットとして追加します。" msgid "" -"Container by itself serves no purpose unless a script configures its " -"children placement behavior.\n" +"Container by itself serves no purpose unless a script configures its children " +"placement behavior.\n" "If you don't intend to add a script, use a plain Control node instead." msgstr "" -"コンテナ自体は、スクリプトで子の配置動作を設定しない限り、何の役割も果たしま" -"せん。\n" +"コンテナ自体は、スクリプトで子の配置動作を設定しない限り、何の役割も果たしませ" +"ん。\n" "スクリプトを追加しない場合は、代わりに生のコントロールノードを使用してくださ" "い。" @@ -13033,9 +13504,9 @@ msgid "" "The Hint Tooltip won't be displayed as the control's Mouse Filter is set to " "\"Ignore\". To solve this, set the Mouse Filter to \"Stop\" or \"Pass\"." msgstr "" -"コントロールのマウスフィルターが「無視」に設定されているため、ヒントツール" -"チップは表示されません。これを解決するには、マウスフィルターを「停止」または" -"「パス」に設定します。" +"コントロールのマウスフィルターが「無視」に設定されているため、ヒントツールチッ" +"プは表示されません。これを解決するには、マウスフィルターを「停止」または「パ" +"ス」に設定します。" msgid "Alert!" msgstr "警告!" @@ -13064,13 +13535,13 @@ msgstr "(その他)" msgid "" "Very low timer wait times (< 0.05 seconds) may behave in significantly " "different ways depending on the rendered or physics frame rate.\n" -"Consider using a script's process loop instead of relying on a Timer for " -"very low wait times." +"Consider using a script's process loop instead of relying on a Timer for very " +"low wait times." msgstr "" -"タイマーの待ち時間が非常に短い (0.05秒未満) の場合、描画または物理フレーム" -"レートに応じて大幅に動作が異なる可能性があります。\n" -"非常に短い待ち時間の場合、Timerを使用せずにスクリプトのprocessループを使用す" -"ることを検討してください。" +"タイマーの待ち時間が非常に短い (0.05秒未満) の場合、描画または物理フレームレー" +"トに応じて大幅に動作が異なる可能性があります。\n" +"非常に短い待ち時間の場合、Timerを使用せずにスクリプトのprocessループを使用する" +"ことを検討してください。" msgid "" "The Viewport size must be greater than or equal to 2 pixels on both " @@ -13152,6 +13623,9 @@ msgstr "'%s' に一致するコンストラクタが見つかりません。" msgid "No matching function found for: '%s'." msgstr "'%s' に一致する関数が見つかりません。" +msgid "Varying '%s' cannot be passed for the '%s' parameter in that context." +msgstr "Varying '%s' は '%s' 引数で割り当てられることができません。" + msgid "Unexpected end of expression." msgstr "表現が予期せず終了しました。" @@ -13173,21 +13647,75 @@ msgstr "case ラベルが重複しています: %d" msgid "Duplicated render mode: '%s'." msgstr "rebder mode が重複しています: '%s'" +msgid "Empty structs are not allowed." +msgstr "空の構造体は許可されません。" + +msgid "Expected valid type hint after ':'." +msgstr "「:」の後に有効な型ヒントが必要です。" + msgid "Duplicated hint: '%s'." msgstr "ヒントが重複しています: '%s'" +msgid "Redefinition of hint: '%s'. The hint has already been set to '%s'." +msgstr "ヒントの再定義: '%s'。ヒントは既に '%s' に設定されています。" + msgid "Duplicated filter mode: '%s'." msgstr "filter mode が重複しています: '%s'" msgid "Duplicated repeat mode: '%s'." msgstr "repeat mode が重複しています: '%s'" +msgid "Expected an uniform subgroup identifier." +msgstr "均一なサブグループ識別子が必要です。" + +msgid "Expected an uniform group identifier." +msgstr "統一グループ識別子が必要です。" + +msgid "Expected an uniform group identifier or `;`." +msgstr "統一グループ識別子または「;」が必要です。" + +msgid "Group needs to be opened before." +msgstr "グループは事前に開いておく必要があります。" + +msgid "Shader type is already defined." +msgstr "シェーダタイプはすでに定義されています。" + +msgid "Expected constant, function, uniform or varying." +msgstr "定数、関数、均一、または変動が予想されます。" + msgid "Invalid constant type (samplers are not allowed)." msgstr "定数の型が無効です (サンプラーは使用できません)" msgid "Invalid function type (samplers are not allowed)." msgstr "関数の型が無効です (サンプラーは使用できません)" +msgid "Expected a function name after type." +msgstr "type の後に関数名が必要です。" + +msgid "Expected '(' after function identifier." +msgstr "関数識別子の後には「(」が必要です。" + +msgid "" +"Global non-constant variables are not supported. Expected '%s' keyword before " +"constant definition." +msgstr "" +"グローバルな非定数変数はサポートされていません。 定数定義の前に '%s' キーワー" +"ドが必要です。" + +msgid "Expected an identifier after type." +msgstr "type の後に識別子が必要です。" + +msgid "" +"The '%s' qualifier cannot be used within a function parameter declared with " +"'%s'." +msgstr "'%s' 修飾子は、'%s' で宣言された関数パラメータ内では使用できません。" + +msgid "Expected a valid data type for argument." +msgstr "引数には有効なデータ型が必要です。" + +msgid "Expected at least one '%s' statement in a non-void function." +msgstr "非 void 関数には少なくとも 1 つの '%s' ステートメントが必要です。" + msgid "Expected a '%s'." msgstr "'%s' が必要です。" @@ -13203,6 +13731,9 @@ msgstr "引数名が無効です。" msgid "Condition evaluation error." msgstr "条件評価エラー" +msgid "Macro expansion limit exceeded." +msgstr "マクロ拡張の制限を超えました。" + msgid "Invalid macro argument count." msgstr "マクロ引数の数が無効です。" @@ -13215,5 +13746,15 @@ msgstr "関数 '%s' は定義されていますが使用されていません。 msgid "The struct '%s' is declared but never used." msgstr "構造体 '%s' は定義されていますが使用されていません。" +msgid "The varying '%s' is declared but never used." +msgstr "Varying '%s'を宣言しましたが、使用したことはありません。" + msgid "The local variable '%s' is declared but never used." msgstr "ローカル変数 '%s' は定義されていますが使用されていません。" + +msgid "" +"The total size of the %s for this shader on this device has been exceeded (%d/" +"%d). The shader may not work correctly." +msgstr "" +"このデバイス上のこのシェーダの %s の合計サイズ (%d/%d) を超えました。この" +"シェーダは正しく動作しない可能性があります。" diff --git a/editor/translations/editor/ka.po b/editor/translations/editor/ka.po new file mode 100644 index 00000000000..e22fda7919b --- /dev/null +++ b/editor/translations/editor/ka.po @@ -0,0 +1,4006 @@ +# Georgian translation of the Godot Engine editor interface. +# Copyright (c) 2014-present Godot Engine contributors. +# Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. +# This file is distributed under the same license as the Godot source code. +# Giorgi Beriashvili , 2018. +# George Dzavashvili , 2018. +# დემეტრე შონია , 2019. +# Rati Nikolaishvili , 2019. +# Temuri Doghonadze , 2023. +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine editor interface\n" +"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"POT-Creation-Date: \n" +"PO-Revision-Date: 2023-07-07 16:32+0000\n" +"Last-Translator: Temuri Doghonadze \n" +"Language-Team: Georgian \n" +"Language: ka\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" +"Plural-Forms: nplurals=2; plural=n != 1;\n" +"X-Generator: Weblate 5.0-dev\n" + +msgid "Unset" +msgstr "მოხსნა" + +msgid "Physical" +msgstr "ფიზიკური" + +msgid "Left Mouse Button" +msgstr "თაგუნას მარცხენა ღილაკი" + +msgid "Right Mouse Button" +msgstr "თაგუნის მარჯვენა ღილაკი" + +msgid "Middle Mouse Button" +msgstr "შუა თაგუნას ღილაკი" + +msgid "Mouse Wheel Up" +msgstr "თაგუნას რგოლი მაღლა" + +msgid "Mouse Wheel Down" +msgstr "თაგუნას რგოლი დაბლა" + +msgid "Mouse Wheel Left" +msgstr "თაგუნას რგოლი მარცხნივ" + +msgid "Mouse Wheel Right" +msgstr "თაგუნას რგოლი მარჯვნივ" + +msgid "Mouse Thumb Button 1" +msgstr "თაგუნას ცერას ღილაკი 1" + +msgid "Mouse Thumb Button 2" +msgstr "თაგუნას ცერას ღილაკი 2" + +msgid "Button" +msgstr "ღილაკს" + +msgid "Double Click" +msgstr "ორმაგი წკაპი" + +msgid "D-pad Right" +msgstr "D-pad მარჯვნივ" + +msgid "Joypad Button %d" +msgstr "ჯოისტიკის ღილაკი %d" + +msgid "Pressure:" +msgstr "წნევა:" + +msgid "canceled" +msgstr "გაუქმდა" + +msgid "Accept" +msgstr "მიღება" + +msgid "Select" +msgstr "აირჩიეთ" + +msgid "Cancel" +msgstr "გაუქმება" + +msgid "Focus Next" +msgstr "შემდეგის ფოკუსი" + +msgid "Focus Prev" +msgstr "წინას ფოკუსი" + +msgid "Left" +msgstr "მარცხენა" + +msgid "Right" +msgstr "მარჯვენა" + +msgid "Up" +msgstr "ზემოთ" + +msgid "Down" +msgstr "ქვემოთ" + +msgid "Page Up" +msgstr "ღილაკი Page Up" + +msgid "Page Down" +msgstr "ღილაკი Page Down" + +msgid "Home" +msgstr "სახლი" + +msgid "End" +msgstr "დასასრული" + +msgid "Cut" +msgstr "ამოჭრა" + +msgid "Copy" +msgstr "კოპირება" + +msgid "Paste" +msgstr "ჩასმა" + +msgid "Undo" +msgstr "დაბრუნება" + +msgid "Redo" +msgstr "გამეორება" + +msgid "Completion Query" +msgstr "დასრულების მოთხოვნა" + +msgid "New Line" +msgstr "ახალი ხაზი" + +msgid "New Blank Line" +msgstr "ახალი ცარიელი ხაზი" + +msgid "New Line Above" +msgstr "ახალი ხაზი ზემოთ" + +msgid "Indent" +msgstr "შეწევა" + +msgid "Backspace" +msgstr "Backspace" + +msgid "Delete" +msgstr "წაშლა" + +msgid "Delete Word" +msgstr "სიტყვის წაშლა" + +msgid "Delete all to Right" +msgstr "მარჯვნივ ყველაფრის წაშლა" + +msgid "Caret Left" +msgstr "კარეტა მარცხნივ" + +msgid "Caret Right" +msgstr "კარეტა მარჯვნივ" + +msgid "Caret Word Right" +msgstr "კარეტა სიტყვით მარჯვნივ" + +msgid "Caret Line Start" +msgstr "კარეტა ხაზის დასაწყისში" + +msgid "Scroll Up" +msgstr "მაღლა აქაჩვა" + +msgid "Scroll Down" +msgstr "ქვემოთ ჩამოწევა" + +msgid "Select All" +msgstr "ყველას მონიშვნა" + +msgid "Clear Carets and Selection" +msgstr "კარეტებისა და მონიშნულის გასუფთავება" + +msgid "Toggle Insert Mode" +msgstr "ჩასმის რეჟიმის გადართვა" + +msgid "Submit Text" +msgstr "ტექსტის გადაცემა" + +msgid "Duplicate Nodes" +msgstr "კვანძების დუბლირება" + +msgid "Delete Nodes" +msgstr "კვანძების წაშლა" + +msgid "Refresh" +msgstr "განახლება" + +msgid "Show Hidden" +msgstr "დამალულების ჩვენება" + +msgid "Swap Input Direction" +msgstr "შემოტანის მიმართულების შეცვლა" + +msgid "Built-in script" +msgstr "ჩაშენებული სკრიპტი" + +msgid "Built-in" +msgstr "ჩაშენებული" + +msgid "KiB" +msgstr "კიბ" + +msgid "MiB" +msgstr "მიბ" + +msgid "GiB" +msgstr "გიბ" + +msgid "TiB" +msgstr "ტიბ" + +msgid "PiB" +msgstr "პიბ" + +msgid "EiB" +msgstr "ეიბ" + +msgid "Example: %s" +msgstr "მაგალითად: %s" + +msgid "%d item" +msgid_plural "%d items" +msgstr[0] "%d ელემენტი" +msgstr[1] "%d ელემენტი" + +msgid "Revert Action" +msgstr "ქმედების დაბრუნება" + +msgid "Add Event" +msgstr "მოვლენის დამატება" + +msgid "Remove Action" +msgstr "ქმედების წაშლა" + +msgid "Cannot Remove Action" +msgstr "ქმედების წაშლა შეუძლებელია" + +msgid "Edit Event" +msgstr "მოვლენის ჩასწორება" + +msgid "Remove Event" +msgstr "მოვლენის წაშლა" + +msgid "Filter by name..." +msgstr "სახელით გაფილტვრა..." + +msgid "Clear All" +msgstr "ყველას გასუფთავება" + +msgid "Add New Action" +msgstr "ახალი მოქმედების დამატება" + +msgid "Add" +msgstr "დამატება" + +msgid "Action" +msgstr "ქმედება" + +msgid "Time:" +msgstr "დრო:" + +msgid "Value:" +msgstr "მნიშვნელობა:" + +msgid "Update Selected Key Handles" +msgstr "მითითებული გასაღების დამმუშავებლების განახლება" + +msgid "Insert Key Here" +msgstr "აქ ჩასვით გასაღები" + +msgid "Duplicate Selected Key(s)" +msgstr "მონიშნული გასაღებ(ებ)ის ასლის შექმნა" + +msgid "Delete Selected Key(s)" +msgstr "მონიშნული გასაღებ(ებ)-ის წაშლა" + +msgid "Animation Duplicate Keys" +msgstr "ანიმაცია გასაღებების დუბლირება" + +msgid "Animation Delete Keys" +msgstr "ანიმაცია გასაღებების წაშლა" + +msgid "Focus" +msgstr "ფოკუსი" + +msgid "Select All Keys" +msgstr "ყეველა გასაღების მონიშვნა" + +msgid "Deselect All Keys" +msgstr "ყველა გასაღების მონიშვნის მოხსნა" + +msgid "Animation Change Transition" +msgstr "ანიმაცია გადასვლის შეცვლა" + +msgid "Animation Change %s" +msgstr "ანიმაციის ცვლილება %s" + +msgid "Animation Change Keyframe Value" +msgstr "ანიმაცია ძირითადი კადრის მნიშვნელობის შეცვლა" + +msgid "Animation Change Call" +msgstr "ანიმაცია გამოძახების შეცვლა" + +msgid "Animation Multi Change Transition" +msgstr "ანიმაცია ბევრი გადასვლის შეცვლა" + +msgid "Animation Multi Change %s" +msgstr "ანიმაცია ბევრი %s-ის შეცვლა" + +msgid "Animation Multi Change Keyframe Value" +msgstr "ანიმაცია ბევრი ძირითადი კადრის მნიშვნელობის შეცვლა" + +msgid "Animation Multi Change Call" +msgstr "ანიმაცია ბევრი გამოძახების შეცვლა" + +msgid "Change Animation Length" +msgstr "ანიმაციის სიგრძის შეცვლა" + +msgid "Property Track" +msgstr "თვისების ტრეკი" + +msgid "3D Position Track" +msgstr "3D მდებარეობის ბილიკი" + +msgid "3D Rotation Track" +msgstr "3D შებრუნების ბილიკი" + +msgid "3D Scale Track" +msgstr "3D მასშტაბის ბილიკი" + +msgid "Call Method Track" +msgstr "მეთოდის გამოძახების ტრეკი" + +msgid "Animation length (frames)" +msgstr "ანიმაციის ხანგრძლივობა (კადრები)" + +msgid "Animation length (seconds)" +msgstr "ანიმაციის ხანგრძლივობა (წამებში)" + +msgid "Add Track" +msgstr "ტრეკის დამატება" + +msgid "Animation Looping" +msgstr "ანიმაციის მარყუჟი" + +msgid "Functions:" +msgstr "ფუნქციები:" + +msgid "Audio Clips:" +msgstr "ხმოვანი მონაკვეთები:" + +msgid "Animation Clips:" +msgstr "ანიმაციის კლიპები:" + +msgid "Change Track Path" +msgstr "ტრეკის ბილიკის შეცვლა" + +msgid "Toggle this track on/off." +msgstr "ამ ტრეკის ჩართვა/გამორთვა." + +msgid "Update Mode (How this property is set)" +msgstr "განახლების რეჟიმი (როგორ აყენია ეს თვისება)" + +msgid "Interpolation Mode" +msgstr "ინტერპოლაციის რეჟიმი" + +msgid "Remove this track." +msgstr "ამ ტრეკის წაშლა." + +msgid "Time (s):" +msgstr "დრო (წამი):" + +msgid "Position:" +msgstr "მდებარეობა:" + +msgid "Rotation:" +msgstr "შემობრუნება:" + +msgid "Scale:" +msgstr "მასშტაბი:" + +msgid "Blend Shape:" +msgstr "შერევის ფორმა:" + +msgid "Type:" +msgstr "ტიპი:" + +msgid "(Invalid, expected type: %s)" +msgstr "(არასწორია, მოველოდი ტიპს: %s)" + +msgid "Stream:" +msgstr "ნაკადი:" + +msgid "Start (s):" +msgstr "გაშვება (წმ):" + +msgid "Animation Clip:" +msgstr "ანიმაციის კლიპი:" + +msgid "Continuous" +msgstr "უწყვეტი" + +msgid "Discrete" +msgstr "დისკრეტული" + +msgid "Capture" +msgstr "ჩაჭერა" + +msgid "Nearest" +msgstr "უახლოესი" + +msgid "Linear" +msgstr "ხაზოვანი" + +msgid "Cubic" +msgstr "კუბური" + +msgid "Linear Angle" +msgstr "წრფივი კუთხე" + +msgid "Cubic Angle" +msgstr "კუბური კუთხე" + +msgid "Insert Key" +msgstr "ჩასვით გასაღები" + +msgid "Duplicate Key(s)" +msgstr "გასაღებ(ებ)-ის დუბლირება" + +msgid "Delete Key(s)" +msgstr "გასაღებ(ებ)-ის წაშლა" + +msgid "Change Animation Update Mode" +msgstr "ანიმაციის განახლების რეჟიმის შეცვლა" + +msgid "Change Animation Interpolation Mode" +msgstr "ანიმაციის ინტერპოლაციის რეჟიმის შეცვლა" + +msgid "Change Animation Loop Mode" +msgstr "ანიმაციის მარყუჟის რეჟიმის შეცვლა" + +msgid "Change Animation Use Blend" +msgstr "ანიმაციაში შერევის გამოყენების შეცვლა" + +msgid "Remove Anim Track" +msgstr "ანიმაციის თრექის წაშლა" + +msgid "Create new track for %s and insert key?" +msgstr "შევქმნა ახალი ტრეკი %s-სთვის და ჩავსვა გასაღები?" + +msgid "Create %d new tracks and insert keys?" +msgstr "შევქმნა %d ახალი ტრეკი და ჩავსვა გასაღებები?" + +msgid "Create" +msgstr "შექმნა" + +msgid "Animation Insert Key" +msgstr "ანიმაცია გასაღების ჩასმა" + +msgid "animation" +msgstr "ანიმაცია" + +msgid "AnimationPlayer can't animate itself, only other players." +msgstr "" +"ანიმაციის გამშვები ვერ ჩაატარებს ცდებს საკუთარ თავზე, მხოლოდ სხვა " +"მოთამაშეებზე." + +msgid "property '%s'" +msgstr "თვისება '%s'" + +msgid "Change Animation Step" +msgstr "ანიმაციის ბიჯის შეცვლა" + +msgid "Not possible to add a new track without a root" +msgstr "შეუძლებელია დაამატო ახალი ჩანაწერი ფესვის გარეშე" + +msgid "Add Bezier Track" +msgstr "ბეზიეს ტრეკის დამატება" + +msgid "Track path is invalid, so can't add a key." +msgstr "ტრეკის ბილიკი არასწორია, გასაღებს ვერ დავამატებ." + +msgid "Track is not of type Node3D, can't insert key" +msgstr "ტრეკი Node3D ტიპის არაა. გასაღების ჩასმა შეუძლებელია" + +msgid "Add Position Key" +msgstr "ახალი მდებარეობის გასაღები" + +msgid "Add Rotation Key" +msgstr "მობრუნების გასაღების დამატება" + +msgid "Add Scale Key" +msgstr "მასშტაბის გასაღების დამატება" + +msgid "Add Track Key" +msgstr "ტრეკის გასაღების დამატება" + +msgid "Track path is invalid, so can't add a method key." +msgstr "" +"ჩანაწერის მისამართი არასწორია, ასე რომ შეუძლებელია მეთოდური გასაღების " +"დამატება." + +msgid "Add Method Track Key" +msgstr "მეთოდის ტრეკის გასაღების დამატება" + +msgid "Method not found in object:" +msgstr "მეთოდი ვერ მოიძებნა ობიექტში:" + +msgid "Animation Move Keys" +msgstr "ანიმაციის გასაღებების გადატანა" + +msgid "Position" +msgstr "მდებარეობა" + +msgid "Rotation" +msgstr "შემობრუნება" + +msgid "Scale" +msgstr "მასშტაბი" + +msgid "BlendShape" +msgstr "შერევის ფორმა" + +msgid "Methods" +msgstr "მეთოდები" + +msgid "Bezier" +msgstr "ბეზიე" + +msgid "Audio" +msgstr "აუდიო" + +msgid "Animation Scale Keys" +msgstr "ანიმაცია მასშტაბის გასაღებები" + +msgid "Animation Add RESET Keys" +msgstr "ანიმაცია RESET გასაღებების დამატება" + +msgid "Select an AnimationPlayer node to create and edit animations." +msgstr "ანიმაციების შექმნისა და ჩასწორებისთვის AnimatonPlayer კვანძი აირჩიეთ." + +msgid "Imported Scene" +msgstr "შემოტანილი სცენა" + +msgid "Only show tracks from nodes selected in tree." +msgstr "მხოლოდ აჩვენე ჩანაწერები კვანძებიდან მონიშნული ხეში." + +msgid "Group tracks by node or display them as plain list." +msgstr "დააჯგუფე ჩანაწერები კვანძების მიხედვით ან აჩვენე როგორც უბრალო სია." + +msgid "Snap:" +msgstr "მიმაგრება:" + +msgid "Animation step value." +msgstr "ანიმაციის ნაბიჯის ღირებულება." + +msgid "Seconds" +msgstr "წამი" + +msgid "FPS" +msgstr "კადრი/წმ" + +msgid "Edit" +msgstr "ჩასწორება" + +msgid "Animation properties." +msgstr "ანიმაციის . პარამეტრები." + +msgid "Scale Selection" +msgstr "მონიშნულის მასშტაბირება" + +msgid "Scale From Cursor" +msgstr "შკალირება მაჩვენებლიდან" + +msgid "Duplicate Selection" +msgstr "მონიშვნის ასლის შექმნა" + +msgid "Duplicate Transposed" +msgstr "გადაადგილებულის გაორმაგება" + +msgid "Delete Selection" +msgstr "მონიშნულის წაშლა" + +msgid "Optimize" +msgstr "ოპტიმიზაცია" + +msgid "Remove invalid keys" +msgstr "არასწორი გასაღებების მოშორება" + +msgid "Remove unresolved and empty tracks" +msgstr "გადაუჭრელი და ცარიელი თრექების მოშორება" + +msgid "Clean-up all animations" +msgstr "ყველა ანიმაციის გასუფთავება" + +msgid "Clean-Up Animation(s) (NO UNDO!)" +msgstr "ანიმაცი(ებ)ის გასუფთავება (უკან დაბრუნება შეუძლებელია!)" + +msgid "Clean-Up" +msgstr "გასუფთავება" + +msgid "Scale Ratio:" +msgstr "მასშტაბის თანაფარდობა:" + +msgctxt "Transition Type" +msgid "Linear" +msgstr "ხაზოვანი" + +msgctxt "Transition Type" +msgid "Sine" +msgstr "სინუსიოდი" + +msgctxt "Transition Type" +msgid "Elastic" +msgstr "დრეკადი" + +msgctxt "Transition Type" +msgid "Cubic" +msgstr "კუბური" + +msgctxt "Transition Type" +msgid "Bounce" +msgstr "ხტუნვა" + +msgctxt "Transition Type" +msgid "Back" +msgstr "უკან" + +msgctxt "Transition Type" +msgid "Spring" +msgstr "გაზაფხული" + +msgctxt "Ease Type" +msgid "Out" +msgstr "გარე" + +msgid "Transition Type:" +msgstr "გარდასვლის ტიპი:" + +msgid "Ease Type:" +msgstr "მოგლუვებს ტიპი:" + +msgid "FPS:" +msgstr "კადრი/წმ:" + +msgid "3D Pos/Rot/Scl Track:" +msgstr "3D მდებ/მობრ/მასშტ ბილიკი:" + +msgid "Value Track:" +msgstr "მნიშვნელობის ბილიკი:" + +msgid "Select Tracks to Copy" +msgstr "აირჩიეთ დასაკოპირებელი ბილიკები" + +msgid "Add Audio Track Clip" +msgstr "აუდიობილიკის დამატება" + +msgid "Go to Line" +msgstr "ხაზზე გადასვლა" + +msgid "Line Number:" +msgstr "ხაზის ნომერი:" + +msgid "%d replaced." +msgstr "%d ჩანაცვლდა." + +msgid "%d match" +msgid_plural "%d matches" +msgstr[0] "%d დამთხვევა" +msgstr[1] "%d დამთხვევა" + +msgid "%d of %d match" +msgid_plural "%d of %d matches" +msgstr[0] "%d/%d ემთხვევა" +msgstr[1] "%d/%d ემთხვევა" + +msgid "Match Case" +msgstr "რეგისტრის დამთხვევა" + +msgid "Whole Words" +msgstr "მთლიანი სიტყვები" + +msgid "Replace" +msgstr "ჩანაცვლება" + +msgid "Replace All" +msgstr "ყველას ჩანაცვლება" + +msgid "Selection Only" +msgstr "მხოლოდ მონიშნული" + +msgid "Zoom In" +msgstr "გადიდება" + +msgid "Zoom Out" +msgstr "დაპატარავება" + +msgid "Reset Zoom" +msgstr "გადიდების საწყისი პარამეტრები" + +msgid "Errors" +msgstr "შედომები" + +msgid "Warnings" +msgstr "გაფრთხილებები" + +msgid "Method in target node must be specified." +msgstr "სამიზნე კვანძში მეთოდის მითითება აუცილებელია." + +msgid "Method name must be a valid identifier." +msgstr "მეთოდის სახელი სწორი იდენტიფიკატორი უნდა იყოს." + +msgid "Filter Nodes" +msgstr "კვანძების გაფილტვრა" + +msgid "Go to Source" +msgstr "კოდზე გადასვლა" + +msgid "Select Method" +msgstr "აირჩიეთ მეთოდი" + +msgid "Filter Methods" +msgstr "მეთოდების ფილტრი" + +msgid "Remove" +msgstr "წაშლა" + +msgid "Add Extra Call Argument:" +msgstr "დამატებითი გამოძახების არგუმენტის დამატება:" + +msgid "Extra Call Arguments:" +msgstr "დამატებითი გამოძახების არგუმენტები:" + +msgid "Unbind Signal Arguments:" +msgstr "სიგნალის არგუმენტების მოხსნა:" + +msgid "Receiver Method:" +msgstr "მიმღების მეთოდი:" + +msgid "Advanced" +msgstr "დამატებითი" + +msgid "Deferred" +msgstr "გადადებული" + +msgid "Cannot connect signal" +msgstr "სიგნალის მიერთების შეცდომა" + +msgid "Close" +msgstr "დახურვა" + +msgid "Connect" +msgstr "დაკავშირება" + +msgid "Signal:" +msgstr "სიგნალი:" + +msgid "No description." +msgstr "აღწერის გარეშე." + +msgid "Connect '%s' to '%s'" +msgstr "'%s' და '%s' დაკავშირება" + +msgid "Disconnect '%s' from '%s'" +msgstr "'%s' და '%s' შორის კავშირის გაწყვეტა" + +msgid "Disconnect all from signal: '%s'" +msgstr "ყველას გათიშვა სიგნალიდან: '%s'" + +msgid "Connect..." +msgstr "დაკავშირება..." + +msgid "Disconnect" +msgstr "გათიშვა" + +msgid "Connect a Signal to a Method" +msgstr "სიგნალის მეთოდთან მიერთება" + +msgid "Edit Connection: '%s'" +msgstr "მიერთების ჩასწორება: '%s'" + +msgid "Signals" +msgstr "სიგნალები" + +msgid "Filter Signals" +msgstr "სიგნალების გაფილტვრა" + +msgid "Copy Name" +msgstr "სახელის სახელი" + +msgid "Edit..." +msgstr "ჩასწორება..." + +msgid "Go to Method" +msgstr "მეთოდზე გადასვლა" + +msgid "Change" +msgstr "შეცვლა" + +msgid "Create New %s" +msgstr "ახალი %s-ის შექმნა" + +msgid "Favorites:" +msgstr "სანიშნები:" + +msgid "Recent:" +msgstr "ახლახანს:" + +msgid "Search:" +msgstr "_ძებნა:" + +msgid "Matches:" +msgstr "ემთხვევა:" + +msgid "Description:" +msgstr "აღწერა:" + +msgid "Remote %s:" +msgstr "დაშორებული %s:" + +msgid "Debugger" +msgstr "გამმართველი" + +msgid "Debug" +msgstr "გამართვა" + +msgid "Instance:" +msgstr "გაშვებული ასლი:" + +msgid "Toggle Visibility" +msgstr "ხილულობის გადართვა" + +msgid "Scanning for local changes" +msgstr "ლოკალური ცვლილებების ძებნა" + +msgid "Sending file:" +msgstr "ფაილის გაგზავნა:" + +msgid "ms" +msgstr "მწმ" + +msgid "Monitors" +msgstr "მონიტორინგი" + +msgid "Monitor" +msgstr "მონიტორი" + +msgid "Value" +msgstr "მნიშვნელობა" + +msgid "Stop" +msgstr "შეჩერება" + +msgid "Start" +msgstr "გაშვება" + +msgid "Clear" +msgstr "სუფთა ცა" + +msgid "Measure:" +msgstr "გაზომვა:" + +msgid "Frame Time (ms)" +msgstr "კადრის დრო (მწმ)" + +msgid "Frame %" +msgstr "კადრი %" + +msgid "Inclusive" +msgstr "ჩათვლით" + +msgid "Self" +msgstr "საკუთარი" + +msgid "Frame #:" +msgstr "კადრი #:" + +msgid "Name" +msgstr "სახელი" + +msgid "Time" +msgstr "დრო" + +msgid "Calls" +msgstr "გამოძახებები" + +msgid "Fit to Frame" +msgstr "კადრში ჩატევა" + +msgid "Linked" +msgstr "მიბმული" + +msgid "CPU" +msgstr "CPU" + +msgid "GPU" +msgstr "GPU" + +msgid "Execution resumed." +msgstr "შესრულება გაგრძელდა." + +msgid "Bytes:" +msgstr "ბაიტი:" + +msgid "Warning:" +msgstr "გაფთხილება:" + +msgid "Error:" +msgstr "შეცდომა:" + +msgid "%s Error" +msgstr "%s: შეცდომა" + +msgid "%s Error:" +msgstr "%s: შეცდომა:" + +msgid "%s Source" +msgstr "%s-ის კოდი" + +msgid "%s Source:" +msgstr "%s კოდი:" + +msgid "Line %d" +msgstr "ხაზი %d" + +msgid "Copy Error" +msgstr "ლოკალური შეცდომა" + +msgid "Step Into" +msgstr "შებიჯება" + +msgid "Step Over" +msgstr "გადაბიჯება" + +msgid "Break" +msgstr "გაჩერება" + +msgid "Continue" +msgstr "გაგრძელება" + +msgid "Filter Stack Variables" +msgstr "სტეკის ცვლადების ფილტრი" + +msgid "Breakpoints" +msgstr "შეჩერების წერტილები" + +msgid "Expand All" +msgstr "ყველას ამოკეცვა" + +msgid "Collapse All" +msgstr "ყველას ჩაკეცვა" + +msgid "Profiler" +msgstr "პროფაილერი" + +msgid "Visual Profiler" +msgstr "ვიზუალური პროფაილერი" + +msgid "Total:" +msgstr "ჯამი:" + +msgid "Resource Path" +msgstr "ბილიკი რესურსამდე" + +msgid "Type" +msgstr "ტიპი" + +msgid "Format" +msgstr "_ფორმატი" + +msgid "Usage" +msgstr "გამოყენება" + +msgid "Misc" +msgstr "სხვანი" + +msgid "Search Replacement For:" +msgstr "ჩანაცვლების ძებნა:" + +msgid "Dependencies For:" +msgstr "დამოკიდებულება:" + +msgid "Dependencies" +msgstr "დამოკიდებულებები" + +msgid "Resource" +msgstr "რესურსი" + +msgid "Path" +msgstr "ბილიკი" + +msgid "Dependencies:" +msgstr "დამოკიდებულებები:" + +msgid "Fix Broken" +msgstr "გაწყვეტილის გასწორება" + +msgid "Dependency Editor" +msgstr "დამოკიდებულებების შემსწორებელი" + +msgid "Search Replacement Resource:" +msgstr "ჩამნაცვლებელი რესურსის ძიება:" + +msgid "Open Scene" +msgid_plural "Open Scenes" +msgstr[0] "სცენის გახსნა" +msgstr[1] "სცენების გახსნა" + +msgid "Open" +msgstr "გახსნა" + +msgid "" +"Remove the selected files from the project? (Cannot be undone.)\n" +"Depending on your filesystem configuration, the files will either be moved to " +"the system trash or deleted permanently." +msgstr "" +"წავშალო მონიშნული ფაილები პროექტიდან? (პროცესი შეუქცევადია.)\n" +"ფაილური სისტემის კონფიგურაციაზე დამოკიდებულებით, ფაილები შეიძლება ნაგვის " +"ყუთში იქნეს გადატანილი, ან სამუდამოდ წაიშლება." + +msgid "" +"The files being removed are required by other resources in order for them to " +"work.\n" +"Remove them anyway? (Cannot be undone.)\n" +"Depending on your filesystem configuration, the files will either be moved to " +"the system trash or deleted permanently." +msgstr "" +"ფაილები, რომლების წაშლასაც აპირებთ, სხვა რესურსების სამუშაოდაა საჭირო.\n" +"მაინც წავშალო? (პროცესი შეუქცევადია.)\n" +"ფაილური სისტემის კონფიგურაციაზე დამოკიდებულებით, ისინი შეიძლება სისტემის " +"ნაგვის ყუთში იქნეს გადატანილი. ან წაიშლება სამუდამოდ." + +msgid "Cannot remove:" +msgstr "წაშლის შეცდომა:" + +msgid "Error loading:" +msgstr "ჩატვირთვის შეცდომა:" + +msgid "Open Anyway" +msgstr "მაინც გახსნა" + +msgid "Which action should be taken?" +msgstr "რომელი მოქმედება შევასრულოთ?" + +msgid "Fix Dependencies" +msgstr "დამოკიდებულებების გასწორება" + +msgid "Errors loading!" +msgstr "ჩატვირთვის შეცდომა!" + +msgid "Permanently delete %d item(s)? (No undo!)" +msgstr "სამუდამოდ წავშალოთ %d ნივთები? (უკან დაბრუნება შეუძლებელია)" + +msgid "Orphan Resource Explorer" +msgstr "ობოლი რესურსების მაძიებელი" + +msgid "Owns" +msgstr "ფლობს" + +msgid "Resources Without Explicit Ownership:" +msgstr "რესურსები გამოკვეთილი მფლობელის გარეშე:" + +msgid "Folder name contains invalid characters." +msgstr "საქაღალდის სახელი არასწორ სიმბოლოებს შეიცავს." + +msgid "File with that name already exists." +msgstr "ფაილი ამ სახელით უკვე არსებობს." + +msgid "Folder name is valid." +msgstr "საქაღალდის სახელი სწორია." + +msgid "Create new folder in %s:" +msgstr "%s-ში ახალი საქაღალდის შექმნა:" + +msgid "Create Folder" +msgstr "საქაღალდის შექმნა" + +msgid "Thanks from the Godot community!" +msgstr "მადლობა Godot საზოგადოებისგან!" + +msgid "Godot Engine contributors" +msgstr "Godot ძრავის ხელშემწყობები" + +msgid "Project Founders" +msgstr "პროექტის დამფუძნებლები" + +msgid "Lead Developer" +msgstr "წამყვანი დეველოპერი" + +msgctxt "Job Title" +msgid "Project Manager" +msgstr "პროექტის მმართველი" + +msgid "Developers" +msgstr "პროგრამისტები" + +msgid "Authors" +msgstr "ავტორები" + +msgid "Platinum Sponsors" +msgstr "პლატინის სპონსორები" + +msgid "Gold Sponsors" +msgstr "ოქროს სპონსორები" + +msgid "Mini Sponsors" +msgstr "მინი სპონსორები" + +msgid "Gold Donors" +msgstr "ოქროს დონატორები" + +msgid "Silver Donors" +msgstr "ვერცხლის დონატორები" + +msgid "Bronze Donors" +msgstr "ბრინჯაოს დონატორები" + +msgid "Donors" +msgstr "დონატორები" + +msgid "License" +msgstr "ლიცენზია" + +msgid "All Components" +msgstr "ყველა კომპონენტი" + +msgid "Components" +msgstr "კომპონენტები" + +msgid "Licenses" +msgstr "ლიცენზიები" + +msgid "Error opening asset file for \"%s\" (not in ZIP format)." +msgstr "შეცდომა \"%s\"-თვის ასეტების ფაილის გახნისას (ZIP ფორმატში არაა)." + +msgid "Uncompressing Assets" +msgstr "აქტივების არაკომპრესირება" + +msgid "Asset \"%s\" installed successfully!" +msgstr "ასეტის \"%s\" დაყენება წარმატებით დასრულდა!" + +msgid "Success!" +msgstr "წარმატება!" + +msgid "Install" +msgstr "დაყენება" + +msgid "Speakers" +msgstr "დინამიკები" + +msgid "Add Effect" +msgstr "ეფექტის დამატება" + +msgid "Rename Audio Bus" +msgstr "აუდიო გადამტანის სახელის ცვლილება" + +msgid "Change Audio Bus Volume" +msgstr "აუდიო გადამტანის ხმის ცვლილება" + +msgid "Toggle Audio Bus Solo" +msgstr "აუდიო გადამტანის სოლო გადართვა" + +msgid "Toggle Audio Bus Mute" +msgstr "აუდიო გადამტანის ხმის გადართვა" + +msgid "Toggle Audio Bus Bypass Effects" +msgstr "აუდიო გადამტანის შემოვლითი ეფექტების გადართვა" + +msgid "Select Audio Bus Send" +msgstr "აუდიო გადამტანის გაგზავნის მონიშნვა" + +msgid "Add Audio Bus Effect" +msgstr "აუდიო გადამტანის ეფექტის დამატება" + +msgid "Move Bus Effect" +msgstr "გადამტანის ეფექტის გადაადგილება" + +msgid "Delete Bus Effect" +msgstr "გადამტანი ეფექტის წაშლა" + +msgid "Solo" +msgstr "სოლო" + +msgid "Mute" +msgstr "დადუმება" + +msgid "Bus Options" +msgstr "მატარებლის მორგება" + +msgid "Layout:" +msgstr "განლაგება:" + +msgid "Error saving file: %s" +msgstr "ფაილის შენახვის შეცდომა: %s" + +msgid "Load" +msgstr "ჩატვირთვა" + +msgid "Invalid name." +msgstr "არასწორი სახელი." + +msgid "Enable" +msgstr "ჩართვა" + +msgid "Add Autoload" +msgstr "ავტომატური ჩატვირთვის დამატება" + +msgid "Path:" +msgstr "ბილიკი:" + +msgid "Global Variable" +msgstr "გლობალური ცვლადი" + +msgid "3D Engine" +msgstr "3D ძრავა" + +msgid "2D Physics" +msgstr "2D ფიზიკა" + +msgid "3D Physics" +msgstr "3D ფიზიკა" + +msgid "Navigation" +msgstr "ნავიგაცია" + +msgid "XR" +msgstr "XR" + +msgid "OpenGL" +msgstr "OpenGL" + +msgid "Vulkan" +msgstr "Vulkan" + +msgid "WOFF2 Fonts" +msgstr "WOFF2 ფონტები" + +msgid "Navigation, both 2D and 3D." +msgstr "ნავიგაცია, ორივე, 2D და 3D." + +msgid "General Features:" +msgstr "ზოგადი თვისებები:" + +msgid "File saving failed." +msgstr "ფაილის შენახვის შეცდომა." + +msgid "Error saving profile to path: '%s'." +msgstr "პროფილის შენახვის შეცდომა ბილიკზე: '%s'." + +msgid "New" +msgstr "ახალი" + +msgid "Save" +msgstr "შენახვა" + +msgid "Profile:" +msgstr "პროფილი:" + +msgid "Reset to Defaults" +msgstr "ნაგულისხმები პარამეტრების დაყენება" + +msgid "Actions:" +msgstr "ქმედებები:" + +msgid "Load Profile" +msgstr "პროფილის ჩატვირთვა" + +msgid "Filter Commands" +msgstr "ბრძანებების ფილტრი" + +msgid "[empty]" +msgstr "[ცარიელი]" + +msgid "Script Editor" +msgstr "სკრიპტის რედაქტორი" + +msgid "(current)" +msgstr "(მიმდინარე)" + +msgid "Class Properties:" +msgstr "კლასის თვისებები:" + +msgid "Main Features:" +msgstr "მთავარი ფუნქციები:" + +msgid "Reset to Default" +msgstr "ნაგულისხმებ მნიშვნელობაზე დაბრუნება" + +msgid "Current Profile:" +msgstr "მიმდინარე პროფილი:" + +msgid "Create Profile" +msgstr "პროფილის შექმნა" + +msgid "Remove Profile" +msgstr "პროფილის წაშლა" + +msgid "Available Profiles:" +msgstr "ხელმისაწვდომი პროფილები:" + +msgid "Import" +msgstr "შემოტანა" + +msgid "Export" +msgstr "გატანა" + +msgid "Restart" +msgstr "რესტარტ" + +msgid "No return value." +msgstr "დასაბრუნებელი მნიშვნელობის გარეშე." + +msgid "Deprecated" +msgstr "მოძველებულია" + +msgid "Experimental" +msgstr "ექსპერიმენტალური" + +msgid "Top" +msgstr "თავში" + +msgid "Class:" +msgstr "კლასი:" + +msgid "Description" +msgstr "აღწერა" + +msgid "Properties" +msgstr "პარამეტრები" + +msgid "default:" +msgstr "ნაგულისხმები:" + +msgid "property:" +msgstr "თვისება:" + +msgid "Operators" +msgstr "ოპერატორები" + +msgid "Colors" +msgstr "ფერები" + +msgid "Constants" +msgstr "კონსტანტები" + +msgid "Fonts" +msgstr "ფონტები" + +msgid "Font Sizes" +msgstr "ფონტის ზომები" + +msgid "Icons" +msgstr "ხატულები" + +msgid "Styles" +msgstr "სტილები" + +msgid "Enumerations" +msgstr "ჩამონათვალები" + +msgid "Annotations" +msgstr "ანოტაციები" + +msgid "Property Descriptions" +msgstr "თვისების აღწერები" + +msgid "Constructor Descriptions" +msgstr "კონსტრუქტორის აღწერები" + +msgid "Method Descriptions" +msgstr "მეთოდის აღწერები" + +msgid "Operator Descriptions" +msgstr "ოპერატორის აღწერები" + +msgid "%d matches." +msgstr "%d დამთხვევა." + +msgid "Case Sensitive" +msgstr "რეგისტრზე-დამოკიდებული" + +msgid "Class" +msgstr "კლასი" + +msgid "Signal" +msgstr "სიგნალი" + +msgid "Annotation" +msgstr "ანოტაცია" + +msgid "Constant" +msgstr "მუდმივა" + +msgid "Property" +msgstr "პარამეტრი" + +msgid "Property:" +msgstr "თვისება:" + +msgid "Open Documentation" +msgstr "დოკუმენტაციის გახსნა" + +msgid "(%d change)" +msgid_plural "(%d changes)" +msgstr[0] "(%d ცვლილება)" +msgstr[1] "(%d ცვლილება)" + +msgid "Move Up" +msgstr "აწევა" + +msgid "Move Down" +msgstr "ჩამოწევა" + +msgid "Resize Array..." +msgstr "მასივის ზომის ცვლილება..." + +msgid "Resize Array" +msgstr "მასივის ზომის ცვლილება" + +msgid "New Size:" +msgstr "ახალი ზომა:" + +msgid "Metadata name must be a valid identifier." +msgstr "მეტამონაცემები სწორ იდენტიფიკატორს უნდა წარმოადგენდეს." + +msgid "Name:" +msgstr "სახელი:" + +msgid "Copy Value" +msgstr "მნიშვნელობის კოპირება" + +msgid "Copy Property Path" +msgstr "თვისების ბილიკის კოპირება" + +msgid "[Default]" +msgstr "[ნაგულისხმები]" + +msgid "Language:" +msgstr "ენა:" + +msgctxt "Locale" +msgid "Script:" +msgstr "სკრიპტი:" + +msgid "Country:" +msgstr "ქვეყანა:" + +msgid "Language" +msgstr "ენა" + +msgctxt "Locale" +msgid "Script" +msgstr "სკრიპტი" + +msgid "Country" +msgstr "ქვეყანა" + +msgid "Variant" +msgstr "ვარიანტი" + +msgid "Filter Messages" +msgstr "შეტყობინებების ფილტრი" + +msgid "Clear Output" +msgstr "გამოტანის გასუფთავება" + +msgid "Copy Selection" +msgstr "მონიშნულის კოპირება" + +msgid "New Window" +msgstr "ახალი ფანჯარა" + +msgid "OK" +msgstr "დიახ" + +msgid "Error while parsing file '%s'." +msgstr "შეცდომა ფაილის ('%s') დამუშავებისას." + +msgid "Error while loading file '%s'." +msgstr "შეცდომა ფაილის ('%s') ჩატვირთვისას." + +msgid "Quick Open..." +msgstr "სწრაფი გახსნა..." + +msgid "Global Undo: %s" +msgstr "გლობალური დაბრუნება: %s" + +msgid "Remote Undo: %s" +msgstr "დაშორებული დაბრუნება: %s" + +msgid "Global Redo: %s" +msgstr "გლობალური გამეორება: %s" + +msgid "Remote Redo: %s" +msgstr "დაშორებული გამეორება: %s" + +msgid "Save Layout" +msgstr "განლაგების შენახვა" + +msgid "Delete Layout" +msgstr "განლაგების წაშლა" + +msgid "Default" +msgstr "ნაგულისხმები" + +msgid "Play This Scene" +msgstr "ამ სცენის დაკვრა" + +msgid "Close Tab" +msgstr "ჩანართის დახურვა" + +msgid "Undo Close Tab" +msgstr "ჩანართის დახურვის გაუქმება" + +msgid "Close Other Tabs" +msgstr "სხვა ჩანართების დახურვა" + +msgid "Close Tabs to the Right" +msgstr "მარჯვნივ მყოფი ჩანართების დახურვა" + +msgid "Close All Tabs" +msgstr "ყველა ჩანართის დახურვა" + +msgid "Pan View" +msgstr "პანორამული ხედი" + +msgid "Make Floating" +msgstr "მცურავად გადაკეთება" + +msgid "Scene" +msgstr "სცენა" + +msgid "Copy Text" +msgstr "ტექსტის კოპირება" + +msgid "Open Recent" +msgstr "ბოლოს გახსნილი ფაილების გახსნა" + +msgid "Export As..." +msgstr "გატანა, როგორც..." + +msgid "Close Scene" +msgstr "სცენის დახურვა" + +msgid "Quit" +msgstr "გასვლა" + +msgid "Project" +msgstr "პროექტი" + +msgid "Project Settings" +msgstr "პროექტის პარამეტრები" + +msgid "Version Control" +msgstr "ვერსიის კონტროლი" + +msgid "Export..." +msgstr "გატანა..." + +msgid "Tools" +msgstr "ხელსაწყოები" + +msgid "Orphan Resource Explorer..." +msgstr "ობოლი რესურსების მაძიებელი..." + +msgid "Editor" +msgstr "რედაქტორი" + +msgid "Editor Settings..." +msgstr "რედაქტორის მორგება..." + +msgid "Command Palette..." +msgstr "ბრძანებების პალიტრა..." + +msgid "Take Screenshot" +msgstr "ეკრანის ანაბეჭდის გადაღება" + +msgid "Toggle Fullscreen" +msgstr "მთელ ეკრანზე გატანის ჩართ/გამორთ" + +msgid "Help" +msgstr "დახმარება" + +msgid "Report a Bug" +msgstr "შეცდომის პატაკი" + +msgid "Community" +msgstr "საზგადოება" + +msgid "Mobile" +msgstr "მობაილი" + +msgid "Compatibility" +msgstr "თავსებადობა" + +msgid "Update When Changed" +msgstr "განახლება ცვლილებისას" + +msgid "FileSystem" +msgstr "ფაილური სისტემა" + +msgid "Node" +msgstr "კვანძი" + +msgid "History" +msgstr "ისტორია" + +msgid "Output" +msgstr "გამოტანა" + +msgid "Don't Save" +msgstr "არ შეინახო" + +msgid "Manage Templates" +msgstr "ნიმუშების მართვა" + +msgid "Show in File Manager" +msgstr "ფაილების მმართველში ჩვენება" + +msgid "Export Library" +msgstr "ბიბლიოთეკის გატანა" + +msgid "Reload" +msgstr "თავიდან ჩატვირთვა" + +msgid "Ok" +msgstr "დიახ" + +msgid "Warning!" +msgstr "გაფთხილება:!" + +msgid "Main Script:" +msgstr "მთავარი სკრიპტი:" + +msgid "Edit Plugin" +msgstr "დამატების ჩასწორება" + +msgid "Create New Plugin" +msgstr "ახალი დამატების შექმნა" + +msgid "Version" +msgstr "ვერსია" + +msgid "Author" +msgstr "ავტორი" + +msgid "Status" +msgstr "სტატუსი" + +msgid "Edit Text:" +msgstr "ტექსტის ჩასწორება:" + +msgid "On" +msgstr "ჩართული" + +msgid "Rename" +msgstr "გადარქმევა" + +msgid "Layer %d" +msgstr "ფენა %d" + +msgid "Invalid RID" +msgstr "არასწორი RID" + +msgid "%s (size %s)" +msgstr "%s (ზომა %s)" + +msgid "Size:" +msgstr "ზომა:" + +msgid "Remove Item" +msgstr "ჩანაწერისწაშლა" + +msgid "New Key:" +msgstr "ახალი პარამეტრი:" + +msgid "New Value:" +msgstr "ახალი მნიშვნელობა:" + +msgid "Localizable String (size %d)" +msgstr "თარგმნადი სტრიქონი (ზომა %d)" + +msgid "Inspect" +msgstr "შეამოწმეთ" + +msgid "Convert to %s" +msgstr "%s-ში გადაყვანა" + +msgid "New %s" +msgstr "ახალი %s" + +msgid "New Script" +msgstr "ახალი სკრიპტი" + +msgid "Undo: %s" +msgstr "გაუქმება: %s" + +msgid "Redo: %s" +msgstr "გამეორება: %s" + +msgid "Edit Shortcut" +msgstr "მალსახმობის ჩასწორება" + +msgid "Common" +msgstr "ჩვეულებრივი" + +msgid "Editor Settings" +msgstr "რედაქტორის პარამეტრი" + +msgid "Filter Settings" +msgstr "ფილტრის მორგება" + +msgid "Shortcuts" +msgstr "მალსახმობები" + +msgid "Binding" +msgstr "აკინძვა" + +msgid "or" +msgstr "ან" + +msgid "Unicode" +msgstr "უნიკოდი" + +msgid "All Devices" +msgstr "ყველა მოწყობილობა" + +msgid "Device" +msgstr "მოწყობილობა" + +msgid "Completed with warnings." +msgstr "დასრულდა შენიშვნებით." + +msgid "Completed successfully." +msgstr "წარმატებით დასრულდა." + +msgid "Failed." +msgstr "შეცდომა." + +msgid "Storing File: %s" +msgstr "ფაილის დამახსოვრება: %s" + +msgid "Cannot create file \"%s\"." +msgstr "ფაილის (\"%s\") შექმნის შეცდომა." + +msgid "Failed to export project files." +msgstr "პროექტის ფაილების გატანის შეცდომა." + +msgid "Can't open file for writing at path \"%s\"." +msgstr "ბილიკზე \"%s\" ფაილის ჩასაწერად გახსნა შეუძლებელია." + +msgid "Can't open file for reading-writing at path \"%s\"." +msgstr "ბილიკზე \"%s\" ფაილის ჩაწერა/წასაკითხად გახსნის შეცდომა." + +msgid "Can't create encrypted file." +msgstr "დაშიფრული ფაილის შექმნის შეცდომა." + +msgid "Prepare Template" +msgstr "ნიმუშის მომზადება" + +msgid "Template file not found: \"%s\"." +msgstr "ნიმუში ვერ ვიპოვე: \"%s\"." + +msgid "Connecting to the mirror..." +msgstr "სარკესთან დაკავშირება..." + +msgid "Disconnected" +msgstr "გათიშულია" + +msgid "Resolving" +msgstr "ამოხსნა" + +msgid "Connecting..." +msgstr "დაკავშირება..." + +msgid "Downloading" +msgstr "გადმოწერა" + +msgid "Connection Error" +msgstr "კავშირის შეცდომა" + +msgid "Open Folder" +msgstr "საქაღალდის გახსნა" + +msgid "Uninstall" +msgstr "წაშლა" + +msgid "Install from File" +msgstr "ფაილიდან დაყენება" + +msgid "Select Template File" +msgstr "აირჩიეთ ნიმუშის ფაილი" + +msgid "Delete preset '%s'?" +msgstr "წავშალო პრესეტი '%s' ?" + +msgid "%s Export" +msgstr "%s გატანა" + +msgid "Release" +msgstr "რელიზი" + +msgid "Presets" +msgstr "პრესეტები" + +msgid "Add..." +msgstr "დამატება..." + +msgid "Duplicate" +msgstr "დუბლიკაცია" + +msgid "Options" +msgstr "მორგება" + +msgid "Resources" +msgstr "რესურსები" + +msgid "Keep" +msgstr "დატოვება" + +msgid "Features" +msgstr "თვისებები" + +msgid "Encryption" +msgstr "დაშიფვრა" + +msgid "Export PCK/ZIP..." +msgstr "PCK/ZIP-ის გატანა..." + +msgid "Export Project..." +msgstr "პროექტის გატანა..." + +msgid "Export All" +msgstr "ყველაფრის გატანა" + +msgid "Browse" +msgstr "დათვალიერება" + +msgid "Favorites" +msgstr "სანიშნები" + +msgid "Failed to save resource at %s: %s" +msgstr "%s-ში რესურსის შენახვა შეუძლებელია: %s" + +msgid "Failed to load resource at %s: %s" +msgstr "%s-ზე რესურსის ჩატვირთვის შეცდომა: %s" + +msgid "Create New" +msgstr "ახლის შექმნა" + +msgid "Folder..." +msgstr "საქაღალდე..." + +msgid "Scene..." +msgstr "სცენა..." + +msgid "Script..." +msgstr "სკრიპტი..." + +msgid "Resource..." +msgstr "რესურსი..." + +msgid "Move/Duplicate To..." +msgstr "გატანა/დუბლირება მისამართზე..." + +msgid "Add to Favorites" +msgstr "რჩეულებში დამატება" + +msgid "Remove from Favorites" +msgstr "რჩეულებიდან წაშლა" + +msgid "Open in File Manager" +msgstr "ფაილთა მმართველში გახსნა" + +msgid "New Scene..." +msgstr "ახალი სცენა..." + +msgid "New Script..." +msgstr "ახალი სკრიპტი..." + +msgid "New Resource..." +msgstr "ახალი რესურსი..." + +msgid "New TextFile..." +msgstr "ახალი ტექსტური ფაილი..." + +msgid "Sort Files" +msgstr "ფაილების დალაგება" + +msgid "Copy Path" +msgstr "ბილიკის კოპირება" + +msgid "Duplicate..." +msgstr "დუბლირება..." + +msgid "Rename..." +msgstr "სახელის გადარქმევა..." + +msgid "Go to previous selected folder/file." +msgstr "წინა არჩეულ ფაილზე/საქაღალდეზე გადასვლა." + +msgid "Go to next selected folder/file." +msgstr "შემდეგ არჩეულ ფაილზე/საქაღალდეზე გადასვლა." + +msgid "Filter Files" +msgstr "ფილტრის ფაილები" + +msgid "Overwrite" +msgstr "თავზე გადაწერა" + +msgid "Find in Files" +msgstr "ფაილებში ძებნა" + +msgid "Find:" +msgstr "მოძებნა:" + +msgid "Replace:" +msgstr "ჩანაცვლება:" + +msgid "Folder:" +msgstr "საქაღალდე:" + +msgid "Filters:" +msgstr "ფილტრები:" + +msgid "Find..." +msgstr "მოძებნა…" + +msgid "Replace..." +msgstr "ჩანაცვლება..." + +msgid "Searching..." +msgstr "ძებნა..." + +msgid "%d match in %d file" +msgstr "%d დამთხვევა %d ფაილში" + +msgid "%d matches in %d file" +msgstr "%d დამთხვევა %d ფაილში" + +msgid "%d matches in %d files" +msgstr "%d დამთხვევა %d ფაილში" + +msgid "Add to Group" +msgstr "ჯგუფში ჩამატება" + +msgid "Invalid group name." +msgstr "ჯგუფის არასწორი სახელი." + +msgid "Rename Group" +msgstr "ჯგუფის სახელის გადარქემვა" + +msgid "Delete Group" +msgstr "ჯგუფის წაშლა" + +msgid "Groups" +msgstr "ჯგუფ(ებ)ი" + +msgid "Group Editor" +msgstr "ჯგუფის რედაქტორი" + +msgid "Manage Groups" +msgstr "ჯგუფების მართვა" + +msgid "Move" +msgstr "გადატანა" + +msgid "Network" +msgstr "ქსელი" + +msgid "Open a File" +msgstr "ფაილის გახსნა" + +msgid "Save a File" +msgstr "ფაილის შენახვა" + +msgid "Go Back" +msgstr "უკან დაბრუნება" + +msgid "Go Forward" +msgstr "წინ გადასვლა" + +msgid "Go Up" +msgstr "მაღლა ასვლა" + +msgid "Toggle Mode" +msgstr "მუქი რეჟიმის გადართვა" + +msgid "Go to previous folder." +msgstr "წინა საქაღალდეზე გადასვლა." + +msgid "Go to next folder." +msgstr "შემდეგ საქაღალდეზე გადასვლა." + +msgid "Refresh files." +msgstr "ფაილების განახლება." + +msgid "Preview:" +msgstr "გადახედვა:" + +msgid "File:" +msgstr "ფაილი:" + +msgid "" +"Remove the selected files? For safety only files and empty directories can be " +"deleted from here. (Cannot be undone.)\n" +"Depending on your filesystem configuration, the files will either be moved to " +"the system trash or deleted permanently." +msgstr "" +"წავშალო მონიშნული ფაილები? უსაფრთხოებისთვის აქ მხოლოდ ფაილების და ცარიელი " +"საქაღალდეების წაშლა შეგიძლიათ. (პროცესი შეუქცევადია.)\n" +"ფაილური სისტემის კონფიგურაციაზე დამოკიდებულებით, ფაილები შეიძლება ნაგვის " +"ყუთში იქნეს გადატანილი, ან სამუდამოდ წაიშლება." + +msgid "Reload the played scene." +msgstr "დაკრული სცენის თავიდან ჩატვირთვა." + +msgid "Stop Running Project" +msgstr "გაშვებული პროექტის შეჩერება" + +msgid "No notifications." +msgstr "გაფრთხილებების გარეშე." + +msgid "Show notifications." +msgstr "გაფრთხილებების ჩვენება." + +msgid "Silence the notifications." +msgstr "გაფრთხილებების დადუმება." + +msgid "(Connecting From)" +msgstr "(წყარო)" + +msgid "Node has one connection." +msgid_plural "Node has {num} connections." +msgstr[0] "კვანძს ერთი მიერთება გააჩნია" +msgstr[1] "კვანძს {num} მიერთება გააჩნია" + +msgid "Open in Editor" +msgstr "რედაქტორში გახსნა" + +msgid "Open Script:" +msgstr "სკრიპტის გახსნა:" + +msgid "Global" +msgstr "გლობალური" + +msgid "Enable looping." +msgstr "მარყუჟის ჩართვა." + +msgid "Offset:" +msgstr "წანაცვლება:" + +msgid "Loop:" +msgstr "მარყუჟი:" + +msgid "BPM:" +msgstr "BPM:" + +msgid "Configuration:" +msgstr "მორგება:" + +msgid "Saving..." +msgstr "Შენახვა..." + +msgid "2D" +msgstr "2D" + +msgid "3D" +msgstr "3D" + +msgid "Error opening scene" +msgstr "სცენის გახსნის შეცდომა" + +msgid "Select folder to extract material resources" +msgstr "აირჩიეთ საქაღალდე მასალის რესურსების გასაშლელად" + +msgid "Warning: File exists" +msgstr "გაფრთხილება: ფაილი არსებობს" + +msgid "Will create new file" +msgstr "შეიქმნება ახალი ფაილი" + +msgid "Extract" +msgstr "გაშლა" + +msgid "Already Saving" +msgstr "უკვე ვინახავ" + +msgid "Will save to new file" +msgstr "ახალ ფაილში შევინახავ" + +msgid "Actions..." +msgstr "ქმედებები..." + +msgid "Set Animation Save Paths" +msgstr "ანიმაციის შენახვის ბილიკების დაყენება" + +msgid "Meshes" +msgstr "ბადეები" + +msgid "Save Extension:" +msgstr "გაფართების შენახვა:" + +msgid "Select Importer" +msgstr "აირჩიეთ შემომტანი" + +msgid "Preset" +msgstr "შაბლონი" + +msgid "Advanced..." +msgstr "დამატებით..." + +msgid "Mouse Buttons" +msgstr "თაგუნის ღილაკები" + +msgid "Manual Selection" +msgstr "ხელით არჩევა" + +msgid "Additional Options" +msgstr "დამატებითი პარამეტრები" + +msgid "Device:" +msgstr "მოწყობილობა:" + +msgid "(Current)" +msgstr "(მიმდინარე)" + +msgid "Raw" +msgstr "დაუმუშავებელი" + +msgid "Capitalized" +msgstr "ზედა რეგისტრში" + +msgid "Localized" +msgstr "ლოკალიზებული" + +msgid "Copy Properties" +msgstr "თვისებების კოპირება" + +msgid "Paste Properties" +msgstr "თვისებების ჩასმა" + +msgid "Save As..." +msgstr "შეინახვა &როგორც..." + +msgid "Go to previous edited object in history." +msgstr "ისტორიაში წინა ჩასწორებულ ობიექტზე გადასვლა." + +msgid "Filter Properties" +msgstr "ფილტრის თვისებები" + +msgid "Add %d Translations" +msgstr "%d თარგმანის დამატება" + +msgid "Removed" +msgstr "ამოღებულია" + +msgid "%s cannot be found." +msgstr "%s ვერ ვიპოვე." + +msgid "Translations" +msgstr "თარგმანები" + +msgid "Translations:" +msgstr "თარგმანები:" + +msgid "Locale" +msgstr "ენა" + +msgid "Set %s on %d nodes" +msgstr "%s-ის დაყენება %d კვანძზე" + +msgid "%s (%d Selected)" +msgstr "%s (%d მონიშნულია)" + +msgid "Edit a Plugin" +msgstr "დამატების ჩასწორება" + +msgid "Create a Plugin" +msgstr "დამატების შექმნა" + +msgid "Update" +msgstr "განახლება" + +msgid "Plugin Name:" +msgstr "დამატების სახელი:" + +msgid "Subfolder:" +msgstr "ქვესაქაღალდე:" + +msgid "Author:" +msgstr "ავტორი:" + +msgid "Version:" +msgstr "ვერსია:" + +msgid "Script Name:" +msgstr "სკრიპტის სახელი:" + +msgid "Activate now?" +msgstr "გავააქტიურო ახლა?" + +msgid "Create Polygon" +msgstr "მრავალკუთხედის შქემნა" + +msgid "Create points." +msgstr "წერტილების შექმნა." + +msgid "Add %s" +msgstr "%s-ის დამატება" + +msgid "Load..." +msgstr "ჩატვირთვა..." + +msgid "Add Node Point" +msgstr "კვანძის წერტილის დამატება" + +msgid "Point" +msgstr "წერტილი" + +msgid "Open Editor" +msgstr "რედაქტორის გახსნა" + +msgid "Change Filter" +msgstr "ფილტრის შეცვლა" + +msgid "Anim Clips" +msgstr "ანიმ კლიპები" + +msgid "Audio Clips" +msgstr "აუდიო კლიპები" + +msgid "Functions" +msgstr "ფუნქციები" + +msgid "Library Name:" +msgstr "ბიბლიოთეკის სახელი:" + +msgid "Add Animation to Library: %s" +msgstr "ანიმაცების ჩამატება ბიბლიოთეკაში: %s" + +msgid "Add Animation Library: %s" +msgstr "ანიმაციის ბიბლიოთეკის დამატება: %s" + +msgid "Make Animation Unique: %s" +msgstr "ანიმაციის უნიკალურად გახდენა: %s" + +msgid "Load Animation into Library: %s" +msgstr "ანიმაციის ჩატვირთვა ბიბლიოთეკაში: %s" + +msgid "Save Animation to File: %s" +msgstr "ანიმაციის შენახვა ფაილში: %s" + +msgid "Rename Animation Library: %s" +msgstr "ანიმაციის ბიბლიოთეკის სახელის გადარქმევა: %s" + +msgid "Rename Animation: %s" +msgstr "ანიმაციის სახელის გადარქმევა: %s" + +msgid "Remove Animation Library: %s" +msgstr "ანიმაციის ბიბლიოთეკის წაშლა: %s" + +msgid "Edit Animation Libraries" +msgstr "ანიმაციის ბიბლიოთეკების ჩასწორება" + +msgid "Storage" +msgstr "საცავი" + +msgid "Delete Animation '%s'?" +msgstr "წავშალო ანიმაცია '%s'?" + +msgid "Duplicated Animation Name:" +msgstr "დუბლირებული ანიმაციის სახელი:" + +msgid "Animation" +msgstr "ანიმაცია" + +msgid "Manage Animations..." +msgstr "ანიმაციების მართვა..." + +msgid "Edit Transitions..." +msgstr "გადასვლების ჩასწორება..." + +msgid "Directions" +msgstr "მიმართულებები" + +msgid "Past" +msgstr "წარსული" + +msgid "Future" +msgstr "მომავალი" + +msgid "Depth" +msgstr "სიღრმე" + +msgid "Transition exists!" +msgstr "გარდასვლა არსებობს!" + +msgid "Immediate" +msgstr "უეცარი" + +msgid "Sync" +msgstr "სინქრონიზაცია" + +msgid "Travel" +msgstr "მოგზაურობა" + +msgid "Create new nodes." +msgstr "ახალი კვანძების შექმნა." + +msgid "Connect nodes." +msgstr "კვანძთან დაკავშირება." + +msgid "Transition:" +msgstr "გარდასვლა:" + +msgid "Delete Selected" +msgstr "მონიშნულის წაშლა" + +msgid "Delete All" +msgstr "ყველას წაშლა" + +msgid "Root" +msgstr "Root" + +msgid "Contents:" +msgstr "შემადგენლობა:" + +msgid "No response." +msgstr "პასუხის გარეშე." + +msgid "Write error." +msgstr "ჩაწერის შეცდომა." + +msgid "Timeout." +msgstr "ლოდინის ვადა გავიდა." + +msgid "Failed:" +msgstr "წარუმატებელი:" + +msgid "Downloading..." +msgstr "გადმოწერა..." + +msgid "Idle" +msgstr "უმოქმედო" + +msgid "Install..." +msgstr "დაყენება..." + +msgid "Retry" +msgstr "თავიდან ცდა" + +msgid "Download Error" +msgstr "გადმოწერის შეცდომა" + +msgid "Recently Updated" +msgstr "ახლახანს განახლებული" + +msgid "Testing" +msgstr "ტესტირება" + +msgid "Loading..." +msgstr "იტვირთება..." + +msgctxt "Pagination" +msgid "First" +msgstr "პირველი" + +msgctxt "Pagination" +msgid "Previous" +msgstr "წინა" + +msgctxt "Pagination" +msgid "Next" +msgstr "შემდეგი" + +msgctxt "Pagination" +msgid "Last" +msgstr "ბოლო" + +msgid "Import..." +msgstr "შემოტანა..." + +msgid "Sort:" +msgstr "დალაგება:" + +msgid "Site:" +msgstr "საიტი:" + +msgid "Support" +msgstr "მხარდაჭერა" + +msgid "steps" +msgstr "საფეხურებიანი" + +msgid "Create Horizontal Guide" +msgstr "ჰორიზონტალური გიდის შექმნა" + +msgid "Locked" +msgstr "დაბლოკილი" + +msgid "Grouped" +msgstr "დაჯგუფებული" + +msgid "Add Node Here" +msgstr "აქ კვანძის დამატება" + +msgid "Move Node(s) Here" +msgstr "კვანძ(ებ)-ის აქ გადმოტანა" + +msgid "px" +msgstr "px" + +msgid "units" +msgstr "ერთეულები" + +msgid "Rotating:" +msgstr "ბრუნვა:" + +msgid "Scaling:" +msgstr "მასშტაბი:" + +msgid "Ungroup Selected" +msgstr "მონიშნულის განჯგუფება" + +msgid "Zoom to 25%" +msgstr "25%-ზე გადიდება" + +msgid "Zoom to 50%" +msgstr "50%-ზე გადიდება" + +msgid "Zoom to 100%" +msgstr "100%-მდე გადიდება" + +msgid "Zoom to 200%" +msgstr "200%-ზე გადიდება" + +msgid "Zoom to 400%" +msgstr "400%-ზე გადიდება" + +msgid "Zoom to 800%" +msgstr "800%-ზე გადიდება" + +msgid "Alt+Drag: Move selected node." +msgstr "Alt+გადათრევა: მონიშნული კვანძის გადატანა." + +msgid "Alt+Drag: Scale selected node." +msgstr "Alt+გადათრევა: მონიშნული კვანძის მასშტაბირება." + +msgid "Scale Mode" +msgstr "გადიდების რეჟიმი" + +msgid "Ruler Mode" +msgstr "გაზომვის რეჟიმი" + +msgid "Hide" +msgstr "დამალვა" + +msgid "Show Rulers" +msgstr "სახაზავების ჩვენება" + +msgid "Show Guides" +msgstr "გიდების ჩვენება" + +msgid "Center Selection" +msgstr "მონიშვნის ცენტრირება" + +msgid "Insert keys (based on mask)." +msgstr "გასაღებების ჩასმა (ნიღაბზე დამოკიდებულებით)." + +msgid "Animation Key and Pose Options" +msgstr "ანიმაციის გასაღებისა და პოზის მორგება" + +msgid "Create Node" +msgstr "კვანძის შექმნა" + +msgid "Error instantiating scene from %s" +msgstr "%s-დან სცენის ინსტანცირების შეცდომა" + +msgid "Change Default Type" +msgstr "ნაგულისხმები ტიპის შეცვლა" + +msgid "Set Target Position" +msgstr "სამიზნე მდებარეობის დაყენება" + +msgid "Shrink Begin" +msgstr "დასაწყისისკენ შემცირება" + +msgid "Expand" +msgstr "გაფართოება" + +msgid "Top Left" +msgstr "ზედა მარცხენა" + +msgid "Top Right" +msgstr "ზედა მარჯვენა" + +msgid "Center Left" +msgstr "მარცხენა ცენტრი" + +msgid "Center" +msgstr "ცენტრი" + +msgid "Center Right" +msgstr "მარჯვენა ცენტრი" + +msgid "Bottom Left" +msgstr "ქვედა მარცხენა" + +msgid "Bottom Right" +msgstr "ქვედა მარჯვენა" + +msgid "Change Horizontal Size Flags" +msgstr "ჰორიზონტალური ზომის ალმების შეცვლა" + +msgid "Anchor preset" +msgstr "ღუზის პრესეტი" + +msgid "Set to Current Ratio" +msgstr "მიმდინარე მასშტაბზე დაყენება" + +msgid "Horizontal alignment" +msgstr "ჰორიზონტალური სწორება" + +msgid "Vertical alignment" +msgstr "ვერტიკალური სწორება" + +msgid "Add Curve Point" +msgstr "მრუდის წერტილის დამატება" + +msgid "Run %d Instance" +msgid_plural "Run %d Instances" +msgstr[0] "%d ასლის გაშვება" +msgstr[1] "%d ასლის გაშვება" + +msgid "Size: %s" +msgstr "ზომა: %s" + +msgid "Type: %s" +msgstr "ტიპი: %s" + +msgid "Overrides (%d)" +msgstr "გადაფარავს (%d)" + +msgid "Variation Coordinates (%d)" +msgstr "ვარიაციის კოორდინატები (%d)" + +msgid " - Variation" +msgstr " - ვარიაცია" + +msgid "Change Box Shape Size" +msgstr "მართკუთხედის მოხაზულობის ზომის შეცვლა" + +msgid "Change Decal Size" +msgstr "კამერის ზომის შეცვლა" + +msgid "Change Probe Size" +msgstr "ზონდის ტიპის შეცვლა" + +msgid "Volume" +msgstr "ხმის სიმაღლე" + +msgid "Emission Source:" +msgstr "გამოსხივების წყარო:" + +msgid "Low" +msgstr "დაბალი" + +msgid "Moderate" +msgstr "საშუალო" + +msgid "High" +msgstr "მაღალი" + +msgid "No editor scene root found." +msgstr "რედაქტორის ძირითადი სცენა ვერ ვიპოვე." + +msgid "Create Simplified Convex Shape" +msgstr "გამარტივებული გამოშვერილი ფიგურის შექმნა" + +msgid "Create Single Convex Shape" +msgstr "ერთი გამოშვერილი ფიგურის შექმნა" + +msgid "Create Multiple Convex Shapes" +msgstr "ბევრი გამშვერილი ფიგურის შექმნა" + +msgid "Could not create outline." +msgstr "კონტური ვერ შევქმენი." + +msgid "Mesh" +msgstr "ბადე" + +msgid "Add Item" +msgstr "ჩანაწერის დამატება" + +msgid "X-Axis" +msgstr "X-ღერძი" + +msgid "Y-Axis" +msgstr "Y-ღერძი" + +msgid "Amount:" +msgstr "რაოდენობა:" + +msgid "Set start_position" +msgstr "'start_position'-ის დაყენება" + +msgid "Orthogonal" +msgstr "ორთოგონალური" + +msgid "Perspective" +msgstr "პერსპექტივა" + +msgid "YZ-Plane Transform." +msgstr "YZ-სიბრტყის გარდაქმნა." + +msgid "XZ-Plane Transform." +msgstr "XZ-სიბრტყის გარდაქმნა." + +msgid "XY-Plane Transform." +msgstr "XY-სიბრტყის გარდაქმნა." + +msgid "Rotate" +msgstr "შემობრუნება" + +msgid "Translate" +msgstr "თარგმნა" + +msgid "Translating:" +msgstr "გადატანა:" + +msgid "Display Advanced..." +msgstr "დამატებით ჩვენება..." + +msgid "View Frame Time" +msgstr "კადრის დროის ნახვა" + +msgid "Preview disabled." +msgstr "მინიატურა გამორთულია." + +msgid "Front View" +msgstr "წინა ხედი" + +msgid "Focus Selection" +msgstr "ფოკუსის არჩევა" + +msgid "Transform" +msgstr "ტრასფორმირება" + +msgid "View Grid" +msgstr "ბადის ნახვა" + +msgid "Snap Settings" +msgstr "მიბმის მორგება" + +msgid "Pre" +msgstr "პრე" + +msgid "Post" +msgstr "პოსტი" + +msgid "Sun Direction" +msgstr "მზის მიმართულება" + +msgid "Angular Altitude" +msgstr "ადგილის კუთხე" + +msgid "Azimuth" +msgstr "აზიმუტი" + +msgid "Sun Color" +msgstr "მზის ფერი" + +msgid "Preview Environment" +msgstr "გარემოს გადახედვა" + +msgid "Sky Color" +msgstr "ცის ფერი" + +msgid "Ground Color" +msgstr "მიწის ფერი" + +msgid "Glow" +msgstr "ნათება" + +msgid "Post Process" +msgstr "პოსტ-პროცესი" + +msgid "Delete Point" +msgstr "წერტილის წაშლა" + +msgid "UV" +msgstr "ულტრაიისფერი გამოსხივება" + +msgid "Points" +msgstr "წერტილები" + +msgid "Bones" +msgstr "ძვლები" + +msgid "Radius:" +msgstr "რადიუსი:" + +msgid "Snap" +msgstr "მიბმა" + +msgid "Enable Snap" +msgstr "მიმაგრების ჩართვა" + +msgid "Show Grid" +msgstr "ბადის ჩვენება" + +msgid "Add Resource" +msgstr "რესურსის დამატება" + +msgid "Delete Resource" +msgstr "რესურსის წაშლა" + +msgid "Clear Recent Files" +msgstr "ბოლო ფაილების გასუფთავება" + +msgid "Error while saving theme." +msgstr "თემის შენახვის შეცდომა." + +msgid "Error Saving" +msgstr "შენახვის შეცდომა" + +msgid "Error Importing" +msgstr "შემოტანის შეცდომა" + +msgid "Save File As..." +msgstr "ფაილის შენახვა როგორც..." + +msgid "Import Theme" +msgstr "თემის შემოტანა" + +msgid "Save Theme As..." +msgstr "თემის შენახვა, როგორც..." + +msgid "Find Next" +msgstr "მომდევნოს მოძებნა" + +msgid "Find Previous" +msgstr "წინანდელის ძიება" + +msgid "Next Script" +msgstr "შემდეგი სკრიპტი" + +msgid "Previous Script" +msgstr "წინა სკრიპტი" + +msgid "Open..." +msgstr "გახსნა..." + +msgid "Save All" +msgstr "ყველას შენახვა" + +msgid "Theme" +msgstr "თემა" + +msgid "Import Theme..." +msgstr "თემის შემოტანა.." + +msgid "Reload Theme" +msgstr "თემის გადატვირთვა" + +msgid "Close All" +msgstr "ყველას დახურვა" + +msgid "Run" +msgstr "სირბილი" + +msgid "Discard" +msgstr "მოცილება" + +msgid "Search Results" +msgstr "ძებნს შედეგები" + +msgid "Standard" +msgstr "სტანდარტული" + +msgid "Plain Text" +msgstr "უბრალო ტექსტი" + +msgid "JSON" +msgstr "JSON" + +msgid "Target" +msgstr "სამიზნე" + +msgid "" +"Missing connected method '%s' for signal '%s' from node '%s' to node '%s'." +msgstr "" +"აკლია მიერთების მეთოდი '%s' სიგნალისთვის '%s' კვანძიდან '%s' კვანძამდე '%s'." + +msgid "Line" +msgstr "ხაზი" + +msgid "Pick Color" +msgstr "აირჩიეთ ფერი" + +msgid "Indentation" +msgstr "სწორება" + +msgid "Uppercase" +msgstr "მაღალირეგისტრი" + +msgid "Lowercase" +msgstr "პატარა სიმბოლოები" + +msgid "Capitalize" +msgstr "მაღალ რეგისტრში გადაყვანა" + +msgid "Bookmarks" +msgstr "სანიშნეები" + +msgid "Delete Line" +msgstr "ხაზის წაშლა" + +msgid "Unindent" +msgstr "შეწევის გაუქმება" + +msgid "Toggle Comment" +msgstr "კომენტარის გადართვა" + +msgid "Auto Indent" +msgstr "ავტომატური სწორება" + +msgid "Replace in Files..." +msgstr "ფაილებში ჩანაცვლება..." + +msgid "Contextual Help" +msgstr "კონტექსტური დახმარება" + +msgid "Toggle Bookmark" +msgstr "სანიშნის გადართვა" + +msgid "Go to Next Bookmark" +msgstr "შემდეგ სანიშნზე გადასვლა" + +msgid "Go to Previous Bookmark" +msgstr "წინა სანიშნზე გადასვლა" + +msgid "Remove All Bookmarks" +msgstr "ყველა სანიშნის წაშლა" + +msgid "Go to Function..." +msgstr "ფუნქციაზე გადასვლა..." + +msgid "Go to Line..." +msgstr "ხაზზე გადასვლა..." + +msgid "Toggle Breakpoint" +msgstr "გამართვის წერტილის გადართვა" + +msgid "New Shader Include" +msgstr "ახალი ჩასასმელი შეიდერი" + +msgid "Save File As" +msgstr "ფაილის შენახვა, როგორც" + +msgid "Close File" +msgstr "ფაილის დახურვა" + +msgid "Reset to Rest Pose" +msgstr "მოსვენების პოზაში დაბრუნება" + +msgid "Set Bone Rest" +msgstr "ძვლის მოსვენების დაყენება" + +msgid "Export Skeleton Profile As..." +msgstr "ჩონჩხის პროფილის გატანა, როგორც..." + +msgid "Reset All Bone Poses" +msgstr "ყველა ძვლის პოზის დაბრუნება" + +msgid "Reset Selected Poses" +msgstr "მონიშნული პოზების დაბრუნება" + +msgid "Insert key of all bone poses." +msgstr "ყველა ძვლს პოზის გასაღების ჩასმა." + +msgid "Sprite2D is empty!" +msgstr "Sprite2D ცარიელია!" + +msgid "Simplification:" +msgstr "გამარტივება:" + +msgid "Update Preview" +msgstr "მინიატურის განახლება" + +msgid "Add Frame" +msgstr "კადრის დამატება" + +msgid "Animations:" +msgstr "ანიმაციები:" + +msgid "Animation Speed" +msgstr "ანიმაციის სიჩქარე" + +msgid "Filter Animations" +msgstr "ანიმაციების ფილტრი" + +msgid "Animation Frames:" +msgstr "ანიმაციის კადრები:" + +msgid "Frame Duration:" +msgstr "ჩარჩოს ხანგრძლივობა:" + +msgid "Zoom Reset" +msgstr "გადიდების გაუქმება" + +msgid "Add frame from file" +msgstr "კადრის დამატება ფაილიდან" + +msgid "Left to Right, Top to Bottom" +msgstr "მარცხნიდან მარჯვნივ, ზემოდან ქვემოთ" + +msgid "Left to Right, Bottom to Top" +msgstr "მარცხნიდან მარჯვნივ, ქვემოდან ზემოთ" + +msgid "Right to Left, Top to Bottom" +msgstr "მარჯვნიდან მარცხნივ, ზევიდან ქვემოთ" + +msgid "Right to Left, Bottom to Top" +msgstr "მარჯვნიდან მარცხნივ, ქვემოდან ზემოთ" + +msgid "Top to Bottom, Left to Right" +msgstr "ზემოდან ქვემოთ, მარცხნიდან მარჯვნივ" + +msgid "Top to Bottom, Right to Left" +msgstr "ზემოდან ქვემოთ, მარჯვნიდან მარცხნივ" + +msgid "Bottom to Top, Left to Right" +msgstr "ქვემოდან ზემოთ, მარცხნიდან მარჯვნივ" + +msgid "Bottom to Top, Right to Left" +msgstr "ქვემოდან ზემოთ, მარჯვნიდან მარცხნივ" + +msgid "Select None" +msgstr "მონიშვნის მოხსნა" + +msgid "Horizontal" +msgstr "ჰორიზონტალური" + +msgid "Vertical" +msgstr "ვერტიკალური" + +msgid "Separation" +msgstr "გაცალკევება" + +msgid "Offset" +msgstr "წანაცვლება" + +msgid "%s Mipmaps" +msgstr "%s MIP ტექსტურა" + +msgid "Separation:" +msgstr "გაცალკევება:" + +msgid "1 color" +msgid_plural "{num} colors" +msgstr[0] "1 ფერი" +msgstr[1] "{num} ფერი" + +msgid "1 constant" +msgid_plural "{num} constants" +msgstr[0] "1 მუდმივა" +msgstr[1] "{num} მუდმივა" + +msgid "No constants found." +msgstr "მუდმივები აღმოჩენილი არაა." + +msgid "No font sizes found." +msgstr "ფონტის ზომები ვერ ვიპოვე." + +msgid "Importing Theme Items" +msgstr "თემის ელემენტების შემოტანა" + +msgid "Finalizing" +msgstr "დასრულება" + +msgid "Import Theme Items" +msgstr "თემის ელემენტების შემოტანა" + +msgid "Select all visible font size items." +msgstr "ყველა ხილული ფონტის ზომის ელემენტების მონიშვნა." + +msgid "Deselect all visible font size items." +msgstr "ყველა ხილული ფონტის ზომის ელემენტის მონიშვნის მოხსნა." + +msgid "Collapse types." +msgstr "ტიპების ჩაკეცვა." + +msgid "Select all Theme items." +msgstr "ყველა თემის ელემენტის მონიშვნა." + +msgid "Deselect All" +msgstr "მონიშვნის მოხსნა" + +msgid "Import Selected" +msgstr "მონიშნულის შემოტანა" + +msgid "Remove All Color Items" +msgstr "ყველა ფერის წაშლა" + +msgid "Rename Item" +msgstr "ჩანაწერის სახელის გადარქმევა" + +msgid "Remove All Font Items" +msgstr "ყველა ფონტის წაშლა" + +msgid "Remove All Font Size Items" +msgstr "ყველა ფონტის ზომის წაშლა" + +msgid "Create Theme Item" +msgstr "თემის ელემენტის შექმნა" + +msgid "Remove Data Type Items From Theme" +msgstr "თემიდან მონაცემის ტიპის ელემენტების წაშლა" + +msgid "Add Color Item" +msgstr "ფერის დამატება" + +msgid "Add Font Item" +msgstr "ფონტის დამატება" + +msgid "Add Font Size Item" +msgstr "ფონტის ზომის დამატება" + +msgid "Add Icon Item" +msgstr "ხატულას დამატება" + +msgid "Types:" +msgstr "ტიპები:" + +msgid "Remove Items:" +msgstr "ელემენტების წაშლა:" + +msgid "Default Theme" +msgstr "ნაგულისხმები თემა" + +msgid "Available Node-based types:" +msgstr "ხელმისაწვდომი კვანძზე-ბაზირებული ტიპები:" + +msgid "Type name is empty!" +msgstr "ტიპის სახელი ცარიელია!" + +msgid "Override Theme Item" +msgstr "თემის ელემენტის გადაფარვა" + +msgid "Set Variation Base Type" +msgstr "ვარიაციის საბაზისო ტიპის დაყენება" + +msgid "Set Base Type" +msgstr "საბაზისო ტიპის დაყენება" + +msgid "Base Type" +msgstr "საბაზისო ტიპი" + +msgid "Theme:" +msgstr "თემა:" + +msgid "Item" +msgstr "ელემენტი" + +msgid "Submenu" +msgstr "ქვემენიუ" + +msgid "Has" +msgstr "ჰასი" + +msgid "Many" +msgstr "ბევრი" + +msgid "Tab 1" +msgstr "ჩანართი 1" + +msgid "Tab 2" +msgstr "ჩანართი 2" + +msgid "Subtree" +msgstr "ქვეხე" + +msgid "Merge" +msgstr "_შერწყმა" + +msgid "Base Tiles" +msgstr "საბაზისო ფილები" + +msgid "Flip Polygons Horizontally" +msgstr "მრავალკუთხედების ჰორიზონტალური გადაბრუნება" + +msgid "Add polygon tool" +msgstr "მრავალკუთხედის ხელსაწყოს დამატება" + +msgid "Reset to default tile shape" +msgstr "ნაგულისხმები ფილის ფიგურაზე დაბრუნება" + +msgid "Rotate Right" +msgstr "მარჯვნივ შებრუნება" + +msgid "Rotate Left" +msgstr "მარცხნივ შებრუნება" + +msgid "Flip Horizontally" +msgstr "ჰორიზონტალურად გადაბრუნება" + +msgid "Flip Vertically" +msgstr "ვერტიკალურად გადაბრუნება" + +msgid "Painting Tiles Property" +msgstr "ფილების თვისების დახატვა" + +msgid "Painting:" +msgstr "ხატვა:" + +msgid "Picker" +msgstr "არჩევი" + +msgid "Index: %d" +msgstr "ინდექსი: %d" + +msgid "Move tiles" +msgstr "ფილების გადაადგილება" + +msgid "Selection" +msgstr "მონიშვნა" + +msgid "Paint" +msgstr "დახატვა" + +msgid "Shift+Ctrl: Draw rectangle." +msgstr "Shift+Ctrl: მართკუთხედის დახატვა." + +msgctxt "Tool" +msgid "Line" +msgstr "ხაზი" + +msgid "Rect" +msgstr "მართკუთხედი" + +msgid "Eraser" +msgstr "საშლელი" + +msgid "Place Random Tile" +msgstr "შემთხვევითი ფილის მოთავსება" + +msgid "Tiles" +msgstr "ნაწილები" + +msgid "Patterns" +msgstr "შაბლონები" + +msgid "Delete All Tile Proxies" +msgstr "ყველა ფილის პროქსის წაშლა" + +msgid "Global actions:" +msgstr "გლობალური ქმედებები:" + +msgid "Atlas" +msgstr "ატლასი" + +msgid "Base Tile" +msgstr "საბაზისო ფილა" + +msgid "Rendering" +msgstr "რენდერი" + +msgid "Occlusion Layer %d" +msgstr "ფენა %d" + +msgid "Probability" +msgstr "ალბათობა" + +msgid "Physics" +msgstr "ფიზიკა" + +msgid "Physics Layer %d" +msgstr "ფიზიკური ფენა %d" + +msgid "Navigation Layer %d" +msgstr "ნავიგაციის ფენა %d" + +msgid "Custom Data %d" +msgstr "ხელით მითითებული მონაცემები %d" + +msgid "Remove tiles" +msgstr "ფილების წაშლა" + +msgid "Create tile alternatives" +msgstr "ფილის ალტერნატივების შექმნა" + +msgid "Setup" +msgstr "მორგება" + +msgid "Select tiles." +msgstr "აირჩიეთ ფილები." + +msgid "No tiles selected." +msgstr "ფილა არჩეული არაა." + +msgid "Paint Properties:" +msgstr "ხატვის თვისებები:" + +msgid "Create an Alternative Tile" +msgstr "ალტერნატიული ფილის შექმნა" + +msgid "Remove source" +msgstr "წყაროს წაშლა" + +msgid "Manage Tile Proxies" +msgstr "ფილის პროქსიების მართვა" + +msgid "Scenes collection properties:" +msgstr "სცენების კოლექციის თვისებები:" + +msgid "Tile properties:" +msgstr "ფილის თვისებები:" + +msgid "TileMap" +msgstr "ფილის რუკა" + +msgid "Commit" +msgstr "კომიტი" + +msgid "Open in editor" +msgstr "რედაქტორში გახსნა" + +msgid "Discard changes" +msgstr "ცვლილებების გაუქმება" + +msgid "Staged Changes" +msgstr "რიგში მყოფი ცვლილებები" + +msgid "Unstaged Changes" +msgstr "რიგიდან მოცილებული ცვლილებები" + +msgid "Commit:" +msgstr "კომიტი:" + +msgid "Subtitle:" +msgstr "სუბტიტრები:" + +msgid "Apply" +msgstr "გადატარება" + +msgid "Connect to VCS" +msgstr "VCS-სთან მიერთება" + +msgid "Remote Login" +msgstr "დაშორებული შესვლა" + +msgid "Detect new changes" +msgstr "ახალი ცვლილებების აღმოჩენა" + +msgid "Permanentally delete my changes" +msgstr "ჩემი ცვლილებების სამუდამოდ წაშლა" + +msgid "Stage all changes" +msgstr "ყველა ცვლილებების ინდექსირება" + +msgid "Commit Message" +msgstr "კომიტის კომენტარი" + +msgid "Commit Changes" +msgstr "ცვლილებების გადაცემა" + +msgid "Branches" +msgstr "ბრენჩები" + +msgid "Create New Branch" +msgstr "ახალი ბრენჩის შექმნა" + +msgid "Remove Branch" +msgstr "ბრენჩის წაშლა" + +msgid "Remotes" +msgstr "დაშორებულები" + +msgid "Create New Remote" +msgstr "ახალი დაშორებულის შექმნა" + +msgid "Remote Name" +msgstr "დაშორებულის სახელი" + +msgid "Remote URL" +msgstr "დაშორებული URL" + +msgid "Fetch" +msgstr "გამოთხოვა" + +msgid "Pull" +msgstr "მიღება" + +msgid "Push" +msgstr "გადაცემა" + +msgid "Force Push" +msgstr "ძალით დაპუშვა" + +msgid "Modified" +msgstr "შეიცვალა" + +msgid "Renamed" +msgstr "გადარქმეულია" + +msgid "Deleted" +msgstr "წაშლილია" + +msgid "Split" +msgstr "გაყოფა" + +msgid "Unified" +msgstr "გაერთიანებული" + +msgid "Add Input" +msgstr "შეყვანის დამატება" + +msgid "Add Output" +msgstr "გამოტანის დამატება" + +msgid "Float" +msgstr "მცურავი" + +msgid "Int" +msgstr "მთელი რიცხვი" + +msgid "Boolean" +msgstr "ბულევი" + +msgid "[default]" +msgstr "[ნაგულისხმები]" + +msgid "Add Input Port" +msgstr "შეყვანის პორტის დამატება" + +msgid "Add Output Port" +msgstr "გამოტანის პორტის დამატება" + +msgid "Change Input Port Type" +msgstr "შეყვანის პორტის ტიპის შეცვლა" + +msgid "Change Output Port Type" +msgstr "გამოტანის პორტის ტიპის შეცვლა" + +msgid "Expand Output Port" +msgstr "გამოტანს პორტის გაფართოება" + +msgid "Shrink Output Port" +msgstr "გამოტანის პორტის შემცირება" + +msgid "Resize VisualShader Node" +msgstr "VisualShader-ის კვანძის ზომის შეცვლა" + +msgid "Set Comment Node Description" +msgstr "კომენტარის კვანძის აღწერის დაყენება" + +msgid "Delete VisualShader Node" +msgstr "VisualShader-ის კვანძის წაშლა" + +msgid "Delete VisualShader Node(s)" +msgstr "VisualShader-ის კვანძ(ებ)ის წაშლა" + +msgid "Set Comment Description" +msgstr "კომენტარის აღწერის დაყენება" + +msgid "Paste VisualShader Node(s)" +msgstr "VisualShader-ის კვანძ(ებ)-ის ჩასმა" + +msgid "Cut VisualShader Node(s)" +msgstr "VisualShader-ის კვანძ(ებ)-ის ამოჭრა" + +msgid "Set Constant: %s" +msgstr "მუდმივის დაყენება: %s" + +msgid "Vertex" +msgstr "წვერო" + +msgid "Light" +msgstr "მსუბუქი" + +msgid "Process" +msgstr "პროცესი" + +msgid "Sky" +msgstr "ცა" + +msgid "Fog" +msgstr "ნისლი" + +msgid "Show generated shader code." +msgstr "გენერირებული შეიდერის კოდის ჩვენება." + +msgid "Generated Shader Code" +msgstr "გენერირებული შეიდერის კოდი" + +msgid "Add Node" +msgstr "კვანძის დამატება" + +msgid "High-end node" +msgstr "ხარისხიანი კვანძი" + +msgid "Create Shader Node" +msgstr "შეიდერის კვანძის შექმნა" + +msgid "Create Shader Varying" +msgstr "ცვლადი შეიდერის შექმნა" + +msgid "Color function." +msgstr "ფერის ფუნქცია." + +msgid "Grayscale function." +msgstr "ნაცრისფრის ფუნქცია." + +msgid "Sepia function." +msgstr "სეპიის ფუნქცია." + +msgid "Color constant." +msgstr "ფერის მუდმივა." + +msgid "Color parameter." +msgstr "ფერის პარამეტრი." + +msgid "Float function." +msgstr "მცურავი ფუნქცია." + +msgid "Float operator." +msgstr "მცურავი ოპერატორი." + +msgid "Integer function." +msgstr "მთელი რიცხვის ფუნქცია." + +msgid "Integer operator." +msgstr "მთელი რიცხვის ოპერატორი." + +msgid "Unsigned integer function." +msgstr "უნიშნო მთელი რიცხვის ფუნქცია." + +msgid "Scalar integer constant." +msgstr "სკალარული მთელი მუდმივა." + +msgid "Transform function." +msgstr "გარდაქმნის ფუნქცია." + +msgid "Transform operator." +msgstr "გარდაქმნის ოპერატორი." + +msgid "Sums two transforms." +msgstr "კრებს ორ გარდაქმნას." + +msgid "Divides two transforms." +msgstr "ყოფს ორ გარდაქმნას." + +msgid "Multiplies two transforms." +msgstr "ამრავლებს ორ გარდაქმნას." + +msgid "Subtracts two transforms." +msgstr "აკლებს ორ გარდაქმნას." + +msgid "Transform constant." +msgstr "გარდაქმნის მუდმივა." + +msgid "Transform parameter." +msgstr "გარდაქმნის პარამეტრი." + +msgid "Vector function." +msgstr "ვექტორული ფუნქცია." + +msgid "2D vector constant." +msgstr "2D ვექტორული მუდმივა." + +msgid "3D vector constant." +msgstr "3D ვექტორული მუდმივა." + +msgid "4D vector constant." +msgstr "4D ვექტორული მუდმივა." + +msgid "Edit Visual Property:" +msgstr "ვიზუალური თვისების ჩასწორება:" + +msgid "Bake VoxelGI" +msgstr "VoxelGI-ის გამოცხობა" + +msgid "Select path for VoxelGI Data File" +msgstr "აირჩიეთ ბილიკი VoxelGl-ის მონაცემები ფაილამდე" + +msgid "Imported Project" +msgstr "შემოტანილი პროექტი" + +msgid "Create New Project" +msgstr "ახალი პროექტის შექმნა" + +msgid "Project Name:" +msgstr "პროექტის სახელი:" + +msgid "Renderer:" +msgstr "რენდერერი:" + +msgid "Git" +msgstr "Git" + +msgid "Missing Project" +msgstr "აკლია პროექტი" + +msgid "Local" +msgstr "ლოკალური" + +msgctxt "Application" +msgid "Project Manager" +msgstr "პროექტის მმართველი" + +msgid "Loading, please wait..." +msgstr "იტვირთება. გთხოვთ, მოითმინოთ..." + +msgid "New Project" +msgstr "ახალი პროექტი" + +msgid "Import Project" +msgstr "პროექტის შემოტანა" + +msgid "Scan" +msgstr "სკანირება" + +msgid "Edit Project" +msgstr "პროექტის რედაქტირება" + +msgid "Manage Tags" +msgstr "ჭდეების მართვა" + +msgid "About" +msgstr "შესახებ" + +msgid "Restart Now" +msgstr "ახლა გადატვირთვა" + +msgid "Remove All" +msgstr "ყველას გამოერთება" + +msgid "Project Tags" +msgstr "პროექტის ჭდეები" + +msgid "All Tags" +msgstr "ყველა ჭდე" + +msgid "Create New Tag" +msgstr "ახალი ჭდის შექმნა" + +msgid "Delete Item" +msgstr "ჩანაწერის წაშლა" + +msgid "(All)" +msgstr "(ყველა)" + +msgid "Advanced Settings" +msgstr "დამატებითი პარამეტრები" + +msgid "Localization" +msgstr "ლოკალიზაცია" + +msgid "Plugins" +msgstr "დამატებები" + +msgid "Prefix:" +msgstr "პრეფიქსი:" + +msgid "Suffix:" +msgstr "სუფიქსი:" + +msgid "Advanced Options" +msgstr "დამატებითი პარამეტრები" + +msgid "Node name." +msgstr "კვანძის სახელი." + +msgid "Node type." +msgstr "კვანძის ტიპი." + +msgid "Current scene name." +msgstr "მიმდინარე სცენის სახელი." + +msgid "Root node name." +msgstr "ძირითადი კვანძის სახელი." + +msgid "Step" +msgstr "ბიჯი" + +msgid "Padding" +msgstr "შევსება" + +msgid "Style" +msgstr "სტილი" + +msgid "Case" +msgstr "რეგისტრი" + +msgid "Reset" +msgstr "დაბრუნება" + +msgid "Select new parent:" +msgstr "აირჩიეთ ახალი მშობელი:" + +msgid "Pick Root Node Type" +msgstr "აირჩიეთ ძირითადი კვანძის ტიპი" + +msgid "Pick" +msgstr "აირჩიეთ" + +msgid "Scene name is valid." +msgstr "სცენის სახელი სწორია." + +msgid "Scene name is empty." +msgstr "სცენის სახელი ცარიელია." + +msgid "File name invalid." +msgstr "ფაილის სახელი არასწორია." + +msgid "File already exists." +msgstr "ფაილი უკვე არსებობს." + +msgid "Root node valid." +msgstr "ძირითადი კვანძი სწორია." + +msgid "Root Type:" +msgstr "ფესვის ტიპი:" + +msgid "3D Scene" +msgstr "3D სცენა" + +msgid "User Interface" +msgstr "სამომხმარებლო ინტერფეისი" + +msgid "Scene Name:" +msgstr "სცენის სახელი:" + +msgid "Root Name:" +msgstr "ძირითადის სახელი:" + +msgid "Delete %d nodes and any children?" +msgstr "წავშალო %d კვანძი და ყველა შვილი?" + +msgid "Delete %d nodes?" +msgstr "წავშალო %d კვანძი?" + +msgid "Delete node \"%s\"?" +msgstr "წავშალო კვანძი \"%s\"?" + +msgid "Switch to Favorite Nodes" +msgstr "რჩეულ კვანძებზე გადართვა" + +msgid "Filters" +msgstr "ფილტრები" + +msgid "Filter by Type" +msgstr "ტიპით გაფილტვრა" + +msgid "Filter by Group" +msgstr "ჯგუფით გაფილტვრა" + +msgid "Selects all Nodes of the given type." +msgstr "მითითებული ტიპის ყველა კვანძის მონიშვნა." + +msgid " at %s" +msgstr "<უსახელო> მისამართზე %s" + +msgid "Reparent to New Node" +msgstr "მშობლოვის ახალ კვანძზე გადატანა" + +msgid "Add/Create a New Node." +msgstr "ახალი კვანის დამატება/შექმნა." + +msgid "Extra scene options." +msgstr "დამატებითი სცენის პარამეტრები." + +msgid "Remote" +msgstr "დაშორებული" + +msgid "Path is empty." +msgstr "ბილიკი ცარიელია." + +msgid "Filename is empty." +msgstr "ფაილის სახელი ცარიელია." + +msgid "Filename is invalid." +msgstr "ფაილის სახელია არასწორია." + +msgid "Template:" +msgstr "შაბლონი:" + +msgid "Open Script" +msgstr "სკრიპტის გახსნა" + +msgid "Inherit" +msgstr "მემკვიდრეობით" + +msgid "Will create a new script file." +msgstr "შეიქმნება ახალი სკრიპტის ფაილი." + +msgid "Using existing script file." +msgstr "გამოიყენება არსებული სკრიპტის ფაილი." + +msgid "Class Name:" +msgstr "კლასის სახელი:" + +msgid "Built-in Script:" +msgstr "ჩაშენებული სკრიპტი:" + +msgid "Error loading shader from %s" +msgstr "%s-დან შეიდერის ჩატვირთვა შეუძლებელია" + +msgid "Will create a new shader file." +msgstr "შეიქმენა ახალი შეიდერის ფაილი." + +msgid "Built-in Shader:" +msgstr "ჩაშენებული შეიდერი:" + +msgid "Create Shader" +msgstr "შეიდერის შექმნა" + +msgid "glTF 2.0 Scene..." +msgstr "glTF 2.0 სცენა..." + +msgid "Clear Selection" +msgstr "მონიშნულის გასუფთავება" + +msgid "Fill Selection" +msgstr "მონიშნულის შევსება" + +msgid "Filter Meshes" +msgstr "ბადეების ფილტრი" + +msgid "Class name must be a valid identifier" +msgstr "კლასის სახელი სწორ იდენტიფიკატორს უნდა წარმოადგენდეს" + +msgctxt "Network" +msgid "Down" +msgstr "ქვემოთ" + +msgctxt "Network" +msgid "Up" +msgstr "ჩართული" + +msgid "Config" +msgstr "კონფიგურაცია" + +msgid "Count" +msgstr "რაოდენობა" + +msgid "Replication" +msgstr "რეპლიკაცია" + +msgid "Not possible to add a new property to synchronize without a root." +msgstr "" +"ძირითადის გარეშე ახალი დასასინქრონიზებელი თვისების დამატება შეუძლებელია." + +msgid "Watch" +msgstr "ყურება" + +msgid "Set spawn property" +msgstr "თვისების დაყენება" + +msgid "Set sync property" +msgstr "სინქრონიზაციის თვისების დაყენება" + +msgid "Set watch property" +msgstr "ყურების თვისების დაყენება" + +msgid "Delete Property?" +msgstr "წავშალო თვისება?" + +msgid "Change Action Type" +msgstr "ქმედების ტიპის შეცვლა" + +msgid "Error saving file %s: %s" +msgstr "ფაილის (%s) შენახვის შეცდომა: %s" + +msgid "Error loading %s: %s." +msgstr "%s-ის ჩატვირთვის შეცდომა: %s." + +msgid "OpenXR Action map:" +msgstr "OpenXR ქმედების რუკა:" + +msgid "Action Map" +msgstr "ქმედების რუკა" + +msgid "Add an action set." +msgstr "ქმედებების ნაკრების დამატება." + +msgid "Add profile" +msgstr "პროფილის დამატება" + +msgid "Add action" +msgstr "ქმედების დამატება" + +msgid "Invalid package name:" +msgstr "არასწორი პაკეტის სახელი:" + +msgid "Uninstalling..." +msgstr "წაშლა..." + +msgid "Installing to device, please wait..." +msgstr "მოწყობილობაზე დაყენება. მოითმინეთ..." + +msgid "Code Signing" +msgstr "კოდის ხელმოწერა" + +msgid "Package not found: \"%s\"." +msgstr "პაკეტი ვერ ვიპოვე: \"%s\"." + +msgid "Adding files..." +msgstr "ფაილების დამატება..." + +msgid "Invalid Identifier:" +msgstr "არასწორი იდენტიფიკატორი:" + +msgid "Xcode Build" +msgstr "Xcode-ის აგება" + +msgid "Could not open file \"%s\"." +msgstr "ფაილის (\"%s\") გახსნა შეუძლებელია." + +msgid "Could not create console wrapper." +msgstr "კონსოლის გამშვების შექმნა შეუძლებელია." + +msgid "Failed to open executable file \"%s\"." +msgstr "გამშვების ფაილის \"%s\" გახსნის შეცდომა." + +msgid "Running..." +msgstr "გაშვება..." + +msgid "Exporting project..." +msgstr "მიმდინარეობს პროექტის გატანა..." + +msgid "Uploading archive..." +msgstr "არქივის ატვირთვა..." + +msgid "Uploading scripts..." +msgstr "სკრიპტების ატვირთვა..." + +msgid "Starting project..." +msgstr "პროექტის დაწყება..." + +msgid "Failed to process nested resources." +msgstr "ერთმანეთში ჩალაგებული რესურსების დამუშავების შეცდომა." + +msgid "Invalid bundle identifier:" +msgstr "არასწორი პაკეტის იდენტიფიკატორი:" + +msgid "Cannot sign file %s." +msgstr "ფაილის (%s) ხელმოწერის შეცდომა." + +msgid "PKG Creation" +msgstr "PKG-ის შექმნა" + +msgid "DMG Creation" +msgstr "DMG-ის შექმნა" + +msgid "Could not create directory: \"%s\"." +msgstr "საქაღალდის შექმნის შეცდომა: \"%s\"." + +msgid "Could not create directory \"%s\"." +msgstr "საქაღალდის (\"%s\") შექმნა შეუძლებელია." + +msgid "Could not created symlink \"%s\" -> \"%s\"." +msgstr "შეცდომა სიმბმულის \"%s\" -> \"%s\" შექმნსას." + +msgid "Entitlements Modified" +msgstr "დასახელებები შეიცვალა" + +msgid "Invalid export template: \"%s\"." +msgstr "არასწორი გატანის ნიმუში: \"%s\"." + +msgid "Error starting HTTP server: %d." +msgstr "HTTP სერვერის გაშვების შეცდომა: %d." + +msgid "Failed to rename temporary file \"%s\"." +msgstr "დროებითი ფაილის (\"%s\") სახელის გადარქმევის შეცდომა." + +msgid "Invalid icon file \"%s\"." +msgstr "არასწორი ხატულის ფაილი \"%s\"." + +msgid "rcedit failed to modify executable: %s." +msgstr "rcedit-ის შეცდომა გამშვები ფაილის შეცვლისას: %s." + +msgid "No identity found." +msgstr "Identity ვერ ვიპოვე." + +msgid "Signtool failed to sign executable: %s." +msgstr "Signtool-ის შეცდომა გამშვები ფაილის ხელმოწერისას: %s." + +msgid "Failed to remove temporary file \"%s\"." +msgstr "შეცდომა დროებითი ფაილის \"%s\" წაშლისას." + +msgid "Creating probes" +msgstr "ზონდების შექმნა" + +msgid "Preparing Environment" +msgstr "გარემოს მომზადება" + +msgid "Animation not found: '%s'" +msgstr "ანიმაცია ვერ ვიპოვე: '%s'" + +msgid "Invalid animation: '%s'." +msgstr "არასწორი ანიმაცია: '%s'." + +msgid "Nothing connected to input '%s' of node '%s'." +msgstr "არაფერია შეერთებული შეყვანაში '%s' კვანძისთვის '%s'." + +msgid "Arrange nodes." +msgstr "კვანძების დალაგება." + +msgid "Auto-Detect Direction" +msgstr "მიმართულების ავტომატური დადგენა" + +msgid "Left-to-Right" +msgstr "მარცხნიდან-მარჯვნივ" + +msgid "Right-to-Left" +msgstr "მარჯვნიდან-მარცხნივ" + +msgid "Cannot open font from file: %s." +msgstr "ფაილიდან ფონტის გახსნის შეცდომა: %s." + +msgid "Default Color" +msgstr "ნაგულისხმები ფერი" + +msgid "Repeat" +msgstr "გამეორება" + +msgid "2D Mode" +msgstr "2D რეჟიმი" + +msgid "Invalid assignment of '%s' to '%s'." +msgstr "'%s'-ის '%s'-ზე მინიჭება არასწორია." + +msgid "Cannot convert from '%s' to '%s'." +msgstr "'%s'-დან '%s'-ში გადაყვანს შეცდომა." + +msgid "No matching constructor found for: '%s'." +msgstr "შესაბამისი კონსტრუქტორი ვერ ვიპოვე: '%s'." + +msgid "Expected a function name." +msgstr "მოველოდი ფუნქციის სახელს." + +msgid "No matching function found for: '%s'." +msgstr "შესაფერისი ფუნქცია ვერ ვიპოვე: '%s'." + +msgid "Invalid token for the operator: '%s'." +msgstr "არასწორი კოდი ოპერატორისთვის: '%s'." + +msgid "Invalid arguments to unary operator '%s': %s." +msgstr "არასწორი არგუმენტები უნარული ოპერატორისთვის '%s': %s." + +msgid "Invalid argument to ternary operator: '%s'." +msgstr "არასწორი არგუმენტი ტერნარული ოპერატორისთვის: '%s'." + +msgid "Invalid arguments to operator '%s': '%s'." +msgstr "არასწორი არგუმენტები ოპერატორისთვის '%s': '%s'." + +msgid "Duplicated case label: %d." +msgstr "დუბლირებული არჩევანის ჭდე: %d." + +msgid "Invalid shader type. Valid types are: %s" +msgstr "არასწორი შეიდერის ტიპი. სწორი ტიპებია: %s" + +msgid "Duplicated render mode: '%s'." +msgstr "დუბლირებული რენდერის რეჟიმი: '%s'." + +msgid "Invalid render mode: '%s'." +msgstr "არასწორი რენდერის რეჟიმი: '%s'." + +msgid "Unexpected token: '%s'." +msgstr "მოულოდნელი კოდი: '%s'." + +msgid "Duplicated filter mode: '%s'." +msgstr "დუბლირებული ფილტრაციის რჟიმი: '%s'." + +msgid "Duplicated repeat mode: '%s'." +msgstr "დუბლირებული გამეორების რეჟიმი: '%s'." + +msgid "Expected a '{' to begin function." +msgstr "ფუნქციის დასაწყისთან '{'-ს მოველოდი." + +msgid "Expected a '%s' or '%s'." +msgstr "მოველოდი '%s'-ს ან '%s'-ს." + +msgid "Expected a '%s' after '%s'." +msgstr "მოველოდი '%s'-ს '%s'-ის შემდეგ." + +msgid "Redefinition of '%s'." +msgstr "%s მეორედაა აღწერილი." + +msgid "Missing condition." +msgstr "პირობა მითითებული არაა." + +msgid "Unmatched else." +msgstr "სხვა დამთხვევების გარეშე." diff --git a/editor/translations/editor/ko.po b/editor/translations/editor/ko.po index f15fa4bbd1c..c7e744d9999 100644 --- a/editor/translations/editor/ko.po +++ b/editor/translations/editor/ko.po @@ -57,10 +57,10 @@ msgstr "" "Project-Id-Version: Godot Engine editor interface\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2023-07-05 13:48+0000\n" -"Last-Translator: nulta \n" -"Language-Team: Korean \n" +"PO-Revision-Date: 2023-07-31 18:39+0000\n" +"Last-Translator: 이정희 \n" +"Language-Team: Korean \n" "Language: ko\n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" @@ -164,9 +164,6 @@ msgstr "뒤로, 소니 셀렉트, 엑스박스 뒤로, 닌텐도 -" msgid "Guide, Sony PS, Xbox Home" msgstr "가이드, 소니 PS, Xbox 홈" -msgid "Start, Nintendo +" -msgstr "시작, 닌텐도 +" - msgid "Left Stick, Sony L3, Xbox L/LS" msgstr "왼쪽 스틱, 소니 L3, Xbox L/LS" @@ -477,8 +474,7 @@ msgid "" "Invalid action name. It cannot be empty nor contain '/', ':', '=', '\\' or " "'\"'" msgstr "" -"잘못된 액션 이름. 공백이거나, '/' , ':', '=', '\\', '\"' 를 포함하면 안 됩니" -"다" +"잘못된 액션 이름. 공백이거나, '/' , ':', '=', '\\', '\"' 를 포함하면 안 됩니다" msgid "An action with the name '%s' already exists." msgstr "이름 '%s'을(를) 가진 액션이 이미 있습니다." @@ -613,8 +609,7 @@ msgid "Change Animation Loop" msgstr "애니메이션 루프 바꾸기" msgid "Can't change loop mode on animation instanced from imported scene." -msgstr "" -"가져온 씬에서 인스턴스화된 애니메이션의 루프 모드를 변경할 수 없습니다." +msgstr "가져온 씬에서 인스턴스화된 애니메이션의 루프 모드를 변경할 수 없습니다." msgid "Can't change loop mode on animation embedded in another scene." msgstr "다른 장면에 임베드된 애니메이션의 루프 모드를 변경할 수 없습니다." @@ -806,8 +801,8 @@ msgid "" "Compressed tracks can't be edited or removed. Re-import the animation with " "compression disabled in order to edit." msgstr "" -"압축된 트랙은 편집하거나 제거할 수 없습니다. 편집하려면 압축을 비활성화한 상" -"태로 애니메이션을 다시 가져옵니다." +"압축된 트랙은 편집하거나 제거할 수 없습니다. 편집하려면 압축을 비활성화한 상태" +"로 애니메이션을 다시 가져옵니다." msgid "Remove Anim Track" msgstr "애니메이션 트랙 제거" @@ -1318,8 +1313,8 @@ msgstr "지연" msgid "" "Defers the signal, storing it in a queue and only firing it at idle time." msgstr "" -"시그널을 지연합니다. 지연된 시그널은 큐에 보관되었다가 대기 상태가 되면 발생" -"됩니다." +"시그널을 지연합니다. 지연된 시그널은 큐에 보관되었다가 대기 상태가 되면 발생됩" +"니다." msgid "One Shot" msgstr "원샷" @@ -1533,8 +1528,8 @@ msgstr "" "포괄적: 이 함수에 의해 호출된 다른 함수로부터 시간을 포함합니다.\n" "이를 사용하여 병목 현상을 찾아냅니다.\n" "\n" -"자체: 해당 함수에 의해 호출된 다른 함수에서가 아닌, 함수 자체에서 보낸 시간" -"만 계산합니다.\n" +"자체: 해당 함수에 의해 호출된 다른 함수에서가 아닌, 함수 자체에서 보낸 시간만 " +"계산합니다.\n" "이를 사용하여 최적화할 개별 함수를 찾습니다." msgid "Frame #:" @@ -1755,19 +1750,18 @@ msgstr "경로 '%s' 및 로케일 '%s'에 대한 현지화 리맵핑입니다." msgid "" "Remove the selected files from the project? (Cannot be undone.)\n" -"Depending on your filesystem configuration, the files will either be moved " -"to the system trash or deleted permanently." +"Depending on your filesystem configuration, the files will either be moved to " +"the system trash or deleted permanently." msgstr "" "프로젝트에서 선택된 파일을 제거하시겠습니까? (되돌릴 수 없습니다.)\n" -"파일시스템 구성에 따라, 파일은 시스템 휴지동으로 이동되거나 완전히 삭제됩니" -"다." +"파일시스템 구성에 따라, 파일은 시스템 휴지동으로 이동되거나 완전히 삭제됩니다." msgid "" "The files being removed are required by other resources in order for them to " "work.\n" "Remove them anyway? (Cannot be undone.)\n" -"Depending on your filesystem configuration, the files will either be moved " -"to the system trash or deleted permanently." +"Depending on your filesystem configuration, the files will either be moved to " +"the system trash or deleted permanently." msgstr "" "제거하려는 파일은 다른 리소스가 동작하기 위해 필요합니다.\n" "무시하고 제거하시겠습니까? (되돌릴 수 없습니다.)\n" @@ -1897,13 +1891,13 @@ msgstr "제 3자 라이선스" msgid "" "Godot Engine relies on a number of third-party free and open source " -"libraries, all compatible with the terms of its MIT license. The following " -"is an exhaustive list of all such third-party components with their " -"respective copyright statements and license terms." +"libraries, all compatible with the terms of its MIT license. The following is " +"an exhaustive list of all such third-party components with their respective " +"copyright statements and license terms." msgstr "" "Godot Engine은 MIT 라이선스와 호환되는 수많은 제 3자 자유 오픈소스 라이브러리" -"에 의존합니다. 다음은 그러한 제 3자 구성 요소의 전체 목록과 이에 대응하는 저" -"작권 선언문 및 라이선스입니다." +"에 의존합니다. 다음은 그러한 제 3자 구성 요소의 전체 목록과 이에 대응하는 저작" +"권 선언문 및 라이선스입니다." msgid "All Components" msgstr "모든 구성 요소" @@ -2206,11 +2200,9 @@ msgid "" "RenderingDevice based rendering (if disabled, the OpenGL back-end is " "required)." msgstr "" -"RenderingDevice 기반 렌더링입니다. 비활성화된 경우 OpenGL 백엔드가 필요합니" -"다." +"RenderingDevice 기반 렌더링입니다. 비활성화된 경우 OpenGL 백엔드가 필요합니다." -msgid "" -"OpenGL back-end (if disabled, the RenderingDevice back-end is required)." +msgid "OpenGL back-end (if disabled, the RenderingDevice back-end is required)." msgstr "" "OpenGL 백엔드입니다. 비활성화된 경우 RenderingDevice 백엔드가 필요합니다." @@ -2242,11 +2234,11 @@ msgid "WOFF2 font format support using FreeType and Brotli libraries." msgstr "FreeType 및 Brotli 라이브러리를 사용하여 WOFF2 글꼴 형식을 지원합니다." msgid "" -"SIL Graphite smart font technology support (supported by Advanced Text " -"Server only)." +"SIL Graphite smart font technology support (supported by Advanced Text Server " +"only)." msgstr "" -"SIL Graphite 스마트 글꼴 기술을 지원합니다. 고급 텍스트 서버에서만 사용 가능" -"합니다." +"SIL Graphite 스마트 글꼴 기술을 지원합니다. 고급 텍스트 서버에서만 사용 가능합" +"니다." msgid "" "Multi-channel signed distance field font rendering support using msdfgen " @@ -2371,8 +2363,7 @@ msgid "Allows editing the node hierarchy in the Scene dock." msgstr "씬 독에서 노드 계층 구조를 편집할 수 있습니다." msgid "" -"Allows to work with signals and groups of the node selected in the Scene " -"dock." +"Allows to work with signals and groups of the node selected in the Scene dock." msgstr "씬 독에서 선택된 노드의 시그널과 그룹을 조작할 수 있습니다." msgid "Allows to browse the local file system via a dedicated dock." @@ -2425,8 +2416,7 @@ msgid "Main Features:" msgstr "주요 기능:" msgid "" -"Profile '%s' already exists. Remove it first before importing, import " -"aborted." +"Profile '%s' already exists. Remove it first before importing, import aborted." msgstr "" "프로필 '%s'이(가) 이미 있습니다. 가져오기 전에 이미 있는 프로필을 먼저 제거하" "세요. 가져오기를 중단합니다." @@ -2565,8 +2555,8 @@ msgstr "상속한 클래스:" msgid "" "This class is marked as deprecated. It will be removed in future versions." msgstr "" -"이 클래스는 더 이상 사용되지 않는 것으로 표시되어 있습니다. 향후 버전에서 제" -"거될 예정입니다." +"이 클래스는 더 이상 사용되지 않는 것으로 표시되어 있습니다. 향후 버전에서 제거" +"될 예정입니다." msgid "" "This class is marked as experimental. It is subject to likely change or " @@ -2585,8 +2575,8 @@ msgid "" "There is currently no description for this class. Please help us by " "[color=$color][url=$url]contributing one[/url][/color]!" msgstr "" -"현재 이 클래스의 설명이 없습니다. [color=$color][url=$url]관련 정보를 기여하" -"여[/url][/color] 개선할 수 있도록 도와주세요!" +"현재 이 클래스의 설명이 없습니다. [color=$color][url=$url]관련 정보를 기여하여" +"[/url][/color] 개선할 수 있도록 도와주세요!" msgid "Online Tutorials" msgstr "온라인 튜토리얼" @@ -2643,8 +2633,8 @@ msgid "" "There is currently no description for this annotation. Please help us by " "[color=$color][url=$url]contributing one[/url][/color]!" msgstr "" -"현재 이 어노테이션의 설명이 없습니다. [color=$color][url=$url]관련 정보를 기" -"여하여[/url][/color] 개선할 수 있도록 도와주세요!" +"현재 이 어노테이션의 설명이 없습니다. [color=$color][url=$url]관련 정보를 기여" +"하여[/url][/color] 개선할 수 있도록 도와주세요!" msgid "Property Descriptions" msgstr "속성 설명" @@ -2659,8 +2649,8 @@ msgid "" "There is currently no description for this property. Please help us by " "[color=$color][url=$url]contributing one[/url][/color]!" msgstr "" -"현재 이 속성의 설명이 없습니다. [color=$color][url=$url]관련 정보를 기여하여" -"[/url][/color] 개선할 수 있도록 도와주세요!" +"현재 이 속성의 설명이 없습니다. [color=$color][url=$url]관련 정보를 기여하여[/" +"url][/color] 개선할 수 있도록 도와주세요!" msgid "Constructor Descriptions" msgstr "생성자 설명" @@ -2758,8 +2748,7 @@ msgstr "값 고정" msgid "Pin Value [Disabled because '%s' is editor-only]" msgstr "값 고정 ['%s'이(가) 에디터 전용이므로 비활성화됨]" -msgid "" -"Pinning a value forces it to be saved even if it's equal to the default." +msgid "Pinning a value forces it to be saved even if it's equal to the default." msgstr "값을 고정하면 값이 기본값과 같더라도 강제로 저장됩니다." msgid "Open Documentation" @@ -3001,8 +2990,8 @@ msgid "" "This resource can't be saved because it was imported from another file. Make " "it unique first." msgstr "" -"이 리소스는 다른 파일에서 가져왔기 때문에 저장할 수 없습니다. 저장하기 전에 " -"먼저 리소스를 유일하게 만드세요." +"이 리소스는 다른 파일에서 가져왔기 때문에 저장할 수 없습니다. 저장하기 전에 먼" +"저 리소스를 유일하게 만드세요." msgid "Save Resource As..." msgstr "리소스를 다른 이름으로 저장..." @@ -3026,9 +3015,6 @@ msgstr "'%s' 구문 분석 중 오류가 발생했습니다." msgid "Scene file '%s' appears to be invalid/corrupt." msgstr "씬 파일 '%s'이(가) 잘못되었거나 손상된 것 같습니다." -msgid "Missing file '%s' or one its dependencies." -msgstr "파일 '%s' 또는 이것의 종속 항목이 누락되어 있습니다." - msgid "Error while loading file '%s'." msgstr "파일 '%s'을(를) 불러오는 중 오류가 발생했습니다." @@ -3089,8 +3075,8 @@ msgid "" "option and delete the Default layout." msgstr "" "디폴트 에디터 레이아웃이 덮어 쓰여져 있습니다.\n" -"디폴트 레이아웃을 원래 설정으로 복원하려면, 레이아웃 삭제 옵션을 사용하여 디" -"폴트 레이아웃을 삭제하세요." +"디폴트 레이아웃을 원래 설정으로 복원하려면, 레이아웃 삭제 옵션을 사용하여 디폴" +"트 레이아웃을 삭제하세요." msgid "Layout name not found!" msgstr "레이아웃 이름을 찾을 수 없습니다!" @@ -3157,8 +3143,8 @@ msgid "%s no longer exists! Please specify a new save location." msgstr "%s은(는) 더 이상 존재하지 않습니다! 새 저장 위치를 지정해 주세요." msgid "" -"The current scene has no root node, but %d modified external resource(s) " -"were saved anyway." +"The current scene has no root node, but %d modified external resource(s) were " +"saved anyway." msgstr "" "현재 씬에는 루트 노드가 없지만, 그래도 수정된 외부 리소스 %d개가 저장되었습니" "다." @@ -3167,8 +3153,8 @@ msgid "" "A root node is required to save the scene. You can add a root node using the " "Scene tree dock." msgstr "" -"씬을 저장하려면 루트 노드가 필요합니다. 씬 트리 독을 사용하여 루트 노드를 추" -"가할 수 있습니다." +"씬을 저장하려면 루트 노드가 필요합니다. 씬 트리 독을 사용하여 루트 노드를 추가" +"할 수 있습니다." msgid "Save Scene As..." msgstr "씬을 다른 이름으로 저장..." @@ -3273,8 +3259,8 @@ msgid "" "error in that script.\n" "Disabling the addon at '%s' to prevent further errors." msgstr "" -"다음 경로에서 애드온 스크립트를 불러올 수 없음: '%s' 해당 스크립트의 코드에 " -"오류가 있는 것 같습니다.\n" +"다음 경로에서 애드온 스크립트를 불러올 수 없음: '%s' 해당 스크립트의 코드에 오" +"류가 있는 것 같습니다.\n" "추가 오류를 방지하려면 '%s'에서 애드온을 비활성화하세요." msgid "" @@ -3285,8 +3271,8 @@ msgstr "" msgid "Unable to load addon script from path: '%s' Script is not in tool mode." msgstr "" -"다음 경로에서 애드온 스크립트를 불러올 수 없음: '%s' 스크립트가 tool 모드가 " -"아닙니다." +"다음 경로에서 애드온 스크립트를 불러올 수 없음: '%s' 스크립트가 tool 모드가 아" +"닙니다." msgid "" "Scene '%s' was automatically imported, so it can't be modified.\n" @@ -3296,8 +3282,8 @@ msgstr "" "이 씬을 편집하려면 새로운 상속 씬을 만들어야 합니다." msgid "" -"Error loading scene, it must be inside the project path. Use 'Import' to " -"open the scene, then save it inside the project path." +"Error loading scene, it must be inside the project path. Use 'Import' to open " +"the scene, then save it inside the project path." msgstr "" "씬을 불러오는 중 오류가 발생했습니다. 씬은 프로젝트 경로 안에 있어야 합니다. " "'가져오기'를 사용해서 씬을 열고, 그 씬을 프로젝트 경로 안에 저장하세요." @@ -3633,9 +3619,8 @@ msgid "" "source template to \"res://android/build\".\n" "You can then apply modifications and build your own custom APK on export " "(adding modules, changing the AndroidManifest.xml, etc.).\n" -"Note that in order to make gradle builds instead of using pre-built APKs, " -"the \"Use Gradle Build\" option should be enabled in the Android export " -"preset." +"Note that in order to make gradle builds instead of using pre-built APKs, the " +"\"Use Gradle Build\" option should be enabled in the Android export preset." msgstr "" "\"res://android/build\"에 소스 템플릿을 설치해서 프로젝트를 Gradle Android 빌" "드에 맞게 설정합니다.\n" @@ -3794,10 +3779,10 @@ msgid "" "determined uniquely, but the result of Quaternion->Euler can be multi-" "existent." msgstr "" -"임시 오일러는 원래 값으로 오브젝트에 저장되지 않습니다. 대신 되돌릴 수 없는 " -"변환을 통해 쿼터니언으로 저장됩니다.\n" -"이는 오일러->쿼터니언의 결과는 고유하게 결정될 수 있지만, 쿼터니언-> 오일러" -"의 결과는 다중 존재할 수 있기 때문입니다." +"임시 오일러는 원래 값으로 오브젝트에 저장되지 않습니다. 대신 되돌릴 수 없는 변" +"환을 통해 쿼터니언으로 저장됩니다.\n" +"이는 오일러->쿼터니언의 결과는 고유하게 결정될 수 있지만, 쿼터니언-> 오일러의 " +"결과는 다중 존재할 수 있기 때문입니다." msgid "Assign..." msgstr "지정..." @@ -3816,8 +3801,8 @@ msgstr "" "리소스가 씬에 속해 있어야 합니다." msgid "" -"Can't create a ViewportTexture on this resource because it's not set as " -"local to scene.\n" +"Can't create a ViewportTexture on this resource because it's not set as local " +"to scene.\n" "Please switch on the 'local to scene' property on it (and all resources " "containing it up to a node)." msgstr "" @@ -3872,8 +3857,8 @@ msgid "Lock/Unlock Component Ratio" msgstr "성분 간 비율 잠금 설정/해제" msgid "" -"The selected resource (%s) does not match any type expected for this " -"property (%s)." +"The selected resource (%s) does not match any type expected for this property " +"(%s)." msgstr "선택한 리소스(%s)가 이 속성(%s)에 적합한 모든 타입에 맞지 않습니다." msgid "Quick Load" @@ -3930,8 +3915,8 @@ msgstr "이미 편집된 씬이 있습니다." msgid "" "Couldn't run editor script, did you forget to override the '_run' method?" msgstr "" -"에디터 스크립트를 실행할 수 없습니다. '_run' 메서드를 오버라이딩하는 것을 잊" -"으셨나요?" +"에디터 스크립트를 실행할 수 없습니다. '_run' 메서드를 오버라이딩하는 것을 잊으" +"셨나요?" msgid "Undo: %s" msgstr "실행 취소: %s" @@ -4048,18 +4033,18 @@ msgid "Filter by event..." msgstr "이벤트로 필터링..." msgid "" -"Target platform requires 'ETC2/ASTC' texture compression. Enable 'Import " -"ETC2 ASTC' in Project Settings." +"Target platform requires 'ETC2/ASTC' texture compression. Enable 'Import ETC2 " +"ASTC' in Project Settings." msgstr "" -"대상 플랫폼에서 'ETC2/ASTC' 텍스처 압축이 필요합니다. 프로젝트 설정에서 " -"'ETC2 ASTC 가져오기' 설정을 활성화하세요." +"대상 플랫폼에서 'ETC2/ASTC' 텍스처 압축이 필요합니다. 프로젝트 설정에서 'ETC2 " +"ASTC 가져오기' 설정을 활성화하세요." msgid "" -"Target platform requires 'S3TC/BPTC' texture compression. Enable 'Import " -"S3TC BPTC' in Project Settings." +"Target platform requires 'S3TC/BPTC' texture compression. Enable 'Import S3TC " +"BPTC' in Project Settings." msgstr "" -"대상 플랫폼에서 'S3TC/BPTC' 텍스처 압축이 필요합니다. 프로젝트 설정에서 " -"'S3TC BPTC 가져오기' 설정을 활성화하세요." +"대상 플랫폼에서 'S3TC/BPTC' 텍스처 압축이 필요합니다. 프로젝트 설정에서 'S3TC " +"BPTC 가져오기' 설정을 활성화하세요." msgid "Project export for platform:" msgstr "플랫폼용 프로젝트 내보내기:" @@ -4302,11 +4287,10 @@ msgid "Download and Install" msgstr "다운로드 및 설치" msgid "" -"Download and install templates for the current version from the best " -"possible mirror." +"Download and install templates for the current version from the best possible " +"mirror." msgstr "" -"사용 가능한 최고의 미러에서 현재 버전을 위한 템플릿을 다운로드하고 설치합니" -"다." +"사용 가능한 최고의 미러에서 현재 버전을 위한 템플릿을 다운로드하고 설치합니다." msgid "Official export templates aren't available for development builds." msgstr "공식 내보내기 템플릿은 개발 빌드에서는 이용할 수 없습니다." @@ -4347,8 +4331,8 @@ msgstr "정의된 모든 사전 설정의 프로젝트를 내보냅니다." msgid "All presets must have an export path defined for Export All to work." msgstr "" -"모든 사전 설정에는 모두 내보내기가 작동하도록 정의된 내보내기 경로가 있어야 " -"합니다." +"모든 사전 설정에는 모두 내보내기가 작동하도록 정의된 내보내기 경로가 있어야 합" +"니다." msgid "Resources to exclude:" msgstr "제외하는 리소스:" @@ -4583,8 +4567,7 @@ msgstr "" msgid "" "Importing has been disabled for this file, so it can't be opened for editing." -msgstr "" -"이 파일에 대해 가져오기가 비활성화되었으며, 편집을 위해 열 수 없습니다." +msgstr "이 파일에 대해 가져오기가 비활성화되었으며, 편집을 위해 열 수 없습니다." msgid "Cannot move/rename resources root." msgstr "리소스 루트를 옮기거나 이름을 바꿀 수 없습니다." @@ -4617,8 +4600,8 @@ msgstr "" msgid "" "This file extension is not recognized by the editor.\n" "If you want to rename it anyway, use your operating system's file manager.\n" -"After renaming to an unknown extension, the file won't be shown in the " -"editor anymore." +"After renaming to an unknown extension, the file won't be shown in the editor " +"anymore." msgstr "" "이 파일 확장자는 편집기에서 인식되지 않습니다.\n" "이름을 변경하려면 운영 체제의 파일 탐색기를 사용하십시오.\n" @@ -4981,15 +4964,14 @@ msgid "File:" msgstr "파일:" msgid "" -"Remove the selected files? For safety only files and empty directories can " -"be deleted from here. (Cannot be undone.)\n" -"Depending on your filesystem configuration, the files will either be moved " -"to the system trash or deleted permanently." +"Remove the selected files? For safety only files and empty directories can be " +"deleted from here. (Cannot be undone.)\n" +"Depending on your filesystem configuration, the files will either be moved to " +"the system trash or deleted permanently." msgstr "" "선택된 파일을 제거하시겠습니까? 안전을 위해, 여기서는 파일과 빈 디렉터리만 지" "울 수 있습니다. (되돌릴 수 없습니다.)\n" -"파일시스템 구성에 따라, 파일은 시스템 휴지동으로 이동되거나 완전히 삭제됩니" -"다." +"파일시스템 구성에 따라, 파일은 시스템 휴지동으로 이동되거나 완전히 삭제됩니다." msgid "No sub-resources found." msgstr "하위 리소스를 찾을 수 없습니다." @@ -5022,8 +5004,8 @@ msgid "" "scene." msgstr "" "무비 메이커 모드가 활성화되었지만 무비 파일 경로가 지정되지 않았습니다.\n" -"기본 동영상 파일 경로는 프로젝트 설정의 편집기 > 무비 메이커 카테고리에서 지" -"정할 수 있습니다.\n" +"기본 동영상 파일 경로는 프로젝트 설정의 편집기 > 무비 메이커 카테고리에서 지정" +"할 수 있습니다.\n" "또는 단일 장면을 실행하려면 루트 노드에 `movie_file` 문자열 메타데이터를 추가" "할 수 있습니다,\n" "해당 장면을 녹화할 때 사용할 동영상 파일의 경로를 지정할 수 있습니다." @@ -5109,8 +5091,8 @@ msgid "" "with the '%s' prefix in a node path.\n" "Click to disable this." msgstr "" -"이 노드는 노드 경로에서 '%s' 접두사를 앞에 붙여 장면의 어느 곳에서나 액세스" -"할 수 있습니다.\n" +"이 노드는 노드 경로에서 '%s' 접두사를 앞에 붙여 장면의 어느 곳에서나 액세스할 " +"수 있습니다.\n" "비활성화하려면 클릭하세요." msgid "Node has one connection." @@ -5217,8 +5199,8 @@ msgstr "비트 수:" msgid "" "Configure the amount of Beats used for music-aware looping. If zero, it will " "be autodetected from the length.\n" -"It is recommended to set this value (either manually or by clicking on a " -"beat number in the preview) to ensure looping works properly." +"It is recommended to set this value (either manually or by clicking on a beat " +"number in the preview) to ensure looping works properly." msgstr "" "음악적인 루핑에 사용되는 비트의 양을 구성합니다. 0이면 길이에서 자동 감지됩니" "다.\n" @@ -5232,8 +5214,7 @@ msgid "" "Configure the Beats Per Bar. This used for music-aware transitions between " "AudioStreams." msgstr "" -"마디당 비트를 구성합니다. 오디오스트림 사이를 음악적으로 전환할 때 사용됩니" -"다." +"마디당 비트를 구성합니다. 오디오스트림 사이를 음악적으로 전환할 때 사용됩니다." msgid "Music Playback:" msgstr "음악 재생:" @@ -5261,8 +5242,8 @@ msgid "" "Note: LCD Subpixel antialiasing is selected, each of the glyphs will be pre-" "rendered for all supported subpixel layouts (5x)." msgstr "" -"참고: LCD 서브픽셀 앤티앨리어싱을 선택하면 지원되는 모든 서브픽셀 레이아웃" -"(5x)에 대해 각 글리프가 미리 렌더링됩니다." +"참고: LCD 서브픽셀 앤티앨리어싱을 선택하면 지원되는 모든 서브픽셀 레이아웃(5x)" +"에 대해 각 글리프가 미리 렌더링됩니다." msgid "" "Note: Subpixel positioning is selected, each of the glyphs might be pre-" @@ -5312,8 +5293,8 @@ msgid "" "Enter a text and select OpenType features to shape and add all required " "glyphs to pre-render list:" msgstr "" -"텍스트를 입력하고 OpenType 기능을 선택하여 모양을 만들고 필요한 모든 글리프" -"를 사전 렌더링 목록에 추가합니다:" +"텍스트를 입력하고 OpenType 기능을 선택하여 모양을 만들고 필요한 모든 글리프를 " +"사전 렌더링 목록에 추가합니다:" msgid "Shape Text and Add Glyphs" msgstr "텍스트에서 모양 및 글리프 추가" @@ -5324,8 +5305,8 @@ msgstr "문자 맵에서 글리프 선택하기" msgid "" "Add or remove glyphs from the character map to pre-render list:\n" "Note: Some stylistic alternatives and glyph variants do not have one-to-one " -"correspondence to character, and not shown in this map, use \"Glyphs from " -"the text\" tab to add these." +"correspondence to character, and not shown in this map, use \"Glyphs from the " +"text\" tab to add these." msgstr "" "문자 맵으로부터 사전 렌더링 목록에 글리프를 추가하거나 제거합니다:\n" "참고: 일부 문체 대체 및 글리프 변형은 문자와 일대일 대응이 없으며, 이 맵에 표" @@ -5378,8 +5359,8 @@ msgid "" "Error importing GLSL shader file: '%s'. Open the file in the filesystem dock " "in order to see the reason." msgstr "" -"GLSL 셰이더 파일을 가져오는 동안 오류가 발생했습니다: '%s'. 파일 시스템 도크" -"에서 파일을 열어 이유를 확인하세요." +"GLSL 셰이더 파일을 가져오는 동안 오류가 발생했습니다: '%s'. 파일 시스템 도크에" +"서 파일을 열어 이유를 확인하세요." msgid "" "%s: Texture detected as used as a normal map in 3D. Enabling red-green " @@ -5392,8 +5373,8 @@ msgid "" "%s: Texture detected as used as a roughness map in 3D. Enabling roughness " "limiter based on the detected associated normal map at %s." msgstr "" -"%s: 텍스처가 3D에서 굵기 맵으로 사용되는 것으로 감지되었습니다. %s에서 감지" -"한 연관된 노멀 맵을 기반으로 굵기 제한을 적용합니다." +"%s: 텍스처가 3D에서 굵기 맵으로 사용되는 것으로 감지되었습니다. %s에서 감지한 " +"연관된 노멀 맵을 기반으로 굵기 제한을 적용합니다." msgid "" "%s: Texture detected as used in 3D. Enabling mipmap generation and setting " @@ -5505,11 +5486,10 @@ msgid "Set Paths" msgstr "경로 설정" msgid "" -"This animation already saves to an external resource, no action will be " -"taken." +"This animation already saves to an external resource, no action will be taken." msgstr "" -"이 애니메이션은 이미 외부 리소스에 저장되어 있으므로 아무 작업도 수행되지 않" -"습니다." +"이 애니메이션은 이미 외부 리소스에 저장되어 있으므로 아무 작업도 수행되지 않습" +"니다." msgid "Set paths to save animations as resource files on Reimport" msgstr "다시 가져오기 시 애니메이션을 리소스 파일로 저장할 경로 설정" @@ -5576,8 +5556,8 @@ msgid "" msgstr "" "아직 적용되지 않은 보류 중인 변경사항이 있습니다. 가져오기 옵션에 대한 변경사" "항을 적용하려면 다시 가져오기를 클릭하세요.\n" -"다시 가져오기를 먼저 클릭하지 않고 파일시스템 독에서 다른 리소스를 선택하면 " -"가져오기 독의 변경사항은 버려집니다." +"다시 가져오기를 먼저 클릭하지 않고 파일시스템 독에서 다른 리소스를 선택하면 가" +"져오기 독의 변경사항은 버려집니다." msgid "Import As:" msgstr "다음으로 가져오기:" @@ -5597,12 +5577,12 @@ msgstr "가져온 파일의 유형을 변경하려면 편집기를 다시 시작 msgid "" "WARNING: Assets exist that use this resource, they may stop loading properly." msgstr "" -"경고: 이 리소스를 사용하는 애셋이 있습니다. 정상적으로 불러오지 못할 수 있습" -"니다." +"경고: 이 리소스를 사용하는 애셋이 있습니다. 정상적으로 불러오지 못할 수 있습니" +"다." msgid "" -"Select a resource file in the filesystem or in the inspector to adjust " -"import settings." +"Select a resource file in the filesystem or in the inspector to adjust import " +"settings." msgstr "" "파일 시스템 또는 검사기에서 리소스 파일을 선택하여 가져오기 설정을 조정하십시" "오." @@ -5920,8 +5900,8 @@ msgid "" "Activate to enable playback, check node warnings if activation fails." msgstr "" "AnimationTree가 비활성 상태입니다.\n" -"재생을 활성화하려면 AnimationTree를 활성화하고, 활성화에 실패하면 노드 경고" -"를 확인하세요." +"재생을 활성화하려면 AnimationTree를 활성화하고, 활성화에 실패하면 노드 경고를 " +"확인하세요." msgid "Set the blending position within the space" msgstr "공간 내의 혼합 지점 설정" @@ -6021,8 +6001,8 @@ msgstr "필터 바꾸기" msgid "No animation player set, so unable to retrieve track names." msgstr "" -"애니메이션 플레이어가 설정되지 않았습니다. 그래서 트랙 이름을 검색할 수 없습" -"니다." +"애니메이션 플레이어가 설정되지 않았습니다. 그래서 트랙 이름을 검색할 수 없습니" +"다." msgid "Player path set is invalid, so unable to retrieve track names." msgstr "" @@ -6119,15 +6099,15 @@ msgid "Make Animation Library Unique: %s" msgstr "애니메이션 라이브러리 유일하게 만들기: %s" msgid "" -"This animation can't be saved because it does not belong to the edited " -"scene. Make it unique first." +"This animation can't be saved because it does not belong to the edited scene. " +"Make it unique first." msgstr "" "이 애니메이션은 편집 중인 씬에 속한 것이 아니라서 저장할 수 없습니다. 저장하" "기 전에 먼저 리소스를 유일하게 만드세요." msgid "" -"This animation can't be saved because it was imported from another file. " -"Make it unique first." +"This animation can't be saved because it was imported from another file. Make " +"it unique first." msgstr "" "이 애니메이션은 다른 파일에서 가져왔기 때문에 저장할 수 없습니다. 저장하기 전" "에 먼저 리소스를 유일하게 만드세요." @@ -6402,13 +6382,13 @@ msgstr "전환 제거됨" msgid "" "Select and move nodes.\n" "RMB: Add node at position clicked.\n" -"Shift+LMB+Drag: Connects the selected node with another node or creates a " -"new node if you select an area without nodes." +"Shift+LMB+Drag: Connects the selected node with another node or creates a new " +"node if you select an area without nodes." msgstr "" "노드를 선택하고 이동하세요.\n" "우클릭: 클릭한 위치에 새 노드를 만듭니다.\n" -"Shift+좌클릭+드래그: 선택한 노드를 다른 노드와 연결합니다. 노드가 아닌 영역" -"을 선택했을 경우 새 노드를 만듭니다." +"Shift+좌클릭+드래그: 선택한 노드를 다른 노드와 연결합니다. 노드가 아닌 영역을 " +"선택했을 경우 새 노드를 만듭니다." msgid "Create new nodes." msgstr "새 노드를 만듭니다." @@ -6759,8 +6739,8 @@ msgid "" "feature." msgstr "" "프로젝트 카메라 오버라이드\n" -"실행 중인 프로젝트 인스턴스가 없습니다. 이 기능을 사용하려면 에디터에서 프로" -"젝트를 실행하세요." +"실행 중인 프로젝트 인스턴스가 없습니다. 이 기능을 사용하려면 에디터에서 프로젝" +"트를 실행하세요." msgid "Lock Selected" msgstr "선택 항목 잠그기" @@ -7018,8 +6998,8 @@ msgid "" "Keys are only added to existing tracks, no new tracks will be created.\n" "Keys must be inserted manually for the first time." msgstr "" -"오브젝트를 전환, 회전 또는 스케일을 조절할 때마다 자동으로 키를 삽입합니다 " -"(마스크 기준).\n" +"오브젝트를 전환, 회전 또는 스케일을 조절할 때마다 자동으로 키를 삽입합니다 (마" +"스크 기준).\n" "키는 기존 트랙에만 추가되고, 새 트랙을 추가하진 않습니다.\n" "처음에는 수동으로 키를 삽입해야 합니다." @@ -7082,8 +7062,8 @@ msgid "This node doesn't have a control parent." msgstr "이 노드에는 Control 부모가 없습니다." msgid "" -"Use the appropriate layout properties depending on where you are going to " -"put it." +"Use the appropriate layout properties depending on where you are going to put " +"it." msgstr "어디에 놓을 것인지에 따라 적절한 레이아웃 속성을 사용하세요." msgid "This node is a child of a container." @@ -7213,8 +7193,7 @@ msgstr "현재 크기에 맞게 앵커와 오프셋을 조정합니다." msgid "" "When active, moving Control nodes changes their anchors instead of their " "offsets." -msgstr "" -"이 설정을 켜면, Control 노드를 움직일 때 오프셋이 아닌 앵커를 바꿉니다." +msgstr "이 설정을 켜면, Control 노드를 움직일 때 오프셋이 아닌 앵커를 바꿉니다." msgid "Sizing settings for children of a Container node." msgstr "Container 노드의 자식 크기 설정입니다." @@ -7311,8 +7290,8 @@ msgid "" "mobile device).\n" "You don't need to enable it to use the GDScript debugger locally." msgstr "" -"이 옵션이 활성화된 경우 원 클릭 배포를 사용하면 실행중인 프로젝트를 디버깅 " -"할 수 있도록 이 컴퓨터의 IP에 연결을 시도합니다.\n" +"이 옵션이 활성화된 경우 원 클릭 배포를 사용하면 실행중인 프로젝트를 디버깅 할 " +"수 있도록 이 컴퓨터의 IP에 연결을 시도합니다.\n" "이 옵션은 원격 디버깅 (일반적으로 모바일 기기 사용)에 사용하기 위한 것입니" "다.\n" "GDScript 디버거를 로컬에서 사용하기 위해 활성화할 필요는 없습니다." @@ -7328,11 +7307,11 @@ msgid "" "On Android, deploying will use the USB cable for faster performance. This " "option speeds up testing for projects with large assets." msgstr "" -"이 옵션을 활성화하고 Android 용 원 클릭 배포를 사용하면 프로젝트 데이터없이 " -"실행 파일만 내 보냅니다.\n" +"이 옵션을 활성화하고 Android 용 원 클릭 배포를 사용하면 프로젝트 데이터없이 실" +"행 파일만 내 보냅니다.\n" "파일시스템은 네트워크를 통해 에디터에 의해 프로젝트에서 제공됩니다.\n" -"Android의 경우, 배포시 더 빠른 속도를 위해 USB 케이블을 사용합니다. 이 옵션" -"은 에셋의 용량이 큰 프로젝트의 테스트 속도를 높입니다." +"Android의 경우, 배포시 더 빠른 속도를 위해 USB 케이블을 사용합니다. 이 옵션은 " +"에셋의 용량이 큰 프로젝트의 테스트 속도를 높입니다." msgid "Visible Collision Shapes" msgstr "콜리전 모양 보이기" @@ -7351,8 +7330,8 @@ msgid "" "When this option is enabled, curve resources used by path nodes will be " "visible in the running project." msgstr "" -"이 설정이 활성화되면, 프로젝트를 실행하는 동안 Path 노드에서 사용하는 Curve " -"리소스가 보이게 됩니다." +"이 설정이 활성화되면, 프로젝트를 실행하는 동안 Path 노드에서 사용하는 Curve 리" +"소스가 보이게 됩니다." msgid "Visible Navigation" msgstr "네비게이션 보이기" @@ -7361,8 +7340,8 @@ msgid "" "When this option is enabled, navigation meshes and polygons will be visible " "in the running project." msgstr "" -"이 설정이 활성화되면, 프로젝트를 실행하는 동안 네비게이션 메시와 폴리곤이 보" -"이게 됩니다." +"이 설정이 활성화되면, 프로젝트를 실행하는 동안 네비게이션 메시와 폴리곤이 보이" +"게 됩니다." msgid "Visible Avoidance" msgstr "어보이던스 보이기" @@ -7378,8 +7357,8 @@ msgid "Synchronize Scene Changes" msgstr "씬 변경사항 동기화" msgid "" -"When this option is enabled, any changes made to the scene in the editor " -"will be replicated in the running project.\n" +"When this option is enabled, any changes made to the scene in the editor will " +"be replicated in the running project.\n" "When used remotely on a device, this is more efficient when the network " "filesystem option is enabled." msgstr "" @@ -7392,8 +7371,8 @@ msgid "Synchronize Script Changes" msgstr "스크립트 변경사항 동기화" msgid "" -"When this option is enabled, any script that is saved will be reloaded in " -"the running project.\n" +"When this option is enabled, any script that is saved will be reloaded in the " +"running project.\n" "When used remotely on a device, this is more efficient when the network " "filesystem option is enabled." msgstr "" @@ -7425,6 +7404,9 @@ msgstr "크기: %s" msgid "Type: %s" msgstr "타입: %s" +msgid "Dimensions: %d × %d" +msgstr "화면 크기: %d × %d" + msgid "Overrides (%d)" msgstr "오버라이드 (%d)" @@ -7514,7 +7496,7 @@ msgid "Change Probe Size" msgstr "프로브 크기 바꾸기" msgid "Change Notifier AABB" -msgstr "알림 AABB 바꾸기" +msgstr "알림이 AABB 바꾸기" msgid "Convert to CPUParticles2D" msgstr "CPUParticles2D로 변환" @@ -7616,8 +7598,8 @@ msgid "" "extents." msgstr "" "GPUParticlesCollisionSDF3D를 굽는 중 아무 면도 찾지 못했습니다.\n" -"이 범위 내에 일치하는 베이크 마스크를 지닌 숨겨지지 않은 메시가 있는지 확인" -"해 주세요." +"이 범위 내에 일치하는 베이크 마스크를 지닌 숨겨지지 않은 메시가 있는지 확인해 " +"주세요." msgid "Select path for SDF Texture" msgstr "SDF 텍스처의 경로를 선택하세요" @@ -7654,8 +7636,8 @@ msgid "" "No meshes to bake. Make sure they contain an UV2 channel and that the 'Bake " "Light' flag is on." msgstr "" -"구울 메시가 없습니다. UV2 채널을 포함하고 있고 'Bake Light' 플래그가 켜져 있" -"는지 확인해주세요." +"구울 메시가 없습니다. UV2 채널을 포함하고 있고 'Bake Light' 플래그가 켜져 있는" +"지 확인해주세요." msgid "Failed creating lightmap images, make sure path is writable." msgstr "라이트맵 이미지 생성 실패. 작성 가능한 경로인지 확인해주세요." @@ -7731,15 +7713,15 @@ msgid "" "Mesh cannot unwrap UVs because it belongs to another resource which was " "imported from another file type. Make it unique first." msgstr "" -"이 메시는 다른 파일 타입에서 가져온 다른 리소스에 속하는 것이어서 UV 펼치기" -"를 할 수 없습니다. 먼저 리소스를 유일하게 만드세요." +"이 메시는 다른 파일 타입에서 가져온 다른 리소스에 속하는 것이어서 UV 펼치기를 " +"할 수 없습니다. 먼저 리소스를 유일하게 만드세요." msgid "" "Mesh cannot unwrap UVs because it was imported from another file type. Make " "it unique first." msgstr "" -"이 메시는 다른 파일 타입에서 가져온 것이어서 UV 펼치기를 할 수 없습니다. 먼" -"저 리소스를 유일하게 만드세요." +"이 메시는 다른 파일 타입에서 가져온 것이어서 UV 펼치기를 할 수 없습니다. 먼저 " +"리소스를 유일하게 만드세요." msgid "UV Unwrap failed, mesh may not be manifold?" msgstr "UV 펼치기를 실패했습니다. 메시가 다양한 것 같은데요?" @@ -7824,15 +7806,14 @@ msgid "" "polygon-based collision." msgstr "" "폴리곤 기반 콜리전 모양을 만듭니다.\n" -"이 방법은 단일 컨벡스 콜리전과 폴리곤 기반 콜리전 사이의 중간 정도 성능입니" -"다." +"이 방법은 단일 컨벡스 콜리전과 폴리곤 기반 콜리전 사이의 중간 정도 성능입니다." msgid "Create Outline Mesh..." msgstr "윤곽선 메시 만들기..." msgid "" -"Creates a static outline mesh. The outline mesh will have its normals " -"flipped automatically.\n" +"Creates a static outline mesh. The outline mesh will have its normals flipped " +"automatically.\n" "This can be used instead of the StandardMaterial Grow property when using " "that property isn't possible." msgstr "" @@ -8610,8 +8591,8 @@ msgid "Add Environment to Scene" msgstr "씬에 환경 추가" msgid "" -"Adds a WorldEnvironment node matching the preview environment settings to " -"the current scene.\n" +"Adds a WorldEnvironment node matching the preview environment settings to the " +"current scene.\n" "Hold Shift while clicking to also add the preview sun to the current scene." msgstr "" "현재 환경 미리보기 설정과 같은 설정의 WorldEnvironment 노드를 추가합니다.\n" @@ -8626,8 +8607,8 @@ msgstr "" msgid "" "No meshes to bake.\n" -"Make sure there is at least one MeshInstance3D node in the scene whose " -"visual layers are part of the OccluderInstance3D's Bake Mask property." +"Make sure there is at least one MeshInstance3D node in the scene whose visual " +"layers are part of the OccluderInstance3D's Bake Mask property." msgstr "" "구울 메시가 없습니다.\n" "씬에 비주얼 레이어가 OccluderInstance3D의 베이크 마스크 속성의 일부인 " @@ -8822,11 +8803,10 @@ msgid "Create a custom polygon. Enables custom polygon rendering." msgstr "커스텀 폴리곤을 만듭니다. 커스텀 폴리곤 렌더링을 활성화합니다." msgid "" -"Remove a custom polygon. If none remain, custom polygon rendering is " -"disabled." +"Remove a custom polygon. If none remain, custom polygon rendering is disabled." msgstr "" -"커스텀 폴리곤을 제거합니다. 남아있는 커스텀 폴리곤이 없으면 커스텀 폴리곤 렌" -"더링은 비활성화됩니다." +"커스텀 폴리곤을 제거합니다. 남아있는 커스텀 폴리곤이 없으면 커스텀 폴리곤 렌더" +"링은 비활성화됩니다." msgid "Paint weights with specified intensity." msgstr "지정한 강도로 가중치를 칠합니다." @@ -9807,8 +9787,8 @@ msgid "Import Selected" msgstr "선택된 항목 가져오기" msgid "" -"Import Items tab has some items selected. Selection will be lost upon " -"closing this window.\n" +"Import Items tab has some items selected. Selection will be lost upon closing " +"this window.\n" "Close anyway?" msgstr "" "항목 가져오기 탭에 일부 항목이 선택되어 있습니다. 이 창을 닫으면 선택을 잃게 " @@ -10097,8 +10077,7 @@ msgid "Select UI Scene:" msgstr "UI 씬을 선택하세요:" msgid "" -"Toggle the control picker, allowing to visually select control types for " -"edit." +"Toggle the control picker, allowing to visually select control types for edit." msgstr "" "컨트롤 선택기를 토글하여, 편집할 컨트롤 타입을 시각적으로 선택할 수 있게 합니" "다." @@ -10385,8 +10364,8 @@ msgid "Tiles" msgstr "타일" msgid "" -"This TileMap's TileSet has no source configured. Go to the TileSet bottom " -"tab to add one." +"This TileMap's TileSet has no source configured. Go to the TileSet bottom tab " +"to add one." msgstr "" "이 타일맵의 타일셋에 지정된 소스가 없습니다. TileSet의 아래 탭에서 소스를 하" "나 추가하세요." @@ -10472,15 +10451,60 @@ msgstr "" msgid "Remove Tile Proxies" msgstr "타일 프록시 제거" +msgid "Create Alternative-level Tile Proxy" +msgstr "대체 레벨 타일 프록시 생성" + +msgid "Create Coords-level Tile Proxy" +msgstr "좌표 레벨 타일 프록시 생성" + +msgid "Create source-level Tile Proxy" +msgstr "소스 레벨 타일 프록시 생성" + +msgid "Delete All Invalid Tile Proxies" +msgstr "잘못된 타일 프록시 모두 삭제" + msgid "Delete All Tile Proxies" -msgstr "모든 타일 프록시 삭제" +msgstr "타일 프록시 모두 삭제" + +msgid "Tile Proxies Management" +msgstr "타일 프록시 관리" + +msgid "Source-level proxies" +msgstr "소스 레벨 프록시" + +msgid "Coords-level proxies" +msgstr "좌표 레벨 프록시" + +msgid "Alternative-level proxies" +msgstr "대체 레벨 프록시" + +msgid "Add a new tile proxy:" +msgstr "새 타일 프록시 생성:" + +msgid "From Source" +msgstr "소스로부터" msgid "From Coords" msgstr "좌표로부터" +msgid "From Alternative" +msgstr "대체로부터" + +msgid "To Source" +msgstr "소스로" + +msgid "To Coords" +msgstr "좌표로" + +msgid "To Alternative" +msgstr "대체로" + msgid "Global actions:" msgstr "전역 액션:" +msgid "Clear Invalid" +msgstr "잘못된 것 모두 삭제" + msgid "Atlas" msgstr "아틀라스" @@ -10490,6 +10514,32 @@ msgstr "기본 타일" msgid "Alternative Tile" msgstr "다른 타일" +msgid "" +"Selected tile:\n" +"Source: %d\n" +"Atlas coordinates: %s\n" +"Alternative: %d" +msgstr "" +"선택된 타일:\n" +"소스: %d\n" +"아틀라스 좌표: %s\n" +"대체: %d" + +msgid "Rendering" +msgstr "렌더링" + +msgid "Texture Origin" +msgstr "텍스처 원점" + +msgid "Modulate" +msgstr "변조" + +msgid "Z Index" +msgstr "Z 인덱스" + +msgid "Y Sort Origin" +msgstr "Y 정렬 기준점" + msgid "Occlusion Layer %d" msgstr "오클루전 레이어 %d" @@ -10535,8 +10585,30 @@ msgstr "타일 크기 조정" msgid "Remove tile" msgstr "타일 제거" +msgid "Create tile alternatives" +msgstr "대체 타일 만들기" + +msgid "Create tiles in non-transparent texture regions" +msgstr "투명하지 않은 텍스쳐 영역에 타일 만들기" + +msgid "Remove tiles in fully transparent texture regions" +msgstr "완전히 투명한 타일 모두 제거" + +msgid "Setup" +msgstr "설정" + +msgid "" +"Atlas setup. Add/Remove tiles tool (use the shift key to create big tiles, " +"control for rectangle editing)." +msgstr "" +"아틀라스 설정입니다. 타일을 추가/제거합니다 (Shift 키로 큰 타일을 만들고, " +"Ctrl 키로 여러 타일을 조작할 수 있습니다)." + msgid "Select tiles." -msgstr "타일을 선택하세요." +msgstr "타일을 선택합니다." + +msgid "Paint properties." +msgstr "속성을 칠합니다." msgid "No tiles selected." msgstr "선택한 타일이 없습니다." @@ -10544,9 +10616,28 @@ msgstr "선택한 타일이 없습니다." msgid "Paint Properties:" msgstr "칠하기 속성:" +msgid "Create Tiles in Non-Transparent Texture Regions" +msgstr "투명하지 않은 텍스쳐 영역에 타일 만들기" + +msgid "Remove Tiles in Fully Transparent Texture Regions" +msgstr "완전히 투명한 타일 모두 제거" + +msgid "Create an Alternative Tile" +msgstr "대체 타일 만들기" + msgid "Create a Tile" msgstr "타일 만들기" +msgid "Auto Create Tiles in Non-Transparent Texture Regions?" +msgstr "완전 투명이 아닌 곳에 자동으로 타일을 생성할까요?" + +msgid "" +"The atlas's texture was modified.\n" +"Would you like to automatically create tiles in the atlas?" +msgstr "" +"아틀라스의 텍스쳐가 변경되었습니다.\n" +"아틀라스에서 자동으로 타일을 생성할까요?" + msgid "Yes" msgstr "예" @@ -10608,8 +10699,8 @@ msgid "" "No VCS plugins are available in the project. Install a VCS plugin to use VCS " "integration features." msgstr "" -"이 프로젝트에는 VCS 플러그인이 없습니다. VCS 통합 기능을 사용하려면 VCS 플러" -"그인을 설치하세요." +"이 프로젝트에는 VCS 플러그인이 없습니다. VCS 통합 기능을 사용하려면 VCS 플러그" +"인을 설치하세요." msgid "Error" msgstr "오류" @@ -10700,8 +10791,8 @@ msgstr "모든 변경사항 버리기" msgid "This operation is IRREVERSIBLE. Your changes will be deleted FOREVER." msgstr "" -"이 행동은 절대로 되돌릴 수 없습니다. 당신의 변경 사항이 영구적으로 완전히 삭" -"제될 것입니다." +"이 행동은 절대로 되돌릴 수 없습니다. 당신의 변경 사항이 영구적으로 완전히 삭제" +"될 것입니다." msgid "Permanentally delete my changes" msgstr "내 변경 사항 영구적으로 삭제" @@ -10993,7 +11084,7 @@ msgid "Collide" msgstr "콜라이드" msgid "Sky" -msgstr "스카이" +msgstr "하늘" msgid "Fog" msgstr "포그" @@ -11142,8 +11233,8 @@ msgid "" msgstr "불리언 값이 참이거나 거짓이면 관련 실수형 스칼라를 반환합니다." msgid "" -"Returns an associated integer scalar if the provided boolean value is true " -"or false." +"Returns an associated integer scalar if the provided boolean value is true or " +"false." msgstr "불리언 값이 참이거나 거짓이면 관련 정수형 스칼라를 반환합니다." msgid "" @@ -11168,10 +11259,10 @@ msgstr "" "을 반환합니다." msgid "Boolean constant." -msgstr "불리언 상수." +msgstr "불리언 상수입니다." msgid "Boolean parameter." -msgstr "불리언 매개변수." +msgstr "불리언 매개변수입니다." msgid "Translated to '%s' in Godot Shading Language." msgstr "Godot Shading Language에서 '%s'로 번역됩니다." @@ -11215,6 +11306,31 @@ msgstr "스타트와 프로세스 셰이더 모드에 대한 '%s' 입력 매개 msgid "'%s' input parameter for process and collide shader modes." msgstr "프로세스와 콜라이드 셰이더 모드에 대한 '%s' 입력 매개변수입니다." +msgid "" +"A node for help to multiply a position input vector by rotation using " +"specific axis. Intended to work with emitters." +msgstr "" +"입력된 위치 벡터를 특정한 축으로 회전 벡터와 곱하는 데 도움을 주는 노드입니" +"다. 주로 이미터와 함께 사용합니다." + +msgid "Float function." +msgstr "실수 함수입니다." + +msgid "Float operator." +msgstr "실수 연산자입니다." + +msgid "Integer function." +msgstr "정수 함수입니다." + +msgid "Integer operator." +msgstr "정수 연산자입니다." + +msgid "Unsigned integer function." +msgstr "부호 없는 정수 함수입니다." + +msgid "Unsigned integer operator." +msgstr "부호 없는 정수 연산자입니다." + msgid "Returns the absolute value of the parameter." msgstr "매개변수의 절대값을 반환합니다." @@ -11242,6 +11358,10 @@ msgstr "매개변수의 역쌍곡탄젠트 값을 반환합니다." msgid "Returns the result of bitwise NOT (~a) operation on the integer." msgstr "정수의 비트 단위 NOT (~a) 연산값을 반환합니다." +msgid "" +"Returns the result of bitwise NOT (~a) operation on the unsigned integer." +msgstr "부호 없는 정수의 비트 단위 NOT (~a) 연산값을 반환합니다." + msgid "" "Finds the nearest integer that is greater than or equal to the parameter." msgstr "매개변수보다 크거나 같은 가장 가까운 정수를 찾습니다." @@ -11262,19 +11382,21 @@ msgid "" "(Fragment/Light mode only) (Scalar) Derivative in 'x' using local " "differencing." msgstr "" -"(프래그먼트/라이트 모드만 가능) 지역 차분을 이용한 'x'의 (스칼라) 도함수." +"(프래그먼트/라이트 모드만 가능) 지역 차분을 이용한 'x'의 (스칼라) 도함수입니" +"다." msgid "" "(Fragment/Light mode only) (Scalar) Derivative in 'y' using local " "differencing." msgstr "" -"(프래그먼트/라이트 모드만 가능) 지역 차분을 이용한 'y'의 (스칼라) 도함수." +"(프래그먼트/라이트 모드만 가능) 지역 차분을 이용한 'y'의 (스칼라) 도함수입니" +"다." msgid "Base-e Exponential." -msgstr "e가 밑인 지수 함수." +msgstr "e가 밑인 지수 함수입니다." msgid "Base-2 Exponential." -msgstr "2가 밑인 지수 함수." +msgstr "2가 밑인 지수 함수입니다." msgid "Finds the nearest integer less than or equal to the parameter." msgstr "매개변수보다 적거나 같은 가장 가까운 정수를 찾습니다." @@ -11286,10 +11408,10 @@ msgid "Returns the inverse of the square root of the parameter." msgstr "매개변수의 제곱근 역함수 값을 반환합니다." msgid "Natural logarithm." -msgstr "자연로그." +msgstr "자연로그입니다." msgid "Base-2 logarithm." -msgstr "2가 밑인 로그 함수." +msgstr "2가 밑인 로그 함수입니다." msgid "Returns the greater of two values." msgstr "두 값 중 더 큰 값을 반환합니다." @@ -11298,7 +11420,10 @@ msgid "Returns the lesser of two values." msgstr "두 값 중 더 작은 값을 반환합니다." msgid "Linear interpolation between two scalars." -msgstr "두 스칼라 값 사이 선형 보간." +msgstr "두 스칼라 값 사이를 선형 보간합니다." + +msgid "Performs a fused multiply-add operation (a * b + c) on scalars." +msgstr "스칼라들에 단일 곱셈-누산 연산 (a * b + c)을 수행합니다." msgid "Returns the opposite value of the parameter." msgstr "매개변수의 반대 값을 반환합니다." @@ -11341,13 +11466,13 @@ msgid "" "SmoothStep function( scalar(edge0), scalar(edge1), scalar(x) ).\n" "\n" "Returns 0.0 if 'x' is smaller than 'edge0' and 1.0 if x is larger than " -"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 " -"using Hermite polynomials." +"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 using " +"Hermite polynomials." msgstr "" "SmoothStep 함수( 스칼라(edge0), 스칼라(edge1), 스칼라(x) ).\n" "\n" -"'x'가 'edge0'보다 작으면 0.0을 반환하고, 'edge1'보다 크면 1.0을 반환합니다. " -"그렇지 않은 경우, 에르미트 다항식을 통해반환값을 0.0과 1.0사이로 보간합니다." +"'x'가 'edge0'보다 작으면 0.0을 반환하고, 'edge1'보다 크면 1.0을 반환합니다. 그" +"렇지 않은 경우, 에르미트 다항식을 통해반환값을 0.0과 1.0사이로 보간합니다." msgid "" "Step function( scalar(edge), scalar(x) ).\n" @@ -11359,10 +11484,8 @@ msgstr "" "'x'가 'edge'보다 작으면 0.0을 반환하고 그렇지 않으면 1.0을 반환합니다." msgid "" -"(Fragment/Light mode only) (Scalar) Sum of absolute derivative in 'x' and " -"'y'." -msgstr "" -"(프래그먼트/라이트 모드만 가능) (스칼라) 'x'와 'y'의 절대 미분 값의 합." +"(Fragment/Light mode only) (Scalar) Sum of absolute derivative in 'x' and 'y'." +msgstr "(프래그먼트/라이트 모드만 가능) (스칼라) 'x'와 'y'의 절대 미분 값의 합." msgid "Returns the tangent of the parameter." msgstr "매개변수의 탄젠트 값을 반환합니다." @@ -11373,12 +11496,60 @@ msgstr "매개변수의 쌍곡탄젠트 값을 반환합니다." msgid "Finds the truncated value of the parameter." msgstr "매개변수의 절사된 값을 찾습니다." +msgid "Sums two floating-point scalars." +msgstr "두 부동소수점 스칼라를 더합니다." + +msgid "Sums two integer scalars." +msgstr "두 정수 스칼라를 더합니다." + +msgid "Sums two unsigned integer scalars." +msgstr "두 부호 없는 정수 스칼라를 더합니다." + msgid "Returns the result of bitwise AND (a & b) operation for two integers." msgstr "두 정수 사이 비트 단위 AND (a & b) 연산의 결과값을 반환합니다." +msgid "" +"Returns the result of bitwise AND (a & b) operation for two unsigned integers." +msgstr "" +"두 부호 없는 정수 사이 비트 단위 AND (a & b) 연산의 결과값을 반환합니다." + +msgid "" +"Returns the result of bitwise left shift (a << b) operation on the integer." +msgstr "정수에 대한 비트 단위 왼쪽 시프트 (a << b) 연산의 결과값을 반환합니다." + +msgid "" +"Returns the result of bitwise left shift (a << b) operation on the unsigned " +"integer." +msgstr "" +"부호 없는 정수에 대한 비트 단위 왼쪽 시프트 (a << b) 연산의 결과값을 반환합니" +"다." + msgid "Returns the result of bitwise OR (a | b) operation for two integers." msgstr "두 정수 사이 비트 단위 OR (a | b) 연산의 계산값을 반환합니다." +msgid "" +"Returns the result of bitwise OR (a | b) operation for two unsigned integers." +msgstr "두 부호 없는 정수 사이 비트 단위 OR (a | b) 연산의 계산값을 반환합니다." + +msgid "" +"Returns the result of bitwise right shift (a >> b) operation on the integer." +msgstr "" +"정수에 대한 비트 단위 오른쪽 시프트 (a >> b) 연산의 결과값을 반환합니다." + +msgid "" +"Returns the result of bitwise right shift (a >> b) operation on the unsigned " +"integer." +msgstr "" +"부호 없는 정수에 대한 비트 단위 오른쪽 시프트 (a >> b) 연산의 결과값을 반환합" +"니다." + +msgid "Returns the result of bitwise XOR (a ^ b) operation on the integer." +msgstr "정수에 대한 비트 단위 XOR (a ^ b) 연산의 결과값을 반환합니다." + +msgid "" +"Returns the result of bitwise XOR (a ^ b) operation on the unsigned integer." +msgstr "부호 없는 정수에 대한 비트 단위 XOR (a ^ b) 연산의 결과값을 반환합니다." + msgid "Converts screen UV to a SDF." msgstr "스크린 UV를 SDF로 변환합니다." @@ -11400,9 +11571,9 @@ msgstr "" "벡터 한 쌍의 외적을 계산합니다.\n" "\n" "OuterProduct는 첫 매개변수 'c'를 열 벡터로 취급하고 (1열로 이루어진 행렬) 두 " -"번째 매개변수 'r'을 행 벡터로 취급합니다 (1행으로 이루어진 행렬), 그리고 선" -"형 대수 행렬에 'c * r'을 곱해서 행렬을 산출하는데, 행 수는 'c'의 컴포넌트 수" -"이고 열 수는 'r'의 컴포넌트 수가 됩니다." +"번째 매개변수 'r'을 행 벡터로 취급합니다 (1행으로 이루어진 행렬), 그리고 선형 " +"대수 행렬에 'c * r'을 곱해서 행렬을 산출하는데, 행 수는 'c'의 컴포넌트 수이고 " +"열 수는 'r'의 컴포넌트 수가 됩니다." msgid "Composes transform from four vectors." msgstr "4개의 벡터로 변형을 합성합니다." @@ -11443,14 +11614,12 @@ msgstr "두 벡터의 벡터곱 값을 계산합니다." msgid "" "(Fragment/Light mode only) (Vector) Derivative in 'x' using local " "differencing." -msgstr "" -"(프래그먼트/라이트 모드만 가능) 지역 차분을 이용한 'x'의 (벡터) 도함수." +msgstr "(프래그먼트/라이트 모드만 가능) 지역 차분을 이용한 'x'의 (벡터) 도함수." msgid "" "(Fragment/Light mode only) (Vector) Derivative in 'y' using local " "differencing." -msgstr "" -"(프래그먼트/라이트 모드만 가능) 지역 차분을 이용한 'y'의 (벡터) 도함수." +msgstr "(프래그먼트/라이트 모드만 가능) 지역 차분을 이용한 'y'의 (벡터) 도함수." msgid "Returns the distance between two points." msgstr "두 점 사이의 거리를 반환합니다." @@ -11464,14 +11633,14 @@ msgid "" "incident vector, and Nref, the reference vector. If the dot product of I and " "Nref is smaller than zero the return value is N. Otherwise -N is returned." msgstr "" -"같은 방향을 가리키는 벡터를 참조 벡터로 반환합니다. 함수에는 세 개의 벡터 매" -"개변수가 있습니다 : 방향을 지정하는 벡터 N, 인시던트 벡터 I, 그리고 참조 벡" -"터 Nref. 만약 I와 Nref가 0의 벡터곱이 0보다 작다면 반환값은 N이 됩니다. 그렇" -"지 않으면 -N이 반환됩니다." +"같은 방향을 가리키는 벡터를 참조 벡터로 반환합니다. 함수에는 세 개의 벡터 매개" +"변수가 있습니다 : 방향을 지정하는 벡터 N, 인시던트 벡터 I, 그리고 참조 벡터 " +"Nref. 만약 I와 Nref가 0의 벡터곱이 0보다 작다면 반환값은 N이 됩니다. 그렇지 않" +"으면 -N이 반환됩니다." msgid "" -"Returns falloff based on the dot product of surface normal and view " -"direction of camera (pass associated inputs to it)." +"Returns falloff based on the dot product of surface normal and view direction " +"of camera (pass associated inputs to it)." msgstr "" "표면의 법선 벡터와 카메라가 바라보는 방향 벡터의 내적을 기반으로 한 폴오프를 " "반환합니다. (폴오프와 관련된 입력을 전달함)." @@ -11507,8 +11676,8 @@ msgid "" "SmoothStep function( vector(edge0), vector(edge1), vector(x) ).\n" "\n" "Returns 0.0 if 'x' is smaller than 'edge0' and 1.0 if 'x' is larger than " -"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 " -"using Hermite polynomials." +"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 using " +"Hermite polynomials." msgstr "" "SmoothStep 함수( 벡터(edge0), 벡터(edge1), 벡터(x) ).\n" "\n" @@ -11519,8 +11688,8 @@ msgid "" "SmoothStep function( scalar(edge0), scalar(edge1), vector(x) ).\n" "\n" "Returns 0.0 if 'x' is smaller than 'edge0' and 1.0 if 'x' is larger than " -"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 " -"using Hermite polynomials." +"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 using " +"Hermite polynomials." msgstr "" "SmoothStep 함수( 스칼라(edge0), 스칼라(edge1), 벡터(x) ).\n" "\n" @@ -11546,8 +11715,7 @@ msgstr "" "'x'가 'edge'보다 작으면 0.0을 반환하고, 그렇지 않은 경우 1.0을 반환합니다." msgid "" -"(Fragment/Light mode only) (Vector) Sum of absolute derivative in 'x' and " -"'y'." +"(Fragment/Light mode only) (Vector) Sum of absolute derivative in 'x' and 'y'." msgstr "(프래그먼트/라이트 모드만 가능) (벡터) 'x'와 'y'의 절대 미분 값의 합." msgid "" @@ -11560,10 +11728,20 @@ msgid "" "output ports. This is a direct injection of code into the vertex/fragment/" "light function, do not use it to write the function declarations inside." msgstr "" -"커스텀 입력 및 출력 포트로 이루어진, 커스텀 Godot Shader Language 표현식입니" +"커스텀 입력 및 출력 포트로 이루어진 커스텀 Godot Shader Language 표현식입니" "다. 꼭짓점/프래그먼트/라이트 함수에 직접 코드를 넣는 것이므로 코드 안에 함수 " "선언을 작성하는 용도로 쓸 수 없습니다." +msgid "" +"Custom Godot Shader Language expression, which is placed on top of the " +"resulted shader. You can place various function definitions inside and call " +"it later in the Expressions. You can also declare varyings, parameters and " +"constants." +msgstr "" +"결과 셰이더 위에 배치되는 커스텀 Godot 셰이더 언어 표현식입니다. 안에 다양한 " +"함수 선언을 작성하고 표현식에서 호출할 수 있습니다. Varying, 매개 변수, 상수" +"도 선언할 수 있습니다." + msgid "A reference to an existing parameter." msgstr "기존 매개 변수에 대한 참조입니다." @@ -11619,8 +11797,8 @@ msgid "" "You cannot save a project in the selected path. Please make a new folder or " "choose a new path." msgstr "" -"해당 경로에 프로젝트를 저장할 수 없습니다. 새 폴더를 만들거나 다른 경로를 골" -"라주세요." +"해당 경로에 프로젝트를 저장할 수 없습니다. 새 폴더를 만들거나 다른 경로를 골라" +"주세요." msgid "" "The selected path is not empty. Choosing an empty folder is highly " @@ -11772,9 +11950,6 @@ msgstr "버전 컨트롤 메타데이터:" msgid "Git" msgstr "Git" -msgid "The project uses features unsupported by the current build:" -msgstr "이 프로젝트는 현재 빌드에서는 지원하지 않는 기능을 사용합니다:" - msgid "Error: Project is missing on the filesystem." msgstr "오류: 프로젝트가 파일시스템에서 누락되었습니다." @@ -11829,8 +12004,7 @@ msgid "" "\n" "You have three options:\n" "- Convert only the configuration file (\"project.godot\"). Use this to open " -"the project without attempting to convert its scenes, resources and " -"scripts.\n" +"the project without attempting to convert its scenes, resources and scripts.\n" "- Convert the entire project including its scenes, resources and scripts " "(recommended if you are upgrading).\n" "- Do nothing and go back.\n" @@ -11867,8 +12041,8 @@ msgid "" "Warning: You won't be able to open the project with previous versions of the " "engine anymore." msgstr "" -"다음 프로젝트 \"%s\"는 이전 버전에서 만든 것으로, 현재 버전에 맞게 변환해야 " -"합니다:\n" +"다음 프로젝트 \"%s\"는 이전 버전에서 만든 것으로, 현재 버전에 맞게 변환해야 합" +"니다:\n" "\n" "프로젝트 경로: %s\n" "\n" @@ -11891,8 +12065,8 @@ msgstr "" "\n" "%s\n" "\n" -"프로젝트 설정이 이후 버전에 맞게 만들어졌습니다. 이 버전에서는 호환하지 않습" -"니다." +"프로젝트 설정이 이후 버전에 맞게 만들어졌습니다. 이 버전에서는 호환하지 않습니" +"다." msgid "" "Warning: This project uses double precision floats, but this version of\n" @@ -11916,18 +12090,8 @@ msgstr "" "\n" msgid "" -"Warning: This project was built in Godot %s.\n" -"Opening will upgrade or downgrade the project to Godot %s.\n" -"\n" -msgstr "" -"경고: 이 프로젝트는 Godot %s에서 만들어졌습니다.\n" -"프로젝트를 열면 이 프로젝트를 Godot %s로 업그레이드/다운그레이드할 것입니" -"다.\n" -"\n" - -msgid "" -"Warning: This project uses the following features not supported by this " -"build of Godot:\n" +"Warning: This project uses the following features not supported by this build " +"of Godot:\n" "\n" "%s\n" "\n" @@ -11947,8 +12111,8 @@ msgid "" "the \"Application\" category." msgstr "" "프로젝트를 실행할 수 없음: 메인 씬을 정의하지 않았습니다.\n" -"프로젝트를 편집하고 프로젝트 설정의 \"어플리케이션\" 카테고리에서 메인 씬을 " -"설정해주세요." +"프로젝트를 편집하고 프로젝트 설정의 \"어플리케이션\" 카테고리에서 메인 씬을 설" +"정해주세요." msgid "" "Can't run project: Assets need to be imported.\n" @@ -12008,8 +12172,8 @@ msgstr "프로젝트 필터" msgid "" "This field filters projects by name and last path component.\n" -"To filter projects by name and full path, the query must contain at least " -"one `/` character." +"To filter projects by name and full path, the query must contain at least one " +"`/` character." msgstr "" "이 필드는 프로젝트를 이름과 경로의 마지막 부분으로 거릅니다.\n" "프로젝트를 이름과 전체 경로를 기준으로 걸러내려면, 검색어에 `/`를 한 글자 이" @@ -12066,27 +12230,6 @@ msgstr "프로젝트 콘텐츠도 삭제 (되돌릴 수 없습니다!)" msgid "Convert Full Project" msgstr "프로젝트 전체 변환" -msgid "" -"This option will perform full project conversion, updating scenes, resources " -"and scripts from Godot 3.x to work in Godot 4.0.\n" -"\n" -"Note that this is a best-effort conversion, i.e. it makes upgrading the " -"project easier, but it will not open out-of-the-box and will still require " -"manual adjustments.\n" -"\n" -"IMPORTANT: Make sure to backup your project before converting, as this " -"operation makes it impossible to open it in older versions of Godot." -msgstr "" -"이것은 씬이나 리소스, 스크립트를 포함한 프로젝트 전체를 Godot 3.x에서 Godot " -"4.0에 맞게 변환합니다.\n" -"\n" -"이것은 가장 힘이 덜 드는 선택지이지만, 그렇다고 해도 프로젝트가 아무 문제 없" -"이 작동하지는 않을 것이며 여전히 여러 것들을 수동으로 조정해주어야 할 것입니" -"다.\n" -"\n" -"중요: 반드시 변환하기 전에 프로젝트를 어딘가에 백업해 두세요. 변환을 수행하" -"면 이전 버전의 Godot에서 프로젝트를 열지 못하게 됩니다." - msgid "Can't run project" msgstr "프로젝트를 실행할 수 없습니다" @@ -12346,8 +12489,8 @@ msgid "Error loading scene from %s" msgstr "%s에서 씬 불러오는 중 오류" msgid "" -"Cannot instantiate the scene '%s' because the current scene exists within " -"one of its nodes." +"Cannot instantiate the scene '%s' because the current scene exists within one " +"of its nodes." msgstr "" "노드들 중 하나에 현재 씬이 있기 때문에, '%s' 씬을 인스턴스할 수 없습니다." @@ -12377,8 +12520,8 @@ msgstr "노드 복제" msgid "Can't reparent nodes in inherited scenes, order of nodes can't change." msgstr "" -"상속한 씬에서 노드의 부모를 다시 지정할 수 없습니다. 노드 순서는 바뀌지 않습" -"니다." +"상속한 씬에서 노드의 부모를 다시 지정할 수 없습니다. 노드 순서는 바뀌지 않습니" +"다." msgid "Node must belong to the edited scene to become root." msgstr "노드는 루트가 되기 위해선 편집한 씬에 속해야 합니다." @@ -12407,16 +12550,15 @@ msgstr "노드 \"%s\"을(를) 삭제할까요?" msgid "Some nodes are referenced by animation tracks." msgstr "노드 몇 개가 애니메이션 트랙에서 참조되고 있습니다." -msgid "" -"Saving the branch as a scene requires having a scene open in the editor." +msgid "Saving the branch as a scene requires having a scene open in the editor." msgstr "가지를 씬으로 저장하려면 에디터에서 씬을 열어야 합니다." msgid "" "Saving the branch as a scene requires selecting only one node, but you have " "selected %d nodes." msgstr "" -"가지를 씬으로 저장하려면 노드 한 개만 선택해야 하지만, 노드 %d개가 선택되어 " -"있습니다." +"가지를 씬으로 저장하려면 노드 한 개만 선택해야 하지만, 노드 %d개가 선택되어 있" +"습니다." msgid "" "Can't save the root node branch as an instantiated scene.\n" @@ -12444,8 +12586,8 @@ msgid "" "on this branch, and select \"Save Branch as Scene\"." msgstr "" "이미 인스턴스화된 장면의 하위 항목인 분기를 저장할 수 없습니다.\n" -"이 분기를 자체 장면에 저장하려면 원본 장면을 열고 이 분기를 마우스 오른쪽 버" -"튼으로 클릭한 다음 \"분기를 장면으로 저장\"을 선택하세요." +"이 분기를 자체 장면에 저장하려면 원본 장면을 열고 이 분기를 마우스 오른쪽 버튼" +"으로 클릭한 다음 \"분기를 장면으로 저장\"을 선택하세요." msgid "" "Can't save a branch which is part of an inherited scene.\n" @@ -12453,8 +12595,8 @@ msgid "" "on this branch, and select \"Save Branch as Scene\"." msgstr "" "상속된 장면의 일부인 분기를 저장할 수 없습니다.\n" -"이 분기를 자체 장면에 저장하려면 원본 장면을 열고 이 분기를 마우스 오른쪽 버" -"튼으로 클릭한 다음 \"분기를 장면으로 저장\"을 선택하세요." +"이 분기를 자체 장면에 저장하려면 원본 장면을 열고 이 분기를 마우스 오른쪽 버튼" +"으로 클릭한 다음 \"분기를 장면으로 저장\"을 선택하세요." msgid "Save New Scene As..." msgstr "새 씬을 다른 이름으로 저장..." @@ -12466,8 +12608,8 @@ msgstr "" "\"editable_instance\"가 비활성화되면 노드의 모든 속성이 디폴트로 복원됩니다." msgid "" -"Enabling \"Load As Placeholder\" will disable \"Editable Children\" and " -"cause all properties of the node to be reverted to their default." +"Enabling \"Load As Placeholder\" will disable \"Editable Children\" and cause " +"all properties of the node to be reverted to their default." msgstr "" "\"자리 표시자로 불러오기\"를 활성화하면 \"편집할 수 있는 자식\" 설정이 비활성" "화되고, 그러면 그 노드의 모든 속성이 디폴트로 복원됩니다." @@ -12651,8 +12793,8 @@ msgid "" "every time it updates.\n" "Switch back to the Local scene tree dock to improve performance." msgstr "" -"선택되어 있다면, 원격 씬 트리 독은 그것이 업데이트될 때마다 프로젝트가 끊기" -"는 원인이 됩니다.\n" +"선택되어 있다면, 원격 씬 트리 독은 그것이 업데이트될 때마다 프로젝트가 끊기는 " +"원인이 됩니다.\n" "성능을 향상시키려면 로컬 씬 트리 독으로 다시 전환하세요." msgid "Delete Related Animation Tracks" @@ -12755,12 +12897,12 @@ msgid "" "Note: Built-in scripts have some limitations and can't be edited using an " "external editor." msgstr "" -"참고: 내장 스크립트에는 일부 제한 사항이 있으며 외부 에디터를 사용하여 편집" -"할 수 없습니다." +"참고: 내장 스크립트에는 일부 제한 사항이 있으며 외부 에디터를 사용하여 편집할 " +"수 없습니다." msgid "" -"Warning: Having the script name be the same as a built-in type is usually " -"not desired." +"Warning: Having the script name be the same as a built-in type is usually not " +"desired." msgstr "" "경고: 스크립트 이름을 내장 타입과 같게 정하는 것은 일반적으로 바람직하지 않습" "니다." @@ -12891,11 +13033,11 @@ msgid "Value of type '%s' can't provide a length." msgstr "'%s' 타입의 값은 길이를 제공하지 못합니다." msgid "" -"Invalid type argument for is_instance_of(), use TYPE_* constants for built-" -"in types." +"Invalid type argument for is_instance_of(), use TYPE_* constants for built-in " +"types." msgstr "" -"is_instance_of() 메서드의 인수 타입이 올바르지 않습니다. 내장 타입에 대해서" -"는 TYPE_* 상수를 사용하세요." +"is_instance_of() 메서드의 인수 타입이 올바르지 않습니다. 내장 타입에 대해서는 " +"TYPE_* 상수를 사용하세요." msgid "Type argument is a previously freed instance." msgstr "타입 매개 변수가 이전에 할당 해제한 인스턴스입니다." @@ -12904,8 +13046,8 @@ msgid "" "Invalid type argument for is_instance_of(), should be a TYPE_* constant, a " "class or a script." msgstr "" -"is_instance_of() 메서드의 인수 타입이 올바르지 않습니다. TYPE_* 상수, 클래" -"스, 스크립트 중 하나여야 합니다." +"is_instance_of() 메서드의 인수 타입이 올바르지 않습니다. TYPE_* 상수, 클래스, " +"스크립트 중 하나여야 합니다." msgid "Value argument is a previously freed instance." msgstr "값 매개 변수가 이전에 할당 해제한 인스턴스입니다." @@ -12933,8 +13075,7 @@ msgstr "" "이 임포터에 사용하기에는 Blender의 버전이 너무 오래되었습니다 (3.0 미만)." msgid "This Blender installation is too new for this importer (not 3.x)." -msgstr "" -"이 임포터에 사용하기에는 Blender의 버전이 너무 최신입니다 (3.x가 아님)." +msgstr "이 임포터에 사용하기에는 Blender의 버전이 너무 최신입니다 (3.x가 아님)." msgid "Path to Blender installation is valid (Autodetected)." msgstr "Blender 실행 파일의 경로가 올바릅니다 (자동 감지됨)." @@ -12956,8 +13097,8 @@ msgid "Disable '.blend' Import" msgstr "'.blend' 가져오기 비활성화" msgid "" -"Disables Blender '.blend' files import for this project. Can be re-enabled " -"in Project Settings." +"Disables Blender '.blend' files import for this project. Can be re-enabled in " +"Project Settings." msgstr "" "이 프로젝트에서 Bleder '.blend' 파일 가져오기를 비활성화합니다. 프로젝트 설정" "에서 다시 활성화할 수 있습니다." @@ -13113,8 +13254,8 @@ msgid "" "Unable to load .NET runtime, no compatible version was found.\n" "Attempting to create/edit a project will lead to a crash.\n" "\n" -"Please install the .NET SDK 6.0 or later from https://dotnet.microsoft.com/" -"en-us/download and restart Godot." +"Please install the .NET SDK 6.0 or later from https://dotnet.microsoft.com/en-" +"us/download and restart Godot." msgstr "" ".NET 런타임을 불러오지 못했습니다. 호환되는 버전을 찾지 못했습니다.\n" "프로젝트를 생성하거나 편집하려는 시도는 크래시로 이어질 것입니다.\n" @@ -13129,11 +13270,11 @@ msgid "" "Unable to load .NET runtime, specifically hostfxr.\n" "Attempting to create/edit a project will lead to a crash.\n" "\n" -"Please install the .NET SDK 6.0 or later from https://dotnet.microsoft.com/" -"en-us/download and restart Godot." +"Please install the .NET SDK 6.0 or later from https://dotnet.microsoft.com/en-" +"us/download and restart Godot." msgstr "" -".NET 런타임을 불러오지 못했습니다. 특히, 그 중에서 hostfxr을 불러오지 못했습" -"니다.\n" +".NET 런타임을 불러오지 못했습니다. 특히, 그 중에서 hostfxr을 불러오지 못했습니" +"다.\n" "프로젝트를 생성하거나 편집하려는 시도는 크래시로 이어질 것입니다.\n" "\n" ".NET SDK 6.0 또는 이후 버전을 https://dotnet.microsoft.com/en-us/download 에" @@ -13201,28 +13342,172 @@ msgstr "소환" msgid "Watch" msgstr "감시" +msgid "" +"Add properties using the buttons above or\n" +"drag them them from the inspector and drop them here." +msgstr "" +"위의 버튼을 이용하여 속성을 추가하거나\n" +"인스펙터에서 끌어와서 여기에 놓으세요." + +msgid "Please select a MultiplayerSynchronizer first." +msgstr "MultiplayerSynchronizer를 먼저 선택해 주세요." + +msgid "The MultiplayerSynchronizer needs a root path." +msgstr "MultiplayerSynchronizer는 루트 경로가 있어야 합니다." + +msgid "" +"Each MultiplayerSynchronizer can have no more than 64 watched properties." +msgstr "각 MultiplayerSynchronizer는 64개보다 많은 속성을 감시할 수 없습니다." + +msgid "Set spawn property" +msgstr "소환 속성 설정" + +msgid "Set sync property" +msgstr "동기화 속성 설정" + +msgid "Set watch property" +msgstr "감시 속성 설정" + msgid "Delete Property?" msgstr "속성을 삭제할까요?" +msgid "Remove Property" +msgstr "속성 삭제" + +msgid "Property of this type not supported." +msgstr "이런 타입의 속성은 지원하지 않습니다." + +msgid "" +"A valid NodePath must be set in the \"Spawn Path\" property in order for " +"MultiplayerSpawner to be able to spawn Nodes." +msgstr "" +"MultiplayerSpawner가 노드를 소환하려면 \"소환 경로\" 속성에서 올바른 NodePath" +"가 설정되어 있어야 합니다." + +msgid "" +"A valid NodePath must be set in the \"Root Path\" property in order for " +"MultiplayerSynchronizer to be able to synchronize properties." +msgstr "" +"MultiplayerSynchronizer가 속성을 동기화하려면 \"루트 경로\" 속성에서 올바른 " +"NodePath가 설정되어 있어야 합니다." + msgid "A NavigationMesh resource must be set or created for this node to work." msgstr "" "이 노드가 작동하려면 NavigationMesh 리소스를 설정하거나 만들어야 합니다." +msgid "" +"Cannot generate navigation mesh because it does not belong to the edited " +"scene. Make it unique first." +msgstr "" +"이것은 편집 중인 씬에 속한 것이 아니어서 네비게이션 메시를 만들 수 없습니다. " +"먼저 리소스를 유일하게 만드세요." + +msgid "" +"Cannot generate navigation mesh because it belongs to a resource which was " +"imported." +msgstr "" +"이것은 가져오기된 리소스에 속한 것이라서 네비게이션 메시를 만들 수 없습니다." + +msgid "" +"Cannot generate navigation mesh because the resource was imported from " +"another type." +msgstr "" +"리소스가 다른 타입으로부터 가져와진 것이라서 네비게이션 메시를 만들 수 없습니" +"다." + msgid "Bake NavMesh" msgstr "NavMesh 굽기" msgid "Clear the navigation mesh." msgstr "내비게이션 메시를 지웁니다." +msgid "Toggles whether the noise preview is computed in 3D space." +msgstr "노이즈 미리보기를 3D 공간에서 연산할 지 설정합니다." + +msgid "Rename Action" +msgstr "액션 이름 바꾸기" + +msgid "Rename Actions Localized name" +msgstr "액션의 현지화된 이름 바꾸기" + +msgid "Change Action Type" +msgstr "액션 타입 바꾸기" + +msgid "Remove action" +msgstr "액션 제거" + +msgid "Add action set" +msgstr "액션 세트 추가" + +msgid "Remove action set" +msgstr "액션 세트 제거" + +msgid "Add interaction profile" +msgstr "상호작용 프로필 추가" + msgid "Error saving file %s: %s" msgstr "파일 %s 저장 중 오류: %s" msgid "Error loading %s: %s." -msgstr "%s 불러오는 중 오류: %s" +msgstr "%s 불러오는 중 오류: %s." + +msgid "OpenXR Action map:" +msgstr "OpenXR 액션 맵:" + +msgid "Remove interaction profile" +msgstr "상호작용 프로필 제거" + +msgid "Action Map" +msgstr "액션 맵" + +msgid "Add Action Set" +msgstr "액션 세트 추가" msgid "Add an action set." msgstr "액션 세트를 추가합니다." +msgid "Add profile" +msgstr "프로필 추가" + +msgid "Add an interaction profile." +msgstr "상호작용 프로필을 추가합니다." + +msgid "Save this OpenXR action map." +msgstr "이 OpenXR 액션 맵을 저장합니다." + +msgid "Reset to default OpenXR action map." +msgstr "기본 OpenXR 액션 맵으로 되돌립니다." + +msgid "Action Sets" +msgstr "액션 세트" + +msgid "Rename Action Set" +msgstr "액션 세트 이름 바꾸기" + +msgid "Rename Action Sets Localized name" +msgstr "액션 세트의 현지화된 이름 바꾸기" + +msgid "Change Action Sets priority" +msgstr "액션 세트 우선순위 바꾸기" + +msgid "Add action" +msgstr "액션 추가" + +msgid "Delete action" +msgstr "액션 삭제" + +msgid "OpenXR Action Map" +msgstr "OpenXR 액션 맵" + +msgid "Remove action from interaction profile" +msgstr "액션을 상호작용 프로필로부터 제거" + +msgid "Add binding" +msgstr "바인딩 추가" + +msgid "Remove binding" +msgstr "바인딩 제거" + msgid "Pose" msgstr "자세" @@ -13253,12 +13538,39 @@ msgstr "문자 '%s'은(는) 패키지 세그먼트의 첫 문자로 쓸 수 없 msgid "The package must have at least one '.' separator." msgstr "패키지는 적어도 하나의 '.' 분리 기호가 있어야 합니다." +msgid "" +"The project name does not meet the requirement for the package name format. " +"Please explicitly specify the package name." +msgstr "" +"프로젝트 이름이 패키지 이름 서식의 요구사항을 맞추지 못합니다. 패키지 이름을 " +"명시적으로 지정해 주세요." + msgid "Invalid public key for APK expansion." msgstr "APK 확장에 잘못된 공개 키입니다." msgid "Invalid package name:" msgstr "잘못된 패키지 이름:" +msgid "\"Use Gradle Build\" must be enabled to use the plugins." +msgstr "플러그인을 사용하려면 \"Gradle 빌드 사용\"이 활성화되어야 합니다." + +msgid "OpenXR requires \"Use Gradle Build\" to be enabled" +msgstr "OpenXR을 사용하려면 \"Gradle 빌드 사용\"이 활성화되어야 합니다" + +msgid "\"Hand Tracking\" is only valid when \"XR Mode\" is \"OpenXR\"." +msgstr "\"손 추적\"은 \"XR 모드\" 가 \"OpenXR\"일 때만 사용 가능합니다." + +msgid "\"Passthrough\" is only valid when \"XR Mode\" is \"OpenXR\"." +msgstr "\"Passthrough\"는 \"XR 모드\" 가 \"OpenXR\"일 때만 사용 가능합니다." + +msgid "\"Export AAB\" is only valid when \"Use Gradle Build\" is enabled." +msgstr "\"AAB 내보내기\"는 \"Gradle 빌드 사용\"가 활성화된 경우에만 유효합니다." + +msgid "\"Min SDK\" can only be overridden when \"Use Gradle Build\" is enabled." +msgstr "" +"\"최소 SDK\"는 \"Gradle 빌드 사용\"가 활성화된 경우에만 오버라이드할 수 있습니" +"다." + msgid "Select device from the list" msgstr "목록에서 기기 선택" @@ -13283,12 +13595,26 @@ msgstr "기기에서 실행 중..." msgid "Could not execute on device." msgstr "기기에서 실행할 수 없었습니다." +msgid "" +"Exporting to Android is currently not supported in Godot 4 when using C#/." +"NET. Use Godot 3 to target Android with C#/Mono instead." +msgstr "" +"C#/.NET을 사용하는 Godot 4에서는 아직 안드로이드로 내보내기를 지원하지 않습니" +"다. 필요하다면 대신 C#/Mono를 사용하는 Godot 3을 사용하세요." + +msgid "" +"If this project does not use C#, use a non-C# editor build to export the " +"project." +msgstr "" +"프로젝트가 C#을 사용하지 않는다면, C# 빌드가 아닌 에디터를 사용해서 프로젝트" +"를 내보내세요." + msgid "" "Android build template not installed in the project. Install it from the " "Project menu." msgstr "" -"프로젝트에 Android 빌드 템플릿을 설치하지 않았습니다. 프로젝트 메뉴에서 설치" -"하세요." +"프로젝트에 Android 빌드 템플릿을 설치하지 않았습니다. 프로젝트 메뉴에서 설치하" +"세요." msgid "" "Either Debug Keystore, Debug User AND Debug Password settings must be " @@ -13335,11 +13661,11 @@ msgid "Code Signing" msgstr "코드 서명" msgid "" -"'apksigner' could not be found. Please check that the command is available " -"in the Android SDK build-tools directory. The resulting %s is unsigned." +"'apksigner' could not be found. Please check that the command is available in " +"the Android SDK build-tools directory. The resulting %s is unsigned." msgstr "" -"'apksigner'를 찾을 수 없습니다. 명령이 Android SDK build-tools 디렉토리에서 " -"사용 가능한지 확인해주세요. 결과물 %s는 서명되지 않았습니다." +"'apksigner'를 찾을 수 없습니다. 명령이 Android SDK build-tools 디렉토리에서 사" +"용 가능한지 확인해주세요. 결과물 %s는 서명되지 않았습니다." msgid "Signing debug %s..." msgstr "디버그 %s에 서명 중..." @@ -13384,6 +13710,13 @@ msgstr "잘못된 파일이름입니다! Android APK는 *.apk 확장자가 필 msgid "Unsupported export format!" msgstr "지원되지 않는 내보내기 형식입니다!" +msgid "" +"Trying to build from a gradle built template, but no version info for it " +"exists. Please reinstall from the 'Project' menu." +msgstr "" +"Gradle 빌드 템플릿으로 빌드하려 했으나, 버전 정보가 없습니다. '프로젝트' 메뉴" +"에서 다시 설치해주세요." + msgid "" "Android build version mismatch: Template installed: %s, Godot version: %s. " "Please reinstall Android build template from 'Project' menu." @@ -13406,8 +13739,8 @@ msgid "Building Android Project (gradle)" msgstr "Android 프로젝트 빌드 중 (gradle)" msgid "" -"Building of Android project failed, check output for the error. " -"Alternatively visit docs.godotengine.org for Android build documentation." +"Building of Android project failed, check output for the error. Alternatively " +"visit docs.godotengine.org for Android build documentation." msgstr "" "Android 프로젝트의 빌드에 실패했습니다, 출력된 오류를 확인하세요. 또는 docs." "godotengine.org에서 Android 빌드 문서를 찾아보세요." @@ -13419,8 +13752,8 @@ msgid "" "Unable to copy and rename export file, check gradle project directory for " "outputs." msgstr "" -"내보내기 파일을 복사하고 이름을 바꿀 수 없습니다, 출력에 대한 gradle 프로젝" -"트 디렉토리를 확인하세요." +"내보내기 파일을 복사하고 이름을 바꿀 수 없습니다, 출력에 대한 gradle 프로젝트 " +"디렉토리를 확인하세요." msgid "Package not found: \"%s\"." msgstr "패키지를 찾을 수 없음: \"%s\"." @@ -13437,8 +13770,8 @@ msgid "" "architectures in the export preset." msgstr "" "선택된 아키텍처를 위한 내보내기 템플릿에 라이브러리가 누락되어 있습니다: %s. " -"모든 필수 라이브러리를 가지고 템플릿을 빌드하거나, 내보내기 프리셋에서 누락" -"된 아키텍처를 선택 취소하세요." +"모든 필수 라이브러리를 가지고 템플릿을 빌드하거나, 내보내기 프리셋에서 누락된 " +"아키텍처를 선택 취소하세요." msgid "Adding files..." msgstr "파일을 추가하는 중..." @@ -13452,9 +13785,24 @@ msgstr "APK를 정렬 중..." msgid "Could not unzip temporary unaligned APK." msgstr "임시 정렬되지 않은 APK의 압축을 풀 수 없었습니다." +msgid "App Store Team ID not specified." +msgstr "Apple 스토어 팀 ID가 지정되지 않았습니다." + msgid "Invalid Identifier:" msgstr "잘못된 식별자:" +msgid "Export Icons" +msgstr "아이콘 내보내기" + +msgid "Prepare Templates" +msgstr "템플릿 준비" + +msgid "Export template not found." +msgstr "내보내기 템플릿을 찾을 수 없습니다." + +msgid "Code signing failed, see editor log for details." +msgstr "코드 서명에 실패했습니다. 자세한 사항은 에디터 로그를 참조하세요." + msgid "Xcode Build" msgstr "Xcode 빌드" @@ -13686,8 +14034,8 @@ msgstr "잘못된 타임스탬프 서버입니다." msgid "" "Could not start signtool executable. Configure signtool path in the Editor " -"Settings (Export > Windows > signtool), or disable \"Codesign\" in the " -"export preset." +"Settings (Export > Windows > signtool), or disable \"Codesign\" in the export " +"preset." msgstr "" "signtool을 실행하지 못했습니다. 에디터 설정 (내보내기 > Windows > signtool)에" "서 signtool의 경로를 지정하거나, 내보내기 프리셋에서 \"코드 서명\"을 비활성화" @@ -13695,8 +14043,8 @@ msgstr "" msgid "" "Could not start osslsigncode executable. Configure signtool path in the " -"Editor Settings (Export > Windows > osslsigncode), or disable \"Codesign\" " -"in the export preset." +"Editor Settings (Export > Windows > osslsigncode), or disable \"Codesign\" in " +"the export preset." msgstr "" "osslsigncode을 실행하지 못했습니다. 에디터 설정 (내보내기 > Windows > " "osslsigncode)에서 osslsigncode의 경로를 지정하거나, 내보내기 프리셋에서 \"코" @@ -13709,11 +14057,11 @@ msgid "Failed to remove temporary file \"%s\"." msgstr "임시 파일 \"%s\"를 제거하지 못했습니다." msgid "" -"The rcedit tool must be configured in the Editor Settings (Export > Windows " -"> rcedit) to change the icon or app information data." +"The rcedit tool must be configured in the Editor Settings (Export > Windows > " +"rcedit) to change the icon or app information data." msgstr "" -"앱 아이콘이나 정보를 바꾸기 위해선 에디터 설정 (내보내기 > Windows > rcedit)" -"에서 rcedit 도구를 설정해야 합니다." +"앱 아이콘이나 정보를 바꾸기 위해선 에디터 설정 (내보내기 > Windows > rcedit)에" +"서 rcedit 도구를 설정해야 합니다." msgid "Windows executables cannot be >= 4 GiB." msgstr "Windows 실행 파일은 4GiB보다 클 수 없습니다." @@ -13735,15 +14083,15 @@ msgid "" "Only one visible CanvasModulate is allowed per scene (or set of instantiated " "scenes). The first created one will work, while the rest will be ignored." msgstr "" -"CanvasModulate는 씬 (또는 인스턴트된 씬들) 당 단 하나만 보일 수 있습니다. 처" -"음에 만든 것만 작동하고, 나머지는 무시됩니다." +"CanvasModulate는 씬 (또는 인스턴트된 씬들) 당 단 하나만 보일 수 있습니다. 처음" +"에 만든 것만 작동하고, 나머지는 무시됩니다." msgid "" "This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " -"define its shape." +"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to define " +"its shape." msgstr "" -"이 노드는 모양이 없습니다, 다른 물체와 충돌하거나 상호 작용할 수 없습니다.\n" +"이 노드는 모양이 없어서 다른 물체와 충돌하거나 상호 작용할 수 없습니다.\n" "CollisionShape2D 또는 CollisionPolygon2D를 자식 노드로 추가하여 모양을 정의하" "는 것을 고려하세요." @@ -13752,8 +14100,8 @@ msgid "" "CollisionObject2D derived node. Please only use it as a child of Area2D, " "StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." msgstr "" -"CollisionPolygon2D는 CollisionObject2D 기반 노드에 콜리전 모양을 지정하는 용" -"도로만 사용됩니다. 모양을 정의해야 하는 Area2D, StaticBody2D, RigidBody2D, " +"CollisionPolygon2D는 CollisionObject2D 기반 노드에 콜리전 모양을 지정하는 용도" +"로만 사용됩니다. 모양을 정의해야 하는 Area2D, StaticBody2D, RigidBody2D, " "CharacterBody2D 등의 자식으로만 사용해주세요." msgid "An empty CollisionPolygon2D has no effect on collision." @@ -13765,6 +14113,20 @@ msgstr "잘못된 폴리곤. 적어도 '솔리드' 빌드 모드에서 점 3개 msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." msgstr "잘못된 폴리곤. 적어도 '세그먼트' 빌드 모드에서 점 2개가 필요합니다." +msgid "" +"The One Way Collision property will be ignored when the collision object is " +"an Area2D." +msgstr "충돌 오브젝트가 Area2D일 경우 일방향 충돌 속성은 무시됩니다." + +msgid "" +"CollisionShape2D only serves to provide a collision shape to a " +"CollisionObject2D derived node. Please only use it as a child of Area2D, " +"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." +msgstr "" +"CollisionShape2D는 CollisionObject2D 기반 노드에 콜리전 모양을 지정하는 용도로" +"만 사용됩니다. 모양을 정의해야 하는 Area2D, StaticBody2D, RigidBody2D, " +"CharacterBody2D 등의 자식으로만 사용해주세요." + msgid "" "A shape must be provided for CollisionShape2D to function. Please create a " "shape resource for it!" @@ -13776,8 +14138,8 @@ msgid "" "Polygon-based shapes are not meant be used nor edited directly through the " "CollisionShape2D node. Please use the CollisionPolygon2D node instead." msgstr "" -"폴리곤 기반 모양은 CollisionShape2D에 추가하거나 거기서 편집하게끔 설계하지 " -"않았습니다. 대신 CollisionPolygon2D 노드를 사용하십시오." +"폴리곤 기반 모양은 CollisionShape2D에 추가하거나 거기서 편집하게끔 설계하지 않" +"았습니다. 대신 CollisionPolygon2D 노드를 사용하십시오." msgid "" "CPUParticles2D animation requires the usage of a CanvasItemMaterial with " @@ -13790,8 +14152,7 @@ msgid "" "A material to process the particles is not assigned, so no behavior is " "imprinted." msgstr "" -"파티클을 처리할 머티리얼이 할당되지 않았으므로, 아무런 동작도 찍히지 않습니" -"다." +"파티클을 처리할 머티리얼이 할당되지 않았으므로, 아무런 동작도 찍히지 않습니다." msgid "" "Particles2D animation requires the usage of a CanvasItemMaterial with " @@ -13800,6 +14161,18 @@ msgstr "" "Particles2D 애니메이션은 \"Particles Animation\"이 활성화되어 있는 " "CanvasItemMaterial을 사용해야 합니다." +msgid "" +"Particle trails are only available when using the Forward+ or Mobile " +"rendering backends." +msgstr "" +"파티클 트레일은 Forward+ 또는 모바일 렌더링 백엔드를 사용할 경우에만 쓸 수 있" +"습니다." + +msgid "" +"Particle sub-emitters are not available when using the GL Compatibility " +"rendering backend." +msgstr "파티클 서브이미터는 GL 호환성 백엔드를 사용할 때는 쓸 수 없습니다." + msgid "Node A and Node B must be PhysicsBody2Ds" msgstr "노드 A와 노드 B는 PhysicsBody2D여야 합니다" @@ -13828,6 +14201,24 @@ msgstr "" msgid "The occluder polygon for this occluder is empty. Please draw a polygon." msgstr "Occluder 폴리곤이 비어있습니다. 폴리곤을 그려주세요." +msgid "" +"The NavigationAgent2D can be used only under a Node2D inheriting parent node." +msgstr "" +"NavigationAgent2D는 Node2D 기반의 부모 노드 아래에서만 사용할 수 있습니다." + +msgid "" +"NavigationLink2D start position should be different than the end position to " +"be useful." +msgstr "" +"NavigationLink2D의 시작점은 끝점과 다르게 설정하는 편이 유용할 것입니다." + +msgid "" +"A NavigationMesh resource must be set or created for this node to work. " +"Please set a property or draw a polygon." +msgstr "" +"이 노드가 작동하려면 NavigationMesh 리소스를 설정하거나 만들어야 합니다. 속성" +"을 설정하거나 폴리곤을 그려주세요." + msgid "" "ParallaxLayer node only works when set as child of a ParallaxBackground node." msgstr "" @@ -13843,9 +14234,36 @@ msgstr "" "PhysicalBone2D는 Skeleton2D나 다른 PhysicalBone2D가 부모 노드로 있어야만 작동" "합니다!" +msgid "" +"A PhysicalBone2D needs to be assigned to a Bone2D node in order to function! " +"Please set a Bone2D node in the inspector." +msgstr "" +"PhysicalBone2D는 Bone2D 노드에 할당되어야만 작동합니다! 인스펙터에서 Bone2D 노" +"드를 설정해 주세요." + +msgid "" +"A PhysicalBone2D node should have a Joint2D-based child node to keep bones " +"connected! Please add a Joint2D-based node as a child to this node!" +msgstr "" +"PhysicalBone2D는 Joint2D 기반의 자식 노드를 가지고 있어야 본들을 연결할 수 있" +"습니다! 이 노드에 Joint2D 기반의 자식 노드를 추가해 주세요!" + +msgid "" +"Size changes to RigidBody2D will be overridden by the physics engine when " +"running.\n" +"Change the size in children collision shapes instead." +msgstr "" +"실행 중에 RigidBody2D의 크기 변경은 물리 엔진에 의해 오버라이드됩니다.\n" +"대신 자식 콜리전 모양의 크기를 변경하세요." + msgid "Path property must point to a valid Node2D node to work." msgstr "Path 속성은 올바른 Node2D 노드를 가리켜야 합니다." +msgid "" +"This node cannot interact with other objects unless a Shape2D is assigned." +msgstr "" +"이 노드는 Shape2D를 할당하지 않는 이상 다른 오브젝트와 상호작용하지 못합니다." + msgid "This Bone2D chain should end at a Skeleton2D node." msgstr "이 Bone2D 체인은 Skeleton2D 노드에서 끝나야 합니다." @@ -13855,8 +14273,72 @@ msgstr "Bone2D는 Skeleton2D나 다른 Bone2D가 부모 노드로 있어야만 msgid "" "This bone lacks a proper REST pose. Go to the Skeleton2D node and set one." msgstr "" -"이 본에 적절한 대기 자세가 없습니다. Skeleton2D 노드로 가서 대기 자세를 설정" -"하세요." +"이 본에 적절한 대기 자세가 없습니다. Skeleton2D 노드로 가서 대기 자세를 설정하" +"세요." + +msgid "" +"A Y-sorted layer has the same Z-index value as a not Y-sorted layer.\n" +"This may lead to unwanted behaviors, as a layer that is not Y-sorted will be " +"Y-sorted as a whole with tiles from Y-sorted layers." +msgstr "" +"Y 정렬된 레이어가 Y 정렬되지 않은 레이어와 동일한 Z 인덱스 값을 가지고 있습니" +"다.\n" +"이는 원하지 않는 동작을 일으킬 수도 있는데, Y 정렬되지 않은 레이어가 Y 정렬된 " +"레이어의 타일과 함께 전체적으로 Y 정렬되기 때문입니다." + +msgid "" +"A TileMap layer is set as Y-sorted, but Y-sort is not enabled on the TileMap " +"node itself." +msgstr "" +"TileMap 레이어가 Y 정렬되도록 설정되었지만, TileMap 노드 그 자체에는 Y 정렬이 " +"활성화되지 않았습니다." + +msgid "" +"Isometric TileSet will likely not look as intended without Y-sort enabled for " +"the TileMap and all of its layers." +msgstr "" +"아이소메트릭 타일셋의 TileMap과 모든 레이어에 Y 정렬을 설정하지 않는다면 대개 " +"생각한 것과 다르게 보여질 것입니다." + +msgid "" +"External Skeleton3D node not set! Please set a path to an external Skeleton3D " +"node." +msgstr "" +"외부 Skeleton3D 노드가 설정되지 않았습니다! 외부 Skeleton3D 노드로의 경로를 설" +"정해 주세요." + +msgid "" +"Parent node is not a Skeleton3D node! Please use an external Skeleton3D if " +"you intend to use the BoneAttachment3D without it being a child of a " +"Skeleton3D node." +msgstr "" +"부모 노드가 Skeleton3D 노드가 아닙니다! BoneAttachment3D 노드를 부모 " +"Skeleton3D 노드 없이 사용할 생각이라면 외부 Skeleton3D 노드를 사용해 주세요." + +msgid "" +"BoneAttachment3D node is not bound to any bones! Please select a bone to " +"attach this node." +msgstr "" +"BoneAttachment3D 노드가 어떠한 본과도 엮여 있지 않습니다! 이 노드를 부착할 본" +"을 선택해 주세요." + +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to define " +"its shape." +msgstr "" +"이 노드는 모양이 없어서 다른 물체와 충돌하거나 상호 작용할 수 없습니다.\n" +"CollisionShape3D 또는 CollisionPolygon3D를 자식 노드로 추가하여 모양을 정의하" +"는 것을 고려하세요." + +msgid "" +"With a non-uniform scale this node will probably not function as expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size in children collision shapes instead." +msgstr "" +"이 노드의 크기가 일관적이지 않아서 생각한 대로 작동하지 않을 것입니다.\n" +"이 노드의 크기를 일관적으로 (즉, 모든 축에서의 크기가 같게) 만들고, 대신 자식 " +"충돌 모양의 크기를 변경하세요." msgid "" "CollisionPolygon3D only serves to provide a collision shape to a " @@ -13864,10 +14346,24 @@ msgid "" "Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " "CharacterBody3D, etc. to give them a shape." msgstr "" -"CollisionPolygon3D는 CollisionObject3D 기반 노드에 콜리전 모양을 지정하는 용" -"도로만 사용됩니다.\n" -"모양을 정의해야 하는 Area3D, StaticBody3D, RigidBody23D, CharacterBody3D 등" -"의 자식으로만 사용해주세요." +"CollisionPolygon3D는 CollisionObject3D 기반 노드에 콜리전 모양을 지정하는 용도" +"로만 사용됩니다.\n" +"모양을 정의해야 하는 Area3D, StaticBody3D, RigidBody23D, CharacterBody3D 등의 " +"자식으로만 사용해주세요." + +msgid "An empty CollisionPolygon3D has no effect on collision." +msgstr "빈 CollisionPolygon3D는 콜리전에 영향을 주지 않습니다." + +msgid "" +"A non-uniformly scaled CollisionPolygon3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change its " +"polygon's vertices instead." +msgstr "" +"일관적인 크기가 아닌 CollisionPolygon3D 노드는 아마 생각한 대로 작동하지 않을 " +"것입니다.\n" +"이 노드의 크기를 일관적으로 (즉, 모든 축에서의 크기가 같게) 만들고, 대신 폴리" +"곤의 모양을 변경하세요." msgid "" "CollisionShape3D only serves to provide a collision shape to a " @@ -13875,24 +14371,264 @@ msgid "" "Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " "CharacterBody3D, etc. to give them a shape." msgstr "" -"CollisionShape3D는 CollisionObject3D 기반 노드에 콜리전 모양을 지정하는 용도" -"로만 사용됩니다.\n" +"CollisionShape3D는 CollisionObject3D 기반 노드에 콜리전 모양을 지정하는 용도로" +"만 사용됩니다.\n" "모양을 정의해야 하는 Area3D, StaticBody3D, RigidBody3D, CharacterBody3D 등의 " "자식으로만 사용해주세요." +msgid "" +"A shape must be provided for CollisionShape3D to function. Please create a " +"shape resource for it." +msgstr "" +"CollisionShape3D가 제 기능을 하려면 모양이 있어야 합니다. 모양 리소스를 만들어" +"주세요." + +msgid "" +"ConcavePolygonShape3D doesn't support RigidBody3D in another mode than static." +msgstr "" +"ConcavePolygonShape3D는 static 외의 모드가 설정된 RigidBody3D를 지원하지 않습" +"니다." + +msgid "" +"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." +msgstr "" +"WorldBoundaryShape3D는 static 외의 모드가 설정된 RigidBody3D를 지원하지 않습니" +"다." + +msgid "" +"A non-uniformly scaled CollisionShape3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size of its shape resource instead." +msgstr "" +"일관적인 크기가 아닌 CollisionShape3D 노드는 아마 생각한 대로 작동하지 않을 것" +"입니다.\n" +"이 노드의 크기를 일관적으로 (즉, 모든 축에서의 크기가 같게) 만들고, 대신 모양 " +"리소스의 크기를 변경하세요." + msgid "Nothing is visible because no mesh has been assigned." msgstr "지정한 메시가 없어서 아무 것도 보이지 않습니다." msgid "" -"Nothing is visible because meshes have not been assigned to draw passes." +"CPUParticles3D animation requires the usage of a StandardMaterial3D whose " +"Billboard Mode is set to \"Particle Billboard\"." +msgstr "" +"CPUParticles3D 애니메이션을 사용하려면 Billboard Mode가 \"Particle " +"Billboard\"로 설정된 StandardMaterial3D가 필요합니다." + +msgid "" +"Decals are only available when using the Forward+ or Mobile rendering " +"backends." +msgstr "데칼은 Forward+ 또는 모바일 렌더링 백엔드에서만 사용할 수 있습니다." + +msgid "" +"The decal has no textures loaded into any of its texture properties, and will " +"therefore not be visible." +msgstr "" +"데칼의 어떤 텍스쳐 속성에도 텍스쳐가 설정되지 않았기 때문에 아무것도 보이지 않" +"을 것입니다." + +msgid "" +"The decal has a Normal and/or ORM texture, but no Albedo texture is set.\n" +"An Albedo texture with an alpha channel is required to blend the normal/ORM " +"maps onto the underlying surface.\n" +"If you don't want the Albedo texture to be visible, set Albedo Mix to 0." +msgstr "" +"데칼에 노멀 또는 ORM 텍스쳐가 있지만 알베도 텍스쳐는 설정되지 않았습니다.\n" +"알파 채널이 있는 알베도 텍스쳐가 있어야 아래의 표면에 노멀/ORM 맵을 그릴 수 있" +"습니다.\n" +"알베도 텍스쳐를 보이지 않게 하고 싶다면, 알베도 믹스를 0으로 설정하세요." + +msgid "" +"The decal's Cull Mask has no bits enabled, which means the decal will not " +"paint objects on any layer.\n" +"To resolve this, enable at least one bit in the Cull Mask property." +msgstr "" +"데칼의 컬 마스크에 아무 비트도 설정되지 않았습니다. 즉, 이 데칼은 어떤 레이어" +"의 오브젝트에도 그려지지 않을 것입니다.\n" +"컬 마스크 속성에서 하나 이상의 비트를 켜 주세요." + +msgid "Fog Volumes are only visible when using the Forward+ backend." +msgstr "포그 볼륨은 Forward+ 백엔드를 사용할 때만 보입니다." + +msgid "" +"Fog Volumes need volumetric fog to be enabled in the scene's Environment in " +"order to be visible." +msgstr "" +"씬 Environment에서 볼류메트릭 포그가 활성화되어 있어야 포그 볼륨을 볼 수 있습" +"니다." + +msgid "Nothing is visible because meshes have not been assigned to draw passes." msgstr "메시가 패스를 그리도록 지정하지 않아서, 아무 것도 보이지 않습니다." +msgid "" +"Particles animation requires the usage of a BaseMaterial3D whose Billboard " +"Mode is set to \"Particle Billboard\"." +msgstr "" +"Particles 애니메이션을 사용하려면 Billboard Mode가 \"Particle Billboard\"로 설" +"정된 BaseMaterial3D가 필요합니다." + +msgid "" +"Using Trail meshes with a skin causes Skin to override Trail poses. Suggest " +"removing the Skin." +msgstr "" +"트레일 메시를 스킨과 함께 사용하면 스킨이 트레일 포즈를 덮어씌우게 됩니다. 스" +"킨을 삭제하는 것을 추천합니다." + +msgid "Trails active, but neither Trail meshes or a Skin were found." +msgstr "트레일이 켜져 있지만, 트레일 메시 또는 스킨을 찾을 수 없습니다." + +msgid "" +"Only one Trail mesh is supported. If you want to use more than a single mesh, " +"a Skin is needed (see documentation)." +msgstr "" +"트레일 메시 하나만이 지원됩니다. 여러 개의 메시를 사용하려면 스킨이 필요합니" +"다 (문서를 참조하세요)." + +msgid "" +"Trails enabled, but one or more mesh materials are either missing or not set " +"for trails rendering." +msgstr "" +"트레일이 켜져 있지만, 하나 이상의 머티리얼이 존재하지 않거나 트레일 렌더링용으" +"로 설정되지 않았습니다." + +msgid "" +"Particle sub-emitters are only available when using the Forward+ or Mobile " +"rendering backends." +msgstr "" +"파티클 서브 이미터는 Forward+ 또는 모바일 렌더링 백엔드를 사용할 경우에만 쓸 " +"수 있습니다." + +msgid "" +"The Bake Mask has no bits enabled, which means baking will not produce any " +"collision for this GPUParticlesCollisionSDF3D.\n" +"To resolve this, enable at least one bit in the Bake Mask property." +msgstr "" +"굽기 마스크에 아무 비트도 설정되지 않았습니다. 즉, 구워도 이 " +"GPUParticlesCollisionSDF3D에 대해 어떤 충돌도 만들어내지 않을 것입니다.\n" +"굽기 마스크 속성에서 하나 이상의 비트를 설정해 주세요." + +msgid "Node A and Node B must be PhysicsBody3Ds" +msgstr "노드 A와 노드 B는 PhysicsBody3D여야 합니다" + +msgid "Node A must be a PhysicsBody3D" +msgstr "노드 A는 PhysicsBody3D여야 합니다" + +msgid "Node B must be a PhysicsBody3D" +msgstr "노드 B는 PhysicsBody3D여야 합니다" + +msgid "Joint is not connected to any PhysicsBody3Ds" +msgstr "Joint가 어떠한 PhysicsBody3D에도 연결되어 있지 않습니다" + +msgid "Node A and Node B must be different PhysicsBody3Ds" +msgstr "노드 A와 노드 B는 서로 다른 PhysicsBody3D여야 합니다" + +msgid "" +"Shadows are not supported when using the GL Compatibility backend yet. " +"Support will be added in a future release." +msgstr "" +"그림자는 아직 GL 호환성 백엔드에서 지원되지 않습니다. 추후 릴리즈에서 지원될 " +"예정입니다." + +msgid "A light's scale does not affect the visual size of the light." +msgstr "빛의 크기는 실제로 보이는 빛의 크기에 영향을 미치지 않습니다." + +msgid "Projector texture only works with shadows active." +msgstr "프로젝터 텍스쳐는 그림자가 켜져 있어야 작동합니다." + +msgid "" +"Projector textures are not supported when using the GL Compatibility backend " +"yet. Support will be added in a future release." +msgstr "" +"프로젝터 텍스쳐는 아직 GL 호환성 백엔드에서 지원되지 않습니다. 추후 릴리즈에" +"서 지원될 예정입니다." + +msgid "A SpotLight3D with an angle wider than 90 degrees cannot cast shadows." +msgstr "SpotLight3D의 각도를 90도 이상으로 잡으면 그림자를 투영할 수 없습니다." + +msgid "Finding meshes, lights and probes" +msgstr "메시와 라이트와 프로브를 찾는 중" + +msgid "Preparing geometry %d/%d" +msgstr "지오메트리 준비 중 %d/%d" + msgid "Creating probes" -msgstr "프로브 생성" +msgstr "프로브 생성 중" + +msgid "Creating probes from mesh %d/%d" +msgstr "프로브를 메시에서 생성 중 %d/%d" + +msgid "Preparing Lightmapper" +msgstr "Lightmapper 준비 중" + +msgid "Preparing Environment" +msgstr "Environment 준비 중" msgid "Generating Probe Volumes" msgstr "프로브 볼륨 생성 중" +msgid "Generating Probe Acceleration Structures" +msgstr "프로브 가속 구조 생성 중" + +msgid "" +"LightmapGI nodes are not supported when using the GL Compatibility backend " +"yet. Support will be added in a future release." +msgstr "" +"LightmapGI 노드는 아직 GL 호환성 백엔드에서 지원되지 않습니다. 추후 릴리즈에" +"서 지원될 예정입니다." + +msgid "" +"The NavigationAgent3D can be used only under a Node3D inheriting parent node." +msgstr "" +"NavigationAgent3D는 Node3D 기반의 부모 노드 아래에서만 사용할 수 있습니다." + +msgid "" +"NavigationLink3D start position should be different than the end position to " +"be useful." +msgstr "" +"NavigationLink3D의 시작점은 끝점과 다르게 설정하는 편이 유용할 것입니다." + +msgid "" +"Occlusion culling is disabled in the Project Settings, which means occlusion " +"culling won't be performed in the root viewport.\n" +"To resolve this, open the Project Settings and enable Rendering > Occlusion " +"Culling > Use Occlusion Culling." +msgstr "" +"오클루전 컬링이 프로젝트 설정에서 비활성화되었습니다. 즉, 루트 뷰포트에서 오클" +"루전 컬링이 사용되지 않을 것입니다.\n" +"프로젝트 설정을 열고 렌더링 > 오클루전 컬링 > 오클루전 컬링 사용을 활성화해 주" +"세요." + +msgid "PathFollow3D only works when set as a child of a Path3D node." +msgstr "PathFollow3D는 Path3D 노드의 자식 노드로 있을 때만 작동합니다." + +msgid "" +"PathFollow3D's ROTATION_ORIENTED requires \"Up Vector\" to be enabled in its " +"parent Path3D's Curve resource." +msgstr "" +"PathFollow3D의 ROTATION_ORIENTED는 부모 Path3D의 Curve 리소스에서 \"Up " +"Vector\"가 켜져 있어야 합니다." + +msgid "" +"Scale changes to RigidBody3D will be overridden by the physics engine when " +"running.\n" +"Please change the size in children collision shapes instead." +msgstr "" +"실행 중에 RigidBody3D의 크기 변경은 물리 엔진에 의해 오버라이드됩니다.\n" +"대신 자식 콜리전 모양의 크기를 변경하세요." + +msgid "" +"ReflectionProbes are not supported when using the GL Compatibility backend " +"yet. Support will be added in a future release." +msgstr "" +"ReflectionProbes는 아직 GL 호환성 백엔드에서 지원되지 않습니다. 추후 릴리즈에" +"서 지원될 예정입니다." + +msgid "" +"This node cannot interact with other objects unless a Shape3D is assigned." +msgstr "" +"이 노드는 Shape3D를 할당하지 않는 이상 다른 오브젝트와 상호작용하지 못합니다." + msgid "This body will be ignored until you set a mesh." msgstr "이 바디는 메시를 설정할 때까지 무시됩니다." @@ -13903,12 +14639,48 @@ msgstr "" "AnimatedSprite3D가 프레임을 보여주기 위해서는 \"Frames\" 속성에 SpriteFrames " "리소스를 만들거나 설정해야 합니다." +msgid "" +"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " +"use it as a child of a VehicleBody3D." +msgstr "" +"VehicleWheel3D는 VehicleBody3D에 바퀴 시스템을 제공하는 역할입니다. " +"VehicleBody3D의 자식으로 사용해주세요." + +msgid "" +"VisibleOnScreenNotifier3D nodes are not supported when using the GL " +"Compatibility backend yet. Support will be added in a future release." +msgstr "" +"VisibleOnScreenNotifier3D 노드는 아직 GL 호환성 백엔드에서 지원되지 않습니다. " +"추후 릴리즈에서 지원될 예정입니다." + msgid "Plotting Meshes" msgstr "메시 구분" msgid "Finishing Plot" msgstr "구분 끝남" +msgid "Generating Distance Field" +msgstr "거리 필드 생성 중" + +msgid "" +"VoxelGI nodes are not supported when using the GL Compatibility backend yet. " +"Support will be added in a future release." +msgstr "" +"VoxelGI 노드는 아직 GL 호환성 백엔드에서 지원되지 않습니다. 추후 릴리즈에서 지" +"원될 예정입니다." + +msgid "" +"No VoxelGI data set, so this node is disabled. Bake static objects to enable " +"GI." +msgstr "" +"VoxelGI 데이터가 설정되지 않아서 이 노드는 비활성화되었습니다. 스태틱 오브젝트" +"를 구워서 GI를 활성화하세요." + +msgid "" +"Only one WorldEnvironment is allowed per scene (or set of instantiated " +"scenes)." +msgstr "씬(또는 인스턴스된 씬들마다) 당 WorldEnvironment는 하나만 허용됩니다." + msgid "On BlendTree node '%s', animation not found: '%s'" msgstr "BlendTree 노드 '%s'에서, 애니메이션을 찾을 수 없음: '%s'" @@ -13991,8 +14763,8 @@ msgid "Add current color as a preset." msgstr "현재 색상을 프리셋으로 추가합니다." msgid "" -"Container by itself serves no purpose unless a script configures its " -"children placement behavior.\n" +"Container by itself serves no purpose unless a script configures its children " +"placement behavior.\n" "If you don't intend to add a script, use a plain Control node instead." msgstr "" "Container 자체는 자식 배치 작업을 구성하는 스크립트 외에는 목적이 없습니다.\n" @@ -14002,16 +14774,15 @@ msgid "" "The Hint Tooltip won't be displayed as the control's Mouse Filter is set to " "\"Ignore\". To solve this, set the Mouse Filter to \"Stop\" or \"Pass\"." msgstr "" -"Hint Tooltip은 Control의 Mouse Filter가 \"Ignore\"으로 설정되어 있기 때문에 " -"보이지 않습니다. 해결하려면 Mouse Filter를 \"Stop\"이나 \"Pass\"로 설정하세" -"요." +"Hint Tooltip은 Control의 Mouse Filter가 \"Ignore\"으로 설정되어 있기 때문에 보" +"이지 않습니다. 해결하려면 Mouse Filter를 \"Stop\"이나 \"Pass\"로 설정하세요." msgid "" "Changing the Z index of a control only affects the drawing order, not the " "input event handling order." msgstr "" -"컨트롤의 Z 인덱스를 변경하는 것은 보여지는 순서에만 영향을 미치고, 입력 이벤" -"트를 처리하는 순서에는 영향을 미치지 않습니다." +"컨트롤의 Z 인덱스를 변경하는 것은 보여지는 순서에만 영향을 미치고, 입력 이벤트" +"를 처리하는 순서에는 영향을 미치지 않습니다." msgid "Alert!" msgstr "경고!" @@ -14099,6 +14870,20 @@ msgstr "" msgid "(Other)" msgstr "(기타)" +msgid "" +"This node was saved as class type '%s', which was no longer available when " +"this scene was loaded." +msgstr "" +"이 노드는 클래스 타입 '%s'로 저장되었는데, 씬을 불러온 시점에서 이는 유효하지 " +"않은 클래스였습니다." + +msgid "" +"Data from the original node is kept as a placeholder until this type of node " +"is available again. It can hence be safely re-saved without risk of data loss." +msgstr "" +"원본 노드의 데이터는 이 타입의 노드가 다시 유효해질 때까지 플레이스홀더로서 유" +"지됩니다. 따라서 데이터를 잃을 우려 없이 저장할 수 있습니다." + msgid "" "Setting node name '%s' to be unique within scene for '%s', but it's already " "claimed by '%s'.\n" @@ -14124,19 +14909,26 @@ msgid "" "Default Environment as specified in the project setting \"rendering/" "environment/defaults/default_environment\" could not be loaded." msgstr "" -"프로젝트 설정 \"rendering/environment/defaults/default_environment\"에 지정" -"한 디폴트 환경을 불러올 수 없습니다." +"프로젝트 설정 \"rendering/environment/defaults/default_environment\"에 지정한 " +"디폴트 환경을 불러올 수 없습니다." + +msgid "" +"ShaderGlobalsOverride is not active because another node of the same type is " +"in the scene." +msgstr "" +"ShaderGlobalsOverride는 같은 타입의 다른 노드가 씬 내에 존재하기 때문에 비활성" +"화되었습니다." msgid "" "Very low timer wait times (< 0.05 seconds) may behave in significantly " "different ways depending on the rendered or physics frame rate.\n" -"Consider using a script's process loop instead of relying on a Timer for " -"very low wait times." +"Consider using a script's process loop instead of relying on a Timer for very " +"low wait times." msgstr "" -"매우 짧은 타이머 대기 시간(< 0.05초)은 렌더링된 프레임 레이트나 물리 프레임 " -"레이트에 따라 상당히 다른 방식으로 작동할 수 있습니다.\n" -"대기 시간이 매우 짧다면 타이머에 의존하는 대신 스크립트의 프로세스 루프를 사" -"용하는 것이 좋습니다." +"매우 짧은 타이머 대기 시간(< 0.05초)은 렌더링된 프레임 레이트나 물리 프레임 레" +"이트에 따라 상당히 다른 방식으로 작동할 수 있습니다.\n" +"대기 시간이 매우 짧다면 타이머에 의존하는 대신 스크립트의 프로세스 루프를 사용" +"하는 것이 좋습니다." msgid "" "The Viewport size must be greater than or equal to 2 pixels on both " @@ -14144,9 +14936,37 @@ msgid "" msgstr "" "무엇이든 렌더링하려면 뷰포트 크기가 양쪽 차원에서 2픽셀 이상이어야 합니다." +msgid "Cannot open font from file: %s." +msgstr "파일으로부터 글꼴을 열 수 없습니다: %s." + +msgid "Version %d of BMFont is not supported (should be 3)." +msgstr "BMFont 버전 %d는 지원되지 않습니다 (3이어야 합니다)." + +msgid "Invalid BMFont info block size." +msgstr "BMFont info block의 크기가 올바르지 않습니다." + +msgid "Invalid BMFont common block size." +msgstr "BMFont common block의 크기가 올바르지 않습니다." + +msgid "Can't load font texture: %s." +msgstr "글꼴 텍스쳐를 불러오지 못했습니다: %s." + msgid "Unsupported BMFont texture format." msgstr "지원되지 않는 BMFont 텍스처 형식입니다." +msgid "Invalid BMFont block type." +msgstr "잘못된 BMFont block 타입입니다." + +msgid "" +"An incoming node's name clashes with %s already in the scene (presumably, " +"from a more nested instance).\n" +"The less nested node will be renamed. Please fix and re-save the scene." +msgstr "" +"들어오는 노드의 이름이 씬에 이미 존재하는 %s와 충돌합니다 (아마 더 깊은 계층" +"의 인스턴스로부터).\n" +"덜 깊은 계층에 있는 노드의 이름이 변경될 것입니다. 이 문제를 수정하고 씬을 다" +"시 저장하세요." + msgid "" "Shader keywords cannot be used as parameter names.\n" "Choose another name." @@ -14154,12 +14974,15 @@ msgstr "" "셰이더 키워드를 매개변수 이름으로 사용할 수 없습니다.\n" "다른 이름을 선택해 주세요." +msgid "This parameter type does not support the '%s' qualifier." +msgstr "이 파리미터 타입은 '%s' 한정자를 지원하지 않습니다." + msgid "" "The sampler port is connected but not used. Consider changing the source to " "'SamplerPort'." msgstr "" -"샘플러 포트가 연결되어 있지만 사용되지 않습니다. 소스를 'SamplerPort'로 변경" -"하는 것을 고려해주세요." +"샘플러 포트가 연결되어 있지만 사용되지 않습니다. 소스를 'SamplerPort'로 변경하" +"는 것을 고려해주세요." msgid "Invalid source for preview." msgstr "미리보기에 잘못된 소스." @@ -14262,12 +15085,12 @@ msgid "A constant value cannot be passed for '%s' parameter." msgstr "'%s' 매개 변수에 상수 값을 전달할 수 없습니다." msgid "" -"Unable to pass a multiview texture sampler as a parameter to custom " -"function. Consider to sample it in the main function and then pass the " -"vector result to it." +"Unable to pass a multiview texture sampler as a parameter to custom function. " +"Consider to sample it in the main function and then pass the vector result to " +"it." msgstr "" -"멀티뷰 텍스처 샘플러를 커스텀 함수의 인자로 넘겨줄 수 없습니다. 메인 함수에" -"서 샘플한 뒤 그 결과값을 벡터로 넘겨주는 것을 고려해 보세요." +"멀티뷰 텍스처 샘플러를 커스텀 함수의 인자로 넘겨줄 수 없습니다. 메인 함수에서 " +"샘플한 뒤 그 결과값을 벡터로 넘겨주는 것을 고려해 보세요." msgid "Unknown identifier in expression: '%s'." msgstr "표현식에 알 수 없는 식별자가 있습니다: '%s'." @@ -14281,8 +15104,7 @@ msgstr "" "최소한의 코드 변경으로 계속하려면 셰이더 상단에 'uniform sampler2D %s : " "hint_%s, filter_linear_mipmap;'을 추가하세요." -msgid "" -"Varying with '%s' data type may only be used in the 'fragment' function." +msgid "Varying with '%s' data type may only be used in the 'fragment' function." msgstr "'%s' 타입의 varying은 'fragment' 함수에서만 사용될 수 있습니다." msgid "Varying '%s' must be assigned in the 'fragment' function first." @@ -14372,8 +15194,7 @@ msgstr "상수 표현식이 와야 합니다." msgid "Expected initialization of constant." msgstr "상수의 초기화가 와야 합니다." -msgid "" -"Expected constant expression for argument %d of function call after '='." +msgid "Expected constant expression for argument %d of function call after '='." msgstr "'=' 뒤에 오는 함수 호출의 인수 %d에 대해 상수 표현식이 와야 합니다." msgid "Expected a boolean expression." @@ -14432,8 +15253,8 @@ msgstr "" "셰이더 시작 부분에 '%s'가 와야 합니다. 유효한 타입들은 다음과 같습니다: %s." msgid "" -"Expected an identifier after '%s', indicating the type of shader. Valid " -"types are: %s." +"Expected an identifier after '%s', indicating the type of shader. Valid types " +"are: %s." msgstr "" "'%s' 뒤에 셰이더 유형을 나타내는 식별자가 있어야 합니다. 유효한 타입들은 다음" "과 같습니다: %s." @@ -14448,8 +15269,7 @@ msgid "Duplicated render mode: '%s'." msgstr "중복된 렌더링 모드: '%s'." msgid "" -"Redefinition of render mode: '%s'. The '%s' mode has already been set to " -"'%s'." +"Redefinition of render mode: '%s'. The '%s' mode has already been set to '%s'." msgstr "렌더링 모드의 재정의: '%s'. '%s' 모드는 이미 '%s'로 설정되었습니다." msgid "Invalid render mode: '%s'." @@ -14545,12 +15365,6 @@ msgstr "인스턴스 인덱스는 음수일 수 없습니다." msgid "Allowed instance uniform indices must be within [0..%d] range." msgstr "허용되는 인스턴스 균일 인덱스는 [0..%d] 범위 내에 있어야 합니다." -msgid "" -"'hint_normal_roughness_texture' is not supported in gl_compatibility shaders." -msgstr "" -"'hint_normal_roughness_texture'는 gl_compatibility 셰이더에서 지원되지 않습니" -"다." - msgid "'hint_normal_roughness_texture' is not supported in '%s' shaders." msgstr "'hint_normal_roughness_texture'는 '%s' 셰이더에서 지원되지 않습니다." @@ -14622,8 +15436,8 @@ msgid "Expected '(' after function identifier." msgstr "함수 식별자 뒤에 '('가 와야 합니다." msgid "" -"Global non-constant variables are not supported. Expected '%s' keyword " -"before constant definition." +"Global non-constant variables are not supported. Expected '%s' keyword before " +"constant definition." msgstr "" "상수가 아닌 전역 변수는 지원되지 않습니다. 상수 정의 앞에 '%s' 키워드가 와야 " "합니다." @@ -14724,8 +15538,8 @@ msgid "" "Shader include load failed. Does the shader include exist? Is there a cyclic " "dependency?" msgstr "" -"셰이더 인클루드를 불러오지 못했습니다. 셰이더 인클루드가 존재하나요? 순환 참" -"조가 있나요?" +"셰이더 인클루드를 불러오지 못했습니다. 셰이더 인클루드가 존재하나요? 순환 참조" +"가 있나요?" msgid "Shader include resource type is wrong." msgstr "셰이더 인클루드 리소스 유형이 잘못되었습니다." @@ -14790,8 +15604,8 @@ msgid "The local variable '%s' is declared but never used." msgstr "로컬 변수 '%s'가 선언되었지만 사용되지 않았습니다." msgid "" -"The total size of the %s for this shader on this device has been exceeded " -"(%d/%d). The shader may not work correctly." +"The total size of the %s for this shader on this device has been exceeded (%d/" +"%d). The shader may not work correctly." msgstr "" -"이 장치에서 이 셰이더에 대한 %s의 총 크기를 초과했습니다(%d/%d). 셰이더가 제" -"대로 작동하지 않을 수 있습니다." +"이 장치에서 이 셰이더에 대한 %s의 총 크기를 초과했습니다(%d/%d). 셰이더가 제대" +"로 작동하지 않을 수 있습니다." diff --git a/editor/translations/editor/lv.po b/editor/translations/editor/lv.po index 33530df6d56..ddb6957aea9 100644 --- a/editor/translations/editor/lv.po +++ b/editor/translations/editor/lv.po @@ -333,8 +333,7 @@ msgid "Only show tracks from nodes selected in tree." msgstr "Rādīt celiņus tikai no mezgliem izvēlētajā kokā." msgid "Group tracks by node or display them as plain list." -msgstr "" -"Sagrupēt celiņus atkarībā no mezgliem vai rādīt tos vienkāršā sarakstā." +msgstr "Sagrupēt celiņus atkarībā no mezgliem vai rādīt tos vienkāršā sarakstā." msgid "Snap:" msgstr "Pievilkt:" @@ -722,8 +721,8 @@ msgstr "Atvērt" msgid "" "Remove the selected files from the project? (Cannot be undone.)\n" -"Depending on your filesystem configuration, the files will either be moved " -"to the system trash or deleted permanently." +"Depending on your filesystem configuration, the files will either be moved to " +"the system trash or deleted permanently." msgstr "" "Vai noņemt izvēlētos failus no projekta? (Netiks atjaunoti)\n" "Atšķirībā no failu sistēmas konfigurācijas, faili tiks aizvākti uz sistēmas " @@ -733,8 +732,8 @@ msgid "" "The files being removed are required by other resources in order for them to " "work.\n" "Remove them anyway? (Cannot be undone.)\n" -"Depending on your filesystem configuration, the files will either be moved " -"to the system trash or deleted permanently." +"Depending on your filesystem configuration, the files will either be moved to " +"the system trash or deleted permanently." msgstr "" "Faili, kurus Jūs vēlaties noņemt ir nepieciešami citiem resursiem, lai tie " "varētu strādāt.\n" @@ -840,9 +839,9 @@ msgstr "Trešās partijas Licences" msgid "" "Godot Engine relies on a number of third-party free and open source " -"libraries, all compatible with the terms of its MIT license. The following " -"is an exhaustive list of all such third-party components with their " -"respective copyright statements and license terms." +"libraries, all compatible with the terms of its MIT license. The following is " +"an exhaustive list of all such third-party components with their respective " +"copyright statements and license terms." msgstr "" "Godot Konstruktors paļaujas uz citiem trešās partijas brīvajām un atvērtā " "avota bibliotēkām, kuras ir saderīgas ar to MIT licences nosacījumiem. " @@ -1137,8 +1136,7 @@ msgid "Allows editing the node hierarchy in the Scene dock." msgstr "Atļauj mezgla hierarhijas rediģēšanu ainu dokā." msgid "" -"Allows to work with signals and groups of the node selected in the Scene " -"dock." +"Allows to work with signals and groups of the node selected in the Scene dock." msgstr "Atļauj strādāt ar signāliem un grupām izvēlētā mezgla ainu dokā." msgid "Allows to browse the local file system via a dedicated dock." @@ -1189,8 +1187,7 @@ msgid "Main Features:" msgstr "Galvenās iespējas:" msgid "" -"Profile '%s' already exists. Remove it first before importing, import " -"aborted." +"Profile '%s' already exists. Remove it first before importing, import aborted." msgstr "" "Profils '%s' jau eksistē. Vispirms to noņem pirms importēšanas. Importēšana " "atcelta." @@ -1384,8 +1381,7 @@ msgstr "Motīva Mainīgais" msgid "Property:" msgstr "Parametrs:" -msgid "" -"Pinning a value forces it to be saved even if it's equal to the default." +msgid "Pinning a value forces it to be saved even if it's equal to the default." msgstr "" "Vērtības piespraušana liek to saglabāt, pat ja tā ir vienāda ar noklusējuma " "vērtību." @@ -1569,8 +1565,8 @@ msgid "%s no longer exists! Please specify a new save location." msgstr "%s vairs neeksistē! Lūdzu norādi jaunu saglabāšanas lokāciju." msgid "" -"The current scene has no root node, but %d modified external resource(s) " -"were saved anyway." +"The current scene has no root node, but %d modified external resource(s) were " +"saved anyway." msgstr "" "Pašreizējai ainav nav saknes mezgla, bet %d pārveidoti ārējie resursi tika " "saglbāti tāpat." @@ -1627,8 +1623,8 @@ msgid "" "This option is deprecated. Situations where refresh must be forced are now " "considered a bug. Please report." msgstr "" -"Šī iespēja in novecojusi. Situācijas, kad atsvaidzināšana ir jāveic " -"piespiedu kārtā, ir uzskatāma par kļūdu, lūdzu ziņojiet." +"Šī iespēja in novecojusi. Situācijas, kad atsvaidzināšana ir jāveic piespiedu " +"kārtā, ir uzskatāma par kļūdu, lūdzu ziņojiet." msgid "Pick a Main Scene" msgstr "Izvēlēties galveno ainu" @@ -1660,8 +1656,7 @@ msgstr "" msgid "" "Unable to load addon script from path: '%s' Base type is not EditorPlugin." msgstr "" -"Nevar ielādēt papildinājuma skriptu no ceļa: '%s' Bāzes tips nav " -"EditorPlugin." +"Nevar ielādēt papildinājuma skriptu no ceļa: '%s' Bāzes tips nav EditorPlugin." msgid "Unable to load addon script from path: '%s' Script is not in tool mode." msgstr "" @@ -1675,8 +1670,8 @@ msgstr "" "Lai tajā veiktu izmaiņas, izveidojiet jaunu pārmantotu ainu." msgid "" -"Error loading scene, it must be inside the project path. Use 'Import' to " -"open the scene, then save it inside the project path." +"Error loading scene, it must be inside the project path. Use 'Import' to open " +"the scene, then save it inside the project path." msgstr "" "Kļūda ielādējot ainu, tai jābūt projekta ceļā. Izmantojiet 'Importēt', lai " "atvērtu ainu, pēc tam saglabājiet to projekta ceļā." @@ -2702,9 +2697,9 @@ msgid "" "mobile device).\n" "You don't need to enable it to use the GDScript debugger locally." msgstr "" -"Kad šī opcija ir ieslēgta, izmantojot viena klikšķa palaišanu, tā liks " -"spēlei savienoties ar šī datora IP adresi, lai pašreizējais projekts varētu " -"tik atkļūdots attālināti.\n" +"Kad šī opcija ir ieslēgta, izmantojot viena klikšķa palaišanu, tā liks spēlei " +"savienoties ar šī datora IP adresi, lai pašreizējais projekts varētu tik " +"atkļūdots attālināti.\n" "Šī opcija ir paredzēta izmantošanai tālvadības atkļūdošanai (parasti ar " "mobilu ierīci).\n" "Jums tā nav jāieslēdz, lai izmantotu GDScript atkļūdotāju lokāli." diff --git a/editor/translations/editor/ms.po b/editor/translations/editor/ms.po index 96d049607c6..dd5233d4709 100644 --- a/editor/translations/editor/ms.po +++ b/editor/translations/editor/ms.po @@ -121,9 +121,6 @@ msgstr "Kembali, Sony Pilih, Xbox Kembali, Nintendo -" msgid "Guide, Sony PS, Xbox Home" msgstr "Panduan, Sony PS, Xbox Home" -msgid "Start, Nintendo +" -msgstr "Mula, Nintendo +" - msgid "Left Stick, Sony L3, Xbox L/LS" msgstr "Batang Kiri, Sony L3, Xbox L/LS" @@ -902,8 +899,7 @@ msgstr "Sambungkan Isyarat ke Kaedah" msgid "Are you sure you want to remove all connections from the \"%s\" signal?" msgstr "" -"Adakah anda pasti anda mahu mengeluarkan semua sambungan dari isyarat \"% " -"s\"?" +"Adakah anda pasti anda mahu mengeluarkan semua sambungan dari isyarat \"% s\"?" msgid "Signals" msgstr "Isyarat" @@ -992,8 +988,7 @@ msgid "" "functions called by that function.\n" "Use this to find individual functions to optimize." msgstr "" -"Inklusif: Termasuk masa daripada fungsi lain yang dipanggil oleh fungsi " -"ini.\n" +"Inklusif: Termasuk masa daripada fungsi lain yang dipanggil oleh fungsi ini.\n" "Gunakan ini untuk mengesan kesesakan.\n" "\n" "Diri: Hanya kira masa yang dihabiskan dalam fungsi itu sendiri, bukan dalam " @@ -1073,8 +1068,8 @@ msgstr "Buka" msgid "" "Remove the selected files from the project? (Cannot be undone.)\n" -"Depending on your filesystem configuration, the files will either be moved " -"to the system trash or deleted permanently." +"Depending on your filesystem configuration, the files will either be moved to " +"the system trash or deleted permanently." msgstr "" "Keluarkan fail terpilih dari projek? (Tidak boleh buat asal.)\n" "Bergantung kepada konfigurasi sistem fail anda, fail yang dikeluarkan akan " @@ -1084,11 +1079,10 @@ msgid "" "The files being removed are required by other resources in order for them to " "work.\n" "Remove them anyway? (Cannot be undone.)\n" -"Depending on your filesystem configuration, the files will either be moved " -"to the system trash or deleted permanently." +"Depending on your filesystem configuration, the files will either be moved to " +"the system trash or deleted permanently." msgstr "" -"Fail yang akan dikeluarkan diperlukan oleh sumber lain agar dapat " -"berfungsi.\n" +"Fail yang akan dikeluarkan diperlukan oleh sumber lain agar dapat berfungsi.\n" "Masih mahu keluarkan fail tersebut? (Tidak boleh buat asal.)\n" "Bergantung kepada konfigurasi sistem fail anda, fail yang dikeluarkan akan " "dipindah ke tong sampah atau dipadamkan secara kekal." @@ -1191,14 +1185,14 @@ msgstr "Lesen Pihak Ketiga" msgid "" "Godot Engine relies on a number of third-party free and open source " -"libraries, all compatible with the terms of its MIT license. The following " -"is an exhaustive list of all such third-party components with their " -"respective copyright statements and license terms." +"libraries, all compatible with the terms of its MIT license. The following is " +"an exhaustive list of all such third-party components with their respective " +"copyright statements and license terms." msgstr "" "Enjin Godot bergantung kepada beberapa perpustakaan sumber terbuka dan bebas " "pihak ketiga, semuanya serasi dengan syarat-syarat lesen MITnya. Berikut " -"adalah senarai lengkap semua komponen pihak ketiga tersebut dengan " -"pernyataan hak cipta dan syarat lesen masing-masing." +"adalah senarai lengkap semua komponen pihak ketiga tersebut dengan pernyataan " +"hak cipta dan syarat lesen masing-masing." msgid "All Components" msgstr "Semua Komponen" @@ -1485,8 +1479,7 @@ msgid "Allows editing the node hierarchy in the Scene dock." msgstr "Membenarkan suntingan hierarki nod di dalam dok Adegan." msgid "" -"Allows to work with signals and groups of the node selected in the Scene " -"dock." +"Allows to work with signals and groups of the node selected in the Scene dock." msgstr "" "Membenarkan fungsi isyarat dan kumpulan nod yang telah dipilih di dalam dok " "Adegan." @@ -1538,8 +1531,7 @@ msgid "Main Features:" msgstr "Ciri-ciri Utama:" msgid "" -"Profile '%s' already exists. Remove it first before importing, import " -"aborted." +"Profile '%s' already exists. Remove it first before importing, import aborted." msgstr "" "Profil '%s' sudah wujud. Keluarkannya terlebih dahulu sebelum mengimport, " "import dibatalkan." @@ -1734,8 +1726,7 @@ msgstr "Sifat Tema" msgid "Property:" msgstr "Sifat:" -msgid "" -"Pinning a value forces it to be saved even if it's equal to the default." +msgid "Pinning a value forces it to be saved even if it's equal to the default." msgstr "" "Menyemat nilai memaksanya untuk disimpan walaupun ia sama dengan nilai asal." @@ -1888,8 +1879,7 @@ msgid "" "Please read the documentation relevant to importing scenes to better " "understand this workflow." msgstr "" -"Sumber ini tergolong dalam adegan yang diimport, maka ia tidak dapat " -"diedit.\n" +"Sumber ini tergolong dalam adegan yang diimport, maka ia tidak dapat diedit.\n" "Sila baca dokumentasi yang berkaitan dengan pengimportan adegan untuk lebih " "memahami aliran kerja ini." @@ -1919,8 +1909,8 @@ msgid "%s no longer exists! Please specify a new save location." msgstr "%s tidak lagi wujud! Sila nyatakan lokasi simpan baru." msgid "" -"The current scene has no root node, but %d modified external resource(s) " -"were saved anyway." +"The current scene has no root node, but %d modified external resource(s) were " +"saved anyway." msgstr "" "Adegan semasa tidak mempunyai nod akar, tetapi %d sumber luaran yang diubah " "suai telah disimpan juga." @@ -1961,8 +1951,8 @@ msgid "" "Reload the saved scene anyway? This action cannot be undone." msgstr "" "Adegan semasa mempunyai perubahan yang belum disimpan.\n" -"Masih muat semula adegan yang telah disimpan? Tindakan ini tidak boleh " -"dibuat asal." +"Masih muat semula adegan yang telah disimpan? Tindakan ini tidak boleh dibuat " +"asal." msgid "Save & Quit" msgstr "Simpan & Keluar" @@ -2005,8 +1995,8 @@ msgid "" "error in that script.\n" "Disabling the addon at '%s' to prevent further errors." msgstr "" -"Tidak dapat memuat skrip addon dari laluan: '%s'. Ini mungkin disebabkan " -"oleh kod ralat dalam skrip tersebut.\n" +"Tidak dapat memuat skrip addon dari laluan: '%s'. Ini mungkin disebabkan oleh " +"kod ralat dalam skrip tersebut.\n" "Menyahdayakan addon pada '%s' untuk mengelakkan ralat selanjutnya." msgid "" @@ -2017,8 +2007,8 @@ msgstr "" msgid "Unable to load addon script from path: '%s' Script is not in tool mode." msgstr "" -"Tidak dapat memuat skrip addon dari laluan: Skrip '%s' tidak berada dalam " -"mod alat." +"Tidak dapat memuat skrip addon dari laluan: Skrip '%s' tidak berada dalam mod " +"alat." msgid "" "Scene '%s' was automatically imported, so it can't be modified.\n" @@ -2028,8 +2018,8 @@ msgstr "" "Untuk membuat perubahan, pemandangan baru yang diwarisi dapat dibuat." msgid "" -"Error loading scene, it must be inside the project path. Use 'Import' to " -"open the scene, then save it inside the project path." +"Error loading scene, it must be inside the project path. Use 'Import' to open " +"the scene, then save it inside the project path." msgstr "" "Ralat memuatkan adegan, ia mesti berada di dalam laluan projek. Gunakan " "'Import' untuk membuka adegan, kemudian simpan di dalam laluan projek." @@ -2413,18 +2403,18 @@ msgid "" "Can't create a ViewportTexture on resources saved as a file.\n" "Resource needs to belong to a scene." msgstr "" -"Tidak dapat mencipta ViewportTexture pada sumber-sumber yang disimpan " -"sebagai fail.\n" +"Tidak dapat mencipta ViewportTexture pada sumber-sumber yang disimpan sebagai " +"fail.\n" "Sumber perlu tergolong dalam satu adegan." msgid "" -"Can't create a ViewportTexture on this resource because it's not set as " -"local to scene.\n" +"Can't create a ViewportTexture on this resource because it's not set as local " +"to scene.\n" "Please switch on the 'local to scene' property on it (and all resources " "containing it up to a node)." msgstr "" -"Tidak dapat mencipta ViewportTexture pada sumber ini kerana ia tidak " -"disetkan sebagai adegan tempatan.\n" +"Tidak dapat mencipta ViewportTexture pada sumber ini kerana ia tidak disetkan " +"sebagai adegan tempatan.\n" "Sila hidupkan sifat 'tempatan ke tempat kejadian' di atasnya (dan semua " "sumber yang mengandunginya sehingga ke nod)." @@ -2450,8 +2440,8 @@ msgid "Add Key/Value Pair" msgstr "Tambah Pasangan Kunci/Nilai" msgid "" -"The selected resource (%s) does not match any type expected for this " -"property (%s)." +"The selected resource (%s) does not match any type expected for this property " +"(%s)." msgstr "" "Sumber yang dipilih (%s) tidak sesuai dengan jenis yang diharapkan untuk " "sifat ini (%s)." @@ -2670,8 +2660,8 @@ msgid "Download and Install" msgstr "Muat Turun dan Pasang" msgid "" -"Download and install templates for the current version from the best " -"possible mirror." +"Download and install templates for the current version from the best possible " +"mirror." msgstr "Muat turun dan pasang templat untuk versi semasa dari mirror terbaik." msgid "Official export templates aren't available for development builds." @@ -2725,8 +2715,7 @@ msgstr "Lihat barang sebagai senarai." msgid "Status: Import of file failed. Please fix file and reimport manually." msgstr "" -"Status: Import fail gagal. Sila betulkan fail dan import semula secara " -"manual." +"Status: Import fail gagal. Sila betulkan fail dan import semula secara manual." msgid "" "Importing has been disabled for this file, so it can't be opened for editing." @@ -3096,8 +3085,8 @@ msgstr "" "berhenti memuat dengan betul." msgid "" -"Select a resource file in the filesystem or in the inspector to adjust " -"import settings." +"Select a resource file in the filesystem or in the inspector to adjust import " +"settings." msgstr "" "Pilih fail sumber dalam sistem fail atau dalam pemeriksa untuk melaraskan " "tetapan import." @@ -3785,8 +3774,7 @@ msgid "" "Overrides the running project's camera with the editor viewport camera." msgstr "" "Penggantian Kamera Projek\n" -"Menggantikan kamera projek yang sedang berjalan dengan kamera viewport " -"editor." +"Menggantikan kamera projek yang sedang berjalan dengan kamera viewport editor." msgid "" "Project Camera Override\n" @@ -4008,8 +3996,7 @@ msgid "" msgstr "" "Masukkan kekunci automatik apabila objek diterjemahkan, diputarkan atau " "diskalakan (berdasarkan topeng).\n" -"Kekunci hanya ditambahkan pada trek sedia ada, tiada trek baru akan " -"dicipta.\n" +"Kekunci hanya ditambahkan pada trek sedia ada, tiada trek baru akan dicipta.\n" "Kekunci mesti dimasukkan secara manual untuk kali pertama." msgid "Auto Insert Key" @@ -4178,8 +4165,8 @@ msgstr "" "hanya akan mengeksport executable tanpa data projek.\n" "Sistem fail akan disediakan dari projek oleh editor melalui rangkaian.\n" "Pada Android, proses deploy akan menggunakan kabel USB untuk prestasi yang " -"lebih pantas. Pilihan ini mempercepatkan pengujian untuk projek-projek " -"dengan aset besar." +"lebih pantas. Pilihan ini mempercepatkan pengujian untuk projek-projek dengan " +"aset besar." msgid "Visible Collision Shapes" msgstr "Bentuk Perlanggaran Yang Boleh Dilihat" @@ -4188,8 +4175,8 @@ msgid "" "When this option is enabled, collision shapes and raycast nodes (for 2D and " "3D) will be visible in the running project." msgstr "" -"Apabila pilihan ini diaktifkan, bentuk perlanggaran dan nod raycast (untuk " -"2D dan 3D) akan dapat dilihat dalam projek yang sedang berjalan." +"Apabila pilihan ini diaktifkan, bentuk perlanggaran dan nod raycast (untuk 2D " +"dan 3D) akan dapat dilihat dalam projek yang sedang berjalan." msgid "Visible Navigation" msgstr "Navigasi Yang Boleh Dilihat" @@ -4205,8 +4192,8 @@ msgid "Synchronize Scene Changes" msgstr "Segerakkan Perubahan Adegan" msgid "" -"When this option is enabled, any changes made to the scene in the editor " -"will be replicated in the running project.\n" +"When this option is enabled, any changes made to the scene in the editor will " +"be replicated in the running project.\n" "When used remotely on a device, this is more efficient when the network " "filesystem option is enabled." msgstr "" @@ -4219,8 +4206,8 @@ msgid "Synchronize Script Changes" msgstr "Segerakkan Perubahan Skrip" msgid "" -"When this option is enabled, any script that is saved will be reloaded in " -"the running project.\n" +"When this option is enabled, any script that is saved will be reloaded in the " +"running project.\n" "When used remotely on a device, this is more efficient when the network " "filesystem option is enabled." msgstr "" @@ -4285,8 +4272,7 @@ msgid "Create Polygon3D" msgstr "Cipta Poligon3D" msgid "Can't open '%s'. The file could have been moved or deleted." -msgstr "" -"Tidak dapat membuka '% s'. Fail mungkin telah dipindahkan atau dipadam." +msgstr "Tidak dapat membuka '% s'. Fail mungkin telah dipindahkan atau dipadam." msgid "Run" msgstr "Jalankan" diff --git a/editor/translations/editor/nb.po b/editor/translations/editor/nb.po index 2a167a2b758..d2baaeda773 100644 --- a/editor/translations/editor/nb.po +++ b/editor/translations/editor/nb.po @@ -1254,11 +1254,11 @@ msgstr "" "For å gjøre endringer i den, kan du opprette en ny arvet scene." msgid "" -"Error loading scene, it must be inside the project path. Use 'Import' to " -"open the scene, then save it inside the project path." +"Error loading scene, it must be inside the project path. Use 'Import' to open " +"the scene, then save it inside the project path." msgstr "" -"Feil ved lasting av scene, den må være i prosjektbanen. Bruk \"Importer\" " -"for å åpne scenen, så lagre den i prosjektbanen." +"Feil ved lasting av scene, den må være i prosjektbanen. Bruk \"Importer\" for " +"å åpne scenen, så lagre den i prosjektbanen." msgid "Scene '%s' has broken dependencies:" msgstr "Scene '%s' har ødelagte avhengigheter:" @@ -1625,8 +1625,8 @@ msgid "" "No download links found for this version. Direct download is only available " "for official releases." msgstr "" -"Ingen nedlastningslink funnet for denne versjonen. Direkte nedlastning er " -"kun mulig for offisielle utvigelser." +"Ingen nedlastningslink funnet for denne versjonen. Direkte nedlastning er kun " +"mulig for offisielle utvigelser." msgid "Disconnected" msgstr "Koblet fra" @@ -2408,8 +2408,8 @@ msgid "Visible Navigation" msgstr "Synlig navigasjon" msgid "" -"When this option is enabled, any changes made to the scene in the editor " -"will be replicated in the running project.\n" +"When this option is enabled, any changes made to the scene in the editor will " +"be replicated in the running project.\n" "When used remotely on a device, this is more efficient when the network " "filesystem option is enabled." msgstr "" diff --git a/editor/translations/editor/nl.po b/editor/translations/editor/nl.po index 7af9d42f818..ffdd8277593 100644 --- a/editor/translations/editor/nl.po +++ b/editor/translations/editor/nl.po @@ -176,9 +176,6 @@ msgstr "Terug, Sony Selecteer, Xbox Terug, Nintendo -" msgid "Guide, Sony PS, Xbox Home" msgstr "Gids, Sony PS, Xbox Thuis" -msgid "Start, Nintendo +" -msgstr "Start, Nintendo +" - msgid "Left Stick, Sony L3, Xbox L/LS" msgstr "Linker Joystick, Sony L3, Xbox L/LS" @@ -1222,8 +1219,8 @@ msgstr "Openen" msgid "" "Remove the selected files from the project? (Cannot be undone.)\n" -"Depending on your filesystem configuration, the files will either be moved " -"to the system trash or deleted permanently." +"Depending on your filesystem configuration, the files will either be moved to " +"the system trash or deleted permanently." msgstr "" "Geselecteerde bestanden uit het project verwijderen? (Kan niet ongedaan " "gemaakt worden)\n" @@ -1234,8 +1231,8 @@ msgid "" "The files being removed are required by other resources in order for them to " "work.\n" "Remove them anyway? (Cannot be undone.)\n" -"Depending on your filesystem configuration, the files will either be moved " -"to the system trash or deleted permanently." +"Depending on your filesystem configuration, the files will either be moved to " +"the system trash or deleted permanently." msgstr "" "De bestanden die verwijderd worden zijn nodig om andere bronnen te laten " "werken.\n" @@ -1341,14 +1338,14 @@ msgstr "Licentie van derden" msgid "" "Godot Engine relies on a number of third-party free and open source " -"libraries, all compatible with the terms of its MIT license. The following " -"is an exhaustive list of all such third-party components with their " -"respective copyright statements and license terms." +"libraries, all compatible with the terms of its MIT license. The following is " +"an exhaustive list of all such third-party components with their respective " +"copyright statements and license terms." msgstr "" -"Godot Engine maakt gebruik van een aantal gratis en open-source " -"bibliotheken, ontwikkeld door derden, die compatibel zijn met de MIT " -"licentie. Wat volgt is een uitputtende lijst van alle componenten van derde " -"partijen met hun respectievelijke copyrightberichten en licentietermen." +"Godot Engine maakt gebruik van een aantal gratis en open-source bibliotheken, " +"ontwikkeld door derden, die compatibel zijn met de MIT licentie. Wat volgt is " +"een uitputtende lijst van alle componenten van derde partijen met hun " +"respectievelijke copyrightberichten en licentietermen." msgid "All Components" msgstr "Alle Componenten" @@ -1643,8 +1640,7 @@ msgid "Allows editing the node hierarchy in the Scene dock." msgstr "Staat toe de node hiërarchie te bewerken in het Scene tabblad." msgid "" -"Allows to work with signals and groups of the node selected in the Scene " -"dock." +"Allows to work with signals and groups of the node selected in the Scene dock." msgstr "" "Staat toe om te werken met signalen en groepen van de geselecteerde node in " "het Scene tabblad." @@ -1699,8 +1695,7 @@ msgid "Main Features:" msgstr "Voornaamste Functionaliteiten:" msgid "" -"Profile '%s' already exists. Remove it first before importing, import " -"aborted." +"Profile '%s' already exists. Remove it first before importing, import aborted." msgstr "" "Profiel '%s' bestaat al. Verwijder het eerst vooraleer te importeren. " "Importeren afgebroken." @@ -1765,8 +1760,8 @@ msgid "" "There are multiple importers for different types pointing to file %s, import " "aborted" msgstr "" -"Er zijn meerdere importers gevonden voor verschillende typen voor bestand " -"%s, import afgebroken" +"Er zijn meerdere importers gevonden voor verschillende typen voor bestand %s, " +"import afgebroken" msgid "(Re)Importing Assets" msgstr "Bronnen (her)importeren" @@ -1907,8 +1902,7 @@ msgstr "Thema-eigenschap" msgid "Property:" msgstr "Eigenschap:" -msgid "" -"Pinning a value forces it to be saved even if it's equal to the default." +msgid "Pinning a value forces it to be saved even if it's equal to the default." msgstr "" "Als je een waarde vast plaatst, dan zal deze gedwongen worden opgeslagen, " "zelf als het overeenkomt met de standaard waarde." @@ -2004,8 +1998,8 @@ msgid "" "This resource can't be saved because it does not belong to the edited scene. " "Make it unique first." msgstr "" -"Deze hulpbron kan niet opgeslagen worden omdat het niet bij de bewerkte " -"scène hoort. Maak het eerst uniek." +"Deze hulpbron kan niet opgeslagen worden omdat het niet bij de bewerkte scène " +"hoort. Maak het eerst uniek." msgid "Save Resource As..." msgstr "Bron opslaan als..." @@ -2035,8 +2029,8 @@ msgid "" "Couldn't save scene. Likely dependencies (instances or inheritance) couldn't " "be satisfied." msgstr "" -"Kon de scène niet opslaan. Waarschijnlijk konden afhankelijkheden " -"(instanties of erfelijkheden) niet voldaan worden." +"Kon de scène niet opslaan. Waarschijnlijk konden afhankelijkheden (instanties " +"of erfelijkheden) niet voldaan worden." msgid "Save scene before running..." msgstr "Scène opslaan voor het afspelen..." @@ -2113,8 +2107,8 @@ msgid "%s no longer exists! Please specify a new save location." msgstr "%s bestaat niet meer! Geef een nieuwe opslaglocatie op." msgid "" -"The current scene has no root node, but %d modified external resource(s) " -"were saved anyway." +"The current scene has no root node, but %d modified external resource(s) were " +"saved anyway." msgstr "" "De huidige scène heeft geen root node, maar externe resource(s), die werden " "gewijzigd door %d, werden toch opgeslagen." @@ -2217,8 +2211,8 @@ msgstr "" "Om aanpassingen te doen kan je een afgeleide scène aanmaken." msgid "" -"Error loading scene, it must be inside the project path. Use 'Import' to " -"open the scene, then save it inside the project path." +"Error loading scene, it must be inside the project path. Use 'Import' to open " +"the scene, then save it inside the project path." msgstr "" "Fout tijdens het laden van de scène, het moet zich in het projectpad " "bevinden. Gebruik 'Importeer' om de scène te openen en sla het nadien ergens " @@ -2487,8 +2481,8 @@ msgid "" "Remove the \"res://android/build\" directory manually before attempting this " "operation again." msgstr "" -"De sjabloon voor Android-build is al in dit project geïnstalleerd en zal " -"niet overschreven worden.\n" +"De sjabloon voor Android-build is al in dit project geïnstalleerd en zal niet " +"overschreven worden.\n" "Verwijder de map \"res://android/build\" handmatig voordat je deze bewerking " "opnieuw probeert." @@ -2604,8 +2598,8 @@ msgstr "" "Bron moet aan een scène toebehoren." msgid "" -"Can't create a ViewportTexture on this resource because it's not set as " -"local to scene.\n" +"Can't create a ViewportTexture on this resource because it's not set as local " +"to scene.\n" "Please switch on the 'local to scene' property on it (and all resources " "containing it up to a node)." msgstr "" @@ -2636,8 +2630,8 @@ msgid "Add Key/Value Pair" msgstr "Sleutel/waarde-paar toevoegen" msgid "" -"The selected resource (%s) does not match any type expected for this " -"property (%s)." +"The selected resource (%s) does not match any type expected for this property " +"(%s)." msgstr "" "De geselecteerde hulpbron (%s) komt niet overeen met het verwachte type van " "deze eigenschap (%s)." @@ -2842,15 +2836,14 @@ msgid "Download and Install" msgstr "Download en installeer" msgid "" -"Download and install templates for the current version from the best " -"possible mirror." +"Download and install templates for the current version from the best possible " +"mirror." msgstr "" "Download en installeer sjablonen voor de huidige versie vanuit de best " "mogelijke server." msgid "Official export templates aren't available for development builds." -msgstr "" -"Officiële export sjablonen zijn niet beschikbaar voor ontwikkel builds." +msgstr "Officiële export sjablonen zijn niet beschikbaar voor ontwikkel builds." msgid "Install templates from a local file." msgstr "Sjablonen importeren Vanuit ZIP-Bestand." @@ -4257,10 +4250,10 @@ msgid "" "Keys are only added to existing tracks, no new tracks will be created.\n" "Keys must be inserted manually for the first time." msgstr "" -"Automatisch sleutels invoegen als objecten verschuift, geroteerd of " -"geschaald worden (op basis van masker).\n" -"Sleutels worden alleen toegevoegd aan bestaande sporen, er worden geen " -"nieuwe sporen aangemaakt.\n" +"Automatisch sleutels invoegen als objecten verschuift, geroteerd of geschaald " +"worden (op basis van masker).\n" +"Sleutels worden alleen toegevoegd aan bestaande sporen, er worden geen nieuwe " +"sporen aangemaakt.\n" "De eerste keer moeten sleutels handmatig ingevoerd worden." msgid "Auto Insert Key" @@ -4409,8 +4402,8 @@ msgid "" "mobile device).\n" "You don't need to enable it to use the GDScript debugger locally." msgstr "" -"Als deze optie geactiveerd is, zal één-klik uitrol het programma proberen " -"een verbinding te sarten met het IP-adres van deze computer.\n" +"Als deze optie geactiveerd is, zal één-klik uitrol het programma proberen een " +"verbinding te sarten met het IP-adres van deze computer.\n" "Deze optie is bedoeld om op afstand fouten op te sporen (gewoonlijk met een " "mobiel toestel).\n" "Je hebt dit niet nodig om het draaiende programma lokaal te inspecteren." @@ -4430,8 +4423,8 @@ msgstr "" "zonder de project data geëxporteerd worden.\n" "Het bestandssysteem wordt beschikbaar gesteld aan het project door de editor " "over het netwerk.\n" -"Op Android zal de USB verbinding gebruikt worden voor hogere prestaties. " -"Deze optie versnelt het testen van spellen met veel data." +"Op Android zal de USB verbinding gebruikt worden voor hogere prestaties. Deze " +"optie versnelt het testen van spellen met veel data." msgid "Visible Collision Shapes" msgstr "Botsingsvormen tonen" @@ -4457,8 +4450,8 @@ msgid "Synchronize Scene Changes" msgstr "Veranderingen in de scène synchroniseren" msgid "" -"When this option is enabled, any changes made to the scene in the editor " -"will be replicated in the running project.\n" +"When this option is enabled, any changes made to the scene in the editor will " +"be replicated in the running project.\n" "When used remotely on a device, this is more efficient when the network " "filesystem option is enabled." msgstr "" @@ -4471,8 +4464,8 @@ msgid "Synchronize Script Changes" msgstr "Veranderingen in scripts synchroniseren" msgid "" -"When this option is enabled, any script that is saved will be reloaded in " -"the running project.\n" +"When this option is enabled, any script that is saved will be reloaded in the " +"running project.\n" "When used remotely on a device, this is more efficient when the network " "filesystem option is enabled." msgstr "" @@ -4607,8 +4600,7 @@ msgid "Create Trimesh Static Shape" msgstr "Creëer Trimesh Static Shape" msgid "Can't create a single convex collision shape for the scene root." -msgstr "" -"Uit de scènewortel kan geen enkele convexe botsingsvorm gemaakt worden." +msgstr "Uit de scènewortel kan geen enkele convexe botsingsvorm gemaakt worden." msgid "Couldn't create a single convex collision shape." msgstr "Kon geen enkelvoudige convexe botsingsvorm maken." @@ -4618,8 +4610,7 @@ msgstr "Enkele convexe vorm maken" msgid "Can't create multiple convex collision shapes for the scene root." msgstr "" -"Uit de scènewortel kunnen niet meerdere convexe botsingsvormen gemaakt " -"worden." +"Uit de scènewortel kunnen niet meerdere convexe botsingsvormen gemaakt worden." msgid "Couldn't create any collision shapes." msgstr "Kon geen enkele botsingsvormen maken." @@ -5260,8 +5251,7 @@ msgstr "" "gemaakte polygonen in." msgid "" -"Remove a custom polygon. If none remain, custom polygon rendering is " -"disabled." +"Remove a custom polygon. If none remain, custom polygon rendering is disabled." msgstr "" "Verwijder een op maat gemaakte polygoon. Als er geen overblijven zal het " "renderen van op maat gemaakte polygonen worden uitgeschakeld." @@ -5665,8 +5655,7 @@ msgstr "LightOccluder2D Voorbeeldweergave" msgid "Can't convert a sprite using animation frames to mesh." msgstr "" -"Een sprite die animatiebeelden gebruikt kan niet naar een Mesh omgezet " -"worden." +"Een sprite die animatiebeelden gebruikt kan niet naar een Mesh omgezet worden." msgid "Invalid geometry, can't replace by mesh." msgstr "Ongeldige geometrie, kan niet worden vervangen door Mesh." @@ -6200,8 +6189,8 @@ msgstr "Geeft de inverse tangens hyperbolicus van de parameter." msgid "" "Finds the nearest integer that is greater than or equal to the parameter." msgstr "" -"Zoekt het dichtstbijzijnde gehele getal dat groter is dan of gelijk is aan " -"de parameter." +"Zoekt het dichtstbijzijnde gehele getal dat groter is dan of gelijk is aan de " +"parameter." msgid "Constrains a value to lie between two further values." msgstr "Beperkt een waarde tussen twee andere waarden." @@ -6219,15 +6208,15 @@ msgid "" "(Fragment/Light mode only) (Scalar) Derivative in 'x' using local " "differencing." msgstr "" -"(Alleen Fragment/Light modus) (Scalar) Afgeleide in 'x' met behulp van " -"lokale differentiatie." +"(Alleen Fragment/Light modus) (Scalar) Afgeleide in 'x' met behulp van lokale " +"differentiatie." msgid "" "(Fragment/Light mode only) (Scalar) Derivative in 'y' using local " "differencing." msgstr "" -"(Alleen Fragment/Light modus) (Scalar) Afgeleide in 'Y' met behulp van " -"lokale differentiatie." +"(Alleen Fragment/Light modus) (Scalar) Afgeleide in 'Y' met behulp van lokale " +"differentiatie." msgid "Base-e Exponential." msgstr "Base-e Exponentieel." @@ -6303,8 +6292,8 @@ msgid "" "SmoothStep function( scalar(edge0), scalar(edge1), scalar(x) ).\n" "\n" "Returns 0.0 if 'x' is smaller than 'edge0' and 1.0 if x is larger than " -"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 " -"using Hermite polynomials." +"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 using " +"Hermite polynomials." msgstr "" "SmoothStep functie( scalar(zijde0), scalar(zijde1), scalar(x) ).\n" "\n" @@ -6322,11 +6311,10 @@ msgstr "" "Geeft 0.0 als 'x' kleiner dan 'zijde' anders 1.0." msgid "" -"(Fragment/Light mode only) (Scalar) Sum of absolute derivative in 'x' and " -"'y'." +"(Fragment/Light mode only) (Scalar) Sum of absolute derivative in 'x' and 'y'." msgstr "" -"(Alleen Fragment/Light modus) (Scalar) Som van absolute differentiatie in " -"'x' en 'y''." +"(Alleen Fragment/Light modus) (Scalar) Som van absolute differentiatie in 'x' " +"en 'y''." msgid "Returns the tangent of the parameter." msgstr "Geeft de tangens van de parameter." @@ -6394,15 +6382,15 @@ msgid "" "(Fragment/Light mode only) (Vector) Derivative in 'x' using local " "differencing." msgstr "" -"(Alleen Fragment/Light modus) (Vector) Afgeleide in 'x' met behulp van " -"lokale differentiatie." +"(Alleen Fragment/Light modus) (Vector) Afgeleide in 'x' met behulp van lokale " +"differentiatie." msgid "" "(Fragment/Light mode only) (Vector) Derivative in 'y' using local " "differencing." msgstr "" -"(Alleen Fragment/Light modus) (Vector) Afgeleide in 'Y' met behulp van " -"lokale differentiatie." +"(Alleen Fragment/Light modus) (Vector) Afgeleide in 'Y' met behulp van lokale " +"differentiatie." msgid "Returns the distance between two points." msgstr "Geeft de afstand tussen twee punten." @@ -6418,12 +6406,12 @@ msgid "" msgstr "" "Geeft de vector dat naar dezelfde richting als de referentievector kijkt. De " "functie bevat drie vector parameters: N, de oriëntatievector, I, de " -"incidenten vector en Nref, de referentievector. Als het punt product van I " -"en Nref kleiner dan nul is, is de terugkeer waarde N, anders -N." +"incidenten vector en Nref, de referentievector. Als het punt product van I en " +"Nref kleiner dan nul is, is de terugkeer waarde N, anders -N." msgid "" -"Returns falloff based on the dot product of surface normal and view " -"direction of camera (pass associated inputs to it)." +"Returns falloff based on the dot product of surface normal and view direction " +"of camera (pass associated inputs to it)." msgstr "" "Geeft de verminderingswaarde gebaseerd op het inproduct van de normaalvector " "van het oppervlak en de kijkrichting van de camera (bijbehorende invoer moet " @@ -6463,21 +6451,21 @@ msgid "" "SmoothStep function( vector(edge0), vector(edge1), vector(x) ).\n" "\n" "Returns 0.0 if 'x' is smaller than 'edge0' and 1.0 if 'x' is larger than " -"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 " -"using Hermite polynomials." +"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 using " +"Hermite polynomials." msgstr "" "Gladde stapfunctie ( vector(zijde0), vector(zijde1), vector(x) ).\n" "\n" "Geeft 0.0 als 'x' kleiner dan 'zijde0' en 1.0 als 'x' groter dan 'zijde1'. " -"Anders word de waarde geïnterpoleerd tussen 0.0 en 1.0 met behulp van " -"Hermite polynomen." +"Anders word de waarde geïnterpoleerd tussen 0.0 en 1.0 met behulp van Hermite " +"polynomen." msgid "" "SmoothStep function( scalar(edge0), scalar(edge1), vector(x) ).\n" "\n" "Returns 0.0 if 'x' is smaller than 'edge0' and 1.0 if 'x' is larger than " -"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 " -"using Hermite polynomials." +"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 using " +"Hermite polynomials." msgstr "" "SmoothStep function( scalar(edge0), scalar(edge1), vector(x) ).\n" "\n" @@ -6504,11 +6492,10 @@ msgstr "" "Resulteert 0.0 als 'x' kleiner dan 'edge' anders 1.0." msgid "" -"(Fragment/Light mode only) (Vector) Sum of absolute derivative in 'x' and " -"'y'." +"(Fragment/Light mode only) (Vector) Sum of absolute derivative in 'x' and 'y'." msgstr "" -"(Alleen Fragment/Light modus) (Vector) Som van absolute differentiatie in " -"'x' en 'y''." +"(Alleen Fragment/Light modus) (Vector) Som van absolute differentiatie in 'x' " +"en 'y''." msgid "" "Custom Godot Shader Language expression, with custom amount of input and " @@ -6887,8 +6874,8 @@ msgstr "" "eigenschappen van deze knoop naar hun standaardwaarde worden teruggezet." msgid "" -"Enabling \"Load As Placeholder\" will disable \"Editable Children\" and " -"cause all properties of the node to be reverted to their default." +"Enabling \"Load As Placeholder\" will disable \"Editable Children\" and cause " +"all properties of the node to be reverted to their default." msgstr "" "Het aanzetten van \"Als plaatsvervanger laden\" zal \"Bewerkbare kinderen\" " "uitzetten en ervoor zorgen dat alle eigenschappen van deze knoop naar hun " @@ -7258,8 +7245,7 @@ msgid "A digit cannot be the first character in a package segment." msgstr "Een getal kan niet het eerste teken zijn in een pakket segment." msgid "The character '%s' cannot be the first character in a package segment." -msgstr "" -"Het karakter '%s' kan niet het eerste teken zijn in een pakket segment." +msgstr "Het karakter '%s' kan niet het eerste teken zijn in een pakket segment." msgid "The package must have at least one '.' separator." msgstr "De pakketnaam moet ten minste een '.' bevatten." @@ -7395,18 +7381,17 @@ msgid "Run in Browser" msgstr "Uitvoeren in Browser" msgid "Run exported HTML in the system's default browser." -msgstr "" -"Voer de geëxporteerde HTML uit in de standaard browser van het systeem." +msgstr "Voer de geëxporteerde HTML uit in de standaard browser van het systeem." msgid "" "This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " -"define its shape." +"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to define " +"its shape." msgstr "" "Deze knoop heeft geen botsingsvorm als onderliggende knoop en kan dus niet " "met andere objecten botsen of interageren.\n" -"Plaats hieronder een knoop als CollisionShape2D of CollisionPolygon2D om " -"deze vorm vast te leggen." +"Plaats hieronder een knoop als CollisionShape2D of CollisionPolygon2D om deze " +"vorm vast te leggen." msgid "An empty CollisionPolygon2D has no effect on collision." msgstr "Lege CollisionPolygon2D hebben geen botsingsfunctie." @@ -7497,14 +7482,13 @@ msgstr "" msgid "" "This bone lacks a proper REST pose. Go to the Skeleton2D node and set one." msgstr "" -"Dit bot heeft geen correcte REST pose. Deze kan in een Skeleton2D knoop " -"gezet worden." +"Dit bot heeft geen correcte REST pose. Deze kan in een Skeleton2D knoop gezet " +"worden." msgid "Nothing is visible because no mesh has been assigned." msgstr "Niets is zichtbaar want geen mesh is toegewezen." -msgid "" -"Nothing is visible because meshes have not been assigned to draw passes." +msgid "Nothing is visible because meshes have not been assigned to draw passes." msgstr "" "Niets is zichtbaar want meshes zijn niet toegewezen aan de tekendoorlopen " "(draw passes)." @@ -7563,14 +7547,14 @@ msgid "Add current color as a preset." msgstr "Huidige kleur als voorkeuze toevoegen." msgid "" -"Container by itself serves no purpose unless a script configures its " -"children placement behavior.\n" +"Container by itself serves no purpose unless a script configures its children " +"placement behavior.\n" "If you don't intend to add a script, use a plain Control node instead." msgstr "" "Container op zich dient geen doel, tenzij een script de plaatsing van de " "kinderen bepaalt.\n" -"Als je niet van plan bent om een script toe te voegen, gebruik dan een " -"gewone Control knoop." +"Als je niet van plan bent om een script toe te voegen, gebruik dan een gewone " +"Control knoop." msgid "" "The Hint Tooltip won't be displayed as the control's Mouse Filter is set to " diff --git a/editor/translations/editor/pl.po b/editor/translations/editor/pl.po index efe197b92be..83a75304567 100644 --- a/editor/translations/editor/pl.po +++ b/editor/translations/editor/pl.po @@ -85,10 +85,10 @@ msgstr "" "Project-Id-Version: Godot Engine editor interface\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2023-07-04 00:53+0000\n" +"PO-Revision-Date: 2023-08-17 11:10+0000\n" "Last-Translator: Tomek \n" -"Language-Team: Polish \n" +"Language-Team: Polish \n" "Language: pl\n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" @@ -193,9 +193,6 @@ msgstr "Powrót, Sony wybór, Xbox powrót, Nintendo -" msgid "Guide, Sony PS, Xbox Home" msgstr "Przewodnik, Sony PS, Xbox Home" -msgid "Start, Nintendo +" -msgstr "Start, Nintendo +" - msgid "Left Stick, Sony L3, Xbox L/LS" msgstr "Lewy drążek, Sony L3, Xbox L/LS" @@ -509,8 +506,8 @@ msgid "" "Invalid action name. It cannot be empty nor contain '/', ':', '=', '\\' or " "'\"'" msgstr "" -"Niepoprawna nazwa akcji. Nie może być pusta ani zawierać \"/\", \":\", " -"\"=\", \"\\\" lub \"" +"Niepoprawna nazwa akcji. Nie może być pusta ani zawierać \"/\", \":\", \"=\", " +"\"\\\" lub \"" msgid "An action with the name '%s' already exists." msgstr "Akcja o nazwie \"%s\" już istnieje." @@ -646,8 +643,8 @@ msgstr "Zmień pętle animacji" msgid "Can't change loop mode on animation instanced from imported scene." msgstr "" -"Nie można zmienić trybu zapętlania w animacji instancjonowanej z " -"importowanej sceny." +"Nie można zmienić trybu zapętlania w animacji instancjonowanej z importowanej " +"sceny." msgid "Can't change loop mode on animation embedded in another scene." msgstr "" @@ -996,8 +993,8 @@ msgstr "" "Ta animacja należy do importowanej sceny, więc zmiany w importowanych " "ścieżkach nie zostaną zapisane.\n" "\n" -"By zmodyfikować tę animację, przejdź do zaawansowanych ustawień importu " -"sceny i wybierz animację.\n" +"By zmodyfikować tę animację, przejdź do zaawansowanych ustawień importu sceny " +"i wybierz animację.\n" "Niektóre opcje, włączając w to zapętlanie, są tu dostępne. By dodać własne " "ścieżki, włącz \"Zapisz do pliku\" i\n" "\"Zachowaj własne ścieżki\"." @@ -1030,7 +1027,7 @@ msgid "Seconds" msgstr "sekund" msgid "FPS" -msgstr "klatek na sekundę" +msgstr "FPS" msgid "Edit" msgstr "Edycja" @@ -1796,24 +1793,24 @@ msgstr "Transformacja lokalizacji dla ścieżki %s i języka %s." msgid "" "Remove the selected files from the project? (Cannot be undone.)\n" -"Depending on your filesystem configuration, the files will either be moved " -"to the system trash or deleted permanently." +"Depending on your filesystem configuration, the files will either be moved to " +"the system trash or deleted permanently." msgstr "" "Usunąć wybrane pliki z projektu? (nie można tego cofnąć)\n" -"W zależności od konfiguracji systemu plików, te pliki zostaną przeniesione " -"do kosza albo usunięte na stałe." +"W zależności od konfiguracji systemu plików, te pliki zostaną przeniesione do " +"kosza albo usunięte na stałe." msgid "" "The files being removed are required by other resources in order for them to " "work.\n" "Remove them anyway? (Cannot be undone.)\n" -"Depending on your filesystem configuration, the files will either be moved " -"to the system trash or deleted permanently." +"Depending on your filesystem configuration, the files will either be moved to " +"the system trash or deleted permanently." msgstr "" "Usuwane pliki są wymagane przez inne zasoby, żeby mogły one działać.\n" "Usunąć mimo to? (nie można tego cofnąć)\n" -"W zależności od konfiguracji systemu plików, te pliki zostaną przeniesione " -"do kosza albo usunięte na stałe." +"W zależności od konfiguracji systemu plików, te pliki zostaną przeniesione do " +"kosza albo usunięte na stałe." msgid "Cannot remove:" msgstr "Nie można usunąć:" @@ -1938,9 +1935,9 @@ msgstr "Licencje zewnętrzne" msgid "" "Godot Engine relies on a number of third-party free and open source " -"libraries, all compatible with the terms of its MIT license. The following " -"is an exhaustive list of all such third-party components with their " -"respective copyright statements and license terms." +"libraries, all compatible with the terms of its MIT license. The following is " +"an exhaustive list of all such third-party components with their respective " +"copyright statements and license terms." msgstr "" "Godot Engine opiera się na wielu niezależnych i otwartych bibliotekach, " "wszystkie zgodne z warunkami licencji MIT. Poniżej znajduje się kompletna " @@ -1966,8 +1963,7 @@ msgid "Contents of asset \"%s\" - %d file(s) conflict with your project:" msgstr "Zawartość zasobu \"%s\" - %d plik(ów) konfliktuje z twoim projektem:" msgid "Contents of asset \"%s\" - No files conflict with your project:" -msgstr "" -"Zawartość zasobu \"%s\" - Żaden plik nie konfliktuje z twoim projektem:" +msgstr "Zawartość zasobu \"%s\" - Żaden plik nie konfliktuje z twoim projektem:" msgid "Uncompressing Assets" msgstr "Dekompresja zasobów" @@ -2252,8 +2248,7 @@ msgstr "" "Renderowanie bazowane na RenderingDevice (jeśli wyłączone, back-end OpenGL " "jest wymagany)." -msgid "" -"OpenGL back-end (if disabled, the RenderingDevice back-end is required)." +msgid "OpenGL back-end (if disabled, the RenderingDevice back-end is required)." msgstr "" "Back-end OpenGL (jak wyłączone, back-end RenderingDevice jest wymagany)." @@ -2286,8 +2281,8 @@ msgid "WOFF2 font format support using FreeType and Brotli libraries." msgstr "Obsługa formatu czcionek WOFF2 używając bibliotek FreeType i Brotli." msgid "" -"SIL Graphite smart font technology support (supported by Advanced Text " -"Server only)." +"SIL Graphite smart font technology support (supported by Advanced Text Server " +"only)." msgstr "" "Wsparcie technologii inteligentnych czcionek SIL Graphite (wspierane tylko " "przez zaawansowany serwer tekstu)." @@ -2415,8 +2410,7 @@ msgid "Allows editing the node hierarchy in the Scene dock." msgstr "Pozwala edytować hierarchię węzłów w doku sceny." msgid "" -"Allows to work with signals and groups of the node selected in the Scene " -"dock." +"Allows to work with signals and groups of the node selected in the Scene dock." msgstr "" "Pozwala pracować z sygnałami i grupami węzłów zaznaczonych w doku sceny." @@ -2470,8 +2464,7 @@ msgid "Main Features:" msgstr "Główne funkcjonalności:" msgid "" -"Profile '%s' already exists. Remove it first before importing, import " -"aborted." +"Profile '%s' already exists. Remove it first before importing, import aborted." msgstr "" "Profil \"%s\" już istnieje. Usuń go przed importowaniem, import przerwany." @@ -2506,8 +2499,7 @@ msgid "Extra Options:" msgstr "Opcje dodatkowe:" msgid "Create or import a profile to edit available classes and properties." -msgstr "" -"Utwórz lub zaimportuj profil, by edytować dostępne klasy i właściwości." +msgstr "Utwórz lub zaimportuj profil, by edytować dostępne klasy i właściwości." msgid "New profile name:" msgstr "Nazwa nowego profilu:" @@ -2523,8 +2515,7 @@ msgstr "Zarządzaj profilami funkcjonalności edytora" msgid "Some extensions need the editor to restart to take effect." msgstr "" -"Niektóre rozszerzenia wymagają, by edytor został zrestartowany, żeby " -"działały." +"Niektóre rozszerzenia wymagają, by edytor został zrestartowany, żeby działały." msgid "Restart" msgstr "Uruchom ponownie" @@ -2551,8 +2542,7 @@ msgstr "Brak zwracanego typu." msgid "This value is an integer composed as a bitmask of the following flags." msgstr "" -"Ta wartość jest liczbą całkowitą złożoną jako maska bitowa następujących " -"flag." +"Ta wartość jest liczbą całkowitą złożoną jako maska bitowa następujących flag." msgid "Deprecated" msgstr "Przestarzałe" @@ -2806,8 +2796,7 @@ msgstr "Przypnij wartość" msgid "Pin Value [Disabled because '%s' is editor-only]" msgstr "Przypnij wartość [Niedostępne, ponieważ \"%s\" jest tylko dla edytora]" -msgid "" -"Pinning a value forces it to be saved even if it's equal to the default." +msgid "Pinning a value forces it to be saved even if it's equal to the default." msgstr "" "Przypięcie wartości wymusza zapisanie jej, nawet jeśli jest równa domyślniej." @@ -3078,9 +3067,6 @@ msgstr "Błąd podczas analizy pliku \"%s\"." msgid "Scene file '%s' appears to be invalid/corrupt." msgstr "Plik sceny \"%s\" wydaje się być nieprawidłowy/uszkodzony." -msgid "Missing file '%s' or one its dependencies." -msgstr "Brakuje pliku \"%s\" lub jednej z jego zależności." - msgid "Error while loading file '%s'." msgstr "Błąd podczas wczytywania pliku \"%s\"." @@ -3213,8 +3199,8 @@ msgid "%s no longer exists! Please specify a new save location." msgstr "%s nie istnieje! Proszę wybrać nową lokalizację zapisu." msgid "" -"The current scene has no root node, but %d modified external resource(s) " -"were saved anyway." +"The current scene has no root node, but %d modified external resource(s) were " +"saved anyway." msgstr "" "Aktualna scena nie ma korzenia, ale %d zmodyfikowane zasoby zostały zapisane " "i tak." @@ -3335,8 +3321,8 @@ msgstr "" msgid "" "Unable to load addon script from path: '%s' Base type is not EditorPlugin." msgstr "" -"Nie można wczytać skryptu dodatku ze ścieżki: \"%s\" Skrypt nie dziedziczy " -"po klasie EditorPlugin." +"Nie można wczytać skryptu dodatku ze ścieżki: \"%s\" Skrypt nie dziedziczy po " +"klasie EditorPlugin." msgid "Unable to load addon script from path: '%s' Script is not in tool mode." msgstr "" @@ -3352,8 +3338,8 @@ msgstr "" "Aby dokonać na niej zmian, można utworzyć nową odziedziczoną scenę." msgid "" -"Error loading scene, it must be inside the project path. Use 'Import' to " -"open the scene, then save it inside the project path." +"Error loading scene, it must be inside the project path. Use 'Import' to open " +"the scene, then save it inside the project path." msgstr "" "Błąd podczas ładowania sceny. Musi ona znajdować się wewnątrz folderu " "projektu. Użyj narzędzia \"Importuj\" aby zapisać scenę wewnątrz tego " @@ -3691,9 +3677,8 @@ msgid "" "source template to \"res://android/build\".\n" "You can then apply modifications and build your own custom APK on export " "(adding modules, changing the AndroidManifest.xml, etc.).\n" -"Note that in order to make gradle builds instead of using pre-built APKs, " -"the \"Use Gradle Build\" option should be enabled in the Android export " -"preset." +"Note that in order to make gradle builds instead of using pre-built APKs, the " +"\"Use Gradle Build\" option should be enabled in the Android export preset." msgstr "" "Ta opcja przygotuje twój projekt do buildów gradle Androida, instalując " "źródłowy szablon w \"res://android/build\".\n" @@ -3875,8 +3860,8 @@ msgstr "" "Zasób musi należeć do sceny." msgid "" -"Can't create a ViewportTexture on this resource because it's not set as " -"local to scene.\n" +"Can't create a ViewportTexture on this resource because it's not set as local " +"to scene.\n" "Please switch on the 'local to scene' property on it (and all resources " "containing it up to a node)." msgstr "" @@ -3931,8 +3916,8 @@ msgid "Lock/Unlock Component Ratio" msgstr "Zablokuj/odblokuj proporcje komponentów" msgid "" -"The selected resource (%s) does not match any type expected for this " -"property (%s)." +"The selected resource (%s) does not match any type expected for this property " +"(%s)." msgstr "" "Wybrany zasób (%s) nie zgadza się z żadnym rodzajem przewidywanym dla tego " "użycia (%s)." @@ -4109,15 +4094,15 @@ msgid "Filter by event..." msgstr "Filtruj po zdarzeniu..." msgid "" -"Target platform requires 'ETC2/ASTC' texture compression. Enable 'Import " -"ETC2 ASTC' in Project Settings." +"Target platform requires 'ETC2/ASTC' texture compression. Enable 'Import ETC2 " +"ASTC' in Project Settings." msgstr "" "Platforma docelowa wymaga kompresji tekstur \"ETC2/ASTC\". Włącz \"Import " "ETC2 ASTC\" w Ustawieniach Projektu." msgid "" -"Target platform requires 'S3TC/BPTC' texture compression. Enable 'Import " -"S3TC BPTC' in Project Settings." +"Target platform requires 'S3TC/BPTC' texture compression. Enable 'Import S3TC " +"BPTC' in Project Settings." msgstr "" "Platforma docelowa wymaga kompresji tekstur \"S3TC/BPTC\". Włącz \"Import " "S3TC BPTC\" w Ustawieniach Projektu." @@ -4362,8 +4347,8 @@ msgid "Download and Install" msgstr "Pobierz i zainstaluj" msgid "" -"Download and install templates for the current version from the best " -"possible mirror." +"Download and install templates for the current version from the best possible " +"mirror." msgstr "" "Pobierz i zainstaluj szablony dla aktualnej wersji z najlepszego dostępnego " "mirroru." @@ -4594,8 +4579,8 @@ msgid "" "The editor will restart as importers are registered when the editor starts." msgstr "" "Anulowanie tego dialogu wyłączy importer FBX.\n" -"Możesz go włączyć ponownie w ustawieniach projektu pod System Plików > " -"Import > FBX > Włączony.\n" +"Możesz go włączyć ponownie w ustawieniach projektu pod System Plików > Import " +"> FBX > Włączony.\n" "\n" "Edytor zostanie zrestartowany, gdyż importery są rejestrowane kiedy edytor " "się uruchamia." @@ -4683,8 +4668,8 @@ msgstr "" msgid "" "This file extension is not recognized by the editor.\n" "If you want to rename it anyway, use your operating system's file manager.\n" -"After renaming to an unknown extension, the file won't be shown in the " -"editor anymore." +"After renaming to an unknown extension, the file won't be shown in the editor " +"anymore." msgstr "" "To rozszerzenie pliku nie zostało rozpoznane przez edytor.\n" "Jeśli mimo tego chcesz zmienić jego nazwę, użyj menedżera plików swojego " @@ -4699,8 +4684,8 @@ msgid "" "The following files or folders conflict with items in the target location " "'%s':" msgstr "" -"Następujące pliki lub foldery konfliktują z pozycjami w lokalizacji " -"docelowej \"%s\":" +"Następujące pliki lub foldery konfliktują z pozycjami w lokalizacji docelowej " +"\"%s\":" msgid "Do you wish to overwrite them or rename the copied files?" msgstr "Czy chcesz je nadpisać, czy zmienić nazwę kopiowanych plików?" @@ -5051,15 +5036,15 @@ msgid "File:" msgstr "Plik:" msgid "" -"Remove the selected files? For safety only files and empty directories can " -"be deleted from here. (Cannot be undone.)\n" -"Depending on your filesystem configuration, the files will either be moved " -"to the system trash or deleted permanently." +"Remove the selected files? For safety only files and empty directories can be " +"deleted from here. (Cannot be undone.)\n" +"Depending on your filesystem configuration, the files will either be moved to " +"the system trash or deleted permanently." msgstr "" "Usunąć wybrane pliki z projektu? Dla bezpieczeństwa, tylko pliki i puste " "katalogi mogą być stąd usunięte. (Nie można cofnąć.)\n" -"W zależności od konfiguracji systemu plików, te pliki zostaną przeniesione " -"do systemowego kosza albo usunięte na stałe." +"W zależności od konfiguracji systemu plików, te pliki zostaną przeniesione do " +"systemowego kosza albo usunięte na stałe." msgid "No sub-resources found." msgstr "Nie znaleziono podzasobów." @@ -5091,14 +5076,13 @@ msgid "" "specifying the path to a movie file that will be used when recording that " "scene." msgstr "" -"Tryb Twórcy Filmów jest włączony, ale nie ustawiono ścieżki pliku " -"filmowego.\n" +"Tryb Twórcy Filmów jest włączony, ale nie ustawiono ścieżki pliku filmowego.\n" "Domyślna ścieżka pliku filmu może być określona w ustawieniach projektu pod " "kategorią Editor -> Movie Writer.\n" "Alternatywnie, przed uruchamianiem pojedynczych scen, metadana tekstowa " "\"movie_file\" może być dodana do korzenia sceny,\n" -"określając ścieżkę do pliku filmowego, który będzie użyty przy nagrywaniu " -"tej sceny." +"określając ścieżkę do pliku filmowego, który będzie użyty przy nagrywaniu tej " +"sceny." msgid "Could not start subprocess(es)!" msgstr "Nie udało się uruchomić podprocesu(ów)!" @@ -5273,8 +5257,8 @@ msgid "" "Loop offset (from beginning). Note that if BPM is set, this setting will be " "ignored." msgstr "" -"Przesunięcie pętli (od początku). Zważ, że jeśli BPM jest ustawione, ta " -"opcja będzie ignorowana." +"Przesunięcie pętli (od początku). Zważ, że jeśli BPM jest ustawione, ta opcja " +"będzie ignorowana." msgid "Loop:" msgstr "Pętla:" @@ -5296,8 +5280,8 @@ msgstr "Liczba uderzeń:" msgid "" "Configure the amount of Beats used for music-aware looping. If zero, it will " "be autodetected from the length.\n" -"It is recommended to set this value (either manually or by clicking on a " -"beat number in the preview) to ensure looping works properly." +"It is recommended to set this value (either manually or by clicking on a beat " +"number in the preview) to ensure looping works properly." msgstr "" "Skonfiguruj ilość uderzeń użytych dla muzycznego zapętlania. Jeśli zero, " "będzie automatycznie wykryte z długości.\n" @@ -5413,8 +5397,8 @@ msgstr "Glify z mapy znaków" msgid "" "Add or remove glyphs from the character map to pre-render list:\n" "Note: Some stylistic alternatives and glyph variants do not have one-to-one " -"correspondence to character, and not shown in this map, use \"Glyphs from " -"the text\" tab to add these." +"correspondence to character, and not shown in this map, use \"Glyphs from the " +"text\" tab to add these." msgstr "" "Dodaj lub usuń glify z mapy znaków do listy wstępnie renderowanych:\n" "Uwaga: Niektóre stylistyczne alternatywy i warianty glifów nie odpowiadają " @@ -5453,8 +5437,7 @@ msgstr "Nie udało się wczytać skryptu po imporcie:" msgid "Invalid/broken script for post-import (check console):" msgstr "" -"Pojawiły się błędy podczas uruchamiania skryptu po imporcie (sprawdź " -"konsolę):" +"Pojawiły się błędy podczas uruchamiania skryptu po imporcie (sprawdź konsolę):" msgid "Error running post-import script:" msgstr "Błąd podczas uruchamiania skryptu po imporcie:" @@ -5603,11 +5586,10 @@ msgid "Set Paths" msgstr "Ustaw ścieżki" msgid "" -"This animation already saves to an external resource, no action will be " -"taken." +"This animation already saves to an external resource, no action will be taken." msgstr "" -"Ta animacja już się zapisuje do zewnętrznego zasobu, żadna akcja nie " -"zostanie podjęta." +"Ta animacja już się zapisuje do zewnętrznego zasobu, żadna akcja nie zostanie " +"podjęta." msgid "Set paths to save animations as resource files on Reimport" msgstr "" @@ -5700,8 +5682,8 @@ msgstr "" "działać prawidłowo." msgid "" -"Select a resource file in the filesystem or in the inspector to adjust " -"import settings." +"Select a resource file in the filesystem or in the inspector to adjust import " +"settings." msgstr "" "Wybierz plik zasobu z systemu plików lub z inspektoraby zmienić ustawienia " "importu." @@ -6000,12 +5982,10 @@ msgid "Change BlendSpace1D Labels" msgstr "Zmień etykiety BlendSpace1D" msgid "This type of node can't be used. Only animation nodes are allowed." -msgstr "" -"Ten typ węzła nie może zostać użyty. Tylko węzły animacji są dozwolone." +msgstr "Ten typ węzła nie może zostać użyty. Tylko węzły animacji są dozwolone." msgid "This type of node can't be used. Only root nodes are allowed." -msgstr "" -"Ten typ węzła nie może zostać użyty. Tylko węzły korzenia są dozwolone." +msgstr "Ten typ węzła nie może zostać użyty. Tylko węzły korzenia są dozwolone." msgid "Add Node Point" msgstr "Dodaj punkt węzła" @@ -6024,8 +6004,8 @@ msgid "" "Activate to enable playback, check node warnings if activation fails." msgstr "" "AnimationTree jest nieaktywne.\n" -"Aktywuj, by umożliwić odtwarzanie. Sprawdź ostrzeżenia węzła, jeśli " -"aktywacja się nie powiedzie." +"Aktywuj, by umożliwić odtwarzanie. Sprawdź ostrzeżenia węzła, jeśli aktywacja " +"się nie powiedzie." msgid "Set the blending position within the space" msgstr "Wybierz pozycję mieszania w przestrzeni" @@ -6224,15 +6204,15 @@ msgid "Make Animation Library Unique: %s" msgstr "Uczyń bibliotekę animacji unikalną: %s" msgid "" -"This animation can't be saved because it does not belong to the edited " -"scene. Make it unique first." +"This animation can't be saved because it does not belong to the edited scene. " +"Make it unique first." msgstr "" "Ta animacja nie może zostać zapisana, ponieważ nie należy do edytowanej " "sceny. Uczyń ją najpierw unikalną." msgid "" -"This animation can't be saved because it was imported from another file. " -"Make it unique first." +"This animation can't be saved because it was imported from another file. Make " +"it unique first." msgstr "" "Ta animacja nie może zostać zapisana, ponieważ jest importowana z innego " "pliku. Uczyń ją najpierw unikalną." @@ -6507,8 +6487,8 @@ msgstr "Przejście usunięte" msgid "" "Select and move nodes.\n" "RMB: Add node at position clicked.\n" -"Shift+LMB+Drag: Connects the selected node with another node or creates a " -"new node if you select an area without nodes." +"Shift+LMB+Drag: Connects the selected node with another node or creates a new " +"node if you select an area without nodes." msgstr "" "Wybierz i przesuń węzły.\n" "PPM: Dodaj węzeł na klikniętej pozycji.\n" @@ -7195,8 +7175,8 @@ msgid "This node doesn't have a control parent." msgstr "Ten węzeł nie ma nadrzędnej kontrolki." msgid "" -"Use the appropriate layout properties depending on where you are going to " -"put it." +"Use the appropriate layout properties depending on where you are going to put " +"it." msgstr "" "Użyj odpowiednich właściwości układu w zależności od tego, gdzie zamierzasz " "go umieścić." @@ -7314,8 +7294,7 @@ msgid "Change Horizontal Size Flags" msgstr "Zmień poziome flagi rozmiaru" msgid "Presets for the anchor and offset values of a Control node." -msgstr "" -"Ustawienia wstępne dla wartości zakotwiczeń i przesunięć węzła Control." +msgstr "Ustawienia wstępne dla wartości zakotwiczeń i przesunięć węzła Control." msgid "Anchor preset" msgstr "Ustawienia wstępne zakotwiczeń" @@ -7325,8 +7304,8 @@ msgstr "Ustaw na aktualne proporcje" msgid "Adjust anchors and offsets to match the current rect size." msgstr "" -"Dostosuj zakotwiczenia i przesunięcia, by dopasować je do aktualnego " -"rozmiaru prostokąta." +"Dostosuj zakotwiczenia i przesunięcia, by dopasować je do aktualnego rozmiaru " +"prostokąta." msgid "" "When active, moving Control nodes changes their anchors instead of their " @@ -7498,8 +7477,8 @@ msgid "Synchronize Scene Changes" msgstr "Synchronizuj zmiany na scenie" msgid "" -"When this option is enabled, any changes made to the scene in the editor " -"will be replicated in the running project.\n" +"When this option is enabled, any changes made to the scene in the editor will " +"be replicated in the running project.\n" "When used remotely on a device, this is more efficient when the network " "filesystem option is enabled." msgstr "" @@ -7512,8 +7491,8 @@ msgid "Synchronize Script Changes" msgstr "Synchronizuj zmiany w skryptach" msgid "" -"When this option is enabled, any script that is saved will be reloaded in " -"the running project.\n" +"When this option is enabled, any script that is saved will be reloaded in the " +"running project.\n" "When used remotely on a device, this is more efficient when the network " "filesystem option is enabled." msgstr "" @@ -7529,8 +7508,8 @@ msgid "" "When this option is enabled, the editor debug server will stay open and " "listen for new sessions started outside of the editor itself." msgstr "" -"Kiedy ta opcja jest włączona, serwer debugowania edytora będzie dalej " -"otwarty i będzie nasłuchiwał nowych sesji poza samym edytorem." +"Kiedy ta opcja jest włączona, serwer debugowania edytora będzie dalej otwarty " +"i będzie nasłuchiwał nowych sesji poza samym edytorem." msgid "Run Multiple Instances" msgstr "Uruchom wiele instancji" @@ -7547,6 +7526,9 @@ msgstr "Rozmiar: %s" msgid "Type: %s" msgstr "Typ: %s" +msgid "Dimensions: %d × %d" +msgstr "Wymiary: %d × %d" + msgid "Overrides (%d)" msgstr "Nadpisania (%d)" @@ -7695,8 +7677,7 @@ msgid "Emission Source:" msgstr "Źródło emisji:" msgid "A processor material of type 'ParticleProcessMaterial' is required." -msgstr "" -"Wymagany jest materiał przetwarzający typu \"ParticleProcessMaterial\"." +msgstr "Wymagany jest materiał przetwarzający typu \"ParticleProcessMaterial\"." msgid "Convert to CPUParticles3D" msgstr "Przekonwertuj na CPUParticles3D" @@ -7740,8 +7721,7 @@ msgid "" "extents." msgstr "" "Nie wykryto powierzchni podczas wypiekania GPUParticlesCollisionSDF3D.\n" -"Sprawdź, czy są widoczne siatki wewnątrz obszaru pasujące do maski " -"wypiekania." +"Sprawdź, czy są widoczne siatki wewnątrz obszaru pasujące do maski wypiekania." msgid "Select path for SDF Texture" msgstr "Wybierz ścieżkę dla tekstury SDF" @@ -7818,8 +7798,7 @@ msgstr "Utwórz statyczny kształt trójsiatki" msgid "Can't create a single convex collision shape for the scene root." msgstr "" -"Nie można utworzyć pojedynczego wypukłego kształtu kolizji dla korzenia " -"sceny." +"Nie można utworzyć pojedynczego wypukłego kształtu kolizji dla korzenia sceny." msgid "Couldn't create a single convex collision shape." msgstr "Nie udało się utworzyć pojedynczego wypukłego kształtu kolizji." @@ -7960,8 +7939,8 @@ msgid "Create Outline Mesh..." msgstr "Utwórz siatkę zarysu..." msgid "" -"Creates a static outline mesh. The outline mesh will have its normals " -"flipped automatically.\n" +"Creates a static outline mesh. The outline mesh will have its normals flipped " +"automatically.\n" "This can be used instead of the StandardMaterial Grow property when using " "that property isn't possible." msgstr "" @@ -8027,8 +8006,7 @@ msgstr "" "Nie ustawiono źródła siatki (i brak ustawionego zasobu MultiMesh w węźle)." msgid "No mesh source specified (and MultiMesh contains no Mesh)." -msgstr "" -"Nie ustawiono źródła siatki (i węzeł MultiMesh nie zawiera węzła Mesh)." +msgstr "Nie ustawiono źródła siatki (i węzeł MultiMesh nie zawiera węzła Mesh)." msgid "Mesh source is invalid (invalid path)." msgstr "Źródło siatki jest niepoprawne (nieprawidłowa ścieżka)." @@ -8747,8 +8725,8 @@ msgid "Add Environment to Scene" msgstr "Dodaj środowisko do sceny" msgid "" -"Adds a WorldEnvironment node matching the preview environment settings to " -"the current scene.\n" +"Adds a WorldEnvironment node matching the preview environment settings to the " +"current scene.\n" "Hold Shift while clicking to also add the preview sun to the current scene." msgstr "" "Dodaje węzeł WorldEnvironment do aktualnej sceny, zgodny z ustawieniami " @@ -8765,8 +8743,8 @@ msgstr "" msgid "" "No meshes to bake.\n" -"Make sure there is at least one MeshInstance3D node in the scene whose " -"visual layers are part of the OccluderInstance3D's Bake Mask property." +"Make sure there is at least one MeshInstance3D node in the scene whose visual " +"layers are part of the OccluderInstance3D's Bake Mask property." msgstr "" "Brak siatek do wypalenia.\n" "Upewnij się, że jest co najmniej jeden węzeł MeshInstance3D na scenie, " @@ -8890,8 +8868,8 @@ msgid "" "Polygon 2D has internal vertices, so it can no longer be edited in the " "viewport." msgstr "" -"Wielokąt 2D ma wewnętrzne wierzchołki, więc nie można go już edytować w " -"oknie roboczym." +"Wielokąt 2D ma wewnętrzne wierzchołki, więc nie można go już edytować w oknie " +"roboczym." msgid "Create Polygon & UV" msgstr "Utwórz wielokąt i UV" @@ -8963,8 +8941,7 @@ msgid "Create a custom polygon. Enables custom polygon rendering." msgstr "Utwórz własny wielokąt. Włącza renderowanie własnego wielokąta." msgid "" -"Remove a custom polygon. If none remain, custom polygon rendering is " -"disabled." +"Remove a custom polygon. If none remain, custom polygon rendering is disabled." msgstr "" "Usuń własny wielokąt. Jeśli nie został żaden, renderowanie własnych " "wielokątów jest wyłączone." @@ -9450,8 +9427,7 @@ msgid "Set Bone Rest" msgstr "Ustaw spoczynek kości" msgid "Cannot create a physical skeleton for a Skeleton3D node with no bones." -msgstr "" -"Nie można utworzyć fizycznego szkieletu dla węzła Skeleton3D bez kości." +msgstr "Nie można utworzyć fizycznego szkieletu dla węzła Skeleton3D bez kości." msgid "Create physical bones" msgstr "Utwórz fizyczne kości" @@ -9965,8 +9941,8 @@ msgid "Import Selected" msgstr "Importuj zaznaczone" msgid "" -"Import Items tab has some items selected. Selection will be lost upon " -"closing this window.\n" +"Import Items tab has some items selected. Selection will be lost upon closing " +"this window.\n" "Close anyway?" msgstr "" "Zakładka importu elementów ma zaznaczone elementy. Zaznaczenie zostanie " @@ -10258,8 +10234,7 @@ msgid "Select UI Scene:" msgstr "Wybierz scenę UI:" msgid "" -"Toggle the control picker, allowing to visually select control types for " -"edit." +"Toggle the control picker, allowing to visually select control types for edit." msgstr "" "Przełącz pobieranie kontrolek, pozwalające na wizualne wybranie typów " "kontrolek do edytowania." @@ -10545,14 +10520,14 @@ msgstr "" "Modyfikuje szanse na namalowanie niczego zamiast losowo wybranego kafelka." msgid "Scattering:" -msgstr "Rozproszenie:" +msgstr "Rozrzucanie:" msgid "Tiles" msgstr "Kafelki" msgid "" -"This TileMap's TileSet has no source configured. Go to the TileSet bottom " -"tab to add one." +"This TileMap's TileSet has no source configured. Go to the TileSet bottom tab " +"to add one." msgstr "" "TileSet tej TileMapy nie ma skonfigurowanego źródła. Przejdź do dolnej " "zakładki TileSet, by jakieś dodać." @@ -10596,8 +10571,8 @@ msgid "" "Connect mode: paints a terrain, then connects it with the surrounding tiles " "with the same terrain." msgstr "" -"Tryb łączenia: maluje teren, a następnie łączy go z sąsiadującymi kafelkami " -"z tym samym terenem." +"Tryb łączenia: maluje teren, a następnie łączy go z sąsiadującymi kafelkami z " +"tym samym terenem." msgid "" "Path mode: paints a terrain, thens connects it to the previous tile painted " @@ -11433,8 +11408,8 @@ msgstr "" "jest prawdziwa albo fałszywa." msgid "" -"Returns an associated integer scalar if the provided boolean value is true " -"or false." +"Returns an associated integer scalar if the provided boolean value is true or " +"false." msgstr "" "Zwraca powiązany całkowity skalar, jeśli podana wartość boolowska jest " "prawdziwa albo fałszywa." @@ -11507,8 +11482,7 @@ msgid "'%s' input parameter for process shader mode." msgstr "Parametr wejściowy \"%s\" dla procesowego trybu shadera." msgid "'%s' input parameter for start and process shader modes." -msgstr "" -"Parametr wejściowy \"%s\" dla początkowego i procesowego trybu shadera." +msgstr "Parametr wejściowy \"%s\" dla początkowego i procesowego trybu shadera." msgid "'%s' input parameter for process and collide shader modes." msgstr "Parametr wejściowy \"%s\" dla procesowego i kolizyjnego trybu shadera." @@ -11563,8 +11537,7 @@ msgid "Returns the inverse hyperbolic tangent of the parameter." msgstr "Zwraca odwrócony tangens hiperboliczny parametru." msgid "Returns the result of bitwise NOT (~a) operation on the integer." -msgstr "" -"Zwraca wynik bitowej operacji NOT (~a) na liczbie całkowitej (integer)." +msgstr "Zwraca wynik bitowej operacji NOT (~a) na liczbie całkowitej (integer)." msgid "" "Returns the result of bitwise NOT (~a) operation on the unsigned integer." @@ -11676,15 +11649,15 @@ msgid "" "SmoothStep function( scalar(edge0), scalar(edge1), scalar(x) ).\n" "\n" "Returns 0.0 if 'x' is smaller than 'edge0' and 1.0 if x is larger than " -"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 " -"using Hermite polynomials." +"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 using " +"Hermite polynomials." msgstr "" "Funkcja gładkiego przejścia( skalar(krawędź0), skalar(krawędź1), " "skalar(x) ).\n" "\n" -"Zwraca 0.0 jeśli \"x\" jest mniejsze niż \"edge0\" i 1.0 jeśli x jest " -"większe niż \"edge1\". W innym przypadku, zwraca wartość interpolowaną " -"pomiędzy 0.0 i 1.0 używając wielomianów Hermite'a." +"Zwraca 0.0 jeśli \"x\" jest mniejsze niż \"edge0\" i 1.0 jeśli x jest większe " +"niż \"edge1\". W innym przypadku, zwraca wartość interpolowaną pomiędzy 0.0 i " +"1.0 używając wielomianów Hermite'a." msgid "" "Step function( scalar(edge), scalar(x) ).\n" @@ -11696,11 +11669,10 @@ msgstr "" "Zwraca 0.0 jeśli \"x\" jest mniejsze niż krawędź, w innym przypadku 1.0." msgid "" -"(Fragment/Light mode only) (Scalar) Sum of absolute derivative in 'x' and " -"'y'." +"(Fragment/Light mode only) (Scalar) Sum of absolute derivative in 'x' and 'y'." msgstr "" -"(Tylko tryb fragmentów/światła) (Skalar) Suma bezwzględnej pochodnej po " -"\"x\" i \"y\"." +"(Tylko tryb fragmentów/światła) (Skalar) Suma bezwzględnej pochodnej po \"x\" " +"i \"y\"." msgid "Returns the tangent of the parameter." msgstr "Zwraca tangens parametru." @@ -11725,8 +11697,7 @@ msgstr "" "Zwraca wynik bitowej operacji AND (a & b) dwóch liczb całkowitych (integer)." msgid "" -"Returns the result of bitwise AND (a & b) operation for two unsigned " -"integers." +"Returns the result of bitwise AND (a & b) operation for two unsigned integers." msgstr "" "Zwraca wynik bitowej operacji AND (a & b) dwóch liczb całkowitych bez znaku " "(unsigned integer)." @@ -11801,8 +11772,7 @@ msgid "Returns the remainder of the two integer scalars." msgstr "Zwraca resztę z dzielenia dwóch skalarów całkowitoliczbowych." msgid "Returns the remainder of the two unsigned integer scalars." -msgstr "" -"Zwraca resztę z dzielenia dwóch skalarów całkowitoliczbowych bez znaku." +msgstr "Zwraca resztę z dzielenia dwóch skalarów całkowitoliczbowych bez znaku." msgid "Subtracts two floating-point scalars." msgstr "Odejmuje dwa skalary zmiennoprzecinkowe." @@ -11916,10 +11886,10 @@ msgstr "" "Oblicz iloczyn diadyczny pary wektorów.\n" "\n" "OuterProduct traktuje pierwszy parametr \"c\" jako kolumnowy wektor (macierz " -"z jedną kolumną) i drugi parametr \"r\" jako rzędowy wektor (macierz z " -"jednym rzędem) i wykonuje mnożenie macierzy \"c * r\" dając w wyniku " -"macierz, której ilość rzędów odpowiada ilości komponentów w \"c\" oraz " -"której ilość kolumn to liczba komponentów w 'r'." +"z jedną kolumną) i drugi parametr \"r\" jako rzędowy wektor (macierz z jednym " +"rzędem) i wykonuje mnożenie macierzy \"c * r\" dając w wyniku macierz, której " +"ilość rzędów odpowiada ilości komponentów w \"c\" oraz której ilość kolumn to " +"liczba komponentów w 'r'." msgid "Composes transform from four vectors." msgstr "Składa przekształcenie z czterech wektorów." @@ -11971,8 +11941,8 @@ msgid "" "The distance fade effect fades out each pixel based on its distance to " "another object." msgstr "" -"Efekt dystansowego zanikania wygasa każdy piksel bazując na jego dystansie " -"od innego obiektu." +"Efekt dystansowego zanikania wygasa każdy piksel bazując na jego dystansie od " +"innego obiektu." msgid "" "The proximity fade effect fades out each pixel based on its distance to " @@ -12046,15 +12016,14 @@ msgid "" "incident vector, and Nref, the reference vector. If the dot product of I and " "Nref is smaller than zero the return value is N. Otherwise -N is returned." msgstr "" -"Zwraca wektor, który wskazuje ten sam kierunek co wektor odniesienia. " -"Funkcja posiada trzy parametry wektorowe: N, wektor do orientacji, I, wektor " -"padający i Nref, wektor odniesienia. Jeżeli iloczyn skalarny I i Nref jest " -"mniejszy od zera, zwracana jest wartość N. W przeciwnym razie zwracana jest " -"wartość -N." +"Zwraca wektor, który wskazuje ten sam kierunek co wektor odniesienia. Funkcja " +"posiada trzy parametry wektorowe: N, wektor do orientacji, I, wektor padający " +"i Nref, wektor odniesienia. Jeżeli iloczyn skalarny I i Nref jest mniejszy od " +"zera, zwracana jest wartość N. W przeciwnym razie zwracana jest wartość -N." msgid "" -"Returns falloff based on the dot product of surface normal and view " -"direction of camera (pass associated inputs to it)." +"Returns falloff based on the dot product of surface normal and view direction " +"of camera (pass associated inputs to it)." msgstr "" "Zwraca spadek na podstawie iloczynu skalarnego normalnej powierzchni i " "kierunku widoku kamery (podaj tu powiązane wejście)." @@ -12095,29 +12064,29 @@ msgid "" "SmoothStep function( vector(edge0), vector(edge1), vector(x) ).\n" "\n" "Returns 0.0 if 'x' is smaller than 'edge0' and 1.0 if 'x' is larger than " -"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 " -"using Hermite polynomials." +"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 using " +"Hermite polynomials." msgstr "" "Funkcja gładkiego przejścia( wektor(krawędź0), wektor(krawędź1), " "wektor(x) ).\n" "\n" -"Zwraca 0.0 jeśli \"x\" jest mniejsze niż \"edge0\" i 1.0 jeśli x jest " -"większe niż \"edge1\". W innym przypadku, zwraca wartość interpolowaną " -"pomiędzy 0.0 i 1.0 używając wielomianów Hermite'a." +"Zwraca 0.0 jeśli \"x\" jest mniejsze niż \"edge0\" i 1.0 jeśli x jest większe " +"niż \"edge1\". W innym przypadku, zwraca wartość interpolowaną pomiędzy 0.0 i " +"1.0 używając wielomianów Hermite'a." msgid "" "SmoothStep function( scalar(edge0), scalar(edge1), vector(x) ).\n" "\n" "Returns 0.0 if 'x' is smaller than 'edge0' and 1.0 if 'x' is larger than " -"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 " -"using Hermite polynomials." +"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 using " +"Hermite polynomials." msgstr "" "Funkcja gładkiego przejścia( skalar(krawędź0), skalar(krawędź1), " "wektor(x) ).\n" "\n" -"Zwraca 0.0 jeśli \"x\" jest mniejsze niż \"edge0\" i 1.0 jeśli x jest " -"większe niż \"edge1\". W innym przypadku, zwraca wartość interpolowaną " -"pomiędzy 0.0 i 1.0 używając wielomianów Hermite'a." +"Zwraca 0.0 jeśli \"x\" jest mniejsze niż \"edge0\" i 1.0 jeśli x jest większe " +"niż \"edge1\". W innym przypadku, zwraca wartość interpolowaną pomiędzy 0.0 i " +"1.0 używając wielomianów Hermite'a." msgid "" "Step function( vector(edge), vector(x) ).\n" @@ -12138,11 +12107,10 @@ msgstr "" "Zwraca 0.0 jeśli \"x\" jest mniejsze niż krawędź, w innym przypadku 1.0." msgid "" -"(Fragment/Light mode only) (Vector) Sum of absolute derivative in 'x' and " -"'y'." +"(Fragment/Light mode only) (Vector) Sum of absolute derivative in 'x' and 'y'." msgstr "" -"(Tylko tryb fragmentów/światła) (Wektor) Suma bezwzględnej pochodnej po " -"\"x\" i \"y\"." +"(Tylko tryb fragmentów/światła) (Wektor) Suma bezwzględnej pochodnej po \"x\" " +"i \"y\"." msgid "Adds 2D vector to 2D vector." msgstr "Dodaje wektor 2D do wektora 2D." @@ -12291,8 +12259,7 @@ msgstr "" msgid "" "The selected path is not empty. Choosing an empty folder is highly " "recommended." -msgstr "" -"Wybrana ścieżka nie jest pusta. Zalecane jest wybranie pustego folderu." +msgstr "Wybrana ścieżka nie jest pusta. Zalecane jest wybranie pustego folderu." msgid "New Game Project" msgstr "Nowy projekt gry" @@ -12439,11 +12406,6 @@ msgstr "Metadane kontroli wersji:" msgid "Git" msgstr "Git" -msgid "The project uses features unsupported by the current build:" -msgstr "" -"Ten projekt używa funkcjonalności niewspieranych przez aktualnie używaną " -"wersję:" - msgid "Error: Project is missing on the filesystem." msgstr "Błąd: Projekt nieobecny w systemie plików." @@ -12500,8 +12462,7 @@ msgid "" "\n" "You have three options:\n" "- Convert only the configuration file (\"project.godot\"). Use this to open " -"the project without attempting to convert its scenes, resources and " -"scripts.\n" +"the project without attempting to convert its scenes, resources and scripts.\n" "- Convert the entire project including its scenes, resources and scripts " "(recommended if you are upgrading).\n" "- Do nothing and go back.\n" @@ -12588,17 +12549,8 @@ msgstr "" "\n" msgid "" -"Warning: This project was built in Godot %s.\n" -"Opening will upgrade or downgrade the project to Godot %s.\n" -"\n" -msgstr "" -"Ostrzeżenie: Ten projekt został zbudowany w wersji Godota %s.\n" -"Otwarcie go spowoduje aktualizację lub obniżenie wersji do Godota %s.\n" -"\n" - -msgid "" -"Warning: This project uses the following features not supported by this " -"build of Godot:\n" +"Warning: This project uses the following features not supported by this build " +"of Godot:\n" "\n" "%s\n" "\n" @@ -12680,8 +12632,8 @@ msgstr "Filtruj projekty" msgid "" "This field filters projects by name and last path component.\n" -"To filter projects by name and full path, the query must contain at least " -"one `/` character." +"To filter projects by name and full path, the query must contain at least one " +"`/` character." msgstr "" "To pole filtruje projekty po nazwie i ostatniej składowej ścieżki.\n" "By filtrować projekty po nazwie i pełnej ścieżce, zapytanie musi zawierać " @@ -12738,28 +12690,6 @@ msgstr "Usuń także projekt (nie można cofnąć!)" msgid "Convert Full Project" msgstr "Przekonwertuj cały projekt" -msgid "" -"This option will perform full project conversion, updating scenes, resources " -"and scripts from Godot 3.x to work in Godot 4.0.\n" -"\n" -"Note that this is a best-effort conversion, i.e. it makes upgrading the " -"project easier, but it will not open out-of-the-box and will still require " -"manual adjustments.\n" -"\n" -"IMPORTANT: Make sure to backup your project before converting, as this " -"operation makes it impossible to open it in older versions of Godot." -msgstr "" -"Ta opcja spowoduje pełną konwersję projektu, aktualizację scen, zasobów i " -"skryptów z wersji Godota 3.x do wersji Godota 4.0.\n" -"\n" -"Miej na uwadzę, że konwersja zostanie przeprowadzona w najlepszy możliwy " -"sposób, dzięki czemu aktualizacja będzie łatwiejsza, ale nadal będą wymagane " -"ręczne dostosowania.\n" -"\n" -"WAŻNE: Upewnij się, że przed konwersją zrobiłeś kopię zapasową swojego " -"projektu, ponieważ przeprowadzenie konwersji uniemożliwi jego otwarcie w " -"starszych wersjach Godota." - msgid "Can't run project" msgstr "Nie można uruchomić projektu" @@ -13019,8 +12949,8 @@ msgid "Error loading scene from %s" msgstr "Błąd przy ładowaniu sceny z %s" msgid "" -"Cannot instantiate the scene '%s' because the current scene exists within " -"one of its nodes." +"Cannot instantiate the scene '%s' because the current scene exists within one " +"of its nodes." msgstr "" "Nie można utworzyć instancji sceny \"%s\", ponieważ obecna scena jest jednym " "z jej węzłów." @@ -13081,8 +13011,7 @@ msgstr "Usunąć węzeł \"%s\"?" msgid "Some nodes are referenced by animation tracks." msgstr "Niektóre węzły są odwoływane przez ścieżki animacji." -msgid "" -"Saving the branch as a scene requires having a scene open in the editor." +msgid "Saving the branch as a scene requires having a scene open in the editor." msgstr "Zapisane gałęzi jako scena wymaga, aby scena była otwarta w edytorze." msgid "" @@ -13142,8 +13071,8 @@ msgstr "" "zostaną przywrócone do domyślnych." msgid "" -"Enabling \"Load As Placeholder\" will disable \"Editable Children\" and " -"cause all properties of the node to be reverted to their default." +"Enabling \"Load As Placeholder\" will disable \"Editable Children\" and cause " +"all properties of the node to be reverted to their default." msgstr "" "Włączenie \"edytowalnej instancji\" sprawi, że wszystkie właściwości węzła " "zostaną przywrócone do domyślnych." @@ -13330,8 +13259,8 @@ msgid "" "every time it updates.\n" "Switch back to the Local scene tree dock to improve performance." msgstr "" -"Kiedy wybrany, dok zdalnego drzewa sceny będzie powodował przestoje za " -"każdym razem, gdy się aktualizuje.\n" +"Kiedy wybrany, dok zdalnego drzewa sceny będzie powodował przestoje za każdym " +"razem, gdy się aktualizuje.\n" "Zmień z powrotem na drzewo lokalne, by zwiększyć wydajność." msgid "Delete Related Animation Tracks" @@ -13438,8 +13367,8 @@ msgstr "" "edytowane przy użyciu zewnętrznego edytora." msgid "" -"Warning: Having the script name be the same as a built-in type is usually " -"not desired." +"Warning: Having the script name be the same as a built-in type is usually not " +"desired." msgstr "" "Ostrzeżenie: Posiadanie skryptu z nazwą taką samą jak typ wbudowany jest " "zazwyczaj niepożądane." @@ -13572,8 +13501,8 @@ msgid "Value of type '%s' can't provide a length." msgstr "Wartość typu \"%s\" nie może określać długości." msgid "" -"Invalid type argument for is_instance_of(), use TYPE_* constants for built-" -"in types." +"Invalid type argument for is_instance_of(), use TYPE_* constants for built-in " +"types." msgstr "" "Nieprawidłowy argument typu dla is_instance_of(), użyj stałych TYPE_* dla " "typów wbudowanych." @@ -13616,8 +13545,7 @@ msgid "This Blender installation is too new for this importer (not 3.x)." msgstr "Ta instalacja Blendera jest zbyt nowa dla tego importera (nie 3.x)." msgid "Path to Blender installation is valid (Autodetected)." -msgstr "" -"Ścieżka do instalacji Blendera jest prawidłowa (wykryta automatycznie)." +msgstr "Ścieżka do instalacji Blendera jest prawidłowa (wykryta automatycznie)." msgid "Path to Blender installation is valid." msgstr "Ścieżka do instalacji Blendera jest poprawna." @@ -13636,8 +13564,8 @@ msgid "Disable '.blend' Import" msgstr "Wyłącz importowanie plików \".blend\"" msgid "" -"Disables Blender '.blend' files import for this project. Can be re-enabled " -"in Project Settings." +"Disables Blender '.blend' files import for this project. Can be re-enabled in " +"Project Settings." msgstr "" "Wyłącza import plików '.blend' Blendera dla tego projektu. Można ponownie " "włączyć w ustawieniach projektu." @@ -13794,8 +13722,8 @@ msgid "" "Unable to load .NET runtime, no compatible version was found.\n" "Attempting to create/edit a project will lead to a crash.\n" "\n" -"Please install the .NET SDK 6.0 or later from https://dotnet.microsoft.com/" -"en-us/download and restart Godot." +"Please install the .NET SDK 6.0 or later from https://dotnet.microsoft.com/en-" +"us/download and restart Godot." msgstr "" "Nie można załadować środowiska uruchomieniowego .NET, nie znaleziono zgodnej " "wersji.\n" @@ -13811,8 +13739,8 @@ msgid "" "Unable to load .NET runtime, specifically hostfxr.\n" "Attempting to create/edit a project will lead to a crash.\n" "\n" -"Please install the .NET SDK 6.0 or later from https://dotnet.microsoft.com/" -"en-us/download and restart Godot." +"Please install the .NET SDK 6.0 or later from https://dotnet.microsoft.com/en-" +"us/download and restart Godot." msgstr "" "Nie można załadować środowiska uruchomieniowego .NET, w szczególności " "hostfxr.\n" @@ -13858,12 +13786,10 @@ msgstr "Replikacja" msgid "Select a replicator node in order to pick a property to add to it." msgstr "" -"Wybierz węzeł replikatora, aby wybrać właściwość, którą chcesz do niego " -"dodać." +"Wybierz węzeł replikatora, aby wybrać właściwość, którą chcesz do niego dodać." msgid "Not possible to add a new property to synchronize without a root." -msgstr "" -"Nie można dodać nowej właściwości do synchronizacji bez węzła głównego." +msgstr "Nie można dodać nowej właściwości do synchronizacji bez węzła głównego." msgid "Property is already being synchronized." msgstr "Właściwość jest już synchronizowana." @@ -13946,8 +13872,8 @@ msgid "" "Cannot generate navigation mesh because it does not belong to the edited " "scene. Make it unique first." msgstr "" -"Nie można wygenerować siatki nawigacji, ponieważ nie należy ona do " -"edytowanej sceny. Uczyń ją najpierw unikalną." +"Nie można wygenerować siatki nawigacji, ponieważ nie należy ona do edytowanej " +"sceny. Uczyń ją najpierw unikalną." msgid "" "Cannot generate navigation mesh because it belongs to a resource which was " @@ -13960,8 +13886,8 @@ msgid "" "Cannot generate navigation mesh because the resource was imported from " "another type." msgstr "" -"Nie można wygenerować siatki nawigacji, ponieważ zasób został zaimportowany " -"z innego typu." +"Nie można wygenerować siatki nawigacji, ponieważ zasób został zaimportowany z " +"innego typu." msgid "Bake NavMesh" msgstr "Przygotuj NavMesh" @@ -14100,8 +14026,7 @@ msgid "Invalid package name:" msgstr "Niepoprawna nazwa paczki:" msgid "\"Use Gradle Build\" must be enabled to use the plugins." -msgstr "" -"Aby korzystać z wtyczek, należy włączyć opcję „Użyj kompilacji Gradle”." +msgstr "Aby korzystać z wtyczek, należy włączyć opcję „Użyj kompilacji Gradle”." msgid "OpenXR requires \"Use Gradle Build\" to be enabled" msgstr "OpenXR wymaga włączenia opcji „Użyj kompilacji Gradle”" @@ -14117,20 +14042,19 @@ msgstr "" "„Eksportuj AAB” działa tylko wtedy, gdy włączona jest opcja „Użyj kompilacji " "Gradle”." -msgid "" -"\"Min SDK\" can only be overridden when \"Use Gradle Build\" is enabled." +msgid "\"Min SDK\" can only be overridden when \"Use Gradle Build\" is enabled." msgstr "" "\"Min SDK\" można nadpisać tylko wtedy, gdy włączona jest opcja „Użyj " "kompilacji Gradle”." msgid "\"Min SDK\" should be a valid integer, but got \"%s\" which is invalid." msgstr "" -"Wartość „Min SDK” powinna być liczbą całkowitą, ale otrzymano wartość " -"\"%s\", która jest nieprawidłowa." +"Wartość „Min SDK” powinna być liczbą całkowitą, ale otrzymano wartość \"%s\", " +"która jest nieprawidłowa." msgid "" -"\"Min SDK\" cannot be lower than %d, which is the version needed by the " -"Godot library." +"\"Min SDK\" cannot be lower than %d, which is the version needed by the Godot " +"library." msgstr "" "Wartość „Min SDK” nie może być niższa niż %d, czyli wersji wymaganej przez " "bibliotekę Godota." @@ -14185,15 +14109,14 @@ msgid "" "If this project does not use C#, use a non-C# editor build to export the " "project." msgstr "" -"Jeśli ten projekt nie używa C#, użyj edytora bez C#, by wyeksportować " -"projekt." +"Jeśli ten projekt nie używa C#, użyj edytora bez C#, by wyeksportować projekt." msgid "" "Android build template not installed in the project. Install it from the " "Project menu." msgstr "" -"Szablon budowania Androida nie jest zainstalowany dla projektu. Zainstaluj " -"go z menu Projekt." +"Szablon budowania Androida nie jest zainstalowany dla projektu. Zainstaluj go " +"z menu Projekt." msgid "" "Either Debug Keystore, Debug User AND Debug Password settings must be " @@ -14215,8 +14138,7 @@ msgstr "" "być skonfigurowane, ALBO żadne z nich." msgid "Release keystore incorrectly configured in the export preset." -msgstr "" -"Wydaniowy keystore jest niepoprawnie skonfigurowany w profilu eksportu." +msgstr "Wydaniowy keystore jest niepoprawnie skonfigurowany w profilu eksportu." msgid "A valid Android SDK path is required in Editor Settings." msgstr "Wymagana jest poprawna ścieżka SDK Androida w Ustawieniach Edytora." @@ -14263,8 +14185,8 @@ msgstr "Podpisywanie kodu" msgid "" "All 'apksigner' tools located in Android SDK 'build-tools' directory failed " -"to execute. Please check that you have the correct version installed for " -"your target sdk version. The resulting %s is unsigned." +"to execute. Please check that you have the correct version installed for your " +"target sdk version. The resulting %s is unsigned." msgstr "" "Żadne z narzędzi \"apksigner\" znajdujących się w katalogu \"build-tools\" " "zestawu Android SDK nie zostało uruchomione. Sprawdź, czy masz zainstalowaną " @@ -14272,8 +14194,8 @@ msgstr "" "niepodpisany." msgid "" -"'apksigner' could not be found. Please check that the command is available " -"in the Android SDK build-tools directory. The resulting %s is unsigned." +"'apksigner' could not be found. Please check that the command is available in " +"the Android SDK build-tools directory. The resulting %s is unsigned." msgstr "" "\"apksigner\" nie został znaleziony. Sprawdź, czy komenda jest dostępna w " "folderze narzędzi SDK Androida. Wynikowy %s jest niepodpisany." @@ -14338,8 +14260,7 @@ msgstr "" msgid "" "Unable to overwrite res://android/build/res/*.xml files with project name." -msgstr "" -"Nie można zastąpić plików res://android/build/res/*.xml nazwą projektu." +msgstr "Nie można zastąpić plików res://android/build/res/*.xml nazwą projektu." msgid "Could not export project files to gradle project." msgstr "Nie udało się eksportować plików projektu do projektu gradle." @@ -14351,8 +14272,8 @@ msgid "Building Android Project (gradle)" msgstr "Budowanie projektu Androida (gradle)" msgid "" -"Building of Android project failed, check output for the error. " -"Alternatively visit docs.godotengine.org for Android build documentation." +"Building of Android project failed, check output for the error. Alternatively " +"visit docs.godotengine.org for Android build documentation." msgstr "" "Budowanie projektu Androida się nie powiodło, sprawdź dane wyjściowe błędu. " "Ewentualnie, odwiedź docs.godotengine.org po dokumentację budowania dla " @@ -14582,8 +14503,7 @@ msgstr "Profil udostępniania jest wymagany do dystrybucji na App Store." msgid "Installer signing identity is required for App Store distribution." msgstr "" -"Tożsamość podpisywania instalatora jest wymagana dla dystrybucji na App " -"Store." +"Tożsamość podpisywania instalatora jest wymagana dla dystrybucji na App Store." msgid "App sandbox is required for App Store distribution." msgstr "Piaskownica aplikacji jest wymagana do dystrybucji w App Store." @@ -14635,11 +14555,9 @@ msgstr "" msgid "Calendar access is enabled, but usage description is not specified." msgstr "" -"Dostęp do kalendarza jest włączony, ale opis użytkowania nie został " -"określony." +"Dostęp do kalendarza jest włączony, ale opis użytkowania nie został określony." -msgid "" -"Photo library access is enabled, but usage description is not specified." +msgid "Photo library access is enabled, but usage description is not specified." msgstr "" "Dostęp do biblioteki zdjęć jest włączony, ale opis użytkowania nie został " "określony." @@ -14685,8 +14603,8 @@ msgid "" "Run the following command to staple the notarization ticket to the exported " "application (optional):" msgstr "" -"Uruchom następujące polecenie, aby przypiąć bilet notarialny do " -"eksportowanej aplikacji (opcjonalnie):" +"Uruchom następujące polecenie, aby przypiąć bilet notarialny do eksportowanej " +"aplikacji (opcjonalnie):" msgid "Xcode command line tools are not installed." msgstr "Narzędzia wiersza poleceń Xcode nie są zainstalowane." @@ -14766,8 +14684,8 @@ msgid "Could not create directory \"%s\"." msgstr "Nie można utworzyć katalogu: \"%s\"." msgid "" -"Relative symlinks are not supported on this OS, the exported project might " -"be broken!" +"Relative symlinks are not supported on this OS, the exported project might be " +"broken!" msgstr "" "Relatywne linki symboliczne nie są obsługiwane na tym systemie operacyjnym, " "wyeksportowany projekt może być uszkodzony!" @@ -14823,8 +14741,8 @@ msgid "" "Notarization requires the app to be archived first, select the DMG or ZIP " "export format instead." msgstr "" -"Poświadczenie wymaga wcześniejszego zarchiwizowania aplikacji, dlatego " -"należy wybrać format eksportu DMG lub ZIP." +"Poświadczenie wymaga wcześniejszego zarchiwizowania aplikacji, dlatego należy " +"wybrać format eksportu DMG lub ZIP." msgid "Sending archive for notarization" msgstr "Przesyłanie archiwum w celu poświadczenia" @@ -14855,8 +14773,8 @@ msgstr "" "Mac napędzanych przez procesor Apple Silicon." msgid "" -"Code signing: Using ad-hoc signature. The exported project will be blocked " -"by Gatekeeper" +"Code signing: Using ad-hoc signature. The exported project will be blocked by " +"Gatekeeper" msgstr "" "Podpisywanie kodu: Używanie podpisu ad-hoc. Wyeksportowany projekt zostanie " "zablokowany przez Gatekeepera" @@ -14909,21 +14827,18 @@ msgstr "" msgid "Invalid square 150x150 logo image dimensions (should be 150x150)." msgstr "" -"Nieprawidłowe wymiary obrazka kwadratowego logo 150x150 (powinno być " -"150x150)." +"Nieprawidłowe wymiary obrazka kwadratowego logo 150x150 (powinno być 150x150)." msgid "Invalid square 310x310 logo image dimensions (should be 310x310)." msgstr "" -"Nieprawidłowe wymiary obrazka kwadratowego logo 310x310 (powinno być " -"310x310)." +"Nieprawidłowe wymiary obrazka kwadratowego logo 310x310 (powinno być 310x310)." msgid "Invalid wide 310x150 logo image dimensions (should be 310x150)." msgstr "" "Nieprawidłowe wymiary obrazka szerokiego logo 310x150 (powinno być 310x150)." msgid "Invalid splash screen image dimensions (should be 620x300)." -msgstr "" -"Nieprawidłowe wymiary obrazka ekranu powitalnego (powinno być 620x300)." +msgstr "Nieprawidłowe wymiary obrazka ekranu powitalnego (powinno być 620x300)." msgid "Could not open template for export: \"%s\"." msgstr "Nie można otworzyć szablonu do eksportu: \"%s\"." @@ -15022,8 +14937,8 @@ msgstr "Nieprawidłowy serwer znaczników czasu." msgid "" "Could not start signtool executable. Configure signtool path in the Editor " -"Settings (Export > Windows > signtool), or disable \"Codesign\" in the " -"export preset." +"Settings (Export > Windows > signtool), or disable \"Codesign\" in the export " +"preset." msgstr "" "Nie można uruchomić pliku wykonywalnego signtool. Skonfiguruj ścieżkę " "signtool w ustawieniach edytora (Eksport > Windows > signtool) lub wyłącz " @@ -15031,8 +14946,8 @@ msgstr "" msgid "" "Could not start osslsigncode executable. Configure signtool path in the " -"Editor Settings (Export > Windows > osslsigncode), or disable \"Codesign\" " -"in the export preset." +"Editor Settings (Export > Windows > osslsigncode), or disable \"Codesign\" in " +"the export preset." msgstr "" "Nie można uruchomić pliku wykonywalnego osslsigncode. Skonfiguruj ścieżkę " "narzędzia signtool w ustawieniach edytora (Eksport > Windows > osslsigncode) " @@ -15045,8 +14960,8 @@ msgid "Failed to remove temporary file \"%s\"." msgstr "Nie udało się usunąć pliku tymczasowego \"%s\"." msgid "" -"The rcedit tool must be configured in the Editor Settings (Export > Windows " -"> rcedit) to change the icon or app information data." +"The rcedit tool must be configured in the Editor Settings (Export > Windows > " +"rcedit) to change the icon or app information data." msgstr "" "Aby zmienić ikonę lub informacji o aplikacji, należy skonfigurować narzędzie " "rcedit w ustawieniach edytora (Eksport > Windows > rcedit)." @@ -15071,14 +14986,14 @@ msgid "" "Only one visible CanvasModulate is allowed per scene (or set of instantiated " "scenes). The first created one will work, while the rest will be ignored." msgstr "" -"Dozwolony jest tylko jeden widoczny węzeł CanvasModulate na scenę (lub " -"zestaw utworzonych scen). Pierwszy utworzony będzie działał, podczas gdy " -"reszta zostanie zignorowana." +"Dozwolony jest tylko jeden widoczny węzeł CanvasModulate na scenę (lub zestaw " +"utworzonych scen). Pierwszy utworzony będzie działał, podczas gdy reszta " +"zostanie zignorowana." msgid "" "This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " -"define its shape." +"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to define " +"its shape." msgstr "" "Ten węzeł nie posiada kształtu, więc nie może kolidować, czy wchodzić w " "interakcje z innymi obiektami.\n" @@ -15156,8 +15071,8 @@ msgid "" "Particles2D animation requires the usage of a CanvasItemMaterial with " "\"Particles Animation\" enabled." msgstr "" -"Animacja Particles2D wymaga użycia CanvasItemMaterial z włączonym " -"\"Particles Animation\"." +"Animacja Particles2D wymaga użycia CanvasItemMaterial z włączonym \"Particles " +"Animation\"." msgid "" "Particle trails are only available when using the Forward+ or Mobile " @@ -15215,8 +15130,8 @@ msgid "" "NavigationLink2D start position should be different than the end position to " "be useful." msgstr "" -"Pozycja początkowa NavigationLink2D powinna być inna niż pozycja końcowa, " -"aby była użyteczna." +"Pozycja początkowa NavigationLink2D powinna być inna niż pozycja końcowa, aby " +"była użyteczna." msgid "" "A NavigationMesh resource must be set or created for this node to work. " @@ -15285,8 +15200,8 @@ msgstr "" msgid "" "This bone lacks a proper REST pose. Go to the Skeleton2D node and set one." msgstr "" -"Tej kości brakuje odpowiedniej pozy spoczynkowej. Pójdź do węzła Skeleton2D " -"i ustaw ją." +"Tej kości brakuje odpowiedniej pozy spoczynkowej. Pójdź do węzła Skeleton2D i " +"ustaw ją." msgid "" "A Y-sorted layer has the same Z-index value as a not Y-sorted layer.\n" @@ -15295,8 +15210,8 @@ msgid "" msgstr "" "Warstwa z sortowaniem Y ma taką samą wartość indeksu Z jak warstwa bez " "sortowania Y.\n" -"Może to prowadzić do niepożądanych zachowań, ponieważ warstwa, która nie " -"jest posortowana Y, zostanie posortowana Y jako całość z kafelkami z warstw " +"Może to prowadzić do niepożądanych zachowań, ponieważ warstwa, która nie jest " +"posortowana Y, zostanie posortowana Y jako całość z kafelkami z warstw " "posortowanych Y." msgid "" @@ -15307,18 +15222,18 @@ msgstr "" "włączone w samym węźle TileMap." msgid "" -"Isometric TileSet will likely not look as intended without Y-sort enabled " -"for the TileMap and all of its layers." +"Isometric TileSet will likely not look as intended without Y-sort enabled for " +"the TileMap and all of its layers." msgstr "" "Izometryczny TileSet prawdopodobnie nie będzie wyglądał tak, jak powinien, " "bez włączonego sortowania Y dla TileMap i wszystkich jej warstw." msgid "" -"External Skeleton3D node not set! Please set a path to an external " -"Skeleton3D node." +"External Skeleton3D node not set! Please set a path to an external Skeleton3D " +"node." msgstr "" -"Zewnętrzny węzeł Skeleton3D nie jest ustawiony! Ustaw ścieżkę do " -"zewnętrznego węzła Skeleton3D." +"Zewnętrzny węzeł Skeleton3D nie jest ustawiony! Ustaw ścieżkę do zewnętrznego " +"węzła Skeleton3D." msgid "" "Parent node is not a Skeleton3D node! Please use an external Skeleton3D if " @@ -15338,11 +15253,11 @@ msgstr "" msgid "" "This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " -"define its shape." +"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to define " +"its shape." msgstr "" -"Ten węzeł nie ma kształtu, więc nie może zderzać się ani oddziaływać z " -"innymi obiektami.\n" +"Ten węzeł nie ma kształtu, więc nie może zderzać się ani oddziaływać z innymi " +"obiektami.\n" "Rozważ dodanie CollisionShape3D lub CollisionPolygon3D jako dziecka, aby " "zdefiniować jego kształt." @@ -15362,10 +15277,10 @@ msgid "" "Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " "CharacterBody3D, etc. to give them a shape." msgstr "" -"CollisionPolygon2D służy jedynie do określenia kształtu kolizji dla jednego " -"z obiektów dziedziczących z CollisionObject2D. \n" -"Używaj go tylko jako dziecko obiektów typu Area2D, StaticBody2D, " -"RigidBody2D, KinematicBody2D itp. by nadać im kształt." +"CollisionPolygon2D służy jedynie do określenia kształtu kolizji dla jednego z " +"obiektów dziedziczących z CollisionObject2D. \n" +"Używaj go tylko jako dziecko obiektów typu Area2D, StaticBody2D, RigidBody2D, " +"KinematicBody2D itp. by nadać im kształt." msgid "An empty CollisionPolygon3D has no effect on collision." msgstr "Pusty CollisionPolygon3D nie ma wpływu na kolizję." @@ -15389,8 +15304,8 @@ msgid "" msgstr "" "CollisionShape2D służy jedynie do określenia kształtu kolizji dla jednego z " "obiektów dziedziczących z CollisionObject2D.\n" -"Używaj go tylko jako dziecko obiektów typu Area2D, StaticBody2D, " -"RigidBody2D, KinematicBody2D itp. by nadać im kształt." +"Używaj go tylko jako dziecko obiektów typu Area2D, StaticBody2D, RigidBody2D, " +"KinematicBody2D itp. by nadać im kształt." msgid "" "A shape must be provided for CollisionShape3D to function. Please create a " @@ -15400,8 +15315,7 @@ msgstr "" "kształtu." msgid "" -"ConcavePolygonShape3D doesn't support RigidBody3D in another mode than " -"static." +"ConcavePolygonShape3D doesn't support RigidBody3D in another mode than static." msgstr "" "ConcavePolygonShape3D nie obsługuje RigidBody3D w innym trybie niż statyczny." @@ -15418,8 +15332,8 @@ msgid "" msgstr "" "Nierównomiernie skalowany węzeł CollisionShape3D prawdopodobnie nie będzie " "działał zgodnie z oczekiwaniami.\n" -"Proszę ujednolicić jego skalę (tj. taką samą we wszystkich osiach), a " -"zamiast tego zmienić rozmiar jego zasobu kształtu." +"Proszę ujednolicić jego skalę (tj. taką samą we wszystkich osiach), a zamiast " +"tego zmienić rozmiar jego zasobu kształtu." msgid "Nothing is visible because no mesh has been assigned." msgstr "Nic nie jest widoczne, ponieważ nie przypisano żadnej siatki." @@ -15438,8 +15352,8 @@ msgstr "" "Naklejki są dostępne tylko, gdy używany jest renderer Przedni+ lub Mobilny." msgid "" -"The decal has no textures loaded into any of its texture properties, and " -"will therefore not be visible." +"The decal has no textures loaded into any of its texture properties, and will " +"therefore not be visible." msgstr "" "Naklejka nie ma żadnych tekstur wczytanych do którejkolwiek z jej " "teksturowych właściwości i w związku z tym będzie niewidoczna." @@ -15462,8 +15376,8 @@ msgid "" "paint objects on any layer.\n" "To resolve this, enable at least one bit in the Cull Mask property." msgstr "" -"Maska usuwania naklejki nie ma ustawionych bitów, co oznacza, że naklejka " -"nie będzie malować obiektów na żadnej warstwie.\n" +"Maska usuwania naklejki nie ma ustawionych bitów, co oznacza, że naklejka nie " +"będzie malować obiektów na żadnej warstwie.\n" "By to rozwiązać, włącz co najmniej jeden bit we właściwości Maska usuwania." msgid "Fog Volumes are only visible when using the Forward+ backend." @@ -15473,11 +15387,10 @@ msgid "" "Fog Volumes need volumetric fog to be enabled in the scene's Environment in " "order to be visible." msgstr "" -"Obszary mgły wymagają włączenia wolumetrycznej mgły w Environment sceny, " -"żeby były widoczne." +"Obszary mgły wymagają włączenia wolumetrycznej mgły w Environment sceny, żeby " +"były widoczne." -msgid "" -"Nothing is visible because meshes have not been assigned to draw passes." +msgid "Nothing is visible because meshes have not been assigned to draw passes." msgstr "" "Nic nie jest widoczne ponieważ siatki nie zostały przydzielone do przebiegów " "wyświetlających." @@ -15500,8 +15413,8 @@ msgid "Trails active, but neither Trail meshes or a Skin were found." msgstr "Ślady aktywne, ale ani siatka Trail, ani Skin nie została znaleziona." msgid "" -"Only one Trail mesh is supported. If you want to use more than a single " -"mesh, a Skin is needed (see documentation)." +"Only one Trail mesh is supported. If you want to use more than a single mesh, " +"a Skin is needed (see documentation)." msgstr "" "Tylko jedna siatka Trail jest wspierana. Jeśli chcesz użyć więcej niż " "pojedynczą siatkę, wymagany jest Skin (zobacz dokumentację)." @@ -15562,8 +15475,8 @@ msgid "" "Projector textures are not supported when using the GL Compatibility backend " "yet. Support will be added in a future release." msgstr "" -"Tekstury projektora nie są jeszcze obsługiwane podczas korzystania z " -"backendu GL Compatibility. Wsparcie zostanie dodane w przyszłym wydaniu." +"Tekstury projektora nie są jeszcze obsługiwane podczas korzystania z backendu " +"GL Compatibility. Wsparcie zostanie dodane w przyszłym wydaniu." msgid "A SpotLight3D with an angle wider than 90 degrees cannot cast shadows." msgstr "SpotLight3D o kącie szerszym niż 90 stopni nie może rzucać cieni." @@ -15596,20 +15509,19 @@ msgid "" "LightmapGI nodes are not supported when using the GL Compatibility backend " "yet. Support will be added in a future release." msgstr "" -"Węzły LightmapGI nie są jeszcze obsługiwane podczas korzystania z backendu " -"GL Compatibility. Wsparcie zostanie dodane w przyszłym wydaniu." +"Węzły LightmapGI nie są jeszcze obsługiwane podczas korzystania z backendu GL " +"Compatibility. Wsparcie zostanie dodane w przyszłym wydaniu." msgid "" "The NavigationAgent3D can be used only under a Node3D inheriting parent node." -msgstr "" -"NavigationAgent3D może być użyty tylko pod węzłem dziedziczącym Node3D." +msgstr "NavigationAgent3D może być użyty tylko pod węzłem dziedziczącym Node3D." msgid "" "NavigationLink3D start position should be different than the end position to " "be useful." msgstr "" -"Pozycja początkowa NavigationLink3D powinna być inna niż pozycja końcowa, " -"aby była użyteczna." +"Pozycja początkowa NavigationLink3D powinna być inna niż pozycja końcowa, aby " +"była użyteczna." msgid "" "Occlusion culling is disabled in the Project Settings, which means occlusion " @@ -15617,8 +15529,8 @@ msgid "" "To resolve this, open the Project Settings and enable Rendering > Occlusion " "Culling > Use Occlusion Culling." msgstr "" -"Usuwanie niewidocznych powierzchni jest wyłączone w ustawieniach projektu, " -"co oznacza, że usuwanie nie będzie wykonywane w głównym viewporcie.\n" +"Usuwanie niewidocznych powierzchni jest wyłączone w ustawieniach projektu, co " +"oznacza, że usuwanie nie będzie wykonywane w głównym viewporcie.\n" "By to rozwiązać, otwórz ustawienia projektu i włącz Renderowanie > Usuwanie " "niewidocznych powierzchni > Użyj usuwania niewidocznych powierzchni." @@ -15633,8 +15545,8 @@ msgstr "" "Mask." msgid "" -"No occluder mesh is defined in the Occluder property, so no occlusion " -"culling will be performed using this OccluderInstance3D.\n" +"No occluder mesh is defined in the Occluder property, so no occlusion culling " +"will be performed using this OccluderInstance3D.\n" "To resolve this, set the Occluder property to one of the primitive occluder " "types or bake the scene meshes by selecting the OccluderInstance3D and " "pressing the Bake Occluders button at the top of the 3D editor viewport." @@ -15663,8 +15575,8 @@ msgid "" "Vertices can be added in the inspector or using the polygon editing tools at " "the top of the 3D editor viewport." msgstr "" -"Wielokąt zasłony ma mniej niż 3 wierzchołki, więc nie będzie wykonywane " -"żadne usuwanie powierzchni używając tego OccluderInstance3D.\n" +"Wielokąt zasłony ma mniej niż 3 wierzchołki, więc nie będzie wykonywane żadne " +"usuwanie powierzchni używając tego OccluderInstance3D.\n" "Wierzchołki mogą być dodane w inspektorze lub używając narzędzi edycji " "wielokątów na górze widoku edytora 3D." @@ -15737,8 +15649,8 @@ msgid "" "Compatibility backend yet. Support will be added in a future release." msgstr "" "Węzły VisibleOnScreenNotifier3D nie są jeszcze obsługiwane podczas " -"korzystania z backendu GL Compatibility. Wsparcie zostanie dodane w " -"przyszłym wydaniu." +"korzystania z backendu GL Compatibility. Wsparcie zostanie dodane w przyszłym " +"wydaniu." msgid "" "The GeometryInstance3D visibility range's End distance is set to a non-zero " @@ -15858,8 +15770,7 @@ msgstr "" "Ścieżka do węzła AnimationPlayer zawierającego animacje nie jest ustawiona." msgid "Path set for AnimationPlayer does not lead to an AnimationPlayer node." -msgstr "" -"Ścieżka do węzła AnimationPlayer nie prowadzi do węzła AnimationPlayer." +msgstr "Ścieżka do węzła AnimationPlayer nie prowadzi do węzła AnimationPlayer." msgid "The AnimationPlayer root node is not a valid node." msgstr "Korzeń AnimationPlayer nie jest poprawnym węzłem." @@ -15915,8 +15826,8 @@ msgid "Add current color as a preset." msgstr "Dodaj bieżący kolor do zapisanych." msgid "" -"Container by itself serves no purpose unless a script configures its " -"children placement behavior.\n" +"Container by itself serves no purpose unless a script configures its children " +"placement behavior.\n" "If you don't intend to add a script, use a plain Control node instead." msgstr "" "Kontener sam w sobie nie spełnia żadnego celu, chyba że jakiś skrypt " @@ -16051,8 +15962,8 @@ msgid "" "minimum size manually." msgstr "" "ScrollContainer jest zaprojektowany do działania z jedną potomną kontrolką.\n" -"Użyj kontenera jako dziecko (VBox, HBox, itp.) lub węzła typu Control i " -"ustaw minimalny rozmiar ręcznie." +"Użyj kontenera jako dziecko (VBox, HBox, itp.) lub węzła typu Control i ustaw " +"minimalny rozmiar ręcznie." msgid "" "This node doesn't have a SubViewport as child, so it can't display its " @@ -16070,13 +15981,12 @@ msgid "" "This node was saved as class type '%s', which was no longer available when " "this scene was loaded." msgstr "" -"Ten węzeł został zapisany jako klasa typu \"%s\", która nie była już " -"dostępna podczas wczytywania tej sceny." +"Ten węzeł został zapisany jako klasa typu \"%s\", która nie była już dostępna " +"podczas wczytywania tej sceny." msgid "" "Data from the original node is kept as a placeholder until this type of node " -"is available again. It can hence be safely re-saved without risk of data " -"loss." +"is available again. It can hence be safely re-saved without risk of data loss." msgstr "" "Dane oryginalnego węzła są zachowane jako zastępcze dopóki ten typ węzła nie " "będzie znowu dostępny. Może być w takim razie zapisany bezpiecznie, bez " @@ -16123,8 +16033,8 @@ msgstr "" msgid "" "Very low timer wait times (< 0.05 seconds) may behave in significantly " "different ways depending on the rendered or physics frame rate.\n" -"Consider using a script's process loop instead of relying on a Timer for " -"very low wait times." +"Consider using a script's process loop instead of relying on a Timer for very " +"low wait times." msgstr "" "Bardzo niskie czasy czekania (< 0,05 sekund) mogą zachowywać się znacząco " "różnie w zależności od częstotliwości klatek renderowania lub fizyki\n" @@ -16245,11 +16155,10 @@ msgstr "" "oczekuje %d argumentów." msgid "" -"Invalid argument type when calling stage function '%s', type expected is " -"'%s'." +"Invalid argument type when calling stage function '%s', type expected is '%s'." msgstr "" -"Nieprawidłowy argument przy wywołaniu funkcji etapu \"%s\", oczekiwany typ " -"to \"%s\"." +"Nieprawidłowy argument przy wywołaniu funkcji etapu \"%s\", oczekiwany typ to " +"\"%s\"." msgid "Expected integer constant within [%d..%d] range." msgstr "Oczekiwano stałej całkowitej w zakresie [%d..%d]." @@ -16264,11 +16173,10 @@ msgid "A constant value cannot be passed for the '%s' parameter." msgstr "Nie można przekazać stałej wartości dla parametru \"%s\"." msgid "" -"Argument %d of function '%s' can only take a local variable, array, or " -"member." +"Argument %d of function '%s' can only take a local variable, array, or member." msgstr "" -"Argument %d funkcji \"%s\" może przyjmować tylko zmienną lokalną, tablicę " -"lub członka." +"Argument %d funkcji \"%s\" może przyjmować tylko zmienną lokalną, tablicę lub " +"członka." msgid "Built-in function \"%s(%s)\" is only supported on high-end platforms." msgstr "" @@ -16293,8 +16201,8 @@ msgstr "" msgid "" "Too few arguments for \"%s(%s)\" call. Expected at least %d but received %d." msgstr "" -"Zbyt mało argumentów dla wywołania \"%s(%s)\". Oczekiwano co najmniej %d, " -"ale otrzymano %d." +"Zbyt mało argumentów dla wywołania \"%s(%s)\". Oczekiwano co najmniej %d, ale " +"otrzymano %d." msgid "" "Too many arguments for \"%s(%s)\" call. Expected at most %d but received %d." @@ -16348,8 +16256,7 @@ msgstr "Stałe nie mogą być modyfikowane." msgid "" "Sampler argument %d of function '%s' called more than once using both built-" -"ins and uniform textures, this is not supported (use either one or the " -"other)." +"ins and uniform textures, this is not supported (use either one or the other)." msgstr "" "Argument samplera %d funkcji \"%s\" wywołany więcej niż raz przy użyciu " "zarówno wbudowanych, jak i uniformowych tekstur, nie jest obsługiwany (użyj " @@ -16427,13 +16334,13 @@ msgid "A constant value cannot be passed for '%s' parameter." msgstr "Nie można przekazać stałej wartości dla parametru \"%s\"." msgid "" -"Unable to pass a multiview texture sampler as a parameter to custom " -"function. Consider to sample it in the main function and then pass the " -"vector result to it." +"Unable to pass a multiview texture sampler as a parameter to custom function. " +"Consider to sample it in the main function and then pass the vector result to " +"it." msgstr "" "Nie można przekazać samplera tekstury multiview jako parametru do funkcji " -"niestandardowej. Rozważ próbkowanie go w głównej funkcji, a następnie " -"przekaż wynik wektorowy do niego." +"niestandardowej. Rozważ próbkowanie go w głównej funkcji, a następnie przekaż " +"wynik wektorowy do niego." msgid "Unknown identifier in expression: '%s'." msgstr "Nieznany identyfikator w wyrażeniu: \"%s\"." @@ -16447,15 +16354,13 @@ msgstr "" "By kontynuować z minimalnymi zmianami kodu, dodaj \"uniform sampler2D %s : " "hint_%s, filter_linear_mipmap\" w okolicy góry swojego shadera." -msgid "" -"Varying with '%s' data type may only be used in the 'fragment' function." +msgid "Varying with '%s' data type may only be used in the 'fragment' function." msgstr "" "Varying z typem danych \"%s\" może być użyty tylko w funkcji \"fragment\"." msgid "Varying '%s' must be assigned in the 'fragment' function first." msgstr "" -"Zmienna varying \"%s\" musi najpierw zostać przypisana w funkcji " -"\"fragment\"." +"Zmienna varying \"%s\" musi najpierw zostać przypisana w funkcji \"fragment\"." msgid "" "Varying with integer data type must be declared with `flat` interpolation " @@ -16496,8 +16401,7 @@ msgstr "Nieprawidłowy typ bazowy dla operatora inkrementacji/dekrementacji." msgid "Invalid use of increment/decrement operator in a constant expression." msgstr "" -"Nieprawidłowe użycie operatora inkrementacji/dekrementacji w wyrażeniu " -"stałym." +"Nieprawidłowe użycie operatora inkrementacji/dekrementacji w wyrażeniu stałym." msgid "Invalid token for the operator: '%s'." msgstr "Nieprawidłowy token dla operatora: \"%s\"." @@ -16544,8 +16448,7 @@ msgstr "Oczekiwano wyrażenia stałego." msgid "Expected initialization of constant." msgstr "Oczekiwano inicjalizacji stałej." -msgid "" -"Expected constant expression for argument %d of function call after '='." +msgid "Expected constant expression for argument %d of function call after '='." msgstr "" "Oczekiwano stałego wyrażenia dla argumentu %d wywołania funkcji po znaku " "\"=\"." @@ -16605,8 +16508,8 @@ msgid "Expected '%s' at the beginning of shader. Valid types are: %s." msgstr "Oczekiwano \"%s\" na początku shadera. Prawidłowe typy to: %s." msgid "" -"Expected an identifier after '%s', indicating the type of shader. Valid " -"types are: %s." +"Expected an identifier after '%s', indicating the type of shader. Valid types " +"are: %s." msgstr "" "Oczekiwano identyfikatora po znaku \"%s\", wskazującego typ shadera. " "Prawidłowe typy to: %s." @@ -16621,8 +16524,7 @@ msgid "Duplicated render mode: '%s'." msgstr "Zduplikowany tryb renderowania: \"%s\"." msgid "" -"Redefinition of render mode: '%s'. The '%s' mode has already been set to " -"'%s'." +"Redefinition of render mode: '%s'. The '%s' mode has already been set to '%s'." msgstr "" "Redefinicja trybu renderowania: '%s'. Tryb '%s' został już ustawiony na '%s'." @@ -16670,8 +16572,7 @@ msgid "The '%s' data type is not allowed here." msgstr "Ten typ danych \"%s\" nie jest tu dozwolony." msgid "Interpolation modifier '%s' cannot be used with boolean types." -msgstr "" -"Modyfikatora interpolacji \"%s\" nie można używać z typami boolowskimi." +msgstr "Modyfikatora interpolacji \"%s\" nie można używać z typami boolowskimi." msgid "Invalid data type for varying." msgstr "Nie prawidłowe dane dla zmiennej varying." @@ -16690,18 +16591,18 @@ msgid "The '%s' qualifier is not supported for matrix types." msgstr "Kwalifikator \"%s\" nie jest obsługiwany dla typów macierzy." msgid "The '%s' qualifier is not supported for uniform arrays." -msgstr "Kwalifikator \"%s\" nie jest obsługiwany dla uniformów tablic." +msgstr "Kwalifikator \"%s\" nie jest obsługiwany dla tablic uniformów." msgid "Expected valid type hint after ':'." msgstr "Oczekiwana prawidłowa podpowiedź typu po znaku ':'." msgid "This hint is not supported for uniform arrays." -msgstr "Ta podpowiedź nie jest obsługiwana w przypadku uniformów tablic." +msgstr "Ta podpowiedź nie jest obsługiwana w przypadku tablic uniformów." msgid "Source color hint is for '%s', '%s' or sampler types only." msgstr "" -"Podpowiedź dotycząca koloru źródłowego dotyczy tylko typów \"%s\", \"%s\" " -"lub samplera." +"Podpowiedź dotycząca koloru źródłowego dotyczy tylko typów \"%s\", \"%s\" lub " +"samplera." msgid "Duplicated hint: '%s'." msgstr "Zduplikowana podpowiedź: \"%s\"." @@ -16724,12 +16625,6 @@ msgstr "Indeks instancji nie może być ujemny." msgid "Allowed instance uniform indices must be within [0..%d] range." msgstr "Dozwolone indeksy uniformów instancji muszą być w zakresie [0..%d]." -msgid "" -"'hint_normal_roughness_texture' is not supported in gl_compatibility shaders." -msgstr "" -"'hint_normal_roughness_texture' nie jest obsługiwany w shaderach " -"gl_compatibility." - msgid "'hint_normal_roughness_texture' is not supported in '%s' shaders." msgstr "'hint_normal_roughness_texture' nie jest obsługiwany w shaderach '%s'." @@ -16750,8 +16645,8 @@ msgid "" "Redefinition of filter mode: '%s'. The filter mode has already been set to " "'%s'." msgstr "" -"Redefinicja trybu filtrowania: '%s'. Tryb filtrowania został już ustawiony " -"na \"%s\"." +"Redefinicja trybu filtrowania: '%s'. Tryb filtrowania został już ustawiony na " +"\"%s\"." msgid "Duplicated repeat mode: '%s'." msgstr "Zduplikowany tryb powtarzania: \"%s\"." @@ -16760,8 +16655,8 @@ msgid "" "Redefinition of repeat mode: '%s'. The repeat mode has already been set to " "'%s'." msgstr "" -"Redefinicja trybu powtarzania: '%s'. Tryb powtarzania został już ustawiony " -"na \"%s\"." +"Redefinicja trybu powtarzania: '%s'. Tryb powtarzania został już ustawiony na " +"\"%s\"." msgid "Too many '%s' uniforms in shader, maximum supported is %d." msgstr "" @@ -16769,7 +16664,7 @@ msgstr "" msgid "Setting default values to uniform arrays is not supported." msgstr "" -"Ustawianie wartości domyślnych dla uniformów tablic nie jest obsługiwane." +"Ustawianie wartości domyślnych dla tablic uniformów nie jest obsługiwane." msgid "Expected constant expression after '='." msgstr "Oczekiwano wyrażenia stałego po znaku \"=\"." @@ -16808,8 +16703,8 @@ msgid "Expected '(' after function identifier." msgstr "Oczekiwano znaku \"(\" po identyfikatorze funkcji." msgid "" -"Global non-constant variables are not supported. Expected '%s' keyword " -"before constant definition." +"Global non-constant variables are not supported. Expected '%s' keyword before " +"constant definition." msgstr "" "Globalne zmienne niestałe nie są obsługiwane. Oczekiwano słowa kluczowego " "'%s' przed definicją stałej." @@ -16847,8 +16742,7 @@ msgstr "Oczekiwano \"{\", aby rozpocząć funkcję." msgid "Expected at least one '%s' statement in a non-void function." msgstr "" -"Oczekiwano co najmniej jednej deklaracji '%s' w funkcji nie będącej typu " -"void." +"Oczekiwano co najmniej jednej deklaracji '%s' w funkcji nie będącej typu void." msgid "uniform buffer" msgstr "bufor uniformu" @@ -16981,8 +16875,8 @@ msgid "The local variable '%s' is declared but never used." msgstr "Zmienna lokalna \"%s\" jest zadeklarowana, ale nigdy nie użyta." msgid "" -"The total size of the %s for this shader on this device has been exceeded " -"(%d/%d). The shader may not work correctly." +"The total size of the %s for this shader on this device has been exceeded (%d/" +"%d). The shader may not work correctly." msgstr "" "Całkowity rozmiar %s dla tego shadera na tym urządzeniu został przekroczony " "(%d/%d). Shader może nie działać poprawnie." diff --git a/editor/translations/editor/pt.po b/editor/translations/editor/pt.po index 301edc64312..8a373466943 100644 --- a/editor/translations/editor/pt.po +++ b/editor/translations/editor/pt.po @@ -37,13 +37,14 @@ # matdeluis , 2023. # thegamerman88 , 2023. # Hevinis , 2023. +# Ricardo Caetano , 2023. msgid "" msgstr "" "Project-Id-Version: Godot Engine editor interface\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2023-06-17 10:48+0000\n" -"Last-Translator: Hevinis \n" +"PO-Revision-Date: 2023-07-10 08:17+0000\n" +"Last-Translator: Ricardo Caetano \n" "Language-Team: Portuguese \n" "Language: pt\n" @@ -51,7 +52,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=n != 1;\n" -"X-Generator: Weblate 4.18.1\n" +"X-Generator: Weblate 5.0-dev\n" msgid "Unset" msgstr "Desativar" @@ -90,7 +91,7 @@ msgid "Button" msgstr "Botão" msgid "Double Click" -msgstr "Clique Duplo" +msgstr "Duplo Clique" msgid "Mouse motion at position (%s) with velocity (%s)" msgstr "Movimento do rato na posição (%s) com velocidade (%s)" @@ -149,9 +150,6 @@ msgstr "Voltar, Sony Select, Xbox Back, Nintendo -" msgid "Guide, Sony PS, Xbox Home" msgstr "Menu, Sony PS, Xbox Home" -msgid "Start, Nintendo +" -msgstr "Iniciar, Nintendo +" - msgid "Left Stick, Sony L3, Xbox L/LS" msgstr "Alavanca Esquerda, Sony L3, Xbox L/LS" @@ -821,8 +819,7 @@ msgstr "animação" msgid "AnimationPlayer can't animate itself, only other players." msgstr "" -"AnimationPlayer não se pode animar a ele próprio, apenas a outros " -"executantes." +"AnimationPlayer não se pode animar a ele próprio, apenas a outros executantes." msgid "property '%s'" msgstr "propriedade '%s'" @@ -838,8 +835,7 @@ msgstr "As faixas de Transformação aplicam-se apenas a nós MeshInstance3D." msgid "Position/Rotation/Scale 3D tracks only apply to 3D-based nodes." msgstr "" -"As faixas 3D de Posição/Rotação/Escala se aplicam apenas a nós baseados em " -"3D." +"As faixas 3D de Posição/Rotação/Escala se aplicam apenas a nós baseados em 3D." msgid "" "Audio tracks can only point to nodes of type:\n" @@ -1085,6 +1081,10 @@ msgctxt "Transition Type" msgid "Elastic" msgstr "Elástico" +msgctxt "Transition Type" +msgid "Spring" +msgstr "Mola" + msgctxt "Ease Type" msgid "InOut" msgstr "Entrada-Saída" @@ -1245,8 +1245,7 @@ msgstr "Deferido" msgid "" "Defers the signal, storing it in a queue and only firing it at idle time." msgstr "" -"Retarda o sinal, armazena-o numa fila e só a ativar-o em tempo de " -"inatividade." +"Retarda o sinal, armazena-o numa fila e só a ativar-o em tempo de inatividade." msgid "One Shot" msgstr "Disparo Único" @@ -1663,8 +1662,8 @@ msgstr "Remapeamento de tradução para o caminho '%s' e local '%s'." msgid "" "Remove the selected files from the project? (Cannot be undone.)\n" -"Depending on your filesystem configuration, the files will either be moved " -"to the system trash or deleted permanently." +"Depending on your filesystem configuration, the files will either be moved to " +"the system trash or deleted permanently." msgstr "" "Remover ficheiros selecionados do Projeto? (Não pode ser desfeito.)\n" "Dependendo da configuração, pode encontrar os ficheiros removidos na " @@ -1674,8 +1673,8 @@ msgid "" "The files being removed are required by other resources in order for them to " "work.\n" "Remove them anyway? (Cannot be undone.)\n" -"Depending on your filesystem configuration, the files will either be moved " -"to the system trash or deleted permanently." +"Depending on your filesystem configuration, the files will either be moved to " +"the system trash or deleted permanently." msgstr "" "Os ficheiros a serem removidos são necessários para que outros recursos " "funcionem.\n" @@ -1789,14 +1788,14 @@ msgstr "Licenças de Terceiros" msgid "" "Godot Engine relies on a number of third-party free and open source " -"libraries, all compatible with the terms of its MIT license. The following " -"is an exhaustive list of all such third-party components with their " -"respective copyright statements and license terms." +"libraries, all compatible with the terms of its MIT license. The following is " +"an exhaustive list of all such third-party components with their respective " +"copyright statements and license terms." msgstr "" -"O Godot Engine conta com várias Bibliotecas abertas e gratuitas de " -"terceiros, todas compatíveis com os termos da sua licença MIT. A lista " -"seguinte é uma lista exaustiva de todos esses Componentes de terceiros com " -"suas respetivas declarações de direitos autorais e termos de licença." +"O Godot Engine conta com várias Bibliotecas abertas e gratuitas de terceiros, " +"todas compatíveis com os termos da sua licença MIT. A lista seguinte é uma " +"lista exaustiva de todos esses Componentes de terceiros com suas respetivas " +"declarações de direitos autorais e termos de licença." msgid "All Components" msgstr "Todos os Componentes" @@ -1815,8 +1814,7 @@ msgid "%s (already exists)" msgstr "%s (já existe)" msgid "Contents of asset \"%s\" - %d file(s) conflict with your project:" -msgstr "" -"Conteúdos do recurso \"%s\" - %d ficheiro(s) em conflito com o projeto:" +msgstr "Conteúdos do recurso \"%s\" - %d ficheiro(s) em conflito com o projeto:" msgid "Contents of asset \"%s\" - No files conflict with your project:" msgstr "" @@ -2105,8 +2103,7 @@ msgstr "" "Renderização baseada em RenderingDevice (se desativada, o back-end OpenGL " "será necessário)." -msgid "" -"OpenGL back-end (if disabled, the RenderingDevice back-end is required)." +msgid "OpenGL back-end (if disabled, the RenderingDevice back-end is required)." msgstr "" "OpenGL back-end (se desativado, o back-end RenderingDevice será necessário)." @@ -2140,11 +2137,11 @@ msgstr "" "Suporte ao formato de fonte WOFF2 usando as bibliotecas FreeType e Brotli." msgid "" -"SIL Graphite smart font technology support (supported by Advanced Text " -"Server only)." +"SIL Graphite smart font technology support (supported by Advanced Text Server " +"only)." msgstr "" -"Suporte à tecnologia de fonte inteligente SIL Graphite (suportado apenas " -"pelo Servidor de Texto Avançado)." +"Suporte à tecnologia de fonte inteligente SIL Graphite (suportado apenas pelo " +"Servidor de Texto Avançado)." msgid "" "Multi-channel signed distance field font rendering support using msdfgen " @@ -2269,8 +2266,7 @@ msgid "Allows editing the node hierarchy in the Scene dock." msgstr "Permite editar a hierarquia de nós na doca de Cena." msgid "" -"Allows to work with signals and groups of the node selected in the Scene " -"dock." +"Allows to work with signals and groups of the node selected in the Scene dock." msgstr "" "Permite trabalhar com sinais e grupos do nó selecionado na doca de Cena." @@ -2325,8 +2321,7 @@ msgid "Main Features:" msgstr "Funcionalidades Principais:" msgid "" -"Profile '%s' already exists. Remove it first before importing, import " -"aborted." +"Profile '%s' already exists. Remove it first before importing, import aborted." msgstr "" "Perfil '%s' já existe. Remova-o antes de importar, importação interrompida." @@ -2393,8 +2388,8 @@ msgid "" "There are multiple importers for different types pointing to file %s, import " "aborted" msgstr "" -"Existem vários importadores para diferentes tipos que apontam para o " -"ficheiro %s. Importação abortada" +"Existem vários importadores para diferentes tipos que apontam para o ficheiro " +"%s. Importação abortada" msgid "(Re)Importing Assets" msgstr "A (Re)Importar Recursos" @@ -2405,6 +2400,11 @@ msgstr "Importar recursos do tipo: %s" msgid "No return value." msgstr "Sem valor de retorno." +msgid "This value is an integer composed as a bitmask of the following flags." +msgstr "" +"Este valor é um inteiro, composto como uma máscara binária das seguintes " +"flags." + msgid "Deprecated" msgstr "Obsoleto" @@ -2655,8 +2655,7 @@ msgstr "Fixar valor" msgid "Pin Value [Disabled because '%s' is editor-only]" msgstr "Fixar Valor [Desativado porque '%s' é restrito(a) ao editor]" -msgid "" -"Pinning a value forces it to be saved even if it's equal to the default." +msgid "Pinning a value forces it to be saved even if it's equal to the default." msgstr "" "Fixar um valor força que ele seja salvo mesmo que ele seja igual ao padrão." @@ -2889,15 +2888,15 @@ msgid "" "This resource can't be saved because it does not belong to the edited scene. " "Make it unique first." msgstr "" -"Este recurso não pode ser guardado porque não pertence à cena editada. Faça-" -"o único." +"Este recurso não pode ser guardado porque não pertence à cena editada. Faça-o " +"único." msgid "" "This resource can't be saved because it was imported from another file. Make " "it unique first." msgstr "" -"Este recurso não pode ser salvo porque foi importado de outro ficheiro. " -"Torne-o único primeiro." +"Este recurso não pode ser salvo porque foi importado de outro ficheiro. Torne-" +"o único primeiro." msgid "Save Resource As..." msgstr "Guardar Recurso Como..." @@ -2922,9 +2921,6 @@ msgstr "Erro ao processar o ficheiro '%s'." msgid "Scene file '%s' appears to be invalid/corrupt." msgstr "O ficheiro de cena '%s' parece ser inválido/corrompido." -msgid "Missing file '%s' or one its dependencies." -msgstr "Ficheiro '%s' ausente ou uma das dependências deles." - msgid "Error while loading file '%s'." msgstr "Erro ao carregar o ficheiro '%s'." @@ -2995,8 +2991,7 @@ msgid "Restored the Default layout to its base settings." msgstr "Modelo Predefinido restaurado para as configurações base." msgid "This object is marked as read-only, so it's not editable." -msgstr "" -"Este objeto está marcado como somente leitura, portanto não é editável." +msgstr "Este objeto está marcado como somente leitura, portanto não é editável." msgid "" "This resource belongs to a scene that was imported, so it's not editable.\n" @@ -3054,8 +3049,8 @@ msgid "%s no longer exists! Please specify a new save location." msgstr "% não existe mais! Especifique uma nova localização para guardar." msgid "" -"The current scene has no root node, but %d modified external resource(s) " -"were saved anyway." +"The current scene has no root node, but %d modified external resource(s) were " +"saved anyway." msgstr "" "A cena atual não tem nó raiz, mas %d recurso(s) externo(s) modificados foram " "mesmo assim guardados." @@ -3192,8 +3187,8 @@ msgstr "" "Para fazer alterações, pode ser criada uma nova cena herdada." msgid "" -"Error loading scene, it must be inside the project path. Use 'Import' to " -"open the scene, then save it inside the project path." +"Error loading scene, it must be inside the project path. Use 'Import' to open " +"the scene, then save it inside the project path." msgstr "" "Erro ao carregar cena, tem de estar no caminho do projeto. Use 'Importar' " "para abrir a cena, e guarde-a dentro do caminho do projeto." @@ -3531,9 +3526,8 @@ msgid "" "source template to \"res://android/build\".\n" "You can then apply modifications and build your own custom APK on export " "(adding modules, changing the AndroidManifest.xml, etc.).\n" -"Note that in order to make gradle builds instead of using pre-built APKs, " -"the \"Use Gradle Build\" option should be enabled in the Android export " -"preset." +"Note that in order to make gradle builds instead of using pre-built APKs, the " +"\"Use Gradle Build\" option should be enabled in the Android export preset." msgstr "" "Isso configurará o seu projeto para compilações gradle do Android instalando " "o modelo de origem em \"res://android/build\".\n" @@ -3717,15 +3711,15 @@ msgstr "" "O recurso tem de pertencer a uma cena." msgid "" -"Can't create a ViewportTexture on this resource because it's not set as " -"local to scene.\n" +"Can't create a ViewportTexture on this resource because it's not set as local " +"to scene.\n" "Please switch on the 'local to scene' property on it (and all resources " "containing it up to a node)." msgstr "" -"Não se consegue criar Textura Viewport neste recurso porque não está " -"definido na cena como local.\n" -"Ative a sua propriedade 'local to scene' (e em todos os recursos que o " -"contêm até a um nó)." +"Não se consegue criar Textura Viewport neste recurso porque não está definido " +"na cena como local.\n" +"Ative a sua propriedade 'local to scene' (e em todos os recursos que o contêm " +"até a um nó)." msgid "Pick a Viewport" msgstr "Escolha um Viewport" @@ -3773,11 +3767,11 @@ msgid "Lock/Unlock Component Ratio" msgstr "Trancar/Destrancar Razão do Componente" msgid "" -"The selected resource (%s) does not match any type expected for this " -"property (%s)." +"The selected resource (%s) does not match any type expected for this property " +"(%s)." msgstr "" -"O recurso selecionado (%s) não corresponde a qualquer tipo esperado para " -"esta propriedade (%s)." +"O recurso selecionado (%s) não corresponde a qualquer tipo esperado para esta " +"propriedade (%s)." msgid "Quick Load" msgstr "Carregamento Rápido" @@ -3940,15 +3934,15 @@ msgid "Filter by event..." msgstr "Filtrar por evento..." msgid "" -"Target platform requires 'ETC2/ASTC' texture compression. Enable 'Import " -"ETC2 ASTC' in Project Settings." +"Target platform requires 'ETC2/ASTC' texture compression. Enable 'Import ETC2 " +"ASTC' in Project Settings." msgstr "" "A plataforma de destino requer compactação de textura 'ETC2/ASTC'. Ative " "'Importar ETC2 ASTC' nas configurações do projeto." msgid "" -"Target platform requires 'S3TC/BPTC' texture compression. Enable 'Import " -"S3TC BPTC' in Project Settings." +"Target platform requires 'S3TC/BPTC' texture compression. Enable 'Import S3TC " +"BPTC' in Project Settings." msgstr "" "A plataforma de destino requer compactação de textura 'S3TC/BPTC'. Ative " "'Importar S3TC BPTC' nas configurações do projeto." @@ -4200,8 +4194,8 @@ msgid "Download and Install" msgstr "Descarregar e Instalar" msgid "" -"Download and install templates for the current version from the best " -"possible mirror." +"Download and install templates for the current version from the best possible " +"mirror." msgstr "" "Descarregar do melhor mirror disponível e instalar modelos para a versão " "atual." @@ -4316,8 +4310,7 @@ msgstr "Modo exportação:" msgid "" "\"Strip Visuals\" will replace the following resources with placeholders:" msgstr "" -"\"Ocultar Gráficos\" substituirá os seguintes recursos por espaços " -"reservados:" +"\"Ocultar Gráficos\" substituirá os seguintes recursos por espaços reservados:" msgid "Strip Visuals" msgstr "Ocultar Gráficos" @@ -4434,8 +4427,8 @@ msgstr "" "Pode reativá-lo nas Configurações do Projeto em " "Ficheiros>Importar>FBX>Ativado.\n" "\n" -"O editor será reiniciado à medida que os importadores forem registados " -"quando o editor for iniciado." +"O editor será reiniciado à medida que os importadores forem registados quando " +"o editor for iniciado." msgid "Path to FBX2glTF executable is empty." msgstr "O caminho ao executável FBX2glTF está vazio." @@ -4512,14 +4505,14 @@ msgstr "Incapaz de atualizar dependências:" msgid "" "This file extension is not recognized by the editor.\n" "If you want to rename it anyway, use your operating system's file manager.\n" -"After renaming to an unknown extension, the file won't be shown in the " -"editor anymore." +"After renaming to an unknown extension, the file won't be shown in the editor " +"anymore." msgstr "" "Esta extensão de arquivo não é reconhecida pelo editor.\n" "Se você de qualquer maneira quiser renomeá-lo, use o gerenciador de arquivos " "do seu sistema operacional.\n" -"Após renomear para uma extensão desconhecida, o arquivo não será mais " -"exibido no editor." +"Após renomear para uma extensão desconhecida, o arquivo não será mais exibido " +"no editor." msgid "A file or folder with this name already exists." msgstr "Um Ficheiro ou diretoria já existe com este nome." @@ -4852,10 +4845,10 @@ msgid "File:" msgstr "Ficheiro:" msgid "" -"Remove the selected files? For safety only files and empty directories can " -"be deleted from here. (Cannot be undone.)\n" -"Depending on your filesystem configuration, the files will either be moved " -"to the system trash or deleted permanently." +"Remove the selected files? For safety only files and empty directories can be " +"deleted from here. (Cannot be undone.)\n" +"Depending on your filesystem configuration, the files will either be moved to " +"the system trash or deleted permanently." msgstr "" "Remover os ficheiros selecionados? Por segurança, apenas ficheiros e " "diretórios vazios podem ser excluídos daqui. (Não pode ser desfeito.)\n" @@ -5095,8 +5088,8 @@ msgstr "Contagem de Batidas:" msgid "" "Configure the amount of Beats used for music-aware looping. If zero, it will " "be autodetected from the length.\n" -"It is recommended to set this value (either manually or by clicking on a " -"beat number in the preview) to ensure looping works properly." +"It is recommended to set this value (either manually or by clicking on a beat " +"number in the preview) to ensure looping works properly." msgstr "" "Configure a quantidade de Batidas usadas para repetir o reconhecimento da " "música. Se for zero, será autodetectado a partir do comprimento.\n" @@ -5210,14 +5203,14 @@ msgstr "Glifos do Mapa de Caracteres" msgid "" "Add or remove glyphs from the character map to pre-render list:\n" "Note: Some stylistic alternatives and glyph variants do not have one-to-one " -"correspondence to character, and not shown in this map, use \"Glyphs from " -"the text\" tab to add these." +"correspondence to character, and not shown in this map, use \"Glyphs from the " +"text\" tab to add these." msgstr "" "Adicione ou remova glifos do mapa de caracteres para a lista de pré-" "renderização:\n" "Nota: algumas alternativas estilísticas e variantes de glifos não têm " -"correspondência de um para um com o caractere e não são mostradas neste " -"mapa, use a guia \"Glifos do texto\" para adicioná-los." +"correspondência de um para um com o caractere e não são mostradas neste mapa, " +"use a guia \"Glifos do texto\" para adicioná-los." msgid "Dynamically rendered TrueType/OpenType font" msgstr "Fonte TrueType/OpenType renderizada dinamicamente" @@ -5281,8 +5274,8 @@ msgid "" "limiter based on the detected associated normal map at %s." msgstr "" "%s: Foi detetado que a textura é utilizada como mapa de rugosidade em 3D. " -"Ativando o limitador de rugosidade baseado no mapa normal associado " -"detectado em %s." +"Ativando o limitador de rugosidade baseado no mapa normal associado detectado " +"em %s." msgid "" "%s: Texture detected as used in 3D. Enabling mipmap generation and setting " @@ -5371,8 +5364,7 @@ msgstr "Já está a guardar" msgid "" "This mesh already saves to an external resource, no action will be taken." -msgstr "" -"Essa malha já é salva para um recurso externo, nenhuma ação será feita." +msgstr "Essa malha já é salva para um recurso externo, nenhuma ação será feita." msgid "Existing file with the same name will be replaced on import." msgstr "O ficheiro existente com o mesmo nome será substituído ao importar." @@ -5394,8 +5386,7 @@ msgid "Set Paths" msgstr "Definir Caminhos" msgid "" -"This animation already saves to an external resource, no action will be " -"taken." +"This animation already saves to an external resource, no action will be taken." msgstr "" "Essa animação já foi salva como um recurso externo, nenhuma ação será feita." @@ -5463,10 +5454,10 @@ msgid "" "Selecting another resource in the FileSystem dock without clicking Reimport " "first will discard changes made in the Import dock." msgstr "" -"Há alterações pendentes que ainda não foram aplicadas. Clique Reimportar " -"para aplicar alterações feitas nas opções de importação.\n" -"Se selecionar outro recurso na doca FileSystem sem Reimportar primeiro, " -"serão rejeitadas alterações feitas na doca Import." +"Há alterações pendentes que ainda não foram aplicadas. Clique Reimportar para " +"aplicar alterações feitas nas opções de importação.\n" +"Se selecionar outro recurso na doca FileSystem sem Reimportar primeiro, serão " +"rejeitadas alterações feitas na doca Import." msgid "Import As:" msgstr "Importar Como:" @@ -5490,8 +5481,8 @@ msgstr "" "corretamente." msgid "" -"Select a resource file in the filesystem or in the inspector to adjust " -"import settings." +"Select a resource file in the filesystem or in the inspector to adjust import " +"settings." msgstr "" "Selecione um ficheiro de recurso no sistema de ficheiros ou no inspetor para " "ajustar configuração de importação." @@ -5791,8 +5782,7 @@ msgstr "Mudar Legendas do BlendSpace1D" msgid "This type of node can't be used. Only animation nodes are allowed." msgstr "" -"Esse tipo de nó não pode ser utilizado. Apenas nós de animação são " -"permitidos." +"Esse tipo de nó não pode ser utilizado. Apenas nós de animação são permitidos." msgid "This type of node can't be used. Only root nodes are allowed." msgstr "Este tipo de nó não pode ser usado. Apenas nós raiz são permitidos." @@ -5927,8 +5917,8 @@ msgid "" "Animation player has no valid root node path, so unable to retrieve track " "names." msgstr "" -"Reprodutor de animação não tem um caminha de nó raiz válido, a ser incapaz " -"de recolher nome das faixas." +"Reprodutor de animação não tem um caminha de nó raiz válido, a ser incapaz de " +"recolher nome das faixas." msgid "Anim Clips" msgstr "Clips Anim" @@ -5970,8 +5960,7 @@ msgid "Enter a library name." msgstr "Digite o nome da biblioteca." msgid "Library name contains invalid characters: '/', ':', ',' or '['." -msgstr "" -"O nome da biblioteca contém caracteres inválidos: '/', ':', ',' or '['." +msgstr "O nome da biblioteca contém caracteres inválidos: '/', ':', ',' or '['." msgid "Library with the same name already exists." msgstr "Uma biblioteca com esse nome já existe." @@ -6005,8 +5994,8 @@ msgid "" "This animation library can't be saved because it was imported from another " "file. Make it unique first." msgstr "" -"Esta biblioteca de animações não pode ser salva porque foi importada de " -"outro ficheiro. Torne-a única primeiro." +"Esta biblioteca de animações não pode ser salva porque foi importada de outro " +"ficheiro. Torne-a única primeiro." msgid "Save Library" msgstr "Gravar Biblioteca" @@ -6015,15 +6004,15 @@ msgid "Make Animation Library Unique: %s" msgstr "Tornar Biblioteca de Animações Única: %s" msgid "" -"This animation can't be saved because it does not belong to the edited " -"scene. Make it unique first." +"This animation can't be saved because it does not belong to the edited scene. " +"Make it unique first." msgstr "" "Esta animação não pode ser salva porque não pertence à cena editada. Torne-a " "única primeiro." msgid "" -"This animation can't be saved because it was imported from another file. " -"Make it unique first." +"This animation can't be saved because it was imported from another file. Make " +"it unique first." msgstr "" "Esta animação não pode ser salva porque foi importada de outro ficheiro. " "Torne-a única primeiro." @@ -6301,13 +6290,13 @@ msgstr "Transição Removida" msgid "" "Select and move nodes.\n" "RMB: Add node at position clicked.\n" -"Shift+LMB+Drag: Connects the selected node with another node or creates a " -"new node if you select an area without nodes." +"Shift+LMB+Drag: Connects the selected node with another node or creates a new " +"node if you select an area without nodes." msgstr "" "Selecionar e mover Nós.\n" "Clique Direito: Adicionar Nó na posição do clique.\n" -"Shift+Clique Esquerdo+Arrastar: Conecta o Nó selecionado com outro Nó ou " -"cria um novo Nó caso selecione uma área sem Nós." +"Shift+Clique Esquerdo+Arrastar: Conecta o Nó selecionado com outro Nó ou cria " +"um novo Nó caso selecione uma área sem Nós." msgid "Create new nodes." msgstr "Criar novos nós." @@ -6985,8 +6974,8 @@ msgid "This node doesn't have a control parent." msgstr "Esse Nó não tem um Control como pai." msgid "" -"Use the appropriate layout properties depending on where you are going to " -"put it." +"Use the appropriate layout properties depending on where you are going to put " +"it." msgstr "" "Use as propriedades de layout apropriadas, dependendo de onde o vai colocar." @@ -7262,13 +7251,13 @@ msgid "Synchronize Scene Changes" msgstr "Sincronizar Alterações da Cena" msgid "" -"When this option is enabled, any changes made to the scene in the editor " -"will be replicated in the running project.\n" +"When this option is enabled, any changes made to the scene in the editor will " +"be replicated in the running project.\n" "When used remotely on a device, this is more efficient when the network " "filesystem option is enabled." msgstr "" -"Quando esta opção é ativada, quaisquer alterações feitas a uma cena no " -"editor serão propagadas no projeto em execução.\n" +"Quando esta opção é ativada, quaisquer alterações feitas a uma cena no editor " +"serão propagadas no projeto em execução.\n" "Quando é usada remotamente num aparelho, é mais eficiente quando a opção do " "sistema de ficheiros em rede está ativa." @@ -7276,8 +7265,8 @@ msgid "Synchronize Script Changes" msgstr "Sincronizar Alterações de Script" msgid "" -"When this option is enabled, any script that is saved will be reloaded in " -"the running project.\n" +"When this option is enabled, any script that is saved will be reloaded in the " +"running project.\n" "When used remotely on a device, this is more efficient when the network " "filesystem option is enabled." msgstr "" @@ -7452,8 +7441,7 @@ msgid "Emission Source:" msgstr "Fonte de emissão:" msgid "A processor material of type 'ParticleProcessMaterial' is required." -msgstr "" -"Um material processador do tipo 'ParticleProcessMaterial' é necessário." +msgstr "Um material processador do tipo 'ParticleProcessMaterial' é necessário." msgid "Convert to CPUParticles3D" msgstr "Converter para CPUParticles3D" @@ -7703,15 +7691,15 @@ msgid "" "polygon-based collision." msgstr "" "Cria uma forma de colisão baseada em polígonos.\n" -"Esta uma opção de desempenho intermédio entre uma colisão convexa única e " -"uma colisão baseada em polígonos." +"Esta uma opção de desempenho intermédio entre uma colisão convexa única e uma " +"colisão baseada em polígonos." msgid "Create Outline Mesh..." msgstr "Criar Malha de Contorno..." msgid "" -"Creates a static outline mesh. The outline mesh will have its normals " -"flipped automatically.\n" +"Creates a static outline mesh. The outline mesh will have its normals flipped " +"automatically.\n" "This can be used instead of the StandardMaterial Grow property when using " "that property isn't possible." msgstr "" @@ -8489,8 +8477,8 @@ msgid "Add Environment to Scene" msgstr "Adicionar Ambiente à Cena" msgid "" -"Adds a WorldEnvironment node matching the preview environment settings to " -"the current scene.\n" +"Adds a WorldEnvironment node matching the preview environment settings to the " +"current scene.\n" "Hold Shift while clicking to also add the preview sun to the current scene." msgstr "" "Adiciona um nó WorldEnvironment que corresponde às configurações do ambiente " @@ -8508,8 +8496,8 @@ msgstr "" msgid "" "No meshes to bake.\n" -"Make sure there is at least one MeshInstance3D node in the scene whose " -"visual layers are part of the OccluderInstance3D's Bake Mask property." +"Make sure there is at least one MeshInstance3D node in the scene whose visual " +"layers are part of the OccluderInstance3D's Bake Mask property." msgstr "" "Sem malhas para gerar.\n" "Certifique-se de que haja pelo menos um nó MeshInstance3D na cena cujas " @@ -8706,8 +8694,7 @@ msgstr "" "personalizados." msgid "" -"Remove a custom polygon. If none remain, custom polygon rendering is " -"disabled." +"Remove a custom polygon. If none remain, custom polygon rendering is disabled." msgstr "" "Remover um polígono personalizado. Se não restar nenhum, a renderização de " "polígonos personalizados é desativada." @@ -9601,8 +9588,7 @@ msgid "Select all visible font size items." msgstr "Selecione todos os itens de tamanho de fonte visíveis." msgid "Select all visible font size items and their data." -msgstr "" -"Selecione todos os itens de tamanho de fonte visíveis e os dados deles." +msgstr "Selecione todos os itens de tamanho de fonte visíveis e os dados deles." msgid "Deselect all visible font size items." msgstr "Desmarque todos os itens de tamanho de fonte visíveis." @@ -9657,8 +9643,8 @@ msgid "Import Selected" msgstr "Importar Selecionado" msgid "" -"Import Items tab has some items selected. Selection will be lost upon " -"closing this window.\n" +"Import Items tab has some items selected. Selection will be lost upon closing " +"this window.\n" "Close anyway?" msgstr "" "O separador de Importação de Itens tem alguns itens selecionados. A seleção " @@ -9673,8 +9659,8 @@ msgid "" "You can add a custom type or import a type with its items from another theme." msgstr "" "Selecione um tipo de tema da lista para editar os seus itens.\n" -"Pode adicionar um tipo personalizado ou importar um tipo com os seus itens " -"de outro tema." +"Pode adicionar um tipo personalizado ou importar um tipo com os seus itens de " +"outro tema." msgid "Remove All Color Items" msgstr "Remover Todos os Itens Cor" @@ -9922,8 +9908,7 @@ msgid "Base Type" msgstr "Mudar tipo base" msgid "Select the variation base type from a list of available types." -msgstr "" -"Selecione o tipo de base de variação em uma lista de tipos disponíveis." +msgstr "Selecione o tipo de base de variação em uma lista de tipos disponíveis." msgid "" "A type associated with a built-in class cannot be marked as a variation of " @@ -9951,8 +9936,7 @@ msgid "Select UI Scene:" msgstr "Selecione Cena UI:" msgid "" -"Toggle the control picker, allowing to visually select control types for " -"edit." +"Toggle the control picker, allowing to visually select control types for edit." msgstr "" "Alternar o selecionador de controlo, permitindo escolher o tipo de controlo " "para editar." @@ -10548,8 +10532,8 @@ msgid "" "No VCS plugins are available in the project. Install a VCS plugin to use VCS " "integration features." msgstr "" -"Nenhum plugin VCS está disponível no projeto. Instale um plugin VCS para " -"usar os recursos de integração VCS." +"Nenhum plugin VCS está disponível no projeto. Instale um plugin VCS para usar " +"os recursos de integração VCS." msgid "Error" msgstr "Erro" @@ -11069,32 +11053,32 @@ msgid "" "Returns an associated 3D vector if the provided boolean value is true or " "false." msgstr "" -"Retorna um vetor 3D associado se o valor booleano fornecido for verdadeiro " -"ou falso." +"Retorna um vetor 3D associado se o valor booleano fornecido for verdadeiro ou " +"falso." msgid "" "Returns an associated 2D vector if the provided boolean value is true or " "false." msgstr "" -"Retorna um vetor 2D associado se o valor booleano fornecido for verdadeiro " -"ou falso." +"Retorna um vetor 2D associado se o valor booleano fornecido for verdadeiro ou " +"falso." msgid "" "Returns an associated boolean if the provided boolean value is true or false." msgstr "" -"Retorna um booleano associado se o valor booleano fornecido for verdadeiro " -"ou falso." +"Retorna um booleano associado se o valor booleano fornecido for verdadeiro ou " +"falso." msgid "" "Returns an associated floating-point scalar if the provided boolean value is " "true or false." msgstr "" -"Retorna um escalar de ponto flutuante associado se o valor booleano " -"fornecido for verdadeiro ou falso." +"Retorna um escalar de ponto flutuante associado se o valor booleano fornecido " +"for verdadeiro ou falso." msgid "" -"Returns an associated integer scalar if the provided boolean value is true " -"or false." +"Returns an associated integer scalar if the provided boolean value is true or " +"false." msgstr "" "Retorna um escalar inteiro associado se o valor booleano fornecido for " "verdadeiro ou falso." @@ -11248,15 +11232,13 @@ msgid "" "(Fragment/Light mode only) (Scalar) Derivative in 'x' using local " "differencing." msgstr "" -"(Apenas modo Fragment/Light) (Escalar) Derivada em 'x' a usar derivação " -"local." +"(Apenas modo Fragment/Light) (Escalar) Derivada em 'x' a usar derivação local." msgid "" "(Fragment/Light mode only) (Scalar) Derivative in 'y' using local " "differencing." msgstr "" -"(Apenas modo Fragment/Light) (Escalar) Derivada em 'y' a usar derivação " -"local." +"(Apenas modo Fragment/Light) (Escalar) Derivada em 'y' a usar derivação local." msgid "Base-e Exponential." msgstr "Exponencial base e." @@ -11334,8 +11316,8 @@ msgid "" "SmoothStep function( scalar(edge0), scalar(edge1), scalar(x) ).\n" "\n" "Returns 0.0 if 'x' is smaller than 'edge0' and 1.0 if x is larger than " -"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 " -"using Hermite polynomials." +"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 using " +"Hermite polynomials." msgstr "" "Função SmoothStep( escalar(limite0), escalar(limite1), escalar(x) ).\n" "\n" @@ -11353,8 +11335,7 @@ msgstr "" "Devolve 0.0 se 'x' for menor que 'limite' e 1.0 se não for." msgid "" -"(Fragment/Light mode only) (Scalar) Sum of absolute derivative in 'x' and " -"'y'." +"(Fragment/Light mode only) (Scalar) Sum of absolute derivative in 'x' and 'y'." msgstr "" "(Apenas modo Fragment/Light) (Escalar) Soma das derivadas absolutas em 'x' e " "'y'." @@ -11382,8 +11363,7 @@ msgstr "" "Retorna o resultado da operação AND (a & b) bit a bit para dois inteiros." msgid "" -"Returns the result of bitwise AND (a & b) operation for two unsigned " -"integers." +"Returns the result of bitwise AND (a & b) operation for two unsigned integers." msgstr "" "Retorna o resultado da operação AND (a & b) bit a bit para dois inteiros sem " "sinal." @@ -11391,15 +11371,15 @@ msgstr "" msgid "" "Returns the result of bitwise left shift (a << b) operation on the integer." msgstr "" -"Retorna o resultado da operação de deslocamento à esquerda bit a bit (a << " -"b) no inteiro." +"Retorna o resultado da operação de deslocamento à esquerda bit a bit (a << b) " +"no inteiro." msgid "" "Returns the result of bitwise left shift (a << b) operation on the unsigned " "integer." msgstr "" -"Retorna o resultado da operação de deslocamento à esquerda bit a bit (a << " -"b) no inteiro sem sinal." +"Retorna o resultado da operação de deslocamento à esquerda bit a bit (a << b) " +"no inteiro sem sinal." msgid "Returns the result of bitwise OR (a | b) operation for two integers." msgstr "" @@ -11571,9 +11551,9 @@ msgstr "" "\n" "OuterProduct trata o primeiro parâmetro 'c' como um vetor coluna (matriz com " "uma coluna) e o segundo parâmetro 'r' como um vetor linha (matriz com uma " -"linha) e faz uma multiplicação matricial algébrica linear 'c * r', a " -"resultar uma matriz cujo número de linhas é o número de componentes em 'c' e " -"cujo número de colunas é o número de componentes de 'r'." +"linha) e faz uma multiplicação matricial algébrica linear 'c * r', a resultar " +"uma matriz cujo número de linhas é o número de componentes em 'c' e cujo " +"número de colunas é o número de componentes de 'r'." msgid "Composes transform from four vectors." msgstr "Compõe transformação a partir de quatro vetores." @@ -11636,8 +11616,7 @@ msgstr "" "distância dele de outro objeto." msgid "Returns a random value between the minimum and maximum input values." -msgstr "" -"Retorna um valor aleatório entre os valores de entrada mínimo e máximo." +msgstr "Retorna um valor aleatório entre os valores de entrada mínimo e máximo." msgid "Remaps a given input from the input range to the output range." msgstr "" @@ -11706,8 +11685,8 @@ msgstr "" "retorno é N, Caso contrário -N será devolvido." msgid "" -"Returns falloff based on the dot product of surface normal and view " -"direction of camera (pass associated inputs to it)." +"Returns falloff based on the dot product of surface normal and view direction " +"of camera (pass associated inputs to it)." msgstr "" "Devolve queda baseada no produto escalar da normal à superfície e da direção " "da câmara (passa entradas associadas)." @@ -11739,8 +11718,8 @@ msgid "" "Returns the vector that points in the direction of reflection ( a : incident " "vector, b : normal vector )." msgstr "" -"Devolve um vetor que aponta na direção da reflexão ( a : vetor incidente, " -"b : vetor normal )." +"Devolve um vetor que aponta na direção da reflexão ( a : vetor incidente, b : " +"vetor normal )." msgid "Returns the vector that points in the direction of refraction." msgstr "Devolve um vetor que aponta na direção da refração." @@ -11749,8 +11728,8 @@ msgid "" "SmoothStep function( vector(edge0), vector(edge1), vector(x) ).\n" "\n" "Returns 0.0 if 'x' is smaller than 'edge0' and 1.0 if 'x' is larger than " -"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 " -"using Hermite polynomials." +"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 using " +"Hermite polynomials." msgstr "" "Função SmoothStep( vetor(limite0), vetor(limite1), vetor(x) ).\n" "\n" @@ -11762,8 +11741,8 @@ msgid "" "SmoothStep function( scalar(edge0), scalar(edge1), vector(x) ).\n" "\n" "Returns 0.0 if 'x' is smaller than 'edge0' and 1.0 if 'x' is larger than " -"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 " -"using Hermite polynomials." +"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 using " +"Hermite polynomials." msgstr "" "Função SmoothStep( escalar(limite0), escalar(limite1), vetor(x) ).\n" "\n" @@ -11790,8 +11769,7 @@ msgstr "" "Devolve 0.0 se 'x' for menor que 'limite', senão devolve 1.0." msgid "" -"(Fragment/Light mode only) (Vector) Sum of absolute derivative in 'x' and " -"'y'." +"(Fragment/Light mode only) (Vector) Sum of absolute derivative in 'x' and 'y'." msgstr "" "(Apenas modo Fragment/Light) (Vetor) Soma das derivadas absolutas em 'x' e " "'y'." @@ -11870,8 +11848,8 @@ msgid "" "output ports. This is a direct injection of code into the vertex/fragment/" "light function, do not use it to write the function declarations inside." msgstr "" -"Expressão personalizada da Linguagem Godot Shader, com quantidade variável " -"de portas de entrada e saída. Isto é uma injeção direta de código na função " +"Expressão personalizada da Linguagem Godot Shader, com quantidade variável de " +"portas de entrada e saída. Isto é uma injeção direta de código na função " "vertex/fragment/light, não a use para escrever as declarações internas da " "função." @@ -12151,8 +12129,7 @@ msgid "" "\n" "You have three options:\n" "- Convert only the configuration file (\"project.godot\"). Use this to open " -"the project without attempting to convert its scenes, resources and " -"scripts.\n" +"the project without attempting to convert its scenes, resources and scripts.\n" "- Convert the entire project including its scenes, resources and scripts " "(recommended if you are upgrading).\n" "- Do nothing and go back.\n" @@ -12167,8 +12144,7 @@ msgstr "" "\n" "Tem três opções:\n" "- Converter apenas o ficheiro de configuração (\"project.godot\"). Use isso " -"para abrir o projeto sem tentar converter as cenas, recursos e scripts " -"dele.\n" +"para abrir o projeto sem tentar converter as cenas, recursos e scripts dele.\n" "- Converter todo o projeto incluindo as cenas, recursos e scripts dele " "(recomendado se atualizar).\n" "- Não fazer nada e voltar.\n" @@ -12238,17 +12214,8 @@ msgstr "" "\n" msgid "" -"Warning: This project was built in Godot %s.\n" -"Opening will upgrade or downgrade the project to Godot %s.\n" -"\n" -msgstr "" -"Aviso: Este projeto foi construído em Godot %s.\n" -"A abertura atualizará ou rebaixará o projeto para Godot %s.\n" -"\n" - -msgid "" -"Warning: This project uses the following features not supported by this " -"build of Godot:\n" +"Warning: This project uses the following features not supported by this build " +"of Godot:\n" "\n" "%s\n" "\n" @@ -12318,8 +12285,8 @@ msgstr "Filtrar Projetos" msgid "" "This field filters projects by name and last path component.\n" -"To filter projects by name and full path, the query must contain at least " -"one `/` character." +"To filter projects by name and full path, the query must contain at least one " +"`/` character." msgstr "" "Este campo filtra projetos por nome e última componente do caminho.\n" "Para filtrar projetos por nome e caminho completo, a pesquisa tem de conter " @@ -12370,28 +12337,6 @@ msgstr "Também apaga conteúdos do projeto (definitivo!)" msgid "Convert Full Project" msgstr "Converter Projeto Completo" -msgid "" -"This option will perform full project conversion, updating scenes, resources " -"and scripts from Godot 3.x to work in Godot 4.0.\n" -"\n" -"Note that this is a best-effort conversion, i.e. it makes upgrading the " -"project easier, but it will not open out-of-the-box and will still require " -"manual adjustments.\n" -"\n" -"IMPORTANT: Make sure to backup your project before converting, as this " -"operation makes it impossible to open it in older versions of Godot." -msgstr "" -"Esta opção realizará a conversão completa do projeto, atualizando cenas, " -"recursos e scripts do Godot 3.x para funcionar no Godot 4.0.\n" -"\n" -"Observe que esta é uma conversão para o melhor possível, ou seja, facilita a " -"atualização do projeto, mas não irá deixar perfeitamente funcional, exigindo " -"ainda ajustes manuais.\n" -"\n" -"IMPORTANTE: Certifique-se de fazer backup do seu projeto antes de converter, " -"pois esta operação impossibilitará a abertura em versões mais antigas do " -"Godot." - msgid "Can't run project" msgstr "Incapaz de executar o projeto" @@ -12629,8 +12574,8 @@ msgid "Error loading scene from %s" msgstr "Erro ao carregar a cena de %s" msgid "" -"Cannot instantiate the scene '%s' because the current scene exists within " -"one of its nodes." +"Cannot instantiate the scene '%s' because the current scene exists within one " +"of its nodes." msgstr "" "Não é possível instanciar a cena '%s' porque a cena atual existe num dos nós " "dele." @@ -12687,8 +12632,7 @@ msgstr "Apagar nó \"%s\" e filhos?" msgid "Delete node \"%s\"?" msgstr "Apagar nó \"%s\"?" -msgid "" -"Saving the branch as a scene requires having a scene open in the editor." +msgid "Saving the branch as a scene requires having a scene open in the editor." msgstr "" "Para guardar o ramo como cena é necessário ter uma cena aberta no editor." @@ -12696,8 +12640,8 @@ msgid "" "Saving the branch as a scene requires selecting only one node, but you have " "selected %d nodes." msgstr "" -"Para guardar o ramo como cena é necessário selecionar apenas um nó, mas " -"estão selecionados %d nós." +"Para guardar o ramo como cena é necessário selecionar apenas um nó, mas estão " +"selecionados %d nós." msgid "" "Can't save the root node branch as an instantiated scene.\n" @@ -12744,12 +12688,12 @@ msgid "" "Disabling \"editable_instance\" will cause all properties of the node to be " "reverted to their default." msgstr "" -"Desativar \"editable_instance\" irá reverter todas as propriedades do nó " -"para os seus valores predefinição." +"Desativar \"editable_instance\" irá reverter todas as propriedades do nó para " +"os seus valores predefinição." msgid "" -"Enabling \"Load As Placeholder\" will disable \"Editable Children\" and " -"cause all properties of the node to be reverted to their default." +"Enabling \"Load As Placeholder\" will disable \"Editable Children\" and cause " +"all properties of the node to be reverted to their default." msgstr "" "Ativar \"Carregar como Espaço Reservado\" vai desativar \"Filhos Editáveis\" " "e fazer com que todas as propriedades do nó revertam para valores " @@ -12928,8 +12872,8 @@ msgid "" "every time it updates.\n" "Switch back to the Local scene tree dock to improve performance." msgstr "" -"Se selecionada, a doca de árvore da cena Remota vai travar o projeto cada " -"vez que atualiza.\n" +"Se selecionada, a doca de árvore da cena Remota vai travar o projeto cada vez " +"que atualiza.\n" "Volte para a doca de árvore da cena Local para melhorar o desempenho." msgid "Clear Inheritance? (No Undo!)" @@ -13033,11 +12977,11 @@ msgstr "" "com um editor externo." msgid "" -"Warning: Having the script name be the same as a built-in type is usually " -"not desired." +"Warning: Having the script name be the same as a built-in type is usually not " +"desired." msgstr "" -"Aviso: Não é habitualmente desejável que o nome do script seja o mesmo do " -"que o de um tipo incorporado." +"Aviso: Não é habitualmente desejável que o nome do script seja o mesmo do que " +"o de um tipo incorporado." msgid "Class Name:" msgstr "Nome de Classe:" @@ -13156,8 +13100,8 @@ msgid "Value of type '%s' can't provide a length." msgstr "O valor do tipo '%s' não pode fornecer um comprimento." msgid "" -"Invalid type argument for is_instance_of(), use TYPE_* constants for built-" -"in types." +"Invalid type argument for is_instance_of(), use TYPE_* constants for built-in " +"types." msgstr "" "Argumento de tipo inválido para is_instance_of(), use constantes TYPE_* para " "tipos integrados." @@ -13198,8 +13142,7 @@ msgstr "" "Esta instalação do Blender é muito antiga para este importador (não 3.0+)." msgid "This Blender installation is too new for this importer (not 3.x)." -msgstr "" -"Esta instalação do Blender é muito nova para este importador (não 3.x)." +msgstr "Esta instalação do Blender é muito nova para este importador (não 3.x)." msgid "Path to Blender installation is valid (Autodetected)." msgstr "" @@ -13222,8 +13165,8 @@ msgid "Disable '.blend' Import" msgstr "Desativar Importação '.blend'" msgid "" -"Disables Blender '.blend' files import for this project. Can be re-enabled " -"in Project Settings." +"Disables Blender '.blend' files import for this project. Can be re-enabled in " +"Project Settings." msgstr "" "Desativa a importação de ficheiros '.blend' do Blender para este projeto. " "Pode ser reativado nas configurações do projeto." @@ -13380,8 +13323,8 @@ msgid "" "Unable to load .NET runtime, no compatible version was found.\n" "Attempting to create/edit a project will lead to a crash.\n" "\n" -"Please install the .NET SDK 6.0 or later from https://dotnet.microsoft.com/" -"en-us/download and restart Godot." +"Please install the .NET SDK 6.0 or later from https://dotnet.microsoft.com/en-" +"us/download and restart Godot." msgstr "" "Não foi possível carregar o tempo de execução do .NET, nenhuma versão " "compatível foi encontrada.\n" @@ -13397,8 +13340,8 @@ msgid "" "Unable to load .NET runtime, specifically hostfxr.\n" "Attempting to create/edit a project will lead to a crash.\n" "\n" -"Please install the .NET SDK 6.0 or later from https://dotnet.microsoft.com/" -"en-us/download and restart Godot." +"Please install the .NET SDK 6.0 or later from https://dotnet.microsoft.com/en-" +"us/download and restart Godot." msgstr "" "Não é possível carregar o tempo de execução do .NET, especificamente " "hostfxr.\n" @@ -13443,8 +13386,7 @@ msgid "Replication" msgstr "Replicação" msgid "Select a replicator node in order to pick a property to add to it." -msgstr "" -"Selecione um nó replicador para escolher uma propriedade a adicioná-lo." +msgstr "Selecione um nó replicador para escolher uma propriedade a adicioná-lo." msgid "Not possible to add a new property to synchronize without a root." msgstr "" @@ -13504,8 +13446,8 @@ msgid "" "A valid NodePath must be set in the \"Root Path\" property in order for " "MultiplayerSynchronizer to be able to synchronize properties." msgstr "" -"Um NodePath válido deve ser definido na propriedade \"Caminho Raiz\" para " -"que o MultiplayerSynchronizer possa sincronizar as propriedades." +"Um NodePath válido deve ser definido na propriedade \"Caminho Raiz\" para que " +"o MultiplayerSynchronizer possa sincronizar as propriedades." msgid "A NavigationMesh resource must be set or created for this node to work." msgstr "" @@ -13687,8 +13629,7 @@ msgid "\"Export AAB\" is only valid when \"Use Gradle Build\" is enabled." msgstr "" "\"Exportar AAB\" só é válido quando \"Usar Compilador Gradle\" está ativado." -msgid "" -"\"Min SDK\" can only be overridden when \"Use Gradle Build\" is enabled." +msgid "\"Min SDK\" can only be overridden when \"Use Gradle Build\" is enabled." msgstr "" "\"Min SDK\" só pode ser substituído quando \"Usar Compilador Gradle\" está " "ativado." @@ -13699,8 +13640,8 @@ msgstr "" "inválido." msgid "" -"\"Min SDK\" cannot be lower than %d, which is the version needed by the " -"Godot library." +"\"Min SDK\" cannot be lower than %d, which is the version needed by the Godot " +"library." msgstr "" "\"Min SDK\" não pode ser inferior a %d, que é a versão necessária para a " "biblioteca Godot." @@ -13804,8 +13745,8 @@ msgid "" "\"Target SDK\" %d is higher than the default version %d. This may work, but " "wasn't tested and may be unstable." msgstr "" -"\"Target SDK\" %d é superior à versão padrão %d. Isso pode funcionar, mas " -"não foi testado e pode ser instável." +"\"Target SDK\" %d é superior à versão padrão %d. Isso pode funcionar, mas não " +"foi testado e pode ser instável." msgid "" "The \"%s\" renderer is designed for Desktop devices, and is not suitable for " @@ -13822,16 +13763,16 @@ msgstr "Assinatura de Código" msgid "" "All 'apksigner' tools located in Android SDK 'build-tools' directory failed " -"to execute. Please check that you have the correct version installed for " -"your target sdk version. The resulting %s is unsigned." +"to execute. Please check that you have the correct version installed for your " +"target sdk version. The resulting %s is unsigned." msgstr "" "Todas as ferramentas 'apksigner' localizadas no diretório 'build-tools' do " -"Android SDK não foram executadas. Verifique se tem a versão correta " -"instalada para a versão do SDK de destino. O %s resultante não é assinado." +"Android SDK não foram executadas. Verifique se tem a versão correta instalada " +"para a versão do SDK de destino. O %s resultante não é assinado." msgid "" -"'apksigner' could not be found. Please check that the command is available " -"in the Android SDK build-tools directory. The resulting %s is unsigned." +"'apksigner' could not be found. Please check that the command is available in " +"the Android SDK build-tools directory. The resulting %s is unsigned." msgstr "" "'apksigner' não foi encontrado. Verifique se o comando está disponível no " "diretório do Android SDK build-tools. O %s resultante não está assinado." @@ -13868,8 +13809,7 @@ msgid "Exporting for Android" msgstr "A exportar para Android" msgid "Invalid filename! Android App Bundle requires the *.aab extension." -msgstr "" -"Nome de ficheiro inválido! O Pacote Android App exige a extensão *.aab." +msgstr "Nome de ficheiro inválido! O Pacote Android App exige a extensão *.aab." msgid "APK Expansion not compatible with Android App Bundle." msgstr "Expansão APK não compatível com Pacote Android App." @@ -13884,8 +13824,8 @@ msgid "" "Trying to build from a gradle built template, but no version info for it " "exists. Please reinstall from the 'Project' menu." msgstr "" -"Tentando compilar a partir de um modelo gradle pronto, mas não existe " -"nenhuma informação de versão dele. Reinstale a partir do menu 'Projeto'." +"Tentando compilar a partir de um modelo gradle pronto, mas não existe nenhuma " +"informação de versão dele. Reinstale a partir do menu 'Projeto'." msgid "" "Android build version mismatch: Template installed: %s, Godot version: %s. " @@ -13898,8 +13838,8 @@ msgstr "" msgid "" "Unable to overwrite res://android/build/res/*.xml files with project name." msgstr "" -"Incapaz de sobrescrever os ficheiros res://android/build/res/*.xml com o " -"nome do projeto." +"Incapaz de sobrescrever os ficheiros res://android/build/res/*.xml com o nome " +"do projeto." msgid "Could not export project files to gradle project." msgstr "Incapaz de exportar ficheiros do projeto para projeto gradle." @@ -13911,8 +13851,8 @@ msgid "Building Android Project (gradle)" msgstr "A compilar Projeto Android (gradle)" msgid "" -"Building of Android project failed, check output for the error. " -"Alternatively visit docs.godotengine.org for Android build documentation." +"Building of Android project failed, check output for the error. Alternatively " +"visit docs.godotengine.org for Android build documentation." msgstr "" "Falhou a compilação do projeto Android, verifique o erro na saída. Em " "alternativa visite docs.godotengine.org para a documentação sobre compilação " @@ -13943,8 +13883,8 @@ msgid "" "architectures in the export preset." msgstr "" "Bibliotecas em falta no modelo de exportação para as arquiteturas " -"selecionadas: %s. Construa um modelo com todas as bibliotecas necessárias, " -"ou desmarque as arquiteturas em falta no preset de exportação." +"selecionadas: %s. Construa um modelo com todas as bibliotecas necessárias, ou " +"desmarque as arquiteturas em falta no preset de exportação." msgid "Adding files..." msgstr "A adicionar ficheiros..." @@ -14228,8 +14168,7 @@ msgid "Creating app bundle" msgstr "Criando pacote da app" msgid "Could not find template app to export: \"%s\"." -msgstr "" -"Não foi possível encontrar a aplicação de modelo para exportar: \"%s\"." +msgstr "Não foi possível encontrar a aplicação de modelo para exportar: \"%s\"." msgid "Invalid export format." msgstr "Formato de exportação inválido." @@ -14241,8 +14180,8 @@ msgid "Could not create directory \"%s\"." msgstr "Não foi possível criar o diretório \"%s\"." msgid "" -"Relative symlinks are not supported on this OS, the exported project might " -"be broken!" +"Relative symlinks are not supported on this OS, the exported project might be " +"broken!" msgstr "" "Links simbólicos relativos não são suportados neste sistema operativo, o " "projeto exportado pode estar quebrado!" @@ -14303,8 +14242,7 @@ msgstr "Enviando arquivo para notarização" msgid "Notarization: Xcode command line tools are not installed." msgstr "" -"Notarização: As ferramentas de linha de comando do Xcode não estão " -"instaladas." +"Notarização: As ferramentas de linha de comando do Xcode não estão instaladas." msgid "" "Notarization: rcodesign path is not set. Configure rcodesign path in the " @@ -14328,8 +14266,8 @@ msgstr "" "executado em Macs com Gatekeeper ativado e Macs com tecnologia Apple Silicon." msgid "" -"Code signing: Using ad-hoc signature. The exported project will be blocked " -"by Gatekeeper" +"Code signing: Using ad-hoc signature. The exported project will be blocked by " +"Gatekeeper" msgstr "" "Assinatura de Código: Usando assinatura ad-hoc. O projeto exportado será " "bloqueado pelo Gatekeeper" @@ -14454,8 +14392,8 @@ msgid "" "Resources\" in the export preset." msgstr "" "Não foi possível iniciar o executável rcedit. Configure o caminho rcedit nas " -"Configurações do Editor (Exportar > Windows > rcedit) ou desative " -"\"Aplicação > Modificar Recursos\" na predefinição de exportação." +"Configurações do Editor (Exportar > Windows > rcedit) ou desative \"Aplicação " +"> Modificar Recursos\" na predefinição de exportação." msgid "rcedit failed to modify executable: %s." msgstr "rcedit falhou ao modificar o executável: %s." @@ -14477,8 +14415,8 @@ msgstr "Servidor de carimbo de data/hora inválido." msgid "" "Could not start signtool executable. Configure signtool path in the Editor " -"Settings (Export > Windows > signtool), or disable \"Codesign\" in the " -"export preset." +"Settings (Export > Windows > signtool), or disable \"Codesign\" in the export " +"preset." msgstr "" "Não foi possível iniciar o executável signtool. Configure o caminho do " "signtool nas Configurações do Editor (Exportar > Windows > signtool) ou " @@ -14486,8 +14424,8 @@ msgstr "" msgid "" "Could not start osslsigncode executable. Configure signtool path in the " -"Editor Settings (Export > Windows > osslsigncode), or disable \"Codesign\" " -"in the export preset." +"Editor Settings (Export > Windows > osslsigncode), or disable \"Codesign\" in " +"the export preset." msgstr "" "Não foi possível iniciar o executável osslsigncode. Configure o caminho do " "signtool nas Configurações do Editor (Exportar > Windows > osslsigncode) ou " @@ -14500,12 +14438,12 @@ msgid "Failed to remove temporary file \"%s\"." msgstr "Falha ao remover o ficheiro temporário \"%s\"." msgid "" -"The rcedit tool must be configured in the Editor Settings (Export > Windows " -"> rcedit) to change the icon or app information data." +"The rcedit tool must be configured in the Editor Settings (Export > Windows > " +"rcedit) to change the icon or app information data." msgstr "" "A ferramenta rcedit deve ser configurada nas Configurações do Editor " -"(Exportar > Windows > rcedit) para alterar o ícone ou os dados de " -"informações da app." +"(Exportar > Windows > rcedit) para alterar o ícone ou os dados de informações " +"da app." msgid "Windows executables cannot be >= 4 GiB." msgstr "Executáveis Windows não podem ser >= 4GiB." @@ -14533,8 +14471,8 @@ msgstr "" msgid "" "This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " -"define its shape." +"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to define " +"its shape." msgstr "" "Este nó não tem forma, em poder colidir ou interagir com outros objetos.\n" "Considere adicionar nós CollisionShape2D ou CollisionPolygon2D como filhos " @@ -14545,8 +14483,8 @@ msgid "" "CollisionObject2D derived node. Please only use it as a child of Area2D, " "StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." msgstr "" -"CollisionPolygon2D serve apenas para fornecer uma forma de colisão para um " -"nó derivado de CollisionObject2D. Use-o apenas como filho de Area2D, " +"CollisionPolygon2D serve apenas para fornecer uma forma de colisão para um nó " +"derivado de CollisionObject2D. Use-o apenas como filho de Area2D, " "StaticBody2D, RigidBody2D, CharacterBody2D, etc." msgid "An empty CollisionPolygon2D has no effect on collision." @@ -14589,8 +14527,8 @@ msgid "" "CPUParticles2D animation requires the usage of a CanvasItemMaterial with " "\"Particles Animation\" enabled." msgstr "" -"Animação CPUParticles2D requer o uso de um CanvasItemMaterial com " -"\"Particles Animation\" ativada." +"Animação CPUParticles2D requer o uso de um CanvasItemMaterial com \"Particles " +"Animation\" ativada." msgid "" "A material to process the particles is not assigned, so no behavior is " @@ -14677,8 +14615,8 @@ msgid "" "A PhysicalBone2D only works with a Skeleton2D or another PhysicalBone2D as a " "parent node!" msgstr "" -"Um PhysicalBone2D só funciona com um Skeleton2D ou outro PhysicalBone2D " -"sendo nó pai!" +"Um PhysicalBone2D só funciona com um Skeleton2D ou outro PhysicalBone2D sendo " +"nó pai!" msgid "" "A PhysicalBone2D needs to be assigned to a Bone2D node in order to function! " @@ -14705,8 +14643,7 @@ msgstr "" msgid "Path property must point to a valid Node2D node to work." msgstr "" -"Para funcionar, a propriedade caminho tem de apontar para um nó Node2D " -"válido." +"Para funcionar, a propriedade caminho tem de apontar para um nó Node2D válido." msgid "" "This node cannot interact with other objects unless a Shape2D is assigned." @@ -14742,15 +14679,15 @@ msgstr "" "no próprio nó TileMap." msgid "" -"Isometric TileSet will likely not look as intended without Y-sort enabled " -"for the TileMap and all of its layers." +"Isometric TileSet will likely not look as intended without Y-sort enabled for " +"the TileMap and all of its layers." msgstr "" "TileSet isométrico provavelmente não terá a aparência pretendida sem Y-sort " "ativado para o TileMap e todas as suas camadas." msgid "" -"External Skeleton3D node not set! Please set a path to an external " -"Skeleton3D node." +"External Skeleton3D node not set! Please set a path to an external Skeleton3D " +"node." msgstr "" "Nó Skeleton3D externo não definido! Defina um caminho para um nó Skeleton3D " "externo." @@ -14772,13 +14709,13 @@ msgstr "" msgid "" "This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " -"define its shape." +"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to define " +"its shape." msgstr "" "Este nó não tem forma, então não pode colidir ou interagir com outros " "objetos.\n" -"Considere adicionar um CollisionShape3D ou CollisionPolygon3D como filho " -"para definir a forma dele." +"Considere adicionar um CollisionShape3D ou CollisionPolygon3D como filho para " +"definir a forma dele." msgid "" "With a non-uniform scale this node will probably not function as expected.\n" @@ -14796,8 +14733,8 @@ msgid "" "Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " "CharacterBody3D, etc. to give them a shape." msgstr "" -"CollisionPolygon3D serve apenas para fornecer uma forma de colisão para um " -"nó derivado de CollisionObject3D.\n" +"CollisionPolygon3D serve apenas para fornecer uma forma de colisão para um nó " +"derivado de CollisionObject3D.\n" "Use-o apenas como filho de Area3D, StaticBody3D, RigidBody3D, " "CharacterBody3D, etc... para dar-lhes uma forma." @@ -14810,8 +14747,8 @@ msgid "" "Please make its scale uniform (i.e. the same on all axes), and change its " "polygon's vertices instead." msgstr "" -"Um nó CollisionPolygon3D com escala não uniforme provavelmente não " -"funcionará como esperado.\n" +"Um nó CollisionPolygon3D com escala não uniforme provavelmente não funcionará " +"como esperado.\n" "Por favor, faça a sua escala uniforme (ou seja, a mesma em todos os eixos) e " "altere os vértices do seu polígono." @@ -14834,11 +14771,10 @@ msgstr "" "crie um recurso de forma para ele." msgid "" -"ConcavePolygonShape3D doesn't support RigidBody3D in another mode than " -"static." +"ConcavePolygonShape3D doesn't support RigidBody3D in another mode than static." msgstr "" -"ConcavePolygonShape3D não oferece suporte a RigidBody3D em outro modo além " -"do estático." +"ConcavePolygonShape3D não oferece suporte a RigidBody3D em outro modo além do " +"estático." msgid "" "WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." @@ -14875,8 +14811,8 @@ msgstr "" "Avançado+ ou Mobile." msgid "" -"The decal has no textures loaded into any of its texture properties, and " -"will therefore not be visible." +"The decal has no textures loaded into any of its texture properties, and will " +"therefore not be visible." msgstr "" "O decalque não tem texturas carregadas em nenhuma das propriedades delas de " "textura e, portanto, não será visível." @@ -14898,8 +14834,8 @@ msgid "" "paint objects on any layer.\n" "To resolve this, enable at least one bit in the Cull Mask property." msgstr "" -"A Cull Mask do decalque não tem bits ativados, o que significa que o " -"decalque não pintará objetos em nenhuma camada.\n" +"A Cull Mask do decalque não tem bits ativados, o que significa que o decalque " +"não pintará objetos em nenhuma camada.\n" "Para resolver isso, ative pelo menos um bit na propriedade Cull Mask." msgid "Fog Volumes are only visible when using the Forward+ backend." @@ -14909,11 +14845,10 @@ msgid "" "Fog Volumes need volumetric fog to be enabled in the scene's Environment in " "order to be visible." msgstr "" -"Os Volumes de Névoa precisam que a névoa volumétrica seja ativada no " -"ambiente da cena para ficar visível." +"Os Volumes de Névoa precisam que a névoa volumétrica seja ativada no ambiente " +"da cena para ficar visível." -msgid "" -"Nothing is visible because meshes have not been assigned to draw passes." +msgid "Nothing is visible because meshes have not been assigned to draw passes." msgstr "" "Nada é visível porque não foram atribuídas malhas aos passos de desenho." @@ -14935,8 +14870,8 @@ msgid "Trails active, but neither Trail meshes or a Skin were found." msgstr "Trilhas ativas, mas nenhuma malha de trilha ou Skin foi encontrada." msgid "" -"Only one Trail mesh is supported. If you want to use more than a single " -"mesh, a Skin is needed (see documentation)." +"Only one Trail mesh is supported. If you want to use more than a single mesh, " +"a Skin is needed (see documentation)." msgstr "" "Apenas uma malha de trilha é suportada. Se quiser usar mais que uma única " "malha, é necessário um Skin (consulte a documentação)." @@ -14976,8 +14911,8 @@ msgid "" "Shadows are not supported when using the GL Compatibility backend yet. " "Support will be added in a future release." msgstr "" -"Ainda não há suporte para sombras ao usar o módulo de Compatibilidade com " -"GL. O suporte será adicionado numa versão futura." +"Ainda não há suporte para sombras ao usar o módulo de Compatibilidade com GL. " +"O suporte será adicionado numa versão futura." msgid "A light's scale does not affect the visual size of the light." msgstr "A escala da iluminação não afeta o tamanho visual da luz." @@ -15060,19 +14995,18 @@ msgstr "" "Para resolver isso, ative pelo menos um bit na propriedade Bake Mask." msgid "" -"No occluder mesh is defined in the Occluder property, so no occlusion " -"culling will be performed using this OccluderInstance3D.\n" +"No occluder mesh is defined in the Occluder property, so no occlusion culling " +"will be performed using this OccluderInstance3D.\n" "To resolve this, set the Occluder property to one of the primitive occluder " "types or bake the scene meshes by selecting the OccluderInstance3D and " "pressing the Bake Occluders button at the top of the 3D editor viewport." msgstr "" "Nenhuma malha oclusora foi definida na propriedade 'Occluder', portanto, " -"nenhuma seleção de oclusão será executada usando este nó " -"OccluderInstance3D.\n" +"nenhuma seleção de oclusão será executada usando este nó OccluderInstance3D.\n" "Para resolver isso, defina a propriedade Occluder para um dos tipos " "primitivos de oclusores ou crie as malhas da cena selecionando " -"OccluderInstance3D e pressionando o botão Bake Occluders na parte superior " -"da janela do editor 3D." +"OccluderInstance3D e pressionando o botão Bake Occluders na parte superior da " +"janela do editor 3D." msgid "" "The occluder mesh has less than 3 vertices, so no occlusion culling will be " @@ -15080,11 +15014,10 @@ msgid "" "To generate a proper occluder mesh, select the OccluderInstance3D then use " "the Bake Occluders button at the top of the 3D editor viewport." msgstr "" -"A malha do oclusor tem menos que 3 vértices, então nenhuma seleção de " -"oclusão será realizada usando este nó OccluderInstance3D.\n" +"A malha do oclusor tem menos que 3 vértices, então nenhuma seleção de oclusão " +"será realizada usando este nó OccluderInstance3D.\n" "Para gerar uma malha oclusora adequada, selecione OccluderInstance3D e use o " -"botão Bake Occluders na parte superior da janela de visualização do editor " -"3D." +"botão Bake Occluders na parte superior da janela de visualização do editor 3D." msgid "" "The polygon occluder has less than 3 vertices, so no occlusion culling will " @@ -15133,8 +15066,8 @@ msgstr "" msgid "" "This node cannot interact with other objects unless a Shape3D is assigned." msgstr "" -"Este nó não pode interagir com outros objetos, a menos que um nó Shape3D " -"seja atribuído." +"Este nó não pode interagir com outros objetos, a menos que um nó Shape3D seja " +"atribuído." msgid "" "ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " @@ -15157,15 +15090,15 @@ msgid "" "VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " "use it as a child of a VehicleBody3D." msgstr "" -"VehicleWheel3D serve para fornecer um sistema de rodas para um " -"VehicleBody3D. Use-o como filho de um VehicleBody3D." +"VehicleWheel3D serve para fornecer um sistema de rodas para um VehicleBody3D. " +"Use-o como filho de um VehicleBody3D." msgid "" "VisibleOnScreenNotifier3D nodes are not supported when using the GL " "Compatibility backend yet. Support will be added in a future release." msgstr "" -"Os nós VisibleOnScreenNotifier3D ainda não são suportados ao usar o Módulo " -"de Compatibilidade GL. O suporte será adicionado numa versão futura." +"Os nós VisibleOnScreenNotifier3D ainda não são suportados ao usar o Módulo de " +"Compatibilidade GL. O suporte será adicionado numa versão futura." msgid "" "The GeometryInstance3D visibility range's End distance is set to a non-zero " @@ -15187,8 +15120,8 @@ msgid "" msgstr "" "O GeometryInstance3D está configurado para desvanecer suavemente ao longo da " "distância, mas a distância de transição de esmaecimento é definida como 0.\n" -"Para resolver isso, aumente a Margem Inicial do Alcance de Visibilidade " -"acima de 0." +"Para resolver isso, aumente a Margem Inicial do Alcance de Visibilidade acima " +"de 0." msgid "" "The GeometryInstance3D is configured to fade out smoothly over distance, but " @@ -15221,8 +15154,8 @@ msgid "" "No VoxelGI data set, so this node is disabled. Bake static objects to enable " "GI." msgstr "" -"Nenhum conjunto de dados VoxelGI, então este nó está desativado. Crie " -"objetos estáticos para ativar o GI." +"Nenhum conjunto de dados VoxelGI, então este nó está desativado. Crie objetos " +"estáticos para ativar o GI." msgid "" "To have any visible effect, WorldEnvironment requires its \"Environment\" " @@ -15342,12 +15275,12 @@ msgid "Add current color as a preset." msgstr "Adicionar cor atual como predefinição." msgid "" -"Container by itself serves no purpose unless a script configures its " -"children placement behavior.\n" +"Container by itself serves no purpose unless a script configures its children " +"placement behavior.\n" "If you don't intend to add a script, use a plain Control node instead." msgstr "" -"Por si só um Contentor não tem utilidade, a não ser que um script configure " -"a disposição dos seu filhos.\n" +"Por si só um Contentor não tem utilidade, a não ser que um script configure a " +"disposição dos seu filhos.\n" "Se não pretende adicionar um script, use antes um simples nó Control." msgid "" @@ -15386,8 +15319,8 @@ msgid "" "changes." msgstr "" "Esteja ciente de que o GraphEdit e o GraphNode passarão por extensa " -"reformulação numa futura versão 4.x envolvendo alterações de API de quebra " -"de compatibilidade." +"reformulação numa futura versão 4.x envolvendo alterações de API de quebra de " +"compatibilidade." msgid "Enable grid minimap." msgstr "Ativar grelha do minimapa." @@ -15505,8 +15438,7 @@ msgstr "" msgid "" "Data from the original node is kept as a placeholder until this type of node " -"is available again. It can hence be safely re-saved without risk of data " -"loss." +"is available again. It can hence be safely re-saved without risk of data loss." msgstr "" "Os dados do nó original são mantidos como um espaço reservado até que esse " "tipo de nó esteja disponível novamente. Portanto, ele pode ser salvo " @@ -15545,8 +15477,8 @@ msgstr "" msgid "" "Very low timer wait times (< 0.05 seconds) may behave in significantly " "different ways depending on the rendered or physics frame rate.\n" -"Consider using a script's process loop instead of relying on a Timer for " -"very low wait times." +"Consider using a script's process loop instead of relying on a Timer for very " +"low wait times." msgstr "" "Tempos de espera do Timer muito baixos (< 0.05 segundos) podem originar " "comportamentos muito diferentes dependendo do renderizador ou da taxa de " @@ -15659,8 +15591,7 @@ msgstr "" "espera %d argumentos." msgid "" -"Invalid argument type when calling stage function '%s', type expected is " -"'%s'." +"Invalid argument type when calling stage function '%s', type expected is '%s'." msgstr "" "Tipo de argumento inválido ao chamar a função de estágio '%s', o tipo " "esperado é '%s'." @@ -15678,8 +15609,7 @@ msgid "A constant value cannot be passed for the '%s' parameter." msgstr "Um valor constante não pode ser passado ao parâmetro '%s'." msgid "" -"Argument %d of function '%s' can only take a local variable, array, or " -"member." +"Argument %d of function '%s' can only take a local variable, array, or member." msgstr "" "O argumento %d da função '%s' só pode receber uma variável local, matriz ou " "membro." @@ -15759,8 +15689,7 @@ msgstr "Constantes não podem ser modificadas." msgid "" "Sampler argument %d of function '%s' called more than once using both built-" -"ins and uniform textures, this is not supported (use either one or the " -"other)." +"ins and uniform textures, this is not supported (use either one or the other)." msgstr "" "Argumento de amostra %d da função '%s' chamado mais que uma vez usando " "texturas integradas e uniformes, isso não é suportado (use um ou outro)." @@ -15777,8 +15706,7 @@ msgid "" "built-ins. Only calling with the same built-in is supported." msgstr "" "Argumento de amostra %d da função '%s' chamado mais que uma vez usando " -"diferentes integrações. Apenas chamadas com a mesma integração são " -"suportadas." +"diferentes integrações. Apenas chamadas com a mesma integração são suportadas." msgid "Array size is already defined." msgstr "O tamanho da matriz já foi definido." @@ -15828,16 +15756,15 @@ msgstr "" "Varying '%s' deve ser atribuída na função 'vertex' ou 'fragment' primeiro." msgid "Varying '%s' cannot be passed for the '%s' parameter in that context." -msgstr "" -"Varying '%s' não pode ser passada para o parâmetro '%s' nesse contexto." +msgstr "Varying '%s' não pode ser passada para o parâmetro '%s' nesse contexto." msgid "A constant value cannot be passed for '%s' parameter." msgstr "Um valor constante não pode ser passado ao parâmetro '%s'." msgid "" -"Unable to pass a multiview texture sampler as a parameter to custom " -"function. Consider to sample it in the main function and then pass the " -"vector result to it." +"Unable to pass a multiview texture sampler as a parameter to custom function. " +"Consider to sample it in the main function and then pass the vector result to " +"it." msgstr "" "Não é possível passar um amostrador de textura multiview como um parâmetro " "para a função personalizada. Considere fazer uma amostra na função principal " @@ -15855,8 +15782,7 @@ msgstr "" "Para continuar com alterações mínimas no código, adicione 'uniform sampler2D " "%s : hint_%s, filter_linear_mipmap;' perto do topo do seu shader." -msgid "" -"Varying with '%s' data type may only be used in the 'fragment' function." +msgid "Varying with '%s' data type may only be used in the 'fragment' function." msgstr "Varying do tipo de dados '%s' só pode ser usada na função 'fragmento'." msgid "Varying '%s' must be assigned in the 'fragment' function first." @@ -15949,8 +15875,7 @@ msgstr "Esperado uma expressão constante." msgid "Expected initialization of constant." msgstr "Inicialização esperada da constante." -msgid "" -"Expected constant expression for argument %d of function call after '='." +msgid "Expected constant expression for argument %d of function call after '='." msgstr "" "Expressão constante esperada para o argumento %d da chamada de função após " "'='." @@ -16010,8 +15935,8 @@ msgid "Expected '%s' at the beginning of shader. Valid types are: %s." msgstr "Esperado '%s' no início do shader. Os tipos válidos são: %s." msgid "" -"Expected an identifier after '%s', indicating the type of shader. Valid " -"types are: %s." +"Expected an identifier after '%s', indicating the type of shader. Valid types " +"are: %s." msgstr "" "Esperado um identificador após '%s', indicando o tipo de shader. Os tipos " "válidos são: %s." @@ -16026,8 +15951,7 @@ msgid "Duplicated render mode: '%s'." msgstr "Modo de renderização duplicado: '%s'." msgid "" -"Redefinition of render mode: '%s'. The '%s' mode has already been set to " -"'%s'." +"Redefinition of render mode: '%s'. The '%s' mode has already been set to '%s'." msgstr "" "Redefinição do modo de renderização: '%s'. O modo '%s' já foi definido como " "'%s'." @@ -16126,13 +16050,8 @@ msgstr "O índice da instância não pode ser negativo." msgid "Allowed instance uniform indices must be within [0..%d] range." msgstr "" -"Índices uniformes de instância permitidos devem estar dentro do intervalo " -"[0..%d]." - -msgid "" -"'hint_normal_roughness_texture' is not supported in gl_compatibility shaders." -msgstr "" -"'hint_normal_roughness_texture' não é suportado em shaders gl_compatibility." +"Índices uniformes de instância permitidos devem estar dentro do intervalo [0.." +"%d]." msgid "'hint_normal_roughness_texture' is not supported in '%s' shaders." msgstr "'hint_normal_roughness_texture' não é suportado em shaders '%s'." @@ -16210,8 +16129,8 @@ msgid "Expected '(' after function identifier." msgstr "Esperado '(' após o identificador da função." msgid "" -"Global non-constant variables are not supported. Expected '%s' keyword " -"before constant definition." +"Global non-constant variables are not supported. Expected '%s' keyword before " +"constant definition." msgstr "" "Variáveis não constantes globais não são suportadas. Palavra-chave '%s' " "esperada antes da definição da constante." @@ -16311,8 +16230,8 @@ msgid "" "Shader include load failed. Does the shader include exist? Is there a cyclic " "dependency?" msgstr "" -"Falha na inclusão do shader. O shader incluído existe? Existe uma " -"dependência cíclica?" +"Falha na inclusão do shader. O shader incluído existe? Existe uma dependência " +"cíclica?" msgid "Shader include resource type is wrong." msgstr "O tipo de recurso de inclusão do shader está incorreto." @@ -16375,8 +16294,8 @@ msgid "The local variable '%s' is declared but never used." msgstr "A variável local '%s' foi declarada, mas nunca usada." msgid "" -"The total size of the %s for this shader on this device has been exceeded " -"(%d/%d). The shader may not work correctly." +"The total size of the %s for this shader on this device has been exceeded (%d/" +"%d). The shader may not work correctly." msgstr "" -"O tamanho total de %s para este shader neste aparelho foi excedido (%d/%d). " -"O shader pode não funcionar corretamente." +"O tamanho total de %s para este shader neste aparelho foi excedido (%d/%d). O " +"shader pode não funcionar corretamente." diff --git a/editor/translations/editor/pt_BR.po b/editor/translations/editor/pt_BR.po index 79855c83032..fc30a9cd983 100644 --- a/editor/translations/editor/pt_BR.po +++ b/editor/translations/editor/pt_BR.po @@ -129,7 +129,7 @@ # Henrique Darko , 2021. # Cearaj , 2021, 2022. # Alefy San , 2021. -# Joel Gomes da Silva , 2021, 2022. +# Joel Gomes da Silva , 2021, 2022, 2023. # Orangotango De tanga , 2021. # Felipe SiFa , 2022. # Gabriel Gian , 2022. @@ -166,21 +166,22 @@ # Fernando Lopes , 2023. # Daniel Mucciolo , 2023. # Guilherme , 2023. +# Glayson Olivieri , 2023. msgid "" msgstr "" "Project-Id-Version: Godot Engine editor interface\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: 2016-05-30\n" -"PO-Revision-Date: 2023-06-14 03:00+0000\n" -"Last-Translator: Felipe Kinoshita \n" -"Language-Team: Portuguese (Brazil) \n" +"PO-Revision-Date: 2023-07-27 22:43+0000\n" +"Last-Translator: Joel Gomes da Silva \n" +"Language-Team: Portuguese (Brazil) \n" "Language: pt_BR\n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=n > 1;\n" -"X-Generator: Weblate 4.18-dev\n" +"X-Generator: Weblate 5.0-dev\n" msgid "Unset" msgstr "Restaurar" @@ -278,9 +279,6 @@ msgstr "Voltar, Sony Select, Xbox Back, Nintendo -" msgid "Guide, Sony PS, Xbox Home" msgstr "Menu, Sony PS, Xbox Home" -msgid "Start, Nintendo +" -msgstr "Iniciar, Nintendo +" - msgid "Left Stick, Sony L3, Xbox L/LS" msgstr "Alavanca Esquerda, Sony L3, Xbox L/LS" @@ -592,8 +590,8 @@ msgid "" "Invalid action name. It cannot be empty nor contain '/', ':', '=', '\\' or " "'\"'" msgstr "" -"Nome da ação inválido. Não pode estar vazio nem conter '/', ':', '=', '\\' " -"ou '\"'" +"Nome da ação inválido. Não pode estar vazio nem conter '/', ':', '=', '\\' ou " +"'\"'" msgid "An action with the name '%s' already exists." msgstr "Já existe uma ação com o nome '%s'." @@ -965,8 +963,7 @@ msgstr "As faixas de Transformação aplicam-se apenas a nós MeshInstance3D." msgid "Position/Rotation/Scale 3D tracks only apply to 3D-based nodes." msgstr "" -"As faixas 3D de Posição/Rotação/Escala se aplicam apenas a nós baseados em " -"3D." +"As faixas 3D de Posição/Rotação/Escala se aplicam apenas a nós baseados em 3D." msgid "" "Audio tracks can only point to nodes of type:\n" @@ -1207,9 +1204,29 @@ msgstr "Razão de Escala:" msgid "Select Transition and Easing" msgstr "Selecione a Transição e Suavização" +msgctxt "Transition Type" +msgid "Linear" +msgstr "Linear" + msgctxt "Transition Type" msgid "Sine" -msgstr "Seno" +msgstr "Senoidal" + +msgctxt "Transition Type" +msgid "Quint" +msgstr "Quíntico" + +msgctxt "Transition Type" +msgid "Quart" +msgstr "Quártico" + +msgctxt "Transition Type" +msgid "Quad" +msgstr "Quadrático" + +msgctxt "Transition Type" +msgid "Expo" +msgstr "Exponencial" msgctxt "Transition Type" msgid "Elastic" @@ -1219,16 +1236,56 @@ msgctxt "Transition Type" msgid "Cubic" msgstr "Cúbica" +msgctxt "Transition Type" +msgid "Circ" +msgstr "Circular" + +msgctxt "Transition Type" +msgid "Bounce" +msgstr "Rebatimentos" + msgctxt "Transition Type" msgid "Back" -msgstr "Voltar" +msgstr "Trás" + +msgctxt "Transition Type" +msgid "Spring" +msgstr "Mola" + +msgctxt "Ease Type" +msgid "In" +msgstr "Entrar" + +msgctxt "Ease Type" +msgid "Out" +msgstr "Sair" + +msgctxt "Ease Type" +msgid "InOut" +msgstr "EntrarSair" + +msgctxt "Ease Type" +msgid "OutIn" +msgstr "SairEntrar" msgid "Transition Type:" msgstr "Tipo de Transição:" +msgid "Ease Type:" +msgstr "Tipo de Suavização:" + +msgid "FPS:" +msgstr "QPS:" + msgid "Animation Baker" msgstr "Gerar Animação" +msgid "3D Pos/Rot/Scl Track:" +msgstr "Faixa de Pos/Rot/Esc 3D:" + +msgid "Value Track:" +msgstr "Faixa de valor:" + msgid "Select Tracks to Copy" msgstr "Selecione as Faixas para Copiar" @@ -1515,6 +1572,9 @@ msgstr "" msgid "Toggle Visibility" msgstr "Alternar Visibilidade" +msgid "Decompressing remote file system" +msgstr "Descompactando o sistema de arquivos remoto" + msgid "Scanning for local changes" msgstr "Procurando por mudanças locais" @@ -1803,8 +1863,8 @@ msgstr "Remapeamento de tradução para o caminho '%s' e local '%s'." msgid "" "Remove the selected files from the project? (Cannot be undone.)\n" -"Depending on your filesystem configuration, the files will either be moved " -"to the system trash or deleted permanently." +"Depending on your filesystem configuration, the files will either be moved to " +"the system trash or deleted permanently." msgstr "" "Remover os arquivos selecionados do projeto? (Não pode ser desfeito.)\n" "Dependendo da configuração do sistema de arquivos, os arquivos serão movidos " @@ -1814,8 +1874,8 @@ msgid "" "The files being removed are required by other resources in order for them to " "work.\n" "Remove them anyway? (Cannot be undone.)\n" -"Depending on your filesystem configuration, the files will either be moved " -"to the system trash or deleted permanently." +"Depending on your filesystem configuration, the files will either be moved to " +"the system trash or deleted permanently." msgstr "" "Os arquivos que estão sendo removidos são exigidos por outros recursos para " "que funcionem.\n" @@ -1946,9 +2006,9 @@ msgstr "Licenças de Terceiros" msgid "" "Godot Engine relies on a number of third-party free and open source " -"libraries, all compatible with the terms of its MIT license. The following " -"is an exhaustive list of all such third-party components with their " -"respective copyright statements and license terms." +"libraries, all compatible with the terms of its MIT license. The following is " +"an exhaustive list of all such third-party components with their respective " +"copyright statements and license terms." msgstr "" "Godot Engine depende de várias bibliotecas de código aberto e gratuitas de " "terceiros, todas compatíveis com os termos de sua licença MIT. Veja abaixo a " @@ -1971,8 +2031,7 @@ msgid "%s (already exists)" msgstr "%s (já existe)" msgid "Contents of asset \"%s\" - %d file(s) conflict with your project:" -msgstr "" -"Conteúdo do recurso \"%s\" - %d arquivo(s) conflita(m) com seu projeto:" +msgstr "Conteúdo do recurso \"%s\" - %d arquivo(s) conflita(m) com seu projeto:" msgid "Contents of asset \"%s\" - No files conflict with your project:" msgstr "" @@ -1983,7 +2042,7 @@ msgid "Uncompressing Assets" msgstr "Descompactando Recursos" msgid "The following files failed extraction from asset \"%s\":" -msgstr "Os seguintes arquivos falharam na extração do recurso \"% s\":" +msgstr "Os seguintes arquivos falharam na extração do recurso \"%s\":" msgid "(and %s more files)" msgstr "(e mais %s arquivos)" @@ -2262,8 +2321,7 @@ msgstr "" "Renderização baseada em RenderingDevice (se desativada, o back-end OpenGL " "será necessário)." -msgid "" -"OpenGL back-end (if disabled, the RenderingDevice back-end is required)." +msgid "OpenGL back-end (if disabled, the RenderingDevice back-end is required)." msgstr "" "OpenGL back-end (se desativado, o back-end RenderingDevice será necessário)." @@ -2298,11 +2356,11 @@ msgstr "" "Suporte ao formato de fonte WOFF2 usando as bibliotecas FreeType e Brotli." msgid "" -"SIL Graphite smart font technology support (supported by Advanced Text " -"Server only)." +"SIL Graphite smart font technology support (supported by Advanced Text Server " +"only)." msgstr "" -"Suporte à tecnologia de fonte inteligente SIL Graphite (suportado apenas " -"pelo Servidor de Texto Avançado)." +"Suporte à tecnologia de fonte inteligente SIL Graphite (suportado apenas pelo " +"Servidor de Texto Avançado)." msgid "" "Multi-channel signed distance field font rendering support using msdfgen " @@ -2427,10 +2485,8 @@ msgid "Allows editing the node hierarchy in the Scene dock." msgstr "Permite editar a hierarquia do nó no painel Cena." msgid "" -"Allows to work with signals and groups of the node selected in the Scene " -"dock." -msgstr "" -"Permite trabalhar com sinais e grupos do nó selecionado no painel Cena." +"Allows to work with signals and groups of the node selected in the Scene dock." +msgstr "Permite trabalhar com sinais e grupos do nó selecionado no painel Cena." msgid "Allows to browse the local file system via a dedicated dock." msgstr "" @@ -2484,8 +2540,7 @@ msgid "Main Features:" msgstr "Características Principais:" msgid "" -"Profile '%s' already exists. Remove it first before importing, import " -"aborted." +"Profile '%s' already exists. Remove it first before importing, import aborted." msgstr "" "Perfil '%s' já existe. Remova-o antes de importar, importação interrompida." @@ -2521,8 +2576,7 @@ msgstr "Opções Extra:" msgid "Create or import a profile to edit available classes and properties." msgstr "" -"Criar ou importar um perfil para editar as classes e propriedades " -"disponíveis." +"Criar ou importar um perfil para editar as classes e propriedades disponíveis." msgid "New profile name:" msgstr "Novo nome de perfil:" @@ -2565,6 +2619,9 @@ msgstr "Importar recursos do tipo: %s" msgid "No return value." msgstr "Sem valor de retorno." +msgid "This value is an integer composed as a bitmask of the following flags." +msgstr "Este valor é um integer composto como um bitmask das seguintes flags." + msgid "Deprecated" msgstr "Obsoleto" @@ -2815,10 +2872,8 @@ msgstr "Fixar valor" msgid "Pin Value [Disabled because '%s' is editor-only]" msgstr "Fixar Valor [Desabilitado porque '%s' é restrito ao editor]" -msgid "" -"Pinning a value forces it to be saved even if it's equal to the default." -msgstr "" -"Fixar um valor força que ele seja salvo mesmo que seja igual ao padrão." +msgid "Pinning a value forces it to be saved even if it's equal to the default." +msgstr "Fixar um valor força que ele seja salvo mesmo que seja igual ao padrão." msgid "Open Documentation" msgstr "Abrir Documentação" @@ -3055,8 +3110,8 @@ msgid "" "This resource can't be saved because it does not belong to the edited scene. " "Make it unique first." msgstr "" -"O recurso não pode ser salvo porque não pertence à cena editada. Faça-o " -"único primeiro." +"O recurso não pode ser salvo porque não pertence à cena editada. Faça-o único " +"primeiro." msgid "" "This resource can't be saved because it was imported from another file. Make " @@ -3088,9 +3143,6 @@ msgstr "Erro ao processar o arquivo '%s'." msgid "Scene file '%s' appears to be invalid/corrupt." msgstr "O arquivo de cena '%s' parece ser inválido/corrompido." -msgid "Missing file '%s' or one its dependencies." -msgstr "Arquivo '%s' ausente ou uma de suas dependências." - msgid "Error while loading file '%s'." msgstr "Erro ao carregar o arquivo '%s'." @@ -3117,8 +3169,8 @@ msgid "" "Couldn't save scene. Likely dependencies (instances or inheritance) couldn't " "be satisfied." msgstr "" -"Não foi possível salvar a cena. Provavelmente, as dependências (instâncias " -"ou heranças) não puderam ser satisfeitas." +"Não foi possível salvar a cena. Provavelmente, as dependências (instâncias ou " +"heranças) não puderam ser satisfeitas." msgid "Save scene before running..." msgstr "Salvar a cena antes de executar..." @@ -3161,8 +3213,7 @@ msgid "Restored the Default layout to its base settings." msgstr "Layout padrão restaurado às configurações básicas." msgid "This object is marked as read-only, so it's not editable." -msgstr "" -"Este objeto está marcado como somente leitura, portanto não é editável." +msgstr "Este objeto está marcado como somente leitura, portanto não é editável." msgid "" "This resource belongs to a scene that was imported, so it's not editable.\n" @@ -3220,8 +3271,8 @@ msgid "%s no longer exists! Please specify a new save location." msgstr "%s não existe! Por favor especifique um novo local para salvar." msgid "" -"The current scene has no root node, but %d modified external resource(s) " -"were saved anyway." +"The current scene has no root node, but %d modified external resource(s) were " +"saved anyway." msgstr "" "A cena atual não tem um nó raiz, mas %d recurso(s) externo(s) modificado(s) " "foram salvos de qualquer forma." @@ -3341,8 +3392,8 @@ msgid "" "error in that script.\n" "Disabling the addon at '%s' to prevent further errors." msgstr "" -"Não foi possível carregar o script de complemento do caminho: '%s'. Isso " -"pode ser devido a um erro de código nesse script.\n" +"Não foi possível carregar o script de complemento do caminho: '%s'. Isso pode " +"ser devido a um erro de código nesse script.\n" "Desativando o complemento em '%s' para evitar mais erros." msgid "" @@ -3364,8 +3415,8 @@ msgstr "" "Para fazer alterações, uma nova cena herdada pode ser criada." msgid "" -"Error loading scene, it must be inside the project path. Use 'Import' to " -"open the scene, then save it inside the project path." +"Error loading scene, it must be inside the project path. Use 'Import' to open " +"the scene, then save it inside the project path." msgstr "" "Erro ao carregar cena, ela deve estar dentro do caminho do projeto. Use " "\"Importar\" para abrir a cena e então salve-a dentro do projeto." @@ -3708,16 +3759,15 @@ msgid "" "source template to \"res://android/build\".\n" "You can then apply modifications and build your own custom APK on export " "(adding modules, changing the AndroidManifest.xml, etc.).\n" -"Note that in order to make gradle builds instead of using pre-built APKs, " -"the \"Use Gradle Build\" option should be enabled in the Android export " -"preset." +"Note that in order to make gradle builds instead of using pre-built APKs, the " +"\"Use Gradle Build\" option should be enabled in the Android export preset." msgstr "" "Isso configurará seu projeto para compilações gradle do Android instalando o " "modelo de origem em \"res://android/build\".\n" "Você pode aplicar modificações e criar seu próprio APK personalizado na " "exportação (adicionar módulos, alterar o AndroidManifest.xml, etc.).\n" -"Observe que, para criar compilações gradle em vez de usar APKs pré-criados, " -"a opção \"Usar Compilador Gradle\" deve ser habilitada na predefinição de " +"Observe que, para criar compilações gradle em vez de usar APKs pré-criados, a " +"opção \"Usar Compilador Gradle\" deve ser habilitada na predefinição de " "exportação do Android." msgid "" @@ -3889,13 +3939,12 @@ msgid "" "Can't create a ViewportTexture on resources saved as a file.\n" "Resource needs to belong to a scene." msgstr "" -"Não é possível criar uma ViewportTexture em recursos salvos como um " -"arquivo.\n" +"Não é possível criar uma ViewportTexture em recursos salvos como um arquivo.\n" "Os recursos precisam pertencer à cena." msgid "" -"Can't create a ViewportTexture on this resource because it's not set as " -"local to scene.\n" +"Can't create a ViewportTexture on this resource because it's not set as local " +"to scene.\n" "Please switch on the 'local to scene' property on it (and all resources " "containing it up to a node)." msgstr "" @@ -3947,8 +3996,8 @@ msgid "Add Translation" msgstr "Adicionar Tradução" msgid "" -"The selected resource (%s) does not match any type expected for this " -"property (%s)." +"The selected resource (%s) does not match any type expected for this property " +"(%s)." msgstr "" "O recurso selecionado (%s) não corresponde ao tipo esperado para essa " "propriedade (%s)." @@ -4114,15 +4163,15 @@ msgid "Filter by event..." msgstr "Filtrar por evento..." msgid "" -"Target platform requires 'ETC2/ASTC' texture compression. Enable 'Import " -"ETC2 ASTC' in Project Settings." +"Target platform requires 'ETC2/ASTC' texture compression. Enable 'Import ETC2 " +"ASTC' in Project Settings." msgstr "" "A plataforma de destino requer compactação de textura 'ETC2/ASTC'. Ative " "'Importar ETC2 ASTC' nas configurações do projeto." msgid "" -"Target platform requires 'S3TC/BPTC' texture compression. Enable 'Import " -"S3TC BPTC' in Project Settings." +"Target platform requires 'S3TC/BPTC' texture compression. Enable 'Import S3TC " +"BPTC' in Project Settings." msgstr "" "A plataforma de destino requer compactação de textura 'S3TC/BPTC'. Ative " "'Importar S3TC BPTC' nas configurações do projeto." @@ -4377,8 +4426,8 @@ msgid "Download and Install" msgstr "Baixar e Instalar" msgid "" -"Download and install templates for the current version from the best " -"possible mirror." +"Download and install templates for the current version from the best possible " +"mirror." msgstr "" "Baixa e instala modelos para a versão atual a partir do melhor espelho " "possível." @@ -4493,8 +4542,7 @@ msgstr "Modo de Exportação:" msgid "" "\"Strip Visuals\" will replace the following resources with placeholders:" msgstr "" -"\"Ocultar Gráficos\" substituirá os seguintes recursos por espaços " -"reservados:" +"\"Ocultar Gráficos\" substituirá os seguintes recursos por espaços reservados:" msgid "Strip Visuals" msgstr "Ocultar Gráficos" @@ -4587,8 +4635,7 @@ msgstr "Pacote do Projeto Godot" msgid "Export templates for this platform are missing:" msgstr "" -"Os seguintes modelos de exportação para esta plataforma não foram " -"encontrados:" +"Os seguintes modelos de exportação para esta plataforma não foram encontrados:" msgid "Project Export" msgstr "Exportar Projeto" @@ -4688,11 +4735,20 @@ msgstr "Falha ao carregar recurso em %s: %s" msgid "Unable to update dependencies:" msgstr "Não foi possível atualizar dependências:" +msgid "" +"This filename begins with a dot rendering the file invisible to the editor.\n" +"If you want to rename it anyway, use your operating system's file manager." +msgstr "" +"Este nome de arquivo começa com um ponto tornando o arquivo invisível para o " +"editor.\n" +"Se você ainda assim quiser renomeá-lo, use o gerenciador de arquivos do seu " +"sistema operacional." + msgid "" "This file extension is not recognized by the editor.\n" "If you want to rename it anyway, use your operating system's file manager.\n" -"After renaming to an unknown extension, the file won't be shown in the " -"editor anymore." +"After renaming to an unknown extension, the file won't be shown in the editor " +"anymore." msgstr "" "Esta extensão de arquivo não é reconhecida pelo editor.\n" "Se ainda assim você deseja renomear, utilize o explorador de arquivos do seu " @@ -4703,6 +4759,13 @@ msgstr "" msgid "A file or folder with this name already exists." msgstr "Um arquivo ou pasta com esse nome já existe." +msgid "" +"The following files or folders conflict with items in the target location " +"'%s':" +msgstr "" +"Os seguintes arquivos ou pastas entram em conflito com itens no local de " +"destino '%s':" + msgid "Do you wish to overwrite them or rename the copied files?" msgstr "Você deseja sobrescreve-los ou renomear os arquivos copiados?" @@ -4733,6 +4796,9 @@ msgstr "Editar Dependências..." msgid "View Owners..." msgstr "Visualizar Proprietários..." +msgid "Create New" +msgstr "Criar Novo" + msgid "Folder..." msgstr "Pasta..." @@ -5043,13 +5109,13 @@ msgid "File:" msgstr "Arquivo:" msgid "" -"Remove the selected files? For safety only files and empty directories can " -"be deleted from here. (Cannot be undone.)\n" -"Depending on your filesystem configuration, the files will either be moved " -"to the system trash or deleted permanently." +"Remove the selected files? For safety only files and empty directories can be " +"deleted from here. (Cannot be undone.)\n" +"Depending on your filesystem configuration, the files will either be moved to " +"the system trash or deleted permanently." msgstr "" -"Remover os arquivos selecionados? Por segurança, apenas arquivos e " -"diretórios vazios podem ser excluídos daqui. (Não pode ser desfeito.)\n" +"Remover os arquivos selecionados? Por segurança, apenas arquivos e diretórios " +"vazios podem ser excluídos daqui. (Não pode ser desfeito.)\n" "Dependendo da configuração do sistema de arquivos, os arquivos serão movidos " "para a lixeira do sistema ou excluídos permanentemente." @@ -5085,8 +5151,8 @@ msgid "" msgstr "" "O modo Gravação está ativado, mas nenhum caminho de arquivo de filme foi " "especificado.\n" -"Um caminho de arquivo de filme padrão pode ser especificado nas " -"configurações do projeto na categoria Editor > Movie Writer.\n" +"Um caminho de arquivo de filme padrão pode ser especificado nas configurações " +"do projeto na categoria Editor > Movie Writer.\n" "Como alternativa, para executar cenas únicas, uma string de metadados " "`movie_file` pode ser adicionada ao nó raiz,\n" "especificando o caminho para um arquivo de filme que será usado ao gravar " @@ -5286,8 +5352,8 @@ msgstr "Contagem de Batidas:" msgid "" "Configure the amount of Beats used for music-aware looping. If zero, it will " "be autodetected from the length.\n" -"It is recommended to set this value (either manually or by clicking on a " -"beat number in the preview) to ensure looping works properly." +"It is recommended to set this value (either manually or by clicking on a beat " +"number in the preview) to ensure looping works properly." msgstr "" "Configure a quantidade de Batidas usadas para repetir o reconhecimento da " "música. Se for zero, será autodetectado a partir do comprimento.\n" @@ -5401,14 +5467,14 @@ msgstr "Glifos do Mapa de Caracteres" msgid "" "Add or remove glyphs from the character map to pre-render list:\n" "Note: Some stylistic alternatives and glyph variants do not have one-to-one " -"correspondence to character, and not shown in this map, use \"Glyphs from " -"the text\" tab to add these." +"correspondence to character, and not shown in this map, use \"Glyphs from the " +"text\" tab to add these." msgstr "" "Adicione ou remova glifos do mapa de caracteres para a lista de pré-" "renderização:\n" "Nota: algumas alternativas estilísticas e variantes de glifos não têm " -"correspondência de um para um com o caractere e não são mostradas neste " -"mapa, use a guia \"Glifos do texto\" para adicioná-los." +"correspondência de um para um com o caractere e não são mostradas neste mapa, " +"use a guia \"Glifos do texto\" para adicioná-los." msgid "Dynamically rendered TrueType/OpenType font" msgstr "Fonte TrueType/OpenType renderizada dinamicamente" @@ -5472,8 +5538,8 @@ msgid "" "limiter based on the detected associated normal map at %s." msgstr "" "%s: Foi detectado que a textura está sendo utilizada como mapa de rugosidade " -"em 3D. Habilitando o limitador de rugosidade baseado no mapa normal " -"associado detectado em %s." +"em 3D. Habilitando o limitador de rugosidade baseado no mapa normal associado " +"detectado em %s." msgid "" "%s: Texture detected as used in 3D. Enabling mipmap generation and setting " @@ -5562,8 +5628,7 @@ msgstr "Já está salvando" msgid "" "This mesh already saves to an external resource, no action will be taken." -msgstr "" -"Essa malha já é salva para um recurso externo, nenhuma ação será feita." +msgstr "Essa malha já é salva para um recurso externo, nenhuma ação será feita." msgid "Existing file with the same name will be replaced on import." msgstr "O arquivo existente com o mesmo nome será substituído ao importar." @@ -5585,8 +5650,7 @@ msgid "Set Paths" msgstr "Definir Caminhos" msgid "" -"This animation already saves to an external resource, no action will be " -"taken." +"This animation already saves to an external resource, no action will be taken." msgstr "" "Essa animação já foi salva como um recurso externo, nenhuma ação será feita." @@ -5594,8 +5658,7 @@ msgid "Set paths to save animations as resource files on Reimport" msgstr "Definir caminhos para salvar animações como recursos ao Reimportar" msgid "Can't make material external to file, write error:" -msgstr "" -"Não foi possível tornar o material um arquivo externo, erro de escrita:" +msgstr "Não foi possível tornar o material um arquivo externo, erro de escrita:" msgid "Actions..." msgstr "Ações..." @@ -5656,8 +5719,8 @@ msgid "" msgstr "" "Você tem mudanças pendentes que não foram aplicadas ainda. Clique em " "Reimportar para aplicar as mudanças feitas nas opções de importação.\n" -"Selecionado outro recurso no painel de Arquivos sem ter clicado em " -"Reimportar primeiro irá descartar as mudanças feitas no painel de Importar." +"Selecionado outro recurso no painel de Arquivos sem ter clicado em Reimportar " +"primeiro irá descartar as mudanças feitas no painel de Importar." msgid "Import As:" msgstr "Importar Como:" @@ -5682,8 +5745,8 @@ msgstr "" "corretamente." msgid "" -"Select a resource file in the filesystem or in the inspector to adjust " -"import settings." +"Select a resource file in the filesystem or in the inspector to adjust import " +"settings." msgstr "" "Selecione um arquivo de recurso no sistema de arquivos ou no inspetor para " "ajustar as configurações de importação." @@ -5983,8 +6046,7 @@ msgstr "Alterar Rótulos BlendSpace1D" msgid "This type of node can't be used. Only animation nodes are allowed." msgstr "" -"Esse tipo de nó não pode ser utilizado. Apenas nós de animação são " -"permitidos." +"Esse tipo de nó não pode ser utilizado. Apenas nós de animação são permitidos." msgid "This type of node can't be used. Only root nodes are allowed." msgstr "" @@ -6083,8 +6145,7 @@ msgid "Node Moved" msgstr "Nó Movido" msgid "Unable to connect, port may be in use or connection may be invalid." -msgstr "" -"Incapaz de conectar, a porta pode estar em uso ou a conexão é inválida." +msgstr "Incapaz de conectar, a porta pode estar em uso ou a conexão é inválida." msgid "Nodes Connected" msgstr "Nós Conectados" @@ -6164,8 +6225,7 @@ msgid "Enter a library name." msgstr "Digite o nome da biblioteca." msgid "Library name contains invalid characters: '/', ':', ',' or '['." -msgstr "" -"O nome da biblioteca contém caracteres inválidos: '/', ':', ',' or '['." +msgstr "O nome da biblioteca contém caracteres inválidos: '/', ':', ',' or '['." msgid "Library with the same name already exists." msgstr "Uma biblioteca com esse nome já existe." @@ -6199,8 +6259,8 @@ msgid "" "This animation library can't be saved because it was imported from another " "file. Make it unique first." msgstr "" -"Esta biblioteca de animações não pode ser salva porque foi importada de " -"outro arquivo. Torne-a única primeiro." +"Esta biblioteca de animações não pode ser salva porque foi importada de outro " +"arquivo. Torne-a única primeiro." msgid "Save Library" msgstr "Salvar Biblioteca" @@ -6209,18 +6269,18 @@ msgid "Make Animation Library Unique: %s" msgstr "Tornar Biblioteca de Animações Única: %s" msgid "" -"This animation can't be saved because it does not belong to the edited " -"scene. Make it unique first." +"This animation can't be saved because it does not belong to the edited scene. " +"Make it unique first." msgstr "" "Esta animação não pode ser salva porque não pertence à cena editada. Torne-a " "única primeiro." msgid "" -"This animation can't be saved because it was imported from another file. " -"Make it unique first." +"This animation can't be saved because it was imported from another file. Make " +"it unique first." msgstr "" -"Esta animação não pode ser salva porque foi importada de outro arquivo. " -"Torne-a única primeiro." +"Esta animação não pode ser salva porque foi importada de outro arquivo. Torne-" +"a única primeiro." msgid "Save Animation" msgstr "Salvar Animação" @@ -6365,8 +6425,7 @@ msgstr "Nome da Animação Duplicada:" msgid "Play selected animation backwards from current pos. (A)" msgstr "" -"Iniciar animação selecionada de trás pra frente a partir da posição atual. " -"(A)" +"Iniciar animação selecionada de trás pra frente a partir da posição atual. (A)" msgid "Play selected animation backwards from end. (Shift+A)" msgstr "" @@ -6497,13 +6556,13 @@ msgstr "Transição Removida" msgid "" "Select and move nodes.\n" "RMB: Add node at position clicked.\n" -"Shift+LMB+Drag: Connects the selected node with another node or creates a " -"new node if you select an area without nodes." +"Shift+LMB+Drag: Connects the selected node with another node or creates a new " +"node if you select an area without nodes." msgstr "" "Selecionar e mover Nós.\n" "Clique Direito: Adicionar Nó na posição do clique.\n" -"Shift+Clique Esquerdo+Arrastar: Conecta o Nó selecionado com outro Nó ou " -"cria um novo Nó caso selecione uma área sem Nós." +"Shift+Clique Esquerdo+Arrastar: Conecta o Nó selecionado com outro Nó ou cria " +"um novo Nó caso selecione uma área sem Nós." msgid "Create new nodes." msgstr "Criar novos nós." @@ -7182,11 +7241,11 @@ msgid "This node doesn't have a control parent." msgstr "Esse Nó não tem um Control como pai." msgid "" -"Use the appropriate layout properties depending on where you are going to " -"put it." +"Use the appropriate layout properties depending on where you are going to put " +"it." msgstr "" -"Use as propriedades de layout apropriadas, dependendo de onde você vai " -"colocá-la." +"Use as propriedades de layout apropriadas, dependendo de onde você vai colocá-" +"la." msgid "This node is a child of a container." msgstr "Este nó é filho de um container." @@ -7461,8 +7520,8 @@ msgid "Synchronize Scene Changes" msgstr "Sincronizar Mudanças de Cena" msgid "" -"When this option is enabled, any changes made to the scene in the editor " -"will be replicated in the running project.\n" +"When this option is enabled, any changes made to the scene in the editor will " +"be replicated in the running project.\n" "When used remotely on a device, this is more efficient when the network " "filesystem option is enabled." msgstr "" @@ -7475,8 +7534,8 @@ msgid "Synchronize Script Changes" msgstr "Sincronizar Alterações de Script" msgid "" -"When this option is enabled, any script that is saved will be reloaded in " -"the running project.\n" +"When this option is enabled, any script that is saved will be reloaded in the " +"running project.\n" "When used remotely on a device, this is more efficient when the network " "filesystem option is enabled." msgstr "" @@ -7659,8 +7718,7 @@ msgid "Emission Source:" msgstr "Fonte de Emissão:" msgid "A processor material of type 'ParticleProcessMaterial' is required." -msgstr "" -"Um material processador do tipo 'ParticleProcessMaterial' é necessário." +msgstr "Um material processador do tipo 'ParticleProcessMaterial' é necessário." msgid "Convert to CPUParticles3D" msgstr "Converter para CPUParticles3D" @@ -7919,8 +7977,8 @@ msgid "Create Outline Mesh..." msgstr "Criar Malha de Contorno..." msgid "" -"Creates a static outline mesh. The outline mesh will have its normals " -"flipped automatically.\n" +"Creates a static outline mesh. The outline mesh will have its normals flipped " +"automatically.\n" "This can be used instead of the StandardMaterial Grow property when using " "that property isn't possible." msgstr "" @@ -8700,8 +8758,8 @@ msgid "Add Environment to Scene" msgstr "Adicionar Ambiente à Cena" msgid "" -"Adds a WorldEnvironment node matching the preview environment settings to " -"the current scene.\n" +"Adds a WorldEnvironment node matching the preview environment settings to the " +"current scene.\n" "Hold Shift while clicking to also add the preview sun to the current scene." msgstr "" "Adiciona um nó WorldEnvironment que corresponde às configurações do ambiente " @@ -8718,8 +8776,8 @@ msgstr "" msgid "" "No meshes to bake.\n" -"Make sure there is at least one MeshInstance3D node in the scene whose " -"visual layers are part of the OccluderInstance3D's Bake Mask property." +"Make sure there is at least one MeshInstance3D node in the scene whose visual " +"layers are part of the OccluderInstance3D's Bake Mask property." msgstr "" "Sem malhas para gerar.\n" "Certifique-se de que haja pelo menos um nó MeshInstance3D na cena cujas " @@ -8843,8 +8901,8 @@ msgid "" "Polygon 2D has internal vertices, so it can no longer be edited in the " "viewport." msgstr "" -"Polygon2D tem vértices internos, portanto não pode mais ser editado na " -"janela de exibição." +"Polygon2D tem vértices internos, portanto não pode mais ser editado na janela " +"de exibição." msgid "Create Polygon & UV" msgstr "Criar Polígono & UV" @@ -8918,8 +8976,7 @@ msgstr "" "personalizado." msgid "" -"Remove a custom polygon. If none remain, custom polygon rendering is " -"disabled." +"Remove a custom polygon. If none remain, custom polygon rendering is disabled." msgstr "" "Remova um polígono personalizado. Se nenhum permanecer, a renderização de " "polígono personalizada será desativada." @@ -9224,7 +9281,7 @@ msgstr "Não é possível descartar nós sem uma cena aberta." msgid "Can't drop nodes because script '%s' is not used in this scene." msgstr "" -"Não é possível descartar nós porque o script '% s' não é usado nesta cena." +"Não é possível descartar nós porque o script '%s' não é usado nesta cena." msgid "Lookup Symbol" msgstr "Símbolo de Pesquisa" @@ -9618,6 +9675,9 @@ msgstr "Mover Quadro para Direita" msgid "Select Frames" msgstr "Selecionar Quadros" +msgid "Frame Order" +msgstr "Ordem do Quadro" + msgid "By Row" msgstr "Por Linha" @@ -9636,9 +9696,21 @@ msgstr "Direita para Esquerda, Baixo para Cima" msgid "By Column" msgstr "Por Coluna" +msgid "Horizontal" +msgstr "Horizontal" + +msgid "Vertical" +msgstr "Vertical" + msgid "Size" msgstr "Tamanho" +msgid "Separation" +msgstr "Separação" + +msgid "Offset" +msgstr "Deslocamento" + msgid "Create Frames from Sprite Sheet" msgstr "Criar Quadros a partir da Folha de Sprite" @@ -9866,8 +9938,8 @@ msgid "Import Selected" msgstr "Importar Seleção" msgid "" -"Import Items tab has some items selected. Selection will be lost upon " -"closing this window.\n" +"Import Items tab has some items selected. Selection will be lost upon closing " +"this window.\n" "Close anyway?" msgstr "" "A guia de Importação de itens possui alguns itens selecionados. A seleção " @@ -10120,8 +10192,7 @@ msgid "Show Default" msgstr "Mostrar Padrão" msgid "Show default type items alongside items that have been overridden." -msgstr "" -"Mostrar itens do modelo padrão ao lado de itens que foram substituídos." +msgstr "Mostrar itens do modelo padrão ao lado de itens que foram substituídos." msgid "Override All" msgstr "Substituir Todos" @@ -10162,8 +10233,7 @@ msgid "Select UI Scene:" msgstr "Selecione a Cena de UI:" msgid "" -"Toggle the control picker, allowing to visually select control types for " -"edit." +"Toggle the control picker, allowing to visually select control types for edit." msgstr "" "Alterna o seletor de controle, permitindo selecionar visualmente os tipos de " "controle para edição." @@ -10281,7 +10351,7 @@ msgid "" msgstr "" "Fonte: %d\n" "Coordenadas do Atlas: %s\n" -"Alternativa: 0" +"Alternativa: %d" msgid "No atlas source with a valid texture selected." msgstr "Nenhuma fonte de atlas com textura válida selecionada." @@ -10373,6 +10443,9 @@ msgstr "Adicionar TileSet Padrão" msgid "Remove TileSet patterns" msgstr "Remover Padrões de TileSet" +msgid "Index: %d" +msgstr "Índice: %d" + msgid "Tile with Invalid Scene" msgstr "Tile com Cena Inválida" @@ -10756,8 +10829,8 @@ msgid "" "No VCS plugins are available in the project. Install a VCS plugin to use VCS " "integration features." msgstr "" -"Nenhum plugin VCS está disponível no projeto. Instale um plugin VCS para " -"usar os recursos de integração VCS." +"Nenhum plugin VCS está disponível no projeto. Instale um plugin VCS para usar " +"os recursos de integração VCS." msgid "Error" msgstr "Erro" @@ -11277,32 +11350,32 @@ msgid "" "Returns an associated 3D vector if the provided boolean value is true or " "false." msgstr "" -"Retorna um vetor 3D associado se o valor booleano fornecido for verdadeiro " -"ou falso." +"Retorna um vetor 3D associado se o valor booleano fornecido for verdadeiro ou " +"falso." msgid "" "Returns an associated 2D vector if the provided boolean value is true or " "false." msgstr "" -"Retorna um vetor 2D associado se o valor booleano fornecido for verdadeiro " -"ou falso." +"Retorna um vetor 2D associado se o valor booleano fornecido for verdadeiro ou " +"falso." msgid "" "Returns an associated boolean if the provided boolean value is true or false." msgstr "" -"Retorna um booleano associado se o valor booleano fornecido for verdadeiro " -"ou falso." +"Retorna um booleano associado se o valor booleano fornecido for verdadeiro ou " +"falso." msgid "" "Returns an associated floating-point scalar if the provided boolean value is " "true or false." msgstr "" -"Retorna um escalar de ponto flutuante associado se o valor booleano " -"fornecido for verdadeiro ou falso." +"Retorna um escalar de ponto flutuante associado se o valor booleano fornecido " +"for verdadeiro ou falso." msgid "" -"Returns an associated integer scalar if the provided boolean value is true " -"or false." +"Returns an associated integer scalar if the provided boolean value is true or " +"false." msgstr "" "Retorna um escalar inteiro associado se o valor booleano fornecido for " "verdadeiro ou falso." @@ -11542,13 +11615,13 @@ msgid "" "SmoothStep function( scalar(edge0), scalar(edge1), scalar(x) ).\n" "\n" "Returns 0.0 if 'x' is smaller than 'edge0' and 1.0 if x is larger than " -"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 " -"using Hermite polynomials." +"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 using " +"Hermite polynomials." msgstr "" "SmoothStep function( scalar(edge0), scalar(edge1), scalar(x) ).\n" "\n" -"Retorna 0.0 se 'x' é menor que 'edge0' e 1.0 se 'x' é maior que 'edge1'. " -"Caso contrário, o valor retornado é interpolado entre 0.0 e 1.0 utilizando " +"Retorna 0.0 se 'x' é menor que 'edge0' e 1.0 se 'x' é maior que 'edge1'. Caso " +"contrário, o valor retornado é interpolado entre 0.0 e 1.0 utilizando " "polinômios de Hermite." msgid "" @@ -11561,8 +11634,7 @@ msgstr "" "Retorna 0.0 se 'x' é menor que 'edge' e 1.0 caso contrário." msgid "" -"(Fragment/Light mode only) (Scalar) Sum of absolute derivative in 'x' and " -"'y'." +"(Fragment/Light mode only) (Scalar) Sum of absolute derivative in 'x' and 'y'." msgstr "" "(Apenas modo Fragmento/Luz) (Escalar) Soma da derivada absoluta em 'x' e 'y'." @@ -11589,8 +11661,7 @@ msgstr "" "Retorna o resultado da operação AND (a & b) bit a bit para dois inteiros." msgid "" -"Returns the result of bitwise AND (a & b) operation for two unsigned " -"integers." +"Returns the result of bitwise AND (a & b) operation for two unsigned integers." msgstr "" "Retorna o resultado da operação AND (a & b) bit a bit para dois inteiros sem " "sinal." @@ -11598,15 +11669,15 @@ msgstr "" msgid "" "Returns the result of bitwise left shift (a << b) operation on the integer." msgstr "" -"Retorna o resultado da operação de deslocamento à esquerda bit a bit (a << " -"b) no inteiro." +"Retorna o resultado da operação de deslocamento à esquerda bit a bit (a << b) " +"no inteiro." msgid "" "Returns the result of bitwise left shift (a << b) operation on the unsigned " "integer." msgstr "" -"Retorna o resultado da operação de deslocamento à esquerda bit a bit (a << " -"b) no inteiro sem sinal." +"Retorna o resultado da operação de deslocamento à esquerda bit a bit (a << b) " +"no inteiro sem sinal." msgid "Returns the result of bitwise OR (a | b) operation for two integers." msgstr "" @@ -11843,8 +11914,7 @@ msgstr "" "distância de outro objeto." msgid "Returns a random value between the minimum and maximum input values." -msgstr "" -"Retorna um valor aleatório entre os valores de entrada mínimo e máximo." +msgstr "Retorna um valor aleatório entre os valores de entrada mínimo e máximo." msgid "Remaps a given input from the input range to the output range." msgstr "" @@ -11911,14 +11981,13 @@ msgid "" "Nref is smaller than zero the return value is N. Otherwise -N is returned." msgstr "" "Retorna o vetor que aponta na mesma direção que um vetor de referência. A " -"função tem três vetores como parâmetros: N, o vetor para orientar, I, o " -"vetor incidente, e Nref, o vetor de referência. Se o produto escalar de I e " -"Nref for menor do que zero, o valor de retorno é N. Caso contrário, -N é " -"retornado." +"função tem três vetores como parâmetros: N, o vetor para orientar, I, o vetor " +"incidente, e Nref, o vetor de referência. Se o produto escalar de I e Nref " +"for menor do que zero, o valor de retorno é N. Caso contrário, -N é retornado." msgid "" -"Returns falloff based on the dot product of surface normal and view " -"direction of camera (pass associated inputs to it)." +"Returns falloff based on the dot product of surface normal and view direction " +"of camera (pass associated inputs to it)." msgstr "" "Retorna decaimento com base no produto escalar da normal da superfície com a " "direção de visão da câmera (passe as entradas associadas a ele)." @@ -11960,26 +12029,26 @@ msgid "" "SmoothStep function( vector(edge0), vector(edge1), vector(x) ).\n" "\n" "Returns 0.0 if 'x' is smaller than 'edge0' and 1.0 if 'x' is larger than " -"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 " -"using Hermite polynomials." +"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 using " +"Hermite polynomials." msgstr "" "SmoothStep function( vector(edge0), vector(edge1), vector(x) ).\n" "\n" -"Retorna 0.0 se 'x' é menor que 'edge0' e 1.0 se 'x' é maior que 'edge1'. " -"Caso contrário, o valor retornado é interpolado entre 0.0 e 1.0 utilizando " +"Retorna 0.0 se 'x' é menor que 'edge0' e 1.0 se 'x' é maior que 'edge1'. Caso " +"contrário, o valor retornado é interpolado entre 0.0 e 1.0 utilizando " "polinômios de Hermite." msgid "" "SmoothStep function( scalar(edge0), scalar(edge1), vector(x) ).\n" "\n" "Returns 0.0 if 'x' is smaller than 'edge0' and 1.0 if 'x' is larger than " -"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 " -"using Hermite polynomials." +"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 using " +"Hermite polynomials." msgstr "" "SmoothStep function( scalar(edge0), scalar(edge1), vector(x) ).\n" "\n" -"Retorna 0.0 se 'x' é menor que 'edge0' e 1.0 se 'x' é maior que 'edge1'. " -"Caso contrário, o valor retornado é interpolado entre 0.0 e 1.0 utilizando " +"Retorna 0.0 se 'x' é menor que 'edge0' e 1.0 se 'x' é maior que 'edge1'. Caso " +"contrário, o valor retornado é interpolado entre 0.0 e 1.0 utilizando " "polinômios de Hermite." msgid "" @@ -12001,8 +12070,7 @@ msgstr "" "Retorna 0.0 se 'x' é menor que 'edge' e 1.0 caso contrário." msgid "" -"(Fragment/Light mode only) (Vector) Sum of absolute derivative in 'x' and " -"'y'." +"(Fragment/Light mode only) (Vector) Sum of absolute derivative in 'x' and 'y'." msgstr "" "(Apenas modo Fragmento/Luz) (Vetor) Soma da derivada absoluta em 'x' e 'y'." @@ -12341,8 +12409,8 @@ msgid "" "Warning: You won't be able to open the project with previous versions of the " "engine anymore." msgstr "" -"O projeto selecionado \"%s\" não especifica sua versão Godot suportada em " -"seu arquivo de configuração (\"project.godot\").\n" +"O projeto selecionado \"%s\" não especifica sua versão Godot suportada em seu " +"arquivo de configuração (\"project.godot\").\n" "\n" "Caminho do projeto: %s\n" "\n" @@ -12359,8 +12427,7 @@ msgid "" "\n" "You have three options:\n" "- Convert only the configuration file (\"project.godot\"). Use this to open " -"the project without attempting to convert its scenes, resources and " -"scripts.\n" +"the project without attempting to convert its scenes, resources and scripts.\n" "- Convert the entire project including its scenes, resources and scripts " "(recommended if you are upgrading).\n" "- Do nothing and go back.\n" @@ -12445,17 +12512,8 @@ msgstr "" "\n" msgid "" -"Warning: This project was built in Godot %s.\n" -"Opening will upgrade or downgrade the project to Godot %s.\n" -"\n" -msgstr "" -"Aviso: Este projeto foi construído em Godot %s.\n" -"A abertura atualizará ou rebaixará o projeto para Godot %s.\n" -"\n" - -msgid "" -"Warning: This project uses the following features not supported by this " -"build of Godot:\n" +"Warning: This project uses the following features not supported by this build " +"of Godot:\n" "\n" "%s\n" "\n" @@ -12526,8 +12584,8 @@ msgstr "Filtrar Projetos" msgid "" "This field filters projects by name and last path component.\n" -"To filter projects by name and full path, the query must contain at least " -"one `/` character." +"To filter projects by name and full path, the query must contain at least one " +"`/` character." msgstr "" "Este campo filtra projetos pelo nome e o último componente do caminho.\n" "Para filtrar projetos por nome e caminho completo, a consulta deve conter " @@ -12578,28 +12636,6 @@ msgstr "Também deletar os conteúdos do projeto (não pode ser desfeito!)" msgid "Convert Full Project" msgstr "Converter Projeto Completo" -msgid "" -"This option will perform full project conversion, updating scenes, resources " -"and scripts from Godot 3.x to work in Godot 4.0.\n" -"\n" -"Note that this is a best-effort conversion, i.e. it makes upgrading the " -"project easier, but it will not open out-of-the-box and will still require " -"manual adjustments.\n" -"\n" -"IMPORTANT: Make sure to backup your project before converting, as this " -"operation makes it impossible to open it in older versions of Godot." -msgstr "" -"Esta opção realizará a conversão completa do projeto, atualizando cenas, " -"recursos e scripts do Godot 3.x para funcionar no Godot 4.0.\n" -"\n" -"Observe que esta é uma conversão para o melhor possível, ou seja, facilita a " -"atualização do projeto, mas não irá deixar perfeitamente funcional, exigindo " -"ainda ajustes manuais.\n" -"\n" -"IMPORTANTE: Certifique-se de fazer backup do seu projeto antes de converter, " -"pois esta operação impossibilitará a abertura em versões mais antigas do " -"Godot." - msgid "Can't run project" msgstr "Não é possível executar o projeto" @@ -12610,6 +12646,9 @@ msgstr "" "Você não tem nenhum projeto no momento.\n" "Gostaria de explorar projetos de exemplos oficiais na Biblioteca de Recursos?" +msgid "Create New Tag" +msgstr "Criar Nova Tag" + msgid "Add Project Setting" msgstr "Adicionar Configuração ao Projeto" @@ -12836,8 +12875,8 @@ msgid "Error loading scene from %s" msgstr "Erro ao carregar a cena de %s" msgid "" -"Cannot instantiate the scene '%s' because the current scene exists within " -"one of its nodes." +"Cannot instantiate the scene '%s' because the current scene exists within one " +"of its nodes." msgstr "" "Não é possível instanciar a cena '%s' porque a cena atual existe em um de " "seus nós." @@ -12895,8 +12934,7 @@ msgstr "Excluir nó \"%s\" e seus filhos?" msgid "Delete node \"%s\"?" msgstr "Excluir o nó \"%s\"?" -msgid "" -"Saving the branch as a scene requires having a scene open in the editor." +msgid "Saving the branch as a scene requires having a scene open in the editor." msgstr "" "Para salvar o ramo como cena é necessário ter uma cena aberta no editor." @@ -12958,8 +12996,8 @@ msgstr "" "sejam revertidas para o padrão." msgid "" -"Enabling \"Load As Placeholder\" will disable \"Editable Children\" and " -"cause all properties of the node to be reverted to their default." +"Enabling \"Load As Placeholder\" will disable \"Editable Children\" and cause " +"all properties of the node to be reverted to their default." msgstr "" "Habilitar \"Carregar como Substituto\" desabilitará \"Filhos Editáveis\" e " "fará que todas as propriedades do nó sejam revertidas para o padrão." @@ -13089,6 +13127,9 @@ msgstr "Não é possível colar o nó raiz na mesma cena." msgid "Paste Node(s)" msgstr "Colar Nó(s)" +msgid " at %s" +msgstr " em %s" + msgid "Add Child Node" msgstr "Adicionar Nó Filho" @@ -13242,11 +13283,11 @@ msgstr "" "usando um editor externo." msgid "" -"Warning: Having the script name be the same as a built-in type is usually " -"not desired." +"Warning: Having the script name be the same as a built-in type is usually not " +"desired." msgstr "" -"Aviso: É geralmente indesejável que o nome do script seja o mesmo que o de " -"um tipo embutido." +"Aviso: É geralmente indesejável que o nome do script seja o mesmo que o de um " +"tipo embutido." msgid "Class Name:" msgstr "Nome da Classe:" @@ -13319,6 +13360,9 @@ msgstr "O nome '%s' é uma palavra-chave reservada da linguagem de shader." msgid "Add Shader Global Parameter" msgstr "Adicionar Parâmetro Global Shader" +msgid "Select Screen" +msgstr "Selecionar tela" + msgid "Change Cylinder Radius" msgstr "Alterar Raio do Cilindro" @@ -13364,8 +13408,8 @@ msgid "Value of type '%s' can't provide a length." msgstr "O valor do tipo '%s' não pode fornecer um comprimento." msgid "" -"Invalid type argument for is_instance_of(), use TYPE_* constants for built-" -"in types." +"Invalid type argument for is_instance_of(), use TYPE_* constants for built-in " +"types." msgstr "" "Argumento de tipo inválido para is_instance_of(), use constantes TYPE_* para " "tipos integrados." @@ -13406,8 +13450,7 @@ msgstr "" "Esta instalação do Blender é muito antiga para este importador (não 3.0+)." msgid "This Blender installation is too new for this importer (not 3.x)." -msgstr "" -"Esta instalação do Blender é muito nova para este importador (não 3.x)." +msgstr "Esta instalação do Blender é muito nova para este importador (não 3.x)." msgid "Path to Blender installation is valid (Autodetected)." msgstr "" @@ -13430,11 +13473,11 @@ msgid "Disable '.blend' Import" msgstr "Desativar Importação '.blend'" msgid "" -"Disables Blender '.blend' files import for this project. Can be re-enabled " -"in Project Settings." +"Disables Blender '.blend' files import for this project. Can be re-enabled in " +"Project Settings." msgstr "" -"Desativa a importação de arquivos '.blend' do Blender para este projeto. " -"Pode ser reativado nas configurações do projeto." +"Desativa a importação de arquivos '.blend' do Blender para este projeto. Pode " +"ser reativado nas configurações do projeto." msgid "Disabling '.blend' file import requires restarting the editor." msgstr "Desativar a importação de arquivo '.blend' requer reiniciar o editor." @@ -13588,8 +13631,8 @@ msgid "" "Unable to load .NET runtime, no compatible version was found.\n" "Attempting to create/edit a project will lead to a crash.\n" "\n" -"Please install the .NET SDK 6.0 or later from https://dotnet.microsoft.com/" -"en-us/download and restart Godot." +"Please install the .NET SDK 6.0 or later from https://dotnet.microsoft.com/en-" +"us/download and restart Godot." msgstr "" "Não foi possível carregar o tempo de execução do .NET, nenhuma versão " "compatível foi encontrada.\n" @@ -13605,8 +13648,8 @@ msgid "" "Unable to load .NET runtime, specifically hostfxr.\n" "Attempting to create/edit a project will lead to a crash.\n" "\n" -"Please install the .NET SDK 6.0 or later from https://dotnet.microsoft.com/" -"en-us/download and restart Godot." +"Please install the .NET SDK 6.0 or later from https://dotnet.microsoft.com/en-" +"us/download and restart Godot." msgstr "" "Não é possível carregar o tempo de execução do .NET, especificamente " "hostfxr.\n" @@ -13652,8 +13695,7 @@ msgstr "Replicação" msgid "Select a replicator node in order to pick a property to add to it." msgstr "" -"Selecione um nó replicador para escolher uma propriedade para adicionar a " -"ele." +"Selecione um nó replicador para escolher uma propriedade para adicionar a ele." msgid "Not possible to add a new property to synchronize without a root." msgstr "" @@ -13677,6 +13719,9 @@ msgstr "Adicionar do caminho" msgid "Spawn" msgstr "Gerar" +msgid "Watch" +msgstr "Assistir" + msgid "" "Add properties using the buttons above or\n" "drag them them from the inspector and drop them here." @@ -13713,8 +13758,8 @@ msgid "" "A valid NodePath must be set in the \"Root Path\" property in order for " "MultiplayerSynchronizer to be able to synchronize properties." msgstr "" -"Um NodePath válido deve ser definido na propriedade \"Caminho Raiz\" para " -"que o MultiplayerSynchronizer possa sincronizar as propriedades." +"Um NodePath válido deve ser definido na propriedade \"Caminho Raiz\" para que " +"o MultiplayerSynchronizer possa sincronizar as propriedades." msgid "A NavigationMesh resource must be set or created for this node to work." msgstr "" @@ -13858,8 +13903,7 @@ msgstr "" "O caractere '%s' não é permitido em nomes de pacotes de aplicações Android." msgid "A digit cannot be the first character in a package segment." -msgstr "" -"Um dígito não pode ser o primeiro caractere em um seguimento de pacote." +msgstr "Um dígito não pode ser o primeiro caractere em um seguimento de pacote." msgid "The character '%s' cannot be the first character in a package segment." msgstr "" @@ -13897,8 +13941,7 @@ msgid "\"Export AAB\" is only valid when \"Use Gradle Build\" is enabled." msgstr "" "\"Exportar AAB\" só é válido quando \"Usar Compilador Gradle\" está ativado." -msgid "" -"\"Min SDK\" can only be overridden when \"Use Gradle Build\" is enabled." +msgid "\"Min SDK\" can only be overridden when \"Use Gradle Build\" is enabled." msgstr "" "\"Min SDK\" só pode ser substituído quando \"Usar Compilador Gradle\" está " "ativado." @@ -13909,8 +13952,8 @@ msgstr "" "inválido." msgid "" -"\"Min SDK\" cannot be lower than %d, which is the version needed by the " -"Godot library." +"\"Min SDK\" cannot be lower than %d, which is the version needed by the Godot " +"library." msgstr "" "\"Min SDK\" não pode ser inferior a %d, que é a versão necessária para a " "biblioteca Godot." @@ -13929,8 +13972,7 @@ msgstr "" msgid "\"Target SDK\" version must be greater or equal to \"Min SDK\" version." msgstr "" -"Versão do \"SDK Alvo\" precisa ser igual ou maior que a versão do \"Min " -"SDK\"." +"Versão do \"SDK Alvo\" precisa ser igual ou maior que a versão do \"Min SDK\"." msgid "Select device from the list" msgstr "Selecione um dispositivo da lista" @@ -14034,16 +14076,16 @@ msgstr "Assinatura de Código" msgid "" "All 'apksigner' tools located in Android SDK 'build-tools' directory failed " -"to execute. Please check that you have the correct version installed for " -"your target sdk version. The resulting %s is unsigned." +"to execute. Please check that you have the correct version installed for your " +"target sdk version. The resulting %s is unsigned." msgstr "" "Todas as ferramentas 'apksigner' localizadas no diretório 'build-tools' do " "Android SDK não foram executadas. Verifique se você tem a versão correta " "instalada para a versão do SDK de destino. O %s resultante não é assinado." msgid "" -"'apksigner' could not be found. Please check that the command is available " -"in the Android SDK build-tools directory. The resulting %s is unsigned." +"'apksigner' could not be found. Please check that the command is available in " +"the Android SDK build-tools directory. The resulting %s is unsigned." msgstr "" "'apksigner' não foi encontrado. Verifique se o comando está disponível no " "diretório de ferramentas de compilação do Android SDK. O %s resultante não é " @@ -14081,8 +14123,7 @@ msgid "Exporting for Android" msgstr "Exportando para Android" msgid "Invalid filename! Android App Bundle requires the *.aab extension." -msgstr "" -"Nome de arquivo inválido! O Android App Bundle requer a extensão *.aab." +msgstr "Nome de arquivo inválido! O Android App Bundle requer a extensão *.aab." msgid "APK Expansion not compatible with Android App Bundle." msgstr "Expansão do APK não é compatível com Android App Bundle." @@ -14097,16 +14138,16 @@ msgid "" "Trying to build from a gradle built template, but no version info for it " "exists. Please reinstall from the 'Project' menu." msgstr "" -"Tentando compilar a partir de um modelo gradle pronto, mas não existe " -"nenhuma informação de versão para ele. Reinstale a partir do menu 'Projeto'." +"Tentando compilar a partir de um modelo gradle pronto, mas não existe nenhuma " +"informação de versão para ele. Reinstale a partir do menu 'Projeto'." msgid "" "Android build version mismatch: Template installed: %s, Godot version: %s. " "Please reinstall Android build template from 'Project' menu." msgstr "" -"Diferença na versão da compilação do Android: Modelo instalado: %s, Versão " -"do Godot: %s. Por favor reinstale o modelo de compilação do Android pelo " -"menu 'Projeto'." +"Diferença na versão da compilação do Android: Modelo instalado: %s, Versão do " +"Godot: %s. Por favor reinstale o modelo de compilação do Android pelo menu " +"'Projeto'." msgid "" "Unable to overwrite res://android/build/res/*.xml files with project name." @@ -14115,8 +14156,7 @@ msgstr "" "do projeto." msgid "Could not export project files to gradle project." -msgstr "" -"Não foi possível exportar os arquivos do projeto para o projeto Gradle." +msgstr "Não foi possível exportar os arquivos do projeto para o projeto Gradle." msgid "Could not write expansion package file!" msgstr "Não foi possível escrever o arquivo do pacote de expansão!" @@ -14125,8 +14165,8 @@ msgid "Building Android Project (gradle)" msgstr "Construindo Projeto Android (gradle)" msgid "" -"Building of Android project failed, check output for the error. " -"Alternatively visit docs.godotengine.org for Android build documentation." +"Building of Android project failed, check output for the error. Alternatively " +"visit docs.godotengine.org for Android build documentation." msgstr "" "A compilação do projeto Android falhou, verifique a saída para detalhes. Ou " "então visite docs.godotengine.org para ver a documentação de compilação do " @@ -14156,10 +14196,9 @@ msgid "" "Please build a template with all required libraries, or uncheck the missing " "architectures in the export preset." msgstr "" -"Faltam bibliotecas no modelo de exportação para as arquiteturas " -"selecionadas: %s. Por favor, crie um modelo com todas as bibliotecas " -"necessárias ou desmarque as arquiteturas ausentes na predefinição de " -"exportação." +"Faltam bibliotecas no modelo de exportação para as arquiteturas selecionadas: " +"%s. Por favor, crie um modelo com todas as bibliotecas necessárias ou " +"desmarque as arquiteturas ausentes na predefinição de exportação." msgid "Adding files..." msgstr "Adicionando arquivos..." @@ -14456,8 +14495,8 @@ msgid "Could not create directory \"%s\"." msgstr "Não foi possível criar o diretório \"%s\"." msgid "" -"Relative symlinks are not supported on this OS, the exported project might " -"be broken!" +"Relative symlinks are not supported on this OS, the exported project might be " +"broken!" msgstr "" "Links simbólicos relativos não são suportados neste sistema operacional, o " "projeto exportado pode estar quebrado!" @@ -14518,8 +14557,7 @@ msgstr "Enviando arquivo para notarização" msgid "Notarization: Xcode command line tools are not installed." msgstr "" -"Notarização: As ferramentas de linha de comando do Xcode não estão " -"instaladas." +"Notarização: As ferramentas de linha de comando do Xcode não estão instaladas." msgid "" "Notarization: rcodesign path is not set. Configure rcodesign path in the " @@ -14532,8 +14570,8 @@ msgid "" "Warning: Notarization is disabled. The exported project will be blocked by " "Gatekeeper if it's downloaded from an unknown source." msgstr "" -"Aviso: A notarização está desativada. O projeto exportado será bloqueado " -"pelo Gatekeeper se for baixado de uma fonte desconhecida." +"Aviso: A notarização está desativada. O projeto exportado será bloqueado pelo " +"Gatekeeper se for baixado de uma fonte desconhecida." msgid "" "Code signing is disabled. The exported project will not run on Macs with " @@ -14543,8 +14581,8 @@ msgstr "" "executado em Macs com Gatekeeper ativado e Macs com tecnologia Apple Silicon." msgid "" -"Code signing: Using ad-hoc signature. The exported project will be blocked " -"by Gatekeeper" +"Code signing: Using ad-hoc signature. The exported project will be blocked by " +"Gatekeeper" msgstr "" "Assinatura de Código: Usando assinatura ad-hoc. O projeto exportado será " "bloqueado pelo Gatekeeper" @@ -14648,6 +14686,15 @@ msgstr "O tamanho do ícone \"%d\" está ausente." msgid "Failed to rename temporary file \"%s\"." msgstr "Falha ao renomear arquivo temporário \"%s\"." +msgid "Invalid icon path." +msgstr "Caminho de ícone inválido." + +msgid "Invalid file version." +msgstr "Versão de arquivo inválida." + +msgid "Invalid product version." +msgstr "Versão do produto inválida." + msgid "Could not find rcedit executable at \"%s\"." msgstr "Não foi possível encontrar o executável rcedit em \"%s\"." @@ -14686,8 +14733,8 @@ msgstr "Servidor de carimbo de data/hora inválido." msgid "" "Could not start signtool executable. Configure signtool path in the Editor " -"Settings (Export > Windows > signtool), or disable \"Codesign\" in the " -"export preset." +"Settings (Export > Windows > signtool), or disable \"Codesign\" in the export " +"preset." msgstr "" "Não foi possível iniciar o executável signtool. Configure o caminho do " "signtool nas Configurações do Editor (Exportar > Windows > signtool) ou " @@ -14695,8 +14742,8 @@ msgstr "" msgid "" "Could not start osslsigncode executable. Configure signtool path in the " -"Editor Settings (Export > Windows > osslsigncode), or disable \"Codesign\" " -"in the export preset." +"Editor Settings (Export > Windows > osslsigncode), or disable \"Codesign\" in " +"the export preset." msgstr "" "Não foi possível iniciar o executável osslsigncode. Configure o caminho do " "signtool nas Configurações do Editor (Exportar > Windows > osslsigncode) ou " @@ -14709,12 +14756,12 @@ msgid "Failed to remove temporary file \"%s\"." msgstr "Falha ao remover o arquivo temporário \"%s\"." msgid "" -"The rcedit tool must be configured in the Editor Settings (Export > Windows " -"> rcedit) to change the icon or app information data." +"The rcedit tool must be configured in the Editor Settings (Export > Windows > " +"rcedit) to change the icon or app information data." msgstr "" "A ferramenta rcedit deve ser configurada nas Configurações do Editor " -"(Exportar > Windows > rcedit) para alterar o ícone ou os dados de " -"informações do aplicativo." +"(Exportar > Windows > rcedit) para alterar o ícone ou os dados de informações " +"do aplicativo." msgid "Windows executables cannot be >= 4 GiB." msgstr "Executáveis Windows não podem ser >= 4GiB." @@ -14742,21 +14789,21 @@ msgstr "" msgid "" "This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " -"define its shape." +"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to define " +"its shape." msgstr "" "Este nó não tem forma, por isso não pode colidir ou interagir com outros " "objetos.\n" -"Considere adicionar um CollisionShape2D ou CollisionPolygon2D como filho " -"para definir sua forma." +"Considere adicionar um CollisionShape2D ou CollisionPolygon2D como filho para " +"definir sua forma." msgid "" "CollisionPolygon2D only serves to provide a collision shape to a " "CollisionObject2D derived node. Please only use it as a child of Area2D, " "StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." msgstr "" -"CollisionPolygon2D serve apenas para fornecer uma forma de colisão para um " -"nó derivado de CollisionObject2D. Use-o apenas como filho de Area2D, " +"CollisionPolygon2D serve apenas para fornecer uma forma de colisão para um nó " +"derivado de CollisionObject2D. Use-o apenas como filho de Area2D, " "StaticBody2D, RigidBody2D, CharacterBody2D, etc." msgid "An empty CollisionPolygon2D has no effect on collision." @@ -14792,8 +14839,8 @@ msgid "" "Polygon-based shapes are not meant be used nor edited directly through the " "CollisionShape2D node. Please use the CollisionPolygon2D node instead." msgstr "" -"Formas baseadas em polígonos não foram feitas para serem diretamente " -"editadas no nó CollisionShape2D. Em vez disso use o nó CollisionPolygon2D." +"Formas baseadas em polígonos não foram feitas para serem diretamente editadas " +"no nó CollisionShape2D. Em vez disso use o nó CollisionPolygon2D." msgid "" "CPUParticles2D animation requires the usage of a CanvasItemMaterial with " @@ -14851,8 +14898,7 @@ msgstr "" "entre em vigor." msgid "The occluder polygon for this occluder is empty. Please draw a polygon." -msgstr "" -"O polígono para este oclusor está vazio. Por favor desenhe um polígono." +msgstr "O polígono para este oclusor está vazio. Por favor desenhe um polígono." msgid "" "The NavigationAgent2D can be used only under a Node2D inheriting parent node." @@ -14886,8 +14932,8 @@ msgid "" "A PhysicalBone2D only works with a Skeleton2D or another PhysicalBone2D as a " "parent node!" msgstr "" -"Um PhysicalBone2D só funciona com um Skeleton2D ou outro PhysicalBone2D " -"sendo nó pai!" +"Um PhysicalBone2D só funciona com um Skeleton2D ou outro PhysicalBone2D sendo " +"nó pai!" msgid "" "A PhysicalBone2D needs to be assigned to a Bone2D node in order to function! " @@ -14952,15 +14998,15 @@ msgstr "" "habilitado no próprio nó TileMap." msgid "" -"Isometric TileSet will likely not look as intended without Y-sort enabled " -"for the TileMap and all of its layers." +"Isometric TileSet will likely not look as intended without Y-sort enabled for " +"the TileMap and all of its layers." msgstr "" "TileSet isométrico provavelmente não terá a aparência pretendida sem Y-sort " "ativado para o TileMap e todas as suas camadas." msgid "" -"External Skeleton3D node not set! Please set a path to an external " -"Skeleton3D node." +"External Skeleton3D node not set! Please set a path to an external Skeleton3D " +"node." msgstr "" "Nó Skeleton3D externo não definido! Defina um caminho para um nó Skeleton3D " "externo." @@ -14970,8 +15016,8 @@ msgid "" "you intend to use the BoneAttachment3D without it being a child of a " "Skeleton3D node." msgstr "" -"O nó pai não é um nó Skeleton3D! Por favor, use um Skeleton3D externo se " -"você pretende usar o BoneAttachment3D sem ser um filho de um nó Skeleton3D." +"O nó pai não é um nó Skeleton3D! Por favor, use um Skeleton3D externo se você " +"pretende usar o BoneAttachment3D sem ser um filho de um nó Skeleton3D." msgid "" "BoneAttachment3D node is not bound to any bones! Please select a bone to " @@ -14982,13 +15028,13 @@ msgstr "" msgid "" "This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " -"define its shape." +"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to define " +"its shape." msgstr "" "Este nó não tem forma, então não pode colidir ou interagir com outros " "objetos.\n" -"Considere adicionar um CollisionShape3D ou CollisionPolygon3D como filho " -"para definir sua forma." +"Considere adicionar um CollisionShape3D ou CollisionPolygon3D como filho para " +"definir sua forma." msgid "" "With a non-uniform scale this node will probably not function as expected.\n" @@ -15006,8 +15052,8 @@ msgid "" "Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " "CharacterBody3D, etc. to give them a shape." msgstr "" -"CollisionPolygon3D serve apenas para fornecer uma forma de colisão para um " -"nó derivado de CollisionObject3D.\n" +"CollisionPolygon3D serve apenas para fornecer uma forma de colisão para um nó " +"derivado de CollisionObject3D.\n" "Use-o apenas como filho de Area3D, StaticBody3D, RigidBody3D, " "CharacterBody3D, etc... para dar-lhes uma forma." @@ -15020,8 +15066,8 @@ msgid "" "Please make its scale uniform (i.e. the same on all axes), and change its " "polygon's vertices instead." msgstr "" -"Um nó CollisionPolygon3D com escala não uniforme provavelmente não " -"funcionará como esperado.\n" +"Um nó CollisionPolygon3D com escala não uniforme provavelmente não funcionará " +"como esperado.\n" "Por favor, torne sua escala uniforme (ou seja, a mesma em todos os eixos) e " "altere os vértices de seu polígono." @@ -15044,11 +15090,10 @@ msgstr "" "crie um recurso de forma para ele." msgid "" -"ConcavePolygonShape3D doesn't support RigidBody3D in another mode than " -"static." +"ConcavePolygonShape3D doesn't support RigidBody3D in another mode than static." msgstr "" -"ConcavePolygonShape3D não oferece suporte a RigidBody3D em outro modo além " -"do estático." +"ConcavePolygonShape3D não oferece suporte a RigidBody3D em outro modo além do " +"estático." msgid "" "WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." @@ -15085,8 +15130,8 @@ msgstr "" "Avançado+ ou Mobile." msgid "" -"The decal has no textures loaded into any of its texture properties, and " -"will therefore not be visible." +"The decal has no textures loaded into any of its texture properties, and will " +"therefore not be visible." msgstr "" "O decalque não tem texturas carregadas em nenhuma de suas propriedades de " "textura e, portanto, não será visível." @@ -15101,16 +15146,16 @@ msgstr "" "definida.\n" "Uma textura Albedo com um canal alfa é necessária para mesclar os mapas " "normais/ORM na superfície subjacente.\n" -"Se você não quiser que a textura Albedo fique visível, defina Albedo Mix " -"como 0." +"Se você não quiser que a textura Albedo fique visível, defina Albedo Mix como " +"0." msgid "" "The decal's Cull Mask has no bits enabled, which means the decal will not " "paint objects on any layer.\n" "To resolve this, enable at least one bit in the Cull Mask property." msgstr "" -"A Cull Mask do decalque não tem bits ativados, o que significa que o " -"decalque não pintará objetos em nenhuma camada.\n" +"A Cull Mask do decalque não tem bits ativados, o que significa que o decalque " +"não pintará objetos em nenhuma camada.\n" "Para resolver isso, habilite pelo menos um bit na propriedade Cull Mask." msgid "Fog Volumes are only visible when using the Forward+ backend." @@ -15120,11 +15165,10 @@ msgid "" "Fog Volumes need volumetric fog to be enabled in the scene's Environment in " "order to be visible." msgstr "" -"Os Volumes de Névoa precisam que a névoa volumétrica seja ativada no " -"ambiente da cena para ficar visível." +"Os Volumes de Névoa precisam que a névoa volumétrica seja ativada no ambiente " +"da cena para ficar visível." -msgid "" -"Nothing is visible because meshes have not been assigned to draw passes." +msgid "Nothing is visible because meshes have not been assigned to draw passes." msgstr "" "Nada está visível porque as malhas não foram atribuídas para desenhar passos." @@ -15146,11 +15190,11 @@ msgid "Trails active, but neither Trail meshes or a Skin were found." msgstr "Trilhas ativas, mas nenhuma malha de trilha ou Skin foi encontrada." msgid "" -"Only one Trail mesh is supported. If you want to use more than a single " -"mesh, a Skin is needed (see documentation)." +"Only one Trail mesh is supported. If you want to use more than a single mesh, " +"a Skin is needed (see documentation)." msgstr "" -"Apenas uma malha de trilha é suportada. Se você quiser usar mais de uma " -"única malha, é necessário um Skin (consulte a documentação)." +"Apenas uma malha de trilha é suportada. Se você quiser usar mais de uma única " +"malha, é necessário um Skin (consulte a documentação)." msgid "" "Trails enabled, but one or more mesh materials are either missing or not set " @@ -15187,8 +15231,8 @@ msgid "" "Shadows are not supported when using the GL Compatibility backend yet. " "Support will be added in a future release." msgstr "" -"Ainda não há suporte para sombras ao usar o módulo de Compatibilidade com " -"GL. O suporte será adicionado em uma versão futura." +"Ainda não há suporte para sombras ao usar o módulo de Compatibilidade com GL. " +"O suporte será adicionado em uma versão futura." msgid "A light's scale does not affect the visual size of the light." msgstr "A escala da iluminação não afeta o tamanho visual da luz." @@ -15241,8 +15285,7 @@ msgstr "" msgid "" "The NavigationAgent3D can be used only under a Node3D inheriting parent node." msgstr "" -"O nó NavigationAgent3D pode ser usado somente em um nó pai herdeiro de " -"Node3D." +"O nó NavigationAgent3D pode ser usado somente em um nó pai herdeiro de Node3D." msgid "" "NavigationLink3D start position should be different than the end position to " @@ -15272,19 +15315,18 @@ msgstr "" "Para resolver isso, habilite pelo menos um bit na propriedade Bake Mask." msgid "" -"No occluder mesh is defined in the Occluder property, so no occlusion " -"culling will be performed using this OccluderInstance3D.\n" +"No occluder mesh is defined in the Occluder property, so no occlusion culling " +"will be performed using this OccluderInstance3D.\n" "To resolve this, set the Occluder property to one of the primitive occluder " "types or bake the scene meshes by selecting the OccluderInstance3D and " "pressing the Bake Occluders button at the top of the 3D editor viewport." msgstr "" "Nenhuma malha oclusora foi definida na propriedade 'Occluder', portanto, " -"nenhuma seleção de oclusão será executada usando este nó " -"OccluderInstance3D.\n" +"nenhuma seleção de oclusão será executada usando este nó OccluderInstance3D.\n" "Para resolver isso, defina a propriedade Occluder para um dos tipos " "primitivos de oclusores ou crie as malhas da cena selecionando " -"OccluderInstance3D e pressionando o botão Bake Occluders na parte superior " -"da janela do editor 3D." +"OccluderInstance3D e pressionando o botão Bake Occluders na parte superior da " +"janela do editor 3D." msgid "" "The occluder mesh has less than 3 vertices, so no occlusion culling will be " @@ -15295,8 +15337,7 @@ msgstr "" "A malha do oclusor tem menos de 3 vértices, então nenhuma seleção de oclusão " "será realizada usando este nó OccluderInstance3D.\n" "Para gerar uma malha oclusora adequada, selecione OccluderInstance3D e use o " -"botão Bake Occluders na parte superior da janela de visualização do editor " -"3D." +"botão Bake Occluders na parte superior da janela de visualização do editor 3D." msgid "" "The polygon occluder has less than 3 vertices, so no occlusion culling will " @@ -15345,8 +15386,8 @@ msgstr "" msgid "" "This node cannot interact with other objects unless a Shape3D is assigned." msgstr "" -"Este nó não pode interagir com outros objetos, a menos que um nó Shape3D " -"seja atribuído." +"Este nó não pode interagir com outros objetos, a menos que um nó Shape3D seja " +"atribuído." msgid "" "ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " @@ -15369,15 +15410,15 @@ msgid "" "VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " "use it as a child of a VehicleBody3D." msgstr "" -"VehicleWheel3D serve para fornecer um sistema de rodas para um " -"VehicleBody3D. Use-o como filho de um VehicleBody3D." +"VehicleWheel3D serve para fornecer um sistema de rodas para um VehicleBody3D. " +"Use-o como filho de um VehicleBody3D." msgid "" "VisibleOnScreenNotifier3D nodes are not supported when using the GL " "Compatibility backend yet. Support will be added in a future release." msgstr "" -"Os nós VisibleOnScreenNotifier3D ainda não são suportados ao usar o Módulo " -"de Compatibilidade GL. O suporte será adicionado em uma versão futura." +"Os nós VisibleOnScreenNotifier3D ainda não são suportados ao usar o Módulo de " +"Compatibilidade GL. O suporte será adicionado em uma versão futura." msgid "" "The GeometryInstance3D visibility range's End distance is set to a non-zero " @@ -15399,8 +15440,8 @@ msgid "" msgstr "" "O GeometryInstance3D está configurado para desvanecer suavemente ao longo da " "distância, mas a distância de transição de esmaecimento é definida como 0.\n" -"Para resolver isso, aumente a Margem Inicial do Alcance de Visibilidade " -"acima de 0." +"Para resolver isso, aumente a Margem Inicial do Alcance de Visibilidade acima " +"de 0." msgid "" "The GeometryInstance3D is configured to fade out smoothly over distance, but " @@ -15441,9 +15482,9 @@ msgid "" "property to contain an Environment, its \"Camera Attributes\" property to " "contain a CameraAttributes resource, or both." msgstr "" -"Para ter qualquer efeito visível, WorldEnvironment requer que sua " -"propriedade \"Environment\" contenha um Environment, sua propriedade " -"\"Camera Attributes\" contenha um recurso CameraAttributes ou ambos." +"Para ter qualquer efeito visível, WorldEnvironment requer que sua propriedade " +"\"Environment\" contenha um Environment, sua propriedade \"Camera " +"Attributes\" contenha um recurso CameraAttributes ou ambos." msgid "" "Only one WorldEnvironment is allowed per scene (or set of instantiated " @@ -15501,8 +15542,7 @@ msgstr "" msgid "Path set for AnimationPlayer does not lead to an AnimationPlayer node." msgstr "" -"O caminho definido para o AnimationPlayer não leva a um nó do " -"AnimationPlayer." +"O caminho definido para o AnimationPlayer não leva a um nó do AnimationPlayer." msgid "The AnimationPlayer root node is not a valid node." msgstr "O nó raiz do AnimationPlayer não é um nó válido." @@ -15514,6 +15554,9 @@ msgstr "" "ButtonGroup destina-se a ser usado apenas com botões que têm toggle_mode " "definido como true." +msgid "Copy this constructor in a script." +msgstr "Copiar este construtor em um script." + msgid "" "Color: #%s\n" "LMB: Apply color\n" @@ -15546,8 +15589,8 @@ msgid "Add current color as a preset." msgstr "Adicionar cor atual como uma predefinição." msgid "" -"Container by itself serves no purpose unless a script configures its " -"children placement behavior.\n" +"Container by itself serves no purpose unless a script configures its children " +"placement behavior.\n" "If you don't intend to add a script, use a plain Control node instead." msgstr "" "O contêiner por si só não tem nenhum propósito, a menos que um script " @@ -15676,8 +15719,7 @@ msgid "Insert Control Character" msgstr "Inserir Caractere de Controle" msgid "If \"Exp Edit\" is enabled, \"Min Value\" must be greater than 0." -msgstr "" -"Se \"Exp Edit\" estiver habilitado, \"Min Value\" deve ser maior que 0." +msgstr "Se \"Exp Edit\" estiver habilitado, \"Min Value\" deve ser maior que 0." msgid "" "ScrollContainer is intended to work with a single child control.\n" @@ -15710,8 +15752,7 @@ msgstr "" msgid "" "Data from the original node is kept as a placeholder until this type of node " -"is available again. It can hence be safely re-saved without risk of data " -"loss." +"is available again. It can hence be safely re-saved without risk of data loss." msgstr "" "Os dados do nó original são mantidos como um espaço reservado até que esse " "tipo de nó esteja disponível novamente. Portanto, ele pode ser salvo " @@ -15750,12 +15791,12 @@ msgstr "" msgid "" "Very low timer wait times (< 0.05 seconds) may behave in significantly " "different ways depending on the rendered or physics frame rate.\n" -"Consider using a script's process loop instead of relying on a Timer for " -"very low wait times." +"Consider using a script's process loop instead of relying on a Timer for very " +"low wait times." msgstr "" -"Tempos de espera muito baixos (<0,05 segundos) podem se comportar de " -"maneiras significativamente diferentes, dependendo da taxa de quadros " -"renderizada ou de física.\n" +"Tempos de espera muito baixos (<0,05 segundos) podem se comportar de maneiras " +"significativamente diferentes, dependendo da taxa de quadros renderizada ou " +"de física.\n" "Considere o uso de um loop de processo em um script em vez de depender de um " "Timer para tempos de espera muito baixos." @@ -15864,8 +15905,7 @@ msgstr "" "%d argumentos." msgid "" -"Invalid argument type when calling stage function '%s', type expected is " -"'%s'." +"Invalid argument type when calling stage function '%s', type expected is '%s'." msgstr "" "Tipo de argumento inválido ao chamar a função de estágio '%s', o tipo " "esperado é '%s'." @@ -15883,8 +15923,7 @@ msgid "A constant value cannot be passed for the '%s' parameter." msgstr "Um valor constante não pode ser passado para o parâmetro '%s'." msgid "" -"Argument %d of function '%s' can only take a local variable, array, or " -"member." +"Argument %d of function '%s' can only take a local variable, array, or member." msgstr "" "O argumento %d da função '%s' só pode receber uma variável local, matriz ou " "membro." @@ -15964,8 +16003,7 @@ msgstr "As constantes não podem ser modificadas." msgid "" "Sampler argument %d of function '%s' called more than once using both built-" -"ins and uniform textures, this is not supported (use either one or the " -"other)." +"ins and uniform textures, this is not supported (use either one or the other)." msgstr "" "Argumento de amostra %d da função '%s' chamado mais de uma vez usando " "texturas integradas e uniformes, isso não é suportado (use um ou outro)." @@ -15982,8 +16020,7 @@ msgid "" "built-ins. Only calling with the same built-in is supported." msgstr "" "Argumento de amostra %d da função '%s' chamado mais de uma vez usando " -"diferentes integrações. Apenas chamadas com a mesma integração são " -"suportadas." +"diferentes integrações. Apenas chamadas com a mesma integração são suportadas." msgid "Array size is already defined." msgstr "O tamanho da matriz já foi definido." @@ -16033,16 +16070,15 @@ msgstr "" "Varying '%s' deve ser atribuída na função 'vertex' ou 'fragment' primeiro." msgid "Varying '%s' cannot be passed for the '%s' parameter in that context." -msgstr "" -"Varying '%s' não pode ser passada para o parâmetro '%s' nesse contexto." +msgstr "Varying '%s' não pode ser passada para o parâmetro '%s' nesse contexto." msgid "A constant value cannot be passed for '%s' parameter." msgstr "Um valor constante não pode ser passado para o parâmetro '%s'." msgid "" -"Unable to pass a multiview texture sampler as a parameter to custom " -"function. Consider to sample it in the main function and then pass the " -"vector result to it." +"Unable to pass a multiview texture sampler as a parameter to custom function. " +"Consider to sample it in the main function and then pass the vector result to " +"it." msgstr "" "Não é possível passar um amostrador de textura multiview como um parâmetro " "para a função personalizada. Considere fazer uma amostra na função principal " @@ -16060,8 +16096,7 @@ msgstr "" "Para continuar com alterações mínimas no código, adicione 'uniform sampler2D " "%s : hint_%s, filter_linear_mipmap;' perto do topo do seu shader." -msgid "" -"Varying with '%s' data type may only be used in the 'fragment' function." +msgid "Varying with '%s' data type may only be used in the 'fragment' function." msgstr "Varying do tipo de dados '%s' só pode ser usada na função 'fragmento'." msgid "Varying '%s' must be assigned in the 'fragment' function first." @@ -16154,8 +16189,7 @@ msgstr "Esperado uma expressão constante." msgid "Expected initialization of constant." msgstr "Inicialização esperada da constante." -msgid "" -"Expected constant expression for argument %d of function call after '='." +msgid "Expected constant expression for argument %d of function call after '='." msgstr "" "Expressão constante esperada para o argumento %d da chamada de função após " "'='." @@ -16215,8 +16249,8 @@ msgid "Expected '%s' at the beginning of shader. Valid types are: %s." msgstr "Esperado '%s' no início do shader. Os tipos válidos são: %s." msgid "" -"Expected an identifier after '%s', indicating the type of shader. Valid " -"types are: %s." +"Expected an identifier after '%s', indicating the type of shader. Valid types " +"are: %s." msgstr "" "Esperado um identificador após '%s', indicando o tipo de shader. Os tipos " "válidos são: %s." @@ -16231,8 +16265,7 @@ msgid "Duplicated render mode: '%s'." msgstr "Modo de renderização duplicado: '%s'." msgid "" -"Redefinition of render mode: '%s'. The '%s' mode has already been set to " -"'%s'." +"Redefinition of render mode: '%s'. The '%s' mode has already been set to '%s'." msgstr "" "Redefinição do modo de renderização: '%s'. O modo '%s' já foi definido como " "'%s'." @@ -16331,13 +16364,8 @@ msgstr "O índice da instância não pode ser negativo." msgid "Allowed instance uniform indices must be within [0..%d] range." msgstr "" -"Índices uniformes de instância permitidos devem estar dentro do intervalo " -"[0..%d]." - -msgid "" -"'hint_normal_roughness_texture' is not supported in gl_compatibility shaders." -msgstr "" -"'hint_normal_roughness_texture' não é suportado em shaders gl_compatibility." +"Índices uniformes de instância permitidos devem estar dentro do intervalo [0.." +"%d]." msgid "'hint_normal_roughness_texture' is not supported in '%s' shaders." msgstr "'hint_normal_roughness_texture' não é suportado em shaders '%s'." @@ -16415,8 +16443,8 @@ msgid "Expected '(' after function identifier." msgstr "Esperado '(' após o identificador da função." msgid "" -"Global non-constant variables are not supported. Expected '%s' keyword " -"before constant definition." +"Global non-constant variables are not supported. Expected '%s' keyword before " +"constant definition." msgstr "" "Variáveis não constantes globais não são suportadas. Palavra-chave '%s' " "esperada antes da definição da constante." @@ -16512,16 +16540,22 @@ msgstr "ifdef Inválido." msgid "Invalid ifndef." msgstr "ifndef Inválido." +msgid "Shader include file does not exist:" +msgstr "O arquivo de inclusão de shader não existe:" + msgid "" "Shader include load failed. Does the shader include exist? Is there a cyclic " "dependency?" msgstr "" -"Falha na inclusão do shader. O shader incluído existe? Existe uma " -"dependência cíclica?" +"Falha na inclusão do shader. O shader incluído existe? Existe uma dependência " +"cíclica?" msgid "Shader include resource type is wrong." msgstr "O tipo de recurso de inclusão do shader está incorreto." +msgid "Cyclic include found" +msgstr "Inclusão cíclica encontrada" + msgid "Shader max include depth exceeded." msgstr "Shader max inclui profundidade excedida." @@ -16580,8 +16614,8 @@ msgid "The local variable '%s' is declared but never used." msgstr "A variável local '%s' foi declarada, mas nunca usada." msgid "" -"The total size of the %s for this shader on this device has been exceeded " -"(%d/%d). The shader may not work correctly." +"The total size of the %s for this shader on this device has been exceeded (%d/" +"%d). The shader may not work correctly." msgstr "" "O tamanho total de %s para este shader neste dispositivo foi excedido (%d/" "%d). O shader pode não funcionar corretamente." diff --git a/editor/translations/editor/ro.po b/editor/translations/editor/ro.po index 1fee93a4338..aabe6a0259a 100644 --- a/editor/translations/editor/ro.po +++ b/editor/translations/editor/ro.po @@ -813,12 +813,12 @@ msgstr "Deschide" msgid "" "Remove the selected files from the project? (Cannot be undone.)\n" -"Depending on your filesystem configuration, the files will either be moved " -"to the system trash or deleted permanently." +"Depending on your filesystem configuration, the files will either be moved to " +"the system trash or deleted permanently." msgstr "" "Ștergeți fișierele selectate din proiect? (Acțiune ireversibilă)\n" -"Bazat pe configurarea sistemului de fișiere, fișierele vor fi mutate în " -"coșul de gunoi al sistemului, ori vor fi șterse definitiv." +"Bazat pe configurarea sistemului de fișiere, fișierele vor fi mutate în coșul " +"de gunoi al sistemului, ori vor fi șterse definitiv." msgid "Cannot remove:" msgstr "Nu se poate șterge:" @@ -922,14 +922,14 @@ msgstr "Licenţe Thirdparty" msgid "" "Godot Engine relies on a number of third-party free and open source " -"libraries, all compatible with the terms of its MIT license. The following " -"is an exhaustive list of all such third-party components with their " -"respective copyright statements and license terms." +"libraries, all compatible with the terms of its MIT license. The following is " +"an exhaustive list of all such third-party components with their respective " +"copyright statements and license terms." msgstr "" "Motorul Godot se bazează pe un număr de biblioteci thirdparty gratis și " -"opensource, toate compatibile cu termenii licenţei MIT ai lui. Mai jos este " -"o listă exhaustivă a tuturor acestor componente de thirdparty cu " -"declaraţiile de autor respective şi termenii licenței." +"opensource, toate compatibile cu termenii licenţei MIT ai lui. Mai jos este o " +"listă exhaustivă a tuturor acestor componente de thirdparty cu declaraţiile " +"de autor respective şi termenii licenței." msgid "All Components" msgstr "Toate Componentele" @@ -1239,11 +1239,10 @@ msgid "Class Properties:" msgstr "Proprietățile clasei:" msgid "" -"Profile '%s' already exists. Remove it first before importing, import " -"aborted." +"Profile '%s' already exists. Remove it first before importing, import aborted." msgstr "" -"Profilul '%s' este deja existent. Elimină-l inainte de a-l importa, " -"importara este anulata." +"Profilul '%s' este deja existent. Elimină-l inainte de a-l importa, importara " +"este anulata." msgid "Current Profile:" msgstr "Profil Curent:" @@ -1302,8 +1301,8 @@ msgid "" "There are multiple importers for different types pointing to file %s, import " "aborted" msgstr "" -"Există importatori multiplii pentru tipuri diferite care trimit spre " -"fișierul %s, importarea este anulată" +"Există importatori multiplii pentru tipuri diferite care trimit spre fișierul " +"%s, importarea este anulată" msgid "(Re)Importing Assets" msgstr "(Re)Importând Asset-uri" @@ -1651,8 +1650,8 @@ msgstr "" "Ca să poți face modificări, o nouă scenă derivată poate fi creată." msgid "" -"Error loading scene, it must be inside the project path. Use 'Import' to " -"open the scene, then save it inside the project path." +"Error loading scene, it must be inside the project path. Use 'Import' to open " +"the scene, then save it inside the project path." msgstr "" "Eroare la încărcarea scenei, aceasta trebuie să fie în calea spre proiect. " "Folosește 'Importă' ca să deschizi scena, apoi salveaz-o în calea spre " @@ -3529,8 +3528,8 @@ msgstr "Standard" msgid "" "Missing connected method '%s' for signal '%s' from node '%s' to node '%s'." msgstr "" -"Lipsește metoda conectată '%s' pentru semnalul '%s' de la nodul '%s' la " -"nodul '%s'." +"Lipsește metoda conectată '%s' pentru semnalul '%s' de la nodul '%s' la nodul " +"'%s'." msgid "Line" msgstr "Linie" diff --git a/editor/translations/editor/ru.po b/editor/translations/editor/ru.po index 90688f670e7..bcbd4b97fef 100644 --- a/editor/translations/editor/ru.po +++ b/editor/translations/editor/ru.po @@ -58,7 +58,7 @@ # Dima Koshel , 2019. # Danil Alexeev , 2019, 2020, 2021, 2022, 2023. # Ravager , 2019. -# Александр , 2019. +# Александр , 2019, 2023. # Rei , 2019. # Vitaly , 2019. # Andy <8ofproject@gmail.com>, 2020. @@ -148,13 +148,16 @@ # Mmaxum , 2023. # ZIP2020 , 2023. # Plizik , 2023. +# Artem Yaroshenko , 2023. +# Толя Богомолов , 2023. +# Quartin , 2023. msgid "" msgstr "" "Project-Id-Version: Godot Engine editor interface\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2023-07-05 13:48+0000\n" -"Last-Translator: ZIP2020 \n" +"PO-Revision-Date: 2023-08-16 20:54+0000\n" +"Last-Translator: Quartin \n" "Language-Team: Russian \n" "Language: ru\n" @@ -261,9 +264,6 @@ msgstr "Назад, Sony Select, Xbox Back, Nintendo -" msgid "Guide, Sony PS, Xbox Home" msgstr "Руководство, Sony PS, Xbox Home" -msgid "Start, Nintendo +" -msgstr "Старт, Nintendo +" - msgid "Left Stick, Sony L3, Xbox L/LS" msgstr "Левый стик, Sony L3, Xbox L/LS" @@ -714,13 +714,12 @@ msgstr "Изменить цикл анимации" msgid "Can't change loop mode on animation instanced from imported scene." msgstr "" -"Невозможно переключить режим зацикливания анимации, взятой из " -"импортированной сцены." +"Невозможно переключить режим зацикливания анимации, взятой из импортированной " +"сцены." msgid "Can't change loop mode on animation embedded in another scene." msgstr "" -"Невозможно переключить режим зацикливания анимации, встроенной в другую " -"сцену." +"Невозможно переключить режим зацикливания анимации, встроенной в другую сцену." msgid "Property Track" msgstr "Дорожка свойство" @@ -1229,6 +1228,10 @@ msgctxt "Transition Type" msgid "Bounce" msgstr "Отскок" +msgctxt "Transition Type" +msgid "Back" +msgstr "Назад" + msgctxt "Transition Type" msgid "Spring" msgstr "Пружина" @@ -1254,9 +1257,15 @@ msgstr "Сглаживание:" msgid "FPS:" msgstr "Кадр. в сек.:" +msgid "Animation Baker" +msgstr "Запекатель анимации" + msgid "3D Pos/Rot/Scl Track:" msgstr "3D поз./Поворот/Масштаб:" +msgid "Blendshape Track:" +msgstr "Дорожка смешивания формы:" + msgid "Value Track:" msgstr "Дорожка значения:" @@ -1851,24 +1860,24 @@ msgstr "Переназначение локализации для пути '%s' msgid "" "Remove the selected files from the project? (Cannot be undone.)\n" -"Depending on your filesystem configuration, the files will either be moved " -"to the system trash or deleted permanently." +"Depending on your filesystem configuration, the files will either be moved to " +"the system trash or deleted permanently." msgstr "" "Удалить выбранные файлы из проекта? (Нельзя отменить.)\n" -"В зависимости от конфигурации вашей файловой системы файлы будут перемещены " -"в системную корзину или удалены навсегда." +"В зависимости от конфигурации вашей файловой системы файлы будут перемещены в " +"системную корзину или удалены навсегда." msgid "" "The files being removed are required by other resources in order for them to " "work.\n" "Remove them anyway? (Cannot be undone.)\n" -"Depending on your filesystem configuration, the files will either be moved " -"to the system trash or deleted permanently." +"Depending on your filesystem configuration, the files will either be moved to " +"the system trash or deleted permanently." msgstr "" "Удаляемые файлы требуются для правильной работы других ресурсов.\n" "Всё равно удалить их? (Нельзя отменить.)\n" -"В зависимости от конфигурации вашей файловой системы файлы будут перемещены " -"в системную корзину или удалены навсегда." +"В зависимости от конфигурации вашей файловой системы файлы будут перемещены в " +"системную корзину или удалены навсегда." msgid "Cannot remove:" msgstr "Не удаётся удалить:" @@ -1995,9 +2004,9 @@ msgstr "Сторонние лицензии" msgid "" "Godot Engine relies on a number of third-party free and open source " -"libraries, all compatible with the terms of its MIT license. The following " -"is an exhaustive list of all such third-party components with their " -"respective copyright statements and license terms." +"libraries, all compatible with the terms of its MIT license. The following is " +"an exhaustive list of all such third-party components with their respective " +"copyright statements and license terms." msgstr "" "Движок Godot опирается на ряд сторонних бесплатных и открытых библиотек, " "совместимых с условиями лицензии MIT. Ниже приводится исчерпывающий список " @@ -2307,8 +2316,7 @@ msgid "" msgstr "" "Рендеринг на основе RenderingDevice (если отключен, требуется OpenGL бэкенд)." -msgid "" -"OpenGL back-end (if disabled, the RenderingDevice back-end is required)." +msgid "OpenGL back-end (if disabled, the RenderingDevice back-end is required)." msgstr "OpenGL бэкенд (если отключен, требуется RenderingDevice бэкенд)." msgid "Vulkan back-end of RenderingDevice." @@ -2326,8 +2334,8 @@ msgid "" "Supports complex text layouts, BiDi, and contextual OpenType font features." msgstr "" "Реализация текстового сервера на базе библиотек ICU и HarfBuzz.\n" -"Поддерживает сложную разметку текста, BiDi, и контекстные особенности " -"шрифтов OpenType." +"Поддерживает сложную разметку текста, BiDi, и контекстные особенности шрифтов " +"OpenType." msgid "" "TrueType, OpenType, Type 1, and WOFF1 font format support using FreeType " @@ -2341,8 +2349,8 @@ msgstr "" "Поддержка формата шрифтов WOFF2 с использованием библиотек FreeType и Brotli." msgid "" -"SIL Graphite smart font technology support (supported by Advanced Text " -"Server only)." +"SIL Graphite smart font technology support (supported by Advanced Text Server " +"only)." msgstr "" "Поддержка технологии смарт-шрифтов SIL Graphite (поддерживается только " "расширенный текстовый сервер)." @@ -2471,11 +2479,9 @@ msgid "Allows editing the node hierarchy in the Scene dock." msgstr "Позволяет редактировать иерархию узлов в панели \"Сцена\"." msgid "" -"Allows to work with signals and groups of the node selected in the Scene " -"dock." +"Allows to work with signals and groups of the node selected in the Scene dock." msgstr "" -"Позволяет работать с сигналами и группами узла, выбранного в панели " -"\"Сцена\"." +"Позволяет работать с сигналами и группами узла, выбранного в панели \"Сцена\"." msgid "Allows to browse the local file system via a dedicated dock." msgstr "" @@ -2501,8 +2507,7 @@ msgid "Remove currently selected profile, '%s'? Cannot be undone." msgstr "Удалить текущий выбранный профиль, '%s'? Не может быть отменено." msgid "Profile must be a valid filename and must not contain '.'" -msgstr "" -"Название профиля должно быть корректным именем файла и не содержать '.'" +msgstr "Название профиля должно быть корректным именем файла и не содержать '.'" msgid "Profile with this name already exists." msgstr "Профиль с таким именем уже существует." @@ -2529,8 +2534,7 @@ msgid "Main Features:" msgstr "Основные возможности:" msgid "" -"Profile '%s' already exists. Remove it first before importing, import " -"aborted." +"Profile '%s' already exists. Remove it first before importing, import aborted." msgstr "" "Профиль '%s' уже существует. Удалите его перед импортом, импорт прерван." @@ -2673,8 +2677,7 @@ msgstr "Унаследован:" msgid "" "This class is marked as deprecated. It will be removed in future versions." -msgstr "" -"Данный класс помечен как устаревший. Он будет удалён в будущих версиях." +msgstr "Данный класс помечен как устаревший. Он будет удалён в будущих версиях." msgid "" "This class is marked as experimental. It is subject to likely change or " @@ -2867,11 +2870,10 @@ msgid "Pin Value [Disabled because '%s' is editor-only]" msgstr "" "Закрепить значение [Отключено, так как '%s' доступно только для редактора]" -msgid "" -"Pinning a value forces it to be saved even if it's equal to the default." +msgid "Pinning a value forces it to be saved even if it's equal to the default." msgstr "" -"Закрепление значения заставляет его сохраняться, даже если оно равно " -"значению по умолчанию." +"Закрепление значения заставляет его сохраняться, даже если оно равно значению " +"по умолчанию." msgid "Open Documentation" msgstr "Открыть документацию" @@ -3056,8 +3058,8 @@ msgstr "Копировать выделенное" msgid "" "Collapse duplicate messages into one log entry. Shows number of occurrences." msgstr "" -"Свернуть повторяющиеся сообщения в одну запись журнала. Количество " -"повторений отображается." +"Свернуть повторяющиеся сообщения в одну запись журнала. Количество повторений " +"отображается." msgid "Focus Search/Filter Bar" msgstr "Перейти к строке поиска/фильтра" @@ -3139,9 +3141,6 @@ msgstr "Ошибка при разборе файла '%s'." msgid "Scene file '%s' appears to be invalid/corrupt." msgstr "Файл сцены '%s' является недействительным/повреждённым." -msgid "Missing file '%s' or one its dependencies." -msgstr "Отсутствует файл '%s' или одна из его зависимостей." - msgid "Error while loading file '%s'." msgstr "Ошибка при загрузке файла '%s'." @@ -3213,8 +3212,7 @@ msgid "Restored the Default layout to its base settings." msgstr "Макет \"По умолчанию\" восстановлен до базовых настроек." msgid "This object is marked as read-only, so it's not editable." -msgstr "" -"Этот объект помечен как только для чтения, поэтому его нельзя изменить." +msgstr "Этот объект помечен как только для чтения, поэтому его нельзя изменить." msgid "" "This resource belongs to a scene that was imported, so it's not editable.\n" @@ -3223,15 +3221,14 @@ msgid "" msgstr "" "Этот ресурс принадлежит сцене, которая была импортирована, поэтому он не " "редактируем.\n" -"Пожалуйста, прочитайте документацию, имеющую отношение к импорту сцены, " -"чтобы лучше понять этот процесс." +"Пожалуйста, прочитайте документацию, имеющую отношение к импорту сцены, чтобы " +"лучше понять этот процесс." msgid "" "This resource belongs to a scene that was instantiated or inherited.\n" "Changes to it must be made inside the original scene." msgstr "" -"Этот ресурс принадлежит сцене, которая была инстанцирована или " -"унаследована.\n" +"Этот ресурс принадлежит сцене, которая была инстанцирована или унаследована.\n" "Изменения в нём должны быть сделаны внутри исходной сцены." msgid "" @@ -3275,8 +3272,8 @@ msgstr "" "%s больше не существует! Пожалуйста, укажите новое место для сохранения." msgid "" -"The current scene has no root node, but %d modified external resource(s) " -"were saved anyway." +"The current scene has no root node, but %d modified external resource(s) were " +"saved anyway." msgstr "" "Текущая сцена не имеет корневого узла, но %d изменённых внешних ресурсов всё " "равно были сохранены." @@ -3411,8 +3408,8 @@ msgstr "" "Чтобы внести в нее изменения, можно создать новую унаследованную сцену." msgid "" -"Error loading scene, it must be inside the project path. Use 'Import' to " -"open the scene, then save it inside the project path." +"Error loading scene, it must be inside the project path. Use 'Import' to open " +"the scene, then save it inside the project path." msgstr "" "Ошибка загрузки сцены, она должна находиться внутри каталога проекта. " "Используйте 'Импорт', чтобы открыть сцену, а затем сохраните её в каталоге " @@ -3754,9 +3751,8 @@ msgid "" "source template to \"res://android/build\".\n" "You can then apply modifications and build your own custom APK on export " "(adding modules, changing the AndroidManifest.xml, etc.).\n" -"Note that in order to make gradle builds instead of using pre-built APKs, " -"the \"Use Gradle Build\" option should be enabled in the Android export " -"preset." +"Note that in order to make gradle builds instead of using pre-built APKs, the " +"\"Use Gradle Build\" option should be enabled in the Android export preset." msgstr "" "Это настроит ваш проект для gradle-сборок Android путем установки исходного " "шаблона в \"res://android/build\".\n" @@ -3938,8 +3934,8 @@ msgstr "" "Ресурс должен принадлежать сцене." msgid "" -"Can't create a ViewportTexture on this resource because it's not set as " -"local to scene.\n" +"Can't create a ViewportTexture on this resource because it's not set as local " +"to scene.\n" "Please switch on the 'local to scene' property on it (and all resources " "containing it up to a node)." msgstr "" @@ -3994,11 +3990,11 @@ msgid "Lock/Unlock Component Ratio" msgstr "Блокировка/разблокировка соотношения компонентов" msgid "" -"The selected resource (%s) does not match any type expected for this " -"property (%s)." +"The selected resource (%s) does not match any type expected for this property " +"(%s)." msgstr "" -"Выбранные ресурсы (%s) не соответствуют типам, ожидаемым для данного " -"свойства (%s)." +"Выбранные ресурсы (%s) не соответствуют типам, ожидаемым для данного свойства " +"(%s)." msgid "Quick Load" msgstr "Быстро загрузить" @@ -4171,18 +4167,18 @@ msgid "Filter by event..." msgstr "Фильтр по событию..." msgid "" -"Target platform requires 'ETC2/ASTC' texture compression. Enable 'Import " -"ETC2 ASTC' in Project Settings." +"Target platform requires 'ETC2/ASTC' texture compression. Enable 'Import ETC2 " +"ASTC' in Project Settings." msgstr "" -"Целевая платформа требует сжатие текстур 'ETC2/ASTC'. Включите " -"'Импортировать ETC2 ASTC' в Настройках проекта." +"Целевая платформа требует сжатие текстур 'ETC2/ASTC'. Включите 'Импортировать " +"ETC2 ASTC' в Настройках проекта." msgid "" -"Target platform requires 'S3TC/BPTC' texture compression. Enable 'Import " -"S3TC BPTC' in Project Settings." +"Target platform requires 'S3TC/BPTC' texture compression. Enable 'Import S3TC " +"BPTC' in Project Settings." msgstr "" -"Целевая платформа требует сжатие текстур 'S3TC/BPTC'. Включите " -"'Импортировать S3TC BPTC' в Настройках проекта." +"Целевая платформа требует сжатие текстур 'S3TC/BPTC'. Включите 'Импортировать " +"S3TC BPTC' в Настройках проекта." msgid "Project export for platform:" msgstr "Экспорт проекта для платформы:" @@ -4427,8 +4423,8 @@ msgid "Download and Install" msgstr "Загрузить и установить" msgid "" -"Download and install templates for the current version from the best " -"possible mirror." +"Download and install templates for the current version from the best possible " +"mirror." msgstr "" "Загружает и устанавливает шаблоны для текущей версии с лучшего из доступных " "зеркал." @@ -4462,8 +4458,7 @@ msgid "" "You may experience a short editor freeze when they finish." msgstr "" "Шаблоны будут продолжать загружаться.\n" -"После завершения загрузки может произойти кратковременное зависание " -"редактора." +"После завершения загрузки может произойти кратковременное зависание редактора." msgid "Runnable" msgstr "Активный" @@ -4706,8 +4701,8 @@ msgstr "Просмотр элементов в виде списка." msgid "Status: Import of file failed. Please fix file and reimport manually." msgstr "" -"Статус: Импорт файла не удался. Пожалуйста, исправьте файл и " -"переимпортируйте вручную." +"Статус: Импорт файла не удался. Пожалуйста, исправьте файл и переимпортируйте " +"вручную." msgid "" "Importing has been disabled for this file, so it can't be opened for editing." @@ -4747,8 +4742,8 @@ msgstr "" msgid "" "This file extension is not recognized by the editor.\n" "If you want to rename it anyway, use your operating system's file manager.\n" -"After renaming to an unknown extension, the file won't be shown in the " -"editor anymore." +"After renaming to an unknown extension, the file won't be shown in the editor " +"anymore." msgstr "" "Данное расширение файла не распознано редактором.\n" "Если вы всё равно хотите переименовать его, используйте файловый менеджер " @@ -5112,15 +5107,15 @@ msgid "File:" msgstr "Файл:" msgid "" -"Remove the selected files? For safety only files and empty directories can " -"be deleted from here. (Cannot be undone.)\n" -"Depending on your filesystem configuration, the files will either be moved " -"to the system trash or deleted permanently." +"Remove the selected files? For safety only files and empty directories can be " +"deleted from here. (Cannot be undone.)\n" +"Depending on your filesystem configuration, the files will either be moved to " +"the system trash or deleted permanently." msgstr "" "Удалить выбранные файлы? В целях безопасности здесь можно удалять только " "файлы и пустые каталоги. (Нельзя отменить.)\n" -"В зависимости от конфигурации вашей файловой системы файлы будут перемещены " -"в системную корзину или удалены навсегда." +"В зависимости от конфигурации вашей файловой системы файлы будут перемещены в " +"системную корзину или удалены навсегда." msgid "No sub-resources found." msgstr "Вложенные ресурсы не найдены." @@ -5153,8 +5148,8 @@ msgid "" "scene." msgstr "" "Режим Movie Maker включён, но путь к видеофайлу не указан.\n" -"Путь к видеофайлу по умолчанию можно указать в настройках проекта в " -"категории Редактор > Movie Writer.\n" +"Путь к видеофайлу по умолчанию можно указать в настройках проекта в категории " +"Редактор > Movie Writer.\n" "В качестве альтернативы, для запуска отдельных сцен в корневой узел можно " "добавить метаданные `movie_file` типа String,\n" "указывающие пути к видеофайлу, который будет использоваться при записи этой " @@ -5199,8 +5194,8 @@ msgid "" "recorded to a video file." msgstr "" "Включить режим Movie Maker.\n" -"Проект будет запущен со стабильным FPS, а изображение и звук будут записаны " -"в видеофайл." +"Проект будет запущен со стабильным FPS, а изображение и звук будут записаны в " +"видеофайл." msgid "" "Hold %s to round to integers.\n" @@ -5355,8 +5350,8 @@ msgstr "Кол-во ударов:" msgid "" "Configure the amount of Beats used for music-aware looping. If zero, it will " "be autodetected from the length.\n" -"It is recommended to set this value (either manually or by clicking on a " -"beat number in the preview) to ensure looping works properly." +"It is recommended to set this value (either manually or by clicking on a beat " +"number in the preview) to ensure looping works properly." msgstr "" "Параметр количества битов, используемых для зацикливания музыки. Если ноль, " "он будет автоматически определен по длине.\n" @@ -5471,13 +5466,13 @@ msgstr "Глифы с карты символов" msgid "" "Add or remove glyphs from the character map to pre-render list:\n" "Note: Some stylistic alternatives and glyph variants do not have one-to-one " -"correspondence to character, and not shown in this map, use \"Glyphs from " -"the text\" tab to add these." +"correspondence to character, and not shown in this map, use \"Glyphs from the " +"text\" tab to add these." msgstr "" "Добавьте или удалите глифы из карты символов в список предварительного " "рендера:\n" -"Обратите внимание: Некоторые стилистические альтернативы и варианты глифов " -"не имеют соответствия один к одному с символом и не показаны в этой карте, " +"Обратите внимание: Некоторые стилистические альтернативы и варианты глифов не " +"имеют соответствия один к одному с символом и не показаны в этой карте, " "используйте вкладку \"Глифы из текста\" для их добавления." msgid "Dynamically rendered TrueType/OpenType font" @@ -5619,10 +5614,9 @@ msgid "" "Material has no name nor any other way to identify on re-import.\n" "Please name it or ensure it is exported with an unique ID." msgstr "" -"Материал не имеет ни названия, ни другого способа идентификации при " -"повторном импорте.\n" -"Пожалуйста, назовите его или убедитесь, что он экспортируется с уникальным " -"ID." +"Материал не имеет ни названия, ни другого способа идентификации при повторном " +"импорте.\n" +"Пожалуйста, назовите его или убедитесь, что он экспортируется с уникальным ID." msgid "Extract Materials to Resource Files" msgstr "Извлечь материалы в файлы ресурсов" @@ -5636,8 +5630,8 @@ msgstr "Уже сохраняется" msgid "" "This mesh already saves to an external resource, no action will be taken." msgstr "" -"Этот меш уже сохранен на внешнем ресурсе, никаких действий предприниматься " -"не будет." +"Этот меш уже сохранен на внешнем ресурсе, никаких действий предприниматься не " +"будет." msgid "Existing file with the same name will be replaced on import." msgstr "Существующий файл с тем же именем будет заменен при импорте." @@ -5651,20 +5645,18 @@ msgid "" msgstr "" "Меш не имеет ни имени, ни другого способа идентификации при повторном " "импорте.\n" -"Пожалуйста, назовите его или убедитесь, что он экспортируется с уникальным " -"ID." +"Пожалуйста, назовите его или убедитесь, что он экспортируется с уникальным ID." msgid "Set paths to save meshes as resource files on Reimport" msgstr "" -"Установка путей для сохранения мешей в качестве файлов ресурсов при " -"повторном импорте" +"Установка путей для сохранения мешей в качестве файлов ресурсов при повторном " +"импорте" msgid "Set Paths" msgstr "Задать пути" msgid "" -"This animation already saves to an external resource, no action will be " -"taken." +"This animation already saves to an external resource, no action will be taken." msgstr "" "Эта анимация уже сохранена на внешнем ресурсе, никаких действий " "предприниматься не будет." @@ -5735,8 +5727,7 @@ msgid "" "first will discard changes made in the Import dock." msgstr "" "У вас есть изменения, которые ещё не были применены. Нажмите " -"Переимпортировать, чтобы применить изменения, внесённые в параметры " -"импорта.\n" +"Переимпортировать, чтобы применить изменения, внесённые в параметры импорта.\n" "Если выбрать другой ресурс в панели \"Файловая система\", не нажав сначала " "Переимпортировать, то сделанные в панели \"Импорт\" изменения будут потеряны." @@ -5762,8 +5753,8 @@ msgstr "" "перестать загружаться должным образом." msgid "" -"Select a resource file in the filesystem or in the inspector to adjust " -"import settings." +"Select a resource file in the filesystem or in the inspector to adjust import " +"settings." msgstr "" "Выберите файл ресурса в файловой системе или в инспекторе, чтобы настроить " "параметры импорта." @@ -5812,8 +5803,7 @@ msgid "Keycode (Latin Equivalent)" msgstr "Код клавиш (Латинский эквивалент)" msgid "Physical Keycode (Position on US QWERTY Keyboard)" -msgstr "" -"Физический код клавиши (Положение на клавиатуре с раскладкой US QWERTY)" +msgstr "Физический код клавиши (Положение на клавиатуре с раскладкой US QWERTY)" msgid "Key Label (Unicode, Case-Insensitive)" msgstr "Название клавиши (Юникод, без учета регистра)" @@ -5821,8 +5811,7 @@ msgstr "Название клавиши (Юникод, без учета рег msgid "" "The following resources will be duplicated and embedded within this resource/" "object." -msgstr "" -"Следующие ресурсы будут продублированы и встроены в этот ресурс/объект." +msgstr "Следующие ресурсы будут продублированы и встроены в этот ресурс/объект." msgid "This object has no resources." msgstr "Этот объект не имеет ресурсов." @@ -6197,8 +6186,8 @@ msgid "" "Animation player has no valid root node path, so unable to retrieve track " "names." msgstr "" -"Анимация игрока не имеет действующего пути корневого узла, поэтому не " -"удаётся получить отслеживаемые имена." +"Анимация игрока не имеет действующего пути корневого узла, поэтому не удаётся " +"получить отслеживаемые имена." msgid "Anim Clips" msgstr "Анимационные клипы" @@ -6284,15 +6273,15 @@ msgid "Make Animation Library Unique: %s" msgstr "Сделать библиотеку анимации уникальной: %s" msgid "" -"This animation can't be saved because it does not belong to the edited " -"scene. Make it unique first." +"This animation can't be saved because it does not belong to the edited scene. " +"Make it unique first." msgstr "" "Эту анимацию нельзя сохранить, так как она не принадлежит редактируемой " "сцене. Сначала сделайте её уникальной." msgid "" -"This animation can't be saved because it was imported from another file. " -"Make it unique first." +"This animation can't be saved because it was imported from another file. Make " +"it unique first." msgstr "" "Эту анимацию нельзя сохранить, так как она была импортирована из другого " "файла. Сначала сделайте её уникальной." @@ -6440,8 +6429,7 @@ msgstr "Повторяющееся имя анимации:" msgid "Play selected animation backwards from current pos. (A)" msgstr "" -"Воспроизвести выбранную анимацию в обратном направлении с текущей позиции. " -"(A)" +"Воспроизвести выбранную анимацию в обратном направлении с текущей позиции. (A)" msgid "Play selected animation backwards from end. (Shift+A)" msgstr "" @@ -6570,8 +6558,8 @@ msgstr "Переход удалён" msgid "" "Select and move nodes.\n" "RMB: Add node at position clicked.\n" -"Shift+LMB+Drag: Connects the selected node with another node or creates a " -"new node if you select an area without nodes." +"Shift+LMB+Drag: Connects the selected node with another node or creates a new " +"node if you select an area without nodes." msgstr "" "Выбор и перемещение узлов.\n" "ПКМ: добавление узла в выбранную позицию.\n" @@ -6759,8 +6747,8 @@ msgid "" "corner." msgstr "" "Нет результатов для %s %s для уровней поддержки: %s.\n" -"Проверьте включенные уровни поддержки с помощью кнопки \"Поддержка\" в " -"правом верхнем углу." +"Проверьте включенные уровни поддержки с помощью кнопки \"Поддержка\" в правом " +"верхнем углу." msgid "Search Templates, Projects, and Demos" msgstr "Искать шаблоны, проекты и демо" @@ -6982,6 +6970,9 @@ msgstr "Масштаб 800%" msgid "Zoom to 1600%" msgstr "Масштаб 1600%" +msgid "Center View" +msgstr "Центрировать вид" + msgid "Select Mode" msgstr "Режим выделения" @@ -7253,8 +7244,8 @@ msgid "This node doesn't have a control parent." msgstr "Этот узел не имеет родительский узел управления." msgid "" -"Use the appropriate layout properties depending on where you are going to " -"put it." +"Use the appropriate layout properties depending on where you are going to put " +"it." msgstr "" "Выберите подходящие свойства макета в зависимости от того, где вы планируете " "его разместить." @@ -7390,8 +7381,8 @@ msgid "" "When active, moving Control nodes changes their anchors instead of their " "offsets." msgstr "" -"Когда активно, при перемещении узлов Control будут изменяться значения " -"якорей вместо отступов." +"Когда активно, при перемещении узлов Control будут изменяться значения якорей " +"вместо отступов." msgid "Sizing settings for children of a Container node." msgstr "Установки размеров для дочерних узлов в узле Контейнера." @@ -7447,6 +7438,9 @@ msgstr "Удалить точку кривой" msgid "Modify Curve Point" msgstr "Изменить точку кривой" +msgid "Modify Curve Point's Tangents" +msgstr "Изменить касательные точки кривой" + msgid "Hold Shift to edit tangents individually" msgstr "Удерживайте Shift, чтобы изменить касательные индивидуально" @@ -7479,8 +7473,8 @@ msgstr "" "Когда эта опция включена, при развёртывании в-один-клик исполняемый файл " "будет пытаться подключиться к IP-адресу этого компьютера, чтобы можно было " "отладить запущенный проект.\n" -"Этот параметр предназначен для удалённой отладки (обычно с помощью " -"мобильного устройства).\n" +"Этот параметр предназначен для удалённой отладки (обычно с помощью мобильного " +"устройства).\n" "Вам не нужно включать его, чтобы использовать отладчик GDScript локально." msgid "Small Deploy with Network Filesystem" @@ -7534,13 +7528,13 @@ msgid "Synchronize Scene Changes" msgstr "Синхронизация изменений в сценах" msgid "" -"When this option is enabled, any changes made to the scene in the editor " -"will be replicated in the running project.\n" +"When this option is enabled, any changes made to the scene in the editor will " +"be replicated in the running project.\n" "When used remotely on a device, this is more efficient when the network " "filesystem option is enabled." msgstr "" -"Когда эта опция включена, все изменения в сцене, сделанные в редакторе, " -"будут перенесены в запущенный проект.\n" +"Когда эта опция включена, все изменения в сцене, сделанные в редакторе, будут " +"перенесены в запущенный проект.\n" "При удалённом использовании на устройстве, это работает эффективнее если " "сетевая файловая система включена." @@ -7548,8 +7542,8 @@ msgid "Synchronize Script Changes" msgstr "Синхронизация изменений в скриптах" msgid "" -"When this option is enabled, any script that is saved will be reloaded in " -"the running project.\n" +"When this option is enabled, any script that is saved will be reloaded in the " +"running project.\n" "When used remotely on a device, this is more efficient when the network " "filesystem option is enabled." msgstr "" @@ -7583,6 +7577,9 @@ msgstr "Размер: %s" msgid "Type: %s" msgstr "Тип: %s" +msgid "Dimensions: %d × %d" +msgstr "Размеры: %d × %d" + msgid "Overrides (%d)" msgstr "Переопределения (%d)" @@ -7881,8 +7878,8 @@ msgid "" "Mesh cannot unwrap UVs because it does not belong to the edited scene. Make " "it unique first." msgstr "" -"UVs меша не могут быть развернуты, потому что он не принадлежит " -"редактируемой сцене. Сначала сделайте его уникальным." +"UVs меша не могут быть развернуты, потому что он не принадлежит редактируемой " +"сцене. Сначала сделайте его уникальным." msgid "" "Mesh cannot unwrap UVs because it belongs to another resource which was " @@ -7989,8 +7986,8 @@ msgid "Create Outline Mesh..." msgstr "Создать меш обводку..." msgid "" -"Creates a static outline mesh. The outline mesh will have its normals " -"flipped automatically.\n" +"Creates a static outline mesh. The outline mesh will have its normals flipped " +"automatically.\n" "This can be used instead of the StandardMaterial Grow property when using " "that property isn't possible." msgstr "" @@ -8752,8 +8749,8 @@ msgid "Add Environment to Scene" msgstr "Добавить окружение в сцену" msgid "" -"Adds a WorldEnvironment node matching the preview environment settings to " -"the current scene.\n" +"Adds a WorldEnvironment node matching the preview environment settings to the " +"current scene.\n" "Hold Shift while clicking to also add the preview sun to the current scene." msgstr "" "Добавляет узел WorldEnvironment, соответствующий настройкам предпросмотра " @@ -8943,8 +8940,7 @@ msgstr "" "Создать пользовательский полигон. Включает рендер пользовательских полигонов." msgid "" -"Remove a custom polygon. If none remain, custom polygon rendering is " -"disabled." +"Remove a custom polygon. If none remain, custom polygon rendering is disabled." msgstr "" "Удалить пользовательский полигон. Если ничего не осталось, рендер " "пользовательских полигонов отключится." @@ -9229,8 +9225,7 @@ msgstr "Ошибка в (%d, %d):" msgid "" "Missing connected method '%s' for signal '%s' from node '%s' to node '%s'." msgstr "" -"Отсутствует подключённый метод '%s' для сигнала '%s' от узла '%s' к узлу " -"'%s'." +"Отсутствует подключённый метод '%s' для сигнала '%s' от узла '%s' к узлу '%s'." msgid "[Ignore]" msgstr "[Игнорировать]" @@ -9914,8 +9909,8 @@ msgid "Import Selected" msgstr "Импортировать выделенное" msgid "" -"Import Items tab has some items selected. Selection will be lost upon " -"closing this window.\n" +"Import Items tab has some items selected. Selection will be lost upon closing " +"this window.\n" "Close anyway?" msgstr "" "На вкладке \"Импорт элементов\" выбраны некоторые элементы. При закрытии " @@ -10162,11 +10157,10 @@ msgid "Select UI Scene:" msgstr "Выбрать UI-сцену:" msgid "" -"Toggle the control picker, allowing to visually select control types for " -"edit." +"Toggle the control picker, allowing to visually select control types for edit." msgstr "" -"Переключает средство выбора Control, позволяя визуально выбирать типы " -"Control для редактирования." +"Переключает средство выбора Control, позволяя визуально выбирать типы Control " +"для редактирования." msgid "Toggle Button" msgstr "Кнопка-переключатель" @@ -10236,8 +10230,7 @@ msgstr "" "Недопустимый путь, ресурс PackedScene, вероятно, был перемещён или удалён." msgid "Invalid PackedScene resource, must have a Control node at its root." -msgstr "" -"Недопустимый ресурс PackedScene, он должен иметь корневой узел Control." +msgstr "Недопустимый ресурс PackedScene, он должен иметь корневой узел Control." msgid "Invalid file, not a PackedScene resource." msgstr "Неверный файл, не ресурс PackedScene." @@ -10564,8 +10557,8 @@ msgid "" "No VCS plugins are available in the project. Install a VCS plugin to use VCS " "integration features." msgstr "" -"В проекте нет VCS-плагинов. Установите плагин VCS, чтобы использовать " -"функции интеграции VCS." +"В проекте нет VCS-плагинов. Установите плагин VCS, чтобы использовать функции " +"интеграции VCS." msgid "Error" msgstr "Ошибка" @@ -11035,7 +11028,7 @@ msgstr "Возвращает результат побитовой операц msgid "" "Returns the result of bitwise NOT (~a) operation on the unsigned integer." msgstr "" -"Возвращает результат побитовой операции НЕ (~a) над беззнаковым целым числом." +"Возвращает результат побитовой операции НЕ (~a) над целым числом без знака." msgid "" "Finds the nearest integer that is greater than or equal to the parameter." @@ -11141,14 +11134,14 @@ msgid "" "SmoothStep function( scalar(edge0), scalar(edge1), scalar(x) ).\n" "\n" "Returns 0.0 if 'x' is smaller than 'edge0' and 1.0 if x is larger than " -"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 " -"using Hermite polynomials." +"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 using " +"Hermite polynomials." msgstr "" "SmoothStep function( scalar(edge0), scalar(edge1), scalar(x) ).\n" "\n" "Возвращает 0.0, если 'x' меньше, чем 'edge0', и 1.0, если x больше, чем " -"'edge1'. В остальных случаях возвращаемое значение интерполируется " -"полиномами Эрмита в промежутке от 0.0 до 1.0." +"'edge1'. В остальных случаях возвращаемое значение интерполируется полиномами " +"Эрмита в промежутке от 0.0 до 1.0." msgid "" "Step function( scalar(edge), scalar(x) ).\n" @@ -11160,8 +11153,7 @@ msgstr "" "Возвращает 0.0, если 'x' меньше чем 'граница', иначе — 1.0." msgid "" -"(Fragment/Light mode only) (Scalar) Sum of absolute derivative in 'x' and " -"'y'." +"(Fragment/Light mode only) (Scalar) Sum of absolute derivative in 'x' and 'y'." msgstr "" "(Только в режиме Фрагмент/Свет) (Скаляр) Сумма абсолютных значений " "производных по 'x' и 'y'." @@ -11186,8 +11178,7 @@ msgstr "" "Возвращает результат операции побитового И (a & b) для двух целых чисел." msgid "" -"Returns the result of bitwise AND (a & b) operation for two unsigned " -"integers." +"Returns the result of bitwise AND (a & b) operation for two unsigned integers." msgstr "" "Возвращает результат операции побитового И (a & b) двух безнаковых целых " "чисел." @@ -11267,8 +11258,8 @@ msgstr "Выполняет поиск кубической текстуры." msgid "" "Returns the depth value obtained from the depth prepass in a linear space." msgstr "" -"Возвращает значение глубины, полученное из предварительного прохода глубины " -"в линейном пространстве." +"Возвращает значение глубины, полученное из предварительного прохода глубины в " +"линейном пространстве." msgid "Apply panning function on texture coordinates." msgstr "Применить функцию панорамирования к координатам текстуры." @@ -11400,8 +11391,8 @@ msgstr "" "Nref меньше нуля, возвращается N. В противном случае возвращается -N." msgid "" -"Returns falloff based on the dot product of surface normal and view " -"direction of camera (pass associated inputs to it)." +"Returns falloff based on the dot product of surface normal and view direction " +"of camera (pass associated inputs to it)." msgstr "" "Возвращает падение на основе точечного произведения нормальной поверхности и " "направления обзора камеры (пропустите соответствующие входы к ней)." @@ -11442,27 +11433,27 @@ msgid "" "SmoothStep function( vector(edge0), vector(edge1), vector(x) ).\n" "\n" "Returns 0.0 if 'x' is smaller than 'edge0' and 1.0 if 'x' is larger than " -"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 " -"using Hermite polynomials." +"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 using " +"Hermite polynomials." msgstr "" "SmoothStep function( vector(edge0), vector(edge1), vector(x) ).\n" "\n" "Возвращает 0.0, если 'x' меньше, чем 'edge0', и 1.0, если 'x' больше, чем " -"'edge1'. В остальных случаях возвращаемое значение интерполируется " -"полиномами Эрмита в промежутке от 0.0 до 1.0." +"'edge1'. В остальных случаях возвращаемое значение интерполируется полиномами " +"Эрмита в промежутке от 0.0 до 1.0." msgid "" "SmoothStep function( scalar(edge0), scalar(edge1), vector(x) ).\n" "\n" "Returns 0.0 if 'x' is smaller than 'edge0' and 1.0 if 'x' is larger than " -"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 " -"using Hermite polynomials." +"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 using " +"Hermite polynomials." msgstr "" "SmoothStep function( scalar(edge0), scalar(edge1), vector(x) ).\n" "\n" "Возвращает 0.0, если 'x' меньше, чем 'edge0', и 1.0, если 'x' больше, чем " -"'edge1'. В остальных случаях возвращаемое значение интерполируется " -"полиномами Эрмита в промежутке от 0.0 до 1.0." +"'edge1'. В остальных случаях возвращаемое значение интерполируется полиномами " +"Эрмита в промежутке от 0.0 до 1.0." msgid "" "Step function( vector(edge), vector(x) ).\n" @@ -11483,8 +11474,7 @@ msgstr "" "Возвращает 0.0, если 'x' меньше, чем 'edge', и 1.0 в противном случае." msgid "" -"(Fragment/Light mode only) (Vector) Sum of absolute derivative in 'x' and " -"'y'." +"(Fragment/Light mode only) (Vector) Sum of absolute derivative in 'x' and 'y'." msgstr "" "(Только в режиме Фрагмент/Свет) (Вектор) Сумма абсолютных значений " "производных по 'x' и 'y'." @@ -11526,8 +11516,7 @@ msgstr "Ошибка при открытии файла пакета (Не яв msgid "" "Invalid \".zip\" project file; it doesn't contain a \"project.godot\" file." -msgstr "" -"Недействительный .zip-файл проекта; не содержит файл \"project.godot\"." +msgstr "Недействительный .zip-файл проекта; не содержит файл \"project.godot\"." msgid "Please choose an empty folder." msgstr "Пожалуйста, выберите пустую папку." @@ -11687,15 +11676,11 @@ msgstr "Отрисовщик:" msgid "The renderer can be changed later, but scenes may need to be adjusted." msgstr "" -"Отрисовщик может быть изменён позже, но сцены могут потребовать " -"корректировки." +"Отрисовщик может быть изменён позже, но сцены могут потребовать корректировки." msgid "Version Control Metadata:" msgstr "Метаданные контроля версий:" -msgid "The project uses features unsupported by the current build:" -msgstr "В проекте используются функции, не поддерживаемые текущей сборкой:" - msgid "Error: Project is missing on the filesystem." msgstr "Ошибка: Проект отсутствует в файловой системе." @@ -11734,8 +11719,8 @@ msgid "" "Warning: You won't be able to open the project with previous versions of the " "engine anymore." msgstr "" -"В файле конфигурации (\"project.godot\") выбранного проекта \"%s\" не " -"указана поддерживаемая версия Godot.\n" +"В файле конфигурации (\"project.godot\") выбранного проекта \"%s\" не указана " +"поддерживаемая версия Godot.\n" "\n" "Путь проекта: %s\n" "\n" @@ -11753,8 +11738,7 @@ msgid "" "\n" "You have three options:\n" "- Convert only the configuration file (\"project.godot\"). Use this to open " -"the project without attempting to convert its scenes, resources and " -"scripts.\n" +"the project without attempting to convert its scenes, resources and scripts.\n" "- Convert the entire project including its scenes, resources and scripts " "(recommended if you are upgrading).\n" "- Do nothing and go back.\n" @@ -11825,8 +11809,8 @@ msgid "" "loss.\n" "\n" msgstr "" -"Предупреждение: В этом проекте используются плавающие числа двойной " -"точности, но эта версия\n" +"Предупреждение: В этом проекте используются плавающие числа двойной точности, " +"но эта версия\n" "Godot использует плавающие числа одинарной точности. Открытие этого проекта " "может привести к потере данных.\n" "\n" @@ -11841,17 +11825,8 @@ msgstr "" "\n" msgid "" -"Warning: This project was built in Godot %s.\n" -"Opening will upgrade or downgrade the project to Godot %s.\n" -"\n" -msgstr "" -"Предупреждение: Этот проект был создан в Godot %s.\n" -"Открытие приведет к повышению или понижению версии проекта до Godot %s.\n" -"\n" - -msgid "" -"Warning: This project uses the following features not supported by this " -"build of Godot:\n" +"Warning: This project uses the following features not supported by this build " +"of Godot:\n" "\n" "%s\n" "\n" @@ -11933,8 +11908,8 @@ msgstr "Фильтр проектов" msgid "" "This field filters projects by name and last path component.\n" -"To filter projects by name and full path, the query must contain at least " -"one `/` character." +"To filter projects by name and full path, the query must contain at least one " +"`/` character." msgstr "" "Это поле фильтрует проекты по имени и последнему компоненту пути.\n" "Чтобы отфильтровать проекты по имени и полному пути, запрос должен содержать " @@ -11988,28 +11963,6 @@ msgstr "Также удалить содержимое проекта (нель msgid "Convert Full Project" msgstr "Конвертировать весь проект" -msgid "" -"This option will perform full project conversion, updating scenes, resources " -"and scripts from Godot 3.x to work in Godot 4.0.\n" -"\n" -"Note that this is a best-effort conversion, i.e. it makes upgrading the " -"project easier, but it will not open out-of-the-box and will still require " -"manual adjustments.\n" -"\n" -"IMPORTANT: Make sure to backup your project before converting, as this " -"operation makes it impossible to open it in older versions of Godot." -msgstr "" -"Эта опция выполнит полное конвертирование проекта, обновив сцены, ресурсы и " -"скрипты из Godot 3.x для работы в Godot 4.0.\n" -"\n" -"Обратите внимание, что это конвертирование упрощает обновление проекта, но " -"не гарантирует его работу \"из коробки\", ручные корректировки всё ещё " -"необходимы.\n" -"\n" -"ВАЖНО: Обязательно сделайте резервную копию вашего проекта перед " -"конвертированием, так как эта операция делает невозможным его открытие в " -"старых версиях Godot." - msgid "Can't run project" msgstr "Не удалось запустить проект" @@ -12270,11 +12223,11 @@ msgid "Error loading scene from %s" msgstr "Ошибка при загрузке сцены из %s" msgid "" -"Cannot instantiate the scene '%s' because the current scene exists within " -"one of its nodes." +"Cannot instantiate the scene '%s' because the current scene exists within one " +"of its nodes." msgstr "" -"Невозможно создать экземпляр сцены '%s', потому что текущая сцена находится " -"в одном из её узлов." +"Невозможно создать экземпляр сцены '%s', потому что текущая сцена находится в " +"одном из её узлов." msgid "Instantiate Scene(s)" msgstr "Инстанцировать сцену(ы)" @@ -12332,8 +12285,7 @@ msgstr "Удалить узел \"%s\"?" msgid "Some nodes are referenced by animation tracks." msgstr "Дорожки анимации ссылаются на некоторые узлы." -msgid "" -"Saving the branch as a scene requires having a scene open in the editor." +msgid "Saving the branch as a scene requires having a scene open in the editor." msgstr "" "Для сохранения ветки как сцены необходимо, чтобы сцена была открыта в " "редакторе." @@ -12351,8 +12303,7 @@ msgid "" "FileSystem dock context menu\n" "or create an inherited scene using Scene > New Inherited Scene... instead." msgstr "" -"Невозможно сохранить ветку корневого узла в качестве инстанцированной " -"сцены.\n" +"Невозможно сохранить ветку корневого узла в качестве инстанцированной сцены.\n" "Чтобы создать редактируемую копию текущей сцены, продублируйте её с помощью " "контекстного меню панели \"Файловая система\"\n" "или создайте унаследованную сцену, используя вместо этого Сцена > Новая " @@ -12400,8 +12351,8 @@ msgstr "" "узла будут возвращены к значениям по умолчанию." msgid "" -"Enabling \"Load As Placeholder\" will disable \"Editable Children\" and " -"cause all properties of the node to be reverted to their default." +"Enabling \"Load As Placeholder\" will disable \"Editable Children\" and cause " +"all properties of the node to be reverted to their default." msgstr "" "Включение опции \"Загрузить как заполнитель\" отключит опцию \"Редактируемые " "потомки\" и приведет к тому, что все свойства узла будут возвращены к " @@ -12439,8 +12390,7 @@ msgstr "Невозможно выполнить операцию на узлах msgid "Can't operate on nodes the current scene inherits from!" msgstr "" -"Невозможно выполнить операцию на узлах, от которых унаследована текущая " -"сцена!" +"Невозможно выполнить операцию на узлах, от которых унаследована текущая сцена!" msgid "This operation can't be done on instantiated scenes." msgstr "Эта операция не может быть выполнена на инстанцированных сценах." @@ -12687,8 +12637,8 @@ msgstr "" "редактированы через внешний редактор." msgid "" -"Warning: Having the script name be the same as a built-in type is usually " -"not desired." +"Warning: Having the script name be the same as a built-in type is usually not " +"desired." msgstr "" "Предупреждение: Обычно нежелательно, чтобы имя скрипта совпадало с именем " "встроенного типа." @@ -12703,8 +12653,7 @@ msgid "Attach Node Script" msgstr "Прикрепить скрипт" msgid "Error - Could not create shader include in filesystem." -msgstr "" -"Ошибка - Не удалось создать включаемый файл шейдера в файловой системе." +msgstr "Ошибка - Не удалось создать включаемый файл шейдера в файловой системе." msgid "Error - Could not create shader in filesystem." msgstr "Ошибка - Не удалось создать шейдер в файловой системе." @@ -12855,8 +12804,8 @@ msgstr "" "Пожалуйста, укажите правильный путь установки Blender:" msgid "" -"Disables Blender '.blend' files import for this project. Can be re-enabled " -"in Project Settings." +"Disables Blender '.blend' files import for this project. Can be re-enabled in " +"Project Settings." msgstr "" "Отключает импорт файлов Blender '.blend' в данном проекте. Может быть " "повторно включен в Настройках проекта." @@ -12986,8 +12935,8 @@ msgid "" "Unable to load .NET runtime, no compatible version was found.\n" "Attempting to create/edit a project will lead to a crash.\n" "\n" -"Please install the .NET SDK 6.0 or later from https://dotnet.microsoft.com/" -"en-us/download and restart Godot." +"Please install the .NET SDK 6.0 or later from https://dotnet.microsoft.com/en-" +"us/download and restart Godot." msgstr "" "Невозможно загрузить среду выполнения .NET, не найдена совместимая версия.\n" "Попытка создания/редактирования проекта приведет к аварийному завершению.\n" @@ -13002,8 +12951,8 @@ msgid "" "Unable to load .NET runtime, specifically hostfxr.\n" "Attempting to create/edit a project will lead to a crash.\n" "\n" -"Please install the .NET SDK 6.0 or later from https://dotnet.microsoft.com/" -"en-us/download and restart Godot." +"Please install the .NET SDK 6.0 or later from https://dotnet.microsoft.com/en-" +"us/download and restart Godot." msgstr "" "Невозможно загрузить среду выполнения .NET, в частности hostfxr.\n" "Попытка создания/редактирования проекта приводит к сбою.\n" @@ -13071,8 +13020,8 @@ msgid "" "A valid NodePath must be set in the \"Spawn Path\" property in order for " "MultiplayerSpawner to be able to spawn Nodes." msgstr "" -"Чтобы MultiplayerSpawner мог порождать узлы, в свойстве \"Spawn Path\" " -"должен быть установлен действительный NodePath." +"Чтобы MultiplayerSpawner мог порождать узлы, в свойстве \"Spawn Path\" должен " +"быть установлен действительный NodePath." msgid "" "A valid NodePath must be set in the \"Root Path\" property in order for " @@ -13082,8 +13031,7 @@ msgstr "" "свойстве \"Root Path\" должен быть установлен действительный путь узла." msgid "A NavigationMesh resource must be set or created for this node to work." -msgstr "" -"Ресурс NavigationMesh должен быть установлен или создан для этого узла." +msgstr "Ресурс NavigationMesh должен быть установлен или создан для этого узла." msgid "" "Cannot generate navigation mesh because it belongs to a resource which was " @@ -13197,11 +13145,10 @@ msgstr "" msgid "\"Export AAB\" is only valid when \"Use Gradle Build\" is enabled." msgstr "" -"\"Export AAB\" действителен только при включённой опции \"Использовать " -"Gradle сборку\"." +"\"Export AAB\" действителен только при включённой опции \"Использовать Gradle " +"сборку\"." -msgid "" -"\"Min SDK\" can only be overridden when \"Use Gradle Build\" is enabled." +msgid "\"Min SDK\" can only be overridden when \"Use Gradle Build\" is enabled." msgstr "" "\"Min SDK\" можно переопределить, только если включена опция \"Использовать " "Gradle Build\"." @@ -13212,8 +13159,8 @@ msgstr "" "недопустимо." msgid "" -"\"Min SDK\" cannot be lower than %d, which is the version needed by the " -"Godot library." +"\"Min SDK\" cannot be lower than %d, which is the version needed by the Godot " +"library." msgstr "" "\"Min SDK\" не может быть меньше %d версии, требуемой библиотекой Godot." @@ -13336,8 +13283,8 @@ msgstr "Подпись кода" msgid "" "All 'apksigner' tools located in Android SDK 'build-tools' directory failed " -"to execute. Please check that you have the correct version installed for " -"your target sdk version. The resulting %s is unsigned." +"to execute. Please check that you have the correct version installed for your " +"target sdk version. The resulting %s is unsigned." msgstr "" "Не удалось выполнить все инструменты 'apksigner', расположенные в каталоге " "Android SDK 'build-tools'. Пожалуйста, проверьте, что у вас установлена " @@ -13345,8 +13292,8 @@ msgstr "" "является беззнаковым." msgid "" -"'apksigner' could not be found. Please check that the command is available " -"in the Android SDK build-tools directory. The resulting %s is unsigned." +"'apksigner' could not be found. Please check that the command is available in " +"the Android SDK build-tools directory. The resulting %s is unsigned." msgstr "" "Не удалось найти 'apksigner'. Пожалуйста, убедитесь в наличии команды в " "каталоге build-tools Android SDK. Результирующий %s не подписан." @@ -13410,8 +13357,7 @@ msgstr "" msgid "" "Unable to overwrite res://android/build/res/*.xml files with project name." -msgstr "" -"Невозможно перезаписать res://android/build/res/*.xml с именем проекта." +msgstr "Невозможно перезаписать res://android/build/res/*.xml с именем проекта." msgid "Could not export project files to gradle project." msgstr "Не удалось экспортировать файлы проекта в проект gradle." @@ -13423,12 +13369,12 @@ msgid "Building Android Project (gradle)" msgstr "Сборка проекта Android (gradle)" msgid "" -"Building of Android project failed, check output for the error. " -"Alternatively visit docs.godotengine.org for Android build documentation." +"Building of Android project failed, check output for the error. Alternatively " +"visit docs.godotengine.org for Android build documentation." msgstr "" -"Сборка Android проекта не удалась, проверьте вывод на ошибки. Вы также " -"можете посетить docs.godotengine.org для получения документации по сборке " -"для Android." +"Сборка Android проекта не удалась, проверьте вывод на ошибки. Вы также можете " +"посетить docs.godotengine.org для получения документации по сборке для " +"Android." msgid "Moving output" msgstr "Перемещение выходных данных" @@ -13612,8 +13558,8 @@ msgstr "Требуется приложение-песочница для рас msgid "" "Neither Apple ID name nor App Store Connect issuer ID name not specified." msgstr "" -"Не указаны ни имя идентификатора Apple ID, ни имя идентификатора эмитента " -"App Store Connect." +"Не указаны ни имя идентификатора Apple ID, ни имя идентификатора эмитента App " +"Store Connect." msgid "" "Both Apple ID name and App Store Connect issuer ID name are specified, only " @@ -13721,8 +13667,8 @@ msgid "Invalid export format." msgstr "Неверный формат экспорта." msgid "" -"Relative symlinks are not supported on this OS, the exported project might " -"be broken!" +"Relative symlinks are not supported on this OS, the exported project might be " +"broken!" msgstr "" "Относительные символические ссылки не поддерживаются в этой ОС, " "экспортируемый проект может быть повреждён!" @@ -13763,8 +13709,8 @@ msgid "" "Notarization requires the app to be archived first, select the DMG or ZIP " "export format instead." msgstr "" -"Заверение требует, чтобы приложение было сначала заархивировано, вместо " -"этого выберите формат экспорта DMG или ZIP." +"Заверение требует, чтобы приложение было сначала заархивировано, вместо этого " +"выберите формат экспорта DMG или ZIP." msgid "Sending archive for notarization" msgstr "Отправка архива для заверения" @@ -13791,12 +13737,12 @@ msgid "" "enabled Gatekeeper and Apple Silicon powered Macs." msgstr "" "Подпись кода отключена. Экспортированный проект не будет работать на " -"компьютерах Mac с включенным Gatekeeper и компьютерах Mac с процессором " -"Apple Silicon." +"компьютерах Mac с включенным Gatekeeper и компьютерах Mac с процессором Apple " +"Silicon." msgid "" -"Code signing: Using ad-hoc signature. The exported project will be blocked " -"by Gatekeeper" +"Code signing: Using ad-hoc signature. The exported project will be blocked by " +"Gatekeeper" msgstr "" "Подпись кода: Использование ad-hoc подписи. Экспортированный проект будет " "заблокирован Gatekeeper" @@ -13946,21 +13892,21 @@ msgstr "Неверный сервер метки времени." msgid "" "Could not start signtool executable. Configure signtool path in the Editor " -"Settings (Export > Windows > signtool), or disable \"Codesign\" in the " -"export preset." +"Settings (Export > Windows > signtool), or disable \"Codesign\" in the export " +"preset." msgstr "" "Не удалось запустить исполняемый файл signtool. Настройте путь к signtool в " -"настройках редактора (Export > Windows > signtool) или отключите " -"\"Codesign\" в пресете экспорта." +"настройках редактора (Export > Windows > signtool) или отключите \"Codesign\" " +"в пресете экспорта." msgid "" "Could not start osslsigncode executable. Configure signtool path in the " -"Editor Settings (Export > Windows > osslsigncode), or disable \"Codesign\" " -"in the export preset." +"Editor Settings (Export > Windows > osslsigncode), or disable \"Codesign\" in " +"the export preset." msgstr "" -"Не удалось запустить исполняемый файл osslsigncode. Настройте путь к " -"signtool в настройках редактора (Export > Windows > osslsigncode) или " -"отключите \"Codesign\" в пресете экспорта." +"Не удалось запустить исполняемый файл osslsigncode. Настройте путь к signtool " +"в настройках редактора (Export > Windows > osslsigncode) или отключите " +"\"Codesign\" в пресете экспорта." msgid "Signtool failed to sign executable: %s." msgstr "Signtool не смог подписать исполняемый файл: %s." @@ -13969,11 +13915,11 @@ msgid "Failed to remove temporary file \"%s\"." msgstr "Невозможно удалить временный файл \"%s\"." msgid "" -"The rcedit tool must be configured in the Editor Settings (Export > Windows " -"> rcedit) to change the icon or app information data." +"The rcedit tool must be configured in the Editor Settings (Export > Windows > " +"rcedit) to change the icon or app information data." msgstr "" -"Инструмент rcedit должен быть задан в настройках редактора (Экспорт > " -"Windows > rcedit), чтобы изменить значок или информацию о приложении." +"Инструмент rcedit должен быть задан в настройках редактора (Экспорт > Windows " +"> rcedit), чтобы изменить значок или информацию о приложении." msgid "Windows executables cannot be >= 4 GiB." msgstr "Исполняемые файлы Windows не могут иметь размер >= 4 ГБ." @@ -13993,11 +13939,11 @@ msgstr "" msgid "" "This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " -"define its shape." +"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to define " +"its shape." msgstr "" -"Этот узел не имеет форму, поэтому не может сталкиваться или " -"взаимодействовать с другими объектами.\n" +"Этот узел не имеет форму, поэтому не может сталкиваться или взаимодействовать " +"с другими объектами.\n" "Подумайте о добавлении CollisionShape2D или CollisionPolygon2D как дочерний, " "чтобы определить ее форму." @@ -14031,8 +13977,8 @@ msgid "" "CPUParticles2D animation requires the usage of a CanvasItemMaterial with " "\"Particles Animation\" enabled." msgstr "" -"Анимация CPUParticles2D требует использования CanvasItemMaterial с " -"включённой опцией \"Particles Animation\"." +"Анимация CPUParticles2D требует использования CanvasItemMaterial с включённой " +"опцией \"Particles Animation\"." msgid "" "A material to process the particles is not assigned, so no behavior is " @@ -14075,8 +14021,7 @@ msgstr "" msgid "" "A texture with the shape of the light must be supplied to the \"Texture\" " "property." -msgstr "" -"Текстуры с формой света должны быть предоставлены свойству \"Texture\"." +msgstr "Текстуры с формой света должны быть предоставлены свойству \"Texture\"." msgid "" "An occluder polygon must be set (or drawn) for this occluder to take effect." @@ -14124,8 +14069,8 @@ msgid "" "A PhysicalBone2D node should have a Joint2D-based child node to keep bones " "connected! Please add a Joint2D-based node as a child to this node!" msgstr "" -"Узел PhysicalBone2D должен иметь дочерний узел на основе Joint2D, чтобы " -"кости были соединены! Пожалуйста, добавьте узел на основе Joint2D в качестве " +"Узел PhysicalBone2D должен иметь дочерний узел на основе Joint2D, чтобы кости " +"были соединены! Пожалуйста, добавьте узел на основе Joint2D в качестве " "дочернего узла к этому узлу!" msgid "Path property must point to a valid Node2D node to work." @@ -14150,8 +14095,8 @@ msgstr "" msgid "" "This bone lacks a proper REST pose. Go to the Skeleton2D node and set one." msgstr "" -"У этой кости отсутствует правильная REST-позиция. Перейдите к узлу " -"Skeleton2D и установите её." +"У этой кости отсутствует правильная REST-позиция. Перейдите к узлу Skeleton2D " +"и установите её." msgid "" "A Y-sorted layer has the same Z-index value as a not Y-sorted layer.\n" @@ -14171,15 +14116,15 @@ msgstr "" "самом узле TileMap." msgid "" -"Isometric TileSet will likely not look as intended without Y-sort enabled " -"for the TileMap and all of its layers." +"Isometric TileSet will likely not look as intended without Y-sort enabled for " +"the TileMap and all of its layers." msgstr "" "Изометрический TileSet, скорее всего, не будет выглядеть так, как задумано, " "если Y-сортировка не включена для TileMap и для всех его слоёв." msgid "" -"External Skeleton3D node not set! Please set a path to an external " -"Skeleton3D node." +"External Skeleton3D node not set! Please set a path to an external Skeleton3D " +"node." msgstr "" "Не задан внешний узел Skeleton3D! Пожалуйста, задайте путь к внешнему узлу " "Skeleton3D." @@ -14202,11 +14147,11 @@ msgstr "" msgid "" "This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " -"define its shape." +"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to define " +"its shape." msgstr "" -"Этот узел не имеет форму, поэтому не может сталкиваться или " -"взаимодействовать с другими объектами.\n" +"Этот узел не имеет форму, поэтому не может сталкиваться или взаимодействовать " +"с другими объектами.\n" "Подумайте о добавлении CollisionShape3D или CollisionPolygon3D как ребёнка, " "чтобы определить его форму." @@ -14264,8 +14209,7 @@ msgstr "" "ресурс Shape для него." msgid "" -"ConcavePolygonShape3D doesn't support RigidBody3D in another mode than " -"static." +"ConcavePolygonShape3D doesn't support RigidBody3D in another mode than static." msgstr "" "ConcavePolygonShape3D поддерживает RigidBody3D только в статическом режиме." @@ -14303,8 +14247,8 @@ msgstr "" "Mobile." msgid "" -"The decal has no textures loaded into any of its texture properties, and " -"will therefore not be visible." +"The decal has no textures loaded into any of its texture properties, and will " +"therefore not be visible." msgstr "" "Декаль не имеет текстур, загруженных в свойства текстуры, и поэтому не будет " "видна." @@ -14318,16 +14262,16 @@ msgstr "" "Декаль имеет текстуру нормалей и/или ОРМ, но текстура альбедо не задана.\n" "Для наложения карт нормалей/ОРМ на базовую поверхность требуется текстура " "Albedo с альфа-каналом.\n" -"Если вы не хотите, чтобы текстура Albedo была видна, установите для " -"параметра Albedo Mix значение 0." +"Если вы не хотите, чтобы текстура Albedo была видна, установите для параметра " +"Albedo Mix значение 0." msgid "" "The decal's Cull Mask has no bits enabled, which means the decal will not " "paint objects on any layer.\n" "To resolve this, enable at least one bit in the Cull Mask property." msgstr "" -"Маска выбраковки декаля не имеет битов. что значит декаль не нарисует " -"объекты на любом слое.\n" +"Маска выбраковки декаля не имеет битов. что значит декаль не нарисует объекты " +"на любом слое.\n" "Для решения проблемы включите хотя бы один бит в свойстве Маски выбраковки." msgid "Fog Volumes are only visible when using the Forward+ backend." @@ -14338,8 +14282,7 @@ msgid "" "order to be visible." msgstr "Чтобы Шумы Тумана были видны, включите объемный туман в сцене среды." -msgid "" -"Nothing is visible because meshes have not been assigned to draw passes." +msgid "Nothing is visible because meshes have not been assigned to draw passes." msgstr "" "Ничего не видно, потому что меши не были назначены на проходы отрисовки." @@ -14350,6 +14293,19 @@ msgstr "" "Анимация частиц требует использования BaseMaterial3D, чей Billboard Mode " "установлен в \"Particle Billboard\"." +msgid "" +"Shadows are not supported when using the GL Compatibility backend yet. " +"Support will be added in a future release." +msgstr "" +"Тени не поддерживаются при использовании режима совместимости OpenGL. " +"Поддержка будет добавлена позднее." + +msgid "A light's scale does not affect the visual size of the light." +msgstr "Масштабирование света не влияет на размер источника света." + +msgid "Projector texture only works with shadows active." +msgstr "Текстура проекции работает только с включенными тенями." + msgid "Creating probes" msgstr "Создание проб" @@ -14370,8 +14326,8 @@ msgid "" "PathFollow3D's ROTATION_ORIENTED requires \"Up Vector\" to be enabled in its " "parent Path3D's Curve resource." msgstr "" -"ROTATION_ORIENTED узла PathFollow3D требует включения параметра «Up Vector» " -"в родительском ресурсе Path Curve." +"ROTATION_ORIENTED узла PathFollow3D требует включения параметра «Up Vector» в " +"родительском ресурсе Path Curve." msgid "" "The \"Remote Path\" property must point to a valid Node3D or Node3D-derived " @@ -14470,8 +14426,8 @@ msgid "Add current color as a preset." msgstr "Добавить текущий цвет как пресет." msgid "" -"Container by itself serves no purpose unless a script configures its " -"children placement behavior.\n" +"Container by itself serves no purpose unless a script configures its children " +"placement behavior.\n" "If you don't intend to add a script, use a plain Control node instead." msgstr "" "Контейнер сам по себе не имеет смысла, пока скрипт не настроит режим " @@ -14521,12 +14477,12 @@ msgstr "(Другие)" msgid "" "Very low timer wait times (< 0.05 seconds) may behave in significantly " "different ways depending on the rendered or physics frame rate.\n" -"Consider using a script's process loop instead of relying on a Timer for " -"very low wait times." +"Consider using a script's process loop instead of relying on a Timer for very " +"low wait times." msgstr "" "Очень низкое время ожидания таймера (< 0,05 секунды) может привести к " -"значительно разному поведению, в зависимости от частоты кадров рендеринга " -"или физики.\n" +"значительно разному поведению, в зависимости от частоты кадров рендеринга или " +"физики.\n" "Рассмотрите возможность использования цикла обработки в скрипте вместо " "таймера с очень низким временем ожидания." @@ -14704,8 +14660,7 @@ msgid "Varying '%s' cannot be passed for the '%s' parameter in that context." msgstr "" "Varying '%s' не может быть передано для параметра '%s' в данном контексте." -msgid "" -"Varying with '%s' data type may only be used in the 'fragment' function." +msgid "Varying with '%s' data type may only be used in the 'fragment' function." msgstr "" "Varying с типом данных '%s' может быть использовано только в 'fragment' " "функции." @@ -14913,8 +14868,8 @@ msgid "The local variable '%s' is declared but never used." msgstr "Локальная переменная '%s' объявлена, но не используется." msgid "" -"The total size of the %s for this shader on this device has been exceeded " -"(%d/%d). The shader may not work correctly." +"The total size of the %s for this shader on this device has been exceeded (%d/" +"%d). The shader may not work correctly." msgstr "" "Полный размер %s для этого шейдера на этом устройстве превышает (%d/%d). " "Шейдер может работать некорректно." diff --git a/editor/translations/editor/sk.po b/editor/translations/editor/sk.po index 9ca2db445d2..d3f90b00937 100644 --- a/editor/translations/editor/sk.po +++ b/editor/translations/editor/sk.po @@ -21,8 +21,8 @@ msgstr "" "POT-Creation-Date: \n" "PO-Revision-Date: 2023-04-02 03:27+0000\n" "Last-Translator: Milan \n" -"Language-Team: Slovak \n" +"Language-Team: Slovak \n" "Language: sk\n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" @@ -927,8 +927,8 @@ msgstr "" "Inkluzívny: Zahrňuje čas z iných funkcií, volaných touto funkciou.\n" "Slúži na odhalenie úzkych častí hrdla fľaše.\n" "\n" -"Vlastný: Počíta iba strávených čas vo funkcií samotnej, nie v iných " -"funkciách volaných touto funkciou.\n" +"Vlastný: Počíta iba strávených čas vo funkcií samotnej, nie v iných funkciách " +"volaných touto funkciou.\n" "Slúži na nájdenie individuálných funkcií, ktoré treba optimalizovať." msgid "Frame #:" @@ -1179,12 +1179,12 @@ msgstr "Thirdparty Licencie" msgid "" "Godot Engine relies on a number of third-party free and open source " -"libraries, all compatible with the terms of its MIT license. The following " -"is an exhaustive list of all such third-party components with their " -"respective copyright statements and license terms." +"libraries, all compatible with the terms of its MIT license. The following is " +"an exhaustive list of all such third-party components with their respective " +"copyright statements and license terms." msgstr "" -"Godot Engine sa spolieha na množstvo bezplatných a otvorených knižníc " -"tretích strán, ktoré sú kompatibilné s podmienkami licencie MIT. Nasleduje " +"Godot Engine sa spolieha na množstvo bezplatných a otvorených knižníc tretích " +"strán, ktoré sú kompatibilné s podmienkami licencie MIT. Nasleduje " "vyčerpávajúci zoznam všetkých takýchto komponentov tretích strán s ich " "príslušnými prehláseniami o autorských právach a licenčnými podmienkami." @@ -1417,8 +1417,7 @@ msgstr "" "RenderingDevice založené renderovanie (ak vypnuté, je potrebný OpenGL back-" "end)." -msgid "" -"OpenGL back-end (if disabled, the RenderingDevice back-end is required)." +msgid "OpenGL back-end (if disabled, the RenderingDevice back-end is required)." msgstr "OpenGL back-end (ak vypnutý, je potrebný RenderingDevice back-end)." msgid "Vulkan back-end of RenderingDevice." @@ -1521,8 +1520,7 @@ msgid "Enable Contextual Editor" msgstr "Povoliť Kontextuálny Editor" msgid "" -"Profile '%s' already exists. Remove it first before importing, import " -"aborted." +"Profile '%s' already exists. Remove it first before importing, import aborted." msgstr "" "Profil '%s' už existuje. Najprv ho Vymažte ako začnete Importovať, import je " "prerušený." @@ -1751,8 +1749,7 @@ msgstr "Vlastnosť:" msgid "Pin Value [Disabled because '%s' is editor-only]" msgstr "Pripnúť hodnotu (vypnuté pretože '%s' je len pre editor)" -msgid "" -"Pinning a value forces it to be saved even if it's equal to the default." +msgid "Pinning a value forces it to be saved even if it's equal to the default." msgstr "" "Pripnutie hodnoty vynúti jej uloženie, aj keď bude rovná počiatočnej hodnote." @@ -1884,8 +1881,8 @@ msgid "" "This resource can't be saved because it does not belong to the edited scene. " "Make it unique first." msgstr "" -"Tento prostriedok nemôže byť uložený lebo nepatrí editovanej scéne. Najprv " -"ho spravte jedinečným." +"Tento prostriedok nemôže byť uložený lebo nepatrí editovanej scéne. Najprv ho " +"spravte jedinečným." msgid "Save Resource As..." msgstr "Uložiť Prostriedok Ako..." @@ -1959,8 +1956,7 @@ msgid "Restored the Default layout to its base settings." msgstr "Predvolené rozloženie bolo obnovené na základné nastavenia." msgid "This object is marked as read-only, so it's not editable." -msgstr "" -"Tento objekt je označený ako iba na čítanie, nie je možné ho upravovať." +msgstr "Tento objekt je označený ako iba na čítanie, nie je možné ho upravovať." msgid "" "This resource belongs to a scene that was imported, so it's not editable.\n" @@ -2001,8 +1997,8 @@ msgid "%s no longer exists! Please specify a new save location." msgstr "%s už neexistuje! Špecifikujte prosím nové miesto na uloženie." msgid "" -"The current scene has no root node, but %d modified external resource(s) " -"were saved anyway." +"The current scene has no root node, but %d modified external resource(s) were " +"saved anyway." msgstr "" "Aktuálna scéna nemá koreňový uzol, ale %d modifikovaných externých zdrojov " "bolo napriek tomu uložených." @@ -2099,8 +2095,8 @@ msgstr "" "Aby ste v nej mohli spraviť úpravy, môžete vytvoriť novú zdedenú scénu." msgid "" -"Error loading scene, it must be inside the project path. Use 'Import' to " -"open the scene, then save it inside the project path." +"Error loading scene, it must be inside the project path. Use 'Import' to open " +"the scene, then save it inside the project path." msgstr "" "Error pri načítavaní, musí byť vo vnútri projektovej cesty. Použite 'Import' " "aby ste otvorili scénu, a potom ju uložte do projektovej cesty." @@ -2507,8 +2503,8 @@ msgstr "" "Zdroj musí patriť scéne." msgid "" -"Can't create a ViewportTexture on this resource because it's not set as " -"local to scene.\n" +"Can't create a ViewportTexture on this resource because it's not set as local " +"to scene.\n" "Please switch on the 'local to scene' property on it (and all resources " "containing it up to a node)." msgstr "" @@ -2548,8 +2544,8 @@ msgid "Add Key/Value Pair" msgstr "Pridať Kľúč/Hodnota \"Pair\"" msgid "" -"The selected resource (%s) does not match any type expected for this " -"property (%s)." +"The selected resource (%s) does not match any type expected for this property " +"(%s)." msgstr "" "Vybraný prostriedok (%s) sa nezhoduje žiadnemu typu pre túto vlastnosť (%s)." @@ -2811,15 +2807,13 @@ msgid "Current Version:" msgstr "Aktuálna Verzia:" msgid "Export templates are missing. Download them or install from a file." -msgstr "" -"Chýbajú šablóny pre export. Stiahnite ich alebo nainštalujte zo súboru." +msgstr "Chýbajú šablóny pre export. Stiahnite ich alebo nainštalujte zo súboru." msgid "Export templates are installed and ready to be used." msgstr "Export šablóny sú nainštalované a pripravené na použitie." msgid "Open the folder containing installed templates for the current version." -msgstr "" -"Otvoriť priečinok obsahujúci nainštalované šablóny pre aktuálnu verziu." +msgstr "Otvoriť priečinok obsahujúci nainštalované šablóny pre aktuálnu verziu." msgid "Uninstall" msgstr "Odinštalovať" @@ -3065,8 +3059,8 @@ msgstr "Nepodarilo sa update-nuť závislosti:" msgid "" "This file extension is not recognized by the editor.\n" "If you want to rename it anyway, use your operating system's file manager.\n" -"After renaming to an unknown extension, the file won't be shown in the " -"editor anymore." +"After renaming to an unknown extension, the file won't be shown in the editor " +"anymore." msgstr "" "Táto koncovka súboru nie je rozpoznaná editorom.\n" "Ak ju chcete premenovať, použite správcu súborov vášho operačného systému.\n" @@ -3671,8 +3665,7 @@ msgstr "Vymazať BlendSpace2D Trojuholník" msgid "No triangles exist, so no blending can take place." msgstr "" -"Neexistujú žiadne trojuholníky, takže si nemôže zabrať miesto žiadny " -"blending." +"Neexistujú žiadne trojuholníky, takže si nemôže zabrať miesto žiadny blending." msgid "Toggle Auto Triangles" msgstr "Prepnúť Automatické Trojuholníky" @@ -4455,8 +4448,8 @@ msgstr "" "Keď povolíte túto možnosť, použitím one-click deploy pre Android exportuje " "spustiteľný bez dát projektu.\n" "Filesystém bude z projektu poskytovaný editorom v sieti.\n" -"Na Androide, deployovanie bude potrebovať USB kábel pre rýchlejší výkon. " -"Táto možnosť zrýchľuje proces testovania." +"Na Androide, deployovanie bude potrebovať USB kábel pre rýchlejší výkon. Táto " +"možnosť zrýchľuje proces testovania." msgid "Visible Collision Shapes" msgstr "Viditeľné Tvary Kolízie" @@ -4482,8 +4475,8 @@ msgid "Synchronize Scene Changes" msgstr "Zosynchronizovať Zmeny Scény" msgid "" -"When this option is enabled, any changes made to the scene in the editor " -"will be replicated in the running project.\n" +"When this option is enabled, any changes made to the scene in the editor will " +"be replicated in the running project.\n" "When used remotely on a device, this is more efficient when the network " "filesystem option is enabled." msgstr "" @@ -4496,8 +4489,8 @@ msgid "Synchronize Script Changes" msgstr "Zosynchronizovať Zmeny Scriptov" msgid "" -"When this option is enabled, any script that is saved will be reloaded in " -"the running project.\n" +"When this option is enabled, any script that is saved will be reloaded in the " +"running project.\n" "When used remotely on a device, this is more efficient when the network " "filesystem option is enabled." msgstr "" diff --git a/editor/translations/editor/sv.po b/editor/translations/editor/sv.po index a857872e72d..a81e4b179d8 100644 --- a/editor/translations/editor/sv.po +++ b/editor/translations/editor/sv.po @@ -29,13 +29,14 @@ # Kenny Andersson , 2022. # Ludvig Svenonius , 2023. # Daniel Ljung , 2023. +# Henrik Nilsson , 2023. msgid "" msgstr "" "Project-Id-Version: Godot Engine editor interface\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2023-05-17 00:52+0000\n" -"Last-Translator: Kristoffer Grundström \n" +"PO-Revision-Date: 2023-08-08 18:02+0000\n" +"Last-Translator: Henrik Nilsson \n" "Language-Team: Swedish \n" "Language: sv\n" @@ -43,11 +44,14 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=n != 1;\n" -"X-Generator: Weblate 4.18-dev\n" +"X-Generator: Weblate 5.0-dev\n" msgid "Unset" msgstr "Nollställ" +msgid "Physical" +msgstr "Fysisk" + msgid "Left Mouse Button" msgstr "Vänster Musknapp" @@ -138,9 +142,6 @@ msgstr "Tillbaka, Sony Select, XBox Back, Nintendo -" msgid "Guide, Sony PS, Xbox Home" msgstr "Guide, Sony PS, Xbox Home" -msgid "Start, Nintendo +" -msgstr "Start, Nintendo +" - msgid "Left Stick, Sony L3, Xbox L/LS" msgstr "Vänster Spak, Sony L3, XBox L/LS" @@ -183,9 +184,15 @@ msgstr "Xbox Paddelknapp 4" msgid "PS4/5 Touchpad" msgstr "PS4/5 Pekplatta" +msgid "Joypad Button %d" +msgstr "Styrspaksknapp %d" + msgid "Pressure:" msgstr "Tryck:" +msgid "canceled" +msgstr "Avbruten" + msgid "touched" msgstr "berörd" @@ -221,6 +228,12 @@ msgstr "Välj" msgid "Cancel" msgstr "Avbryt" +msgid "Focus Next" +msgstr "Fokusera på nästa" + +msgid "Focus Prev" +msgstr "Fokusera på förra" + msgid "Left" msgstr "Vänster" @@ -272,6 +285,12 @@ msgstr "Ny Blank Rad" msgid "New Line Above" msgstr "Ny Rad Ovanför" +msgid "Indent" +msgstr "Öka indrag" + +msgid "Dedent" +msgstr "Minska indrag" + msgid "Backspace" msgstr "Backsteg" @@ -347,6 +366,9 @@ msgstr "Välj Ord Under Markör" msgid "Add Selection for Next Occurrence" msgstr "Lägg till Val för Nästa Förekomst" +msgid "Clear Carets and Selection" +msgstr "Ta bort markörer och markeringar" + msgid "Toggle Insert Mode" msgstr "Växla Läge Infoga" @@ -435,7 +457,13 @@ msgstr "" "'=', '\\' or '\"'" msgid "An action with the name '%s' already exists." -msgstr "En Handling med namnet '%s' finns redan." +msgstr "En handling med namnet '%s' finns redan." + +msgid "Cannot Revert - Action is same as initial" +msgstr "Kan inte ångra - Handling är samma som ursprunglig" + +msgid "Revert Action" +msgstr "Ångra Handling" msgid "Add Event" msgstr "Lägg till Händelse" @@ -479,6 +507,9 @@ msgstr "Tid:" msgid "Value:" msgstr "Värde:" +msgid "Update Selected Key Handles" +msgstr "Uppdatera valda nycklar" + msgid "Insert Key Here" msgstr "Infoga Nyckel Här" @@ -488,21 +519,94 @@ msgstr "Duplicera valda nycklar" msgid "Delete Selected Key(s)" msgstr "Ta bort valda nycklar" +msgid "Make Handles Free" +msgstr "Gör handtag fria" + +msgid "Make Handles Linear" +msgstr "Gör handtag linjära" + +msgid "Make Handles Balanced" +msgstr "Gör handtag balanserade" + +msgid "Make Handles Mirrored" +msgstr "Gör handtag speglade" + +msgid "Make Handles Balanced (Auto Tangent)" +msgstr "Gör handtag balanserade (Auto Tangent)" + +msgid "Make Handles Mirrored (Auto Tangent)" +msgstr "Gör handtag speglade (Auto Tangent)" + msgid "Add Bezier Point" msgstr "Lägg till Bezierpunkt" msgid "Move Bezier Points" msgstr "Flytta Bezierpunkt" +msgid "Animation Duplicate Keys" +msgstr "Animation Duplicera Nycklar" + +msgid "Animation Delete Keys" +msgstr "Animation Ta Bort Nycklar" + +msgid "Focus" +msgstr "Fokus" + +msgid "Select All Keys" +msgstr "Välj Alla Nycklar" + +msgid "Deselect All Keys" +msgstr "Avmarkera alla nycklar" + +msgid "Animation Change Transition" +msgstr "Animation Ändra Övergång" + +msgid "Animation Change %s" +msgstr "Animationsändring %s" + +msgid "Animation Change Keyframe Value" +msgstr "Animation Ändra Värde På Tidsnyckeln" + +msgid "Animation Change Call" +msgstr "Animation Ändra Anrop" + +msgid "Animation Multi Change Transition" +msgstr "Animation Fler-Ändra Övergång" + +msgid "Animation Multi Change %s" +msgstr "Animation Fler-Ändra %s" + +msgid "Animation Multi Change Keyframe Value" +msgstr "Animation Fler-Ändra Nyckel värde" + +msgid "Animation Multi Change Call" +msgstr "Animation Fler-Ändra Anrop" + msgid "Change Animation Length" msgstr "Ändra Animationslängd" msgid "Change Animation Loop" msgstr "Ändra Animationsloop" +msgid "Can't change loop mode on animation instanced from imported scene." +msgstr "" +"Kan inte ändra loop mode på en animation instansierad från en importerad scen." + +msgid "Can't change loop mode on animation embedded in another scene." +msgstr "Kan inte ändra loop mode på en animation inbäddad i en annan scen." + msgid "Property Track" msgstr "Egenskapsspår" +msgid "3D Position Track" +msgstr "3D positionsspår" + +msgid "3D Rotation Track" +msgstr "3D rotationsspår" + +msgid "3D Scale Track" +msgstr "3D skalspår" + msgid "Call Method Track" msgstr "Anropa Metod Spår" @@ -533,6 +637,9 @@ msgstr "Funktioner:" msgid "Audio Clips:" msgstr "Ljudklipp:" +msgid "Animation Clips:" +msgstr "Animationsklipp:" + msgid "Change Track Path" msgstr "Ändra spårväg" @@ -551,15 +658,57 @@ msgstr "Återgående slingläge (Interpolerar slutet med början på slingan)" msgid "Remove this track." msgstr "Ta bort detta spår." +msgid "Time (s):" +msgstr "Tid (s):" + +msgid "Position:" +msgstr "Position:" + +msgid "Rotation:" +msgstr "Rotation:" + msgid "Scale:" msgstr "Skala:" msgid "Type:" msgstr "Typ:" +msgid "(Invalid, expected type: %s)" +msgstr "(Ogiltig, förväntad typ: %s)" + +msgid "Easing:" +msgstr "Transition:" + +msgid "In-Handle:" +msgstr "Handtag in:" + msgid "Out-Handle:" msgstr "Handtag ut:" +msgid "Handle mode: Free\n" +msgstr "Handtagsläge: Fri\n" + +msgid "Handle mode: Linear\n" +msgstr "Handtagsläge: Linjär\n" + +msgid "Handle mode: Balanced\n" +msgstr "Handtagsläge: Balanserad\n" + +msgid "Handle mode: Mirrored\n" +msgstr "Handtagsläge: Speglad\n" + +msgid "Stream:" +msgstr "Ström:" + +msgid "Start (s):" +msgstr "Start (s):" + +msgid "End (s):" +msgstr "Slut (s):" + +msgid "Animation Clip:" +msgstr "Animationsklipp:" + msgid "Toggle Track Enabled" msgstr "Växla Spår På" @@ -581,6 +730,9 @@ msgstr "Linjär" msgid "Cubic" msgstr "Kubik" +msgid "Linear Angle" +msgstr "Linjär vinkel" + msgid "Clamp Loop Interp" msgstr "Begränsa Sling Interpolering" @@ -613,8 +765,7 @@ msgid "" "compression disabled in order to edit." msgstr "" "Komprimerade spår kan inte redigeras eller tas bort. Du måste importera " -"animationen på nytt med komprimeringen inaktiverad för att kunna redigera " -"den." +"animationen på nytt med komprimeringen inaktiverad för att kunna redigera den." msgid "Remove Anim Track" msgstr "Ta bort Anim spår" @@ -638,8 +789,7 @@ msgid "animation" msgstr "animering" msgid "AnimationPlayer can't animate itself, only other players." -msgstr "" -"Animationsspelaren kan inte animera sig själv, utan bara andra spelare." +msgstr "Animationsspelaren kan inte animera sig själv, utan bara andra spelare." msgid "property '%s'" msgstr "egenskap '%s'" @@ -701,9 +851,18 @@ msgstr "Spårväg ogiltig, kan således inte lägga till en metod nyckel." msgid "Add Method Track Key" msgstr "Lägg till metodspårnyckel" +msgid "Method not found in object:" +msgstr "Metoden hittades inte i objektet:" + msgid "Animation Move Keys" msgstr "Animation Flyttknappar" +msgid "Position" +msgstr "Position" + +msgid "Rotation" +msgstr "Rotation" + msgid "Scale" msgstr "Skala" @@ -713,6 +872,9 @@ msgstr "BlendShape" msgid "Methods" msgstr "Metoder" +msgid "Bezier" +msgstr "Bezier" + msgid "Audio" msgstr "Ljud" @@ -835,9 +997,27 @@ msgstr "Optimera Animering (ingen ångra)" msgid "Clean-Up Animation (no undo)" msgstr "Uppstädning av Animation (inget att ångra)" +msgid "Pick a node to animate:" +msgstr "Välj nod som ska animeras:" + msgid "Use Bezier Curves" msgstr "Använd Bezier-kurvor" +msgid "Create RESET Track(s)" +msgstr "Skapa RESET-spår" + +msgid "Animation Optimizer" +msgstr "Animation Optimerare" + +msgid "Max Velocity Error:" +msgstr "Max Hastighetsfel:" + +msgid "Max Angular Error:" +msgstr "Max Vinkel-fel:" + +msgid "Max Precision Error:" +msgstr "Max Precisionsfel:" + msgid "Optimize" msgstr "Optimera" @@ -862,6 +1042,54 @@ msgstr "Skalnings förhållande:" msgid "Select Transition and Easing" msgstr "Välj Övergång och Lättnad" +msgctxt "Transition Type" +msgid "Linear" +msgstr "Linjär" + +msgctxt "Transition Type" +msgid "Sine" +msgstr "Sinus" + +msgctxt "Transition Type" +msgid "Expo" +msgstr "Exponentiell" + +msgctxt "Transition Type" +msgid "Circ" +msgstr "Cirkulär" + +msgctxt "Transition Type" +msgid "Back" +msgstr "Tillbaka" + +msgctxt "Ease Type" +msgid "In" +msgstr "In" + +msgctxt "Ease Type" +msgid "Out" +msgstr "Ut" + +msgctxt "Ease Type" +msgid "InOut" +msgstr "In-Ut" + +msgctxt "Ease Type" +msgid "OutIn" +msgstr "Ut-In" + +msgid "Transition Type:" +msgstr "Övergångstyp:" + +msgid "FPS:" +msgstr "FPS:" + +msgid "3D Pos/Rot/Scl Track:" +msgstr "3D Pos/Rot/Skal-spår:" + +msgid "Value Track:" +msgstr "Värdespår:" + msgid "Select Tracks to Copy" msgstr "Välj Spår att Kopiera" @@ -948,6 +1176,9 @@ msgstr "" "Målmetod hittades inte. Specificera en giltig metod eller koppla ett skript " "till målnoden." +msgid "Attached Script" +msgstr "Fäst skript" + msgid "Connect to Node:" msgstr "Anslut till Nod:" @@ -957,9 +1188,24 @@ msgstr "Anslut till Skript:" msgid "From Signal:" msgstr "Från Signal:" +msgid "Filter Nodes" +msgstr "Filtrera noder" + +msgid "Go to Source" +msgstr "Gå till källa" + msgid "Scene does not contain any script." msgstr "Scenen innehåller inte något skript." +msgid "Select Method" +msgstr "Välj metod" + +msgid "Filter Methods" +msgstr "Filtrera metoder" + +msgid "No method found matching given filters." +msgstr "Ingen metod funnen som matchar det givna filtret." + msgid "Remove" msgstr "Ta bort" @@ -1026,6 +1272,9 @@ msgstr "Koppla från" msgid "Connect a Signal to a Method" msgstr "Anslut en Signal till en Metod" +msgid "Edit Connection: '%s'" +msgstr "Redigera koppling: '%s'" + msgid "Are you sure you want to remove all connections from the \"%s\" signal?" msgstr "Är du säker att du vill ta bort alla kopplingar från \"%s\" signalen?" @@ -1089,9 +1338,18 @@ msgstr "Matchar:" msgid "Description:" msgstr "Beskrivning:" +msgid "Remote %s:" +msgstr "Fjärr %s:" + +msgid "Debugger" +msgstr "Avlusare" + msgid "Debug" msgstr "Felsök" +msgid "Save Branch as Scene" +msgstr "Spara gren som scen" + msgid "Copy Node Path" msgstr "Kopiera Nod-Sökväg" @@ -1107,9 +1365,33 @@ msgstr "" "%s\n" "Klicka för att öppna originalfilen i redigeraren." +msgid "Toggle Visibility" +msgstr "Växla synlighet" + +msgid "Getting remote file system" +msgstr "Hämtar fjärrfilsystem" + +msgid "Decompressing remote file system" +msgstr "Packar upp fjärrfilsystem" + +msgid "Scanning for local changes" +msgstr "Söker efter lokala ändringar" + +msgid "Sending list of changed files:" +msgstr "Skickar lista av ändrade filer:" + +msgid "Sending file:" +msgstr "Skickar fil:" + msgid "ms" msgstr "ms" +msgid "Monitors" +msgstr "Skärmar" + +msgid "Monitor" +msgstr "Skärm" + msgid "Value" msgstr "Värde" @@ -1125,6 +1407,12 @@ msgstr "Rensa" msgid "Measure:" msgstr "Mät:" +msgid "Frame Time (ms)" +msgstr "Bildrutetid (ms)" + +msgid "Average Time (ms)" +msgstr "Genomsnittlig tid (ms)" + msgid "Frame %" msgstr "Bildruta %" @@ -1146,6 +1434,9 @@ msgstr "Namn" msgid "Time" msgstr "Tid" +msgid "Calls" +msgstr "Anrop" + msgid "Fit to Frame" msgstr "Anpassa till ram" @@ -1161,12 +1452,27 @@ msgstr "GPU" msgid "Execution resumed." msgstr "Utförandet har återupptagits." +msgid "Bytes:" +msgstr "Bytes:" + msgid "Warning:" msgstr "Varning:" msgid "Error:" msgstr "Fel:" +msgid "%s Error" +msgstr "%s Fel" + +msgid "%s Error:" +msgstr "%s Fel:" + +msgid "%s Source" +msgstr "%s Källa" + +msgid "%s Source:" +msgstr "%s Källa:" + msgid "Stack Trace:" msgstr "Stackspårning:" @@ -1209,6 +1515,9 @@ msgstr "Användning" msgid "Misc" msgstr "Övrigt" +msgid "Export measures as CSV" +msgstr "Exportera mätvärden som CSV" + msgid "Search Replacement For:" msgstr "Sök Ersättning För:" @@ -1250,6 +1559,11 @@ msgstr "Beroende-Redigerare" msgid "Search Replacement Resource:" msgstr "Sök Ersättningsresurs:" +msgid "Open Scene" +msgid_plural "Open Scenes" +msgstr[0] "Öppna scen" +msgstr[1] "Öppna scener" + msgid "Open" msgstr "Öppna" @@ -1264,8 +1578,8 @@ msgstr "Lokaliseringsomvandling för sökvägen %s och språket %s." msgid "" "Remove the selected files from the project? (Cannot be undone.)\n" -"Depending on your filesystem configuration, the files will either be moved " -"to the system trash or deleted permanently." +"Depending on your filesystem configuration, the files will either be moved to " +"the system trash or deleted permanently." msgstr "" "Ta bort de valda filerna från projektet? (Kan ej ångras.)\n" "Beroende på hur ditt filsystem är konfigurerat så kommer filerna antingen " @@ -1275,13 +1589,13 @@ msgid "" "The files being removed are required by other resources in order for them to " "work.\n" "Remove them anyway? (Cannot be undone.)\n" -"Depending on your filesystem configuration, the files will either be moved " -"to the system trash or deleted permanently." +"Depending on your filesystem configuration, the files will either be moved to " +"the system trash or deleted permanently." msgstr "" "Filerna som ska tas bort krävs av andra resurser för att de ska fungera.\n" "Ta bort dem ändå? (Går inte ångra.)\n" -"Beroende på hur ditt filsystem är inställt så kommer filerna antingen " -"flyttas till systemets papperskorg eller tas bort permanent." +"Beroende på hur ditt filsystem är inställt så kommer filerna antingen flyttas " +"till systemets papperskorg eller tas bort permanent." msgid "Cannot remove:" msgstr "Kan inte ta bort:" @@ -1319,9 +1633,15 @@ msgstr "Äger" msgid "Resources Without Explicit Ownership:" msgstr "Resurser Utan Explicit Ägande:" +msgid "Folder name cannot be empty." +msgstr "Katalognamnet kan inte vara tomt." + msgid "Could not create folder." msgstr "Kunde inte skapa mapp." +msgid "Create new folder in %s:" +msgstr "Skapa ny katalog i %s:" + msgid "Create Folder" msgstr "Skapa Mapp" @@ -1329,7 +1649,7 @@ msgid "Thanks from the Godot community!" msgstr "Tack från Godot-gemenskapen!" msgid "Click to copy." -msgstr "Klicka för att kopiera" +msgstr "Klicka för att kopiera." msgid "Godot Engine contributors" msgstr "Godot Engine bidragare" @@ -1381,9 +1701,9 @@ msgstr "Tredje parts Licens" msgid "" "Godot Engine relies on a number of third-party free and open source " -"libraries, all compatible with the terms of its MIT license. The following " -"is an exhaustive list of all such third-party components with their " -"respective copyright statements and license terms." +"libraries, all compatible with the terms of its MIT license. The following is " +"an exhaustive list of all such third-party components with their respective " +"copyright statements and license terms." msgstr "" "Godot Engine förlitar sig på ett antal av tredje parts gratis och öppen " "källkods-bibliotek, alla kompatibla med MIT-licensen. Följande är en " @@ -1513,6 +1833,9 @@ msgstr "Öppna Ljud-Buss Layout" msgid "There is no '%s' file." msgstr "Det finns ingen '%s' fil." +msgid "Layout:" +msgstr "Layout:" + msgid "Invalid file, not an audio bus layout." msgstr "Ogiltig fil, inte en Ljud-Buss Layout." @@ -1667,13 +1990,24 @@ msgstr "" "RenderingDevice-baserad rendering (om den är inaktiverad krävs OpenGL-" "serverdelen)." -msgid "" -"OpenGL back-end (if disabled, the RenderingDevice back-end is required)." +msgid "OpenGL back-end (if disabled, the RenderingDevice back-end is required)." msgstr "OpenGL-backend (om den är inaktiverad krävs RenderingDevice-backend)." msgid "Vulkan back-end of RenderingDevice." msgstr "Vulkan-back-end av RenderingDevice." +msgid "General Features:" +msgstr "Väsentliga funktioner:" + +msgid "Text Rendering and Font Options:" +msgstr "Textrendering och typsnittsinställningar:" + +msgid "File saving failed." +msgstr "Filsparning misslyckades." + +msgid "Nodes and Classes:" +msgstr "Noder och klasser:" + msgid "File '%s' format is invalid, import aborted." msgstr "Fil '%s''s format är ogiltig, import avbruten." @@ -1686,9 +2020,30 @@ msgstr "Ny" msgid "Save" msgstr "Spara" +msgid "Profile:" +msgstr "Profil:" + msgid "Reset to Defaults" msgstr "Återställ till standardvärden" +msgid "Actions:" +msgstr "Åtgärder:" + +msgid "Please Confirm:" +msgstr "Vänligen bekräfta:" + +msgid "Load Profile" +msgstr "Ladda profil" + +msgid "Export Profile" +msgstr "Exportera profil" + +msgid "Edit Build Configuration Profile" +msgstr "Editera byggkonfigurationsprofilen" + +msgid "Filter Commands" +msgstr "Filtrera kommandon" + msgid "Paste Params" msgstr "Klistra in Params" @@ -1720,10 +2075,16 @@ msgid "Scene Tree Editing" msgstr "Scenträd Redigering" msgid "Node Dock" -msgstr "Nod Docka" +msgstr "Nodpanel" + +msgid "FileSystem Dock" +msgstr "FilSystems panel" msgid "Import Dock" -msgstr "Importera Brygga" +msgstr "Importeringspanel" + +msgid "History Dock" +msgstr "Historikpanel" msgid "Allows to view and edit 3D scenes." msgstr "Tillåter att visa och redigera 3D-scener." @@ -1734,11 +2095,36 @@ msgstr "Tillåter att redigera skript via den integrerade skript-redigeraren." msgid "Provides built-in access to the Asset Library." msgstr "Ger inbyggd tillgång till tillgångsbiblioteket." +msgid "Allows editing the node hierarchy in the Scene dock." +msgstr "Tillåter redigering av nodhierarkin i scenpanelen." + msgid "" -"Allows to work with signals and groups of the node selected in the Scene " -"dock." +"Allows to work with signals and groups of the node selected in the Scene dock." msgstr "" -"Tillåter arbete med signaler och grupper av noden som valts i Scendockan." +"Tillåter arbete med signaler och grupper av noder som valts i scenpanelen." + +msgid "Allows to browse the local file system via a dedicated dock." +msgstr "Tillåter bläddring i det lokala filesystemet via en dedikerad panel." + +msgid "" +"Allows to configure import settings for individual assets. Requires the " +"FileSystem dock to function." +msgstr "" +"Tillåter konfigurering av importinställningar för individuella tillgångar. " +"Kräver FilSystems panelen för att fungera." + +msgid "Provides an overview of the editor's and each scene's undo history." +msgstr "" +"Tillhandahåller en översikt över editorns och varje scens ångrahistorik." + +msgid "(current)" +msgstr "(nuvarande)" + +msgid "(none)" +msgstr "(ingen)" + +msgid "Remove currently selected profile, '%s'? Cannot be undone." +msgstr "Ta bort markerad profil, '%s'? Kan ej ångras." msgid "Profile must be a valid filename and must not contain '.'" msgstr "Profilen måste ha ett giltigt filnamn och får inte innehålla '.'" @@ -1764,9 +2150,11 @@ msgstr "Aktivera kontextuell redigerare" msgid "Class Properties:" msgstr "Klassegenskaper:" +msgid "Main Features:" +msgstr "Huvudfunktioner:" + msgid "" -"Profile '%s' already exists. Remove it first before importing, import " -"aborted." +"Profile '%s' already exists. Remove it first before importing, import aborted." msgstr "" "Profilen '%s' finns redan. Ta bort den före du importerar. Importeringen " "avbruten." @@ -1777,6 +2165,12 @@ msgstr "Återställ till Standard" msgid "Current Profile:" msgstr "Nuvarande Profil:" +msgid "Create Profile" +msgstr "Skapa profil" + +msgid "Remove Profile" +msgstr "Ta bort profil" + msgid "Available Profiles:" msgstr "Tillgängliga Profiler:" @@ -1789,6 +2183,17 @@ msgstr "Importera" msgid "Export" msgstr "Exportera" +msgid "Configure Selected Profile:" +msgstr "Konfigurera markerad profil:" + +msgid "Extra Options:" +msgstr "Extra inställningar:" + +msgid "Create or import a profile to edit available classes and properties." +msgstr "" +"Skapa eller importera en profil för att editera tillgängliga klasser och " +"egenskaper." + msgid "New profile name:" msgstr "Nytt profilnamn:" @@ -1801,6 +2206,15 @@ msgstr "Importera profil(er)" msgid "Manage Editor Feature Profiles" msgstr "Hantera Redigerarens Funktions Profiler" +msgid "Some extensions need the editor to restart to take effect." +msgstr "Några tillägg kräver att editorn startas om för att aktiveras." + +msgid "Restart" +msgstr "Starta om" + +msgid "Save & Restart" +msgstr "Spara & Starta om" + msgid "ScanSources" msgstr "ScanKällor" @@ -1814,9 +2228,45 @@ msgstr "" msgid "(Re)Importing Assets" msgstr "(Om)Importerar Tillgångar" +msgid "Import resources of type: %s" +msgstr "Importera resurser av typ: %s" + +msgid "No return value." +msgstr "Inget returvärde." + +msgid "This value is an integer composed as a bitmask of the following flags." +msgstr "Värdet är ett heltal bestående av en bitmask av följande flaggor." + msgid "Experimental" msgstr "Experimentell" +msgid "This method supports a variable number of arguments." +msgstr "Denna metod stödjer ett varierande antal argument." + +msgid "" +"This method is called by the engine.\n" +"It can be overridden to customize built-in behavior." +msgstr "" +"Denna metod är anropad av motorn.\n" +"Den kan överlagras för att förändra det inbyggda beteendet." + +msgid "" +"This method has no side effects.\n" +"It does not modify the object in any way." +msgstr "" +"Denna metod har inga sidoeffekter.\n" +"Den förändrar inte objektet på något vis." + +msgid "" +"This method does not need an instance to be called.\n" +"It can be called directly using the class name." +msgstr "" +"Denna metod behöver ingen instans för att bli anropad.\n" +"Den kan anropas direkt genom att använda klassnamnet." + +msgid "Error codes returned:" +msgstr "Returnerade felkoder:" + msgid "Top" msgstr "Topp" @@ -1853,6 +2303,9 @@ msgstr "Begränsningar" msgid "Enumerations" msgstr "Uppräkningar" +msgid "Annotations" +msgstr "Anteckningar" + msgid "Property Descriptions" msgstr "Egendomsbeskrivning" @@ -1881,45 +2334,184 @@ msgstr "%d matchningar." msgid "Search Help" msgstr "Sök Hjälp" +msgid "Constants Only" +msgstr "Enbart konstanter" + +msgid "Properties Only" +msgstr "Enbart egenskaper" + +msgid "Member Type" +msgstr "Medlemstyp" + +msgid "(constructors)" +msgstr "(konstruerare)" + msgid "Class" msgstr "Klass" +msgid "Method" +msgstr "Metod" + +msgid "Signal" +msgstr "Signal" + +msgid "Annotation" +msgstr "Annotering" + msgid "Constant" msgstr "Konstant" +msgid "Property" +msgstr "Egenskap" + +msgid "This member is marked as experimental." +msgstr "Denna medlem är markerad som experimentell." + msgid "Property:" msgstr "Egenskap:" +msgid "Open Documentation" +msgstr "Öppna dokumentation" + +msgid "(%d change)" +msgid_plural "(%d changes)" +msgstr[0] "(%d ändring)" +msgstr[1] "(%d ändringar)" + msgid "Move Up" msgstr "Flytta Upp" msgid "Move Down" msgstr "Flytta Ner" +msgid "Resize Array..." +msgstr "Ändra storlek på Array..." + msgid "Resize Array" msgstr "Ändra storlek på Array" +msgid "Element %s" +msgstr "Element %s" + msgid "Set Multiple:" msgstr "Sätt Flera:" +msgid "Remove metadata %s" +msgstr "Ta bort metadata %s" + +msgid "Pinned %s" +msgstr "Fäst %s" + +msgid "Unpinned %s" +msgstr "Släpp %s" + +msgid "Add metadata %s" +msgstr "Lägg till metadata %s" + +msgid "Metadata name can't be empty." +msgstr "Metadatanamnet kan inte vara tomt." + +msgid "Metadata name must be a valid identifier." +msgstr "Metadatanamn måste vara en giltig identifierare." + +msgid "Metadata with name \"%s\" already exists." +msgstr "Metadata med namn \"%s\" existerar redan." + +msgid "Names starting with _ are reserved for editor-only metadata." +msgstr "Namn som startar med _ är reserverade enbart för editorns metadata." + +msgid "Metadata name is valid." +msgstr "Metadatanamn är giltigt." + msgid "Name:" msgstr "Namn:" +msgid "Add Metadata Property for \"%s\"" +msgstr "Lägg till metadataegenskap för \"%s\"" + +msgid "Copy Value" +msgstr "Kopiera värde" + +msgid "Paste Value" +msgstr "Klistra in värde" + +msgid "Copy Property Path" +msgstr "Kopiera egenskapens sökväg" + +msgid "Thumbnail..." +msgstr "Miniatyr..." + +msgid "Select existing layout:" +msgstr "Välj existerande layout:" + +msgid "Or enter new layout name" +msgstr "Eller skriv ett nytt layoutnamn" + +msgid "[Default]" +msgstr "[Standard]" + msgid "Edit Filters" msgstr "Redigera Filter" msgid "Language:" msgstr "Språk:" +msgctxt "Locale" +msgid "Script:" +msgstr "Skript:" + +msgid "Country:" +msgstr "Land:" + +msgid "Language" +msgstr "Språk" + +msgctxt "Locale" +msgid "Script" +msgstr "Skript" + +msgid "Country" +msgstr "Land" + +msgid "Variant" +msgstr "Variant" + +msgid "Filter Messages" +msgstr "Filtrera meddelanden" + msgid "Clear Output" msgstr "Rensa Utdata" +msgid "Copy Selection" +msgstr "Kopiera urval" + +msgid "" +"Collapse duplicate messages into one log entry. Shows number of occurrences." +msgstr "" +"Fäll ihop duplicerade meddelanden till ett logg meddelande. Antal händelser " +"visas." + +msgid "Toggle visibility of standard output messages." +msgstr "Växla synlighet av standard ut-meddelanden." + +msgid "Toggle visibility of errors." +msgstr "Växla synlighet av fel." + +msgid "Toggle visibility of warnings." +msgstr "Växla synlighet av varningar." + +msgid "Toggle visibility of editor messages." +msgstr "Växla synlighet av editor meddelanden." + msgid "New Window" msgstr "Nytt Fönster" msgid "Unnamed Project" msgstr "Namnlöst Projekt" +msgid "Spins when the editor window redraws." +msgstr "Spinner när editor fönstret ritas om." + msgid "Imported resources can't be saved." msgstr "Importerade resurser kan inte sparas." @@ -1936,6 +2528,13 @@ msgstr "" "Resursen kan inte sparas för att den inte hör inte till den redigerade " "scenen. Gör den unik först." +msgid "" +"This resource can't be saved because it was imported from another file. Make " +"it unique first." +msgstr "" +"Resursen kan inte sparas för att den var importerad från en annan fil. Gör " +"den unik först." + msgid "Save Resource As..." msgstr "Spara Resurs Som..." @@ -1948,6 +2547,18 @@ msgstr "Efterfrågade filformat okänt:" msgid "Error while saving." msgstr "Fel vid sparande." +msgid "Can't open file '%s'. The file could have been moved or deleted." +msgstr "Kan inte öppna '%s'. Filen kan ha flyttats eller tagits bort." + +msgid "Error while parsing file '%s'." +msgstr "Fel vid parsning av fil '%s'." + +msgid "Scene file '%s' appears to be invalid/corrupt." +msgstr "Scenfilen '%s' verkar vara ogiltig/korrupt." + +msgid "Error while loading file '%s'." +msgstr "Fel vid laddning av fil '%s'." + msgid "Saving Scene" msgstr "Sparar Scen" @@ -1960,9 +2571,29 @@ msgstr "Skapar Miniatyr" msgid "This operation can't be done without a tree root." msgstr "Åtgärden kan inte göras utan en trädrot." +msgid "" +"This scene can't be saved because there is a cyclic instance inclusion.\n" +"Please resolve it and then attempt to save again." +msgstr "" +"Scenen kan inte sparas för att det finns en cyklisk instans inkludering.\n" +"Lösa detta och pröva sedan att spara igen." + +msgid "" +"Couldn't save scene. Likely dependencies (instances or inheritance) couldn't " +"be satisfied." +msgstr "" +"Kunde inte spara scenen. Förmodligen kunde inte beroenden (instanser eller " +"arv) uppfyllas." + msgid "Save scene before running..." msgstr "Spara scenen innan du kör..." +msgid "Could not save one or more scenes!" +msgstr "Kunde inte spara en eller flera scener!" + +msgid "Save All Scenes" +msgstr "Spara alla Scener" + msgid "Can't overwrite scene that is still open!" msgstr "Kan inte skriva över en scen som fortfarande är öppen!" @@ -1994,6 +2625,9 @@ msgstr "Layoutnamn hittades inte!" msgid "Restored the Default layout to its base settings." msgstr "Återställde Standard layouten till sina bas inställningar." +msgid "This object is marked as read-only, so it's not editable." +msgstr "Detta objekt är markerat som endast läsbart. Så det är inte editerbart." + msgid "" "This resource belongs to a scene that was imported, so it's not editable.\n" "Please read the documentation relevant to importing scenes to better " @@ -2003,6 +2637,13 @@ msgstr "" "Läs dokumentationen som är relevanta för att importera scener för att bättre " "förstå detta arbetsflöde." +msgid "" +"This resource belongs to a scene that was instantiated or inherited.\n" +"Changes to it must be made inside the original scene." +msgstr "" +"Denna resurs tillhör en scen som var instansierad eller ärvd.\n" +"Ändringar på den måste göras i orginalscenen." + msgid "" "This resource was imported, so it's not editable. Change its settings in the " "import panel and then re-import." @@ -2010,22 +2651,52 @@ msgstr "" "Denna resursen var importerad, så den är inte redigerbar. Ändra dess " "inställningar i importpanelen och importera igen." +msgid "" +"This scene was imported, so changes to it won't be kept.\n" +"Instantiating or inheriting it will allow you to make changes to it.\n" +"Please read the documentation relevant to importing scenes to better " +"understand this workflow." +msgstr "" +"Denna scen var importerad, så ändringar i den kommer inte att sparas.\n" +"Instansiering eller arv av den kommer tillåta förändringar av den.\n" +"Läs dokumentationen som är relevant för att importera scener för att bättre " +"förstå detta arbetsflöde." + msgid "Changes may be lost!" msgstr "Ändringar kan gå förlorade!" +msgid "This object is read-only." +msgstr "Detta objekt är skrivskyddat." + msgid "Open Base Scene" msgstr "Öppna Bas-Scen" +msgid "Quick Open..." +msgstr "Snabböppna..." + +msgid "Quick Open Scene..." +msgstr "Snabböppna Scen..." + +msgid "Quick Open Script..." +msgstr "Snabböppna Skript..." + msgid "%s no longer exists! Please specify a new save location." msgstr "%s finns inte längre! Vänligen ange en ny lagringsplats." msgid "" -"The current scene has no root node, but %d modified external resource(s) " -"were saved anyway." +"The current scene has no root node, but %d modified external resource(s) were " +"saved anyway." msgstr "" "Den aktuella scenen har ingen rotnod, men %d modifierade externa resurser " "sparades ändå." +msgid "" +"A root node is required to save the scene. You can add a root node using the " +"Scene tree dock." +msgstr "" +"En rotnod krävs för att spara scenen. Du kan lägga till en rotnod genom att " +"använda scenträdspanelen." + msgid "Save Scene As..." msgstr "Spara Scen Som..." @@ -2038,15 +2709,36 @@ msgstr "Det går inte att ångra medan musknapparna är nedtryckta." msgid "Nothing to undo." msgstr "Inget att ångra." +msgid "Global Undo: %s" +msgstr "Global ångra: %s" + +msgid "Remote Undo: %s" +msgstr "Fjärrångra: %s" + +msgid "Scene Undo: %s" +msgstr "Scenångra: %s" + msgid "Can't redo while mouse buttons are pressed." msgstr "Det går inte att göra om medan musknapparna är nedtryckta." msgid "Nothing to redo." msgstr "Inget att göra om." +msgid "Global Redo: %s" +msgstr "Global gör om: %s" + +msgid "Remote Redo: %s" +msgstr "Fjärr gör om: %s" + +msgid "Scene Redo: %s" +msgstr "Scen gör om: %s" + msgid "Can't reload a scene that was never saved." msgstr "Kan inte ladda om en scen som aldrig har sparats." +msgid "Reload Saved Scene" +msgstr "Ladda om sparad scen" + msgid "" "The current scene has unsaved changes.\n" "Reload the saved scene anyway? This action cannot be undone." @@ -2054,15 +2746,26 @@ msgstr "" "Den aktiva scenen har osparade ändringar.\n" "Vill du ladda om den ändå? Detta kan inte ångras." +msgid "Save & Reload" +msgstr "Spara & Ladda om" + +msgid "Save modified resources before reloading?" +msgstr "Spara ändrade resurser innan omladdning?" + msgid "Save & Quit" msgstr "Spara & Avsluta" +msgid "Save modified resources before closing?" +msgstr "Spara ändrade resurser innan stängning?" + +msgid "Save changes to the following scene(s) before reloading?" +msgstr "Spara ändringar till följande scen(er) innan omladdning?" + msgid "Save changes to the following scene(s) before quitting?" msgstr "Spara ändringar av följande scen(er) innan du avslutar?" msgid "Save changes to the following scene(s) before opening Project Manager?" -msgstr "" -"Spara ändringar av följande scen(er) innan du öppnar Projekthanteraren?" +msgstr "Spara ändringar av följande scen(er) innan du öppnar Projekthanteraren?" msgid "" "This option is deprecated. Situations where refresh must be forced are now " @@ -2087,6 +2790,15 @@ msgstr "" msgid "Unable to load addon script from path: '%s'." msgstr "Kunde inte ladda addon script från sökväg: '%s'." +msgid "" +"Unable to load addon script from path: '%s'. This might be due to a code " +"error in that script.\n" +"Disabling the addon at '%s' to prevent further errors." +msgstr "" +"Kunde inte ladda addon script från sökväg: '%s'. Detta kan vara på grund av " +"ett fel i skriptet.\n" +"Stänger av addon vid '%s' för att förhindra fler fel." + msgid "" "Unable to load addon script from path: '%s' Base type is not EditorPlugin." msgstr "" @@ -2094,8 +2806,7 @@ msgstr "" msgid "Unable to load addon script from path: '%s' Script is not in tool mode." msgstr "" -"Kunde inte ladda addon script från sökväg: '%s' Skript är inte i " -"verktygsläge." +"Kunde inte ladda addon script från sökväg: '%s' Skript är inte i verktygsläge." msgid "" "Scene '%s' was automatically imported, so it can't be modified.\n" @@ -2105,8 +2816,8 @@ msgstr "" "För att kunna göra ändringar till den så kan en ärvd scen skapas." msgid "" -"Error loading scene, it must be inside the project path. Use 'Import' to " -"open the scene, then save it inside the project path." +"Error loading scene, it must be inside the project path. Use 'Import' to open " +"the scene, then save it inside the project path." msgstr "" "Fel vid laddning av scenen, den måste vara i projektsökvägen. Använd " "'Importera' för att öppna scenen, spara den sen inom projektsökvägen." @@ -2120,6 +2831,9 @@ msgstr "Rensa Senaste Scener" msgid "There is no defined scene to run." msgstr "Det finns ingen definierad scen att köra." +msgid "%s - Godot Engine" +msgstr "%s - Godot Engine" + msgid "" "No main scene has ever been defined, select one?\n" "You can change it later in \"Project Settings\" under the 'application' " @@ -2156,18 +2870,36 @@ msgstr "Ta bort Layout" msgid "Default" msgstr "Standard" +msgid "Save changes to '%s' before reloading?" +msgstr "Spara ändringar i '%s' innan omladdning?" + msgid "Save & Close" msgstr "Spara & Stäng" msgid "Save changes to '%s' before closing?" msgstr "Spara ändringar i '%s' innan stängning?" +msgid "Show in FileSystem" +msgstr "Visa i filsystemet" + +msgid "Play This Scene" +msgstr "Spela denna scen" + +msgid "Close Tab" +msgstr "Stäng flik" + +msgid "Undo Close Tab" +msgstr "Ångra stäng flik" + msgid "Close Other Tabs" msgstr "Stänga Övriga Flikar" msgid "Close Tabs to the Right" msgstr "Stäng flikar till höger" +msgid "Close All Tabs" +msgstr "Stäng alla flikar" + msgid "%d more files or folders" msgstr "%d fler filer eller mappar" @@ -2177,8 +2909,16 @@ msgstr "%d fler mappar" msgid "%d more files" msgstr "%d fler filer" +msgid "" +"Unable to write to file '%s', file in use, locked or lacking permissions." +msgstr "" +"Kan ej skriva till fil '%s', filen används, är låst eller behörighet saknas." + msgid "Dock Position" -msgstr "Dockposition" +msgstr "Panelposition" + +msgid "Make Floating" +msgstr "Gör flytande" msgid "Add a new scene." msgstr "Lägg till en ny scen." @@ -2198,18 +2938,39 @@ msgstr "Åtgärder med scenfiler." msgid "Go to previously opened scene." msgstr "Gå till föregående öppna scen." +msgid "Copy Text" +msgstr "Kopiera text" + +msgid "Next Scene Tab" +msgstr "Nästa scen-flik" + +msgid "Previous Scene Tab" +msgstr "Föregående scen-flik" + +msgid "Command Palette" +msgstr "Kommando palett" + msgid "New Scene" msgstr "Ny Scen" +msgid "New Inherited Scene..." +msgstr "Ny ärvd scen..." + msgid "Open Scene..." msgstr "Öppna Scen..." +msgid "Reopen Closed Scene" +msgstr "Öppna stängd scen" + msgid "Open Recent" msgstr "Öppna Senaste" msgid "Save Scene" msgstr "Spara Scen" +msgid "Export As..." +msgstr "Exportera som..." + msgid "MeshLibrary..." msgstr "MeshBibliotek..." @@ -2225,6 +2986,9 @@ msgstr "Projekt" msgid "Project Settings..." msgstr "Projektinställningar..." +msgid "Project Settings" +msgstr "Projektinställningar" + msgid "Version Control" msgstr "Versionshantering" @@ -2234,12 +2998,18 @@ msgstr "Exportera..." msgid "Install Android Build Template..." msgstr "Installera Android Build Template..." +msgid "Open User Data Folder" +msgstr "Öppna användar-data katalogen" + msgid "Tools" msgstr "Verktyg" msgid "Orphan Resource Explorer..." msgstr "Föräldralös Resursutforskare..." +msgid "Reload Current Project" +msgstr "Ladda om projekt" + msgid "Quit to Project List" msgstr "Avsluta till Projektlistan" @@ -2249,27 +3019,81 @@ msgstr "Redigerare" msgid "Editor Settings..." msgstr "Redigerarinställningar..." +msgid "Command Palette..." +msgstr "Kommando palett..." + msgid "Take Screenshot" msgstr "Ta Skärmdump" msgid "Toggle Fullscreen" msgstr "Växla Fullskärm" +msgid "Open Editor Data/Settings Folder" +msgstr "Öppna editorns data och inställningskatalog" + +msgid "Open Editor Data Folder" +msgstr "Öppna editorns datakatalog" + +msgid "Open Editor Settings Folder" +msgstr "Öppna editorns inställningskatalog" + msgid "Manage Export Templates..." msgstr "Hantera exportmallar..." +msgid "Configure FBX Importer..." +msgstr "Konfigurera FBX importerare..." + msgid "Help" msgstr "Hjälp" +msgid "Online Documentation" +msgstr "Online dokumentation" + +msgid "Questions & Answers" +msgstr "Frågor och svar" + +msgid "Report a Bug" +msgstr "Rapportera en bug" + +msgid "Copy System Info" +msgstr "Kopiera systeminformation" + +msgid "Copies the system info as a single-line text into the clipboard." +msgstr "Kopiera systeminformation som en ensam rad med text till klippbordet." + +msgid "Suggest a Feature" +msgstr "Föreslå en ny funktion" + msgid "Send Docs Feedback" msgstr "Skicka Dokumentations Feedback" msgid "Community" msgstr "Gemenskap" +msgid "About Godot" +msgstr "Om Godot" + +msgid "Support Godot Development" +msgstr "Supporta utvecklingen av Godot" + +msgid "Choose a renderer." +msgstr "Välj en renderare." + msgid "Forward+" msgstr "Framåt+" +msgid "Mobile" +msgstr "Mobil" + +msgid "Compatibility" +msgstr "Kompabilitet" + +msgid "Update Continuously" +msgstr "Uppdatera kontinuerligt" + +msgid "Update When Changed" +msgstr "Uppdatera vid ändring" + msgid "FileSystem" msgstr "FilSystem" @@ -2279,6 +3103,9 @@ msgstr "Inspektör" msgid "Node" msgstr "Nod" +msgid "History" +msgstr "Historik" + msgid "Expand Bottom Panel" msgstr "Expandera Nedre Panel" @@ -2288,9 +3115,15 @@ msgstr "Utdata" msgid "Don't Save" msgstr "Spara Inte" +msgid "Android build template is missing, please install relevant templates." +msgstr "Byggmall för Android saknas. Installera relevanta mallar." + msgid "Manage Templates" msgstr "Hantera Mallar" +msgid "Install from file" +msgstr "Installera från fil" + msgid "Import Templates From ZIP File" msgstr "Importera Mall från ZIP fil" @@ -2373,6 +3206,12 @@ msgstr "Ny %s" msgid "New Script" msgstr "Nytt Skript" +msgid "New Shader" +msgstr "Ny shader" + +msgid "Remote Debug" +msgstr "Fjärrdebuggning" + msgid "Write your logic in the _run() method." msgstr "Skriv din logik i _run() metoden." @@ -2394,21 +3233,57 @@ msgstr "Enhet" msgid "Project export for platform:" msgstr "Projektexport för plattformen:" +msgid "Completed with warnings." +msgstr "Klar med varningar." + +msgid "Completed successfully." +msgstr "Slutfördes framgångsrikt." + +msgid "Failed." +msgstr "Misslyckades." + +msgid "Storing File: %s" +msgstr "Lagrar fil: %s" + msgid "Storing File:" msgstr "Lagrar Fil:" msgid "No export template found at the expected path:" msgstr "Ingen exportmall hittades vid den förväntade sökvägen:" +msgid "Could not open file to read from path \"%s\"." +msgstr "Kunde inte öppna filen för läsning från sökväg \"%s\"." + msgid "Packing" msgstr "Packar" +msgid "Failed to export project files." +msgstr "Misslyckades att exportera projektets filer." + +msgid "Can't open file for writing at path \"%s\"." +msgstr "Kan inte öppna fil för skrivning på sökväg \"%s\"." + +msgid "Can't open file for reading-writing at path \"%s\"." +msgstr "Kan inte öppna fil för läsning och skrivning vid sökväg \"%s\"." + +msgid "Can't open encrypted file to write." +msgstr "Kan inte öppna krypterad fil för skrivning." + +msgid "Can't open file to read from path \"%s\"." +msgstr "Kan inte öppna fil för läsning från sökväg \"%s\"." + msgid "Custom debug template not found." msgstr "Mallfil hittades inte." msgid "Custom release template not found." msgstr "Anpassad release mall hittades inte." +msgid "The given export path doesn't exist." +msgstr "Den angivna export sökvägen finns inte." + +msgid "Template file not found: \"%s\"." +msgstr "Mallfil hittades inte: \"%s\"." + msgid "PCK Embedding" msgstr "PCK Inbäddning" @@ -2421,6 +3296,9 @@ msgstr "Ansluter till spegeln..." msgid "Request failed:" msgstr "Förfrågning misslyckades:" +msgid "Best available mirror" +msgstr "Bästa tillgängliga spegel" + msgid "" "No download links found for this version. Direct download is only available " "for official releases." @@ -2449,18 +3327,80 @@ msgstr "Laddar ner" msgid "Connection Error" msgstr "Anslutningsfel" +msgid "Invalid version.txt format inside the export templates file: %s." +msgstr "Ogilitigt version.txt format i export mall filen: %s." + +msgid "No version.txt found inside the export templates file." +msgstr "Ingen version.txt funnen i export mall filen." + +msgid "Extracting Export Templates" +msgstr "Extraherar export mallar" + msgid "Importing:" msgstr "Importerar:" msgid "Current Version:" msgstr "Nuvarande Version:" +msgid "Export templates are missing. Download them or install from a file." +msgstr "Exportmallar saknas. Ladda ner eller installera dem." + +msgid "Export templates are installed and ready to be used." +msgstr "Exportmallar är installerade och klara att använda." + +msgid "Open the folder containing installed templates for the current version." +msgstr "Öppna katalogen som innehåller mallar för den aktuella versionen." + msgid "Uninstall" msgstr "Avinstallera" +msgid "Uninstall templates for the current version." +msgstr "Avinstallera mallar för den aktuella versionen." + msgid "Download from:" msgstr "Ladda ner från:" +msgid "Download and Install" +msgstr "Ladda ner och installera" + +msgid "" +"Download and install templates for the current version from the best possible " +"mirror." +msgstr "" +"Ladda ner och installera mallar för den aktuella versionen från den bästa " +"spegeln." + +msgid "Official export templates aren't available for development builds." +msgstr "Officiella exportmallar är inte tillgängliga för utvecklingsbyggen." + +msgid "Install templates from a local file." +msgstr "Installera mallar från en lokal fil." + +msgid "Cancel the download of the templates." +msgstr "Avbryt nedladdning av mallar." + +msgid "Uninstall Template" +msgstr "Avinstallera mall" + +msgid "Select Template File" +msgstr "Välj mall-fil" + +msgid "Godot Export Templates" +msgstr "Godot Exportmallar" + +msgid "" +"The templates will continue to download.\n" +"You may experience a short editor freeze when they finish." +msgstr "" +"Mallar fortsätter att laddas ner.\n" +"Du kan uppleva en kort hängning av editorn när nedladdningen slutförs." + +msgid "Runnable" +msgstr "Körbar" + +msgid "(Inherited)" +msgstr "(Ärvd)" + msgid "Release" msgstr "Släpp" @@ -2479,6 +3419,21 @@ msgstr "Resurser" msgid "Export all resources in the project" msgstr "Exportera alla resurser i projektet" +msgid "Export as dedicated server" +msgstr "Exportera dedikerad server" + +msgid "Export PCK/ZIP..." +msgstr "Exportera PCK/ZIP..." + +msgid "Export Project..." +msgstr "Exportera projekt..." + +msgid "Choose an export mode:" +msgstr "Välj ett exportläge:" + +msgid "Export All..." +msgstr "Exportera allt..." + msgid "Browse" msgstr "Bläddra" @@ -2494,6 +3449,12 @@ msgstr "Visa objekt som lista." msgid "Cannot move a folder into itself." msgstr "Det går inte att flytta en mapp in i sig själv." +msgid "Failed to save resource at %s: %s" +msgstr "Misslyckades att spara resurs till %s: %s" + +msgid "Failed to load resource at %s: %s" +msgstr "Misslyckades att ladda resurs från %s: %s" + msgid "A file or folder with this name already exists." msgstr "En fil eller mapp med detta namn finns redan." @@ -2549,21 +3510,39 @@ msgstr "Mapp:" msgid "Filters:" msgstr "Filter:" +msgid "%d match in %d file" +msgstr "%d matchning i %d fil" + +msgid "%d matches in %d file" +msgstr "%d matchningar i %d fil" + +msgid "%d matches in %d files" +msgstr "%d matchningar i %d filer" + msgid "Add to Group" msgstr "Lägg till i Grupp" msgid "Remove from Group" msgstr "Ta bort från Grupp" +msgid "Invalid group name." +msgstr "Ogiltigt grupp namn." + msgid "Group name already exists." msgstr "Gruppnamn existerar redan." +msgid "Delete Group" +msgstr "Ta bort Grupp" + msgid "Groups" msgstr "Grupper" msgid "Empty groups will be automatically removed." msgstr "Tomma grupper tas automatiskt bort." +msgid "Manage Groups" +msgstr "Hantera Grupper" + msgid "Move" msgstr "Flytta" @@ -2573,14 +3552,30 @@ msgstr "Vänligen välj en baskatalog först." msgid "Choose a Directory" msgstr "Välj en Katalog" +msgid "Copy File(s)" +msgstr "Kopiera Fil(er)" + msgid "Network" msgstr "Nätverk" msgid "Select Current Folder" msgstr "Välj Nuvarande Mapp" +msgid "Cannot save file with an empty filename." +msgstr "Kan inte spara fil med ett tomt filnamn." + +msgid "Cannot save file with a name starting with a dot." +msgstr "Kan inte spara fil när namnet börjar på en punkt." + +msgid "" +"File \"%s\" already exists.\n" +"Do you want to overwrite it?" +msgstr "" +"Filen \"%s\" finns redan.\n" +"Vill du skriva över den?" + msgid "Select This Folder" -msgstr "Välj Denna Mapp" +msgstr "Välj denna mapp" msgid "All Recognized" msgstr "Alla Erkända" @@ -2666,6 +3661,31 @@ msgstr "Spela projektet." msgid "Play the edited scene." msgstr "Spela den redigerade scenen." +msgid "Reload the played scene." +msgstr "Ladda om den spelade scenen." + +msgid "No notifications." +msgstr "Inga notifieringar." + +msgid "Show notifications." +msgstr "Visa notifieringar." + +msgid "Silence the notifications." +msgstr "Tysta notifieringar." + +msgid "Node has one connection." +msgid_plural "Node has {num} connections." +msgstr[0] "Nod har en anslutning." +msgstr[1] "Nod har flera anslutningar." + +msgid "Node is in this group:" +msgid_plural "Node is in the following groups:" +msgstr[0] "Nod finns i denna grupp:" +msgstr[1] "Nod finns i dessa grupper:" + +msgid "Click to show signals dock." +msgstr "Klicka för att visa signalpanelen." + msgid "Open Script:" msgstr "Öppna Skript:" @@ -2675,9 +3695,24 @@ msgstr "Scenträd (Noder):" msgid "Select a Node" msgstr "Välj en Node" +msgid "Global" +msgstr "Global" + msgid "Reimport" msgstr "Importera om" +msgid "Enable looping." +msgstr "Slå på slinga." + +msgid "Loop:" +msgstr "Slinga:" + +msgid "Beat Count:" +msgstr "Taktslagsräknare:" + +msgid "Configuration:" +msgstr "Konfiguration:" + msgid "Import Scene" msgstr "Importera Scen" @@ -2696,6 +3731,52 @@ msgstr "Fel uppstod efter importering av skript:" msgid "Saving..." msgstr "Sparar..." +msgid "" +"Error importing GLSL shader file: '%s'. Open the file in the filesystem dock " +"in order to see the reason." +msgstr "" +"Fel vid import av GLSL shader fil: '%s'. Öppna filen i filsystemspanelen för " +"att se orsaken." + +msgid "2D" +msgstr "2D" + +msgid "" +msgstr "" + +msgid "Error opening scene" +msgstr "Fel vid öppning av scen" + +msgid "Select folder to extract material resources" +msgstr "Välj katalog för att extrahera materialresurser" + +msgid "Warning: File exists" +msgstr "Varning: Filen existerar" + +msgid "Will create new file" +msgstr "Kommer att skapa ny fil" + +msgid "Extract" +msgstr "Extrahera" + +msgid "Will save to new file" +msgstr "Kommer att spara till en ny fil" + +msgid "Set Paths" +msgstr "Sätt sökvägar" + +msgid "Actions..." +msgstr "Åtgärder..." + +msgid "Extract Materials" +msgstr "Extrahera material" + +msgid "Materials" +msgstr "Material" + +msgid "Binary: *.res" +msgstr "Binär: *.res" + msgid "Select Importer" msgstr "Välj Importör" @@ -2722,12 +3803,15 @@ msgid "" msgstr "" "Du har väntande ändringar som inte har tillämpats ännu. Klicka på " "Återimportera för att tillämpa ändringar som gjorts i importalternativen.\n" -"Om du väljer en annan resurs i FilSystem-dockan utan att först klicka på " -"Återimportera kommer ändringar som gjorts i importdockan att ignoreras." +"Om du väljer en annan resurs i FilSystem-panelen utan att först klicka på " +"återimportera kommer ändringar som gjorts i importpanelen att ignoreras." msgid "Import As:" msgstr "Importera Som:" +msgid "Advanced..." +msgstr "Avancerad..." + msgid "Save Scenes, Re-Import, and Restart" msgstr "Spara scener, återimportera och starta om" @@ -2746,6 +3830,12 @@ msgstr "Enhet:" msgid "Failed to load resource." msgstr "Misslyckades att ladda resurs." +msgid "Copy Properties" +msgstr "Kopiera egenskaper" + +msgid "Paste Properties" +msgstr "Klistra in egenskaper" + msgid "Make Sub-Resources Unique" msgstr "Gör Under-resurser Unika" @@ -2764,6 +3854,9 @@ msgstr "Spara Som..." msgid "Copy Resource" msgstr "Kopiera Resurs" +msgid "Open documentation for this object." +msgstr "Öppna dokumentationen för detta objektet." + msgid "Remove Translation" msgstr "Ta bort Översättning" @@ -2776,6 +3869,9 @@ msgstr "Översättningar:" msgid "Resources:" msgstr "Resurser:" +msgid "Set %s on %d nodes" +msgstr "Sätt %s på %d noder" + msgid "Update" msgstr "Uppdatera" @@ -2845,12 +3941,30 @@ msgstr "Nod har bytt Namn" msgid "Add Node..." msgstr "Lägg Till Node..." +msgid "Animation name can't be empty." +msgstr "Animationsnamnet kan inte vara tomt." + msgid "Load Animation" msgstr "Ladda Animation" +msgid "Invalid AnimationLibrary file." +msgstr "Ogiltig AnimationLibrary-fil." + +msgid "Invalid Animation file." +msgstr "Ogiltig animationsfil." + msgid "Pasted Animation" msgstr "Inklistrad Animation" +msgid "Paste Animation to Library from clipboard" +msgstr "Klistra in animation till biblioteket från klippbordet" + +msgid "Copy animation to clipboard" +msgstr "Kopiera animation till klippbordet" + +msgid "Save animation to resource on disk" +msgstr "Spara animation till resurs på disk" + msgid "Toggle Autoplay" msgstr "Slå på/av Autoplay" @@ -2878,6 +3992,9 @@ msgstr "Animeringsverktyg" msgid "Animation" msgstr "Animation" +msgid "Manage Animations..." +msgstr "Hantera animationer..." + msgid "Edit Transitions..." msgstr "Ändra Övergångar..." @@ -2887,6 +4004,9 @@ msgstr "Spela upp automatiskt efter inladdning" msgid "Directions" msgstr "Riktningar" +msgid "2 steps" +msgstr "2 steg" + msgid "Error!" msgstr "Fel!" @@ -2899,6 +4019,9 @@ msgstr "Skapa nya noder." msgid "Connect nodes." msgstr "Anslut noder." +msgid "Transition:" +msgstr "Övergång:" + msgid "Play Mode:" msgstr "Spel Läge:" @@ -2923,24 +4046,51 @@ msgstr "Inget svar." msgid "Can't resolve." msgstr "Kan inte lösa." +msgid "Request failed, timeout" +msgstr "Förfrågan misslyckades, timeout" + msgid "Timeout." msgstr "Tidsgräns." msgid "Failed:" msgstr "Misslyckades:" +msgid "Expected:" +msgstr "Förväntad:" + +msgid "Got:" +msgstr "Fick:" + +msgid "Failed SHA-256 hash check" +msgstr "SHA-256 hashkontroll misslyckades" + +msgid "Ready to install!" +msgstr "Redo att börja installation!" + msgid "Downloading (%s / %s)..." msgstr "Laddar ner (%s / %s)..." msgid "Downloading..." msgstr "Laddar ner..." +msgid "Resolving..." +msgstr "Namnuppslag..." + +msgid "Error making request" +msgstr "Förfrågan misslyckades" + +msgid "Idle" +msgstr "Inaktiv" + msgid "Install..." msgstr "Installera..." msgid "Retry" msgstr "Försök igen" +msgid "Download Error" +msgstr "Nedladdningsfel" + msgid "Recently Updated" msgstr "Nyligen Uppdaterade" @@ -2959,12 +4109,37 @@ msgstr "Licens (A-Z)" msgid "License (Z-A)" msgstr "Licens (Z-A)" +msgid "Official" +msgstr "Officiell" + +msgid "Testing" +msgstr "Testning" + msgid "Loading..." msgstr "Laddar..." +msgctxt "Pagination" +msgid "First" +msgstr "Första" + +msgctxt "Pagination" +msgid "Previous" +msgstr "Föregående" + +msgctxt "Pagination" +msgid "Next" +msgstr "Nästa" + +msgctxt "Pagination" +msgid "Last" +msgstr "Sista" + msgid "All" msgstr "Alla" +msgid "Search Templates, Projects, and Demos" +msgstr "Sök mallar, projekt och demos" + msgid "Import..." msgstr "Importera..." @@ -2986,9 +4161,176 @@ msgstr "Support" msgid "Preview" msgstr "Förhandsgranska" +msgid "steps" +msgstr "steg" + +msgid "Rotation Offset:" +msgstr "Rotationsoffset:" + +msgid "Rotation Step:" +msgstr "Rotationssteg:" + +msgid "Scale Step:" +msgstr "Skalsteg:" + +msgid "Move Node(s) to Position" +msgstr "Flytta nod(er) till position" + +msgid "Move Vertical Guide" +msgstr "Flytta vertikal guide" + +msgid "Create Vertical Guide" +msgstr "Skapa vertikal guide" + +msgid "Remove Vertical Guide" +msgstr "Ta bort vertikal guide" + +msgid "Move Horizontal Guide" +msgstr "Flytta horisontell guide" + +msgid "Create Horizontal Guide" +msgstr "Skapa horisontell guide" + +msgid "Remove Horizontal Guide" +msgstr "Ta bort horisontell guide" + +msgid "Create Horizontal and Vertical Guides" +msgstr "Skapa horisontella och vertikala guider" + +msgid "Rotate %d CanvasItems" +msgstr "Rotera %d CanvasItems" + msgid "Rotate CanvasItem \"%s\" to %d degrees" msgstr "Rotera CanvasItem \"%s\" till %d grader" +msgid "Scale Node2D \"%s\" to (%s, %s)" +msgstr "Skala Node2D \"%s\" till (%s, %s)" + +msgid "Resize Control \"%s\" to (%d, %d)" +msgstr "Ändra storlek på Control \"%s\" till (%d, %d)" + +msgid "Scale %d CanvasItems" +msgstr "Skala %d CanvasItems" + +msgid "Scale CanvasItem \"%s\" to (%s, %s)" +msgstr "Skala CanvasItem \"%s\" till (%s, %s)" + +msgid "Move %d CanvasItems" +msgstr "Flytta %d CanvasItems" + +msgid "Move CanvasItem \"%s\" to (%d, %d)" +msgstr "Flytta CanvasItem \"%s\" till (%d, %d)" + +msgid "Locked" +msgstr "Låst" + +msgid "Grouped" +msgstr "Grupperad" + +msgid "Add Node Here" +msgstr "Lägg till nod här" + +msgid "Instantiate Scene Here" +msgstr "Instansiera scen här" + +msgid "Paste Node(s) Here" +msgstr "Klistra in nod(er) här" + +msgid "Move Node(s) Here" +msgstr "Flytta nod(er) hit" + +msgid "px" +msgstr "px" + +msgid "units" +msgstr "enheter" + +msgid "Moving:" +msgstr "Flyttar:" + +msgid "Rotating:" +msgstr "Roterar:" + +msgid "Scaling:" +msgstr "Skalning:" + +msgid "Lock Selected" +msgstr "Lås markering" + +msgid "Unlock Selected" +msgstr "Lås upp markering" + +msgid "Group Selected" +msgstr "Gruppera markering" + +msgid "Ungroup Selected" +msgstr "Avgruppera markering" + +msgid "Clear Guides" +msgstr "Rensa guider" + +msgid "Zoom to 3.125%" +msgstr "Zooma till 3.125%" + +msgid "Zoom to 6.25%" +msgstr "Zooma till 6.25%" + +msgid "Zoom to 12.5%" +msgstr "Zooma till 12.5%" + +msgid "Zoom to 25%" +msgstr "Zooma till 25%" + +msgid "Zoom to 50%" +msgstr "Zooma till 50%" + +msgid "Zoom to 100%" +msgstr "Zooma till 100%" + +msgid "Zoom to 200%" +msgstr "Zooma till 200%" + +msgid "Zoom to 400%" +msgstr "Zooma till 400%" + +msgid "Zoom to 800%" +msgstr "Zooma till 800%" + +msgid "Zoom to 1600%" +msgstr "Zooma till 1600%" + +msgid "Center View" +msgstr "Centrera vy" + +msgid "Drag: Rotate selected node around pivot." +msgstr "Dra: Rotera vald nod runt pivot." + +msgid "Alt+Drag: Move selected node." +msgstr "Alt+Dra: Flytta vald nod." + +msgid "Alt+Drag: Scale selected node." +msgstr "Alt+Dra: Skala markerad nod." + +msgid "V: Set selected node's pivot position." +msgstr "V: Sätt markerad nods pivotposition." + +msgid "Alt+RMB: Show list of all nodes at position clicked, including locked." +msgstr "" +"Alt+RMB: Visa en lista av alla noder vid den klickade positionen, inklusive " +"låsta." + +msgid "RMB: Add node at position clicked." +msgstr "RMB: Lägg till nod vid den klickade positionen." + +msgid "Move Mode" +msgstr "Flyttläge" + +msgid "Rotate Mode" +msgstr "Roteringsläge" + +msgid "Scale Mode" +msgstr "Skalningsläge" + msgid "View" msgstr "Visa" @@ -3013,9 +4355,56 @@ msgstr "Synliga Kollisionsformer" msgid "Visible Navigation" msgstr "Synlig Navigation" +msgid "Run %d Instance" +msgid_plural "Run %d Instances" +msgstr[0] "Kör %d instans" +msgstr[1] "Kör %d instanser" + +msgid " - Variation" +msgstr " - Variation" + msgid "Volume" msgstr "Volym" +msgid "No editor scene root found." +msgstr "Ingen editor scenrot funnen." + +msgid "" +"Creates a StaticBody3D and assigns a polygon-based collision shape to it " +"automatically.\n" +"This is the most accurate (but slowest) option for collision detection." +msgstr "" +"Skapar en StaticBody3D och tilldelar den en polygonbaserad kollisionsform " +"automatiskt.\n" +"Detta är den mest exakta (men långsammaste) inställningen för " +"kollisionsdetektering." + +msgid "" +"Creates a polygon-based collision shape.\n" +"This is the most accurate (but slowest) option for collision detection." +msgstr "" +"Skapar en polygonbaserad kollisionsform.\n" +"Detta är den mest exakta (men långsammaste) inställningen för " +"kollisionsdetektering." + +msgid "" +"Creates a simplified convex collision shape.\n" +"This is similar to single collision shape, but can result in a simpler " +"geometry in some cases, at the cost of accuracy." +msgstr "" +"Skapar en förenklad konvex kollisionsform.\n" +"Detta liknar en ensam kollisionsform, men kan resultera i en enklare geometri " +"i vissa fall på bekostnad av exaktheten." + +msgid "View UV1" +msgstr "Visa UV1" + +msgid "View UV2" +msgstr "Visa UV2" + +msgid "Remove item %d?" +msgstr "Ta bort element %d?" + msgid "" "Update from existing scene?:\n" "%s" @@ -3023,9 +4412,30 @@ msgstr "" "Uppdatera från existerande scen?:\n" "%s" +msgid "MeshLibrary" +msgstr "MeshLibrary" + +msgid "Add Item" +msgstr "Lägg till element" + +msgid "Remove Selected Item" +msgstr "Ta bort markerat element" + +msgid "Import from Scene (Ignore Transforms)" +msgstr "Importera från scen (ignorera transformationer)" + +msgid "Import from Scene (Apply Transforms)" +msgstr "Importera från scen (applicera transformationer)" + msgid "Update from Scene" msgstr "Uppdatera från scen" +msgid "Apply without Transforms" +msgstr "Applicera utan transformationer" + +msgid "Apply with Transforms" +msgstr "Applicera med transformationer" + msgid "X-Axis" msgstr "X-Axel" @@ -3041,12 +4451,24 @@ msgstr "Slumpmässig Rotation:" msgid "Random Scale:" msgstr "Slumpmässig Skala:" +msgid "Amount:" +msgstr "Antal:" + +msgid "Set start_position" +msgstr "Sätt start_position" + +msgid "Set end_position" +msgstr "Sätt end_position" + msgid "Edit Poly" msgstr "Redigera Polygon" msgid "Edit Poly (Remove Point)" msgstr "Redigera Polygon (ta bort punkt)" +msgid "Transform Aborted." +msgstr "Transformation avbruten." + msgid "Orthogonal" msgstr "Ortogonal" @@ -3062,6 +4484,9 @@ msgstr "Y-Axel Transformering." msgid "Z-Axis Transform." msgstr "Z-Axel Transformering." +msgid "Objects: %d\n" +msgstr "Objekt: %d\n" + msgid "Top View." msgstr "Vy Ovanifrån." @@ -3083,12 +4508,18 @@ msgstr "Vy Bakifrån." msgid "Rotating %s degrees." msgstr "Roterar %s grader." +msgid "Display Advanced..." +msgstr "Visa avancerad..." + msgid "View Information" msgstr "Visa Information" msgid "Audio Listener" msgstr "Ljud-Lyssnare" +msgid "Preview disabled." +msgstr "Förhandsgranskning avstängd." + msgid "Bottom View" msgstr "Vy underifrån" @@ -3107,12 +4538,45 @@ msgstr "Vy från vänster" msgid "Right View" msgstr "Vy från höger" +msgid "Switch Perspective/Orthogonal View" +msgstr "Ändra perspektiv/Ortogonal vy" + +msgid "Decrease Field of View" +msgstr "Minska synfält" + +msgid "Increase Field of View" +msgstr "Öka synfält" + msgid "Transform" msgstr "Transformera" +msgid "1 Viewport" +msgstr "1 vy" + +msgid "2 Viewports" +msgstr "2 vyer" + +msgid "2 Viewports (Alt)" +msgstr "2 vyer (Alt)" + +msgid "3 Viewports" +msgstr "3 vyer" + +msgid "3 Viewports (Alt)" +msgstr "3 vyer (Alt)" + +msgid "4 Viewports" +msgstr "4 vyer" + +msgid "View Grid" +msgstr "Visa nät" + msgid "Settings..." msgstr "Inställningar..." +msgid "Viewport Settings" +msgstr "Vyinställningar" + msgid "Ctrl: Rotate" msgstr "Ctrl: Rotera" @@ -3244,6 +4708,9 @@ msgstr "Gå till Funktion..." msgid "Go to Line..." msgstr "Gå till Rad..." +msgid "Save File As" +msgstr "Spara fil som" + msgid "Settings:" msgstr "Inställningar:" @@ -3259,21 +4726,88 @@ msgstr "(tom)" msgid "Animations:" msgstr "Animationer:" +msgid "Delete Animation" +msgstr "Ta bort animation" + msgid "Size" msgstr "Storlek" +msgid "1 color" +msgid_plural "{num} colors" +msgstr[0] "1 färg" +msgstr[1] "{num} färger" + +msgid "No colors found." +msgstr "Inga färger hittades." + +msgid "1 constant" +msgid_plural "{num} constants" +msgstr[0] "1 konstant" +msgstr[1] "{num} konstanter" + +msgid "No constants found." +msgstr "Inga konstanter funna." + +msgid "1 font" +msgid_plural "{num} fonts" +msgstr[0] "1 typsnitt" +msgstr[1] "{num} typsnitt" + +msgid "No fonts found." +msgstr "Inga typsnitt funna." + +msgid "1 font size" +msgid_plural "{num} font sizes" +msgstr[0] "1 typsnitts storlek" +msgstr[1] "{num} typsnitts storlekar" + +msgid "No font sizes found." +msgstr "Inga typsnittsstorlekar funna." + +msgid "No icons found." +msgstr "Inga ikoner funna." + +msgid "{num} currently selected" +msgid_plural "{num} currently selected" +msgstr[0] "{num} är markerad" +msgstr[1] "{num} är markerade" + +msgid "Nothing was selected for the import." +msgstr "Inget var valt för importen." + msgid "Updating the editor" msgstr "Uppdaterar editorn" +msgid "Finalizing" +msgstr "Slutför" + +msgid "With Data" +msgstr "Med data" + msgid "Select by data type:" msgstr "Välj efter datatyp:" +msgid "Select all visible color items and their data." +msgstr "Markera alla synliga färgelement och dess data." + +msgid "Deselect all visible color items." +msgstr "Avmarkera alla synliga färgelement." + +msgid "Select all visible font items." +msgstr "Markera alla synliga typsnittselement." + +msgid "Expand types." +msgstr "Expandera typer." + msgid "Remove Items:" msgstr "Ta bort objekt:" msgid "Select Another Theme Resource:" msgstr "Välj en annan temaresurs:" +msgid "Type name is empty!" +msgstr "Typnamn är tomt!" + msgid "Override All" msgstr "Åsidosätt Alla" @@ -3283,21 +4817,96 @@ msgstr "Tema:" msgid "Select UI Scene:" msgstr "Välj UI-scen:" +msgid "Shift+Ctrl: Draw rectangle." +msgstr "Skift+Ctrl: Rita rektangel." + +msgid "Scattering:" +msgstr "Spridning:" + +msgid "Matches Corners and Sides" +msgstr "Matchar hörn och sidor" + +msgid "Matches Corners Only" +msgstr "Matchar enbart hörn" + +msgid "Matches Sides Only" +msgstr "Matchar enbart sidor" + +msgid "Terrains" +msgstr "Teränger" + +msgid "No Layers" +msgstr "Inga lager" + msgid "Yes" msgstr "Ja" +msgid "No" +msgstr "Nej" + +msgid "Add a new atlas source" +msgstr "Lägg till en atlas källa" + +msgid "Sort Sources" +msgstr "Sortera källor" + msgid "TileSet" msgstr "TileSet" +msgid "TileMap" +msgstr "TileMap" + msgid "Error" msgstr "Fel" +msgid "Discard changes" +msgstr "Förkasta ändringar" + +msgid "Date:" +msgstr "Datum:" + +msgid "Local Settings" +msgstr "Lokala inställningar" + +msgid "Remote Login" +msgstr "Fjärrlogin" + +msgid "Username" +msgstr "Användarnamn" + +msgid "Password" +msgstr "Lösenord" + +msgid "SSH Public Key Path" +msgstr "SSH publik nyckelsökväg" + +msgid "Select SSH public key path" +msgstr "Välj SSH publik nyckelsökväg" + +msgid "SSH Private Key Path" +msgstr "SSH privat nyckelsökväg" + +msgid "Select SSH private key path" +msgstr "Välj SSH privat nyckelsökväg" + msgid "SSH Passphrase" msgstr "Lösenordsfras för SSH" +msgid "Discard all changes" +msgstr "Förkasta alla ändringar" + +msgid "Permanentally delete my changes" +msgstr "Ta bort mina ändringar permanent" + msgid "Add Output" msgstr "Lägg till Utdata" +msgid "Boolean" +msgstr "Boolsk" + +msgid "[default]" +msgstr "[standard]" + msgid "Add Input Port" msgstr "Lägg till Ingångsport" @@ -3322,15 +4931,72 @@ msgstr "Sepia funktion." msgid "Color constant." msgstr "Färg konstant." +msgid "Color parameter." +msgstr "Färgparameter." + +msgid "Float operator." +msgstr "Flyttalsoperator." + +msgid "Integer operator." +msgstr "Heltalsoperator." + +msgid "Returns the greater of two values." +msgstr "Returnerar det största av två värden." + +msgid "Returns the lesser of two values." +msgstr "Returnerar det minsta av två värden." + +msgid "Linear interpolation between two scalars." +msgstr "Linjär interpolering mellan två skalära." + +msgid "Returns the opposite value of the parameter." +msgstr "Returnerar det inverterade värdet av parametern." + +msgid "Converts a quantity in degrees to radians." +msgstr "Konverterar en kvantitet i grader till radianer." + +msgid "Returns the sine of the parameter." +msgstr "Returnerar sinus av parametern." + msgid "Transform function." msgstr "Transformera funktion." +msgid "Sums two transforms." +msgstr "Summera två transformeringar." + +msgid "Divides two transforms." +msgstr "Dividerar två transformeringar." + +msgid "Multiplies two transforms." +msgstr "Multiplicerar två transformeringar." + +msgid "Subtracts two transforms." +msgstr "Subtraherar två transformeringar." + msgid "Transform constant." msgstr "Transformera konstant." msgid "Vector function." msgstr "Vektor funktion." +msgid "Returns the distance between two points." +msgstr "Returnerar distansen mellan två punkter." + +msgid "Calculates the length of a vector." +msgstr "Beräknar längden av en vektor." + +msgid "Linear interpolation between two vectors." +msgstr "Linjär interpolering mellan två vektorer." + +msgid "1.0 - vector" +msgstr "1.0 - vektor" + +msgid "1.0 / vector" +msgstr "1.0 / vektor" + +msgid "Returns the vector that points in the direction of refraction." +msgstr "Returnerar vektorn som pekar i ljusbrytningens riktning." + msgid "Edit Visual Property:" msgstr "Redigera Visuell Egenskap:" @@ -3385,6 +5051,9 @@ msgstr "Renderare:" msgid "Can't open project at '%s'." msgstr "Kan inte öppna projekt vid '%s'." +msgid "Tag name can't be empty." +msgstr "Tagnamn kan inte vara tomt." + msgid "Remove %d projects from the list?" msgstr "Ta bort %d projekt från listan?" @@ -3412,30 +5081,150 @@ msgstr "Ta bort Alla" msgid "Can't run project" msgstr "Kan inte köra projektet" +msgid "Add Project Setting" +msgstr "Lägg till projektinställning" + msgid "Change Action deadzone" msgstr "Ändra Åtgärdens Dödzon" msgid "Localization" msgstr "Lokalisering" +msgid "Select Property" +msgstr "Välj egenskap" + +msgid "Select Virtual Method" +msgstr "Välj virtuell metod" + +msgid "Prefix:" +msgstr "Prefix:" + +msgid "Suffix:" +msgstr "Suffix:" + msgid "Use Regular Expressions" msgstr "Använd Vanliga Uttryck" +msgid "Advanced Options" +msgstr "Avancerade alternativ" + +msgid "Node name." +msgstr "Nod namn." + +msgid "Node type." +msgstr "Nod typ." + +msgid "Current scene name." +msgstr "Nuvarande scens namn." + +msgid "Root node name." +msgstr "Rotnodsnamn." + +msgid "If set, the counter restarts for each group of child nodes." +msgstr "Om satt så startar räknaren om för varje grupp av barn noder." + msgid "Step" msgstr "Steg" +msgid "Post-Process" +msgstr "Efterbearbetning" + msgid "Style" msgstr "Stil" +msgid "PascalCase to snake_case" +msgstr "PascalCase till snake_case" + +msgid "snake_case to PascalCase" +msgstr "snake_case till PascalCase" + +msgid "To Lowercase" +msgstr "Till gemener" + +msgid "To Uppercase" +msgstr "Till versaler" + +msgid "Reset" +msgstr "Återställ" + +msgid "Regular Expression Error:" +msgstr "Fel i reguljärt uttryck:" + msgid "At character %s" msgstr "Vid tecken %s" msgid "Reparent Node" msgstr "Byt Förälder-Node" +msgid "Select new parent:" +msgstr "Välj ny förälder:" + +msgid "Pick Root Node Type" +msgstr "Välj rotnods typ" + +msgid "Pick" +msgstr "Välj" + +msgid "Scene name is valid." +msgstr "Scenens namn är giltigt." + +msgid "Scene name is empty." +msgstr "Tomt scennamn." + +msgid "File name invalid." +msgstr "Ogiltigt filnamn." + +msgid "File already exists." +msgstr "Fil finns redan." + +msgid "Root node valid." +msgstr "Rot nod giltig." + +msgid "Invalid root node name." +msgstr "Ogiltigt root nods namn." + +msgid "Root Type:" +msgstr "Roottyp:" + +msgid "2D Scene" +msgstr "2D Scen" + +msgid "3D Scene" +msgstr "3D Scen" + +msgid "User Interface" +msgstr "Användargränssnitt" + +msgid "Scene Name:" +msgstr "Scennamn:" + +msgid "Root Name:" +msgstr "Rotnamn:" + +msgid "Leave empty to use scene name" +msgstr "Lämna tomt för att använda scenens namn" + +msgid "Create New Scene" +msgstr "Skapa ny Scen" + +msgid "No parent to instantiate a child at." +msgstr "Ingen förälder att instansiera ett barn till." + +msgid "No parent to instantiate the scenes at." +msgstr "Ingen förälder att instansiera scener till." + msgid "Error loading scene from %s" msgstr "Fel vid laddning av scen från %s" +msgid "Instantiate Scene(s)" +msgstr "Instansiera scen(er)" + +msgid "Instantiate Child Scene" +msgstr "Instansiera barn-Scen" + +msgid "Detach Script" +msgstr "Koppla från skript" + msgid "This operation can't be done on the tree root." msgstr "Åtgärden kan inte göras på trädroten." @@ -3469,6 +5258,9 @@ msgstr "Skapa Rot Nod:" msgid "Attach Script" msgstr "Fäst Skript" +msgid "Cut Node(s)" +msgstr "Klipp ut nod(er)" + msgid "Remove Node(s)" msgstr "Ta bort Nod(er)" @@ -3481,6 +5273,9 @@ msgstr "Fel vid sparande av scenen." msgid "Editable Children" msgstr "Redigerbara Barn" +msgid "Selects all Nodes of the given type." +msgstr "Välj alla noder av en given typ." + msgid "Add Child Node" msgstr "Lägg till Barn-Nod" @@ -3493,6 +5288,9 @@ msgstr "Skapa Scenrot" msgid "Add/Create a New Node." msgstr "Lägg till/Skapa en Ny Node." +msgid "Delete Related Animation Tracks" +msgstr "Ta bort relaterade animationsspår" + msgid "Path is empty." msgstr "Sökvägen är tom." @@ -3529,12 +5327,18 @@ msgstr "Kommer att ladda en befintlig Skript-fil." msgid "Script file already exists." msgstr "Skriptfil existerar redan." +msgid "No suitable template." +msgstr "Ingen passande mall." + msgid "Class Name:" msgstr "Klassnamn:" msgid "Built-in Script:" msgstr "Inbyggd Skript:" +msgid "Global shader parameter '%s' already exists'" +msgstr "Global shader parameter '%s' finns redan'" + msgid "Invalid type argument to convert(), use TYPE_* constants." msgstr "Ogiltligt typargument till convert(), använd TYPE_* konstanter." @@ -3559,9 +5363,15 @@ msgstr "Redigera Z-Axel" msgid "Clear Selection" msgstr "Rensa Urval" +msgid "Class name must be a valid identifier" +msgstr "Klassnamnet måste vara en giltig identifierare" + msgid "Not enough bytes for decoding bytes, or invalid format." msgstr "Otillräckligt antal bytes för att avkoda, eller ogiltigt format." +msgid "Failed to load .NET runtime" +msgstr "Misslyckades att ladda .NET runtime" + msgid "%s/s" msgstr "%s/s" @@ -3571,33 +5381,153 @@ msgstr "Inkommande RPC" msgid "Outgoing RPC" msgstr "Utgående RPC" +msgid "Config" +msgstr "Konfiguration" + msgid "Network Profiler" msgstr "Nätverksprofilerare" +msgid "Not possible to add a new property to synchronize without a root." +msgstr "" +"Det är inte möjligt att lägga till en ny egenskap att synkronisera utan en " +"rot." + +msgid "Delete Property?" +msgstr "Radera egenskap?" + +msgid "Error loading %s: %s." +msgstr "Fel vid laddning %s: %s." + msgid "Invalid package name:" msgstr "Ogiltigt paket namn:" +msgid "Exporting APK..." +msgstr "Exporterar APK..." + +msgid "Uninstalling..." +msgstr "Avinstallerar..." + +msgid "Could not install to device: %s" +msgstr "Kunde inte installera till enhet: %s" + +msgid "Signing release %s..." +msgstr "Signerar release %s..." + msgid "Could not find keystore, unable to export." msgstr "Det gick inte att hitta nyckellager, det gick inte att exportera." +msgid "Could not start apksigner executable." +msgstr "Kunde inte starta apksigner programmet." + +msgid "" +"output: \n" +"%s" +msgstr "" +"utdata: \n" +"%s" + +msgid "Could not export project files to gradle project." +msgstr "Kunde inte exportera projektfiler till ett gradle projekt." + msgid "Could not write expansion package file!" msgstr "Kunde inte skriva expansionspaketfil!" +msgid "Package not found: \"%s\"." +msgstr "Paket hittades ej: \"%s\"." + +msgid "Could not find template APK to export: \"%s\"." +msgstr "Kunde inte hitta APK-mall för export: \"%s\"." + +msgid "Could not export project files." +msgstr "Kunde inte exportera projektfiler." + msgid "Invalid Identifier:" msgstr "Ogiltig identifierare:" +msgid "Export template not found." +msgstr "Exportmall ej funnen." + +msgid "Could not open file \"%s\"." +msgstr "Kunde inte öppna fil \"%s\"." + +msgid "Exporting project..." +msgstr "Exporterar projekt..." + +msgid "Starting project..." +msgstr "Startar projekt..." + +msgid "Could not open icon file \"%s\"." +msgstr "Kunde inte öppna ikonfil \"%s\"." + +msgid "Could not start rcodesign executable." +msgstr "Kunde inte starta rcodesign programmet." + +msgid "Could not start xcrun executable." +msgstr "Kunde inte starta xcrun processen." + +msgid "Cannot sign file %s." +msgstr "Kan inte signera fil %s." + +msgid "Could not start productbuild executable." +msgstr "Kunde inte starta productbuild programmet." + +msgid "Could not start hdiutil executable." +msgstr "Kunde inte starta hdiutil programmet." + +msgid "Could not create directory: \"%s\"." +msgstr "Kunde inte skapa katalog: \"%s\"." + +msgid "Could not create directory \"%s\"." +msgstr "Kunde inte skapa katalog \"%s\"." + +msgid "Could not created symlink \"%s\" -> \"%s\"." +msgstr "Kunde inte skapa symbolisk länk \"%s\" -> \"%s\"." + +msgid "Could not open \"%s\"." +msgstr "Kunde inte öppna \"%s\"." + msgid "Invalid product GUID." msgstr "Ogiltig produkt GUID." msgid "Invalid publisher GUID." msgstr "Ogiltigt GUID utgivare." +msgid "Could not open template for export: \"%s\"." +msgstr "Kunde inte öppna mall för export: \"%s\"." + +msgid "Could not write file: \"%s\"." +msgstr "Kunde inte skriva till filen: \"%s\"." + +msgid "Could not read file: \"%s\"." +msgstr "Kunde inte läsa från filen: \"%s\"." + +msgid "Could not create HTTP server directory: %s." +msgstr "Kunde inte skapa HTTP-serverkatalog: %s." + +msgid "Error starting HTTP server: %d." +msgstr "Fel vid start av HTTP-server: %d." + msgid "Run in Browser" msgstr "Kör i Webbläsare" msgid "Run exported HTML in the system's default browser." msgstr "Kör exporterad HTML i systemets standardwebbläsare." +msgid "Failed to rename temporary file \"%s\"." +msgstr "Kan inte döpa om temporär fil \"%s\"." + +msgid "Invalid icon file \"%s\"." +msgstr "Ogiltig ikonfil \"%s\"." + +msgid "No identity found." +msgstr "Ingen identitet funnen." + +msgid "Invalid identity type." +msgstr "Ogiltig identifierartyp:" + +msgid "Failed to remove temporary file \"%s\"." +msgstr "Kan inte ta bort temporär fil \"%s\"." + msgid "An empty CollisionPolygon2D has no effect on collision." msgstr "En tom CollisionPolygon2D har ingen effekt på kollision." @@ -3615,6 +5545,31 @@ msgid "Path property must point to a valid Node2D node to work." msgstr "" "Sökvägs-egenskapen måste peka på en giltigt Node2D Node för att fungera." +msgid "" +"CollisionPolygon3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" +"CollisionPolygon3D tjänar bara till att ge en kollisionsform till en " +"CollisionObject3D-härledd nod.\n" +"Använd endast det som ett barn till Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. för att ge dem en form." + +msgid "" +"CollisionShape3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" +"CollisionShape3D tjänar bara till att ge en kollisionsform till en " +"CollisionObject3D-härledd nod.\n" +"Använd endast det som ett barn till Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. för att ge dem en form." + +msgid "Generating Probe Volumes" +msgstr "Genererar sond volymer" + msgid "Invalid animation: '%s'." msgstr "Ogiltig animation: '%s'." @@ -3633,5 +5588,69 @@ msgstr "Vänligen Bekräfta..." msgid "(Other)" msgstr "(Annat)" +msgid "Cannot open font from file: %s." +msgstr "Kan inte öppna typsnitt från fil: %s." + +msgid "Invalid BMFont block type." +msgstr "Ogiltig BMFont blocktyp." + +msgid "" +"Shader keywords cannot be used as parameter names.\n" +"Choose another name." +msgstr "" +"Shader nyckelord kan inte användas som parameternamn.\n" +"Välj ett annat namn." + msgid "Invalid comparison function for that type." msgstr "Ogiltig jämförelsefunktion för den typen." + +msgid "2D Mode" +msgstr "2D Läge" + +msgid "Invalid arguments for the built-in function: \"%s(%s)\"." +msgstr "Ogiltiga argument för den inbyggda funktionen: \"%s(%s)\"." + +msgid "Invalid assignment of '%s' to '%s'." +msgstr "Ogiltig tilldelning av '%s' till '%s'." + +msgid "Expected constant expression." +msgstr "Förväntade ett konstant uttryck." + +msgid "Cannot convert from '%s' to '%s'." +msgstr "Kan ej konvertera från '%s' till '%s'." + +msgid "Expected ')' in expression." +msgstr "Förväntade ett ')' i uttrycket." + +msgid "No matching constructor found for: '%s'." +msgstr "Ingen matchande konstruktor funnen för: '%s'." + +msgid "No matching function found for: '%s'." +msgstr "Ingen matchande funktion funnen för: '%s'." + +msgid "Invalid arguments to operator '%s': '%s'." +msgstr "Ogiltiga argument för operator '%s': '%s'." + +msgid "Invalid shader type. Valid types are: %s" +msgstr "Ogiltig shadertyp. Giltiga typer är: %s" + +msgid "Duplicated filter mode: '%s'." +msgstr "Duplicerat filterläge: '%s'." + +msgid "Duplicated repeat mode: '%s'." +msgstr "Duplicerat repeteringsläge: '%s'." + +msgid "Expected a '%s' or '%s'." +msgstr "Förväntade en'%s' eller '%s'." + +msgid "Redefinition of '%s'." +msgstr "Omdefiniering av '%s'." + +msgid "Shader include file does not exist:" +msgstr "Shader inkluderingsfil saknas:" + +msgid "Invalid macro argument." +msgstr "Ogiltigt makroargument." + +msgid "Invalid macro argument count." +msgstr "Ogiltigt antal makroargument." diff --git a/editor/translations/editor/th.po b/editor/translations/editor/th.po index 55c5694f3b0..8d35ef02814 100644 --- a/editor/translations/editor/th.po +++ b/editor/translations/editor/th.po @@ -129,9 +129,6 @@ msgstr "ปุ่มจอยย้อนกลับ, จอย Sony Select, msgid "Guide, Sony PS, Xbox Home" msgstr "ปุ่มจอยนำทาง, จอย Sony ปุ่ม PS, จอย Xbox ปุ่ม Home" -msgid "Start, Nintendo +" -msgstr "ปุ่มจอยเริ่ม, จอย Nintendo +" - msgid "Left Stick, Sony L3, Xbox L/LS" msgstr "ปุ่มข้างในจอยสติ๊กซ้าย, จอย Sony L3, จอย Xbox L/LS" @@ -1393,9 +1390,9 @@ msgstr "สัญญาอนุญาตจากบุคคลที่สา msgid "" "Godot Engine relies on a number of third-party free and open source " -"libraries, all compatible with the terms of its MIT license. The following " -"is an exhaustive list of all such third-party components with their " -"respective copyright statements and license terms." +"libraries, all compatible with the terms of its MIT license. The following is " +"an exhaustive list of all such third-party components with their respective " +"copyright statements and license terms." msgstr "" "Godot Engine อาศัยไลบรารีต่าง ๆ ที่นำมาใช้ได้อย่างเสรีและเปิดเผยโค้ดเป็นจำนวนมาก " "ซึ่งเข้ากันได้กับสัญญาอนุญาต MIT ต่อไปนี้เป็นรายชื่อของไลบรารีทั้งหมดของบุคคลที่สาม " @@ -1657,8 +1654,7 @@ msgid "Allows editing the node hierarchy in the Scene dock." msgstr "สามารถแก้ไขผังโครงสร้างโหนดในฉากได้" msgid "" -"Allows to work with signals and groups of the node selected in the Scene " -"dock." +"Allows to work with signals and groups of the node selected in the Scene dock." msgstr "สามารถจัดการสัญญาณและการจัดกลุ่มของโหนดในฉากได้." msgid "Allows to browse the local file system via a dedicated dock." @@ -1699,8 +1695,7 @@ msgid "Enable Contextual Editor" msgstr "เปิดการทำงานตัวแก้ไขตามบริบท" msgid "" -"Profile '%s' already exists. Remove it first before importing, import " -"aborted." +"Profile '%s' already exists. Remove it first before importing, import aborted." msgstr "มีโปรไฟล์ '%s' อยู่แล้ว กรุณาลบก่อนที่จะนำเข้า, การนำเข้าถูกยกเลิก" msgid "Current Profile:" @@ -2115,8 +2110,8 @@ msgstr "" "สามารถสืบทอดไปยังฉากใหม่เพื่อทำการแก้ไข" msgid "" -"Error loading scene, it must be inside the project path. Use 'Import' to " -"open the scene, then save it inside the project path." +"Error loading scene, it must be inside the project path. Use 'Import' to open " +"the scene, then save it inside the project path." msgstr "" "ผิดพลาดขณะโหลดฉาก ฉากต้องอยู่ในโฟลเดอร์โปรเจกต์ ใช้ 'Import' เพื่อเปิดไฟล์ฉาก " "แล้วบันทึกลงในโฟลเดอร์โปรเจกต์" @@ -2463,8 +2458,8 @@ msgstr "" "ทรัพยากรจำเป็นต้องเป็นของฉาก" msgid "" -"Can't create a ViewportTexture on this resource because it's not set as " -"local to scene.\n" +"Can't create a ViewportTexture on this resource because it's not set as local " +"to scene.\n" "Please switch on the 'local to scene' property on it (and all resources " "containing it up to a node)." msgstr "" @@ -2493,8 +2488,8 @@ msgid "Add Key/Value Pair" msgstr "เพิ่มคู่ของคีย์/ค่า" msgid "" -"The selected resource (%s) does not match any type expected for this " -"property (%s)." +"The selected resource (%s) does not match any type expected for this property " +"(%s)." msgstr "ทรัพยากรที่เลือก (%s) มีประเทไม่ตรงกับค่าที่ต้องการ (%s)" msgid "Make Unique" @@ -4126,8 +4121,7 @@ msgid "" "On Android, deploying will use the USB cable for faster performance. This " "option speeds up testing for projects with large assets." msgstr "" -"ถ้าเปิดตัวเลือกนี้ การใช้ deploy สำหรับแอนดรอยด์จะส่งออกเฉพาะไฟล์ปฏิบัติการ " -"ไม่มีข้อมูลโปรเจกต์\n" +"ถ้าเปิดตัวเลือกนี้ การใช้ deploy สำหรับแอนดรอยด์จะส่งออกเฉพาะไฟล์ปฏิบัติการ ไม่มีข้อมูลโปรเจกต์\n" "ระบบไฟล์จะถูกจัดเตรียมจากโปรเจ็กต์โดยตัวแก้ไขบนเครือข่าย\n" "บน Android จะ deploy โดยใช้สาย USB เพื่อประสิทธิภาพที่ดี " "ตัวเลือกนี้จะช่วยให้การทดสอบเกมเร็วขึ้น สำหรับโปรเจกต์ขนาดใหญ่" @@ -4154,8 +4148,8 @@ msgid "Synchronize Scene Changes" msgstr "ซิงค์การเปลี่ยนแปลงฉาก" msgid "" -"When this option is enabled, any changes made to the scene in the editor " -"will be replicated in the running project.\n" +"When this option is enabled, any changes made to the scene in the editor will " +"be replicated in the running project.\n" "When used remotely on a device, this is more efficient when the network " "filesystem option is enabled." msgstr "" @@ -4167,8 +4161,8 @@ msgid "Synchronize Script Changes" msgstr "ซิงค์การเปลี่ยนแปลงสคริปต์" msgid "" -"When this option is enabled, any script that is saved will be reloaded in " -"the running project.\n" +"When this option is enabled, any script that is saved will be reloaded in the " +"running project.\n" "When used remotely on a device, this is more efficient when the network " "filesystem option is enabled." msgstr "" @@ -4930,8 +4924,7 @@ msgid "Create a custom polygon. Enables custom polygon rendering." msgstr "สร้างรูปหลายเหลี่ยมแบบกำหนดเอง เปิดการเรนเดอร์รูปหลายเหลี่ยมแบบกำหนดเอง" msgid "" -"Remove a custom polygon. If none remain, custom polygon rendering is " -"disabled." +"Remove a custom polygon. If none remain, custom polygon rendering is disabled." msgstr "" "ลบรูปหลายเหลี่ยมแบบกำหนดเอง " "ถ้าไม่มีรูปหลายเหลี่ยมอยู่จะปิดการเรนเดอร์รูปหลายเหลี่ยมแบบกำหนดเอง" @@ -5897,13 +5890,13 @@ msgid "" "SmoothStep function( scalar(edge0), scalar(edge1), scalar(x) ).\n" "\n" "Returns 0.0 if 'x' is smaller than 'edge0' and 1.0 if x is larger than " -"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 " -"using Hermite polynomials." +"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 using " +"Hermite polynomials." msgstr "" "SmoothStep function( สเกลาร์(edge0), สเกลาร์(edge1), สเกลาร์(x) )\n" "\n" -"คืนค่า 0.0 ถ้า x น้อยกว่า 'edge0' และ 1.0 ถ้ามากกว่า 'edge1' หรือคืนค่าระหว่าง 0.0 - " -"1.0 โดยใช้ Hermite polynomials" +"คืนค่า 0.0 ถ้า x น้อยกว่า 'edge0' และ 1.0 ถ้ามากกว่า 'edge1' หรือคืนค่าระหว่าง 0.0 - 1.0 " +"โดยใช้ Hermite polynomials" msgid "" "Step function( scalar(edge), scalar(x) ).\n" @@ -5915,8 +5908,7 @@ msgstr "" "คืนค่า 0.0 ถ้า x น้อยกว่า edge ถ้าไม่ใช่จะคืนค่า 1.0" msgid "" -"(Fragment/Light mode only) (Scalar) Sum of absolute derivative in 'x' and " -"'y'." +"(Fragment/Light mode only) (Scalar) Sum of absolute derivative in 'x' and 'y'." msgstr "(โหมดแฟรกเมนต์/แสง เท่านั้น) (สเกลาร์) ผลรวมของอนุพันธ์สัมบูรณ์ใน 'x' และ 'y'" msgid "Returns the tangent of the parameter." @@ -6004,12 +5996,11 @@ msgid "" msgstr "" "คืนค่าเวกเตอร์ที่ชี้ไปในทิศทางเดียวกับเวกเตอร์อ้างอิง ฟังก์ชันนี้มีพารามิเตอร์เวกเตอร์สามตัว: N " "เวกเตอร์ที่ชี้ไปยีงจุดกำเนิด I เวกเตอร์เหตุการณ์และ Nref เวกเตอร์อ้างอิง " -"ถ้าผลคูณเชิงสเกลลาร์ของ I และ Nref มีขนาดเล็กกว่าศูนย์จะคืนค่า N หากเป็นนอกจากนั้น จะคืนค่า -" -"N" +"ถ้าผลคูณเชิงสเกลลาร์ของ I และ Nref มีขนาดเล็กกว่าศูนย์จะคืนค่า N หากเป็นนอกจากนั้น จะคืนค่า -N" msgid "" -"Returns falloff based on the dot product of surface normal and view " -"direction of camera (pass associated inputs to it)." +"Returns falloff based on the dot product of surface normal and view direction " +"of camera (pass associated inputs to it)." msgstr "" "คืนค่าการลดลงของผลคูณเชิงสเกลาร์ของพื้นผิวปกติและทิศทางการมองของกล้อง " "(ส่งผ่านอินพุตที่เกี่ยวข้องไปยังมัน)" @@ -6044,8 +6035,8 @@ msgid "" "SmoothStep function( vector(edge0), vector(edge1), vector(x) ).\n" "\n" "Returns 0.0 if 'x' is smaller than 'edge0' and 1.0 if 'x' is larger than " -"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 " -"using Hermite polynomials." +"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 using " +"Hermite polynomials." msgstr "" "SmoothStep function( เวกเตอร์(edge0), เวกเตอร์(edge1), เวกเตอร์(x) ).\n" "\n" @@ -6056,8 +6047,8 @@ msgid "" "SmoothStep function( scalar(edge0), scalar(edge1), vector(x) ).\n" "\n" "Returns 0.0 if 'x' is smaller than 'edge0' and 1.0 if 'x' is larger than " -"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 " -"using Hermite polynomials." +"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 using " +"Hermite polynomials." msgstr "" "SmoothStep function( สเกลาร์(edge0), สเกลาร์(edge1), เวกเตอร์(x) )\n" "\n" @@ -6083,8 +6074,7 @@ msgstr "" "คืนค่า 0.0 ถ้า 'x' น้อยกว่า 'edge' ถ้าไม่ใช่จะคืนค่า 1.0" msgid "" -"(Fragment/Light mode only) (Vector) Sum of absolute derivative in 'x' and " -"'y'." +"(Fragment/Light mode only) (Vector) Sum of absolute derivative in 'x' and 'y'." msgstr "(โหมดแฟรกเมนต์/แสง เท่านั้น) (เวกเตอร์) ผลรวมของอนุพันธ์สัมบูรณ์ใน 'x' และ 'y'" msgid "" @@ -6484,8 +6474,8 @@ msgstr "" "การปิดทำงาน \"editable_instance\" จะทำให้คุณสมบัติทั้งหมดของโหนดเปลี่ยนกลับเป็นค่าเริ่มต้น" msgid "" -"Enabling \"Load As Placeholder\" will disable \"Editable Children\" and " -"cause all properties of the node to be reverted to their default." +"Enabling \"Load As Placeholder\" will disable \"Editable Children\" and cause " +"all properties of the node to be reverted to their default." msgstr "" "การเปิดการทำงาน \"Load As Placeholder\" จะปิดการทำงาน \"Editable Children\" " "และจะทำให้คุณสมบัติทั้งหมดของโหนดเปลี่ยนกลับเป็นค่าเริ่มต้น" @@ -6995,8 +6985,8 @@ msgstr "รันไฟล์ HTML ที่ส่งออกในเบรา msgid "" "This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " -"define its shape." +"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to define " +"its shape." msgstr "" "โหนดนี้ไม่มีโหนดรูปทรง จึงไม่สามารถชนหรือมีปฏิสัมพันธ์กับออบเจกต์อื่นได้\n" "กรุณาเพิ่ม CollisionShape2D หรือ CollisionPolygon2D " @@ -7092,8 +7082,7 @@ msgstr "โครงนี้ไม่มีท่าทาง REST ไปที msgid "Nothing is visible because no mesh has been assigned." msgstr "ไม่มีสิ่งใดมองเห็นได้เนื่องจากไม่มีการกำหนด mesh" -msgid "" -"Nothing is visible because meshes have not been assigned to draw passes." +msgid "Nothing is visible because meshes have not been assigned to draw passes." msgstr "ไม่มีการแสดงผลเนื่องจากไม่ได้กำหนด mesh ใน draw pass" msgid "Generating Probe Volumes" @@ -7106,8 +7095,8 @@ msgid "" "A SpriteFrames resource must be created or set in the \"Frames\" property in " "order for AnimatedSprite3D to display frames." msgstr "" -"ทรัพยากร SpriteFrames ต้องสร้างหรือตั้งค่าในคุณสมบัติ \"Frames\" เพื่อให้ " -"AnimatedSprite3D แสดงเฟรม" +"ทรัพยากร SpriteFrames ต้องสร้างหรือตั้งค่าในคุณสมบัติ \"Frames\" เพื่อให้ AnimatedSprite3D " +"แสดงเฟรม" msgid "Plotting Meshes" msgstr "วางแนว meshes" @@ -7149,8 +7138,8 @@ msgid "Add current color as a preset." msgstr "เพิ่มสีปัจจุบันเป็นพรีเซ็ต" msgid "" -"Container by itself serves no purpose unless a script configures its " -"children placement behavior.\n" +"Container by itself serves no purpose unless a script configures its children " +"placement behavior.\n" "If you don't intend to add a script, use a plain Control node instead." msgstr "" "ตัวคอนเทนเนอร์เองไม่มีบทบาทเว้นแต่คุณจะตั้งค่าลักษณะการทำงานของตำแหน่งรองในสคริปต์\n" diff --git a/editor/translations/editor/tr.po b/editor/translations/editor/tr.po index 1fd8ef62899..557ec0ce1b2 100644 --- a/editor/translations/editor/tr.po +++ b/editor/translations/editor/tr.po @@ -100,12 +100,16 @@ # ErcanPasha , 2023. # Yoldaş Ulaş , 2023. # Mertcan YILDIRIM , 2023. +# Rémi Verschelde , 2023. +# Ahmet , 2023. +# Yusuf , 2023. +# Ufuk SARIALTIN , 2023. msgid "" msgstr "" "Project-Id-Version: Godot Engine editor interface\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2023-07-05 13:48+0000\n" +"PO-Revision-Date: 2023-08-13 22:46+0000\n" "Last-Translator: Yılmaz Durmaz \n" "Language-Team: Turkish \n" @@ -117,7 +121,7 @@ msgstr "" "X-Generator: Weblate 5.0-dev\n" msgid "Unset" -msgstr "Atamayı Kaldır" +msgstr "Ayarı Kaldır" msgid "Physical" msgstr "Fiziksel" @@ -138,10 +142,10 @@ msgid "Mouse Wheel Down" msgstr "Fare Tekerleği Aşağı" msgid "Mouse Wheel Left" -msgstr "Sol Fare Tekerlek Düğmesi" +msgstr "Fare Tekerleği Sol" msgid "Mouse Wheel Right" -msgstr "Sağ Fare Tekerlek Düğmesi" +msgstr "Fare Tekerleği Sağ" msgid "Mouse Thumb Button 1" msgstr "Yan Fare Düğmesi 1" @@ -156,43 +160,43 @@ msgid "Double Click" msgstr "Çift Tıklama" msgid "Mouse motion at position (%s) with velocity (%s)" -msgstr "Fare hareketi (%s) hızıyla (%s) pozisyonunda" +msgstr "Fare hareketi (%s) pozisyonunda (%s) hızıyla" msgid "Left Stick X-Axis, Joystick 0 X-Axis" -msgstr "Sol Çubuk X-Ekseni, Oyun Çubuğu 0 X-Ekseni" +msgstr "Sol Kol X-Ekseni, Oyun Kolu 0 X-Ekseni" msgid "Left Stick Y-Axis, Joystick 0 Y-Axis" -msgstr "Sol Çubuk Y-Ekseni, Joystick 0 Y-Ekseni" +msgstr "Sol Kol Y-Ekseni, Oyun Kolu 0 Y-Ekseni" msgid "Right Stick X-Axis, Joystick 1 X-Axis" -msgstr "Sağ Çubuk X-Ekseni, Joystick 1 X-Ekseni" +msgstr "Sağ Kol X-Ekseni, Oyun Kolu 1 X-Ekseni" msgid "Right Stick Y-Axis, Joystick 1 Y-Axis" -msgstr "Sağ Çubuk Y-Ekseni, Joystick 1 Y-Ekseni" +msgstr "Sağ Kol Y-Ekseni, Oyun Kolu 1 Y-Ekseni" msgid "Joystick 2 X-Axis, Left Trigger, Sony L2, Xbox LT" -msgstr "Oyun Çubuğu 2 X-Ekseni, Sol Tetik, Sony L2, Xbox LT" +msgstr "Sol Tetik, Oyun Kolu 2 X-Ekseni, Sony L2, Xbox LT" msgid "Joystick 2 Y-Axis, Right Trigger, Sony R2, Xbox RT" -msgstr "Oyun Çubuğu 2 Y-Ekseni, Sağ Tetik, Sony R2, Xbox RT" +msgstr "Sağ Tetik, Oyun Kolu 2 Y-Ekseni, Sony R2, Xbox RT" msgid "Joystick 3 X-Axis" -msgstr "Joystick 3 X-Ekseni" +msgstr "Oyun Kolu 3 X-Ekseni" msgid "Joystick 3 Y-Axis" -msgstr "Joystick 3 Y-Ekseni" +msgstr "Oyun Kolu 3 Y-Ekseni" msgid "Joystick 4 X-Axis" -msgstr "Oyun Çubuğu 4 X-Ekseni" +msgstr "Oyun Kolu 4 X-Ekseni" msgid "Joystick 4 Y-Axis" -msgstr "Oyun Çubuğu 4 Y-Ekseni" +msgstr "Oyun Kolu 4 Y-Ekseni" msgid "Unknown Joypad Axis" msgstr "Bilinmeyen Oyun Kolu Ekseni" msgid "Joypad Motion on Axis %d (%s) with Value %.2f" -msgstr "%.2f Değerinde %d (%s) Ekseninde Oyun Kolu Hareketi" +msgstr "%d Ekseninde (%s), %.2f Değerinde Oyun Kolu Hareketi" msgid "Bottom Action, Sony Cross, Xbox A, Nintendo B" msgstr "Alt Eylem, Sony Çarpı, Xbox A, Nintendo B" @@ -212,20 +216,17 @@ msgstr "Geri, Sony Select, Xbox Back, Nintendo -" msgid "Guide, Sony PS, Xbox Home" msgstr "Rehber, Sony PS, Xbox Ana Sayfası" -msgid "Start, Nintendo +" -msgstr "Başlat, Nintendo +" - msgid "Left Stick, Sony L3, Xbox L/LS" -msgstr "Sol Çubuk, Sony L3, Xbox L/LS" +msgstr "Sol Kol, Sony L3, Xbox L/LS" msgid "Right Stick, Sony R3, Xbox R/RS" -msgstr "Sağ Çubuk, Sony R3, Xbox R/RS" +msgstr "Sağ Kol, Sony R3, Xbox R/RS" msgid "Left Shoulder, Sony L1, Xbox LB" -msgstr "Sol Tetik tuşu, Sony L1, Xbox LB" +msgstr "Sol Omuz, Sony L1, Xbox LB" msgid "Right Shoulder, Sony R1, Xbox RB" -msgstr "Sağ Tetik tuşu, Sony R1, Xbox RB" +msgstr "Sağ Omuz, Sony R1, Xbox RB" msgid "D-pad Up" msgstr "D-pad Yukarı" @@ -319,13 +320,13 @@ msgid "Down" msgstr "Aşağı" msgid "Page Up" -msgstr "Sayfa Yukarı" +msgstr "Sayfa Yukarı Tuşu" msgid "Page Down" -msgstr "Sayfa Aşağı" +msgstr "Sayfa Aşağı Tuşu" msgid "Home" -msgstr "Başlangıç" +msgstr "Home" msgid "End" msgstr "Bitiş" @@ -367,10 +368,10 @@ msgid "Backspace" msgstr "Gerisilme" msgid "Backspace Word" -msgstr "Kelime Gersilme" +msgstr "Kelime Gerisilme" msgid "Backspace all to Left" -msgstr "Soldakilerin tümünü Gersilme" +msgstr "Soldakilerin tümünü Gerisilme" msgid "Delete" msgstr "Sil" @@ -435,6 +436,9 @@ msgstr "Hepsini Seç" msgid "Select Word Under Caret" msgstr "İmlecin Durduğu Kelimeyi Seç" +msgid "Add Selection for Next Occurrence" +msgstr "Bir Sonraki Tekrarlamayı Seçime Ekle" + msgid "Clear Carets and Selection" msgstr "İmleçleri ve Seçimi Temizle" @@ -445,31 +449,40 @@ msgid "Submit Text" msgstr "Metin Gönder" msgid "Duplicate Nodes" -msgstr "Düğümleri Çokla" +msgstr "Düğümlerin Kopyasını Oluştur" msgid "Delete Nodes" msgstr "Düğümleri Sil" +msgid "Go Up One Level" +msgstr "Bir Seviye Üste Çık" + msgid "Refresh" msgstr "Yenile" +msgid "Show Hidden" +msgstr "Gizli Olanı Göster" + +msgid "Swap Input Direction" +msgstr "Giriş Yönünü Değiştir" + msgid "Invalid input %d (not passed) in expression" -msgstr "İfadede geçersiz giriş %d" +msgstr "İfadede geçersiz %d girişi (verilmedi)" msgid "self can't be used because instance is null (not passed)" -msgstr "*self* kullanılamaz çünkü kopya oluşum *null* (verilmedi)" +msgstr "*self* kullanılamaz çünkü kopya oluşum verilmedi (*null*)" msgid "Invalid operands to operator %s, %s and %s." -msgstr "\"%s\" işlecinde geçersiz terimler, '%s' ve '%s'." +msgstr "\"%s\" işlecindeki terimler geçersiz, '%s' ve '%s'." msgid "Invalid index of type %s for base type %s" -msgstr "%s temel tipi için, %s tipinde geçersiz indeks" +msgstr "%s tipinde geçersiz dizin (%s temel tipi için)" msgid "Invalid named index '%s' for base type %s" -msgstr "%s temel tipi için, geçersiz isimlendirilmiş indeks '%s'" +msgstr "geçersiz isimlendirilmiş '%s' dizini (%s temel tipi için)" msgid "Invalid arguments to construct '%s'" -msgstr "'%s' oluşturulurken geçersiz argümanlar atandı" +msgstr "'%s' oluşturmak için geçersiz girdi değişkenleri" msgid "On call to '%s':" msgstr "'%s' çağrıldığında:" @@ -484,41 +497,77 @@ msgid "B" msgstr "B" msgid "KiB" -msgstr "KB" +msgstr "KiB" msgid "MiB" -msgstr "MB" +msgstr "MiB" msgid "GiB" -msgstr "GB" +msgstr "GiB" msgid "TiB" -msgstr "TB" +msgstr "TiB" msgid "PiB" -msgstr "PB" +msgstr "PiB" msgid "EiB" -msgstr "EB" +msgstr "EiB" + +msgid "Example: %s" +msgstr "Örnek:%s" + +msgid "%d item" +msgid_plural "%d items" +msgstr[0] "%d öğe" +msgstr[1] "%d öğe" msgid "" "Invalid action name. It cannot be empty nor contain '/', ':', '=', '\\' or " "'\"'" msgstr "" -"Geçersiz işlem adı. Boş olamaz ve '/', ':', '=', '\\' veya '\"' içeremez" +"Geçersiz eylem adı. Boş olamaz ya da '/', ':', '=', '\\' veya '\"' " +"işaretlerini içeremez" msgid "An action with the name '%s' already exists." -msgstr "İşlem '%s' zaten var." +msgstr "'%s' isimli eylem zaten var." + +msgid "Cannot Revert - Action is same as initial" +msgstr "Geri Alınamaz - Eylem başlangıçtaki ile aynı" + +msgid "Revert Action" +msgstr "Eylemi geri al" msgid "Add Event" msgstr "Olay Ekle" +msgid "Remove Action" +msgstr "Eylemi Kaldır" + msgid "Cannot Remove Action" msgstr "Eylem Kaldırılamıyor" +msgid "Edit Event" +msgstr "Olayı Düzenle" + +msgid "Remove Event" +msgstr "Olayı kaldır" + +msgid "Filter by name..." +msgstr "İsme göre filtrele..." + +msgid "Clear All" +msgstr "Tümünü Temizle" + +msgid "Add New Action" +msgstr "Yeni Eylem Ekle" + msgid "Add" msgstr "Ekle" +msgid "Show Built-in Actions" +msgstr "Dahili Eylemleri Göster" + msgid "Action" msgstr "Eylem" @@ -531,14 +580,35 @@ msgstr "Süre:" msgid "Value:" msgstr "Değer:" +msgid "Update Selected Key Handles" +msgstr "Seçili Anahtar Tutamaçları Güncelle" + msgid "Insert Key Here" -msgstr "Anahtar Gir" +msgstr "Anahtarı Buraya Gir" msgid "Duplicate Selected Key(s)" -msgstr "Seçilen Tuşu/Tuşları Çoğalt" +msgstr "Seçili Tuşların Kopyasını Oluştur" msgid "Delete Selected Key(s)" -msgstr "Seçilen Tuşu/Tuşları Sil" +msgstr "Seçili Tuşları Sil" + +msgid "Make Handles Free" +msgstr "Tutamaçları Serbest Bırak" + +msgid "Make Handles Linear" +msgstr "Tutamaçları Doğrusal Yap" + +msgid "Make Handles Balanced" +msgstr "Tutamaçları Dengeli Yap" + +msgid "Make Handles Mirrored" +msgstr "Tutamaçları Ayna Yansımalı Yap" + +msgid "Make Handles Balanced (Auto Tangent)" +msgstr "Tutamaçları Dengeli Yap (Otomatik Teğetlik)" + +msgid "Make Handles Mirrored (Auto Tangent)" +msgstr "Tutamaçları Ayna Yansımalı Yap (Otomatik Teğetlik)" msgid "Add Bezier Point" msgstr "Bezier Noktası Ekle" @@ -546,26 +616,78 @@ msgstr "Bezier Noktası Ekle" msgid "Move Bezier Points" msgstr "Bezier Noktalarını Taşı" +msgid "Animation Duplicate Keys" +msgstr "Animasyonda Kopya Anahtarlar" + +msgid "Animation Delete Keys" +msgstr "Animasyonda Silinecek Anahtarlar" + msgid "Focus" msgstr "Odak" +msgid "Select All Keys" +msgstr "Tüm Anahtarları Seç" + +msgid "Deselect All Keys" +msgstr "Tüm Anahtarların Seçimini Kaldır" + +msgid "Animation Change Transition" +msgstr "Animasyon Geçişi Değiştir" + msgid "Animation Change %s" msgstr "Animasyon Değişimi %s" +msgid "Animation Change Keyframe Value" +msgstr "Animasyon Anahtar Kare Değerini Değiştir" + +msgid "Animation Change Call" +msgstr "Animasyon Değişiklik Çağrısı" + +msgid "Animation Multi Change Transition" +msgstr "Animasyon Çoklu Değişim Geçişi" + +msgid "Animation Multi Change %s" +msgstr "Animasyon Çoklu Değişim %s" + +msgid "Animation Multi Change Keyframe Value" +msgstr "Animasyon Çoklu Anahtar Kare Değer Değişimi" + +msgid "Animation Multi Change Call" +msgstr "Animasyon Çoklu Değişim Çağrısı" + msgid "Change Animation Length" msgstr "Animasyon Uzunluğunu Değiştir" msgid "Change Animation Loop" msgstr "Animasyon Döngüsünü Değiştir" +msgid "Can't change loop mode on animation instanced from imported scene." +msgstr "" +"İçe aktarılan bir sahneden örneklenen animasyonda, döngü kipi değiştirilemez." + +msgid "Can't change loop mode on animation embedded in another scene." +msgstr "Başka bir sahneye gömülü animasyonda, döngü kipi değiştirilemez." + msgid "Property Track" -msgstr "Özellik Parçası" +msgstr "Özellikler İzi" + +msgid "3D Position Track" +msgstr "3B Konum İzi" + +msgid "3D Rotation Track" +msgstr "3B Dönme İzi" + +msgid "3D Scale Track" +msgstr "3B Ölçek İzi" + +msgid "Blend Shape Track" +msgstr "Harmanlama Şekli İzi" msgid "Call Method Track" msgstr "Yöntem Çağırma İzi" msgid "Bezier Curve Track" -msgstr "Bezier Eğri İzi" +msgstr "Bezier Eğrisi İzi" msgid "Audio Playback Track" msgstr "Ses Oynatıcı İzi" @@ -589,13 +711,19 @@ msgid "Functions:" msgstr "Fonksiyonlar:" msgid "Audio Clips:" -msgstr "Ses Parçası:" +msgstr "Kısa Ses Parçaları:" + +msgid "Animation Clips:" +msgstr "Kısa Animasyon Parçaları:" msgid "Change Track Path" -msgstr "Parça Yolunu Değiştir" +msgstr "İz Yolunu Değiştir" msgid "Toggle this track on/off." -msgstr "Bu parçayı Aç/Kapat." +msgstr "Bu izi aç/kapat." + +msgid "Use Blend" +msgstr "Blend Kullan" msgid "Update Mode (How this property is set)" msgstr "Güncelleme Kipi (Bu özellik nasıl belirlenir)" @@ -604,7 +732,7 @@ msgid "Interpolation Mode" msgstr "Ara Değerleme Kipi" msgid "Loop Wrap Mode (Interpolate end with beginning on loop)" -msgstr "Döngü Sarma Kipi (Döngünün başlangıcı ile bitiş arası)" +msgstr "Döngü Sarma Kipi (sonunu, başlangıca bir döngü ile aradeğerleyip bağla)" msgid "Remove this track." msgstr "Bu izi sil." @@ -613,46 +741,61 @@ msgid "Time (s):" msgstr "Süre (sn):" msgid "Position:" -msgstr "Pozisyon:" +msgstr "Konum:" msgid "Rotation:" -msgstr "Rotasyon:" +msgstr "Dönme:" msgid "Scale:" -msgstr "Ölçekle:" +msgstr "Ölçek:" + +msgid "Blend Shape:" +msgstr "Harmanlama Şekli:" msgid "Type:" -msgstr "Tür:" +msgstr "Tip:" msgid "(Invalid, expected type: %s)" -msgstr "(Geçersiz, beklenen tür: %s)" +msgstr "(Geçersiz, beklenen tip: %s)" msgid "Easing:" msgstr "Yumuşatma:" msgid "In-Handle:" -msgstr "İç-Kulp:" +msgstr "İç-Tutamaç:" msgid "Out-Handle:" -msgstr "Dış-Kulp:" +msgstr "Dış-Tutamaç:" + +msgid "Handle mode: Free\n" +msgstr "Tutamaç Kipi: Serbest\n" + +msgid "Handle mode: Linear\n" +msgstr "Tutamaç Kipi: Doğrusal\n" + +msgid "Handle mode: Balanced\n" +msgstr "Tutamaç Kipi: Dengeli\n" + +msgid "Handle mode: Mirrored\n" +msgstr "Tutamaç Kipi: Ayna yansımalı\n" msgid "Stream:" msgstr "Akış:" msgid "Start (s):" -msgstr "Başlangıç (saniye):" +msgstr "Başlangıç (sn):" msgid "End (s):" -msgstr "Bitiş (saniye):" +msgstr "Bitiş (sn):" msgid "Animation Clip:" -msgstr "Animasyon Klibi:" +msgstr "Animasyon Parçası:" msgid "Toggle Track Enabled" msgstr "İz Dönüştürücü Etkin" msgid "Don't Use Blend" -msgstr "Karışımı Kullanmayın" +msgstr "Blend Kullanma" msgid "Continuous" msgstr "Sürekli" @@ -672,11 +815,17 @@ msgstr "Doğrusal" msgid "Cubic" msgstr "Kübik" +msgid "Linear Angle" +msgstr "Doğrusal Açı" + +msgid "Cubic Angle" +msgstr "Kübik Açı" + msgid "Clamp Loop Interp" -msgstr "Döngü Aradeğerlemesini Kıskaçla" +msgstr "Kesik Döngülü Aradeğerleme" msgid "Wrap Loop Interp" -msgstr "Döngü Aradeğerlemesin Sar" +msgstr "Sarılmış Döngülü Aradeğerleme" msgid "Insert Key" msgstr "Anahtar Ekle" @@ -685,7 +834,7 @@ msgid "Duplicate Key(s)" msgstr "Yinelenen Anahtar(lar)" msgid "Add RESET Value(s)" -msgstr "SIFIRLAMA Değer(ler)'i ekle" +msgstr "RESET değer(ler)'i (sıfırlama) ekle" msgid "Delete Key(s)" msgstr "Anahtar(lar)ı Sil" @@ -699,12 +848,31 @@ msgstr "Animasyon Aradeğerleme Kipini Değiştir" msgid "Change Animation Loop Mode" msgstr "Animasyon Döngü Kipini Değiştir" +msgid "Change Animation Use Blend" +msgstr "Animasyonu Değiştir, Blend Kullan" + +msgid "" +"Compressed tracks can't be edited or removed. Re-import the animation with " +"compression disabled in order to edit." +msgstr "" +"Sıkıştırılmış izler düzenlenemez veya kaldırılamaz. Düzenlemek için, " +"sıkıştırmayı devre dışı bırakıp, animasyonu tekrar içe aktarın." + msgid "Remove Anim Track" msgstr "Animasyon İzini Kaldır" +msgid "Create new track for %s and insert key?" +msgstr "%s için yeni iz oluşturup, anahtar eklensin mi?" + +msgid "Create %d new tracks and insert keys?" +msgstr "%d yeni iz oluşturup, anahtarları eklensin mi?" + msgid "Create" msgstr "Oluştur" +msgid "Animation Insert Key" +msgstr "Animasyon Anahtar Ekle" + msgid "node '%s'" msgstr "'%s' düğümü" @@ -713,7 +881,8 @@ msgstr "animasyon" msgid "AnimationPlayer can't animate itself, only other players." msgstr "" -"Animasyon Oynatıcısı kendisini oynatamaz, sadece diğer oynatıcılar yapabilir." +"AnimationPlayer sınıfı oynatıcı kendisini oynatamaz, ama diğer oynatıcılar " +"yapabilir." msgid "property '%s'" msgstr "'%s' özelliği" @@ -724,6 +893,12 @@ msgstr "Animasyon Adımını Değiştir" msgid "Rearrange Tracks" msgstr "İzleri Yeniden Sırala" +msgid "Blend Shape tracks only apply to MeshInstance3D nodes." +msgstr "Blend Shape izleri, sadece MeshInstance3D düğümlerine uygulanabilir." + +msgid "Position/Rotation/Scale 3D tracks only apply to 3D-based nodes." +msgstr "3B Konum/Dönme/Ölçek izleri, sadece 3B-tabanlı düğümlere uygulanabilir." + msgid "" "Audio tracks can only point to nodes of type:\n" "-AudioStreamPlayer\n" @@ -731,51 +906,69 @@ msgid "" "-AudioStreamPlayer3D" msgstr "" "Ses izleri sadece şu düğüm tiplerini işaret edebilir:\n" -"-SesAkışOynatıcı\n" -"-SesAkışOynatıcı2D\n" -"-SesAkışOynatıcı3D" +"-AudioStreamPlayer (Ses Akış Oynatıcı)\n" +"-AudioStreamPlayer2D (Ses Akış Oynatıcı 2B)\n" +"-AudioStreamPlayer3D Ses Akış Oynatıcı 3B)" msgid "Animation tracks can only point to AnimationPlayer nodes." -msgstr "Animasyon izleri sadece AnimasyonOynatıcı düğümlerini işaret edebilir." +msgstr "Animasyon izleri sadece AnimationPlayer düğümlerini işaret edebilir." msgid "Not possible to add a new track without a root" msgstr "Bir kök olmadan yeni bir iz eklemek mümkün değildir" msgid "Invalid track for Bezier (no suitable sub-properties)" -msgstr "Geçersiz Bezier eğrisi izi (uygun alt-nitelik yok)" +msgstr "Bezier için geçersiz iz (uygun alt-nitelik yok)" msgid "Add Bezier Track" -msgstr "Bezier İz Ekle" +msgstr "Bezier İzi Ekle" msgid "Track path is invalid, so can't add a key." -msgstr "Bu yol geçersizdir, dolayısı ile anahtar eklenemez." +msgstr "İz yolu geçersiz, o yüzden bir anahtar eklenemez." + +msgid "Track is not of type Node3D, can't insert key" +msgstr "Bu iz, Node3D düğüm tipinde değil, anahtar eklenemez" + +msgid "Add Position Key" +msgstr "Konum Anahtarı Ekle" + +msgid "Add Rotation Key" +msgstr "Dönme Anahtarı Ekle" + +msgid "Add Scale Key" +msgstr "Ölçek Anahtarı Ekle" msgid "Add Track Key" msgstr "İz Anahtarı Ekle" msgid "Track path is invalid, so can't add a method key." -msgstr "İz yolu geçersizdir, dolayısı ile yöntem anahtarı eklenemez." +msgstr "İz yolu geçersiz, o yüzden yöntem anahtarı eklenemez." msgid "Add Method Track Key" -msgstr "Yöntem İz Anahtarı Ekle" +msgstr "Yöntem İzi Anahtarı Ekle" msgid "Method not found in object:" -msgstr "Metot, nesne içinde bulunamadı:" +msgstr "Yöntem, nesne içinde bulunamadı:" + +msgid "Animation Move Keys" +msgstr "Animasyon Anahtarları Taşı" msgid "Position" -msgstr "Pozisyon" +msgstr "Konum" msgid "Rotation" -msgstr "Rotasyon" +msgstr "Dönme" msgid "Scale" -msgstr "Ölçekle" +msgstr "Ölçek" + +msgid "BlendShape" +msgstr "BlendShape" msgid "Methods" msgstr "Yöntemler" msgid "Bezier" -msgstr "Bezier Eğrisi" +msgstr "Bezier" msgid "Audio" msgstr "Ses" @@ -786,26 +979,64 @@ msgstr "Pano boş!" msgid "Paste Tracks" msgstr "İzleri Yapıştır" +msgid "Animation Scale Keys" +msgstr "Animasyon Anahtarları Ölçekle" + +msgid "Make Easing Keys" +msgstr "Yumuşatma Anahtarları Oluştur" + msgid "" "This option does not work for Bezier editing, as it's only a single track." msgstr "" -"Bu seçenek yalnızca tek izli olduğundan, Bezier düzenlemede işe yaramaz." +"Bu seçenek Bezier düzenleme ile çalışmaz, çünkü yalnızca tek bir iz var." + +msgid "Animation Add RESET Keys" +msgstr "Animasyon RESET Anahtarları Ekle" + +msgid "Bake Animation as Linear keys." +msgstr "Animasyonu Doğrusal Anahtarlar olarak Pişir." + +msgid "" +"This animation belongs to an imported scene, so changes to imported tracks " +"will not be saved.\n" +"\n" +"To modify this animation, navigate to the scene's Advanced Import settings " +"and select the animation.\n" +"Some options, including looping, are available here. To add custom tracks, " +"enable \"Save To File\" and\n" +"\"Keep Custom Tracks\"." +msgstr "" +"Bu animasyon, içe aktarılmış bir sahneye ait, bu yüzden içe aktarılan izlerde " +"yapılan değişiklikler kaydedilmeyecek.\n" +"\n" +"Bu animasyonu değiştirmek için, sahnenin Gelişmiş İçe Aktarma ayarlarına " +"gidip ve animasyonu seç.\n" +"Döngü de dahil olmak üzere bazı seçenekler burada mevcuttur. Özel izler " +"eklemek için, \"Dosyaya Kaydet\"i ve\n" +"\"Özel İzleri Tut\"u etkinleştir." msgid "Warning: Editing imported animation" -msgstr "Uyarı: İçe aktarılan animasyonu düzenleme" +msgstr "Uyarı: İçe aktarılan animasyon düzenleniyor" msgid "Select an AnimationPlayer node to create and edit animations." msgstr "" -"Animasyonları oluşturup düzenlemek için Animasyon Oynatıcı düğümü seçin." +"Animasyonları oluşturup düzenlemek için bir AnimationPlayer (animasyon " +"oynatıcı) düğümü seç." + +msgid "Imported Scene" +msgstr "İçe Aktarılmış Sahne" + +msgid "Toggle between the bezier curve editor and track editor." +msgstr "Bezier eğrisi düzenleyici ile iz düzenleyici arasında geçiş yap." msgid "Only show tracks from nodes selected in tree." -msgstr "sadece ağaç'ta seçili düğümlerdeki izleri göster." +msgstr "Sadece ağacın seçili düğümlerinden gelen izleri göster." msgid "Group tracks by node or display them as plain list." msgstr "İzleri düğüme göre grupla veya onları düz liste olarak göster." msgid "Snap:" -msgstr "Yapıştır:" +msgstr "Hizalama:" msgid "Animation step value." msgstr "Animasyon adım değeri." @@ -831,14 +1062,17 @@ msgstr "Seçimi Ölçekle" msgid "Scale From Cursor" msgstr "İmleçten Ölçekle" +msgid "Make Easing Selection" +msgstr "Yumuşatma Seçimleri Yap" + msgid "Duplicate Selection" -msgstr "Seçimi Çoğalt" +msgstr "Seçimin Kopyasını Oluştur" msgid "Duplicate Transposed" -msgstr "Tersine Çevrilmişi Çoğalt" +msgstr "Tersine Çevrilmiş olarak Kopyasını oluştur" msgid "Delete Selection" -msgstr "Seçilenleri Sil" +msgstr "Seçimi Sil" msgid "Go to Next Step" msgstr "Sonraki Adıma Git" @@ -847,13 +1081,37 @@ msgid "Go to Previous Step" msgstr "Önceki Adıma Git" msgid "Apply Reset" -msgstr "Sıfırla" +msgstr "Sıfırlamayı Uygula" + +msgid "Bake Animation" +msgstr "Animasyonu Pişir" + +msgid "Optimize Animation (no undo)" +msgstr "Animasyonu Eniyileştir (geri alınamaz)" + +msgid "Clean-Up Animation (no undo)" +msgstr "Animasyonu temizle (geri alınamaz)" + +msgid "Pick a node to animate:" +msgstr "Canlandırılacak düğümü seç:" msgid "Use Bezier Curves" msgstr "Bezier Eğrileri Kullan" msgid "Create RESET Track(s)" -msgstr "RESET İz(ler)i oluşturun" +msgstr "RESET İz(ler)i (sıfırlama) oluştur" + +msgid "Animation Optimizer" +msgstr "Animasyon Eniyileştirici" + +msgid "Max Velocity Error:" +msgstr "En Yüksek Hız Hatası:" + +msgid "Max Angular Error:" +msgstr "En Yüksek Açısal Hata:" + +msgid "Max Precision Error:" +msgstr "En Yüksek Kesinlik Hatası:" msgid "Optimize" msgstr "İyileştir" @@ -862,7 +1120,7 @@ msgid "Remove invalid keys" msgstr "Geçersiz anahtarları kaldır" msgid "Remove unresolved and empty tracks" -msgstr "Çözümlenmemiş ve boş izleri sil" +msgstr "Çözümlenmemiş ve boş izleri kaldır" msgid "Clean-up all animations" msgstr "Tüm animasyonları temizle" @@ -876,23 +1134,111 @@ msgstr "Temizlik" msgid "Scale Ratio:" msgstr "Ölçek Oranı:" +msgid "Select Transition and Easing" +msgstr "Geçişi ve Yumuşatmayı Seç" + +msgctxt "Transition Type" +msgid "Linear" +msgstr "Çizgisel" + +msgctxt "Transition Type" +msgid "Sine" +msgstr "Sinüs" + +msgctxt "Transition Type" +msgid "Quint" +msgstr "Beş Dereceli" + +msgctxt "Transition Type" +msgid "Quart" +msgstr "Dört Dereceli" + +msgctxt "Transition Type" +msgid "Quad" +msgstr "İki dereceli" + +msgctxt "Transition Type" +msgid "Expo" +msgstr "Üstel" + +msgctxt "Transition Type" +msgid "Elastic" +msgstr "Esnek" + +msgctxt "Transition Type" +msgid "Cubic" +msgstr "Kübik" + +msgctxt "Transition Type" +msgid "Circ" +msgstr "Dairesel" + +msgctxt "Transition Type" +msgid "Bounce" +msgstr "Sekmeli" + +msgctxt "Transition Type" +msgid "Back" +msgstr "Geri Dönen" + +msgctxt "Transition Type" +msgid "Spring" +msgstr "Yaylanan" + +msgctxt "Ease Type" +msgid "In" +msgstr "Giriş" + +msgctxt "Ease Type" +msgid "Out" +msgstr "Çıkış" + +msgctxt "Ease Type" +msgid "InOut" +msgstr "GirişÇıkış" + +msgctxt "Ease Type" +msgid "OutIn" +msgstr "ÇıkışGiriş" + +msgid "Transition Type:" +msgstr "Geçiş Tipi:" + +msgid "Ease Type:" +msgstr "Yumuşatma Tipi:" + +msgid "FPS:" +msgstr "FPS:" + +msgid "Animation Baker" +msgstr "Animasyon Pişirici" + +msgid "3D Pos/Rot/Scl Track:" +msgstr "3B Kon/Dön/Ölç İzi:" + +msgid "Blendshape Track:" +msgstr "BlendShape İzi:" + msgid "Value Track:" -msgstr "Değer Takibi:" +msgstr "Değer İzi:" msgid "Select Tracks to Copy" msgstr "Kopyalanacak izleri seç" msgid "Select All/None" -msgstr "Tümünü Seç/Seçme" +msgstr "Tümünü Seç /Seçimleri Kaldır" + +msgid "Animation Change Keyframe Time" +msgstr "Animasyon Anahtar Kare Zamanını Değiştir" msgid "Add Audio Track Clip" -msgstr "Ses İz Klipsi Ekle" +msgstr "Ses İz Parçası Ekle" msgid "Change Audio Track Clip Start Offset" -msgstr "Ses İz Klipsi Başlangıç Kaymasını Değiştir" +msgstr "Ses İzi Parçasının Başlangıç Kaymasını Değiştir" msgid "Change Audio Track Clip End Offset" -msgstr "Ses İz Klipsi Bitiş Kaymasını Değiştir" +msgstr "Ses İzi Parçasının Bitiş Kaymasını Değiştir" msgid "Go to Line" msgstr "Satıra Git" @@ -905,13 +1251,13 @@ msgstr "%d değiştirildi." msgid "%d match" msgid_plural "%d matches" -msgstr[0] "% d eşleşme" -msgstr[1] "% d eşleşmeler" +msgstr[0] "%d eşleşme" +msgstr[1] "%d eşleşen" msgid "%d of %d match" msgid_plural "%d of %d matches" msgstr[0] "%d eşleşme (%d içinde)" -msgstr[1] "%d eşleşme (%d içinde)" +msgstr[1] "%d eşleşen (%d içinde)" msgid "Match Case" msgstr "Büyük/Küçük Harf Eşleştir" @@ -950,47 +1296,71 @@ msgid "Line and column numbers." msgstr "Satır ve sütun numaraları." msgid "Method in target node must be specified." -msgstr "Hedef düğümdeki metod tanımlanmalı." +msgstr "Hedef düğümdeki yöntem belirtilmeli." msgid "Method name must be a valid identifier." -msgstr "Metod ismi geçerli bir tanımlayıcı değil." +msgstr "Yöntem ismi geçerli bir tanımlayıcı olmalı." msgid "" "Target method not found. Specify a valid method or attach a script to the " "target node." msgstr "" -"Hedef metod bulunamadı. Geçerli bir metod tanımlayın ya da hedef düğüme bir " -"komut bağlayın." +"Hedef yöntem bulunamadı. Geçerli bir metod belirt ya da hedef düğüme bir " +"betik bağla." + +msgid "Attached Script" +msgstr "Ekli Betik" msgid "Connect to Node:" msgstr "Düğüme Bağla:" msgid "Connect to Script:" -msgstr "Komuta Bağla:" +msgstr "Betiğe Bağla:" msgid "From Signal:" -msgstr "Sinyaller:" +msgstr "Sinyalden:" + +msgid "Filter Nodes" +msgstr "Düğümleri Filtrele" + +msgid "Go to Source" +msgstr "Kaynağa Git" msgid "Scene does not contain any script." -msgstr "Sahne hiç komut içermiyor." +msgstr "Sahne hiç bir betik içermiyor." msgid "Select Method" -msgstr "Metot Seç" +msgstr "Yöntem Seç" + +msgid "Filter Methods" +msgstr "Yöntemleri Filtrele" + +msgid "No method found matching given filters." +msgstr "Verilen filtrelerle eşleşen hiçbir yöntem bulunamadı." + +msgid "Script Methods Only" +msgstr "Sadece Betik Yöntemleri" + +msgid "Compatible Methods Only" +msgstr "Sadece Uyumlu Yöntemler" msgid "Remove" msgstr "Kaldır" msgid "Add Extra Call Argument:" -msgstr "Ekstra Çağrı Argümanı Ekle:" +msgstr "Çağrıya, Ek Girdi Değişkeni Ekle:" msgid "Extra Call Arguments:" -msgstr "Ekstra Çağrı Argümanları:" +msgstr "Çağrı Ek Girdi Değişkenleri:" + +msgid "Allows to drop arguments sent by signal emitter." +msgstr "Sinyal vericiden gönderilen girdi değişkenlerinin düşürülmesini sağlar." msgid "Unbind Signal Arguments:" -msgstr "Sinyal Argümanlarını Çöz:" +msgstr "Sinyal Girdi Değişkenlerini Çöz:" msgid "Receiver Method:" -msgstr "Alıcı Metodu:" +msgstr "Alıcı Yöntem:" msgid "Advanced" msgstr "Gelişmiş" @@ -1000,10 +1370,13 @@ msgstr "Ertelenmiş" msgid "" "Defers the signal, storing it in a queue and only firing it at idle time." -msgstr "Sinyali erteler, sıraya kaydeder ve sadece işlemci boşta iken ateşler." +msgstr "Sinyali erteler, bir sıraya ekler ve sadece işlemci boşta iken ateşler." + +msgid "One Shot" +msgstr "Tek Seferlik" msgid "Disconnects the signal after its first emission." -msgstr "İlk yayılmasından sonra sinyal bağlantısını keser." +msgstr "İlk yayılmasından sonra, sinyalin bağlantısını keser." msgid "Cannot connect signal" msgstr "Sinyale bağlanamıyor" @@ -1024,7 +1397,7 @@ msgid "Connect '%s' to '%s'" msgstr "'%s' sinyalini '%s' yöntemine bağla" msgid "Disconnect '%s' from '%s'" -msgstr "Şunun: '%s' şununla: '%s' bağlantısını kes" +msgstr "'%s' nin '%s' ile bağlantısını kes" msgid "Disconnect all from signal: '%s'" msgstr "'%s' sinyali ile tüm bağlantıları kes" @@ -1036,27 +1409,38 @@ msgid "Disconnect" msgstr "Bağlantıyı kes" msgid "Connect a Signal to a Method" -msgstr "Bir Yönteme Bir Sinyal Bağlayın" +msgstr "Bir Sinyali Bir Yönteme Bağlayın" + +msgid "Edit Connection: '%s'" +msgstr "Bağlantıyı Düzenle: '%s'" msgid "Are you sure you want to remove all connections from the \"%s\" signal?" -msgstr "" -"\"%s\" sinyalinden tüm bağlantıları kaldırmak istediğinizden emin misiniz?" +msgstr "\"%s\" sinyalinden tüm bağlantıları kaldırmak istediğine emin misin?" msgid "Signals" msgstr "Sinyaller" +msgid "Filter Signals" +msgstr "Sinyalleri Filtrele" + msgid "Are you sure you want to remove all connections from this signal?" -msgstr "Bu sinyalden, tüm bağlantıları kaldırmak istediğinizden emin misiniz?" +msgstr "Bu sinyalden, tüm bağlantıları kaldırmak istediğine emin misin?" msgid "Disconnect All" msgstr "Tüm Bağlantıları Kes" +msgid "Copy Name" +msgstr "İsmi Kopyala" + msgid "Edit..." msgstr "Düzenle..." msgid "Go to Method" msgstr "Yönteme Git" +msgid "Change Type of \"%s\"" +msgstr "\"%s\" in Tipini Değiştir" + msgid "Change" msgstr "Değiştir" @@ -1066,15 +1450,24 @@ msgstr "Yeni %s Oluştur" msgid "No results for \"%s\"." msgstr "\"%s\" için sonuç yok." +msgid "This class is marked as deprecated." +msgstr "Bu sınıf, kullanım dışı olarak işaretlenmiştir." + +msgid "This class is marked as experimental." +msgstr "Bu sınıf, deneysel olarak işaretlenmiştir." + msgid "No description available for %s." -msgstr "%s için açıklama yok." +msgstr "%s için tanımlama yok." msgid "Favorites:" -msgstr "Beğeniler:" +msgstr "Sık Kullanılanlar:" msgid "Recent:" msgstr "Yakın zamanda:" +msgid "(Un)favorite selected item." +msgstr "Bu öğeyi sık kullanılanlara ekle (çıkar)." + msgid "Search:" msgstr "Ara:" @@ -1082,7 +1475,10 @@ msgid "Matches:" msgstr "Eşleşmeler:" msgid "Description:" -msgstr "Açıklama:" +msgstr "Tanımlama:" + +msgid "Remote %s:" +msgstr "Uzak %s:" msgid "Debugger" msgstr "Hata Ayıklayıcı" @@ -1091,28 +1487,61 @@ msgid "Debug" msgstr "Hata Ayıklama" msgid "Save Branch as Scene" -msgstr "Dalı Sahne olarak Kaydet" +msgstr "Bu Dalı, Sahne olarak Kaydet" msgid "Copy Node Path" msgstr "Düğüm Yolunu Kopyala" msgid "Instance:" -msgstr "Örnek:" +msgstr "Kopya Oluşum:" + +msgid "" +"This node has been instantiated from a PackedScene file:\n" +"%s\n" +"Click to open the original file in the Editor." +msgstr "" +"Bu düğüm, bir PackedScene (PaketSahne) dosyasından kopya oluşturuldu:\n" +"%s\n" +"Orijinal dosyayı Düzenleyici'de açmak için tıkla." msgid "Toggle Visibility" -msgstr "Görünebilirliği Aç/Kapa" +msgstr "Görünürlüğü Aç/Kapat" + +msgid "Updating assets on target device:" +msgstr "Hedef cihazdaki varlıklar güncelleniyor:" + +msgid "Syncing headers" +msgstr "Başlıklar eşleniyor" + +msgid "Getting remote file system" +msgstr "Uzak dosya sistemi alınıyor" + +msgid "Decompressing remote file system" +msgstr "Uzak dosya sistemi sıkıştırması açılıyor" + +msgid "Scanning for local changes" +msgstr "Yerel değişiklikler taranıyor" + +msgid "Sending list of changed files:" +msgstr "Değiştirilen dosyaların listesi gönderiliyor:" + +msgid "Sending file:" +msgstr "Dosya gönderiliyor:" + +msgid "ms" +msgstr "ms" msgid "Monitors" -msgstr "Monitörler" +msgstr "İleyiciler" msgid "Monitor" -msgstr "Ekran, İzleme" +msgstr "İzleyici" msgid "Value" msgstr "Değer" msgid "Pick one or more items from the list to display the graph." -msgstr "Grafiği görüntülemek için listeden bir veya daha fazla öğe seçin." +msgstr "Grafiği görüntülemek için, listeden bir veya daha fazla öğe seç." msgid "Stop" msgstr "Durdur" @@ -1124,19 +1553,19 @@ msgid "Clear" msgstr "Temizle" msgid "Measure:" -msgstr "Ölçüm:" +msgstr "Ölçü:" msgid "Frame Time (ms)" -msgstr "Kare Zamanı (milisaniye)" +msgstr "Kare Zamanı (ms)" msgid "Average Time (ms)" -msgstr "Ortalama Zaman (milisaniye)" +msgstr "Ortalama Zaman (ms)" msgid "Frame %" msgstr "Kare %" msgid "Physics Frame %" -msgstr "Fizik Kare %" +msgstr "Fizik Karesi %" msgid "Inclusive" msgstr "Kapsayıcı" @@ -1152,12 +1581,13 @@ msgid "" "functions called by that function.\n" "Use this to find individual functions to optimize." msgstr "" -"Dahili: Bu işlev tarafından çağrılan diğer işlevlerden gelen zamanı içerir.\n" -"Darboğazları tespit etmek için bunu kullanın.\n" +"Dahili: Bu fonksiyon tarafından çağrılan diğer fonksiyonlardan gelen zamanı " +"da içerir.\n" +"Darboğazları tespit etmek için bunu kullan.\n" "\n" -"Self: Sadece fonksiyonun kendisinde geçirilen zamanı sayın, o fonksiyon " -"tarafından çağrılan diğer fonksiyonlarda değil.\n" -"Eniyileştirilecek edilecek tekil işlevleri bulmak için bunu kullanın." +"Self: Sadece fonksiyonun kendisinde geçirilen zamanı sayar; bu fonksiyon " +"tarafından çağrılan diğer fonksiyonları saymaz.\n" +"Eniyileştirme yapılacak tekil fonksiyonları bulmak için bunu kullan." msgid "Frame #:" msgstr "Kare #:" @@ -1171,14 +1601,26 @@ msgstr "Zaman" msgid "Calls" msgstr "Çağrılar" +msgid "Fit to Frame" +msgstr "Kareye Sığdır" + msgid "Linked" msgstr "Bağlantılı" +msgid "CPU" +msgstr "CPU" + +msgid "GPU" +msgstr "GPU" + +msgid "Execution resumed." +msgstr "Yürütmeye devam ediliyor." + msgid "Bytes:" -msgstr "Baytlar:" +msgstr "Byte sayısı:" msgid "Warning:" -msgstr "Uyarılar:" +msgstr "Uyarı:" msgid "Error:" msgstr "Hata:" @@ -1189,17 +1631,41 @@ msgstr "%s Hatası" msgid "%s Error:" msgstr "%s Hatası:" +msgid "%s Source" +msgstr "%s Kaynağı" + +msgid "%s Source:" +msgstr "%s Kaynağı:" + msgid "Stack Trace" -msgstr "Bellek Dökümü" +msgstr "Yığın Belleği Dökümü" msgid "Stack Trace:" -msgstr "Yığın İzleme:" +msgstr "Yığın Belleği Dökümü:" + +msgid "Debug session started." +msgstr "Hata ayıklama oturumu başlatıldı." + +msgid "Debug session closed." +msgstr "Hata ayıklama oturumu sonlandı." + +msgid "Line %d" +msgstr "Satır %d" + +msgid "Delete Breakpoint" +msgstr "Kesme Noktasını Sil" + +msgid "Delete All Breakpoints in:" +msgstr "Şuradaki Tüm Kesme Noktalarını Sil:" + +msgid "Delete All Breakpoints" +msgstr "Tüm Kesme Noktalarını Sil" msgid "Copy Error" msgstr "Hatayı Kopyala" msgid "Open C++ Source on GitHub" -msgstr "GitHub'da C++ Kaynağını Açın" +msgstr "C++ Kaynağını, GitHub üzerinde Aç" msgid "C++ Source" msgstr "C++ Kaynağı" @@ -1208,25 +1674,28 @@ msgid "Video RAM" msgstr "Görüntü Belleği" msgid "Skip Breakpoints" -msgstr "İşaret Noktalarını Atla" +msgstr "Kesme Noktalarını Atla" msgid "Step Into" -msgstr "İçeri Adımla" +msgstr "İçine gir" msgid "Step Over" -msgstr "Adımla" +msgstr "Üstünden geç" msgid "Break" -msgstr "Ara Ver" +msgstr "Duraklat" msgid "Continue" msgstr "Devam Et" msgid "Stack Frames" -msgstr "Çerçeveleri Yığ" +msgstr "Kareler Yığını" + +msgid "Filter Stack Variables" +msgstr "Yığın Değişkenlerini Filtrele" msgid "Breakpoints" -msgstr "Hata ayıklama noktaları" +msgstr "Kesme Noktaları" msgid "Expand All" msgstr "Hepsini Genişlet" @@ -1237,23 +1706,26 @@ msgstr "Hepsini Daralt" msgid "Profiler" msgstr "Profil Çıkarıcı" +msgid "Visual Profiler" +msgstr "Görsel Profil Çıkarıcı" + msgid "List of Video Memory Usage by Resource:" -msgstr "Kaynağa Göre İzleti Belleği Kullanımının Dizelgesi:" +msgstr "Kaynağına Göre Görüntü Belleği Kullanım Listesi:" msgid "Total:" msgstr "Toplam:" msgid "Export list to a CSV file" -msgstr "Listeyi CSV dosyasına aktar" +msgstr "Listeyi, CSV dosyası olarak dışa aktar" msgid "Resource Path" msgstr "Kaynak Yolu" msgid "Type" -msgstr "Tür" +msgstr "Tip" msgid "Format" -msgstr "Biçem" +msgstr "Biçim" msgid "Usage" msgstr "Kullanım" @@ -1265,19 +1737,19 @@ msgid "Clicked Control:" msgstr "Tıklanan Denetim:" msgid "Clicked Control Type:" -msgstr "Tıklanan Denetim Türü:" +msgstr "Tıklanan Denetim Tipi:" msgid "Live Edit Root:" -msgstr "Canlı Kök Düzenle:" +msgstr "Kökü Canlı Düzenle:" msgid "Set From Tree" msgstr "Ağaçtan Ayarla" msgid "Export measures as CSV" -msgstr "Ölçüleri CSV olarak dışa aktar" +msgstr "Ölçümleri, CSV olarak dışa aktar" msgid "Search Replacement For:" -msgstr "Şunun İçin Değiştirme Ara:" +msgstr "Şunu Değiştirmek İçin Ara:" msgid "Dependencies For:" msgstr "Şunun İçin Bağımlılıklar:" @@ -1287,14 +1759,14 @@ msgid "" "Changes will only take effect when reloaded." msgstr "" "'%s' Sahnesi şu anda düzenleniyor.\n" -"Değişiklikler sadece yeniden yüklendikten sonra etki edecektir." +"Değişiklikler, sadece yeniden yüklendikten sonra etkili olacaktır." msgid "" "Resource '%s' is in use.\n" "Changes will only take effect when reloaded." msgstr "" "'%s' kaynağı kullanılıyor.\n" -"Değişiklikler yeniden yükleme yapıldığında etkin olacak." +"Değişiklikler, yeniden yükleme yapıldığında etkili olacak." msgid "Dependencies" msgstr "Bağımlılıklar" @@ -1315,7 +1787,7 @@ msgid "Dependency Editor" msgstr "Bağımlılık Düzenleyicisi" msgid "Search Replacement Resource:" -msgstr "Yerine Geçecek Kaynak Ara:" +msgstr "Yer Değiştirme Kaynağı Ara:" msgid "Open Scene" msgid_plural "Open Scenes" @@ -1326,71 +1798,97 @@ msgid "Open" msgstr "Aç" msgid "Owners of: %s (Total: %d)" -msgstr "Sahipleri: %s (Toplam: %d)" +msgstr "Sahip olduğu: %s (Toplam: %d)" + +msgid "Localization remap" +msgstr "Yerelleştirme tekrar-haritalaması" + +msgid "Localization remap for path '%s' and locale '%s'." +msgstr "'%s' yolu ve '%s' yerel dili için yerelleştirme tekrar-haritalaması." msgid "" "Remove the selected files from the project? (Cannot be undone.)\n" -"Depending on your filesystem configuration, the files will either be moved " -"to the system trash or deleted permanently." +"Depending on your filesystem configuration, the files will either be moved to " +"the system trash or deleted permanently." msgstr "" "Seçilen dosyalar projeden kaldırılsın mı? (Geri alınamaz.)\n" -"Sahip olduğunuz dosya sistemine bağlı olarak bu dosyalar sonsuza dek " -"silinebilir ya da geri dönüşüm kutusuna gönderilebilir." +"Dosya sistemi ayarlarına bağlı olarak, bu dosyalar ya geri dönüşüm kutusuna " +"gönderiir ya da kalıcı olarak silinir." msgid "" "The files being removed are required by other resources in order for them to " "work.\n" "Remove them anyway? (Cannot be undone.)\n" -"Depending on your filesystem configuration, the files will either be moved " -"to the system trash or deleted permanently." +"Depending on your filesystem configuration, the files will either be moved to " +"the system trash or deleted permanently." msgstr "" -"Kaldırmaya çalıştığınız dosyalar projenin bazı parçalarının çalışması için " -"gerekli görülmekte.\n" +"Kaldırmaya çalıştığın dosyalar, projenin başka kaynaklarının düzgün çalışması " +"için gerekiyor.\n" "Yine de kaldırılsın mı? (Geri alınamaz.)\n" -"Sisteminizin dosya sistemine bağlı olarak silmeye çalıştığınız dosyalar " -"kalıcı olarak silinebilir ya da geri dönüşüm kutusuna gönderilebilir." +"Dosya sistemine ayarlarına bağlı olarak, bu dosyalar ya geri dönüşüm kutusuna " +"gönderilir ya da kalıcı olarak silinir." msgid "Cannot remove:" -msgstr "Kaldırılamadı:" +msgstr "Kaldırılamıyor:" msgid "Error loading:" msgstr "Yüklerken hata:" msgid "Load failed due to missing dependencies:" -msgstr "Yükleme eksik bağlamlar yüzünden başarısız oldu:" +msgstr "Eksik bağımlılıklar yüzünden, yükleme başarısız oldu:" msgid "Open Anyway" msgstr "Yine de Aç" msgid "Which action should be taken?" -msgstr "Hangi eylem alınmalı?" +msgstr "Hangi eylem uygulanmalı?" msgid "Fix Dependencies" msgstr "Bağımlılıkları Düzelt" msgid "Errors loading!" -msgstr "Yükleme hataları!" +msgstr "Hatalar yükleniyor!" msgid "Permanently delete %d item(s)? (No undo!)" -msgstr "%d Öğeleri kalıcı olarak silsin mi? (Geri alınamaz!)" +msgstr "%d Öğeyi kalıcı olarak silsin mi? (Geri alınamaz!)" msgid "Show Dependencies" msgstr "Bağımlılıkları göster" msgid "Orphan Resource Explorer" -msgstr "Orphan Kaynak Araştırıcı" +msgstr "Sahipsiz Kaynak Gezgini" msgid "Owns" -msgstr "Sahipler" +msgstr "Sahip Olduğu" msgid "Resources Without Explicit Ownership:" msgstr "Belirgin Sahipliği Olmayan Kaynaklar:" +msgid "Folder name cannot be empty." +msgstr "Klasör adı boş olamaz." + +msgid "Folder name contains invalid characters." +msgstr "Klasör adı geçersiz karakterler içeriyor." + +msgid "File with that name already exists." +msgstr "Bu isimde bir dosya zaten var." + +msgid "Folder with that name already exists." +msgstr "Bu isme sahip bir klasör zaten var." + +msgid "Using slashes in folder names will create subfolders recursively." +msgstr "" +"Klasör adlarında eğik çizgi (/) kullanmak, alt klasörleri özyinelemeli olarak " +"oluşturur." + +msgid "Folder name is valid." +msgstr "Klasör adı geçerli." + msgid "Could not create folder." msgstr "Klasör oluşturulamadı." msgid "Create new folder in %s:" -msgstr "Şurada yeni klasör oluştur: %s" +msgstr "Şurada yeni klasör oluştur: %s :" msgid "Create Folder" msgstr "Klasör Oluştur" @@ -1451,17 +1949,17 @@ msgid "License" msgstr "Lisans" msgid "Third-party Licenses" -msgstr "Üçüncü Parti Lisanslar" +msgstr "Üçüncü-Şahış Lisanslar" msgid "" "Godot Engine relies on a number of third-party free and open source " -"libraries, all compatible with the terms of its MIT license. The following " -"is an exhaustive list of all such third-party components with their " -"respective copyright statements and license terms." +"libraries, all compatible with the terms of its MIT license. The following is " +"an exhaustive list of all such third-party components with their respective " +"copyright statements and license terms." msgstr "" -"Godot Oyun Motoru, bazı ücretsiz ve açık kaynaklı üçüncü parti " +"Godot Oyun Motoru, bazı ücretsiz ve açık kaynaklı üçüncü-şahıs " "kütüphanelerden faydalanır, bunların hepsinin kullanım koşulları MIT " -"lisansına uygundur. Aşağıda, bu tür üçüncü parti bileşenlerinin telif hakkı " +"lisansına uygundur. Aşağıda, bu tür üçüncü-şahıs bileşenlerin telif hakkı " "beyanları ve lisans koşulları ile birlikte ayrıntılı bir listesi " "bulunmaktadır." @@ -1475,28 +1973,28 @@ msgid "Licenses" msgstr "Lisanslar" msgid "Error opening asset file for \"%s\" (not in ZIP format)." -msgstr "\"%s\" açılırken hata ile karşılaşıldı (dosya ZIP formatında değil)." +msgstr "\"%s\" için varlık dosyası açılırken hata (dosya ZIP türünde değil)." msgid "%s (already exists)" -msgstr "%s (Zaten Var)" +msgstr "%s (zaten var)" msgid "Contents of asset \"%s\" - %d file(s) conflict with your project:" -msgstr "\"%s\" öğesinin içeriği - %d dosya(lar) projenizle çakışıyor:" +msgstr "\"%s\" varlığının içeriği - projenizdeki %d dosya ile çakışıyor:" msgid "Contents of asset \"%s\" - No files conflict with your project:" -msgstr "\"%s\" öğesinin içeriği - Projenizle çakışan dosya yok:" +msgstr "\"%s\" varlığının içeriği - Projenizle çakışan dosya yok:" msgid "Uncompressing Assets" -msgstr "Varlıklar Çıkartılıyor" +msgstr "Sıkıştırılmış Varlıklar Çıkartılıyor" msgid "The following files failed extraction from asset \"%s\":" -msgstr "Aşağıdaki dosyaların \"%s\" kaynağından ayıklanmasında hata oluştu:" +msgstr "Aşağıdaki dosyaların, \"%s\" varlığından çıkartılmasında hata oluştu:" msgid "(and %s more files)" msgstr "(ve %s dosya daha)" msgid "Asset \"%s\" installed successfully!" -msgstr "\"%s\" Başarı ile kuruldu!" +msgstr "\"%s\" varlığı başarıyla kuruldu!" msgid "Success!" msgstr "Başarılı!" @@ -1505,40 +2003,40 @@ msgid "Install" msgstr "Kur" msgid "Asset Installer" -msgstr "Paket Yükleyici" +msgstr "Varlık Yükleyici" msgid "Speakers" msgstr "Hoparlörler" msgid "Add Effect" -msgstr "Efekt Ekle" +msgstr "Ses Değişimi Ekle" msgid "Rename Audio Bus" -msgstr "Audio Bus'ı Yeniden Adlandır" +msgstr "Ses Veriyolunu Yeniden Adlandır" msgid "Change Audio Bus Volume" -msgstr "Audio Bus Ses Seviyesini Değiştir" +msgstr "Ses Veriyolu Ses Seviyesini Değiştir" msgid "Toggle Audio Bus Solo" -msgstr "Audio Bus'ı Solo Aç/Kapat" +msgstr "Tekli Ses Veriyolunu Aç/Kapat" msgid "Toggle Audio Bus Mute" -msgstr "Audio Bus Sessizliği Aç/Kapat" +msgstr "Ses Veriyolunu Kesmeyi Aç/Kapat" msgid "Toggle Audio Bus Bypass Effects" -msgstr "Audio Bus Baypas Efektlerini Aç/Kapat" +msgstr "Ses Veriyolu Ses Değişimlerini Atlamayı Aç/Kapat" msgid "Select Audio Bus Send" -msgstr "Audio Bus Gönderimini Seç" +msgstr "Ses Veriyolu Gönderimini Seç" msgid "Add Audio Bus Effect" -msgstr "Audio Bus Efekti Ekle" +msgstr "Ses Veriyolu Ses Değişimi Ekle" msgid "Move Bus Effect" -msgstr "Bus Efektini Taşı" +msgstr "Veriyolu Ses Değişimini Taşı" msgid "Delete Bus Effect" -msgstr "Bus Efekti Sil" +msgstr "Veriyolu Ses Değişimini Sil" msgid "Drag & drop to rearrange." msgstr "Düzenlemek için Sürükle-Bırak." @@ -1547,139 +2045,166 @@ msgid "Solo" msgstr "Tek" msgid "Mute" -msgstr "Sessiz" +msgstr "Sesi Kes" msgid "Bypass" -msgstr "Baypas" +msgstr "Atlama" msgid "Bus Options" -msgstr "Bus ayarları" +msgstr "Veriyolu Ayarları" + +msgid "Duplicate Bus" +msgstr "Veriyolununun Kopyasını Oluştur" + +msgid "Delete Bus" +msgstr "Veriyolunu Sil" msgid "Reset Volume" msgstr "Ses Düzeyini Sıfırla" msgid "Delete Effect" -msgstr "Efekt'i Sil" +msgstr "Ses Değişimini Sil" msgid "Add Audio Bus" -msgstr "Audio Bus Ekle" +msgstr "Ses Veriyolu Ekle" msgid "Master bus can't be deleted!" -msgstr "Master bus silinemez!" +msgstr "Ana veriyolu silinemez!" msgid "Delete Audio Bus" -msgstr "Audio Bus'ı Sil" +msgstr "Ses Veriyolunu Sil" msgid "Duplicate Audio Bus" -msgstr "Audio Bus'ı Çoğalt" +msgstr "Ses Veriyolunun Kopyasını Oluştur" msgid "Reset Bus Volume" -msgstr "Bus Ses Düzeyini Sıfırla" +msgstr "Veriyolu Ses Düzeyini Sıfırla" msgid "Move Audio Bus" -msgstr "Audio Bus'ı Taşı" +msgstr "Ses Veriyolunu Taşı" msgid "Save Audio Bus Layout As..." -msgstr "Audio Bus Yerleşim Düzenini Farklı Kaydet..." +msgstr "Ses Veriyolu Yerleşim Düzenini Farklı Kaydet..." msgid "Location for New Layout..." msgstr "Yeni Yerleşim Düzeni için Konum..." msgid "Open Audio Bus Layout" -msgstr "Audio Bus Yerleşim Düzenini Aç" +msgstr "Ses Veri Yolu Yerleşim Düzenini Aç" msgid "There is no '%s' file." msgstr "'%s' dosyası bulunamadı." msgid "Layout:" -msgstr "Düzen:" +msgstr "Yerleşim Düzeni:" msgid "Invalid file, not an audio bus layout." -msgstr "Geçersiz dosya, bu bir audio bus yerleşim düzeni değil." +msgstr "Geçersiz dosya, bu bir ses veriyolu yerleşim düzeni değil." msgid "Error saving file: %s" -msgstr "%s dosyası kaydedilirken hata" +msgstr "Dosya kaydedilirken hata: %s" msgid "Add Bus" -msgstr "Bus ekle" +msgstr "Veri Yolu Ekle" msgid "Add a new Audio Bus to this layout." -msgstr "Bu yerleşim planına yeni ses veri yolu ekle." +msgstr "Bu yerleşim düzenine yeni Ses Veriyolu ekle." msgid "Load" msgstr "Yükle" msgid "Load an existing Bus Layout." -msgstr "Var olan bir Bus Yerleşim Düzeni yükle." +msgstr "Var olan bir Veriyolu Yerleşim Düzenini yükle." msgid "Save As" msgstr "Farklı Kaydet" msgid "Save this Bus Layout to a file." -msgstr "Bu Bus Yerleşim Düzenini bir dosyaya kaydet." +msgstr "Bu Veriyolu Yerleşim Düzenini bir dosyaya kaydet." msgid "Load Default" msgstr "Varsayılanı Yükle" msgid "Load the default Bus Layout." -msgstr "Varsayılan Bus Yerleşim Düzenini Yükle." +msgstr "Varsayılan Veriyolu Yerleşim Düzenini Yükle." msgid "Create a new Bus Layout." -msgstr "Yeni bir Bus Yerleşim Düzeni oluştur." +msgstr "Yeni bir Veriyolu Yerleşim Düzeni oluştur." msgid "Audio Bus Layout" msgstr "Ses Veri Yolu Düzeni" msgid "Invalid name." -msgstr "Geçersiz ad." +msgstr "Geçersiz isim." msgid "Cannot begin with a digit." -msgstr "Rakamla başlanamaz." +msgstr "Bir rakam ile başlayamaz." msgid "Valid characters:" msgstr "Geçerli karakterler:" msgid "Must not collide with an existing engine class name." -msgstr "Varolan bir motor sınıf ismi ile çakışmamalı." +msgstr "Varolan bir motor sınıfı ismi ile çakışmamalı." + +msgid "Must not collide with an existing global script class name." +msgstr "Var olan bir genel betik sınıfı ismi ile çakışmamalı." msgid "Must not collide with an existing built-in type name." -msgstr "Var olan gömülü türdeki ad ile çakışmamalı." +msgstr "Var olan bir yerleşik tip ismi ile çakışmamalı." msgid "Must not collide with an existing global constant name." -msgstr "Var olan genel değişmeyen bir adla çakışmamalıdır." +msgstr "Var olan genel sabit ismi ile çakışmamalı." + +msgid "Keyword cannot be used as an Autoload name." +msgstr "Bir anahtar kelime, Otomatik Yükleme ismi olarak kullanılamaz." msgid "Autoload '%s' already exists!" -msgstr "KendindenYüklenme '%s' zaten var!" +msgstr "'%s' otomatik yüklemesi zaten var!" msgid "Rename Autoload" -msgstr "KendindenYüklenme'yi Yeniden Adlandır" +msgstr "Otomatik Yüklemeyi Yeniden Adlandır" + +msgid "Toggle Autoload Globals" +msgstr "Otomatik Yükleme Genellerini Aç / Kapat" msgid "Move Autoload" -msgstr "KendindenYüklenme'yi Taşı" +msgstr "Otomatik Yüklemeyi Taşı" msgid "Remove Autoload" -msgstr "KendindenYüklenme'yi Kaldır" +msgstr "Otomatik Yüklemeyi Kaldır" msgid "Enable" -msgstr "Etkin" +msgstr "Etkinleştir" msgid "Rearrange Autoloads" -msgstr "KendindenYüklenme'leri Yeniden Sırala" +msgstr "Otomatik Yüklemeleri Yeniden Sırala" + +msgid "Can't add Autoload:" +msgstr "Otomatik Yükleme eklenemiyor:" msgid "%s is an invalid path. File does not exist." -msgstr "%s geçerli bir dizin değil. Dosya yok." +msgstr "%s geçerli bir yol değil. Dosya yok." msgid "%s is an invalid path. Not in resource path (res://)." -msgstr "%s geçersiz bir dizin. Kaynak dizinde değil (res://)." +msgstr "%s geçersiz bir yol. Kaynak yolunda değil (res://)." + +msgid "Add Autoload" +msgstr "Otomatik Yükleme Ekle" msgid "Path:" -msgstr "Dosya yolu:" +msgstr "Yol:" + +msgid "Set path or press \"%s\" to create a script." +msgstr "Bir betik oluşturmak yolu ayarla veya için \"%s\" bas." msgid "Node Name:" -msgstr "Düğüm adı:" +msgstr "Düğüm İsmi:" msgid "Global Variable" -msgstr "Global Değişken" +msgstr "Genel Değişken" + +msgid "3D Engine" +msgstr "3B Motoru" msgid "2D Physics" msgstr "2B Fizik" @@ -1690,17 +2215,122 @@ msgstr "3B Fizik" msgid "Navigation" msgstr "Gezinti" +msgid "XR" +msgstr "Genişletilmiş Gerçeklik (XR)" + +msgid "RenderingDevice" +msgstr "RenderingDevice (Görüntü İşleme Cihazı)" + msgid "OpenGL" msgstr "OpenGL" msgid "Vulkan" msgstr "Vulkan" +msgid "Text Server: Fallback" +msgstr "Metin Sunucusu: Son Çare" + +msgid "Text Server: Advanced" +msgstr "Metin Sunucusu: Gelişmiş" + +msgid "TTF, OTF, Type 1, WOFF1 Fonts" +msgstr "TTF, OTF, Tip 1, WOFF1 Yazı Tipleri" + +msgid "WOFF2 Fonts" +msgstr "WOFF2 Yazı Tipleri" + +msgid "SIL Graphite Fonts" +msgstr "SIL Graphite Yazı Tipleri" + +msgid "Multi-channel Signed Distance Field Font Rendering" +msgstr "" +"Çoklu-kanal Signed Distance Field (İşaretli Uzaklık Alanı) Yazıtipi İşleme" + +msgid "3D Nodes as well as RenderingServer access to 3D features." +msgstr "3B özelliklerine erişmek için, 3B Düğüm ile birlikte RenderingServer." + +msgid "2D Physics nodes and PhysicsServer2D." +msgstr "2B Fizik düğümleri ve PhysicsServer2D (Fizik Sunucu 2B)." + +msgid "3D Physics nodes and PhysicsServer3D." +msgstr "3B Fizik düğümleri ve PhysicsServer3D (Fizik Sunucu 3B)." + +msgid "Navigation, both 2D and 3D." +msgstr "Gezinti, hem 2B hem de 3B." + +msgid "XR (AR and VR)." +msgstr "XR (AR ve VR, Genişletilmiş Gerçeklik)." + +msgid "" +"RenderingDevice based rendering (if disabled, the OpenGL back-end is " +"required)." +msgstr "" +"RenderingDevice tabanlı görüntü işleme (devre dışı ise, OpenGL desteği " +"gerekir)." + +msgid "OpenGL back-end (if disabled, the RenderingDevice back-end is required)." +msgstr "OpenGL desteği (devre dışı ise, RenderingDevice desteği gerekir)." + +msgid "Vulkan back-end of RenderingDevice." +msgstr "RenderingDevice için Vulkan desteği." + +msgid "" +"Fallback implementation of Text Server\n" +"Supports basic text layouts." +msgstr "" +"Metin Sunucu için Son Çare uyarlaması\n" +"Temel metin düzenlerini destekler." + +msgid "" +"Text Server implementation powered by ICU and HarfBuzz libraries.\n" +"Supports complex text layouts, BiDi, and contextual OpenType font features." +msgstr "" +"Metin Sunucu uyarlaması, ICU ve HarfBuzz kütüphanelerini kullanır.\n" +"Karmaşık metin düzenleri, BiDi, ve içeriksel OpenType yazıtipi özelliklerini " +"destekler." + +msgid "" +"TrueType, OpenType, Type 1, and WOFF1 font format support using FreeType " +"library (if disabled, WOFF2 support is also disabled)." +msgstr "" +"FreeType kütüphanesini kullanarak, TrueType, OpenType, Tip 1, and WOFF1 " +"yazıtipi biçimlerini destekler (devre dışı ise, WOFF2 desteğide devre dışı " +"kalır)." + +msgid "WOFF2 font format support using FreeType and Brotli libraries." +msgstr "" +"FreeType ve Brotli kütüphanelerini kullanarak, WOFF2 yazıtipi biçimini " +"destekler." + +msgid "" +"SIL Graphite smart font technology support (supported by Advanced Text Server " +"only)." +msgstr "" +"SIL Graphite akıllı yazı tipi teknolojisi desteği (yalnızca Gelişmiş Metin " +"Sunucu tarafından desteklenir)." + +msgid "" +"Multi-channel signed distance field font rendering support using msdfgen " +"library (pre-rendered MSDF fonts can be used even if this option disabled)." +msgstr "" +"msdfgen kütüphanesini kullanarak çoklu-kanal imzalı mesafe alanı (msdf) yazı " +"tipi işleme desteği (bu seçenek devre dışı olsa bile, önişlenmiş MSDF yazı " +"tipleri kullanılabilir)." + +msgid "General Features:" +msgstr "Genel Özellikler:" + +msgid "Text Rendering and Font Options:" +msgstr "Metin işleme ve Yazı Tipi Seçenekleri:" + +msgid "File saving failed." +msgstr "Dosya kaydetme başarısız oldu." + msgid "Nodes and Classes:" msgstr "Düğümler ve Sınıflar:" msgid "File '%s' format is invalid, import aborted." -msgstr "'%s' dosyası geçersiz, içe aktarma iptal edildi." +msgstr "'%s' dosya biçimi geçersiz, içe aktarma iptal edildi." msgid "Error saving profile to path: '%s'." msgstr "Profil '%s' yoluna kaydedilirken hata oluştu." @@ -1715,34 +2345,61 @@ msgid "Profile:" msgstr "Profil:" msgid "Reset to Defaults" -msgstr "Varsayılanlara dön" +msgstr "Varsayılanlara Sıfırla" + +msgid "Detect from Project" +msgstr "Projeden Algıla" + +msgid "Actions:" +msgstr "Eylemler:" + +msgid "Configure Engine Build Profile:" +msgstr "Motor Derleme Profilini Yapılandır:" + +msgid "Please Confirm:" +msgstr "Lütfen Onaylayın:" + +msgid "Engine Build Profile" +msgstr "Motor Derleme Profili" + +msgid "Load Profile" +msgstr "Profil Yükle" msgid "Export Profile" -msgstr "Profil Dışa Aktar" +msgstr "Profili Dışa Aktar" + +msgid "Forced classes on detect:" +msgstr "Zorlama algılanmış sınıflar:" + +msgid "Edit Build Configuration Profile" +msgstr "Derleme Yapılandırması Profilini Düzenle" + +msgid "Filter Commands" +msgstr "Komutları Filtrele" msgid "Paste Params" -msgstr "Parametreleri Yapıştır" +msgstr "Alınan Değişkenlerini Yapıştır" msgid "Updating Scene" msgstr "Sahne Güncelleniyor" msgid "Storing local changes..." -msgstr "Yerel değişiklikler kayıt ediliyor..." +msgstr "Yerel değişiklikler kaydediliyor..." msgid "Updating scene..." msgstr "Sahne güncelleniyor..." msgid "[empty]" -msgstr "(boş)" +msgstr "[boş]" msgid "[unsaved]" msgstr "[kaydedilmemiş]" msgid "3D Editor" -msgstr "3D Düzenleyici" +msgstr "3B Düzenleyici" msgid "Script Editor" -msgstr "Kod Düzenleyici" +msgstr "Betik Düzenleyici" msgid "Asset Library" msgstr "Varlık Kütüphanesi" @@ -1751,53 +2408,61 @@ msgid "Scene Tree Editing" msgstr "Sahne Ağacı Düzenleme" msgid "Node Dock" -msgstr "Node Rıhtımı" +msgstr "Düğüm Yuvası" msgid "FileSystem Dock" -msgstr "Dosya Sistemi Rıhtımı" +msgstr "DosyaSistemi Yuvası" msgid "Import Dock" -msgstr "Rıhtım İçe Aktar" +msgstr "İçe Aktarım Yuvası" + +msgid "History Dock" +msgstr "Geçmiş Yuvası" msgid "Allows to view and edit 3D scenes." -msgstr "Üç boyutlu sahneleri görüntülemeye ve düzenlemeye izin verir." +msgstr "3B sahneleri görüntülemeye ve düzenlemeye izin verir." msgid "Allows to edit scripts using the integrated script editor." msgstr "" -"Entegre komut dosyası düzenleyicisini kullanarak komut dosyalarını " -"düzenlemeye izin verir." +"Dahili betik düzenleyicisini kullanarak betik dosyalarını düzenlemeye izin " +"verir." msgid "Provides built-in access to the Asset Library." -msgstr "Varlık Kitaplığına yerleşik erişim sağlar." +msgstr "Varlık Kütüphanesi'ne yerleşik erişim sağlar." msgid "Allows editing the node hierarchy in the Scene dock." -msgstr "Scene dock'ta düğüm hiyerarşisini düzenlemeye izin verir." +msgstr "Düğüm hiyerarşisini Sahne yuvasından düzenlemeye izin verir." msgid "" -"Allows to work with signals and groups of the node selected in the Scene " -"dock." +"Allows to work with signals and groups of the node selected in the Scene dock." msgstr "" -"Scene dock'ta seçilen düğümün sinyalleri ve gruplarıyla çalışmaya izin verir." +"Sahne yuvasındaki seçili düğümün sinyalleri ve gruplarıyla çalışmaya izin " +"verir." msgid "Allows to browse the local file system via a dedicated dock." msgstr "" -"Özel bir dock aracılığıyla yerel dosya sistemine göz atılmasına izin verir." +"Özel ayrılmış yuva aracılığıyla, yerel dosya sistemine göz atılmasına izin " +"verir." msgid "" "Allows to configure import settings for individual assets. Requires the " "FileSystem dock to function." msgstr "" -"Tekil paketler için içe aktarma ayarlarını yapılandırmaya izin verir. " -"Çalışması için FileSystem fonksiyonunu gerektirir." +"Bireysel varıklar için içe aktarma ayarlarını yapılandırmaya izin verir. " +"Çalışması için DosyaSistemi yuvası gerektirir." + +msgid "Provides an overview of the editor's and each scene's undo history." +msgstr "" +"Düzenleyicinin ve her sahnenin geri alma geçmişine genel bir bakış sağlar." msgid "(current)" -msgstr "(mevcut)" +msgstr "(şu anki)" msgid "(none)" -msgstr "(hiç)" +msgstr "(yok)" msgid "Remove currently selected profile, '%s'? Cannot be undone." -msgstr "Seçili olan '%s' profili kaldırılsın mı? Geri alınamaz." +msgstr "Seçili '%s' profili kaldırılsın mı? Geri alınamaz." msgid "Profile must be a valid filename and must not contain '.'" msgstr "Profil geçerli bir dosya adı olmalı ve '.' içermemelidir" @@ -1806,13 +2471,13 @@ msgid "Profile with this name already exists." msgstr "Bu isimde zaten bir profil mevcut." msgid "(Editor Disabled, Properties Disabled)" -msgstr "(Editör Pasif, Özellikler Pasif)" +msgstr "(Düzenleyici Devre Dışı, Özellikler Devre Dışı)" msgid "(Properties Disabled)" msgstr "(Özellikler Devre Dışı)" msgid "(Editor Disabled)" -msgstr "Editör Devre dışı" +msgstr "(Düzenleyici Devre Dışı)" msgid "Class Options:" msgstr "Sınıf Seçenekleri:" @@ -1827,10 +2492,10 @@ msgid "Main Features:" msgstr "Ana Özellikler:" msgid "" -"Profile '%s' already exists. Remove it first before importing, import " -"aborted." +"Profile '%s' already exists. Remove it first before importing, import aborted." msgstr "" -"'%s' profili zaten var. İçe aktarmadan önce silin, içe aktarma iptal edildi." +"'%s' profili zaten var. İçe aktarmadan önce onu silin. İçe aktarma iptal " +"edildi." msgid "Reset to Default" msgstr "Varsayılanlara dön" @@ -1860,12 +2525,12 @@ msgid "Configure Selected Profile:" msgstr "Seçilen Profili Yapılandır:" msgid "Extra Options:" -msgstr "İlave Seçenekler:" +msgstr "Ek Seçenekler:" msgid "Create or import a profile to edit available classes and properties." msgstr "" -"Kullanılabilir sınıfları ve özellikleri düzenlemek için bir profil oluşturun " -"veya içe aktarın." +"Kullanılabilir sınıfları ve özellikleri düzenlemek için, bir profil oluştur " +"veya içe aktar." msgid "New profile name:" msgstr "Yeni profil ismi:" @@ -1877,13 +2542,18 @@ msgid "Import Profile(s)" msgstr "Profil(leri) İçe Aktar" msgid "Manage Editor Feature Profiles" -msgstr "Dışa Aktarım Şablonlarını Yönet" +msgstr "Düzenleyici Özellik Profillerini Yönet" + +msgid "Some extensions need the editor to restart to take effect." +msgstr "" +"Bazı eklentiler, değişikliklerin geçerli olması için düzenleyicinin yeniden " +"başlatılmasını gerektirir." msgid "Restart" msgstr "Yeniden Başlat" msgid "Save & Restart" -msgstr "Kaydet ve Baştan Başlat" +msgstr "Kaydet ve Yeniden Başlat" msgid "ScanSources" msgstr "TaramaKaynakları" @@ -1892,18 +2562,64 @@ msgid "" "There are multiple importers for different types pointing to file %s, import " "aborted" msgstr "" -"%s dosyasına işaret eden farklı türlerde içe aktarılabilir öge var, içe " +"%s dosyasına işaret eden farklı türlerde bir çok içe aktarma öğesi var, içe " "aktarım iptal edildi" msgid "(Re)Importing Assets" -msgstr "Varlıklar Yeniden-İçe Aktarılıyor" +msgstr "Varlıklar (Yeniden)İçe Aktarılıyor" + +msgid "Import resources of type: %s" +msgstr "Şu tür kaynakları içe aktar: %s" + +msgid "No return value." +msgstr "Dönüş değeri yok." msgid "This value is an integer composed as a bitmask of the following flags." msgstr "Bu değer, şu bayrakların bitmaskesi olarak birleştiği bir tam sayıdır." +msgid "Deprecated" +msgstr "Kullanımdan kaldırıldı" + msgid "Experimental" msgstr "Deneysel" +msgid "This method supports a variable number of arguments." +msgstr "Bu yöntem, değişen sayıda girdi değişkenini destekler." + +msgid "" +"This method is called by the engine.\n" +"It can be overridden to customize built-in behavior." +msgstr "" +"Bu yöntem motor tarafından çağrılır.\n" +"Yerleşik davranışı özelleştirmek için üzerine yazılabilir." + +msgid "" +"This method has no side effects.\n" +"It does not modify the object in any way." +msgstr "" +"Bu yöntemin hiçbir yan etkisi yoktur.\n" +"Hiçbir şekilde nesneyi değiştirmez." + +msgid "" +"This method does not need an instance to be called.\n" +"It can be called directly using the class name." +msgstr "" +"Bu yöntemin çağrılması için bir kopya oluşum gerekmez.\n" +"Sınıf adı kullanılarak doğrudan çağrılabilir." + +msgid "Error codes returned:" +msgstr "Döndürülen hata kodları:" + +msgid "There is currently no description for this %s." +msgstr "Şu anda bunun için bir tanımlama yok: %s." + +msgid "" +"There is currently no description for this %s. Please help us by " +"[color=$color][url=$url]contributing one[/url][/color]!" +msgstr "" +"Bu %s için henüz bir tanımlama yok. [color=$color][url=$url]Bir tane katkıda " +"bulunarak[/url][/color] bize yardım edebilirsiniz!" + msgid "Top" msgstr "Üst" @@ -1911,16 +2627,39 @@ msgid "Class:" msgstr "Sınıf:" msgid "Inherits:" -msgstr "Miras:" +msgstr "Miras Aldığı:" msgid "Inherited by:" -msgstr "Şundan miras alındı:" +msgstr "Miras alan:" + +msgid "" +"This class is marked as deprecated. It will be removed in future versions." +msgstr "" +"Bu sınıf kullanım dışı olarak işaretlendi. Gelecek sürümlerde kaldırılacaktır." + +msgid "" +"This class is marked as experimental. It is subject to likely change or " +"possible removal in future versions. Use at your own discretion." +msgstr "" +"Bu sınıf deneysel olarak işaretlendi. Gelecekteki sürümlerde olası " +"değişikliklere tabidir, veya tamamen kaldırılabilir. Kendi takdirinize bağlı " +"olarak kullanın." msgid "Description" -msgstr "Açıklama" +msgstr "Tanım" + +msgid "There is currently no description for this class." +msgstr "Şu anda bu sınıf için bir tanımlama yok." + +msgid "" +"There is currently no description for this class. Please help us by " +"[color=$color][url=$url]contributing one[/url][/color]!" +msgstr "" +"Bu sınıf için henüz bir açıklama yok. [color=$color][url=$url]Bir tane " +"katkıda bulunarak[/url][/color] bize yardım edebilirsiniz!" msgid "Online Tutorials" -msgstr "Çevrimiçi Rehberler" +msgstr "Çevrimiçi Öğreticiler" msgid "Properties" msgstr "Özellikler" @@ -1931,11 +2670,14 @@ msgstr "%s'yi geçersiz kılar:" msgid "default:" msgstr "varsayılan:" +msgid "property:" +msgstr "özellik:" + msgid "Constructors" -msgstr "Kurucular" +msgstr "Kurucu Yöntemler" msgid "Operators" -msgstr "Operatörler" +msgstr "İşleçler" msgid "Theme Properties" msgstr "Tema Özellikleri" @@ -1949,45 +2691,64 @@ msgstr "Sabitler" msgid "Fonts" msgstr "Yazı Tipleri" +msgid "Font Sizes" +msgstr "Yazı Tipi Boyutları" + msgid "Icons" msgstr "Simgeler" msgid "Styles" -msgstr "Stiller" +msgstr "Tarzlar" msgid "Enumerations" msgstr "Numaralandırmalar" +msgid "Annotations" +msgstr "EkTanımlayıcılar" + +msgid "There is currently no description for this annotation." +msgstr "Şu anda bu ek tanımlayıcı için bir tanımlama bulunmamaktadır." + +msgid "" +"There is currently no description for this annotation. Please help us by " +"[color=$color][url=$url]contributing one[/url][/color]!" +msgstr "" +"Bu ek tanımlama için henüz bir tanımlama yok. [color=$color][url=$url]Bir " +"tane katkıda bulunarak[/url][/color] bize yardım edebilirsiniz!" + msgid "Property Descriptions" -msgstr "Özellik Açıklamaları" +msgstr "Özellik Tanımlamaları" msgid "(value)" msgstr "(değer)" +msgid "There is currently no description for this property." +msgstr "Şu anda bu özellik için herhangi bir tanımlama bulunmamaktadır." + msgid "" "There is currently no description for this property. Please help us by " "[color=$color][url=$url]contributing one[/url][/color]!" msgstr "" -"Bu özellik için henüz bir açıklama yok. Bize [color=$color][url=$url]katkıda " -"bulunarak[/url][/color] yardım edebilirsiniz!" +"Bu özellik için henüz bir tanımlama yok. [color=$color][url=$url]Bir tane " +"katkıda bulunup[/url][/color] bize yardım edebilirsin!" msgid "Constructor Descriptions" -msgstr "Yapıcı metot açıklaması" +msgstr "Kurucu Yöntem Tanımlamaları" msgid "Method Descriptions" -msgstr "Yöntem Açıklamaları" +msgstr "Yöntem Tanımlamaları" msgid "Operator Descriptions" -msgstr "Operatör Açıklamaları" +msgstr "İşleç Tanımlamaları" msgid "%d match." -msgstr "% d eşleşme." +msgstr "%d eşleşme." msgid "%d matches." msgstr "%d eşleşme." msgid "Search Help" -msgstr "Yardım Ara" +msgstr "Yardımda Ara" msgid "Case Sensitive" msgstr "Büyük Küçük Harf Duyarlı" @@ -2001,12 +2762,21 @@ msgstr "Hepsini Görüntüle" msgid "Classes Only" msgstr "Sadece Sınıflar" +msgid "Constructors Only" +msgstr "Sadece Kurucu Yöntemler" + msgid "Methods Only" -msgstr "Sadece Metotlar" +msgstr "Sadece Yöntemler" + +msgid "Operators Only" +msgstr "Sadece İşleçler" msgid "Signals Only" msgstr "Sadece Sinyaller" +msgid "Annotations Only" +msgstr "Sadece EkTanımlamalar" + msgid "Constants Only" msgstr "Sadece Sabitler" @@ -2019,6 +2789,9 @@ msgstr "Sadece Tema Özellikleri" msgid "Member Type" msgstr "Üye Tipi" +msgid "(constructors)" +msgstr "(yapıcı yöntemler)" + msgid "Class" msgstr "Sınıf" @@ -2028,48 +2801,64 @@ msgstr "Yöntem" msgid "Signal" msgstr "Sinyal" +msgid "Annotation" +msgstr "EkTanımlayıcı" + msgid "Constant" msgstr "Sabit" msgid "Property" -msgstr "Nitelik" +msgstr "Özellik" msgid "Theme Property" msgstr "Tema Özelliği" +msgid "This member is marked as deprecated." +msgstr "Bu üye kullanım dışı olarak işaretlendi." + +msgid "This member is marked as experimental." +msgstr "Bu üye deneysel olarak işaretlendi." + msgid "Property:" msgstr "Özellik:" -msgid "" -"Pinning a value forces it to be saved even if it's equal to the default." +msgid "Pin Value" +msgstr "Değeri İğnele" + +msgid "Pin Value [Disabled because '%s' is editor-only]" msgstr "" -"Bir değeri iğnelemek onu varsayılana eşit olsa bile kaydedilmesine zorlar." +"Değeri İğnele [Devre dışı bırakıldı çünkü '%s' sadece düzenleyici içindir]" + +msgid "Pinning a value forces it to be saved even if it's equal to the default." +msgstr "" +"Bir değeri iğnelemek onu, değeri varsayılana eşit olsa bile, kaydedilmeye " +"zorlar." msgid "Open Documentation" -msgstr "Klavuzu Aç" +msgstr "Belgeleri Aç" msgid "(%d change)" msgid_plural "(%d changes)" -msgstr[0] "(%d değişen)" +msgstr[0] "(%d değişme)" msgstr[1] "(%d değişen)" msgid "Add element to property array with prefix %s." msgstr "Elemanı, %s ön ekli özellik dizisine ekle." msgid "Remove element %d from property array with prefix %s." -msgstr "%d elemanını, %s ön ekli özellik dizisinden kaldır." +msgstr "%d elemanını, %s ön-ekli özellik dizisinden kaldır." msgid "Move element %d to position %d in property array with prefix %s." -msgstr "%d elemanını %d konumuna taşı (%s ön ekli özellik dizisi içinde)." +msgstr "%d elemanını, %d konumuna taşı (%s ön-ekli özellik dizisi içinde)." msgid "Clear property array with prefix %s." -msgstr "%s ön ekli özellik dizisini temizle." +msgstr "%s ön-ekli özellik dizisini temizle." msgid "Resize property array with prefix %s." -msgstr "%s ön ekli özellik dizisini boyutlandır." +msgstr "%s ön-ekli özellik dizisini yeniden boyutlandır." msgid "Element %d: %s%d*" -msgstr "Eleman %d: %s%d*" +msgstr "%d elemanı: %s%d*" msgid "Move Up" msgstr "Yukarı Taşı" @@ -2077,50 +2866,147 @@ msgstr "Yukarı Taşı" msgid "Move Down" msgstr "Aşağı Taşı" +msgid "Insert New Before" +msgstr "Üste Yeni Ekle" + +msgid "Insert New After" +msgstr "Alta Yeni Ekle" + +msgid "Clear Array" +msgstr "Diziyi Temizle" + +msgid "Resize Array..." +msgstr "Diziyi Yeniden Boyutlandır..." + +msgid "Add Element" +msgstr "Eleman Ekle" + msgid "Resize Array" msgstr "Diziyi Yeniden Boyutlandır" +msgid "New Size:" +msgstr "Yeni Boyut:" + +msgid "Element %s" +msgstr "%s elemanı" + +msgid "Add Metadata" +msgstr "Metaveri Ekle" + msgid "Set %s" -msgstr "Ayarla %s" +msgstr "%s ayarla" msgid "Set Multiple:" msgstr "Çoklu Ayarla:" +msgid "Remove metadata %s" +msgstr "%s metaverisini kaldır" + msgid "Pinned %s" -msgstr "%s sabitlendi" +msgstr "%s iğnelendi" msgid "Unpinned %s" -msgstr "%s serbest bırakıldı" +msgstr "%s sabitlemesi kaldırıldı" + +msgid "Add metadata %s" +msgstr "%s metaverisini ekle" + +msgid "Metadata name can't be empty." +msgstr "Metaveri ismi boş olamaz." + +msgid "Metadata name must be a valid identifier." +msgstr "Metaveri ismi geçerli bir tanımlayıcı olmalıdır." + +msgid "Metadata with name \"%s\" already exists." +msgstr "\"%s\" adıyla bir metaveri zaten var." + +msgid "Names starting with _ are reserved for editor-only metadata." +msgstr "" +"_ (alt çizgi) ile başlayan isimler, düzenleyiciye yönelik metaveriler için " +"ayrılmıştır." + +msgid "Metadata name is valid." +msgstr "Metaveri ismi geçerlidir." msgid "Name:" msgstr "İsim:" +msgid "Add Metadata Property for \"%s\"" +msgstr "\"%s\" için Metaveri Özelliği Ekle" + +msgid "Copy Value" +msgstr "Değeri Kopyala" + +msgid "Paste Value" +msgstr "Değeri Yapıştır" + msgid "Copy Property Path" msgstr "Özellik Yolunu Kopyala" msgid "Creating Mesh Previews" -msgstr "Mesh Önizlemeleri Oluşturuluyor" +msgstr "Örgü Önizlemeleri Oluşturuluyor" msgid "Thumbnail..." msgstr "Küçük Resim..." +msgid "Select existing layout:" +msgstr "Var olan yerleşim düzenini seç:" + +msgid "Or enter new layout name" +msgstr "Yada yeni bir yerleşim düzeni ismi gir" + +msgid "Changed Locale Language Filter" +msgstr "Yerel Dil Filtresi Değişti" + +msgid "Changed Locale Script Filter" +msgstr "Yerel Betik Dil Filtresi Değişti" + +msgid "Changed Locale Country Filter" +msgstr "Yerel Dil Ülke Filtresi Değişti" + msgid "Changed Locale Filter Mode" -msgstr "Değiştirilmiş Yerel Süzgeç Kipi" +msgstr "Yerel Dil Filtre Kipi Değiştirildi" + +msgid "[Default]" +msgstr "[Varsayılan]" + +msgid "Select a Locale" +msgstr "Bir Yerel Dil Seç" msgid "Show All Locales" msgstr "Tüm Dilleri Göster" msgid "Show Selected Locales Only" -msgstr "Sadece Seçili Dilleri Göster" +msgstr "Sadece Seçili Yerel Dilleri Göster" msgid "Edit Filters" -msgstr "Süzgeçleri Düzenle" +msgstr "Filtreleri Düzenle" msgid "Language:" msgstr "Dil:" +msgctxt "Locale" +msgid "Script:" +msgstr "Betik:" + +msgid "Country:" +msgstr "Ülke:" + +msgid "Language" +msgstr "Dil" + +msgctxt "Locale" +msgid "Script" +msgstr "Betik" + +msgid "Country" +msgstr "Ülke" + msgid "Variant" -msgstr "Varyant" +msgstr "Alt-Çeşit" + +msgid "Filter Messages" +msgstr "İletileri Filtrele" msgid "Clear Output" msgstr "Çıktıyı Temizle" @@ -2128,23 +3014,46 @@ msgstr "Çıktıyı Temizle" msgid "Copy Selection" msgstr "Seçimi Kopyala" +msgid "" +"Collapse duplicate messages into one log entry. Shows number of occurrences." +msgstr "" +"Yinelenen iletileri tek bir günlük girişine daralt. Oluşma sayısını göster." + +msgid "Focus Search/Filter Bar" +msgstr "Arama/Filtreleme Çubuğunu Odakla" + +msgid "Toggle visibility of standard output messages." +msgstr "Standart çıktı mesajlarının görünürlüğünü değiştir." + +msgid "Toggle visibility of errors." +msgstr "Hataların görünürlüğünü değiştir." + +msgid "Toggle visibility of warnings." +msgstr "Uyarıların görünürlüğünü değiştir." + +msgid "Toggle visibility of editor messages." +msgstr "Düzenleyicinin mesajlarının görünürlüğünü değiştir." + +msgid "Native Shader Source Inspector" +msgstr "Özgün Gölgelendirici Kaynak Denetçisi" + msgid "New Window" msgstr "Yeni Pencere" msgid "Unnamed Project" -msgstr "Adsız Proje" +msgstr "İsimsiz Proje" msgid "" "Spins when the editor window redraws.\n" "Update Continuously is enabled, which can increase power usage. Click to " "disable it." msgstr "" -"Düzenleyici penceresi yeniden çizildiğinde döner.\n" -"Güç kullanımını artırabilecek Sürekli Güncelle etkindir. Devre dışı bırakmak " -"için tıklayın." +"Düzenleyici penceresi yeniden çizilirken dönmeye devam eder.\n" +"Sürekli Güncelle 'me etkin, ve bu güç kullanımını artırabilir. Devre dışı " +"bırakmak için tıkla." msgid "Spins when the editor window redraws." -msgstr "Düzenleyici penceresi yeniden boyandığında döner." +msgstr "Düzenleyici penceresi yeniden çizilirken, dönmeye devam eder." msgid "Imported resources can't be saved." msgstr "İçe aktarılmış kaynaklar kaydedilemez." @@ -2159,8 +3068,15 @@ msgid "" "This resource can't be saved because it does not belong to the edited scene. " "Make it unique first." msgstr "" -"Bu kaynak düzenlenen sahneye ait olmadığı için kaydedilemez. Önce benzersiz " -"hale getir." +"Bu kaynak, düzenlenen sahneye ait olmadığı için, kaydedilemez. Önce benzersiz " +"hale getirmelisin." + +msgid "" +"This resource can't be saved because it was imported from another file. Make " +"it unique first." +msgstr "" +"Bu kaynak kaydedilemez çünkü başka bir dosyadan içe aktarıldı. Bunu önce " +"benzersiz hale getir." msgid "Save Resource As..." msgstr "Kaynağı Farklı Kaydet..." @@ -2169,11 +3085,23 @@ msgid "Can't open file for writing:" msgstr "Dosya yazmak için açılamıyor:" msgid "Requested file format unknown:" -msgstr "İstenilen dosya formatı bilinmiyor:" +msgstr "İstenilen dosya biçimi bilinmiyor:" msgid "Error while saving." msgstr "Kaydedilirken hata oluştu." +msgid "Can't open file '%s'. The file could have been moved or deleted." +msgstr "'%s' dosyası açılamıyor. Dosya taşınmış ya da silinmiş olabilir." + +msgid "Error while parsing file '%s'." +msgstr "'%s' dosyası ayrıştırılırken hata oluştu." + +msgid "Scene file '%s' appears to be invalid/corrupt." +msgstr "'%s' sahne dosyası geçersiz/bozuk görünüyor." + +msgid "Error while loading file '%s'." +msgstr "'%s' dosyası yüklenirken bir hata oluştu." + msgid "Saving Scene" msgstr "Sahne Kaydediliyor" @@ -2181,10 +3109,17 @@ msgid "Analyzing" msgstr "Çözümleniyor" msgid "Creating Thumbnail" -msgstr "Küçük Bediz Oluşturuluyor" +msgstr "Küçük Resim Oluşturuluyor" msgid "This operation can't be done without a tree root." -msgstr "Bu işlem bir kök sahne olmadan yapılamaz." +msgstr "Bu işlem bir kök olmadan yapılamaz." + +msgid "" +"This scene can't be saved because there is a cyclic instance inclusion.\n" +"Please resolve it and then attempt to save again." +msgstr "" +"Sahne kaydedilemez çünkü döngüsel bir örnekleme içeriyor.\n" +"Lütfen bunu düzeltin ve tekrar kaydetmeyi deneyin." msgid "" "Couldn't save scene. Likely dependencies (instances or inheritance) couldn't " @@ -2206,53 +3141,78 @@ msgid "Can't overwrite scene that is still open!" msgstr "Açık olan sahnenin üzerine yazılamıyor!" msgid "Can't load MeshLibrary for merging!" -msgstr "Birleştirme için MeshLibrary yüklenemedi!" +msgstr "Birleştirme için MeshLibrary (ÖrgüKütüphanesi) yüklenemedi!" msgid "Error saving MeshLibrary!" -msgstr "MeshLibrary kaydedilirken hata!" +msgstr "MeshLibrary (ÖrgüKütüphanesi) kaydedilirken hata!" msgid "" "An error occurred while trying to save the editor layout.\n" "Make sure the editor's user data path is writable." msgstr "" -"Düzenleyici arayüzünü kaydederken hata meydana geldi.\n" -"Düzenleyici için kullanıcı veri yolunun yazma izninin olduğundan emin olunuz." +"Düzenleyici yerleşim düzeni kaydedilirken hata meydana geldi.\n" +"Düzenleyicinin kullanıcı veri yolunun yazmaya açık olduğundan emin olun." msgid "" "Default editor layout overridden.\n" "To restore the Default layout to its base settings, use the Delete Layout " "option and delete the Default layout." msgstr "" -"Varsayılan arayüz değiştirildi.\n" -"Varsayılan arayüz temel ayarlarını geri yüklemek için, Arayüz silme " -"seçeneğini kullanarak Varsayılan Arayüz'ü silin." +"Varsayılan yerleşim düzeni değiştirildi.\n" +"Varsayılan yerleşim düzeninin temel ayarlarını geri yüklemek için, Yerleşim " +"Düzenini Sil seçeneğini kullanıp, Varsayılan yerleşim düzenini silin." msgid "Layout name not found!" -msgstr "Yerleşim Düzeni adı bulunamadı!" +msgstr "Yerleşim düzeni ismi bulunamadı!" msgid "Restored the Default layout to its base settings." -msgstr "Varsayılan yerleşim düzeni temel ayarlarına geri döndürüldü." +msgstr "Varsayılan yerleşim düzeni, temel ayarlarına geri döndürüldü." + +msgid "This object is marked as read-only, so it's not editable." +msgstr "" +"Bu nesne salt-okunur olarak işaretlenmiştir, bu nedenle düzenlenebilir " +"değildir." msgid "" "This resource belongs to a scene that was imported, so it's not editable.\n" "Please read the documentation relevant to importing scenes to better " "understand this workflow." msgstr "" -"Bu kaynak içe aktarılmış bir sahneye ait, yani üzerinde düzenleme " -"yapılamaz.\n" -"Lütfen, bu iş akışını daha iyi anlamak için dökümantasyondaki sahneleri içe " +"Bu kaynak içe aktarılmış bir sahneye ait, yani üzerinde düzenleme yapılamaz.\n" +"Lütfen, bu iş akışını daha iyi anlamak için, belgelerdeki sahneleri içe " "aktarma kısmını okuyunuz." +msgid "" +"This resource belongs to a scene that was instantiated or inherited.\n" +"Changes to it must be made inside the original scene." +msgstr "" +"Bu kaynak, örneklenmiş veya miras alınnmış bir sahneye ait.\n" +"Yapılacak değişikliklerin, asıl sahnenin içinden yapılması mecburidir." + msgid "" "This resource was imported, so it's not editable. Change its settings in the " "import panel and then re-import." msgstr "" "Bu kaynak içe aktarılmış, yani üzerinde düzenleme yapılamaz. İçe aktarma " -"panelinden ayarlarını değiştirin ve yeniden içe aktarın." +"panelinden, bunun ayarını değiştirip ve yeniden içe aktar." + +msgid "" +"This scene was imported, so changes to it won't be kept.\n" +"Instantiating or inheriting it will allow you to make changes to it.\n" +"Please read the documentation relevant to importing scenes to better " +"understand this workflow." +msgstr "" +"Bu sahne içe aktarılmış, yani yaptığınız değişiklikler saklanmayacak.\n" +"Örnekleme veya miras alma yapılırsa, değişiklik yapmak mümkün olacaktır.\n" +"Lütfen, bu iş akışını daha iyi anlamak için, belgelerdeki, sahneleri içe " +"aktarma kısmını okuyunuz." msgid "Changes may be lost!" msgstr "Değişiklikler Kaybolabilir!" +msgid "This object is read-only." +msgstr "Bu nesne salt okunur." + msgid "Open Base Scene" msgstr "Ana Sahneyi Aç" @@ -2269,39 +3229,57 @@ msgid "%s no longer exists! Please specify a new save location." msgstr "%s artık mevcut değil! Lütfen yeni bir kaydetme konumu belirtin." msgid "" -"The current scene has no root node, but %d modified external resource(s) " -"were saved anyway." +"The current scene has no root node, but %d modified external resource(s) were " +"saved anyway." msgstr "" -"Geçerli sahnenin kök düğümü yok, ancak %d değiştirilmiş harici kaynak(lar) " +"Geçerli sahnede hiç kök düğüm yok, ancak %d değiştirilmiş harici kaynak(lar) " "yine de kaydedildi." msgid "" "A root node is required to save the scene. You can add a root node using the " "Scene tree dock." msgstr "" -"Sahneyi kaydedilmesi için kök düğüm gerekiyor. Sahne ağacını kullanarak bir " -"kök düğüm ekleyebilirsin." +"Sahneyi kaydetmek için bir kök düğüm gerekiyor. Sahne ağacı yuvasını " +"kullanarak bir kök düğüm ekleyebilirsin." msgid "Save Scene As..." msgstr "Sahneyi Farklı Kaydet..." msgid "Current scene not saved. Open anyway?" -msgstr "Var olan sahne kaydedilmedi. Yine de açılsın mı?" +msgstr "Açık olan sahne kaydedilmedi. Yine de açılsın mı?" msgid "Can't undo while mouse buttons are pressed." -msgstr "Fare düğmelerine basıldığında geri alınamaz." +msgstr "Fare düğmelerine basılıyken geri alma yapılamaz." msgid "Nothing to undo." msgstr "Geri alınacak bir şey yok." +msgid "Global Undo: %s" +msgstr "Genel Geri Alma: %s" + +msgid "Remote Undo: %s" +msgstr "Uzaktan Geri Alma: %s" + +msgid "Scene Undo: %s" +msgstr "Sahne Geri Alma: %s" + msgid "Can't redo while mouse buttons are pressed." -msgstr "Fare düğmelerine basıldığında yeniden yapılamaz." +msgstr "Fare düğmelerine basılıyken, ileri alma yapılamaz." msgid "Nothing to redo." -msgstr "Yeniden yapılacak bir şey yok." +msgstr "İleri alma yapılacak bir şey yok." + +msgid "Global Redo: %s" +msgstr "Genel İleri Alma: %s" + +msgid "Remote Redo: %s" +msgstr "Uzaktan İleri Alma: %s" + +msgid "Scene Redo: %s" +msgstr "Sahne İleri Alma: %s" msgid "Can't reload a scene that was never saved." -msgstr "Hiç kaydedilmemiş bir sahne yeniden yüklenemiyor." +msgstr "Hiç kaydedilmemiş bir sahne yeniden yüklenemez." msgid "Reload Saved Scene" msgstr "Kaydedilmiş Sahneyi Yeniden Yükle" @@ -2316,36 +3294,42 @@ msgstr "" msgid "Save & Reload" msgstr "Kaydet ve Yeniden Yükle" +msgid "Save modified resources before reloading?" +msgstr "Yeniden yüklemeden önce, değiştirilen kaynaklar kaydedilsin mi?" + msgid "Save & Quit" msgstr "Kaydet & Çık" +msgid "Save modified resources before closing?" +msgstr "Kapatmadan önce, değiştirilen kaynaklar kaydedilsin mi?" + msgid "Save changes to the following scene(s) before reloading?" msgstr "" -"Yeniden yüklemeden önce şu sahne(ler)deki değişiklikler kaydedilsin mi?" +"Yeniden yüklemeden önce, şu sahne(ler)deki değişiklikler kaydedilsin mi?" msgid "Save changes to the following scene(s) before quitting?" -msgstr "Çıkmadan önce değişiklikler aşağıdaki sahne(ler)e kaydedilsin mi?" +msgstr "Çıkmadan önce, şu sahne(ler)deki değişiklikler kaydedilsin mi?" msgid "Save changes to the following scene(s) before opening Project Manager?" msgstr "" -"Proje Yöneticisi açılmadan önce değişiklikler aşağıdaki sahneye(lere) " +"Proje Yöneticisi açılmadan önce, aşağıdaki sahne(ler)deki değişiklikler " "kaydedilsin mi?" msgid "" "This option is deprecated. Situations where refresh must be forced are now " "considered a bug. Please report." msgstr "" -"Bu seçenek artık kullanılmıyor. Yenilemenin zorlanması gereken durumlar " +"Bu seçenek artık kullanılmıyor. Yenilemenin zorlanması gereken durumlar, " "artık hata olarak değerlendiriliyor. Lütfen bildirin." msgid "Pick a Main Scene" msgstr "Bir Ana Sahne Seç" msgid "This operation can't be done without a scene." -msgstr "Bu işlem bir sahne olmadan yapılamaz." +msgstr "Bu işlem, bir sahne olmadan yapılamaz." msgid "Export Mesh Library" -msgstr "Örüntü Kütüphanesini Dışa Aktar" +msgstr "Örgü Kütüphanesini Dışa Aktar" msgid "Unable to enable addon plugin at: '%s' parsing of config failed." msgstr "" @@ -2356,75 +3340,78 @@ msgid "Unable to find script field for addon plugin at: '%s'." msgstr "Eklentideki betik alanı bulunamıyor: '%s'." msgid "Unable to load addon script from path: '%s'." -msgstr "Yoldaki eklenti betiği yüklenemedi: '%s'." +msgstr "Şu yoldaki eklenti betiği yüklenemedi: '%s'." msgid "" "Unable to load addon script from path: '%s'. This might be due to a code " "error in that script.\n" "Disabling the addon at '%s' to prevent further errors." msgstr "" -"'%s' adresindeki eklenti betik yüklenemiyor. Kodun içinde bir hata var gibi " +"'%s' yolundaki eklenti betiği yüklenemiyor. Kodun içinde bir hata var gibi " "görünüyor.\n" -"Daha fazla hatayı önlemek için '% s' adresindeki eklenti devre dışı " -"bırakılıyor." +"Daha fazla hatayı önlemek için '%s' eklentisi devre dışı bırakılıyor." msgid "" "Unable to load addon script from path: '%s' Base type is not EditorPlugin." msgstr "" -"Eklenti betiği '%s' yolundan yüklenemedi. İçerik tipi EditorPlugin değil." +"Eklenti betiği '%s' yolundan yüklenemedi. Bunun temel tipi EditorPlugin " +"(düzenleyici eklentisi) değil." msgid "Unable to load addon script from path: '%s' Script is not in tool mode." -msgstr "Eklenti betiği '%s' yolundan yüklenemedi. Betik araç modunda değil." +msgstr "Eklenti betiği '%s' yolundan yüklenemedi. Betik, araç kipinde değil." msgid "" "Scene '%s' was automatically imported, so it can't be modified.\n" "To make changes to it, a new inherited scene can be created." msgstr "" "Sahne '%s' otomatik olarak içe aktarıldı, bu nedenle değiştirilemez.\n" -"Değişiklik yapmak için miras alınmış yeni bir sahne oluşturulabilir." +"Üzerinde değişiklik yapmak için, miras alınmış yeni bir sahne oluşturulabilir." msgid "" -"Error loading scene, it must be inside the project path. Use 'Import' to " -"open the scene, then save it inside the project path." +"Error loading scene, it must be inside the project path. Use 'Import' to open " +"the scene, then save it inside the project path." msgstr "" "Sahne yükleme hatası, sahne proje yolunun içinde olmalı. Sahneyi açmak için " -"'İçe Aktar' seçeneğini kullanın, ardından projenin yolunun içine kaydedin." +"'İçe Aktar' seçeneğini kullan, ve ardından projenin yolu içinde kaydet." msgid "Scene '%s' has broken dependencies:" -msgstr "Sahne '%s' kırık bağımlılıklara sahip:" +msgstr "Sahne '%s' bozuk bağımlılıklara sahip:" msgid "Clear Recent Scenes" -msgstr "En Son Sahneleri Temizle" +msgstr "Yakınlarda Kullanılan Sahneleri Temizle" msgid "There is no defined scene to run." -msgstr "Çalıştırmak için herhangi bir sahne seçilmedi." +msgstr "Çalıştıracak tanımlı bir sahne yok." + +msgid "%s - Godot Engine" +msgstr "%s - Godot Motoru" msgid "" "No main scene has ever been defined, select one?\n" "You can change it later in \"Project Settings\" under the 'application' " "category." msgstr "" -"Hiçbir ana sahne tanımlanmadı, birini seçiniz?\n" -"Daha sonra \"uygulama\" kategorisinin altındaki \"Proje Ayarları\" ndan " -"değiştirebilirsiniz." +"Hiçbir ana sahne tanımlanmadı, bir tane seç?\n" +"Bunu daha sonra \"uygulama\" kategorisinin altındaki \"Proje Ayarları\" ndan " +"değiştirebilirsin." msgid "" "Selected scene '%s' does not exist, select a valid one?\n" "You can change it later in \"Project Settings\" under the 'application' " "category." msgstr "" -"Seçilen sahne '%s' mevcut değil, geçerli bir tane seçin?\n" -"Daha sonra \"uygulama\" kategorisinin altındaki \"Proje Ayarları\" ndan " -"değiştirebilirsiniz." +"Seçilen '%s' sahnesi mevcut değil, geçerli bir tane seç?\n" +"Bunu daha sonra \"uygulama\" kategorisinin altındaki \"Proje Ayarları\" ndan " +"değiştirebilirsin." msgid "" "Selected scene '%s' is not a scene file, select a valid one?\n" "You can change it later in \"Project Settings\" under the 'application' " "category." msgstr "" -"Seçilen sahne '%s' bir sahne dosyası değil, geçerli bir tane seç?\n" -"Daha sonra \"uygulama\" kategorisinin altındaki \"Proje Ayarları\" ndan " -"değiştirebilirsiniz." +"Seçilen '%s' sahnesi, bir sahne dosyası değil, geçerli bir tane seç?\n" +"Bunu daha sonra \"uygulama\" kategorisinin altındaki \"Proje Ayarları\" ndan " +"değiştirebilirsin." msgid "Save Layout" msgstr "Yerleşim Düzenini Kaydet" @@ -2436,16 +3423,16 @@ msgid "Default" msgstr "Varsayılan" msgid "Save changes to '%s' before reloading?" -msgstr "Yeniden yüklemeden önce değişiklikler '%s' dosyasına kaydedilsin mi?" +msgstr "Yeniden yüklemeden önce, değişiklikler '%s' dosyasına kaydedilsin mi?" msgid "Save & Close" msgstr "Kaydet & Kapat" msgid "Save changes to '%s' before closing?" -msgstr "Kapatmadan önce değişklikler buraya '%s' kaydedilsin mi?" +msgstr "Kapatmadan önce, '%s' 'teki değişiklikler kaydedilsin mi?" msgid "Show in FileSystem" -msgstr "Dosya Sisteminde Göster" +msgstr "DosyaSistemi'nde Göster" msgid "Play This Scene" msgstr "Bu Sahneyi Oynat" @@ -2454,19 +3441,19 @@ msgid "Close Tab" msgstr "Sekmeyi Kapat" msgid "Undo Close Tab" -msgstr "Sekmeyi Kapat'ı geri al" +msgstr "Kapatılan Sekmeyi Geri Aç" msgid "Close Other Tabs" msgstr "Diğer Sekmeleri Kapat" msgid "Close Tabs to the Right" -msgstr "Sekmeleri Sağa Doğru Kapat" +msgstr "Sağdaki Sekmeleri Kapat" msgid "Close All Tabs" msgstr "Tüm Sekmeleri Kapat" msgid "%d more files or folders" -msgstr "%d daha fazla dosyalar veya Klasörler" +msgstr "%d daha fazla dosyalar veya klasörler" msgid "%d more folders" msgstr "%d daha fazla klasörler" @@ -2477,13 +3464,16 @@ msgstr "%d daha fazla dosyalar" msgid "" "Unable to write to file '%s', file in use, locked or lacking permissions." msgstr "" -"'%s' dosyasına yazılamıyor, dosya kullanımda, kilitli veya izinler eksik." +"'%s' dosyasına yazılamıyor; dosya kullanımda, kilitli veya izinler eksik." msgid "Pan View" -msgstr "Yatay Kaydırma Görünümü" +msgstr "Kaydırma Görünümü" msgid "Dock Position" -msgstr "Dock Pozisyonu" +msgstr "Yuva Konumu" + +msgid "Make Floating" +msgstr "Serbest Pencere Yap" msgid "Add a new scene." msgstr "Yeni bir sahne ekle." @@ -2492,13 +3482,13 @@ msgid "Distraction Free Mode" msgstr "Dikkat Dağıtmayan Kip" msgid "Toggle distraction-free mode." -msgstr "Dikkat-Dağıtmayan Kipine geç." +msgstr "Dikkat-dağıtmayan kipe aç/kapa." msgid "Scene" msgstr "Sahne" msgid "Operations with scene files." -msgstr "Sahne dosyalarının işlemleri." +msgstr "Sahne dosyaları ile işlemler." msgid "Go to previously opened scene." msgstr "Daha önce açılan sahneye git." @@ -2506,26 +3496,41 @@ msgstr "Daha önce açılan sahneye git." msgid "Copy Text" msgstr "Metni Kopyala" +msgid "Next Scene Tab" +msgstr "Sonraki Sahne Sekmesi" + +msgid "Previous Scene Tab" +msgstr "Önceki Sahne Sekmesi" + +msgid "Focus FileSystem Filter" +msgstr "DosyaSistemi Filtresini Odakla" + +msgid "Command Palette" +msgstr "Komut Listesi" + msgid "New Scene" msgstr "Yeni Sahne" msgid "New Inherited Scene..." -msgstr "Yeni Miras Alınmış Sahne ..." +msgstr "Yeni Miras Alan Sahne ..." msgid "Open Scene..." msgstr "Sahne Aç..." msgid "Reopen Closed Scene" -msgstr "Kapalı Sahneyi Yeniden Aç" +msgstr "Kapatılan Sahneyi Tekrar Aç" msgid "Open Recent" -msgstr "En Sonuncuyu Aç" +msgstr "Yakın Zamanda Açılanlar" msgid "Save Scene" -msgstr "Sahne Kaydet" +msgstr "Sahneyi Kaydet" + +msgid "Export As..." +msgstr "Faklı Dışa Aktar..." msgid "MeshLibrary..." -msgstr "MeshLibrary ..." +msgstr "MeshLibrary (Örgü Kütüphanesi) ..." msgid "Close Scene" msgstr "Sahneyi Kapat" @@ -2539,6 +3544,9 @@ msgstr "Proje" msgid "Project Settings..." msgstr "Proje Ayarları..." +msgid "Project Settings" +msgstr "Proje Ayarları" + msgid "Version Control" msgstr "Sürüm Kontrol" @@ -2546,19 +3554,22 @@ msgid "Export..." msgstr "Dışa Aktar..." msgid "Install Android Build Template..." -msgstr "Android İnşa Şablonunu Yükle ..." +msgstr "Android Yapı Şablonunu Kur..." msgid "Open User Data Folder" msgstr "Kullanıcı Veri Klasörünü Aç" +msgid "Customize Engine Build Configuration..." +msgstr "Motor Derleme Yapılandırmasını Özelleştirin..." + msgid "Tools" msgstr "Araçlar" msgid "Orphan Resource Explorer..." -msgstr "Orphan Kaynak Göstericisi..." +msgstr "Sahipsiz Kaynak Gezgini..." msgid "Reload Current Project" -msgstr "Projeyi Tekrar Yükle" +msgstr "Bu Projeyi Tekrar Yükle" msgid "Quit to Project List" msgstr "Proje Listesine Çık" @@ -2569,6 +3580,9 @@ msgstr "Düzenleyici" msgid "Editor Settings..." msgstr "Düzenleyici Ayarları..." +msgid "Command Palette..." +msgstr "Komut Listesi..." + msgid "Editor Layout" msgstr "Düzenleyici Yerleşim Düzeni" @@ -2576,19 +3590,19 @@ msgid "Take Screenshot" msgstr "Ekran Görüntüsü Al" msgid "Screenshots are stored in the Editor Data/Settings Folder." -msgstr "Ekran Görüntüleri Düzenleyici Verileri/Ayarları Klasöründe saklanır." +msgstr "Ekran görüntüleri Düzenleyicinin Veri/Ayarlar Klasörü'nde saklanır." msgid "Toggle Fullscreen" msgstr "Tam Ekranı Aç/Kapat" msgid "Open Editor Data/Settings Folder" -msgstr "Düzenleyici Verileri/Ayarları Klasörünü Aç" +msgstr "Düzenleyicinin Veri/Ayarlar Klasörünü Aç" msgid "Open Editor Data Folder" -msgstr "Düzenleyici Verileri Klasörünü Aç" +msgstr "Düzenleyicinin Veri Klasörünü Aç" msgid "Open Editor Settings Folder" -msgstr "Düzenleyici Ayarları Klasörünü Aç" +msgstr "Düzenleyicinin Ayarlar Klasörünü Aç" msgid "Manage Editor Features..." msgstr "Düzenleyici Özelliklerini Yönet..." @@ -2596,23 +3610,32 @@ msgstr "Düzenleyici Özelliklerini Yönet..." msgid "Manage Export Templates..." msgstr "Dışa Aktarım Şablonlarını Yönet..." +msgid "Configure FBX Importer..." +msgstr "FBX İçe Aktarıcıyı Yapılandır..." + msgid "Help" msgstr "Yardım" msgid "Online Documentation" -msgstr "Çevrimiçi Dokümanlar" +msgstr "Çevrimiçi Belgeler" msgid "Questions & Answers" msgstr "Sorular & Cevaplar" msgid "Report a Bug" -msgstr "Hata Bildir" +msgstr "Bir Hata Bildir" + +msgid "Copy System Info" +msgstr "Sistem Bilgilerini Kopyala" + +msgid "Copies the system info as a single-line text into the clipboard." +msgstr "Sistem bilgilerini panoya, tek-satırlık bir metin olarak kopyalar." msgid "Suggest a Feature" -msgstr "Yeni bir özellik öner" +msgstr "Yeni bir Özellik Öner" msgid "Send Docs Feedback" -msgstr "Belgelendirme Hatası Bildir" +msgstr "Belgeler Hakkında Geri Bildirimde Bulun" msgid "Community" msgstr "Topluluk" @@ -2621,19 +3644,32 @@ msgid "About Godot" msgstr "Godot Hakkında" msgid "Support Godot Development" -msgstr "Godot'u Geliştirmeye Destek Olun" +msgstr "Godot'yu Geliştirmeye Destek Olun" + +msgid "Choose a renderer." +msgstr "Bir işleyici seçin." msgid "Forward+" msgstr "İleri+" +msgid "Mobile" +msgstr "Mobil" + msgid "Compatibility" msgstr "Uyumluluk" +msgid "Changing the renderer requires restarting the editor." +msgstr "" +"İşleyicinin değiştirilmesi, düzenleyicinin yeniden başlatılmasını gerektirir." + msgid "Update Continuously" msgstr "Sürekli Güncelle" +msgid "Update When Changed" +msgstr "Değişiklik Olduğunda Güncelle" + msgid "Hide Update Spinner" -msgstr "Güncelleme Topacını Gizle" +msgstr "Güncelleme Fırıldağını Gizle" msgid "FileSystem" msgstr "DosyaSistemi" @@ -2644,8 +3680,11 @@ msgstr "Denetleyici" msgid "Node" msgstr "Düğüm" +msgid "History" +msgstr "Geçmiş" + msgid "Expand Bottom Panel" -msgstr "Alt Panoyu Genişlet" +msgstr "Alt Paneli Genişlet" msgid "Output" msgstr "Çıktı" @@ -2654,13 +3693,33 @@ msgid "Don't Save" msgstr "Kaydetme" msgid "Android build template is missing, please install relevant templates." -msgstr "Android yapı şablonu eksik, lütfen uygun şablonları yükleyin." +msgstr "Android yapı şablonu eksik, lütfen ilgili şablonları kur." msgid "Manage Templates" msgstr "Şablonlarını Yönet" msgid "Install from file" -msgstr "Dosyadan Kur" +msgstr "Dosyadan kurulum yap" + +msgid "Select Android sources file" +msgstr "Bir Android kaynak dosyası seçin" + +msgid "" +"This will set up your project for gradle Android builds by installing the " +"source template to \"res://android/build\".\n" +"You can then apply modifications and build your own custom APK on export " +"(adding modules, changing the AndroidManifest.xml, etc.).\n" +"Note that in order to make gradle builds instead of using pre-built APKs, the " +"\"Use Gradle Build\" option should be enabled in the Android export preset." +msgstr "" +"Bu, kaynak şablonunu \"res://android/build\" altına kurarak, projenizi " +"Android gradle derlemeleri için ayarlayacaktır.\n" +"Bundan sonra değişiklikler yapabilir ve dışa aktarırken kendi özel APK'nızı " +"oluşturabilirsiniz (modül ekleme, AndroidManifest.xml dosyasını değiştirme, " +"vb.).\n" +"Dikkat edin, ön-derlenmiş APK'ları kullanmak yerine özel gradle derlemeleri " +"yapmak için, Android dışa aktarma ön-ayarında \"Gradle Derlemesi Kullan\" " +"seçeneğinin etkinleştirilmesi gerekiyor." msgid "" "The Android build template is already installed in this project and it won't " @@ -2668,36 +3727,36 @@ msgid "" "Remove the \"res://android/build\" directory manually before attempting this " "operation again." msgstr "" -"Bu projede Android yapı şablonu zaten yüklü ve üzerine yazılmayacak.\n" -"Bu işlemi tekrar denemeden önce \"res://android/build\" dizinini el ile " -"kaldırın." +"Android yapı şablonu, bu projede zaten kurulu ve üzerine yazılmayacak.\n" +"Bu işlemi tekrar denemeden önce, \"res://android/build\" klasörünü kendin " +"kaldırmalısın." msgid "Show in File Manager" msgstr "Dosya Yöneticisinde Göster" msgid "Import Templates From ZIP File" -msgstr "Şablonları Zip Dosyasından İçeri Aktar" +msgstr "Şablonları ZIP Dosyasından İçeri Aktar" msgid "Template Package" msgstr "Şablon Paketi" msgid "Export Library" -msgstr "Betikevini Dışa Aktar" +msgstr "Kütüphaneyi Dışa Aktar" msgid "Merge With Existing" msgstr "Var Olanla Birleştir" msgid "Apply MeshInstance Transforms" -msgstr "MeshInstance dönüşümlerini uygula" +msgstr "ÖrgüÖrneği Dönüştürmelerini Uygula" msgid "Open & Run a Script" -msgstr "Aç & Bir Betik Çalıştır" +msgstr "Bir Betik Aç ve Çalıştır" msgid "" "The following files are newer on disk.\n" "What action should be taken?" msgstr "" -"Aşağıdaki dosyalar diskte daha yeni.\n" +"Aşağıdaki dosyalar, disk üzerinde daha yeni.\n" "Hangi eylem yapılsın?" msgid "Reload" @@ -2706,14 +3765,20 @@ msgstr "Yeniden Yükle" msgid "Resave" msgstr "Yeniden Kaydet" +msgid "Create Version Control Metadata" +msgstr "Sürüm Kontrol Metaverisi Oluştur" + +msgid "Version Control Settings" +msgstr "Sürüm Denetim Ayarları" + msgid "New Inherited" -msgstr "Yeni Örnekleme" +msgstr "Yeni MirasAlan" msgid "Load Errors" msgstr "Hataları Yükle" msgid "Select Current" -msgstr "Geçerli Klasörü Seç" +msgstr "Açık Olan Sahneyi Seç" msgid "Open 2D Editor" msgstr "2B Düzenleyiciyi Aç" @@ -2725,14 +3790,17 @@ msgid "Open Script Editor" msgstr "Betik Düzenleyiciyi Aç" msgid "Open Asset Library" -msgstr "Projeler Kütüphanesini Aç" +msgstr "Varlık Kütüphanesini Aç" msgid "Open the next Editor" -msgstr "Sonraki Düzenleyiciyi aç" +msgstr "Sonraki Düzenleyiciyi Aç" msgid "Open the previous Editor" msgstr "Önceki Düzenleyiciyi Aç" +msgid "Ok" +msgstr "Tamam" + msgid "Warning!" msgstr "Uyarı!" @@ -2743,13 +3811,16 @@ msgid "Edit Plugin" msgstr "Eklentiyi Düzenle" msgid "Installed Plugins:" -msgstr "Yüklü Eklentiler:" +msgstr "Kurulu Eklentiler:" + +msgid "Create New Plugin" +msgstr "Yeni Eklenti Oluştur" msgid "Version" msgstr "Sürüm" msgid "Author" -msgstr "Yaratıcı" +msgstr "Yazar" msgid "Status" msgstr "Durum" @@ -2760,11 +3831,14 @@ msgstr "Metin Düzenle:" msgid "On" msgstr "Açık" +msgid "Renaming layer %d:" +msgstr "%d katmanı yeniden adlandırılıyor:" + msgid "No name provided." -msgstr "Sağlanan isim yok." +msgstr "Hiçbir isim verilmedi." msgid "Name contains invalid characters." -msgstr "İsim geçersiz karkterler içeriyor." +msgstr "İsim, geçersiz karakterler içeriyor." msgid "Bit %d, value %d" msgstr "Bit %d, değer %d" @@ -2772,36 +3846,76 @@ msgstr "Bit %d, değer %d" msgid "Rename" msgstr "Yeniden Adlandır" +msgid "Rename layer" +msgstr "Katmanı yeniden adlandır" + +msgid "Layer %d" +msgstr "Katman %d" + +msgid "No Named Layers" +msgstr "İsim Verilmiş Katman Yok" + +msgid "Edit Layer Names" +msgstr "Katman İsimlerini Düzenle" + +msgid "" +msgstr "" + +msgid "Temporary Euler may be changed implicitly!" +msgstr "Geçici Euler, dolaylı olarak (içeriden) değiştirilmiş olabilir!" + +msgid "" +"Temporary Euler will not be stored in the object with the original value. " +"Instead, it will be stored as Quaternion with irreversible conversion.\n" +"This is due to the fact that the result of Euler->Quaternion can be " +"determined uniquely, but the result of Quaternion->Euler can be multi-" +"existent." +msgstr "" +"Geçici Euler, ilk değere sahip nesnede depolanmaz. Bunun yerine, geri-" +"dönüşsüz dönüşümle Quaternion olarak depolanacaktır.\n" +"Bunun nedeni, Euler->Quaternion'un sonucunun benzersiz bir şekilde " +"belirlenebilmesi, ancak Quaternion->Euler'in sonucunun çoklu-var " +"olabilmesidir." + msgid "Assign..." msgstr "Ata..." msgid "Invalid RID" -msgstr "Geçersiz Yol" +msgstr "Geçersiz kaynak kimliği (RID)" + +msgid "Recursion detected, unable to assign resource to property." +msgstr "Özyineleme algılandı, özelliğe kaynak ataması yapılamıyor." msgid "" "Can't create a ViewportTexture on resources saved as a file.\n" "Resource needs to belong to a scene." msgstr "" -"Dosya şeklinde kaydedilmiş kaynakların üzerine ViewportTexture " -"oluşturulamıyor.\n" +"Dosya şeklinde kaydedilmiş kaynaklarda ÇerçeveDokusu (ViewportTexture) " +"oluşturulamaz.\n" "Kaynak bir sahneye ait olmalı." msgid "" -"Can't create a ViewportTexture on this resource because it's not set as " -"local to scene.\n" +"Can't create a ViewportTexture on this resource because it's not set as local " +"to scene.\n" "Please switch on the 'local to scene' property on it (and all resources " "containing it up to a node)." msgstr "" -"Bu kaynak üzerine ViewportTexture oluşturulamıyor çünkü bu kaynak 'local to " -"scene' olarak ayarlanmadı.\n" -"Lütfen bu kaynak (ve bir düğüme kadarki bütün kaynakların) üzerindeki 'local " -"to scene' özelliğini açın." +"Bu kaynak üzerinde bir ÇerçeveDokusu (ViewportTexture) oluşturulamıyor çünkü " +"bu kaynak 'sahneye yerel' olarak ayarlanmadı.\n" +"Lütfen bu kaynak (ve bir düğüme kadarki bütün kaynaklar) üzerinde 'sahneye " +"yerel' özelliğini açın." msgid "Pick a Viewport" -msgstr "Bir Görüntükapısı Seçin" +msgstr "Bir Çerçeve (ViewPort) Seçin" msgid "Selected node is not a Viewport!" -msgstr "Seçili düğüm bir Viewport değil!" +msgstr "Seçili düğüm, bir Çerçeve (ViewPort) değil!" + +msgid "(Nil) %s" +msgstr "(Boş) %s" + +msgid "%s (size %s)" +msgstr "%s (boyut %s)" msgid "Size:" msgstr "Boyut:" @@ -2809,6 +3923,12 @@ msgstr "Boyut:" msgid "Remove Item" msgstr "Öğeyi Kaldır" +msgid "Dictionary (Nil)" +msgstr "Sözlük (Boş)" + +msgid "Dictionary (size %d)" +msgstr "Sözlük (boyut %d)" + msgid "New Key:" msgstr "Yeni Anahtar:" @@ -2816,17 +3936,29 @@ msgid "New Value:" msgstr "Yeni Değer:" msgid "Add Key/Value Pair" -msgstr "Anahtar/Değer İkilisini Ekle" +msgstr "Anahtar/Değer Çifti Ekle" + +msgid "Localizable String (Nil)" +msgstr "Yerelleştirilebilir Dize (Boş)" + +msgid "Localizable String (size %d)" +msgstr "Yerelleştirilebilir Dize (boyut %d)" + +msgid "Add Translation" +msgstr "Çeviri Ekle" + +msgid "Lock/Unlock Component Ratio" +msgstr "Bileşen Oranını Kilitle/Kilidi Aç" msgid "" -"The selected resource (%s) does not match any type expected for this " -"property (%s)." +"The selected resource (%s) does not match any type expected for this property " +"(%s)." msgstr "" -"Seçili kaynak (%s) bu özellik (%s) için beklenen herhangi bir tip ile " +"Seçili kaynak (%s), bu özellik (%s) için beklenen herhangi bir tip ile " "uyuşmuyor." msgid "Quick Load" -msgstr "Hızlı yükleme" +msgstr "Hızlı Yükleme" msgid "Inspect" msgstr "İncele" @@ -2834,6 +3966,9 @@ msgstr "İncele" msgid "Make Unique" msgstr "Benzersiz Yap" +msgid "Make Unique (Recursive)" +msgstr "Benzersiz Yap (Özyinelemeli)" + msgid "Convert to %s" msgstr "%s 'e dönüştür" @@ -2844,7 +3979,13 @@ msgid "New Script" msgstr "Yeni Betik" msgid "Extend Script" -msgstr "Betik Aç" +msgstr "Betiği Genişlet" + +msgid "New Shader" +msgstr "Yeni Gölgelendirici" + +msgid "No Remote Debug export presets configured." +msgstr "Uzaktan Hata Ayıklama dışa aktarım hazırayarı yapılandırılmamış." msgid "Remote Debug" msgstr "Uzaktan Hata Ayıklama" @@ -2854,21 +3995,38 @@ msgid "" "Please add a runnable preset in the Export menu or define an existing preset " "as runnable." msgstr "" -"Bu platform için çalıştırılabilir dışa aktarma ön ayarı bulunamadı.\n" -"Lütfen Dışa Aktar menüsüne çalıştırılabilir bir ön ayar ekleyin veya mevcut " -"bir ön ayarı çalıştırılabilir olarak tanımlayın." +"Bu platform için çalıştırılabilir dışa aktarma hazırayarı bulunamadı.\n" +"Lütfen Dışa Aktar menüsüne çalıştırılabilir bir hazıayar ekleyin, veya mevcut " +"bir hazırayarı çalıştırılabilir olarak tanımlayın." msgid "Project Run" msgstr "Projeyi Çalıştır" msgid "Write your logic in the _run() method." -msgstr "Mantığınızı _run() metoduna yazın." +msgstr "Mantığınızı _run() yöntemine yazın." msgid "There is an edited scene already." msgstr "Düzenlenmiş bir sahne zaten var." +msgid "" +"Couldn't run editor script, did you forget to override the '_run' method?" +msgstr "" +"Editör betiği çalıştırılamadı, '_run' yönteminin üstüne yazmayı mı unuttunuz?" + +msgid "Undo: %s" +msgstr "Geri al: %s" + +msgid "Redo: %s" +msgstr "İleri al: %s" + +msgid "Edit Built-in Action" +msgstr "Yerleşik Eylemi Düzenle" + +msgid "Edit Shortcut" +msgstr "Kısayolu Düzenle" + msgid "Common" -msgstr "Yaygın" +msgstr "Ortak" msgid "Editor Settings" msgstr "Düzenleyici Ayarları" @@ -2876,10 +4034,11 @@ msgstr "Düzenleyici Ayarları" msgid "General" msgstr "Genel" +msgid "Filter Settings" +msgstr "Filtre Ayarları" + msgid "The editor must be restarted for changes to take effect." -msgstr "" -"Değişikliklerin geçerli olması için düzenleyicinin yeniden başlatılması " -"gerekir." +msgstr "Değişikliklerin geçerli olması için, düzenleyici yeniden başlatılmalı." msgid "Shortcuts" msgstr "Kısayollar" @@ -2947,6 +4106,12 @@ msgstr "Oyunkolu 4 Yukarı" msgid "Joystick 4 Down" msgstr "Oyunkolu 4 Aşağı" +msgid "or" +msgstr "veya" + +msgid "Unicode" +msgstr "Evrensel Kod" + msgid "Joypad Axis %d %s (%s)" msgstr "Oyunkolu Ekseni %d %s (%s)" @@ -2960,18 +4125,18 @@ msgid "Listening for input..." msgstr "Giriş için bekleniyor..." msgid "Filter by event..." -msgstr "Olaya göre süz..." +msgstr "Olaya göre filtrele..." msgid "" -"Target platform requires 'ETC2/ASTC' texture compression. Enable 'Import " -"ETC2 ASTC' in Project Settings." +"Target platform requires 'ETC2/ASTC' texture compression. Enable 'Import ETC2 " +"ASTC' in Project Settings." msgstr "" -"Hedef platform, 'ETC2/ASTC' doku sıkıştırması gerekiriyor. Proje " -"Ayarları'nda 'ETC2 ASTC İçe Aktar'ı etkinleştirin." +"Hedef platform, 'ETC2/ASTC' doku sıkıştırması gerekiriyor. Proje Ayarları'nda " +"'ETC2 ASTC İçe Aktar'ı etkinleştirin." msgid "" -"Target platform requires 'S3TC/BPTC' texture compression. Enable 'Import " -"S3TC BPTC' in Project Settings." +"Target platform requires 'S3TC/BPTC' texture compression. Enable 'Import S3TC " +"BPTC' in Project Settings." msgstr "" "Hedef platform, 'S3TC/BPTC' doku sıkıştırması gerektiriyor. Proje " "Ayarları'nda 'S3TC BPTC İçe Aktar'ı etkinleştirin." @@ -2995,19 +4160,19 @@ msgid "Storing File:" msgstr "Dosya Depolama:" msgid "No export template found at the expected path:" -msgstr "Beklenen adreste hiç dışa aktarım şablonu bulunamadı:" +msgstr "Beklenen yolda hiç bir dışa aktarım şablonu bulunamadı:" msgid "ZIP Creation" msgstr "ZIP Oluşturma" msgid "Could not open file to read from path \"%s\"." -msgstr "\"%s\" yolundan okunacak dosya açılamadı." +msgstr "\"%s\" yolundaki dosya, okumak için açılamadı." msgid "Packing" msgstr "Paketleme" msgid "Save PCK" -msgstr "PCK Dosyasına Kaydet" +msgstr "PCK Olarak Kaydet" msgid "Cannot create file \"%s\"." msgstr "\"%s\" dosyası oluşturulamıyor." @@ -3015,11 +4180,23 @@ msgstr "\"%s\" dosyası oluşturulamıyor." msgid "Failed to export project files." msgstr "Proje dosyaları dışa aktarılamadı." +msgid "Can't open file for writing at path \"%s\"." +msgstr "\"%s\" yolundaki dosya, yazmak için açılamıyor." + +msgid "Can't open file for reading-writing at path \"%s\"." +msgstr "\"%s\" yolundaki dosya, okuma-yazma için açılamıyor." + +msgid "Can't create encrypted file." +msgstr "Şifreli dosya oluşturulamıyor." + +msgid "Can't open encrypted file to write." +msgstr "Şifrelenmiş dosya yazmak için açılamıyor." + msgid "Can't open file to read from path \"%s\"." -msgstr "\"%s\" yolundan okunacak dosya açılamıyor." +msgstr "\"%s\" yolundaki dosya okunmak için açılamıyor." msgid "Save ZIP" -msgstr "ZIP Dosyasına Kaydet" +msgstr "ZIP Olarak Kaydet" msgid "Custom debug template not found." msgstr "Özel hata ayıklama şablonu bulunmadı." @@ -3043,19 +4220,19 @@ msgid "PCK Embedding" msgstr "PCK Gömme" msgid "On 32-bit exports the embedded PCK cannot be bigger than 4 GiB." -msgstr "32-bit dışa aktarımlarda gömülü PCK 4GiB'tan büyük olamaz." +msgstr "32-bit dışa aktarımlarda, gömülü PCK 4GiB'den büyük olamaz." msgid "Open the folder containing these templates." -msgstr "Bu şablonları içeren klasörü açın." +msgstr "Bu şablonları içeren klasörü aç." msgid "Uninstall these templates." -msgstr "Bu şablonları kaldırın." +msgstr "Bu şablonların kurulumunu kaldır." msgid "There are no mirrors available." -msgstr "Hiç mevcut ayna bulunamadı." +msgstr "Kullanılabilir hiç bir ayna kaynak bulunamadı." msgid "Retrieving the mirror list..." -msgstr "Alternatif kaynak listesi alınıyor..." +msgstr "Ayna kaynak listesi alınıyor..." msgid "Starting the download..." msgstr "İndirme başlatılıyor..." @@ -3064,28 +4241,28 @@ msgid "Error requesting URL:" msgstr "URL isteği hatası:" msgid "Connecting to the mirror..." -msgstr "Alternatif kaynağa bağlanılıyor..." +msgstr "Ayna kaynağa bağlanılıyor..." msgid "Can't resolve the requested address." msgstr "Talep edilen adres çözümlenemedi." msgid "Can't connect to the mirror." -msgstr "Ana makineye bağlanılamadı." +msgstr "Ayna kaynağa bağlanılamadı." msgid "No response from the mirror." -msgstr "Ana makineden cevap yok." +msgstr "Ayna kaynaktan yanıt alınamadı." msgid "Request failed." msgstr "İstek başarısız." msgid "Request ended up in a redirect loop." -msgstr "İstek sonsuz bir döngüye dönüştü." +msgstr "İstek, bir yönlendirme döngüsüne dönüştü." msgid "Request failed:" -msgstr "Talep başarısız oldu:" +msgstr "İstek başarısız oldu:" msgid "Download complete; extracting templates..." -msgstr "İndirme tamamlandı; şablonlar ayıklanıyor..." +msgstr "İndirme tamamlandı; şablonlar çıkartılıyor..." msgid "Cannot remove temporary file:" msgstr "Geçici dosya kaldırılamıyor:" @@ -3094,32 +4271,32 @@ msgid "" "Templates installation failed.\n" "The problematic templates archives can be found at '%s'." msgstr "" -"Şablon yüklemesi başarısız oldu.\n" +"Şablon kurulumu başarısız oldu.\n" "Sorunlu şablon arşivi şurada bulunabilir: '%s'." msgid "Error getting the list of mirrors." -msgstr "Kaynaklar listesini alırken hata." +msgstr "Ayna kaynakların listesini alırken hata." msgid "Error parsing JSON with the list of mirrors. Please report this issue!" msgstr "" -"Sağlanan kaynak listesiyle JSON dosyasını çözümlemeye çalışırken hata ile " -"karşılaşıldı. Lütfen bu hatayı bildirin!" +"Ayna kaynak listesinin bulunduğu JSON dosyasını çözümlemeye çalışırken hata " +"oluştu. Lütfen bu hatayı bildirin!" msgid "Best available mirror" -msgstr "Mevcut en iyi alternatif kaynak" +msgstr "Mevcut en iyi ayna kaynak" msgid "" "No download links found for this version. Direct download is only available " "for official releases." msgstr "" "Bu sürüm için indirme bağlantıları bulunamadı. Doğrudan indirme sadece resmi " -"dağıtımlar için mecut." +"dağıtımlar için bulunur." msgid "Disconnected" msgstr "Bağlantı kesildi" msgid "Resolving" -msgstr "Çözülüyor" +msgstr "Çözümleniyor" msgid "Can't Resolve" msgstr "Çözümlenemedi" @@ -3128,13 +4305,13 @@ msgid "Connecting..." msgstr "Bağlanılıyor..." msgid "Can't Connect" -msgstr "Bağlanamadı" +msgstr "Bağlanamıyor" msgid "Connected" -msgstr "Bağlı" +msgstr "Bağlandı" msgid "Requesting..." -msgstr "İsteniyor..." +msgstr "İstek gönderiliyor..." msgid "Downloading" msgstr "İndiriliyor" @@ -3142,29 +4319,35 @@ msgstr "İndiriliyor" msgid "Connection Error" msgstr "Bağlantı Hatası" +msgid "TLS Handshake Error" +msgstr "TLS El-sıkışması Hatası" + msgid "Can't open the export templates file." msgstr "Dışa aktarım kalıpları dosyası açılamadı." msgid "Invalid version.txt format inside the export templates file: %s." -msgstr "Dışa aktarım şablonlarının içinde geçersiz version.txt formatı: %s." +msgstr "" +"Şu dışa aktarım şablonu dosyası içindeki \"version.txt\" dosyasının biçimi " +"geçersiz: %s." msgid "No version.txt found inside the export templates file." -msgstr "Dışa aktarım şablonlarının içinde version.txt bulunamadı." +msgstr "" +"Dışa aktarım şablonlarının dosyasının içinde \"version.txt\" bulunamadı." msgid "Error creating path for extracting templates:" -msgstr "Ayıklama şablonları için dizin oluşturulurken hata ile karşılaşıldı:" +msgstr "Şablonların çıkartılacağı yol oluşturulurken hata ile karşılaşıldı:" msgid "Extracting Export Templates" msgstr "Dışa Aktarım Şablonları Çıkartılıyor" msgid "Importing:" -msgstr "İçe Aktarım:" +msgstr "İçe Aktarılıyor:" msgid "Remove templates for the version '%s'?" -msgstr "'%s' sürümü için şablonlar kaldırılsın mı?" +msgstr "'%s' sürümü için olan şablonlar kaldırılsın mı?" msgid "Uncompressing Android Build Sources" -msgstr "Android İnşa Kaynakları Çıkartılıyor" +msgstr "Android Derleme Kaynakları Çıkartılıyor" msgid "Export Template Manager" msgstr "Dışa Aktarım Şablonu Yöneticisi" @@ -3174,44 +4357,45 @@ msgstr "Şu Anki Sürüm:" msgid "Export templates are missing. Download them or install from a file." msgstr "" -"Dışa aktarma şablonları eksik. Bunları indirin veya bir dosyadan yükleyin." +"Dışa aktarma şablonları eksik. Bunları indirin veya bir dosyadan kurulum " +"yapın." msgid "Export templates are installed and ready to be used." -msgstr "Dışa aktarma şablonları yüklenir ve kullanıma hazırdır." +msgstr "Dışa aktarım şablonları kuruldu ve kullanıma hazır." msgid "Open Folder" msgstr "Klasör Aç" msgid "Open the folder containing installed templates for the current version." -msgstr "Geçerli sürüm için yüklü şablonları içeren klasörü açın." +msgstr "Mevcut sürüm için kurulu şablonları içeren klasörü aç." msgid "Uninstall" -msgstr "Kaldır" +msgstr "Kurulumu Kaldır" msgid "Uninstall templates for the current version." -msgstr "Güncel sürüm için şablonları kaldır." +msgstr "Mevcut sürüm için kurulu şablonları kaldır." msgid "Download from:" msgstr "Şuradan indir:" msgid "Open in Web Browser" -msgstr "İnternet Tarayıcıda Çalıştır" +msgstr "İnternet Tarayıcısında Çalıştır" msgid "Copy Mirror URL" -msgstr "Alternatif kaynak URL'sini kopyala" +msgstr "Ayna Kaynak URL'sini Kopyala" msgid "Download and Install" -msgstr "İndir ve Yükle" +msgstr "İndir ve Kur" msgid "" -"Download and install templates for the current version from the best " -"possible mirror." +"Download and install templates for the current version from the best possible " +"mirror." msgstr "" -"Mevcut sürüm için şablonları mümkün olan en iyi aynadan indirin ve yükleyin." +"Mevcut sürüm için şablonları, mümkün olan en iyi ayna kaynaktan indir ve kur." msgid "Official export templates aren't available for development builds." msgstr "" -"Resmi dışa aktarım şablonları, geliştirici sürümleri için kullanılabilir " +"Resmi dışa aktarım şablonları, geliştirme derlemeleri için kullanılabilir " "değildir." msgid "Install from File" @@ -3221,13 +4405,13 @@ msgid "Install templates from a local file." msgstr "Şablonları yerel bir dosyadan kur." msgid "Cancel the download of the templates." -msgstr "Şablon indirme işlemini iptal et." +msgstr "Şablonları indirme işlemini iptal et." msgid "Other Installed Versions:" -msgstr "Yüklü Sürümler:" +msgstr "Diğer Kurulu Sürümler:" msgid "Uninstall Template" -msgstr "Şablonu Kaldır" +msgstr "Şablon Kurulumunu Kaldır" msgid "Select Template File" msgstr "Şablon Dosyası Seç" @@ -3240,45 +4424,59 @@ msgid "" "You may experience a short editor freeze when they finish." msgstr "" "Şablonlar indirilmeye devam edecek.\n" -"Bitirdiklerinde kısa bir editör donması yaşayabilirsiniz." +"İndirmeler bittikçe, düzenleyicide kısa süreli donmalar yaşayabilirsiniz." msgid "Runnable" -msgstr "Koşturulabilir" +msgstr "Çalıştırılabilir" msgid "Export the project for all the presets defined." -msgstr "Tanımlanan tüm ön ayarlar için projeyi dışa aktarın." +msgstr "Projeyi, tanımlanmış tüm hazırayarlar için dışa aktar." + +msgid "All presets must have an export path defined for Export All to work." +msgstr "" +"Bütün hazırayarlar, \"Hepsini Dışa Aktar\" işlemi için, bir dışa aktarım " +"yoluna sahip olmalıdır." + +msgid "Resources to exclude:" +msgstr "Hariç tutulacak kaynaklar:" msgid "Resources to export:" msgstr "Dışa aktarılacak kaynaklar:" msgid "Delete preset '%s'?" -msgstr "'%s' önayarı silinsin mi?" +msgstr "'%s' hazırayarı silinsin mi?" + +msgid "(Inherited)" +msgstr "(Miras Alındı)" + +msgid "%s Export" +msgstr "%s Dışa Aktarımı" msgid "Release" -msgstr "Yayınlamak" +msgstr "Yayınla" msgid "Exporting All" -msgstr "Tümünü Dışa Aktarma" +msgstr "Tümü Dışa Aktarılıyor" msgid "Presets" -msgstr "Önayarlar" +msgstr "Hazırayarlar" msgid "Add..." msgstr "Ekle..." msgid "Duplicate" -msgstr "Çoğalt" +msgstr "Kopyasını Oluştur" msgid "" "If checked, the preset will be available for use in one-click deploy.\n" "Only one preset per platform may be marked as runnable." msgstr "" -"Eğer bu seçenek seçilirse önayar, tek tıklamalı dağıtımda kullanılabilir.\n" -"Her platform için sadece tek bir önayar çalıştırılabilir olarak " +"Eğer seçiliyse, bu hazırayar, tek-tık dağıtım için kullanılabilir.\n" +"Her platform için sadece tek bir hazırayar çalıştırılabilir olarak " "işaretlenebilir." msgid "Export Path" -msgstr "Dışa aktarım Yolu" +msgstr "Dışa Aktarım Yolu" msgid "Options" msgstr "Seçenekler" @@ -3287,33 +4485,47 @@ msgid "Resources" msgstr "Kaynaklar" msgid "Export all resources in the project" -msgstr "Projedeki tüm kaynakları dışa aktarın" +msgstr "Projedeki tüm kaynakları dışa aktar" msgid "Export selected scenes (and dependencies)" -msgstr "Seçilen kaynakları dışa aktar (bağımlılıklar dahil)" +msgstr "Seçili sahneleri (ve bağımlılıklarını) dışa aktar" msgid "Export selected resources (and dependencies)" -msgstr "Seçilen kaynakları dışa aktar (bağımlılıklar dahil)" +msgstr "Seçili kaynakları (ve bağımlılıklarını) dışa aktar" + +msgid "Export all resources in the project except resources checked below" +msgstr "Aşağıda seçili olanlar hariç, projedeki tüm kaynakları dışa aktar" + +msgid "Export as dedicated server" +msgstr "Özel ayrılmış sunucu olarak dışa aktar" msgid "Export Mode:" -msgstr "Dışa Aktarma Biçimi:" +msgstr "Dışa Aktarma Kipi:" + +msgid "" +"\"Strip Visuals\" will replace the following resources with placeholders:" +msgstr "" +"\"Görselleri Ayıkla\", aşağıdaki kaynakları yer tutucularla değiştirecek:" + +msgid "Strip Visuals" +msgstr "Görselleri Ayıkla" msgid "Keep" -msgstr "Tut" +msgstr "Böyle Kalsın" msgid "" "Filters to export non-resource files/folders\n" "(comma-separated, e.g: *.json, *.txt, docs/*)" msgstr "" -"Kaynak olmayan dosyaları / klasörleri dışa aktarmak için filtreler\n" -"(virgülle-ayrık, e.g: *.json, *.txt, docs/*)" +"Kaynak-olmayan dosyaları/klasörleri dışa aktarmak için filtreler\n" +"(virgülle-ayrılmış, örnek: *.json, *.txt, docs/*)" msgid "" "Filters to exclude files/folders from project\n" "(comma-separated, e.g: *.json, *.txt, docs/*)" msgstr "" -"Dosyaları / klasörleri projeden hariç tutmak için filtreler\n" -"(virgülle-ayrık, e.g: *.json, *.txt, docs/*)" +"Dosyaları/Klasörleri projenin dışında tutmak için filtreler\n" +"(virgülle-ayrılmış, örnek: *.json, *.txt, docs/*)" msgid "Features" msgstr "Özellikler" @@ -3324,10 +4536,48 @@ msgstr "Özel (virgülle-ayrılmış):" msgid "Feature List:" msgstr "Özellik Listesi:" +msgid "Encryption" +msgstr "Şifreleme" + +msgid "Encrypt Exported PCK" +msgstr "Dışa Aktarılan PCK'yı Şifrele" + +msgid "Encrypt Index (File Names and Info)" +msgstr "Dizini Şifrele (Dosya İsimleri ve Bilgiler)" + +msgid "" +"Filters to include files/folders\n" +"(comma-separated, e.g: *.tscn, *.tres, scenes/*)" +msgstr "" +"Dosyaları/Klasörleri dahil etmek için filtreler\n" +"(virgülle-ayrılmış, örnek: *.json, *.txt, docs/*)" + +msgid "" +"Filters to exclude files/folders\n" +"(comma-separated, e.g: *.ctex, *.import, music/*)" +msgstr "" +"Dosyaları/klasörleri hariç tutmak için filtreler\n" +"(virgülle-ayrılmış, örnek: *.json, *.txt, docs/*)" + msgid "Invalid Encryption Key (must be 64 hexadecimal characters long)" msgstr "" -"Geçersiz Şifreleme Anahtarı (On altılı sayı sisteminde 64 karakter " -"uzunluğunda olmalı)" +"Geçersiz Şifreleme Anahtarı (Onaltılı sistemle 64 karakter uzunluğunda olmalı)" + +msgid "Encryption Key (256-bits as hexadecimal):" +msgstr "Şifreleme Anahtarı (onaltılı sistemle 256-bit):" + +msgid "" +"Note: Encryption key needs to be stored in the binary,\n" +"you need to build the export templates from source." +msgstr "" +"Not: Şifreleme anahtarının ikili-tipte saklanması gerekir,\n" +"dışa aktarım şablonlarını, kaynaktan derlemelisiniz." + +msgid "More Info..." +msgstr "Daha Fazla Bilgi..." + +msgid "Export PCK/ZIP..." +msgstr "PCK/ZIP Dışa Aktar..." msgid "Export Project..." msgstr "Projeyi Dışa Aktar..." @@ -3336,7 +4586,7 @@ msgid "Export All" msgstr "Tümünü Dışa Aktar" msgid "Choose an export mode:" -msgstr "Bir dışa aktarım modu seç:" +msgstr "Bir dışa aktarım kipi seç:" msgid "Export All..." msgstr "Tümünü Dışa Aktar..." @@ -3344,8 +4594,14 @@ msgstr "Tümünü Dışa Aktar..." msgid "ZIP File" msgstr "ZIP Dosyası" +msgid "Godot Project Pack" +msgstr "Godot Proje Paketi" + msgid "Export templates for this platform are missing:" -msgstr "Bu platform için dışa aktarma şablonu eksik:" +msgstr "Bu platform için dışa aktarma şablonları eksik:" + +msgid "Project Export" +msgstr "Proje Dışa Aktarımı" msgid "Manage Export Templates" msgstr "Dışa Aktarım Şablonlarını Yönet" @@ -3353,11 +4609,57 @@ msgstr "Dışa Aktarım Şablonlarını Yönet" msgid "Export With Debug" msgstr "Hata Ayıklama İle Dışa Aktar" +msgid "Disable FBX & Restart" +msgstr "FBX'i Devre Dışı Bırak ve Yeniden Başlat" + +msgid "" +"Canceling this dialog will disable the FBX importer.\n" +"You can re-enable it in the Project Settings under Filesystem > Import > FBX " +"> Enabled.\n" +"\n" +"The editor will restart as importers are registered when the editor starts." +msgstr "" +"Bu iletişim kutusunu iptal etmek, FBX içe aktarıcısını devre dışı " +"bırakacaktır.\n" +"Proje Ayarlarında, \"DosyaSistemi > İçe Aktar > FBX > Etkin\" ile yeniden " +"etkinleştirebilirsiniz.\n" +"\n" +"İçe aktarıcılar, sadece düzenleyici başlarken kayıt altına alındığı için, " +"düzenleyici yeniden başlatılacak." + +msgid "Path to FBX2glTF executable is empty." +msgstr "FBX2glTF yürütülebilir dosyasının yolu boş." + +msgid "Path to FBX2glTF executable is invalid." +msgstr "FBX2glTF yürütülebilir dosyasının yolu geçersiz." + +msgid "Error executing this file (wrong version or architecture)." +msgstr "Bu dosyayı çalıştırırken hata oluştu (yanlış sürüm veya mimari)." + +msgid "FBX2glTF executable is valid." +msgstr "FBX2glTF yürütülebilir dosyası geçerlidir." + +msgid "Configure FBX Importer" +msgstr "FBX İçe Aktarıcıyı Yapılandır" + +msgid "" +"FBX2glTF is required for importing FBX files.\n" +"Please download it and provide a valid path to the binary:" +msgstr "" +"FBX dosyalarını içe aktarmak için FBX2glTF gereklidir.\n" +"Lütfen bunu indirin ve ikili-tip dosyanın geçerli yolunu girin:" + +msgid "Click this link to download FBX2glTF" +msgstr "FBX2glTF'yi indirmek için bu bağlantıya tıkla" + msgid "Browse" msgstr "Gözat" +msgid "Confirm Path" +msgstr "Yolu Onayla" + msgid "Favorites" -msgstr "Favoriler" +msgstr "Sık Kullanılanlar" msgid "View items as a grid of thumbnails." msgstr "Öğeleri küçük resim ızgarası şeklinde göster." @@ -3367,20 +4669,20 @@ msgstr "Öğeleri liste olarak göster." msgid "Status: Import of file failed. Please fix file and reimport manually." msgstr "" -"Durum: Dosya içe aktarma başarısız oldu. Lütfen dosyayı onarın ve tekrar içe " -"aktarın." +"Durum: Dosyanın içe aktarımı başarısız oldu. Lütfen dosyayı onarın, ve " +"kendiniz tekrar içe aktarın." msgid "" "Importing has been disabled for this file, so it can't be opened for editing." msgstr "" -"İçe aktarma bu dosya için devre dışı bırakıldı, bu nedenle düzenleme için " -"açılamıyor." +"Bu dosya için içe aktarma devre dışı bırakıldı, bu nedenle düzenleme için " +"açılamaz." msgid "Cannot move/rename resources root." msgstr "Kaynakların kökü taşınamaz/yeniden adlandırılamaz." msgid "Cannot move a folder into itself." -msgstr "Bir klasör kendisinin içine taşınamaz." +msgstr "Bir klasör, kendi içine taşınamaz." msgid "Error moving:" msgstr "Taşıma Hatası:" @@ -3388,29 +4690,54 @@ msgstr "Taşıma Hatası:" msgid "Error duplicating:" msgstr "Çoğaltılırken hata:" +msgid "Failed to save resource at %s: %s" +msgstr "Kaynağın %s üzerinde kaydedilmesi başarısız oldu: %s" + +msgid "Failed to load resource at %s: %s" +msgstr "%s üzerindeki kaynağın yüklenmesi başarısız oldu: %s" + msgid "Unable to update dependencies:" msgstr "Bağımlılıklar güncellenemedi:" +msgid "" +"This filename begins with a dot rendering the file invisible to the editor.\n" +"If you want to rename it anyway, use your operating system's file manager." +msgstr "" +"Bu dosya ismi, kendini düzenleyiciye görünmez kılan, nokta işareti ile " +"başlıyor.\n" +"Yine de tekrar isimlendirmek istiyorsanız, işletim sisteminizin dosya " +"yöneticisini kullanın." + msgid "" "This file extension is not recognized by the editor.\n" "If you want to rename it anyway, use your operating system's file manager.\n" -"After renaming to an unknown extension, the file won't be shown in the " -"editor anymore." +"After renaming to an unknown extension, the file won't be shown in the editor " +"anymore." msgstr "" -"Bu dosya uzantısı editör tarafından tanınmadı.\n" -"Yine de isimlendirmek istiyorsanız, işletim sisteminizin dosya yöneticisini " -"kullanın.\n" -"Bilinmeyen bir uzantı isimlendirildikten sonra dosya artık editörde " +"Bu dosya uzantısı, düzenleyici tarafından tanınmadı.\n" +"Yine de yeniden isimlendirmek istiyorsanız, işletim sisteminizin dosya " +"yöneticisini kullanın.\n" +"Bilinmeyen bir uzantı kullanırsanız, dosya artık düzenleyicide " "görüntülenmeyecek." msgid "A file or folder with this name already exists." -msgstr "Bu isimde zaten bir dosya ve ya klasör mevcut." +msgstr "Bu isimde zaten bir dosya veya klasör zaten mevcut." msgid "" "The following files or folders conflict with items in the target location " "'%s':" msgstr "" -"Aşağıdaki dosyalar veya klasörler '%s' hedef konumundaki ögelerle çakışıyor:" +"Aşağıdaki dosyalar veya klasörler, '%s' hedef konumundaki ögelerle çakışıyor:" + +msgid "Do you wish to overwrite them or rename the copied files?" +msgstr "" +"Bunların üzerine yazmak mı, yoksa kopyalanan dosyaları yeniden adlandırmak mı " +"istiyorsunuz?" + +msgid "Do you wish to overwrite them or rename the moved files?" +msgstr "" +"Bunların üzerine yazmak mı, yoksa taşınan dosyaları yeniden adlandırmak mı " +"istiyorsunuz?" msgid "Duplicating file:" msgstr "Dosya çoğaltılıyor:" @@ -3422,22 +4749,55 @@ msgid "New Inherited Scene" msgstr "Yeni Miras Alınmış Sahne" msgid "Set As Main Scene" -msgstr "Sahneyi Ana Sahne Yap" +msgstr "Ana Sahne Olarak Ayarla" msgid "Open Scenes" msgstr "Sahneleri Aç" +msgid "Instantiate" +msgstr "Örnek Oluştur" + msgid "Edit Dependencies..." msgstr "Bağımlılıkları Düzenle..." msgid "View Owners..." msgstr "Sahipleri Görüntüle..." +msgid "Create New" +msgstr "Yeni Oluştur" + +msgid "Folder..." +msgstr "Klasör..." + +msgid "Scene..." +msgstr "Sahne..." + +msgid "Script..." +msgstr "Betik..." + +msgid "Resource..." +msgstr "Kaynak..." + +msgid "TextFile..." +msgstr "Metin Dosyası..." + +msgid "Expand Folder" +msgstr "Klasörü Genişlet" + +msgid "Expand Hierarchy" +msgstr "Hiyerarşiyi Genişlet" + +msgid "Collapse Hierarchy" +msgstr "Hiyerarşiyi Daralt" + +msgid "Move/Duplicate To..." +msgstr "Şuraya Taşı/Kopya Oluştur..." + msgid "Add to Favorites" -msgstr "Favorilere ekle" +msgstr "Sık Kullanılanlara Ekle" msgid "Remove from Favorites" -msgstr "Favorilerden kaldır" +msgstr "Sık Kullanılanlardan kaldır" msgid "Open in File Manager" msgstr "Dosya Yöneticisinde Aç" @@ -3454,6 +4814,12 @@ msgstr "Yeni Betik..." msgid "New Resource..." msgstr "Yeni Kaynak..." +msgid "New TextFile..." +msgstr "Yeni MetinDosyası..." + +msgid "Sort Files" +msgstr "Dosyaları Sırala" + msgid "Sort by Name (Ascending)" msgstr "Ada Göre Sırala (Artan)" @@ -3464,39 +4830,57 @@ msgid "Sort by Type (Ascending)" msgstr "Türe Göre Sırala (Artan)" msgid "Sort by Type (Descending)" -msgstr "Türe Göre Sırala (Artan)" +msgstr "Türe Göre Sırala (Azalan)" msgid "Sort by Last Modified" -msgstr "Son Değişiklik Tarihi'ne göre sırala" +msgstr "Son Değişiklik Tarihi'ne göre Sırala" msgid "Sort by First Modified" -msgstr "İlk Değişiklik Tarihi'ne göre sırala" +msgstr "İlk Değişiklik Tarihi'ne göre Sırala" msgid "Copy Path" -msgstr "Dosya Yolunu Kopyala" +msgstr "Yolu Kopyala" + +msgid "Copy UID" +msgstr "UID'yi Kopyala" msgid "Duplicate..." -msgstr "Çoğalt..." +msgstr "Kopya Oluştur..." msgid "Rename..." msgstr "Yeniden Adlandır..." +msgid "Open in External Program" +msgstr "Harici Programda Aç" + +msgid "Go to previous selected folder/file." +msgstr "Önceki seçilen klasöre/dosyaya git." + +msgid "Go to next selected folder/file." +msgstr "Sonraki seçilen klasöre/dosyaya git." + msgid "Re-Scan Filesystem" -msgstr "Dosya Düzenini Yeniden Tara" +msgstr "Dosyasistemi'ni Yeniden Tara" msgid "Toggle Split Mode" -msgstr "Bölme modunu Aç / Kapat" +msgstr "Bölünmüş Kipi Aç/Kapat" + +msgid "Filter Files" +msgstr "Dosyaları Filtrele" msgid "" "Scanning Files,\n" "Please Wait..." msgstr "" "Dosyalar Taranıyor,\n" -"Lütfen Bekleyiniz..." +"Lütfen Bekleyin..." msgid "Overwrite" msgstr "Üzerine Yaz" +msgid "Keep Both" +msgstr "İkisini de Sakla" + msgid "Create Script" msgstr "Betik Oluştur" @@ -3510,17 +4894,17 @@ msgid "Replace:" msgstr "Değiştir:" msgid "Folder:" -msgstr "Dosya:" +msgstr "Klasör:" msgid "Filters:" -msgstr "Süzgeçler:" +msgstr "Filtreler:" msgid "" "Include the files with the following extensions. Add or remove them in " "ProjectSettings." msgstr "" -"Şu uzantılardaki dosyaları dahil et. Proje Ayarlarından ekleme ya da silme " -"yapılabilir." +"Şu uzantılardaki dosyaları dahil et. Bunları ProjeAyarları'nda ekle ya da " +"kaldır." msgid "Find..." msgstr "Bul..." @@ -3529,34 +4913,46 @@ msgid "Replace..." msgstr "Değiştir..." msgid "Replace in Files" -msgstr "Dosyaiçlerinde Değiştir" +msgstr "Dosyalarda Değiştir" + +msgid "Replace all (no undo)" +msgstr "Tümünü Değiştir (geri alınamaz)" msgid "Searching..." msgstr "Aranıyor..." +msgid "%d match in %d file" +msgstr "%d eşleşme (%d dosyada)" + +msgid "%d matches in %d file" +msgstr "%d eşleşme (%d dosyada)" + +msgid "%d matches in %d files" +msgstr "%d eşleşme (%d dosyada)" + msgid "Add to Group" -msgstr "Öbeğe Ekle" +msgstr "Gruba Ekle" msgid "Remove from Group" -msgstr "Öbekten Kaldır" +msgstr "Gruptan Kaldır" msgid "Invalid group name." msgstr "Geçersiz grup adı." msgid "Group name already exists." -msgstr "Grup adı zaten var." +msgstr "Grup ismi zaten var." msgid "Rename Group" msgstr "Grubu Yeniden Adlandır" msgid "Delete Group" -msgstr "Grup Sil" +msgstr "Grubu Sil" msgid "Groups" msgstr "Gruplar" msgid "Nodes Not in Group" -msgstr "Düğümler Grupta Değil" +msgstr "Grupta olmayan Düğümler" msgid "Nodes in Group" msgstr "Gruptaki Düğümler" @@ -3568,28 +4964,47 @@ msgid "Group Editor" msgstr "Grup Düzenleyici" msgid "Manage Groups" -msgstr "Grupları Düzenle" +msgstr "Grupları Yönet" msgid "Move" msgstr "Taşı" msgid "Please select a base directory first." -msgstr "Lütfen önce bir taban dizini seçin." +msgstr "Lütfen önce bir taban klasör seçin." + +msgid "Could not create folder. File with that name already exists." +msgstr "Klasör oluşturulamadı. Bu isme sahip bir dosya/klasör zaten var." msgid "Choose a Directory" -msgstr "Bir Dizin Seç" +msgstr "Bir Klasör Seç" + +msgid "Copy File(s)" +msgstr "Dosya(ları) Kopyala" msgid "Network" msgstr "Ağ" msgid "Select Current Folder" -msgstr "Geçerli Klasörü Seç" +msgstr "Açık Olan Klasörü Seç" + +msgid "Cannot save file with an empty filename." +msgstr "Dosya, boş bir dosya ismiyle kaydedilemez." + +msgid "Cannot save file with a name starting with a dot." +msgstr "İsmi nokta ile başlayan bir dosya kaydedilemez." + +msgid "" +"File \"%s\" already exists.\n" +"Do you want to overwrite it?" +msgstr "" +"\"%s\" dosyası zaten var.\n" +"Üzerine yazmayı istiyor musun?" msgid "Select This Folder" msgstr "Bu Klasörü Seç" msgid "All Recognized" -msgstr "Tümü Onaylandı" +msgstr "Hepsi Tanındı" msgid "All Files (*)" msgstr "Tüm Dosyalar (*)" @@ -3601,16 +5016,19 @@ msgid "Open File(s)" msgstr "Dosya(ları) Aç" msgid "Open a Directory" -msgstr "Bir Dizin Aç" +msgstr "Bir Klasör Aç" msgid "Open a File or Directory" -msgstr "Bir Dosya ya da Dizin Aç" +msgstr "Bir Dosya ya da Klasör Aç" msgid "Save a File" msgstr "Bir Dosya Kaydet" +msgid "Favorited folder does not exist anymore and will be removed." +msgstr "Sık kullanılan klasör artık mevcut değil, ve kaldırılacak." + msgid "Go Back" -msgstr "Geri dön" +msgstr "Geri Dön" msgid "Go Forward" msgstr "İleri Git" @@ -3619,22 +5037,22 @@ msgid "Go Up" msgstr "Yukarı Git" msgid "Toggle Hidden Files" -msgstr "Gizli Dosyalari Aç / Kapat" +msgstr "Gizli Dosyaları Aç/Kapat" msgid "Toggle Favorite" -msgstr "Beğenileni Aç / Kapat" +msgstr "Sık Kullanılanları Aç/Kapat" msgid "Toggle Mode" -msgstr "Aç / Kapat Biçimi" +msgstr "Kip Değiştir" msgid "Focus Path" -msgstr "Yola Odaklan" +msgstr "Yolu Odakla" msgid "Move Favorite Up" -msgstr "Beğenileni Yukarı Taşı" +msgstr "Sık Kullanılanı Yukarı Taşı" msgid "Move Favorite Down" -msgstr "Beğenileni Aşağı Taşı" +msgstr "Sık Kullanılanı Aşağı Taşı" msgid "Go to previous folder." msgstr "Önceki klasöre git." @@ -3646,16 +5064,16 @@ msgid "Go to parent folder." msgstr "Üst klasöre git." msgid "Refresh files." -msgstr "Dosyaları yenile." +msgstr "Dosya listesini yenile." msgid "(Un)favorite current folder." -msgstr "Bu klasörü favorilerden çıkar/favorilere ekle." +msgstr "Bu klasörü, sık kullanılanlara ekle/çıkar." msgid "Toggle the visibility of hidden files." -msgstr "Gizli Dosyaları Aç / Kapat." +msgstr "Gizli Dosyaların görünürlüğü aç/kapat." msgid "Directories & Files:" -msgstr "Dizinler & Dosyalar:" +msgstr "Klasörler ve Dosyalar:" msgid "Preview:" msgstr "Önizleme:" @@ -3663,30 +5081,103 @@ msgstr "Önizleme:" msgid "File:" msgstr "Dosya:" +msgid "" +"Remove the selected files? For safety only files and empty directories can be " +"deleted from here. (Cannot be undone.)\n" +"Depending on your filesystem configuration, the files will either be moved to " +"the system trash or deleted permanently." +msgstr "" +"Seçilen dosyalar kaldırılsın mı? Güvenlik sebebiyle, buradan sadece dosyalar " +"ve boş klasörler silinebilir. (Geri alınamaz.)\n" +"Dosya sistemi ayarlarınıza bağlı olarak, dosyalar ya sistem çöp kutusuna " +"taşınır ya da kalıcı olarak silinir." + msgid "No sub-resources found." -msgstr "Alt kaynağı bulunamadı." +msgstr "Alt-kaynaklar bulunamadı." msgid "Open a list of sub-resources." -msgstr "Kaynağın alt dizinini liste halinde aç." +msgstr "Alt-kaynakların bir listesini aç." msgid "Play the project." -msgstr "Projeti oynat." +msgstr "Projeyi oynat." msgid "Play the edited scene." -msgstr "Düzenlenmiş sahneyi oynat." +msgstr "Düzenlenen sahneyi oynat." + +msgid "Play a custom scene." +msgstr "Özel yapım bir sahneyi oynat." + +msgid "Reload the played scene." +msgstr "Oynatılan sahneyi tekrar yükle." msgid "Quick Run Scene..." msgstr "Sahneyi Hızlı Çalıştır..." +msgid "" +"Movie Maker mode is enabled, but no movie file path has been specified.\n" +"A default movie file path can be specified in the project settings under the " +"Editor > Movie Writer category.\n" +"Alternatively, for running single scenes, a `movie_file` string metadata can " +"be added to the root node,\n" +"specifying the path to a movie file that will be used when recording that " +"scene." +msgstr "" +"Movie Maker (Film Yapıcı) kipi etkin durumda, ancak hiçbir film dosyası yolu " +"belirtilmemiş.\n" +"Varsayılan bir film dosyası yolu, proje ayarlarında \"Düzenleyici > Film " +"Yazıcısı\" kategorisi altında belirtilebilir.\n" +"Bunun yerine, tekli sahneleri çalıştırmak için, o sahneyle kayıt yaparken " +"kullanılacak film dosyasının yolunu belirtmek için,\n" +"kök düğüme bir 'movie_file' metaveri dizesi eklenebilir." + +msgid "Could not start subprocess(es)!" +msgstr "Alt işlem(ler) başlatılamadı!" + +msgid "Run the project's default scene." +msgstr "Projenin varsayılan sahnesini çalıştır." + msgid "Run Project" msgstr "Projeyi Çalıştır" +msgid "Pause the running project's execution for debugging." +msgstr "Hata ayıklama için, oynatılan projenin çalışmasını duraklat." + +msgid "Pause Running Project" +msgstr "Oynatılan Projeyi Duraklat" + +msgid "Stop the currently running project." +msgstr "Şu an oynatılan projeyi durdur." + +msgid "Stop Running Project" +msgstr "Oynatılan Projeyi Durdur" + +msgid "Run the currently edited scene." +msgstr "Şu an düzenlenen sahneyi oynat." + +msgid "Run Current Scene" +msgstr "Geçerli Sahneyi Oynat" + +msgid "Run a specific scene." +msgstr "Belirli bir sahneyi oynat." + +msgid "Run Specific Scene" +msgstr "Belirli Bir Sahneyi Oynat" + +msgid "" +"Enable Movie Maker mode.\n" +"The project will run at stable FPS and the visual and audio output will be " +"recorded to a video file." +msgstr "" +"Movie Maker (Film Yapıcı) kipini etkinleştir.\n" +"Proje, kararlı/sabit bir FPS (saniyedeki kare sayısı) ile çalışacak, ve " +"görsel ve işitsel çıkışlar bir video dosyasına kaydedilecektir." + msgid "" "Hold %s to round to integers.\n" "Hold Shift for more precise changes." msgstr "" "Tam sayıya yuvarlamak için %s tuşuna basılı tutun.\n" -"Hassas değişiklikler için Shift tuşuna basılı tutun." +"Daha hassas değişiklikler için Shift (üst karakter) tuşuna basılı tutun." msgid "No notifications." msgstr "Bildirim yok." @@ -3698,16 +5189,16 @@ msgid "Silence the notifications." msgstr "Bildirimleri sessize al." msgid "Toggle Visible" -msgstr "Görünebilirliği Aç/Kapa" +msgstr "Görünürlüğü Aç/Kapat" msgid "Unlock Node" -msgstr "Düğüm Kilidi Aç" +msgstr "Düğümün Kilidini Aç" msgid "Button Group" msgstr "Düğme Grubu" msgid "Disable Scene Unique Name" -msgstr "Sahne Benzersiz İsmini Etkisiz Kıl" +msgstr "Sahne Benzersiz İsmini Devre Dışı Bırak" msgid "(Connecting From)" msgstr "(Gelen Bağlantı)" @@ -3715,6 +5206,15 @@ msgstr "(Gelen Bağlantı)" msgid "Node configuration warning:" msgstr "Düğüm yapılandırma uyarısı:" +msgid "" +"This node can be accessed from within anywhere in the scene by preceding it " +"with the '%s' prefix in a node path.\n" +"Click to disable this." +msgstr "" +"Bu düğüme, bir düğüm yolunun başına '%s' ön eki koyarak, sahnenin içinde " +"herhangi bir yerden erişilebilir.\n" +"Bunu devre dışı bırakmak için tıkla." + msgid "Node has one connection." msgid_plural "Node has {num} connections." msgstr[0] "Düğümün bir bağlantısı var." @@ -3725,9 +5225,18 @@ msgid_plural "Node is in the following groups:" msgstr[0] "Düğüm bu grupta:" msgstr[1] "Düğüm bu gruplarda:" +msgid "Click to show signals dock." +msgstr "Sinyaller yuvasını göstermek için tıkla." + msgid "Open in Editor" msgstr "Düzenleyicide Aç" +msgid "This script is currently running in the editor." +msgstr "Bu betik, şu anda düzenleyicide çalışıyor." + +msgid "This script is a custom type." +msgstr "Bu betik, özel yapım bir türdür." + msgid "Open Script:" msgstr "Betik Aç:" @@ -3738,15 +5247,28 @@ msgstr "" "Düğüm kilitli.\n" "Kiliti açmak için tıkla." +msgid "" +"Children are not selectable.\n" +"Click to make them selectable." +msgstr "" +"Alt-düğümler seçilebilir değil.\n" +"Bunları seçilebilir yapmak için tıkla." + msgid "" "AnimationPlayer is pinned.\n" "Click to unpin." msgstr "" -"AnimasyonOynatıcı sabitlendi.\n" -"Çözmek için tıklayın." +"AnimationPlayer Düğümü sabitlendi.\n" +"Sabitlemeyi kaldırmak için tıkla." + +msgid "\"%s\" is not a known filter." +msgstr "\"%s\" bilinen bir filtre değil." msgid "Invalid node name, the following characters are not allowed:" -msgstr "Geçersiz düğüm adı, aşağıdaki karakterlere izin verilmiyor:" +msgstr "Geçersiz düğüm adı, aşağıdaki karakterlere izin verilmez:" + +msgid "Another node already uses this unique name in the scene." +msgstr "Başka bir düğüm, bu benzersiz ismi sahne içinde zaten kullanıyor." msgid "Scene Tree (Nodes):" msgstr "Sahne Ağacı (Düğümler):" @@ -3757,72 +5279,417 @@ msgstr "Düğüm Yapılandırma Uyarısı!" msgid "Select a Node" msgstr "Bir Düğüm Seç" +msgid "The Beginning" +msgstr "Başlangıç" + msgid "Global" msgstr "Genel" +msgid "Audio Stream Importer: %s" +msgstr "Ses Akışı İçe Aktarıcı: %s" + msgid "Reimport" msgstr "Yeniden İçe Aktar" +msgid "Enable looping." +msgstr "Döngüyü etkinleştir." + msgid "Offset:" msgstr "Kaydırma:" +msgid "" +"Loop offset (from beginning). Note that if BPM is set, this setting will be " +"ignored." +msgstr "" +"Döngü kayması (başlangıçtan). Ama dikkat! BPM (dakikada vuruş sayısı) ayarı " +"yapılırsa, bu ayarın yok sayılacağını unutmayın." + +msgid "Loop:" +msgstr "Döngü:" + +msgid "BPM:" +msgstr "BPM:" + +msgid "" +"Configure the Beats Per Measure (tempo) used for the interactive streams.\n" +"This is required in order to configure beat information." +msgstr "" +"Etkileşimli akışlar için kullanılan Ölçü Başına Vuruşları (tempo) " +"yapılandırın.\n" +"Bu ayar, vuruş bilgilerini yapılandırmak için gereklidir." + +msgid "Beat Count:" +msgstr "Vuruş Sayısı:" + +msgid "" +"Configure the amount of Beats used for music-aware looping. If zero, it will " +"be autodetected from the length.\n" +"It is recommended to set this value (either manually or by clicking on a beat " +"number in the preview) to ensure looping works properly." +msgstr "" +"Müziğe-duyarlı döngü için kullanılan, Vuruş miktarını yapılandırın. Sıfır " +"verilirse, uzunluktan otomatik olarak algılanır.\n" +"Döngünün düzgün çalıştığından emin olmak için, bu değeri ayarlamanız önerilir " +"(elle ayarlayın, ya da önizlemedeki bir vuruş numarasına tıklayın)." + +msgid "Bar Beats:" +msgstr "Çubuk Vuruşları:" + +msgid "" +"Configure the Beats Per Bar. This used for music-aware transitions between " +"AudioStreams." +msgstr "" +"Ölçü (Çubuk) Başına Vuruşları yapılandırın. Bu, AudioStreams (SesAkışları) " +"arasında müziğe-duyarlı geçişler için kullanılır." + +msgid "Music Playback:" +msgstr "Müzik Çalma:" + +msgid "New Configuration" +msgstr "Yeni Yapılandırma" + +msgid "Remove Variation" +msgstr "Çeşitlemeleri Kaldır" + +msgid "Preloaded glyphs: %d" +msgstr "Ön-yüklenen kabartmalar: %d" + +msgid "" +"Warning: There are no configurations specified, no glyphs will be pre-" +"rendered." +msgstr "" +"Uyarı: Hiçbir yapılandırma belirtilmedi, hiçbir kabartma ön-işlenmeyecek." + +msgid "" +"Warning: Multiple configurations have identical settings. Duplicates will be " +"ignored." +msgstr "" +"Uyarı: Birden çok yapılandırma aynı ayarlara sahip. Kopyalar yok sayılacaktır." + +msgid "" +"Note: LCD Subpixel antialiasing is selected, each of the glyphs will be pre-" +"rendered for all supported subpixel layouts (5x)." +msgstr "" +"Not: LCD Alt-piksel kenar-yumuşatma seçili, kabartmaların her birine, " +"desteklenen tüm alt-pikseller (5x) için ön-işleme uygulanacaktır." + +msgid "" +"Note: Subpixel positioning is selected, each of the glyphs might be pre-" +"rendered for multiple subpixel offsets (up to 4x)." +msgstr "" +"Not: Alt-piksel konumlandırma seçili, kabartmaların her birine, birden çok " +"alt-piksel kayması (4x'e kadar) için, ön-işleme uygulanacaktır." + +msgid "Advanced Import Settings for '%s'" +msgstr "\"%s' için Gelişmiş İçe Aktarma Ayarları" + +msgid "Rendering Options" +msgstr "İşleme Seçenekleri" + +msgid "Select font rendering options, fallback font, and metadata override:" +msgstr "" +"Font işleme seçeneklerini, son çare yazı tipini, ve metaverilerinin yeniden " +"yazmayı seç:" + +msgid "Pre-render Configurations" +msgstr "Ön-İşleme Yapılandırmaları" + +msgid "" +"Add font size, and variation coordinates, and select glyphs to pre-render:" +msgstr "" +"Yazı tipi boyutu ve çeşitleme koordinatları ekle, ve ön-işlenmiş kabartmaları " +"seç:" + +msgid "Configuration:" +msgstr "Yapılandırma:" + +msgid "Add configuration" +msgstr "Yapılandırma ekle" + +msgid "Clear Glyph List" +msgstr "Kabartma Listesini Temizle" + +msgid "Glyphs from the Translations" +msgstr "Font Çevirilerinden gelen Kabartmalar" + +msgid "Select translations to add all required glyphs to pre-render list:" +msgstr "" +"Gerekli tüm kabartmaları, ön-işleme listesine eklemek için, font çevirilerini " +"seçin:" + +msgid "Shape all Strings in the Translations and Add Glyphs" +msgstr "Font çevirisindeki bütün Dizeleri şekillendir ve Kabartmalar ekle" + +msgid "Glyphs from the Text" +msgstr "Metinden gelen Kabartmalar" + +msgid "" +"Enter a text and select OpenType features to shape and add all required " +"glyphs to pre-render list:" +msgstr "" +"Bir metin girin, ve gerekli tüm kabartmaları şekillendirmek ve ön-işleme " +"listesine eklemek için, OpenType özelliklerini seçin:" + +msgid "Shape Text and Add Glyphs" +msgstr "Metni Şekillendir ve Kabartmalar Ekle" + +msgid "Glyphs from the Character Map" +msgstr "Karakter Haritasından gelen Kabartmalar" + +msgid "" +"Add or remove glyphs from the character map to pre-render list:\n" +"Note: Some stylistic alternatives and glyph variants do not have one-to-one " +"correspondence to character, and not shown in this map, use \"Glyphs from the " +"text\" tab to add these." +msgstr "" +"Karakter haritasından gelen kabartmaları ön-işleme listesine ekle, veya " +"kaldır:\n" +"Not: Diğer bazı biçemsel seçeneklerin ve kabartma alt-çeşitlerinin, bire bir " +"karakter karşılıkları yoktur, ve bunlar bu haritada görünmez, bunları eklemek " +"için \"Metinden gelen kabartmalar\" sekmesini kullanın." + +msgid "Dynamically rendered TrueType/OpenType font" +msgstr "Dinamik olarak işlenen TrueType/OpenType yazı tipi" + +msgid "Prerendered multichannel(+true) signed distance field" +msgstr "Ön-işlenmiş çok kanallı(+true) işaretli uzaklık alanı (MSDF)" + +msgid "Can't load font texture:" +msgstr "Font dokusu yüklenemiyor:" + +msgid "Image margin too big." +msgstr "Görüntü kenar boşluğu çok büyük." + +msgid "Character margin too bit." +msgstr "Karakter kenar boşluğu çok fazla." + +msgid "Pre-Import Scene" +msgstr "\"İçe Aktarım Öncesi\" Sahnesi" + msgid "Importing Scene..." -msgstr "Sahneyi İçe Aktarıyor..." +msgstr "Sahne İçe Aktarılıyor..." msgid "Import Scene" msgstr "Sahneyi İçe Aktar" msgid "Running Custom Script..." -msgstr "Çalışan Özel Betik..." +msgstr "Özel Betik Çalıştırılıyor..." msgid "Couldn't load post-import script:" -msgstr "İçe aktarma sonrası betik dosyası yüklenemedi:" +msgstr "\"İçe aktarım sonrası\" betiği yüklenemedi:" msgid "Invalid/broken script for post-import (check console):" -msgstr "" -"İçe aktarma işlemi sonrası için geçersiz/bozuk betik dosyası (konsolu " -"denetleyin):" +msgstr "\"İçe aktarım sonrası\" için geçersiz/bozuk betik (uç-birime göz atın):" msgid "Error running post-import script:" -msgstr "sonradan-içe aktarılmış betik çalıştırılırken hata:" +msgstr "\"İçe aktarım sonrası\" betiği çalıştırılırken hata:" + +msgid "Did you return a Node-derived object in the `_post_import()` method?" +msgstr "`_post_import()` yönteminde Düğüm-türevi bir nesne döndürdünüz mü?" msgid "Saving..." msgstr "Kaydediliyor..." +msgid "" +"Error importing GLSL shader file: '%s'. Open the file in the filesystem dock " +"in order to see the reason." +msgstr "" +"GLSL gölgelendirici dosyası içe aktarılırken hata oluştu: '%s'. Nedenini " +"görmek için dosyayı dosyasistemi yuvasında açın." + msgid "" "%s: Texture detected as used as a normal map in 3D. Enabling red-green " "texture compression to reduce memory usage (blue channel is discarded)." msgstr "" -"%s: Dokunun 3D'de normal haritası olarak kullanıldığı algılandı. Bellek " -"kullanımını azaltmak için kırmızı-yeşil doku sıkıştırma etkinleştiriliyor. " -"(mavi kanal kullanılmıyor)." +"%s: Dokunun, 3B'de normal haritası (Normal Map) olarak kullanıldığı " +"algılandı. Bellek kullanımını azaltmak için kırmızı-yeşil doku sıkıştırma " +"etkinleştiriliyor (mavi kanal yok sayıldı)." + +msgid "" +"%s: Texture detected as used as a roughness map in 3D. Enabling roughness " +"limiter based on the detected associated normal map at %s." +msgstr "" +"%s: Dokunun, 3B'de pürüzlülük haritası olarak kullanıldığı algılandı. %s " +"konumunda algılanan ilişkili normal haritasına (normal map) dayalı pürüzlülük " +"sınırlayıcısı etkinleştiriliyor." + +msgid "" +"%s: Texture detected as used in 3D. Enabling mipmap generation and setting " +"the texture compression mode to %s." +msgstr "" +"%s: Dokunun, 3B'de kullanıldığı tespit edildi. Mipmap (MIP haritası) " +"oluşturma etkinleştiriliyor ve doku sıkıştırma kipi %s olarak ayarlanıyor." + +msgid "2D/3D (Auto-Detect)" +msgstr "2B/3B (Otomatik Algılama)" msgid "2D" -msgstr "2D" +msgstr "2B" msgid "3D" -msgstr "3D" +msgstr "3B" + +msgid "" +msgstr "<İsimsiz Malzeme>" + +msgid "Import ID: %s" +msgstr "İçe Aktarma Kimliği: %s" + +msgid "" +"Type: %s\n" +"Import ID: %s" +msgstr "" +"Türü: %s\n" +"İçe Aktarma Kimliği: %s" + +msgid "Error opening scene" +msgstr "Sahne açılırken hata" + +msgid "Advanced Import Settings for AnimationLibrary '%s'" +msgstr "" +"AnimationLibrary (animasyon kütüphanesi) '%s' İçin Gelişmiş İçe Aktarma " +"Ayarları" + +msgid "Advanced Import Settings for Scene '%s'" +msgstr "'%s' Sahnesi için Gelişmiş İçe Aktarma Ayarları" + +msgid "Select folder to extract material resources" +msgstr "Malzeme kaynaklarını çıkartmak için klasör seç" + +msgid "Select folder where mesh resources will save on import" +msgstr "Örgü kaynaklarının, içe aktarmada kaydedileceği klasörü seç" + +msgid "Select folder where animations will save on import" +msgstr "Animasyonların, içe aktarmada kaydedileceği klasörü seç" + +msgid "Warning: File exists" +msgstr "Uyarı: Dosya zaten var" + +msgid "Existing file with the same name will be replaced." +msgstr "Aynı isime sahip mevcut dosya değiştirilecek." + +msgid "Will create new file" +msgstr "Yeni dosya oluşturulacak" + +msgid "Already External" +msgstr "Zaten Harici" + +msgid "" +"This material already references an external file, no action will be taken.\n" +"Disable the external property for it to be extracted again." +msgstr "" +"Bu malzeme, zaten harici bir dosyayı kaynak alıyor, herhangi bir işlem " +"yapılmayacaktır.\n" +"Bunun yeniden çıkartmak için, harici özelliği devre dışı bırakın." + +msgid "No import ID" +msgstr "İçe Aktarma Kimliği Yok" + +msgid "" +"Material has no name nor any other way to identify on re-import.\n" +"Please name it or ensure it is exported with an unique ID." +msgstr "" +"Malzemenin bir ismi veya onu yeniden-içe aktarım sırasında tanımlayacak başka " +"bir yol yok.\n" +"Lütfen isim verin veya benzersiz bir kimlikle dışa aktarıldığından emin olun." + +msgid "Extract Materials to Resource Files" +msgstr "Malzemeleri Kaynak Dosyalarına Çıkart" + +msgid "Extract" +msgstr "Çıkart" + +msgid "Already Saving" +msgstr "Zaten Kaydediliyor" + +msgid "" +"This mesh already saves to an external resource, no action will be taken." +msgstr "Bu örgü zaten bir dış kaynağa kaydediyor, bir işlem yapılmayacak." + +msgid "Existing file with the same name will be replaced on import." +msgstr "" +"Aynı isimli mevcut dosyaların, içeri aktarım yapılırken, üzerine yazılacak." + +msgid "Will save to new file" +msgstr "Yeni dosyaya kaydedilecek" + +msgid "" +"Mesh has no name nor any other way to identify on re-import.\n" +"Please name it or ensure it is exported with an unique ID." +msgstr "" +"Örgünün bir ismi, veya yeniden içe aktarmada sırasında onu tanımlamanın başka " +"bir yolu yok.\n" +"Lütfen bir isim verin, veya benzersiz bir kimlikle dışa aktarıldığından emin " +"olun." + +msgid "Set paths to save meshes as resource files on Reimport" +msgstr "" +"Örgüleri, yeniden içe aktarım sırasında, kaynak dosyaları olarak kaydetmek " +"için yolları ayarla" + +msgid "Set Paths" +msgstr "Yolları Ayarla" + +msgid "" +"This animation already saves to an external resource, no action will be taken." +msgstr "" +"Bu animasyon, zaten mevcut bir dış kaynağa kaydediyor, bir işlem yapılmayacak." + +msgid "Set paths to save animations as resource files on Reimport" +msgstr "" +"Animasyonları, yeniden içe aktarma sırasında, kaynak dosyalarına kaydetmek " +"için yolları ayarlayın" + +msgid "Can't make material external to file, write error:" +msgstr "Malzeme, dosyaya harici yapılamıyor, yazma hatası:" + +msgid "Actions..." +msgstr "Eylemler..." + +msgid "Extract Materials" +msgstr "Malzemeleri Çıkart" + +msgid "Set Animation Save Paths" +msgstr "Animasyon Kayıt Yollarını Ayarla" + +msgid "Set Mesh Save Paths" +msgstr "Örgü Kayıt Yollarını Ayarla" msgid "Meshes" msgstr "Örgüler" msgid "Materials" -msgstr "Materyaller" +msgstr "Malzemeler" + +msgid "Save Extension:" +msgstr "Uzantıyı Kaydet:" + +msgid "Text: *.tres" +msgstr "Metin: *.tres" + +msgid "Binary: *.res" +msgstr "İkili-tip: *.res" + +msgid "Text Resource" +msgstr "Metin Kaynağı" + +msgid "Binary Resource" +msgstr "İkili-tip Kaynak" msgid "Select Importer" -msgstr "İçe Aktarıcı'yı seçin" +msgstr "İçe Aktarıcı'yı seç" msgid "Importer:" -msgstr "İçe Alımcı:" +msgstr "İçe Aktarıcı:" msgid "Keep File (No Import)" -msgstr "Dosyayı Koru (İçeri Aktarma Yok)" +msgstr "Dosyayı Koru (İçe Aktarma Yok)" msgid "%d Files" msgstr "%d Dosya" msgid "Set as Default for '%s'" -msgstr "'%s' için Varsayılanı Ayarla" +msgstr "'%s' için Varsayılan olarak Ayarla" msgid "Clear Default for '%s'" msgstr "'%s' İçin Varsayılanı Temizle" @@ -3833,46 +5700,110 @@ msgid "" "Selecting another resource in the FileSystem dock without clicking Reimport " "first will discard changes made in the Import dock." msgstr "" -"Daha uygulanmamış değişiklere sahipsiniz. İçe aktarma seçeneklerinde yapılan " -"değişiklikleri uygulamak için Yeniden İçe Aktar'a tıklayın.\n" -"Önce Yeniden İçe Aktar'ı tıklatmadan Dosya Sisteminden başka bir kaynak " -"seçmek, İçe Aktarma yuvasında yapılan değişiklikleri yok sayacaktır." +"Daha uygulanmamış, sırada bekleyen değişikler var. İçe aktarma seçeneklerinde " +"yapılan değişiklikleri uygulamak için Yeniden İçe Aktar'a tıklayın.\n" +"Eğer, Yeniden İçe Aktar'a tıklamadan önce DosyaSistemi'nde başka bir kaynak " +"seçerseniz, İçe Aktarma yuvasında yapılan tüm değişiklikler yok sayılacaktır." msgid "Import As:" msgstr "Şu Şekilde İçe Aktar:" msgid "Preset" -msgstr "HazırAyar" +msgstr "Hazır Ayar" + +msgid "Advanced..." +msgstr "Gelişmiş..." msgid "Save Scenes, Re-Import, and Restart" -msgstr "Sahneleri kaydet, tekrar içe aktar ve baştan başlat" +msgstr "Sahneleri Kaydet, Tekrar İçe Aktar, ve Baştan Başlat" msgid "Changing the type of an imported file requires editor restart." msgstr "" -"İçe aktarılmış dosyanın tipini değiştirmek editörü yeniden başlatmanı " -"gerektiriyor." +"İçe aktarılmış bir dosyanın türünü değiştirmek, düzenleyiciyi yeniden " +"başlatmayı gerektirir." msgid "" "WARNING: Assets exist that use this resource, they may stop loading properly." msgstr "" -"UYARI: Bu kaynağı kullanan varlıklar mevcut, düzgün yüklenmeyi " -"durdurabilirler." +"UYARI: Bu kaynağı kullanan varlıklar var, doğru şekilde yüklenmeleri " +"durabilir." msgid "" -"Select a resource file in the filesystem or in the inspector to adjust " -"import settings." +"Select a resource file in the filesystem or in the inspector to adjust import " +"settings." msgstr "" -"İçe aktarma ayarlarını yapmak için dosya sisteminde ve ya kontrolcüde bir " -"kaynak dosyası seçin." +"İçe aktarma ayarlarını uyumlandırmak için, dosyasistemi'nde veya " +"denetleyici'de bir kaynak dosyası seçin." + +msgid "No Event Configured" +msgstr "Hiç Bir Olay Ayarlanmadı" + +msgid "Keyboard Keys" +msgstr "Klavye Tuşları" + +msgid "Mouse Buttons" +msgstr "Fare Düğmeleri" + +msgid "Joypad Buttons" +msgstr "Oyun Kolu Düğmeleri" + +msgid "Joypad Axes" +msgstr "Oyun Kolu Eksenleri" + +msgid "Event Configuration" +msgstr "Olay Ayarları" + +msgid "Manual Selection" +msgstr "El ile Seçme" + +msgid "Filter Inputs" +msgstr "Girdileri Filtrele" + +msgid "Additional Options" +msgstr "Ek Seçenekler" msgid "Device:" msgstr "Aygıt:" +msgid "Command / Control (auto)" +msgstr "Komut/Kontrol (otomatik)" + +msgid "" +"Automatically remaps between 'Meta' ('Command') and 'Control' depending on " +"current platform." +msgstr "" +"Geçerli platforma bağlı olarak, 'Meta' ('Komut') ve 'Kontrol' arasında " +"otomatik olarak yeniden haritalanır." + +msgid "Keycode (Latin Equivalent)" +msgstr "Tuş kodu (Latin eşdeğeri)" + +msgid "Physical Keycode (Position on US QWERTY Keyboard)" +msgstr "Fiziksel Tuş Kodu (Amerikan US QWERTY Klavyesindeki Konum)" + +msgid "Key Label (Unicode, Case-Insensitive)" +msgstr "Tuş Etiketi (Evrensel Kod, Büyük/Küçük Harfe Duyarsız)" + +msgid "" +"The following resources will be duplicated and embedded within this resource/" +"object." +msgstr "" +"Aşağıdaki kaynakların kopyası oluşturulup, bu kaynağa/nesneye gömülecek." + +msgid "This object has no resources." +msgstr "Bu nesnede hiç bir kaynak yok." + msgid "Failed to load resource." msgstr "Kaynak yükleme başarısız oldu." +msgid "(Current)" +msgstr "(Geçerli Olan)" + +msgid "Expand Non-Default" +msgstr "Varsayılan Olmayan'ı Genişlet" + msgid "Property Name Style" -msgstr "Özellik İsim Biçimi" +msgstr "Özellik İsmi Tarzı" msgid "Raw" msgstr "Ham" @@ -3893,61 +5824,85 @@ msgid "Paste Properties" msgstr "Özellikleri Yapıştır" msgid "Make Sub-Resources Unique" -msgstr "Alt Kaynakları Eşsiz Yap" +msgstr "Alt Kaynakları Benzersiz Yap" msgid "Create a new resource in memory and edit it." -msgstr "Bellekte yeni bir kaynak oluşturun ve onu düzenleyin." +msgstr "Bellekte yeni bir kaynak oluştur ve onu düzenle." msgid "Load an existing resource from disk and edit it." -msgstr "Var olan bir kaynağı diskten yükleyin ve düzenleyin." +msgstr "Var olan bir kaynağı diskten yükle ve düzenle." msgid "Save the currently edited resource." -msgstr "Düzenlenen kaynağı kaydedin." +msgstr "Şu anda düzenlenen kaynağı kaydet." msgid "Save As..." msgstr "Farklı Kaydet..." msgid "Extra resource options." -msgstr "İlave kaynak ayarları." +msgstr "Kaynak ek seçenekleri." msgid "Edit Resource from Clipboard" -msgstr "Panodan Kaynağı Düzenle" +msgstr "Kaynağı Pano'dan Düzenle" msgid "Copy Resource" -msgstr "Kaynağı Tıpkıla" +msgstr "Kaynağı Kopyala" msgid "Make Resource Built-In" -msgstr "Kaynağı gömülü hale getir" +msgstr "Kaynağı Yerleşik Yap" + +msgid "Go to previous edited object in history." +msgstr "Geçmiş listesinde bir önceki düzenlenmiş nesneye git." + +msgid "Go to next edited object in history." +msgstr "Geçmiş listesinde bir sonraki düzenlenmiş nesneye git." msgid "History of recently edited objects." -msgstr "En son düzenlenen nesnelerin geçmişi." +msgstr "Yakın zamanda düzenlenen nesnelerin geçmişi." msgid "Open documentation for this object." -msgstr "Bu nesne için belgeleri açın." +msgstr "Bu nesne için belgeleri aç." + +msgid "Filter Properties" +msgstr "Özellikleri Filtrele" msgid "Manage object properties." -msgstr "Nesne özelliklerini yönetin." +msgstr "Nesne özelliklerini yönet." + +msgid "This cannot be undone. Are you sure?" +msgstr "Bu işlem geri alınamaz. Emin misiniz?" msgid "Add %d Translations" -msgstr "%d Çeviri Ekle" +msgstr "%d Çevirisi Ekle" msgid "Remove Translation" msgstr "Çeviriyi Kaldır" msgid "Translation Resource Remap: Add %d Path(s)" -msgstr "Çeviri Kaynağı Yeniden Eşlemesi: %d Yol(lar) Ekle" +msgstr "Çeviri Kaynağı Yeniden Haritalaması: %d Yol(lar) Ekle" msgid "Translation Resource Remap: Add %d Remap(s)" -msgstr "Çeviri Kaynağı Yeniden Eşlemesi: %d Yeniden Haritalama Ekle" +msgstr "Çeviri Kaynağı Yeniden Haritalaması: %d Yeniden Haritalama(lar) Ekle" msgid "Change Resource Remap Language" -msgstr "Kaynak Yeniden Eşleme Dilini Değiştir" +msgstr "Kaynak Yeniden Haritalama Dilini Değiştir" msgid "Remove Resource Remap" -msgstr "Kaynak Yeniden Eşlemesini Kaldır" +msgstr "Kaynak Yeniden Haritalamasını Kaldır" msgid "Remove Resource Remap Option" -msgstr "Kaynak Yeniden Eşle Seçeneğini Kaldır" +msgstr "Kaynak Yeniden Haritalama Seçeneğini Kaldır" + +msgid "Add %d file(s) for POT generation" +msgstr "%d dosyayı, POT üretimine ekle" + +msgid "Remove file from POT generation" +msgstr "Dosyayı, POT üretiminden kaldır" + +msgid "Removed" +msgstr "Kaldırıldı" + +msgid "%s cannot be found." +msgstr "%s bulunamıyor." msgid "Translations" msgstr "Çeviriler" @@ -3956,34 +5911,58 @@ msgid "Translations:" msgstr "Çeviriler:" msgid "Remaps" -msgstr "Yeniden Eşlemeler" +msgstr "Yeniden Haritalamalar" msgid "Resources:" msgstr "Kaynaklar:" msgid "Remaps by Locale:" -msgstr "Yerele Göre Atamalar:" +msgstr "Yerele Göre Yeniden Haritalamalar:" msgid "Locale" msgstr "Yerel" +msgid "POT Generation" +msgstr "POT Üretimi" + +msgid "Files with translation strings:" +msgstr "Çeviri dizeleri içeren dosyalar:" + +msgid "Generate POT" +msgstr "POT Üret" + msgid "Set %s on %d nodes" -msgstr "%d düğüme %s ayarla" +msgstr "%s ayarını, %d düğümleri üzerinde ayarla" + +msgid "%s (%d Selected)" +msgstr "%s (%d Seçildi)" msgid "Select a single node to edit its signals and groups." -msgstr "Sinyallerini ve Gruplarını düzenlemek için bir Düğüm seçin." +msgstr "Sinyallerini ve gruplarını düzenlemek için, tek bir düğüm seç." + +msgid "Plugin name cannot be blank." +msgstr "Eklenti ismi boş olamaz." + +msgid "Script extension must match chosen language extension (.%s)." +msgstr "Betik uzantısı, seçilen dil uzantısıyla (.%s) eşleşmelidir." + +msgid "Subfolder name is not a valid folder name." +msgstr "Alt klasör ismi geçerli bir klasör ismi değil." + +msgid "Subfolder cannot be one which already exists." +msgstr "Alt klasör, zaten var olan bir klasör olamaz." msgid "Edit a Plugin" -msgstr "Eklentiyi Düzenleyin" +msgstr "Bir Eklentiyi Düzenle" msgid "Create a Plugin" -msgstr "Eklenti Oluştur" +msgstr "Bir Eklenti Oluştur" msgid "Update" msgstr "Güncelle" msgid "Plugin Name:" -msgstr "Eklentinin Adı:" +msgstr "Eklentinin İsmi:" msgid "Subfolder:" msgstr "Alt Klasör:" @@ -3995,7 +5974,7 @@ msgid "Version:" msgstr "Sürüm:" msgid "Script Name:" -msgstr "Betik Adı:" +msgstr "Betik İsmi:" msgid "Activate now?" msgstr "Şimdi etkinleştirilsin mi?" @@ -4011,7 +5990,7 @@ msgid "" "LMB: Move Point\n" "RMB: Erase Point" msgstr "" -"Noktaları düzenle\n" +"Noktaları düzenle.\n" "Sol Fare Düğmesi: Noktayı Taşı\n" "Sağ Fare Düğmesi: Noktayı Sil" @@ -4022,7 +6001,7 @@ msgid "Edit Polygon" msgstr "Çokgeni Düzenle" msgid "Insert Point" -msgstr "Nokta Yerleştir" +msgstr "Nokta Ekle" msgid "Edit Polygon (Remove Point)" msgstr "Çokgeni Düzenle (Noktayı Sil)" @@ -4034,7 +6013,7 @@ msgid "Add Animation" msgstr "Animasyon Ekle" msgid "Add %s" -msgstr "Ekle %s" +msgstr "%s Ekle" msgid "Load..." msgstr "Yükle..." @@ -4042,11 +6021,18 @@ msgstr "Yükle..." msgid "Move Node Point" msgstr "Düğüm Noktasını Taşı" +msgid "Change BlendSpace1D Config" +msgstr "BlendSpace1D Ayarlarını Değiştir" + msgid "Change BlendSpace1D Labels" msgstr "BlendSpace1D Etiketlerini Değiştir" +msgid "This type of node can't be used. Only animation nodes are allowed." +msgstr "" +"Bu türden bir düğüm kullanılamaz. Sadece animayson düğümlerine izin verilir." + msgid "This type of node can't be used. Only root nodes are allowed." -msgstr "Bu tipte bir düğüm kullanılamaz. Sadece kök düğümlere izin verilir." +msgstr "Bu türden bir düğüm kullanılamaz. Sadece kök düğümlere izin verilir." msgid "Add Node Point" msgstr "Düğüm Noktası Ekle" @@ -4064,21 +6050,24 @@ msgid "" "AnimationTree is inactive.\n" "Activate to enable playback, check node warnings if activation fails." msgstr "" -"AnimationTree etkin değil.\n" -"Pleybeki aktifleştirmek için etkin hale getirin. Etkin hale gelmediği " -"taktirde düğüm uyarılarını kontrol edin." +"AnimationTree (animayson ağacı) etkin değil.\n" +"Oynatmayı etkinleştirmek için aktif hale getirin, aktifleştirme başarısız " +"olursa düğüm uyarılarını kontrol edin." msgid "Set the blending position within the space" -msgstr "Harmanlama konumunu uzay içinde ayarla" +msgstr "Uzay içindeki harmanlama konumunu ayarla" msgid "Select and move points, create points with RMB." -msgstr "Noktaları seç ve taşı. Sağ fare düğmesi ile yeni noktalar oluştur." +msgstr "Noktaları seç ve taşı, sağ fare düğmesi ile yeni noktalar oluştur." msgid "Enable snap and show grid." -msgstr "Yapıştırmayı etkinleştir ve ızgarayı göster." +msgstr "Tutunmayı etkinleştir ve ızgarayı göster." + +msgid "Sync:" +msgstr "Eşle:" msgid "Blend:" -msgstr "Karışma:" +msgstr "Harmanlama:" msgid "Point" msgstr "Nokta" @@ -4095,6 +6084,9 @@ msgstr "Üçgen zaten var." msgid "Add Triangle" msgstr "Üçgen Ekle" +msgid "Change BlendSpace2D Config" +msgstr "BlendSpace2D Ayarlarını Değiştir" + msgid "Change BlendSpace2D Labels" msgstr "BlendSpace2D Etiketlerini Değiştir" @@ -4105,28 +6097,31 @@ msgid "Remove BlendSpace2D Triangle" msgstr "BlendSpace2D Üçgenini Kaldır" msgid "No triangles exist, so no blending can take place." -msgstr "Herhangi bir üçgen bulunmuyor, burada harmanlama işlemi yapılamaz." +msgstr "Herhangi bir üçgen bulunmuyor, bu nedenle harmanlama işlemi yapılamaz." msgid "Toggle Auto Triangles" -msgstr "Otomatik Üçgenleri Aç / Kapat" +msgstr "Otomatik Üçgenleri Aç/Kapat" msgid "Create triangles by connecting points." -msgstr "Bağlantı noktalarından üçgen yarat." +msgstr "Bağlantı noktalarından üçgen oluştur." msgid "Erase points and triangles." msgstr "Noktaları ve üçgenleri sil." msgid "Generate blend triangles automatically (instead of manually)" -msgstr "Otomatik üçgen harmanlayıcı oluştur (el ile)" +msgstr "Harmanlama üçgenlerini otomatik oluştur (el ile yapmak yerine)" msgid "Parameter Changed:" -msgstr "Parametre Değiştirildi:" +msgstr "Parametre Değişti:" + +msgid "Inspect Filters" +msgstr "Filtreleri İncele" msgid "Output node can't be added to the blend tree." -msgstr "Çıktı düğümü işleme ağacına eklenemiyor." +msgstr "Çıktı düğümü, harmanlama ağacına eklenemiyor." msgid "Add Node to BlendTree" -msgstr "Düğümü İşleme düğümüne ekle" +msgstr "Düğümü, BlendTree'ye (harmanlama ağacı) ekle" msgid "Node Moved" msgstr "Düğüm Taşındı" @@ -4142,44 +6137,48 @@ msgid "Nodes Disconnected" msgstr "Düğümlerin Bağlantısı Kesildi" msgid "Set Animation" -msgstr "Animasyon Ata" +msgstr "Animasyon Ayarla" msgid "Delete Node" -msgstr "Düğüm Sil" +msgstr "Düğümü Sil" msgid "Delete Node(s)" msgstr "Düğüm(leri) Sil" msgid "Toggle Filter On/Off" -msgstr "Süzgeç Aç/Kapat" +msgstr "Filtreyi Aç/Kapat" msgid "Change Filter" -msgstr "Süzgeç Değiştir" +msgstr "Filtreyi Değiştir" msgid "No animation player set, so unable to retrieve track names." -msgstr "Animasyon oynatıcısı atanmadı, parça isimleri alınamıyor." +msgstr "" +"Hiç bir animasyon oynatıcısı ayarlanmadı, bu nedenle iz isimleri alınamıyor." msgid "Player path set is invalid, so unable to retrieve track names." -msgstr "Oyuncu yolu geçersiz, haliyle iz isimleri alınamadı." +msgstr "Ayarlı oyuncu yolu geçersiz, bu nedenle iz isimleri alınamıyor." msgid "" "Animation player has no valid root node path, so unable to retrieve track " "names." msgstr "" -"Animasyon oynatıcı geçerli bir kök dizine sahip değil, haliyle iz isimleri " -"alınamadı." +"Animasyon oynatıcı geçerli bir kök düğüm yoluna sahip değil, bu nedenle iz " +"isimleri alınamadı." msgid "Anim Clips" -msgstr "Animasyon Klipleri" +msgstr "Kısa Animasyon Parçaları" msgid "Audio Clips" -msgstr "Ses Parçaları" +msgstr "Kısa Ses Parçaları" msgid "Functions" -msgstr "İşlevler" +msgstr "Fonksiyonlar" + +msgid "Inspect Filtered Tracks:" +msgstr "Filtrelenmiş İzleri İncele:" msgid "Edit Filtered Tracks:" -msgstr "Süzgeçlenmiş Parçaları Düzenle:" +msgstr "Filtrelenmiş Parçaları Düzenle:" msgid "Node Renamed" msgstr "Düğüm Yeniden Adlandırıldı" @@ -4188,19 +6187,176 @@ msgid "Add Node..." msgstr "Düğüm Ekle..." msgid "Enable Filtering" -msgstr "Süzgeçlemeyi Aç" +msgstr "Filtrelemeyi Etkinleştir" + +msgid "Library Name:" +msgstr "Kütüphane İsmi:" + +msgid "Animation name can't be empty." +msgstr "Animasyon ismi boş olamaz." + +msgid "Animation name contains invalid characters: '/', ':', ',' or '['." +msgstr "Animasyon ismi geçersiz karakterler içeriyor: '/', ':', ',' veya '['." + +msgid "Animation with the same name already exists." +msgstr "Aynı isme sahip bir animasyon zaten var." + +msgid "Enter a library name." +msgstr "Bir kütüphane ismi girin." + +msgid "Library name contains invalid characters: '/', ':', ',' or '['." +msgstr "Kütüphane ismi geçersiz karakterler içeriyor: '/', ':', ',' veya '['." + +msgid "Library with the same name already exists." +msgstr "Aynı isme sahip bir kütüphane zaten var." + +msgid "Animation name is valid." +msgstr "Animasyon ismi geçerlidir." + +msgid "Global library will be created." +msgstr "Genel kütüphane oluşturulacak." + +msgid "Library name is valid." +msgstr "Kitaplık ismi geçerlidir." + +msgid "Add Animation to Library: %s" +msgstr "Kütüphaneye Animasyon Ekle: %s" + +msgid "Add Animation Library: %s" +msgstr "Animasyon Kütüphanesi Ekle: %s" msgid "Load Animation" msgstr "Animasyon Yükle" +msgid "" +"This animation library can't be saved because it does not belong to the " +"edited scene. Make it unique first." +msgstr "" +"Bu animasyon kütüphanesi kaydedilemez, çünkü düzenlenen sahneye ait değil. " +"Önce onu benzersiz yapın." + +msgid "" +"This animation library can't be saved because it was imported from another " +"file. Make it unique first." +msgstr "" +"Bu animasyon kütüphanesi kaydedilemez, çünkü başka bir dosyadan içe " +"aktarılmış. Önce onu benzersiz yapın." + +msgid "Save Library" +msgstr "Kütüphaneyi Kaydet" + +msgid "Make Animation Library Unique: %s" +msgstr "Animasyon Kütüphanesi Benzersiz Yap: %s" + +msgid "" +"This animation can't be saved because it does not belong to the edited scene. " +"Make it unique first." +msgstr "" +"Bu animasyon kaydedilemez, çünkü düzenlenen sahneye ait değil. Önce onu " +"benzersiz yapın." + +msgid "" +"This animation can't be saved because it was imported from another file. Make " +"it unique first." +msgstr "" +"Bu animasyon kaydedilemez, çünkü başka bir dosyadan içe aktarılmış. Önce onu " +"benzersiz yapın." + +msgid "Save Animation" +msgstr "Animasyonu Kaydet" + +msgid "Make Animation Unique: %s" +msgstr "Animasyonu Benzersiz Yap: %s" + +msgid "Invalid AnimationLibrary file." +msgstr "Geçersiz AnimationLibrary (animasyon kütüphanesi) dosyası." + +msgid "This library is already added to the player." +msgstr "Bu kütüphane, oynatıcıya zaten eklenmiş." + +msgid "Invalid Animation file." +msgstr "Geçersiz Animasyon dosyası." + +msgid "This animation is already added to the library." +msgstr "Bu animasyon, kütüphaneye zaten eklenmiş." + +msgid "Load Animation into Library: %s" +msgstr "Animasyonu Kütüphaneye Yükle: %s" + +msgid "Save Animation library to File: %s" +msgstr "Animasyon kütüphanesini Dosyaya kaydet: %s" + +msgid "Save Animation to File: %s" +msgstr "Animasyonu Dosyaya Kaydet: %s" + +msgid "Rename Animation Library: %s" +msgstr "Animasyon Kütüphanesini Yeniden İsimlendir: %s" + +msgid "[Global]" +msgstr "[Genel]" + +msgid "Rename Animation: %s" +msgstr "Animasyonu Yeniden İsimlendir: %s" + msgid "Animation Name:" -msgstr "Animasyon Adı:" +msgstr "Animasyon İsmi:" + +msgid "No animation resource in clipboard!" +msgstr "Panoda hiç bir animasyon kaynağı yok!" msgid "Pasted Animation" msgstr "Yapıştırılan Animasyon" msgid "Open in Inspector" -msgstr "Gözetmen Bölümünde Aç" +msgstr "Denetleyicide Aç" + +msgid "Remove Animation Library: %s" +msgstr "Animasyon Kütüphanesini Kaldır: %s" + +msgid "Remove Animation from Library: %s" +msgstr "Animasyonu Kütüphaneden Kaldır: %s" + +msgid "[built-in]" +msgstr "[yerleşik]" + +msgid "[foreign]" +msgstr "[harici]" + +msgid "[imported]" +msgstr "[içe aktarılmış]" + +msgid "Add Animation to Library" +msgstr "Animasyonu Kütüphaneye Ekle" + +msgid "Load animation from file and add to library" +msgstr "Dosyadan animasyon yükle ve kütüphaneye ekle" + +msgid "Paste Animation to Library from clipboard" +msgstr "Animasyonu, panodan Kütüphaneye yapıştır" + +msgid "Save animation library to resource on disk" +msgstr "Animasyon kütüphanesini, diskteki kaynağa kaydet" + +msgid "Remove animation library" +msgstr "Animasyon kütüphanesini kaldır" + +msgid "Copy animation to clipboard" +msgstr "Animasyonu panoya kopyala" + +msgid "Save animation to resource on disk" +msgstr "Animasyonu, diskteki kaynağa kaydet" + +msgid "Remove animation from Library" +msgstr "Animasyonu Kütüphaneden kaldır" + +msgid "Edit Animation Libraries" +msgstr "Animasyon Kütüphanelerini Düzenle" + +msgid "Add Library" +msgstr "Kütüphane Ekle" + +msgid "Load Library" +msgstr "Kütüphane Yükle" msgid "Storage" msgstr "Depolama" @@ -4220,38 +6376,53 @@ msgstr "Animasyonu Yeniden Adlandır" msgid "Change Animation Name:" msgstr "Animasyon İsmini Değiştir:" +msgid "Delete Animation '%s'?" +msgstr "'%s' Animasyonu Silinsin mi?" + msgid "Remove Animation" msgstr "Animasyonu Kaldır" msgid "Invalid animation name!" msgstr "Geçersiz animasyon ismi!" +msgid "Animation '%s' already exists!" +msgstr "'%s' animasyonu zaten var!" + msgid "Duplicate Animation" -msgstr "Animasyonu Çoğalt" +msgstr "Animasyonun Kopyasını Oluştur" msgid "Blend Next Changed" -msgstr "Sonraki Değişeni Karıştır" +msgstr "Sıradaki Değişeni Harmanla" msgid "Change Blend Time" msgstr "Harmanlama Süresini Değiştir" +msgid "[Global] (create)" +msgstr "[Genel] (oluştur)" + +msgid "Duplicated Animation Name:" +msgstr "Yinelenen Animasyon İsmi:" + msgid "Play selected animation backwards from current pos. (A)" msgstr "Seçilen animasyonu geçerli konumdan geriye doğru oynat. (A)" msgid "Play selected animation backwards from end. (Shift+A)" -msgstr "Seçilen animasyonu geriye doğru oynat. (Shift + A)" +msgstr "Seçilen animasyonu, sondan geriye doğru oynat. (ÜstKrkt + A)" + +msgid "Pause/stop animation playback. (S)" +msgstr "Animasyonu oynatmayı duraklat/durdur. (S)" msgid "Play selected animation from start. (Shift+D)" -msgstr "Seçilen animasyonu başlangıç anından oynat. (ÜstKrkt + D)" +msgstr "Seçilen animasyonu, başlangıç anından oynat. (ÜstKrkt + D)" msgid "Play selected animation from current pos. (D)" -msgstr "Seçilen animasyonu geçerli konumdan oynat. (D)" +msgstr "Seçilen animasyonu, geçerli konumdan oynat. (D)" msgid "Animation position (in seconds)." msgstr "Animasyon konumu (saniye olarak)." msgid "Scale animation playback globally for the node." -msgstr "Düğüm için animasyon arka oynatmasını ölçeklendir." +msgstr "Düğüm için animasyon oynatmasını, genele ölçeklendir." msgid "Animation Tools" msgstr "Animasyon Araçları" @@ -4259,20 +6430,23 @@ msgstr "Animasyon Araçları" msgid "Animation" msgstr "Animasyon" +msgid "Manage Animations..." +msgstr "Animasyonları Yönet..." + msgid "Edit Transitions..." msgstr "Geçişleri Düzenle..." msgid "Display list of animations in player." -msgstr "Oynatıcıda animasyonların listesini görüntüle." +msgstr "Animasyonların listesini oynatıcıda görüntüle." msgid "Autoplay on Load" -msgstr "Yükleme sırasında KendindenOynat" +msgstr "Yükleme sırasında otomatik oynat" msgid "Enable Onion Skinning" -msgstr "Araları Doldurmayı Etkinleştir" +msgstr "Onion Skinning (Soğan Tekniği) Etkinleştir" msgid "Onion Skinning Options" -msgstr "Araları Doldurma Seçenekleri" +msgstr "Onion Skinning (Soğan Tekniği) Seçenekleri" msgid "Directions" msgstr "Yönler" @@ -4287,37 +6461,42 @@ msgid "Depth" msgstr "Derinlik" msgid "1 step" -msgstr "1 kademe" +msgstr "1 adım" msgid "2 steps" -msgstr "2 kademe" +msgstr "2 adım" msgid "3 steps" -msgstr "3 kademe" +msgstr "3 adım" msgid "Differences Only" msgstr "Sadece Farklılıklar" msgid "Force White Modulate" -msgstr "Beyaz Modüle Etme Kuvveti" +msgstr "Beyaz Ton Değişimini Zorla" msgid "Include Gizmos (3D)" -msgstr "Gizmoları Dahil Et (3B)" +msgstr "Aletleri Dahil Et (3B)" + +msgid "Onion Skinning temporarily disabled due to rendering bug." +msgstr "" +"Onion Skinning, bir işleme hatası nedeniyle, geçici olarak devre dışı " +"bırakıldı." msgid "Pin AnimationPlayer" -msgstr "Animasyon Oynatıcıyı Sabitle" +msgstr "AnimationPlayer düğümünü Sabitle" msgid "Error!" msgstr "Hata!" msgid "Blend Times:" -msgstr "Süreleri Karıştır:" +msgstr "Harmanla Süreleri:" msgid "Next (Auto Queue):" -msgstr "Sonraki (Kendiliğinden Kuyruğu):" +msgstr "Sonraki (Otomatik Kuyruk):" msgid "Cross-Animation Blend Times" -msgstr "Çapraz-Animasyon Karışma Süreleri" +msgstr "Çapraz-Animasyon Harmanlama Süreleri" msgid "Move Node" msgstr "Düğümü Taşı" @@ -4325,6 +6504,9 @@ msgstr "Düğümü Taşı" msgid "Transition exists!" msgstr "Geçiş zaten var!" +msgid "Add Node and Transition" +msgstr "Düğüm ve Geçiş Ekle" + msgid "Add Transition" msgstr "Geçiş Ekle" @@ -4332,16 +6514,16 @@ msgid "Immediate" msgstr "Hemen" msgid "Sync" -msgstr "Eşitle" +msgstr "Eşle" msgid "At End" -msgstr "Sonunda" +msgstr "Sonda" msgid "Travel" msgstr "Seyahat" msgid "No playback resource set at path: %s." -msgstr "%s: adresinde arka plan oynatma kaynağı ayarlanmadı." +msgstr "%s yolunda, hiç bir oynatma kaynağı ayarlanmadı." msgid "Node Removed" msgstr "Düğüm Silindi" @@ -4349,21 +6531,41 @@ msgstr "Düğüm Silindi" msgid "Transition Removed" msgstr "Geçiş Silindi" +msgid "" +"Select and move nodes.\n" +"RMB: Add node at position clicked.\n" +"Shift+LMB+Drag: Connects the selected node with another node or creates a new " +"node if you select an area without nodes." +msgstr "" +"Düğümleri seç ve taşı.\n" +"Sağ Fare Düşmesi: Tıklanan konuma düğüm ekler.\n" +"Shift + Sol Fare Düğmesi + Sürükle: Seçilen düğümü başka bir düğüme bağlar, " +"veya düğümsüz bir alan seçerseniz yeni bir düğüm oluşturur." + msgid "Create new nodes." msgstr "Yeni düğümler oluştur." msgid "Connect nodes." -msgstr "Düğümleri Bağla." +msgstr "Düğümleri bağla." msgid "Remove selected node or transition." -msgstr "Seçilen düğüm ya da geçişi sil." +msgstr "Seçilen düğüm ya da geçişi kaldır." + +msgid "Transition:" +msgstr "Geçiş:" + +msgid "New Transitions Should Auto Advance" +msgstr "Yeni Geçişler Otomatik İlerlemelidir" msgid "Play Mode:" -msgstr "Oynatma Modu:" +msgstr "Oynatma kipi:" msgid "Delete Selected" msgstr "Seçilenleri Sil" +msgid "Delete All" +msgstr "Tümünü Sil" + msgid "Root" msgstr "Kök" @@ -4383,10 +6585,10 @@ msgid "Connection error, please try again." msgstr "Bağlantı hatası, lütfen tekrar deneyiniz." msgid "Can't connect." -msgstr "Bağlanamadı." +msgstr "Bağlanamıyor." msgid "Can't connect to host:" -msgstr "Ana makineye bağlanılamadı:" +msgstr "Ana makineye bağlanılamıyor:" msgid "No response from host:" msgstr "Ana makineden cevap yok:" @@ -4401,22 +6603,22 @@ msgid "Can't resolve." msgstr "Çözümlenemedi." msgid "Request failed, return code:" -msgstr "İstem başarısız, dönen kod:" +msgstr "İstek başarısız, dönüş kodu:" msgid "Cannot save response to:" -msgstr "Yanıt dosyaya kaydedilemiyor:" +msgstr "Yanıt şuraya kaydedilemiyor:" msgid "Write error." msgstr "Yazma hatası." msgid "Request failed, too many redirects" -msgstr "İstem Başarısız, çok fazla yönlendirme" +msgstr "İstek başarısız, çok fazla yönlendirme yapıldı" msgid "Redirect loop." -msgstr "Döngüyü yönlendir." +msgstr "Yönlendirme döngüsü." msgid "Request failed, timeout" -msgstr "İstem başarısız, zaman aşımı" +msgstr "İstek başarısız, zaman aşımı" msgid "Timeout." msgstr "Zaman aşımı." @@ -4434,10 +6636,13 @@ msgid "Got:" msgstr "Alınan:" msgid "Failed SHA-256 hash check" -msgstr "Başarısız SHA-256 hash sınaması" +msgstr "SHA-256 sağlaması kontrolü başarısız oldu" msgid "Asset Download Error:" -msgstr "Nesne İndirme Hatası:" +msgstr "Varlık İndirme Hatası:" + +msgid "Ready to install!" +msgstr "Kuruluma hazır!" msgid "Downloading (%s / %s)..." msgstr "İndiriliyor (%s / %s)..." @@ -4458,16 +6663,16 @@ msgid "Install..." msgstr "Kur..." msgid "Retry" -msgstr "Tekrarla" +msgstr "Tekrar Dene" msgid "Download Error" msgstr "İndirme Hatası" msgid "Recently Updated" -msgstr "Henüz Güncellenenler" +msgstr "Yakın Zamanda Güncellenenler" msgid "Least Recently Updated" -msgstr "Pek Eski Güncellenenler" +msgstr "Yakın Zamanda En Eski Güncellenen" msgid "Name (A-Z)" msgstr "İsim (A-Z)" @@ -4488,7 +6693,7 @@ msgid "Testing" msgstr "Deneme" msgid "Loading..." -msgstr "Yükle..." +msgstr "Yükleniyor..." msgctxt "Pagination" msgid "First" @@ -4507,7 +6712,25 @@ msgid "Last" msgstr "Son" msgid "All" -msgstr "Hepsi" +msgstr "Tümü" + +msgid "No results for \"%s\" for support level(s): %s." +msgstr "Şu destek seviyelerinde, \"%s\" için sonuç bulunamadı: %s." + +msgid "" +"No results compatible with %s %s for support level(s): %s.\n" +"Check the enabled support levels using the 'Support' button in the top-right " +"corner." +msgstr "" +"Şu destek seviyelerinde, %s %s ile uyumlu sonuç bulunamadı: %s.\n" +"Sağ-üst köşedeki 'Destek' düğmesini kullanarak, etkin destek seviyelerini " +"kontrol edin." + +msgid "Search Templates, Projects, and Demos" +msgstr "Arama Şablonları, Projeler ve Denemelikler" + +msgid "Search Assets (Excluding Templates, Projects, and Demos)" +msgstr "Varlıkları Ara (Şablonlar, Projeler ve Demelikler Hariç)" msgid "Import..." msgstr "İçe Aktar..." @@ -4527,26 +6750,35 @@ msgstr "Yer:" msgid "Support" msgstr "Destek" +msgid "Failed to get repository configuration." +msgstr "Depo yapılandırmasının alınması başarısı oldu." + msgid "Assets ZIP File" msgstr "Varlıkların ZIP Dosyası" msgid "Audio Preview Play/Pause" -msgstr "Ses Önizleme Oynat/Duraklat" +msgstr "Ses Önizlemesini Oynat/Duraklat" + +msgid "Bone Picker:" +msgstr "Kemik Seçicisi:" + +msgid "Clear mappings in current group." +msgstr "Mevcut gruptaki haritalamaları temizle." msgid "Preview" msgstr "Önizleme" msgid "Configure Snap" -msgstr "Yapışmayı Yapılandır" +msgstr "Tutunmayı Yapılandır" msgid "Grid Offset:" -msgstr "Izgarayı Kaydır:" +msgstr "Izgara Kaydırması:" msgid "Grid Step:" msgstr "Izgara Adımı:" msgid "Primary Line Every:" -msgstr "Birincil Satır Her:" +msgstr "Şunun her biri için, Birincil Satır:" msgid "steps" msgstr "adımlar" @@ -4560,56 +6792,60 @@ msgstr "Dönme Adımı:" msgid "Scale Step:" msgstr "Ölçek Adımı:" +msgid "Move Node(s) to Position" +msgstr "Düğüm(ler)i Konuma Taşı" + msgid "Move Vertical Guide" -msgstr "Dikey kılavuzu taşı" +msgstr "Dikey Kılavuzu Taşı" msgid "Create Vertical Guide" msgstr "Dikey Kılavuz Oluştur" msgid "Remove Vertical Guide" -msgstr "Dikey kılavuzu kaldır" +msgstr "Dikey Kılavuzu Kaldır" msgid "Move Horizontal Guide" -msgstr "Yatay kılavuzu taşı" +msgstr "Yatay Kılavuzu Taşı" msgid "Create Horizontal Guide" -msgstr "Yeni yatay kılavuz oluştur" +msgstr "Yatay Kılavuz Oluştur" msgid "Remove Horizontal Guide" -msgstr "Yatay kılavuzu kaldır" +msgstr "Yatay Kılavuzu Kaldır" msgid "Create Horizontal and Vertical Guides" -msgstr "Yeni yatay ve dikey kılavuzlar oluştur" +msgstr "Yatay ve Dikey Kılavuzlar Oluştur" msgid "Set CanvasItem \"%s\" Pivot Offset to (%d, %d)" -msgstr "CanvasItem \"%s\" Pivot Ofset'i (%d, %d) olarak ayarlayın" +msgstr "" +"CanvasItem (kanvas öğesi) \"%s\" için Eksen Kaymasını (%d, %d) olarak ayarla" msgid "Rotate %d CanvasItems" -msgstr "CanvasItems'i %d döndür" +msgstr "CanvasItems'ı (kanvas öğeleri) %d döndür" msgid "Rotate CanvasItem \"%s\" to %d degrees" -msgstr "CanvasItem \"% s\"'i %d dereceye döndürün" +msgstr "CanvasItem (kanvas öğesi) \"%s\" 'yi, %d dereceye döndür" msgid "Move CanvasItem \"%s\" Anchor" -msgstr "CanvasItem \"%s\" Bağlayıcısını Taşı" +msgstr "CanvasItem (kanvas öğesi) \"%s\" Çapasını Taşı" msgid "Scale Node2D \"%s\" to (%s, %s)" -msgstr "Node2D \"%s\"'i (%s, %s)'a boyutlandır" +msgstr "Node2D (2B düğüm) \"%s\" 'yi, (%s, %s)'a ölçeklendir" msgid "Resize Control \"%s\" to (%d, %d)" -msgstr "\"%s\" denetimini (%d, %d)'a boyutlandır" +msgstr "Control (denetim) \"%s\" 'yi, (%d, %d)'a boyutlandır" msgid "Scale %d CanvasItems" -msgstr "CanvasItems'i %d boyutlandır" +msgstr "CanvasItems'ı (kanvas öğeleri) %d ölçeklendir" msgid "Scale CanvasItem \"%s\" to (%s, %s)" -msgstr "CanvasItem \"%s\" öğesini (%s,%s) olarak boyutlandır" +msgstr "CanvasItem (kanvas öğesi) \"%s\" 'i, (%s,%s) 'ye ölçeklendir" msgid "Move %d CanvasItems" -msgstr "CanvasItems'i %d kadar taşı" +msgstr "CanvasItems'i (kanvas öğeleri) %d kadar taşı" msgid "Move CanvasItem \"%s\" to (%d, %d)" -msgstr "CanvasItem \"%s\" öğesini (%d,%d) konumuna taşı" +msgstr "CanvasItem (kanvas öğesi) \"%s\" 'yi, (%d,%d) konumuna taşı" msgid "Locked" msgstr "Kilitli" @@ -4618,7 +6854,28 @@ msgid "Grouped" msgstr "Gruplanmış" msgid "Add Node Here" -msgstr "Buraya Düğüm Ekle" +msgstr "Buraya bir Düğüm Ekle" + +msgid "Instantiate Scene Here" +msgstr "Sahneyi Buraya Örnekle" + +msgid "Paste Node(s) Here" +msgstr "Düğüm(ler)i Buraya Yapıştır" + +msgid "Move Node(s) Here" +msgstr "Düğüm(ler)i Buraya Taşı" + +msgid "px" +msgstr "px" + +msgid "units" +msgstr "birim" + +msgid "Moving:" +msgstr "Taşınıyor:" + +msgid "Rotating:" +msgstr "Döndürülüyor:" msgid "Scaling:" msgstr "Ölçekleniyor:" @@ -4627,29 +6884,29 @@ msgid "" "Project Camera Override\n" "Overrides the running project's camera with the editor viewport camera." msgstr "" -"Oyun Kamerası Değiştir\n" -"Oyun kamerasını, düzenleme arayüzü kamerası ile değiştirir." +"Proje Kamerasının Üzerine Yaz\n" +"Çalışan projenin kamerasını, düzenleme çerçevesinin kamerası ile değiştirir." msgid "" "Project Camera Override\n" "No project instance running. Run the project from the editor to use this " "feature." msgstr "" -"Proje Kamera Geçersiz Kılma\n" -"Çalışan proje örneği yok. Bu özelliği kullanmak için projeyi düzenleyiciden " -"çalıştırın." +"Proje Kamerasının Üzerine Yaz\n" +"Çalışan proje örneği yok. Bu özelliği kullanmak için, projeyi düzenleyici " +"içinden çalıştırın." msgid "Lock Selected" msgstr "Seçimi Kilitle" msgid "Unlock Selected" -msgstr "Seçim Kilidini Aç" +msgstr "Seçimin Kilidini Aç" msgid "Group Selected" msgstr "Seçilenleri Grupla" msgid "Ungroup Selected" -msgstr "Seçilen Grubu Dağıt" +msgstr "Seçilenlerin Grubunu Kaldır" msgid "Paste Pose" msgstr "Duruşu Yapıştır" @@ -4657,6 +6914,9 @@ msgstr "Duruşu Yapıştır" msgid "Clear Guides" msgstr "Kılavuzları Temizle" +msgid "Create Custom Bone2D(s) from Node(s)" +msgstr "Düğüm(ler)den Özel Bone2D(ler) (2B kemik) Oluştur" + msgid "Zoom to 3.125%" msgstr "%3.125'e yakınlaştır" @@ -4687,131 +6947,161 @@ msgstr "%800'e yakınlaştır" msgid "Zoom to 1600%" msgstr "%1600'e yakınlaştır" +msgid "Center View" +msgstr "Merkez Görünüm" + msgid "Select Mode" -msgstr "Kip Seç" +msgstr "Seçme Kipi" msgid "Drag: Rotate selected node around pivot." -msgstr "Sürükle: Seçili düğümü pivot etrafında döndürün." +msgstr "Sürükle: Seçili düğümü, eksen etrafında döndür." msgid "Alt+Drag: Move selected node." -msgstr "Alt+Sürükle: Seçili düğümü taşıyın." +msgstr "Alt+Sürükle: Seçili düğümü taşı." msgid "Alt+Drag: Scale selected node." -msgstr "Alt+Sürükle: Seçili düğümü boyutlandırın." +msgstr "Alt+Sürükle: Seçili düğümü ölçeklendir." msgid "V: Set selected node's pivot position." -msgstr "V: Seçili düğümün pivot konumunu ayarlayın." +msgstr "V: Seçili düğümün merkez konumunu ayarla." msgid "Alt+RMB: Show list of all nodes at position clicked, including locked." msgstr "" -"Alt+RMB: Kilitli dahil olmak üzere tıklanan konumdaki tüm düğümlerin " -"listesini göster." +"Alt + Sağ Fare Düğmesi: Kilitli dahil olmak üzere, tıklanan konumdaki tüm " +"düğümlerin listesini göster." msgid "RMB: Add node at position clicked." -msgstr "RMB: Tıklanan konuma düğüm ekleyin." +msgstr "Sağ Fare Düğmesi: Tıklanan konuma bir düğüm ekle." msgid "Move Mode" -msgstr "Biçimi Taşı" +msgstr "Taşıma Kipi" msgid "Rotate Mode" -msgstr "Döndürme Biçimi" +msgstr "Döndürme Kipi" msgid "Scale Mode" -msgstr "Esnetme Şekli" +msgstr "Ölçek Kipi" msgid "Shift: Scale proportionally." -msgstr "Shift: Orantılı olarak boyutlandır." +msgstr "ÜstKrkt: Orantılı olarak ölçeklendir." + +msgid "Show list of selectable nodes at position clicked." +msgstr "Tıklanan konumdaki, seçilebilir düğümlerin listesini göster." msgid "Click to change object's rotation pivot." -msgstr "Nesnenin dönüş eksenini değiştirmek için tıklayın." +msgstr "Nesnenin dönme eksenini değiştirmek için tıklayın." msgid "Pan Mode" -msgstr "Kaydırma Biçimi" +msgstr "Kaydırma Kipi" + +msgid "" +"You can also use Pan View shortcut (Space by default) to pan in any mode." +msgstr "" +"Herhangi bir kipte kaydırma yapmak için, Görüntüyü Kaydır kısayolunu " +"(varsayılan olarak Boşluk tuşu) da kullanabilirsiniz." msgid "Ruler Mode" -msgstr "Cetvel Şekli" +msgstr "Cetvel Kipi" msgid "Toggle smart snapping." -msgstr "Akıllı Hizalama aç/kapat." +msgstr "Akıllı tutunmayı aç/kapat." msgid "Use Smart Snap" -msgstr "Akıllı Hizalama Kullan" +msgstr "Akıllı Tutunmayı Kullan" msgid "Toggle grid snapping." -msgstr "Izgara hizalama aç/kapat." +msgstr "Izgara tutunmasını aç/kapat." msgid "Use Grid Snap" -msgstr "Izgara Hizalama" +msgstr "Izgara Tutunmasını Kullan" msgid "Snapping Options" -msgstr "Hizalama Ayarları" +msgstr "Tutunma Seçenekleri" msgid "Use Rotation Snap" -msgstr "Döndürme Yapışması Kullan" +msgstr "Döndürme Tutunmasını Kullan" msgid "Use Scale Snap" -msgstr "Esnetme Hizalaması Kullan" +msgstr "Ölçek Tutunmasını Kullan" msgid "Snap Relative" -msgstr "Göreceli Yapış" +msgstr "Göreceli Tutun" msgid "Use Pixel Snap" -msgstr "Piksel Yapışması Kullan" +msgstr "Piksel Tutunmasını Kullan" msgid "Smart Snapping" -msgstr "Akıllı Hizalama" +msgstr "Akıllı Tutunma" msgid "Configure Snap..." -msgstr "Yapışmayı Yapılandır..." +msgstr "Tutunmayı Yapılandır..." msgid "Snap to Parent" -msgstr "Üst ögeye Hizala" +msgstr "Üst Ögeye Tutun" msgid "Snap to Node Anchor" -msgstr "Düğüm Çapasına hizala" +msgstr "Düğüm Çapasına Tutun" msgid "Snap to Node Sides" -msgstr "Düğüm Kenarlarına Hizala" +msgstr "Düğüm Kenarlarına Tutun" msgid "Snap to Node Center" -msgstr "Düğüm Merkezine hizala" +msgstr "Düğüm Merkezine Tutun" msgid "Snap to Other Nodes" -msgstr "Diğer düğümlere hizala" +msgstr "Diğer Düğümlere Tutun" msgid "Snap to Guides" -msgstr "Kılavuz çizgilere Hizala" +msgstr "Kılavuz Çizgilere Tutun" + +msgid "Lock selected node, preventing selection and movement." +msgstr "Seçilen düğümü kilitle, seçmeyi ve hareket ettirmeyi önle." msgid "Lock Selected Node(s)" -msgstr "Seçilmiş Düğüm/leri Kilitle" +msgstr "Seçilmiş Düğüm(ler)i Kilitle" + +msgid "Unlock selected node, allowing selection and movement." +msgstr "Seçilen düğümün kilidini aç, seçilebilir ve hareket ettirilebilir yap." msgid "Unlock Selected Node(s)" -msgstr "Seçilmiş Düğüm/leri Aç" +msgstr "Seçilmiş Düğüm(ler)in Kilidini Aç" + +msgid "Make selected node's children not selectable." +msgstr "Seçili düğümün alt-öğelerini seçilemez yap." msgid "Group Selected Node(s)" msgstr "Seçilen Düğümleri Grupla" +msgid "Make selected node's children selectable." +msgstr "Seçili düğümün alt-öğelerini seçilebilir yap." + msgid "Ungroup Selected Node(s)" msgstr "Seçilen Düğümleri Dağıt" msgid "Skeleton Options" -msgstr "İskelet Ayarları" +msgstr "İskelet Seçenekleri" msgid "Show Bones" msgstr "Kemikleri Göster" +msgid "Make Bone2D Node(s) from Node(s)" +msgstr "Düğüm(ler)den, Bone2D (2B kemik) Düğüm(ler)i oluştur" + msgid "View" -msgstr "Görüş" +msgstr "Görünüm" msgid "Show" msgstr "Göster" msgid "Show When Snapping" -msgstr "Yapışırken Göster" +msgstr "Tutunurken Göster" msgid "Hide" msgstr "Gizle" +msgid "Toggle Grid" +msgstr "Izgarayı Aç/Kapat" + msgid "Grid" msgstr "Izgara" @@ -4822,37 +7112,40 @@ msgid "Show Rulers" msgstr "Cetvelleri göster" msgid "Show Guides" -msgstr "Kılavuz çizgilerini göster" +msgstr "Kılavuz Çizgileri Göster" msgid "Show Origin" -msgstr "Başlatımı Göster" +msgstr "Sıfır Noktasını Göster" msgid "Show Viewport" -msgstr "Görüntükapısını Göster" +msgstr "Çerçeveyi Göster" msgid "Show Group And Lock Icons" -msgstr "Gruplama ve Kilitleme ikonlarını Göster" +msgstr "Grupları ve Kilit Simgelerini Göster" + +msgid "Show Transformation Gizmos" +msgstr "Dönüşüm Aletlerini Göster" msgid "Center Selection" -msgstr "Merkez Seçimi" +msgstr "Seçimi Merkeze Getir" msgid "Frame Selection" -msgstr "Çerçeve Seçimi" +msgstr "Seçimi Kareye Al" msgid "Preview Canvas Scale" -msgstr "Tuval Ölçeğini Önizle" +msgstr "Kanvas Ölçeğini Önizle" msgid "Translation mask for inserting keys." -msgstr "Anahtar Ekleme Çevirim Maskesi." +msgstr "Anahtar ekleme için konum değiştirme maskesi." msgid "Rotation mask for inserting keys." -msgstr "Anahtar Ekleme Döndürme Maskesi." +msgstr "Anahtar eklemek için döndürme maskesi." msgid "Scale mask for inserting keys." -msgstr "Anahtar Ekleme Esnetme Maskesi." +msgstr "Anahtar eklemek için ölçekleme maskesi." msgid "Insert keys (based on mask)." -msgstr "Anahtar Gir (maskeye dayalı olarak)." +msgstr "Anahtarları Gir (maskeye dayalı olarak)." msgid "" "Auto insert keys when objects are translated, rotated or scaled (based on " @@ -4860,70 +7153,135 @@ msgid "" "Keys are only added to existing tracks, no new tracks will be created.\n" "Keys must be inserted manually for the first time." msgstr "" -"Eğer nesne hareket ettiyle, döndürüldüyse ya da esnetildiyse anahtarları " -"otomatik yerleştir (maskeye göre).\n" +"Eğer nesne hareket ettiyse, döndürüldüyse ya da ölçeklendiyse, anahtarları " +"otomatik ekle (maskeye göre).\n" "Anahtarlar yalnızca mevcut izlere eklenir, yeni izler oluşturulmayacak.\n" -"İlkinde anahtarlar elle girilmeli." +"İlk sefer için, anahtarlar elle girilmeli." msgid "Auto Insert Key" msgstr "Otomatik Anahtar Gir" msgid "Animation Key and Pose Options" -msgstr "Animasyon Anahtarı ve Pozlama Seçenekleri" +msgstr "Animasyon Anahtarı ve Duruş Seçenekleri" msgid "Insert Key (Existing Tracks)" -msgstr "Anahtar Ekle (Mevcut Parçalar)" +msgstr "Anahtar Ekle (Mevcut İzler)" msgid "Copy Pose" -msgstr "Duruşu Tıpkıla" +msgstr "Duruşu Kopyala" msgid "Clear Pose" msgstr "Duruşu Temizle" msgid "Multiply grid step by 2" -msgstr "Izgara basamağını 2 ile çarp" +msgstr "Izgara adımını 2 ile çarp" msgid "Divide grid step by 2" -msgstr "Izgara basamağını 2'ye böl" +msgstr "Izgara adımını 2'ye böl" msgid "Adding %s..." -msgstr "Ekliyor %s..." +msgstr "%s Ekleniyor..." + +msgid "Drag and drop to add as child of current scene's root node." +msgstr "" +"Geçerli sahnenin kök düğümünün alt-öğesi olarak eklemek için, sürükle ve " +"bırak." + +msgid "Hold Ctrl when dropping to add as child of selected node." +msgstr "" +"Seçili düğümün alt-öğesi olarak eklemek için, bırakırken Ctrl tuşuna basılı " +"tut." + +msgid "Hold Shift when dropping to add as sibling of selected node." +msgstr "" +"Seçilen düğümün kardeş-öğesi olarak eklemek için, bırakırken ÜstKrkt basılı " +"tut." + +msgid "Hold Alt when dropping to add as a different node type." +msgstr "" +"Farklı bir düğüm türü olarak eklemek için, bırakırken Alt tuşuna basılı tut." msgid "Cannot instantiate multiple nodes without root." -msgstr "Kök olmadan çoklu düğüm oluşturulamaz." +msgstr "Bir kök olmadan çoklu düğümler oluşturulamaz." msgid "Create Node" msgstr "Düğüm Oluştur" +msgid "Error instantiating scene from %s" +msgstr "Şuradan sahne örnekleme hatası: %s" + msgid "Change Default Type" -msgstr "Varsayılan tipi değiştir" +msgstr "Varsayılan Türü Değiştir" + +msgid "Set Target Position" +msgstr "Hedef Konumu Ayarla" msgid "Set Handle" msgstr "Tutamacı Ayarla" +msgid "This node doesn't have a control parent." +msgstr "Bu düğüm, bir denetim üst-öğesine sahip değil." + +msgid "" +"Use the appropriate layout properties depending on where you are going to put " +"it." +msgstr "" +"Nereye koyacağınıza bağlı olarak, uygun yerleşim düzeni özelliklerini " +"kullanın." + +msgid "This node is a child of a container." +msgstr "Bu düğüm, bir taşıyıcının alt öğesidir." + +msgid "Use container properties for positioning." +msgstr "Konumlandırma için, taşıyıcının özelliklerini kullanın." + +msgid "This node is a child of a regular control." +msgstr "Bu düğüm, normal bir denetimin alt öğesidir." + +msgid "Use anchors and the rectangle for positioning." +msgstr "Konumlandırma için, çapalar ve dikdörtgen kullanın." + +msgid "Collapse positioning hint." +msgstr "Konumlandırma ipucunu daralt." + +msgid "Expand positioning hint." +msgstr "Konumlandırma ipucunu genişlet." + +msgid "Container Default" +msgstr "Taşıyıcı Varsayılanı" + msgid "Fill" -msgstr "Doldurmak" +msgstr "Doldur" + +msgid "Shrink Begin" +msgstr "Daraltma Başlangıcı" + +msgid "Shrink Center" +msgstr "Daraltma Merkezi" + +msgid "Shrink End" +msgstr "Daraltma Sonu" msgid "Custom" msgstr "Özel" msgid "Expand" -msgstr "Genişletmek" +msgstr "Genişlet" msgid "Top Left" -msgstr "Sol Üst" +msgstr "Üst Sol" msgid "Center Top" msgstr "Merkez Üst" msgid "Top Right" -msgstr "Sağ Üst" +msgstr "Üst Sağ" msgid "Top Wide" -msgstr "Üstten Görünüm" +msgstr "Üst Geniş" msgid "Center Left" -msgstr "Sol Merkez" +msgstr "Merkez Sol" msgid "Center" msgstr "Merkez" @@ -4932,7 +7290,7 @@ msgid "Center Right" msgstr "Merkez Sağ" msgid "HCenter Wide" -msgstr "YatayMerkez Görünüm" +msgstr "YatayMerkez Geniş" msgid "Bottom Left" msgstr "Alt Sol" @@ -4944,31 +7302,87 @@ msgid "Bottom Right" msgstr "Alt Sağ" msgid "Bottom Wide" -msgstr "Alttan Görünüm" +msgstr "Alt Geniş" msgid "Left Wide" -msgstr "Soldan Görünüm" +msgstr "Sol Geniş" msgid "VCenter Wide" -msgstr "DikeyMerkez Görünüm" +msgstr "DikeyMerkez Geniş" msgid "Right Wide" -msgstr "Sağdan Görünüm" +msgstr "Sağ Geniş" msgid "Full Rect" msgstr "Tam Kare" +msgid "" +"Enable to also set the Expand flag.\n" +"Disable to only set Shrink/Fill flags." +msgstr "" +"Genişlet bayrağını da ayarlamak için aktifleştirin.\n" +"Sadece Daralt/Doldur bayrakları için devredışı bırakın." + +msgid "Some parents of the selected nodes do not support the Expand flag." +msgstr "Seçilen düğümlerin bazı üst-öğeleri Genişlet bayrağını desteklemiyor." + +msgid "Align with Expand" +msgstr "Genişlet ile Hizala" + +msgid "Change Anchors, Offsets, Grow Direction" +msgstr "Çapaları, Kaymaları, ve Büyüme Yönünü Değiştir" + +msgid "Change Anchors, Offsets (Keep Ratio)" +msgstr "Çapaları, ve Kaymaları Değiştir (Oranı Koru)" + +msgid "Change Vertical Size Flags" +msgstr "Dikey Boyut Bayraklarını Değiştir" + +msgid "Change Horizontal Size Flags" +msgstr "Yatay Boyut Bayraklarını Değiştir" + +msgid "Presets for the anchor and offset values of a Control node." +msgstr "Denetim düğümü için çapa ve kayma değerleri için hazır-ayarlar." + +msgid "Anchor preset" +msgstr "Çapa hazırayarı" + +msgid "Set to Current Ratio" +msgstr "Mevcut Orana Ayarla" + +msgid "Adjust anchors and offsets to match the current rect size." +msgstr "" +"Çapaları ve kaymaları, mevcut dikdörtgen boyutuna uyacak şekilde ayarla." + +msgid "" +"When active, moving Control nodes changes their anchors instead of their " +"offsets." +msgstr "" +"Etkin olduğunda, Denetim düğümünü taşımak kaymayı değil çapaları değiştirir." + +msgid "Sizing settings for children of a Container node." +msgstr "Bir Taşıyıcı düğümün alt-öğeleri için boyutlandırma ayarları." + +msgid "Horizontal alignment" +msgstr "Yatay hizalama" + +msgid "Vertical alignment" +msgstr "Dikey hizalama" + msgid "Load Emission Mask" -msgstr "Yayma Maskesini Yükle" +msgstr "Yayılım Maskesini Yükle" + +msgid "CPUParticles2D" +msgstr "CPUParticles2D" msgid "Generated Point Count:" msgstr "Üretilen Nokta Sayısı:" msgid "Emission Mask" -msgstr "Emisyon Maskesi" +msgstr "Yayılım Maskesi" msgid "Solid Pixels" -msgstr "Şekil Pikselleri" +msgstr "Katı Pikseller" msgid "Border Pixels" msgstr "Kenar Pikselleri" @@ -4980,37 +7394,55 @@ msgid "Capture from Pixel" msgstr "Pikselden Yakala" msgid "Emission Colors" -msgstr "Emisyon Renkleri" +msgstr "Yayılım Renkleri" + +msgid "CPUParticles3D" +msgstr "CPUParticles3D" msgid "Create Emission Points From Node" -msgstr "Düğümden Emisyon Noktaları Oluştur" +msgstr "Düğümden Yayılım Noktaları Oluştur" msgid "Load Curve Preset" -msgstr "Eğri Önayarı Yükle" +msgstr "Eğri HazırAyarını Yükle" + +msgid "Add Curve Point" +msgstr "Eğri Noktası Ekle" msgid "Remove Curve Point" -msgstr "Yol Noktasını Kaldır" +msgstr "Eğri Noktasını Kaldır" msgid "Modify Curve Point" msgstr "Eğri Noktasını Değiştir" +msgid "Modify Curve Point's Tangents" +msgstr "Eğri Noktasının Teğetlerini Değiştir" + +msgid "Modify Curve Point's Left Tangent" +msgstr "Eğri Noktasının Sol Teğetlerini Değiştir" + +msgid "Modify Curve Point's Right Tangent" +msgstr "Eğri Noktasının Sağ Teğetlerini Değiştir" + +msgid "Toggle Linear Curve Point's Tangent" +msgstr "Doğrusal Eğri Noktasının Teğetini Aç/Kapat" + msgid "Hold Shift to edit tangents individually" -msgstr "Tanjantları bireysel olarak düzenlemek için Shift tuşuna basılı tutun" +msgstr "Teğetleri tekli düzenlemek için ÜstKrkt tuşuna basılı tut" msgid "Ease In" -msgstr "Açılma" +msgstr "İçe Yumuşatma" msgid "Ease Out" -msgstr "Kararma" +msgstr "Dışa Yumuşatma" msgid "Smoothstep" -msgstr "Yumuşakgeçiş" +msgstr "Pürüzsüzadım" msgid "Toggle Grid Snap" -msgstr "Snap Aç/Kapat" +msgstr "Izgara Tutunmasını Aç/Kapat" msgid "Debug with External Editor" -msgstr "Harici düzenleyici ile hata ayıkla" +msgstr "Harici Düzenleyici ile Hata Ayıkla" msgid "Deploy with Remote Debug" msgstr "Uzaktan Hata Ayıklama ile Dağıt" @@ -5023,11 +7455,11 @@ msgid "" "mobile device).\n" "You don't need to enable it to use the GDScript debugger locally." msgstr "" -"Bu seçenek etkinleştirildiğinde, tek tıklamayla dağıtmanın kullanılması " -"yürütülebilir dosyanın bu bilgisayarın IP'sine bağlanma girişiminde " -"bulunmasına neden olur, böylece çalışan proje hata ayıklanabilir.\n" +"Bu seçenek etkinleştirildiğinde, tek-tıklama dağıtımı kullanmak, " +"çalıştırılabilir dosyanın, bu bilgisayarın IP adresine bağlanma girişiminde " +"bulunmasına neden olur, böylece çalışan projede hata ayıklaması yapılabilir.\n" "Bu seçenek, uzaktan hata ayıklama için kullanılmak üzere tasarlanmıştır " -"(tipik olarak bir mobil cihazla).\n" +"(çoğunlukla bir mobil cihazla).\n" "GDScript hata ayıklayıcısını yerel olarak kullanmak için etkinleştirmeniz " "gerekmez." @@ -5042,12 +7474,12 @@ msgid "" "On Android, deploying will use the USB cable for faster performance. This " "option speeds up testing for projects with large assets." msgstr "" -"Bu seçenek etkinleştirildiğinde, Android için tek tıklamayla dağıtmanın " -"kullanılması, yalnızca proje verileri olmadan yürütülebilir bir dosyayı dışa " +"Bu seçenek etkinleştirildiğinde, Android için tek-tıklama dağıtımı " +"kullanılmak, proje verileri olmadan sadece çalıştırılabilir bir dosyayı dışa " "aktarır.\n" -"Dosya sistemi, ağ üzerinden düzenleyici tarafından sağlanacaktır.\n" -"Android'de dağıtım, daha hızlı performans için USB kablosunu kullanır. Bu " -"seçenek, büyük varlıklara sahip projeler için hızlandırma sağlar." +"Dosya sistemi, düzenleyici tarafından ağ üzerinden sağlanacaktır.\n" +"Android'de, dağıtım, daha hızlı performans için USB kablosunu kullanacaktır. " +"Bu seçenek, büyük varlıklara sahip projeler için hızlandırma sağlar." msgid "Visible Collision Shapes" msgstr "Görünür Çarpışma Şekilleri" @@ -5056,78 +7488,143 @@ msgid "" "When this option is enabled, collision shapes and raycast nodes (for 2D and " "3D) will be visible in the running project." msgstr "" -"Bu seçenek etkinleştirildiğinde, çalışan projede 2D ve 3D çarpışma şekilleri " -"ve ışın izdüşümleri görünebilir olur." +"Bu seçenek etkinleştirildiğinde, çalışan projedeki çarpışma şekilleri ve ışın " +"yayılım düğümleri (2B ve 3B için) görünebilir olur." + +msgid "Visible Paths" +msgstr "Görünür Yollar" + +msgid "" +"When this option is enabled, curve resources used by path nodes will be " +"visible in the running project." +msgstr "" +"Bu seçenek etkinleştirildiğinde, yol düğümlerinin kullandığı eğri kaynakları, " +"çalışan projede görünür olacaktır." msgid "Visible Navigation" -msgstr "Görünür Yönlendirici" +msgstr "Görünür Gezinti" msgid "" "When this option is enabled, navigation meshes and polygons will be visible " "in the running project." msgstr "" -"Bu seçenek etkinleştirildiğinde, gezinme mesh ve poligonlar(çokgenler), " -"çalışan projede görünür olacaktır." +"Bu seçenek etkinleştirildiğinde, çalışan projedeki gezinme örgüleri ve " +"çokgenleri görünür olacaktır." + +msgid "Visible Avoidance" +msgstr "Görünür Kaçınma" + +msgid "" +"When this option is enabled, avoidance objects shapes, radius and velocities " +"will be visible in the running project." +msgstr "" +"Bu seçenek etkinleştirildiğinde, kaçınma nesnelerinin şekilleri, yarıçapları " +"ve hızları çalışan projede görünür olacaktır." msgid "Synchronize Scene Changes" -msgstr "Sahne Değişikliklerini Senkronize Et" +msgstr "Sahne Değişikliklerini Eşle" msgid "" -"When this option is enabled, any changes made to the scene in the editor " -"will be replicated in the running project.\n" +"When this option is enabled, any changes made to the scene in the editor will " +"be replicated in the running project.\n" "When used remotely on a device, this is more efficient when the network " "filesystem option is enabled." msgstr "" -"Bu seçenek etkinleştirildiğinde, düzenleyicide sahnede yapılan herhangi bir " -"değişiklik çalışan projede kopyalanacaktır.\n" -"Bir cihazda uzaktan kullanıldığında, ağ dosya sistemi seçeneği " -"etkinleştirildiğinde bu daha etkilidir." +"Bu seçenek etkinleştirildiğinde, düzenleyicide sahne üzerinde yapılan " +"herhangi bir değişiklik çalışan projeye yansıyacaktır.\n" +"Bir cihazda uzaktan kullanılırken, ağ dosya sistemi seçeneği " +"etkinleştirilirse bu daha verimlidir." msgid "Synchronize Script Changes" -msgstr "Betik Değişikliklerini Eş Zamanla" +msgstr "Betik Değişikliklerini Eşle" msgid "" -"When this option is enabled, any script that is saved will be reloaded in " -"the running project.\n" +"When this option is enabled, any script that is saved will be reloaded in the " +"running project.\n" "When used remotely on a device, this is more efficient when the network " "filesystem option is enabled." msgstr "" -"Bu seçenek etkinleştirildiğinde, kaydedilen herhangi bir komut dosyası " -"çalışan projeye yeniden yüklenecektir.\n" -"Bir cihazda uzaktan kullanıldığında, bu, ağ dosya sistemi seçeneği " -"etkinleştirildiğinde daha etkilidir." +"Bu seçenek etkinleştirildiğinde, kaydedilen herhangi bir betik çalışan " +"projede yeniden yüklenecektir.\n" +"Bir cihazda uzaktan kullanılırken, ağ dosya sistemi seçeneği " +"etkinleştirilirse bu daha verimlidir." + +msgid "Keep Debug Server Open" +msgstr "Hata Ayıklama Sunucusunu Açık Tut" + +msgid "" +"When this option is enabled, the editor debug server will stay open and " +"listen for new sessions started outside of the editor itself." +msgstr "" +"Bu seçenek etkinleştirildiğinde, düzenleyicinin hata ayıklama sunucusu açık " +"kalacak, ve düzenleyicinin kendisi dışında başlatılan yeni oturumları " +"dinleyecektir." + +msgid "Run Multiple Instances" +msgstr "Birden Çok Örnek Çalıştır" msgid "Run %d Instance" msgid_plural "Run %d Instances" -msgstr[0] "%d Örnekleme çalıştır" +msgstr[0] "%d Örneklemeyi çalıştır" msgstr[1] "%d Örnekleme çalıştır" +msgid "Size: %s" +msgstr "Boyut: %s" + +msgid "Type: %s" +msgstr "Tür: %s" + +msgid "Dimensions: %d × %d" +msgstr "Boyutlar: %d × %d" + +msgid "Overrides (%d)" +msgstr "Üzerine yazıyor (%d)" + +msgctxt "Locale" +msgid "Add Script" +msgstr "Betik Ekle" + +msgid "Add Locale" +msgstr "Yerel Ekle" + +msgid "Variation Coordinates (%d)" +msgstr "Çeşitleme Koordinatları (%d)" + msgid "No supported features" msgstr "Desteklenen özellik yok" +msgid "Features (%d of %d set)" +msgstr "Özellikler (%d, %d içinde)" + msgid "Add Feature" msgstr "Özellik Ekle" msgid " - Variation" -msgstr " Varyasyon" +msgstr " - Çeşitleme" + +msgid "Unable to preview font" +msgstr "Yazı tipi önizlenemiyor" msgid "Change AudioStreamPlayer3D Emission Angle" -msgstr "AudioStreamPlayer3D Emisyon Açısı Değişimi" +msgstr "AudioStreamPlayer3D Yayılım Açısını Değiştir" msgid "Change Camera FOV" -msgstr "Kamera FOV'sunu Değiştir" +msgstr "Kamera Görüş Alanını (FOV) Değiştir" msgid "Change Camera Size" msgstr "Kamera Boyutunu Değiştir" msgid "Change Sphere Shape Radius" -msgstr "Küresel Şeklin Çapını Değiştir" +msgstr "Küre Şekli Yarıçapını Değiştir" + +msgid "Change Box Shape Size" +msgstr "Kutu Şekli Boyutunu Değiştir" msgid "Change Capsule Shape Radius" -msgstr "Kapsülün Çapını Değiştir" +msgstr "Kapsül Şekli Yarıçapını Değiştir" msgid "Change Capsule Shape Height" -msgstr "Kapsülün Yüksekliğini Değiştir" +msgstr "Kapsül Şekli Yüksekliğini Değiştir" msgid "Change Cylinder Shape Radius" msgstr "Silindir Şekli Yarıçapını Değiştir" @@ -5135,26 +7632,64 @@ msgstr "Silindir Şekli Yarıçapını Değiştir" msgid "Change Cylinder Shape Height" msgstr "Silindir Şekli Yüksekliğini Değiştir" +msgid "Change Separation Ray Shape Length" +msgstr "Ayırma Işını Şekli Uzunluğunu Değiştir" + +msgid "Change Decal Size" +msgstr "Çıkartma Boyutunu Değiştir" + +msgid "Change Fog Volume Size" +msgstr "Sis Hacmi Boyutunu Değiştir" + msgid "Change Particles AABB" -msgstr "Parçacık AABB Değişimi" +msgstr "Parçacık AABB'sini Değiştir" + +msgid "Change Radius" +msgstr "Yarıçapı Değiştir" msgid "Change Light Radius" -msgstr "Işın Çapını Değiştir" +msgstr "Işık Yarıçapını Değiştir" + +msgid "Start Location" +msgstr "Başlama Konumu" + +msgid "End Location" +msgstr "Bitiş Konumu" + +msgid "Change Start Position" +msgstr "Başlangıç Konumunu Değiştir" + +msgid "Change End Position" +msgstr "Bitiş Konumunu Değiştir" + +msgid "Change Probe Size" +msgstr "Sonda Boyutunu Değiştir" msgid "Change Notifier AABB" -msgstr "Bildirici Değiştir AABB" +msgstr "AABB Bildiriciyi Değiştir" msgid "Convert to CPUParticles2D" -msgstr "2BİşlemciPartikül'e dönüştür" +msgstr "CPUParticles2D'ye (CPUParçacıkları2B) dönüştür" + +msgid "Generating Visibility Rect (Waiting for Particle Simulation)" +msgstr "Görünürlük Dikdörtgeni Oluşturuluyor (Parçacık Benzetimi Bekleniyor)" msgid "Generate Visibility Rect" -msgstr "Görünebilirlik Dikdörtgeni Üret" +msgstr "Görünürlük Dikdörtgeni Oluştur" + +msgid "Can only set point into a ParticleProcessMaterial process material" +msgstr "" +"Sadece ParticleProcessMaterial işlem materyalinin içinde bir nokta " +"ayarlanabilir" msgid "Clear Emission Mask" -msgstr "Yayma Maskesini Temizle" +msgstr "Yayılım Maskesini Temizle" + +msgid "GPUParticles2D" +msgstr "GPUParticles2D" msgid "Generation Time (sec):" -msgstr "Nesil Süresi (sn):" +msgstr "Üretme Süresi (sn):" msgid "The geometry's faces don't contain any area." msgstr "Geometrik şeklin yüzeyleri herhangi bir alana sahip değiller." @@ -5162,6 +7697,9 @@ msgstr "Geometrik şeklin yüzeyleri herhangi bir alana sahip değiller." msgid "The geometry doesn't contain any faces." msgstr "Geometrik şekilde hiç yüzey yok." +msgid "\"%s\" doesn't inherit from Node3D." +msgstr "\"%s\", Node3D'den miras almamış." + msgid "\"%s\" doesn't contain geometry." msgstr "\"%s\" herhangi bir geometriye sahip değil." @@ -5172,79 +7710,152 @@ msgid "Create Emitter" msgstr "Yayıcı Oluştur" msgid "Emission Points:" -msgstr "Emisyon Noktaları:" +msgstr "Yayılım Noktaları:" msgid "Surface Points" msgstr "Yüzey Noktaları" msgid "Surface Points+Normal (Directed)" -msgstr "Yüzey Noktaları+Normal (Yönlendirilmiş)" +msgstr "Yüzey Noktaları + Normal (Yönlendirilmiş)" msgid "Volume" -msgstr "Oylum" +msgstr "Hacim" msgid "Emission Source:" -msgstr "Emission Kaynağı:" +msgstr "Yayılım Kaynağı:" + +msgid "A processor material of type 'ParticleProcessMaterial' is required." +msgstr "Bir işlemci malzeme türü olan 'ParticleProcessMaterial' gereklidir." + +msgid "Convert to CPUParticles3D" +msgstr "CPUParticles3D'ye dönüştür" + +msgid "Generating Visibility AABB (Waiting for Particle Simulation)" +msgstr "Görünürlük AABB'si Üretiliyor (Parçacık Benzetimi Bekleniyor)" msgid "Generate Visibility AABB" msgstr "Görünebilirlik AABB'si Üret" +msgid "GPUParticles3D" +msgstr "GPUParticles3D" + +msgid "Generate AABB" +msgstr "AABB Üret" + +msgid "Low" +msgstr "Düşük" + +msgid "Moderate" +msgstr "Orta düzey" + +msgid "High" +msgstr "Yüksek" + +msgid "Subdivisions: %s" +msgstr "Alt-Bölümler: %s" + +msgid "Cell size: %s" +msgstr "Hücre boyutu: %s" + +msgid "Video RAM size: %s MB (%s)" +msgstr "Görüntü RAM boyutu: %s MB (%s)" + +msgid "Bake SDF" +msgstr "SDF'yi Pişir" + +msgid "" +"No faces detected during GPUParticlesCollisionSDF3D bake.\n" +"Check whether there are visible meshes matching the bake mask within its " +"extents." +msgstr "" +"GPUParticlesCollisionSDF3D pişirmesi sırasında hiçbir yüz algılanmadı.\n" +"Kapsamları içinde pişirme maskesiyle eşleşen görünür örgüler olup olmadığını " +"kontrol edin." + +msgid "Select path for SDF Texture" +msgstr "SDF Dokusu için yol seçin" + msgid "Gradient Edited" msgstr "Renk Geçişi Düzenlendi" +msgid "Reverse/mirror gradient." +msgstr "Renk geçişini ters çevir/ayna görüntüle." + +msgid "Move GradientTexture2D Fill Point" +msgstr "GradientTexture2D Dolgu Noktalarını Taşı" + msgid "Swap GradientTexture2D Fill Points" -msgstr "GradientTexture2D Dolgu Noktalarını Değiştir" +msgstr "GradientTexture2D Dolgu Noktalarını Yer Değiştir" msgid "Swap Gradient Fill Points" -msgstr "Gradient Doldurma Noktalarını Değiştir" +msgstr "Renk Geçişi Dolgu Noktalarını Yer Değiştir" + +msgid "Configure" +msgstr "Yapılandır" msgid "Create Occluder Polygon" -msgstr "Engelleyici Çokgeni Oluştur" +msgstr "Perdeleyici Çokgen Oluştur" msgid "" "Can't determine a save path for lightmap images.\n" "Save your scene and try again." msgstr "" -"Lightmap dosyaları için kaydetme yolu belirlenemiyor.\n" +"Işık Haritası görselleri için kaydetme yolu belirlenemiyor.\n" "Sahneyi kaydedip tekrar deneyin." +msgid "" +"No meshes to bake. Make sure they contain an UV2 channel and that the 'Bake " +"Light' flag is on." +msgstr "" +"Pişirilecek örgü bulunamadı. Örgülerin bir UV2 kanalı içerdiğinden, ve 'Işığı " +"Pişir' bayrağınının açık olduğundan emin olun." + msgid "Failed creating lightmap images, make sure path is writable." msgstr "" "Işık-haritası görüntüleri oluşturma başarısız oldu, yolun yazılabilir " "olduğundan emin olun." +msgid "No editor scene root found." +msgstr "Hiç bir düzenleyici sahne kökü bulunamadı." + +msgid "Lightmap data is not local to the scene." +msgstr "Işık haritası verileri, sahneye yerel değil." + msgid "Bake Lightmaps" msgstr "Işık-Haritalarını Pişir" +msgid "LightMap Bake" +msgstr "Işık Haritasını Pişir" + msgid "Select lightmap bake file:" -msgstr "Işık Haritası pişirme dosyası seçiniz:" +msgstr "Işık Haritası pişirme dosyası seç:" msgid "Mesh is empty!" -msgstr "Örüntü boş!" +msgstr "Örgü boş!" msgid "Couldn't create a Trimesh collision shape." -msgstr "Üçlü Örüntü çarpışma yüzeyi oluşturulamadı." +msgstr "Üçgenörgü çarpışma şekli oluşturulamadı." msgid "Create Static Trimesh Body" -msgstr "Durağan Üçlü Örüntü Oluştur" +msgstr "Durağan ÜçgenÖrgü Gövdesi Oluştur" msgid "This doesn't work on scene root!" msgstr "Bu, sahne kökünde çalışmaz!" msgid "Create Trimesh Static Shape" -msgstr "Üçlü Örüntü Yüzeyi Oluştur" +msgstr "ÜçgenÖrgü Durağan Şekli Oluştur" msgid "Can't create a single convex collision shape for the scene root." -msgstr "Sahne kökü için tek bir dışbükey çarpışma şekli oluşturulamaz." +msgstr "Sahne kökü için tekil bir dışbükey çarpışma şekli oluşturulamaz." msgid "Couldn't create a single convex collision shape." -msgstr "Tek dışbükey çarpışma şekli oluşturulamadı." +msgstr "Tekil dışbükey çarpışma şekli oluşturulamadı." msgid "Create Simplified Convex Shape" msgstr "Basitleştirilmiş Dışbükey Şekil Oluştur" msgid "Create Single Convex Shape" -msgstr "Tekil Dışbükey Şekil Oluştur" +msgstr "Tekil Dışbükey Şekli Oluştur" msgid "Can't create multiple convex collision shapes for the scene root." msgstr "Sahne kökü için birden fazla dışbükey çarpışma şekli oluşturulamaz." @@ -5256,19 +7867,58 @@ msgid "Create Multiple Convex Shapes" msgstr "Çoklu Dışbükey Şekiller Oluştur" msgid "Create Navigation Mesh" -msgstr "Yönlendirici Örüntüsü Oluştur" +msgstr "Gezinti Örgüsü Oluştur" + +msgid "Create Debug Tangents" +msgstr "Hata Ayıklama Teğetleri Oluştur" msgid "Contained Mesh is not of type ArrayMesh." -msgstr "Bulunan Örüntü ArrayMesh tipinde değil." +msgstr "Kapsanan Örgü, ArrayMesh (DiziÖrgü) tipinde değil." + +msgid "" +"Mesh cannot unwrap UVs because it does not belong to the edited scene. Make " +"it unique first." +msgstr "" +"Örgü, düzenlenen sahneye ait olmadığı için, UV'leri açamaz. Önce onu " +"benzersiz hale getirin." + +msgid "" +"Mesh cannot unwrap UVs because it belongs to another resource which was " +"imported from another file type. Make it unique first." +msgstr "" +"Örgü, başka bir dosya türünden içe aktarılan bir başka bir kaynağa ait olduğu " +"için UV'leri açamaz. Önce onu benzersiz hale getirin." + +msgid "" +"Mesh cannot unwrap UVs because it was imported from another file type. Make " +"it unique first." +msgstr "" +"Örgü, başka bir dosya türünden içe aktarıldığı için, UV'leri açamıyor. Önce " +"onu benzersiz hale getirin." msgid "UV Unwrap failed, mesh may not be manifold?" -msgstr "UV Unwrap başarısız oldu, örüntü manifold olmayabilir?" +msgstr "UV Açma başarısız oldu, örgü bir çokkatmanlı (manifold) olmayabilir?" + +msgid "Unwrap UV2" +msgstr "UV2 'yi aç" msgid "No mesh to debug." -msgstr "Hata ayıklaöma için örüntü yok." +msgstr "Hata ayıklama için hiç bir örgü yok." msgid "Mesh has no UV in layer %d." -msgstr "Model %d katmanında UV'ye sahip değil." +msgstr "Örgü, %d katmanında hiç bir UV'ye sahip değil." + +msgid "MeshInstance3D lacks a Mesh." +msgstr "MeshInstance3D 'nin içinde bir Örgü bulunmuyor." + +msgid "Mesh has no surface to create outlines from." +msgstr "Örgü, anahat oluşturacak bir yüzeye sahip değil." + +msgid "Mesh primitive type is not PRIMITIVE_TRIANGLES." +msgstr "Örgünün ilkel kök türü PRIMITIVE_TRIANGLES değil." + +msgid "Could not create outline." +msgstr "Anahat oluşturulamadı." msgid "Create Outline" msgstr "Anahat Oluştur" @@ -5277,30 +7927,39 @@ msgid "Mesh" msgstr "Örgü" msgid "Create Trimesh Static Body" -msgstr "Üçlü Örüntü Durağan Gövdesi Oluştur" +msgstr "ÜçgenÖrgü Durağan Gövdesi Oluştur" + +msgid "" +"Creates a StaticBody3D and assigns a polygon-based collision shape to it " +"automatically.\n" +"This is the most accurate (but slowest) option for collision detection." +msgstr "" +"Bir StaticBody3D (3B durağan gövde) oluşturur, ve otomatik olarak çokgen-" +"tabanlı bir çarpışma şekli atar.\n" +"Bu, çarpışma tespiti için en keskin (ama en yavaş) seçenektir." msgid "Create Trimesh Collision Sibling" -msgstr "Üçlü Örüntü Çarpışma Kardeşi Oluştur" +msgstr "ÜçgenÖrgü Çarpışma Kardeş-Öğesi Oluştur" msgid "" "Creates a polygon-based collision shape.\n" "This is the most accurate (but slowest) option for collision detection." msgstr "" -"Poligon bazlı bir çarpışma şekli oluştur.\n" -"Bu en hassas (fakat en yavaş) çarpışma algılama seçeneğidir." +"Çokgen-tabanlı bir çarpışma şekli oluşturur.\n" +"Bu en kesin (ama en yavaş) çarpışma algılama seçeneğidir." msgid "Create Single Convex Collision Sibling" -msgstr "Dışbükey Çarpışma Komşusu Oluştur" +msgstr "Tekli Dışbükey Çarpışma Kardeş-Öğesi Oluştur" msgid "" "Creates a single convex collision shape.\n" "This is the fastest (but least accurate) option for collision detection." msgstr "" -"Tek bir dışbükey çarpışma şekli oluşturur.\n" -"Bu, çarpışma tespiti için en hızlı (ancak en az doğru) seçenektir." +"Tekil bir dışbükey çarpışma şekli oluşturur.\n" +"Bu, çarpışma tespiti için en hızlı (ama en az kesin) seçenektir." msgid "Create Simplified Convex Collision Sibling" -msgstr "Basitleştirilmiş Dışbükey Çarpışma Kardeşi Oluştur" +msgstr "Basitleştirilmiş Dışbükey Çarpışma Kardeş-Öğesi Oluştur" msgid "" "Creates a simplified convex collision shape.\n" @@ -5308,44 +7967,55 @@ msgid "" "geometry in some cases, at the cost of accuracy." msgstr "" "Basitleştirilmiş bir dışbükey çarpışma şekli oluşturur.\n" -"Bu, tek çarpışma şekline benzer, ancak bazı durumlarda doğruluk pahasına " -"daha basit bir geometriyle sonuçlanabilir." +"Bu, tekil çarpışma şekline benzer, ancak bazı durumlarda, kesinlikten ödün " +"vererek, daha basit bir geometriyle sonuçlanabilir." msgid "Create Multiple Convex Collision Siblings" -msgstr "Dışbükey Çarpışma Komşuları Oluştur" +msgstr "Çoklu Dışbükey Çarpışma Kardeş-Öğeleri Oluştur" msgid "" "Creates a polygon-based collision shape.\n" "This is a performance middle-ground between a single convex collision and a " "polygon-based collision." msgstr "" -"Poligon tabanlı bir çarpışma şekli oluştur.\n" -"Bu, tek bir dışbükey çarpışma ile poligon tabanlı bir çarpışma arasındaki " -"performans orta noktasıdır." +"Çokgen-tabanlı bir çarpışma şekli oluştur.\n" +"Bu, tekil bir dışbükey çarpışma ile çokgen-tabanlı bir çarpışma arasındaki " +"bir performans orta-yoludur." msgid "Create Outline Mesh..." -msgstr "Anahat Örüntüsü Oluştur..." +msgstr "Anahat Örgüsü Oluştur..." + +msgid "" +"Creates a static outline mesh. The outline mesh will have its normals flipped " +"automatically.\n" +"This can be used instead of the StandardMaterial Grow property when using " +"that property isn't possible." +msgstr "" +"Durağan bir anahat örgüsü oluşturur. Anahat örgüsünün normalleri otomatik " +"olarak ters döndürülecektir.\n" +"Bu, StandardMaterial'in Büyüme özelliğini kullanmanın mümkün olmadığı " +"zamanlarda, onun yerine kullanılabilir." msgid "View UV1" -msgstr "UV1'i Göster" +msgstr "UV1 'i Göster" msgid "View UV2" -msgstr "UV2'yi Göster" +msgstr "UV2 'yi Göster" msgid "Unwrap UV2 for Lightmap/AO" -msgstr "Lightmap/AO için UV2 paket aç" +msgstr "Işık haritası/AO için UV2 Aç" msgid "Create Outline Mesh" -msgstr "Anahat Örüntüsü Oluştur" +msgstr "Anahat Örgüsü Oluştur" msgid "Outline Size:" -msgstr "Kontur Boyutu:" +msgstr "Anahat Boyutu:" msgid "UV Channel Debug" -msgstr "UV Kanal Hata Ayıkla" +msgstr "UV Kanalı Hata Ayıkla" msgid "Remove item %d?" -msgstr "%d öğe kaldırılsın mı?" +msgstr "%d öğesi kaldırılsın mı?" msgid "" "Update from existing scene?:\n" @@ -5354,6 +8024,9 @@ msgstr "" "Mevcut sahneden güncellensin mi?:\n" "%s" +msgid "MeshLibrary" +msgstr "MeshLibrary (ÖrgüKütüphanesi)" + msgid "Add Item" msgstr "Öğe Ekle" @@ -5361,61 +8034,67 @@ msgid "Remove Selected Item" msgstr "Seçilen Öğeyi Kaldır" msgid "Import from Scene (Ignore Transforms)" -msgstr "Sahneden İçe Aktar (Transformları yoksay)" +msgstr "Sahneden İçe Aktar (Dönüştürmeleri yoksay)" msgid "Import from Scene (Apply Transforms)" -msgstr "Sahneden İçe Aktar (Transformları uygula)" +msgstr "Sahneden İçe Aktar (Dönüştürmeleri Uygula)" msgid "Update from Scene" msgstr "Sahneden Güncelle" msgid "Apply without Transforms" -msgstr "Dönüşümler olmadan uygula" +msgstr "Dönüştürmeler olmadan Uygula" msgid "Apply with Transforms" -msgstr "Dönüşümlerle uygula" +msgstr "Dönüştürmelerle Uygula" msgid "No mesh source specified (and no MultiMesh set in node)." -msgstr "Örüntü kaynağı belirtilmedi (düğümde MultiMesh yok)." +msgstr "" +"Örgü kaynağı belirtilmedi (düğümde hiç MultiMesh -ÇokluÖrgü- kümesi yok)." msgid "No mesh source specified (and MultiMesh contains no Mesh)." -msgstr "Hiçbir örüntü kaynağı belirtilmedi (ve MultiMesh, Örüntü içermiyor)." +msgstr "" +"Hiçbir örgü kaynağı belirtilmedi (ve MultiMesh -ÇokluÖrgü- içerisinde hiç bir " +"Örgü içermiyor)." msgid "Mesh source is invalid (invalid path)." -msgstr "Örüntü kaynağı geçersiz (geçersiz yol)." +msgstr "Örgü kaynağı geçersiz (geçersiz yol)." + +msgid "Mesh source is invalid (not a MeshInstance3D)." +msgstr "Örgü kaynağı geçersiz (bir MeshInstance3D -3B Örgü Örneği- değil)." msgid "Mesh source is invalid (contains no Mesh resource)." -msgstr "Örüntü kaynağı geçersiz (Örüntü kaynağı içermiyor)." +msgstr "Örgü kaynağı geçersiz (herhangi bir Örgü kaynağı içermiyor)." msgid "No surface source specified." -msgstr "Yüzey kaynağı belirtilmedi." +msgstr "Hiç bir yüzey kaynağı belirtilmedi." msgid "Surface source is invalid (invalid path)." msgstr "Yüzey kaynağı geçersiz (geçersiz yol)." msgid "Surface source is invalid (no geometry)." -msgstr "Yüzey kaynağı geçersiz (uzambilgisi yok)." +msgstr "Yüzey kaynağı geçersiz (geometri eksik)." msgid "Surface source is invalid (no faces)." -msgstr "Yüzey kaynağı geçersiz (yüzler yok)." +msgstr "Yüzey kaynağı geçersiz (hiç bir yüzü yok)." msgid "Select a Source Mesh:" -msgstr "Bir Kaynak Örüntü Seçin:" +msgstr "Bir Kaynak Örgü Seçin:" msgid "Select a Target Surface:" -msgstr "Bir Amaçlanan Yüzeyi Seçin:" +msgstr "Bir Hedef Yüzey Seçin:" msgid "Populate Surface" msgstr "Yüzeyi Doldur" msgid "Populate MultiMesh" -msgstr "MultiMesh'i Doldur" +msgstr "MultiMesh'i -ÇokluÖrgü- Doldur" msgid "Target Surface:" -msgstr "Amaçlanan Yüzey:" +msgstr "Hedef Yüzey:" msgid "Source Mesh:" -msgstr "Kaynak Örüntü:" +msgstr "Kaynak Örgü:" msgid "X-Axis" msgstr "X-Ekseni" @@ -5427,7 +8106,7 @@ msgid "Z-Axis" msgstr "Z-Ekseni" msgid "Mesh Up Axis:" -msgstr "Örüntü Üst Ekseni:" +msgstr "Örgü Üst Ekseni:" msgid "Random Rotation:" msgstr "Rastgele Döndürme:" @@ -5439,70 +8118,82 @@ msgid "Random Scale:" msgstr "Rastgele Ölçek:" msgid "Amount:" -msgstr "Değer:" +msgstr "Miktar:" msgid "Populate" msgstr "Doldur" +msgid "Set start_position" +msgstr "start_position'ı -başlama konumu- ayarla" + +msgid "Set end_position" +msgstr "end_position -bitiş konumu- ayarla" + +msgid "Set NavigationObstacle3D Vertices" +msgstr "NavigationObstacle3D -3B Gezinti Engelleri- Köşelerini Ayarla" + +msgid "Edit Vertices" +msgstr "Köşeleri Düzenle" + msgid "Edit Poly" -msgstr "Çokluyu Düzenleyin" +msgstr "Çokgen Düzenle" msgid "Edit Poly (Remove Point)" -msgstr "Çokluyu Düzenleyin (Noktayı Silin)" +msgstr "Çokgeni Düzenleyin (Nokta Sil)" msgid "Create Navigation Polygon" -msgstr "Yönlendirici Çokgeni Oluştur" +msgstr "Gezinti Çokgeni Oluştur" msgid "Unnamed Gizmo" -msgstr "Adsız Aygıt" +msgstr "İzimsiz Alet" msgid "Transform Aborted." -msgstr "Dönüşüm Durduruldu." +msgstr "Dönüştürme Durduruldu." msgid "Orthogonal" msgstr "Dik Açılı" msgid "Perspective" -msgstr "Derinlik" +msgstr "Bakış Açısı" msgid "Top Orthogonal" msgstr "Üst Dikaçılı" msgid "Top Perspective" -msgstr "Üst Perspektif" +msgstr "Üst Bakış-Açılı" msgid "Bottom Orthogonal" msgstr "Alt Dikaçılı" msgid "Bottom Perspective" -msgstr "Alt Perspektif" +msgstr "Alt Bakış-açılı" msgid "Left Orthogonal" msgstr "Sol Dikaçılı" msgid "Left Perspective" -msgstr "Sol Perspektif" +msgstr "Sol Bakış-açılı" msgid "Right Orthogonal" msgstr "Sağ Dikaçılı" msgid "Right Perspective" -msgstr "Sağ Perspektif" +msgstr "Sağ Bakış-açılı" msgid "Front Orthogonal" msgstr "Ön Dikaçılı" msgid "Front Perspective" -msgstr "Ön Perspektif" +msgstr "Ön Bakış-açılı" msgid "Rear Orthogonal" msgstr "Arka Dikaçılı" msgid "Rear Perspective" -msgstr "Arka Perspektif" +msgstr "Arka Bakış-açılı" msgid " [auto]" -msgstr " [Oto]" +msgstr " [Otomatik]" msgid "X-Axis Transform." msgstr "X-Ekseni Dönüşümü." @@ -5516,15 +8207,51 @@ msgstr "Z-Eksen Dönüşümü." msgid "View Plane Transform." msgstr "Düzlem Dönüşümünü Görüntüle." +msgid "YZ-Plane Transform." +msgstr "YZ-Düzlem Dönüşümü." + +msgid "XZ-Plane Transform." +msgstr "XZ-Düzlem Dönüşümü." + +msgid "XY-Plane Transform." +msgstr "XY-Düzlem Dönüşümü." + msgid "Keying is disabled (no key inserted)." -msgstr "Anahtar ekleme devre dışı (eklenmiş anahtar yok)." +msgstr "Anahtarlama devre dışı (eklenmiş anahtar yok)." msgid "Animation Key Inserted." msgstr "Animasyon Anahtarı Eklendi." +msgid "X: %s\n" +msgstr "X: %s\n" + +msgid "Y: %s\n" +msgstr "Y: %s\n" + +msgid "Z: %s\n" +msgstr "Z: %s\n" + +msgid "Size: %s (%.1fMP)\n" +msgstr "Boyut: %s (%.1fMP)\n" + msgid "Objects: %d\n" msgstr "Nesneler: %d\n" +msgid "Primitives: %d\n" +msgstr "İlkeller: %d\n" + +msgid "Draw Calls: %d" +msgstr "Çizim Çağrıları: %d" + +msgid "CPU Time: %s ms" +msgstr "CPU Süresi: %s ms" + +msgid "GPU Time: %s ms" +msgstr "GPU Süresi: %s ms" + +msgid "FPS: %d" +msgstr "FPS: %d" + msgid "Top View." msgstr "Üstten Görünüm." @@ -5544,55 +8271,133 @@ msgid "Rear View." msgstr "Arkadan Görünüm." msgid "Align Transform with View" -msgstr "Dönüşümü Görünümle Eşle" +msgstr "Dönüştürmeyi Görünüme Hizala" msgid "Align Rotation with View" -msgstr "Dönüşü Görünümle eşle" +msgstr "Dönmeyi Görünüme Hizala" + +msgid "Set Surface %d Override Material" +msgstr "%d Yüzeyinin Üzerine Yazma Malzemesini Ayarla" + +msgid "Set Material Override" +msgstr "Malzemenin Üzerine Yazmayı Ayarla" + +msgid "Cannot drag and drop into multiple selected nodes." +msgstr "Birden fazla seçili düğümün üzerine sürükle-bırak yapılamaz." msgid "None" -msgstr "Düğüm" +msgstr "Hiçbiri" msgid "Rotate" msgstr "Döndür" msgid "Translate" -msgstr "Çevir" +msgstr "Yerini Değiştir" msgid "Translating:" -msgstr "Çevriliyor:" +msgstr "Yeri Değiştiriliyor:" msgid "Rotating %s degrees." -msgstr "%s Düzey Dönüyor." +msgstr "%s derece döndürülüyor." msgid "Auto Orthogonal Enabled" -msgstr "Otomatik Dikey Etkinleştirildi" +msgstr "Otomatik Dik Açılı Etkin" msgid "Lock View Rotation" -msgstr "Dönüşü Görüntülemeyi kilitle" +msgstr "Dönüşü Görmeyi Kilitle" msgid "Display Normal" -msgstr "Olağanı Görüntüle" +msgstr "Olağan Görüntüle" msgid "Display Wireframe" msgstr "Telkafes Görüntüle" msgid "Display Overdraw" -msgstr "Abartı Görüntüle" +msgstr "Abartıçizim Görüntüle" + +msgid "Display Lighting" +msgstr "Işıklandırmayı Görüntüle" msgid "Display Unshaded" msgstr "Gölgesiz Görüntüle" +msgid "Directional Shadow Splits" +msgstr "Yönlü Gölge Ayrıkları" + +msgid "Normal Buffer" +msgstr "Normal Arabellek" + +msgid "Shadow Atlas" +msgstr "Gölge Atlası" + +msgid "Directional Shadow Map" +msgstr "Yönlü Gölge Haritası" + +msgid "Decal Atlas" +msgstr "Çıkartma Atlası" + +msgid "VoxelGI Lighting" +msgstr "VoxelGI Işıklandırması" + +msgid "VoxelGI Albedo" +msgstr "VoxelGI Beyazlığı" + +msgid "VoxelGI Emission" +msgstr "VoxelGI Yayılımı" + +msgid "SDFGI Cascades" +msgstr "SDFGI Kademeleri" + +msgid "SDFGI Probes" +msgstr "SDFGI Sondaları" + +msgid "Scene Luminance" +msgstr "Sahne Parlaklığı" + msgid "SSAO" -msgstr "SSAO" +msgstr "Ekran-Uzayı Çevresel Perdeleme (SSAO)" + +msgid "SSIL" +msgstr "Ekran-Uzayı Dolaylı Işıklandırma (SSIL)" + +msgid "VoxelGI/SDFGI Buffer" +msgstr "VoxelGI/SDFGI Arabelleği" + +msgid "Disable Mesh LOD" +msgstr "Örgü LOD'unu Devre Dışı Bırak" + +msgid "OmniLight3D Cluster" +msgstr "OmniLight3D Kümesi" + +msgid "SpotLight3D Cluster" +msgstr "SpotLight3D Kümesi" + +msgid "Decal Cluster" +msgstr "Çıkartma Kümesi" + +msgid "ReflectionProbe Cluster" +msgstr "Yansıma Sondası Kümesi" + +msgid "Occlusion Culling Buffer" +msgstr "Perdeleme Kaldırma Arabelleği" + +msgid "Motion Vectors" +msgstr "Hareket Vektörleri" + +msgid "Display Advanced..." +msgstr "Gelişmiş Görüntüle..." msgid "View Environment" -msgstr "Ortamı Göster" +msgstr "Çevreyi Gör" msgid "View Gizmos" -msgstr "Gizmoları Göster" +msgstr "Aletleri Gör" msgid "View Information" -msgstr "Bilgi Göster" +msgstr "Bilgiyi Gör" + +msgid "View Frame Time" +msgstr "Kare Süresini Gör" msgid "Half Resolution" msgstr "Yarım Çözünürlük" @@ -5604,7 +8409,10 @@ msgid "Enable Doppler" msgstr "Doppler'i etkinleştir" msgid "Cinematic Preview" -msgstr "Sinematik Önizleme" +msgstr "Sinema Özellikli Önizleme" + +msgid "Not available when using the OpenGL renderer." +msgstr "OpenGL işleyici kullanılırken kullanım dışıdır." msgid "Freelook Left" msgstr "Sola Serbest Bakış" @@ -5625,16 +8433,46 @@ msgid "Freelook Down" msgstr "Aşağı Serbest Bakış" msgid "Freelook Speed Modifier" -msgstr "Serbest Bakış Hız Değiştirici" +msgstr "Serbest Bakış Hızı Değiştirici" msgid "Freelook Slow Modifier" -msgstr "Serbest Bakış Hız Değiştirici" +msgstr "Serbest Bakış Yavaş Değiştirici" + +msgid "Lock Transformation to X axis" +msgstr "Dönüşümü X Eksenine Kilitle" + +msgid "Lock Transformation to Y axis" +msgstr "Dönüşümü Y Eksenine Kilitle" + +msgid "Lock Transformation to Z axis" +msgstr "Dönüşümü Z Eksenine Kilitle" + +msgid "Lock Transformation to YZ plane" +msgstr "Dönüşümü YZ Düzlemine Kilitle" + +msgid "Lock Transformation to XZ plane" +msgstr "Dönüşümü XZ Düzlemine Kilitle" + +msgid "Lock Transformation to XY plane" +msgstr "Dönüşümü XY Düzlemine Kilitle" + +msgid "Cancel Transformation" +msgstr "Dönüşümü İptal Et" + +msgid "Begin Translate Transformation" +msgstr "Taşıma Dönüşümüne Başla" + +msgid "Begin Rotate Transformation" +msgstr "Döndürme Dönüşüme Başla" + +msgid "Begin Scale Transformation" +msgstr "Ölçek Dönüşümüne Başla" msgid "Toggle Camera Preview" -msgstr "Kamera Görünürlüğünü Değiştir" +msgstr "Kamera Önizlemesini Aç/Kapat" msgid "View Rotation Locked" -msgstr "Dönme Kilitli Görünüm" +msgstr "Dönmeye Kilitli Gör" msgid "" "To zoom further, change the camera's clipping planes (View -> Settings...)" @@ -5642,6 +8480,17 @@ msgstr "" "Daha fazla yakınlaştırmak için, kameranın kırpma düzlemlerini değiştirin " "(Görünüm -> Ayarlar ...)" +msgid "Overriding material..." +msgstr "Malzemenin üzerine yazılıyor..." + +msgid "" +"Drag and drop to override the material of any geometry node.\n" +"Hold Ctrl when dropping to override a specific surface." +msgstr "" +"Herhangi bir geometri düğümündeki malzemenin üzerine yazmak için sürükle ve " +"bırak.\n" +"Belirli bir yüzeyin üzerine yazmak için, bırakırken Ctrl tuşunu basılı tut." + msgid "XForm Dialog" msgstr "XForm İletişim Kutusu" @@ -5652,23 +8501,71 @@ msgid "" "Closed eye: Gizmo is hidden.\n" "Half-open eye: Gizmo is also visible through opaque surfaces (\"x-ray\")." msgstr "" -"Görünürlük ifadelerini değiştirmek için tıklayın.\n" +"Görünürlük durumları arasında geçiş için tıkla.\n" "\n" -"Açık göz: Gizmo görünür.\n" -"Kapalı göz: Gizmo görünmez.\n" -"Yarı-açık göz: Gizmo aynı zamanda saydam yüzeylerden görünür (\"x-ray\")." +"Açık göz: Alet görünür.\n" +"Kapalı göz: Alet görünmez.\n" +"Yarı-açık göz: Alet, mat yüzeylerin arkasından bile görünür (\"x-ışını\")." msgid "Snap Nodes to Floor" -msgstr "Düğümleri Zemine Yapıştır" +msgstr "Düğümleri Zemine Tuttur" msgid "Couldn't find a solid floor to snap the selection to." -msgstr "Seçimi hizalamak için somut zemin bulunamıyor." +msgstr "Seçimi tutturmak için katı bir zemin bulunamıyor." + +msgid "Add Preview Sun to Scene" +msgstr "Sahneye Önizleme Güneşi Ekle" + +msgid "Add Preview Environment to Scene" +msgstr "Sahneye Önizleme Ortamı Ekle" + +msgid "" +"Scene contains\n" +"DirectionalLight3D.\n" +"Preview disabled." +msgstr "" +"Sahne şunları içeriyor:\n" +"DirectionalLight3D.\n" +"Önizleme devre dışı bırakıldı." + +msgid "Preview disabled." +msgstr "Önizleme devre dışı." + +msgid "" +"Scene contains\n" +"WorldEnvironment.\n" +"Preview disabled." +msgstr "" +"Sahne şunları içeriyor:\n" +"WorldEnvironment.\n" +"Önizleme devre dışı bıralıkdı." msgid "Use Local Space" -msgstr "Yerel Ekseni Kullan" +msgstr "Yerel Uzayı Kullan" msgid "Use Snap" -msgstr "Yapışma Kullan" +msgstr "Tutunma Kullan" + +msgid "" +"Toggle preview sunlight.\n" +"If a DirectionalLight3D node is added to the scene, preview sunlight is " +"disabled." +msgstr "" +"Önizleme güneş ışığını aç/kapat.\n" +"Sahneye bir DirectionalLight3D düğümü eklenirse, önizleme güneş ışığı devre " +"dışı bırakılır." + +msgid "" +"Toggle preview environment.\n" +"If a WorldEnvironment node is added to the scene, preview environment is " +"disabled." +msgstr "" +"Önizleme ortamını aç/kapat.\n" +"Sahneye bir WorldEnvironment düğümü eklenirse, önizleme ortamı devre dışı " +"bırakılır." + +msgid "Edit Sun and Environment settings." +msgstr "Güneş ve Ortam ayarlarını düzenle." msgid "Bottom View" msgstr "Alttan Görünüm" @@ -5698,112 +8595,112 @@ msgid "Orbit View Right" msgstr "Yörünge Görünümü Sağ" msgid "Orbit View Up" -msgstr "Yörünge Görünümü Yukarı" +msgstr "Yörünge Görünümü Üst" msgid "Orbit View 180" msgstr "Yörünge Görünümü 180" msgid "Switch Perspective/Orthogonal View" -msgstr "Derinlikli / Sığ Görünüme Değiştir" +msgstr "Bakış Açılı / Dik Açılı Görünüme Geç" msgid "Insert Animation Key" msgstr "Animasyon Anahtarı Ekle" msgid "Focus Origin" -msgstr "Başlatıma Odaklan" +msgstr "Sıfır Noktasını Odakla" msgid "Focus Selection" -msgstr "Seçime Odaklan" +msgstr "Seçimi Odakla" msgid "Toggle Freelook" -msgstr "Serbest Bakış Aç / Kapat" +msgstr "Serbest Bakışı Aç/Kapat" msgid "Decrease Field of View" -msgstr "Görüş Alanını Azalt" +msgstr "Görüş Alanını (FOV) Azalt" msgid "Increase Field of View" -msgstr "Görüş Alanını Artır" +msgstr "Görüş Alanını (FOV) Artır" msgid "Reset Field of View to Default" -msgstr "Varsayılan Görüş Alanına Dön" +msgstr "Görüş Alanını (FOV) Varsayılana Sıfırla" msgid "Transform" -msgstr "Şekillendirme, Şekil" +msgstr "Dönüştürme" msgid "Snap Object to Floor" -msgstr "Nesneyi zemine hizala" +msgstr "Nesneyi Zemine Tuttur" msgid "Transform Dialog..." msgstr "Dönüştürme İletişim Kutusu..." msgid "1 Viewport" -msgstr "1 Görüntü Kapısı" +msgstr "1 Çerçeve" msgid "2 Viewports" -msgstr "2 Görüntü Kapısı" +msgstr "2 Çerçeve" msgid "2 Viewports (Alt)" -msgstr "2 Görüntü Kapısı (Alternatif)" +msgstr "2 Çerçeve (diğer)" msgid "3 Viewports" -msgstr "3 Görüntü Kapısı" +msgstr "3 Çerçeve" msgid "3 Viewports (Alt)" -msgstr "3 Görüntü Kapısı (Alternatif)" +msgstr "3 Çerçeve (diğer)" msgid "4 Viewports" -msgstr "4 Görüntü Kapısı" +msgstr "4 Çerçeve" msgid "Gizmos" -msgstr "Gizmolar" +msgstr "Aletler" msgid "View Origin" -msgstr "Başlatım Görünümü" +msgstr "Sıfır Noktasını Gör" msgid "View Grid" -msgstr "Izgara Görünümü" +msgstr "Izgarayı Gör" msgid "Settings..." msgstr "Ayarlar..." msgid "Snap Settings" -msgstr "Yapışma Ayarları" +msgstr "Tutunma Ayarları" msgid "Translate Snap:" -msgstr "Yapışmayı Çevir:" +msgstr "Tutunmayı Taşı:" msgid "Rotate Snap (deg.):" -msgstr "Yapışmayı Döndür (düzey):" +msgstr "Tutunmayı Döndür (derece):" msgid "Scale Snap (%):" -msgstr "Yapışmayı Ölçekle (%):" +msgstr "Tutunmayı Ölçekle (%):" msgid "Viewport Settings" -msgstr "Görüntükapısı Ayarları" +msgstr "Çerçeve Ayarları" msgid "Perspective FOV (deg.):" -msgstr "Perspektif FOV (düzey):" +msgstr "Bakış Açılı FOV (derece):" msgid "View Z-Near:" -msgstr "Z-Yakını Göster:" +msgstr "Z-Yakını Gör:" msgid "View Z-Far:" -msgstr "Z-Uzağı Görüntüle:" +msgstr "Z-Uzağı Gör:" msgid "Transform Change" -msgstr "Dönüşümü Değiştir" +msgstr "Değişimi Dönüştür" msgid "Translate:" -msgstr "Çevir:" +msgstr "Taşı:" msgid "Rotate (deg.):" -msgstr "Döndür (düzey):" +msgstr "Döndür (derece):" msgid "Scale (ratio):" -msgstr "Ölçek (oran):" +msgstr "Ölçekle (oran):" msgid "Transform Type" -msgstr "Dönüştürme Türü" +msgstr "Türü Dönüştür" msgid "Pre" msgstr "Öncesi" @@ -5811,44 +8708,135 @@ msgstr "Öncesi" msgid "Post" msgstr "Sonrası" +msgid "Preview Sun" +msgstr "Güneşi Önizle" + +msgid "Sun Direction" +msgstr "Güneş Yönü" + +msgid "Angular Altitude" +msgstr "Açısal Yükseklik" + +msgid "Azimuth" +msgstr "Kuzey Açısı" + msgid "Sun Color" msgstr "Güneş Rengi" +msgid "Sun Energy" +msgstr "Güneşin Enerjisi" + +msgid "Shadow Max Distance" +msgstr "En Uzun Gölge Mesafesi" + +msgid "Add Sun to Scene" +msgstr "Güneşi Sahneye Ekle" + +msgid "" +"Adds a DirectionalLight3D node matching the preview sun settings to the " +"current scene.\n" +"Hold Shift while clicking to also add the preview environment to the current " +"scene." +msgstr "" +"Geçerli sahneye, önizleme güneşi ayarlarıyla eşleşen bir DirectionalLight3D " +"düğümü ekler.\n" +"Önizleme ortamını da geçerli sahneye eklemek için tıklarken ÜstKrkt tuşunu " +"basılı tutun." + +msgid "Preview Environment" +msgstr "Önizleme Ortamı" + +msgid "Sky Color" +msgstr "Gökyüzü Rengi" + +msgid "Ground Color" +msgstr "Zemin Rengi" + +msgid "Sky Energy" +msgstr "Gökyüzü Enerjisi" + +msgid "AO" +msgstr "AO (çevresel perdeleme)" + msgid "Glow" msgstr "Işıltı" msgid "Tonemap" -msgstr "Ton haritası" +msgstr "Uyumharitası" + +msgid "GI" +msgstr "Genel Aydınlatma (GI)" + +msgid "Post Process" +msgstr "Artçıl İşleme" + +msgid "Add Environment to Scene" +msgstr "Sahneye Ortam Ekle" + +msgid "" +"Adds a WorldEnvironment node matching the preview environment settings to the " +"current scene.\n" +"Hold Shift while clicking to also add the preview sun to the current scene." +msgstr "" +"Geçerli sahneye, önizleme ortamı ayarlarıyla eşleşen bir WorldEnvironment " +"düğümü ekler.\n" +"Önizleme güneşini de geçerli sahneye eklemek için tıklarken ÜstKrkt tuşunu " +"basılı tutun." + +msgid "" +"Can't determine a save path for the occluder.\n" +"Save your scene and try again." +msgstr "" +"Perdeleyici için bir kaydetme yolu belirlenemiyor.\n" +"Sahnenizi kaydedin ve tekrar deneyin." + +msgid "" +"No meshes to bake.\n" +"Make sure there is at least one MeshInstance3D node in the scene whose visual " +"layers are part of the OccluderInstance3D's Bake Mask property." +msgstr "" +"Pişirilecek hiç bir örgü yok.\n" +"Sahnede, görsel katmanları OccluderInstance3D'nin Pişirme Maskesi özelliğinin " +"bir parçası olan, en az bir MeshInstance3D düğümü olduğundan emin olun." + +msgid "Could not save the new occluder at the specified path:" +msgstr "Yeni perdeleyici, belirtilen yola kaydedilemedi:" + +msgid "Bake Occluders" +msgstr "Perdeleyicileri Pişir" + +msgid "Select occluder bake file:" +msgstr "Perdeleyici pişirme dosyasını seç:" msgid "Remove Point from Curve" msgstr "Noktayı Eğriden Kaldır" msgid "Remove Out-Control from Curve" -msgstr "Eğriden Çıkış-Kontrol Kaldır" +msgstr "Eğriden Çıkış-Kontrol'ü Kaldır" msgid "Remove In-Control from Curve" -msgstr "Eğriden Giriş-Kontrol Kaldır" +msgstr "Eğriden Giriş-Kontrol'ü Kaldır" msgid "Add Point to Curve" -msgstr "Noktayı Eğriye Ekle" +msgstr "Eğriye Nokta Ekle" msgid "Split Curve" msgstr "Eğriyi Böl" msgid "Move Point in Curve" -msgstr "Noktayı Eğriye Taşı" +msgstr "Eğrideki Noktayı Taşı" msgid "Move In-Control in Curve" -msgstr "Eğride Giriş-Kontrol Taşı" +msgstr "Eğride Giriş-Kontrol'ü Taşı" msgid "Move Out-Control in Curve" -msgstr "Eğride Çıkış-Kontrol Taşı" +msgstr "Eğride Çıkış-Kontrol'ü Taşı" msgid "Select Points" msgstr "Noktaları Seç" msgid "Shift+Drag: Select Control Points" -msgstr "Shift + Sürükle: Denetim Noktalarını Seç" +msgstr "ÜstKrkt + Sürükle: Denetim Noktalarını Seç" msgid "Click: Add Point" msgstr "Tıkla: Nokta Ekle" @@ -5860,10 +8848,10 @@ msgid "Right Click: Delete Point" msgstr "Sağ tıkla: Nokta Sil" msgid "Select Control Points (Shift+Drag)" -msgstr "Denetim Noktalarını Seç (Shift + Sürükle)" +msgstr "Denetim Noktalarını Seç (ÜstKrkt + Sürükle)" msgid "Add Point (in empty space)" -msgstr "Nokta Ekle (boşlukta)" +msgstr "Nokta Ekle (boş alanda)" msgid "Delete Point" msgstr "Noktayı Sil" @@ -5872,10 +8860,10 @@ msgid "Close Curve" msgstr "Eğriyi Kapat" msgid "Mirror Handle Angles" -msgstr "Tutucu Açılarını Yansıt" +msgstr "Tutamaç Açılarını Yansıt" msgid "Mirror Handle Lengths" -msgstr "Tutucu Uzunluklarını Yansıt" +msgstr "Tutamaç Uzunluklarını Yansıt" msgid "Curve Point #" msgstr "Eğri Noktası #" @@ -5884,41 +8872,43 @@ msgid "Set Curve Point Position" msgstr "Eğri Noktası Konumu Ayarla" msgid "Set Curve In Position" -msgstr "Eğriyi Konumda Ayarla" +msgstr "Konumda Eğriyi Ayarla" msgid "Set Curve Out Position" msgstr "Eğri Çıkış Konumunu Ayarla" msgid "Split Path" -msgstr "Yolu Ayır" +msgstr "Yolu Böl" msgid "Remove Path Point" msgstr "Yol Noktasını Kaldır" msgid "Remove Out-Control Point" -msgstr "Çıkış-Kontrol Noktası Kaldır" +msgstr "Çıkış-Kontrol Noktasını Kaldır" msgid "Remove In-Control Point" msgstr "Giriş-Kontrol Noktasını Kaldır" msgid "Split Segment (in curve)" -msgstr "Parçayı Ayır (eğriye göre)" +msgstr "Parçayı Böl (eğride)" msgid "Move Joint" -msgstr "Kesişimi Taşı" +msgstr "Eklemi Taşı" msgid "" "The skeleton property of the Polygon2D does not point to a Skeleton2D node" -msgstr "Polygon2D'nin iskelet niteliği Skeleton2D düğümü değil" +msgstr "" +"Polygon2D'nin -2B çokgen- iskelet özelliği, bir Skeleton2D -2B iskelet- " +"düğümüne işaret etmiyor" msgid "Sync Bones" -msgstr "Kemikleri Eşleştir" +msgstr "Kemikleri Eşle" msgid "" "No texture in this polygon.\n" "Set a texture to be able to edit UV." msgstr "" -"Bu çokgende doku yok.\n" +"Bu çokgende hiç doku yok.\n" "UV düzenleyebilmek için doku ekleyin." msgid "Create UV Map" @@ -5928,26 +8918,25 @@ msgid "" "Polygon 2D has internal vertices, so it can no longer be edited in the " "viewport." msgstr "" -"Polygon2D dahili köşelere sahip, haliyle artık görünüm bölümünde " -"düzenlenemez." +"2B çokgen, dahili köşelere sahip, bu yüzden artık çerçevede düzenlenemez." msgid "Create Polygon & UV" msgstr "Çokgen & UV Oluştur" msgid "Create Internal Vertex" -msgstr "Dahili Köşe Oluştur" +msgstr "Dahili Köşenokta Oluştur" msgid "Remove Internal Vertex" -msgstr "Dahili Köşe Kaldır" +msgstr "Dahili Köşenoktayı Kaldır" msgid "Invalid Polygon (need 3 different vertices)" msgstr "Geçersiz çokgen (en az 3 köşeye gerek var)" msgid "Add Custom Polygon" -msgstr "İsteğe bağlı Çokgen Ekle" +msgstr "Özel Çokgen Ekle" msgid "Remove Custom Polygon" -msgstr "İsteğe bağlı Çokgen Kaldır" +msgstr "Özel Çokgeni Kaldır" msgid "Transform UV Map" msgstr "UV Haritasını Dönüştür" @@ -5956,10 +8945,10 @@ msgid "Transform Polygon" msgstr "Çokgeni Dönüştür" msgid "Paint Bone Weights" -msgstr "Kemik Ağırlık Boyama" +msgstr "Kemik Ağırlıklarını Boya" msgid "Open Polygon 2D UV editor." -msgstr "Çokgen 2D UV Düzenleyicisini aç." +msgstr "Çokgen 2B UV Düzenleyicisini aç." msgid "Polygon 2D UV Editor" msgstr "Çokgen 2B UV Düzenleyicisi" @@ -5986,7 +8975,7 @@ msgid "Shift: Move All" msgstr "ÜstKrkt: Tümünü Taşı" msgid "Shift+Ctrl: Scale" -msgstr "ÜstKrkt+Ctrl: Ölçek" +msgstr "ÜstKrkt+Ctrl: Ölçekle" msgid "Move Polygon" msgstr "Çokgeni Taşı" @@ -5998,20 +8987,18 @@ msgid "Scale Polygon" msgstr "Çokgeni Ölçekle" msgid "Create a custom polygon. Enables custom polygon rendering." -msgstr "İsteğe bağlı çokgen oluştur. İsteğe bağlı çokgen görüntü işleme." +msgstr "Özel çokgen oluştur. Özel çokgen işlemeyi etkinleştirir." msgid "" -"Remove a custom polygon. If none remain, custom polygon rendering is " -"disabled." +"Remove a custom polygon. If none remain, custom polygon rendering is disabled." msgstr "" -"İsteğe bağlı çokgen kaldır. Eğer hiç çokgen kalmazsa, çokgen görüntü işleme " -"kapanır." +"Özel çokgeni kaldır. Eğer hiç kalmadıysa, özel çokgen işleme devre dışı kalır." msgid "Paint weights with specified intensity." -msgstr "Belirtilen yoğunlukla ağırlık boya." +msgstr "Ağırlıkları, belirtilen yoğunlukla boya." msgid "Unpaint weights with specified intensity." -msgstr "Belirtilen yoğunlukla ağırlık boya temizle." +msgstr "Belirtilen yoğunluktaki ağırlıkların boyasını temizle." msgid "Radius:" msgstr "Yarıçap:" @@ -6020,7 +9007,7 @@ msgid "Copy Polygon to UV" msgstr "Çokgeni UV'ye kopyala" msgid "Copy UV to Polygon" -msgstr "UV'yi çokgene kopyala" +msgstr "UV'yi Çokgene kopyala" msgid "Clear UV" msgstr "UV yi Temizle" @@ -6032,7 +9019,7 @@ msgid "Snap" msgstr "Tutunma" msgid "Enable Snap" -msgstr "Yapışmayı Enkinleştir" +msgstr "Tutunmayı Etkinleştir" msgid "Show Grid" msgstr "Izgarayı Göster" @@ -6041,10 +9028,10 @@ msgid "Configure Grid:" msgstr "Izgarayı Yapılandır:" msgid "Grid Offset X:" -msgstr "Izgara Çıkıntı X:" +msgstr "Izgara Kayması X:" msgid "Grid Offset Y:" -msgstr "Izgara Çıkıntı Y:" +msgstr "Izgara Kayması Y:" msgid "Grid Step X:" msgstr "Izgara Adımı X:" @@ -6053,7 +9040,7 @@ msgid "Grid Step Y:" msgstr "Izgara Adımı Y:" msgid "Sync Bones to Polygon" -msgstr "Kemikleri Çokgene Eşleştir" +msgstr "Kemikleri Çokgene Eşle" msgid "Create Polygon3D" msgstr "Polygon3D oluştur" @@ -6080,19 +9067,19 @@ msgid "Load Resource" msgstr "Kaynak Yükle" msgid "AnimationTree has no path set to an AnimationPlayer" -msgstr "Animasyon ağacı AnimasyonOynatıcı'ya atanmış yola sahip değil" +msgstr "Animasyon ağacı, AnimationPlayer düğümüne atanmış bir yola sahip değil" msgid "Path to AnimationPlayer is invalid" -msgstr "Animasyon ağacı yolu geçersizdir" +msgstr "AnimationPlayer yolu geçersiz" msgid "Clear Recent Files" -msgstr "En Son Dosyaları Temizle" +msgstr "Son Kullanılan Dosyaları Temizle" msgid "Can't open '%s'. The file could have been moved or deleted." msgstr "'%s' açılamıyor. Dosya taşınmış ya da silinmiş olabilir." msgid "Close and save changes?" -msgstr "Kapa ve değişiklikleri kaydet?" +msgstr "Kapat ve değişiklikleri kaydet?" msgid "Error writing TextFile:" msgstr "Metin Dosyası kaydedilirken hata:" @@ -6124,23 +9111,29 @@ msgstr "Şu dosya yüklenemedi:" msgid "Save File As..." msgstr "Farklı Kaydet..." +msgid "Can't obtain the script for reloading." +msgstr "Yeniden yükleme için betik alınamıyor." + +msgid "Reload only takes effect on tool scripts." +msgstr "Yeniden yükleme yalnızca araç betiklerinde etkili olur." + msgid "Can't obtain the script for running." -msgstr "Çalıştırmak için komut dosyası alınamıyor." +msgstr "Çalıştırmak için betik dosyası alınamıyor." msgid "Script is not in tool mode, will not be able to run." -msgstr "Komut dosyası araç modunda değil, çalıştırılamayacak." +msgstr "Betik araç kipinde değil, çalıştırılamayacak." msgid "Script failed reloading, check console for errors." -msgstr "Komut dosyası yeniden yüklenemedi, konsolda hataları denetleyin." +msgstr "Betik yeniden yüklenemedi, uç-birimde hataları denetleyin." msgid "" "To run this script, it must inherit EditorScript and be set to tool mode." msgstr "" -"Komut dosyasının çalışabilmesi için EditörScript'den devrolunmalı ve araç " -"moduna ayarlandmalı." +"Bu betiğin çalışabilmesi için, EditörScript'den (düzenleyici betiği) miras " +"alınmalı ve araç kipine ayarlanmalı." msgid "Import Theme" -msgstr "Kalıbı İçe Aktar" +msgstr "Temayı İçe Aktar" msgid "Error while saving theme" msgstr "Tema kaydedilirken hata" @@ -6151,8 +9144,11 @@ msgstr "Kaydedilirken hata" msgid "Save Theme As..." msgstr "Temayı Farklı Kaydet..." +msgid "Unsaved file." +msgstr "Kaydedilmemiş dosya." + msgid "%s Class Reference" -msgstr "%s Class referansı" +msgstr "%s Sınıf Başvurusu" msgid "Find Next" msgstr "Sonraki Bul" @@ -6160,17 +9156,20 @@ msgstr "Sonraki Bul" msgid "Find Previous" msgstr "Öncekini Bul" +msgid "Filter Scripts" +msgstr "Betikleri Filtrele" + msgid "Toggle alphabetical sorting of the method list." -msgstr "Metot listesini alfabetik sıralamayı aç/kapa." +msgstr "Yöntem listesini alfabetik sıralamayı aç/kapat." msgid "Sort" msgstr "Sırala" msgid "Next Script" -msgstr "Sonraki betik" +msgstr "Sonraki Betik" msgid "Previous Script" -msgstr "Önceki betik" +msgstr "Önceki Betik" msgid "File" msgstr "Dosya" @@ -6179,19 +9178,22 @@ msgid "Open..." msgstr "Aç..." msgid "Reopen Closed Script" -msgstr "Kapatılan betiği tekrar Aç" +msgstr "Kapatılan Betiği Yeniden Aç" msgid "Save All" msgstr "Tümünü kaydet" +msgid "Soft Reload Tool Script" +msgstr "Araç Betiğini Yeniden Hafif Yükle" + msgid "Copy Script Path" msgstr "Betik Yolunu Kopyala" msgid "History Previous" -msgstr "Geçmişe Dönüş" +msgstr "Geçmiş Önceki" msgid "History Next" -msgstr "Sonrakine İlerle" +msgstr "Geçmiş Sonraki" msgid "Theme" msgstr "Tema" @@ -6200,10 +9202,10 @@ msgid "Import Theme..." msgstr "Tema İçe Aktar..." msgid "Reload Theme" -msgstr "Kalıbı Yeniden Yükle" +msgstr "Temayı Yeniden Yükle" msgid "Save Theme" -msgstr "Kalıbı Kaydet" +msgstr "Temayı Kaydet" msgid "Close All" msgstr "Tümünü Kapat" @@ -6221,19 +9223,22 @@ msgid "Online Docs" msgstr "Çevrimiçi Belgeler" msgid "Open Godot online documentation." -msgstr "Çevrimiçi Godot dökümanlarını aç." +msgstr "Godot çevrimiçi belgelerini aç." msgid "Search the reference documentation." -msgstr "Başvuru belgelerinde arama yap." +msgstr "Başvuru belgeleri içinde ara." msgid "Go to previous edited document." -msgstr "Daha önce düzenlenmiş belgeye git." +msgstr "Önceki düzenlenmiş belgeye git." msgid "Go to next edited document." -msgstr "Düzenlenmiş bir sonraki belgeye git." +msgstr "Sonraki düzenlenmiş belgeye git." + +msgid "Make the script editor floating." +msgstr "Betik düzenleyiciyi yüzer hale getir." msgid "Discard" -msgstr "Çıkart" +msgstr "Yok Say" msgid "" "The following files are newer on disk.\n" @@ -6246,13 +9251,19 @@ msgid "Search Results" msgstr "Arama Sonuçları" msgid "Clear Recent Scripts" -msgstr "En Son Betikleri Temizle" +msgstr "Son Kullanılan Betikleri Temizle" msgid "Standard" msgstr "Standart" +msgid "Plain Text" +msgstr "Düz Metin" + +msgid "JSON" +msgstr "JSON" + msgid "Connections to method:" -msgstr "Metotlara bağlantılar:" +msgstr "Yönteme olan bağlantılar:" msgid "Source" msgstr "Kaynak" @@ -6260,10 +9271,14 @@ msgstr "Kaynak" msgid "Target" msgstr "Hedef" +msgid "Error at (%d, %d):" +msgstr "Hata (%d, %d):" + msgid "" "Missing connected method '%s' for signal '%s' from node '%s' to node '%s'." msgstr "" -"'%s' düğümünden '%s' düğümüne, '%s' sinyali için '%s' bağlantı metodu eksik." +"Bağlantılı '%s' yöntemi eksik (%s sinyali için, '%s' düğümünden, '%s' " +"düğümüne)." msgid "[Ignore]" msgstr "[Gözardı et]" @@ -6272,14 +9287,16 @@ msgid "Line" msgstr "Satır" msgid "Go to Function" -msgstr "İşleve Git" +msgstr "Fonksiyona Git" msgid "Only resources from filesystem can be dropped." msgstr "Sadece dosya sisteminden kaynaklar bırakılabilir." +msgid "Can't drop nodes without an open scene." +msgstr "Açık bir sahne olmadan düğümler bırakılamaz." + msgid "Can't drop nodes because script '%s' is not used in this scene." -msgstr "" -"Bu sahnede '% s' komut dosyası kullanılmadığı için düğümler bırakılamıyor." +msgstr "Düğümler bırakılamıyor, çünkü '%s' betiği bu sahnede kullanılmamış." msgid "Lookup Symbol" msgstr "Simgeyi Araştır" @@ -6287,6 +9304,12 @@ msgstr "Simgeyi Araştır" msgid "Pick Color" msgstr "Renk Seç" +msgid "Folding" +msgstr "Daraltılıyor" + +msgid "Indentation" +msgstr "Girinti" + msgid "Uppercase" msgstr "Büyük harf" @@ -6294,13 +9317,13 @@ msgid "Lowercase" msgstr "Küçük harf" msgid "Capitalize" -msgstr "Büyük harfe çevirme" +msgstr "Büyük harfe çevir" msgid "Convert Case" msgstr "Büyük/Küçük Harf Dönüştür" msgid "Syntax Highlighter" -msgstr "Yazım Vurgulama" +msgstr "Sözdizimi Vurgulama" msgid "Bookmarks" msgstr "Yer imleri" @@ -6311,11 +9334,14 @@ msgstr "Şuna Git" msgid "Delete Line" msgstr "Satırı Sil" +msgid "Unindent" +msgstr "Girintiyi kaldır" + msgid "Toggle Comment" -msgstr "Yorumu Aç / Kapat" +msgstr "Yorumu Aç/Kapat" msgid "Fold/Unfold Line" -msgstr "Satırı Katla/Aç" +msgstr "Satırı Daralt/Aç" msgid "Fold All Lines" msgstr "Tüm Satırları Daralt" @@ -6324,10 +9350,13 @@ msgid "Unfold All Lines" msgstr "Tüm Satırları Genişlet" msgid "Evaluate Selection" -msgstr "Seçimi Değerlendir" +msgstr "Seçimi Hesapla" + +msgid "Toggle Word Wrap" +msgstr "Kelime Sarmayı Aç/Kapat" msgid "Trim Trailing Whitespace" -msgstr "İzleyenin Boşluklarını Kırp" +msgstr "Sondaki Beyaz boşlukları Kırp" msgid "Convert Indent to Spaces" msgstr "Girintiyi Boşluklara Dönüştür" @@ -6336,13 +9365,13 @@ msgid "Convert Indent to Tabs" msgstr "Girintiyi Sekmelere Dönüştür" msgid "Auto Indent" -msgstr "Kendinden Girintili" +msgstr "Otomatik Girinti" msgid "Find in Files..." msgstr "Dosyalarda Bul..." msgid "Replace in Files..." -msgstr "Dosyalariçinde Değiştir..." +msgstr "Dosyalarda Değiştir..." msgid "Contextual Help" msgstr "Bağlamsal Yardım" @@ -6360,7 +9389,7 @@ msgid "Remove All Bookmarks" msgstr "Bütün Yer imlerini Kaldır" msgid "Go to Function..." -msgstr "İşleve Git..." +msgstr "Fonksiyona Git..." msgid "Go to Line..." msgstr "Satıra Git..." @@ -6377,81 +9406,204 @@ msgstr "Sonraki Kesme Noktasına Git" msgid "Go to Previous Breakpoint" msgstr "Önceki Kesme Noktasına Git" +msgid "Shader Editor" +msgstr "Gölgelendirici Düzenleyicisi" + +msgid "New Shader Include" +msgstr "Yeni Gölgelendirici Dahil Etmesi" + +msgid "Load Shader File" +msgstr "Gölgelendirici Dosyası Yükle" + +msgid "Load Shader Include File" +msgstr "Gölgelendirici Dahil Etme Dosyasını Yükle" + +msgid "Save File" +msgstr "Dosyayı Kaydet" + +msgid "Save File As" +msgstr "Dosyayı Farklı Kaydet" + +msgid "Open File in Inspector" +msgstr "Dosyayı Denetleyicide Aç" + +msgid "Close File" +msgstr "Dosyayı Kapat" + +msgid "Make the shader editor floating." +msgstr "Gölgelendirici düzenleyiciyi yüzer hale getirin." + +msgid "No valid shader stages found." +msgstr "Geçerli gölgelendirici aşamaları bulunamadı." + +msgid "Shader stage compiled without errors." +msgstr "Gölgelendirici aşaması hatasız derlendi." + +msgid "" +"File structure for '%s' contains unrecoverable errors:\n" +"\n" +msgstr "" +"'%s' için dosya yapısı kurtarılamaz hatalar içeriyor:\n" +"\n" + msgid "ShaderFile" -msgstr "GölgelendirmeDosyası" +msgstr "Gölgelendirici Dosyası" msgid "This skeleton has no bones, create some children Bone2D nodes." -msgstr "Bu iskelette hiç kemik yok, alt öge olarak Kemik2D düğümleri oluştur." +msgstr "" +"Bu iskelette hiç kemik yok, alt öge olarak Bone2D -2B kemik- düğümleri " +"oluştur." msgid "Set Rest Pose to Bones" -msgstr "Dinlenme duruşunu Kemiklere ata" +msgstr "Dinlenme Duruşunu Kemiklere Ayarla" msgid "Create Rest Pose from Bones" -msgstr "Kemiklerle dinlenme duruşu Oluştur" +msgstr "Kemiklerden Dinlenme Duruşu Oluştur" msgid "Skeleton2D" -msgstr "İskelet2D" +msgstr "Skeleton2D -2B iskelet-" msgid "Reset to Rest Pose" msgstr "Dinlenme Duruşuna Sıfırla" msgid "Overwrite Rest Pose" -msgstr "Dinlenme Duruşunun Üstüne Yaz" +msgstr "Dinlenme Duruşunun Üzerine Yaz" + +msgid "Set Bone Transform" +msgstr "Kemik Dönüşümünü Ayarla" + +msgid "Set Bone Rest" +msgstr "Kemik Dayanağını Ayarla" + +msgid "Cannot create a physical skeleton for a Skeleton3D node with no bones." +msgstr "" +"Kemiği olmayan bir Skeleton3D -3B iskelet- düğümü için fiziksel iskelet " +"oluşturulamıyor." msgid "Create physical bones" -msgstr "Fiziki kemikler oluştur" +msgstr "Fiziksel kemikler oluştur" + +msgid "Cannot export a SkeletonProfile for a Skeleton3D node with no bones." +msgstr "Kemiksiz bir Skeleton3D düğümü için İskelet Profili dışa aktarılamıyor." + +msgid "Export Skeleton Profile As..." +msgstr "İskelet Profilini Farklı Dışa Aktar..." + +msgid "Set Bone Parentage" +msgstr "Kemiğin Üst-öğeliğini Ayarla" + +msgid "Skeleton3D" +msgstr "Skeleton3D -3B iskelet-" + +msgid "Reset All Bone Poses" +msgstr "Tüm Kemik Duruşlarını Sıfırla" + +msgid "Reset Selected Poses" +msgstr "Seçilen Duruşları Sıfırla" + +msgid "Apply All Poses to Rests" +msgstr "Tüm Duruşlara Dinlenme Duruşunu Uygula" + +msgid "Apply Selected Poses to Rests" +msgstr "Seçili Duruşlara Dinlenme Duruşunu Uygula" + +msgid "Create Physical Skeleton" +msgstr "Fiziksel İskelet Oluştur" + +msgid "Export Skeleton Profile" +msgstr "İskelet Profilini Dışa Aktar" + +msgid "" +"Edit Mode\n" +"Show buttons on joints." +msgstr "" +"Düzenleme Kipi\n" +"Eklemlerdeki düğmeleri göster." + +msgid "Insert key of bone poses already exist track." +msgstr "İzde mevcut kemik duruşlarının anahtarını ekle." + +msgid "Insert key of all bone poses." +msgstr "Tüm kemik duruşlarınn anahtarını ekle." + +msgid "Insert Key (All Bones)" +msgstr "Anahtar Ekle (Tüm Kemikler)" + +msgid "Bone Transform" +msgstr "Kemik Dönüştürme" msgid "Play IK" -msgstr "Oynat IK" +msgstr "IK Oynat" + +msgid "Create MeshInstance2D" +msgstr "MeshInstance2D -2B örgü örneği- Oluştur" + +msgid "MeshInstance2D Preview" +msgstr "MeshInstance2D -2B örgü örneği- Önizleme" msgid "Create Polygon2D" -msgstr "Çokgen2D Oluştur" +msgstr "Polygon2D -2B çokgen- Oluştur" msgid "Polygon2D Preview" -msgstr "Çokgen2B Önizleme" +msgstr "Polygon2D -2B çokgen- Önizleme" msgid "Create CollisionPolygon2D" -msgstr "TemasÇokgen2D Oluştur" +msgstr "CollisionPolygon2D -2B çarpışma çokgeni- Oluştur" msgid "CollisionPolygon2D Preview" -msgstr "TemasÇokgen2B Önizle" +msgstr "CollisionPolygon2D -2B çarpışma çokgeni- Önizle" msgid "Create LightOccluder2D" -msgstr "IşıkEngelleyici2D Oluştur" +msgstr "LightOccluder2D -2B ışık perdeleyici- Oluştur" msgid "LightOccluder2D Preview" -msgstr "IşıkEngelleyici2D Önizle" +msgstr "LightOccluder2D -2B ışık perdeleyici- Önizle" + +msgid "Can't convert a Sprite2D from a foreign scene." +msgstr "Başka bir sahneden alınan Sprite2D -2B grafik öğe- dönüştürülümez." + +msgid "Sprite2D is empty!" +msgstr "Sprite2D -2B grafik öğe- boş!" msgid "Can't convert a sprite using animation frames to mesh." msgstr "" -"HayaliÇizimlik, animasyon çerçevelerini kullanarak örüntüye dönüştürülemiyor." +"Animasyon kareleri kullanan bir grafik öğe, bir örgüye dönüştürülemiyor." msgid "Invalid geometry, can't replace by mesh." -msgstr "Geçersiz geometri, örüntü ile değiştirilemiyor." +msgstr "Geçersiz geometri, örgü ile değiştirilemiyor." + +msgid "Convert to MeshInstance2D" +msgstr "MeshInstance2D'ye -2B örgü örneği- dönüştür" msgid "Invalid geometry, can't create polygon." msgstr "Geçersiz geometri, çokgen oluşturulamıyor." msgid "Convert to Polygon2D" -msgstr "Çokgen2D'ye dönüştür" +msgstr "Polygon2D 'a -2B çokgen- dönüştür" msgid "Invalid geometry, can't create collision polygon." -msgstr "Geçersiz geometri, temas çokgeni oluşturulamıyor." +msgstr "Geçersiz geometri, çarpışma çokgeni oluşturulamıyor." msgid "Create CollisionPolygon2D Sibling" -msgstr "TemasÇokgen2D akranı oluşturulamıyor" +msgstr "CollisionPolygon2D -2B çarpışma çokgeni- Alt-Öğesi Oluştur" msgid "Invalid geometry, can't create light occluder." -msgstr "Geçersiz geometri, ışık engelleyici oluşturulamıyor." +msgstr "Geçersiz geometri, ışık perdeleyici oluşturulamıyor." msgid "Create LightOccluder2D Sibling" -msgstr "Engelleyici Çokgeni akranı Oluştur" +msgstr "LightOccluder2D -2B ışık perdeleyici- Alt-Öğesi Oluştur" + +msgid "Sprite2D" +msgstr "Sprite2D -2B grafik öğe-" msgid "Simplification:" -msgstr "Sadeleştirme:" +msgstr "Basitleştirme:" + +msgid "Shrink (Pixels):" +msgstr "Daralt (Pikselleri):" msgid "Grow (Pixels):" -msgstr "Büyüt (Piksel):" +msgstr "Genişlet (Pikselleri):" msgid "Update Preview" msgstr "Önizlemeyi Güncelle" @@ -6460,13 +9612,13 @@ msgid "Settings:" msgstr "Ayarlar:" msgid "No Frames Selected" -msgstr "Çerçeve seçilmedi" +msgstr "Seçili Kare Yok" msgid "Add %d Frame(s)" -msgstr "%d Çerçeve[ler]'i ekle" +msgstr "%d Kare(ler) ekle" msgid "Add Frame" -msgstr "Çerçeve Ekle" +msgstr "Kare Ekle" msgid "Unable to load images" msgstr "Resimler yüklenemiyor" @@ -6478,13 +9630,13 @@ msgid "Resource clipboard is empty or not a texture!" msgstr "Kaynak panosu boş ya da bir doku değil!" msgid "Paste Frame" -msgstr "Çerçeveyi Yapıştır" +msgstr "Kareyi Yapıştır" msgid "Add Empty" msgstr "Boş Ekle" msgid "Move Frame" -msgstr "Çerçeveyi Taşı" +msgstr "Kareyi Taşı" msgid "Delete Animation?" msgstr "Animasyon Silinsin mi?" @@ -6492,50 +9644,162 @@ msgstr "Animasyon Silinsin mi?" msgid "Change Animation FPS" msgstr "Animasyon FPS'sini Değiştir" +msgid "Set Frame Duration" +msgstr "Kare Süresini Ayarla" + msgid "(empty)" msgstr "(boş)" msgid "Animations:" msgstr "Animasyonlar:" +msgid "Animation Speed" +msgstr "Animasyon Hızı" + +msgid "Filter Animations" +msgstr "Animasyonları Filtrele" + msgid "Delete Animation" msgstr "Animasyonu Sil" +msgid "This resource does not have any animations." +msgstr "Bu kaynakta herhangi bir animasyon bulunmamaktadır." + msgid "Animation Frames:" -msgstr "Animasyon Çerçeveleri:" +msgstr "Animasyon Kareleri:" + +msgid "Frame Duration:" +msgstr "Kare Süresi:" msgid "Zoom Reset" msgstr "Yakınlaştırmayı Sıfırla" +msgid "Add frame from file" +msgstr "Dosyadan kare ekle" + +msgid "Add frames from sprite sheet" +msgstr "Grafik öğe sayfasından kare ekle" + +msgid "Delete Frame" +msgstr "Kareyi Sil" + +msgid "Copy Frame" +msgstr "Kareyi Kopyala" + +msgid "Insert Empty (Before Selected)" +msgstr "Boş Ekle (Seçilenden Önce)" + +msgid "Insert Empty (After Selected)" +msgstr "Boş Ekle (Seçilenden Sonra)" + +msgid "Move Frame Left" +msgstr "Kareyi Sola Taşı" + +msgid "Move Frame Right" +msgstr "Kareyi Sağa Taşı" + msgid "Select Frames" -msgstr "Çerçeveleri Seç" +msgstr "Kareleri Seç" + +msgid "Frame Order" +msgstr "Kare Sırası" + +msgid "As Selected" +msgstr "Seçildiği Gibi" + +msgid "By Row" +msgstr "Satıra Göre" + +msgid "Left to Right, Top to Bottom" +msgstr "Soldan Sağa, Yukarıdan Aşağıya" + +msgid "Left to Right, Bottom to Top" +msgstr "Soldan Sağa, Aşağıdan Yukarıya" + +msgid "Right to Left, Top to Bottom" +msgstr "Sağdan Sola, Yukarıdan Aşağıya" + +msgid "Right to Left, Bottom to Top" +msgstr "Sağdan Sola, Aşağıdan Yukarıya" + +msgid "By Column" +msgstr "Sütuna Göre" + +msgid "Top to Bottom, Left to Right" +msgstr "Yukarıdan Aşağıya, Soldan Sağa" + +msgid "Top to Bottom, Right to Left" +msgstr "Yukarıdan Aşağıya, Sağdan Sola" + +msgid "Bottom to Top, Left to Right" +msgstr "Aşağıdan Yukarıya, Soldan Sağa" + +msgid "Bottom to Top, Right to Left" +msgstr "Aşağıdan Yukarıya, Sağdan Sola" + +msgid "Select None" +msgstr "Hiçbirini Seçme" + +msgid "Toggle Settings Panel" +msgstr "Ayarlar Panelini Aç/Kapa" + +msgid "Horizontal" +msgstr "Yatay" + +msgid "Vertical" +msgstr "Dikey" msgid "Size" msgstr "Boyut" +msgid "Separation" +msgstr "Ayrılma" + +msgid "Offset" +msgstr "Kayma" + msgid "Create Frames from Sprite Sheet" -msgstr "HayaliÇizimlik'ten Çerçeveler oluştur" +msgstr "Grafik Öğe Sayfasından Kareler Oluştur" msgid "SpriteFrames" -msgstr "GörüntüKareleri" +msgstr "SpriteFrames -grafik öğe kareleri-" + +msgid "Warnings should be fixed to prevent errors." +msgstr "Hataları önlemek için Uyarılar düzeltilmelidir." + +msgid "" +"This shader has been modified on disk.\n" +"What action should be taken?" +msgstr "" +"Bu gölgelendirici disk üzerinde değiştirilmiş.\n" +"Hangi eylem yapılsın?" + +msgid "%s Mipmaps" +msgstr "%s Mipharitası" + +msgid "Memory: %s" +msgstr "Bellek: %s" + +msgid "No Mipmaps" +msgstr "Mipharitası Yok" msgid "Set Region Rect" -msgstr "Dikdörtgen Bölgesini Ayarla" +msgstr "Bölge Dikdörtgenini Ayarla" msgid "Set Margin" -msgstr "Kenar Boşluk Belirle" +msgstr "Kenar Boşluğu Ayarla" msgid "Snap Mode:" -msgstr "Yapışma Kipi:" +msgstr "Tutunma Kipi:" msgid "Pixel Snap" -msgstr "Nokta Yapışması" +msgstr "Piksel Tutunması" msgid "Grid Snap" -msgstr "Izgara Yapışması" +msgstr "Izgara Tutunması" msgid "Auto Slice" -msgstr "Otomatik Dilimle" +msgstr "Otomatik Dilimleme" msgid "Step:" msgstr "Adım:" @@ -6543,6 +9807,12 @@ msgstr "Adım:" msgid "Separation:" msgstr "Ayrım:" +msgid "Region Editor" +msgstr "Bölge Düzenleyicisi" + +msgid "Edit Region" +msgstr "Bölgeyi Düzenle" + msgid "Styleboxes" msgstr "Tarzkutuları" @@ -6562,6 +9832,11 @@ msgstr[1] "{num} sabit" msgid "No constants found." msgstr "Sabitler bulunamadı." +msgid "1 font" +msgid_plural "{num} fonts" +msgstr[0] "1 yazı tipi" +msgstr[1] "{num} yazı tipi" + msgid "No fonts found." msgstr "Yazı tipi bulunamadı." @@ -6570,6 +9845,14 @@ msgid_plural "{num} font sizes" msgstr[0] "1 yazı boyutu" msgstr[1] "{num} yazı boyutu" +msgid "No font sizes found." +msgstr "Yazı tipi boyutları bulunamadı." + +msgid "1 icon" +msgid_plural "{num} icons" +msgstr[0] "1 simge" +msgstr[1] "{num} simge" + msgid "No icons found." msgstr "Simge bulunamadı." @@ -6583,7 +9866,7 @@ msgstr "Hiç tarzkutusu bulunamadı." msgid "{num} currently selected" msgid_plural "{num} currently selected" -msgstr[0] "{num} şuan seçili" +msgstr[0] "{num} şu an seçilen" msgstr[1] "{num} şuan seçili" msgid "Nothing was selected for the import." @@ -6596,52 +9879,70 @@ msgid "Importing items {n}/{n}" msgstr "{n}/{n} öğeleri içe aktarılıyor" msgid "Updating the editor" -msgstr "Editörün güncellenmesi" +msgstr "Düzenleyici güncelleniyor" msgid "Finalizing" -msgstr "Çözümleniyor" +msgstr "Sonlandırılıyor" + +msgid "Import Theme Items" +msgstr "Tema Öğelerini İçe Aktar" + +msgid "Filter Items" +msgstr "Öğeleri Filtrele" msgid "With Data" msgstr "Veri ile" msgid "Select by data type:" -msgstr "Veri türüne göre seçin:" +msgstr "Veri türüne göre seç:" msgid "Select all visible color items." msgstr "Tüm görünür renk öğelerini seçin." msgid "Select all visible color items and their data." -msgstr "Tüm görünür renk öğelerini ve verilerini seçin." +msgstr "Tüm görünür renk öğelerini ve verilerini seç." msgid "Deselect all visible color items." -msgstr "Tüm görünür renk öğelerinin seçimini kaldırın." +msgstr "Tüm görünür renk öğelerinin seçimini kaldır." msgid "Select all visible constant items." msgstr "Tüm görünür sabit öğeleri seçin." msgid "Select all visible constant items and their data." -msgstr "Tüm görünür sabit öğeleri ve verilerini seçin." +msgstr "Tüm görünür sabit öğeleri ve verilerini seç." msgid "Deselect all visible constant items." -msgstr "Tüm görünür sabit öğelerin seçimini kaldırın." +msgstr "Tüm görünür sabit öğelerin seçimini kaldır." msgid "Select all visible font items." -msgstr "Tüm görünür yazı tipi öğelerini seçin." +msgstr "Tüm görünür yazı tipi öğelerini seç." msgid "Select all visible font items and their data." -msgstr "Tüm görünür yazı tipi öğelerini ve verilerini seçin." +msgstr "Tüm görünür yazı tipi öğelerini ve verilerini seç." msgid "Deselect all visible font items." -msgstr "Tüm görünür yazı tipi öğelerinin seçimini kaldırın." +msgstr "Tüm görünür yazı tipi öğelerinin seçimini kaldır." + +msgid "Font sizes" +msgstr "Yazı tipi boyutları" + +msgid "Select all visible font size items." +msgstr "Tüm görünür yazı tipi boyutu öğelerini seç." + +msgid "Select all visible font size items and their data." +msgstr "Tüm görünür yazı tipi boyutu öğelerini ve verilerini seç." + +msgid "Deselect all visible font size items." +msgstr "Tüm görünür yazı tipi boyutu öğelerinin seçimini kaldır." msgid "Select all visible icon items." -msgstr "Tüm görünür simge öğelerini seçin." +msgstr "Tüm görünür simge öğelerini seç." msgid "Select all visible icon items and their data." -msgstr "Tüm görünür simge öğelerini ve verilerini seçin." +msgstr "Tüm görünür simge öğelerini ve verilerini seç." msgid "Deselect all visible icon items." -msgstr "Tüm görünür simge öğelerinin seçimini kaldırın." +msgstr "Tüm görünür simge öğelerinin seçimini kaldır." msgid "Select all visible stylebox items." msgstr "Tüm görünür tarzkutusu öğelerini seç." @@ -6656,41 +9957,44 @@ msgid "" "Caution: Adding icon data may considerably increase the size of your Theme " "resource." msgstr "" -"Dikkat: Simge verileri eklemek, Tema kaynağınızın boyutunu önemli ölçüde " +"Dikkat: Simge verisi eklemek, Tema kaynağınızın boyutunu önemli ölçüde " "artırabilir." msgid "Collapse types." -msgstr "Hepsini Daralt." +msgstr "Türleri Daralt." msgid "Expand types." -msgstr "Hepsini Genişlet." +msgstr "Türleri Genişlet." msgid "Select all Theme items." -msgstr "Şablon Dosyası Seç." +msgstr "Tüm Tema öğelerini Seç." msgid "Select With Data" msgstr "Veri ile Seç" msgid "Select all Theme items with item data." -msgstr "Öğe verileriyle tüm Tema öğelerini seçin." +msgstr "Tüm Tema öğelerini verileriyle birlikte seç." msgid "Deselect All" -msgstr "Tüm seçimleri kaldır" +msgstr "Tüm Seçimleri Kaldır" msgid "Deselect all Theme items." -msgstr "Tüm Tema öğelerinin seçimini kaldırın." +msgstr "Tüm Tema öğelerinin seçimini kaldır." msgid "Import Selected" msgstr "Seçileni İçe Aktar" msgid "" -"Import Items tab has some items selected. Selection will be lost upon " -"closing this window.\n" +"Import Items tab has some items selected. Selection will be lost upon closing " +"this window.\n" "Close anyway?" msgstr "" -"Öğeleri İçe Aktar sekmesinde bazı öğeler seçilidir. Bu pencere " -"kapatıldığında seçim kaybolacaktır.\n" -"Yine de kapat?" +"Öğeleri İçe Aktar sekmesinde bazı öğeler seçili durumda. Bu pencere " +"kapatılırsa seçimler kaybedilecektir.\n" +"Yine de kapansın mı?" + +msgid "Remove Type" +msgstr "Türü Kaldır" msgid "" "Select a theme type from the list to edit its items.\n" @@ -6712,6 +10016,9 @@ msgstr "Tüm Sabit Öğeleri Kaldır" msgid "Remove All Font Items" msgstr "Tüm Yazı Tipi Öğelerini Kaldır" +msgid "Remove All Font Size Items" +msgstr "Tüm Yazı Tipi Boyutu Öğelerini Kaldır" + msgid "Remove All Icon Items" msgstr "Tüm Simge Öğelerini Kaldır" @@ -6723,7 +10030,31 @@ msgid "" "Add more items to it manually or by importing from another theme." msgstr "" "Bu tema türü boş.\n" -"El ile veya başka bir temadan içe aktararak daha fazla öğe ekleyin." +"El ile veya başka bir temadan içe aktararak daha fazla öğe ekle." + +msgid "Remove Theme Item" +msgstr "Tema Öğesini Kaldır" + +msgid "Add Theme Type" +msgstr "Tema Türü Ekle" + +msgid "Create Theme Item" +msgstr "Tema Öğesi Oluştur" + +msgid "Remove Theme Type" +msgstr "Tema Türünü Kaldır" + +msgid "Remove Data Type Items From Theme" +msgstr "Veri Tipi Öğelerini Temadan Kaldır" + +msgid "Remove Class Items From Theme" +msgstr "Sınıf Öğelerini Temadan Kaldır" + +msgid "Remove Custom Items From Theme" +msgstr "Özel Öğeleri Temadan Kaldır" + +msgid "Remove All Items From Theme" +msgstr "Bütün Öğeleri Temadan Kaldır" msgid "Add Color Item" msgstr "Renk Öğesi Ekle" @@ -6734,6 +10065,9 @@ msgstr "Sabit Öğe Ekle" msgid "Add Font Item" msgstr "Yazı Tipi Öğesi Ekle" +msgid "Add Font Size Item" +msgstr "Yazı Tipi Boyutu Öğesi Ekle" + msgid "Add Icon Item" msgstr "Simge Öğesi Ekle" @@ -6749,12 +10083,18 @@ msgstr "Sabit Öğeyi Yeniden Adlandır" msgid "Rename Font Item" msgstr "Yazı Tipi Öğesini Yeniden Adlandır" +msgid "Rename Font Size Item" +msgstr "Yazı Tipi Boyutu Öğesini Yeniden Adlandır" + msgid "Rename Icon Item" msgstr "Simge Öğesini Yeniden Adlandır" msgid "Rename Stylebox Item" msgstr "Tarzkutusu Öğesini Yeniden Adlandır" +msgid "Rename Theme Item" +msgstr "Tema Öğesini Yeniden Adlandır" + msgid "Invalid file, not a Theme resource." msgstr "Geçersiz dosya, Tema kaynağı değil." @@ -6780,7 +10120,7 @@ msgid "Add StyleBox Item" msgstr "TarzKutusu Öğesi Ekle" msgid "Remove Items:" -msgstr "Öğeleri kaldır:" +msgstr "Öğeleri Kaldır:" msgid "Remove Class Items" msgstr "Sınıf Öğelerini Kaldır" @@ -6795,19 +10135,22 @@ msgid "Add Theme Item" msgstr "Tema Öğesi Ekle" msgid "Old Name:" -msgstr "Eski ad:" +msgstr "Eski İsim:" msgid "Import Items" msgstr "Öğeleri İçe Aktar" msgid "Default Theme" -msgstr "Varsayılan tema" +msgstr "Varsayılan Tema" msgid "Editor Theme" -msgstr "Editör Teması" +msgstr "Düzenleyici Teması" msgid "Select Another Theme Resource:" -msgstr "Başka Bir Tema Kaynağı Seçin:" +msgstr "Başka Bir Tema Kaynağı Seç:" + +msgid "Theme Resource" +msgstr "Tema Kaynağı" msgid "Another Theme" msgstr "Başka Bir Tema" @@ -6816,13 +10159,13 @@ msgid "Filter the list of types or create a new custom type:" msgstr "Tip listesini filtrele veya yeni bir özel tip oluştur:" msgid "Available Node-based types:" -msgstr "Kullanılabilir Düğüm-tabanlı Türler:" +msgstr "Kullanılabilir Düğüm-tabanlı türler:" msgid "Type name is empty!" msgstr "Tür adı boş!" msgid "Are you sure you want to create an empty type?" -msgstr "Boş bir tip oluşturmak istediğinize emin misiniz ?" +msgstr "Boş bir tür oluşturmak istediğinize emin misiniz?" msgid "Confirm Item Rename" msgstr "Öğeyi Yeniden Adlandırmayı Onayla" @@ -6831,7 +10174,7 @@ msgid "Cancel Item Rename" msgstr "Öğe Yeniden Adlandırmayı İptal Et" msgid "Override Item" -msgstr "Öğeyi Geçersiz Kıl" +msgstr "Öğe Üzerine Yaz" msgid "Unpin this StyleBox as a main style." msgstr "Bu TarzKutusu'nun ana tarz sabitlemesini kaldır." @@ -6841,7 +10184,7 @@ msgid "" "same properties in all other StyleBoxes of this type." msgstr "" "Bu TarzKutusunu ana tarz olarak sabitle. Bunun özelliklerini düzenlemek, bu " -"tipteki diğer tüm TarzKutularının aynı özelliklerini güncelleyecektir." +"türdeki diğer tüm TarzKutularının aynı özelliklerini güncelleyecektir." msgid "Add Item Type" msgstr "Öğe Türü Ekle" @@ -6849,29 +10192,72 @@ msgstr "Öğe Türü Ekle" msgid "Add Type" msgstr "Tür Ekle" +msgid "Override All Default Theme Items" +msgstr "Tüm Varsayılan Tema Öğelerininin Üzerine Yaz" + +msgid "Override Theme Item" +msgstr "Tema Öğesininin Üzerine Yaz" + +msgid "Set Color Item in Theme" +msgstr "Temadaki Renk Öğesini Ayarla" + +msgid "Set Constant Item in Theme" +msgstr "Temadaki Sabit Öğeyi Ayarla" + +msgid "Set Font Size Item in Theme" +msgstr "Temadaki Yazı Tipi Boyutu Öğesini Ayarla" + +msgid "Set Font Item in Theme" +msgstr "Temadaki Yazı Tipi Öğesini Ayarla" + +msgid "Set Icon Item in Theme" +msgstr "Temadaki Simge Öğesini Ayarla" + msgid "Set Stylebox Item in Theme" -msgstr "TarzKutusu Öğesini Temaya Ayarla" +msgstr "Temadaki TarzKutusu Öğesini Ayarla" msgid "Pin Stylebox" msgstr "TarzKutusunu Sabitle" msgid "Unpin Stylebox" -msgstr "TarzKutusunun Sabitlemesini Kaldır" +msgstr "TarzKutusu'nun Sabitlemesini Kaldır" + +msgid "Set Theme Type Variation" +msgstr "Tema Türü Çeşitlemesini Ayarla" + +msgid "Set Variation Base Type" +msgstr "Çeşitleme Taban Türünü Ayarla" + +msgid "Set Base Type" +msgstr "Taban Türü Ayarla" + +msgid "Add a type from a list of available types or create a new one." +msgstr "Mevcut türler listesinden bir tür ekle, veya yeni bir tane oluştur." msgid "Show Default" msgstr "Varsayılanı Göster" msgid "Show default type items alongside items that have been overridden." -msgstr "Geçersiz kılınan öğelerin yanında varsayılan tür öğelerini göster." +msgstr "Varsayılan tür öğelerini, üzerine yazılan öğelerle birlikte göster." msgid "Override All" -msgstr "Tümünü Geçersiz Kıl" +msgstr "Tümününün Üzerine Yaz" msgid "Override all default type items." -msgstr "Tüm varsayılan tür öğelerini geçersiz kıl." +msgstr "Tüm varsayılan tür öğelerinin üzerine yaz." msgid "Base Type" -msgstr "Temel Tür" +msgstr "Temel Tip" + +msgid "Select the variation base type from a list of available types." +msgstr "Kullanılabilir türler listesinden çeşitleme taban türünü seç." + +msgid "" +"A type associated with a built-in class cannot be marked as a variation of " +"another type." +msgstr "" +"Yerleşik sınıfla ilişkili bir tür, başka bir türün çeşitlemesi olarak " +"belirlenemez." msgid "Theme:" msgstr "Tema:" @@ -6880,7 +10266,7 @@ msgid "Manage Items..." msgstr "Öğeleri Yönet..." msgid "Add, remove, organize and import Theme items." -msgstr "Tema öğeleri ekleyin, kaldırın, düzenleyin ve içe aktarın." +msgstr "Tema öğeleri ekle, kaldır, düzenle ve içe aktar." msgid "Add Preview" msgstr "Önizleme Ekle" @@ -6889,32 +10275,31 @@ msgid "Default Preview" msgstr "Varsayılan Önizleme" msgid "Select UI Scene:" -msgstr "UI Sahnesi'ni seçin:" +msgstr "Kullanıcı Arayüzü, UI, Sahnesi'ni seçin:" msgid "" -"Toggle the control picker, allowing to visually select control types for " -"edit." +"Toggle the control picker, allowing to visually select control types for edit." msgstr "" -"Düzenleme için kontrol türlerini görsel olarak seçmeye izin vererek kontrol " -"seçiciyi açın." +"Kontrol seçiciyi açıp kapatmak, kontrol türlerinin düzenleme için görsel " +"olarak seçilmesini sağlar." msgid "Toggle Button" -msgstr "Geçiş Düğmesi" +msgstr "Aç/Kapat Düğmesi" msgid "Disabled Button" -msgstr "Pasif Düğme" +msgstr "Devre Dışı Düğme" msgid "Item" msgstr "Öğe" msgid "Disabled Item" -msgstr "Pasif Öge" +msgstr "Devre Dışı Öğe" msgid "Check Item" -msgstr "Öğeyi Denetle" +msgstr "Öğeyi İşaretle" msgid "Checked Item" -msgstr "Denetlenen Öğe" +msgstr "İşaretli Öğe" msgid "Radio Item" msgstr "Radyo Ögesi" @@ -6941,7 +10326,7 @@ msgid "Many" msgstr "Çok" msgid "Disabled LineEdit" -msgstr "Pasif SatırDüzeltici" +msgstr "SatırDüzenleyici Devre Dışı" msgid "Tab 1" msgstr "Sekme 1" @@ -6962,16 +10347,101 @@ msgid "Has,Many,Options" msgstr "Var,Çok,Seçenekler" msgid "Invalid path, the PackedScene resource was probably moved or removed." -msgstr "Geçersiz yol, PackedScene kaynağı muhtemelen taşındı veya kaldırıldı." +msgstr "" +"Geçersiz yol, PackedScene -paket sahne- kaynağı muhtemelen taşındı veya " +"kaldırıldı." msgid "Invalid PackedScene resource, must have a Control node at its root." -msgstr "Geçersiz PackedScene kaynağı, kökünde bir Kontrol düğümü olmalıdır." +msgstr "" +"Geçersiz PackedScene -paket sahne- kaynağı, kökünde bir Kontrol düğümü " +"olmalıdır." msgid "Invalid file, not a PackedScene resource." -msgstr "Geçersiz dosya, bu bir PackedScene kaynağı değil." +msgstr "Geçersiz dosya, bu bir PackedScene -paket sahne- kaynağı değil." msgid "Reload the scene to reflect its most actual state." -msgstr "Sahneyi en gerçek durumunu yansıtacak şekilde yeniden yükleyin." +msgstr "Sahneyi, en güncel durumunu yansıtması için yeniden yükleyin." + +msgid "Merge TileSetAtlasSource" +msgstr "TileSetAtlasSource'u -karo seti atlas kaynağı- Birleştir" + +msgid "%s (ID: %d)" +msgstr "%s (Kimlik: %d)" + +msgid "Atlas Merging" +msgstr "Atlas Birleştirme" + +msgid "Merge (Keep original Atlases)" +msgstr "Birleştir (kaynak Atlasları Sakla)" + +msgid "Merge" +msgstr "Birleştir" + +msgid "Next Line After Column" +msgstr "Sütundan Sonra Sonraki Satır" + +msgid "Please select two atlases or more." +msgstr "Lütfen iki veya daha fazla atlas seçin." + +msgid "" +"Source: %d\n" +"Atlas coordinates: %s\n" +"Alternative: 0" +msgstr "" +"Kaynak: %d\n" +"Atlas koordinatları: %s\n" +"Yerine geçebilecek: 0" + +msgid "" +"Source: %d\n" +"Atlas coordinates: %s\n" +"Alternative: %d" +msgstr "" +"Kaynak: %d\n" +"Atlas koordinatları: %s\n" +"Yerine geçebilecek: %d" + +msgid "No atlas source with a valid texture selected." +msgstr "Seçili geçerli bir dokuya sahip atlas kaynağı yok." + +msgid "Base Tiles" +msgstr "Taban Karoları" + +msgid "Alternative Tiles" +msgstr "Yerine Geçebilecek Karola" + +msgid "Reset Polygons" +msgstr "Çokgenleri Sıfırla" + +msgid "Clear Polygons" +msgstr "Çokgenleri Temizle" + +msgid "Rotate Polygons Right" +msgstr "Çokgenleri Sağa Döndür" + +msgid "Rotate Polygons Left" +msgstr "Çokgenleri Sola Döndür" + +msgid "Flip Polygons Horizontally" +msgstr "Çokgenleri Yatayda Ters Çevir" + +msgid "Flip Polygons Vertically" +msgstr "Çokgenleri Dikeyde Ters Çevir" + +msgid "Edit Polygons" +msgstr "Çokgenleri Düzenle" + +msgid "Add polygon tool" +msgstr "Çokgen aracı ekle" + +msgid "Edit points tool" +msgstr "Noktalar aracını düzenle" + +msgid "Delete points tool" +msgstr "Noktalar aracını Sil" + +msgid "Reset to default tile shape" +msgstr "Varsayılan karo şekline sıfırla" msgid "Rotate Right" msgstr "Sağa Döndür" @@ -6980,38 +10450,493 @@ msgid "Rotate Left" msgstr "Sola Döndür" msgid "Flip Horizontally" -msgstr "Yatay Yansıt" +msgstr "Yatayda Ters Çevir" msgid "Flip Vertically" -msgstr "Dikey Yansıt" +msgstr "Dikeyde Ters Çevir" + +msgid "Disable Snap" +msgstr "Tutunmayı Devre Dışı Bırak" + +msgid "Half-Pixel Snap" +msgstr "Yarım-Piksel Tutunma" + +msgid "Painting Tiles Property" +msgstr "Karolar Özelliği Boyanıyor" + +msgid "Painting:" +msgstr "Boyama:" + +msgid "Picker" +msgstr "Seçici" + +msgid "No terrains" +msgstr "Hiçbir Arazi yok" + +msgid "No terrain" +msgstr "Arazi yok" + +msgid "Painting Terrain Set" +msgstr "Arazi Seti Boyanıyor" + +msgid "Painting Terrain" +msgstr "Arazi Boyanıyor" + +msgid "No Texture Atlas Source (ID: %d)" +msgstr "Doku Atlası Kaynağı Yok (Kimlik: %d)" + +msgid "Scene Collection Source (ID: %d)" +msgstr "Sahne Derlemesi Kaynağı (Kimlik: %d)" + +msgid "Unknown Type Source (ID: %d)" +msgstr "Bilinmeyen Tür Kaynağı (Kimlik: %d)" + +msgid "Add TileSet pattern" +msgstr "TileSet -karo seti- deseni ekle" + +msgid "Remove TileSet patterns" +msgstr "KaroSeti desenlerini kaldır" + +msgid "Index: %d" +msgstr "Dizin: %d" + +msgid "Tile with Invalid Scene" +msgstr "Geçersiz Sahneli Karo" + +msgid "Delete tiles" +msgstr "Karoları sil" + +msgid "Drawing Rect:" +msgstr "Dikdörtgen Çiziliyor:" + +msgid "Change selection" +msgstr "Seçimi değiştir" + +msgid "Move tiles" +msgstr "Karoları taşı" + +msgid "Paint tiles" +msgstr "Karo boya" + +msgid "Paste tiles" +msgstr "Karoları yapıştır" + +msgid "Selection" +msgstr "Seçim" + +msgid "Paint" +msgstr "Boya" + +msgid "Shift: Draw line." +msgstr "ÜstKrkt: Çizgi çiz." + +msgid "Shift+Ctrl: Draw rectangle." +msgstr "ÜstKrkt+Ctrl: Dikdörtgen çiz." + +msgctxt "Tool" +msgid "Line" +msgstr "Çizgi" + +msgid "Rect" +msgstr "Dikdörtgen" + +msgid "Bucket" +msgstr "Kova" + +msgid "Alternatively hold Ctrl with other tools to pick tile." +msgstr "" +"Karo seçmek için diğer araçları kullanırken Ctrl tuşunu basılı tutabilirsin." + +msgid "Eraser" +msgstr "Silgi" + +msgid "Alternatively use RMB to erase tiles." +msgstr "Karoları silmek için Sağ Fare Düğmesini de kullanabilirsin." + +msgid "Contiguous" +msgstr "Bitişik" + +msgid "Place Random Tile" +msgstr "Rastgele Karo Yerleştir" + +msgid "" +"Modifies the chance of painting nothing instead of a randomly selected tile." +msgstr "" +"Rastgele seçilen bir karo yerine hiçbir şey boyamama şansını değiştirir." + +msgid "Scattering:" +msgstr "Saçılıyor:" msgid "Tiles" -msgstr "Döşemeler, Tiles" +msgstr "Karolar" + +msgid "" +"This TileMap's TileSet has no source configured. Go to the TileSet bottom tab " +"to add one." +msgstr "" +"Bu KaroHaritası'nın KaroSet'i için yapılandırılmış bir kaynak yok. Bir tane " +"eklemek için alttaki KaroSeti sekmesine gidin." + +msgid "Sort sources" +msgstr "Kaynakları sırala" + +msgid "Sort by ID (Ascending)" +msgstr "Kimliğe Göre Sırala (Artan)" + +msgid "Sort by ID (Descending)" +msgstr "Kimliğe Göre Sırala (Azalan)" + +msgid "Invalid source selected." +msgstr "Geçersiz kaynak seçildi." + +msgid "Patterns" +msgstr "Desenler" + +msgid "Drag and drop or paste a TileMap selection here to store a pattern." +msgstr "" +"Bir deseni saklamak için, bir KaroHaritası seçimini buraya sürükle-bırakın " +"veya yapıştırın." + +msgid "Paint terrain" +msgstr "Araziyi boya" + +msgid "Matches Corners and Sides" +msgstr "Köşeleri ve Kenarları Eşleştirir" + +msgid "Matches Corners Only" +msgstr "Sadece Köşeleri Eşleştirir" + +msgid "Matches Sides Only" +msgstr "Sadece Kenarları Eşleştirir" + +msgid "Terrain Set %d (%s)" +msgstr "Arazi Seti %d (%s)" + +msgid "" +"Connect mode: paints a terrain, then connects it with the surrounding tiles " +"with the same terrain." +msgstr "" +"Bağlantı kipi: bir araziyi boyar, sonra aynı araziyi çevreleyen karolarla " +"bağlar." + +msgid "" +"Path mode: paints a terrain, thens connects it to the previous tile painted " +"within the same stroke." +msgstr "" +"Yol kipi: bir araziyi boyar, sonra aynı çizgide boyanan önceki karoya bağlar." + +msgid "Terrains" +msgstr "Araziler" + +msgid "Replace Tiles with Proxies" +msgstr "Karoları Vekiller ile Değiştir" + +msgid "No Layers" +msgstr "Katman Yok" + +msgid "Select Next Tile Map Layer" +msgstr "Sonraki Karo Haritası Katmanını Seç" + +msgid "Select Previous Tile Map Layer" +msgstr "Önceki Karo Haritası Katmanını Seç" + +msgid "TileMap Layers" +msgstr "Karo Haritası Katmanları" + +msgid "Highlight Selected TileMap Layer" +msgstr "Seçili Karo Haritası Katmanını Vurgula" + +msgid "Toggle grid visibility." +msgstr "Izgara görünürlüğünü aç/kapat." + +msgid "Automatically Replace Tiles with Proxies" +msgstr "Karoları Vekiller ile Otomatik Değiştir" + +msgid "" +"The edited TileMap node has no TileSet resource.\n" +"Create or load a TileSet resource in the Tile Set property in the inspector." +msgstr "" +"Düzenlenen KaroHaritası düğümünün KaroSeti kaynağı yok.\n" +"Denetleyicideki Karo Seti özelliğinde bir KaroSeti kaynağı oluşturun veya " +"yükleyin." + +msgid "Remove Tile Proxies" +msgstr "Karo Vekillerini Kaldır" + +msgid "Create Alternative-level Tile Proxy" +msgstr "Yerine-geçebilir-seviyede Karo Vekilleri Oluştur" + +msgid "Create Coords-level Tile Proxy" +msgstr "Konum-düzeyinde Karo Vekilleri Oluştur" + +msgid "Create source-level Tile Proxy" +msgstr "Kaynak-düzeyinde Karo Vekili Oluştur" + +msgid "Delete All Invalid Tile Proxies" +msgstr "Tüm Geçersiz Karo Vekillerini Sil" + +msgid "Delete All Tile Proxies" +msgstr "Tüm Karo Vekillerini Sil" + +msgid "Tile Proxies Management" +msgstr "Karo Vekilleri Yönetimi" + +msgid "Source-level proxies" +msgstr "Kaynak-düzeyinde vekiller" + +msgid "Coords-level proxies" +msgstr "Konum-düzeyinde vekiller" + +msgid "Alternative-level proxies" +msgstr "Yerine-geçebilen-düzeyde vekiller" + +msgid "Add a new tile proxy:" +msgstr "Yeni bir karo vekili ekle:" + +msgid "From Source" +msgstr "Kaynaktan" + +msgid "From Coords" +msgstr "Konumdan" + +msgid "From Alternative" +msgstr "Yerine geçebilen'den" + +msgid "To Source" +msgstr "Kaynağa" + +msgid "To Coords" +msgstr "Konuma" + +msgid "To Alternative" +msgstr "Yerine geçebilen'e" + +msgid "Global actions:" +msgstr "Genel eylemler:" + +msgid "Clear Invalid" +msgstr "Geçersizleri Temizle" msgid "Atlas" msgstr "Atlas" +msgid "Base Tile" +msgstr "Taban Karo" + +msgid "Alternative Tile" +msgstr "Yerine Geçebilir Karo" + +msgid "" +"Selected tile:\n" +"Source: %d\n" +"Atlas coordinates: %s\n" +"Alternative: %d" +msgstr "" +"Seçili karo:\n" +"Kaynak: %d\n" +"Atlas koordinatları: %s\n" +"Yerine geçebilecek: %d" + +msgid "Rendering" +msgstr "İşleme" + +msgid "Texture Origin" +msgstr "Doku Kökeni" + +msgid "Modulate" +msgstr "Ton Değiştir" + +msgid "Z Index" +msgstr "Z İndeksi" + +msgid "Y Sort Origin" +msgstr "Y Sıralama Kökeni" + +msgid "Occlusion Layer %d" +msgstr "Perdeleme Katmanı %d" + +msgid "Probability" +msgstr "Olasılık" + +msgid "Physics" +msgstr "Fizik" + +msgid "Physics Layer %d" +msgstr "Fizik Katmanı %d" + +msgid "Navigation Layer %d" +msgstr "Gezinti Katmanı %d" + +msgid "Custom Data" +msgstr "Özel Veri" + +msgid "Custom Data %d" +msgstr "Özel Veri %d" + +msgid "Select a property editor" +msgstr "Bir özellik düzenleyicisi seç" + +msgid "Create tiles" +msgstr "Karolar Oluştur" + +msgid "Create a tile" +msgstr "Bir karo oluştur" + +msgid "Remove tiles" +msgstr "Karoları kaldır" + +msgid "Move a tile" +msgstr "Karoyu taşı" + +msgid "Select tiles" +msgstr "Karoları seç" + +msgid "Resize a tile" +msgstr "Karoyu yeniden boyutlandır" + +msgid "Remove tile" +msgstr "Karoyu kaldır" + +msgid "Create tile alternatives" +msgstr "Yerine geçebilen karo oluştur" + +msgid "Create tiles in non-transparent texture regions" +msgstr "Saydam-olmayan doku bölgelerinde karolar oluştur" + +msgid "Remove tiles in fully transparent texture regions" +msgstr "Tamamen saydam doku bölgelerindeki karoları kaldır" + +msgid "Setup" +msgstr "Kurulum" + +msgid "" +"Atlas setup. Add/Remove tiles tool (use the shift key to create big tiles, " +"control for rectangle editing)." +msgstr "" +"Atlas kurulumu. Karo ekleme/kaldırma aracı (büyük karolar oluşturmak için " +"ÜstKrkt tuşunu, dikdörtgen düzenleme için Ctrl tuşunu kullanın)." + +msgid "Select tiles." +msgstr "Karoları seç." + +msgid "Paint properties." +msgstr "Boya özellikleri." + +msgid "No tiles selected." +msgstr "Seçili karo yok." + +msgid "Paint Properties:" +msgstr "Boya Özellikleri:" + +msgid "Create Tiles in Non-Transparent Texture Regions" +msgstr "Saydam-Olmayan Doku Bölgelerinde Karolar Oluştur" + +msgid "Remove Tiles in Fully Transparent Texture Regions" +msgstr "Tamamen Şeffaf Doku Bölgelerindeki Karoları Kaldır" + +msgid "Create an Alternative Tile" +msgstr "Yerine-geçebilen Karo Oluştur" + +msgid "Create a Tile" +msgstr "Karo Oluştur" + +msgid "Auto Create Tiles in Non-Transparent Texture Regions?" +msgstr "Saydam-Olmayan Doku Bölgelerinde Otomatik Karo Oluşturulsun mu?" + +msgid "" +"The atlas's texture was modified.\n" +"Would you like to automatically create tiles in the atlas?" +msgstr "" +"Atlasın dokusu değiştirildi.\n" +"Atlastaki karoları otomatik olarak oluşturmak ister misiniz?" + msgid "Yes" msgstr "Evet" +msgid "No" +msgstr "Hayır" + +msgid "Add a new atlas source" +msgstr "Yeni bir atlas kaynağı ekle" + +msgid "Remove source" +msgstr "Kaynağı kaldır" + +msgid "Add atlas source" +msgstr "Atlas kaynağı ekle" + +msgid "Sort Sources" +msgstr "Kaynakları Sırala" + +msgid "Scenes Collection" +msgstr "Sahne Derlemesi" + +msgid "Open Atlas Merging Tool" +msgstr "Atlas Birleştirme Aracı'nı Aç" + +msgid "Manage Tile Proxies" +msgstr "Karo Vekillerini Yönet" + +msgid "" +"No TileSet source selected. Select or create a TileSet source.\n" +"You can create a new source by using the Add button on the left or by " +"dropping a tileset texture onto the source list." +msgstr "" +"Seçili KaroSeti kaynağı yok. Bir KaroSeti kaynağı seçin veya oluşturun.\n" +"Soldaki Ekle düğmesini kullanarak veya kaynak listesine bir karoseti dokusu " +"bırakarak yeni bir kaynak oluşturabilirsiniz." + +msgid "Add new patterns in the TileMap editing mode." +msgstr "KaroHaritası düzenleme kipinde yeni desenler ekle." + +msgid "Add a Scene Tile" +msgstr "Sahne Karosu Ekle" + +msgid "Remove a Scene Tile" +msgstr "Bir Sahne Karosunu Kaldır" + +msgid "Scenes collection properties:" +msgstr "Sahne derlemesi özellikleri:" + +msgid "Tile properties:" +msgstr "Karo özellikleri:" + msgid "TileSet" -msgstr "DöşemeTakımı" +msgstr "KaroSeti" + +msgid "TileMap" +msgstr "KaroHaritası" + +msgid "" +"No VCS plugins are available in the project. Install a VCS plugin to use VCS " +"integration features." +msgstr "" +"Projede hiçbir VCS eklentisi mevcut değil. VCS bütünleşmesi özelliklerini " +"kullanmak için bir VCS eklentisi yükleyin." msgid "Error" msgstr "Hata" msgid "" "Remote settings are empty. VCS features that use the network may not work." -msgstr "Remote ayarları boş. Ağ kullanan VKS özellikleri çalışmayabilir." +msgstr "" +"Uzak ayarları boş. Ağ kullanan VCS (sürüm kontrol sistemi) özellikleri " +"çalışmayabilir." msgid "Commit" msgstr "İşle" +msgid "Open in editor" +msgstr "Düzenleyicide aç" + +msgid "Discard changes" +msgstr "Değişiklikleri yok say" + msgid "Staged Changes" -msgstr "Onaya hazırlanan Değişiklikler" +msgstr "Onaya Hazır Değişiklikler" msgid "Unstaged Changes" -msgstr "Aşamasız Değişiklikler" +msgstr "Onay Dışı Değişiklikler" msgid "Commit:" msgstr "İşleme:" @@ -7026,16 +10951,31 @@ msgid "Do you want to remove the %s branch?" msgstr "%s dalını silmek istiyor musun?" msgid "Do you want to remove the %s remote?" -msgstr "%s uzak kod deposunu kaldırmak istiyor musunuz ?" +msgstr "%s uzak deposunu kaldırmak istiyor musun?" + +msgid "Create VCS metadata files for:" +msgstr "Aşağıdakiler için VCS metaveri dosyaları oluştur:" + +msgid "Existing VCS metadata files will be overwritten." +msgstr "Mevcut VCS metaveri dosyalarının üzerine yazılacaktır." + +msgid "Local Settings" +msgstr "Yerel Ayarlar" msgid "Apply" msgstr "Uygula" +msgid "VCS Provider" +msgstr "VCS Sağlayıcı" + +msgid "Connect to VCS" +msgstr "VCS'ye bağlan" + msgid "Remote Login" msgstr "Uzak Giriş" msgid "Username" -msgstr "Kullanıcı adı" +msgstr "Kullanıcı İsmi" msgid "Password" msgstr "Şifre" @@ -7056,16 +10996,22 @@ msgid "SSH Passphrase" msgstr "SSH Güvenlik Cümlesi" msgid "Detect new changes" -msgstr "Yeni değişiklikleri tespit et" +msgstr "Yeni değişiklikleri algıla" msgid "Discard all changes" -msgstr "Tüm değişiklikleri sil" +msgstr "Tüm değişiklikleri yok say" + +msgid "This operation is IRREVERSIBLE. Your changes will be deleted FOREVER." +msgstr "Bu işlem GERİ DÖNÜŞSÜZdür. Değişiklikleriniz SONSUZA KADAR silinecek." + +msgid "Permanentally delete my changes" +msgstr "Değişikliklerimi kalıcı olarak sil" msgid "Stage all changes" -msgstr "Tüm değişiklikleri işlemeye hazırla" +msgstr "Tüm değişiklikleri onaya hazırla" msgid "Unstage all changes" -msgstr "Tüm İşleme Hazırlıklarını Geri Al" +msgstr "Tüm değişiklikleri onaydan kaldır" msgid "Commit Message" msgstr "İşleme Mesajı" @@ -7074,10 +11020,10 @@ msgid "Commit Changes" msgstr "Değişiklikleri İşle" msgid "Commit List" -msgstr "İşlemler Listesi" +msgstr "İşleme Listesi" msgid "Commit list size" -msgstr "İşlem listesi boyutu" +msgstr "İşleme listesi boyutu" msgid "Branches" msgstr "Dallar" @@ -7089,10 +11035,10 @@ msgid "Remove Branch" msgstr "Dalı Sil" msgid "Branch Name" -msgstr "Dal Adı" +msgstr "Dal İsmi" msgid "Remotes" -msgstr "Uzak Kod Depoları" +msgstr "Uzak Depolar" msgid "Create New Remote" msgstr "Yeni Uzak Depo Oluştur" @@ -7101,13 +11047,13 @@ msgid "Remove Remote" msgstr "Uzak Depoyu Kaldır" msgid "Remote Name" -msgstr "Uzak Depo Adı" +msgstr "Uzak Depo İsmi" msgid "Remote URL" msgstr "Uzak Depo URL'si" msgid "Fetch" -msgstr "Çek" +msgstr "Yakala" msgid "Pull" msgstr "Çek" @@ -7119,7 +11065,7 @@ msgid "Force Push" msgstr "Zorla Gönder" msgid "Modified" -msgstr "Değişti" +msgstr "Değiştirildi" msgid "Renamed" msgstr "Yeniden Adlandırıldı" @@ -7128,13 +11074,16 @@ msgid "Deleted" msgstr "Silindi" msgid "Typechange" -msgstr "Türdeğiştir" +msgstr "Türdeğişimi" msgid "Unmerged" msgstr "Birleştirilmemiş" +msgid "View file diffs before committing them to the latest version" +msgstr "En son sürüme işlemeden önce dosya farklarını görüntüle" + msgid "View:" -msgstr "Görüş:" +msgstr "Görünüm:" msgid "Split" msgstr "Ayır" @@ -7146,7 +11095,7 @@ msgid "E constant (2.718282). Represents the base of the natural logarithm." msgstr "E sabiti (2.718282). Doğal algoritmanın tabanını ifade eder." msgid "Epsilon constant (0.00001). Smallest possible scalar number." -msgstr "Epsilon sabiti (0.00001). Mümkün olan en küçük katsayı değeri." +msgstr "Epsilon sabiti (0.00001). Mümkün olan en küçük skaler sayı değeri." msgid "Phi constant (1.618034). Golden ratio." msgstr "Phi sabiti (1.618034). Altın oran." @@ -7172,41 +11121,167 @@ msgstr "Giriş Ekle" msgid "Add Output" msgstr "Çıkış Ekle" +msgid "Float" +msgstr "Ondalıklı (Float)" + +msgid "Int" +msgstr "Int (Tamsayı)" + +msgid "UInt" +msgstr "UInt (işaretsiz tam sayı)" + +msgid "Vector2" +msgstr "Vector2" + +msgid "Vector3" +msgstr "Vector3 (3lü vektör)" + +msgid "Vector4" +msgstr "Vector4 (4lü vektör)" + msgid "Boolean" -msgstr "Boolean" +msgstr "Mantıksal (Boolean)" msgid "Sampler" msgstr "Örnekleyici" +msgid "[default]" +msgstr "[varsayılan]" + +msgid "" +"The 2D preview cannot correctly show the result retrieved from instance " +"parameter." +msgstr "" +"2B önizleme, örnekleme parametresinden alınan sonucu doğru şekilde gösteremez." + msgid "Add Input Port" msgstr "Giriş Portu Ekle" msgid "Add Output Port" msgstr "Çıkış Portu Ekle" +msgid "Change Input Port Type" +msgstr "Giriş Portu Türü Değiştir" + +msgid "Change Output Port Type" +msgstr "Çıkış Portu Türü Değiştir" + +msgid "Change Input Port Name" +msgstr "Giriş Portu İsmini Değiştir" + +msgid "Change Output Port Name" +msgstr "Çıkış Portu İsmini Değiştir" + +msgid "Expand Output Port" +msgstr "Çıkış Portunu Genişlet" + +msgid "Shrink Output Port" +msgstr "Çıkış Portunu Daralt" + msgid "Remove Input Port" msgstr "Girdi Portunu Kaldır" msgid "Remove Output Port" msgstr "Çıktı Portunu Kaldır" +msgid "Set VisualShader Expression" +msgstr "VisualShader İfadesini Ayarla (görsel gölgelendirici)" + +msgid "Resize VisualShader Node" +msgstr "VisualShader Düğümünü Boyutlandır (görsel gölgelendirici)" + +msgid "Hide Port Preview" +msgstr "Port Önizlemeyi Gizle" + +msgid "Show Port Preview" +msgstr "Port Önizlemeyi Göster" + +msgid "Set Comment Node Title" +msgstr "Yorum Düğümü Başlığını Ayarla" + +msgid "Set Comment Node Description" +msgstr "Yorum Düğümü Tanımlamasını Ayarla" + +msgid "Set Parameter Name" +msgstr "Parametre İsmini Ayarla" + msgid "Set Input Default Port" -msgstr "Girdi varsayılan noktasını ayarla" +msgstr "Girdi Varsayılan Portunu Ayarla" msgid "Add Node to Visual Shader" -msgstr "Visual Shader'a düğüm ekle" +msgstr "Görsel Gölgelendiriciye Düğüm Ekle" + +msgid "Add Varying to Visual Shader: %s" +msgstr "Görsel Gölgelendiriciye Değişen Ekle: %s" + +msgid "Remove Varying from Visual Shader: %s" +msgstr "Görsel Gölgelendiriciden Değişen Çıkar: %s" msgid "Node(s) Moved" msgstr "Düğüm(ler) Taşındı" +msgid "Convert Constant Node(s) To Parameter(s)" +msgstr "Sabit Düğüm(ler)i Parametre(ler)e Dönüştür" + +msgid "Convert Parameter Node(s) To Constant(s)" +msgstr "Parametre Düğüm(ler)ini Sabit(ler)e Dönüştür" + +msgid "Delete VisualShader Node" +msgstr "VisualShader Düğümünü Sil (görsel gölgelendirici)" + +msgid "Delete VisualShader Node(s)" +msgstr "VisualShader Düğüm(ler)ini Sil (görsel gölgelendirici)" + +msgid "Float Constants" +msgstr "Ondalıklı Sabitler" + +msgid "Convert Constant(s) to Parameter(s)" +msgstr "Sabit(ler)i Parametre(ler)e Dönüştür" + +msgid "Convert Parameter(s) to Constant(s)" +msgstr "Parametre(ler)i Sabit(ler)e Dönüştür" + +msgid "Set Comment Title" +msgstr "Yorum Başlığı Ayarla" + +msgid "Set Comment Description" +msgstr "Yorum Tanımlaması Ayarla" + +msgid "Duplicate VisualShader Node(s)" +msgstr "VisualShader Düğüm(ler)inin Kopyasını Oluştur (görsel gölgelendirici)" + +msgid "Paste VisualShader Node(s)" +msgstr "VisualShader Düğüm(ler)ini Yapıştır (görsel gölgelendirici)" + +msgid "Cut VisualShader Node(s)" +msgstr "VisualShader Düğüm(ler)ini Kes (görsel gölgelendirici)" + msgid "Visual Shader Input Type Changed" -msgstr "Visual Shader giriş Türü Değişti" +msgstr "Görsel Gölgelendirici Girdi Türü Değiştirildi" + +msgid "ParameterRef Name Changed" +msgstr "ParameterRef İsmi Değiştirildi (parametre referansı)" + +msgid "Varying Name Changed" +msgstr "Değişenin İsmi Değiştirildi" + +msgid "Set Constant: %s" +msgstr "Sabit Ayarla: %s" + +msgid "Invalid name for varying." +msgstr "Değişen için geçersiz isim." + +msgid "Varying with that name is already exist." +msgstr "Bu isimle bir değişen zaten var." + +msgid "Add Node(s) to Visual Shader" +msgstr "Görsel Gölgelendiriciye Düğüm(ler) Ekle" msgid "Vertex" -msgstr "Köşe" +msgstr "Köşenokta" msgid "Fragment" -msgstr "Bölümlenme" +msgstr "Parça" msgid "Light" msgstr "Işık" @@ -7214,26 +11289,56 @@ msgstr "Işık" msgid "Process" msgstr "İşlem" +msgid "Collide" +msgstr "Çarpıştır" + msgid "Sky" msgstr "Gökyüzü" msgid "Fog" msgstr "Sis" +msgid "Manage Varyings" +msgstr "Değişenleri Yönet" + +msgid "Add Varying" +msgstr "Değişen Ekle" + +msgid "Remove Varying" +msgstr "Değişeni Kaldır" + +msgid "Show generated shader code." +msgstr "Üretilen gölgelendirici kodunu görüntüle." + +msgid "Generated Shader Code" +msgstr "Üretilen Gölgelendirici Kodu" + msgid "Add Node" msgstr "Düğüm Ekle" +msgid "Clear Copy Buffer" +msgstr "Kopyalama Arabelleğini Temizle" + +msgid "High-end node" +msgstr "Üst-düzey düğüm" + msgid "Create Shader Node" -msgstr "Shader düğümü oluştur" +msgstr "Gölgelendirici Düğümü Oluştur" + +msgid "Create Shader Varying" +msgstr "Gölgelendirici Değişeni Oluştur" + +msgid "Delete Shader Varying" +msgstr "Gölgelendirici Değişenini Sil" msgid "Color function." -msgstr "Renk işlevi." +msgstr "Renk fonksiyonu." msgid "Color operator." -msgstr "Renk operatörü." +msgstr "Renk işleçi." msgid "Grayscale function." -msgstr "Gritonlama işlevi." +msgstr "Gritonlama fonksiyonu." msgid "Converts HSV vector to RGB equivalent." msgstr "HSV vektörünü RGB karşılığına dönüştürür." @@ -7242,40 +11347,47 @@ msgid "Converts RGB vector to HSV equivalent." msgstr "RGB vektörünü HSV karşılığına dönüştürür." msgid "Sepia function." -msgstr "Sepya İşlevi." +msgstr "Sepya fonksiyonu." msgid "Burn operator." -msgstr "Yakma operatörü." +msgstr "Yakma işleci." msgid "Darken operator." -msgstr "Koyulayıcı opeartör." +msgstr "Koyulaştırma işleci." msgid "Difference operator." -msgstr "Fark etkisi opeartörü." +msgstr "Farklılık işleci." msgid "Dodge operator." -msgstr "Dodge operatörü." +msgstr "Yana kaçış işleci." msgid "HardLight operator." -msgstr "HardLight opeartörü." +msgstr "HardLight işleci. (güçlü ışık)." msgid "Lighten operator." -msgstr "Aydınlatıcı operatör." +msgstr "Açıklaştırma işleci." msgid "Overlay operator." -msgstr "Kaplama opeartörü." +msgstr "Bindirme işleci." msgid "Screen operator." -msgstr "Screen Etkisi operatörü." +msgstr "Örtme işleci." msgid "SoftLight operator." -msgstr "SoftLight operatörü." +msgstr "YumuşakIşık işleci." msgid "Color constant." -msgstr "Renk Sabiti." +msgstr "Renk sabiti." + +msgid "Color parameter." +msgstr "Renk parametresi." + +msgid "(Fragment/Light mode only) Derivative function." +msgstr "(Yalnızca Parça/Işık kipi) Türev fonksiyonu." msgid "Returns the boolean result of the %s comparison between two parameters." -msgstr "iki parametre arasındaki %s kıyaslamasının boolean sonucunu döndürür." +msgstr "" +"iki parametre arasındaki %s karşılaştırmasının mantıksal sonucunu döndürür." msgid "Equal (==)" msgstr "Eşit (==)" @@ -7290,20 +11402,22 @@ msgid "" "Returns an associated vector if the provided scalars are equal, greater or " "less." msgstr "" -"Eğer sağlanan sayısal değeler eşit, büyük ya da küçük ise " -"ilişikilendirildikleri vekötürünü döndürür." +"Eğer verilen skaler sayı değerleri eşit, büyük ya da küçük ise, bununla " +"ilişkili bir vektörü döndürür." msgid "" "Returns the boolean result of the comparison between INF and a scalar " "parameter." msgstr "" -"INF ve sayısal parametre arasındaki kıyaslamanın boolean sonucunu döndürür." +"INF (sonsuz) ve skaler sayı parametresi arasındaki karşılaştırmanın mantıksal " +"sonucunu döndürür." msgid "" "Returns the boolean result of the comparison between NaN and a scalar " "parameter." msgstr "" -"NaN ve sayısal parametre arasındaki kıyaslamanın boolean sonucunu döndürür." +"NaN (bir-sayı-değil) ve skaler sayı parametresi arasındaki karşılaştırmanın " +"mantıksal sonucunu döndürür." msgid "Less Than (<)" msgstr "Küçüktür (<)" @@ -7314,39 +11428,136 @@ msgstr "Küçük Eşit (<=)" msgid "Not Equal (!=)" msgstr "Eşit Değil (!=)" +msgid "" +"Returns an associated 3D vector if the provided boolean value is true or " +"false." +msgstr "" +"Verilen mantıksal değerin doğru ya da yanlış olmasına göre, bağlantılı 3D " +"vektörü döndürür." + +msgid "" +"Returns an associated 2D vector if the provided boolean value is true or " +"false." +msgstr "" +"Verilen mantıksal değerin doğru ya da yanlış olmasına göre, bağlantılı " +"vektörü döndürür." + +msgid "" +"Returns an associated boolean if the provided boolean value is true or false." +msgstr "" +"Verilen mantıksal değerin doğru ya da yanlış olmasına göre, bağlantılı " +"mantıksal değeri döndürür." + +msgid "" +"Returns an associated floating-point scalar if the provided boolean value is " +"true or false." +msgstr "" +"Verilen mantıksal değerin doğru ya da yanlış olmasına göre, bağlantılı " +"ondalıklı skaler sayı değerini döndürür." + +msgid "" +"Returns an associated integer scalar if the provided boolean value is true or " +"false." +msgstr "" +"Verilen değerin doğru ya da yanlış olmasına göre, bağlantılı skaler tamsayı " +"değerini döndürür." + +msgid "" +"Returns an associated transform if the provided boolean value is true or " +"false." +msgstr "" +"Verilen değerin doğru ya da yanlış olmasına göre, bağlantılı dönüştürmeyi " +"döndürür." + +msgid "" +"Returns an associated unsigned integer scalar if the provided boolean value " +"is true or false." +msgstr "" +"Verilen değerin doğru ya da yanlış olmasına göre, bağlantılı işaretsiz skaler " +"tamsayı değerini döndürür." + msgid "Returns the boolean result of the comparison between two parameters." -msgstr "iki parametre arasındaki kıyaslamanın boolean sonucunu döndürür." +msgstr "iki parametre arasındaki karşılaştırmanın mantıksal sonucunu döndürür." msgid "" "Returns the boolean result of the comparison between INF (or NaN) and a " "scalar parameter." msgstr "" -"INF (ya da NaN) ve sayısal bir değerin kıyaslamasının sonucunu boolean " -"olarak döndürür." +"INF (ya da NaN) ile bir skaler sayı parametresi arasındaki karşılaştırmanın " +"mantıksal sonucunu döndürür. (INF - sonsuz, NaN - bir-sayı-değil)." msgid "Boolean constant." -msgstr "Boolean sabit." +msgstr "Mantıksal sabit." + +msgid "Boolean parameter." +msgstr "Mantıksal parametre." + +msgid "Translated to '%s' in Godot Shading Language." +msgstr "Godot Gölgelendirme Dili'nde '%s' olarak çevrildi." msgid "'%s' input parameter for all shader modes." -msgstr "'%s' giriş parametresi tüm shader modları içindir." +msgstr "Tüm gölgelendirici kipleri için, '%s' giriş parametresi." msgid "Input parameter." msgstr "Giriş parametresi." msgid "'%s' input parameter for vertex and fragment shader modes." -msgstr "'%s' giriş parametresi vertex ve fragment shader modları içindir." +msgstr "Köşenokta ve parça gölgelendirici kipleri için, '%s' giriş parametresi." msgid "'%s' input parameter for fragment and light shader modes." -msgstr "'%s' giriş parametresi fragment ve light shader modları içindir." +msgstr "Parça ve ışık gölgelendirici kipleri için, '%s' giriş parametresi." msgid "'%s' input parameter for fragment shader mode." -msgstr "'%s' giriş parametresi fragment shader modu içindir." +msgstr "Parça gölgelendirici kipi için, '%s' giriş parametresi." + +msgid "'%s' input parameter for sky shader mode." +msgstr "Gökyüzü gölgelendirici kipi için '%s' giriş parametresi." + +msgid "'%s' input parameter for fog shader mode." +msgstr "Sis gölgelendirici kipi için, '%s' giriş parametresi." msgid "'%s' input parameter for light shader mode." -msgstr "'%s' giriş parametresi light shader modu içindir." +msgstr "Işık gölgelendirici kipi için, '%s' giriş parametresi." msgid "'%s' input parameter for vertex shader mode." -msgstr "'%s' giriş parametresi vertex shader modu içindir." +msgstr "Köşenokta gölgelendirici kipi için, '%s' giriş parametresi." + +msgid "'%s' input parameter for start shader mode." +msgstr "Başlatma gölgelendirici kipi için, '%s' giriş parametresi." + +msgid "'%s' input parameter for process shader mode." +msgstr "İşlem gölgelendirici kipi için, '%s' giriş parametresi." + +msgid "'%s' input parameter for start and process shader modes." +msgstr "Başlama ve işlem gölgelendirici kipleri için, '%s' giriş parametresi." + +msgid "'%s' input parameter for process and collide shader modes." +msgstr "İşlem ve çarpışma gölgelendirici kipleri için, '%s' giriş parametresi." + +msgid "" +"A node for help to multiply a position input vector by rotation using " +"specific axis. Intended to work with emitters." +msgstr "" +"Bir konum giriş vektörünü, belirli bir ekseni kullanan döndürme ile çarpmaya " +"yardımcı olan bir düğüm. Yayıcılar ile çalışmak için tasarlanmıştır." + +msgid "Float function." +msgstr "Ondalık fonksiyonu (Float)." + +msgid "Float operator." +msgstr "Ondalık işleci (Float)." + +msgid "Integer function." +msgstr "Tamsayı fonksiyonu (Integer)." + +msgid "Integer operator." +msgstr "Tamsayı işleci (Integer)." + +msgid "Unsigned integer function." +msgstr "İşaretsiz Tamsayı fonksiyonu." + +msgid "Unsigned integer operator." +msgstr "İşaretsiz tamsayı işleci." msgid "Returns the absolute value of the parameter." msgstr "Parametrenin mutlak değerini döndürür." @@ -7364,20 +11575,31 @@ msgid "Returns the inverse hyperbolic sine of the parameter." msgstr "Verilen bir değerin ters hiperbolik sinüsünü döndürür." msgid "Returns the arc-tangent of the parameter." -msgstr "Verilen bir değerin ark-tanjantını döndürür." +msgstr "Parametrenin ark-tanjantını döndürür." msgid "Returns the arc-tangent of the parameters." -msgstr "Verilen bir değerin ark-tanjantını döndürür." +msgstr "Parametrelerin ark-tanjantını döndürür." msgid "Returns the inverse hyperbolic tangent of the parameter." msgstr "Verilen bir değerin ters hiperbolik tanjantını döndürür." +msgid "Returns the result of bitwise NOT (~a) operation on the integer." +msgstr "" +"Tamsayı üzerinde bitdüzeyi NOT (~a, değili) işleminin sonucunu döndürür." + +msgid "" +"Returns the result of bitwise NOT (~a) operation on the unsigned integer." +msgstr "" +"İşaretsiz tamsayı üzerinde bitdüzeyi NOT (~a, değili) işleminin sonucunu " +"döndürür." + msgid "" "Finds the nearest integer that is greater than or equal to the parameter." -msgstr "Parametreye eşit ya da büyük eşit olan en yakın tam sayıyı bulur." +msgstr "Parametreden büyük ya da ona eşit olan en yakın tam sayıyı bulur." msgid "Constrains a value to lie between two further values." -msgstr "Bir değerin belirtilen iki değer arasına yerleştirilmesini sağlar." +msgstr "" +"Bir değeri, belirtilen iki uzak değer arasında kalacak şekilde sınırlar." msgid "Returns the cosine of the parameter." msgstr "Parametrenin kosinüsünü döndürür." @@ -7386,132 +11608,319 @@ msgid "Returns the hyperbolic cosine of the parameter." msgstr "Parametrenin hiperbolik kosinüsünü döndürür." msgid "Converts a quantity in radians to degrees." -msgstr "Radian şeklindeki açıyı derece tipine çevirir." +msgstr "Radian cinsindeki açıyı dereceye çevirir." msgid "" "(Fragment/Light mode only) (Scalar) Derivative in 'x' using local " "differencing." msgstr "" -"(Yalnızca Fragment/Light Modu) (Sayısal) Yerel farklar kullanılarak 'x' " -"cinsinden türev." +"(Yalnızca Parça/Işık kipi) (Skaler) Yerel farklar kullanılarak 'x' cinsinden " +"türev." msgid "" "(Fragment/Light mode only) (Scalar) Derivative in 'y' using local " "differencing." msgstr "" -"(Yalnızca Fragment/Light modu) (Sayısal) Yerel farklar kullanılarak 'y' " -"cinsinden türev." +"(Yalnızca Parça/Işık kipi) (Skaler) Yerel farklar kullanılarak 'y' cinsinden " +"türev." msgid "Base-e Exponential." -msgstr "e-tabanlı Üstel." +msgstr "e-Tabanlı Üstel." msgid "Base-2 Exponential." -msgstr "2 Tabanlı Üstel." +msgstr "2-Tabanlı Üstel." msgid "Finds the nearest integer less than or equal to the parameter." -msgstr "Parametreye eşit ya da küçük eşit olan en yakın tam sayıyı bulur." +msgstr "Parametreden küçük ya da ona eşit olan en yakın tam sayıyı bulur." msgid "Computes the fractional part of the argument." -msgstr "Verilen değerin küsüratlı kısmını hesaplar." +msgstr "Parametrenin küsüratlı kısmını hesaplar." msgid "Returns the inverse of the square root of the parameter." -msgstr "Verilen değerin karekökünün tersini döndürür." +msgstr "Parametrenin kare kökünün tersini döndürür." msgid "Natural logarithm." -msgstr "Doğal Algoritma." +msgstr "Doğal logaritma." msgid "Base-2 logarithm." msgstr "2-Tabanında logaritma." msgid "Returns the greater of two values." -msgstr "İki parametreden büyük olanı döndürür." +msgstr "İki değerden büyük olanı döndürür." msgid "Returns the lesser of two values." -msgstr "İki parametreden küçük olanı döndürür." +msgstr "İki değerden küçük olanı döndürür." msgid "Linear interpolation between two scalars." -msgstr "İki katsayı arasında doğrusal geçiş değerleri yaratımı." +msgstr "İki skaler sayı arasında doğrusal ara değerleme." + +msgid "Performs a fused multiply-add operation (a * b + c) on scalars." +msgstr "Skaler sayılar üzerinde birleşik çarp-ekle işlemi (a * b + c) uygular." msgid "Returns the opposite value of the parameter." -msgstr "Verilen değerin zıt değerini döndürür." +msgstr "Parametrenin zıt işaretlisi değeri döndürür." msgid "1.0 - scalar" -msgstr "1.0 - katsayı" +msgstr "1.0 - skaler_sayı" msgid "" "Returns the value of the first parameter raised to the power of the second." -msgstr "İlk sayı üzeri ikinci sayı değerini döndürür." +msgstr "İlk parametre üzeri ikinci parametre (üs alma) değerini döndürür." msgid "Converts a quantity in degrees to radians." -msgstr "Derece değerini radian değerine dönüştürür." +msgstr "Derece cinsinden değeri radyan cinsine dönüştürür." msgid "1.0 / scalar" -msgstr "1.0 / katsayı" +msgstr "1.0 / skaler_sayı" msgid "Finds the nearest integer to the parameter." -msgstr "Verilen değere en yakın tamsayıyı bulur." +msgstr "Parametreye en yakın tamsayıyı bulur." msgid "Finds the nearest even integer to the parameter." -msgstr "Verilen değere en yakın çift sayıyı bulur." +msgstr "Parametreye en yakın çift tam sayıyı bulur." msgid "Clamps the value between 0.0 and 1.0." msgstr "Değeri 0.0 ile 1.0 arasına kısıtlar." msgid "Extracts the sign of the parameter." -msgstr "Verilen değerin işaretini çıkarır." +msgstr "Verilen değerin işaretini çıkartır." msgid "Returns the sine of the parameter." -msgstr "Verilen değerin sinüsünü döndürür." +msgstr "Parametrenin sinüsünü döndürür." msgid "Returns the hyperbolic sine of the parameter." -msgstr "Verilen değerin hiperbolik sinüsünü döndürür." +msgstr "Parametrenin hiperbolik sinüsünü döndürür." msgid "Returns the square root of the parameter." -msgstr "Verilen değerin karekökünü döndürür." +msgstr "Parametrenin karekökünü döndürür." msgid "" "SmoothStep function( scalar(edge0), scalar(edge1), scalar(x) ).\n" "\n" "Returns 0.0 if 'x' is smaller than 'edge0' and 1.0 if x is larger than " -"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 " -"using Hermite polynomials." +"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 using " +"Hermite polynomials." msgstr "" -"SmoothStep işlevi( katsayı(köşe0), katsayı(köşe1), katsayı(x) ).\n" +"SmoothStep fonksiyonu ( skaler(kenar0), skaler(kenar1), skaler(x) ). " +"(pürüssüz-adım)\n" "\n" -"Döndüreceği değer 0.0 eğer 'x' 'köşe0' dan küçükse ve 1.0 eğer x 'köşe1' den " -"büyükse. Aksi takdirde dödüreceği değer Hermite polinomları ile 0.0 ve 1.0 " -"arasında hesaplanan değerdir." +"Eğer 'x', 'kenar0' dan küçükse 0.0 değerini, 'kenar1' den büyükse 1.0 " +"değerini döndürür. Aksi takdirde döndürülen değer, Hermite polinomları " +"kullanılarak, 0.0 ve 1.0 arasında ara-değerlenmiş değerdir (interpolasyon)." msgid "" "Step function( scalar(edge), scalar(x) ).\n" "\n" "Returns 0.0 if 'x' is smaller than 'edge' and otherwise 1.0." msgstr "" -"Step işlevi( scalar(edge), scalar(x) ).\n" +"Step (adım) fonksiyonu ( skaler(kenar), skaler(x) ).\n" "\n" -"Eğer x edge'den küçükse 0.0 aksi durumda ise 1.0 döndürür." +"Eğer x, kenar'dan küçükse 0.0, aksi durumda ise 1.0 döndürür." msgid "" -"(Fragment/Light mode only) (Scalar) Sum of absolute derivative in 'x' and " -"'y'." +"(Fragment/Light mode only) (Scalar) Sum of absolute derivative in 'x' and 'y'." msgstr "" -"(Yalnızca Fragment/Light modu) (Sayısal) 'X' ve 'y' de mutlak türevlerin " -"toplamı." +"(Yalnızca Parça/Işık kipi) (Skaler) 'x' ve 'y' de mutlak türevlerin toplamı." msgid "Returns the tangent of the parameter." -msgstr "Verilen değerin tanjantını döndürür." +msgstr "Parametrenin tanjantını döndürür." msgid "Returns the hyperbolic tangent of the parameter." -msgstr "Verilen değerin hiperbolik tanjantını döndürür." +msgstr "Parametrenin hiperbolik tanjantını döndürür." msgid "Finds the truncated value of the parameter." -msgstr "Verilen değerin budanmış halini bulur." +msgstr "" +"Verilen değerin kesilmiş halini bulur. (virgülden sonra kaç tane rakam " +"kalacağı)." + +msgid "Sums two floating-point scalars." +msgstr "İki ondalıklı skaler sayıyı toplar." + +msgid "Sums two integer scalars." +msgstr "İki skaler tamsayıyı toplar." + +msgid "Sums two unsigned integer scalars." +msgstr "İki işaretsiz skaler tamsayıyı toplar." + +msgid "Returns the result of bitwise AND (a & b) operation for two integers." +msgstr "" +"İki tamsayı için, bitdüzeyi AND (a & b, a VE b) işleminin sonucunu döndürür." + +msgid "" +"Returns the result of bitwise AND (a & b) operation for two unsigned integers." +msgstr "" +"İki işaretsiz tamsayı için, bitdüzeyi AND (a & b, a VE b) işleminin sonucunu " +"döndürür." + +msgid "" +"Returns the result of bitwise left shift (a << b) operation on the integer." +msgstr "" +"Bir tamsayı üzerinde, bitdüzeyi sola kaydırma (a << b) işleminin sonucunu " +"döndürür." + +msgid "" +"Returns the result of bitwise left shift (a << b) operation on the unsigned " +"integer." +msgstr "" +"Bir işaretsiz tamsayı üzerinde, bitdüzeyi sola kaydırma (a << b) işleminin " +"sonucunu döndürür." + +msgid "Returns the result of bitwise OR (a | b) operation for two integers." +msgstr "" +"İki tamsayı için bitdüzeyi OR (a | b, a VEYA b) işleminin sonucunu döndürür." + +msgid "" +"Returns the result of bitwise OR (a | b) operation for two unsigned integers." +msgstr "" +"İki işaretsiz tamsayı için bitdüzeyi OR (a | b, a VEYA b) işleminin sonucunu " +"döndürür." + +msgid "" +"Returns the result of bitwise right shift (a >> b) operation on the integer." +msgstr "" +"Bir tamsayı için, bitdüzeyi sağa kaydırma (a >> b) işleminin sonucunu " +"döndürür." + +msgid "" +"Returns the result of bitwise right shift (a >> b) operation on the unsigned " +"integer." +msgstr "" +"Bir işaretsiz tamsayı için, bitdüzeyi sağa kaydırma (a >> b) işleminin " +"sonucunu döndürür." + +msgid "Returns the result of bitwise XOR (a ^ b) operation on the integer." +msgstr "Bir tamsayı için, bitdüzeyi XOR (a ^ b) işleminin sonucunu döndürür." + +msgid "" +"Returns the result of bitwise XOR (a ^ b) operation on the unsigned integer." +msgstr "" +"Bir işaretsiz tamsayı için, bitdüzeyi XOR (a ^ b) işleminin sonucunu döndürür." + +msgid "Divides two floating-point scalars." +msgstr "İki ondalıklı skaler sayıyı birbirine böler." + +msgid "Divides two integer scalars." +msgstr "İki skaler tamsayıyı birbirine böler." + +msgid "Divides two unsigned integer scalars." +msgstr "İki işaretsiz skaler tamsayıyı birbirine böler." + +msgid "Multiplies two floating-point scalars." +msgstr "İki ondalıklı skaler sayıyı birbiriyle çarpar." + +msgid "Multiplies two integer scalars." +msgstr "İki skaler tamsayıyı birbiriyle çarpar." + +msgid "Multiplies two unsigned integer scalars." +msgstr "İki işaretsiz skaler tamsayıyı birbiriyle çarpar." + +msgid "Returns the remainder of the two floating-point scalars." +msgstr "İki ondalıklı skaler sayının bölümünden kalanı döndürür." + +msgid "Returns the remainder of the two integer scalars." +msgstr "İki skaler tamsayının bölümünden kalanı döndürür." + +msgid "Returns the remainder of the two unsigned integer scalars." +msgstr "İki işaretsiz skaler tamsayının bölümünden kalanı döndürür." + +msgid "Subtracts two floating-point scalars." +msgstr "İki ondalıklı skaler sayıyı birbirinden çıkarır." + +msgid "Subtracts two integer scalars." +msgstr "İki skaler tamsayıyı birbirinden çıkarır." + +msgid "Subtracts two unsigned integer scalars." +msgstr "İki işaretsiz skaler tamsayıyı birbirinden çıkarır." + +msgid "Scalar floating-point constant." +msgstr "Ondalıklı skaler sayı sabiti." + +msgid "Scalar integer constant." +msgstr "Skaler tamsayı sabiti." + +msgid "Scalar unsigned integer constant." +msgstr "İşaretsiz skaler tamsayı sabiti." + +msgid "Scalar floating-point parameter." +msgstr "Ondalıklı skaler sayı parametresi." + +msgid "Scalar integer parameter." +msgstr "Skaler tamsayı parametresi." + +msgid "Scalar unsigned integer parameter." +msgstr "İşaretsiz skaler tamsayı parametresi." + +msgid "Converts screen UV to a SDF." +msgstr "Ekran UV'sini bir SDF'ye dönüştürür." + +msgid "Casts a ray against the screen SDF and returns the distance travelled." +msgstr "Ekran SDF'sine karşı bir ışın gönderir, ve gidilen mesafeyi döndürür." + +msgid "Converts a SDF to screen UV." +msgstr "Bir SDF'yi ekran UV'sine dönüştürür." + +msgid "Performs a SDF texture lookup." +msgstr "SDF doku araması gerçekleştirir." + +msgid "Performs a SDF normal texture lookup." +msgstr "Bir SDF normal doku araması gerçekleştirir." + +msgid "Function to be applied on texture coordinates." +msgstr "Doku koordinatlarında uygulanacak fonksiyon." + +msgid "Polar coordinates conversion applied on texture coordinates." +msgstr "Doku koordinatlarında uygulanan kutupsal konumların çevrimini düzenler." msgid "Perform the cubic texture lookup." -msgstr "kübik doku arama işlemi gerçekleştir." +msgstr "Kübik doku arama işlemi gerçekleştir." + +msgid "Perform the curve texture lookup." +msgstr "Eğri dokusu arama işlemi gerçekleştir." + +msgid "Perform the three components curve texture lookup." +msgstr "Üç bileşenli eğri dokusu aramasını gerçekleştirin." + +msgid "" +"Returns the depth value obtained from the depth prepass in a linear space." +msgstr "" +"Doğrusal bir uzayda, derinlik ön geçişinden elde edilen derinlik değerini " +"döndürür." + +msgid "Perform the 2D texture lookup." +msgstr "2B doku araması gerçekleştir." + +msgid "Perform the 2D-array texture lookup." +msgstr "2B-dizi doku araması gerçekleştirin." + +msgid "Perform the 3D texture lookup." +msgstr "3B doku aramasını gerçekleştirin." + +msgid "Apply panning function on texture coordinates." +msgstr "Doku koordinatlarında kaydırma fonksiyonunu uygula." + +msgid "Apply scaling function on texture coordinates." +msgstr "Doku koordinatlarında ölçekleme fonksiyonunu uygula." + +msgid "Cubic texture parameter lookup." +msgstr "Kübik doku parametre araması." + +msgid "2D texture parameter lookup." +msgstr "2B doku parametresi araması." + +msgid "2D texture parameter lookup with triplanar." +msgstr "Üç-düzlemli 2B doku parametresi araması." + +msgid "2D array of textures parameter lookup." +msgstr "2B doku parametresi dizisi araması." + +msgid "3D texture parameter lookup." +msgstr "3B doku parametresi araması." msgid "Transform function." -msgstr "Dönüştürme işlevi." +msgstr "Dönüştürme fonksiyonu." + +msgid "Transform operator." +msgstr "Dönüşüm işleci." msgid "" "Calculate the outer product of a pair of vectors.\n" @@ -7522,63 +11931,134 @@ msgid "" "whose number of rows is the number of components in 'c' and whose number of " "columns is the number of components in 'r'." msgstr "" -"Verilen iki vektörün dışsal ürününü hesaplar.\n" +"Verilen iki vektörün dış çarpımını hesaplar.\n" "\n" -"OuterProduct ilk parametre 'c' 'yi kolon vektör olarak ele alır. (tek " -"sütunlu matrix) ve ikinci parametre 'r' yi ise yatay vektör (tek satırlı " -"matrix) olarak ele alır. doğrusal cebirsel çarpım yapar: 'c * r', 'c' 'nin " -"bileşenleri miktarınca satırı olan bir matrix üretir. Bu matrix'in kolon " -"sayısı ise 'r' 'nin bileşen sayısına eşit olur." +"Dış Çarpım (OuterProduct), ilk parametre olan 'c' 'yi sütun vektörü olarak " +"(tek sütunlu matris), ve ikinci parametreolan 'r' yi ise satır vektörü olarak " +"(tek satırlı matris) alır, ve lineer cebir matris çarpımı yapar, 'c * r', " +"sonuc olarak satır sayısı 'c' nin bileşenlerinin sayısı ve sütun sayısı da " +"'r' nin bileşenlerinin sayısı olan bir matris döndürür." msgid "Composes transform from four vectors." -msgstr "Dört vektör ile dönüşüm tanımlar." +msgstr "Dönüştürmeyi dört vektör ile oluşturur." msgid "Decomposes transform to four vectors." -msgstr "Dönüşümü dört vektöre dağıtır." +msgstr "Dönüştürmeyi dört vektöre dağıtır." msgid "Calculates the determinant of a transform." -msgstr "Dönüşümün determinantını hesaplar." +msgstr "Bir dönüştürmenin determinantını hesaplar." + +msgid "" +"Calculates how the object should face the camera to be applied on Model View " +"Matrix output port for 3D objects." +msgstr "" +"3B nesneler için Model Görünüm Matrisi çıkış portuna uygulanmak üzere, " +"nesnenin kameraya nasıl bakması gerektiğini hesaplar." msgid "Calculates the inverse of a transform." -msgstr "Dönüşümün tersini hesaplar." +msgstr "Bir dönüştürmenin tersini hesaplar." msgid "Calculates the transpose of a transform." -msgstr "Dönüşümün dikey-yatay dönüşümünü hesaplar." +msgstr "Bir dönüştürmenin devriğini hesaplar." + +msgid "Sums two transforms." +msgstr "İki dönüşümü toplar." + +msgid "Divides two transforms." +msgstr "İki dönüşümü böler." + +msgid "Multiplies two transforms." +msgstr "İki dönüşümü çarpar." + +msgid "Performs per-component multiplication of two transforms." +msgstr "İki dönüşümün bileşen-başına çarpımını gerçekleştirir." + +msgid "Subtracts two transforms." +msgstr "İki dönüşümü çıkarır." msgid "Multiplies vector by transform." -msgstr "Vektör ile Dönüşüm Çarpımı yapar." +msgstr "Vektör ile dönüştürmeyi çarpar." msgid "Transform constant." -msgstr "Dönüşüm sabiti." +msgstr "Dönüştürme sabiti." + +msgid "Transform parameter." +msgstr "Dönüşüm parametresi." + +msgid "" +"The distance fade effect fades out each pixel based on its distance to " +"another object." +msgstr "" +"Mesafeyle kaybolma etkisi, her pikselin başka bir nesneye olan uzaklığına " +"bağlı olarak kaybolur." + +msgid "" +"The proximity fade effect fades out each pixel based on its distance to " +"another object." +msgstr "" +"Yakınlık kaybolma etkisi, her pikselin başka bir nesneye olan uzaklığına " +"bağlı olarak kaybolur." + +msgid "Returns a random value between the minimum and maximum input values." +msgstr "" +"En küçük ve en büyük giriş değerleri arasında rastgele bir değer döndürür." + +msgid "Remaps a given input from the input range to the output range." +msgstr "" +"Verilen bir girişi, giriş aralığından çıkış aralığına yeniden haritalar." msgid "Vector function." -msgstr "Vektör İşlevi." +msgstr "Vektör fonksiyonu." msgid "Vector operator." -msgstr "Vektör Operatörü." +msgstr "Vektör işleci." + +msgid "Composes vector from scalars." +msgstr "Skaler sayılardan vektör üretir." + +msgid "Decomposes vector to scalars." +msgstr "Vektörü skaler sayılara ayırır." + +msgid "Composes 2D vector from two scalars." +msgstr "İki skaler sayıdan 2B vektör üretir." + +msgid "Decomposes 2D vector to two scalars." +msgstr "2B vektörü iki skaler sayıya ayırır." + +msgid "Composes 3D vector from three scalars." +msgstr "Üç skaler sayıdan 3B vektör üretir." + +msgid "Decomposes 3D vector to three scalars." +msgstr "3B vektörü üç skaler sayıya ayırır." + +msgid "Composes 4D vector from four scalars." +msgstr "Dört skaler sayıdan 4B vektör üretir." + +msgid "Decomposes 4D vector to four scalars." +msgstr "3B vektörü dört skaler sayıya ayırır." msgid "Calculates the cross product of two vectors." -msgstr "İki vektörün Çapraz Ürününü hesaplar." +msgstr "İki vektörün çapraz (vektörel) çarpımını hesaplar." msgid "" "(Fragment/Light mode only) (Vector) Derivative in 'x' using local " "differencing." msgstr "" -"(Yalnızca Fragment/Light modu) (Vektör) Yerel farklar kullanılarak 'x' " -"cinsinden türev." +"(Yalnızca Parça/Işık kipi) (Vektör) Yerel farklar kullanarak 'x' cinsinden " +"türev." msgid "" "(Fragment/Light mode only) (Vector) Derivative in 'y' using local " "differencing." msgstr "" -"(Yalnızca Fragment/Light modu) (Vektör) Yerel farklar kullanılarak 'y' " -"cinsinden türev." +"(Yalnızca Parça/Işık kipi) (Vektör) Yerel farklar kullanılarak 'y' cinsinden " +"türev." msgid "Returns the distance between two points." msgstr "İki nokta arasındaki uzaklığı döndürür." msgid "Calculates the dot product of two vectors." -msgstr "İki vektörün Nokta Ürününü hesaplar." +msgstr "İki vektörün nokta çarpımını (skaler çarpma) hesaplar." msgid "" "Returns the vector that points in the same direction as a reference vector. " @@ -7586,29 +12066,33 @@ msgid "" "incident vector, and Nref, the reference vector. If the dot product of I and " "Nref is smaller than zero the return value is N. Otherwise -N is returned." msgstr "" -"Referans vektörle aynı yöne bakan vektörü döndürür. İşlev için üç adet " -"vektör parametresi gereklidir : N, odak vektörü, I, olay vektörü ve Nref, " -"referans vektörü. Eğer I ve Nref'in Nokta Ürünü sıfırdan küçükse Sonuç " -"değeri N olur. Aksi takdirde -N döndürülür." +"Referans vektör ile aynı yöne bakan vektörü döndürür. Fonksiyonun üç tane " +"vektör parametresi vardır: N, yönelim vektörü (orient), I, geliş vektörü " +"(incident) ve Nref, referans vektörü. Eğer I ve Nref'in nokta çarpımı " +"sıfırdan küçükse, o zaman sonuç değeri N olur. Aksi takdirde -N döndürülür." msgid "" -"Returns falloff based on the dot product of surface normal and view " -"direction of camera (pass associated inputs to it)." +"Returns falloff based on the dot product of surface normal and view direction " +"of camera (pass associated inputs to it)." msgstr "" -"Kamera görüş yönü ile yüzey normali arasındaki Nokta Ürüne dayalı geçiş " -"değerleri döndürür (ilgili girdileri geçirir)." +"Yüzeyin dik vektörü (normali) ile kameranın bakış yönünün nokta çarpımına " +"dayalı düşüş değerleri döndürür (buna ilgili girdileri geçirin)." msgid "Calculates the length of a vector." msgstr "Bir vektörün uzunluğunu hesaplar." msgid "Linear interpolation between two vectors." -msgstr "İki vektör arasında doğrusal geçiş değerleri hesaplama." +msgstr "İki vektör arasında doğrusal ara değerleme (interpolasyon) yapar." msgid "Linear interpolation between two vectors using scalar." -msgstr "Katsayı kullanarak iki vektör arasındaki ara değerleri hesaplama." +msgstr "Skaler sayı kullanarak iki vektör arasındaki çizgisel ara değerleme." + +msgid "Performs a fused multiply-add operation (a * b + c) on vectors." +msgstr "" +"Vektörler üzerinde birleşik çarp-ekle işlemi (a * b + c) gerçekleştirir." msgid "Calculates the normalize product of vector." -msgstr "Vektör ürünü normalleştirmesini hesaplar." +msgstr "Vektörün birim çarpanını (normalizasyon) hesaplar." msgid "1.0 - vector" msgstr "1.0 - vektör" @@ -7620,89 +12104,192 @@ msgid "" "Returns the vector that points in the direction of reflection ( a : incident " "vector, b : normal vector )." msgstr "" -"Yansıma yönüne bakan vektör döndürür. (a : olay vektörü, b : normal vektör )." +"Yansıma yönüne bakan vektör döndürür. (a : geliş vektörü, b : normal vektör " +"(yüzeye dik) )." msgid "Returns the vector that points in the direction of refraction." -msgstr "Kırılma yönüne bakan vektör dündürür." +msgstr "Kırılma (ışıksal) yönüne bakan vektör dündürür." msgid "" "SmoothStep function( vector(edge0), vector(edge1), vector(x) ).\n" "\n" "Returns 0.0 if 'x' is smaller than 'edge0' and 1.0 if 'x' is larger than " -"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 " -"using Hermite polynomials." +"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 using " +"Hermite polynomials." msgstr "" -"SmoothStep işlevi( vektör(edge0), vektör(edge1), vektör(x) ).\n" +"SmoothStep fonksiyonu ( vektör(kenar0), vektör(kenar1), vektör(x) ). " +"(pürüssüz adım))\n" "\n" -"0.0 döndürür eğer 'x' 'edge0''den küçükse, ve 1.0 eğer 'x' 'edge1'' den " -"büyükse. Aksi takdirde dönen değer 0.0 ve 1.0 arasından Hermite polinom " -"hesabıyla döndürürlür." +"Eğer 'x', 'kenar0' dan küçükse 0.0 değerini, 'kenar1' den büyükse 1.0 " +"değerini döndürür. Aksi takdirde döndürülen değer, Hermite polinomları " +"kullanılarak, 0.0 ve 1.0 arasında ara-değerlenmiş değerdir (interpolasyon)." msgid "" "SmoothStep function( scalar(edge0), scalar(edge1), vector(x) ).\n" "\n" "Returns 0.0 if 'x' is smaller than 'edge0' and 1.0 if 'x' is larger than " -"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 " -"using Hermite polynomials." +"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 using " +"Hermite polynomials." msgstr "" -"SmoothStep işlevi( katsayı(edge0), katsayı(edge1), katsayı(x) ).\n" +"SmoothStep fonksiyonu( skaler(kenar0), skaler(kenar1), vektör(x) ).\n" "\n" -"0.0 döndürür eğer 'x' 'edge0''den küçükse, ve 1.0 eğer 'x' 'edge1'' den " -"büyükse. Aksi takdirde dönen değer 0.0 ve 1.0 arasından Hermite polinom " -"hesabıyla döndürülür." +"Eğer 'x', 'kenar0''den küçükse 0.0, ve eğer 'x' 'kenar1'' den büyükse 1.0 " +"döndürür. Aksi takdirde dönen değer 0.0 ve 1.0 arasında, Hermite polinomu " +"kullanılarak ara-değerlenmiş değerdir." msgid "" "Step function( vector(edge), vector(x) ).\n" "\n" "Returns 0.0 if 'x' is smaller than 'edge' and otherwise 1.0." msgstr "" -"Step İşlevi( vektör(edge), vektör(x) ).\n" +"Step fonksiyonu( vektör(kenar), vektör(x) ). (adım)\n" "\n" -"0.0 döndürür eğer 'x' 'edge''dan küçükse, değilse 1.0 döndürür." +"Eğer 'x', 'kenar' dan küçükse 0.0, değilse 1.0 döndürür." msgid "" "Step function( scalar(edge), vector(x) ).\n" "\n" "Returns 0.0 if 'x' is smaller than 'edge' and otherwise 1.0." msgstr "" -"Step function( katsayı(edge), vektör(x) ).\n" +"Step (adım) fonksiyonu ( skaler(kenar), vektör(x) ).\n" "\n" -"0.0 döndürür eğer 'x' 'edge''den küçükse aksi ise 1.0." +"Eğer 'x', 'kenar' dan küçükse 0.0, aksi takdirde 1.0 döndürür." msgid "" -"(Fragment/Light mode only) (Vector) Sum of absolute derivative in 'x' and " -"'y'." +"(Fragment/Light mode only) (Vector) Sum of absolute derivative in 'x' and 'y'." msgstr "" -"(Yalnızca Fragment/Light modu) (Vektör) 'X' ve 'y' de mutlak türevlerin " -"toplamı." +"(Yalnızca Parça/Işık kipi) (Vektör) 'x' ve 'y' de mutlak türevlerin toplamı." + +msgid "Adds 2D vector to 2D vector." +msgstr "2B vektörü başka 2B vektöre ekler." + +msgid "Adds 3D vector to 3D vector." +msgstr "3B vektörü başka 3B vektöre ekler." + +msgid "Adds 4D vector to 4D vector." +msgstr "3B vektörü başka 4B vektöre ekler." + +msgid "Divides 2D vector by 2D vector." +msgstr "2B vektörü başka 2B vektörle böler." + +msgid "Divides 3D vector by 3D vector." +msgstr "3B vektörü başka 3B vektörle böler." + +msgid "Divides 4D vector by 4D vector." +msgstr "4B vektörü başka 4B vektörle böler." + +msgid "Multiplies 2D vector by 2D vector." +msgstr "2B vektörü başka 2B vektörle çarpar." + +msgid "Multiplies 3D vector by 3D vector." +msgstr "3B vektörü başka 3B vektörle çarpar." + +msgid "Multiplies 4D vector by 4D vector." +msgstr "4B vektörü başka 4B vektörle çarpar." + +msgid "Returns the remainder of the two 2D vectors." +msgstr "İki tane 2B vektörün kalanını döndürür." + +msgid "Returns the remainder of the two 3D vectors." +msgstr "İki tane 3B vektörün kalanını döndürür." + +msgid "Returns the remainder of the two 4D vectors." +msgstr "İki tane 4B vektörün kalanını döndürür." + +msgid "Subtracts 2D vector from 2D vector." +msgstr "2B vektörden başka bir 2B vektörü çıkarır." + +msgid "Subtracts 3D vector from 3D vector." +msgstr "3B vektörden başka bir 3B vektörü çıkarır." + +msgid "Subtracts 4D vector from 4D vector." +msgstr "4B vektörden başka bir 4B vektörü çıkarır." + +msgid "2D vector constant." +msgstr "2B vektör sabiti." + +msgid "2D vector parameter." +msgstr "2B vektör parametresi." + +msgid "3D vector constant." +msgstr "3B vektör sabiti." + +msgid "3D vector parameter." +msgstr "3B vektör parametresi." + +msgid "4D vector constant." +msgstr "4B vektör sabiti." + +msgid "4D vector parameter." +msgstr "4B vektör parametresi." + +msgid "" +"A rectangular area with a description string for better graph organization." +msgstr "" +"Daha iyi grafik düzeni için, bir açıklama dizesine sahip dikdörtgen bir alan." msgid "" "Custom Godot Shader Language expression, with custom amount of input and " "output ports. This is a direct injection of code into the vertex/fragment/" "light function, do not use it to write the function declarations inside." msgstr "" -"İstenilen kadar girdi ve çıktı miktarı ile Özel Godot Shader Dili girişi. Bu " -"yöntemle doğrudan vertex/fragment/light shaderları girişi yapılıyor, " -"içerisinde işlev tanımları yapmayın." +"Özel sayıda girdi ve çıktı portları olan, Özel Godot Gölgelendirici Dili " +"ifadesi. Bu, kodun, köşenokta/parça/ışık fonksiyonları içine doğrudan enjecte " +"edilmesidir,yani sakın kodun içerisinde fonksiyon tanımlamaları yapmak için " +"kullanmayın." + +msgid "" +"Custom Godot Shader Language expression, which is placed on top of the " +"resulted shader. You can place various function definitions inside and call " +"it later in the Expressions. You can also declare varyings, parameters and " +"constants." +msgstr "" +"Sonuçta üretilen gölgelendiricinin üzerine yerleştirilen, Özel Godot " +"Gölgelendirici Dili ifadesi. İçerisine çeşitli fonksiyon tanımlarını " +"yapabilir, ve bunları daha sonra İfadeler bölümünden çağırablirsiniz. Ayrıca " +"değişenler, parametreler, ve sabitler de tanımlayabilirsiniz." + +msgid "A reference to an existing parameter." +msgstr "Varolan bir parametreye bir başvuru." + +msgid "Get varying parameter." +msgstr "Değişen parametreyi al." + +msgid "Set varying parameter." +msgstr "Değişen parametreyi ayarla." msgid "Edit Visual Property:" -msgstr "Görsel Niteliği Düzenle:" +msgstr "Görsel Öelliği Düzenle:" msgid "Visual Shader Mode Changed" -msgstr "Görsel Shader Modu Değişti" +msgstr "Görsel Gölgelendirici Kipi Değişti" + +msgid "Voxel GI data is not local to the scene." +msgstr "Voxel GI verisi, sahneye yerel değildir." + +msgid "Voxel GI data is part of an imported resource." +msgstr "Voxel GI verisi, içe aktarılan bir kaynağın parçasıdır." + +msgid "Voxel GI data is an imported resource." +msgstr "Voxel GI verisi, içe aktarılmış bir kaynaktır." msgid "Bake VoxelGI" msgstr "VoxelGI Pişir" +msgid "Select path for VoxelGI Data File" +msgstr "VoxelGI Veri Dosyası için yol seç" + msgid "The path specified doesn't exist." msgstr "Belirtilen yol mevcut değil." msgid "Error opening package file (it's not in ZIP format)." -msgstr "Paket dosyası açılırken hata (ZIP formatında değil)." +msgstr "Paket dosyası açılırken hata (ZIP biçiminde değil)." msgid "" "Invalid \".zip\" project file; it doesn't contain a \"project.godot\" file." -msgstr "Geçersiz \".zip\" proje dosyası; \"project.godot\" dosyası içermiyor." +msgstr "" +"Geçersiz \".zip\" proje dosyası; içerisinde \"project.godot\" dosyası " +"içermiyor." msgid "Please choose an empty folder." msgstr "Lütfen boş bir klasör seçin." @@ -7711,7 +12298,19 @@ msgid "Please choose a \"project.godot\" or \".zip\" file." msgstr "Lütfen bir \"project.godot\" veya \".zip\" dosyası seçin." msgid "This directory already contains a Godot project." -msgstr "Bu dizinde zaten bir Godot projesi var." +msgstr "Bu klasörde zaten bir Godot projesi var." + +msgid "" +"You cannot save a project in the selected path. Please make a new folder or " +"choose a new path." +msgstr "" +"Seçilen yolda bir proje kaydedemezsiniz. Lütfen yeni bir klasör oluşturun " +"veya yeni bir yol seçin." + +msgid "" +"The selected path is not empty. Choosing an empty folder is highly " +"recommended." +msgstr "Seçilen yol boş değil. Boş bir klasör seçilmesi önemle tavsiye edilir." msgid "New Game Project" msgstr "Yeni Oyun Projesi" @@ -7720,31 +12319,99 @@ msgid "Imported Project" msgstr "İçe Aktarılan Proje" msgid "Invalid project name." -msgstr "Geçersiz Proje Adı." +msgstr "Geçersiz proje ismi." msgid "Couldn't create folder." msgstr "Klasör oluşturulamadı." msgid "There is already a folder in this path with the specified name." -msgstr "Yolda bu isimde bir klasör zaten var." +msgstr "Bu yolda, belirtilen isimde bir klasör zaten var." msgid "It would be a good idea to name your project." msgstr "Projenizi isimlendirmek iyi bir fikir olabilir." +msgid "Supports desktop platforms only." +msgstr "Sadece masaüstü platformları destekler." + +msgid "Advanced 3D graphics available." +msgstr "Gelişmiş 3B grafikler mevcuttur." + +msgid "Can scale to large complex scenes." +msgstr "Büyük karmaşık sahnelere ölçeklenebilir." + +msgid "Uses RenderingDevice backend." +msgstr "RenderingDevice arka-uç'unu kullanır." + +msgid "Slower rendering of simple scenes." +msgstr "Basit sahneler için daha yavaş işleme." + +msgid "Supports desktop + mobile platforms." +msgstr "Masaüstü + mobil platformları destekler." + +msgid "Less advanced 3D graphics." +msgstr "Daha az gelişmiş 3B grafikler." + +msgid "Less scalable for complex scenes." +msgstr "Karmaşık sahneler için daha az ölçeklenebilirlik." + +msgid "Fast rendering of simple scenes." +msgstr "Basit sahneler için hızlı işleme." + +msgid "Supports desktop, mobile + web platforms." +msgstr "Masaüstü, mobil + web platformlarını destekler." + +msgid "Least advanced 3D graphics (currently work-in-progress)." +msgstr "" +"En az gelişmiş 3B grafikler (şu anda üzerinde-çalışmaya-devam ediliyor)." + +msgid "Intended for low-end/older devices." +msgstr "Düşük seviyeli / eski cihazlar için kullanımı amaçlanmıştır." + +msgid "Uses OpenGL 3 backend (OpenGL 3.3/ES 3.0/WebGL2)." +msgstr "OpenGL 3 arkauç'unu kullanır (OpenGL 3.3/ES 3.0/WebGL2)." + +msgid "Fastest rendering of simple scenes." +msgstr "Basit sahneler için en hızlı işleme." + msgid "Invalid project path (changed anything?)." -msgstr "Geçersiz proje yolu (bir şey değişti mi?)." +msgstr "Geçersiz proje yolu (bir şey mi değiştirdiniz?)." + +msgid "" +"Couldn't load project at '%s' (error %d). It may be missing or corrupted." +msgstr "" +"%s yolundaki proje yüklenemedi (hata: %d). Eksik veya bozulmuş olabilir." + +msgid "Couldn't save project at '%s' (error %d)." +msgstr "Proje, '%s' yoluna kaydedilemedi (hata: %d)." + +msgid "Warning: This folder is not empty" +msgstr "Uyarı: Bu klasör boş değil" + +msgid "" +"You are about to create a Godot project in a non-empty folder.\n" +"The entire contents of this folder will be imported as project resources!\n" +"\n" +"Are you sure you wish to continue?" +msgstr "" +"Boş olmayan bir klasörde bir Godot projesi oluşturmak üzeresiniz.\n" +"Bu klasörün tüm içeriği proje kaynakları olarak içe aktarılacaktır!\n" +"\n" +"Devam etmek istediğinizden emin misiniz?" msgid "Couldn't create project.godot in project path." -msgstr "proje.godot proje yolunda oluşturulamadı." +msgstr "Proje yolunda \"project.godot\" dosyası oluşturulamadı." + +msgid "Couldn't create icon.svg in project path." +msgstr "Proje yolunda \"icon.svg\" oluşturulamadı." msgid "Error opening package file, not in ZIP format." -msgstr "Paket dosyası açılırken hata oluştu, zip formatında değil." +msgstr "Paket dosyası açılırken hata oluştu, ZIP biçimde değil." msgid "The following files failed extraction from package:" -msgstr "Aşağıdaki dosyaların, çıkından ayıklanma işlemi başarısız oldu:" +msgstr "Aşağıdaki dosyaların, paketten çıkartılma işlemi başarısız oldu:" msgid "Package installed successfully!" -msgstr "Paket Başarı ile Kuruldu!" +msgstr "Paket başarıyla kuruldu!" msgid "Rename Project" msgstr "Projeyi Yeniden Adlandır" @@ -7768,7 +12435,7 @@ msgid "Install & Edit" msgstr "Kur & Düzenle" msgid "Project Name:" -msgstr "Proje Adı:" +msgstr "Proje İsmi:" msgid "Project Path:" msgstr "Proje Yolu:" @@ -7777,10 +12444,21 @@ msgid "Project Installation Path:" msgstr "Proje Yükleme Yolu:" msgid "Renderer:" -msgstr "Oluşturucu:" +msgstr "İşleyici:" + +msgid "The renderer can be changed later, but scenes may need to be adjusted." +msgstr "" +"İşleyici daha sonra değiştirilebilir, ancak sahnelerin uyumlandırılması " +"gerekebilir." + +msgid "Version Control Metadata:" +msgstr "Sürüm Denetimi Metaverileri:" + +msgid "Git" +msgstr "Git" msgid "Error: Project is missing on the filesystem." -msgstr "Hata: Proje dosya sisteminde mevcut değil.." +msgstr "Hata: Proje, dosya sisteminde mevcut değil." msgid "Missing Project" msgstr "Eksik Proje" @@ -7792,29 +12470,182 @@ msgid "Local Projects" msgstr "Yerel Projeler" msgid "Asset Library Projects" -msgstr "Kaynak Kütüphanesi Projeleri" +msgstr "Varlık Kütüphanesi Projeleri" msgid "Can't open project at '%s'." -msgstr "'%s' adresindeki proje açılamıyor." +msgstr "'%s' yolundaki proje açılamıyor." + +msgid "" +"You requested to open %d projects in parallel. Do you confirm?\n" +"Note that usual checks for engine version compatibility will be bypassed." +msgstr "" +"%d projelerini hep birlikte açmayı talep ettiniz. Onaylıyor musunuz?\n" +"Dikkatli olun, motor sürümü uyumluluğu için olağan kontroller atlanacaktır." + +msgid "" +"The selected project \"%s\" does not specify its supported Godot version in " +"its configuration file (\"project.godot\").\n" +"\n" +"Project path: %s\n" +"\n" +"If you proceed with opening it, it will be converted to Godot's current " +"configuration file format.\n" +"\n" +"Warning: You won't be able to open the project with previous versions of the " +"engine anymore." +msgstr "" +"Seçilen \"%s\" projesi, yapılandırma dosyasında, (\"project.godot\"), " +"desteklediği Godot sürümünü belirtmiyor.\n" +"\n" +"Proje yolu: %s\n" +"\n" +"Bunu açmaya devam ederseniz, Godot'un şimdiki sürümde kullandığı yeni " +"yapılandırma dosyası biçimine dönüştürülecektir.\n" +"\n" +"Uyarı: Projeyi, motorun önceki sürümleriyle açmanız artık mümkün olmayacak." + +msgid "" +"The selected project \"%s\" was generated by Godot 3.x, and needs to be " +"converted for Godot 4.x.\n" +"\n" +"Project path: %s\n" +"\n" +"You have three options:\n" +"- Convert only the configuration file (\"project.godot\"). Use this to open " +"the project without attempting to convert its scenes, resources and scripts.\n" +"- Convert the entire project including its scenes, resources and scripts " +"(recommended if you are upgrading).\n" +"- Do nothing and go back.\n" +"\n" +"Warning: If you select a conversion option, you won't be able to open the " +"project with previous versions of the engine anymore." +msgstr "" +"Seçilen proje \"%s\" Godot 3.x tarafından oluşturulmuştur ve Godot 4.x için " +"dönüştürülmesi gerekmektedir.\n" +"\n" +"Proje yolu: %s\n" +"\n" +"Üç seçeneğiniz var:\n" +"- Yalnızca yapılandırma dosyasını dönüştürün (\"project.godot\"). Sahneleri, " +"kaynakları ve betikleri dönüştürmeye çalışmadan projeyi açmak için bunu " +"kullanın.\n" +"- Sahneleri, kaynakları ve betikleri dahil olmak üzere tüm projeyi dönüştürün " +"(yükseltme yapıyorsanız önerilir).\n" +"- Hiçbir şey yapmayın ve geri dönün.\n" +"\n" +"Uyarı: Bir dönüştürme seçeneği belirlerseniz, bundan sonra projeyi motorun " +"önceki sürümleriyle artık açamazsınız." + +msgid "Convert project.godot Only" +msgstr "Yalnızca \"project.godot\" Dönüştür" + +msgid "" +"The selected project \"%s\" was generated by an older engine version, and " +"needs to be converted for this version.\n" +"\n" +"Project path: %s\n" +"\n" +"Do you want to convert it?\n" +"\n" +"Warning: You won't be able to open the project with previous versions of the " +"engine anymore." +msgstr "" +"Seçilen \"%s\" projesi, motorun daha eski bir sürümü tarafından oluşturuldu, " +"ve bu sürüm için dönüştürülmesi gerekiyor.\n" +"\n" +"Proje yolu: %s\n" +"\n" +"Dönüştürmek istiyorsun?\n" +"\n" +"Uyarı: Bundan sonra projeyi, motorun önceki sürümleriyle açmak artık mümkün " +"olmayacak." + +msgid "Convert project.godot" +msgstr "\"project.godot\" dosyasını dönüştür" + +msgid "" +"Can't open project \"%s\" at the following path:\n" +"\n" +"%s\n" +"\n" +"The project settings were created by a newer engine version, whose settings " +"are not compatible with this version." +msgstr "" +"Aşağıdaki yolda belirtilen yoldaki \"%s\" projesi açılamıyor:\n" +"\n" +"%s\n" +"\n" +"Proje ayarları, ayarları bu sürümle uyumlu olmayan, daha yeni bir motor " +"sürümü tarafından oluşturulmuş." + +msgid "" +"Warning: This project uses double precision floats, but this version of\n" +"Godot uses single precision floats. Opening this project may cause data " +"loss.\n" +"\n" +msgstr "" +"Uyarı: Bu proje çift hassasiyetli ondalıklı sayılar kullanıyor, ancak " +"Godot'nun bu sürümü\n" +"tek hassasiyetli ondalıklı sayılar kullanır. Bu projeyi açmak veri kaybına " +"neden olabilir.\n" +"\n" + +msgid "" +"Warning: This project uses C#, but this build of Godot does not have\n" +"the Mono module. If you proceed you will not be able to use any C# scripts.\n" +"\n" +msgstr "" +"Uyarı: Bu proje C# kullanıyor, ama Godot'nun bu derlemesi\n" +"Mono modülü olmadan yapılmış. Devam ederseniz, hiç bir C# betiğini " +"kullanamazsınız.\n" +"\n" + +msgid "" +"Warning: This project uses the following features not supported by this build " +"of Godot:\n" +"\n" +"%s\n" +"\n" +msgstr "" +"Uyarı: Bu proje, Godot'un bu derlemesi tarafından desteklenmeyen aşağıdaki " +"özellikleri kullanır:\n" +"\n" +"%s\n" +"\n" + +msgid "Open anyway? Project will be modified." +msgstr "Yine de açılsın mı? Projede değiştirmeler yapılacaktır." msgid "" "Can't run project: no main scene defined.\n" "Please edit the project and set the main scene in the Project Settings under " "the \"Application\" category." msgstr "" -"Proje çalıştırılamadı: tanımlanmış ana sahne yok.\n" -"Lütfen projeyi düzenleyin ve \"Uygulama\" kategorisi altındaki \"Proje " -"Ayarları\" kısmından ana sahneyi belirleyin." +"Proje çalıştırılamıyor: belirlenmiş bir ana sahne yok.\n" +"Lütfen projeyi düzenleyin ve \"Proje Ayarları\" ndaki \"Uygulama\" kategorisi " +"altında ana sahneyi ayarlayın." msgid "" "Can't run project: Assets need to be imported.\n" "Please edit the project to trigger the initial import." msgstr "" -"Proje Çalıştırılamadı: varlıkların içe aktarılmış olması gerekir.\n" -"Lütfen ilk içe aktarmayı tetiklemek için projeyi düzenleyin." +"Proje Çalıştırılamıyor: Varlıkların içe aktarılmış olması gerekir.\n" +"Lütfen, ilk içe aktarmayı tetiklemek için projeyi düzenleyin." msgid "Are you sure to run %d projects at once?" -msgstr "Birden fazla projeyi çalıştırmak istediğinize emin misiniz?" +msgstr "%d projenin hepsini tek seferde çalıştırmak istediğinize emin misiniz?" + +msgid "Tag name can't be empty." +msgstr "Etiket ismi boş olamaz." + +msgid "Tag name can't contain spaces." +msgstr "Etiket ismi boşluk içeremez." + +msgid "These characters are not allowed in tags: %s." +msgstr "Şu karakterlere, etiketlerde izin verilmez: '%s'." + +msgid "Tag name must be lowercase." +msgstr "Etiket ismi küçük harflerle yazılmalıdır." msgid "Remove %d projects from the list?" msgstr "%d proje listeden kaldırılsın mı?" @@ -7826,37 +12657,50 @@ msgid "" "Remove all missing projects from the list?\n" "The project folders' contents won't be modified." msgstr "" -"Tüm eksik projeleri listeden kaldır?\n" +"Tüm eksik projeler listeden kaldırılsın mı?\n" "Proje klasörlerinin içeriği değiştirilmeyecek." msgid "" "Language changed.\n" "The interface will update after restarting the editor or project manager." msgstr "" -"Dil değişti.\n" -"Değişiklik düzenleyici veya proje yöneticisi yeniden başladığında etkili " +"Dil değiştirildi.\n" +"Değişiklik, düzenleyici veya proje yöneticisi yeniden başladığında etkili " "olacak." msgid "" "Are you sure to scan %s folders for existing Godot projects?\n" "This could take a while." msgstr "" -"Var olan Godot projeleri için %s klasör taraması yapmak istediğinize emin " -"misiniz?\n" +"Var olan Godot projeleri bulmak için, %s klasör taraması yapmak istediğinize " +"emin misiniz?\n" "Bu biraz zaman alabilir." +msgctxt "Application" +msgid "Project Manager" +msgstr "Proje Yöneticisi" + +msgid "Filter Projects" +msgstr "Projeleri Filtrele" + msgid "" "This field filters projects by name and last path component.\n" -"To filter projects by name and full path, the query must contain at least " -"one `/` character." +"To filter projects by name and full path, the query must contain at least one " +"`/` character." msgstr "" -"Arama kutusu, projeleri adına ve son dizin bileşenine göre filtreler.\n" -"Projeleri adına ve tam dizinine göre filtrelemek için, sorgunun en az bir `/" -"` karakteri içermesi gereklidir." +"Bu alan, projeleri ismine ve son yol bileşenine göre filtreler.\n" +"Projeleri ismine ve tam yoluna göre filtrelemek için, sorgunun en az bir `/` " +"karakteri içermesi gereklidir." msgid "Loading, please wait..." msgstr "Yükleniyor, lütfen bekleyin..." +msgid "Last Edited" +msgstr "Son Düzenleme" + +msgid "Tags" +msgstr "Etiketler" + msgid "New Project" msgstr "Yeni Proje" @@ -7870,7 +12714,10 @@ msgid "Scan Projects" msgstr "Projeleri Tara" msgid "Edit Project" -msgstr "Projjeyi Düzenle" +msgstr "Projeyi Düzenle" + +msgid "Manage Tags" +msgstr "Etiketleri Yönet" msgid "Remove Project" msgstr "Projeyi Kaldır" @@ -7891,32 +12738,81 @@ msgid "Remove All" msgstr "Tümünü Kaldır" msgid "Also delete project contents (no undo!)" -msgstr "Ayrıca proje içeriğini silin (geri alma yok!)" +msgstr "Ayrıca proje içeriğini de sil (geri alınamaz!)" + +msgid "Convert Full Project" +msgstr "Projeyi Tam Dönüştür" msgid "Can't run project" -msgstr "Proje çalıştırılamadı" +msgstr "Proje çalıştırılamıyor" msgid "" "You currently don't have any projects.\n" "Would you like to explore official example projects in the Asset Library?" msgstr "" -"Herhangi bir projen yok.\n" -"Varlık Kütüphanesi'ndeki resmî örnek projeleri incelemek ister misin?" +"Herhangi bir projeye sahip değilsin.\n" +"Varlık Kütüphanesi'ndeki resmi örnek projeleri incelemek ister misin?" + +msgid "Manage Project Tags" +msgstr "Proje Etiketlerini Yönet" + +msgid "Project Tags" +msgstr "Proje Etiketleri" + +msgid "Click tag to remove it from the project." +msgstr "Projeden çıkarmak için etikete tıklayın." + +msgid "All Tags" +msgstr "Tüm Etiketler" + +msgid "Click tag to add it to the project." +msgstr "Projeye eklemek için etikete tıklayın." + +msgid "Create New Tag" +msgstr "Yeni Etiket Oluştur" + +msgid "Tags are capitalized automatically when displayed." +msgstr "Etiketler görüntülenirken otomatik olarak büyük harfe çevrilir." + +msgid "Add Project Setting" +msgstr "Proje Ayarı Ekle" msgid "Delete Item" msgstr "Öğeyi Sil" +msgid "(All)" +msgstr "(Tümü)" + msgid "Add Input Action" -msgstr "Giriş Eylemi Ekle" +msgstr "Girdi Eylemi Ekle" msgid "Change Action deadzone" -msgstr "Eylem Değiştir ölübölgesi" +msgstr "Eylemin ölübölgesini değiştir" + +msgid "Change Input Action Event(s)" +msgstr "Girdi Eylem Olay(lar)ını Değiştir" msgid "Erase Input Action" msgstr "Girdi Eylemini Sil" +msgid "Rename Input Action" +msgstr "Girdi Eylemini Yeniden Adlandır" + +msgid "Update Input Action Order" +msgstr "Girdi Eylem Sırasını Güncelle" + msgid "Project Settings (project.godot)" -msgstr "Proje Ayarları (proje.godot)" +msgstr "Proje Ayarları (project.godot)" + +msgid "Advanced Settings" +msgstr "Gelişmiş Ayarlar" + +msgid "Select a Setting or Type its Name" +msgstr "Bir Ayar Seç veya onun İsmini Yaz" + +msgid "Changed settings will be applied to the editor after restarting." +msgstr "" +"Değiştirilen ayarlar, düzenleyici yeniden başlatıldıktan sonra uygulanacaktır." msgid "Input Map" msgstr "Girdi Haritası" @@ -7924,35 +12820,56 @@ msgstr "Girdi Haritası" msgid "Localization" msgstr "Yerelleştirme" +msgid "Autoload" +msgstr "Otomatik yükleme" + +msgid "Shader Globals" +msgstr "Gölgelendirici Genelleri" + msgid "Plugins" msgstr "Eklentiler" msgid "Import Defaults" -msgstr "Öntanımlı İçe Aktarma Ayarları" +msgstr "Varsayılanları İçe Aktar" msgid "Select Property" msgstr "Özellik Seç" msgid "Select Virtual Method" -msgstr "Sanal Metot Seç" +msgstr "Sanal Yöntem Seç" msgid "Batch Rename" -msgstr "Tümden Yeniden Adlandır" +msgstr "Toplu Yeniden Adlandır" msgid "Prefix:" msgstr "Ön Ek:" msgid "Suffix:" -msgstr "Son Ek (Suffix) :" +msgstr "Son Ek:" msgid "Use Regular Expressions" msgstr "Düzenli İfadeler Kullan" msgid "Advanced Options" -msgstr "Gelişmiş Ayarlar" +msgstr "Gelişmiş Seçenekler" msgid "Substitute" -msgstr "Yer Tutucu" +msgstr "Yerine Geçir" + +msgid "Node name." +msgstr "Düğüm ismi." + +msgid "Node's parent name, if available." +msgstr "Düğüm'ün üst-düğüm ismi, eğer varsa." + +msgid "Node type." +msgstr "Düğüm türü." + +msgid "Current scene name." +msgstr "Mevcut sahne ismi." + +msgid "Root node name." +msgstr "Kök düğüm ismi." msgid "" "Sequential integer counter.\n" @@ -7962,14 +12879,20 @@ msgstr "" "Sayaç seçeneklerini karşılaştırın." msgid "Per-level Counter" -msgstr "Seviye Başına Sayaç" +msgstr "Seviye-başına Sayaç" msgid "If set, the counter restarts for each group of child nodes." -msgstr "Ayarlanmış sa, her alt düğüm grubu için sayaç yeniden başlatılır." +msgstr "Ayarlanmış ise, her alt-düğüm grubu için sayaç yeniden başlatılır." + +msgid "Initial value for the counter." +msgstr "Sayaç için başlangıç değeri." msgid "Step" msgstr "Adım" +msgid "Amount by which counter is incremented for each node." +msgstr "Her düğüm için, sayacın arttırılacağı miktar." + msgid "Padding" msgstr "Dolgulama" @@ -7977,23 +12900,23 @@ msgid "" "Minimum number of digits for the counter.\n" "Missing digits are padded with leading zeros." msgstr "" -"Sayaç için minimum basamak sayısı.\n" -"Eksik rakamları baştaki sıfırlarla doldurulur." +"Sayaç için en az basamak sayısı.\n" +"Eksik rakamlar baş taraftan sıfırlarla doldurulur." msgid "Post-Process" msgstr "Artçıl-İşlem" msgid "Style" -msgstr "Yoldam" +msgstr "Tarz" msgid "PascalCase to snake_case" -msgstr "DeveŞekilli'den alt_tireli'ye dönüştür" +msgstr "PascalHarfBoyu'ndan yılan_harf_boyu'na dönüştür" msgid "snake_case to PascalCase" -msgstr "alt_tireli'den DeveŞekilli'ye dönüştür" +msgstr "yılan_harf_boyu'ndan PascalHarfBoyuna dönüştür" msgid "Case" -msgstr "Büyük/Küçük" +msgstr "Harf Boyu" msgid "To Lowercase" msgstr "Küçük Harfe Döndür" @@ -8011,13 +12934,43 @@ msgid "At character %s" msgstr "%s karakterinde" msgid "Reparent Node" -msgstr "Düğümün Ebeveynliğini Değiştir" +msgstr "Düğümün üst-öğesini Değiştir" + +msgid "Select new parent:" +msgstr "Yeni üst-öğe seç:" msgid "Keep Global Transform" -msgstr "Bütünsel Dönüşümü Tut" +msgstr "Genel Dönüşümü Tut" msgid "Reparent" -msgstr "Ebeveynlik Değiştir" +msgstr "Üst-Öğeyi Değiştir" + +msgid "Pick Root Node Type" +msgstr "Kök Düğüm Türünü Seç" + +msgid "Pick" +msgstr "Seç" + +msgid "Scene name is valid." +msgstr "Sahne ismi geçerli." + +msgid "Scene name is empty." +msgstr "Sahne ismi boş." + +msgid "File name invalid." +msgstr "Dosya ismi geçersiz." + +msgid "File already exists." +msgstr "Dosya zaten var." + +msgid "Root node valid." +msgstr "Kök düğüm geçerli." + +msgid "Invalid root node name." +msgstr "Geçersiz kök düğüm ismi." + +msgid "Root Type:" +msgstr "Kök Türü:" msgid "2D Scene" msgstr "2B Sahne" @@ -8028,34 +12981,65 @@ msgstr "3B Sahne" msgid "User Interface" msgstr "Kullanıcı Arayüzü" +msgid "Scene Name:" +msgstr "Sahne İsmi:" + +msgid "Root Name:" +msgstr "Kök İsmi:" + +msgid "Leave empty to use scene name" +msgstr "Sahnenin ismini kullanmak için boş bırakın" + +msgid "Create New Scene" +msgstr "Yeni Sahne Oluştur" + +msgid "No parent to instantiate a child at." +msgstr "Bir alt-öğe örneği eklenecek herhangi bir üst-öğe yok." + +msgid "No parent to instantiate the scenes at." +msgstr "Sahnelerini örnekleneceği herhangi bir üst-öğe yok." + msgid "Error loading scene from %s" -msgstr "Şuradan: %s sahne yüklenirken hata" +msgstr "Şuradan sahne yüklenirken hata: %s" + +msgid "" +"Cannot instantiate the scene '%s' because the current scene exists within one " +"of its nodes." +msgstr "" +"'%s' sahnesi örneklenemiyor, çünkü geçerli sahne, kendi düğümlerinden birinin " +"içinde bulunuyor." + +msgid "Instantiate Scene(s)" +msgstr "Sahne(leri) Örnekle" msgid "Replace with Branch Scene" msgstr "Dal Sahnesi ile Değiştir" +msgid "Instantiate Child Scene" +msgstr "Alt-öğe Sahneyi Örnekle" + msgid "Detach Script" msgstr "Betiği Ayır" msgid "This operation can't be done on the tree root." -msgstr "Bu işlem, ağaç kökü üzerinde yapılamaz." +msgstr "Bu işlem, ağacın kök düğümü üzerinde yapılamaz." msgid "Move Node In Parent" -msgstr "Düğümü Ataya Taşı" +msgstr "Üst-öğedeki Düğümü Taşı" msgid "Move Nodes In Parent" -msgstr "Düğümleri Ataya Taşı" +msgstr "Üst-öğedeki Düğümleri Taşı" msgid "Duplicate Node(s)" -msgstr "Düğüm(leri) Çoğalt" +msgstr "Düğüm(ler)in Kopyasını Oluştur" msgid "Can't reparent nodes in inherited scenes, order of nodes can't change." msgstr "" -"Devralınan sahnelerde düğümler yeniden oluşturulamaz, düğümlerin sırası " -"değişemez." +"Miras alınan sahnelerdeki düğümler tekrar üst-öğe yapılamaz, düğümlerin " +"sırası değişemez." msgid "Node must belong to the edited scene to become root." -msgstr "Kök olabilmek için düğümün düzenlenen sahneye ait olması gerekir." +msgstr "Kök olabilmesi için düğümün düzenlenen sahneye ait olması gerekir." msgid "Instantiated scenes can't become root" msgstr "Örneklenen sahneler kök olamaz" @@ -8064,22 +13048,24 @@ msgid "Make node as Root" msgstr "Düğümü Kök düğüm yap" msgid "Delete %d nodes and any children?" -msgstr "\"%s\" düğümü ve alt düğümleri silinsin mi?" +msgstr "%d düğüm(ler)i ve alt-düğümleri silinsin mi?" msgid "Delete %d nodes?" -msgstr "%d düğümleri silelim mi?" +msgstr "%d düğümleri silinsin mi?" msgid "Delete the root node \"%s\"?" msgstr "\"%s\" kök düğümü silinsin mi?" msgid "Delete node \"%s\" and its children?" -msgstr "\"%s\" düğümü ve alt düğümleri silinsin mi?" +msgstr "\"%s\" düğümü ve alt-düğümleri silinsin mi?" msgid "Delete node \"%s\"?" msgstr "\"%s\" düğümü silinsin mi?" -msgid "" -"Saving the branch as a scene requires having a scene open in the editor." +msgid "Some nodes are referenced by animation tracks." +msgstr "Bazı düğümlere, animasyon izleri tarafından başvuruluyor." + +msgid "Saving the branch as a scene requires having a scene open in the editor." msgstr "" "Dalın sahne olarak kaydedilmesi, düzenleyicide bir sahnenin açık olmasını " "gerektirir." @@ -8088,26 +13074,48 @@ msgid "" "Saving the branch as a scene requires selecting only one node, but you have " "selected %d nodes." msgstr "" -"Dalın sahne olarak kaydedilmesi yalnızca bir düğümün seçilmesini gerektirir, " -"ancak %d düğüm seçtiniz." +"Dalın sahne olarak kaydedilmesi, yalnızca bir düğümün seçili olmasını " +"gerektirir, ancak %d düğüm seçtiniz." + +msgid "" +"Can't save the root node branch as an instantiated scene.\n" +"To create an editable copy of the current scene, duplicate it using the " +"FileSystem dock context menu\n" +"or create an inherited scene using Scene > New Inherited Scene... instead." +msgstr "" +"Kök düğüm dalı, örneklenmiş bir sahne olarak kaydedilemiyor.\n" +"Geçerli sahnenin düzenlenebilir bir kopyasını oluşturmak için, onu " +"DosyaSistemi yuvası içerik menüsünü kullanarak çoğaltın\n" +"veya bunun yerine Sahne > Yeni Miras Alan Sahne...'yi kullanarak miras alan " +"bir sahne oluşturun." + +msgid "" +"Can't save the branch of an already instantiated scene.\n" +"To create a variation of a scene, you can make an inherited scene based on " +"the instantiated scene using Scene > New Inherited Scene... instead." +msgstr "" +"Zaten örneklenmiş bir sahneye ait bir dal kaydedilemez.\n" +"Bunun yerine bir sahnenin çeşitlemesini oluşturmak için, Sahne > Yeni Miras " +"Alan Sahne... seçeneğini kullanarak örneklenen sahneyi temel alan bir miras " +"alan sahne oluşturabilirsiniz." msgid "" "Can't save a branch which is a child of an already instantiated scene.\n" "To save this branch into its own scene, open the original scene, right click " "on this branch, and select \"Save Branch as Scene\"." msgstr "" -"Halihazırda örneklendirilmiş bir sahnenin alt öğesi olan dal kaydedilemez.\n" -"Bu dalı kendisine ait sahneye kaydetmek için, orijinal sahneyi açın, bu dala " -"sağ tıklayın, ve \"Dalı Sahne olarak Kaydet\"i seçin." +"Zaten örneklenmiş bir sahnenin alt-öğesi olan dal kaydedilemez.\n" +"Bu dalı kendisine ait sahneye kaydetmek için, orijinal sahneyi açın, bu dalı " +"bulup sağ tıklayın, ve \"Dalı Sahne olarak Kaydet\"i seçin." msgid "" "Can't save a branch which is part of an inherited scene.\n" "To save this branch into its own scene, open the original scene, right click " "on this branch, and select \"Save Branch as Scene\"." msgstr "" -"Devralınan sahnenin parçası olan bir dal kaydedilemez.\n" -"Bu dalı kendisine ait sahneye kaydetmek için, orijinal sahneyi açın, bu dala " -"sağ tıklayın, ve \"Dalı Sahne olarak Kaydet\"i seçin." +"Miras alınan bir sahnenin parçası olan bir dal kaydedilemez.\n" +"Bu dalı kendisine ait sahneye kaydetmek için, orijinal sahneyi açın, bu dalı " +"bulup sağ tıklayın, ve \"Dalı Sahne olarak Kaydet\"i seçin." msgid "Save New Scene As..." msgstr "Yeni Sahneyi Farklı Kaydet ..." @@ -8116,27 +13124,25 @@ msgid "" "Disabling \"editable_instance\" will cause all properties of the node to be " "reverted to their default." msgstr "" -"\"düzenlenebilir_örnek\" seçeneği iptal edilince düğümün nitelikleri " -"varsayılan değerlere döner." +"\"düzenlenebilir_örnek\" seçeneği iptal edilirse, düğümün tüm özellikleri " +"varsayılan değerlere geri döner." msgid "" -"Enabling \"Load As Placeholder\" will disable \"Editable Children\" and " -"cause all properties of the node to be reverted to their default." +"Enabling \"Load As Placeholder\" will disable \"Editable Children\" and cause " +"all properties of the node to be reverted to their default." msgstr "" -"\"Yer Tutucu Olarak Yükle\" seçeneğinin etkinleştirilmesi \"Düzenlenebilir " -"alt Düğüm\" seçeneğini pasifleştirir ve düğümün niteliklerini varsayılanlara " -"döndürür." +"\"Yer Tutucu Olarak Yükle\" seçeneğini etkinleştirilmek, \"Düzenlenebilir Alt-" +"düğüm\" seçeneğini etkisiz hale getirir ve düğümün tüm özelliklerini " +"varsayılanlara geri döndürür." msgid "Make Local" -msgstr "Yerelleştir" +msgstr "Yerel Yap" msgid "Enable Scene Unique Name(s)" msgstr "Sahne İçi Benzersiz İsim(ler)i Etkin Kıl" msgid "Unique names already used by another node in the scene:" -msgstr "" -"Halihazırda sahnedeki başka bir düğüm tarafından kullanılan benzersiz " -"isimler:" +msgstr "Sahnedeki başka bir düğüm tarafından kullanımda olan benzersiz isimler:" msgid "Disable Scene Unique Name(s)" msgstr "Sahne İçi Benzersiz İsim(ler)i Etkisiz Kıl" @@ -8147,26 +13153,38 @@ msgstr "Yeni Sahne Kökü" msgid "Create Root Node:" msgstr "Kök Düğüm Oluştur:" +msgid "Switch to Favorite Nodes" +msgstr "Sık Kullanılan Düğümlere Geç" + msgid "Other Node" msgstr "Diğer Düğüm" +msgid "Paste From Clipboard" +msgstr "Panodan Yapıştır" + msgid "Can't operate on nodes from a foreign scene!" msgstr "Yabancı bir sahnedeki düğümler üzerinde çalışılamaz!" msgid "Can't operate on nodes the current scene inherits from!" -msgstr "Geçerli sahneden miras alınan düğümler üzerinde işlem yapılamaz!" +msgstr "Geçerli sahnenin miras aldığı düğümler üzerinde işlem yapılamaz!" + +msgid "This operation can't be done on instantiated scenes." +msgstr "Bu işlem örneklenmiş sahneler üzerinde yapılamaz." msgid "Attach Script" msgstr "Betik İliştir" +msgid "Set Shader" +msgstr "Gölgelendirici Ayarla" + msgid "Cut Node(s)" -msgstr "Düğüm(leri) Kes" +msgstr "Düğüm(ler)i Kes" msgid "Remove Node(s)" -msgstr "Düğümleri Kaldır" +msgstr "Düğüm(ler)i Kaldır" msgid "Change type of node(s)" -msgstr "Düğüm(ler) türünü değiştir" +msgstr "Düğüm(ler)in türünü değiştir" msgid "This operation requires a single selected node." msgstr "Bu işlem, seçilmiş tek bir düğüm gerektirir." @@ -8174,8 +13192,7 @@ msgstr "Bu işlem, seçilmiş tek bir düğüm gerektirir." msgid "" "Couldn't save new scene. Likely dependencies (instances) couldn't be " "satisfied." -msgstr "" -"Yeni sahne kaydedilemedi. Olası bağımlılıklar (örnekler) karşılanamadı." +msgstr "Yeni sahne kaydedilemedi. Olası bağımlılıklar (örnekler) karşılanamadı." msgid "Error saving scene." msgstr "Sahne kaydedilirken hata." @@ -8183,59 +13200,113 @@ msgstr "Sahne kaydedilirken hata." msgid "Error duplicating scene to save it." msgstr "Sahne kaydetmek için çoğaltılırken hata." +msgid "Instantiate Script" +msgstr "Betik Örneği Oluştur" + msgid "Sub-Resources" -msgstr "Alt Kaynaklar" +msgstr "Alt-Kaynaklar" + +msgid "Revoke Unique Name" +msgstr "Benzersiz İsmi İptal Et" + +msgid "Access as Unique Name" +msgstr "Benzersiz İsim olarak Erişim" msgid "Clear Inheritance" msgstr "Kalıtımı Temizle" msgid "Editable Children" -msgstr "Düzenlenebilir Çocuklar" +msgstr "Düzenlenebilir Alt-öğeler" msgid "Load As Placeholder" msgstr "Yer Tutucu Olarak Yükle" +msgid "Auto Expand to Selected" +msgstr "Seçilene Otomatik Genişlet" + +msgid "All Scene Sub-Resources" +msgstr "Tüm Sahne Alt-Kaynakları" + msgid "Filters" msgstr "Filtreler" +msgid "Filter by Type" +msgstr "Türe Göre Filtrele" + +msgid "Filter by Group" +msgstr "Gruba Göre Filtrele" + +msgid "Selects all Nodes of the given type." +msgstr "Verilen türdeki tüm Düğümleri seçer." + +msgid "" +"Selects all Nodes belonging to the given group.\n" +"If empty, selects any Node belonging to any group." +msgstr "" +"Verilen gruba ait tüm Düğümleri seçer.\n" +"Eğer boş ise, herhangi bir gruba ait herhangi bir Düğümü seçer." + msgid "" "Cannot attach a script: there are no languages registered.\n" "This is probably because this editor was built with all language modules " "disabled." msgstr "" -"Bir yazı eklenemiyor: kayıtlı dil yok.\n" -"Bu muhtemelen editor tüm dil modülleri kapalıyken kurulduğu için oldu." +"Betik eklenemiyor: kayıtlı hiç bir dil yok.\n" +"Bunun nedeni, muhtemelen, bu düzenleyicinin tüm dil modülleri devre dışı " +"bırakılarak derlenmiş olmasıdır." msgid "Can't paste root node into the same scene." -msgstr "Kök düğümü aynı sahne içine yapıştırılamaz." +msgstr "Kök düğüm aynı sahnenin içine yapıştırılamaz." msgid "Paste Node(s)" -msgstr "Düğüm(leri) Yapıştır" +msgstr "Düğüm(ler)i Yapıştır" + +msgid " at %s" +msgstr "%s 'de <İsimsiz>" + +msgid "(used %d times)" +msgstr "( %d kez kullanıldı)" msgid "Add Child Node" -msgstr "Alt Düğüm Ekle" +msgstr "Alt-Düğüm Ekle" + +msgid "Expand/Collapse Branch" +msgstr "Dalı Genişlet/Daralt" msgid "Change Type" msgstr "Türü Değiştir" msgid "Reparent to New Node" -msgstr "Başka Düğüme Eklemle" +msgstr "Yeni Düğüme Üst-öğe Yap" msgid "Make Scene Root" msgstr "Sahne Kökü Yap" +msgid "Toggle Access as Unique Name" +msgstr "Benzersiz İsim olarak Erişimi Aç/Kapat" + msgid "Delete (No Confirm)" msgstr "Sil (Doğrulama Yok)" msgid "Add/Create a New Node." msgstr "Yeni Bir Düğüm Ekle/Oluştur." +msgid "" +"Instantiate a scene file as a Node. Creates an inherited scene if no root " +"node exists." +msgstr "" +"Bir sahne dosyasını bir Düğüm olarak örneklendir. Eğer hiç kök düğüm yoksa, " +"miras alınmış bir sahne oluşturur." + msgid "Attach a new or existing script to the selected node." msgstr "Seçili düğüme yeni veya mevcut bir betik iliştir." msgid "Detach the script from the selected node." msgstr "Seçilen düğümden betiği ayır." +msgid "Extra scene options." +msgstr "Sahne ek seçenekleri." + msgid "Remote" msgstr "Uzak" @@ -8244,12 +13315,15 @@ msgid "" "every time it updates.\n" "Switch back to the Local scene tree dock to improve performance." msgstr "" -"Seçilirse, Uzak sahne ağacı dok-u projenin her güncelleme anında takılmasına " -"neden olur.\n" -"Performansı artırmak için Yerel sahne ağacı dok-una geri dönün." +"Eğer seçilirse, Uzak sahne ağacı yuvası, projenin her güncelleme anında " +"takılmasına neden olur.\n" +"Performansı artırmak için Yerel sahne ağacı yuvasına geri geçin." + +msgid "Delete Related Animation Tracks" +msgstr "İlgili Animasyon İzlerini Sil" msgid "Clear Inheritance? (No Undo!)" -msgstr "Miras Silinsin mi? (Geri Alınamaz!)" +msgstr "Kalıtım Temizlensin mi? (Geri Alınamaz!)" msgid "Path is empty." msgstr "Yol boş." @@ -8257,26 +13331,35 @@ msgstr "Yol boş." msgid "Filename is empty." msgstr "Dosya ismi boş." +msgid "Filename is invalid." +msgstr "Dosyaismi geçersiz." + msgid "Path is not local." msgstr "Yol yerel değil." +msgid "Base path is invalid." +msgstr "Temel yol geçersiz." + msgid "A directory with the same name exists." -msgstr "Aynı isimde dizin zaten var." +msgstr "Aynı isimde klasör zaten var." msgid "File does not exist." -msgstr "Dosya yok." +msgstr "Dosya mevcut değil." msgid "Invalid extension." msgstr "Geçersiz uzantı." +msgid "Extension doesn't match chosen language." +msgstr "Uzantı, seçilen dille eşleşmiyor." + msgid "Template:" msgstr "Şablon:" msgid "Error - Could not create script in filesystem." -msgstr "Hata - dosyasisteminde betik oluşturulamadı." +msgstr "Hata - dosya sisteminde betik oluşturulamadı." msgid "Error loading script from %s" -msgstr "Şuradan: %s betik yüklenirken hata" +msgstr "Şuradan betik yüklenirken hata oluştu %s" msgid "Open Script / Choose Location" msgstr "Betik Aç / Konum Seç" @@ -8284,11 +13367,14 @@ msgstr "Betik Aç / Konum Seç" msgid "Open Script" msgstr "Betik Aç" +msgid "Inherit %s" +msgstr "%s 'den miras al" + msgid "Inherit" -msgstr "Miras Alma" +msgstr "Miras Al" msgid "File exists, it will be reused." -msgstr "Dosya mevcut, yeniden kullanılacak." +msgstr "Dosya zate var, yeniden kullanılacak." msgid "Invalid path." msgstr "Geçersiz yol." @@ -8297,57 +13383,134 @@ msgid "Invalid class name." msgstr "Geçersiz sınıf ismi." msgid "Invalid inherited parent name or path." -msgstr "Geçersiz devralınan üst ad veya yol." +msgstr "Geçersiz miras alınan üst-öğe ismi veya yolu." msgid "Script path/name is valid." -msgstr "Betik yolu/adı geçerli." +msgstr "Betik yolu/ismi geçerli." msgid "Allowed: a-z, A-Z, 0-9, _ and ." msgstr "İzin verilenler: a-z, A-Z, 0-9, _ ve ." msgid "N/A" -msgstr "Uygulanamaz" +msgstr "YOK" msgid "Built-in script (into scene file)." -msgstr "Gömülü betik (sahne dosyasına)." +msgstr "Yerleşik betik (sahne dosyasına)." msgid "Will create a new script file." -msgstr "Yeni betik dosyası oluşturulacak." +msgstr "Yeni bir betik dosyası oluşturulacak." + +msgid "Using existing script file." +msgstr "Mevcut betik dosyasını kullanarak." msgid "Will load an existing script file." -msgstr "Mevcut betik dosyasını yükle." +msgstr "Var olan bir betik dosyası yüklenecek." msgid "Script file already exists." msgstr "Betik dosyası zaten mevcut." +msgid "No suitable template." +msgstr "Uygun şablon yok." + +msgid "Empty" +msgstr "Boş" + msgid "" "Note: Built-in scripts have some limitations and can't be edited using an " "external editor." msgstr "" -"Not: Gömülü betikler bazı sınırlandırmalara mahsustur ve dış bir düzenleyici " -"ile düzenlenemezler." +"Not: Yerleşik betiklerin bazı sınırları vardır ve harici bir düzenleyici ile " +"düzenlenemezler." msgid "" -"Warning: Having the script name be the same as a built-in type is usually " -"not desired." +"Warning: Having the script name be the same as a built-in type is usually not " +"desired." msgstr "" -"Uyarı: Komut dosyası adının yerleşik türle aynı olması genellikle istenmez." +"Uyarı: Betik dosyasına verilen ismin yerleşik bir tip ismiyle aynı olması " +"genellikle istenmez." msgid "Class Name:" msgstr "Sınıf İsmi:" msgid "Built-in Script:" -msgstr "Gömülü Betik:" +msgstr "Yerleşik Betik:" msgid "Attach Node Script" msgstr "Düğüm Betiği İliştir" +msgid "Error - Could not create shader include in filesystem." +msgstr "Hata - dosya sisteminde gölgelendirici dahil etmesi oluşturulamadı." + +msgid "Error - Could not create shader in filesystem." +msgstr "Hata - dosya sisteminde gölgelendirici oluşturulamadı." + +msgid "Error loading shader from %s" +msgstr "Şuradan gölgelendirici yüklenirken hata oluştu %s" + +msgid "Open Shader / Choose Location" +msgstr "Gölgelendirici Aç / Konum Seç" + msgid "Invalid base path." -msgstr "Geçersiz ana yol." +msgstr "Geçersiz temel yol." msgid "Wrong extension chosen." msgstr "Yanlış uzantı seçili." +msgid "Shader path/name is valid." +msgstr "Gölgelendirici yolu/adı geçerlidir." + +msgid "Built-in shader (into scene file)." +msgstr "Yerleşik gölgelendirici (sahne dosyasının içine)." + +msgid "Will create a new shader file." +msgstr "Yeni bir gölgelendirici dosyası oluşturacak." + +msgid "Will load an existing shader file." +msgstr "Mevcut bir gölgelendirici dosyasını yükleyecek." + +msgid "Shader file already exists." +msgstr "Gölgelendirici dosyası zaten var." + +msgid "Note: Built-in shaders can't be edited using an external editor." +msgstr "Not: Yerleşik betikler harici bir düzenleyici ile düzenlenemezler." + +msgid "Mode:" +msgstr "Kip:" + +msgid "Built-in Shader:" +msgstr "Yerleşik Gölgelendirici:" + +msgid "Create Shader" +msgstr "Gölgelendirici Oluştur" + +msgid "Set Shader Global Variable" +msgstr "Gölgelendirici Genel Değişkenini Ayarla" + +msgid "Please specify a valid shader uniform identifier name." +msgstr "Lütfen geçerli bir gölgelendirici tekdüze tanımlayıcı ismi belirtin." + +msgid "Global shader parameter '%s' already exists'" +msgstr "Genel gölgelendirici parametresi '%s' zaten var" + +msgid "Name '%s' is a reserved shader language keyword." +msgstr "'%s' ismi gölgelendirici dili için ayrılmış bir anahtar kelimedir." + +msgid "Add Shader Global Parameter" +msgstr "Gölgelendirici Genel Parametresi Ekle" + +msgid "Make this panel floating in the screen %d." +msgstr "Bu paneli %d ekranında yüzer hale getir." + +msgid "" +"Make this panel floating.\n" +"Right click to open the screen selector." +msgstr "" +"Bu paneli yüzer hale getir.\n" +"Ekran seçiciyi açmak için sağ tıklayın." + +msgid "Select Screen" +msgstr "Ekran Seç" + msgid "Change Cylinder Radius" msgstr "Silindir Yarıçapını Değiştir" @@ -8361,40 +13524,121 @@ msgid "Change Torus Outer Radius" msgstr "Simit Şekli Dış Yarıçapını Değiştir" msgid "Invalid type argument to convert(), use TYPE_* constants." -msgstr "convert() için geçersiz türde argüman, TYPE_* sabitlerini kullanın." +msgstr "" +"convert() için geçersiz tipte girdi değişkeni, TYPE_* sabitlerini kullanın." msgid "Step argument is zero!" -msgstr "Adım argümanı sıfır!" +msgstr "Adım girdi değişkeni sıfır!" msgid "Not a script with an instance" msgstr "Örneği bulunan bir betik değil" msgid "Not based on a script" -msgstr "Bir betiğe bağlı değil" +msgstr "Bir betiği temel almıyor" msgid "Not based on a resource file" -msgstr "Bir kaynak dosyasıne bağlı değil" +msgstr "Bir kaynak dosyasını temel almıyor" msgid "Invalid instance dictionary format (missing @path)" -msgstr "Geçersiz örnek sözlük biçemi (@path eksik)" +msgstr "Geçersiz örnek sözlüğü biçimi (@path eksik)" msgid "Invalid instance dictionary format (can't load script at @path)" -msgstr "Geçersiz örnek sözlük biçemi (betik @path 'tan yüklenemiyor)" +msgstr "Geçersiz örnek sözlüğü biçimi (betik @path 'ten yüklenemiyor)" msgid "Invalid instance dictionary format (invalid script at @path)" -msgstr "Geçersiz örnek sözlük biçemi (@path 'taki kod geçersiz)" +msgstr "Geçersiz örnek sözlüğü biçimi (@path 'teki betik geçersiz)" msgid "Invalid instance dictionary (invalid subclasses)" msgstr "Geçersiz örnek sözlüğü (geçersiz altsınıflar)" +msgid "Value of type '%s' can't provide a length." +msgstr "'%s' tipindeki değer, bir uzunluk sağlayamaz." + +msgid "" +"Invalid type argument for is_instance_of(), use TYPE_* constants for built-in " +"types." +msgstr "" +"is_instance_of() için geçersiz tipte girdi değişkeni, yerleşik tipler için " +"TYPE_* sabitlerini kullanın." + +msgid "Type argument is a previously freed instance." +msgstr "Tip girdi değişkeni, daha önce serbest bırakılmış bir örnektir." + +msgid "" +"Invalid type argument for is_instance_of(), should be a TYPE_* constant, a " +"class or a script." +msgstr "" +"is_instance_of() için geçersiz tip girdi değişkeni, bir TYPE_* sabiti, bir " +"sınıf, veya bir betik olmalıdır." + +msgid "Value argument is a previously freed instance." +msgstr "Değer girdi değişkeni, daha önce serbest bırakılmış bir örnektir." + +msgid "Export Scene to glTF 2.0 File" +msgstr "Sahneyi glTF 2.0 Dosyası olarak Dışa Aktar" + +msgid "glTF 2.0 Scene..." +msgstr "glTF 2.0 Sahnesi..." + +msgid "Path does not contain a Blender installation." +msgstr "Yol, bir Blender yüklemesi içermiyor." + +msgid "Can't execute Blender binary." +msgstr "Blender ikili-tip dosyası çalıştırılamıyor." + +msgid "Unexpected --version output from Blender binary at: %s" +msgstr "" +"Şuradaki Blender ikili-tip dosyasından beklenmedik \"--version\" (sürüm) " +"çıktısı: %s" + +msgid "Path supplied lacks a Blender binary." +msgstr "Verilen yolda, bir Blender ikili-tip dosyası yok." + +msgid "This Blender installation is too old for this importer (not 3.0+)." +msgstr "Bu Blender kurulumu, bu içe aktarıcı için çok eskidir (3.0+ değil)." + +msgid "This Blender installation is too new for this importer (not 3.x)." +msgstr "Bu Blender kurulumu, bu içe aktarıcı için çok yeni (3.x değil)." + +msgid "Path to Blender installation is valid (Autodetected)." +msgstr "Blender kurulumunun yolu geçerlidir (Otomatik algılandı)." + +msgid "Path to Blender installation is valid." +msgstr "Blender kurulumunun yolu geçerlidir." + +msgid "Configure Blender Importer" +msgstr "Blender İçe Aktarıcıyı Yapılandır" + +msgid "" +"Blender 3.0+ is required to import '.blend' files.\n" +"Please provide a valid path to a Blender installation:" +msgstr "" +"'.blend' dosyalarını içe aktarmak için Blender 3.0+ gereklidir.\n" +"Lütfen bir Blender kurulumu için geçerli bir yol verin:" + +msgid "Disable '.blend' Import" +msgstr "'.blend' İçe Aktarmayı Devre Dışı Bırak" + +msgid "" +"Disables Blender '.blend' files import for this project. Can be re-enabled in " +"Project Settings." +msgstr "" +"Bu proje için Blender '.blend' dosyalarının içe aktarılmasını devre dışı " +"bırakır. Proje Ayarları'nda yeniden etkinleştirilebilir." + +msgid "Disabling '.blend' file import requires restarting the editor." +msgstr "" +"'.blend' dosyası içe aktarımının devre dışı bırakılması, düzenleyicinin " +"yeniden başlatılmasını gerektirir." + msgid "Next Plane" -msgstr "Sonraki sekme" +msgstr "Sonraki Düzlem" msgid "Previous Plane" -msgstr "Önceki sekme" +msgstr "Önceki Düzlem" msgid "Plane:" -msgstr "Sekme:" +msgstr "Düzlem:" msgid "Next Floor" msgstr "Sonraki Zemin" @@ -8418,7 +13662,7 @@ msgid "GridMap Paint" msgstr "IzgaraHaritası Boyama" msgid "GridMap Selection" -msgstr "GridMap Seçimi" +msgstr "IzgaraHaritası Seçim" msgid "Grid Map" msgstr "Izgara Haritası" @@ -8451,10 +13695,10 @@ msgid "Cursor Back Rotate Z" msgstr "İmleç Geriye Döndür Z" msgid "Cursor Clear Rotation" -msgstr "İmleç Döndürme Temizle" +msgstr "İmleç Döndürmeyi Temizle" msgid "Paste Selects" -msgstr "Seçimleri Yapıştır" +msgstr "Yapıştırmak Seçer" msgid "Cut Selection" msgstr "Seçimi Kes" @@ -8471,80 +13715,427 @@ msgstr "IzgaraHaritası Ayarları" msgid "Pick Distance:" msgstr "Uzaklık Seç:" +msgid "Filter Meshes" +msgstr "Örgüleri Filtrele" + msgid "Give a MeshLibrary resource to this GridMap to use its meshes." -msgstr "Model olarak kullanması için bu GridMap'e MeshLibrary kaynağı atayın." +msgstr "" +"Bu IzgaraHaritasına, örgülerini kullanması için bir ÖrgüKütüphanesi kaynağı " +"verin." + +msgid "Determining optimal atlas size" +msgstr "En uygun atlas boyutu belirleniyor" + +msgid "Blitting albedo and emission" +msgstr "Beyazlık ve yayılım bitkopyalaması" + +msgid "Plotting mesh into acceleration structure %d/%d" +msgstr "Örgü ivme yapısına çiziliyor %d/%d" + +msgid "Optimizing acceleration structure" +msgstr "İvme yapısı en iyileştiriliyor" msgid "Begin Bake" msgstr "Pişirmeye Başla" +msgid "Preparing shaders" +msgstr "Gölgelendiriciler hazırlanıyor" + +msgid "Un-occluding geometry" +msgstr "Geometri perdelemesi kaldırılıyor" + +msgid "Plot direct lighting" +msgstr "Doğrudan aydınlatma çizme" + +msgid "Integrate indirect lighting" +msgstr "Dolaylı aydınlatmayı birleştir" + +msgid "Bounce %d/%d: Integrate indirect lighting %d%%" +msgstr "Sıçrama %d/%d: Dolaylı aydınlatmayı birleştirme %d%%" + +msgid "Baking lightprobes" +msgstr "Işık-sondaları pişiriliyor" + +msgid "Integrating light probes %d%%" +msgstr "Işık sondaları birleştiriliyor %d%%" + +msgid "Denoising" +msgstr "Gürültü arındırılıyor" + +msgid "Retrieving textures" +msgstr "Dokular alınıyor" + msgid "Class name can't be a reserved keyword" -msgstr "Sınıf ismi ayrılmış anahtar kelime olamaz" +msgstr "Sınıf ismi, ayrılmış bir anahtar kelime olamaz" + +msgid "Class name must be a valid identifier" +msgstr "Sınıf ismi, geçerli bir tanımlayıcı olmalıdır" msgid "Build Solution" -msgstr "Solüsyonu İnşa Et" +msgstr "Çözümü Derle" msgid "Not enough bytes for decoding bytes, or invalid format." -msgstr "Baytları çözümlemek için yetersiz bayt miktarı veya geçersiz format." +msgstr "Byte'ları çözümlemek için yetersiz byte miktarı, veya geçersiz biçim." + +msgid "" +"Unable to load .NET runtime, no compatible version was found.\n" +"Attempting to create/edit a project will lead to a crash.\n" +"\n" +"Please install the .NET SDK 6.0 or later from https://dotnet.microsoft.com/en-" +"us/download and restart Godot." +msgstr "" +"NET runtime (çalıştırma kitaplığı) yüklenemiyor, uyumlu bir sürüm " +"bulunamadı.\n" +"Bir proje oluşturmaya/düzenlemeye çalışmak çökmeye neden olur.\n" +"\n" +"Lütfen https://dotnet.microsoft.com/en-us/download adresinden .NET SDK 6.0 " +"veya üst sürümünü yükleyin ve Godot'yu yeniden başlatın." + +msgid "Failed to load .NET runtime" +msgstr ".NET runtime (çalıştırma kitaplığı) yüklenemedi" + +msgid "" +"Unable to load .NET runtime, specifically hostfxr.\n" +"Attempting to create/edit a project will lead to a crash.\n" +"\n" +"Please install the .NET SDK 6.0 or later from https://dotnet.microsoft.com/en-" +"us/download and restart Godot." +msgstr "" +".NET runtime, özellikle hostfxr yüklenemiyor.\n" +"Bir proje oluşturmaya/düzenlemeye çalışmak çökmeye neden olur.\n" +"\n" +"Lütfen https://dotnet.microsoft.com/en-us/download adresinden .NET SDK 6.0 " +"veya üst sürümünü yükleyin ve Godot'yu yeniden başlatın." + +msgid "%d (%s)" +msgstr "%d (%s)" msgid "%s/s" msgstr "%s/s" +msgctxt "Network" +msgid "Down" +msgstr "İndirme" + +msgctxt "Network" +msgid "Up" +msgstr "Gönderme" + msgid "Incoming RPC" msgstr "Gelen RPC" msgid "Outgoing RPC" msgstr "Giden RPC" +msgid "Synchronizer" +msgstr "Eşitleyici" + msgid "Config" msgstr "Yapılandırma" msgid "Count" -msgstr "Sayma" +msgstr "Sayım" msgid "Network Profiler" msgstr "Ağ Profilcisi" +msgid "Replication" +msgstr "Çoğaltma" + +msgid "Select a replicator node in order to pick a property to add to it." +msgstr "Eklenecek bir özelliği seçmek için bir çoğaltıcı düğümü seçin." + +msgid "Not possible to add a new property to synchronize without a root." +msgstr "Bir kök olmadan, eşleme için yeni bir özellik eklemek mümkün değildir." + +msgid "Property is already being synchronized." +msgstr "Özellik zaten eşitleniyor." + +msgid "Add property to synchronizer" +msgstr "Eşitleyiciye özellik ekle" + +msgid "Pick a node to synchronize:" +msgstr "Eşitlemek için bir düğüm seç:" + +msgid "Add property to sync..." +msgstr "Eşitlemeye özellik ekle..." + +msgid "Add from path" +msgstr "Yoldan ekle" + +msgid "Spawn" +msgstr "Oluştur" + +msgid "Watch" +msgstr "İzle" + +msgid "" +"Add properties using the buttons above or\n" +"drag them them from the inspector and drop them here." +msgstr "" +"Yukarıdaki düğmeleri kullanarak özellik ekleyin veya\n" +"onları denetleyiciden sürükleyip ve buraya bırakın." + +msgid "Please select a MultiplayerSynchronizer first." +msgstr "" +"Lütfen önce bir MultiplayerSynchronizer (çoklu oyuncu eşitleyici) seçin." + +msgid "The MultiplayerSynchronizer needs a root path." +msgstr "MultiplayerSynchronizer, bir kök yol gerektirir." + +msgid "" +"Each MultiplayerSynchronizer can have no more than 64 watched properties." +msgstr "" +"Her MultiplayerSynchronizer, 64 izlenen özellikten fazlasına sahip olamaz." + +msgid "Set spawn property" +msgstr "Oluşturma özelliği ayarla" + +msgid "Set sync property" +msgstr "Eşitleme özelliği ayarla" + +msgid "Set watch property" +msgstr "İzleme özelliğini ayarla" + msgid "Delete Property?" msgstr "Özellik Silinsin Mi?" +msgid "Remove Property" +msgstr "Özelliği Kaldır" + +msgid "Property of this type not supported." +msgstr "Bu türdeki özellik desteklenmiyor." + +msgid "" +"A valid NodePath must be set in the \"Spawn Path\" property in order for " +"MultiplayerSpawner to be able to spawn Nodes." +msgstr "" +"MultiplayerSpawner'ın düğümlerini oluşturabilmek için, \"Path Oluştur\" " +"özelliğinde geçerli bir DüğümYolu ayarlanmalıdır." + +msgid "" +"A valid NodePath must be set in the \"Root Path\" property in order for " +"MultiplayerSynchronizer to be able to synchronize properties." +msgstr "" +"MultiplayerSynchronizer'ın eşitleme özelliklerini kullanabilmesi için, \"Kök " +"Yol\" özelliğinde geçerli bir DüğümYolu ayarlanmalıdır." + msgid "A NavigationMesh resource must be set or created for this node to work." msgstr "" -"Bu düğümün çalışması için bir NavigationMesh kaynağı ayarlanmış veya " -"oluşturulmuş olmalıdır." +"Bu düğümün çalışması için, bir GeintiÖrgüsü kaynağı ayarlanmalı veya " +"oluşturulmalıdır." + +msgid "" +"Cannot generate navigation mesh because it does not belong to the edited " +"scene. Make it unique first." +msgstr "" +"Düzenlenen sahneye ait olmadığı için, gezinti örgüsü oluşturulamıyor. Önce " +"onu benzersiz hale getirin." + +msgid "" +"Cannot generate navigation mesh because it belongs to a resource which was " +"imported." +msgstr "İçe aktarılmış bir kaynağa ait olduğu için, gezinti örüsü üretilemiyor." + +msgid "" +"Cannot generate navigation mesh because the resource was imported from " +"another type." +msgstr "" +"Kaynak başka bir türden içe aktarıldığı için, gezinme örgüsü üretilemiyor." msgid "Bake NavMesh" -msgstr "NavMesh'i Sabitle" +msgstr "GezintiÖrgüsü'nü Pişir" msgid "Clear the navigation mesh." -msgstr "Yönlendirici örüntüsünü temizle." +msgstr "Gezinti örgüsünü temizle." + +msgid "Toggles whether the noise preview is computed in 3D space." +msgstr "" +"Gürültü önizlemesinin 3B uzayda hesaplanıp hesaplanmayacağını değiştirir." + +msgid "Rename Action" +msgstr "Eylemi Yeniden Adlandır" + +msgid "Rename Actions Localized name" +msgstr "Eylemlerin Yerelleştirilmiş ismini Yeniden Adlandır" + +msgid "Change Action Type" +msgstr "Eylem Türü Değiştir" + +msgid "Remove action" +msgstr "Eylemi kaldır" + +msgid "Add action set" +msgstr "Eylem kümesi ekle" + +msgid "Remove action set" +msgstr "Eylem kümesini kaldır" + +msgid "Add interaction profile" +msgstr "Etkileşim profili ekle" + +msgid "Error saving file %s: %s" +msgstr "%s dosyası kaydedilirken hata: %s" + +msgid "Error loading %s: %s." +msgstr "%s yüklenirken hata: %s." + +msgid "OpenXR Action map:" +msgstr "OpenXR Eylem haritası:" + +msgid "Remove interaction profile" +msgstr "Etkileşim profilini kaldır" + +msgid "Action Map" +msgstr "Eylem Haritası" + +msgid "Add Action Set" +msgstr "Eylem Kümesi Ekle" + +msgid "Add an action set." +msgstr "Bir eylem kümesi ekle." + +msgid "Add profile" +msgstr "Profil ekle" + +msgid "Add an interaction profile." +msgstr "Bir etkileşim profili ekle." + +msgid "Save this OpenXR action map." +msgstr "Bu OpenXR eylem haritasını kaydet." + +msgid "Reset to default OpenXR action map." +msgstr "Varsayılan OpenXR eylem haritasına sıfırla." + +msgid "Action Sets" +msgstr "Eylem Kümeleri" + +msgid "Rename Action Set" +msgstr "Eylem Kümesini Yeniden Adlandır" + +msgid "Rename Action Sets Localized name" +msgstr "Eylem Kümelerinin Yerelleştirilmiş ismini Yeniden Adlandır" + +msgid "Change Action Sets priority" +msgstr "Eylem Kümeleri önceliğini değiştir" + +msgid "Add action" +msgstr "Eylem ekle" + +msgid "Delete action" +msgstr "Eylemi sil" + +msgid "OpenXR Action Map" +msgstr "OpenXR Eylem haritası" + +msgid "Remove action from interaction profile" +msgstr "Etkileşim profilinden eylemi kaldır" + +msgid "Add binding" +msgstr "Bağlayıcı ekle" + +msgid "Remove binding" +msgstr "Bağlayıcıyı kaldır" msgid "Pose" msgstr "Duruş" +msgid "Haptic" +msgstr "Dokunsal" + +msgid "Unknown" +msgstr "Bilinmeyen" + +msgid "Select an action" +msgstr "Bir eylem seçin" + msgid "Package name is missing." msgstr "Paket ismi eksik." msgid "Package segments must be of non-zero length." -msgstr "Paket segmentleri sıfır olmayan uzunlukta olmalıdır." +msgstr "Paket kesitleri, sıfır olmayan uzunlukta olmalıdır." msgid "The character '%s' is not allowed in Android application package names." -msgstr "Android uygulama paketi adlarında '% s' karakterine izin verilmiyor." +msgstr "Android uygulama paketi isimlerinde '%s' karakterine izin verilmiyor." msgid "A digit cannot be the first character in a package segment." -msgstr "Rakam, paket segmentindeki ilk karakter olamaz." +msgstr "Paket segmentindeki ilk karakter bir rakam olamaz." msgid "The character '%s' cannot be the first character in a package segment." -msgstr "'%s' karakteri bir paket segmentindeki ilk karakter olamaz." +msgstr "Bir paket segmentindeki ilk karakter '%s' karakteri olamaz." msgid "The package must have at least one '.' separator." msgstr "Paket en azından bir tane '.' ayıracına sahip olmalıdır." +msgid "" +"The project name does not meet the requirement for the package name format. " +"Please explicitly specify the package name." +msgstr "" +"Proje ismi, paket ismi biçimi için gereksinimi karşılamıyor. Lütfen paket " +"adını açık olarak belirtin." + msgid "Invalid public key for APK expansion." msgstr "APK genişletmesi için geçersiz ortak anahtar." msgid "Invalid package name:" msgstr "Geçersiz paket ismi:" +msgid "\"Use Gradle Build\" must be enabled to use the plugins." +msgstr "" +"Eklentileri kullanabilmek için \"Graadle Derlemesi Kullan\" seçeneği aktif " +"olmalıdır." + +msgid "OpenXR requires \"Use Gradle Build\" to be enabled" +msgstr "" +"OpenXR, \"Gradle Derlemesini Kullan\" seçeneğinin etkinleştirilmesini " +"gerektirir" + +msgid "\"Hand Tracking\" is only valid when \"XR Mode\" is \"OpenXR\"." +msgstr "" +"\"El İzleme\" yalnızca, \"XR Kipi\" ayarı \"OpenXR\" olduğunda geçerlidir." + +msgid "\"Passthrough\" is only valid when \"XR Mode\" is \"OpenXR\"." +msgstr "\"İçinden Geçme\" sadece, \"XR Kipi\" ayarı \"OpenXR\" ise geçerlidir." + +msgid "\"Export AAB\" is only valid when \"Use Gradle Build\" is enabled." +msgstr "" +"\"AAB Dışa Aktar\" yalnızca \"Gradle Derlemesi Kullan\" etkinleştirildiğinde " +"geçerlidir." + +msgid "\"Min SDK\" can only be overridden when \"Use Gradle Build\" is enabled." +msgstr "" +"\"En Küçük SDK\" yalnızca \"Gradle Derlemesi Kullan\" etkinleştirildiğinde " +"geçersiz kılınabilir." + +msgid "\"Min SDK\" should be a valid integer, but got \"%s\" which is invalid." +msgstr "" +"\"En Küçük SDK\" geçerli bir tamsayı olmalıdır, ancak geçersiz olan \"%s\" " +"değerini almıştır." + +msgid "" +"\"Min SDK\" cannot be lower than %d, which is the version needed by the Godot " +"library." +msgstr "" +"\"En Küçük SDK\", Godot kütüphanesinin ihtiyaç duyduğu sürüm olan, %d " +"değerinden daha düşük olamaz." + +msgid "" +"\"Target SDK\" can only be overridden when \"Use Gradle Build\" is enabled." +msgstr "" +"\"Hedef SDK\" yalnızca \"Gradle Derlemesini Kullan\" etkinleştirildiğinde " +"geçersiz kılınabilir." + +msgid "" +"\"Target SDK\" should be a valid integer, but got \"%s\" which is invalid." +msgstr "" +"\"Hedef SDK\" geçerli bir tamsayı olmalıdır, ancak geçersiz olan \"%s\" " +"değeri verilmiş." + +msgid "\"Target SDK\" version must be greater or equal to \"Min SDK\" version." +msgstr "" +"\"Hedef SDK\" sürümü, \"En Küçük SDK\" sürümünden büyük veya ona eşit " +"olmalıdır." + msgid "Select device from the list" msgstr "Listeden aygıt seç" @@ -8552,7 +14143,7 @@ msgid "Running on %s" msgstr "%s üzerinde çalışıyor" msgid "Exporting APK..." -msgstr "APK dışarı aktarılıyor..." +msgstr "APK dışa aktarılıyor..." msgid "Uninstalling..." msgstr "Kaldırılıyor..." @@ -8569,63 +14160,115 @@ msgstr "Cihazda çalışıyor..." msgid "Could not execute on device." msgstr "Cihazda yürütülemedi." +msgid "" +"Exporting to Android is currently not supported in Godot 4 when using C#/." +"NET. Use Godot 3 to target Android with C#/Mono instead." +msgstr "" +"Android'e dışa aktarma, Godot 4'te C#/.NET kullanılırken henüz " +"desteklenmemektedir. Bunun yerine C#/Mono ile Android'i hedeflemek için Godot " +"3'ü kullanın." + +msgid "" +"If this project does not use C#, use a non-C# editor build to export the " +"project." +msgstr "" +"Eğer bu proje C# kullanmıyorsa, projeyi dışa aktarmak için C#-olmayan bir " +"düzenleyici derlemesi kullanın." + msgid "" "Android build template not installed in the project. Install it from the " "Project menu." -msgstr "" -"Android derleme şablonu projede yüklü değil. Proje menüsünden yükleyin." +msgstr "Android derleme şablonu projede yüklü değil. Proje menüsünden yükleyin." msgid "" "Either Debug Keystore, Debug User AND Debug Password settings must be " "configured OR none of them." msgstr "" "Hata Ayıklama Anahtar Deposu, Hata Ayıklama Kullanıcısı VE Hata Ayıklama " -"Şifresi konfigüre edilmeli VEYA hiçbiri konfigüre edilmemelidir." +"Şifresi hepsi birlikte ayarlanmak zorunda, VEYA hiçbiri ayarlı olmamalı." msgid "Debug keystore not configured in the Editor Settings nor in the preset." msgstr "" -"Anahtar deposunda Hata Ayıklayıcı Ayarları'nda veya ön ayarda " -"yapılandırılmamış." +"Hata Ayıklayıcı anahtar deposu, Düzenleyici Ayarları'ndan veya hazıayar " +"içinde yapılandırılmamış." msgid "" "Either Release Keystore, Release User AND Release Password settings must be " "configured OR none of them." msgstr "" -"Yayınlama Anahtar Deposu, Yayınlama Kullanıcısı be Yayınlama Şifresi " -"ayarları konfigüre edilmeli VEYA hiçbiri konfigüre edilmemelidir." +"Yayınlama Anahtar Deposu, Yayınlama Kullanıcısı VE Yayınlama Şifresi hepsi " +"birlikte ayarlanmak zorunda, VEYA hiçbiri ayarlanmamalı." msgid "Release keystore incorrectly configured in the export preset." msgstr "" -"Dışa aktarma ön kümesinde yanlış yapılandırılan anahtar deposunu (keystore) " -"serbest bırakın." +"Yayınlama anahtar deposu, dışa aktarma hazırayarında yanlış yapılandırılmış." msgid "A valid Android SDK path is required in Editor Settings." -msgstr "Editör Ayarlarında geçerli bir Android SDK yolu gerekli." +msgstr "Düzenleyici Ayarlarında geçerli bir Android SDK yolu gerekli." msgid "Invalid Android SDK path in Editor Settings." msgstr "Editör Ayarlarında geçersiz Android SDK yolu." msgid "Missing 'platform-tools' directory!" -msgstr "Eksik 'platform araçları' dizini!" +msgstr "'platform-tools' klasörü eksik!" msgid "Unable to find Android SDK platform-tools' adb command." msgstr "Android SDK platform-tools'un adb komutu bulunamıyor." msgid "Please check in the Android SDK directory specified in Editor Settings." msgstr "" -"Lütfen Editör Ayarlarında girilen Android SDK klasörünü kontrol ediniz." +"Lütfen Düzenleyici Ayarlarında belirlenmiş Android SDK klasörünü kontrol " +"ediniz." msgid "Missing 'build-tools' directory!" -msgstr "Eksik 'inşa-araçları' dizini!" +msgstr "'build-tools' klasörü eksik!" msgid "Unable to find Android SDK build-tools' apksigner command." -msgstr "Android SDK platform-tools'un apksigner komutu bulunamıyor." +msgstr "Android SDK build-tools'un apksigner komutu bulunamıyor." + +msgid "" +"\"Target SDK\" %d is higher than the default version %d. This may work, but " +"wasn't tested and may be unstable." +msgstr "" +"\"Hedef SDK\" %d, varsayılan sürüm %d 'den daha yüksek . Bu işe yarayabilir, " +"ancak test edilmemiştir ve kararsız olabilir." + +msgid "" +"The \"%s\" renderer is designed for Desktop devices, and is not suitable for " +"Android devices." +msgstr "" +"\"%s\" işleyicisi Masaüstü cihazlar için tasarlanmıştır, ve Android cihazlar " +"için uygun değildir." + +msgid "\"Min SDK\" should be greater or equal to %d for the \"%s\" renderer." +msgstr "" +"\"En Küçük SDK\" değeri %d 'den büyük veya ona eşit olmalıdır (\"%s\" " +"işleyicisi için)." + +msgid "Code Signing" +msgstr "Kod İmzalama" + +msgid "" +"All 'apksigner' tools located in Android SDK 'build-tools' directory failed " +"to execute. Please check that you have the correct version installed for your " +"target sdk version. The resulting %s is unsigned." +msgstr "" +"Android SDK 'build-tools' klasöründe bulunan tüm 'apksigner' araçlarının " +"çalıştırılması başarısız oldu. Lütfen hedef sdk sürümünüz için doğru sürümün " +"yüklü olup olmadığını kontrol edin. %s imzasız olarak üretildi." + +msgid "" +"'apksigner' could not be found. Please check that the command is available in " +"the Android SDK build-tools directory. The resulting %s is unsigned." +msgstr "" +"'apksigner' bulunamadı. Lütfen komutun Android SDK build-tools dizininde " +"bulunup bulunmadığını kontrol edin. %s imzasız üretildi." msgid "Signing debug %s..." -msgstr "%s hata ayıklaması imzalanıyor..." +msgstr "%s hata ayıklama sürümü imzalanıyor..." msgid "Signing release %s..." -msgstr "%s sürümü imzalanıyor..." +msgstr "%s yayın sürümü imzalanıyor..." msgid "Could not find keystore, unable to export." msgstr "Anahtar deposu bulunamadı, dışa aktarılamadı." @@ -8634,7 +14277,14 @@ msgid "Could not start apksigner executable." msgstr "apksigner uygulaması başlatılamadı." msgid "'apksigner' returned with error #%d" -msgstr "'apksigner', #%d hatasıyla döndürüldü" +msgstr "'apksigner', #%d hatasını döndürdü" + +msgid "" +"output: \n" +"%s" +msgstr "" +"çıktı:\n" +"%s" msgid "Verifying %s..." msgstr "Doğrulanıyor %s..." @@ -8646,7 +14296,9 @@ msgid "Exporting for Android" msgstr "Android için dışa aktarılıyor" msgid "Invalid filename! Android App Bundle requires the *.aab extension." -msgstr "Geçersiz dosya adı! Android Uygulama Paketi *.aab uzantısı gerektirir." +msgstr "" +"Geçersiz dosya adı! Android Uygulama Paketi *.aab uzantısı gerektirir. " +"(Android App Bundle baş harfleri)." msgid "APK Expansion not compatible with Android App Bundle." msgstr "APK Genişletme, Android Uygulama Paketi ile uyumlu değildir." @@ -8657,6 +14309,13 @@ msgstr "Geçersiz dosya adı! Android APK, * .apk uzantısını gerektirir." msgid "Unsupported export format!" msgstr "Desteklenmeyen dışa aktarım biçimi!" +msgid "" +"Trying to build from a gradle built template, but no version info for it " +"exists. Please reinstall from the 'Project' menu." +msgstr "" +"gradle ile derlenmiş bir şablondan derleme yapılmaya çalışılıyor, ancak bunun " +"için bir sürüm belirtilmemiş. Lütfen 'Proje' menüsünden yeniden yükleyin." + msgid "" "Android build version mismatch: Template installed: %s, Godot version: %s. " "Please reinstall Android build template from 'Project' menu." @@ -8667,7 +14326,7 @@ msgstr "" msgid "" "Unable to overwrite res://android/build/res/*.xml files with project name." msgstr "" -"Proje adıyla res://android/build/res/*.xml dosyalarının üzerine yazılamıyor." +"Proje ismiyle res://android/build/res/*.xml dosyalarının üzerine yazılamıyor." msgid "Could not export project files to gradle project." msgstr "Proje dosyaları gradle projesine aktarılamadı." @@ -8676,7 +14335,15 @@ msgid "Could not write expansion package file!" msgstr "Genişletme paketi dosyası yazılamadı!" msgid "Building Android Project (gradle)" -msgstr "Android Projesi Oluşturma (gradle)" +msgstr "Android Projesi Oluşturuluyor (gradle)" + +msgid "" +"Building of Android project failed, check output for the error. Alternatively " +"visit docs.godotengine.org for Android build documentation." +msgstr "" +"Android projesinin oluşturulması başarısız oldu, hata için çıktıları kontrol " +"edin. Alternatif olarak, Android derleme belgeleri için docs.godotengine.org " +"adresini ziyaret edin." msgid "Moving output" msgstr "Çıktı taşınıyor" @@ -8695,16 +14362,16 @@ msgid "Creating APK..." msgstr "APK oluşturuluyor..." msgid "Could not find template APK to export: \"%s\"." -msgstr "Dışa aktarılacak şablon APK bulunamadı: \"%s\"." +msgstr "Dışa aktarma için bir APK şablonu bulunamadı: \"%s\"." msgid "" "Missing libraries in the export template for the selected architectures: %s. " "Please build a template with all required libraries, or uncheck the missing " "architectures in the export preset." msgstr "" -"Seçili mimariler için dışa aktarma şablonunda eksik kitaplıklar: %s. Lütfen " -"tüm gerekli kitaplıkları içeren bir şablon oluşturun veya dışa aktarma ön " -"ayarındaki eksik mimarilerin işaretini kaldırın." +"Seçili mimariler için dışa aktarma şablonunda eksik kütüpheneler var: %s. " +"Lütfen tüm gerekli kütüphaneleri içeren bir şablon oluşturun, veya dışa " +"aktarma hazırayarındaki eksik mimarilerin işaretini kaldırın." msgid "Adding files..." msgstr "Dosyalar ekleniyor..." @@ -8718,45 +14385,477 @@ msgstr "APK hizalanıyor ..." msgid "Could not unzip temporary unaligned APK." msgstr "Geçici olarak hizalanmamış APK'nın sıkıştırması açılamadı." +msgid "App Store Team ID not specified." +msgstr "App Store Ekip Kimliği belirtilmemiş." + msgid "Invalid Identifier:" msgstr "Geçersiz Tanımlayıcı:" +msgid "Export Icons" +msgstr "Simgeleri Dışa Aktar" + +msgid "Prepare Templates" +msgstr "Şablonları Hazırla" + +msgid "Export template not found." +msgstr "Dışa aktarma şablonu bulunamadı." + +msgid "Code signing failed, see editor log for details." +msgstr "" +"Kod imzalama başarısız oldu, ayrıntılar için düzenleyici günlüğüne bakın." + +msgid "Xcode Build" +msgstr "Xcode Derlemesi" + +msgid "Xcode project build failed, see editor log for details." +msgstr "" +"Xcode proje derlemesi başarısız oldu, ayrıntılar için düzenleyici günlüğüne " +"bakın." + +msgid ".ipa export failed, see editor log for details." +msgstr "" +".ipa dışa aktarması başarısız oldu, ayrıntılar için düzenleyici günlüğüne " +"bakın." + +msgid "" +".ipa can only be built on macOS. Leaving Xcode project without building the " +"package." +msgstr "" +".ipa yalnızca macOS üzerinde oluşturulabilir. Paketi oluşturmadan Xcode " +"projesinden çıkılıyor." + +msgid "" +"Exporting to iOS is currently not supported in Godot 4 when using C#/.NET. " +"Use Godot 3 to target iOS with C#/Mono instead." +msgstr "" +"C#/.NET kullanırken iOS için dışa aktarma Godot 4'te henüz " +"desteklenmemektedir. Bunun yerine C#/Mono ile iOS'u hedeflemek için Godot 3'ü " +"kullanın." + msgid "Identifier is missing." msgstr "Tanımlayıcı eksik." msgid "The character '%s' is not allowed in Identifier." msgstr "Tanımlayıcı'da '%s' karakterine izin verilmiyor." +msgid "Debug Script Export" +msgstr "Hata Ayıklama Betiği Dışa Aktarması" + +msgid "Could not open file \"%s\"." +msgstr "\"%s\" dosyası açılamadı." + +msgid "Debug Console Export" +msgstr "Hata Ayıklama Uç-Birimi Dışa Aktarması" + +msgid "Could not create console wrapper." +msgstr "Uç-birim sarmalayıcısı oluşturulamadı." + +msgid "Failed to open executable file \"%s\"." +msgstr "Çalıştırılabilir dosya açılamadı; \"%s\"." + +msgid "Executable file header corrupted." +msgstr "Çalıştırılabilir dosya başlığı bozuk." + +msgid "32-bit executables cannot have embedded data >= 4 GiB." +msgstr "32 bit yürütülebilir dosyalarda gömülü veri boyutu >= 4 GiB olamaz." + +msgid "Executable \"pck\" section not found." +msgstr "Çalıştırılabilir \"pck\" bölümü bulunamadı." + +msgid "Stop and uninstall" +msgstr "Durdur ve kaldır" + +msgid "Run on remote Linux/BSD system" +msgstr "Uzak Linux/BSD sistemi üzerinde çalıştır" + +msgid "Stop and uninstall running project from the remote system" +msgstr "Uzak sistemde çalışan projeyi durdurun ve kaldırın" + +msgid "Run exported project on remote Linux/BSD system" +msgstr "Dışa aktarılan projeyi uzak Linux/BSD sisteminde çalıştır" + +msgid "Running..." +msgstr "Çalıştırılıyor..." + +msgid "Could not create temp directory:" +msgstr "Geçici dizin oluşturulamadı:" + +msgid "Exporting project..." +msgstr "Proje dışa aktarılıyor..." + +msgid "Creating temporary directory..." +msgstr "Geçici dizin oluşturuluyor..." + +msgid "Uploading archive..." +msgstr "Arşiv yükleniyor..." + +msgid "Uploading scripts..." +msgstr "Betikler yükleniyor..." + msgid "Starting project..." -msgstr "Proje Başlatılıyor..." +msgstr "Proje başlatılıyor..." msgid "Can't get filesystem access." msgstr "Dosya sistemi erişimi alınamıyor." msgid "Failed to get Info.plist hash." -msgstr "Bilgi alınamadı.plist karması." +msgstr "Info.plist sağlaması alınamadı." + +msgid "Invalid Info.plist, no exe name." +msgstr "Geçersiz Info.plist, çalıştırılabilir'in ismi yok." + +msgid "Invalid Info.plist, no bundle id." +msgstr "Geçersiz Info.plist, paket kimliği yok." + +msgid "Invalid Info.plist, can't load." +msgstr "Geçersiz Info.plist, yüklenemiyor." + +msgid "Failed to create \"%s\" subfolder." +msgstr "\"%s\" alt klasörü oluşturulamadı." + +msgid "Failed to extract thin binary." +msgstr "" +"İnceltilmiş ikili-tip dosyanın (thin binary) çıkartılması başarısız oldu." + +msgid "Invalid binary format." +msgstr "Geçersiz ikili-tip biçimi." + +msgid "Already signed!" +msgstr "Zaten imzalanmış!" + +msgid "Failed to process nested resources." +msgstr "İç içe kaynaklar işlenemedi." + +msgid "Failed to create _CodeSignature subfolder." +msgstr "_CodeSignature alt klasörü oluşturulamadı." + +msgid "Failed to get CodeResources hash." +msgstr "CodeResources sağlaması alınamadı." + +msgid "Invalid entitlements file." +msgstr "Geçersiz yetkilendirmeler dosyası." + +msgid "Invalid executable file." +msgstr "Invalid çalıştırılabilir dosya." + +msgid "Can't resize signature load command." +msgstr "İmza yükleme komutu yeniden boyutlandırılamıyor." + +msgid "Failed to create fat binary." +msgstr "Şişman ikili-tip dosya (fat binary) oluşturamadı." + +msgid "Unknown bundle type." +msgstr "Bilinmeyen paket türü." + +msgid "Unknown object type." +msgstr "Bilinmeyen nesne türü." msgid "Invalid bundle identifier:" msgstr "Geçersiz paket tanımlayıcısı:" +msgid "App Store distribution with ad-hoc code signing is not supported." +msgstr "Geçici kod imzalama ile App Store dağıtımı desteklenmez." + +msgid "Notarization with an ad-hoc signature is not supported." +msgstr "Geçici imza ile Onaylama desteklenmez." + +msgid "Apple Team ID is required for App Store distribution." +msgstr "App Store dağıtımı için Apple Ekip Kimliği gereklidir." + +msgid "Apple Team ID is required for notarization." +msgstr "Onaylama için Apple Ekip Kimliği gereklidir." + +msgid "Provisioning profile is required for App Store distribution." +msgstr "" +"App Store dağıtımı için temel hazırlık profili (provisioning profile) " +"gereklidir." + +msgid "Installer signing identity is required for App Store distribution." +msgstr "App Store dağıtımı için yükleyici imzalama kimliği gereklidir." + +msgid "App sandbox is required for App Store distribution." +msgstr "App Store dağıtımı için App korumalı oyun alanı (sandbox) gereklidir." + +msgid "Code signing is required for App Store distribution." +msgstr "Kod imzalama, App Store dağıtım için gereklidir." + +msgid "Code signing is required for notarization." +msgstr "Onaylama için kod imzalama gereklidir." + +msgid "" +"Neither Apple ID name nor App Store Connect issuer ID name not specified." +msgstr "" +"Ne Apple Kimliği ismi ne de App Store Connect yayıncı kimliği ismi " +"belirtilmedi." + +msgid "" +"Both Apple ID name and App Store Connect issuer ID name are specified, only " +"one should be set at the same time." +msgstr "" +"Hem Apple Kimliği ismi hem de App Store Connect yayıncı kimliği adı " +"belirtilmiş, aynı anda yalnızca biri ayarlanmalıdır." + +msgid "Apple ID password not specified." +msgstr "Apple Kimliği şifresi belirtilmemiş." + +msgid "App Store Connect API key ID not specified." +msgstr "App Store Connect API anahtar kimliği belirtilmemiş." + +msgid "App Store Connect issuer ID name not specified." +msgstr "App Store Connect yayıncı kimliği adı belirtilmemiş." + +msgid "Microphone access is enabled, but usage description is not specified." +msgstr "Mikrofon erişimi etkin, ancak kullanım tanımlaması belirtilmedi." + +msgid "Camera access is enabled, but usage description is not specified." +msgstr "Kamera erişimi etkin, ancak kullanım tanımlaması belirtilmedi." + +msgid "" +"Location information access is enabled, but usage description is not " +"specified." +msgstr "Konum bilgisi erişimi etkin, ancak kullanım tanımlaması belirtilmedi." + +msgid "Address book access is enabled, but usage description is not specified." +msgstr "Adres defteri erişimi etkin, ancak kullanım tanımlaması belirtilmedi." + +msgid "Calendar access is enabled, but usage description is not specified." +msgstr "Takvim erişimi etkin, ancak kullanım tanımlaması belirtilmedi." + +msgid "Photo library access is enabled, but usage description is not specified." +msgstr "" +"Fotoğraf kitaplığı erişimi etkinleştirildi, ancak kullanım tanımlaması " +"belirtilmedi." + +msgid "Icon Creation" +msgstr "Simge Oluşturma" + msgid "Could not open icon file \"%s\"." -msgstr "İkon dosyası \"%s\" açılamadı." +msgstr "Simge dosyası \"%s\" açılamadı." + +msgid "Notarization" +msgstr "Onaylama" + +msgid "" +"rcodesign path is not set. Configure rcodesign path in the Editor Settings " +"(Export > macOS > rcodesign)." +msgstr "" +"rcodesign yolu ayarlanmamış. Düzenleyici Ayarları'nda (Dışa Aktar > macOS > " +"rcodesign) rcodesign yolunu yapılandırın." + +msgid "Could not start rcodesign executable." +msgstr "rcodesign yürütülebilir dosyası başlatılamadı." + +msgid "Notarization failed, see editor log for details." +msgstr "Onaylama başarısız oldu, ayrıntılar için düzenleyici günlüğüne bakın." + +msgid "Notarization request UUID: \"%s\"" +msgstr "Onaylama isteği kimliği (UUID): \"%s\"" + +msgid "The notarization process generally takes less than an hour." +msgstr "Onaylama işlemi genellikle bir saatten az sürer." + +msgid "" +"You can check progress manually by opening a Terminal and running the " +"following command:" +msgstr "" +"Bir Uç-Birim (terminal) açıp aşağıdaki komutu çalıştırarak, ilerleme durumunu " +"elle kontrol edebilirsiniz:" + +msgid "" +"Run the following command to staple the notarization ticket to the exported " +"application (optional):" +msgstr "" +"Onaylama biletini dışa aktarılan uygulamaya zımbalamak için aşağıdaki komutu " +"çalıştırın (isteğe bağlı):" + +msgid "Xcode command line tools are not installed." +msgstr "Xcode komut satırı araçları kurulu değil." msgid "Could not start xcrun executable." msgstr "xcrun uygulaması başlatılamadı." +msgid "" +"The notarization process generally takes less than an hour. When the process " +"is completed, you'll receive an email." +msgstr "" +"Onaylanma süreci genellikle bir saatten az sürer. İşlem tamamlandığında bir e-" +"posta alacaksınız." + +msgid "Built-in CodeSign failed with error \"%s\"." +msgstr "Yerleşik CodeSign (kod imzalama), \"%s\" hatasıyla başarısız oldu." + +msgid "Built-in CodeSign require regex module." +msgstr "Yerleşik CodeSign (kod imzası), \"regex\" modülünü gerektirir." + +msgid "" +"Xrcodesign path is not set. Configure rcodesign path in the Editor Settings " +"(Export > macOS > rcodesign)." +msgstr "" +"Xrcodesign yolu ayarlanmamış. Düzenleyici Ayarları'nda rcodesign yolunu " +"ayarlayın (Dışa Aktar > macOS > rcodesign." + +msgid "" +"Could not start codesign executable, make sure Xcode command line tools are " +"installed." +msgstr "" +"Kod imzalama (codesign) yürütülebilir dosyası başlatılamadı, Xcode komut " +"satırı araçlarının yüklü olduğundan emin olun." + msgid "Cannot sign file %s." -msgstr "%s dosyası imzalanamadı." +msgstr "%s dosyası imzalanamıyor." + +msgid "Relative symlinks are not supported, exported \"%s\" might be broken!" +msgstr "" +"Göreceli sembolik bağlantılar desteklenmez, dışa aktarılan \"%s\" bozulmuş " +"olabilir!" + +msgid "PKG Creation" +msgstr "PKG Oluşturma" + +msgid "Could not start productbuild executable." +msgstr "productbuild yürütülebilir dosyası başlatılamadı." + +msgid "`productbuild` failed." +msgstr "`productbuild` başarısız oldu." + +msgid "DMG Creation" +msgstr "DMG Oluşturma" msgid "Could not start hdiutil executable." msgstr "hdiutil uygulaması başlatılamadı." +msgid "`hdiutil create` failed - file exists." +msgstr "`hdiutil create` başarısız oldu - dosya zaten var." + +msgid "`hdiutil create` failed." +msgstr "`hdiutil create` başarısız oldu." + +msgid "Creating app bundle" +msgstr "Uygulama paketi oluşturuluyor" + msgid "Could not find template app to export: \"%s\"." -msgstr "Dışa aktarım için şablon uygulaması bulunamadı: \"%s\"." +msgstr "Dışa aktarım için şablon uygulama bulunamadı: \"%s\"." msgid "Invalid export format." msgstr "Geçersiz dışa aktarım biçimi." +msgid "Could not create directory: \"%s\"." +msgstr "Klasör oluşturulamadı: \"%s\"." + +msgid "Could not create directory \"%s\"." +msgstr "Klasör oluşturulamadı \"%s\"." + +msgid "" +"Relative symlinks are not supported on this OS, the exported project might be " +"broken!" +msgstr "" +"Göreli sembolik bağlantılar, bu işletim sisteminde desteklenmez, dışa " +"aktarılan proje bozulmuş olabilir!" + +msgid "Could not created symlink \"%s\" -> \"%s\"." +msgstr "\"%s\" -> \"%s\" sembolik bağlantısı oluşturulamadı." + +msgid "Could not open \"%s\"." +msgstr "\"%s\" açılamadı." + +msgid "" +"Requested template binary \"%s\" not found. It might be missing from your " +"template archive." +msgstr "" +"İstenilen ikili-tip şablon dosyası, \"%s\", bulunamadı. Şablon arşivinizde " +"eksik olabilir." + +msgid "Making PKG" +msgstr "PKG Yapılıyor" + +msgid "Entitlements Modified" +msgstr "Yetkiler Değiştirildi" + +msgid "" +"Ad-hoc signed applications require the 'Disable Library Validation' " +"entitlement to load dynamic libraries." +msgstr "" +"Geçici imzalı uygulamalar, dinamik kitaplıkları yüklemek için 'Kitaplık " +"Doğrulamasını Devre Dışı Bırak' yetkilendirmesini gerektirir." + +msgid "Could not create entitlements file." +msgstr "Yetkilendirmeler dosyası oluşturulamadı." + +msgid "Could not create helper entitlements file." +msgstr "Yardımcı yetkilendirmeler dosyası oluşturulamadı." + +msgid "Code signing bundle" +msgstr "Kod imzalama paketi" + +msgid "Making DMG" +msgstr "DMG Yapılıyor" + +msgid "Code signing DMG" +msgstr "DMG Kod imzalaması yapılıyor" + +msgid "Making PKG installer" +msgstr "PKG yükleyicisi oluşturuluyor" + +msgid "Making ZIP" +msgstr "ZIP Yapılıyor" + +msgid "" +"Notarization requires the app to be archived first, select the DMG or ZIP " +"export format instead." +msgstr "" +"Onaylama için önce uygulamanın arşivlenmesi gerekir; bunun için DMG veya ZIP " +"dışa aktarma biçimini seçin." + +msgid "Sending archive for notarization" +msgstr "Arşiv onaylamaya gönderiliyor" + +msgid "Notarization: Xcode command line tools are not installed." +msgstr "Onaylama: Xcode komut satırı araçları kurulu değil." + +msgid "" +"Notarization: rcodesign path is not set. Configure rcodesign path in the " +"Editor Settings (Export > macOS > rcodesign)." +msgstr "" +"Onaylama: rcodesign yolu ayarlanmadı. Düzenleyici Ayarlarında (Dışa Aktar > " +"macOS > rcodesign) rcodesign yolunu yapılandırın." + +msgid "" +"Warning: Notarization is disabled. The exported project will be blocked by " +"Gatekeeper if it's downloaded from an unknown source." +msgstr "" +"Uyarı: Onaylama devre dışı bırakıldı. Dışa aktarılan proje, bilinmeyen bir " +"kaynaktan indirilirse Gatekeeper tarafından engellenir." + +msgid "" +"Code signing is disabled. The exported project will not run on Macs with " +"enabled Gatekeeper and Apple Silicon powered Macs." +msgstr "" +"Kod imzalama devre dışı bırakıldı. Dışa aktarılan proje, Gatekeeper'ın etkin " +"olduğu Mac'ler ile Apple Silicon destekli Mac'lerde çalışmayacaktır." + +msgid "" +"Code signing: Using ad-hoc signature. The exported project will be blocked by " +"Gatekeeper" +msgstr "" +"Kod imzalama: Geçici imza kullanılıyor. Dışa aktarılan proje Gatekeeper " +"tarafından engellenecektir" + +msgid "Code signing: Xcode command line tools are not installed." +msgstr "Kod imzalama: Xcode komut satırı araçları kurulu değil." + +msgid "" +"Code signing: rcodesign path is not set. Configure rcodesign path in the " +"Editor Settings (Export > macOS > rcodesign)." +msgstr "" +"Kod imzalama: rcodesign yolu ayarlanmadı. Düzenleyici Ayarlarında (Dışa Aktar " +"> macOS > rcodesign) rcodesign yolunu yapılandırın." + +msgid "Run on remote macOS system" +msgstr "Uzak macOS sisteminde çalıştır" + +msgid "Run exported project on remote macOS system" +msgstr "Dışa aktarılan projeyi uzak macOS sisteminde çalıştırın" + msgid "Invalid package short name." msgstr "Geçersiz paket kısa ismi." @@ -8767,34 +14866,34 @@ msgid "Invalid package publisher display name." msgstr "Geçersiz paket yayıncı görünen adı." msgid "Invalid product GUID." -msgstr "Geçersiz ürün GUID'i." +msgstr "Geçersiz ürün kimliği, GUID." msgid "Invalid publisher GUID." -msgstr "Geçersiz yayıncı GUID'i." +msgstr "Geçersiz yayıncı kimliği, GUID." msgid "Invalid background color." msgstr "Geçersiz arkaplan rengi." msgid "Invalid Store Logo image dimensions (should be 50x50)." -msgstr "Geçersiz Yığım Belirtkesi, bedizin boyutları (50x50 olmalı)." +msgstr "Geçersiz Mağaza Logosu resim boyutları (50x50 olmalıdır)." msgid "Invalid square 44x44 logo image dimensions (should be 44x44)." -msgstr "Geçersiz kare 44x44 belirtkenin bediz boyutları (44x44 olmalı)." +msgstr "Geçersiz 44x44 kare logo resim boyutları (44x44 olmalı)." msgid "Invalid square 71x71 logo image dimensions (should be 71x71)." -msgstr "Geçersiz kare 71x71 belirtkenin bediz boyutları (71x71 olmalı)." +msgstr "Geçersiz 71x71 kare logo resim boyutları (71x71 olmalı)." msgid "Invalid square 150x150 logo image dimensions (should be 150x150)." -msgstr "Geçersiz kare 150x150 belirtkenin bediz boyutları (150x150 olmalı)." +msgstr "Geçersiz 150x150 kare logo resmi boyutları (150x150 olmalı)." msgid "Invalid square 310x310 logo image dimensions (should be 310x310)." -msgstr "Geçersiz kare 310x310 belirtkenin bediz boyutları (310x310 olmalı)." +msgstr "Geçersiz 310x310 kare logo resim boyutları (310x310 olmalı)." msgid "Invalid wide 310x150 logo image dimensions (should be 310x150)." -msgstr "Geçersiz kare 310x150 belirtkenin bediz boyutları (310x150 olmalı)." +msgstr "Geçersiz 310x150 geniş logo resmi boyutları (310x150 olmalı)." msgid "Invalid splash screen image dimensions (should be 620x300)." -msgstr "Geçersiz açılış görüntülüğü bediz boyutları (620x300 olmalı)." +msgstr "Geçersiz açılış ekranı resim boyutları (620x300 olmalı)." msgid "Could not open template for export: \"%s\"." msgstr "Dışa aktarım için şablon açılamadı: \"%s\"." @@ -8811,6 +14910,14 @@ msgstr "Dosya okunamadı: \"%s\"." msgid "PWA" msgstr "PWA" +msgid "" +"Exporting to Web is currently not supported in Godot 4 when using C#/.NET. " +"Use Godot 3 to target Web with C#/Mono instead." +msgstr "" +"C#/.NET kullanırken, Web dışa aktarması şimdilik Godot 4'te " +"desteklenmemektedir. Bunun yerine C#/Mono ile Web'i hedeflemek için Godot 3'ü " +"kullanın." + msgid "Could not read HTML shell: \"%s\"." msgstr "HTML kabuğu okunamadı: \"%s\"." @@ -8821,7 +14928,7 @@ msgid "Error starting HTTP server: %d." msgstr "HTTP sunucusu başlatılırken hata: %d." msgid "Stop HTTP Server" -msgstr "HTTP sunucuyu durdur" +msgstr "HTTP sunucusunu durdur" msgid "Run in Browser" msgstr "Tarayıcıda Çalıştır" @@ -8829,121 +14936,320 @@ msgstr "Tarayıcıda Çalıştır" msgid "Run exported HTML in the system's default browser." msgstr "Dışa aktarılmış HTML'yi sistemin varsayılan tarayıcısında çalıştır." +msgid "Resources Modification" +msgstr "Kaynakların Değişikliği" + +msgid "Icon size \"%d\" is missing." +msgstr "Simge boyutu \"%d\" eksik." + msgid "Failed to rename temporary file \"%s\"." msgstr "\"%s\" geçici dosyasının yeniden adlandırılması başarısız oldu." +msgid "Invalid icon path." +msgstr "Geçersiz simge yolu." + +msgid "Invalid file version." +msgstr "Geçersiz dosya sürümü." + +msgid "Invalid product version." +msgstr "Geçersiz ürün sürümü." + +msgid "Could not find rcedit executable at \"%s\"." +msgstr "\"%s\" yolunda, \"rcedit\" çalıştırılabilir dosyası bulunamadı." + +msgid "Could not find wine executable at \"%s\"." +msgstr "\"%s\" yolunda, \"wine\" çalıştırılabilir dosyası bulunamadı." + +msgid "Invalid icon file \"%s\"." +msgstr "Geçersiz simge dosyası \"%s\"." + +msgid "" +"Could not start rcedit executable. Configure rcedit path in the Editor " +"Settings (Export > Windows > rcedit), or disable \"Application > Modify " +"Resources\" in the export preset." +msgstr "" +"rcedit yürütülebilir dosyası başlatılamadı. Düzenleyici Ayarlarında (Dışa " +"Aktar > Windows > rcedit) rcedit yolunu yapılandırın, veya dışa aktarma " +"hazırayarında \"Uygulama > Kaynakları Değiştir\" seçeneğini devre dışı " +"bırakın." + +msgid "rcedit failed to modify executable: %s." +msgstr "\"rcedit\", çalıştırılabilir dosyayı değiştiremedi: %s." + +msgid "Could not find signtool executable at \"%s\"." +msgstr "\"%s\" yolunda, \"signtool\" çalıştırılabilir dosyası bulunamadı." + +msgid "Could not find osslsigncode executable at \"%s\"." +msgstr "\"%s\" yolunda, \"osslsigncode\" çalıştırılabilir dosyası bulunamadı." + +msgid "No identity found." +msgstr "Kimlik bulunamadı." + msgid "Invalid identity type." msgstr "Geçersiz kimlik türü." +msgid "Invalid timestamp server." +msgstr "Geçersiz zaman damgası sunucusu." + +msgid "" +"Could not start signtool executable. Configure signtool path in the Editor " +"Settings (Export > Windows > signtool), or disable \"Codesign\" in the export " +"preset." +msgstr "" +"Signtool yürütülebilir dosyası başlatılamadı. Düzenleyici Ayarları'nda (Dışa " +"Aktar > Windows > signtool) signtool yolunu yapılandırın, veya dışa aktarma " +"hazırayarında \"Codesign\"ı devre dışı bırakın." + +msgid "" +"Could not start osslsigncode executable. Configure signtool path in the " +"Editor Settings (Export > Windows > osslsigncode), or disable \"Codesign\" in " +"the export preset." +msgstr "" +"osslsigncode yürütülebilir dosyası başlatılamadı. Düzenleyici Ayarları'nda " +"(Dışa Aktar > Windows > osslsigncode) osslsigncode yolunu yapılandırın, veya " +"dışa aktarma hazırayarında \"Codesign\"ı devre dışı bırakın." + +msgid "Signtool failed to sign executable: %s." +msgstr "\"signtool\", çalıştırılabilir dosyayı imzalayamadı: %s." + msgid "Failed to remove temporary file \"%s\"." msgstr "\"%s\" geçici dosyasının silinme işlemi başarısız oldu." msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " -"define its shape." +"The rcedit tool must be configured in the Editor Settings (Export > Windows > " +"rcedit) to change the icon or app information data." msgstr "" -"Bu düğümün şekli yoktur, bu nedenle diğer nesnelerle çarpışamaz veya " +"Simge veya uygulama bilgileri verilerini değiştirmek için rcedit aracının " +"Düzenleyici Ayarları'nda (Dışa Aktar >Windows > rcedit) yapılandırılması " +"gerekir." + +msgid "Windows executables cannot be >= 4 GiB." +msgstr "Windows yürütülebilir dosyaları >= 4 GiB olamaz." + +msgid "Run on remote Windows system" +msgstr "Uzak Windows sisteminde çalıştır" + +msgid "Run exported project on remote Windows system" +msgstr "Dışa aktarılan projeyi uzak Windows sisteminde çalıştır" + +msgid "" +"A SpriteFrames resource must be created or set in the \"Frames\" property in " +"order for AnimatedSprite2D to display frames." +msgstr "" +"AnimatedSprite2D'nin kareleri görüntüleyebilmesi için, \"Kareler\" özelliği " +"içinde yeni bir SpriteFrames kaynağı oluşturulmalı veya var olan atanmalıdır." + +msgid "" +"Only one visible CanvasModulate is allowed per scene (or set of instantiated " +"scenes). The first created one will work, while the rest will be ignored." +msgstr "" +"Sahne başına (ya da örneklenmiş sahneler kümesine) yalnızca bir tane görünür " +"CanvasModulate'e (kanvas ton değişimi) izin verilir. İlk oluşturulan " +"çalışırken diğerleri yok sayılacaktır." + +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to define " +"its shape." +msgstr "" +"Bu düğümün bir şekli yok, bu nedenle diğer nesnelerle çarpışamaz veya onlarla " "etkileşime giremez.\n" -"Şeklini tanımlamak için alt düğüm olarak bir TemasŞekli2B veya TemasÇokgen2B " -"eklemeyi düşünün." +"Şeklini tanımlamak için alt-düğüm olarak bir ÇarpışmaŞekil2B veya " +"ÇarpışmaÇokgen2B eklemeyi düşünün." + +msgid "" +"CollisionPolygon2D only serves to provide a collision shape to a " +"CollisionObject2D derived node. Please only use it as a child of Area2D, " +"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." +msgstr "" +"ÇarpışmaÇokgen2B, yalnızca ÇarpışmaNesne2B'den türeyen düğümlere bir çarpışma " +"şekli sağlamaya hizmet eder. Lütfen onu yalnızca, şunlara şekil vermek için, " +"onların alt-öğesi olarak kullanın: Alan2B, DuranCisim2B, KatıCisim2D, " +"HareketliCisim2B, vb." msgid "An empty CollisionPolygon2D has no effect on collision." -msgstr "Boş bir CollisionPolygon2D'nin çarpışmaya hiçbir etkisi yoktur." +msgstr "Boş bir ÇarpışmaÇokgen2B'nin çarpışmaya hiçbir etkisi yoktur." msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." -msgstr "Geçersiz çokgen. 'Solids' oluşturma modunda en az 3 nokta gereklidir." +msgstr "Geçersiz çokgen. 'Katılar' derleme kipinde en az 3 nokta gereklidir." msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." +msgstr "Geçersiz çokgen. 'Kesitler' oluşturma modunda en az 2 nokta gereklidir." + +msgid "" +"The One Way Collision property will be ignored when the collision object is " +"an Area2D." msgstr "" -"Geçersiz çokgen. 'Segments' oluşturma modunda en az 2 nokta gereklidir." +"Tek Yönlü Çarpışma özelliği, çarpışma nesnesi bir Alan2B olduğunda yok " +"sayılır." + +msgid "" +"CollisionShape2D only serves to provide a collision shape to a " +"CollisionObject2D derived node. Please only use it as a child of Area2D, " +"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." +msgstr "" +"ÇarpışmaŞekil2B, yalnızca ÇarpışmaŞekil2B'den türeyen düğümlere bir şekil " +"vermeye hizmet eder. Lütfen onu yalnızca şunlara şekil vermek için, onların " +"alt-öğesi olarak kullanın: Alan2B, DuranCisim2B, KatıCisim2B, " +"HareketliCisim2B, vb." msgid "" "A shape must be provided for CollisionShape2D to function. Please create a " "shape resource for it!" msgstr "" -"CollisionShape2D'nin işlevini yerine getirmesi için ona bir şekil sağlanması " -"gerekmektedir. Lütfen onun için bir şekil kaynağı oluşturun!" +"ÇarpışmaŞekil2B'nin işlevini yerine getirmesi için ona bir şekil verilmesi " +"gerekir. Lütfen onun için bir şekil kaynağı oluşturun!" msgid "" "Polygon-based shapes are not meant be used nor edited directly through the " "CollisionShape2D node. Please use the CollisionPolygon2D node instead." msgstr "" -"Çokgen tabanlı şekiller doğrudan CollisionShape2D düğümü aracılığıyla " -"kullanılamaz veya düzenlenemez. Lütfen bunun yerine CollisionPolygon2D " -"düğümünü kullanın." +"Çokgen-tabanlı şekiller, doğrudan ÇarpışmaŞekil2B düğümü aracılığıyla " +"kullanılamak veya düzenlenemek için yapılmadılar. Lütfen bunun yerine " +"ÇarpışmaÇokgen2B düğümünü kullanın." msgid "" "CPUParticles2D animation requires the usage of a CanvasItemMaterial with " "\"Particles Animation\" enabled." msgstr "" -"CPUParçacık2B animasyonu \"Parçacık Animasyonu\" seçimi etkin olarak " -"CanvasÖgesiMalzemesi kullanımı gerektirir." +"CPUParçacık2B animasyonu, \"Parçacık Animasyonu\" seçimi etkin durumdayken " +"CanvasÖgeMalzemesi kullanımı gerektirir." msgid "" "A material to process the particles is not assigned, so no behavior is " "imprinted." msgstr "" -"Parçacıkları işlemek için bir materyal atanmış değil, bu yüzden etki eden " +"Parçacıkları işlemek için bir malzeme atanmamış, bu yüzden etkilenen bir " "davranış yok." msgid "" "Particles2D animation requires the usage of a CanvasItemMaterial with " "\"Particles Animation\" enabled." msgstr "" -"Particles2D animasyonu, \"Parçacık Animasyonu\" etkinleştirilmiş bir " -"CanvasÖgesiMalzemesi kullanımını gerektirir." +"Parçacık2B animasyonu, \"Parçacık Animasyonu\" etkinleştirilmiş durumda bir " +"CanvasÖgeMalzemesi kullanımını gerektirir." + +msgid "" +"Particle trails are only available when using the Forward+ or Mobile " +"rendering backends." +msgstr "" +"Parçacık izleri, yalnızca İleri+ veya Mobile işleme arka-uçları " +"kullanıldığında kullanılabilir olur." + +msgid "" +"Particle sub-emitters are not available when using the GL Compatibility " +"rendering backend." +msgstr "" +"Parçacık alt-yayıcıları, GL Uyumluluğu işleme arka-ucu kullanılırken mevcut " +"değildir." msgid "Node A and Node B must be PhysicsBody2Ds" -msgstr "Düğüm A ve Düğüm B, PhysicsBody2D olmalıdır" +msgstr "Düğüm A ve Düğüm B, birer FizikCisim2B olmalıdır" msgid "Node A must be a PhysicsBody2D" -msgstr "Düğüm A bir PhysicsBody2D olmalıdır" +msgstr "Düğüm A, bir FizikCisim2B olmalıdır" msgid "Node B must be a PhysicsBody2D" -msgstr "Düğüm B bir PhysicsBody2D olmalıdır" +msgstr "Düğüm B, bir FizimCisim2B olmalıdır" msgid "Joint is not connected to two PhysicsBody2Ds" -msgstr "Kesişim, iki PhysicsBody2D'ye bağlı değil" +msgstr "Eklem, iki FizikCisim2B'ye bağlı değil" msgid "Node A and Node B must be different PhysicsBody2Ds" -msgstr "Düğüm A ve Düğüm B, farklı PhysicsBody2D olmalıdır" +msgstr "Düğüm A ve Düğüm B, iki farklı FizikCisim2B olmalıdır" msgid "" "A texture with the shape of the light must be supplied to the \"Texture\" " "property." -msgstr "\"Doku\" özelliğine ışık şeklinde bir doku sağlanmalıdır." +msgstr "\"Doku\" özelliğine, ışık şeklinde bir doku verilmelidir." msgid "" "An occluder polygon must be set (or drawn) for this occluder to take effect." msgstr "" -"Engelleyicinin etkili olabilmesi için bir engelleyici çokgeni ayarlanmalıdır " -"(ya da çizilmelidir)." +"Bu perdeleyicinin etkili olabilmesi için, bir perdeleyici çokgeni " +"ayarlanmalıdır (ya da çizilmelidir)." msgid "The occluder polygon for this occluder is empty. Please draw a polygon." -msgstr "Bu engelleyici için engelleyici çokgeni boş. Lütfen bir çokgen çizin." +msgstr "Bu perdeleyici için, perdeleyici çokgen boş. Lütfen bir çokgen çizin." + +msgid "" +"The NavigationAgent2D can be used only under a Node2D inheriting parent node." +msgstr "" +"GezintiVekili2B, sadece üst-öğe düğümden miras alan bir Düğüm2B 'nin altında " +"kullanılabilir." + +msgid "" +"NavigationLink2D start position should be different than the end position to " +"be useful." +msgstr "" +"GezintiBağlantı2B başlangıç konumu, kullanışlı olması için bitiş konumundan " +"farklı olmalıdır." + +msgid "" +"A NavigationMesh resource must be set or created for this node to work. " +"Please set a property or draw a polygon." +msgstr "" +"Bu düğümün çalışması için bir GezintiÖrgü kaynağı ayarlanmalı veya " +"oluşturulmalıdır. Lütfen bir özellik ayarlayın veya bir çokgen çizin." msgid "" "ParallaxLayer node only works when set as child of a ParallaxBackground node." msgstr "" -"ParallaxLayer, yalnızca ParallaxBackground düğümünün çocuğu olduğu zaman " +"ParalaksKatmanı, yalnızca ParalaksArkaplan düğümünün alt-öğesi olduğu zaman " "çalışır." msgid "PathFollow2D only works when set as a child of a Path2D node." msgstr "" -"PathFollow2D yalnızca Path2D düğümünün çocuğu olarak ayarlanınca çalışır." +"Yolİzle2B, yalnızca Yol2B düğümünün alt-öğesi olarak ayarlanınca çalışır." + +msgid "" +"A PhysicalBone2D only works with a Skeleton2D or another PhysicalBone2D as a " +"parent node!" +msgstr "" +"Bir PhysicalBone2D -2B fiziksel kemik-, yalnızca Skeleton2D -2B iskelet- ile, " +"ya da başka bir PhysicalBone2D 'nin alt-düğümü olarak çalışabilir!" + +msgid "" +"A PhysicalBone2D needs to be assigned to a Bone2D node in order to function! " +"Please set a Bone2D node in the inspector." +msgstr "" +"Bir FizikselKemik2B'nin çalışabilmesi için, bir Kemik2B düğümüne atanması " +"gerekir! Lütfen denetçide bir Kemik2B düğümü ayarlayın." + +msgid "" +"A PhysicalBone2D node should have a Joint2D-based child node to keep bones " +"connected! Please add a Joint2D-based node as a child to this node!" +msgstr "" +"Bir FizikselKemik2B düğümü, kemikleri bağlı tutmak için Eklem2B-tabanlı bir " +"alt düğüme sahip olmalıdır! Lütfen bu düğüme alt-düğüm olarak Eklem2B tabanlı " +"bir düğüm ekleyin!" + +msgid "" +"Size changes to RigidBody2D will be overridden by the physics engine when " +"running.\n" +"Change the size in children collision shapes instead." +msgstr "" +"KatıCisim2B'deki boyut değişikliklerin, çalışırken fizik motoru tarafından, " +"üzerine yazılacaktır.\n" +"Bunun yerine boyutu, alt-öğenin çarpışma şekillerinde değiştirin." msgid "Path property must point to a valid Node2D node to work." msgstr "" -"Yol özelliği çalışabilmesi için geçerli bir Node2D düğümüne işaret etmelidir." +"Yol özelliği, çalışabilmesi için geçerli bir Düğüm2B düğümüne işaret " +"etmelidir." + +msgid "" +"This node cannot interact with other objects unless a Shape2D is assigned." +msgstr "" +"Bu düğüm, bir Şekil2B atanmadığı sürece, diğer nesnelerle etkileşime giremez." msgid "This Bone2D chain should end at a Skeleton2D node." -msgstr "Bu İskelet2B zinciri İskelet2B düğümünde sonlanmalı." +msgstr "Bu Kemik2B zinciri, İskelet2B düğümünde sonlanmalı." msgid "A Bone2D only works with a Skeleton2D or another Bone2D as parent node." msgstr "" -"Bir Kemit2B yalnızca İskelet2B ya da başka bir Kemik2B'nin alt düğümü olarak " -"çalışabilir." +"Bir Kemik2B, yalnızca bir İskelet2B ile ya da başka bir Kemik2B'nin alt " +"düğümü olarak çalışabilir." msgid "" "This bone lacks a proper REST pose. Go to the Skeleton2D node and set one." @@ -8951,36 +15257,593 @@ msgstr "" "Bu kemik uygun bir DİNLENME pozundan yoksun. İskelet2B düğümüne gidip bir " "tane atayın." -msgid "Nothing is visible because no mesh has been assigned." -msgstr "Hiçbirşey görünebilir değil çünkü hiçbir model atanmış değil." +msgid "" +"A Y-sorted layer has the same Z-index value as a not Y-sorted layer.\n" +"This may lead to unwanted behaviors, as a layer that is not Y-sorted will be " +"Y-sorted as a whole with tiles from Y-sorted layers." +msgstr "" +"Y-sıralı bir katman, Y-sıralı olmayan bir katmanla aynı Z-indeks değerine " +"sahiptir.\n" +"Bu durum istenmeyen davranışlara yol açabilir, çünkü Y-sıralı olmayan bir " +"katman, Y-sıralı katmanlardan gelen karolarla birlikte bir bütün olarak Y-" +"sıralı yapılacaktır." msgid "" -"Nothing is visible because meshes have not been assigned to draw passes." +"A TileMap layer is set as Y-sorted, but Y-sort is not enabled on the TileMap " +"node itself." msgstr "" -"Hiçbirşey görünebilir değil çünkü örüntüler çizim geçişlerine atanmış değil." +"Bir KaroHaritası'nın (TileMap) katmanı Y-sıralı olarak ayarlandı, ancak " +"KaroHaritası düğümünün kendisinde Y-sıralaması etkinleştirilmedi." + +msgid "" +"Isometric TileSet will likely not look as intended without Y-sort enabled for " +"the TileMap and all of its layers." +msgstr "" +"İzometrik KaroSeti (TileSet), KaroHaritası (TileMap) ve onu tüm katmanları " +"için Y-sıralama etkinleştirilmezse, büyük olasılıkla amaçlandığı gibi " +"görünmeyecektir." + +msgid "" +"External Skeleton3D node not set! Please set a path to an external Skeleton3D " +"node." +msgstr "" +"Harici bir İskelet3B düğümü (Skeleton3D) ayarlanmadı! Lütfen harici bir " +"İskelet3B düğümüne bir yol ayarlayın." + +msgid "" +"Parent node is not a Skeleton3D node! Please use an external Skeleton3D if " +"you intend to use the BoneAttachment3D without it being a child of a " +"Skeleton3D node." +msgstr "" +"Üst-öğe bir İskelet3B düğümü (Skeleton3D) değil! Kemikİliştirme3B'yi " +"(BoneAttachment3D), bir İskelet3B düğümünün alt-öğesi olmadan kullanmak " +"istiyorsanız, lütfen harici bir İskelet3B kullanın." + +msgid "" +"BoneAttachment3D node is not bound to any bones! Please select a bone to " +"attach this node." +msgstr "" +"Kemikİliştirme3B düğümü (BoneAttachment3D), herhangi bir kemiğe bağlı değil! " +"Lütfen bu düğüme bağlamak için bir kemik seçin." + +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to define " +"its shape." +msgstr "" +"Bu düğümün bir şekli yok, bu nedenle diğer nesnelerle çarpışamaz veya " +"etkileşime giremez.\n" +"Şeklini tanımlamak için, alt-düğüm olarak bir ÇarpışmaŞekil3B " +"(CollisionShape3D) veya ÇarpışmaÇokgen3B (CollisionPolygon3D) eklemeyi " +"düşünün." + +msgid "" +"With a non-uniform scale this node will probably not function as expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size in children collision shapes instead." +msgstr "" +"Düzenli-olmayan bir ölçekle, bu düğüm muhtemelen beklendiği gibi " +"çalışmayacaktır.\n" +"Lütfen bunun yerine, ölçeğini düzenli (yani tüm eksenlerde aynı) yapın ve alt-" +"öğe çarpışma şekillerinin boyutunu değiştirin." + +msgid "" +"CollisionPolygon3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" +"ÇarpışmaÇokgen3B (CollisionPolygon3D), yalnızca ÇarpışmaNesne3B " +"(CollisionObject3D)'den türetilmiş bir düğüme çarpışma şekli vermeye yarar.\n" +"Lütfen bunu, yalnızca Alan3B (Area3D), DuranCisim3B (StaticBody3D), " +"KatıCisim3B (RigidBody3D), KarakterCisim3B (CharacterBody3D), vb. düğümlere " +"bir şekil vermek amacıyla, onların alt-öğesi olarak kullanın." + +msgid "An empty CollisionPolygon3D has no effect on collision." +msgstr "" +"Boş bir ÇarpışmaÇokgen3B (CollisionPolygon3D)'nin çarpışmaya hiçbir etkisi " +"yoktur." + +msgid "" +"A non-uniformly scaled CollisionPolygon3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change its " +"polygon's vertices instead." +msgstr "" +"Düzensiz ölçekli bir ÇarpışmaÇokgen3B düğümü (CollisionPolygon3D), muhtemelen " +"beklendiği gibi çalışmayacaktır.\n" +"Lütfen bunun yerine, ölçeğini düzenli hale getirin (yani tüm eksenlerde aynı) " +"ve çokgeninin köşelerini değiştirin." + +msgid "" +"CollisionShape3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" +"ÇarpışmaŞekil3B (CollisionShape3D), yalnızca ÇarpışmaNesne3B " +"(CollisionObject3D)'den türetilmiş bir düğüme, çarpışma şekli vermeye yarar.\n" +"Lütfen bunu, yalnızca Alan3B (Area3D), DurgunCisim3B (StaticBody3D), " +"KatıCisim3B (RigidBody3D), KarakterCisim3B (CharacterBody3D), vb. düğümlere " +"bir şekil vermek amacıyla, onların alt-öğesi olarak kullanın." + +msgid "" +"A shape must be provided for CollisionShape3D to function. Please create a " +"shape resource for it." +msgstr "" +"ÇarpışmaŞekil3B (CollisionShape3D)'in çalışması için ona bir şekil " +"verilmelidir. Lütfen bunun için bir şekil kaynağı oluşturun." + +msgid "" +"ConcavePolygonShape3D doesn't support RigidBody3D in another mode than static." +msgstr "" +"İçbükeyÇokgenŞekil3B (ConcavePolygonShape3D), durağan harici kiplerde " +"KatıCisim3B (RigidBody3D)'yi desteklemez." + +msgid "" +"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." +msgstr "" +"DünyaSınırŞekil3B (WorldBoundaryShape3D), durağan harici kiplerde KatıCisim3B " +"(RigidBody3D)'yi desteklemez." + +msgid "" +"A non-uniformly scaled CollisionShape3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size of its shape resource instead." +msgstr "" +"Düzensiz ölçekli bir ÇarpışmaŞekil3B düğümü (CollisionShape3D), muhtemelen " +"beklendiği gibi çalışmayacaktır.\n" +"Lütfen bunun yerine, ölçeğini düzenli (yani tüm eksenlerde aynı) yapın ve " +"şekil kaynağının boyutunu değiştirin." + +msgid "Nothing is visible because no mesh has been assigned." +msgstr "Hiçbirşey görünebilir değil çünkü hiçbir örgü atanmış değil." + +msgid "" +"CPUParticles3D animation requires the usage of a StandardMaterial3D whose " +"Billboard Mode is set to \"Particle Billboard\"." +msgstr "" +"CPUParçacık3B (CPUParticle3D) animasyonu, Tabela Kipi \"Parçacık Tabelası\" " +"olarak belirlenmiş bir StandartMalzeme3B (StandardMaterial3D) kullanımını " +"gerektirir." + +msgid "" +"Decals are only available when using the Forward+ or Mobile rendering " +"backends." +msgstr "" +"Çıkartmalar yalnızca İleri+ veya Mobil işleme arka-uç'ları kullanılırsa " +"kullanılabilir olur." + +msgid "" +"The decal has no textures loaded into any of its texture properties, and will " +"therefore not be visible." +msgstr "" +"Çıkartmanın doku özelliklerinden hiçbirinde yüklenmiş dokular yok, ve bu " +"nedenle görünür olmayacak." + +msgid "" +"The decal has a Normal and/or ORM texture, but no Albedo texture is set.\n" +"An Albedo texture with an alpha channel is required to blend the normal/ORM " +"maps onto the underlying surface.\n" +"If you don't want the Albedo texture to be visible, set Albedo Mix to 0." +msgstr "" +"Çıkartmanın bir Normal ve/veya ORM dokusu var, ancak hiç bir Albedo dokusu " +"ayarlanmamış.\n" +"Normal/ORM haritalarını alttaki yüzeye harmanlamak için saydamlık kanallı bir " +"Albedo dokusu gereklidir.\n" +"Eğer Albedo dokusunun görünür olmasını istemiyorsanız, Albedo Karışımı'nı 0 " +"olarak ayarlayın." + +msgid "" +"The decal's Cull Mask has no bits enabled, which means the decal will not " +"paint objects on any layer.\n" +"To resolve this, enable at least one bit in the Cull Mask property." +msgstr "" +"Çıkartmanın Kaldırma Maskesi özelliğinde hiçbir bit etkin değil, bu da " +"çıkartmanın hiçbir katmanda nesneleri boyamayacağı anlamına gelir.\n" +"Bunu çözmek için, Kaldırma Maskesi özelliğinde en az bir biti etkinleştirin." + +msgid "Fog Volumes are only visible when using the Forward+ backend." +msgstr "Sis Hacimleri, yalnızca İleri+ arka-ucu kullanılırken görünür olur." + +msgid "" +"Fog Volumes need volumetric fog to be enabled in the scene's Environment in " +"order to be visible." +msgstr "" +"Sis Hacimlerinin görünür olması için, sahnenin Ortam'ında Hacimsel Sis'in " +"etkinleştirilmesi gerekir." + +msgid "Nothing is visible because meshes have not been assigned to draw passes." +msgstr "" +"Hiçbir şey görünür değil, çünkü geçişleri çizmek için örgüler atanmamış." + +msgid "" +"Particles animation requires the usage of a BaseMaterial3D whose Billboard " +"Mode is set to \"Particle Billboard\"." +msgstr "" +"Parçacık animasyonu, Tabela kipi \"Parçacık Tabelası\" olarak ayarlanmış bir " +"TemelMalzeme3B (BaseMaterial3D) kullanımını gerektirir." + +msgid "" +"Using Trail meshes with a skin causes Skin to override Trail poses. Suggest " +"removing the Skin." +msgstr "" +"Kuyruk izi örgüleri (Trail) bir deri kaplaması ile (Skin) kullanılırsa, " +"kuyruğun duruşu yerine derininki kullanılır (üzerine yazar). Deriyi " +"kaldırmanız önerilir." + +msgid "Trails active, but neither Trail meshes or a Skin were found." +msgstr "" +"Kuryuk izleri (Trail) etkin, ama atanmış ne bir kuyruk izi örgüsü ne de bir " +"deri (Skin) bulunamadı." + +msgid "" +"Only one Trail mesh is supported. If you want to use more than a single mesh, " +"a Skin is needed (see documentation)." +msgstr "" +"Sadece tek bir kuyruk izi (Trail) örgüsü desteklenir. Eğer tekil bir örgüden " +"fazlasını kullanmak isterseniz, bir deri (Skin) kullanmalısınız (belgelere " +"bakınız)." + +msgid "" +"Trails enabled, but one or more mesh materials are either missing or not set " +"for trails rendering." +msgstr "" +"Kuyruk izleri (Trail) etkin, ama bir ya da daha fazla örgü malzemesi kayıp, " +"veya kuyruk izi işleme içi ayarlanmamış." + +msgid "" +"Particle sub-emitters are only available when using the Forward+ or Mobile " +"rendering backends." +msgstr "" +"Parçacık alt-yayıcıları sadece İleri+ veya Mobil işleme arka-uçları ile " +"çalışırken kullanılabilirler." + +msgid "" +"The Bake Mask has no bits enabled, which means baking will not produce any " +"collision for this GPUParticlesCollisionSDF3D.\n" +"To resolve this, enable at least one bit in the Bake Mask property." +msgstr "" +"Pişirme Maskesinde hiç bir etkin bit yok, bunun anlami bu pişirme sonucunda, " +"bu GPUParticlesCollisionSDF3D (3B GPU parçacık çarpışması SDF) için herhangi " +"bir çarpışma üretilmeyecektir.\n" +"Bunu çözmek için, Pişirme Maskesi özelliğinde en az bir biti etkinleştirin." + +msgid "Node A and Node B must be PhysicsBody3Ds" +msgstr "Düğüm A ve Düğüm B, birer FizikCisim2B olmalıdır (PhysicsBody2D)" + +msgid "Node A must be a PhysicsBody3D" +msgstr "Düğüm A bir FizikCisim2B olmalıdır (PhysicsBody2D)" + +msgid "Node B must be a PhysicsBody3D" +msgstr "Düğüm B bir FizikCisim2B olmalıdır (PhysicsBody2D)" + +msgid "Joint is not connected to any PhysicsBody3Ds" +msgstr "Eklem, herhangi bir FizikCisim3B'ye bağlı değil (PhysicsBody3D)" + +msgid "Node A and Node B must be different PhysicsBody3Ds" +msgstr "Düğüm A ve Düğüm B, farklı birer FizikCisim3B olmalıdır (PhysicsBody3D)" + +msgid "" +"Shadows are not supported when using the GL Compatibility backend yet. " +"Support will be added in a future release." +msgstr "" +"GL Uyumluluk arka-ucu kullanılırken, henüz gölgeler desteklenmiyor. Destek " +"gelecekteki bir sürümde eklenecektir." + +msgid "A light's scale does not affect the visual size of the light." +msgstr "Bir ışığın ölçeği, ışığın görsel boyutunu etkilemez." + +msgid "Projector texture only works with shadows active." +msgstr "Yansıtma dokuları sadece gölgeler etkin ise işe yarar." + +msgid "" +"Projector textures are not supported when using the GL Compatibility backend " +"yet. Support will be added in a future release." +msgstr "" +"GL Uyumluluğu arka-ucu kullanılırken, henüz yansıtma dokuları " +"desteklenmemektedir. Destek gelecekteki bir sürümde eklenecektir." + +msgid "A SpotLight3D with an angle wider than 90 degrees cannot cast shadows." +msgstr "" +"3B Sahne Işığı (SpotLight3B), 90 dereceden geniş açılı olursa gölge " +"oluşturamaz." + +msgid "Finding meshes, lights and probes" +msgstr "Örgüler, ışıklar, ve sondalar bulunuyor" + +msgid "Preparing geometry %d/%d" +msgstr "Geometri hazırlanıyor %d/%d" + +msgid "Creating probes" +msgstr "Sondalar oluşturuluyor" + +msgid "Creating probes from mesh %d/%d" +msgstr "Örgüden sondalar oluşturuluyor %d/%d" + +msgid "Preparing Lightmapper" +msgstr "Işık-haritalayıcı hazırlanıyor" + +msgid "Preparing Environment" +msgstr "Ortam hazırlanıyor" + +msgid "Generating Probe Volumes" +msgstr "Sonda Hacimleri Üretiliyor" + +msgid "Generating Probe Acceleration Structures" +msgstr "Sonda İvme Yapıları Oluşturuluyor" + +msgid "" +"LightmapGI nodes are not supported when using the GL Compatibility backend " +"yet. Support will be added in a future release." +msgstr "" +"GL Uyumluluk arka-ucu kullanılırken, henüz GI Işık Haritası (LightmapGI) " +"düğümleri desteklenmiyor. Destek gelecekteki bir sürümde eklenecektir." + +msgid "" +"The NavigationAgent3D can be used only under a Node3D inheriting parent node." +msgstr "" +"Bir 3B Gezinti Vekili (NavigationAgent3D), sadece üst-öğe düğümden miras alan " +"bir 3B Düğümün (Node3D) altında kullanılabilir." + +msgid "" +"NavigationLink3D start position should be different than the end position to " +"be useful." +msgstr "" +"3B Gezinti Bağlantısı'nın (NavigationLink3D) başlangıç konumu, kullanışlı " +"olması için bitiş konumundan farklı olmalıdır." + +msgid "" +"Occlusion culling is disabled in the Project Settings, which means occlusion " +"culling won't be performed in the root viewport.\n" +"To resolve this, open the Project Settings and enable Rendering > Occlusion " +"Culling > Use Occlusion Culling." +msgstr "" +"Proje Ayarları'nda perdeleme-kaldırma devre dışı bırakılmıştır, bu da " +"perdeleme-kaldırmanın kök çerçeve içinde uygulanmayacağı anlamına gelir.\n" +"Bunu çözmek için, Proje Ayarları'nı açın ve İşleme > Perdeleme Kaldırma > " +"Perdeleme Kaldırmayı Kullan seçeneğini etkinleştirin." + +msgid "" +"The Bake Mask has no bits enabled, which means baking will not produce any " +"occluder meshes for this OccluderInstance3D.\n" +"To resolve this, enable at least one bit in the Bake Mask property." +msgstr "" +"Pişirme Maskesinin hiçbir biti etkin değil, bu da fırınlamanın bu 3B " +"Perdeleyici Örneği (OccluderInstance3D) için herhangi bir perdeleme örgüsü " +"üretmeyeceği anlamına gelir.\n" +"Bunu çözmek için, Pişirme Maskesi özelliğinde en az bir biti etkinleştirin." + +msgid "" +"No occluder mesh is defined in the Occluder property, so no occlusion culling " +"will be performed using this OccluderInstance3D.\n" +"To resolve this, set the Occluder property to one of the primitive occluder " +"types or bake the scene meshes by selecting the OccluderInstance3D and " +"pressing the Bake Occluders button at the top of the 3D editor viewport." +msgstr "" +"Perdeleyici özelliğinde hiçbir perdeleme örgüsü tanımlanmamış, yani bu 3B " +"Perdeleyici Örneği (OccluderInstance3D) kullanılarak hiçbir perdeleme-" +"kaldırma yapılmayacaktır.\n" +"Bunu çözmek için, Perdeleyici özelliğini ilkel perdeleme türlerinden birine " +"ayarlayın, veya sahnenin örgülerini pişirirken OccluderInstance3D'yi seçin ve " +"3B düzenleyici çereçevesinde üst kısımdaki Perdeleyici Pişir düğmesine basın." + +msgid "" +"The occluder mesh has less than 3 vertices, so no occlusion culling will be " +"performed using this OccluderInstance3D.\n" +"To generate a proper occluder mesh, select the OccluderInstance3D then use " +"the Bake Occluders button at the top of the 3D editor viewport." +msgstr "" +"Perdeleme örgüsünün 3'ten az köşesi var, bu nedenle bu 3B Perdeleyici Örneği " +"(OccluderInstance3D) kullanılarak perdeleme-kaldırma işlemi " +"gerçekleştirilmeyecektir.\n" +"Uygun bir perdeleme örgüsü üretmek için, OccluderInstance3D'yi seçin ve sonra " +"3B düzenleyici çerçevesinin üst kısmındaki Perdeleyicileri Pişir düğmesini " +"kullanın." + +msgid "" +"The polygon occluder has less than 3 vertices, so no occlusion culling will " +"be performed using this OccluderInstance3D.\n" +"Vertices can be added in the inspector or using the polygon editing tools at " +"the top of the 3D editor viewport." +msgstr "" +"Çokgen perdeleyicinin 3'ten az köşesi vardır, bu nedenle bu 3B Perdeleme " +"Kaldırmayı (OccluderInstance3D) kullanırken perdeleme-kaldırma " +"yapılmayacaktır.\n" +"Köşeler, doğrudan Denetçiden eklenebilir, veya 3B düzenleyici çerçevesinin " +"üst kısmındaki çokgen düzenleme araçları kullanılarak eklenebilir." + +msgid "PathFollow3D only works when set as a child of a Path3D node." +msgstr "" +"3B Yol izleme (PathFollow3D) yalnızca 3B Yol (Path3D) düğümünün alt-öğesi " +"olarak ayarlanırsa çalışır." + +msgid "" +"PathFollow3D's ROTATION_ORIENTED requires \"Up Vector\" to be enabled in its " +"parent Path3D's Curve resource." +msgstr "" +"3B Yol İzleme'nin (PathFollow3D) ROTATION_ORIENTED özelliği (dönme " +"yönelimli), 3B Yol (Path3D) üst-öğesindeki Eğri kaynağında \"Yukarı Vektör\" " +"özelliğinin etkinleştirilmesini gerektiriyor." + +msgid "" +"Scale changes to RigidBody3D will be overridden by the physics engine when " +"running.\n" +"Please change the size in children collision shapes instead." +msgstr "" +"3B Katı Cismin (RigidBody3D) ölçeklerindeki değişikliklerin, çalışırken fizik " +"motoru tarafından, üzerine yazılacaktır.\n" +"Bunun yerine boyutları, alt-öğenin çarpışma şekillerinde değiştirin." + +msgid "" +"ReflectionProbes are not supported when using the GL Compatibility backend " +"yet. Support will be added in a future release." +msgstr "" +"GL Uyumluluk arka-ucu kullanılırken, Yansıma Sondaları (ReflectionProbes) " +"henüz desteklenmemektedir. Destek gelecekteki bir sürümde eklenecektir." + +msgid "" +"The \"Remote Path\" property must point to a valid Node3D or Node3D-derived " +"node to work." +msgstr "" +"\"Uzak Yol\" özelliğinin çalışması için, geçerli bir 3B Düğüme (Node3D) veya " +"bir 3B düğümden türetilmiş bir öğeye işaret etmelidir." + +msgid "" +"This node cannot interact with other objects unless a Shape3D is assigned." +msgstr "" +"Bu düğüm, bir 3B Şekil (Shape3D) ataması yapılmazsa, diğer nesnelerle " +"etkileşime giremez." + +msgid "" +"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " +"reported." +msgstr "" +"3B Şekil Yayılımı (ShapaCast3D), 3B İçbükey Çokgen Şekilleri " +"(ConcavePolygonShape3D) desteklemez. Çarpışmalar bildirilmeyecektir." msgid "This body will be ignored until you set a mesh." -msgstr "Bir model ayarlanana kadar bu gövde yok sayılır." +msgstr "Bu cisim, siz bir örgü ayarlayana kadar yok sayılır." msgid "" "A SpriteFrames resource must be created or set in the \"Frames\" property in " "order for AnimatedSprite3D to display frames." msgstr "" -"AnimatedSprite3D'nin kareleri görüntüleyebilmesi için \"Çerçeveler\" " -"özelliğinde bir SpriteFrames kaynağı oluşturulmalı veya ayarlanmalıdır." +"Bir 3B Oynatılan Grafik Öğenin (AnimatedSprite3D) kareleri göstermesi için, " +"\"Kareler\" özelliğinde bir Grafik Öğe Kareleri (SpriteFrames) ayarlanmalı " +"veya yenisi oluşturulmalıdır." + +msgid "" +"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " +"use it as a child of a VehicleBody3D." +msgstr "" +"Bir 3B Araç Tekeri (VehicleWheel3D), 3B Araç Cismine (VehicleBody3D) bir " +"tekerlek sistemi sağlamaya hizmet eder. Lütfen bunu VehicleBody3D'nin alt-" +"öğesi olarak kullanın." + +msgid "" +"VisibleOnScreenNotifier3D nodes are not supported when using the GL " +"Compatibility backend yet. Support will be added in a future release." +msgstr "" +"GL Uyumluluğu arka-ucu kullanılırken, 3B Görünür Ekran Bilridirimi düğümleri " +"(VisibleOnScreenNotifier3D) henüz desteklenmemektedir. Destek gelecekteki bir " +"sürümde eklenecektir." + +msgid "" +"The GeometryInstance3D visibility range's End distance is set to a non-zero " +"value, but is lower than the Begin distance.\n" +"This means the GeometryInstance3D will never be visible.\n" +"To resolve this, set the End distance to 0 or to a value greater than the " +"Begin distance." +msgstr "" +"3B Geometri Örneğinin (GeometryInstance3D) görünürlük aralığının Bitiş " +"uzaklığı sıfır olmayan bir değere ayarlanmış, ancak Başlangıç uzaklığından " +"daha küçük.\n" +"Bu, GeometryInstance3D'nin hiçbir zaman görünür olmayacağı anlamına gelir.\n" +"Bunu çözmek için, Bitiş uzaklığını ya 0'a ya da Başlangıç uzaklığından daha " +"büyük bir değere ayarlayın." + +msgid "" +"The GeometryInstance3D is configured to fade in smoothly over distance, but " +"the fade transition distance is set to 0.\n" +"To resolve this, increase Visibility Range Begin Margin above 0." +msgstr "" +"3B Geometri Örneği (GeometryInstance3D) uzaklığa bağlı yumuşak bir şekilde " +"görünür olması için yapılandırılmış, ancak görünüm geçiş uzaklığı 0 olarak " +"ayarlanmış.\n" +"Bunu çözmek için, Görünürlük Aralık Başlangıç Kenar Boşluğunu 0'ın üzerine " +"çıkarın." + +msgid "" +"The GeometryInstance3D is configured to fade out smoothly over distance, but " +"the fade transition distance is set to 0.\n" +"To resolve this, increase Visibility Range End Margin above 0." +msgstr "" +"3B Geometri Örneği (GeometryInstance3D) uzaklaştıkça yumuşak bir şekilde " +"solacak şekilde yapılandırılmış, ancak solma geçiş mesafesi 0 olarak " +"ayarlanmış.\n" +"Bunu çözmek için, Görünürlük Aralığı Bitiş Kenar Boşluğunu 0'ın üzerine " +"çıkarın." msgid "Plotting Meshes" -msgstr "Örüntüler Haritalanıyor" +msgstr "Örgüler Çizdiriliyor" msgid "Finishing Plot" -msgstr "Haritalama Bitiriliyor" +msgstr "Çizdirme Bitiriliyor" + +msgid "Generating Distance Field" +msgstr "Uzaklık Alanı Oluşturuluyor" + +msgid "" +"VoxelGI nodes are not supported when using the GL Compatibility backend yet. " +"Support will be added in a future release." +msgstr "" +"GL Uyumluluk arka-ucu kullanılırken, VoxelGI düğümleri henüz desteklenmiyor. " +"Destek gelecekteki bir sürümde eklenecektir." + +msgid "" +"No VoxelGI data set, so this node is disabled. Bake static objects to enable " +"GI." +msgstr "" +"Hiç VoxelGI veri kümesi yok, bu nedenle bu düğüm devre dışı bırakıldı. GI'yi " +"etkinleştirmek için statik nesneleri pişirin." + +msgid "" +"To have any visible effect, WorldEnvironment requires its \"Environment\" " +"property to contain an Environment, its \"Camera Attributes\" property to " +"contain a CameraAttributes resource, or both." +msgstr "" +"Dünya Ortamının (WorldEnvironment) görünebilen bir etkiye sahip olmak için, " +"\"Çevre\" özelliğinin bir Çevre (Environment) içermesi, \"Kamera " +"Özellikleri\" özelliğinin bir Kamera Özellikleri (CameraAttributes) kaynağı " +"içermesi, veya her ikisini birden gerektirir." + +msgid "" +"Only one WorldEnvironment is allowed per scene (or set of instantiated " +"scenes)." +msgstr "" +"Her sahne başına (ya da örneklenmiş sahneler kümesinde), sadece bir tane " +"Dünya Ortamına (WorldEnvironment) izin verilir." + +msgid "XRCamera3D must have an XROrigin3D node as its parent." +msgstr "" +"3B XR Kamerası (XRCamera3D), üst-öğe olarak bir 3B XR Merkezi (XROrigin3D) " +"düğümünde bulunmalıdır." + +msgid "XRController3D must have an XROrigin3D node as its parent." +msgstr "" +"3B XR Denetleyicisi (XRController3D), üst-öğesi olarak bir 3B XR Merkezi " +"(XROrigin3D) düğümünde bulunmalıdır." + +msgid "No tracker name is set." +msgstr "Hiç bir izleyici ismi ayarlanmadı." + +msgid "No pose is set." +msgstr "Hiçbir duruş ayarlanmadı." + +msgid "XROrigin3D requires an XRCamera3D child node." +msgstr "" +"3B XR Merkezi (XROrigin3D), alt-öğe olarak bir 3B XR Kamerası " +"(XRCamera3D)düğümü gerektirir." + +msgid "" +"XR is not enabled in rendering project settings. Stereoscopic output is not " +"supported unless this is enabled." +msgstr "" +"Projesi işleme ayarlarında XR (Genişletilmiş Gerçeklik) etkinleştirilmemiş. " +"Bu etkinleştirilmediği sürece stereoskopik çıktı (sol ve sağ göze ayrı " +"görüntü) desteklenmez." msgid "On BlendTree node '%s', animation not found: '%s'" -msgstr "'%s' BlendTree düğümünde, animasyon bulunamadı: '% s'" +msgstr "'%s' Harmanlama Ağacı (BlendTree) düğümünde, animasyon bulunamadı: '%s'" msgid "Animation not found: '%s'" msgstr "Animasyon bulunamadı: '%s'" +msgid "Animation Apply Reset" +msgstr "Animasyon Sıfırlamayı Uygula" + msgid "In node '%s', invalid animation: '%s'." msgstr "'%s' düğümünde geçersiz animasyon: '%s'." @@ -8988,45 +15851,104 @@ msgid "Invalid animation: '%s'." msgstr "Geçersiz animasyon: '%s'." msgid "Nothing connected to input '%s' of node '%s'." -msgstr "'%s' düğümünün '%s' girişine hiçbir şey bağlı değil." +msgstr "'%s' girişine hiçbir şey bağlı değil ('%s' düğümünün)." msgid "No root AnimationNode for the graph is set." -msgstr "Grafik için hiçbir kök AnimationNode ayarlanmadı." +msgstr "" +"Grafik için hiçbir Animasyon Düğümü (AnimationNode) kök olarak ayarlanmamış." msgid "Path to an AnimationPlayer node containing animations is not set." -msgstr "Animasyon içeren bir AnimationPlayer düğümünün yolu ayarlanmadı." +msgstr "" +"Animasyonlar içeren bir Animasyon Oynatıcı (AnimationPlayer) düğümünün yolu " +"ayarlanmamış." msgid "Path set for AnimationPlayer does not lead to an AnimationPlayer node." msgstr "" -"AnimasyonOynatıcı için ayarlanan yol, bir AnimasyonOynatıcı düğümüne yol " -"açmaz." +"Animasyon Oynatıcı (AnimationPlayer) için ayarlanan yol, bir AnimationPlayer " +"düğümüne çıkmıyor." msgid "The AnimationPlayer root node is not a valid node." -msgstr "AnimationOynatıcı kök düğümü geçerli bir düğüm değil." - -msgid "Switch between hexadecimal and code values." -msgstr "Hex ve kod değerleri arasında geçiş yap." - -msgid "Add current color as a preset." -msgstr "Şuanki rengi bir önayar olarak kaydet." +msgstr "" +"Animasyon Oynatıcı (AnimationPlayer) kök düğümü, geçerli bir düğüm değil." msgid "" -"Container by itself serves no purpose unless a script configures its " -"children placement behavior.\n" +"ButtonGroup is intended to be used only with buttons that have toggle_mode " +"set to true." +msgstr "" +"Düğme Grubu (ButtonGroup) yalnızca, \"toggle_mode\" (kipi aç/kapa) öğesi " +"\"true\" (doğru) olarak ayarlanmış düğmelerle kullanılmak üzere " +"tasarlanmıştır." + +msgid "Copy this constructor in a script." +msgstr "Bu yapıcı yöntemi, bir betik içinde kopyala." + +msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")." +msgstr "" +"Bir onaltılık kod (\"#ff0000\") veya isimlendirilmiş bir renk (\"kırmızı\") " +"girin." + +msgid "" +"Color: #%s\n" +"LMB: Apply color\n" +"RMB: Remove preset" +msgstr "" +"Renk: #%s\n" +"Sol Fare Düğmesi: Rengi Uygula\n" +"Sağ Fare Düğmesi: Hazırayarı kaldır" + +msgid "" +"Color: #%s\n" +"LMB: Apply color" +msgstr "" +"Renk: #%s\n" +"Sol Fare Düğmesi: Rengi Uygula" + +msgid "Pick a color from the screen." +msgstr "Ekrandan bir renk seçin." + +msgid "Pick a color from the application window." +msgstr "Uygulama penceresinden bir renk seç." + +msgid "Select a picker shape." +msgstr "Bir seçici şekil seçin." + +msgid "Select a picker mode." +msgstr "Bir seçici kip seçin." + +msgid "Switch between hexadecimal and code values." +msgstr "Onaltılık (hexadecimal) ve kod değerleri arasında geçiş yapın." + +msgid "Hex code or named color" +msgstr "Onaltılı kod veya isimlendirilimiş renk" + +msgid "Add current color as a preset." +msgstr "Şuanki rengi bir hazırayar olarak kaydet." + +msgid "" +"Container by itself serves no purpose unless a script configures its children " +"placement behavior.\n" "If you don't intend to add a script, use a plain Control node instead." msgstr "" -"Bir komut dosyası alt öğelerin yerleştirme davranışını yapılandırmadıkça, " -"kapsayıcı kendi başına hiçbir amaca hizmet etmez.\n" -"Komut dosyası eklemek istemiyorsanız bunun yerine düz bir Kontrol düğümü " -"kullanın." +"Bir betik dosyası ile alt-öğelerinin yerleştirilme davranışı " +"yapılandırılmadıkça, bir kapsayıcı (Container) kendi başına hiçbir amaca " +"hizmet etmez.\n" +"Eğer bir betik dosyası eklemeyi düşünmüyorsanız, bunun yerine düz bir denetim " +"düğümü (Control) kullanın." msgid "" "The Hint Tooltip won't be displayed as the control's Mouse Filter is set to " "\"Ignore\". To solve this, set the Mouse Filter to \"Stop\" or \"Pass\"." msgstr "" -"İpucu Araç İpucu, kontrolün Fare Filtresi \"Yoksay\" olarak ayarlandığı için " -"görüntülenmez. Bu sorunu çözmek için Fare Filtresini \"Durdur\" veya " -"\"Başarılı\" olarak ayarlayın." +"Bu İpucunun (Hint) hatırlatıcı Araç-İpucu (tooltip), denetimin Fare Filtresi " +"\"Yoksay\" olarak ayarlandığı için görüntülenmez. Bu sorunu çözmek için Fare " +"Filtresini \"Durdur\" veya \"Geç\" olarak ayarlayın." + +msgid "" +"Changing the Z index of a control only affects the drawing order, not the " +"input event handling order." +msgstr "" +"Bir denetimin Z-indeksinin değiştirilmesi, yalnızca çizim sırasını etkiler, " +"girdi olayı işleme sırasını etkilemez." msgid "Alert!" msgstr "Uyarı!" @@ -9034,75 +15956,1035 @@ msgstr "Uyarı!" msgid "Please Confirm..." msgstr "Lütfen Doğrulayın..." +msgid "You don't have permission to access contents of this folder." +msgstr "Bu klasörün içeriğine erişim izniniz yok." + +msgid "All Files" +msgstr "Tüm Dosyalar" + +msgid "Invalid extension, or empty filename." +msgstr "Geçersiz uzantı, veya boş dosya ismi." + +msgid "" +"Please be aware that GraphEdit and GraphNode will undergo extensive " +"refactoring in a future 4.x version involving compatibility-breaking API " +"changes." +msgstr "" +"Lütfen unutmayın; Grafik Düzenleme (GraphEdit) ve Grafik Düğümü (GraphNode), " +"gelecekteki 4.x sürümünde, uyumluluğu-bozacak API değişikliklerini içeren " +"kapsamlı bir yeniden düzenleme işleminden geçecekler." + msgid "Enable grid minimap." -msgstr "Izgara haritasını etkinleştir." +msgstr "Izgara küçük-haritasını etkinleştir." + +msgid "Arrange nodes." +msgstr "Düğümleri düzenle." + +msgid "" +"The current font does not support rendering one or more characters used in " +"this Label's text." +msgstr "" +"Geçerli yazıtipi, bu Etiketin (Label) metninde kullanılan bir veya daha fazla " +"karakterin işlenmesini desteklemiyor." + +msgid "Same as Layout Direction" +msgstr "Yerleşim Düzeni Yönü ile Aynı" + +msgid "Auto-Detect Direction" +msgstr "Yönü Otomatik Algıla" + +msgid "Left-to-Right" +msgstr "Soldan-Sağa" + +msgid "Right-to-Left" +msgstr "Sağdan-Sola" + +msgid "Left-to-Right Mark (LRM)" +msgstr "Soldan-Sağa İşaret (LRM)" + +msgid "Right-to-Left Mark (RLM)" +msgstr "Sağdan-Sola İşaret (RLM)" + +msgid "Start of Left-to-Right Embedding (LRE)" +msgstr "Soldan-sağa gömme (LRE) başlangıcı" + +msgid "Start of Right-to-Left Embedding (RLE)" +msgstr "Sağdan-Sola Gömme (RLE) başlangıcı" + +msgid "Start of Left-to-Right Override (LRO)" +msgstr "Soldan-Sağa Üzerine yazma (LRO) Başlangıcı" + +msgid "Start of Right-to-Left Override (RLO)" +msgstr "Sağdan-Sola Üzerine yazma (RLO) başlangıcı" + +msgid "Pop Direction Formatting (PDF)" +msgstr "Çıkarma Yönü Biçimi (PDF)" + +msgid "Arabic Letter Mark (ALM)" +msgstr "Arapça Harf İşareti (ALM)" + +msgid "Left-to-Right Isolate (LRI)" +msgstr "Soldan-Sağa Ayrık(LRI)" + +msgid "Right-to-Left Isolate (RLI)" +msgstr "Sağdan-Sola Ayrık (RLI)" + +msgid "First Strong Isolate (FSI)" +msgstr "İlk Güçlü Ayrık (FSI)" + +msgid "Pop Direction Isolate (PDI)" +msgstr "Çıkarma Yönü Ayrık (PDI)" + +msgid "Zero-Width Joiner (ZWJ)" +msgstr "Sıfır-Genişlikli Birleştirici (ZWJ)" + +msgid "Zero-Width Non-Joiner (ZWNJ)" +msgstr "Sıfır-Genişlikli Birleştirici-Olmayan (ZWNJ)" + +msgid "Word Joiner (WJ)" +msgstr "Kelime Birleştirici (WJ)" + +msgid "Soft Hyphen (SHY)" +msgstr "Yumuşak Kısa Çizgi (SHY)" + +msgid "Text Writing Direction" +msgstr "Metin Yazım Yönü" + +msgid "Display Control Characters" +msgstr "Denetim Karakterlerini Görüntüle" + +msgid "Insert Control Character" +msgstr "Denetim Karakteri Ekle" msgid "If \"Exp Edit\" is enabled, \"Min Value\" must be greater than 0." -msgstr "\"Exp Edit\" etkinse, \"Min Değer\" 0'dan büyük olmalıdır." +msgstr "\"Üstel Düzenleme\" etkinse, \"En küçük Değer\" 0'dan büyük olmalıdır." msgid "" "ScrollContainer is intended to work with a single child control.\n" "Use a container as child (VBox, HBox, etc.), or a Control and set the custom " "minimum size manually." msgstr "" -"ScrollContainer tek bir alt denetimi ile çalışmak için tasarlanmıştır.\n" -"Bir kapsayıcı (VBox,HBox, vb) ya da Control'ü alt düğüm olarak kullanın ve " -"minimum boyutu elle ayarlayın." +"Kaydırma Taşıyıcısı (ScrollContainer), tek bir alt-öğe denetim ile çalışmak " +"için tasarlanmıştır.\n" +"Bir taşıyıcıyı (VBox,HBox, vb) ya da denetimi (Control) alt-öğe olarak " +"kullanın, ve özel en küçük boyutu elle ayarlayın." + +msgid "" +"This node doesn't have a SubViewport as child, so it can't display its " +"intended content.\n" +"Consider adding a SubViewport as a child to provide something displayable." +msgstr "" +"Bu düğüm alt-öğesi olarak bir Alt-Çerçeve (SubViewport) içermiyor, bu nedenle " +"amaçlanan içeriği görüntüleyemiyor.\n" +"Görüntülenebilir bir şey vermek için alt-öğe olarak bir SubViewport eklemeyi " +"düşünün." msgid "(Other)" msgstr "(Diğer)" +msgid "" +"This node was saved as class type '%s', which was no longer available when " +"this scene was loaded." +msgstr "" +"Bu düğüm, bu sahne yüklendiğinde artık mevcut olmayan, '%s' sınıfı tipinde " +"kaydedilmiş." + +msgid "" +"Data from the original node is kept as a placeholder until this type of node " +"is available again. It can hence be safely re-saved without risk of data loss." +msgstr "" +"Asıl düğümdeki veriler, bu düğüm türü tekrar kullanılabilir olana kadar, yer " +"tutucu olarak saklanır. Bu nedenle veri kaybı riski olmadan güvenli bir " +"şekilde yeniden kaydedilebilir." + +msgid "" +"Setting node name '%s' to be unique within scene for '%s', but it's already " +"claimed by '%s'.\n" +"'%s' is no longer set as having a unique name." +msgstr "" +"'%s' düğüm ismi, '%s' için sahne içinde benzersiz olması için ayarlanmaya " +"çalışılıyor, ancak bu isim zaten '%s' tarafından alınmış.\n" +"'%s' artık benzersiz bir isime sahip olarak ayarlı değil." + +msgid "" +"This node is marked as deprecated and will be removed in future versions.\n" +"Please check the Godot documentation for information about migration." +msgstr "" +"Bu düğüm, kullanımdan kaldırılmış olarak işaretlenmiştir, ve gelecekteki " +"sürümlerde kaldırılacaktır.\n" +"Geçiş hakkında bilgi için lütfen Godot belgelerini kontrol edin." + +msgid "" +"This node is marked as experimental and may be subject to removal or major " +"changes in future versions." +msgstr "" +"Bu düğüm, deneysel olarak işaretlenmiştir, ve gelecek sürümlerde " +"kaldırılabilir veya büyük değişikliklere tabi olabilir." + +msgid "" +"Default Environment as specified in the project setting \"rendering/" +"environment/defaults/default_environment\" could not be loaded." +msgstr "" +"Proje Ayarlarında, \"işleme/ortam/varsayılanlar/varsayılan_ortam\", " +"belirlenmiş Varsayılan Ortam yüklenemedi." + +msgid "" +"ShaderGlobalsOverride is not active because another node of the same type is " +"in the scene." +msgstr "" +"Gölgelendirici Genel Üzerine Yazma (ShaderGlobalsOverride) etkin değil, çünkü " +"sahnede aynı türden başka bir düğüm daha var." + msgid "" "Very low timer wait times (< 0.05 seconds) may behave in significantly " "different ways depending on the rendered or physics frame rate.\n" -"Consider using a script's process loop instead of relying on a Timer for " -"very low wait times." +"Consider using a script's process loop instead of relying on a Timer for very " +"low wait times." msgstr "" -"Çok düşük zamanlayıcı bekleme süreleri (< 0.05 saniye) kare hızına bağlı " -"olarak, olması gerekenden farklı çalışabilir.\n" -"Çok düşük bekleme süreleri için Timer'a güvenmektense, bir betiğin process " -"döngüsünü kullanmayı tercih edin." +"Çok düşük zamanlayıcı bekleme süreleri (< 0.05 saniye), işlenmiş yada fizik " +"kare hızı oranına bağlı olarak, olması gerekenden farklı çalışabilir.\n" +"Çok düşük bekleme süreleri için zamanlayıcıya (Timer) güvenmek yerine, bir " +"betiğin işlem (*_process) döngülerini kullanmayı tercih edin." msgid "" "The Viewport size must be greater than or equal to 2 pixels on both " "dimensions to render anything." msgstr "" -"Herhangi bir şeyi işlemek için her iki boyutta da görüntükapısı boyutu 2 " -"pikselden büyük ya da buna eşit olmalıdır." +"Herhangi bir şeyi işlemek için, çerçevenin (Viewport) boyutları her iki " +"boyutta da 2 piksele eşit ya da büyük olmalıdır." + +msgid "Cannot open font from file: %s." +msgstr "Yazıtipi, dosyadan açılamıyor: %s." + +msgid "Version %d of BMFont is not supported (should be 3)." +msgstr "" +"BitHaritası yazıtipi yükleyici'nin (BMFont) %d sürümü desteklenmemektedir (3 " +"olmalıdır)." + +msgid "Invalid BMFont info block size." +msgstr "Geçersiz BMFont bilgi kalıp boyutu." + +msgid "Invalid BMFont common block size." +msgstr "Geçersiz BMFont ortak kalıp boyutu." + +msgid "Can't load font texture: %s." +msgstr "Yazı tipi dokusu yüklenemiyor: %s." + +msgid "Unsupported BMFont texture format." +msgstr "Desteklenmeyen BMFont doku biçimi." + +msgid "Invalid BMFont block type." +msgstr "Geçersiz BMFont kalıbı türü." + +msgid "" +"An incoming node's name clashes with %s already in the scene (presumably, " +"from a more nested instance).\n" +"The less nested node will be renamed. Please fix and re-save the scene." +msgstr "" +"Gelen bir düğümün ismi, zaten sahnede bulunan %s ile çakışıyor (muhtemelen, " +"daha iç içe geçmiş bir örnekten).\n" +"Daha az iç içe geçmiş düğüm yeniden isimlendirilecektir. Lütfen sahneyi " +"düzeltin ve yeniden kaydedin." + +msgid "" +"Shader keywords cannot be used as parameter names.\n" +"Choose another name." +msgstr "" +"Gölgelendirici anahtar kelimeleri, parametre ismi olarak kullanılamaz.\n" +"Başka bir isim seçin." + +msgid "This parameter type does not support the '%s' qualifier." +msgstr "Bu parametre tipi '%s' niteleyicisini desteklemez." + +msgid "" +"Global parameter '%s' does not exist.\n" +"Create it in the Project Settings." +msgstr "" +"Genel '%s' parametresi mevcut değil.\n" +"Proje Ayarları'nda oluşturun." + +msgid "" +"Global parameter '%s' has an incompatible type for this kind of node.\n" +"Change it in the Project Settings." +msgstr "" +"Genel '%s' parametresi, bu tür bir düğüm için uyumsuz bir tipe sahiptir.\n" +"Proje Ayarları'nda değiştirin." msgid "" "The sampler port is connected but not used. Consider changing the source to " "'SamplerPort'." msgstr "" -"Örnekleyici bağlantı noktası bağlandı ama kullanılmadı. Kaynağı " -"'ÖrnekleyiciBağlantıNoktası' olarak değiştirmeyi düşünün." +"Örnekleyici portu bağlandı ama kullanılmadı. Kaynağı 'ÖrnekleyiciPortu' " +"olarak değiştirmeyi düşünün." msgid "Invalid source for preview." msgstr "Önizleme için geçersiz kaynak." msgid "Invalid source for shader." -msgstr "Shader için geçersiz kaynak." +msgstr "Gölgelendirici için geçersiz kaynak." + +msgid "Invalid operator for that type." +msgstr "Bu tip için geçersiz işleç." + +msgid "" +"`%s` precision mode is not available for `gl_compatibility` profile.\n" +"Reverted to `None` precision." +msgstr "" +"`%s` hassasiyet kipi `gl_compatibility`(gl uyumluluğu) profili için " +"kullanılamıyor.\n" +"`Hiçbiri` hassasiyetine geri döndürüldü." + +msgid "Default Color" +msgstr "Varsayılan Renk" msgid "Filter" -msgstr "Filtre" +msgstr "Filtrele" msgid "Repeat" msgstr "Tekrar Et" msgid "Invalid comparison function for that type." -msgstr "Bu tür için geçersiz karşılaştırma işlevi." +msgstr "Bu tip için geçersiz karşılaştırma fonksiyonu." + +msgid "2D Mode" +msgstr "2B Kipi" + +msgid "Use All Surfaces" +msgstr "Tüm Yüzeyleri Kullan" + +msgid "Surface Index" +msgstr "Yüzey İndeksi" + +msgid "" +"Invalid number of arguments when calling stage function '%s', which expects " +"%d arguments." +msgstr "" +"'%s' sahneleme fonksiyonu çağrılırken geçersiz sayıda girdi değişkeni, %d " +"girdi değişkeni bekleniyor." + +msgid "" +"Invalid argument type when calling stage function '%s', type expected is '%s'." +msgstr "" +"'%s' sahneleme fonksiyonu çağrılırken geçersiz girdi değişkeni tipi, beklenen " +"tip '%s'." + +msgid "Expected integer constant within [%d..%d] range." +msgstr "Tamsayı sabiti [%d...%d] aralığında bekleniyordu." + +msgid "Argument %d of function '%s' is not a variable, array, or member." +msgstr "" +"%d girdi değişkeni ('%s' fonksiyonu için), bir değişken, dizi veya üye değil." + +msgid "Varyings cannot be passed for the '%s' parameter." +msgstr "Değişenler, '%s' parametresi için geçirilemezler." + +msgid "A constant value cannot be passed for the '%s' parameter." +msgstr "Sabit değerler, '%s' parametresi için geçirilemezler." + +msgid "" +"Argument %d of function '%s' can only take a local variable, array, or member." +msgstr "" +"%d girdi değişkeni ('%s' fonksiyonu için), yalnızca bir yerel değişken, dizi " +"veya üye alabilir." + +msgid "Built-in function \"%s(%s)\" is only supported on high-end platforms." +msgstr "" +"Yerleşik \"%s(%s)\" fonksiyonu, yalnızca üst-seviye platformlarda desteklenir." + +msgid "Invalid arguments for the built-in function: \"%s(%s)\"." +msgstr "Yerleşik fonksiyon için geçersiz girdi değişkenleri: \"%s (%s)\"." + +msgid "Recursion is not allowed." +msgstr "Özyinelemeye izin verilmez." + +msgid "Function '%s' can't be called from source code." +msgstr "'%s' fonksiyonu, kaynak kodun içinden çağrılamaz." + +msgid "" +"Invalid argument for \"%s(%s)\" function: argument %d should be %s but is %s." +msgstr "" +"\"%s(%s)\" fonksiyonu için geçersiz girdi değişkeni: %d girdi değişkeni, %s " +"olmalıydı ancak bir %s'dir." + +msgid "" +"Too few arguments for \"%s(%s)\" call. Expected at least %d but received %d." +msgstr "" +"\"%s(%s)\" çağrısı için çok az sayıda girdi değişkeni. En azından %d olması " +"bekleniyordu, ancak %d alındı." + +msgid "" +"Too many arguments for \"%s(%s)\" call. Expected at most %d but received %d." +msgstr "" +"\"%s(%s)\" çağrısı için çok fazla sayıda girdi değişkeni. En fazla %d olması " +"bekleniyordu, ancak %d alındı." + +msgid "Invalid assignment of '%s' to '%s'." +msgstr "'%s' öğesinin, '%s' öğesine ataması geçersiz." + +msgid "Expected constant expression." +msgstr "Sabit ifade bekleniyordu." + +msgid "Expected ',' or ')' after argument." +msgstr "Girdi değişkeninden sonra ',' veya ')' bekleniyordu." msgid "Varying may not be assigned in the '%s' function." -msgstr "'%s' işlevinde farklılıklar atanamayabilir." +msgstr "Değişen, '%s' fonksiyonunda atanamayabilir." + +msgid "" +"Varying with '%s' data type may only be assigned in the 'fragment' function." +msgstr "" +"'%s' veri tipinde bir Değişen, sadece parça ('fragment') fonksiyonunda " +"atanabilir." + +msgid "" +"Varyings which assigned in 'vertex' function may not be reassigned in " +"'fragment' or 'light'." +msgstr "" +"Köşe ('vertex') fonksiyonunda atanan Değişenler, parça ('fragment') veya ışık " +"('light') içerisinde yeniden atanamazlar." + +msgid "" +"Varyings which assigned in 'fragment' function may not be reassigned in " +"'vertex' or 'light'." +msgstr "" +"Parça ('fragment') fonksiyonunda atanan Değişenler, köşe ('vertex') veya ışık " +"('light') içerisinde yeniden atanamaz." msgid "Assignment to function." -msgstr "İşleve atama." +msgstr "Fonksiyona Atama." + +msgid "Swizzling assignment contains duplicates." +msgstr "Karışımlı atama (swizzling) içinde yinelenenler var." msgid "Assignment to uniform." -msgstr "uniform için atama." +msgstr "Düzenliye (uniform) atama." msgid "Constants cannot be modified." -msgstr "Sabit değerler değiştirilemez." +msgstr "Sabitler (constant) değiştirilemez." + +msgid "" +"Sampler argument %d of function '%s' called more than once using both built-" +"ins and uniform textures, this is not supported (use either one or the other)." +msgstr "" +"%d örnekleyici girdi değişkeni ('%s' fonksiyonu içinde), hem yerleşik hem de " +"düzenli dokular kullanılarak birden fazla kez çağrıldı, ama bu desteklenmiyor " +"(ya birini veya diğerini kullanın)." + +msgid "" +"Sampler argument %d of function '%s' called more than once using textures " +"that differ in either filter or repeat setting." +msgstr "" +"%d örnekleyici girdi değişkeni ('%s' fonksiyonunda), ya filtre veya " +"tekrarlama ayarında olandan farklı dokular kullanılarak birden fazla kez " +"çağrıldı." + +msgid "" +"Sampler argument %d of function '%s' called more than once using different " +"built-ins. Only calling with the same built-in is supported." +msgstr "" +"%d örnekleyici girdi değişkeni ('%s' fonksiyonunda), farklı yerleşikler " +"kullanılarak birden fazla kez çağrıldı. Yalnızca aynı yerleşik ile çağırmalar " +"desteklenir." + +msgid "Array size is already defined." +msgstr "Dizi boyutu zaten tanımlanmış." + +msgid "Unknown array size is forbidden in that context." +msgstr "Bilinmeyen dizi boyutu, bu bağlamda yasaktır." + +msgid "Array size expressions are not supported." +msgstr "Array boyutu ifadeleri desteklenmez." + +msgid "Expected a positive integer constant." +msgstr "Pozitif bir tamsayı sabiti bekleniyordu." + +msgid "Invalid data type for the array." +msgstr "Dizi için geçersiz veri tipi." + +msgid "Array size mismatch." +msgstr "Dizi boyutu uyuşmazlığı." + +msgid "Expected array initialization." +msgstr "Dizinin başlatılması bekleniyordu." + +msgid "Cannot convert from '%s' to '%s'." +msgstr "'%s'den '%s'e dönüştürülemez." + +msgid "Expected ')' in expression." +msgstr "İfade içinde ')' bekleniyordu." + +msgid "Void value not allowed in expression." +msgstr "İfade içinde boş değere (void) izin verilmiyor." + +msgid "Expected '(' after the type name." +msgstr "Tip isminden sonra '(' bekleniyordu." + +msgid "No matching constructor found for: '%s'." +msgstr "Şununla eşleşen yapıcı yöntem bulunamadı: '%s'." + +msgid "Expected a function name." +msgstr "Bir fonksiyon ismi bekleniyordu." + +msgid "No matching function found for: '%s'." +msgstr "Şununla eşleşen fonksiyon bulunamadı: '%s'." + +msgid "" +"Varying '%s' must be assigned in the 'vertex' or 'fragment' function first." +msgstr "" +"'%s' Değişeni, ilk olarak köşe (vertex) veya parça (fragment) fonksiyonunda " +"atanmalıdır." + +msgid "Varying '%s' cannot be passed for the '%s' parameter in that context." +msgstr "'%s' Değişeni, ilgili bağlamda '%s' alınan değişkenine geçirilemez." + +msgid "A constant value cannot be passed for '%s' parameter." +msgstr "Bir sabit değer, '%s' parametresi için geçirilemez." + +msgid "" +"Unable to pass a multiview texture sampler as a parameter to custom function. " +"Consider to sample it in the main function and then pass the vector result to " +"it." +msgstr "" +"Çoklu-görünüm doku örnekleyicisini, özel fonksiyoona bir parametre olarak " +"geçirmek mümkün değildir. Bunu ana fonksiyonda örneklemeyi, ve ardından " +"vektör sonucunu buna geçirmeyi düşünün." + +msgid "Unknown identifier in expression: '%s'." +msgstr "İfadede bilinmeyen tanımlayıcı: '%s'." + +msgid "" +"%s has been removed in favor of using hint_%s with a uniform.\n" +"To continue with minimal code changes add 'uniform sampler2D %s : hint_%s, " +"filter_linear_mipmap;' near the top of your shader." +msgstr "" +"%s, bir düzenli ile (uniform) hint_%s kullanımı lehine (ipucu_*) " +"kaldırılmıştır.\n" +"En az kod değişikliği ile devam etmek için, gölgelendiricinizin üst " +"kısımlarında bir yerde 'uniform sampler2D %s: hint_%s, filter_linear_mipmap;' " +"kodunu aynen ekleyin." + +msgid "Varying with '%s' data type may only be used in the 'fragment' function." +msgstr "" +"'%s' veri tipinde bir Değişen, sadece parça ('fragment') fonksiyonunda " +"kullanılabilir." + +msgid "Varying '%s' must be assigned in the 'fragment' function first." +msgstr "'%s' Değişeni, ilk olarak parça ('fragment') fonksiyonunda atanmalıdır." + +msgid "" +"Varying with integer data type must be declared with `flat` interpolation " +"qualifier." +msgstr "" +"Tamsayı veri tipindeki Değişen, düz (`flat`) ara değerleme niteleyicisi ile " +"bildirilmelidir." + +msgid "Can't use function as identifier: '%s'." +msgstr "Fonksiyon, bir tanımlayıcı olarak kullanılamaz: '%s'." + +msgid "Only integer expressions are allowed for indexing." +msgstr "Dizin oluşturma için yalnızca tamsayı ifadelerine izin verilir." + +msgid "Index [%d] out of range [%d..%d]." +msgstr "Dizin [%d], aralık dışı [%d..%d]." + +msgid "Expected expression, found: '%s'." +msgstr "İfade bekleniyordu, şu bulundu: '%s'." + +msgid "Empty statement. Remove ';' to fix this warning." +msgstr "Boş ifade. Bu uyarıyı düzeltmek için ';' 'ü kaldırın." + +msgid "Expected an identifier as a member." +msgstr "Üye olan bir tanımlayıcı bekleniyordu." + +msgid "Cannot combine symbols from different sets in expression '.%s'." +msgstr "'.%s' ifadesinde farklı kümelerdeki semboller birleştirilemez." + +msgid "Invalid member for '%s' expression: '.%s'." +msgstr "'%s' ifadesi için geçersiz üye: '.%s'." + +msgid "An object of type '%s' can't be indexed." +msgstr "'%s' türündeki bir nesne, dizine eklenemez." + +msgid "Invalid base type for increment/decrement operator." +msgstr "Artırma/azaltma işleci için geçersiz temel tip." + +msgid "Invalid use of increment/decrement operator in a constant expression." +msgstr "Sabit bir ifade içindeki artırma/azaltma işlecinin geçersiz kullanımı." + +msgid "Invalid token for the operator: '%s'." +msgstr "İşleç için geçersiz simge: '%s'." + +msgid "Unexpected end of expression." +msgstr "Beklenmedik ifade sonu." + +msgid "Invalid arguments to unary operator '%s': %s." +msgstr "'%s' tekil işleci için geçersiz girdi değişkenleri: %s." + +msgid "Missing matching ':' for select operator." +msgstr "Seçme işleci için eşleşen ':' eksik." + +msgid "Invalid argument to ternary operator: '%s'." +msgstr "Üçlü işleç için geçersiz girdi değişken: '%s'." + +msgid "Invalid arguments to operator '%s': '%s'." +msgstr "'%s' işlecine geçersiz girdi değişkenleri: '%s'." + +msgid "A switch may only contain '%s' and '%s' blocks." +msgstr "" +"Bir anahtarlama ifadesi (switch) yalnızca '%s' ve '%s' bloklarını içerebilir." + +msgid "Expected variable type after precision modifier." +msgstr "Hassasiyet değiştiriciden sonra değişken tipi bekleniyor." + +msgid "Invalid variable type (samplers are not allowed)." +msgstr "Geçersiz değişken tipi (örnekleyicilere izin verilmez)." + +msgid "Expected an identifier or '[' after type." +msgstr "Tipten sonra bir tanımlayıcı veya '[' bekleniyor." + +msgid "Expected an identifier." +msgstr "Bir tanımlayıcı bekleniyor." + +msgid "Expected array initializer." +msgstr "Dizi başlatıcısı bekleniyor." + +msgid "Expected data type after precision modifier." +msgstr "Hassasiyet değiştiriciden sonra veri türü bekleniyor." + +msgid "Expected a constant expression." +msgstr "Bir sabit ifadesi bekleniyor." + +msgid "Expected initialization of constant." +msgstr "Sabitin başlatılması bekleniyor." + +msgid "Expected constant expression for argument %d of function call after '='." +msgstr "" +"Eşitlikten, '=', sonraki fonksiyonun %d girdi değişkeni için bir sabit " +"ifadesi bekleniyor." + +msgid "Expected a boolean expression." +msgstr "Bir mantık ifadesi (boolean) bekleniyordu." + +msgid "Expected an integer expression." +msgstr "Bir tamsayı ifadesi bekleniyordu." + +msgid "Cases must be defined before default case." +msgstr "" +"Varsayılan durumdan, \"default\", önce başka durumlar, \"case\", tanımlanmalı." + +msgid "Default case must be defined only once." +msgstr "Varsayılan durum, \"default\", yalnızca bir defa tanımlanmalı." + +msgid "Duplicated case label: %d." +msgstr "Yinelenen durum, \"case\", etiketi: %d." + +msgid "'%s' must be placed within a '%s' block." +msgstr "'%s', bir '%s' bloğunun içine yerleştirilmelidir." + +msgid "Expected an integer constant." +msgstr "Bir tamsayı sabiti bekleniyor." + +msgid "Using '%s' in the '%s' processor function is incorrect." +msgstr "'%s' 'nin, '%s' işlemci fonksiyonunda kullanımı hatalı." + +msgid "Expected '%s' with an expression of type '%s'." +msgstr "'%s' bekleniyordu ('%s' tipinde bir ifade ile)." + +msgid "Expected return with an expression of type '%s'." +msgstr "'%s' tipinde bir ifade ile dönüş bekleniyordu." + +msgid "Use of '%s' is not allowed here." +msgstr "Burada '%s' kullanımına izin verilmez." + +msgid "'%s' is not allowed outside of a loop or '%s' statement." +msgstr "'%s' 'e bir döngünün dışında veya '%s' ifadesinde izin verilmez." + +msgid "'%s' is not allowed outside of a loop." +msgstr "'%s' 'e bir döngü dışında izin verilmez." + +msgid "The middle expression is expected to be a boolean operator." +msgstr "Ortadaki ifadenin bir mantık işleci olması bekleniyor." + +msgid "The left expression is expected to be a variable declaration." +msgstr "Sol ifadenin bir değişken bildirimi olması bekleniyor." + +msgid "The precision modifier cannot be used on structs." +msgstr "Hassasiyet değiştiricisi, yapılar (struct) üzerinde kullanılamaz." + +msgid "The precision modifier cannot be used on boolean types." +msgstr "Hassasiyet değiştirici, mantık tiplerinde kullanılamaz." + +msgid "Expected '%s' at the beginning of shader. Valid types are: %s." +msgstr "" +"Gölgelendiricinin başlangıcında '%s' bekleniyor. Geçerli tipler şunlar: %s." + +msgid "" +"Expected an identifier after '%s', indicating the type of shader. Valid types " +"are: %s." +msgstr "" +"'%s' 'den sonra, gölgelendirici türünü belirten bir tanımlayıcı bekleniyor. " +"Geçerli türler şunlar: %s." + +msgid "Invalid shader type. Valid types are: %s" +msgstr "Geçersiz gölgelendirici türü. Geçerli türler şunlar: %s" + +msgid "Expected an identifier for render mode." +msgstr "İşleme kipi için bir tanımlayıcı bekleniyor." + +msgid "Duplicated render mode: '%s'." +msgstr "Yinelenen işleme kipi: \"%s\"." + +msgid "" +"Redefinition of render mode: '%s'. The '%s' mode has already been set to '%s'." +msgstr "" +"İşleme kipi yeniden tanımlanmış: '%s'. '%s' kipi zaten '%s' olarak " +"ayarlanmıştır." + +msgid "Invalid render mode: '%s'." +msgstr "Geçersiz işleme kipi: '%s'." + +msgid "Unexpected token: '%s'." +msgstr "Beklenmeyen simge: '%s'." + +msgid "Expected a struct identifier." +msgstr "Bir yapı (struct) tanımlayıcısı bekleniyor." + +msgid "Nested structs are not allowed." +msgstr "İç içe geçmiş yapılara izin verilmez." + +msgid "Expected data type." +msgstr "Veri türü bekleniyor." + +msgid "A '%s' data type is not allowed here." +msgstr "Burada bir '%s' veri tipine izin verilmez." + +msgid "Expected an identifier or '['." +msgstr "Bir tanımlayıcı veya '[' bekleniyor." + +msgid "Empty structs are not allowed." +msgstr "Boş yapılara izin verilmez." + +msgid "Uniform instances are not yet implemented for '%s' shaders." +msgstr "Düzenli örnekler, '%s' gölgelendiricileri için henüz yazılmadılar." + +msgid "Uniform instances are not supported in gl_compatibility shaders." +msgstr "" +"Düzenli (uniform) örnekleri, gl uyumluluk (gl_compatibility) " +"gölgelendiricilerinde desteklenmez." + +msgid "Varyings cannot be used in '%s' shaders." +msgstr "Değişenler, '%s' gölgelendiricilerde kullanılamaz." + +msgid "Interpolation qualifiers are not supported for uniforms." +msgstr "Ara değerleme niteleyicileri, düzenliler için desteklenmez." + +msgid "The '%s' data type is not supported for uniforms." +msgstr "'%s' veri türü, düzenliler için desteklenmez." + +msgid "The '%s' data type is not allowed here." +msgstr "Burada '%s' veri türüne izin verilmez." + +msgid "Interpolation modifier '%s' cannot be used with boolean types." +msgstr "Ara değerleme değiştiricisi '%s', mantık tipleriyle kullanılamaz." + +msgid "Invalid data type for varying." +msgstr "Değişen için geçersiz veri türü." + +msgid "Global uniform '%s' does not exist. Create it in Project Settings." +msgstr "Genel düzenli '%s' mevcut değil. Proje Ayarları'nda oluşturun." + +msgid "Global uniform '%s' must be of type '%s'." +msgstr "Genel düzenli '%s', '%s' türünde olmalıdır." + +msgid "The '%s' qualifier is not supported for sampler types." +msgstr "'%s' niteleyicisi, örnekleyici türleri için desteklenmez." + +msgid "The '%s' qualifier is not supported for matrix types." +msgstr "'%s' niteleyicisi, matris türleri için desteklenmez." + +msgid "The '%s' qualifier is not supported for uniform arrays." +msgstr "'%s' niteleyicisi, düzenli diziler için desteklenmez." + +msgid "Expected valid type hint after ':'." +msgstr "':' den sonra geçerli tip belirteci bekleniyor." + +msgid "This hint is not supported for uniform arrays." +msgstr "Bu belirteç, düzenli diziler için desteklenmez." + +msgid "Source color hint is for '%s', '%s' or sampler types only." +msgstr "" +"Kaynak renk belirteci, yalnızca '%s', '%s', veya örnekleyici türler içindir." + +msgid "Duplicated hint: '%s'." +msgstr "Yinelenen belirteç: '%s'." + +msgid "Range hint is for '%s' and '%s' only." +msgstr "Aralık belirteci, yalnızca '%s' ve '%s' içindir." + +msgid "Expected ',' after integer constant." +msgstr "Tamsayı sabitinden sonra ',' bekleniyordu." + +msgid "Expected an integer constant after ','." +msgstr "',' den sonra bir tamsayı sabiti bekleniyor." + +msgid "Can only specify '%s' once." +msgstr "'%s' yalnızca bir kez belirtilebilir." + +msgid "The instance index can't be negative." +msgstr "Örneğin indeksi negatif olamaz." + +msgid "Allowed instance uniform indices must be within [0..%d] range." +msgstr "İzin verilen örnek düzenli dizinleri [0..%d] aralığında olmalıdır." + +msgid "'hint_normal_roughness_texture' is not supported in '%s' shaders." +msgstr "'hint_normal_roughness_texture', '%s' gölgelendiricilerde desteklenmez." + +msgid "'hint_depth_texture' is not supported in '%s' shaders." +msgstr "'hint_depth_texture', '%s' gölgelendiricilerde desteklenmez." + +msgid "This hint is only for sampler types." +msgstr "Bu belirteç sadece örnekleyici türleri içindir." + +msgid "Redefinition of hint: '%s'. The hint has already been set to '%s'." +msgstr "" +"Belirteç yeniden tanımlanmış: '%s'. Belirteç zaten '%s' olarak ayarlanmıştı." + +msgid "Duplicated filter mode: '%s'." +msgstr "Yinelenen filtre kipi: '%s'." + +msgid "" +"Redefinition of filter mode: '%s'. The filter mode has already been set to " +"'%s'." +msgstr "" +"Filtre kipi yeniden tanımlanmış: '%s'. Filtre kipi zaten '%s' olarak " +"ayarlanmıştı." + +msgid "Duplicated repeat mode: '%s'." +msgstr "Yinelenen tekrarla kipi: '%s'." + +msgid "" +"Redefinition of repeat mode: '%s'. The repeat mode has already been set to " +"'%s'." +msgstr "" +"Tekrar kipi yeniden tanımlanmış: '%s'. Tekrar modu zaten '%s' olarak " +"ayarlanmıştı." + +msgid "Too many '%s' uniforms in shader, maximum supported is %d." +msgstr "Gölgelendiricide çok fazla '%s' düzenlisi var, en fazla %d desteklenir." + +msgid "Setting default values to uniform arrays is not supported." +msgstr "Düzenli dizilere varsayılan değerler ayarlanması desteklenmez." + +msgid "Expected constant expression after '='." +msgstr "'=' den sonra sabit ifadesi bekleniyor." + +msgid "Can't convert constant to '%s'." +msgstr "Sabit, '%s' biçimine dönüştürülemiyor." + +msgid "Expected an uniform subgroup identifier." +msgstr "Bir düzenli alt-grubu tanımlayıcısı bekleniyor." + +msgid "Expected an uniform group identifier." +msgstr "Bir düzenli grubu tanımlayıcısı bekleniyor." + +msgid "Expected an uniform group identifier or `;`." +msgstr "Bir düzenli grubu tanımlayıcısı ya da ';' bekleniyor." + +msgid "Group needs to be opened before." +msgstr "Grubun daha önceden açılması gerekir." + +msgid "Shader type is already defined." +msgstr "Gölgelendirici türü zaten tanımlanmış." + +msgid "Expected constant, function, uniform or varying." +msgstr "Sabit, fonksiyon, düzenli veya değişen bekleniyor." + +msgid "Invalid constant type (samplers are not allowed)." +msgstr "Geçersiz sabit tipi (örnekleyicilere izin verilmez)." + +msgid "Invalid function type (samplers are not allowed)." +msgstr "Geçersiz fonksiyon tipi (örnekleyicilere izin verilmez)." + +msgid "Expected a function name after type." +msgstr "Tipten sonra bir fonksiyon ismi bekleniyor." + +msgid "Expected '(' after function identifier." +msgstr "Fonksiyon tanımlayıcısından sonra '(' bekleniyor." + +msgid "" +"Global non-constant variables are not supported. Expected '%s' keyword before " +"constant definition." +msgstr "" +"Genel sabit-olmayan değişkenler desteklenmez. Sabit tanımından önce '%s' " +"anahtar kelimesi bekleniyor." + +msgid "Expected an identifier after type." +msgstr "Tipten sonra bir tanımlayıcıyı bekleniyor." + +msgid "" +"The '%s' qualifier cannot be used within a function parameter declared with " +"'%s'." +msgstr "" +"'%s' niteleyicisi, '%s' ile bildirilen bir fonksiyon parametresi içinde " +"kullanılamaz." + +msgid "Expected a valid data type for argument." +msgstr "Girdi değişkeni için geçerli bir veri türü bekleniyor." + +msgid "Opaque types cannot be output parameters." +msgstr "Mat tipler, çıkış parametreleri olamazlar." + +msgid "Void type not allowed as argument." +msgstr "Boş tipe (void), girdi değişkeni olarak izin verilmez." + +msgid "Expected an identifier for argument name." +msgstr "Girdi değişkeni ismi için bir tanımlayıcıyı bekleniyor." + +msgid "Function '%s' expects no arguments." +msgstr "'%s' fonksiyonu hiçbir girdi değişkeni beklemiyor." + +msgid "Function '%s' must be of '%s' return type." +msgstr "'%s' fonksiyonunun dönüş tipi '%s' olmalıdır." + +msgid "Expected a '{' to begin function." +msgstr "Fonksiyona başlamak için bir '{' bekleniyor." + +msgid "Expected at least one '%s' statement in a non-void function." +msgstr "Boş (void) olmayan bir fonksiyonda, en az bir '%s' ifadesi bekleniyor." + +msgid "uniform buffer" +msgstr "Düzenli (uniform) arabelleği" + +msgid "Expected a '%s'." +msgstr "Bir '%s' bekleniyordu." + +msgid "Expected a '%s' or '%s'." +msgstr "Bir '%s' veya '%s' bekleniyordu." + +msgid "Expected a '%s' after '%s'." +msgstr "'%s' nin, '%s' den sonra olması bekleniyordu." + +msgid "Redefinition of '%s'." +msgstr "'%s yeniden tanımlanmış." + +msgid "Unknown directive." +msgstr "Bilinmeyen yönerge." + +msgid "Invalid macro name." +msgstr "Geçersiz makro ismi." + +msgid "Macro redefinition." +msgstr "Makro yeniden tanımlanmış." + +msgid "Invalid argument name." +msgstr "Geçersiz girdi değişkeni ismi." + +msgid "Expected a comma in the macro argument list." +msgstr "Makro girdi değişkeni listesinde bir virgül bekleniyordu." + +msgid "Unmatched elif." +msgstr "Eşleştirilmemiş elif." + +msgid "Missing condition." +msgstr "Eksik koşul." + +msgid "Condition evaluation error." +msgstr "Koşul değerlendirme hatası." + +msgid "Unmatched else." +msgstr "Eşleştirilmemiş else." + +msgid "Invalid else." +msgstr "Geçersiz else." + +msgid "Unmatched endif." +msgstr "Eşleştirilmemiş endif." + +msgid "Invalid endif." +msgstr "Geçersiz endif." + +msgid "Invalid ifdef." +msgstr "Geçersiz ifdef." + +msgid "Invalid ifndef." +msgstr "Geçersiz ifndef." msgid "Shader include file does not exist:" msgstr "Gölgelendirici içerme dosyası mevcut değil:" + +msgid "" +"Shader include load failed. Does the shader include exist? Is there a cyclic " +"dependency?" +msgstr "" +"Gölgelendirici içerme yüklemesi başarısız oldu. Gölgelendirici içermesi var " +"mı? Döngüsel bir bağımlılık mı var?" + +msgid "Shader include resource type is wrong." +msgstr "Gölgelendirici içermesi kaynak türü hatalı." + +msgid "Cyclic include found" +msgstr "Döngüsel içerme bulundu" + +msgid "Shader max include depth exceeded." +msgstr "Gölgelendirici en büyük içerme derinliği aşıldı." + +msgid "Invalid pragma directive." +msgstr "Geçersiz pragma yönergesi." + +msgid "Invalid undef." +msgstr "Geçersiz undef." + +msgid "Macro expansion limit exceeded." +msgstr "Makro genişletme limiti aşıldı." + +msgid "Invalid macro argument list." +msgstr "Geçersiz makro girdi değişkeni listesi." + +msgid "Invalid macro argument." +msgstr "Geçersiz makro girdi değişkeni." + +msgid "Invalid macro argument count." +msgstr "Geçersiz makro girdi değişkeni sayısı." + +msgid "Can't find matching branch directive." +msgstr "Eşleşen dal yönergesi bulunamadı." + +msgid "Invalid symbols placed before directive." +msgstr "Yönergeden önce konulmuş geçersiz simgeler." + +msgid "Unmatched conditional statement." +msgstr "Eşleşmeyen koşul ifadesi." + +msgid "" +"Direct floating-point comparison (this may not evaluate to `true` as you " +"expect). Instead, use `abs(a - b) < 0.0001` for an approximate but " +"predictable comparison." +msgstr "" +"Doğrudan ondalıklı sayı karşılaştırması (bu beklediğiniz gibi `true` sonucunu " +"vermeyebilir). Bunun yerine, yaklaşık ama tahmin edilebilir bir karşılaştırma " +"için `abs (a - b) < 0.0001` kullanın." + +msgid "The const '%s' is declared but never used." +msgstr "\"%s\" sabiti tanımlandı, ancak hiç kullanılmadı." + +msgid "The function '%s' is declared but never used." +msgstr "'%s' fonksiyonu tanımlandı, ancak hiç kullanılmadı." + +msgid "The struct '%s' is declared but never used." +msgstr "'%s' yapısı tanımlandı, ancak hiç kullanılmadı." + +msgid "The uniform '%s' is declared but never used." +msgstr "Düzenli '%s' tanımlandı, ancak hiç kullanılmadı." + +msgid "The varying '%s' is declared but never used." +msgstr "Değişen '%s' tanımlandı, ancak hiç kullanılmadı." + +msgid "The local variable '%s' is declared but never used." +msgstr "Yerel değişken '%s' tanımlandı, ancak hiç kullanılmadı." + +msgid "" +"The total size of the %s for this shader on this device has been exceeded (%d/" +"%d). The shader may not work correctly." +msgstr "" +"Bu cihazdaki bu gölgelendirici için %s 'nin toplam boyutu aşıldı (%d/%d). " +"Gölgelendirici doğru çalışmayabilir." diff --git a/editor/translations/editor/uk.po b/editor/translations/editor/uk.po index 6d29ebb2c89..f2fd3613192 100644 --- a/editor/translations/editor/uk.po +++ b/editor/translations/editor/uk.po @@ -32,13 +32,15 @@ # Maksym , 2023. # Lost Net , 2023. # Dan , 2023. +# Nazar , 2023. +# Олександр Тринадцятко , 2023. msgid "" msgstr "" "Project-Id-Version: Ukrainian (Godot Engine)\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2023-06-30 21:27+0000\n" -"Last-Translator: Dan \n" +"PO-Revision-Date: 2023-08-11 23:45+0000\n" +"Last-Translator: Олександр Тринадцятко \n" "Language-Team: Ukrainian \n" "Language: uk\n" @@ -145,9 +147,6 @@ msgstr "Назад, Sony Select, Xbox Back, Nintendo -" msgid "Guide, Sony PS, Xbox Home" msgstr "Посібник, Sony PS, Xbox Home" -msgid "Start, Nintendo +" -msgstr "Старт, Nintendo +" - msgid "Left Stick, Sony L3, Xbox L/LS" msgstr "Лівий стік, Sony L3, Xbox L/LS" @@ -413,8 +412,8 @@ msgid "" "Invalid action name. It cannot be empty nor contain '/', ':', '=', '\\' or " "'\"'" msgstr "" -"Некоректна назва дії. Назва не може бути порожньою і не може містити " -"символів «/», «:», «=», «\\» та «\"»" +"Некоректна назва дії. Назва не може бути порожньою і не може містити символів " +"«/», «:», «=», «\\» та «\"»" msgid "An action with the name '%s' already exists." msgstr "Дія із назвою «%s» вже існує." @@ -782,8 +781,7 @@ msgstr "Доріжки форми змішування застосовують msgid "Position/Rotation/Scale 3D tracks only apply to 3D-based nodes." msgstr "" -"Доріжки 3D позиції/обертання/масштабування застосовуються тільки до 3D-" -"вузлів." +"Доріжки 3D позиції/обертання/масштабування застосовуються тільки до 3D-вузлів." msgid "" "Audio tracks can only point to nodes of type:\n" @@ -1582,8 +1580,8 @@ msgstr "Перевизначення локалізації для шляху '% msgid "" "Remove the selected files from the project? (Cannot be undone.)\n" -"Depending on your filesystem configuration, the files will either be moved " -"to the system trash or deleted permanently." +"Depending on your filesystem configuration, the files will either be moved to " +"the system trash or deleted permanently." msgstr "" "Вилучити позначені файли з проєкту? (без можливості скасувати)\n" "Залежно від конфігурації вашої файлової системи, вилучені файли буде або " @@ -1593,8 +1591,8 @@ msgid "" "The files being removed are required by other resources in order for them to " "work.\n" "Remove them anyway? (Cannot be undone.)\n" -"Depending on your filesystem configuration, the files will either be moved " -"to the system trash or deleted permanently." +"Depending on your filesystem configuration, the files will either be moved to " +"the system trash or deleted permanently." msgstr "" "Файли, які ви вилучаєте, потрібні для забезпечення працездатності інших " "ресурсів.\n" @@ -1704,9 +1702,9 @@ msgstr "Ліцензування сторонніх компонентів" msgid "" "Godot Engine relies on a number of third-party free and open source " -"libraries, all compatible with the terms of its MIT license. The following " -"is an exhaustive list of all such third-party components with their " -"respective copyright statements and license terms." +"libraries, all compatible with the terms of its MIT license. The following is " +"an exhaustive list of all such third-party components with their respective " +"copyright statements and license terms." msgstr "" "Рушій Godot спирається на ряд сторонніх безкоштовних і відкритих бібліотек, " "сумісних з умовами ліцензування MIT. Нижче наведено вичерпний список всіх " @@ -2009,8 +2007,7 @@ msgstr "" "Візуалізація на основі RenderingDevice (якщо вимкнено, потрібен бекенд " "OpenGL)." -msgid "" -"OpenGL back-end (if disabled, the RenderingDevice back-end is required)." +msgid "OpenGL back-end (if disabled, the RenderingDevice back-end is required)." msgstr "Бекенд OpenGL (якщо вимкнено, потрібен бекенд RenderingDevice)." msgid "Vulkan back-end of RenderingDevice." @@ -2043,11 +2040,11 @@ msgstr "" "Підтримка формату шрифту WOFF2 за допомогою бібліотек FreeType та Brotli." msgid "" -"SIL Graphite smart font technology support (supported by Advanced Text " -"Server only)." +"SIL Graphite smart font technology support (supported by Advanced Text Server " +"only)." msgstr "" -"Підтримка технології інтелектуальних шрифтів SIL Graphite (підтримується " -"лише в Розширеному текстовому сервері)." +"Підтримка технології інтелектуальних шрифтів SIL Graphite (підтримується лише " +"в Розширеному текстовому сервері)." msgid "General Features:" msgstr "Основні можливості:" @@ -2162,8 +2159,7 @@ msgid "Allows editing the node hierarchy in the Scene dock." msgstr "Надає змогу редагувати ієрархію вузлів на бічній панелі сцени." msgid "" -"Allows to work with signals and groups of the node selected in the Scene " -"dock." +"Allows to work with signals and groups of the node selected in the Scene dock." msgstr "" "Надає змогу працювати із сигналами і групами вузла, який позначено на бічній " "панелі сцени." @@ -2177,8 +2173,8 @@ msgid "" "Allows to configure import settings for individual assets. Requires the " "FileSystem dock to function." msgstr "" -"Надає змогу налаштувати параметри імпортування для окремих пакунків. " -"Потребує для роботи бічної панелі FileSystem." +"Надає змогу налаштувати параметри імпортування для окремих пакунків. Потребує " +"для роботи бічної панелі FileSystem." msgid "Provides an overview of the editor's and each scene's undo history." msgstr "Надає огляд історії скасувань редактора та кожної сцени." @@ -2190,8 +2186,7 @@ msgid "(none)" msgstr "(немає)" msgid "Remove currently selected profile, '%s'? Cannot be undone." -msgstr "" -"Вилучити поточний позначений профіль, «%s»? Дію не може бути скасовано." +msgstr "Вилучити поточний позначений профіль, «%s»? Дію не може бути скасовано." msgid "Profile must be a valid filename and must not contain '.'" msgstr "Для профілю має бути вказано коректну назву файла, яка має містити «.»" @@ -2221,8 +2216,7 @@ msgid "Main Features:" msgstr "Основні можливості:" msgid "" -"Profile '%s' already exists. Remove it first before importing, import " -"aborted." +"Profile '%s' already exists. Remove it first before importing, import aborted." msgstr "" "Профіль із назвою «%s» вже існує. Перед імпортуванням слід вилучити наявний " "профіль. Імпортування перервано." @@ -2275,8 +2269,7 @@ msgid "Manage Editor Feature Profiles" msgstr "Керування профілями можливостей редактора" msgid "Some extensions need the editor to restart to take effect." -msgstr "" -"Деякі розширення потребують перезапуску редактора, щоб набути чинності." +msgstr "Деякі розширення потребують перезапуску редактора, щоб набути чинності." msgid "Restart" msgstr "Перезапустити" @@ -2367,8 +2360,8 @@ msgid "" "This class is marked as experimental. It is subject to likely change or " "possible removal in future versions. Use at your own discretion." msgstr "" -"Цей клас позначено як експериментальний. Він може бути змінений або " -"вилучений у майбутніх версіях. Використовуйте на власний розсуд." +"Цей клас позначено як експериментальний. Він може бути змінений або вилучений " +"у майбутніх версіях. Використовуйте на власний розсуд." msgid "Description" msgstr "Опис" @@ -2380,8 +2373,8 @@ msgid "" "There is currently no description for this class. Please help us by " "[color=$color][url=$url]contributing one[/url][/color]!" msgstr "" -"Наразі для цього класу немає опису. Будь ласка, допоможіть нам, " -"[color=$color][url=$url]зробивши внесок[/url][/color]!" +"Наразі для цього класу немає опису. Будь ласка, допоможіть нам, [color=$color]" +"[url=$url]зробивши внесок[/url][/color]!" msgid "Online Tutorials" msgstr "Підручники в інтернеті" @@ -2547,11 +2540,10 @@ msgstr "Цей член позначений як експериментальн msgid "Property:" msgstr "Властивість:" -msgid "" -"Pinning a value forces it to be saved even if it's equal to the default." +msgid "Pinning a value forces it to be saved even if it's equal to the default." msgstr "" -"Пришпилення значення призведе до примусового збереження значення, навіть " -"якщо воно дорівнює типовому." +"Пришпилення значення призведе до примусового збереження значення, навіть якщо " +"воно дорівнює типовому." msgid "Open Documentation" msgstr "Відкрити документацію" @@ -2770,8 +2762,8 @@ msgid "" "This resource can't be saved because it does not belong to the edited scene. " "Make it unique first." msgstr "" -"Цей ресурс неможливо зберегти, оскільки він не належить до редагованої " -"сцени. Спочатку, зробіть його унікальним." +"Цей ресурс неможливо зберегти, оскільки він не належить до редагованої сцени. " +"Спочатку, зробіть його унікальним." msgid "" "This resource can't be saved because it was imported from another file. Make " @@ -2793,8 +2785,7 @@ msgid "Error while saving." msgstr "Помилка при збереженні." msgid "Can't open file '%s'. The file could have been moved or deleted." -msgstr "" -"Не вдалося відкрити файл '%s'. Файл міг бути переміщений або видалений." +msgstr "Не вдалося відкрити файл '%s'. Файл міг бути переміщений або видалений." msgid "Error while parsing file '%s'." msgstr "Помилка при розборі файлу '%s'." @@ -2802,9 +2793,6 @@ msgstr "Помилка при розборі файлу '%s'." msgid "Scene file '%s' appears to be invalid/corrupt." msgstr "Файл сцени '%s' виглядає недійсним/пошкодженим." -msgid "Missing file '%s' or one its dependencies." -msgstr "Відсутній файл '%s' або одна з його залежностей." - msgid "Error while loading file '%s'." msgstr "Помилка при завантаженні файлу '%s'." @@ -2831,8 +2819,8 @@ msgid "" "Couldn't save scene. Likely dependencies (instances or inheritance) couldn't " "be satisfied." msgstr "" -"Не вдалося зберегти сцену. Вірогідно, залежності (екземпляри або " -"успадковані) не задоволені." +"Не вдалося зберегти сцену. Вірогідно, залежності (екземпляри або успадковані) " +"не задоволені." msgid "Save scene before running..." msgstr "Зберегти сцену перед запуском…" @@ -2936,8 +2924,8 @@ msgid "%s no longer exists! Please specify a new save location." msgstr "%s вже не існує! Будь ласка, вкажіть нове місце для збереження." msgid "" -"The current scene has no root node, but %d modified external resource(s) " -"were saved anyway." +"The current scene has no root node, but %d modified external resource(s) were " +"saved anyway." msgstr "" "У поточної сцени немає кореневого вузла, але %d змінених зовнішніх ресурсів " "було збережено попри це." @@ -3053,8 +3041,8 @@ msgid "" "error in that script.\n" "Disabling the addon at '%s' to prevent further errors." msgstr "" -"Не вдалося завантажити додатковий скрипт з такою адресою: «%s». Причиною " -"може бути помилка у коді цього скрипту.\n" +"Не вдалося завантажити додатковий скрипт з такою адресою: «%s». Причиною може " +"бути помилка у коді цього скрипту.\n" "Вимикаємо додаток у «%s», щоб запобігти подальшим помилкам." msgid "" @@ -3076,12 +3064,12 @@ msgstr "" "Щоб внести зміни, можна створити нову успадковану сцену." msgid "" -"Error loading scene, it must be inside the project path. Use 'Import' to " -"open the scene, then save it inside the project path." +"Error loading scene, it must be inside the project path. Use 'Import' to open " +"the scene, then save it inside the project path." msgstr "" "Помилка завантаження сцени, вона повинна бути всередині шляху проєкту. " -"Використовуйте \"Імпорт\", щоб відкрити сцену, а потім збережіть її " -"всередині шляху проєкту." +"Використовуйте \"Імпорт\", щоб відкрити сцену, а потім збережіть її всередині " +"шляху проєкту." msgid "Scene '%s' has broken dependencies:" msgstr "Сцена '%s' має зламані залежності:" @@ -3408,9 +3396,8 @@ msgid "" "source template to \"res://android/build\".\n" "You can then apply modifications and build your own custom APK on export " "(adding modules, changing the AndroidManifest.xml, etc.).\n" -"Note that in order to make gradle builds instead of using pre-built APKs, " -"the \"Use Gradle Build\" option should be enabled in the Android export " -"preset." +"Note that in order to make gradle builds instead of using pre-built APKs, the " +"\"Use Gradle Build\" option should be enabled in the Android export preset." msgstr "" "Це налаштує ваш проєкт на використання нетипових збірок Android шляхом " "встановлення шаблона джерела до «res://android/build».\n" @@ -3593,8 +3580,8 @@ msgstr "" "Ресурс має належати до сцени." msgid "" -"Can't create a ViewportTexture on this resource because it's not set as " -"local to scene.\n" +"Can't create a ViewportTexture on this resource because it's not set as local " +"to scene.\n" "Please switch on the 'local to scene' property on it (and all resources " "containing it up to a node)." msgstr "" @@ -3643,8 +3630,8 @@ msgid "Add Translation" msgstr "Додати переклад" msgid "" -"The selected resource (%s) does not match any type expected for this " -"property (%s)." +"The selected resource (%s) does not match any type expected for this property " +"(%s)." msgstr "" "Тип вибраного ресурсу (%s) не відповідає типу, який є очікуваним для цієї " "властивості (%s)." @@ -3687,8 +3674,8 @@ msgid "" "Please add a runnable preset in the Export menu or define an existing preset " "as runnable." msgstr "" -"Не знайдено придатний до використання набір параметрів експортування для " -"цієї платформи.\n" +"Не знайдено придатний до використання набір параметрів експортування для цієї " +"платформи.\n" "Будь ласка, додайте придатний до використання набір параметрів за допомогою " "меню «Експорт» або визначне наявний набір як придатний до використання." @@ -3779,15 +3766,15 @@ msgid "Filter by event..." msgstr "Фільтрувати за подіями..." msgid "" -"Target platform requires 'ETC2/ASTC' texture compression. Enable 'Import " -"ETC2 ASTC' in Project Settings." +"Target platform requires 'ETC2/ASTC' texture compression. Enable 'Import ETC2 " +"ASTC' in Project Settings." msgstr "" -"Платформа призначення потребує стиснення текстур 'ETC2/ASTC'. Увімкніть " -"пункт 'Імпортувати ETC2 ASTC' у Параметрах проекту." +"Платформа призначення потребує стиснення текстур 'ETC2/ASTC'. Увімкніть пункт " +"'Імпортувати ETC2 ASTC' у Параметрах проекту." msgid "" -"Target platform requires 'S3TC/BPTC' texture compression. Enable 'Import " -"S3TC BPTC' in Project Settings." +"Target platform requires 'S3TC/BPTC' texture compression. Enable 'Import S3TC " +"BPTC' in Project Settings." msgstr "" "Платформа призначення вимагає стиснення текстур 'S3TC/BPTC'. Увімкніть опцію " "'Імпортувати S3TC BPTC' у Параметрах проекту." @@ -3979,8 +3966,7 @@ msgid "Can't open the export templates file." msgstr "Не вдалося відкрити файл шаблонів експортування." msgid "Invalid version.txt format inside the export templates file: %s." -msgstr "" -"Некоректне форматування version.txt у файлі шаблонів експортування: %s." +msgstr "Некоректне форматування version.txt у файлі шаблонів експортування: %s." msgid "No version.txt found inside the export templates file." msgstr "У файлі шаблонів експортування немає version.txt." @@ -4038,8 +4024,8 @@ msgid "Download and Install" msgstr "Отримати і встановити" msgid "" -"Download and install templates for the current version from the best " -"possible mirror." +"Download and install templates for the current version from the best possible " +"mirror." msgstr "" "Отримати і встановити шаблони для поточної версії із найкращого можливого " "дзеркала." @@ -4254,8 +4240,8 @@ msgstr "" "Ви зможете заново увімкнути у Параметрах проекту у категорії Файлова система " "> FBX > Увімкнути.\n" "\n" -"Редактор буде перезавантажено, оскільки процеси імпорту реєструються в " -"момент запуску редактора." +"Редактор буде перезавантажено, оскільки процеси імпорту реєструються в момент " +"запуску редактора." msgid "Path to FBX2glTF executable is empty." msgstr "Шлях до виконуваного файлу FBX2glTF порожній." @@ -4332,8 +4318,8 @@ msgstr "Неможливо оновити залежності:" msgid "" "This file extension is not recognized by the editor.\n" "If you want to rename it anyway, use your operating system's file manager.\n" -"After renaming to an unknown extension, the file won't be shown in the " -"editor anymore." +"After renaming to an unknown extension, the file won't be shown in the editor " +"anymore." msgstr "" "Цей суфікс назв файлів не розпізнано редактором.\n" "Якщо ви хочете виконати перейменування попри це, скористайтеся програмою для " @@ -4663,10 +4649,10 @@ msgid "File:" msgstr "Файл:" msgid "" -"Remove the selected files? For safety only files and empty directories can " -"be deleted from here. (Cannot be undone.)\n" -"Depending on your filesystem configuration, the files will either be moved " -"to the system trash or deleted permanently." +"Remove the selected files? For safety only files and empty directories can be " +"deleted from here. (Cannot be undone.)\n" +"Depending on your filesystem configuration, the files will either be moved to " +"the system trash or deleted permanently." msgstr "" "Видалити вибрані файли? З міркувань безпеки звідси можна видаляти лише файли " "та порожні каталоги. (Видалення не можна скасувати).\n" @@ -4706,8 +4692,8 @@ msgstr "" "Режим Movie Maker увімкнено, але шлях до файлу фільму не вказано.\n" "Шлях до файлу фільму за замовчуванням можна вказати у Параметрах проекту у " "категорії Редактор > Запис Фільму.\n" -"Крім того, для запуску окремих сцен до кореневого вузла можна додати " -"метадані рядка `movie_file`,\n" +"Крім того, для запуску окремих сцен до кореневого вузла можна додати метадані " +"рядка `movie_file`,\n" "де буде вказано шлях до файла фільму, який буде використано під час запису " "цієї сцени." @@ -4792,8 +4778,8 @@ msgid "" "with the '%s' prefix in a node path.\n" "Click to disable this." msgstr "" -"Доступ до цього вузла можна отримати з будь-якого місця сцени додаванням " -"його з префіксом «%s» у шляху до вузла.\n" +"Доступ до цього вузла можна отримати з будь-якого місця сцени додаванням його " +"з префіксом «%s» у шляху до вузла.\n" "Клацніть, щоб вимкнути." msgid "Node has one connection." @@ -4903,8 +4889,8 @@ msgstr "Кількість ударів:" msgid "" "Configure the amount of Beats used for music-aware looping. If zero, it will " "be autodetected from the length.\n" -"It is recommended to set this value (either manually or by clicking on a " -"beat number in the preview) to ensure looping works properly." +"It is recommended to set this value (either manually or by clicking on a beat " +"number in the preview) to ensure looping works properly." msgstr "" "Налаштуйте кількість ударів, що використовуються для зациклення музики. Якщо " "значення дорівнює нулю, його буде автоматично визначено з довжини.\n" @@ -5020,8 +5006,8 @@ msgstr "Гліфи з Карти символів" msgid "" "Add or remove glyphs from the character map to pre-render list:\n" "Note: Some stylistic alternatives and glyph variants do not have one-to-one " -"correspondence to character, and not shown in this map, use \"Glyphs from " -"the text\" tab to add these." +"correspondence to character, and not shown in this map, use \"Glyphs from the " +"text\" tab to add these." msgstr "" "Додайте або видаліть гліфи з карти символів до списку попереднього рендеру:\n" "Примітка: Деякі стилістичні альтернативи та варіанти гліфів не мають точної " @@ -5081,9 +5067,9 @@ msgid "" "%s: Texture detected as used as a normal map in 3D. Enabling red-green " "texture compression to reduce memory usage (blue channel is discarded)." msgstr "" -"%s: виявлено текстуру, як використано як нормальну карту у просторовій " -"формі. Вмикаємо стискання червоно-зеленої текстури для зменшення споживання " -"пам'яті (канал синього відкинуто)." +"%s: виявлено текстуру, як використано як нормальну карту у просторовій формі. " +"Вмикаємо стискання червоно-зеленої текстури для зменшення споживання пам'яті " +"(канал синього відкинуто)." msgid "" "%s: Texture detected as used as a roughness map in 3D. Enabling roughness " @@ -5152,8 +5138,7 @@ msgid "" "This material already references an external file, no action will be taken.\n" "Disable the external property for it to be extracted again." msgstr "" -"Цей матеріал вже посилається на зовнішній файл, ніяких дій не буде " -"виконано.\n" +"Цей матеріал вже посилається на зовнішній файл, ніяких дій не буде виконано.\n" "Вимкніть зовнішню властивість, щоб витягти його знову." msgid "No import ID" @@ -5202,16 +5187,14 @@ msgid "Set Paths" msgstr "Встановити шляхи" msgid "" -"This animation already saves to an external resource, no action will be " -"taken." +"This animation already saves to an external resource, no action will be taken." msgstr "" "Ця анімація вже зберігається на зовнішньому ресурсі, ніяких дій не буде " "виконано." msgid "Set paths to save animations as resource files on Reimport" msgstr "" -"Задати шляхи для збереження анімацій як файлів ресурсів при Повторному " -"імпорті" +"Задати шляхи для збереження анімацій як файлів ресурсів при Повторному імпорті" msgid "Can't make material external to file, write error:" msgstr "" @@ -5302,8 +5285,8 @@ msgstr "" "завантажуватися належним чином." msgid "" -"Select a resource file in the filesystem or in the inspector to adjust " -"import settings." +"Select a resource file in the filesystem or in the inspector to adjust import " +"settings." msgstr "" "Виберіть файл ресурсів у файловій системі або у інспекторі для коригування " "параметрів імпортування." @@ -5360,8 +5343,7 @@ msgstr "Мітка клавіші (Unicode, без урахування регі msgid "" "The following resources will be duplicated and embedded within this resource/" "object." -msgstr "" -"Наступні ресурси будуть продубльовані та вбудовані в цей ресурс/об'єкт." +msgstr "Наступні ресурси будуть продубльовані та вбудовані в цей ресурс/об'єкт." msgid "This object has no resources." msgstr "Цей об'єкт не має ресурсів." @@ -5451,8 +5433,7 @@ msgid "Translation Resource Remap: Add %d Path(s)" msgstr "Повторна прив'язка ресурсів перекладу: додавання %d шляхів" msgid "Translation Resource Remap: Add %d Remap(s)" -msgstr "" -"Повторна прив'язка ресурсів перекладу: додавання %d повторних прив'язок" +msgstr "Повторна прив'язка ресурсів перекладу: додавання %d повторних прив'язок" msgid "Change Resource Remap Language" msgstr "Змінити мову переспрямовування ресурсу" @@ -5827,18 +5808,18 @@ msgid "Make Animation Library Unique: %s" msgstr "Зробити бібліотеку анімації унікальною: %s" msgid "" -"This animation can't be saved because it does not belong to the edited " -"scene. Make it unique first." +"This animation can't be saved because it does not belong to the edited scene. " +"Make it unique first." msgstr "" "Цю анімацію не можна зберегти, оскільки вона не належить до відредагованої " "сцени. Спочатку зробіть її унікальною." msgid "" -"This animation can't be saved because it was imported from another file. " -"Make it unique first." +"This animation can't be saved because it was imported from another file. Make " +"it unique first." msgstr "" -"Цю анімацію не можна зберегти, оскільки вона була імпортована з іншого " -"файлу. Спочатку зробіть її унікальною." +"Цю анімацію не можна зберегти, оскільки вона була імпортована з іншого файлу. " +"Спочатку зробіть її унікальною." msgid "Save Animation" msgstr "Зберегти анімацію" @@ -6105,8 +6086,8 @@ msgstr "Вилучено перехід" msgid "" "Select and move nodes.\n" "RMB: Add node at position clicked.\n" -"Shift+LMB+Drag: Connects the selected node with another node or creates a " -"new node if you select an area without nodes." +"Shift+LMB+Drag: Connects the selected node with another node or creates a new " +"node if you select an area without nodes." msgstr "" "Виберіть і перемістіть вузли.\n" "ПКМ: Додасть вузол там, де ви натиснули.\n" @@ -6564,8 +6545,8 @@ msgstr "Режим панорамування" msgid "" "You can also use Pan View shortcut (Space by default) to pan in any mode." msgstr "" -"Ви також можете використати комбінацію клавіш Панорамування (за " -"замовчуванням Пробіл) для панорамування в будь-якому режимі." +"Ви також можете використати комбінацію клавіш Панорамування (за замовчуванням " +"Пробіл) для панорамування в будь-якому режимі." msgid "Ruler Mode" msgstr "Режим вимірювання" @@ -6789,8 +6770,8 @@ msgid "This node doesn't have a control parent." msgstr "Цей вузол не має керуючого предка." msgid "" -"Use the appropriate layout properties depending on where you are going to " -"put it." +"Use the appropriate layout properties depending on where you are going to put " +"it." msgstr "" "Використовуйте відповідні властивості макета залежно від того, де ви " "збираєтеся розмістити це." @@ -7028,11 +7009,10 @@ msgid "" "option speeds up testing for projects with large assets." msgstr "" "Якщо цей параметр увімкнено, використання розгортання в одне клацання для " -"Android призведе до експортування лише виконуваного файла без даних " -"проєкту.\n" +"Android призведе до експортування лише виконуваного файла без даних проєкту.\n" "Файлова система буде надана редактором у проєкті за допомогою мережі.\n" -"На Android для збільшення швидкодії буде використано USB-кабель. Цей " -"параметр значно прискорює тестування ігор зі значними за об'ємом ресурсами." +"На Android для збільшення швидкодії буде використано USB-кабель. Цей параметр " +"значно прискорює тестування ігор зі значними за об'ємом ресурсами." msgid "Visible Collision Shapes" msgstr "Видимі контури зіткнень" @@ -7068,29 +7048,29 @@ msgid "Synchronize Scene Changes" msgstr "Синхронізувати зміни сцени" msgid "" -"When this option is enabled, any changes made to the scene in the editor " -"will be replicated in the running project.\n" +"When this option is enabled, any changes made to the scene in the editor will " +"be replicated in the running project.\n" "When used remotely on a device, this is more efficient when the network " "filesystem option is enabled." msgstr "" "Якщо цей параметр увімкнено, будь-які зміни, внесені у сцену в редакторі, " "будуть відтворені у запущеному проєкті.\n" -"При віддаленому використанні на пристрої, це ефективніше з мережевою " -"файловою системою." +"При віддаленому використанні на пристрої, це ефективніше з мережевою файловою " +"системою." msgid "Synchronize Script Changes" msgstr "Синхронізувати зміни у скрипті" msgid "" -"When this option is enabled, any script that is saved will be reloaded in " -"the running project.\n" +"When this option is enabled, any script that is saved will be reloaded in the " +"running project.\n" "When used remotely on a device, this is more efficient when the network " "filesystem option is enabled." msgstr "" "Якщо цей параметр увімкнено, будь-який скрипт, який буде збережено, буде " "перезавантажено у запущеному проєкті.\n" -"При віддаленому використанні на пристрої, це ефективніше з мережевою " -"файловою системою." +"При віддаленому використанні на пристрої, це ефективніше з мережевою файловою " +"системою." msgid "Keep Debug Server Open" msgstr "Тримати сервер налагодження відкритим" @@ -7458,8 +7438,8 @@ msgid "" "automatically.\n" "This is the most accurate (but slowest) option for collision detection." msgstr "" -"Створює StaticBody3D і автоматично пов'язує з ним засновану на " -"багатокутниках форму зіткнення.\n" +"Створює StaticBody3D і автоматично пов'язує з ним засновану на багатокутниках " +"форму зіткнення.\n" "Це найточніший (але найповільніший) варіант для виявлення зіткнення." msgid "Create Trimesh Collision Sibling" @@ -7510,8 +7490,8 @@ msgid "Create Outline Mesh..." msgstr "Створити контурну сітку ..." msgid "" -"Creates a static outline mesh. The outline mesh will have its normals " -"flipped automatically.\n" +"Creates a static outline mesh. The outline mesh will have its normals flipped " +"automatically.\n" "This can be used instead of the StandardMaterial Grow property when using " "that property isn't possible." msgstr "" @@ -8042,8 +8022,8 @@ msgid "" "disabled." msgstr "" "Перемкнути попередній перегляд сонячного світла.\n" -"Якщо до сцени додано вузол DirectionalLight3D, перегляд сонячного світла " -"буде вимкнено." +"Якщо до сцени додано вузол DirectionalLight3D, перегляд сонячного світла буде " +"вимкнено." msgid "" "Toggle preview environment.\n" @@ -8261,8 +8241,8 @@ msgid "Add Environment to Scene" msgstr "Додати середовище до Сцени" msgid "" -"Adds a WorldEnvironment node matching the preview environment settings to " -"the current scene.\n" +"Adds a WorldEnvironment node matching the preview environment settings to the " +"current scene.\n" "Hold Shift while clicking to also add the preview sun to the current scene." msgstr "" "Додає до поточної сцени вузол WorldEnvironment відповідно до параметрів " @@ -8278,8 +8258,8 @@ msgstr "" msgid "" "No meshes to bake.\n" -"Make sure there is at least one MeshInstance3D node in the scene whose " -"visual layers are part of the OccluderInstance3D's Bake Mask property." +"Make sure there is at least one MeshInstance3D node in the scene whose visual " +"layers are part of the OccluderInstance3D's Bake Mask property." msgstr "" "Немає сіток для запікання.\n" "Переконайтеся, що в сцені є принаймні один вузол MeshInstance3D, візуальні " @@ -8476,8 +8456,7 @@ msgstr "" "Створити нетиповий полігон. Вмикає обробку нетипових полігонів для показу." msgid "" -"Remove a custom polygon. If none remain, custom polygon rendering is " -"disabled." +"Remove a custom polygon. If none remain, custom polygon rendering is disabled." msgstr "" "Вилучити нетиповий полігон. Якщо нетипових полігонів не лишиться, обробку " "нетипових полігонів для показу буде вимкнено." @@ -8619,8 +8598,8 @@ msgstr "" msgid "" "To run this script, it must inherit EditorScript and be set to tool mode." msgstr "" -"Щоб цей скрипт можна було запустити, він має успадковуватися від " -"EditorScript і мати встановлений режим інструмента." +"Щоб цей скрипт можна було запустити, він має успадковуватися від EditorScript " +"і мати встановлений режим інструмента." msgid "Import Theme" msgstr "Імпортувати тему" @@ -8781,8 +8760,8 @@ msgstr "Неможливо скинути вузли без відкритої msgid "Can't drop nodes because script '%s' is not used in this scene." msgstr "" -"Скидання вузлів є неможливим, оскільки у цій сцені не використовується " -"скрипт «%s»." +"Скидання вузлів є неможливим, оскільки у цій сцені не використовується скрипт " +"«%s»." msgid "Lookup Symbol" msgstr "Шукати символ" @@ -9388,12 +9367,12 @@ msgid "Import Selected" msgstr "Імпортувати позначене" msgid "" -"Import Items tab has some items selected. Selection will be lost upon " -"closing this window.\n" +"Import Items tab has some items selected. Selection will be lost upon closing " +"this window.\n" "Close anyway?" msgstr "" -"На панелі імпортування записів позначено деякі записи. Якщо закрити це " -"вікно, позначення буде знято.\n" +"На панелі імпортування записів позначено деякі записи. Якщо закрити це вікно, " +"позначення буде знято.\n" "Закрити вікно попри це?" msgid "Remove Type" @@ -9587,8 +9566,8 @@ msgid "" "same properties in all other StyleBoxes of this type." msgstr "" "Пришпилити цю панель стилів як основний стиль. Редагування його властивостей " -"призведе до оновлення тих сами властивостей в усіх інших панелях стилів " -"цього типу." +"призведе до оновлення тих сами властивостей в усіх інших панелях стилів цього " +"типу." msgid "Add Item Type" msgstr "Додати тип запису" @@ -9683,8 +9662,7 @@ msgid "Select UI Scene:" msgstr "Виберіть сцену графічного інтерфейсу:" msgid "" -"Toggle the control picker, allowing to visually select control types for " -"edit." +"Toggle the control picker, allowing to visually select control types for edit." msgstr "" "Перемкнути засіб вибору керування, який уможливлює візуальний вибір типів " "керування для редагування." @@ -9947,8 +9925,7 @@ msgstr "Розмістити випадкову плитку" msgid "" "Modifies the chance of painting nothing instead of a randomly selected tile." -msgstr "" -"Змінює ймовірність малювання пустоти замість випадково вибраної плитки." +msgstr "Змінює ймовірність малювання пустоти замість випадково вибраної плитки." msgid "Scattering:" msgstr "Розсіювання:" @@ -9994,8 +9971,8 @@ msgid "" "Connect mode: paints a terrain, then connects it with the surrounding tiles " "with the same terrain." msgstr "" -"Режим з'єднання: малює місцевість, а потім з'єднує її з навколишніми " -"плитками з такою ж місцевістю." +"Режим з'єднання: малює місцевість, а потім з'єднує її з навколишніми плитками " +"з такою ж місцевістю." msgid "" "Path mode: paints a terrain, thens connects it to the previous tile painted " @@ -10730,8 +10707,8 @@ msgid "" "Returns an associated vector if the provided scalars are equal, greater or " "less." msgstr "" -"Повертає пов'язаний вектор, якщо задані скалярні значення є рівними, " -"більшими або меншими одне за одне." +"Повертає пов'язаний вектор, якщо задані скалярні значення є рівними, більшими " +"або меншими одне за одне." msgid "" "Returns the boolean result of the comparison between INF and a scalar " @@ -10769,8 +10746,8 @@ msgstr "" msgid "" "Returns an associated boolean if the provided boolean value is true or false." msgstr "" -"Повертає асоційований булеве значення, якщо надане булеве значення є " -"істинним або хибним." +"Повертає асоційований булеве значення, якщо надане булеве значення є істинним " +"або хибним." msgid "" "Returns an associated floating-point scalar if the provided boolean value is " @@ -10780,8 +10757,8 @@ msgstr "" "значення true або false." msgid "" -"Returns an associated integer scalar if the provided boolean value is true " -"or false." +"Returns an associated integer scalar if the provided boolean value is true or " +"false." msgstr "" "Повертає асоційований цілий скаляр, якщо надане логічне значення є істинним " "або хибним." @@ -10790,8 +10767,8 @@ msgid "" "Returns an associated transform if the provided boolean value is true or " "false." msgstr "" -"Повертає асоційоване перетворення, якщо надане булеве значення є істинним " -"або хибним." +"Повертає асоційоване перетворення, якщо надане булеве значення є істинним або " +"хибним." msgid "" "Returns an associated unsigned integer scalar if the provided boolean value " @@ -10859,8 +10836,8 @@ msgid "" "A node for help to multiply a position input vector by rotation using " "specific axis. Intended to work with emitters." msgstr "" -"Вузол, який допомагає помножити вхідний вектор положення на поворот за " -"певною віссю. Призначений для роботи з випромінювачами." +"Вузол, який допомагає помножити вхідний вектор положення на поворот за певною " +"віссю. Призначений для роботи з випромінювачами." msgid "Float function." msgstr "Десяткова функція." @@ -10952,8 +10929,7 @@ msgstr "Показникова функція із основою 2." msgid "Finds the nearest integer less than or equal to the parameter." msgstr "" -"Знаходить найближче ціле число, яке є меншим або рівним за значення " -"параметра." +"Знаходить найближче ціле число, яке є меншим або рівним за значення параметра." msgid "Computes the fractional part of the argument." msgstr "Обчислює дробову частину аргументу." @@ -11023,14 +10999,14 @@ msgid "" "SmoothStep function( scalar(edge0), scalar(edge1), scalar(x) ).\n" "\n" "Returns 0.0 if 'x' is smaller than 'edge0' and 1.0 if x is larger than " -"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 " -"using Hermite polynomials." +"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 using " +"Hermite polynomials." msgstr "" "Функція гладких сходинок ( скаляр(межа0), скаляр(межа1), скаляр(x) ).\n" "\n" "Повертає 0.0, якщо «x» є меншим за «межа0», і 1.0, якщо «x» є більшим за " -"«межа1». У всіх інших випадках буде повернуто значення, яке є інтерполяцією " -"у проміжку від 0.0 до 1.0, яку визначено на основі поліномів Ерміта." +"«межа1». У всіх інших випадках буде повернуто значення, яке є інтерполяцією у " +"проміжку від 0.0 до 1.0, яку визначено на основі поліномів Ерміта." msgid "" "Step function( scalar(edge), scalar(x) ).\n" @@ -11042,8 +11018,7 @@ msgstr "" "Повертає 0.0, якщо «x» є меншим за «межа». Якщо це не так, повертає 1.0." msgid "" -"(Fragment/Light mode only) (Scalar) Sum of absolute derivative in 'x' and " -"'y'." +"(Fragment/Light mode only) (Scalar) Sum of absolute derivative in 'x' and 'y'." msgstr "" "(лише у режимі фрагментів або світла) Сума похідних за модулем у «x» та «y»." @@ -11066,12 +11041,10 @@ msgid "Sums two unsigned integer scalars." msgstr "Сумує два беззнакові цілі скаляри." msgid "Returns the result of bitwise AND (a & b) operation for two integers." -msgstr "" -"Повертає результат побітової операції AND (a & b) для двох цілих чисел." +msgstr "Повертає результат побітової операції AND (a & b) для двох цілих чисел." msgid "" -"Returns the result of bitwise AND (a & b) operation for two unsigned " -"integers." +"Returns the result of bitwise AND (a & b) operation for two unsigned integers." msgstr "" "Повертає результат побітової операції AND (a & b) для двох цілих чисел без " "знаку." @@ -11100,8 +11073,7 @@ msgstr "" msgid "" "Returns the result of bitwise right shift (a >> b) operation on the integer." msgstr "" -"Повертає результат операції побітового зсуву вправо (a >> b) над цілим " -"числом." +"Повертає результат операції побітового зсуву вправо (a >> b) над цілим числом." msgid "" "Returns the result of bitwise right shift (a >> b) operation on the unsigned " @@ -11310,8 +11282,8 @@ msgstr "Параметр перетворення." msgid "Returns a random value between the minimum and maximum input values." msgstr "" -"Повертає випадкове значення між мінімальним та максимальним значенням " -"вхідних даних." +"Повертає випадкове значення між мінімальним та максимальним значенням вхідних " +"даних." msgid "Remaps a given input from the input range to the output range." msgstr "Відображає вхідні дані з діапазону вводу у діапазон виводу." @@ -11381,8 +11353,8 @@ msgstr "" "від'ємним, буде повернуто N. У іншому випадку буде повернуто вектор -N." msgid "" -"Returns falloff based on the dot product of surface normal and view " -"direction of camera (pass associated inputs to it)." +"Returns falloff based on the dot product of surface normal and view direction " +"of camera (pass associated inputs to it)." msgstr "" "Повертає кут падіння на основі скалярного добутку нормалі до поверхні та " "напрямку погляду камери (функції слід передати відповіді вхідні дані)." @@ -11424,27 +11396,27 @@ msgid "" "SmoothStep function( vector(edge0), vector(edge1), vector(x) ).\n" "\n" "Returns 0.0 if 'x' is smaller than 'edge0' and 1.0 if 'x' is larger than " -"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 " -"using Hermite polynomials." +"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 using " +"Hermite polynomials." msgstr "" "Функція гладких сходинок ( вектор(межа0), вектор(межа1), вектор(x) ).\n" "\n" "Повертає 0.0, якщо «x» є меншим за «межа0», і 1.0, якщо «x» є більшим за " -"«межа1». У всіх інших випадках буде повернуто значення, яке є інтерполяцією " -"у проміжку від 0.0 до 1.0, яку визначено на основі поліномів Ерміта." +"«межа1». У всіх інших випадках буде повернуто значення, яке є інтерполяцією у " +"проміжку від 0.0 до 1.0, яку визначено на основі поліномів Ерміта." msgid "" "SmoothStep function( scalar(edge0), scalar(edge1), vector(x) ).\n" "\n" "Returns 0.0 if 'x' is smaller than 'edge0' and 1.0 if 'x' is larger than " -"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 " -"using Hermite polynomials." +"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 using " +"Hermite polynomials." msgstr "" "Функція гладких сходинок ( скаляр(межа0), скаляр(межа1), вектор(x) ).\n" "\n" "Повертає 0.0, якщо «x» є меншим за «межа0», і 1.0, якщо «x» є більшим за " -"«межа1». У всіх інших випадках буде повернуто значення, яке є інтерполяцією " -"у проміжку від 0.0 до 1.0, яку визначено на основі поліномів Ерміта." +"«межа1». У всіх інших випадках буде повернуто значення, яке є інтерполяцією у " +"проміжку від 0.0 до 1.0, яку визначено на основі поліномів Ерміта." msgid "" "Step function( vector(edge), vector(x) ).\n" @@ -11465,11 +11437,10 @@ msgstr "" "Повертає 0.0, якщо «x» є меншим за «межа». Якщо це не так, повертає 1.0." msgid "" -"(Fragment/Light mode only) (Vector) Sum of absolute derivative in 'x' and " -"'y'." +"(Fragment/Light mode only) (Vector) Sum of absolute derivative in 'x' and 'y'." msgstr "" -"(лише у режимі фрагментів або світла) (вектор) Сума похідних за модулем у " -"«x» та «y»." +"(лише у режимі фрагментів або світла) (вектор) Сума похідних за модулем у «x» " +"та «y»." msgid "Adds 2D vector to 2D vector." msgstr "Додає 2D-вектор до 2D-вектора." @@ -11544,9 +11515,8 @@ msgid "" "light function, do not use it to write the function declarations inside." msgstr "" "Нетиповий вираз мовою шейдерів Godot із нетиповою кількістю вхідних і " -"вихідних портів. Це безпосередня вставка до коду у функцію вершин, " -"фрагментів або світла. Не використовуйте це для написання вбудованих " -"оголошень функцій." +"вихідних портів. Це безпосередня вставка до коду у функцію вершин, фрагментів " +"або світла. Не використовуйте це для написання вбудованих оголошень функцій." msgid "" "Custom Godot Shader Language expression, which is placed on top of the " @@ -11680,8 +11650,8 @@ msgstr "Некоректний шлях до проєкту (щось зміни msgid "" "Couldn't load project at '%s' (error %d). It may be missing or corrupted." msgstr "" -"Не вдалося завантажити проєкт у '%s' (помилка %d). Можливо, файл вилучено " -"або пошкоджено." +"Не вдалося завантажити проєкт у '%s' (помилка %d). Можливо, файл вилучено або " +"пошкоджено." msgid "Couldn't save project at '%s' (error %d)." msgstr "Не вдалося зберегти проєкт у '%s' (помилка %d)." @@ -11781,8 +11751,7 @@ msgid "" "You requested to open %d projects in parallel. Do you confirm?\n" "Note that usual checks for engine version compatibility will be bypassed." msgstr "" -"Ви подали запит на паралельне відкриття %d проектів. Чи підтверджуєте ви " -"це?\n" +"Ви подали запит на паралельне відкриття %d проектів. Чи підтверджуєте ви це?\n" "Зверніть увагу, що звичайні перевірки на сумісність версій рушія буде " "обійдено." @@ -11817,8 +11786,7 @@ msgid "" "\n" "You have three options:\n" "- Convert only the configuration file (\"project.godot\"). Use this to open " -"the project without attempting to convert its scenes, resources and " -"scripts.\n" +"the project without attempting to convert its scenes, resources and scripts.\n" "- Convert the entire project including its scenes, resources and scripts " "(recommended if you are upgrading).\n" "- Do nothing and go back.\n" @@ -11891,8 +11859,8 @@ msgid "" msgstr "" "Попередження: У цьому проекті використовується подвійна точність десяткових " "чисел, але ця версія\n" -"Godot використовує десяткові одинарної точності. Відкриття цього проекту " -"може призвести до втрати даних.\n" +"Godot використовує десяткові одинарної точності. Відкриття цього проекту може " +"призвести до втрати даних.\n" "\n" msgid "" @@ -11907,17 +11875,8 @@ msgstr "" "\n" msgid "" -"Warning: This project was built in Godot %s.\n" -"Opening will upgrade or downgrade the project to Godot %s.\n" -"\n" -msgstr "" -"Попередження: Цей проект було створено на мові Godot %s.\n" -"Відкриття проекту покращить або погіршить його якість до версії Godot %s.\n" -"\n" - -msgid "" -"Warning: This project uses the following features not supported by this " -"build of Godot:\n" +"Warning: This project uses the following features not supported by this build " +"of Godot:\n" "\n" "%s\n" "\n" @@ -11988,8 +11947,8 @@ msgstr "Фільтр проектів" msgid "" "This field filters projects by name and last path component.\n" -"To filter projects by name and full path, the query must contain at least " -"one `/` character." +"To filter projects by name and full path, the query must contain at least one " +"`/` character." msgstr "" "Це поле фільтрує проєкти за назвою і останнім компонентом шляху.\n" "Щоб виконати фільтрування проєктів за назвою і повним шляхом, у запиті має " @@ -12037,28 +11996,6 @@ msgstr "Вилучити усі" msgid "Also delete project contents (no undo!)" msgstr "Також вилучити вміст проєкту (без можливості скасування!)" -msgid "" -"This option will perform full project conversion, updating scenes, resources " -"and scripts from Godot 3.x to work in Godot 4.0.\n" -"\n" -"Note that this is a best-effort conversion, i.e. it makes upgrading the " -"project easier, but it will not open out-of-the-box and will still require " -"manual adjustments.\n" -"\n" -"IMPORTANT: Make sure to backup your project before converting, as this " -"operation makes it impossible to open it in older versions of Godot." -msgstr "" -"Ця опція виконує повну конвертацію проекту, оновлюючи сцени, ресурси та " -"скрипти з Godot 3.x для роботи в Godot 4.0.\n" -"\n" -"Зауважте, що це найкраща конвертація, тобто вона полегшує оновлення проекту, " -"але він не відкриється \"з коробки\" і все одно потребуватиме ручних " -"корегувань.\n" -"\n" -"ВАЖЛИВО: Перед конвертацією обов'язково створіть резервну копію проекту, " -"оскільки після цієї операції ви не зможете відкрити його у старіших версіях " -"Godot." - msgid "Can't run project" msgstr "Не вдається запустити проєкт" @@ -12293,8 +12230,8 @@ msgid "Error loading scene from %s" msgstr "Помилка під час спроби завантажити сцену з %s" msgid "" -"Cannot instantiate the scene '%s' because the current scene exists within " -"one of its nodes." +"Cannot instantiate the scene '%s' because the current scene exists within one " +"of its nodes." msgstr "" "Не можна створити екземпляр сцени \"%s\", оскільки поточна сцена існує у " "одному з його вузлів." @@ -12325,8 +12262,8 @@ msgstr "Дублювати вузли" msgid "Can't reparent nodes in inherited scenes, order of nodes can't change." msgstr "" -"Не можна змінювати батьківський об'єкт вузлів в успадкованих сценах — " -"порядок вузлів не можна змінювати." +"Не можна змінювати батьківський об'єкт вузлів в успадкованих сценах — порядок " +"вузлів не можна змінювати." msgid "Node must belong to the edited scene to become root." msgstr "Щоб стати кореневим, вузол має належати редагованій сцені." @@ -12352,8 +12289,7 @@ msgstr "Вилучити вузол «%s» і його дочірні запис msgid "Delete node \"%s\"?" msgstr "Вилучити вузол «%s»?" -msgid "" -"Saving the branch as a scene requires having a scene open in the editor." +msgid "Saving the branch as a scene requires having a scene open in the editor." msgstr "" "Щоб можна було зберегти гілку як сцену, сцена має бути відкрита у редакторі." @@ -12361,8 +12297,8 @@ msgid "" "Saving the branch as a scene requires selecting only one node, but you have " "selected %d nodes." msgstr "" -"Щоб можна було зберегти гілку як сцену, має бути позначено лише один вузол, " -"а у вас позначено %d." +"Щоб можна було зберегти гілку як сцену, має бути позначено лише один вузол, а " +"у вас позначено %d." msgid "" "Can't save the root node branch as an instantiated scene.\n" @@ -12391,11 +12327,9 @@ msgid "" "To save this branch into its own scene, open the original scene, right click " "on this branch, and select \"Save Branch as Scene\"." msgstr "" -"Не можна зберігати гілку, яка є дочірньою щодо сцени, яка вже має " -"екземпляр.\n" +"Не можна зберігати гілку, яка є дочірньою щодо сцени, яка вже має екземпляр.\n" "Щоб зберегти цю гілку до її власної сцени, відкрийте початкову сцену, " -"клацніть правою кнопкою миші на її гілці і виберіть «Зберегти гілку як " -"сцену»." +"клацніть правою кнопкою миші на її гілці і виберіть «Зберегти гілку як сцену»." msgid "" "Can't save a branch which is part of an inherited scene.\n" @@ -12404,8 +12338,7 @@ msgid "" msgstr "" "Не можна зберігати гілку, яка є частиною успадкованої сцени.\n" "Щоб зберегти цю гілку до її власної сцени, відкрийте початкову сцену, " -"клацніть правою кнопкою миші на її гілці і виберіть «Зберегти гілку як " -"сцену»." +"клацніть правою кнопкою миші на її гілці і виберіть «Зберегти гілку як сцену»." msgid "Save New Scene As..." msgstr "Зберегти нову сцену як..." @@ -12414,12 +12347,12 @@ msgid "" "Disabling \"editable_instance\" will cause all properties of the node to be " "reverted to their default." msgstr "" -"Вимикання «editable_instance» призведе до повернення типових значень для " -"усіх властивостей вузла." +"Вимикання «editable_instance» призведе до повернення типових значень для усіх " +"властивостей вузла." msgid "" -"Enabling \"Load As Placeholder\" will disable \"Editable Children\" and " -"cause all properties of the node to be reverted to their default." +"Enabling \"Load As Placeholder\" will disable \"Editable Children\" and cause " +"all properties of the node to be reverted to their default." msgstr "" "Вмикання «Завантажити як заповнювач» призведе до вимикання «Редаговані " "дочірні об'єкти» і повернення типових значень для усіх властивостей вузла." @@ -12699,12 +12632,12 @@ msgid "" "Note: Built-in scripts have some limitations and can't be edited using an " "external editor." msgstr "" -"Зауваження: для вбудованих скриптів передбачено певні обмеження — їх не " -"можна редагувати у зовнішньому редакторі." +"Зауваження: для вбудованих скриптів передбачено певні обмеження — їх не можна " +"редагувати у зовнішньому редакторі." msgid "" -"Warning: Having the script name be the same as a built-in type is usually " -"not desired." +"Warning: Having the script name be the same as a built-in type is usually not " +"desired." msgstr "" "Попередження: використання для скрипту назви, яка збігається із назвою " "вбудованого типу, зазвичай, є небажаним." @@ -12811,8 +12744,7 @@ msgstr "Некоректний формат словника екземпляр msgid "Invalid instance dictionary format (can't load script at @path)" msgstr "" -"Некоректний формат словника екземпляра (не вдалося завантажити скрипт у " -"@path)" +"Некоректний формат словника екземпляра (не вдалося завантажити скрипт у @path)" msgid "Invalid instance dictionary format (invalid script at @path)" msgstr "Некоректний формат словника екземпляра (некоректний скрипт у @path)" @@ -12824,8 +12756,8 @@ msgid "Value of type '%s' can't provide a length." msgstr "Значення типу '%s' не може мати довжину." msgid "" -"Invalid type argument for is_instance_of(), use TYPE_* constants for built-" -"in types." +"Invalid type argument for is_instance_of(), use TYPE_* constants for built-in " +"types." msgstr "" "Некоректний аргумент типу для is_instance_of(), використовуйте константи " "TYPE_* для вбудованих типів." @@ -12887,8 +12819,8 @@ msgid "Disable '.blend' Import" msgstr "Вимкнути імпорт '.blend'" msgid "" -"Disables Blender '.blend' files import for this project. Can be re-enabled " -"in Project Settings." +"Disables Blender '.blend' files import for this project. Can be re-enabled in " +"Project Settings." msgstr "" "Вимикає для цього проекту імпорт файлів Blender-а '.blend'. Можна увімкнути " "знову у Параметрах проекту." @@ -13042,8 +12974,8 @@ msgid "" "Unable to load .NET runtime, no compatible version was found.\n" "Attempting to create/edit a project will lead to a crash.\n" "\n" -"Please install the .NET SDK 6.0 or later from https://dotnet.microsoft.com/" -"en-us/download and restart Godot." +"Please install the .NET SDK 6.0 or later from https://dotnet.microsoft.com/en-" +"us/download and restart Godot." msgstr "" "Не вдалося завантажити середовище виконання .NET, не знайдено сумісної " "версії.\n" @@ -13059,8 +12991,8 @@ msgid "" "Unable to load .NET runtime, specifically hostfxr.\n" "Attempting to create/edit a project will lead to a crash.\n" "\n" -"Please install the .NET SDK 6.0 or later from https://dotnet.microsoft.com/" -"en-us/download and restart Godot." +"Please install the .NET SDK 6.0 or later from https://dotnet.microsoft.com/en-" +"us/download and restart Godot." msgstr "" "Не вдалося завантажити середовище виконання .NET, зокрема hostfxr.\n" "Спроба створення/редагування проекту призведе до аварійного завершення.\n" @@ -13185,8 +13117,8 @@ msgid "" "Cannot generate navigation mesh because the resource was imported from " "another type." msgstr "" -"Не вдається згенерувати навігаційну сітку, оскільки ресурс було імпортовано " -"з іншого типу." +"Не вдається згенерувати навігаційну сітку, оскільки ресурс було імпортовано з " +"іншого типу." msgid "Bake NavMesh" msgstr "Запекти NavMesh" @@ -13337,8 +13269,7 @@ msgstr "" "\"Експортувати AAB\" діє лише тоді, коли увімкнено \"Використовувати збірку " "Gradle\"." -msgid "" -"\"Min SDK\" can only be overridden when \"Use Gradle Build\" is enabled." +msgid "\"Min SDK\" can only be overridden when \"Use Gradle Build\" is enabled." msgstr "" "\"Min SDK\" можна змінити, лише якщо ввімкнено \"Використовувати збірку " "Gradle\"." @@ -13348,8 +13279,8 @@ msgstr "" "\"Min SDK\" має бути цілим числом, але отримано \"%s\", що є неприпустимо." msgid "" -"\"Min SDK\" cannot be lower than %d, which is the version needed by the " -"Godot library." +"\"Min SDK\" cannot be lower than %d, which is the version needed by the Godot " +"library." msgstr "" "\"Min SDK\" не може бути нижчим за %d, що є версією, необхідною для " "бібліотеки Godot." @@ -13420,8 +13351,7 @@ msgstr "" "пароля випуску або не налаштовано жоден з цих параметрів." msgid "Release keystore incorrectly configured in the export preset." -msgstr "" -"У шаблоні експортування неправильно налаштовано сховище ключів випуску." +msgstr "У шаблоні експортування неправильно налаштовано сховище ключів випуску." msgid "A valid Android SDK path is required in Editor Settings." msgstr "" @@ -13471,16 +13401,16 @@ msgstr "Підписання коду" msgid "" "All 'apksigner' tools located in Android SDK 'build-tools' directory failed " -"to execute. Please check that you have the correct version installed for " -"your target sdk version. The resulting %s is unsigned." +"to execute. Please check that you have the correct version installed for your " +"target sdk version. The resulting %s is unsigned." msgstr "" "Усі інструменти 'apksigner', розташовані у каталозі 'build-tools' Android " "SDK, не вдалося запустити. Будь ласка, перевірте, чи встановлено правильну " "версію для вашої цільової версії sdk. Отриманий %s є беззнаковим." msgid "" -"'apksigner' could not be found. Please check that the command is available " -"in the Android SDK build-tools directory. The resulting %s is unsigned." +"'apksigner' could not be found. Please check that the command is available in " +"the Android SDK build-tools directory. The resulting %s is unsigned." msgstr "" "Не вдалося знайти «apksigner». Будь ласка, перевірте, чи є команда доступною " "у каталозі build-tools Android SDK. Отриманий результат %s не підписано." @@ -13550,8 +13480,7 @@ msgstr "" msgid "" "Unable to overwrite res://android/build/res/*.xml files with project name." msgstr "" -"Не вдалося перезаписати файли res://android/build/res/*.xml із назвою " -"проєкту." +"Не вдалося перезаписати файли res://android/build/res/*.xml із назвою проєкту." msgid "Could not export project files to gradle project." msgstr "Не вдалося експортувати файли проєкту до проєкту gradle." @@ -13563,8 +13492,8 @@ msgid "Building Android Project (gradle)" msgstr "Збирання проєкту Android (gradle)" msgid "" -"Building of Android project failed, check output for the error. " -"Alternatively visit docs.godotengine.org for Android build documentation." +"Building of Android project failed, check output for the error. Alternatively " +"visit docs.godotengine.org for Android build documentation." msgstr "" "Не вдалося виконати збирання проєкту для Android. Ознайомтеся із виведеними " "даними, щоб визначити причину помилки. Крім того, можете відвідати docs." @@ -13577,8 +13506,8 @@ msgid "" "Unable to copy and rename export file, check gradle project directory for " "outputs." msgstr "" -"Не вдалося скопіювати і перейменувати файл експортованих даних. Виведені " -"дані можна знайти у каталозі проєкту gradle." +"Не вдалося скопіювати і перейменувати файл експортованих даних. Виведені дані " +"можна знайти у каталозі проєкту gradle." msgid "Package not found: \"%s\"." msgstr "Пакунок не знайдено: \"%s\"." @@ -13835,8 +13764,8 @@ msgid "" "Could not start codesign executable, make sure Xcode command line tools are " "installed." msgstr "" -"Не вдалося запустити виконуваний файл codesign, переконайтеся, що " -"встановлено інструменти командного рядка Xcode." +"Не вдалося запустити виконуваний файл codesign, переконайтеся, що встановлено " +"інструменти командного рядка Xcode." msgid "Cannot sign file %s." msgstr "Не вдається підписати файл %s." @@ -13869,8 +13798,8 @@ msgid "Could not create directory \"%s\"." msgstr "Не вдалося створити каталог \"%s\"." msgid "" -"Relative symlinks are not supported on this OS, the exported project might " -"be broken!" +"Relative symlinks are not supported on this OS, the exported project might be " +"broken!" msgstr "" "У цій операційній системі не передбачено підтримки відносних символічних " "посилань. Експортований проєкт може виявитися непрацездатним!" @@ -13885,8 +13814,8 @@ msgid "" "Requested template binary \"%s\" not found. It might be missing from your " "template archive." msgstr "" -"Не знайдено запитуваний двійковий файл шаблона \"%s\". Ймовірно, його немає " -"у вашому архіві шаблонів." +"Не знайдено запитуваний двійковий файл шаблона \"%s\". Ймовірно, його немає у " +"вашому архіві шаблонів." msgid "Making PKG" msgstr "Створюємо PKG" @@ -13920,8 +13849,8 @@ msgid "" "Notarization requires the app to be archived first, select the DMG or ZIP " "export format instead." msgstr "" -"Для засвідчення програму слід спочатку архівувати. Виберіть замість " -"поточного формат експортування DMG або ZIP." +"Для засвідчення програму слід спочатку архівувати. Виберіть замість поточного " +"формат експортування DMG або ZIP." msgid "Sending archive for notarization" msgstr "Надсилаємо архів для засвідчення" @@ -13951,8 +13880,8 @@ msgstr "" "Gatekeeper та Mac на основі Apple Silicon." msgid "" -"Code signing: Using ad-hoc signature. The exported project will be blocked " -"by Gatekeeper" +"Code signing: Using ad-hoc signature. The exported project will be blocked by " +"Gatekeeper" msgstr "" "Підписування коду: Використання спеціального підпису. Експортований проект " "буде заблоковано Gatekeeper" @@ -14099,17 +14028,17 @@ msgstr "Невірний сервер часових позначок." msgid "" "Could not start signtool executable. Configure signtool path in the Editor " -"Settings (Export > Windows > signtool), or disable \"Codesign\" in the " -"export preset." +"Settings (Export > Windows > signtool), or disable \"Codesign\" in the export " +"preset." msgstr "" -"Не вдалося запустити виконуваний файл signtool. Налаштуйте шлях до signtool " -"у Параметрах редактора (Експорт > Windows > signtool) або вимкніть " -"\"Codesign\" у попередньому налаштуванні експорту." +"Не вдалося запустити виконуваний файл signtool. Налаштуйте шлях до signtool у " +"Параметрах редактора (Експорт > Windows > signtool) або вимкніть \"Codesign\" " +"у попередньому налаштуванні експорту." msgid "" "Could not start osslsigncode executable. Configure signtool path in the " -"Editor Settings (Export > Windows > osslsigncode), or disable \"Codesign\" " -"in the export preset." +"Editor Settings (Export > Windows > osslsigncode), or disable \"Codesign\" in " +"the export preset." msgstr "" "Не вдалося запустити виконуваний файл osslsigncode. Налаштуйте шлях до " "signtool у Параметрах редактора (Експорт > Windows > osslsigncode) або " @@ -14122,8 +14051,8 @@ msgid "Failed to remove temporary file \"%s\"." msgstr "Не вдалося вилучити тимчасовий файл \"%s\"." msgid "" -"The rcedit tool must be configured in the Editor Settings (Export > Windows " -"> rcedit) to change the icon or app information data." +"The rcedit tool must be configured in the Editor Settings (Export > Windows > " +"rcedit) to change the icon or app information data." msgstr "" "Інструмент rcedit має бути налаштований у Параметрах редактора (Експорт > " "Windows > rcedit), щоб змінювати піктограму або інформаційні дані застосунку." @@ -14153,11 +14082,10 @@ msgstr "" msgid "" "This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " -"define its shape." +"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to define " +"its shape." msgstr "" -"У цього вузла немає форми, отже він не може взаємодіяти із іншими " -"об'єктами.\n" +"У цього вузла немає форми, отже він не може взаємодіяти із іншими об'єктами.\n" "Спробуйте додати дочірні вузли CollisionShape2D або CollisionPolygon2D для " "визначення його форми." @@ -14168,8 +14096,7 @@ msgid "" msgstr "" "CollisionPolygon2D призначено лише для надання форми для зіткнень похідному " "вузлу CollisionObject2D. Будь ласка, використовуйте його як дочірній елемент " -"Area2D, StaticBody2D, RigidBody2D, CharacterBody2D, тощо, щоб надати їм " -"форми." +"Area2D, StaticBody2D, RigidBody2D, CharacterBody2D, тощо, щоб надати їм форми." msgid "An empty CollisionPolygon2D has no effect on collision." msgstr "Порожній CollisionPolygon2D ніяк не вплине на зіткнення." @@ -14189,8 +14116,7 @@ msgid "" msgstr "" "CollisionShape2D призначено лише для надання форми для зіткнень похідному " "вузлу CollisionObject2D. Будь ласка, використовуйте його як дочірній елемент " -"Area2D, StaticBody2D, RigidBody2D, CharacterBody2D, тощо, щоб надати їм " -"форми." +"Area2D, StaticBody2D, RigidBody2D, CharacterBody2D, тощо, щоб надати їм форми." msgid "" "A shape must be provided for CollisionShape2D to function. Please create a " @@ -14204,8 +14130,8 @@ msgid "" "CollisionShape2D node. Please use the CollisionPolygon2D node instead." msgstr "" "Засновані на багатокутниках форми не призначено для використання або " -"редагування з вузла CollisionShape2D. Будь ласка, скористайтеся замість " -"нього вузлом CollisionPolygon2D." +"редагування з вузла CollisionShape2D. Будь ласка, скористайтеся замість нього " +"вузлом CollisionPolygon2D." msgid "" "CPUParticles2D animation requires the usage of a CanvasItemMaterial with " @@ -14357,9 +14283,9 @@ msgid "" msgstr "" "Відсортований за Y шар має таке саме значення індексу Z, що і не " "відсортований за Y шар.\n" -"Це може призвести до небажаної поведінки, оскільки шар, який не " -"відсортований за Y, буде відсортовано за Y в загальному з допомогою плиток з " -"відсортованих за Y шарів." +"Це може призвести до небажаної поведінки, оскільки шар, який не відсортований " +"за Y, буде відсортовано за Y в загальному з допомогою плиток з відсортованих " +"за Y шарів." msgid "" "A TileMap layer is set as Y-sorted, but Y-sort is not enabled on the TileMap " @@ -14369,18 +14295,18 @@ msgstr "" "увімкнено на самому вузлі TileMap." msgid "" -"Isometric TileSet will likely not look as intended without Y-sort enabled " -"for the TileMap and all of its layers." +"Isometric TileSet will likely not look as intended without Y-sort enabled for " +"the TileMap and all of its layers." msgstr "" "Ізометричний Набір плиток, ймовірно, не виглядатиме так, як передбачалося, " "без увімкненого Y-сортування для Карти плиток і всіх її шарів." msgid "" -"External Skeleton3D node not set! Please set a path to an external " -"Skeleton3D node." +"External Skeleton3D node not set! Please set a path to an external Skeleton3D " +"node." msgstr "" -"Зовнішній вузол Skeleton3D не задано! Будь ласка, вкажіть шлях до " -"зовнішнього вузла Skeleton3D." +"Зовнішній вузол Skeleton3D не задано! Будь ласка, вкажіть шлях до зовнішнього " +"вузла Skeleton3D." msgid "" "Parent node is not a Skeleton3D node! Please use an external Skeleton3D if " @@ -14400,8 +14326,8 @@ msgstr "" msgid "" "This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " -"define its shape." +"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to define " +"its shape." msgstr "" "У цього вузла немає форми, отже він не може стикатися, або взаємодіяти із " "іншими об'єктами.\n" @@ -14413,8 +14339,8 @@ msgid "" "Please make its scale uniform (i.e. the same on all axes), and change the " "size in children collision shapes instead." msgstr "" -"З нерівномірним масштабом цей вузол, ймовірно, не буде функціонувати " -"належним чином.\n" +"З нерівномірним масштабом цей вузол, ймовірно, не буде функціонувати належним " +"чином.\n" "Будь ласка, зробіть його масштаб рівномірним (тобто однаковим на всіх осях), " "а замість цього змініть розмір у дочірніх формах зіткнення." @@ -14424,8 +14350,8 @@ msgid "" "Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " "CharacterBody3D, etc. to give them a shape." msgstr "" -"CollisionPolygon3D призначено лише для надання форми зіткнень похідному " -"вузлу CollisionObject3D.\n" +"CollisionPolygon3D призначено лише для надання форми зіткнень похідному вузлу " +"CollisionObject3D.\n" "Будь ласка, використовуйте його лише як дочірній елемент Area3D, " "StaticBody3D, RigidBody3D, CharacterBody3D, тощо, щоб надати їм форми." @@ -14438,8 +14364,8 @@ msgid "" "Please make its scale uniform (i.e. the same on all axes), and change its " "polygon's vertices instead." msgstr "" -"Нерівномірно масштабований вузол CollisionPolygon3D, ймовірно, не " -"працюватиме належним чином.\n" +"Нерівномірно масштабований вузол CollisionPolygon3D, ймовірно, не працюватиме " +"належним чином.\n" "Будь ласка, зробіть його масштаб рівномірним (тобто однаковим на всіх осях), " "а замість цього змініть вершини багатокутника." @@ -14462,8 +14388,7 @@ msgstr "" "ласка, створіть ресурс форми для цього елемента." msgid "" -"ConcavePolygonShape3D doesn't support RigidBody3D in another mode than " -"static." +"ConcavePolygonShape3D doesn't support RigidBody3D in another mode than static." msgstr "" "У ConcavePolygonShape3D не передбачено підтримки RigidBody3D у режимі, " "відмінному від статичного." @@ -14505,8 +14430,7 @@ msgstr "" "Об'єми туману потребують увімкнення об'ємного туману в Середовищі сцени, щоб " "бути видимими." -msgid "" -"Nothing is visible because meshes have not been assigned to draw passes." +msgid "Nothing is visible because meshes have not been assigned to draw passes." msgstr "" "Нічого не видно, оскільки сітки не було пов'язано із проходами малювання." @@ -14518,8 +14442,8 @@ msgstr "" "якого встановлено на \"Particle Billboard\"." msgid "" -"Only one Trail mesh is supported. If you want to use more than a single " -"mesh, a Skin is needed (see documentation)." +"Only one Trail mesh is supported. If you want to use more than a single mesh, " +"a Skin is needed (see documentation)." msgstr "" "Підтримується лише одна сітка Trail. Якщо ви хочете використовувати кілька, " "потрібен скін (див. документацію)." @@ -14597,8 +14521,8 @@ msgid "" "LightmapGI nodes are not supported when using the GL Compatibility backend " "yet. Support will be added in a future release." msgstr "" -"Вузли LightmapGI поки що не підтримуються при використанні бекенду " -"сумісності з GL. Підтримка буде додана у наступному випуску." +"Вузли LightmapGI поки що не підтримуються при використанні бекенду сумісності " +"з GL. Підтримка буде додана у наступному випуску." msgid "" "The NavigationAgent3D can be used only under a Node3D inheriting parent node." @@ -14619,8 +14543,8 @@ msgid "" "To resolve this, open the Project Settings and enable Rendering > Occlusion " "Culling > Use Occlusion Culling." msgstr "" -"Відсікання оклюзій вимкнено у Параметрах проекту, а це означає, що " -"відсікання оклюзій не виконуватиметься у кореневому вікні перегляду.\n" +"Відсікання оклюзій вимкнено у Параметрах проекту, а це означає, що відсікання " +"оклюзій не виконуватиметься у кореневому вікні перегляду.\n" "Щоб вирішити цю проблему, відкрийте Параметри проекту та увімкніть Обробка > " "Відсікання Оклюзії > Використовувати Відсікання Оклюзії." @@ -14634,8 +14558,8 @@ msgstr "" "Щоб вирішити цю проблему, увімкніть хоча б один біт у властивості Bake Mask." msgid "" -"No occluder mesh is defined in the Occluder property, so no occlusion " -"culling will be performed using this OccluderInstance3D.\n" +"No occluder mesh is defined in the Occluder property, so no occlusion culling " +"will be performed using this OccluderInstance3D.\n" "To resolve this, set the Occluder property to one of the primitive occluder " "types or bake the scene meshes by selecting the OccluderInstance3D and " "pressing the Bake Occluders button at the top of the 3D editor viewport." @@ -14694,8 +14618,8 @@ msgid "" "ReflectionProbes are not supported when using the GL Compatibility backend " "yet. Support will be added in a future release." msgstr "" -"ReflectionProbes поки що не підтримуються при використанні бекенда " -"сумісності з GL. Підтримка буде додана у наступному випуску." +"ReflectionProbes поки що не підтримуються при використанні бекенда сумісності " +"з GL. Підтримка буде додана у наступному випуску." msgid "" "The \"Remote Path\" property must point to a valid Node3D or Node3D-derived " @@ -14870,8 +14794,8 @@ msgid "" "ButtonGroup is intended to be used only with buttons that have toggle_mode " "set to true." msgstr "" -"ButtonGroup призначено для використання лише з кнопками, для яких " -"toggle_mode встановлено у true." +"ButtonGroup призначено для використання лише з кнопками, для яких toggle_mode " +"встановлено у true." msgid "" "Color: #%s\n" @@ -14905,8 +14829,8 @@ msgid "Add current color as a preset." msgstr "Додати поточний колір як шаблон." msgid "" -"Container by itself serves no purpose unless a script configures its " -"children placement behavior.\n" +"Container by itself serves no purpose unless a script configures its children " +"placement behavior.\n" "If you don't intend to add a script, use a plain Control node instead." msgstr "" "Сам контейнер не має призначення, якщо скрипт не налаштовує поведінку щодо " @@ -14926,8 +14850,8 @@ msgid "" "Changing the Z index of a control only affects the drawing order, not the " "input event handling order." msgstr "" -"Зміна індексу Z елемента управління впливає лише на порядок малювання, але " -"не на порядок обробки вхідних подій." +"Зміна індексу Z елемента управління впливає лише на порядок малювання, але не " +"на порядок обробки вхідних подій." msgid "Alert!" msgstr "Увага!" @@ -15046,8 +14970,7 @@ msgid "" msgstr "" "Цей вузол не має дочірнього під-вікна, тому він не може відобразити " "призначений вміст.\n" -"Спробуйте додати дочірній SubViewport, щоб надати можливість щось " -"відображати." +"Спробуйте додати дочірній SubViewport, щоб надати можливість щось відображати." msgid "(Other)" msgstr "(Інші)" @@ -15061,8 +14984,7 @@ msgstr "" msgid "" "Data from the original node is kept as a placeholder until this type of node " -"is available again. It can hence be safely re-saved without risk of data " -"loss." +"is available again. It can hence be safely re-saved without risk of data loss." msgstr "" "Дані з оригінального вузла зберігаються як заповнювач, поки цей тип вузла не " "стане знову доступним. Таким чином, його можна безпечно перезберегти без " @@ -15073,8 +14995,8 @@ msgid "" "claimed by '%s'.\n" "'%s' is no longer set as having a unique name." msgstr "" -"Встановлення назви вузла '%s' як унікального у сцені для '%s', але на неї " -"вже претендує '%s'.\n" +"Встановлення назви вузла '%s' як унікального у сцені для '%s', але на неї вже " +"претендує '%s'.\n" "'%s' більше не визначено як унікальну назву." msgid "" @@ -15096,14 +15018,13 @@ msgid "" "ShaderGlobalsOverride is not active because another node of the same type is " "in the scene." msgstr "" -"ShaderGlobalsOverride не активний, оскільки у сцені є інший вузол того ж " -"типу." +"ShaderGlobalsOverride не активний, оскільки у сцені є інший вузол того ж типу." msgid "" "Very low timer wait times (< 0.05 seconds) may behave in significantly " "different ways depending on the rendered or physics frame rate.\n" -"Consider using a script's process loop instead of relying on a Timer for " -"very low wait times." +"Consider using a script's process loop instead of relying on a Timer for very " +"low wait times." msgstr "" "Дуже малі проміжки часу очікування за таймером (< 0.05 секунд) можуть " "призводити до суттєво різних результатів для різних оброблених або фізичних " @@ -15215,8 +15136,7 @@ msgstr "" "аргументів." msgid "" -"Invalid argument type when calling stage function '%s', type expected is " -"'%s'." +"Invalid argument type when calling stage function '%s', type expected is '%s'." msgstr "" "Неправильний тип аргументу при виклику функції '%s', очікуваний тип - '%s'." @@ -15233,8 +15153,7 @@ msgid "A constant value cannot be passed for the '%s' parameter." msgstr "Для параметра '%s' не можна передавати константне значення." msgid "" -"Argument %d of function '%s' can only take a local variable, array, or " -"member." +"Argument %d of function '%s' can only take a local variable, array, or member." msgstr "" "Аргумент %d функції '%s' може приймати лише локальну змінну, масив або " "елемент." @@ -15256,8 +15175,7 @@ msgstr "Функцію '%s' не можна викликати з вихідно msgid "" "Invalid argument for \"%s(%s)\" function: argument %d should be %s but is %s." msgstr "" -"Неправильний аргумент для функції \"%s(%s)\": аргумент %d має бути %s, а є " -"%s." +"Неправильний аргумент для функції \"%s(%s)\": аргумент %d має бути %s, а є %s." msgid "" "Too few arguments for \"%s(%s)\" call. Expected at least %d but received %d." @@ -15313,8 +15231,7 @@ msgstr "Константи не можна змінювати." msgid "" "Sampler argument %d of function '%s' called more than once using both built-" -"ins and uniform textures, this is not supported (use either one or the " -"other)." +"ins and uniform textures, this is not supported (use either one or the other)." msgstr "" "Аргумент семплера %d функції '%s' викликається більше одного разу з " "використанням як вбудованих, так і однорідних текстур, це не підтримується " @@ -15394,8 +15311,7 @@ msgstr "Для параметра '%s' не можна передавати ко msgid "Unknown identifier in expression: '%s'." msgstr "Невідомий ідентифікатор у виразі: '%s'." -msgid "" -"Varying with '%s' data type may only be used in the 'fragment' function." +msgid "Varying with '%s' data type may only be used in the 'fragment' function." msgstr "" "Варіації з типом даних '%s' можна використовувати лише у функції 'fragment'." @@ -15489,8 +15405,7 @@ msgstr "Очікувався константний вираз." msgid "Expected initialization of constant." msgstr "Очікувалась ініціалізація константи." -msgid "" -"Expected constant expression for argument %d of function call after '='." +msgid "Expected constant expression for argument %d of function call after '='." msgstr "" "Очікувався константний вираз для аргументу %d виклику функції після '='." @@ -15546,8 +15461,8 @@ msgid "Expected '%s' at the beginning of shader. Valid types are: %s." msgstr "На початку шейдера очікується '%s' . Допустимі типи: %s." msgid "" -"Expected an identifier after '%s', indicating the type of shader. Valid " -"types are: %s." +"Expected an identifier after '%s', indicating the type of shader. Valid types " +"are: %s." msgstr "" "Після '%s' очікується ідентифікатор, що вказує на тип шейдера. Допустимі " "типи: %s." @@ -15562,8 +15477,7 @@ msgid "Duplicated render mode: '%s'." msgstr "Продубльований режим рендерингу: '%s'." msgid "" -"Redefinition of render mode: '%s'. The '%s' mode has already been set to " -"'%s'." +"Redefinition of render mode: '%s'. The '%s' mode has already been set to '%s'." msgstr "" "Перевизначення режиму рендерингу: '%s'. Режим '%s' вже встановлено на '%s'." @@ -15637,11 +15551,6 @@ msgstr "" "Допустимі рівномірні індекси екземплярів повинні знаходитися в діапазоні [0.." "%d]." -msgid "" -"'hint_normal_roughness_texture' is not supported in gl_compatibility shaders." -msgstr "" -"'hint_normal_roughness_texture' не підтримується у шейдерах gl_compatibility." - msgid "This hint is only for sampler types." msgstr "Ця підказка стосується лише типів семплерів." @@ -15696,11 +15605,11 @@ msgid "Expected '(' after function identifier." msgstr "Очікується '(' після ідентифікатора функції." msgid "" -"Global non-constant variables are not supported. Expected '%s' keyword " -"before constant definition." +"Global non-constant variables are not supported. Expected '%s' keyword before " +"constant definition." msgstr "" -"Глобальні неконстантні змінні не підтримуються. Очікується ключове слово " -"'%s' перед визначенням константи." +"Глобальні неконстантні змінні не підтримуються. Очікується ключове слово '%s' " +"перед визначенням константи." msgid "Expected an identifier after type." msgstr "Очікується ідентифікатор після типу." @@ -15790,6 +15699,9 @@ msgstr "" msgid "Shader include resource type is wrong." msgstr "Тип ресурсу включення шейдера неправильний." +msgid "Cyclic include found" +msgstr "Знайдено циклічне включення" + msgid "Shader max include depth exceeded." msgstr "Перевищено максимальну глибину включення шейдерів." @@ -15842,8 +15754,8 @@ msgid "The local variable '%s' is declared but never used." msgstr "Локальна змінна '%s' оголошена, але ніде не використовується." msgid "" -"The total size of the %s for this shader on this device has been exceeded " -"(%d/%d). The shader may not work correctly." +"The total size of the %s for this shader on this device has been exceeded (%d/" +"%d). The shader may not work correctly." msgstr "" "Перевищено загальний розмір %s для цього шейдера на цьому пристрої (%d/%d). " "Можливо, шейдер працюватиме некоректно." diff --git a/editor/translations/editor/vi.po b/editor/translations/editor/vi.po index 99c8bc7ce2f..b0f4d201c86 100644 --- a/editor/translations/editor/vi.po +++ b/editor/translations/editor/vi.po @@ -28,13 +28,15 @@ # Bế Trọng Nghĩa , 2023. # Ky Bui Van , 2023. # Schuetzer , 2023. +# Phạm Minh Tấn , 2023. +# Long Phan , 2023. msgid "" msgstr "" "Project-Id-Version: Godot Engine editor interface\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2023-06-13 15:35+0000\n" -"Last-Translator: Schuetzer \n" +"PO-Revision-Date: 2023-08-17 11:10+0000\n" +"Last-Translator: Long Phan \n" "Language-Team: Vietnamese \n" "Language: vi\n" @@ -42,7 +44,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=1; plural=0;\n" -"X-Generator: Weblate 4.18-dev\n" +"X-Generator: Weblate 5.0-dev\n" msgid "Unset" msgstr "Hủy bỏ" @@ -60,7 +62,10 @@ msgid "Middle Mouse Button" msgstr "Nút Chuột Giữa" msgid "Mouse Wheel Up" -msgstr "Lăn Lên" +msgstr "Lăn chuột Lên" + +msgid "Mouse Wheel Down" +msgstr "Lăn chuột Xuống" msgid "Mouse Thumb Button 1" msgstr "Nút lật trang ngón cái 1" @@ -77,6 +82,18 @@ msgstr "Nháy Đúp" msgid "Mouse motion at position (%s) with velocity (%s)" msgstr "Chuyển động chuột tại vị trị (%s) với vận tốc (%s)" +msgid "Left Stick X-Axis, Joystick 0 X-Axis" +msgstr "Trục X của tay cầm trái, Trục X của tay cầm 0" + +msgid "Left Stick Y-Axis, Joystick 0 Y-Axis" +msgstr "Trục Y của tay cầm trái, Trục Y của tay cầm 0" + +msgid "Right Stick X-Axis, Joystick 1 X-Axis" +msgstr "Trục X của tay cầm phải, Trục X của tay cầm 1" + +msgid "Right Stick Y-Axis, Joystick 1 Y-Axis" +msgstr "Trục Y của tay cầm phải, Trục Y của tay cầm 1" + msgid "Accept" msgstr "Xác nhận" @@ -972,14 +989,14 @@ msgstr "Giấy phép bên thứ ba" msgid "" "Godot Engine relies on a number of third-party free and open source " -"libraries, all compatible with the terms of its MIT license. The following " -"is an exhaustive list of all such third-party components with their " -"respective copyright statements and license terms." +"libraries, all compatible with the terms of its MIT license. The following is " +"an exhaustive list of all such third-party components with their respective " +"copyright statements and license terms." msgstr "" -"Godot Engine dựa trên một số thư viện mã nguồn mở và miễn phí của bên thứ " -"ba, tất cả đều phù hợp với các điều khoản trong giấy phép MIT. Sau đây là " -"danh sách tất cả các thành phần của bên thứ ba với các điều khoản bản quyền " -"và điều khoản cấp phép tương ứng." +"Godot Engine dựa trên một số thư viện mã nguồn mở và miễn phí của bên thứ ba, " +"tất cả đều phù hợp với các điều khoản trong giấy phép MIT. Sau đây là danh " +"sách tất cả các thành phần của bên thứ ba với các điều khoản bản quyền và " +"điều khoản cấp phép tương ứng." msgid "All Components" msgstr "Tất cả thành phần" @@ -1262,8 +1279,7 @@ msgid "Main Features:" msgstr "Tính năng chính:" msgid "" -"Profile '%s' already exists. Remove it first before importing, import " -"aborted." +"Profile '%s' already exists. Remove it first before importing, import aborted." msgstr "Hồ sơ '%s' đã tồn tại. Hãy xóa hồ sơ đấy trước khi nhập, đã dừng nhập." msgid "Reset to Default" @@ -1472,8 +1488,7 @@ msgstr "Cài đặt Tông màu" msgid "Property:" msgstr "Thuộc tính:" -msgid "" -"Pinning a value forces it to be saved even if it's equal to the default." +msgid "Pinning a value forces it to be saved even if it's equal to the default." msgstr "Ghim giá trị khiến nó phải được lưu dù nó bằng giá trị mặc định." msgid "Open Documentation" @@ -1724,8 +1739,8 @@ msgid "" "error in that script.\n" "Disabling the addon at '%s' to prevent further errors." msgstr "" -"Không thể nạp tập lệnh bổ trợ từ đường dẫn: '%s'. Có vẻ có lỗi trong tập " -"lệnh đó.\n" +"Không thể nạp tập lệnh bổ trợ từ đường dẫn: '%s'. Có vẻ có lỗi trong tập lệnh " +"đó.\n" "Vô hiệu hoá phần bổ trợ tại '%s' để ngăn những lỗi về sau." msgid "" @@ -1747,8 +1762,8 @@ msgstr "" "Tạo một cảnh kế thừa để chỉnh sửa." msgid "" -"Error loading scene, it must be inside the project path. Use 'Import' to " -"open the scene, then save it inside the project path." +"Error loading scene, it must be inside the project path. Use 'Import' to open " +"the scene, then save it inside the project path." msgstr "" "Lỗi nạp cảnh, nó phải trong đường dẫn dự án. Sử dụng 'Nhập' để mở các cảnh, " "sau đó lưu lại trong đường dẫn dự án." @@ -2145,8 +2160,8 @@ msgid "Add Key/Value Pair" msgstr "Thêm cặp Khoá/Giá trị" msgid "" -"The selected resource (%s) does not match any type expected for this " -"property (%s)." +"The selected resource (%s) does not match any type expected for this property " +"(%s)." msgstr "" "Kiểu của tài nguyên đã chọn (%s) không dùng được cho thuộc tính này (%s)." @@ -2318,11 +2333,11 @@ msgid "Uninstall templates for the current version." msgstr "Gỡ cài đặt các bản mẫu cho phiên bản hiện tại." msgid "" -"Download and install templates for the current version from the best " -"possible mirror." +"Download and install templates for the current version from the best possible " +"mirror." msgstr "" -"Tải xuống và cài đặt các bản mẫu cho phiên bản hiện tại từ nguồn dự phòng " -"tốt nhất có thể." +"Tải xuống và cài đặt các bản mẫu cho phiên bản hiện tại từ nguồn dự phòng tốt " +"nhất có thể." msgid "Official export templates aren't available for development builds." msgstr "Các bản mẫu xuất chính thức không có sẵn cho các bản dựng phát triển." @@ -3675,8 +3690,8 @@ msgid "" "On Android, deploying will use the USB cable for faster performance. This " "option speeds up testing for projects with large assets." msgstr "" -"Khi tuỳ chọn này được bật, lúc xuất hoặc triển khai ra Android sẽ chỉ tạo " -"một tệp thực thi tối giản nhất.\n" +"Khi tuỳ chọn này được bật, lúc xuất hoặc triển khai ra Android sẽ chỉ tạo một " +"tệp thực thi tối giản nhất.\n" "Hệ thống tệp tin sẽ được cung cấp từ dự án bởi trình chỉnh sửa qua mạng.\n" "Trên nền tảng Android, triển khai sẽ sử dụng cáp USB để có hiệu suất nhanh " "hơn. Tuỳ chọn này tăng tốc độ khi thử nghiệm cho các trò chơi nặng." @@ -3705,8 +3720,8 @@ msgid "Synchronize Scene Changes" msgstr "Đồng bộ hóa các thay đổi lên Cảnh" msgid "" -"When this option is enabled, any changes made to the scene in the editor " -"will be replicated in the running project.\n" +"When this option is enabled, any changes made to the scene in the editor will " +"be replicated in the running project.\n" "When used remotely on a device, this is more efficient when the network " "filesystem option is enabled." msgstr "" @@ -4808,8 +4823,8 @@ msgid "" "Returns the boolean result of the comparison between INF (or NaN) and a " "scalar parameter." msgstr "" -"Trả về kết quả boolean của phép so sánh giữa INF (hoặc NaN) và một tham số " -"vô hướng." +"Trả về kết quả boolean của phép so sánh giữa INF (hoặc NaN) và một tham số vô " +"hướng." msgid "Boolean constant." msgstr "Hằng số Boolean." @@ -4940,8 +4955,8 @@ msgstr "" "\n" "Tích ngoài coi tham số 'c' đầu tiên là véc tơ dọc (ma trận 1 cột) và tham số " "'h' thứ hai là véc tơ ngang (ma trận 1 hàng) rồi thực hiện phép nhân ma trận " -"tuyến tính 'c * h', tạo ra ma trận có số hàng bằng số phần tử trong 'h' và " -"số cột bằng số phần tử trong 'c'." +"tuyến tính 'c * h', tạo ra ma trận có số hàng bằng số phần tử trong 'h' và số " +"cột bằng số phần tử trong 'c'." msgid "Composes transform from four vectors." msgstr "Tạo phép biến đổi từ 4 véc tơ." @@ -4995,8 +5010,7 @@ msgid "" "Returns the vector that points in the direction of reflection ( a : incident " "vector, b : normal vector )." msgstr "" -"Trả về véc tơ chỉ hướng phản xạ ( a : vector tia tới, b : vector pháp " -"tuyến )." +"Trả về véc tơ chỉ hướng phản xạ ( a : vector tia tới, b : vector pháp tuyến )." msgid "Returns the vector that points in the direction of refraction." msgstr "Trả về véc tơ chỉ theo hướng khúc xạ." @@ -5129,8 +5143,8 @@ msgid "" "The interface will update after restarting the editor or project manager." msgstr "" "Đã thay đổi ngôn ngữ.\n" -"Giao diện sẽ cập nhật sau khi khởi động lại trình biên tập hoặc trình quản " -"lí dự án." +"Giao diện sẽ cập nhật sau khi khởi động lại trình biên tập hoặc trình quản lí " +"dự án." msgid "" "Are you sure to scan %s folders for existing Godot projects?\n" @@ -5328,8 +5342,8 @@ msgstr "" "Vô hiệu \"editable_instance\" sẽ khiến tất cả thuộc tính nút về lại mặc định." msgid "" -"Enabling \"Load As Placeholder\" will disable \"Editable Children\" and " -"cause all properties of the node to be reverted to their default." +"Enabling \"Load As Placeholder\" will disable \"Editable Children\" and cause " +"all properties of the node to be reverted to their default." msgstr "" "Kích hoạt \"Load As Placeholder\" sẽ vô hiệu hoá \"Editable Children\" và " "khiến tất cả thuộc tính của nút về lại mặc định." @@ -5498,8 +5512,7 @@ msgid "Change Torus Outer Radius" msgstr "Thay Đổi Bán Kính Ngoài Của Hình Xuyến" msgid "Invalid type argument to convert(), use TYPE_* constants." -msgstr "" -"Hàm convert() có loại đối số không hợp lệ, hãy sử dụng các hằng TYPE_*." +msgstr "Hàm convert() có loại đối số không hợp lệ, hãy sử dụng các hằng TYPE_*." msgid "Not based on a script" msgstr "Không dựa trên tệp lệnh" @@ -5651,8 +5664,8 @@ msgid "" "Android build version mismatch: Template installed: %s, Godot version: %s. " "Please reinstall Android build template from 'Project' menu." msgstr "" -"Phiên bản dựng Android không khớp: Bản mẫu được cài đặt: %s, Phiên bản " -"Godot: %s. Vui lòng cài đặt lại bản mẫu Android từ bảng chọn 'Dự Án'." +"Phiên bản dựng Android không khớp: Bản mẫu được cài đặt: %s, Phiên bản Godot: " +"%s. Vui lòng cài đặt lại bản mẫu Android từ bảng chọn 'Dự Án'." msgid "Building Android Project (gradle)" msgstr "Đang dựng dự án Android (gradle)" @@ -5661,8 +5674,8 @@ msgid "" "Unable to copy and rename export file, check gradle project directory for " "outputs." msgstr "" -"Không thể sao chép và đổi tên tệp xuất, hãy kiểm tra thư mục Gradle của dự " -"án để xem kết quả." +"Không thể sao chép và đổi tên tệp xuất, hãy kiểm tra thư mục Gradle của dự án " +"để xem kết quả." msgid "Invalid Identifier:" msgstr "Định danh không hợp lệ:" @@ -5723,8 +5736,8 @@ msgstr "Chạy HTML được xuất với trình duyệt mặc định của má msgid "" "This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " -"define its shape." +"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to define " +"its shape." msgstr "" "Nút này không có hình thù, nên không thể va chạm hoặc tương tác với các vật " "khác.\n" @@ -5744,8 +5757,8 @@ msgid "" "A shape must be provided for CollisionShape2D to function. Please create a " "shape resource for it!" msgstr "" -"CollisionShape2D cần một khối hình mới hoạt động được. Hãy tạo một tài " -"nguyên khối hình cho nó!" +"CollisionShape2D cần một khối hình mới hoạt động được. Hãy tạo một tài nguyên " +"khối hình cho nó!" msgid "" "Polygon-based shapes are not meant be used nor edited directly through the " @@ -5837,3 +5850,13 @@ msgstr "nguồn vô hiệu cho shader." msgid "Constants cannot be modified." msgstr "Không thể chỉnh sửa hằng số." + +msgid "The local variable '%s' is declared but never used." +msgstr "Giá trị %s được khai báo nhưng không sử dung." + +msgid "" +"The total size of the %s for this shader on this device has been exceeded (%d/" +"%d). The shader may not work correctly." +msgstr "" +"Tổng kích thước của %s cho shader của thiết bị này đã vượt quá (%d %d). " +"Shader có thể hoạt động không chính xác." diff --git a/editor/translations/editor/zh_CN.po b/editor/translations/editor/zh_CN.po index 4b02a497fc2..cc68d7121a5 100644 --- a/editor/translations/editor/zh_CN.po +++ b/editor/translations/editor/zh_CN.po @@ -96,7 +96,7 @@ msgstr "" "Project-Id-Version: Chinese (Simplified) (Godot Engine)\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: 2018-01-20 12:15+0200\n" -"PO-Revision-Date: 2023-06-29 16:02+0000\n" +"PO-Revision-Date: 2023-07-29 03:10+0000\n" "Last-Translator: Haoyu Qiu \n" "Language-Team: Chinese (Simplified) \n" @@ -105,7 +105,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=1; plural=0;\n" -"X-Generator: Weblate 4.18.1\n" +"X-Generator: Weblate 5.0-dev\n" msgid "Unset" msgstr "未设置" @@ -203,9 +203,6 @@ msgstr "返回、索尼 Select、Xbox Back、任天堂 -" msgid "Guide, Sony PS, Xbox Home" msgstr "指南、索尼 PS、Xbox Home" -msgid "Start, Nintendo +" -msgstr "开始、任天堂 +" - msgid "Left Stick, Sony L3, Xbox L/LS" msgstr "左摇杆、索尼 L3、Xbox L/LS" @@ -1777,8 +1774,8 @@ msgstr "对路径“%s”和区域设置“%s”的本地化重映射。" msgid "" "Remove the selected files from the project? (Cannot be undone.)\n" -"Depending on your filesystem configuration, the files will either be moved " -"to the system trash or deleted permanently." +"Depending on your filesystem configuration, the files will either be moved to " +"the system trash or deleted permanently." msgstr "" "是否从项目中移除所选文件?(无法撤销。)\n" "根据你的文件系统设置,文件可能会被移动至系统回收站,也可能被永久删除。" @@ -1787,8 +1784,8 @@ msgid "" "The files being removed are required by other resources in order for them to " "work.\n" "Remove them anyway? (Cannot be undone.)\n" -"Depending on your filesystem configuration, the files will either be moved " -"to the system trash or deleted permanently." +"Depending on your filesystem configuration, the files will either be moved to " +"the system trash or deleted permanently." msgstr "" "其他资源需要这些即将被移除的文件才能正常工作。\n" "仍然要移除吗?(无法撤销。)\n" @@ -1917,9 +1914,9 @@ msgstr "第三方许可证" msgid "" "Godot Engine relies on a number of third-party free and open source " -"libraries, all compatible with the terms of its MIT license. The following " -"is an exhaustive list of all such third-party components with their " -"respective copyright statements and license terms." +"libraries, all compatible with the terms of its MIT license. The following is " +"an exhaustive list of all such third-party components with their respective " +"copyright statements and license terms." msgstr "" "Godot 引擎依赖多个第三方免费开源代码库,这些库全部兼容 MIT 许可证的条款。以下" "是所有此类第三方组件及其各自版权声明和许可条款的详尽列表。" @@ -2226,8 +2223,7 @@ msgid "" "required)." msgstr "基于RenderingDevice的渲染(如果禁用,则需要OpenGL后端)。" -msgid "" -"OpenGL back-end (if disabled, the RenderingDevice back-end is required)." +msgid "OpenGL back-end (if disabled, the RenderingDevice back-end is required)." msgstr "OpenGL 后端(如果禁用,则需要 RenderingDevice 后端)。" msgid "Vulkan back-end of RenderingDevice." @@ -2258,8 +2254,8 @@ msgid "WOFF2 font format support using FreeType and Brotli libraries." msgstr "使用 FreeType 和 Brotli 库支持 WOFF2 字体格式。" msgid "" -"SIL Graphite smart font technology support (supported by Advanced Text " -"Server only)." +"SIL Graphite smart font technology support (supported by Advanced Text Server " +"only)." msgstr "支持 SIL Graphite 智能字体技术(仅由高级文本服务器支持)。" msgid "" @@ -2384,8 +2380,7 @@ msgid "Allows editing the node hierarchy in the Scene dock." msgstr "允许在场景面板中编辑节点层级。" msgid "" -"Allows to work with signals and groups of the node selected in the Scene " -"dock." +"Allows to work with signals and groups of the node selected in the Scene dock." msgstr "允许在场景面板操作所选节点的信号和分组。" msgid "Allows to browse the local file system via a dedicated dock." @@ -2436,8 +2431,7 @@ msgid "Main Features:" msgstr "主要特性:" msgid "" -"Profile '%s' already exists. Remove it first before importing, import " -"aborted." +"Profile '%s' already exists. Remove it first before importing, import aborted." msgstr "配置“%s”已存在。请在导入之前先移除该配置,导入已中止。" msgid "Reset to Default" @@ -2554,8 +2548,7 @@ msgid "" "There is currently no description for this %s. Please help us by " "[color=$color][url=$url]contributing one[/url][/color]!" msgstr "" -"这个 %s 目前没有描述。请帮我们[color=$color][url=$url]贡献一个[/url][/" -"color]!" +"这个 %s 目前没有描述。请帮我们[color=$color][url=$url]贡献一个[/url][/color]!" msgid "Top" msgstr "顶" @@ -2577,8 +2570,8 @@ msgid "" "This class is marked as experimental. It is subject to likely change or " "possible removal in future versions. Use at your own discretion." msgstr "" -"这个类被标记为实验性,在将来的版本中极可能发生修改,也可能被移除。使用时请自" -"行斟酌。" +"这个类被标记为实验性,在将来的版本中极可能发生修改,也可能被移除。使用时请自行" +"斟酌。" msgid "Description" msgstr "描述" @@ -2590,8 +2583,7 @@ msgid "" "There is currently no description for this class. Please help us by " "[color=$color][url=$url]contributing one[/url][/color]!" msgstr "" -"目前没有这个类的描述。请帮我们[color=$color][url=$url]贡献一个[/url][/" -"color]!" +"目前没有这个类的描述。请帮我们[color=$color][url=$url]贡献一个[/url][/color]!" msgid "Online Tutorials" msgstr "在线教程" @@ -2763,8 +2755,7 @@ msgstr "固定值" msgid "Pin Value [Disabled because '%s' is editor-only]" msgstr "固定值 [已禁用,因为“%s”仅适用于编辑器]" -msgid "" -"Pinning a value forces it to be saved even if it's equal to the default." +msgid "Pinning a value forces it to be saved even if it's equal to the default." msgstr "将值固定会强制保存这个值,即便它与默认值相等。" msgid "Open Documentation" @@ -3023,9 +3014,6 @@ msgstr "解析文件“%s”时出错。" msgid "Scene file '%s' appears to be invalid/corrupt." msgstr "场景文件“%s”似乎无效/已损坏。" -msgid "Missing file '%s' or one its dependencies." -msgstr "缺失文件“%s”或其依赖项。" - msgid "Error while loading file '%s'." msgstr "加载文件“%s”时出错。" @@ -3147,8 +3135,8 @@ msgid "%s no longer exists! Please specify a new save location." msgstr "路径 %s 已不存在!请重新选择新的保存路径。" msgid "" -"The current scene has no root node, but %d modified external resource(s) " -"were saved anyway." +"The current scene has no root node, but %d modified external resource(s) were " +"saved anyway." msgstr "当前场景没有根节点,不过保存了 %d 个已修改的外部资源。" msgid "" @@ -3272,11 +3260,11 @@ msgstr "" "若要对其进行更改,可以新建继承场景。" msgid "" -"Error loading scene, it must be inside the project path. Use 'Import' to " -"open the scene, then save it inside the project path." +"Error loading scene, it must be inside the project path. Use 'Import' to open " +"the scene, then save it inside the project path." msgstr "" -"加载场景出错,场景必须放在项目目录下。请尝试使用 “导入” 打开该场景,然后再保" -"存到项目目录下。" +"加载场景出错,场景必须放在项目目录下。请尝试使用 “导入” 打开该场景,然后再保存" +"到项目目录下。" msgid "Scene '%s' has broken dependencies:" msgstr "场景 “%s” 的依赖已损坏:" @@ -3608,9 +3596,8 @@ msgid "" "source template to \"res://android/build\".\n" "You can then apply modifications and build your own custom APK on export " "(adding modules, changing the AndroidManifest.xml, etc.).\n" -"Note that in order to make gradle builds instead of using pre-built APKs, " -"the \"Use Gradle Build\" option should be enabled in the Android export " -"preset." +"Note that in order to make gradle builds instead of using pre-built APKs, the " +"\"Use Gradle Build\" option should be enabled in the Android export preset." msgstr "" "即将为你的项目设置自定义 Android 构建,源码模板会被安装到“res://android/" "build”。\n" @@ -3768,8 +3755,7 @@ msgid "" "determined uniquely, but the result of Quaternion->Euler can be multi-" "existent." msgstr "" -"临时欧拉值不会以原始形式在该对象中存储,而会以四元数形式存储,该转换不可" -"逆。\n" +"临时欧拉值不会以原始形式在该对象中存储,而会以四元数形式存储,该转换不可逆。\n" "这是因为欧拉值 -> 四元数的结果是唯一的,但四元数 -> 欧拉值的结果可能有多个。" msgid "Assign..." @@ -3789,8 +3775,8 @@ msgstr "" "资源需要属于场景。" msgid "" -"Can't create a ViewportTexture on this resource because it's not set as " -"local to scene.\n" +"Can't create a ViewportTexture on this resource because it's not set as local " +"to scene.\n" "Please switch on the 'local to scene' property on it (and all resources " "containing it up to a node)." msgstr "" @@ -3843,8 +3829,8 @@ msgid "Lock/Unlock Component Ratio" msgstr "加锁/解锁分量比例" msgid "" -"The selected resource (%s) does not match any type expected for this " -"property (%s)." +"The selected resource (%s) does not match any type expected for this property " +"(%s)." msgstr "所选资源(%s)与该属性(%s)所需的类型都不匹配。" msgid "Quick Load" @@ -4016,13 +4002,13 @@ msgid "Filter by event..." msgstr "按事件筛选..." msgid "" -"Target platform requires 'ETC2/ASTC' texture compression. Enable 'Import " -"ETC2 ASTC' in Project Settings." +"Target platform requires 'ETC2/ASTC' texture compression. Enable 'Import ETC2 " +"ASTC' in Project Settings." msgstr "目标平台需要“ETC2/ASTC”纹理压缩。请在项目设置中启用“导入 ETC2 ASTC”。" msgid "" -"Target platform requires 'S3TC/BPTC' texture compression. Enable 'Import " -"S3TC BPTC' in Project Settings." +"Target platform requires 'S3TC/BPTC' texture compression. Enable 'Import S3TC " +"BPTC' in Project Settings." msgstr "目标平台需要“S3TC/BPTC”纹理压缩。请在项目设置中启用“导入 S3TC BPTC”。" msgid "Project export for platform:" @@ -4263,8 +4249,8 @@ msgid "Download and Install" msgstr "下载并安装" msgid "" -"Download and install templates for the current version from the best " -"possible mirror." +"Download and install templates for the current version from the best possible " +"mirror." msgstr "从最佳的镜像下载当前版本的模板并安装。" msgid "Official export templates aren't available for development builds." @@ -4569,8 +4555,8 @@ msgstr "" msgid "" "This file extension is not recognized by the editor.\n" "If you want to rename it anyway, use your operating system's file manager.\n" -"After renaming to an unknown extension, the file won't be shown in the " -"editor anymore." +"After renaming to an unknown extension, the file won't be shown in the editor " +"anymore." msgstr "" "编辑器无法识别该文件扩展名。\n" "如果你仍要重命名,请使用操作系统的文件管理器。\n" @@ -4931,10 +4917,10 @@ msgid "File:" msgstr "文件:" msgid "" -"Remove the selected files? For safety only files and empty directories can " -"be deleted from here. (Cannot be undone.)\n" -"Depending on your filesystem configuration, the files will either be moved " -"to the system trash or deleted permanently." +"Remove the selected files? For safety only files and empty directories can be " +"deleted from here. (Cannot be undone.)\n" +"Depending on your filesystem configuration, the files will either be moved to " +"the system trash or deleted permanently." msgstr "" "是否移除选定的文件?为了安全起见,只有文件和空目录可以从这里被删除。(无法撤" "消。)\n" @@ -5162,8 +5148,8 @@ msgstr "拍数:" msgid "" "Configure the amount of Beats used for music-aware looping. If zero, it will " "be autodetected from the length.\n" -"It is recommended to set this value (either manually or by clicking on a " -"beat number in the preview) to ensure looping works properly." +"It is recommended to set this value (either manually or by clicking on a beat " +"number in the preview) to ensure looping works properly." msgstr "" "配置用于音乐感知循环的拍数。如果为零,则会根据长度自动检测。\n" "建议设置这个值(手动输入或点击预览中的拍数),以确保能够正常循环。" @@ -5264,8 +5250,8 @@ msgstr "字符映射表中的字形" msgid "" "Add or remove glyphs from the character map to pre-render list:\n" "Note: Some stylistic alternatives and glyph variants do not have one-to-one " -"correspondence to character, and not shown in this map, use \"Glyphs from " -"the text\" tab to add these." +"correspondence to character, and not shown in this map, use \"Glyphs from the " +"text\" tab to add these." msgstr "" "在字符映射表中添加或移除字形到预渲染列表:\n" "注意: 某些样式替代项和字形变体与字符没有一对一的对应关系,并且未在此映射表中" @@ -5317,22 +5303,22 @@ msgid "" "Error importing GLSL shader file: '%s'. Open the file in the filesystem dock " "in order to see the reason." msgstr "" -"在导入 GLSL 着色器文件时出错:“%s”。在文件系统停靠面板中打开该文件,以便查看" -"原因。" +"在导入 GLSL 着色器文件时出错:“%s”。在文件系统停靠面板中打开该文件,以便查看原" +"因。" msgid "" "%s: Texture detected as used as a normal map in 3D. Enabling red-green " "texture compression to reduce memory usage (blue channel is discarded)." msgstr "" -"%s:检测到纹理被用于 3D 法线贴图。正在启用红绿纹理压缩,降低内存使用(蓝通道" -"被丢弃)。" +"%s:检测到纹理被用于 3D 法线贴图。正在启用红绿纹理压缩,降低内存使用(蓝通道被" +"丢弃)。" msgid "" "%s: Texture detected as used as a roughness map in 3D. Enabling roughness " "limiter based on the detected associated normal map at %s." msgstr "" -"%s:检测到纹理被用作 3D 粗糙度贴图。根据在 %s 处检测到的关联法线贴图,启用粗" -"糙度限制器。" +"%s:检测到纹理被用作 3D 粗糙度贴图。根据在 %s 处检测到的关联法线贴图,启用粗糙" +"度限制器。" msgid "" "%s: Texture detected as used in 3D. Enabling mipmap generation and setting " @@ -5441,8 +5427,7 @@ msgid "Set Paths" msgstr "设置路径" msgid "" -"This animation already saves to an external resource, no action will be " -"taken." +"This animation already saves to an external resource, no action will be taken." msgstr "这个动画已经保存到一个外部资源,将不采取任何行动。" msgid "Set paths to save animations as resource files on Reimport" @@ -5509,8 +5494,8 @@ msgid "" "first will discard changes made in the Import dock." msgstr "" "存在尚未应用的修改。点击“重新导入”来应用对导入选项的修改。\n" -"若在文件系统面板中选择另一个资源前没有点击“重新导入”,则会忽略在导入面板中所" -"做出的修改。" +"若在文件系统面板中选择另一个资源前没有点击“重新导入”,则会忽略在导入面板中所做" +"出的修改。" msgid "Import As:" msgstr "导入为:" @@ -5532,8 +5517,8 @@ msgid "" msgstr "警告:存在使用本资源的资产,将会停止加载。" msgid "" -"Select a resource file in the filesystem or in the inspector to adjust " -"import settings." +"Select a resource file in the filesystem or in the inspector to adjust import " +"settings." msgstr "要调整导入设置,请在文件系统或检查器中选中资源文件。" msgid "No Event Configured" @@ -6006,7 +5991,7 @@ msgid "Animation name is valid." msgstr "动画名称有效。" msgid "Global library will be created." -msgstr "全局库将被创建。" +msgstr "将创建全局库。" msgid "Library name is valid." msgstr "库名称有效。" @@ -6037,13 +6022,13 @@ msgid "Make Animation Library Unique: %s" msgstr "使动画库唯一:%s" msgid "" -"This animation can't be saved because it does not belong to the edited " -"scene. Make it unique first." +"This animation can't be saved because it does not belong to the edited scene. " +"Make it unique first." msgstr "无法保存此动画,因为它不属于已编辑的场景。请先将其唯一化。" msgid "" -"This animation can't be saved because it was imported from another file. " -"Make it unique first." +"This animation can't be saved because it was imported from another file. Make " +"it unique first." msgstr "无法保存此动画,因为它是从其他文件导入的。请先将其唯一化。" msgid "Save Animation" @@ -6316,8 +6301,8 @@ msgstr "过渡已移除" msgid "" "Select and move nodes.\n" "RMB: Add node at position clicked.\n" -"Shift+LMB+Drag: Connects the selected node with another node or creates a " -"new node if you select an area without nodes." +"Shift+LMB+Drag: Connects the selected node with another node or creates a new " +"node if you select an area without nodes." msgstr "" "选择和移动节点。\n" "右键:在点击的位置添加节点。\n" @@ -6497,14 +6482,14 @@ msgid "All" msgstr "全部" msgid "No results for \"%s\" for support level(s): %s." -msgstr "没有找到结果“%s”在支持的级别中:%s。" +msgstr "“%s”在支持的级别 %s 中没有对应的结果。" msgid "" "No results compatible with %s %s for support level(s): %s.\n" "Check the enabled support levels using the 'Support' button in the top-right " "corner." msgstr "" -"支持级别 %s 中没有与 %s %s 兼容的结果。\n" +"%s %s 在支持的级别 %s 中没有对应的结果。\n" "请检查右上角“支持”按钮所启用的支持级别。" msgid "Search Templates, Projects, and Demos" @@ -6990,8 +6975,8 @@ msgid "This node doesn't have a control parent." msgstr "这个节点没有父控件。" msgid "" -"Use the appropriate layout properties depending on where you are going to " -"put it." +"Use the appropriate layout properties depending on where you are going to put " +"it." msgstr "根据要放置的位置使用适当的布局属性。" msgid "This node is a child of a container." @@ -7218,8 +7203,8 @@ msgid "" "mobile device).\n" "You don't need to enable it to use the GDScript debugger locally." msgstr "" -"启用该选项时,一键部署后的可执行文件将尝试连接到这台电脑的 IP 以便调试所运行" -"的项目。\n" +"启用该选项时,一键部署后的可执行文件将尝试连接到这台电脑的 IP 以便调试所运行的" +"项目。\n" "该选项用于进行远程调试(尤其是移动设备)。\n" "在本地使用 GDScript 调试器时无需启用。" @@ -7236,8 +7221,8 @@ msgid "" msgstr "" "启用该选项时,一键部署到 Android 时所导出的可执行文件将不包含项目数据。\n" "文件系统将由编辑器基于项目通过网络提供。\n" -"在 Android 平台,部署将通过 USB 线缆进行以提高性能。如果项目中包含较大的资" -"产,该选项可提高测试速度。" +"在 Android 平台,部署将通过 USB 线缆进行以提高性能。如果项目中包含较大的资产," +"该选项可提高测试速度。" msgid "Visible Collision Shapes" msgstr "显示碰撞区域" @@ -7275,8 +7260,8 @@ msgid "Synchronize Scene Changes" msgstr "同步场景修改" msgid "" -"When this option is enabled, any changes made to the scene in the editor " -"will be replicated in the running project.\n" +"When this option is enabled, any changes made to the scene in the editor will " +"be replicated in the running project.\n" "When used remotely on a device, this is more efficient when the network " "filesystem option is enabled." msgstr "" @@ -7287,8 +7272,8 @@ msgid "Synchronize Script Changes" msgstr "同步脚本修改" msgid "" -"When this option is enabled, any script that is saved will be reloaded in " -"the running project.\n" +"When this option is enabled, any script that is saved will be reloaded in the " +"running project.\n" "When used remotely on a device, this is more efficient when the network " "filesystem option is enabled." msgstr "" @@ -7302,8 +7287,7 @@ msgid "" "When this option is enabled, the editor debug server will stay open and " "listen for new sessions started outside of the editor itself." msgstr "" -"启用该选项时,编辑器的调试服务器将保持开放,监听在编辑器本身之外开始的新会" -"话。" +"启用该选项时,编辑器的调试服务器将保持开放,监听在编辑器本身之外开始的新会话。" msgid "Run Multiple Instances" msgstr "运行多个实例" @@ -7318,6 +7302,9 @@ msgstr "大小:%s" msgid "Type: %s" msgstr "类型:%s" +msgid "Dimensions: %d × %d" +msgstr "尺寸:%d × %d" + msgid "Overrides (%d)" msgstr "覆盖(%d)" @@ -7545,8 +7532,7 @@ msgstr "" msgid "" "No meshes to bake. Make sure they contain an UV2 channel and that the 'Bake " "Light' flag is on." -msgstr "" -"没有可烘焙的网格。请确保网格包含 UV2 通道,并且“Bake Light”选项已启用。" +msgstr "没有可烘焙的网格。请确保网格包含 UV2 通道,并且“Bake Light”选项已启用。" msgid "Failed creating lightmap images, make sure path is writable." msgstr "创建光照贴图失败,切确保文件是可写的。" @@ -7714,8 +7700,8 @@ msgid "Create Outline Mesh..." msgstr "创建轮廓网格..." msgid "" -"Creates a static outline mesh. The outline mesh will have its normals " -"flipped automatically.\n" +"Creates a static outline mesh. The outline mesh will have its normals flipped " +"automatically.\n" "This can be used instead of the StandardMaterial Grow property when using " "that property isn't possible." msgstr "" @@ -8490,8 +8476,8 @@ msgid "Add Environment to Scene" msgstr "将环境添加到场景" msgid "" -"Adds a WorldEnvironment node matching the preview environment settings to " -"the current scene.\n" +"Adds a WorldEnvironment node matching the preview environment settings to the " +"current scene.\n" "Hold Shift while clicking to also add the preview sun to the current scene." msgstr "" "在当前场景中添加一个匹配预览环境设置的 WorldEnvironment 节点。\n" @@ -8506,12 +8492,12 @@ msgstr "" msgid "" "No meshes to bake.\n" -"Make sure there is at least one MeshInstance3D node in the scene whose " -"visual layers are part of the OccluderInstance3D's Bake Mask property." +"Make sure there is at least one MeshInstance3D node in the scene whose visual " +"layers are part of the OccluderInstance3D's Bake Mask property." msgstr "" "没有要烘焙的网格。\n" -"确保场景中至少有一个 MeshInstance3D 节点,其可视层是 OccluderInstance3D 的烘" -"焙掩码属性的一部分。" +"确保场景中至少有一个 MeshInstance3D 节点,其可视层是 OccluderInstance3D 的烘焙" +"掩码属性的一部分。" msgid "Could not save the new occluder at the specified path:" msgstr "无法在指定路径上保存该新遮挡器:" @@ -8701,8 +8687,7 @@ msgid "Create a custom polygon. Enables custom polygon rendering." msgstr "创建自定义多边形。启用自定义多边形渲染。" msgid "" -"Remove a custom polygon. If none remain, custom polygon rendering is " -"disabled." +"Remove a custom polygon. If none remain, custom polygon rendering is disabled." msgstr "移除自定义多边形。如果没有剩下任何多边形,则会禁用自定义多边形渲染。" msgid "Paint weights with specified intensity." @@ -9678,8 +9663,8 @@ msgid "Import Selected" msgstr "导入所选项" msgid "" -"Import Items tab has some items selected. Selection will be lost upon " -"closing this window.\n" +"Import Items tab has some items selected. Selection will be lost upon closing " +"this window.\n" "Close anyway?" msgstr "" "导入项目选项卡还有选中的项目。关闭本窗口会丢失选项。\n" @@ -9966,8 +9951,7 @@ msgid "Select UI Scene:" msgstr "选择 UI 场景:" msgid "" -"Toggle the control picker, allowing to visually select control types for " -"edit." +"Toggle the control picker, allowing to visually select control types for edit." msgstr "开关控件拾取器,可以可视化地选择所需编辑的控件类型。" msgid "Toggle Button" @@ -10252,8 +10236,8 @@ msgid "Tiles" msgstr "图块" msgid "" -"This TileMap's TileSet has no source configured. Go to the TileSet bottom " -"tab to add one." +"This TileMap's TileSet has no source configured. Go to the TileSet bottom tab " +"to add one." msgstr "" "这个 TileMap 的 TileSet 中没有配置任何源。请在 TileSet 底部面板中进行添加。" @@ -10582,8 +10566,7 @@ msgstr "TileMap" msgid "" "No VCS plugins are available in the project. Install a VCS plugin to use VCS " "integration features." -msgstr "" -"该项目中没有可用的 VCS 插件。要使用 VCS 集成功能,请安装一个 VCS 插件。" +msgstr "该项目中没有可用的 VCS 插件。要使用 VCS 集成功能,请安装一个 VCS 插件。" msgid "Error" msgstr "错误" @@ -10791,7 +10774,7 @@ msgid "Add Output" msgstr "添加输出" msgid "Float" -msgstr "Float" +msgstr "浮点数" msgid "Int" msgstr "Int" @@ -11109,8 +11092,8 @@ msgid "" msgstr "如果提供的布尔值是 true 或 false,则返回关联的浮点数标量。" msgid "" -"Returns an associated integer scalar if the provided boolean value is true " -"or false." +"Returns an associated integer scalar if the provided boolean value is true or " +"false." msgstr "如果提供的布尔值是 true 或 false,则返回关联的整数标量。" msgid "" @@ -11335,8 +11318,8 @@ msgid "" "SmoothStep function( scalar(edge0), scalar(edge1), scalar(x) ).\n" "\n" "Returns 0.0 if 'x' is smaller than 'edge0' and 1.0 if x is larger than " -"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 " -"using Hermite polynomials." +"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 using " +"Hermite polynomials." msgstr "" "SmoothStep 函数( scalar(edge0), scalar(edge1), scalar(x) ).\n" "\n" @@ -11353,8 +11336,7 @@ msgstr "" "如果 “x” 小于 “edge” 则返回 0.0,否则返回 1.0。" msgid "" -"(Fragment/Light mode only) (Scalar) Sum of absolute derivative in 'x' and " -"'y'." +"(Fragment/Light mode only) (Scalar) Sum of absolute derivative in 'x' and 'y'." msgstr "(仅限片段/光照模式)(标量)“x” 和 “y” 中的绝对导数之和。" msgid "Returns the tangent of the parameter." @@ -11379,8 +11361,7 @@ msgid "Returns the result of bitwise AND (a & b) operation for two integers." msgstr "返回两个整数的按位与(a & b)运算的结果。" msgid "" -"Returns the result of bitwise AND (a & b) operation for two unsigned " -"integers." +"Returns the result of bitwise AND (a & b) operation for two unsigned integers." msgstr "返回两个无符号整数的按位与(a & b)运算的结果。" msgid "" @@ -11551,8 +11532,8 @@ msgstr "" "计算一对向量的外积。\n" "\n" "OuterProduct 将第一个参数 “c” 视为列向量(只有一列的矩阵),将第二个参数 “r” " -"视为行向量(只有一行的矩阵),并执行线性代数矩阵乘法 “c * r”。所生成的矩阵" -"中,行数为 “c” 中元素的数量,列数为 “r” 中元素的数量。" +"视为行向量(只有一行的矩阵),并执行线性代数矩阵乘法 “c * r”。所生成的矩阵中," +"行数为 “c” 中元素的数量,列数为 “r” 中元素的数量。" msgid "Composes transform from four vectors." msgstr "由四个向量构成变换。" @@ -11669,12 +11650,12 @@ msgid "" "incident vector, and Nref, the reference vector. If the dot product of I and " "Nref is smaller than zero the return value is N. Otherwise -N is returned." msgstr "" -"返回指向与参考向量相同方向的向量。该函数有三个向量参数:N,方向向量;I,入射" -"向量;Nref,参考向量。如果 I 和 Nref 的点积小于零,返回值为 N,否则返回 -N。" +"返回指向与参考向量相同方向的向量。该函数有三个向量参数:N,方向向量;I,入射向" +"量;Nref,参考向量。如果 I 和 Nref 的点积小于零,返回值为 N,否则返回 -N。" msgid "" -"Returns falloff based on the dot product of surface normal and view " -"direction of camera (pass associated inputs to it)." +"Returns falloff based on the dot product of surface normal and view direction " +"of camera (pass associated inputs to it)." msgstr "根据表面法线和相机视图方向的点积返回衰减(将相关输入传递给它)。" msgid "Calculates the length of a vector." @@ -11710,25 +11691,25 @@ msgid "" "SmoothStep function( vector(edge0), vector(edge1), vector(x) ).\n" "\n" "Returns 0.0 if 'x' is smaller than 'edge0' and 1.0 if 'x' is larger than " -"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 " -"using Hermite polynomials." +"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 using " +"Hermite polynomials." msgstr "" "SmoothStep 函数( vector(edge0), vector(edge1), vector (x) )。 \n" "\n" -"如果 “x” 小于 “edge0”,则返回 0.0;如果 “x” 大于 “edge1”,则返回 0.0。否则," -"返回值将使用埃尔米特多项式在 0.0 和 1.0 之间插值。" +"如果 “x” 小于 “edge0”,则返回 0.0;如果 “x” 大于 “edge1”,则返回 0.0。否则,返" +"回值将使用埃尔米特多项式在 0.0 和 1.0 之间插值。" msgid "" "SmoothStep function( scalar(edge0), scalar(edge1), vector(x) ).\n" "\n" "Returns 0.0 if 'x' is smaller than 'edge0' and 1.0 if 'x' is larger than " -"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 " -"using Hermite polynomials." +"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 using " +"Hermite polynomials." msgstr "" "SmoothStep 函数( scalar(edge0), scalar(edge1), vector(x) )。\n" "\n" -"如果 “x” 小于 “edge0” 则返回 0.0,如果 x 大于 “edge1” 则返回 1.0。否则,返回" -"值将使用埃尔米特多项式在 0.0 和 1.0 之间插值。" +"如果 “x” 小于 “edge0” 则返回 0.0,如果 x 大于 “edge1” 则返回 1.0。否则,返回值" +"将使用埃尔米特多项式在 0.0 和 1.0 之间插值。" msgid "" "Step function( vector(edge), vector(x) ).\n" @@ -11749,8 +11730,7 @@ msgstr "" "如果 “x” 小于 “edge” 则返回 0.0,否则返回 1.0。" msgid "" -"(Fragment/Light mode only) (Vector) Sum of absolute derivative in 'x' and " -"'y'." +"(Fragment/Light mode only) (Vector) Sum of absolute derivative in 'x' and 'y'." msgstr "(仅限片段/光照模式)(向量)“x” 和 “y” 中的绝对导数之和。" msgid "Adds 2D vector to 2D vector." @@ -12037,9 +12017,6 @@ msgstr "版本控制元数据:" msgid "Git" msgstr "Git" -msgid "The project uses features unsupported by the current build:" -msgstr "这个项目使用了如下该 Godot 构建不支持的功能:" - msgid "Error: Project is missing on the filesystem." msgstr "错误:文件系统上缺失项目。" @@ -12093,8 +12070,7 @@ msgid "" "\n" "You have three options:\n" "- Convert only the configuration file (\"project.godot\"). Use this to open " -"the project without attempting to convert its scenes, resources and " -"scripts.\n" +"the project without attempting to convert its scenes, resources and scripts.\n" "- Convert the entire project including its scenes, resources and scripts " "(recommended if you are upgrading).\n" "- Do nothing and go back.\n" @@ -12173,17 +12149,8 @@ msgstr "" "\n" msgid "" -"Warning: This project was built in Godot %s.\n" -"Opening will upgrade or downgrade the project to Godot %s.\n" -"\n" -msgstr "" -"警告:这个项目是在 Godot %s 中构建的。\n" -"打开后将升级或降级该项目到 Godot %s。\n" -"\n" - -msgid "" -"Warning: This project uses the following features not supported by this " -"build of Godot:\n" +"Warning: This project uses the following features not supported by this build " +"of Godot:\n" "\n" "%s\n" "\n" @@ -12262,8 +12229,8 @@ msgstr "筛选项目" msgid "" "This field filters projects by name and last path component.\n" -"To filter projects by name and full path, the query must contain at least " -"one `/` character." +"To filter projects by name and full path, the query must contain at least one " +"`/` character." msgstr "" "该搜索框根据名称和路径的末尾部分来筛选项目。\n" "如果要根据名称和完整路径筛选,搜索内容应至少包含一个“/”字符。" @@ -12319,26 +12286,6 @@ msgstr "同时删除项目内容(无法撤销!)" msgid "Convert Full Project" msgstr "转换完整项目" -msgid "" -"This option will perform full project conversion, updating scenes, resources " -"and scripts from Godot 3.x to work in Godot 4.0.\n" -"\n" -"Note that this is a best-effort conversion, i.e. it makes upgrading the " -"project easier, but it will not open out-of-the-box and will still require " -"manual adjustments.\n" -"\n" -"IMPORTANT: Make sure to backup your project before converting, as this " -"operation makes it impossible to open it in older versions of Godot." -msgstr "" -"该选项将执行完整的项目转换,更新 Godot 3.x 的场景、资源和脚本,以便在 Godot " -"4.0 中运行。\n" -"\n" -"注意,转换是尽力而为的,也就是说,它可以让项目的升级更容易,但无法做到开箱即" -"用,仍然需要手动调整。\n" -"\n" -"重要:转换前请一定要备份你的项目,因为这个操作会使它无法在旧版本的 Godot 中打" -"开。" - msgid "Can't run project" msgstr "无法运行项目" @@ -12598,8 +12545,8 @@ msgid "Error loading scene from %s" msgstr "从 %s 加载场景出错" msgid "" -"Cannot instantiate the scene '%s' because the current scene exists within " -"one of its nodes." +"Cannot instantiate the scene '%s' because the current scene exists within one " +"of its nodes." msgstr "无法实例化该场景“%s”,因为当前场景位于该场景节点中。" msgid "Instantiate Scene(s)" @@ -12656,8 +12603,7 @@ msgstr "是否删除节点 “%s”?" msgid "Some nodes are referenced by animation tracks." msgstr "部分节点在动画轨道中使用。" -msgid "" -"Saving the branch as a scene requires having a scene open in the editor." +msgid "Saving the branch as a scene requires having a scene open in the editor." msgstr "将分支保存为场景需要编辑器打开场景。" msgid "" @@ -12711,8 +12657,8 @@ msgid "" msgstr "禁用 “editable_instance” 将导致节点的所有属性恢复为其默认值。" msgid "" -"Enabling \"Load As Placeholder\" will disable \"Editable Children\" and " -"cause all properties of the node to be reverted to their default." +"Enabling \"Load As Placeholder\" will disable \"Editable Children\" and cause " +"all properties of the node to be reverted to their default." msgstr "" "开启 “加载为占位符” 将禁用 “子节点可编辑” 并重置该节点的所有属性恢复为其默认" "值。" @@ -12999,8 +12945,8 @@ msgid "" msgstr "注意:内置脚本有其局限性,并且不能使用外部编辑器编辑。" msgid "" -"Warning: Having the script name be the same as a built-in type is usually " -"not desired." +"Warning: Having the script name be the same as a built-in type is usually not " +"desired." msgstr "警告:脚本名称通常不能与内置类型一致。" msgid "Class Name:" @@ -13128,8 +13074,8 @@ msgid "Value of type '%s' can't provide a length." msgstr "类型为“%s”的值无法提供长度。" msgid "" -"Invalid type argument for is_instance_of(), use TYPE_* constants for built-" -"in types." +"Invalid type argument for is_instance_of(), use TYPE_* constants for built-in " +"types." msgstr "is_instance_of() 的类型参数无效,内置类型请使用 TYPE_* 常量。" msgid "Type argument is a previously freed instance." @@ -13187,8 +13133,8 @@ msgid "Disable '.blend' Import" msgstr "禁用“.blend”导入" msgid "" -"Disables Blender '.blend' files import for this project. Can be re-enabled " -"in Project Settings." +"Disables Blender '.blend' files import for this project. Can be re-enabled in " +"Project Settings." msgstr "禁用此项目的 Blender“.blend”文件导入。可以在项目设置中重新启用。" msgid "Disabling '.blend' file import requires restarting the editor." @@ -13342,8 +13288,8 @@ msgid "" "Unable to load .NET runtime, no compatible version was found.\n" "Attempting to create/edit a project will lead to a crash.\n" "\n" -"Please install the .NET SDK 6.0 or later from https://dotnet.microsoft.com/" -"en-us/download and restart Godot." +"Please install the .NET SDK 6.0 or later from https://dotnet.microsoft.com/en-" +"us/download and restart Godot." msgstr "" "无法加载 .NET 运行时,未找到兼容的版本。\n" "尝试创建/编辑项目会导致崩溃。\n" @@ -13358,8 +13304,8 @@ msgid "" "Unable to load .NET runtime, specifically hostfxr.\n" "Attempting to create/edit a project will lead to a crash.\n" "\n" -"Please install the .NET SDK 6.0 or later from https://dotnet.microsoft.com/" -"en-us/download and restart Godot." +"Please install the .NET SDK 6.0 or later from https://dotnet.microsoft.com/en-" +"us/download and restart Godot." msgstr "" "无法加载 .NET 运行时,具体为 hostfxr。\n" "尝试创建/编辑项目会导致崩溃。\n" @@ -13645,16 +13591,15 @@ msgstr "“穿透”只有在当“XR Mode”是“OpenXR”时才有效。" msgid "\"Export AAB\" is only valid when \"Use Gradle Build\" is enabled." msgstr "“导出 AAB”只有在启用“使用 Gradle 构建”时才有效。" -msgid "" -"\"Min SDK\" can only be overridden when \"Use Gradle Build\" is enabled." +msgid "\"Min SDK\" can only be overridden when \"Use Gradle Build\" is enabled." msgstr "“最小 SDK”只有在启用“使用 Gradle 构建”时才能覆盖。" msgid "\"Min SDK\" should be a valid integer, but got \"%s\" which is invalid." msgstr "“最小 SDK”应当为有效的整数,但获得了无效的“%s”。" msgid "" -"\"Min SDK\" cannot be lower than %d, which is the version needed by the " -"Godot library." +"\"Min SDK\" cannot be lower than %d, which is the version needed by the Godot " +"library." msgstr "“最小 SDK”不能低于 %d,这是 Godot 库所需要的版本。" msgid "" @@ -13696,8 +13641,8 @@ msgid "" "Exporting to Android is currently not supported in Godot 4 when using C#/." "NET. Use Godot 3 to target Android with C#/Mono instead." msgstr "" -"Godot 4 中目前尚不支持使用 C#/.NET 导出到 Android。要在 Android 目标上使用 " -"C#/Mono,请改用 Godot 3。" +"Godot 4 中目前尚不支持使用 C#/.NET 导出到 Android。要在 Android 目标上使用 C#/" +"Mono,请改用 Godot 3。" msgid "" "If this project does not use C#, use a non-C# editor build to export the " @@ -13766,15 +13711,15 @@ msgstr "代码签名" msgid "" "All 'apksigner' tools located in Android SDK 'build-tools' directory failed " -"to execute. Please check that you have the correct version installed for " -"your target sdk version. The resulting %s is unsigned." +"to execute. Please check that you have the correct version installed for your " +"target sdk version. The resulting %s is unsigned." msgstr "" -"位于 Android SDK“build-tools”目录下的所有“apksigner”工具都未能成功执行。请检" -"查你是否为目标 SDK 版本安装了正确的版本。生成的 %s 未签名。" +"位于 Android SDK“build-tools”目录下的所有“apksigner”工具都未能成功执行。请检查" +"你是否为目标 SDK 版本安装了正确的版本。生成的 %s 未签名。" msgid "" -"'apksigner' could not be found. Please check that the command is available " -"in the Android SDK build-tools directory. The resulting %s is unsigned." +"'apksigner' could not be found. Please check that the command is available in " +"the Android SDK build-tools directory. The resulting %s is unsigned." msgstr "" "无法找到“apksigner”。请检查 Android SDK 的 build-tools 目录中是否有此命令。生" "成的 %s 未签名。" @@ -13826,15 +13771,15 @@ msgid "" "Trying to build from a gradle built template, but no version info for it " "exists. Please reinstall from the 'Project' menu." msgstr "" -"尝试从自定义构建模板构建,但是它所使用的版本信息不存在。请从“项目”菜单中重新" -"安装。" +"尝试从自定义构建模板构建,但是它所使用的版本信息不存在。请从“项目”菜单中重新安" +"装。" msgid "" "Android build version mismatch: Template installed: %s, Godot version: %s. " "Please reinstall Android build template from 'Project' menu." msgstr "" -"Android 构建版本不匹配:安装的模板:%s,Godot 版本:%s。请从“项目”菜单中重新" -"安装 Android 构建模板。" +"Android 构建版本不匹配:安装的模板:%s,Godot 版本:%s。请从“项目”菜单中重新安" +"装 Android 构建模板。" msgid "" "Unable to overwrite res://android/build/res/*.xml files with project name." @@ -13850,11 +13795,11 @@ msgid "Building Android Project (gradle)" msgstr "构建 Android 项目 (Gradle)" msgid "" -"Building of Android project failed, check output for the error. " -"Alternatively visit docs.godotengine.org for Android build documentation." +"Building of Android project failed, check output for the error. Alternatively " +"visit docs.godotengine.org for Android build documentation." msgstr "" -"Android 项目构建失败,请检查输出中显示的错误。也可以访问 docs.godotengine." -"org 查看 Android 构建文档。" +"Android 项目构建失败,请检查输出中显示的错误。也可以访问 docs.godotengine.org " +"查看 Android 构建文档。" msgid "Moving output" msgstr "移动输出" @@ -13878,8 +13823,8 @@ msgid "" "Please build a template with all required libraries, or uncheck the missing " "architectures in the export preset." msgstr "" -"导出模板缺失所选架构的库:%s。请使用全部所需的库构建模板,或者在导出预设中取" -"消对缺失架构的选择。" +"导出模板缺失所选架构的库:%s。请使用全部所需的库构建模板,或者在导出预设中取消" +"对缺失架构的选择。" msgid "Adding files..." msgstr "正在添加文件……" @@ -13929,8 +13874,8 @@ msgid "" "Exporting to iOS is currently not supported in Godot 4 when using C#/.NET. " "Use Godot 3 to target iOS with C#/Mono instead." msgstr "" -"Godot 4 中目前尚不支持使用 C#/.NET 导出到 iOS。要在 iOS 目标上使用 C#/Mono," -"请改用 Godot 3。" +"Godot 4 中目前尚不支持使用 C#/.NET 导出到 iOS。要在 iOS 目标上使用 C#/Mono,请" +"改用 Godot 3。" msgid "Identifier is missing." msgstr "缺少标识符。" @@ -14116,8 +14061,7 @@ msgstr "已启用地址簿访问,但未指定用途描述。" msgid "Calendar access is enabled, but usage description is not specified." msgstr "已启用日历访问,但未指定用途描述。" -msgid "" -"Photo library access is enabled, but usage description is not specified." +msgid "Photo library access is enabled, but usage description is not specified." msgstr "已启用照片库访问,但未指定用途描述。" msgid "Icon Creation" @@ -14230,8 +14174,8 @@ msgid "Could not create directory \"%s\"." msgstr "无法创建目录“%s”。" msgid "" -"Relative symlinks are not supported on this OS, the exported project might " -"be broken!" +"Relative symlinks are not supported on this OS, the exported project might be " +"broken!" msgstr "该操作系统上不支持相对符号链接,导出的项目可能损坏!" msgid "Could not created symlink \"%s\" -> \"%s\"." @@ -14299,8 +14243,7 @@ msgid "" "Warning: Notarization is disabled. The exported project will be blocked by " "Gatekeeper if it's downloaded from an unknown source." msgstr "" -"警告:已禁用公证。如果从未知来源下载该导出后的项目,将被 Gatekeeper 阻止运" -"行。" +"警告:已禁用公证。如果从未知来源下载该导出后的项目,将被 Gatekeeper 阻止运行。" msgid "" "Code signing is disabled. The exported project will not run on Macs with " @@ -14310,8 +14253,8 @@ msgstr "" "Silicon 的 Mac 上运行。" msgid "" -"Code signing: Using ad-hoc signature. The exported project will be blocked " -"by Gatekeeper" +"Code signing: Using ad-hoc signature. The exported project will be blocked by " +"Gatekeeper" msgstr "代码签名:使用临时签名。导出的项目将被 Gatekeeper 阻止" msgid "Code signing: Xcode command line tools are not installed." @@ -14388,8 +14331,8 @@ msgid "" "Exporting to Web is currently not supported in Godot 4 when using C#/.NET. " "Use Godot 3 to target Web with C#/Mono instead." msgstr "" -"Godot 4 中目前尚不支持使用 C#/.NET 导出到 Web。要在 Web 目标上使用 C#/Mono," -"请改用 Godot 3。" +"Godot 4 中目前尚不支持使用 C#/.NET 导出到 Web。要在 Web 目标上使用 C#/Mono,请" +"改用 Godot 3。" msgid "Could not read HTML shell: \"%s\"." msgstr "无法读取 HTML 壳:“%s”。" @@ -14464,16 +14407,16 @@ msgstr "时间戳服务器无效。" msgid "" "Could not start signtool executable. Configure signtool path in the Editor " -"Settings (Export > Windows > signtool), or disable \"Codesign\" in the " -"export preset." +"Settings (Export > Windows > signtool), or disable \"Codesign\" in the export " +"preset." msgstr "" "无法启动 signtool 可执行文件。请在编辑器设置中配置 signtool 路径(导出 > " "Windows > Signtool),或在导出预设中禁用“代码签名”。" msgid "" "Could not start osslsigncode executable. Configure signtool path in the " -"Editor Settings (Export > Windows > osslsigncode), or disable \"Codesign\" " -"in the export preset." +"Editor Settings (Export > Windows > osslsigncode), or disable \"Codesign\" in " +"the export preset." msgstr "" "无法启动 osslsigncode 可执行文件。请在编辑器设置中配置 signtool 路径(导出 > " "Windows > Signtool),或在导出预设中禁用“代码签名”。" @@ -14485,8 +14428,8 @@ msgid "Failed to remove temporary file \"%s\"." msgstr "移除临时文件“%s”失败。" msgid "" -"The rcedit tool must be configured in the Editor Settings (Export > Windows " -"> rcedit) to change the icon or app information data." +"The rcedit tool must be configured in the Editor Settings (Export > Windows > " +"rcedit) to change the icon or app information data." msgstr "" "必须在编辑器设置中配置 rcedit 工具(导出 > Windows > Rcedit)才能修改图标或应" "用信息数据。" @@ -14504,33 +14447,30 @@ msgid "" "A SpriteFrames resource must be created or set in the \"Frames\" property in " "order for AnimatedSprite2D to display frames." msgstr "" -"必须在“Frames”属性中创建或设置 SpriteFrames 资源,让 AnimatedSprite2D 显示" -"帧。" +"必须在“Frames”属性中创建或设置 SpriteFrames 资源,让 AnimatedSprite2D 显示帧。" msgid "" "Only one visible CanvasModulate is allowed per scene (or set of instantiated " "scenes). The first created one will work, while the rest will be ignored." msgstr "" -"每个场景(或一组实例化的场景)只允许一个可见的CanvasModulate。第一个创建的将" -"会起作用,而其他的将会被忽略。" +"每个场景(或一组实例化的场景)只允许一个可见的CanvasModulate。第一个创建的将会" +"起作用,而其他的将会被忽略。" msgid "" "This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " -"define its shape." +"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to define " +"its shape." msgstr "" "该节点没有描述其形状的子节点,因此它无法与其他物体产生碰撞或者进行交互。\n" -"请添加一个 CollisionShape2D 或 CollisionPolygon2D 类型的子节点来定义它的形" -"状。" +"请添加一个 CollisionShape2D 或 CollisionPolygon2D 类型的子节点来定义它的形状。" msgid "" "CollisionPolygon2D only serves to provide a collision shape to a " "CollisionObject2D derived node. Please only use it as a child of Area2D, " "StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." msgstr "" -"CollisionPolygon2D 节点只能为 CollisionObject2D 的派生类提供碰撞形状,请将其" -"作为 Area2D、StaticBody2D、RigidBody2D 或 CharacterBody2D 的子节点以提供形" -"状。" +"CollisionPolygon2D 节点只能为 CollisionObject2D 的派生类提供碰撞形状,请将其作" +"为 Area2D、StaticBody2D、RigidBody2D 或 CharacterBody2D 的子节点以提供形状。" msgid "An empty CollisionPolygon2D has no effect on collision." msgstr "空的 CollisionPolygon2D 不起任何碰撞检测作用。" @@ -14634,8 +14574,8 @@ msgid "" "A NavigationMesh resource must be set or created for this node to work. " "Please set a property or draw a polygon." msgstr "" -"必须为这个节点设置或创建 NavigationMesh 资源,才能正常工作。请设置属性或绘制" -"多边形。" +"必须为这个节点设置或创建 NavigationMesh 资源,才能正常工作。请设置属性或绘制多" +"边形。" msgid "" "ParallaxLayer node only works when set as child of a ParallaxBackground node." @@ -14685,8 +14625,7 @@ msgid "This Bone2D chain should end at a Skeleton2D node." msgstr "这条 Bone2D 链应该以 Skeleton2D 节点结束。" msgid "A Bone2D only works with a Skeleton2D or another Bone2D as parent node." -msgstr "" -"Bone2D 节点仅适用于 Skeleton2D 节点或者另一个作为父节点的 Bone2D 节点。" +msgstr "Bone2D 节点仅适用于 Skeleton2D 节点或者另一个作为父节点的 Bone2D 节点。" msgid "" "This bone lacks a proper REST pose. Go to the Skeleton2D node and set one." @@ -14698,8 +14637,8 @@ msgid "" "Y-sorted as a whole with tiles from Y-sorted layers." msgstr "" "Y 排序图层与非 Y 排序图层具有相同的 Z 索引值。\n" -"这可能会导致不需要的行为,因为未按 Y 排序的层将作为一个整体,与来自 Y 排序层" -"的图块一起进行 Y 排序。" +"这可能会导致不需要的行为,因为未按 Y 排序的层将作为一个整体,与来自 Y 排序层的" +"图块一起进行 Y 排序。" msgid "" "A TileMap layer is set as Y-sorted, but Y-sort is not enabled on the TileMap " @@ -14707,15 +14646,15 @@ msgid "" msgstr "TileMap 图层设置为 Y 排序,但 TileMap 节点本身未启用 Y 排序。" msgid "" -"Isometric TileSet will likely not look as intended without Y-sort enabled " -"for the TileMap and all of its layers." +"Isometric TileSet will likely not look as intended without Y-sort enabled for " +"the TileMap and all of its layers." msgstr "" "如果不对 TileMap 和它的所有层启用 Y-sort,等轴 TileSet 可能看起来不像预期的那" "样。" msgid "" -"External Skeleton3D node not set! Please set a path to an external " -"Skeleton3D node." +"External Skeleton3D node not set! Please set a path to an external Skeleton3D " +"node." msgstr "未设置外部 Skeleton3D 节点!请设置外部 Skeleton3D 节点的路径。" msgid "" @@ -14723,8 +14662,8 @@ msgid "" "you intend to use the BoneAttachment3D without it being a child of a " "Skeleton3D node." msgstr "" -"父节点不是 Skeleton3D 节点!如果不想让 BoneAttachment3D 成为 Skeleton3D 节点" -"的子节点,请使用外部 Skeleton3D。" +"父节点不是 Skeleton3D 节点!如果不想让 BoneAttachment3D 成为 Skeleton3D 节点的" +"子节点,请使用外部 Skeleton3D。" msgid "" "BoneAttachment3D node is not bound to any bones! Please select a bone to " @@ -14733,12 +14672,11 @@ msgstr "BoneAttachment3D 节点未绑定至任何骨头!请选择这个节点 msgid "" "This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " -"define its shape." +"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to define " +"its shape." msgstr "" "这个节点没有形状,因此无法与其他物体产生碰撞或者进行交互。\n" -"请添加一个 CollisionShape3D 或 CollisionPolygon3D 类型的子节点来定义它的形" -"状。" +"请添加一个 CollisionShape3D 或 CollisionPolygon3D 类型的子节点来定义它的形状。" msgid "" "With a non-uniform scale this node will probably not function as expected.\n" @@ -14777,8 +14715,8 @@ msgid "" "CharacterBody3D, etc. to give them a shape." msgstr "" "CollisionShape3D 节点只能为 CollisionObject3D 的派生节点提供碰撞形状。\n" -"请将其用作 Area3D、StaticBody3D、RigidBody3D、CharacterBody3D 的子节点以提供" -"形状。" +"请将其用作 Area3D、StaticBody3D、RigidBody3D、CharacterBody3D 的子节点以提供形" +"状。" msgid "" "A shape must be provided for CollisionShape3D to function. Please create a " @@ -14786,8 +14724,7 @@ msgid "" msgstr "CollisionShape3D 必须有形状才能工作。请先为其创建形状资源。" msgid "" -"ConcavePolygonShape3D doesn't support RigidBody3D in another mode than " -"static." +"ConcavePolygonShape3D doesn't support RigidBody3D in another mode than static." msgstr "ConcavePolygonShape3D 不支持静态模式以外的 RigidBody3D。" msgid "" @@ -14819,8 +14756,8 @@ msgid "" msgstr "贴花仅在使用 Forward+ 或 Mobile 渲染后端时可用。" msgid "" -"The decal has no textures loaded into any of its texture properties, and " -"will therefore not be visible." +"The decal has no textures loaded into any of its texture properties, and will " +"therefore not be visible." msgstr "该贴花的所有纹理属性中都没有加载纹理,因此将不可见。" msgid "" @@ -14849,8 +14786,7 @@ msgid "" "order to be visible." msgstr "该场景的 Environment 中启用体积雾后,体积雾才可见。" -msgid "" -"Nothing is visible because meshes have not been assigned to draw passes." +msgid "Nothing is visible because meshes have not been assigned to draw passes." msgstr "粒子不可见,因为绘制阶段中没有指定网格。" msgid "" @@ -14869,8 +14805,8 @@ msgid "Trails active, but neither Trail meshes or a Skin were found." msgstr "尾迹已激活,但未找到尾迹网格或皮肤。" msgid "" -"Only one Trail mesh is supported. If you want to use more than a single " -"mesh, a Skin is needed (see documentation)." +"Only one Trail mesh is supported. If you want to use more than a single mesh, " +"a Skin is needed (see documentation)." msgstr "仅支持单个尾迹网格。如果你想使用多个网格,则需要皮肤(见文档)。" msgid "" @@ -14888,8 +14824,8 @@ msgid "" "collision for this GPUParticlesCollisionSDF3D.\n" "To resolve this, enable at least one bit in the Bake Mask property." msgstr "" -"Bake Mask 没有启用任何位,这意味着烘焙不会为此 GPUParticlesCollisionSDF3D 生" -"成任何碰撞。\n" +"Bake Mask 没有启用任何位,这意味着烘焙不会为此 GPUParticlesCollisionSDF3D 生成" +"任何碰撞。\n" "要解决此问题,请在 Bake Mask 属性中至少启用一位。" msgid "Node A and Node B must be PhysicsBody3Ds" @@ -14979,13 +14915,13 @@ msgid "" "occluder meshes for this OccluderInstance3D.\n" "To resolve this, enable at least one bit in the Bake Mask property." msgstr "" -"Bake Mask 没有启用任何位,这意味着烘焙时不会为这个 OccluderInstance3D 生成任" -"何遮挡网格。\n" +"Bake Mask 没有启用任何位,这意味着烘焙时不会为这个 OccluderInstance3D 生成任何" +"遮挡网格。\n" "要解决这个问题,请在 Bake Mask 属性中至少启用一个位。" msgid "" -"No occluder mesh is defined in the Occluder property, so no occlusion " -"culling will be performed using this OccluderInstance3D.\n" +"No occluder mesh is defined in the Occluder property, so no occlusion culling " +"will be performed using this OccluderInstance3D.\n" "To resolve this, set the Occluder property to one of the primitive occluder " "types or bake the scene meshes by selecting the OccluderInstance3D and " "pressing the Bake Occluders button at the top of the 3D editor viewport." @@ -15013,8 +14949,7 @@ msgid "" msgstr "" "多边形遮挡器的顶点少于 3 个,因此使用这个 OccluderInstance3D 不会进行遮挡剔" "除。\n" -"可以在检查器中添加顶点,也可以使用 3D 编辑器视口顶部的多边形编辑工具添加顶" -"点。" +"可以在检查器中添加顶点,也可以使用 3D 编辑器视口顶部的多边形编辑工具添加顶点。" msgid "PathFollow3D only works when set as a child of a Path3D node." msgstr "PathFollow3D 只有作为 Path3D 的子节点节才能正常工作。" @@ -15118,8 +15053,7 @@ msgstr "正在生成距离场" msgid "" "VoxelGI nodes are not supported when using the GL Compatibility backend yet. " "Support will be added in a future release." -msgstr "" -"使用 GL Compatibility 后端时尚不支持 VoxelGI 节点。将在后续版本中加入。" +msgstr "使用 GL Compatibility 后端时尚不支持 VoxelGI 节点。将在后续版本中加入。" msgid "" "No VoxelGI data set, so this node is disabled. Bake static objects to enable " @@ -15238,8 +15172,8 @@ msgid "Add current color as a preset." msgstr "将当前颜色添加为预设。" msgid "" -"Container by itself serves no purpose unless a script configures its " -"children placement behavior.\n" +"Container by itself serves no purpose unless a script configures its children " +"placement behavior.\n" "If you don't intend to add a script, use a plain Control node instead." msgstr "" "除非脚本配置其子节点放置行为,否则容器本身没有任何作用。\n" @@ -15277,8 +15211,8 @@ msgid "" "refactoring in a future 4.x version involving compatibility-breaking API " "changes." msgstr "" -"请注意,GraphEdit 和 GraphNode 将在未来的 4.x 版本中进行重构,会涉及大量破坏" -"兼容性的 API 更改。" +"请注意,GraphEdit 和 GraphNode 将在未来的 4.x 版本中进行重构,会涉及大量破坏兼" +"容性的 API 更改。" msgid "Enable grid minimap." msgstr "启用栅格小地图。" @@ -15390,11 +15324,10 @@ msgstr "该节点被保存为“%s”类型,当这个场景被加载时,它 msgid "" "Data from the original node is kept as a placeholder until this type of node " -"is available again. It can hence be safely re-saved without risk of data " -"loss." +"is available again. It can hence be safely re-saved without risk of data loss." msgstr "" -"原始节点中的数据将保留为占位符,直到此类型的节点再次可用。因此,它可以安全地" -"重新保存,而不会有数据丢失的风险。" +"原始节点中的数据将保留为占位符,直到此类型的节点再次可用。因此,它可以安全地重" +"新保存,而不会有数据丢失的风险。" msgid "" "Setting node name '%s' to be unique within scene for '%s', but it's already " @@ -15420,8 +15353,8 @@ msgid "" "Default Environment as specified in the project setting \"rendering/" "environment/defaults/default_environment\" could not be loaded." msgstr "" -"无法加载项目设置“rendering/environment/defaults/default_environment”中指定的" -"默认环境。" +"无法加载项目设置“rendering/environment/defaults/default_environment”中指定的默" +"认环境。" msgid "" "ShaderGlobalsOverride is not active because another node of the same type is " @@ -15431,11 +15364,11 @@ msgstr "ShaderGlobalsOverride 未激活,因为场景中存在另一个相同 msgid "" "Very low timer wait times (< 0.05 seconds) may behave in significantly " "different ways depending on the rendered or physics frame rate.\n" -"Consider using a script's process loop instead of relying on a Timer for " -"very low wait times." +"Consider using a script's process loop instead of relying on a Timer for very " +"low wait times." msgstr "" -"计时器等待时间非常短(小于 0.05 秒)时可能会根据渲染帧率和物理帧率的不同而表" -"现得极为不同。\n" +"计时器等待时间非常短(小于 0.05 秒)时可能会根据渲染帧率和物理帧率的不同而表现" +"得极为不同。\n" "建议使用脚本的 process 循环代替此类计时器。" msgid "" @@ -15544,8 +15477,7 @@ msgid "" msgstr "调用阶段函数“%s”时参数数量无效,预期为 %d 个参数。" msgid "" -"Invalid argument type when calling stage function '%s', type expected is " -"'%s'." +"Invalid argument type when calling stage function '%s', type expected is '%s'." msgstr "调用阶段函数“%s”时参数类型无效,预期类型为“%s”。" msgid "Expected integer constant within [%d..%d] range." @@ -15561,8 +15493,7 @@ msgid "A constant value cannot be passed for the '%s' parameter." msgstr "常量值不能传给“%s”参数。" msgid "" -"Argument %d of function '%s' can only take a local variable, array, or " -"member." +"Argument %d of function '%s' can only take a local variable, array, or member." msgstr "参数 %d 只能接受变量、数组、成员,函数为“%s”。" msgid "Built-in function \"%s(%s)\" is only supported on high-end platforms." @@ -15629,11 +15560,10 @@ msgstr "不允许修改常量。" msgid "" "Sampler argument %d of function '%s' called more than once using both built-" -"ins and uniform textures, this is not supported (use either one or the " -"other)." +"ins and uniform textures, this is not supported (use either one or the other)." msgstr "" -"采样器参数 %d:函数“%s”有多次调用,同时使用了内置和 uniform 纹理,不支持这种" -"用法(请在其中选择一种使用)。" +"采样器参数 %d:函数“%s”有多次调用,同时使用了内置和 uniform 纹理,不支持这种用" +"法(请在其中选择一种使用)。" msgid "" "Sampler argument %d of function '%s' called more than once using textures " @@ -15700,12 +15630,12 @@ msgid "A constant value cannot be passed for '%s' parameter." msgstr "常量值不能作为“%s”参数传递。" msgid "" -"Unable to pass a multiview texture sampler as a parameter to custom " -"function. Consider to sample it in the main function and then pass the " -"vector result to it." +"Unable to pass a multiview texture sampler as a parameter to custom function. " +"Consider to sample it in the main function and then pass the vector result to " +"it." msgstr "" -"无法将多视图纹理采样器作为参数传递给自定义函数。请考虑在主函数中采样,然后传" -"递所得到的向量。" +"无法将多视图纹理采样器作为参数传递给自定义函数。请考虑在主函数中采样,然后传递" +"所得到的向量。" msgid "Unknown identifier in expression: '%s'." msgstr "表达式中的标识符未知:“%s”。" @@ -15719,8 +15649,7 @@ msgstr "" "为了保持最小的代码改动,你可以在着色器顶部附近添加“uniform sampler2D %s : " "hint_%s, filter_linear_mipmap;”。" -msgid "" -"Varying with '%s' data type may only be used in the 'fragment' function." +msgid "Varying with '%s' data type may only be used in the 'fragment' function." msgstr "数据类型为“%s”的 Varying 不能在“fragment”函数中使用。" msgid "Varying '%s' must be assigned in the 'fragment' function first." @@ -15809,8 +15738,7 @@ msgstr "预期为常量表达式。" msgid "Expected initialization of constant." msgstr "预期为常量的初始化。" -msgid "" -"Expected constant expression for argument %d of function call after '='." +msgid "Expected constant expression for argument %d of function call after '='." msgstr "“=”后预期为函数调用参数 %d 的常量表达式。" msgid "Expected a boolean expression." @@ -15868,8 +15796,8 @@ msgid "Expected '%s' at the beginning of shader. Valid types are: %s." msgstr "着色器开头预期为“%s”。有效的类型有:%s。" msgid "" -"Expected an identifier after '%s', indicating the type of shader. Valid " -"types are: %s." +"Expected an identifier after '%s', indicating the type of shader. Valid types " +"are: %s." msgstr "“%s”后预期为标识符,表明着色器的类型。有效的类型有:%s。" msgid "Invalid shader type. Valid types are: %s" @@ -15882,8 +15810,7 @@ msgid "Duplicated render mode: '%s'." msgstr "重复的渲染模式:“%s”。" msgid "" -"Redefinition of render mode: '%s'. The '%s' mode has already been set to " -"'%s'." +"Redefinition of render mode: '%s'. The '%s' mode has already been set to '%s'." msgstr "渲染模式“%s”重定义。“%s”模式已经被设置为“%s”。" msgid "Invalid render mode: '%s'." @@ -15979,10 +15906,6 @@ msgstr "实例索引不能为负。" msgid "Allowed instance uniform indices must be within [0..%d] range." msgstr "实例 uniform 索引必须在 [0...%d] 范围内。" -msgid "" -"'hint_normal_roughness_texture' is not supported in gl_compatibility shaders." -msgstr "gl_compatibility 着色器尚未支持“hint_normal_roughness_texture”。" - msgid "'hint_normal_roughness_texture' is not supported in '%s' shaders." msgstr "“%s”着色器尚未支持“hint_normal_roughness_texture”。" @@ -16054,8 +15977,8 @@ msgid "Expected '(' after function identifier." msgstr "函数标识符后预期为“(”。" msgid "" -"Global non-constant variables are not supported. Expected '%s' keyword " -"before constant definition." +"Global non-constant variables are not supported. Expected '%s' keyword before " +"constant definition." msgstr "不支持全局非常量变量。常量定义前预期为“%s”关键字。" msgid "Expected an identifier after type." @@ -16218,7 +16141,7 @@ msgid "The local variable '%s' is declared but never used." msgstr "局部变量“%s”已声明,但从未使用。" msgid "" -"The total size of the %s for this shader on this device has been exceeded " -"(%d/%d). The shader may not work correctly." +"The total size of the %s for this shader on this device has been exceeded (%d/" +"%d). The shader may not work correctly." msgstr "" "已经超出该着色器在此设备上的 %s 的总大小(%d/%d)。该着色器可能无法正常工作。" diff --git a/editor/translations/editor/zh_TW.po b/editor/translations/editor/zh_TW.po index b9cac0863ad..c6b77b36be5 100644 --- a/editor/translations/editor/zh_TW.po +++ b/editor/translations/editor/zh_TW.po @@ -47,7 +47,7 @@ msgstr "" "Project-Id-Version: Godot Engine editor interface\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2023-07-01 13:08+0000\n" +"PO-Revision-Date: 2023-07-09 13:52+0000\n" "Last-Translator: 鄭惟中 \n" "Language-Team: Chinese (Traditional) \n" @@ -154,9 +154,6 @@ msgstr "返回、Sony Select、Xbox Back、Nintendo -" msgid "Guide, Sony PS, Xbox Home" msgstr "指南、Sony PS、Xbox Home" -msgid "Start, Nintendo +" -msgstr "開始、Nintendo +" - msgid "Left Stick, Sony L3, Xbox L/LS" msgstr "左類比搖桿、Sony L3、Xbox L/LS" @@ -1245,7 +1242,7 @@ msgid "From Signal:" msgstr "自訊號:" msgid "Filter Nodes" -msgstr "篩選節點s" +msgstr "節點篩選" msgid "Go to Source" msgstr "前往來源" @@ -1257,7 +1254,7 @@ msgid "Select Method" msgstr "選擇方法" msgid "Filter Methods" -msgstr "篩選方法s" +msgstr "方法篩選" msgid "No method found matching given filters." msgstr "找不到方法能符合給予的條件。" @@ -1345,7 +1342,7 @@ msgid "Signals" msgstr "訊號" msgid "Filter Signals" -msgstr "篩選訊號s" +msgstr "訊號篩選" msgid "Are you sure you want to remove all connections from this signal?" msgstr "確定要刪除所有來自此訊號的連接嗎?" @@ -1614,7 +1611,7 @@ msgid "Stack Frames" msgstr "堆疊框" msgid "Filter Stack Variables" -msgstr "篩選堆疊變數s" +msgstr "篩選堆疊變數" msgid "Breakpoints" msgstr "中斷點" @@ -1729,8 +1726,8 @@ msgstr "在地化重對應,路徑「%s」對應本地「%s」。" msgid "" "Remove the selected files from the project? (Cannot be undone.)\n" -"Depending on your filesystem configuration, the files will either be moved " -"to the system trash or deleted permanently." +"Depending on your filesystem configuration, the files will either be moved to " +"the system trash or deleted permanently." msgstr "" "確定要將所選檔案自專案中移除嗎?(無法復原)\n" "取決於您的檔案系統設定,檔案將移至系統資源回收桶或是永久刪除。" @@ -1739,8 +1736,8 @@ msgid "" "The files being removed are required by other resources in order for them to " "work.\n" "Remove them anyway? (Cannot be undone.)\n" -"Depending on your filesystem configuration, the files will either be moved " -"to the system trash or deleted permanently." +"Depending on your filesystem configuration, the files will either be moved to " +"the system trash or deleted permanently." msgstr "" "有其他資源需要正在刪除的檔案才能正常運作。\n" "依然要移除嗎?(無法復原)\n" @@ -1869,12 +1866,12 @@ msgstr "第三方授權條款" msgid "" "Godot Engine relies on a number of third-party free and open source " -"libraries, all compatible with the terms of its MIT license. The following " -"is an exhaustive list of all such third-party components with their " -"respective copyright statements and license terms." +"libraries, all compatible with the terms of its MIT license. The following is " +"an exhaustive list of all such third-party components with their respective " +"copyright statements and license terms." msgstr "" -"Godot Engine 依賴數個自由且開放原始碼的第三方函式庫,所有函式庫皆相容於 MIT " -"授權條款。以下為這些第三方元件的完整列表與其著作權宣告及授權條款。" +"Godot Engine 依賴數個自由且開放原始碼的第三方函式庫,所有函式庫皆相容於 MIT 授" +"權條款。以下為這些第三方元件的完整列表與其著作權宣告及授權條款。" msgid "All Components" msgstr "所有元件" @@ -2178,8 +2175,7 @@ msgid "" "required)." msgstr "基於渲染裝置的渲染(如果取消,那會需要OpenGL 的後端)。" -msgid "" -"OpenGL back-end (if disabled, the RenderingDevice back-end is required)." +msgid "OpenGL back-end (if disabled, the RenderingDevice back-end is required)." msgstr "OpenGL 的後端(如果取消,那會需要渲染裝置的後端)。" msgid "Vulkan back-end of RenderingDevice." @@ -2210,8 +2206,8 @@ msgid "WOFF2 font format support using FreeType and Brotli libraries." msgstr "使用 FreeType 和 Brotli 庫支持 WOFF2 字體格式。" msgid "" -"SIL Graphite smart font technology support (supported by Advanced Text " -"Server only)." +"SIL Graphite smart font technology support (supported by Advanced Text Server " +"only)." msgstr "SIL Graphite 智能字體技術支持(僅受 Advanced Text Server 支持)。" msgid "" @@ -2336,8 +2332,7 @@ msgid "Allows editing the node hierarchy in the Scene dock." msgstr "允許在場景停佇列中編輯節點階層。" msgid "" -"Allows to work with signals and groups of the node selected in the Scene " -"dock." +"Allows to work with signals and groups of the node selected in the Scene dock." msgstr "允許操作場景停佇列中所選擇的訊號及節點群。" msgid "Allows to browse the local file system via a dedicated dock." @@ -2388,8 +2383,7 @@ msgid "Main Features:" msgstr "主要功能:" msgid "" -"Profile '%s' already exists. Remove it first before importing, import " -"aborted." +"Profile '%s' already exists. Remove it first before importing, import aborted." msgstr "設定檔「%s」已存在。匯入前請先將其移除。已中止匯入。" msgid "Reset to Default" @@ -2712,8 +2706,7 @@ msgstr "釘選數值" msgid "Pin Value [Disabled because '%s' is editor-only]" msgstr "釘選數值【已停用因'%s'僅適用於編輯器】" -msgid "" -"Pinning a value forces it to be saved even if it's equal to the default." +msgid "Pinning a value forces it to be saved even if it's equal to the default." msgstr "釘選的數值將被迫儲存,即使其值與預設值相同。" msgid "Open Documentation" @@ -2972,9 +2965,6 @@ msgstr "無法解析檔案「%s」。" msgid "Scene file '%s' appears to be invalid/corrupt." msgstr "場景檔案「%s」可能損壞或不可用。" -msgid "Missing file '%s' or one its dependencies." -msgstr "缺少檔案「%s」或其相依性。" - msgid "Error while loading file '%s'." msgstr "載入檔案「%s」時發生錯誤。" @@ -3096,8 +3086,8 @@ msgid "%s no longer exists! Please specify a new save location." msgstr "%s不存在!請指定新的儲存位置。" msgid "" -"The current scene has no root node, but %d modified external resource(s) " -"were saved anyway." +"The current scene has no root node, but %d modified external resource(s) were " +"saved anyway." msgstr "目前的場景無根節點,但%d個被更改的外部資源已被儲存。" msgid "" @@ -3221,11 +3211,11 @@ msgstr "" "若要對其進行改動,可建立新繼承場景。" msgid "" -"Error loading scene, it must be inside the project path. Use 'Import' to " -"open the scene, then save it inside the project path." +"Error loading scene, it must be inside the project path. Use 'Import' to open " +"the scene, then save it inside the project path." msgstr "" -"載入場景時發生錯誤,場景必須置於專案路徑內。請使用 [匯入] 來開啟該場景,並將" -"其儲存於專案路徑內。" +"載入場景時發生錯誤,場景必須置於專案路徑內。請使用 [匯入] 來開啟該場景,並將其" +"儲存於專案路徑內。" msgid "Scene '%s' has broken dependencies:" msgstr "場景「%s」的相依性損壞:" @@ -3557,14 +3547,11 @@ msgid "" "source template to \"res://android/build\".\n" "You can then apply modifications and build your own custom APK on export " "(adding modules, changing the AndroidManifest.xml, etc.).\n" -"Note that in order to make gradle builds instead of using pre-built APKs, " -"the \"Use Gradle Build\" option should be enabled in the Android export " -"preset." +"Note that in order to make gradle builds instead of using pre-built APKs, the " +"\"Use Gradle Build\" option should be enabled in the Android export preset." msgstr "" -"將於「res://android/build」安裝原始樣板以為該項目設定自定 Android 建置樣" -"板。\n" -"輸出時可套用修改並建置自定 APK(如新增模組、修改 AndroidManifest.xml …" -"等)。\n" +"將於「res://android/build」安裝原始樣板以為該項目設定自定 Android 建置樣板。\n" +"輸出時可套用修改並建置自定 APK(如新增模組、修改 AndroidManifest.xml …等)。\n" "請注意,若要使用自定建置而非使用預先建置之 APK,請啟用 Android 匯出預設設定中" "的 [Use Custom Build] 選項。" @@ -3719,8 +3706,8 @@ msgid "" msgstr "" "臨時Euler不會以原始值存儲在對象中。 相反,它將被存儲為具有不可逆轉換的" "Quaternion 。\n" -"這是因為Euler->Quaternion的結果可以唯一確定,而Quaternion->Euler的結果可以是" -"多重存在的。" +"這是因為Euler->Quaternion的結果可以唯一確定,而Quaternion->Euler的結果可以是多" +"重存在的。" msgid "Assign..." msgstr "指派..." @@ -3739,8 +3726,8 @@ msgstr "" "資源必須屬於一個場景。" msgid "" -"Can't create a ViewportTexture on this resource because it's not set as " -"local to scene.\n" +"Can't create a ViewportTexture on this resource because it's not set as local " +"to scene.\n" "Please switch on the 'local to scene' property on it (and all resources " "containing it up to a node)." msgstr "" @@ -3793,8 +3780,8 @@ msgid "Lock/Unlock Component Ratio" msgstr "鎖定/解除鎖定元件比例" msgid "" -"The selected resource (%s) does not match any type expected for this " -"property (%s)." +"The selected resource (%s) does not match any type expected for this property " +"(%s)." msgstr "所選資源(%s)不符合任該屬性(%s)的任何型別。" msgid "Quick Load" @@ -3966,15 +3953,15 @@ msgid "Filter by event..." msgstr "篩選event..." msgid "" -"Target platform requires 'ETC2/ASTC' texture compression. Enable 'Import " -"ETC2 ASTC' in Project Settings." +"Target platform requires 'ETC2/ASTC' texture compression. Enable 'Import ETC2 " +"ASTC' in Project Settings." msgstr "" "目標平台上 必須使用「ETC2/ASTC」紋理壓縮。請在專案設定中啟用「Import ETC2 " "ASTC」。" msgid "" -"Target platform requires 'S3TC/BPTC' texture compression. Enable 'Import " -"S3TC BPTC' in Project Settings." +"Target platform requires 'S3TC/BPTC' texture compression. Enable 'Import S3TC " +"BPTC' in Project Settings." msgstr "" "目標平台上必須使用「S3TC/BPTC」紋理壓縮。請在專案設定中啟用「Import S3TC/" "BPTC」。" @@ -4217,8 +4204,8 @@ msgid "Download and Install" msgstr "下載並安裝" msgid "" -"Download and install templates for the current version from the best " -"possible mirror." +"Download and install templates for the current version from the best possible " +"mirror." msgstr "自最佳可用的鏡像下載並安裝目前版本的樣板。" msgid "Official export templates aren't available for development builds." @@ -4523,8 +4510,8 @@ msgstr "" msgid "" "This file extension is not recognized by the editor.\n" "If you want to rename it anyway, use your operating system's file manager.\n" -"After renaming to an unknown extension, the file won't be shown in the " -"editor anymore." +"After renaming to an unknown extension, the file won't be shown in the editor " +"anymore." msgstr "" "編輯器無法辨識該檔案副檔名。\n" "如果你仍要重新命名,請使用系統的檔案管理員。\n" @@ -4885,13 +4872,13 @@ msgid "File:" msgstr "檔案:" msgid "" -"Remove the selected files? For safety only files and empty directories can " -"be deleted from here. (Cannot be undone.)\n" -"Depending on your filesystem configuration, the files will either be moved " -"to the system trash or deleted permanently." +"Remove the selected files? For safety only files and empty directories can be " +"deleted from here. (Cannot be undone.)\n" +"Depending on your filesystem configuration, the files will either be moved to " +"the system trash or deleted permanently." msgstr "" -"確定要將所選檔案自專案中移除嗎?為了安全只有檔案和空資料夾可以從這邊刪除(無" -"法復原)\n" +"確定要將所選檔案自專案中移除嗎?為了安全只有檔案和空資料夾可以從這邊刪除(無法" +"復原)\n" "取決於您的檔案系統設定,檔案將移至系統資源回收桶或是永久刪除。" msgid "No sub-resources found." @@ -5116,8 +5103,8 @@ msgstr "節拍數:" msgid "" "Configure the amount of Beats used for music-aware looping. If zero, it will " "be autodetected from the length.\n" -"It is recommended to set this value (either manually or by clicking on a " -"beat number in the preview) to ensure looping works properly." +"It is recommended to set this value (either manually or by clicking on a beat " +"number in the preview) to ensure looping works properly." msgstr "" "配置用於音樂感知循環的節拍量。 如果為零,它將根據長度自動檢測。\n" "建議設置此值(手動或通過單擊預覽中的節拍編號)以確保循環正常工作。" @@ -5216,8 +5203,8 @@ msgstr "字符映射表中的字形" msgid "" "Add or remove glyphs from the character map to pre-render list:\n" "Note: Some stylistic alternatives and glyph variants do not have one-to-one " -"correspondence to character, and not shown in this map, use \"Glyphs from " -"the text\" tab to add these." +"correspondence to character, and not shown in this map, use \"Glyphs from the " +"text\" tab to add these." msgstr "" "從字符映射表中添加或刪除字形到預渲染列表:\n" "注意:一些文體替代方案和字形變體與字符沒有一一對應,並且未在此圖中顯示,請使" @@ -5268,15 +5255,14 @@ msgstr "正在保存..." msgid "" "Error importing GLSL shader file: '%s'. Open the file in the filesystem dock " "in order to see the reason." -msgstr "" -"導入 GLSL 著色器文件時出錯:“%s”。 打開文件系統面板中的文件以查看原因。" +msgstr "導入 GLSL 著色器文件時出錯:“%s”。 打開文件系統面板中的文件以查看原因。" msgid "" "%s: Texture detected as used as a normal map in 3D. Enabling red-green " "texture compression to reduce memory usage (blue channel is discarded)." msgstr "" -"%s: 偵測到使用在3D上的法線貼圖。啟用紅-綠材質壓縮來減少記憶體用量(藍色通道已" -"被捨棄)。" +"%s: 偵測到使用在3D上的法線貼圖。啟用紅-綠材質壓縮來減少記憶體用量(藍色通道已被" +"捨棄)。" msgid "" "%s: Texture detected as used as a roughness map in 3D. Enabling roughness " @@ -5393,8 +5379,7 @@ msgid "Set Paths" msgstr "設置路徑" msgid "" -"This animation already saves to an external resource, no action will be " -"taken." +"This animation already saves to an external resource, no action will be taken." msgstr "該動畫已保存到外部資源,不會採取任何操作。" msgid "Set paths to save animations as resource files on Reimport" @@ -5461,8 +5446,8 @@ msgid "" "first will discard changes made in the Import dock." msgstr "" "仍有未套用的變更。請點選「重新匯入」以套用匯入選項的變更。\n" -"若未先點選「重新匯入」而選擇另一個檔案系統停佇列中的資源,匯入停佇列中的變更" -"將遺失。" +"若未先點選「重新匯入」而選擇另一個檔案系統停佇列中的資源,匯入停佇列中的變更將" +"遺失。" msgid "Import As:" msgstr "匯入為:" @@ -5484,8 +5469,8 @@ msgid "" msgstr "警告:有素材使用該資源,將無法正確加載。" msgid "" -"Select a resource file in the filesystem or in the inspector to adjust " -"import settings." +"Select a resource file in the filesystem or in the inspector to adjust import " +"settings." msgstr "從檔案系統中選擇資源檔,或是在面板上調整匯入設定。" msgid "No Event Configured" @@ -5989,13 +5974,13 @@ msgid "Make Animation Library Unique: %s" msgstr "讓動畫庫獨立化:%s" msgid "" -"This animation can't be saved because it does not belong to the edited " -"scene. Make it unique first." +"This animation can't be saved because it does not belong to the edited scene. " +"Make it unique first." msgstr "該動畫無法保存,因為它不屬於編輯的場景。請先讓它獨立化。" msgid "" -"This animation can't be saved because it was imported from another file. " -"Make it unique first." +"This animation can't be saved because it was imported from another file. Make " +"it unique first." msgstr "該動畫無法保存,因為它是從另一個文件導入的。 請先使其獨立化。" msgid "Save Animation" @@ -6268,8 +6253,8 @@ msgstr "已刪除轉場" msgid "" "Select and move nodes.\n" "RMB: Add node at position clicked.\n" -"Shift+LMB+Drag: Connects the selected node with another node or creates a " -"new node if you select an area without nodes." +"Shift+LMB+Drag: Connects the selected node with another node or creates a new " +"node if you select an area without nodes." msgstr "" "選擇並移動節點。\n" "滑鼠右鍵:在點擊的位置添加節點。\n" @@ -6942,8 +6927,8 @@ msgid "This node doesn't have a control parent." msgstr "該節點沒有控制母節點。" msgid "" -"Use the appropriate layout properties depending on where you are going to " -"put it." +"Use the appropriate layout properties depending on where you are going to put " +"it." msgstr "根據要放置的位置使用適當的佈局屬性。" msgid "This node is a child of a container." @@ -7170,8 +7155,8 @@ msgid "" "mobile device).\n" "You don't need to enable it to use the GDScript debugger locally." msgstr "" -"當開啓該選項後,一鍵部署所產生的執行檔會嘗試連線至本電腦之 IP 位置以對執行中" -"的專案進行除錯。\n" +"當開啓該選項後,一鍵部署所產生的執行檔會嘗試連線至本電腦之 IP 位置以對執行中的" +"專案進行除錯。\n" "該選項旨在進行遠端除錯(通常配合行動裝置使用)。\n" "若要使用本機 GDScript 除錯工具,則不需啟用該選項。" @@ -7188,8 +7173,8 @@ msgid "" msgstr "" "啟用該選項後,一鍵部署至 Android 時的可執行檔將不會包含專案資料。\n" "專案之檔案系統將由本編輯器透過網路提供。\n" -"部署至 Android 平台需使用 USB 線以獲得更快速的效能。該選項用於有大型素材的專" -"案時可加速測試。" +"部署至 Android 平台需使用 USB 線以獲得更快速的效能。該選項用於有大型素材的專案" +"時可加速測試。" msgid "Visible Collision Shapes" msgstr "顯示碰撞區域" @@ -7227,8 +7212,8 @@ msgid "Synchronize Scene Changes" msgstr "同步常見更改" msgid "" -"When this option is enabled, any changes made to the scene in the editor " -"will be replicated in the running project.\n" +"When this option is enabled, any changes made to the scene in the editor will " +"be replicated in the running project.\n" "When used remotely on a device, this is more efficient when the network " "filesystem option is enabled." msgstr "" @@ -7239,8 +7224,8 @@ msgid "Synchronize Script Changes" msgstr "同步腳本更改" msgid "" -"When this option is enabled, any script that is saved will be reloaded in " -"the running project.\n" +"When this option is enabled, any script that is saved will be reloaded in the " +"running project.\n" "When used remotely on a device, this is more efficient when the network " "filesystem option is enabled." msgstr "" @@ -7665,8 +7650,8 @@ msgid "Create Outline Mesh..." msgstr "建立輪廓網格..." msgid "" -"Creates a static outline mesh. The outline mesh will have its normals " -"flipped automatically.\n" +"Creates a static outline mesh. The outline mesh will have its normals flipped " +"automatically.\n" "This can be used instead of the StandardMaterial Grow property when using " "that property isn't possible." msgstr "" @@ -8441,8 +8426,8 @@ msgid "Add Environment to Scene" msgstr "將環境添加到場景" msgid "" -"Adds a WorldEnvironment node matching the preview environment settings to " -"the current scene.\n" +"Adds a WorldEnvironment node matching the preview environment settings to the " +"current scene.\n" "Hold Shift while clicking to also add the preview sun to the current scene." msgstr "" "將與預覽環境設置匹配的 WorldEnvironment 節點添加到當前場景。\n" @@ -8457,8 +8442,8 @@ msgstr "" msgid "" "No meshes to bake.\n" -"Make sure there is at least one MeshInstance3D node in the scene whose " -"visual layers are part of the OccluderInstance3D's Bake Mask property." +"Make sure there is at least one MeshInstance3D node in the scene whose visual " +"layers are part of the OccluderInstance3D's Bake Mask property." msgstr "" "沒有要烘烤的網格。\n" "確保場景中至少有一個 MeshInstance3D 節點,其視覺層是 OcclusionrInstance3D 的 " @@ -8652,8 +8637,7 @@ msgid "Create a custom polygon. Enables custom polygon rendering." msgstr "建立自定多邊形。啟用自定多邊形算繪。" msgid "" -"Remove a custom polygon. If none remain, custom polygon rendering is " -"disabled." +"Remove a custom polygon. If none remain, custom polygon rendering is disabled." msgstr "移除自定多邊形。若無剩餘多邊形,將禁用自定多邊形算繪。" msgid "Paint weights with specified intensity." @@ -8817,7 +8801,7 @@ msgid "Find Previous" msgstr "尋找上一個" msgid "Filter Scripts" -msgstr "篩選腳本s" +msgstr "篩選腳本" msgid "Toggle alphabetical sorting of the method list." msgstr "開啟/關閉按照字母順序排列方法列表。" @@ -9297,6 +9281,9 @@ msgstr "是否刪除動畫?" msgid "Change Animation FPS" msgstr "更改動畫 FPS" +msgid "Set Frame Duration" +msgstr "設定影格長度" + msgid "(empty)" msgstr "(空)" @@ -9307,7 +9294,7 @@ msgid "Animation Speed" msgstr "動畫速度" msgid "Filter Animations" -msgstr "篩選 動畫" +msgstr "篩選動畫" msgid "Delete Animation" msgstr "刪除動畫" @@ -9318,6 +9305,9 @@ msgstr "該資源沒有任何動畫。" msgid "Animation Frames:" msgstr "動畫幀:" +msgid "Frame Duration:" +msgstr "影格長度:" + msgid "Zoom Reset" msgstr "重設縮放" @@ -9378,6 +9368,12 @@ msgstr "從下到上,從左到右" msgid "Bottom to Top, Right to Left" msgstr "從下到上,從右到左" +msgid "Select None" +msgstr "取消選擇" + +msgid "Toggle Settings Panel" +msgstr "開啟/關閉設定面板" + msgid "Horizontal" msgstr "水平方向" @@ -9479,6 +9475,10 @@ msgstr[0] "{num} 個圖標" msgid "No icons found." msgstr "未發現任何圖示。" +msgid "1 stylebox" +msgid_plural "{num} styleboxes" +msgstr[0] "{num}樣式盒" + msgid "No styleboxes found." msgstr "未發現樣式盒。" @@ -9501,6 +9501,9 @@ msgstr "正在更新編輯器" msgid "Finalizing" msgstr "正在完成" +msgid "Import Theme Items" +msgstr "匯入主題項目" + msgid "Filter Items" msgstr "篩選物件" @@ -9540,6 +9543,15 @@ msgstr "取消選擇所有可見字體項目。" msgid "Font sizes" msgstr "字型大小" +msgid "Select all visible font size items." +msgstr "選擇所有可見字體大小項目。" + +msgid "Select all visible font size items and their data." +msgstr "選擇所有可見字體項目及其資料。" + +msgid "Deselect all visible font size items." +msgstr "取消選擇所有可見字體項目。" + msgid "Select all visible icon items." msgstr "選擇所有可見圖示項目。" @@ -9588,8 +9600,8 @@ msgid "Import Selected" msgstr "匯入所選" msgid "" -"Import Items tab has some items selected. Selection will be lost upon " -"closing this window.\n" +"Import Items tab has some items selected. Selection will be lost upon closing " +"this window.\n" "Close anyway?" msgstr "" "匯入項目分頁中有被選擇的項目。關閉此視窗會導致選擇的項目遺失。\n" @@ -9648,6 +9660,15 @@ msgstr "移除主題型別" msgid "Remove Data Type Items From Theme" msgstr "自主集移除所選的資料型態物件" +msgid "Remove Class Items From Theme" +msgstr "從主題中移除類別項目" + +msgid "Remove Custom Items From Theme" +msgstr "從主題中移除自訂項目" + +msgid "Remove All Items From Theme" +msgstr "從主題中移除所有項目" + msgid "Add Color Item" msgstr "新增顏色項目" @@ -9657,6 +9678,9 @@ msgstr "新增常數項目" msgid "Add Font Item" msgstr "新增字體項目" +msgid "Add Font Size Item" +msgstr "新增字體大小項目" + msgid "Add Icon Item" msgstr "新增圖示項目" @@ -9672,12 +9696,18 @@ msgstr "重新命名常數項目" msgid "Rename Font Item" msgstr "重新命名字體項目" +msgid "Rename Font Size Item" +msgstr "重新命名字體大小項目" + msgid "Rename Icon Item" msgstr "重新命名圖示項目" msgid "Rename Stylebox Item" msgstr "重新命名樣式盒項目" +msgid "Rename Theme Item" +msgstr "重新命名主題項目" + msgid "Invalid file, not a Theme resource." msgstr "檔案無效,非主題資源。" @@ -9777,12 +9807,36 @@ msgstr "新增類別" msgid "Override All Default Theme Items" msgstr "複寫所有預設主題物件" +msgid "Override Theme Item" +msgstr "覆寫主題項目" + +msgid "Set Color Item in Theme" +msgstr "在主題中設定顏色項目" + +msgid "Set Constant Item in Theme" +msgstr "在主題中設定常數項目" + msgid "Set Font Size Item in Theme" msgstr "主題中設置字體大小項目" +msgid "Set Font Item in Theme" +msgstr "在主題中設定字體項目" + msgid "Set Icon Item in Theme" msgstr "在主題中設置圖標項" +msgid "Set Stylebox Item in Theme" +msgstr "在主題中設定風格箱項目" + +msgid "Pin Stylebox" +msgstr "標記風格箱" + +msgid "Unpin Stylebox" +msgstr "取消標記風格箱" + +msgid "Set Theme Type Variation" +msgstr "設定主題種類變化" + msgid "Set Variation Base Type" msgstr "設定變化基礎型別" @@ -9831,8 +9885,7 @@ msgid "Select UI Scene:" msgstr "選擇UI場景:" msgid "" -"Toggle the control picker, allowing to visually select control types for " -"edit." +"Toggle the control picker, allowing to visually select control types for edit." msgstr "切換控制選擇器開關,並允許以視覺化的方式選擇控制類型加以編輯。" msgid "Toggle Button" @@ -9919,6 +9972,9 @@ msgstr "%s(ID:%d)" msgid "Merge (Keep original Atlases)" msgstr "合併(保留原始圖集)" +msgid "Merge" +msgstr "合併" + msgid "Next Line After Column" msgstr "列後下一行" @@ -9976,6 +10032,9 @@ msgstr "新增多邊形工具" msgid "Edit points tool" msgstr "編輯點工具" +msgid "Delete points tool" +msgstr "刪除點工具" + msgid "Rotate Right" msgstr "向右旋轉" @@ -10015,9 +10074,73 @@ msgstr "無紋理圖集源(ID:%d)" msgid "Scene Collection Source (ID: %d)" msgstr "場景集合源(ID:%d)" +msgid "Delete tiles" +msgstr "删除圖塊" + +msgid "Change selection" +msgstr "切換所選" + +msgid "Move tiles" +msgstr "移動圖塊" + +msgid "Paint tiles" +msgstr "繪製圖塊" + +msgid "Paste tiles" +msgstr "貼上圖塊" + +msgid "Selection" +msgstr "選擇" + +msgid "Paint" +msgstr "繪製" + +msgid "Shift: Draw line." +msgstr "Shift:畫線。" + msgid "Shift+Ctrl: Draw rectangle." msgstr "Shift+Ctrl:畫長方形。" +msgctxt "Tool" +msgid "Line" +msgstr "線" + +msgid "Rect" +msgstr "矩形" + +msgid "Bucket" +msgstr "填滿" + +msgid "Alternatively hold Ctrl with other tools to pick tile." +msgstr "或是在其他工具中按下Ctrl以選擇圖塊。" + +msgid "Eraser" +msgstr "橡皮擦" + +msgid "Alternatively use RMB to erase tiles." +msgstr "或是使用滑鼠右鍵擦去圖塊。" + +msgid "Place Random Tile" +msgstr "放置隨機圖塊" + +msgid "Tiles" +msgstr "圖塊" + +msgid "Sort sources" +msgstr "排序資源" + +msgid "Sort by ID (Ascending)" +msgstr "按ID排序(升冪)" + +msgid "Sort by ID (Descending)" +msgstr "按ID排序(降冪)" + +msgid "Invalid source selected." +msgstr "選擇無效來源。" + +msgid "Paint terrain" +msgstr "繪製地形" + msgid "Toggle grid visibility." msgstr "檢視/隱藏網格。" @@ -10030,6 +10153,24 @@ msgstr "導航層 %d" msgid "Custom Data %d" msgstr "自訂數值 %d" +msgid "Create a tile" +msgstr "建立圖塊" + +msgid "Remove tiles" +msgstr "移除圖塊" + +msgid "Move a tile" +msgstr "移動圖塊" + +msgid "Select tiles" +msgstr "選擇圖塊" + +msgid "Resize a tile" +msgstr "縮放圖塊" + +msgid "Remove tile" +msgstr "移除圖塊" + msgid "Select tiles." msgstr "所選圖塊。" @@ -10042,6 +10183,9 @@ msgstr "是" msgid "Add a Scene Tile" msgstr "新增場景圖塊" +msgid "Tile properties:" +msgstr "篩選圖塊屬性" + msgid "TileSet" msgstr "圖塊集" @@ -10517,8 +10661,8 @@ msgid "" "SmoothStep function( scalar(edge0), scalar(edge1), scalar(x) ).\n" "\n" "Returns 0.0 if 'x' is smaller than 'edge0' and 1.0 if x is larger than " -"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 " -"using Hermite polynomials." +"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 using " +"Hermite polynomials." msgstr "" "SmoothStep 函式( scalar(edge0),scalar(edge1),scalar(x) )。\n" "\n" @@ -10535,8 +10679,7 @@ msgstr "" "若「x」小於「edge」則回傳 0.0,否則回傳 1.0。" msgid "" -"(Fragment/Light mode only) (Scalar) Sum of absolute derivative in 'x' and " -"'y'." +"(Fragment/Light mode only) (Scalar) Sum of absolute derivative in 'x' and 'y'." msgstr "(限片段/光照模式)(純量)加總「x」與「y」進行絕對導數的結果。" msgid "Returns the tangent of the parameter." @@ -10621,13 +10764,13 @@ msgid "" "incident vector, and Nref, the reference vector. If the dot product of I and " "Nref is smaller than zero the return value is N. Otherwise -N is returned." msgstr "" -"回傳一個與參照向量指向相同方向的向量。該函式由三個向量參數:N,方向向量;I," -"入射向量,以及 Nref,參照向量。若 I 與 Nref 的內積小於 0,則回傳值為 N。否則" -"將回傳 -N。" +"回傳一個與參照向量指向相同方向的向量。該函式由三個向量參數:N,方向向量;I,入" +"射向量,以及 Nref,參照向量。若 I 與 Nref 的內積小於 0,則回傳值為 N。否則將回" +"傳 -N。" msgid "" -"Returns falloff based on the dot product of surface normal and view " -"direction of camera (pass associated inputs to it)." +"Returns falloff based on the dot product of surface normal and view direction " +"of camera (pass associated inputs to it)." msgstr "依據表面法線與相機檢視方向的內積來回傳下降率(將其相關輸入傳入)。" msgid "Calculates the length of a vector." @@ -10660,8 +10803,8 @@ msgid "" "SmoothStep function( vector(edge0), vector(edge1), vector(x) ).\n" "\n" "Returns 0.0 if 'x' is smaller than 'edge0' and 1.0 if 'x' is larger than " -"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 " -"using Hermite polynomials." +"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 using " +"Hermite polynomials." msgstr "" "SmoothStep 函式( vector(edge0), vector(edge1), vector(x) ).\n" "\n" @@ -10672,8 +10815,8 @@ msgid "" "SmoothStep function( scalar(edge0), scalar(edge1), vector(x) ).\n" "\n" "Returns 0.0 if 'x' is smaller than 'edge0' and 1.0 if 'x' is larger than " -"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 " -"using Hermite polynomials." +"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 using " +"Hermite polynomials." msgstr "" "SmoothStep 函式( scalar(edge0), scalar(edge1), vector(x) ).\n" "\n" @@ -10699,8 +10842,7 @@ msgstr "" "若「x」小於「edge」則回傳 1.0,否則回傳 1.0。" msgid "" -"(Fragment/Light mode only) (Vector) Sum of absolute derivative in 'x' and " -"'y'." +"(Fragment/Light mode only) (Vector) Sum of absolute derivative in 'x' and 'y'." msgstr "(限片段/光照模式)(向量)加總「x」與「y」進行絕對導數的結果。" msgid "" @@ -10926,10 +11068,13 @@ msgctxt "Application" msgid "Project Manager" msgstr "專案管理員" +msgid "Filter Projects" +msgstr "專案篩選" + msgid "" "This field filters projects by name and last path component.\n" -"To filter projects by name and full path, the query must contain at least " -"one `/` character." +"To filter projects by name and full path, the query must contain at least one " +"`/` character." msgstr "" "該搜尋框可以用來依據名稱與路徑中的最後一部分來篩選專案。\n" "若要以名稱與完整路徑來篩選專案,搜尋內容應至少包含一個「/」字元。" @@ -11177,8 +11322,7 @@ msgstr "確定要刪除節點「%s」與其子節點嗎?" msgid "Delete node \"%s\"?" msgstr "確定要刪除節點「%s」嗎?" -msgid "" -"Saving the branch as a scene requires having a scene open in the editor." +msgid "Saving the branch as a scene requires having a scene open in the editor." msgstr "需在編輯器中開啟場景以保存作為場景的分支。" msgid "" @@ -11213,11 +11357,11 @@ msgid "" msgstr "禁用「editable_instance」將導致節點的所有屬性都被還原為其預設值。" msgid "" -"Enabling \"Load As Placeholder\" will disable \"Editable Children\" and " -"cause all properties of the node to be reverted to their default." +"Enabling \"Load As Placeholder\" will disable \"Editable Children\" and cause " +"all properties of the node to be reverted to their default." msgstr "" -"啟用「Load As Placeholder」將禁用「Editable Children」並導致其所有節點都被還" -"原為其預設值。" +"啟用「Load As Placeholder」將禁用「Editable Children」並導致其所有節點都被還原" +"為其預設值。" msgid "Make Local" msgstr "轉為本地" @@ -11278,6 +11422,9 @@ msgstr "載入為佔位" msgid "Filters" msgstr "篩選器" +msgid "Filter by Type" +msgstr "依照型別篩選" + msgid "" "Cannot attach a script: there are no languages registered.\n" "This is probably because this editor was built with all language modules " @@ -11405,8 +11552,8 @@ msgid "" msgstr "注意:內建腳本有些限制,且無法使用外部編輯器來編輯。" msgid "" -"Warning: Having the script name be the same as a built-in type is usually " -"not desired." +"Warning: Having the script name be the same as a built-in type is usually not " +"desired." msgstr "警告:腳本名稱與一內建型別相同通常為不理想的狀態。" msgid "Class Name:" @@ -11550,6 +11697,9 @@ msgstr "網格地圖設定" msgid "Pick Distance:" msgstr "選擇距離:" +msgid "Filter Meshes" +msgstr "網格篩選" + msgid "Give a MeshLibrary resource to this GridMap to use its meshes." msgstr "提供 MeshLibrary 予該 GridMap 以使用其網格。" @@ -11632,8 +11782,8 @@ msgid "\"Min SDK\" should be a valid integer, but got \"%s\" which is invalid." msgstr "「最小 SDK」應為有效整數,但目前值為無效的「%s」。" msgid "" -"\"Min SDK\" cannot be lower than %d, which is the version needed by the " -"Godot library." +"\"Min SDK\" cannot be lower than %d, which is the version needed by the Godot " +"library." msgstr "「最小 SDK」不可低於 %d,因 Godot 函式庫需要該最小版本。" msgid "Select device from the list" @@ -11707,8 +11857,8 @@ msgid "Code Signing" msgstr "程式碼簽章" msgid "" -"'apksigner' could not be found. Please check that the command is available " -"in the Android SDK build-tools directory. The resulting %s is unsigned." +"'apksigner' could not be found. Please check that the command is available in " +"the Android SDK build-tools directory. The resulting %s is unsigned." msgstr "" "找不到「apksigner」。請檢查 Android SDK 的 build-tools 資料夾中是否有此指令。" "「%s」未簽署。" @@ -11760,8 +11910,8 @@ msgid "" "Android build version mismatch: Template installed: %s, Godot version: %s. " "Please reinstall Android build template from 'Project' menu." msgstr "" -"Android 建構版本不匹配:已安裝模板: %s,Godot 版本:%s。請從專案選單重新安" -"裝 Android 構建模板。" +"Android 建構版本不匹配:已安裝模板: %s,Godot 版本:%s。請從專案選單重新安裝 " +"Android 構建模板。" msgid "" "Unable to overwrite res://android/build/res/*.xml files with project name." @@ -11777,8 +11927,8 @@ msgid "Building Android Project (gradle)" msgstr "建置 Android 專案(Gradle)" msgid "" -"Building of Android project failed, check output for the error. " -"Alternatively visit docs.godotengine.org for Android build documentation." +"Building of Android project failed, check output for the error. Alternatively " +"visit docs.godotengine.org for Android build documentation." msgstr "" "建置 Android 專案失敗,請檢查輸出以確認錯誤。也可以瀏覽 docs.godotengine.org " "檢視 Android 建置說明文件。" @@ -11805,8 +11955,8 @@ msgid "" "Please build a template with all required libraries, or uncheck the missing " "architectures in the export preset." msgstr "" -"遺失所選架構(%s)的匯出模板函式庫。請使用所有必要的函式庫建構模板,或在匯出" -"預設設定中取消勾選遺失的架構。" +"遺失所選架構(%s)的匯出模板函式庫。請使用所有必要的函式庫建構模板,或在匯出預" +"設設定中取消勾選遺失的架構。" msgid "Adding files..." msgstr "正在加入檔案..." @@ -11954,8 +12104,8 @@ msgstr "無法移除模板檔案 「%s」。" msgid "" "This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " -"define its shape." +"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to define " +"its shape." msgstr "" "該節點無形狀,故無法與其他物件碰撞或互動。\n" "建議您新增 CollisionShape2D 或 CollisionPolygon2D 作為其子節點以定義其形狀。" @@ -12054,8 +12204,8 @@ msgid "" "CharacterBody3D, etc. to give them a shape." msgstr "" "CollisionPolygon3D 僅可為 CollisionObject3D 衍生的節點提供碰撞形狀資訊。\n" -"請僅於 Area3D, StaticBody3D, RigidBody3D, CharacterBody3D…等節點下作為子節點" -"使用。" +"請僅於 Area3D, StaticBody3D, RigidBody3D, CharacterBody3D…等節點下作為子節點使" +"用。" msgid "" "CollisionShape3D only serves to provide a collision shape to a " @@ -12064,14 +12214,13 @@ msgid "" "CharacterBody3D, etc. to give them a shape." msgstr "" "CollisionShape3D 僅可為 CollisionObject3D 衍生的節點提供碰撞形狀資訊。\n" -"請僅於 Area3D, StaticBody3D, RigidBody3D, CharacterBody3D…等節點下作為子節點" -"使用以提供形狀。" +"請僅於 Area3D, StaticBody3D, RigidBody3D, CharacterBody3D…等節點下作為子節點使" +"用以提供形狀。" msgid "Nothing is visible because no mesh has been assigned." msgstr "由於尚未指定網格,未顯示任何東西。" -msgid "" -"Nothing is visible because meshes have not been assigned to draw passes." +msgid "Nothing is visible because meshes have not been assigned to draw passes." msgstr "由於網格尚未被指派至描繪路徑(Draw Pass),未顯示任何東西。" msgid "This body will be ignored until you set a mesh." @@ -12081,8 +12230,8 @@ msgid "" "A SpriteFrames resource must be created or set in the \"Frames\" property in " "order for AnimatedSprite3D to display frames." msgstr "" -"必須先為「Frames」屬性建立或設定 SpriteFrames 資源以令 AnimatedSprite3D 顯示" -"影格。" +"必須先為「Frames」屬性建立或設定 SpriteFrames 資源以令 AnimatedSprite3D 顯示影" +"格。" msgid "Plotting Meshes" msgstr "正在繪製網格" @@ -12131,8 +12280,8 @@ msgid "Add current color as a preset." msgstr "將目前的顏色加入預設設定。" msgid "" -"Container by itself serves no purpose unless a script configures its " -"children placement behavior.\n" +"Container by itself serves no purpose unless a script configures its children " +"placement behavior.\n" "If you don't intend to add a script, use a plain Control node instead." msgstr "" "除非有腳本設定了 Container 子節點佔位行為 (Placement Behavior),其本身將無作" @@ -12164,8 +12313,7 @@ msgid "" "minimum size manually." msgstr "" "ScrollContainer 旨在於單一子控制配合使用。\n" -"使用容器作為子節點(VBox、HBox…等),或是使用 Control 並手動設定其自定最小" -"值。" +"使用容器作為子節點(VBox、HBox…等),或是使用 Control 並手動設定其自定最小值。" msgid "(Other)" msgstr "(其它)" @@ -12173,11 +12321,11 @@ msgstr "(其它)" msgid "" "Very low timer wait times (< 0.05 seconds) may behave in significantly " "different ways depending on the rendered or physics frame rate.\n" -"Consider using a script's process loop instead of relying on a Timer for " -"very low wait times." +"Consider using a script's process loop instead of relying on a Timer for very " +"low wait times." msgstr "" -"取決於渲染或物理影格率,極短暫的計時器等候時間(小於0.05秒)可能會造成計時器" -"截然不同的行為。\n" +"取決於渲染或物理影格率,極短暫的計時器等候時間(小於0.05秒)可能會造成計時器截" +"然不同的行為。\n" "建議使用腳本的處理迴圈(Process Loop)而非這類計時器。" msgid "" @@ -12390,7 +12538,7 @@ msgid "The local variable '%s' is declared but never used." msgstr "區域變數「%s」已被宣告,但從未使用。" msgid "" -"The total size of the %s for this shader on this device has been exceeded " -"(%d/%d). The shader may not work correctly." +"The total size of the %s for this shader on this device has been exceeded (%d/" +"%d). The shader may not work correctly." msgstr "" "這個著色器已經超出此裝置的 %s 的總大小 (%d/%d)。該著色器可能無法正常運作。" diff --git a/editor/translations/properties/de.po b/editor/translations/properties/de.po index fd424c0e214..ec7bb852b06 100644 --- a/editor/translations/properties/de.po +++ b/editor/translations/properties/de.po @@ -100,10 +100,10 @@ msgstr "" "Project-Id-Version: Godot Engine properties\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2023-07-05 13:49+0000\n" +"PO-Revision-Date: 2023-07-07 16:32+0000\n" "Last-Translator: ‎ \n" -"Language-Team: German \n" +"Language-Team: German \n" "Language: de\n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" @@ -711,6 +711,9 @@ msgstr "Auswählbar" msgid "Checked" msgstr "Ausgewählt" +msgid "Draw Warning" +msgstr "Warnung zeichnen" + msgid "Keying" msgstr "Schlüsselwerte erzeugen" @@ -1617,6 +1620,9 @@ msgstr "Erweitert" msgid "Precision" msgstr "Präzision" +msgid "Primitive" +msgstr "Primitive" + msgid "Height" msgstr "Höhe" @@ -2697,6 +2703,18 @@ msgstr "Spotlight 40 x 40" msgid "Spotlight 80 X 80" msgstr "Spotlight 80 x 80" +msgid "Settings 58 X 58" +msgstr "Einstellungen 58 X 58" + +msgid "Settings 87 X 87" +msgstr "Einstellungen 87 X 87" + +msgid "Notification 40 X 40" +msgstr "Benachrichtigung 40 X 40" + +msgid "Notification 60 X 60" +msgstr "Benachrichtigung 60 X 60" + msgid "Landscape Launch Screens" msgstr "Startbildschirm im Landscape-Modus" @@ -2760,6 +2778,9 @@ msgstr "Exportmethode Release" msgid "Targeted Device Family" msgstr "Zielgeräteklasse" +msgid "Bundle Identifier" +msgstr "Bundle-Bezeichner" + msgid "Signature" msgstr "Signatur" @@ -2769,14 +2790,17 @@ msgstr "Kurzversion" msgid "Icon Interpolation" msgstr "Symbol-Interpolation" +msgid "Launch Screens Interpolation" +msgstr "Startbildschirm Interpolation" + msgid "Capabilities" msgstr "Fähigkeiten" msgid "Access Wi-Fi" -msgstr "Zugriff auf WLan" +msgstr "Zugriff auf WLAN" msgid "Push Notifications" -msgstr "Pushnachrichten" +msgstr "Push-Benachrichtigungen" msgid "User Data" msgstr "Nutzerdaten" @@ -2791,13 +2815,22 @@ msgid "Privacy" msgstr "Privatsphäre" msgid "Camera Usage Description" -msgstr "Kameranutzungsrechtfertigung" +msgstr "Kamera Nutzungsbeschreibung" + +msgid "Camera Usage Description Localized" +msgstr "Kamera Nutzungsbeschreibung Lokalisierung" msgid "Microphone Usage Description" -msgstr "Mikrophonnutzungsrechtfertigung" +msgstr "Mikrofon Nutzungsbeschreibung" + +msgid "Microphone Usage Description Localized" +msgstr "Mikrofon Nutzungsbeschreibung Lokalisierung" msgid "Photolibrary Usage Description" -msgstr "Fotobibliotheknutzungsrechtfertigung" +msgstr "Fotobibliothek Nutzungsbeschreibung" + +msgid "Photolibrary Usage Description Localized" +msgstr "Fotobibliothek Nutzungsbeschreibung Lokalisierung" msgid "Storyboard" msgstr "Storyboard" @@ -2823,20 +2856,47 @@ msgstr "Eigene Hintergrundfarbe" msgid "Architecture" msgstr "Architektur" +msgid "Extra Args SSH" +msgstr "Zusätzliche Parameter SSH" + +msgid "Extra Args SCP" +msgstr "Zusätzliche Parameter SCP" + +msgid "Run Script" +msgstr "Skript ausführen" + +msgid "Cleanup Script" +msgstr "Skript bereinigen" + msgid "macOS" msgstr "macOS" +msgid "Distribution Type" +msgstr "Verteilungstyp" + msgid "Copyright" msgstr "Copyright" msgid "Copyright Localized" msgstr "Copyright-Lokalisierung" +msgid "Min macOS Version" +msgstr "Mindest-macOS-Version" + msgid "High Res" msgstr "Hohe Auflösung" +msgid "SDK Version" +msgstr "SDK-Version" + +msgid "SDK Name" +msgstr "SDK-Name" + +msgid "Xcode Version" +msgstr "Xcode-Version" + msgid "Codesign" -msgstr "Codesignierung" +msgstr "Code-Signierung" msgid "Apple Team ID" msgstr "Apple-Team-ID" @@ -2887,10 +2947,10 @@ msgid "App Sandbox" msgstr "Anwendungssandbox" msgid "Network Server" -msgstr "Netwerk-Server" +msgstr "Netzwerk-Server" msgid "Network Client" -msgstr "Netzwerkclient" +msgstr "Netzwerk-Client" msgid "Device USB" msgstr "USB-Gerät" @@ -2917,22 +2977,40 @@ msgid "Notarization" msgstr "Beglaubigung" msgid "Apple ID Name" -msgstr "Apple-Id-Name" +msgstr "Apple-ID-Name" msgid "Apple ID Password" msgstr "Apple-ID-Password" +msgid "API UUID" +msgstr "API-UUID" + +msgid "API Key" +msgstr "API-Schlüssel" + +msgid "API Key ID" +msgstr "API-Schlüssel-ID" + msgid "Location Usage Description" -msgstr "Standortberechtigungsrechtfertigung" +msgstr "Standort Nutzungsbeschreibung" + +msgid "Location Usage Description Localized" +msgstr "Standort Nutzungsbeschreibung Lokalisierung" msgid "Address Book Usage Description" -msgstr "Adressbuchberechtigungsrechtfertigung" +msgstr "Adressbuch Nutzungsbeschreibung" + +msgid "Address Book Usage Description Localized" +msgstr "Adressbuch Nutzungsbeschreibung Lokalisierung" msgid "Calendar Usage Description" -msgstr "Kalenderberechtigungsrechtfertigung" +msgstr "Kalender Nutzungsbeschreibung" + +msgid "Calendar Usage Description Localized" +msgstr "Kalender Nutzungsbeschreibung Lokalisierung" msgid "Photos Library Usage Description" -msgstr "Fotobibliotheksberechtigungsrechtfertigung" +msgstr "Fotobibliothek Nutzungsbeschreibung" msgid "Desktop Folder Usage Description" msgstr "Desktopordnerberechtigungsrechtfertigung" @@ -2992,7 +3070,7 @@ msgid "Minor" msgstr "Neben" msgid "Build" -msgstr "Bauart" +msgstr "Build" msgid "Revision" msgstr "Revision" @@ -3042,11 +3120,23 @@ msgstr "HTTP Host" msgid "HTTP Port" msgstr "HTTP-Port" +msgid "Use TLS" +msgstr "TLS verwenden" + +msgid "TLS Key" +msgstr "TLS-Schlüssel" + +msgid "TLS Certificate" +msgstr "TLS-Zertifikat" + msgid "Variant" msgstr "Variante" +msgid "Extensions Support" +msgstr "Extensions-Support" + msgid "VRAM Texture Compression" -msgstr "VRAM Texturkompression" +msgstr "VRAM-Texturkompression" msgid "For Desktop" msgstr "Für Desktop" @@ -3069,6 +3159,9 @@ msgstr "Kopfzeileneinfügung" msgid "Canvas Resize Policy" msgstr "Canvasgrößenanpassungsrichtlinie" +msgid "Focus Canvas on Start" +msgstr "Canvas fokussieren beim Start" + msgid "Experimental Virtual Keyboard" msgstr "Experimentelle virtuelle Tastatur" @@ -3121,7 +3214,7 @@ msgid "File Description" msgstr "Dateibeschreibung" msgid "Trademarks" -msgstr "Handelsmarken" +msgstr "Trademarks" msgid "Frame" msgstr "Frame" @@ -3153,6 +3246,12 @@ msgstr "Raum-Überbrückung" msgid "Point" msgstr "Punkt" +msgid "Point Unit Distance" +msgstr "Punkt Einheitsabstand" + +msgid "Point Center" +msgstr "Punkt Mitte" + msgid "Direction" msgstr "Richtung" @@ -3189,6 +3288,9 @@ msgstr "Max Distanz" msgid "Attenuation" msgstr "Abklingung" +msgid "Panning Strength" +msgstr "Panning-Stärke" + msgid "Bus" msgstr "Bus" @@ -3201,6 +3303,12 @@ msgstr "Kopiermodus" msgid "Anchor Mode" msgstr "Anker Modus" +msgid "Ignore Rotation" +msgstr "Rotation ignorieren" + +msgid "Process Callback" +msgstr "Process Callback" + msgid "Left" msgstr "Links" @@ -3216,20 +3324,41 @@ msgstr "Unten" msgid "Smoothed" msgstr "Geglättet" +msgid "Position Smoothing" +msgstr "Positionsglättung" + +msgid "Rotation Smoothing" +msgstr "Rotationsglättung" + msgid "Horizontal Enabled" msgstr "Horizontal aktiviert" msgid "Vertical Enabled" msgstr "Vertikal Aktiviert" +msgid "Horizontal Offset" +msgstr "Horizontaler Versatz" + +msgid "Vertical Offset" +msgstr "Vertikaler Versatz" + +msgid "Left Margin" +msgstr "Linker Rand" + msgid "Top Margin" -msgstr "Obere Begrenzung" +msgstr "Oberer Rand" + +msgid "Right Margin" +msgstr "Rechter Rand" + +msgid "Bottom Margin" +msgstr "Unterer Rand" msgid "Draw Screen" msgstr "Bildschirm zeichnen" msgid "Draw Limits" -msgstr "Render-Limitierungen" +msgstr "Begrenzungen zeichnen" msgid "Draw Drag Margin" msgstr "Ziehbegrenzungen zeichnen" @@ -3237,9 +3366,18 @@ msgstr "Ziehbegrenzungen zeichnen" msgid "Tweaks" msgstr "Kniffe" +msgid "Fit Margin" +msgstr "Rand einpassen" + +msgid "Clear Margin" +msgstr "Rand entfernen" + msgid "Use Mipmaps" msgstr "Mipmaps verwenden" +msgid "Disable Mode" +msgstr "Inaktivmodus" + msgid "Input" msgstr "Eingabe" @@ -3318,6 +3456,9 @@ msgstr "Normalen" msgid "Colors" msgstr "Farben" +msgid "Particle Flags" +msgstr "Partikel-Flags" + msgid "Align Y" msgstr "Y Ausrichten" @@ -3327,6 +3468,12 @@ msgstr "Streuung" msgid "Initial Velocity" msgstr "Anfängliche Geschwindigkeit" +msgid "Velocity Min" +msgstr "Geschwindigkeit Min" + +msgid "Velocity Max" +msgstr "Geschwindigkeit Max" + msgid "Velocity Curve" msgstr "Geschwindigkeitskurve" @@ -3336,6 +3483,12 @@ msgstr "Orbitgeschwindigkeit" msgid "Linear Accel" msgstr "Lineare Beschleunigung" +msgid "Accel Min" +msgstr "Beschleunigung Min" + +msgid "Accel Max" +msgstr "Beschleunigung Max" + msgid "Accel Curve" msgstr "Beschleunigungskurve" @@ -3348,6 +3501,12 @@ msgstr "Tangentiale Beschleunigung" msgid "Damping" msgstr "Dämpfung" +msgid "Damping Min" +msgstr "Dämpfung Min" + +msgid "Damping Max" +msgstr "Dämpfung Max" + msgid "Damping Curve" msgstr "Dämpfungskurve" @@ -3384,9 +3543,24 @@ msgstr "Versatzkurve" msgid "Process Material" msgstr "Materialverarbeitung" +msgid "Interpolate" +msgstr "Interpolieren" + +msgid "Base Size" +msgstr "Basisgröße" + msgid "Visibility Rect" msgstr "Sichtbarkeitsrechteck" +msgid "Trails" +msgstr "Spuren" + +msgid "Sections" +msgstr "Abschnitte" + +msgid "Section Subdivisions" +msgstr "Abschnitt Unterbereiche" + msgid "Node A" msgstr "Node A" @@ -3415,7 +3589,7 @@ msgid "Stiffness" msgstr "Steifheit" msgid "Editor Only" -msgstr "Ausschließlich Editor" +msgstr "Editor-exklusiv" msgid "Energy" msgstr "Energie" @@ -3453,8 +3627,11 @@ msgstr "Geschlossen" msgid "Cull Mode" msgstr "Aushöhlungsmodus" +msgid "SDF Collision" +msgstr "SDF-Kollision" + msgid "Occluder Light Mask" -msgstr "Verdecker Lichtblende" +msgstr "Verdecker Lichtmaske" msgid "Width Curve" msgstr "Breitenkurve" @@ -3516,11 +3693,20 @@ msgstr "Max Pfad-Distanz" msgid "Navigation Layers" msgstr "Navigationsebenen" +msgid "Pathfinding Algorithm" +msgstr "Pathfinding-Algorithmus" + +msgid "Path Postprocessing" +msgstr "Pfad-Postprocessing" + +msgid "Path Metadata Flags" +msgstr "Pfad-Metadaten Flags" + msgid "Avoidance" -msgstr "Vermeiden" +msgstr "Vermeidung" msgid "Avoidance Enabled" -msgstr "Vermeiden aktiviert" +msgstr "Vermeidung aktiviert" msgid "Max Neighbors" msgstr "Maximale Nachbarn" @@ -3528,6 +3714,15 @@ msgstr "Maximale Nachbarn" msgid "Max Speed" msgstr "Max Geschw" +msgid "Avoidance Layers" +msgstr "Vermeidungsebenen" + +msgid "Avoidance Mask" +msgstr "Vermeidungsmaske" + +msgid "Avoidance Priority" +msgstr "Vermeidungspriorität" + msgid "Path Custom Point Size" msgstr "Pfad Benutzerdefinierte Punktgröße" @@ -4053,6 +4248,9 @@ msgstr "Lichtdaten" msgid "Surface Material Override" msgstr "Oberflächen-Material-Überschreibung" +msgid "Use 3D Avoidance" +msgstr "3D-Vermeidung verwenden" + msgid "Top Level" msgstr "Top-Level" @@ -6250,7 +6448,7 @@ msgid "Shape RID" msgstr "Form RID" msgid "Default Gravity" -msgstr "Standard-Gravitation" +msgstr "Standardgravitation" msgid "Default Gravity Vector" msgstr "Standardgravitationsvektor" diff --git a/editor/translations/properties/es.po b/editor/translations/properties/es.po index 01424979862..97cc293f292 100644 --- a/editor/translations/properties/es.po +++ b/editor/translations/properties/es.po @@ -82,7 +82,7 @@ # Nagamine-j , 2022. # Esdras Caleb Oliveira Silva , 2022. # Luis Ortiz , 2022. -# Angel Andrade , 2022. +# Angel Andrade , 2022, 2023. # Juan Felipe Gómez López , 2022. # Pineappletooth , 2022. # David A. Rodas S. , 2022. @@ -100,7 +100,7 @@ msgstr "" "Project-Id-Version: Godot Engine properties\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2023-07-05 13:49+0000\n" +"PO-Revision-Date: 2023-08-15 16:33+0000\n" "Last-Translator: Braulio León Madrid Escobar \n" "Language-Team: Spanish